

You roll for successes when using Chroma based on the dice of two virtues (dictated by the Chroma you’re using). Instead, “the GM will reward characters with Spirit Points at suitably dramatic moments in the story (e.g., succeeding at a difficult task, which would result in a morale boost).” And you’ll need those points to fuel your Chroma.Ĭhroma are special powers and abilities you choose from a list based on your core Virtue. Your character will also have a pool of Spirit Points you can spend to boost your scores, but these do not refresh regularly. The more successes you get, the better the results, allowing you to even accomplish secondary objectives on a single excellent roll. You’ll also roll a d4, the Spirit Die, which can boost your results (usually only if you roll a 4 on this die). When you make a test, you’ll roll a handful of dice (usually six) and count up every roll of 6 or higher as a success. Your Virtues are defined by dice, starting with the d6 and going up. And most of the PCs don’t share the same core Virtue as the culture they come from this “spiritual divide between themselves and their friends and family” serves as a source for wanderlust and empathy.įrom this list of Virtues and their attendant skills, you can already get an idea of what characters do in an Overlight campaign. These are described as Virtues and each of the floating Shards reveres one Virtue over the others. They include violet Wisdom (governing skills like Folklore, Intuition, and Perception), blue Logic (with Windlore, Machinery, and Science), green Compassion (including the skills Beastways, Inspiration, and Performance), yellow Will (which adjudicates the Craft, Persuasion, and Resolve skills), orange Vigor (governing Athletics, Blades, and Survival), and red Might (including Brawl and Resistance). Each continent is favored by one spectrum, and its inhabitants more fully express both the virtues and the vices of that spectrum.Īnd so, of course, your character is defined by these spectra, called Virtues by the peoples of this shattered world. Now there is no sun or moon, but the Overlight, beaming the scattered spectra down upon different Shards, floating continents in the sky. But unlocking the eighth spectrum invited disaster the illumination that was the underpinnings of the world was broken apart, as if by a prism, and so also was the world broken apart. A world (our world, the writers strongly imply) was blessed with seven radiations, seven spectra of light, knowledge and wisdom that allowed humanity to create wonders. Overlight overcomes these issues with a world whose spiritual crises has taken solid, physical form. If you remember some of the high-concept RPGs of the early ‘80s and ‘00s, you’ll understand what I mean by that many of those games had incredible worlds and bizarre creatures, and they left a lot of GMs wondering what they heck they were supposed to do with it, or how they would even explain it to their players.


In short, Overlight is a high-concept RPG, but one that is meant to actually be played. It is fantasy that is underpinned by the peoples, cultures, and philosophical underpinnings of a world. Beagle with a grounding in the present and an urge to heal that you find in the works of Ursula K. It mingles the melancholy and sense of loss from Tolkien and Peter S. What is kaleidoscopic fantasy? The authors of Overlight describe it as a fantasy genre inspired by artists like Julie Bell, Moebius, and most especially the album covers of Roger Dean. Renegade Game Studios’ kaleidoscopic fantasy RPG Overlight manages to do both at once. RPGs are refining what they’ve been and done before, as well as treading new ground. Decades of play and thought and experimentation have been turbo-charged by the recent unprecedented success of D&D. Special note! This week at all four Dragon’s Lair Comics & Fantasy® locations you can meet two of the creators of Overlight! Check the webpage for locations and times!
