08 June 2020

Earthdawn 4E: Anatomy of a Path 03 - Lightbearer

This is the third 4E Anatomy of a Path, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.


Everything contained here is the work of a fan and not associated with FASA Games.

To be honest, I'm not a fan of how Lightbearers were presented in 1E. There's a lot about them that doesn't work for me. Given nothing else was done with them in 1E, and they didn't make an appearance in 3E (though I did update them there as well, with a different kind of twist), I'm probably not the only one.

If I were to introduce them into a game, this is the direction I would go with them. It casts them in a different light and raises some questions about them. This direction also shakes things up and nods to the fact they have to be the worst kept secret ever.


Lightbearer


My Name is Bristhis, but I am known as Shrike among the Lightbearers. Though I will not be known as such for much longer. The very act of writing this will sever my connection to the Great Pattern and even now I can feel the strain on my connection. A tugging at who a am. I write this not just for the people of Barsaive, but also to my fellows. My former fellows.

Umethys was right. Or as many of us knew her better, Morningstar. We can continue acting from the shadows, but it isn’t enough. None of us are afraid to face Horrors in battle, yet we cower from them elsewhere? Let them come for us. Let us be examples. Our light will inspire others, it will free the people from fear. Free them from the Horrors.

I called Umethys my friend and so much more. Being a Lightbearer was everything to her, but it wasn’t the symbol or the Path that mattered. It was the work and the deeds. She gave her life for that. I wish I could be more like her; where she strode in sunlight, I was the shadow. Doing what was necessary by the dictates of the Swords of Light. I was the knife in the darkness, striking down those who gave aid to the Horrors, but could not otherwise be touched.

This is what I was told and I did not question. Perhaps everything is as I was told, perhaps not.

But Morningstar questioned. She believed. She was the best of us and everything we should aspire to be. However, I don’t believe she fell to a Horror, nor one of their minions with her identity known. I have no doubt there are others like me and the truth she spoke was dangerous.

The truth and light are dangerous to those who thrive in shadows. As I once did. But no more. Now I step into the light, to live as she did. And die as well. My fellows, we can change the Great Pattern. It is a part of us as much as we are a part of it. We can be the force leading Barsaive into light we always should have been.


Game Information

The Lightbearers are a secret society founded prior to the Scourge to learn about the Horrors: how to fight them, erase their effects on the world, catalog this knowledge for future generations, and ultimately prepare for the next Scourge. There is a story about a dwarf Named Nicolez Trund who formed the organization with these lofty and noble intentions. How he used his connections around Barsaive to gather information and gathered like-minded individuals around himself. About the lengths they went to maintaining their secrecy so the Horrors could never strike at what they didn’t realize existed.

This is the story of their history shared by Lightbearers amongst themselves. They also claim their Path’s pattern is the “Great Pattern,” possibly the pattern of the very world or the gestalt pattern of Barsaive’s Passions. The truth is unknown, but those among the Path who study such things note differences between it and the pattern for other Paths. The Lightbearer pattern captures the essence of all followers upon their death, incorporating them.

This aligns with the stated goals of the organization, preserving their knowledge for future generations. However, there are some who often feel there is something else at play. Like the Great Pattern is a web and a spider hides within. To which the response to most is they prey upon Horrors, it only makes sense. Though, those who feel it cannot help but think the Horrors are but the lure and the spider only has eyes for them.

Lightbearers are a powerful force against the Horrors and willing to stand against the darkness. They prove this daily in their struggle. Their adepts are some of the best and most promising Barsaive has to offer, and few decline the offer when it is made, even though nothing is known about them. Those selected to serve are the kind who will not hesitate when given the opportunity to make a difference. Also who won’t ask too many questions and second guess what seem like sincere answers. This leads to a certain kind of follower. One the leadership of the Lightbearers, the Swords of Light, can direct with complete faith will finish the task given or die trying, all while maintaining the secrecy required by the Lightbearers. To break their secrecy is to risk all Lightbearers.

