{"location":{"pathname":"/resting","search":"","hash":""},"rulebookState":{"loading":false,"error":"","warning":"","chapters":[{"id":"chapter-archetypes-and-feats-1","slug":"archetypes-and-feats","title":"Archetypes and Feats","node":{"id":"archetypes-and-feats-archetypes-and-feats-1","anchor":"archetypes-and-feats","title":"Archetypes and Feats","slug":"archetypes-and-feats","depth":0,"blocks":[{"type":"paragraph","text":"Ripley from Alien, Dr. Rodney McKay from Stargate: Atlantis, or Amos from The Expanse - these are characters who can be defined as archetypes: Bounty Hunter, Scientist, and Soldier. In Whisperspace, an archetype is defined as a character path that has prerequisite skills or attributes and which provides your character with definition thematically and an additional set of skills to gain levels in.","spans":[]},{"type":"paragraph","text":"A character may have no archetype and choose feats freely. Pick one feat :O","spans":[]},{"type":"table","rows":[[{"text":"Category","spans":[]},{"text":"Feat name","spans":[]},{"text":"Req.","spans":[]},{"text":"Description","spans":[]},{"text":"Description","spans":[]},{"text":"Description","spans":[]}],[{"text":"Assassin","spans":[]},{"text":"Path Through Shadow","spans":[]},{"text":"-","spans":[]},{"text":"You have been well trained in the subtle arts of camouflage and stealth. While moving through dark or obscured areas, gain +1 bonus die to stealth checks. Darkness and shadows around you count as partial cover for you.","spans":[]},{"text":"You have been well trained in the subtle arts of camouflage and stealth. While moving through dark or obscured areas, gain +1 bonus die to stealth checks. Darkness and shadows around you count as partial cover for you.","spans":[]},{"text":"You have been well trained in the subtle arts of camouflage and stealth. While moving through dark or obscured areas, gain +1 bonus die to stealth checks. Darkness and shadows around you count as partial cover for you.","spans":[]}],[{"text":"-","spans":[]},{"text":"You’re Next","spans":[]},{"text":"-","spans":[]},{"text":"When you incapacitate or kill a target, you may immediately force another target (who can both see and be seen by you) to make a Willpower roll (DC5 + your REF or Bearing). On a failure, the target suffers +1 stress and the Frightened condition. On an extreme failure, the target suffers +3 stress and the Fleeing condition.","spans":[]},{"text":"When you incapacitate or kill a target, you may immediately force another target (who can both see and be seen by you) to make a Willpower roll (DC5 + your REF or Bearing). On a failure, the target suffers +1 stress and the Frightened condition. On an extreme failure, the target suffers +3 stress and the Fleeing condition.","spans":[]},{"text":"When you incapacitate or kill a target, you may immediately force another target (who can both see and be seen by you) to make a Willpower roll (DC5 + your REF or Bearing). On a failure, the target suffers +1 stress and the Frightened condition. On an extreme failure, the target suffers +3 stress and the Fleeing condition.","spans":[]}],[{"text":"-","spans":[]},{"text":"Shadow Strike","spans":[]},{"text":"-","spans":[]},{"text":"Your first successful melee attack against a Surprised enemy is made with +1 bonus die. If you hit with an extreme success, your attack gains Piercing 2 (stacks with other sources of Piercing)","spans":[]},{"text":"Your first successful melee attack against a Surprised enemy is made with +1 bonus die. If you hit with an extreme success, your attack gains Piercing 2 (stacks with other sources of Piercing)","spans":[]},{"text":"Your first successful melee attack against a Surprised enemy is made with +1 bonus die. If you hit with an extreme success, your attack gains Piercing 2 (stacks with other sources of Piercing)","spans":[]}],[{"text":"Battlefield","spans":[]},{"text":"Dual Wielding","spans":[]},{"text":"-","spans":[]},{"text":"When you successfully make an attack roll with your main hand weapon, you may immediately make an attack roll with a Light weapon held in your off hand as a free action. This attack counts as part of your main hand weapon attack for the purposes of counting number of attacks per turn, however it suffers all penalty dice from the main hand weapon attack roll (if there were any), and additionally suffers +1 penalty die.","spans":[]},{"text":"When you successfully make an attack roll with your main hand weapon, you may immediately make an attack roll with a Light weapon held in your off hand as a free action. This attack counts as part of your main hand weapon attack for the purposes of counting number of attacks per turn, however it suffers all penalty dice from the main hand weapon attack roll (if there were any), and additionally suffers +1 penalty die.","spans":[]},{"text":"When you successfully make an attack roll with your main hand weapon, you may immediately make an attack roll with a Light weapon held in your off hand as a free action. This attack counts as part of your main hand weapon attack for the purposes of counting number of attacks per turn, however it suffers all penalty dice from the main hand weapon attack roll (if there were any), and additionally suffers +1 penalty die.","spans":[]}],[{"text":"-","spans":[]},{"text":"Storm of Bullets","spans":[]},{"text":"-","spans":[]},{"text":"When you or an ally within Very Near distance from you is attacked, you may spend a reaction to attack back, assuming you are within range and can see the attacker.","spans":[]},{"text":"When you or an ally within Very Near distance from you is attacked, you may spend a reaction to attack back, assuming you are within range and can see the attacker.","spans":[]},{"text":"When you or an ally within Very Near distance from you is attacked, you may spend a reaction to attack back, assuming you are within range and can see the attacker.","spans":[]}],[{"text":"-","spans":[]},{"text":"Dance of Death","spans":[]},{"text":"-","spans":[]},{"text":"Whenever you make a successful roll in combat, you may choose to gain +1 bonus die on your next roll and suffer +1 stress. This effect stacks: if you succeed your next roll, you may choose to gain +2 bonus dice and suffer +1 stress. This stacking effect resets at the start of your next turn or when you fail a roll (stress gained does not reset).","spans":[]},{"text":"Whenever you make a successful roll in combat, you may choose to gain +1 bonus die on your next roll and suffer +1 stress. This effect stacks: if you succeed your next roll, you may choose to gain +2 bonus dice and suffer +1 stress. This stacking effect resets at the start of your next turn or when you fail a roll (stress gained does not reset).","spans":[]},{"text":"Whenever you make a successful roll in combat, you may choose to gain +1 bonus die on your next roll and suffer +1 stress. This effect stacks: if you succeed your next roll, you may choose to gain +2 bonus dice and suffer +1 stress. This stacking effect resets at the start of your next turn or when you fail a roll (stress gained does not reset).","spans":[]}],[{"text":"Close Quarters","spans":[]},{"text":"Way of the Readied Blade","spans":[]},{"text":"-","spans":[]},{"text":"You appear calm, but there is a sense of readiness about you, as though you are waiting for something. You may spend 1 action to gain +1 bonus die to Bearing rolls. Every round of combat, instead of gaining 1 reaction, you gain reactions equal to your REF (minimum 1)","spans":[]},{"text":"You appear calm, but there is a sense of readiness about you, as though you are waiting for something. You may spend 1 action to gain +1 bonus die to Bearing rolls. Every round of combat, instead of gaining 1 reaction, you gain reactions equal to your REF (minimum 1)","spans":[]},{"text":"You appear calm, but there is a sense of readiness about you, as though you are waiting for something. You may spend 1 action to gain +1 bonus die to Bearing rolls. Every round of combat, instead of gaining 1 reaction, you gain reactions equal to your REF (minimum 1)","spans":[]}],[{"text":"-","spans":[]},{"text":"Lethal Precision","spans":[]},{"text":"-","spans":[]},{"text":"After you successfully Dodge or Parry a melee attack, you may immediately attack back as a reaction. If this attack is successful, it is considered an extreme success.","spans":[]},{"text":"After you successfully Dodge or Parry a melee attack, you may immediately attack back as a reaction. If this attack is successful, it is considered an extreme success.","spans":[]},{"text":"After you successfully Dodge or Parry a melee attack, you may immediately attack back as a reaction. If this attack is successful, it is considered an extreme success.","spans":[]}],[{"text":"-","spans":[]},{"text":"Way of the Dancing Blade","spans":[]},{"text":"-","spans":[]},{"text":"Your body is used to constant, fluid motion. You may spend 1 action to gain +1 bonus die to Balance checks. After you kill or incapacitate an enemy using a Melee (weapons) or Melee (unarmed) attack, you gain +1 action you may use immediately.","spans":[]},{"text":"Your body is used to constant, fluid motion. You may spend 1 action to gain +1 bonus die to Balance checks. After you kill or incapacitate an enemy using a Melee (weapons) or Melee (unarmed) attack, you gain +1 action you may use immediately.","spans":[]},{"text":"Your body is used to constant, fluid motion. You may spend 1 action to gain +1 bonus die to Balance checks. After you kill or incapacitate an enemy using a Melee (weapons) or Melee (unarmed) attack, you gain +1 action you may use immediately.","spans":[]}],[{"text":"-","spans":[]},{"text":"Strike With Conviction","spans":[]},{"text":"-","spans":[]},{"text":"When you hit an enemy with a melee attack, you may: suffer +1 stress & upgrade the attack to an extreme success","spans":[]},{"text":"When you hit an enemy with a melee attack, you may: suffer +1 stress & upgrade the attack to an extreme success","spans":[]},{"text":"When you hit an enemy with a melee attack, you may: suffer +1 stress & upgrade the attack to an extreme success","spans":[]}],[{"text":"Defence","spans":[]},{"text":"Indomitable Spirit / Mind of Steel","spans":[]},{"text":"-","spans":[]},{"text":"Spend 2 reactions to gain one of the following benefits: Until the end of your next turn, reduce each instance of incoming damage by 1 wound. Until the end of your next turn, reduce each instance of incoming stress by 1.","spans":[]},{"text":"Spend 2 reactions to gain one of the following benefits: Until the end of your next turn, reduce each instance of incoming damage by 1 wound. Until the end of your next turn, reduce each instance of incoming stress by 1.","spans":[]},{"text":"Spend 2 reactions to gain one of the following benefits: Until the end of your next turn, reduce each instance of incoming damage by 1 wound. Until the end of your next turn, reduce each instance of incoming stress by 1.","spans":[]}],[{"text":"-","spans":[]},{"text":"Hold the Line","spans":[]},{"text":"-","spans":[]},{"text":"If you and at least one ally are in Melee range of each other, you both gain +1 bonus die to your Dodge and Parry reactions.","spans":[]},{"text":"If you and at least one ally are in Melee range of each other, you both gain +1 bonus die to your Dodge and Parry reactions.","spans":[]},{"text":"If you and at least one ally are in Melee range of each other, you both gain +1 bonus die to your Dodge and Parry reactions.","spans":[]}],[{"text":"-","spans":[]},{"text":"Military Discipline","spans":[]},{"text":"-","spans":[]},{"text":"Increase Cool Under Fire by +1. Additionally, once per turn you may ignore penalty dice from Suppressing Fire.","spans":[{"text":"Cool Under Fire","href":"#h.ik4eu1atnfyb","style":"link_underline"},{"text":"Suppressing Fire","href":"#h.h1vxsml5cxvo","style":"link_underline"}]},{"text":"Increase Cool Under Fire by +1. Additionally, once per turn you may ignore penalty dice from Suppressing Fire.","spans":[{"text":"Cool Under Fire","href":"#h.ik4eu1atnfyb","style":"link_underline"},{"text":"Suppressing Fire","href":"#h.h1vxsml5cxvo","style":"link_underline"}]},{"text":"Increase Cool Under Fire by +1. Additionally, once per turn you may ignore penalty dice from Suppressing Fire.","spans":[{"text":"Cool Under Fire","href":"#h.ik4eu1atnfyb","style":"link_underline"},{"text":"Suppressing Fire","href":"#h.h1vxsml5cxvo","style":"link_underline"}]}],[{"text":"Conviction","spans":[]},{"text":"Imperial Bearing","spans":[]},{"text":"-","spans":[]},{"text":"Enemies within melee range of you must make a Cool Under Fire check (DC5 + your Bearing) at the start of their turns. On a success, they ignore your Daunting Presence for the remainder of combat. On a failure, they suffer +1 penalty die to all attacks until their next turn.","spans":[]},{"text":"Enemies within melee range of you must make a Cool Under Fire check (DC5 + your Bearing) at the start of their turns. On a success, they ignore your Daunting Presence for the remainder of combat. On a failure, they suffer +1 penalty die to all attacks until their next turn.","spans":[]},{"text":"Enemies within melee range of you must make a Cool Under Fire check (DC5 + your Bearing) at the start of their turns. On a success, they ignore your Daunting Presence for the remainder of combat. On a failure, they suffer +1 penalty die to all attacks until their next turn.","spans":[]}],[{"text":"-","spans":[]},{"text":"Daunting Approach","spans":[]},{"text":"-","spans":[]},{"text":"When moving toward an enemy (Very Near range or closer), you may use an action to make a Bearing (DC8 + target’s Willpower) check with +1 bonus die.","spans":[]},{"text":"When moving toward an enemy (Very Near range or closer), you may use an action to make a Bearing (DC8 + target’s Willpower) check with +1 bonus die.","spans":[]},{"text":"When moving toward an enemy (Very Near range or closer), you may use an action to make a Bearing (DC8 + target’s Willpower) check with +1 bonus die.","spans":[]}],[{"text":"-","spans":[]},{"text":"Fanatical Devotion","spans":[]},{"text":"-","spans":[]},{"text":"Attempts to intimidate or scare you are made with +1 penalty die; additionally, you are immune to being Demoralized.","spans":[{"text":"Demoralized","href":"#h.p7xo9pm49k9v","style":"link_underline"}]},{"text":"Attempts to intimidate or scare you are made with +1 penalty die; additionally, you are immune to being Demoralized.","spans":[{"text":"Demoralized","href":"#h.p7xo9pm49k9v","style":"link_underline"}]},{"text":"Attempts to intimidate or scare you are made with +1 penalty die; additionally, you are immune to being Demoralized.","spans":[{"text":"Demoralized","href":"#h.p7xo9pm49k9v","style":"link_underline"}]}],[{"text":"-","spans":[]},{"text":"Proselytize","spans":[]},{"text":"-","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]}],[{"text":"Cyberware","spans":[]},{"text":"Way of the Machine Fist","spans":[]},{"text":"-","spans":[]},{"text":"Cybernetic enhancements are more than a physical reality to you; they are something you have spent hours feeling, thinking about, and accepting as part of who you are. Gain +1 bonus die to Cybernetics checks. If you are wearing at least 1 piece of cyberware, your attacks with Melee (weapon) weapons gain +1 bonus die.","spans":[]},{"text":"Cybernetic enhancements are more than a physical reality to you; they are something you have spent hours feeling, thinking about, and accepting as part of who you are. Gain +1 bonus die to Cybernetics checks. If you are wearing at least 1 piece of cyberware, your attacks with Melee (weapon) weapons gain +1 bonus die.","spans":[]},{"text":"Cybernetic enhancements are more than a physical reality to you; they are something you have spent hours feeling, thinking about, and accepting as part of who you are. Gain +1 bonus die to Cybernetics checks. If you are wearing at least 1 piece of cyberware, your attacks with Melee (weapon) weapons gain +1 bonus die.","spans":[]}],[{"text":"-","spans":[]},{"text":"Synthetic Horror","spans":[]},{"text":"-","spans":[]},{"text":"While wearing at least 1 piece of visible cyberware, gain +1 bonus die to Bearing checks made to intimidate.","spans":[]},{"text":"While wearing at least 1 piece of visible cyberware, gain +1 bonus die to Bearing checks made to intimidate.","spans":[]},{"text":"While wearing at least 1 piece of visible cyberware, gain +1 bonus die to Bearing checks made to intimidate.","spans":[]}],[{"text":"-","spans":[]},{"text":"Cybernetic Bridge","spans":[]},{"text":"-","spans":[]},{"text":"You may interface with nanites within your body the same way you would cyberware; you are immune to Nanomancy effects requiring contact.","spans":[]},{"text":"You may interface with nanites within your body the same way you would cyberware; you are immune to Nanomancy effects requiring contact.","spans":[]},{"text":"You may interface with nanites within your body the same way you would cyberware; you are immune to Nanomancy effects requiring contact.","spans":[]}],[{"text":"Empathy","spans":[]},{"text":"Reader","spans":[]},{"text":"-","spans":[]},{"text":"Gain access to all Reader Empathic Abilities","spans":[{"text":"Empathic Abilities","href":"#h.6y40cli9uz99","style":"link_underline"}]},{"text":"Gain access to all Reader Empathic Abilities","spans":[{"text":"Empathic Abilities","href":"#h.6y40cli9uz99","style":"link_underline"}]},{"text":"Gain access to all Reader Empathic Abilities","spans":[{"text":"Empathic Abilities","href":"#h.6y40cli9uz99","style":"link_underline"}]}],[{"text":"-","spans":[]},{"text":"Pusher","spans":[]},{"text":"-","spans":[]},{"text":"Gain access to all Pusher Empathic Abilities","spans":[{"text":"Empathic Abilities","href":"#h.6y40cli9uz99","style":"link_underline"}]},{"text":"Gain access to all Pusher Empathic Abilities","spans":[{"text":"Empathic Abilities","href":"#h.6y40cli9uz99","style":"link_underline"}]},{"text":"Gain access to all Pusher Empathic Abilities","spans":[{"text":"Empathic Abilities","href":"#h.6y40cli9uz99","style":"link_underline"}]}],[{"text":"-","spans":[]},{"text":"Vessel","spans":[]},{"text":"-","spans":[]},{"text":"Gain access to all Vessel Empathic Abilities","spans":[{"text":"Empathic Abilities","href":"#h.6y40cli9uz99","style":"link_underline"}]},{"text":"Gain access to all Vessel Empathic Abilities","spans":[{"text":"Empathic Abilities","href":"#h.6y40cli9uz99","style":"link_underline"}]},{"text":"Gain access to all Vessel Empathic Abilities","spans":[{"text":"Empathic Abilities","href":"#h.6y40cli9uz99","style":"link_underline"}]}],[{"text":"Firearms","spans":[]},{"text":"Quick Draw","spans":[]},{"text":"-","spans":[]},{"text":"Gain +1 bonus die on Initiative (REF) rolls. If you use Quick Draw before combat is declared, you get one turn to act before Initiative is rolled. You may draw a Light weapon as a free action.","spans":[]},{"text":"Gain +1 bonus die on Initiative (REF) rolls. If you use Quick Draw before combat is declared, you get one turn to act before Initiative is rolled. You may draw a Light weapon as a free action.","spans":[]},{"text":"Gain +1 bonus die on Initiative (REF) rolls. If you use Quick Draw before combat is declared, you get one turn to act before Initiative is rolled. You may draw a Light weapon as a free action.","spans":[]}],[{"text":"-","spans":[]},{"text":"Ricochet","spans":[]},{"text":"-","spans":[]},{"text":"You may reroll a missed attack roll once per turn. This reroll includes all bonus and penalty dice from the original roll.","spans":[]},{"text":"You may reroll a missed attack roll once per turn. This reroll includes all bonus and penalty dice from the original roll.","spans":[]},{"text":"You may reroll a missed attack roll once per turn. This reroll includes all bonus and penalty dice from the original roll.","spans":[]}],[{"text":"-","spans":[]},{"text":"Duelist’s Die","spans":[]},{"text":"-","spans":[]},{"text":"Whenever you roll an attack, roll 1d6 at the same time. If the number rolled on the d6 matches the number rolled on your base die or on any bonus dice (ignore penalty dice), you gain +1 bonus die on your next roll.","spans":[]},{"text":"Whenever you roll an attack, roll 1d6 at the same time. If the number rolled on the d6 matches the number rolled on your base die or on any bonus dice (ignore penalty dice), you gain +1 bonus die on your next roll.","spans":[]},{"text":"Whenever you roll an attack, roll 1d6 at the same time. If the number rolled on the d6 matches the number rolled on your base die or on any bonus dice (ignore penalty dice), you gain +1 bonus die on your next roll.","spans":[]}],[{"text":"Leadership","spans":[]},{"text":"Commanding Voice","spans":[]},{"text":"-","spans":[]},{"text":"Choose an ally within Very Near range. Use 1 action to roll a Tactics (DC6) check. On success, your target may immediately move up to half their movement speed. On an extreme success, your target also gains +1 bonus die to all rolls until the end of their next turn.","spans":[]},{"text":"Choose an ally within Very Near range. Use 1 action to roll a Tactics (DC6) check. On success, your target may immediately move up to half their movement speed. On an extreme success, your target also gains +1 bonus die to all rolls until the end of their next turn.","spans":[]},{"text":"Choose an ally within Very Near range. Use 1 action to roll a Tactics (DC6) check. On success, your target may immediately move up to half their movement speed. On an extreme success, your target also gains +1 bonus die to all rolls until the end of their next turn.","spans":[]}],[{"text":"-","spans":[]},{"text":"Precise Coordination","spans":[]},{"text":"-","spans":[]},{"text":"When initiating a coordinated attack (setting an ambush, waiting for a moment to strike), each character who’s part of the coordinated attack gains +2 bonus dice to spend before the end of the first round of combat.","spans":[]},{"text":"When initiating a coordinated attack (setting an ambush, waiting for a moment to strike), each character who’s part of the coordinated attack gains +2 bonus dice to spend before the end of the first round of combat.","spans":[]},{"text":"When initiating a coordinated attack (setting an ambush, waiting for a moment to strike), each character who’s part of the coordinated attack gains +2 bonus dice to spend before the end of the first round of combat.","spans":[]}],[{"text":"-","spans":[]},{"text":"Inspire","spans":[]},{"text":"-","spans":[]},{"text":"When an ally within Very Near range suffers stress, you may use 1 reaction to roll a Bearing (DC5 + stress amount) check. On success, your ally ignores 1 incoming stress. On extreme success, your ally instead ignores half the incoming stress (rounded up). On failure, you suffer +1 stress.","spans":[]},{"text":"When an ally within Very Near range suffers stress, you may use 1 reaction to roll a Bearing (DC5 + stress amount) check. On success, your ally ignores 1 incoming stress. On extreme success, your ally instead ignores half the incoming stress (rounded up). On failure, you suffer +1 stress.","spans":[]},{"text":"When an ally within Very Near range suffers stress, you may use 1 reaction to roll a Bearing (DC5 + stress amount) check. On success, your ally ignores 1 incoming stress. On extreme success, your ally instead ignores half the incoming stress (rounded up). On failure, you suffer +1 stress.","spans":[]}],[{"text":"Mechanical","spans":[]},{"text":"Duct Tape & Hope","spans":[]},{"text":"-","spans":[]},{"text":"Use 1 action to attempt a repair check (ignoring normal time constraints); imposes +1 penalty die on the check and uses double materials.","spans":[{"text":"repair check","href":"#h.abk2uesvorh9","style":"link_underline"}]},{"text":"Use 1 action to attempt a repair check (ignoring normal time constraints); imposes +1 penalty die on the check and uses double materials.","spans":[{"text":"repair check","href":"#h.abk2uesvorh9","style":"link_underline"}]},{"text":"Use 1 action to attempt a repair check (ignoring normal time constraints); imposes +1 penalty die on the check and uses double materials.","spans":[{"text":"repair check","href":"#h.abk2uesvorh9","style":"link_underline"}]}],[{"text":"-","spans":[]},{"text":"Craft","spans":[]},{"text":"-","spans":[]},{"text":"Create an item from the Items gear list with a cost no more than 500 credits. Requires an Engineering (DC8) check and takes 1 hour.","spans":[]},{"text":"Create an item from the Items gear list with a cost no more than 500 credits. Requires an Engineering (DC8) check and takes 1 hour.","spans":[]},{"text":"Create an item from the Items gear list with a cost no more than 500 credits. Requires an Engineering (DC8) check and takes 1 hour.","spans":[]}],[{"text":"-","spans":[]},{"text":"Fixer","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}],[{"text":"Medical","spans":[]},{"text":"Steady Hands","spans":[]},{"text":"-","spans":[]},{"text":"Spend 1 reaction to reroll a failed First Aid check (once per round).","spans":[]},{"text":"Spend 1 reaction to reroll a failed First Aid check (once per round).","spans":[]},{"text":"Spend 1 reaction to reroll a failed First Aid check (once per round).","spans":[]}],[{"text":"-","spans":[]},{"text":"Surgery","spans":[]},{"text":"-","spans":[]},{"text":"You may attempt to use First Aid checks to remove Heavy wounds. Doing so takes 1 hour and requires a difficult First Aid (DC12) check.","spans":[]},{"text":"You may attempt to use First Aid checks to remove Heavy wounds. Doing so takes 1 hour and requires a difficult First Aid (DC12) check.","spans":[]},{"text":"You may attempt to use First Aid checks to remove Heavy wounds. Doing so takes 1 hour and requires a difficult First Aid (DC12) check.","spans":[]}],[{"text":"-","spans":[]},{"text":"Bedside Manner","spans":[]},{"text":"-","spans":[]},{"text":"When you succeed on a First Aid check, remove up to 1 stress from the target. If you rolled an extreme success on the check, remove up to 2 stress instead.","spans":[]},{"text":"When you succeed on a First Aid check, remove up to 1 stress from the target. If you rolled an extreme success on the check, remove up to 2 stress instead.","spans":[]},{"text":"When you succeed on a First Aid check, remove up to 1 stress from the target. If you rolled an extreme success on the check, remove up to 2 stress instead.","spans":[]}],[{"text":"Momentum","spans":[]},{"text":"Run and Gun","spans":[]},{"text":"-","spans":[]},{"text":"Once per turn when you move, you may make a weapon attack as a free action. This attack counts toward multiple attacks per turn as normal.","spans":[]},{"text":"Once per turn when you move, you may make a weapon attack as a free action. This attack counts toward multiple attacks per turn as normal.","spans":[]},{"text":"Once per turn when you move, you may make a weapon attack as a free action. This attack counts toward multiple attacks per turn as normal.","spans":[]}],[{"text":"-","spans":[]},{"text":"Medic’s Impulse","spans":[]},{"text":"-","spans":[]},{"text":"Once per round, gain +2 movement bonuses when moving toward or aid injured allies. Ignore all stress that would be gained during this movement.","spans":[]},{"text":"Once per round, gain +2 movement bonuses when moving toward or aid injured allies. Ignore all stress that would be gained during this movement.","spans":[]},{"text":"Once per round, gain +2 movement bonuses when moving toward or aid injured allies. Ignore all stress that would be gained during this movement.","spans":[]}],[{"text":"-","spans":[]},{"text":"Hard to Hit","spans":[]},{"text":"-","spans":[]},{"text":"Use 1 reaction to make an Evade (DC7 + attacker’s weapon skill) check in order to avoid a gunshot.","spans":[]},{"text":"Use 1 reaction to make an Evade (DC7 + attacker’s weapon skill) check in order to avoid a gunshot.","spans":[]},{"text":"Use 1 reaction to make an Evade (DC7 + attacker’s weapon skill) check in order to avoid a gunshot.","spans":[]}],[{"text":"Mercantile","spans":[]},{"text":"Underworld Contacts","spans":[]},{"text":"-","spans":[]},{"text":"You know people, and those people know people. You can call in a favour or offer one in exchange for information, material aid, or anything else you may be in need of. The bigger the ask, the bigger the price, and the more dangerous the people you need to talk to in order to make it happen. Gain +1 bonus die to persuade and negotiate checks with unlawful individuals.","spans":[]},{"text":"You know people, and those people know people. You can call in a favour or offer one in exchange for information, material aid, or anything else you may be in need of. The bigger the ask, the bigger the price, and the more dangerous the people you need to talk to in order to make it happen. Gain +1 bonus die to persuade and negotiate checks with unlawful individuals.","spans":[]},{"text":"You know people, and those people know people. You can call in a favour or offer one in exchange for information, material aid, or anything else you may be in need of. The bigger the ask, the bigger the price, and the more dangerous the people you need to talk to in order to make it happen. Gain +1 bonus die to persuade and negotiate checks with unlawful individuals.","spans":[]}],[{"text":"-","spans":[]},{"text":"Haggler","spans":[]},{"text":"-","spans":[]},{"text":"When buying/selling, gain +1 bonus die to Negotiation checks.","spans":[]},{"text":"When buying/selling, gain +1 bonus die to Negotiation checks.","spans":[]},{"text":"When buying/selling, gain +1 bonus die to Negotiation checks.","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}],[{"text":"Nanomancy","spans":[]},{"text":"Nanite Sensitivity","spans":[]},{"text":"MENT 1","spans":[]},{"text":"Your body and mind have become attuned to the presence of nanites. In locations with high nanite density (2+), you may reroll up to three failed checks per day.","spans":[{"text":"nanite density","href":"#h.pmttk177ept2","style":"link_underline"}]},{"text":"Your body and mind have become attuned to the presence of nanites. In locations with high nanite density (2+), you may reroll up to three failed checks per day.","spans":[{"text":"nanite density","href":"#h.pmttk177ept2","style":"link_underline"}]},{"text":"Your body and mind have become attuned to the presence of nanites. In locations with high nanite density (2+), you may reroll up to three failed checks per day.","spans":[{"text":"nanite density","href":"#h.pmttk177ept2","style":"link_underline"}]}],[{"text":"-","spans":[]},{"text":"Nanomancy","spans":[]},{"text":"MENT 2","spans":[]},{"text":"Choose a Nanomancy Field; pick one Nanomantic Effect from your field and one from another field. You may use those effects. You may select this feat more than once.","spans":[{"text":"Nanomancy Field","href":"#h.vqto8knm87g4","style":"link_underline"}]},{"text":"Choose a Nanomancy Field; pick one Nanomantic Effect from your field and one from another field. You may use those effects. You may select this feat more than once.","spans":[{"text":"Nanomancy Field","href":"#h.vqto8knm87g4","style":"link_underline"}]},{"text":"Choose a Nanomancy Field; pick one Nanomantic Effect from your field and one from another field. You may use those effects. You may select this feat more than once.","spans":[{"text":"Nanomancy Field","href":"#h.vqto8knm87g4","style":"link_underline"}]}],[{"text":"-","spans":[]},{"text":"Nanite Field","spans":[]},{"text":"Nanite Sensitivity","spans":[]},{"text":"You may spend an hour in a location with Nanite density 2 or more. For the next day, the area around you (medium range and closer) cannot have a nanite density lower than 1.","spans":[{"text":"Nanite density","href":"#h.pmttk177ept2","style":"link_underline"}]},{"text":"You may spend an hour in a location with Nanite density 2 or more. For the next day, the area around you (medium range and closer) cannot have a nanite density lower than 1.","spans":[{"text":"Nanite density","href":"#h.pmttk177ept2","style":"link_underline"}]},{"text":"You may spend an hour in a location with Nanite density 2 or more. For the next day, the area around you (medium range and closer) cannot have a nanite density lower than 1.","spans":[{"text":"Nanite density","href":"#h.pmttk177ept2","style":"link_underline"}]}],[{"text":"Social","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]}],[{"text":"Survival","spans":[]},{"text":"Scavenger","spans":[]},{"text":"-","spans":[]},{"text":"You are able to find ways to use scrap and other detritus that nobody else would even consider. When Salvaging, increase the level of success by 1. Additionally, when using salvaged materials for Repairing or Crafting, ignore the penalty die you would normally incur.","spans":[]},{"text":"You are able to find ways to use scrap and other detritus that nobody else would even consider. When Salvaging, increase the level of success by 1. Additionally, when using salvaged materials for Repairing or Crafting, ignore the penalty die you would normally incur.","spans":[]},{"text":"You are able to find ways to use scrap and other detritus that nobody else would even consider. When Salvaging, increase the level of success by 1. Additionally, when using salvaged materials for Repairing or Crafting, ignore the penalty die you would normally incur.","spans":[]}],[{"text":"-","spans":[]},{"text":"Tracker","spans":[]},{"text":"-","spans":[]},{"text":"Designate a creature you are aware of as your Target. You may have up to two Targets at one time. Gain +1 bonus die on all Recall, Observe, and Research checks related to your currently designated Target(s). In combat with your Target, you may choose to: Narrow Focus: for the duration of combat (or until your Target is killed, incapacitated, or surrenders), you:","spans":[]},{"text":"Designate a creature you are aware of as your Target. You may have up to two Targets at one time. Gain +1 bonus die on all Recall, Observe, and Research checks related to your currently designated Target(s). In combat with your Target, you may choose to: Narrow Focus: for the duration of combat (or until your Target is killed, incapacitated, or surrenders), you:","spans":[]},{"text":"Designate a creature you are aware of as your Target. You may have up to two Targets at one time. Gain +1 bonus die on all Recall, Observe, and Research checks related to your currently designated Target(s). In combat with your Target, you may choose to: Narrow Focus: for the duration of combat (or until your Target is killed, incapacitated, or surrenders), you:","spans":[]}],[{"text":"-","spans":[]},{"text":"Survivor","spans":[]},{"text":"-","spans":[]},{"text":"You have a knack for finding the sheltered areas of a world; natural caves to wait out a sandstorm or even the last oxygen-filled compartment of a shuttle. You may roll Instinct (DC up to the GM) to try to find such a shelter.","spans":[]},{"text":"You have a knack for finding the sheltered areas of a world; natural caves to wait out a sandstorm or even the last oxygen-filled compartment of a shuttle. You may roll Instinct (DC up to the GM) to try to find such a shelter.","spans":[]},{"text":"You have a knack for finding the sheltered areas of a world; natural caves to wait out a sandstorm or even the last oxygen-filled compartment of a shuttle. You may roll Instinct (DC up to the GM) to try to find such a shelter.","spans":[]}],[{"text":"Systems","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]},{"text":"This one is descript","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}],[{"text":"Vehicles","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}]]},{"type":"list","ordered":false,"items":[{"text":"Success: the target suffers +2 stress.","spans":[]},{"text":"Extreme success: the target also gains the Fleeing condition.","spans":[{"text":"Fleeing","href":"#h.ju3pufy1twg8","style":"link_underline"}]}]}],"children":[]}},{"id":"chapter-attributes-and-skills-2","slug":"attributes-and-skills","title":"Attributes and Skills","node":{"id":"attributes-and-skills-attributes-and-skills-2","anchor":"attributes-and-skills","title":"Attributes and Skills","slug":"attributes-and-skills","depth":0,"blocks":[],"children":[{"id":"attributes-and-skills-attributes-2-1","anchor":"attributes","title":"Attributes","slug":"attributes","depth":1,"blocks":[{"type":"paragraph","text":"Attributes are a measurement of how focused on different areas of development your character is. For example, an athlete would have a high PHYS, since they’ve developed their body primarily. A scientist would likely have a high MENT.","spans":[]},{"type":"paragraph","text":"Attributes act as skill categories, are sometimes asked for in the form of attribute rolls (such as rolling a reflex check to determine your initiative order in combat), and also as a baseline for all skills related to them. No skill check can have a result lower than its related attribute.","spans":[]},{"type":"paragraph","text":"For example, if your character has a PHYS attribute of 2 but a Powerlift of 0, every Powerlift check you roll will have a result of 2 or higher (even if you roll a 1 and add -1 from your Powerlift skill, which would normally give you a result of 0). This reflects that, although you are not a particularly gifted powerlifter, your generally good physique allows you to have some basic competence in that area.","spans":[]},{"type":"table","rows":[[{"text":"Attribute","spans":[]},{"text":"Short Form","spans":[]},{"text":"Description","spans":[]}],[{"text":"Physique","spans":[]},{"text":"PHYS","spans":[]},{"text":"Physical prowess, stamina, strength, and overall fitness","spans":[]}],[{"text":"Reflex","spans":[]},{"text":"REF","spans":[]},{"text":"Quickness of mind and body sometimes bordering on instinct","spans":[]}],[{"text":"Social","spans":[]},{"text":"SOC","spans":[]},{"text":"Empathy, charm, quickness of wit, gravitas, personal magnetism, and picking up on social cues","spans":[]}],[{"text":"Mental","spans":[]},{"text":"MENT","spans":[]},{"text":"Acuity, keenness of mind, learning ability, and mental toughness","spans":[]}]]},{"type":"list","ordered":false,"items":[{"text":"Each point in Physique increases your carrying capacity","spans":[]},{"text":"Every point in Physique increases your movement speed by 5ft","spans":[]},{"text":"Soldiers and brawlers typically have high PHYS","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Reflex is rolled to determine initiative order in combat","spans":[]},{"text":"Pilots, Martial Artists, and Spiderman are all known for high REF","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Diplomats and empaths typically have high SOC","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Scientists, mechanics, and hackers are likely to want high MENT","spans":[]}]}],"children":[{"id":"attributes-and-skills-cool-under-fire-2-1-1","anchor":"cool-under-fire","title":"Cool Under Fire","slug":"cool-under-fire","depth":2,"blocks":[{"type":"paragraph","text":"The one outlier to these attributes is Cool Under Fire, which denotes a character’s ability to withstand the incredible strain of dangerous situations. This attribute is determined by the following formula:","spans":[]},{"type":"paragraph","text":"Cool Under Fire = 1 + (Instinct + Willpower + Bearing + Toughness + Tactics ÷ 5) rounded up to the next whole number.","spans":[]},{"type":"paragraph","text":"This means if you round 2.1, it will become 3. 