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The Lightbearer: Praise The Day Introductions
The Lightbearer: Praise The Day Introductions
The Lightbearer: Praise The Day Introductions
I am
called...
Stats Assign these scores: +2, +1, +1, +0, +0, -1. When a debility is marked, you roll with disadvantage. Special possessions (Pick 2)
Strength Dexterity Intelligence Wisdom Constitution Charisma
Apiary: beeswax, candles (last ~1 hr, close), Glassworks: vials, charms, lenses, sand, marbles,
honey, bee smokers, hats & veils, etc. bellows, crucible, lanterns ( hours,
Books & scrolls ( uses): expend reach, area), etc.
(STR) (DEX) (INT) (WIS) (CON) (CHA) a use to consult your collection and turn a Holy relics ( uses): if you have one in
Know Things roll you just made into a 10+. inventory when you Invoke the Sun God, you can
weakened dazed miserable Chandlery: beeswax, candles (last ~1 hr, close), mark a use in lieu of choosing a consequence.
wicks, scented herbs, soap, lye, ash, etc. Luthier’s tools: chisels, files, catgut, various
Distillery: skins of fine whisky ( uses, woods, stains, a lute, a fiddle, etc.
d4 grants advantage to Persuade), copper tubes,
(discuss with GM)
malt, firkins, stills, barrels, etc.
Damage HP (max 18) Armor XP Level
Moves You start with Consecrated Flame and Invoke the Sun God, plus 1 more of your choice. KEEP THE HOME-FIRES BURNING BURN TWICE AS BRIGHT
When you build a camp fire and sprinkle it with ash (Requires level 6+ and Invoke the Sun God)
A CANDLE AGAINST THE DARK FIRE WITHIN from your own hearth, anyone who Makes Camp When you Invoke the Sun God, you may mark a
When you wield a holy light but go otherwise un- When you are in darkness, you are able to see by the with you is free from nightmares or bad dreams and debility to use 2 Invocations at once. Roll once, and
armed, you have 2 Armor. light of your inner fire. When you take damage from recovers (extra) HP equal to your CHA. apply any consequences to both Invocations.
cold or fire, reduce that damage by 2.
LUMINOUS SHIELD LAMPLIGHTER EMPOWERED INVOCATIONS
(Requires A Candle Against the Dark) GUIDING LIGHT When you whisper to a flammable object (torch, (Requires level 6+ and Invoke the Sun God)
When you brandish a holy light to turn aside an When you lead one or more NPCs through danger, wick, kindling, etc.), it ignites in moments. When you Invoke the Sun God, you can choose
attack against body, mind, or soul, roll +CHA: on roll +CHA: on a 10+, you all make it through an extra consequence before you roll. If you do, the
a 10+, pick 2; on a 7-9, pick 1. (Helior be praised); on a 7-9, the GM will tell you PIETY Invocation has its empowered effect.
what’s required to get everyone through safely. When you spend at least an hour in proper worship
The attack is deflected, doing no harm to Helior, hold 1 Blessing. Other faithful PCs who GLORIOUS SERVANT
The attacker, if in range of your light, is HELIOR’S UNBLINKING EYE partake in this worship also hold 1 Blessing. At any (Requires level 6+ and Invoke the Sun God)
briefly blinded When you stare into the sun long enough to lose your time, you can spend 1 Blessing to add +1 to a roll When you Invoke the Sun God and roll a 10+, you
Your holy light is not extinguished vision, name a person or place that you know and you just made in pursuit of a righteous cause. need not choose a consequence; on a 7-9, you
roll +WIS: on a 10+, you briefly glimpse your sub- choose a consequence but the GM does not.
ALL IS ILLUMINATED PURIFYING FLAMES
ject as if from a great height, and choose 2 from the
When you look closely on another and see their soul When you wield a holy light against creatures of HUNGRY FLAMES
list below; on a 7-9, you briefly glimpse your subject
laid bare, roll +WIS: on a 10+, ask their player 1 darkness, you may roll +WIS to Clash. When you (Requires level 6+ and Purifying Flames)
as if from a great height, and choose 1:
question from the list below, plus “And what would do so, your range is that of your light source, and When you deal damage with a holy light, you deal
make them feel loved, beautiful, or worthy?”; on a The glimpse lasts as long as you wish your damage is d10 (ignores armor). +1d6 damage and your target is engulfed in holy
7-9, ask them 1 question from the list. In any case, Your point of view shifts to very close range light and flames.
they must answer truthfully. You recover your vision quickly RADIANT COUNTENANCE
When you give someone your fond attention, you LIGHT, MORE LIGHT
Of what are they most ashamed? IMPROVED STAT can then Persuade them with advantage. If they are (Requires level 6+ and Consecrated Flame)
What do they most desire or covet? Each time you take this move, increase one of your a follower, you can instead choose to Strengthen When you consecrate a flame, it burns brighter than
What hope have they abandoned? stats by 1 (to a max of +2). Your Bond (as if you paid their cost). normal. A rushlight or candle illuminates to reach
Who or what is most precious to them?
range, an oil lamp, lantern, or torch out to near
4 INVOKE THE SUN GOD RISE LIKE THE SUN
AND BEHOLD A PALE HORSE range, and a bullseye lantern out to far range.
When you imbue a holy light with Helior’s power, When you draw attention to yourself by word or deed,
When you spend the night gazing into a flame, ask choose an Invocation you know and roll +WIS: on roll +CHA: on a 10+, everyone turns and looks, and SUPERIOR STAT
the GM to reveal an impending doom or grim a 10+, it works as described but you must choose 1 you hold their gaze as long as you keep giving them (Requires level 6+)
portent that will come to pass unless you intervene, consequence from the list below; on a 7-9, it works reason to look; on a 7-9, everyone turns and looks. Increase one of your stats by +1 (to a max of +3).
and how you might yet do so. as described, but you and the GM each choose 1.
SPRING’S FIRST THAW WIELDER OF THE WHITE FLAME
4 CONSECRATED FLAME The Invocation has its reduced effect
When you spend time (an hour at least, maybe more) (Requires level 6+ and Invoke the Sun God)
When you whisper words of consecration to a flame, The effort taxes you; mark a debility
seeking to stir hope, kindness, or mercy in an NPC, When you channel Helior’s essence into an object you
the flame casts a holy light. Holy light is uncom- The light is snuffed out when the Invocation is
roll +CHA: on a 10+, you light a fire deep within carry, roll +WIS: on a 10+, it ignites with a white
fortable for creatures of darkness to look upon, complete, its fuel consumed
them and affect a lasting change; on a 7-9, you flame that casts a holy light (reach, area) and burns
but does no true harm. The holy light lasts until You must bask in sunlight for an hour or so
kindle goodness in their heart for now, but they will neither you nor the object, and you may Invoke the
the flame goes out or until you consecrate another before using that Invocation again
eventually return to their old ways; on a 6-, their Sun God right now as if you rolled a 10+; on a 7-9,
flame, whichever comes first.
See the Invocations insert for details. heart hardens and, whatever else the GM says, you it ignites with a white flame that casts a holy light
can’t use this move on them again. (reach, area) and burns neither you nor the object.