Difference between revisions of "Belters (IB)"

From Action
Jump to navigation Jump to search
Line 1: Line 1:
 
{{IB}}
 
{{IB}}
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.
+
The Delvers are intrepid explorers, scholars, and treasure hunters, driven by the thrill of discovery, the pursuit of knowledge, and the lure of wealth. They brave ancient dungeons, forgotten crypts, and perilous ruins in search of hidden riches, powerful artifacts, and lost secrets. For the Delvers, every expedition is a gamble where fortune and knowledge favor the bold—or the foolish.
  
An adaptation of the Shadows crew playbook.
+
Delvers seek both treasure and knowledge as they explore ancient ruins and lost libraries. Merged with the previous [[Academy_(FiD)|Academy]] playbook, now obsolete.
 +
 
 +
=== Claims ===
 +
For treasure hunters and scholars who move frequently, Claims include lairs, facilities, and holdings. For Delvers exploring a single, massive dungeon, Claims often represent areas of the dungeon that have been cleared and repurposed as bases.
 +
 
 +
{| class="wikitable"
 +
|align="center" valign="top" | '''Magic Shop''' <br> During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat.
 +
|align="center" valign="top" | '''Warehouse''' <br> You get +1d to acquire asset rolls. 
 +
|align="center" valign="top" | '''Treasury''' <br> Earn +2 coin in payoff for scores involving rare items.
 +
|align="center" valign= Top  | '''Turf''' <br> Reduces the coin cost to advance.
 +
|align="center" valign="top" | '''Hall of Wonders''' <br> Gain +1d on Study and Tinker rolls on location.
 +
|-
 +
|align="center" valign="top" | '''Temple of Wisdom''' <br> Reduce heat by 2 per score.
 +
|align="center" valign="top" | '''Library''' <br> Gain +1d to engagement rolls for Occult and Stealth plans. Increased effect on translations made on-site.
 +
|align="center" valign="top" | '''Strategium''' <br> Your base, housing your collection of artifacts and rare books.
 +
|align="center" valign="top" | '''Study Hall''' <br> Gain +1d to gather information for a score.
 +
|align="center" valign="top" | '''Healing Pool''' <br> Free recovery action each downtime.
 +
|-
 +
|align="center" valign="top" | '''Field Contacts''' <br> Gain +1d to engagement rolls for Assault and Transport plans.
 +
|align="center" valign="top" | '''Scriptorium''' <br> Increased effect on translations made on-site.
 +
|align="center" valign="top" | '''Patrons''' <br> Earn +2 coin in payoff for scores involving knowledge or magic texts.
 +
|align="center" valign="top" | '''Turf''' <br> Reduces the coin cost to advance.
 +
|align="center" valign="top" | '''Patronage''' <br> During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat.
 +
|}
  
 
=== Heat & Wanted Level ===
 
=== Heat & Wanted Level ===
Line 11: Line 34:
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Master Thieves:''' Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
+
# '''Seekers:''' Each PC may add +1 action rating to Study, Survey, or Tinker (up to a max rating of 3).
# '''Evasion:''' Gain +1d to resist consequences of being seen or caught.
+
# '''Dungeoneers:''' Your cohorts excel in fieldwork. Add the Elite and Loyal traits to your cohorts.
# '''Ghost Echoes:''' If you complete a score completely in secret (p. 146), gain normal Rep but ignore up to 2 Heat.
+
# '''Endeavor:''' Each participant in a group action gains +1d to their roll.
# '''Light Fingers:''' Gain +1d to gather information or earn coin when looting or pickpocketing.
+
# '''Endowed:''' Advancing your '''Tier''' costs half the usual coin. ''Who is your patron, and why do they fund you?''
# '''Master Plan:''' When performing a group action, count multiple 6s from different rolls as a critical success.
+
# '''Pathfinders:''' Gain +1d to engagement rolls for exploration or transport plans.
# '''Patron:''' Advancing your Tier costs half the usual coin. ''Who is your patron, and why do they support you?''
+
# '''Questers:''' Gain +1d to gather information about ancient sites or lost knowledge.
# '''Thief's Luck:''' Gain +1d to engagement rolls for Stealth plans.
+
# '''Survivors:''' Gain +1d to resist environmental hazards (traps, dangerous terrain, etc.).
 
# '''Additional Playbook:''' Select another crew playbook. You may now choose its Claims, Special Abilities, Crew Contacts, and Upgrades. Immediately gain access only to the Crew XP track.
 
# '''Additional Playbook:''' Select another crew playbook. You may now choose its Claims, Special Abilities, Crew Contacts, and Upgrades. Immediately gain access only to the Crew XP track.
  
