Difference between revisions of "Glimmers (FiD)"

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=== Claims ===
 
=== Claims ===
 
{| class="wikitable"
 
{| class="wikitable"
|align="center" valign=top | '''Guard's Cantina''' You get +1d to the engagement roll for probe and social plans.
+
|align="center" valign=top | '''Bedlam:''' You get +1d to Attune and Command on-site. ''In hospitals and madhouses, no-one will mind a few more screams.
|align="center" valign=top | '''Secret Routes''' You get +1d to the engagement roll for stealth and transport plans.  
+
|align="center" valign=top | '''Guard's Cantina''' You get +1d to the engagement roll for probe and social plans.  
 
|align="center" valign=top | '''Covert Drop:''' You get +2 coin in payoff for scores that involve espionage or sabotage.
 
|align="center" valign=top | '''Covert Drop:''' You get +2 coin in payoff for scores that involve espionage or sabotage.
|align="center" valign=top | '''Hidden Paths''' You get +1d to Prowl and Survey outside of a score.  
+
|align="center" valign=top | '''Secret Routes''' You get +1d to the engagement roll for stealth and transport plans.
 
|align="center" valign=top | '''Classy Club''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. ''Gather and sell secrets at the same spot!
 
|align="center" valign=top | '''Classy Club''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. ''Gather and sell secrets at the same spot!
 
|-
 
|-
|align="center" valign=top | '''Bedlam:''' You get +1d to Attune and Command on-site. ''In hospitals and madhouses, no-one will mind a few more screams.
+
|align="center" valign=top | '''Hidden Paths''' You get +1d to Prowl and Survey outside of a score.  
 
|align="center" valign=top | '''Informants:''' You get +1d to gather information for a score. ''Your eyes and ears on the streets are always on the lookout for new targets..  
 
|align="center" valign=top | '''Informants:''' You get +1d to gather information for a score. ''Your eyes and ears on the streets are always on the lookout for new targets..  
 
|align="center" valign=top | '''Lair''' Your secret hideout where plans are made and treasures are stored. Claims start here and can extend horizontally or vertically, but not diagonally.
 
|align="center" valign=top | '''Lair''' Your secret hideout where plans are made and treasures are stored. Claims start here and can extend horizontally or vertically, but not diagonally.
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|-
 
|-
 
|align="center" valign=top | '''Black Market''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.  
 
|align="center" valign=top | '''Black Market''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.  
|align="center" valign=top | '''Infirmary:''' You get +1d crew's to healing treatment rolls.  
+
|align="center" valign=top | '''Infirmary:''' You get +1d crew's to healing treatment rolls and to acquire asset rolls for drugs and poisons.
 
|align="center" valign=top | '''Fence''' You get +2 coin in payoff for scores that involve stealing valuables.  
 
|align="center" valign=top | '''Fence''' You get +2 coin in payoff for scores that involve stealing valuables.  
 
|align="center" valign=top | '''Lookouts:''' You get +1d to Hunt or Survey on your turf.
 
|align="center" valign=top | '''Lookouts:''' You get +1d to Hunt or Survey on your turf.
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# '''Master Thieves:''' Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).   
 
# '''Master Thieves:''' Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).   
 
# '''Evasion:''' Crew gains +1d to resist consequences to be seen or caught.   
 
# '''Evasion:''' Crew gains +1d to resist consequences to be seen or caught.   
# '''Ghost Echoes:''' When you keep a score completely secret (p 146) you still get half the normal Rep, rounded up.   
+
# '''Ghost Echoes:''' When you keep a score completely secret (p 146) you still get the normal Rep but ignore a Heat gain of 2 or less.   
 
# '''Light Fingers:''' When you loot or pickpocket, gain +1d to gather information or earn coin.   
 
# '''Light Fingers:''' When you loot or pickpocket, gain +1d to gather information or earn coin.   
 
# '''Master Plan:''' When you perform a group action, you may count multiple 6s from different rolls as a critical success.   
 
