Pumpkinhead

When you have been seared by the Punkin Flames on Saint’s Day, you may take O’lantern upon leveling up:

  Your body houses a Punkin Flame, and gives off a faint orange glow at all times. Additionally, when you open your mouth wide and will the flames within you out in a flashlight cone Roll+con. On a 10+ your eerie flames cast a harmful light dealing d6 damage to anything they shine on. On a 7-9 the light is not painful, but still serves to ward weaker creatures away.
 * O’lantern

 

Once you have taken O’lantern you may take the following moves upon levelling up:

  The Punkins serve madness to the point of shutting out even intense pain. So long as you're pursuing the spread of madness, chaos or insanity in the world you have +1 armor.
 * Heedless Zealotry

  You feel a constant connection with the mad king’s power and can wield a portion of it as your own. At any time you may tell the GM how the inherent madness of the world bends a task to your benefit and change a failure to a 7-9 or a 7-9 to a 10+. You may not do so again until you sacrifice a great success (a 10+) to the madness in return.
 * Servant of Insanity

  Punkins are born of flame, dwell in flame, and thus can exert some command over flame.
 * Pyrokinesis

When you exert your will over fire, roll+INT. On a 10+, hold 3 On a 7-9, 2. Spend a hold to:

Create fire.

Extinguish a localized body of fire.

Make a nearby body of fire take an action according to your will.

Move a nearby body of fire instantaneously.

 

Punkinhead is a Greybark Compendium Class.