Whisperspace

Rules Reference

Nanomancy

Nanomancy is not magic, though it is often mistaken for it. To the outsider, what else could lift rocks, fry machinery at will, or heal in moments what should take weeks to mend?

It is the deliberate manipulation of nearly-omnipresent nanites; microscopic machines left behind by a dead empire and now woven into the fabric of countless worlds. By exerting intense mental focus, a Nanomancer issues commands that these swarms obey: heat blooms, wounds knit, and objects move.

The process is neither safe nor fully understood. Human brains were not designed to interface directly with these machines, and every act of nanomancy strains the Nanomancer and may draw unwanted attention to them.

Nanite Density

A Nanomancer’s abilities function only in the presence of nanites. Most places have at least a low density of nanites, though it’s not unheard of for a planet or space station to be entirely devoid of nanites. Some planets (especially former Imperial core worlds) have high or even extreme densities of nanites, while some Nanomancers take to bringing nanites with them wherever they go. Nanomantic Effects cannot be used when Nanite density is 0. Nanite density is abbreviated ND for the remainder of this section.

A GM may choose the ND of a location or area as they see fit, remembering that most places are 2 ND, while space (and many other hostile environments) are almost always 0. If uncertain, roll 1d12 and compare it to the Nanite Density table below.

D12 roll

Nanite Density

1

None (0)

2-4

Low (1)

5-8

Medium (2)

9-11

High (3)

12

Extreme (4)

Local ND

Some Nanomantic Effects can temporarily increase or decrease the ND (rolling an extreme success; using a Nanomantic Effect farther than its stated range). These increases and reductions apply only to the effect itself; the ND of the area (the ‘local ND’) remains unchanged.

EMP Effects

Any EMP effect affects nanites as any other electronic devices in the area. After an EMP (X) effect is triggered, reduce the Local ND by 1 for X rounds.

Nanite Density of 0

Whenever ND drops to 0 (either the local ND or through decreases to ND), Nanomantic Effects automatically fail, though if attempted they still cost actions and impose stress gain.

Using Nanomancy

To use a Nanomantic Effect, you must have the Nanomancy feat and:

Roll 1d12 + MENT + Stress (DC determined by the Nanomantic Effect)

For example, a character with a MENT of 1 and 2 stress would roll 1d12 and add 3. Compare your result to the DC of the Nanomantic Effect.

  • Extreme success: effect heightened; use the critical hit table. Instead of applying extra damage, raise the ND for the effect by that much.

  • Success: effect occurs as normal.

  • Failure: effect fails; no result.

  • Extreme Failure: effect fails; no result. Gain +1 stress. If this would raise your stress above 4, instead take 1 unmitigated damage.

Some Nanomantic Effects specify what happens on various levels of success or failure. Those effects do not replace these; instead, they occur simultaneously with them.

Many Nanomantic Effects may be used in ways not obvious in their name or effect. For example, the Kinetic effect ‘Push/Pull’ may be used by the Nanomancer on themselves to levitate.

Nanomancy Fields

Not all Nanomancers specialize in the same fields; while some nanites may have vastly different purposes, and thus only be able to fulfil certain roles. When they first gain access to Nanomantic Effects, each Nanomancer chooses a field (burner, physic, kinetic) as their primary field. When using a Nanomantic Effect from a different field, rolls are made with +1 penalty die.

Burner

Nanites that are designed to manipulate and work with energy. The most common forms of energy manipulation are temperature (heat and cold) and electricity.

If a Nanomancer’s primary field is Burner, they gain:

  • May use 2 actions to temporarily disrupt electronics within Near range. This effect is not as extreme as EMP (does not shut down electronic devices completely), but causes effects like static on video screens, strange readings on scanners, and slight malfunctions in cyberware. This effect lasts ND rounds.

  • Suffer 1 less damage (minimum 1) from energy sources (extreme temperature, electricity, lasers, etc)

Physic

Nanites that work with the human body, often designed as a healing system. These were not programmed with ‘Do No Harm’.

If a Nanomancer’s primary field is Physic, they gain:

  • Gain a +ND modifier to all dying checks and checks to end physical conditions.

Kinetic

Interactions with physical objects; kinetic nanites are ones that focus on moving or lifting things.

If a Nanomancer’s primary field is Kinetic, they gain:

  • Gain a +ND modifier to all Athletics, Powerlift, Finesse, and Balance checks.

Nanomantic Effects

Burner Effects

Name

DC

Range

Stress Cost

Action cost

Effect

Thermal Bloom

8

Near

+1

2

Burst of heat energy at target location; deal half ND (rounded up) damage to anything within Very Near range of target.

