§1 Melee Weapons
DC 12+ to hit. Listed damage is per-hit, so a weapon with 1d20+Y Zx for its aim will roll to hit Z number of times and deal its stated damage value for each successful hit.
Bludgeons — family passives
- Crushing Weight: Successful attacks that deal no less than −3 damage after armor ablate it by 1 despite not hitting through.
- Sundering: Successful heavy attacks that are not fully soaked ablate additional armor. Massive bludgeons ablate +3, moderate bludgeons +2, and miniature bludgeons +1.
Massive Bludgeon
MELEEMauls, chains, etc.
Catastrophic Impact: When a Heavy Attack deals damage through armor, double that damage against Grit but not Bio.
- Heavy Attack: 1d20+3 (60%) · Heavy Damage: 3d5+3 (6–18)
- Light Attack: 1d20+5 (70%) · Light Damage: 2d6+2 (4–14)
Moderate Bludgeon
MELEEBaseball bats, crowbars, etc.
Winded: Whenever you ablate armor, deal an equal amount of damage to the target's Grit.
- Heavy Attack: 1d20+4 (65%) · Heavy Damage: 2d6+4 (6–16)
- Light Attack: 1d20+7 2x (80%) · Light Damage: 1d8+2 (3–10)
Miniature Bludgeon
MELEEKnuckle dusters, truncheons, etc.
Combination Blow: Each successful hit on your turn deals +1 more damage than the last (stacking), but resets when your turn ends.
- Heavy Attack: 1d20+5 2x (70%) · Heavy Damage: 2d4+2 (4–10)
- Light Attack: 1d20+7 3x (80%) · Light Damage: 1d4+1 (2–5)
Slashers — family passives
- Piercing: Successful attacks that deal at least 3 damage through armor completely ignore it for that attack and still ablate it normally. One point of the damage is dealt directly to Bio, bypassing Grit.
- Rip & Tear: Successful heavy attacks against enemies with no functioning armor — which includes when armor is pierced — deal extra damage per hit. Massive slicers +3, moderate slicers +2, miniature slicers +1.
Massive Slasher
MELEEChainsaws, breaker swords, etc.
Savage Teeth: When a Heavy or Light attack is not fully soaked, it ablates +2 additional armor. This bonus is also doubled on Critical Hits.
- Heavy Attack: 1d20+3 (60%) · Heavy Damage: 4d4+2 (6–18)
- Light Attack: 1d20+5 (70%) · Light Damage: 2d8+1 (3–17)
Moderate Slasher
MELEEKatanas, cleavers, etc.
Razor Edge: Successful attacks that deal at least 2 damage through armor trigger Piercing.
- Heavy Attack: 1d20+6 (75%) · Heavy Damage: 2d6+1 (3–13)
- Light Attack: 1d20+7 2x (80%) · Light Damage: 1d8+2 (3–10)
Miniature Slasher
MELEEKnives, claws, etc.
Shredder: When an attack that gets past armor is not enough to trigger Piercing, one point of the damage is still dealt directly to Bio.
- Heavy Attack: 1d20+6 2x (75%) · Heavy Damage: 2d4+1 (3–9)
- Light Attack: 1d20+8 3x (85%) · Light Damage: 1d4+1 (2–5)
Unarmed
Unarmed
MELEEGood 'ol fisticuffs.
Flexible: Unarmed attacks can be performed using any major part of the body (e.g. arms, legs, head), even if your hands are full.
- Light Attack: 1d20+ENDR RACT x · Light Damage: BODY d STR
- Heavy Attack: 1d20+ENDR · Heavy Damage: BODY d STR+STR
§2 Ranged Weapons
DC 12+ to hit. Listed damage is per-hit. Net damage is determined after totaling all successful hit damage, then subtracting armor once.
Massive
Machine Gun
MASSIVEOppressive Suppression: Each shot you miss applies a stacking −1 aim penalty to the target you were aiming for so long as they are in your weapon's preferred range. This penalty remains for one round.
