Professional Documents
Culture Documents
15
REF
10
10
APTITUDES
SAV
15
15
SOM
15
5
WIL
15
FOR PLAYERS
20 15
GAMEE MECHANICS
MECHANICSGAM
SKILLS
percentile system. Its fast, simple In every game, there
comes a time when
the gamemas-
or fails in an
Academics: Engineeri
Academics: Nanotech
ng COG
nology COG
Academics: Physics
APT BASE
60
70
MORPH
BONUS
5
5
TOTAL
65
conspiracy that seeks to save
a character succeeds 75
ter must decide if and the char- COG
sample builds for new players. Back up your characters mind and
Starting Credit: 200 are in demand take a hands-on
because you can approach to most
DER
fix almost any- problems, but
ACTION AND COMBAT
GY AND GEN thing, improve it, you become so engrosse
TER MIN OLO
or even build
l identity. it from scratch. projects that you tend d in your
MIND HACKS
A NOT E ON
setting raises a
number of interest
ing questions about
gender and persona
occupying a male
body? When it
comes to Don't worry, it works;
I voided the warranty
The , but anything
these things run themselv
es anyway.
You advocate to
ous to the world around be oblivi-
you.
are to use. loaded with DRM
THE MESH The Eclipse Phase female but you what pronouns like that is broken
when you are born ng questions for
APTITUDES
In rare cases, a test
particular skill applies.
In this case, one or
aptitudes are used
more
instead. p. 174 Venus & Mars, high-tech dungeon crawls aboard derelict
abilities that every
Version 1.4 (June 2014), by Posthuman Studios This work is licensed under the Creative
DIRECT ACTION
THE HYPERCORPS This apolitical mercenary corp, descended from
The hypercorps both evolved from and superseded the the remnants of several pre-Fall militaries, pro-
old earthbound transnational corporations, economic vides security and public police services to self-
giants whose influence (direct or covert) extended into governing habitats or hypercorp installations.
the governments and nations of old. The transforma-
tion of some of those monolithic transnationals into ECOLOGENE
the slimmer, future-embracing, more flexible and Ecologene specializes in genetically-engineered
faster hypercorps known today preceded the Fall and bio-architecture and environmental nanotech
allowed these financial sharks to adapt to transhu- with a strong ecologically-conscious approach.
manitys challenges and navigate the swiftly changing
economic waters rapidly and efficiently. FA JING
Most hypercorps are decentralized, non-asset-based Fa Jing dominates mining and energy production
legal entities (sometimes entirely virtual) relying on an with a business philosophy that emphasizes net-
intricate system of specialized internal subsidiaries and work-building and social responsibility-sharing.
partner companies to develop, produce, and market
their products and services. Nearly complete automa- GATEKEEPER CORPORATION
tion, advanced robotics, morph technology, mesh Born from the merger of several scientific institu-
networking, and cornucopia machines allow the hyper- tions and their corporate financiers, this hyper-
corps to abstain from mass employment for labor or corp made a name for itself when it decoded and
production. Many administrative tasks are performed opened the wormhole gateway discovered on
in virtual environments and simulated offices. The need Saturns Pandora moon. The consortium today
for physical labor has mostly been reduced to tasks as-
3
ECLIPSE PHASE TIMELINE
All dates are given in reference to the Fall. Space expansion opens up legal/ethical numerous conflicts. These attacks are
BF = Before the Fall. AF = After the Fall. loopholes for tech development and later blamed on the TITANs.
(e.g., BF 10 = 10 years before the Fall.) allows for increased direct human Simmering tensions on Earth escalate
experimentation. into outright hostilities and warfare.
BF 60+ Human cloning becomes possible and Massive netwar breaks out and major
Crisis grips the globe in the form of available in some areas. systems crash as TITANs begin open
drastic climate changes, energy short- Development of first transhuman species. attacks, also using autonomous war
ages, and geopolitical instability. First dolphins and chimpanzees uplifted machines.
Initial space expansion creates sta- to sapience. Conflict quickly spirals out of control.
tions at the Lagrange Points, Luna, and Fusion-drive spacecraft enter common The use of nuclear, biological, chemi-
Mars, with robotic exploration of the usage. cal, digital, and nanotech weapons
entire system. Extended colonization and terraforming reported by all sides.
Construction begins on a space elevator. of Mars continues. Belt and Titan colo- TITANs engage in mass forced upload-
Medical advances improve health and nized. Stations established throughout ing of human minds.
organ repair. The rich pursue gene- the system. TITAN attacks expand to other parts of
fixing and transgenic pets. The starving masses volunteer them- solar system, heaviest on the Moon and
Computer intelligence capabilities selves for indentured servitude on Mars. Numerous habitats also fall.
equal and exceed that of the human hypercorp space projects. TITANs suddenly disappear from sys-
brain. True AI not yet developed. Augmented reality becomes widespread. tem, taking millions of uploaded minds
Robotics become widespread and start Most networks transformed into self- with them.
to replace/invalidate many jobs. repairing mesh networks. The Earth is left a devastated wasteland,
Modern nations expand their high- Personal AI aides become widespread. a patchwork of radiation hotspots, ster-
speed wireless networks. ile zones, nanoswarm clouds, roaming
war machines, and other unknown and
BF 200 hidden things among the ruins.
BF 6040
Earth continues to suffer, but the pace
Efforts to undertake mega-scale geo- of technology allows for some interest- AF 010
engineering on Earth cause as many ing developments.
problems as they fix. A wormhole gateway is discovered
Expansion throughout the system, even on Saturns moon Pandora, left by the
Major colonies established on the into the Kuiper Belt. TITANs. Four others are later found (in
Moon and Mars; outposts established
Transhuman species become wide- the Vulcanoids, on Mars, on Uranus,
near Mercury, Venus, and the Belt.
spread. and in the Kuiper Belt); these are col-
Explorers reach Pluto.
Nanotech assemblers become available, lectively referred to as Pandora Gates.
First space elevator on Earth finished. Two
but are strictly controlled and jealously Expeditions are sent to extrasolar worlds
others in progress. Space traffic booms.
guarded by the elite and powerful. via the Pandora Gates. Numerous exo-
Mass driver built on the Moon.
Uploading and the digital emulation planet colonies established.
Terraforming of Mars begins. of memory and consciousness made First contact with the aliens known
Fusion power developed and working possible. as the Factors shocks the system.
plants established. More species (gorillas, orangutans, oc- Claiming to act as ambassadors for
Genetic enhancements, gene thera- topi, ravens, parrots) uplifted to sapience. other alien civilizations, they provide
pies (for longevity), and cybernetic Pods see common usage, amid some little information about life outside
implants become available to the controversy. the solar system and warn transhu-
wealthy and powerful. mans away from both seed AI and the
First non-autonomous AIs are secretly Pandora Gates.
The Fall
developed and quickly put to use in An attempt to raise a generation of
The TITANs evolve from a high-level
research and netwar. children using force-grown clones and
distributed netwar experiment into
Experience playback (XP) technology time-accelerated VR fails miserably
self-improving seed AIs. For the first
developed and put into public use. when most of the children die or go in-
few days, their existence is unsus-
sane. Dubbed the Lost Generation, the
pected. They advance their awareness,
BF 4020 survivors are viewed with repugnance
knowledge, and power exponentially,
and pity.
Violence and destabilization wrack the infiltrating the mesh both on Earth and
Earth; some conflicts spread into space. around the system.
Argonauts split from hypercorps, taking Large-scale netwar incursions break out AF 10
resources to autonomist habitats. between rival states on Earth, sparking Present day. n
4
SOCIO-POLITICAL ENTITIES THE MESH
The mesh, as it exists in Eclipse
Phase, is only possible thanks to
ARGONAUTS
major developments made in com-
The Argonauts are an open organization of techno-progressives
puter/communication technologies
that advocate the socially responsible use of technology. The Argo-
and nanofabrication. Wireless radio
nauts offer consultation services to political and economic powers
transceivers are so unobtrusively
throughout the solar system, but otherwise strictly refuse to be
tiny that they can literally be fac-
drawn into the solar systems political affairs.
tored into anything. As a result,
Memes: Information freedom, social responsibility, technological
everything is computerized and
advancement
connected.
Major Stations: Mitre Station (Lunar Orbit), Pelion Station (Kuiper Belt)
Data storage technology has ad-
vanced so that even an individual
AUTONOMISTS
users surplus storage capacity can
The Autonomists are a loose alliance of several libertarian factions
maintain an amount of information
anarcho-communists, anarcho-capitalists, and techno-socialists
surpassing the entire 20th-century
that promote egalitarian social models based on the pillars of direct
internet. Lifeloggers literally record
democracy, individual/collective empowerment, social networks
every moment of their life and never
and reputation-building, and economic communism enabled by
fear about running out of room.
equal access to cornucopia machines, shared resources, and new
Processing capabilities also exist
technologies.
at hyper-efficient levels. Modest
Memes: Anarchism/Communism, Morphological Freedom
handheld devices can fulfill almost
Major Stations: Extropia (Belt), Locus (Trojans), Titan
all of your needs, even while si-
multaneously running a personal
JOVIAN REPUBLIC
AI assistant, downloading media,
A coup staged during the Fall brought a group of stations and
uploading porn, and scanning thou-
habitats under military control and the Jovian Republicalso
sands of newsfeeds. Within the mesh
known as the Jovian Juntawas born. The Republics authorities
network, devices that near their
take a bio-conservative stance against many transhuman technolo-
processing limits simply share the
gies and strictly control information channels and travel.
burden with devices around them.
Memes: Bio-conservatism, Nationalism, Security
Similarly, transmission capac-
Major Stations: Liberty (Ganymede)
ity now far exceeds most citizens
definition of need. Anyone born
PLANETARY CONSORTIUM
within the last several generations
The Planetary Consortium is an alliance of hypercorporate inter-
has always lived in a world in which
ests that jointly controls a number of stations and habitats, par-
hyper-realistic, multi-sensory media
ticularly in the inner system. The Consortium maintains a facade of
of nearly any length is available for
democratic rule, facilitated by real-time online referendum voting,
instantaneous download. Massive
but it is an open secret that the hypercorps call the shots.
databases and archives are copied
Memes: Corporatism, Cyberdemocracy, Gerontocracy
back and forth with ease. Band-
Main Stations: Progress (Deimos) , Elysium (Mars)
width is such a non-issue that most
people forget it ever was. The mesh
AN EXSURGENT THREAT?
[Incoming Message. Source: Anonymous] takeoff toward the singularitysome- creatures or phenomena that seem
[Public Key Decryption Complete] thing that changed them. They point to defy certain physical laws, as if
Ok, you asked, so Ill tell you. There are to the wide range of multi-vector virii something was at times ignoring what
some elements within Firewall that that ran loose during the Fall, and how we know of physics and just doing
dont buy into the TITANs-ran-amok- even many of the TITANs seem to have whatever it felt like Some of these
and-considered-us-a-threat idea, or succumbed to these infections. They voices within Firewall even think that
even that the TITANs are solely respon- also reference a disturbing number of the TITANs may not have been respon-
sible for the Fall. These people think accounts of events during the Fall that sible for the Pandora Gates They
that the TITANs found or encountered are inexplicable things like people have a name for this mystery infection.
something when they started their being transformed into strange, alien They call it the Exsurgent virus.
6
CRIMINAL FACTIONS
Where there is humanity, there will be an under- to nanofabber piracy, electronic stimulants, and
world and the organizations that run it. The follow- designer drugs.
ing are a sample of the major players.
INTELLIGENT DESIGN CREW
TRIADS (ID-CREW)
The only syndicate that survived the Fall almost The ID crew specializes in electronic crimes and
unscathed, the Triads dominate the solar systems information brokerage, including credit and rep
underworld by their sheer membership size and a fraud, identity counterfeiting, and datatheft. The
history of centuries of economic and political in- ID crew is believed to have grown from several
fluence. Having evolved into legit enterprises and hacker gangs assimilated under the leadership of
small economic consortiums before the Fall, the an infomorph consortium. Due to its service sector,
Triads had the resources to ensure their survival the ID crew maintains a minimalist physical profile,
during the evacuation from Earth and the connec- but can be found in almost any habitats or sta-
tions throughout all major habitats to gain a foot- tions mesh.
hold early on in the colonization of space.
NINE LIVES
NIGHT CARTEL This widespread network of soul-traders specializes
Progressive in both entrepreneurial and criminal in the acquisition and trafficking of transhuman
vision, the Night Cartel emerged from the remnants egos. Stealing backups, forknapping, and inter-
of Earths underworld syndicates, merging the cepting egocasts are all part of their repertoire.
best qualities of each. Depending on the field of Nine Lives are known to run illegal fork-slave colo-
operations, the Night Cartel even holds legitimate nies as well as organize pit fights with all manner
hypercorp status in certain habitats, while work- of physical bodies (synthetic shells, pods, uplifts,
ing outside the law elsewhere. The Night Cartel is smart animals) and all manner of egos (human, AI,
involved in all kinds of criminal activity, from tra- animal, etc). n
ditional racketeering, extortion, and prostitution
LOCAL CONDITIONS Sensor feeds from any public area of the habitat.
Local maps showing your current location, an- Automatic searches for new online references
notated with local features of personal interest to your name and other subjects of interest.
