Creature of the Light, Redux (4 of 4)
Link to the Chuubo’s Marvelous Wish-Granting Engine RPG, on DriveThru
Link to Fortitude: the Glass-Maker’s Dragon, on DriveThru
Hi!
Let’s finish up our discussion of Creature of the Light. You can find the first three parts here, here, and here!
Abilities (concluded)
Inspire
Arc 5
[[ EDITING STATUS: Cost reduced and multi-target option added, but this is now an XP Action. ]]
Type: Miraculous Action, Major or Imperial Miracle, XP Action
Cost:
0 MP—1/book, invoke Inspire
1 MP—invoke a second or later time per book
2 MP—invoke upon a small number of targets, or to lesser effect on a larger number
Invoke Inspire and you may give others hope and purpose—your actions may awaken something good and lost in them.
If all this would take is a choice on their part—
If the only thing that stands between them and a brighter, happier life is that nobody’s used this power on them yet, or their conscious choice to resist it—
Then this functions as a straightforward miraculous attack. Do that!
If there’s something wrong enough with them or their life that that would be a false and unpalatable hope, then this functions as an Imperial miracle instead. This power always means something. If you can’t inspire them by zapping them with your metaphorical inspiration stick, you instead create a wish effect: a wish that this miracle should be a presence in their life, and that it would offer them something or drag them into something that does have meaning, does give them hope, does offer them something better than they had.
This power is exceptionally good at handling intangible, spiritual, and ineffable barriers:
Typically, the wish corrodes them rapidly into psychological barriers or transient coincidences which can then rapidly be broken past, even if that’s obviously not what the ancient curse or magical ward or whatever was. Perhaps a town’s souls and hopes have been locked in a steel box for centuries while they endure in ageless sorrow; yet, not long thereafter, touched by the subtle fire of your inspiration, the town decides to get their act together and reopen their natural history museum for business, and the despairing zeitgeist lifts as everyone works together and people realize that they can be happy, that their lives can be bright ones, and that maybe they just might have souls inside them after all.
You may use this power on multiple targets (for 2 MP) but it generally takes at least a few words of personal interaction each, or a group address taking time and effort proportional to the group size, and after a certain number of targets the effectiveness begins to fall off. If this description is too ambiguous you may try to force a more specific result in time or effect with an Intention that accompanies the invocation of Inspire.
This power functions as an XP Action. It requires one of your XP Actions for the chapter, earns you an XP normally, and typically causes you to fade into the background once the scene completes. Alternately, if it makes sense to invoke this power as part of or simultaneously with another legal XP Action, you may do so, and it will no longer require a (second) XP Action of its own.
Examples
They’re not even all that sad. They’re just … tired. They don’t believe in much any more. But you are the reincarnation of King Arthur. You smile at them, and something in them wakes up.
Someone’s whole town turned to stone. They’re guarding the place to keep people from breaking the statues, but how long can they manage? Can the people ever even turn back? And now they’re starting to petrify, very slowly, themselves. There’s nothing you can do to help them. There’s nothing any of the PCs can do to help them. But you still grant them your faerie blessing as you leave; there is reason to hope. There will be hope. ... a meaning, or an answer, can be found.
Tumblr Bonus!: the Generic Rules on XP Actions
A number of the powers in CMWGE are considered to be XP Actions. If it makes sense to do so, you may invoke such a power as part of or in combination with a legal XP Action. Otherwise, the power itself is an XP Action:
you may only use it if you have an XP Action available
it earns XP normally
it typically causes you to fade into the background at the end of the scene, or during it, if that’s more appropriate.
These rules technically allow you to combine two XP Action powers into the same XP Action—possibly even more than two if you have the actions to juggle them with—but that’s expected to fail the “makes sense” test except in rare corner cases or possibly with peculiar custom powers of your own design.
A power is usually an XP Action both to heighten and emphasize its dramatic importance—to lend it gravitas, as it were—and to limit the frequency of its use without making it more expensive than it’s actually worth. It’s explicitly not intended to lower the average XP intake for the group, so if your group regularly gives out the optional bonus XP for XP Actions, you should try to do so for these actions as well. How do you go about that? Well, technically XP Action powers match the color of their Arc and should have an appropriate bonus XP condition... but that’s too complicated, so the standard bonus XP rule is this:
As an optional rule, if a PC targeted by this power first processes the situation for a while and then explicitly reacts to an XP Action power, the HG can add a second group XP to this action’s reward. Similarly, if a strongly emotionally/tactically affected PC witness to an NPC-targeted power first processes the situation for a while and then explicitly reacts to an XP Action power, the HG can do the same. I think you should skip this if you mostly skip optional bonus XP for XP Actions, but implement it if getting that bonus XP is common.
Understanding Creature of the Light
That moment when you catch sight of something beautiful — whether sunrise, mountain, or sea — and it transfixes you, it takes you away from yourself, it holds your attention and does not let it go:
That is the Creature of the Light.
It is impossible to be entirely human if you are on this Arc — I think, anyway. I guess you could be a pretty great stage magician, but I don’t think you would be. I think this is the Arc for angels and their ilk — and maybe a few of their wickeder, but equally shining, cousins.
I think this is an Arc for characters who are not so much beings as experiences.
You’ll know your character is a Creature of the Light if they are constantly being dramatically lit.
Creature of the Light 0
At Creature of the Light 0, you are beginning to shine brighter than a human can — particularly when you do one characteristic activity.
Creature of the Light 1
At Creature of the Light 1, you stop being a physical creature. You are instead a miraculous existence — as I said earlier, as much an experience as a being. You have transcended the state of life arising from biological processes, and become a creature incarnated from the wishing power of the heart... or from something equally shining, equally bright.
Creature of the Light 2
At Creature of the Light 2, the experience that you embody is an intensely emotionally evocative one. A divine obsession is inside you; a subtle delirium possesses you: these things emanate from within you. Simply encountering you can be a memorable, heart-wrenching experience that someone remembers and revisits for the rest of their life.
Creature of the Light 3
At Creature of the Light 3, the experience that you embody starts to drift away from its tie to the actual circumstances in which you are encountered. You start to be a creature of certain timeless moments and conditions that follow you and may be encountered along with you — as the world contorts itself to display you to your best advantage, or outright overwrites itself with the scene that suits you best.
Creature of the Light 4
At Creature of the Light 4, you are a transcendent experience — one of those uplifting or destroying mystical and inexplicable experiences that cannot readily be put to words. You are a creature that evokes truths hidden deep within the heart, connects the living and the dead, and may terrify or exalt; to you, all places and times can be as one.
That’s not how you are all the time — I mean, mystic experience would lose its meaning if it were constant. But it’s within you. It’s what you become when you open yourself up to your greatest power and to your core.
If actual play doesn’t provide any better options, the tension between “a transcendent, mystical experience” and “something that exists in the physical world” may be the basis for your Storyteller 4 quest miracles.
Creature of the Light 5
At Creature of the Light 5, you are a transformative experience. You are a life-changing experience, something that isn’t just memorable, isn’t just transfixing, isn’t just mystical, but can genuinely put someone on a better path. You are a creature of surpassing brightness, and you leave brightness in your path.









