Cult (IB)

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Starfox's Blades in the Dark hack

A Cult in IB serves a creed, movement, or hidden order—sometimes centered on an oracle (AI/collective), an ancestor archive, or a charismatic doctrine. No confirmed miracles; power comes from belief, mutual aid, and disciplined practice. Cults vie for hearts, logistics, and legitimacy: reform an existing church, seed a new faith, or run a shadow network under polite society.

Heat & Wanted Level

☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐

Credit

☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐

Special Abilities

  1. Chosen: Each PC may add +1 action rating to Consort, Judge, or Sway (up to a max rating of 3).
  2. Anointed: +1d to Resolve resistance rolls.
  3. Conviction: When indulging vice/devotion, you don’t overindulge if you clear excess stress.
  4. Savior: You have a Savior, an Expert, Elite, Fearsome, and Principled cohort that is regarded by the faithful as a divine messenger. All Cohorts gain the Fearsome edge as long as the savior supports you.
  5. Mandate: Advancing your Tier costs half the usual Credit. Why do you have this privilege?
  6. Networking: Treat up to four positive statuses as if they were Investment Crew Upgrades.
  7. Zealotry: Your cohorts gain the Loyal and Savage tags and +1d when acting against enemies of the faith.
  8. Additional Playbook: Select another Crew Playbook. From now you may 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. Advance the agenda of your creed or embody its precepts in action.
  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 Lair (Secure or Hidden), Vice (Faith or Weird), 2 of choice.

Cult Only Upgrades

  1. Underworks — +1d Engagement on Stealth plans.
  2. Charity — Reduce Heat increase by 2 each operation.
  3. Confessional — +1d on all Resolve actions to Gather Information.
  4. Grand Nave' — +1d Engagement on Social plans.
  5. Library — +1d to Study rolls made in the base.
  6. Media Nexus — +2 Credit from public religious operations.
  7. Offertory — +2 Credit payoff on undercover religious operations.
  8. Oracle — +1d Engagement on Deception plans.
  9. Relics — +1d Engagement on 'Transport plans.
  10. Sanctuary — Improves consequences when hiding something in your base.

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.