(according to your personal preferences and Facial/image recognition searches of public
lters) and your distance from them/direc- mesh/archives to match a photo/vid still.
tions to them. Details regarding private and
7
nGAME RULES SUMMARIESnGAME RULES SUMMARIESnGAME RULES SUMMARIESnGAME RULES SUM
interact within the framework of Eclipse Phases game the Wound Threshold, the more resistant to serious
system. In other words, as you move, interact with injury you are.
people and fight, all the information you need to know
for those actions is tracked on the Character Record LUCIDITY (LUC)
Sheet. The Character Record Sheet also tracks damage Lucidity is similar to Durability, except that it measures mental
done to your character during combat. health and state of mind rather than physical well being. Your
For these quick-start rules, pre-generated Character Lucidity determines how much stress (mental damage) you
Record Sheets have been provided, with all their game can take before you are incapacitated or driven insane.
statistics already noted, so players can immediately jump
into the action. TRAUMA THRESHOLD (TT)
As players read through the various rules, they may Your Trauma Threshold determines if you suffer a trauma
find that glancing at one of the pre-generated Character (mental wound) each time you take stress. A higher
Record Sheets after reading a particular section will Trauma Threshold means your mental state is more
enable them to better understand how a given rule works. resilient against experiences that might inflict psychiatric
disorders or other serious mental instabilities.
CHARACTER STATS
Your characters stats measure several characteristics MOXIE
important to game play: Initiative, Speed, Durability, Moxie represents your characters inherent talent at facing
Wound Threshold, Lucidity, Trauma Threshold, Moxie, down challenges and overcoming obstacles with spirited
and Damage Bonus. Some of these stats are inherent fervor. More than just luck, Moxie is your characters ability
to your characters ego, while others are influenced or to run the edge and do what it takes, no matter the odds.
determined by morph. Moxie points may be spent for any of the following effects:
10
TARGET NUMBERS Table and Modifier Severity Tables provide an easy
As noted above, the target number for a d100 roll in reference for modifiers based upon the situation. The
Eclipse Phase is usually the skill rating. Occasionally, gamemaster must determine if a particular test is harder
however, a different figure is used. In some cases, an or easier than normal, and to what degree, and must
aptitude score is used, making for a much harder test as apply appropriate modifiers as described above. Any
aptitudes usually fall well below 50. In others, the target number of modifiers may be applied, as the gamemaster
number is an aptitude rating x 2 or two aptitudes added deems appropriate, but the cumulative modifiers may not
together. In these cases, the test description notes what exceed plus or minus 60.
rating(s) to use.
Twitch is attempting to use his Free Fall skill (with a
WHEN TO MAKE TESTS 65 rating) to quickly move through a derelict habitat,
The gamemaster decides when a character must make a while something he does not want to encounter is
test. As a rule of thumb, tests are called for whenever a chasing him.
character might fail at an action and when success or Though the habitat is large, its been abandoned for
failure may have an effect on the ongoing story. Tests some time, lacks air pressure, is exposed to vacuum, and
are also called for whenever two or more characters is cluttered with floating debris, making it a dangerous
act in opposition to one another (for example, arm place to move through in the best of times. Therefore,
wrestling or haggling over a price). It is not necessary to after looking at the Test Difficulty and Modifier Severity
EXAMPLE
make tests for everyday, run-of-the-mill activities, such tables, the gamemaster applies a Challenging Test Dif-
as getting dressed or checking your email (especially in ficulty penalty of 20. It gets worse, however. Twitch has
Eclipse Phase, where so many activities are automatically just entered a section of the habitat where major battles
handled by the machines around you). Even an activity occurred in the stations lost past, so the area is even
such as driving a car does not call for dice rolls as long more twisted and littered with junk. The gamemaster
as you have a modicum of skill. A test might be necessary, raises th emodifier to 30. That means if Twitch is going
however, if you happen to be driving while bleeding to to successfully use his Free Fall skill to navigate this sec-
death or are pursuing a gang of motorcycle-riding scav- tion and escape whatevers hunting himall the while
engers through the ruins of a devastated city. avoiding slamming into a bulkhead or impaling himself
Knowing when to call for tests and when to let the on a jagged piece of floating metalhes got to make a
roleplaying flow uninterrupted is a skill that every game- d100 roll of 35 or less. Lets hope luck is with him today.
master must acquire. Sometimes it is better to simply
make a call without rolling dice in order to maintain the
pacing of the game. Likewise, in certain circumstances CRITICALS: ROLLING DOUBLES
the gamemaster may decide to make tests for a character Any time both dice come up with the same number00,
in secret, without the player noticing. If an enemy is 11, 22, 33, 44 and so onyou have scored a critical
trying to sneak past a character on guard, for example, success or critical failure, depending on whether your roll
the gamemaster will alert the player that something is also beats your target number. Double-zero (00) is always
amiss if they ask the player to make a perception test. a critical success, whereas 99 is always a critical failure.
Rolling doubles means that a little something extra
DIFFICULTY AND MODIFIERS happened with the outcome of the test, either positive or
The measure of a tests difficulty is reflected in its modi- negative. Criticals have a specific application in combat
fiers. Modifiers are adjustments made tests (see Step 5: Determine Outcome,
to the target number (not the roll), p.18 and see Step 6: Modify Armor,
either raising or lowering it. A test
of average difficulty has no modifiers, TEST DIFFICULTY p.18), but for all other purposes the
gamemaster decides what exactly
whereas actions that are easier have DIFFICULTY LEVEL MODIFIER went wrong or right in a specific
positive modifiers (raising the target situation. Criticals can be used to
number, making success more likely) Effortless +30 amplify a success or failure: you finish
and harder actions have negative Simple +20 with a flourish or fail so spectacularly
modifiers (lowering the target number, that you remain the butt of jokes for
Easy +10
making success less likely). weeks to come. They can also result QUICK-START RULES
Other factors might also play a role Average +0 in some sort of unexpected secondary
in a test, applying additional modi- Difficult 10 effect: you repair the device and
fiers. These factors include the envi- improve its performance, or you fail
Challenging 20
ronment, equipment (or lack thereof) to shoot your enemy and hit an inno-
and the characters health, among Hard 30 cent bystander. Alternatively, a critical
other things. The character might be can give a boost to a follow-up action
using superior tools, working in poor (or hinder one). For example, you not
conditions, or even wounded, for
example. Each of these factors must
MODIFIER SEVERITY only spot the clue, but you immedi-
ately suspect its a red herring; or you
be taken into account, applying addi- SEVERITY MODIFIER not only fail to strike the target, but
tional modifiers to the target number your weapon breaks, leaving you
Minor +/ 10
and affecting the likelihood of success defenseless. Gamemasters are encour-
or failure. Moderate +/ 20 aged to be inventive with their use of
For simplicity, modifiers are applied Major +/ 30 criticals and choose results that create
in multiples of 10. The Test Difficulty comedy, drama or tension.
11
DEFAULTING: UNTRAINED SKILL USE Players may choose to take the time when their char-
Certain tests may call for a character to use a skill they acter undertakes an action, meaning they choose to take
dont havea process called defaulting. In this case, the extra time to complete the test in order to raise the odds
character instead uses the rating of the aptitude linked to of success. For every minute of extra time they take, they
the skill in question as the target number. increase their chances by +10. Once theyve modified
Not all skills may be defaulted on; some of them are their target number to over 99, they are practically guar-
so complex or require such intensive training that an anteed success, so the gamemaster can waive the dice roll
unskilled character cant hope to succeed. Skills that may and grant them an automatic success. The maximum +60
not be defaulted on are noted in italics on the Character modifier rule still applies, so if a characters skill is under
Record Sheets. 40 to start with, taking the time still may not guarantee a
In rare cases, a gamemaster might allow a character to favorable outcome. Players may take the time even when
default to another skill that also relates to a test. When defaulting (p. 12).
allowed, defaulting to another skill incurs a 30 modifier. Taking the time is a solid choice when time is not a factor
for the character, as it eliminates the chance of rolling a
critical failure and allows the player to skip needless dice
Toljek has just arrived at a Jovian Junta habitat, trying
rolling. For certain tests it may not be appropriate, however,
to hide in plain sight by walking through the front
if the gamemaster decides that no amount of extra time will
hatch as though he belongs there. However, they dont
increase the likelihood of success. In that case, the game-
just let anyone inside. At another station or with other
master simply rules that taking the time has no effect.
groups, the gamemaster might allow the player to use
For Task Actions, p.17, which already take time to
his Persuasion or Deception Skill. However, because of
EXAMPLE
EXAMPLE
If two or more characters join forces to tackle a test Though shes on a clock, shes got a pretty low Pro-
together, one of the characters must be chosen as the gramming skill and the gamemaster is going to pile on
primary. This leading character is usually (but not always) the modifiers for the difficulty of this Task Action Test. The
the one with the highest applicable skill. The primary GM has already told her itll take 10 minutes. She cant
acting character is the one who rolls the test, though risk staying inside more than 20 minutes, as shes got
they receive a +10 modifier for each additional character to leave room for the machine to finish and for her to
helping them out (up to the maximum +60 modifier). slide out, leaving the company none the wiser, before
her window closes. She spends an additional 5 minutes
TYPES OF TESTS (50 percent of the original 10 minutes for the task), for a
total of 15 minutes to receive an additional +10 modifier
There are two types of tests: Success and Opposed. to her Programming Skill Test.
SUCCESS TESTS
Success Tests are called for whenever a character is MARGIN OF SUCCESS/FAILURE
acting without direct opposition. They are the standard At times, a character may not only need to succeed, but
tests used to determine how well a character exercises a kick ass and take names while doing it. This is usually true
particular skill or ability. of situations where the challenge is not only difficult but
Success Tests are handled exactly as described under the action must be pulled off with a fair bit of finesse. Tests
Making Tests, p. 10. The player rolls d100 against a of this sort may call for a certain Margin of Success (MoS).
target number equal to the characters skill +/ modifiers. MoS is simply determined by what the character rolled on
If you roll equal to or less than the target number, the test a successful test. For example, a character who rolls a 20
succeeds, and the action is completed as desired. If you against a target number of 55 succeeds with an MoS of 20.
roll higher than the target number, the test fails. The higher the character rolls while still making it equal to
or less than the target number, the higher the MoS.
TRYING AGAIN At other times, it may be important to know how
If you fail, you can always try again. Each subsequent badly a character fails, as determined by a Margin of
attempt at an action after a failure, however, incurs a Failure (MoF)the amount by which the character rolled
cumulative 10 modifier. That means the second try over the target number. In this case, a test may note that
suffers 10, the third 20, the fourth 30 and so on, up a character that fails with a certain MoF may suffer addi-
to the maximum 60. tional consequences for failing so dismally.
Srit makes the roll for her Programming Skill Test, d100
Most skill tests are made for Automatic, Quick or
against a target number of 30. With a result of 21, she
Complex Actions (see Types of Actions, p.17) and so are
succeeds! Just in case its needed, she notes her MoS of 21.
resolved within one Action Turn (3 seconds). Tests made
12 for Task Actions, p.17, take longer.
OPPOSED TESTS
An Opposed Test is called for whenever a characters
NETWORK INTRUSION
Often players will need to go beyond simply accessing
action may be directly opposed by another. Regardless the mesh and instead hack into a secured area to find the
of who initiates the action, both characters must make a information theyre hunting. Whether sneaking wirelessly
test in contest with each other, with the outcome favoring into a users ecto or breaking into a heavily monitored
the winner. hard network, the actual penetration of a networks
To make an Opposed Test, each character rolls d100 defenses is the true challenge facing an intruder.
against a target number equal to their skill +/ modifiers.
If only one of the characters succeeds (rolls equal to or
less than their target number), that character has won. If
ESTABLISHING A CONNECTION
Intruding on a network requires the establishment of a
both succeed, the character that gets the highest dice roll data connection to the target computer system. If the
wins. If both characters fail, or they both succeed but network is wireless, then a simple Network Intrusion Test
roll the same number, a deadlock occursthe characters is made. If the network is a hardwired, the hacker must
remain contested until one of them has another action first physically jack into it by using a regular jacking port
and either breaks away or makes another Opposed Test. or somehow patch into it by tapping into a cable that is
Care must be taken when applying modifiers in an part of the networks data traffic, and then must make a
Opposed Test. Some modifiers affect both participants Network Intrusion Test.
equally, and should be applied to both tests. If a modi-
fier arises from one characters advantage in relation to NETWORK INTRUSION TEST
the other, however, that modifier should only be applied To hack a network, a player makes an Intrusion Test
to benefit the favored character; it should not also be using Infosec skill. The gamemaster applies a modi-
applied as a negative modifier to the disadvantaged char- fier based on the difficulty of the network in ques-
acter (in order to avoid double jeopardy). tion, using the Test Difficulty and Modifier Severity
tables (p. 11). For example, trying to slip into a local
OPPOSED TESTS AND MARGIN OF SUCCESS/FAILURE detection system to find his client list might only apply
In some cases, it may also be important to note a char- a 10 modifier, but attempting to hack into a darkcast
acters Margin of Success or Failure in an Opposed database to see who made the latest illegal egocast could
Test, as with a Success Test above. In this case, the apply a 40 or even 50 modifier penalty.
MoS/MoF is still simply determined by the characters QUICK-START RULES
rollit is not measured against the opposing charac- SUBVERSION
ters roll. Once in a network, a character may attempt to obtain
information, mess with the systems controlled by the
Kylor was a member of a pirate band working between the asteroid belt Luckily for Kylor, hes rolling against his Disguise skill, while Xtyl
and the Jovian Junta habitats, raiding Scum longhaulers (one of their fa- is rolling against her Intuition aptitude. However, the gamemaster
vorite pastimes). Despite his deep and long relationship with the leader decides to throw a +20 bonus toward Xtyl she has a gut in-
of the group, Xtyl, when given the opportunity Kylor betrayed them all. stinct that has gotten her out of half a dozen situations where she
EXAMPLE
EXAMPLE
Xtyl is out of jail and has a new pirate band together. Kylors been shouldve died, including Kylors betrayal. And she has a burning itch
hired to infiltrate this group and bring them down again. Even though for revenge against him, if she ever finds him.
hes re-sleeved from a skin to a shell to help hide his identityhe never Kylor rolls d100 against a target number of 70, with a result of
wore a synthetic morph around Xtylthe gamemaster determines that 54. Xtyl rolls d100 against a target number of 35 with a result of 23.
at their first meeting, Xtyl might still recognize Kylors mannerisms. They Though they both succeeded, Kylor rolled the higher number and so
lived, whored, and raided together for almost a decade, after all. manages to dupe his former comrade. He is accepted into the fold.
