Movement
In Whisperspace, each character has a Speed stat based on their PHYS. You may use an action to move up to your speed (for example, 35 feet). This movement can be interwoven between other actions on your turn. For example, you may use the move action to move 10 feet closer to a target, then use the attack action to try to hit them, then move another 10 feet away from them, use an interact action to open a door, then move your remaining 15 feet through that door and behind cover.
Movement Bonuses and Penalties
Certain types of movement (swimming, crawling) may impose movement penalties, preventing you from moving as far as normal, while some cyberware or other effects may provide movement bonuses, allowing you to move farther than normal. Bonuses stack with each other, as do penalties; and bonuses and penalties cancel one another out. For example, if you had 2 movement bonuses and 1 penalty, the end result would be that you would move with 1 bonus. Similarly, having 3 movement penalties and 1 movement bonus would result in you moving with 2 penalties.
Bonuses
Each movement bonus increases your movement speed by 10 ft. Your total movement speed cannot be more than double your normal movement speed.
Penalties
Each movement penalty reduces your movement speed by 10 ft. Your movement speed can never go below 0 ft; upon reaching 0 ft, you become Immobile.
Types of Movement
Standing from prone
Standing up must be done as part of a move action and uses 15 feet of movement.
Swimming
In difficult water, a dangerous situation, or after prolonged swimming, the GM may call for a swimming check. To do so, roll Athletics (DC6) swimming check. Depending on conditions, the GM may raise or lower this DC.
Encumbrance increases the DC by +2.
Heavy encumbrance increases the DC by +6.
While a character is swimming, regular encumbrance checks do not apply.
Dragging something is impossible while swimming.
Swimming check results:
Extreme Success: navigate the water well; reduce movement penalty by -1.
Success: swim at normal speed without issue.
Failure: swim is more draining than expected; receive +1 movement penalty.
Extreme Failure: gain the Asphyxiating condition.
If the character is close to the surface, a successful Asphyxiation check immediately removes this condition.
While asphyxiating during swimming, gain +1 movement penalty.
Climbing
When climbing under time pressure, in difficult circumstances, or a tall surface, the GM may call for an Athletics (DC6) climbing check. The GM may raise or lower this DC based on the climbing surface and conditions.
Encumbrance increases the DC by +2.
Heavy encumbrance increases the DC by +6.
Dragging objects or characters while climbing is impossible.
Climbing check results:
Extreme success: handholds are easier to find than expected; reduce movement penalty by -1.
Success: climb succeeds as normal.
Failure: climb takes longer than expected; receive +1 movement penalty.
Extreme failure: climb results in a fall (GM determines distance; see Falling below)
Falling
In Whisperspace, falling is more about relative distance than specific increments of damage. Typically, falls from Very Near distance or closer are not punishing, while falls of medium or longer distance can easily be deadly. To determine fall damage, GMs may adjudicate it on the fly, or they may choose to have the player roll a Fall Severity check as below. See Ranges for exact distance information. Falling renders a character prone.
Distance fallen | Fall Severity roll |
|---|---|
Melee | 1d12 -2 |
Very Near | 1d12 -1 |
Near | 1d12 |
Medium | 1d12 +2 |
Long | 1d12 +4 |
Very Long | 1d12 +6 |
Extreme | 1d12 +9 |
Once you’ve made the Fall Severity roll, compare the result to the Fall Severity table. All damage from falling is unmitigated damage.
Fall Severity | |
|---|---|
Fall Severity roll result | Outcome |
1-3 | No damage. |
4-6 | Take 1 damage. |
7-8 | Take 2 damage. |
9-10 | Take 3 damage and become Stunned for 1 round. |
11-12 | Take 4 damage and become Stunned for 2 rounds. |
13-15 | Take 6 damage and become Unconscious. |
16+ | Take 8 damage. |
Carrying Capacity
To simplify inventory mechanics (such as weight limits, etc), Whisperspace uses Inventory Slots. These are based on a character’s Physique stat, meaning that higher Physique allows a character to carry more stuff. Each Inventory Slot allows a character to carry roughly 5 lbs of gear (gear with 1 Bulk).
The formula for determining a character’s carrying capacity can be found in the Character Creation section.
Item Type | Bulk | Approximate Weight |
|---|---|---|
Light gear | 1 | 5 lbs |
Medium gear | 2 | 10 lbs |
Heavy gear | 3+ | 15 lbs or more |
Storage crates, containers | 4-5 (or more) | 20 lbs or more |
Incapacitated Teammate | 30 | 150 lbs or more |
Encumbrance
Attempting to carry gear beyond a character’s carrying capacity encumbers the character. This imposes +1 movement penalty.
If a character is encumbered for an hour or more, they must roll an Endurance (DC6) encumbrance check.
Success: they continue normally for another hour
Failure: the extra weight takes a toll. The character moves from being encumbered to being heavily encumbered. A ten minute rest (without any encumbrance) resets this.
Heavy Encumbrance
Attempting to carry more than double your carrying capacity or failing an encumbrance check heavily encumbers you.
While heavily encumbered:
Gain +2 movement penalties.
You suffer +1 penalty die to all REF-based skill checks.
You cannot Fully Commit.
At the start of each of your turns while heavily encumbered, roll an Endurance (DC6) encumbrance check.
Each consecutive turn you remain heavily encumbered increases the DC by +1.
Success: you may act normally this turn.
Failure: you must either drop the load or suffer 1 Stress.
Extreme Failure: you suffer 1 damage and must either drop the load or fall prone.
The DC resets to 6 once you drop below heavy encumbrance or rest for at least ten minutes.
Too Much Weight
Attempting to carry more than three times your carrying capacity is considered impossible and renders you both prone and Immobile until you decrease the amount of bulk you carry.
Dragging Objects and Characters
Dragging objects typically does not count toward encumbrance, though the GM may rule that it does (depending on the weight or type of the object). Dragging an object or character requires at least one hand free and imposes +1 movement penalty.