This was the case until Umethys Daysong broke the silence. She was a Troubadour and Illusionist renown across Barsaive as a bringer of truth, defender of the people, and enemy to tyrants. She was also a Lightbearer. Umethys was highly respected among her peers and rumored to be considered as one of the next Swords of Light if there was ever need. However, she also voiced strong opinions about the Lightbearers role in Barsaive.

“How can we bring light if we live in the shadows? We are defined and crippled by our fear of the Horrors. We are examples for everyone. Our light is our strength. Our light should also be their strength.”

She gathered supporters within the organization who believed in her message. It was clear after a disastrous meeting with the Swords nothing would change and the way handed down from their origins was the way. Their way. After that, it wasn’t long before she revealed their existence to Barsaive, was severed from the very Great Pattern she devoted her life to, and was felled in battle against a Horror. Her revelation spread like wildfire among some circles, though was quickly followed by carefully manufactured skepticism about her intentions. As an Illusionist, it’s possible there was more to what she said and the Lightbearers were merely a red herring. Doubt. Questions. And with her death, no answers.

Now there exists a schism within the Lightbearers between those who seek a way to return things to how they once were by any means necessary. To protect their secrets, to protect themselves and those they love from retribution by the Horrors. And those who see Umethys and her words, her example as the truth. Those who stray too far into this progressive camp find themselves severed from the Great Pattern and bereft of powers they once relied on in their fight against the Horrors. Which puts them and their allies at a significant disadvantage compared to where they were previously.

Disciplines: No particular Disciplines are favored among Lightbearers and their abilities lend themselves well to all.

Passions and Questors: Lightbearers honor a variety of Passions, though Chorrolis isn’t typically favored as their ideals aren’t in line with Lightbearers’ goals. Garlen and Mynbruje are the most common, followed by Astendar and Jaspree. Questors are rare among the followers due to the potential for conflict between the dual loyalties and lifestyles, but it isn’t unheard of for those whose ideals align with the Path’s goals and expectations. Mad Passions are never honored in any form.

Other Paths: Membership with other Paths isn’t technically forbidden, but it depends heavily on the responsibilities of the other Path as Lightbearers are expected to be a Lightbearer first and foremost. Paths with loose affiliation and requirements, such as Fire Eaters and Scholars, are welcome and Lightbearers can pursue those. However, Lightbearers may find the expectations are incompatible with Paths such as Woodsman and Windmaster. “Retired” Horror Stalkers could be found among Lightbearers, but the Paths are so different as to be mutually exclusive. Horror Stalkers would see the Lightbearer as having given up the hunt, while Lightbearers see it as finding a new purpose and moving on. There would be no grudges, but the former Horror Stalker would no longer be able to advance in the former Path; access to their abilities depends on whether they still hold true to their oaths. Paths such as Messengers are wholly incompatible with being a Lightbearer, though the former is very much aware of the latter.

Initiation: Lightbearers don’t accept applications. They identify potential recruits through their legend, whether actions witnessed by Lightbearers or being spread. These adepts must represent the highest ideals, standing against the Horrors at all costs, seeking to restore what was lost, and be a bulwark against regressing back into darkness. These are high standards and only adepts who have faced Horrors in combat are considered.

Once the candidate has their attention, Lighbearers observe them and their actions until satisfied with their suitability. Such candidates are offered an invitation, typically through a light sprite. The invitation indicates a time and place to arrive and can include up to seven trustworthy witnesses. Witnesses who choose to take part in the ritual are Oathtakers, and while not members of the organization, are allowed to benefit from many of the Lightbearer’s abilities without penalty. If the character declines, the Lighbearers may continue to watch their actions and persuade them in the future to join.

See the First Edition Companion, p. 109 for further details on the initiation ritual.

Ordeals and Advancement: Ordeals are similar to the requirements for initiation, the Lightbearer must continue to stand against the Horrors. Followers are expected to see them out wherever they may be and destroy them. As Lightbearers rise in rank, the expectations for their deeds rises as well. They must face and defeat greater threats, performing deeds appropriate for the status they seek.

