Light Levels

Light Void:

  • The darkness is absolute, even magic light does not work here. Only beings naturally able to see in any light level can see, all other beings are considered blind.

  • After 5 minutes, sensory deprivation has a chance to cause characters to hallucinate. Each rotation, each character must make an SR 2 Intellect roll, and on failure they gain the Insanity and Horrified status effects. The SR increases by 2 each rotation.

  • Sneaking always succeeds.


Pitch Dark:

  • There is no light.

  • After 15 minutes, sensory deprivation has a chance to cause characters to hallucinate. Each rotation, each character must make an SR 1 Intellect roll, and on failure, they gain the Insanity and Horrified status effects. The SR increases by 1 each rotation.

  • Sneaking always succeeds


Darkness:

  • This is a moonless night or lightless room.

  • There is light, but not enough for most races to see unaided.

  • Anyone that cannot see in darkness is considered blind.

  • Anyone sneaking gains +6 to all sneak rolls.


Dim Light:

  • A moonlit night.

  • Most races can see but not well.

  • Anyone that cannot see in Dim light has -2 to all Cognition rolls.

  • Anyone sneaking gains +3 to all sneak rolls.


Normal:

  • This is the brightness of a normal day with the sun out.


Bright Light:

  • This is the brightness of direct sunlight on a summer day.

  • You cannot sneak in areas of bright light and creatures sensitive to light are blinded.


Brilliant Light:

  • The light is intense.

  • Anyone without protection is blinded for 1 rotation and dazed for 3 rotations upon entering the lit area.

  • You cannot sneak in areas of Brilliant light.


Searing Light:

  • The light is so bright anyone without protection from it is blinded and anyone not wearing armor takes D6 damage per rotation that ignores DR.

  • This damage cannot be avoided and increases by D6 each rotation that they are not covered.

  • You cannot sneak in areas of Searing light.


Light Sources

Rush Candle - Poor:

A piece of Rush soaked in animal fat. It burns easily and provides a cheap source of light.

It burns for 10 minutes and makes a 10 ft() area of dim light.


Rush Candle:

A piece of Rush soaked in animal fat. It burns easily and provides a cheap source of light.

It burns for 30 minutes and makes a 10 ft() area of dim light.


Rush Candle - Quality:

A piece of Rush soaked in animal fat. It burns easily and provides a cheap source of light. The quality is variable, and the process is unchanged making even nice Rush Candles cheap and easy to make.

It burns for 1 hour and makes a 15 ft() area of dim light.


Candle - Poor:

A cheap tallow candle.

It burns for 30 minutes and makes a 10 ft() area of dim light.


Candle:

A simple tallow candle

It burns for 30 minutes and makes a 15 ft() area of dim light.


Candle - Quality:

A fine tallow candle

It burns for 1 hour and makes a 15 ft() area of dim light.


Small Fire:

A small fire that takes up a single square. It is mostly coals and casts minimal light, but lasts a long time.

It burns for 6 hours and makes a 15 ft() area of dim light.


Campfire:

A medium sized campfire that takes up a single square. It is stocked with fresh wood and burns bright and warm.

It burns for 1 hour and makes a 40 ft() area of normal light and a 15 ft() area of dim light beyond that.

When it burns out it becomes a Small Fire.


Bonfire:

A large fire that takes up a 2x2 area. It burns brightly for hours without additional fuel.

It burns for 4 hours and makes a 5 ft() area of bright light, a 60 ft() area of normal light beyond that, and a 40 ft() area of dim light beyond that.

When it burns out it becomes 4 campfires.


Bonfire - Huge:

A massive fire that takes up a 3x3 area. It burns brightly for several hours without additional fuel.

It burns for 3 hours and makes a 15 ft() area of bright light, a 80 ft() area of normal light beyond that, and a 60 ft() area of dim light beyond that.

When it burns out it becomes a Bond Fire.