Whisperspace

Rules Reference

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.

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

Software

Availability