A Volforge-Smith possesses a magical forging hammer that can repair itself in fire. They can channel magic through their hammer to use elemental techniques. Their primary element is fire, and they can shape metal weapons and armor with magical properties using fires of their ancestors. As they level up, they gain more control over fire and can learn new techniques, heal from fire, and even integrate abilities from defeated creatures.
A Volforge-Smith possesses a magical forging hammer that can repair itself in fire. They can channel magic through their hammer to use elemental techniques. Their primary element is fire, and they can shape metal weapons and armor with magical properties using fires of their ancestors. As they level up, they gain more control over fire and can learn new techniques, heal from fire, and even integrate abilities from defeated creatures.
A Volforge-Smith possesses a magical forging hammer that can repair itself in fire. They can channel magic through their hammer to use elemental techniques. Their primary element is fire, and they can shape metal weapons and armor with magical properties using fires of their ancestors. As they level up, they gain more control over fire and can learn new techniques, heal from fire, and even integrate abilities from defeated creatures.
Armor: STR: Dex: Con: Int: Wis: Cha: Weak Shaky Sick Stunned confused Scarred HP: Starting Moves Progenitor Hammer Volcanic Conduit You possess the forging hammer formed from a great Smith Within you resides a gateway to the Plane of Fire, it suffuses your body but emanates Powerful magics lie within the hammer and so it can only be damaged, never through your Progenitor Hammer. Without your hammer you cannot channel. destroyed. You always know where your hammer is and can repair it in a nearby fire during downtime. This hammer can also be used in hand range when neccessary Channel When you open your Conduit wide and channel magic through your body, Fires of my ancestors roll+CON When you have a few calm minutes to place an appropriately sized metal object >On a 10+, raw magic of your Primary Element flows out of your Hammer into a large fire and forge a new weapon with your hammer, it now becomes any Use one of your techniques. weapon you wish it to be with its inherent range and weight. Clear all current Tags >On a 7-9, the same, but the power is too much, you can use your body as a dam and and choose one to apply to the weapon: take 1d4 damage (ignores amour) or allow the power through. If you allow the power >Forceful >+1 Piercing >Precise >Messy through the GM will tell you of one or more complications, such as: >Illuminating >+1 Damage >Valuable >Returning ~The magic flows out of a different part of your body or is of a different element >-1 Weight >Indestructible >Additional Range >Bane (+2 vs a creature type) ~The magic has un unintended effect on the environment ~It causes a blast wave and you're thrown backwards If you instead modify a weapon to improve it, roll+WIS. On a 10+, incorporate one Tag from above. On a 7-9, also choose one option from below. You cannot increase Techniques ant property past +3. You have special Techniques that allow limited control over the flow of magic. When >It can no longer be worked on in the future you spend several hours developing a new Technique, add it to your list or replace an >All other current Tags will be removed existing one. You can learn up to 3 Techniques >It will require the use of additional metal, GM will give details Keeping in mind your primary Element, name the Technique and choose two tags: >Projectile (1d6 damage, Near) >Blast (1d8 damage, Close) >2 Piercing >Forcefull Consume >Barrier (+1 Armour until next channel) >Hazard (Environmental effect) When you find a metal weapon or object with a specific trait, or Tag, you may Examples destroy it in fire and consume the ability to apply this to other objects of your Wind Push (Blast, Forceful) Earth wall (Hazard, Forcefull) creation. Icy Ground (Hazard, Forcefull) The Zapper (Projectile, 2 Piercing) Advanced Moves (Lvl 2-5) Advanced Moves (Lvl 6-10)
[ ] Heated discussion [ ] Billow the flames Requires: Fan the Flames
When you use the threat of the fire for destruction or harm, it supplies you with When you perform Fires of my Ancestors or Protector of the Forge, you may apply significant leverage for a Parley, providing a +1 to your Parley roll. On a 6-, you are three Tags instead of two. compelled to follow through on your threat. Take the scarred debility if you resist. [ ] There are many Flames, but this one is mine [ ] Protector of the forge Create a unique Tag that the GM agrees to be reasonably feasible:_____________ You can now use Fires of My Ancestors to create or modify shields and armour. You may now use this Tag when performing the Fire of My Ancestors move. You cannot increase any property past +3.
The following can be stacked: [ ] Phoenix from the ashes
>+1 Armour. >-1 Weight. >+1 additional Hold when you Defend When a killing blow results in your character reaching 0 or fewer hp and a fire is present, roll+CON. On a 10+, gain back d6+CON hp and arise from the fire, The following can only be used once per item or replace each other consuming it, with a new body and the weak debility. This may be used once between >Defy Danger: +1 with CON, but -1 with DEX each time you Make Camp. On a 7-9, return with only d4 hp. Describe what is >Defy Danger: +1 with DEX, but -1 with CON different about your new body or how you have changed. >Remove the Clumsy Tag [ ] Amalgam Requires: Protector of the Forge [ ] Fan the flames When you perform Fires of my Ancestors or Protector of the Forge and integrate the When you perform Fires of my Ancestors or Protector of the Forge, you may apply expired remains of a creature, you may choose and incorporate any one ability that two Tags instead of one. you have observed it perform as a Tag. When you use this ability, roll+INT. On a 10+, choose two. On a 7-9, choose one: [ ] Bender of the Elements >It works at its fullest potential Your control over your primary element extends beyond your body. When you >There is no collateral damage manipulate something in the nearby environment made of your primary element, roll >There is no drain on you (resist -1 Forward to its next use) +CON ~On a 10+, hold 3 ~On a 7-9, hold 1. So long as you do nothing but concentrate on controlling it, you may spend hold, 1 for 1, to choose an option: [ ] Fallout >It does 1d6 damage to something >It has the forcefull tag >It moves to a new When you kill an enemy with Channel the body becomes a Hazard position within sight >It holds a particular shape (even after you stop concentrating) [ ] Area Burst [ ] Dual conduits You gain access to the "Burst" Technique tag. When a Technique has this tag it affects up to 3 Choose another element. With a grunt or a snap of the fingers you can toggle your targets nearby each other. Any damage dealt is rolled for once and applied to all targets. primary element to this second element or vice versa. Only one of the two elements can be considered your primary element at a time. Your Techniques are the same and [ ] conduit Warrior use the same tags, but the element changes. your Primary Element engulfs the weapons you wield. When you Hack and Slash and roll a 10+, you can add 1 technique to the attack. [ ] Teleport You gain access to the "Teleport" Technique tag. When a Technique has this tag you instantly move somewhere Near. Gear Load: Magic Items Item Tags Count Wt. Dungeon Rations 5 1 Weapon born of the Great Fire Forging Hammer 1 Things to Ponder Bonds Link Companions