Light and Darkness in My Games
Since light and darkness rules in GURPS are very
inconsistent, I decided to consolidate rules for my games. Only relevant
rules will be present, and none of the rules I do not want to bother with will
be present. High-tech light sources are removed. A new illumination levels
table is made, combining some parts of the tables from GURPS Powers: Enhanced
Senses (v1.1) and GURPS Template Toolkit 2: Races. I left the Minimum Lux
column to differentiate between the different “0” light levels, as this may
come up with light spread rules for very powerful light sources.
Illumination Levels
|
Penalty
|
Minimum Lux
|
Natural Light
|
Artificial Light
|
-10
|
0
|
Total darkness
|
Total darkness
|
-9
|
0.0001
|
Overcast moonless night
|
-
|
-8
|
0.0005
|
Starlight through clouds
|
-
|
-7
|
0.002
|
Starlight, luminescent fungi
|
-
|
-6
|
0.01
|
Quarter moon*
|
-
|
-5
|
0.05
|
Half-moon*
|
Luminous dust
|
-4
|
0.2
|
Full moon*
|
Candle†
|
-3
|
1
|
Deep twilight*
|
Ring of illumination
|
-2
|
5
|
Twilight*
|
Fire
beetle lamp†, glow vial, glowbug bloodspike, hearthfire†, oil
lamp†, torch†
|
-1
|
20
|
Sunrise or sunset
|
Bull's-eye lantern, covered lantern, helmet lamp, sunrod
|
0
|
100
|
Very overcast day
|
Burning stone, daylight pellet, lantern with
farflame oil†, liquid sunlight, ring of golden illumination
|
0
|
500
|
|
-
|
0
|
2,000
|
|
-
|
0
|
10,000
|
Daylight
|
-
|
0
|
50,000
|
Direct sunlight
|
-
|
+3 levels
|
x100
|
|
-
|
* Assumes a clear sky; apply another -1 for
heavy clouds. Above the Arctic Circle or below the Antarctic, moonlight is
weaker; add another -1.
† This includes a -1 penalty for flickering.
|
Flickering lights or moving shadows can add
another ‑1 to ‑3.Water strongly diminishes the intensity of visible light; reduce illumination
by one level per 50 yards of depth.
The light source is a single, nearby
point. The listed modifier assumes one yard of distance from this. At two
yards, apply another ‑1. At greater distances, add half
the range penalty (p. B550), rounded for the worse, to this ‑1; e.g., a candle gives ‑3 at one yard, ‑4 out to two yards, ‑5 out to five yards, ‑6 out to 10 yards, and so on. Stop once the penalty reaches the area’s
ambient illumination level – a light source will never make things darker!
A light source in a dark environment
eliminates or reduces Vision penalties within the illuminated area. Treat the
light as “in plain sight” to distant observers who have a clear view of it: +10
to Vision rolls to notice the lighted area (p. B358).
The total of all penalties
mentioned here – for darkness, shadows, inadequate equipment, flickering, etc.
– has a floor of ‑10. If the total is worse, treat it
as ‑10.
Darkness penalties apply to Vision
rolls, DX-based rolls that rely on vision, including attack rolls. Parry and
Block take halved penalties, rounded for the best. Dodge takes quartered
penalties, rounded for the best. Thus, darkness -5 would impose a -2 penalty to
Parry and Block, and a -1 penalty to Dodge.
Now,
let’s list which prices and values are “canon” for my games, as light sources
are inconsistent in the published books.
The
following ones are used from GURPS Low-Tech as is, including the rules
for handling:
-
Oil
Lamp
-
Torch
-
Candle
-
Covered
Lantern
Here are some other light sources
with some additional notes:
-
Bull’s-Eye
Lantern (GURPS Dungeon Fantasy 1: Adventurers, p. 26). This is a
TL3 item.
-
Burning
Stone* (GURPS Dungeon Fantasy 8: Treasure Tables, p. 23). This is
a TL3 item.
-
Daylight
Pellet*.
-
Farflame
Oil. This item is compatible with any oil lamps or lanterns. For beam
lanterns, such as the helmet lamp and bull’s-eye lantern, it doubles the length
of the beam. For area lanterns, such as the oil lamp, it improves the
illumination level, as shown on the table.
-
Fast
Torch*. Treat as a normal torch for the purpose of illumination.
-
Fire
Beetle Lamp*.
-
Glow
Vial*.
-
Glowbug
Bloodspike*.
-
Hearthfire*.
-
Helmet
Lamp (GURPS Dungeon Fantasy 1: Adventurers, p. 25). This is a TL3
item.
-
Liquid
Sunlight*.
-
Luminous
Dust*.
-
Ring
of Golden Illumination*.
-
Ring
of Illumination*.
-
Signal
Torch*. Treat as a normal torch for the purpose of illumination.
-
Sunrod*.
* The light rules here override the
description, unless you are using the simplified DF illumination rules.
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