<hr/><br/><div class="floatright">(https://i.pinimg.com/originals/43/fe/2d/43fe2dd56d4067c258d1ef3b85e0ca15.jpg)</div><span class="bbc_size" style="font-size: large;">Scarlet Blaze</span><br/><br/><strong>Level:</strong>1<strong>Xp:</strong>0<br/><strong>Look:</strong>Scarlet is a busty and tall woman.  She has broad hips, for an elf, which grants her an hourglass frame.  Pointed ears pierce crimson colored hair which cascades to those broad feminine hips.  Ruby colored eyes smolder from elven features and convey a burning adventurous spirit.  She wears a supple leather sleeveless vest, more similar to a corset, which frames and displays her most obvious assets.  Her pale skin is seemingly perfect and unblemished except for a brand of a raging fire upon her left upper chest.  A matching leather skirt hugs her hips and rear in an appealing eye-catching manner.  Her voice is like whispering flame, soothing and warm, yet hinting of danger.<br/><br/><hr/><table class="bbc_table"><tbody><tr><td><strong>Armor:</strong></td><td>0</td></tr><tr><td><strong>Hit points:</strong></td><td>19</td></tr><tr><td><strong>Damage:</strong></td><td>d8</td></tr></tbody></table><table class="bbc_table"><tbody><tr><td><strong>Str:</strong></td><td>8</td><td>[-1]</td><td><strong>Dex:</strong></td><td>16</td><td>[+2]</td><td><strong>Con:</strong></td><td>15</td><td>[+1]</td></tr><tr><td><strong>Int:</strong></td><td>9</td><td>[+0]</td><td><strong>Wis:</strong></td><td>13</td><td>[+1]</td><td><strong>Cha:</strong></td><td>12</td><td>[0]</td></tr></tbody></table><hr/><strong>Alignment:</strong>Neutral - Throw caution to the wind for your own personal gain.<br/><strong>Bonds:</strong><br/>Radja has felt the hellish touch of my fire; now they know<br/>my strength.<br/>I will teach Mazz the true meaning of sacrifice. They don’t<br/>understand.<br/>I once cast something into the fire for Mirwen, and I will<br/>collect my due.<br/>Nin Nunrui is such a stick in the mud; it’s up to me to show<br/>them how to have fun.<br/><strong>Race:</strong>Elf - Touched by Flame: 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.<br/><span class="bbc_u"><strong>Equipment</strong></span>Load: 3/8<strong>Coin:</strong>10<br/><ul class="bbc_list"><li>Dungeon rations <em>(5 uses weigh 1)</em></li><li>A Keepsake​ of your sacrifices past, describe it: _________________________</li><li>Adventuring Gear ​(5 uses, 1 weight)</li><li>Healing Potion ​(0 weight), drink it to heal 10 HP or one debility (2 uses)</li></ul><hr/><strong><span class="bbc_u">Moves</span></strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Basic Moves</div><div class="spoiler_body"><strong>Hack and Slash</strong><br/>When you attack an enemy in melee, roll+Str.  On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.  On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.<br/><br/><strong>Volley</strong><br/>When you take aim and shoot at an enemy at range, roll+Dex.  On a 10+, you have a clear shot—deal your damage.  On a 7–9, choose one (whichever you choose you deal your damage):<br/>You have to move to get the shot placing you in danger as described by the GM<br/>You have to take what you can get: -1d6 damage<br/>You have to take several shots, reducing your ammo by one<br/><br/>Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advantage to using a ranged weapon over melee is that the attacker is less likely to be attacked back. Of course they do have to worry about ammunition and getting a clear shot though.<br/><br/>On a 7–9, read “danger” broadly. It can be bad footing or ending in the path of a sword or maybe just giving up your sweet sniper nest to your enemies. Whatever it is, it’s impending and it’s always something that causes the GM to say “What do you do?” Quite often, the danger will be something that will then require you to dedicate yourself to avoiding it or force you to defy danger.<br/><br/><strong>Defy Danger</strong><br/>When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it<br/>by powering through, +Str<br/>by getting out of the way or acting fast, +Dex<br/>by enduring, +Con<br/>with quick thinking, +Int<br/>through mental fortitude, +Wis<br/>using charm and social grace, +Cha<br/>On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.<br/><br/>You defy danger when you do something in the face of impending peril. This may seem like a catch-all. It is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.