 
=== Crew XP ===
 
=== Crew XP ===
 
At the end of each session, for each item below, mark 1 XP (or mark 2 XP if that item occurred multiple times):
 
At the end of each session, for each item below, mark 1 XP (or mark 2 XP if that item occurred multiple times):
# Execute a successful espionage, sabotage, or theft operation.
+
# Recover lost artifacts or knowledge or explore ancient sites.
 
# 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 ===
 +
# Doran, an antiquarian.
 +
# Gorran, a tomb robber.
 +
# Jyn, a mage.
 +
# Kez, an occultist.
 +
# Mirwen, a noble.
 +
# Pyra, a mechanist.
  
 
=== Crew Upgrades ===
 
=== Crew Upgrades ===
 
'''Starting Upgrades'''
 
'''Starting Upgrades'''
Hidden lair, Vault, 2 of choice.
+
Delver's Rig, Vault, 2 of choice.
  
'''Glimmers Only Upgrades'''
+
'''Delvers Only Upgrades'''
: ☐ '''Madhouse''' — +1d Engagement on '''Occult''' plans.
+
Delver's Rig (2 free load)
: ☐ '''Secret Routes''' — +1d Engagement on '''Stealth''' and '''Transport''' plans.
+
Expeditionary Lair (use a downtime action to move your lair)
: ☐ '''Covert Drop''' — +2 Coin payoff on scores about '''espionage''' or '''sabotage'''.
 
: ☐ '''Cantina''' — +1d Engagement on '''Probe''' and '''Social''' plans.
 
: ☐ '''Orphanage''' — Reduce Heat by 1 per score.
 
: ☐ '''Informants''' — +1d to '''Gather Information''' for a score.
 
: ☐ '''Fence''' — +2 Coin payoff on scores about '''stolen valuables'''.
 
: ☐ '''Building Plans''' (+1d engagement on Stealth plans)
 
: '''Thief Rigging''' (2 free load)
 
  
{{ : Include Crew Commonalities (IB) }}
+
{{ : Cohorts (FiD) }}
  
 
{| class="wikitable" align=right
 
{| class="wikitable" align=right
Line 79: Line 103:
 