- Aim: 1d20 + STDY 5x · Damage: 2d2+1 (3–5) · Magazine: 30
- Reload: Action + Bonus Action every 6 attacks
Rocket Launcher
MASSIVEThis entry has not cleared the censor.
AWAITING CALIBRATIONGrenade Launcher
MASSIVEThis entry has not cleared the censor.
AWAITING CALIBRATIONModerate
Rifle
MODERATESharpshooter: After applying aim modifiers, any aim rolls above 20 count as Critical Hits. When you land a critical hit, multiply your damage by your aim roll − 20.
- Semi: 1d20+3 + STDY · Burst: 1d20 + STDY 2x · Auto: 1d20−2 + STDY 3x
- Damage: 2d5+1 (2–11) · Magazine: 18
- Reload: Action every 18 / 9 / 6 attacks
Shotgun
MODERATECarnage: Slugs convert 1 damage directly to Bio and ablate 2 armor when damage gets through. Shell crits re-roll all damage from the attack at advantage.
- Slug: 1d20+2 + STDY · Damage: 3d6+2 (5–20) · Magazine: 6
- Shell: 1d20+5 4x · Damage: 2d2+1 (3–5) · Magazine: 6
- Reload: Action every 6 attacks
Effect Thrower
MODERATELight 'Em Up: Your attack (aim & damage) applies to everyone in a 3x3 area around your target.
- Aim: 1d20+4 + STDY · Damage: 2d3+2 (4–8) · Magazine: 12
- Effects: TBD · Reload: Action + Bonus Action every 12 attacks
Miniature
Pistol
MINIATUREDeadeye: Each successful hit adds +1 to your next pistol aim roll and lowers your crit threshold by 1 (20 → 19–20) for the rest of the turn.
- Aim: 1d20+3 + STDY 2x · Damage: 1d8+3 (4–11) · Magazine: 14
- Reload: Action every 7 attacks
Revolver
MINIATUREEpitaph: When you deal damage through armor, ablate armor equal to net damage dealt +1. Doubled on crit.
- Aim: 1d20+2 + STDY · Damage: 4d4+2 (6–18) · Magazine: 6
- Reload: Action every 6 attacks
SMG
MINIATURERide the Lightning: Each critical hit counts independently, ignoring the normal one-crit rule.
- Aim: 1d20+1 + STDY 6x · Damage: 1d3+1 (2–4) · Magazine: 30
- Reload: Action every 5 attacks
Ranged Projectiles
MINIATUREThrowing knives, chains, whips, etc.
Deadly Aim: Critical hits double damage before armor.
- Aim: 1d20+3 + STDY · Damage: 2d3+4 (6–10)
§3 Protection & Armor
There are four classes of armor. While armor is equipped, incoming damage subtracts the remaining armor value to determine net damage.
Street-Grade
ARMOR: 4Reinforced jackets, concealed padding, and fashion armor made to look like streetwear. Wealth Tier 2.
Professional-Grade
ARMOR: 8Tac vests with modular plate inserts, reinforced combat wear, ballistic helmets, and external body armor. Wealth Tier 3.
Military-Grade
ARMOR: 12Complete plate sets, reinforced exo frames, and helmets with HUD visors. Wealth Tier 4.
Cutting-Edge
ARMOR: 16Powered armor shells, cybernetic-linked hybrids, and heavy exo suits. Wealth Tier 5.
How Armor Resolves
If the result is 0 or less (i.e. the armor value is equal to or greater than the incoming damage), the attack is completely absorbed by the armor and does not damage the target. If the damage exceeds the armor, the remaining number after subtracting it is how much damage is dealt to the target. Additionally, whenever damage is successfully dealt through armor, the armor is ablated by 1 point.
Armor does not repair during a scene unless stated otherwise. Armor cannot be ablated below half of its original value during a scene: