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Moves

Invoke the Sun God

The LightbearerPlaybook

Channel Helior's blazing will into the world, and let the light do what it must.

Granted Features
Automatic:
Gathered light poured over the wounded like warm water over cold stone.
Your lantern becomes a second sun — look away, or look no more.
Sorcery withers in your radiance the way rot retreats from fire.
What wears another's face cannot hold it when your light falls true.
The flame answers your will, drifting free of wick and oil alike.
Creatures of darkness learn, in a last bright instant, what they fled.
Your flame draws a line the dark cannot cross.
Something ancient in the blood still turns toward the light.
Not all light is welcome — some burns, some blinds, some breaks the will.
Inside your circle, fear and cold have no purchase.

When you imbue a holy light with Helior's power, choose an Invocation you know and roll+WIS: on a 10+, it works as described but you must choose 1 consequence from the list below; on a 7-9, it works as described, but you and the GM each choose 1.

  • The Invocation has its reduced effect.
  • The effort taxes you; mark a debility.
  • The light is snuffed out when the Invocation is complete, its fuel consumed.
  • You must bask in sunlight for an hour or so before using that Invocation again.