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SPACE TRAIN

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

Designed by Sam Dunnewold. Artwork by Travis Tessmer.


Special thanks to and significant help from the Tuesday group: DBlock,
Willie GB, Travis T, and JStarr. This game is how we play.
TABLE OF CONTENTS
If you’re playing online, here’s a link for google sheets playbooks and rules reference:
https://docs.google.com/spreadsheets/d/1l3iJ4BGNb0wk9K2DFBpKMP2_q5ZbYukF3SmB1CR6mJA/edit?usp=sharing

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.

Feel free to hand out consequences to NPCs or


+1d if you’re using your playbook’s favored
State your goal: is the point of talking to this guard fellow crewmates. Sometimes the worst thing is
verb. (You decide if this applies.)
to get information? Or is it to distract them while what happens to someone else.
your buddy sneaks up behind? Pick just one goal! +1d if you accept a Fool’s Bargain (FB for
Achieving a second goal requires a second roll. Here’s a list of potential consequences to inspire:
short). A FB is a guaranteed consequence
that will come true regardless of how well
Everyone else together decides what happens if • An existing problem just got worse
you roll. Anyone else can offer you a FB.
you succeed: will you achieve your goal entirely • Something you thought was resolved is not
(Need an example? See the appendix.)
or in part? If you’re alone against a dozen combat • Something helpful develops a drawback
droids, does success mean taking out just one? Or • There’s trouble on the horizon
+1d if you spend one of the group’s luck
are you cool enough to get them all in one go? • Trouble on the horizon has ARRIVED
dice. (What’s a luck die? See next page.)
It’s usually right to break up big goals (“steal the • Something breaks, is lost, or explodes
payload” probably isn’t a one-roll kinda thing), but • Someone gets hurt
your characters are cool as heck! Occasionally let Shake them bones: “what’s the • Someone gets caught, or gets away
them prove it! 3 highest number rolled?”
• The Actor must make a hard choice

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-

Sounds fun! Edna Gadd, adequate ghost hunter


The payload is dangerous and must be contained! Goubt Claxon, thrill-seeking dragon
There’s something you gotta make right Julida & Cookie, argumentative two-headed giant
There’s someone you gotta protect The Raven Man, legendary DJ and party planner
There’s somewhere you gotta get back to Jerry Jeckles of Jerry Jeckles’ Junkyard Jamboree
Sheer spite Any of the friends or rivals from your playbooks
TARGETS & TRAIN CARS
Table 3: Stuff. What’s the payload you’re after? Roll two dice: Table 4: Train Car Contents. What’s in here? Roll two dice:

-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-

Ancient antiques, rightfully yours A cargo hold full of stowaways


A worthless little plastic airplane Several dozen defective combat droids
Answers to some account’s three security questions A whole sheath of occupied stasis pods
Next year’s crop of Time Particles, freshly harvested An in-progress foosball tournament
The artificial leg of Zimmer Salisbury, a demon An in-progress wedding
A telepathic plant that blooms but once a century A holiday celebration (Groundhog Day?)

-or- -or-

A clutch of eldritch, oozing, close-to-hatching eggs A deafening rock concert or rave


The Mazda R99-Q experimental racing space cruiser A labyrinth of alarm-triggering laser sensors
A regular ol’ glass eye (maybe roll to find out whose?) Someone’s 75 meter-long pet glorp-worm
Just a bunch of money or gold or gems or whatever A greenhouse overgrown with curious vegetation
The train itself, with or without the rest of its cargo The employee break room, smelling of cigarettes
A person to kidnap or rescue (check Table 2) A big ol’ pile of explosives
CON ARTISTE People are mostly big blockheads. But you? You’re smart.
Smart enough to fool them, anyway. You’re a master plan-
ner, and an acteur for the ages. The Theatre is missing out.

Flavor Town Favored Verb Notes and Doodles!

