Black Light ICRPG v10
Black Light ICRPG v10
Black Light ICRPG v10
www.BLACKLIGHTRPG.com
Souls to be recognized
Hankerin Ferinale, Victor Diaz, David Lane, Rodger Dean, Dave Thaumavore, Chuck Lemons,
Phillip Lemons, Lon Prater, Alex Alvarez , Greg Kelly, Joe Stirling, Colin Townsend, Cid, Obis-
Faedux, Jason Connerley, Pablo Carapella, Simon Smith, and everyone in the ICRPG community.
It is a game of facing the horrors at the edge Some are consumed by it. Others obtain a
of our existence, and the unspeakable actions glimpse into dark truths. Still others are driven
Agents must take to preserve our fragile veil of mad by what their minds simply cannot process.
reality.
Black Light is about confronting the abyss and
To what lengths will you go to stall humanity’s how it changes your characters. And change they
inevitable end if only for one more day? will.
FIREARMS
SANITY To increase the tension of the game, ammunition
Your Agent’s mind will be assaulted by the is a dwindling resource. Rather than track each
horrors they encounter during their operations. bullet fired, guns are depleted of ammo on an
As they encounter trauma and otherworldly Effort roll of 1-2.
abominations, they stand to lose their Sanity. In
Black Light there are worse things than losing Characters can also use Full-Auto guns to provide
Hit Points. suppressive fire, effectively preventing targets
from taking action.
Read more about Sanity on page 14.
Anytime an Agent is hit by a firearm, a CON
Save is required to avoid losing a turn.
BONDS
Read more about Weapons on page 13.
A Bond represents the most important human
relationships in your Agent’s life. It can be a
specific person (spouse, best friend, sibling) or a
group of people tightly bound to your character
(church group, guys at work, support group). EXPOSURE DIE
Your Bonds can help relieve some of your Sanity e
loss. A d6 counter die portrays how clos
the situation is to public exp osu re.
y
Agent actions alter this die one wa
Read more about Bonds on page 14. or the other.
6 - Containment
BURN OUT 4 - Lo ose ends
Your Agent will develop Disorders during game 2 - The case comes home
play. Accumulate more than 3 Disorders and 1 - Exposure
your Agent must retire from the field due to Burn
Out.
Read more about Expertise on page 10, and Sanity on page 14.
THAT."
OR . MY SC AR S AN D CA LL OUSES ARE TESTAMENT TO
“I’M A SURVIV d elbow grease.
with sweat an
gh an d tu mb le pe op le, Tradesmen earn a living
Hard working rou
TRADESMAN
DERSTANDING.”
“KNOWLEDGE IS KEY TO UN ases.
ist s, Sch ola rs loo k for answers in books and datab
and scient
Adept teachers, doctors,
SCHOLAR
trust th at th ey see
unique drum, Visionaries
ttributes: +2 WIS
*A ve , every NEAR Agent loses
1 SAN.
na ry fa ils a SA N Sa
N Response: When a Visio
*SA er ap y, HUMINT, or any general sk
ills
lt/Re lig ion , Ps yc ho th
xpertise (Choose 3): Occu
*E
IT.”
DE RS TA ND IT , BU T I’L L DO MY DAMNDEST TO STOP
“I MAY NOT UN the unknown with a gun an
d lots of ammo.
ry, Operators explore
Law enforcement or milita
OPERATOR
You may gain additional Expertise during Downtime. Professional Expertise are only available to
their relevant professions.
PROFESSIONAL EXPERTISE
Weapons / Tactics Military-grade weapons and effective small unit tactics.
GENERAL EXPERTISE
Arts / Culture Knowledge of cultural customs, creative creftworks and art forms.
Language A known type, and the ability to translate unknown texts with time.
Strikers are skilled in up-close and personal combat using fists, blades, clubs, or improvised
weapons. However, it’s always recommended to bring a gun to a gunfight.
The Rifleman knows how to use his firearm to deal damage and lay suppressive fire for his
teammates. They are the typical soldier yearning for a firefight.
Signature Item Burst Fire (Choose 1 Weapon, do Gun Effort on up to 3 Targets with HARD roll)
get up close and personal with the enemy due to the fact they don’t like to back down.
The Technician typically wages battle using their technological know-how to inflict damage
upon the enemy.
The Corpsman has made a vow to keep his teammates upright and healthy, while still being a
skilled combatant.
