Equipment & Gear
The Right Tool for the Job
In some cases, skill checks may be aided by using the right tool for the job. If you have a shovel, it is considered to be the right tool for the job of digging a hole; it is not the right tool for the job for performing a heart transplant. Similarly, a medkit is the right tool for the job for treating a character’s wounds, while a ship’s well-stocked medbay may be considered the right tool for the job for performing surgery.
When performing a skill check with the right tool for the job, gain +1 bonus die.
In cases where a tool is required but the right tool for the job is unavailable, it may be possible to improvise with another tool (GM’s discretion), however using improvised tools imposes +1 penalty die on the check.
Sometimes items may specify what jobs they are the right tool for, however most often they will not. Whether or not something is the right tool for any particular job is meant to be a common-sense judgment call made by the GM; players may make suggestions or advocate for uses of tools, but the final decision always rests with the GM.
Salvaging
Crafting
Repair and Modification
Sometimes things break; other times, they aren’t quite what they need to be. Either way, repairing or modifying equipment takes time and the right set of tools - not to mention the expertise to use them.
Any character may attempt to repair equipment outside of combat, however a character without any skill ranks in Engineering suffers +1 penalty die to their roll. To attempt a repair, roll an Engineering check:
Repair DC = 6 + durability lost.
For example, a Streetweave Jacket normally has 5 durability. To repair one with only 1 point of durability remaining, the DC would be 10 (6 + 4) as the jacket had lost 4 durability.
On Extreme Success, restore up to 2 points of durability.
On Success, restore 1 point of durability.
On Failure, increase the next repair check DC by +1.
On Extreme Failure, the item suffers 1 damage.
Each repair check takes 1 hour and consumes 1 material (or one use of the repair kit) whether the repair was successful or not. You cannot repair equipment above its base durability.
An item with 0 remaining durability cannot be repaired; it is broken. It may possibly be used as parts for other repairs (GM discretion). Items which have no listed durability can still break or require repairs; these are assumed to have a base durability of 4.
Modifying equipment works the same way as repairing equipment, but does not require materials other than the modification you wish to install. Only advanced and expert modifications require an Engineering check or take longer than one action to enact; simple modifications may be done (or undone) mid-combat and require no roll, only the use of an action.
Modification DC: 8 (advanced, 2 hours), 10 (expert, 4 hours)
Unless otherwise specified, a modification is considered simple.
Paid Experts
Typically a mechanic or expert weaponsmith might charge one tenth the item’s cost and take 4 hours per durability point restored. This process can often be sped up by paying a higher price. Similarly, they might charge 50 credits and take 4 hours to make a simple modification, 300 credits and take 6 hours to make an advanced modification, and 1500 credits and take 2 days to make an expert modification. These prices and time costs are provided as a baseline; GMs should feel free to increase or decrease them as they see fit.
Circumstantial Effects
If attempting a repair or modification check in an appropriate environment (for example, in a repair shop or engineering bay), gain +1 bonus die to your Engineering check.
If attempting a repair or modification without proper tools or with improvised materials (not using a repair kit or materials found in an appropriate environment), suffer +1 penalty die to your Engineering check.
