Mikheil Vardis
Mikheil Vardis
Sheet
AC 0 · HP 17 · normalArmor
Weapons
Languages
Features
29 featuresAlways on
- Hack and Slash
When When you attack an enemy in melee
When you attack an enemy in melee, roll+STR. On a 10+, deal your damage and avoid their attack. At your option, deal +1d6 damage but expose yourself to the enemy's attack. On a 7-9, deal your damage and the enemy makes an attack against you.
- Volley
When When you take aim and shoot at an enemy at range
When you take aim and shoot at an enemy at range, roll+DEX. On a 10+, deal your damage. On a 7-9, deal your damage and choose one: move to get the shot, take what you can get, or reduce your ammunition by one.
- Defy Danger
When When you act despite an imminent threat or suffer a calamity
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. On a 10+, you do what you set out to do and avoid the threat. On a 7-9, you stumble, hesitate, or flinch, and the GM will offer you a worse outcome, hard bargain, or ugly choice.
- Defend
When When you stand in defense of a person, item, or location
When you stand in defense of a person, item, or location, roll+CON and hold 3. On a 10+, hold 3. On a 7-9, hold 1. While defending, you may spend hold to redirect an attack to yourself, halve the attack's effect, or open an attacker to an ally.
- Spout Lore
When When you consult your accumulated knowledge about something
When you consult your accumulated knowledge about something, roll+INT. On a 10+, the GM will tell you something interesting and useful. On a 7-9, the GM will only tell you something interesting. On a miss, the GM may reveal an inconvenient truth.
- Discern Realities
When When you closely study a situation or person
When you closely study a situation or person, roll+WIS. On a 10+, ask the GM three questions from the Discern Realities list. On a 7-9, ask one. Take +1 forward when acting on the answers.
- Parley
When When you have leverage over an NPC and manipulate them
When you have leverage over an NPC and manipulate them, roll+CHA. On a 10+, they do what you ask if you first assure them it will not harm them. On a 7-9, they will do it, but the GM chooses one: they need concrete assurance, they need something now, or they need more evidence.
- Human Immolator
When When you Make Camp next to a large, open flame
When you Make Camp next to a large, open flame, regain all of your HP.
- Burning Brand
When When you conjure a weapon of pure flame
When you conjure a weapon of pure flame, roll+CON. On a 10+, choose two tags. On a 7-9, choose one. You may treat INT as STR or DEX when attacking with it. It begins with fiery, touch, dangerous, and 3 uses. Each attack consumes one use. Choose from hand, thrown near, +1 damage, or remove dangerous.
- Fighting Fire with Fire
When When you take odd damage after armor
When you take damage and that damage is odd after armor, roll 1d4. Add that many uses to your active burning brand, take that result forward to summon it, or reduce the damage by that amount.
- Give Me Fuel, Give Me Fire
When When you gaze intensely into someone's eyes
When you gaze intensely into someone's eyes, ask their player, "What fuels the flames of your desire?" They answer truthfully, even if the character does not know or would otherwise keep it hidden.
- Zuko Style
When When you bend a flame to your will
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 a 7-9, the effect is short-lived, lasting only a moment.
- Hand Crafted
When When you craft or unmake a mundane metal object
You may use your hands in place of tools and fire to craft metal objects. Mundane weapons, armor, and metal jewelry can be formed from raw components. You may unmake them as well, though doing so without time and safety may require Defy Danger.
- Lore of Flame
When When you stare into a source of fire looking for answers
When you stare into a source of fire looking for answers, roll+WIS. On a hit, the GM tells you something new and interesting about the current situation. On a 10+, the detail is good. On a 7-9, it is an impression. If there is nothing more to know, the GM tells you that.
- Burns Twice as Bright
When When you channel the flames of fate
When you channel the flames of fate, treat a miss as a 7-9 or a 7-9 as a 10+. Tell the GM something you have lost, such as an emotion, memory, or innate piece of yourself. You cannot use this move again until you use Burns Half As Long.
- Burns Half as Long
When When you deliberately sacrifice a victory to the flames of fate
When you sacrifice a victory to the flames of fate, treat any roll of 10+ as a miss.
- This Killing Fire
When When you conjure a weapon through Burning Brand
Add messy, forceful, reach, near, and far to the tags available through Burning Brand.
- Firebrand
When When you introduce a new idea to an NPC
When you introduce a new idea to an NPC, roll+CHA. On a 10+, they believe the idea is their own and pursue it with fervor. On a 7-9, their passion fades after a day or two. On a miss, they react negatively and speak against the idea.
- Ogdru Jahad
When When you perform a ritual to achieve an effect beyond your ordinary abilities
Gain the Wizard move Ritual. The GM will always tell you what you must sacrifice to gain the effect you desire.