2.9 will also become 3. 1.9 will become 2, and so on.","spans":[]}],"children":[]}]},{"id":"attributes-and-skills-skills-2-2","anchor":"skills","title":"Skills","slug":"skills","depth":1,"blocks":[{"type":"paragraph","text":"Characters in Whisperspace are defined primarily through their choices in Skills.","spans":[]}],"children":[{"id":"attributes-and-skills-skill-checks-2-2-1","anchor":"skill-checks","title":"Skill Checks","slug":"skill-checks","depth":2,"blocks":[{"type":"paragraph","text":"Skill levels determine what modifier you add to your skill check roll. Except for level 0 skills (completely untrained), you will add your skill rank as a modifier to all checks for that skill. For example, a Melee (weapons) skill check would entail rolling 1d12 and adding your Melee (weapons) skill rank to it.","spans":[]}],"children":[{"id":"attributes-and-skills-skill-ranks-2-2-1-1","anchor":"skill-ranks","title":"Skill Ranks","slug":"skill-ranks","depth":3,"blocks":[{"type":"paragraph","text":"Your skill rank is simply how many points you’ve put into a skill. So if you’ve put 3 points into your Balance skill, it has a skill rank of 3.","spans":[]}],"children":[]},{"id":"attributes-and-skills-untrained-rolls-2-2-1-2","anchor":"untrained-rolls","title":"Untrained Rolls","slug":"untrained-rolls","depth":3,"blocks":[{"type":"paragraph","text":"A rank 0 skill is considered untrained. When rolling an untrained skill, roll with a -1 modifier. This emphasizes the difference between an untrained skill (modifier of -1) and a trained skill of rank 1 (modifier of +1).","spans":[]}],"children":[]}]},{"id":"attributes-and-skills-learned-skills-2-2-2","anchor":"learned-skills","title":"Learned Skills","slug":"learned-skills","depth":2,"blocks":[{"type":"paragraph","text":"Learned skills represent training, study, and long-term practice. Learned skills outside of your chosen Learning Focus (Combat, Education, or Vehicles) cannot exceed rank 2.","spans":[]},{"type":"paragraph","text":"If you make a skill check using a rank 0 skill within your chosen Learning Focus, ignore the usual -1 penalty for untrained rolls. Instead, treat the roll as 1d12 + 0.","spans":[]},{"type":"paragraph","text":"Example:","spans":[]},{"type":"paragraph","text":"Your Learning Focus is Education.","spans":[]},{"type":"paragraph","text":"You attempt a First Aid check, but have rank 0 in First Aid.","spans":[]},{"type":"paragraph","text":"Normally, you would roll 1d12 - 1, but because First Aid is part of your chosen Learning focus, you instead roll 1d12 + 0.","spans":[]}],"children":[{"id":"attributes-and-skills-combat-learning-focus-2-2-2-1","anchor":"combat-learning-focus","title":"Combat Learning Focus","slug":"combat-learning-focus","depth":3,"blocks":[{"type":"table","rows":[[{"text":"Combat Learning Focus Skills","spans":[]},{"text":"Description","spans":[]}],[{"text":"Melee (weapons)","spans":[]},{"text":"Proficiency with melee weapons (bar stools, katanas)","spans":[]}],[{"text":"Melee (unarmed)","spans":[]},{"text":"Unarmed fighting","spans":[]}],[{"text":"Weapons (light)","spans":[]},{"text":"Pistols, SMGs","spans":[]}],[{"text":"Weapons (medium)","spans":[]},{"text":"Shotguns, rifles","spans":[]}],[{"text":"Weapons (heavy)","spans":[]},{"text":"Autocannons, mortars","spans":[]}],[{"text":"Weapons (exotic)","spans":[]},{"text":"Experimental weapons, high-tech weaponry","spans":[]}],[{"text":"Power Armour","spans":[]},{"text":"Use and abuse of the best armour there is","spans":[]}],[{"text":"Explosives","spans":[]},{"text":"Make things go boom without going boom yourself","spans":[]}],[{"text":"Tactics","spans":[]},{"text":"Strategic thinking, setting up ambushes perhaps (or spotting where they may be set up by someone else), and other military-type training that focuses your character on the battlefield","spans":[]}]]}],"children":[]},{"id":"attributes-and-skills-education-learning-focus-2-2-2-2","anchor":"education-learning-focus","title":"Education Learning Focus","slug":"education-learning-focus","depth":3,"blocks":[{"type":"table","rows":[[{"text":"Education Learning Focus Skills","spans":[]},{"text":"Description","spans":[]}],[{"text":"Material Sciences","spans":[]},{"text":"Chemistry and geology","spans":[]}],[{"text":"Computers","spans":[]},{"text":"Hacking, coding","spans":[]}],[{"text":"Cryptology","spans":[]},{"text":"Encoding and decoding secrets and ciphers","spans":[]}],[{"text":"Electronics","spans":[]},{"text":"Power grids, computer hardware, cybernetics","spans":[]}],[{"text":"Engineering","spans":[]},{"text":"Ship maintenance, repairing drones, cutting through locked doors, or designing new mechanical parts","spans":[]}],[{"text":"First Aid","spans":[]},{"text":"Saving lives in emergencies","spans":[]}],[{"text":"Forgery","spans":[]},{"text":"Making stuff look like stuff it isn’t. Like signatures.","spans":[]}],[{"text":"History","spans":[]},{"text":"What happened before you were there to see it and why","spans":[]}],[{"text":"Linguistics","spans":[]},{"text":"Languages. Lots of languages","spans":[]}],[{"text":"Research","spans":[]},{"text":"Finding information in databases, scientific journals, data centres, etc","spans":[]}],[{"text":"Natural Sciences","spans":[]},{"text":"Biology, botany, zoology; study of organic creatures and how they work, flora, and fauna","spans":[]}]]}],"children":[]},{"id":"attributes-and-skills-vehicles-learning-focus-2-2-2-3","anchor":"vehicles-learning-focus","title":"Vehicles Learning Focus","slug":"vehicles-learning-focus","depth":3,"blocks":[{"type":"table","rows":[[{"text":"Vehicles Learning Focus Skills","spans":[]},{"text":"Description","spans":[]}],[{"text":"Gunnery","spans":[]},{"text":"Shooting things from ships","spans":[]}],[{"text":"Navigation","spans":[]},{"text":"Figure out the best way to get where you’re going","spans":[]}],[{"text":"Piloting","spans":[]},{"text":"Flying ships, driving vehicles","spans":[]}],[{"text":"Remote Operation","spans":[]},{"text":"Using drones or unmanned ships","spans":[]}],[{"text":"Sensors","spans":[]},{"text":"Interpreting a whole heap of scan data to find anomalies or things of interest","spans":[]}],[{"text":"Systems Interface","spans":[]},{"text":"Your ability to operate and interact with digital control systems—whether on a starship bridge, station terminal, outpost console, or emergency override panel. Systems Interface governs real-time manipulation of user-facing systems like power reroutes, system lockdowns, navigational tools, environmental controls, and automated safety features.","spans":[]}]]}],"children":[]}]},{"id":"attributes-and-skills-inherent-skills-2-2-3","anchor":"inherent-skills","title":"Inherent Skills","slug":"inherent-skills","depth":2,"blocks":[{"type":"paragraph","text":"Contrasted with Learned Skills, Inherent Skills are things your character is naturally good at (or bad at); they are a measure of who your character is. Each inherent skill is tied to one of your character’s attributes. Some people have a natural gift when it comes to diffusing a difficult or tense situation. Others seem to have a gift for hand-eye coordination, math computation, etc. These are things that are inherently a part of a person.","spans":[]},{"type":"table","rows":[[{"text":"Physique","spans":[]},{"text":"Physique","spans":[]},{"text":"Physique","spans":[]}],[{"text":"Physique Skills","spans":[]},{"text":"Max rank","spans":[]},{"text":"Description","spans":[]}],[{"text":"Athletics","spans":[]},{"text":"5","spans":[]},{"text":"Running, jumping, climbing. Overall fitness. Whether you’d make a good triathlon-ist or not.","spans":[]}],[{"text":"Cybernetics","spans":[]},{"text":"5","spans":[]},{"text":"Can incorporate one level of cybernetic implant per level of this skill. So with 3 points in Cybernetics, you could equip one Level 2 cybernetic implant plus one Level 1 implant, three Level 1 implants, or one Level 3 implant.","spans":[]}],[{"text":"Powerlift","spans":[]},{"text":"5","spans":[]},{"text":"Ability to move heavy things. Lifting, carrying, pulling, prying, etc.","spans":[]}],[{"text":"Endurance","spans":[]},{"text":"5","spans":[]},{"text":"A measure of physical stamina. Push through fatigue, hunger, etc.","spans":[]}],[{"text":"Toughness","spans":[]},{"text":"5","spans":[]},{"text":"Pain tolerance, etc","spans":[]}]]},{"type":"table","rows":[[{"text":"Reflex","spans":[]},{"text":"Reflex","spans":[]},{"text":"Reflex","spans":[]}],[{"text":"Reflex Skills","spans":[]},{"text":"Max rank","spans":[]},{"text":"Description","spans":[]}],[{"text":"Balance","spans":[]},{"text":"5","spans":[]},{"text":"Ability to maintain control over your body in motion, react fluidly to unstable conditions, and perform complex physical tasks with grace and precision.","spans":[]}],[{"text":"Evade","spans":[]},{"text":"5","spans":[]},{"text":"You may use your reaction in combat to attempt to dodge an incoming melee attack. To do so, roll Evade and get a score higher than the roll your opponent made to hit you.","spans":[]}],[{"text":"Finesse","spans":[]},{"text":"5","spans":[]},{"text":"Skill at unnoticed dexterous actions. Pickpocketing, magic tricks, etc.","spans":[]}],[{"text":"Instinct","spans":[]},{"text":"5","spans":[]},{"text":"Natural ability to react to signs of trouble before they happen. Helps against surprise.","spans":[]}],[{"text":"Stealth","spans":[]},{"text":"5","spans":[]},{"text":"Blending in, keep out of sight, and move without making noise","spans":[]}]]},{"type":"table","rows":[[{"text":"Social","spans":[]},{"text":"Social","spans":[]},{"text":"Social","spans":[]}],[{"text":"Social Skills","spans":[]},{"text":"Max rank","spans":[]},{"text":"Description","spans":[]}],[{"text":"Subterfuge","spans":[]},{"text":"5","spans":[]},{"text":"Lie, disguise, or otherwise talk your way out of situations. Come up with convincing cover stories, false identities, etc.","spans":[]}],[{"text":"Bearing","spans":[]},{"text":"5","spans":[]},{"text":"Appearance and posture; manner of carrying yourself. Confidence, related by body language.","spans":[]}],[{"text":"Negotiate","spans":[]},{"text":"5","spans":[]},{"text":"Haggle your way to a better deal, whether in a store or while negotiating with a mob boss. Unlike Persuade, which often appeals to emotion or logic, Negotiate is rooted in mutual gain - or at least the illusion of it.","spans":[]}],[{"text":"Persuade","spans":[]},{"text":"5","spans":[]},{"text":"Your ability to convince others through speech, reasoning, charm, or emotional appeal. Persuade is used to shift someone’s beliefs, decisions, or behavior, especially when you want them to act without any guaranteed personal gain. It’s the skill of leaders, con artists, diplomats, and silver-tongued wanderers.","spans":[]}],[{"text":"Streetwise","spans":[]},{"text":"5","spans":[]},{"text":"Your ability to read the unspoken rules of the environment, especially in disreputable, dangerous, or politically charged spaces. Streetwise covers your knack for picking up on indirect social cues, tension in the air, or subtle shifts in behavior that reveal deeper truths. Whether you're spotting a con artist in a crowd, sensing an ambush in a quiet alley, or reading the performative lies of a smooth-talking diplomat, Streetwise lets you interpret what’s going on beneath the surface.","spans":[]}]]},{"type":"table","rows":[[{"text":"Mental","spans":[]},{"text":"Mental","spans":[]},{"text":"Mental","spans":[]}],[{"text":"Mental Skills","spans":[]},{"text":"Max rank","spans":[]},{"text":"Description","spans":[]}],[{"text":"Composure","spans":[]},{"text":"5","spans":[]},{"text":"Affects reactions under pressure; high-stakes social or stress-related moments.","spans":[]}],[{"text":"Psychology","spans":[]},{"text":"5","spans":[]},{"text":"Analyze someone’s motives, try to figure out their end goals, tell if they’re lying to you, etc.","spans":[]}],[{"text":"Observe","spans":[]},{"text":"5","spans":[]},{"text":"See things others may have missed. Investigate a crime scene. Spot a frog or a dog on a log.","spans":[]}],[{"text":"Recall","spans":[]},{"text":"5","spans":[]},{"text":"Remember things from your past. Were there three guards or four? Was her hair purple or brown? What planet are you from?","spans":[]}],[{"text":"Willpower","spans":[]},{"text":"5","spans":[]},{"text":"Ability to withstand mental manipulation.","spans":[]}]]}],"children":[]}]}]}},{"id":"chapter-character-creation-3","slug":"character-creation","title":"Character Creation","node":{"id":"character-creation-character-creation-3","anchor":"character-creation","title":"Character Creation","slug":"character-creation","depth":0,"blocks":[{"type":"paragraph","text":"A character is a player’s portal into the world of the game. What your character does is really what you do. Are you going to take on the universe as a rogue with a good heart (Han Solo, for example) or a bounty hunter only really interested in profit? What about as a research scientist looking into the recent outbreak of a deadly virus?","spans":[]}],"children":[{"id":"character-creation-1-concept-3-1","anchor":"1-concept","title":"1. Concept","slug":"1-concept","depth":1,"blocks":[{"type":"paragraph","text":"Modeling your character around a concept you like is a great way to start. Maybe you’re inspired by Han Solo and want to build a scoundrel with a heart of gold, or maybe you like Paul Atreides and think someone trained in melee fighting and leadership is the character for you. Having a character concept in mind can help each decision you make bring you that little bit closer to what you had in mind.","spans":[]}],"children":[]},{"id":"character-creation-2-origin-background-and-motivation-3-2","anchor":"2-origin-background-and-motivation","title":"2. Origin, Background, and Motivation","slug":"2-origin-background-and-motivation","depth":1,"blocks":[{"type":"paragraph","text":"Background, and motivation represent your character’s history. Background encapsulates where he comes from. Motivation shows where he’s going - what he wants to do. These are narrative devices you can use to give depth and personality to your character. They can double as great story hooks for your GM to use as well.","spans":[]},{"type":"table","rows":[[{"text":"Backgrounds","spans":[]},{"text":"Backgrounds","spans":[]},{"text":"Backgrounds","spans":[]}],[{"text":"D10 roll","spans":[]},{"text":"Background","spans":[]},{"text":"Description","spans":[]}],[{"text":"1","spans":[]},{"text":"Station Rat","spans":[]},{"text":"Grew up in the unwelcoming back-alleys of a space station fending for yourself.","spans":[]}],[{"text":"2","spans":[]},{"text":"Colony Survivor","spans":[]},{"text":"The settlement didn’t make it. You did.","spans":[]}],[{"text":"3","spans":[]},{"text":"Salvager","spans":[]},{"text":"Raised in the guts of derelict ships, you learned how to chop them up and sell them for parts pretty quickly. You had to.","spans":[]}],[{"text":"4","spans":[]},{"text":"Military Academy","spans":[]},{"text":"Drop out, wash out, or burn out; however you slice it you were in the academy and now you’re not.","spans":[]}],[{"text":"5","spans":[]},{"text":"Corporate Trainee","spans":[]},{"text":"Everyone starts on the lowest rung of the corporate ladder. You just never got the chance to get any higher.","spans":[]}],[{"text":"6","spans":[]},{"text":"Wealthy Family","spans":[]},{"text":"Life handed you most things on a silver platter. You said you wanted to make your own way in the world - now look at you. Would your parents even recognize you?","spans":[]}],[{"text":"7","spans":[]},{"text":"Science Academy","spans":[]},{"text":"How things work is fascinating. Like how someone with your obvious intellect and skill could be kicked out of the science academy - you find that fascinating indeed.","spans":[]}],[{"text":"8","spans":[]},{"text":"Illegal Clone","spans":[]},{"text":"Somewhere between the lab cell and the bio-recycling chamber, you got free.","spans":[]}],[{"text":"9","spans":[]},{"text":"Criminal","spans":[]},{"text":"A life of crime may have led you here, but where you go next is up to you.","spans":[]}],[{"text":"10","spans":[]},{"text":"Orphan","spans":[]},{"text":"You’ve been alone all your life. What’s it like to work with others? To find a family?","spans":[]}]]},{"type":"table","rows":[[{"text":"Motivations","spans":[]},{"text":"Motivations","spans":[]}],[{"text":"D12 roll","spans":[]},{"text":"Motivation","spans":[]}],[{"text":"1","spans":[]},{"text":"Redemption","spans":[]}],[{"text":"2","spans":[]},{"text":"Revenge","spans":[]}],[{"text":"3","spans":[]},{"text":"Thrill-Seeking","spans":[]}],[{"text":"4","spans":[]},{"text":"Duty","spans":[]}],[{"text":"5","spans":[]},{"text":"Debt","spans":[]}],[{"text":"6","spans":[]},{"text":"Greed","spans":[]}],[{"text":"7","spans":[]},{"text":"Freedom","spans":[]}],[{"text":"8","spans":[]},{"text":"Guilt","spans":[]}],[{"text":"9","spans":[]},{"text":"Fame","spans":[]}],[{"text":"10","spans":[]},{"text":"Love","spans":[]}],[{"text":"11","spans":[]},{"text":"Faith","spans":[]}],[{"text":"12","spans":[]},{"text":"Roll twice (rerolling 12s) for a complex motivation","spans":[]}]]},{"type":"paragraph","text":"Is your character chasing down someone who wronged her? Fleeing the scene of a crime? Searching for something intangible she knows she won’t find trapped on her home planet? Whatever your character wants, what drives them day by day: that’s her motivation.","spans":[]}],"children":[]},{"id":"character-creation-3-pick-an-archetype-or-a-feat-3-3","anchor":"3-pick-an-archetype-or-a-feat","title":"3. Pick an Archetype or a Feat","slug":"3-pick-an-archetype-or-a-feat","depth":1,"blocks":[{"type":"paragraph","text":"Feats are abilities that differentiate your character from others. Archetypes are curated collections of feats designed to evoke a particular feel or expression of play. The full list of Archetypes and Feats may be found in the Archetypes and Feats section.","spans":[]}],"children":[]},{"id":"character-creation-4-choose-a-learning-focus-3-4","anchor":"4-choose-a-learning-focus","title":"4. Choose a Learning Focus","slug":"4-choose-a-learning-focus","depth":1,"blocks":[{"type":"paragraph","text":"Your learning focus determines what your character has trained for, studied for, or worked on over time. Skills under a Learning Focus are sometimes referred to as learned skills.","spans":[]},{"type":"list","ordered":true,"items":[{"text":"Combat Weapons, fighting styles, use of explosives, etc.","spans":[]},{"text":"Education Science, tech, hacking, medicine, etc.","spans":[]},{"text":"Vehicles Piloting, gunnery, navigation, etc.","spans":[]}]},{"type":"paragraph","text":"You may raise skills in your chosen focus up to rank 5 (their maximum). In the two other focuses, you may not raise skills above rank 2.","spans":[]},{"type":"paragraph","text":"The full list of Learning Focus Skills may be found in the next section, Attributes and Skills.","spans":[]}],"children":[]},{"id":"character-creation-5-spend-skill-points-sp-3-5","anchor":"5-spend-skill-points-sp","title":"5. Spend Skill Points (SP)","slug":"5-spend-skill-points-sp","depth":1,"blocks":[{"type":"paragraph","text":"Each character begins creation with a pool of Skill Points determined by the GM. A typical starting character would receive 30 Skill Points to spend.","spans":[]},{"type":"paragraph","text":"Skill levels can broadly be thought of as:","spans":[]},{"type":"table","rows":[[{"text":"Skill Level","spans":[]},{"text":"Proficiency","spans":[]}],[{"text":"0-1","spans":[]},{"text":"Untrained","spans":[]}],[{"text":"2-3","spans":[]},{"text":"Proficient","spans":[]}],[{"text":"4-5","spans":[]},{"text":"Expert","spans":[]}]]},{"type":"paragraph","text":"Each level of a skill costs its own number of skill points. So level 1 in a skill costs 1 skill point to get, while level 2 costs 2 skill points, and so on.","spans":[]},{"type":"paragraph","text":"Going directly from level 0 in a skill (completely untrained) to level 3 would therefore cost 6 Skill Points: 1 from level 1, 2 from level 2, and 3 from level 3 (1 + 2 + 3 = 6). Here’s a table to see this in action easily:","spans":[]},{"type":"table","rows":[[{"text":"Skill Level","spans":[]},{"text":"Total Skill Point cost (cumulative)","spans":[]}],[{"text":"1","spans":[]},{"text":"1","spans":[]}],[{"text":"2","spans":[]},{"text":"3","spans":[]}],[{"text":"3","spans":[]},{"text":"6","spans":[]}],[{"text":"4","spans":[]},{"text":"10","spans":[]}],[{"text":"5","spans":[]},{"text":"15","spans":[]}]]},{"type":"paragraph","text":"If you already have level 2 in a skill and want to advance to level 3, it would cost 3 Skill Points.","spans":[]},{"type":"paragraph","text":"The full list of Skills may be found in the Attributes and Skills section below.","spans":[]}],"children":[]},{"id":"character-creation-6-attribute-calculation-3-6","anchor":"6-attribute-calculation","title":"6. Attribute Calculation","slug":"6-attribute-calculation","depth":1,"blocks":[{"type":"paragraph","text":"Attributes are not ‘leveled up’ in the traditional sense; instead, each attribute is a measure of the various skills tied to it. The formula is:","spans":[]},{"type":"paragraph","text":"Attribute = Number of ranks of attribute skills / 4 (rounded up)","spans":[]},{"type":"paragraph","text":"So if your character has 8 ranks of PHYS skills (let’s say 4 in Powerlift and 4 in Athletics), their PHYS would work out to 2, because: 2 = 8 / 4","spans":[]},{"type":"paragraph","text":"The full list of Attributes and what their descriptions may be found below in the Attributes and Skills section.","spans":[]}],"children":[]},{"id":"character-creation-7-equipment-3-7","anchor":"7-equipment","title":"7. Equipment","slug":"7-equipment","depth":1,"blocks":[{"type":"paragraph","text":"Your character begins with credits (standard currency) equal to 1d12 × 50 + 800. Thus, your starting credits will be somewhere between 850c and 1400c.","spans":[]},{"type":"paragraph","text":"You may use your credits to purchase items before play begins, at your GM’s discretion. You may find a list of items under the Equipment & Gear section","spans":[]}],"children":[]},{"id":"character-creation-8-final-steps-3-8","anchor":"8-final-steps","title":"8 . Final Steps","slug":"8-final-steps","depth":1,"blocks":[],"children":[{"id":"character-creation-inventory-slots-3-8-1","anchor":"inventory-slots","title":"Inventory Slots","slug":"inventory-slots","depth":2,"blocks":[{"type":"paragraph","text":"Each character has a carry capacity defined by inventory slots.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Carrying Capacity = 5 + (Physique * 5) slots","spans":[]},{"text":"Each slot ≈ 5 lbs","spans":[]}]}],"children":[{"id":"character-creation-movement-speed-3-8-1-1","anchor":"movement-speed","title":"Movement Speed","slug":"movement-speed","depth":3,"blocks":[{"type":"paragraph","text":"Determine your character’s movement speed with the following formula:","spans":[]},{"type":"paragraph","text":"Movement Speed = 30 + (PHYS * 5) feet","spans":[]},{"type":"paragraph","text":"Thus, a character with PHYS 2 would be able to move 40 feet during any movement action.","spans":[]}],"children":[]},{"id":"character-creation-cool-under-fire-3-8-1-2","anchor":"cool-under-fire","title":"Cool Under Fire","slug":"cool-under-fire","depth":3,"blocks":[{"type":"paragraph","text":"Use the following formula for Cool Under Fire:","spans":[]},{"type":"paragraph","text":"Cool Under Fire = 1 + (Instinct + Willpower + Bearing + Toughness + Tactics ÷ 5) (rounded up)","spans":[]},{"type":"paragraph","text":"Don’t worry, this is the most mathematically complex step in the entire game.","spans":[]}],"children":[]}]}]},{"id":"character-creation-9-go-play-3-9","anchor":"9-go-play","title":"9 . Go play!","slug":"9-go-play","depth":1,"blocks":[{"type":"paragraph","text":"Congratulations; you’ve finished creating your character. Now it’s time to see where their story goes.","spans":[]},{"type":"paragraph","text":"If this is your first time playing, I recommend taking a look at the following sections in this book:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Core Mechanics","spans":[{"text":"Core Mechanics","href":"#h.7dr5iojxah68","style":"link_underline"}]},{"text":"Stress","spans":[{"text":"Stress","href":"#h.6tobyshwmdj4","style":"link_underline"}]},{"text":"Wounds","spans":[{"text":"Wounds","href":"#h.7xpn2fplrs1y","style":"link_underline"}]},{"text":"Combat","spans":[{"text":"Combat","href":"#h.ke0ii91zruax","style":"link_underline"}]}]},{"type":"paragraph","text":"These cover the very basics of playing Whisperspace.","spans":[]},{"type":"paragraph","text":"Happy gaming!","spans":[]}],"children":[]}]}},{"id":"chapter-character-progression-4","slug":"character-progression","title":"Character Progression","node":{"id":"character-progression-character-progression-4","anchor":"character-progression","title":"Character Progression","slug":"character-progression","depth":0,"blocks":[{"type":"paragraph","text":"GMs may give out Skill Points (SP) after every session, during downtime, or after a milestone (mission completed). You may use these SP to increase any skills you have access to during downtime. At the same time, you may choose to take on any Archetype your character meets the prerequisites for.","spans":[]},{"type":"table","rows":[[{"text":"Progression Rate","spans":[]},{"text":"SP after session","spans":[]}],[{"text":"Quick","spans":[]},{"text":"5-10","spans":[]}],[{"text":"Normal","spans":[]},{"text":"3-5","spans":[]}],[{"text":"Slow","spans":[]},{"text":"1-2","spans":[]}]]}],"children":[]}},{"id":"chapter-combat-5","slug":"combat","title":"Combat","node":{"id":"combat-combat-5","anchor":"combat","title":"Combat","slug":"combat","depth":0,"blocks":[{"type":"paragraph","text":"Combat is tracked through rounds. Before the first round, the GM will call for a Reflex check from each player (and will roll for NPCs). This determines the initiative order for each round of combat (highest result to lowest).","spans":[]}],"children":[{"id":"combat-action-economy-5-1","anchor":"action-economy","title":"Action Economy","slug":"action-economy","depth":1,"blocks":[{"type":"paragraph","text":"At the start of combat, each player character and each NPC gains 1 reaction. At the start of each character’s turn, that character gains 3 actions and 1 reaction. If the character has unused actions or reactions from his previous turn, those are lost.","spans":[]}],"children":[{"id":"combat-fully-commit-5-1-1","anchor":"fully-commit","title":"Fully Commit","slug":"fully-commit","depth":2,"blocks":[{"type":"paragraph","text":"When in turn-based play (during combat, for example), you may choose to spend 3 actions on a task that would normally take only one action. Doing so grants +1 bonus die to any rolls associated with that task. For example, you could Fully Commit to an attack against an enemy; doing so uses 3 actions and grants +1 bonus die on this attack.","spans":[]}],"children":[]}]},{"id":"combat-surprise-5-2","anchor":"surprise","title":"Surprise","slug":"surprise","depth":1,"blocks":[{"type":"paragraph","text":"Ambushes, bushwhacks, and carefully-planned take-downs can result in situations in which characters are unaware of danger until it is too late to react to it. In these situations, a Surprise Round is played out before regular combat rounds.","spans":[]},{"type":"paragraph","text":"Characters who are unaware of the attackers or the threat are Surprised and therefore cannot act in this round, either with actions or reactions. Surprised characters gain 1 stress immediately.","spans":[]},{"type":"paragraph","text":"Characters who are aware of what’s going on (either by perceiving the ambush before it hits, or by being part of the ambush itself) act on their initiative as normal.","spans":[]}],"children":[{"id":"combat-ambush-severity-5-2-1","anchor":"ambush-severity","title":"Ambush Severity","slug":"ambush-severity","depth":2,"blocks":[{"type":"paragraph","text":"To determine how well-executed and concealed an ambush is, the ambushers roll a Stealth or Subterfuge check (using the highest skill rank among them). This may range from 1 (sloppy) to 5 (near-perfect); see the table below.","spans":[]},{"type":"table","rows":[[{"text":"Roll","spans":[]},{"text":"Ambush Severity","spans":[]}],[{"text":"0-3","spans":[]},{"text":"1","spans":[]}],[{"text":"4-6","spans":[]},{"text":"2","spans":[]}],[{"text":"7-9","spans":[]},{"text":"3","spans":[]}],[{"text":"10-12","spans":[]},{"text":"4","spans":[]}],[{"text":"13+","spans":[]},{"text":"5","spans":[]}]]}],"children":[{"id":"combat-special-rule-instinct-5-2-1-1","anchor":"special-rule-instinct","title":"Special rule: Instinct","slug":"special-rule-instinct","depth":3,"blocks":[{"type":"paragraph","text":"If a surprised character’s Instinct skill rank equals or exceeds the Ambush Severity, they:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"May take reactions as normal during the surprise round","spans":[]},{"text":"May roll an Instinct check (DC8 + Amish Severity) at the start of his turn during the surprise round.