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

Luck Die Trigger


PICK YOUR SOCIAL TURF:
FULL HOUSE: Whenever you make one of
upper crust, working poor, new silicon
your crewmates a part of one of your lies,
valley, the arts, seedy criminals, droids,
the group gets a luck die.
your extremely large extended family

Your Main Thing


PICK A LOOK
work clothes and clipboard, three piece ACE IN THE HOLE: Whenever you or a
suit, whatever the waitstaff are wearing, crewmate is well and truly hecked, you
extremely 90s (we’re bringing it back), may describe the incredibly circuitous
sportcoat + loose tie, little black dress schemes you schemed in the past to
prepare for just such an occasion, then
roll a die: Action Rolls Walkthrough
PICK A FRIEND AND A RIVAL: • Evens: by God you’ve done it. Describe
1. State your goal. Others decide
• Julio Granite, a private eye how your scheme works.
what success means.
• Barnabus Fink, a mob boss • Odds: by God you’ve done it, but at
2. Build your dice pool:
• Voxel Moonglitter, a pop star / icon what cost? Describe the alarming
• +1d for a cinematic detail
• Pick from Table 2 consequences of your success.
• +1d for your favored verb
• +1d for a Fool’s Bargain
Consequence & Fool’s Bargain Ideas • +1d if you take a luck die
PICK A RELATIONSHIP TO YOUR LEFT:
3. Roll! 1-3 fails, 4-5 succeeds at
• “I tried to con you once”
Someone gets caught, or gets away, or cost, 6 succeeds, and double 6s
• “We have fun” (get specific)
catches up. It takes forever. It’s loud. You critically hits
• “You’re the only one that ever meant
must choose between your goal and a 4. Consequences: others answer
anything to me”
crewmate. It’s embarrassing. Something “what’s the worst that could
falls apart or explodes. Someone’s rival happen?”
is here. An animal escapes. Fire. 5. Ask: “what do we do?”
GADGETEER You love STUFF. GEAR. On your person lives a menagerie of gadget-
ry, all of it burning a hole in your pocket, just waiting for the chance
to come out and sing. Let it run wild!

Flavor Town Favored Verb Notes and Doodles!

PICK A NAME: You get +1d when you Tinker.


Seng, Artemis, Clayton, Rachette, Ink,
Baraka, Ozymandias, Fingers, Ralphrika
Luck Die Trigger
OOP, YEAH, IT DOES THAT SOMETIMES:
Whenever you pull out a piece of gear,
PICK A LOOK: anyone may describe what dangerous
high fashion, high-vis vest + hard hat, quirk it is notorious for having. If some-
smock + goggles, trenchcoat + fedora, one does, the group gets a luck die.
raggety overalls + oily rags, mech suit

Your Main Thing: GADGETS

PICK A BACKGROUND: Gadget Boxes:


slums, robot, self-taught, this year’s
Space MIT valedictorian, henchman
Any time you like, pick something from Action Rolls Walkthrough
the list below and mark a Gadget Box, or
invent something and mark two Gadget 1. State your goal. Others decide
PICK A FRIEND AND A RIVAL:
Boxes. You pull that thing from your bag. what success means.
• The Raven Man, a DJ
(When you’re out of boxes, your bag is 2. Build your dice pool:
• Hample Bigsworth, a spymaster
empty.) • +1d for a cinematic detail
• Slick Fastwheel, Indy 5000 racer
• +1d for your favored verb
• Pick from Table 2
Gear List: • +1d for a Fool’s Bargain
toolbox, communicator, grappling hook, • +1d if you take a luck die
small drone, 2nd small drone (they’re 3. Roll! 1-3 fails, 4-5 succeeds at
friends), medkit, hacking rig, hyper-drill, cost, 6 succeeds, and double 6s
PICK A RELATIONSHIP TO YOUR LEFT:
smoke bomb, EMP, ghost trap, candy, critically hits
• Went to school together
space suit, personal floatation device, 4. Consequences: others answer
• Fellow arsonists
“special” goggles, personal memento, “what’s the worst that could
• Close relatives
the latest fad toy, stilts, transmogrifier, happen?”
super glue, ukulele, flamethrower 5. Ask: “what do we do?”
HOOLIGAN Aw man, you love BRAWLIN. YES. Get in there and get messy. That’s it.

Flavor Town Favored Verb Notes and Doodles!

PICK A NAME: You get +1d when you Brawl.


