Whisperspace

Rules Reference

Combat

Combat is tracked through rounds. Before the first round, the GM will call for a Reflex check from each player (and will roll for NPCs). This determines the initiative order for each round of combat (highest result to lowest).

Action Economy

At the start of combat, each player character and each NPC gains 1 reaction. At the start of each character’s turn, that character gains 3 actions and 1 reaction. If the character has unused actions or reactions from his previous turn, those are lost.

Fully Commit

When in turn-based play (during combat, for example), you may choose to spend 3 actions on a task that would normally take only one action. Doing so grants +1 bonus die to any rolls associated with that task. For example, you could Fully Commit to an attack against an enemy; doing so uses 3 actions and grants +1 bonus die on this attack.

Surprise

Ambushes, bushwhacks, and carefully-planned take-downs can result in situations in which characters are unaware of danger until it is too late to react to it. In these situations, a Surprise Round is played out before regular combat rounds.

Characters who are unaware of the attackers or the threat are Surprised and therefore cannot act in this round, either with actions or reactions. Surprised characters gain 1 stress immediately.

Characters who are aware of what’s going on (either by perceiving the ambush before it hits, or by being part of the ambush itself) act on their initiative as normal.

Ambush Severity

To determine how well-executed and concealed an ambush is, the ambushers roll a Stealth or Subterfuge check (using the highest skill rank among them). This may range from 1 (sloppy) to 5 (near-perfect); see the table below.

Roll

Ambush Severity

0-3

1

4-6

2

7-9

3

10-12

4

13+

5

Special rule: Instinct

If a surprised character’s Instinct skill rank equals or exceeds the Ambush Severity, they:

  • May take reactions as normal during the surprise round

  • May roll an Instinct check (DC8 + Amish Severity) at the start of his turn during the surprise round.

  • On extreme success: he may take up to 2 actions despite being Surprised.

  • On success: he may take 1 action despite being Surprised.

Seizing the Initiative

At the start of a combat round, before any characters act, you may choose to act at the top of the initiative order. If you do, immediately gain +2 Stress. You may seize the initiative in a surprise round, however you may not do so if you are Surprised.

Attacking

Here’s the formula:

1D12 + weapon skill mod VS Weapon Use DC + situational mods (distance, cover, evading, environmental effects, etc)

Let’s break it down.

You use your weapon skill to fire the weapon. As with any skill roll, this requires you to roll a D12 and add your skill modifier to it. Thus, to fire a light weapon, you would roll a D12 and add your Light Weapons combat skill to the result.

To hit, you must meet or exceed your weapon’s DC. This reflects the fact that different weapons are easier or more difficult to fire accurately. If your light weapon has an accuracy of 10, then you would need to get 10 or higher with your roll to hit the target. However, other factors may enter into the equation. For example, your target may be behind partial cover (a +2 to the DC to hit), which would mean you would instead need a 12 or higher to hit them.

Distance is also a factor here: each weapon has a Range attribute. Firing a weapon at a target outside (farther away) than the weapon’s Range results in a +2 increase to the DC to hit per range band farther the target is from you. So if you were to fire a weapon with a range of Near at a target at Long distance, you would be crossing two range bands (Medium, Long), so the DC for your attack would go up by +4. Firing across three range bands (from Near to Very Long, for example) is considered an impossible shot and you automatically miss.

This system is meant to reflect the way shooting weapons works in real life: the shooter uses his weapon to fire at a target. If he shoots well, he hits. It’s possible to make yourself a more difficult target to hit, but mere humans do not exist in the Matrix; we cannot dodge bullets.

Multiple Attacks

Successive attacks you make on your turn are harder to make effectively. Every attack you make on a turn (after your first attack) suffers +1 penalty die to its roll.

Dual Wielding

Holding two one-handed weapons allows you to attack with each using normal attack rules. There are no bonuses or penalties to dual wielding weapons in this way, but you must declare before each attack which weapon you are using.

Two-handed Weapons

Weapons with the Two Handed keyword require both hands to operate; attempting to use a two-handed weapon one-handed imposes +1 penalty die to your attack roll. In the case of a two-handed melee weapon used one-handed, it also deals half its regular damage on a hit (rounded up).

Prone (ranged)

When prone and using a ranged weapon, if you Fully Commit to an attack, gain an additional +1 bonus die. Attacks with a ranged weapon against a prone target outside of Very Near range gain +1 penalty die.

Critical Hits

If you attack an enemy and roll 4+ over your weapon’s Use DC (taking into account cover and anything else that might affect the DC), you have hit with an Extreme Success, which is considered a critical hit. Critical hits deal additional damage according to the critical hit table below.

