Professional Documents
Culture Documents
Blades in The Dark - Heists in The Dark
Blades in The Dark - Heists in The Dark
08 07
You must drop clues that you act If anyone dies (besides specific targets if an
on a rival faction’s behalf. assassination) you don’t get paid at all.
Switch a financial ledger with a doctored version. Plant evidence of murder.
08 07
HEIST HEIST
COMPLICATION COMPLICATION
06 05
Must happen in the fog of the Blind Hour at dusk. The target has extra security for some
unrelated reason.
without anyone detecting it. The target is attracted to a “type” in your crew.
Get a message to someone in isolation Arrange for a target to be seduced.
06 05
HEIST HEIST
COMPLICATION COMPLICATION
04 03
If you’re going to do it, you have to do it now, The target is connected to one of your allies, so be
in the next couple of hours. careful (and/or conceal your involvement).
Intercept a messenger and swap sealed pouches. Socially humiliate the target in a social gathering.
04 03
HEIST HEIST
COMPLICATION COMPLICATION
02 01
The target knows something is afoot The target is running ahead of schedule.
and will be vigilant.
the target sold an ally’s secrets. separate them from bodyguards.
Plant evidence suggesting that Snatch someone off the street,
02 01
HEIST HEIST
CARRYANDER WILDTHORN “INK SLUICE” ADRIC VANS CORMORANT STORAGE
CHARMING RAKE LUXURY YACHT SUBVERSIVE SCHOLAR FORTIFIED TOWER
Social climber, threadbare Seldom sails out of port, the Famous musician, ephemeral Grimy secure storage tower,
aristocrat, carouser. owner allows friends to host advocate, medium. six stories tall, guarded.
meetings and parties aboard. +
Connected to gossip. Socializes with ghosts.
+ Contract to keep Bluecoat
Petty and vengeful towards Insufficiently respectful to
Lots of secretive business and evidence.
former lovers. authorities.
meets there. -
Generosity: -1. Loyalty: -1. Generosity: -1. Loyalty: -1. Lots of deferred maintenance.
-
Really decent ritual Allies: Reconciled
Allies: Six Towers, protections.
Aristocracy Enemies: Spirit Wardens
Enemies: Cyphers
02 01
DREBBISHA SLEUN PINCER POT FINE DINING BASRIC LEELAL THICKWRIST PATTERNS
ISOLATED SPECIALIST UPSCALE RESTAURANT RUTHLESS DANDY TATTOO SHOP
Mystic, forger, chemist. Catering to people with Gambler, assassin, fancy Sprawling interconnected
more money than class. A man. basements frequented by
Specializes in countering neutral protected meeting cultists to the Forgotten
identification rituals and area for local factions. Solves problems around big Gods, specializing in custom
government documents. deaths and little deaths for tats often incorporating
+
the wealthy. supernatural elements.
Generosity: -1. Loyalty: +1. Open to the public.
Generosity: +1. Loyalty: -1. +
-
Allies: Hive Restaurant has security Low security, low profile.
connected to local factions. Allies: Whitecrown -
Enemies: Ministry of Aristocracy Stuffed with connected cultists
Preservation who hold grudges.
Enemies: Red Sashes
04 03
PROFESSOR ENTE SALIA THE LIGHT AND TIMES DEEN FRAYBORN SCRIBBLE COVE
SUBVERSIVE ASSASSIN BEACON AND TEA SHOP CORRUPT BLUECOAT UNDERGROUND TAVERN
Leech, professor, deviant. Sparkcraft tower beaming Captain, drug dealer, Seedy hangout for ink rakes
light, a workshop and testing mercenary. (reporters) networking for
Uses her academic prestige site for sparkcrafters. Tea leads, quotes, and bribes.
and budget to experiment shop below. He persuades people with
+
with untraceable poisons. law, vice, or violence—for a
+ Lots of information for sale
price.
Generosity: +1. Loyalty: -1. Public, high profile, good cheap.
security. Generosity: +1. Loyalty: -1. -
Allies: Red Sashes, Hive - Your business is their
Expensive components require Allies: Bluecoats, business.
Enemies: Wraiths high-tech security. Leviathan Hunters
Her household servants are Outside the walls, an Rake, investor, slumlord. Village 2.5 miles outside
spirits of her enemies torn electroplasmic beam the walls, connected
out and planted in hollows. sweeping the sky. Takes a hands-on approach, underground. Albinos,
forcing his investments to Whispers, and birth defects.
