lanternbearer.tex 12 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude}
  3. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  4. \pbClass{Lantern}
  5. \pbBaseHP{4}
  6. \pbDamage{6}
  7. \pbNames{Names}{Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim,
  8. Icarus, Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin,
  9. Porissa, Fina, Aldara, Shou, Ysolde, Zelda}
  10. \pbLook{Glowing Eyes, Glowing Palms, or Glowing Blood}
  11. \pbLook{Styled Hair, Hooded Head, or Pointed Hat}
  12. \pbLook{Worn Robes, Stylish Robes, or Practical Tunic}
  13. \pbLook{Shimmering Skin, Tattooed Skin, or Unblemished Skin}
  14. \begin{document}
  15. \charbanner
  16. \begin{minipage}[t]{3.2in}
  17. \leftbanner{Origin}
  18. Choose any folk, and how you found your will-o'-the-wisp.
  19. \begin{optfeature}{Gift from God}
  20. A deity gave their companion will-o'-the-wisp to you personally,
  21. blessing your wisp with excessive energy. Your \spell{Arrows of
  22. Light} have Piercing 3, and your Shield of Light will still
  23. protect you while you lend it out.
  24. \end{optfeature}
  25. \begin{optfeature}{Hand-Me-Down}
  26. Your mentor passed their will-o'-the-wisp on to you, and you've
  27. learned some tricks to make it behave. When you \move{Reveal the
  28. Way} to your wisp, you always take the 10+ result.
  29. \end{optfeature}
  30. \begin{optfeature}{Stolen Property}
  31. You stole your will-o'-the-wisp from the heart of the forest, and
  32. your wip learned from your example. Your wisp is able to lift
  33. anything up to \weight{1}, and will frequently pick things up just to
  34. move them around.
  35. \end{optfeature}
  36. \
  37. \leftbanner{Drive}
  38. \begin{optfeature}{Emissary of Light}
  39. Ease the suffering of a person or place
  40. \end{optfeature}
  41. \begin{optfeature}{Enemy of Darkness}
  42. Take steps to destroy a place or creature of the shadows
  43. \end{optfeature}
  44. \begin{optfeature}{Revealing Truth}
  45. Uncover a hidden truth or reveal corruption.
  46. \end{optfeature}
  47. \
  48. \leftbanner{Bonds}
  49. \vfill\null
  50. \end{minipage}
  51. \begin{minipage}[t]{4.6in}
  52. \rightbanner{Starting Moves}
  53. \begin{basicmove}{Will-o'-the-Wisp}
  54. You have a companion will-o'-the-wisp which accompanies you at all
  55. times. This glowing ball of light will generally float about
  56. wherever it wants, although it sticks around you and rests in a
  57. lantern you carry. It will usually obey your commands, but it is
  58. quite fickle and may require some convincing. Your wisp cannot
  59. speak, but it can communicate to you by changing colors and point
  60. things out using beams of light. It will always provide light for
  61. you. Your wisp cannot physically touch anything, and it cannot be
  62. harmed in any way.
  63. \directive{Name your Wisp}: \blank
  64. \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
  65. Solpiece, Willow, X-Ray}
  66. \end{basicmove}
  67. \
  68. \begin{basicmove}{Light Weaponry}
  69. When you \condition{command your wisp to change its form}, choose a
  70. form from below and it will take on that form until it thinks you
  71. need another one more. When you roll a 6- while your wisp is in one
  72. of these forms, it reverts back to its harmless form and refuses to
  73. change back for a short while.
  74. \begin{itemize}
  75. \item \spell{Arrows of Light}: \itag{near}, \itag{mystical},
  76. \ntag{piercing}{2}. When you would spend \itag{ammo} with this
  77. weapon, instead reduce the \itag{piercing} value by 1 until the
  78. next time you \move{Make Camp}.
  79. \item \spell{Shield of Light}: \armor{+1}. You can lend this armor
  80. bonus to anyone within \itag{reach}.
  81. \end{itemize}
  82. \end{basicmove}
  83. \
  84. \begin{basicmove}{Bend Light (CHA)}
  85. When you \condition{convince natural lights to bend to your will},
  86. choose one and roll +CHA. \onSuccess, the chosen effect works
  87. perfectly. \onPartial, it works, but the light is fickle and the
  88. effect will not last long---you'll need to hurry to take advantage
  89. of it. \onMiss, the light is sick of being bossed around---the GM
  90. chooses one from the list and uses it against you!
  91. \begin{itemize}
  92. \item You command the light to attack. Temporarily blind or stun a
  93. group within \itag{near} range.