On a critical hit, the target gains +1 Stress in addition to stress they would gain by being injured.

Critical Hit Table

Roll Exceeds DC by…

Extra Damage

4-6

2

7-8

3

9+

4

Ranged weapons attacking within Very Near range

Weapon type

Information

Light

No penalty

Medium

+1 penalty die

Heavy

+2 penalty dice

Exotic

+1 penalty die

Ranged weapons attacking within Very Near range

Melee Combat

Flanking

Whenever you and your allies outnumber enemy characters in melee combat, you receive +1 bonus die to your attacks against those enemies. The opposite is also true; if you are outnumbered in melee combat, enemies receive a bonus die to their attacks.

Prone (melee)

When melee attacking while prone, you gain +1 penalty die to your attack rolls. If the target is prone, you gain +1 bonus die to attack rolls against them. Thus, if you and your target are both prone, you gain both +1 penalty and +1 bonus die which cancel each other out and give you a straight roll.

Called Shots

You may choose to take a penalty die to your attack roll to try to hit a specific part of your target. To make a called shot, you must have direct line of sight with the part of your enemy you are trying to shoot. Thus, making a called shot on an enemy’s head is impossible when their head is reasonably determined to be hidden from view.

  • Head

  • Double damage the target receives (after adjusting for armour protection)

  • Legs/feet

  • Impose +2 movement penalties to target until end of combat or treated with First Aid (DC6)

  • Inflict -1 damage on this attack

  • Hand

  • Target must drop what it’s holding

  • Inflict -1 damage on this attack

The GM may allow other called shot locations using the above examples as a guideline.

Melee attacks

Functionally, these are the same as ranged attacks. If a melee attack is made at a target outside of Melee range, the attack automatically fails.

Unarmed Attacks

Attacking without a weapon uses the Melee (unarmed) skill and deals damage equal to half your character’s PHYS or REF, rounded up.

Improvised Weapons

Improvised weapons can be anything from a chair leg to a computer terminal. Improvised weapons count as melee weapons for attack rolls and other rules. They commonly have a Use DC of 10 and deal damage equal to 1 + half your character’s PHYS or REF, rounded up.

The GM may decide to lower or increase either the Use DC or the damage of an improvised weapon as they see fit. They usually break on an extreme failure, or after a few solid hits (GM discretion).

Throwing weapons

Any weapon may be thrown at an adversary. To do so, roll a throw check, as described below. Most weapons are not designed with throwing in mind, and for this reason a weapon without the Thrown keyword imposes +1 penalty die on the attack roll. A thrown weapon has a range of Very Near and counts as a ranged attack.

Unless a weapon has the Thrown keyword, throwing it always uses a character’s PHYS attribute. It does damage equal to ½ the weapon’s bulk, rounded down (minimum 1 damage).

Thrown Weapon Use DC = 8 + weapon’s bulk

Thrown Keyword

Weapons with the Thrown keyword always use the weapon’s Use DC for throwing and deal the weapon’s normal damage upon hit. A character may choose to use either PHYS or REF to throw it. Unless otherwise specified, grenades have a Use DC of 8.

Missed Throws

Most of the time, a thrown weapon or item will travel in the direction it was thrown in, however it may not always make it to its intended destination. When you roll a throw check and fail, the GM determines a location within Very Near range of your target; that’s where the thrown object lands. On an extreme failure, the GM instead chooses a location within Near range of your target as the point of impact.

Recovering Thrown or Dropped Weapons

You may use an action to pick up a thrown or dropped weapon at the GMs discretion, assuming you are within melee range of it. If the weapon is embedded in a surface (such as a wall or an enemy), you may need to roll Powerlift to draw it free; this is considered part of the action to pick the weapon up, and does not require a second action.

Armour

Armour provides damage mitigation

Unmitigated damage

Some damage sources deal ‘unmitigated damage’. Armour does not reduce this type of damage at all.

Combat actions

Each character gets three actions and one reaction per round of combat. These actions may be spent in any combination of ways. For example, a character could choose to triple-move (use the ‘move’ action three times in a row), triple-shoot (fire his weapon three times in a row - though at a penalty for the second and third shot), or combine actions in any way he sees fit (move, shoot, move again, etc). A character’s turn ends either when he runs out of available actions or chooses to end his turn with one or more actions remaining (saving actions for potential reactions, for example).

Any unused actions may be used as Reactions until the start of your next turn. Unused actions or reactions are wasted, as you once again get three actions and one reaction at this point.