<br/><br/><strong>Defend</strong><br/>When you stand in defense of a person, item, or location under attack, roll+Con.  On a 10+, hold 3.  On a 7–9, hold 1. As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:<br/>Redirect an attack from the thing you defend to yourself<br/>Halve the attack’s effect or damage<br/>Open up the attacker to an ally giving that ally +1 forward against the attacker<br/>Deal damage to the attacker equal to your level<br/><br/><strong>Spout Lore</strong><br/>When you consult your accumulated knowledge about something, roll+Int.  On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.  On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.<br/>You spout lore any time you want to search your memory for knowledge or facts about something. You take a moment to ponder the things you know about the Orcish Tribes or the Tower of Ul’dammar and then reveal that knowledge.<br/>The knowledge you get is like consulting a bestiary, travel guide, or library. You get facts about the subject matter. On a 10+ the GM will show you how those facts can be immediately useful, on a 7–9 they’re just facts.<br/><br/><strong>Discern Realities</strong><br/>When you closely study a situation or person, roll+Wis.  On a 10+, ask the GM 3 questions from the list below.  On a 7–9, ask 1.<br/><br/>Either way, take +1 forward when acting on the answers.<br/>What happened here recently?<br/>What is about to happen?<br/>What should I be on the lookout for?<br/>What here is useful or valuable to me?<br/>Who’s really in control here?<br/>What here is not what it appears to be?<br/>To discern realities you must closely observe your target. That usually means interacting with it or watching someone else do the same. You can’t just stick your head in the doorway and discern realities about a room. You’re not merely scanning for clues—you have to look under and around things, tap the walls, and check for weird dust patterns on the bookshelves. That sort of thing.<br/><br/><strong>Parley</strong><br/>When you have leverage on a GM Character and manipulate them, roll+Cha. Leverage is something they need or want.  On a 10+, they do what you ask if you first promise what they ask of you.  On a 7–9, they will do what you ask, but need some concrete assurance of your promise, right now.<br/>Parley covers a lot of ground including old standbys like intimidation and diplomacy. You know you’re using parley when you’re trying to get someone to do something for you by holding a promise or threat over them. Your leverage can be nasty or nice, the tone doesn’t matter.<br/><br/><strong>Aid or Interfere</strong><br/>When you help or hinder someone you have a bond with, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.<br/><br/>Any time you feel like two players should be rolling against each other, the defender should be interfering with the attacker. This doesn’t always mean sabotaging them. It can mean anything from arguing against a parley to just being a shifty person who’s hard to discern. It’s about getting in the way of another players’ success.<br/><br/>Always ask the person aiding or interfering how they are doing it. As long as they can answer that, they trigger the move. Sometimes, as the GM, you’ll have to ask if interference is happening. Your players might not always notice they’re interfering with each other.<br/><br/>Aid is a little more obvious. If a player can explain how they’re helping with a move and it makes sense, let them roll to aid.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Moves</div><div class="spoiler_body"><strong>Firebrand</strong><br/>When you conjure a weapon of pure flame,​ roll+CON. On a 10+,<br/>choose two of the following tags. On a 7-9, choose one. On a miss,<br/>choose no additional tags, and the GM will introduce a complication<br/>caused by your reckless behaviour. You may treat your DEX as your<br/>STR when making attacks with this weapon. It always begins with the<br/>fiery, hand, and dangerous tags, and lasts for as long as you need it.