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 simple modifications may be done (or undone) mid-combat. Once a modification is installed, increase the equipment’s bulk by the modification’s bulk. Unless otherwise specified, equipment may only support up to 2 modifications, and these modifications cannot be duplicates.

Simple modifications: no roll required, requires 2 actions
Advanced modifications: DC 8, requires 2 hours
Expert modifications: DC 10, requires 4 hours

On Extreme Success, reduce time required for modification by half.

On Success, modification installed normally.

On Failure, not installed; increase the next modification check DC by +1.

On Extreme Failure, not installed; the modification loses 1 durability.

Unless otherwise specified, a modification is considered advanced.

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.

Armour Modification Limits

Items of armour may only have one modification fitted to them at a time. Installing a new armour mod on armour that already has a mod requires the removal of the old modification first. The exception to this is Power Armour, which may have up to two modifications at once.

When an armour mod is installed, the armour item’s bulk increases by the modification’s bulk. Thus, installing an armour mod which has 1 bulk into a suit of armour that normally has 2 bulk results in a suit of armour with 3 bulk. Note that this can affect Concealing Gear.

Concealing Gear

Civilized space stations, settlements, or space ships usually do not allow openly carrying weaponry or wearing armour, except for security personnel or special exceptions. Some of these locations may have highly advanced automated scanners to detect the presence of weapons, armour, or other banned equipment, while others may rely on a guard watching all newcomers to make sure they’re not obviously packing heat.

Either way, characters wishing to carry a weapon or other item in a no-carry zone may attempt to conceal it on their persons. Doing so requires a Subterfuge check to see how well the item is concealed on their person. Concealing any item of more than 2 bulk imposes +1 penalty die on this roll; concealing an item of 5 or more bulk imposes +2 penalty dice to this roll. Concealing an item of 1 bulk grants +1 bonus die to this roll. It is impossible to conceal an item of 10 bulk or more. Unless otherwise specified, you cannot conceal armour while wearing it.

Characters attempting to suss out if another character is carrying something concealed on their person must roll Observe (DC = result of other character’s Subterfuge roll).

Gear List

Weapons

Name

Class

DC

Dmg

Rng

Ammo

Blk

Traits

Damage Type

Cost

Pistol

Light

7

2

Med

10

1

Ballistic

500

Toxic Spike

Light

10

3

Near

1

Toxin (Prax)

Blade

750

Boom Stick

Light

8

1

Near

2

Point Blank (3)

Ballistic

600

Compact SMG

Light

7

2

Near

6

2

Automatic

Ballistic

800

SMG

Med

7

3

Med

9

2

Automatic

Ballistic

1000

Photon Rifle

Med

8

5

Long

6

3

Two-Handed

Energy

5000

Rifle

Med

8

2

Long

4

3

Two-Handed, Piercing (1)

Ballistic

1000

Shotgun

Med

8

3

Near

4

3

Two-Handed, Point Blank (2), Shredding (1), Req. (PHYS 1)

Ballistic

800

Heavy Rifle

Heavy

8

4

Long

8

4

Two-Handed, Piercing (1)

Ballistic

3000

Gauss Cannon

Heavy

7

4

Med

20

5

Two-Handed, Slow Load, Automatic, Req. (PHYS 2)

Ballistic

2500

Grenade Launcher

Heavy

8

3

Med

1

4

Two-Handed, Slow Load, Grenade, Req. (PHYS 2)

3000

Magneton Cannon

Exotic

5

2

Near

5

2

Area (melee), Two-Handed, Slow Load, Shredding (3), Req. (PHYS 1)

Energy

8000

Tesla Rifle

Exotic

8

5

Med

6

2

Two-Handed, Stun (2), Crit (Stun (1))

Energy

6000

Stun Baton

Melee

6

Melee

1

Stun (1), Crit (Stun (1)), Nonlethal

Energy

450

Switchblade

Melee

9

2

Melee

1

Thrown

Blade

150

Fusion Blade

Melee

8

3

Melee

2

Piercing (2), Req. (REF 2)

Blade

1200

Rocket Maul

Melee

10

6

Melee

2

3

Two-Handed, Req. (PHYS 3)

Explosive

2500

Weapon keywords

Piercing (X)

Ignores X points of armor protection.