Gear List
Weapons | |||||||||
|---|---|---|---|---|---|---|---|---|---|
Name | Type | DC | Dmg | Rng | Ammo | Blk | Req. | Special | Cost |
Pistol | Light | 7 | 2 | Med | 10 | 1 | 500 | ||
SMART Pistol | Light | 9 | 4 | Med | 6 | 1 | Smart-Linked | 900 | |
Toxic Spike | Light | 10 | 3 | Near | 1 | Toxin (Prax), Concealable | 750 | ||
SMG | Med | 6 | 3 | Med | 8 | 2 | Bullet Spray | 600 | |
Photon Rifle | Med | 8 | 6 | Long | 6 | 3 | Two-Handed | 5000 | |
Rifle | Med | 8 | 4 | Long | 8 | 2 | Two-Handed, Piercing 1 | 1000 | |
Shotgun | Med | 8 | 4 | Near | 4 | 3 | PHYS 1 | Two-Handed, Point Blank, Shredding 1 | 800 |
Gauss Cannon | Heavy | 7 | 4 | Med | 20 | 4 | PHYS 3 | Two-Handed, Bullet Spray | 900 |
Grenade Launcher | Heavy | 8 | 3 | Med | 1 | 3 | PHYS 2 | Area (Very Near), Two-Handed, Slow Load, Grenade | 2000 |
Magneton Cannon | Exotic | 5 | 2 | Near | 5 | 2 | PHYS 1 | Area (melee), Two-Handed, Slow Load, Shredding 3 | 8000 |
Tesla Rifle | Exotic | 8 | 5 | Med | 6 | 2 | Two-Handed, Stun 2 | 6000 | |
Stun Baton | Melee | 6 | Melee | 1 | Stun 1 | 450 | |||
Switchblade | Melee | 9 | 2 | Melee | 1 | Concealable, Thrown | 150 | ||
Fusion Blade | Melee | 8 | 3 | Melee | 2 | REF 2 | Piercing 2 | 1200 | |
Rocket Maul | Melee | 10 | 6 | Melee | 2 | 3 | PHYS 3 | Two-Handed | 2500 |
Weapons
Weapon keywords | |
|---|---|
Concealable | May be hidden easily. +1 bonus die to subterfuge if trying to conceal this weapon. |
Piercing X | Ignores X points of armor protection. |
Point Blank | Ignore penalty die from shooting at Melee or Very Near range. At melee range, gain Piercing 2. |
Slow Load | Takes 2 actions to reload |
Smart-Linked | Requires Ammo (SMART); negate one level of cover (Full Cover becomes Partial Cover; Partial Cover is negated entirely). Target must be visible and bullets must have a path to reach the target. |
Stun X | Deals no damage, but forces target to roll Toughness (DC 6 + X) or be Stunned for X rounds |
Two-Handed | Requires both hands to use |
Bullet Spray | Requires at least half ammo available. Targets multiple enemies in a cone; depletes remaining ammo; deals reduced damage; does friendly fire.Make a single attack roll and compare it against the DC of each target in the spray zone (including cover bonuses, etc).Each hit deals -1 damage (compared to a standard single-target shot). |
Shredding X | If damage exceeds armour’s protection value, reduce armour’s durability by X. |
Area (X) | Deals damage to all targets at X distance or closer. |
Thrown | Weapon may be thrown without suffering a penalty die. |
Grenade | Requires (and uses up) a grenade item, applying the effects and any damage the grenade deals upon a hit. Additionally, deals this weapon’s damage to the target from the impact. A failure to hit by 3 or less still grants the effect of the grenade used, but does not deal this weapon’s damage to the target. |
Toxin (X) | Apply 1 level of X toxin upon successful attack. |
Weapon keywords
Armour | ||||||
|---|---|---|---|---|---|---|
Name | Prot | Durability | Blk | Req. | Special | Cost |
Scrap Armour | 1 | 2 | Cannot be repaired | 500 | ||
Flak Jacket | 1 | 4 | 1 | 1250 | ||
Kevlar Clothing | 1 | 3 | 1 | Appears to be normal clothing | 1500 | |
Streetweave Jacket | 1 | 5 | 1 | +1 to Stealth | 2500 | |
MilSec Bodyplate | 2 | 6 | 2 | 5000 | ||
Breaching plate | 2 | 4 | 3 | PHYS 2 | Frontal Shielding 1 | 8500 |
Heavy Bodyplate | 3 | 8 | 4 | PHYS 3 | +1 penalty die to Stealth | 10000 |
Basic Power Armour | 4 | 14 | 10 | Power Armour 1 | Requires Power Armour (DC5) check to activate. Failure: become Immobile; gain +1 penalty die to all PHYS and REF based checks. When activated, reduces its own bulk to 1 and grants +1 bonus die to all PHYS based checks. | 40000 |
Armour
Items | ||||
|---|---|---|---|---|
Item Name | Effect | Uses | Bulk | Cost |
Flashbang Grenade | Applies Stun 1 to everyone within Very Near range, Thrown | 1 use | 1 | 200 |
Frag Grenade | Deals 2 area (Very Near range) damage (DC8 to Evade half), Thrown | 1 use | 1 | 250 |
EMP Grenade | Applies EMP 2 to everything within range, Thrown | 1 use | 1 | 300 |
Combat Stim Injector | Gain +1 action & -1 Stress; take 1 wound after effect ends | 1 use | 1 | 200 |
Basic Medkit | Right tool for the job: First Aid checks | 3 uses | 1 | 350 |
Multitool | Allows engineering checks to repair, bypass, scrap, etc. | Permanent | 1 | 750 |
Repair Kit | Provides materials and tools for repairs | 10 uses | 1 | 500 |
