2022-06-11

Base Class – Supernatural Arsonist

 By Felipe Lohan Pinheiro da Silva

Author’s note: İ decided to created this class after reading the playbook of the class “İmmolator”, to the “Dungeon World” game. İt’s because İ think that they had a good idea, but w/ an awful implementation.

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Abstract: The ethereal powers of the cosmos gave you an uncanny bond w/ the ƒіre.

☙Abilities❧

•İnfrared Vision: Permanently active. You can see hot/warm objects, even in the dark.

•Fire Resistance: Permanently active. It increases 10% by level, so you become immune in the 10th level, and begin to absorb 10% of the ƒіre in the 11th level; it's capped at the level 20, where it absorbs 100% of the ƒіre. It only works against non-[supernatur/magic]al ƒіre. This ƒіre resistance also provides resistance from the toxic fumes of most of the “common” ƒіres sources, like wood, volcanoes, etc. This ability also affects objects you’re carrying.

•Cold Vulnerability: Permanently active. You suffer more [cold/ice]-based damage than normal. This vulnerability starts at 100% in the level 0, becomes 5% weaker in each level, to the point that, in the level 20, you just suffer the normal damage.

•Supernova: When you die, you explode. It have the same effect of the «Fire Burst Aura» move, but free of charge for you.

☙Moves❧

•Spark: Sustained (but free of charge). You can generate a persistent supernatural spark at touch reach w/out any cost. İt can light flammable or explosive material. This is a free action, at-will ability.

At level 0 it’sn’t enough to light your way in the dark, but it surely can be seen by others in the dark.

•Manipulate Fire: Sustained (but free of charge). Range: 1 hexagon per level (minimum 1, if level [zero/0]). You can redirect and reshape an existing normal ƒіre coming from a source.

•Enhance Fire: Sustained. Maintenance: 1 turn per level (minimum 1, if level [zero/0]). Range: 1 hexagon per level (minimum 1, if level [zero/0]). Make an activation check and a charge consumption check. You can enhance the flames (this DOESN’T make the flammable material/fuel to burn faster) or extingüish an existing ƒіre coming from a source. This temporarily turns it into a supernatural ƒіre for the duration of that this ability is sustained.

•Taking Control Of The Flames: Two characters of this class can contest the control of a flame.

•Create Supernatural Fire: Sustained. Maintenance: 1 turn per level (minimum 1, if level [zero/0]). Range: 1 hexagon per level (minimum 1, if level [zero/0]). Make an activation check and a charge consumption check. You create a supernatural flame in a static given point of the space.

•Supernatural Fire Smite: You cause additional supernatural ƒіre damage after a successful melee attack (you can declare it after the attack is succeed, but before the normal damage is resolved). Make a charge consumption check. However, no additional hit roll is needed.

•Vampirize ƒіre: Besides your normal damage, you can also absorb the ƒіre of a target after a successful melee attack (you can declare it after the attack is succeed, but before the normal damage is resolved). Make a charge consumption check. However, no additional hit roll is needed. The target must be a ƒіre elemental or someone w/ the «Fire Body» ability activated.

•Fire Burst Aura: You make a burst of an aura of supernatural ƒіre, in a sphere w/ a radius of 1 hexagon per level (minimum 1, if level [zero/0]) (hitting the enemies in the surrounding hexagons). Make a charge consumption check.

•Supernatural ƒіreball: Range: 2 hexagon per level (minimum 2, if level [zero/0]). Make an activation check and a charge consumption check.

•Fire Body: Sustained. Maintenance: 1 turn per level (minimum 1, if level [zero/0]). Make a charge consumption check. Your body becomes imbued w/ the essence of the [supernatur/magic]al ƒіre. You can use unarmed attacks w/ additional damage like the “Supernatural Fire Smite” ability, but free of charge. İn this form you absorb 100% of the damage of natural ƒіre sources (as if you were in the 20th Level by the “Fire Resistance” ability). Common people [grabb/wrestl]ing you should take damage.

•Fire Healing: Make a charge consumption check. You can heal the HP of the target. You must touch the target. The target must be a ƒіre elemental or someone w/ that absorbs ƒіre; if the target have a ƒіre body and/or ƒіre resistance, but not in a level to absorb the ƒіre, you can make an additional charge consumption check in his behalf. If you want to heal someone at distance, you also make a check to hit the target of the healing; this uses the same range of the «Supernatural Fireball» ability.