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}
  5. \newcommand{\BaseHP}{4}
  6. \newcommand{\BaseLoad}{6}
  7. \newcommand{\Damage}{6}
  8. \newcommand{\Names}{
  9. \hangindent=0.2in
  10. Names: Halwyr, Solaire, Avon, Phiros, Tyrell, Hohenheim, Icarus,
  11. Dormin, Kwygon, Byakuren, Lilliastre, Din, Gwyndolin, Porissa, Fina,
  12. Aldara, Shou, Ysolde, Zelda
  13. }
  14. \newcommand{\Look}{
  15. Glowing Eyes, Glowing Palms, or Glowing Blood
  16. Styled Hair, Hooded Head, or Pointed Hat
  17. Worn Robes, Stylish Robes, or Practical Tunic
  18. Shimmering Skin, Tattooed Skin, or Unblemished Skin
  19. }
  20. \begin{document}
  21. \openup -0.2em
  22. \charbanner
  23. \begin{minipage}[t]{3.2in}
  24. \leftbanner{Origin}
  25. Choose any folk, and how you found your will-o'-the-wisp.
  26. \begin{optfeature}{Gift from God}
  27. A deity gave their companion will-o'-the-wisp to you personally,
  28. blessing your wisp with excessive energy. Your \spell{Arrows of
  29. Light} have Piercing 3, and your Shield of Light will still
  30. protect you while you lend it out.
  31. \end{optfeature}
  32. \begin{optfeature}{Hand-Me-Down}
  33. Your mentor passed their will-o'-the-wisp on to you, and you've
  34. learned some tricks to make it behave. When you \move{Reveal the
  35. Way} to your wisp, you always take the 10+ result.
  36. \end{optfeature}
  37. \begin{optfeature}{Stolen Property}
  38. You stole your will-o'-the-wisp from the heart of the forest, and
  39. your wip learned from your example. Your wisp is able to lift
  40. anything up to \weight{1}, and will frequently pick things up just to
  41. move them around.
  42. \end{optfeature}
  43. \
  44. \leftbanner{Drive}
  45. \begin{optfeature}{Emissary of Light}
  46. Ease the suffering of a person or place
  47. \end{optfeature}
  48. \begin{optfeature}{Enemy of Darkness}
  49. Take steps to destroy a place or creature of the shadows
  50. \end{optfeature}
  51. \begin{optfeature}{Revealing Truth}
  52. Uncover a hidden truth or reveal corruption.
  53. \end{optfeature}
  54. \
  55. \leftbanner{Bonds}
  56. \vfill\null
  57. \end{minipage}
  58. \begin{minipage}[t]{4.6in}
  59. \rightbanner{Starting Moves}
  60. \begin{basicmove}{Will-o'-the-Wisp}
  61. You have a companion will-o'-the-wisp which accompanies you at all
  62. times. This glowing ball of light will generally float about
  63. wherever it wants, although it sticks around you and rests in a
  64. lantern you carry. It will usually obey your commands, but it is
  65. quite fickle and may require some convincing. Your wisp cannot
  66. speak, but it can communicate to you by changing colors and point
  67. things out using beams of light. It will always provide light for
  68. you. Your wisp cannot physically touch anything, and it cannot be
  69. harmed in any way.
  70. \directive{Name your Wisp}: \blank
  71. \textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
  72. Solpiece, Willow, X-Ray}
  73. \end{basicmove}
  74. \
  75. \begin{basicmove}{Light Weaponry}
  76. When you \condition{command your wisp to change its form}, choose a
  77. form from below and it will take on that form until it thinks you
  78. need another one more. When you roll a 6- while your wisp is in one
  79. of these forms, it reverts back to its harmless form and refuses to
  80. change back for a short while.
  81. \begin{itemize}
  82. \item \spell{Arrows of Light}: \itag{near}, \itag{mystical},
  83. \ntag{piercing}{2}. When you would spend \itag{ammo} with this
  84. weapon, instead reduce the \itag{piercing} value by 1 until the
  85. next time you \move{Make Camp}.
  86. \item \spell{Shield of Light}: \armor{+1}. You can lend this armor
  87. bonus to anyone within \itag{reach}.
  88. \end{itemize}
  89. \end{basicmove}
  90. \
  91. \begin{basicmove}{Bend Light (CHA)}
  92. When you \condition{convince natural lights to bend to your will},
  93. choose one and roll +CHA. \onSuccess, the chosen effect works
  94. perfectly. \onPartial, it works, but the light is fickle and the
  95. effect will not last long---you'll need to hurry to take advantage
  96. of it. \onMiss, the light is sick of being bossed around---the GM
  97. chooses one from the list and uses it against you!
