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The Charred

Some people pray to their gods for strength like fools; others, too smart for their own good, read books. Others, still, train with their sword-arms or their tongues. Not you, though. Somehow, somewhy, you found power through another way, one wrought in fire and pain. You made a sacrifice, then and there, freely given, for powers beyond the ken of mere mortals.

And it feels so, so good. You’re the wildcard now. The uncaged flame, burning with passion and leaving ruin in your wake. Everyone else can feel it, too; your fire stokes theirs, filling your new adventuring comrades with furor and brightening the lives of every yokel and maiden lucky enough to cross your path. You’ve never felt so alive! And so what if there’s trouble following you every which way; all the more reason to live life to the fullest, right?

Live fast, die young, and make sure you’re not the one who’s gotta pick up all the pieces.

Building a Charred

Pick your Race

Dwarf

When you heal with Fuel for the Pyre, heal +1 instead of -1

Elf

The heat inside you burns with purity, making you immune to poisons and diseases

Halfling

You can instantly turn any corpse or dead plant material into ash with a touch

Human

You may choose to take a debility instead of sacrificing something for a move

Choose how you became Charred

Touched by Flame

You may be elf, dwarf, halfling, or human, but your soul has been suffused by fire. Tell the GM what you sacrificed to the flames; in return, non-magical heat and fire no longer harm you.

Starting Moves

Your fighter starts with 25-COIN and a keepsake of your sacrifices past, describe it. Your Damage Die is d8. You start with all these moves:

Firebrand

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. ✴On a 6-, choose no tags, and the GM will introduce a complication caused by your reckless behavior. This weapon always starts with the Fiery, Hand, and Dangerous tags. You may roll +DEX instead of +STR when you Hack and Slash with this weapon.
  • Close
  • Thrown and Near
  • +1-Damage
  • Remove the Dangerous tag

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.

Fuel for the Pyre

When you take damage while unarmored, the flames within you come to your aid. Take 1-Fuel. At any time, you may spend 1-Fuel to do one of the following. Your Fuel is reset if you receive healing from any other source than your Fuel.
  • Heal 1d4-1 HP
  • Gain Advantage to conjure your Firebrand
  • Take +1d4-Damage to your next damage roll

Firebending

When you bend a flame to your will, roll +WIS. ✴On a 10+, it does as you command, taking the shape and movement that you desire for as long as it has fuel on which to burn. ✴On a 7-9, the effect is short lived, lasting only for a moment. ✴On a 6-, it rages out of control with a mind of its own.

Advanced Moves

Levels 2-5

When you gain a level from 2-5, and you choose to take an Advanced Move, you may choose from these moves:

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.

Firestarter

When you stoke the fiery passions of another, roll +CHA. ✴On a 10+, they shake off all their fears and doubts, and pursue their goals with fervor. ✴On a 7-9, the effect is only fleeting. ✴On a 6-, ask the GM (or their player if its a PC) what destructive desire you've awoken inside of them.

Inextinguishable

When you conjure your Firebrand, choose one extra tag from the list, even ✴on a 6-.

This Killing Fire

When you conjure your Firebrand, add the following tags to your options: Messy, Forceful, Reach, Near, and Far.

Spark Skin

Whenever you are dealt damage in Hand or Close range, they take 1 damage that Ignores-Armor.

Lore of Flame

When you seek answers from the flames, roll +WIS. ✴On a 10+, the GM will tell you something new and interesting about the current situation. ✴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.

Moth to the Flame

When you tempt a weak mind, roll +CHA. ✴On a 10+, their will is suppressed; they'll follow your commands as long as nothing startles or surprises them. ✴On a 7-9, the effect is only strong enough to distract or confuse them for a few moments. ✴On a 6-, your temptations have the opposite effect; they become agitated, alert, and distrustful of you in particular.

Burn Down the House

When you Carouse, roll +CHA instead of spending COIN. If there's already a gathering happening, you may Carouse without having returned triumphant.

