Lantern of Anima
Lantern of Anima
Item Types: Lantern • Strap
Loadout Equipment Slot: Left or Right Hand
Container: Strap
The Lantern is a telltale sign one is of the To-Na-Onum. While not all Lantern Carriers are in fact a To-Na-Onum, they’ll likely be treated as one if their lantern is lit.
The Lantern of Anima is required to perform all Lantern of Anima Actions and Effects.
The Lantern of Anima may be clipped to the Belt or Backpack without taking up any Every Day Carry. It does not count against your Load Weight, but does weigh 1 Load.
The Lantern can not be destroyed but it might get lost.
If the Lantern is lost you may get another as part of the To-Na-Onum Factional Package. They will only do this once a week. Otherwise, purchasing a Lantern costs c300, and making it your Lantern of Anima takes 1 Routine Path.
Lantern Oil
Weight: 0.1 Load
Durability: 10
Cost: 10 Credits
Lantern Oil is flammable but burns with relatively low heat and slowly. When lit it may cause other fires.
To-Na-Onum Factional Package includes 14 Lantern Oil once per week for those with a Lantern of Anima.
Lighting the Lantern
Activation
Lighting Celerity: 3 Action Slots
Refilling Celerity: Full Round Action
Duration: 1 Hour
Durability: 1 (Lantern Oil)
Effect: Light reaches out from the Lantern up to 10 Tiles. This light is directional and may be blocked by objects but not characters or units.
This activates all of the Lantern of Anima Conditional Passives as long as you have the Lantern equipped in your Left or Right Hand.
If the Lantern is dealt Durability Damage, the flame is snuffed and the oil is lost. The Lantern will need to be refilled, but no harm actually comes to the Lantern.
Soothing Lantern Light
Conditional Passive
While your Lantern is lit you gain a +20 Outstanding Bonus to Awareness for anything within the light’s reach. This effect works day and night.
While your Lantern is lit, spirits of the dead who are ready to move on are drawn to it.
Each Full Round your Lantern is lit when you enter Dormancy, you gain 1 Lingering Spirit. When you give the Spirit Purpose, it expends its energy and gains passage to the afterlife or a short period of rest.
Any time a death takes place in your Lantern Light, gain a Lingering Spirit if they were an ally, or a Hostile Spirit if they were an adversary.
A maximum of 3 Spirit may be accumulated.
Spirit is used to activate a variety of Actions and Effects. Spirits may also be used in place of accumulating Spiritual Stress.
Story Guide’s Notes: The spirits who follow Lantern Light may be the same supporting characters who return time and time again to the same mediums. There may even be spirits who haunt Lantern Carriers who are not a part of the resource and can not be used as Spirit.
Agility: +1
Mental Endurance: +2
Spiritual Endurance: +3
“There is something about the gentle light of the lanterns which bring spirits. A familiarity from the life once lived. It is said spirits follow lanterns even during the day because to be in between worlds is to live in near total darkness.”