  94. \item You calm the light until it stays still. Create a wall of
  95. light that blocks off one passageway.
  96. \item You praise the light until it draws close. Fill an area with
  97. light.
  98. \item You terrify the light until it flees. Shroud an area in
  99. darkness.
  100. \end{itemize}
  101. \end{basicmove}
  102. \
  103. \begin{basicmove}{Reveal the Way (CHA)}
  104. When you \condition{show a non-hostile NPC their best course of
  105. action}, roll +CHA. \onSuccess, they will take that course of
  106. action, although they will take it in the way that benefits them
  107. most. \onPartial, they aren't sure it's something they want to do,
  108. but you have their ear now---you gain leverage over them.
  109. When \condition{another player comes to you seeking advice}, tell
  110. them what you think is their best course of action. If they act on
  111. your advice, they take \forward{+1}. At the end of the session, if at
  112. least one player who acted on your advice actually benefitted from
  113. it in the end, you mark XP.
  114. \end{basicmove}
  115. \vfill\null
  116. \end{minipage}
  117. \charlower
  118. \clearpage
  119. \gearbanner
  120. \begin{multicols}{2}
  121. \yourLoad{6}. You start with dungeon rations (\uses{5},
  122. \weight{1}) and the lantern that your will-o'-the-wisp lives in
  123. (\weight{1}).
  124. Choose your defense:
  125. \begin{choices}
  126. \item Lightweave armor (\armor{1}, \weight{1})
  127. \item Hooked quarterstaff (\itag{close}, \itag{two hands},
  128. \weight{1}), which your lantern can be mounted on
  129. \end{choices}
  130. one of the following:
  131. \begin{choices}
  132. \item One healing potion
  133. \item Three antitoxins
  134. \item Bag of books (\uses{5}, \weight{2})
  135. \end{choices}
  136. \columnbreak
  137. \
  138. \end{multicols}
  139. \widebanner{Advanced Moves}
  140. \begin{multicols}{2}
  141. \firstAdvances
  142. \begin{amove}{Beacon of Inspiration}
  143. When you \move{Reveal the Way} and get a 12+, the NPC will
  144. immediately go ahead and do exactly what you told them to, trusting
  145. you completely and entirely. If it ends up working out well for
  146. them, they will thank you to the best of their ability when they
  147. can.
  148. \end{amove}
  149. \begin{amove}{Fist of Dawn}
  150. Add the following form to the \move{Light Weaponry} move:
  151. \begin{itemize}
  152. \item \spell{Fist of Dawn}: \itag{hand}, \itag{no damage},
  153. \itag{mystical}, \itag{forceful}. This weapon does not deal
  154. damage, but instead sends things flying away on a beam of light.
  155. \end{itemize}
  156. When you \condition{would normally deal damage with this weapon},
  157. instead choose a spot within \itag{near} range for your target to
  158. land in. You can also use this weapon to Volley with anything you
  159. can lift. When you do, replace its normal tags with the \itag{near}
  160. and \itag{thrown} tags.
  161. \end{amove}
  162. \begin{amove}{Healing Light (INT)}
  163. When you \condition{stitch sunlight into a wound}, roll
  164. +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with
  165. energy, taking \forward{+1}. \onMiss, the sunlight is
  166. uncooperative---they take \forward{-1} from the searing pain.
  167. \end{amove}
  168. \begin{amove}{Illuminated Warrior}
  169. You can have your wisp take on the form of two of your Light
  170. Weaponry forms at the same time. You can lend out one of these forms
  171. to an ally, or you can wield them both simultaneously.
  172. \end{amove}
  173. \begin{amove}{Light of Revelation}
  174. Add the following options to the \move{Bend Light} move:
  175. \begin{itemize}
  176. \item You commit the light to tell the truth. Reveal the truth
  177. behind illusions, enchantments, and invisible things in the area
  178. \item You ask the light to show you something. Reveal a secret in
  179. this area
  180. \end{itemize}
  181. \end{amove}
  182. \begin{amove}{Magical Dabbler}
  183. Gain one non-multiclass move from any class list. Choose the move as
  184. if you were one level lower than you are, unless that move is
  185. magic-based.
  186. \end{amove}
  187. \begin{amove}{Rainbow Road}
  188. Add the following option to the \move{Bend Light} move:
  189. \begin{itemize}
  190. \item You convince the light to let you through. Create a bridge to
  191. a location within \itag{near} range
  192. \end{itemize}
  193. \end{amove}
  194. \begin{amove}{Truth to Power}
  195. When you \move{Spout Lore} and get a 7+, take \forward{+1} when
  196. acting on the information you gained.
