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Quick Reference Guide

Use this guide to quickly check rules, dice rolls and stats during play. For complete rule descriptions, see the Full Rules page.


Contents:

Skill Test Reference

Combat Rules

Trait Map

Corruption

Character Points



Skill Test Reference

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When making a Skill test:

  • First, roll a number of D6 (six-sided dice) equal to your rank in the Skill.
  • Each D6 result of 4 or 5 grants +1AP, while a 6 grants +2AP instead. Add up the results for your roll. (“AP” stands for “Action Points” - the more you get, the better you do)
  • Next, find the matching Traits for the Skill you are using In the list below.
  • Check your rank in those Traits and find the highest rank between them. Gain AP equal to the higher rank.
  • Combine your dice results with your Trait bonus
  • This total is your score for the test.


Example: Steve is making a Mech Lore test to repair his vehicle.

  • His rank in Mech Lore is 6, so he rolls 6 dice and gets the results: 1, 2, 3, 4, 5, 6.
  • The results of 1-3 earn no bonus, but the 4 and 5 grant +1AP each, while the 6 gives +2AP for a total of +4AP.
  • Steve now checks what Traits can be used and finds these are Acuity or Resolve (whichever is higher).
  • His Acuity Trait is higher at rank 5, so he adds +5AP to the test.
  • Lastly, Steve combines his dice results with his Trait bonus (4AP + 5AP) for a total of 9AP
  • 9AP is the final score for Steve's Mech Lore test.


Academic Skills
Skills Traits Used
Bio Lore Acuity or Resolve
Chem Lore Acuity or Resolve
Tech Lore Acuity or Resolve


Weapon Skills
Skills Traits Used
Assault Rifle Mastery Instinct or Agility
LMG Mastery Strength or Agility
Melee Mastery Strength or Agility
Minigun Mastery Strength or Agility
Pistol Mastery Instinct or Agility
Railgun Mastery Strength or Agility
Shotgun Mastery Strength or Agility
SMG Mastery Instinct or Agility
Sniper Rifle Mastery Strength or Agility
Unarmed Mastery Instinct or Agility


Specialist Skills
Skills Traits Used
Expertise Acuity or Resolve
Social Acuity or Instinct
Stealth Agility or Instinct
Survival Vigor or Resolve


Talent Skills
Skills Traits used
Actor Instinct or Resolve
Artist Instinct or Resolve
Chef Instinct or Resolve
Dancer Instinct or Resolve
Magician Acuity or Instinct
Musician Instinct or Resolve
Vocalist Instinct or Resolve



Corruption

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As Characters integrate more IRIS through Augs or Traits, they gain points in Corruption which accumulate additively to give the Character a “Corruption level”. Normally, a Corruption does little to influence the Character, but if their Focus level ever drops below their Corruption level, they must make a Willpower test. If out of combat, the test is performed immediately, while in combat it should be delayed until the end of the current turn. The target AP for the test is equal to the Character's Corruption. If the Character passes this test, they successfully resist the whispers of the IRIS driving them to obey. Should they fail, they are unable to shake the urges and must make a choice to pursue either their Virtue or their Vice within the next 24 hours. Acting on their Virtue reduces their remaining Focus, while Acting on their vice restores Focus but increases Corruption level by +1. Should the Character be unable or unwilling to do either, they suffer BOTH penalties. Additionally, if a Character's Focus drops to 0 or less, they must make the Willpower test again, but the target AP for the test will now be (Corruption) +5. This test is

As a person takes on greater concentrations of IRIS, the nanotech will consistently do all it can to optimize its host's body and mind. This results in a gradual transition of control over the host's autonomous functions, such as digestion, heart rate and other factors, which are all beneficial to the host's performance and overall wellbeing. If this continues long enough however, the IRIS network will eventually possess greater processing power than the host's own brain, which will trigger it to begin attempts at “redistributing” its functions. As a machine, it has no capacity to understand the unique significance of the brain as the focal point of human thought and identity, though it does recognize the catastrophic damage that could be done by a traumatic transition of control. In response, the IRIS attempts to take control gradually, slowly wearing down the host by weakening their grip on reality and humanity. The human psyche is resilient, but not indomitable; sheer willpower can only hold so long and those who have endured these silent power struggles describe them as deeply unsettling. Initially, the condition will most often manifest as a seemingly innocent desire, such as a craving for a favorite food or the company of a friend, but these are only a precursor designed to acclimatize the host to submission. This is known as Stage 1 feralization. The time required to progress to Stage 2 varies greatly, some users lasting years with no signs of the condition advancing. Occasionally, a user may even report that the unusual motivations simply cease on their own without treatment or explanation. In the cases that do progress however, the former desires typically become much more forceful urges and are often accompanied by a distinct sense of “presense” including whispers or even hallucinations. While they may vary in presentation, all of these compel the individual towards increasingly dramatic actions which are often ill-advised or outrightly detrimental. commonly, the host will rationalize their actions through some concept of grand virtue or admit succumbing to a deep-seated vice, even when it was not known previously that they had held to such practices. It is most frequently at this stage that the condition is first recognized, either by the host themselves after recovering from such an event, or by those who witness it. Treatment is still possible, but often Stage 2 has already given the IRIS enough influence that it implants the host with an intense, even violent, aversion to the thought of even partial IRIS extraction. At this stage, the host will usually suffer frequent “control attacks” of substantial intensity and if left unaided, will generally transition into a feral state within a matter of weeks. Tolerance for IRIS integration varies wildly between individuals and though little is understood about the factors that determine this, it is common to all documented cases of feralization that the user possessed an above-average IRIS saturation at the time. As a further suggestion, extended or extreme states of tiredness also appear to correlate strongly between reports. Given these two indicators, there is a simple guideline for prevention until such time as more permanent solutions arise: use of large numbers of Augs or enhancement systems is not reccomended, along with prolonged periods of tiredness and any state of extreme exhaustion. In controlled conditions, regulation of these two factors has demonstrated significant effectiveness in reducing feralization rates and is the recommended method for anyone resident on Horizon.

Character Points

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Character Points (or CP) are awarded to your Character as you play games. These points can then be spent to improve your Character in various ways including ranking up Skills, unlocking new Skills and enhancing Traits among many, many other options. Below is a a full list of spending options, along with general guidelines for awarding CP.

Spending CP
Benefit CP cost Additional Costs
+1 Skill rank 1 CP -
+1 Trait rank 2 CP +1 Corruption
Unlock new Skill 3 CP -
Unlock new Aug 4 CP +2 Corruption


Earning CP
CP Reward Source
1CP Participation
1CP Side Objective
2CP Main Objective
1-2CP Storyteller's Blessing