Post by Casey Romano on Sept 10, 2009 16:15:19 GMT -5
Lesser
Fire Extinguishment
This ability is to be able to estinguish a fire with a mere thought. All lessers gain this ability, but it is weak and grows stronger as they grow stronger.
Flame Absorption and Conversion to Health
The ability absorb any flame or fire nearby to heal him/herself or increase his/her strength, stamina, and durability. All lessers gain this, but it is weak and grows stronger as they grow stronger.
Fire Amplification
Passive. The ability to amplify any fire or flame to immeasurable proportions. All lessers gain this, but it is weak and grows stronger as they grow stronger.
Fire Solidification
Passive. This gives someone the ability to solidify any flames, causing them to hit with more power, force, and damage. All lessers gain this, but it is weak and grows stronger as they grow stronger.
Flares
The ability project miniature flares that can be used as a distraction, blind an opponent, light their way, or signal for help from great distances.
Moderate
Please choose Only Three (3) of the Following
Vaporization
A simple skill giving someone the ability to vaporize or boil any body of water to scalding hot temperatures, thus evaporating it nearly instantaneously.
Firestorm
One can summon a firestorm that can cover great distances, from an acre to over a fifty thousand-mile radius, depending on how strong of a pyro the individual is. This ability is pretty much found only in a weak state, so small distances, for most individuals.
Fiery Breath:
The ability to project from one's mouth by breathing and exhaling at will, like a dragon.
Fiery Fists and Feet
This is the ability engulf their fists and feet in incinerating flames at will. The duration is usually under a minute, and it takes a good bit of exertion to keep it up.
Fiery Shield Generation
With this ability one can generate a shield of fire that vaporizes nearly any material or substance on contact, up to and including Adamantium. One could alter the size and shape of it at will nearly instantaneously.
Strong Moderate
Please Choose Only Two (2) of the Following
Fiery Projections
The ability to generate, project, and create virtually any shapes, objects, constructs, weapons, and even beings composed of fire from any point on one's body. (One could usually employ his/her hands to "sculpt" the flames.) These flames-objects could remain their shapes and burn as long as one pleases. The temperature of these fiery projections would probably be around 2,800 F (near the melting point of iron). Like all other flames, one might be able to change their intensity, size, shape, and temperature in any way they please, even in midair.
Duplication
The ability to duplicate oneself by projecting the fiery portions of oneself and telekinetically molding the flames into duplicates of oneself. One would probably possess complete control over the fiery duplicates every movements. It can last from just a few seconds, minutes, to even hours. As the person grows stronger in their skills, the images lasts longer.
Fiery Force Field Generation
One could generate incinerating force fields of fire, flames, heat, or plasma at will, altering their temperature, shape, size, and intensity instantaneously. It grows stronger as the individual grows stronger. The force feed can last mere seconds or minutes depending on their strength. It takes a lot of energy to hold it up, leaving the individual weak afterwards.
Master
Please Choose Only Two (2) of the Following
Nova Burst
The ability to release all of his body's stored energy in one intense, omni-directional "nova-burst," which can reach about 1,000,000 F, and which is similar to the heat-pulse of a nuclear warhead detonation, with an area of total devastation of about 900 feet in diameter. This violent discharge uses one's entire reserve of energy (except for the necessary to keep them alive) at once, entirely exhausting his/her flame power. One generally requires at least 12 hours to recover entirely from such a feat.
Regeneration
The ability to instantaneously reform if part or almost all of one's body is damaged or extinguished.
Flight
One's body and plasma could possess a high hydrogen content, and could be surrounded by an exuded cloud of mono-atomic hydrogen atoms. This hot cloud could provides sufficient positive buoyancy for them to float. With mental stimulation of their flame, they could provide enough lift to carry an undetermined amount of weight that could be greater than one could normally carry. By forming a jet from their feet, directed behind them, one could achieve supersonic speeds of up to at least 300 miles per hour. This is not a common skill.
Morphing
The ability to transform and reshape oneself into virtually any being or object imaginable by mentally reshaping the flames composed of oneself in the form of one's choosing. One could alter their size, shape, density, intensity, temperature, and possibly even color, gaining extra appendages, such as spikes and shields, transforming one's forearms into weapons, changing from the size of a candlestick's flame to an immeasurable inferno, stretching, expanding, deforming, and contracting oneself in any way one chooses, etc.
Weaknesses
Energy Drain - It takes a lot of energy and willpower to be a pyro. Even the simplest tasks like generating a flame and throwing it at an opponent can make the pyro very weak, especially if they have not harnassed their powers very well. Pyro's tend to need a lot more sleep on an average basis depending on how often they use their powers daily.
Water/Ice/Cold - Clearly, pyro's are attuned to heat and do not like the cold. They generally tend to avoid situations that involve ice, snow, or water. This is because their body temperature is already higher than normal. If you shake hands with a pyro you might think they are sick or running a fever because their skin is unusually hot. Also, with enough firepower from water a fire can be put out.
Oxygen - Remember, pyro's are human and when their fires get big enough they don't realize that they can suffocate themselves from the smoke or cause great lung damage if they do not get away from the smoke in time. Moderate and Strong characters are generally able to avoid this because they have more control over how much fire they produce and they are very familar with the flames and generally tend to know better how much smoke will be created along with the fire.
