Ameyaw Ocelotl
Ameyaw Ocelotl
Sheet
AC 0 · HP 17 · normalArmor
Weapons
Languages
Features
30 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. At your option, you may deal +1d6 damage but expose yourself to the enemy's 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+, deal your damage. On a 7-9, deal your damage and choose one: move to get the shot and place yourself in danger, take -1d6 damage, or take several shots and reduce 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 with the appropriate ability. On a 10+, you do what you set out to do and the threat does not come to bear. On a 7-9, you stumble, hesitate, or flinch, and the GM offers a worse outcome, hard bargain, or ugly choice.
- Defend
When When you stand in defense of a person, item, or location under attack...
When you stand in defense of a person, item, or location under attack, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. Spend hold, 1 for 1, to redirect an attack to yourself, halve an attack's effect or damage, open the attacker to an ally for +1 forward, 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 tells you something interesting and useful about the subject relevant to your situation. On a 7-9, the GM tells you something interesting, and it is on you to make it useful.
- 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. Questions include: 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 biggest threat? What person or thing is not what it appears to be?
- Parley
When When you have leverage on an NPC and manipulate them...
When you have leverage on an NPC and manipulate them, roll+CHA. Leverage may be a promise, threat, or useful information. On a 10+, they do what you ask if they can. On a 7-9, they do it but need concrete assurance of immediate payment, an opportunity, or proof.
- 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 options. 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. Options: hand; thrown, near; +1 damage; 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 burning brand if active, take that result forward to summon your burning brand, 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 with your hands...
You may use your hands in place of tools and fire to craft metal objects. You can form or unmake mundane weapons, armor, and metal jewelry from raw components. Without time and safety, you may need to Defy Danger first.
- 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 GM gives good detail. On a 7-9, the GM gives an impression. If you already know all there is 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 sacrifice a victory to the flames of fate...
You gain this move when you gain Burns Twice as Bright. When you sacrifice a victory to the flames of fate, treat any roll of 10+ as a miss.
- This Killing Fire
When When you choose options for Burning Brand...
Add messy, forceful, reach, near, and far to the options 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 to be their own and take to it with fervor. On a 7-9, their passion fades after a day or two. On a miss, they respond negatively and speak out 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 have to 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 you so long as nothing startles or surprises them. On a 7-9, the effect distracts or confuses them. On a miss, they become agitated and upset, their hidden desires sparked.
- Indestructible Hunger
When When you would take your last breath...
When you would take your last breath, you may erase one Bond permanently. You remain alive with 1d6 HP. If you have no Bonds, take your last breath as normal.
- The Enkindler
When When you bolster the courage of others...
When you bolster the courage of others, roll+CHA. On a 10+, they shake off all fear and doubt, becoming brave in an instant. On a 7-9, the effect is fleeting, and they resort to cowardice after a moment or two. 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 your insult and the scorn of all who hear it. On a 7-9, you cross a line, and they will have their revenge someday. On a miss, you have gone too far, and they blow up here and now.
- From Hell's Heart
When When you summon fire with any of your moves...
When you summon fire with any of your moves, you can replace it with black fires of hell. This fire does not burn with heat and ignores armor, scorching the soul itself. Creatures without souls cannot be harmed by this fire.
- Burning Ring of Fire
When When you fuse a willing person's soul to yours...
When you fuse a willing person's soul to yours, roll+CHA. On a hit, you are bound together and can sense each other at any distance while sharing emotional state. On a 7-9, the connection is unstable and dangerous, and when one takes a debility, so does the other. On a miss, the branding is rejected and you both erase any Bonds to each other.
- Fanning the Flames
When When you apply your Firebrand move to a group of people...
You may apply the effects of Firebrand to a group of about a dozen people all at once.
- Watch the World Burn
When When you channel the burning planes and call a firestorm...
When you channel the burning planes and call a firestorm, tell the GM what you sacrifice and roll+WIS. The sky opens and fire pours like rain over an area about the size of a small village. Everything in the area takes damage as appropriate. On a 10+, you can extinguish the storm with some effort. On a 7-9, the fires rage out of control, spreading with wind and weather. On a miss, something cruel, intelligent, and hungry comes with the storm.
- TraitHumanHuman adaptability expressed through dangerous new ideas and chosen bonds.
- TraitHumanNear a large open flame, she can Make Camp and regain all HP.
- TraitHumanHer fire is learned, cultivated, and shaped by sacrifice rather than inherited blood.
Gear
7 itemsGear
- Symbol of sacrifices pastA bronze sun-disk blackened by smoke, a symbol of sacrifices past. 0 weight.
- Adventuring gearUseful mundane supplies, flint, cord, oilcloth, chalk, small tools, and similar items. 1 weight, 5 uses.
- Healing potionA red herbal draught for restoring vitality. 0 weight.
- Dungeon rationsDry food for the road. 1 weight, 5 uses.
- Healing potionAdditional restorative draught. 0 weight.
- LoadStarting load is 15, equal to STR score. Current listed load is 2, or 3 when carrying the rations.
Purse
- 10×CoinsCarried coin and trade tokens. 0 weight.
Appearance
Warm, watchful eyes, long dark hair threaded with copper beads, a strong compact body, and a crackling voice that turns soft when she is afraid. She wears soot-stained traveling clothes beneath a sleeveless red leather coat. A small bronze sun-disk hangs at her throat, its lower edge polished bright by years of being rubbed with her thumb. When waiting, she leans slightly forward with most of her weight on the balls of her feet, as if the next moment might need to be met at a run.
Mannerisms
She warms her palms over any flame, even a candle, and pauses before answering difficult questions as though listening to something inside the fire.
Personality
Intense, compassionate, and startlingly direct. Ameyaw treats every person as a banked ember with the potential to become a beacon or an inferno. She is generous with food, fiercely protective of the powerless, and uncomfortable with quiet rooms where no flame is burning.
Ideals
Spread a dangerous new idea.
Bonds
____ has felt the hellish touch of my fire, and now they know both my strength and my restraint. I cast the last ember of my old home into the fire for ____, and I still owe them the truth of what it became. I will teach ____ that sacrifice is not the same thing as obedience.
Flaws
She mistakes hesitation for cowardice and has a dangerous instinct to escalate a conflict rather than leave injustice merely wounded. She is also terrified that one day the fire will answer a question she is not willing to ask.
Quirks
Background
Ameyaw Ocelotl was born in a river town where kiln smoke hung over the rooftops and every household kept a small ceremonial fire. Her mother shaped copper into bells and charms, while her father served as a keeper of the communal furnace. As a child, Ameyaw learned that fire was not merely destruction. It was appetite, memory, warning, and promise. She began speaking to flames before she learned to read, and the flames answered by bending toward her hands. Years later, a magistrate ordered the furnace district burned to drive out striking laborers. Ameyaw broke the gates, fed the furnace with the magistrate's decrees, and led the trapped workers through a tunnel of living fire. The town survived, but the old order did not. Since then, she has traveled wherever power has made people small, carrying the furnace's first coal in a bronze vessel and teaching dangerous ideas to anyone willing to hear them. She joins the company because ____ once stood beside her when the flames turned against her, and because she believes every tyrant has a structure that can be heated until it changes shape.
“Her mother shaped copper into bells and charms, while her father served as a keeper of the communal furnace.”
- Background
- Strange brands, smouldering eyes, crackling voice, barely-hidden rage
Connections
Species
Human
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