The Ember:
Deals 1d4 fire damage per round to the holder
If dropped or extinguished, make a check to relight (Survival, Spellcasting, or creative solution)
Combat:
Grappling is core; only melee damage to the Target if they’re grappled
Spells allowed, but wild magic surges constantly
Invisibility: Legal, but may incur disadvantage on style-based scoring or crowd support
Winning:
Last woman standing
Bonus Prestige for early ember-holders who survive to the end