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  If you had an Auspicious Birth, pick at least 1 of these 
  with a character from Stonetop: 
   _ is my only true friend. I will always be theirs. 
   _ resents my light. I must help them find theirs.  
   _ knows me too well to take my message seriously. 
  But I will get through to them. 
  If you are an Itinerant Mystic, pick at least 1 of these 
  with a character from Stonetop: 
   I have long watched _.  I will guide them greatness.  
   _ has a great burden to carry. I will help them bear it. 
   _ was but a child last I saw them. Let’s see what sort 
  they’ve grown into. 
  If your Soul is on Fire, pick at least 1 of these with a 
  character from Stonetop: 
   _ shares my faith. We keep each other strong. 
   _ was always their for me, even at my worst. I will be 
  worthy of their faith in me. 
   _ mocks my faith. I will win them over.  
  Make up the others or pick from the other backgrounds. 
  Bonds should always have two parts: a relationship to, 
  experience with, opinion of, or observation about them, 
  and a course of action that follows. Examples:   
   _ has a darkness in their soul. I will show them the light.  
   _ is a kind & just soul. I can learn much from them. 
   _ has fallen on hard times. They will need my help. 
   I found my soul’s mate in _. They’ll come around. 
   _ takes life too seriously. I try to lighten their spirit. 
   _ stands against the dark. I stand with them. 
   _ is drawn to the dark. I must keep an eye on them. 
  My name is... 
  Background | choose 1 
  a character playbook for Dungeon World: Stonetop 
  □ AUSPCIOUS BIRTH 
  You were marked by Helior from birth, if not earlier. 
  Maybe you were born under the caul, or with a sun-
  shaped birthmark, or during an eclipse. Or perhaps 
  you are the seventh son of a seventh son, destined to 
  be a servant of the God of the Light. 
  Whatever sign marked your birth, your powers—and 
  your close connection to Helior—were clear early on. 
  You have a place of honor among Stonetop, though 
  it’d be a lie to say you don’t make some uneasy. 
  You wield Helior’s power easily. When one of your 
  moves causes you to mark a debility, mark this 
  box instead.      Clear the box when you Make Camp.  
  □ ITINERANT MYSTIC 
  You’re not from around here, but you’re no stranger, 
  either. Everyone knows you as that self-satisfied kook 
  who comes through now and again, speaking in 
  riddles and doing strange things with the light. Sure, 
  they know you’re some kind of holy one, but it’s not 
  like you’re a priest or anything. Priests talk sense. 
  At the beginning of each session or when you go 
  off on your own to do something mysterious, hold 
  1 ENIGMA. You or the GM can spend your ENIGMA at 
  any time to have you appear out of the blue or just be 
  there already, with or without explanation. For all 
  things are possible to one who walks with Helior. 
  □ SOUL ON FIRE 
  For as long as you can remember, you led a worldly 
  life. A life of fear and doubt, base pleasures and petty 
  grudges. A life like so many others lead.  
  But something happened. An injury, perhaps? A 
  sickness? A moment at Death’s Door? Or perhaps a 
  moment of such profound misery and self-loathing 
  than you thought you could fall no further. 
  There, in the dark, Helior’s light shined upon you. 
  Something ignited in your soul, lifting you and filling 
  you not just with His power but a profound purpose. 
  When you spend time preaching charity, mercy, 
  and hope in a steading other than home, roll 
  +CHA. *On a 10+, choose 2. *On a 7-9, choose 1: 
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  Starting Gear 
  Look & Origin 
  As many of these as you’d like to carry:  
  □ Iron-and-glass lantern (light 6, close, 1 weight) 
  □  Bronze oil-lamp (light 4, close, 0 weight) 
  □ Lantern or lamp oil (3 uses, 1 weight) 
  □  Torches (2 uses, light 2, area, reach, 1 weight) 
  □  Candles (6 uses, light 1, close, 1 weight) 
  □  Decent adventuring gear (4 uses, 2 weight) 
  Plus up to 3 of the following: 
  □  Metal-banded quarterstaff (close, 2h, 1 weight) 
  □  Bronze dagger (hand, precise, 0 weight) 
  □  Warm cloak (worn, warm, 1 weight) 
  □  Flask of fine whisky (2 uses, 0 weight) 
  □  Poultices & herbs (2 uses, slow, 1 weight)  
  And 1 of the following: 
  □ Fine adventuring gear (5 uses, 2 weight) 
  □ Bag of books (5 uses, slow, 3 weight) 
  □  Healing potion (magic, 0 weight) 
  □ Bezoar (magic, 0 weight) 
  Choose one of each: 
  a youthful glow | well-weathered | old & merry 
  dancing eyes | piercing eyes | sad eyes  
  a lilting voice | a melodious voice | a soft voice  
  robes of office | threadbare cloak | working clothes  
  My family and I are am from... (choose 1 and a name) 
  □ Stonetop 
  ♀:  Eirian, Haf, Heulwen, Lleulu, Nia, or Tesni 
  ♂:  Bel, Dai, Eurig, Haul, Hefin, or Robyn 
  □ Hillfolk 
  ♀: Agnes, Daphné, Jenifer, or Nolwenn,  
  ♂: Anatol, Bertrand, Hubert, or Roparzh  
  □ Gordon’s Delve 
  Pick a name from any other list 
  □ Marshedge 
  ♀: Caitlín, Niamh, Órlaith, or Sorcha 
  ♂: Aodhfin, Ceallach, Conláed, or Fiontan 
  □ Lygos or some other southern town  
  ♀: Azar, Shideh, Paz, Zahra, or Zohar 
  ♂: Arash, Hafiz, Khurshid, Roshan, or Ziv 
  Imagine your life was spent imprisoned in a cave, chained down and forced to look ahead. You jailors, meanwhile, kept a 
  fire behind you and cast shadow-puppets to distract you. All your life, all that you knew, was naught but lies & shadows. 