+
Generosity: +1. Loyalty: -1. succeed. Speak ancient Iruvian.
Probably won’t generate Heat
Allies: Ministry, Church for killing outside the city, Generosity: -1. Loyalty: -1. +
isolated. Protected by standing stones
Enemies: Lost, Wraiths - Allies: New money nobles powered by human sacrifice to
Outside the city. Surrounded keep ghosts out.
by clouds of ghosts. Protected Enemies: Aristocracy, -
electroplasmic supply. victims Full of inbred limmers.
08 07
HEIST HEIST
09 10
Confront the target as a jilted lover Sabotage a bridge or portal to cut off access
to damage their romantic situation. at a key moment.
Church of Ecstasy.
There’s a bonus if you embarrass the Two heists have to go down simultaneously.
09 10
COMPLICATION COMPLICATION
HEIST HEIST
11 12
Kill an uninvolved target who is with the target of Overhear a critical scheduled conversation
the message, while they are together. without being observed.
HEIST HEIST
13 14
The client is going to be ambushed. Delay a fugitive long enough for the Bluecoats to
Be ready to counter-attack. capture them.
HEIST HEIST
15 16
Cozy up to the target at a social event Steal the blueprints for a new machine.
and get some kind of leverage.
The client is micromanaging this one. The target is related to a connected faction leader.
15 16
COMPLICATION COMPLICATION
HEADMAN VALIN LOTUS VERICAE SHANDRA CATFISH BAIT
UNSETTLING SMUGGLER RED SASH DRUG DEN MURDEROUS OCCULTIST SKOV TAVERN
Mayor, limmer, trader. Posh restaurant club with Harpooner, assassin, zealot. Converted auction house
an Iruvian theme and extra and barn, hotspot of Skov
Antlered helm, staff, fur services. Hosts swordplay Prosthetic bone arm, carved intrigue and political
coat. Runs Carrow, a limmer demonstrations and illegal teeth. Savors fear. Pursuing a agitation.
village. Sells illegal Leviathan honor duels. secret agenda.
+
blood.
+ Generosity: -1. Loyalty: -1. Sympathetic to Skov interests.
Generosity: x. Loyalty: -1. Luxurious, well-armed, -
decadent privacy. Allies: Leviathan hunters, Close knit; friends and
Allies: Unrecommendables, - Forgotten Gods enemies of Skov culture are
Limmers Touchy duelists protecting known.
secrets and honor. Enemies: Hive
Enemies: Spirit Wardens
10 09
Inspector, fanatic, underdog. Walled apartment block Drug dealer, lecher, Prestige cultural center in
in Fogcrest with Church loan shark. Brightstone helps socialites
Determined to root out security to protect or restrain bolster status by performing
Leviathan blood smuggling persons involved in Church Locks clients into exclusive charity and supporting the
and limmer activity. problems. contracts enforced by arts.
prostitute legbreakers.
Generosity: -1. Loyalty: -1. + +
Many secrets, vulnerable Generosity: +1. Loyalty: +1. Easier to get access to the
Allies: Inspectors, to bluffing. upper crust here.
Spirit Wardens - Allies: Red Sashes -
The Church will take offense So very expensive.
Enemies: Bluecoats, to trespass here. Enemies: Wraiths
Limmers
12 11
Fixer, agent, investigator. Connected buildings include Entertainer, advisor, mystic. Hulking metal ship stalled in
basements, secret doors, refitting because of funding,
Assures that guilty and catwalks so privacy and Theatrical, but serves as a popular neutral meet site.
aristocrats face few eluding pursuit are easy. confidant for several noble
+
consequences. Connected, families. Prestigious.
+ Local factions and law are
able to erase problems.
Hosts a famous (and illegal) Generosity: -1. Loyalty: +1. paid to ignore what happens
Generosity: +1. Loyalty: -1. hagfish fighting tournament. there.
- Allies: Aristocracy -
Allies: Aristocracy, Easy to get trapped. Undying Leviathan blood
Bluecoats Enemies: Limmers attracts and reinforces ghosts.