  98. \begin{itemize}
  99. \item You command the light to attack. Temporarily blind or stun a
  100. group within \itag{near} range.
  101. \item You calm the light until it stays still. Create a wall of
  102. light that blocks off one passageway.
  103. \item You praise the light until it draws close. Fill an area with
  104. light.
  105. \item You terrify the light until it flees. Shroud an area in
  106. darkness.
  107. \end{itemize}
  108. \end{basicmove}
  109. \
  110. \begin{basicmove}{Reveal the Way (CHA)}
  111. When you \condition{show a non-hostile NPC their best course of
  112. action}, roll +CHA. \onSuccess, they will take that course of
  113. action, although they will take it in the way that benefits them
  114. most. \onPartial, they aren't sure it's something they want to do,
  115. but you have their ear now---you gain leverage over them.
  116. When \condition{another player comes to you seeking advice}, tell
  117. them what you think is their best course of action. If they act on
  118. your advice, they take +1 forward. At the end of the session, if at
  119. least one player who acted on your advice actually benefitted from
  120. it in the end, you mark XP.
  121. \end{basicmove}
  122. \vfill\null
  123. \end{minipage}
  124. \charlower
  125. \clearpage
  126. \gearbanner
  127. \begin{multicols}{2}
  128. \yourLoad{6}. You start with dungeon rations (\uses{5},
  129. \weight{1}) and the lantern that your will-o'-the-wisp lives in
  130. (\weight{1}).
  131. Choose your defense:
  132. \begin{choices}
  133. \item Lightweave armor (\armor{1}, \weight{1})
  134. \item Hooked quarterstaff (\itag{close}, \itag{two hands},
  135. \weight{1}), which your lantern can be mounted on
  136. \end{choices}
  137. one of the following:
  138. \begin{choices}
  139. \item One healing potion
  140. \item Three antitoxins
  141. \item Bag of books (\uses{5}, \weight{2})
  142. \end{choices}
  143. \columnbreak
  144. \
  145. \end{multicols}
  146. \widebanner{Advanced Moves}
  147. \begin{multicols}{2}
  148. \firstAdvances
  149. \begin{amove}{Beacon of Inspiration}
  150. When you \move{Reveal the Way} and get a 12+, the NPC will
  151. immediately go ahead and do exactly what you told them to, trusting
  152. you completely and entirely. If it ends up working out well for
  153. them, they will thank you to the best of their ability when they
  154. can.
  155. \end{amove}
  156. \begin{amove}{Fist of Dawn}
  157. Add the following form to the \move{Light Weaponry} move:
  158. \begin{itemize}
  159. \item \spell{Fist of Dawn}: \itag{hand}, \itag{no damage},
  160. \itag{mystical}, \itag{forceful}. This weapon does not deal
  161. damage, but instead sends things flying away on a beam of light.
  162. \end{itemize}
  163. When you \condition{would normally deal damage with this weapon},
  164. instead choose a spot within \itag{near} range for your target to
  165. land in. You can also use this weapon to Volley with anything you
  166. can lift. When you do, replace its normal tags with the \itag{near}
  167. and \itag{thrown} tags.
  168. \end{amove}
  169. \begin{amove}{Healing Light (INT)}
  170. When you \condition{stitch sunlight into a wound}, roll
  171. +INT. \onHit, they heal 1d8 HP. \onSuccess, they are filled with
  172. energy, taking +1 forward. \onMiss, the sunlight is
  173. uncooperative---they take -1 forward from the searing pain.
  174. \end{amove}
  175. \begin{amove}{Illuminated Warrior}
  176. You can have your wisp take on the form of two of your Light
  177. Weaponry forms at the same time. You can lend out one of these forms
  178. to an ally, or you can wield them both simultaneously.
  179. \end{amove}
  180. \begin{amove}{Light of Revelation}
  181. Add the following options to the \move{Bend Light} move:
  182. \begin{itemize}
  183. \item You commit the light to tell the truth. Reveal the truth
  184. behind illusions, enchantments, and invisible things in the area
  185. \item You ask the light to show you something. Reveal a secret in
  186. this area
  187. \end{itemize}
  188. \end{amove}
  189. \begin{amove}{Magical Dabbler}
  190. Gain one non-multiclass move from any class list. Choose the move as
  191. if you were one level lower than you are, unless that move is
  192. magic-based.
  193. \end{amove}
  194. \begin{amove}{Rainbow Road}
  195. Add the following option to the \move{Bend Light} move:
  196. \begin{itemize}
  197. \item You convince the light to let you through. Create a bridge to
  198. a location within \itag{near} range
  199. \end{itemize}
  200. \end{amove}
  201. \begin{amove}{Truth to Power}
  202. When you \move{Spout Lore} and get a 7+, take +1 forward when
  203. acting on the information you gained.
