Difference between revisions of "Belters (IB)"

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{{IB}}
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{{IB}}{{tocright}}
The Glimmers are master thieves and second-story specialists, experts in pulling off daring heists under the cover of night. With nimble fingers and cunning minds, they slip past guards, crack safes, and disappear without a trace. For the Glimmers, every job is an art where skill, stealth, and a touch of luck yield untold rewards.
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Belters are EVA experts, explorers, salvagers, rock crews—prospectors, cutters, and wreckers.
 +
Named from their success in the Asteroid Belt, the title has spread throughout the solar system.
 +
Driven by the thrill of cracking open the unknown. they torch derelicts, bag debris trains, survey small bodies, and haul what they can tow or refine. For Belters, every job is a gamble where skill, timing, and grit decide whether you bring home Credit — or drift home on fumes.
 +
Belters recover both resources and knowledge: they map voids, read structure, and learn how things fail.  
  
An adaptation of the Shadows crew playbook.
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=== Claims ===
 +
For mobile crews, holdings are bays, workshops, and permits. “Claims” often mark '''fields''' you’ve secured—scrap zones, drift belts, or surveyed rocks—used as staging sites or pop-up yards.
  
 
=== Heat & Wanted Level ===
 
=== Heat & Wanted Level ===
 
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
 
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
  
=== Coin ===
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=== Credit ===
 
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
 
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Master Thieves:''' Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
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# '''Surveyors:''' Each PC may add +1 action rating to '''Micro''', '''Rig''', or '''Study''' (up to a max rating of 3).
# '''Evasion:''' Gain +1d to resist consequences of being seen or caught.
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# '''Backer:''' Advancing your '''Tier''' costs half the usual '''Credit'''. ''Who backs you — guild, yard, or silent partner — and why?''
# '''Ghost Echoes:''' If you complete a score completely in secret (p. 146), gain normal Rep but ignore up to 2 Heat.
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# '''Planning:''' Gain +1d to engagement rolls for operations in vacuum.
# '''Light Fingers:''' Gain +1d to gather information or earn coin when looting or pickpocketing.
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# '''Prospectors:''' Gain +1d to '''Gather Information''' about things in vacuum.
# '''Master Plan:''' When performing a group action, count multiple 6s from different rolls as a critical success.
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# '''Teamwork:''' Each participant in a group action gains +1d to their roll.
# '''Patron:''' Advancing your Tier costs half the usual coin. ''Who is your patron, and why do they support you?''
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# '''Vaccuum Survival:''' Gain +1d to resist in vacuum.
# '''Thief's Luck:''' Gain +1d to engagement rolls for Stealth plans.
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# '''Work Gangs:''' Your cohorts excel in field work. Add the '''Elite''' and '''Loyal''' traits to your Rover cohorts.
# '''Additional Playbook:''' Select another crew playbook. You may now choose its Claims, Special Abilities, Crew Contacts, and Upgrades. Immediately gain access only to the Crew XP track.
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# '''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 ===
 
=== 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):
 
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 espionage, sabotage, or theft operation.
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# Recover valuable mass or tech, chart a field, or open a sealed structure.
 
# Contend with challenges above your current station.
 
# Contend with challenges above your current station.
# Bolster your crew's reputation or develop a new one.
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# Bolster your crew’s reputation or develop a new one.
 
# Express the goals, drives, inner conflict, or essential nature of the crew.
 
# Express the goals, drives, inner conflict, or essential nature of the crew.
  
 
=== Crew Upgrades ===
 
=== Crew Upgrades ===
'''Starting Upgrades'''
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'''Starting Upgrades'''
Hidden lair, Vault, 2 of choice.
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Belter’s Rig, '''Workshop''', 1 of choice.
  
