DirtyRotten.Games

Create Your Agent

In Black Light, you play an Agent of an (ancient order/government agency/secret society) pledged to stand at the veil between our reality and the realms of cosmic and infernal forces and to preserve our world if just for one more day. However, these forces are equally desperate, striving to cross over, hungry and insatiable, and want to make you an agent of their own. Most Black Light Agents are doomed in one manner or another, but their drive compels them to this life of bleak guardianship.

To create your Agent, you can simply choose your favorite option, or roll a black die and light die to select at random.

Step 1. Roll Your Background

Your character had a life prior to Black Light. Roll or choose a background. Your background can increase the odds of success when taking action.

See [[BL Backgrounds]]

Step 2. Choose Skills

Skills represent things your Agent is particularly good at. Distribute 8 points over your Skills. For Expertise, spend a third point on the Skill and note the area of Expertise.

See [[BL Skills]]

Step 3. Note Stress and Burdens

Stress tracks the toll of the job on your Agent. Every Agent begins with 1 Stress, to a maximum of 6. Burdens measure your worldly obligations, and how much Gold you must gather before returning home from an assignment. Your Burdens start at 1. Your Void cannot be reduced below your starting Void.

Step 4. Choose Talents ... ???

Talents are special traits or abilities of your Agent, sometimes bordering on the incredible. Choose up to 3 Talents, if you wish, but increase your Void by 1 for each.

See [[BL Talents]]

Step 5. Define Your Drive

Your Drive is the reason you are an Agent that faces unspeakable horrors. Roll your Drive.

See [[BL Drives]]

Over the course of the game, you will collect currency (measured in Gold), some of which can be stashed in your Cache in support of your Drive. When you've saved 50 Gold in your Cache, you achieve your Drive and can retire your Agent from the field. Start with 0 Cache.

Step 6. Define Bonds

Bonds are the relationships you have with the most important people in your life - your spouse, children, mentor, or group. Define a Bond in your Agent's life.

See [[BL Bonds]]

Step 7. Roll Equipment

**Roll for your Field Equipment and Combat Gear.*** For each piece of Combat Gear you choose, increase your Burdens by 1.

See [[BL Equipment]].

Step 8. Finishing Touches

Finally, decide on a Name for your Agent, and select a few evocative words to describe your Look.

Backgrounds

not sure on this. Skills provide the +D... do we need another method to do so?

Skills

Skills represent things your Agent is particularly good at. For each +, add a light die to your roll if the Skill would make your action easier. Expertise does not add a die to your roll but allows you to trade a light die for greater effect. Expertise can only be gained once you have 2 + in the Skill.

Talents

Talents are special traits or abilities of your Agent, sometimes bordering on the incredible.

Needs work

Drive

Drive is the reason you risk your life and mind against the Void. Over the course of the game you will uncover Clues, some of which can be preserved in your File in support of your Drive. When you have gathered 50 Clues in your File, you achieve your Drive and can retire.

Many of these Drives refer to individuals, items, and locations that are not explained. It is up to the player to create an explanation, either during character creation or during the course of the game.

Dice Drive
1 1 Acquire Malachi's Tears before its too late
1 2 Attend Lady Miru's Forbidden Festival
1 3 Become a ranked Magus of Kima
1 4 Break the curse on your sibling's soul
1 5 Bring justice to the Butcher of Vindora
1 6 Clear your father's name from the Stone of Steam
2 1 Collect the final notes to Hormandur's Song
2 2 Destroy the works of Lepoldo the Profane
2 3 Earn the respect of the Council of Drakes
2 4 Earn a seat at your family's table
2 5 Establish an order to protect your deity
2 6 Find the resting place of Trillois the Debauched Dwarf
3 1 Free your brother from Kepler's Keep
3 2 Find the artifact that reveals the senator's true nature
3 3 Greet Princess Mija when she next returns
3 4 Hear the Song of the Forbidden Apia
3 5 Inscribe your mother's name in the Azure Archives
3 6 Locate the gem that haunts Lima's dreams

Bonds

Who do they care for most?