Enemies: Inspectors
14 13
Lord, sportsman, hobbyist. Bombastic, over the top, Dandy, bard, pimp. Overlooks the Spark
entirely extra decoration and Grounds. Closed, contested
Renowned radiant garden at services. Everything that Popular with a fancy in court. Criminals
his estate. Arranges exclusive happens in this Charterhall lads and ladies network. sometimes meet in its
contracts with smugglers, venue is super dramatic. Composer, actor, fixer. shadowy hall.
kills traitors.
+ Generosity: +1. Loyalty: +1. +
Generosity: +2. Loyalty: +1. Excuse to chew the scenery. Brash hosts still use the
- Allies: Unrecommendables, kitchen and serve meals.
Allies: Ministry, Hive Always seems to escalate here. Fancy League -
Schedules may overlap with
Enemies: Lost Enemies: Inspectors, dangerous (and private)
Red Sashes people.
16 15
COMPLICATION COMPLICATION
24 23
As an extra, you can talk to the ghost This job touches on a demon’s plans somehow,
of a loved one. may get the demon’s attention.
target survival optional.
Manage a kidnapping and ransom operation, Kill the target, but it has to look like an accident.
24 23
HEIST HEIST
COMPLICATION COMPLICATION
22 21
Doing this job will disappoint Instead of being paid by the client, keep the Coin
one of the crew’s allies. expected to be present at the job site.
is the key for a book code. to the client.
Persuade the target to reveal which book Convince the target to sell a prized property
22 21
HEIST HEIST
COMPLICATION COMPLICATION
20 19
The target is admired by one of your crew. The client wants to pay double rep, no coin.
gambling debts.
Persuade a loan shark to let go of the client’s Acquire top secret floorplans of a Ministry building.
20 19
HEIST HEIST
COMPLICATION COMPLICATION
18 17
Succeeding here will infuriate the The indecisive client keeps changing the rules.
Church of Ecstasy. (Switch a complication mid-heist.)
out of an embassy’s custody. gut-wrenching mess of it.
Smuggle bootleg electroplasm Kill the target, and make a spectacular
18 17
HEIST HEIST
CORNELIUS BOWMORE WORLDSEDGE THEATER EMPRESS OF GULLS TIRIAL RESERVE CANALWAY
ARISTOCRAT NECROMANCER SMUGGLER’S FRONT ENIGMATIC WHISPER CANAL ALLEYWAY
Researcher, deviant, New theater featuring plays, Scholar, authority, regulator. Narrow waterway in
sociopath. operas, and concerts catering Silkshore, in the Ease, opens
to new money and middle Settles disputes and to prevent flooding. Many
Doskvol’s founding aristocracy, class. mysteries among occultists walkways overhead, close
conducting horrific research in and Whispers. quarters, cuts across major
+
his moldering castle. access routes.
Criminals with legal Generosity and Loyalty:
Generosity: -1. Loyalty: -1. businesses run the theater. unpredictable. +
-
Easy to approach unseen.
Allies: Ironhook Prison, If double-crossed you are in Allies: Whispers, cultists, -
aristocracy deep with little reaction time. adepts Little room to maneuver.
Enemies: Wraiths, Lost Enemies: Spirit Wardens,
18 Church 17
Avenger, torturer, mercenary. Potions, rituals, and Musician, loremaster, Upper levels added to
accidents can project organizer. buildings, limited interior
Single-mindedly pursuing awareness outside waking access, a secret extended
destruction of a bloodline, reality for meetings, attacks, Nobility on the canals, suite for dalliances and
but revenge doesn’t pay the or rescues. steeped in the old stories and rendezvouses.
bills. mysteries. Protects gondolier
+ +
traditions.
Generosity: -1. Loyalty: -1. Alibis are easier than Invitation only, out of easy
investigations. Generosity: -1. Loyalty: +1. view.
Allies: Deathlands scavengers - -
It’s all so weird and uncertain. Allies: Gondoliers Connected patrons are very
Enemies: Reconciled private.