# Cartel opportunity.
 
# Cartel opportunity.
 
# Cult opportunity.
 
# Cult opportunity.
# Delver opportunity.
+
# Glimmer opportunity.
 
# Manhunter opportunity.
 
# Manhunter opportunity.
 
# Soldier opportunity.
 
# Soldier opportunity.
Line 85: Line 109:
 
# Troupe opportunity.
 
# Troupe opportunity.
 
# Warden opportunity.
 
# Warden opportunity.
# A reclusive noble is rumored to have a vault filled with priceless artifacts. What will it take to get in?  
+
# A cavern filled with chains hanging from the ceiling and walls, some attached to long-forgotten prisoners.   
# A rival gang's leader boasts about an impenetrable hideout. Prove them wrong. 
+
# A chamber where every sound is amplified and warped. Delvers believe the echoes are a form of communication from the original builders and could lead to a cache of their forgotten knowledge.
# The city’s museum is displaying a rare artifact under tight security. It’s a challenge worth taking.
+
# A criminal has taken refuge in your area of exploration.
# A jeweler has been quietly amassing a fortune in stolen goods. Time to relieve them of their burden.
+
# A cursed relic has found its way into a public auction, spreading bad luck to anyone who touches it. Can you recover and neutralize it before the curse spreads further?
# The elite of Doskvol are gathering for a secret auction of contraband. Will you take the prize or the proceeds?
+
# A deep well in the center of a ruined courtyard echoes with the voices of the past. Throwing in a coin grants a glimpse of your future, but it’s whispered that the well demands something in return.
# A shipping magnate is transporting a priceless cargo. Intercept it before it reaches its destination. 
+
# A deep well in the center of a ruined courtyard is said to echo with the voices of the past. Throwing in a coin grants a glimpse of your future, but it’s whispered that the well demands something in return.
# A new gang is muscling in on your territory, targeting your most lucrative operations. Send a message.
+
# A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have resurfaced.
# A daring burglar is stealing your thunder, claiming jobs that should be yours. Time to eliminate the competition.
+
# A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have surfaced.
# A once-in-a-lifetime heist opportunity arises: a floating casino packed with wealthy patrons and loose security. What’s the catch? 
+
# A famous wizard went mad after finding an artifact of unspeakable power. His journal has resurfaced, and the artifact may still be hidden in his crumbling tower.
# A member of your crew is framed for a high-profile heist they didn’t commit. Clear their name by finding the real culprit.
+
# A forgotten library has been unearthed, but the knowledge within is guarded by ancient traps and curses.
# 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. 
+
# A forgotten ruin said to hold the key to a legendary treasure. What dangers guard it?
# The blueprints for a new bank vault are circulating in the underworld. Steal them and plan the ultimate heist.
+
# A forgotten ruin, said to hold the key to a legendary treasure. What dangers guard it?
# A rich, eccentric collector is holding a gala to show off their latest acquisitions. Will you walk out with the prize? 
+
# A garden filled with lifelike statues of explorers and warriors. Some believe these statues are the petrified remains of previous adventurers, and that the secret to reversing their fate lies somewhere in the area.
# A criminal mastermind is recruiting the best thieves for an ambitious heist. Do you join, or do you take them down?
+
# A giant statue of a nameless warrior holds a sword of untold power, trapped in stone. Whoever frees the weapon is said to claim it, but none have returned from the challenge.
# A ghostly presence haunts an abandoned manor, said to protect a hidden treasure. What will it take to outwit a spirit?
+
# A grand hall dominated by a throne that shifts in and out of existence. Those who sit on it are said to glimpse forgotten knowledge, but the throne demands a piece of the soul in return.
# An underground fight ring is attracting high rollers. Sneak in, grab the winnings, and get out before the fists fly.
+
# A group of young nobles want to go slumming in your area of exploration.
# A rare book of arcane knowledge is locked away in a heavily-guarded library. It's worth a fortune to the right buyer.
+
# A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
# A gang of rooftop runners is making your crew look slow and clumsy. Outdo them in a spectacular heist.
+
# A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
# A merchant ship is rumored to be carrying cursed gold. It’s a high-risk, high-reward situation—will you take the gamble?
+
# A labyrinth of mirrors that distorts time and space. Rumors say the heart of the maze holds a priceless artifact, but many have lost themselves, unable to find the way back.
# A noble hires the Glimmers to retrieve a stolen family heirloom from a rival’s heavily guarded estate.
+
# A labyrinth of mirrors that distorts time and space. Rumors say the heart of the maze holds a priceless artifact, but many have lost themselves, unable to find the way back.
# The Glimmers are tasked with stealing a prototype weapon from a military research facility.
+
# A legendary expedition to a fabled city in the clouds left only one survivor. He claims he knows how to get there, but no one believes him.
# A wealthy merchant requests the theft of incriminating documents from a blackmailer’s safe.
+
# A long corridor lined with golden masks. It’s said that wearing one will show you a secret hidden in your area of exploration, but also that removing the mask is almost impossible.
# A famous painting is to be stolen during a high-profile auction without anyone noticing.
+
# A long-abandoned forge with a fire that never dies. It's rumored that weapons and armor forged here are imbued with immense power, but something unnatural controls the bellows and hammer.
# The Glimmers are hired to retrieve a gemstone hidden in a vault protected by magical wards.
+
# A massive statue of metal, standing vigilant in a long-forgotten hall. It’s rumored to be a mechanical guardian that can be reawakened by solving the riddle inscribed on its pedestal.
# An eccentric collector pays the Glimmers to replace a valuable artifact with a convincing fake.
+
# A merchant has acquired a set of ancient relics, but they are rumored to be haunted. He offers a reward for anyone who can safely transport them to a far-off buyer.
# The Glimmers must break into a prison to retrieve an item hidden on an incarcerated thief.
+
