Difference between revisions of "Crew Playbooks (IB)"

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☐ Venue with focus in one area, such as gambling or stage performances.
 
☐ Venue with focus in one area, such as gambling or stage performances.
 
☐☐ Multi-venue supporting several side of several types of entertainment.
 
☐☐ Multi-venue supporting several side of several types of entertainment.
 +
 +
=== ☐,☐  Prison ===
 +
Needed to hold captives securely at an acceptable level of comfort.
 +
Without this you can lock prisoners in a stateroom, but they can access ventilation ducts and electronic connections fairly easily.
 +
☐ A single cell capable of securely holding 2 captives at crew comfort levels and up to four captives if you cram them in.
 +
☐☐ A prison block with half a dozen cells to ☐ standards and 
  
 
=== ☐,☐  Workshop ===  
 
=== ☐,☐  Workshop ===  
Line 69: Line 75:
  
 
=== ☐,☐ Hangar ===
 
=== ☐,☐ Hangar ===
+
Shuttles and other small craft can be attacked to hull exits, allowing crew to move into and launch the vehicles. But such vehicles require EVA to be serviced and a ship mounting them cannot enter atmosphere.
☐☐
+
A hangar capable of holding a number of small craft equal to twice your Tier. Manual repair work can be done, but nothing fancy.
=== ☐,☐  Prison ===
+
☐☐ Twice the hangar space and a full repair shop.
 
☐☐
 
  
 
== Vehicles ==
 
== Vehicles ==

Revision as of 15:40, 24 October 2025

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

Base

The standard base is a Spin Pod, a independent living unit meant to connect to a ship or spin habitat to gain spin gravity and other services. A starting base generally needs to rely on its host for life support, energy, and security, as you invest in the base you become more and more independent.

☐,☐ Life support

Basic life support recycles air and remains stable for a few days. ☐ indicates you sustain air and water for a prolonged time. ☐☐ extends this to full life support. The food may not great, but it is there.

☐,☐ Power

Basic power is batteries for a day of isolation, sufficient for moving from dock to dock. ☐ Serious battery reserve that can supply you for weeks. ☐☐ A D-D fusion reactor provides full power for years at a time.

☐,☐ Maneuver

The starting base has arcjet thrusters for docking maneuvers. ☐ Ion engines for station-keeping and slow travel. ☐☐ Adding fusion rockets, essentially turning the base into a spaceship, but without artificial gravity. Significant travel requires external reaction mass and shielding; ways top do this are included.

☐,☐ Gravity

This allows you to use a bolo ring to generate Artificial Gravity. This is not used when docked at a habitat, which provides you more comfortable artificial gravity than a a bolo ring does. ☐ Wire tethers and a fabric transfer tube. Functional but vulnerable to operator mistakes. ☐☐ Telescopic truss which is much more stable.

☐,☐ Camouflage

The starting base has a nondescript front and registration that outlines its abilities. ☐ Adds a front camouflaging as a different kind of installation, including schooled registration entries. A deep database search will uncover the deception. ☐☐ A false front and registry entries from a polity, leaving no paper trail corruption to be detected. Requires the help of a friendly or corrupt polity.

☐,☐ Secure

This is about physical protection and electronic hardening. The starting base is environmentally sealed with basic protection from physical and electronic intrusion. ☐ Defensive shell provides a buffer against any connection to the host and a central defense around the bridge. ☐☐ Defense in depth with layers and layers.

Assets

☐,☐,☐,☐ Investment

Reduces the base cost of improving Tier, before multiplication. The normal cost to advance in Tier is 8 Credits times the Tier you want to advance to. Investments reduce the base costs, it now becomes (8 - Investment) x Tier. You can have a maximum of four upgrades in Investment, this includes Crew Special Abilities that allow you to count other things as if they were Investments.

Installations

Utilities available in your base.

☐,☐ Quarters

The crew and expert cohorts can camp out in the base with little comfort. ☐ Staterooms for crew and experts, barracks for cohort gangs, limited communal areas. ☐☐ Apartments for crew and experts, staterooms for gangs.

☐,☐,☐,☐ Training

Simple virtual training facilities, allows training of Insight actions. ☐ Gimballed training facilities, allows training of Prowess actions. ☐☐ Networked training facilities, allows training of Resolve actions. ☐☐☐ Simple quter facilities, allows Playbook training. ☐☐☐☐ Allows actions to rating four.

☐,☐ Vault

The basic blockchain vault can hold 4 Credits. ☐ can hold 8 Credits. ☐☐ can hold 16 Credits.

☐,☐ Venue

Social areas sufficient for ☐,☐ Quarters. ☐ Venue with focus in one area, such as gambling or stage performances. ☐☐ Multi-venue supporting several side of several types of entertainment.

☐,☐ Prison

Needed to hold captives securely at an acceptable level of comfort. Without this you can lock prisoners in a stateroom, but they can access ventilation ducts and electronic connections fairly easily. ☐ A single cell capable of securely holding 2 captives at crew comfort levels and up to four captives if you cram them in. ☐☐ A prison block with half a dozen cells to ☐ standards and

☐,☐ Workshop

Every base has 3D printers and design software can run on a Neme. Limited to personal gear and to Quality less than your Tier. ☐ Multiple 3D printers increase capacity, and larger ones allows the printing of personal vehicles. Can design at Quality up to 2 higher than your Tier. ☐☐ 3D printer robots can build structural frames in vacuum, allowing large construction and repair work, tough much slower than a true wharf. Can design at any Quality rating, but print quality is still limited to your Tier +2.

☐,☐ Hangar

Shuttles and other small craft can be attacked to hull exits, allowing crew to move into and launch the vehicles. But such vehicles require EVA to be serviced and a ship mounting them cannot enter atmosphere. ☐ A hangar capable of holding a number of small craft equal to twice your Tier. Manual repair work can be done, but nothing fancy. ☐☐ Twice the hangar space and a full repair shop.

Vehicles

☐,☐ Runabouts

☐,☐ Shuttles (needs hangar)

☐,☐ Fighters (needs hangar)

Quality

☐ Documents

☐ Gear

☐ Implements

☐ Supplies

☐ Tools

☐ Weapons

Vices

☐ Faith

☐ Gambling

☐ Luxury

☐ Obligation

☐ Pleasure

☐ Stupor

☐ Weird

Operation Types

Assault

Deception

Science

Social

Stealth

Transport


Old Stuff

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.