Difference between revisions of "Haulers (IB)"

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{{IB}}
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{{IB}}{{tocright}}
Travelers are versatile adventurers and seasoned navigators, skilled at traversing various terrains and overcoming obstacles. Their expertise ranges from guiding people through perilous regions to hauling valuable goods across dangerous routes. Whether crossing hostile landscapes, dodging dangers on the high seas, or managing logistics in treacherous environments, Travelers thrive on dynamic and risky endeavors where adaptability and resourcefulness are crucial.
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'''Haulers''' are long-haul movers and discreet couriers—lane-runners who thread storms, audits, and embargoes to get people and cargo where they must go. They thrive on dynamic, risky itineraries where adaptability and logistics win the day: contracts, charters, and the occasional quiet shipment.
 
 
=== Claims ===
 
{| class="wikitable"
 
|align="center" valign= Top | '''Investments''' <br> During downtime, roll your Tier. Earn coin equal to the highest result minus your heat.
 
|align="center" valign= Top | '''Cover Operation''' <br> You get -2 heat per score. ''What’s your cover?
 
|align="center" valign= Top | '''Wagon Train''' <br>  +2 coin in payoff for scores that focus on cargo.
 
|align="center" valign= Top | '''Informants''' <br>  +1d to gather information for a score. ''Your network of local contacts helps you navigate unfamiliar terrain.
 
|align="center" valign="top" | '''Turf''' <br> Reduces the coin cost multiplier to advance crew tier.
 
|-
 
|align="center" valign= Top | '''Luxuries''' <br> +1d to the engagement roll for Social and Deception plans.
 
|align="center" valign= Top | '''Suppliers''' <br>  +1d to acquire asset rolls. ''You have established contacts with local suppliers.
 
|align="center" valign= Top | '''Hub''' <br> Your base of operations. 
 
|align="center" valign= Top | '''Mobile Hub''' <br> Move your lair as a downtime activity, and shift between Hidden, Secure, and Quarters improvements.
 
|align="center" valign= Top | '''Hidden Paths''' <br>  +1d to the engagement roll for Stealth and Transport plans.  
 
|-
 
|align="center" valign= Top | '''Secret Approaches''' <br>  +1d to the engagement roll for Occult and Transport plans.
 
|align="center" valign="top" | '''Turf''' <br> Reduces the coin cost multiplier to advance crew tier.
 
|align="center" valign= Top | '''Coaches''' <br>  +2 coin in payoff for scores that mainly involve passengers.
 
|align="center" valign= Top | '''Fleet''' <br> Your cohorts have vehicles, doubling their income from downtime activities.
 
|align="center" valign= Top | '''Established Route''' <br> During downtime, roll your Tier. Earn coin equal to the highest result minus your heat.
 
|}
 
  
 
=== Heat & Wanted Level ===
 
=== Heat & Wanted Level ===
 
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
 
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
  
=== Coin ===
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=== Credit ===
 
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
 
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Adaptable Routes:''' Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
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# '''Guidance:''' Each PC may add +1 action rating to '''Helm''', '''Micro''', or '''Rig''' (up to a max rating of 3).
# '''Backer:''' Advancing your Tier costs half the usual coin. ''Who is backing you and why?
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# '''Drovers:''' All of your cohorts gain the '''Rovers''' type for free — if they’re already Rovers, they instead become Elite.
# '''Flexible Operations:''' Your crew manages and adapts to diverse transport needs. Whenever you gain rep, gain +1 rep.
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# '''Factor:''' Advancing your '''Tier''' costs half the usual '''Credit'''. ''Who is backing you, and why?''
# '''Hidden Routes:''' Crew members can use hidden routes and secret pathways for travel, improving Position when travelling surreptitiously.
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# '''Hidden Routes:''' You maintain hush-hush corridors and timing windows. Improve the starting '''Position''' of your Engagement Roll by one step for Transport Operations.
# '''Reavers:''' When you go into vehicle combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
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# '''Rig Bosses:''' All your vehicles gain Armor. In vehicle conflicts, you gain improved '''effect''' for speed and maneuver.
# '''Route Masters:''' When you go into vehicle or transport combat, you gain +1 effect for vehicle damage and speed. Your vehicle gains armor.
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# '''Spacehound:''' +1d to '''Resolve''' actions among vehicle technicians and crews.
# '''Signature Ride:''' Treat one of your vehicles or mounts (and any crew) as a cohort (p. 95). Use the vehicle edges and flaws below. Its quality is equal to your Tier +1. 
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# '''Spacewise:''' Gain +1d to resist with '''[[Actions_(IB)#Insight|Insight]]'''.
#* '''Vehicle Edges:''' ''Nimble:'' The vehicle handles easily. +1d for maneuvers. ''Simple:'' +2d to repair. ''Sturdy:'' The vehicle takes no penalties for damage until broken.
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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.
#* '''Vehicle Flaws:''' ''Conspicuous:'' +1 heat when you use it on a score. ''Costly:'' The vehicle costs 1 coin score when used. ''Finicky:'' The vehicle suffers -1 quality except with its one expert operator.
 
