Player Guide: Volume 4 - The White Glove Affair
Levels: 7 to 8+ Tone: Ocean's Eleven meets Bridgerton. In space. What you need: Your social skills, a good disguise, and nerves of steel.
First: The Veridia Interlude (L8-9)
Before the main event, your crew visits a hidden settlement for some well-earned downtime. This is your chance to breathe, shop, and connect with your characters before things get intense.
Downtime Activities
Your GM will offer you downtime days. Here's what you can do with them:
| Activity | What It Does | Skill Used |
|---|---|---|
| Craft | Build or modify gear | Crafting |
| Earn Income | Make money between jobs | Various (Lore, Crafting, Performance) |
| Treat Wounds | Heal up between adventures | Medicine |
| Retraining | Swap a feat, skill, or option | Varies (takes days) |
| Shop | Buy gear, weapons, supplies | Gold pieces |
| Socialize | Build relationships with NPCs | Diplomacy, Society |
Tip: This is your last comfortable shopping opportunity for a while. Stock up on anything you've been eyeing. Healing potions, backup weapons, disguise kits, whatever makes you feel prepared.
Character Moments
The settlement has NPCs worth talking to. Some of them have history, connections, and perspective that might matter later. Take the time to have conversations. Ask questions. Let your character react to what they see. These quiet moments pay off in ways that combat encounters never do.
This Volume Is a Social Adventure
Volume 4 is built around infiltration, deception, and manipulation. Your swords and spells still matter, but the crew that talks their way through this volume will have a much easier (and more stylish) time than the crew that fights through it.
Skills That Shine Here
| Skill | Why It Matters |
|---|---|
| Deception | Maintaining cover identities, bluffing past security, misdirecting rivals |
| Diplomacy | Winning over NPCs, gathering intel at parties, negotiating alliances |
| Intimidation | Pressuring rivals, breaking someone's composure, making threats land |
| Society | Knowing etiquette, reading social situations, understanding cultural norms |
| Performance | Blending in at formal events, creating distractions, entertaining crowds |
| Perception | Spotting lies, eavesdropping, noticing who's watching you |
| Stealth | Moving unseen, planting evidence, slipping away from attention |
Don't have these skills? That's fine. Not everyone needs to be the face. You can use Aid actions to help teammates (+1 to +4 bonus on their check), serve as lookout, handle the physical side of the heist, or create diversions.
How Disguise and Impersonation Work
You'll be pretending to be someone you're not. Here's the quick version:
- Create a Disguise (Deception): You roll to establish your false identity. This sets the DC that others must beat to see through you.
- Impersonate (Deception vs. Perception): When someone interacts with you closely, they get a Perception check against your Deception DC. The better your disguise setup, the harder you are to catch.
- Maintain the Con: Ongoing social situations may require repeated checks. One bad roll doesn't blow everything instantly, but suspicion accumulates.
Degrees of success matter here. A critical failure on a social check is much worse than a regular failure. Conversely, a critical success can turn an enemy into a temporary ally.
High-Society Events
Expect formal gatherings where the rules of engagement are social, not martial. Think of these as skill-based encounters with real stakes.
- Etiquette checks (Society) determine whether you fit in or stand out
- Eavesdropping (Perception, Stealth) lets you gather intel while blending in
- Reading the room (Perception, Society) helps you identify who matters, who's dangerous, and who's vulnerable
- Making an impression (Diplomacy, Performance) opens doors and loosens tongues
The key insight: Social encounters use the same four degrees of success as combat. Beat the DC by 10+ and you make a powerful impression. Miss by 10+ and you've made a scene. Plan your approach just like you'd plan a combat turn.
Auction Mechanics: Bidding as a Team
The climax involves a competitive auction where the whole crew participates. This is a team activity with defined roles:
| Role | What You Do | Primary Skill |
|---|---|---|
| Bidder | Makes the actual bid check | Wisdom + Initiative |
| Analyst | Reads the competition | Perception |
| Distraction | Draws attention away from your strategy | Deception |
| Hacker | Manipulates the system | Crafting (Computers) |
| Observer | Watches for threats | Perception |
| Persuader | Intimidates other bidders | Intimidation |
Every successful support role gives the Bidder a +2 circumstance bonus. The more prep work you do beforehand (eliminating rival bidders through social encounters), the lower the final DC gets. Teamwork is not optional here; it is the mechanic.
Leveling Up: 7 to 8+
At Level 8, your characters are experienced professionals. Here's what changes:
- Expert proficiency in your key skills means you're genuinely good at what you do
- 4th-rank spells (for casters) open up powerful new options
- Class feats at L8 often provide new tactical choices or improve existing abilities
- DCs are climbing: Expect DCs in the 23-28 range. Invest in your best skills.
Practical tip: If you haven't been investing in at least one social skill, now is the time. A single skill increase to Expert can be the difference between "smooth operator" and "escorted out by security."
General Advice for This Volume
- Talk to each other. Coordinate your social approaches the way you'd coordinate combat tactics. Who's the face? Who's the backup? Who's watching the exits?
- Gather information first. Recall Knowledge, Gather Information, and simple observation give you advantages before you commit to an approach.
- Play your character's discomfort. Not everyone is built for high society. A rough-around-the-edges character struggling with formal etiquette is great roleplaying, and your GM will reward it.
- Don't forget you can fight. The heist may go sideways. Have a Plan B that involves running, fighting, or both.
- Enjoy the ride. This volume is designed to feel different from dungeon crawls and space combat. Lean into it.
Last Updated: 2026-04-09