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"On extreme success: he may take up to 2 actions despite being Surprised.","spans":[]},{"text":"On success: he may take 1 action despite being Surprised.","spans":[]}]}],"children":[]}]}]},{"id":"combat-seizing-the-initiative-5-3","anchor":"seizing-the-initiative","title":"Seizing the Initiative","slug":"seizing-the-initiative","depth":1,"blocks":[{"type":"paragraph","text":"At the start of a combat round, before any characters act, you may choose to act at the top of the initiative order. If you do, immediately gain +2 Stress. You may seize the initiative in a surprise round, however you may not do so if you are Surprised.","spans":[]}],"children":[]},{"id":"combat-attacking-5-4","anchor":"attacking","title":"Attacking","slug":"attacking","depth":1,"blocks":[{"type":"paragraph","text":"Here’s the formula:","spans":[]},{"type":"paragraph","text":"1D12 + weapon skill mod VS Weapon Use DC + situational mods (distance, cover, evading, environmental effects, etc)","spans":[]},{"type":"paragraph","text":"Let’s break it down.","spans":[]},{"type":"paragraph","text":"You use your weapon skill to fire the weapon. As with any skill roll, this requires you to roll a D12 and add your skill modifier to it. Thus, to fire a light weapon, you would roll a D12 and add your Light Weapons combat skill to the result.","spans":[]},{"type":"paragraph","text":"To hit, you must meet or exceed your weapon’s DC. This reflects the fact that different weapons are easier or more difficult to fire accurately. If your light weapon has an accuracy of 10, then you would need to get 10 or higher with your roll to hit the target. However, other factors may enter into the equation. For example, your target may be behind partial cover (a +2 to the DC to hit), which would mean you would instead need a 12 or higher to hit them.","spans":[]},{"type":"paragraph","text":"Distance is also a factor here: each weapon has a Range attribute. Firing a weapon at a target outside (farther away) than the weapon’s Range results in a +2 increase to the DC to hit per range band farther the target is from you. So if you were to fire a weapon with a range of Near at a target at Long distance, you would be crossing two range bands (Medium, Long), so the DC for your attack would go up by +4. Firing across three range bands (from Near to Very Long, for example) is considered an impossible shot and you automatically miss.","spans":[]},{"type":"paragraph","text":"This system is meant to reflect the way shooting weapons works in real life: the shooter uses his weapon to fire at a target. If he shoots well, he hits. It’s possible to make yourself a more difficult target to hit, but mere humans do not exist in the Matrix; we cannot dodge bullets.","spans":[]}],"children":[{"id":"combat-multiple-attacks-5-4-1","anchor":"multiple-attacks","title":"Multiple Attacks","slug":"multiple-attacks","depth":2,"blocks":[{"type":"paragraph","text":"Successive attacks you make on your turn are harder to make effectively. Every attack you make on a turn (after your first attack) suffers +1 penalty die to its roll.","spans":[]}],"children":[]},{"id":"combat-dual-wielding-5-4-2","anchor":"dual-wielding","title":"Dual Wielding","slug":"dual-wielding","depth":2,"blocks":[{"type":"paragraph","text":"Holding two one-handed weapons allows you to attack with each using normal attack rules. There are no bonuses or penalties to dual wielding weapons in this way, but you must declare before each attack which weapon you are using.","spans":[]}],"children":[]},{"id":"combat-two-handed-weapons-5-4-3","anchor":"two-handed-weapons","title":"Two-handed Weapons","slug":"two-handed-weapons","depth":2,"blocks":[{"type":"paragraph","text":"Weapons with the Two Handed keyword require both hands to operate; attempting to use a two-handed weapon one-handed imposes +1 penalty die to your attack roll. In the case of a two-handed melee weapon used one-handed, it also deals half its regular damage on a hit (rounded up).","spans":[]}],"children":[]},{"id":"combat-prone-ranged-5-4-4","anchor":"prone-ranged","title":"Prone (ranged)","slug":"prone-ranged","depth":2,"blocks":[{"type":"paragraph","text":"When prone and using a ranged weapon, if you Fully Commit to an attack, gain an additional +1 bonus die. Attacks with a ranged weapon against a prone target outside of Very Near range gain +1 penalty die.","spans":[]}],"children":[]},{"id":"combat-critical-hits-5-4-5","anchor":"critical-hits","title":"Critical Hits","slug":"critical-hits","depth":2,"blocks":[{"type":"paragraph","text":"If you attack an enemy and roll 4+ over your weapon’s Use DC (taking into account cover and anything else that might affect the DC), you have hit with an Extreme Success, which is considered a critical hit. Critical hits deal additional damage according to the critical hit table below.","spans":[]},{"type":"paragraph","text":"On a critical hit, the target gains +1 Stress in addition to stress they would gain by being injured.","spans":[]},{"type":"table","rows":[[{"text":"Critical Hit Table","spans":[]},{"text":"Critical Hit Table","spans":[]}],[{"text":"Roll Exceeds DC by…","spans":[]},{"text":"Extra Damage","spans":[]}],[{"text":"4-6","spans":[]},{"text":"2","spans":[]}],[{"text":"7-8","spans":[]},{"text":"3","spans":[]}],[{"text":"9+","spans":[]},{"text":"4","spans":[]}]]},{"type":"table","rows":[[{"text":"Ranged weapons attacking within Very Near range","spans":[]},{"text":"Ranged weapons attacking within Very Near range","spans":[]}],[{"text":"Weapon type","spans":[]},{"text":"Information","spans":[]}],[{"text":"Light","spans":[]},{"text":"No penalty","spans":[]}],[{"text":"Medium","spans":[]},{"text":"+1 penalty die","spans":[]}],[{"text":"Heavy","spans":[]},{"text":"+2 penalty dice","spans":[]}],[{"text":"Exotic","spans":[]},{"text":"+1 penalty die","spans":[]}]]}],"children":[]},{"id":"combat-ranged-weapons-attacking-within-very-near-range-5-4-6","anchor":"ranged-weapons-attacking-within-very-near-range","title":"Ranged weapons attacking within Very Near range","slug":"ranged-weapons-attacking-within-very-near-range","depth":2,"blocks":[],"children":[]}]},{"id":"combat-melee-combat-5-5","anchor":"melee-combat","title":"Melee Combat","slug":"melee-combat","depth":1,"blocks":[],"children":[{"id":"combat-flanking-5-5-1","anchor":"flanking","title":"Flanking","slug":"flanking","depth":2,"blocks":[{"type":"paragraph","text":"Whenever you and your allies outnumber enemy characters in melee combat, you receive +1 bonus die to your attacks against those enemies. The opposite is also true; if you are outnumbered in melee combat, enemies receive a bonus die to their attacks.","spans":[]}],"children":[]},{"id":"combat-prone-melee-5-5-2","anchor":"prone-melee","title":"Prone (melee)","slug":"prone-melee","depth":2,"blocks":[{"type":"paragraph","text":"When melee attacking while prone, you gain +1 penalty die to your attack rolls. If the target is prone, you gain +1 bonus die to attack rolls against them. Thus, if you and your target are both prone, you gain both +1 penalty and +1 bonus die which cancel each other out and give you a straight roll.","spans":[]}],"children":[]},{"id":"combat-called-shots-5-5-3","anchor":"called-shots","title":"Called Shots","slug":"called-shots","depth":2,"blocks":[{"type":"paragraph","text":"You may choose to take a penalty die to your attack roll to try to hit a specific part of your target. To make a called shot, you must have direct line of sight with the part of your enemy you are trying to shoot. Thus, making a called shot on an enemy’s head is impossible when their head is reasonably determined to be hidden from view.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Head","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Double damage the target receives (after adjusting for armour protection)","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Legs/feet","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Impose +2 movement penalties to target until end of combat or treated with First Aid (DC6)","spans":[]},{"text":"Inflict -1 damage on this attack","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Hand","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Target must drop what it’s holding","spans":[]},{"text":"Inflict -1 damage on this attack","spans":[]}]},{"type":"paragraph","text":"The GM may allow other called shot locations using the above examples as a guideline.","spans":[]}],"children":[]},{"id":"combat-melee-attacks-5-5-4","anchor":"melee-attacks","title":"Melee attacks","slug":"melee-attacks","depth":2,"blocks":[{"type":"paragraph","text":"Functionally, these are the same as ranged attacks. If a melee attack is made at a target outside of Melee range, the attack automatically fails.","spans":[]}],"children":[]},{"id":"combat-unarmed-attacks-5-5-5","anchor":"unarmed-attacks","title":"Unarmed Attacks","slug":"unarmed-attacks","depth":2,"blocks":[{"type":"paragraph","text":"Attacking without a weapon uses the Melee (unarmed) skill and deals damage equal to half your character’s PHYS or REF, rounded up.","spans":[]}],"children":[]},{"id":"combat-improvised-weapons-5-5-6","anchor":"improvised-weapons","title":"Improvised Weapons","slug":"improvised-weapons","depth":2,"blocks":[{"type":"paragraph","text":"Improvised weapons can be anything from a chair leg to a computer terminal. Improvised weapons count as melee weapons for attack rolls and other rules. They commonly have a Use DC of 10 and deal damage equal to 1 + half your character’s PHYS or REF, rounded up.","spans":[]},{"type":"paragraph","text":"The GM may decide to lower or increase either the Use DC or the damage of an improvised weapon as they see fit. They usually break on an extreme failure, or after a few solid hits (GM discretion).","spans":[]}],"children":[]},{"id":"combat-throwing-weapons-5-5-7","anchor":"throwing-weapons","title":"Throwing weapons","slug":"throwing-weapons","depth":2,"blocks":[{"type":"paragraph","text":"Any weapon may be thrown at an adversary. To do so, roll a throw check, as described below. Most weapons are not designed with throwing in mind, and for this reason a weapon without the Thrown keyword imposes +1 penalty die on the attack roll. A thrown weapon has a range of Very Near and counts as a ranged attack.","spans":[]},{"type":"paragraph","text":"Unless a weapon has the Thrown keyword, throwing it always uses a character’s PHYS attribute. It does damage equal to ½ the weapon’s bulk, rounded down (minimum 1 damage).","spans":[]},{"type":"paragraph","text":"Thrown Weapon Use DC = 8 + weapon’s bulk","spans":[]}],"children":[{"id":"combat-thrown-keyword-5-5-7-1","anchor":"thrown-keyword","title":"Thrown Keyword","slug":"thrown-keyword","depth":3,"blocks":[{"type":"paragraph","text":"Weapons with the Thrown keyword always use the weapon’s Use DC for throwing and deal the weapon’s normal damage upon hit. A character may choose to use either PHYS or REF to throw it. Unless otherwise specified, grenades have a Use DC of 8.","spans":[]}],"children":[]},{"id":"combat-missed-throws-5-5-7-2","anchor":"missed-throws","title":"Missed Throws","slug":"missed-throws","depth":3,"blocks":[{"type":"paragraph","text":"Most of the time, a thrown weapon or item will travel in the direction it was thrown in, however it may not always make it to its intended destination. When you roll a throw check and fail, the GM determines a location within Very Near range of your target; that’s where the thrown object lands. On an extreme failure, the GM instead chooses a location within Near range of your target as the point of impact.","spans":[]}],"children":[]},{"id":"combat-recovering-thrown-or-dropped-weapons-5-5-7-3","anchor":"recovering-thrown-or-dropped-weapons","title":"Recovering Thrown or Dropped Weapons","slug":"recovering-thrown-or-dropped-weapons","depth":3,"blocks":[{"type":"paragraph","text":"You may use an action to pick up a thrown or dropped weapon at the GMs discretion, assuming you are within melee range of it. If the weapon is embedded in a surface (such as a wall or an enemy), you may need to roll Powerlift to draw it free; this is considered part of the action to pick the weapon up, and does not require a second action.","spans":[]}],"children":[]}]}]},{"id":"combat-armour-5-6","anchor":"armour","title":"Armour","slug":"armour","depth":1,"blocks":[{"type":"paragraph","text":"Armour provides damage mitigation","spans":[]}],"children":[{"id":"combat-unmitigated-damage-5-6-1","anchor":"unmitigated-damage","title":"Unmitigated damage","slug":"unmitigated-damage","depth":2,"blocks":[{"type":"paragraph","text":"Some damage sources deal ‘unmitigated damage’. Armour does not reduce this type of damage at all.","spans":[]}],"children":[]}]},{"id":"combat-combat-actions-5-7","anchor":"combat-actions","title":"Combat actions","slug":"combat-actions","depth":1,"blocks":[{"type":"paragraph","text":"Each character gets three actions and one reaction per round of combat. These actions may be spent in any combination of ways. For example, a character could choose to triple-move (use the ‘move’ action three times in a row), triple-shoot (fire his weapon three times in a row - though at a penalty for the second and third shot), or combine actions in any way he sees fit (move, shoot, move again, etc). A character’s turn ends either when he runs out of available actions or chooses to end his turn with one or more actions remaining (saving actions for potential reactions, for example).","spans":[]},{"type":"paragraph","text":"Any unused actions may be used as Reactions until the start of your next turn. Unused actions or reactions are wasted, as you once again get three actions and one reaction at this point.","spans":[]}],"children":[{"id":"combat-reactions-5-7-1","anchor":"reactions","title":"Reactions","slug":"reactions","depth":2,"blocks":[{"type":"paragraph","text":"At the start of combat as well as the start of each of your turns, you gain 1 reaction.","spans":[]},{"type":"paragraph","text":"A Character performs a reaction in response to external stimuli (called the trigger; this is described by the reaction). A reaction may be performed at any time, not just on his turn. To use a reaction, a character must use an action (if he has no remaining actions this round, he cannot use a reaction).","spans":[]},{"type":"paragraph","text":"Note: unless otherwise stated, a reaction takes place before whatever triggered it is completed. Thus, a character using the Parry reaction will declare the reaction and make the roll required after an attack is declared against him (the trigger for the reaction), but before the attack is completed and he takes any damage.","spans":[]}],"children":[]},{"id":"combat-free-actions-5-7-2","anchor":"free-actions","title":"Free actions","slug":"free-actions","depth":2,"blocks":[{"type":"paragraph","text":"Free actions may be done at any point during your turn without requiring the use of an action. Making a free action when it’s not your turn may be done at any point, but requires the use of 1 reaction.","spans":[]}],"children":[]},{"id":"combat-list-of-actions-reactions-and-free-actions-5-7-3","anchor":"list-of-actions-reactions-and-free-actions","title":"List of Actions, Reactions, and Free Actions","slug":"list-of-actions-reactions-and-free-actions","depth":2,"blocks":[{"type":"table","rows":[[{"text":"Actions","spans":[]},{"text":"Actions","spans":[]},{"text":"Actions","spans":[]}],[{"text":"Name","spans":[]},{"text":"Cost","spans":[]},{"text":"Description","spans":[]}],[{"text":"Aim","spans":[]},{"text":"1 action","spans":[]},{"text":"Take a moment to aim before firing. Aiming allows you to attack a target up to one range band farther than your weapon’s Range without increasing the attack’s DC.","spans":[]}],[{"text":"Move","spans":[]},{"text":"1 action","spans":[]},{"text":"A character may change stance (prone, crouching, standing) and move up to his allotted movement distance. This movement may be split around other actions. For example, a character may choose to move slightly, attack an enemy, then move again. Both those movements may be part of the same Move action. When split in this way, the total distance a character moves can never exceed his Movement Speed.","spans":[]}],[{"text":"Draw weapon","spans":[]},{"text":"1 action (2 if stowed)","spans":[]},{"text":"Draw your weapon for use.","spans":[]}],[{"text":"Attack","spans":[]},{"text":"1 action","spans":[]},{"text":"Make an attack against an opponent within range. Must have a drawn weapon or make an unarmed attack.","spans":[{"text":"unarmed attack","href":"#h.etnnerju0wm","style":"link_underline"}]}],[{"text":"Reload","spans":[]},{"text":"1 action","spans":[]},{"text":"Reset your weapon’s ammo to full.","spans":[]}],[{"text":"Interact","spans":[]},{"text":"1 action","spans":[]},{"text":"Inject an ally with a syringe, interact with a console to open a door, etc.","spans":[]}],[{"text":"Grapple","spans":[]},{"text":"1 action","spans":[]},{"text":"Roll Melee (unarmed). The defender also rolls either Melee (unarmed) or Evade, their choice. If you win the skill contest (roll higher than the defender), you have successfully grappled them (see Conditions below).","spans":[{"text":"grappled","href":"#h.8ocqzx8i6pyl","style":"link_italic_underline"},{"text":"Conditions","href":"#h.x7pl9qjpb3q7","style":"link_underline"}]}],[{"text":"Aid","spans":[]},{"text":"1 action","spans":[]},{"text":"You prepare to assist an ally with a skill check.Choose a specific skill your ally is about to use.Restrictions:","spans":[]}],[{"text":"Suppressing Fire","spans":[]},{"text":"1 action","spans":[]},{"text":"Choose a direction or a location within your weapon’s range, then spend 1-3 ammo. Until the start of your next turn, the first time each enemy you can see enters or moves from that direction or location, they must make a Cool Under Fire (DC4 + ammo used) check. This effect occurs once per ammo spent, up to a maximum of three times.Suppressing fire may only be used with a ranged weapon.","spans":[]}],[{"text":"Hack an interface or enemy","spans":[]},{"text":"2 action","spans":[]},{"text":"Each hacking check completes in one round. The Simple Hacking optional rule may be used for this at the GMs discretion.","spans":[{"text":"hacking","href":"#h.qf4s9j52rd08","style":"link_underline"},{"text":"Simple Hacking","href":"#h.ht2dwn7sxgi7","style":"link_underline"}]}],[{"text":"Intimidate","spans":[]},{"text":"1 action","spans":[]},{"text":"Attempt to demoralize or frighten an enemy. Roll Bearing, Persuade, or Subterfuge (DC 12 - enemy’s stress level). Gain a bonus die to this roll if the enemy was injured within the last round, another enemy was killed during combat, or is flanked.","spans":[{"text":"flanked","href":"#h.fy3jgwiudtd9","style":"link_underline"}]}],[{"text":"Hold Action","spans":[]},{"text":"1 action","spans":[]},{"text":"Prepare to use an action on another character’s turn. To do so, choose an action you would like to prepare as well as a trigger that will prompt its use. For example, “I will hold an Attack action. The trigger will be any enemy entering my range.”","spans":[]}],[{"text":"Teamwork","spans":[]},{"text":"1 action","spans":[]},{"text":"Co-ordinate with teammates. Choose any number of allies within Near range; roll Tactics (DC4 + 2 per ally).Teamwork may be used no more than once per ally per turn.","spans":[]}],[{"text":"Pick Up/Grab","spans":[]},{"text":"1 action","spans":[]},{"text":"Pick up an item within melee range. If the item is being held by a target unwilling to give it to you, they must be successfully grappled before you can grab the item from them. Doing so requires an opposed Powerlift roll; you succeed in taking the item on a higher or equal roll.","spans":[]}],[{"text":"Execute","spans":[]},{"text":"2 actions","spans":[]},{"text":"Make an attack as normal against a character within Melee range who is Dying, Unconscious, or otherwise completely helpless (GM discretion).After a successful Execute action, make a Composure (DC6 + your Empathy) check.","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}]]},{"type":"list","ordered":false,"items":[{"text":"When they make the check, you may spend a Use Held Action reaction to assist them.","spans":[]},{"text":"If you do, they gain +1 bonus die on that roll.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"You must have at least 1 rank in the skill being aided.","spans":[]},{"text":"Attack actions cannot be aided.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: no effect.","spans":[]},{"text":"Success: enemy gains +1 movement penalty.","spans":[]},{"text":"Failure: enemy gains +1 stress and +1 movement penalty.","spans":[]},{"text":"Extreme failure: enemy gains +1 stress and immediately falls prone, ending their movement.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Extreme success, target suffers +2 stress and is Demoralized.","spans":[{"text":"Demoralized","href":"#h.p7xo9pm49k9v","style":"link_underline"}]},{"text":"Success: target is Demoralized.","spans":[{"text":"Demoralized","href":"#h.p7xo9pm49k9v","style":"link_underline"}]}]},{"type":"list","ordered":false,"items":[{"text":"Extreme Success: you and each targeted ally all gain +1 bonus die to any roll before the start of your next turn.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Success: each targeted ally gains +1 bonus die to any roll before the start of your next turn.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Success: target dies.","spans":[]},{"text":"Failure: no effect.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Success: no effect","spans":[]},{"text":"Failure: suffer +1 stress.","spans":[]},{"text":"Extreme failure: suffer +2 stress.","spans":[]}]},{"type":"table","rows":[[{"text":"Reactions","spans":[]},{"text":"Reactions","spans":[]},{"text":"Reactions","spans":[]},{"text":"Reactions","spans":[]}],[{"text":"Name","spans":[]},{"text":"Cost","spans":[]},{"text":"Trigger","spans":[]},{"text":"Description","spans":[]}],[{"text":"Dive for Cover","spans":[]},{"text":"1 reaction","spans":[]},{"text":"Targeted by ranged attack","spans":[]},{"text":"See Dive for Cover below.","spans":[{"text":"Dive for Cover","href":"#h.irt9qh5vtc5h","style":"link_underline"}]}],[{"text":"Parry","spans":[]},{"text":"1 reaction","spans":[]},{"text":"Targeted by melee attack","spans":[]},{"text":"Requires melee weapon. Roll Melee (Weapons) (DC 8 + attacker’s weapon skill).","spans":[]}],[{"text":"Dodge","spans":[]},{"text":"1 reaction","spans":[]},{"text":"Targeted by melee attack or throw action","spans":[]},{"text":"Roll Evade. If your roll is higher than the melee attack roll against you, the attack fails.","spans":[]}],[{"text":"Deflect/Catch","spans":[]},{"text":"1 reaction","spans":[]},{"text":"Thrown object passes within melee range of you","spans":[]},{"text":"Roll Finesse. If your roll is higher than the throw roll, you successfully deflect or catch the thrown object.","spans":[]}],[{"text":"Use Held Action","spans":[]},{"text":"1 reaction","spans":[]},{"text":"Custom (given when action was held)","spans":[]},{"text":"Use the held action immediately.","spans":[]}]]},{"type":"list","ordered":false,"items":[{"text":"Extreme Success: you may immediately use 1 additional reaction to attack your attacker.","spans":[]},{"text":"Success: attack against you fails.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: you may catch or deflect object away from you (choose a location within Very Near range to deflect it to).","spans":[]},{"text":"Success: you may catch or deflect object away from you (GM decides where). If the object would deal damage on impact, take half that damage.","spans":[]}]},{"type":"table","rows":[[{"text":"Free Actions","spans":[]},{"text":"Free Actions","spans":[]}],[{"text":"Name","spans":[]},{"text":"Description","spans":[]}],[{"text":"Drop","spans":[]},{"text":"Drop any held object, item, or character.","spans":[]}],[{"text":"Speak","spans":[]},{"text":"Say something out loud. This should be more of a sentence than a paragraph.","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]}]]}],"children":[]},{"id":"combat-special-rule-dive-for-cover-5-7-4","anchor":"special-rule-dive-for-cover","title":"Special rule: Dive for Cover","slug":"special-rule-dive-for-cover","depth":2,"blocks":[{"type":"paragraph","text":"When attacked by an enemy using a ranged weapon, a character may use a reaction to Dive for Cover providing:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"They are aware of the incoming attack (can see the enemy pointing the weapon at them, for example) OR they succeed a DC7 Instinct check.","spans":[]},{"text":"They are standing up.","spans":[]},{"text":"They are not grappled or otherwise immobilized.","spans":[]}]},{"type":"paragraph","text":"Diving for cover allows you to leap up to 10 feet in any direction and hit the ground, ending up prone. This can get you out of or farther away from danger. When you dive for cover, the enemy attack against you is made at +2 DC. This does not apply for subsequent attacks, however if you dive for cover behind partial or full cover, then subsequent attacks against you are made using cover rules as normal. The initial attack you dove for cover to avoid is not subject to increased DC based on you getting behind cover, as the attack occurs while you are moving (before cover is reached).","spans":[]}],"children":[]}]},{"id":"combat-ranges-5-8","anchor":"ranges","title":"Ranges","slug":"ranges","depth":1,"blocks":[{"type":"paragraph","text":"Combat ranges are defined in general terms as melee, very near, near, medium, long, very long, and extreme.","spans":[]},{"type":"table","rows":[[{"text":"Melee","spans":[]},{"text":"Very Near","spans":[]},{"text":"Near","spans":[]},{"text":"Medium","spans":[]},{"text":"Long","spans":[]},{"text":"Very Long","spans":[]},{"text":"Extreme","spans":[]}],[{"text":"Within 5 feet","spans":[]},{"text":"6-15 feet","spans":[]},{"text":"16-30 feet","spans":[]},{"text":"31-60 feet","spans":[]},{"text":"61-120 feet","spans":[]},{"text":"121-250 feet","spans":[]},{"text":"Over 250 feet, up to 500 feet","spans":[]}]]},{"type":"paragraph","text":"In space, ranges are defined differently:","spans":[]},{"type":"table","rows":[[{"text":"Boarding","spans":[]},{"text":"Very Near","spans":[]},{"text":"Near","spans":[]},{"text":"Medium","spans":[]},{"text":"Long","spans":[]},{"text":"Very Long","spans":[]},{"text":"Extreme","spans":[]}],[{"text":"Within 0.5 km","spans":[]},{"text":"0.6 to 5 km","spans":[]},{"text":"6-15 km","spans":[]},{"text":"16-50 km","spans":[]},{"text":"51-100 km","spans":[]},{"text":"101-150","spans":[]},{"text":"Over 150 km, up to 500km","spans":[]}]]}],"children":[]},{"id":"combat-cover-5-9","anchor":"cover","title":"Cover","slug":"cover","depth":1,"blocks":[{"type":"paragraph","text":"A character is behind cover when at least part of their body is obscured from direct line of sight from attacking characters. Cover can be either partial cover in which case much of the character is still exposed, or full cover in which almost the entire character’s body is protected and out of sight. If a character is completely hidden, he or she cannot be attacked directly at all.","spans":[]}],"children":[{"id":"combat-partial-cover-5-9-1","anchor":"partial-cover","title":"Partial Cover","slug":"partial-cover","depth":2,"blocks":[{"type":"paragraph","text":"Lying prone behind a park bench, standing behind a tree, or throwing a table onto its side and kneeling behind it; these are examples of partial cover, which is defined as being obscured from an attacker in such a way as reasonably blocks direct line of sight of up to half a character’s body. Being behind partial cover gives a character a +2 to the DC of anyone trying to attack them.","spans":[]}],"children":[]},{"id":"combat-full-cover-5-9-2","anchor":"full-cover","title":"Full Cover","slug":"full-cover","depth":2,"blocks":[{"type":"paragraph","text":"Kneeling behind a car, lying prone behind a large log, or standing in a trench are all examples of full cover, which is defined as being obscured from an attacker’s view in such a way as reasonably blocks direct line of sight of almost the entirety of the character’s body. Characters behind full cover receive a +4 to the DC to hit them.","spans":[]}],"children":[]},{"id":"combat-cover-durability-5-9-3","anchor":"cover-durability","title":"Cover durability","slug":"cover-durability","depth":2,"blocks":[{"type":"paragraph","text":"In order for cover to be effective, it must be able to withstand an attack meant for the character using it. If an attack is intended for a character but hits the cover instead, would that cover stop the attack? Depending on the type of cover, it may be effective at stopping many attacks (kneeling behind a car), a single attack (lying prone behind a park bench), or part of an attack (kneeling behind an overturned table). The GM determines the durability of the cover available to you. If cover is unable to block even a single wound of damage, it cannot be considered cover. It could still potentially serve as camouflage, depending on the situation.","spans":[]},{"type":"paragraph","text":"Cover takes damage when an attack made against the person using the cover misses. The amount of damage taken is equal to the damage from the attacker’s weapon. If more damage is dealt to the cover than it has remaining durability, there is a 50% chance the remaining damage is transferred to the character behind the cover. This is rolled by the GM.","spans":[]},{"type":"paragraph","text":"If an object that provides full cover is reduced to 0 durability, the GM has a choice to make. Either the cover is destroyed completely (as might be the case of a car struck by the main turret of a tank) or the cover level is reduced to partial and given new (probably lesser) durability in its new state. This might be the case if a table were shot by a pistol. If the cover was partial cover and its durability reaches 0, it is no longer capable of providing cover.","spans":[]},{"type":"table","rows":[[{"text":"Reasonable Cover Durability","spans":[]},{"text":"Reasonable Cover Durability","spans":[]},{"text":"Reasonable Cover Durability","spans":[]}],[{"text":"Cover","spans":[]},{"text":"Type","spans":[]},{"text":"Suggested Durability","spans":[]}],[{"text":"Overturned Table","spans":[]},{"text":"Partial","spans":[]},{"text":"2 wounds","spans":[]}],[{"text":"Tree Stump","spans":[]},{"text":"Partial","spans":[]},{"text":"5 wounds","spans":[]}],[{"text":"Car","spans":[]},{"text":"Full","spans":[]},{"text":"Indestructible unless hit by high-power weapon","spans":[]}]]}],"children":[]},{"id":"combat-human-shields-5-9-4","anchor":"human-shields","title":"Human Shields","slug":"human-shields","depth":2,"blocks":[{"type":"paragraph","text":"Using a character as cover is possible. The character should be treated as partial cover for the character behind them and the same rules for damage should be applied.","spans":[]}],"children":[]}]}]}},{"id":"chapter-conditions-6","slug":"conditions","title":"Conditions","node":{"id":"conditions-conditions-6","anchor":"conditions","title":"Conditions","slug":"conditions","depth":0,"blocks":[],"children":[{"id":"conditions-physical-conditions-6-1","anchor":"physical-conditions","title":"Physical Conditions","slug":"physical-conditions","depth":1,"blocks":[],"children":[{"id":"conditions-grappled-6-1-1","anchor":"grappled","title":"Grappled","slug":"grappled","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Cannot move or evade","spans":[]},{"text":"May only take attack actions using Light or Melee weapons (including Melee (unarmed), of course), and does so with +1 penalty die.","spans":[]},{"text":"Makes all PHYS or REF based checks with +1 penalty die.","spans":[]},{"text":"May attempt to break the grapple using an action (contested Melee (unarmed) check; must get a higher result than the grappler to break free). Each successive attempt to break free within a round becomes more difficult (add +1 penalty die each time. These stack). This resets at the start of the next round.","spans":[]}]}],"children":[]},{"id":"conditions-unconscious-6-1-2","anchor":"unconscious","title":"Unconscious","slug":"unconscious","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Cannot make any skill checks, move, take any actions, or do anything. Completely incapacitated.","spans":[]},{"text":"When a character becomes unconscious, they immediately fall prone.","spans":[]},{"text":"May be revived with a successful First Aid (DC8) check","spans":[]},{"text":"Once after every hour, may attempt to regain consciousness with either a Willpower check or a Toughness check (DC6)","spans":[]},{"text":"Attacks made against an unconscious character gain +1 bonus die.","spans":[]}]}],"children":[]},{"id":"conditions-asphyxiating-6-1-3","anchor":"asphyxiating","title":"Asphyxiating","slug":"asphyxiating","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"You are slowly dying due to lack of oxygen.","spans":[]},{"text":"Roll an Endurance (DC 6, +2 per round) asphyxiation check.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Failure: suffer 1 wound.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"After 3 failures: become Unconscious.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"If you become Dying while Asphyxiating, you die.","spans":[]}]}],"children":[]},{"id":"conditions-dying-6-1-4","anchor":"dying","title":"Dying","slug":"dying","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"At the end of each of your turns, you must roll a Toughness (DC7) dying check.