[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[HOE] RE: Arson vs. Pyro



Okay, being a Marshall, and one who has dealt with Arson up close, there
are several fundamental differences between Pyro and Arson that make
their use far different.

First, Arson is a gross area effect.  Yeah, its effects are gross, but
that's not the kind of gross I mean.  I mean that is fries everything in
its area (diameter equal to Spirit) with equal impunity.  Pyro, on the
otherhand, is more focused and localized...meaning you can use it in a
group where there are friendlies mixed in...or in a hostage situation.

Arson is also an instantaneous power.  You use it, its gone.  Pyro
lasts...and lasts...and lasts, so long as the Syker wishes to pump
Strain into it.  During its 'life' the Pyro fire can be moved around,
within his range and line of sight, a number of yards equal to his
blastin' per ACTION.  That means, with an average PC syker (5d blastin')
with two actions a round can move that roving ball of flame 10 yards per
round.  That's faster than most folks can move with their 'walk' rate.
And yeah, you can outrun it, but you aren't likely going to be shooting
at anyone while doing so (Cans with tageting computers can argue this).

Now, as to the write-up of the power, it states (and thus makes things a
little confusing) that the flame flares up on each of the controller's
actions, causing 3d6 damage to its current target.  It also then states,
that if using the power against thugs, just apply the damage as normal,
but when using it on NPCs that warrant Wind or other special notice (in
otherwords, any character the Marshall feels is vital enough to warrant
extra attention), then the damage is centered on one body area of the
target's choosing.  That implies to me that there is no actual 'to-hit'
roll, that it simply just does.  Now, as a Marshall, I'd be inclined to
say that the syker could /try/ for a head shot, but would, in that case,
have to roll another blastin' roll, using the Pyro's original TN plus
the called shot TN.  Range and the like would have no bearing.

Furthermore, as said early, Arson is instantaneous, while Pyro lasts.
Don't think that Pyro /only/ burns once it hits a target.  As it says in
its write-up:  ...move the fire about at will, causing it to roast
anything and everything in its path.  So, that means, with a powerful
enough syker with enough actions, you could conceivably weave your Pyro
ball in and out of a group of thugs, surgically striking (running over)
those you want to hit while completely avoiding those you don't want to
hit.  That's a pretty frightening aspect of the power...I think.

So, the use of Pyro compared to Arson is like comparing a shaped
plastique charge to a grenade.  Both have their uses...I certainly
wouldn't throw a plastique charge at a target and hope for it to be
effective...nor would I try and use a grenade to blow a safe's door.
Both have their pros and cons, both have their uses.

And lastly, two things.  3d6 is not 'low' damage.  That's the amount of
punch a pistol has...and while the syker pays the Strain, he then,
effectively, has a roving, tracking, unerring bullet.  Far slower,
perhaps, but a conflagratory bullet, none-the-less.  Second thing, don't
forget the power of fire.  Most beings, truly intelligent or not,
instinctively fear fire.  A brilliant, sudden flarring sun (Arson) is
likely to hurt and fry those in the area, but have little longer-lasting
effects (aside from those nasty burns).  Yes, it can set flame to
flammable objects, but its primary use is immediate trauma.  A roving,
moving, seemingly sentient ball of flame chasing YOU is likely to cause
one Hell of a panic amongst your opponents.  Its all in how you use it.

Sean "Mojo" Gore