Karma Ritual: Lightbearers show no outward change to their Karma Ritual. Any changes are reflected in how they perceive it internally.

Half-Magic: The adept can also use their half-magic to find other Lightbearers and know the history of the Lightbearers. They can also use their half-magic for general knowledge about the history of the Scourge and regarding Horrors and Horror constructs.



Lightbearer Talent Cost

  • Master, Maximum Rank 10
Lightbearer Rank Bonuses
  • Rank 2: +1 Mystic Defense
  • Rank 4: +1 Social Defense
  • Rank 6: +2 Mystic Defense
  • Rank 8: +1 Mystic Armor
  • Rank 9: +2 Social Defense
  • Rank 10: +2 Mystic Armor
Lightbearer Talent Options:

Rank 1+ (Purchased as Journeyman tier talents)
Astral Sight, Disguise Self, Dispel Magic, Distract, Heartening Laugh, Karma Draw*, Light Sprite*, Radiant Circle*, Steel Thought, Suppress Curse
Rank 5+ (Purchased as Warden tier talents)
Edge of Light*, Heal Believer*, Lifesight, Lion Heart, Power Mask, Resist Taunt

Rank 9+ (Purchased as Master tier talents)
Confront Horror, Lion Spirit, Netherwalk, Safe Thought


Lightbearer Talents


Edge of Light
Step: Rank
Action: Simple
Strain: 2
Skill Use: No
The adept creates a blazing edge of light on their weapon or projectile, or infuses their spellcasting with its brilliant glare. On a successful attack against a Horror or Horror construct, the adept adds their Edge of Light rank as a bonus to a Damage or Effect test (only if it inflicts damage). This talent cannot be combined with Bane Strike.

Karma Draw
Step: Rank
Action: Simple
Strain: 1
Skill Use: No
The adept may draw Karma directly from the Path’s pattern and the Lightbearers who joined it. Each use of this talent adds a Karma Point to the adept’s Karma Pool and the adept can draw up to Karma Draw rank Karma Points per day. As the Karma is drawn into their body, they are wracked with pain from the memories of those before them invading their mind and the adept glows with a terrifying light from within. After the pain quickly fades, the feeling is addictive as the power courses through their veins. Continual usage of this talent can cause the adept to think in terms of their name within the organization or the memories they absorb, rather than their identity.

Light Sprite
Step: Rank+CHA
Action: Sustained (10 minutes)
Strain: 0
Skill Use: No
The adept conjures a small spirit to carry a message to any character seen within the past week. The adept performs the ritual and speaks the target’s Name, then makes a Light Sprite (5) test. If successful, the adept relays a message of up to Light Sprite rank ×10 words to the sprite, after which the sprite departs, appearing as a glowing speck of dust. The light sprite travels at 10 miles per hour, +5 miles per hour per additional success against Difficulty Number 5. The light sprite exists for up to 7 days and the adept can only have one light sprite in existence at one time.

When the light sprite reaches the target, it expands into a glowing ball roughly five inches in diameter and relays the message. It waits for a reply if asked to do so, then returns to the adept at the same pace. If the target is beyond or moves beyond the light sprites range, the message is not delivered. This includes the return trip, which must be within the total duration.

If the target is making no attempts in general to conceal their location or identity (such as simply traveling and not engaging in any kind of stealth or clandestine activity at all), the sprite has no difficulty finding them. Otherwise, the Light Sprite test must succeed against the target’s Mystic Defense. If this fails, the light sprite is lost and does not find the target, but looks fruitlessly for the full duration.

The light sprite is immune to any attacks, but can be affected by Banish and Dispel Magic as usual. Use the Dispel Magic Difficulty for attempts to banish the spirit.

