Post by Phsycodelic on May 19, 2017 21:23:03 GMT
Cryokinesis
Psychic Sorcerers
Psychic Sorcerers
Cryokinetics have no special immunity to the dangers of extreme cold, and should take care not to damage themselves with careless uses of the power.
While it may not seem as blatantly potent as a Pyrokinetic at first glance, the uses are manifold; lowering dangerous temperatures, freezing liquids, disabling enemies and more.
Roll: Stamina + Meditation.
Cost: None
Modifiers: None.
Duration: Unknown.
Price Of Failure: Unknown.
[ 1 ] A Touch of Frost ( XXX - Page X )
With a single touch, and a roll at difficulty 6, the character can freeze over a small area, about a one yard diameter at most. This could be used to turn a small pond to ice, to freeze a lock or car door shut, thus making it difficult to open, or if used on a person, can give them a distraction as part of their body chills (A -1 penalty for a turn per success). Living beings won't do more than shiver at this level, nor will anything above 100 degrees Fahrenheit or so freeze or solidify.
[ 2 ] A Cool Breeze ( XXX - Page X )
As the psychic's capabilities expand, he becomes able to chill an area, and the sudden temperature change usually causes a movement in the air that feels like a light wind. For every success rolled, the ambient temperature in the surrounding area (about a one yard radius per dot of Cryokinesis the character has) drops by about 10 degrees Fahrenheit, and this change lasts for the rest of the scene, though it cannot be stacked with multiple uses.
[ 3 ] A Bitter Cold ( XXX - Page X )
At this point, the psychic can slow the molecules so completely in an area as to work even on living beings or hot surfaces within Willpower * 10 yards, rolling at difficulty 7. A person might be given frostbite as their flesh solidifies and splits, doing 1 lethal damage per success rolled. Magma or molten metal (or whatever else) could be made solid again, lowering them down to about 100 degrees or so, and anything below that temperature to start is brought down to about 0 degrees. Living beings heal as normal, and inanimate targets will be kept at that temperature for about 5 minutes per dot of Cryokinesis before it will be affected by ambient heat. This level of power generally works on about a 2 yard radius or on a single living target.
[ 4 ] A Wall of Ice ( XXX - Page X )
With this level of the power, residual vapor molecules can be pulled together to create objects and structures out of ice, up to about the size of a several foot thick living room wall. Simple things like walls of ice or frozen clubs would be made at a difficulty of 6, but more complex objects might be 7 or 8. Obviously, it can't do anything that ice can't already do. Every success rolled is a minute that the ice won't be affected by ambient temperatures, after which it will melt as normal (if it's warm enough). These structure can not be made around anything living; the next level is needed to encase someone entirely in ice.
[ 5 ] A Frozen Corpse ( XXX - Page X )
At the peak of power, the character can completely freeze a person (or other living being), not simply doing damage but instead fully encasing them in ice, immobilizing and suffocating them. The roll is made at difficulty 8. One success is enough to encase and immobilize a single appendage, two successes will cover about half of a person (or all of a smaller animal), and three will be enough to completely freeze someone. This attack can be dodged with a Dexterity + Athletics roll, difficulty 6, with only NET successes applying. Anything larger than a human will likely need more successes, at Storyteller discretion. If fully encased, suffocation rules apply immediately, as if Stamina were one lower. A Strength roll, difficulty 8 (6 if freeing someone other than yourself), needing as many successes as were applied to freeze the character, can free an individual before they suffocate, but this is an instant action, not extended. Extreme heat may lower the difficulty.