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: remove up to 1 penalty die from dying checks","spans":[]},{"text":"Success: no change","spans":[]},{"text":"Failure: gain +1 penalty die to dying checks and remove 1 rank of your Toughness skill. When no longer dying, regain lost ranks of Toughness at a rate of 1 per day and remove all penalty dice from dying checks.","spans":[]},{"text":"Extreme failure: you die","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"When a character becomes dying, they immediately fall prone.","spans":[]},{"text":"Any time you take damage, gain +1 penalty die to dying checks, then immediately roll a dying check.","spans":[]},{"text":"Receiving medical aid (successful First Aid (DC10) check) removes the Dying condition, replacing it with the Unconscious condition.","spans":[]},{"text":"Attacks made against dying characters gain +1 bonus die.","spans":[]}]}],"children":[]},{"id":"conditions-emp-x-6-1-5","anchor":"emp","title":"EMP (X)","slug":"emp-x","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Deals X damage to all electronic systems (robots, computers, ship modules, and cyberware) affected.","spans":[]},{"text":"Completely shuts off all electronic systems (robots, computers, ship modules, and cyberware) of tier X or lower. Until restarted, these systems are inactive.","spans":[]},{"text":"Has no effect on biological creatures such as humans.","spans":[]}]}],"children":[]},{"id":"conditions-floating-6-1-6","anchor":"floating","title":"Floating","slug":"floating","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"A Floating character cannot move as normal. Instead, they may make an Athletics, Balance, or Finesse check (DC6) to try to maneuver their way using arm and leg motions, as though they are swimming through the air.","spans":[]},{"text":"Moving this way applies a 5x movement penalty (moving 5 feet requires 25 feet of movement)","spans":[]},{"text":"The DC for this check may be raised or lowered by the GM based on the circumstances surrounding the character.","spans":[]}]}],"children":[]},{"id":"conditions-immobile-6-1-7","anchor":"immobile","title":"Immobile","slug":"immobile","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Unable to move at all. This includes reactions such as Dive for Cover.","spans":[]}]}],"children":[]},{"id":"conditions-blinded-6-1-8","anchor":"blinded","title":"Blinded","slug":"blinded","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Disadvantage to all attack rolls, Dodge or Parry rolls, and any roll that involves sight.","spans":[]}]}],"children":[]},{"id":"conditions-bleeding-x-6-1-9","anchor":"bleeding","title":"Bleeding (X)","slug":"bleeding-x","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"There are four levels of bleeding: light, moderate, heavy, and extreme. When not specified, light bleeding is assumed. Bleeding causes unmitigated damage. A successful First Aid (DC4 + current bleed level) check reduces the bleeding by one level. An extreme success reduces bleeding by two levels instead. While bleeding, any effect that would apply the Bleeding condition to you instead increases your Bleeding level. Thus, an effect that would give Bleeding (2) while you are already Bleeding (1) would bump you from light bleeding to heavy bleeding (1 + 2 = 3).","spans":[]},{"text":"Light: take 1 damage at the end of your turn.","spans":[]},{"text":"Moderate: take 2 damage at the end of your turn.","spans":[]},{"text":"Heavy: take 3 damage at the end of your turn.","spans":[]},{"text":"Extreme: take 2 damage at the start of your turn and 4 damage at the end of your turn.","spans":[]}]}],"children":[]}]},{"id":"conditions-mental-conditions-6-2","anchor":"mental-conditions","title":"Mental Conditions","slug":"mental-conditions","depth":1,"blocks":[],"children":[{"id":"conditions-agonized-x-6-2-1","anchor":"agonized","title":"Agonized (X)","slug":"agonized-x","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"In intense pain. Must make a Willpower or Endurance check (DC 6 + X; if X is not specified, then it is 0) before taking any action. If you succeed, you may take actions as normal until the end of your turn.","spans":[]},{"text":"Lasts X rounds (minimum 1) unless otherwise specified.","spans":[]}]}],"children":[]},{"id":"conditions-demoralized-x-6-2-2","anchor":"demoralized","title":"Demoralized (X)","slug":"demoralized-x","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Character’s heart just isn’t in the fight any more.","spans":[]},{"text":"Character suffers +1 penalty die to their first roll every turn.","spans":[]},{"text":"If they fail this roll, they may not take any actions other than moving until their next turn.","spans":[]},{"text":"If a character’s stress is higher than their Cool Under Fire while Demoralized, they immediately become Frightened instead.","spans":[]},{"text":"Lasts X rounds (minimum 1) unless otherwise specified.","spans":[]}]}],"children":[]},{"id":"conditions-frightened-x-6-2-3","anchor":"frightened","title":"Frightened (X)","slug":"frightened-x","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Character cowers from danger, feeling the threat more keenly than normal.","spans":[]},{"text":"Character suffers +1 penalty die on any attacks toward whatever frightened her.","spans":[]},{"text":"Character may not willingly move toward whatever frightened him.","spans":[]},{"text":"Lasts X rounds (minimum 1) unless otherwise specified.","spans":[]}]}],"children":[]},{"id":"conditions-fleeing-x-6-2-4","anchor":"fleeing","title":"Fleeing (X)","slug":"fleeing-x","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Character is terrified of something or someone","spans":[]},{"text":"Must spend all their actions using movement to get farther away from whatever it is they are afraid of. If an obstacle blocks their path, the GM decides how they respond.","spans":[]},{"text":"Lasts X rounds (minimum 1) unless otherwise specified.","spans":[]}]}],"children":[]},{"id":"conditions-stunned-x-6-2-5","anchor":"stunned","title":"Stunned (X)","slug":"stunned-x","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Cannot take any actions or move.","spans":[]},{"text":"Lasts X rounds (minimum 1) unless otherwise specified.","spans":[]}]}],"children":[]},{"id":"conditions-frenzied-x-6-2-6","anchor":"frenzied","title":"Frenzied (X)","slug":"frenzied-x","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Must attack the closest creature as often as possible, regardless of alliance.","spans":[]},{"text":"Lasts X rounds (minimum 1) unless otherwise specified.","spans":[]}]}],"children":[]},{"id":"conditions-sluggish-6-2-7","anchor":"sluggish","title":"Sluggish","slug":"sluggish","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Gain only 1 action per turn.","spans":[]}]}],"children":[]}]}]}},{"id":"chapter-core-game-principles-7","slug":"core-game-principles","title":"Core Game Principles","node":{"id":"core-game-principles-core-game-principles-7","anchor":"core-game-principles","title":"Core Game Principles","slug":"core-game-principles","depth":0,"blocks":[{"type":"paragraph","text":"Every game is built with a certain set of assumptions. Here are the fundamental assumptions behind Whisperspace’s ruleset.","spans":[]}],"children":[{"id":"core-game-principles-specific-trumps-general-7-1","anchor":"specific-trumps-general","title":"Specific Trumps General","slug":"specific-trumps-general","depth":1,"blocks":[{"type":"paragraph","text":"Whisperspace includes many frameworks for how to resolve different types of situations. However, sometimes these may appear to be in conflict with other rules (weapon keywords, archetype bonuses, etc). In such cases, the specific rule is taken over the general rule. If the rules for combat tell you that making a Called Shot gives you a penalty die, but an archetype feature says you can ignore that penalty die, then the specific rule from your archetype will apply, overruling the general rule of combat actions.","spans":[]}],"children":[{"id":"core-game-principles-gm-trumps-all-7-1-1","anchor":"gm-trumps-all","title":"GM Trumps All","slug":"gm-trumps-all","depth":2,"blocks":[{"type":"paragraph","text":"The Game Master (or GM) is the final authority for how the rules of this system work. A good GM will work with players to make an experience everyone will enjoy; this system provides a framework to help do that. Thus, whenever a question arises of how a rule should be applied, the GM is the arbitrator. It’s their call whether they want to agree with a player’s interpretation or not - or even use a particular rule in this system or not!","spans":[]}],"children":[]}]},{"id":"core-game-principles-your-character-affects-the-roll-the-world-affects-the-difficulty-7-2","anchor":"your-character-affects-the-roll-the-world-affects-the-difficulty","title":"Your Character Affects the Roll. The World Affects the Difficulty.","slug":"your-character-affects-the-roll-the-world-affects-the-difficulty","depth":1,"blocks":[{"type":"paragraph","text":"In Whisperspace, the dice you roll — and what you add to them — reflect your character’s knowledge, training, and decisions.","spans":[]},{"type":"paragraph","text":"External conditions — like cover, lighting, distance, or equipment quality — affect the Difficulty Class (DC) you’re rolling against.","spans":[]},{"type":"paragraph","text":"Here’s how it breaks down:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"You modify the roll:","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Skill level adds directly to the roll","spans":[]},{"text":"Tactical choices may grant Bonus Dice","spans":[{"text":"Bonus Dice","href":"#h.60k6r7lbapjp","style":"link_underline"}]},{"text":"Traits, archetype features, or cybernetic boosts also apply here","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"The world modifies the DC:","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"An enemy behind cover? Higher DC","spans":[]},{"text":"Poor visibility? Higher DC","spans":[]},{"text":"Targeting system on your rifle? Lower DC","spans":[]}]},{"type":"paragraph","text":"For example:","spans":[]},{"type":"paragraph","text":"You aim and fire at an enemy behind a crate. Your Aim grants a Bonus die, and your Rifle skill adds +3. That’s your side of the roll.\nThe GM sets the DC higher than normal because of the target’s cover. You can’t control your enemy’s cover; that’s the world making things more difficult for you.","spans":[]},{"type":"paragraph","text":"This division is fundamental to the Whisperspace system:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"What comes from your character adds to your roll.","spans":[]},{"text":"Everything else modifies the DC.","spans":[]}]}],"children":[]}]}},{"id":"chapter-core-mechanics-8","slug":"core-mechanics","title":"Core Mechanics","node":{"id":"core-mechanics-core-mechanics-8","anchor":"core-mechanics","title":"Core Mechanics","slug":"core-mechanics","depth":0,"blocks":[],"children":[{"id":"core-mechanics-d12-system-8-1","anchor":"d12-system","title":"D12 System","slug":"d12-system","depth":1,"blocks":[{"type":"paragraph","text":"Simply put, the core mechanic is: roll 1d12 and add a modifier to it. This d12 is called the base die.","spans":[]},{"type":"paragraph","text":"If you think of player action as a desire and a question (‘I want to climb the wall. Do I succeed?’), then you can think of this core mechanic as the GM’s way of answering that question (‘Roll 1d12 and add your athletics skill to it. If you get at least 8, you succeed climbing the wall’).","spans":[]},{"type":"paragraph","text":"Want to fly a spaceship? Negotiate with terrorists? Shoot someone with a photon rifle? You’ll be rolling D12s and adding your skill modifiers for each one.","spans":[]}],"children":[]},{"id":"core-mechanics-difficulty-class-8-2","anchor":"difficulty-class","title":"Difficulty Class","slug":"difficulty-class","depth":1,"blocks":[{"type":"paragraph","text":"Difficulty Class (usually referred to as DC) is a target number a roll must meet or exceed in order to succeed. In the example above, the GM decided that a DC of 8 was required to successfully climb a wall.","spans":[]},{"type":"paragraph","text":"DC can be mechanically decided in some contexts (such as combat; an attack roll must meet or exceed a DC determined by the weapon used, whether the target is behind cover, etc), while at other times the GM may be responsible for determining DCs ‘on the fly’.","spans":[]},{"type":"paragraph","text":"Here’s a quick reference table to see some common DCs and what they might represent.","spans":[]},{"type":"table","rows":[[{"text":"Task Difficulty","spans":[]},{"text":"Difficulty Class (DC)","spans":[]},{"text":"Description","spans":[]}],[{"text":"Trivial","spans":[]},{"text":"4","spans":[]},{"text":"Finding milk in a fridge","spans":[]}],[{"text":"Easy","spans":[]},{"text":"6","spans":[]},{"text":"Pouring milk into a glass","spans":[]}],[{"text":"Standard","spans":[]},{"text":"9","spans":[]},{"text":"Hitting a dartboard with a glass of milk","spans":[]}],[{"text":"Challenging","spans":[]},{"text":"12","spans":[]},{"text":"Flying a spaceship while drinking a glass of milk","spans":[]}],[{"text":"Extreme","spans":[]},{"text":"15","spans":[]},{"text":"Climbing a slippery wall while drinking a glass of milk","spans":[]}],[{"text":"Improbable","spans":[]},{"text":"18","spans":[]},{"text":"Throwing a glass of milk and getting all the milk back into its carton without spilling any","spans":[]}]]}],"children":[{"id":"core-mechanics-degrees-of-success-and-failure-8-2-1","anchor":"degrees-of-success-and-failure","title":"Degrees of Success and Failure","slug":"degrees-of-success-and-failure","depth":2,"blocks":[{"type":"paragraph","text":"Not all successes (or failures) are created equal. In cases where the skill check rolled is significantly higher or lower than the DC, additional consequences may occur. Extreme successes may be rewarded narratively (at the GM’s discretion) or mechanically in systems such as combat. Conversely, extreme failures may bring about negative consequences in addition to the action’s failure.","spans":[]},{"type":"paragraph","text":"In the wall-climbing example given above, the DC was 8. If a character rolls a 14 (6 over) they’re in extreme success territory; maybe they climb the wall in half the time, or maybe they move soundlessly while they do it. If the roll is a 4, however, they’re in extreme failure territory - maybe they climb partway, then fall and take damage, or an enemy is alerted to their presence.","spans":[]},{"type":"table","rows":[[{"text":"Result vs DC","spans":[]},{"text":"Outcome","spans":[]}],[{"text":"Success by 0-3","spans":[]},{"text":"Success","spans":[]}],[{"text":"Success by 4+","spans":[]},{"text":"Extreme Success","spans":[]}],[{"text":"Fail by 0-3","spans":[]},{"text":"Failure","spans":[]}],[{"text":"Fail by 4+","spans":[]},{"text":"Extreme Failure","spans":[]}]]}],"children":[]}]},{"id":"core-mechanics-bonus-dice-and-penalty-dice-8-3","anchor":"bonus-dice-and-penalty-dice","title":"Bonus Dice and Penalty Dice","slug":"bonus-dice-and-penalty-dice","depth":1,"blocks":[{"type":"paragraph","text":"Often, situations or tactical choices in Whisperspace will grant bonus dice or impose penalty dice to your character on a roll. Bonus and penalty may be thought of as two sides of the same coin; they perform the same but opposite function. Bonus and Penalty dice work alongside the core mechanic discussed above:","spans":[]},{"type":"paragraph","text":"Bonus die: roll your skill check plus another d12. Choose the highest die rolled, then add your skill modifier to it.","spans":[]},{"type":"paragraph","text":"Penalty die: roll your skill check plus another d12. Choose the lowest die rolled, then add your modifier to it.","spans":[]}],"children":[{"id":"core-mechanics-stacking-bonuses-and-penalties-8-3-1","anchor":"stacking-bonuses-and-penalties","title":"Stacking Bonuses and Penalties","slug":"stacking-bonuses-and-penalties","depth":2,"blocks":[{"type":"paragraph","text":"You may certainly come across situations in which you will receive a bonus die from more than one source. These are used together (they ‘stack’) up to a maximum of 2 bonus dice. The same is true of penalty dice. If you were to roll an attack with 2 penalty dice, for example, you would roll 3d12 (one from the attack action, 2 as penalty dice), choose the lowest number on any of those dice, then add your modifier to that number.","spans":[]},{"type":"paragraph","text":"Bonus dice and penalty dice cancel each other out. Let’s say you receive 2 Bonus dice and 1 Penalty die on a roll. 1 Penalty die would cancel out 1 Bonus die, leaving you to make your roll with 1 Bonus die. 2 Bonus dice and 2 Penalty dice would equate to no Bonus or Penalty dice; you’d simply make the normal roll. 4 Bonus dice and 2 Penalty dice would leave you with 2 Bonus dice to roll.","spans":[]}],"children":[]}]}]}},{"id":"chapter-core-philosophies-9","slug":"core-philosophies","title":"Core Philosophies","node":{"id":"core-philosophies-core-philosophies-9","anchor":"core-philosophies","title":"Core Philosophies","slug":"core-philosophies","depth":0,"blocks":[{"type":"paragraph","text":"Whisperspace was built with the following ideas in mind:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Player characters (PCs) are fragile humans. Getting shot by a machine gun causes massive trauma whether the person who shot you is a level 1 character or a level 100 character. Your character won’t typically become inherently harder to kill simply by gaining skills (though better armour can always be worn).","spans":[]},{"text":"Being in combat takes a toll on even the bravest. To reflect this, Whisperspace has a Stress system that can permanently impact characters.","spans":[]},{"text":"Movement and positioning matters in combat. Are you hiding behind a spaceship so the bad guy can’t shoot you? Good: that means they can’t shoot you. Hollywood gunfights are fun to watch, but in Whisperspace, you rarely want to be standing out in the open, presenting yourself as an easy target.","spans":[]}]},{"type":"paragraph","text":"Whisperspace is a gritty, cinematic sci-fi TTRPG about survival, control, and consequence in a fractured galaxy. You’re not a superhero. You’re a specialist with a past, a pulse, and a purpose — doing jobs others can’t (or won’t) in forgotten places.","spans":[]},{"type":"paragraph","text":"Yet play is not designed to feel hopeless. It’s exciting, yes. Difficult, certainly. But never meaningless. Characters may die — but others will rise to take up their causes. The most compelling stories aren’t about people getting everything they want with ease. They’re about struggle, resilience, and eventually triumphing against the odds.","spans":[]},{"type":"paragraph","text":"Whisperspace mirrors that narrative structure. Everyone wins when the party succeeds — but the GM isn’t going to say “Congratulations, you win!” the moment you sit down. Success is earned. Victory is earned. And when it comes, it will mean something.","spans":[]}],"children":[]}},{"id":"chapter-document-10","slug":"document","title":"Introduction","node":{"id":"document-document-10","anchor":"introduction","title":"Introduction","slug":"document","depth":0,"blocks":[{"type":"paragraph","text":"Whisperspace","spans":[]},{"type":"paragraph","text":"Skippable Intro","spans":[]},{"type":"paragraph","text":"Whisperspace is a tabletop roleplaying game system created by Stuart Pringle. In this book you will find the core rules of play as well as suggestions on how to make the most of them. This book does not include a setting, however it is loosely based on a modern or near-future setting and can be adapted for use as required.","spans":[]},{"type":"paragraph","text":"Whisperspace began as an extremely simple system of rules I put together when creating one-shot adventures. I wanted the adventures to be system-agnostic and I didn’t want to have to put a lot of thought into how to alter existing systems to allow me to put together the character archetypes I wanted to include. This had the advantage of being useful for players who were unfamiliar with existing roleplaying game rulesets to play a new setting easily and quickly. I’ve since rebuilt the system from the ground up but I’ve kept the core identity of what Whisperspace is: an easy-to-play, simple rule system designed to promote fun, quick-paced gameplay and minimize dead time during your gaming sessions.","spans":[]},{"type":"paragraph","text":"Table of Contents","spans":[]},{"type":"paragraph","text":"Core Philosophies 5","spans":[]},{"type":"paragraph","text":"Core Game Principles 5","spans":[]},{"type":"paragraph","text":"Specific Trumps General 5","spans":[]},{"type":"paragraph","text":"Your Character Affects the Roll. The World Affects the Difficulty. 6","spans":[]},{"type":"paragraph","text":"Core Mechanics 6","spans":[]},{"type":"paragraph","text":"D12 System 6","spans":[]},{"type":"paragraph","text":"Difficulty Class 7","spans":[]},{"type":"paragraph","text":"Bonus Dice and Penalty Dice 8","spans":[]},{"type":"paragraph","text":"Character Creation 8","spans":[]},{"type":"paragraph","text":"1. Concept 9","spans":[]},{"type":"paragraph","text":"2. Origin, Background, and Motivation 9","spans":[]},{"type":"paragraph","text":"3. Pick an Archetype or a Feat 11","spans":[]},{"type":"paragraph","text":"4. Choose a Learning Focus 11","spans":[]},{"type":"paragraph","text":"5. Spend Skill Points (SP) 11","spans":[]},{"type":"paragraph","text":"6. Attribute Calculation 12","spans":[]},{"type":"paragraph","text":"7. Equipment 12","spans":[]},{"type":"paragraph","text":"8. Final Steps 12","spans":[]},{"type":"paragraph","text":"9. Go play! 13","spans":[]},{"type":"paragraph","text":"Attributes and Skills 13","spans":[]},{"type":"paragraph","text":"Attributes 13","spans":[]},{"type":"paragraph","text":"Skills 14","spans":[]},{"type":"paragraph","text":"Archetypes and Feats 20","spans":[]},{"type":"paragraph","text":"Stress 26","spans":[]},{"type":"paragraph","text":"Stress From Damage 26","spans":[]},{"type":"paragraph","text":"Stress Penalties 27","spans":[]},{"type":"paragraph","text":"Crucible Test 27","spans":[]},{"type":"paragraph","text":"PTSD Range (stress levels 6-8) 27","spans":[]},{"type":"paragraph","text":"Stress Breakdowns 28","spans":[]},{"type":"paragraph","text":"Reducing Stress 28","spans":[]},{"type":"paragraph","text":"Health & Wounds 30","spans":[]},{"type":"paragraph","text":"Wound Tracking 30","spans":[]},{"type":"paragraph","text":"Wound Severity Effects 30","spans":[]},{"type":"paragraph","text":"Healing 30","spans":[]},{"type":"paragraph","text":"Poisons and Toxins 31","spans":[]},{"type":"paragraph","text":"Stealth 31","spans":[]},{"type":"paragraph","text":"Movement 31","spans":[]},{"type":"paragraph","text":"Movement Bonuses and Penalties 31","spans":[]},{"type":"paragraph","text":"Types of Movement 32","spans":[]},{"type":"paragraph","text":"Standing from prone 32","spans":[]},{"type":"paragraph","text":"Swimming 32","spans":[]},{"type":"paragraph","text":"Climbing 33","spans":[]},{"type":"paragraph","text":"Carrying Capacity 34","spans":[]},{"type":"paragraph","text":"Combat 36","spans":[]},{"type":"paragraph","text":"Action Economy 36","spans":[]},{"type":"paragraph","text":"Surprise 36","spans":[]},{"type":"paragraph","text":"Seizing the Initiative 37","spans":[]},{"type":"paragraph","text":"Attacking 37","spans":[]},{"type":"paragraph","text":"Melee Combat 39","spans":[]},{"type":"paragraph","text":"Armour 41","spans":[]},{"type":"paragraph","text":"Combat actions 41","spans":[]},{"type":"paragraph","text":"Ranges 45","spans":[]},{"type":"paragraph","text":"Cover 46","spans":[]},{"type":"paragraph","text":"Resting 47","spans":[]},{"type":"paragraph","text":"Conditions 48","spans":[]},{"type":"paragraph","text":"Grappled 48","spans":[]},{"type":"paragraph","text":"Unconscious 48","spans":[]},{"type":"paragraph","text":"Agonized (X) 48","spans":[]},{"type":"paragraph","text":"Asphyxiating 48","spans":[]},{"type":"paragraph","text":"Dying 48","spans":[]},{"type":"paragraph","text":"EMP (X) 49","spans":[]},{"type":"paragraph","text":"Floating 49","spans":[]},{"type":"paragraph","text":"Demoralized 49","spans":[]},{"type":"paragraph","text":"Frightened 49","spans":[]},{"type":"paragraph","text":"Fleeing 49","spans":[]},{"type":"paragraph","text":"Stunned 49","spans":[]},{"type":"paragraph","text":"Immobile 50","spans":[]},{"type":"paragraph","text":"Blinded 50","spans":[]},{"type":"paragraph","text":"Bleeding (X) 50","spans":[]},{"type":"paragraph","text":"Frenzied 50","spans":[]},{"type":"paragraph","text":"Sluggish 50","spans":[]},{"type":"paragraph","text":"Environments 50","spans":[]},{"type":"paragraph","text":"Hard Vac 50","spans":[]},{"type":"paragraph","text":"Zero-G 50","spans":[]},{"type":"paragraph","text":"Hacking 51","spans":[]},{"type":"paragraph","text":"Optional Rule: Simple Hacking 51","spans":[]},{"type":"paragraph","text":"Hacking Sequence 52","spans":[]},{"type":"paragraph","text":"Data Decryption 53","spans":[]},{"type":"paragraph","text":"Character Progression 53","spans":[]},{"type":"paragraph","text":"Downtime 54","spans":[]},{"type":"paragraph","text":"Exploration 54","spans":[]},{"type":"paragraph","text":"Equipment & Gear 54","spans":[]},{"type":"paragraph","text":"The Right Tool for the Job 54","spans":[]},{"type":"paragraph","text":"Salvaging 54","spans":[]},{"type":"paragraph","text":"Crafting 54","spans":[]},{"type":"paragraph","text":"Repair and Modification 54","spans":[]},{"type":"paragraph","text":"Gear List 56","spans":[]},{"type":"paragraph","text":"Hacking Equipment 68","spans":[]},{"type":"paragraph","text":"Robots 69","spans":[]},{"type":"paragraph","text":"Starships 70","spans":[]},{"type":"paragraph","text":"Ship Movement 70","spans":[]},{"type":"paragraph","text":"Basic Functions (Every Ship Has These) 72","spans":[]},{"type":"paragraph","text":"Stock Ship Models 72","spans":[]},{"type":"paragraph","text":"Building Your Own Ships 72","spans":[]},{"type":"paragraph","text":"Modules 75","spans":[]},{"type":"paragraph","text":"Empaths 80","spans":[]},{"type":"paragraph","text":"Using Empathy 81","spans":[]},{"type":"paragraph","text":"Empathic Paths 81","spans":[]},{"type":"paragraph","text":"Empathic Abilities 82","spans":[]},{"type":"paragraph","text":"Empaths and Machines 83","spans":[]},{"type":"paragraph","text":"Nanomancy 83","spans":[]},{"type":"paragraph","text":"Nanite Density 84","spans":[]},{"type":"paragraph","text":"Using Nanomancy 85","spans":[]},{"type":"paragraph","text":"Fine Control 88","spans":[]},{"type":"paragraph","text":"Stress is Both Cost and Fuel 88","spans":[]},{"type":"paragraph","text":"The World 89","spans":[]},{"type":"paragraph","text":"The Halcyon Empire 89","spans":[]},{"type":"paragraph","text":"The Shatterbelt 89","spans":[]},{"type":"paragraph","text":"Whisperspace & The Anchorate 89","spans":[]},{"type":"paragraph","text":"The Mega-Corporations 90","spans":[]},{"type":"paragraph","text":"Whisper Cults 91","spans":[]},{"type":"paragraph","text":"The New Dawn 92","spans":[]},{"type":"paragraph","text":"Kael’s Remnant 92","spans":[]},{"type":"paragraph","text":"The Black Suns 93","spans":[]},{"type":"paragraph","text":"Nanites, Sensitives, and Nanomancy 93","spans":[]},{"type":"paragraph","text":"Empaths 95","spans":[]}],"children":[]}},{"id":"chapter-downtime-11","slug":"downtime","title":"Downtime","node":{"id":"downtime-downtime-11","anchor":"downtime","title":"Downtime","slug":"downtime","depth":0,"blocks":[],"children":[]}},{"id":"chapter-empaths-12","slug":"empaths","title":"Empaths","node":{"id":"empaths-empaths-12","anchor":"empaths","title":"Empaths","slug":"empaths","depth":0,"blocks":[{"type":"paragraph","text":"Many call Empathy a gift; others, a curse. Feeling - not just sensing, but feeling - the emotions of others around you is exhausting, and Empathy doesn’t have an ‘off’ switch. Those who are blessed (or cursed) with it must bear their unique abilities as an ever-present burden.","spans":[]},{"type":"paragraph","text":"Some Empaths go insane. The constant weight of others’ feelings is too much and they cannot handle the strain. Others seclude themselves, hiding away from the world in the most remote locations imaginable to escape their ‘gift’. Still others seek to find ways to live with it, to harness it; draw away stress and the sting of traumatic emotion from those around them, or quell dangerous feelings before they can boil to the surface.","spans":[]},{"type":"paragraph","text":"Then there are Empaths who embrace their gift. They wreak havoc with the emotions of those around them for sport and revel in their power over their fellow man.","spans":[]},{"type":"paragraph","text":"However they cope with their gift, Empaths are a small group of people from all over the Shatterbelt who are capable of feeling and at times intentionally altering the emotional state of living creatures around them. They can defuse fights before they start, or conjure them up between friends. Their services are always in high demand, both for good and ill.","spans":[]}],"children":[{"id":"empaths-using-empathy-12-1","anchor":"using-empathy","title":"Using Empathy","slug":"using-empathy","depth":1,"blocks":[{"type":"paragraph","text":"To use an Empathic Ability, you must first have the appropriate feat. Then roll an Empathy check:","spans":[]},{"type":"paragraph","text":"Roll 1d12 + SOC (DC determined by the Empathic Ability being used)","spans":[]},{"type":"paragraph","text":"Results:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: ability resolves and is Heightened.","spans":[]},{"text":"Success: ability resolves","spans":[]},{"text":"Failure: ability does not resolve.","spans":[]},{"text":"Extreme failure: ability does not resolve; suffer +1 stress.","spans":[]}]},{"type":"paragraph","text":"All Empathic Abilities must target a living creature.","spans":[]},{"type":"paragraph","text":"When targeting an unwilling creature, increase the Empathy check DC by the creature’s Composure rank. Conversely, when targeting a willing creature, gain +1 bonus die on all Empathic Ability checks.","spans":[]}],"children":[]},{"id":"empaths-empathic-paths-12-2","anchor":"empathic-paths","title":"Empathic Paths","slug":"empathic-paths","depth":1,"blocks":[{"type":"paragraph","text":"All Empaths fall into one of three paths: readers, pushers, and vessels.","spans":[]}],"children":[{"id":"empaths-readers-12-2-1","anchor":"readers","title":"Readers","slug":"readers","depth":2,"blocks":[{"type":"paragraph","text":"Those who are constantly aware of the subtle play of emotions around them. Beyond simply knowing who is happy and who isn’t, Readers are capable of tapping into the subtle web of emotion felt by all creatures; they can sense deeper, underlying feelings and even guess how those feelings are likely to shape their actions.","spans":[]},{"type":"paragraph","text":"Using a Reader empathic ability requires the Empath: Reader feat.","spans":[]}],"children":[]},{"id":"empaths-pushers-12-2-2","anchor":"pushers","title":"Pushers","slug":"pushers","depth":2,"blocks":[{"type":"paragraph","text":"Empaths to whom playing with another’s emotions is as easy as breathing and nearly as commonplace. Pushers can bring peace to the most anguished soul or turn a kind-hearted man into a killer.","spans":[]},{"type":"paragraph","text":"Using a Pusher empathic ability requires the Empath: Pusher feat.","spans":[]}],"children":[]},{"id":"empaths-vessels-12-2-3","anchor":"vessels","title":"Vessels","slug":"vessels","depth":2,"blocks":[{"type":"paragraph","text":"Perhaps the most empathetic of all Empaths, Vessels sacrifice their own emotional stability for others. Instead of imposing a feeling of their choice on another creature like a Pusher would, a Vessel siphons away negative emotion and allows the creature the choice to feel how they wish afterward. The price can be steep: whatever negative emotion is removed finds its home within the Vessel themselves.","spans":[]},{"type":"paragraph","text":"Using a Vessel empathic ability requires the Empath: Vessel feat.","spans":[]}],"children":[]}]},{"id":"empaths-empathic-abilities-12-3","anchor":"empathic-abilities","title":"Empathic Abilities","slug":"empathic-abilities","depth":1,"blocks":[{"type":"table","rows":[[{"text":"Reader Empathic Abilities","spans":[]},{"text":"Reader Empathic Abilities","spans":[]},{"text":"Reader Empathic Abilities","spans":[]},{"text":"Reader Empathic Abilities","spans":[]},{"text":"Reader Empathic Abilities","spans":[]}],[{"text":"Name","spans":[]},{"text":"DC","spans":[]},{"text":"Range","spans":[]},{"text":"Action Cost","spans":[]},{"text":"Effect","spans":[]}],[{"text":"Emotional Attunement","spans":[]},{"text":"8 + stress","spans":[]},{"text":"Very Near","spans":[]},{"text":"2","spans":[]},{"text":"Form an Empathic Bond with target. When you have an Empathic Bond:You may have no more than one Empathic Bond at a time. You may dismiss an Empathic Bond by using 1 action. This ability cannot be Heightened.","spans":[]}],[{"text":"Sense Violence","spans":[]},{"text":"-","spans":[]},{"text":"Medium","spans":[]},{"text":"-","spans":[]},{"text":"Violent emotions have a particular tang to them, reminiscent of a metallic taste. You are aware of these around you at all times, though you cannot determine the exact origin.","spans":[]}],[{"text":"Read Motive","spans":[]},{"text":"10","spans":[]},{"text":"Medium","spans":[]},{"text":"1","spans":[]},{"text":"Discern what underlying emotions are influencing target creature’s current actions. What drives a merchant: greed or necessity?","spans":[]}]]},{"type":"list","ordered":false,"items":[{"text":"All your other Empathic Abilities targeting bonded creature are bumped up one level of success. So an extreme failure becomes a failure, a failure becomes a success, etc.","spans":[]},{"text":"Once per round, you may use 1 reaction to reduce stress gained by bonded creature by 1 (minimum 1).","spans":[]},{"text":"Whenever bonded creature suffers stress, you take half of that stress (rounded up) while it takes the remainder.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"You cannot be Surprised by living creatures.","spans":[]},{"text":"You gain +1 bonus die on Initiative rolls against living creatures.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Heightened: you know the exact origin of these emotions. Additionally, the first attack by a living creature against you each combat suffers +1 penalty die.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Heightened: you gain knowledge of target’s greatest emotional lever: their greatest fear, desire, or hope.","spans":[]}]},{"type":"table","rows":[[{"text":"Pusher Empathic Abilities","spans":[]},{"text":"Pusher Empathic Abilities","spans":[]},{"text":"Pusher Empathic Abilities","spans":[]},{"text":"Pusher Empathic Abilities","spans":[]},{"text":"Pusher Empathic Abilities","spans":[]}],[{"text":"Name","spans":[]},{"text":"DC","spans":[]},{"text":"Range","spans":[]},{"text":"Action Cost","spans":[]},{"text":"Effect","spans":[]}],[{"text":"Sow Chaos","spans":[]},{"text":"8","spans":[]},{"text":"Very Near","spans":[]},{"text":"1 to 3","spans":[]},{"text":"Transfer stress (amount equal to number of actions spent) from yourself to target creature.","spans":[]}],[{"text":"Reap Carnage","spans":[]},{"text":"12 - target’s stress","spans":[]},{"text":"Melee","spans":[]},{"text":"2","spans":[]},{"text":"Impose the Frenzied condition on target. At the end of the target’s turns, they may roll a Composure or Willpower (DC8) check to end this condition.","spans":[{"text":"Frenzied","href":"#h.rm8belmo8fy3","style":"link_underline"}]}],[{"text":"Lash Out","spans":[]},{"text":"9","spans":[]},{"text":"Near","spans":[]},{"text":"2-3","spans":[]},{"text":"Release a violent surge of emotions to all creatures within Near range of you. Every living creature in range gains 1 stress for every 2 stress you currently have (minimum 1). You reduce your stress by half the total stress inflicted (rounded up). Creatures who receive stress this way must immediately roll Composure (DC8) or gain the Demoralized condition.","spans":[{"text":"Demoralized","href":"#h.p7xo9pm49k9v","style":"link_underline"}]}]]},{"type":"list","ordered":false,"items":[{"text":"Heightened: transfer twice as much stress to target instead.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Heightened: target creature ignores all penalty dice for the duration of Frenzied.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Heightened: you may exclude yourself and any bonded creature from the distribution.","spans":[]}]},{"type":"table","rows":[[{"text":"Vessel Empathic Abilities","spans":[]},{"text":"Vessel Empathic Abilities","spans":[]},{"text":"Vessel Empathic Abilities","spans":[]},{"text":"Vessel Empathic Abilities","spans":[]},{"text":"Vessel Empathic Abilities","spans":[]}],[{"text":"Name","spans":[]},{"text":"DC","spans":[]},{"text":"Range","spans":[]},{"text":"Action Cost","spans":[]},{"text":"Effect","spans":[]}],[{"text":"Siphon Tumult","spans":[]},{"text":"6 + target’s stress","spans":[]},{"text":"Very Near","spans":[]},{"text":"1","spans":[]},{"text":"Remove up to 2 stress from target creature. Gain stress equal to the amount removed. If target is reduced to 0 stress in this way, they may ignore the next instance of stress gain before the end of the day.","spans":[]}],[{"text":"Take the Burden","spans":[]},{"text":"10","spans":[]},{"text":"Melee","spans":[]},{"text":"2","spans":[]},{"text":"Transfer one negative mental condition from target creature to yourself.","spans":[]}],[{"text":"Emotional Grounding","spans":[]},{"text":"8","spans":[]},{"text":"Near","spans":[]},{"text":"1-2","spans":[]},{"text":"Until the start of your next turn, choose one per action spent:You immediately gain 1 stress per action spent when using this ability.","spans":[]}]]},{"type":"list","ordered":false,"items":[{"text":"Heightened: remove up to 4 stress instead.