Pico, The Bull, Fitz, Patience, Lavar, Una
Luck Die Trigger
PICK A LOOK: DISTRACTING: When a crewmate takes
street clothes, animal costume, track advantage of a brawl you’re a part of, the
suit, lucha libre, exactly the same outfit group gets a luck die.
as the player to your left

Luck Die Trigger


PICK A BACKGROUND:
QUIRKY: When one of your quirks (the
criminal ties, college wrestling champ,
statements with blanks you filled out)
too many bar fights, too many siblings
comes up to your detriment, the group
gets a luck die.
FILL IN ONE OR TWO QUIRKS:
• I value more than my crew. One More Thing, For Kicks
Action Rolls Walkthrough
• I lose control of myself when .
• I have a paralyzing fear of . WE GOOD?: When you help someone up
1. State your goal. Others decide
after brawling with them, you’re friends
what success means.
now.
2. Build your dice pool:
PICK ONE FRIEND AND ONE RIVAL:
• +1d for a cinematic detail
• Anchovy Brackish, gym rat­
Consequence & Fool’s Bargain Ideas • +1d for your favored verb
• Edna Gadd, adequate ghost hunter
• +1d for a Fool’s Bargain
• Dick Silver, rock-throwing orphan Someone gets caught, or gets away, or • +1d if you take a luck die
• Pick from Table 2 catches up. It takes forever. It’s loud. You 3. Roll! 1-3 fails, 4-5 succeeds at
must choose between your goal and cost, 6 succeeds, and double 6s
a crewmate. It’s embarrassing. Some- critically hits
PICK A RELATIONSHIP TO YOUR LEFT: thing falls apart or is on fire or explodes. 4. Consequences: others answer
• Met at an industry mixer Someone’s rival is here. Someone’s “what’s the worst that could
• Came up together, unfortunately friend is in trouble. An animal escapes. happen?”
• One of us idolizes the other Someone followed you. 5. Ask: “what do we do?”
EGGHEAD You’re an extremely specialized expert in one particular thing. So what are you
doing on a job like this? You’re basically dead weight. Except the thing you’re an
expert in happens to be the object of this heist!

Flavor Town Favored Verb Notes and Doodles!

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

Flavor Town Favored Adjective Notes and Doodles!

PICK A NAME: You get +1d if the thing you’re doing is


Raphaël, Icarus, Sparky, Pearl, Carta, Chad weird. (Doing a magic is always weird.)

PICK A MAGICAL SPECIALTY: Luck Die Trigger


pyromancy, illusions, bureaucracy, rocks, FREE BONUS MAGIC: Whenever you do a
demons, conjuring, trainomancy, coffee magic, anyone may describe what sort of
unintended magical side effects it has. If
someone does, the group gets a luck die.
PICK A LOOK:
bathrobe + pointy hat, white robes + cool
staff, silk robes + hovering orb, hand- Your Main Thing: MAGIC
me-down robes + propeller beanie
Choose 2 spells you know from the list
below. Once you cast a spell, you forget
how to do it (you can’t cast it again). (You
PICK A BACKGROUND:
cast spells by saying you’re doing so and
raised by wolves, classically trained, from
making an action roll.) Action Rolls Walkthrough
another dimension, family business
Fireball - Spacequake - Dimension Door 1. State your goal. Others decide
- It’s Alive! - Zone Of Truth - Eat Lasers what success means.
PICK ONE FRIEND AND ONE RIVAL:
- Menacing Sphere - Speak With Ghosts 2. Build your dice pool:
• Vaith Claxon, an unruly dragon
- Form Of A Swarm Of Bees - Clone • +1d for a cinematic detail
• Hoob, a regretful demi-god
• +1d for your favored verb
• Campari Jones, a space pirate
In addition, you may cast as many spells • +1d for a Fool’s Bargain
• Pick from Table 2
as you like derived from your magical • +1d if you take a luck die
specialty (make em up). You still forget 3. Roll! 1-3 fails, 4-5 succeeds at
each uniquely named spell after casting. cost, 6 succeeds, and double 6s
PICK A RELATIONSHIP TO YOUR LEFT
critically hits
• Ex-business partners
4. Consequences: others answer
• Ex-bandmates Consequence & Fool’s Bargain Ideas “what’s the worst that could
• Exes
Someone catches up. It’s embarrassing. happen?”
Something explodes. It’s loud. It’s slow. 5. Ask: “what do we do?”
SPACE COWBOY
Those folks out there, they might think
they’re cool. But everyone on this-here
train knows the truth: ain’t no one as cool
as a Space Cowboy.

