You are on page 1of 16

Spencer Campbell

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
Pyre: Volt: Nether: Cast
Health: Armor:
Light:
Resilient: Reduce all incoming Harm by 1.
Shotgun: 2 Harm, Close, Hip Fire.
Punch: 1 Harm when standing still, 2 Harm at a sprint.
Powers:
• Fire Forge: Hurl 3 hammers, wreathed in flame. Deal 2 Harm each, leaving pools of fire in
their wake.
• Charger: Electricity courses through you. For your next 3 attacks, you run at lightning speed
and double all Harm done at melee range.
• Bubble: A barrier with 10 Health surrounds you and all nearby allies. Attacks cannot go
through the barrier, in either direction.

STALKER a relentless killer


Pyre: Volt: Nether: Cast
Health: Armor:
Light:
Reflexive: Cannot take Harm as a consequence on a 4-5 roll.
Sniper Rifle: 3 Harm, Far, Stationary.
Knife: 1 Harm, can be thrown. You always have a backup knife.
Powers:
• 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.
• Fire Cannon: Fire 3 perfectly aimed rounds, infused with fiery Light. Each deals 3 Harm.
• Voltaic Staff: Replaces your Knife for the rest of the fight. Deal 2 Harm, and reduce damage
of incoming ranged attacks by 1 Harm. Cannot use other Powers while wielding.

WYCH a fount of power


Pyre: Volt: Nether: Cast
Health: Armor:
Light:
Light’s Warmth: Allies near you recover 1 Harm or deal +1 Harm when they act, you choose.
SMG: 1 Harm, Mid, Spray.
Void Grasp: 1 Harm, recover 1 Harm if target dies.
Powers:
• Gravity Bomb: Hurl a massive ball of nether energy. Deal 5 Harm to target and 1 Harm to
everyone nearby.
• 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
equal to your total Light.
STRIKES FUEL
Beacons take part in tactical Strikes, all At the end of a Strike, the Beacons will
across the most dangerous locations across receive a boon for their work. This boon is
the system. A session of Light involves related to the nature of the Strike, and will
completion of a Strike, success or failure. help fuel them for their next dangerous job.
Strikes can involve exploring ruins for tech Below are some considerations for boons:
from the Era of Dawn, fighting back against
-Increase in total Health.
the enemies that would see humanity ended,
or unravel mysteries shrouded in Dark. -Increase to total Light.
One thing all Strikes have in common: They -Increase an Attribute.
are incredibly dangerous.
-New weaponry, perhaps with unique
Here are some ideas for Strikes: abilities and tags.
-A settlement has reached out and requests -In especially rare situations, the conversion
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.
rift in the ruins of a shattered city.
-High ranking members of an enemy force
Expanding the Game
are holding a meeting, perfect for an
ambush. LIGHT is a game that requires fuel as well. It
is designed as a modular system. These are
-Scouts have been returning from their runs the core rules, but there are more releases
with no memory of what they saw. that you may wish to include to expand your
-Beacons have begun to get sick, and the experience with the game.
Light isn’t able to recover them. You do not need to include all of them, or
-Rumors swirl of a Beacon corrupted by an even any of them, if you do not want. I
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
assault, and requires immediate assistance. You can find all of the releases for LIGHT on
gilarpgs.itch.io.
-A war party is entering the system. A
surgical strike against their command will You can also find a printed copy of the core
leave them vulnerable to counterattack. rules on gilarpgs.com/store.

-A tower of Light can be seen on the horizon.


