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SHINE BRIGHT 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.

Fueling a Beacon Combat


Beacons improve by going on Strikes (see There is no initiative, and enemy combatants
back). At the end of a Strike, the Beacons will do not take turns. Enemies react to the
receive some boon for their work. These actions and rolls of Beacons, and make
boons can come in the form of more Health, moves based on their characteristics and
Light, Weapons, and even new Powers. what fits the fiction.
COLOSSUS an unbreakable wall STRIKES FUEL
Pyre: Volt: Nether: Cast Beacons take part in tactical Strikes, all At the end of a Strike, the Beacons will
Health: Armor: across the most dangerous locations across receive a boon for their work. This boon is
Light: the system. A session of Light involves related to the nature of the Strike, and will
Resilient: Reduce all incoming Harm by 1. completion of a Strike, success or failure. help fuel them for their next dangerous job.
Shotgun: 2 Harm, Close, Hip Fire.
Punch: 1 Harm when standing still, 2 Harm at a sprint. Strikes can involve exploring ruins for tech Below are some considerations for boons:
Powers: from the Era of Dawn, fighting back against
-Increase in total Health.
• Fire Forge: Hurl 3 hammers, wreathed in flame. Deal 2 Harm each, leaving pools of fire in the enemies that would see humanity ended,
their wake. or unravel mysteries shrouded in Dark. -Increase to total Light.
• Charger: Electricity courses through you. For your next 3 attacks, you run at lightning speed One thing all Strikes have in common: They -Increase an Attribute.
and double all Harm done at melee range. are incredibly dangerous.
• Bubble: A barrier with 10 Health surrounds you and all nearby allies. Attacks cannot go -New weaponry, perhaps with unique
through the barrier, in either direction. Here are some ideas for Strikes: abilities and tags.
-A settlement has reached out and requests -In especially rare situations, the conversion
STALKER a relentless killer support against incoming alien raids. of a Dark back to a Light.
-Nether energy has been leaking through a -New Powers, or upgrades to existing ones.
Pyre: Volt: Nether: Cast
rift in the ruins of a shattered city.
Health: Armor:
Light: -High ranking members of an enemy force
Expanding the Game
Reflexive: Cannot take Harm as a consequence on a 4-5 roll. are holding a meeting, perfect for an
Sniper Rifle: 3 Harm, Far, Stationary. ambush. LIGHT is a game that requires fuel as well. It
Knife: 1 Harm, can be thrown. You always have a backup knife. is designed as a modular system. These are
-Scouts have been returning from their runs the core rules, but there are more releases
Powers:
with no memory of what they saw. that you may wish to include to expand your
• Tether: All enemies close to target location are immobilized, wrapped in nether bonds. They
cannot move, and take +1 Harm on the next attack targeting them. -Beacons have begun to get sick, and the experience with the game.
• Fire Cannon: Fire 3 perfectly aimed rounds, infused with fiery Light. Each deals 3 Harm. Light isn’t able to recover them. You do not need to include all of them, or
• Voltaic Staff: Replaces your Knife for the rest of the fight. Deal 2 Harm, and reduce damage even any of them, if you do not want. I
of incoming ranged attacks by 1 Harm. Cannot use other Powers while wielding. -Rumors swirl of a Beacon corrupted by an
ancient weapon, and they’re killing our kind. encourage you to explore the world, and the
system, to the scope that fits your table.
-The city’s ancient AI system is under
WYCH a fount of power assault, and requires immediate assistance. You can find all of the releases for LIGHT on
gilarpgs.itch.io.
Pyre: Volt: Nether: Cast -A war party is entering the system. A
surgical strike against their command will You can also find a printed copy of the core
Health: Armor: rules on gilarpgs.com/store.
Light: leave them vulnerable to counterattack.
Light’s Warmth: Allies near you recover 1 Harm or deal +1 Harm when they act, you choose. -A tower of Light can be seen on the horizon.
SMG: 1 Harm, Mid, Spray. A source of power, or a tear in reality? Shine Bright, you are a Beacon of hope.
Void Grasp: 1 Harm, recover 1 Harm if target dies.
Powers: -Spires of rot rise from the ground across the
• Gravity Bomb: Hurl a massive ball of nether energy. Deal 5 Harm to target and 1 Harm to system, and a new foe emerges with them.
Writing & Design: Spencer Campbell
everyone nearby.
gilarpgs.com, gilarpgs.itch.io
• Solar Well: You and all nearby allies recover all Harm. Allies recover 1 Light.
• Arc Storm: Cast chain lightning from your hands, dealing 1 Harm to a number of targets The system is wide, and its needs are many. @GilaRPGs
equal to your total Light. Get to work, Beacon. Cover art: Beeple (Mike Winkelmann)
Logo: Adam Vass

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