Difference between revisions of "Helio (IB)"

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=== Special Abilities ===
 
=== Special Abilities ===
# '''Ace:''' When you inflict Harm on a vehicle or installation, you may describe the specific system affected within that level of Harm, determining which functions are impaired. 
 
 
# '''Cold Start:''' You can bypass a vehicle’s warm-up or lockout protocols. You may [[Actions_(IB)#Helm|Helm]] to overcome startup delays or security that would prevent you from piloting. You can operate unfamiliar vehicles without introduction.   
 
# '''Cold Start:''' You can bypass a vehicle’s warm-up or lockout protocols. You may [[Actions_(IB)#Helm|Helm]] to overcome startup delays or security that would prevent you from piloting. You can operate unfamiliar vehicles without introduction.   
 
# '''Dauntless:''' You ignore penalties from Harm to a vehicle you are driving.   
 
# '''Dauntless:''' You ignore penalties from Harm to a vehicle you are driving.   
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# '''Lock-On:''' When you [[Actions_(IB)#Interface|Interface]] to spot or target vehicles or installations, gain increased Effect or improved Position (your choice).
 
# '''Lock-On:''' When you [[Actions_(IB)#Interface|Interface]] to spot or target vehicles or installations, gain increased Effect or improved Position (your choice).
 
# '''Neural Link:''' When you [[Actions_(IB)#Helm|Helm]] a vehicle rigged for neural control, you gain improved Position.   
 
# '''Neural Link:''' When you [[Actions_(IB)#Helm|Helm]] a vehicle rigged for neural control, you gain improved Position.   
# '''Overclock:''' You can temporarily overdrive your vehicle’s systems, gaining increased Effect but if you suffer any consequence add the additional consequence of level one Harm (''burnout,'' ''feedback,'' or ''system strain'').  
+
# '''On Target:''' When you inflict Harm on a vehicle or installation, you may describe the specific system that stops working. This cannot be power, life support, or other things that would kill the vehicle.
 +
# '''Overdrive:''' You can temporarily overdrive your vehicle’s systems, gaining increased Effect, but with the additional consequence of level 1 Harm (''burnout,'' ''feedback,'' or ''system strain'').  
 
# '''Reflexes:''' When there’s a question of who acts first, it’s you (if both have Reflexes, you act simultaneously).
 
# '''Reflexes:''' When there’s a question of who acts first, it’s you (if both have Reflexes, you act simultaneously).
 +
# '''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.''
  
 
=== Contacts and Enemies ===
 
=== Contacts and Enemies ===
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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)#Beamer|Beamer Sidearm]]'' +2 Quality.   
+
: ☑ ''[[Imperio_(IB)#2_Beamer|Beamer Sidearm]]'' +2 Quality.   
: ☐☐☐ [[Limes_(IB)#Hardsuit|Hardsuit]] +1 Quality.   
+
: ☐☐☐ [[Limes_(IB)#☐☐☐_Hardsuit|Hardsuit]] +1 Quality.   
: ☐ [[Limes_(IB)#Hand_Tool_Kit|Hand Tool Kit]] (Any type) +1 Quality.   
+
: ☐ [[Limes_(IB)#1 ☐ Hand_Tool_Kit|Hand Tool Kit]] (Any type) +1 Quality.   
: ☑ ''[[Forum_(IB)#License|License]]'' +1 Quality. License to Operate Regulated vehicles and personal kit, and Possession license for Military vehicles.   
+
: ☑ ''[[Forum_(IB)#1 ☑ License|License]]'' +1 Quality. License to Operate Regulated vehicles and personal kit, and Possession license for Military vehicles.   
: ☑ ''[[Forum_(IB)#Neme|Neme]]'' +1 Quality.   
+
: ☑ ''[[Forum_(IB)#1 ☑ Neme|Neme]]'' +1 Quality.   
: ☐☐ [[Imperio_(IB)#Rocket_Drone|Pack Rocket Drone]] +2 Quality.
+
: ☐☐ [[Imperio_(IB)#3_Rocket_Drone|Pack Rocket Drone]] +2 Quality.
  
