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\documentclass[8pt]{extarticle}
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\input{prelude}
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% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
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\newcommand{\Class}{Lantern-Bearer}
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\newcommand{\BaseHP}{4}
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\newcommand{\BaseLoad}{6}
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\newcommand{\Damage}{6}
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\begin{document}
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\openup -0.2em
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\charbanner
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\begin{multicols}{2}
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\leftbanner{Origin}
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Choose any folk, and how you found your will-o'-the-wisp.
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\begin{amove}{Gift from God}
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A deity gave their companion will-o'-the-wisp to you personally,
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blessing your wisp with excessive energy. Your Arrows of Light have
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Piercing 3, and your Shield of Light will still protect you while
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you lend it out.
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\end{amove}
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\begin{amove}{Hand-Me-Down}
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Your mentor passed their will-o'-the-wisp on to you, and you've
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learned some tricks to make it behave. When you \textbf{Reveal the
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Way} to your wisp, you always take the 10+ result.
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\end{amove}
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\begin{amove}{Stolen Property}
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You stole your will-o'-the-wisp from the heart of the forest, and
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your wip learned from your example. Your wisp is able to lift
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anything up to 1-weight, and will frequently pick things up just to
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move them around.
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\end{amove}
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\
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\leftbanner{Drive}
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\begin{amove}{Emissary of Light}
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Ease the suffering of a person or place
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\end{amove}
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\begin{amove}{Enemy of Darkness}
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Take steps to destroy a place or creature of the shadows
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\end{amove}
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\begin{amove}{Revealing Truth}
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Uncover a hidden truth or reveal corruption.
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\end{amove}
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\
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\leftbanner{Bonds}
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\begin{quote}
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\textbf{V:}\enspace\hrulefill
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\enspace\hrulefill
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\textbf{V:}\enspace\hrulefill
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\enspace\hrulefill
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\textbf{V:}\enspace\hrulefill
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\enspace\hrulefill
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\textbf{V:}\enspace\hrulefill
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\enspace\hrulefill
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\textbf{V:}\enspace\hrulefill
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\enspace\hrulefill
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\end{quote}
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\vfill\null
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\columnbreak
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\rightbanner{Starting Moves}
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\begin{basicmove}{Will-o'-the-Wisp}
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You have a companion will-o'-the-wisp which accompanies you at all
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times. This glowing ball of light will generally float about
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wherever it wants, although it sticks around you and rests in a
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lantern you carry. It will usually obey your commands, but it is
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quite fickle and may require some convincing. Your wisp cannot
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speak, but it can communicate to you by changing colors and point
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things out using beams of light. It will always provide light for
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you. Your wisp cannot physically touch anything, and it cannot be
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harmed in any way.
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\textbf{Name your Wisp}: \hrulefill
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\textit{Examples: Luna, Corinth, Gamma, Mote, Navi, Reun, Spectrum,
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Solpiece, Willow, X-Ray}
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\end{basicmove}
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\begin{basicmove}{Light Weaponry}
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When you \textbf{command your wisp to change its form},
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choose a form from below and it will take on that form until it
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thinks you need another one more. When you roll a 6- while your
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wisp is in one of these forms, it reverts back to its
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harmless form and refuses to change back for a short while.
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\begin{itemize}
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\item \textbf{Arrows of Light}: Near, Mystical, Piercing 2. When you
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would spend Ammo with this weapon, instead reduce the Piercing
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value by 1 until the next time you Make Camp.
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\item \textbf{Shield of Light}: Armor +1. You can lend this armor
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bonus to anyone within Reach.
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\end{itemize}
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\end{basicmove}
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\begin{basicmove}{Bend Light (CHA)}
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When you \textbf{convince natural lights to bend to your will},
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choose one and roll +CHA. On a 10+, the chosen effect works
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perfectly. On a 7-9, it works, but the light is fickle and the
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effect will not last long---you'll need to hurry to take advantage
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of it. On a 6-, the light is sick of being bossed around---the GM
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chooses one from the list and uses it against you!