  204. \end{amove}
  205. \begin{amove}{Twilight Blade}
  206. Add the following form to the \move{Light Weaponry} move:
  207. \begin{itemize}
  208. \item \spell{Twilight Blade}: \itag{close}, \itag{ignores armor},
  209. \itag{mystical}. This weapon will cut cleanly through
  210. anything---armor, stone, metal, water, anything. When you
  211. \condition{deal damage with this weapon}, you may physically
  212. remove something from your target---something worn, something
  213. held, or some small part of them.
  214. \end{itemize}
  215. \end{amove}
  216. \begin{amove}{Gentlemen of the Wisp (CHA)}
  217. When you \condition{use your will-o'-the-wisp as bait}, roll
  218. +CHA. \onHit, lure a single creature within \itag{near} range
  219. towards your wisp. Your wisp can string it along as far as you want
  220. it to. \onSuccess, it doesn't bring any friends with it, and no one
  221. knows where it went.
  222. \end{amove}
  223. \vfill\null
  224. \columnbreak
  225. \secondAdvances
  226. \begin{amove}{A Light in the Darkness}
  227. When you \condition{stand firm against an approaching threat and don't
  228. back down}, you and each ally who backs you up takes +1 forward.
  229. \end{amove}
  230. \begin{amove}{Archon}
  231. Your wisp has learned how to fight on its own, as long as you are
  232. there to direct it. As long as you can see your wisp, you can
  233. \move{Hack and Slash} with your \move{Light Weaponry} as if you were
  234. standing in its location. If your wisp takes damage while doing so,
  235. it reverts to its harmless form to recover for a short while.
  236. \end{amove}
  237. \begin{amove}{Dawn's Cage}
  238. \moveRequires{Fist of Dawn}
  239. When you would deal damage with your \spell{Fist of Dawn}, after
  240. moving the target, you may encase them in an inescapable prison of
  241. light. When you do, your wisp makes up the cage, and you cannot use
  242. it for anything until you free your prisoner.
  243. \end{amove}
  244. \begin{amove}{Evanescence}
  245. Add the following option to the \move{Bend Light} move:
  246. \begin{itemize}
  247. \item You warn the light away from something or someone, rendering
  248. it invisible
  249. \end{itemize}
  250. \end{amove}
  251. \begin{amove}{Light of Rebirth (INT)}
  252. \moveRequires{Healing Light}
  253. When you \condition{stitch sunlight into a soul}, roll +INT. \onHit,
  254. remove a debility or condition from the target, or replace a missing
  255. limb with one made of solid light. \onSuccess, they also heal 1d8
  256. HP. \onMiss, the brilliant energy of the sun burns their soul.
  257. \end{amove}
  258. \begin{amove}{Magical Initiate}
  259. \moveRequires{Magical Dabbler}
  260. Gain one non-multiclass move from any class list. Choose the move as
  261. if you were one level lower than you are, unless that move is
  262. magic-based.
  263. \end{amove}
  264. \begin{amove}{Mirror Shield}
  265. When you block damage with your \spell{Shield of Light}, deal 1d6
  266. damage that ignores armor to the source of the damage.
  267. \end{amove}
  268. \begin{amove}{Sola's Speaker}
  269. When you roll a 12+ on \move{Bend Light}, the lights take a liking
  270. to you. Until you leave the current area or you do something to
  271. upset the lights, take the 10+ result whenever you use the Bend
  272. Light move.
  273. \end{amove}
  274. \begin{amove}{Solar Aura}
  275. Add the following form to the \move{Light Weaponry} move:
  276. \begin{itemize}
  277. \item \spell{Solar Aura}: In this form, you are surrounded by an
  278. aura of light, sealing everything within Reach inside of
  279. it. Nothing outside of the aura may enter it by any means. When
  280. someone inside the aura leaves the aura or attacks something
  281. outside of it, your wisp immediately reverts back to its harmless
  282. form.
  283. \end{itemize}
  284. \end{amove}
  285. \begin{amove}{Twilight Reckoning}
  286. \moveRequires{Twilight Blade}
  287. When you \condition{deal damage to a surprised, defenseless, or
  288. damaged enemy with your \spell{Twilight Blade}}, you may sever
  289. anything from the target---their life, their limb, their title,
  290. their relationship with someone, their most prized possession, their
  291. thoughts on a topic, anything. If you do, deal no damage.
  292. \end{amove}
  293. \vfill\null
  294. \end{multicols}
  295. \end{document}