Cinderwatch
Stay with me. We’re getting out.
Concept: A rescue captain who turns lethal heat into a safe passage: Cinderwatch shields an evacuation, steadies frightened people and uses precise fire blasts to keep threats away from her crew.
Origin: Rescue captain Mara Venn entered a burning tower after its experimental thermal-control system failed. She manually opened an escape route for her crew; the ruptured system bonded with her body. Its manufacturer blamed the rescuers, and she kept the damaged incident recorder.
Race: Human • Rank: Novice
Attributes
Agility d4, Smarts d6, Spirit d8, Strength d4, Vigor d8Skills
Athletics d6, Common Knowledge d6, Notice d6, Persuasion d8, Stealth d4, Focus d10, Healing d6, Driving d6, Fighting d4Pace: 6; Parry: 4; Toughness: 13 (6); Power Points: 30
Hindrances
- Heroic (Major): She goes back for someone still trapped, even when retreat is the sensible choice; triage and letting others take the risk are painfully difficult.
- Loyal (Minor): Her old rescue crew and current team are family. She stays beside them even when their decisions frustrate her.
- Driven (Minor): She pursues the people concealing defects in the thermal-control system that nearly killed her crew, sometimes pressing the investigation when she should rest.
Edges
Super Powers,Brave,Alertness,Healer
Powers
- Energy Control(5 PP)Range: 12"/24 yd•Duration: Sustained•Activation: Focus d10Manipulate chosen energy type within 12"/24 yds for various effectsTrapping: Fire: shape a Medium Blast Template of heat and flame, extinguish small fires, or Dampen fire hazards for its occupants. Harmful field effects are not selective.
- Ranged Attack(6 PP)Damage: 3d6•Range: 12/24/48" (24/48/96 yd)•Duration: Instant•Activation: Focus d10Trapping: Focus-fired thermal lance: 3d6 damage at 12/24/48 range. She favours nonlethal takedowns when feasible, accepting their normal penalties.
- Force FieldLevel 5(10 PP)Range: Self•Duration: SustainedIncoming damage reduced by 5. When Shaken or Stunned, roll Spirit or the field Powers Down; Incapacitation ends it automatically.Trapping: Heat-shimmer evacuation bubble: a Medium Blast Template centred on Cinderwatch protects chosen occupants. Reduce damage arriving from outside by 5; attacks initiated inside bypass it. Spend an action to seal out smoke and supply breathable air with Life Support. Both end if the field Powers Down.Modifiers: Area Effect; Selective: Choose who is affected; Life Support
- Environmental Resistance(1 PP)Range: Self•Duration: PermanentIgnore background effects, reduce damage by 4, +4 to resist effects of chosen Power TypeTrapping: Fire: insulated thermal control protects her from extreme heat and flame.
- ArmorLevel 3(3 PP)Range: Self•Duration: Permanent+6 Armor.Trapping: An innate skin-close thermal lattice disperses impacts, providing +6 Armor; her work clothes do not grant armour.
- Toughness(1 PP)Range: Self•Duration: Permanent+1 Toughness.Trapping: The thermal-system bond makes her body resilient: +1 permanent Toughness.
- Super Skill (Focus)Level 4(4 PP)Range: Self•Duration: Permanent+4 die steps.Trapping: Instinctive thermal precision raises Focus four die steps, already included in her listed d10.
Gear
- First Aid Kit1 lb
Three uses.
- Medic Kit4 lb
Five uses; +1 Healing. $25 refill.
- Flashlight3 lb
10-inch beam.
- Nylon Rope3 lb
20 yards.
- Crowbar2 lb
Recorded load: 13 / 20 lb
Backstory
Mara Venn remembers the voice on the radio telling her to seal the tower and leave her crew inside. She opened the door anyway. Now the company that built the failed thermal system calls her a reckless saboteur. Her former crew knows better, but the incident recorder is damaged and the evidence is incomplete.
Cinderwatch is calm under pressure, talks frightened people through the next ten seconds, and keeps terrible jokes ready for the ambulance ride. In a fight she makes a protected pocket for her team, pushes fire hazards back and sends narrow heat blasts at anyone blocking the exit. She can patch up an injured ally, but she cannot magically heal them.
Her hardest choice is leaving a pursuit to save a stranger. She always chooses the stranger, then spends the night wondering how many future victims she has allowed. She needs teammates who can tell her when going back alone will cost more lives than it saves.
Appearance
An adult woman with brown eyes and short, side-swept auburn hair. Her charcoal rescue suit has one broad yellow chest band, yellow zipper and trouser piping, paired knee bands and a pale collar. Long dark work gloves have pale palms; black ankle boots have pale laces and tan soles. A red medical pouch hangs at her right hip and orange rescue rope at her left. She holds a controlled flame in her right palm; her protective field appears as a heat-shimmer arc.

