Whisperspace

Rules Reference

Character Creation

A character is a player’s portal into the world of the game. What your character does is really what you do. Are you going to take on the universe as a rogue with a good heart (Han Solo, for example) or a bounty hunter only really interested in profit? What about as a research scientist looking into the recent outbreak of a deadly virus?

1. Concept

Modeling your character around a concept you like is a great way to start. Maybe you’re inspired by Han Solo and want to build a scoundrel with a heart of gold, or maybe you like Paul Atreides and think someone trained in melee fighting and leadership is the character for you. Having a character concept in mind can help each decision you make bring you that little bit closer to what you had in mind.

2. Origin, Background, and Motivation

Background, and motivation represent your character’s history. Background encapsulates where he comes from. Motivation shows where he’s going - what he wants to do. These are narrative devices you can use to give depth and personality to your character. They can double as great story hooks for your GM to use as well.

Backgrounds

D10 roll

Background

Description

1

Station Rat

Grew up in the unwelcoming back-alleys of a space station fending for yourself.

2

Colony Survivor

The settlement didn’t make it. You did.

3

Salvager

Raised in the guts of derelict ships, you learned how to chop them up and sell them for parts pretty quickly. You had to.

4

Military Academy

Drop out, wash out, or burn out; however you slice it you were in the academy and now you’re not.

5

Corporate Trainee

Everyone starts on the lowest rung of the corporate ladder. You just never got the chance to get any higher.

6

Wealthy Family

Life handed you most things on a silver platter. You said you wanted to make your own way in the world - now look at you. Would your parents even recognize you?

7

Science Academy

How things work is fascinating. Like how someone with your obvious intellect and skill could be kicked out of the science academy - you find that fascinating indeed.

8

Illegal Clone

Somewhere between the lab cell and the bio-recycling chamber, you got free.

9

Criminal

A life of crime may have led you here, but where you go next is up to you.

10

Orphan

You’ve been alone all your life. What’s it like to work with others? To find a family?

Motivations

D12 roll

Motivation

1

Redemption

2

Revenge

3

Thrill-Seeking

4

Duty

5

Debt

6

Greed

7

Freedom

8

Guilt

9

Fame

10

Love

11

Faith

12

Roll twice (rerolling 12s) for a complex motivation

Is your character chasing down someone who wronged her? Fleeing the scene of a crime? Searching for something intangible she knows she won’t find trapped on her home planet? Whatever your character wants, what drives them day by day: that’s her motivation.

3. Pick an Archetype or a Feat

Feats are abilities that differentiate your character from others. Archetypes are curated collections of feats designed to evoke a particular feel or expression of play. The full list of Archetypes and Feats may be found in the Archetypes and Feats section.

4. Choose a Learning Focus

Your learning focus determines what your character has trained for, studied for, or worked on over time. Skills under a Learning Focus are sometimes referred to as learned skills.

  1. Combat Weapons, fighting styles, use of explosives, etc.

  2. Education Science, tech, hacking, medicine, etc.

  3. Vehicles Piloting, gunnery, navigation, etc.

You may raise skills in your chosen focus up to rank 5 (their maximum). In the two other focuses, you may not raise skills above rank 2.

The full list of Learning Focus Skills may be found in the next section, Attributes and Skills.

5. Spend Skill Points (SP)

Each character begins creation with a pool of Skill Points determined by the GM. A typical starting character would receive 30 Skill Points to spend.

Skill levels can broadly be thought of as:

Skill Level

Proficiency

0-1

Untrained

2-3

Proficient

4-5

Expert

Each level of a skill costs its own number of skill points. So level 1 in a skill costs 1 skill point to get, while level 2 costs 2 skill points, and so on.

Going directly from level 0 in a skill (completely untrained) to level 3 would therefore cost 6 Skill Points: 1 from level 1, 2 from level 2, and 3 from level 3 (1 + 2 + 3 = 6). Here’s a table to see this in action easily:

Skill Level

Total Skill Point cost (cumulative)

1

2

3

3

6

4

10

5

15

If you already have level 2 in a skill and want to advance to level 3, it would cost 3 Skill Points.

The full list of Skills may be found in the Attributes and Skills section below.

6. Attribute Calculation

Attributes are not ‘leveled up’ in the traditional sense; instead, each attribute is a measure of the various skills tied to it. The formula is:

Attribute = Number of ranks of attribute skills / 4 (rounded up)

So if your character has 8 ranks of PHYS skills (let’s say 4 in Powerlift and 4 in Athletics), their PHYS would work out to 2, because: 2 = 8 / 4

The full list of Attributes and what their descriptions may be found below in the Attributes and Skills section.

7. Equipment

Your character begins with credits (standard currency) equal to 1d12 × 50 + 800. Thus, your starting credits will be somewhere between 850c and 1400c.

You may use your credits to purchase items before play begins, at your GM’s discretion. You may find a list of items under the Equipment & Gear section

8 . Final Steps

Inventory Slots

Each character has a carry capacity defined by inventory slots.

  • Carrying Capacity = 5 + (Physique * 5) slots

  • Each slot ≈ 5 lbs

Movement Speed

Determine your character’s movement speed with the following formula:

Movement Speed = 30 + (PHYS * 5) feet

Thus, a character with PHYS 2 would be able to move 40 feet during any movement action.

Cool Under Fire

Use the following formula for Cool Under Fire:

Cool Under Fire = 1 + (Instinct + Willpower + Bearing + Toughness + Tactics ÷ 5) (rounded up)

Don’t worry, this is the most mathematically complex step in the entire game.

9 . Go play!

Congratulations; you’ve finished creating your character. Now it’s time to see where their story goes.

If this is your first time playing, I recommend taking a look at the following sections in this book:

These cover the very basics of playing Whisperspace.

Happy gaming!