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Heightened: while you are affected by this condition, the target cannot regain it again from the same source.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Target reduces all stress gain by 1.","spans":[]},{"text":"Target gains +1 bonus die on Composure checks","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Heightened: you may apply this effect to yourself as well.","spans":[]}]}],"children":[]},{"id":"empaths-empaths-and-machines-12-4","anchor":"empaths-and-machines","title":"Empaths and Machines","slug":"empaths-and-machines","depth":1,"blocks":[{"type":"paragraph","text":"Machines are emotionless; cold and silent to Empaths. As such, most Empaths tend to have one of two reactions to them: relief or distrust. Spending time near an entity that isn’t loud in your head can be valuable and welcome, yet by the same token it makes robots and machines unpredictable and impossible to control.","spans":[]}],"children":[]}]}},{"id":"chapter-environments-13","slug":"environments","title":"Environments","node":{"id":"environments-environments-13","anchor":"environments","title":"Environments","slug":"environments","depth":0,"blocks":[],"children":[{"id":"environments-hard-vac-13-1","anchor":"hard-vac","title":"Hard Vac","slug":"hard-vac","depth":1,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Hard Vac refers to outer space; where humans are not meant to tread without technological assistance.","spans":[]},{"text":"A character without a space suit suffers 1d4 damage per round while in Hard Vac.","spans":[]},{"text":"A character without a method of breathing in Hard Vac immediately gains the Asphyxiating condition.","spans":[]}]}],"children":[]},{"id":"environments-zero-g-13-2","anchor":"zero-g","title":"Zero-G","slug":"zero-g","depth":1,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Characters not holding a surface gain Floating condition.","spans":[]},{"text":"Characters cannot be encumbered.","spans":[]},{"text":"Thrown weapons still deal damage based on their normal bulk.","spans":[]},{"text":"Thrown weapon ranges increase by 1 band (from Near to Medium).","spans":[]}]}],"children":[]}]}},{"id":"chapter-equipment-gear-14","slug":"equipment-gear","title":"Equipment & Gear","node":{"id":"equipment-gear-equipment-gear-14","anchor":"equipment-gear","title":"Equipment & Gear","slug":"equipment-gear","depth":0,"blocks":[],"children":[{"id":"equipment-gear-the-right-tool-for-the-job-14-1","anchor":"the-right-tool-for-the-job","title":"The Right Tool for the Job","slug":"the-right-tool-for-the-job","depth":1,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"When performing a skill check with the right tool for the job, gain +1 bonus die.","spans":[]},{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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.","spans":[]}],"children":[]},{"id":"equipment-gear-salvaging-14-2","anchor":"salvaging","title":"Salvaging","slug":"salvaging","depth":1,"blocks":[],"children":[]},{"id":"equipment-gear-crafting-14-3","anchor":"crafting","title":"Crafting","slug":"crafting","depth":1,"blocks":[],"children":[]},{"id":"equipment-gear-repair-and-modification-14-4","anchor":"repair-and-modification","title":"Repair and Modification","slug":"repair-and-modification","depth":1,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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:","spans":[]},{"type":"paragraph","text":"Repair DC = 6 + durability lost.","spans":[]},{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"On Extreme Success, restore up to 2 points of durability.","spans":[]},{"type":"paragraph","text":"On Success, restore 1 point of durability.","spans":[]},{"type":"paragraph","text":"On Failure, increase the next repair check DC by +1.","spans":[]},{"type":"paragraph","text":"On Extreme Failure, the item suffers 1 damage.","spans":[]},{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"Modification DC: 8 (advanced, 2 hours), 10 (expert, 4 hours)","spans":[]},{"type":"paragraph","text":"Unless otherwise specified, a modification is considered simple.","spans":[]}],"children":[{"id":"equipment-gear-paid-experts-14-4-1","anchor":"paid-experts","title":"Paid Experts","slug":"paid-experts","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[]},{"id":"equipment-gear-circumstantial-effects-14-4-2","anchor":"circumstantial-effects","title":"Circumstantial Effects","slug":"circumstantial-effects","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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.","spans":[]}],"children":[]}]},{"id":"equipment-gear-gear-list-14-5","anchor":"gear-list","title":"Gear List","slug":"gear-list","depth":1,"blocks":[{"type":"table","rows":[[{"text":"Weapons","spans":[]},{"text":"Weapons","spans":[]},{"text":"Weapons","spans":[]},{"text":"Weapons","spans":[]},{"text":"Weapons","spans":[]},{"text":"Weapons","spans":[]},{"text":"Weapons","spans":[]},{"text":"Weapons","spans":[]},{"text":"Weapons","spans":[]},{"text":"Weapons","spans":[]}],[{"text":"Name","spans":[]},{"text":"Type","spans":[]},{"text":"DC","spans":[]},{"text":"Dmg","spans":[]},{"text":"Rng","spans":[]},{"text":"Ammo","spans":[]},{"text":"Blk","spans":[]},{"text":"Req.","spans":[]},{"text":"Special","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Pistol","spans":[]},{"text":"Light","spans":[]},{"text":"7","spans":[]},{"text":"2","spans":[]},{"text":"Med","spans":[]},{"text":"10","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"500","spans":[]}],[{"text":"SMART Pistol","spans":[]},{"text":"Light","spans":[]},{"text":"9","spans":[]},{"text":"4","spans":[]},{"text":"Med","spans":[]},{"text":"6","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Smart-Linked","spans":[]},{"text":"900","spans":[]}],[{"text":"Toxic Spike","spans":[]},{"text":"Light","spans":[]},{"text":"10","spans":[]},{"text":"3","spans":[]},{"text":"Near","spans":[]},{"text":"1","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Toxin (Prax), Concealable","spans":[]},{"text":"750","spans":[]}],[{"text":"SMG","spans":[]},{"text":"Med","spans":[]},{"text":"6","spans":[]},{"text":"3","spans":[]},{"text":"Med","spans":[]},{"text":"8","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"Bullet Spray","spans":[]},{"text":"600","spans":[]}],[{"text":"Photon Rifle","spans":[]},{"text":"Med","spans":[]},{"text":"8","spans":[]},{"text":"6","spans":[]},{"text":"Long","spans":[]},{"text":"6","spans":[]},{"text":"3","spans":[]},{"text":"-","spans":[]},{"text":"Two-Handed","spans":[]},{"text":"5000","spans":[]}],[{"text":"Rifle","spans":[]},{"text":"Med","spans":[]},{"text":"8","spans":[]},{"text":"4","spans":[]},{"text":"Long","spans":[]},{"text":"8","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"Two-Handed, Piercing 1","spans":[]},{"text":"1000","spans":[]}],[{"text":"Shotgun","spans":[]},{"text":"Med","spans":[]},{"text":"8","spans":[]},{"text":"4","spans":[]},{"text":"Near","spans":[]},{"text":"4","spans":[]},{"text":"3","spans":[]},{"text":"PHYS 1","spans":[]},{"text":"Two-Handed, Point Blank, Shredding 1","spans":[]},{"text":"800","spans":[]}],[{"text":"Gauss Cannon","spans":[]},{"text":"Heavy","spans":[]},{"text":"7","spans":[]},{"text":"4","spans":[]},{"text":"Med","spans":[]},{"text":"20","spans":[]},{"text":"4","spans":[]},{"text":"PHYS 3","spans":[]},{"text":"Two-Handed, Bullet Spray","spans":[]},{"text":"900","spans":[]}],[{"text":"Grenade Launcher","spans":[]},{"text":"Heavy","spans":[]},{"text":"8","spans":[]},{"text":"3","spans":[]},{"text":"Med","spans":[]},{"text":"1","spans":[]},{"text":"3","spans":[]},{"text":"PHYS 2","spans":[]},{"text":"Area (Very Near), Two-Handed, Slow Load, Grenade","spans":[]},{"text":"2000","spans":[]}],[{"text":"Magneton Cannon","spans":[]},{"text":"Exotic","spans":[]},{"text":"5","spans":[]},{"text":"2","spans":[]},{"text":"Near","spans":[]},{"text":"5","spans":[]},{"text":"2","spans":[]},{"text":"PHYS 1","spans":[]},{"text":"Area (melee), Two-Handed, Slow Load, Shredding 3","spans":[]},{"text":"8000","spans":[]}],[{"text":"Tesla Rifle","spans":[]},{"text":"Exotic","spans":[]},{"text":"8","spans":[]},{"text":"5","spans":[]},{"text":"Med","spans":[]},{"text":"6","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"Two-Handed, Stun 2","spans":[]},{"text":"6000","spans":[]}],[{"text":"Stun Baton","spans":[]},{"text":"Melee","spans":[]},{"text":"6","spans":[]},{"text":"-","spans":[]},{"text":"Melee","spans":[]},{"text":"-","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Stun 1","spans":[]},{"text":"450","spans":[]}],[{"text":"Switchblade","spans":[]},{"text":"Melee","spans":[]},{"text":"9","spans":[]},{"text":"2","spans":[]},{"text":"Melee","spans":[]},{"text":"-","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Concealable, Thrown","spans":[]},{"text":"150","spans":[]}],[{"text":"Fusion Blade","spans":[]},{"text":"Melee","spans":[]},{"text":"8","spans":[]},{"text":"3","spans":[]},{"text":"Melee","spans":[]},{"text":"-","spans":[]},{"text":"2","spans":[]},{"text":"REF 2","spans":[]},{"text":"Piercing 2","spans":[]},{"text":"1200","spans":[]}],[{"text":"Rocket Maul","spans":[]},{"text":"Melee","spans":[]},{"text":"10","spans":[]},{"text":"6","spans":[]},{"text":"Melee","spans":[]},{"text":"2","spans":[]},{"text":"3","spans":[]},{"text":"PHYS 3","spans":[]},{"text":"Two-Handed","spans":[]},{"text":"2500","spans":[]}]]}],"children":[{"id":"equipment-gear-weapons-14-5-1","anchor":"weapons","title":"Weapons","slug":"weapons","depth":2,"blocks":[{"type":"table","rows":[[{"text":"Weapon keywords","spans":[]},{"text":"Weapon keywords","spans":[]}],[{"text":"Concealable","spans":[]},{"text":"May be hidden easily. +1 bonus die to subterfuge if trying to conceal this weapon.","spans":[]}],[{"text":"Piercing X","spans":[]},{"text":"Ignores X points of armor protection.","spans":[]}],[{"text":"Point Blank","spans":[]},{"text":"Ignore penalty die from shooting at Melee or Very Near range. At melee range, gain Piercing 2.","spans":[]}],[{"text":"Slow Load","spans":[]},{"text":"Takes 2 actions to reload","spans":[]}],[{"text":"Smart-Linked","spans":[]},{"text":"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.","spans":[]}],[{"text":"Stun X","spans":[]},{"text":"Deals no damage, but forces target to roll Toughness (DC 6 + X) or be Stunned for X rounds","spans":[]}],[{"text":"Two-Handed","spans":[]},{"text":"Requires both hands to use","spans":[]}],[{"text":"Bullet Spray","spans":[]},{"text":"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).","spans":[]}],[{"text":"Shredding X","spans":[]},{"text":"If damage exceeds armour’s protection value, reduce armour’s durability by X.","spans":[]}],[{"text":"Area (X)","spans":[]},{"text":"Deals damage to all targets at X distance or closer.","spans":[]}],[{"text":"Thrown","spans":[]},{"text":"Weapon may be thrown without suffering a penalty die.","spans":[]}],[{"text":"Grenade","spans":[]},{"text":"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.","spans":[]}],[{"text":"Toxin (X)","spans":[]},{"text":"Apply 1 level of X toxin upon successful attack.","spans":[{"text":"toxin","href":"#h.oaq0qtef2p1","style":"link_underline"}]}]]}],"children":[{"id":"equipment-gear-weapon-keywords-14-5-1-1","anchor":"weapon-keywords","title":"Weapon keywords","slug":"weapon-keywords","depth":3,"blocks":[{"type":"table","rows":[[{"text":"Armour","spans":[]},{"text":"Armour","spans":[]},{"text":"Armour","spans":[]},{"text":"Armour","spans":[]},{"text":"Armour","spans":[]},{"text":"Armour","spans":[]},{"text":"Armour","spans":[]}],[{"text":"Name","spans":[]},{"text":"Prot","spans":[]},{"text":"Durability","spans":[]},{"text":"Blk","spans":[]},{"text":"Req.","spans":[]},{"text":"Special","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Scrap Armour","spans":[]},{"text":"1","spans":[]},{"text":"2","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"Cannot be repaired","spans":[]},{"text":"500","spans":[]}],[{"text":"Flak Jacket","spans":[]},{"text":"1","spans":[]},{"text":"4","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"1250","spans":[]}],[{"text":"Kevlar Clothing","spans":[]},{"text":"1","spans":[]},{"text":"3","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Appears to be normal clothing","spans":[]},{"text":"1500","spans":[]}],[{"text":"Streetweave Jacket","spans":[]},{"text":"1","spans":[]},{"text":"5","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"+1 to Stealth","spans":[]},{"text":"2500","spans":[]}],[{"text":"MilSec Bodyplate","spans":[]},{"text":"2","spans":[]},{"text":"6","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"5000","spans":[]}],[{"text":"Breaching plate","spans":[]},{"text":"2","spans":[]},{"text":"4","spans":[]},{"text":"3","spans":[]},{"text":"PHYS 2","spans":[]},{"text":"Frontal Shielding 1","spans":[]},{"text":"8500","spans":[]}],[{"text":"Heavy Bodyplate","spans":[]},{"text":"3","spans":[]},{"text":"8","spans":[]},{"text":"4","spans":[]},{"text":"PHYS 3","spans":[]},{"text":"+1 penalty die to Stealth","spans":[]},{"text":"10000","spans":[]}],[{"text":"Basic Power Armour","spans":[]},{"text":"4","spans":[]},{"text":"14","spans":[]},{"text":"10","spans":[]},{"text":"Power Armour 1","spans":[]},{"text":"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.","spans":[]},{"text":"40000","spans":[]}]]}],"children":[]}]},{"id":"equipment-gear-armour-14-5-2","anchor":"armour","title":"Armour","slug":"armour","depth":2,"blocks":[{"type":"table","rows":[[{"text":"Items","spans":[]},{"text":"Items","spans":[]},{"text":"Items","spans":[]},{"text":"Items","spans":[]},{"text":"Items","spans":[]}],[{"text":"Item Name","spans":[]},{"text":"Effect","spans":[]},{"text":"Uses","spans":[]},{"text":"Bulk","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Flashbang Grenade","spans":[]},{"text":"Applies Stun 1 to everyone within Very Near range, Thrown","spans":[]},{"text":"1 use","spans":[]},{"text":"1","spans":[]},{"text":"200","spans":[]}],[{"text":"Frag Grenade","spans":[]},{"text":"Deals 2 area (Very Near range) damage (DC8 to Evade half), Thrown","spans":[]},{"text":"1 use","spans":[]},{"text":"1","spans":[]},{"text":"250","spans":[]}],[{"text":"EMP Grenade","spans":[]},{"text":"Applies EMP 2 to everything within range, Thrown","spans":[]},{"text":"1 use","spans":[]},{"text":"1","spans":[]},{"text":"300","spans":[]}],[{"text":"Combat Stim Injector","spans":[]},{"text":"Gain +1 action & -1 Stress; take 1 wound after effect ends","spans":[]},{"text":"1 use","spans":[]},{"text":"1","spans":[]},{"text":"200","spans":[]}],[{"text":"Basic Medkit","spans":[]},{"text":"Right tool for the job: First Aid checks","spans":[]},{"text":"3 uses","spans":[]},{"text":"1","spans":[]},{"text":"350","spans":[]}],[{"text":"Multitool","spans":[]},{"text":"Allows engineering checks to repair, bypass, scrap, etc.","spans":[]},{"text":"Permanent","spans":[]},{"text":"1","spans":[]},{"text":"750","spans":[]}],[{"text":"Repair Kit","spans":[]},{"text":"Provides materials and tools for repairs","spans":[]},{"text":"10 uses","spans":[]},{"text":"1","spans":[]},{"text":"500","spans":[]}],[{"text":"Tracker","spans":[]},{"text":"While within 10km, always know location of this device","spans":[]},{"text":"1 use","spans":[]},{"text":"1","spans":[]},{"text":"250","spans":[]}],[{"text":"Portable Scanner","spans":[]},{"text":"Right tool for the job: Observe (tech, lifeforms)","spans":[]},{"text":"Permanent","spans":[]},{"text":"1","spans":[]},{"text":"400","spans":[]}],[{"text":"Weapon Scope","spans":[]},{"text":"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","spans":[]},{"text":"Permanent","spans":[]},{"text":"1","spans":[]},{"text":"750","spans":[]}],[{"text":"Weapon Silencer","spans":[]},{"text":"Simple Modification. Weapon makes reduced sound when fired; deals -1 damage","spans":[]},{"text":"Permanent","spans":[]},{"text":"1","spans":[]},{"text":"500","spans":[]}],[{"text":"Compact Backpack","spans":[]},{"text":"+5 Inventory Slots when worn","spans":[]},{"text":"Permanent","spans":[]},{"text":"-","spans":[]},{"text":"150","spans":[]}],[{"text":"Ammo (Flechette)","spans":[]},{"text":"Deals +2 damage to unarmoured targets.","spans":[]},{"text":"10 rounds","spans":[]},{"text":"1","spans":[]},{"text":"500","spans":[]}],[{"text":"Ammo (SMART)","spans":[]},{"text":"Required for Smart-Linked weapons.","spans":[]},{"text":"10","spans":[]},{"text":"1","spans":[]},{"text":"1250","spans":[]}],[{"text":"Ammo (Armour Piercing)","spans":[]},{"text":"Adds Piercing 1 to attacks.","spans":[]},{"text":"10","spans":[]},{"text":"1","spans":[]},{"text":"750","spans":[]}],[{"text":"Ammo (Explosive)","spans":[]},{"text":"Adds Shredding 1 to attacks.","spans":[]},{"text":"10","spans":[]},{"text":"1","spans":[]},{"text":"750","spans":[]}]]}],"children":[]},{"id":"equipment-gear-items-14-5-3","anchor":"items","title":"Items","slug":"items","depth":2,"blocks":[{"type":"table","rows":[[{"text":"Cyberware","spans":[]},{"text":"Cyberware","spans":[]},{"text":"Cyberware","spans":[]},{"text":"Cyberware","spans":[]},{"text":"Cyberware","spans":[]},{"text":"Cyberware","spans":[]},{"text":"Cyberware","spans":[]}],[{"text":"Name","spans":[]},{"text":"Tier","spans":[]},{"text":"Effect","spans":[]},{"text":"Installation Difficulty","spans":[]},{"text":"Req.","spans":[]},{"text":"Physical Impact","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Reflex Booster","spans":[]},{"text":"1","spans":[]},{"text":"Once per round, gain +1 bonus die to an Evade check.","spans":[]},{"text":"2","spans":[]},{"text":"REF 1","spans":[]},{"text":"Low; spine","spans":[]},{"text":"4000","spans":[]}],[{"text":"Targeting Link","spans":[]},{"text":"1","spans":[]},{"text":"Once per round, ignore 1 level of cover when attacking an enemy you can see.","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"Medium; eyes","spans":[]},{"text":"6000","spans":[]}],[{"text":"Low-Light Optics","spans":[]},{"text":"1","spans":[]},{"text":"Ignore penalty dice caused by darkness within medium range.","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Medium; eyes","spans":[]},{"text":"4000","spans":[]}],[{"text":"EMP Shielding","spans":[]},{"text":"1","spans":[]},{"text":"Ignore the effects of EMP once per day.","spans":[]},{"text":"2","spans":[]},{"text":"MENT 1","spans":[]},{"text":"None; torso","spans":[]},{"text":"5500","spans":[]}],[{"text":"Metabolic Filter","spans":[]},{"text":"1","spans":[]},{"text":"Gain +1 bonus die on checks to resist toxins or narcotics.","spans":[]},{"text":"1","spans":[]},{"text":"PHYS 1","spans":[]},{"text":"Minor; liver","spans":[]},{"text":"2000","spans":[]}],[{"text":"Internal Communicator","spans":[]},{"text":"1","spans":[]},{"text":"Gain the ability to send and receive messages mentally just as if you were using a regular comms device.","spans":[]},{"text":"0","spans":[]},{"text":"-","spans":[]},{"text":"Medium; jaw, ear","spans":[]},{"text":"2500","spans":[]}],[{"text":"Skull Popper","spans":[]},{"text":"1","spans":[]},{"text":"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.","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"None; brain","spans":[]},{"text":"12000","spans":[]}],[{"text":"Databank","spans":[]},{"text":"2","spans":[]},{"text":"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.","spans":[]},{"text":"2","spans":[]},{"text":"MENT 1","spans":[]},{"text":"Medium; cranium","spans":[]},{"text":"7500","spans":[]}],[{"text":"Invisible Databank","spans":[]},{"text":"2","spans":[]},{"text":"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.","spans":[]},{"text":"3","spans":[]},{"text":"-","spans":[]},{"text":"None; cranium","spans":[]},{"text":"15000","spans":[]}],[{"text":"Neural Accelerator","spans":[]},{"text":"2","spans":[]},{"text":"Once per day, activate to gain 2 additional actions on your turn. At the end of your turn, gain +2 stress.","spans":[]},{"text":"4","spans":[]},{"text":"Ment 2","spans":[]},{"text":"Obvious; spine","spans":[]},{"text":"10000","spans":[]}],[{"text":"Reaction Governor Matrix","spans":[]},{"text":"2","spans":[]},{"text":"Gain +1 reaction per round.","spans":[]},{"text":"2","spans":[]},{"text":"REF 2","spans":[]},{"text":"None; brain","spans":[]},{"text":"8000","spans":[]}],[{"text":"Threat Awareness Suite","spans":[]},{"text":"2","spans":[]},{"text":"Gain +1 bonus die to Observe or Instinct checks to detect ambushes or imminent danger. Additionally, you may not be Surprised.","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"None; brain","spans":[]},{"text":"5500","spans":[]}],[{"text":"Synthetic Musculature","spans":[]},{"text":"2","spans":[]},{"text":"Gain +1 bonus die on Powerlifting or Athletics checks involving lifting, pushing, or breaking objects. Unarmed attacks deal damage equal to your full PHYS.","spans":[]},{"text":"4","spans":[]},{"text":"PHYS 3","spans":[]},{"text":"Obvious; arms, legs, torso","spans":[]},{"text":"10000","spans":[]}],[{"text":"Stability Gyros","spans":[]},{"text":"2","spans":[]},{"text":"Ignore penalty dice from unstable environments (moving vehicles, zero-G, poor footing)","spans":[]},{"text":"2","spans":[]},{"text":"REF 2","spans":[]},{"text":"Minor; ear","spans":[]},{"text":"6000","spans":[]}],[{"text":"Adrenal Boost","spans":[]},{"text":"2","spans":[]},{"text":"Activate to ignore stress penalties for 1 round. At the end of this round, take 1 damage.","spans":[]},{"text":"2","spans":[]},{"text":"PHYS 1","spans":[]},{"text":"None; adrenal glands","spans":[]},{"text":"5000","spans":[]}],[{"text":"Mantis Claws (retractable)","spans":[]},{"text":"3","spans":[]},{"text":"Your unarmed attacks deal damage equal to your REF and have Piercing 3. Additionally, gain +1 bonus die to climbing related checks.","spans":[]},{"text":"3","spans":[]},{"text":"REF 2 or PHYS 2","spans":[]},{"text":"Obvious; forearms and hands","spans":[]},{"text":"10000","spans":[]}],[{"text":"Neuro Regulator","spans":[]},{"text":"3","spans":[]},{"text":"Ignore up to 3 stress per day from up to 3 sources of stress. Make all SOC based rolls with +1 penalty die.","spans":[]},{"text":"3","spans":[]},{"text":"MENT 2","spans":[]},{"text":"None; brain","spans":[]},{"text":"12000","spans":[]}],[{"text":"Synthetic Antibodies","spans":[]},{"text":"3","spans":[]},{"text":"Become immune to nanites targeting your body (including positive effects). Does not stop things from being thrown at you with nanites.","spans":[]},{"text":"4","spans":[]},{"text":"PHYS 1 and MENT 1","spans":[]},{"text":"Minor; nervous system","spans":[]},{"text":"17500","spans":[]}],[{"text":"Bio-Stabilizer","spans":[]},{"text":"3","spans":[]},{"text":"When you would take a Medium or Heavy wound, roll Cybernetics (DC8).This effect may only trigger once per instance of damage.","spans":[]},{"text":"4","spans":[]},{"text":"-","spans":[]},{"text":"Medium; chest and back","spans":[]},{"text":"15000","spans":[]}]]}],"children":[]},{"id":"equipment-gear-cyberware-14-5-4","anchor":"cyberware","title":"Cyberware","slug":"cyberware","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Extreme success: ignore the wound.","spans":[]},{"text":"Success: ignore the wound; this cyberware effect cannot be used for 1 day.","spans":[]},{"text":"Failure: suffer the wound as normal; this cyberware effect cannot be used for 1 day.","spans":[]}]}],"children":[{"id":"equipment-gear-installing-and-removing-cyberware-14-5-4-1","anchor":"installing-and-removing-cyberware","title":"Installing and Removing Cyberware","slug":"installing-and-removing-cyberware","depth":3,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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).","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Success, the cyberware is installed properly.","spans":[]},{"text":"Failure, the process fails and the subject takes 1 damage.","spans":[]},{"text":"Extreme failure, the process fails, the cyberware takes 1d4 damage (base durability is 4 unless otherwise specified), and the subject takes 2 damage.","spans":[]}]},{"type":"paragraph","text":"After the First Aid roll, an Engineering roll is required if installing new cyberware (DC 8 + cyberware Tier).","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Success, the cyberware functions properly.","spans":[]},{"text":"Failure, the cyberware is glitchy; requires a Cybernetics check (DC 4 + cyberware Tier) each time it’s used for its effect.","spans":[]}]},{"type":"paragraph","text":"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).","spans":[]},{"type":"paragraph","text":"Cyberware removal is physically traumatic; removing and reinstalling cyberware must be done as two separate procedures. Removing cyberware does not require an Engineering check.","spans":[]},{"type":"paragraph","text":"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.","spans":[]}],"children":[{"id":"equipment-gear-external-factors-14-5-4-1-1","anchor":"external-factors","title":"External Factors","slug":"external-factors","depth":4,"blocks":[{"type":"paragraph","text":"Attempting to work on cyberware in one’s own body imposes +1 penalty die to all checks during the process.","spans":[]},{"type":"paragraph","text":"Similarly, working on a patient who isn’t sedated imposes +1 penalty die to all checks during the process.","spans":[]}],"children":[]}]},{"id":"equipment-gear-social-impact-14-5-4-2","anchor":"social-impact","title":"Social Impact","slug":"social-impact","depth":3,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"Spotting if a character has cyberware is more difficult the more subtle the implant.","spans":[]},{"type":"table","rows":[[{"text":"Cyberware Physical Impact","spans":[]},{"text":"How to spot it","spans":[]}],[{"text":"None","spans":[]},{"text":"Impossible without First Aid (DC4 + cyberware tier) check. Target must be incapacitated or willing for this check.","spans":[]}],[{"text":"Minor","spans":[]},{"text":"Observe (DC8) check","spans":[]}],[{"text":"Medium","spans":[]},{"text":"Observe (DC6) check","spans":[]}],[{"text":"Obvious","spans":[]},{"text":"No check required","spans":[]}]]},{"type":"paragraph","text":"Some ports, space stations, and government facilities will not allow those with cyberware to enter, just as they might not allow weapons.","spans":[]}],"children":[]},{"id":"equipment-gear-cyberware-overload-14-5-4-3","anchor":"cyberware-overload","title":"Cyberware Overload","slug":"cyberware-overload","depth":3,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: no effect","spans":[]},{"text":"Success: gain +1 stress","spans":[]},{"text":"Failure: gain +2 stress","spans":[]},{"text":"Extreme failure: gain +4 stress","spans":[]}]},{"type":"table","rows":[[{"text":"Narcotics","spans":[]},{"text":"Narcotics","spans":[]},{"text":"Narcotics","spans":[]},{"text":"Narcotics","spans":[]},{"text":"Narcotics","spans":[]},{"text":"Narcotics","spans":[]}],[{"text":"Name","spans":[]},{"text":"Effect","spans":[]},{"text":"Uses","spans":[]},{"text":"Addiction Score","spans":[]},{"text":"Legality","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Space Dust","spans":[]},{"text":"Grants +1 bonus die to Observe and Piloting checks for 6 hours","spans":[]},{"text":"5","spans":[]},{"text":"1","spans":[]},{"text":"Legal","spans":[]},{"text":"500","spans":[]}],[{"text":"Tranquility","spans":[]},{"text":"Reduces stress by 1; penalty die to all REF checks for 6 hours.","spans":[]},{"text":"2","spans":[]},{"text":"5","spans":[]},{"text":"Legal","spans":[]},{"text":"5000","spans":[]}],[{"text":"Smoothe","spans":[]},{"text":"Reduces stress by 1d4; increases Cool Under Fire by 2 and grants +1 bonus die to all Mental skill checks for 1 hour","spans":[]},{"text":"1","spans":[]},{"text":"8","spans":[]},{"text":"Illegal","spans":[]},{"text":"20000","spans":[]}],[{"text":"Chemical Strength","spans":[]},{"text":"+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.","spans":[]},{"text":"1","spans":[]},{"text":"3","spans":[]},{"text":"Illegal","spans":[]},{"text":"8000","spans":[]}]]}],"children":[]}]},{"id":"equipment-gear-narcotics-14-5-5","anchor":"narcotics","title":"Narcotics","slug":"narcotics","depth":2,"blocks":[],"children":[{"id":"equipment-gear-addiction-14-5-5-1","anchor":"addiction","title":"Addiction","slug":"addiction","depth":3,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"Addiction roll: character must roll a Willpower (DC 6 + narcotic’s Addiction Score) check.","spans":[]},{"type":"paragraph","text":"On a failed Addiction roll, the character becomes addicted to the narcotic and must progress through the Addiction table below, beginning with Onset.","spans":[]},{"type":"table","rows":[[{"text":"Addiction Effects","spans":[]},{"text":"Addiction Effects","spans":[]}],[{"text":"Stage","spans":[]},{"text":"Effect","spans":[]}],[{"text":"Onset","spans":[]},{"text":"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.","spans":[]}],[{"text":"Dependence","spans":[]},{"text":"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.","spans":[]}],[{"text":"Addiction","spans":[]},{"text":"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.","spans":[]}]]}],"children":[]},{"id":"equipment-gear-addiction-effects-14-5-5-2","anchor":"addiction-effects","title":"Addiction Effects","slug":"addiction-effects","depth":3,"blocks":[],"children":[]},{"id":"equipment-gear-detox-14-5-5-3","anchor":"detox","title":"Detox","slug":"detox","depth":3,"blocks":[{"type":"paragraph","text":"A character suffering from an addiction may attempt a medically supervised detox. This requires:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Access to medical facilities (such as a clinic, medbay, or hospital)","spans":[]},{"text":"Uninterrupted rest there","spans":[]},{"text":"Medical supplies (cost below)","spans":[]}]},{"type":"paragraph","text":"A character actively going through detox does not make the weekly Addiction checks as normal. After detox, these resume (if applicable).","spans":[]},{"type":"table","rows":[[{"text":"Addiction Stage","spans":[]},{"text":"Time","spans":[]},{"text":"Supply Cost","spans":[]}],[{"text":"Onset","spans":[]},{"text":"2 days","spans":[]},{"text":"500 credits","spans":[]}],[{"text":"Dependence","spans":[]},{"text":"5 days","spans":[]},{"text":"3000 credits","spans":[]}],[{"text":"Addiction","spans":[]},{"text":"10 days","spans":[]},{"text":"8000 credits","spans":[]}]]},{"type":"paragraph","text":"At the end of the detox period, the character may make a Toughness or Willpower check.","spans":[]},{"type":"paragraph","text":"Detox DC = 6 + Addiction Score","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: reduce addiction by two stages (from Addiction to Onset, or from Dependence to no addiction, for example)","spans":[]},{"text":"Success: reduce addiction by one stage","spans":[]},{"text":"Failure: no change to addiction stage; suffer +1 stress","spans":[]},{"text":"Extreme failure: suffer + 1d4 stress and gain the Agonized 1 condition for 1 day","spans":[]}]},{"type":"paragraph","text":"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.