Fire
Fire rules the creative spirit and the works of the hand. Fire harnesses the raw fuel of cultivation to forge powerful works. The strongest cultivators of Fire know the value of craft!
Blessing: Preparation
At dawn of each day, you gain C+1 Preparation. You may use Preparation to announce that an event was foreseen and an eventuality prepared.
You may invoke your preparations on your turn, an ally’s turn, or in response to an incoming enemy effect (before the Challenge roll).
Preparations
Reuse
- Cost: 1
- Effect: You may use any consumable environmental effect this round without depleting its use; it remains available for others
Consumable Barrier
Ah, you see, I placed this table here knowing you would attack me with that spoon!
- Cost: 1
- Effect: You or one ally in this scene may use a Consumable Barrier of your Circle
Zoomer’s Brew
The madman who sold me this bid me farewell with ‘fr fr no cap’. Lunatic!
- Cost: 1
- Effect: You or your ally doubles your Speed for your next Move
- If you have already expended Speed on this turn, only double the remaining Speed at the time of the drink
Preplanted Object
- Cost: 2
- Effect: Declare any object that you could reasonably have on your possession. Then reveal it for immediate use.
- You should have a story on how you arrived at the object or knew to bring it along
- Good types of items: Weapons, tools, clothes, scrolls, food, maps, tents, spare bedding, etc
- The storyteller has final say on what counts as reasonable
Explosive Charm
Blowing stuff up is easy. Finding appreciation for such arts harder.
- Cost: 2
- Effect: Make a ranged AOE attack against this or an Adjacent Zone
- Damage: C-1
Invigorating Tonic
Drink this
- Cost: 2
- Effect: You or one ally in this scene may chug a condensed tonic. Then choose:
- Boost 3 separate elements once
- Boost 1 element twice
Condensed Caffienation
The heart palpatations are normal
- Cost: 2
- Effect: You or one ally chugs a questionable coffee and gains Cd4 Aura
- Each ally may only benefit from this effect once per scene. Doctor’s orders.
Elemental brew
If it doesn’t kill you, it’ll make you stronger
- Cost: 3
- Effect: You or one ally regains zero or more Charge across all elements, up to maximum C
- For each Charge gained, suffer 1 damage
Xanatos’ Draw
Your every move was seen in advance
- Cost: 3
- Effect: You or one ally may substitute element of one Challenge
- Pick the element you would like to roll
- Pick the element you would like to target
- Bonuses and Penalties both apply to your chosen element as usual
- Measure Result against Defense as usual; damage and effects apply to the target element
Professions
Meditations of Steel
P1
Metal sense
- You sense the presence of metal within your current zone; this includes both natural and worked forms
- Your sense refines with growth
- C2: All forms of worked metal larger than your thumb
- C3: Any form of worked metal larger than a grain of rice; tiny beads of metal yet to blossom in an orchard; chunks of metal suspended into other objects
- C4: All metal, with a minimum size of a grain of rice
- Automatically Challenge Fire against their Stealth for any foe carrying metal into your current zone
P2
Field repair
- You may make crafting repairs as though you had a full workshop available, no matter where you travel
- You still must have any raw materials such as reagents
P3
Forge-hardened
- Gain C armor against non-elemental Fire effects; smoke; and acid
- Your hardened hands resist metalbleed; apply your natural regeneration against the Severity of the condition, even without treatment
P4
You may now assume the position of Weaponsmith in a Hearth
- This benefit persists into retirement
P5
Exquisite keenness. I know this bite. Metalrending and Balanced!
You automatically identify all Weapon Cores involved in any weapon that deals damage to you.
- You may voluntarily deal 1 Damage to yourself with any weapon you currently hold to gain this benefit
P6
Balance of Steel
- You may Deconstruct a crafted weapon to salvage its Weapon Cores
- When you Deconstruct, choose one Weapon Core to store in a small crystal shard
- You may apply this Weapon Core to your or an ally’s weaponry with a touch and one Action
- Choose one existing Weapon Core to displace; removed Weapon Cores are lost
Meditations of Silk
Well, yes, we should go into battle protected…but there’s no reason we can’t look good doing it!
