Flame brothers are spirits of heat, appearing as small (SM-3) beings made of ethereal flame. While they are not invisible, they blend in with flames and so normally go unnoticed by mortals. They come to this world mainly to bask in its flames, from which they draw sustenance (magical flame provides no such food). They have the ability to travel instantly between extreme heat sources, though only limited distances and without crossing thresholds.
Flame brothers are quite quarrelsome and territorial with each other. They often form small gangs that defend coveted territory. Industrialization has been kind to them:
factories lack thresholds, attain previously unheard of temperatures, take up large amounts of space (with several heat sources) and are usually on, with the breaks taken being quite predictable. Each flame brother wants at least five or six oven sized heat sources with at least thirty yards of distance between them. The ideal situation involves over a dozen heat sources on multiple floors and 50 yards of distance, or a 20x20x20 block of furnace.
Flame brothers rarely concern themselves with the affairs of the mortal world: mostly they squabble among themselves. A being who offers to help with their squabbles can gain a capable set of spies and guardians.
Flame brothers tend to be puzzle monsters. The first step is to figure out where they are and what's spying on you: no one thinks to check fire-places or ovens for spies. They are insubstantial to most mortal counter measures, and while depriving them of their heat will make them angry and remove some of their mobility, It doesn't actually hurt them. Once faced with a threat that can actually destroy them, flame brothers will quickly flee. If they for some reason wish to physically harm mortals they will drive the temperature up, hoping to set the dwelling on fire or at least raise the temperature enough to kill via burns and heat exhaustion.
ST 6 HP 6 speed: 6
DX 12 Will 10 Move: 6
IQ 10 Per 11 SM: -3
HT 12 FP 12 DR: 10 (heat only)
Brawling (13) 1d-4
Over Heating: at 90 degrees any FP expenditure is increased by 1 and every 10 minutes of activity cost 1FP on a failed HT roll. At 120 degrees any FP expenditure is increased by 2. And at 160 degrees all humans start taking 1d-4 burning damage per round to their skin. This is not a form of ignition, merely a form of heat damage.
Traits: Spirit Creature, Insubstantial (always on, only vs mortals and mortal world), Obsession (bask in mortal flames), Warp (50 yard limit, only between extreme heat sources), Temperature Tolerance 15 (50-285), Temperature Control 10 (heat only,emanation,4 yard radius), territorial, Selfish.
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