Tracker | While within 10km, always know location of this device | 1 use | 1 | 250 |
Portable Scanner | Right tool for the job: Observe (tech, lifeforms) | Permanent | 1 | 400 |
Weapon Scope | Simple Modification. Grants +1 bonus die to called shots at medium range and farther; inflicts +1 penalty die to attacks at Near range or nearer | Permanent | 1 | 750 |
Weapon Silencer | Simple Modification. Weapon makes reduced sound when fired; deals -1 damage | Permanent | 1 | 500 |
Compact Backpack | +5 Inventory Slots when worn | Permanent | 150 | |
Ammo (Flechette) | Deals +2 damage to unarmoured targets. | 10 rounds | 1 | 500 |
Ammo (SMART) | Required for Smart-Linked weapons. | 10 | 1 | 1250 |
Ammo (Armour Piercing) | Adds Piercing 1 to attacks. | 10 | 1 | 750 |
Ammo (Explosive) | Adds Shredding 1 to attacks. | 10 | 1 | 750 |
Items
Cyberware | ||||||
|---|---|---|---|---|---|---|
Name | Tier | Effect | Installation Difficulty | Req. | Physical Impact | Cost |
Reflex Booster | 1 | Once per round, gain +1 bonus die to an Evade check. | 2 | REF 1 | Low; spine | 4000 |
Targeting Link | 1 | Once per round, ignore 1 level of cover when attacking an enemy you can see. | 2 | Medium; eyes | 6000 | |
Low-Light Optics | 1 | Ignore penalty dice caused by darkness within medium range. | 1 | Medium; eyes | 4000 | |
EMP Shielding | 1 | Ignore the effects of EMP once per day. | 2 | MENT 1 | None; torso | 5500 |
Metabolic Filter | 1 | Gain +1 bonus die on checks to resist toxins or narcotics. | 1 | PHYS 1 | Minor; liver | 2000 |
Internal Communicator | 1 | Gain the ability to send and receive messages mentally just as if you were using a regular comms device. | 0 | Medium; jaw, ear | 2500 | |
Skull Popper | 1 | Highly illegal; when installed, is given a mandate such as “don’t go to the police”. If the host violates this mandate, the Skull Popper explodes, killing the host. The more specific the mandate, the better the implant functions. | 2 | None; brain | 12000 | |
Databank | 2 | You gain an internal information storage device. You may store information upon it (thinking you want to record what you see, for example), and access information from it at will. You may also load external information onto it, though the GM determines how long that takes and how much may be stored on it. | 2 | MENT 1 | Medium; cranium | 7500 |
Invisible Databank | 2 | You gain an internal information storage device. You may store information upon it (thinking you want to record what you see, for example), and access information from it at will. This device cannot be seen or accessed externally without removing it and is shielded to avoid electronic detection. | 3 | None; cranium | 15000 | |
Neural Accelerator | 2 | Once per day, activate to gain 2 additional actions on your turn. At the end of your turn, gain +2 stress. | 4 | Ment 2 | Obvious; spine | 10000 |
Reaction Governor Matrix | 2 | Gain +1 reaction per round. | 2 | REF 2 | None; brain | 8000 |
Threat Awareness Suite | 2 | Gain +1 bonus die to Observe or Instinct checks to detect ambushes or imminent danger. Additionally, you may not be Surprised. | 2 | None; brain | 5500 | |
Synthetic Musculature | 2 | Gain +1 bonus die on Powerlifting or Athletics checks involving lifting, pushing, or breaking objects. Unarmed attacks deal damage equal to your full PHYS. | 4 | PHYS 3 | Obvious; arms, legs, torso | 10000 |
Stability Gyros | 2 | Ignore penalty dice from unstable environments (moving vehicles, zero-G, poor footing) | 2 | REF 2 | Minor; ear | 6000 |
Adrenal Boost | 2 | Activate to ignore stress penalties for 1 round. At the end of this round, take 1 damage. | 2 | PHYS 1 | None; adrenal glands | 5000 |
Mantis Claws (retractable) | 3 | Your unarmed attacks deal damage equal to your REF and have Piercing 3. Additionally, gain +1 bonus die to climbing related checks. | 3 | REF 2 or PHYS 2 | Obvious; forearms and hands | 10000 |
Neuro Regulator | 3 | Ignore up to 3 stress per day from up to 3 sources of stress. Make all SOC based rolls with +1 penalty die. | 3 | MENT 2 | None; brain | 12000 |
Synthetic Antibodies | 3 | Become immune to nanites targeting your body (including positive effects). Does not stop things from being thrown at you with nanites. | 4 | PHYS 1 and MENT 1 | Minor; nervous system | 17500 |
Bio-Stabilizer | 3 | When you would take a Medium or Heavy wound, roll Cybernetics (DC8).This effect may only trigger once per instance of damage. | 4 | Medium; chest and back | 15000 | |
Cyberware
Extreme success: ignore the wound.
