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system:armory [2016/11/19 16:01]
schrodinger [Advanced Augs]
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-**This page is still unfinished, more soon!** 
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-====== Armory ====== 
-The Armory holds information on all the equipment employed by Characters and enemies in Horizon: out of the ashes. These items are divided into two main categories, **Gear** and **Augs**. Gear represents equipment that a Character can pick up, put down, wear or take off, while Augs are special IRIS-based formations within the body that offer super-human capabilities. The strength of Gear is its simplicity, in that it can be used or abandoned at will and usually does not tax the user for taking advantage of it. In contrast, Augs are expensive and make considerable demands on the Character'​s endurance, but in exchange offer impressive capabilities that cannot easily be stripped away, giving the user a fighting chance, even in the most desperate of circumstances. 
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-===== Weapons ===== 
-Weapons are the primary method of dealing damage in combat, allowing Characters to defeat their foes. Most weapons deal one or more of three main damage types when used: 
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-  * **Lethal damage** which directly __reduces enemy Health__ when making attacks. Lethal damage also reduces enemy armor, which must be penetrated before the target'​s Health can be damaged. 
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-  * **AP damage** which __reduces enemy AP in their next turn__ for each attack made, reducing their ability to act or disabling them entirely. 
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-  * **Stamina damage** which __drains enemy Stamina until they recover it__, and can render a target unconscious if their Stamina is depleted. 
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-These special effects simulate attacks which can unbalance, knock down, or tranquilize a target, restricting their actions and in some cases disabling them completely. There are also several weapon ​ [[system:​armory#​weapon_mods|modifications]] and alternative [[system:​armory#​ammunition_types|ammunition]] loads which grant various benefits. Please see their respective sections below for details. 
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-Each piece of **Gear** or **Aug** requires a given level of the **Carry** or **Acuity** passives to equip. Characters who do not meet the requirement may still attempt to use the item, but will suffer a __penalty of -5AP for each missing point in a required Passive__. This penalty is applied once per round, any time the equipment is used. Augs cannot be installed if the requirements are not met.  ( see the **[[system:​traits#​trait_map|Trait Map]]** for details on Passives) ​ 
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-==== Weapons List ==== 
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-<hidden **Carry Zero**> 
-  * {{:​system:​carry0_v1-1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry One**> 
-  * {{:​system:​carry1_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Two**> 
-  * {{:​system:​carry2_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Three**> 
-  * {{:​system:​carry3_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Four**> 
-  * {{:​system:​carry4_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Five**> 
-  * {{:​system:​carry5_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Six**> 
-  * {{:​system:​carry6_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Seven**> 
-  * {{:​system:​carry7_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
-\\ 
-<hidden **Carry Eight**> 
-  * {{:​system:​carry8_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
-\\ 
-<hidden **Carry Nine**> 
-  * {{:​system:​carry9_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-<hidden **Carry Ten**> 
-  * {{:​system:​carry10_v1.1.png?​nolink&​600|}} 
-</​hidden>​ 
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-==== Ammunition Types ==== 
-Most weapons can support a variety of ammunition types, altering the effect their attacks have on a target. special ammunition is often expensive due to the difficulty in producing large quantities and its specialized uses. The counterpoint to this is that special ammunition puts no additional requirements on the weapon and does not need to be installed like Weapon Mods. Every ammunition type has levels of refinement; more advanced ammunition has greater effects and can employ more effects simultaneously. For each amminition effect combined into a single round, the advancement level is counted as being 1 greater for cost purposes, without increasing the potency of the combined effects. Use the cost of the most expensive ammunition combined. 
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-  * **Explosive** Increases AP damage by 100% per advancement level. Costs 100 / 200 / 300 per round. 
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-  * **Corrosive** Does Lethal damage equal to the attack that applied it once per round. Lasts 1 round per advancement level. Stacks per Character, not per attack. Costs 100 / 200 / 300 per round. 
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-  * **EMP** Briefly disables target'​s Devices and Augs. Lasts 1 round per advancement level. Costs 150 / 300 / 450 per round. 
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-  * **Shred** Causes extra Lethal damage to Armor equal to the attack that applied it multiplied by advancement level. ​ The Shred damage applies first. Costs 100 / 200 / 300 per round. 
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-  * **Guided** Grants +1AP when firing at long range or at small-targets per advancement level. Costs 100 / 200 / 300 per round. 
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-  * **Tranquilizer** Does additional Stamina Damage. Removes 5 Stamina per advancement level once per round. Requires Target'​s armor to be breached. Costs 50 / 100 / 150 per round. 
