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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-Bearer}
- \newcommand{\BaseHP}{4}
- \newcommand{\BaseLoad}{6}
- \newcommand{\Damage}{6}
- \begin{document}
- \openup -0.2em
- \charbanner
- \begin{multicols}{2}
- \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 \textbf{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 1-weight, 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}
- \begin{quote}
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \textbf{V:}\enspace\hrulefill
- \enspace\hrulefill
- \end{quote}
- \vfill\null
- \columnbreak
- \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}: \hrulefill
- \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
- Solpiece, Willow, X-Ray}
- \end{basicmove}
- \begin{basicmove}{Light Weaponry}
- When you \textbf{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}: Near, Mystical, Piercing 2. When you
- would spend Ammo with this weapon, instead reduce the Piercing
- value by 1 until the next time you Make Camp.
- \item \textbf{Shield of Light}: Armor +1. You can lend this armor
- bonus to anyone within Reach.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Bend Light (CHA)}
- When you \textbf{convince natural lights to bend to your will},
- choose one and roll +CHA. On a 10+, the chosen effect works
- perfectly. On a 7-9, it works, but the light is fickle and the
- effect will not last long---you'll need to hurry to take advantage
- of it. On a 6-, 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 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 \textbf{show a non-hostile NPC their best course of
- action}, roll +CHA. \textbf{On a 10+}, they will take that course
- of action, although they will take it in the way that benefits them
- most. \textbf{On a 7-9}, they aren't sure it's something they want
- to do, but you have their ear now---you gain leverage over them.
- When \textbf{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{multicols}
- \clearpage
- \gearbanner
- \begin{multicols}{2}
- Your Load is 6+STR. You start with dungeon rations (5 uses, 1
- weight) and the lantern that your will-o'-the-wisp lives in (1
- weight).
- Choose your defense:
- \begin{quote}
- \choice Lightweave armor (1 armor, 1 weight) \\
- \choice Hooked quarterstaff (close, two hands, 1 weight), which
- your lantern can be mounted on
- \end{quote}
- one of the following:
- \begin{quote}
- \choice One healing potion \\
- \choice Three antitoxins \\
- \choice Bag of books (5 uses, 2 weight)
- \end{quote}
- \columnbreak
- \
- \end{multicols}
- \begin{multicols}{2}
- \leftbanner{Advanced Moves (2-5)}
- When you \textbf{gain a level from 2--5}, choose from these moves.
- \begin{amove}{Beacon of Inspiration}
- When you \textbf{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 Light Weaponry move:
- \begin{itemize}
- \item Fist of Dawn: Hand, No Damage, Mystical, Forceful. This weapon does
- not deal damage, but instead sends things flying away on a beam of light.
- \end{itemize}
- When you \textbf{would normally deal damage with this weapon},
- instead choose a spot within 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 Near and Thrown
- tags.
- \end{amove}
- \begin{amove}{Healing Light (INT)}
- When you stitch sunlight into a wound, roll +INT. \textbf{On a 7+},
- they heal 1d8 HP. \textbf{On a 10+}, they are filled with energy,
- taking +1 forward. \textbf{On a 6-}, 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 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 Bend Light move:
- \begin{itemize}
- \item You convince the light to let you through. Create a bridge to
- a location within Near range
- \end{itemize}
- \end{amove}
- \begin{amove}{Truth to Power}
- When you \textbf{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 Light Weaponry move:
- \begin{itemize}
- \item Twilight Blade: Close, Ignores Armor, Mystical. This weapon
- will cut cleanly through anything---armor, stone, metal, water,
- anything. When you \textbf{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 \textbf{use your will-o'-the-wisp as bait}, roll
- +CHA. \textbf{On a 7+}, lure a single creature within Near range
- towards your wisp. Your wisp can string it along as far as you want
- it to. \textbf{On a 10+}, it doesn't bring any friends with it, and
- no one knows where it went.
- \end{amove}
- \vfill\null
- \columnbreak
- \rightbanner{Advanced Moves (6-10)}
- When you \textbf{gain a level from 6--10}, choose from these moves or
- the level 2--5 moves.
- \begin{amove}{A Light in the Darkness}
- When you \textbf{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 Hack
- \& Slash with your 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}
- \textbf{Requires}: Fist of Dawn
- When you would deal damage with your 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 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)}
- \textbf{Requires}: Healing Light
- When you stitch sunlight into a soul, roll +INT. \textbf{On a 7+},
- remove a debility or condition from the target, or replace a missing
- limb with one made of solid light. \textbf{On a 10+}, they also heal
- 1d8 HP. \textbf{On a 6-}, the brilliant energy of the sun burns
- their soul.
- \end{amove}
- \begin{amove}{Magical Initiate}
- \textbf{Requires}: 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 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 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}
- \textbf{Requires}: Twilight Blade
- When you \textbf{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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