The Eternal Flame

Brief History:

After the other three elementals had their way with the world, the dragons were massively weakened, but still around. The Eternal Flame decided that it was time for the mortals to take the fight into their own hands and drive the rest of the dragons away for good. The Eternal Flame taught the mortals how to manipulate and create fire. This allowed those that opposed the dragons to fight fire with fire so to speak. The smaller dragons were driven back and the larger ones were forced to rally in more secluded areas.
After the dragons were defeated, there was a time of peace between the mortals. However, they were all born from war and soon began to fight amonst each other. They were using the Eternal Flame's gift against one another! She saw this and was deeply troubled. She wanted to take the fire away from the mortals, but feared the retribution of the dragons in that instance.
The Eternal Flame worked tirelessly to spread her influence to a select few individuals. She chose them because she knew they would only use their fire to protect themselves from dragons and other violent mortals. Once the Eternal Flame was comfortable with the idea of only her followers having the ability to control fire, she removed her gift from the rest and the world fell into a more stable, settled era.


Sanctity Levels

  • None: None Naturally
  • Low Sanctity: Inside "Claimed" land
  • Normal Sanctity: Outside "Claimed" land
  • High Sanctity: In extremely hot and dry areas
  • Very High Sanctity: Inside a Sanctuary to the Eternal Flame


Power Investiture

Power Investiture 1 (Acolyte): Vow (Controlled Burn) [-5] or Vow (Tempered Flame) [-10]
Power Investiture 2 (Cleric): None
Power Investiture 3 (Champion): Vow (Tempered Flame) [-10] and Unusual Background (Blessed by The Eternal Flame ) [15]
Power Investiture 4 (Zealot): None

Vow (Controlled Burn) [-5]: Life is sacred and should be preserved. You cannot deliberately target an area with innocent bystanders.
Vow (Tempered Flame) [-10]: You must do your best not to hurt innocent bystanders or their livelyhoods if it is at all possible. This is similar to Pacifism (Cannot Harm Innocents) and cannot be taken with it. If an innocent person or their property is destroyed at all, this is downgraded to Vow (Controlled Burn) unil you can pay 5 character points to upgrade it back to Vow (Tempered Flame).

Spells

Acolyte:

  • Ignite Fire: Produce a single spot of heat to set fire to a readily flammable object.
  • Extinguish Fire: Puts out all ordinary and magical fires in its area of effect.
  • Phantom Flame: Creates a flame that feels hot and causes pain, but the flame will not spread or do any damage.
  • Smoke: Creates an area of dense smoke.
  • Recover Energy: Rest and recover Fatigue Points much more quickly than normal by drawing from the primal energy around them.

Cleric:

  • Create Fire: Fills the area with fire that requires no fuel.
  • Flame Jet: Fire a jet of fire from your fist and swung at the enemy like a sword.
  • Rain of Fire: Fiery droplets rain from the sky onto the area of effect.
  • Resist Fire: The subject and anything they carry become immune to the effects of fire.
  • Fireball: Throw a ball of fire from one hand to strike a target.
  • Flaming Weapon: Causes any weapon to burst into flame to let the weapon do additional damage and ignite flammable objectss.
  • Flaming Missiles: Causes a missile weapon's projectiles to deal additional fire damage and ignite flammable objects.
  • Flaming Armor: The subject is sheathed in flames that damages the hands of anyone who melee attacks them.
  • Lightning Weapon ALSO REQUIRES AIR: The subject's melee weapon deals extra damage. People wearing metal armor that fully protects attacks made by this weapon take at least 1 damage.
  • Lightning Missiles ALSO REQUIRES AIR: The projectiles fired from missile weapons affected by this spell deal extra damage. People wearing metal armor that fully protects attacks made by this weapon take at least 1 damage.
  • Lightning Armor ALSO REQUIRES AIR: Sheath a subject in lightning that makes melee attacks do a bit more damage while backlashing burning damage when hit with metallic melee weapons.
  • Lightning ALSO REQUIRES AIR: Shoot a bolt of lightning from a fingertip.
  • Shocking Touch: ALSO REQUIRES AIR: Charges the caster's hands or staff with lightning which discharges on strike, ignoring armor.
  • Spark Cloud: ALSO REQUIRES AIR: Creates an area that deals constant burning damage inside it.