# A merchant has discovered rumors of a dangerous relic they don’t understand. Retrieve it before disaster strikes.
# A rival crew challenges the Glimmers to a heist competition for territory rights.
+
# A monster recenly laid eggs and then departed. Find them before they hatch!
# A black market dealer hires the Glimmers to recover smuggled goods seized by customs.
+
# A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
# A noble’s secret journal is hidden in a fortress, and the Glimmers must retrieve it without leaving a trace.
+
# A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
# The Glimmers are hired to steal the plans for a new ship design from a naval architect.
+
# A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
# An alchemist pays the Glimmers to break into a rival’s laboratory to steal a rare ingredient.
+
# A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
# The Glimmers learn of a secret vault beneath a bank that holds the wealth of several crime syndicates.
+
# A pool of perfectly still water lies deep in a forgotten ruin. Some say it's a portal to another realm, while others claim treasure glitters just beneath the surface, guarded by a lurking entity.
# A corrupt magistrate hires the Glimmers to steal evidence from a courthouse.
+
# A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
# The Glimmers are asked to infiltrate a masquerade ball and steal a rare artifact displayed there.
+
# A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
# A museum is unveiling a legendary artifact, and the Glimmers must replace it with a fake.
+
# A powerful occult society seeks your help in deciphering a set of arcane symbols that have stumped their scholars.
# A powerful guild hires the Glimmers to retrieve a blackmail ledger from a rival guildmaster’s office.
+
# A powerful patron demands that you break a curse on an artifact in his possession.
# A reclusive noble hoards an ancient map, and the Glimmers are tasked with acquiring it unnoticed.
+
# A previously unknown ruin is discovered, but it's infested with dangerous spirits.
# The Glimmers are hired to sabotage a rival crew’s heist without being detected.
+
# A rare and dangerous creature has been discovered, and your patron wants it captured alive for study.
# A wealthy recluse hires the Glimmers to recover stolen property hidden in a rival thief’s hideout.
+
# A rare celestial event is predicted, said to unlock the hidden powers of a long-buried magical artifact.
# The Glimmers must infiltrate a wizard’s tower to steal a spellbook containing forbidden magic.
+
# A reclusive scholar needs help locating a forgotten temple. What will you find inside?
# A valuable shipment is being transported under heavy guard, and the Glimmers must intercept it.
+
# A ritual site on the outskirts of the city is experiencing strange phenomena. The stones glow under the moonlight, and the local wildlife has been behaving erratically.
# The Glimmers are tasked with stealing a royal decree that could alter the city’s political landscape.
+
# A rival academy has been sabotaging your research, and you must uncover their plans.
# A merchant hires the Glimmers to steal back a debt ledger from a notorious moneylender.
+
# A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
# A secret society contracts the Glimmers to steal a ceremonial mask from a rival sect.
+
# A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
# The Glimmers must steal an artifact from a temple during a religious ceremony.
+
# A rival occultist has summoned an eldritch entity but lost control of it. Now, the creature roams free, and stopping it could win you valuable magical texts.
# A famous jewel thief hires the Glimmers to break into a vault they could never crack alone.
+
# A rival scholar seeks to awaken a sleeping demigod beneath the city. Stopping them might earn you their research... or their wrath.
# The Glimmers are tasked with stealing a rare plant from a noble’s private greenhouse.
+
# A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
# A warlord’s personal vault contains plans for an invasion, and the Glimmers must retrieve them.
+
# A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
# The Glimmers learn of a treasure hidden in a haunted mansion and must navigate its supernatural defenses.
+
# A room covered floor to ceiling with mirrors, said to show both reflections of the past and possible futures. Legends tell of an artifact hidden within the mirrors themselves, but reaching it is perilous.
# A notorious pirate captain hires the Glimmers to retrieve a stolen map from a government stronghold.
+
# A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost, and they may not all follow the same master.
# The Glimmers are hired to steal a shipment of magical artifacts from a black-market caravan.
+
# A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost.
# A mysterious benefactor tasks the Glimmers with stealing an ancient relic from a dragon’s hoard.
+
# A room where glowing, floating orbs move in strange patterns. It’s said that if you mimic the dance of the lights, hidden doors will open to ancient treasures.
# The Glimmers are asked to break into a rival thief’s safehouse to plant false evidence of betrayal.
+
# A room where the shadows seem to move of their own accord, concealing passages and traps. Rumor has it that the shadows hide a vault of incredible wealth, but first, you must learn to control them.
# An eccentric noble hires the Glimmers to retrieve a love letter before it’s read by the recipient.
+
# A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
# A legendary sword is locked in a noble’s armory, and the Glimmers must retrieve it undetected.
+
# A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
# The Glimmers are contracted to steal a cursed amulet and dispose of it in a dangerous location.
+
# A set of arcane diagrams has been stolen from the academy. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
# A royal treasury is rumored to contain a hidden vault, and the Glimmers are tasked with finding it.
+
# A set of arcane diagrams has been stolen. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
# The Glimmers must infiltrate a smuggler’s den to steal back cargo intended for their client.
+
# A shimmering pool at the heart of your area of exploration, said to have healing properties that can restore life or youth, but using it changes you.
# A guildmaster offers a fortune for the Glimmers to retrieve an ancient coin from a rival’s collection.
+
# A shimmering pool at the heart of your area of exploration, said to have healing properties that can restore life to the dead or youth to the old. However, using it is said to change you in unexpected ways.
# A legendary locksmith challenges the Glimmers to steal an item from their supposedly impenetrable vault.
+
