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SPACE HEIST
A high-octane, single session, GM-less, Forged In The Dark, goof of a game for 3-5 players about space robbing a space train
Rocketing across the solar system at record-breaking speeds is the Blades in the Dark™ is a trademark of One Seven Design. The Forged
Titanic Express, the fastest luxury Space Train ever created. You’ve in the Dark Logo is © One Seven Design, and is used with permission.
set your sights on this, its maiden voyage, as the perfect time for the This work is based on Blades in the Dark, product of One Seven De-
heist of the millennium. Gather your crew, figure out your target, and sign, developed and authored by John Harper, and licensed for our
hold on to your butts as you dive face-first into SPACE TRAIN SPACE use under the Creative Commons Attribution 3.0 Unported license.
HEIST.
This work is also itself licensed under the Creative Commons Attribu-
Theme Song: Endless Fantasy by Anamanaguchi tion 3.0 Unported license.
Mood board: Steven Universe, Speed Racer, The Lego Movie, Rick & The dice icons used in tables were created by Magicon from the
Morty, Ocean’s 11, Celeste speed runs, Baby Driver, Mario Kart, Yakety Noun Project. The fonts used are Omnium and Quatro.
Sax, anything with neon dripping out its ears
If you have played FITD games before, check out page 16 for a quick
This game takes inspiration from many other RPGs, including: Scum list of ways this game is different.
and Villainy, Fiasco, Dream Askew, Fuck! It’s Dracula, Lady Blackbird,
HEIST
1. Mood board
2. This page
3. How to play
4. Action rolls
5. More rules, sorry
• Luck Dice
• Fool’s Bargains
• New train cars
• Ending the game
6. Table 1: Why are you heisting?
• Table 2: People
7. Table 3: Payloads
• Table 4: Train car contents
8. Playbook: Con Artiste
9. Playbook: Gadgeteer
10. Playbook: Hooligan
11. Playbook: Egghead
12. Playbook: Space Wizard
13. Playbook: Space Cowboy
14. Facilitating pt 1: settling in
15. Facilitating pt 2: extra advice
• Pacing & Tone
• Coming up with consequences
• Safety
• Zoom-ins
• Conflict between player characters
• Player character death
16. FAQ & Miscellanea
17. Appendix: bonus non-canon playbook
HOW TO PLAY
WATCH THE TRAILER START YOUR ENGINES
First, set the scene with the descriptive text on the cover page. Hold To play this game, answer the questions in the next column as a group,
a dramatic reading, and look over the mood board. in this order. Facilitator, answer any rules questions as they come up.
Next, decide what your Space Heist is rated. Lower than PG is unlikely. THE QUESTIONS
PG-13 is typical. If everyone’s on board for R, have at it. Anyone can 1. Who are you? Everyone grab a playbook and fill it out. When you
add a short limiter to the rating such as “contains no sexual content” get to relationship to your left, stop. Go around once to introduce
or “contains light cartoon violence.” Once these content guardrails are your characters, then again to each agree with the person to your
set, abide by them! left on your relationship with them.
2. What’s the payload you’re lookin to heist? Why are you stealing it?
BUY IN And who are you stealing it from? These questions all inform each
The following statements are not always true, but they are always other, so take them in whatever order you like. Use tables 1, 2, and
true while playing Space Train Space Heist. Before playing, go around 3 (reasons to heist, people, and payloads respectively) plus your
the circle, and take turns speaking these truths aloud. After each friends and rivals for inspiration.
statement is read, everyone should respond with “this I believe!” 3. What are the stakes of this heist for you? Business or personal?
Revenge, bravado, greed, loyalty, or love? Something else?
1. It is right and good to be kind to my fellow players. 4. What are your luck die triggers? If you haven’t shared them with
2. No game is more important than the comfort and safety of those each other yet, do so now. You might note the triggers of other
playing it. people that you might be able to help ping.
3. You know what’s fun? Doing something absolutely heckin 5. You’ve made it to two cars away from the payload! What danger
lunk-headed in pursuit of a preposterously lofty goal. from the job so far has followed you, still nipping at your heels?
4. You know what else is fun? Heaping well-deserved consequences Everyone can add a detail about the job so far.
onto my friends after they’ve done something absolutely heckin 6. What are the contents of the train car you’ve just arrived at? If you
lunk-headed in pursuit of a preposterously lofty goal. need inspiration, pick from or roll on table 3 (train car contents).
5. Those consequences? They’re gifts we wrap up and give to each Then everyone add an extra detail about the room.
other. It is a joy to give or receive such a beautiful gift. 7. What NPC is inconveniently here in this car? Why and how are
6. I fear neither the frying pan nor the fire! they preventing you from leaving? Pick a friend or rival from one
7. HYAH! of your playbooks, or choose from or roll on table 2 (people).
8. Besides that NPC, what physical obstruction is between you and
Remember, the characters you are about to embody, PC and NPC the door to the next car? Pick something substantial enough to
alike, will have only a few hours in which to shine. After that, they’ll definitely require an action roll to overcome.
be nothing but sweet, delicious memories. They might succeed. They 9. Have you gained any luck dice so far? If so, add them to the group’s
might fail. Either way, burn fast, burn bright, and play to give us pool. Otherwise, make sure to keep a lookout.
something to remember them by. 10. Answer: “what do we do?” If the answer seems uncertain, make
an action roll to find out what happens.