Champion:

  • Create Lightning Elemental ALSO REQURIES AIR: You can create and control a LIGHTING ELEMENTAL.
  • Explosive Fireball: Throw a fireball that deals explosive damage on hit.
  • Breathe Fire: As Flame Jet, but it comes from the caster's mouth.
  • Burning Touch: Strike a target to deal burn damage that ignores armor (but not natural DR).
  • Shape Metal ALSO REQUIRES EARTH: Move solid or liquid metal and shape it into any form.
  • Explosive Lightning ALSO REQUIRES AIR: Fire a lighting bolt that deals explosive damage on hit.
  • Wall of Lightning ALSO REQUIRES AIR: Creates a barrier of lightning around an area.
  • Create Fire Elemental : You can create and control a FIRE ELEMENTAL.
  • Create Steam Elemental ALSO REQURIES WATER: You can create and control a STEAM ELEMENTAL.
  • Create Lava (Metal?) Elemental (Requires Power Investiture (EARTH) 3]: You can create and control a Lava Elemental.

Zealot:

  • Body of Flames: Your body erupts into flames and you are now magical fire.
  • Burning Death: Causes the target to burn consistently from within!
  • Body of Metal ALSO REQUIRES EARTH: Your body becomes an animated statue of metal.
  • Spark Storm ALSO REQUIRES AIR: Create a Windstorm (above) but with lightning striking randomly inside the area.
  • Body of Lightning: ALSO REQUIRES AIR: Subject becomes an animated shape of lightning.
  • Bless*: Gives a small bonus on any die rolls that are under the perview of this celestial******.
  • Curse*: Gives a small penatly on any die rolls that are under the perview of this celestial*****.
  • Planar Summons (The Earth Shaper's Realm): You can summon a denizen of the Earth Shaper's realm and try to control it.
  • Plane Shift (The Earth Shaper's Realm): You can transport yourself and your equipment to the Earth Shaper's Realm. This spell does not teleport you back to the Mortal Realm. An Incantor, Champion of The Traveler, or other celestial being is needed to get back.
  • Plane Shift Other (The Earth Shaper's Realm): You can transport someone else and their equipment to the Earth Shaper's Realm. This spell does not teleport you back to the Mortal Realm. An Incantor, Champion of The Traveler, or other celestial being is needed to get back.

Powers

These are advantages that you can buy because of your devotion to your diety.

  • Flame Cloud 1: Obscure 2 (Defensive + Extended, Infravision) + Innate Attack, Burning 0.25 (Contact Agent + Area Effect, 2 yards + Persistent + Emanation) + Eternal Flame Essence 2 [8]
    On a Ready maneuver, you surround yourself in a cloak of flame in a 2 yard radius from yourself for 10 seconds. Anyone attempting to attack through the fire (except you and you alone) takes a -2 to their attack roll. Also, anyone within the the fire cloud (or just passing through) takes 1 point of fire damage that is irresistable unless they are Sealed.
    Requires Power Investiture 2 (The Eternal Flame)
  • or
  • Flame Cloud 2: Obscure 4 (Defensive + Extended, Infravision) + Innate Attack, Burning 0.50 (Contact Agent + Area Effect, 2 yards + Persistent + Emanation) + Eternal Flame Essence 3 [14]
    On a Ready maneuver, you surround yourself in a cloak of flame in a 2 yard radius from yourself for 10 seconds. Anyone attempting to attack through the fire (except you and you alone) takes a -4 to their attack roll. Also, anyone within the the fire cloud takes 2 points of fire damage that is irresistable unless they are Sealed (half damage on anyone spending less than a turn in it).
    Requires Power Investiture 3 (The Eternal Flame)
  • or
  • Flame Cloud 3: Obscure 6 (Defensive + Extended, Infravision) + Innate Attack, Burning 0.70 (Contact Agent + Area Effect, 2 yards + Persistent + Emanation) + Eternal Flame Essence 4 [20]
    On a Ready maneuver, you surround yourself in a cloak of flame in a 2 yard radius from yourself for 10 seconds. Anyone attempting to attack through the fire (except you and you alone) takes a -6 to their attack roll. Also, anyone within the the fire cloud takes 1d-1 points of fire damage that is irresistable unless they are Sealed (half damage on anyone spending less than a turn in it).
    Requires Power Investiture 4 (The Eternal Flame)



