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. \newcommand{\Class}{Lantern-Bearer}
  5. \newcommand{\BaseHP}{4}
  6. \newcommand{\BaseLoad}{6}
  7. \newcommand{\Damage}{6}
  8. \begin{document}
  9. \openup -0.2em
  10. \charbanner
  11. \begin{multicols}{2}
  12. \leftbanner{Origin}
  13. Choose any folk, and how you found your will-o'-the-wisp.
  14. \begin{amove}{Gift from God}
  15. A deity gave their companion will-o'-the-wisp to you personally,
  16. blessing your wisp with excessive energy. Your Arrows of Light have
  17. Piercing 3, and your Shield of Light will still protect you while
  18. you lend it out.
  19. \end{amove}
  20. \begin{amove}{Hand-Me-Down}
  21. Your mentor passed their will-o'-the-wisp on to you, and you've
  22. learned some tricks to make it behave. When you \textbf{Reveal the
  23. Way} to your wisp, you always take the 10+ result.
  24. \end{amove}
  25. \begin{amove}{Stolen Property}
  26. You stole your will-o'-the-wisp from the heart of the forest, and
  27. your wip learned from your example. Your wisp is able to lift
  28. anything up to 1-weight, and will frequently pick things up just to
  29. move them around.
  30. \end{amove}
  31. \
  32. \leftbanner{Drive}
  33. \begin{amove}{Emissary of Light}
  34. Ease the suffering of a person or place
  35. \end{amove}
  36. \begin{amove}{Enemy of Darkness}
  37. Take steps to destroy a place or creature of the shadows
  38. \end{amove}
  39. \begin{amove}{Revealing Truth}
  40. Uncover a hidden truth or reveal corruption.
  41. \end{amove}
  42. \
  43. \leftbanner{Bonds}
  44. \begin{quote}
  45. \textbf{V:}\enspace\hrulefill
  46. \enspace\hrulefill
  47. \textbf{V:}\enspace\hrulefill
  48. \enspace\hrulefill
  49. \textbf{V:}\enspace\hrulefill
  50. \enspace\hrulefill
  51. \textbf{V:}\enspace\hrulefill
  52. \enspace\hrulefill
  53. \textbf{V:}\enspace\hrulefill
  54. \enspace\hrulefill
  55. \end{quote}
  56. \vfill\null
  57. \columnbreak
  58. \rightbanner{Starting Moves}
  59. \begin{basicmove}{Will-o'-the-Wisp}
  60. You have a companion will-o'-the-wisp which accompanies you at all
  61. times. This glowing ball of light will generally float about
  62. wherever it wants, although it sticks around you and rests in a
  63. lantern you carry. It will usually obey your commands, but it is
  64. quite fickle and may require some convincing. Your wisp cannot
  65. speak, but it can communicate to you by changing colors and point
  66. things out using beams of light. It will always provide light for
  67. you. Your wisp cannot physically touch anything, and it cannot be
  68. harmed in any way.
  69. \textbf{Name your Wisp}: \hrulefill
  70. \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
  71. Solpiece, Willow, X-Ray}
  72. \end{basicmove}
  73. \begin{basicmove}{Light Weaponry}
  74. When you \textbf{command your wisp to change its form},
  75. choose a form from below and it will take on that form until it
  76. thinks you need another one more. When you roll a 6- while your
  77. wisp is in one of these forms, it reverts back to its
  78. harmless form and refuses to change back for a short while.
  79. \begin{itemize}
  80. \item \textbf{Arrows of Light}: Near, Mystical, Piercing 2. When you
  81. would spend Ammo with this weapon, instead reduce the Piercing
  82. value by 1 until the next time you Make Camp.
  83. \item \textbf{Shield of Light}: Armor +1. You can lend this armor
  84. bonus to anyone within Reach.
  85. \end{itemize}
  86. \end{basicmove}
  87. \begin{basicmove}{Bend Light (CHA)}
  88. When you \textbf{convince natural lights to bend to your will},
  89. choose one and roll +CHA. On a 10+, the chosen effect works
  90. perfectly. On a 7-9, it works, but the light is fickle and the
  91. effect will not last long---you'll need to hurry to take advantage
  92. of it. On a 6-, the light is sick of being bossed around---the GM
  93. chooses one from the list and uses it against you!