P1
I would happily pay full price if you delivered the full product! Do you think I missed the abyssmal stitching on these?
When you stake Reputation, you may add Drive instead of Charm to your final Result
Treat Disasters of Reputation as failures.
When another challenges you to a Reputation duel, you may decree that your foe must also use Fire
- The foe may either back down, suffering no penalty or Break for it, or match you in a duel of craftsmanship!
P2
Field repair
- You may make crafting repairs as though you had a full workshop available, no matter where you travel
- You still must have any raw materials such as reagents
P3
- You gain a new Preparation option: Dress for Success
- Cost 2
- Effect: You hurriedly change clothes to match your situation at hand. Choose one of:
- You gain +2 to either Insight, Charm, Prowess for the rest of this Scene
- You produce a tool of your Circle or less that exactly matches a specific need. This tool grants a Bonus Ki to whoever uses it for the rest of this Scene; you may freely pass around with your allies
P4
You may now assume the position of Artisan in a Hearth
- This benefit persists into retirement
P5
Ah, is that Lamian spider-silk weave? Let me feel it!
You may identify all Armor Cores in a piece of equipment with a touch and an Action
- No Challenge required
- You may do this to any Adjacent character; personal space much?!
P6
Balance of Silk
- You may Deconstruct a crafted piece of equipment to salvage its Cores
- When you Deconstruct, choose one Weapon Core to store in a small crystal shard
- You may apply this Weapon Core to your or an ally’s weaponry with a touch and one Action
- Choose one existing Weapon Core to displace; removed Weapon Cores are lost
Bedazzling Savant
Oh, these? Just a few trinkets I’ve picked up
P1
Flashing the goods
- You may choose to use Fire for any social Challenge related to status, wealth, flirting, and socializing
You may spend Crystal Cores for temporary benefits.
- Spend your Action and grant the appropriate bonus to an ally within Drive meters, ignoring line of sight
- The following Cores grant a Boost to a matching element: AirWater, WaterEarth, EarthFire, AirFire, AirEarth, WaterFire
- The following Cores grant 2 Boost to a matching element: Light + any, Dark + any
- The following Cores grant 3 Boosts to a single element: Air, Water, Earth, Fire
P2
Balanced Flow
Gain a free-floating Chakra slot
- You may assign this Chakra to any element you have access to; you may change this at dawn of every day
- This Chakra suffers any effects related to that element (such as being Restrained)
- However, you may freely move the Chakra to a different element on the next day to escape the Restraint penalty
- The Chakra may only equip effects that use the matching element
P3
Discerning Assessment
Hmm. The aetheric balance is sublime…
- You automatically learn the recipe for any cultivated item that you can inspect by hand for one minute
- At C3: 1d6 rounds
- At C4: 1 round
P4
Clever Repurposing
- When you craft non-weapon items, you may adjust their appearance to appear wildly different than their intended purpose
- Examples: Hardened armor that appears to be silken robes; Essence grenades that appear to be apples
- Each item gains a Stealth score equal to 1.5 * your Fire standard value; foes Challenge this Stealth score to detect the anomaly
- This Stealth score does not degrade
- However, using the items for their hidden purpose automatically reveals the item’s true nature to observers
P5
Crystal Efficiency
- For each crystal core you use in your crafting, roll 1d10. On a result of 8, 9, or 10, do not consume the crystal core.
P6
Destructive Growth
- You may now destroy Crystal Cores to fuel your Hearth
- You may spend one minute and destroy a pure Crystal Cores (Air, Water, Earth, Fire) to choose an effect from below:
- Boost Harmony in a region for 24 hours (does not stack)
- Send a surge of healing energy through a fouled ley line. Challenge Fire against the foe that fouled the ley line; on a success, the ley line goes dormant to heal. On a flourish, the ley line returns to normal with full power
- Force open a Gate of the matching element
- Explode as an Essence Grenade with range Drive, radius C, and damage C+1
Alchemist
I’ve got something for that
P1
Hideous concoction
- You may spend 1 Fire charge to generate a hideous gas bomb
- C meters wide with range of Drive
- The gas bomb imposes a Penalty 10 against all within the cloud if they Challenge before the beginning of your next turn
- The bomb naturally dissipates, removing the penalty, at the start of your next turn
P2
You gain an alchemical Kit, a grab bag of sundries suitable for any occasion.
