Lightbearer

The Lightbearer talent is acquired immediately after completing the Lightbearer ceremony at Rank 1 and costs 500 LP. All Ranks are purchased on the Master track.

Each Rank purchased allows the associated Rank power/ability to be used by the Lightbearer there after.

Lightbearers must create a symbol of their devotion to the Light, which also serves as the focus for their power. The symbol must be carved on an object of some kind and displayed prominently, especially when Lightbearer powers are used.

Rank 1

Light
Step: Rank
Action: Yes
Strain: 0
Using this power, the Lightbearer can make their symbol glow brightly, providing the same illumination as a light crystal. This power will last for a number of minutes equal to the Rank. Within an area of magical darkness, the Light’s radius is reduced to zero yards, although the symbol itself is still dimly visible.

Repel Horror
Step: Rank + Willpower
Action: Yes
Strain: 1
While the Light power is active, the Lightbearer can attempt to use their Light to repel Horrors or Horror Constructs at the cost of 1 Strain. The Lightbearer shines their light at the target, which must be within a number of yards equal to their Rank, and makes a Repel Horror test against the target’s Spell Defense. The Lightbearer must get a Good success to affect Constructs, and an Excellent Success to affect Horrors. If successful, the creature is treated as though frightened, even if they are immune to fear. The creature immediately attempts to get away from the Lightbearer’s line of sight at it’s fastest movement rate. If the creature is not able to completely escape from the immediate area, it will attempt to move as far away as possible from the Lightbearer at its fastest movement rate. The target remains repelled for a number of rounds equal to the success level, during which time it will not willingly approach the Lightbearer. Starting on it’s next turn and each round after, the target may make a Willpower Test against the Lightbearer’s Light step. If the test succeeds, the effect ends and the creature may act normally. Within an area of magical darkness, this power cannot be used.

Rank 2

Steel Believer
Step: Rank + Charisma
Action: Yes
Strain: 1
The Lightbearer can use this power to attempt to strengthen a group’s defenses when battling Horrors or Horror Constructs. Only beings who can hear the Lightbearer’s voice unaided and understand what is being said can benefit from this power. The Lightbearer must choose which defense to improve, and then speak to the group while holding aloft their glowing symbol. They then make a Steel Believer test against the highest Social Defense among those they wish to impact, with an additional +1 for each person beyond that. The Lightbearer can affect themselves with this roll as well by adding an additional +1 to the target number. On a successful roll, the subjects gain a bonus to the chosen defense equal to the Lightbearer’s Rank. On an Excellent success, the Lightbearer may choose an additional defense to bolster. On an Extraordinary success, all defenses are improved by the Lightbearer’s Rank. This effect lasts for a number of rounds equal to the Lightbearer’s rank.

Rank 3

Radiant Circle
Step: Rank + Willpower
Action: Yes
Strain: 1
This power allows the Lightbearer to create a glowing circle that acts as a barrier against Horrors and Horror Constructs. The circle manifests as a sphere of glowing light in a three yard radius centered on the Lightbearer. This circle will block Horrors and Horror Constructs, but will not affect any other being. The circle passes harmlessly through inanimate objects, even those cursed by a Horror. The circle is stationary when created, and though the Lightbearer can move freely within it, if they leave the circle the effect is ended. Every minute that this power is active, the Lightbearer must pay another point of Strain.

When the circle is created, the Lightbearer rolls their Radiant Circle step and records the result. Any Horror or Horror Construct that attempts to enter the space must make a Willpower test versus the Lightbearer’s Radiant Circle result. If they succeed, the circle collapses and the Horror or Construct can continue movement. If the roll fails, they cannot enter the space protected by the circle, nor can they reach past the barrier and affect someone or something on the other side. Non-Horrors within the circle can still attack through it as though it was not there, although Horrors outside the circle can still use any defensive abilities they may possess. If a Ranged attack, Spell, Horror power or other “distance” effect is used, the attacker must beat the Lightbearer’s result on their Attack or Spellcasting roll to penetrate the circle. If they fail, the attack is stopped at the circle. If they succeed in beating the Lightbearer’s test result, the circle collapses as above. If a Horror or Construct is inside the space of the circle when it is manifested, the circle fails automatically.

Rank 4

Healing Sacrifice
Step: Rank + Toughness
Action: Yes
Strain: 0
The Lightbearer can channel light through their body and use it to heal the damage of their allies. The Lightbearer must touch the being they want to heal, and then roll their Healing Sacrifice step. The result is the amount of damage the target heals. To use this power, the Lightbearer must sacrifice a Recovery test. If they have no Recovery tests, this power cannot be used. If an effect grants additional recovery tests, those cannot be used for this power. The Lightbearer cannot use their power on themselves, and the power cannot be enhanced by another effect.

Rank 5

Karma Transfer
Step: Perception + Rank
Action: Yes
Strain: 1
Using this power, a Lightbearer can transfer a number of their Karma points to another being, who can use them when battling Horrors. The Lightbearer must make a Karma Transfer test against the subject’s Spell Defense. If successful they can transfer a number of Karma equal to their Rank to the subject. The subject can use these Karma points for any test made against a Horror or Horror Construct. If the recipient can already use Karma for an action, they can choose to use their own Karma and the bonus Karma at the same time. The recipient uses the Lightbearer’s Karma step for the transferred points, not their own. The recipient must use these Karma within a number of rounds equal to the Lightbearer’s Rank.

If the Lightbearer chooses, they can give all of their remaining Karma pool to the recipient, but the Lightbearer will die in the next combat turn. This option is often used by dying Lightbearers who wish to give their allies one final boost in a battle against a Horror.

