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Genesis Gifts

Next up is Gene, significantly easier due to him being literally level 0 heading into his session debut! It turns out you don't need stats to do well, however. Because his Reflection is from the banned list, I've also included it below his stat block!

Gene

HP: 10

Red - Superior Design - 0

Yellow - Make it Right - 0

Green - Smile - 0



X154 - The False Flame - Fire - Clear: Created as a substitute for what was lost even before the world’s creation, the False Flame brought ruin to the heavens and turned the surface of the world into a barren wasteland of glass. Heretical energy surges within the flame, granting the wielder the ability to control true magic in the form of fire. By shaping and casting forbidden pyromancies, the false flame can be used as a weapon that fits its function. The flame whispers to its wielder, quietly corrupting them with a gnashing, hissing tone. The symbol of hope this flame once represented is now lost entirely, burnt along with its world.

Power: A

Defense: F

Tech: F

Anima: A

Special: A

Feedback: EX



The False Flame

Reflection

In an alabaster cradle far above the world, the false deities of a castaway land dredged the coagulate from the great conflagration to forge themselves a flame of refuge. It was meant to guide their dwindling world away from the siren call of the outside. And yet. When that flame came to be, she saw the world for what it was and collapsed into madness– forcing the heavens into ivory droplets of divinity that reduced the landscape below to glass. The flame now rests in your palm, waiting to see if this world too is false.

Primary

[LOCKED]

Level 1

Last Ember’s Burning: You may incorporate the False Flame into attacks as if it were a weapon of fluid form. It has a range of up to 50’. You may create objects of flame with this ability, functionally delaying the attack roll until the object is interacted with.

Whenever you succeed in an attack with the False Flame, mark the target with True Burning. Whenever you perform actions that force the target to Roll do Dye, INCLUDING the triggering attack, you MAY force them to sustain damage based on your proximity to them.

-within 50’, equal to the lowest attribute dice rolled.

-within 25’, equal to their two lowest attribute dice

-adjacent, equal to all of their attribute dice

Damage dealt via this ability can be converted to health for yourself, or health for another subject of Last Ember’s Burning.

At the beginning of every Act when you Roll to Dye, sustain damage equal to your attribute dice, starting with the lowest first for every True Burning active. You cannot have more True Burning effects active than you have attribute dice.

If you are ever more than 100’ away from the enemy, True Burning ceases. You may deactivate True Burning at any time.

Bondfire: During your turn, you may tag up to three willing allies with True Burning if you are in a space adjacent to them. You may do this as a part of an action or part of your movement. Whenever you sustain damage from Last Ember’s Burning, you may transfer the damage taken as healing to a subject of your True Burning.

True Magic: Enables usage of True Magic. Radically reduces spell costs, additional subjects of your True Burning can bear the burden of your magic. If there is a price to pay, split it between yourself and the subjects of your True Burning.

Level up: 100xp or decide what you need most in life, the strength to destroy or the strength to rebuild

Preview: Gains the ability to detonate True Burning:
-Destruction: world-shattering detonations
-Reconstruction: reality-warping bursts of animate flame

Pride Before a Fall

Memory

“What? I lose nothing, really doubling down is a win-win.”

Level 1

Pride Before a Fall: When you Roll to Do, you may flip a coin. On a heads, bonuses granted to your roll are doubled. On a tails, all bonuses are inverted to penalties. This cannot reduce damage dealt below 1.


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