The manually operated weapons that can be carried or interacted with in this game are divided into groups based on the kind of damage they deal. There are five main kinds of damage operational weaponry can deal in this game, as delineated below. A character must train with a weapon in order to become proficient with it. Proficiency means you don't make attack rolls with disadvantage. ALL attack rolls made for a weapon in which the player is not proficient result in rolls with disadvantage unless some special effect or feature dictates otherwise. There are two ways this proficiency can be acquired, the first is through combat training and the second is through active use. Combat training takes three in-game days and counts as temporary proficiency that lasts until one month after your training ended. Combat training can also reduce target-acquisition time on some firearms. Active use means connecting a shot with a live target. You do not have to kill a person to gain this effect, but you must have landed a total of three hits on a live target to gain proficiency in this way. If both forms of proficiency are met, they stack and you gain advantage on all attack rolls made with the weapon for which you have those proficiencies (for short-range non-ADS attacks). All attacks past snap-range are made with disadvantage unless the character takes time to ADS. Weapons with the concealable property can be hidden on a character's person to avoid detection or to avoid appearing hostile. Weapons with the heavy property halve your movement speeds and take 2 seconds to draw/holster (all other weapons only take 1 second). Weapons with the explosive property display their radius of effect in place of their effective ranges (and do half damage rounded up past the first radius marker). Players that can see a lobbed grenade can use a reaction to make a DEX saving throw to avoid the damage from the grenade. All grandes are thrown 40m by default with STR modifier adding/subtracting 10m per point.
Ranges for kinetic weapons are doubled when they are used in the vacuum of space.
Nuclear-based weapons and radiation damage always lingers as an area-of-effect. This makes them riskier to use if you aren't in a vacuum. 8m of dirt, 4m of concrete, or 1m of metal blocks radiation blasts. The amount of radiation damage suffered per round is determined by calculating the amount of radiation you are exposed to, minus your species' tolerable limit, and dividing by 100.
Radioactive Vials: can dose 1m^2 of material for 4 days with 350 rads (single use).
Nuclear Charges (explosive): 90m/270m (lasts 1 day) > 300m/1km (lasts for 3d2/1d4 days); 350 > 450 rads
Electrifying weapons are all snap-fired and do not need ADS, but some need to charge before firing and so ADS values are replaced with charge times. Charge times are times added on to the start of an attack and act as a delay, requiring the player to maintain a lock on their target. Additionally, any EMP damage will disable electronic equipment in range unless they are specifically shielded against EMP damage.
Stungun (concealable): 10m; 1 > 4 rounds; 0s/0.3s/3s; 1d8+1 electric damage + chance to stun (CON save @ dis)
Pulse Cannon (heavy): 30m; 4 > 8 rounds; 0s/0.5s/4s; 3d12+2 EMP damage + chance to stun Anhudaro (CON save @ dis)
Arc Rifle (heavy): 30m; 8 > 12 rounds; 2s/1s/2s; 4d12+1 electric damage + chance to stun (CON save @ dis)
EMP Grenades (explosive): 10m > 20m; 2d12 EMP damage + chance to stun Anhudaro (CON save @ dis)
EMP Charges (explosive): 20m > 40m; 3d10 > 4d10+2 EMP damage + chance to stun Anhudaro (CON save @ dis)
Poisons, toxins, nerve agents, narcotics, and similar substances are all handled the same in Snuff. Either they cause poison damage or they don't. If something causes poison damage, armor does not actively reduce the damage taken, instead a player must make a CON saving throw each following round or take residual damage (determined by same dice roll as the triggering damage divided by 2). This residual damage persists until the player makes the CON save. Depending on the potency of the poison, it can force players to make these saves with disadvantage, which makes poisons particularly effective at killing people discreetly.
Nuveen Spore Packets: can dose 1m^2 of material for 1d4 days with Nuveen toxic spores.
Poison Vials: can dose 1m^2 of material for 1 day with 8d4 poison (single use).
Tranquilizer Gun: 20m/90m; 1 > 6 rounds; 1s/1s/2s; chance to stun non-Anhudaro (CON save @ dis)
Nerve Gas Grenades (explosive): 10m/20m; 1d20 poison damage and chance to paralyze non-Anhudaro (CON save)
Chemical Charges (explosive): 30m/60m; 2d12 poison damage and chance to paralyze non-Anhudaro (CON save @ dis)
All of these weapons produce damage of non-standard types; damage of these types is handled the same way as the rest, there is just no resistance, vulnerability, or immunity to them.
