Retrievers (IB)
| Starfox's Blades in the Dark hack |
Retrievers are fix-and-fetch crews — trackers, breachers, repo teams, and quiet hitters — who take targets with minimal collateral. People or payloads, live or bagged, on paper or off the books: they stake out, social-engineer, breach-and-clear, and exfil before the alarms finish ringing. Retrievers cross jurisdictions, read logs and lanes, and work the underdecks of habitats and waystations. Whether it’s a sanctioned snatch, a precision strike, a hostage rescue, a high-pressure repo, or a tight site robbery, every operation tests timing, nerve, and teamwork — where clean execution earns reputation and credit.
Heat & Wanted Level
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Credit
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
- Relentless: Each PC may add +1 action rating to Consort, Mark, or Study (up to a max rating of 3).
- Fieldwork: +1d to Engagement rolls for Assault, Deception, Stealth, and Transport plans.
- Infamy: Treat each Wanted Level as if it were an Investment Crew Upgrade.
- Last to Fall: Each PC gains +1d to resistance rolls with no ally in sight or facing a lone enemy.
- Pack Hunters: +1d to Gather Information when in an Operation.
- Patron: Advancing your Tier costs half the usual Credit. Who funds your hunts, and why?
- Safehouse: While at war (−3 Faction status), PCs gain +1d to vice rolls and retain two downtime actions instead of one.
- 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):
- Execute a successful capture, investigation, sabotage, or targeted strike.
- Contend with challenges above your current station.
- Bolster your crew’s reputation or develop a new one.
- Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Starting Upgrades Secure Lair, Cohort (Thugs), 2 of choice.
Retrievers Only Upgrades ☐ Disassemblable Weapons — Each PC may designate 1 weapon that is Concealed, costs no Load, but requires assembly to ready. ☐ Magistrate Contract — +1 effective Tier in interactions with the law (permits, warrants, custody). ☐ Armory — Your Thug cohorts gain +1 Quality. Specialized gear keeps them ready. ☐ Bounty Agent — +2 Credit payoff on scores involving capture without killing. ☐ Bounty Office — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Case Files — +1d to Gather Information for investigative scores. A deep archive of records and intel. ☐ Cover Identities — +1d Engagement on Social and Transport plans. ☐ Infirmary — +1d to healing treatment rolls and to Command for on-site interrogations. ☐ Informants — +1d Engagement on Assault and Stealth plans. ☐ Justice Office — Reduce Heat by 2 per score. Ties to local law reduce scrutiny. ☐ Lair — Your hideout where fugitives are held and investigations are planned. ☐ Legal Sanction — Killing on a score does not increase Heat. ☐ Murder Market — +2 Credit payoff on scores involving killing. ☐ Small Marks — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Turf — Reduces the Credit cost multiplier to advance crew Tier. (May be taken multiple times.)
Common Crew Upgrades
Available to all crews. See Crew Playbooks for an explanation of all terms below.
Base: ☐,☐ Life support, ☐,☐ Power, ☐,☐ Maneuver, ☐,☐ Gravity, ☐,☐ Camouflage, ☐,☐ Security.
Assets: ☐,☐,☐,☐ Investment — Reduces the base cost of improving Tier, before multiplication.
Installations: ☐,☐ Quarters, ☐☐☐☐ Training, ☐,☐ Vault, ☐,☐ Venue, ☐,☐ Prison, ☐,☐ Workshop, ☐,☐ Medical, ☐,☐ Hangar.
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). Each cohort begins with one Flaw. ☐ Add Edge or remove flaw from one cohort. Repeatable
Cohorts
Each cohort is either a Team or an Expert with one Type and one Flaw. A maximum of 2 cohorts for each Tier. Each cohort needs this data.
Name:
☐ Team or ☐ Expert. This is where your initial upgrade investment is checked.
Type: First type is free. You can add one additional Type by spending an upgrade. ☐ Agents, ☐ Engineers, ☐ Marines, ☐ Scientists, ☐ Security, ☐ Winghands.
Edges. Each cohorts can add edges as if they were upgrades. ☐ Armored, ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal.
Flaws. Each cohorts can remove flaws at the cost of an upgrade: ☐ Ally, ☐ Compromised, ☐ Intelligent, ☐ Principled, ☐ Savage, ☐ Unreliable, ☐ Wild.
Damage: Cross one box per level of harm: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.