Difference between revisions of "Soot"

From DW Wiki
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!Damage
!Damage
|-
|-
|3
|5
|9/10
|1/12
|0
|0
|10/18
|18/18
|D8
|D8
|}
|}
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|Neutral - Exchange a sacrifice, freely given, for a service rendered.
|Neutral - Exchange a sacrifice, freely given, for a service rendered.
|Alignment
|Alignment
|[[Siglixan]] sacrificed his revenge for his freedom.
|-
|[[Sylvas]] has felt the hellish touch of fire, now they know my strength.
|[[Sylvas]]
|
|
|-
|-
|I cast something into the fire for [[Aggie Featherington|Aggie]] and still owe them their due.
|[[Sylvas]] has tempered by impulse for violence and I trust him.
|[[Aggie Featherington|Aggie]]
|[[Sylvas]]
|I helped him save his teacher [[Itotia Ithriel]]
|
|-
|I do not have confidence in [[Aggie|Aggie's]] poisons.
|[[Aggie]]
|
|-
|-
|[[Sylvas]] has felt the hellish touch of fire, now they know my strength.
|[[Aggie]] owes me for a sacrifice (teaching poison)
|[[Sylvas]]
|[[Aggie]]
|
|
|-
|-
|I will teach [[Aggie Featherington|Aggie]] the true meaning of sacrifice.
|I will teach [[Aggie Featherington|Aggie]] the true meaning of sacrifice.
|[[Aggie Featherington|Aggie]]
|[[Aggie Featherington|Aggie]]
|
|I sacrificed myself to help Aggie become more comfortable with testing poisons on volunteers.
|-
|-
|[[Sylvas]] has tempered by impulse for violence and I trust him.
|I cast something into the fire for [[Aggie Featherington|Aggie]] and still owe them their due.
|[[Sylvas]]
|[[Aggie Featherington|Aggie]]
|
|I helped him save his teacher [[Itotia Ithriel]]
|}
|}


== Gear and Forwards ==
== Gear and Forwards ==
{| class="wikitable sortable"
{| class="wikitable sortable"
|+Max(17+STRx2+LVL) = 18
|+Gear - Max(17+STRx2+LVL) = 18
!Item
!Item
!Uses
!Uses
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|-
|-
|[[Signet Ring of the Featherington Family]]
|[[Signet Ring of the Featherington Family]]
|
|
|-
|[[Onyx Goggles]]
|
|1
|}
{| class="wikitable"
|+Forwards
!Forward
!Uses
!Notes
|-
|Preparation
|0/3
|From learning with [[Itotia Ithriel]]
|-
|
|
|
|-
|
|
|
|
|
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== 2nd-5th Level Moves ==
== 2nd-5th Level Moves ==
When you gain a level from 2-5, choose from these moves.
When you gain a level from 2-5, choose from these 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.


=== This Killing Fire ===
=== This Killing Fire ===
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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.
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.


<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;">
===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.
 
== Custom Moves ==
 
=== Flamedazzle Balm ===
When given four hours to prepare in a swamp, you can make a balm that has the effect of reflecting and amplifying light from a magical flame, dazzling and temporarily blinding Salamander eyes. This effect lasts for three days or until the applied surface is thoroughly washed. A key ingredient is a small amount of Salamander blood. Salamanders may easily use their own blod, but must also find eye protection so as to not blind themselves.
 
=== Lighten Up ===
Gain a bond: [[Aggie]] owes me for a sacrifice (teaching poison)
 
=== Fear of Death ===
When brandishing a piece of someone you've slain, gain +2 ongoing to any of the following moves: Lore of Flame, Firebrand, Moth to the Flame, The Enkindler, Sick Burn, Burning Ring of Fire.
 
=== Deathly Presence ===
During every End of Session, you may sacrifice any advance move to learn a +2 Fear of Death Move.
 
=== Enthralled ~ Impressed ===
Mark seven experience. If you act against [[Itotia Ithriel]] or fail to come to his aide when he is in need, lose seven experience and the Lighten Up move. (This can cause you to have negative experience.)<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;">
<div style="font-weight:bold;line-height:1.6;">Unclaimed Moves</div>
<div style="font-weight:bold;line-height:1.6;">Unclaimed Moves</div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
===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===
===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.
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.
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===Ogdru Jahad===
===Ogdru Jahad===
Gain the Wizard move Ritual. The GM will always tell you what you have to sacrifice to gain the effect you desire.
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===
===Burning Bridges===

Revision as of 11:35, 11 March 2022

Soot

Soot is a salamander Immolator with smoldering eyes, whispering speech, and barely restrained rage. He was sacrificed to the cult of the flame when he was born. He was raised as a warrior acolyte to serve the flame, but he was assisted in his Rite of Endurance by Sylvas and was cast out.

