Inventory(IB)
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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.
- 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.
- 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.
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.
2 Beamer
Lasers are the most common weapon for civilian use were it is legal. Licensed.
- ☐ Pistol with extendable stock.
- ☐ Concealable. Adds Holdout
- ☐☐ Rifle. Adds Longarm
1 Arc Lance
A plasma jet that slices through hardened materials. Licensed, Holdout, Piercing.
- ☐☐ Handle and power backpack.
- ☐ Handle only. Adds Consumable.
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
1 Rocket Gun
Fires tiny target-seeking rockets. Licensed. Can fire various ammunition: HEAP adds Piercing. Gel adds Padded. Dart adds Stun.
- ☐ Pistol with extendable stock.
- ☐ Concealable. Adds Holdout
- ☐☐ Rifle. Adds Longarm
1 ☐ Neme
Electronic secretary for translation, finance, and communications. Required for daily life; mandatory in many polities.
4 ☐ Aegis
Personal Aegis Field generator provides limited radiation protection.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.