Light Sources, In General
- Light illuminates 30' for however many people it can accommodate. Others can see but not much else.
- The holder of the light chooses who benefits from it, this must include themselves.
- Anyone not illuminated suffers -2 (-6 if there is no light whatsoever) to do anything that requires eyesight.
Candle
- Provides light for one person
- Lasts for half a session
- Easily extinguished. 1 in 2 chance at the GM's discretion
- Possibility to wear it on your hat. Very likely to go out at important junctures.
Torch
- Provides light for two people
- Lasts for half a session
- Moderately hard to extinguish. If dropped it will go out on a 1 in 3, otherwise continues to provide light.
Lantern
- Provides light for three people
- Lasts for a whole session
- Very difficult to extinguish.
- Must be carefully placed down at the start of a fight. If dropped it may smash (4 in 6) and start a small fire, thus continuing to give light until the end of the drop-causing incident. The enthusiasm of the fire is down to the GM and general logic. Lantern oil isn't napalm (to be written on the character sheet of every player).
Linkboys
- They will carry a light source, which you will provide
- They will not do anything else, unless it aids in keeping them out of harms way.
- If they are taken into harm's way they will require double pay
- If they get injured, pass a morale test or they decide it isn't worth it and go home, taking the light with them
- They do not count themselves for determining how many people are illuminated. They are very good at their job.
Another awesome idea -- I like it!
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