  Now imagine your fetters were loosed, that you saw your jailors and their puppets. That you stumbled, groping, through 
  the cave and past your fellow prisoners, until finally, finally, you saw the light of day. Would you not return to the cave, to 
  cast down the jailors and to free your fellows? To bear the Light into the darkness? Of course you would. Of course. 
  Bonds | write up to 6, with PCs or NPCs 
  Drive | choose 1 
  At the end a session, if you’ve met your drive’s  
  requirement, mark XP.    
  □ FAITH 
  Walk brazenly into danger, sure of Helior’s protection.  
  □ HOPE 
  Raise the spirits of someone who despairs.   
  □ MERCY 
  Forgive a helpless evildoer and set them free.  
  □ RIGHTEOUSNESS 
  Make things harder on yourself or your allies by insisting 
  on doing the right thing. 
  You are the appointed servant of Helior the Daybringer, 
  god of the sun and light, beacon of hope and mercy.  
  The worship of Helior is… (pick 1): 
  □ ancient and widespread, found among all peoples 
  □  most common in Lygos and the arid south 
  □  unknown to the barbaric Hillfolk and Manmarchers 
  □  a new thing, still unheard of by many 
  □  widely persecuted 
  He is worshipped through… (pick 2 or 3): 
  □ solemn hymns 
  □  serene meditation 
  □  joyful song 
  □  ascetic denial 
  □ fervent dancing 
  □  formal ceremonies 
  □  drugs & intoxicants □  pain & sacrifice 
  In Stonetop’s Pavilion of the Gods, Helior has… (pick 1): 
  □ the place of highest honor, even if Tor is more popular. 
  □ a modest shrine, well-tended and given due respect. 
  □ been restored recently, perhaps by you. 
  □  seen better days, for certain. 
  Your predecessor, the prior Lightbearer… (pick 2 or 3): 
  □ lived long, long ago and was a figure of legend. 
  □  was lynched and martyred for their faith. 
  □ died facing a mighty sorcerer or demon. 
  □  wrote many works of sublime beauty. 
  □  faced one of the Things Below. 
  □  died in their bed, peacefully. 
  □  ascended bodily into the heavens. 
  □  was reincarnated—as you. 
  You came into your power… (pick 1): 
  □ through years of prayer, study, and devotion. 
  □  when your predecessor passed them on to you. 
  □  suddenly at a moment of great need. 
  □  after a visitation from Helior or one of his servants. 
  □  when you first laid eyes upon the __. 
  Praise the Day 
  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  Strength ____ 
  Dexterity ____ 
  Constitution ____ 
  Intelligence  ____ 
  Wisdom ____ 
  Charisma ____ 
  □Weakened 
  □Shaky 
  □Sickened 
  □Dazed 
  □Confused 
  □Scarred 
  Hit Points | max HP = Constitution (not CON) + 8 
  Max HP: 
  When a debility is marked, -1 ongoing to that stat 
  Damage (+ Modifiers) 
  Armor 
  d4 
   
  Stats | assign these scores to your stats (and modifiers): 16 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) 
  Moves | you get Consecrated Flame, Invoke the Sun God, and 1 of your choice; add 1 each time you level up 
  □ ALL IS ILLUMINATED 
  When you look closely on another and see their soul 
  laid bare, roll +WIS. *On a 7+, ask their player 1 of the 
  following. They must answer truly. 
