Difference between revisions of "Marines (IB)"

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{{IB}}
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{{IB}}{{tocright}}
Wardens are protectors and pioneers, dedicated to defending their lands, fostering settlements, and exploring uncharted territories. They balance the roles of guardian and landowner, safeguarding their domains while competing with rivals and navigating feudal obligations.
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'''Marines''' are ship-and-hab assault teams: boarding specialists, corridor fighters, and stabilization forces. They seize or retake vessels, clear decks, hold compartments, and keep the peace under arms. Your success depends on turning contracts and berths into leverage—being the crew called when someone must breach, secure, and stand the line.
  
Your success depends on transforming your holdings into centers of wealth and power. While faction coin represents a portion of your domain’s potential, encouraging investment from inhabitants and allies is key to growth. Expanding your influence requires development, exploration, or conquest, but each brings new challenges and rivals.
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As you rise in Tier, the stakes grow — harder targets, meaner corridors, and neighbors with heavier guns. For Marines, every op is a choice between diplomacy, deterrence, and decisive entry.
  
As you rise in tier, the stakes grow higher, with powerful neighbors and greater threats on all sides. For Wardens, every choice is a step along the path of diplomacy, exploration, and war.
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=== Friction & Entropy ===
 
 
=== Claims ===
 
{| class="wikitable"
 
|align="center" valign=top | '''Cash Crops:''' <br> During downtime, roll your Tier. Earn coin equal to the highest result minus your heat.
 
|align="center" valign=top | '''Sheriff:''' <br> You get +1d to the engagement roll for Deception and Social plans. ''The law keeps track of your people.''
 
|align="center" valign=top | '''Land Grab:''' <br> You get +2 coin in your payoff for scores that focus on exploration and expanding your lands.
 
|align="center" valign=top | '''Supply Lines:''' <br> You get +1d to acquire asset rolls. ''You have established contacts with distant suppliers.
 
|align="center" valign=top | '''Barracks:''' <br> Your Thugs cohorts get +1 scale. ''An expansive training ground and armory allows for a larger, well-equipped company.''
 
|-
 
|align="center" valign=top | '''Beacons:''' <br> You get +1d to engagements when defending your holdings. ''Vigilant sentries keep watch for threats and opportunities.''
 
|align="center" valign="top" | '''Turf''' <br> Reduces the coin cost multiplier to advance crew tier.
 
|align="center" valign=top | '''Capital:''' <br> Your stronghold where plans are made and spoils are secured.
 
|align="center" valign="top" | '''Turf''' <br> Reduces the coin cost multiplier to advance crew tier.
 
|align="center" valign=top | '''Vassals:''' <br> You get +1d to the engagement roll for Assault and Transport plans. ''Allies provide support.''
 
|-
 
|align="center" valign=top | '''Hospital:''' <br> You get +1d to healing rolls for the entire population and to tackle health problems.
 
|align="center" valign=top | '''Temple:''' <br> You get -2 heat per score. ''Dedication to a deity or cause grants your actions divine sanction.''
 
|align="center" valign=top | '''Border Guard:''' <br> You get +2 coin in your payoff for scores that focus on developing and protecting your land.
 
|align="center" valign=top | '''High Justice''' <br> Killing on a score does not increase heat.
 
|align="center" valign=top | '''Land Tax:''' <br> During downtime, roll your Tier. Earn coin equal to the highest result minus your heat.
 
|}
 
 
 
=== Heat & Wanted Level ===
 
 
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
 
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
  
=== Coin ===
+
=== Credit ===
 
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
 
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
  
 
=== Special Abilities ===
 
=== Special Abilities ===
# '''Sentinels:''' Each PC may add +1 action rating to Hunt, Finesse, or Survey (up to a max rating of 3).
+
 
# '''Ancestral Claims:''' When you stake a claim for the first time, gain 2 reputation.
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==== Veterans ====
# '''Militia:''' When you defend your lands, cohort gangs gain +1 scale.
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Each PC may add +1 action rating to '''Mark''', '''Micro''', or '''Terran''' (up to a max rating of 3).
# '''Minutemen:''' All of your cohorts gain the Thugs type for free (if they’re already Thugs, they gain the Elite quality).
+
 
