Immolator

Other classes

Basic Info


Attributes


Combat Stats

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Bonds

has felt the hellish touch of fire, now they know my strength.
I will teach the true meaning of sacrifice.
I cast something into the fire for and still owe them their due.

Starting Moves

Burning Brand

When you conjure a weapon of pure flame, roll+CON. On a 10+, choose two of the following tags. On a 7–9, choose one. You may treat your INT as your STR or DEX in regards to making attacks with this weapon. The weapon always begins with the fire, touch, dangerous, and 3 uses tags. Each attack with the weapon consumes one use. Available tags: hand, thrown, near, +1 damage, remove the dangerous tag.

Fighting Fire With Fire

When you take damage, and that damage is odd (after armor), the flames within you come to your aid. Roll 1d4 and either add that many uses to your Burning Brand (if active), take that result forward to summon your burning brand, or reduce the damage by that amount, your choice.

Give Me Fuel, Give Me Fire

When you gaze intensely into someone’s eyes, you may ask their player 'what fuels the flames of your desire?' They’ll answer with the truth, even if the character does not know or would otherwise keep this hidden.

Zuko Style

When you bend a flame to your will, roll+WIS. On a 10+, it does as you command, taking the shape and movement you desire for as long as it has fuel on which to burn. On a 7–9, the effect is short-lived, lasting only a moment.

Hand Crafted

You may use your hands in place of tools and fire to craft metal objects. Mundane weapons, armor, and metal jewelry can all be formed from their raw components. You may unmake these things as well, but to do so without time and safety might require that you Defy Danger first.

Advanced Moves

Lore Of Flame

When you stare into a source of fire, looking for answers, roll+WIS. On a hit, the GM will tell you something new and interesting about the current situation. On a 10+, the GM will give you good detail. On a 7–9, the GM will give you an impression. If you already know all there is to know, the GM will tell you that.

Burns Twice As Bright

When you channel the flames of fate, you may treat a missed roll as a 7–9 or a 7–9 result as a 10+. This may be a roll you or another character has made. Tell the GM something you’ve lost: an emotion, a memory, or some innate piece of your being. You may not use this move again until you’ve used Burns Half As Long.

Burns Half As Long

When you sacrifice a victory to the flames of fate, treat any roll of 10+ as a miss. You gain this move when you gain Burns Twice As Bright.

This Killing Fire

Add the following tags to your options for Burning Brand: messy, forceful, reach, near, far.

Firebrand

When you introduce a new idea to an NPC, roll+CHA. On a 10+ they believe the idea to be their own and take to it with fervor. On a 7–9, their passion fades after a day or two. On a miss, they respond negatively, speaking out against the idea.

Ogdu Jahad

Gain the Wizard move Ritual. The GM will always tell you what you have to sacrifice to gain the effect you desire.

Moth To The Flame

When you tempt a weak mind with your inner fire, roll+WIS. On a 10+ their will is suppressed, they’ll follow you and do as you desire, so long as nothing startles or surprises them. On a 7–9, the effect is only strong enough to distract or confuse them. On a miss, they become agitated and upset, your fire having sparked their hidden desires.

Burning Bridges

When you would take your last breath, don’t. Instead, you may erase one of your Bonds. This is permanent and lowers your total available Bonds forever. You are alive and have 1d6 HP. If you have no more Bonds, take your last breath as normal.

The Enkindler

When you bolster the courage of others, roll+CHA. On a 10+ they shake off all fear and doubt, becoming brave in an instant. On a 7–9, this effect is fleeting, they realize its superficiality and resort to cowardice after a moment or two. On a miss, they’re cowed or terrified by your presence.

Sick Burn

When you insult an NPC, roll+CHA. On a 10+ you leave them no room to react, they bear your insult and the scorn of all who 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.

Inventory

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