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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 for Mech Lore 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 (4AP) and his Trait bonus (5AP) to get a final total of 9AP
  • 9AP is Steve's score for the 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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Characters with higher concentrations of IRIS become more susceptible to its “Presence”, which influences Characters when they are desperate, or through their natural virtues and vices. If the Character fails to resist these urges, their sanity gradually deteriorates until the IRIS eventually takes full control. Representing this, Characters gain “Corruption” as they integrate more IRIS or as they fail to resist its Presence. For each Trait rank a Character gains above their natural number (the number granted by the Director at Character creation) and for every Aug they install, their Corruption level increases, which has several effects. Various temptations may be visited on the Character when they witness events that anger or excite them. These become more frequent and severe as the Character's Corruption increases. The Presence may also offer aid in times of weakness; when the Character is tired, exhausted, or mortally wounded.

In these cases a Character must make a Willpower test to resist the Presence driving them to obey. Success indicates that the Character steels themselves and carries on, while failure proves that the urge was too strong or, weakened and desperate, the Character lacks the strength to refuse.

Corruption Mechanics:

  • Each Aug increases Corruption by +2
  • Each Trait rank purchased increases Corruption by +1
    • Trait ranks given by the Director for Character creation don't count.
  • Effects which can trigger IRIS to manifest the Presence:
    • Experiencing events equal-to or less-than the Character's Corruption level (see the Corruption events table below)
    • Stamina dropping below Corruption level
    • Stamina dropping below 0
    • Death Coma (Health dropping below 0)
    • Blacking Out (for any reason)
    • Attempting to extract IRIS or have it extracted (removing Traits and Augs) for any reason.
  • When making the Willpower test to resist, the target AP is equal to total Corruption (called Corruption level).
    • If making the test while Exhausted (0 or less Stamina), increase the target number by +5.
    • If making the test when entering Death Coma (0 or less HP), increase the target number by +5.
    • If making the test to have IRIS extracted for any reason, increase the target number by +5.
  • Characters must test immediately when out of combat. During combat the test should be delayed until the end of the current turn.
  • When the Presence manifests, Characters have a choice: they can resist or obey.
    • If resisting, the Character makes a Willpower test.
      • Passing the test drains 2 Stamina, but successfully resists the Presence and dispells it for the rest of the game session.
      • Failing the test increases Corruption by +1 and the Character must obey the urge.
    • If obeying, the Character immediately gains 5 Stamina, but Corruption increases by +1.


Corruption Triggers
Corruption level Trigger Obedience
Character's total Corruption (Witnessing, inflicting or experiencing) (Player's choice of reaction)
10 torture, mass murder, cannibalism, multiple rapes (or equivalent events) Collapse in terror -or- madly brutalize the perpetrators in melee -or- lose yourself and commit the most terrible atrocities you can
12 severe abuse, multiple murder, violent / gang rape (or equivalent events) Run and hide, speaking to nobody for several hours -or- Recklessly open fire on the perpetrators -or- Enthusiastically join in the carnage
14 light physical or severe emotional abuse, murder, rape (or equivalent events) Flee the scene, putting escape before seeking help -or- Slaughter the perpetrators using the most effective means -or- Take part or assist the perpetrators
16 Severe bullying or humiliation, non-lethal violence (or equivalent events) Find help, but fear prevents taking direct action -or- Stop the perpetrators by force. Increase force as “necessary” -or- Have a little “fun” without getting too rough
18 Bullying, Threats of violence, Blackmail (or equivalent events) Taking direct action to resolve the situation requires a 10AP Willpower test. Failure prevents further attempts at direct action. -or- Ignoring the situation or using means other than force to resolve it requires a 10AP Willpower test -or- Resisting the urge to join in requires a 10AP Willpower test
20 Attempts of social manipulation (if the Character detects it), Being followed (if the Character detects it), Rudeness, Bright lights, Loud noises (or equivalent events) Taking direct action to resolve the situation requires a 5AP Willpower test. Failure prevents further attempts at direct action. -or- Ignoring the situation or using means other than force to resolve it requires a 5AP Willpower test -or- Resisting the urge to join in requires a 5AP Willpower test

As Characters integrate more IRIS through Augs or Traits, they gain points in Corruption which accumulate additively to give the Character a “Corruption level”. Most of the time, Corruption remains passive, but several conditions can trigger the IRIS to make a bid for control and when this occurs, the Character must make a Willpower test to resist its powerful “Presence”. These factors include; if a Character's Stamina drops below their Corruption level, if they become Exhausted (0 or less Stamina), if the Character Blacks Out for any reason, or if the Character enters Death Coma (0 or less HP) for any reason. Certain events which might naturally enrage or excite the Character may also trigger The Presence, but which ones are relevant depends greatly on the Character's Corruption level. Regardless, whenever the Presence is triggered, a Willpower test must be taken immediately if not in combat. During combat, the test should be delayed until the end of the current turn. Note, that these effects can be triggered in rapid succession and each instance of the Presence being triggered must be tested individually but once a Character fails to resist the Presence, it cannot be triggered again for the next 24 hours. When making the test, the target AP is normally equal to the Character's Corruption level, but when Exhausted (0 or less Stamina) or entering Death Coma (0 or less HP) the target number increases to (Corruption level) +5. If the Character passes this test, they successfully resist the Presense 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 Stamina, while acting on their vice restores Stamina but increases Corruption level by +1. Should the Character be unable or unwilling to do either, they suffer BOTH penalties.

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