Talk:Actions (IB)

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Starting Actions by Playbook

Playbook Starting Actions
Captain Command 2; Sway 1; +4 by choice (max 2 per action)
Cyborg Rig 1; +6 by choice (max 2 per action)
Helio Helm 2; Interface 1; +4 by choice (max 2 per action)
Lancer Mark 2; Command 1; +4 by choice (max 2 per action)
Machinator Consort 2; Judge 1; +4 by choice (max 2 per action)
Nestor Study 2; Consort 1; +4 by choice (max 2 per action)
Outis Rig 2; Interface 1; +4 by choice (max 2 per action)
Philosopher Study 2; Judge 1; +4 by choice (max 2 per action)
Posthuman Lunar/Micro/Terran 2; Rig 1; +4 by choice (max 2 per action)
Praxic Rig 2; Interface 1; +4 by choice (max 2 per action)
Rover Mark 2; Lunar 1; +4 by choice (max 2 per action)
Sophist Sway 2; Judge 1; +4 by choice (max 2 per action)

Playbooks by Starting Action

Action Playbooks with starting pips
Helm Helio 2
Interface Helio 1; Outis 1; Praxic 1
Mark Lancer 2; Rover 2
Study Nestor 2; Philosopher 2
Lunar Posthuman optional 2, Rover 1
Micro Posthuman optional 2
Rig Cyborg 1; Outis 2; Posthuman 1; Praxic 2
Terran Posthuman optional 2
Command Captain 2; Lancer 1
Consort Machinator 2; Nestor 1
Judge Machinator 1; Philosopher 1; Sophist 1
Sway Captain 1; Sophist 2