Tera was with me when I met Sola for the first time.
I don’t think Silvia is as fond of the light as I am.
I must show the truths of the world to Gorn.
Varis knows something about Flicker, but he won't tell me what.
______ knows the secret I’ve been hiding.
______ shines so bright that they hardly need me to
light the path for them.
Drive: Enemy of Darkness
Take steps to destroy a place or creature of the shadows.
Moves:
Your Little Light:
You carry a piece of the great god Sola with 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 little light 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 little light cannot physically touch anything, and it cannot be
harmed in any way.
Name your Little Light.
Examples: Luna, Corinth, Gamma, Mote, Navi, Reun,
Spectrum, Solpiece, Tatltal, Willow, X-Ray.
Background:Stolen Property:
You stole your light, ripped right from Sola himself, and your little light learned from your example. Your little light is able to lift anything up to 1-weight, and will frequently pick things up just to move them around
Light Weaponry:
When you command your little light to change its form, choose a form from the list below and it will take on that form until it thinks you need another one more.
When you roll a 6- while your little light is in one of these forms, it reverts back to its harmless form and refuses to change back for a short while.
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.
Shield of Light: Armor +1. You can lend this armor bonus to anyone within Reach.
Twilight Blade: Close, Ignores Armor, Mystical.
This weapon will cut cleanly through anything - armor, stone, metal, water, anything. When you deal damage with this weapon, you may physically remove something from your target - something worn, something held, or some small part of them.
Bend Light (CHA):
When you 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!
You command the light to attack - temporarily blind or stun a group within Near range.
You calm the light until it stays still - create a wall of light that blocks off one passageway.
You praise the light until it draws close - fill an area with light.
You terrify the light until it flees - shroud an area in darkness.
Reveal the Way (CHA):
When you show a non-hostile NPC their best
course of action, roll +CHA.
On a 10+, they will take that course of action, although they will take it in the way that benefits them most.
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 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.
XP:
1 - failed Volley vs not-werewolves
1 - failed Volley vs the giant undead
1 - failed Defy vs a chain around my leg
1 - failed Defy/Defend vs monstrous blades
1 - failed Spout Lore on the spear
3 - EoS pt 1
1 - EoS pt 2
1 - failed H&S vs spriggans
1 - failed Spout Lore on the warding charms
1 - failed Aid on Tera's spellcasting