Difference between revisions of "Captain (IB)"
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| − | {{IB}} | + | {{IB}}{{tocright}} |
''Alea iacta est.'' — ''The die is cast.'' | ''Alea iacta est.'' — ''The die is cast.'' | ||
: — Julius Caesar, crossing the Rubicon in 49 BC | : — Julius Caesar, crossing the Rubicon in 49 BC | ||
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You might strive to become an officer, commander, or minister. | You might strive to become an officer, commander, or minister. | ||
| − | While other social playbooks focus on specific strengths — [[ | + | While other social playbooks focus on specific strengths — [[Machinator (IB)|Machinator]] plan and [[Sophist (IB)|Sophists]] persuade — you balance a bit of each. Your true strength lies in inspiring and coordinating your crew, both on and between scores. |
Your abilities foster teamwork and cohesion, helping you lead through inspiration rather than forceful commands. | Your abilities foster teamwork and cohesion, helping you lead through inspiration rather than forceful commands. | ||
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=== Special Abilities === | === Special Abilities === | ||
| − | # '''Coordination:''' When you lead a group [[Actions (IB)#Command|Command]] action, you suffer only 1 stress for every two crew who failed their rolls, rounding down, as long as they can understand your orders. | + | # '''Coordination:''' When you lead a group [[Actions (IB)#Command|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 [[Actions (IB)|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. | + | # '''Devil’s Dare:''' When you or a crewmate who can hear you fails to gain full success on an [[Actions (IB)|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:''' Two times per score, you can assist a teammate who can hear you without paying stress. | # '''Focus:''' Two 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 following your example gain +1d. | ||
# '''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.'' | # '''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 | + | # '''Make it so:''' When a cohort acts within their field of competence and under your immediate orders, they gain +1d. |
# '''Morale:''' You and crew members who can hear you gain +1d when resisting [[Actions (IB)#Prowess|Prowess]] and [[Actions (IB)#Resolve|Resolve]] consequences. | # '''Morale:''' You and crew members who can hear you gain +1d when resisting [[Actions (IB)#Prowess|Prowess]] and [[Actions (IB)#Resolve|Resolve]] consequences. | ||
# '''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. | # '''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.'' |
=== Shrewd Friends === | === Shrewd Friends === | ||
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You also have access to the following higher-quality items; their Quality already includes this bonus. | You also have access to the following higher-quality items; their Quality already includes this bonus. | ||
| − | + | : ☑ ''[[Imperio_(IB)#2_Beamer|Beamer Sidearm]]'' +1 Quality | |
| − | + | : ☐☐ [[Forum_(IB)#3 ☐☐ Communication Booster Pack|Communication Booster Pack]] +2 Quality | |
| − | + | : ☑ ''[[Forum_(IB)#1 ☑ License|License]]'' +2 Quality — Operate Regulated gear and vehicles. | |
| − | + | : ☑ ''[[Forum_(IB)#1 ☑ Neme|Neme]]'' +2 Quality | |
| − | + | : ☐ [[Limes_(IB)#2 ☐ Sword|Sword]] +1 Quality | |
| + | : ☑ ''[[Forum_(IB)#1 ☑ Fashion|Uniform]]'' +2 Quality | ||
| + | |||
| + | Your Crew also gains an additional upgrade: | ||
| + | [[Crew_Playbooks_(IB)#☐,☐ Security|Security]], | ||
| + | [[Crew_Playbooks_(IB)#☐,☐,☐,☐ Investment|Investment]], | ||
| + | [[Crew_Playbooks_(IB)#☐,☐ Quarters|Quarters]], | ||
| + | [[Crew_Playbooks_(IB)#☐,☐,☐,☐ Training|Training]], or | ||
| + | [[Crew_Playbooks_(IB)#Cohorts|Cohort]]. | ||
=== XP === | === XP === | ||
| − | * ''Every time you roll a Desperate | + | * ''Every time you roll a Desperate action, mark XP in that Action’s attribute.'' |
At the end of each session, for each item below, mark 1 XP (in your playbook or an attribute), or 2 XP if that item occurred multiple times. | At the end of each session, for each item below, mark 1 XP (in your playbook or an attribute), or 2 XP if that item occurred multiple times. | ||
* ''You addressed a challenge using cooperation or charisma.'' | * ''You addressed a challenge using cooperation or charisma.'' | ||
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* ''You struggled with issues from your vice or traumas during the session.'' | * ''You struggled with issues from your vice or traumas during the session.'' | ||
* ''You pointed out an established NPC whom the GM then brought into the action.'' | * ''You pointed out an established NPC whom the GM then brought into the action.'' | ||
| + | * ''The player pointed out an established enemy or disadvantage.'' | ||
=== Starting Actions === | === Starting Actions === | ||
Latest revision as of 20:17, 31 October 2025
| Starfox's Blades in the Dark hack |
Alea iacta est. — The die is cast.
- — Julius Caesar, crossing the Rubicon in 49 BC
Captain Playbook
As a captain, you boldly take charge of situations, leading from the front and empowering your crew. Captains can be found across all levels of society, from humble village elders to great politicians and nobles. You might strive to become an officer, commander, or minister.
While other social playbooks focus on specific strengths — Machinator plan and Sophists persuade — you balance a bit of each. Your true strength lies in inspiring and coordinating your crew, both on and between scores. Your abilities foster teamwork and cohesion, helping you lead through inspiration rather than forceful commands.
This playbook works best with buy-in from the rest of the group; some players resent being led by another player.
Touchstones: Ellen Ripley (Aliens, 1986), Captain Sisko (Star Trek: Deep Space Nine, 1993–99), Commander Adama (Battlestar Galactica, 2004–09), Nathan Bateman (Ex Machina, 2014).
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: Two 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 following your example gain +1d.
- 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: You and crew members who can hear you gain +1d when resisting Prowess and Resolve consequences.
- 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.
Shrewd Friends
- ˄ ˅ Bram, a merchant.
- ˄ ˅ Finley, a judge.
- ˄ ˅ Quin, a tax man.
- ˄ ˅ Remy, a traveler.
- ˄ ˅ Sho, a barkeep.
Inventory
Your understanding and connections let you access Forum equipment one Quality level above your Tier. You also have access to the following higher-quality items; their Quality already includes this bonus.
- ☑ Beamer Sidearm +1 Quality
- ☐☐ Communication Booster Pack +2 Quality
- ☑ License +2 Quality — Operate Regulated gear and vehicles.
- ☑ Neme +2 Quality
- ☐ Sword +1 Quality
- ☑ Uniform +2 Quality
Your Crew also gains an additional upgrade: Security, Investment, Quarters, Training, or Cohort.
XP
- Every time you roll a Desperate action, mark XP in that Action’s attribute.
At the end of each session, for each item below, mark 1 XP (in your playbook or an attribute), or 2 XP if that item occurred multiple times.
- You addressed a challenge using cooperation or charisma.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
- You pointed out an established NPC whom the GM then brought into the action.
- The player pointed out an established enemy or disadvantage.