Professional Documents
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LIGHT Complete Pages
LIGHT Complete Pages
VEIL
Intelligence gathering, spy and infiltration work, and monitoring the greater
threats across the system. Veil operatives keep their association under wraps,
but hire Beacons for particularly dangerous work. Sometimes they need to spy
on citizens of the Lighthouse and its many factions...
Bounties Boons
• Assess the danger of a possible threat • Covert drop off for Strikes
• Collect old data from the Era of Dawn • A lead on a place of power for Beacons
• Plant a tracking device on a crucial VIP • Supply cache left at a key location
• Leave a corrupting file in enemy systems • Acquisition of an illegal item
• Bring in a VIP for questioning • Meeting with a highly sought out VIP
• Eliminate a traitor within our ranks • Forbidden insight on the Dark
• Track down rumors of a place of power • Access to the hidden library
• Unveil a means of granting new Light powers • A temporary Light renewing power source
ROGUES
Not everyone has the Lighthouse’s best interests at heart. Rogues are looking
out for themselves, and need Beacons to handle some of the heavy lifting.
While it isn’t the most honest work, Rogues can pay better than most in the
city, and they have connections you could never imagine.
Bounties Boons
• 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
• Prevent the Veil from discovering a spy • A favor, to be called on at any time
• Check on a safe house that’s gone quiet • Get out of jail free card
• Steal a prototype from the armory • A lead on a place of power for the Dark
• Acquire some Era of Dawn tech • Develop a new weapon tag, custom made
• 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
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
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)
Nemesis
FOES FIGHT
The system was once the playground of Combat in LIGHT does not use an initiative
humanity. Our reach spread wide, and the system, and so enemies do not take turns.
Beacons lead the charge into the unknown Instead, they react and move based on the
dark. A great collapse brought that rolls of the players, and when the GM wants
crumbling down, and now carrion creatures to drive the fight forward and present threats
circle above, waiting to take a bite. to the Beacons.
Alien species from beyond our system covet
the power of the Beacons, and the resources Enemies is a catch-all term for anyone that
of Earth’s once great empire. They have the Beacons may fight. This could be one of
invaded, and begun establishing footholds the many alien species invading the system,
on multiple moons and planets. Each has a spy trying to sabotage the Lighthouse, or
their own plans in motion, though all of them even a fellow Beacon, corrupted by Dark.
would see us destroyed.
Corvus Dominion: Driven by a desire to An enemy is made of three components:
wage war and conquer. Soldiers tower over
Beacons, huge masses of muscle, armor, and Health: The amount of Harm they can take
weaponry. They are coordinated, and prefer before they are dead.
standard warfare tactics over anything else. Weapon(s): Harm dealt, and tags.
Their armor is hammered into the shape of Moves: Actions, reactions, and motivations
plumage to denote rank, and kills. that the GM can use to give the enemies life.
Windswept: Experts in hit-and-run raiding,
these aliens are considered pirates by most
When a Beacon makes an action and fails, or
standards. A fair fight is a last resort, instead
has a complication involved, the GM can use
preferring ambushes and exploiting weak
one of the enemy’s move in response, or
points. Their empire was once greater than
simply react with violence and inflict an
our own, but a calamitous event has since
enemy’s weapon Harm on the Beacon.
scattered them to the winds of space.
Surge: A machine species that acts as a
singular mind, connected across time and Enemies act differently in combat based on
space. It makes surprising them difficult, and what species they are, and what kind of
their efforts are always extremely combatant they are in the ranks. Not all
coordinated. They use reverse terraforming enemies will want to stay in a prolonged gun
to change worlds into a perfectly fight with immortal warriors, and many will
symmetrical simulation. not want to make it a fair fight. GMs should
use the motivations of the enemy factions,
Ruin: Chitinous armor covers these death and the moves of the enemies themselves, to
obsessed aliens. They believe that power make every fight feel different than the last.
comes from killing, and have a strict
hierarchical system in place based on tribute
of pain. Those higher in the ranks appear to
wield arcane powers beyond our
understanding, and hint at a greater power
behind them.
