Difference between revisions of "Inventory(IB)"

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Energy weapons firing charged particles. Great for disabling electronics and stunning both the living and machinery, easily deflected by armor or surge protection. Popular police weapon. '''Padded, Stun'''.  
 
Energy weapons firing charged particles. Great for disabling electronics and stunning both the living and machinery, easily deflected by armor or surge protection. Popular police weapon. '''Padded, Stun'''.  
 
:☐ Pistol with extendable stock.
 
:☐ Pistol with extendable stock.
: ''Concealable''. Adds '''Holdout'''
+
: ''Concealable''. Adds '''Holdout'''
 
:☐☐ Rifle. Adds '''Longarm'''.
 
:☐☐ Rifle. Adds '''Longarm'''.
  
Line 70: Line 70:
 
Lasers are the most common weapon for civilian use where it is legal. '''Regulated'''.  
 
Lasers are the most common weapon for civilian use where it is legal. '''Regulated'''.  
 
:☐ Pistol with extendable stock.
 
:☐ Pistol with extendable stock.
: ''Concealable''. Adds '''Holdout'''
+
: ''Concealable''. Adds '''Holdout'''
 
:☐☐ Rifle. Adds '''Longarm'''
 
:☐☐ Rifle. Adds '''Longarm'''
  
Line 78: Line 78:
 
'''Military, Piercing.'''
 
'''Military, Piercing.'''
 
:☐ Pistol with extendable stock.
 
:☐ Pistol with extendable stock.
: ''Concealable''. Adds '''Holdout'''
+
: ''Concealable''. Adds '''Holdout'''
 
:☐☐ Rifle. Adds '''Longarm'''
 
:☐☐ Rifle. Adds '''Longarm'''
  
Line 87: Line 87:
 
'''Regulated, Holdout, Piercing'''.  
 
'''Regulated, Holdout, Piercing'''.  
 
:☐☐ Handle and power backpack.  
 
:☐☐ Handle and power backpack.  
:☐ Handle only. Adds '''Consumable'''.
+
:☐ Handle only. Adds '''Consumable'''.  
  
 
==== Slugthrower ====
 
==== Slugthrower ====
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Chemical-propellant guns. '''Padded'''. Sensitive to spin, add '''Holdout''' in spin habitats.   
 
Chemical-propellant guns. '''Padded'''. Sensitive to spin, add '''Holdout''' in spin habitats.   
 
:☐ Pistol with extendable stock.
 
:☐ Pistol with extendable stock.
: ''Concealable''. Adds '''Holdout''' at all times.
+
: ''Concealable''. Adds '''Holdout''' at all times.
 
:☐☐ Rifle. Adds '''Longarm'''  
 
:☐☐ Rifle. Adds '''Longarm'''  
  
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Fires tiny target-seeking rockets, changing from shot to shot. '''Regulated'''. Can fire various ammunition: HEAP adds '''Military, Piercing'''. Gel adds '''Padded'''. Dart adds '''Stun'''.  
 
Fires tiny target-seeking rockets, changing from shot to shot. '''Regulated'''. Can fire various ammunition: HEAP adds '''Military, Piercing'''. Gel adds '''Padded'''. Dart adds '''Stun'''.  
 
:☐ Pistol with extendable stock.
 
:☐ Pistol with extendable stock.
: ''Concealable''. Adds '''Holdout'''
+
: ''Concealable''. Adds '''Holdout'''
 
:☐☐ Rifle. Adds '''Longarm'''
 
:☐☐ Rifle. Adds '''Longarm'''
  
 
==== Neme ====
 
==== Neme ====
;1 ☐ ''[[Technology_(IF)#Neme|Neme]]''
+
;1 [[Technology_(IF)#Neme|Neme]]
 
Electronic secretary for translation, finance, and communications. Required for daily life; mandatory in many polities.
 
Electronic secretary for translation, finance, and communications. Required for daily life; mandatory in many polities.
  
Line 112: Line 112:
  
 
==== Skinsuit ====
 
==== Skinsuit ====
;1 ☐ ''[[Technology_(IF)#Skinsuit|Skinsuit]]''
+
;1 [[Technology_(IF)#Skinsuit|Skinsuit]]
 
Skintight vacuum protection with integrated [[Technology_(IF)#Bubble_Helmet|Bubble Helmet]]. '''Unreliable.''' Roll '''Quality''' to determine how long the air remains breathable; double these times if you stay at rest. '''1:''' 5 minutes. '''2–3:''' 10 minutes. '''4–6:''' 30 minutes.
 
