Talk:Belters (IB)
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Crew Upgrade Pattern
Special Ability Patterns
- Surveyors: Each PC may add +1 action rating to three actions (up to a max rating of 3).
- Backer: Advancing your Tier costs half the usual Credit. Who backs you — guild, yard, or silent partner — and why?
- Additional Playbook: Select another crew playbook. You may now choose its Upgrades and Special Abilities. Immediately gain access only to the Crew XP track.
- Work Gangs: Add two advantages to cohort gangs of one type or one advantage to all cohort gangs. Your cohorts excel in field work. Add the Elite and Loyal traits to your Rover cohorts.
- Planning: Gain +1d to engagement rolls.
- Teamwork: Each participant in a group action gains +1d to their roll.
- Prospectors: Gain +1d to Gather Information with some restrictions. Gain +1d to Gather Information about derelicts, ore bodies, and internal voids (structure, hazards, access).
- Vaccuum Survival: Gain +1d to resist with one attribute or in a common condition. Gain +1d to resist in vacuum.
- Manners: +1d to Consort and Sway in high society (councils, boards, guild salons).
- Network of Allies: Treat up to three +3 Faction statuses as if they were Turf.
- Rumor Mill: You may always use Consort as a flashback to Set Up a later Command or Sway action.
- Accord: Treat up to three +3 Faction statuses as if they were Turf.
- The Good Stuff: Your merchandise is renowned; product Quality +1. This increases your effective Tier when selling.