Radiant Circle
Step: Rank+CHA
Action: Standard
Strain: 1
Skill Use: No
The adept creates a glowing circle up to Radiant Circle rank ×2 yards in diameter on the ground, which acts as a barrier against Horrors and Horror constructs. The adept makes a Radiant Circle test against the Mystic Defense of any Horrors or Horror constructs attempting to pass or affect targets within the circle (this includes spells and ranged attacks). If successful, the attempt fails.

The adept suffers a cumulative -1 penalty when anyone within the circle targets something outside the circle. This talent lasts for 1 hour and the adept may voluntarily end it at any time as a Simple action The adept may maintain it automatically by paying the Strain cost. When the talent ends, the adept must wait until the end of the next turn to use this talent again. At which point, the cumulative penalties lapse.

Restore Believer
Step: Rank+CHA
Action: Sustained (1 minute)
Strain: 0
Skill Use: No
The adept can aid healing those in need. The adept touches the target and makes a Restore Believer (5) test. If successful, their fingers begin to glow, with the glow expanding to surround the target over the course of a minute, then fades away a few seconds later. The target gains an additional Recovery Test which must be used within one hour to heal damage. Each successive use of this talent increases the Difficulty Number by +5. If the adept fails the Restore Believer test, this knack cannot be used for the rest of the day. The adept cannot use this talent on themselves.

If the adept uses this talent on a target other than a fellow Lightbearer or Oathtaker, they are in crisis after using the talent (the target still benefits) and lose access to their Lightbearer abilities until their crisis is resolved (see The Adept’s Journey: Mystic Paths, p. 9).


Lightbearer Knacks

Disguise Self

Shimmer
Talent: Disguise Self
Requirements: Rank 1
Restrictions: Lightbringer rank 1
Step: Rank+CHA
Action: Standard
Strain: 1
Skill Use: No
Standard Effects. The adept conceals their face behind a veil of light. They can disguise their gender or give the impression of a different gender. However, the adept cannot give the impression of a significantly different form, unlike with the typical talent. The adept adds their Lightbringer rank to the Difficulty Number of any attempts to penetrate the disguise.

Dispel Magic

Disrupt Horror Power: See The Adept’s Journey: Mystic Paths, p. 227. This Dispel Magic knack can be learned as a Dispel Magic knack with Lightbearer rank 8 as an additional restriction.

Distract

Glaring Light
Talent: Distract
Requirements: Rank 7
Restrictions: Lightbearer rank 3
Step: Rank+CHA
Action: Simple
Strain: 2
Skill Use: No
Standard Effects. The adept glows brightly, almost painfully and gains their Lightbearer rank as a bonus to the Glaring Light test if it targets a Horror or Horror construct.

Heartening Laugh

Beacon of Light
Talent: Heartening Laugh
Requirements: Rank 6
Restrictions: Lightbearer rank 2
Step: Rank+CHA
Action: Simple
Strain: 2
Skill Use: No
Standard Effects. The adept glows brightly and envelopes the adept’s Friendly allies in the area. The adept gains their Lightbearer rank as a bonus to their Beacon of Light test.

If the adept uses this knack on a target other than a fellow Lightbearer or Oathtaker, they are in crisis after using the knack (the target still benefits) and lose access to their Lightbearer abilities until their crisis is resolved (see The Adept’s Journey: Mystic Paths, p. 9).

Karma Draw

Draw on Memories
Talent: Karma Draw
Requirements: Rank 9
Restrictions: Lightbearer rank 7
Step: Rank+CHA
Action: Sustained (10 minutes)
Strain: 4
Skill Use: No
The adept causes enters into a trance and seeks one of the half-glimpsed memories they absorbed when using Draw Karma. The adept makes a Draw on Memories (10) test and each success allows one question regarding the memory, expanding, clarifying, seeking explanation, etc. The gamemaster is the adjudicator of questions, but if a question isn’t viable, it isn’t used. This knack can be used once per day.

Lifesight

Dreadsight: See The Adept’s Journey: Mystic Paths, p. 253. This Lifesight knack can be learned as a Lifesight knack with Lightbearer rank 6 as an additional restriction.