Fire Extinguishment
This ability is to be able to estinguish a fire with a mere thought. All lessers gain this ability, but it is weak and grows stronger as they grow stronger.
Flame Absorption and Conversion to Health
The ability absorb any flame or fire nearby to heal him/herself or increase his/her strength, stamina, and durability. All lessers gain this, but it is weak and grows stronger as they grow stronger.
Fire Amplification
Passive. The ability to amplify any fire or flame to immeasurable proportions. All lessers gain this, but it is weak and grows stronger as they grow stronger.
Fire Solidification
Passive. This gives someone the ability to solidify any flames, causing them to hit with more power, force, and damage. All lessers gain this, but it is weak and grows stronger as they grow stronger.
Flares
The ability project miniature flares that can be used as a distraction, blind an opponent, light their way, or signal for help from great distances.
Moderate
Please choose Only Three (3) of the Following
Vaporization
A simple skill giving someone the ability to vaporize or boil any body of water to scalding hot temperatures, thus evaporating it nearly instantaneously.
Firestorm
One can summon a firestorm that can cover great distances, from an acre to over a fifty thousand-mile radius, depending on how strong of a pyro the individual is. This ability is pretty much found only in a weak state, so small distances, for most individuals.
Fiery Breath:
The ability to project from one's mouth by breathing and exhaling at will, like a dragon.
Fiery Fists and Feet
This is the ability engulf their fists and feet in incinerating flames at will. The duration is usually under a minute, and it takes a good bit of exertion to keep it up.
Fiery Shield Generation
With this ability one can generate a shield of fire that vaporizes nearly any material or substance on contact, up to and including Adamantium. One could alter the size and shape of it at will nearly instantaneously.
Strong Moderate
Please Choose Only Two (2) of the Following
Fiery Projections
The ability to generate, project, and create virtually any shapes, objects, constructs, weapons, and even beings composed of fire from any point on one's body. (One could usually employ his/her hands to "sculpt" the flames.) These flames-objects could remain their shapes and burn as long as one pleases. The temperature of these fiery projections would probably be around 2,800 F (near the melting point of iron). Like all other flames, one might be able to change their intensity, size, shape, and temperature in any way they please, even in midair.
Duplication
The ability to duplicate oneself by projecting the fiery portions of oneself and telekinetically molding the flames into duplicates of oneself. One would probably possess complete control over the fiery duplicates every movements. It can last from just a few seconds, minutes, to even hours. As the person grows stronger in their skills, the images lasts longer.
Fiery Force Field Generation
One could generate incinerating force fields of fire, flames, heat, or plasma at will, altering their temperature, shape, size, and intensity instantaneously. It grows stronger as the individual grows stronger. The force feed can last mere seconds or minutes depending on their strength. It takes a lot of energy to hold it up, leaving the individual weak afterwards.
Master
Please Choose Only Two (2) of the Following
Nova Burst
The ability to release all of his body's stored energy in one intense, omni-directional "nova-burst," which can reach about 1,000,000 F, and which is similar to the heat-pulse of a nuclear warhead detonation, with an area of total devastation of about 900 feet in diameter. This violent discharge uses one's entire reserve of energy (except for the necessary to keep them alive) at once, entirely exhausting his/her flame power. One generally requires at least 12 hours to recover entirely from such a feat.
Regeneration
The ability to instantaneously reform if part or almost all of one's body is damaged or extinguished.
Flight
One's body and plasma could possess a high hydrogen content, and could be surrounded by an exuded cloud of mono-atomic hydrogen atoms. This hot cloud could provides sufficient positive buoyancy for them to float. With mental stimulation of their flame, they could provide enough lift to carry an undetermined amount of weight that could be greater than one could normally carry. By forming a jet from their feet, directed behind them, one could achieve supersonic speeds of up to at least 300 miles per hour. This is not a common skill.
Morphing
The ability to transform and reshape oneself into virtually any being or object imaginable by mentally reshaping the flames composed of oneself in the form of one's choosing. One could alter their size, shape, density, intensity, temperature, and possibly even color, gaining extra appendages, such as spikes and shields, transforming one's forearms into weapons, changing from the size of a candlestick's flame to an immeasurable inferno, stretching, expanding, deforming, and contracting oneself in any way one chooses, etc.
Weaknesses
Energy Drain - It takes a lot of energy and willpower to be a pyro. Even the simplest tasks like generating a flame and throwing it at an opponent can make the pyro very weak, especially if they have not harnassed their powers very well. Pyro's tend to need a lot more sleep on an average basis depending on how often they use their powers daily.
Water/Ice/Cold - Clearly, pyro's are attuned to heat and do not like the cold. They generally tend to avoid situations that involve ice, snow, or water. This is because their body temperature is already higher than normal. If you shake hands with a pyro you might think they are sick or running a fever because their skin is unusually hot. Also, with enough firepower from water a fire can be put out.
Oxygen - Remember, pyro's are human and when their fires get big enough they don't realize that they can suffocate themselves from the smoke or cause great lung damage if they do not get away from the smoke in time. Moderate and Strong characters are generally able to avoid this because they have more control over how much fire they produce and they are very familar with the flames and generally tend to know better how much smoke will be created along with the fire.