'''Glimmers Only Upgrades'''
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'''Belters Only Upgrades'''
: ☐ '''Madhouse''' — +1d Engagement on '''Occult''' plans.
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☐ '''Belter’s Rig''' — 2 free Load dedicated to [[Limes (IB)|Limes]] equipment. 
: ☐ '''Secret Routes''' — +1d Engagement on '''Stealth''' and '''Transport''' plans.
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'''Expeditionary Berth''' — Use a downtime action to relocate your base module (Rimhouse/Spin Pod) and reconnect facilities.  
: ☐ '''Covert Drop''' — +2 Coin payoff on scores about '''espionage''' or '''sabotage'''.
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☐ '''Torch Suite''' — +1 effect on cutting/harvesting clocks; reduce one '''hull breach''' consequence by one level. 
: ☐ '''Cantina''' — +1d Engagement on '''Probe''' and '''Social''' plans.
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'''Bag & Tag''' — Capture bags, anchors, line guns: treat medium debris as small for tow/haul clocks.
: ☐ '''Orphanage''' — Reduce Heat by 1 per score.
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☐ '''Skimmer Rights''' — Recognized salvage lanes reduce entanglement severity by 1 when the cause is '''jurisdiction'''. 
: ☐ '''Informants''' — +1d to '''Gather Information''' for a score.
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'''Grav Sonde''' — +1d to '''Gather Information''' on internal structure/voids; reveal one hidden hazard per site.
: ☐ '''Fence''' — +2 Coin payoff on scores about '''stolen valuables'''.
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☐ '''Yard Contract''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''.
: ☐ '''Building Plans''' (+1d engagement on Stealth plans)
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☐ '''Parts Ledger''' — +2 '''Credit''' payoff on scores that deliver specialty alloys, coils, or certified components.
: ☐ '''Thief Rigging''' (2 free load)
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☐ '''Cold Storage''' — +1d to '''Acquire Asset''' when sourcing tanks, bags, or cryo for volatile loads.
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☐ '''Safe Tow''' — +1d engagement on '''Transport''' plans that involve towing or pushing mass.
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☐ '''Turf''' — Reduces the '''Credit''' cost multiplier to advance crew '''Tier'''. ''(May be taken multiple times.)''
  
{{ : Cohorts (FiD) }}
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{{ : Include Crew Commonalities (IB) }}
 
 
{| class="wikitable" align=right
 
|+ '''Random Forms'''
 
|-
 
|
 
# Air
 
# Animal
 
# Darkness
 
# Death
 
# Earth
 
# Electricity
 
# Fire
 
# Flux
 
# Ice
 
# Illusion
 
# Kinesis
 
# Life
 
# Light
 
# Metal
 
# Mind
 
# Order
 
# Plant
 
# Space
 
# Time
 
# Water 
 
|}
 
=== Opportunities ===
 
# Spirit of a random [[Powers (FiD)#Forms|Form]].
 
# Monster of a random [[Powers (FiD)#Forms|Form]].
 
# Magic secrets of a random [[Powers (FiD)#Forms|Form]].
 
# Sorcerous specialist of a random [[Powers (FiD)#Forms|Form]].
 
# Magic item of a random [[Powers (FiD)#Forms|Form]].
 
# Power source of a random [[Powers (FiD)#Forms|Form]].
 
# Cabal opportunity.
 
# Cartel opportunity.
 
# Cult opportunity.
 
# Delver opportunity.
 
# Manhunter opportunity.
 
# Soldier opportunity.
 
# Traveler opportunity.
 
# Troupe opportunity.
 
# Warden opportunity.
 
# A reclusive noble is rumored to have a vault filled with priceless artifacts. What will it take to get in? 
 
# A rival gang's leader boasts about an impenetrable hideout. Prove them wrong. 
 
# The city’s museum is displaying a rare artifact under tight security. It’s a challenge worth taking. 
 
# A jeweler has been quietly amassing a fortune in stolen goods. Time to relieve them of their burden. 
 
# The elite of Doskvol are gathering for a secret auction of contraband. Will you take the prize or the proceeds? 
 
# A shipping magnate is transporting a priceless cargo. Intercept it before it reaches its destination. 
 
# A new gang is muscling in on your territory, targeting your most lucrative operations. Send a message. 
 
# A daring burglar is stealing your thunder, claiming jobs that should be yours. Time to eliminate the competition. 
 
# A once-in-a-lifetime heist opportunity arises: a floating casino packed with wealthy patrons and loose security. What’s the catch? 
 
