Rover (IB)

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Starfox's Blades in the Dark space hack

I saw the hunter, Orion, chasing his prey across the underworld.

— Homer, Odyssey 11

Rover Playbook

As a Rover, you master movement, survival, and precision beyond the safety of walls. There are still reasons to travel the wild places — prospecting, guiding, hunting fugitives, smuggling, or simply staying unseen. You work the margins of colonized worlds: frozen plains, deserts, and crater basins or the poorly maintained parts of habitats where only skill keeps you alive. Most of these are in low Lunar gravity. You endure, adapt, and strike from the edges where others would lose their way.

Special Abilities

  1. Bestial: Automatically notice when someone is looking at you with hostile intent. You may immediately Mark to pinpoint them.
  2. Focused: Once per Score, you may avoid Stress when Resisting Consequences from surprise, environmental hazards, or when you Push to Mark.
  3. Grounded: Wherever you are, you read the terrain like a local. You intuit paths, hazards, and positions of advantage at a glance. This will often improve your Position.
  4. Pet: You have a trained animal companion adapted to hostile environments. It can perform simple commands and Assist you in melee or while tracking or searching.
  5. Predator: When you Gather Information, you may ask one extra question about a target’s weaknesses. You gain increased Effect when you Mark to track them.
  6. Recycler: You and your crew can take Downtime in the wilderness or other uninhabited regions as if you were in a safe settlement.
  7. Ranger: Gain improved Position when using Lunar, Micro, or Terran to hide or maneuver.
  8. Steady: When in a Desperate Position, gain +1d to Resist Consequences.

Contacts and Enemies

˄ ˅ Brin, a fixer.
˄ ˅ Cass, a bounty hunter.
˄ ˅ Daro, a refugee.
˄ ˅ Jax, a ganger.
˄ ˅ Veer, a law officer.

Inventory

To be determined.

XP

  • Every time you roll a Desperate Action, mark XP in that Action’s Attribute.

At the end of each session, for each item below, mark 1 XP (in your playbook or an Attribute), or 2 XP if it occurred multiple times.

  • You addressed a challenge with reconnaissance or violence.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your Vice or Traumas during the session.
  • You pointed out an established NPC whom the GM then brought into the action.

Starting Actions

Lunar 1
Mark 2
4 points by choice, no higher than 2 in any one.