Difference between revisions of "Troupe (IB)"

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'''Troupe Only Upgrades'''   
 
'''Troupe Only Upgrades'''   
☐ Performer Costumes — Distinctive but acceptable at lifestyle +2.
+
☐ Performer Costumes — Distinctive but acceptable at Quality +2.  
☐ Special Effects — Stage illusions/AR/pyro (rated and insured). 
 
☐ '''Backstage''' — Your network of performers starts here. 
 
 
☐ '''Backstage Pass''' — +1d to '''Gather Information''' outside a score.   
 
☐ '''Backstage Pass''' — +1d to '''Gather Information''' outside a score.   
☐ '''Box Seats''' — +1d to '''Consort''' and '''Sway''' rolls made on-site. 
+
☐ '''Box Seats''' — +1d to '''Resolve''' action in your base and venues.   
☐ '''Circuit''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''.   
 
 
☐ '''Critical Acclaim''' — You may roll an additional downtime event after the first is known.   
 
☐ '''Critical Acclaim''' — You may roll an additional downtime event after the first is known.   
☐ '''Crowd Pleasers''' — +1d to '''Acquire Asset''' rolls.   
+
☐ '''Local Sponsors''' — +1d to '''Acquire Asset''' rolls.   
☐ '''Dressing Room''' — Reduce '''Heat''' by 2 per score.   
+
☐ '''Dressing Room''' — Reduce '''Heat''' by 1 per score.   
 
☐ '''Fans''' — +2 '''Credit''' payoff on scores that impress the common crowd.   
 
☐ '''Fans''' — +2 '''Credit''' payoff on scores that impress the common crowd.   
 
☐ '''Headliner''' — +2 '''Credit''' payoff on scores that impress the upper crust.   
 
☐ '''Headliner''' — +2 '''Credit''' payoff on scores that impress the upper crust.   
 
☐ '''On the Road Again''' — +1d Engagement on '''Assault''' and '''Transport''' plans (tour moves, convoy protection, load-in/out).   
 
☐ '''On the Road Again''' — +1d Engagement on '''Assault''' and '''Transport''' plans (tour moves, convoy protection, load-in/out).   
 
☐ '''Stage Names''' — +1d Engagement on '''Social''' and '''Stealth''' plans (covers, disguises, persona work).   
 
☐ '''Stage Names''' — +1d Engagement on '''Social''' and '''Stealth''' plans (covers, disguises, persona work).   
'''Talent''' — All your cohort gangs add the '''Rook''' role. Those already '''Rooks''' add another role of your choice.   
+
☐☐ '''Talent''' — All your cohort gangs add the '''Rook''' role. Those already '''Rooks''' become Elite.   
☐ '''Turf''' — Reduces the '''Credit''' cost multiplier to advance crew '''Tier'''. ''(May be taken multiple times.)''   
+
☐,☐,☐,☐ '''Turf''' — Reduces the '''Credit''' cost multiplier to advance crew '''Tier'''. ''(May be taken multiple times.)''   
☐ '''Venue''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''.
 
  
 
{{ : Include Crew Commonalities (IB) }}
 
{{ : Include Crew Commonalities (IB) }}

Revision as of 15:09, 18 October 2025

Icarus BurningIcarus Burning logo
Starfox's Blades Hack

A Troupe is a band of entertainers running a venue, touring the lanes, or streaming across the nets—circus rigs, zero-g dance, immersive AR theatre, live music, stunt crews, or variety shows. They captivate habitats and waystations, balancing spectacle with logistics, bookings, and fickle patrons. In space, every gig is a docked berth, a customs form, and a crowd to win—where showmanship turns into Credit.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Schooled on Stage: Each PC may add +1 action rating to Consort, Rig, or Sway (up to a max rating of 3).
  2. Allies in High Places: Count up to three +3 Faction statuses as Turf. Sometimes a boardroom invite beats the biggest stage.
  3. Crowd Pleasers: +1d on any Resolve action rolls performed before a live audience.
  4. Lounge: +1d to Gather Information about high society, influential patrons, venues, and other troupes.
  5. Patronage: When you advance your Tier, it costs half the usual Credit. Who is your patron and why do they fund you?
  6. Fabulous: +1d on Resolve resistance rolls.”
  7. Additional Playbook: Select another crew playbook. You may now choose its Upgrades and Special Abilities. Immediately gain access only to the Crew XP track.
  1. Fabulous: +1d on Resolve actions in elite venues and high-society settings.

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):

  1. Use creativity, showmanship, or performance to influence or entertain others.
  2. Contend with challenges above your current station.
  3. Bolster your troupe’s reputation or develop a new one.
  4. Express the goals, drives, inner conflict, or essential nature of the troupe.

Crew Upgrades

Starting Upgrades Cohort (Rooks), Vice (Luxury, Pleasure, or Weird), 2 of choice.

Troupe Only Upgrades ☐ Performer Costumes — Distinctive but acceptable at Quality +2. ☐ Backstage Pass — +1d to Gather Information outside a score. ☐ Box Seats — +1d to Resolve action in your base and venues. ☐ Critical Acclaim — You may roll an additional downtime event after the first is known. ☐ Local Sponsors — +1d to Acquire Asset rolls. ☐ Dressing Room — Reduce Heat by 1 per score. ☐ Fans — +2 Credit payoff on scores that impress the common crowd. ☐ Headliner — +2 Credit payoff on scores that impress the upper crust. ☐ On the Road Again — +1d Engagement on Assault and Transport plans (tour moves, convoy protection, load-in/out). ☐ Stage Names — +1d Engagement on Social and Stealth plans (covers, disguises, persona work). ☐☐ Talent — All your cohort gangs add the Rook role. Those already Rooks become Elite. ☐,☐,☐,☐ Turf — Reduces the Credit cost multiplier to advance crew Tier. (May be taken multiple times.)

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.

Opportunities (IB)

  1. A new spin-hab opens a flagship venue; secure the residency before a rival troupe does.
  2. A luxury liner wants live shows during a high-risk crossing—hazard pay on offer.
  3. A critic’s viral pan tanks your sales; flip them or outshine with a pop-up spectacle.
  4. Customs seizes your effects as “hazmat”; spring the gear or re-stage with local kit.
  5. A netstream deal demands “edgier” content—bend your brand or negotiate control.
  6. An elite patron wants a discreet private show; the guest list is politically hot.
  7. A festival’s main stage slot opens after an accident—can you mobilize in time?
  8. A rival leaks your set list; counter-program with a surprise collaboration.
  9. A habitat’s curfew limits nightlife; lobby for exemptions or stage “matinee raves.”
  10. A meme storms the nets; capitalize with a remixed act before it burns out.
  11. A sponsor offers a shipboard stage refit tied to exclusivity—golden handcuffs?
  12. Crowd control fails at a packed dome; save face and fans without blaming security.
  13. A famous headliner ghosts a gig; cover their slot and poach their audience.
  14. A union dispute shutters loaders; hand-carry the show or broker a truce.
  15. A surveillance-heavy polity censors your lyrics; slip the message or play it straight.
  16. A zero-g stunt goes wrong on stream; crisis-manage, then come back bigger.
  17. A pirate station offers untaxed air-time—great reach, bad neighbors.
  18. A boutique effects house can triple your spectacle if you front materials.
  19. A celebrity scandal splashes your name; lean in with a concept show or go quiet.
  20. A historic theatre’s AI asks for a revival it curated a century ago—honor or modernize?