Flavor Town Favored Adjective Notes and Doodles!

PICK A NAME: Instead of a Favored Verb, you get +1d if


Cheng, Wayne, Naobi, Edward, Janeway, the thing you’re doing looks cool as heck.
Zoe, Pickett, Maverick, Skunk, Maurice
Luck Die Trigger
PICK A LOOK: If you chose white hat, whenever you do
brown duster + boots with spurs, suit + the right thing despite yourself, the group
loose tie, Federation captain’s uniform gets a luck die.

If you chose black hat, whenever your


PICK A HAT: arrogance or impatience comes back to
white hat, black hat bite you, the group gets a luck die.

PICK A REPUTATION: Your Main Thing


quickest draw, most bounties collected,
MYSTERIOUS PAST: Whenever you lock
fastest horse, Robinhood type, youngest
eyes with an NPC and say their name Action Rolls Walkthrough
cowboy in space, most trains heisted
dramatically, reveal how you know them
from your mysterious past. If you do, roll 1. State your goal. Others decide
a die: what success means.
PICK ONE FRIEND AND ONE RIVAL:
• Evens: They owe you a favor. Describe 2. Build your dice pool:
• Josie Younger, a renowned outlaw
how you left things difficult between • +1d for a cinematic detail
• Iris Lin, a Hollywood producer
the two of you. • +1d for your favored verb
• Sigmund Aquarius, a space wizard
• Odds: You owe them a favor. Describe • +1d for a Fool’s Bargain
• Pick from Table 2
how you left things difficult between • +1d if you take a luck die
the two of you. 3. Roll! 1-3 fails, 4-5 succeeds at
cost, 6 succeeds, and double 6s
PICK A RELATIONSHIP TO YOUR LEFT:
critically hits
• Built these train tracks, side by side A Bonus Thing
4. Consequences: others answer
• Ex-cellmates
QUICK DRAW: You always go first in a “what’s the worst that could
• Rivals teaming up, just this once
fight, or if someone threatens a fight, or happen?”
even if they so much as think about it. 5. Ask: “what do we do?”
FACILITATING 1: BASICS
While Space Train Space Heist does not have SAFETY TOOLS even above the rest of running the game. It’s
a traditional GM, it should have a facilitator: Assuming everyone’s excited, run through the most important thing.
someone to introduce, teach, and launch the “Watch The Trailer”. If you know your group, I
game. If you’re reading this, chances are that’s trust you to handle additional safety tools for BEGINNING THE GAME PROPER
you. This section will walk you through how I yourself. If you’re playing with a new group, Run through “Buy In.” Get excited! Be a little
facilitate a session of STSH. It assumes you’ve spend some time on safety. Seriously. It’s a goofy! If someone’s not feeling it, do a gut
GMed games before (or are at least familiar rule of the game, I just made it. check again on whether this is the game for
with the concept). If you aren’t, hit me up on you.
twitter or whatever, and I’ll help you out. Encourage players to come in with love and
trust for each other. Playing a role-playing Then get into “Start Your Engines.” Briefly
BEFORE THE GAME game is a trust fall. And a trust fall requires... describe each playbook. Let people peruse
Read the rules a couple times. Gather your trust. If at any point someone is losing trust them. Answer questions as they come up.
dice and printouts and pens (I hate pencils in their fellow players, pause the game. Talk
so much) and snacks and so forth together. If about what’s up. Figure out how to regain Teach the game as you go. You don’t need to
you’re running at a con, bring index cards for that trust before starting back up. If talking explain action rolls until your first one. People
nametags and such. If you’re online, maybe about it isn’t helping, or if they’d rather not might not know what “+1d” or “luck die” mean
track down a dice roller. talk it out in the first place, end the game. exactly, but they’ll get the idea. If someone’s
Remember: no game is more important than really insistent, go ahead and run through an
SETTLING IN the comfort and safety of those playing it. example using their character.
Say hello. If you know each other, take 10
minutes to catch up. If you don’t, introduce If someone is not having fun, no one’s having DON’T SKIMP ON THE OPENING QUESTIONS
yourselves (I like to go around the circle and fun. You’re a person, you get this. If someone This is important enough it gets its own
give name, pronouns, and something good wants out, they should feel welcome and heading. You gotta answer all the questions
that happened today.) If you’re online, work supported in doing so. Bust out a board game in Starting Your Engines, especially the ones
