System-neutral GM toolkit • Coming Soon
The Heist Tool Kit cover

The Heist Tool Kit

System-neutral heist prep tools for GMs who want the plan to hold together — until it doesn’t.

Most heist sessions don’t fall apart because the idea is bad. They fall apart because the plan is vague, the moving parts aren’t tracked, and when things go sideways there’s no structure underneath to catch the fiction.

The Heist Tool Kit is 18 printable, fillable worksheets built to fix that — from the initial brief through the score, the complications, and the fallout after the crew gets out.

System-neutral

Built to work with Blades in the Dark, Shadowrun, fantasy heists, spy thrillers, or any system where the crew needs to take something that isn’t theirs.

18 tools, 18 pages

Every tool earns its place. No filler. No padding. Each sheet solves a real problem at the heist table.

Print or fill digitally

Open in any browser, fill on screen, or print directly. Black and white friendly. Designed for the table.

Built for the full arc

Covers the job brief, target, defenses, intel, legwork, operation, complications, and fallout — start to finish.

The plan always sounds clean in the briefing room. These tools are what I built to keep it honest once the crew is in the building.

What this toolkit does

The Heist Tool Kit gives you a structured workflow for the full heist arc — from the first conversation about the score through target research, intel gathering, the operation itself, and the consequences after the job is done. Instead of improvising the scaffolding under the heist, you build it deliberately and bring it to the table.

Inside the toolkit

The Brief

Job Brief & Crew Angles (01A–B)

Start here. Define the score in broad strokes, establish the crew’s personal stakes, set the tone, and surface the constraints and tensions before you touch any other sheet.

The Target

Target Profile & Blueprint (02A–B)

Build the target into a real place with people in it. Define zones from street level to the prize, log key personnel, and give the location enough weight that the crew has something real to plan against.

The Target

Security & Defenses Grid (03A–B)

Map every layer of defense by zone — physical, technological, social, and personnel. Turn the target’s protections into a grid the crew can study, probe, and work around.

Intel

Intel: Known, Suspected, False (04A–D)

Separate confirmed facts from guesses, working assumptions, planted lies, and things the crew doesn’t know they don’t know yet. The gap between what they believe and what’s true is where heist drama lives.

Legwork

Surveillance & Legwork Scenes (07A–B)

Structure the casing phase with answerable questions, ready-to-run scenes, and an attention track. Give the crew real progress during legwork instead of open-ended drift.

The Operation

Operation Plan, Phases & Heat (05A–D)

Run the active job from here. Track the approach, the phase sequence, rising heat, pivot points, and the recovery options that keep the operation alive when the plan breaks.

The Operation

Factions, Stakeholders & Timers (06A–B)

Track everyone else who cares about this job and what they’re doing about it. Update agenda clocks between scenes and bring factions on-screen at exactly the right (or wrong) moment.

When It Goes Wrong

Complications & Twist Engine (08A–B)

Deal from this sheet when things go sideways. Preloaded complication bands in three severity levels, plus link prompts that tie every twist back to existing fiction instead of dropping it from nowhere.

The Fallout

Fallout, Payoff & Future Hooks (09A–B)

Close the job with purpose. Record what the crew gained, who lost what, which consequences stick, and what new trouble they’ve set in motion — so this heist matters beyond the last roll.

Who this is for

GMs running heist scenarios

You want the moving parts tracked and the pressure real, not just a vague plan that falls apart at the first roll.

Keepers and Referees across systems

Designed to work with any game where the crew is taking something. No dice notation, no system mechanics, no stat blocks.

GMs running one-shots and campaigns

The minimum viable stack covers a one-shot clean. The full kit is built for campaign arcs where one score sets up the next.

Anyone who wants structure under the fiction

The Intel stack, faction timers, and complication engine are specifically built for heists that feel alive rather than static.

What you get

  • 18 purpose-built worksheets across 9 categories.
  • Printable and fillable HTML — works in any browser, prints cleanly in black and white.
  • System-neutral — no system-specific rules, mechanics, or assumptions.
  • Immediate use — no assembly required. Open a file and start filling it in.

Not a random table generator. Not a scenario pack. Not a collection of pre-built heists. This is structured prep and tracking — the scaffolding underneath the fiction. If you want your heists to have bones, this is the kit.

Stop winging the score. Start building the job.

The Heist Tool Kit gives you 18 system-neutral tools for running heists that hold together — from the first briefing through the last consequence.