Difference between revisions of "Glimmers (FiD)"

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{{ : Cohorts (FiD) }}
 
{{ : Cohorts (FiD) }}
  
 +
{| class="wikitable" align=right
 +
|+ '''Random Forms'''
 +
|-
 +
|
 +
# Air
 +
# Animal
 +
# Darkness
 +
# Death
 +
# Earth
 +
# Electricity
 +
# Fire
 +
# Flux
 +
# Ice
 +
# Illusion
 +
# Kinesis
 +
# Life
 +
# Light
 +
# Metal
 +
# Mind
 +
# Order
 +
# Plant
 +
# Space
 +
# Time
 +
# Water 
 +
|}
 
=== Opportunities ===
 
=== Opportunities ===
 +
# Spirit of a random [[Powers (FiD)#Forms|Form]].
 +
# Monster of a random [[Powers (FiD)#Forms|Form]].
 +
# Magic secrets of a random [[Powers (FiD)#Forms|Form]].
 +
# Sorcerous specialist of a random [[Powers (FiD)#Forms|Form]].
 +
# Magic item of a random [[Powers (FiD)#Forms|Form]].
 +
# Power source of a random [[Powers (FiD)#Forms|Form]].
 
# Cabal opportunity.
 
# Cabal opportunity.
 
# Cartel opportunity.
 
# Cartel opportunity.
Line 72: Line 103:
 
# Delver opportunity.
 
# Delver opportunity.
 
# Manhunter opportunity.
 
# Manhunter opportunity.
 +
# Soldier opportunity.
 
# Traveler opportunity.
 
# Traveler opportunity.
 
# Troupe opportunity.
 
# Troupe opportunity.
 
# Warden opportunity.
 
# Warden opportunity.
# Soldier opportunity.
 
# Spirit of a random [[Powers (FiD)#Forms|Form]].
 
## Air
 
## Animal
 
## Darkness
 
## Death
 
## Earth
 
## Electricity
 
## Fire
 
## Flux
 
## Ice
 
## Illusion
 
## Kinesis
 
## Life
 
## Light
 
## Metal
 
## Mind
 
## Order
 
## Plant
 
## Space
 
## Time
 
## Water
 
# Monster of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above.
 
# Magic secrets of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above
 
# Sorcerous specialist of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above.
 
# Magic item of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above.
 
# Power source of a random [[Powers (FiD)#Forms|Form]]—See Spirit, above.
 
 
# A reclusive noble is rumored to have a vault filled with priceless artifacts. What will it take to get in?   
 
# A reclusive noble is rumored to have a vault filled with priceless artifacts. What will it take to get in?   
 
# A rival gang's leader boasts about an impenetrable hideout. Prove them wrong.   
 
# A rival gang's leader boasts about an impenetrable hideout. Prove them wrong.   
Line 161: Line 166:
 
# The Glimmers must infiltrate a smuggler’s den to steal back cargo intended for their client.
 
# The Glimmers must infiltrate a smuggler’s den to steal back cargo intended for their client.
 
# A guildmaster offers a fortune for the Glimmers to retrieve an ancient coin from a rival’s collection.
 
# A guildmaster offers a fortune for the Glimmers to retrieve an ancient coin from a rival’s collection.
 +
# A legendary locksmith challenges the Glimmers to steal an item from their supposedly impenetrable vault.
 +
# A noble hires the Glimmers to retrieve a stolen family heirloom from a rival’s heavily guarded estate.
 +
# The Glimmers are tasked with stealing a prototype weapon from a military research facility.
 +
# A wealthy merchant requests the theft of incriminating documents from a blackmailer’s safe.
 +
# A famous painting is to be stolen during a high-profile auction without anyone noticing.
 +
# The Glimmers are hired to retrieve a gemstone hidden in a vault protected by magical wards.
 +
# An eccentric collector pays the Glimmers to replace a valuable artifact with a convincing fake.
 +
# The Glimmers must break into a prison to retrieve an item hidden on an incarcerated thief.
 +