out technical difficulties. or a movie instead! that establish trouble that’s nipping at your
heels, and an antagonistic NPC plus a physical
Then introduce the game: ask someone to As for specific safety tools, I recommend at obstacle in your first train car. If you don’t, the
read the opening crawl on page 1 of this pdf. least the x-card (https://tinyurl.com/x-card- game will come out the gate with little-to-no
Follow up with your personal pitch, and let rpg) beyond the above tools and sentiments. momentum. Make sure you get answers!
people peruse the mood board. Make sure
people know what they’re getting into! Space Train Space Heist can be an extremely From there, keep it rolling. If you’re not in the
high-energy and fast-paced game. It can be midst of an action roll, be the one to ask the
If you don’t get an enthusiastic “I’m excited to hard to find the time and space to slow down group “what do we do?” Prompt people who
play!” from everyone, play a board game or and actually use established safety tools. It’s haven’t rolled in a while to act. Know the
watch a movie instead, I promise you’ll have everyone’s job to watch for when someone’s rules well enough to answer questions. And
a better time. having a bad time, but also make it your job, that about does it for the basics!
FACILITATING 2: EXTRAS
The last page covers the essentials, but here’s tone. Let that conversation happen, and keep Then, give each player a couple dice, enough
some more detailed advice on facilitating. it going until everyone seems to be on the to get a satisfying rattle going. Maybe give
same page. The range of possible tones for each player a die for each major factor in that
PACING THE GAME this game is very wide! If everyone wants character’s favor. Then roll ‘em all, biggest
If there’s a lull in the conversation, fill it. You to play Kill Bill, go for it. If someone doesn’t sum wins. This can be really fun! But again,
don’t even need to fill it with an idea, just ask want any violence at all, consider removing only go for it if everyone is 1000% excited.
a question. “Elise, what happened to Voxel’s the Hooligan and Space Cowboy playbooks.
roadie?” or “Simon, where did that hedgehog Talk to each other! I recommend saving PVP for the end of the
get off to?” Be specific, or default to “Alright, heist. That’s usually when betrayals happen
what do we do now?” ZOOM-INS anyway, and that way half the game won’t be
This is a game with momentum. You’ll fling off the rails of the rules.
NOBODY DOES THEIR OWN CONSEQUENCES yourselves from one action roll to the next
Some people are forever GMs. You might be with reckless abandon. Good. But sometimes PLAYER DEATH
one. That’s fine! They’ll step up and do a lot of you’ll feel compelled to zoom in on a detail Dying is fun. You should try it. A character only
the world-control. As long as no one gets left that tickles you in the midst of the chaos. Go dies if their player says so, but friends, it’s fun
out, let them. You’ll get enough time in the for it, and encourage others to do the same. to watch your character die.
spotlight just by facilitating.
INTER-CHARACTER CONFLICT If anyone’s character has died, they don’t just
But the one thing no one’s allowed to do is Heist and con stories have a long history sit around. Encourage them to play more
give themselves consequences. Someone of betrayals and double-crosses between NPCs and think up consequences.
else should surprise them! This is a written crewmates. IMO, avoid this stuff unless your
rule on people’s playbooks, but make sure no group does it all the time. In my experience it
one’s breaking it. leads to players (not just characters) fighting
with each other.
TROUBLE THINKING UP CONSEQUENCES
If anyone’s ever having trouble thinking up If it does come up, talk it out. If everyone
consequences, remember: imagine the acting agrees on an obvious or funny outcome, go
character had just turned to their crewmate / with that. Otherwise, I recommend busting
best friend / the camera and said “what’s the out dice. Establish what happens if character
worst that could happen?” Then answer. A gets their way. Do the same for character
B. Confirm that player A and player B are both
SETTING TONE okay with both of those outcomes. If not, talk
Watching The Trailer isn’t the end-all-be-all about what changes need to happen to those
of content and tone management, it’s just a outcomes for both to be acceptable.
starting point for a larger conversation about
FAQ & MISCELLANEA
