Difference between revisions of "Glimmers (FiD)"

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=== Claims ===
 
=== Claims ===
 
{| class="wikitable"
 
{| class="wikitable"
|align="center" | '''Turf''' Reduces the reputation needed to advance by one.
+
|align="center" valign=top | '''Rookery:''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. ''Loot returns to roost, selling heirlooms back to the owners pays the best.''
|align="center" | '''Secret Routes''' You get +1d to the engagement roll for stealth plans.
+
|align="center" valign=top | '''Secret Routes''' You get +1d to the engagement roll for stealth plans.  
|align="center" | '''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" | '''Hidden Paths''' You get +1d to Prowl or Survey in unfamiliar or dangerous areas.
+
|align="center" valign=top | '''Hidden Paths''' You get +1d to Prowl and Survey in unfamiliar or dangerous areas.  
|align="center" | '''Safe Houses''' You get +1d to reduce heat during downtime. Your network of boltholes keeps you safe from prying eyes. 
+
|align="center" valign=top | '''Kit-Cat 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" | '''Turf''' Reduces the reputation needed to advance by one.
+
|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" | '''Lookout Perches''' +1d to Survey and Hunt rolls for spotting potential targets or dangers.
+
|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" | '''Lair''' Your secret hideout where plans are made and treasures are stored.
+
|align="center" valign=top | '''Lair''' Your secret hideout where plans are made and treasures are stored.  
|align="center" | '''Turf''' Reduces the reputation needed to advance by one.
+
|align="center" valign=top | '''Lookouts:''' You get +1d to Hunt or Survey on your turf.
|align="center" | '''Luxury Safehouse''' +1d to Consort and Sway rolls on-site. The high-end decor and amenities impress your guests.
+
|align="center" valign=top | '''Luxury Safehouse''' +1d to Consort and Sway rolls on-site. ''The high-end decor and amenities impress your guests.  
 
|-
 
|-
|align="center" | '''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" | '''Thieves' Cache''' 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" | '''Covert Drop:''' You get +2 coin in payoff for scores that involve espionage
+
|align="center" valign=top | '''Covert Drop:''' You get +2 coin in payoff for scores that involve espionage or sabotage.  
or sabotage.
+
|align="center" valign=top | '''Orphanage''' -2 heat per score.  
|align="center" | '''Arcane Cache''' You get -2 heat per score if you steal items of arcane or supernatural nature.
+
|align="center" valign=top | '''Arcane Cache''' You get -2 heat on a score score when you steal items of arcane or supernatural nature.  
|align="center" | '''False Identities''' Get +1d to the engagement roll for deception and infiltration plans.
 
 
|}
 
|}
  

Revision as of 21:00, 3 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

Rookery: Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat. Loot returns to roost, selling heirlooms back to the owners pays the best. Secret Routes You get +1d to the engagement roll for stealth plans. Fence You get +2 coin in payoff for scores that involve stealing valuables. Hidden Paths You get +1d to Prowl and Survey in unfamiliar or dangerous areas. Kit-Cat 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!
Bedlam: You get +1d to Attune and Command on-site. In hospitals and madhouses, no-one will mind a few more screams. 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. Lookouts: You get +1d to Hunt or Survey on your turf. 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. Covert Drop: You get +2 coin in payoff for scores that involve espionage or sabotage. Orphanage -2 heat per score. 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. Infiltrators: You gain +1d to engagement rolls for stealth or deception plans.
  3. Light Fingers: When you loot or pickpocket, gain +1d to gather information or to make a fortune roll to find valuable items.
  4. Evasion: When you roll to resist consequences from detection or capture, clear 1 stress.
  5. Shadow Network: You can establish a network of informants and spies. Take -1 heat during downtime and +1d to gather info about potential targets.
  6. Thief's Luck: Once per score, when you push yourself, you may also add +1d to resist a consequence without taking extra stress.
  7. Mastermind: When you assist a teammate, they get +2d instead of +1d. What is your signature heist that earned you this reputation?
  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 daring heist, burglary, or infiltration.
  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. Alev, a locksmith
  2. Brenna, a black market dealer
  3. Sian, a corrupt Bluecoat
  4. Karla, a spy for hire
  5. Marek, a gambler with valuable connections
  6. Vix, a notorious forger

Crew Upgrades

☐ Thief’s rigging (1 carried item is concealed and has no load) ☐ Bluecoat Contacts (+1 Tier in interactions with Bluecoats) ☐ Elite Shadows ☐ Elite Spies ☐-☐-☐ Composed (+1 stress box)

Lair ☐ ☐ Secret Escape Routes ☐ ☐ 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

Shadows

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Spies

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Lurkers

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

Burglars

Quality ☐ ☐ ☐ ☐ Weak ☐, Impaired ☐, Broken ☐, Armor ☐

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?