# A rival crew challenges the Glimmers to a heist competition for territory rights.
 +
# A black market dealer hires the Glimmers to recover smuggled goods seized by customs.
 +
# A noble’s secret journal is hidden in a fortress, and the Glimmers must retrieve it without leaving a trace.
 +
# The Glimmers are hired to steal the plans for a new ship design from a naval architect.
 +
# An alchemist pays the Glimmers to break into a rival’s laboratory to steal a rare ingredient.
 +
# The Glimmers learn of a secret vault beneath a bank that holds the wealth of several crime syndicates.
 +
# A corrupt magistrate hires the Glimmers to steal evidence from a courthouse.
 +
# The Glimmers are asked to infiltrate a masquerade ball and steal a rare artifact displayed there.
 +
# A museum is unveiling a legendary artifact, and the Glimmers must replace it with a fake.
 +
# A powerful guild hires the Glimmers to retrieve a blackmail ledger from a rival guildmaster’s office.
 +
# A reclusive noble hoards an ancient map, and the Glimmers are tasked with acquiring it unnoticed.
 +
# The Glimmers are hired to sabotage a rival crew’s heist without being detected.
 +
# A wealthy recluse hires the Glimmers to recover stolen property hidden in a rival thief’s hideout.
 +
# The Glimmers must infiltrate a wizard’s tower to steal a spellbook containing forbidden magic.
 +
# A valuable shipment is being transported under heavy guard, and the Glimmers must intercept it.
 +
# The Glimmers are tasked with stealing a royal decree that could alter the city’s political landscape.
 +
# A merchant hires the Glimmers to steal back a debt ledger from a notorious moneylender.
 +
# A secret society contracts the Glimmers to steal a ceremonial mask from a rival sect.

Latest revision as of 22:14, 18 January 2025

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

Madhouse
Gain +1d to engagement rolls for Occult plans.
Secret Routes
Gain +1d to engagement rolls for Stealth and Transport plans.
Covert Drop
Earn +2 coin in payoff for scores about espionage or sabotage.
Cantina
Gain +1d to engagement rolls for Probe and Social plans.
Club
During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat.
Orphanage
Reduce heat by 2 per score.
Turf
Reduce the reputation cost to advance.
Lair
Your secret hideout, where plans are made and treasures are stored.
Turf
Reduce the reputation cost to advance.
Informants
Gain +1d to gather information for a score.
Black Market
During downtime, roll dice equal to your Tier. Earn coin equal to the highest result, minus your heat.
Turf
Reduce the reputation cost to advance.
Fence
Earn +2 coin in payoff for scores about stolen valuables.
Hospital
Gain +1d to healing treatment rolls and to rolls to acquire, research, or craft drugs and poisons.
Turf
Reduce the reputation cost to advance.

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: Gain +1d to resist consequences of being seen or caught.
  3. Ghost Echoes: If you complete a score completely in secret (p. 146), gain normal Rep but ignore up to 2 Heat.
  4. Light Fingers: Gain +1d to gather information or earn coin when looting or pickpocketing.
  5. Master Plan: When performing a group action, count multiple 6s from different rolls as a critical success.
  6. Patron: Advancing your Tier costs half the usual coin. Who is your patron, and why do they support you?
  7. Thief's Luck: Gain +1d to engagement rolls for Stealth plans.
  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. 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

Starting Upgrades Hidden lair, Vault, 2 of choice.

