Difference between revisions of "Haulers (IB)"
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| − | {{IB}} | + | {{IB}}{{tocright}} |
| − | + | '''Haulers''' are long-haul movers and discreet couriers—lane-runners who thread storms, audits, and embargoes to get people and cargo where they must go. They thrive on dynamic, risky itineraries where adaptability and logistics win the day: contracts, charters, and the occasional quiet shipment. | |
=== Heat & Wanted Level === | === Heat & Wanted Level === | ||
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐ | ☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐ | ||
| − | === | + | === Credit === |
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐ | ☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐ | ||
=== Special Abilities === | === Special Abilities === | ||
| − | # '''Adaptable Routes:''' Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3). | + | # '''Adaptable Routes:''' Each PC may add +1 action rating to '''Finesse''', '''Prowl''', or '''Skirmish''' (up to a max rating of 3). |
| − | # '''Backer:''' Advancing your Tier costs half the usual | + | # '''Backer:''' Advancing your '''Tier''' costs half the usual '''Credit'''. ''Who is backing you, and why?'' |
| − | # '''Flexible Operations:''' | + | # '''Flexible Operations:''' Whenever you gain '''Rep''', gain +1 additional '''Rep''' (once per score). |
| − | # '''Hidden Routes:''' | + | # '''Hidden Routes:''' You maintain hush-hush corridors and timing windows. When traveling surreptitiously, improve your starting '''Position''' by one step. |
| − | + | # '''Route Masters:''' In vehicle/transport conflicts, you gain +1 '''effect''' for speed and maneuver; your crewed vehicle has '''armor'''. | |
| − | # '''Route Masters:''' | + | # '''Signature Ride:''' Treat one of your vehicles (shuttle, runabout, truck, or barge) as a '''cohort''' (p. 95). Its '''Quality''' = your '''Tier +1'''. |
| − | # '''Signature Ride:''' Treat one of your vehicles or | + | #* '''Vehicle Edges:''' ''Nimble'' (+1d for maneuvers); ''Simple'' (+2d to repair); ''Sturdy'' (no penalties from damage until broken). |
| − | #* '''Vehicle Edges:''' ''Nimble | + | #* '''Vehicle Flaws:''' ''Conspicuous'' (+1 Heat when used on a score); ''Costly'' (costs 1 '''Credit''' to deploy on a score); ''Finicky'' (–1 Quality except with its expert operator). |
| − | #* '''Vehicle Flaws:''' ''Conspicuous | + | # '''Additional Playbook:''' Select another crew playbook. You may now choose its '''Upgrades''' and '''Special Abilities'''. Immediately gain access only to the Crew XP track. |
| − | # '''Additional Playbook:''' Select another crew playbook. | ||
=== Crew XP === | === Crew XP === | ||
| − | At the end of each session, for each item below, mark 1 | + | At the end of each session, for each item below, mark 1 XP (or mark 2 XP if that item occurred multiple times): |
| − | # Execute a transport operation or acquire new clients or | + | # Execute a transport operation or acquire new clients or contracts. |
# 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. | ||
=== Crew Upgrades === | === Crew Upgrades === | ||
| − | ''' | + | '''Starting Upgrades''' |
| − | + | Cohort ('''Rovers'''), one '''Shuttle''' or '''Runabout'''. | |
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| + | '''Haulers Only Upgrades''' | ||
| + | ☐ Carrying Slings — Each PC gains +2 free '''Load''' usable only for cargo/rigging. | ||
| + | ☐ Movable Lair — Relocate your base (berth/pad) as a downtime action. | ||
| + | ☐ '''Coaches''' — +2 '''Credit''' payoff on scores that mainly involve passengers. | ||
| + | ☐ '''Cover Operation''' — Reduce '''Heat''' by 2 per score. ''What’s your cover?'' | ||
| + | ☐ '''Established Route''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''. | ||
| + | ☐ '''Fleet''' — Your cohorts have vehicles; they double their '''Credit''' from downtime activities. | ||
| + | ☐ '''Hidden Paths''' — +1d Engagement on '''Stealth''' and '''Transport''' plans. | ||
| + | ☐ '''Hub''' — Your base of operations. | ||
| + | ☐ '''Informants''' — +1d to '''Gather Information''' for a score. ''Local contacts help you navigate unfamiliar terrain.'' | ||
