Helio (IB)

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Starfox's Blades in the Dark hack

The wise pilot steers by the stars when the path is uncertain.

— Pindar, fragment 110

Helio Playbook

As a Helio, you are the interface between mind and machine — pilot, driver, and navigator. A HELIO — Heuristically Embedded Link Interface Operator — is technically someone who possesses the Neural Link special ability, but the name has become a moniker for elite pilots in general. Through neural jacks, gesture loops, or deep-link rigs, you merge with your craft until the line between self and system blurs. You fly gunships through plasma storms, thread skiffs through collapsing debris, and ride the edge of control where instinct and software overlap. You might be a racer, a smuggler, a gun-runner, or the one who gets everyone home. Whatever you fly, you know its pulse — and you are its voice.

Touchstones: Han Solo (Star Wars (1977)), Pilot (Farscape TV (1999–2003)), Hoban "Wash" Washburne (Firefly TV (2002–03)), Kara “Starbuck” Thrace (Battlestar Galactica TV (2004–09)).

Special Abilities

  1. Ace: When you inflict Harm on a vehicle or installation, you may describe the specific system affected within that level of Harm, determining which functions are impaired.
  2. Cold Start: You can bypass a vehicle’s warm-up or lockout protocols. You may Helm to overcome startup delays or security that would prevent you from piloting. You can operate unfamiliar vehicles without introduction.
  3. Dauntless: You ignore penalties from Harm to a vehicle you are driving. The vehicle suffers Medium Harm at the end of the Score.
  4. Edgerunner: You can exploit natural hazards. When operating in an environment where hazards exist, you can use them to increase the Effect of Helm actions to outmaneuver or disable other vehicles.
  5. Ghost: When you Helm and Push yourself, choose one: engage or disengage at will — your vehicle takes no Harm — avoid notice.
  6. Lock-On: When you Interface to spot or target vehicles or installations, gain increased Effect or improved Position (your choice).
  7. Neural Link: When you Helm a vehicle rigged for neural control, you gain improved Position.
  8. Overclock: You can temporarily overdrive your vehicle’s systems, gaining increased Effect but suffering one level of temporary Harm (burnout, feedback, or system strain).
  9. Reflexes: When there’s a question of who acts first, it’s you (if both have Reflexes, you act simultaneously).

Contacts and Enemies

˄ ˅ Bragg, a mechanic.
˄ ˅ Juno, a courier.
˄ ˅ Kade, a fellow Helio.
˄ ˅ Lira, a fixer.
˄ ˅ Sol, a naval 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 using speed or power.
  • 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

Helm 2
Interface 1
4 points by choice, no higher than 2 in any one.