Reactions

At the start of combat as well as the start of each of your turns, you gain 1 reaction.

A Character performs a reaction in response to external stimuli (called the trigger; this is described by the reaction). A reaction may be performed at any time, not just on his turn. To use a reaction, a character must use an action (if he has no remaining actions this round, he cannot use a reaction).

Note: unless otherwise stated, a reaction takes place before whatever triggered it is completed. Thus, a character using the Parry reaction will declare the reaction and make the roll required after an attack is declared against him (the trigger for the reaction), but before the attack is completed and he takes any damage.

Free actions

Free actions may be done at any point during your turn without requiring the use of an action. Making a free action when it’s not your turn may be done at any point, but requires the use of 1 reaction.

List of Actions, Reactions, and Free Actions

Actions

Name

Cost

Description

Aim

1 action

Take a moment to aim before firing. Aiming allows you to attack a target up to one range band farther than your weapon’s Range without increasing the attack’s DC.

Move

1 action

A character may change stance (prone, crouching, standing) and move up to his allotted movement distance. This movement may be split around other actions. For example, a character may choose to move slightly, attack an enemy, then move again. Both those movements may be part of the same Move action. When split in this way, the total distance a character moves can never exceed his Movement Speed.

Draw weapon

1 action (2 if stowed)

Draw your weapon for use.

Attack

1 action

Make an attack against an opponent within range. Must have a drawn weapon or make an unarmed attack.

Reload

1 action

Reset your weapon’s ammo to full.

Interact

1 action

Inject an ally with a syringe, interact with a console to open a door, etc.

Grapple

1 action

Roll Melee (unarmed). The defender also rolls either Melee (unarmed) or Evade, their choice. If you win the skill contest (roll higher than the defender), you have successfully grappled them (see Conditions below).

Aid

1 action

You prepare to assist an ally with a skill check.Choose a specific skill your ally is about to use.Restrictions:

Suppressing Fire

1 action

Choose a direction or a location within your weapon’s range, then spend 1-3 ammo. Until the start of your next turn, the first time each enemy you can see enters or moves from that direction or location, they must make a Cool Under Fire (DC4 + ammo used) check. This effect occurs once per ammo spent, up to a maximum of three times.Suppressing fire may only be used with a ranged weapon.

Hack an interface or enemy

2 action

Each hacking check completes in one round. The Simple Hacking optional rule may be used for this at the GMs discretion.

Intimidate

1 action

Attempt to demoralize or frighten an enemy. Roll Bearing, Persuade, or Subterfuge (DC 12 - enemy’s stress level). Gain a bonus die to this roll if the enemy was injured within the last round, another enemy was killed during combat, or is flanked.

Hold Action

1 action

Prepare to use an action on another character’s turn. To do so, choose an action you would like to prepare as well as a trigger that will prompt its use. For example, “I will hold an Attack action. The trigger will be any enemy entering my range.”

Teamwork

1 action

Co-ordinate with teammates. Choose any number of allies within Near range; roll Tactics (DC4 + 2 per ally).Teamwork may be used no more than once per ally per turn.

Pick Up/Grab

1 action

Pick up an item within melee range. If the item is being held by a target unwilling to give it to you, they must be successfully grappled before you can grab the item from them. Doing so requires an opposed Powerlift roll; you succeed in taking the item on a higher or equal roll.

Execute

2 actions

Make an attack as normal against a character within Melee range who is Dying, Unconscious, or otherwise completely helpless (GM discretion).After a successful Execute action, make a Composure (DC6 + your Empathy) check.

  • When they make the check, you may spend a Use Held Action reaction to assist them.

  • If you do, they gain +1 bonus die on that roll.

  • You must have at least 1 rank in the skill being aided.

  • Attack actions cannot be aided.

  • Extreme success: no effect.

  • Success: enemy gains +1 movement penalty.

  • Failure: enemy gains +1 stress and +1 movement penalty.

  • Extreme failure: enemy gains +1 stress and immediately falls prone, ending their movement.

  • Extreme Success: you and each targeted ally all gain +1 bonus die to any roll before the start of your next turn.

  • Success: each targeted ally gains +1 bonus die to any roll before the start of your next turn.

  • Success: target dies.

  • Failure: no effect.

  • Success: no effect

  • Failure: suffer +1 stress.

  • Extreme failure: suffer +2 stress.

Reactions

Name

Cost

Trigger

Description

Dive for Cover

1 reaction

Targeted by ranged attack

See Dive for Cover below.

Parry

1 reaction

Targeted by melee attack

Requires melee weapon. Roll Melee (Weapons) (DC 8 + attacker’s weapon skill).

