\documentclass[8pt]{extarticle} \input{assets/prelude} % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number) \pbClass{Lantern} \pbBaseHP{4} \pbDamage{6} \pbNames{Names}{Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim, Icarus, Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin, Porissa, Fina, Aldara, Shou, Ysolde, Zelda} \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood} \pbLook{Styled Hair, Hooded Head, or Pointed Hat} \pbLook{Worn Robes, Stylish Robes, or Practical Tunic} \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin} \begin{document} \openup -0.2em \charbanner \begin{minipage}[t]{3.2in} \leftbanner{Origin} Choose any folk, and how you found your will-o'-the-wisp. \begin{optfeature}{Gift from God} A deity gave their companion will-o'-the-wisp to you personally, blessing your wisp with excessive energy. Your \spell{Arrows of Light} have Piercing 3, and your Shield of Light will still protect you while you lend it out. \end{optfeature} \begin{optfeature}{Hand-Me-Down} Your mentor passed their will-o'-the-wisp on to you, and you've learned some tricks to make it behave. When you \move{Reveal the Way} to your wisp, you always take the 10+ result. \end{optfeature} \begin{optfeature}{Stolen Property} You stole your will-o'-the-wisp from the heart of the forest, and your wip learned from your example. Your wisp is able to lift anything up to \weight{1}, and will frequently pick things up just to move them around. \end{optfeature} \ \leftbanner{Drive} \begin{optfeature}{Emissary of Light} Ease the suffering of a person or place \end{optfeature} \begin{optfeature}{Enemy of Darkness} Take steps to destroy a place or creature of the shadows \end{optfeature} \begin{optfeature}{Revealing Truth} Uncover a hidden truth or reveal corruption. \end{optfeature} \ \leftbanner{Bonds} \vfill\null \end{minipage} \begin{minipage}[t]{4.6in} \rightbanner{Starting Moves} \begin{basicmove}{Will-o'-the-Wisp} You have a companion will-o'-the-wisp which accompanies you at all times. This glowing ball of light will generally float about wherever it wants, although it sticks around you and rests in a lantern you carry. It will usually obey your commands, but it is quite fickle and may require some convincing. Your wisp cannot speak, but it can communicate to you by changing colors and point things out using beams of light. It will always provide light for you. Your wisp cannot physically touch anything, and it cannot be harmed in any way. \directive{Name your Wisp}: \blank \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum, Solpiece, Willow, X-Ray} \end{basicmove} \ \begin{basicmove}{Light Weaponry} When you \condition{command your wisp to change its form}, choose a form from below and it will take on that form until it thinks you need another one more. When you roll a 6- while your wisp is in one of these forms, it reverts back to its harmless form and refuses to change back for a short while. \begin{itemize} \item \spell{Arrows of Light}: \itag{near}, \itag{mystical}, \ntag{piercing}{2}. When you would spend \itag{ammo} with this weapon, instead reduce the \itag{piercing} value by 1 until the next time you \move{Make Camp}. \item \spell{Shield of Light}: \armor{+1}. You can lend this armor bonus to anyone within \itag{reach}. \end{itemize} \end{basicmove} \ \begin{basicmove}{Bend Light (CHA)} When you \condition{convince natural lights to bend to your will}, choose one and roll +CHA. \onSuccess, the chosen effect works perfectly. \onPartial, it works, but the light is fickle and the effect will not last long---you'll need to hurry to take advantage of it. \onMiss, the light is sick of being bossed around---the GM chooses one from the list and uses it against you! \begin{itemize} \item You command the light to attack. Temporarily blind or stun a group within \itag{near} range. \item You calm the light until it stays still. Create a wall of light that blocks off one passageway. \item You praise the light until it draws close. Fill an area with light. \item You terrify the light until it flees. Shroud an area in darkness. \end{itemize} \end{basicmove} \ \begin{basicmove}{Reveal the Way (CHA)} When you \condition{show a non-hostile NPC their best course of action}, roll +CHA. \onSuccess, they will take that course of action, although they will take it in the way that benefits them most. \onPartial, they aren't sure it's something they want to do, but you have their ear now---you gain leverage over them. When \condition{another player comes to you seeking advice}, tell them what you think is their best course of action. If they act on your advice, they take \forward{+1}. At the end of the session, if at least one player who acted on your advice actually benefitted from it in the end, you mark XP. \end{basicmove} \vfill\null \end{minipage} \charlower \clearpage \gearbanner \begin{multicols}{2} \yourLoad{6}. You start with dungeon rations (\uses{5}, \weight{1}) and the lantern that your will-o'-the-wisp lives in (\weight{1}). Choose your defense: \begin{choices} \item Lightweave armor (\armor{1}, \weight{1}) \item Hooked quarterstaff (\itag{close}, \itag{two hands}, \weight{1}), which your lantern can be mounted on \end{choices} one of the following: \begin{choices} \item One healing potion \item Three antitoxins \item Bag of books (\uses{5}, \weight{2}) \end{choices} \columnbreak \ \end{multicols} \widebanner{Advanced Moves} \begin{multicols}{2} \firstAdvances \begin{amove}{Beacon of Inspiration} When you \move{Reveal the Way} and get a 12+, the NPC will immediately go ahead and do exactly what you told them to, trusting you completely and entirely. If it ends up working out well for them, they will thank you to the best of their ability when they