A source of power, or a tear in reality? Shine Bright, you are a Beacon of hope.
-Spires of rot rise from the ground across the
system, and a new foe emerges with them.
Writing & Design: Spencer Campbell
gilarpgs.com, gilarpgs.itch.io
The system is wide, and its needs are many. @GilaRPGs
Get to work, Beacon. Cover art: Beeple (Mike Winkelmann)
Logo: Adam Vass
Vulcan
LIGHT ‘EM UP VULCAN
Guns. Beacons need them. Lots of them. The The Lighthouse has one primary gunsmith,
good news is there is no shortage of them Vulcan, who is responsible for maintaining
across the system. Between the vigilant the city’s armory, and distributing weapons
work of Vulcan, the gunsmith of the city, and to Beacons, members of the Wardens, and
the decoding efforts of the Librarians, anyone else who needs a firearm.
Beacons will find themselves drowning in
As Beacons, you don’t need to worry about
bullets.
currency when it comes to shopping.
A Beacon’s Best Friend Instead, Vulcan uses Bounties, just like the
other factions. Completing these bounties
A gun is made of two parts: the type of gun,
earn favor with the gunsmith, which can be
and its tags.
used to generate new weapons for the
There are 12 different types of gun in Light. Beacons. These bounties aren’t crossed off
Each type of gun has a base damage it deals like typical bounties, but they are available
when it hits, as well as the range that it is to the Beacons at the GM’s discretion.
effective at. Guns may be fired at other
Unlike other factions, the gunsmith doesn’t
ranges, but may not deal as much damage, or
have a clock to fill. Instead, favors with
have the effect the Beacon wants.
Vulcan are traded in directly for Boons. In
The range of a gun is an example of a Tag. addition, Beacons can trade in weapons they
Guns have can have multiple tags, though don’t want for favors, getting 1 favor for each
most guns start with just one or two. tag the weapon has.
Additional tags can be earned by having
Bounties for Vulcan
Vulcan upgrade your weapons. Many tags
are left intentionally vague, and are open to • Get a certain number of headshot kills
interpretation on how to use them in game. • Kills with a particular weapon type
An Arsenal • Using a variety of killing methods in a
Beacons start off with a single gun, but will single Strike
eventually want to carry more. A Beacon can • Collecting data on enemy weaponry
easily carry two guns with them on a Strike. • Bring in Era of Dawn tech parts
If they want, they may bring a third, but doing
so many create complications for them as 1 Favor Gets You
they deal with carrying three bulky weapons. • Replace a weapon tag
Sometimes Beacons will find weapons while • Add a random weapon tag
on a Strike, and want to bring them to Vulcan
to earn favor. If they do, they can decide that 2 Favor Gets You
the weapon is transferred to their ship for • Randomly generated weapon
transport, and they don’t need to worry
• Strips all tags and replaces them with
about carrying it around for the rest of the
random tags
Strike.
3 Favor Gets You
• Custom made weapon. Choose the
weapon type and two additional tags
GUNS TAGS
Generation Process: AOE: Affects multiple targets at once.
1. Determine weapon type, roll 2d6 Backup Clip: Only on Reload weapons. You
don’t have to reload as often.
2. Determine additional tags
Burst: Deals an additional Harm if you roll a 6
3. Give it a name and describe
on the attack.
1-3 4-6
Charge: Must be charged momentarily
1 SMG Hand cannon before firing.
2 Auto rifle Trace rifle
Close: Effective up close.
3 Bow Fusion rifle
4 Scout rifle Sniper Rifle Elemental: Effective against shields.
5 Shotgun Rocket launcher Erupt: Enemies killed with this weapon
6 Pulse rifle LMG explode in the Element used.
Far: Effective from far away.
Additional Tags
Fount: +1 Light after getting a kill.
After determining the weapon type, roll a d6.
If you roll a 5 or 6, the weapon comes with an Hip Fire: +1 Harm when fired with Pyre.
additional Tag, chosen from the list or
Mid: Effective across a short distance.
randomly determined.
Nimble: +1 Harm when fired with Volt.
Base Weapon Stats
Patient: +1 Harm when fired with Nether.
Auto rifle: 1 Harm, Mid
Persistence: Cannot have effect reduced on
Hand cannon: 2 Harm, Close
a roll of 4-5.
Sniper rifle: 3 Harm, Far, Stationary
Ravenous: Increase the Harm by 1 for each
SMG: 1 Harm, Close/Mid, Spray kill during a fight. Resets afterward.
Scout rifle: 2 Harm, Mid/Far Reload: This weapon occasionally requires
time spent reloading.
Trace rifle: 1 Harm, All, Spin Up
Ricochet: Missed attacks can bounce into
Shotgun: 2 Harm, Close
nearby enemies.
Fusion rifle: 3 Harm, Close, Charge
Scoped: +1 Harm if time is spent taking aim.
LMG: 1 Harm, Close/Mid, Spin Up
Spin Up: Deal additional damage the longer it
Rocket launcher: 4 Harm, Mid, Reload, AOE is focused on the same target.
Pulse rifle: 1 Harm, Mid, Burst Spray: Can hit multiple targets within
effective range.
Bow: 2 Harm, Mid/Far, Reload
Stationary: Must be still for a short period in
order to use.
Vengeful: Effective against enemies that
have harmed you.
LEGENDS CRAFT
Legendary weapons are unique pieces of This weapons catalog will get you started
tech that are scattered across the system. with filling your Light game with firearms,
Finding one of these is incredibly rare. They but it isn’t complete. To start, there are
are best suited as the Boon for an especially dozens of other legendary weapons out
dangerous Strike, or after working hard to there waiting to be uncovered, left
gain the great renown with a faction. They abandoned in old ruins or in the hands of
are special in that they have a unique perk to humanity’s greatest enemies.
the weapon, a tag that cannot be found on
In addition, the tag list here helps put
any other gun. These are some of them.
together a base loot pool, but you aren’t
Fang limited to only these weapon types and the
Hand cannon, 2 Harm, Close, Ravenous. tags written.
Devour: Recover 1 Harm when killing an As Beacons find more loot, either through
enemy with Fang. engrams, or as Boons from factions or
JARVIS Vulcan, they will want see the loot pool
Sniper rifle, 3 Harm, Far, Stationary, Scoped. change with time. Work as a table to come up
Aim Assistant: Treat 4-5 rolls as 6s when with new and exciting tags and weapon
taking Nether shots. varieties.