Equipment

Field Equipment

All Agents begin with a smartphone, flashlight, and basic spending cash. You can carry six items in your bag, but when rolling your equipment you only get three items. The other three slots? You may be foolish enough for Black Light but you are not so foolish as to go unprepared. When you rummage in your bag and have open slots, you can pick any item from the Additional Equipment table and note it in an open slot.

Light/Dark 1-2 3-4 5-6
1 Netting, made of metal
Jars, lead (6)
Magnet
Magnifying glass
Harmonica
Jar of hot sauce
Iron spikes (12)
Mallet
Lighter
2 Bag of hard candy (12)
Skinning knife
Trenchcoat
Twine (300')
Bar of soap
Rubber mask, monstrous
Stun baton
Duct tape roll
Multi-tool
3 Chalk, 3 colors (12 uses)
Forcible entry tool
Caltrops (24)
Bottle of fine whiskey
Goggles
Whistle
Chain (24')
Handcuffs
Deck of cards
4 Holy water (heals 1 Void)
Glowsticks (6)
Bear spray (3 uses)
Hunting trap
Fire Extinguisher (3 uses)
Reflective safety vest
Flares (12)
Mirror
Perfume (6 uses)
5 Bag of marbles (24)
Epoxy (6 uses)
Old book (mysterious)
Collapsible traffic cones
Grease (6 uses)
Dice (6 normal, 3 trick)
Ashes of your grandmother
Book (blasphemous)
Shovel
6 Bag of beef jerky
Lockpick set
Stuffed animal
Grappling hook
Rope (120')
Binoculars
Evidence bags (6)
Numbing herbs (3 uses)
Audio recorder

Combat Gear

You must have a weapon to participate in a Combat Roll. Add 1 to your Burdens for each item you choose.

Armor Weapon Weapon
Ballistic helmet Machete Throwing knives
Reinforced leather jacket Billy club Flashbang grenade (2)
Ballistic vest Sword cane Slingshot and shot
Kevlar gloves Light carbine rifle Curved ritual knife
Full body armor (heavy) Samurai sword Pump-action shotgun
Chainmail shirt Incendiary grenades (2) Semi-automatic pistol
Riot shield (heavy) Combat knife Collapsible baton
Gas mask Small revolver pistol Hunting rifle with scope
Fireproof suit Tomahawk Blowgun
Ancient amulet Whip Folding knife
Fragmentation grandes (2) Punch dagger
Submachine gun Large caliber revolver

Additonal Equipment

Pick (or roll) for any item when you rummage in your bag.

Die Item Item Item
1 1 Cutting torch Vehicle lock bypass Night vision goggles
1 2 Sledgehammer Tarp Zip-ties
1 3 Disguise kit Head lamp Ball bearings, metal
1 4 First aid kit (3 uses) Glass cutting tools Bolt cutters
1 5 Chain and lock Forgery kit Animal feed
1 6 Rope & pulley Tar (3 uses) Fine suit
2 1 Holy symbol Tarp, large Bucket, 5-gallon
2 2 Tent, 2-person Body bag Laptop
2 3 Directional microphone Electrical tools Fake ID
2 4 Ear-piece communications Fiber optic scope GPS tracker
2 5 HAZMAT suit Audio jammer Net
2 6 Toolbox Body camera Crowbar
3 1 Evidence collection kit Jumper cables & box Ladder, collapsible

How to Play

Black Light is a roleplaying game played with friends and dice. Recruit a group of friends and one of you, The Handler, prepares an incursion (adventure) for the rest to explore and engage with. Ask questions, describe what your character is doing, roll some dice, maybe panic and even die.

Player Principles

These principles are your guidelines for playing Black Light. Keep these three principles in mind and try to match your actions to them.

You are now equipped with the basics to handle most elder gods, mad mystics, and infernal hordes. Beyond this, you and your Handler will collaboratively create rulings that work best for your table.

What's Needed to Play

Rolling Dice

Light dice and black dice....

Hunt Rolls

Whenever you have a question about the world, you make a Hunt Roll. It's the pulsing heart of Black Light and nearly all other actions flow from it. Your Hunt Roll is also how you collect a meta-game currency called Hunt Tokens, detailed below.