can. \end{amove} \begin{amove}{Fist of Dawn} Add the following form to the \move{Light Weaponry} move: \begin{itemize} \item \spell{Fist of Dawn}: \itag{hand}, \itag{no damage}, \itag{mystical}, \itag{forceful}. This weapon does not deal damage, but instead sends things flying away on a beam of light. \end{itemize} When you \condition{would normally deal damage with this weapon}, instead choose a spot within \itag{near} range for your target to land in. You can also use this weapon to Volley with anything you can lift. When you do, replace its normal tags with the \itag{near} and \itag{thrown} tags. \end{amove} \begin{amove}{Healing Light (INT)} When you \condition{stitch sunlight into a wound}, roll +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with energy, taking \forward{+1}. \onMiss, the sunlight is uncooperative---they take \forward{-1} from the searing pain. \end{amove} \begin{amove}{Illuminated Warrior} You can have your wisp take on the form of two of your Light Weaponry forms at the same time. You can lend out one of these forms to an ally, or you can wield them both simultaneously. \end{amove} \begin{amove}{Light of Revelation} Add the following options to the \move{Bend Light} move: \begin{itemize} \item You commit the light to tell the truth. Reveal the truth behind illusions, enchantments, and invisible things in the area \item You ask the light to show you something. Reveal a secret in this area \end{itemize} \end{amove} \begin{amove}{Magical Dabbler} Gain one non-multiclass move from any class list. Choose the move as if you were one level lower than you are, unless that move is magic-based. \end{amove} \begin{amove}{Rainbow Road} Add the following option to the \move{Bend Light} move: \begin{itemize} \item You convince the light to let you through. Create a bridge to a location within \itag{near} range \end{itemize} \end{amove} \begin{amove}{Truth to Power} When you \move{Spout Lore} and get a 7+, take \forward{+1} when acting on the information you gained. \end{amove} \begin{amove}{Twilight Blade} Add the following form to the \move{Light Weaponry} move: \begin{itemize} \item \spell{Twilight Blade}: \itag{close}, \itag{ignores armor}, \itag{mystical}. This weapon will cut cleanly through anything---armor, stone, metal, water, anything. When you \condition{deal damage with this weapon}, you may physically remove something from your target---something worn, something held, or some small part of them. \end{itemize} \end{amove} \begin{amove}{Gentlemen of the Wisp (CHA)} When you \condition{use your will-o'-the-wisp as bait}, roll +CHA. \onHit, lure a single creature within \itag{near} range towards your wisp. Your wisp can string it along as far as you want it to. \onSuccess, it doesn't bring any friends with it, and no one knows where it went. \end{amove} \vfill\null \columnbreak \secondAdvances \begin{amove}{A Light in the Darkness} When you \condition{stand firm against an approaching threat and don't back down}, you and each ally who backs you up takes \forward{+1}. \end{amove} \begin{amove}{Archon} Your wisp has learned how to fight on its own, as long as you are there to direct it. As long as you can see your wisp, you can \move{Hack and Slash} with your \move{Light Weaponry} as if you were standing in its location. If your wisp takes damage while doing so, it reverts to its harmless form to recover for a short while. \end{amove} \begin{amove}{Dawn's Cage} \moveRequires{Fist of Dawn} When you would deal damage with your \spell{Fist of Dawn}, after moving the target, you may encase them in an inescapable prison of light. When you do, your wisp makes up the cage, and you cannot use it for anything until you free your prisoner. \end{amove} \begin{amove}{Evanescence} Add the following option to the \move{Bend Light} move: \begin{itemize} \item You warn the light away from something or someone, rendering it invisible \end{itemize} \end{amove} \begin{amove}{Light of Rebirth (INT)} \moveRequires{Healing Light} When you \condition{stitch sunlight into a soul}, roll +INT. \onHit, remove a debility or condition from the target, or replace a missing limb with one made of solid light. \onSuccess, they also heal 1d8 HP. \onMiss, the brilliant energy of the sun burns their soul. \end{amove} \begin{amove}{Magical Initiate} \moveRequires{Magical Dabbler} Gain one non-multiclass move from any class list. Choose the move as if you were one level lower than you are, unless that move is magic-based. \end{amove} \begin{amove}{Mirror Shield} When you block damage with your \spell{Shield of Light}, deal 1d6 damage that ignores armor to the source of the damage. \end{amove} \begin{amove}{Sola's Speaker} When you roll a 12+ on \move{Bend Light}, the lights take a liking to you. Until you leave the current area or you do something to upset the lights, take the 10+ result whenever you use the Bend Light move. \end{amove} \begin{amove}{Solar Aura} Add the following form to the \move{Light Weaponry} move: \begin{itemize} \item \spell{Solar Aura}: In this form, you are surrounded by an aura of light, sealing everything within Reach inside of it. Nothing outside of the aura may enter it by any means. When someone inside the aura leaves the aura or attacks something outside of it, your wisp immediately reverts back to its harmless form. \end{itemize} \end{amove} \begin{amove}{Twilight Reckoning} \moveRequires{Twilight Blade} When you \condition{deal damage to a surprised, defenseless, or damaged enemy with your \spell{Twilight Blade}}, you may sever anything from the target---their life, their limb, their title, their relationship with someone, their most prized possession, their thoughts on a topic, anything. If you do, deal no damage. \end{amove} \vfill\null \end{multicols} \end{document}