Light Sprite

Distress Call
Talent: Light Sprite
Requirements: Rank 7
Restrictions: Lightbearer rank 5
Step: Rank+CHA
Action: Standard
Strain: 5
Skill Use: No
Standard Effects. The adept performs an abbreviated ritual and can only speak 10 words. The light sprite does not wait for a reply and immediately disappears.

Lightbearer

Defend Against the Darkness: See The Adept’s Journey: Mystic Paths, p. 247. This Horror Stalker knack can be learned as a Lightbearer knack. It can be used Lightbearer rank times per round.

Healing Light [Karma]
Talent: Lightbearer
Requirements: Rank 8
Restrictions: None
Strain: 1
The adept can spend a Karma Point on a test to heal or ease the wounds of an ally. This cannot affect the adept.

Lend You My Light [Karma]
Talent: Lightbearer
Requirements: Rank 6
Restrictions: None
Strain: 1
The adept can spend a Karma Point on an ally’s test to resist the ongoing effects of a Horror or Horror construct power. The ally must be within Lightbearer rank ×2 yards.

If the adept uses this knack on a target other than a fellow Lightbearer or Oathtaker, they are in crisis after using the knack (the target still benefits) and lose access to their Lightbearer abilities until their crisis is resolved (see The Adept’s Journey: Mystic Paths, p. 9).

Light in the Darkness [Karma]
Talent: Lightbearer
Requirements: Rank 4
Restrictions: None
Strain: 1
The adept can spend a Karma Point on a test to resist the ongoing effects of a Horror or Horror construct power.

Light Symbol
Talent: Lightbearer
Requirements: Rank 1
Restrictions: None
Step: NA
Action: Simple
Strain: 1
Skill Use: No
The adept causes the Lightbearer symbol on their emblem to glow as a torch for Lightbearer rank minutes.

Stab at the Spawn: See The Adept’s Journey: Mystic Paths, p. 248. This Horror Stalker knack can be learned as a Lightbearer knack. It can be used Lightbearer rank times per round.

Strike the Darkness: See The Adept’s Journey: Mystic Paths, p. 248. This Horror Stalker knack can be learned as a Lightbearer knack. It can be used Lightbearer rank times per round.

Lion Heart

See My Light
Talent: Lion Heart
Requirements: Rank 8
Restrictions: Lightbearer rank 8
Step: Rank+CHA
Action: Free
Strain: 3
Skill Use: No
The adept repeats a test to resist a fear effect from a Horror or Horror construct. This does not grant a test where one did not previously exist. The adept must be within Lightbearer rank ×2 yards of an ally. When this is used, it is not considered to be using a knack for limitations on knack or ability usage. This knack can be used once per round.

Shining Example
Talent: Lion Heart
Requirements: Rank 9
Restrictions: Lightbearer rank 9
Step: Rank+CHA
Action: Free
Strain: 3
Skill Use: No
The adept allows an ally within Lightbearer rank ×2 yards to repeat a test to resist a fear effect from a Horror or Horror construct. The adept must succeed at the test if they were affected by it. This does not grant a test where one did not previously exist. When this is used, it is not considered to be using a knack for limitations on knack or ability usage. This knack can be used Lightbearer rank times per round, but once per ally per test.

If the adept uses this knack on a target other than a fellow Lightbearer or Oathtaker, they are in crisis after using the knack (the target still benefits) and lose access to their Lightbearer abilities until their crisis is resolved (see The Adept’s Journey: Mystic Paths, p. 9).

Netherwalk

Astral Shift
Talent: Netherwalk
Requirements: Rank 12
Restrictions: Lightbearer rank 10
Step: Rank+WIL
Action: Standard
Strain: 5+
Skill Use: No
Standard Effects. The adept may bring other characters with them who are touching the adept by paying 3 Strain for each additional target. This Strain is taken at once and can cause a Wound. All characters with the adept must remain in contact with them at all times while in astral space. If they lose contact with the adept, they drop out of astral space back into the physical realm and take Step 20 damage. No armor protects against this.