Skintight vacuum protection with integrated [[Technology_(IF)#Bubble_Helmet|Bubble Helmet]]. '''Unreliable.''' Roll '''Quality''' to determine how long the air remains breathable; double these times if you stay at rest. '''1:''' 5 minutes. '''2–3:''' 10 minutes. '''4–6:''' 30 minutes.
  
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==== Space Boots ====
 
==== Space Boots ====
;2 ☐ ''[[Technology_(IF)#Space_Boots|Space Boots]]''
+
;2 [[Technology_(IF)#Space_Boots|Space Boots]]
 
Powered boots that stabilize stance and balance across all gravity environments. Magnetic grapples in the soles lock to hulls and bulkheads, allowing controlled movement in microgravity or rotation. Assist with climbing, bracing, and maintaining footing on uneven or shifting surfaces. Reduce chances of slipping, rebound injury, or fatigue from prolonged exertion.
 
Powered boots that stabilize stance and balance across all gravity environments. Magnetic grapples in the soles lock to hulls and bulkheads, allowing controlled movement in microgravity or rotation. Assist with climbing, bracing, and maintaining footing on uneven or shifting surfaces. Reduce chances of slipping, rebound injury, or fatigue from prolonged exertion.
  
Line 160: Line 160:
  
 
==== License ====
 
==== License ====
;1 ☐ ''License''
+
;1 License
 
A permit to own or carry items tagged '''Regulated''' or '''Military'''. Physically it may be a signed document or sigil-stamped token, but what actually matters is the correct authorization code recorded in your Neme.
 
A permit to own or carry items tagged '''Regulated''' or '''Military'''. Physically it may be a signed document or sigil-stamped token, but what actually matters is the correct authorization code recorded in your Neme.
  
A license applies to all items of its type, either all '''Regulated''' or all '''Military'''.
+
A license applies to all items of its type, either all '''Regulated''' or all '''Military'''.  
  
 
There are two permissions for each category:
 
There are two permissions for each category:

Revision as of 17:44, 10 October 2025

Icarus BurningIcarus Burning logo
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 is a Conspicuous item is used on an operation.
  • Consumable. This creation has one use.
  • Military. Reserved for military use in most polities, licensed only special conditions and to sanctioned groups. Take 4 Heat if a military item is seen on an operation — this does not stack with the Heat of Conspicuous and Regulated. With a license (or where it is legal) this is merely Conspicuous.
  • Playbook. This item is only useable by those who have it on their playbook's inventory, it involves secrets only some people understand. These are only listed in playbooks that have access to them, not in the inventory lists.
  • Regulated. This item is illegal for civilians in many jurisdictions. Take 2 Heat if a Regulated item is seen on an operation — this does not stack with the Heat of Conspicuous. With a license (or where it is legal) this is merely Conspicuous.
  • 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.

  • Holdout. Small and easily concealed. Short range; −1d when attacking outside of your reach.
  • Longarm. Long range; +1d when fired two-handed with space to aim; −1d when opponents are close.
  • Padded. Ineffective against construction and armor; double any Harm reduction from armor.
  • Piercing. Ignores personal armor; designed to penetrate hard materials.
  • Stun. Non-lethal. Any Harm inflicted downgrades one level 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.

Lightning Pistol

3 Lightning Pistol

Energy weapons firing charged particles. Great for disabling electronics and stunning both the living and machinery, easily deflected by armor or surge protection. Popular police weapon. Padded, Stun.

☐ Pistol with extendable stock.
Concealable. Adds Holdout
☐☐ Rifle. Adds Longarm.

Beamer

2 Beamer

Lasers are the most common weapon for civilian use where it is legal. Regulated.

☐ Pistol with extendable stock.
Concealable. Adds Holdout
☐☐ Rifle. Adds Longarm

Photonic Lance

6 Photonic Lance

A military-grade laser weapon firing short high-energy pulses to defeat modern personal armor. Military, Piercing.

☐ Pistol with extendable stock.
Concealable. Adds Holdout
☐☐ Rifle. Adds Longarm

Arc Lance

2 Arc Lance

A plasma jet that slices through hardened materials. This is not a melee weapon, but is good in melee and has very short range. Regulated, Holdout, Piercing.

☐☐ Handle and power backpack.
☐ Handle only. Adds Consumable.

Slugthrower

1 Slugthrower

Chemical-propellant guns. Padded. Sensitive to spin, add Holdout in spin habitats.

☐ Pistol with extendable stock.
Concealable. Adds Holdout at all times.
☐☐ Rifle. Adds Longarm

Rocket Gun

4 Rocket Gun

Fires tiny target-seeking rockets, changing from shot to shot. Regulated. Can fire various ammunition: HEAP adds Military, Piercing. Gel adds Padded. Dart adds Stun.