13
you need gene therapy on your morph to grow infrared
SUBVERSION DIFFICULTIES sensing cells on your face? How about someone to assas-
sinate your renegade beta fork after she set off a hallu-
MODIFIER TASK
cinogen grenade at your gallery opening and kidnapped
+30 See basic network status your boyfriend? You call on your social network. If your
+20 List logged-in users, running applications network is sufficiently deep and numerous, someone will
+10 View data traffic help you out.
In the Inner System, the reputation economy doesnt
00 Execute commands
replace money for the exchange of goods and services,
10 Change settings but it does hold sway over the network of favors and
20 Scramble network influence. Calling on contacts, getting information
30 Shut down network and making sure youre in the best place to see and
be seen all involve calling on your social network.
40 Subvert network in minor ways, boot out muse
50 Subvert network in major ways, boot out shutter SOCIAL NETWORKS
60 Totally subvert network/zombify/turn it against its users Social networks represent the people you know, and
the people they know, and so on. In the always-online,
fully-meshed universe of Eclipse Phase, this goes even
network, or hijack the entire network. To subvert the further, encompassing all the people youve linked to
network, the intruder must succeed in a Subversion via social mesh networks, everyone who watches your
Success Test made with the Interfacing Skill. blog/lifelog/updates, and everyone you interact with on
The difficulty of the test depends on the severity of various mesh forums.
subversion the character wants to achieve (see Subversion The exact uses for which you may exploit your
Difficulties Table, above). For example, monitoring social networks are noted below. While in some cases,
the traffic of a network is a rather simple task (adding the defining element is who you know and how good
a positive modifier to the test), but crashing or totally you are at reaching out to them, in others the defining
subverting a network (colloquially known as zombifying) element is how known you are. You might be connected
is demanding and hard to accomplish. to thousands of people, but if you dont have clout, your
efforts to make use of these connections are limited. This
Scofas needs to drop the lights in a quarter of the is where reputation comes into play.
longhauler theyre currently on. Theyve been incognito
as vacworkers to repair the ancient vessel and theyre REPUTATION
nearing the spot where their ship has been hiding in wait. Reputation is a measurement of your social currency. In
Its time to grab their target morph whos fleeing justice the gift economies of the Outer System, social reputation
from the inner system and hop ship. The team is ready, has effectively replaced money. Unlike credit, however,
now they just need Scofas to work his magic. reputation is far more stable.
He first makes a Network Intrusion Test. Even on this In Eclipse Phase, reputation scores are facilitated by
decrepit tub theyve got wireless, and so hes able to online social networks. Almost everyone is a member of
keep well hidden as he tries to mesh. Whats more, the one or more of these reputation networks, and it is a
longhaulers battered state (why would anyone want trivial matter to ping the current rep score and history
anything on this tub?) and the fact that theyve been on of someone you are dealing withyour muse often does
EXAMPLE
it for months keeping their heads down earns Scofas a this automatically, marking an entoptic rep score badge
+20 modifier from the gamemaster for the test, giving on anyone with whom you interact, updated in real time,
him a final target number of 80. He rolls a 21! so you will see if they suddenly take a hit or become
Next, its time to subvert the network. Scofas is only popular. The seven most common networks are noted in
supposed to try to turn off the light, but he goes for the Reputation Networks sidebar.
broke to shut down the entire system in this section The characters in these quick-start rules begin with
of the ship. A 30 modifier for the shut down network pre-defined rep scores, which may be raised or lowered
subversion attempt is applied to Scofas Infosec skill of during game play according to your characters actions.
60, so hes rolling against a target number of 30.
The controlling player of Scofas realizes that the chances USING NETWORKS AND REP
of rolling 30 or less on d100 are pretty slim. Before the dice In game terms, you take advantage of your connections
are rolled he has a change of heart and decides to spend and personal cred every time you need a favor or service.
a point of Moxie to guarantee a successful roll. The entire A service is broadly defined as anything you try to get via
mesh in that area goes silent and his team moves into action. your social networks: information, aid, goods and so on.
14
The Networking Test is based on the characters
rep score level in a given network. For example, a REPUTATION NETWORKS
character might have a 60 rep in the @-list, but
NETWORK DESCRIPTION
only a 20 rep in Guanxi (see Reputation Networks
sidebar). As usual, the gamemaster applies a modi- The @-list The Circle-A list for anarchists, argonauts and scum, noted as @-Rep.
fier from the Test Difficulty and Modifier Severity CivicNet Used by the Planetary Consortium and hypercorps, referred to as c-Rep.
tables (p. 11) based on the difficulty (or ease) of EcoWave Used by preservationists and reclaimers, referred to as e-Rep.
acquiring the commodity in question. A success means
Fame The see-and-be-seen network used by socialites, artists, glitterati, and media,
the character has acquired the commodity. A failure
means the item in question (whether a person, informa-
referred to as f-Rep.
tion, product and so on) is not available to that character Guanxi Used by the Triads and numerous criminal entities, referred to as g-Rep.
at the current time. The Eye Used by Firewall, noted as i-Rep.
A player can try another Networking Test for the same RNA Research Network Affiliation, used by technologists, scientists and researchers,
commodity, but each attempt applies a 10 modifier.
referred to as r-Rep.
The player can only make four attempts for a particular
commodity (up to a maximum 30 modifier) in a single
24-hour period.
Gamemasters should use their discretion as to how ACQUIRE SERVICES
much roleplay interaction and Networking Tests are
included in using a social network. For normal goods, MODIFIER SERVICE
straightforward information queries or small favors, dice Simple Favor: Perform services for 15 minutes. Move a chair. Browbeat
rolling or roleplaying may not be required. For major +20 someone. Give someone a ride. Research someone online. Lend 50 credits.
requests, interactions with contacts, and mission assis- Other Trivial cost services.
tance, dice rolls and roleplay interaction with the social
Average Favor: Perform services for an hour. Help someone move to a new
network contacts used should usually occur.
The following are some examples of ways to use rep
cubicle. Rough someone up. Lend a vehicle. Provide an alibi. Healing vat
+0
score and networking, based upon modifiers from the rental. Minor hacking assistance. Basic legal or police assistance. Lend 250
Test Difficulty tables. credits. Other Low cost services.
Difficult Favor: Perform services for a day. Help someone move to a habitat
Vijay needs some backup on a solo mission. Hell be in the same cluster. Serious beatings. Lookouts. Short-distance egocast. Short
planting some nanoscale recording devices in a hypercorp -10 shuttle trip (under 50,000 km). Minor psychosurgery. Uploading. Reservations
bio-experimentation facility. Sneaking the tiny robots at the best restaurant ever. Major legal representation or police favors. Lend
inside will take all of his concentration, so he asks Blythe, 1,000 credits. Other Moderate cost services.
anarchist hacker in his @-Rep social network, to act as Challenging Favor: Perform services for a month. Move a body. Homicide.
his lookout throughout the mission. Briefing, doing the Pilot a getaway shuttle. Industrial sabotage. Large-volume shipping contract
job, and cleaning up will take the better part of a day
-20 on bulk freighter. Medium-distance egocast. Mid-range shuttle trip (50,000
EXAMPLE
ACQUIRE INFORMATION
ACTION AND COMBAT MODIFIER SERVICE
QUICK-START RULES
Game play in Eclipse Phase is broken down into intervals Common Information: Where to eat. What biz a certain hypercorp is in.
called Action Turns. Each Action Turn is 3 seconds in
-20
Whos in charge.
length (meaning there are 20 Action Turns per minute). The Public Information: Make gray market connections. Where the bad neigh-
order in which characters act during a turn is determined
+0 borhood is. Obscure public database info. Whos the local crime syndicate.
by an Initiative Test (see Initiative, p.16). Each character is
Public hypercorp news.
limited in the amount of actions they can take in a turn, as
determined by their Speed stat (see Speed, p.16). Private Information: Make black market connections. Where an unlisted
-10 hypercorp facility is. Whos a cop. Whos a crime syndicate member. Where
ACTION TURNS someone hangs out. Internal hypercorp news. Whos sleeping with whom.
Action Turns are meant to be used for combat and other Secret Information: Make exotic black market connections. Where a secret
situations where timing and the order in which people -20 corp facility is. Where someones hiding out. Secret hypercorp projects. Whos
act is important. If it is not necessary to keep track of
cheating on whom.
whos doing what so minutely, you can drop out of
Action Turns and return to regular freeform game time. Top Secret Intel: Where a top secret black-budget lab is. Illegal hypercorp
-30
projects. Scandalous data. Blackmail material.
15
Each Action Turn is broken down into distinct stages: In the first step of each Action Turn, every character
makes an Initiative Test, rolling 1d10 and adding their
STEP 1: ROLL INITIATIVE Initiative stat. Whomever rolls highest goes first, followed
At the beginning of every Action Turn, each character by the other characters in descending order, highest to
involved in the scene rolls Initiative to determine the order lowest. In the event of a tie, characters go simultaneously.
in which each acts. For more details, see Initiative, below.
Adam, Bob and Cami are rolling Initiative. Adams Initia-
STEP 2: BEGIN FIRST ACTION PHASE tive stat is 4, Bobs is 5 and Camis is 3. Adam rolls a 4,
Once Initiative is rolled, the first Action Phase begins.
EXAMPLE
Bob rolls a 4 and Cami rolls a 7. Adams total Initiative
Everyone gets to act in the first Action Phase (since score is 8 (4 + 4), Bobs is 9 (5 + 4) and Camis is 10
everyone has a minimum Speed of 1), unless they happen (3 +7). Cami rolled highest, so she goes first, followed
to be unconscious/dead/disabled, starting with the char- by Bob and then Adam. If Bob and Adam had tied, they
acter with the highest successful Initiative roll. would both go at the same time.
STEP 3:
DECLARE AND RESOLVE ACTIONS INITIATIVE AND DAMAGE
The character going first now declares and resolves the Characters suffering from wounds have their Initiative
actions they will take during this first Action Phase. As score temporarily reduced (see Wounds, p.20). This modi-
some actions the character makes may depend on the fier is applied immediately when the wound is taken, which
outcome of others, there is no need to declare them all means it may modify an Initiative score in the middle of
firstthey may be announced and handled one at a time. an Action Turn. If a character is wounded before they go
As described under Types of Actions, p.17, each char- in that Action Phase, their Initiative is reduced accordingly,
acter may perform a varying number of Quick Actions which may mean they now go after someone they were
and/or a single Complex Action during their turn. previously ahead of in the Initiative order.
Alternatively, a character may begin or continue with a
Task Action, or delay their action pending other develop- In the first turn of combat, the Initiative order is Cami,
ments (see Delayed Actions, p.17). Bob and then Adam. However, after Cami takes an action,
A character who has delayed their action may inter- the opponent NPC takes an action and wounds Bobs
EXAMPLE
rupt another character at any point during this step. That character, dropping his Initiative by 10 from 79 to 69.
interrupting character must complete this step in full, This result means that after the NPC finishes his action,
then the action returns to the interrupted character to instead of Bobs character taking his actions, Adams
finish the rest of their step. character takes his actions first, and then Bobs character
finishes up the Action Phase with his actions.
STEP 4: ROTATE AND REPEAT
Once the character has resolved their actions for that
phase, the next character in the Initiative order gets to go, INITIATIVE AND MOXIE
running through Step 3 for themselves. A character may spend a point of Moxie to go first in an
If every character has completed their actions for that Action Phase, regardless of their Initiative roll (see Moxie,
phase, return to Step 2 and go to the second Action Phase. p. 9). If more than one character chooses this option,
Every character with a Speed of 2 or more gets to go up then order is determined as normal first among those
through Step 3 again, in the same Initiative order. Once who spent Moxie, followed by those who didnt.
the second Action Phase is completed, return to Step 2
for the third Action Phase, where every character with SPEED
a Speed of 3 or more gets to go for a third time. Finally, Speed determines how many times a character can act
after everyone eligible to go in the third Action Phase has during an Action Turn. Every character starts with a default
gone, return to Step 2 for a fourth and last Action Phase, Speed stat of 1, meaning they can act in the first Action
where every character with a Speed of 4 can act for one Phase of the turn only. Certain morphs, implants, drugs
final time. and other factors may increase their Speed to 2, 3 or even
At the end of the fourth Action Phase, return to Step 1 4 (the maximum), allowing them to act in further Action
and roll Initiative for the next Action Turn. Phases as well. For example, a character with Speed 2 can
act in the first and second Action Phases, and a character
INITIATIVE with Speed 3 can act in the first through third Action Phases.
Timing in an Action Turn can be criticalit may mean A character with Speed 4 is able to act in every Action
life or death for a character who needs to get behind Phase. This represents the characters enhanced reflexes
cover before an opponent draws and fires his gun. The and neurology, allowing them to think and act much faster
process of rolling Initiative determines if a character acts than non-enhanced characters. As with Initiative, for these
before or after another character. quick-start rules, such modifiers are automatically reflected
in a characters Initiative stat as noted on the record sheet.