If the adept uses this knack on a target other than a fellow Lightbearer or Oathtaker, they are in crisis after using the knack (the target still benefits) and lose access to their Lightbearer abilities until their crisis is resolved (see The Adept’s Journey: Mystic Paths, p. 9).

Radiant Circle

Armor of Light
Talent: Radiant Circle
Requirements: Rank 11
Restrictions: Lightbearer rank 10
Step: Rank+CHA
Action: Simple
Strain: 2
Skill Use: No
White and violet light cascades over the adept, increasing their Physical and Mystic Armor against Horrors and Horror constructs. The adept makes an Armor of Light (5) test and gains +1 to their Physical and Mystic Armor per success until the end of the round. The adept may maintain this effect by paying 1 Strain at the end of each round.

Resist Taunt

Refuse Horror
Talent: Resist Taunt
Requirements: Rank 8
Restrictions: Lightbearer rank 8
Step: Rank+CHA
Action: Free
Strain: 2
Skill Use: No
Standard Effects. The adept can use Refuse Horror after failing a Resist Taunt test against a Horror power.

Restore Believer

Ease Wounds
Talent: Restore Believer
Requirements: Rank 6
Restrictions: Lightbearer rank 4
Step: Rank+CHA
Action: Sustained (1 minute)
Strain: 0
Skill Use: No
The adept can ease the pain and effect of Wounds of those in need. The adept touches the target and makes a Ease Wounds (5) test. If successful, their fingers begin to glow, with the glow expanding to surround the target over the course of a minute, illuminating their injuries, then fades away a few seconds later. One of the target’s Wounds no longer affect the target’s healing or other tests for each success. Each successive use of this knack increases the Difficulty Number by +5; increases from Restore Believer associated knacks are cumulative with each other. If the adept fails the Ease Wounds test, Restore Believer and associated knacks cannot be used for the rest of the day. The adept cannot use this knack on themselves.

If the adept uses this knack on a target other than a fellow Lightbearer or Oathtaker, they are in crisis after using the knack (the target still benefits) and lose access to their Lightbearer abilities until their crisis is resolved (see The Adept’s Journey: Mystic Paths, p. 9).

Heal Believer
Talent: Restore Believer
Requirements: Rank 10
Restrictions: Lightbearer rank 8
Step: Rank+CHA
Action: Sustained (1 minute)
Strain: 1
Skill Use: No
The adept can heal those in need. The adept touches the target and makes a Heal Believer (5) test. If successful, their fingers begin to glow, with the glow expanding to surround the target over the course of a minute, illuminating their injuries, then fades away a few seconds later. If successful, the target heals Current Damage equal to the result. Each successive use of this knack increases the Difficulty Number by +5; increases from Restore Believer associated knacks are cumulative with each other. If the adept fails the Heal Believer test, this Restore Believer and associated knacks cannot be used for the rest of the day. The adept cannot use this knack on themselves.

If the adept uses this knack on a target other than a fellow Lightbearer or Oathtaker, they are in crisis after using the knack (the target still benefits) and lose access to their Lightbearer abilities until their crisis is resolved (see The Adept’s Journey: Mystic Paths, p. 9).

Steel Thought

Avoid Horror Magic
Talent: Resist Taunt
Requirements: Rank 9
Restrictions: Lightbearer rank 9
Step: Rank+WIL
Action: Free
Strain: 2
Skill Use: No
Standard Effects. The adept can use Avoid Horror Magic after failing a Steel Thought test against a Horror power.

Path Knacks

Lightbearer [Path]
Talent: Thread Weaving
Rank: 5
Cost: 500 Legend Points
Requirements: Rank 5, must complete a Lightbearer ordeal
Restrictions: Any Discipline Circle 5
The adept performs the initiation ritual and weaves a thread to the Lightbearer pattern, taking 2 Blood Magic Damage, and gains Lightbearer at rank 1.
They must also select an item to be marked with the Lightbearer symbol during the initiation ritual. This item is known as their emblem.

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