☐ Pistol with extendable stock.
Concealable. Adds Holdout
☐☐ Rifle. Adds Longarm

Neme

1 ■ Neme

Electronic secretary for translation, finance, and communications. Required for daily life; mandatory in many polities.

Aegis

4 ☐ Aegis

Personal Aegis Field generator provides limited radiation protection.

Skinsuit

1 ■ Skinsuit

Skintight vacuum protection with integrated Bubble Helmet. Unreliable. Roll Quality to determine how long the air remains breathable; double these times if you stay at rest. 1: 5 minutes. 2–3: 10 minutes. 4–6: 30 minutes.

Space Helmet

2 ☐ Space Helmet

Add-on helmet that replaces the bubble helmet. Provides full pressure seal, air recycling, and thermal control. Removes Unreliable from the skinsuit and allows operation limited only by metabolic processes.

Space Belt

1 ☐ Space Belt

Closed-loop waste recycler for Skinsuit use. Converts bodily waste into drinkable water and basic nutrients. Reduces life-support needs and extends air and hydration endurance indefinitely. Unreliable: Roll Quality as if Resisting to risk Stress every 24h.

Aqualung

3 ☐ Aqualung

Replaces Bubble Helmet or Space Helmet. Floods lungs with oxygenated fluid. Prevents decompression and acceleration effects. Removes Unreliable, endurance measured in days rather than hours. Has external audio unit.

Waldos

2 ☐ Waldos

Powered gauntlets that enhance grip and arm stability. Assist in tasks involving manual strength, climbing, or restraint. Reduce the chance of losing grip, suffering recoil, or overexertion.

Space Boots

2 ■ Space Boots

Powered boots that stabilize stance and balance across all gravity environments. Magnetic grapples in the soles lock to hulls and bulkheads, allowing controlled movement in microgravity or rotation. Assist with climbing, bracing, and maintaining footing on uneven or shifting surfaces. Reduce chances of slipping, rebound injury, or fatigue from prolonged exertion.

Microthrusters (Steam)

1 ☐☐ Microthrusters (Steam)

Water-fed resistojet pack for microgravity work. Endurance suitable for routine ten-minute hops; extended sorties require extra water cartridges or a suit reservoir tap. Unreliable: Roll Quality after a significant burn or every 10 minutes of use to determine fuel status.

Microthrusters (Arcjet)

3 ☐☐ Microthrusters (Arcjet)

Electric-arc thruster pack with higher exhaust velocity and longer range than Steam models. Draws heavy power and radiates visible heat; detectable to sensors.

Microthrusters (Ion / MPD Pack)

5 ☐☐ Microthrusters (Ion / MPD Pack)

Electromagnetic propulsion pack for long-duration station-keeping and covert movement. Produces minimal thermal or visible signature but functions only in vacuum.

Hardsuit

3 ☐☐☐ Hardsuit

A full strength-assist exoskeleton with radiation shielding and extended life support. Reduces Harm from accidents and melee by two levels. You can add any suit accessory ignoring the additional Load.

Hazard Suit

3 ☐☐☐ Hazard Suit

An upgraded Hardsuit with full strength-assist exoskeleton, heavier plating, improved radiation shielding, and extended life support. Equipped with multiple sensor arrays, hardened comms, and modular mounts for tools or weapons. Reduces Harm from accidents and melee by two levels and Harm from weapons by one level. You can add any suit accessory, ignoring the additional Load.

License

1 ■ License

A permit to own or carry items tagged Regulated or Military. Physically it may be a signed document or sigil-stamped token, but what actually matters is the correct authorization code recorded in your Neme.

A license applies to all items of its type, either all Regulated or all Military.

There are two permissions for each category:

Carry — allows you to carry and use the item in public spaces within local legal limits.
Possession — allows you to store and transport a disassembled item for use on ranges, private property, or beyond local jurisdictions such as aboard your ship, base, or in the wild.

Common allocations:

Bounty hunters, police, licensed bodyguards, and wilderness guides typically obtain a Carry authorization for Regulated items.
Mercenaries and military commonly hold Possession authorization for Military items.

Consequences: lacking the proper license risks confiscation, arrest, or prosecution. These consequences can be Resisted by rolling your Tier (representing legal assistance). You can suffer worse consequences if you continue to violate the rules.

Unreliable. Local recognition depends on Quality of the license and the Tier of the place of use. Make a Quality roll when you present the license in a jurisdiction: if any die equals the local Tier the license is accepted immediately. If any die is 4 or higher but no die matches Tier, expect delay — the license will clear in days but you may face temporary ban or confiscation. If the roll shows no dice ≥4, the license is invalid here.