Enemies: Hive
20 19
CACOPHONY SIDEWAYS TEN FRINGE CORRIDORS DIRECTOR NALAYA NORTH HOOK ANNEX
OCCULTIST SMUGGLER BLIGHT MAZE SECRETIVE BUREAUCRAT TEST SITE
Thief, outlaw, legend. After a legal battle, buildings Reviewer, politician, Dock warehouse hosts a
were leveled and removed. priestess. prototype of ambient defense
High turnover for crew and Exposed foundations are a technology that disables
supporters; she isn’t caught, haunted and lawless maze in Publicly known as Ministry Whisper and ghost energies.
they are. Nightmarket. Director of Structures. Sample security environments
Privately, Master of Stone for for demonstrations.
Generosity: +1. Loyalty: -1. +
the Silkshore Foundation. She
Low risk of collateral damage +
curates mysteries.
Allies: Deathlands scavengers in a fight here. Not in use, guards focus on
- Generosity: -1. Loyalty: -1. perimeter.
Enemies: Ministry, Hive Confusing, deep, infested with -
dangerous squatters. Allies: Reconciled Expensive technology is well
guarded.
22 Enemies: Church, Whispers 21
Collector, researcher, cultist. Abandoned square in Art critic, lawyer, spider. Facility for humane
Silkshore. A crumbling treatment of the insane
Imposing and masked basement hosts a crude altar Architect and a puppeteer, (or inconvenient) family
Tycherosian known for for communing with the manipulating people to members or agents of the
ruthless response to insults. Forgotten Gods. shape his city. wealthy.
Generosity: +1. Loyalty: x. + Generosity: +1. Loyalty: -1. +
Whisper powers are amplified. Extremely discreet and secure
Allies: Cults, - Allies: Clients everywhere setting.
Path of Echoes Cults tend to squat here. -
Enemies: Clients everywhere If you disappear here, no one
Enemies: Spirit Wardens, will find you.
Church
24 23
HEIST HEIST
25 26
Stage a protest that provokes the target The target is meeting enemies under a truce.
to respond violently. Attack the negotiation, frame the target.
HEIST HEIST
27 28
Kill the target in a specific and unlikely way Convince the target that loyal supporters
to match the client’s public prediction. have betrayed them, fuel paranoia.
The target contacts you with a counter-offer. A buddy from way back will suffer if you succeed.
27 28
COMPLICATION COMPLICATION
HEIST HEIST
29 30
Infiltrate a lockdown, help the target Feed the target to the target’s own pets.
fake their death, and smuggle them out.
HEIST HEIST
31 32
Join the client for an outing and identify the traitor Manage a kidnapping and ransom operation,
in the client’s entourage. target survival required.
Spy, agent, fixer. Doskvol Academy in Raider, drunk, rebel. Skovs leave ships and come
Whitecrown hosts the here first to get oriented
Discreet and beautiful College of Immortal Studies; He lost his ship and crew. to Doskvol and meet
Tycherosian with scales, it overflows with occultists, Inexplicably popular with representatives of local Skov
serving the oldest powers in doctors, and theologians. Skovs, who fund him. organizations.
the city.
+ Generosity: -2. Loyalty: -2. +
Generosity: +1. Loyalty: -1. Academic gowns blend in. Always lots of new faces.
- Allies: Skovs, Lost -
Allies: Aristocracy Ghost staff defend the library Almost an embassy; trouble
with crippling punishments. Enemies: Bluecoats here can anger a lot of Skovs.
Enemies: Skovs
26 25
Seer, herald, carpenter. Underground, concealed, Oracle, assassin, vigilante. Decorated by radiant
guarded, warded, and fishtanks and frequented by
Connects seekers to cults, equipped. Features a collection Rules the Wire Thicket cult, Ministry bureaucrats. Unity
instinctively checking occult of Workshop’s taxidermied all women, wears a golden Park, Brightstone.
credentials. victims and reanimated stag mask.
+
compilations of people. Open secret, list of
Generosity: -1. Loyalty: +1. Generosity: -1. Loyalty: +1.
+ reservations is for sale.
Allies: Forgotten Gods cults Excellent supplies. Physical Allies: Gondoliers -
and occult defenses. Spies report all patrons to the
Enemies: Inspectors - Enemies: Spirit Wardens Ministry.
Rebuilt servants are
disturbing.
28 27
Bodyguard, spy, zealot. Bustling permit and dispatch Consultant, insider, fixer. Canal runoff, a dump behind
offices for gondola traffic. rows of buildings. Rotten
Serves the Church, solving Vendors and public seating Once was the Codex of algae, busted furniture.
problems with blood and at a major intersection of the Radiant Word, mystic Popular corpse dumping
silence. Experienced and Silkshore canals in the Ease. alter ego. Retired Ministry ground.
pitiless. bureaucrat.