- You may add your Preparation to the Kit, increasing its Strength by 1 each time
- Maximum Strength:
- C2: 8
- C3: 10
- C4: 12
You may Challenge any concrete element with your Kit (including your Bane)
- Instead of rolling your Result, the value is always your Circle * current Strength + Drive
- After the Challenge, roll Cd4 and reduce the Kit’s Strength by that amount
- The Kit may not be used once it hits Durability 0; you will need to devote more Preparation to it
When you are reduced to zero Aura and suffer a Wound, also reduce the strength of your Kit by 1d4
P2
Persistent Acid
- You learn how to brew an incredibly potent, if slow, acid mixture
- This mixture can melt any non-cultivated, non-metal objects given time
- You may spend an Action to apply the acid to a surface; that surface then takes 1 automatic damage per round until it melts
- Multiple applications can melt holes straight through walls and even carve tunnels!
- The acid raises a noxious green smoke that causes a Penalty die to Stealth
- The acid must remain undisturbed to work; it can be neutralized by simply washing the surface
For Deconstruction, treat the usage of this acid as:
- Automatic success on any items of your Circle
- Automatic Flourish on items of a lower Circle
P3
Your Preparation per day increases to 2C + 1
P4
Poison Immunity
Hmm, tastes like hemlock
- You become immune to damage by poisons
- You automatically identify any poison that you taste, no matter how well hidden
- This includes leaf poisons
P5 – Precision alchemy
You may precisely shape your AOE effects, excluding up to Drive targets (either friend or foe) from any AOE you cause
P6
Kenja no ishi
Mastering the arts of alchemy, you may now transmute all forms of lesser matter with a touch
- You may convert up to one cubic meter per day of any non-cultivated material into any other non-cultivated material
- You may convert mystical reagents of a lesser Circle into each other
- You must have previous experience with all involved reagents, both source and target
- Before you ask, Shou Tucker, this does not work on living matter
Weaver
What are you talking about, sir? I am a humble tailor!
P1
Simple tailor
- You gain a Disguise of a simple profession of your choice
- Unlike normal Disguises, this Disguise requires investigators to succeed at investigation challenges C times to break
- You may change to a new Disguise with a Downtime, resetting any investigations
- Foes may choose to target your Disguise while you are at 0 Aura, degrading the Disguise by 1 each time, instead of dealing a Wound
P2
Never mind us. We’re just discussing sewing techniques.
Invisible threads – Spend a Fire Charge to generate an invisible thread of length Drive meters between any two points you can see.
- All other characters must Challenge Fire to pass through the thread.
- If the other character fails their challenge, choose one effect from below:
- Sense: You automatically detect the character’s exact position
- Cut: They take C damage
- Hinder: The character’s movement ends; their Speed is reduced to 0
- Bind: You Restrain one concrete element of your choice on the foe; the thread is consumed
- You may choose different effects for each Challenge
P3
Little bit of thread goes a long way
Trapsense
- You may trigger traps, either yours or enemies, from Drive meters away, respecting line of sight
- You must be aware of the trap to trigger it
- This requires either 1 Action (on your turn) or 1 Fire Charge (anytime)
P4
Bloodthirsty needle
- You gain Pierce C at all times
P5
Perfected Trapsense
- When any trap triggers in the same scene as you, you may exclude yourself and up to C allies within Drive meters from its effect
P6
The weave of memory
- You naturally fade from the memory of all you meet within 1d10 days, unless you choose to exempt the target
- Foes of your Circle may challenge your Fire to recognize you; foes of lesser Circle have no recourse
Fire Arts
These Arts are exclusive to the Grace of Fire
Merchant’s Code
- Boon
- Requires: None
- Effect: Automatically Succeed on Challenges to locate the shop of most cultivators of your Circle or lower
- Excludes: Foes or actively hostile cultivators