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-===== Armor ===== 
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-==== Armor List ==== 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|:::​ |:::​ |:::​ |:::​ |:::​ |:::​ |:::​ | 
-|n/​a |Clothing |0 |n/​a |n/​a |5 |200 | 
-|Carry 1 |Lgt. Composite |15 |2 Stam |7.5 |10 |1k | 
-|Acuity 1 |Soft Layer |20 |5 Stam |4 |12 |1.5k | 
-|Carry 2 |Med. Composite |30 |4 Stam |7.5 |12 |2k | 
-|Acuity 2 |Hybrid Layer |40 |9 Stam |4.44 |15 |2.5k | 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|Carry 3 |Hvy. Composite |45 |6 |7.5 |15 |3.4k | 
-|Acuity 3 |Advanced Layer |60 |11 |5.45 |18 |4k | 
-|Carry 4 |Fiber Mesh |60 |7 |8.57 |18 |5.8k | 
-|Acuity 4 |Reacti-Gel |80 |12 |6.66 |21 |6.5k | 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|Carry 5 |Multi Fiber |75 |8 |9.37 |21 |9.2k | 
-|Acuity 5 |Dyna-Gel |100 |14 |7.14 |24 |10k | 
-|Carry 6 |Omni Fiber |90 |8 |11.25 |24 |14k | 
-|Acuity 6 |Intelli-Gel |120 |15 |8 |27 |15k | 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|Carry 7 | |105 |9 |11.66 |27 |23k | 
-|Acuity 7 | |140 |17 |8.23 |30 |25k | 
-|Carry 8 | |120 |9 |13.33 |30 |35k | 
-|Acuity 8 | |160 |18 |8.88 |33 |40k | 
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-^Reqirement ^Armor Name ^Armor Points ^Refresh Stam ^Armor / AP ^Mass ^Value | 
-|Carry 9 | |135 |10 |13.5 |33 |60k | 
-|Acuity 9 | |180 |21 |8.57 |36 |65k | 
-|Carry 10 | |150 |10 |15 |36 |90k | 
-|Acuity 10 | |200 |22 |9.09 |39 |100K | 
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-===== Devices ===== 
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-===== Augs ===== 
-Augs are IRIS formations within the Character'​s own body, able to store substantial metabolic energy over time to be released later as a power source for super-human capabilities. Augs have a wide variety of effects, but all use Stamina points as a fuel source. ​ 
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-==== Basic Augs ==== 
-Basic Augs are intrinsic to every human born with IRIS. Originally conceived as survival mechanisms, these are versatile and can often be repurposed as a means of sudden attack or reversal. 
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-=== Grit === 
-    * //Gain bonus AP according to the Character'​s rank in the Grit Passive.// 
-      * Grit can be activated instantly at any time that does not conflict with another Player'​s or NPC's turn. This immediately allows the Character to act with whatever AP are offered by Grit, but no Skill tests may be rolled outside the Character'​s normal turn. Augs may be activated as normal until all Grit AP are consumed, but are still limited by their normal per-turn usage limit, if applicable. See the [[System:​traits|Traits]] section for details. 
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-=== Sprint ===  ​ 
-  * //The Character gains access to their Sprint speed for 1 round. Costs 5 Stamina per round.// 
-    * The actual speed depends on the Character'​s Speed Passive. See the [[System:​traits|Traits]] section for details. 
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-=== Leap ===  
-  * //The Character performs a powerful leap or lunge.// 
-    * Calculate movement, spend AP and apply penalties to other actions as though the Character were running to the destination. Only the normal restriction of being on the ground is removed. See the [[System:​traits|Traits]] section for details. Costs 5 Stamina per Leap. 
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-=== Reflex === 
-    * //The Character delays all or part of their action, waiting for an opportune moment. At any time between the delay and their next turn, the Character may release a surge of energy to act at blinding speed with their delayed AP.// 
-      * No Skill tests may be rolled during this acting phase, limiting the Character strictly to the Turn AP that was delayed from their normal turn. Augs may still be activated as normal during the delayed action, including Grit. Only Turn AP may be delayed; any bonus AP from Skills used during the Character'​s normal turn are lost when the Player chooses to delay any part of their turn. Reflex may not be activated to interrupt other Players'​ or NPCs' actions. Instead the Player must state between turns when they intend to act. Any Turn AP still unused when the Character'​s next turn arrives are lost as soon as that turn begins. Reflex requires no Stamina if 0 delayed AP are used. Costs 5 Stamina to activate delayed AP 
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-=== Resist === 
-  * //Roll a Survival test to counter AP damage, avoid passing out or delay the onset of a Death Coma.// 
-    * AP DAMAGE - When Resisting AP damage, the net AP after the Resist attempt is the Character'​s Turn AP for that round. If this amount is 0 or less, the Character may not act unless forcing an action with Grit. If Grit is used, the remaining negative AP will be subtracted from the Grit bonus until totally spent. If this value still results in 0 or less AP, it is impossible for the Character to act. The Director may, at their discretion, be kind enough to inform the Player in advance if their Grit use will be wasted. 