# A single monster of overpowering strength hinders passage.
# A noble hires the Glimmers to retrieve a stolen family heirloom from a rival’s heavily guarded estate.
+
# A single monster of overpowering strength hinders passage.
# The Glimmers are tasked with stealing a prototype weapon from a military research facility.
+
# A still pool in a hidden cavern that, when gazed into, reveals the location of powerful artifacts. However, those who look too long are driven mad by the pool’s secrets.
# A wealthy merchant requests the theft of incriminating documents from a blackmailer’s safe.
+
# A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
# A famous painting is to be stolen during a high-profile auction without anyone noticing.
+
# A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
# The Glimmers are hired to retrieve a gemstone hidden in a vault protected by magical wards.
+
# A strange storm has revealed a hidden island. Explore it before others claim the spoils.
# An eccentric collector pays the Glimmers to replace a valuable artifact with a convincing fake.
+
# A treasure room flooded with murky water, said to be filled with ancient gold and gems. However, rumors persist that a monstrous creature calls the depths home, feeding on those who come too close.
# The Glimmers must break into a prison to retrieve an item hidden on an incarcerated thief.
+
# A tribe of monsters have occupied parts of the your area of exploration.
# A rival crew challenges the Glimmers to a heist competition for territory rights.
+
# A wealthy collector offers a substantial reward for an artifact currently in a heavily guarded museum. He has hired several crews to get it for him.
# A black market dealer hires the Glimmers to recover smuggled goods seized by customs.
+
# An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language.
# A noble’s secret journal is hidden in a fortress, and the Glimmers must retrieve it without leaving a trace.
+
# An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language. Whispers of previous attempts ending in madness are common.
# The Glimmers are hired to steal the plans for a new ship design from a naval architect.
+
# An ancient altar that crackles with arcane energy, rumored to imbue any item placed on it with incredible powers. However, the altar’s energy is unstable, and many items have been destroyed.
# An alchemist pays the Glimmers to break into a rival’s laboratory to steal a rare ingredient.
+
# An ancient room filled with carved stones that emit strange melodies when touched. Some believe solving the tune’s puzzle reveals a hidden treasure, while others fear it awakens a deadly guardian.
# The Glimmers learn of a secret vault beneath a bank that holds the wealth of several crime syndicates.
+
# An ancient text, said to hold the key to a lost civilization, surfaces in a rival's hands.
# A corrupt magistrate hires the Glimmers to steal evidence from a courthouse.
+
# An ancient tomb is found, but all who have attempted to open it have met with a gruesome fate. What secret does it hold?
# The Glimmers are asked to infiltrate a masquerade ball and steal a rare artifact displayed there.
+
# An ancient tomb is rumored to hold a cursed fortune. Will you brave the dangers for untold wealth?
# A museum is unveiling a legendary artifact, and the Glimmers must replace it with a fake.
+
# An enormous statue, partially destroyed by some unknown force, lies in a crumbling hall. Its gemstone eyes are rumored to hold a potent curse, but the lure of their value draws many to their doom.
# A powerful guild hires the Glimmers to retrieve a blackmail ledger from a rival guildmaster’s office.
+
# An expedition into an ancient ruin has gone missing—can you find and rescue them?
# A reclusive noble hoards an ancient map, and the Glimmers are tasked with acquiring it unnoticed.
+
# An expedition team seeks your help in finding a hidden city buried beneath the desert sands, rumored to contain untold magical riches.
# The Glimmers are hired to sabotage a rival crew’s heist without being detected.
+
# An old hermit claims to have discovered the key to eternal life but guards it with powerful enchantments and warded traps.
# A wealthy recluse hires the Glimmers to recover stolen property hidden in a rival thief’s hideout.
+
# An old magic circle, stained with the blood of long-gone sacrifices. Some claim activating it will lead to untold magical power, while others believe it opens a doorway to unspeakable horrors.
# The Glimmers must infiltrate a wizard’s tower to steal a spellbook containing forbidden magic.
+
# An underground cavern system has been discovered, leading to forgotten riches—or untold danger.
# A valuable shipment is being transported under heavy guard, and the Glimmers must intercept it.
+
# An underground temple has been discovered, its walls inscribed with an ancient language no one has been able to decipher. You might be able to crack it.
# The Glimmers are tasked with stealing a royal decree that could alter the city’s political landscape.
+
# Another groups of delvers have not returned. Will you try to save them, or just find the loot they said they knew where to find?
# A merchant hires the Glimmers to steal back a debt ledger from a notorious moneylender.
+
# Deep within the earth, a flooded crypt hides countless riches buried with the dead. However, rumors speak of the restless spirits that guard these watery graves.
# A secret society contracts the Glimmers to steal a ceremonial mask from a rival sect.
+
# Monsters have raided your area of exploration. There is a bounty, and captives to rescue.
 +
# Monsters from your area of exploration have raided the area. There is a bounty, and captives to rescue.
 +
# Giant vermin now infests the area.
 +
# In a chamber at the heart of an abandoned temple, an altar with an undying flame still burns. Legends say offerings left at the flame are granted a single wish, though the cost is never clear.
 +
# Just another bug hunt!
 +
# Part of your area of exploration has flooded, chasing away monsters that usually block the way forward.
 +
# The city’s nobles are secretly bidding for a powerful artifact. Will you steal it from the auction, or find it first?
 +
# Your area of exploration is filled with mist, which can mislead but might make stealth easier.
 +
# The princess has fled to your area of exploration to avoid a political marriage!
 +
# Water levels are low, which is said to open access to noew awuatic chambers.
 +
# You have been challenged, who can get to the last hall first!?
 +
# Your rival has published a groundbreaking paper using research you know they stole from you. How will you reclaim credit?