Point Blank (X)

Ignore penalty die imposed by the weapon’s Type when attacking at Melee or Very Near range. At these ranges, it deals X additional damage. Beyond its listed range, reduce its damage by 1 for each additional range band. In addition, it cannot critically hit beyond its listed Range.

Slow Load

Takes 2 actions to reload.

Stun (X)

On a hit, target must roll Toughness (DC 6 + X) or be Stunned for X rounds.

Two-Handed

Requires both hands to use.

Automatic

When attacking with this weapon, you may choose to spend 3 or 6 ammo instead of 1. For every 3 ammo spent, gain +1 bonus die and deal +1 damage on a hit. An attack this way cannot be a Called Shot or deal critical hit damage (though other critical hit effects may apply).

Additionally, Automatic weapons may spend up to 3 ammo on the Suppressing Fire combat action.

Shredding (X)

If damage exceeds armour’s protection value, reduce armour’s durability by X. If damage does not exceed armour’s protection value, still reduce armour’s durability by 1.

Area (X)

Deals damage to all targets at X distance or closer, centred on the location hit. Targets behind cover from this damage reduce damage taken and any additional effects applied by 1 (partial cover) or 3 (full cover). On a missed Area (X) attack, the GM determines another reasonable location of impact from which the attack applies its damage and effects to.

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 as Blunt 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.

Req. (X)

Using this weapon requires at least the specified rank of the specified attribute or skill. For example, Req. (PHYS 1) means you must have at least 1 rank in your Physique attribute to use the weapon. Attempting to use a weapon with a requirement you do not meet imposes +2 penalty dice on attack rolls.

Crit (Effect)

This weapon applies a specific effect in addition to normal critical effects. For example, a weapon with Crit: Prone knocks the target prone on a crit, while a weapon with Crit (Piercing (2)) adds Piercing (2) to the attack (which stacks with all other Piercing from the weapon or ammunition used). Crit effects stack cumulatively with regular weapon effects.

Type (Type)

This weapon’s damage is of the listed damage type. For example, Type (Energy) would mean that this weapon deals Energy damage, whereas Type (Explosive) would deal Explosive damage

Nonlethal

This weapon cannot cause moderate or heavy wounds. Any damage it may deal that would cause a moderate or heavy wound is ignored.

Any keyword effects that could combine cumulatively should do so. For example, if two separate effects give an attack a Stun (X) value, combine the two. Stun (1) plus Stun (3) would become a single instance of Stun (4), as an example. Stun (1) and Toxin (1) would not combine since they are two different keyword effects.

Armour

Name

Prot

Durability

Blk

Traits

Cost

EVA Suit

1

3

Allows survival in space. May be worn with armour of Bulk 1.

500

EVA Suit (Advanced)

2

3

Allows survival in space. May be worn with armour of Bulk 2 or less.

2500

Scrap Armour

1

2

Flimsy

500

Flak Jacket

1

4

2

1250

Kevlar Clothing

1

3

1

Incognito

1500

Streetweave Jacket

1

5

2

Vulnerable (Blade 1)

1750

Synthweave Armour

2

8

2

Vulnerable (Energy 2), Flimsy

4500

MilSec Bodyplate

2

5

3

6000

Breaching plate

2

4

3

Frontal Shielding (1), Req. (PHYS 2), Resist (Ballistic 1)

8500

Heavy Bodyplate

3

8

4

Req. (PHYS 3)

10000

Basic Power Armour

4

14

10

Req. (Power Armour 1), Powered (3), Vulnerable (Energy 1)

40000

Power Armour

6

20

15

Req. (Power Armour 3), Powered (5), Resist (Ballistic 1, Blade 1), Vulnerable (Explosive 2)

75000

Armour keywords

Req. (X)

Wearing this armour requires at least the specified rank of the specified attribute or skill. For example, Req. (PHYS 1) means you must have at least 1 rank in your Physique attribute to wear the armour effectively. Attempting to wear armour without meeting the requirements for it imposes +1 penalty die to all attack rolls, Reflex, and Physique skill checks.

Powered (X)

Requires 1 action and a Power Armour (DC = 6 + X) check to activate. Extreme Failure: become Immobile for 1 round.