Glimmers Only Upgrades ☐ Building Plans (+1d engagement on Stealth plans) ☐ Thief Rigging (2 free load)

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. Delver opportunity.
  11. Manhunter opportunity.
  12. Soldier opportunity.
  13. Traveler opportunity.
  14. Troupe opportunity.
  15. Warden opportunity.
  16. A reclusive noble is rumored to have a vault filled with priceless artifacts. What will it take to get in?
  17. A rival gang's leader boasts about an impenetrable hideout. Prove them wrong.
  18. The city’s museum is displaying a rare artifact under tight security. It’s a challenge worth taking.
  19. A jeweler has been quietly amassing a fortune in stolen goods. Time to relieve them of their burden.
  20. The elite of Doskvol are gathering for a secret auction of contraband. Will you take the prize or the proceeds?
  21. A shipping magnate is transporting a priceless cargo. Intercept it before it reaches its destination.
  22. A new gang is muscling in on your territory, targeting your most lucrative operations. Send a message.
  23. A daring burglar is stealing your thunder, claiming jobs that should be yours. Time to eliminate the competition.
  24. A once-in-a-lifetime heist opportunity arises: a floating casino packed with wealthy patrons and loose security. What’s the catch?
  25. A member of your crew is framed for a high-profile heist they didn’t commit. Clear their name by finding the real culprit.
  26. 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.
  27. The blueprints for a new bank vault are circulating in the underworld. Steal them and plan the ultimate heist.
  28. A rich, eccentric collector is holding a gala to show off their latest acquisitions. Will you walk out with the prize?
  29. A criminal mastermind is recruiting the best thieves for an ambitious heist. Do you join, or do you take them down?
  30. A ghostly presence haunts an abandoned manor, said to protect a hidden treasure. What will it take to outwit a spirit?
  31. An underground fight ring is attracting high rollers. Sneak in, grab the winnings, and get out before the fists fly.
  32. A rare book of arcane knowledge is locked away in a heavily-guarded library. It's worth a fortune to the right buyer.
  33. A gang of rooftop runners is making your crew look slow and clumsy. Outdo them in a spectacular heist.
  34. A merchant ship is rumored to be carrying cursed gold. It’s a high-risk, high-reward situation—will you take the gamble?
  35. A noble hires the Glimmers to retrieve a stolen family heirloom from a rival’s heavily guarded estate.
  36. The Glimmers are tasked with stealing a prototype weapon from a military research facility.
  37. A wealthy merchant requests the theft of incriminating documents from a blackmailer’s safe.
  38. A famous painting is to be stolen during a high-profile auction without anyone noticing.
  39. The Glimmers are hired to retrieve a gemstone hidden in a vault protected by magical wards.
  40. An eccentric collector pays the Glimmers to replace a valuable artifact with a convincing fake.
  41. The Glimmers must break into a prison to retrieve an item hidden on an incarcerated thief.
  42. A rival crew challenges the Glimmers to a heist competition for territory rights.
  43. A black market dealer hires the Glimmers to recover smuggled goods seized by customs.
  44. A noble’s secret journal is hidden in a fortress, and the Glimmers must retrieve it without leaving a trace.
  45. The Glimmers are hired to steal the plans for a new ship design from a naval architect.
  46. An alchemist pays the Glimmers to break into a rival’s laboratory to steal a rare ingredient.
  47. The Glimmers learn of a secret vault beneath a bank that holds the wealth of several crime syndicates.
  48. A corrupt magistrate hires the Glimmers to steal evidence from a courthouse.
  49. The Glimmers are asked to infiltrate a masquerade ball and steal a rare artifact displayed there.
  50. A museum is unveiling a legendary artifact, and the Glimmers must replace it with a fake.
  51. A powerful guild hires the Glimmers to retrieve a blackmail ledger from a rival guildmaster’s office.
  52. A reclusive noble hoards an ancient map, and the Glimmers are tasked with acquiring it unnoticed.
  53. The Glimmers are hired to sabotage a rival crew’s heist without being detected.
  54. A wealthy recluse hires the Glimmers to recover stolen property hidden in a rival thief’s hideout.
  55. The Glimmers must infiltrate a wizard’s tower to steal a spellbook containing forbidden magic.
