Difference between revisions of "Crew Playbooks (IB)"

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== Vehicles ==
 
== Vehicles ==
 +
=== ☐,☐ Runabouts ===
 
=== ☐,☐ Shuttles (needs hangar) ===
 
=== ☐,☐ Shuttles (needs hangar) ===
 
=== ☐,☐ Fighters (needs hangar) ===
 
=== ☐,☐ Fighters (needs hangar) ===
=== ☐,☐ Runabouts.
 
  
 
== 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

Icarus BurningIcarus Burning logo
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.