Converting Earthdawn
 

Powers from SWRB
New Powers

 

 

 

Lightbearers

   
Lightbearers are a society dedicated to eradicate all traces of the scourge. They are somewhat of the exact opposite of the Hand of Corruption.

Nobody can become a Lightbearer by himselve - he has to be invited into the brotherhood. No individual receives such an invitiation before he has achieved at least Seasoned rank and has distinguished himselve in fighting the Horrors or their minions (GM's decision).

Being a Lightbearer means to take on an oath (Major Vow Hindrance) to never use Blood magic. A character who used it (for Blood Magic charms and the like) has to get rid of it or he won't be able to join the group. There's a secondary position: All friends of the Lightbearer may take a lesser oath that allows the use of Blood Magic (minor Vow Hindrance). An Oathtaker does not gain the Arcane Background, but he can benefit from the Powers of a Lightbearer.

After accepting an invitation to join the Lightbearers, the charactercan take the Arcane Background (Miracles) Edge. If he doesn't have a level up available, he may pre-spend the necessary points before he actually earned them. With the Edge comes the Faith skill as well, at d4.

The newly annointed Lightbearer gets to choose two Powers from the list below, one of which must be the Heal Power. He can learn new Powers as by the rules of the SWRB.

IMPORTANT: As with Magic, Powers cast through the Miracles Background to not consume Power Points!

Available Powers from the SWRB  
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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