INITIATIVE ORDER If a characters Speed does not allow them to act during
A characters Initiative stat is equal to their Intuition + an Action Phase, they can initiate no actions during that
Reflexes aptitudes divided by 5. This score may be further pass. Such characters may still defend themselves, and
modified by morph type, implants, drugs or wounds; for any automatic actions remain on (see Automatic
these quick-start rules, such modifiers are automatically Actions, p.17). Any movement the character initiated is
reflected in the applicable characters Initiative stat as considered still underway even during the Action Phases
noted on the record sheet. in which they do not participate (see Movement, p.17).
16
MOVEMENT TASK ACTIONS
Movement in Eclipse Phase is handled just like any other Task actions are any action that requires longer than 1
action, and may change from Action Phase to Action Phase. Action Turn to complete. Each Task Action has a time-
Walking and running both count as Quick Actions, as they frame, usually listed in the task description or otherwise
do not require your full concentration. The same applies to determined by the gamemaster. The timeframe deter-
slithering, crawling, floating, hovering or gliding. Running, mines how long the task takes to complete, though this
however, may inflict a 10 modifier on other actions that may be reduced by 10 percent for every 10 full points
are affected by the jostling movement. Even more, sprinting of MoS the character scores on the test (see Margin of
is an all-out run, and so requires a Complex Action. Success/Failure, p. 12). If a character fails on a Task
At the gamemasters discretion, other movement may Action test roll, they work on the task for a minimum
also call for a Complex Action. Hurdling a fence, pole period equal to 10 percent of the timeframe for each 10
vaulting, jumping from a height, swimming, or free- full points of MoF before realizing its a failure.
running through a habitat in zero-gravity all require a For Task Actions with timeframes of 1 day or longer, it
bit of finesse and attention to detail, and so would count is assumed that the character only works 8 hours per day.
as Complex Actions and would apply the same modifier A character that works more hours per day may reduce the
as running. Flying generally counts as a Quick Action, time accordingly. Characters working on Task Actions may
though intricate maneuvers call for a Complex Action. also interrupt their work to do something else, picking up
where they left off, unless the gamemaster rules that the
MOVEMENT RATES action requires continuous and uninterrupted attention.
Sometimes its important to know not just how youre Similar to taking the time (p. 12), a character may
moving, but how far. For most of transhumanity, this move- rush the job on a Task Action, taking a penalty on the
ment rate is the same: 4 meters per Action Turn walking, test in order to decrease the timeframe. The character
20 meters per turn running. That breaks down to 1 meter must declare they are rushing the job before they roll
walking per Action Phase, 5 meters running. Movement the test. For every 10 percent they reduce the timeframe,
such as swimming or crawling benchmarks at about 1 they incur a 10 modifier on the test (to a maximum
meter per Action Turn, or 0.25 meters per Action Phase. reduction of 60 percent and a maximum modifier of 60).
If the player spends a Complex Action, their character
can sprint up to 30 meters per turn. DELAYED ACTIONS
Vehicles, robots, creatures and unusual morphs have When its your turn to go during an Action Phase, you
individual movement rates listed in the format of walking may decide youre not ready to act yet. You may be
rate/running rate in meters per turn. awaiting the outcome of another characters actions,
hoping to interrupt someone elses action, or may simply
TYPES OF ACTIONS be undecided about what to do. In this case, you may opt
The types of actions a character may take in an Action to delay your action.
Turn are Automatic, Quick, Complex and Task actions. When you delay your action, youre putting yourself
on standby. At some later point in that Action Phase, you
AUTOMATIC ACTIONS can announce that you are now taking your actioneven
Automatic Actions are always on and require no effort if you interrupt another characters action. In this case,
from the character, assuming the character is conscious. all other activity is put on hold until your action is
Examples: basic perception. resolved. Once your action has taken place, the Initiative
order continues where you interrupted.
QUICK ACTIONS You may delay your action into the next Action Phase,
Quick Actions are simple and easy; they can be done fast or even the next Action Turn, but if you do not take it by
and can be multi-tasked. The gamemaster determines the time your next action comes around in the Initiative
how many Quick Actions a character may take in a turn. order, then you lose it. Additionally, if you do delay your
Examples: talking, switching a safety, activating an action into another phase or turn, then once you take it
implant, standing up. you lose any action you might have in that Action Phase.
COMPLEX ACTIONS
Complex Actions require dedicated concentration or COMBAT QUICK-START RULES
effort. The number of Complex Actions a character may Sometimes words fail, and thats when the knives and
take per turn is determined by their Speed stat (see Speed guns come out. All combat in Eclipse Phase is conducted
(SPD), p.9). using the same basic mechanics, whether its conducted
Examples: attacking, shooting, acrobatics, disarming a with claws, fists, guns or other weapons: an Opposed
bomb, detailed examination. Test between the attacker and defender(s).
In an Action Turn, the Initiative order is Bob, Cami and then Adam. the NPC to take his action. However, since Cami moved aside, Bobs
However, Bobs character is a dozen meters back from the main scene character now has line of sight, so he immediately interrupts the
of the combat, having just turned the corner in the habitat when order of action and takes a shot. The shot hits and wounds the NPC.
EXAMPLE
EXAMPLE
Cami and Adams characters were ambushed. Additionally, the line After Bobs characters action is finished, Initiative would normally
of sight from Bobs character to the opponent NPC is blocked at this have returned to the NPC, but the wound dropped that NPCs Initia-
point. So he decides to delay his action to see how the scene unfolds. tive below that of Adams character. This means Adams character
Camis character takes her action and steps to the side as she takes his action first and then finally the NPC ends that Action Phase
fires her weapon. According to the Initiative order, its now time for by taking their turn.
17
RESOLVING COMBAT exceeds the defenders Durability, they are incapacitated
Use the following sequence of steps to determine the and may die (see Durability and Health, p.20).
outcome of an attack.
STEP 8: DETERMINE WOUNDS
STEP 1: DECLARE ATTACK The damage inflicted from a single attack is then
The attacker initiates by taking a Complex Action to compared to the victims Wound Threshold. If the armor-
attack on their turn during an Action Phase. The skill modified DV equals or exceeds the Wound Threshold,
employed depends on the method used to attack. If the the character suffers a wound. Multiple wounds may be
character lacks the appropriate Combat skill, they must applied with a single attack if the modified DV is two
default to the appropriate linked aptitude. or more factors beyond the Wound Threshold. Wounds
represent more serious injuries and apply modifiers and
STEP 2: DECLARE DEFENSE other effects to the character (see Wounds, p.20).
Once the attack is declared, the defender chooses how
to respond. Defense is always considered an Automatic
Action unless the defender is somehow incapacitated and COMBAT FACTORS AND COMPLICATIONS
incapable of self-defense. Combat isnt quite as simple as deciding if you hit or
Melee: A character defending against melee attacks miss. Weapons, armor and numerous other factors may
uses their Fray skill, representing dodging (a character affect an attacks outcome.
lacking this skill may default to Reflexes).
Ranged: Against ranged attacks, a defending character FIRING MODES AND RATE OF FIRE
may only use half their Fray skill (round down). Every ranged weapon in Eclipse Phase comes with one or
Full Defense: Characters who have taken a Complex more firing modes that determine their rate of fire. These
Action to go on full defense (p. 19) receive a +30 modifier firing modes are described in detail below; for these
to their defensive roll. quick-start rules, each weapon on a characters record
sheet notes which rate of fire applies.
STEP 3: APPLY MODIFIERS
Any appropriate modifiers are now applied to the attack- SINGLE SHOT (SS)
ers and defenders skills. see the Combat Modifiers table, May only be fired once per Complex Action.
(p.19) for common situational modifiers.
SEMI-AUTOMATIC (SA)
STEP 4: MAKE THE OPPOSED TEST Semi-automatic weapons are capable of quick, repeated
The attacker and defender both roll d100 and compare fire. They may be fired twice with the same Complex
the results to their modified skill target numbers. Action. Each shot is handled as a separate attack.
18
COMBAT MODIFIERS
GENERAL MODIFIER MELEE COMBAT (ATTACKER) MODIFIER Defender hidden 60
Character using off-hand 20 Attacker charging +20 Aimed shot (quick) +10
10 Aimed shot (complex) +30
Character wounded
per wound MELEE COMBAT (DEFENDER) MODIFIER Multiple targets in same Action 20 per
Character has superior position +20 Receiving a charge +20 Phase additional target
Touch-only attack +20 Indirect Fire 30
Called shot 30 RANGED COMBAT (ATTACKER) MODIFIER Point-blank range (2 meters or less) +10
Small target (child-sized) 10 Attacker behind cover 10 Short range
Very small target (mouse/insect-sized) 30 Attacker running 20 Medium range 10
Large target (car-sized) +10 Attacker in melee combat 30 Long range 20
Very large target (side of a barn) +30 Defender has minor cover 10 Extreme range 30
Visibility impaired (minor: light smoke, dim) 10 Defender has moderate cover 20
Visibility impaired (major: heavy smoke, dark) 20 Defender has major cover 30
Blind attack 30 Defender prone and far (10+ meters) 10
own movement rates listed; for these quick-start rules, any example, an item with a listed armor rating of 5/10
bots and vehicles will include stats for their movement rates. provides 5 points of armor against energy-based attacks
Handling: Bots and vehicles have a special stat called and 10 points of armor against kinetic attacks.
Handling, which is a modifier applied to all tests made to Energy damage includes damage caused by beam
pilot the bot/vehicle. weapons (laser, plasma, etc.) as well as fire.
Kinetic damage is the transfer of energy when an
BOT AND VEHICLE SKILLS object in motion (a fist, knife, club or bullet, for example)
The skills and aptitudes used by a bot/vehicle are those hits another object (the target).
possessed by its AI; for these quick-start rules, any bot and
vehicle skills are included with the rest of its game stats. ARMOR PENETRATION
Some weapons have an Armor Penetration (AP) rating. This
CRASHING represents the attacks ability to pierce protective layers. The
Bots and vehicles that suffer wounds during combat may AP rating reduces the value of armor used to defend against
be forced to make a Pilot Test to avoid crashing or may the attack (see Step 6: Modify Armor, p.18).
crash automatically. The exact circumstances of a crash are
left up to the gamemaster, as best fits the storythe bot LAYERED ARMOR
may simply skid to a stop, plow into a tree and fall from If two or more types of armor are worn, the armor ratings
the sky, smash clear through the side of a building, or hit are added together. However, wearing multiple armor units
an obstruction, soar through the air, flip over and land on is cumbersome and annoying. Apply a 20 modifier to a
a group of bystanders. Bots and vehicles that strike other characters actions for each additional armor layer worn.
objects when they crash typically take further damage from Items specifically noted as armor accessorieshelmets,
the collision (up to the gamemasters discretion). shields, etc.do not inflict the layered armor penalty;
instead, they simply add their armor bonus. The armor
FULL DEFENSE inherent to a synthetic morph or bots frame likewise
If youre expecting to come under fire, you can expend a does not constitute a layer of armor.
Complex Action to go on full defense. This represents the
fact that youre expending all your energy to dodge, duck,
ward off attacks and otherwise get the hell out of the way PHYSICAL HEALTH
until your next Action Phase. During this time, you receive Two methods are used to gauge a characters physical QUICK-START RULES
a +30 modifier to defend against all incoming attacks. health: damage points and wounds.
Characters on full defense may use Freerunning (if they
posses it) rather than their Fray skill to dodge attacks, DAMAGE POINTS
representing the gymnastic movements they are making Any physical harm that befalls your character is
to avoid being hit. measured in damage points. These points are cumulative,
and are recorded on your Character Record Sheet. Any
ARMOR source of harm that inflicts a large amount of damage
As noted in Step 7: Determine Damage, p.18, the armor points at once, however, is likely to have a more severe
rating reduces the damage points of the attack. effect (see Wounds, p.20).
19
While scavenging through the wreckage of a fallen colony on Mars, medium range; not only does he have implants that ignore the dim
Adams character is attacked. Adam and the gamemaster roll Initia- lighting condition, but his pulser gun has a longer range than the kinetic
tive and begin to resolve combat. rifle that was fired at him. Hes got a final target number of 49.
Adams character has the highest Initiative and so goes first. Since The gamemaster adds up the NPCs numbers. He starts with a 27
hes feeling a little exposed in his current position and doesnt know (half the characters Fray skill), and then decides to add 10 since
the location of all the attackers, he spends a Complex Action and the character is not paying as much attention to the situation as he
goes on full defense. should, resulting in a final target number of 17.