   - Of what are they most ashamed? 
   - What do they most desire or covet? 
   - What hope have they given up on or abandoned? 
   - Who or what is most precious to them? 
  *On a 10+, you can ask this as well:  
   - What would make them feel loved, beautiful, or worthy? 
  □ AND BEHOLD A PALE HORSE 
  When you spend the night gazing into a flame, ask 
  the GM to reveal a grim portent that will come to pass 
  without your intervention. They'll tell you how you might 
  yet interfere with this dark fate.  
  □ BURN TWICE AS BRIGHT 
  Requires: level 6+ 
  When you Invoke the Sun God, you can mark a debility 
  to use two invocations at once. Roll once and make 
  choices once for  both invocations. 
  □ CONSECRATED FLAME 
  When you light a flame while whispering words of 
  consecration, it casts is a holy light. Holy light is painful 
  for undead and creatures of darkness to look upon, but 
  does no true harm. The holy light lasts until the flame 
  goes out or you consecrate another flame. 
  □□ EXTRA INVOCATION 
  Each time you take this move, learn a new invocation. 
  □□□ GREATER INVOCATION 
  Each time you take this move, mark one of your invoca-
  tions as greater and gain the listed effects. 
  □ GUIDING LIGHT 
  When you lead one or more NPCs through danger, 
  roll +CHA. *On a 10+, you all make it through just 
  fine. *On a 7-9, the GM will tell you what’s required to 
  get your followers through. 
  □ HELIOR’S UNBLINKING EYE 
  When you stare into the sun, name a person or 
  place you know and roll +WIS. *On a 7+, you briefly 
  see your subject as if looking down from the sun. Pick 
  1 (on a 7-9) or 2 (on a 10+): 
   - You can sustain the vision as long as you wish 
   - You can look closely upon the subject  
   - Your eyes recover  quickly from staring at the sun 
  □ INNER FIRE 
  When you take damage from cold or fire, take -2 
  damage. When in darkness, you can see by the light 
  of your own inner fire.   
  □ INVOKE THE SUN GOD 
  You can imbue a holy light with various effects. See 
  the Invocations insert. 
  □ GLORIOUS SERVANT 
  Requires: Invoke the Sun God, level 6+ 
  When you Invoke the Sun God, on a 12+, 
  choose no consequences.  
  □ LAMPLIGHTER 
  When you whisper or blow gently upon something 
  flammable (such as a torch, a lamp wick,  or dry 
  kindling), it will ignite in moments. 
  Gear | your Load : STR (not Strength) +8  
  □ LIGHT A CANDLE AGAINST THE DARK 
  When you wield a holy light but otherwise go un-
  armed, you get 2 Armor. 
  □ LUMINOUS SHIELD 
  Requires: Light a Candle Against the Dark 
  When you brandish a holy light to turn aside 
  an attack against body, mind, or soul, roll 
  +CON. *On a 10+, pick 2. *On a 7-9, pick 1. 
   - The attack is deflected, doing no harm 
   -  The attacker, if nearby, is blinded for a bit 
   - Your holy light is not extinguished 
  □ LIGHT, MORE LIGHT 
  When you consecrate a flame, it burns brighter than 
  normal. A candle illuminates to reach range, a torch or 
  lantern out to near range, and a bullseye lantern or 
  bonfire out to far range. 
  □ PEITY 
  When you spend at least an hour or so properly 
  worshipping Helior, hold 1 PREPARATION (as per 
  Bolster). Faithful PCs who partake in this worship also 
  gain 1 PREPARATION. This preparation cannot be spent 
  on any roll involving selfishness or wickedness. 
  □ PURIFYING FLAMES 
  When you wield a holy light against undead or 
  creatures of darkness, you can roll +WIS to Hack 
  and Slash. When you do so, your damage die is a d10 
  (ignores armor). 
  □ HUNGRY FLAMES 
  Requires: Purifying Flames, level 6+ 
  When you deal damage with a holy light, deal 
  +1d8 damage and engulf the target in holy flames. 
  □ RADIANT COUNTENANCE 
  Your followers will always accept your fond attention 
  and affection as payment of their cost. Also, take +1 
  have your followers Follow Your Lead. 
  □ RISE LIKE THE SUN 
  When you draw attention to yourself by word or 
  deed, roll +CHA. *On a 7+, everyone turns and looks. 
  *On a 10+, you hold their gaze so long as you contin-
  ue giving them reason to watch. 
  □ WARMTH OF SPRING’S FIRST THAW 
  When you spend time with an NPC, seeking to stir 
  in them hope, kindness, or mercy, roll +CHA. *On 
  a 10+, you light a fire deep within them and affect a 
  lasting change. *On a 7-9, you stoke their emotions 
  but it is short-lived; they will return to their old ways. 
