SYN//ARCHIVE/FILE P-05/ARSENAL/FIELD

The Arsenal

Everything that hits and everything that stops a hit — bludgeons, slashers, fists, firearms, and the four grades of armor between you and the morgue.

§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.

NET DAMAGE Net damage is determined at the end of an attack by adding the total rolled damage, then subtracting any armor. If net damage is 0 or less, the weapon dealt no damage and failed to ablate armor unless stated otherwise.

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

MELEE

Mauls, 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)
REQUIRES: BODY 2++3 INTM−2 ENDR SPD VALT SWIM ACRO

Moderate Bludgeon

MELEE

Baseball 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)
REQUIRES: BODY 1++2 INTM−1 ENDR SPD VALT SWIM ACRO

Miniature Bludgeon

MELEE

Knuckle 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)
REQUIRES: BODY 0++1 INTM

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

MELEE

Chainsaws, 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)
REQUIRES: BODY 2++3 INTM−2 ENDR SPD VALT SWIM ACRO

Moderate Slasher

MELEE

Katanas, 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)
REQUIRES: BODY 1++2 INTM−1 ENDR SPD VALT SWIM ACRO

Miniature Slasher

MELEE

Knives, 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)
REQUIRES: BODY 0++1 INTM

Unarmed

Unarmed

MELEE

Good '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

MASSIVE

Oppressive 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
REQUIRES: BODY 3++3 INTM−2 ENDR SPD VALT SWIM ACRO

Rocket Launcher

MASSIVE

This entry has not cleared the censor.

AWAITING CALIBRATION

Grenade Launcher

MASSIVE

This entry has not cleared the censor.

AWAITING CALIBRATION

Moderate

Rifle

MODERATE

Sharpshooter: 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
REQUIRES: BODY 1++2 INTM−1 ENDR SPD VALT SWIM ACRO

Shotgun

MODERATE

Carnage: 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
REQUIRES: BODY 2++2 INTM−1 ENDR SPD VALT SWIM ACRO

Effect Thrower

MODERATE

Light '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
REQUIRES: BODY 2++2 INTM−1 ENDR SPD VALT SWIM ACRO

Miniature

Pistol

MINIATURE

Deadeye: 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
REQUIRES: BODY 0++1 INTM

Revolver

MINIATURE

Epitaph: 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
REQUIRES: BODY 1++1 INTM

SMG

MINIATURE

Ride 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
REQUIRES: BODY 1++1 INTM

Ranged Projectiles

MINIATURE

Throwing knives, chains, whips, etc.

Deadly Aim: Critical hits double damage before armor.

  • Aim: 1d20+3 + STDY · Damage: 2d3+4 (6–10)
REQUIRES: COOL 1++1 INTM

§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: 4

Reinforced jackets, concealed padding, and fashion armor made to look like streetwear. Wealth Tier 2.

+1 INTM−1 ACRO VALT SWIM

Professional-Grade

ARMOR: 8

Tac vests with modular plate inserts, reinforced combat wear, ballistic helmets, and external body armor. Wealth Tier 3.

+2 INTM−2 ACRO VALT SWIM

Military-Grade

ARMOR: 12

Complete plate sets, reinforced exo frames, and helmets with HUD visors. Wealth Tier 4.

+3 INTM−3 ACRO VALT SWIM−1 SPD STLH ENDR

Cutting-Edge

ARMOR: 16

Powered armor shells, cybernetic-linked hybrids, and heavy exo suits. Wealth Tier 5.

+4 INTM−4 ACRO VALT SWIM−2 SPD STLH ENDR

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.

EXAMPLE Military Grade (12) takes 14 damage → wearer takes 2 damage → armor ablates 12 → 11.

Armor does not repair during a scene unless stated otherwise. Armor cannot be ablated below half of its original value during a scene:

STREET — FLOOR 2 PROFESSIONAL — FLOOR 4 MILITARY — FLOOR 6 CUTTING-EDGE — FLOOR 8