Follow TV Tropes

Following

Weakened By The Light / Tabletop Games

Go To

Examples of Weakened by the Light in Tabletop Games

  • Dungeons & Dragons:
    • Original D&D Supplement IV Gods, Demi-Gods & Heroes: In the Hyborean mythos (Robert E. Howard's Conan stories), the brylukas (a combination of human, animal and demon) are struck blind for a while by strong light.
    • In 1st Edition, exposure to sunlight renders a vampire powerless and kill it in 1 turn (10 minutes). In 2nd edition, sunlight kills vampires in 1 round (1 minute).
    • 2nd Edition Player's Option: Skills & Power supplement:
      • When a Shadow Mage specialty wizard cast a spell while in bright daylight or a Continual Light spell, opponents receive a +2 on saving throws versus the spell.
      • Deep dwarves are a non-Evil example. They take a -1 penalty to all rolls when in sunlight or in the area of a Continual Light spell.
    • 2nd Edition Complete Psionics Handbook:
      • When a psionic using the Feel Light power rolls a 20 on their Power Check, they become overly sensitive to light and take 1 Hit Point per minute spent in light for 1-10 minutes.
      • When the Hear Light power is used and the psionic rolls a Power Check of 20, being in bright light causes them to become deaf.
    • Both 1st and 2nd Edition:
      • Spectres are made powerless by daylight and both shades and shadow demons are much weaker (and easier to kill) in bright light.
      • Goblins and orcs have a more difficult time landing blows when in sunlight.
    • Basic D&D adventure IM3 The Best of Intentions: One plane's inhabitants are sentient bubbles who are destroyed if ordinary light falls on them.
    • Duergar and drow are weakened (or dazed) by sunlight, until 4th edition anyway. In 1st and 2nd Edition, when duergar or drow are in sunlight (or the equivalent, such as a Continual Light spell) they lose the bonus to their chance to surprise opponents, have a -2 penalty to Dexterity and "to hit" rolls, and opponents receive a +2 to saving throws vs. their attacks.
    • Derro are nauseated by sunlight.
    • Myconids are terrified of sunlight; surface-dwellers don't know exactly what it does to them, but they do know that a myconid will die before leaving the Underdark.
    • Bodaks take one Hit Point of damage per minute they spend in direct sunlight.
    • Master Set DM's Book and D&D Rules Cyclopedia: Nightshades all suffer a penalty of -4 to hit in daylight.
    • Dark Sun Monstrous Compendium Appendix — Terrors of the Desert:
      • The hurrum is a small brightly colored beetle that dies if it's exposed to direct sunlight for more than one hour. Too bad it lives on the world of Athas, which is mostly hot, sunny desert.
      • The villichi takes a -1 attack roll penalty and a -1 penalty to all psionic power scores when in direct sunlight.
    • Dark Sun Monstrous Compendium Appendix II - Terrors Beyond Tyr.
      • The undead monster known as the T'liz take a -4 penalty to their attacks rolls in broad daylight.
      • If a DM uses the random undead generation tables, the undead so created can have a sunlight vulnerability that causes 1-6 Hit Points of damage per minute of exposure.
      • Averted by the shadow giant, which is damaged by darkness and healed by the light. Wrong Genre Savvy heroes tend to assume the opposite.
    • Deep gnomes are a rare non-Evil example. The 1st Edition Unearthed Arcana supplement says that in bright light their range of vision is reduced to 30 feet and they have a -1 penalty to hit opponents. This was not the case when they originally appeared in the module D2 Shrine of the Kuo-Toa or in the 2nd Edition Monstrous Manual.
    • Kuo-toa take a -1 penalty to hit in bright light.
    • T1-4 Temple of Elemental Evil: In the room on Level 3 where the players fight six violet fungi, there are fifty small evil fungi. Any bright light (such as a Light or Continual Light spell) will cause the small fungi to shrivel and die within one minute.
    • Ravenloft:
      • 2nd Edition boxed set, Realm of Terror supplement: When a player performs extremely evil acts, they have to make a Powers Check or suffer a punishment. One possible punishment is the character becoming blind whenever they are in normal daylight.
      • Sunlight is even more lethal for drow vampires than it is for normal vampires or drow, vaporizing them instantly. What's worse, even moonlight pains them, and even under a new moon, starlight makes them unable to regenerate.
    • Dragonlance: In the module DL14 Dragons of Triumph, the fireshadow is a Chaotic Evilinvoked monster from the Abyss. It is destroyed if it stays in full sunlight for 1-4 minutes.
    • Forgotten Realms: 2nd Edition AD&D supplement Cult of the Dragon
      • The spell Bonemelt causes the bones in a creature's body to turn to jelly. While a creature is in that state, if it stays in full sunlight for more than seven hours it takes 4-16 Hit Points of damage.
      • The spell Shadow Dragon causes a dragon to turn into shadowstuff. If exposed to light-related spells, the dragon takes 1-6 Hit Points of damage per level of the spell(s). For example, a 1st level Light spell does 1-6 Hit Points, while a third level Continual light spell does 3-18 Hit Points.
    • Ruins of Zhentil Keep boxed set Monstrous Compendium Appendix. Zhentish Sewer Rats hate bright light and take a -2 penalty on all attacks they make while in a Continual Light spell or daylight.
    • In the 2nd Edition, mind flayers have perfect darkvision (at good range) but are blinded by light, being completely blinded by brilliant sunlight. Naturally that's why their plots include "putting out the sun".
    • 2nd Edition Advanced D&D Planescape, Planes of Chaos boxed set.
      • Asrai are faerie-like female creatures that melt away in direct sunlight, taking 1-4 Hit Points of damage per minute. They originally appeared in a Dragon magazine #191 "Dragon's Bestiary".
      • Fensir are trolls that live in the outer plane of Ysgard. They turn to stone if they remain in sunlight for more than a minute.
      • Varrangoin are bats that live in the Abyss. If Light or Continual Light spells are used on them, they take 2 Hit Points of damage per Character Level of the caster and penalties of -2 to their attack rolls and saving throws. A Sunburst attack from a Wand of Illumination does 6-36 Hit Points of damage to them.
    • 2nd Edition Al-Qadim setting, Arabian Adventures supplement. The Water Form spell changes the recipient into elemental water. While in that form, they take 1 Hit Point of damage per minute they spend in direct sunlight due to evaporation.
    • 2nd Edition Mystara setting Monstrous Compendium Appendix
      • Darkwings take penalties when in bright light. A Light spell gives them -1 on their attack, damage and morale rolls. A Continual Light spell forces them to make a morale check at -2 or flee. If they make their morale check, they will fight at -2 to attack and damage rolls.
      • The rockhome lizard normally lives underground. They suffer 1-6 Hit Points per hour of being exposed to sunlight.
      • The scamille is a giant (6-10 feet wide) intelligent Blob Monster that can assume the shape of an object. If a Light spell is cast upon it, it loses the ability to form new pseudopods for one combat round and is forced to assume its true form.
    • 2nd Edition The Complete Book of Necromancers. One of the Unholy Compulsions (curses) that can affect a necromancer is being blinded by bright light.
    • Dragon magazine:
      • Issue #62, article "The gods of the orcs". The orc deity Shargaas lives in a cave system which is darker than the blackest night. He can see perfectly well in darkness but is completely blinded by sunlight.
      • Issue #191 "The Known World Grimoire". Direct sunlight has the following effects on Chaotic (Chaotic Evil)invoked manscorpions: it blinds them, causes them 5-20 Hit Points of damage per ten seconds of exposure, reduces their Dexterity and Morale to 3, causes them to lose initiative in combat, halves their movement rate, and causes them to take double damage from any attack. After ten minutes of exposure, even if the manscorpion still has Hit Points left it burst into flames and automatically dies.
      • Issue #199 "Dragon's Bestiary". Gray Trolls are vulnerable to sunlight: it blinds them (which inflicts hefty combat penalties) and inflicts five Hit Points of damage on them per minute of exposure which cannot be regenerated. If killed by sunlight, the gray troll's body shrivels and is reduced to ashes, forever dead.
      • Issue #218 article "Dragon Dweomers". The spell "Shadow Dragon" causes the dragon that cast it to turn to shadow form, which makes it immune to most attacks. One exception is light-based spells such as Light, Continual Light, Prismatic Spray etc.) which do 1-6 Hit Points of damage per level of the spell for each minute the dragon stays in the spell's area of effect. Full sunlight forces the dragon back to its normal form and renders it helpless for a full minute.
      • Issue #227 article "Dragon's Bestiary: Monsters of the Underdark". If the Darkness Elemental is contacted by a spell that creates magical light (Light, Continual Light, Faerie Fire etc.) there's an explosion that does 1-8 Hit Points of damage per level of the spell to the elemental.
      • Issue #243 article "Destriers of the Planes". The Lesser Charnalbalk can't remain on the Prime Material Plane in daylight - it fades away at sunrise and returns to its rider's location at dusk. The Greater Charnalbalk can exist in daylight but takes a penalty to its armor class and all d20 rolls it makes.
    • Dungeon magazine
      • Issue #19 adventure "The Vanishing Village". The monsters known as "house hunters" dislike sunlight, as it causes them a -2 penalty "to hit".
      • Issue #34 adventure "On Wings of Darkness". The created monsters known as darkenbeasts suffer a -1 to attack rolls in bright light.
      • Issue #35 adventure "Twilight's Last Gleaming". Light spells have a 5% chance per level of the caster to destroy a shadeling, and Continual Light spells have a 10% chance per level of the caster to destroy a shadeling. A Sunray spell (which creates sunlight) used against a shadeling will destroy it automatically.
      • Issue #38 adventure Horror's Harvest. The "comet" (actually a meteor) that falls on the village of Delmunster gives off dangerous radiation. One of its possible effects on living creatures is to make the creature unable to stand daylight, taking 1-4 Hit Points of burn damage for each minute it spends in sunlight.
      • Issue #48 adventure "The Oracle at Sumbar". If a Continual Light spell is used on the sahuagin zombies, they will attack with a -2 penalty. If a Continual Light spell is used to block their path, they will not go through it.
      • Issue #54 adventure "Eyes of the Iceborn". An evil creature known as a fogwarden lives in cold fogbanks. They are destroyed by exposure to one hour of sunlight.
    • White Dwarf magazine
      • Issue #32 adventure "Chaos from Mount Dorren". The pteranodons domesticated by the Cruthite gnomes dislike strong light and suffer a -2 "to hit" penalty in such situations. If they can't escape the bright light, they will panic and suffer a -4 "to hit" penalty.
      • Issue #35 article "Fiend Factory". Dark bats hate light. They fight at -1 "to hit" in sunlight and -2 "to hit" in stronger light.
      • Issue #44 "Fiend Factory". Blacklings are Neutral Evilinvoked beings who live underground. They don't visit the surface very often because sunlight hurts their eyes and gives them a -2 "to hit" penalty in combat.
    • Polyhedron magazine #30, article "Beware the New Golems". The Shadow Golem takes 3-18 Hit Points of damage if it is illuminated by a Continual Light spell and is killed if it is exposed to sunlight for three consecutive minutes.
    • Mayfair Games's AD&D compatible adventure Dragons of Weng T'sen. The Dark Hound is a Chaotic Evilinvoked monster that takes damage from light-based spells as if they were fire-causing spells. Thus, a Light spell does 1-6 Hit Points of damage per Character Level of the caster as if the Light spell was a Fireball spell.
    • The Elder Evil Father Llymic has a strong aversion to light; he becomes slowed and clumsy when exposed to any source of light and suffers increased damage from light-based spells, and the touch of the Sun itself causes him to grow insensible and dormant and to become covered by layers of ice. Consequently, a key part of his escape plan involves putting out the Sun for good.
  • Shadowrun:
    • Awakened creatures (including metahuman variants) could have special allergies such as to sunlight. This could cause penalties to target numbers, pain and even physical damage.
      • In the main rules, creatures with this allergy include the banshee (undead elf), barghest (dog-like), ghouls (humans infected with a magical virus), vampires and wendigo (orks infected with a virus).
      • In the 1st Edition supplement Paranormal Animals of North America the following creatures have this quality: Birdman, Black Annis, Devil Rat, Dour, Dzoo-Noo-Qua, Gabriel Hound, Gloaming Owl, Incubus, Loup-Garou, Piasma, Pricuricu, Shadowhound, Stonebinder and Troglodyte.
    • 1st through 3rd Editions. Shamans of the Bat, Owl and Puma totems have a +2 penalty to all of their magical target numbers while in direct sunlight.
  • Darklings from Changeling: The Lost are humans who were reshaped by the Gentry into nightmares, terrors, and other creatures of twilight. As a result, they take a penalty to using Contracts (magical powers) during the day, one that gets worse if they try it while in direct sunlight.
  • Two main things do aggravated damage to vampires in Vampire: The Masquerade and Vampire: The Requiem: fire, and sunlight. Not only do they hurt like hell, but the mere presence of either can drive the Beast into a state of mortal fear where it hijacks the vampire's body and runs shrieking into the dark.
    • In Requiem, a vampire's actions during daytime are always capped according to their Humanity; the less in touch with their human conscience they are, the harder it is to do anything during the day.
    • In Masquerade, the Followers of Set's clan curse means they are affected by any sufficiently bright light as if it was sunlight. Even the light of the full moon is enough to physically annoy them.
    • Mind's Eye Theater LARP supplement Liber des Goules. One Flaw that can be chosen by ghoul characters is Light Sensitivity. The ghoul takes damage from daylight like a vampire, and even bright non-sunlight causes excruciating pain.
    • La Notte Eterna, a 3rd party setting for D&D 5e: The Karevi have very photosensitive eyes, and are blinded and disoriented in intense light. In the past, this forced them to live in the Hidden Lands deep beneath the earth; however, the fall of The Night That Never Ends has allowed them to spread their rule over much of the surface world.
  • Exalted:
    • Charms by the Ebon Dragon — The Shadow of All Things — are weaker or can't function at all in sunlight... of Creation. It works just fine under Hell's green sun. Also, they can't be used to defend against Holy charms.
    • Most Creatures of Death are greatly weakened or outright destroyed by exposure to sunlight.
  • Atlantis: The Lost World generic RPG setting. Cave Trolls are turned to stone by sunlight, and Rock Trolls take 1d6 Hit Points of damage per minute of sun exposure. Vampires can stand the light of day for only a short time, and will then crumble to dust.
  • There are several white cards in Magic: The Gathering that focus on this, often with the art depicting black creatures such as demons.
  • RuneQuest
    • The following creatures are demoralized in daylight: ghouls, some orcs, cave trolls, trollkin and vampires.
    • Cave trolls: damage they take while in sunlight is not healed by their regeneration ability.
    • The shade takes Hit Points of damage each round that it remains in sunlight.
    • Dorastor: Land of Doom. Ghouls lose one Magic Point for each hour they spend in direct sunlight, and it isn't easy for them to regain lost Magic Points.
    • White Dwarf magazine
      • Issue #45, article "Dealing With Demons". Demon wolves must be summoned at night because they are demoralized by daylight. Nightmares are black demon horses that dissolve into mist if sunlight falls upon them.
      • Issue #57 article "For the Blood Is the Life". When exposed to sunlight, vampyrs lose their ability to charm opponents and their immunity to attack by bronze weapons. They also lose two points of CON each round they remain in the sunlight. If their CON reaches zero, they will become inanimate. If a vampyr is in its coffin when the sunlight hits it, it is trapped in the coffin until nightfall.
  • Call of Cthulhu:
    • In daylight, a vampire loses all of its special powers.
    • Hunting Horrors are dispelled by daylight, and a strong burst of light can sear one to dust.
    • Masks of Nyarlathotep supplement.
      • The form of Nyarlathotep known as Fly-The-Light or The Haunter of the Dark can't stand light stronger than starlight. A flashlight or torch light does 1-6 Hit Points, the full moon does 2-12 Hit Points, car headlights or street lights do 3-18 Hit Points, and full daylight does 10-60 Hit Points.
      • A Fog-Spawn is driven off by light as strong as (or stronger than) a flashlight. If trapped by bright light or exposed to daylight, it is forced to return to its own plane.
    • Fragments of Fear: the Second Cthulhu Companion. After sixty years of existence, any Servant of Glaaki exposed to strong light (such as daylight) will suffer the Green Death, which causes them to rot away and be destroyed in a few hours.
    • Dreamlands: The creatures known as shades are always enclosed in a sphere of darkness. If enough light is applied to penetrate the darkness, the shade evaporates.
    • Adventure "The Haunted House". The animated corpse of Walter Corbitt takes 1 Hit Point of damage per round in direct sunlight.
    • Magazine The Unspeakable Oath #14/15, adventure "Call of Duty". The priest Antonio Marchesi has a strange affliction. Because of over-exposure to his deity Yog-Sothoth, his skin is very sensitive to light and he takes 1-6 Hit Points of damage per round that he's exposed to sunlight.
  • Champions/Hero System
    • Wrath of the Seven Horsemen adventure
      • The White Crawler Larvae, Elder White Crawler and the Prime take constant damage from bright sunlight and double STUN and BODY damage from light-based attacks.
      • Supervillains: Death takes STUN and BODY damage from light-based attacks, Fear takes double effect from Flash (blinding) attacks, and Dread takes STUN and BODY damage from sunlight.
    • Adventure "V.O.I.C.E. of Doom''. The superhero Black Phantom takes 1.5 times normal effect from Flash (blinding) attacks, and the supervillain Graf Von Grausam takes double normal effect from Flash attacks.
    • The Circle and M.E.T.E.. The vampire Gratz and the new vampires he has created take damage from direct sunlight.
    • The Great Super Villain Contest. The super villain Void takes 2-12 damage from bright light each turn. The supervillainess Shadow Queen takes 1-6 damage each turn from light and double normal STUN and BODY damage from light-based attacks.
    • Enemies. Supervillains: Leech and Frizbe take 1-6 damage per turn from sunlight. Vibron takes double effect from Flash (blinding) attacks.
    • Enemies II. Supervillains: Neutron takes 3-18 damage from Flash (blinding) attacks.
    • Enemies III. The supervillain The Amazing Darkon takes double normal STUN and BODY damage from light-based attacks.
    • Hero System supplement Fantasy Hero Companion. Stone Trolls are turned to stone by sunlight. Common Trolls are blind in direct sunlight. Vampires take 3-18 damage per phase in direct sunlight.
    • White Dwarf magazine #67 adventure "Peking Duck". All of the supervillain Shadow Dancer's Elemental Control - Negative Energy powers don't work in the light. Other of her powers require shadows to be present, and bright light will prevent her from using them. Last, she becomes nauseous in sunlight, which will make it difficult to use the powers she has left.
  • The Blood of Heroes RPG: the superhero Neon Knight and his mount Knight Mayre lose all of their super powers in sunlight.
  • In Nomine: vampires take damage from being in sunlight, and it's possible for celestial beings (angels and demons) to take this effect as a type of Discord.
  • Judges Guild:
    • Supplement The Thieves of Fortress Badabaskor. Eackor the Hill Troll will be killed if he's exposed to sunlight.
    • Supplement Prey of Darkness. Red Bloodsuckers take 1-4 Hit Points of damage for each minute they spend in sunlight.
    • The Dungeoneer:
      • Issue #9 "Monster Matrix". Shadow Giants are Chaotic Evilinvoked monsters from the Negative Material Plane that are made of living darkness. They take 1-10 Hit Points of damage from a Light spell, 2-20 Hit Points from a Continual Light spell and a Color Spray spell does 2-16 Hit Points.
      • Issue #10 "Monster Matrix". The Loombar is a monster that looks like a 7 foot tall gorilla. It is blinded for 30 minutes if a clerical Light spell is cast upon it.
    • Pegasus magazine #5 article "Potions Perilous". One of the ingredients of a potion of Gaseous Form is the dust left over when a vampire is destroyed. One possible side effect of drinking one of these potions is being unable to bear being in sunlight, the same as a vampire.
  • Rolemaster Shadow World campaign setting
    • Supplement Demons of the Burning Night. Anyone wearing the Helm of Kadaena is at half resistance rolls in sunlight.
    • Supplement Jaiman: Land of Twilight. Stone trolls are turned to stone by sunlight.
  • Mayfair Games:
    • Horror game Chill:
      • If a Deceiver is forced to stand in direct sunlight for one hour in front of a place dedicated to truth (university, courthouse, etc.), any SAVE envoy can see it in its true form. It cannot hide its true form from them again until it has spent 8 hours in darkness.
      • A Mist Mummy that is trapped in sunlight in its mist form for more than 1 minute is destroyed.
      • The Carpathian vampire is destroyed if it spends one minute in sunlight. While it is in sunlight it can only assume its fog mist form and try to flee.
    • Generic supplement Undead. Moonscourges are insane monsters that perform hideous murders. They have no strength or form in daylight and must wait for nightfall to act.
  • Lejendary Adventures
    • The Peccant takes continuous damage from sunlight, but only if it's naked.
    • Normal Bruholak:
      • Semi-Materialized: Takes continuous serious damage from sunlight
      • Normal form: Can't go out in daylight.
    • Volitant Bruholak:
      • Semi-Materialized: Exposure to bright equal to daylight forces it to flee to its burrow.
      • Normal form: Takes continuous serious damage from sunlight.
    • If the Nosferatu is exposed to any light as strong as sunlight, it takes minor continuous damage and changes back to its true form.
    • In full daylight an Apparition is powerless. In bright light it can't drain its victim's abilities.
    • In full daylight a Ghost is powerless. In bright light it can't possess a victim.
    • If a Shadowling is in light strong enough to dispel shadows, its Vampiric Draining of Life Energy is severely reduced.
    • Trolls turn to stone in direct sunlight.
    • Urls take continuous moderate damage while in direct sunlight.
  • Chaosium's supplement All the Worlds' Monsters. The silver shadow monster takes 3-9 Hit Points of damage from strong light.
  • Chaosium's supplement All the Worlds' Monsters Volume III
    • The Basic 1st level Demon hates sunlight. if exposed to it the demon must return to the Underworld.
    • The Tarrahook's eyes are weak and it is blind in bright light, attacking with a -4 penalty the first melee turn and at -2 thereafter.
    • The Vamplock is an Our Vampires Are Different: a vampire with the innate ability to use magic. It is not harmed by the sun but does lose all of its magical powers in sunlight.
  • Earthdawn. In full sunlight or the equivalent ghoul Attack and Damage steps are at -2.
  • Fantasy Games Unlimited's Aftermath!. Vampires are human beings mutated by biological agents or radiation. New vampires' eyes are sensitive to light, and once they are fully changed they are blind in normal light (they can see normally if wearing sunglasses).
  • Classic Traveller adventure Darthanon Queen. The Dyson monster is randomly created. It can have the Vulnerability of taking 1d6 damage from intense light.
  • In the Fighting Fantasy gamebook Citadel Of Chaos, one of the options of killing the Big Bad Balthus Dire is by reaching the windows and tearing down the heavy curtains covering them. Dire, as a black sorceror, is deadly vulnerable to daylight, and will drop dead on the spot.
  • Carcosa: Weird Science-Fantasy Horror Setting: One possible mutation is Adverse to Sunlight, which causes the victim to take -1 to "to hit" rolls and saving throws in sunlight.
  • Hollow Earth Expedition supplement Mysteries of the Hollow Earth. The Flaw of Albinism causes anyone who has it to take one point of non-lethal damage per hour they spend in direct sunlight.
  • The Serpent Islands generic RPG supplement
    • If Cave Trolls are exposed to full sunlight they will be permanently turned to stone.
    • Vamen (humanoid bat-like creatures) fight and make saving throws at a -1 penalty in sunlight or any light as bright as sunlight.
  • Hackmaster. In 4th Edition the drow (Always Chaotic Evil elves) were based on 1st and 2nd Edition Advanced Dungeons & Dragons, but there was a difference: instead of multiple specific penalties, drow get a simple -1 penalty to all rolls in bright light (bright daylight and Light/Continual Light spells).
  • White Wolf magazine #44 article "Gargoyles by Night...Life", which introduces the new Gargoyle race for the NightLife game. Sunlight causes the skin of Gargoyles to petrify (turn to stone), immobilizing them until night falls again.
  • Villains & Vigilantes
    • Adventure Organized Crimes. The supervillainess Black Empress takes double damage from light-based attacks.
    • Adventure Devil's Domain. The Pit Fiend takes triple normal damage from light based attacks, can be blinded by any light-producing attack on a special hit, and a blinding flash attack only requires one hit to blind it.
  • Arduin RPG, The Compleat Arduin Book 2: Resources
    • Nightmares can regenerate all damage they take at a rate of three Hit Points per melee round except that caused by light-based attacks. They can only regenerate light-based damage on the Ethereal Plane and only at a rate of one Hit Point per hour.
    • Banshees can't stand sunlight and flee from any kind of light produced by priest magic.
    • The Boogie Man undead can regenerate all types of damage except that caused by light-based attacks.
    • Shadows take double damage from all light-based attacks.
    • Direct sunlight hurts the eyes of Vampyres and can cause blindness. After 11-20 melee rounds of exposure the Vampyre will go into a coma. After several more minutes in the light the Vampyre will suffer Rapid Aging to its true age and will crumble into dust if it's older than its maximum lifespan.
  • Gamma World
    • While in bright light, a mutant with the Dark Dependency mutational defect is nearly blinded and takes 1-8 Hit Points of damage per four hours of exposure.
    • Polyhedron magazine #18 article "Kobolds and Robots and Mutants with Wings, These Are a Few of My Favorite Things". Kobalts are the Gamma World version of the Dungeons & Dragons kobold. They have a -2 penalty to hit in direct sunlight.
  • The Fantasy Trip. In his Word of God errata for the system in The Space Gamer magazine #29, Steve Jackson said that the reason that slimes live underground is that they die if exposed to daylight.
  • Space Gamer magazine #74 article "Roleplaying Count Dracula". If Dracula is in direct sunlight for 30 seconds or more, he will be turned into a grey powder. If the sunlight is indirect (e.g. reflected by a mirror, inside a room with a window that leads outside, etc.), each 30 seconds of exposure will cause him to lose 10% of his Hit Points.
  • Star Trek The Roleplaying Game, Polyhedron #32 article "The Kellar: A New Alien Race". While in bright daylight, a Kellar's Dex is reduced by 10, it takes a penalty of +15 to its attack rolls and the flash of a bright explosion will blind it for 1-10 turns. If it wears protective glasses, it takes no penalties from blight light and is blinded for half the normal time by explosions.
  • Princess: The Hopeful: Unsurprisingly, The All-Consuming Darkness and powers derived from it don't do well with bright light.
  • GURPS:
    • GURPS Undead:
      • Shadows and vampires take 1-6 Hit Points of damage per minute they spend in sunlight.
      • Wights take 1-6 Hit Points of damage each five minutes they spend in sunlight.
    • GURPS Monsters:
      • The La Llorona spirit takes 1-6 Hit Points of damage per minute in sunlight.
      • The Mothman takes 1-6 Hit Points of Fatigue damage per five minutes in sunlight.
  • Pathfinder: A number of undead beings, such as spectres, wraiths and geists, are rendered powerless or sickened in sunlight and consequently avoid natural light at all costs. Nightshades are weakened and sickened by all natural light, including that of the moon and stars, while bodaks take active damage when in direct sunlight.
  • GDW's Dark Conspiracy:
    • Main rules:
      • Bloodkin trolls take one point of damage per combat phase while in daylight and ultraviolet light.
      • Bloodkin vampires take two points of damage per combat phase while in daylight and ultraviolet light.
    • Supplement Dark Races Volume I Compendium:
      • The Boogey Man is a monster which consumes the emotions of its victims, particularly fear. It is evil, has red Glowing Eyes and takes 1d6 points of burn damage per phase it spends in sunlight.
      • The Spectrals are the servants of the evil Charons (priests of the evil Dark). Normal light does one point of damage to them per combat phase: ultraviolet light does two points of damage.
      • Jorgal's gremlins have large eyes that allow them to see in darkness as if it were light. However, this also causes them to be blinded for 2-7 combat rounds if they are exposed to bright lights or light flashes.
      • The Men in Black (Mi Bs) can see well even in dim light. However, whenever the light level is stronger than daylight, it is more difficult for them to perform tasks unless they wear sunglasses or other eye protection.
  • Yu-Gi-Oh!: A handful of cards fit this bill.
    • The most classic example is "Swords of Revealing Light," a Spell Card that prevents all enemy monsters from attacking for three turns and flips any face-down monsters face-up. Its original name is "Protective Seal Swords of Light," the first of a series of cards designed to prevent attacking.
    • The picture at the top of the page is a Continuous Trap Card called "Light of Intervention," which prevents either player from Summoning or flipping monsters face-down.
    • "Hoshiningen" is a LIGHT-Attribute monster, one of six Level 2 monsters released early on that boost the ATK of all monsters that share their Attribute by 500 and weaken the ATK of all monsters with the opposite Attribute—this one DARK, obviously—by 400.
    • Then there's "Consecrated Light." A Level 1 monster with 0 ATK and DEF that is nonetheless capable of shutting down entire Decks. With this monster in play, DARK-Attribute monsters can't be Normal or Special Summoned, nor can DARK-Attribute monsters attack if they're on the Field. And kind of superfluously, "Consecrated Light" can't be destroyed by battle with a DARK-Attribute monster, nor does its controller take damage from such a battle.
    • "Barrier Statue of the Heavens" is a monster with 1000 ATK and DEF that prevents either player from Special Summoning non-LIGHT-Attribute monsters. It's one of six Barrier Statues, one for each Attribute.
    • "Jowgen the Spiritualist" is a LIGHT-Attribute monster that bars either player from Special Summoning, period. It can also destroy all Special Summoned monsters on the Field if its controller discards a card.
    • The Equip Spell Card "White Veil" neutralizes all of the opponent's Spell and Trap cards when the equipped monster attacks. It could fit under this trope if you just look at the card itself; the only thing is that the person who used the card in Yu-Gi-Oh! GX falls under Light Is Not Good, which is alluded to with the fact that "White Veil"'s controller loses 3000 Life Points when it leaves the Field.

Top