FAQ FOR THOSE FAMILIAR WITH FITD GAMES FLAVOR SUGGESTIONS
Q. What’s going on with these tables? How’s this game different from Blades? Here are some things that may or may not be
A. To pick from a table at random, roll 2 six • This game is designed as a one shot. true of your particular space train:
sided dice. Match one to the black die icon There’s no crew sheet, no advancement,
and the other to the white die icon under that and no XP. TICKET TAKERS
heading. Voila! • This game is GM-less. When a player rolls Space Trains Inc. employs a baker’s dozen
dice, everyone else collectively comes up Ticket Takers on each of its trains. They check
Q. What does +1d mean? with consequences. Whoever wants to to make sure all passengers have a ticket
A. It means “plus one additional die in your controls NPCs, the environment, etc. and take responsibility for any stowaways
dice pool.” • The core dice mechanic of the game is or ne’er-do-wells (such as yourselves). That
the same: build a dice pool and take the might mean tossing such persons out into
Q. Can you use a luck die on the same action highest die. 6 good, 4-5 complicated, 1-3 space, or holding them in the caboose until
that triggers getting the die? bad. the next station, or something else that best
A. Sure. • Devil’s Bargains are called Fool’s Bargains. complicates your heist.
Assists don’t exist. You get a bonus die for
Q. Aren’t the Space Wizard and Gadgeteer’s describing a cinematic detail about your AIRLOCKS
luck die triggers just Fool’s Bargains? action. Between each train car is an airlock just large
A. Two differences: the Space Wizard and • Action ratings are only sort of a thing? enough to hold roughly your heist group all
Gadgeteer can activate their own luck die Imagine there’s as many actions as there at once. When a person exits a car, they enter
triggers, and you can save that luck die for a are verbs, and each playbook has a dot in the airlock and wait there for a few moments
future roll. one of them (their favored verb). while the train normalizes air pressures,
• No position or effect. Assume everything checks for contaminents, and otherwise
Q. This game is, like, a lot. Do you have a rec is desperate / standard! babbles techno. You might use that time to
for a different FITD one shot heist game? • No stress. collect yourself before the next car.
A. Yeah, I wrote this Q specifically to plug • No resistance. Take your lumps! They’re
HEIST by Allie Bustion, which has a lot of the fun to take.
same stuff going on as STSH mechanically • “Luck dice” are like Scum and Villainy’s
while being a little more grounded. Check it gambits, except they recharge based on
out: https://madpierrot.itch.io/heist playbook-specific abilities.
• Clocks aren’t really a thing? Use them if
Q. What’s this Gamemaster playbook on the you want, but honestly you’re better off
next page? just pulling the trigger on whatever would
A. It’s an optional way to play with a GM. If happen when the clock fills. This game is
your group is more comfortable with a GM, or about lots of action and momentum!
if someone just wants to play as a GM, please
have at it! Just remember: it’s not canon.
GAME MASTER Taking responsibility for a protagonist char-
acter is hard. Sometimes you just wanna dish
out consequences.

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.

Offer Fool’s Bargains, and come up with consequences:


Instead of just anyone offering FBs or consequences, you have Action Rolls Walkthrough
final authority on them. This is your biggest job. The benefit of
a GM is that the PCs can focus on what their character is up 1. State your goal. Others decide
to without having to split their brainpower for consequences. what success means.
Make sure they can lean into that. 2. Build your dice pool:
• +1d for a cinematic detail
Take suggestions: • +1d for your favored verb
You don’t have to be the end-all-be-all authority, nor should you • +1d if someone helps
be. You’re just one brain. If someone has a great idea, snatch it • +1d if you take a luck die
up. And if you’re coming up blank, ask for suggestions. 3. Roll! 1-3 fails, 4-5 succeeds at
cost, 6 succeeds, and double 6s
Stay out of the way again during epilogue: critically hits
Let everyone else be a master of their own fate. If there are NPCs 4. Consequences: others answer
you want to see after the dust has settled, by all means go for it “what’s the worst that could
there, but let people tell the group about their character. happen?”
5. Ask: “what do we do?”

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