  • Incendiary Strike 1: Burning Attack 0.70 (Follow-Up, Universal + Costs Fatigue 1) + Eternal Flame Essence 1 [5]
    After striking a target with any weapon (natural or artificial) but before rolling damage, you may choose to spend 1 FP to deal an additional 1d-1 burn damage. This damage only goes through if the first attack penetrates DR.
    Requires Power Investiture 1 (The Eternal Flame)
  • or
  • Incendiary Strike 2: Burning Attack 1.40 (Follow-Up, Universal + Costs Fatigue 1) + Eternal Flame Essence 2 [9]
    After striking a target with any weapon (natural or artificial) but before rolling damage, you may choose to spend 1 FP to deal an additional 2d-2 burn damage. This damage only goes through if the first attack penetrates DR.
    Requires Power Investiture 2 (The Eternal Flame)
  • or
  • Incendiary Strike 3: Burning Attack 2.30 (Follow-Up, Universal + Costs Fatigue 2) + Eternal Flame Essence 3 [13]
    After striking a target with any weapon (natural or artificial) but before rolling damage, you may choose to spend 2 FP to deal an additional 2d+1 burn damage. This damage only goes through if the first attack penetrates DR.
    Requires Power Investiture 3 (The Eternal Flame)
  • or
  • Incendiary Strike 4: Burning Attack 2.70 (Follow-Up, Universal + Costs Fatigue 2) + Eternal Flame Essence 4 [15]
    After striking a target with any weapon (natural or artificial) but before rolling damage, you may choose to spend 3 FP to deal an additional 3d-1 burn damage. This damage only goes through if the first attack penetrates DR.
    Requires Power Investiture 4 (The Eternal Flame)



  • Heat Resistant: Temperature Tolerance 3 (Cold) + Damage Resistance 1 (Fire) + Eternal Flame Essence 1 [5]
    The highest temperature you can tolerate (90 degrees F for humans) is decreased by 3xHT. You also take 1 less damage from any Fire-based burn damage. This package can be bought multiple times if you believe you will need it.
    Requires Power Investiture 1 (The Eternal Flame)