# '''Vassal:''' When you advance your '''Tier''', it costs half the coin it normally would. You owe obedience to your sponsor.
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==== All Hands ====
# '''Prosperous Hold:''' When you add a feature to your lair, gain 1 coin.
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All of your cohorts gain the '''Marines''' type for free. If they’re already Marines, they gain the '''Elite''' edge.
# '''Steadfast:''' You gain +1d to resistance rolls while on your territory.
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# '''Additional Playbook:''' Select another crew playbook. From now on, you can choose its Claims, Special Abilities, Crew Contacts, and Upgrades. You gain immediate access only to the Crew XP.
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==== Commission ====
 +
When you advance your Tier, it costs half the usual '''Credit'''. You owe obedience to your sponsor or contracting authority.
 +
 
 +
==== Mandate ====
 +
Deaths and the licensed use of Regulated and Military kit don't cause Friction. While at war (−3 Faction status), PCs retain '''two''' downtime actions instead of one.
 +
 
 +
==== Militia ====
 +
When near your home habitat or ship, cohort gangs gain +1 '''Scale'''.
 +
 
 +
==== Steadfast ====
 +
Gain +1d to resistance rolls while operating in or near your home habitat or ship.
 +
 
 +
==== Teamwork ====
 +
Each participant in a group action gains +1d to their roll.
 +
 
 +
==== Additional Playbook ====
 +
Select another Crew Playbook. From now you may 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 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).
# Explore, develop, and defend your lands.
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# Board, secure, and defend ships/habs—or stabilize volatile situations under arms.
 
# Contend with challenges above your current station.
 
# Contend with challenges above your current station.
 
# Bolster your crew's reputation or develop a new one.
 
# 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 ===
 
# Darrin, a seasoned mercenary captain.
 
# Lucinda, a wealthy noble with a penchant for hiring warriors.
 
# Magnus, a blacksmith who forges custom weapons.
 
# Soraya, a healer with battlefield experience.
 
# Cedric, a tavern owner who knows everyone’s secrets.
 
# Beatrix, a spy who trades in military intelligence.
 
  
 
=== Crew Upgrades ===
 
=== Crew Upgrades ===
'''Start
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'''Starting Upgrades''' 
Secure lair,  
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☑ Security,  
Vice (obligation),  
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☑ Quarters,  
2 of choice.
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☑☑ Training (Insight, Prowess),  
 
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☑☑ Cohort (Team of Marines, armored, pick a Flaw)
'''Wardens
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two ☑ ☑ of choice.
☐  Land Title (-2 Heat on scores on own land),
 
☐  Patron (+1 Tier in interactions with government).
 
  
{{ : Cohorts (FiD) }}
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; Marines Only Upgrades
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# ☐ '''Armorer''' — Ignore the load of the [[Limes_(IB)# Hazard Suit| Hazard Suit]] when at medium or heavy loadout.
 +
# ☐ '''Auxiliaries''' — +1d Engagement on Transport plans. ''Allies provide cover.''
 +
# ☐ '''Beacons''' — +1d Engagement on assault plans. ''Watch for threats and opportunities.'' 
 +
# ☐ '''Berth Charter''' — −2 '''Friction''' from operations conducted aboard a contracted ship/hab. 
 +
# ☐ '''Patron''' — +1 effective '''Tier''' in interactions with government/command. 
 +
# ☐ '''Provost''' — +1d Engagement on '''Social''' plans. ''Authority tracks your people and grants limited cover.'' 
 +
# ☐ '''Rules of Engagement''' — Killing on a operation does not increase '''Friction'''. 
 +
# ☐ '''Security Contracts''' — +2 '''Credit''' payoff on operations that involve defense. 
 +
# ☐ '''Seizure Orders''' — +2 '''Credit''' payoff on operations focused on boarding/capture operations. 
 +
# ☐ '''Supply Lines''' — +1d to '''Acquire Asset''' rolls. ''You have established contacts with distant suppliers.'' 
  
{| 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 rebel faction has begun encroaching on your territory. 
 