-    * UNCONSCIOUSNESS - Resisting unconsciousness requires 5AP + 5 additional AP for each round unconsciousness has already been resisted. The first test must be made immediately after the Character'​s Stamina drops below 0. Resisting may continue as long as the Character is able to pass the tests or until the Tranquilizer wares off. Outside combat, the test must be made every 10 minutes of in-game time. 
-    * DEATH COMA - Resisting Death Coma requires 10AP + 10 additional AP for each round the Death Coma has already been resisted. The first test must be made immediately after the Character drops below 0 Health. Resisting may continue as long as the Character is able to pass the tests or until Health is no longer negative. Outside combat, the test must be made every 10 minutes of in-game time. 
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-==== Advanced Augs ==== 
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-=== Active Camoflage === 
-    * //Releases billions of controlled nano-particles from the user's skin, creating a closely fitted volume which difuses heat, dampens sound and bends light to make the user almost undetectable.//​ 
-      * Items small enough to be concealed by the Character'​s own body may be carried without breaking the effect, subject to a successful Conceal test. 
-      * All methods of concealing items fall to the Director'​s discretion. If an item cannot be concealed, it renders the camoflage useless until dropped. This includes clothing. 
-      * Acti-Camo offers only half the normal bonuses (rounding down) for hiding other evidence of the Character'​s presence, such as human-sized hollow spaces the user creates in water, dust or smoke, along with trampled grass, mud, etc. Does not make the user more difficult to track by footprints or a scent trail, although these can still be hidden using a standard Obscure test. 
-      * When initiating combat, the Character gains a Surprise round if undetected as normal. The Character also gains +10 Initiative if combat is initiated during an Active Camoflage effect instead of the normal +5 for Stealth. If the Character is detected, but has not yet broken camoflage and is able to initiate combat before the alerted enemy reacts, the Initiative bonus is still gained. 
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-  * **Limited Acti-Camo** //Acuity 5 + Carry 2// - When making Stealth tests, Limited Acti-Camo grants +1AP for every meter between the Character and a source of detection. Activating a Skill breaks the camoflage, which then requires 25AP to be spent recovering the effect. Recovering disrupted camoflage requires no additional Stamina. Limited Acti-Camo is NOT compatible with Camo-Reactive Gear. Costs 15 Stamina per scene. 
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-  * **Standard Acti-Camo:​** //Acuity 7 + Carry 3// – When making Stealth tests, Standard Acti-Camo grants +1AP for every meter between the Character and a source of detection. Worn or carried items which are Camo-Reactive may be included in the effect for an additional cost of 1 Stamina per 3Kg camoflaged. Activating a Skill breaks the camoflage, which then requires 10AP to be spent recovering the effect. Recovering disrupted camoflage requires no additional Stamina. Costs 10 Stamina per scene. 
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-  * **Advanced Acti-Camo:​** //Acuity 9 + Carry 4// – When making Stealth tests, Standard Acti-Camo grants +1AP for every meter between the Character and a source of detection. Worn or carried items which are Camo-Reactive may be included in the effect for an additional cost of 1 Stamina per 5Kg camoflaged. Skills may be activated without breaking camoflage for a cost of 3 Stamina per Skill. Breaking camoflage for any reason requires 10AP to be spent recovering the effect. Recovering disrupted camoflage requires no additional Stamina. Costs 10 Stamina per scene. 
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-=== Dilator === 
-  * //​Dramatically alters the Character'​s internal perception of time, allowing them to consider and calculate while their surroundings slow to a crawl.// 
-    * When making any test using the Focus Trait, activating the Dilator allows the user to count their Standard Action as a Sustained Action, rolling dice multiple times for a single action. This means the time investment normally associated with each roll in a Sustained Action is removed at the cost of Stamina. 
-    * An automatic success may be purchased at the Director'​s discretion, provided the Character can pay the full Stamina cost and the number of required rolls does not exceed the limit of the Dilator. 
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-  * **Limited Dilator:** //Acuity 6// -  The Dilator May only be used for one action per turn. Limited to a 2-rolls Sustained Action. Costs 10 Stamina per roll. 
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-  * **Standard Dilator:** //Acuity 8// - The Dilator may only be used for one action per turn. Limited to a 3-roll Sustained Action. Costs 7 Stamina per roll. 
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-  * **Advanced Dilator:** //Acuity 10// - The Dilator may only be used for one action per turn. No roll limit. Costs 7 Stamina per roll. 
