0% found this document useful (0 votes)
378 views6 pages

Dusk Pages

The document introduces 'Dusk,' a module for the LIGHT RPG that allows players to create characters called Shades, who harness Darkness and have unique abilities. It details new classes, powers, and mechanics related to Dusk, emphasizing the struggle against the corrupting influence of the pyramids. Additionally, it outlines the process of becoming a Shade and introduces new weapon types and tags for gameplay enhancement.

Uploaded by

Cheebs
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
378 views6 pages

Dusk Pages

The document introduces 'Dusk,' a module for the LIGHT RPG that allows players to create characters called Shades, who harness Darkness and have unique abilities. It details new classes, powers, and mechanics related to Dusk, emphasizing the struggle against the corrupting influence of the pyramids. Additionally, it outlines the process of becoming a Shade and introduces new weapon types and tags for gameplay enhancement.

Uploaded by

Cheebs
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

An Eclipse module for the LIGHT RPG

DUSK

by Spencer Campbell
AN ECLIPSE DARK GIFTS
The pyramids arrived and brought Creating Darkness
Darkness to our system. They corrupt Dusk Classes have an additional stat:
everything they touch. Not only that, but Dusk. It is tracked the same way as
it seems our Light is dulled in their Health and Light are.
presence.
When creating a Dusk Beacon, you
Something had to be done. follow the rules found in Kindle, with
During a recent excursion inside a the following change:
pyramid, a single Beacon returned, with All Dusk Beacons begin with 2 points of
a “gift.” Dusk, and then split 8 points however
We see it as a corruption, but they claim they’d like between Health, Dusk, and
it is our only hope. Time to fight fire with Light.
fire. All Beacons can learn to wield Dusk, or
These newly formed Beacons, called reinforce their existing pool. If at the
Shades, wield the many forms of end of a Strike, a Beacon has at least 2
entropy. While Beacons strive for points of Dark from dying, they may
growth and light, Shades understand permanently lose those points of turned
the universe is runs on cold, decaying Light and add a Dusk to their character
chaos. sheet.

Dusk is a module for the LIGHT RPG that Wielding the Shadows
introduces three new classes. These Dusk may be spent to:
classes are fueled by Darkness and so • Double the Harm of your attack or
have some changes to how they are Power
played.
• Refill all of your Light
Each class comes with:
You do not need to spend Dusk to use
• Questions to consider when making
your Powers as a Dusk Beacon, the
your character
Light still flows through you.
• New Cast, Tag, and Armor
• New Powers and Perks Dusk cannot be regained from Wells.
When it is spent, it is spent for the
Strike, and recovered when you return
to base.
CRYSTALLIZED ICE COLD
Beacons of Light are naïve in their belief After creating your Shatter, ask your
that we should continue to expand fellow Beacons this question:
beyond our system, out into space. The
• What gives you warmth in these dark
universe is expanding at a rate humanity
days we find ourselves in?
can’t possibly keep up with, and with
that expansion comes the slow, cold The Shatter also gains:
death of it all.
Lock (Tag): Locked enemies cannot
The pyramids and denizens inside know move and take +1 Harm on hit.
this. They feed on stars, taking what
Chiller (Cast): Leave a pulsing ice
little light there is and snuffing it out.
sphere at a Near location. The sphere
You see the space in between. If we can remains for the entire combat, and has
just manage to find the right freezing the Frost Burn effect.
point, we might be able to keep
Frozen Crown
everything as it is. No more senseless
death, no more flying too close to the Chill Out: While wearing the Frozen
sun. Crown, all Pyre rolls you make can
instead be made with Nether.
As a Shatter, you wield the cold reality of
entropy, freezing out your foes and Upgrade: Kill an enemy by rolling a 6
shattering them. while using the Chill Out effect.
+1 Nether
+1 Dusk

SHATTER a frozen end


Pyre: Volt: Nether: Cast
Health: Armor:
Light: Dusk:
Frost Burn (perk): Apply the Lock tag to any enemies that get Close to you.
Icicle (melee): 1 Harm,Close. Locked targets explode, tagging all Close enemies with Lock.
Powers:
• Ice Storm: Summon a swirling storm that no enemy can see through. All Beacons are
immune, and take +1 on their next roll and Harm.
• Snow Globe: Target a location within Near, trapping everyone there in a crystal globe.
Everyone in the globe has the Lock tag and takes 1 Harm every time they act. Globe lasts
until you drop it, but prevents you from using any other Powers while it is up.
• Big Freeze: All Locked enemies take 3 Harm, shattering on death. Any enemies Close to
shattered targets take 1 Harm.
CHAOS DISORDER
The Wardens of the Lighthouse are naïve After creating your Fractal, ask your
in their desire for order. You have seen fellow Beacons one of these questions:
your fellow Beacons look at the Light as
• What exactly is your plan in all of this?
a guiding star, to keep humanity on a
path to a promised Golden Age. The Fractal also gains:
They see patterns where they don’t exist. Split(Tag): Split enemies will attack the
closest character, friend or foe, the next
It is an illusion they put forth so they can
time they act.
sleep soundly at night.
Fracture Line (Cast): Send a line of
Even the Novae of the pyramids are blind
chaotic energy coursing across the
to this reality. They believe in their
battlefield. Roll a d6. Choose than many
cause, their right to snuff out every star
enemies to gain the Split tag.
in the sky. They believe it is their
purpose. Liar’s Visage
They are wrong. Backups: Roll a d6 at the start of a fight.
Every time you take Harm, roll a d6. If
The universe is a swirling and that is less than or equal to your Visage
unpredictable storm. roll, the Harm is negated and the Visage
You are chaos, randomness, and die goes down one value.
disbelief made manifest. Every plan is Upgrade: Use Liar’s Visage to avoid
meant to be broken. Disrupt their Harm 3 time during a Strike.
schemes, break their minds. +1 Cast
+1 Dusk