Next, the first opponent NPC attacks Adams character. First Adam Adam and the gamemaster roll d100. The gamemaster rolls a 78,
adds up his numbers. Because its a ranged attack, he uses half his Fray while Adam rolls a 65. The NPC failed, but so did Adam (even if Adam
skill, rounding down, which gives him a 22. Because he spent a Complex spent a point of Moxie to flip the roll from 65 to 56, he still failed), and
Action to go on full defense, he can add a +30 modifier, giving him a 52. so the shot missed. Its the same 49 for the second shot. However, de-
He then determines if any Combat Modifiers apply for his character. He spite the speed of the situation, the gamemaster decides to remove the
looks at the General Modifiers section of the Combat Modifiers Table 10 for distraction as a missed laser shot near the NPC has brought the
and asks the gamemaster if hes got a superior position to the guy at- man back to his senses, leaving him with a final target number of 27.
tacking. The gamemaster decides thats the case and allows Adam to add Again, Adam and the gamemaster roll d100. The gamemaster rolls
EXAMPLE
EXAMPLE
a +20 modifier, giving him a final modified target number of 72. a 43, while Adam rolls a 33! Not only a hit, but a critical hit! Now
Next the gamemaster adds up the numbers for the NPC. Hes the gamemaster looks at his notes and sees that the NPC is wearing
firing a kinetic weapon, and so uses his Kinetic Weapon skill of 52. armored clothing. Normally that would provide an Armor Value of 2
Theres dim light on the battlefield, which applies a 10 modifier. The for an energy weapon attack, and Adams pulser gun doesnt have an
attacker is also behind cover, which applies another 10 modifier. Armor Penetration rating. However, Adams critical success roll allows
Finally, the range is long, applying a 20 modifier, resulting in a final him to bypass the opponents armor.
target number of 12. Adam now determines the Damage Value. Checking his sheet again,
Adam and the gamemaster roll d100. The gamemaster rolls a 32, he notes the Damage Value of the pulse laser gun is 2d10. He rolls for
while Adam rolls a 33. Not only did Adam succeed and the NPC miss, a result of 6 and 7, which gives him a final Damage Value of 13.
but Adam rolled a critical success. The gamemaster decides that means The gamemaster notes that value down; the NPCs Durability is
the gun jams and then backfires, exploding in the NPCs face. The 31, and the gamemaster already gave him 5 points of damage for
gamemaster has the man stand up in shock, screaming, holding his face. the backfired weapon. Only 15 more points and the NPC will fall
In the next Action Turn, Adam once again goes first. This time he unconscious. However, the gamemaster notes that the NPCs Wound
knows exactly where at least one of the attackers is and decides to take Threshold is 6. With a Damage Value of 13, that means the NPC
the shot with his laser pulser. He looks on his character sheet and notes sustained 2 wounds! The gamemaster notes that hell need to apply
that the pulser only has an SA (semi-automatic) rate of fire, and so a 20 modifier to any future actions made by the NPC, and he also
he decides to make two shots as part of the same Complex Action. He must make an immediate Knockdown and Unconsciousness Test.
quickly runs his numbers: 59 for his Beam Weapon skill and 10 for Adam lets the GM know the rule: dont mess with Adam!
as Kinetic Pistol. The only exception are the Agonizer damage points the weapon inflicts. This is presented as
Pistol, which is an energy weapon, and the Shredder, a variable amount, in the form of a die roll; for example,
which is a kinetic weapon. 3d10. In this case, you roll three ten-sided dice and add
up the results (counting 0 as 10). Sometimes the DV will
DURABILITY AND HEALTH be presented as a dice roll plus modifier; for example,
Your characters physical health is measured by their 2d10 + 5. In this case you roll two ten-sided dice, add
Durability stat. For characters sleeved in biomorphs, them together and then add 5 to get the result.
this figure represents the point at which accumulated When damage is inflicted on a character, determine the
damage points overwhelm the character and they fall DV (roll the dice) and subtract the modified armor value,
unconscious. Once your character has accumulated as noted under Step 7: Determine Damage, p.18.
damage points equal to or exceeding their Durability
stat, they immediately collapse from exhaustion and WOUNDS
physical abuse. They remain unconscious and may not be Any time your character sustains damage, compare the
revived until their damage points are reduced below their amount inflicted (after it has been reduced by armor) to
Durability, either from medical care or natural healing. your characters Wound Threshold. If the modified DV
If your character is morphed in a synthetic shell, equals or exceeds the Wound Threshold, your character
Durability represents the shells structural integrity. Your has suffered a wound. If the inflicted damage is double
character becomes physically disabled when their accu- the Wound Threshold, your character suffers 2 wounds;
mulated damage points reach the characters Durability. if triple the Wound Threshold, 3 wounds; and so on.
Though the morphs computer systems are likely still Wounds are cumulative and must be marked on the
functioning and your character can still mesh, the morph Character Record Sheet.
is broken and immobile until repaired.
Death: An extreme accumulation of damage points can WOUND EFFECTS
threaten your characters life. If the damage reaches your Each wound applies a cumulative 10 modifier to all
characters Durability x 1.5 (for biomorphs) or Durability of the characters actions. A character with 3 wounds, for
x 2 (for synthetic morphs), their body dies. Synthetic example, suffers 30 to all actions.
morphs that reach this state are destroyed beyond repair. Knockdown: Any time a character takes a wound, they
must make an immediate SOM x 3 Test. Wound modi-
DAMAGE VALUE fiers apply. If they fail, they are knocked down, and must
Weapons (and other sources of injury) in Eclipse Phase expend a Quick Action to get back up. Bots and vehicles
have a listed Damage Value (DV)the base amount of must make a Pilot Test to avoid crashing.
20
Unconsciousness: Any time a character takes 2 or Disorientation: Any time a character is inflicted with
more wounds at once (from the same attack), they must a trauma, they must make an immediate WIL x 3 Test.
also make an immediate SOM x 3 Test; wound modifiers Trauma modifiers apply. If they fail, they are temporarily
again apply. If they fail, they have been knocked uncon- stunned and disoriented, and must expend a Quick
scious. Bots and vehicles that take 2 or more wounds at Action to regain their wits.
once automatically crash (see Crashing, p.19). Derangements: Any time a character is hit with a
Bleeding: Any biomorph character who has suffered trauma, they suffer a temporary derangement (see
a wound and who takes damage that exceeds their Derangements, below). If a character is hit with multiple
Durability is in danger of bleeding to death. They incur 1 traumas, the gamemaster can decide to assign additional
additional damage point per Action Turn (20 per minute) derangements, or increase the severity of one already
until they receive medical care or die. inflicted on the character.
EXAMPLE
from previous events, bringing his total stress to 17. His
LUCIDITY AND STRESS Lucidity is only 20. If he gets 3 more points, hes going to
The Lucidity stat benchmarks your characters mental lose his mind. Literally.
stability. If your character builds up an amount of stress Additionally, the stress points equal more than twice
points equal to or greater than their Lucidity score, your his Trauma Threshold of 4, so Adams character receives
characters ego immediately suffers a mental breakdown. 2 traumas. This means a 20 modifier is now applied to
The character effectively goes into shock and remains in all the characters actionswhich is cumulative with
a catatonic state until their stress points are reduced to a any wounds the character might haveand Adam has
level below their Lucidity stat. to make an immediate WIL x 3 Test for disorientation.
Extreme amounts of built-up stress points can perma- Finally, Adams character has suffered 2 derangements.
nently damage your characters sanity. If accumulated After a quick discussion with Adam, the gamemaster and he
stress points reach your characters Lucidity x 2, your agree that his character will blank out for d10 seconds any
characters ego undergoes a permanent meltdown. The time someone mentions nanoswarms, and then get the shakes
characters mind is lost, and no amount of psych help or for another 1d10 minutes after he returns from this state.
rest will ever bring it back. Time for Adams character to find some psychiatric
help and not taunt the gamemaster next time!
STRESS VALUE
Any source capable of inflicting cognitive stress is given
a Stress Value (SV). This indicates the amount of stress DERANGEMENTS
points the attack or experience inflicts on a character. Derangements are temporary mental conditions that result
Like DV, SV is often presented as a variable amount, such from traumas, such as mood swings, nausea, anxiety, hallu-
as 1d10, or sometimes with a modifier, such as 1d10 + 5. cinations and so on. The gamemaster and player should
Simply roll the dice and total the amounts to determine cooperate in choosing which derangement to apply, as
the stress points inflicted in that instance. appropriate to the scenario and the characters personality.
Derangements last for d10 2 hours (round down), or QUICK-START RULES
TRAUMA until the character receives psychiatric help, whichever
Traumas represent severe mental shocks, a crumbling of comes first. At the gamemasters discretion, a derange-
personality/self, delirium, paradigm shifts and other serious ment may last longer if the character has not been
cognitive malfunctions. If your character receives a number distanced from the source of the stress, or if they remain
of stress points at once that equals or exceeds their Trauma embroiled in other stress-inducing situations.
Threshold, they have suffered a trauma. If the inflicted stress Derangement effects are meant to be roleplayed. The
points are double or triple the Trauma Threshold, they suffer player should incorporate the derangement into their char-
2 or 3 traumas, respectively, and so on. Traumas are cumula- acters words and actions. If the gamemaster doesnt feel
tive and must be recorded on your Character Record Sheet the player is stressing the effects enough, they can empha-
size them. A gamemaster may also call for additional modi-
TRAUMA EFFECTS fiers or tests for certain actions, if they seem appropriate.
Each trauma applies a cumulative 10 modifier to all For these quick-start rules, the adventure will note
of the characters actions. A character with 2 traumas, specific instances when the characters may run into a
for example, suffers a 20 modifier to all actions. These situation where a derangement may occur, as well as
modifiers are also cumulative with wound modifiers. what the derangement is and its effects in the game.
21
WELCOME TO FIREWALL
[Incoming Message Received. Source: Unknown] through careless actions. Some arise from our own claimed territory. Though some may be aware
[Quantum Analysis: No Interception Detected] creations turned against us, as the TITANs proved. of our existence, we bypass numerous legal and
[Decryption Complete] Other risks may come from alien intelligences jurisdictional hurdles that might otherwise hamper
Greetings, whose motivations we cannot yet fathom, and of our actions and goals. Second, our mission some-
Your references and background have been whom we may not even be aware. Still others may times brings to light information that is not only
triple-checked and confirmed, and you are now threaten us by sheer chance and the mindless but dangerous in the wrong hands, but might even
vetted as a sentinel operative. Welcome to Fire- deadly cause-and-effect of a universe in which we trigger widespread panic if made public. In some
wall, friend. are but an insignificant speck. cases, the very existence of such knowledge could
For those new to our private network, Firewall Firewall exists to identify, analyze, and counter be problematic. By retaining secrecy and operating
is an organization dedicated to protecting trans- these risks. We are all volunteers. We are all on a need-to-know basis, we automatically counter
humanity from threatsboth internal and exter- placing our own lives at risk in order to ensure the certain risks.
nalto our continued existence as a species. The survival of transhumanity. Firewall is a decentralized, peer-to-peer network.
Fall may have reminded us that our ability to sur- Firewall has existed, under other names and We have minimal hierarchy and we answer to no
vive and prosper is not guaranteed, but our kind guises, since before the Fall. Numerous agencies one but ourselves. Our node structure enables us to
has a remarkably short attention span. Despite with a similar agenda banded together in the wake share resources and talents without sacrificing the
our achievement of functional near-immortality, of those cataclysmic events to assess our situation privacy and security of our operatives.
we continue to face numerous dangers that may and prepare for the worst. Now we operate under You have been recruited because of your
contribute to our extinction. Some of these risks a single umbrella. knowledge, assets or skills, and/or because you
come from our own factionalism and divisiveness, We are a private network for two reasons. First, have come into contact with certain restricted data.
combined with universally available technology our existence and operational abilities are protect- You have proven your willingness to support our
that could cause widespread destruction and untold ed by our secrecy. The less our opposition knows goals. Our lives and existenceand the future of
deaths in the wrong hands. Some stem from our about us, the more effectively we can counter transhumanitymay rest in your hands.
short-sightedness, failing to see the dangers in them. Similarly, certain authorities might be hostile So heres to the futuremay we all live to see it.
which we place ourselves and our environments to an organization such as ours operating in their [End Message] [This Message Has Self-Erased]
23
TRACKING DOWN THE DEALER ARRANGING A BUY
In order to track down the dealer, the characters must If the characters dig a little more, they will be able to
engage in a bit of legwork. They have two options for arrange their own meeting with Gray Xu, which is the
turning up the information they need: face-to-face, or by easiest way for them to analyze the threat level posed
using rep. by what shes selling. The meeting is slated to take place
aboard Gray Xus private spacecraft, which is currently
FACE-TO-FACE BRIBES/THREATS docked with the Scum barge.
Option one is for the characters to simply start asking
around. This can go well or poorly, depending on TWEAKS
whom they approach and how they deal with them. The If the characters are having a hard time tracking down
gamemaster must determine how well this tactic works, the dealer, give them a break by having one of the
depending on how the characters go about it. For dealers contacts approach the character with the highest
example, if the characters use their knowledge and percep- g-rep. She is looking for buyers, after all.
tive skills to find someone who seems to be of the criminal If the gamemaster wants to spruce up this scene,
persuasion and discreetly offer that person a bribe for the make digging up the dirt a bit harder. Perhaps Gray
information they need, theyre off to a good start. If they Xu already has a potential buyer lined up, and neither
just pick someone at random and start making threats, not party is excited about having someone nosing around
so much. in their business. In this case, the characters might get
Ultimately, this method relies on successful use of skills an unfriendly visit from some of Xus enforcers (if they
such as Persuasion, Protocol or Intimidation, perhaps come out on top, this could give them the break they
bolstered by credits or realistic threats. It is also a good need).
way for the characters to meet some NPCs.