Played by Mathew

Statistics[edit | edit source]

Strength Dexterity Constitution Intelligence Wisdom Charisma
-1 -1 2 0 1 2
Level XP Armor Hitpoints Damage
5 1/12 0 18/18 D8
Alignment and Bonds
Description Connection Resolution
Neutral - Exchange a sacrifice, freely given, for a service rendered. Alignment Siglixan sacrificed his revenge for his freedom.
Sylvas has felt the hellish touch of fire, now they know my strength. Sylvas
Sylvas has tempered by impulse for violence and I trust him. Sylvas
I do not have confidence in Aggie's poisons. Aggie
Aggie owes me for a sacrifice (teaching poison) Aggie
I will teach Aggie the true meaning of sacrifice. Aggie I sacrificed myself to help Aggie become more comfortable with testing poisons on volunteers.
I cast something into the fire for Aggie and still owe them their due. Aggie I helped him save his teacher Itotia Ithriel

Gear and Forwards[edit | edit source]

Gear - Max(17+STRx2+LVL) = 18
Item Uses Weight
Dungeon Rations 5/5 1
Adventuring Gear 5/5 1
Healing Potion (+10 Dmg) 1/1
Symbol of Sacrifices - Iron Tail Band clamped to the base of Soot's tail 1
Signet Ring of the Featherington Family
Onyx Goggles 1
Forwards
Forward Uses Notes
Preparation 0/3 From learning with Itotia Ithriel

Starting Moves[edit | edit source]

Burning Brand[edit | edit source]

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 Fiery, Touch, Dangerous, and 3 Uses tags. Each attack with the weapon consumes one use.

Hand

Thrown, Near

+1 Damage

remove the Dangerous tag

Fighting Fire With Fire[edit | edit source]

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.

Zuko Style[edit | edit source]

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.

Give Me Fuel, Give me Fire[edit | edit source]

When you gaze intensely into someone 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.

Hand Crafted[edit | edit source]

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.

2nd-5th Level Moves[edit | edit source]

When you gain a level from 2-5, choose from these moves.

Lore of Flame[edit | edit source]

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.

This Killing Fire[edit | edit source]

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

Firebrand[edit | edit source]

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.

Moth to the Flame[edit | edit source]

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.

Custom Moves[edit | edit source]

Flamedazzle Balm[edit | edit source]

When given four hours to prepare in a swamp, you can make a balm that has the effect of reflecting and amplifying light from a magical flame, dazzling and temporarily blinding Salamander eyes. This effect lasts for three days or until the applied surface is thoroughly washed. A key ingredient is a small amount of Salamander blood. Salamanders may easily use their own blod, but must also find eye protection so as to not blind themselves.

Lighten Up[edit | edit source]

Gain a bond: Aggie owes me for a sacrifice (teaching poison)

Fear of Death[edit | edit source]

When brandishing a piece of someone you've slain, gain +2 ongoing to any of the following moves: Lore of Flame, Firebrand, Moth to the Flame, The Enkindler, Sick Burn, Burning Ring of Fire.

Deathly Presence[edit | edit source]

During every End of Session, you may sacrifice any advance move to learn a +2 Fear of Death Move.

Enthralled ~ Impressed[edit | edit source]

Mark seven experience. If you act against Itotia Ithriel or fail to come to his aide when he is in need, lose seven experience and the Lighten Up move. (This can cause you to have negative experience.)

Unclaimed Moves

Burns Twice as Bright[edit | edit source]

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[edit | edit source]

You gain this move when you gain Burns Twice as Bright.

When you sacrifice a victory to the flames of fate, treat any roll of 10+ as a miss.

Ogdru Jahad[edit | edit source]

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

Burning Bridges[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.

Advanced Moves[edit | edit source]

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

Unclaimed Moves

From Hell’s Heart[edit | edit source]

Whenever you summon fire with any of your moves, you can replace it with the black fires of hell itself. This fire does not burn with heat and ignores armor, scorching the soul itself. Those creatures without souls cannot be harmed by this type of flame.

Burning Ring of Fire[edit | edit source]

When you fuse a willing person’s soul to yours, roll+CHA. On a hit you are bound together, able to sense each other at any distance, as well as sharing your emotional state. On a 7-9, the connection is unstable and dangerous, when you take a debility, so do they (and vice versa). On a miss, the branding is rejected and you both erase any Bonds you have to each other. You may write new Bonds with them at the End of Session as usual. This fusion, once performed, cannot be undone by mortal means.

Fanning the Flames[edit | edit source]

Requires: Firebrand

You may apply the effects of your Firebrand move to a group of people – a dozen or so – all at once.

Watch the World Burn[edit | edit source]

When you open a channel to the burning planes and call a firestorm, tell the GM what you’re sacrificing and roll+WIS. The sky opens up and fire pours like rain from it within an area about equal to a small village. Everyone and everything in the area takes damage as appropriate. On a 10+ you can extinguish the storm with a little effort. On a 7-9 the fires rage out of your control, spreading and gusting where they are carried by wind and weather. On a miss, something cruel, intelligent and hungry comes with the storm.