Signature Item Healer’s Ring (Touch an ally with INT, heal 2d4 HP)
Signature Item Black Baseball Cap (Stealth rolls are always EASY)
LIGHT WEAPONS
BRASS KNUCKLES
FIGHTING KNIFE
CLUB, NIGHTSTICK, BAT, OR BATON
Stun for 1d4 Rounds
586 MAGNUM REVOLVER
+1 Gun Effort, Near
GLOCK 19 SEMI-AUTO PISTOL
Near
MP7 FULL-AUTO MACHINE PISTOL
Suppressive Fire, Near
COMBAT AMMO
Combat is handled with Dodge and Block rolls Guns run out of ammo eventually. Roll a 1 or 2
against the room’s Target Number. Agents roll a on Effort and you are out of ammo and need to
Dodge (DEX) Save vs ranged attacks and Block reload. Reloading takes 1 ACTION.
(STR) Save vs melee. Failed saves result in HP
loss.
SUPPRESSIVE FIRE
KNOCKDOWN You inflict no damage however you suppress 1
ACTION from all NEAR targets within line
When an appropriate target or an Agent is hit by of sight who would normally act towards self-
a firearm, they must make a CON Save to avoid preservation, and fail a DEX SAVE. Requires a
being knocked down and losing a turn. reload for your Action on your next turn.
*Be
caught in an ambush
*Witness
multiple deaths or the death of
another Agent
*Reduced
to 2 hit points
*Commit
a morally heinous act
*Any
critically failed Save
*Being
attacked by a supernatural entity
*When
all hope is lost
I N H I S MAW
I REST H I S S A L IVA
IN
CLEANSED L O W O V ER ME
A T H O F LIFE F R E A T F E AST
BRE
F O O D I N HIS G
I AM BUT F M A N K I ND
D E V O U R ING O
THE
l e r ’s E y e s O n l y
Hand
Agent Werner is examining a skeleton with You can track this with a d6 die. The exposure
a non-friendly Medical Examiner. The skel- die might begin at 6 or 5 and, depending on
eton’s limbs are elongated beyond that of Agent actions, count down towards full threat
a normal human and that certainly has the exposure.
ME’s attention.
*6
- Containment: The threat is completely
* 16+, Agent Werner is able to find and secured as is knowledge of said threat
remove the strange metal filament run- *4
- Loose ends: Agent identities, video of
ning along the bones before the ME the threat, supernatural artifacts made
notices public, etc.
* 11-15, both the Agent and the ME find *2
- The case comes home: Phone calls from
the filament, but the ME is weirded out reporters, bonds being visited, a personal
and may need to be swayed to become a haunting, etc
BL-friendly. The Exposure Die is threat- *1
- Exposure: The threat is loose and the
ened. public is full aware
* 1-10, both the Agent and ME find the
filament but the ME decides to call in Exposure can open up interesting opportunity
his peers for an additional look for gameplay as Agents not only have to contend
with containing the main threat, but also
Regardless of the d20 roll, the Agents find the covering their tracks as they do so.
clues and the investigation keeps moving forward.
The tension lies in the complications that arise
from the rolls and the hard choices Agents must
make.
2. FIRST CONTACT
1. Find the unstable test subjects who went missing from a secret lab
2. Investigate why people are found to have an alien metal bonded to their bones
3. Contain the creatures fleeing into a national park from underground caverns
4. Find the group of dead persons working to assassinate a powerful figure
4. RECOVER AN ARTIFACT
1. Deliver the trapped demon to its eternal prison before its minions free it
2. Return a dead god to its rightful place and stop the plague it has created
3. Steal an artifact that is being escorted across country to a mysterious buyer
4. Recover artifacts stolen from a secure black site and find who is responsible
5. RESCUE VICTIMS
1. Find the green-eyed girl before the cult can use her to summon their evil god
2. End the spell encoded in a popular video game which causes players to disappear
3. Find out why viewers of an indie film are going insane
4. Rescue an entire neighborhood trapped in the dream realm
6. INFILTRATE AN ORGANIZATION
1. Find out why an elementary school has produced a large number of serial killers
2. Discover why a brand-new church has rapidly gained tens of thousands of followers
3. Investigate a pharmaceutical company’s new drug that enhances human abilities
4. Look into a Black Light cell suspected of supplying artifacts to another party
9. INVESTIGATE AN EVENT
1. Investigate a fishing vessel on which all crew members became petrified
2. Find the cause of an epidemic disease which causes boils filled with spiders
3. Discover why hundreds of missing persons have suddenly returned tattooed with sigils
4. Find out why a person knows classified state secrets after a new onset of seizures
Determine the underlying truth behind the entire What is happening behind the scenes that will
operation. What is actually happening, why is it impact the operation? How is the threat moving
happening, and what will the end result be if it is towards its own agenda or conclusion?
not stopped? The Agents should never learn this
information quickly, easily, or without great cost. Create a timeline of 6 events that lead from the
hook to a very unfavorable, even catastrophic,
end. The Agents compete with this timeline.