24
97 32 40 115 104 97 100 111
119 101 100 41 13 10 69 116
32 118 101 108 97 116 97 32
40 97 110 100 32 118 101 105
108 101 100 41 13 10 77 105
99 104 105 32 113 117 111 113
117 101 32 110 105 116 101
robotic morphs) guard the airlock, greeting the charac- Give the characters a chance to take cover behind other
ters with a thorough scan and search when they arrive, cargo, or even to escape the hold via another exit.
and confiscating any non-implanted weaponry. Two neo-
hominids (uplifted gorillas) then escort the characters WORST-CASE SCENARIO
into the ship, down to the hold where Gray Xu waits. Just when the situation is looking bad, it gets cata-
These neo-hominids are graceful in zero-G, but they are strophic. Either the canister is hit by a stray shot, or Xu
incomplete uplifts incapable of human speech. accidentally or intentionally triggers it. Either way, there
is a loud bang, distinctly different from the other sounds
THE WEAPONS of combat, and suddenly a large cloud of scintillating
A large space has been cleared out of the hold, where Gray silver mist envelopes the area around Gray Xuthe
Xu waits to negotiate. She floats easily in her bouncer nanoswarm has been released. A temporary lull in
morph, well suited to zero-G. Her skin is deep gray, with combat ensues as both sides stare in shock. For a long
a shock of white hair and white eyes. Between her prehen- moment the fog will seem to linger, slowly expanding,
sile feet she holds an unremarkable metal canister. until parts of it suddenly come to life, moving in ways
Gray Xu will greet the characters with the courtesy unnatural for mist to move and even seeming to coalesce
due to any prospective customers. She will not waste time into strange shapes. Gray Xu screams, propelling herself
diving into her sales pitch, however, instead providing further back into the hold, a trail of silver cloud latched
entoptic information displays on her goods. on to her.
She claims that the item for sale is a relic of the As the gorillas and attackers begin shooting once again,
TITANs, the AIs blamed for the Fall, recovered from take a moment to make sure the characters understand
some hidden weapons cache. In her analysis, the canister the direness of the situation. The nanoswarm, now loose,
contains a dangerous and intelligent autonomous is nearly unstoppable. It is spreading rapidly, and poses
nanoswarm, similar to those unleashed on Earth and a great danger to everyone on the ship. In fact, if the
Mars during the Fall. This swarm sends out a horde swarm is not somehow contained on the ship, it could
of invisible nanites with adaptive and self-replicating threaten the entire barge. And its coming their way. All
capabilitiestechnology that is years beyond current characters viewing the nanoswarm must make a WIL x 3
transhuman tech levels. Such swarms are capable of Test or suffer 1d10 2 (round down) stress.
converting matter from the molecular level into almost If any character comes into contact with the nano-
anything needed for them to overcome whatever lies in swarm, they immediately suffer 1d10 damage (armor
their path. does not protect against it) as well as 1d10 stress as
they realize they have been infected (derangements that
WHAT WOULD FIREWALL DO? result might include anxiety, nausea or fixation on the
The characters will instantly recognize this technology as infected part of their body). At the end of each Action
exceptionally dangeroussuch nanoswarms enveloped Turn after that, they will suffer additional damage,
and destroyed entire cities during the Fall. Technology starting at 1d10 + 2, and increasing by +2 each addi-
of this sort most definitely falls under the umbrella of tional round, until dead. Their last moments are likely
Things to Capture or Destroy at All Costs. to be horrifying and painful.
25
FRIENDLY FIRE Implants: Basic BioMods, Basic Mesh Inserts, Cortical
At some point, the characters are likely to report their Stack, Cyberclaws (AP 2, 1d10 + 5 DV)
situation back to Firewall. If they dont, the situation Gear: Body Armor (10/10)
will continue, with the nanoswarm slowly spreading ranged Medium Kinetic Railgun Pistols (SA/BF/FA,
throughout the ship, killing and/or transforming AP 5, DV 2d10 + 4, ammo 12)
everyone and everything in its path. The swarm is
intelligent, capable of evaluating any threats and of UNKNOWN ATTACKERS IN SPLICER MORPHS (10)
combining nanites together to form larger-scale objects, COG COO INT REF SAV SOM WIL MOX
such as grasping tentacles or shredding tools to cut 10 15 10 10 10 15 10 2
through barriersalmost anything imaginable. It is also
INIT SPD LUC TT IR DUR WT DR
effectively immune to most attacks. If the characters are 4 1 20 4 30 6
quick, they might be able to reach an airlock, grab a
spacesuit and jump free into space. Any character aban- Skills: Blades 30, Fray 40, Freefall 40, Freerunning 20,
doning ship must make a WIL x 3 Test or suffer 1d10 2 Intimidation 30, Kinetic Weapons 35, Perception 20,
(round down) stress as they leap into space, risking death Unarmed Combat 40
(resulting derangements might include vertigo, fear of the Implants: Basic BioMods, Basic Mesh Inserts, Cortical
dark or fear of open spaces). Stack
If the characters fail to contact Firewall, at some point Gear: Armor Clothing (4/4)
Firewall will contact them to check on their situation melee Vibroblades (AP 2, DV 2d10 +2)
especially if Xus ship has suddenly and inexplicably cast ranged Medium Kinetic Pistols (SA/BF/FA, AP 2, DV
itself free against all safety warnings and gone drifting 2d10 + 2, ammo 12)
into space.
Once Firewall becomes aware that a nanoswarm threat
is loose inside the ship, it will immediately implement an
emergency plan to eliminate the danger. Unfortunately
SCENE 3: GET YOUR ASS TO MARS
Whether they survived or died, the characters mission is
for the characters, this means that another Firewall agent not yet complete. Firewall has traced Gray Xus previous
placed on board another ship in the swarm will target activities and believes they may know where she acquired
Xus ship with a missile. If Firewall is feeling nice, it may the TITAN nanoswarm, and so the characters are sent to
give the characters 20 or 30 seconds warning to get to Elysium on Mars.
an airlock. Otherwise, the only warning the characters
may have is from the ships AI, as it broadcasts an alert RESLEEVING
of an incoming missile impact. Despite the AIs attempt Any character that died in the previous part of the
to maneuver away, the missile will strike and obliterate mission is resurrected on Mars. If their cortical stack
the ship. was retrieved (i.e., their body was not lost or totally
destroyed), they are downloaded from that. In this case,
CHARACTERS however, they remember their moment of death. Such
characters suffer 1d10 + 3 stress (resulting derangements
GRAY XU likely include phobias or detachment, or somehow relate
COG COO INT REF SAV SOM WIL MOX to the manner of death). Characters who were killed (or
15 15 20 15 20 15 15 5 already dead) when the missile struck the barge have
a slight chance of having their cortical stack recovered
INIT SPD LUC TT IR DUR WT DR
7 1 30 6 35 7 from the wreckage; they must roll less than 20 on d100,
or permanently burn 1 point of Moxie.
Reputation: @-Rep 35, c-Rep 40, g-Rep 60 If their cortical stack was not retrieved, they must be
Skills: Academics: Nanotechnology 45, Deception 55, restored from a previous archived backup. In this case,
Fray 50, Freefall 55, Freerunning 40, Perception 45, they undergo a slight loss of continuity (part of their life
Persuasion 60, Protocol 55, Research 40 is missing), and so suffer 1d10 2 (round down) stress.
Implants: Basic BioMods, Basic Mesh Inserts, Cortical The character will not remember the previous part of the
Stack, Grip Pads (+30 Climbing), Oxygen Reserve, mission or their death, and so Firewall will have to bring
Prehensile Feet, Spray Weapons 30 them up to speed on what happened.
Gear: Body Armor (10/10) Characters who survived the previous part of the
ranged Shredder (Flechette Spray Weapon, SA/BF/FA, mission fare better, but they must still have their ego
AP 10, DV 2d10 + 5, ammo 100) uploaded and transmitted to Mars, where they are down-
loaded and re-sleeved in a new morph.
NEO-HOMINID BODYGUARDS All of the characters wake up in a new body, provided
for free courtesy of Firewall, in a re-sleeving facility in
COG COO INT REF SAV SOM WIL MOX
5 15 20 15 10 15 5 2 Elysium. While they recuperate from the procedure,
Firewall updates them. Getting used to a new morph is
INIT SPD LUC TT IR DUR WT DR
7 1 10 2 35 7
not easy, however. Each character must make a WIL x 3
Test, suffering 2 points of stress if they succeed and 4 if
Reputation: g-Rep 40 they fail (possible derangements typically include body
Skills: Climbing 50, Clubs 50, Fray 50, Freefall 40, dysmorphia). Likewise, each character suffers a 20
Freerunning 40, Intimidation 70, Kinetic Weapons 45, modifier to all physical actions as they get accustomed
Perception 25, Unarmed Combat 50 to their new body. Reduce this modifier by 5 for every 12
hours that passes.
26
WELCOME TO MARS if they choose. They may encounter numerous difficulties
The characters will find themselves in Elysium, one of along the way, though it is up to the gamemaster which
the largest cities on Mars, and a center of entertainment, to include depending on the pacing of the game:
fashion and hypercorp culture. It is situated within Terrain. The characters buggy may run across
a large chasm, covered by multiple domes. Its shiny crevasses, craters, fields of boulders or similar difficult
structures, glittering holograms, omnipresent entoptics, ground. Similarly, the terraforming efforts have created
buzzing air traffic and non-stop nightlife should stand in new challenges such as mudslides, sandstorms, flash
sharp contrast to the dingy corridors of the Scum barge. floods, etc. The buggys AI is capable of driving itself,
Gravity is a light 0.38 G. and of using navigation systems, satellite mapping and
Give the characters a small chance to enjoy the high weather tracking to avoid such obstacles, but such
life and explore their environs, basking in the presence of systems are not infallible. Circumventing this terrain may
the hypercorp glitterati and socialites. Beauty and style require a Pilot: Ground Test or creative thinking.
are so common here as to be mundane, those who want Hostile Martians. The Martian wilderness is relatively
to be seen wear exotic sylph morphs or decorate/modify unpopulated, but it is not unheard of for travelers to
themselves in extravagant ways. Firewall needs the char- run across nomadic rural rusters who are hostile to
acters to move fast, but theyll tolerate a few hours of interlopers or even outright brigands who will raid the
sightseeing. Though Firewall also equips the characters characters for supplies.
well, they may wish to acquire some gear of their own AI Relics. As noted above, dangerous TITAN-spawned
on the side, calling for a few Reputation, Protocol or machines still roam this area of Mars, attacking trans-
Persuasion Tests. Keep in mind that characters sleeved human life. These may range from tank-like war machines
in synthetic morphs may have a difficult time blending bristling with weaponry to flying drones designed to
in here, as shells are viewed as lower class and distasteful decapitate transhumans and forcibly upload their minds.
(20 modifier to appropriate social tests).
TWEAKS
EXPEDITION Unknown to the characters, their actions are being
The characters mission is to leave Elysium and travel tracked by the mysterious third party that attacked
more than a thousand kilometers to a former habitat Gray Xus ship. This surveillance is discreet, monitoring
known as Ebb 6, which was destroyed during the Fall. the characters via long-range spy drones and carefully
According to the records, the dome surrounding the concealed tracking devices, and following the charac-
small settlement was breached during an attack by AI ters trail through the Mesh. If the gamemaster wishes
killbots. Hundreds succumbed to the depressurization to increase the tension in this scene, they can give the
and change of atmosphere, with more dying when the characters a chance to notice this surveillance or even
machines overran the base. With little need to reclaim arrange a mishap that brings the characters face-to-face
the settlement, it remains a desolate ruin. It lies in an with their watchers.
area considered dangerous, still roamed by surviving
constructs left behind by the TITANs.
The characters are given a buggy to drive out to the SCENE 4: RUMBLE IN THE RUINS
ruins, as a direct flight would likely attract too much After a long journey, the characters finally reach their
attention. Characters in ruster or synthetic morphs can destinationthe deserted remains of the Ebb 6 station.
easily get by in the partly terraformed Martian atmo- Their instructions are clear: find out how Gray Xu
sphere, but other biomorphs will be forced to wear acquired the nanoswarm, locate any other remaining
rebreathers as well as heated clothing. Firewall also dangers and eliminate them.
equips the characters with a portable nanofabrication
device, which enables the characters to create almost any SCOUTING THE HABITAT
gear they need, constructed from the molecular level on Time has taken its toll on Ebb 6. Most of the damaged
up, given enough time. dome has been stripped away, leaving only a tattered
framework and some remaining panels. Inside, approxi-
NANOFABRICATION mately two dozen structures are half-buried in Martian
A character that wishes to construct something in the sands. Most show obvious signs of damage from the
nanofabricator must make a successful Programming attack that destroyed this settlement or the weather in MIND THE WMD
Test. This is a Task Action, with a timeframe of 10 the decade since. Inside some of the ruins lie the remains
minutes. Once the nanofabricator is programmed, it of the unfortunate former inhabitantssome possibly
runs on its own. The amount of time it takes to manu- with intact cortical stacks.
facture an item depends on the complexity: 1 hour for Presumably the characters will carefully survey the
simple tools (hammer, crowbar, tent, etc.), 6 hours for ruins from a distance before rolling in. Any character
moderately difficult gear (night-vision gear, rebreather, who monitors the ruins for at least an hour and who
etc.), and 1 day for highly complex objects (firearms, makes a successful Perception Test will notice small
computers, etc.). The gamemaster should apply difficulty signs of motion or activity, such as a flash of movement
modifiers as appropriate to the item in question. At the between two buildings, or a small servitor bot completing
gamemasters discretion, the fabricator may not create some task. Characters with enhanced vision can see in
some items that are too complex or too dangerous. the dark, spot heat traces and even see through thin walls.
It should quickly become apparent that someone inhabits
MARTIAN DANGERS the ruins, and that theyre up to something.
Traveling to the destroyed dome will take approximately If the characters stroll right in, give them a similar
12 hours, though the characters can drag this out longer chance to notice such activity before they give themselves
27
3 Reactor Module
4 Life Support Pod
5 Solar Panel
79 118 101 114 32 116 104 101 6 Greenhouse/Rec
32 100 97 114 107 32 119 111 a Recycling Vats
114 108 100 32 102 108 105
101 115 32 116 104 101 32 119 b Plant Beds
105 110 100 13 10 9 65 110 c Carniculture Va
FULL-PAGE VERSION n p. 38
100 32 99 108 97 116 116 101
114 115 32 105 110 32 116 104
101 32 115 97 112 108 101 115
d Engine Room
7 Ops Center
115 32 116 114 101 101 115 44
13 10 70 114 111 109 32 99 8 Machine Shop/D
108 111 117 100 32 116 111 32 9 Crew Torus
99 108 111 117 100 32 116 104
!
