Difference between revisions of "Belters (IB)"

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# ☐,☐ '''Salvage Crane''' — Can salvage +2 Tiers higher than yours; +4 with ☐☐.   
 
# ☐,☐ '''Salvage Crane''' — Can salvage +2 Tiers higher than yours; +4 with ☐☐.   
 
# ☐ '''Skimmer Rights''' — Recognized salvage lanes reduce Heat by 2 on salvage/mining.   
 
# ☐ '''Skimmer Rights''' — Recognized salvage lanes reduce Heat by 2 on salvage/mining.   
# ☐ '''Torch Suite''' — Improved effect (+1d in downtime) against ice, rock, and bulkheads.   
+
# ☐ '''Torch Suite''' — Improved Effect (+1d in downtime) against ice, rock, and bulkheads.   
 
# ☐ '''Void Broker''' — +2d to Acquire Asset for space operations.   
 
# ☐ '''Void Broker''' — +2d to Acquire Asset for space operations.   
 
# ☐ '''Yard Contract''' — +2d on downtime action to repair ships/hulks.
 
# ☐ '''Yard Contract''' — +2d on downtime action to repair ships/hulks.

Revision as of 15:21, 28 October 2025

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

Belters are EVA experts, explorers, salvagers, rock crews—prospectors, cutters, and wreckers. Named from their success in the Asteroid Belt, the title has spread throughout the solar system. Driven by the thrill of cracking open the unknown. they torch derelicts, bag debris trains, survey small bodies, and haul what they can tow or refine. For Belters, every job is a gamble where skill, timing, and grit decide whether you bring home Credit — or drift home on fumes. Belters recover both resources and knowledge: they map voids, read structure, and learn how things fail.

Claims

For mobile crews, holdings are bays, workshops, and permits. “Claims” often mark fields you’ve secured—scrap zones, drift belts, or surveyed rocks—used as staging sites or pop-up yards.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Surveyors: Each PC may add +1 action rating to Micro, Rig, or Study (up to a max rating of 3).
  2. Backer: Advancing your Tier costs half the usual Credit. Who backs you — guild, yard, or silent partner — and why?
  3. Line Apes: All cohorts gain the Winghands type. If they’re already Winghands, they become Elite.
  4. Planning: Gain +1d to engagement rolls for operations in vacuum.
  5. Prospectors: Gain +1d to Gather Information about things in vacuum.
  6. Teamwork: Each participant in a group action gains +1d to their roll.
  7. Vacuum Survival: Gain +1d to resist in vacuum.
  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. Recover valuable mass or tech, chart a field, or open a sealed structure.
  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 Belter’s Rig, Workshop, 1 of choice.

Belters Only Upgrades

  1. Bag & Tag — +1d and improves position vs regolith.
  2. Belter’s Rig — 2 Load in microgravity.
  3. Claims Agent — +2 Credit payoff on mining/prospecting operations.
  4. Grav Sonde — New Inventory item, see below..
  5. Parts Ledger — +2 Credit payoff on salvage operations.
  6. ☐,☐ Salvage Crane — Can salvage +2 Tiers higher than yours; +4 with ☐☐.
  7. Skimmer Rights — Recognized salvage lanes reduce Heat by 2 on salvage/mining.
  8. Torch Suite — Improved Effect (+1d in downtime) against ice, rock, and bulkheads.
  9. Void Broker — +2d to Acquire Asset for space operations.
  10. Yard Contract — +2d on downtime action to repair ships/hulks.

Grav Sonde A belter field instrument for reading the lumpy gravity of small worlds. A grav sonde fires or releases a handful of micro-darts that ping each other while high-precision accelerometers track their drift. From the tiny course errors, it solves the local gravity field (mascons, voids, density gradients).

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, ☐,☐ Hangar.

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). 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.