Your Crew also gains an additional upgrade related to vehicles.
+
Your Crew also gains an additional upgrade:
 +
[[Crew_Playbooks_(IB)#☐,☐ Power|Power]],
 +
[[Crew_Playbooks_(IB)#☐,☐ Maneuver|Maneuver]],
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[[Crew_Playbooks_(IB)#☐,☐ Hangar|Hangar]],
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[[Crew_Playbooks_(IB)#☐,☐ Shuttles|Shuttles]], or
 +
[[Crew_Playbooks_(IB)#☐,☐ Fighters|Fighters]].
  
 
=== XP ===
 
=== XP ===

Latest revision as of 20:22, 31 October 2025

Icarus BurningIcarus Burning logo
Starfox's Blades in the Dark hack

The wise pilot steers by the stars when the path is uncertain.

— Pindar, fragment 110

Helio Playbook

As a Helio, you are the interface between mind and machine — pilot, driver, and navigator. A HELIO — Heuristically Embedded Link Interface Operator — is technically someone who possesses the Neural Link special ability, but the name has become a moniker for elite pilots in general. Through neural jacks, gesture loops, or deep-link rigs, you merge with your craft until the line between self and system blurs. You fly gunships through plasma storms, thread skiffs through collapsing debris, and ride the edge of control where instinct and software overlap. You might be a racer, a smuggler, a gun-runner, or the one who gets everyone home. Whatever you fly, you know its pulse — and you are its voice.

Touchstones: Han Solo (Star Wars (1977)), Pilot (Farscape TV (1999–2003)), Hoban "Wash" Washburne (Firefly TV (2002–03)), Kara “Starbuck” Thrace (Battlestar Galactica TV (2004–09)).

Special Abilities

  1. Cold Start: You can bypass a vehicle’s warm-up or lockout protocols. You may Helm to overcome startup delays or security that would prevent you from piloting. You can operate unfamiliar vehicles without introduction.
  2. Dauntless: You ignore penalties from Harm to a vehicle you are driving.
  3. Edgerunner: You can exploit natural hazards. When operating in an environment where hazards exist, you can use them to increase the Effect of Helm actions to outmaneuver or disable other vehicles but not weapon attacks.
  4. Ghost: When you Helm and Push yourself, choose one: engage or disengage at will — your vehicle takes no Harm — avoid notice.
  5. Lock-On: When you Interface to spot or target vehicles or installations, gain increased Effect or improved Position (your choice).
  6. Neural Link: When you Helm a vehicle rigged for neural control, you gain improved Position.
  7. On Target: When you inflict Harm on a vehicle or installation, you may describe the specific system that stops working. This cannot be power, life support, or other things that would kill the vehicle.
  8. Overdrive: You can temporarily overdrive your vehicle’s systems, gaining increased Effect, but with the additional consequence of level 1 Harm (burnout, feedback, or system strain).
  9. Reflexes: When there’s a question of who acts first, it’s you (if both have Reflexes, you act simultaneously).
  10. 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.

Contacts and Enemies

˄ ˅ Bragg, a mechanic.
˄ ˅ Juno, a courier.
˄ ˅ Kade, a fellow Helio.
˄ ˅ Lira, a fixer.
˄ ˅ Sol, a naval officer.

Inventory

Your understanding and connections let you access Imperio 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 +2 Quality.
☐☐☐ Hardsuit +1 Quality.
Hand Tool Kit (Any type) +1 Quality.
License +1 Quality. License to Operate Regulated vehicles and personal kit, and Possession license for Military vehicles.
Neme +1 Quality.
☐☐ Pack Rocket Drone +2 Quality.

Your Crew also gains an additional upgrade: Power, Maneuver, Hangar, Shuttles, or Fighters.

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 it occurred multiple times.

  • You addressed a challenge using speed or power.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your Vice or Traumas during the session.
  • The player pointed out an established enemy or disadvantage.

Starting Actions

Helm 2
Interface 1
4 points by choice, no higher than 2 in any one.