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- \documentclass[8pt]{extarticle}
- \input{assets/prelude}
- % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
- \newcommand{\Class}{Lantern}
- \newcommand{\BaseHP}{4}
- \newcommand{\BaseLoad}{6}
- \newcommand{\Damage}{6}
- \newcommand{\Names}{
- \hangindent=0.2in
- Names: Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim, Icarus,
- Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin, Porissa, Fina,
- Aldara, Shou, Ysolde, Zelda
- }
- \newcommand{\Look}{
- Glowing Eyes, Glowing Palms, or Glowing Blood
- Styled Hair, Hooded Head, or Pointed Hat
- Worn Robes, Stylish Robes, or Practical Tunic
- 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{amove}{Gift from God}
- A deity gave their companion will-o'-the-wisp to you personally,
- blessing your wisp with excessive energy. Your Arrows of Light have
- Piercing 3, and your Shield of Light will still protect you while
- you lend it out.
- \end{amove}
- \begin{amove}{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{amove}
- \begin{amove}{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{amove}
- \
- \leftbanner{Drive}
- \begin{amove}{Emissary of Light}
- Ease the suffering of a person or place
- \end{amove}
- \begin{amove}{Enemy of Darkness}
- Take steps to destroy a place or creature of the shadows
- \end{amove}
- \begin{amove}{Revealing Truth}
- Uncover a hidden truth or reveal corruption.
- \end{amove}
- \
- \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.
- \textbf{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 \textbf{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 \textbf{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 +1 forward. 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 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 +1 forward. \onMiss, the sunlight is
- uncooperative---they take -1 forward 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 +1 forward 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 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 +1 forward.
- \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 \move{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 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 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 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}
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