# A member of your crew is framed for a high-profile heist they didn’t commit. Clear their name by finding the real culprit. 
 
# A powerful politician’s secret is hidden in a well-guarded safe. It could be your ticket to untold influence—if you can get it. 
 
# The blueprints for a new bank vault are circulating in the underworld. Steal them and plan the ultimate heist. 
 
# A rich, eccentric collector is holding a gala to show off their latest acquisitions. Will you walk out with the prize? 
 
# A criminal mastermind is recruiting the best thieves for an ambitious heist. Do you join, or do you take them down? 
 
# A ghostly presence haunts an abandoned manor, said to protect a hidden treasure. What will it take to outwit a spirit? 
 
# An underground fight ring is attracting high rollers. Sneak in, grab the winnings, and get out before the fists fly. 
 
# A rare book of arcane knowledge is locked away in a heavily-guarded library. It's worth a fortune to the right buyer. 
 
# A gang of rooftop runners is making your crew look slow and clumsy. Outdo them in a spectacular heist. 
 
# A merchant ship is rumored to be carrying cursed gold. It’s a high-risk, high-reward situation—will you take the gamble?
 
# A noble hires the Glimmers to retrieve a stolen family heirloom from a rival’s heavily guarded estate.
 
# The Glimmers are tasked with stealing a prototype weapon from a military research facility.
 
# A wealthy merchant requests the theft of incriminating documents from a blackmailer’s safe.
 
# A famous painting is to be stolen during a high-profile auction without anyone noticing.
 
# The Glimmers are hired to retrieve a gemstone hidden in a vault protected by magical wards.
 
# An eccentric collector pays the Glimmers to replace a valuable artifact with a convincing fake.
 
# The Glimmers must break into a prison to retrieve an item hidden on an incarcerated thief.
 
# A rival crew challenges the Glimmers to a heist competition for territory rights.
 
# A black market dealer hires the Glimmers to recover smuggled goods seized by customs.
 
# A noble’s secret journal is hidden in a fortress, and the Glimmers must retrieve it without leaving a trace.
 
# The Glimmers are hired to steal the plans for a new ship design from a naval architect.
 
# An alchemist pays the Glimmers to break into a rival’s laboratory to steal a rare ingredient.
 
# The Glimmers learn of a secret vault beneath a bank that holds the wealth of several crime syndicates.
 
# A corrupt magistrate hires the Glimmers to steal evidence from a courthouse.
 
# The Glimmers are asked to infiltrate a masquerade ball and steal a rare artifact displayed there.
 
# A museum is unveiling a legendary artifact, and the Glimmers must replace it with a fake.
 
# A powerful guild hires the Glimmers to retrieve a blackmail ledger from a rival guildmaster’s office.
 
# A reclusive noble hoards an ancient map, and the Glimmers are tasked with acquiring it unnoticed.
 
# The Glimmers are hired to sabotage a rival crew’s heist without being detected.
 
# A wealthy recluse hires the Glimmers to recover stolen property hidden in a rival thief’s hideout.
 
# The Glimmers must infiltrate a wizard’s tower to steal a spellbook containing forbidden magic.
 
# A valuable shipment is being transported under heavy guard, and the Glimmers must intercept it.
 
# The Glimmers are tasked with stealing a royal decree that could alter the city’s political landscape.
 
# A merchant hires the Glimmers to steal back a debt ledger from a notorious moneylender.
 
# A secret society contracts the Glimmers to steal a ceremonial mask from a rival sect.
 
# The Glimmers must steal an artifact from a temple during a religious ceremony.
 
# A famous jewel thief hires the Glimmers to break into a vault they could never crack alone.
 