Say how you are exploring your environment and what you hope to learn, then gather 6-sided dice:

Roll the dice. If your highest die is a:

1: You lose all your Hunt Tokens and immediately encounter something terrible. 2-3: You immediately encounter something terrible. 4-5: You gain one Hunt Token, and something ominous approaches. 6: You gain one Hunt Token.

The information you learn from your exploration is independent of the results of your roll. The Handler will provide details based on the actions you took and your specific questions, not how well you roll.

Hunt Tokens

Hunt Tokens are a meta-game currency that allows players some narrative control. Spend 1 token to find 1 Gold. Spending 3 tokens allows an Agent to accomplish a goal. This may be a set goal, but can be any goal so long as all agree. Tokens are gained and lost individually, but can be pooled as a group. If an Agent dies, they tokens can be collected as Gold by their companions.

Action Rolls

Most things you want to do just happen. If there's risk involved then The Handler will ask for an Action Roll.

Say what action you're taking and what you hope will happen. The Handler and other players will state what could possibly go wrong. Then gather your dice.

Roll the dice. If your highest die is a:

1-3: You fail, and things get worse. The Handler describes how. The Handler may also allow you to succeed, while things get worse in some other way. 4-5: You succeed, but there's a complication. The Handler describes the complication, and you describe your success. 6: You succeed. Describe your success.

In addition to the results above, if any black die rolls a 1, you make a Panic Roll. If you are performing a Ritual or acting against another Player and your highest die is a black die, mark 1 Void.

The Dark Truth: When black and light die are tied, the black die is considered the highest.

Modifying Your Action Roll

Pushing Your Action

If you're unhappy with the result and you did not Panic or mark Void, you can Push your action. Mark 1 Stress, and make your Action Roll again.

Devil's Bargains

Agents often press their luck at a chance to preserve the world for one more day, with the cost of failure ever looming over their lives. When you gather dice to make your Action Roll, The Handler or any other player can offer you a bonus light die if you accept a Devil's Bargain. Common Devil's Bargain include:

The Devil's Bargain occurs regardless of the outcome of the Action Roll. You make the deal, get the bonus die, and you pay the price.

Assisting an Action

You may help another player with their Action Roll.

Stress and Panic

Facing cosmic and eldritch entities, infernal demons, and unnatural horrors strain a person's nerves and mind. Stress tracks this toll on your Agent and can help you succeed with your Action Roll but can also cause you to Panic. The higher your Stress the more likely each outcome.

How Do I Gain Stress?

You gain Stress when you push your Action Roll, or when you fail a Stress Roll. You may also encounter an entity or location that automatically gives you Stress. Your maximum Stress is 6. If you reach 6 Stress, take a Trauma and clear all Stress.

When to Make a Stress Roll

When you face unsettling scenes, items, or individuals your composure will be tested and you will need to make a Stress Roll. Make a Stress Roll whenever one of the following occurs:

Making a Stress Roll

To make a Stress Roll, roll a single d6. If it is higher than your current Stress then mark 1 Stress.

When to Make a Panic Roll

Stress, when properly channeled, can be beneficial. But if tension gets too great, you need to see if you can keep your cool. Make a Panic roll whenever one of the following occurs:

Making a Panic Roll

To make a Panic Roll, roll a d6 and add your current Stress. Look up your result on the Panic Table.

1-6 : You keep your cool. 7 : Twitch. Gain 1 Stress. All near allies gain 1 Stress. 8 : Shaken. Take the Shaken as Level 1 Harm until you clear your Stress. 9 : Freakout. Clear all Stress, all near allies make a Panic roll. 10 : Diminished. Your confidence is lost, clear 1 point from a Skill. 11+ : You gain a Trauma, clear all your Stress and all near allies gain 1 Stress.

Trauma

Your roll on the Panic Table, or reaching a maximum of 6 Stress, may leave your Agent severely impacted with Trauma. Choose an appropriate Trauma for the fiction, taking each Trauma only once. How Trauma impacts your Agent during gameplay is up to the player.

An Agent can take only 4 Traumas before they are no longer fit for the field. When your character takes their fourth Trauma, use the spotlight to give your character a memorable exit.