<br/><ul class="bbc_list"><li>❏ Close</li><li>❏ Thrown &amp; Near</li><li>❏ +1 Damage</li><li>❏ Remove the Dangerous tag</li></ul>If you have the advanced move This Killing Fire, you can also choose<br/>from the following list:<br/><ul class="bbc_list"><li>❏ Messy</li><li>❏ Forceful</li><li>❏ Reach</li><li>❏ Near</li><li>❏ Far</li></ul><strong>Fuel for the Pyre</strong><br/>When you take damage while unarmoured,​ the flames within you<br/>come to your aid. Take 1 fuel. At any time, you may spend 1 fuel to:<br/><ul class="bbc_list"><li>●Heal 1d4 HP</li><li>●Take +1 forward to conjure your Firebrand</li><li>●Take +1d4 forward to your next damage roll</li></ul>Your fuel is reset if you receive healing from any other source than<br/>your fuel.<br/><strong>Give me Fuel, Give me Fire</strong><br/>When you gaze intensely into someone’s eyes,​ you may ask their<br/>player: “What fuels the flames of your desire?” They’ll answer with the<br/>truth, even if the character does not know or would otherwise keep<br/>this hidden.<br/><strong>Zuko Style</strong><br/>When you bend a flame to your will,​ roll+WIS. On a 10+ it does as<br/>you command, taking the shape and movement that you desire for as<br/>long as it has fuel on which to burn. On a 7-9, the effect is short-lived,<br/>lasting only for a moment. On a miss, it rages out of control with a<br/>mind of its own.</div></div><hr/><strong>Background:</strong><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">WIP</div><div class="spoiler_body">Scarlet was born Siloqui Taure in the Alya'Taure, Blessed Forest, near the Aegas Thon Tawar.  Her community was safe and secure, and lived in peace with nature and their neighbors.  They were artisans, healers, poets, and craftsman.  They ate what the forest provided, and no game that could reason.  It was a peaceful existence, and the village prospered for a time.  Like many things that are too pure for this world, it didn't last.  Humans came to Alya'Taure and began to destroy and consume the forest.  The neighboring villages fought back, and asked for assistance from Siloqui's people.  They refused to fight, but offered to treat the wounded.  As battles raged, more wounded filled the village.  When the humans found them, the elders confronted them and explained their neutrality.  The humans claimed that if they cared for the wounded, tended their wounds, and healed them so they could fight again; then they were not neutral at all.  Steel and fire were brought against the village.  Siloqui hid with her mother and the other women and children.  The fires crept close until they consumed her friends.  The screams haunt her to this very day.  Only her mother remained.  Somehow, though the flames licked their skin and the heat kissed their skin, they survived untouched.  <br/><br/>Days later, as they tried to escape the forest they were met by another band of humans.  These, however, did not respond in violence.  Instead they offered shelter and succor.  They hid Siloqui and her mother in their wagons, and traveled west out of Elya'taure along the southern edges of Aegas Thon Tawar.  Unfortunately, they passed through the hunting lands of the Futa, or the cursed as the humans called them.   The caravan was attacked.  Women were carried away.  Her mother summoned a giant flaming sword and tried to defend Siloqui and the others until arrows, like a pincushion, put her down.  Seeing her mother die, the sword's flame exploded outward in an uncontrolled rage. It burnt and consumed all in its path.  Only Siloqui remained.  <br/><br/>Hours later, attracted by the smoke from the fire, the RhawIruieth Sindarin found her.  When asked, she told them her name was Scarlet Blaze, the only thing she could remember.  Believing that children were sacred, the RhawIruieth Sindarin adopted Scarlet and brought her to their enclave.  There the taught her their ways - how to care for the forest.<br/><br/>It wasn't long before the flames in Scarlet's soul manifested.  Seeing the inherent danger and how quickly such power could grow out of control, they placed her under the tutelage of their Matron Mage.  A class with only one other, Mirwen.  The two became fast friends and were as thick as thieves.  The two girls grew inseparable.  It brought joy to the matrons that the two souls had met. <br/><br/>As they grew, they gained better control over their magics.  Scarlet learned to use her magic to burn away the undergrowth so that the trees would have more nutrients.  It wasn't long before they were of an age to be sent out into the world.  First, however, there was a test.</div></div>