Entropic Technique

**Entropic Technique** is one of the four fundamental advanced psionic disciplines. It is associated with the weak nuclear force and entropy and relies primarily on the active manipulation of energy within a given space, especially heat.

Entropic psicasters are able to leech energy from their surroundings and other creatures, empowering themselves while cooling the source of that power. Through rapidly depleting spaces of energy, an entropic psion can create flash freezes and walls of ice, and then release the siphoned energy as discharges of heat and fire.

Like all practitioners of the advanced psionic disciplines, practitioners of entropic technique train for years first to develop their core psionic abilities. Then they must train for years more to develop their affinity for entropy and connect with their art. At first, an entropic psion's connection with entropy is weak to nonexistent, and it must be nurtured, strengthened, and maintained through a lifetime of commitment and practice, often with the help of a creed, structured communal experiences, rituals, and religious beliefs.

## Proficiency

Entropic Technique is a psionic proficiency with a base dice of 8. It requires 5/5 Psionic Training as a prerequisite.

## Template

```
{{ Entropic Technique|0}}

```

```
{{ Entropic Technique
}}

```

## Abilities

### Entropic Technique

#### Channel Heat

 You tap into a target heat source within short or medium range, leeching it into your hands to use it for your heat abilities. On the first turn, you leech 1 point of temporary Energy from your target. On every subsequent turn after that, you leech 2. If your target is a creature as opposed to an inert source of heat, you apply a stacking dice malnus equal to the energy you've sapped from them. When you are not channeling this technique, the malnus fades at a rate of 2 per turn. You may use the temporary energy you have gained this way in anti-entropic heat techniques until the combat ends, at which point you must release the energy back into the environment. Temporary energy gained this way may exceed your Energy cap. So long as you are able to maintain your concentration, this technique is active. You cannot move while using this technique. If you are damaged or forced to move in any way, you lose concentration and the effect ends. If you are forced to defend yourself in melee combat, you are unable to maintain this effect.

#### Scorching Blast

 You unleash the heat energy you have stored in a concentrated blast. Make a ranged attack against a target within grappling, melee, reach, short, or medium range with 12 dice. At grappling, melee, and reach range, the attack pierces armor.

#### Heat Lance

 You accelerate some of the heat you have stored towards a single point. Make a ranged attack against a target in short or medium range with 12 dice.

#### Flash Freeze

 You freeze wet ground in a target area. Until the ground is unfrozen by another ability or by the passage of time, all units, friend and foe, who make a movement within that zone must make an **Athletics** roll to determine if they slip and fall prone. The CL is 5. You gain 3 temporary Energy. This can also be used to freeze a wall of water solid.

#### Frost Trap

 You gather water at someone's feet and leech it of heat, freezing them in place. In order to get out, the target must make attempts to get out, each attempt taking one of their actions. In order to escape the trap, they must succeed two **Athletics** rolls with a CL of 3. If the target is already traversing through water up to ankle height, gain 2 temporary Energy instead.

#### Wall of Fire

 You create a wall of fire on a solid and flammable surface within short range of you. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. When the wall appears, each creature within its area must make an **Athletics** roll (CL 3) to get out of the way. If they fail this roll, they take two minor injuries. The wall is permeable to bullets and projectiles and can be seen through. However, it cannot be traversed without creatures suffering a 1d5-armor injury. So long as you are able to maintain your concentration, the wall remains in place. You cannot move while channeling this technique. If you move or are successfully damaged in any way, your concentration breaks and you lose control of the flames. How they spread from there depends heavily on the environment. This spell cannot be used in a vacuum; fire does not burn without oxygen.

#### Pyroclasm

 Unleash hell. You discharge a blast of concentrated heat into an area which detonates into a fireball which consumes everything it touches. Make a ranged attack against a single target within short, medium, or long range with 15 dice. All creatures (friend and foe) within melee range of that creature are similarly attacked with 12 dice. This ability must be channeled for two turns and the psicaster cannot move or do anything else while channeling it. If they are forced to move, take any other action, or are injured during this period, the technique fails, though the Energy which would have been spent on it is not lost.