Absolute Zero

9

Very Near

+2

2

Removal of all heat at target location; deal 2 * ND damage to anything within melee range of target.

Static Burst

7

Very Near

2 + 1 per action used

1 to 3

Electrical energy crackles through the air. Choose an initial target, then additional targets (number of actions spent equals total number of targets). Each target must be within Very Near range of at least one other chosen target and be capable of conducting electricity. Deal ND damage to the first and half ND (rounded up) damage to any other targets. In addition, apply EMP (0 + ND) to anything within melee range of any of the target.

Nullify

Very Near

+1

1 reaction

Counter a Nanomantic Effect. DC = the effect’s Nanomancy roll.

  • Extreme success: negate the effect. In addition, that effect cannot be attempted again for 1 * ND minute(s).

  • Success: negate the effect.

Physic Effects

Name

DC

Range

Stress Cost

Action Cost

Effect

Regenerative Cloud

11

Melee

3 + 1 per action used

1 to 3

Create a target location. For the duration, all living creatures within Very Near range of that location heal at a rate of half ND (rounded up) light wounds at the start of each of their turns. This effect lasts 1 round for each action used.

Knit Together

9 - ND

Melee

2

Heal up to 1 + half ND (rounded up) light or moderate wounds on target creature.

Exsanguinate

7

Melee

1

Give target Bleeding (1 + ND).

Horrifying Hallucinations

9

Melee

2

Impose Blinded on target creature for rounds equal to ND. While affected, target gains +1 stress at the end of each of their turns.Target may attempt a Willpower or Composure (DC6 + ND) check at the end of each of their turns to end the effect early.

Macabre Puppeteering

12

Melee

3

Take control of target creature’s motor functions for 1 + half ND rounds. On each of that creature’s turns, you may use 1 reaction to dictate their actions. Target may attempt a Willpower (DC4 + ND) check at the end of each of their turns to end the effect early.

  • Extreme success: this effect may heal (and will prioritize) moderate wounds.

  • Extreme success: you may heal heavy wounds with this effect as well.

  • Failure: give target Bleeding (1)

  • Extreme failure: give target Bleeding (2).

  • Extreme success: target gains +2 stress at the end of each of their turns instead.

Kinetic Effects

Name

DC

Range

Stress Cost

Action Cost

Effect

Push/Pull

5

Long

1

2

Move an object no more than 10 bulk up to 10 * ND ft in any direction. For each range band closer than long, increase the bulk this effect can move by 5. If the object collides with something else, deal 1 * ND damage to it.

Crush

9

Medium

2

1

Deal 1 + ND damage. If target is Immobile, double the damage dealt.

Hold

7

Medium

3

Impose Immobile on target for ND number of rounds. Target may attempt an Endurance or Athletics (DC6 + ND) check at the end of each of their turns to end the effect early.

Shrapnel

8

Near

0 + 1 per action used

1 to 3

Deal 1 + ND damage to anything within melee range of target. Increase the range of this effect by 1 range band for each action used beyond 1.

Scrap Shield

Fine Control

Nanomantic Effects can be controlled (and scaled down) by the Nanomancer; Thermal Bloom could easily be used to warm a pot of soup instead of char a creature’s flesh or even to keep a creature from freezing to death.

As written, Nanomantic Effects display the maximum possible effect from their usage. If you wish to scale an effect back (reduced or no damage, smaller area, etc), you may do so.

Range

Nanomantic Effects lose power rapidly outside their normal ranges. When attempting to use an effect farther away than its range, reduce the ND by 1 for each range band beyond its normal range. For example, on a planet with ND 3, using Thermal Bloom (range of Near) at Long range (2 range bands above the effect’s normal range) would deal 1 damage (effect is 1 * ND).

Stress is Both Cost and Fuel

Nanomancy is not gentle on the mind; creating the simplest Nanomantic Effect is a strain as human brains were not designed to interface with technology in such a raw, visceral way.

At the same time, strong emotions can help strengthen the bond between flesh and machine. Nanomancers are often at their strongest when they’re at their most desperate, like a cornered animal. Thus, stress is not only a side-effect of Nanomancy, but also a fuel for more consistent and stronger effects.

Once your stress reaches PTSD range (6+), Nanomancy becomes impossible to exert fine control over:

  • Nanomantic Effects used must be resolved at its full listed magnitude, range, and area, and cannot exclude unintended targets.

  • Any extreme success rolled on a Nanomancy check fries the circuits of many nearby nanites. After the Nanomantic Effect is resolved, reduce the local ND by 1 for 1 day (GM’s discretion).