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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.
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:
- 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.
- AP damage which reduces enemy AP in their next turn for each attack made, reducing their ability to act or disabling them entirely.
- Stamina damage which drains enemy Stamina until they recover it, and can render a target unconscious if their Stamina is depleted.
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 modifications and alternative ammunition loads which grant various benefits. Please see their respective sections below for details.
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 Trait Map for details on Passives)
Weapons List
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.
- Explosive Increases AP damage by 100% per advancement level. Costs 100 / 200 / 300 per round.
- 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.
- EMP Briefly disables target's Devices and Augs. Lasts 1 round per advancement level. Costs 150 / 300 / 450 per round.
- 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.
- Guided Grants +1AP when firing at long range or at small-targets per advancement level. Costs 100 / 200 / 300 per round.
- 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.
Armor
Armor List
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 |
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 |
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 |
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 |
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 |
Devices
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.
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.
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 Traits section for details.
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 Traits section for details.
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 Traits section for details. Costs 5 Stamina per Leap.
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
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.
Advanced Augs
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. If combat is initiated while camoflaged, the Character gains +5 Initiative. This means that 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.
- 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.
- 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.
- 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.
Dilator
- Dramatically alters the Character's internal perception of time, allowing them to consider and calculate while their surroundings slow to a crawl.
- A Dilator grants the Character bonus AP on all Focus tests for 1 Scene.
- Limited Dilator: Acuity 6 - When making any test using the Focus Trait, the Character may automatically succeed in that test using the standard rules for a Sustained Action at the cost of Stamina for each roll made.
idea: inducer aug - allows remote hacking, drone control and comms depending on the potency of the inducer.