Description
Lanterns are the Leaders of The White Flame, second only to Jacques Lopurus in terms of power. Lanterns are usually found in groups of 3, with each Lantern being responsible for 4 Torches and 4 Candles. They are rarely seen outside of their Lighthouse (The name the common people have given to The White Flame’s various towering headquarters throughout The Steadfast.). Seeing a Lantern outside of its headquarters is a sign that trouble is brewing.
Details
- Level:
- 6 (18)
- Motive:
- Genetic Purification
- Environment:
- The Steadfast and the edge of The Beyond
- Health:
- 32
- Damage:
- 7
- Armor:
- 4
- Movement:
- Short
- Modifications:
Controls Fire as Level 7, Might defense as Level 7
- Combat:
Lanterns are masters of fire esoteries, wielding them in ways few would ever imagine. When it comes to the up close and personal fights their heavy armor protects them from most attacks.
- Interaction:
Lanterns only interact with the outside world in 4 situations: Providing orders to their Torches, their annual meeting with Jacques, a Candles initiation ceremony, and the rarest of situations: a full blown Hive incursion into their city.
- Use:
A group of Lanterns make for great Big Bads. Nothing like having your player lead a Hive army into a White Flame city and watching as the Lanterns decide they would rather burn it to the ground then give it up to the enemy. Fire and Blood everywhere.
- Loot:
Lanterns usually have 4d6 shins, a weapon, heavy armor, a flame based artifact, and 1d6 flame based cyphers.