Difference between revisions of "Retrievers (IB)"

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=== Special Abilities ===
 
=== Special Abilities ===
 
# '''Relentless:''' Each PC may add +1 action rating to '''Hunt''', '''Survey''', or '''Skirmish''' (up to a max rating of 3).
 
# '''Relentless:''' Each PC may add +1 action rating to '''Hunt''', '''Survey''', or '''Skirmish''' (up to a max rating of 3).
# '''Pack Hunters:''' When working with cohorts on a target, they gain +1d for teamwork rolls (Setups and Group actions). All cohorts gain the '''Tracker''' type for free (if already Trackers, add another type).
+
# '''Pack Hunters:''' When working with cohorts on a target, they gain +1d for teamwork rolls (Setups and Group actions).
 
# '''Clean Getaway:''' +1d to Engagement rolls for '''Stealth''' or '''Deception''' plans.
 
# '''Clean Getaway:''' +1d to Engagement rolls for '''Stealth''' or '''Deception''' plans.
 
# '''Marked Prey:''' Treat each '''Wanted Level''' as if it were '''Turf'''.
 
# '''Marked Prey:''' Treat each '''Wanted Level''' as if it were '''Turf'''.

Revision as of 17:12, 18 October 2025

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

Manhunters are trackers, inquisitors, bounty crews, and case-runners who fix, find, and take down specific targets with minimal collateral. They cross jurisdictions, read logs and lanes, and work the underdecks of habitats and waystations. Whether nabbing a fugitive, exposing a conspiracy, or executing a sanctioned kill, every chase is a test of wit, patience, and tenacity—where success brings reputation and Credit.

An adaptation of the Assassin crew playbook.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Relentless: Each PC may add +1 action rating to Hunt, Survey, or Skirmish (up to a max rating of 3).
  2. Pack Hunters: When working with cohorts on a target, they gain +1d for teamwork rolls (Setups and Group actions).
  3. Clean Getaway: +1d to Engagement rolls for Stealth or Deception plans.
  4. Marked Prey: Treat each Wanted Level as if it were Turf.
  5. Toughened: Each PC gains +1d to resistance rolls from years of hunting dangerous targets.
  6. Bounty Patron: Advancing your Tier costs half the usual Credit. Who funds your hunts, and why?
  7. Against All Odds: While at war (−3 Faction status), PCs gain +1d to vice/devotion rolls and retain two downtime actions instead of one.
  8. 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):

  1. Execute a successful capture, investigation, sabotage, or targeted strike.
  2. Contend with challenges above your current station.
  3. Bolster your crew’s reputation or develop a new one.
  4. Express the goals, drives, inner conflict, or essential nature of the crew.

Crew Upgrades

Starting Upgrades Secure Lair, Cohort (Thugs), 2 of choice.

Manhunters Only Upgrades ☐ Disassemblable Weapons — Each PC may designate 1 weapon that is Concealed, costs no Load, but requires assembly to ready. ☐ Magistrate Contract — +1 effective Tier in interactions with the law (permits, warrants, custody). ☐ Armory — Your Thug cohorts gain +1 Quality. Specialized gear keeps them ready.Bounty Agent — +2 Credit payoff on scores involving capture without killing. ☐ Bounty Office — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Case Files — +1d to Gather Information for investigative scores. A deep archive of records and intel.Cover Identities — +1d Engagement on Social and Transport plans. ☐ Infirmary — +1d to healing treatment rolls and to Command for on-site interrogations. ☐ Informants — +1d Engagement on Assault and Stealth plans. ☐ Justice Office — Reduce Heat by 2 per score. Ties to local law reduce scrutiny.Lair — Your hideout where fugitives are held and investigations are planned. ☐ Legal Sanction — Killing on a score does not increase Heat. ☐ Murder Market — +2 Credit payoff on scores involving killing. ☐ Small Marks — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Turf — Reduces the Credit cost multiplier to advance crew Tier. (May be taken multiple times.)

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.