03/10/2026
Another preview of a new package for the Four Play™ RPG:
Pyromaniac - Thievery (+4d6); Psionics [Psychokinesis only] (+4d6); any other two (+2d6 each)
There are many ways to commit arson, but using the power of one’s mind is preferable because it leaves no tale tell chemical traces and is hard to prevent; anyone who can break into a place can set it on fire. Of course the pyromanic doesn’t have to use their ability to commit insurance fraud; revenge or even just a desire to burn the whole world down can sometimes spark these destructive powers in a disturbed brain.
• Fire Chain: The pyromaniac can set a flammable object on fire and then cause that fire to spread over open space to another flammable object within range. By touching the first object in the chain and using a Work action, the pyromaniac ignites it. On a subsequent phase the pyromaniac can use another Work action to send a streamer of flame out to another object within 16’ of the first one, igniting it as well. The pyromaniac can continue to use Work actions as long as there is another flammable object within 16’ of one of the burning objects in the chain. The pyromaniac cannot move from their original location while this chain is being extended, and they have no immunity to any damage from these fires (though they can still invoke their Infer-No ability if they have not used it yet today, see below) if they should spread. A creature cannot be part of this chain unless it is covered in flammable material, in which case they take 4d4 Fire damage from the first instance of such burning, and they (or someone near them) can use a Work action to smother the flames. The fire chain lasts as long as the pyromaniac concentrates or until the flames consume the object in question, and anything disrupting concentration will also cancel the effect, immediately extinguishing any remaining fires. The pyromaniac can only use this ability once in a day before needing a good night’s sleep prior to being able to use it again.
• Heat Sink: The pyromaniac can drain heat from people, places and things in close proximity. By using a Work action, the pyromanic can damp flames within 24’; the fire is extinguished from a 4’ x 4’ cube in that range, regardless of its source. This can include victims of a current Head On Fire or Magmatron attack, among other things. In the case of spells or effects, the pyromaniac must chunk as many PG nuggets as the other caster or generator did and the cancellation is automatic. These chunked nuggets are freed again an hour later for the pyromaniac. For other types of fire (alchemical, natural, technological, etc.) the Big Cheese will determine how many nuggets the pyromaniac will have to chunk based on the conflagration’s size, but a good rule of thumb would be 1 nugget per 4’ cube of flame. When these latter flames are extinguished, there are no residual embers or sparks; the fuel source reverts to its normal pre-ignition state, though anything destroyed by fire stays destroyed, or scorch marked, etc. If a new heat source is applied, it could well be set alight again. The pyromaniac can also use this as a weapon by sucking body heat out of a living creature. By succeeding on an Unarmed Combat attack, the pyromaniac’s touch can deal fire damage on contact instead of the usual type. This is Super Fast damage for purposes of armor on the target. There is no limit on this offensive use of the ability, and it does not chunk nuggets; 1d8 per unchunked unembargoed PG nugget is dealt, similar to the psychic’s Waves of Arcane Force ability except that the usual hit location procedure determines where the damage is applied.
• Infer-No: The pyromaniac can temporarily protect themselves from fire or heat damage. Once a day the pyromaniac can make a Thievery roll and obtain absolute and total protection from all such threats for one cycle per success on the roll. There is no magic or psionic counter to this ability and it does not require concentration. Once the duration has expired the pyromaniac must have a good night’s sleep before it can be used again.
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