Archetypes and Feats
Ripley from Alien, Dr. Rodney McKay from Stargate: Atlantis, or Amos from The Expanse - these are characters who can be defined as archetypes: Bounty Hunter, Scientist, and Soldier. In Whisperspace, an archetype is defined as a character path that has prerequisite skills or attributes and which provides your character with definition thematically and an additional set of skills to gain levels in.
A character may have no archetype and choose feats freely. Pick one feat :O
Category | Feat name | Req. | Description | ||
|---|---|---|---|---|---|
Assassin | Path Through Shadow | You have been well trained in the subtle arts of camouflage and stealth. While moving through dark or obscured areas, gain +1 bonus die to stealth checks. Darkness and shadows around you count as partial cover for you. | |||
You’re Next | When you incapacitate or kill a target, you may immediately force another target (who can both see and be seen by you) to make a Willpower roll (DC5 + your REF or Bearing). On a failure, the target suffers +1 stress and the Frightened condition. On an extreme failure, the target suffers +3 stress and the Fleeing condition. | ||||
Shadow Strike | Your first successful melee attack against a Surprised enemy is made with +1 bonus die. If you hit with an extreme success, your attack gains Piercing 2 (stacks with other sources of Piercing) | ||||
Battlefield | Dual Wielding | When you successfully make an attack roll with your main hand weapon, you may immediately make an attack roll with a Light weapon held in your off hand as a free action. This attack counts as part of your main hand weapon attack for the purposes of counting number of attacks per turn, however it suffers all penalty dice from the main hand weapon attack roll (if there were any), and additionally suffers +1 penalty die. | |||
Storm of Bullets | When you or an ally within Very Near distance from you is attacked, you may spend a reaction to attack back, assuming you are within range and can see the attacker. | ||||
Dance of Death | Whenever you make a successful roll in combat, you may choose to gain +1 bonus die on your next roll and suffer +1 stress. This effect stacks: if you succeed your next roll, you may choose to gain +2 bonus dice and suffer +1 stress. This stacking effect resets at the start of your next turn or when you fail a roll (stress gained does not reset). | ||||
Close Quarters | Way of the Readied Blade | You appear calm, but there is a sense of readiness about you, as though you are waiting for something. You may spend 1 action to gain +1 bonus die to Bearing rolls. Every round of combat, instead of gaining 1 reaction, you gain reactions equal to your REF (minimum 1) | |||
Lethal Precision | After you successfully Dodge or Parry a melee attack, you may immediately attack back as a reaction. If this attack is successful, it is considered an extreme success. | ||||
Way of the Dancing Blade | Your body is used to constant, fluid motion. You may spend 1 action to gain +1 bonus die to Balance checks. After you kill or incapacitate an enemy using a Melee (weapons) or Melee (unarmed) attack, you gain +1 action you may use immediately. | ||||
Strike With Conviction | When you hit an enemy with a melee attack, you may: suffer +1 stress & upgrade the attack to an extreme success | ||||
Defence | Indomitable Spirit / Mind of Steel | Spend 2 reactions to gain one of the following benefits: Until the end of your next turn, reduce each instance of incoming damage by 1 wound. Until the end of your next turn, reduce each instance of incoming stress by 1. | |||
Hold the Line | If you and at least one ally are in Melee range of each other, you both gain +1 bonus die to your Dodge and Parry reactions. | ||||
Military Discipline | Increase Cool Under Fire by +1. Additionally, once per turn you may ignore penalty dice from Suppressing Fire. | ||||
Conviction | Imperial Bearing | Enemies within melee range of you must make a Cool Under Fire check (DC5 + your Bearing) at the start of their turns. On a success, they ignore your Daunting Presence for the remainder of combat. On a failure, they suffer +1 penalty die to all attacks until their next turn. | |||
Daunting Approach | When moving toward an enemy (Very Near range or closer), you may use an action to make a Bearing (DC8 + target’s Willpower) check with +1 bonus die. | ||||
Fanatical Devotion | Attempts to intimidate or scare you are made with +1 penalty die; additionally, you are immune to being Demoralized. | ||||
Proselytize | This one is descript | ||||
Cyberware | Way of the Machine Fist | Cybernetic enhancements are more than a physical reality to you; they are something you have spent hours feeling, thinking about, and accepting as part of who you are. Gain +1 bonus die to Cybernetics checks. If you are wearing at least 1 piece of cyberware, your attacks with Melee (weapon) weapons gain +1 bonus die. | |||
Synthetic Horror | While wearing at least 1 piece of visible cyberware, gain +1 bonus die to Bearing checks made to intimidate. | ||||
Cybernetic Bridge | You may interface with nanites within your body the same way you would cyberware; you are immune to Nanomancy effects requiring contact. | ||||