+ +
Generosity: +2. Loyalty: +1. Warded against ghosts. Generosity: -1. Loyalty: -1. Even if spies know you’ll meet
- there, it’s a jumbled mess.
Allies: Church, Ministry, Every direction is an exit. Allies: Gondoliers, Ministry -
Spirit Wardens Distressing stench.
Enemies: Hive
Enemies: Foundation,
Forgotten Gods 30 29
Degenerate, predator, artist. Overturned barge forms a Brute, spokesman, carouser. Six Towers landmark. Fell
raftered hall, surrounded to ruin, undergoing massive
Lairing in a Six Towers by a palisade of salvaged Newcomer Skov with a (but incremental) renovation.
manse, she has victims lumber. Ministry appointment to
+
delivered so she never leaves speak for Skov immigrants.
+ Offers both refurbished spaces
the Clellan family treasures Insecure, with a mean streak.
Defensible with guards and (to meet) and cluttered ruins
she guards.
lookouts. Generosity: -1. Loyalty: -1. (to hide).
Generosity: +2. Loyalty: -2. - -
Outlaw eyesore, resented by Allies: Skovs, Gondoliers Domain of a family with a
Allies: Aristocrats authorities. Council seat.
Enemies: Ministry
Enemies: Aristocrats
32 31
COMPLICATION COMPLICATION
40 39
Your success on this job will Inspectors are closely monitoring the target.
cause problems for an ally.
Rig the outcome of a hagfish fight. Deflect attention from the client’s embezzlement.
40 39
HEIST HEIST
COMPLICATION COMPLICATION
38 37
The client requires the crew to take along his ally If you succeed here, a complication vexing your
as an observer. rival will be resolved.
but one piece is crucially important; steal that one.
Most of the client’s jewelry is decoy, Negotiate a truce on the nervous client’s behalf.
38 37
HEIST HEIST
COMPLICATION COMPLICATION
36 35
The venue switches at the last minute. Someone calls in a favor your crew owes in the
same time frame as this job.
Make the target feel helpless. location. Retrieve the child.
Cripple the target for defying the client. The client’s child is with the other parent in a secure
36 35
HEIST HEIST
COMPLICATION COMPLICATION
34 33
If you succeed here, you may be able Your target’s allies use bounty hunters to
to get an off-limits claim. investigate and avenge.
and getting caught at it. Make sure they won’t return.
Lure the target into committing an illegal act Clear out squatters on the client’s turf.
34 33
HEIST HEIST
DR. REDMES STANSBY THE MISTYARD ELZIRAAN TICK TOCK TEA HOUSE
BLACKMAILING PROFESSOR GONDOLIER CAVERN BONE DEMON CRIMINAL HANGOUT
Noble, researcher, alchemist. Canal locks allow boat Spy, scholar, tempter. Silkshore landmark,
access to an underground windmill turns bar seating.
Chooses wealthy or useful lake fortified with gondolier Pacts with the desperate to Popular tea house, base for
students to be partners or construction and wards. corrupt them, offering power organized crime.
targets as he schemes. A traditional and sacred over bones and savoring
+
meeting ground. their kills and madness.
Generosity: +1. Loyalty: -1. They keep current on
+ Generosity: +1. Loyalty: +1. kickbacks and bribes so they’re
Allies: Ministry, Private and solemn. undisturbed by the law.
Aristocrats - Allies: Limmers -
Trespassing infuriates Troublemakers attracting
Enemies: Inspectors gondoliers. Enemies: Lost attention aren’t tolerated.
34 33
Leader, investor, priest. Electro-rails connect Healer, sociopath, anarchist. Six Towers Great House, site
Doskvol with the Imperium of a wealthy family’s horrific
Career bureaucrat in the by land. The giant labyrinth Heals and equips those experiments on Skov victims.
cabinet of the Ministry of of platforms, warehousing, without safer options. The manse ( including labs
Preservation for Silkshore, and engines is a travel hub. Servant of entropy, but his and prisons) is sealed.
protecting the aristocracy. research and experimentation
+ +
are meticulous.