# '''Master Plan:''' When you perform a group action, you may count multiple 6s from different rolls as a critical success.   
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=== Crew XP ===
 
=== Crew XP ===
 
At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).   
 
At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).   
# Execute a daring heist, burglary, or infiltration.   
+
# Execute a successful espionage, sabotage, or theft operation.   
 
# Contend with challenges above your current station.   
 
# Contend with challenges above your current station.   
 
# Bolster your crew's reputation or develop a new one.   
 
# Bolster your crew's reputation or develop a new one.   
# Express the goals, drives, inner conflict, or essential nature of the crew.
+
# Express the goals, drives, inner conflict, or essential nature of the crew.
  
 
=== Contacts ===
 
=== Contacts ===
# Alev, a locksmith 
+
# Briar, a mechanist.
# Brenna, a black market dealer 
+
# Fen, a black marketeer.
# Sian, a corrupt Bluecoat 
+
# Jorin, a corrupt guard.
# Karla, a spy for hire 
+
# Larke, a spy.
# Marek, a gambler with valuable connections 
+
# Morlen, a noble.
# Vix, a notorious forger 
+
# Quin, a tavern owner.
  
 
=== Crew Upgrades ===
 
=== Crew Upgrades ===
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☐☐ Carriage
 
☐☐ Carriage
 
☐☐ Boat
 
☐☐ Boat
Hidden
+
Hidden
 
☐ Quarters
 
☐ Quarters
 
☐☐ Secure
 
☐☐ Secure
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'''Training'''   
 
'''Training'''   
 
☐  Insight   
 
☐  Insight   
Prowess   
+
Prowess   
 
☐  Resolve   
 
☐  Resolve   
 
☐  Personal   
 
☐  Personal   

Latest revision as of 22:42, 5 September 2024

Fox in the DarkFox in the Dark logo
Starfox's Blades in the Dark fan page

The Glimmers are master thieves and second-story specialists, experts in pulling off daring heists under the cover of night. With nimble fingers and cunning minds, they slip past guards, crack safes, and disappear without a trace. For the Glimmers, every job is an art, where skill, stealth, and a touch of luck yield untold rewards.

An adaptation of the Shadows crew playbook.

Claims

Bedlam: You get +1d to Attune and Command on-site. In hospitals and madhouses, no-one will mind a few more screams. Guard's Cantina You get +1d to the engagement roll for probe and social plans. Covert Drop: You get +2 coin in payoff for scores that involve espionage or sabotage. Secret Routes You get +1d to the engagement roll for stealth and transport plans. Classy Club Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Gather and sell secrets at the same spot!
Hidden Paths You get +1d to Prowl and Survey outside of a score. Informants: You get +1d to gather information for a score. Your eyes and ears on the streets are always on the lookout for new targets.. Lair Your secret hideout where plans are made and treasures are stored. Claims start here and can extend horizontally or vertically, but not diagonally. Orphanage -2 heat per score. Luxury Safehouse +1d to Consort and Sway rolls on-site. The high-end decor and amenities impress your guests.
Black Market Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Infirmary: You get +1d crew's to healing treatment rolls and to acquire asset rolls for drugs and poisons. Fence You get +2 coin in payoff for scores that involve stealing valuables. Lookouts: You get +1d to Hunt or Survey on your turf. Arcane Cache You get -2 heat on a score score when you steal items of arcane or supernatural nature.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Master Thieves: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
  2. Evasion: Crew gains +1d to resist consequences to be seen or caught.
  3. Ghost Echoes: When you keep a score completely secret (p 146) you still get the normal Rep but ignore a Heat gain of 2 or less.
  4. Light Fingers: When you loot or pickpocket, gain +1d to gather information or earn coin.
  5. Master Plan: When you perform a group action, you may count multiple 6s from different rolls as a critical success.
  6. Patron: When you advance your Tier, it costs half the coin it normally would. Who is your patron? Why do they help you?.
  7. Thief's Luck: When you execute a Stealth plan, you get +1d to the engagement roll.
  8. Additional Playbook: Select another crew playbook. From now on you can choose its Claims, Special Abilities, Crew Contacts, and Upgrades. You gain immediate access only to the Crew XP.