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\begin{itemize}
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\item You command the light to attack. Temporarily blind or stun a
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group within Near range
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\item You calm the light until it stays still. Create a wall of
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light that blocks off one passageway
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\item You praise the light until it draws close. Fill an area with
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light
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\item You terrify the light until it flees. Shroud an area in
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darkness
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\end{itemize}
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\end{basicmove}
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\begin{basicmove}{Reveal the Way (CHA)}
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When you \textbf{show a non-hostile NPC their best course of
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action}, roll +CHA. \textbf{On a 10+}, they will take that course
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of action, although they will take it in the way that benefits them
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most. \textbf{On a 7-9}, they aren't sure it's something they want
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to do, but you have their ear now---you gain leverage over them.
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When \textbf{another player comes to you seeking advice}, tell them
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what you think is their best course of action. If they act on your
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advice, they take +1 forward. At the end of the session, if at least
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one player who acted on your advice actually benefitted from it in
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the end, you mark XP.
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\end{basicmove}
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\vfill\null
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\end{multicols}
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\clearpage
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\gearbanner
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\begin{multicols}{2}
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Your Load is 6+STR. You start with dungeon rations (5 uses, 1
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weight) and the lantern that your will-o'-the-wisp lives in (1
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weight).
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Choose your defense:
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\begin{quote}
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\choice Lightweave armor (1 armor, 1 weight) \\
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\choice Hooked quarterstaff (close, two hands, 1 weight), which
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your lantern can be mounted on
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\end{quote}
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one of the following:
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\begin{quote}
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\choice One healing potion \\
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\choice Three antitoxins \\
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\choice Bag of books (5 uses, 2 weight)
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\end{quote}
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\columnbreak
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\
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\end{multicols}
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\begin{multicols}{2}
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\leftbanner{Advanced Moves (2-5)}
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When you \textbf{gain a level from 2--5}, choose from these moves.
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\begin{amove}{Beacon of Inspiration}
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When you \textbf{Reveal the Way} and get a 12+, the NPC will
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immediately go ahead and do exactly what you told them to, trusting
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you completely and entirely. If it ends up working out well for
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them, they will thank you to the best of their ability when they
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can.
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\end{amove}
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\begin{amove}{Fist of Dawn}
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Add the following form to the Light Weaponry move:
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\begin{itemize}
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\item Fist of Dawn: Hand, No Damage, Mystical, Forceful. This weapon does
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not deal damage, but instead sends things flying away on a beam of light.
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\end{itemize}
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When you \textbf{would normally deal damage with this weapon},
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instead choose a spot within Near range for your target to land
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in. You can also use this weapon to Volley with anything you can
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lift. When you do, replace its normal tags with the Near and Thrown
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tags.
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\end{amove}
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\begin{amove}{Healing Light (INT)}
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When you stitch sunlight into a wound, roll +INT. \textbf{On a 7+},
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they heal 1d8 HP. \textbf{On a 10+}, they are filled with energy,
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taking +1 forward. \textbf{On a 6-}, the sunlight is
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uncooperative---they take -1 forward from the searing pain.
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\end{amove}
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\begin{amove}{Illuminated Warrior}
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You can have your wisp take on the form of two of your Light
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Weaponry forms at the same time. You can lend out one of these forms
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to an ally, or you can wield them both simultaneously.
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\end{amove}
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\begin{amove}{Light of Revelation}
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Add the following options to the Bend Light move:
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\begin{itemize}
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\item You commit the light to tell the truth. Reveal the truth
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behind illusions, enchantments, and invisible things in the area
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\item You ask the light to show you something. Reveal a secret in
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this area
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\end{itemize}
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\end{amove}
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\begin{amove}{Magical Dabbler}
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Gain one non-multiclass move from any class list. Choose the move as
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if you were one level lower than you are, unless that move is
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magic-based.
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\end{amove}
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\begin{amove}{Rainbow Road}
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Add the following option to the Bend Light move:
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\begin{itemize}
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\item You convince the light to let you through. Create a bridge to
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a location within Near range
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\end{itemize}
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\end{amove}
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\begin{amove}{Truth to Power}
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When you \textbf{Spout Lore} and get a 7+, take +1 forward when
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acting on the information you gained.