Reckless Fighter

When you Hack and Slash, and choose to expose yourself to your enemy ✴on a 10+, you do +2d4 damage instead of +1d6.

Caress of Cinders

With a touch of your hand, you can light small fires.

Levels 6 Onwards

When you gain a level from 6 onwards, and you choose to take an Advanced Move, you may choose from these moves, or the Levels 2-5 Moves.

Fanning the Flames

When you incite a mob into a frenzy, roll +CHA. ✴On a 10+, Hold-3. ✴On a 7-9, Hold-1. ✴On a 6-, the mob turns on you. Spend your Hold to make the mob:
  • Bring someone or something to you
  • Unite and fight on your behalf
  • Become consumed by a uniform emotion or desire of your choice: fear, lust, anger, regret, or something else
  • Go quietly back to their lives

From Hell's Heart

When you bring forth fire with any of your moves, you may instead bring forth the black fires of hell itself. This hellfire gives off no heat and Ignores-Armor, scorching the soul itself. Those creatures without souls cannot be harmed by this type of flame. Note that while the Pentarchy has declared all Charred heretical, they find this technique worthy of damnation.

Fighting Fire with Fire

When you spend Fuel, you may choose to heal 1d6-1 HP or deal +1d6 damage on your next attack.

Burning Bridges

You take ongoing Advantage to your Last Breath. When you take your Last Breath, ✴on a 7-9, you may offer to sacrifice something to Death which is inherent and valuable to you instead of your eternal soul. If Death accepts, you return to life. If not, you die.

Relentless Fighter

Replaces: Reckless Fighter
When you Hack and Slash and choose to expose yourself to your enemy ✴on a 10+, you do +2d4 damage instead of +1d6 and your aggression catches them off-guard; tell the GM how and why.

Watch the World Burn

When you open a channel to the burning planes and call down a firestorm, tell the GM what you're sacrificing and roll +WIS. The sky opens up and fire pours down like rain within an area proportionate to your sacrifice; 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 dusting where wind and weather carries them. ✴On a 6-, something cruel, intelligent, and hungry comes with the storm.

Party Fiend

Requires: Burn Down the House
When you Carouse, choose an extra option from the list, even ✴on a 6-. In addition, add the following option to the list:
  • Someone important now owes you a favor

See the Heart

When you stare into a source of fire, looking for the truth about someone you know, roll +WIS. ✴On a 10+, ask three. ✴On a 7-9, ask one. ✴On a 6-, ask one question, but you won't like the answer.
  • How are they doing? What's up with them?
  • Who do they know, like, and/or trust the most?
  • When should I expect to see them next?
  • How could I get to them, physically or emotionally

Twice as Bright, Half as Long

When you channel the flames of fate, you may treat one of your rolls of 6- as a 7-9, or a 7-9 as a 10+. Tell the GM what you've lost to make this come to pass: an emotion, a memory, or some innate piece of your being. It's gone forever, right now. The flames will also make a request of you, big or small (the GM will say what you may not use this ability again until you have fulfilled their wishes and failing to do so may have dire consequences.

Ogdru Jahad

When you draw on a place of powerful heat or flame, tell the GM what you wish to achieve. These effects are always possible but the GM will tell you what you will have to sacrifice to gain the effect you desire, and tell you one to four of the following:
  • It's going to take days/weeks/months
  • First you must _______
  • You'll need help from _______
  • It will require a lot of COIN
  • The best you can do is a lesser version, unreliable and limited
  • You and your allies will risk danger from _______
  • You'll have to disenchant _______ to do it

The Final Sacrifice

When you became Charred, you sacrificed something important to the pyre. Upon death, you tap into that pyre and sacrifice your very soul to fuel your most powerful flame. Tell the GM how you change the very world around you with your ability - how the lands become scorched, the surroundings turn to ash, or a portal to the Burning Planes itself is permanently opened in the place you died. Whatever you do, it should wreak vengeance for your death and permanently mark the world. You can look to any move the Charred can take as an Advanced Move for inspiration for your Final Sacrifice.

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Cover image: by Vertixico

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