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: grant +2 bonus dice to the Detox check.","spans":[]},{"text":"Success: grant +1 bonus die to the Detox check.","spans":[]}]}],"children":[]}]}]},{"id":"equipment-gear-hacking-equipment-14-6","anchor":"hacking-equipment","title":"Hacking Equipment","slug":"hacking-equipment","depth":1,"blocks":[{"type":"table","rows":[[{"text":"Rigs","spans":[]},{"text":"Rigs","spans":[]},{"text":"Rigs","spans":[]},{"text":"Rigs","spans":[]},{"text":"Rigs","spans":[]}],[{"text":"Name","spans":[]},{"text":"System Tier Access","spans":[]},{"text":"Max Software Tier","spans":[]},{"text":"Bulk","spans":[]},{"text":"Cost","spans":[]}],[{"text":"MonoTap","spans":[]},{"text":"1","spans":[]},{"text":"Tier 1","spans":[]},{"text":"1","spans":[]},{"text":"250","spans":[]}],[{"text":"DeckLite","spans":[]},{"text":"2","spans":[]},{"text":"Tier 1","spans":[]},{"text":"2","spans":[]},{"text":"400","spans":[]}],[{"text":"Raven Microdeck","spans":[]},{"text":"2","spans":[]},{"text":"Tier 2","spans":[]},{"text":"2","spans":[]},{"text":"600","spans":[]}]]}],"children":[{"id":"equipment-gear-rigs-14-6-1","anchor":"rigs","title":"Rigs","slug":"rigs","depth":2,"blocks":[{"type":"paragraph","text":"Software modules are loaded into rigs and used to perform specific tasks. Rigs must support the software’s tier to use it.","spans":[]},{"type":"table","rows":[[{"text":"Software","spans":[]},{"text":"Software","spans":[]},{"text":"Software","spans":[]},{"text":"Software","spans":[]}],[{"text":"Software","spans":[]},{"text":"Tier","spans":[]},{"text":"Notes","spans":[]},{"text":"Cost","spans":[]}],[{"text":"EchoScan","spans":[]},{"text":"1","spans":[]},{"text":"Reveals the target system's Tier and any countermeasures currently active","spans":[]},{"text":"100","spans":[]}],[{"text":"Firewall.breach","spans":[]},{"text":"1","spans":[]},{"text":"Gain a Bonus die on Bypass checks against systems up to Tier 3.","spans":[]},{"text":"150","spans":[]}],[{"text":"PhantomSig","spans":[]},{"text":"1","spans":[]},{"text":"Generates a temporary access identity using randomized system signatures","spans":[]},{"text":"175","spans":[]}],[{"text":"NullTrace","spans":[]},{"text":"1","spans":[]},{"text":"If successful, delays any trace countermeasure by 2 rounds","spans":[]},{"text":"150","spans":[]}]]}],"children":[]},{"id":"equipment-gear-software-14-6-2","anchor":"software","title":"Software","slug":"software","depth":2,"blocks":[],"children":[]},{"id":"equipment-gear-availability-14-6-3","anchor":"availability","title":"Availability","slug":"availability","depth":2,"blocks":[],"children":[]}]}]}},{"id":"chapter-exploration-15","slug":"exploration","title":"Exploration","node":{"id":"exploration-exploration-15","anchor":"exploration","title":"Exploration","slug":"exploration","depth":0,"blocks":[],"children":[]}},{"id":"chapter-hacking-16","slug":"hacking","title":"Hacking","node":{"id":"hacking-hacking-16","anchor":"hacking","title":"Hacking","slug":"hacking","depth":0,"blocks":[{"type":"paragraph","text":"Whether you’re trying to break into a high-security corporate database, access the security camera feed from a convenience store, or force security drones to view you and your allies as friendlies, hacking can be an incredibly powerful tool, depending on the campaign setting and goals.","spans":[]},{"type":"table","rows":[[{"text":"Example System Tiers and DCs","spans":[]},{"text":"Example System Tiers and DCs","spans":[]},{"text":"Example System Tiers and DCs","spans":[]}],[{"text":"Tier","spans":[]},{"text":"System Type","spans":[]},{"text":"Hacking DC","spans":[]}],[{"text":"0","spans":[]},{"text":"Public terminals, info kiosks","spans":[]},{"text":"6","spans":[]}],[{"text":"1","spans":[]},{"text":"Basic civilian tech (locks, doors)","spans":[]},{"text":"8","spans":[]}],[{"text":"2","spans":[]},{"text":"Small business systems, cameras","spans":[]},{"text":"10","spans":[]}],[{"text":"3","spans":[]},{"text":"Corporate terminals, basic ship systems","spans":[]},{"text":"12","spans":[]}],[{"text":"4","spans":[]},{"text":"Secure corp nodes, security drones","spans":[]},{"text":"14","spans":[]}],[{"text":"5","spans":[]},{"text":"Military-grade systems, ship AI","spans":[]},{"text":"16","spans":[]}],[{"text":"6+","spans":[]},{"text":"Black Ops secure servers, hostile AI","spans":[]},{"text":"18 or above","spans":[]}]]}],"children":[{"id":"hacking-optional-rule-simple-hacking-16-1","anchor":"optional-rule-simple-hacking","title":"Optional Rule: Simple Hacking","slug":"optional-rule-simple-hacking","depth":1,"blocks":[{"type":"paragraph","text":"To keep things simple and gameplay quick, the GM may choose to use Simple Hacking for all (or some) Hacking skill checks.","spans":[]},{"type":"paragraph","text":"Simple Hacking consists of making a single Hacking skill check (the DC per tier level is determined by the table above). On a success, the effect the character wished to achieve is achieved. On a failure, countermeasures kick in or the hack simply fails.","spans":[]},{"type":"paragraph","text":"For every tier of hacking equipment a character uses to help with this hack, a character receives a +1 bonus to her roll.","spans":[]}],"children":[]},{"id":"hacking-hacking-sequence-16-2","anchor":"hacking-sequence","title":"Hacking Sequence","slug":"hacking-sequence","depth":1,"blocks":[{"type":"paragraph","text":"Some coders say hacking is like an intricate dance: there are specific steps to follow and, if you skip any, the results could be bad. Each step requires a Hacking skill check against the DC of the system you’re trying to break into (taking into account any modifiers from software used and previous steps in the sequence).","spans":[]},{"type":"list","ordered":true,"items":[{"text":"Scan (optional)","spans":[]}]},{"type":"list","ordered":true,"items":[{"text":"Identify nearby systems, node type, security","spans":[]},{"text":"Grants insight into System Tier of target system, its current Alert Level, as well as possible countermeasures","spans":[]}]},{"type":"list","ordered":true,"items":[{"text":"Bypass (optional)","spans":[]}]},{"type":"list","ordered":true,"items":[{"text":"Get around static defenses (firewalls, encryption, etc)","spans":[]},{"text":"Success reduces the DC of subsequent hacking checks by 1","spans":[]}]},{"type":"list","ordered":true,"items":[{"text":"Spoof (optional)","spans":[]}]},{"type":"list","ordered":true,"items":[{"text":"Trick the system into believing you’re a valid user","spans":[]},{"text":"Success grants a Bonus die for use on the Main Hack check.","spans":[]}]},{"type":"list","ordered":true,"items":[{"text":"Main Hack","spans":[]}]},{"type":"list","ordered":true,"items":[{"text":"Perform your goal: disable cameras, steal data, etc","spans":[]},{"text":"Determines the overall success of your hack","spans":[]}]},{"type":"list","ordered":true,"items":[{"text":"Cover tracks (optional)","spans":[]}]},{"type":"list","ordered":true,"items":[{"text":"Prevent or delay detection of the intrusion","spans":[]}]}],"children":[{"id":"hacking-skipping-steps-16-2-1","anchor":"skipping-steps","title":"Skipping Steps","slug":"skipping-steps","depth":2,"blocks":[{"type":"paragraph","text":"Every step except the Main Hack is optional and players may choose to skip them to save time or because they do not have appropriate gear. Each skipped step adds:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"One Penalty Die to Main Hack check","spans":[]},{"text":"Increased Alert Level","spans":[]}]}],"children":[]},{"id":"hacking-countermeasures-alert-level-16-2-2","anchor":"countermeasures-alert-level","title":"Countermeasures & Alert Level","slug":"countermeasures-alert-level","depth":2,"blocks":[{"type":"paragraph","text":"Many systems include either (or both) passive and active countermeasures to safeguard them from unwanted intrusion. These range from simple access logs that prove someone was in the system to advanced active countermeasures like Spikes, which can disrupt the hack, detect the location of the hacker, or even damage the hacker’s rig.","spans":[]},{"type":"paragraph","text":"These countermeasures work together to keep systems safe. They only trigger when illicit activity is detected - this is known as the system’s Alert Level.","spans":[]},{"type":"paragraph","text":"For each failed (or skipped) step, the system’s Alert Level goes up by 1. When it reaches 5, the system is fully aware it is being infiltrated and will use its countermeasures to full effect.","spans":[]},{"type":"paragraph","text":"Some countermeasures may activate before the system’s Alert Level gets to 5, and some systems have a constant alert level higher than 0 even before the hacking begins.","spans":[]}],"children":[]},{"id":"hacking-hacking-gear-16-2-3","anchor":"hacking-gear","title":"Hacking Gear","slug":"hacking-gear","depth":2,"blocks":[{"type":"paragraph","text":"Hacking gear comes in two types: hardware and software. For a full list, see the section in Equipment & Gear","spans":[]}],"children":[{"id":"hacking-hardware-rigs-16-2-3-1","anchor":"hardware-rigs","title":"Hardware (Rigs)","slug":"hardware-rigs","depth":3,"blocks":[{"type":"paragraph","text":"Rigs have tiers, just as enemy systems have tiers. To hack into a system, the hacker’s rig tier must be equal to or greater than the system’s tier. To use software on the rig, the rig tier must be equal to or greater than the software’s tier.","spans":[]},{"type":"paragraph","text":"Rigs are limited; most can only handle a small number of programs loaded at once. Loading or unloading a program takes ten minutes, so choose your loadout carefully.","spans":[]}],"children":[]},{"id":"hacking-software-16-2-3-2","anchor":"software","title":"Software","slug":"software","depth":3,"blocks":[{"type":"paragraph","text":"Software is really the backbone of any hacking attempt. These are code snippets and scripts used to perform specific functions during a hack. To perform a hacking Scan, for example, a character is required to have software that can perform the Scan active on his rig. Many software packages allow more than one hack type, and some even provide bonuses to those hacks.","spans":[]},{"type":"paragraph","text":"A character may attempt to use software of a lower tier than the system he is breaking into during a hack, if he wishes. Doing so increases the DC of the hack by the difference in tiers. For example, attempting to use a Tier 1 scan program on a Tier 3 system would result in a DC of 11 (base DC for hacking a Tier 3 system is 9, the difference between Tier 1 and Tier 3 is two, 9 + 2 = 11). Conversely, using software of a higher tier than the system reduces the DC by the difference in tiers.","spans":[]}],"children":[]}]}]},{"id":"hacking-data-decryption-16-3","anchor":"data-decryption","title":"Data Decryption","slug":"data-decryption","depth":1,"blocks":[{"type":"paragraph","text":"Sometimes, characters need to decrypt data. Yay!","spans":[]}],"children":[]}]}},{"id":"chapter-health-wounds-17","slug":"health-wounds","title":"Health & Wounds","node":{"id":"health-wounds-health-wounds-17","anchor":"health-wounds","title":"Health & Wounds","slug":"health-wounds","depth":0,"blocks":[{"type":"paragraph","text":"Every character’s health is tracked through wounds. When he takes damage, a character translates the damage taken into wounds, and keeps track of the severity. You can think of severities as a pyramid: at the base are light wounds (4 of them). After two light wounds have been received, a character suffers one moderate wound (middle of the pyramid). After two moderate wounds have been suffered, he takes a heavy wound (top of the pyramid). At that point, he is incapacitated or even dead.","spans":[]},{"type":"paragraph","text":"This means that taking damage can quickly kill a character. Taking damage at once (without armour or other ways to mitigate it) would outright kill or incapacitate him.","spans":[]}],"children":[{"id":"health-wounds-wound-tracking-17-1","anchor":"wound-tracking","title":"Wound Tracking","slug":"wound-tracking","depth":1,"blocks":[{"type":"paragraph","text":"On your character sheet, you will see a section for wound tracking. If you do not have access to a character sheet, you can keep track of it in this basic way:","spans":[]},{"type":"image","src":"assets/images/image1.png","alt":"Rules image"}],"children":[]},{"id":"health-wounds-wound-severity-effects-17-2","anchor":"wound-severity-effects","title":"Wound Severity Effects","slug":"wound-severity-effects","depth":1,"blocks":[{"type":"paragraph","text":"Light wounds do not cause any adverse effects mechanically (besides being that much closer to more severe wounds or death).","spans":[]},{"type":"paragraph","text":"Moderate wounds reduce a character’s movement speed by 10 feet each (so with two moderate wounds, movement speed is reduced by 20 feet)","spans":[]},{"type":"paragraph","text":"A heavy wound incapacitates a character entirely. He is unconscious. A character with a heavy wound is in desperate need of medical aid and gains the Dying condition.","spans":[]}],"children":[]},{"id":"health-wounds-healing-17-3","anchor":"healing","title":"Healing","slug":"healing","depth":1,"blocks":[{"type":"paragraph","text":"Sources for healing are few and far between, while recovering from the physical trauma of a wound takes time.","spans":[]},{"type":"paragraph","text":"While in combat, treatment of Light and Moderate wounds may only be attempted once per character per wound. Once out of combat, multiple attempts are allowed. For all failed wound treatments, the wounded character receives +1 Stress.","spans":[]},{"type":"paragraph","text":"Light wounds may be healed on the battlefield in 10 minutes with a successful First Aid check (DC8).","spans":[]},{"type":"paragraph","text":"Moderate wounds may be patched on the battlefield as well, but they require a much more difficult First Aid (DC12) check and take 1 hour to patch up. The movement impairment effect from a moderate wound remains until the character has spent time resting/healing in down time (in a hospital for a day, or convalescing for a week).","spans":[]},{"type":"paragraph","text":"Heavy wounds cannot be treated on the battlefield at all, aside from stopping the character from bleeding out. A character with a heavy wound may not receive battlefield healing for any other wounds they carry. Recovery from a heavy wound takes weeks or months with constant medical attention (preferably in a hospital). A character with a heavy wound (even if it’s been healed) may not receive battlefield healing for light wounds.","spans":[]},{"type":"paragraph","text":"Outside of combat, characters passively heal up to 1 Light wound per day. Characters do not heal Moderate or Heavy wounds this way.","spans":[]}],"children":[]},{"id":"health-wounds-poisons-and-toxins-17-4","anchor":"poisons-and-toxins","title":"Poisons and Toxins","slug":"poisons-and-toxins","depth":1,"blocks":[],"children":[]}]}},{"id":"chapter-movement-18","slug":"movement","title":"Movement","node":{"id":"movement-movement-18","anchor":"movement","title":"Movement","slug":"movement","depth":0,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[{"id":"movement-movement-bonuses-and-penalties-18-1","anchor":"movement-bonuses-and-penalties","title":"Movement Bonuses and Penalties","slug":"movement-bonuses-and-penalties","depth":1,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[{"id":"movement-bonuses-18-1-1","anchor":"bonuses","title":"Bonuses","slug":"bonuses","depth":2,"blocks":[{"type":"paragraph","text":"Each movement bonus increases your movement speed by 10 ft. Your total movement speed cannot be more than double your normal movement speed.","spans":[]}],"children":[]},{"id":"movement-penalties-18-1-2","anchor":"penalties","title":"Penalties","slug":"penalties","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[]}]},{"id":"movement-types-of-movement-18-2","anchor":"types-of-movement","title":"Types of Movement","slug":"types-of-movement","depth":1,"blocks":[{"type":"table","rows":[[{"text":"Type of Movement","spans":[]},{"text":"Penalty","spans":[]}],[{"text":"Walking or running","spans":[]},{"text":"None","spans":[]}],[{"text":"Crawling (moving while prone)","spans":[]},{"text":"+1 movement penalty","spans":[]}],[{"text":"Swimming","spans":[]},{"text":"+2 movement penalties (while swimming; see Swimming)","spans":[{"text":"Swimming","href":"#h.95rit9r9dylz","style":"link_underline"}]}],[{"text":"Climbing","spans":[]},{"text":"+2 movement penalties (while climbing; see Climbing)","spans":[{"text":"Climbing","href":"#h.lfg5zzxrnf0j","style":"link_underline"}]}]]}],"children":[]},{"id":"movement-standing-from-prone-18-3","anchor":"standing-from-prone","title":"Standing from prone","slug":"standing-from-prone","depth":1,"blocks":[{"type":"paragraph","text":"Standing up must be done as part of a move action and uses 15 feet of movement.","spans":[]}],"children":[]},{"id":"movement-swimming-18-4","anchor":"swimming","title":"Swimming","slug":"swimming","depth":1,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Encumbrance increases the DC by +2.","spans":[]},{"text":"Heavy encumbrance increases the DC by +6.","spans":[]},{"text":"While a character is swimming, regular encumbrance checks do not apply.","spans":[]},{"text":"Dragging something is impossible while swimming.","spans":[]}]}],"children":[{"id":"movement-swimming-check-results-18-4-1","anchor":"swimming-check-results","title":"Swimming check results:","slug":"swimming-check-results","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Extreme Success: navigate the water well; reduce movement penalty by -1.","spans":[]},{"text":"Success: swim at normal speed without issue.","spans":[]},{"text":"Failure: swim is more draining than expected; receive +1 movement penalty.","spans":[]},{"text":"Extreme Failure: gain the Asphyxiating condition.","spans":[{"text":"Asphyxiating","href":"#h.dbbxz8i2mood","style":"link_underline"}]}]},{"type":"list","ordered":false,"items":[{"text":"If the character is close to the surface, a successful Asphyxiation check immediately removes this condition.","spans":[]},{"text":"While asphyxiating during swimming, gain +1 movement penalty.","spans":[]}]}],"children":[]}]},{"id":"movement-climbing-18-5","anchor":"climbing","title":"Climbing","slug":"climbing","depth":1,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Encumbrance increases the DC by +2.","spans":[]},{"text":"Heavy encumbrance increases the DC by +6.","spans":[]},{"text":"Dragging objects or characters while climbing is impossible.","spans":[]}]}],"children":[{"id":"movement-climbing-check-results-18-5-1","anchor":"climbing-check-results","title":"Climbing check results:","slug":"climbing-check-results","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"Extreme success: handholds are easier to find than expected; reduce movement penalty by -1.","spans":[]},{"text":"Success: climb succeeds as normal.","spans":[]},{"text":"Failure: climb takes longer than expected; receive +1 movement penalty.","spans":[]},{"text":"Extreme failure: climb results in a fall (GM determines distance; see Falling below)","spans":[{"text":"Falling","href":"#h.tshorzmqqxvs","style":"link_underline"}]}]}],"children":[]},{"id":"movement-falling-18-5-2","anchor":"falling","title":"Falling","slug":"falling","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"table","rows":[[{"text":"Distance fallen","spans":[]},{"text":"Fall Severity roll","spans":[]}],[{"text":"Melee","spans":[]},{"text":"1d12 -2","spans":[]}],[{"text":"Very Near","spans":[]},{"text":"1d12 -1","spans":[]}],[{"text":"Near","spans":[]},{"text":"1d12","spans":[]}],[{"text":"Medium","spans":[]},{"text":"1d12 +2","spans":[]}],[{"text":"Long","spans":[]},{"text":"1d12 +4","spans":[]}],[{"text":"Very Long","spans":[]},{"text":"1d12 +6","spans":[]}],[{"text":"Extreme","spans":[]},{"text":"1d12 +9","spans":[]}]]},{"type":"paragraph","text":"Once you’ve made the Fall Severity roll, compare the result to the Fall Severity table. All damage from falling is unmitigated damage.","spans":[]},{"type":"table","rows":[[{"text":"Fall Severity","spans":[]},{"text":"Fall Severity","spans":[]}],[{"text":"Fall Severity roll result","spans":[]},{"text":"Outcome","spans":[]}],[{"text":"1-3","spans":[]},{"text":"No damage.","spans":[]}],[{"text":"4-6","spans":[]},{"text":"Take 1 damage.","spans":[]}],[{"text":"7-8","spans":[]},{"text":"Take 2 damage.","spans":[]}],[{"text":"9-10","spans":[]},{"text":"Take 3 damage and become Stunned for 1 round.","spans":[]}],[{"text":"11-12","spans":[]},{"text":"Take 4 damage and become Stunned for 2 rounds.","spans":[]}],[{"text":"13-15","spans":[]},{"text":"Take 6 damage and become Unconscious.","spans":[]}],[{"text":"16+","spans":[]},{"text":"Take 8 damage.","spans":[]}]]}],"children":[]}]},{"id":"movement-carrying-capacity-18-6","anchor":"carrying-capacity","title":"Carrying Capacity","slug":"carrying-capacity","depth":1,"blocks":[{"type":"paragraph","text":"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).","spans":[]},{"type":"paragraph","text":"The formula for determining a character’s carrying capacity can be found in the Character Creation section.","spans":[]},{"type":"table","rows":[[{"text":"Item Type","spans":[]},{"text":"Bulk","spans":[]},{"text":"Approximate Weight","spans":[]}],[{"text":"Light gear","spans":[]},{"text":"1","spans":[]},{"text":"5 lbs","spans":[]}],[{"text":"Medium gear","spans":[]},{"text":"2","spans":[]},{"text":"10 lbs","spans":[]}],[{"text":"Heavy gear","spans":[]},{"text":"3+","spans":[]},{"text":"15 lbs or more","spans":[]}],[{"text":"Storage crates, containers","spans":[]},{"text":"4-5 (or more)","spans":[]},{"text":"20 lbs or more","spans":[]}],[{"text":"Incapacitated Teammate","spans":[]},{"text":"30","spans":[]},{"text":"150 lbs or more","spans":[]}]]}],"children":[{"id":"movement-encumbrance-18-6-1","anchor":"encumbrance","title":"Encumbrance","slug":"encumbrance","depth":2,"blocks":[{"type":"paragraph","text":"Attempting to carry gear beyond a character’s carrying capacity encumbers the character. This imposes +1 movement penalty.","spans":[]},{"type":"paragraph","text":"If a character is encumbered for an hour or more, they must roll an Endurance (DC6) encumbrance check.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Success: they continue normally for another hour","spans":[]},{"text":"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.","spans":[]}]}],"children":[]},{"id":"movement-heavy-encumbrance-18-6-2","anchor":"heavy-encumbrance","title":"Heavy Encumbrance","slug":"heavy-encumbrance","depth":2,"blocks":[{"type":"paragraph","text":"Attempting to carry more than double your carrying capacity or failing an encumbrance check heavily encumbers you.","spans":[]},{"type":"paragraph","text":"While heavily encumbered:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Gain +2 movement penalties.","spans":[]},{"text":"You suffer +1 penalty die to all REF-based skill checks.","spans":[]},{"text":"You cannot Fully Commit.","spans":[]}]},{"type":"paragraph","text":"At the start of each of your turns while heavily encumbered, roll an Endurance (DC6) encumbrance check.\n Each consecutive turn you remain heavily encumbered increases the DC by +1.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Success: you may act normally this turn.","spans":[]},{"text":"Failure: you must either drop the load or suffer 1 Stress.","spans":[]},{"text":"Extreme Failure: you suffer 1 damage and must either drop the load or fall prone.","spans":[]}]},{"type":"paragraph","text":"The DC resets to 6 once you drop below heavy encumbrance or rest for at least ten minutes.","spans":[]}],"children":[]},{"id":"movement-too-much-weight-18-6-3","anchor":"too-much-weight","title":"Too Much Weight","slug":"too-much-weight","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[]},{"id":"movement-dragging-objects-and-characters-18-6-4","anchor":"dragging-objects-and-characters","title":"Dragging Objects and Characters","slug":"dragging-objects-and-characters","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[]}]}]}},{"id":"chapter-nanomancy-19","slug":"nanomancy","title":"Nanomancy","node":{"id":"nanomancy-nanomancy-19","anchor":"nanomancy","title":"Nanomancy","slug":"nanomancy","depth":0,"blocks":[{"type":"paragraph","text":"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?","spans":[]},{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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.","spans":[]}],"children":[{"id":"nanomancy-nanite-density-19-1","anchor":"nanite-density","title":"Nanite Density","slug":"nanite-density","depth":1,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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.","spans":[]},{"type":"table","rows":[[{"text":"D12 roll","spans":[]},{"text":"Nanite Density","spans":[]}],[{"text":"1","spans":[]},{"text":"None (0)","spans":[]}],[{"text":"2-4","spans":[]},{"text":"Low (1)","spans":[]}],[{"text":"5-8","spans":[]},{"text":"Medium (2)","spans":[]}],[{"text":"9-11","spans":[]},{"text":"High (3)","spans":[]}],[{"text":"12","spans":[]},{"text":"Extreme (4)","spans":[]}]]}],"children":[{"id":"nanomancy-local-nd-19-1-1","anchor":"local-nd","title":"Local ND","slug":"local-nd","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[]},{"id":"nanomancy-emp-effects-19-1-2","anchor":"emp-effects","title":"EMP Effects","slug":"emp-effects","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[]},{"id":"nanomancy-nanite-density-of-0-19-1-3","anchor":"nanite-density-of-0","title":"Nanite Density of 0","slug":"nanite-density-of-0","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[]}]},{"id":"nanomancy-using-nanomancy-19-2","anchor":"using-nanomancy","title":"Using Nanomancy","slug":"using-nanomancy","depth":1,"blocks":[{"type":"paragraph","text":"To use a Nanomantic Effect, you must have the Nanomancy feat and:","spans":[]},{"type":"paragraph","text":"Roll 1d12 + MENT + Stress (DC determined by the Nanomantic Effect)","spans":[]},{"type":"paragraph","text":"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.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: effect heightened; use the critical hit table. Instead of applying extra damage, raise the ND for the effect by that much.","spans":[{"text":"critical hit","href":"#h.roym21kdsxwk","style":"link_underline"}]}]},{"type":"list","ordered":false,"items":[{"text":"Success: effect occurs as normal.","spans":[]},{"text":"Failure: effect fails; no result.","spans":[]},{"text":"Extreme Failure: effect fails; no result. Gain +1 stress. If this would raise your stress above 4, instead take 1 unmitigated damage.","spans":[]}]},{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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.","spans":[]}],"children":[{"id":"nanomancy-nanomancy-fields-19-2-1","anchor":"nanomancy-fields","title":"Nanomancy Fields","slug":"nanomancy-fields","depth":2,"blocks":[{"type":"paragraph","text":"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.","spans":[]}],"children":[{"id":"nanomancy-burner-19-2-1-1","anchor":"burner","title":"Burner","slug":"burner","depth":3,"blocks":[{"type":"paragraph","text":"Nanites that are designed to manipulate and work with energy. The most common forms of energy manipulation are temperature (heat and cold) and electricity.","spans":[]},{"type":"paragraph","text":"If a Nanomancer’s primary field is Burner, they gain:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"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.","spans":[]},{"text":"Suffer 1 less damage (minimum 1) from energy sources (extreme temperature, electricity, lasers, etc)","spans":[]}]}],"children":[]},{"id":"nanomancy-physic-19-2-1-2","anchor":"physic","title":"Physic","slug":"physic","depth":3,"blocks":[{"type":"paragraph","text":"Nanites that work with the human body, often designed as a healing system. These were not programmed with ‘Do No Harm’.","spans":[]},{"type":"paragraph","text":"If a Nanomancer’s primary field is Physic, they gain:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Gain a +ND modifier to all dying checks and checks to end physical conditions.","spans":[]}]}],"children":[]},{"id":"nanomancy-kinetic-19-2-1-3","anchor":"kinetic","title":"Kinetic","slug":"kinetic","depth":3,"blocks":[{"type":"paragraph","text":"Interactions with physical objects; kinetic nanites are ones that focus on moving or lifting things.","spans":[]},{"type":"paragraph","text":"If a Nanomancer’s primary field is Kinetic, they gain:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Gain a +ND modifier to all Athletics, Powerlift, Finesse, and Balance checks.","spans":[]}]}],"children":[]}]},{"id":"nanomancy-nanomantic-effects-19-2-2","anchor":"nanomantic-effects","title":"Nanomantic Effects","slug":"nanomantic-effects","depth":2,"blocks":[{"type":"table","rows":[[{"text":"Burner Effects","spans":[]},{"text":"Burner Effects","spans":[]},{"text":"Burner Effects","spans":[]},{"text":"Burner Effects","spans":[]},{"text":"Burner Effects","spans":[]},{"text":"Burner Effects","spans":[]}],[{"text":"Name","spans":[]},{"text":"DC","spans":[]},{"text":"Range","spans":[]},{"text":"Stress Cost","spans":[]},{"text":"Action cost","spans":[]},{"text":"Effect","spans":[]}],[{"text":"Thermal Bloom","spans":[]},{"text":"8","spans":[]},{"text":"Near","spans":[]},{"text":"+1","spans":[]},{"text":"2","spans":[]},{"text":"Burst of heat energy at target location; deal half ND (rounded up) damage to anything within Very Near range of target.","spans":[]}],[{"text":"Absolute Zero","spans":[]},{"text":"9","spans":[]},{"text":"Very Near","spans":[]},{"text":"+2","spans":[]},{"text":"2","spans":[]},{"text":"Removal of all heat at target location; deal 2 * ND damage to anything within melee range of target.","spans":[]}],[{"text":"Static Burst","spans":[]},{"text":"7","spans":[]},{"text":"Very Near","spans":[]},{"text":"2 + 1 per action used","spans":[]},{"text":"1 to 3","spans":[]},{"text":"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.","spans":[{"text":"EMP (0 + ND)","href":"#h.pr5v7porf3q1","style":"link_underline"}]}],[{"text":"Nullify","spans":[]},{"text":"-","spans":[]},{"text":"Very Near","spans":[]},{"text":"+1","spans":[]},{"text":"1 reaction","spans":[]},{"text":"Counter a Nanomantic Effect. DC = the effect’s Nanomancy roll.","spans":[]}],[{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}]]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: negate the effect. In addition, that effect cannot be attempted again for 1 * ND minute(s).","spans":[]},{"text":"Success: negate the effect.","spans":[]}]},{"type":"table","rows":[[{"text":"Physic Effects","spans":[]},{"text":"Physic Effects","spans":[]},{"text":"Physic Effects","spans":[]},{"text":"Physic Effects","spans":[]},{"text":"Physic Effects","spans":[]},{"text":"Physic Effects","spans":[]}],[{"text":"Name","spans":[]},{"text":"DC","spans":[]},{"text":"Range","spans":[]},{"text":"Stress Cost","spans":[]},{"text":"Action Cost","spans":[]},{"text":"Effect","spans":[]}],[{"text":"Regenerative Cloud","spans":[]},{"text":"11","spans":[]},{"text":"Melee","spans":[]},{"text":"3 + 1 per action used","spans":[]},{"text":"1 to 3","spans":[]},{"text":"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.","spans":[]}],[{"text":"Knit Together","spans":[]},{"text":"9 - ND","spans":[]},{"text":"Melee","spans":[]},{"text":"2","spans":[]},{"text":"2","spans":[]},{"text":"Heal up to 1 + half ND (rounded up) light or moderate wounds on target creature.","spans":[]}],[{"text":"Exsanguinate","spans":[]},{"text":"7","spans":[]},{"text":"Melee","spans":[]},{"text":"1","spans":[]},{"text":"1","spans":[]},{"text":"Give target Bleeding (1 + ND).","spans":[{"text":"Bleeding (1 + ND)","href":"#h.bxuyd85drjou","style":"link_underline"}]}],[{"text":"Horrifying Hallucinations","spans":[]},{"text":"9","spans":[]},{"text":"Melee","spans":[]},{"text":"2","spans":[]},{"text":"2","spans":[]},{"text":"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.","spans":[{"text":"Blinded","href":"#h.ydl52popm3kj","style":"link_underline"}]}],[{"text":"Macabre Puppeteering","spans":[]},{"text":"12","spans":[]},{"text":"Melee","spans":[]},{"text":"3","spans":[]},{"text":"3","spans":[]},{"text":"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.","spans":[]}]]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: this effect may heal (and will prioritize) moderate wounds.","spans":[]}]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: you may heal heavy wounds with this effect as well.","spans":[]},{"text":"Failure: give target Bleeding (1)","spans":[{"text":"Bleeding (1)","href":"#h.bxuyd85drjou","style":"link_underline"}]},{"text":"Extreme failure: give target Bleeding (2).","spans":[{"text":"Bleeding (2)","href":"#h.bxuyd85drjou","style":"link_underline"}]}]},{"type":"list","ordered":false,"items":[{"text":"Extreme success: target gains +2 stress at the end of each of their turns instead.","spans":[]}]},{"type":"table","rows":[[{"text":"Kinetic Effects","spans":[]},{"text":"Kinetic Effects","spans":[]},{"text":"Kinetic Effects","spans":[]},{"text":"Kinetic Effects","spans":[]},{"text":"Kinetic Effects","spans":[]},{"text":"Kinetic Effects","spans":[]}],[{"text":"Name","spans":[]},{"text":"DC","spans":[]},{"text":"Range","spans":[]},{"text":"Stress Cost","spans":[]},{"text":"Action Cost","spans":[]},{"text":"Effect","spans":[]}],[{"text":"Push/Pull","spans":[]},{"text":"5","spans":[]},{"text":"Long","spans":[]},{"text":"1","spans":[]},{"text":"2","spans":[]},{"text":"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.","spans":[]}],[{"text":"Crush","spans":[]},{"text":"9","spans":[]},{"text":"Medium","spans":[]},{"text":"2","spans":[]},{"text":"1","spans":[]},{"text":"Deal 1 + ND damage. If target is Immobile, double the damage dealt.","spans":[{"text":"Immobile","href":"#h.i4ndc4959ij","style":"link_underline"}]}],[{"text":"Hold","spans":[]},{"text":"7","spans":[]},{"text":"Medium","spans":[]},{"text":"3","spans":[]},{"text":"3","spans":[]},{"text":"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.","spans":[{"text":"Immobile","href":"#h.i4ndc4959ij","style":"link_underline"}]}],[{"text":"Shrapnel","spans":[]},{"text":"8","spans":[]},{"text":"Near","spans":[]},{"text":"0 + 1 per action used","spans":[]},{"text":"1 to 3","spans":[]},{"text":"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.","spans":[]}],[{"text":"Scrap Shield","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]}]]}],"children":[]}]},{"id":"nanomancy-fine-control-19-3","anchor":"fine-control","title":"Fine Control","slug":"fine-control","depth":1,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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.","spans":[]}],"children":[{"id":"nanomancy-range-19-3-1","anchor":"range","title":"Range","slug":"range","depth":2,"blocks":[{"type":"paragraph","text":"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).","spans":[]}],"children":[]}]},{"id":"nanomancy-stress-is-both-cost-and-fuel-19-4","anchor":"stress-is-both-cost-and-fuel","title":"Stress is Both Cost and Fuel","slug":"stress-is-both-cost-and-fuel","depth":1,"blocks":[{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"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.","spans":[]},{"type":"paragraph","text":"Once your stress reaches PTSD range (6+), Nanomancy becomes impossible to exert fine control over:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Nanomantic Effects used must be resolved at its full listed magnitude, range, and area, and cannot exclude unintended targets.","spans":[]},{"text":"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).","spans":[]}]}],"children":[]}]}},{"id":"chapter-resting-20","slug":"resting","title":"Resting","node":{"id":"resting-resting-20","anchor":"resting","title":"Resting","slug":"resting","depth":0,"blocks":[{"type":"paragraph","text":"Outside of Downtime, resting","spans":[]}],"children":[]}},{"id":"chapter-robots-21","slug":"robots","title":"Robots","node":{"id":"robots-robots-21","anchor":"robots","title":"Robots","slug":"robots","depth":0,"blocks":[],"children":[]}},{"id":"chapter-running-the-game-22","slug":"running-the-game","title":"Running the Game","node":{"id":"running-the-game-running-the-game-22","anchor":"running-the-game","title":"Running the Game","slug":"running-the-game","depth":0,"blocks":[{"type":"paragraph","text":"What does a game of Whisperspace look like? How can you plan a long-form campaign in this setting? A one-shot? Here you will find recommendations and tools for Game Masters looking to run Whisperspace games. Nothing here is set in stone; everything here is meant as advice or to be helpful. If you think the game runs better for your table when you alter these ideas or ignore them entirely, please do that.","spans":[]},{"type":"paragraph","text":"As the Game Master, it is your responsibility to tailor the world of Whisperspace as well as the rules themselves to create as entertaining an experience for your players as you can. To that end, this section contains tables to generate random encounters, stat blocks for various NPCs, villains, and monsters for you to challenge your players with, and an introductory adventure you can open up and run as-is or modified however you wish. Ready? Good. Let’s dive in.","spans":[]}],"children":[{"id":"running-the-game-enemy-npcs-villains-and-monsters-22-1","anchor":"enemy-npcs-villains-and-monsters","title":"Enemy NPCs, Villains, and Monsters","slug":"enemy-npcs-villains-and-monsters","depth":1,"blocks":[],"children":[]}]}},{"id":"chapter-starships-23","slug":"starships","title":"Starships","node":{"id":"starships-starships-23","anchor":"starships","title":"Starships","slug":"starships","depth":0,"blocks":[{"type":"paragraph","text":"Ships are an integral part of Whisperspace; without them, inter-planetary travel would be impossible, and the mysteries of Whisperspace itself would be impossible to unlock. From tiny and cramped single-seat craft to massive cargo transports or truly awe-inspiring capital ships, they vary widely in mass, hull structure, and engine power.","spans":[]}],"children":[{"id":"starships-ship-movement-23-1","anchor":"ship-movement","title":"Ship Movement","slug":"ship-movement","depth":1,"blocks":[{"type":"paragraph","text":"To keep ship movement simple and intuitive, Whisperspace uses three basic stats:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Ship Size - how physically large the vessel is (0–6). The bigger the ship, the more capabilities it likely has, but the worse it is at maneuvering.","spans":[]},{"text":"Drive Rating - how powerful the engines are (1–5). This affects both cruise speed (how quickly you can get places at sublight) and maneuverability.","spans":[]},{"text":"Maneuverability - how agile the ship feels in motion (derived from Drive, thrusters, and Size; see Building Your Own Ships).","spans":[{"text":"Building Your Own Ships","href":"#h.70rde87pnwkx","style":"link_underline"}]}]}],"children":[{"id":"starships-high-g-forces-23-1-1","anchor":"high-g-forces","title":"High G-forces","slug":"high-g-forces","depth":2,"blocks":[{"type":"paragraph","text":"A ship’s standard movement rate applies only minimum g-forces to the ship and its inhabitants, however they are often capable of accelerating and changing direction more quickly. This can be dangerous for the crew or even the ship’s own structural integrity, but it does provide benefits in pursuit, escape, or combat encounters.","spans":[]}],"children":[{"id":"starships-what-are-high-g-maneuvers-23-1-1-1","anchor":"what-are-high-g-maneuvers","title":"What are High-G Maneuvers?","slug":"what-are-high-g-maneuvers","depth":3,"blocks":[{"type":"paragraph","text":"High-G Maneuvers represent pushing a ship beyond safe operating limits for a brief period of time. Examples include:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Evasive Maneuvers: sudden, violent course changes to avoid incoming fire or collisions.","spans":[]},{"text":"Hard Burn: extreme acceleration intended to rapidly close distance, escape pursuit, or reposition.","spans":[]}]}],"children":[]},{"id":"starships-declaring-a-high-g-maneuver-23-1-1-2","anchor":"declaring-a-high-g-maneuver","title":"Declaring a High-G Maneuver","slug":"declaring-a-high-g-maneuver","depth":3,"blocks":[{"type":"paragraph","text":"When a pilot initiates a High-G Maneuver, they must declare a G-Level, representing how extreme the maneuver will be.