Light
Trapping: In the Lightbearers palm appears a small ball of light. After being conjured, it stays near the character (within 6") and can be directed by a simple gesture. The character can send the ball of light ahead, but no farther than his faith level (ie, with faith d8, the ball can be send away a maximum distance of 14" from the character. The ball moves with a speed of maximum of 6" per round. Karma Points may be spent to extend the range or increase the light.
Barrier
Trapping: The Lightbearer is surrounded by a circle of light.
Heal
Trapping: A mystical glow that flows from the Lightbearer's hands. Works only on Lightbearers and Oathtakers.
Smite
Trapping: The business end of the weapon - the edge of an axe-blade, the point of a spear - glows with light. Works only against evil forces.
Dispel
Trapping: Works only against Horror powers.
Armor
Trapping: The Lighbearer's armor seems to sparkle and radiates a soft light, illuminating one inch around him.
Greater Healing
Trapping: As Healing, but works on everybody.
Teleport
Trapping: The Lightbearer disappears and re-appears in a blinding flash of light.
New Powers
Light Sprite
Trapping: The Lightbearer summons a tiny spirit of light as a messenger. The spirit travels as a tiny ball of light to his target, then slightly growing bigger, releasing the message.
Lesser Incarnation
Trapping: In the moment the Lightbearer's dying, he releases a part of his soul, sending it out to search for someone to pass on his knowledge. The next character of this player starts with 2/3 instead of half the xp of the Lightbearer. He also has the memories of the Lightbearer. Some of this memories may be half-hidden or hard to decipher - but it's possible that the Lesser Incarnation suddenly recognizes someone - even if he doesn't know why.
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