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The Immolator

This character sheet is for a Salamander who channels fire magic. Some key abilities include: - Burning Brand - Summon a flaming weapon that does additional damage. - Fighting Fire with Fire - When damaged by fire, gain extra uses of Burning Brand. - Zuko Style - Shape and control non-magical fire. - Hand Crafted - Shape metal into weapons and armor using hands and fire alone. The character begins with a symbol of past sacrifices, healing potions, and coin. Advanced moves allow gaining information from fire, suppressing minds, treating rolls better, and sacrificing to gain powerful effects.

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Alfonso
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0% found this document useful (0 votes)
100 views2 pages

The Immolator

This character sheet is for a Salamander who channels fire magic. Some key abilities include: - Burning Brand - Summon a flaming weapon that does additional damage. - Fighting Fire with Fire - When damaged by fire, gain extra uses of Burning Brand. - Zuko Style - Shape and control non-magical fire. - Hand Crafted - Shape metal into weapons and armor using hands and fire alone. The character begins with a symbol of past sacrifices, healing potions, and coin. Advanced moves allow gaining information from fire, suppressing minds, treating rolls better, and sacrificing to gain powerful effects.

Uploaded by

Alfonso
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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NAME LEVEL XP

HUMAN: Solomon, Timothy, Kalil, Omen, Yohn, Hiko, Agasha, Elizabeth, Harald, Fatia, Khalwa, Adur, Ignis, Yajna, Umlilo
SALAMANDER: Sulfurheart, Flamewalker, Emberlash, Cinderclaw, Charfiend, Bittertallow, Barrowblaze, Singescale, Candlewick, Coalfang

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
Evil
BODY: Strange brands, ritual scars, perfect skin Sacrifice an unwilling victim to the flames.

EYES: Smouldering, warm, searing


HIT POINTS
Chaotic
Max (4+Constitution) Current Spread a dangerous new idea.
VOICE: Crackling, whispering, roaring

DEMEANOUR: Imperious bearing, manic attitude, Neutral


barely-hidden rage DAMAGE Exchange a sacrifice, freely given, for a
service rendered.

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)

Strength Dexterity Constitution


BONDS
Weak -1 Shaky -1 Sick -1
STR DEX CON Fill in at least one with the name of a companion,
or write your own.

has felt the hellish touch


of fire, now they know my strength.
I will teach the true
Intelligence Wisdom Charisma meaning of sacrifice.
I cast something into the fire for
Stunned -1 Confused -1 Scarred -1
INT WIS CHA and still owe them their due.

STARTING MOVES

Burning Brand Give Me Fuel, Give Me Fire


When you conjure a weapon of pure When you gaze intensely into someones
RACE
flame, roll+CON. On a 10+ choose two of eyes, you may ask their player “what fuels
the following tags, on a 7-9 choose one. the flames of your desire?” they’ll answer Human
You may treat your INT as your STR or with the truth, even if the character does When you Make Camp next to a large, open
DEX in regards to making attacks with this not know or would otherwise keep this flame, regain all of your HP.
weapon. The weapon always begins with hidden.
the fiery, touch, dangerous, and 3 uses tags.
Each attack with the weapon consumes
Salamander
one use. Zuko Style Non-magical heat and fire cannot harm
you.
When you bend a flame to your will,
• hand
roll+WIS. On a 10+ it does as you command,
• thrown, near
taking the shape and movement you desire
• +1 damage
for as long as it has fuel on which to burn.
• remove the dangerous tag
On a 7-9 the effect is short-lived, lasting
only a moment.
Fighting Fire with Fire
When you take damage, and that damage is Hand Crafted
odd (after armor) the flames within you You may use your hands in place of tools
come to your aid. Roll 1d4 and either add and fire to craft metal objects. Mundane
that many uses to your burning brand (if weapons, armor and metal jewellery can all
active), take that result forward to summon be formed from their raw components. You
your burning brand, or reduce the damage may unmake these things, as well, but to
by that amount, your choice. do so without time and safety might
require that you Defy Danger first.
COIN ADVANCED MOVES
When you gain a level from 2-10, choose from these moves.