Empathy | Reader | Gain access to all Reader Empathic Abilities | |||
Pusher | Gain access to all Pusher Empathic Abilities | ||||
Vessel | Gain access to all Vessel Empathic Abilities | ||||
Firearms | Quick Draw | Gain +1 bonus die on Initiative (REF) rolls. If you use Quick Draw before combat is declared, you get one turn to act before Initiative is rolled. You may draw a Light weapon as a free action. | |||
Ricochet | You may reroll a missed attack roll once per turn. This reroll includes all bonus and penalty dice from the original roll. | ||||
Duelist’s Die | Whenever you roll an attack, roll 1d6 at the same time. If the number rolled on the d6 matches the number rolled on your base die or on any bonus dice (ignore penalty dice), you gain +1 bonus die on your next roll. | ||||
Leadership | Commanding Voice | Choose an ally within Very Near range. Use 1 action to roll a Tactics (DC6) check. On success, your target may immediately move up to half their movement speed. On an extreme success, your target also gains +1 bonus die to all rolls until the end of their next turn. | |||
Precise Coordination | When initiating a coordinated attack (setting an ambush, waiting for a moment to strike), each character who’s part of the coordinated attack gains +2 bonus dice to spend before the end of the first round of combat. | ||||
Inspire | When an ally within Very Near range suffers stress, you may use 1 reaction to roll a Bearing (DC5 + stress amount) check. On success, your ally ignores 1 incoming stress. On extreme success, your ally instead ignores half the incoming stress (rounded up). On failure, you suffer +1 stress. | ||||
Mechanical | Duct Tape & Hope | Use 1 action to attempt a repair check (ignoring normal time constraints); imposes +1 penalty die on the check and uses double materials. | |||
Craft | Create an item from the Items gear list with a cost no more than 500 credits. Requires an Engineering (DC8) check and takes 1 hour. | ||||
Fixer | |||||
Medical | Steady Hands | Spend 1 reaction to reroll a failed First Aid check (once per round). | |||
Surgery | You may attempt to use First Aid checks to remove Heavy wounds. Doing so takes 1 hour and requires a difficult First Aid (DC12) check. | ||||
Bedside Manner | When you succeed on a First Aid check, remove up to 1 stress from the target. If you rolled an extreme success on the check, remove up to 2 stress instead. | ||||
Momentum | Run and Gun | Once per turn when you move, you may make a weapon attack as a free action. This attack counts toward multiple attacks per turn as normal. | |||
Medic’s Impulse | Once per round, gain +2 movement bonuses when moving toward or aid injured allies. Ignore all stress that would be gained during this movement. | ||||
Hard to Hit | Use 1 reaction to make an Evade (DC7 + attacker’s weapon skill) check in order to avoid a gunshot. | ||||
Mercantile | Underworld Contacts | You know people, and those people know people. You can call in a favour or offer one in exchange for information, material aid, or anything else you may be in need of. The bigger the ask, the bigger the price, and the more dangerous the people you need to talk to in order to make it happen. Gain +1 bonus die to persuade and negotiate checks with unlawful individuals. | |||
Haggler | When buying/selling, gain +1 bonus die to Negotiation checks. | ||||
Nanomancy | Nanite Sensitivity | MENT 1 | Your body and mind have become attuned to the presence of nanites. In locations with high nanite density (2+), you may reroll up to three failed checks per day. | ||
Nanomancy | MENT 2 | Choose a Nanomancy Field; pick one Nanomantic Effect from your field and one from another field. You may use those effects. You may select this feat more than once. | |||
Nanite Field | Nanite Sensitivity | You may spend an hour in a location with Nanite density 2 or more. For the next day, the area around you (medium range and closer) cannot have a nanite density lower than 1. | |||
Social | This one is descript | ||||
This one is descript | |||||
This one is descript | |||||
Survival | Scavenger | You are able to find ways to use scrap and other detritus that nobody else would even consider. When Salvaging, increase the level of success by 1. Additionally, when using salvaged materials for Repairing or Crafting, ignore the penalty die you would normally incur. | |||
Tracker | Designate a creature you are aware of as your Target. You may have up to two Targets at one time. Gain +1 bonus die on all Recall, Observe, and Research checks related to your currently designated Target(s). In combat with your Target, you may choose to: Narrow Focus: for the duration of combat (or until your Target is killed, incapacitated, or surrenders), you: | ||||
Survivor | You have a knack for finding the sheltered areas of a world; natural caves to wait out a sandstorm or even the last oxygen-filled compartment of a shuttle. You may roll Instinct (DC up to the GM) to try to find such a shelter. | ||||
Systems | This one is descript | ||||
Vehicles | |||||
Success: the target suffers +2 stress.
Extreme success: the target also gains the Fleeing condition.