Success: ignore the wound; this cyberware effect cannot be used for 1 day.
Failure: suffer the wound as normal; this cyberware effect cannot be used for 1 day.
Installing and Removing Cyberware
Cybernetic implants require a medical procedure to install, repair, or remove effectively. Most commonly these procedures are done by ‘ripper docs’, professionals whose expertise blends medical knowledge and mechanical know-how together. Typically, a ripper doc will charge one tenth the price of a piece of cyberware to install or remove it, and they will often stipulate that any cyberware they install must be purchased from them.
A character wishing to attempt to install, repair, or remove cyberware without the aid of a ripper doc must first make a First Aid roll (DC 8 + cyberware Installation Difficulty).
Success, the cyberware is installed properly.
Failure, the process fails and the subject takes 1 damage.
Extreme failure, the process fails, the cyberware takes 1d4 damage (base durability is 4 unless otherwise specified), and the subject takes 2 damage.
After the First Aid roll, an Engineering roll is required if installing new cyberware (DC 8 + cyberware Tier).
Success, the cyberware functions properly.
Failure, the cyberware is glitchy; requires a Cybernetics check (DC 4 + cyberware Tier) each time it’s used for its effect.
Attempting to repair damaged cyberware may be done after the First Aid roll as well; the process for this is the same as repairing other equipment (see Repair and Modification above).
Cyberware removal is physically traumatic; removing and reinstalling cyberware must be done as two separate procedures. Removing cyberware does not require an Engineering check.
After any cyberware work (installing, repairing, removing) whether done by a ripper doc or not, the character must make a Cybernetics check (DC 4 + their cumulative installed cyberware tiers) or suffer +2 stress.
External Factors
Attempting to work on cyberware in one’s own body imposes +1 penalty die to all checks during the process.
Similarly, working on a patient who isn’t sedated imposes +1 penalty die to all checks during the process.
Social Impact
Cyberware is relatively uncommon in Whisperspace, so those who evidently have it stand out. Some people are uncomfortable around ‘modded’ people, some have an outright fear of cyberware, while others may think such mods are fascinating and exciting. Regardless of how people view cyberware, walking around with an obvious set of Mantis Claws is going to draw attention to you.
Spotting if a character has cyberware is more difficult the more subtle the implant.
Cyberware Physical Impact | How to spot it |
|---|---|
None | Impossible without First Aid (DC4 + cyberware tier) check. Target must be incapacitated or willing for this check. |
Minor | Observe (DC8) check |
Medium | Observe (DC6) check |
Obvious | No check required |
Some ports, space stations, and government facilities will not allow those with cyberware to enter, just as they might not allow weapons.
Cyberware Overload
A character’s total cyberware value (each installed piece of cyberwear’s Tier value added together) may not exceed his Cybernetics skill rank. Attempting to install additional cyberware over this limit automatically fails and prompts the character to roll a Cybernetics (DC6 + their total cyberwear value) check.
