Difference between revisions of "Heisters (IB)"

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=== Special Abilities ===
 
=== Special Abilities ===
# '''Master Thieves:''' Each PC may add +1 action rating to '''Prowl''', '''Finesse''', or '''Tinker''' (up to a max rating of 3).
+
# '''Master Thieves:''' Each PC may add +1 action rating to '''[[Actions_(IB)#Lunar|Lunar]]''', '''[[Actions_(IB)#Micro|Micro]]''', '''[[Actions_(IB)#Rig|Rig]]''', or '''[[Actions_(IB)#Terran|Terran]]''' (up to a max rating of 3).
# '''Evasion:''' +1d to resist consequences of being seen or caught (cams, patrols, audits).
+
# '''Duct Rats:''' Improve the starting '''Position''' of your Engagement Roll by one step for Stealth Operations.
# '''Ghost Echoes:''' If you complete a score entirely in secret, gain normal '''Rep''' but ignore up to 2 '''Heat'''.
+
# '''Evasion:''' +1d to resist [[Actions_(IB)#Prowess|Prowess]] consequences.
# '''Light Fingers:''' +1d to '''Gather Information''' or to earn '''Credit''' when looting, lifting, or casing targets.
+
# '''Loose Tunges:''' +1d to '''Gather Information''' relating to a potential target or to earn '''Credit''' when looting, lifting, or casing targets.
 
# '''Master Plan:''' On a group action, multiple 6s from different rolls count as a critical success.
 
# '''Master Plan:''' On a group action, multiple 6s from different rolls count as a critical success.
 
# '''Patron:''' Advancing your '''Tier''' costs half the usual '''Credit'''. ''Who is your patron, and why do they support you?''
 
# '''Patron:''' Advancing your '''Tier''' costs half the usual '''Credit'''. ''Who is your patron, and why do they support you?''
# '''Thief's Luck:''' +1d to Engagement rolls for '''Stealth''' plans.
+
# '''Thief's Luck:''' Improve '''Position''' from your Engagement Roll by one step for Stealth operations.
 
# '''Additional Playbook:''' Select another crew playbook. You may now choose its '''Upgrades''' and '''Special Abilities'''. Immediately gain access only to the Crew XP track.
 
# '''Additional Playbook:''' Select another crew playbook. You may now choose its '''Upgrades''' and '''Special Abilities'''. Immediately gain access only to the Crew XP track.
  

Latest revision as of 21:45, 18 October 2025

Icarus BurningIcarus Burning logo
Starfox's Blades in the Dark hack

Heisters are covert thieves and infiltrators—sensor ghosts who kill lights and logs, slip past nemes, crack vaults, and vanish along hull-shadow. For Heisters, every job is an art where skill, stealth, and a touch of luck turn audits into afterimages and gear into Credit.

An adaptation of the Shadows crew playbook.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Master Thieves: Each PC may add +1 action rating to Lunar, Micro, Rig, or Terran (up to a max rating of 3).
  2. Duct Rats: Improve the starting Position of your Engagement Roll by one step for Stealth Operations.
  3. Evasion: +1d to resist Prowess consequences.
  4. Loose Tunges: +1d to Gather Information relating to a potential target or to earn Credit when looting, lifting, or casing targets.
  5. Master Plan: On a group action, multiple 6s from different rolls count as a critical success.
  6. Patron: Advancing your Tier costs half the usual Credit. Who is your patron, and why do they support you?
  7. Thief's Luck: Improve Position from your Engagement Roll by one step for Stealth operations.
  8. Additional Playbook: Select another crew playbook. You may now choose its Upgrades and Special Abilities. Immediately gain access only to the Crew XP track.

Crew XP

At the end of each session, for each item below, mark 1 XP (or mark 2 XP if that item occurred multiple times):

  1. Execute successful espionage, sabotage, or theft.
  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.

Crew Upgrades

Starting Upgrades Hidden Lair, Vault, 2 of choice.

Heisters Only UpgradesMadhouse — +1d Engagement on Occult plans. ☐ Secret Routes — +1d Engagement on Stealth and Transport plans. ☐ Covert Drop — +2 Credit payoff on scores about espionage or sabotage. ☐ Cantina — +1d Engagement on Probe and Social plans. ☐ Orphanage — Reduce Heat by 1 per score. ☐ Informants — +1d to Gather Information for a score. ☐ Fence — +2 Credit payoff on scores about stolen valuables. ☐ Building Plans — +1d Engagement on Stealth plans. ☐ Thief Rigging — 2 free Load (stealth kit only).

Base: ☐,☐ Life support, ☐,☐ Independence, ☐,☐ Maneuver, ☐,☐ Hidden, ☐,☐ Secure.

Assets: ☐,☐,☐,☐ Investment — Reduces the base cost of improving Tier, before multiplication.

Installations: ☐,☐ Quarters, ☐☐☐☐ Training, ☐,☐ Vault, ☐,☐ Venue, ☐,☐ Workshop, ☐,☐ Hangar, ☐,☐ Prison.

Vehicles: ☐,☐ Shuttles (needs hangar), ☐,☐ Fighters (needs hangar), ☐,☐ Runabouts.

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

Each cohort needs this data.

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.