Rank 6

Ease Wounds
Step: Toughness + Rank
Action: Yes
Strain: 1
Using this power, the Lightbearer can ease the pain and effects of Wounds on themselves or others. They must touch the target they wish to ease, and make an Ease Wounds test against their Wound Threshold. For each success level, they can negate the effects of one Wound for a number of minutes equal to their Rank. If they fail this test, they cannot use their Ease Wounds power on the same target again for 24 hours.

Rank 7

Power of Light
Step: Rank
Action: No
Strain: 1
When using this power, the Lightbearer can add their Rank to the results of any damage roll they make against a Horror or Horror Construct. This power works for melee, ranged and unarmed damage, and for spell effect tests that cause direct damage to a target. If a spell effect does not cause damage, Power of Light has no effect. This power can only be used once per turn, to enhance one damage effect.

Rank 8

Refuse Horror
Step: Willpower + Rank
Action: No
Strain: 2
Using this power, a Lightbearer can try to keep from falling under a Horror’s influence. If the Lightbearer fails a roll making a roll to resist a Horror power or spell, they can immediately spend the strain and roll their Refuse Horror step in a second attempt to resist the power. The Refuse Horror result is compared to the original target number for the attempt to resist. If the roll is successful, the character is considered to have succeeded in their original attempt to resist.

Rank 9

Breath of Life
Step: Toughness + Rank
Action: Yes
Strain: 2
Using this power, the Lightbearer can attempt to save a being who was slain by a Horror. Within a minute of the character’s death at the hands of a Horror or Horror Construct, the Lightbearer can touch their target and make a Breath of Life roll against the target’s Toughness Attribute. On a Good success, the target’s damage is reduced to one point below their Death Rating, and their spirit is restored to their body. The being can now be healed as normal. This power can only be used by the Lightbearer once in any 24 hour period.

Rank 10

Lesser Incarnation
Step: None
Action: No
Strain: 0
Using this power, the Lightbearer can grant another character a measure of their power after their death, as long as that character agrees to take up the Lightbearer’s battle against the Horrors. After the Lightbearer dies, the target character is granted a number of Talent Ranks equal to the Lightbearer’s Rank. These Ranks can be used to increase any Talents the character possesses in any combination they choose. However, the target character must first agree to take up the mantle of Lightbearer and continue the former character’s battle against the darkness. The receiving character has three months to choose to make the commitment, and then the Ranks are lost permanently. If the receiving character is not an Adept, they can choose to take up a Discipline as long as they can find a teacher to train them. The receiving character also gains access to certain of the late character’s memories and experiences, in the form of vivid dreams. (This power is most often used to let a player create a new character with some measure of their old character’s power and goals.)

Rank 11

Armor of Light
Step: None
Action: No
Strain: 1
Using this power, the Lightbearer can increase their Armor’s protection when battling Horrors. The character declares their use of the power at the start of their turn, and they are surrounded by a nimbus of glowing light. Their Physical & Mystic Armor increases by their Rank when defending against attacks by Horrors and Horror Constructs. The increase lasts until the start of their next turn. Use of this power costs 1 strain per round.

Rank 12

Healing Touch
Step: Toughness + Rank
Action: Yes
Strain: 1
Using this power, the Lightbearer can channel pure light into the target, healing them of damage. The Lightbearer touches the subject, and rolls their Healing Touch step. The subject recovers an amount of damage equal to their roll. If the roll exceeds their current damage, they can use excess healing to recover Wounds. For every amount of excess healing that equals their Wound Threshold, they recover one Wound. Any healing in excess after the subject has recovered is lost. The Lightbearer can use this power up to Rank times per day, but can only use it once per day on any one being. They can also use this power on themselves.

Rank 13

Karma Increase
Step: None
Action: None
Strain: 0
This power increases the Lightbearer’s Karma Step, based on their Rank listed on the table below:

Lightbearer Rank Karma Step Increase
13 3
14 1
15 1

Rank 14

Greater Incarnation
Step: None
Action: No
Strain: 0
The Greater Incarnation power allows a Lightbearer to transfer their spirit to another character upon their death. The Lightbearer’s spirit subsumes itself within the spirit of the target, transferring their power and knowledge to the chosen individual. The chosen character has complete access to the Lightbearer’s memory, though they still retain their individual identity. The subject gains two times the Lightbearer’s Rank in Talent Ranks that they can spend on their own Talents in the same manner as Lesser Incarnation, and all the Lightbearer’s Karma that remained upon their death in the same manner as Karma Transfer & Karma Increase. In addition, the spirit of the deceased Lightbearer is available to the character to act as a Ghost Master for them in whatever Disciplines the Lightbearer followed in life. However, in order to access the Karma and Talent Ranks, the new character must choose to follow the path of the Lightbearer within 3 months of receiving the effects, or the power & knowledge is lost forever.

Rank 15

Avatar of Light
Step: None
Action: Yes
Strain: 5
This power allows the Lightbearer to manifest a duplicate of themselves from pure Light, to fight alongside them against a Horror. The Lightbearer must be in combat with a Horror at the time, and must take a combat action to manifest this power. When manifested, a brightly glowing simulacrum of the target appears next to them, armed and equipped in the same fashion as they are. The Avatar’s stats are exactly the same as the characters, although they are called into being without any damage the character may currently be suffering. Any spells the character has in their matrices are already in the Avatar’s. The Avatar acts on the same initiative as the character each turn, as directed mentally by the character. Each round, the character must pay another 5 strain to keep the Avatar manifested. When combat with the Horror ends, the Avatar vanishes.

Used with permission. Created by MightyBakuDan for use with the Age of Legends campaign.

Lightbearer

Heroes Unchained NinjaFlashX