  56. A valuable shipment is being transported under heavy guard, and the Glimmers must intercept it.
  57. The Glimmers are tasked with stealing a royal decree that could alter the city’s political landscape.
  58. A merchant hires the Glimmers to steal back a debt ledger from a notorious moneylender.
  59. A secret society contracts the Glimmers to steal a ceremonial mask from a rival sect.
  60. The Glimmers must steal an artifact from a temple during a religious ceremony.
  61. A famous jewel thief hires the Glimmers to break into a vault they could never crack alone.
  62. The Glimmers are tasked with stealing a rare plant from a noble’s private greenhouse.
  63. A warlord’s personal vault contains plans for an invasion, and the Glimmers must retrieve them.
  64. The Glimmers learn of a treasure hidden in a haunted mansion and must navigate its supernatural defenses.
  65. A notorious pirate captain hires the Glimmers to retrieve a stolen map from a government stronghold.
  66. The Glimmers are hired to steal a shipment of magical artifacts from a black-market caravan.
  67. A mysterious benefactor tasks the Glimmers with stealing an ancient relic from a dragon’s hoard.
  68. The Glimmers are asked to break into a rival thief’s safehouse to plant false evidence of betrayal.
  69. An eccentric noble hires the Glimmers to retrieve a love letter before it’s read by the recipient.
  70. A legendary sword is locked in a noble’s armory, and the Glimmers must retrieve it undetected.
  71. The Glimmers are contracted to steal a cursed amulet and dispose of it in a dangerous location.
  72. A royal treasury is rumored to contain a hidden vault, and the Glimmers are tasked with finding it.
  73. The Glimmers must infiltrate a smuggler’s den to steal back cargo intended for their client.
  74. A guildmaster offers a fortune for the Glimmers to retrieve an ancient coin from a rival’s collection.
  75. A legendary locksmith challenges the Glimmers to steal an item from their supposedly impenetrable vault.
  76. A noble hires the Glimmers to retrieve a stolen family heirloom from a rival’s heavily guarded estate.
  77. The Glimmers are tasked with stealing a prototype weapon from a military research facility.
  78. A wealthy merchant requests the theft of incriminating documents from a blackmailer’s safe.
  79. A famous painting is to be stolen during a high-profile auction without anyone noticing.
  80. The Glimmers are hired to retrieve a gemstone hidden in a vault protected by magical wards.
  81. An eccentric collector pays the Glimmers to replace a valuable artifact with a convincing fake.
  82. The Glimmers must break into a prison to retrieve an item hidden on an incarcerated thief.
  83. A rival crew challenges the Glimmers to a heist competition for territory rights.
  84. A black market dealer hires the Glimmers to recover smuggled goods seized by customs.
  85. A noble’s secret journal is hidden in a fortress, and the Glimmers must retrieve it without leaving a trace.
  86. The Glimmers are hired to steal the plans for a new ship design from a naval architect.
  87. An alchemist pays the Glimmers to break into a rival’s laboratory to steal a rare ingredient.
  88. The Glimmers learn of a secret vault beneath a bank that holds the wealth of several crime syndicates.
  89. A corrupt magistrate hires the Glimmers to steal evidence from a courthouse.
  90. The Glimmers are asked to infiltrate a masquerade ball and steal a rare artifact displayed there.
  91. A museum is unveiling a legendary artifact, and the Glimmers must replace it with a fake.
  92. A powerful guild hires the Glimmers to retrieve a blackmail ledger from a rival guildmaster’s office.
  93. A reclusive noble hoards an ancient map, and the Glimmers are tasked with acquiring it unnoticed.
  94. The Glimmers are hired to sabotage a rival crew’s heist without being detected.
  95. A wealthy recluse hires the Glimmers to recover stolen property hidden in a rival thief’s hideout.
  96. The Glimmers must infiltrate a wizard’s tower to steal a spellbook containing forbidden magic.
  97. A valuable shipment is being transported under heavy guard, and the Glimmers must intercept it.
  98. The Glimmers are tasked with stealing a royal decree that could alter the city’s political landscape.
  99. A merchant hires the Glimmers to steal back a debt ledger from a notorious moneylender.
  100. A secret society contracts the Glimmers to steal a ceremonial mask from a rival sect.