LIGHT Core Rules
LIGHT Core Rules
LIGHT Core Rules
You are a Beacon, an immortal guardian Play is a conversation, between Beacons and
infused with incredible power. You shine the GM. The GM presents situations, threats,
bright, a swirling mix of Pyre, Volt, and and challenges, while the Beacons answer
Nether energies. As long as you have Light in them. Most action is resolved through
you, you refuse to die. conversation. Dice are rolled when a Beacon
acts, and there is risk.
Gather your squad and strike out into the
dark. There are ruins to explore, threats to Beacons describe their action, and decide
fight back, and mysteries to unravel. which Element best describes the approach.
They roll a number d6 equal to the Element,
Shine bright, brave guardian.
taking the highest roll. If they have a 0, they
roll 2d6 and take the lower result.
A Beacon is many things. • 1-3: Failure, with a consequence
• 4-5: Success, reduced effect or with a
Elements: Approaches for acting. consequence
• 6: Success, with no consequence
Pyre: powerful, emotional, sweeping
Beacons can mark a point of Light to:
Volt: reactive, quickly, effective
• Reroll a roll
Nether: methodical, practiced, surgical • Activate a Power
• Resurrect with full Health
Health: The amount of Harm you can take
before dying.
Health & Harm
Light: A resource of great power, and what When Harm is done, it is subtracted from
keeps you from final death. Health. Enemies with 0 Health are dead. If a
Perk: Talent unique to that class of Beacon, Beacon drops to 0 Health, they resurrect. Fill
specialized training. in a box of Light, creating a Dark, and return
Weapons: A ranged and melee weapon, with to full Health. If they have no more Light,
Harm dealt and descriptive tags. they give their final death. Health and Light
reset at the end of the Strike, and Dark is
Powers: Incredible feats unique to the reverted back to Light.
Beacon, only possible because of the Light.
Dark
Lighting a Beacon
Every point of Dark adds a die to all rolls. If
First, choose a class. All Elements start with the Dark die is the highest roll, the Beacon
a value of 1. Spend 4 points on Pyre, Volt, takes 1 Harm, but also increases the result
and Nether. No Element may have more than one step (e.g. 1-3 becomes a 4-5). A 6
3 points during the lighting. becomes critically effective.