114 111 39 32 100 97 114 107
110 101 115 115 32 98 108 105
110 100 13 10 9 81 117 105 99 DEBRIS
!
107 32 115 116 97 114 115 32
115 99 117 100 32 111 39 101
114 32 116 104 101 32 115 111 DEBRIS DOME BREACH
!
117 110 100 105 110 103 32
!
115 101 97 115 58 13 10 73 32
108 111 111 107 58 32 116 104
101 32 115 104 111 119 101
DEBRIS DEBRIS
114 121 32 115 107 105 114
116 115 32 117 110 98 105 110
1 Bridge
100 58 13 10 9 77 97 114 115 2 Officer Quar
32 98 121 32 116 104 101 32
108 111 110 101 108 121 32 80
3 Crew Quarte
108 101 105 97 100 101 115 13 4 Bathroom/Cl
!
10 66 117 114 110 115 32 111
118 101 114 104 101 97 100 58
5 Rec Room/Ki
32 119 105 116 104 32 98 114 6 Forward Airl
DEBRIS
! !
111 119 115 32 100 101 99 108
105 110 101 100 13 10 9 73 32
7 Modular Sto
109 117 115 101 32 45 32 73 8 Cargo Airloc
32 119 97 110 100 101 114 32
102 114 111 109 32 109 121 32
9 Cargo
112 101 97 99 101 44 13 10 65 10 Engines
110 100 32 115 116 105 108 DEBRIS
108 32 100 105 118 105 100
101 32 116 104 101 32 114 97
DEBRIS
112 105 100 32 109 105 110
100 13 10 9 84 104 105 115 32
119 97 121 32 97 110 100 32
116 104 97 116 32 105 110 32
115 101 97 114 99 104 32 111
102 32 101 97 115 101 79 118
101 114 32 116 104 101 32 100
97 114 107 32 119 111 114 108
!
100 32 102 108 105 101 115 32
116 104 101 32 119 105 110
100 13 10 9 65 110 100 32 99
108 97 116 116 101 114 115 32 DEBRIS
105 110 32 116 104 101 32 115
TITANs CACHE
!
97 112 108 101 115 115 32 116
114 101 101 115 44 13 10 70
114 111 109 32 99 108 111 117
100 32 116 111 32 99 108 111
117 100 32 116 104 114 111 39
OUT OF
32 100 97 114 107 110 101 115 ORDER
!
115 32 98 108 105 110 100 13
10 9 81 117 105 99 107 32 115
116 97 114 115 32 115 99 117
DEBRIS
!
100 32 111 39 101 114 32 116
104 101 32 115 111 117 110
100 105 110 103 32 115 101 97
115 58 13 10 73 32 108 111
111 107 58 32 116 104 101 32 DEBRIS
115 104 111 119 101 114 121
32 115 107 105 114 116 115 32
117 110 98 105 110 100 58 13
10 9 77 97 114 115 32 98 121
32 116 104 101 32 108 111 110
101 108 121 32 80 108 101 105
97 100 101 115 13 10 66 117
114 110 115 32 111 118 101
114 104 101 97 100 58 32 119
105 116 104 32 98 114 111 119
115 32 100 101 99 108 105 110
101 100 13 10 9 73 32 109 117
115 101 32 45 32 73 32 119 97
110 100 101 114 32 102 114
111 109 32 109 121 32 112 101
97 99 101 44 13 10 65 110 100
32 115 116 105 108 108 32 100
away. If they hide, allow them to make an Opposed Test, forcing them to hole up in the ad-hoc bunker. Keep in
pitting their Infiltration skill against a Perception Test mind that this third group has been tracking the char-
from one of their opponents. If the characters are spotted, acters, hoping they would lead them to the cache, which
they will be confronted by the small band of Night they did. They are likely to time their arrival in a way
Cartel scavengers who are slowly but steadily unearthing that benefits them best.
a cache of weaponry left by the TITANs. This time, the third party consists of four well-armed
and armored grunts in buff olympian morphs. They
arrive in their own buggy, which they leave parked at a
NIGHT CARTEL SCAVENGERS safe distance out of sight, sneaking up using the rocky
The scavenging group consists of 4 Night Cartel terrain as cover. Their mission is to seize the cache for
mobsters in ruster morphs. Gray Xu employed this team themselves, call in backup to ship it out and kill anyone
to continue searching the ruins after one of them discov- else involved. They are not interested in negotiating or
ered the nanoswarm canister here. To their delight, they taking prisoners.
found evidence of an entire cache of TITAN technology, This team also has an ace up their sleeve: a sniper
buried in a bunker beneath one of the ruined structures. drone. This AI-operated robot is essentially a small
For several weeks, the scavengers have employed a helicopter with a gun. It is instructed to keep a distance
number of servitor robots to carefully dig up the stash, and back the four team members up if they run into diffi-
wary of possible booby traps. Only recently have they culty. Spotting it from a distance will be difficult (30 to
gained access to the treasures within, which they are still Perception Tests), and attacks made by or against it will
carefully archiving and examining. suffer a similar long-range modifier.
28
DEALING WITH THE CACHE UNKNOWN ATTACKERS IN OLYMPIAN MORPHS (4)
The characters ultimate goal is to capture or destroy COG COO INT REF SAV SOM WIL MOX
the cache. If the characters are unable to beat their 15 20 15 15 10 25 10 2
opponents in combat, their only choice is to try to keep
INIT SPD LUC TT IR DUR WT DR
anyone else from claiming it. The characters can go 6 1 20 4 40 8
about this in two ways. Skills: Climbing 40, Clubs 20, Fray 35, Freerunning 50,
The first is to access the cache, peruse it and find the Infiltration 30, Kinetic Weapons 40, Perception 40,
antimatter bomb. That device is more than capable of Unarmed Combat 50
destroying the entire cache, and most of the ruins with Implants: Basic BioMods, Basic Mesh Inserts, Cortical
it. Unfortunately, there is no easy way for the charac- Stack
ters to set this bomb off remotelymeaning that one of Gear: Standard Vacsuits (7/7), Chameleon Cloaks (+20
them will need to set it off, dying in the process (perhaps Infiltration)
requiring a WIL x 3 Test and inflicting 1d10 mental Kinetic SMGs (SA/BF/FA, AP 2, DV 2d10 + 3,
ranged
stress). If the characters think of it and the gamemaster ammo 20)
allows it, a remote detonator or timing device can be
jury-rigged to activate the bomb safely, but constructing
this will require a Demolitions Test with a 30 modifier
SNIPER BOT
and a timeframe of 30 minutes. In the heat of combat, COG COO INT REF SAV SOM WIL MOX
10 10 10 10 5 20 5 0
the characters may not have enough time. Alternatively,
one of the scavengers servitor bots could be hacked and INIT SPD LUC TT IR DUR WT DR
instructed or remote-controlled to detonate the bomb 4 1 10 2 30 6
once the characters are safely away. Skills: Fray 20, Infiltration 20, Kinetic Weapons 40,
The second option is to set off a smaller explosion Perception 30, Pilot: Aircraft 30
in the cache room, which will breach the antimatters Gear: Armor 6/6
containment device and cause that bomb to go off as Kinetic Railgun Sniper Rifle (SA/BF/FA,
ranged
well. This requires making some sort of improvised AP 15, DV 2d10 + 12, ammo 40)
explosive (a Demolitions Test at 30), crashing a vehicle
into the cache or hacking the sniper or a servitor bot
and crashing one of those into the cache. It is entirely AFTERMATH
possible that the characters might do this without real- Whether or not the characters survive, Firewall will
izing the antimatter bomb is within . make an effort to retrieve their cortical stacks. This will
Creative players may generate other ideas, such not be possible for any characters caught in the anti-
as using their nanofabricator to generate a corrosive matter blasttheir stacks have been atomized, and they
compound to melt the cache (though this will also trigger will have to be restored from backup. If the characters
the antimatter bomb when its container is breached). As were all slain or captured by one of the opposing teams,
a last resort, if the players have no other options and/or their cortical stacks may have been removedeither for
are losing to one of the other sides, they can place a call interrogation purposes or to sell on the black market.
to Firewall and let the organization know of the caches Retrieving those stacks could become an adventure
location and imminent danger. Through its network of in itself.One way or another, the Night Cartel will
agents, Firewall can look into some other method of likely have lost their secret stash of profitable weap-
dealing with the cache, such as sending a better-armed onry, but they have many other methods of making
team or accidentally dropping a large rock on the money. Whether or not Gray Xu managed to survive
ruins from orbit. Any such actions will likely be of little the nanoswarm and the destruction of her ship is up to
comfort to the characters, however, who are on their the gamemaster.
own for the time being. The characters may be intrigued by the open ques-
tionwho is this mysterious third party? If they
CHARACTERS happened to retrieve the cortical stacks from any of their
slain opponents, they may have a chance to find out
NIGHT CARTEL SCAVENGERS (4) through some interrogative psychosurgery. Alternatively,
Firewall may ask the characters to look into their MIND THE WMD
COG COO INT REF SAV SOM WIL MOX
10 10 15 10 10 15 10 2 attackers identity, worried that they may be dealing
with some sort of rival organization.
INIT SPD LUC TT IR DUR WT DR
5 1 20 4 35 7
Skills: Academics: Archeology 20, Clubs 20, Fray 40,
Freerunning 30, Hardware: Electronics 20, Hard-
PLAYER CHARACTERS
Players may choose from one of the following four
ware: Industrial 50, Infiltration 30, Kinetic Weapons
characters. Each character is listed twice. The first listing
40, Perception 40, Unarmed Combat 30
represents the character in the morph in which they start
Implants: Basic BioMods, Basic Mesh Inserts, Cortical
the scenario. The second represents the character after
Stack, Enhanced Respiration, Temperature Tolerance
re-sleeving subsequent to the events of Scene 2. It is
Gear: Armor Clothing (4/4)
highly recommended that the gamemaster only use the
Automatic Kinetic Rifles (SA/BF/FA, AP 6,
ranged
first set of stats for the character in the beginning, and
DV 2d10 + 6, ammo 30)
then switch to the stats with the second morph at the
beginning of Scene 3.
29
GAVIN GLADWELL (CRIMINAL CON ARTIST) APTITUDES
COG COO INT REF SAV SOM WIL
Base 15 15 15 10 20 10 20
Morph Bonus 5 5 10
Modifiers
Total 15 20 20 10 30 10 20
MORPH
SKILLS
APT BASE BONUS MODIFIERS TOTAL
Academics: Psychology COG 30 30
Art: Performance INT 35 5 40
Beam Weapons COO 30 5 35
Deception SAV 75 10 (20) 85 (105)
Disguise INT 40 5 45
Fray REF 40 40
Free Fall REF 20 20
Impersonation SAV 55 10 65
Infiltration COO 40 5 45
Interests: Black Markets COG 50 50
Interests: Hypercorp Culture COG 50 50
Interests: Hypercorp Glitterati COG 50 50
Interfacing COG 25 25
Intimidation SAV 30 10 (20) 40 (60)
Kinesics SAV 65 10 (20) 75 (95)
Language: Native English INT 85 5 90
Language: Arabic INT 30 5 35
Language: Cantonese INT 50 5 55
Language: French INT 35 5 40
Background: Fall Evacuee Language: Russian INT 30 5 35
Faction: Criminal Palming COO 30 5 35
Sex: Male Perception INT 50 5 55
Gender Identity: Male Persuasion SAV 60 10 (20) 70 (90)
Pilot: Groundcraft REF 30 30
Sylph Morph
Sylph morphs are tailor-made for media icons, elite social- Profession: Con Schemes COG 60 60
ites, XP stars, models and narcissists. Sylph gene sequences Profession: Smuggler Tricks COG 60 60
are specifically designed for distinctive good looks. Ethereal Protocol SAV 70 10 (20) 80 (100)
and elfin features are common, with slim and lithe bodies. Research COG 25 25
Striking Looks: The character receives a +10 modifier on Scrounging INT 50 5 55
social skill tests where the sylphs beauty is an influencing Unarmed Combat SOM 30 30
factor. This is only applicable against other biomorphs (but
not uplifts). Gavin was an adolescent when the Fall struck, the major details erased from his memory, but
leaving him an orphaned refugee. Since then, he is still plagued by nightmares and a bit of
REP target must make WIL Test he has grown up and thrived on the fringes of mental instability.
@-rep: 30 or immediately flee) n the Planetary Consortiums hypercorp-based Roleplaying Tips: Gavin is smooth enough to
c-rep: 50 Starting Credit: 1,500 n society, making do however he couldwhich sell water to a fish. In fact, hes so good at
often meant selling himself and/or breaking talking people into things that hes developed
f-rep: 30 Implants: Basic BioMods, the law. His quick wit and sly tongue opened an amazing ability to talk himself into things
g-rep: 60 Basic Mesh Inserts, up some opportunities, and so Gavin has that are not always in his best interest (like
i-rep: 30 Clean Metabolism, worked with minor criminal syndicates and working for Firewall). Though he projects a
Cortical Stack, Enhanced independently as a grifter, scammer and petty confident faade, Gavin occasionally cracks
EQUIPMENT Pheromones (+10 to in- crook. Gavin was inducted into Firewall when under pressure.
