Legacy: Tamers of Fire

Tamers of Fire
The Tamers of Fire are demagogues and rabble-rousers, who stoke the flames of others’ passions. They harness the flames as a primal energy, one that burns with wild abandon yet represents so much more than that. Fire, for them, is an element of many aspects. It is the element of will, unstoppable and implacable. It is the intuition and innovation that birthed civilizations. It is the spark of rage that can grow impossible to fight against. Fire is both creation and destruction, a transient force that burns away the old so new growth can emerge.

 

In Taming the Fire, the Champions embody all of these and more. They grow to understand their element, to mold it and make it their tool. They become the fire, and take on the role of the hero. And their magic concentrates on the element as both an abstract and physical force, from the inner fire of inspiration and courage to the uncanny manipulation of physical flame.

 

Origins
Parentage:  Obrimos, Elemental Masteries, or Free Council

Nicknames:  Champions

Background:  Anyone can be a hero. In myth, the hero is just as often a lowly shepherd as he is the son of a king, a Maid of Orleans as often as the daughter of the King of France. The hero, and hence the Champion, is defined in spite of his or her origin, not because of it. The Tamers of Fire don't go looking for their pupils. Their pupils make themselves known to the Tamers. They look for those who distinguish themselves as leaders, as people of courage, and not just physical courage. They value intellectual courage and spiritual courage just as much, and value most of all an individual with the courage of his or her convictions.

Appearance:  The Tamers of Fire can come from any walk of life. Many are good-looking and in fine physical shape. Although the skin on their arms and chests is sometimes marred after a while with small burns, most of the Tamers of Fire know how to avoid harm from flames, and a Champion with serious burn scars is rare. Eloquence is a must. Tamers of Fire often work their magic by convincing the flames to obey them. A person needs to be pretty convincing to do that.

 

Doctrine
Prerequisites:  Gnosis 2, Mind 2, Presence 2, Expression 2

Initiation:  In order to prove himself worthy to his tutor, a potential Champion must undergo a quest or complete an act of heroism that draws the mentor’s attention.

Organization:  As with the other Elemental Masteries, there's an expectation for Tamers of Fire to respect and aid other bearers of the Elemental Mark, but it's not an obligation. The only real bond among the Tamers of Fire is the bond that links tutor and pupil, and even that can be shaky. When individuals driven by such wild passions come together, fireworks all too often result.

Theory:  The fire is in everyone, they just don't know it. One who is a passionate speaker or a true man of action can sway the fire within the hearts of others. Some Champions aim for inspiration through excellence. Some excel in the field of sports. Others inspire through words, becoming crusading activists, defenders of rights, leaders in their field. Others still become heroes in their work. There are firefighters, police officers, paramedics, and soldiers among the Tamers, after all.

 

Magic
Ruling Arcanum:  Mind

Yantras:  Talking to a crowd (+1 to + 3 depending on size), nearby fire (+1 to +3 depending on intensity), Resolving the Inspired or Steadfast Condition (+3)

Oblations:  Starting a campfire in the middle of nowhere by the "two sticks" method. Firewalking. Spending an entire night in physical training. Organizing a match of a team sport. Playing a competitive game. Reading about historical leaders. Teaching someone self-defense.

First: To Know the Flame
Prerequisites:  Mind 1, Initiation

Know Nature (Reach: Casting Time):

Before a Tamer of Fire can kindle the flames of others, he must first discover the embers that lie within them; only then may fan them to greater heights. As an instant action the Champion may determine the Virtue, Vice and dots possessed in Mental and Social attributes of a target they can see.

Optional Arcanum:  Forces 1

Influence Heat (Reach: Casting Time):

The Tamer's affinity for physical flames begins with an understanding of the conditions which prove conducive to their existence. They may use an instant action to negate temperature based damage or conditions stemming from an extreme environment of up to level 2 around themselves for a duration based on their dots in Forces.

Second:  To Touch the Flame
Prerequisites: Mind 2, Expression 3

Emotional Urging (Reach: Casting Time):

The Tamer reaches out to the spark of inspiration found in others and allows his personal charisma to influence their hearts and minds. By conversing with a target whose composure is no greater than their Mind dots for a scene, the Champion may choose to open or close one Door of the subjects. This can be used to sway the target toward the Tamer’s viewpoint, or turn them against another as they choose. This attainment may be activated as part of a social maneuvering attempt.

Optional Arcanum: Forces 2

Influence Fire (Reach: Sensory Range, Casting Time):

As their charisma grows, a Tamer eventually learns to commune with flames, swaying them to his cause with the power of his rhetoric. By issuing his command and gesturing to direct them, a Champion may direct any fire in he can see as per Influence Fire. This effect persists for a duration based on the Tamer’s forces dots once activated.

Third:  To Catch the Flame
Prerequisites: Gnosis 4, Mind 3, Presence 3

Ruling Practice (Reach: Sensory Range, Casting Time):

The Tamer of Fire can now share his enthusiasm for an enterprise with others, catching the fires of inspiration and molding them into a tool. By taking an instant to call out and stoke the flames of another’s will, the Champion grants them the Inspired condition relating to any task they name during their encouragement. This condition persists for a duration based on the Tamer’s Mind dots, and can be used on up to two subjects simultaneously. Targets do not gain beats for resolving the condition.

Optional Arcanum: Mind 3

Control Fire (Reach: Sensory Range, Casting Time):

By bolstering a flame with the power of their charisma, or damping one out beneath the weight of their purpose, a Tamer can command flames in their vicinity. As an instant action they may increase or decrease the intensity of any flame they can see up to two levels. This change lasts for a duration based on the Champion’s Forces dots.

Fourth:  To Embrace the Flame
Prerequisites:   Mind 4, Expression 4, One other Social or mental attribute at 3

Augment Mind (Reach: Split Effect, Advanced Duration):

By kindling the flames of inspiration in others and urging them to ever greater heights with their support, Tamers can burn away the imperfections in the hearts and minds of the people who follow them. By speaking with someone for a scene, the Champion may increase the target’s Mental or Social attributes, splitting a number of dots equal to their mind arcanum amongst the subject’s traits. This increase persists for up to one week after the speech.

Optional Arcanum: Forces 4

Thunderbolt (Reach: Instant Casting):

By weaving the force of his charisma into an attack, a Tamer may sear his enemies with short-lived blasts of flame. As an instant action the Champion may conjure a flame and cast it at an enemy as an aimed attack. The bolt deals lethal damage and has a Potency equal to their Forces dots.

Fifth:  To Become the Flame
Prerequisites: Mind 5, Presence 4

Weaving Practice (Reach: Sensory Range, Casting Time, Willpower Restoration):

At the pinnacle of their art, a Tamer can call upon his inner fire to inflame the spirits of his followers and drive them on in the face of adversity. By taking an instant action to speak words of encouragement to  his comrades, the Champion grants the Steadfast condition to up to four willing targets he can see and restores one point of lost willpower to each. This condition persists for a duration based on the Tamer’s Mind dots, and targets do not gain beats for resolving the condition. Each target may only benefit from one application of this attainment at a time.

Optional Arcanum: Forces 5

Create Energy (Reach: Casting Time):

A Tamer who has truly embodied the flame may call forth a spark from their inspired will and give it lasting form in the physical world. As an instant action the Champion may create a flame up to the size of a bonfire and launch it as an aimed attack, or kindle it on an object they touch. This flame can be affected by their other attainments as if it were a normal fire, and will persist even in the absence of fuel for a duration based on their Forces dots.