Extreme success: no effect
Success: gain +1 stress
Failure: gain +2 stress
Extreme failure: gain +4 stress
Narcotics | |||||
|---|---|---|---|---|---|
Name | Effect | Uses | Addiction Score | Legality | Cost |
Space Dust | Grants +1 bonus die to Observe and Piloting checks for 6 hours | 5 | 1 | Legal | 500 |
Tranquility | Reduces stress by 1; penalty die to all REF checks for 6 hours. | 2 | 5 | Legal | 5000 |
Smoothe | Reduces stress by 1d4; increases Cool Under Fire by 2 and grants +1 bonus die to all Mental skill checks for 1 hour | 1 | 8 | Illegal | 20000 |
Chemical Strength | +1 bonus die to all PHYS checks for 1 hour; +1 movement bonus for 1 hour. After 1 hour, gain +1 penalty die to all PHYS checks and gain +1 movement penalty until sleep. | 1 | 3 | Illegal | 8000 |
Narcotics
Addiction
For every narcotic, the user must roll for Addiction after each use, as described below. A character already addicted to a narcotic does not have to make this roll. Narcotics have a bulk of 1.
Addiction roll: character must roll a Willpower (DC 6 + narcotic’s Addiction Score) check.
On a failed Addiction roll, the character becomes addicted to the narcotic and must progress through the Addiction table below, beginning with Onset.
Addiction Effects | |
|---|---|
Stage | Effect |
Onset | Character desires the substance. Each week without it, roll Addiction. On success, remove the addiction. On failure, increase the DC by 1. On extreme failure, progress to Dependence. |
Dependence | Character requires the substance. Without it, they gain the Demoralized condition. Each week without it, roll Addiction. On extreme success, remove the addiction. On success, go back to Onset. On failure, progress to Addiction. |
Addiction | Character’s sole purpose in life is to have and use the substance. Without it, they gain the Agonized and Fleeing conditions. Each week without it, roll Addiction. On success, go back to Dependence. On failure, suffer stress equal to the substance’s Addiction Score. On extreme failure, the character suffers a severe withdrawal crisis and gains the Dying condition. |
Addiction Effects
Detox
A character suffering from an addiction may attempt a medically supervised detox. This requires:
Access to medical facilities (such as a clinic, medbay, or hospital)
Uninterrupted rest there
Medical supplies (cost below)
A character actively going through detox does not make the weekly Addiction checks as normal. After detox, these resume (if applicable).
Addiction Stage | Time | Supply Cost |
|---|---|---|
Onset | 2 days | 500 credits |
Dependence | 5 days | 3000 credits |
Addiction | 10 days | 8000 credits |
At the end of the detox period, the character may make a Toughness or Willpower check.
Detox DC = 6 + Addiction Score
Extreme success: reduce addiction by two stages (from Addiction to Onset, or from Dependence to no addiction, for example)
Success: reduce addiction by one stage
Failure: no change to addiction stage; suffer +1 stress
Extreme failure: suffer + 1d4 stress and gain the Agonized 1 condition for 1 day
Other characters may attempt to aid in this check. To do so, they may make a First Aid (DC 6 + addiction stage; 1 for Onset, 2 for Dependence, 3 for Addiction) check.
Extreme success: grant +2 bonus dice to the Detox check.
Success: grant +1 bonus die to the Detox check.
Hacking Equipment
Rigs | ||||
|---|---|---|---|---|
Name | System Tier Access | Max Software Tier | Bulk | Cost |
MonoTap | 1 | Tier 1 | 1 | 250 |
DeckLite | 2 | Tier 1 | 2 | 400 |
Raven Microdeck | 2 | Tier 2 | 2 | 600 |
Rigs
Software modules are loaded into rigs and used to perform specific tasks. Rigs must support the software’s tier to use it.
Software | |||
|---|---|---|---|
Software | Tier | Notes | Cost |
EchoScan | 1 | Reveals the target system's Tier and any countermeasures currently active | 100 |
Firewall.breach | 1 | Gain a Bonus die on Bypass checks against systems up to Tier 3. | 150 |
PhantomSig | 1 | Generates a temporary access identity using randomized system signatures | 175 |
NullTrace | 1 | If successful, delays any trace countermeasure by 2 rounds | 150 |