Flashbangs (explosive): 10m/15m; DEX saving throw, on fail blind+deaf for 1d3 rounds
Smoke Grenades (explosive): 10m > 20m; lasts 5 rounds unless there is strong wind
Warp Charges (explosive): 2m; instantly kills or destroys anything in radius
:: Armor ::
Armor in Snuff is not totally passive like in DnD, where armor determines if an attack hits or not, but is active and instead also determines how much of an attaack hits. For example, if you have a total armor (natural armor + equipment) of 15, and you're hit with an attack roll higher than 15, and that attack deals 18 damage, then you suffer 3 damage from the attack. There is a tentative rule we are using that says armor does not determine if an attack lands in Snuff, and instead attack rolls are decided by thresholds where you need to roll higher than some threshold determined by the weapon being used in order to land a successful hit. This will be changed soon.
Civilian clothing is purely aesthetic and is automatically projected onto you or synthesized in real-time when entering an urban area or civilian zone. Since clothing is trivial to fabricate, there are no hard class distinctions that can be determined by dress and instead fashion aesthetics are judged by genre and opulence.
LoTek: More traditional or practical clothing with color-shape aesthetic theory strictly applied.
HiTek: Contemporary clothing with electronics and extra functionality built in (easier to hide items).
Combat armor is vitally important for combat in Snuff, as you would imagine, however combat is not as common as you may think. Snuff is modeled after real life as much as possible and combat in real life is usually a last resort since death is swift and permanent. For this reason it is not normal to see people wearing combat gear in this universe and upon seeing people with combat gear most people will assume you are being openly hostile. Upgrading armor to 'adaptive' armor gives you a +2 increase on the amount of damage it reduces, but can be prohibitively expensive.
Light Combat Armor: +1m/s to all movement speeds; +2 > +4 armor
Medium Combat Armor: -1 on Dex rolls; +4 > +6 armor
Heavy Combat Armor: -1m/s to all movement speeds; -2 on Dex rolls; +6 > +8 armor
Space Suits are required by every species except the Ahnudaro and Luzonti to survive in the vacuum of space. The Luzonti have limited times they can survive and still require space suits to live for extended periods of time in space. Space suits are not only for respiration and temperature control but can also provide armor in addition to natural armor. The armor provided by the combat space suit does not stack with other combat armors and they cannot be worn as the same time.
Default Space Suit: -1 on Dex saving throws; allows protection from a vacuum for 8 hours
Combat Space Suit: Same as the default suit but -1m/s to all movement speeds and +4 to armor
:: Additional Gear ::
There are many other items and pieces of equipment you can add to your inventory during your journies in Snuff, and transporting those is usually done via the warp system, but in many cases you will need to carry the items on your person. Packs and carry-gear follow.
There are three pack types - Standard, Adaptive, and Warp. Standard packs have 4 slots of storage, adaptive packs have 6 slots of storage, and warp packs have 8 slots of storage. The slots can be filled by the options listed below. If a unit requires a power supply, that does not mean the power supply is completely occupied by that unit, instead 3 units each requiring 1 unit of power supply only need 1 unit between the 3 of them.
Material Storage (1 slot): 0.2m^3 of space for storing items and raw materials
Energy Cell (1 slot): passively regenerates energy via solar and thermal energy (required for some other slots)
Comms Platform (1 slot): radio boost to 10km; required for terminal jacking; requires 1 unit power supply
Material Synthesizer (1 slot): converts raw materials into usable compounds; requires 1 unit power supply
Nuclear Cell (2 slots): actively regenerates energy via tiny fuel rod (required for some other slots)
Warp Resupplier (2 slots): automatically teleports some items to designated spaces around you; requires 2 units of power supply
Exoskeleton (2 slots): +1m/s to all movement speeds; +1 to Dex rolls; +2 to Str rolls; requires 2 units of power supply
Active Shielding (2 slots): +4 > +6 armor; stacks with worn armor; requires 2 units of power supply
Vests are stackable on top of packs and armor and allow for additional storage and unit installation options.
Light Tactical Vest: allows you to store up to 2 magazines or 1 hand-held item, and 2 grenades
Heavy Tactical Vest: allows you to store up to 4 magazines or 2 hand-held items (can mix 2 and 1), and 4 grenades; -1 on Dex rolls
Warp Vest: allows you to be targeted and transported by warp towers with advantage (normally done with disadvantage)
Many additional items, gear, or equipment exist in the Snuff universe. Many more items exist than are listed below, but these are what are availible in the default tech tree.
Remote Sensor (concealable): Placeable device that can provide live stats and visual/audio feed from its location in a 40m radius.
:: Features ::
Every species starts with natural biological features or culturally ascribed artifical features that allow their members some advantage or efficiency over their environment and regular activities. Being a productive or even destructive member of the universal society may sometimes require more skills than initially availible to you. After a month of in-game time, characters may take one of the following features as an additional set of tools for use in their party.
Free Runner (prerequisite Human): Difficult terrain doesn't cost you extra movement and your climbing speed increases to 4m/s, making you adept enough to climb almost any vertical surface. Your base jump distances at 1G become 3m x 6-12m. This means movement through urban areas is shortened by half for you and you gain advantage on rolls to escape pursuers on foot or to similarly catch up with someone on foot.
