Light defines the boundaries of safety. Beyond its reach, darkness reigns — concealing dangers, hindering vision, and unnerving even the bravest adventurers.
Alacrity treats darkness flexibly. By default, it imposes penalties on perception and combat. However, GMs seeking to emphasize darkness as a greater threat may choose from the optional rules below.
Not every campaign needs darkness to be terrifying. GMs should select only the rules that enhance the mood and stakes of their world. In some settings, darkness is simply an obstacle. In others, it is a predator.
Standard Rules for Darkness
By default, darkness imposes penalties based on visibility:
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Dim Light (dawn, dusk, weak torches): Challenging (–10%) penalty.
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Darkness (moonless nights, unlit interiors): Hard (–20%) to Very Hard (–30%) penalty unless the character has darkvision or a light source.
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Total Darkness or Blinded: Very Hard (–30%) to Near Impossible (–50%) penalty, at GM discretion. Some actions may become impossible.
Characters navigating total darkness or suffering blindness also experience:
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Automatic failure on sight-based rolls.
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Extreme (–40%) penalty to attack rolls.
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+30% bonus for enemies attacking them.
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Halved movement unless familiar with surroundings.
Optional Rules
GMs may apply any or all of the following rules to make darkness more threatening or narratively rich.
Torch and Light Resource Management
Light sources can be tracked as consumable resources. In dangerous environments, light often determines survival.
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A standard torch burns for 4 Exploration Rounds (approximately 1 hour of active use).
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Lanterns last longer but require fuel.
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When all light sources are extinguished, characters suffer full darkness penalties.
GMs may require players to mark off used Exploration Rounds to track burn time, especially during dungeon crawls and night expeditions.
Common Light Sources
Torches
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Burns for 4 Exploration Rounds (1 hour).
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Provides bright light in a small area (about 30 feet), and dim light beyond (another 30 feet).
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Easily extinguished by wind or water.
Candles
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Burns for 8 Exploration Rounds (2 hours).
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Provides very weak light (about 5–10 feet).
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Vulnerable to wind; best suited for indoor or stationary use.
Oil Lanterns
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Burns for 12 Exploration Rounds (3 hours) on a full oil flask.
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Provides steady light (about 30 feet).
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Protected from wind but vulnerable to shattering or water.
Magical Light (Spells, Effects)
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Duration and strength depend on the effect.
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Typically steady and unaffected by mundane factors unless noted.
GMs may adjust durations and illumination areas to fit the needs of their campaign. Superior or inferior light sources may exist.
Predators in the Dark
In some worlds, darkness itself is hostile.
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For each Exploration Round spent in total darkness, there is a cumulative chance of attracting predators or triggering encounters.
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The GM may call for Mind checks to reflect growing fear or hesitation.
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Magical or cursed locations may make darkness actively dangerous.
This option makes lingering in darkness a genuine threat.
Fear and Stress
Total darkness can wear on the mind.
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After spending 3 consecutive Exploration Rounds in total darkness, characters must make a Mind × 5% check to avoid penalties due to fear and disorientation.
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Failure may cause hesitation or reduce effectiveness until light is restored.
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Hardened or fearless characters may be exempt at the GM’s discretion.
This option adds psychological pressure and highlights oppressive environments.
Environmental Risks
Darkness increases the chance of accidents and confusion.
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Without light, characters may stumble, fall, or become lost.
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The GM may call for Dexterity or Perception checks during movement or exploration.
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Failed checks may result in injury, separation, or lost time.
This option reinforces the inherent risks of traveling in total darkness.
Final Notes
Darkness can be treated as a minor inconvenience or as a deadly threat, depending on the needs of the story. Use these optional rules only when they enhance tension and drama. When applied well, darkness encourages caution, creative problem-solving, and a healthy respect for the unknown.
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File Created: 05/07/2025 Last Modified: 05/07/2025