STONETOP COMPANION

The Lightbearer — Stonetop playbook

Imagine yourself and your kin in a cave lit by a single torch, entranced by shadow puppet stories. Imagine realizing there is a greater truth, and stepping out of the cave into the true Light of day. Would you not bring that Light back into the darkness, to set your people free?

Damage die: d4 · Base HP: 18

Assign these modifiers to STR, DEX, CON, INT, WIS, CHA as you like
+2+1+1+0+0-1

Backgrounds

Auspicious Birth

You were born in Stonetop, and that birth was marked by the God of Light. You were born during an eclipse, perhaps, or under the light of a bright new star? Maybe you bear a sun-shaped birthmark? Whatever the sign, your connection to Helior was clear early on. You’ve a place of honor in Stonetop, though it’d be a lie to say you don’t make some uneasy.

When one of your moves has you mark a debility, you may mark this background’s circle instead, to no ill effect. Clear it when you Make Camp or Convalesce.

Itinerant Mystic

They think of you as a self-important kook who comes through now and again, speaking in riddles and playing tricks with the light. Sure, they know there’s something holy about you, but it’s not like you’re a priest or anything. Priests talk sense.

When you go off a-wandering, hold 1 Enigma if you’re gone for days, 2 if you’re gone for weeks, or 3 if you’re gone for months. At the very start of play, hold 3 Enigma. Spend Enigma 1-for-1 to:

Soul on Fire

You once led a worldly life, full of fear and doubt, base pleasures and petty grudges. But something happened. Injury, illness, a brush with death. Or just a moment of such profound misery and self-loathing that you thought you could fall no further. There, in the dark, Helior’s light shined upon you, igniting in your soul, lifting you and filling you with a profound sense of purpose.

When you Persuade a group by preaching charity, mercy, and hope and roll a 7+, aside from the usual effect, choose 1:

Instincts

Special possessions

Choose two at the start of play.

Apiary

Beeswax, candles (close, area, lasts ~1 hr), honey, bee smokers (1 load), hats & veils (1 load), etc.

Books & scrolls

Expend a use to consult your collection and turn a Know Things roll you just made into a 10+.

Chandlery

Beeswax, candles (close, area, lasts ~1 hr), wicks, scented herbs, soap, lye, ash, etc.

Distillery

Skins of fine whisky (uses, grants advantage to Persuade), copper tubes, malt, firkins (2 load), stills, barrels, etc.

Glassworks

Vials, charms, lenses, sand, marbles, bellows, crucible, lanterns (1 load; hours of light, close, area), etc.

Holy relics

If you have one in inventory when you Invoke the Sun God, you can mark a use in lieu of choosing a consequence.

Luthier’s tools

Chisels, files, catgut, various woods, stains, a lute (1 load), a fiddle (1 load), etc.

Moves

You start with Consecrated Flame and Invoke the Sun God, plus 1 more of your choice.

A Candle Against the Dark

When you wield a holy light but go otherwise unarmed, you have 2 Armor.

Luminous Shield

When you brandish a holy light to turn aside an attack against body, mind, or soul, roll +CHA:

All Is Illuminated

When you look closely on another and see their soul laid bare, roll +WIS:

In any case, they must answer truthfully.

And Behold a Pale Horse

When you spend the night gazing into a flame, ask the GM to reveal an impending doom or grim portent that will come to pass unless you intervene, and how you might yet do so.

Consecrated Flame

When you whisper words of consecration to a flame, the flame casts a holy light. Holy light is uncomfortable for creatures of darkness to look upon, but does no true harm. The holy light lasts until the flame goes out or until you consecrate another flame, whichever comes first.

Fire Within

When you are in darkness, you are able to see by the light of your inner fire. When you take damage from cold or fire, reduce that damage by 2.

Guiding Light

When you lead one or more NPCs through danger, roll +CHA:

Helior’s Unblinking Eye

When you stare into the sun long enough to lose your vision, name a person or place that you know and roll +WIS:

Improved Stat

Each time you take this move, increase one of your stats by 1 (to a max of +2).

Invoke the Sun God

When you imbue a holy light with Helior’s power, choose an Invocation you know and roll +WIS:

Consequences:

See the Invocations insert for details.

Keep the Home-Fires Burning

When you build a camp fire and sprinkle it with ash from your own hearth, anyone who Makes Camp with you is free from nightmares or bad dreams and recovers (extra) HP equal to your CHA.

Lamplighter

When you whisper to a flammable object (a torch, a wick, kindling, etc.), it ignites in moments.

Piety

When you spend at least an hour in proper worship to Helior, hold 1 Blessing. Other faithful PCs who partake in this worship also hold 1 Blessing. At any time, you can spend 1 Blessing to add +1 to a roll you just made in pursuit of a righteous cause.

Purifying Flames

When you wield a holy light against a creature of darkness, it counts as a weapon (d10 damage, hand, close, area, 2 piercing) and you can choose to roll +WIS to Clash.

Radiant Countenance

When you give someone your fond attention, you can then Persuade them with advantage. If they are a follower, you can instead choose to Strengthen Your Bond (as if you paid their cost).

Rise Like the Sun

When you draw attention to yourself by word or deed, roll +CHA:

Spring’s First Thaw

When you spend time (an hour at least, maybe more) seeking to stir hope, kindness, or mercy in an NPC, roll +CHA:

Burn Twice as Bright

Requires level 6+.

When you Invoke the Sun God, you may mark a debility to use 2 Invocations at once. Roll once, and apply any consequences to both Invocations.

Empowered Invocations

Requires level 6+.

When you Invoke the Sun God, you can choose an extra consequence before you roll. If you do, the Invocation has its empowered effect.

Glorious Servant

Requires level 6+.

When you Invoke the Sun God and roll a 10+, you need not choose a consequence; on a 7-9, you choose a consequence but the GM does not.

Hungry Flames

Requires level 6+.

When you deal damage with a holy light, you deal +1d6 damage and your target is engulfed in holy light and flames.

Light, More Light

Requires level 6+.

When you consecrate a flame, it burns brighter than normal. A rushlight or candle illuminates to reach range, an oil lamp, lantern, or torch out to near range, and a bullseye lantern out to far range.

Superior Stat

Requires level 6+.

Increase one of your stats by +1 (to a max of +3).

Wielder of the White Flame

Requires level 6+.

When you channel Helior’s essence into an object you carry, roll +WIS:

See also

The basic moves every character uses, the tags glossary for gear keywords, and the other playbooks.

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