Ione Aretxaga
Ione Aretxaga
Sheet
AC 0 · HP 18 · normalArmor
Weapons
Languages
Features
15 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+, you deal your damage to the enemy and avoid their attack. On a 7-9, you deal your damage to the enemy 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+, you have a clear shot and deal your damage. On a 7-9, choose one: you have to move to get the shot, you have to take what you can get as a shot, or you have to take several shots, reducing your ammo 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. On a 10+, hold 3. On a 7-9, hold 1. So long as you stay in defense, when the thing you defend is attacked, you may spend hold to choose one: redirect an attack to yourself, halve the attack's effect or damage, open the attacker to an ally, or deal damage to the attacker equal to your level.
- 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 about the subject. On a 7-9, the GM will only tell you something interesting. The GM might ask you how you know the information.
- 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 list. On a 7-9, ask one. Take +1 forward when acting on the answers: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be? What is the true position of my enemy? Who is really in control here?
- Parley
When When you have leverage on a GM character and manipulate them.
When you have leverage on a GM character and manipulate them, roll+CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first promise what they want. On a 7-9, they will do it, but need some concrete assurance right now.
- Burning Brand
When When you imbue a weapon with fire or create a weapon from pure flame.
When you weave fire into a weapon, it gains the fiery tag and deals +2 damage until the fire goes out. When you create a weapon from pure fire, it has the close, reach, and fiery tags, but you must Defy Danger with CON to wield it safely. On a 10+, it lasts until the end of the scene. On a 7-9, it lasts briefly or creates an additional danger of the GM's choice. On a 6-, the fire answers in an unexpected way.
- Cast a Spell
When When you weave a spell of fire through an object, person, or place.
When you weave a spell of fire, describe what you want it to do and roll+INT. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one: you draw unwelcome attention or put yourself in a spot, the spell's effect is limited or altered, or you lose control of the fire and the GM makes a move. On a 6-, the GM makes a hard move.
- Give Me Fuel, Give Me Fire
When When you sacrifice something of value to feed your magic.
When you consume something precious, rare, or personally meaningful in flame, describe what power you seek from the sacrifice and roll+CHA. On a 10+, the fire grants the power cleanly. On a 7-9, it grants the power, but the GM chooses one: the sacrifice is greater than expected, the effect is temporary, or the fire demands a dangerous future service. On a 6-, the fire takes what it wants and the GM makes a move.
- Fighting with Fire
When When you invoke the spirits of flame to accomplish something beyond ordinary fire.
When you call upon the primal spirits of flame, describe what you ask them to do and roll+CHA. On a 10+, they obey. On a 7-9, they obey but choose one: their influence is obvious, their help is temporary, or you must offer them something in return. On a 6-, the spirits act according to their own desires.
- Zuko Style
When When you use a dramatic display of flame to influence someone.
When you use fire to frighten, impress, or command someone, roll+CHA. On a 10+, choose two. On a 7-9, choose one: they hesitate, they reveal what they fear, they obey a simple demand, or they flee. On a 6-, your display provokes an immediate and dangerous reaction.
- Ember-Sense
When When you offer something meaningful to a fire and seek knowledge in return.
When you sacrifice a personal possession, memory, or promise to a fire, you may ask the flames one question about the immediate situation. The GM answers truthfully, but the answer may arrive as an image, smell, or omen rather than words.
- AdaptableHumanhuman communities are varied, resilient, and capable of learning almost any craft.
- ResourcefulHumanIone can find useful fuel, kindling, or improvised tools in places others overlook.
Gear
6 itemsWeapons
- Burning brandA magically heated brand used as a weapon, 2 weight, close, fiery
Armor
- Leather armorProtective but heavily patched leather armor, 1 armor, 1 weight
Gear
- Fire-making kitSmall oil flasks, tinder, charcoal, lamp wicks, and fire-starting tools, 1 weight
- RopeA coil of rope, 3 weight
- Traveling gearA battered tin cup, a blanket, and trail rations, 2 weight total
- Load recordStarting load is 8. Current listed load is 7, leaving 1 spare load.
Appearance
A lean, long-limbed human with a broad jaw and slightly crowded teeth, which show whenever she eats or laughs. Her dark auburn hair is cut unevenly around her shoulders and usually tied back with red thread. Her amber-brown eyes rarely settle on a speaker, instead tracking doorways, hands, loose objects, and anything that might catch fire. She wears scorched leather armor beneath a patched crimson coat, fingerless gloves, and a belt crowded with oil flasks, charcoal sticks, and bits of colored glass.
Mannerisms
She studies the nearest source of heat while speaking, rolls charcoal between her fingers, and grins with her mouth closed before letting a sharp, toothy laugh escape.
Personality
Restless, quick-witted, and intensely observant. Ione is generous with warmth and food, but suspicious of anyone who treats power as property. She enjoys provoking solemn people into showing their true selves.
Ideals
Freedom
Bonds
____ once trusted me with their life when my fire got out of control, and I will repay that trust even if they no longer want it. I suspect ____ is carrying a secret that would burn hotter than any spell, and I am determined to learn whether it should be protected or exposed. I owe ____ a debt for giving me a place beside the party instead of treating me like a walking disaster.
Flaws
I treat every problem as something that can be solved with enough heat, pressure, or spectacle. I am also far too curious about dangerous people and unstable objects.
Quirks
Background
Ione Aretxaga grew up in a river-port district where the ovens never cooled and every family knew the value of a well-tended flame. Her mother baked flatbread for sailors, while her father repaired kilns and funerary lamps. Ione learned early that fire was not merely destruction. It was hunger answered, metal softened, clay strengthened, and darkness pushed back. She also learned that fire remembered care, and punished arrogance. When a guild-master tried to claim the family kiln, Ione set the whole workshop ablaze rather than let him take it. No one died, but the neighborhood lost a season of work, and Ione left before the city guard could decide whether she was a criminal or a miracle. Since then, she has wandered with adventurers, offering warmth, terror, and impossible solutions in equal measure. She believes every person carries a hidden ember, and she intends to find out what happens when the right flame reaches it.
“Her mother baked flatbread for sailors, while her father repaired kilns and funerary lamps.”
- Background
- Wild eyes, wild hair, leather armor, a burning brand, and a body marked by old soot rather than scars.
Connections
Species
Human
Media
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