# A series of mysterious disappearances in a border village suggests something unnatural. 
 
# A neighboring lord challenges your authority and claims your territory as their own. 
 
# A valuable resource has been discovered in a contested area. 
 
# A band of marauders has been attacking caravans along the border. 
 
# An ancient fortress, long abandoned, has been rediscovered in your region. What secrets does it hold?
 
# A noble seeks refuge in your lands, claiming they are being pursued by an enemy. 
 
# Strange symbols have been appearing on the borders of your territory. They seem to be part of a larger puzzle.
 
# A local village is suffering from a mysterious plague. Investigate its origin and find a cure.
 
# An old ally has been captured by an enemy force. What will you do to rescue them?
 
# A rival warden claims that you have overstepped your boundaries. Defend your position or negotiate a settlement.
 
# A once-quiet border town is experiencing unexplained supernatural phenomena. What is causing the disturbances?
 
# A rare and dangerous beast has been sighted in your lands. 
 
# A local leader is suspected of treason. Investigate their activities and determine their loyalty.
 
# A historic artifact, linked to your region's past, has gone missing. 
 
# A rival faction is inciting unrest among your people. 
 
# A series of natural disasters has struck your territory. Manage the crisis and aid those affected.
 
# An enemy has begun spreading false rumors about you. Address the misinformation and restore your reputation.
 
# A long-forgotten prophecy relates to your region. Investigate its meaning and potential implications.
 
# A valuable trading route has been jeopardized by hostile forces. Protect it to ensure continued commerce.
 
# An old alliance with a neighboring land is in danger of unraveling. Reaffirm the pact or face the consequences.
 
# A group of deserters from an opposing force seeks asylum. Decide their fate and the impact on your own forces.
 
# A hidden cache of ancient weapons has been discovered. Claim it, determine its worth and how to use it.
 
# A series of inexplicable attacks on your outposts has left them vulnerable. Fortify and defend your positions.
 
# A powerful sorcerer claims to have insight into a looming threat. Seek their counsel or challenge their claims.
 
# A local noble’s land is under siege. Offer aid or risk their animosity.
 
# A long-lost relative of a prominent figure in your lands has resurfaced. Investigate their motives and potential claims.
 
# A covert operation to infiltrate a rival's stronghold has been proposed. Will you take the risk?
 
# A secretive group has started building fortifications near your borders. Uncover their intentions and plans.
 
# A legendary beast from local folklore has been spotted. Whether real or myth, it could impact your territory.
 
# A new settlement has been established on the edge of your territory. Help them thrive, or decide if they encroach on your land.
 
# A series of harsh winters threatens to wipe out the frontier farms. Organize aid or prepare for mass migration.
 
# A neighboring faction is over-hunting nearby forests. Will you enforce your claim or share the resources?
 
# An ancient tomb has been disturbed, releasing an ancient curse. Can you put it to rest before it spreads?
 
# A massive storm has unearthed strange ruins near a coastal settlement. What secrets do they hold, and what dangers lurk inside?
 
# A rogue group of militia, disillusioned by their duty, have begun acting as mercenaries. 
 
# A powerful artifact tied to your land’s history has surfaced in the hands of bandits. 
 
# A rival faction has cut off a key river crossing, threatening the movement of goods and people. How will you reopen the route?
 
# A well-connected merchant offers a fortune for exclusive rights to the resources of your lands. Will you accept their deal or maintain control?
 
# A strange, unseasonal blight has devastated crops on the outskirts of your territory. Investigate the source and protect the rest.
 
# The bones of a colossal creature have been discovered deep in your wilderness. Scholars, adventurers, and opportunists are flocking to the site.
 
# A large, organized band of poachers is threatening the wildlife of your protected lands. Will you confront them head-on or devise a subtler solution?
 
# A rival warden has started secretly hiring your people. Expose their treachery or retaliate in kind.
 
# An ancient ritual site deep in your forests has been defiled, and the spirits of the land are restless. Can you restore balance before disaster strikes?
 
# A mysterious new warden has appeared on the borders of your territory, claiming a forgotten right to the land. Will you challenge their claim?
 
# A powerful druid has arrived, claiming the land for nature alone. Negotiate a peaceful coexistence or prepare for a long conflict.
 
# A rival faction is sending spies into your domain disguised as traders and travelers. Root them out before they can do any damage.
 
# Strange lights and sounds have been seen and heard in a remote part of your territory. Investigate the phenomena before it causes panic.
 
# A neighboring kingdom demands tribute in the form of rare beasts or herbs from your lands. Will you comply or resist their demands?
 
# A once-loyal ally has turned to a life of crime, raiding your settlements and resources. Will you bring them to justice or seek reconciliation?
 
# A hidden network of caves has been found beneath one of your outposts. Explore them to secure any hidden dangers or treasures.
 
