Originally Posted by
kronovan
These are all that are on the Effects form for 2 different FGU rulesets; D&D 5e and Call of Cthulhu 7.0
VARIOUS COMMMON LIGHT EFFECTS for D&D 5e
LIGHT: 20 torch
LIGHT: 5 candle
LIGHT: 15/45 lamp
LIGHT: 30 lantern
VARIOUS COMMMON LIGHT EFFECTS for Call of Cthulhu 7.0
LIGHT: 4 torch
LIGHT: 1 candle
LIGHT: 3/9 lamp
LIGHT: 6 lantern
SPELL LIGHTING EFFECTS for D&D 5e
LIGHT: 20 light
LIGHT: 15/15 darkness
SPELL LIGHT EFFECTS for Call of Cthulhu 7.0
LIGHT: 4 light
LIGHT: 3/3 darkness
As well these are some for D&D 5e that can be manually entered for an effect.
INNATE/SPECIES VISION EFFECTS for D&D 5e
VISION: 60 blindsight
VISION: 30 darkvision
VISION: 20 truesight
As you can see the numbers vary for the different rulesets as the distance per grid unit on maps varies. The first number is the distance and IIRC the second is the distance that dim light occurs for. The D&D 5e numbers represent feet and with MGT2e using meters those numbers need to be changed - can't remember off the top of my head what map units CoC 7 uses. The Common lights have different flickering effects that are preset by their name, which I assume is defined by the CoreRPG ruleset. Candle has the highest and is set at 100%, next is torch, while lantern and lamp have almost no flicker. I find that Lamp and Lantern best suit an Industrial world at TL 4 or higher, with candle and torch working for primitive. The Darkvision casts a consistent light 60 feet for the D&D 5e ruleset, but all illumination is in shades of grey. I find it works well for nightvision goggles you might encounter in a Traveller TL 6+ world. Both Truevision and Darkvision are not effected by darkness lights. As expected though, they're still affected by masking.
[Edit] Forgot to mention, any of those effects can be manually entered in an Effect field for a PC of NPC in the Combat Tracker (CT.) For both the rulesets I give values for, A Light can be added to a character token with both of those rulesets by making them the active character in the CT, then clicking the Effects button and clicking the desired light button on the Effects form.