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This game requires


Index Card RPG CORE
or Quickstart rules.
www.runehammer.online
t h in g in the world,
merciful the human
The most a b il it y o f
I think, is
the in
it s c o n t e nts. Some
in d t o c o r relate all o f di ssociated
m t h e r
cing toge terrifying
day the pie n u p s u c h
will ope r frightful
knowledge a n d o f o u
eality, l either
vistas of r w e s h a l
o s it io n t h erein, that ion or flee from
p e revelat
go ma d f r o m t h
c e a n d s a fety of
l ig h t in t o the pea
the
rk Age.
a new Da
ft
HP Lovecra

www.BLACKLIGHTRPG.com
Souls to be recognized
Hankerin Ferinale, Victor Diaz, David Lane, Rodger Dean, Dave Thaumavore, Chuck Lemons,
Phillip Lemons, Lon Prater, Alex Alvarez , Greg Kelly, Joe Stirling, Colin Townsend, Cid, Obis-
Faedux, Jason Connerley, Pablo Carapella, Simon Smith, and everyone in the ICRPG community.

Black Light for ICRPG written by Mark Eckenrode


Published by Markside Games. Copyright 2020 Markside Games.
Cover art and page design by Runehammer Games.
All pages of this book may be reprinted for personal use. Any other use is prohibited.
The ICRPG logo is trademark of Runehammer Games.

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TABLE OF CONTENTS
Version 1.0 Introduction 5
Four Uncaring Truths 6
ICRPG Differences 7
Creating an Agent 8
Professions 9
Expertise 10
Tactical Classes 11
Starter Loot 12
Weapons & Combat 13
Sanity & Bonds 14
Disorders 15
Panic 16
Downtime 17
Being the Handler 20
Running an Operation 22
Creating An Operation 24
The Operation 26
OPERATION:
Rubber Starlight 29
Black Site Items 36

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Andrea DellAsta (order #25011275)


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INTRODUCTION
There is a veil that exists between the realms
of human experience and the mind-shattering
truths of an uncaring cosmos. Dark demons and
cosmic terrors, birthed before creation, lurk on
this edge of space and time. They wait and they
are hungry.

It is up to the shadowy Agents of Black Light to


hold that veil, to limit the encroachment of these
forces of darkness upon our human existence.

As an Agent you are a member of a sleeper cell


acting outside of institutional oversight. You lead
what people consider a normal life until activated
by your Handler for a Black Light Operation.

When you receive your orders, the mission is


always the same.

1. Investigate. Determine if there was


supernatural involvement.
2. Stop the threat. Neutralize supernatu-
ral threats at all costs.
3. Minimize exposure. The truth is not im-
portant, disinformation is.
4. Secure all evidence. All traces must be
destroyed or secured. Witnesses included.

For Black Light Agents, standing at the threshold


often comes at deep personal costs. The loss of
life, limb, and sanity are commonplace risks for
facing which are beyond our human reasoning.
But the world can go on for one more day.

The end is near. You have your orders. What will


you do, Agent?

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FOUR UNCARING TRUTHS
THE END IS INEVITABLE SANITY IS FLEETING
Black Light is a game about the impending end of Mankind has always struggled to understand
everything. The end of you, your loved ones, the the nature of all things. We have stared into the
entire human experience. abyss and found our minds lacking.

It is a game of facing the horrors at the edge Some are consumed by it. Others obtain a
of our existence, and the unspeakable actions glimpse into dark truths. Still others are driven
Agents must take to preserve our fragile veil of mad by what their minds simply cannot process.
reality.
Black Light is about confronting the abyss and
To what lengths will you go to stall humanity’s how it changes your characters. And change they
inevitable end if only for one more day? will.

THE HORROR IS US IGNORANCE IS BLISS


From the guts of eldritch beings spawn terrible Secrecy must be maintained at all costs.
and ravenous children. These horrors are often
the backdrop of Black Light operations and The world does not know the truths which give
confronting them can be more than the most birth to nightmares, for they exist beyond our
hardened agents can handle. human understanding. To be ignorant is to enjoy
a miniscule life. To learn of these truths risks
As overpowering as these horrors may be, the madness. This is why Black Light Agents do not
most disturbing and mind-numbing reality is last long in the field.
what our fellow man is willing to do for personal
gain. These secrets must be guarded at all costs.
Even the existence of Black Light must never be
Sometimes these actions are your own. It is revealed.
not uncommon for the Black Light Agent to
sacrifice the life of an innocent for the survival of Ignorance is happiness.
humanity.
r e f u l w hen you
Be ca e r s , l est you
s t
fight mon
ne.
become o
ch e
- Nietzs

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ICRPG DIFFERENCES
PROFESSIONS COMBAT
What does your Agent do for a living? Your Armor Class has been removed as an Attribute.
profession dictates your character’s starting Agents instead roll to Dodge (DEX) a ranged
Attribute Bonuses, starting Skill Tags, and attack, or Block (STR) melee.
unique ways they handle Sanity.
Read more about Combat on page 13.
Read more about Professions on page 9.

FIREARMS
SANITY To increase the tension of the game, ammunition
Your Agent’s mind will be assaulted by the is a dwindling resource. Rather than track each
horrors they encounter during their operations. bullet fired, guns are depleted of ammo on an
As they encounter trauma and otherworldly Effort roll of 1-2.
abominations, they stand to lose their Sanity. In
Black Light there are worse things than losing Characters can also use Full-Auto guns to provide
Hit Points. suppressive fire, effectively preventing targets
from taking action.
Read more about Sanity on page 14.
Anytime an Agent is hit by a firearm, a CON
Save is required to avoid losing a turn.
BONDS
Read more about Weapons on page 13.
A Bond represents the most important human
relationships in your Agent’s life. It can be a
specific person (spouse, best friend, sibling) or a
group of people tightly bound to your character
(church group, guys at work, support group). EXPOSURE DIE
Your Bonds can help relieve some of your Sanity e
loss. A d6 counter die portrays how clos
the situation is to public exp osu re.
y
Agent actions alter this die one wa
Read more about Bonds on page 14. or the other.

6 - Containment
BURN OUT 4 - Lo ose ends
Your Agent will develop Disorders during game 2 - The case comes home
play. Accumulate more than 3 Disorders and 1 - Exposure
your Agent must retire from the field due to Burn
Out.

Read more about Disorders on page 15.

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CREATING AN AGENT
DISTRIBUTE POINTS SELECT STARTER LOOT
You start with 6 Points. Distribute these Select equipment appropriate to your profession,
points amongst your Attributes of Strength, tactical class, and operational style.
Constitution, Dexterity, Intelligence, Wisdom,
Charisma, and Effort dice.
Read more about Loot on page 12.

Read more about Attributes in ICRPG CORE.


WHO ARE YOUR BONDS?
CHOOSE A PROFESSION Bonds measure your Agent’s relationships with
the people who are important in their life. Bonds
There are four basic Professions to choose from. are not simply people your Agent cares about,
Each starts with an Attribute Bonus, a unique they are their connection to humanity. Choose 3
way in which they handle Sanity, and areas of Bonds each with one HEART.
Expertise for you to choose from.
Read more about BONDS on 14.
Read more about Expertise on page 10.

WHY WERE YOU RECRUITED?


CHOOSE A TACTICAL CLASS What hope-destroying chain of events ended with
Your tactical class reflects the training your your character signing on as a sleeper-cell Agent
Agent has received and the role they fill on the to fight insanity-inducing supernatural threats
team when things go sideways. There are 6 for a shadow organization? What did they
classes available to your Agent in the Tactical witness? What did they have to do? How have
Class section: Striker, Rifleman, Shield, those experiences affected their life?
Technician, Corpsman, Infiltrator.
Work with your Handler to determine the details
of what happened and how it brought your Agent
Read more about Tactical Classes on page 11.
to Black Light.

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PROFESSIONS
Your Agent’s Profession provides an Attribute Bonus, a unique response to Sanity or Panic, and areas
of Expertise.

Read more about Expertise on page 10, and Sanity on page 14.

THAT."
OR . MY SC AR S AN D CA LL OUSES ARE TESTAMENT TO
“I’M A SURVIV d elbow grease.
with sweat an
gh an d tu mb le pe op le, Tradesmen earn a living
Hard working rou
TRADESMAN

ttributes: +1 STR, +1 CON


*A nic Save.
On ce pe r ses sio n, a Tr ad esman may re-roll their Pa
N Response:
*SA
se from general skills
xpertise (Choose 5): Choo
*E

DERSTANDING.”
“KNOWLEDGE IS KEY TO UN ases.
ist s, Sch ola rs loo k for answers in books and datab
and scient
Adept teachers, doctors,
SCHOLAR

ttributes: +2 INT a SAN Save


*A
a Sch ol ar ta ke s a Di sor der, all NEAR must make
N Response: When
*SA apy, SIGINT, or any genera
l skills
en ce (ty pe ), Ps yc ho th er
xpertise (Choose 3): Sci
*E

EX IS T WH ET HE R YO U BE LIEVE IN THEM OR NOT.”


“COSMIC POWERS ply the off-tempo beat of
sim
their own
e divine, the the occult or an others.
Whether they focus on th a lit tle more of the big picture th
VISIONARY

trust th at th ey see
unique drum, Visionaries

ttributes: +2 WIS
*A ve , every NEAR Agent loses
1 SAN.
na ry fa ils a SA N Sa
N Response: When a Visio
*SA er ap y, HUMINT, or any general sk
ills
lt/Re lig ion , Ps yc ho th
xpertise (Choose 3): Occu
*E
IT.”
DE RS TA ND IT , BU T I’L L DO MY DAMNDEST TO STOP
“I MAY NOT UN the unknown with a gun an
d lots of ammo.
ry, Operators explore
Law enforcement or milita
OPERATOR

mpts, +1 any Attribute


ttributes: +1 Attack atte
*A s, ev er y NE AR Ag ent must make a SAN Save
.
en t Pa nic
N Response: When an Ag
*SA ral skills
3): We ap on s/T ac tic s, HU MINT, SIGINT, or any gene
xpertise (Choo
*E se

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EXPERTISE
Expertise is exceptional knowledge beyond what an ordinary person might possess. It provides more
information, more details, more insight. When an Agent’s Expertise is applicable, they receive a
bonus on dice rolls, and the Handler provides information that is more detailed and useful than would
be available to a layperson.

You may gain additional Expertise during Downtime. Professional Expertise are only available to
their relevant professions.

Read more about Downtime on page 17.

PROFESSIONAL EXPERTISE
Weapons / Tactics Military-grade weapons and effective small unit tactics.

HUMINT Obtain protected information from unknowing or unwilling subjects.

Occult / Religion Religious and supernatural as understood by human traditions.

Psychotherapy Diagnosis and treatment of mental illness and disorders.

Science (type) Formal: computers, logic, mathematics, quantum theory, statistics


Life: biology, genetics, medicine, toxicology, zoology
Physical: astronomy, chemistry, engineering, forensics, physics
Social: anthropology, economics, history, law, sociology
SIGINT Electronic devices, communications, surveillance, and cryptography.

GENERAL EXPERTISE
Arts / Culture Knowledge of cultural customs, creative creftworks and art forms.

Bureaucracy Interacting with people and procedures that make up institutions.

Business Management of accounts, monies, logistics, and market analysis.

Conspiracy Theories Fringe science, cryptozoology, sinister Illuminati-like organizations.

Carousing Drink, food, and games of skill and chance.

Criminology Criminal and conspiratorial behavior, and underground contacts.

Fashion / Society Popular trends in entertainment, fashion, and conversation topics.

First Aid The initial treatment and stabilization of injuries.

Language A known type, and the ability to translate unknown texts with time.

Research Uncover information through libraries and net searches.

Survival Finding food and shelter, tracking, and mitigating hazards

Vehicles (type) Land: motorcycles, cars, trucks, and heavy machinery


Sea: personal watercraft, boats, ships, and submarines
Air: gliders, planes, helicopters, and balloons
Space: experimental planes, shuttles, satellites, and space stations

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TACTICAL CLASSES
Your Agent’s Tactical Class provides them a unique Signature Item.

“I HIT THEM UNTIL THEY STAY DOWN.”


STRIKER

Strikers are skilled in up-close and personal combat using fists, blades, clubs, or improvised
weapons. However, it’s always recommended to bring a gun to a gunfight.

Signature Item Ballistic Hand Wraps (+3 on Melee Attempts)

“THREE SHOTS. JUST LIKE IN MOZAMBIQUE.”


RIFLEMAN

The Rifleman knows how to use his firearm to deal damage and lay suppressive fire for his
teammates. They are the typical soldier yearning for a firefight.

Signature Item Burst Fire (Choose 1 Weapon, do Gun Effort on up to 3 Targets with HARD roll)

“PLANT YOUR FEET AND HOLD YOUR GROUND.”


Shields stand in the midst of battle and hold the line, protecting their team and allies. They
SHIELD

get up close and personal with the enemy due to the fact they don’t like to back down.

Signature Item Ballistic Shirt (+3 to CON Save vs Knockdown)

“LIKE ZEUS, I STRIKE WITH LIGHTNING.”


TECHNICIAN

The Technician typically wages battle using their technological know-how to inflict damage
upon the enemy.

Signature Item HUD Glasses (Gun Attempts made with INT)

“DO NO HARM. DO KNOW HARM.”


INFILTRATOR CORPSMAN

The Corpsman has made a vow to keep his teammates upright and healthy, while still being a
skilled combatant.

Signature Item Healer’s Ring (Touch an ally with INT, heal 2d4 HP)

“I SEE DOORS EVERYWHERE. AND THEY ALL OPEN TO ME.”


Infiltrators are highly trained assassins, thieves, and spies. They move around the periphery
of the battle and strike from positions the enemy would never suspect.

Signature Item Black Baseball Cap (Stealth rolls are always EASY)

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STARTER LOOT
STARTER LOOT (CHOOSE ONE)
LEATHER BRACER, +1 STR
DEFENDER’S LOCKET, +1 CON
TACTILE BOOTS, +1 DEX
ACADEMIC ID, +1 INT
ALL-SAINT’S NECKCHAIN, +1 CHA
KEVLAR GLOVES, +2 MELEE EFFORT
BALLISTIC GLASSES, +1 GUN EFFORT
BULLRIDER’S BELT, +3 ULTIMATE EFFORT
PUGILIST’S RING, +3 BASIC EFFORT ON UNARMED ATT
ACKS
MUERTE NECKCHAIN, ULTIMATE EFFORT ON UNAWAR
E OPPONENTS

STARTER EQUIPMENT (CHOOSE THREE)


KEVLAR VEST
Damage reduction of -2 from attacks
ROPE & HOOK
+3 STR when climbing
PIERCING AMMO
Gun Effort explodes. Every time you roll Max Damage, roll again. No limit to how many rolls.
LOCK PICK SET
+3 DEX when picking locks
AGENT’S GO BAG
Protein Bars, Whiskey, Flashlight, Burner Phone, False ID
MONEY ROLL, $500
Buy what you need on the black market, or at the local Wally World.
TOOL KIT (ONE TYPE)
Tool Effort (Variable). Select Forensics, Blood/DNA, Gun Smithing, Medicine, Technology (type)
IFAK TRAUMA KIT
Heal 1d4 HP, one time use. Hemostatic dressings, tourniquet, and bandages to patch those holes
AMMO READY RELOAD X3
Bullets! Keep your gun running during in a firefight.
ZIP-TIE RESTRAINTS
Makes all attempts HARD for the wearer, and sharp prongs cause 1d4 damage with all attempts.

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WEAPONS & COMBAT
STARTING WEAPONS (CHOOSE THREE)
All melee weapons do 1d6 Effort. All guns do 1d8 Effort.

LIGHT WEAPONS
BRASS KNUCKLES
FIGHTING KNIFE
CLUB, NIGHTSTICK, BAT, OR BATON
Stun for 1d4 Rounds
586 MAGNUM REVOLVER
+1 Gun Effort, Near
GLOCK 19 SEMI-AUTO PISTOL
Near
MP7 FULL-AUTO MACHINE PISTOL
Suppressive Fire, Near

HEAVY WEAPONS (2H REQUIRED)


590A1 SHOTGUN
+2 Gun Effort, Near
M4 CARBINE FULL-AUTO
Suppressive Fire, Far
M24 SNIPER RIFLE
+2 Gun Effort, Double Far

COMBAT AMMO
Combat is handled with Dodge and Block rolls Guns run out of ammo eventually. Roll a 1 or 2
against the room’s Target Number. Agents roll a on Effort and you are out of ammo and need to
Dodge (DEX) Save vs ranged attacks and Block reload. Reloading takes 1 ACTION.
(STR) Save vs melee. Failed saves result in HP
loss.
SUPPRESSIVE FIRE
KNOCKDOWN You inflict no damage however you suppress 1
ACTION from all NEAR targets within line
When an appropriate target or an Agent is hit by of sight who would normally act towards self-
a firearm, they must make a CON Save to avoid preservation, and fail a DEX SAVE. Requires a
being knocked down and losing a turn. reload for your Action on your next turn.

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SANITY & BONDS
Sanity reflects the stability of your Agent’s PSYCHOTHERAPY EXPERTISE
worldview and their coping skills. It is your
Agents with the Psychotherapy Expertise can
ability to rationalize that which does not make
heal 1d4 Sanity for another Agent but at a
sense, and to continue to function during chaos.
personal cost. For every point of SAN healed, the
Agent with Psychotherapy loses half that amount
Your Agent starts with 1 Heart of Sanity.
of their own Sanity. The Agent may also assist
with panicking Agents but at a personal cost of
LOSING SANITY SAN.

You lose Sanity by failing a SAN Save. To make


a SAN Save, roll WIS against the room target. BONDS
If you fail, you suffer 1 (or more) SAN loss. You
Your Agent’s relationships are their connection
may even suffer SAN loss on a success.
to humanity. The strongest and most powerful
relationships are your Agent’s Bonds.
SAN loss can be measured by (success/fail):
A Bond can be a specific person or a group of
*Mildly
Disturbing: 0/1 SAN people that are important in your Agent’s life.
Your Agent’s starting Bonds have one Heart
*Truly
Shocking: 1/1d6 SAN
representing the stength and health of that
*Absolutely
Horrifying: 1d6/1d10 SAN relationship. No Bond can be greater than one
Heart.
If you Critically Fail a SAN Save, make a Panic
Check.
Example Bonds
Read more about Panic on page 16.

There are a number of reasons you may have to *Spouse



make a SAN Save. Here are a few examples: *Son
or daughter
*Parent

*Discover
a gruesome scene *Best
friend
*Witnessing
a supernatural creature, *Co-worker

scene, or event
*Colleagues
at workplace
*Triggering
a Disorder
*Church
or support group
*Going
without rest, food, or water
You may suppress SAN loss by projecting up to
*Seeing
a friend hurt
half of your SAN loss onto your Bonds instead
*Become
severely injured of your Sanity. When that Bond reaches 0, the
*Listening
to an insane person Agent has effectively destroyed that relationship.
This reflects the erosion of your relationships and
*Kill
a person
is played out in Downtime.

Read more about Downtime on page 17.

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DISORDERS
SANITY DISORDERS DISORDERS [D10]
Once your Sanity reaches 0, you may reset it to 1 Addiction Identify your vice. Without
this vice on a regular basis,
1 Heart by taking a Disorder and rolling on the
all rolls are HARD.
Disorder Table. You may only take a maximum
2 Aggression You have angry and
of 3 Disorders before your Agent must retire due
impulsive mood swings.
to burn-out and being a field liability. Interpersonal rolls are HARD.
3 Anxiety Identify a trigger. Your
trigger leaves you nervous,
shaky, and on edge. Lose 1
SAN when triggered.
BONDS & ONE-SHOTS 4 Compulsion Identify your compulsion.
If running a one-shot game,
You have a very strong urge
it’s highly recommende d for the
you can not ignore. Lose 1
SAN if unable to appease the
Handler to reduce each Bond urge.
fro m one Heart to just 3 points 5 Depression You have feelings of
in order to keep the tension high, helplessness and no hope. -1
and allow Agent s to destroy tho se to SAN Saves, this Disorder is
relationships. cumulative.
6 Dissociated Identify a trigger. This
Identity trigger brings forth
a completely separate
personality for the next 1d4
rounds.
7 Fixation Identify an object or person.
You believe this object is
your protective talisman
and you cannot be without
it, or all rolls are HARD. If
destroyed or lost, lose SAN.
8 Hysteria Whenever you make a SAN
Save you burst into nervous
laughter.
9 Insomnia You must make a SAN Save
in order to rest. Lose 1 SAN
every day without sleep.
10 Phobia Identify a trigger. Your
trigger causes intense fear.
Make a SAN Save or roll
Panic.

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PANIC
The loss of Sanity wears an Agent down to their PANIC EFFECT [D20+SAN]
breaking point. When faced with an extremely 2 Heart Attack. Instant death.
traumatizing event, your mind could break, and 3 Insanity. You become permanently insane.
you Panic. This is determined by making a Panic Make your exit glorious.
Save. 4 Dysfunctional. Gain 2 Disorders.
5-6 Hysteria. Roll twice on this table.
MAKING A PANIC SAVE 7-8 Psychotic. Attack the closest target
(friend or foe) until you do at least 1d8
A Panic Save determines whether your Agent is damage to them.
able to stay composed amidst the intense stress 9-10 Catatonic. You are unresponsive for the
and the dark truths of the cosmos. next 1d4 rounds.
11-12 Hallucinating. For the next 1d4 Rounds
you cannot tell what is real and what is
1. Make a Panic Save by rolling a d12 not real. All actions are HARD.
against your current Sanity level. If
13-14 Overwhelmed. Lose 1d10 SAN.
you roll equal to or under your current
Sanity you don’t Panic. If you roll higher 15-16 Crippling Fear. Gain the Phobia Disorder.
than your Sanity you Panic. All saves against this Phobia are HARD.
17-18 Conversion. For the next 1d4 Rounds you
2. Roll for Panic Effect on the table are (1-3) Blind, or (4-6) Deaf.
(1d20+SAN). As your mental threads unrav- 19-20 Delusional. For the next 1d4 Rounds you
el, who knows what might happen. function with a completely false belief.
3. Regaining control. On a successful roll, 21-22 Cowardice. Lose 1 SAN and for the next
an Agent with Psychotherapy can help a 1d4 Rounds you must make a SAN save to
do anything besides run, hide, or cower..
Panicking Agent regain normal composure
but at a personal cost of SAN. 23-24 Twitchy. Lose 2 SAN, and the nearest
Agent loses 1 SAN.
25-26 Anxiety. Lose 1 SAN.
WHEN TO MAKE A PANIC SAVE 27-30 In the Zone. All rolls EASY for the next
1d4 Rounds.
Panic Saves are made when the situation has
moved into the realm of truly terrifying. Here
are a few examples:

*Be
caught in an ambush
*Witness
multiple deaths or the death of
another Agent
*Reduced
to 2 hit points
*Commit
a morally heinous act
*Any
critically failed Save
*Being
attacked by a supernatural entity
*When
all hope is lost

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DOWNTIME
Downtime consists of short vignettes that focus on the everyday lives of Agents. These typically occur
between Operations and take anywhere from a few WEEKS to a few MONTHS. This is your chance
to explore how Black Light Operations affect your Agent’s personal life and Bonds.

Jesse I’m all cried out. I’ve given tyeoud


Babe, rything and you’ve just drif reach
my eve and further away. I can’t me for
further ymore. I’ve nothing left in ay. I love
you an I can do now is walk aw ed to be
you. All hope you find what you ne
you. I
happy. With love and regrKeimt,
PERSONAL PURSUITS
Describe how your Agent pursues these Downtime actions and roll CHA.
PURSUIT EFFECTS
STRENGTHEN A BOND *Fumble:
Reduce a BOND by 1d4
*Failure:
No effect
*Success:
Improve a BOND by 1d4
*Critical:
Improve a BOND by 4 and gain 1 SAN
SELF CARE *Fumble:
Reduce a Bond by 1, Lose 4 SAN
*Failure:
Reduce a Bond by 1
*Success:
Gain 1d4 SAN
*Critical:
Gain 4 SAN
ESTABLISH A NEW BOND *Failure:
No Effect
*Success:
Gain a new BOND, starting score of CHA
LEARN NEW EXPERTISE *Reduce
a BOND by 1
*Roll
towards 1 HEART Effort
STUDY THE SUPERNATURAL *Reduce
a BOND by 1d4
*Depends
on the source

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I N H I S MAW
I REST H I S S A L IVA
IN
CLEANSED L O W O V ER ME
A T H O F LIFE F R E A T F E AST
BRE
F O O D I N HIS G
I AM BUT F M A N K I ND
D E V O U R ING O
THE

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l e r ’s E y e s O n l y
Hand

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BEING THE HANDLER
Black Light is not about guns, monster hunting, YOUR ROLE AS HANDLER
or high heroics. Black Light is about the
Despite these Four Uncaring Truths, Players still
undeniable end. Of everything. What are the
go forth to challenge the darkness for the benefit
Agents willing to do to stall it for just one more
of all mankind. There is fear in that darkness.
day?
It is your role, as Handler, to facilitate that fear.
Agents often investigate supernatural mysteries
in an attempt to solve them, save the day, and
survive the ordeal. Rarely do they accomplish
more than one of those goals, if any.
Make the World Real
Mankind lives comfortably behind a veil
This is the heart of every Black Light operation.
supported by its own everyday expectations. Give
It is your role to put your Agents at odds with
Players that world. Give them the everyday life
those goals.
with everyday happenings involving everyday
people.
The Four Uncaring Truths listed on page 6 are
pillars of Black Light operations to help you do
Set a stage of normalcy. Provide them the
just that.
mundane they are used to. Once Players feel safe
in a world they are familiar with, you can tear it
Without these pillars Black Light turns into just
down piece by piece.
another RPG.
Fear, nervousness, and dread occur once you
start puncturing their veil with the strange and
e end is inevitable.
*Th
peculiar. First, make the world real.
e horror is us.
*Th
nity is fleeting.
*Sa
norance is bliss.
*Ig *The
car the Agents are driving, name the
make and model
*Kids
are walking their way to school and
Black Light operations are different than the people are jogging with their dogs
typical fantasy or sci-fi game. *The
diner they eat at uses paper place-
mats with small business ads and a cross-
word puzzle on it
*The
house they investigate has framed
photographs of the kids lining the hall-
way, a family photo of last year’s va-
cation to Yosemite, and a youth sports
trophy sits on the mantle
These things are recognizable to most people
everywhere. They are familiar to your Players.
So, set them up in a world they already know.

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Friction & Mystery Give Every Success A Cost


People like to think they live in a world that is The Four Uncaring Truths tell us we’re alone in
quantifiable and understood, and that is why you a world that is indifferent to our goals and high-
created a world that is familiar for your players. minded ideals - at best. Therefore, no success
Now, introduce some strangeness and call their should be had without cost.
understanding of the world into question.
Black Light operations wage a war of attrition
against its Agents. Moral, mental, or physical,
*The
victorian painting that looks like
Agents pay the price for every step forward.
one of the Agents
*A
feminist reading the book “The Joy of
*If
the Agent reads the tattered scroll,
Servitude in the Kingdom of Man”
he may gain insight into the mystery, but
*The
3-legged dog that simply stands and doing so will cost him Sanity
watches the Agents at every scene
*The
Agents can flee before the cops ar-
*A
faint chorus always floating in the rive but they won’t have time to retrieve
wind the security footage
*A
flock of birds flying backwards *The
only way to contain the destructive
entity is in the body of a living person.
Friction causes Players to question the world. How do they choose to proceed?
Keep the answers in mystery. The supernatural
should never be named or even described in In Black Light, the question is not whether the
mundane terms. Named things lose their power, Agents find the clues or how they move on to the
their mystery. next phase of the investigation. The question is,
are they willing to pay the price? And what else
will they lose, on the other side of that devil’s
*The
Agents are not facing a “vampire”.
bargain?
They are facing a long-limbed man with
ashen skin and black sunken eyes, a mouth
full of long jagged teeth, who can step
into and out of shadows
Control Is Nonexistent
*When
the Agents confront an ancient god, The uncaring cosmos is a character unto itself
they do not see physical details. Instead, and will continue on its path regardless of Player
they stare into a swirling array of colors actions. Black Light Agents can, however, focus
and are consumed by their own base emo- their efforts on avoiding certain outcomes.
tions Unfortunately, when they do so, it usually creates
an unintended consequence that’s as awful in its
Agents are facing supernatural threats. These own way as the one they have avoided.
things cannot be named, let alone understood or
described by mere words. This changes the fundamental question of what
success in the game may look like. The answer
can only be found by Players and their Agents in
the dark depths of Black Light. Sanity willing.

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RUNNING AN OPERATION
Using professions in play Using bonds in play
You could treat professions solely as the narrative Bonds are more than buffers for a character’s
bonuses they provide. However, you would be sanity loss. They are a character’s connection to
missing an opportunity to further invest your the “normal” world and the motivation for Agents
players in the game. to venture forth into darkness in an effort to
protect and preserve that normalcy.
As a general rule of thumb, present an
opportunity for a character to often shine As Handler, leverage those relationships and
through their chosen profession. This allows the emotional connections by bringing those bonds
character to more deeply become a part of the into play. You might do this by having a Bond
world. call an Agent to see how they’re doing and relay
something mundane about life back home, asking
the player what their new disorder might mean
*Tradesman:
The Tradesman Agent should
for their home life, or actually placing the Bond
have the opportunity to demonstrate
in the path of the scenario’s threat.
their physical strength and resilience.
Present scenarios that challenge their
brawn, grit, and general knowledge. Success and Consequence
*Scholar:
Agents of scholastic professions
trust what they can measure through Since Black Light is a game of investigation,
process. They are well suited to scenarios Agents need to find the clues necessary to keep
that require levels of research, analysis, the investigation moving forward. The question
and investigation. is not whether they find the clue or not. The
question is, what price will they pay?
*Visionary:
The Visionary Agent maintains
a belief in forces beyond the most readi- Rather than use the binary outcome of pass/fail
ly accepted. You’ll want to create scenari- on a roll, use a trinary outcome of results that
os that bridge those realms and put their provide varying degrees of complication.
balance in flux.
*Operator:
Since they’re skilled at fight- *On
a d20 roll....
ing, provide the Operator Agent scenarios
*16+,
the Agent is successful with no com-
to fight creatures and cultists and to de-
plication.
fend others. They’re also well-suited for
scenarios with aspects of espionage. *11-15,
they are successful but there is a
complication involved.
*1-10,
they are successful but there is a
consequence they must face.

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Agent Travis sits at the computer to see


what he can uncover. A trojan horse is
Exposure
triggered that begins to erase all comput- Black Light Agents face sanity-rending dangers
er data. in order to insulate the world from threats.
Should those threats find their way into general
Agent Travis must make the hard choice of awareness, who knows what might happen.
which data to retrieve before all data is
wiped out. When running an operation this risk of exposure
is another complication for them to manage.
* 16+, he is able to retrieve photos, medi-
cal records, and browser history
* 11-15, retrieve all 3 but arouse sus- *Agents
are on video fleeing the scene
picion, or retrieve 2 of the 3 and not *The
local police find the occult artifact
arouse suspicion before the Agents
* 1-10, retrieve all 3 but there will be
trouble, retrieve only 1 but no trouble *A
reporter is following the Agents look-
ing to break the story
In the above case, present your Player the choice
Think of exposure as another consequence to
and have them make the hard decision.
Agent actions.

Agent Werner is examining a skeleton with You can track this with a d6 die. The exposure
a non-friendly Medical Examiner. The skel- die might begin at 6 or 5 and, depending on
eton’s limbs are elongated beyond that of Agent actions, count down towards full threat
a normal human and that certainly has the exposure.
ME’s attention.
*6
- Containment: The threat is completely
* 16+, Agent Werner is able to find and secured as is knowledge of said threat
remove the strange metal filament run- *4
- Loose ends: Agent identities, video of
ning along the bones before the ME the threat, supernatural artifacts made
notices public, etc.
* 11-15, both the Agent and the ME find *2
- The case comes home: Phone calls from
the filament, but the ME is weirded out reporters, bonds being visited, a personal
and may need to be swayed to become a haunting, etc
BL-friendly. The Exposure Die is threat- *1
- Exposure: The threat is loose and the
ened. public is full aware
* 1-10, both the Agent and ME find the
filament but the ME decides to call in Exposure can open up interesting opportunity
his peers for an additional look for gameplay as Agents not only have to contend
with containing the main threat, but also
Regardless of the d20 roll, the Agents find the covering their tracks as they do so.
clues and the investigation keeps moving forward.
The tension lies in the complications that arise
from the rolls and the hard choices Agents must
make.

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CREATING AN OPERATION
There are many types of operations you can run for your players. Let this be the hook that draws
Agents in, and provides a theme to tie events together. Roll a d10 and a d4.

1. BANISH ANCIENT EVIL


1. Banish the evil by destroying its life essence contained within 7 artifacts
2. Perform the sacrifice to return a god to sleep beneath a pestilence ridden town
3. Exorcise the evil from a person and contain it once again in its vessel
4. Summon a god to find out how to stop its spawn from wreaking havoc

2. FIRST CONTACT
1. Find the unstable test subjects who went missing from a secret lab
2. Investigate why people are found to have an alien metal bonded to their bones
3. Contain the creatures fleeing into a national park from underground caverns
4. Find the group of dead persons working to assassinate a powerful figure

3. EXPLORE THE UNKNOWN


1. Investigate the bizarre ruins recently discovered under the city
2. Explore a building that now exists in two different realms
3. Identify the source of a strange transmission coming from a floating pyramid
4. Visit a town that has suddenly appeared following a freak lightning storm

4. RECOVER AN ARTIFACT
1. Deliver the trapped demon to its eternal prison before its minions free it
2. Return a dead god to its rightful place and stop the plague it has created
3. Steal an artifact that is being escorted across country to a mysterious buyer
4. Recover artifacts stolen from a secure black site and find who is responsible

5. RESCUE VICTIMS
1. Find the green-eyed girl before the cult can use her to summon their evil god
2. End the spell encoded in a popular video game which causes players to disappear
3. Find out why viewers of an indie film are going insane
4. Rescue an entire neighborhood trapped in the dream realm

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6. INFILTRATE AN ORGANIZATION
1. Find out why an elementary school has produced a large number of serial killers
2. Discover why a brand-new church has rapidly gained tens of thousands of followers
3. Investigate a pharmaceutical company’s new drug that enhances human abilities
4. Look into a Black Light cell suspected of supplying artifacts to another party

7. SEEK ANOTHER REALM


1. Journey into a portal and stop it from growing and consuming the land
2. Open a portal to hell and recover the person banished there by their former lover
3. Journey into the corpse of a dead god to stop a looming outbreak
4. Stop an inter-dimensional breach and the dark doppelgängers that are emerging

8. ESCAPE FROM CAPTIVITY


1. Escape from the time loop they’ve been trapped in
2. A dark power controls a town and keeps everyone from leaving
3. Flying home from an operation, their plane is besieged by gremlins
4. Investigate the strange voices and why they’re directing Agents to bizarre scenes

9. INVESTIGATE AN EVENT
1. Investigate a fishing vessel on which all crew members became petrified
2. Find the cause of an epidemic disease which causes boils filled with spiders
3. Discover why hundreds of missing persons have suddenly returned tattooed with sigils
4. Find out why a person knows classified state secrets after a new onset of seizures

10. CONTAIN A CREATURE


1. Stop the earth elemental sent by a coven to destroy a town
2. Summon and bind a demon and use it to hunt down its adversary
3. Trick an evil entity into a mortal body where it can finally be killed
4. Put an end to a city’s ever-increasing ghoul population

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26
THE OPERATION
ELEMENTS OF AN OPERATION Timer
As Agents work to piece together clues, other
The Truth forces are counting down their own agendas.

Determine the underlying truth behind the entire What is happening behind the scenes that will
operation. What is actually happening, why is it impact the operation? How is the threat moving
happening, and what will the end result be if it is towards its own agenda or conclusion?
not stopped? The Agents should never learn this
information quickly, easily, or without great cost. Create a timeline of 6 events that lead from the
hook to a very unfavorable, even catastrophic,
end. The Agents compete with this timeline.
The Hook
An event occured or some information surfaced Threats
that caught the attention of Black Light. Now
they are sending Agents to investigate. Agents are constantly trying to protect against
Exposure, Sanity loss, and Panic. Threaten
Take a mundane event and add a disturbing or them!
supernatural twist.
Will Agents uncover enough clues before their
Sanity erodes, the threat spills out, or the
Cast operation is made public? This question is part of
the tension of Black Light. Have key moments
The Cast are the non-player characters that where you will attack these areas.
Agents interact with during the operation.

Both helpful and antagonistic, the Cast will Treats


interact with Agents throughout the operation.
Give them their own quirks and motivations to Treats are evidence and clues. They are the
make them an integral part of the narrative. illuminated tendrils that connect the Hook to
Cast and Rooms. How will Agents discover these
clues? What insights might they gain due to their
Rooms Expertise?

The Rooms in your operation are specific scenes On the blog The Alexandrian, Justin Alexander
containing clues or NPCs that the Agents move writes about the 3 Clue Rule which is this:
between as they uncover the mystery.
For any conclusion you want the PCs to
Rooms may be a grisly murder, the medical
examiner’s office, a confrontation with cultists, or make, include at least three clues.
the final reveal at the warehouse. Use multiple clues to help Players connect events
and persons and keep them moving ever forward
through the abyss.

Andrea DellAsta (order #25011275)


OPERATION BRIEF
1. OPERATION
27
2. TRUTH

3. HOOK

CAST
4. NAMES AND REMARKS

THREATS
5. EXPOSURE, SANITY AND PANIC

TREATS
6. EVIDENCE, CLUES AND TESTIMONY

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GLOBAL TIMER
7. THREAT AGENDA
[ ] [ ]

[ ] [ ]

[ ] [ ]

ROOMS
8. LOCATIONS, EVENTS, AND ENCOUNTERS

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OPERATION: RUBBER STARLIGHT
HOOK GLOBAL TIMER
5 bodies walked out of the morgue. They’d
been shot and killed earlier that day, along with 6. The bodies walk out of the morgue
several cartel members, in a heroin drug deal. 5. VIPs arrive for NHLC and the ritual
Some of the now walking dead bodies have been 4. Worms are inserted into children to be
identified. harvested later
3. Conduct the ritual in Strawberry
2. The mothers become impregnated
THE TRUTH 1. Mothers arrive at their NHLC destina-
tions
The “dead bodies” are hosts to a divine worm.
The worm grants them good health, longevity,
even increased strength and quick healing.
THE CAST
Those who are hosts to the worm, while granted
great gifts, are also subject to intense pain and
discomfort requiring them to use large amounts
The “deceased”
of opioids to function daily.
Maxwell Blake
Hosts to the worm are members of a cult run
An extremely successful lawyer for celebrities,
by Alexander Hume, a very wealthy capitalist.
sports stars, and other media personalities.
Along with many other businesses, Hume
Shortly after checking his wife into a mental
Enterprises owns New Hume Longevity Clinic
asylum 9 months ago he disappeared. All
(NHLC), a new age treatment facility that
his assets were liquidated. No foul play was
promotes health and long life for its clients.
suspected.
Clients included A-list celebrities, politicians, and
businessmen. Not all are members of, or even
His wife, Regine Blake, can be contacted.
aware of, the worms or the cult.
Terry Morse
Hume also owns HumeHouse, an organization
that operates a number of foster home facilities Terry Morse was a pro football player who
for children. It is at these facilities that children retired early due to spinal injuries. 3 years after
are used to incubate the worms (the worms retirement Morse was presumed dead after his
cannot exist for long outside of a human body). body was not recovered following an ocean
These children are kept sedated and are brought fishing boat accident. No family to be contacted.
to NHLC where the worms are transferred to
new hosts. Information Agents can learn...

Upper leadership of the local police force are


*Morse
was legally represented by Max-
sympathetic to Hume either due to politics, or
well Blake
they are clients themselves.
*He
was a client of NHLC
*Morse
suffered from a number of shat-
tered vertebrae and herniated discs, caus-
ing his retirement from pro football

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Lacy Zaborowski *They


had been clients of NHLC for 3
years, visiting once a week
Lacy disappeared from her home 12 years ago at *When
Agents leave, she will simply state
the age of 19. She looks the same age today as “Don’t let them inside you”
when she disappeared so many years ago.

Her parents, Leonard & Ellen Zoborowski, can Leonard & Ellen Zaborowski
be contacted.
After the disappearance of their daughter Lacy,
Leonard fell into alcohol while Ellen began
Regina Blake abusing pills. Leonard does not like to discuss
details of Lacy’s disappearance but Ellen has not
Wife of Maxwell Blake, committed to a mental given up and will cling to anything that resembles
asylum, Hume-Bright Hospital. She will answer an offer of help, no matter how much of a stretch.
questions, but is slow to respond and frequently
loses her train of thought. Information Agents can learn...

When she does respond to questions, she


massages her lower abdomen. Questions *Lacy
received good grades in school but
surrounding the New Hume Longevity Clinic avoided extracurricular activities
will especially cause her to do this. If attention is *Lacy
was into the occult
called to this action, or if she is asked about why
she is in the asylum, she will become hysterical *Lacy
had videos saved to her social
and fight anyone who tries to get near her. media of talks conducted by NHLC regard-
Caretakers will rush in to sedate her. ing “allowing nature’s divinity to thrive
within us so that we may thrive”
Regina will also punctuate her responses with *a
NHLC center opened in her town a year
words such as “slithering, crawling, writhing, prior to Lacy’s disappearance
feeding.” She still has a worm inside her, but
it has driven her mad. Hume employs her *Lacy
was a volunteer at the local NHLC
caretakers.

Information Agents can learn...

*Maxwell
has not been back to visit and
no correspondence has been sent
*Regina’s
stay is paid in full by New Hume
Longevity Center
*She
had no history of mental instability
*They
had been married 13 years
*Maxwell’s
drug use was limited to cocaine
and psychedelics
*Maxwell
was very much into the transhu-
manist movement

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31

Alexander Hume THE ROOMS


Sole owner of Hume Enterprises which has
holdings in fields such as pharmaceuticals, brain New Hume Longevity Center
research, new age health (New Hume Longevity
Clinic), foster care (HumeHouse). Hume also has The NHLC has been operating for 17 years with
interests in fringe sciences such as cryogenics and facilities in 17 cities across the US (there is at
irradiation. least 1 HumeHouse in every NHLC city). The
flagship office is a very modern building, 3 floors
Looking into his history Agents will not find of reflective glass and steel, fountain up front
much about him personally. Primarily the info with just the right amount of grass and trees.
they gather shows a man of business savvy who External and internal speakers play soft music of
regularly absorbs other corporations. flutes over top nature sounds. The whole NHLC
experience is designed to be very soothing.
Hume used to be a frequent speaker on the above
topics. If the Agents are up front about their
investigation, the response is that the NHLC is
Alexander Hume is known to be extremely unaware of any situations around the incident but
reclusive and has not been seen publicly in years. that the deceased are “lovely people” and they are
Seven years ago, he ceased all public appearances missed. NHLC staff is polite but short in their
and has not been seen or phtographed since. responses.
Valerie Lane has since become the only
authorized spokesperson for Hume. Information Agents can learn...

Hume is 700 years old and resides in the town of


*Most
clients come and soak in large pools
Strawberry, in an underground cathedral cave
of hot mud. The mud contains a fluid from
where he passes through a portal between the
the worms that invigorates and eventu-
realm of Man and the realm of Worm. All 200
ally causes discomfort the longer the
members of this town are cultists.
person has not bathed in the baths. The
chemicals in the mud prepare a person’s
Valerie Lane body should they ever be chosen to be a
host for a worm.
Lane has been with Hume Enterprises for *There
is a locked room full of very of
18 years . Since becoming the corporate obese and nude women sedated and con-
spokesperson, she has been home based at the nected to feeding tubes. Their distended
flagship New Hum Longevity Center. abdomens can be seen writhing with the
shapes of the worms. These women are the
She is athletic and conservatively stylish, wearing Mothers, and queen worms have been in-
her hair down and always quick with a warm serted into them where they reproduce.
smile. The Mothers give birth to the queen
worm’s offspring who are then inserted
into the children of HumeHouse. The chil-
dren are kept until a client has been se-

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32

lected for hosting. Mothers are sometimes


shipped between various NHLC facilities
HumeHouse
across the US. There is much reverence of A group home for foster children. The children
the Mothers from the cultists. here are kept sedated as they are used as
*Clients
range from celebrities, politi- “incubators” for divine worms. Some have IV
cians, wealthy and business elite. poles at their side while others are dosed with
pills. The minimal staff on site carry and are
*There
are several sound proof rooms quick to use syringes of narcotics.
that hold gynecology tables along with a
4-inch diameter tube that runs down from The children are transported back and forth to
the ceiling. These rooms are where worm the NHLC via van. At the Clinic, worms are
insertion takes place. The recipient is se- either removed or inserted into the children.
cured naked on the table and the tube is
placed at their anus, the worm is then in- Information Agents can learn...
troduced into the host through the tube.
*Children
are brought in from HumeHouse *The
children are transported back and
and their worms are removed to be placed forth from NHLC.
into vats for host insertion. *The
children have worms in them, may be
*A
slew of clients (cultists) have come in seen writhing in their abdomen.
from out of town (for a ritual) and have *Bathtubs
are full of the “therapeutic”
been soaking in the mud vats, preparing mud.
to depart to the isolated town of Straw-
berry.
*4
new NHLC centers will be opening in
other cities.

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The Town of Strawberry Information Agents can learn...

The town of Strawberry is home to 200 cultists.


*The
people that left the morgue are here
Many of them have been hosts to their worms for
in Strawberry
decades, some for hundreds of years. The town
itself is remote and the buildings and decorations *Photographs
are posted in many of the
are old-timey making the town seem like an establishments. Some are of times long
off-the-path tourist spot. The townsfolk are past, but Agents may recognize faces from
openly friendly to tourists but ultimately visitors the current population, including photos
are encouraged to spend their money and leave of Alexander Hume
before it gets too late. There is a diner, small
*There
are a number of people arriving
market store, gas station, hardware store, an inn,
into town. These are cultists from other
medical clinic (lots of opiates here), etc.
parts of the country
At the edge of town is an old church that looks *Inspecting
the arms of some of the town
barely big enough to hold 50 people. Inside is a cultists will show needle punctures from
stairway that leads underground to a large cavern IV drug use
with a hot spring mud pool. This cavern can
*Some
of the older hosts have developed a
easily hold several hundred people. It is the ritual
slight “hive mind”, and may make comments
chamber for the cult.
to Agents that only another towns person
would know
*The
town is being decorated and people
are preparing for a festival (ritual)
*The
Deputy will approach any non-cult-
ists, including Agents, and try to facil-
itate their visit but also get them on
their way out of town
*Alexander
Hume is nowhere to be found
*The
town cultists will respond violently
to any threat against their way of life

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34

The Cavern time and become more ecstatic once the women
are lowered into the pool.
Located beneath the Strawberry church. In the
middle is a large mud pool heated by a hot spring. Hume opens his mouth and a myriad of black
A stone dais is on the far side of the pool. tentacles shoot forth from it. They writhe
through the air and slither on the Mothers before
Information Agents can learn... plunging into the mud pool where they insert
themselves into the women. They tentacles
impregnate the women with queen worms. When
*There
are several car engine cranes on
done, the tentacles retract back into Hume.
the side of the pool attached to a ham-
mock-like seat.
The women are hoisted out of the pool, and
*In
an alcove are several medical gurneys
placed on gurneys and wheeled out of the cavern
to waiting vans where IVs and sedatives are
provided. Once each van has a mother in the
T he itual R back, the vans drive off to deliver them to the
Once the townspeople are in the cavern, they new NHLC facilities.
chant and summon until the pool shimmers, a
rainbow of mixing colors like oil on water. A Hume will preach about “spreading the divinity”
large translucent ethereal worm floats out of the of the worms and that “the earth is ours.” Hume
pool and into the air. The townspeople hold out will the bless the cultists and return to the mud.
their hands into the air and pass this very long The cultists return to Strawberry for a town feast
divine worm from person to person through the and celebration.
entire crowd as they chant and sway and speak in
tongues.

As they do this, a figure (Alexander Hume)


walks up and out of the mud pool to the dais.
He’s covered in mud. The ethereal worm winds
its way towards him and, as it caresses him,
cleans off all the mud before returning to the
pool. Hume stands there naked on the dais. If the
ethereal worm is attacked by Agents or is caused
harm, it retreats into the mud pool.

Hume raises his arms and calls for the soon to be


Mothers of the Worm.

Four women, nude, are walked through the crowd


to the hoists and eased into the hammock. They
are in a trance state. The hammocks and women
are then lowered into the mud pit, partially
submerged. The crowd is chanting during this

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THREATS Detained
The Handler can insert these moments during Law enforcement will approach the Agents
gameplay. (pulled over in car, approach in street, etc) stating
they match description of some suspects. As
they are being questioned, more and more cops
The Phone Call continually show up. They will attempt to detain
the Agents. If handcuffs are put on an agent,
An agent receives a phone call from one of their
it feels as if something wet and slimy wrapping
Bonds to “just check in” but also stating that a
around their wrist, then they feel the steel of the
friend and them will be going to a day retreat at
cuffs. The Agents will only be detained overnight
the local New Hume Longevity Clinic.
and released in morning.

Muddy prints If served a meal in jail, the food initially appears


to be infested with worms but is normal on
The Agents wake up to find the muddy prints of second glance.
a pair of bare feet just outside their hotel room
door.
Earthworms everywhere

The eyes As Agents go about their investigation, they find


earthworms in odd spots. In the toilet, dashboard
While talking with a member of the cult an of the car, in a coat pocket, etc.
Agent sees something dark slither across the
white of the cultists eyeball.
Skin moves

Mud dependent Agents may see something writhe under the skin
of a cultist or an Agent who has bathed in the
If an agent gets into a mud bath, they feel mud.
energized and have 4 temporary hit points for 1d4
days. After that, their max hit points drops to 5.
They feel a growing unease and inability to sleep.
Returning to the mud bath will restore max hp to
10 with 4 temporary hit points.

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BLACK SITE ITEMS
ITEMS FOUND AT A BLACK SITE [D66]
11 Night vision goggles with about 85% charge
12 Mason jar containing a masterfully crafted clockwork cockroach
13 A puzzle cube with a Post-It “Do.Not.Touch.”, if solved will open a portal to another
realm
14 1 case (12 meals) of MREs
15 A defibrillator connected to a metal bowl covered in sigils. If discharged the bowl
fires a
bolt of lightning.
16 A Russian-English dictionary. The cover is torn off..
21 A can of bear spray with a note that says “Good for dragons”
22 A mason jar containing dust that will dissolve metal
23 Paper 3D glasses that allow the wearer to see invisible creatures
24 A small cooler containg 4 of 6 bottles of a Corona 6-pack and a switchblade knife
25 A stopwatch with wires sticking out the back. When activated it slows time for the
user but
costs 1d4 SAN for every minute of use.
26 A sniper rifle with a box of ammo
31 A ziploc containing 4 shotgun shells and a note that says “Spell Shot”. The shells
each contain
hundreds of tiny pieces of paper with sigils and signs drawn on them.
32 4 photographs of 13 robed figures standing around a fire in the woods. In the fire
is a man
with a crown of horns, arms outstretched. A red marker was used to draw a circle around
him.
33 A home and gardening magazine with ear-marked pages related to deep cleaning.
34 A patchwork cloak made of human flesh. When worn, the wearer appears as someone
else.
35 Typewritten instructions for performing an in-field Caesarean section
36 A brown paper lunch bag containing $2000 wrapped in tin foil.
41 A simply carved wooden staff with a Phoenix-shaped gem mounted at the top. If the
staff is
tapped on the ground the gem absorbs all darkness in the immediate area.

Andrea DellAsta (order #25011275)


37
BLACK SITE ITEMS
SITE [D66]
ITEMS FOUND AT A BLACK on showing Gilligan’s Island next to a fish bowl. The fish
evisi
42 An old black-and-white tel
e show.
appears to be watching th thing in the room.
. Wh en plu gg ed in an d turned on it silences every
43 A small radio
of black liquid.
tai nin g 6 th rowing knives and a vial
44 A too l rol l con the Agents.
rog ra mm ed . It is th e ho me phone number of one of
number pre-p
45 A cellphone with one been crossed out.
. Eg gs. Br ead . Kil l Ho we ll.” The first three have
“Milk
46 A handwritten list of ll is ru bb ed it “awakens” and it is
Former
ll. If th e sku
taining a sugar sku very friendly.
51 A cardboard box con e ho w he end ed up in his situation but he’s
un sur
Agent Leon Greeley. He’s
in a ziploc bag
52 36 pills of Oxycodone d?” . If the cup is held to a
person’s
ds “Ai n’t Lo ve Gr an
mug that rea ated with whoever
53 A blood stained coffee int o th e mu g an d they will become infatu
he ar t
chest it will draw their
holds the mug. embles the sewage
h pa ge ha s a “du ng eon ” layout drawn on it. It res
r, eac
54 A stack of graph pape
layout of the tow n
alin
ning 6 syringes of adren
55 A mini-fridge contai g from it
p sta r on th e wa ll wit h 3 throwing knives protudin
a po
56 A concert poster of g th e spread of lycanthrope
throughout
da ted 175 8 de tai lin
er Scheffield
61 The journal of Bonn
rged.
Appalachia
ck ooz e cov eri ng th e cha in, the battery is half cha
with a thick bla
62 An electric chainsaw a note that says “Mine. Don’t
touch.”
4 sev ere d fin ger s an d
containing
63 A bloody paper sack atural
, it wil l cut th rou gh an y object including supern
sword
64 A large two-handed
arter tank of gas
65 A dirtbike with a qu bles.
lon gb ox con tai nin g th e entire run of The Invisi
66 A comic book

Andrea DellAsta (order #25011275)


38

Andrea DellAsta (order #25011275)


PERSONAL DATA
1. LAST NAME, FIRST NAME 2. AGE 3. SEX
39
4. PROFESSION 5. TACTICAL CLASS

PHYSICAL DATA PSYCHOLOGICAL DATA


6. STATISTICS TOTAL BASE/LOOT 7. EFFORT TOTAL BASE/LOOT 10. BONDS SCORE

STRENGTH (STR) BASIC (D4)

CONSTITUTION (CON) MELEE (D6)

DEXTERITY (DEX) GUNS (D8)

INTELLIGENCE (INT) ULTIMATE (D12)

WISDOM (WIS) 8. PHYSICAL DESCRIPTION

CHARISMA (CHA) 11. DISORDERS

9. DERIVED ATTRIBUTES MAXIMUM CURRENT


HIT POINTS (HP)

SANITY POINTS (SAN)

12. SANITY/PANIC RESPONSE


DAMAGE RESISTANCE

DYING (D6 ROUNDS)

SPECIALIZED TRAINING EQUIPMENT


13. EXPERTISE 14. ISSUED AND PERSONAL EQUIPMENT

REMARKS
15. PERSONAL

16. AUTHORIZING OFFICER 17. AGENT SIGNATURE

Andrea DellAsta (order #25011275)


40
DOCUMENTARY
1. OPERATION 2. OP STATUS

3. FIELD AGENTS

4. BRIEF

PERSONS OF INTEREST
5. NAME REMARKS (ALIBI / MEANS / MOTIVE / OPPORTUNITY)

LOCATIONS OF INTEREST EVIDENCE


6. LOCATION 7. DOCUMENTATARY, FORENSIC, TESTIMONIAL

REMARKS
8. NOTES AND DETAILS

9. AUTHORIZING OFFICER 10. AGENT SIGNATURE

Andrea DellAsta (order #25011275)


41

Andrea DellAsta (order #25011275)


Black Light is an ICRPG setting
of horror and investigation.

There is a veil that exists between the


realms of human experience and the
mind-shattering truths of an uncaring
cosmos. Dark demons and cosmic terrors,
birthed before creation, lurk on this
edge of space and time. They wait and
they are hungry.

It is up to the shadowy Agents of


Black Light to hold that veil, to limit
the encroachment of these forces of
darkness upon our human existence.

As an Agent you are a member of


a sleeper cell acting outside of
institutional oversight. You lead what
people consider a normal life until
activated by your Handler for a Black
Light Operation.

This game requires


Index Card RPG CORE
or Quickstart rules.
www.runehammer.online

Andrea DellAsta (order #25011275)

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