# '''Additional Playbook:''' Select another crew playbook. From now on can now choose its Claims, Special Abilities, Crew Contacts, and Upgrades. You gain immediate access only to the Crew XP.
 
  
 
=== Crew XP ===
 
=== Crew XP ===
At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).
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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 transport operation or acquire new clients or transport sources.
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# Execute a transport operation or acquire new clients or contracts.
 
# 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.
 
=== Contacts ===
 
# Alen, a waystation owner.
 
# Decker, a nomad.
 
# Kyris, a customs agent.
 
# Nyce, a patroller.
 
# Orin, a merchant.
 
# Thalen, a guide.
 
  
 
=== Crew Upgrades ===
 
=== Crew Upgrades ===
'''Start
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'''Starting Upgrades'''
Rover cohorts, a boat or carriage.
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Cohort ('''Rovers'''), one '''Shuttle''' or '''Runabout'''.
 
 
'''Travelers
 
☐ Carrying Slings (2 extra load to entire crew),
 
☐ Movable Lair (move as a downtime action).
 
  
{{ : Cohorts (FiD) }}
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'''Haulers Only Upgrades''' 
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☐ Carrying Slings — Each PC gains +2 free '''Load''' usable only for cargo/rigging. 
 +
☐ Movable Lair — Relocate your base (berth/pad) as a downtime action. 
 +
☐ '''Coaches''' — +2 '''Credit''' payoff on scores that mainly involve passengers. 
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☐ '''Cover Operation''' — Reduce '''Heat''' by 2 per score. ''What’s your cover?'' 
 +
☐ '''Established Route''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''. 
 +
☐ '''Fleet''' — Your cohorts have vehicles; they double their '''Credit''' from downtime activities. 
 +
☐ '''Hidden Paths''' — +1d Engagement on '''Stealth''' and '''Transport''' plans. 
 +
☐ '''Hub''' — Your base of operations. 
 +
☐ '''Informants''' — +1d to '''Gather Information''' for a score. ''Local contacts help you navigate unfamiliar terrain.'' 
 +
☐ '''Investments''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''. 
 +
☐ '''Luxuries''' — +1d Engagement on '''Social''' and '''Deception''' plans. 
 +
☐ '''Mobile Hub''' — As a downtime activity, relocate your lair and swap between the '''Hidden''', '''Secure''', and '''Quarters''' improvements. 
 +
☐ '''Secret Approaches''' — +1d Engagement on '''Occult''' and '''Transport''' plans. 
 +
☐ '''Suppliers''' — +1d to '''Acquire Asset''' rolls. ''You have established contacts with distant suppliers.'' 
 +
☐ '''Turf''' — Reduces the '''Credit''' cost multiplier to advance crew '''Tier'''. ''(May be taken multiple times.)'' 
 +
☐ '''Wagon Train''' — +2 '''Credit''' payoff on scores that focus on cargo.
  
{| class="wikitable" align=right
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{{ : Include Crew Commonalities (IB) }}
|+ '''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.
 
# Glimmer opportunity.
 
# Manhunter opportunity.
 
# Soldier opportunity.
 
# Traveler opportunity.
 
# Troupe opportunity.
 
# Warden opportunity.
 
# A client wants you to move a strange package around the city for two days straight. Don't stop moving! 
 
# A criminal organization needs weapons smuggled into prison to seize control of a cell-block.
 
# A cult wants to smuggle their demon-tainted “chosen one”.
 
# A cursed cargo is bringing bad luck to all who touch it—will you risk transporting it?
 
# A derailed caravan has a lot of salvageable cargo. Possibly (wealthy and grateful) survivors, too.
 
# A district is quarantined due to monster infestation or plague. They need basic supplies and magic even more.
 
# A hidden trade route has been discovered, offering potential for great profit—or danger.
 
# A jailbreak means many escaped prisoners seek flight from the city.
 
# A massive gang war creates high demand for restricted military weapons and heavy ordnance.
 
# A new spice has been discovered but it's officially banned. Naturally, everyone wants it.
 
# A noble family needs a secret delivery made, no questions asked.
 
# A noble’s crimes leave their assets frozen. Their commercial expedition, full from an expedition, is forbidden to sell its cargo.
 
# A notorious bandit gang is targeting your caravans and demanding tribute.
 
# A pirate lord demands a share of your profits in exchange for safe passage.
 
# A rival crew offers a partnership, but can they be trusted?
 
# A rival traveler group is undercutting your prices in a key market.
 
# A route is closed to traffic and there are no tolls due to: imminent collapse—weird events—toxic gas— fires.
 
# A wealthy client wants a dangerous delivery made to a fortified location.
 
# An ancient artifact has been spotted and academics need it in the city yesterday. For study, of course.
 
# Nobility slumming it has a sudden and urgent need to go home that they won't explain.
 
# For a nominal "gift", the guard will help you acquire a vehicle seized from another gang.
 
# Heiress needs to leave the city to meet her forbidden love. If you make it look like a kidnapping she’ll split the ransom.
 
# The fleet made undocumented stops. Meet them outside the city and bring some things in uninspected.
 
# Insurrectionists need supplies for their campaign of terror attacks against city institutions.
 
# Strange artifacts from faraway lands have become the latest craze, and clients are desperate for them.
 
# The city council outlaws a formerly legal product.
 
# The local government has imposed new tariffs, making smuggling more profitable—but riskier.
 
# Union organizers want to arm factory workers in advance of a strike.
 
# Transport escaped prisoners.
 
# Transport contract workers fleeing obligations.
 
# Transport insurrectionists and anarchists.
 
# Transport refugees or immigrants.
 
# Transport a noble or official seeking secret travel.
 
# Transport fine tobacco, whiskey, wine, etc.
 
# Transport luxuries—perfumes, silks, spices.
 
# Transport livestock or dangerous animals.
 
# Transport medical, alchemicals.
 
# Transport military arms.
 
# Transport confidential documents.
 
# Transport banned art, seditious materials.
 
# Transport arcane implements or documents.
 
# Transport volatile alchemical explosives.
 
# Transport rare beasts for gladiatorial games.
 
# Transport relics of ancient cultures.
 
# Transport of political prisoners.
 
# Transport merchant guild secrets or ledgers.
 
# Transport stolen artwork from famous collections.
 
# Transport dangerous magical flora or fauna.
 
# Transport prisoners of war.
 
# Transport clandestine religious icons.
 
# Transport pirate’s treasure map.
 
# Transport cursed shipwreck artifacts.
 
# Transport assassination contracts.
 
# Transport war trophies from a disputed territory.
 
# Transport smuggled war correspondence.
 
# Transport escaped royal heir.
 
# Transport untaxed gemstones or precious metals.
 
# Transport rare manuscripts of forbidden knowledge.
 
# Transport black market luxury goods.
 
# Transport ancient maps to lost cities.
 
# Transport escaped sorcerer or mage.
 
# Transport people with illicit magical tattoos.
 
# Transport smuggled sea serpent eggs.
 
# Transport abducted nobles.
 
# Transport high-priced mercenaries.
 
# Transport poached magical creatures.
 
# Transport controlled substances from other realms.
 
# Transport disguised royal family members in hiding.
 
# Transport forbidden love letters.
 
# Transport escaped djinn or elemental.
 
# Transport slaves runaway from highborn families.
 
# Transport rogue alchemists selling experimental potions.
 
# Transport stolen merchant fleet cargo.
 
# Transport cursed weapons from a lost civilization.
 
# Transport illicitly traded dragon’s blood.
 
# Transport hostile tribe seeking passage.
 
# Transport smuggling heirs of disgraced nobility.
 
# Transport dangerous beasts captured for scientific study.
 
# Transport black market medical supplies.
 
# Transport escaped mutants from forbidden experiments.
 
# Transport documents detailing military secrets.
 
# Transport contraband from the Feywild.
 
# Transport stolen naval plans from a rival kingdom.
 
# Transport illegally traded living constructs.
 
# Transport unauthorized maps of hidden passageways.
 
# Transport poached legendary game animals.
 
# Transport rebel leaders seeking safe passage.
 
# Transport dangerous storm lore or weather manipulation artifacts.
 
# Transport smuggling cult artifacts.
 
# Transport stolen obsidian blades from dark temples.
 
# Transport fugitive rival smugglers.
 
# Transport captured pirate lord.
 
# Transport sealed royal decrees.
 
# Transport arcane siege engines.
 
# Transport sentient objects.
 
# Transport necromantic ingredients.
 
# Transport wild fey beasts captured for exhibition.
 
# Transport contraband from the Underdark.
 
# Transport runaway automata.
 
# Transport treasures of the undersea kingdoms.
 
# Transport treasures of the drow.
 
# Transport illegal portal device.
 
# Transport spices from infernal realms.
 
# Transport seditious propaganda.
 
# Transport dangerous alchemical weapons.
 
# Transport stolen military uniforms and identification.
 
# Transport poisonous creatures.
 
# Transport stolen ship logs from pirate captains.
 
# Transport cursed amulets of ancient deities.
 
# Transport smuggling flesh grafts from forbidden lands.
 
# Transport prisoners of an overthrown kingdom.
 
# Transport dwarven underworld blacksmith secrets.
 
# Transport elves on the run.
 
# Transport royal family lineage records.
 
# Transport illicit animal trading of exotic monsters.
 
# Transport poached phoenix feathers.
 

Latest revision as of 21:13, 18 October 2025

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

Haulers are long-haul movers and discreet couriers—lane-runners who thread storms, audits, and embargoes to get people and cargo where they must go. They thrive on dynamic, risky itineraries where adaptability and logistics win the day: contracts, charters, and the occasional quiet shipment.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Guidance: Each PC may add +1 action rating to Helm, Micro, or Rig (up to a max rating of 3).
  2. Drovers: All of your cohorts gain the Rovers type for free — if they’re already Rovers, they instead become Elite.
  3. Factor: Advancing your Tier costs half the usual Credit. Who is backing you, and why?
  4. Hidden Routes: You maintain hush-hush corridors and timing windows. Improve the starting Position of your Engagement Roll by one step for Transport Operations.
  5. Rig Bosses: All your vehicles gain Armor. In vehicle conflicts, you gain improved effect for speed and maneuver.
  6. Spacehound: +1d to Resolve actions among vehicle technicians and crews.
  7. Spacewise: Gain +1d to resist with Insight.
  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. Execute a transport operation or acquire new clients or contracts.
  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 Cohort (Rovers), one Shuttle or Runabout.

Haulers Only Upgrades ☐ Carrying Slings — Each PC gains +2 free Load usable only for cargo/rigging. ☐ Movable Lair — Relocate your base (berth/pad) as a downtime action. ☐ Coaches — +2 Credit payoff on scores that mainly involve passengers. ☐ Cover Operation — Reduce Heat by 2 per score. What’s your cover?Established Route — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Fleet — Your cohorts have vehicles; they double their Credit from downtime activities. ☐ Hidden Paths — +1d Engagement on Stealth and Transport plans. ☐ Hub — Your base of operations. ☐ Informants — +1d to Gather Information for a score. Local contacts help you navigate unfamiliar terrain.Investments — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Luxuries — +1d Engagement on Social and Deception plans. ☐ Mobile Hub — As a downtime activity, relocate your lair and swap between the Hidden, Secure, and Quarters improvements. ☐ Secret Approaches — +1d Engagement on Occult and Transport plans. ☐ Suppliers — +1d to Acquire Asset rolls. You have established contacts with distant suppliers.Turf — Reduces the Credit cost multiplier to advance crew Tier. (May be taken multiple times.)Wagon Train — +2 Credit payoff on scores that focus on cargo.

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.