Revision as of 20:35, 17 October 2025

Icarus BurningIcarus Burning logo
Starfox's Blades in the Dark hack

The Delvers are intrepid explorers, scholars, and treasure hunters, driven by the thrill of discovery, the pursuit of knowledge, and the lure of wealth. They brave ancient dungeons, forgotten crypts, and perilous ruins in search of hidden riches, powerful artifacts, and lost secrets. For the Delvers, every expedition is a gamble where fortune and knowledge favor the bold—or the foolish.

Delvers seek both treasure and knowledge as they explore ancient ruins and lost libraries. Merged with the previous Academy playbook, now obsolete.

Claims

For treasure hunters and scholars who move frequently, Claims include lairs, facilities, and holdings. For Delvers exploring a single, massive dungeon, Claims often represent areas of the dungeon that have been cleared and repurposed as bases.

Magic Shop
During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat.
Warehouse
You get +1d to acquire asset rolls.
Treasury
Earn +2 coin in payoff for scores involving rare items.
Turf
Reduces the coin cost to advance.
Hall of Wonders
Gain +1d on Study and Tinker rolls on location.
Temple of Wisdom
Reduce heat by 2 per score.
Library
Gain +1d to engagement rolls for Occult and Stealth plans. Increased effect on translations made on-site.
Strategium
Your base, housing your collection of artifacts and rare books.
Study Hall
Gain +1d to gather information for a score.
Healing Pool
Free recovery action each downtime.
Field Contacts
Gain +1d to engagement rolls for Assault and Transport plans.
Scriptorium
Increased effect on translations made on-site.
Patrons
Earn +2 coin in payoff for scores involving knowledge or magic texts.
Turf
Reduces the coin cost to advance.
Patronage
During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Coin

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Seekers: Each PC may add +1 action rating to Study, Survey, or Tinker (up to a max rating of 3).
  2. Dungeoneers: Your cohorts excel in fieldwork. Add the Elite and Loyal traits to your cohorts.
  3. Endeavor: Each participant in a group action gains +1d to their roll.
  4. Endowed: Advancing your Tier costs half the usual coin. Who is your patron, and why do they fund you?
  5. Pathfinders: Gain +1d to engagement rolls for exploration or transport plans.
  6. Questers: Gain +1d to gather information about ancient sites or lost knowledge.
  7. Survivors: Gain +1d to resist environmental hazards (traps, dangerous terrain, etc.).
  8. Additional Playbook: Select another crew playbook. You may now choose its Claims, Special Abilities, Crew Contacts, and Upgrades. Immediately gain access only to the Crew XP track.

Crew XP

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

  1. Recover lost artifacts or knowledge or explore ancient sites.
  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. Doran, an antiquarian.
  2. Gorran, a tomb robber.
  3. Jyn, a mage.
  4. Kez, an occultist.
  5. Mirwen, a noble.
  6. Pyra, a mechanist.

Crew Upgrades

Starting Upgrades Delver's Rig, Vault, 2 of choice.

Delvers Only Upgrades ☐ Delver's Rig (2 free load) ☐ Expeditionary Lair (use a downtime action to move your lair)

Hardware: ☐,☐ Boat, ☐,☐ Cannon, ☐,☐ Carriage, ☐,☐ Stable.

Lair: ☐ Hidden, ☐,☐ Secure, ☐,☐ Quarters, ☐☐☐☐ Training, ☐,☐ Vault, ☐ Workshop, ☐ Prison.

Quality: ☐ Documents, ☐ Gear, ☐ Implements, ☐ Supplies, ☐ Tools, ☐ Weapons.

Vices: ☐ Faith, ☐ Gambling, ☐ Luxury, ☐ Obligation, ☐ Pleasure, ☐ Stupor, ☐ Weird.

Cohorts ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Cohort: (Max 2 per tier +1 for strong hold) ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Add Elite, Edge, or Type to one cohort

Cohorts

Name:

☐ Gang or ☐ Expert.

Type: ☐ Adepts, ☐ Rooks, ☐ Rovers, ☐ Skulks, ☐ Thugs.

Edges & Flaws: ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal, ☐ Principled, ☐ Animal, ☐ Savage, ☐ Unreliable, ☐ Wild.

Damage: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.

