Emberlash Character in Dungeon World: The Graal Seekers | World Anvil
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Emberlash

Emberlash, Salamander Immolator.
Red/Black scales, Ritual scars of the Cobra, smoldering eyes, roaring voice, barely-hidden rage.
Played by Nick R.
HP 16 Damage 1d8
STR 09 +0
DEX 16 +2
CON 12 +0
INT 15 +1
WIS 13 +1
CHA 08 -1
Burning Brand: 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.
You may treat your INT as your STR or DEX in regards to making attacks with this weapon.
The weapon always begins with the fiery, touch, dangerous, and 3 uses tags. Each attack with the weapon consumes one use.
  • hand
  • thrown, near
  • +1 damage
  • remove the dangerous tag
Fight Fire With Fire: When you take damage, and that damage is odd (after armor) the flames within you come to your aid.
Roll 1d4 and either add that many uses to your burning brand (if active), take that result forward to summon your burning brand, or reduce the damage by that amount, your choice.   Give Me Fuel, Give Me Fire: When you gaze intensely into someones 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.   Zuko Style: When you bend a flame to your will, roll+WIS.
On a 10+ it does as you command, taking the shape and movement you desire for as long as it has fuel on which to burn.
On a 7-9 the effect is short-lived, lasting only a moment.   Hand Crafted: You may use your hands in place of tools and fire to craft metal objects. Mundane weapons, armor and metal jewellery 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.   Firebrand: When you introduce a new idea to an NPC, roll+CHA.
On a 10+ They believe the idea to be their own and take to it with fervour.
On a 7-9, Their passion fades after a day or two.
On a miss, they respond negatively, speaking out against the idea.   Equipment: (2 / 18 Encumbrance)
  • Adventuring Gear (5 uses, 1 weight)
  • Dungeon Rations (5 uses, 1 weight)
  • 1 Healing Potion (1 use, 0 weight)
  • 10 coins

Physical Description

Special abilities

Non-magical heat and fire cannot harm you.

Social

Contacts & Relations

"Timothy has felt the hellish touch of fire, now he knows my strength."
Alignment
‌Chaotic – Gain XP when you spread a dangerous new idea.
Children