ACTION ROLLS
When the group is confronted with trouble, ask
yourselves “what do we do?” If you answer, and Build your dice pool: “how Consequences: “what’s the
the fallout of your answer seems obvious, then it 2 many dice are you rolling?” 4 worst that could happen?”
just happens. Ask again: “what do we do?”
If anyone thinks the fallout is uncertain, then read You’re going to grab a few six-sided dice before If you’re owed consequences, ask your fellow
on, and let’s roll some dice! you roll. But how many? READ ON: players “what’s the worst that could happen
here?” Fellow players, let them know. Don’t hold
+1d if you’ve described a cinematic detail of
back. But remember that if they rolled a 4-5, they
your action. What does it look like? Sound
State your goal: “what does did succeed at their goal. Any consequences
1 success look like?”
like? What’s the look on a spectator’s face?
(You decide if this applies.)
shouldn’t invalidate that.
If you don’t like what everyone else decides on Maybe pick 2! Treat yourself. Consequences are
here, you can pick a different goal. Maybe instead gifts you wrap up and give to each other. Enjoy
of taking out a droid or two, you could run them 1-3 You failed at doing the thing. them. Savor them. Thank each other for them.
all out of ammo.
You succeeded at cost. You did the thing,
4-5 but with consequences.
5 Ask: “what do we do?”
You succeeded at doing the thing, full
6 stop. No consequences!
double You critically hit! Describe how you’ve
6s succeeded beyond your wildest dreams.
MORE RULES, SORRY
LUCK DICE WHO PLAYS NPCS? 5. If daunting physical obstruction, make it
There’s no denying it: your crew are a lucky If you introduce an NPC, you’re responsible something substantial enough to require
bunch. You have a collective pool of luck dice for them until someone else has a good idea an action roll to overcome.
that live in the middle of the table. The group for them or your character comes into con- 6. What danger or dangers from the car you
starts with, let’s say, 2 luck dice. flict with them. At that point, hand them off just left have followed you here and are
to someone else. nipping at your heels?
On any roll, a player can take a luck die from 7. And of course: “what do we do?”
this pool as a bonus die. (It is spent forever.) Corollary: share the love. Don’t be precious
with NPCs, and don’t hoard them. Let anyone ROLL CREDITS
Each playbook has an ability that earns the who wants a turn with someone take it. Eventually, things will start to wrap up. May-
group more luck dice, so don’t be afraid to be you’ll abscond with your payload, maybe
run out! NEW TRAIN CARS, AIRLOCKS, AND BREAKS you’ll just be jettisoned into space, or maybe
After a bit, you’ll find yourselves heading something in between.
FOOL’S BARGAINS through an airlock and into a new train car.
A Fool’s Bargain is a deal made between a When you do, follow these steps (they should When the answer to “what do we do?” is
player making a roll and someone else. The sound familiar from the start of the game): “give up the ghost” or “ride into the sunset,”
someone else offers a consequence. If the 1. Pause to catch your breath. Check to see stop rolling dice. Everyone add a detail or two
roller accepts, they get +1d on the roll, and the if anyone needs a bio break (bathroom, about what happens in the aftermath.
consequence automatically comes true on drink refill, run around the block, etc). If
top of other consequences, even if the roll is anyone does, take that 5-15 minute break, This is a chance to pull yourself out of the fire,
a success. and resume when everyone’s returned. climb out of the holes you’ve dug yourselves
2. Answer: What are the contents of the into, and let your guard down. Give your
If the roller has an idea for a Fool’s Bargain, new car you’ve just arrived at? Use table character the epilogue you want for them, or
they can make the suggestion, but they can’t 3 (train car contents) for inspiration if you at least the one they deserve!
take it unless someone else officially offers it. like. Everyone adds one detail about the
contents of the car.
Fool’s Bargains are great for adding action to 3. Choose whether this car contains a
the game if everyone’s rolling well, or if you daunting physical obstruction, an incon-
just love trouble. You do love trouble, right? venient NPC or both.
4. If NPC, why and how are they preventing
Sometimes no one will think of a Bargain you from moving forward? Pick a friend
worth offering. That’s fine! No pressure. or rival from one of your playbooks, or
choose from or roll on table 2 (people).
