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FACTIONS DECODE

The Lighthouse is home to many factions. During a Strike, the GM might tell the
Those included in these rules are just some Beacons that they found an engram.
of the most influential. As you play Light, you Engrams are typically dropped from
will discover more factions. When you do, powerful foes, or found in remote locations Spencer Campbell
discuss as a table what sort of agenda you during Strikes.
think they have. What kind of work would
An engram is potential. It is a weapon,
they send Beacons to do? And how would
waiting to be made manifest. When returning
they reward them?
to the Lighthouse, the Beacons must decode
Here are some of the factions of the last city the engrams to see what they get. A
of humanity: Librarian, a faction responsible for the
studying of engramic science, can do this.
House of Mortem: Death obsessed cultists.
They believe that in death, there is When decoding an engram, roll to determine
knowledge, and so they study the what it becomes:
reincarnation process of the Beacons
• 1-5: A randomly generated weapon from
carefully.
by Vulcan (see Light: Vulcan).
Knights Scholar: Warrior poets and scholars,
• 6: A legendary weapon from Vulcan.
they ascribe to the belief that knowledge is
power. Cataloging the strange phenomenon There are rumors that the Librarians are
found across the system drives them. working on methods for decoding engrams
into other things. Pieces of armor and tech
Pax Eterna: Keepers of the peace in the
that can grant great power and abilities to
Lighthouse. Overt police force, but also
the Beacons who wield them.
undercover agents rooting out Darkness.
The Guild: The spacing guild, and
responsible for maintaining the fleets and Expanding Light
trade routes between the few remaining
This is a module for the Light. If you enjoy it,
human settlements in the system.
you can find the core rules, and all of the
The House: Responsible for the regulation of releases for Light on gilarpgs.itch.io.
infrastructure and government in the
Lighthouse, what little there is. While they
are not the official rulers of the city, they Shine Bright, you are our Beacon of hope.
tend to act like it.
Visionaries of War: An order of war-focused
scientists. They believe that all things begin
and end in war, and strive to be prepared.
Vulcan: The gunsmith of the Lighthouse.
Responsible for maintaining the city’s
Writing & Design: Spencer Campbell
armory and distributing weapons. See Light:
Vulcan for more details. gilarpgs.com, gilarpgs.itch.io
@GilaRPGs
Cover art: Beeple (Mike Winkelmann) LIGHT: Lighthouse
HOME WORK WARDENS
In charge of military operations for the Beacons, and the defense of the city.
The Lighthouse. The last city of humanity. When working for the factions, the Beacons They make the difficult call on where to send the immortal guardians. One
Some settlements and bases are scattered take on Strikes that are considered a priority. member from each class of Beacon is a representative of the Wardens,
across the system, but the Lighthouse is Given the rarity of Beacons, deciding to send ensuring a balanced decision making process.
home. a squad of them on a mission is not done so Bounties Boons
lightly. • Take out the enemy forces by ambush • Upgrade existing weaponry with a new tag
Citizens and Beacons live side-by-side. Most
• Leave nobody alive • Increased favor with Vulcan
people look to the Beacons for leadership, Favor & Bounties
• Gather critical military intel • Robotic frame soldier support for Strikes
but that responsibility is shared across a
Working with a faction will gain the Beacons • Eliminate a VIP • Emergency evac for combat Strikes
small group of factions. These factions keep
favor with that faction. Every time the • Kill with a specific weapon or Element • Intel report for combat Strikes
the city running, and also keep the Beacons
Beacons complete a Strike for a faction, they • Defend a location under siege • Highly destructive ordinance for Strikes
busy with work. Strikes.
gain one favor for that faction. Favor is • Scout out an opportunity for a future Strike • Medical kits for combat Strikes
Strikes tracked by the four segment clock.
• Survive a Strike with no deaths • Warden insignia, and associated authority
Strikes can take on a number of different Prior to the Strike, the Beacons may opt to
forms, depending on who is giving the work.
The factions of the Lighthouse have their
take on a Bounty for a faction as well. Doing
so is optional, but is a great way of gaining
VEIL
Intelligence gathering, spy and infiltration work, and monitoring the greater
own agendas, and beliefs on what is most even more favor. Beacons can choose a
threats across the system. Veil operatives keep their association under wraps,
important to prioritize for the good of the Bounty from any faction before a Strike, not
but hire Beacons for particularly dangerous work. Sometimes they need to spy
city. just the one giving them the job.
on citizens of the Lighthouse and its many factions...
A Strike can take place anywhere across the Bounties are objectives that either flavor the Bounties Boons
system, and Beacons see themselves sent to Strike, or are an additional task the squad • Assess the danger of a possible threat • Covert drop off for Strikes
all corner to root out enemy threats, delve must complete while out in the field. Once a • Collect old data from the Era of Dawn • A lead on a place of power for Beacons
through ruins for tech and resources, and Bounty has been completed, cross it off the • Plant a tracking device on a crucial VIP • Supply cache left at a key location
generally keeping the remnants of humanity list, as the faction doesn’t need that done • Leave a corrupting file in enemy systems • Acquisition of an illegal item
safe. anytime soon. After all of the Bounties have • Bring in a VIP for questioning • Meeting with a highly sought out VIP
been crossed off, they are reset. If the • Eliminate a traitor within our ranks • Forbidden insight on the Dark
Factions
Beacons complete a Bounty, they gain an
• Track down rumors of a place of power • Access to the hidden library
Some of the factions of the Lighthouse are additional favor for the Strike.
• Unveil a means of granting new Light powers • A temporary Light renewing power source
described here. Their agendas are alluded
Boons
to, but you may find they change as Beacons
complete more Strikes for them. Boons are rewards at the end of Strikes. A ROGUES
Strike always has a reward of some kind (see Not everyone has the Lighthouse’s best interests at heart. Rogues are looking
Factions have a disposition towards the
Shine Bright for more details), but working out for themselves, and need Beacons to handle some of the heavy lifting.
Beacons as well. Those that repeatedly get
for the factions grants the Beacons even While it isn’t the most honest work, Rogues can pay better than most in the
the help of Beacons shower them with
greater Boons. When a faction’s favor clock city, and they have connections you could never imagine.
Boons, while those ignored may begin to
is filled, the Beacons may choose an Bounties Boons
form a grudge.
additional Boon from that faction. • Smuggle some contraband to a location • Era of Dawn weapon tech
• Collect a relic of the Dark, for research... • A sizable amount of currency, life changing
Many of these Boons are single time
upgrades, such as a new tag for weaponry. • Prevent the Veil from discovering a spy • A favor, to be called on at any time
Others are ongoing benefits that the • Check on a safe house that’s gone quiet • Get out of jail free card
Beacons can use in future Strikes. Once a • Steal a prototype from the armory • A lead on a place of power for the Dark
Boon from a faction has been chosen, cross • Acquire some Era of Dawn tech • Develop a new weapon tag, custom made
it off the list. • Bring back some enemies, alive • Access to Rogue safe houses in the system
• Test out a new tech project in the field • A shard of Dark, and all the power within

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