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| − | {{IB}} | + | {{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.
| + | 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.
| + | === Friction & Entropy === |
| − | | |
| − | === Heat & Wanted Level === | |
| | ☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐ | | ☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐ |
| | | | |
| − | === Coin === | + | === 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).
| + | |
| − | # '''Evasion:''' Gain +1d to resist consequences of being seen or caught.
| + | ==== Surveyors ==== |
| − | # '''Ghost Echoes:''' If you complete a score completely in secret (p. 146), gain normal Rep but ignore up to 2 Heat.
| + | Each PC may add +1 action rating to '''Micro''', '''Rig''', or '''Study''' (up to a max rating of 3). |
| − | # '''Light Fingers:''' Gain +1d to gather information or earn coin when looting or pickpocketing.
| + | |
| − | # '''Master Plan:''' When performing a group action, count multiple 6s from different rolls as a critical success.
| + | ==== Backer ==== |
| − | # '''Patron:''' Advancing your Tier costs half the usual coin. ''Who is your patron, and why do they support you?''
| + | Advancing your '''Tier''' costs half the usual '''Credit'''. ''Who backs you — guild, yard, or silent partner — and why?'' |
| − | # '''Thief's Luck:''' Gain +1d to engagement rolls for Stealth plans. | + | |
| − | # '''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.
| + | ==== Line Apes ==== |
| | + | All Cohort Teams gain the '''[[Crew_Playbooks_(IB)#Cohorts|Winghands]]''' type. If they’re already Winghands, they become '''[[Crew_Playbooks_(IB)#Edges_and_Flaws|Elite]]'''. |
| | + | |
| | + | ==== Planning ==== |
| | + | Gain +1d to Engagement Rolls for Operations using vacuum. |
| | + | |
| | + | ==== Prospectors ==== |
| | + | Gain +1d to Gather Information about things in vacuum. |
| | + | |
| | + | ==== Teamwork ==== |
| | + | Each participant in a Group Action gains +1d to their roll. |
| | + | |
| | + | ==== Vacuum Survival ==== |
| | + | Gain +1d to Resist when in vacuum. |
| | + | |
| | + | ==== 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 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. | + | # 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. | + | # 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''' | + | '''Starting Upgrades''' |
| − | Hidden lair, Vault, 2 of choice.
| + | ☑ Life Support, |
| | + | ☑ Batteries, |
| | + | ☑ Maneuver, |
| | + | ☑ Quarters, |
| | + | ☑ Gravity, |
| | + | ☑ Shuttles, two ☑ ☑ of choice. |
| | | | |
| − | '''Glimmers Only Upgrades''' | + | '''Belters Only Upgrades''' |
| − | : ☐ '''Madhouse''' — +1d Engagement on '''Occult''' plans.
| + | # ☐ '''Bag & Tag''' — +1d and improves position vs regolith. |
| − | : ☐ '''Secret Routes''' — +1d Engagement on '''Stealth''' and '''Transport''' plans.
| + | # ☐ '''Belter’s Rig''' — 2 Load in microgravity. |
| − | : ☐ '''Covert Drop''' — +2 Coin payoff on scores about '''espionage''' or '''sabotage'''.
| + | # ☐ '''Claims Agent''' — +2 Credit payoff on mining/prospecting operations. |
| − | : ☐ '''Cantina''' — +1d Engagement on '''Probe''' and '''Social''' plans.
| + | # ☐ '''Grav Sonde''' — New Inventory item, see below.. |
| − | : ☐ '''Orphanage''' — Reduce Heat by 1 per score.
| + | # ☐ '''Parts Ledger''' — +2 '''Credit''' payoff on salvage operations. |
| − | : ☐ '''Informants''' — +1d to '''Gather Information''' for a score.
| + | # ☐,☐ '''Salvage Crane''' — Can salvage +2 Tiers higher than yours; +4 with ☐☐. |
| − | : ☐ '''Fence''' — +2 Coin payoff on scores about '''stolen valuables'''.
| + | # ☐ '''Skimmer Rights''' — Recognized salvage lanes reduce Heat by 2 on salvage/mining. |
| − | : ☐ '''Building Plans''' (+1d engagement on Stealth plans)
| + | # ☐ '''Torch Suite''' — Improved Effect (+1d in downtime) against ice, rock, and bulkheads. |
| − | : ☐ '''Thief Rigging''' (2 free load)
| + | # ☐ '''Void Broker''' — +2d to Acquire Asset for space operations. |
| | + | # ☐ '''Yard Contract''' — +2d on downtime action to repair ships/hulks. |
| | | | |
| − | {{ : Cohorts (FiD) }}
| + | ☐ '''Grav Sonde''' |
| | + | A belter field instrument for reading the lumpy gravity of small worlds. A grav sonde fires or releases a handful of micro-darts that ping each other while high-precision accelerometers track their drift. From the tiny course errors, it solves the local gravity field (mascons, voids, density gradients). |
| | | | |
| − | {| class="wikitable" align=right | + | {{ : 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.
| |
| − | # 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.
| |
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.
Friction & Entropy
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Credit
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
Surveyors
Each PC may add +1 action rating to Micro, Rig, or Study (up to a max rating of 3).
Backer
Advancing your Tier costs half the usual Credit. Who backs you — guild, yard, or silent partner — and why?
Line Apes
All Cohort Teams gain the Winghands type. If they’re already Winghands, they become Elite.
Planning
Gain +1d to Engagement Rolls for Operations using vacuum.
Prospectors
Gain +1d to Gather Information about things in vacuum.
Teamwork
Each participant in a Group Action gains +1d to their roll.
Vacuum Survival
Gain +1d to Resist when in vacuum.
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):
- Recover valuable mass or tech, chart a field, or open a sealed structure.
- Contend with challenges above your current station.
- Bolster your crew’s reputation or develop a new one.
- Express the goals, drives, inner conflict, or essential nature of the crew.
Crew Upgrades
Starting Upgrades
☑ Life Support,
☑ Batteries,
☑ Maneuver,
☑ Quarters,
☑ Gravity,
☑ Shuttles, two ☑ ☑ of choice.
Belters Only Upgrades
- ☐ Bag & Tag — +1d and improves position vs regolith.
- ☐ Belter’s Rig — 2 Load in microgravity.
- ☐ Claims Agent — +2 Credit payoff on mining/prospecting operations.
- ☐ Grav Sonde — New Inventory item, see below..
- ☐ Parts Ledger — +2 Credit payoff on salvage operations.
- ☐,☐ Salvage Crane — Can salvage +2 Tiers higher than yours; +4 with ☐☐.
- ☐ Skimmer Rights — Recognized salvage lanes reduce Heat by 2 on salvage/mining.
- ☐ Torch Suite — Improved Effect (+1d in downtime) against ice, rock, and bulkheads.
- ☐ Void Broker — +2d to Acquire Asset for space operations.
- ☐ Yard Contract — +2d on downtime action to repair ships/hulks.
☐ Grav Sonde
A belter field instrument for reading the lumpy gravity of small worlds. A grav sonde fires or releases a handful of micro-darts that ping each other while high-precision accelerometers track their drift. From the tiny course errors, it solves the local gravity field (mascons, voids, density gradients).
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.