CORVUS WINDSWEPT
Crow Wisp
Massive and mean, they charge forward Disposable foot soldiers, poorly armed.
using boosters on their backs. Health:
Health: Shock pistol: 1 Harm, Close/Mid
Iron rifle: 2 Harm, Mid Moves:
Moves: • Scuttle and scatter
• Charge forward • Set or spring an ambush
• Close the gap • Distract until reinforcements arrive
• Regroup and retaliate
Zephyr
Rook Standard corsair, fires on enemies from afar
Crows that have been given massive, to weaken them before swooping in.
unbreakable projection shields. Health:
Health: Shock rifle: 2 Harm, Far, Reload
Steel shotgun: 3 Harm, Close Moves:
Moves: • Find the high ground
• Activate massive shield • Aim for the weak link
• Hold a position • Seek cover
• Send flying with a shield bash
Rush
Hawk Shock troops meant to ambush a target,
Forgoing firearms and instead wielding creating openings for Wisps to swarm in.
massive steel claws that rend apart flesh. Health:
Health: Scrap blaster: 2 Harm, Close, Spray
Corvus claws: 2 Harm, Close Moves:
Moves: • Activate cloaking technology
• Jet pack relentlessly forward • Sneak up to a Beacon
• Assault from a point of weakness • Ambush a distracted enemy
• Swing claws wildly
Cyclone
Falcon Windswept command, run a ship and the
Field command, armed with explosive crew, but prefer being part of the raid.
weapons and reflective personal shields. Health:
Health: Curved blade: 1 Harm, 2 if done after a
Steel cannon: 2 Harm, Mid, AOE teleport
Moves: Moves:
• Deflect damage with shield • Deflect damage with shield
• Rain down fiery death • Teleport a short distance
• Coordinate a robust attack • Rally the troops
SURGE RUIN
Spark Zealot
Bipedal frames that shift in place, and march Writhing bodies, wracked in agony, blinded,
forward with relentless drive. and thrashing forward with claws out.
Health: Health:
Temporal rifle: 1 Harm, Mid/Far Raking claws: 1 Harm, Close
Moves: Moves:
• Teleport in and out of space • Sprint wildly towards a threat
• Steadily march forward • Rend and tear anything within reach
• Distract from primary purpose • Swarm with overwhelming numbers
Coil Acolyte
Wiry and sharp looking frames, they stare Loyal foot soldiers. They obey commands,
unblinking from a distance before firing. but look for opportunities to ascend.
Health: Health:
Spatial rifle: 2 Harm, Far, Reload Pain pistol: 1 Harm, Close/Mid
Moves: Moves:
• Regenerate health • Duck behind cover for a moment
• Teleport to safe location • Summon an arcane turret
• Line up the perfect shot • Obey commands
Storm Horror
Massive frames with a personal shield. Massive chitinous knights, they are lethal at
Charge forward when the shield is broken. all distances, and regenerate their wounds.
Health: Health:
Causal Hammer: 2 Harm, Close/Mid, AOE Agonizer: 2 Harm, Far, AOE
Moves: Cleaver: 2 Harm, Close
• Deflect damage with shield Moves:
• Teleport next to a Beacon to strike • Summon a protective shield and heal
• Coordinate ordinance attack • Dodge and weave out of harm’s way
• Summon the swarm
Conduit
Floating cannons, with a near invulnerable Seer
shield that rotates around them as they fire. Flying. Pain. Wizards.
Health: Health:
Nether Mortar: 2 Harm, Mid, AOE Arcane blast: 1 Harm, Mid, Burst
Moves: Moves:
• Deflect damage with invulnerable shield • Deflect damage with shield
• Fire multiple mortars at a location • Summon a toxic and debilitating cloud
• Teleport to the middle of a fight • Fly across the battlefield