Pathfinder Use rumors of Beacons from eons past who


wielded weapons of terrifying power to
Scout rifle, 2 Harm, Mid/Far, Nimble.
create new perks for legendary weapons.
Run and Gun: +1 to Volt.
Remember, Light is a rules-lite game, so
Thunder
many perks and tags are written to allow for
Auto rifle, 1 Harm, Mid, Hip Fire. some interpretation of their use. Use that
Chain: Deals 1 Harm to everyone that is freedom when considering what tags to
Close to the target. include in the future. Maybe you’ll have a tag
Grenadier that simply makes a weapon “notorious”. No
Fusion rifle, 2 Harm, Close, Charge. mechanical effect, but it sure does make you
Mines: Lays explosives on any surface it hits, wonder. And maybe certain enemies will
detonating with an AOE effect on those near. respond to it when they see it in action...

Shredder Expanding Light


Pulse rifle, 1 Harm , Mid/Far, Burst. This is a module for the Light. If you enjoy it,
Barbs: Whenever an enemy hit by this you can find the core rules, and all of the
weapon moves, they suffer 1 Harm. releases for Light on gilarpgs.itch.io.
Relentless
Bow, 2 Harm, Mid/Far, Reload.
Chain: If you roll a 6 to hit, the target is
chained to you. They cannot move further Writing & Design: Spencer Campbell
away, and you can pull them to you. gilarpgs.com, gilarpgs.itch.io
@GilaRPGs
Cover art: Beeple (Mike Winkelmann)
Lighthouse
HOME WORK
The Lighthouse. The last city of humanity. When working for the factions, the Beacons
Some settlements and bases are scattered take on Strikes that are considered a priority.
across the system, but the Lighthouse is Given the rarity of Beacons, deciding to send
home. a squad of them on a mission is not done so
lightly.
Citizens and Beacons live side-by-side. Most
people look to the Beacons for leadership, Favor & Bounties
but that responsibility is shared across a
Working with a faction will gain the Beacons
small group of factions. These factions keep
favor with that faction. Every time the
the city running, and also keep the Beacons
Beacons complete a Strike for a faction, they
busy with work. Strikes.
gain one favor for that faction. Favor is
Strikes tracked by the four segment clock.
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. take on a Bounty for a faction as well. Doing
The factions of the Lighthouse have their so is optional, but is a great way of gaining
own agendas, and beliefs on what is most even more favor. Beacons can choose a
important to prioritize for the good of the Bounty from any faction before a Strike, not
city. just the one giving them the job.
A Strike can take place anywhere across the Bounties are objectives that either flavor the
system, and Beacons see themselves sent to Strike, or are an additional task the squad
all corner to root out enemy threats, delve must complete while out in the field. Once a
through ruins for tech and resources, and Bounty has been completed, cross it off the
generally keeping the remnants of humanity list, as the faction doesn’t need that done
safe. anytime soon. After all of the Bounties have
been crossed off, they are reset. If the
Factions
Beacons complete a Bounty, they gain an
Some of the factions of the Lighthouse are additional favor for the Strike.
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
Strike always has a reward of some kind (see
Factions have a disposition towards the
Shine Bright for more details), but working
Beacons as well. Those that repeatedly get
for the factions grants the Beacons even
the help of Beacons shower them with
greater Boons. When a faction’s favor clock
Boons, while those ignored may begin to
is filled, the Beacons may choose an
form a grudge.
additional Boon from that faction.
Many of these Boons are single time
upgrades, such as a new tag for weaponry.
Others are ongoing benefits that the
Beacons can use in future Strikes. Once a
Boon from a faction has been chosen, cross
it off the list.
WARDENS
In charge of military operations for the Beacons, and the defense of the city.
They make the difficult call on where to send the immortal guardians. One
member from each class of Beacon is a representative of the Wardens,
ensuring a balanced decision making process.
Bounties Boons
• Take out the enemy forces by ambush • Upgrade existing weaponry with a new tag
• Leave nobody alive • Increased favor with Vulcan
• Gather critical military intel • Robotic frame soldier support for Strikes
• Eliminate a VIP • Emergency evac for combat Strikes
• Kill with a specific weapon or Element • Intel report for combat Strikes
• Defend a location under siege • Highly destructive ordinance for Strikes
• Scout out an opportunity for a future Strike • Medical kits for combat Strikes
• Survive a Strike with no deaths • Warden insignia, and associated authority

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

You might also like