Difference between revisions of "Inventory(IB)"
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* '''Unreliable'''. When you use the item, always make a Quality roll to see how well it performs. | * '''Unreliable'''. When you use the item, always make a Quality roll to see how well it performs. | ||
* '''Volatile'''. The item produces a dangerous or troublesome side-effect for the user. This can be from given examples or invented by you or the GM. This is a Consequence, and may be Resisted. | * '''Volatile'''. The item produces a dangerous or troublesome side-effect for the user. This can be from given examples or invented by you or the GM. This is a Consequence, and may be Resisted. | ||
+ | |||
+ | ==== Weapon Tags ==== | ||
+ | These are the same as Item Tags above, but a separate list for tags only applicable to weapons. | ||
+ | |||
+ | * '''Padded'''. Ineffective against any armor; inflicts only blunt or surface trauma. | ||
+ | * '''Piercing'''. Ignores personal armor; designed to penetrate hard materials. | ||
+ | * '''Longarm'''. Long range. +1d when using it in two hands and with plenty of room. -1d when opponents are close. | ||
+ | * '''Holdout'''. Small and easily concealable. -1d when attacking outside of your reach. | ||
+ | * '''Stun'''. Non-lethal. Any Harm inflicted loses one level of seriousness after a few minutes. | ||
=== Quality === | === Quality === |
Revision as of 23:24, 9 October 2025
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Starfox's Blades in the Dark hack |
Equipment in Icarus Burning is not listed in advance; instead you select a level of Load and then decide what you are carrying when you need it within the limits of your Load.
Load
You have access to all of the Items on your character sheet and all the standard items below. For each operation, decide what your character’s load will be. During the operation, you may say that your character has an item on hand by checking the box for the item you want to use — up to a number of items equal to your chosen load. Why did you bring this? It was all the part of the plan your characters (not the players) made before the Engagement Roll.
Your load also determines your movement speed and conspicuousness:
- 1-2 load: Light. You’re faster, less conspicuous; you blend in.
- 3/4 load: Normal. You look ready for work — or trouble.
- 5/6/7 load: Heavy. You’re slower. You look like you are ready for heavy work — or war.
- 8/9/10 load: Encumbered. You’re overburdened and can’t do anything except walk.
In an emergency you can shed load, but this means dropping precious gear you planned to use; this costs 1 Credit per two Load you shed. This can be items you've used or not.
Some special abilities (like the Lancer's Mule ability) increase the load limits. Some items count as two items for load (they have two connected boxes) or even more. Items in italics don’t count toward your load. You don’t need to select specific items now.
Review your personal items and the standard item descriptions below.
Items
Item Tags
These are Tags Items can have.
- Artifact is an item that only exists in a few copies and more can only be made with extreme effort or not at all. Many artifacts are plot items and under the GM's protection, be warned.
- Cargo. Too large to be carried by a person, must be transported by a vehicle unless it can move under its own power. It cannot be made in a standard 3D-printer.
- Common. This is commonly available and need not be invented or sought out, +2d to Acquire Asset.
- Conspicuous. This item doesn't go unnoticed. Take 1 Heat if it's used any number of times on an operation. Questionably legal.
- Consumable. This creation has one use.
- Licensed. This item is illegal for civilians in many jurisdictions. Take 2 Heat if it's used any number of times on an operation. With a license (or where it is legal) this is merely Conspicuous.
- Padded. Applicable to weapons. Ineffective against any armor; inflicts only blunt or surface trauma.
- Piercing. Applicable to weapons. Ignores personal armor; designed to penetrate hard materials.
- Playbook. This item is only useable by those who have it on their playbook's inventory, it involves secrets only some people understand.
- Unreliable. When you use the item, always make a Quality roll to see how well it performs.
- Volatile. The item produces a dangerous or troublesome side-effect for the user. This can be from given examples or invented by you or the GM. This is a Consequence, and may be Resisted.
Weapon Tags
These are the same as Item Tags above, but a separate list for tags only applicable to weapons.
- Padded. Ineffective against any armor; inflicts only blunt or surface trauma.
- Piercing. Ignores personal armor; designed to penetrate hard materials.
- Longarm. Long range. +1d when using it in two hands and with plenty of room. -1d when opponents are close.
- Holdout. Small and easily concealable. -1d when attacking outside of your reach.
- Stun. Non-lethal. Any Harm inflicted loses one level of seriousness after a few minutes.
Quality
This is a rating for how well-made and expensive the item is and what Tier you need to be to have access. Items have a minimum Quality, and is not available at Tiers lower than this unless you spend Downtime Actions. All items are available at any Quality from the minimum and up. If you are higher Tier, your items will have higher Quality. When the function of an item is critical and in question, you roll Quality as if it was an Action, with Consequences causing problems with the item.
Standard Items
These all have a minimum Quality of one and are commonly available. Anyone can use Load to carry these things on an operation.
Special Items
Initial Items
Placeholder space to add new items in before sorting them.