Glimmers (FiD)

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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

Start Hidden lair, Vault, 2 of choice.

Glimmers ☐ 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.

Opportunities

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