# The Glimmers are tasked with stealing a rare plant from a noble’s private greenhouse.
 
# A warlord’s personal vault contains plans for an invasion, and the Glimmers must retrieve them.
 
# The Glimmers learn of a treasure hidden in a haunted mansion and must navigate its supernatural defenses.
 
# A notorious pirate captain hires the Glimmers to retrieve a stolen map from a government stronghold.
 
# The Glimmers are hired to steal a shipment of magical artifacts from a black-market caravan.
 
# A mysterious benefactor tasks the Glimmers with stealing an ancient relic from a dragon’s hoard.
 
# The Glimmers are asked to break into a rival thief’s safehouse to plant false evidence of betrayal.
 
# An eccentric noble hires the Glimmers to retrieve a love letter before it’s read by the recipient.
 
# A legendary sword is locked in a noble’s armory, and the Glimmers must retrieve it undetected.
 
# The Glimmers are contracted to steal a cursed amulet and dispose of it in a dangerous location.
 
# A royal treasury is rumored to contain a hidden vault, and the Glimmers are tasked with finding it.
 
# The Glimmers must infiltrate a smuggler’s den to steal back cargo intended for their client.
 
# A guildmaster offers a fortune for the Glimmers to retrieve an ancient coin from a rival’s collection.
 
# A legendary locksmith challenges the Glimmers to steal an item from their supposedly impenetrable vault.
 
# A noble hires the Glimmers to retrieve a stolen family heirloom from a rival’s heavily guarded estate.
 
# The Glimmers are tasked with stealing a prototype weapon from a military research facility.
 
# A wealthy merchant requests the theft of incriminating documents from a blackmailer’s safe.
 
# A famous painting is to be stolen during a high-profile auction without anyone noticing.
 
# The Glimmers are hired to retrieve a gemstone hidden in a vault protected by magical wards.
 
# An eccentric collector pays the Glimmers to replace a valuable artifact with a convincing fake.
 
# The Glimmers must break into a prison to retrieve an item hidden on an incarcerated thief.
 
# A rival crew challenges the Glimmers to a heist competition for territory rights.
 
# A black market dealer hires the Glimmers to recover smuggled goods seized by customs.
 
# A noble’s secret journal is hidden in a fortress, and the Glimmers must retrieve it without leaving a trace.
 
# The Glimmers are hired to steal the plans for a new ship design from a naval architect.
 
# An alchemist pays the Glimmers to break into a rival’s laboratory to steal a rare ingredient.
 
# The Glimmers learn of a secret vault beneath a bank that holds the wealth of several crime syndicates.
 
# A corrupt magistrate hires the Glimmers to steal evidence from a courthouse.
 
# The Glimmers are asked to infiltrate a masquerade ball and steal a rare artifact displayed there.
 
# A museum is unveiling a legendary artifact, and the Glimmers must replace it with a fake.
 
# A powerful guild hires the Glimmers to retrieve a blackmail ledger from a rival guildmaster’s office.
 
# A reclusive noble hoards an ancient map, and the Glimmers are tasked with acquiring it unnoticed.
 
# The Glimmers are hired to sabotage a rival crew’s heist without being detected.
 
# A wealthy recluse hires the Glimmers to recover stolen property hidden in a rival thief’s hideout.
 
# The Glimmers must infiltrate a wizard’s tower to steal a spellbook containing forbidden magic.
 
# A valuable shipment is being transported under heavy guard, and the Glimmers must intercept it.
 
# The Glimmers are tasked with stealing a royal decree that could alter the city’s political landscape.
 
# A merchant hires the Glimmers to steal back a debt ledger from a notorious moneylender.
 
# A secret society contracts the Glimmers to steal a ceremonial mask from a rival sect.
 

Latest revision as of 18:24, 18 October 2025