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-=== Overdrive === 
-  * //​Intensifies normal synaptic/​nerve activity to extreme levels for a brief period. Users report a state in which the body becomes a near-instant manifestation of will.// 
-    * When making any test on the Physique Trait, activating the Overdrive allows the user to count their Standard Action as a Sustained Action, rolling dice multiple times for a single action. This means the time investment normally associated with each roll in a Sustained Action is removed at the cost of Stamina. 
-    * An automatic success may be purchased at the Director'​s discretion, provided the Character can pay the full Stamina cost and the number of required rolls does not exceed the limit of the Overdrive. 
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-  * **Limited Overdrive:​** //Carry 6// -  The Overdrive May only be used for one action per turn. Limited to a 2-rolls Sustained Action. Costs 10 Stamina per roll. 
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-  * **Standard Overdrive:​** //Carry 8// - The Overdrive may only be used for one action per turn. Limited to a 3-roll Sustained Action. Costs 7 Stamina per roll. 
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-  * **Advanced Overdrive:​** //Carry 10// - The Overdrive may only be used for one action per turn. No roll limit. Costs 7 Stamina per roll. 
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-=== Intuitor === 
-  * //Advanced computation matrices in the brain extrapolate known factors in the user's surroundings using complex pattern recognition. This grants the user a degree of awareness so absolute as to appear supernatural to the casual observer.// 
-    * When making any test on the Instinct Trait, activating the Intuitor allows the user to count their Standard Action as a Sustained Action, rolling dice multiple times for a single action. This means the time investment normally associated with each roll in a Sustained Action is removed at the cost of Stamina. 
-    * An automatic success may be purchased at the Director'​s discretion, provided the Character can pay the full Stamina cost and the number of required rolls does not exceed the limit of the Intuitor. 
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-  * **Limited Intuitor** //​Initiative 4 + Acuity 2// - The Intuitor May only be used for one action per turn. Limited to a 2-rolls Sustained Action. Costs 10 Stamina per roll. 
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-  * **Standardd Intuitor** //​Initiative 6 + Acuity 4// - The Intuitor may only be used for one action per turn. Limited to a 3-roll Sustained Action. Costs 7 Stamina per roll. 
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-  * **Advanced Intuitor** //​Initiative 8 + Acuity 6// - The Intuitor may only be used for one action per turn. No roll limit. Costs 7 Stamina per roll. 
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-=== Regenerator === 
-  * //The user's peripheral organs and cardio-vascular system are infused with complex filament lattices. When energized, these filaments release and guide enormous volumes of new cells and IRIS nanites to any damaged location. In ideal conditions, reconstruction is fast enough to be observed with the naked eye.// 
-    * Activating the Regenerator causes the Character to dramatically increase their normal healing rate.  
-      * A Character at full Health cannot benefit from the effect. 
-      * If an instance of Regenerator healing is available when a Character takes damage, it will not be used until immediately after the turn in which the damage occurred. This means that multiple enemies damaging the Character in sequence must overcome the addition of the healing effect in between their turns if it was ready to heal at the time when damage was dealt. 
-      * If the Character enters Death Coma or dies during a single enemy turn however, the Regenerator'​s effect ceases without an oppotunity to heal the Character, even if it could have healed immediately after that enemy'​s turn. 
-      * This brief time requirement is most significant during sudden ambushes, when a Character may sustain large amounts of damage in a period of time too short for the regenerator to respond. 
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-  * **Limited Regenerator:​** //Health 3 + Acuity 2// - The Regenerator restores Health equal to the Character'​s daily healing rate once every 3 turns for the duration of a single combat. Costs 10 Stamina. 
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-  * **Standard Regenerator:​** // Health 6 + Acuity 3// - The Regenerator restores Health equal to the Character'​s daily healing rate once every 2 turns for the duration of a single combat. Costs 10 Stamina. Out of combat, the Regenerator may be activated as a healing aid, doubling the Character'​s daily healing for that day. Costs 30 Stamina. Activations in and out of combat are separate and do not interact in any way. 
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-  * **Advanced Regenerator:​** // Health 9 + Acuity 4// - The Regenerator restores Health equal to the Character'​s daily healing rate once every turn for the duration of a single combat. Costs 15 Stamina. Out of combat, the Regenerator may be activated as a healing aid, tripling the Character'​s daily healing for that day. Costs 20 Stamina. Activations in and out of combat are separate and do not interact in any way. 
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-idea: inducer aug - allows remote hacking, drone control and comms depending on the potency of the inducer. higher level = multi-function = HUD + secure comms + drones + hacks etc. 
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-<nspages roleplay:​system -subns -simpleList -hideNoSubns -hideNoPages>​ 
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