Belters (IB)

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Starfox's Blades in the Dark hack

The Belters are EVA salvagers and rock crews—prospectors, cutters, and wreckers—driven by the value of mass, the pull of rare alloys, and 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. (Merged with the old ruins-and-libraries focus; the academic angle survives as practical engineering and survey.)

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. Work Gangs: Your cohorts excel in field work. Add the Elite and Loyal traits to your Rover cohorts.
  3. Teamwork: Each participant in a group action gains +1d to their roll.
  4. Backed: Advancing your Tier costs half the usual Credit. Who backs you — guild, yard, or silent partner — and why?
  5. Planning: Gain +1d to engagement rolls.
  6. Prospectors: Gain +1d to Gather Information about derelicts, ore bodies, and internal voids (structure, hazards, access).
  7. Vaccuum 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 UpgradesBelter’s Rig — 2 free Load dedicated to EVA tools (torches, bags, tethers, patches). ☐ Expeditionary Berth — Use a downtime action to relocate your base module (Rimhouse/Spin Pod) and reconnect facilities. ☐ Claim Markers — Once per score, plant a legal-ish claim; on payoff choose +1 Credit or shield 2 Heat from rivals. ☐ Torch Suite — +1 effect on cutting/harvesting clocks; reduce one hull breach consequence by one level. ☐ Bag & Tag — Capture bags, anchors, line guns: treat medium debris as small for tow/haul clocks. ☐ Skimmer Rights — Recognized salvage lanes reduce entanglement severity by 1 when the cause is jurisdiction. ☐ Grav Sonde — +1d to Gather Information on internal structure/voids; reveal one hidden hazard per site. ☐ Yard Contract — During downtime, roll dice equal to your Tier. Gain Credit equal to the highest result, minus your Heat. ☐ Parts Ledger — +2 Credit payoff on scores that deliver specialty alloys, coils, or certified components. ☐ Cold Storage — +1d to Acquire Asset when sourcing tanks, bags, or cryo for volatile loads. ☐ Safe Tow — +1d engagement on Transport plans that involve towing or pushing mass. ☐ Turf — Reduces the Credit cost multiplier to advance crew Tier. (May be taken multiple times.)

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.