  197. \end{amove}
  198. \begin{amove}{Twilight Blade}
  199. Add the following form to the \move{Light Weaponry} move:
  200. \begin{itemize}
  201. \item \spell{Twilight Blade}: \itag{close}, \itag{ignores armor},
  202. \itag{mystical}. This weapon will cut cleanly through
  203. anything---armor, stone, metal, water, anything. When you
  204. \condition{deal damage with this weapon}, you may physically
  205. remove something from your target---something worn, something
  206. held, or some small part of them.
  207. \end{itemize}
  208. \end{amove}
  209. \begin{amove}{Gentlemen of the Wisp (CHA)}
  210. When you \condition{use your will-o'-the-wisp as bait}, roll
  211. +CHA. \onHit, lure a single creature within \itag{near} range
  212. towards your wisp. Your wisp can string it along as far as you want
  213. it to. \onSuccess, it doesn't bring any friends with it, and no one
  214. knows where it went.
  215. \end{amove}
  216. \vfill\null
  217. \columnbreak
  218. \secondAdvances
  219. \begin{amove}{A Light in the Darkness}
  220. When you \condition{stand firm against an approaching threat and don't
  221. back down}, you and each ally who backs you up takes \forward{+1}.
  222. \end{amove}
  223. \begin{amove}{Archon}
  224. Your wisp has learned how to fight on its own, as long as you are
  225. there to direct it. As long as you can see your wisp, you can
  226. \move{Hack and Slash} with your \move{Light Weaponry} as if you were
  227. standing in its location. If your wisp takes damage while doing so,
  228. it reverts to its harmless form to recover for a short while.
  229. \end{amove}
  230. \begin{amove}{Dawn's Cage}
  231. \moveRequires{Fist of Dawn}
  232. When you would deal damage with your \spell{Fist of Dawn}, after
  233. moving the target, you may encase them in an inescapable prison of
  234. light. When you do, your wisp makes up the cage, and you cannot use
  235. it for anything until you free your prisoner.
  236. \end{amove}
  237. \begin{amove}{Evanescence}
  238. Add the following option to the \move{Bend Light} move:
  239. \begin{itemize}
  240. \item You warn the light away from something or someone, rendering
  241. it invisible
  242. \end{itemize}
  243. \end{amove}
  244. \begin{amove}{Light of Rebirth (INT)}
  245. \moveRequires{Healing Light}
  246. When you \condition{stitch sunlight into a soul}, roll +INT. \onHit,
  247. remove a debility or condition from the target, or replace a missing
  248. limb with one made of solid light. \onSuccess, they also heal 1d8
  249. HP. \onMiss, the brilliant energy of the sun burns their soul.
  250. \end{amove}
  251. \begin{amove}{Magical Initiate}
  252. \moveRequires{Magical Dabbler}
  253. Gain one non-multiclass move from any class list. Choose the move as
  254. if you were one level lower than you are, unless that move is
  255. magic-based.
  256. \end{amove}
  257. \begin{amove}{Mirror Shield}
  258. When you block damage with your \spell{Shield of Light}, deal 1d6
  259. damage that ignores armor to the source of the damage.
  260. \end{amove}
  261. \begin{amove}{Sola's Speaker}
  262. When you roll a 12+ on \move{Bend Light}, the lights take a liking
  263. to you. Until you leave the current area or you do something to
  264. upset the lights, take the 10+ result whenever you use the Bend
  265. Light move.
  266. \end{amove}
  267. \begin{amove}{Solar Aura}
  268. Add the following form to the \move{Light Weaponry} move:
  269. \begin{itemize}
  270. \item \spell{Solar Aura}: In this form, you are surrounded by an
  271. aura of light, sealing everything within Reach inside of
  272. it. Nothing outside of the aura may enter it by any means. When
  273. someone inside the aura leaves the aura or attacks something
  274. outside of it, your wisp immediately reverts back to its harmless
  275. form.
  276. \end{itemize}
  277. \end{amove}
  278. \begin{amove}{Twilight Reckoning}
  279. \moveRequires{Twilight Blade}
  280. When you \condition{deal damage to a surprised, defenseless, or
  281. damaged enemy with your \spell{Twilight Blade}}, you may sever
  282. anything from the target---their life, their limb, their title,
  283. their relationship with someone, their most prized possession, their
  284. thoughts on a topic, anything. If you do, deal no damage.
  285. \end{amove}
  286. \vfill\null
  287. \end{multicols}
  288. \end{document}