When successfully activated, Powered armour reduces its own bulk by X and grants +1 bonus die to all PHYS based checks. Using Melee (unarmed) or Melee (weapons) damage deals an additional X damage to the target.

Powered armour may remain powered for X * 4 rounds before deactivating and requiring either a new Energy Core or at least 1 hour spent charging at a power source (such as a ship’s power core or a colony’s generator) to be powered again.

While inactive, Powered armour loses half its Protection value (rounded up) and gains Vulnerable (Blade 2). In addition, the wearer gains +1 penalty die to all PHYS and REF based checks.

Frontal Shielding (X)

Armour gains +X Protection against attacks that hit the front of the armour.

Resist (Type X)

Armour gains +X Protection against damage of listed Type. For example, armour tagged with Resist (Blade 1) would gain +1 Protection against Blade damage. See Damage Types.

Vulnerable (Type X)

Armour reduces its Protection against damage of listed Type by -X amount. For example, armour tagged with Vulnerable (Blade 1) would lose 1 Protection against Blade damage. Armour’s Protection rating cannot go below 0. See Damage Types.

Flimsy

This armour cannot be repaired.

Incognito

Appears to be normal clothing.

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) Explosive damage (DC8 to Evade half), Thrown

1 use

1

250

EMP Grenade

Applies EMP (2) to everything within Near 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

Energy Core

A mobile power source capable of powering Power Armour.

5 uses

1

2500

Weapon Scope (mod)

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 (mod)

Simple Modification. Weapon makes reduced sound when fired; deals -1 damage

Permanent

1

500

Weapon SMART-link (mod)

Grants weapon ability to use SMART ammo.

Permanent

2

3000

Armour Gel Pads (mod)

Grants armour Resist (Explosive 1) trait.

Permanent

2

2500

Armour Kevlar Plating (mod)

Expert Modification. Grants armour Resist (Ballistic 1) trait.

Permanent

2

2000

Quick Release Harness (mod)

Reduces time to put on or take off armour by half (rounded down).

Permanent

1

1000

Reinforced Helmet (mod)

Expert Modification. Gain +2 Protection against attacks made with Called Shot: Head

Permanent

1

1500

Compact Backpack

+5 Inventory Slots when worn.

Permanent

150

Ammo (Flechette)

Deals +2 damage to unarmoured targets.

10 ammo

1

500

Ammo (SMART)

Requires weapon fit with SMART-link. Negates 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 (not necessarily a straight line).

1 reload

1

1250

Ammo (Armour Piercing)

Adds Piercing (1) to attacks.

1 reload

1

750

Ammo (Explosive)

Adds Shredding (1) to attacks. Attacks deal Explosive damage.

1 reload

1

750

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

Minor; 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

Activate as a reaction before being affected by incoming EMP. The EMP has no effect on installed cyberware.

Once activated, EMP Shielding cannot be reactivated for 10 minutes.

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. A Skull Popper boots automatically when installation is completed and cannot be voluntarily shut down. If it is forced to shut down or reduced to 0 durability, roll 1d12. On a result of 1-9, it detonates.

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 3 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 Powerlift or Athletics checks involving lifting, pushing, or breaking objects. Unarmed attacks gain +1 damage.

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

Activating the claws extends them from your arms. They then remain extended until they are activated again, which retracts them.

While extended, gain: PHYS unarmed attacks deal damage equal to your PHYS + 2 and have Shredding (2). REF unarmed attacks deal damage equal to half your REF (rounded up) + 1, and have Piercing (2). Additionally, gain +1 bonus die to climbing related checks.

While shut down, the claws cannot be extended or retracted. If already extended, attacks with them use your normal unarmed damage. They do not gain any special traits. The climbing bonus remains while the claws are extended.

Attacks made with Mantis Claws always deal Blade type damage.

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 Moderate or Heavy wound, roll Cybernetics (DC8).
This effect may only trigger once per instance of damage.

  • 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.

4

Medium; chest and back

15000

Using Cyberware

Cyberware may provide a passive benefit (such as “Become immune to nanites targeting your body”), or it may provide an active benefit with a trigger and duration (like “Activate to ignore stress penalties for 1 round”). You must be conscious to use active benefits, but passive benefits occur whenever they are triggered.

