For torches, I would suggest forgoing TokenCondition. I simply have the character token emit the light and apply a torch token marker. What you are asking could be done (having the other token follow the original, but on a different layer). The Bump script does this, for instance. You are likely to run into some issues with token behaviors that change depending on layer. GM layer tokens don't affect dynamic lighting, and a lot of scripts like FX generators assume a default layer). It can be done, but it would likely require a non-trivial amount of tweaking to more than one script.