Difference between revisions of "Crew Playbooks (IB)"
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The starting base has a nondescript front and registration that outlines its abilities. | The starting base has a nondescript front and registration that outlines its abilities. | ||
☐ Adds a front camouflaging as a different kind of installation, including schooled registration entries. A deep database search will uncover the deception. | ☐ Adds a front camouflaging as a different kind of installation, including schooled registration entries. A deep database search will uncover the deception. | ||
− | ☐☐ A false front and registry entries from a polity, leaving no paper trail corruption to be detected. Requires the help of a friendly or corrupt polity. | + | ☐☐ A false front and registry entries from a polity, leaving no paper trail corruption to be detected. ''Requires the help of a friendly or corrupt polity.'' |
=== ☐,☐ Secure === | === ☐,☐ Secure === | ||
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The starting base is environmentally sealed with basic protection from physical and electronic intrusion. | The starting base is environmentally sealed with basic protection from physical and electronic intrusion. | ||
☐ Defensive shell provides a buffer against any connection to the host and a central defense around the bridge. | ☐ Defensive shell provides a buffer against any connection to the host and a central defense around the bridge. | ||
− | ☐☐ | + | ☐☐ Defense in depth with layers and layers. |
== Assets == | == Assets == | ||
Line 35: | Line 35: | ||
== Installations == | == Installations == | ||
+ | Utilities available in your base. | ||
+ | |||
=== ☐,☐ Quarters === | === ☐,☐ Quarters === | ||
− | === | + | The crew and expert cohorts can camp out in the base with little comfort. |
+ | ☐ Staterooms for crew and experts, barracks for cohort gangs, limited communal areas. | ||
+ | ☐☐ Apartments for crew and experts, staterooms for gangs. | ||
+ | |||
+ | === ☐,☐,☐,☐ Training === | ||
+ | Simple virtual training facilities, allows training of Insight actions. | ||
+ | ☐ Gimballed training facilities, allows training of Prowess actions. | ||
+ | ☐☐ Networked training facilities, allows training of Resolve actions. | ||
+ | ☐☐☐ Simple quter facilities, allows Playbook training. | ||
+ | ☐☐☐☐ Allows actions to rating four. | ||
=== ☐,☐ Vault === | === ☐,☐ Vault === | ||
+ | The basic blockchain vault can hold 4 Credits. | ||
+ | ☐ can hold 8 Credits. | ||
+ | ☐☐ can hold 16 Credits. | ||
+ | |||
=== ☐,☐ Venue === | === ☐,☐ Venue === | ||
+ | Social areas sufficient for [[#☐,☐ Quarters|☐,☐ Quarters]]. | ||
+ | ☐ Venue with focus in one area, such as gambling or stage performances. | ||
+ | ☐☐ Multi-venue supporting several side of several types of entertainment. | ||
+ | |||
=== ☐,☐ Workshop === | === ☐,☐ Workshop === | ||
+ | ☐ | ||
+ | ☐☐ | ||
=== ☐,☐ Hangar === | === ☐,☐ Hangar === | ||
− | === ☐,☐ Prison | + | ☐ |
+ | ☐☐ | ||
+ | === ☐,☐ Prison === | ||
+ | ☐ | ||
+ | ☐☐ | ||
== Vehicles == | == Vehicles == | ||
+ | === ☐,☐ Runabouts === | ||
=== ☐,☐ Shuttles (needs hangar) === | === ☐,☐ Shuttles (needs hangar) === | ||
=== ☐,☐ Fighters (needs hangar) === | === ☐,☐ Fighters (needs hangar) === | ||
− | |||
== Quality == | == Quality == | ||
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=== ☐ Supplies === | === ☐ Supplies === | ||
=== ☐ Tools === | === ☐ Tools === | ||
− | === ☐ Weapons | + | === ☐ Weapons === |
− | == Vices | + | == Vices == |
=== ☐ Faith === | === ☐ Faith === | ||
=== ☐ Gambling === | === ☐ Gambling === |
Latest revision as of 07:38, 20 October 2025
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Starfox's Blades in the Dark hack |
Base
The standard base is a Spin Pod, a independent living unit meant to connect to a ship or spin habitat to gain spin gravity and other services. A starting base generally needs to rely on its host for life support, energy, and security, as you invest in the base you become more and more independent.
☐,☐ Life support
Basic life support recycles air and remains stable for a few days. ☐ indicates you sustain air and water for a prolonged time. ☐☐ extends this to full life support. The food may not great, but it is there.
☐,☐ Power
Basic power is batteries for a day of isolation, sufficient for moving from dock to dock. ☐ Serious battery reserve that can supply you for weeks. ☐☐ A D-D fusion reactor provides full power for years at a time.
☐,☐ Maneuver
The starting base has arcjet thrusters for docking maneuvers. ☐ Ion engines for station-keeping and slow travel. ☐☐ Adding fusion rockets, essentially turning the base into a spaceship, but without artificial gravity. Significant travel requires external reaction mass and shielding; ways top do this are included.
☐,☐ Camouflaged
The starting base has a nondescript front and registration that outlines its abilities. ☐ Adds a front camouflaging as a different kind of installation, including schooled registration entries. A deep database search will uncover the deception. ☐☐ A false front and registry entries from a polity, leaving no paper trail corruption to be detected. Requires the help of a friendly or corrupt polity.
☐,☐ Secure
This is about physical protection and electronic hardening. The starting base is environmentally sealed with basic protection from physical and electronic intrusion. ☐ Defensive shell provides a buffer against any connection to the host and a central defense around the bridge. ☐☐ Defense in depth with layers and layers.
Assets
☐,☐,☐,☐ Investment
Reduces the base cost of improving Tier, before multiplication. The normal cost to advance in Tier is 8 Credits times the Tier you want to advance to. Investments reduce the base costs, it now becomes (8 - Investment) x Tier. You can have a maximum of four upgrades in Investment, this includes Crew Special Abilities that allow you to count other things as if they were Investments.
Installations
Utilities available in your base.
☐,☐ Quarters
The crew and expert cohorts can camp out in the base with little comfort. ☐ Staterooms for crew and experts, barracks for cohort gangs, limited communal areas. ☐☐ Apartments for crew and experts, staterooms for gangs.
☐,☐,☐,☐ Training
Simple virtual training facilities, allows training of Insight actions. ☐ Gimballed training facilities, allows training of Prowess actions. ☐☐ Networked training facilities, allows training of Resolve actions. ☐☐☐ Simple quter facilities, allows Playbook training. ☐☐☐☐ Allows actions to rating four.
☐,☐ Vault
The basic blockchain vault can hold 4 Credits. ☐ can hold 8 Credits. ☐☐ can hold 16 Credits.
☐,☐ Venue
Social areas sufficient for ☐,☐ Quarters. ☐ Venue with focus in one area, such as gambling or stage performances. ☐☐ Multi-venue supporting several side of several types of entertainment.
☐,☐ Workshop
☐ ☐☐
☐,☐ Hangar
☐ ☐☐
☐,☐ Prison
☐ ☐☐
Vehicles
☐,☐ Runabouts
☐,☐ Shuttles (needs hangar)
☐,☐ Fighters (needs hangar)
Quality
☐ Documents
☐ Gear
☐ Implements
☐ Supplies
☐ Tools
☐ Weapons
Vices
☐ Faith
☐ Gambling
☐ Luxury
☐ Obligation
☐ Pleasure
☐ Stupor
☐ Weird
Operation Types
Assault
Deception
Science
Social
Stealth
Transport
Old Stuff
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.