| + | ☐ '''Investments''' — During downtime, roll dice equal to your '''Tier'''. Gain '''Credit''' equal to the highest result, minus your '''Heat'''. | ||
| + | ☐ '''Luxuries''' — +1d Engagement on '''Social''' and '''Deception''' plans. | ||
| + | ☐ '''Mobile Hub''' — As a downtime activity, relocate your lair and swap between the '''Hidden''', '''Secure''', and '''Quarters''' improvements. | ||
| + | ☐ '''Secret Approaches''' — +1d Engagement on '''Occult''' and '''Transport''' plans. | ||
| + | ☐ '''Suppliers''' — +1d to '''Acquire Asset''' rolls. ''You have established contacts with distant suppliers.'' | ||
| + | ☐ '''Turf''' — Reduces the '''Credit''' cost multiplier to advance crew '''Tier'''. ''(May be taken multiple times.)'' | ||
| + | ☐ '''Wagon Train''' — +2 '''Credit''' payoff on scores that focus on cargo. | ||
{{ : Include Crew Commonalities (IB) }} | {{ : Include Crew Commonalities (IB) }} | ||
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Revision as of 21:54, 17 October 2025
| Starfox's Blades Hack |
Haulers are long-haul movers and discreet couriers—lane-runners who thread storms, audits, and embargoes to get people and cargo where they must go. They thrive on dynamic, risky itineraries where adaptability and logistics win the day: contracts, charters, and the occasional quiet shipment.
Heat & Wanted Level
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
Credit
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
Special Abilities
- Adaptable Routes: Each PC may add +1 action rating to Finesse, Prowl, or Skirmish (up to a max rating of 3).
- Backer: Advancing your Tier costs half the usual Credit. Who is backing you, and why?
- Flexible Operations: Whenever you gain Rep, gain +1 additional Rep (once per score).
- Hidden Routes: You maintain hush-hush corridors and timing windows. When traveling surreptitiously, improve your starting Position by one step.
- Route Masters: In vehicle/transport conflicts, you gain +1 effect for speed and maneuver; your crewed vehicle has armor.
- Signature Ride: Treat one of your vehicles (shuttle, runabout, truck, or barge) as a cohort (p. 95). Its Quality = your Tier +1.
- Vehicle Edges: Nimble (+1d for maneuvers); Simple (+2d to repair); Sturdy (no penalties from damage until broken).
- Vehicle Flaws: Conspicuous (+1 Heat when used on a score); Costly (costs 1 Credit to deploy on a score); Finicky (–1 Quality except with its expert operator).
- Additional Playbook: Select another crew playbook. You may now choose its Upgrades and Special Abilities. Immediately gain access only 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):
- Execute a transport operation or acquire new clients or contracts.
- 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.
Crew Upgrades
Starting Upgrades Cohort (Rovers), one Shuttle or Runabout.
Haulers Only Upgrades ☐ Carrying Slings — Each PC gains +2 free Load usable only for cargo/rigging. ☐ Movable Lair — Relocate your base (berth/pad) as a downtime action. ☐ Coaches — +2 Credit payoff on scores that mainly involve passengers. ☐ Cover Operation — Reduce Heat by 2 per score. What’s your cover? ☐ Established Route — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Fleet — Your cohorts have vehicles; they double their Credit from downtime activities. ☐ Hidden Paths — +1d Engagement on Stealth and Transport plans. ☐ Hub — Your base of operations. ☐ Informants — +1d to Gather Information for a score. Local contacts help you navigate unfamiliar terrain. ☐ Investments — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Luxuries — +1d Engagement on Social and Deception plans. ☐ Mobile Hub — As a downtime activity, relocate your lair and swap between the Hidden, Secure, and Quarters improvements. ☐ Secret Approaches — +1d Engagement on Occult and Transport plans. ☐ Suppliers — +1d to Acquire Asset rolls. You have established contacts with distant suppliers. ☐ Turf — Reduces the Credit cost multiplier to advance crew Tier. (May be taken multiple times.) ☐ Wagon Train — +2 Credit payoff on scores that focus on cargo.
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.