Random Forms
  1. Air
  2. Animal
  3. Darkness
  4. Death
  5. Earth
  6. Electricity
  7. Fire
  8. Flux
  9. Ice
  10. Illusion
  11. Kinesis
  12. Life
  13. Light
  14. Metal
  15. Mind
  16. Order
  17. Plant
  18. Space
  19. Time
  20. Water

Opportunities

  1. Spirit of a random Form.
  2. Monster of a random Form.
  3. Magic secrets of a random Form.
  4. Sorcerous specialist of a random Form.
  5. Magic item of a random Form.
  6. Power source of a random Form.
  7. Cabal opportunity.
  8. Cartel opportunity.
  9. Cult opportunity.
  10. Glimmer opportunity.
  11. Manhunter opportunity.
  12. Soldier opportunity.
  13. Traveler opportunity.
  14. Troupe opportunity.
  15. Warden opportunity.
  16. A cavern filled with chains hanging from the ceiling and walls, some attached to long-forgotten prisoners.
  17. A chamber where every sound is amplified and warped. Delvers believe the echoes are a form of communication from the original builders and could lead to a cache of their forgotten knowledge.
  18. A criminal has taken refuge in your area of exploration.
  19. A cursed relic has found its way into a public auction, spreading bad luck to anyone who touches it. Can you recover and neutralize it before the curse spreads further?
  20. A deep well in the center of a ruined courtyard echoes with the voices of the past. Throwing in a coin grants a glimpse of your future, but it’s whispered that the well demands something in return.
  21. A deep well in the center of a ruined courtyard is said to echo with the voices of the past. Throwing in a coin grants a glimpse of your future, but it’s whispered that the well demands something in return.
  22. A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have resurfaced.
  23. A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have surfaced.
  24. A famous wizard went mad after finding an artifact of unspeakable power. His journal has resurfaced, and the artifact may still be hidden in his crumbling tower.
  25. A forgotten library has been unearthed, but the knowledge within is guarded by ancient traps and curses.
  26. A forgotten ruin said to hold the key to a legendary treasure. What dangers guard it?
  27. A forgotten ruin, said to hold the key to a legendary treasure. What dangers guard it?
  28. A garden filled with lifelike statues of explorers and warriors. Some believe these statues are the petrified remains of previous adventurers, and that the secret to reversing their fate lies somewhere in the area.
  29. A giant statue of a nameless warrior holds a sword of untold power, trapped in stone. Whoever frees the weapon is said to claim it, but none have returned from the challenge.
  30. A grand hall dominated by a throne that shifts in and out of existence. Those who sit on it are said to glimpse forgotten knowledge, but the throne demands a piece of the soul in return.
  31. A group of young nobles want to go slumming in your area of exploration.
  32. A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
  33. A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
  34. A labyrinth of mirrors that distorts time and space. Rumors say the heart of the maze holds a priceless artifact, but many have lost themselves, unable to find the way back.
  35. A labyrinth of mirrors that distorts time and space. Rumors say the heart of the maze holds a priceless artifact, but many have lost themselves, unable to find the way back.
  36. A legendary expedition to a fabled city in the clouds left only one survivor. He claims he knows how to get there, but no one believes him.
  37. A long corridor lined with golden masks. It’s said that wearing one will show you a secret hidden in your area of exploration, but also that removing the mask is almost impossible.
  38. A long-abandoned forge with a fire that never dies. It's rumored that weapons and armor forged here are imbued with immense power, but something unnatural controls the bellows and hammer.
  39. A massive statue of metal, standing vigilant in a long-forgotten hall. It’s rumored to be a mechanical guardian that can be reawakened by solving the riddle inscribed on its pedestal.
  40. A merchant has acquired a set of ancient relics, but they are rumored to be haunted. He offers a reward for anyone who can safely transport them to a far-off buyer.
  41. A merchant has discovered rumors of a dangerous relic they don’t understand. Retrieve it before disaster strikes.
  42. A monster recenly laid eggs and then departed. Find them before they hatch!
  43. A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
  44. A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
  45. A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
  46. A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
  47. A pool of perfectly still water lies deep in a forgotten ruin. Some say it's a portal to another realm, while others claim treasure glitters just beneath the surface, guarded by a lurking entity.
  48. A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
  49. A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
  50. A powerful occult society seeks your help in deciphering a set of arcane symbols that have stumped their scholars.
  51. A powerful patron demands that you break a curse on an artifact in his possession.
  52. A previously unknown ruin is discovered, but it's infested with dangerous spirits.
  53. A rare and dangerous creature has been discovered, and your patron wants it captured alive for study.
  54. A rare celestial event is predicted, said to unlock the hidden powers of a long-buried magical artifact.
  55. A reclusive scholar needs help locating a forgotten temple. What will you find inside?
  56. A ritual site on the outskirts of the city is experiencing strange phenomena. The stones glow under the moonlight, and the local wildlife has been behaving erratically.
  57. A rival academy has been sabotaging your research, and you must uncover their plans.
  58. A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
  59. A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
  60. A rival occultist has summoned an eldritch entity but lost control of it. Now, the creature roams free, and stopping it could win you valuable magical texts.
  61. A rival scholar seeks to awaken a sleeping demigod beneath the city. Stopping them might earn you their research... or their wrath.
  62. A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
  63. A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
  64. A room covered floor to ceiling with mirrors, said to show both reflections of the past and possible futures. Legends tell of an artifact hidden within the mirrors themselves, but reaching it is perilous.
  65. A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost, and they may not all follow the same master.
  66. A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost.
  67. A room where glowing, floating orbs move in strange patterns. It’s said that if you mimic the dance of the lights, hidden doors will open to ancient treasures.
  68. A room where the shadows seem to move of their own accord, concealing passages and traps. Rumor has it that the shadows hide a vault of incredible wealth, but first, you must learn to control them.
  69. A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
  70. A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
  71. A set of arcane diagrams has been stolen from the academy. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
  72. A set of arcane diagrams has been stolen. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
  73. A shimmering pool at the heart of your area of exploration, said to have healing properties that can restore life or youth, but using it changes you.
  74. A shimmering pool at the heart of your area of exploration, said to have healing properties that can restore life to the dead or youth to the old. However, using it is said to change you in unexpected ways.
  75. A single monster of overpowering strength hinders passage.
  76. A single monster of overpowering strength hinders passage.
  77. A still pool in a hidden cavern that, when gazed into, reveals the location of powerful artifacts. However, those who look too long are driven mad by the pool’s secrets.
  78. A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
  79. A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
  80. A strange storm has revealed a hidden island. Explore it before others claim the spoils.
  81. A treasure room flooded with murky water, said to be filled with ancient gold and gems. However, rumors persist that a monstrous creature calls the depths home, feeding on those who come too close.
  82. A tribe of monsters have occupied parts of the your area of exploration.
  83. A wealthy collector offers a substantial reward for an artifact currently in a heavily guarded museum. He has hired several crews to get it for him.
  84. An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language.
  85. An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language. Whispers of previous attempts ending in madness are common.
  86. An ancient altar that crackles with arcane energy, rumored to imbue any item placed on it with incredible powers. However, the altar’s energy is unstable, and many items have been destroyed.
  87. An ancient room filled with carved stones that emit strange melodies when touched. Some believe solving the tune’s puzzle reveals a hidden treasure, while others fear it awakens a deadly guardian.
  88. An ancient text, said to hold the key to a lost civilization, surfaces in a rival's hands.
  89. An ancient tomb is found, but all who have attempted to open it have met with a gruesome fate. What secret does it hold?
  90. An ancient tomb is rumored to hold a cursed fortune. Will you brave the dangers for untold wealth?
  91. An enormous statue, partially destroyed by some unknown force, lies in a crumbling hall. Its gemstone eyes are rumored to hold a potent curse, but the lure of their value draws many to their doom.
  92. An expedition into an ancient ruin has gone missing—can you find and rescue them?
  93. An expedition team seeks your help in finding a hidden city buried beneath the desert sands, rumored to contain untold magical riches.
  94. An old hermit claims to have discovered the key to eternal life but guards it with powerful enchantments and warded traps.
  95. An old magic circle, stained with the blood of long-gone sacrifices. Some claim activating it will lead to untold magical power, while others believe it opens a doorway to unspeakable horrors.
  96. An underground cavern system has been discovered, leading to forgotten riches—or untold danger.
  97. An underground temple has been discovered, its walls inscribed with an ancient language no one has been able to decipher. You might be able to crack it.
  98. Another groups of delvers have not returned. Will you try to save them, or just find the loot they said they knew where to find?
  99. Deep within the earth, a flooded crypt hides countless riches buried with the dead. However, rumors speak of the restless spirits that guard these watery graves.
  100. Monsters have raided your area of exploration. There is a bounty, and captives to rescue.
  101. Monsters from your area of exploration have raided the area. There is a bounty, and captives to rescue.
  102. Giant vermin now infests the area.
  103. In a chamber at the heart of an abandoned temple, an altar with an undying flame still burns. Legends say offerings left at the flame are granted a single wish, though the cost is never clear.
  104. Just another bug hunt!
  105. Part of your area of exploration has flooded, chasing away monsters that usually block the way forward.
  106. The city’s nobles are secretly bidding for a powerful artifact. Will you steal it from the auction, or find it first?
  107. Your area of exploration is filled with mist, which can mislead but might make stealth easier.
  108. The princess has fled to your area of exploration to avoid a political marriage!
  109. Water levels are low, which is said to open access to noew awuatic chambers.
  110. You have been challenged, who can get to the last hall first!?
  111. Your rival has published a groundbreaking paper using research you know they stole from you. How will you reclaim credit?