- Moth to the Flame
When When you tempt a weak mind with your inner fire
When you tempt a weak mind with your inner fire, roll+WIS. On a 10+, their will is suppressed and they follow your commands unless startled or surprised. On a 7-9, the effect only distracts or confuses them. On a miss, they become agitated and upset.
- Indestructible Hunger
When When you would take your last breath
When you would take your last breath, you may erase one Bond permanently. You are alive with 1d6 HP. If you have no Bonds remaining, take your last breath normally.
- The Enkindler
When When you bolster the courage of others
When you bolster the courage of others, roll+CHA. On a 10+, they instantly shake off fear and doubt. On a 7-9, the effect is fleeting and they soon realize its superficiality. On a miss, they are cowed or terrified by your presence.
- Sick Burn
When When you insult an NPC
When you insult an NPC, roll+CHA. On a 10+, you leave them no room to react and they bear the insult and the scorn of all who hear it. On a 7-9, you cross a line and they will seek revenge someday. On a miss, you go too far and they erupt now.
- From Hell's Heart
When When you summon fire with one of your moves
When you summon fire with any of your moves, you may replace it with black fires from Hell. This fire does not burn with heat, ignores armor, and scorches the soul. Creatures without souls cannot be harmed by it.
- Fanning the Flames
When When you use Firebrand on a group of people
When you apply the effects of Firebrand to a group of about a dozen people, roll and resolve Firebrand for the group as a whole.
- Watch the World Burn
When When you call a firestorm from the burning planes
When you channel the burning planes and call a firestorm, tell the GM what you are sacrificing and roll+WIS. The storm covers an area about equal to a small village. Everyone and everything in the area takes appropriate damage. On a 10+, you can extinguish it with effort. On a 7-9, it rages out of control. On a miss, something cruel, intelligent, and hungry comes with the storm.
- TraitHumanHuman resilience and adaptability
- TraitHumanCan regain all HP when making camp beside a large, open flame
- TraitHumanA practical working-class upbringing gives him broad knowledge of tools, trade, and people
Gear
7 itemsGear
- Symbol of sacrifices pastA blackened copper token from the first sacrifice Mikheil made willingly; weight 0.
- Adventuring gearFive uses of practical gear, including flint, cord, hooks, oilcloth, chalk, and small tools; weight 1.
- Healing potionRestores health when consumed according to the fiction; weight 0.
- Dungeon rationsFive uses, ration tag; weight 1.
- Dungeon rationsFive uses, ration tag; weight 1.
- 24×Load capacityThe Immolator's maximum load is 9 + STR, or 24. Current listed gear weighs 3, leaving 21 load available.
- Burning brandA weapon of pure flame created through Burning Brand. Its tags depend on the result of that move and it consumes one use per attack.
Appearance
A broad-shouldered human with smouldering eyes, close-cropped iron-brown hair, and a crackling voice. His hands are thickened and darkened from years of working hot metal, with blunt nails and palms that never quite lose their warmth. He wears a soot-stained work coat over plain travel clothes, a red wool sash, heavy boots, and a copper charm blackened by old sacrifices.
Mannerisms
He studies every flame as if it were speaking, rubs his soot-darkened palms together before making a difficult decision, and answers insults with an almost cheerful silence followed by a very precise remark.
Personality
Mikheil is blunt, observant, and unexpectedly gentle with people who are frightened. He speaks like a smith testing metal, tapping at an idea until its weaknesses show. He believes freedom should be warm enough to gather around, but dangerous enough that the comfortable cannot ignore it.
Ideals
Spread a dangerous new idea.
Bonds
____ has felt the hellish touch of my fire, and I trust them to know when I have gone too far. I will teach ____ that sacrifice is a choice, not a command. I cast something precious into the flames for ____ and still owe them their due.
Flaws
He mistakes intensity for truth and treats hesitation as a kind of cowardice. When someone invokes tradition to excuse cruelty, Mikheil becomes reckless, loud, and very difficult to stop.
Quirks
Background
Mikheil Vardis grew up above his mother's forge in a riverside market town where ironworkers, mule drivers, and salt traders all knew one another by name. He learned early that fire was not tame, only patient. He could read the colour of a coal, hear weakness in a horseshoe, and tell when a person was about to lie by the way they watched the brazier. When a magistrate tried to seize the forge for refusing an unjust war contract, Mikheil set the order alight in the public square and discovered that the fire listened to him. He spent the next decade moving from village to village, teaching dangerous ideas to people who had been told obedience was the same as goodness. He has burned prison ledgers, melted executioner's chains, and carried the ashes of those who could not escape. The party found him in the ruins of a burned chapel, feeding his last healing potion to a wounded stranger. He joined them because ____ had the courage to ask what the fire wanted, and because he believes every tyrant leaves behind something that can still be forged into a better shape.
“He learned early that fire was not tame, only patient.”
- Background
- Smouldering eyes, crackling voice, barely-hidden rage
Connections
Species
Human
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