Lightbringer

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Lightbringer is a Divine Power that lets the character do a variety of things, such as inspiring courage, turning corporeal undead, and creating light. See the Brief Summary, further down, for more information.

It is an expensive Power, and characters cannot have it unless they have at least 2 levels of Alignment with the Divine. Most of the effects cost Divine Power Points, and the main benefit of having more than 2 levels of Divine Alignment is getting more Power Points. Also, while Divine Power Points are plentiful, they recharge only once every Moon, so a wise character saves them up for truly important uses.

Please note that all Divine Powers uses points from the same pool of Power Points, and that a character does not get additional Divine Power Points just because he has more than one Divine Power. The benefit of having multiple Divine Powers is greater flexibility.

Contents

Brief summary of uses

Here is a very short list of the thing that a character with Lightbringer might be able to do

  • Create light (small lights, large lights, sunlight-effect).
  • Infuse Weapon (cause melee weapons to do more damage against Demons, Undead and/or Weres, or Dragons).
  • Inspire, raise the courage and spirits of others.
  • Return from the dead (gives a probability that upon death, the character is sent back in a similar but slightly more powerful incarnation).
  • Turn corporeal Undead.

Note that some of these effects only become available at higher Power Levels.

Legal specializations

In some cases, a character with the Lightbringer Divine Power may specialize in one effect, gaining some benefit to that effect, such as reduced Power Point cost of usage, or increased range. The legal choices are any one of:

  • Create light.
  • Infuse Weapon
  • Inspire.
  • Turn corporeal Undead.

Basically any one from the above list, except the one about not being quite as dead as originally reported.

Manifestation and roleplaying

Power cost

Cost factor

Cost table

Power Levels and effects

Advice

Light-Bringer isn't the most cool of the three greatest Divine Powers. Inspire is mainly useful on NPCs and subject to some amount of GM discretion because it tends to be a subtle effect. Creating light mainly means you don't have to buy torches, except for those very rare occasions when you decide it is proper to spen your sparse Divine Power Points on creating Sunlight to smack down photophobic enemies. Infuse Weapon is neat, if you meet lots of Demons, Undead or Weres, because then you can quickly buff the weapons of your allies (and your own, if you are a carrying kind of person), but since it only works on melee weapons, it's not of much use against Dragons (apart from Saint George, dragon-slaying tends to be done Robin Hood-style, with very magical bows and very magical arrows). If you're alone and not the carrying kind of person, the Turn Undead effect can also be useful.

In short, this is somewhat of a roleplaying Power, rather than a powerful Power, meaning that in campaigns with lots of social conflict, especially large-scale, Imspire can be very beneficial.

Oh, and then there's the Not Quite Dead thing. That is cool. Apart frommthe coolness of it actually happening, if you die, it also gives you the opportunity to roleplay your character as braver and more heroic, more unafraid of death. As with Inspire, this effect is somewhat GM-dependent, since ultimately the chance of you being sent back is determined by the Divine Evaluation that you are subject to right after dying, which is done by an NPC played by the GM. There's a dice roll after that, but the Divine NPC can set the chance at 1% if you have done a poor job at being a Dviine Champion, or at 99.9% if the Divine NPC is truly impressed with you.

You're a bit like Gandalf the Grey/White, and a bit like Jesus of Nazareth. (And a bit like a traditional RPG singing Bard, perhaps, except you don't have to actually sing.)

Executive summary: Lightbringer isn't truly un-cool, but you'll have much more fun if this isn't the only Divine Power you have.

Please note

Quick mini-glossary

Explain terms of great relevance to the subject matter of the article here, but not terms that are of generally great importance (e.g. RD).

See also

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