Firelights PDF

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

The Tables Details

d66

11
Region

GROVE
Theme

BEAUTY
Event

LEAD
Story

SOLDIER
Name:
12
13
BURROW

GLADE
LOYALTY

MONEY
REDEEM

INFILTRATE
FARMER

THIEF
Pronouns:
14
15
WOODS

TREE
LIFE

DEATH
STUDY

PURSUE
KNIGHT

NOBLE
Treasures:
16 RUINS WAR FOCUS SELLER
Fatigue:
21 HILLS PEACE PLAN SAILOR

22
23
24
TUNNELS

SWAMP

MOUNTAINS
FAMILY

POWER

FRIENDS
SERVE

CREATE

ESCAPE
PEASANT

SPY

ARTISAN
Approaches
25
26
RIVER

LAKE
CHANGE

TRADITION
PARLEY

SECURE
PIRATE

BANDIT
Forceful
31
32
OCEAN

ISLAND
SURVIVAL

FREEDOM
SNEAK

SEARCH
MONK

HEALER
Patient
33
34
PLAINS

GLACIER
TIME

CORRUPTION
SABOTAGE

ADAPT
GUARD

NOMAD
Quick
35 POND HOPE INSPIRE HUNTER
For generations, the departed have been trapped in
36 DESERT LOVE BETRAY LEADER their undead form all across the land of Penumbra,
41 TUNDRA REVENGE DECEIVE RAIDER tormenting and plaguing our world.
42 CAVES IDENTITY HIDE OUTCAST
The Firelights, who once guided the dead through
43 FIELDS REDEMPTION RETRIEVE MINER
the Veil, have vanished. But there is still hope.
44 NEST JUSTICE EXPLOIT WORKER

45 WASTELAND HONOR ATTACK BARD Their last cocoons just hatched right under the
46 CLIFFS FORGIVENESS OBSERVE WEIRD careful eyes of the Protectors.
51 GARDENS AMBITION SACRIFICE WARRIOR
You are the last of the Firelights.
52 JUNGLE FAITH SURVIVE SAGE

53 PRAIRIE GREED FOLLOW BOUNTY You must traverse through swarms of lifeless
54 REEF EQUALITY PERSUADE CREATURE creatures, ignite all the land's old beacons, and lead
55 HIVE DECEPTION EXPLORE BEGGAR
the dead through the Veil once more.
56 CANYON LEGACY EXECUTE TAILOR

