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.