Generosity: +2. Loyalty: -1. Too crowded to properly Great wealth is hidden inside.
secure without lockdown. Generosity: -1. Loyalty: +1. -
Allies: Aristocrats, - Clouds of murderous ghosts.
Ministry Heavily guarded, mechanical Allies: None
defenses.
Enemies: Masses Enemies: Ministry, Church
36 35
Diplomat, dancer, assassin. Once a mansion, this Agent, purchaser, messenger. The columns of this roofless
Silkshore gambling den space provide cover in the
Accomplished Whisper and drapes silks over crumbling Always near power, never paved courtyard, illuminated
Red Sash swordsman. He walls and dims lights to hide owning it. Runs corrupt by a lightning wall.
handles sensitive work for stains. schemes for nobles, gets
+
the Sashes. scraps of wealth.
+ It’s usually empty.
Generosity: +1. Loyalty: +1. Caters to all kinds, Generosity: -1. Loyalty: -2. -
easy to blend. Parties sometimes fill the
Allies: Path of Echoes - Allies: Aristocracy space with little notice.
Severosian spy nest.
Enemies: Lampblacks Enemies: Skovs
38 37
Convince the target to do exclusive business Clear out a haunting that targets the client.
with the client and drop another partner.
HEIST HEIST
43 44
Switch out a load of expensive luxury items Kill the client’s spouse, injure the client,
with fakes without anyone finding out. frame the client’s spouse’s lover.
HEIST HEIST
45 46
Break up a feud between two factions Find out what the target is planning—it’s big.
by destroying the contested asset.
There is a decent chance the crew could be cursed. The heist must happen on enemy turf.
45 46
COMPLICATION COMPLICATION
HEIST HEIST
47 48
Discredit the client’s rival in the faction, sabotaging Find and destroy a vengeful spirit
a promotion. disrupting operations.
Noble, hero, protege. Opulent and mysterious, Sportsman, collector, Built against the seawall on
expensive common areas investor. platforms over water, fenced
Leveraging his famous connect custom chambers and guarded. Impounded
family and good looks to owned by powerful patrons. Bluecoat administrator for goods are indifferently
carve out his own wealth Iron Hook prison, sells safety catalogued.
+
and prestige. or accidents for prisoners.
Patrons are usually masked or +
Generosity: x. Loyalty: x. disguised. Generosity: +1. Loyalty: x. Lots of shady business on site,
- guards totally corrupt.
Allies: Bluecoats, Unpredictable complications Allies: Bluecoats, Unseen -
Aristocracy depending on who is Trespassing is illegal.
attending. Enemies: Ministry,
Enemies: Academics Iruvians
42 41
Slaver, thief, priest. Front and back thirds of the Accountant, spy, fixer. Tucked out of sight, catering
Leviathan Hunter Doomsday to the esoteric needs of
Costumed Iruvian embedded in the shoreline of Tracks Hive operations in mystics and cults across
practitioner of secret arts for Ankhayat Park. Silkshore from behind the Silkshore.
hollowing victims, covertly scenes, directing work and
+ +
scheming. trading in secrets.
Clear view of all approaches. No questions.
Generosity: -2. Loyalty: -2. Dramatic. Generosity: +1. Loyalty: +1. -
- May have to prove ability
Allies: Iruvians Easy to get cornered. Allies: Ministry with attuning tests to get
service.
Enemies: Reconciled Enemies: Gondoliers
44 43
Scholar, duelist, chef. The Hive stores contraband, Management in the Hive, Most haunted corner of
secured where a ship would fit. focused on smuggling. Crow’s Foot. Half-burned
Famous for writing Hidden moves and extended market for exotics and
+
Akorosian travel guides. plans. services.
Does anonymous business
Infamous for high-profile
with many clients. +
dalliances. Generosity: -1. Loyalty: -1.
- Rare goods, no Bluecoats.
Generosity: x. Loyalty: +2. You don’t know whose secrets Allies: Ministry -
you might be disturbing. Ghosts may latch on
Allies: Silver Nails, Enemies: Gondoliers to visitors, manifesting
Scavengers occasionally until destroyed.
