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Leontia dipped her fingers into a bowl of rose water, and idly flicked the drops into the fire. It fizzled
pleasingly. The pair of men there to see her knew what this was. There was no ambiguity on their
faces. The Orredin were sharp people, they could cut through guile like cheesecake. “This is
concerning the shadow district beneath the city, then?” she cut to the point.
“You know damn well. Your men buried something down there, and our slaves are dropping like flies.
We want answers and ideally a solution.”
“Oh. That’s easy, how much do you know about vampires?” Leontia said, raising a glass of red to her
lips. The two Helians glanced at each other. One reached to his side, the other shook his head.
“Nothing, my lady. Why don’t you tell us?”
“Well, that’s what’s down there. We found one entombed in the archives, so we buried it in the
shadow district. Seemed like the right thing to do.”
“You didn’t burn it? An Orredin vampire would be the most dangerous,” the man stopped mid-
sentence, glared at Leontia, and stormed out of the room. The other shrugged, and followed. Leontia
waited a moment to finish her drink, then gestured to a servant to prepare her litter. She was going to
have to pull some damage control on this one. Young vampires, so impulsive.
Dark Pyromancy is the use of life force to perform magic. Unlike regular Pyromancy, Dark
Pyromancers do not just use their own life force, but that of the world around them, sucking energy
directly from nearby living things to power their dark magics. Dark Flame, as it is called, is sentient and
malevolent, and despises all life and all living things. Dark Pyromancy will, unless kept closely in
check, actively conspire against its user to kill him and to destroy all he holds dear. The exception to
this, of course, is Vampires, who have no life force and thus are friends to the Dark Flame.
(Development Note: Dark Pyromancy primarily differs from Pyromancy in what you can do with it and
where the Fire comes from. Regular Pyromancers cannot Draw Fire, they have a personal Fire stat
that determines how much they can use each Round. This is a disadvantage, but it also means that
they don’t have to spend a Phase Drawing every time they want to perform a spell, so it’s give-take.)
Art
Art is essentially a Dark Pyromancer’s Proficiency at magic. Art starts at 0, but can be purchased
using Arc Points just like a Proficiency. Every 4 points of Art gained grants the Dark Pyromancer a
Brand.
1 1 3 Brand
2 1 3
3 1 3
4 1 3 Brand
5 1 6
6 1 6
7 1 6 Brand
8 1 6
9 1 12
10 1 12 Brand
Brands
Dark Pyromancers develop Brands through experience and practice, these Brands are abilities or
enhancements that have become so familiar to the Dark Pyromancer that they no longer require Fire
to perform, they can simply cause the effect to happen through their own power. Brands are one of the
chief elements that distinguishes Dark Pyromancers from each other, and once developed, they
cannot be changed.
Drawing Fire
In order to perform a Spell, a Dark Pyromancer must “Draw Fire” from the environment into himself.
Drawing Fire is easier the more life the surrounding area has. The act of Drawing Fire takes a full
Phase, and is an Art+WIL Test rolled at TN determined by the surroundings, as shown on the table
below. The amount of Fire drawn is equal to the number of successes on this roll.
Surroundings TN
Drawing Fire causes damage to the environment. Every point of Fire extracted from the area creates a
1 yard region of desolation around the Dark Pyromancer in which nothing will grow for at least 2-3
years. People or animals in this area will become nauseous. Those with weak constitutions may even
grow sick. The ill may perish.
Sacrifices are much simpler. Living things may be sacrificed to draw power for the Dark Pyromancer to
use for his own ends. This takes some time, with proper positioning of the sacrifices, some circles
drawn in sterile materials to control the flow of the energies--generally one hour per creature to be
sacrificed. Once the preparations are complete, the creatures need only be killed while the Dark
Pyromancer is standing in the center of the sacrificial area, and their energy will flow to him for his
usage. A Dark Pyromancer may also Draw Fire while the sacrifice is being performed, of course.
The amount of Fire gained per creature sacrificed is determined by the size and complexity of the
creature, and of course, sentient creatures are best. Additionally, there is a limit to how much fire can
be gained by sacrificing creatures of a certain type.
Immolation
When a Dark Pyromancer draws more fire than their Dark Lustre, they risk Immolation unless they
dispose of it immediately through performing a Dark Pyromancy or something similar. When this
happens, the Dark Pyromancer must make a HLT+Dark Lustre test at RS equal to the excess Fire
points. Failure causes the Dark Pyromancer to erupt into black flames, essentially being lit on fire with
Fire Damage equal to the amount by which the test failed. This dark fire overcomes even normal
resistances to flame. Damage caused by this counts as burning damage, but much like Dark Lash, the
damage inflicted is more akin to hideous, intense mutation or cancer than it is to actual burns.
If a Dark Pyromancer resists Immolation, they gain 1 Art point.
Conspiracy
Unlike regular Pyromancy, which relies on the Fire inherent to all life, Dark Pyromancy relies on the
Dark Fire, which is pure evil and despises all living things. As one might imagine, this adds a layer of
complexity to its use. Though this is solely a storytelling component of the system, bear this in mind
GMs: Dark Pyromancy does not want to help. It wants to hurt people, including the Dark Pyromancer
himself. Unless used very judiciously and precisely, it is entirely possible that the magic will act out on
its own to cause damage to its own wielder. An undead servent might deliberately interpret orders in a
way as to give it an excuse to kill someone, for example, or perhaps a Dark Lash will cause someone
to die in such a way that has unintended consequences. Wielding Dark Pyromancy is like convincing a
viper that hates you to scratch an itch on the back of your neck, and that is what it should feel like.
Dark Pyromancies
1-10 X
11-15 X*5
16+ X*10
1-10 X Phases
11-20 X Minutes
21-30 X Hours
31+ X Days
40 1 Year
Paralysis [X]
With this spell, the Dark Pyromancer can freeze a target in place, effectively petrifying them.
This counts as a ranged attack with X at TN 7. If successful, the target must make a WIL test at RS
equal to Bonus Successes or be frozen in place. The amount of time the character remains frozen is a
number of minutes (each minute is ten Rounds) equal to the amount by which they failed the WIL test.
If a character is in imminent danger, they may make another WIL test at RS 4 to move for one Phase,
but this causes 20 Pain, which fades after 24 hours.