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\end{amove}
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\begin{amove}{Twilight Blade}
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Add the following form to the Light Weaponry move:
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\begin{itemize}
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\item Twilight Blade: Close, Ignores Armor, Mystical. This weapon
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will cut cleanly through anything---armor, stone, metal, water,
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anything. When you \textbf{deal damage with this weapon}, you may
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physically remove something from your target---something worn,
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something held, or some small part of them.
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\end{itemize}
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\end{amove}
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\begin{amove}{Gentlemen of the Wisp (CHA)}
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When you \textbf{use your will-o'-the-wisp as bait}, roll
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+CHA. \textbf{On a 7+}, lure a single creature within Near range
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towards your wisp. Your wisp can string it along as far as you want
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it to. \textbf{On a 10+}, it doesn't bring any friends with it, and
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no one knows where it went.
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\end{amove}
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\vfill\null
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\columnbreak
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\rightbanner{Advanced Moves (6-10)}
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When you \textbf{gain a level from 6--10}, choose from these moves or
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the level 2--5 moves.
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\begin{amove}{A Light in the Darkness}
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When you \textbf{stand firm against an approaching threat and don't
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back down}, you and each ally who backs you up takes +1 forward.
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\end{amove}
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\begin{amove}{Archon}
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Your wisp has learned how to fight on its own, as long as you are
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there to direct it. As long as you can see your wisp, you can Hack
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\& Slash with your Light Weaponry as if you were standing in its
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location. If your wisp takes damage while doing so, it
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reverts to its harmless form to recover for a short while.
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\end{amove}
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\begin{amove}{Dawn's Cage}
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\textbf{Requires}: Fist of Dawn
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When you would deal damage with your Fist of Dawn, after moving the
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target, you may encase them in an inescapable prison of light. When
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you do, your wisp makes up the cage, and you cannot use it
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for anything until you free your prisoner.
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\end{amove}
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\begin{amove}{Evanescence}
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Add the following option to the Bend Light move:
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\begin{itemize}
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\item You warn the light away from something or someone, rendering it invisible
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\end{itemize}
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\end{amove}
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\begin{amove}{Light of Rebirth (INT)}
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\textbf{Requires}: Healing Light
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When you stitch sunlight into a soul, roll +INT. \textbf{On a 7+},
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remove a debility or condition from the target, or replace a missing
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limb with one made of solid light. \textbf{On a 10+}, they also heal
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1d8 HP. \textbf{On a 6-}, the brilliant energy of the sun burns
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their soul.
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\end{amove}
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\begin{amove}{Magical Initiate}
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\textbf{Requires}: Magical Dabbler
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Gain one non-multiclass move from any class list. Choose the move as
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if you were one level lower than you are, unless that move is
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magic-based.
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\end{amove}
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\begin{amove}{Mirror Shield}
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When you block damage with your Shield of Light, deal 1d6 damage
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that ignores armor to the source of the damage.
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\end{amove}
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\begin{amove}{Sola's Speaker}
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When you roll a 12+ on Bend Light, the lights take a liking to
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you. Until you leave the current area or you do something to upset
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the lights, take the 10+ result whenever you use the Bend Light
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move.
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\end{amove}
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\begin{amove}{Solar Aura}
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Add the following form to the Light Weaponry move:
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\begin{itemize}
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\item Solar Aura: In this form, you are surrounded by an aura of
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light, sealing everything within Reach inside of it. Nothing
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outside of the aura may enter it by any means. When someone inside
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the aura leaves the aura or attacks something outside of it, your
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wisp immediately reverts back to its harmless form.
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\end{itemize}
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\end{amove}
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\begin{amove}{Twilight Reckoning}
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\textbf{Requires}: Twilight Blade
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When you \textbf{deal damage to a surprised, defenseless, or damaged
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enemy with your Twilight Blade}, you may sever anything from the
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target---their life, their limb, their title, their relationship
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with someone, their most prized possession, their thoughts on a
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topic, anything. If you do, deal no damage.
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\end{amove}
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\vfill\null
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\end{multicols}
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\end{document}
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