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Lightbearer Abilities

The Lightbearer Oath
"Now is the time of dawn, yet deep shadows fall across the earth. I, [character name], swear to bring light into the shadows that remain. Dawn always precedes the next time of darkness. I, [character name], swear to dedicate my life to passing the light forward to future generations bound by darkness. My blood contains the light of my soul. I, [character name], swear to use blood magic only for Lightbearer magic or to seal the oaths I take, never to enhance my own power or to empower a magical item. So shall I never dim the light of my soul. The Lightbearers are my kin and my purpose. I, [character name], swear to aid my fellow Lightbearers and to advance our cause. I shall never dim our light through negligence or lack of will."

Light Symbol
Action: Yes
 The Light Symbol ability allows the Lightbearer to make the Lightbearer symbol on his emblem glow as brightly as the light from a bright torch.

Action: Yes
 The Shimmer ability allows the Lightbearer to weave a disguise from light. Shimmer allows him to mask his features, even to create the impression of a different gender. Note, however, that the use of Shimmer cannot disguise race. A character attempting to penetrate this disguise must make a Perception Test against a Difficulty Number equal to the Lightbearer's Charisma step plus his Lightbearer talent rank.

Light Sprite
Action: Yes
Duration: Rank days
 A character uses the Light Sprite ability to conjure a small, intelligent spirit that can carry a message consisting of up to 50 words to any Lightbearer whose name the conjurer knows, or to any other character the conjurer has seen within the past week whose name he knows.

 The light sprite travels toward the target of its message at 20 miles per hour. When traveling, it appears as a tiny, glowing speck of dust. Upon reaching its target, the sprite expands to a glowing ball roughly five inches across and relays its message. If asked to do so, it waits for a reply, then returns to its conjurer.

 A light sprite exists for a number of days equal to its conjurer's Lightbearer talent rank. For example, a Rank 4 Lightbearer can conjure a sprite that exists for 4 days. A Lightbearer cannot conjure more than one light sprite into existence at a time, nor can he or she conjure another light sprite until the existing spirit either returns to the Lightbearer or its duration expires.

 Because a light sprite has no physical body, it cannot inflict or take physical damage. Each light sprite has a Spell Defense, Social Defense, Willpower step, and Mystic Armor Rating equal to those of its conjurer. Any magic items that boost the conjurer's defenses do not apply to the light sprite. A light sprite's Death Rating equals the Wound Threshold of its conjurer; it has no Wound Threshold or Unconsciousness Rating.

Radiant Circle
Action: No
 The Radiant Circle ability allows the Lightbearer to create a glowing white circle 10 feet in diameter on the ground. The circle acts as a protective barrier against Horrors, Horror-constructs, and Horror-marked characters, who must break through the radiant circle before they can affect any character within. Both the Physical and Spell Defenses of the Radiant Circle are equal to the Lightbearer's Spell Defense plus his Lightbearer rank. A Horror or anything touched by a Horror attempting to overcome the Radiant Circle may make either a Spellcasting or Willpower Test.

 The Strain of creating Radiant Circle causes 1 Damage Point for each hour that the Lightbearer maintains the circle. In order to maintain the circle, the Lightbearer must be conscious. He or she may also take other actions while maintaining the circle. If the Lightbearer leaves the circle, the circle vanishes.

Heal Believer
Action: Yes
 The Heal Believer ability allows the Lightbearer to heal fellow Lightbearers and Oathtakers, and himself. In order to use this ability, the Lightbearer must touch the injured character. At the touch, the Lightbearer's fingers glow: after 1 minute, the glow surrounds the injured character, then fades a few seconds later. The healed character gains an extra Recovery Test, which he must use immediately to heal the damage. A Lightbearer healing himself meditates on the Great Pattern for 1 minute, then makes a Recovery Test.

 The Lightbearer may use the Heal Believer ability a number of times per day equal to his or her Lightbearer rank.

Karma Transfer
Action: No
 Because a hero who becomes a Lightbearer has begun to weave his or her spirit into the Great Pattern, the Great Pattern captures and holds each Lightbearer's Karma upon that Lightbearer's death. The Karma Transfer ability allows a character who followed in the deceased Lightbearer's footsteps to receive those Karma Points. At the same time, up to a dozen of the most important images and / or events from the late Lightbearer's memory enter the follower-character's dreams. Note that the transfer of Karma happens automatically upon the death of the Lightbearer: the recipient of the Karma Points need make no tests to get them.

 In most cases, a player uses Karma Transfer to transfer Karma Points from his deceased Lightbearer character to the next character he creates. Because a character cannot begin the game as a Lightbearer, it is important to note that the target of Karma Transfer need not become a Lightbearer: he or she must simply emulate the deceased Lightbearer's life in some significant way.

Ease Wounds
Step Number: Rank
Action: Yes
 The Ease Wounds ability allows the Lightbearer to ease the pain and effect of Wounds for any character, including himself. Wounds eased no longer affect Recovery Tests or other actions that the Wounded character makes. For example, a character suffering 2 Wounds would normally subtract the number of Wounds from the points of damage he recovers in his Recovery Test. If a Lightbearer uses Ease Wounds on that character, the Wounded character no longer subtracts his Wounds from the result of the Recovery Test.

 To use this ability, the Lightbearer makes an Ease Wounds Test. If the result equals or exceeds the number of Wounds that the target character is suffering, then the test is successful. If the test is unsuccessful, the Lightbearer may not try to ease that character's Wounds again for 24 hours.

Edge of Light
Action: No
 This ability allows a Lightbearer to create a blazing edge of light on the business end of any melee or missile weapon. Edge of Light increases the damage done to any Horror or Horror-construct by a number of points equal to the Lightbearer's Rank, and increases the damage by 3 steps against any character or creature not connected to a Horror. A character using Edge of Light must use it in the same Combat Round as the attack it augments, but before he or she makes the actual attack. Each use of Edge of Light costs the character 1 point of Strain.

Refuse Horror
Step Number: Rank + Charisma
Action: No
 The Refuse Horror ability allows a Lightbearer to avoid the effects of a Horror attack targeted against the character's Social Defense. The Lightbearer makes a Refuse Horror Test. If the result exceeds the Horror's Attack Test result, the Lightbearer shrugs off the Horror's insidious assault.

Lesser Incarnation
Action: No
 The Lesser Incarnation ability allows a Lightbearer to grant a number of Rank Points equal to his Lightbearer talent rank to a Lightbearer candidate upon the Lightbearer's death. Because each Lightbearer weaves his or her True Pattern into the Great Pattern of the universe, the Lightbearer can designate that upon his death, this stored magical energy be infused into another, living character, allowing that character to immediately increase his choice of talent ranks by a total number of Rank Points equal to the Lightbearer rank. If the recipient character does not become a Lightbearer within three months of receiving Lesser Incarnation, he or she loses the ranks gained through this ability.

A Rank 9 Lightbearer passes away, sending her magical energy to Ragnar, the dwarf thief. (Though Ragnar has been invited to join the Lightbearers, he has refused the offer.) The deceased Lightbearer's Rank of 9 gives Ragnar 9 Rank Points with which to increase his talent ranks. Ragnar may now increase any talent ranks he chooses, at a cost of 1 Rank Point for each rank. The Lightbearer organization may take this opportunity to again invite Ragnar to join their cause, this time, perhaps, with more leverage.

 The character receiving Lesser Incarnation must be of a lower Circle than the Lightbearer using the ability, and cannot raise any talent to a rank greater than the deceased's Lightbearer rank. The recipient may, however, bypass one or more Circles if the ranks he receives from Lesser Incarnation allow him to do so.

Avoid Horror Magic
Step Number: Rank + Willpower
Action: No
 A Lightbearer uses the Avoid Horror Magic ability to avoid the effects of a Horror's magical attack against his or her Spell Defense. The Lightbearer makes an Avoid Horror Magic Test. If the result exceeds the Horror's Spellcasting Test result, the Lightbearer dissipates the Horror's magical attack.

Armor of Light
Action: No
 This ability allows a Lightbearer to increase his or her Physical and Mystic Armor Ratings. When the character is using the ability, white and violet light cascade over the Lightbearer's armor and body. Armor of Light increases the character's Physical and Mystic Armor Ratings by an amount equal to the Lightbearer's Rank. For each round the Lightbearer uses Armor of Light, the character takes 1 point of Strain.

Heal Any
Step Number: Rank + Charisma
Action: Yes
 The Heal Any ability allows a Lightbearer to heal any character. The Lightbearer makes a Heal Any Test and reduces his patient's Current Damage by the result. In addition to healing Current Damage, each use of Heal Any also heals 1 Wound. The Lightbearer may use this ability three times a day, but may only heal one person once per day.

Karma Increase
Action: NA
  This ability increases the Lightbearer's Karma step. At Rank 13, the Lightbearer adds 3 steps to Karma. When the Lightbearer increases his Lightbearer rank to 14, he adds another step to Karma, and another step at Rank 15.

Lightbearer RankKarma Step Increase

 This step increase affects all of the Lightbearer's Karma dice rolls, not just those made when using Lightbearer abilities. If the Lightbearer uses Karma Transfer, the Lightbearer's Karma step increase is transferred along with his or her Karma Points.

Greater Incarnation
Action: No
 The Greater Incarnation ability allows a Lightbearer to transfer his or her spirit to another character at the time of the Lightbearer's death. The Lightbearer's spirit submerges itself within the spirit of the target, granting the target complete access to the spirit's memory, though the target still retains his or her independent identity. Greater Incarnation grants the target character 28 Rank Points to distribute among his or her talents; this total includes the Rank Points conferred by Lesser Incarnation. A character who receives both Lesser and Greater Incarnation does not add the 28 Rank Points from Greater Incarnation to those received with Lesser Incarnation. As with Karma Transfer, Greater Incarnation occurs automatically upon the death of the Lightbearer using this ability.

 In addition to allowing the target character to increase his or her talent ranks using the additional Rank Points, the spirit of the Lightbearer acts as an internal ghost master for the recipient, training that character in any of the talents the spirit possessed when he or she died.

 After receiving Greater Incarnation, the recipient must become a Lightbearer within 3 months or lose the talent ranks and benefits gained from Greater Incarnation.

Astral Shift
Action: Yes
Duration: Rank minutes
 The Astral Shift ability allows a Lightbearer's entire being-physical, mental, and spiritual-to enter the astral plane and reemerge into the physical world at a new location. Entering or leaving astral space causes 3 points of Strain. A Lightbearer may take any other Lightbearer or Oathtaker characters who are touching him into astral space with him. Each additional character (house rule: or equivalent mass, approximately 250 pounds) taken into astral space costs the Lightbearer an additional 3 points of Strain. Because a Lightbearer takes all the inflicted Strain at once, he may Wound himself in an effort to take too many people into or out of astral space. Any attempt to take non-Lightbearer or non-Oathtaker characters into astral space will fail.

 Each use of Astral Shift lasts for a number of minutes equal to the character's Lightbearer Rank. The maximum distance a Lightbearer can travel, with or without companions, is 150 miles.

 If attacked by creatures while in astral space, the Lightbearer can defend himself using all the talents and abilities he possesses in the physical world. If a Lightbearer suffers a Wound in astral space, he must make a Willpower Test against a Difficulty Number of 15. On a successful test, the Lightbearer may remain in astral space. If the test is unsuccessful, he immediately returns to the physical world. Such an abrupt expulsion from the astral plane causes the character to take damage of Step 20 upon reemerging in the physical world. Also, if a creature native to astral space that can exist in the physical world happens to be near the character when he is expelled, it can follow him to the physical plane. Forcing the creature to return to astral space may prove difficult. If a Lightbearer dies in astral space, his dead body immediately returns to the physical world.

 If the Lightbearer takes other characters with him into astral space, they must all remain in physical contact with him in order to remain in astral space. If they lose physical contact with the Lightbearer, they immediately return to the physical plane and suffer Step 20 damage. Astral creatures that can exist on the physical plane may follow accompanying Lightbearer or Oathtaker characters back to the physical world and attack them.

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Page last modified on February 14, 2015, at 12:58 PM