REASONS & RIFFRAFF
Table 1: Why are you heisting? Roll two dice: Table 2: People. Who’s in your way? Roll two dice:
-or- -or-
Someone’s blackmailing you Voxel Moonglitter, iconic pop star slash influencer
You have someone to impress Slick Fastwheel, runner-up at last year’s Indy 5000
The payload is sentimental to you Hample Bigsworth, fashion designer slash anarchist
As a training mission for your protege Victoria the Resplendent, infamous stage magician
To pay off that hard-ass bookie Dunlap Figueroa, blaseball’s first ghost pitcher
To pay to buy the latest cool gadget Paul Transylvania, celebrity chef slash vampire
-or- -or-
To pay off those student loans Sigmund Aquarius, space wizard in exile
They stole the only thing I ever loved ETHL, an aggressively attendant robot attendant
You’re getting paid very well to betray someone Francis Wilmer, train conductor, retires tomorrow
It’s one last job so you can finally retire Ruthie Keenwhiskers, mayor of the rats on this train
You owe it to a higher authority Zelda Buckwild, zookeeper and TV personality
Your magical patron demands it Lecter & Todd, attorneys at law, with the billboards
-or- -or-
-or- -or-
Nighthawks 2: Red-Tail Rising, iconic art installation An abbeyful’s worth of spooky monks
The last living Zozo bird, highly allergic to humans A fully-operational waterpark
Exonerating (or incriminating) evidence A bumpin’ roller derby
The prototype brain for the new ETHL-model AIs A restaurant, dive, or diner
The heart of a young romantic (Anchovy Brackish?) The service class’s quarters
The secret will of Queen Rohanna, Titan’s End A cathedral of Escher staircases
-or- -or-
-or- -or-
PICK A NAME: You get +1d when you Lie. If your mark is
Tabitha, Slick, Jones, Phoenix, Horatio, “E”, from your social turf, you get +2d instead.
Bao, The Marquess, Summer, Morgan, Li
PICK A TITLE AND NAME: You get +1d when you Panic.
Doctor, Professor, Saint, Dame, Colonel
Mayor, Elder, Judge, Ambassador, Fraa
Luck Die Trigger
Cubbins, Mondale, Redacted, Four-Eyes,
Nguyen, Bright, Skully, Peña, Duffy, Block DEAD WEIGHT: Whenever you get into
trouble because of your ignorance or
fear, the group gets a luck die.
PICK A LOOK:
unkempt lecture clothes, ceremonial
Your Main Thing
robes, medical scrubs, prim and proper
TRIVIA FIEND: When confronted with
something strange, you may claim to
PICK ONE FRIEND AND ONE RIVAL: know a bit about it. State an unlikely fact
• Freya, an obsessive collector relevant to the situation and how you
• Dr. Deakins, an “eccentric” scientist learned it, then roll a die:
• Azure, a fanatical religious leader • Evens: the fact is true! You’re so smart
• Pick from Table 2 and capable. Action Rolls Walkthrough
• Odds: the fact is mostly true, but what
inconvenient detail were you missing? 1. State your goal. Others decide
PICK A RELATIONSHIP TO YOUR LEFT: (Your fellow players should answer what success means.
• Mentor and mentee this.) 2. Build your dice pool:
• Close relatives You can always offer the Fool’s Bargain • +1d for a cinematic detail
• Share a hobby (maybe curling?) “I offer you some relevant trivia to help.” • +1d for your favored verb
• +1d for a Fool’s Bargain
• +1d if you take a luck die
PICK ONE RE: THE PAYLOAD: Consequence & Fool’s Bargain Ideas 3. Roll! 1-3 fails, 4-5 succeeds at
• It’ll take a rare piece of gear to heist cost, 6 succeeds, and double 6s
that only you know how to operate. Someone gets caught, or gets away, or critically hits
• It’s dangerous. Only you know how catches up. It takes forever. It’s loud. You 4. Consequences: others answer
to handle it safely. must choose between your goal and a “what’s the worst that could
• It’s fragile. Only you know how to crewmate. It’s embarrassing. Something happen?”
handle it without damaging it. explodes. Someone’s friend is in trouble. 5. Ask: “what do we do?”
SPACE WIZARD SPACE WIZARD
SPACE WIZARD
DOIN SPACE MAGIC IN SPACE
Notes
Duties Consequence Ideas
Stay out of the way during setup: • Someone gets caught, or gets
Just because you’re the GM doesn’t mean you run everything. away, or catches up.
Don’t come prepared. The setup, the job, the train... all that stuff • It takes forever.
should still be a group effort. Now, you’re a part of that group, • It’s loud.
but so’s everyone else. Ask more questions than you answer. • They must choose between
their goal and a crewmate.
Play NPCs: • It’s embarrassing.
Instead of everyone playing the NPCs, you do. But here’s the rule: • Something falls apart or is on
NPCs only get to act as a part of the fallout of PC rolls. You can fire or explodes.
telegraph what they’re about to do, but the player’s roll decides • Someone’s rival is here.
how it goes. • Someone’s friend needs help.
• A bystander gets brought into it.
Play the world: • An animal escapes.
Instead of everyone playing the world, you do. Same rule here as • Someone followed you.
with NPCs: the world acts in response to what the PCs do. • Magic.