Icarus BurningIcarus Burning logo
Starfox's Blades in the Dark hack

Belters are EVA experts, explorers, salvagers, rock crews—prospectors, cutters, and wreckers. Named from their success in the Asteroid Belt, the title has spread throughout the solar system. Driven by the thrill of cracking open the unknown. they torch derelicts, bag debris trains, survey small bodies, and haul what they can tow or refine. For Belters, every job is a gamble where skill, timing, and grit decide whether you bring home Credit — or drift home on fumes. Belters recover both resources and knowledge: they map voids, read structure, and learn how things fail.

Claims

For mobile crews, holdings are bays, workshops, and permits. “Claims” often mark fields you’ve secured—scrap zones, drift belts, or surveyed rocks—used as staging sites or pop-up yards.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Surveyors: Each PC may add +1 action rating to Micro, Rig, or Study (up to a max rating of 3).
  2. Backer: Advancing your Tier costs half the usual Credit. Who backs you — guild, yard, or silent partner — and why?
  3. Planning: Gain +1d to engagement rolls for operations in vacuum.
  4. Prospectors: Gain +1d to Gather Information about things in vacuum.
  5. Teamwork: Each participant in a group action gains +1d to their roll.
  6. Vaccuum Survival: Gain +1d to resist in vacuum.
  7. Work Gangs: Your cohorts excel in field work. Add the Elite and Loyal traits to your Rover cohorts.
  8. 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):

  1. Recover valuable mass or tech, chart a field, or open a sealed structure.
  2. Contend with challenges above your current station.
  3. Bolster your crew’s reputation or develop a new one.
  4. Express the goals, drives, inner conflict, or essential nature of the crew.

Crew Upgrades

Starting Upgrades Belter’s Rig, Workshop, 1 of choice.

Belters Only UpgradesBelter’s Rig — 2 free Load dedicated to Limes equipment. ☐ Expeditionary Berth — Use a downtime action to relocate your base module (Rimhouse/Spin Pod) and reconnect facilities. ☐ Torch Suite — +1 effect on cutting/harvesting clocks; reduce one hull breach consequence by one level. ☐ Bag & Tag — Capture bags, anchors, line guns: treat medium debris as small for tow/haul clocks. ☐ Skimmer Rights — Recognized salvage lanes reduce entanglement severity by 1 when the cause is jurisdiction. ☐ Grav Sonde — +1d to Gather Information on internal structure/voids; reveal one hidden hazard per site. ☐ Yard Contract — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Parts Ledger — +2 Credit payoff on scores that deliver specialty alloys, coils, or certified components. ☐ Cold Storage — +1d to Acquire Asset when sourcing tanks, bags, or cryo for volatile loads. ☐ Safe Tow — +1d engagement on Transport plans that involve towing or pushing mass. ☐ Turf — Reduces the Credit cost multiplier to advance crew Tier. (May be taken multiple times.)

Base: ☐,☐ Life support, ☐,☐ Independence, ☐,☐ Maneuver, ☐,☐ Hidden, ☐,☐ Secure.

Assets: ☐,☐,☐,☐ Investment — Reduces the base cost of improving Tier, before multiplication.

Installations: ☐,☐ Quarters, ☐☐☐☐ Training, ☐,☐ Vault, ☐,☐ Venue, ☐,☐ Workshop, ☐,☐ Hangar, ☐,☐ Prison.

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 +1 for strong hold) ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Add Elite, Edge, or Type to one cohort

Cohorts

Each cohort needs this data.

Name:

☐ Gang or ☐ Expert.

Type: ☐ Adepts, ☐ Rooks, ☐ Rovers, ☐ Skulks, ☐ Thugs.

Edges & Flaws: ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal, ☐ Principled, ☐ Animal, ☐ Savage, ☐ Unreliable, ☐ Wild.

Damage: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.