# A long-lost Warden’s journal has been discovered, detailing an uncharted area of your lands. Follow their clues and see what remains.
 
# A new breed of fast-spreading, predatory plant has appeared in your territory, choking crops and devouring wildlife. Find the source and stop it before it’s too late.
 
# A noble family has requested your help in securing a betrothal with a rival, promising favors in return for your protection of the wedding.
 
# A warband from a distant land has landed on your shores, seeking to conquer the uncharted frontier. Will you rally the locals to resist?
 
# A caravan of refugees seeks safe passage through your lands. Do you offer them protection or turn them away to avoid attracting enemies?
 
# A powerful beast that was thought to be extinct has resurfaced, hunting in your wilderness. Can you track and eliminate it before it grows too bold?
 
# An exiled mage has taken refuge in your lands, offering their services in exchange for sanctuary. Will you trust their intentions?
 
# A rivalry between two neighboring settlements threatens to spiral into open war. Mediate their conflict or use it to your advantage.
 
# A forgotten oath to an ancient guardian of your lands has come due. Can you fulfill the old promise, or will you face the guardian’s wrath?
 
# A famed explorer has returned from the wilderness with a map to a fabled treasure. Will you sponsor their expedition or claim the prize for yourself?
 
# A mysterious illness is spreading through the wildlife of your territory, and it’s starting to affect settlements. Investigate the cause and find a solution.
 
# A band of prospectors has begun mining in a remote part of your land. Do you allow them to continue or expel them before they dig too deep?
 
# A rival faction has begun constructing a fortress on the border of your lands. How will you respond to this blatant act of aggression?
 
# A group of settlers has gone missing while trying to establish a new colony in your frontier. Investigate the mystery behind their disappearance.
 
# A powerful noble offers to finance your operations in exchange for a say in how you manage your lands. Will you accept their patronage?
 
# A rare celestial event is about to occur, and scholars believe it could unlock hidden secrets in your lands. Will you allow them entry?
 
# A new road through your wilderness is proposed to connect distant settlements, but it is expensive and would needs cooperating with other wardens. Will you oppose or support it?
 
# A rival Warden has started accusing you of mismanaging your lands, trying to undermine your authority. Defend your honor or expose their own failings.
 
# A renegade group of soldiers from a foreign army has been spotted in your lands, living off the locals. Will you drive them out or strike a deal?
 
# A group of foreign traders is offering advanced technology in exchange for exclusive rights to a resource in your lands. Will you make the deal?
 
# A secret society operating within your borders seeks to influence the politics of neighboring regions. Will you support their machinations or expose them?
 
# A rare mineral deposit has been discovered deep in your frontier. Will you exploit it for profit or protect the land from overuse?
 
# A charismatic leader from a neighboring land has begun preaching revolution in your settlements, stirring unrest. Will you silence them?
 
# A rival warden seeks an alliance with you to fend off a greater threat. Can you trust them, or are they merely looking for an opportunity to betray you?
 
# A caravan of religious pilgrims has entered your territory, seeking a sacred site. Will you guide them safely or extort them for protection?
 
# A rogue mage is using forbidden magic to manipulate the weather in your lands. Will you put a stop to it, or can you find a way to benefit from their power?
 
# A powerful storm has devastated part of your frontier, leaving settlements in disarray. 
 
# A wandering troupe has begun singing tales of your exploits—some of them true, others less so. Do you embrace the fame or silence the slander?
 
# A powerful faction from a distant land has offered a treaty of mutual defense. Will you accept their terms or remain independent?
 
# A once-thriving village in your lands has fallen into ruin, plagued by strange occurrences. Investigate what has caused their downfall and restore peace.
 
# A faction of druids demands that you leave the wilderness untouched, threatening violence if you continue to expand. How will you respond?
 
# A hidden network of smugglers has been discovered operating within your borders. Will you shut them down or use them to your advantage?
 
# A rival warden has gone missing on an expedition into the wilderness. Will you rescue them or take advantage of their absence to claim their lands?
 
# A cursed relic has been unearthed in a remote part of your lands, and its presence is corrupting the local wildlife. Will you destroy it or find a way to harness its power?
 
# An arranged marriage could give you a diplomatic advantage. Will you accept, and who will marry?
 
# A new trade route through your lands is being proposed by a wealthy merchant guild, but the path would lead through sacred or protected ground. Will you compromise for economic gain or protect your traditions?
 

