Mechanics

Overview

Other Resources:

Characters

Every character in Syn is built from five Identity Aspects: Stats (and the skills under them), Traits, Techniques, Cybernetics, and the Experience that pays for it all. Stats and skills define what you can do; traits and techniques shape how; cybernetics push you past human limits at a cost to your Humanity.

Almost every check in Syn is resolved with 1d20 + your stat + your skill. Read the full breakdown on the Identity & Stats file.

Stats & Skills

Stats are grouped under 8 umbrella categories, each holding four related sub-stats (32 in total). Categories are derived — their level is the sum of the sub-stats beneath them, and you invest in the sub-stats rather than the category itself. Each sub-stat caps at level 3; only cybernetics can push one higher.

A check adds the relevant sub-stat to its parent category context. Tap any sub-stat on the Identity & Stats file for its full dossier entry.

Intelligence

INT

"Knowledge is the only weapon they can’t confiscate at the door."

  • Memory — The ability to accurately retain and recall information.
  • Will — Mental resolve and the ability to resist pressure, fear, coercion, or distraction.
  • Aid — Practical knowledge of stabilizing, treating, and assisting others in the field.
  • Research — The ability to locate, organize, interpret, and connect useful information.

Movement

MOV

"If you can catch me, you can have me."

  • Speed — Raw movement pace and acceleration.
  • Vault — Skill in clearing, climbing, and passing over physical obstacles fluidly.
  • Stealth — The ability to move quietly and remain unnoticed.
  • Swim — Capability in water movement, buoyancy control, and aquatic survival.

Cool

COOL

"Half of this city runs on nerve and good timing."

  • Luck — It's not entirely clear what Luck is, but there are times when it seems the universe is smiling or frowning down upon a character.
  • Guile — Cunning deception and the ability to mislead convincingly.
  • Performance — Skill at entertaining, presenting, or commanding an audience.
  • Thievery — Precision manual skill used for illicit or covert physical tasks.

Technical

TECH

"Every lock is just a conversation I haven’t finished."

  • Quickrunning — Rapid, surface-level intrusion into nearby or accessible systems.
  • Deeprunning — Advanced intrusion, system manipulation, and layered digital analysis.
  • Mechanics — The ability to understand, repair, modify, and build physical machinery.
  • Design — Skill in planning, drafting, optimizing, and inventing technical solutions.

Body

BODY

"Chrome breaks. Bone that’s been through worse doesn’t."

  • Endurance — Long-term physical stamina and resistance to exhaustion.
  • Strength — Raw muscular force.
  • Resilience — Physical toughness and the ability to absorb punishment without failing.
  • Athletics — General physical training, conditioning, and coordinated whole-body effort.

Tactical

TACT

"I saw the ambush three streets back."

  • Tracking — The ability to follow signs of movement, behavior, or passage.
  • Investigation — Methodical examination of evidence, scenes, and inconsistencies.
  • Perception — Immediate sensory awareness of what is present, hidden, or out of place.
  • Streetwise — Knowledge of urban culture, criminal ecosystems, local habits, and informal power structures.

Social

SOC

"I’ve never needed a gun to take a room."

  • Intimidation — The ability to pressure others through fear, menace, dominance, or implied threat.
  • Persuasion — The ability to convince others through logic, charm, credibility, or negotiation.
  • Insight — The ability to understand what others feel, want, fear, or hide.
  • Seduction — The ability to attract, entice, or disarm others through intimacy, allure, or chemistry.

Reflexes

REF

"By the time you’ve decided, I’ve already moved."

  • Acrobatics — Advanced balance, aerial control, flexibility, and complex body movement.
  • Finesse — Skill in delicate handwork, misdirection, and subtle object manipulation, especially when performed smoothly or unnoticed.
  • Reaction — Raw speed of physical response to sudden danger or change.
  • Steady — Controlled physical stability, including breath, posture, and fine bodily restraint under pressure.

Experience & Progression

New characters are built from a budget of 100 XP, then earn more by playing. Traits themselves are free — you pay only for the stats they require — while cybernetics are the most expensive way to grow. XP is spent the following ways:

Raise a Stat · 5 XP / level

Invest in any of the 32 sub-stats, up to a natural cap of +3.

Take a Trait · Free

Traits cost no XP of their own — you only pay the 5 XP/level for the stats they demand.

Install Cybernetics · 20 XP each

Chrome that can raise a stat past +3 — the only thing that can. Five pieces costs 100 XP.

Choose Skills · at genesis

Start play having selected two skills; more open up as you progress.

Learn Techniques · later

Combat techniques are unlocked through progression rather than bought up front.

Shared Slots · 10 total

Traits and cybernetics compete for the same ten slots — spend them with intent.

Full step-by-step build order is on the Character Genesis file.

Actions & Combat

When combat breaks out, everyone involved enters combat-time and acts in order. On your turn you take two actions and move up to your allotted distance; an Endurance pool fuels your reactions when it isn’t your turn.

Initiative

On entering combat, everyone rolls a Reflexes-based initiative test. Play proceeds from highest roll to lowest; ties break toward the higher stat, then a re-roll.

Turn progresses from highest initiative to lowest

ROLLED 18
1st
ROLLED 13
2nd
ROLLED 11
3rd
ROLLED 6
4th
ROLLED 3
5th

At the end of each round, a new one begins until combat ends. Late arrivals slot in at the back.

Actions in Combat

You may spend your two actions in any order. A handful of the most common options:

Attack

Strike with an equipped weapon or unarmed. Some weapon classes need both actions to fire.

Dash / Sprint

Trade an action for extra movement when you need to close a gap or break away.

Reload / Draw

Ready a weapon, swap kit, or reload — the upkeep that keeps you in the fight.

Aid / Repair

Stabilise a downed ally, patch a wound, or fix failing chrome mid-fight.

Use / Interact

Drink a consumable from your inventory or work the environment — a lever, a terminal, a door.

Reactions

Off-turn, spend Endurance to Evade, Block, Parry, or Maneuver against incoming attacks.

Crits, advantage, the full action list, and the Endurance engine are detailed on the Combat Flow file.