FRACTAL a vexing end


Pyre: Volt: Nether: Cast
Health: Armor:
Light: Dusk:
Blind Luck (perk): Once per fight, make any action you take critically successful, without
needing to roll.
Mind Knife (melee): 1 Harm, Close, Thrown, applies Split tag.
Powers:
• Mirror: All Harm you and allies would suffer is reflected back to enemies until your next turn.
• Elemental Roulette: Roll a d6. On a 1-2, all Close enemies take Pyre Harm. On a 3-4, all
Near enemies take Moon Harm. On a 5-6, all Far enemies take Nether Harm.
• Thread the Needle: Roll a d6. If the value is between your current amount of Light and Dusk,
you deal 4 Harm to any enemy. If it is equal to your Light or Dusk, deal 2. If it is beyond them,
you take 1 Harm.
DECAY TICK-TOCK
Fires go out. Currents run dry. After creating your Wither, ask your
fellow Beacons one of these questions:
Everything eventually dies because of
one thing: time. • How much time do you think we have
left?
Every being in the universe if fighting for
more of it. The Beacons think they have The Wither also gains:
an infinite amount, because they are
Diminish (Tag): Deals -1 Harm on next
blessed with the Light.
attack.
But the appearance of the Novae, and
Accelerate (Cast): All allies Near you
the death of stars in the galaxy around
move through time rapidly. Each may
us shakes that belief to its core.
take two actions during their next turn.
With the passing of time comes decay.
Rotcloth Raiment
Rot can take many forms. Bodies Siphon: Enemies affected by Time Lock
wasting away, buildings crumbling also gain the Diminish tag.
down.
Upgrade: Kill 3 enemies with the
Stagnant ideologies poisoning minds. Temporal Ammunition effect in a single
Light and Dark have a unified foe, and Strike.
you aim to break it, and wield it. +1 Health
+1 Dusk

WITHER an inevitable end


Pyre: Volt: Nether: Cast
Health: Armor:
Light: Dusk:
Time Lock (perk): When an enemy Harms you, they are frozen in time temporarily
Rust Touch (melee): Close. 0 Harm against organic beings, 3 harm against mechanical.
Powers:
• Age: Target Close enemy ages 100 years in an instant. Must be organic.
• Crumble: The weapons of all enemies Near you crumble into dust.
• Temporal Ammunition: Your next 3 attacks with any weapon apply the Diminish tag in
addition to their normal effects. If you target an enemy that already has the Diminish tag,
they immediately suffer the Age effect.
BECOMING A SHADE
If your players have already created The way to become a Shade is to seek
Beacons, but are interested in having out sources of Dark across the system.
their characters become Shades, then
Where the Novae have lingered, they
they will need to gain access to the gifts
leave behind a corruption that slowly
of the Dark.
warps the area around it.
Typically this is done in one of two ways,
Sometimes, that corruption can seep
though your group may come up with a
into places of extreme importance or
creative alternative to pursue instead.
power for the Beacons.
First, going on a Pyramid Strike can lead
Venture out to one of those sources and
the Beacons into the heart of darkness.
cleanse it. There are rumors that when
Within those cold halls is the source of
you do so, a bit of the Dark will bind with
the Novae’s power, something that the
you, and the transformation into
Beacons can tap into and take if they
becoming a Shade begins.
want to.
No matter what approach you take, do so
Pyramid Strikes are described in the
with caution. There are many in the
Novae module. They involve extremely
Lighthouse who view Shades with
dangerous circumstances, and should
suspicion. Show them you are inevitable.
not be treated lightly.

DARK ARMAMENTS
New weapon types & tags: New legendary weapons:
Sidearm: 1 Harm, Close, Burst Light Drinker
Sword: 2 Harm, Close Sword, 3 Harm, Close, Umbral.
Drink: You may replenish your Dusk
Tags instead of Light when at a Well.
Eclipse: +1 Dusk after getting a kill.
Nova Strike
Fear: Causes others to flee when enemy
Sidearm, 2 Harm, Close, Burst, Fear
is killed with this weapon.
Eruption: +1 Harm to Novae. Novae
Umbral: Deals +2 Harm when you have killed with this weapon erupt and deal 1
no Light. Harm to all Close enemies.

COMING UP
THIS IS AN AUTOMATED DISTRESS SIGNAL. ALL BEACONS…AND SHADES…COME
HOME, I REPEAT COME HOME.
THE LIGHTHOUSE IS UNDER ATTACK.

You might also like