  *On a miss, their heart hardens and, whatever else 
  the GM says, you can’t use this move on them again. 
  □ WIELDER OF THE WHITE FLAME 
  Requires: level 6+ 
  When you invoke Helior’s name and channel his 
  essence into an object you carry, roll +WIS. *On a 7+, 
  it alights in white flame. The flame casts a holy light 
  and burns neither you or the object. *On a 10+,  you 
  may simultaneously Invoke the Sun God using the 
  same roll. 
  Item  
  weight 
  Coin & Treasure 
  Item  
  weight 
  XP | mark XP on a miss or when a move says so 
  Current level: 
  
  Invocations | for the Lightbearer’s Invoke the Sun God move  
  When you imbue a holy light with Helior's power, choose an invocation you 
  know and roll +WIS. On a 7+, it works as described but you must choose a 
  consequence. On a 7-9, the GM chooses another: 
   - The invocation’s risk comes to pass. 
   - The effort drains you; mark a debility (your choice) 
   - The light is snuffed out when the invocation is complete, its fuel completely 
  consumed 
   - You must bask in sunlight for a hour or so before using that invocation again 
  While one invocation is ongoing, you can’t use another. You can end an ongoing 
  invocation whenever you wish.   
  You start knowing 2 invocations. Every odd level you gain after 1st, learn a new 
  invocation.  
  □ Bath of Healing Light: Cup your hands around your light and focus it on an ally (or yourself). They regain 1d8 hit points or 
  are relieved of a passing condition (like being stunned, knocked out, drunk, etc.).  Risk: They only regain 1d4 HP. 
  □Greater: They regain +1d8 HP (or +1d4 HP if the risk comes pass) or are cured of a poison or disease. 
  □ Beautiful & Terrible as the Dawn (ongoing): Name an individual or type of mortal creature. Your light fills them with 
  dread, causing them to recoil and back away. The wicked & cowardly must flee. Risk: All mortal creatures but you are 
  affected, including your allies. 
  □Greater: On a 12+, even the mighty and strong-willed must flee. 
  □ Blinding Light (ongoing): Your light blazes like the sun. Any looking directly at it are blinded for a few minutes at least. 
  Those nearby but not looking at the light are dazzled & must avert their eyes. Risk: It flares only for a moment. 
  □Greater: If you choose, your allies are unaffected.  
  □  Cleansing Light (ongoing): Any magical effects within your light are dispelled or dampened. Weak or passing effects in 
  your light are dispelled outright. Potent, lasting magics are merely suppressed while they remain in the light . New magic 
  brought into the light is unaffected; the only reason to keep it ongoing is to suppress potent magics. Risk: You take 1d6 
  damage (ignores armor).  
  □Greater: On a 12+, even potent, lasting magics are dispelled outright. 
  □  Cold Light of Day (ongoing): All things in your light appear as they really are, without the benefit of illusion, shapeshifting, 
  disguise, or concealment. Risk: It lasts just a few moments, only long enough to glimpse the truth.  
  □Greater: You can use another invocation while this one is ongoing. 
  □ Go Back to the Shadow: Name an undead or otherworldly spirit in your light. It is banished from this world or back to 
  whatever tethers it here. Risk: It can choose to remain if it suffers your damage (ignores armor). 
  □Greater: On a 12+, an undead spirit is destroyed. Otherworldly spirits are banished from this world, and anything tethering 
  them here is destroyed. 
  □  Hold Back the Darkness (ongoing): Undead and creatures of darkness are repelled by your light. The mindless and 
  cowardly among them flee outright. Risk: Dark powers for miles around sense the disturbance. 
  □Greater: While the invocation lasts, your light deals your damage (ignores armor) to undead and creatures of darkness. 
  □  Moth to a Flame (ongoing): Name an individual or type of mortal creature. Their gaze and attention is drawn to your light 
  and they will follow it, slowly. The effect ends if they take damage. Risk: It lasts only briefly OR only some are affected 
  (GM’s choice). 
  □Greater: The effect continues for a few moments after they first take damage. Taking damage a second time ends the 
  effect immediately. 
  □ Warmth of the Sun (ongoing): Allies within your light (including you) are free of fear, doubt, and discomfort. They are also 
  warmed and unharmed by extreme cold. Risk: It takes all your effort to keep the invocation ongoing; you must Defy Danger 
  to anything else. 
  □Greater: The light also protects from all necromantic or life-draining effects. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Playbooks/Stonetop - Lightbearer.pdf