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"A pilot may choose any G-Level up to the ship’s Maneuver rating.","spans":[]},{"text":"A pilot may not choose a G-Level higher than their Piloting skill rank.","spans":[]},{"text":"Higher G-Levels provide greater benefits, but dramatically increase risk to the crew and the ship.","spans":[]}]}],"children":[]}]},{"id":"starships-evasive-maneuvers-23-1-2","anchor":"evasive-maneuvers","title":"Evasive Maneuvers","slug":"evasive-maneuvers","depth":2,"blocks":[{"type":"paragraph","text":"When a ship attempts evasive maneuvers in combat, the GM will call for a Piloting check against the ship’s Evasive DC, which is based on its Size and Maneuverability.","spans":[]}],"children":[]},{"id":"starships-travel-time-23-1-3","anchor":"travel-time","title":"Travel Time","slug":"travel-time","depth":2,"blocks":[{"type":"paragraph","text":"For gameplay pacing, travel distances within a star system are divided into travel segments (legs).","spans":[]},{"type":"paragraph","text":"A typical leg could represent distances such as:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Between two planets","spans":[]},{"text":"From a planet to the nearest Whisperspace entrance","spans":[]},{"text":"From a station to a drop point in space","spans":[]}]},{"type":"paragraph","text":"Some destinations could have multiple segments; for example, a far-away Whisperspace entrance might be 3 legs from you.","spans":[]}],"children":[]},{"id":"starships-travel-time-per-segment-23-1-4","anchor":"travel-time-per-segment","title":"Travel Time Per Segment","slug":"travel-time-per-segment","depth":2,"blocks":[{"type":"paragraph","text":"The ship’s Drive Rating determines how quickly it completes each leg.","spans":[]},{"type":"table","rows":[[{"text":"Drive Rating","spans":[]},{"text":"Assessment","spans":[]},{"text":"Time per Leg","spans":[]}],[{"text":"1","spans":[]},{"text":"Slow","spans":[]},{"text":"~2 hours","spans":[]}],[{"text":"2","spans":[]},{"text":"Standard","spans":[]},{"text":"~1 hour","spans":[]}],[{"text":"3","spans":[]},{"text":"Fast","spans":[]},{"text":"~45 minutes","spans":[]}],[{"text":"4–5","spans":[]},{"text":"Very Fast","spans":[]},{"text":"~20–30 min","spans":[]}]]}],"children":[]}]},{"id":"starships-basic-functions-every-ship-has-these-23-2","anchor":"basic-functions-every-ship-has-these","title":"Basic Functions (Every Ship Has These)","slug":"basic-functions-every-ship-has-these","depth":1,"blocks":[{"type":"paragraph","text":"Every ship can be assumed to have rudimentary systems on board, unless otherwise noted. These systems include:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Propulsion (drive rating: 0, enough to maneuver to dock, not much more)","spans":[]},{"text":"Scanners (short-range radar, thermal imaging, hull integrity monitoring)","spans":[]},{"text":"Communications (unencrypted radio and distress beacon)","spans":[]},{"text":"Power (a minimal reactor sufficient for Basic Functions)","spans":[]},{"text":"Life Support (oxygen, temperature, pressure, artificial gravity)","spans":[]},{"text":"Computer Core (basic navigation capabilities, power routing)","spans":[]},{"text":"Navigation (standard positional data and rudimentary autopilot)","spans":[]},{"text":"Docking (universal docking collar, airlock, pressure seals)","spans":[]},{"text":"Emergency Systems (fire suppression, sealant foam)","spans":[]}]},{"type":"paragraph","text":"These systems do not require module slots. A starship without them is no longer a starship. Note that a Whisper Drive is not part of a ship’s basic systems; it must be installed as a module to enable travel between systems.","spans":[]}],"children":[]},{"id":"starships-stock-ship-models-23-3","anchor":"stock-ship-models","title":"Stock Ship Models","slug":"stock-ship-models","depth":1,"blocks":[{"type":"paragraph","text":"These ships are ready-to-use examples that can be bought, stolen, or encountered as NPC ships. You can also use them as templates for your own designs.","spans":[]},{"type":"paragraph","text":"To save room in this version of the rulebook, I’ve put these in another document: Whisperspace Prebuilt Ships","spans":[]}],"children":[]},{"id":"starships-building-your-own-ships-23-4","anchor":"building-your-own-ships","title":"Building Your Own Ships","slug":"building-your-own-ships","depth":1,"blocks":[{"type":"paragraph","text":"Starships in Whisperspace are modular machines built from a hull and a selection of modules. Whether you want to build a one-person courier pod or a colossal capital warship, just follow the steps below.","spans":[]}],"children":[{"id":"starships-1-choose-a-ship-size-0-6-23-4-1","anchor":"1-choose-a-ship-size-0-6","title":"1. Choose a Ship Size (0-6)","slug":"1-choose-a-ship-size-0-6","depth":2,"blocks":[{"type":"paragraph","text":"A ship’s size determines:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Base cost","spans":[]},{"text":"Base hull points","spans":[]},{"text":"Available module slots","spans":[]},{"text":"Maneuverability","spans":[]}]},{"type":"table","rows":[[{"text":"Ship Sizes","spans":[]},{"text":"Ship Sizes","spans":[]},{"text":"Ship Sizes","spans":[]},{"text":"Ship Sizes","spans":[]},{"text":"Ship Sizes","spans":[]},{"text":"Ship Sizes","spans":[]},{"text":"Ship Sizes","spans":[]}],[{"text":"Size","spans":[]},{"text":"Example","spans":[]},{"text":"Crew","spans":[]},{"text":"Power","spans":[]},{"text":"Module Slots","spans":[]},{"text":"Hull","spans":[]},{"text":"Base Cost","spans":[]}],[{"text":"0","spans":[]},{"text":"Pod","spans":[]},{"text":"1–2","spans":[]},{"text":"2","spans":[]},{"text":"1","spans":[]},{"text":"4","spans":[]},{"text":"15000","spans":[]}],[{"text":"1","spans":[]},{"text":"Craft","spans":[]},{"text":"1–5","spans":[]},{"text":"4","spans":[]},{"text":"3","spans":[]},{"text":"6","spans":[]},{"text":"30000","spans":[]}],[{"text":"2","spans":[]},{"text":"Cutter","spans":[]},{"text":"2–6","spans":[]},{"text":"6","spans":[]},{"text":"6","spans":[]},{"text":"10","spans":[]},{"text":"60000","spans":[]}],[{"text":"3","spans":[]},{"text":"Frigate","spans":[]},{"text":"4–15","spans":[]},{"text":"10","spans":[]},{"text":"10","spans":[]},{"text":"15","spans":[]},{"text":"120000","spans":[]}],[{"text":"4","spans":[]},{"text":"Destroyer","spans":[]},{"text":"10–30","spans":[]},{"text":"14","spans":[]},{"text":"15","spans":[]},{"text":"22","spans":[]},{"text":"250000","spans":[]}],[{"text":"5","spans":[]},{"text":"Cruiser","spans":[]},{"text":"20–80","spans":[]},{"text":"20","spans":[]},{"text":"22","spans":[]},{"text":"30","spans":[]},{"text":"500000","spans":[]}],[{"text":"6","spans":[]},{"text":"Capital Ship","spans":[]},{"text":"100+","spans":[]},{"text":"30","spans":[]},{"text":"30","spans":[]},{"text":"40","spans":[]},{"text":"1500000","spans":[]}]]}],"children":[]},{"id":"starships-2-spend-module-slots-23-4-2","anchor":"2-spend-module-slots","title":"2. Spend Module Slots","slug":"2-spend-module-slots","depth":2,"blocks":[{"type":"paragraph","text":"Each ship has a pool of Module Slots based on its size. Installing a module costs:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Module Slots","spans":[]},{"text":"Power","spans":[]},{"text":"Credits","spans":[]}]},{"type":"paragraph","text":"If you run out of slots, you must remove or swap modules. A ship cannot physically support more slots than listed.","spans":[]},{"type":"paragraph","text":"If you run out of power, some modules simply will not function. Characters may choose to power off some modules and power on others, but the functional modules’ power requirements may never exceed the ship’s total power resource (including installed power modules).","spans":[]},{"type":"paragraph","text":"If you run out of money, sadly, this ship build isn’t for you; you’ll need to make it cheaper by removing modules or choosing a lower size. Alternatively, you could try obtaining more money.","spans":[]},{"type":"paragraph","text":"A full list of Modules may be found below, under Modules.","spans":[]}],"children":[]},{"id":"starships-3-calculate-drive-rating-power-maneuverability-and-evasive-dc-23-4-3","anchor":"3-calculate-drive-rating-power-maneuverability-and-evasive-dc","title":"3. Calculate Drive Rating, Power, Maneuverability, and Evasive DC","slug":"3-calculate-drive-rating-power-maneuverability-and-evasive-dc","depth":2,"blocks":[{"type":"paragraph","text":"Drive Rating = 1 + Drive Rating modifiers from installed modules","spans":[]},{"type":"paragraph","text":"A ship of any size with an installed Burner Mk. I would have a Drive Rating of 2. Drive Rating determines how fast your ship travels over large distances, and impacts maneuverability.","spans":[]},{"type":"paragraph","text":"Power = Power Capacity (from ship sizes table) + Power modifiers from installed modules.","spans":[]},{"type":"paragraph","text":"A ship of size 3 with an installed Fusion Core would have 13 Power. Remember that your ship’s power usage cannot be exceeded, so now’s a good time to make sure the modules you chose don’t exceed your ship’s Power.","spans":[]},{"type":"paragraph","text":"Maneuverability = Drive Rating + Thruster bonuses (from modules) - Ship Size","spans":[]},{"type":"paragraph","text":"Maneuverability can never go below 0. So a size 1 ship with a Drive Rating of 2 and no thruster bonuses would have maneuverability of 1.","spans":[]},{"type":"paragraph","text":"Evasive DC = 8 + Ship Size - Maneuverability","spans":[]},{"type":"paragraph","text":"A ship of size 1 with Maneuverability of 3 would have Evasive DC of 6.","spans":[]}],"children":[]},{"id":"starships-4-fill-out-the-stat-block-23-4-4","anchor":"4-fill-out-the-stat-block","title":"4. Fill Out the Stat Block","slug":"4-fill-out-the-stat-block","depth":2,"blocks":[{"type":"paragraph","text":"After installing modules, record the ship’s final stats:","spans":[]}],"children":[]},{"id":"starships-ship-stat-block-template-23-4-5","anchor":"ship-stat-block-template","title":"Ship Stat Block Template","slug":"ship-stat-block-template","depth":2,"blocks":[{"type":"paragraph","text":"Name:\nManufacturer:\nSize:\nCost:\nCrew Required:\nDrive Rating:\nManeuverability (MVR):\nEvasive DC:\nHull:\nArmor:\nPower (Total):\nSlots Used / Total:","spans":[]},{"type":"paragraph","text":"Modules Installed:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Propulsion:","spans":[{"text":"Propulsion:","href":"","style":"italic"}]},{"text":"Weapons:","spans":[{"text":"Weapons:","href":"","style":"italic"}]},{"text":"Defense:","spans":[{"text":"Defense:","href":"","style":"italic"}]},{"text":"Utility:","spans":[{"text":"Utility:","href":"","style":"italic"}]},{"text":"Command / Navigation:","spans":[{"text":"Command / Navigation:","href":"","style":"italic"}]},{"text":"Cargo:","spans":[{"text":"Cargo:","href":"","style":"italic"}]}]}],"children":[]},{"id":"starships-5-add-character-optional-23-4-6","anchor":"5-add-character-optional","title":"5. Add Character (optional)","slug":"5-add-character-optional","depth":2,"blocks":[{"type":"paragraph","text":"To make a ship feel real and unique, you can add:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"A name","spans":[]},{"text":"A manufacturer","spans":[]},{"text":"An interesting paint job","spans":[]},{"text":"A quirk (floors not quite level; air smells of spice)","spans":[]},{"text":"A past (was this ship salvaged? Is it brand new? Was it stolen?)","spans":[]}]}],"children":[]}]},{"id":"starships-modules-23-5","anchor":"modules","title":"Modules","slug":"modules","depth":1,"blocks":[{"type":"table","rows":[[{"text":"Propulsion Modules","spans":[]},{"text":"Propulsion Modules","spans":[]},{"text":"Propulsion Modules","spans":[]},{"text":"Propulsion Modules","spans":[]},{"text":"Propulsion Modules","spans":[]},{"text":"Propulsion Modules","spans":[]}],[{"text":"Name","spans":[]},{"text":"Slots","spans":[]},{"text":"Boost","spans":[]},{"text":"Drive Rating","spans":[]},{"text":"Special","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Burner Mk. I","spans":[]},{"text":"1","spans":[]},{"text":"1","spans":[]},{"text":"+1","spans":[]},{"text":"-","spans":[]},{"text":"12000","spans":[]}],[{"text":"Combat Thrusters","spans":[]},{"text":"1","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"Maneuver +1","spans":[]},{"text":"10000","spans":[]}],[{"text":"Emergency Thrusters","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"Maneuver + 2; when activated (once per round), gain +1 bonus die to Evasive Maneuvers; everyone on board suffers 2 stress","spans":[]},{"text":"30000","spans":[]}],[{"text":"Interceptor Drive","spans":[]},{"text":"2","spans":[]},{"text":"2","spans":[]},{"text":"+1","spans":[]},{"text":"Maneuver +2","spans":[]},{"text":"35000","spans":[]}],[{"text":"Afterburner","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"Gain +1 Drive Rating and +1 Maneuver for 1 round. If Engineering is manned, roll Engineering (DC8 + Drive Rating). On failure, suffer +2 hull damage. On extreme failure, suffer +4 hull damage.","spans":[]},{"text":"25000","spans":[]}],[{"text":"Kessler Burner Mk. 2","spans":[]},{"text":"3","spans":[]},{"text":"2","spans":[]},{"text":"+2","spans":[]},{"text":"Once per day consume +2 power to gain +1 maneuver for 10 minutes","spans":[]},{"text":"45000","spans":[]}]]},{"type":"table","rows":[[{"text":"Power Modules","spans":[]},{"text":"Power Modules","spans":[]},{"text":"Power Modules","spans":[]},{"text":"Power Modules","spans":[]},{"text":"Power Modules","spans":[]}],[{"text":"Name","spans":[]},{"text":"Slots","spans":[]},{"text":"Boost","spans":[]},{"text":"Special","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Auxiliary Batteries","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Once per day gain +2 power for 10 minutes","spans":[]},{"text":"8000","spans":[]}],[{"text":"Fusion Core","spans":[]},{"text":"3","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"30000","spans":[]}],[{"text":"High-Capacity Reactor","spans":[]},{"text":"5","spans":[]},{"text":"-","spans":[]},{"text":"-","spans":[]},{"text":"15000 * ship size","spans":[]}],[{"text":"Power Distributor","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Grants +1 bonus die to Engineering checks to reroute power","spans":[]},{"text":"10000","spans":[]}]]},{"type":"table","rows":[[{"text":"Weapon Modules","spans":[]},{"text":"Weapon Modules","spans":[]},{"text":"Weapon Modules","spans":[]},{"text":"Weapon Modules","spans":[]},{"text":"Weapon Modules","spans":[]},{"text":"Weapon Modules","spans":[]},{"text":"Weapon Modules","spans":[]},{"text":"Weapon Modules","spans":[]}],[{"text":"Name","spans":[]},{"text":"Slots","spans":[]},{"text":"Boost","spans":[]},{"text":"Use DC","spans":[]},{"text":"Damage","spans":[]},{"text":"Range","spans":[]},{"text":"Special","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Light Railgun","spans":[]},{"text":"1","spans":[]},{"text":"1","spans":[]},{"text":"8","spans":[]},{"text":"2","spans":[]},{"text":"Medium","spans":[]},{"text":"Rapid-fire 3","spans":[]},{"text":"15000","spans":[]}],[{"text":"Heavy Railgun","spans":[]},{"text":"2","spans":[]},{"text":"1","spans":[]},{"text":"8","spans":[]},{"text":"4","spans":[]},{"text":"Medium","spans":[]},{"text":"Rapid-fire 3","spans":[]},{"text":"30000","spans":[]}],[{"text":"Flak Cannon","spans":[]},{"text":"1","spans":[]},{"text":"1","spans":[]},{"text":"6","spans":[]},{"text":"3","spans":[]},{"text":"Near","spans":[]},{"text":"Anti-Missile","spans":[]},{"text":"10000","spans":[]}],[{"text":"Pulse Cannon","spans":[]},{"text":"1","spans":[]},{"text":"2","spans":[]},{"text":"8","spans":[]},{"text":"4","spans":[]},{"text":"Near","spans":[]},{"text":"-","spans":[]},{"text":"20000","spans":[]}],[{"text":"Heavy Pulse Cannon","spans":[]},{"text":"2","spans":[]},{"text":"3","spans":[]},{"text":"9","spans":[]},{"text":"7","spans":[]},{"text":"Medium","spans":[]},{"text":"-","spans":[]},{"text":"40000","spans":[]}],[{"text":"Plasma Cannon","spans":[]},{"text":"3","spans":[]},{"text":"2","spans":[]},{"text":"9","spans":[]},{"text":"12","spans":[]},{"text":"Very Near","spans":[]},{"text":"Reload 2","spans":[]},{"text":"50000","spans":[]}],[{"text":"Energy Lance","spans":[]},{"text":"2","spans":[]},{"text":"5","spans":[]},{"text":"10","spans":[]},{"text":"5","spans":[]},{"text":"Long","spans":[]},{"text":"Piercing 5","spans":[]},{"text":"75000","spans":[]}],[{"text":"Boarding Grapple","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"7","spans":[]},{"text":"-","spans":[]},{"text":"Boarding","spans":[]},{"text":"Reload 1; Tether","spans":[]},{"text":"8000","spans":[]}],[{"text":"Missile Pods","spans":[]},{"text":"2","spans":[]},{"text":"2","spans":[]},{"text":"8","spans":[]},{"text":"8","spans":[]},{"text":"Long","spans":[]},{"text":"Missile","spans":[]},{"text":"25000","spans":[]}],[{"text":"Aegis Cannon","spans":[]},{"text":"15","spans":[]},{"text":"4","spans":[]},{"text":"12","spans":[]},{"text":"15","spans":[]},{"text":"Extreme","spans":[]},{"text":"Reload 3; Gunnery 3; Piercing 3","spans":[]},{"text":"250000","spans":[]}],[{"text":"Gigawatt Laser","spans":[]},{"text":"5","spans":[]},{"text":"5","spans":[]},{"text":"10","spans":[]},{"text":"2","spans":[]},{"text":"Long","spans":[]},{"text":"Boost Charge; Gunnery 3; Reload 5","spans":[]},{"text":"-","spans":[]}]]},{"type":"table","rows":[[{"text":"Weapon Keywords","spans":[]},{"text":"Weapon Keywords","spans":[]}],[{"text":"Name","spans":[]},{"text":"Effect","spans":[]}],[{"text":"Reload X","spans":[]},{"text":"After firing, weapon requires X turns to reload before firing again. (if Reload 1, weapon cannot fire for 1 round after use).","spans":[]}],[{"text":"Piercing X","spans":[]},{"text":"Ignores X points of armor protection. If X is greater than the target’s armour, deal additional damage equal to the difference. Reduces armour durability by X on hit.","spans":[]}],[{"text":"Tether","spans":[]},{"text":"Target ship becomes attached to attacking ship. After 1 round, smaller ship is pulled to bigger ship, allowing forced docking and boarding. Cannot be used outside of boarding range.","spans":[]}],[{"text":"Rapid-fire X","spans":[]},{"text":"Can make X attacks per turn.","spans":[]}],[{"text":"Anti-Missile","spans":[]},{"text":"Can target missiles to shoot them down (as an attack).","spans":[]}],[{"text":"Missile","spans":[]},{"text":"Missiles take 1 round per range band to travel to the enemy ship. Attempts to evade the missile receive +1 penalty die as it is locked onto its target. When boosted, missiles fire an additional missile per boost level and do not benefit from increased damage.","spans":[]}],[{"text":"Gunnery X","spans":[]},{"text":"Weapons with Gunnery X require a character with Gunnery skill of X or higher to fire. Other characters attempting to fire these weapons take +2 penalty dice to their rolls. On Extreme failure, the weapon is damaged and must be repaired (DC 8 + X from Gunnery X)","spans":[]}],[{"text":"Boost Charge","spans":[]},{"text":"For every round this weapon remains boosted (whether fired or not), it gains additional damage equal to its base damage. This resets when it is no longer boosted.","spans":[]}]]},{"type":"table","rows":[[{"text":"Defense Modules","spans":[]},{"text":"Defense Modules","spans":[]},{"text":"Defense Modules","spans":[]},{"text":"Defense Modules","spans":[]},{"text":"Defense Modules","spans":[]}],[{"text":"Name","spans":[]},{"text":"Slots","spans":[]},{"text":"Boost","spans":[]},{"text":"Special","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Reinforced Plating","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"2 armour","spans":[]},{"text":"20000","spans":[]}],[{"text":"Combat Plating","spans":[]},{"text":"5","spans":[]},{"text":"-","spans":[]},{"text":"+1 armour per ship size","spans":[]},{"text":"-","spans":[]}],[{"text":"Improved Hull","spans":[]},{"text":"3","spans":[]},{"text":"-","spans":[]},{"text":"+3 Hull Points per ship size (ship size 2 gets +6 Hull Points)","spans":[]},{"text":"15000 * ship size","spans":[]}],[{"text":"Blast Doors","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Automated sealing of breached compartments","spans":[]},{"text":"8000","spans":[]}]]},{"type":"table","rows":[[{"text":"Electronics Modules","spans":[]},{"text":"Electronics Modules","spans":[]},{"text":"Electronics Modules","spans":[]},{"text":"Electronics Modules","spans":[]},{"text":"Electronics Modules","spans":[]}],[{"text":"Name","spans":[]},{"text":"Slots","spans":[]},{"text":"Boost","spans":[]},{"text":"Special","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Advanced Sensors","spans":[]},{"text":"1","spans":[]},{"text":"2","spans":[]},{"text":"Capable of detecting stealth ships; +1 bonus die to Sensors checks","spans":[]},{"text":"15000","spans":[]}],[{"text":"Cloaking Field","spans":[]},{"text":"3","spans":[]},{"text":"3","spans":[]},{"text":"Hides ship from sensors (DC10 sensors check to see it, requires advanced sensors). Can still be seen visually","spans":[]},{"text":"60000","spans":[]}],[{"text":"Long-Range Comms","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"System-wide communication relay","spans":[]},{"text":"7500","spans":[]}],[{"text":"Targeting Computer","spans":[]},{"text":"1","spans":[]},{"text":"1","spans":[]},{"text":"+1 bonus die to Gunnery for ship weapons","spans":[]},{"text":"15000","spans":[]}]]},{"type":"table","rows":[[{"text":"Cargo & Utility Modules","spans":[]},{"text":"Cargo & Utility Modules","spans":[]},{"text":"Cargo & Utility Modules","spans":[]},{"text":"Cargo & Utility Modules","spans":[]},{"text":"Cargo & Utility Modules","spans":[]}],[{"text":"Name","spans":[]},{"text":"Slots","spans":[]},{"text":"Boost","spans":[]},{"text":"Special","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Cargo Bay","spans":[]},{"text":"2","spans":[]},{"text":"-","spans":[]},{"text":"Provides a place for storing large quantities of cargo","spans":[]},{"text":"10000","spans":[]}],[{"text":"Med Bay","spans":[]},{"text":"2","spans":[]},{"text":"1","spans":[]},{"text":"Basic medical facility; capable of long-term care","spans":[]},{"text":"12000","spans":[]}],[{"text":"Advanced Med Bay","spans":[]},{"text":"2","spans":[]},{"text":"3","spans":[]},{"text":"State-of-the-art medical facility; includes auto-doc; +1 bonus die to First Aid checks; capable of long-term care","spans":[]},{"text":"40000","spans":[]}],[{"text":"Salvage Clamps","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Allows towing derelicts/debris","spans":[]},{"text":"7500","spans":[]}],[{"text":"Hangar Bay","spans":[]},{"text":"4","spans":[]},{"text":"-","spans":[]},{"text":"Allows small craft (size 2 or less) to land inside the ship","spans":[]},{"text":"50000","spans":[]}],[{"text":"Brig","spans":[]},{"text":"1","spans":[]},{"text":"-","spans":[]},{"text":"Secure chamber for prisoner use","spans":[]},{"text":"5000","spans":[]}],[{"text":"Cryogenics","spans":[]},{"text":"2","spans":[]},{"text":"1","spans":[]},{"text":"Allows transport and monitoring of cryogenic pods","spans":[]},{"text":"25000","spans":[]}]]},{"type":"table","rows":[[{"text":"Command & Navigation Modules","spans":[]},{"text":"Command & Navigation Modules","spans":[]},{"text":"Command & Navigation Modules","spans":[]},{"text":"Command & Navigation Modules","spans":[]},{"text":"Command & Navigation Modules","spans":[]}],[{"text":"Name","spans":[]},{"text":"Slots","spans":[]},{"text":"Boost","spans":[]},{"text":"Special","spans":[]},{"text":"Cost","spans":[]}],[{"text":"Navigation AI","spans":[]},{"text":"1","spans":[]},{"text":"1","spans":[]},{"text":"+1 bonus die to Navigation checks","spans":[]},{"text":"20000","spans":[]}],[{"text":"Whisper Drive","spans":[]},{"text":"2","spans":[]},{"text":"3","spans":[]},{"text":"Allows ship to enter Whisperspace at jump points","spans":[]},{"text":"40000","spans":[]}],[{"text":"Combat AI","spans":[]},{"text":"3","spans":[]},{"text":"2","spans":[]},{"text":"Allows ship to make attacks with Gunnery rank 1","spans":[]},{"text":"50000","spans":[]}]]}],"children":[]}]}},{"id":"chapter-stealth-24","slug":"stealth","title":"Stealth","node":{"id":"stealth-stealth-24","anchor":"stealth","title":"Stealth","slug":"stealth","depth":0,"blocks":[],"children":[]}},{"id":"chapter-step-2-choose-role-25","slug":"step-2-choose-role","title":"STEP 2 — Choose Role","node":{"id":"step-2-choose-role-step-2-choose-role-25","anchor":"step-2-choose-role","title":"STEP 2 — Choose Role","slug":"step-2-choose-role","depth":0,"blocks":[{"type":"paragraph","text":"Pick one. This sets attribute priority and behavior.","spans":[]},{"type":"table","rows":[[{"text":"Role","spans":[]},{"text":"Primary Attribute","spans":[]},{"text":"Typical Skills","spans":[]}],[{"text":"Brute","spans":[]},{"text":"PHYS","spans":[]},{"text":"Melee, Toughness","spans":[]}],[{"text":"Skirmisher","spans":[]},{"text":"REF","spans":[]},{"text":"Light Weapons, Evade","spans":[]}],[{"text":"Sniper","spans":[]},{"text":"REF","spans":[]},{"text":"Medium Weapons, Observe","spans":[]}],[{"text":"Controller","spans":[]},{"text":"MENT","spans":[]},{"text":"Electronics, Tactics","spans":[]}],[{"text":"Leader","spans":[]},{"text":"SOC","spans":[]},{"text":"Persuade, Tactics","spans":[]}],[{"text":"Swarm","spans":[]},{"text":"PHYS","spans":[]},{"text":"Melee only","spans":[]}],[{"text":"Hunter Beast","spans":[]},{"text":"REF","spans":[]},{"text":"Melee, Stealth","spans":[]}]]}],"children":[]}},{"id":"chapter-step-3-assign-attributes-26","slug":"step-3-assign-attributes","title":"STEP 3 — Assign Attributes","node":{"id":"step-3-assign-attributes-step-3-assign-attributes-26","anchor":"step-3-assign-attributes","title":"STEP 3 — Assign Attributes","slug":"step-3-assign-attributes","depth":0,"blocks":[{"type":"paragraph","text":"Use this template:","spans":[]},{"type":"table","rows":[[{"text":"Tier","spans":[]},{"text":"Primary","spans":[]},{"text":"Secondary","spans":[]},{"text":"Others","spans":[]}],[{"text":"0","spans":[]},{"text":"1","spans":[]},{"text":"1","spans":[]},{"text":"0","spans":[]}],[{"text":"1","spans":[]},{"text":"2","spans":[]},{"text":"1","spans":[]},{"text":"1","spans":[]}],[{"text":"2","spans":[]},{"text":"3","spans":[]},{"text":"2","spans":[]},{"text":"1","spans":[]}],[{"text":"3","spans":[]},{"text":"4","spans":[]},{"text":"3","spans":[]},{"text":"2","spans":[]}],[{"text":"4","spans":[]},{"text":"5","spans":[]},{"text":"4","spans":[]},{"text":"3","spans":[]}],[{"text":"5","spans":[]},{"text":"6","spans":[]},{"text":"5","spans":[]},{"text":"4","spans":[]}]]},{"type":"paragraph","text":"Assign:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Primary = Role attribute","spans":[]},{"text":"Secondary = What supports the role","spans":[]},{"text":"Others = Remaining stats","spans":[]}]},{"type":"paragraph","text":"Done. No math.","spans":[]}],"children":[]}},{"id":"chapter-step-4-assign-skills-27","slug":"step-4-assign-skills","title":"STEP 4 — Assign Skills","node":{"id":"step-4-assign-skills-step-4-assign-skills-27","anchor":"step-4-assign-skills","title":"STEP 4 — Assign Skills","slug":"step-4-assign-skills","depth":0,"blocks":[{"type":"paragraph","text":"Use this distribution:","spans":[]}],"children":[{"id":"step-4-assign-skills-tier-0-27-1","anchor":"tier-0","title":"Tier 0","slug":"tier-0","depth":1,"blocks":[{"type":"list","ordered":false,"items":[{"text":"1 skill at +1","spans":[]}]}],"children":[{"id":"step-4-assign-skills-tier-1-27-1-1","anchor":"tier-1","title":"Tier 1","slug":"tier-1","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"1 skill at +2","spans":[]},{"text":"2 skills at +1","spans":[]}]}],"children":[]},{"id":"step-4-assign-skills-tier-2-27-1-2","anchor":"tier-2","title":"Tier 2","slug":"tier-2","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"1 skill at +3","spans":[]},{"text":"3 skills at +2","spans":[]}]}],"children":[]},{"id":"step-4-assign-skills-tier-3-27-1-3","anchor":"tier-3","title":"Tier 3","slug":"tier-3","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"2 skills at +3","spans":[]},{"text":"3 skills at +2","spans":[]}]}],"children":[]},{"id":"step-4-assign-skills-tier-4-27-1-4","anchor":"tier-4","title":"Tier 4","slug":"tier-4","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"2 skills at +4","spans":[]},{"text":"4 skills at +3","spans":[]}]}],"children":[]},{"id":"step-4-assign-skills-tier-5-27-1-5","anchor":"tier-5","title":"Tier 5","slug":"tier-5","depth":2,"blocks":[{"type":"list","ordered":false,"items":[{"text":"2 skills at +5","spans":[]},{"text":"4 skills at +4","spans":[]}]},{"type":"paragraph","text":"Only choose skills relevant to the encounter.","spans":[]},{"type":"paragraph","text":"Unlisted skills default to +0.","spans":[]}],"children":[]}]}]}},{"id":"chapter-step-5-add-combat-profile-28","slug":"step-5-add-combat-profile","title":"STEP 5 — Add Combat Profile","node":{"id":"step-5-add-combat-profile-step-5-add-combat-profile-28","anchor":"step-5-add-combat-profile","title":"STEP 5 — Add Combat Profile","slug":"step-5-add-combat-profile","depth":0,"blocks":[],"children":[{"id":"step-5-add-combat-profile-weapon-damage-guidelines-28-1","anchor":"weapon-damage-guidelines","title":"Weapon Damage Guidelines","slug":"weapon-damage-guidelines","depth":1,"blocks":[{"type":"table","rows":[[{"text":"Tier","spans":[]},{"text":"Typical Damage","spans":[]}],[{"text":"0","spans":[]},{"text":"1","spans":[]}],[{"text":"1","spans":[]},{"text":"2","spans":[]}],[{"text":"2","spans":[]},{"text":"2–3","spans":[]}],[{"text":"3","spans":[]},{"text":"3","spans":[]}],[{"text":"4","spans":[]},{"text":"3–4","spans":[]}],[{"text":"5","spans":[]},{"text":"4+","spans":[]}]]},{"type":"paragraph","text":"Use standard weapon structure","spans":[]},{"type":"paragraph","text":"TTRPG_System_Core_v0_01","spans":[]},{"type":"paragraph","text":".","spans":[]}],"children":[{"id":"step-5-add-combat-profile-armor-guidelines-28-1-1","anchor":"armor-guidelines","title":"Armor Guidelines","slug":"armor-guidelines","depth":2,"blocks":[{"type":"table","rows":[[{"text":"Tier","spans":[]},{"text":"Protection","spans":[]}],[{"text":"0","spans":[]},{"text":"0","spans":[]}],[{"text":"1","spans":[]},{"text":"1","spans":[]}],[{"text":"2","spans":[]},{"text":"1–2","spans":[]}],[{"text":"3","spans":[]},{"text":"2","spans":[]}],[{"text":"4","spans":[]},{"text":"2–3","spans":[]}],[{"text":"5","spans":[]},{"text":"3","spans":[]}]]},{"type":"paragraph","text":"Natural armor works the same way as worn armor","spans":[]},{"type":"paragraph","text":"TTRPG_System_Core_v0_01","spans":[]},{"type":"paragraph","text":".","spans":[]}],"children":[]}]}]}},{"id":"chapter-step-6-add-1-3-specials-29","slug":"step-6-add-1-3-specials","title":"STEP 6 — Add 1–3 Specials","node":{"id":"step-6-add-1-3-specials-step-6-add-1-3-specials-29","anchor":"step-6-add-1-3-specials","title":"STEP 6 — Add 1–3 Specials","slug":"step-6-add-1-3-specials","depth":0,"blocks":[{"type":"paragraph","text":"Quick Special Generator:","spans":[]},{"type":"paragraph","text":"Roll 1d6 or pick:","spans":[]},{"type":"table","rows":[[{"text":"d6","spans":[]},{"text":"Special","spans":[]}],[{"text":"1","spans":[]},{"text":"Gains 1 Bonus Die when outnumbering","spans":[]}],[{"text":"2","spans":[]},{"text":"On Extreme Success: +1 Morale damage","spans":[]}],[{"text":"3","spans":[]},{"text":"Immune to Morale loss","spans":[]}],[{"text":"4","spans":[]},{"text":"First attack each combat gains 1 Bonus Die","spans":[]}],[{"text":"5","spans":[]},{"text":"Rear attacks ignore 1 Protection","spans":[]}],[{"text":"6","spans":[]},{"text":"At Morale 2 or lower: gains 1 Bonus Die","spans":[]}]]},{"type":"paragraph","text":"Tier 4–5 may take two.","spans":[]}],"children":[]}},{"id":"chapter-step-7-write-tactics-mandatory-30","slug":"step-7-write-tactics-mandatory","title":"STEP 7 — Write Tactics (Mandatory)","node":{"id":"step-7-write-tactics-mandatory-step-7-write-tactics-mandatory-30","anchor":"step-7-write-tactics-mandatory","title":"STEP 7 — Write Tactics (Mandatory)","slug":"step-7-write-tactics-mandatory","depth":0,"blocks":[{"type":"paragraph","text":"One sentence:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Rush nearest wounded target.","spans":[]},{"text":"Holds position and suppresses.","spans":[]},{"text":"Retreats at Morale 1.","spans":[]},{"text":"Focuses fire on leader.","spans":[]}]},{"type":"paragraph","text":"This is more important than half the stat block.","spans":[]},{"type":"paragraph","text":"Name\n Tier X | Role | Faction","spans":[]},{"type":"paragraph","text":"Wounds: X Light, Y Moderate, Z Heavy\n Morale: X","spans":[]},{"type":"paragraph","text":"Attributes:\n PHYS X | REF X | MENT X | SOC X","spans":[]},{"type":"paragraph","text":"Skills:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Elite: Skill +X","spans":[]},{"text":"Trained: Skill +X","spans":[]},{"text":"Others: +0","spans":[]}]},{"type":"paragraph","text":"Weapons:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Weapon – Damage X, Range, Keywords","spans":[]}]},{"type":"paragraph","text":"Armor:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Name (Protection X, Keywords)","spans":[]}]},{"type":"paragraph","text":"Special:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Bullet","spans":[]},{"text":"Bullet","spans":[]}]},{"type":"paragraph","text":"Tactics:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Behavior summary","spans":[]}]}],"children":[{"id":"step-7-write-tactics-mandatory-robots-30-1","anchor":"robots","title":"Robots","slug":"robots","depth":1,"blocks":[],"children":[{"id":"step-7-write-tactics-mandatory-fauna-30-1-1","anchor":"fauna","title":"Fauna","slug":"fauna","depth":2,"blocks":[],"children":[]},{"id":"step-7-write-tactics-mandatory-flora-30-1-2","anchor":"flora","title":"Flora","slug":"flora","depth":2,"blocks":[],"children":[]},{"id":"step-7-write-tactics-mandatory-humans-30-1-3","anchor":"humans","title":"Humans","slug":"humans","depth":2,"blocks":[],"children":[]},{"id":"step-7-write-tactics-mandatory-whisper-influenced-30-1-4","anchor":"whisper-influenced","title":"Whisper-Influenced","slug":"whisper-influenced","depth":2,"blocks":[],"children":[]},{"id":"step-7-write-tactics-mandatory-nanite-entities-30-1-5","anchor":"nanite-entities","title":"Nanite Entities","slug":"nanite-entities","depth":2,"blocks":[],"children":[{"id":"step-7-write-tactics-mandatory-nanite-swarm-30-1-5-1","anchor":"nanite-swarm","title":"Nanite Swarm","slug":"nanite-swarm","depth":3,"blocks":[],"children":[]},{"id":"step-7-write-tactics-mandatory-possessed-30-1-5-2","anchor":"possessed","title":"Possessed","slug":"possessed","depth":3,"blocks":[{"type":"paragraph","text":"Tier 1","spans":[]},{"type":"paragraph","text":"Todo: bring back empathy somehow to tie into empaths, feats, and execute action, look over execute action, new nanomancer field updates to burner, dying condition…. Also add cyberware to interact with dying, maybe by rolling cybernetics? Or using the cybernetics rank as a modifier, like rounds you can auto-succeed a dying check or something.","spans":[]}],"children":[]}]}]}]}},{"id":"chapter-stress-31","slug":"stress","title":"Stress","node":{"id":"stress-stress-31","anchor":"stress","title":"Stress","slug":"stress","depth":0,"blocks":[{"type":"paragraph","text":"A measure of a character’s emotional trauma, mental strain, and psychological instability, stress increases when bad things happen. Taking damage increases a character’s stress, being near monstrous enemies or embroiled in scary situations may increase her stress as well, at the GM’s discretion.","spans":[]},{"type":"paragraph","text":"Stress has a minimum of 0 and a maximum of 8 and is tracked on your character sheet.","spans":[]}],"children":[{"id":"stress-stress-from-damage-31-1","anchor":"stress-from-damage","title":"Stress From Damage","slug":"stress-from-damage","depth":1,"blocks":[{"type":"paragraph","text":"Each time you take damage, you gain stress based on the highest severity of wound that the incoming damage creates. You do not add multiple severities together (moderate + heavy, for example). Only the highest severity is applied. For example:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"If you take 3 damage while uninjured, you fill 3 light wound boxes. Light wounds give +1 stress, so you gain 1 stress total.","spans":[]},{"text":"If you take 5 damage while uninjured, you fill all 4 light wound boxes and 1 moderate wound box. Because the highest severity filled was moderate, you can +2 stress total.","spans":[]}]},{"type":"table","rows":[[{"text":"Wound Severity","spans":[]},{"text":"Stress Increase","spans":[]}],[{"text":"Light","spans":[]},{"text":"+1","spans":[]}],[{"text":"Moderate","spans":[]},{"text":"+2","spans":[]}],[{"text":"Heavy","spans":[]},{"text":"+4","spans":[]}]]}],"children":[]},{"id":"stress-stress-penalties-31-2","anchor":"stress-penalties","title":"Stress Penalties","slug":"stress-penalties","depth":1,"blocks":[{"type":"paragraph","text":"Stress weighs on a character mentally; the more stress they have, the harder it is to focus, to remain calm, and even to act at all.","spans":[]},{"type":"paragraph","text":"Stress Penalty = ½ stress (rounded up) - Cool Under Fire","spans":[]},{"type":"paragraph","text":"Thus, a character with Cool Under Fire 1 and 3 stress would suffer a -1. This effect only applies to the first roll you make to use an action or reaction each round.","spans":[]}],"children":[]},{"id":"stress-crucible-test-31-3","anchor":"crucible-test","title":"Crucible Test","slug":"crucible-test","depth":1,"blocks":[{"type":"paragraph","text":"If a character takes enough stress to push her above 5, she reaches a Crucible Test. She must immediately roll a Cool Under Fire check (not affected by any Bonus or Penalty dice). The DC for this check is 8 + incoming stress. So for example, if a character is at 4 stress and would suffer an additional 4 stress, she must roll a Cool Under Fire check and meet or exceed 12 (8 base + 4 from incoming stress amount).","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Success: her stress is reduced to 5 and she may apply an Indomitable effect to herself (see below).","spans":[{"text":"Indomitable","href":"","style":"italic"}]},{"text":"Failure: she suffers the stress as normal and enters into PTSD range.","spans":[{"text":"PTSD range","href":"#h.rwq11029f7qx","style":"link_underline"}]}]},{"type":"paragraph","text":"If a character fails a Crucible Test, she may choose to spend one point of her Cool Under Fire attribute (reducing that attribute’s level by 1 permanently) to pass it instead.","spans":[]}],"children":[{"id":"stress-indomitable-31-3-1","anchor":"indomitable","title":"Indomitable","slug":"indomitable","depth":2,"blocks":[{"type":"paragraph","text":"Once per session, when you succeed on a Crucible Test, you may… (choose one)","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Take no stress penalty to skill checks for 1 hour","spans":[]},{"text":"Immediately take 1 full turn (3 actions). If it’s already your turn, take another full turn directly after your current turn ends instead.","spans":[]},{"text":"Ignore all stress increases for 1 hour","spans":[]}]}],"children":[]}]},{"id":"stress-ptsd-range-stress-levels-6-8-31-4","anchor":"ptsd-range-stress-levels-6-8","title":"PTSD Range (stress levels 6-8)","slug":"ptsd-range-stress-levels-6-8","depth":1,"blocks":[{"type":"paragraph","text":"While in the PTSD range, a character:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Is considered extremely psychologically fragile","spans":[]},{"text":"Must roll on the PTSD Reaction Table (below) upon receiving any additional stress or failing a roll (if failing a roll grants stress, only roll once).","spans":[]},{"text":"Suffers the Stress Penalty to all rolls, instead of only the first roll each round.","spans":[]},{"text":"Succeeds with an Extreme Success only when roll exceeds DC by 6+ (rather than 4+)","spans":[]}]},{"type":"table","rows":[[{"text":"PTSD Reaction Table","spans":[]},{"text":"PTSD Reaction Table","spans":[]}],[{"text":"1d4 roll","spans":[]},{"text":"Result","spans":[]}],[{"text":"1","spans":[]},{"text":"Freeze (lose 1 action. If it is not your turn, then instead lose 1 action on your next turn)","spans":[]}],[{"text":"2","spans":[]},{"text":"Cower (receive Fleeing (1) condition)","spans":[{"text":"Fleeing (1)","href":"#h.ju3pufy1twg8","style":"link_underline"}]}],[{"text":"3","spans":[]},{"text":"Push Through (no effect)","spans":[]}],[{"text":"4","spans":[]},{"text":"Push Through (no effect)","spans":[]}]]}],"children":[]},{"id":"stress-stress-breakdowns-31-5","anchor":"stress-breakdowns","title":"Stress Breakdowns","slug":"stress-breakdowns","depth":1,"blocks":[{"type":"paragraph","text":"A character reaching her maximum stress level means she suffers a break of some sort (rolled on the table below or defined by the GM). This can range from a temporary effect to a permanent, character-altering one.","spans":[]},{"type":"table","rows":[[{"text":"Stress Breakdown Effects","spans":[]},{"text":"Stress Breakdown Effects","spans":[]},{"text":"Stress Breakdown Effects","spans":[]}],[{"text":"Roll (1d4)","spans":[]},{"text":"Effect","spans":[]},{"text":"Description","spans":[]}],[{"text":"1","spans":[]},{"text":"Freeze up","spans":[]},{"text":"Mind blanks. Cannot act for 1 minute.","spans":[]}],[{"text":"2","spans":[]},{"text":"Collapse","spans":[]},{"text":"Falls unconscious from strain","spans":[{"text":"unconscious","href":"","style":"italic"}]}],[{"text":"3","spans":[]},{"text":"Panic","spans":[]},{"text":"Flee for 1d6 rounds","spans":[{"text":"Flee","href":"","style":"italic"}]}],[{"text":"4","spans":[]},{"text":"Mental Scar","spans":[]},{"text":"Gain a permanent fear or phobia (GM’s discretion)","spans":[]}]]}],"children":[]},{"id":"stress-reducing-stress-31-6","anchor":"reducing-stress","title":"Reducing Stress","slug":"reducing-stress","depth":1,"blocks":[{"type":"paragraph","text":"Healing wounds received reduces stress by half the amount the wound caused (rounded up). For example, recovering from a moderate wound would reduce a character’s stress by 1.","spans":[]}],"children":[{"id":"stress-passive-recovery-31-6-1","anchor":"passive-recovery","title":"Passive Recovery","slug":"passive-recovery","depth":2,"blocks":[{"type":"paragraph","text":"During downtime, a character may rest up to reduce stress at a rate of 1 point per day. Some character Archetypes may also reduce stress for allies at a faster rate. Additionally, specialized therapy, prescription drugs, or even cybernetic implants can reduce stress. A character who has entered PTSD range may not lower their stress below 5 using this method; they must seek other ways to reduce their stress.","spans":[]}],"children":[]},{"id":"stress-therapy-empaths-and-medication-31-6-2","anchor":"therapy-empaths-and-medication","title":"Therapy, Empaths, and Medication","slug":"therapy-empaths-and-medication","depth":2,"blocks":[{"type":"paragraph","text":"Therapy helps bring characters down from PTSD levels of stress, though the process is often expensive and time-consuming (weeks or even months in extreme cases). After each week of a character’s therapy, the GM rolls a d12 check based on the therapist’s skill level; three successful checks reduce the character’s stress below PTSD range.","spans":[]},{"type":"paragraph","text":"Unskilled Therapist (DC10, 1500 credits per week)\nSkilled Therapist (DC8, 2500 credits per week)\nExpert (DC4, 5000 credits per week)","spans":[]},{"type":"paragraph","text":"Empaths provide a path toward recovery that is much quicker than therapy, however true empaths are rare and difficult to find, while there are many charlatans after big paydays. An empath may work only for favours, or may charge upwards of 10000 credits to bear the burden of another’s emotional trauma.","spans":[]},{"type":"paragraph","text":"Medication may help some come down from PTSD range, however there are always side effects. Stress-reducing medication may be found in the Equipment & Gear section.","spans":[]}],"children":[]},{"id":"stress-pep-talk-31-6-3","anchor":"pep-talk","title":"Pep Talk","slug":"pep-talk","depth":2,"blocks":[{"type":"paragraph","text":"A character may attempt to aid another character’s stress recovery by giving them a quick pep talk. A pep talk can be given as an action (within or without combat) or over the duration of 10 minutes. Any additional pep talks given to the stressed character have no effect until the next day.","spans":[]},{"type":"list","ordered":false,"items":[{"text":"If done as a single action, giving a pep talk requires a SOC (DC8 + stress level) empathy check.","spans":[]},{"text":"If done over the course of 10 minutes, giving a pep talk requires a SOC (DC4 + stress level) empathy check.","spans":[]}]},{"type":"paragraph","text":"A success or extreme success reduces the target’s stress by 1. Extreme failure increases the target's stress by 1.","spans":[]},{"type":"paragraph","text":"A character cannot attempt to give a pep talk if he is in PTSD range, and pep talks have no positive effect if the target is in PTSD range.","spans":[]}],"children":[]},{"id":"stress-whisperspace-31-6-4","anchor":"whisperspace","title":"Whisperspace","slug":"whisperspace","depth":2,"blocks":[{"type":"paragraph","text":"There’s something unsettling about travel through the starless void; while in Whisperspace, a character cannot reduce stress via passive recovery, therapy, or medication and the DC for giving a pep talk is increased by +2.","spans":[]}],"children":[]}]}]}},{"id":"chapter-tep-1-choose-tier-32","slug":"tep-1-choose-tier","title":"TEP 1 — Choose Tier","node":{"id":"tep-1-choose-tier-tep-1-choose-tier-32","anchor":"tep-1-choose-tier","title":"TEP 1 — Choose Tier","slug":"tep-1-choose-tier","depth":0,"blocks":[{"type":"paragraph","text":"This sets durability, morale, and skill ceiling.","spans":[]},{"type":"table","rows":[[{"text":"Tier","spans":[]},{"text":"Use For","spans":[]},{"text":"Elite Skill","spans":[]},{"text":"Wounds","spans":[]},{"text":"Morale","spans":[]}],[{"text":"0","spans":[]},{"text":"Fodder / swarm","spans":[]},{"text":"—","spans":[]},{"text":"2L","spans":[]},{"text":"2","spans":[]}],[{"text":"1","spans":[]},{"text":"Weak threats","spans":[]},{"text":"+2","spans":[]},{"text":"3L / 1M","spans":[]},{"text":"3","spans":[]}],[{"text":"2","spans":[]},{"text":"Standard foes","spans":[]},{"text":"+3","spans":[]},{"text":"4L / 2M / 1H","spans":[]},{"text":"4","spans":[]}],[{"text":"3","spans":[]},{"text":"Dangerous enemies","spans":[]},{"text":"+3 (x2)","spans":[]},{"text":"4L / 2M / 1H","spans":[]},{"text":"5","spans":[]}],[{"text":"4","spans":[]},{"text":"Elite leaders","spans":[]},{"text":"+4 (x2)","spans":[]},{"text":"5L / 3M / 1H","spans":[]},{"text":"6","spans":[]}],[{"text":"5","spans":[]},{"text":"Major villain","spans":[]},{"text":"+5 (x2)","spans":[]},{"text":"6L / 3M / 2H","spans":[]},{"text":"7","spans":[]}]]}],"children":[]}},{"id":"chapter-the-world-33","slug":"the-world","title":"The World","node":{"id":"the-world-the-world-33","anchor":"the-world","title":"The World","slug":"the-world","depth":0,"blocks":[],"children":[{"id":"the-world-the-halcyon-empire-33-1","anchor":"the-halcyon-empire","title":"The Halcyon Empire","slug":"the-halcyon-empire","depth":1,"blocks":[{"type":"paragraph","text":"A system post-collapse, the Shatterbelt was the dominion of the Halcyon Empire. Emperor Galen Halcyon IV could not hold together what nearly a thousand years of effort and bloodshed had built; the collapse happened almost overnight. Civil war swept through what had once been a united galaxy, dozens of once-prosperous worlds were wiped clean of life, cleansing fire rained down from orbiting ships. In the span of less than a decade, over one tenth of the galaxy’s population died. Through years of in-fighting and power struggles, the mighty fleets of the Halcyon Empire vanished, and the void that was left in the empire’s wake was filled by hundreds of factions each hungry for power. Piracy sprang up and Whisper cults formed as the population of the galaxy tried to make sense of what was happening.","spans":[]},{"type":"paragraph","text":"Thirty-five years after the fall of the Halcyon Empire, most of the direct conflict has ceased. Modern-day skirmishes are a far cry from the full-scale warfare of Collapse. Now, a handful of factions hold sway over large swaths of the Shatterbelt, while independent planetary governments oversee and tax their own systems like so many petty kingdoms.","spans":[]}],"children":[]},{"id":"the-world-the-shatterbelt-33-2","anchor":"the-shatterbelt","title":"The Shatterbelt","slug":"the-shatterbelt","depth":1,"blocks":[{"type":"paragraph","text":"Stretching across half the galaxy and including hundreds of solar systems, inhabited and otherwise, the Shatterbelt is the name for a collection of solar systems reaching half-way across the known galaxy. These systems once made up the majority of the Halcyon Empire’s holdings, and were once united without exception. After the Collapse, the name ‘Shatterbelt’ seems prophetic to some.","spans":[]}],"children":[]},{"id":"the-world-whisperspace-the-anchorate-33-3","anchor":"whisperspace-the-anchorate","title":"Whisperspace & The Anchorate","slug":"whisperspace-the-anchorate","depth":1,"blocks":[{"type":"paragraph","text":"Whisperspace is the thing that connects the worlds and systems of the Shatterbelt. Faster-than-light travel through technological means has proven impossible. The only way to bridge the vast gulf of space between places is by entering into and traveling through Whisperspace.","spans":[]},{"type":"paragraph","text":"Once, an entire branch of the Imperial Knowledge-Seekers devoted themselves to the study of Whisperspace. It behaves unpredictably. Entering into it taxes the human mind. It is the only way to keep civilization connected. These were their findings; these and not much more.","spans":[]},{"type":"paragraph","text":"From that initial research, the Anchorate was formed. They are responsible for charting Whisperspace, determining the best routes through, and calculating for ‘drift’, the movement of Whisperspace corridors as they intersect with realspace and the slow movement of the ‘jump points’, the ways in and out of Whisperspace. While the Anchorate is not a political body, they do have considerable sway, for without them Whisperspace would quickly become impossible to navigate.","spans":[]}],"children":[{"id":"the-world-whisperspace-superstition-33-3-1","anchor":"whisperspace-superstition","title":"Whisperspace Superstition","slug":"whisperspace-superstition","depth":2,"blocks":[{"type":"paragraph","text":"Beliefs about whisperspace are as varied as the stars in the sky, however some of the most common are:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"Frequent jumps into Whisperspace induce madness.","spans":[]},{"text":"If you speak while in Whisperspace, your voice will join the whispers there.","spans":[]},{"text":"Stopping your ship in Whisperspace guarantees you will be lost there forever.","spans":[]},{"text":"Sleeping in Whisperspace is dangerous; dreams there are not your own.","spans":[]},{"text":"Whisperspace hates overconfident crews.","spans":[]}]},{"type":"paragraph","text":"In addition to these, many ships follow the Crossing Rules:","spans":[]},{"type":"list","ordered":false,"items":[{"text":"No speaking when jumping into or out of Whisperspace","spans":[]},{"text":"Cover all viewports and turn off all sensors when entering Whisperspace.","spans":[]}]}],"children":[]}]},{"id":"the-world-the-mega-corporations-33-4","anchor":"the-mega-corporations","title":"The Mega-Corporations","slug":"the-mega-corporations","depth":1,"blocks":[{"type":"paragraph","text":"Keeping to the background, several of the largest corporations of the Imperium managed to stay largely untouched during the Collapse. Some even increased their power - and their shareholders’ yearly returns - by profiting off the chaos that gripped the galaxy. In the years since, these corporations have increased their holdings and their power.","spans":[]}],"children":[{"id":"the-world-kessler-forgeworlds-33-4-1","anchor":"kessler-forgeworlds","title":"Kessler Forgeworlds","slug":"kessler-forgeworlds","depth":2,"blocks":[{"type":"paragraph","text":"Kessler was once of the first corporations to get into planetary politics during the Collapse, starting with the planet Crayt Prime. Dalton Gunn, Kessler’s CEO, wined, dined, and finally bought outright the leadership of Crayt. Soon, Kessler manufacturing plants sprang up across the world. Within a year, the majority of the planet’s exports were Kessler-manufactured goods, earning Crayt the name ‘Forgeworld’. From Crayt, Kessler began moving outward, following the same pattern.","spans":[]},{"type":"paragraph","text":"Though Kessler never directly interferes with the governments of the worlds it controls, and in fact does not ‘control’ any world at all, technically, still its worlds tend to do exactly what their corporate overlords want.","spans":[]}],"children":[]},{"id":"the-world-orrica-industries-33-4-2","anchor":"orrica-industries","title":"Orrica Industries","slug":"orrica-industries","depth":2,"blocks":[{"type":"paragraph","text":"Orrica isn’t interested so much in manufacturing things as it is in pushing the boundaries of science and innovation so people can live a better tomorrow. You can tell this just by reading their helpful slogan: “Orrica Industries: pushing the boundaries of science and innovation so you can live a better tomorrow.”","spans":[]},{"type":"paragraph","text":"Its leadership is largely unknown; its board of directors is a list of various trusts, conglomerates, and hedge funds for the ultra-rich. However it’s led, Orrica’s leadership has been very effective at guiding it to the top of the food chain and ruthlessly taking down its competition on the way up.","spans":[]},{"type":"paragraph","text":"Orrica doesn’t concern itself with planetary politics or base itself in any one system. Instead, Orrica works as a vast, spread-out network.","spans":[]}],"children":[]}]},{"id":"the-world-whisper-cults-33-5","anchor":"whisper-cults","title":"Whisper Cults","slug":"whisper-cults","depth":1,"blocks":[{"type":"paragraph","text":"Whisperspace is viewed in many different ways. To some, it offers expedient travel times. To others, its very existence is a mystery to be pondered. And to some, it is a power greater than any other; the whispers within are a warning, a revelation, or even prophecy. These beliefs are the core of Whisper Cults. They view Whisperspace not for what it is but what it could be. Many worship the silence. Some make it their mission to enter into Whisperspace as many times as possible in the belief that hearing the whispers more often may make comprehending them possible. Still others think listening to the whispers brings wrath upon us all, that those sounds are not for our ears or our minds.","spans":[]},{"type":"paragraph","text":"Most Whisper Cults are small, led by a single person, who teaches as many others as will listen to his or her beliefs. Of these, most fail within a decade or two, as madness sets in or the members of the cult are urged to act - often violently - to get others to share their beliefs.","spans":[]},{"type":"paragraph","text":"There are others that seem largely intent on secluding themselves away from the rest of the galaxy; gatherings of people who believe travel through Whisperspace is wrong, and may even go on to believe the use of any level of technology to be wrong as well. These are usually harmless groups, interested more in saving themselves from the rest of the galaxy than anything else.","spans":[]}],"children":[{"id":"the-world-children-of-silence-33-5-1","anchor":"children-of-silence","title":"Children of Silence","slug":"children-of-silence","depth":2,"blocks":[{"type":"paragraph","text":"By far the most prominent Whisper-cult in the galaxy, the Children of Silence exist as a response to the fragility of life in the Shatterbelt, the uncertainty of human leadership, and the existential dread of what Whisperspace itself could be.","spans":[]},{"type":"paragraph","text":"Even within the Children of Silence, different branches may worship or fear Whisperspace, yet they are united in that they revere it and believe humanity must not attempt to understand what it is. If Whisperspace is studied, they fear it may awaken. Most people believe the Children to be misguided fanatics at best, yet their words have found a place in the hearts of many.","spans":[]},{"type":"paragraph","text":"Just over a decade ago, a woman named Solenya rose up in the ranks of the Children of Silence. Her words were quiet, not the feverish ravings of the others in the cult. She spoke of finding peace inwardly and outwardly. Since she became the face of the cult, its membership has surged. Estimates state the Children of Silence have nearly a million adherents, spread out across hundreds of systems.","spans":[]},{"type":"paragraph","text":"The Children of Silence are clear that they are a peaceful organization dedicated to the betterment of the human race. Yet more and more there have been rumours of fanatical branches, of members hijacking ships as they pass through Whisperspace, spacing the crew before returning to normal space. To many, it feels like the Children of Silence are up to something, like they have some agenda they aren’t sharing with the rest of the galaxy. So no matter how they frame themselves, their emissaries are often met with distrust and derision.","spans":[]},{"type":"paragraph","text":"That hasn’t stopped their numbers from growing, though. In a galaxy concerned with personal survival above all else, many find the message of the Children of Silence - that there is meaning beyond ourselves, and that there is hope for a brighter future - compelling.","spans":[]}],"children":[]}]},{"id":"the-world-the-new-dawn-33-6","anchor":"the-new-dawn","title":"The New Dawn","slug":"the-new-dawn","depth":1,"blocks":[{"type":"paragraph","text":"Banned during the reign of the Imperium, the New Dawn is a religious order that has its roots in ancient history; some say before humanity ever found its way to the stars. Since the Collapse, the New Dawn has returned, with many of its adherents simply able to state their beliefs publicly rather than having to keep them private.","spans":[]},{"type":"paragraph","text":"The New Dawn seems almost to disregard the state of the galaxy and even Whisperspace itself. They teach that God is real; that the universe will end one day, and that","spans":[]}],"children":[]},{"id":"the-world-kael-s-remnant-33-7","anchor":"kael-s-remnant","title":"Kael’s Remnant","slug":"kael-s-remnant","depth":1,"blocks":[{"type":"paragraph","text":"The Empire collapsed, the galaxy was in chaos… But then a fleet returned from a long-term exploration of uninhabited systems near the galaxy’s rim. Leading this fleet was Admiral Kael Varn.","spans":[]},{"type":"paragraph","text":"Finding the empire gone, the Remnant fleet wasted no time springing to action. They seized control of several key old-empire worlds, and promptly imposed imperial rule in a galaxy without an Empire. Kael calls himself a regent; one awaiting the return of the imperial family, and has been slowly spreading his influence and rule across the galaxy little by little. It’s no secret what the Remnant wants; they want a full return to the ways of the empire, its ideals, laws, and customs.","spans":[]}],"children":[]},{"id":"the-world-the-black-suns-33-8","anchor":"the-black-suns","title":"The Black Suns","slug":"the-black-suns","depth":1,"blocks":[{"type":"paragraph","text":"Mercenary groups are common in the Shatterbelt. Whether a job requires a little extra muscle or there’s something legally questionable about it, mercenaries are a quick and easy answer to otherwise difficult problems. The Black Suns are the cream of the crop.","spans":[]},{"type":"paragraph","text":"Nearly every corporate black bag operation is given to the Black Suns. They have a reputation for getting the job done no matter what it takes, and for that they charge a premium.","spans":[]},{"type":"paragraph","text":"If the Black Suns has a leader, that leader remains anonymous. Their members are organized into teams, and each team is responsible for fulfilling its own contracts. How they avoid overlapping jobs is also unclear.","spans":[]}],"children":[]},{"id":"the-world-nanites-sensitives-and-nanomancy-33-9","anchor":"nanites-sensitives-and-nanomancy","title":"Nanites, Sensitives, and Nanomancy","slug":"nanites-sensitives-and-nanomancy","depth":1,"blocks":[{"type":"paragraph","text":"At its peak, the Halcyon Empire was growing quickly, both in terms of military and economic strength and technological advancement. Some technologies were spread to the general populace; things such as cyberware, medical advancements, and more. Other technologies were never shared, never even hinted at to the general public. Nanites was one of these hidden technologies.","spans":[]}],"children":[{"id":"the-world-what-are-nanites-33-9-1","anchor":"what-are-nanites","title":"What are Nanites?","slug":"what-are-nanites","depth":2,"blocks":[{"type":"paragraph","text":"The concept was simple enough: shrink a robot down to the point it becomes invisible to the human eye, but retain its usefulness. In practice, this was difficult to achieve. After decades of research, however, it became a reality. Press releases were readied; the next era of civilization was here! Nanites would be capable of passively fighting disease, healing damaged cells, or even slowing the aging process. They were self-sustaining, using ambient energy from sources such as sunlight, and even self-replicating. The applications seemed limitless.","spans":[]}],"children":[]},{"id":"the-world-control-33-9-2","anchor":"control","title":"Control","slug":"control","depth":2,"blocks":[{"type":"paragraph","text":"Everything changed when a high-ranking member of the Halcyon Empire’s science division had an idea: yes, nanites could be used for the betterment of mankind, yet they could also be used for control. Nanites could be given instructions to target specific individuals, targeting based on genetic markers and approximate age. Suddenly, if the Empire didn’t like what someone was saying or doing, they had a quick and easy way to make the problem go away. On some worlds, nanites were employed not only to keep the population healthy (advertised as ‘atmospheric vitality’), but also to keep it calm. Nanites were instructed to search out individuals with higher than normal blood pressure and heart rates, and slowly manipulate their cells to calm them down. One experiment even went so far as to instruct nanites to trigger the production of oxytocin in people whenever the Imperial anthem played; the goal was to promote a sense of loyalty and admiration toward the empire.","spans":[]}],"children":[]},{"id":"the-world-post-collapse-33-9-3","anchor":"post-collapse","title":"Post-Collapse","slug":"post-collapse","depth":2,"blocks":[{"type":"paragraph","text":"With the empire gone, nanites were forgotten. Those who knew about their existence and deployment were dead, leaving nobody to give directives to the nanites already saturating the atmosphere of so many worlds.","spans":[]},{"type":"paragraph","text":"Without new orders, nanites default to their basic directives: maintain a healthy population of nanites through replication; heal injured humans; fight disease; await new instructions.","spans":[]},{"type":"paragraph","text":"Nanites have unwittingly been brought on board spaceships and thus traveled to many locations outside the great core worlds of the Empire. There might be a healthy population of nanites on an out-of-the-way waystation just outside Whisperspace. A passenger liner might have nanites on board. Most of the time, these little machines are for all intents and purposes inert; their basic instructions don’t give them much to do beyond keeping their population up, and the replication process is purposefully designed to minimize material usage. Its unlikely it would appear to be anything more than the degradation of time; slight wear on a ship’s bulkheads, maybe, where nanites have scavenged metal flakes to replicate, or a strange power fluctuation where they recharge themselves.","spans":[]}],"children":[]},{"id":"the-world-degradation-33-9-4","anchor":"degradation","title":"Degradation","slug":"degradation","depth":2,"blocks":[{"type":"paragraph","text":"Sometimes, the basic commands given to a population of nanites may start to fade or collapse after many generations of iterative replication. Imperial scientists would have termed this ‘degradation’. Sometimes, it results in strange or erratic behaviour they were never programmed with originally.","spans":[]}],"children":[]},{"id":"the-world-the-sensitives-33-9-5","anchor":"the-sensitives","title":"The Sensitives","slug":"the-sensitives","depth":2,"blocks":[{"type":"paragraph","text":"Unwittingly living alongside nanites for so long, some humans have developed a strange mental connection with them. These are the Sensitives. Most often they don’t recognize this connection for anything out of the ordinary, or don’t even notice it at all; but the nanites are aware of them and pay them special attention. If there are a dozen people injured in an accident, nanites may rush to save the one Sensitive in the group, even if their injuries are minor. Sometimes, Sensitives can communicate with nanites, usually without realizing what they are doing. Most often, this happens in times of extreme stress; an injured pilot unable to reach the ship’s throttle to avoid certain death may will the ship to stop… And inexplicably the throttle is pulled back by hundreds or even thousands of microscopic robots.","spans":[]}],"children":[]},{"id":"the-world-suspicion-and-distrust-33-9-6","anchor":"suspicion-and-distrust","title":"Suspicion and Distrust","slug":"suspicion-and-distrust","depth":2,"blocks":[{"type":"paragraph","text":"Sensitives are often distrusted. Firstly, no one believes their tales. The throttle pulled back by itself? Sure it did. Secondly, there’s enough superstition in the galaxy to make a Sensitive’s claim sound like Whisperspace strangeness - and nobody wants to get closer to that. Most Sensitives hide any strange occurrences around them.","spans":[]}],"children":[]},{"id":"the-world-nanomancers-33-9-7","anchor":"nanomancers","title":"Nanomancers","slug":"nanomancers","depth":2,"blocks":[{"type":"paragraph","text":"A few Sensitives have a connection so established to nanites that they can actively command them. These are Nanomancers; individuals who command unseen forces to do their will. In many places, Nanomancers are looked on with fear or dread. Often, they are killed on sight as unnatural aberrations. Sometimes, they are taken to laboratories and studied endlessly.","spans":[]},{"type":"paragraph","text":"To the layman, a Nanomancer’s abilities appear to be magic. Some Nanomancers may even call themselves magicians. Nevertheless, what they do is not magic; it is a simple chain of cause and effect.","spans":[]}],"children":[]}]},{"id":"the-world-empaths-33-10","anchor":"empaths","title":"Empaths","slug":"empaths","depth":1,"blocks":[],"children":[]}]}}],"source":"prerender","version":"0.1.1","cachedAt":"2026-03-10T18:13:03.605Z"}}