  • Burning Effect 1: Temperature Control (Heat) 2 + Burning Attack 1 (Malediction 3) + Fatigue Attack 1 (Hazard, Heat + Malediction 3) + Eternal Flame Essence 1 [6]
    You can raise the ambient temperature of the area up to 10 yards from yourself in a 2 yard radius by 4 degrees per second of concentration (to a maximum increase of 40 degrees). Subjects in the area may be in danger of the effects of high temperatures. You may also choose to affect a single target within 10 yards of you. If you win a Quick Contest between Wills, you may choose to deal 1 point of burning damage or 1 point of fatigue damage which cannot be regained until the target rests in a cool environment.
    Requires Power Investiture 2 (The Eternal Flame)
  • or
  • Burning Effect 2: Temperature Control 3 (Heat + Increased Range, x2 + Area Effect, 4 yards) + Burning Attack 2 (Malediction 3) + Fatigue Attack 2 (Hazard, Heat + Malediction 3) + Eternal Flame Essence 4 [16]
    You can raise the ambient temperature of the area up to 20 yards from yourself in a 4 yard radius by 6 degrees per second of concentration (to a maximum reductionincrease of 60 degrees). Subjects in the area may be in danger of the effects of high temperatures. You may also choose to affect a single target within 20 yards of you. If you win a Quick Contest between Wills, you may choose to deal 2 points of burning damage or 2 points of fatigue damage which cannot be regained until the target rests in a cool environment.
    Requires Power Investiture 3 (The Eternal Flame)
  • or
  • Burning Effect 3: Temperature Control 4 (Heat + Increased Range, x5 + Area Effect, 8 yards) + Burning Attack 4 (Malediction 3) + Fatigue Attack 4 (Hazard, Heat + Malediction 3) + Eternal Flame Essence 10 [42]
    You can raise the ambient temperature of the area up to 50 yards from yourself in a 8 yard radius by 8 degrees per second of concentration (to a maximum reduction of 80 degrees). Subjects in the area may be in danger of the effects of high temperatures. You may also choose to affect a single target within 50 yards of you. If you win a Quick Contest between Wills, you may choose to deal 4 points of burning damage or 4 points of fatigue damage which cannot be regained until the target rests in a cool environment.
    Requires Power Investiture 4 (The Eternal Flame)



  • Final Flare 1: Sanctity Enhancer: Eternal Flame 1 (Only at 0 or less HP) + Fragile: Explosive (Optional) + Eternal Flame Essence 5 [20]
    Whenever you are reduced to 0 or lower Hit Points, you are able to increase the Sanctity Level by 1 for you and anything on your body. The effects of this are listed here.
    If you fail a Death Roll, you may choose to detonate your corpse for 6d x (Max HP/10) cru ex.
    Requires Power Investiture 2 (The Eternal Flame) and CANNOT be taken with the Berserk Disadvantage
  • or
  • Final Flare 2: Sanctity Enhancer: Eternal Flame 2 (Only at 0 or less HP) + Fragile: Explosive (Optional) + Eternal Flame Essence 10 [40]
    Whenever you are reduced to 0 or lower Hit Points, you are able to increase the Sanctity Level by 2 for you and anything on your body. The effects of this are listed here.
    If you fail a death roll, you may choose to detonate your corpse for 6d x (Max HP/10) cru ex.
    Requires Power Investiture 3 (The Eternal Flame) and CANNOT be taken with the Berserk Disadvantage
  • or
  • Final Flare 3: Sanctity Enhancer: Eternal Flame 3 (Only at 0 or less HP) + Fragile: Explosive (Optional) + Eternal Flame Essence 15 [60]
    Whenever you are reduced to 0 or lower Hit Points, you are able to increase the Sanctity Level by 3 for you and anything on your body. The effects of this are listed here.
    If you fail a Death Roll, you may choose to detonate your corpse for 6d x (Max HP/10) cru ex.
    Requires Power Investiture 4 (The Eternal Flame) and CANNOT be taken with the Berserk Disadvantage



  • Rise From the Ashes: Extra Life + Eternal Flame Essence 5 [20/Life]
    When you fail a Death Roll, your body incinerates (or explodes if above) and leaves a large pile of ash. You may choose to have your character crawl their way out of a pile of ash up to a couple miles away (it does not have to be the pile of ash created by the death.
    Your new character will be a full HP copy of your previous. If you have missing limbs, eyes, digits, etc. and enough unspent character points, you may buy off these disadvantages now.
    When you use this advantage, you use up the extra life and it must be bought again. If you have already reached 50 Eternal Flame Essence, you may still purchase the package for 20 points, but you do not apply any more Essense Disadvantages because of it.
    Requires Power Investiture 3 (The Eternal Flame)

Essence Disadvantages

Followers who gain Eternal Flame Essence begin to look more like the denizens of the Eternal Flame's Realm. They have red and orange hair, feathers, and scales. These people always seem to be slightly singed and smell slightly of smoke.
Every 5 points of Eternal Flame Essence gives others a +1 to a Religion roll to identify the celestial you follow. Coreligionists will react to you at +1 per 5 points of Eternal Flame Essence (max +5) and people opposed to your religion will react to you at -1 per 5 points of Eternal Flame Essence (max -5).
Every 10 ranks of Eternal Flame Essence requires you to take a rank of one of the disadvantages below.