61 CATACOMBS TRUST AVENGE MAGE

62 VOLCANIC SACRIFICE HELP URCHIN

63 WETLANDS SOLITUDE FORGIVE ENGINEER

64 TOMB RESILIENCE DESTROY HERBALIST FIRELIGHTS is a product of Fari RPGs — https://farirpgs.com/


The text of FIRELIGHTS is available for use under the Creative Commons
65 ESTUARY BETRAYAL PROTECT BREWER Attribution CC-BY 4.0 license. https://creativecommons.org/licenses/by/4.0/
Made possible by support of the Fari RPGs Patreon supporters.
66 HOLLOW FAME LEARN TRACKER
This game was previewed, proofread, and enhanced by the Fari Community.
The Basics The Game The Actions
PREPARING THE GAME EXPLORING THE WORLD CONFRONT RISK
To play this game, you will need the following materials: When you start the game, draw a card from the Story When you act in the face of adversity, Action+Approach.
Deck, and place it face up in front of you. This is where you
◆ A standard deck of cards without any jokers. You will use ◆ Upon Light, it’s a full success.
are right now. As you discover the land, you will add more
this as a way to guide the story, and its challenges. This is ◆ Upon Shade, it’s a partial success.
cards to your World Map. Each card being a new region.
your Story Deck. When you use a card, discard it. ◆ Upon Darkness, it’s a setback, mark 1 Fatigue.
When you add a new region card, the corner of your card
◆ Two six-sided dice. You will use these to perform actions
needs to connect with another region’s corner. To know SEARCH FOR TREASURES
in the narrative, and get answers about the world. These
whether the region you are adding is located below, beside When you search for something lost, Action+Approach.
are your Action Dice.
or above your current location, compare the numbers of
◆ A notebook to act as your Journey Book for log entries. ◆ Upon Light, you find 2 Treasures.
both card, and interpret the result.
◆ Index cards or random slips of paper. ◆ Upon Shade, you see a Curse faraway, get 1 Treasure.
◆ A token of some sort (coin, poker chip, etc.). ◆ If the number on the new card is higher than the one on ◆ Upon Darkness, a Curse is onto you, mark 1 Fatigue.
your current location, place the card above.
STARTING THE GAME ◆ If the number on the new card is lower than the one on BUY INFORMATION
To play, make sure you have a couple of hours of spare time your current location, place the card below. When you trade treasures for knowledge, decide on a
ahead of you. Shuffle and place your Story Deck on a flat ◆ Otherwise, place the card beside your current location. number of Treasures to expend, and Action+Treasures.
surface, and gather your Action Dice.
Use rolling tables for inspiration, place slips of paper on top ◆ Upon Light, you get precise information.
of the cards to note down details about the region.
CREATING YOUR FIRELIGHT ◆ Upon Shade, you get partial information.
Choose your name and preferred pronouns. Your character ◆ Upon Darkness, you get ambiguous information.
IGNITING THE SIX BEACONS
has three approaches: forceful, patient, and quick. Assign
The six beacons of Penumbra served as a guide for the dead DISCOVER A REGION
one to a +2, another with a +1, the third defaults to a 0.
to navigate through the Veil. Even to this day, they continue When you look for a new path, Action+Approach.
to emit a subtle mystical smoke. To find beacons,
STRIVING FOR YOUR GOAL ◆ Upon Light, add the two cards to your map.
DISCOVER A REGION. If the card you add to the map is
While the Firelights were gone, gigantic shadowy entities ◆ Upon Shade, add either one of the cards to your map.
a face card (jack, queen, king) that region includes a beacon.
called Curses have started spawning across the land, ◆ Upon Darkness, the path is hidden. Add either one of
corrupting everything they touch, extinguishing the RESTING AND FATIGUE the cards to your map, face down, and mark 1 Fatigue.
beacons thus preventing the dead from crossing through To reveal a hidden path, you may BUY INFORMATION
You may have to mark Fatigue as a result to an action.
the Veil. You are the last of the FIRELIGHTS. You are a or CONFRONT RISK.
When your fatigue is full or your Story Deck empty, you
very rare kind of insect, and only you have the ability to re-
have to rest or flee to live another day, or risk extinguishing
ignite the six beacons, fight Curses, and guide the undead
your light. When you rest, fill an entry in your Journey FIGHT A CURSE
back through the other side of the Veil. When you confront a Curse, Action+Approach. Repeat
Book, shuffle the cards you discarded when making
Actions in your journey, and clear you Fatigue. until you’ve stacked enough cards to match its Strength.
MAKING AN ACTION
Actions guide your journey across this world. Each one is a ◆ Upon Light, stack the two cards on the curse.
ENCOUNTERING CURSES ◆ Upon Shade, stack either one of the cards on the curse.
self-contained system which helps you resolve the
If you encounter a Curse, you may confront them. Build a ◆ Upon Darkness, EVADE DANGER.
questions you have, or the actions you want to take. When
stack of cards as described in the FIGHT A CURSE action.
making an Action, go through the following:
When the number of cards of the stack matches the Curse’s EVADE DANGER
◆ Draw 2 cards face-up from your Story Deck. Strength, they perish. If you flee from a Curse, their stack When you avoid an impending threat, Action+Approach.
◆ Roll and sum your two Action Dice. persists until you encounter them again.
◆ Add any modifiers to your roll to get your Score. ◆ Upon Light, you avoid the danger.
◆ Calamity (5 Strength): Spider spun from mist who spews ◆ Upon Shade, mark 1 Fatigue.
Then, interpret the result as follows, then discard the cards. toxic fumes. Red cards ♦♥ count as two stack cards. ◆ Upon Darkness, mark 2 Fatigue.
◆ Screecher (8 Strength): Being of flame and shadow
◆ If your score is higher than both cards, there’s Light.
which shrieks destruction, leaving nothing but ashes in GET AN ANSWER FROM THE ORACLE
◆ If your score is higher than one card, there’s Shade. its wake. Black cards ♠ ♣ count as two stack cards.
◆ Otherwise, there’s Darkness. When you want answers to a yes/no question, Action+2 if
◆ Hollow (8 Strength): Worm with eyes that gleam like
likely. Action+0 if unlikely. Action+1 otherwise.
Aces are worth 1, jacks are worth 11, queens are worth 12, rubies. Attacks from below and consume all in its grasp.
and kings are worth 13. Each Action is formatted Spades ♠ count as two stack cards. ◆ Upon Light, the answer is “yes, and...”.
Action+(Modifier), and tells you what happens when ◆ Talon (13 Strength): Bird of bones. Quick to strike, and ◆ Upon Shade, the answer is “yes, but...”.
there’s Light, Shade or Darkness extremely deadly. Hearts ♥ count as two stack cards. ◆ Upon Darkness, the answer is “no, and...”.

You might also like