Crew XP

At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).

  1. Execute a successful espionage, sabotage, or theft operation.
  2. Contend with challenges above your current station.
  3. Bolster your crew's reputation or develop a new one.
  4. Express the goals, drives, inner conflict, or essential nature of the crew.

Contacts

  1. Briar, a mechanist.
  2. Fen, a black marketeer.
  3. Jorin, a corrupt guard.
  4. Larke, a spy.
  5. Morlen, a noble.
  6. Quin, a tavern owner.

Crew Upgrades

☐ Thief Rigging (2 free load of tools or gear) ☐ Building Plans ☐ Elite Rooks ☐ Elite Skulks ☐-☐-☐ Steady (+1 stress box)

Lair ☐☐ Carriage ☐☐ Boat ■ Hidden ☐ Quarters ☐☐ Secure ☐☐ Vault ☐ Workshop

Training ☐ Insight ■ Prowess ☐ Resolve ☐ Personal ☐-☐-☐-☐ Mastery

Quality ☐ Documents ☐ Gear ☐ Implements ☐ Pet/Special ☐ Supplies ☐ Tools ☐ Weapons

Cohort upgrade costs

New Cohort: ☐-☐
Add Type: ☐-☐

Cohorts

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Name:

Gang ☐ or Expert ☐.

Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Adepts ☐ Rooks ☐ Rovers ☐ Skulks ☐ Thugs ☐

Elite ☐ Fearsome ☐ Independent ☐ Loyal ☐ Principled ☐ Animal ☐ Savage ☐ Unreliable ☐ Wild ☐

Opportunities

  1. A reclusive noble is rumored to have a vault filled with priceless artifacts. What will it take to get in?
  2. A rival gang's leader boasts about an impenetrable hideout. Prove them wrong.
  3. The city’s museum is displaying a rare artifact under tight security. It’s a challenge worth taking.
  4. A jeweler has been quietly amassing a fortune in stolen goods. Time to relieve them of their burden.
  5. The elite of Doskvol are gathering for a secret auction of contraband. Will you take the prize or the proceeds?
  6. A shipping magnate is transporting a priceless cargo. Intercept it before it reaches its destination.
  7. A new gang is muscling in on your territory, targeting your most lucrative operations. Send a message.
  8. A daring burglar is stealing your thunder, claiming jobs that should be yours. Time to eliminate the competition.
  9. A once-in-a-lifetime heist opportunity arises: a floating casino packed with wealthy patrons and loose security. What’s the catch?
  10. A member of your crew is framed for a high-profile heist they didn’t commit. Clear their name by finding the real culprit.
  11. A powerful politician’s secret is hidden in a well-guarded safe. It could be your ticket to untold influence—if you can get it.
  12. The blueprints for a new bank vault are circulating in the underworld. Steal them and plan the ultimate heist.
  13. A rich, eccentric collector is holding a gala to show off their latest acquisitions. Will you walk out with the prize?
  14. A criminal mastermind is recruiting the best thieves for an ambitious heist. Do you join, or do you take them down?
  15. A ghostly presence haunts an abandoned manor, said to protect a hidden treasure. What will it take to outwit a spirit?
  16. An underground fight ring is attracting high rollers. Sneak in, grab the winnings, and get out before the fists fly.
  17. A rare book of arcane knowledge is locked away in a heavily-guarded library. It's worth a fortune to the right buyer.
  18. A gang of rooftop runners is making your crew look slow and clumsy. Outdo them in a spectacular heist.
  19. A merchant ship is rumored to be carrying cursed gold. It’s a high-risk, high-reward situation—will you take the gamble?
  20. Academy opportunity.
  21. Cabal opportunity.
  22. Cartel opportunity.
  23. Cult opportunity.
  24. Delvers opportunity.
  25. Inquisitors opportunity.
  26. Pioneers opportunity.
  27. Sentinels opportunity.
  28. Trackers opportunity.
  29. Traveler opportunity.
  30. Troupe opportunity.
  31. Warrior opportunity.