The Hook
An event occured or some information surfaced Threats
that caught the attention of Black Light. Now
they are sending Agents to investigate. Agents are constantly trying to protect against
Exposure, Sanity loss, and Panic. Threaten
Take a mundane event and add a disturbing or them!
supernatural twist.
Will Agents uncover enough clues before their
Sanity erodes, the threat spills out, or the
Cast operation is made public? This question is part of
the tension of Black Light. Have key moments
The Cast are the non-player characters that where you will attack these areas.
Agents interact with during the operation.
The Rooms in your operation are specific scenes On the blog The Alexandrian, Justin Alexander
containing clues or NPCs that the Agents move writes about the 3 Clue Rule which is this:
between as they uncover the mystery.
For any conclusion you want the PCs to
Rooms may be a grisly murder, the medical
examiner’s office, a confrontation with cultists, or make, include at least three clues.
the final reveal at the warehouse. Use multiple clues to help Players connect events
and persons and keep them moving ever forward
through the abyss.
3. HOOK
CAST
4. NAMES AND REMARKS
THREATS
5. EXPOSURE, SANITY AND PANIC
TREATS
6. EVIDENCE, CLUES AND TESTIMONY
[ ] [ ]
[ ] [ ]
ROOMS
8. LOCATIONS, EVENTS, AND ENCOUNTERS
Her parents, Leonard & Ellen Zoborowski, can Leonard & Ellen Zaborowski
be contacted.
After the disappearance of their daughter Lacy,
Leonard fell into alcohol while Ellen began
Regina Blake abusing pills. Leonard does not like to discuss
details of Lacy’s disappearance but Ellen has not
Wife of Maxwell Blake, committed to a mental given up and will cling to anything that resembles
asylum, Hume-Bright Hospital. She will answer an offer of help, no matter how much of a stretch.
questions, but is slow to respond and frequently
loses her train of thought. Information Agents can learn...
*Maxwell
has not been back to visit and
no correspondence has been sent
*Regina’s
stay is paid in full by New Hume
Longevity Center
*She
had no history of mental instability
*They
had been married 13 years
*Maxwell’s
drug use was limited to cocaine
and psychedelics
*Maxwell
was very much into the transhu-
manist movement
The Cavern time and become more ecstatic once the women
are lowered into the pool.
Located beneath the Strawberry church. In the
middle is a large mud pool heated by a hot spring. Hume opens his mouth and a myriad of black
A stone dais is on the far side of the pool. tentacles shoot forth from it. They writhe
through the air and slither on the Mothers before
Information Agents can learn... plunging into the mud pool where they insert
themselves into the women. They tentacles
impregnate the women with queen worms. When
*There
are several car engine cranes on
done, the tentacles retract back into Hume.
the side of the pool attached to a ham-
mock-like seat.
The women are hoisted out of the pool, and
*In
an alcove are several medical gurneys
placed on gurneys and wheeled out of the cavern
to waiting vans where IVs and sedatives are
provided. Once each van has a mother in the
T he itual R back, the vans drive off to deliver them to the
Once the townspeople are in the cavern, they new NHLC facilities.
chant and summon until the pool shimmers, a
rainbow of mixing colors like oil on water. A Hume will preach about “spreading the divinity”
large translucent ethereal worm floats out of the of the worms and that “the earth is ours.” Hume
pool and into the air. The townspeople hold out will the bless the cultists and return to the mud.
their hands into the air and pass this very long The cultists return to Strawberry for a town feast
divine worm from person to person through the and celebration.
entire crowd as they chant and sway and speak in
tongues.
THREATS Detained
The Handler can insert these moments during Law enforcement will approach the Agents
gameplay. (pulled over in car, approach in street, etc) stating
they match description of some suspects. As
they are being questioned, more and more cops
The Phone Call continually show up. They will attempt to detain
the Agents. If handcuffs are put on an agent,
An agent receives a phone call from one of their
it feels as if something wet and slimy wrapping
Bonds to “just check in” but also stating that a
around their wrist, then they feel the steel of the
friend and them will be going to a day retreat at
cuffs. The Agents will only be detained overnight
the local New Hume Longevity Clinic.
and released in morning.
Mud dependent Agents may see something writhe under the skin
of a cultist or an Agent who has bathed in the
If an agent gets into a mud bath, they feel mud.
energized and have 4 temporary hit points for 1d4
days. After that, their max hit points drops to 5.
They feel a growing unease and inability to sleep.
Returning to the mud bath will restore max hp to
10 with 4 temporary hit points.
REMARKS
15. PERSONAL
3. FIELD AGENTS
4. BRIEF
PERSONS OF INTEREST
5. NAME REMARKS (ALIBI / MEANS / MOTIVE / OPPORTUNITY)
REMARKS
8. NOTES AND DETAILS