Dodge

1 reaction

Targeted by melee attack or throw action

Roll Evade. If your roll is higher than the melee attack roll against you, the attack fails.

Deflect/Catch

1 reaction

Thrown object passes within melee range of you

Roll Finesse. If your roll is higher than the throw roll, you successfully deflect or catch the thrown object.

Use Held Action

1 reaction

Custom (given when action was held)

Use the held action immediately.

  • Extreme Success: you may immediately use 1 additional reaction to attack your attacker.

  • Success: attack against you fails.

  • Extreme success: you may catch or deflect object away from you (choose a location within Very Near range to deflect it to).

  • Success: you may catch or deflect object away from you (GM decides where). If the object would deal damage on impact, take half that damage.

Free Actions

Name

Description

Drop

Drop any held object, item, or character.

Speak

Say something out loud. This should be more of a sentence than a paragraph.

Special rule: Dive for Cover

When attacked by an enemy using a ranged weapon, a character may use a reaction to Dive for Cover providing:

  • They are aware of the incoming attack (can see the enemy pointing the weapon at them, for example) OR they succeed a DC7 Instinct check.

  • They are standing up.

  • They are not grappled or otherwise immobilized.

Diving for cover allows you to leap up to 10 feet in any direction and hit the ground, ending up prone. This can get you out of or farther away from danger. When you dive for cover, the enemy attack against you is made at +2 DC. This does not apply for subsequent attacks, however if you dive for cover behind partial or full cover, then subsequent attacks against you are made using cover rules as normal. The initial attack you dove for cover to avoid is not subject to increased DC based on you getting behind cover, as the attack occurs while you are moving (before cover is reached).

Ranges

Combat ranges are defined in general terms as melee, very near, near, medium, long, very long, and extreme.

Melee

Very Near

Near

Medium

Long

Very Long

Extreme

Within 5 feet

6-15 feet

16-30 feet

31-60 feet

61-120 feet

121-250 feet

Over 250 feet, up to 500 feet

In space, ranges are defined differently:

Boarding

Very Near

Near

Medium

Long

Very Long

Extreme

Within 0.5 km

0.6 to 5 km

6-15 km

16-50 km

51-100 km

101-150

Over 150 km, up to 500km

Cover

A character is behind cover when at least part of their body is obscured from direct line of sight from attacking characters. Cover can be either partial cover in which case much of the character is still exposed, or full cover in which almost the entire character’s body is protected and out of sight. If a character is completely hidden, he or she cannot be attacked directly at all.

Partial Cover

Lying prone behind a park bench, standing behind a tree, or throwing a table onto its side and kneeling behind it; these are examples of partial cover, which is defined as being obscured from an attacker in such a way as reasonably blocks direct line of sight of up to half a character’s body. Being behind partial cover gives a character a +2 to the DC of anyone trying to attack them.

Full Cover

Kneeling behind a car, lying prone behind a large log, or standing in a trench are all examples of full cover, which is defined as being obscured from an attacker’s view in such a way as reasonably blocks direct line of sight of almost the entirety of the character’s body. Characters behind full cover receive a +4 to the DC to hit them.

Cover durability

In order for cover to be effective, it must be able to withstand an attack meant for the character using it. If an attack is intended for a character but hits the cover instead, would that cover stop the attack? Depending on the type of cover, it may be effective at stopping many attacks (kneeling behind a car), a single attack (lying prone behind a park bench), or part of an attack (kneeling behind an overturned table). The GM determines the durability of the cover available to you. If cover is unable to block even a single wound of damage, it cannot be considered cover. It could still potentially serve as camouflage, depending on the situation.

Cover takes damage when an attack made against the person using the cover misses. The amount of damage taken is equal to the damage from the attacker’s weapon. If more damage is dealt to the cover than it has remaining durability, there is a 50% chance the remaining damage is transferred to the character behind the cover. This is rolled by the GM.

If an object that provides full cover is reduced to 0 durability, the GM has a choice to make. Either the cover is destroyed completely (as might be the case of a car struck by the main turret of a tank) or the cover level is reduced to partial and given new (probably lesser) durability in its new state. This might be the case if a table were shot by a pistol. If the cover was partial cover and its durability reaches 0, it is no longer capable of providing cover.

Reasonable Cover Durability

Cover

Type

Suggested Durability

Overturned Table

Partial

2 wounds

Tree Stump

Partial

5 wounds

Car

Full

Indestructible unless hit by high-power weapon

Human Shields

Using a character as cover is possible. The character should be treated as partial cover for the character behind them and the same rules for damage should be applied.