  94. \begin{itemize}
  95. \item You command the light to attack. Temporarily blind or stun a
  96. group within Near range
  97. \item You calm the light until it stays still. Create a wall of
  98. light that blocks off one passageway
  99. \item You praise the light until it draws close. Fill an area with
  100. light
  101. \item You terrify the light until it flees. Shroud an area in
  102. darkness
  103. \end{itemize}
  104. \end{basicmove}
  105. \begin{basicmove}{Reveal the Way (CHA)}
  106. When you \textbf{show a non-hostile NPC their best course of
  107. action}, roll +CHA. \textbf{On a 10+}, they will take that course
  108. of action, although they will take it in the way that benefits them
  109. most. \textbf{On a 7-9}, they aren't sure it's something they want
  110. to do, but you have their ear now---you gain leverage over them.
  111. When \textbf{another player comes to you seeking advice}, tell them
  112. what you think is their best course of action. If they act on your
  113. advice, they take +1 forward. At the end of the session, if at least
  114. one player who acted on your advice actually benefitted from it in
  115. the end, you mark XP.
  116. \end{basicmove}
  117. \vfill\null
  118. \end{multicols}
  119. \clearpage
  120. \gearbanner
  121. \begin{multicols}{2}
  122. Your Load is 6+STR. You start with dungeon rations (5 uses, 1
  123. weight) and the lantern that your will-o'-the-wisp lives in (1
  124. weight).
  125. Choose your defense:
  126. \begin{quote}
  127. \choice Lightweave armor (1 armor, 1 weight) \\
  128. \choice Hooked quarterstaff (close, two hands, 1 weight), which
  129. your lantern can be mounted on
  130. \end{quote}
  131. one of the following:
  132. \begin{quote}
  133. \choice One healing potion \\
  134. \choice Three antitoxins \\
  135. \choice Bag of books (5 uses, 2 weight)
  136. \end{quote}
  137. \columnbreak
  138. \
  139. \end{multicols}
  140. \begin{multicols}{2}
  141. \leftbanner{Advanced Moves (2-5)}
  142. When you \textbf{gain a level from 2--5}, choose from these moves.
  143. \begin{amove}{Beacon of Inspiration}
  144. When you \textbf{Reveal the Way} and get a 12+, the NPC will
  145. immediately go ahead and do exactly what you told them to, trusting
  146. you completely and entirely. If it ends up working out well for
  147. them, they will thank you to the best of their ability when they
  148. can.
  149. \end{amove}
  150. \begin{amove}{Fist of Dawn}
  151. Add the following form to the Light Weaponry move:
  152. \begin{itemize}
  153. \item Fist of Dawn: Hand, No Damage, Mystical, Forceful. This weapon does
  154. not deal damage, but instead sends things flying away on a beam of light.
  155. \end{itemize}
  156. When you \textbf{would normally deal damage with this weapon},
  157. instead choose a spot within Near range for your target to land
  158. in. You can also use this weapon to Volley with anything you can
  159. lift. When you do, replace its normal tags with the Near and Thrown
  160. tags.
  161. \end{amove}
  162. \begin{amove}{Healing Light (INT)}
  163. When you stitch sunlight into a wound, roll +INT. \textbf{On a 7+},
  164. they heal 1d8 HP. \textbf{On a 10+}, they are filled with energy,
  165. taking +1 forward. \textbf{On a 6-}, the sunlight is
  166. uncooperative---they take -1 forward 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 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 Bend Light move:
  189. \begin{itemize}
  190. \item You convince the light to let you through. Create a bridge to
  191. a location within Near range
  192. \end{itemize}
  193. \end{amove}
  194. \begin{amove}{Truth to Power}
  195. When you \textbf{Spout Lore} and get a 7+, take +1 forward when
  196. acting on the information you gained.
  197. \end{amove}
  198. \begin{amove}{Twilight Blade}
  199. Add the following form to the Light Weaponry move:
  200. \begin{itemize}
  201. \item Twilight Blade: Close, Ignores Armor, Mystical. This weapon
  202. will cut cleanly through anything---armor, stone, metal, water,
  203. anything. When you \textbf{deal damage with this weapon}, you may
  204. physically remove something from your target---something worn,
  205. something held, or some small part of them.
