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IRIS
IRIS, the Interactive, Reconstrictive, Integrated System is a network of highly advanced nano-machines which maintain and enhance the human body from within. Though they are considered primarily a medical technology, their potential to enhance human capabilities is so great that a person with well-calibrated IRIS can excel beyond others in almost any field. Unlike most of the technology used today, every human being alive has IRIS. It is self-sustaining; passed down to evey child in the womb, helping to form and stabilize the unborn child until birth, at which point it begins to grow a unique identity alongside its new host. Despite its ubiquitousness however, great differences remain in any given person's ability to wield it. IRIS is a learning system and seeks to meet the needs of its host. As such, individuals can subconsciously shape its development over time as it adapts to their lifestyle, but the extent of this influence depends on the host themselves; this is referred to as, “affinity”. When the Feral Plague swept Horizon, those with weak afinity for IRIS were the most susceptible, since they lacked the ability to retain control once infected by the dominant Feral IRIS. On that basis, most of the surviving population have a generally higher affinity for IRIS than the Earth average. This in itself does not make them super-human by any means, but their subconscious influence over IRIS is demonstrable, even if not usually focused beyond a general degree. Player Characters are noteworthy in the world of Horizon partially for this reason, as they are considered to have greater than normal affinity. This means Player Characters, along with other high-affinity individuals, tend to stand out as being exceptional, or at least above average when compared to most people they meet on Horizon. Raw skill, talent and practice still have a great impact on overall capability however, making it an uncommon claim that someone succeeds only because their affinity is greater. Such comments would normally be considered jealous or spiteful and will often be derided as such.
IRIS Index:
IRIS Overview
IRIS has many effects in the human body, improving performance in almost every area of the user's abilities. When measuring the specific effects, two metrics are used, called Traits and Passives.
Traits are the defining attributes of a Character and express the degree of natural talent they have when using their abilities. The higher a Character's rank in a given Trait, the more dice they will roll when making tests related to that Trait. Every die has a chance to improve an action's effect, so more dice means better odds for bonuses and more bonuses means better performance.
Passives represent the Character's specific attributes, such as how fast they are or how much weight they can carry. The number of ranks a Character has in each Passive will determine their ability in that area: more ranks in Speed lets them move further; more ranks in Strength lets them carry more. Not only do Passives contribute a great deal to a Character's playstyle, but they are especially important to get right because they control the Character's greatest limitations and are very difficult to change after Character creation.
Traits and Passives are arranged in groups of three; one Trait, with two Passives beneath it:
- The Focus Trait increases the number of dice rolled for mental tests.
- The Focus Passive, Acuity allows the Character to use more advanced technology.
- The Focus Passive, Will increases the Character's Stamina, allowing them to use Augs, such as Grit, more frequently for super-human feats.
- The Instinct Trait increases the number of dice rolled for awareness, stealth and social tests.
- The Instinct Passive, Grit increases the Action Points, or AP, gained when activating the Grit Aug. Bonus AP improve the Character's performance in any Skill test.
- The Instinct Passive, Initiative grants bonuses to the Character's Initiative tests, which determine the order in which Characters take their turns in combat. A higher score means the Character can act sooner. Additionally, Initiative grants bonus Action Points during the Character's first round of combat, so not only can the Character act sooner, but also with greater potency when combat begins.
- The Physique Trait increases the number of dice rolled for Physical tests, such as making attacks.
- The Physique Passive, Strength increases the maximum mass a Character can carry and allows them to wield more potent Gear, such as heavier weapons and armor.
- The Physique Passive, Speed increases the distance a Character can move each round during combat and grants bonuses to Speed tests, which are made when attempting to outrun something.
- The Vigor Trait increases the number of dice rolled for resistance and talent tests.
- The Vigor Passive, Health increases the number of Hit Points, or HP, the Character has, allowing them to endure more damage before they die.
- The Vigor Passive, Toughness increases the number of Natural Armor points the Character has, increasing the amount of damage they can absorb each turn of combat before losing any Health.
Building Traits
Each Trait is assigned a fixed number of ranks; 5, 7, 9 or 11, at the Player's discretion. Each value may only be used for one Trait and all values must be used. No others are valid. Remember that a Character's strengths and weaknesses depend on the ranks in their Traits; make sure they have the highest ranks in Traits most important to their role.
- For example, a Character could have:
- Focus 7
- Instinct 11
- Physique 5
- Vigor 9
- A Character could also have:
- Focus 5
- Instinct 9
- Physique 11
- Vigor 7
- A Character could NOT have:
- Focus 11
- Instinct 9
- Physique 11
- Vigor 7
- A Character also could NOT have:
- Focus 12
- Instinct 9
- Physique 7
- Vigor 4
The rank in a Trait also determines the number of ranks available to its Passives. If a Trait has 7 ranks, then its two Passives must share a total of 7 ranks between them.
- For example, look at the Vigor Trait listed above. If a Character has 7 ranks in Vigor, then its Passives, Health and Toughness, will share 7 ranks between them.
- This means the Character could have:
- Health 0 with Toughness 7
- Health 4 with Toughness 3
- Any other combination that totals 7 ranks.
The only rule is that the total number of ranks between them cannot exceed the rank of their Trait. This means that the higher the rank of the Trait, the more ranks will be available to its Passives as well.
- For example, if the Character had 11 ranks in Vigor, they could have:
- Health 5 with Toughness 6
- Health 1 with Toughness 10
- Any other combination that totals 11 ranks.
Using Traits
When using their abilities, the Player rolls dice for a chance to improve the results. The number of dice rolled is always equal to the Character's rank in the related Trait. This means that if a Character has 9 ranks in Focus, the Player may roll 9 dice for any Focus test.
- Focus dice are used for Mental tests, such as medicine or hacking.
- Instinct dice are used for Perception, Social and Stealth tests.
- Physique dice are used for Physical tests, such as making attacks.
- Vigor dice are used for Survival and Talent tests.
The number of dice rolled is important, because each die has a chance to “score” by giving an odd-numbered result. Every scoring die grants a +2 Action Point (AP) bonus for the test, so the more dice rolled, the bigger the possible bonuses.
- For example, when making an attack -a physical test- the Character rolls a number of dice equal to their rank in Physique. If the Character has Physique 7, then the Player would roll 7 dice. Since each die scores on odd numbers, there is a 50/50 chance for each to score, making a result of 3 fairly average. With 3 scoring dice, the Character gains +6AP on their attack; 2AP per scoring die.
- By comparison, a Character with Physique 11 would roll 11 dice on the same attack, making 5 scoring dice fairly average, rather than just 3. With 5 scoring dice, the Character gains +10AP rather than +6AP, which could be enough AP for an additional hit on the enemy.
- In other words, Characters with high ranks in Physique have better odds in combat, since they roll more dice and can get bigger bonuses for their attacks. The more dice rolled, the better the chances of bonus AP and this is true in every area of a Character's performance, not just combat. Rank your Trait carefully!
Trait Map
FOCUS The character's intelligence and determination
INSTINCT The character's alertness and intuition
PHYSIQUE A character's physical strength and agility.
VIGOR The measure of a Character's resiliance