Superior Spores (prerequisite Nuveen): You gain immunity to poison. The base radius you can mark with your spores becomes 40 meters and you gain an another usage of the ability per rest (three total). Additionally, you can emit toxic spores. If you do so, biological organisms that enter the area must make a Constitution saving throw with disadvantage or fall unconscious and remain unconscious until removed or killed. This save automatically succeeds if you were the one that emitted the spores, you were wearing a gasmask, or you used some kind of air filter. All other Nuveen make this save without disadvantage. If an organism fails this saving throw and falls unconscious, they also receive low doses of poison every day that passes while remaining in the presence of the spores. This deals 1d6 poison damage each day and ignores resistance to poison damage and treats poison immunity as resistance to poison. If someone is already unconscious when exposed to the spores, they automatically fail the saving throw and take double the poison damage each day. If an organism dies from these spores, their body bursts, releasing new spores and maintaining the area of affect for another 1d4 days. These spores can be harvested with the right tools and stored for later use on food or in air vents, although their potency only lasts for 1 day if used this way (unless someone dies and bursts).
Feminine Venom (prerequisite Ksote): If you have survived the Hive Queen ritual, then regardless if it succeeded or failed, your unarmed sting attack does an additional 1d4 kinetic damage and 2d8 poison damage. You gain immunity to poison damage and the poisoned condition. Additionally, you sprout a pair of wings that give you a gliding speed of 20m/s and a flying speed of 4m/s.
Systems Hardening (prerequisite Ahnudaro): Your internals are waterproofed and you can now swim down to a depth of 1,000 meters with a swimming speed of 1m/s. Your frame is strengthened, raising your natural armor to 12, and extra insulation allows you to now withstand 0atm - 100atm. Additionally you are no longer vulnerable to electric damage.
Skin of the Aurora (prerequisite Luzonti): You gain the ability to breath liquid water and you gain immunity to electric damage. Additionally, you can emit stored ions through your skin to give you a flying speed of 1m/s in a vacuum and shed bright light for 60 meters and dim light for another 60 meters. This effect lasts for 1 minute and cannot be used again until you finish a full rest.
Mighty Mouse (prerequisite Mice): You become attuned to your primal nature and can readily tap into it for use in combat. Add 1d4 kinetic damage to your unarmed attacks. Your bite attack now garuntees the bleeding status if it lands. Your natural armor increases to 5 and your carry cap is increased to 16kg. You are no longer vulnerable to poison damage.
Quickdraw: Your time to draw a weapon is reduced by 1 second, allowing you to draw and fire most weapons in the same action. Additionally, the time you take to aim a weapon is reduced by 1 second, allowing for instant ADS with some weapons.
Marksman: While aiming with a weapon in which you are proficient, all attack rolls have advantage and aiming for specific body parts does not impose disadvantage. Additionally, the time you take to reload a weapon is reduced by 1 second.
Martial Artist (Ahnudaro excluded): Advanced combat training has made you adept at striking and disarming others with your bare hands. You can now attempt to disarm someone with an unarmed attack. Additionally, your unarmed attacks deliver an extra 1d6 kinetic damage and attempts to knock someone unconscious are rolled with advantage with natural rolls of 18-20 counting as critical.
Plasmidic Augmentations (Ahnudaro excluded): You take plasmidic cocktail injections for three days (must be in inventory beforehand) to attempt genetic augmentation. To determine the effects of the plasmidic injections you must roll 1d2 with no vantage each day with each success granting you two augmentations of choice upon a succes. Once the injections have finished, further injects will have no effect since your body has already determined its response to the plasmids (like viral immunity). The mutations and their effects are as follows: DEC2 P384R mutation cuts time required for a full rest in half, tetrachromacy (100x color-depth) for superior sight, TAS2R38 mutation for superior taste, PPARA mutation for low-oxygen resistance (can hold breath for 20 minutes longer than base), Gln82Ter mutation for superior endurance (+1 to all BODY rolls), Ehlers-Danlos syndrome for improved dexterity (+2 to DEX rolls), LRP5 mutation for higher bone density (+1 to STR and CON rolls and +1 armor), Alpha-Actinin 3 Absence for superior reaction times (+2 to response-time rolls and +3 to DEX rolls), Myostatin-Related Muscle Hypertrophy for superior strength (+4 to STR rolls), Partial Congenital Analgesia for pain tolerance (+2 armor), AS3MT and ALDH2 mutations for poison and toxin resistance (immunity if already resistant), TBX15/IL-10 and HSP70/HT1080 mutations for cold and heat resistance (immunity if already resistant).
Linguistics, Semiotics, & Steganography: You have studied exotic languages and symbolic systems in great depth and have gained relavant abilities. You learn two more languages of your choice. You can identify and create ciphers, argots, and obfuscation systems at will allowing you to find or hide information in text or speech in ways not obvious to passive observers.