Latest revision as of 13:59, 6 November 2025

Icarus BurningIcarus Burning logo
Starfox's Blades Hack

Marines are ship-and-hab assault teams: boarding specialists, corridor fighters, and stabilization forces. They seize or retake vessels, clear decks, hold compartments, and keep the peace under arms. Your success depends on turning contracts and berths into leverage—being the crew called when someone must breach, secure, and stand the line.

As you rise in Tier, the stakes grow — harder targets, meaner corridors, and neighbors with heavier guns. For Marines, every op is a choice between diplomacy, deterrence, and decisive entry.

Friction & Entropy

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

Veterans

Each PC may add +1 action rating to Mark, Micro, or Terran (up to a max rating of 3).

All Hands

All of your cohorts gain the Marines type for free. If they’re already Marines, they gain the Elite edge.

Commission

When you advance your Tier, it costs half the usual Credit. You owe obedience to your sponsor or contracting authority.

Mandate

Deaths and the licensed use of Regulated and Military kit don't cause Friction. While at war (−3 Faction status), PCs retain two downtime actions instead of one.

Militia

When near your home habitat or ship, cohort gangs gain +1 Scale.

Steadfast

Gain +1d to resistance rolls while operating in or near your home habitat or ship.

Teamwork

Each participant in a group action gains +1d to their roll.

Additional Playbook

Select another Crew Playbook. From now you may 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. Board, secure, and defend ships/habs—or stabilize volatile situations under arms.
  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 ☑ Security, ☑ Quarters, ☑☑ Training (Insight, Prowess), ☑☑ Cohort (Team of Marines, armored, pick a Flaw) two ☑ ☑ of choice.

Marines Only Upgrades
  1. Armorer — Ignore the load of the Hazard Suit when at medium or heavy loadout.
  2. Auxiliaries — +1d Engagement on Transport plans. Allies provide cover.
  3. Beacons — +1d Engagement on assault plans. Watch for threats and opportunities.
  4. Berth Charter — −2 Friction from operations conducted aboard a contracted ship/hab.
  5. Patron — +1 effective Tier in interactions with government/command.
  6. Provost — +1d Engagement on Social plans. Authority tracks your people and grants limited cover.
  7. Rules of Engagement — Killing on a operation does not increase Friction.
  8. Security Contracts — +2 Credit payoff on operations that involve defense.
  9. Seizure Orders — +2 Credit payoff on operations focused on boarding/capture operations.
  10. Supply Lines — +1d to Acquire Asset rolls. You have established contacts with distant suppliers.

Common Crew Upgrades

Available to all crews. See Crew Playbooks for an explanation of all terms below.

Base: ☐,☐ Life support, ☐,☐ Power, ☐,☐ Maneuver, ☐,☐ Gravity, ☐,☐ Camouflage, ☐,☐ Security.

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

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

Vehicles: ☐,☐ Shuttles, ☐,☐ Fighters, ☐,☐ Runabouts.

Quality: ☐ Documents, ☐ Gear, ☐ Implements, ☐ Supplies, ☐ Tools, ☐ Weapons.

Vices: ☐ Faith, ☐ Gambling, ☐ Luxury, ☐ Obligation, ☐ Pleasure, ☐ Stupor, ☐ Weird.

Cohorts ☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐,☐ Cohort: (Max 2 per tier). Each cohort begins with one Flaw. ☐ Add Edge or remove flaw from one cohort. Repeatable

Cohorts

Each cohort is either a Team or an Expert with one Type and one Flaw. A maximum of 2 cohorts for each Tier. Each cohort needs this data.

Name:

Team or ☐ Expert. This is where your initial upgrade investment is checked.

Type: First type is free. You can add one additional Type by spending an upgrade. ☐ Agents, ☐ Engineers, ☐ Marines, ☐ Scientists, ☐ Security, ☐ Winghands.

Edges. Each cohorts can add edges as if they were upgrades. ☐ Armored, ☐ Elite, ☐ Fearsome, ☐ Independent, ☐ Loyal.

Flaws. Each cohorts can remove flaws at the cost of an upgrade: ☐ Ally, ☐ Compromised, ☐ Intelligent, ☐ Principled, ☐ Savage, ☐ Unreliable, ☐ Wild.

Damage: Cross one box per level of harm: (☐ Armor), ☐ Weak, ☐ Impaired, ☐ Broken.