Difference between revisions of "Cabal (IB)"
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{{IB}} | {{IB}} | ||
| − | A | + | A '''Cabal''' is a covert political alliance—agenda-setters who move levers through intrigue, favors, and pressure. In the habitats and along the lanes, they sway councils, route licenses, media narratives, and patronage webs. Goals vary: force a reform, seat a proxy on a board, break a rival bloc, or midwife a new polity. |
=== Heat & Wanted Level === | === Heat & Wanted Level === | ||
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐ | ☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐ | ||
| − | === | + | === Credit === |
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐ | ☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐ | ||
=== Special Abilities === | === Special Abilities === | ||
| − | # '''Masters of Intrigue:''' Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3). | + | # '''Masters of Intrigue:''' Each PC may add +1 action rating to '''Command''', '''Consort''', or '''Sway''' (up to a max rating of 3). |
| − | # '''Manners:''' | + | # '''Manners:''' +1d to '''Consort''' and '''Sway''' in high society (councils, boards, guild salons). |
| − | # '''Network of Allies:''' Treat up to three +3 | + | # '''Network of Allies:''' Treat up to three '''+3 Faction''' statuses as if they were '''Turf'''. |
| − | # '''Patronage:''' Advancing your '''Tier''' costs half the usual | + | # '''Patronage:''' Advancing your '''Tier''' costs half the usual '''Credit'''. ''Who is your patron? Why do they fund you?'' |
| − | # '''Revolutionaries:''' | + | # '''Revolutionaries:''' +1d to '''Command''' and '''Sway''' when dealing with workers, residents, and the underclass. |
| − | # '''Rumor Mill:''' | + | # '''Rumor Mill:''' You may always use '''Consort''' as a flashback to '''Set Up''' a later '''Command''' or '''Sway''' action. |
| − | # '''Whispered Secrets:''' | + | # '''Whispered Secrets:''' +1d to '''Gather Information''' about influential figures, blocs, and committees. |
| − | # '''Additional Playbook:''' Select another crew playbook. You may now | + | # '''Additional Playbook:''' Select another crew playbook. You may now choose its '''Upgrades''' and '''Special Abilities'''. Immediately gain access 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): | ||
| − | # Use intrigue, manipulation, or persuasion to | + | # Use intrigue, manipulation, or persuasion to advance your agenda or control others. |
# Contend with challenges above your current station. | # Contend with challenges above your current station. | ||
| − | # Bolster your | + | # 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 === | === Contacts === | ||
| − | # Arlen, a | + | # Arlen, a habitat councilor. |
| − | # Cassio, | + | # Cassio, an inter-polity envoy. |
| − | # Ilyas, | + | # Ilyas, an intelligence analyst. |
| − | # Lanthys, | + | # Lanthys, a trade regulator. |
| − | # Merva, a | + | # Merva, a clandestine cell organizer. |
| − | # Saruul, a noble. | + | # Saruul, a sector noble-patron. |
=== Crew Upgrades === | === Crew Upgrades === | ||
| − | '''Starting Upgrades''' | + | '''Starting Upgrades''' |
| − | Cohort (Rooks), Hidden Lair, 2 of choice. | + | Cohort ('''Rooks'''), '''Hidden Lair''', 2 of choice. |
| − | '''Cabal Only Upgrades''' | + | '''Cabal Only Upgrades''' |
| − | ☐ Classy Clothes (+1 apparent lifestyle) | + | ☐ Classy Clothes — (+1 apparent lifestyle) |
| − | ☐ High Society Contacts (+ | + | ☐ High Society Contacts — (+1d Engagement on '''Social''' plans) |
| − | ☐ '''Manifesto''' — Gain +1 Reputation when you add or improve a cohort. | + | ☐ '''Manifesto''' — Gain +1 '''Reputation''' when you add or improve a cohort. |
| − | ☐ '''Spies''' — +1d to '''Gather Information''' about individuals. | + | ☐ '''Spies''' — +1d to '''Gather Information''' about individuals. |
| − | ☐ '''Grease''' — +2 | + | ☐ '''Grease''' — +2 '''Credit''' payoff on scores that influence specific individuals. |
| − | ☐ '''Salon''' — +1d Engagement on plans involving high society. | + | ☐ '''Salon''' — +1d Engagement on plans involving high society. |
| − | ☐ '''Network''' — During downtime, roll dice equal to your Tier. Gain | + | ☐ '''Network''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''. |
