Talk:Captain (IB)

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Special Abilities

Coordination

When you lead a group Command action, you suffer only 1 stress for every two crew who failed their rolls, rounding down, as long as they can hear and understand your orders.

Devil’s Dare

When you or a crewmate who can hear you fails to gain full success on an Action roll during a score, you can spend 2 stress to allow a re-roll with the same number of dice. The position of this second roll is always Desperate.

Focus

Three times per score, you can assist a teammate who can hear you without paying stress.

Lead by Example

When you risk Desperate consequences, you and those participating in a teamwork gain +1d to resist.

Liberty

When you or your crew roll 2d or more to indulge in vice, you may pick which dice result to use to reduce stress. For example, if you rolled 3d and got 2, 3, and 5, you could choose to reduce your stress by either 2, 3, or 5.

Make it so

When a cohort acts within their field of competence and under your immediate orders, they gain +1d.

Morale

Crew members who can hear you gain +1d when Resisting.

Steady

As long as a cohort can hear you, reduce Harm against them by one level. They ignore penalties from Harm until incapacitated and automatically retreat safely when you order them to.

Additional Playbook

Select another playbook. You gain immediate access to its Inventory and XP conditions, but not base upgrades. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.