Heisters (IB)
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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
- 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 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.
- 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. 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 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 Hidden Lair, Vault, 2 of choice.
Heisters Only Upgrades ☐ Madhouse — +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.