Lore Of Flame Ogdru Jahad


STARTING GEAR When you stare into a source of fire, Gain the Wizard move Ritual. The GM will
Max Load (9+STR) Current looking for answers, roll+WIS. On a hit, the always tell you what you have to sacrifice
GM will tell you something new and to gain the effect you desire.
You carry no weapons and need no armor but the interesting about the current situation. On
flames that burn within you. You begin with: a 10+, the GM will give you good detail. On Moth To The Flame
A Symbol of your sacrifices past, describe it: a 7–9, the GM will give you an impression. When you tempt a weak mind with your
If you already know all there is to know, inner fire, roll+WIS. On a 10+ their will is
the GM will tell you that. suppressed, they’ll follow you and do as
Adventuring Gear (5 uses, 1 weight) you desire, so long as nothing startles or
1 Healing Potion (0 weight) Burns Twice As Bright surprises them. On a 7-9, the effect is only
When you channel the flames of fate, you strong enough to distract or confuse them.
Choose two: may treat a missed roll as a 7-9 or a 7-9 On a miss, they become agitated and upset,
Dungeon Rations (5 uses, ration, 1 weight) result as a 10+. This may be a roll you or your fire having sparked their hidden
another character has made. Tell the GM desires.
1 Healing Potion (0 weight)
something you’ve lost; an emotion, a
10 Coins memory or some innate piece of your Burning Bridges
being. You may not use this move again When you would take your last breath,
until you’ve used Burns Half As Long. don’t. Instead, you may erase one of your
Bonds. This is permanent and lowers your
Burns Half As Long total available Bonds forever. You are alive
You gain this move when you gain Burns and have 1d6 hp. If you have no more
Twice As Bright Bonds, take your last breath as normal.
When you sacrifice a victory to the flames
of fate, treat any roll of 10+ as a miss. The Enkindler
When you bolster the courage of others
This Killing Fire roll+CHA. On a 10+ they shake off all fear
Add the following tags to your options for and doubt, becoming brave in an instant.
Burning Brand: messy, forceful, reach, near, On a 7-9, this effect is fleeting, they realize
far. its superficiality and resort to cowardice
after a moment or two. On a miss, they’re
Firebrand cowed or terrified by your presence.
When you introduce a new idea to an
NPC, roll+CHA. On a 10+ They believe the Sick Burn
idea to be their own and take to it with When you insult an NPC, roll + CHA. On a
fervour On a 7-9, Their passion fades after 10+ you leave them no room to react, they
a day or two. On a miss, they respond bear your insult and the scorn of all who
negatively, speaking out against the idea. hear it. On a 7-9 you cross a line, they will
have their revenge, someday. On a miss
you've gone too far, they blow up here and
now.

When you gain a level from 6-10, you may choose from these moves.

From Hell’s Heart Fanning The Flames


When you summon fire with any of your Requires: Firebrand
moves, you can replace it with the black You may apply the effects of your
fires of hell itself. This fire does not burn Firebrand move to a group of people - a
with heat and ignores armor, scorching the dozen or so - all at once.
soul itself. Those creatures without souls
cannot be harmed by this type of flame. Watch The World Burn
When you open a channel to the burning
Burning Ring Of Fire planes and call a firestorm, tell the GM
When you fuse a willing person’s soul to what you’re sacrificing and roll+WIS. The
yours, roll+CHA. On a hit you are bound sky opens up and fire pours like rain from
together, able to sense each other at any it within an area about equal to a small
distance, as well as sharing your emotional village. Everyone and everything in the
state. On a 7-9, the connection is unstable area takes damage as appropriate. On a 10+
and dangerous, when you take a debility, so you can extinguish the storm with a little
do they (and vice versa). On a miss, the effort. On a 7-9 the fires rage out of your
branding is rejected and you both erase any control, spreading and gusting where they
Bonds you have to each other. You may are carried by wind and weather. On a
write new Bonds with them at the End of miss, something cruel, intelligent and
Session as usual. This fusion, once hungry comes with the storm.
performed, cannot be undone by mortal
means.

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