This is an old revision of the document!
This page is still unfinished, more soon!
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.
- Acti-Camo bonuses can be doubled by making a successful Stealth test while remaining stationary. Moving removes the double bonuses.
- 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.
- 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 other than Stealth 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 other than Stealth 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 other than Stealth may be activated without breaking camoflage for a cost of 3 Stamina per Skill. Activating Stealth requires no additional Stamina. 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.
- 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.
- 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.
- 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.
- Advanced Dilator: Acuity 10 - The Dilator may only be used for one action per turn. No roll limit. Costs 7 Stamina per roll.
Inducer (Aug)
- A network of high-power emitters and an advanced tracking system make it possible to induce complex currents in nearby targets. The many applications for this compound technology include remote hacking, real-time drone control and comunication networking, to name a few.
- Inducers have many possible uses and the more advanced the Inducer is, the more of these fuctions can be supported in a single Aug, along with increasing its range and security.
- Inducer options include:
- REMOTE INTERFACE - Allows the user to make Interface Skill tests at a distance up to the maximum range of the Inducer. Sources of interference or insulation may shorten the range, apply penalties or make Interface actions impossible, at the Director's discretion.
- DRONE CONTROL - Allows the user to take active control of drones at a distance up to the maximum range of the Inducer. While actively controlling a drone, the Character uses their own AP, Traits and Skills to perform actions. It should be noted that taking active control of a drone leaves the user vulnerable as their own body becomes inactive. The Split-Think Aug remedies this by allowing control of multiple functions at the same time. See the Split-Think Aug entry for more information. Sources of interference or insulation may shorten the range, apply penalties or make Interface actions impossible, at the Director's discretion.
- HUD - The HUD or Heads Up Display is a graphical overlay for the user's own senses, indicating sources of noise, highlighting enemies or other objects of interest and allowing any location or entity to be tagged, indicating it to other HUD users on the same network and tracking its location as long as it remains detectable. Location tags on the environment may remain tagged indefinately, since they cannot move. Creating a tag requires 5AP. Allies making attacks on tagged targets receive +5AP. Allies using Strategy, Canny, Savvy or Alertness to locate previously tagged enemies also receive a +5AP bonus.
- NETWORK RELAY - The user may serve as a communication hub for multiple allies, providing various functions, such as visual / audio feeds, real time comms and HUD functionality. These can be used at a distance up to the maximum range of the Inducer. Sources of interference or insulation may shorten the range, apply penalties or make Interface actions impossible, at the Director's discretion.
- Limited Inducer Acuity 4 - The inducer offers a single function with no bonuses to resist hacking and a range of 75m. See possible functions above.
- Standard Inducer Acuity 7 - The inducer offers 2 functions with +5AP to resist hacking and a range of 150m. See possible functions above.
- Advanced Inducer Acuity 10 - The inducer offers 3 functions with +10AP to resist hacking and a range of 300m. See possible functions above.
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.
- 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.
- 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.
- 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.
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.
- 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.
- 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.
- Advanced Overdrive: Carry 10 - The Overdrive may only be used for one action per turn. No roll limit. Costs 7 Stamina per roll.
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.
- 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.
- 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.
- 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.
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.