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Flameless Ace Gifts

This post as part of a coordinated effort with Roma on Flameless Ace's design which you can see here: https://www.patreon.com/posts/80790902

Flame Ace has inherited Ace's old gifts, while this new body requires an entire giftset to itself. Let me know if you notice any similarities to other characters or mechanics!

Ace


Flameless Style

Style

Where there was once a great wellspring of strength, there is now a gaping hole. From the core of oneself, now springs only fire. Sparks leant to a dead blaze to keep the coals warm, if even for only another moment. But from this howling abyss comes a certainty denied by the flame. A weight and a crushing finality. Power that cannot be obtained in life.

Level 1

Flameless Style: You no longer have a burn meter. Instead, you have a flame meter that ranges from 0 to 100. This meter will decrease slowly as your body bleeds flame. At 100, you are in full control of your faculties and feel correct. At around 50 the uncertainty begins to creep in. At 25, your world feels strange and heavy. At 0 you lose control of your character and enter the berserk state until your flame is increased again. In this state you are drawn to sources of flame and must actively resist the urge to feed.

You can increase your flame by absorbing it from the environment, or by receiving flame transfers. Flame transfers are detailed under the Distant Glow Gift. Flame in the environment is ranked by quality between one and six stars. You regain 1d6 flame for each star of quality possessed by the flame you’re absorbing.

Furthermore, flame can be expended to perform additional actions in and out of combat.

5 Flame: Stomp and move instantaneously, ignoring all enemies, terrain etc to a location within your choosing on the current map within 100’.

5 Flame: Suspend yourself in the air as if it were solid ground. Lasts until the start of your next turn.

10 Flame: Act as if you ignited. You may use this ability multiple times but the cost doubles each time.

10 Flame: Burn an incoming attack. Sustain damage to your flame instead of to your HP equal to the damage you would have taken.

15 Flame: Add 1d6 to a Roll. Must be decided before the roll is performed. Can be selected multiple times, the cost increases by 5 each time.

20 Flame: Emulate a Gift held by Ace Galatine for one Act.

Immunities: You cannot be possessed. ESP that affects the flame damages your Flame meter directly but otherwise cannot affect you. Your mind cannot be read.

Level Up: 300xp or chase the flame or embrace the ash


Distant Glow

Hope

Warmth from afar. Reach for it, and risk losing it? Do you

Do I even

Have a choice anymore?

Level 1

Flame Donors: Different people are capable of providing you with differing amounts of flame based on their abilities. When new flame donors are discovered, they will be noted here, tierlist style.

S Tier - 1:1 transfers, no drawbacks

Microphone: Capable of transferring her burn to you 1:1 as flame to restore your meter. Kissing or biting her is the most effective method of transfer, but you get the feeling that that will cross a line you will be unable to walk back from.

A Tier - 1:1 transfers, drawbacks

Cast: When hooked up to the OPIA VR network, Cast can transfer flame at a passive rate while resting, or a rapid rate via pod.

Dr. Verona: Can turn her own HP into flame for you to absorb. Can turn your own HP into flame.

Melli: Can transfer people punching her shield into flame 1:1 into you if you are hooked up to her.

B Tier - worse ratio, but can transfer with drawbacks

Genesis Aeon: Can transfer you flame directly with his Reflection.

Camera: Can transfer you flame directly with his Reflection.

Basilisk Id: Can transfer flame directly to you, MUST succeed on an attack against you.

C Tier - only works once per scene, be careful!

Arg0s: Can inject you with flame with his Reflection.

Treble: Can inject you with flame with her ESP.

Gathered Embers: When you draw flame from another, you may add them to the list below if you wish. Doing so forges a bond between your body and their flame, making you more adapted to what they are granting you. Functionally think of this as a special bond track.

Your Ember Bonded can understand you better, and you regain an additional 1d6 flame when they donate flame to you. You additionally will start to take on aspects of them as your bond deepens, gaining access to their gifts or even ESP. Be careful however, every level of Ember Bond grants them more control over you and your functions.

Bond 1: Your Ember Bonded can sense when you’re nearby.

Bond 2: Your Ember Bonded can sense where you are within a 10 mile radius.

Bond 3: Your Ember Bonded can get a sense of your emotions.

Bond 4: Your Ember Bonded can lock out one of your dice once per Act if they so wish.

Bond 5: Your Ember Bonded may choose what attribute you lock in when you Roll to Dye.

Ember Bonded: Below is a list of your Ember Bonded, what gifts they grant you, and their relative level of control over you.

Ace Galatine: Bond 7 - Ace Galatine controls my every action. Combine his character sheet with yours when united, remove this Gift and erase it until separated.


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