  206. \end{itemize}
  207. \end{amove}
  208. \begin{amove}{Gentlemen of the Wisp (CHA)}
  209. When you \textbf{use your will-o'-the-wisp as bait}, roll
  210. +CHA. \textbf{On a 7+}, lure a single creature within Near range
  211. towards your wisp. Your wisp can string it along as far as you want
  212. it to. \textbf{On a 10+}, it doesn't bring any friends with it, and
  213. no one knows where it went.
  214. \end{amove}
  215. \vfill\null
  216. \columnbreak
  217. \rightbanner{Advanced Moves (6-10)}
  218. When you \textbf{gain a level from 6--10}, choose from these moves or
  219. the level 2--5 moves.
  220. \begin{amove}{A Light in the Darkness}
  221. When you \textbf{stand firm against an approaching threat and don't
  222. back down}, you and each ally who backs you up takes +1 forward.
  223. \end{amove}
  224. \begin{amove}{Archon}
  225. Your wisp has learned how to fight on its own, as long as you are
  226. there to direct it. As long as you can see your wisp, you can Hack
  227. \& Slash with your Light Weaponry as if you were standing in its
  228. location. If your wisp takes damage while doing so, it
  229. reverts to its harmless form to recover for a short while.
  230. \end{amove}
  231. \begin{amove}{Dawn's Cage}
  232. \textbf{Requires}: Fist of Dawn
  233. When you would deal damage with your Fist of Dawn, after moving the
  234. target, you may encase them in an inescapable prison of light. When
  235. you do, your wisp makes up the cage, and you cannot use it
  236. for anything until you free your prisoner.
  237. \end{amove}
  238. \begin{amove}{Evanescence}
  239. Add the following option to the Bend Light move:
  240. \begin{itemize}
  241. \item You warn the light away from something or someone, rendering it invisible
  242. \end{itemize}
  243. \end{amove}
  244. \begin{amove}{Light of Rebirth (INT)}
  245. \textbf{Requires}: Healing Light
  246. When you stitch sunlight into a soul, roll +INT. \textbf{On a 7+},
  247. remove a debility or condition from the target, or replace a missing
  248. limb with one made of solid light. \textbf{On a 10+}, they also heal
  249. 1d8 HP. \textbf{On a 6-}, the brilliant energy of the sun burns
  250. their soul.
  251. \end{amove}
  252. \begin{amove}{Magical Initiate}
  253. \textbf{Requires}: Magical Dabbler
  254. Gain one non-multiclass move from any class list. Choose the move as
  255. if you were one level lower than you are, unless that move is
  256. magic-based.
  257. \end{amove}
  258. \begin{amove}{Mirror Shield}
  259. When you block damage with your Shield of Light, deal 1d6 damage
  260. that ignores armor to the source of the damage.
  261. \end{amove}
  262. \begin{amove}{Sola's Speaker}
  263. When you roll a 12+ on Bend Light, the lights take a liking to
  264. you. Until you leave the current area or you do something to upset
  265. the lights, take the 10+ result whenever you use the Bend Light
  266. move.
  267. \end{amove}
  268. \begin{amove}{Solar Aura}
  269. Add the following form to the Light Weaponry move:
  270. \begin{itemize}
  271. \item Solar Aura: In this form, you are surrounded by an aura of
  272. light, sealing everything within Reach inside of it. Nothing
  273. outside of the aura may enter it by any means. When someone inside
  274. the aura leaves the aura or attacks something outside of it, your
  275. wisp immediately reverts back to its harmless form.
  276. \end{itemize}
  277. \end{amove}
  278. \begin{amove}{Twilight Reckoning}
  279. \textbf{Requires}: Twilight Blade
  280. When you \textbf{deal damage to a surprised, defenseless, or damaged
  281. enemy with your Twilight Blade}, you may sever anything from the
  282. target---their life, their limb, their title, their relationship
  283. with someone, their most prized possession, their thoughts on a
  284. topic, anything. If you do, deal no damage.
  285. \end{amove}
  286. \vfill\null
  287. \end{multicols}
  288. \end{document}