| − | ☐ '''Safehouse''' — Reduce Heat by 2 per score. | + | ☐ '''Safehouse''' — Reduce '''Heat''' by 2 per score. |
| − | ☐ '''Turf''' — Reduces the | + | ☐ '''Turf''' — Reduces the '''Credit''' cost multiplier to advance crew '''Tier'''. ''(May be taken multiple times.)'' |
| − | ☐ '''Lair''' — Your network’s secure base of operations. | + | ☐ '''Lair''' — Your network’s secure base of operations. |
| − | ☐ '''Cold Drop''' — +1d to '''Acquire Asset''' rolls. | + | ☐ '''Cold Drop''' — +1d to '''Acquire Asset''' rolls. |
| − | ☐ '''Firebrand''' — During downtime, roll dice equal to your Tier. Gain | + | ☐ '''Firebrand''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''. |
| − | ☐ '''Flashpoint''' — +1d Engagement on plans involving commoners. | + | ☐ '''Flashpoint''' — +1d Engagement on plans involving commoners. |
| − | ☐ '''Influence''' — +2 | + | ☐ '''Influence''' — +2 '''Credit''' payoff on scores that sway a group. |
| − | ☐ '''Informants''' — +1d to '''Gather Information''' about political groups. | + | ☐ '''Informants''' — +1d to '''Gather Information''' about political groups. |
☐ '''Cover Identities''' — +1d Engagement on '''Deception''' and '''Social''' plans. | ☐ '''Cover Identities''' — +1d Engagement on '''Deception''' and '''Social''' plans. | ||
{{ : Include Crew Commonalities (IB) }} | {{ : Include Crew Commonalities (IB) }} | ||
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Revision as of 21:41, 17 October 2025
| Starfox's Blades Hack |
A Cabal is a covert political alliance—agenda-setters who move levers through intrigue, favors, and pressure. In the habitats and along the lanes, they sway councils, route licenses, media narratives, and patronage webs. Goals vary: force a reform, seat a proxy on a board, break a rival bloc, or midwife a new polity.
Heat & Wanted Level
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Credit
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
- Masters of Intrigue: Each PC may add +1 action rating to Command, Consort, or Sway (up to a max rating of 3).
- Manners: +1d to Consort and Sway in high society (councils, boards, guild salons).
- Network of Allies: Treat up to three +3 Faction statuses as if they were Turf.
- Patronage: Advancing your Tier costs half the usual Credit. Who is your patron? Why do they fund you?
- Revolutionaries: +1d to Command and Sway when dealing with workers, residents, and the underclass.
- Rumor Mill: You may always use Consort as a flashback to Set Up a later Command or Sway action.
- Whispered Secrets: +1d to Gather Information about influential figures, blocs, and committees.
- Additional Playbook: Select another crew playbook. You may now choose its Upgrades and Special Abilities. Immediately gain access 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):
- Use intrigue, manipulation, or persuasion to advance your agenda or control others.
- 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.
Contacts
- Arlen, a habitat councilor.
- Cassio, an inter-polity envoy.
- Ilyas, an intelligence analyst.
- Lanthys, a trade regulator.
- Merva, a clandestine cell organizer.
- Saruul, a sector noble-patron.
Crew Upgrades
Starting Upgrades Cohort (Rooks), Hidden Lair, 2 of choice.
Cabal Only Upgrades ☐ Classy Clothes — (+1 apparent lifestyle) ☐ High Society Contacts — (+1d Engagement on Social plans) ☐ Manifesto — Gain +1 Reputation when you add or improve a cohort. ☐ Spies — +1d to Gather Information about individuals. ☐ Grease — +2 Credit payoff on scores that influence specific individuals. ☐ Salon — +1d Engagement on plans involving high society. ☐ Network — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Safehouse — Reduce Heat by 2 per score. ☐ Turf — Reduces the Credit cost multiplier to advance crew Tier. (May be taken multiple times.) ☐ Lair — Your network’s secure base of operations. ☐ Cold Drop — +1d to Acquire Asset rolls. ☐ Firebrand — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Flashpoint — +1d Engagement on plans involving commoners. ☐ Influence — +2 Credit payoff on scores that sway a group. ☐ Informants — +1d to Gather Information about political groups. ☐ Cover Identities — +1d Engagement on Deception and Social plans.
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.