Retrievers (IB)
| Starfox's Blades in the Dark hack |
Retrievers are fix-and-fetch crews — trackers, breachers, special ops, repo teams, and quiet hitters — who destry or 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 an arrest, bounty, corporate extraction, 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.
Friction & Entropy
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Credit
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
Relentless
Each PC may add +1 action rating to Judge, Mark, or Study (up to a max rating of 3).
Fieldwork
Gain +1d to Engagement rolls for Assault, Deception, Stealth, and Transport plans.
Last to Fall
Each PC gains +1d to resistance rolls when no functioning ally is in sight or when facing a lone enemy.
Notoriety
At the end of each operation, increase the Credit payout and reduce Friction increase by your level of Entropy.
Pack Hunters
Gain +1d to Gather Information while in an Operation.
Patron
Advancing your Tier costs half the usual Credit. Who funds your hunts, and why?
Sanction
Deaths and the licensed use of Regulated and Military kit don't cause Friction. While at war (−3 Faction status), PCs retain 2 downtime actions instead of 1.
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 ☑ Security, ☑ Training (insight), ☑☑ Prison, ☑ Runabouts, ☑ Shuttles, two ☑ ☑ of choice.
Retrievers Only Upgrades
- ☐ Black Cabs — +1d Engagement on Transport plans.
- ☐ Bounty Agent — +2 Credit payoff on operations involving capture without killing.
- ☐ Cover Identities — +1d Engagement on Deception plans.
- ☐ Disassembly Kit — Disassembled kit are +4 Quality Concealed, but require assembly.
- ☐ Infirmary — +1d to healing treatment rolls and to Command for on-site interrogations.
- ☐ Informants — +1d Engagement on Stealth plans.
- ☐ Justice Contacts — Reduce Friction increase by 1 each operation. Ties to local law reduce scrutiny.
- ☐ Magistrate Contract — +2 Quality Lisence to operate regulated gear and vehicles and possession of military personal kit.
- ☐ Murder Market — +2 Credit payoff on operations involving killing.
- ☐ Sanction — Killing on a operation does not increase Friction.
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.