Neon Getaway: A Blades '68 Racers Crew
Steal the fastest autopod in Doskvol, outrun ghosts and gangsters through neon streets, and never look back. Floor it.
$20.00
/ Session
Details
Weekly / Sunday - 12:00 AM UTC
Session Duration / 3 hours
0 / 5 Seats Filled
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About the adventure
It's 968 AC, and Doskvol is having its moment. Bluetime keeps the sun in the sky, the string lights are up on Apple Lane, and half the city is dancing under a haze of new money, psychedelic pop, and older ghosts nobody wants to think too hard about. Somewhere between those two things is where your crew makes its living. You're Racers: a fresh crew who's just claimed a strip of hunting ground and is ready to make a name for itself. Smuggling runs along the Gaddoc docks, hijacked cargo on the overpasses, cross-district chases with Bluecoat patrol pods on your tail, and the occasional underground race where half the city's underworld shows up just to bet against you. You'll deal with ward bosses who want their cut, echoes who don't know they're dead yet, and rival crews who'd love nothing more than to see your autopod wrapped around a lamppost. This runs on the new Blades '68 supplement for Blades in the Dark, same sharp, fast, flashback-driven system you already know, reskinned into a paranormal-noir sixties city under a fusion-powered sun. Sessions lean into fast planning, faster improvisation, and consequences that actually stick. Expect scores that go sideways, tense rolls with real stakes, and downtime spent patching up your crew, your rides, and your reputation with the wrong people. New to Blades in the Dark? This is a good place to start; I'll walk you through crew and character creation before we play, and explain the core mechanics as they come up. Coming from the original Blades? You already know the rules; you just haven't driven them at 90 miles an hour through a rain-slicked, ghost-lit street before.
Game style
Roleplay Heavy
Rule of Cool (RoC)
Game themes
Meet the Game Master
2 years on StartPlaying
97 games hosted
Highly rated for: Creativity, Storytelling, World Builder
Average response time: Under 1 hour
Response rate: 100%
About me
Hi, I'm Davi. I'm currently a university student from the UK and an unapologetic fantasy nerd. I started running D&D when I was eleven after falling in love with fantasy worlds where ordinary people could become legends. What began as running games for friends somehow turned into a huge part of my life. Seven years later, I still spend most days thinking about stories, worldbuilding, and the next adventure. Outside of tabletop games, you'll usually find me buried in fantasy novels, sketching out new ideas for settings, or disappearing down some obscure bit of lore that absolutely didn't need three hours of research. I'm also a player whenever I get the chance. I love being on both sides of the screen, and some of my favourite memories come from sitting at someone else's table and getting completely swept up in their world. More than anything, I enjoy meeting people through this hobby. Some of my closest friendships started because a group of strangers decided to roll some dice together. When I'm not studying or running games, I'm usually building something new, whether that's a homebrew system, a setting, a one-shot, or a completely unnecessary spreadsheet that seemed like a good idea at the time.
View Profile →Character creation
Creating your character
We'll build the crew together in Session 0, then move into individual characters. No prior Blades experience needed; I'll walk through action ratings, dice pools, and how flashbacks work before anyone locks anything in. Blades '68 brings a new set of playbooks, and any of them can ride with a Racers crew, some just wear the role differently than they would in a heist-focused crew: Hound — the crew's tracker and talker. Great for chasing down a fence, sniffing out a rival crew's next move, or knowing exactly who to lean on for information before a run. Hull — a soul in a machine body with no memory of who they were. A striking choice for a Racer with no explanation for why they're this good behind the wheel, or this hard to kill in a crash. Intellectual — your engineer and problem-solver. The one who keeps the crew's rides running, jury-rigs a way past a checkpoint, or reverse-engineers whatever the last score went sideways over. Operative — sneaking and breaking in, professionally. Useful when a job needs someone in and out quietly before the getaway even starts. Paranormalist — deals with the weird stuff directly. Doskvol's ghosts don't care that you're just here to drive fast; this playbook is for the Racer who's made peace with that, or hasn't. Radical — cares about a cause, good at demolitions. Fits a crew using getaway runs and smuggling to fund something bigger than themselves. Swinger — social, fast-talking, good at improvising. The face who talks your way past a ward boss's muscle or charms a bet out of someone who should know better. Veteran — ex-military, good at violence, carrying scars from one of the Imperium's ongoing wars. For the Racer who learned to drive under fire long before it was a job. You don't need to pick your playbook before session, we'll talk through what kind of Racer you want to play and find the right fit together. Starting Tier, gear, and crew upgrades follow the Blades '68 crew creation rules as written.
What to expect
Preparing for the session
A free Discord account (we'll use a dedicated server for voice and text between sessions) A character sheet, hosted digitally on Roll20, link sent once the crew's built
What Davi brings to the table
I run fiction-first: the dice tell you what happens, not what you're allowed to try. Expect NPCs with distinct voices, a city that reacts to what your crew does to it, and chase and score scenes that move fast rather than grinding through every tick of a clock. I lean into the pulp-noir tone of the setting, moody, a little dangerous, occasionally very funny when a plan goes wrong in exactly the way you feared. Rule of Cool gets some room, but the fiction and the dice still have the final word.
Homebrew rules
None beyond what's in the Blades '68 supplement itself, running the Racers crew type, hunting grounds rules, and the paranormal/resonance field material as written. Any house ruling that comes up mid-campaign gets flagged clearly before it affects play.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Davi creates a safe table
Session 0 covers Lines and Veils before character creation, so everyone's aligned on what this table does and doesn't want to see on screen. I check in during play if a scene is heading somewhere heavy, and we debrief briefly after sessions that hit harder beats. Comfort comes before plot, if something's not landing right, tell me and we adjust.
Content warnings
Safety tools used