Disadvantage Description
Dependency (Fire Salts)
This can only be take 3 times
A material that originates from the Eternal Flame's Realm. This Disadvantage comes in 3 ranks:
  • Must be taken once per month
  • Must be taken once per week
  • Must be taken once per day
Enemies (Civilizors)
This can only be taken 2 times
A group of conquerors that cannot stand worshipers of the Primals. This Disadvantage is a group of less powerful people Hunting you and your party. If you kill them, they will be replaced by another from the same organization:
  • Attacks on a 9 or less
  • Attacks on a 12 or less
Dread (Water)
This can only be taken 1 time
You are supernaturally repulsed by water. You cannot willingly get within 1 yard of anything larger than a puddle. You must get out of the rain if you are ever caught in it. If you are picked up and carried past or up to a body of water, you may act normally until you leave the radius, but you feel anxiety about the situation the entire time.
Restricted Diet (Anything Flammible)
This can only be taken 1 time
You no longer can eat normal food. Instead, you need to consume flammible substances like wood, coal, paper, etc. You just hold the item in your hand and it ignites.
Chronic Pain
This can only be taken 2 times
Your insides feel like they are on fire! Fortunately, it's fairly mild, just a slight nuisance most of the time, but it is very uncomfortable. Once per day, this has a chance of "acting up" (the timing of the event is up to the GM). When it does, you take a -2 to DX, IQ, and any Self Control Rolls. The frequency of these attacks depends on how many times you take this:
  • Acts up on a 9 or less
  • Acts up on a 12 or less



Blessed Items

These are standard items that you might find for sale in a temple of The Earth Shaper. They are not Enchantable however.

  • The 's Holy Symbol (Small): 25 SP ($250) 0.25lbs
  • A small talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of Low Sanctity. This is applied after any levels of Sanctity Enhancer.

  • The 's Holy Symbol (Medium): 1 EP ($1,000) 0.5lbs
  • A medium talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of Normal Sanctity. This is applied after any levels of Sanctity Enhancer.

  • The 's Holy Symbol (Large): 4 EP ($4,000) 1lb
  • A large talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of High Sanctity. This is applied after any levels of Sanctity Enhancer.

  • Blessed Oil: 1 SP ($10?), 1lb
  • this deals normal fire heat and damage (1d-1) but makes anything in the flame more flammable by shifting one class (see Making Things Burn). If smeared along a weapon and ignited, the weapon will deal 1 burn damage as a follow-up (this stacks with Flaming Weapons). The oil takes (10 minutes) to fully burn and cannot be put out by nonmagical means.

Legendary Items

These items cannot be found for sale in normal circumstances. There might even be only one of these in the world and you need to go on a mission to find it.

  • The 's Holy Symbol (Grand):
  • A medium talisman inscribed with a ASDFASDFASDF and has a golden lining that increases the Sanctity Level of a person holding it in their hand by 2 to a maximum of Very High Sanctity.
   
  • The Earth Shaper's Holy Symbol (Small): 5 GP ($500)
  • A small talisman inscribed with a cracked boulder and grants whatever has the symbol in it's possession a step up in sanctity (Maximum Low Sanctity).

  • The Earth Shaper's Holy Symbol (Medium): 1 EP ($1,000)
  • A medium sized talisman inscribed with a cracked boulder and grants whatever has the symbol in it's possession a step up in sanctity (Maximum Normal Sanctity).

  • The Earth Shaper's Holy Symbol (Large): 2 EP ($2,000)
  • A large talisman inscribed with a cracked boulder and grants whatever has the symbol in it's possession a step up in sanctity (Maximum High Sanctity).

      the ashen knights maybe take some dark souls inspiration?       Burn Victim