Unless otherwise specified by specific cyberware wording:

  • Attempting to activate cyberware requires 1 action (on your turn) or 1 reaction (not on your turn).

  • Benefitting from the bonus a Cyberware implant gives you does not cost any actions.

  • You may not have more than one Cyberware implant of any type installed at one time.

  • Having Cyberware installed does not increase your bulk.

Each time cyberware is activated, roll Cybernetics (DC 4 + total cyberware value).

  • Success: cyberware activates normally.

  • Failure: cyberware activates normally but takes 1 damage after activation.

  • Extreme failure: cyberware does not activate at all and takes 1 damage.

Total Cyberware Value

A character’s total cyberware value equals each booted up piece of cyberware’s Tier value added together. Thus a character with two Tier 1 implants has a total cyberware value of 2, while a character with a Tier 2 implant and a Tier 3 implant has a total cyberware value of 5.

Cyberware Durability

Cyberware has durability equal to twice its tier unless otherwise specified. Thus, Tier 2 cyberware has 4 durability, Tier 3 cyberware has 6, and so on.

Booting Up and Shutting Down Cyberware

Booted up cyberware is powered and fully capable of functioning. Shut Down cyberware provides no benefits, active or passive. Broken cyberware (0 durability) is always shut down and cannot be booted up.

Cyberware is always shut down when installed. Shut down cyberware produces no electrical signature for electromagnetic scanners to pick up on.

Booting up cyberware requires 1 action per tier of the cyberware you’re booting up. Thus, booting up a Tier 3 cyberware implant costs 3 actions. These actions may be spread across more than one round: for example, you may spend 1 action per round for 3 rounds, 2 actions on 1 round, then 1 action several rounds later, or 3 actions on a single round to boot up a Tier 3 implant.

Shutting down cyberware requires 1 action regardless of the tier.

Cyberware Overload

If at any time (and as long as) a character’s total cyberware value exceeds his Cybernetics skill rank or a character has a glitchy implant booted up, he is considered to be in a state of Cyberware Overload. When a character enters this state (and at the beginning of every round afterward), he must roll a Cybernetics (DC4 + total cyberware value) check.

  • Extreme success: no effect

  • Success: gain +1 stress

  • Failure: gain +2 stress and Stunned (1).

  • Extreme failure: gain +4 stress and Frenzied (total cyberware value). Additionally, all booted up cyberware implants take 1 damage.

Every Cybernetics check made while in Cyberware Overload has +1 penalty die.

Installing and Removing Cyberware

Cybernetic implants require an often extensive 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 do so with a medical procedure followed by a mechanical procedure. First, make a First Aid roll (DC 8 + cyberware Installation Difficulty).

  • Success, the procedure completes successfully.

  • Failure, the procedure fails and the subject takes 1 damage.

  • Extreme failure, the procedure fails, the cyberware takes 1d4 damage, 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; it imposes Cyberware Overload whenever (and as long as) it is booted up.

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). When attempting to repair glitchy cyberware, the process is the same as for repairing 1 point of durability. If the repair check is successful, the cyberware is no longer glitchy.

Cyberware removal does not require an Engineering check.

Cyberware procedures are often gruelling and physically traumatic, taking hours or even days. This is heavily influenced by the cyberware implant’s Installation Difficulty, but is ultimately determined by the GM. No cyberware procedure may be done if another one is in progress; for example, removing then reinstalling a cyberware implant must be done as two separate procedures; the installation procedure cannot begin before the removal procedure completes.

After any cyberware work (installing, repairing, removing) whether done by a ripper doc or not, the character must succeed at a Cybernetics check (DC 4 + Tier of cyberware affected) or suffer +2 stress.

External Factors

Cyberware procedures are delicate, difficult work, and are adversely affected by distractions or other factors. Impose +1 penalty die to all checks during such a procedure for each of these that applies:

  • Attempting a procedure on a patient who isn’t sedated (including yourself).

  • Attempting to work on cyberware that isn’t shut down.

  • Attempting to rush the procedure to reduce the amount of time taken.

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.

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

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.

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

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

Availability