Enemies: Ministry
46 45
Recruiter, writer, socialite. Penal serfs wade in the Socialite, entrepreneur, Tidy showcase tunnel
terraced rice fields, fending musician. market near the entrance,
Administrator for the North off eels and worse while unfortunates toil for
Hook House Guard. He is guards watch. Owns the Silver Stag Casino subsistence and shelter deeper
proactive in defending noble in Silkshore. Mysterious, in the nightmare maze. Deadly
+
residences. may be descended from centipedes, spiders, toxins.
Nice restaurants overlook the
Severosian royalty.
Generosity: x. Loyalty: x. “garden.” +
Generosity: +1. Loyalty: +1. Many secret entrances.
-
Allies: Bluecoats, Aristocracy Influential enemies can make -
you a penal serf. Allies: Red Sashes Smelly. Depressingly cruel.
Enemies: Hive, Cults
Enemies: Lampblacks
48 47
49
This deck focuses on mid-level contracts. (More tv
episodes than movies.) Quickly generate potential
work. A little thought ahead of time or some fast
improvisation prepares you to offer them options.
You don’t waste time detailing a job they don’t
take. (If they turn down a heist, you can still
decide what happens in the background, and the
city has a life of its own. Fill some clocks!)
GENEROSITY & LOYALTY
♦ People have a rating for generosity and loyalty
(towards contractors, not allies.) Adjust these
baselines to taste.
♦ Generosity: Earn 2 Coin, x2 with a
HEIST
ALTERNATE USES
50
be considered canonical.
COIN
HEAT
Allies: Cults
of Selwythe.
1–3 Bad
Enemies: Ministry
6 Good
4–5 Mixed
ENGAGEMENT
A leader in the Circle of
(Highest of 1 to 3 d6)
LORD FENECK MORA
COIN EARNED
HEAT GENERATED
ancestral hall.
-
+
ghosts.
HEIST CLOCK
Adjacent to Nymaska
8
4
3
NYMASKA SCENICS
AQUARIUM GREENHOUSE
WANTED LEVEL
Famously lethal dynastic
in overhead and wall tanks
bounding the greenhouse’s
50
assassination)
and guarded. Impounded you don’t get paid at all.
Intercept a messenger and swap sealed pouches.
meetings and parties aboard.
♦ Bluecoat administrator goods are indifferently
04 ♦ Connected to gossip.
for Iron Hook prison, sells catalogued. Petty and vengeful + Lots of secretive business
Enemies: Inspectors
CLA
Convict, sadist, fixer.
safety or accidents for COMPLICATION towards former lovers. and meets there.
HEIST
S
KRU DORNAS
TA
Famous for creatively
on site, guards totally ♦ Generosity: -1. Loyalty: -1. - Really decent ritual
RG SEC
♦ Generosity: +1. Loyalty: x.
ET The target has extra security for some
corrupt. RE protections.
♦ Allies: Six Towers
Allies: Cults, Academics
unrelated reason.
Plant evidence of murder. T!
♦ Allies: Bluecoats, Unseen - Trespassing is illegal. Aristocracy
07
♦ Enemies: Ministry, Enemies: Cyphers
♦ PROFESSOR ENTE SALIA THE LIGHT AND TIMES
Iruvians 41 HEIST CLOCK
SUBVERSIVE ASSASSIN BEACON AND TEA SHOP 02
HEIST
Generosity: -1. Loyalty: +1.
executing defaulting debtors
♦ Leech, professor,3deviant.
The target is attracted to a “type” in your crew. Sparkcraft tower beaming
light, a workshop and testing
Loyalty Roll: ENGAGEMENT ♦ Uses her academic site for sparkcrafters. Tea
Arrange for a target to be seduced.
05 (Highest of 1 to 3 d6) 4
prestige and budget shop below.
3-1=Loyalty 2 6 Good to experiment with
4–5 Mixed
DR
1–3 Bad 8
untraceable poisons. + Public, high profile, good
HEIST
Plans to cheat security.
PO OP
HEAT GENERATED
♦ Generosity: +1. Loyalty: -1.
the crew. HEAT WANTED LEVEL - Expensive components
INT
♦ Allies: Red Sashes, Hive require high-tech security.
Pay:
♦ Enemies: Wraiths
2 Coin x3=6 COIN EARNED
COIN 06
+1 Generosity=7
You are not bound by the results. The cards serve you.
Luxury and tight security.
and restaurant. Owned by a