Heisters (IB)
| Starfox's Blades in the Dark hack |
Heisters are covert thieves and infiltrators — sensor ghosts who kill lights and logs, slip past security, crack vaults, and vanish along hull-shadows. For Heisters, every job is an art where skill, stealth, and a touch of luck turn audits into afterimages and swag into Credit.
An adaptation of the Shadows crew playbook.
Heat & Wanted Level
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Credit
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
- Master Thieves: Each PC may add +1 action rating to Lunar, Micro, Rig, or Terran (up to a max rating of 3).
- Duct Rats: Improve the starting Position of your Engagement Roll by one step for Stealth Operations.
- Evasion: +1d to resist Prowess consequences.
- Loose Tunges: +1d to Gather Information during downtime.
- 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?
- Thief's Luck: Improve Position from your Engagement Roll by one step for Stealth operations.
- Additional Playbook: Select another Crew Playbook. From now you may 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 successful espionage, sabotage, or theft.
- 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 ☑☑ Camouflage, ☑ Quarters, ☑ Security, ☑ Vault, ☑ Runabouts, two ☑ ☑ of choice.
Heisters Only Upgrades
- ☐ Building Plans — +1d Engagement on Stealth plans.
- ☐ Covert Drop — +2 Credit payoff on operations about espionage or sabotage.
- ☐ Fancy Titles — +1d Engagement on Social plans.
- ☐ Fence — +2 Credit payoff on operations about stolen valuables.
- ☐ Getaway — +1d Engagement on Transport plans.
- ☐ Informants — +1d to Gather Information for a operation.
- ☐ Known Quirks — +1d Engagement on Deception plans.
- ☐ Madhouse — +1d Engagement on Science plans.
- ☐ Orphanage — Reduce Heat increase by 1 each operation.
- ☐ Thief Rigging — +2 Load at medium loadout.
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.