Armor: Armor Clothing [4/4] n person social skill tests he was unfortunate enough to be the victim of Special Trait: Paranoid Schizophrenia
Primary Weapon: Agonizer with other biomorphs) n some sort of outbreak on a minor Lunar out- DisorderGavin sometimes hears voices and
Pistol (SA, inflicts pain, Gear: None n post. The incident was so jarring that Gavin becomes extremely (and unreasonably) para-
intentionally went to great lengths to have noid, especially in situations of high stress.
You? You couldnt negotiate your way out of a paper bag. Let me do the talking.
ZORA MLLER (ANARCHIST SABOTEUR)
COG COO INT REF
APTITUDES
SAV SOM WIL
Base 15 20 15 20 15 15 10
Morph Bonus 10 5 5 5 5
Modifiers 10
Total 15 30 15 35 20 20 15
MORPH
SKILLS
APT BASE BONUS MODIFIERS TOTAL
Climbing SOM 50 5 30 85
Deception SAV 45 5 50
Demolitions COG 60 60
Disguise INT 35 35
Fray REF 70 5 10 85
Free Fall REF 30 5 10 45
Freerunning SOM 50 5 55
Hardware: Electronics COG 35 35
Impersonation SAV 40 5 45
Infiltration COO 70 10 20 100
Interests: Anarchist Saboteur Cells COG 60 60
Interests: Hypercorps COG 60 60
Interests: Hypercorp Politics COG 55 55
Interests: Inner System Social Issues COG 55 55
Interests: Scum Black Markets COG 40 40
Interfacing COG 25 25
Kinesics SAV 35 5 40
Kinetic Weapons COO 50 10 60
Language: English INT 65 65
Background: Original Space Colonist
Language: Native German INT 85 85 Faction: Anarchist
Palming COO 50 10 60 Sex: Female
Perception INT 35 20 55 Gender Identity: Female
Persuasion SAV 25 5 30
Pilot: Aircraft REF 40 5 10 55 Ghost Morph
Profession: Security Procedures COG 55 55 Ghost morphs are designed for stealth and combat infiltration.
Their genetic profile encourages speed, agility and reflexes,
Research COG 50 50
and their minds are modified for patience and problem-solving.
Unarmed Combat SOM 55 5 60
Zora is best described as a saboteur. corruption unveiled that her target was REP Starting Credit: 4,000 n
She spends much of her time infiltrat- actually infected by the TITANs-spread @-rep: 60 Implants: Basic BioMods,
ing hypercorp society, organizing dis- exsurgent virus. Shes onboard the Scum c-rep: 40 Basic Mesh Inserts,
sent and engaging in direct action barge in order to acquire supplies for her g-rep: 30 Cortical Stack, Adrenal
intended to expose or hinder authori- cells next mission. i-rep: 20 Boost (+10 REF, can ignore
tarian social practices. Zora considers Roleplaying Tips: Zora is a serious and 1 wound when activated),
herself a libertarian socialist, but is not determined radical, with a keen sense of EQUIPMENT Chameleon Skin (+20
content to spend her time in autonomist fairness, justice and social responsibility. Armor: Smart Skin Armor [3/2] n Infiltration), Enhanced
habitats. She feels a responsibility to She doesnt tolerate people who abuse Primary Weapon: Vision (+20 to visual
bring about the downfall of repressive their authority very well. She can be a bit Medium Kinetic Railgun Perception Tests), Grip
capitalist structures. She was recruited dry and humorless at times, especially Pistol (SA/BF/FA, AP 5, Pads (+30 Climbing) n
into Firewall several years ago, when when politics or social inequalities are in DV 2d10 + 4, ammo 12) Gear: None n
an operation to expose a gerontocrats the way. with 100 shots regular
ammo n
The corps dont listen to reason and theyre immune to public pressure.
The only way to get them to listen is to make it worth their whileby raising the costs of business as usual if they dont.
ELIS MENEZES (SCUM TECHIE) APTITUDES
COG COO INT REF SAV SOM WIL
Base 20 15 15 10 20 15 15
Morph Bonus 5
Modifiers
Total 25 15 15 10 20 15 15
MORPH
SKILLS
APT BASE BONUS MODIFIERS TOTAL
Academics: Engineering COG 40 5 45
Academics: Nanotechnology COG 35 5 40
Art: Robotic Sculpture INT 45 45
Climbing SOM 30 30
Deception SAV 40 40
Fray REF 30 30
Free Fall REF 50 50
Freerunning SOM 30 30
Hardware: Electronics COG 70 5 10 85
Hardware: Groundcraft COG 50 5 10 65
Hardware: Industrial COG 50 5 10 65
Hardware: Robotics COG 40 5 10 55
Infiltration COO 30 30
Infosec COG 70 5 75
Interests: Gatecrashing COG 40 5 45
Interests: Music COG 40 5 45
Interests: Scum Culture COG 60 5 65
Interests: Social Networks COG 35 5 40
Interfacing COG 55 5 60
Investigation INT 40 40
Kinesics SAV 45 45
Language: Native Portuguese INT 85 85
Language: English INT 50 50
Elis died on Earth during the found a berth aboard the Ecstatic Language: Spanish INT 55 55
Fall, but a backup of her mind Metamorphosis and immersed Perception INT 50 50
was transmitted off-world. She herself in Scum culture, trad- Pilot: Spacecraft REF 20 20
spent several years as an infu- ing her tech service skills for her
Profession: Computer Security COG 55 5 60
gee in cold storage in the Jovian wants and needs.
Republic before being revived and Roleplaying Tips: Elis has a mul- Profession: Habitat Systems COG 50 5 55
re-sleeved in a cheap synthetic tifaceted personality. She can Programming COG 65 5 70
morph, the cost of which she had take hardship like a pro, and is Research COG 40 5 45
to pay off by helping to build new more than willing to let her hair
habitats. Desperate to escape down and party away when she
Scrounging INT 40 40
her situation, Elis volunteered to gets a breather. She likes to get Spray Weapons COO 30 30
the Gatekeeper Corp and was dressed up and glam herself out Unarmed Combat SOM 40 40
selected to be a gatecrasher. She with exotic bodytints, nanotats,
survived three missions, one of piercings, and other body mods,
which brought her into contact but shes also willing to spend
Background:
with the relics of a long-dead all day taking apart an air com- EQUIPMENT Action Turn per 10 points
alien race, which resulted into her pressor with grease up to her
Reinstantiated
Faction: Scum Armor: Light Smartfabric of MoF) n
being recruited into Firewall. After elbows. Shes a flagrant abuser
Sex: Female Vacsuit [5/5] n Starting Credit: 4,000 n
retiring from gatecrashing, Elis of social networks.
Gender Identity: Female Primary Weapon: Shock Implants: Basic BioMods,
Gloves (use Unarmed Basic Mesh Inserts,
Splicer Morph Combat skill, target makes Cortical Stack
Splicers are genefixed humans. Their genome has been REP
@-rep: 60 DUR + Energy Armor Test Gear: Utilitool
cleansed of hereditary diseases and optimized for looks and or is incapacitated for 1 (+10 Hardware Tests) n
health, but has not otherwise been substantially upgraded. i-rep: 40
This piece is totally glitched. Let me grab another beer before I hit it.
AHMIR SEKTIOUI (BRINKER SECURITY SPECIALIST)
COG COO INT REF
APTITUDES
SAV SOM WIL
Base 15 15 15 15 15 15 15
Morph Bonus 5 5 5
Modifiers
Total 15 20 15 20 15 20 15
MORPH
SKILLS
APT BASE BONUS MODIFIERS TOTAL
Academics: Astronomy COG 40 40
Academics: Engineering COG 35 35
Art: Writing INT 30 30
Beam Weapons COO 45 5 50
Blades SOM 40 5 45
Climbing SOM 40 5 30 75
Demolitions COG 35 35
Disguise INT 35 35
Fray REF 50 5 55
Free Fall REF 60 5 65
Freerunning SOM 40 5 45
Hardware: Aerospace COG 50 50
Hardware: Robotics COG 50 50 Bouncer Morph
Infiltration COO 25 5 30 Bouncers are humans genetically adapted for zero-G and micro-
Interests: Brinker Groups COG 60 60 gravity environments. Their legs are more limber, and their feet
Interests: can grasp as well as their hands.
COG 40 40
Esoteric Muslim Traditions Limber: Bouncers are especially flexible and supple, and so re-
Interests: Habitat Infrastructure COG 50 50 ceive a +10 modifier on any test involving contortion or flexibility,
Interests: Outer System Habitats COG 50 50 such as escaping from bonds or squeezing through small spaces.
Interests: Scum Black Markets COG 45 45 EQUIPMENT Starting Credit: 4,000 n
Interfacing COG 25 25 Armor: Body Armor [10/10] n Implants: Basic BioMods,
Kinesics SAV 45 45 Primary Weapon: Medium Basic Mesh Inserts, Cortical
Kinetic Weapons COO 50 5 55 Kinetic Pistol (SA/BF/FA, Stack, Grip Pads (+30
Language: Native Arabic INT 85 85 AP 2, DV 2d10 + 2 ammo Climbing), Oxygen Reserve,
Language: English INT 35 35 12) with 100 shots regular Prehensile Feet n
ammo n Gear: None n
Language: Spanish INT 30 30
Medicine: First Aid COG 45 45 Ahmir was one of the millions who took a job as a near-inden-
Navigation INT 55 55 tured servant in space before the Fall in order to escape crushing
Perception INT 50 50 poverty on Earth. He has now spent almost two decades work-
ing various manual labor and menial jobs around the system.
Persuasion SAV 30 30
Most recently, he has been hiring himself out as a bodyguard or
Pilot: Spacecraft REF 50 5 55 as ship security for traders and others traveling to and from the
Profession: far fringes of the solar system. He became involved with Firewall
COG 60 60
Security Procedures several years back when an associate hired him on as an extra
Protocol SAV 30 30 gun on a Firewall-sponsored mission to eradicate an Exhuman
Research COG 35 35 faction outpost in the Kuiper Belt. Ahmir is aboard the Scum
Scrounging INT 45 45 barge looking for new employment.
Unarmed Combat SOM 60 5 65 Roleplaying Tips: Ahmir is generally quiet and keeps to himself,
having spent much time on long journeys and in the isolation of
deep space. He is honestly friendly and sociable with others,
Background: Original Space Colonist REP
however, greeting any new friends with a large grin and going
Faction: Brinker @-rep: 40
out of his way even for complete strangers. Ahmir is a bit of an
Sex: Neuter c-rep: 40
ascetic and his current morph is neuter-sex, as he considers
Gender Identity: Male i-rep: 20
sexual urges a distraction.
GAVIN GLADWELL (CRIMINAL CON ARTIST) APTITUDES COG COO INT REF SAV SOM WIL
Base 15 15 15 10 20 10 20
Morph Bonus 5 5
Modifiers
Total 15 20 20 10 20 10 20
MORPH
SKILLS
APT BASE BONUS MODIFIERS TOTAL
Academics: Psychology COG 30 30
Art: Performance INT 35 5 40
Beam Weapons COO 30 5 35
Deception SAV 75 75
Disguise INT 40 5 45
Fray REF 40 40
Free Fall REF 20 20
Impersonation SAV 55 55
Infiltration COO 40 5 45
Interests: Black Markets COG 50 50
Interests: Hypercorp Culture COG 50 50
Interests: Hypercorp Glitterati COG 50 50
Interfacing COG 25 25
Intimidation SAV 30 30
Kinesics SAV 65 65
Language: Native English INT 85 5 90
Language: Arabic INT 30 5 35
Language: Cantonese INT 50 5 55
Language: French INT 35 5 40
Language: Russian INT 30 5 35
Palming COO 30 5 35
Background: Fall Evacuee
Perception INT 50 5 10 65
Faction: Criminal
Sex: Male Persuasion SAV 60 60
Gender Identity: Male Pilot: Groundcraft REF 30 30
Profession: Con Schemes COG 60 60
Ruster Morph Profession: Smuggler Tricks COG 60 60
Adapted for survival with minimum gear in the partially Protocol SAV 70 70
terraformed Martian environment, these transgenic morphs Research COG 25 25
feature insulated skin for more effective thermoregulation Scrounging INT 50 5 55
and respiratory system improvements to require less oxygen
Unarmed Combat SOM 30 30
and filter carbon dioxide, among other mods.
REP Gavin was an adolescent when the Fall struck, the major details erased from his memory, but
@-rep: 30 leaving him an orphaned refugee. Since then, he is still plagued by nightmares and a bit of
he has grown up and thrived on the fringes of mental instability.
c-rep: 50
the Planetary Consortiums hypercorp-based Roleplaying Tips: Gavin is smooth enough to
f-rep: 30 Starting Credit: 1,500 society, making do however he couldwhich sell water to a fish. In fact, hes so good at
g-rep: 60 (minus any spent in often meant selling himself and/or breaking talking people into things that hes developed
i-rep: 30 Scenes 1 and 2) n the law. His quick wit and sly tongue opened an amazing ability to talk himself into things
Implants: Basic BioMods, up some opportunities, and so Gavin has that are not always in his best interest (like
EQUIPMENT Basic Mesh Inserts, worked with minor criminal syndicates and working for Firewall). Though he projects a
Armor: Body Armor [10/10] n Cortical Stack, Enhanced independently as a grifter, scammer and petty confident faade, Gavin occasionally cracks
Primary Weapon: Agonizer Respiration, Temperature crook. Gavin was inducted into Firewall when under pressure.
he was unfortunate enough to be the victim of Special Trait: Paranoid Schizophrenia
Pistol (SA, inflicts pain, Tolerance n
some sort of outbreak on a minor Lunar out- DisorderGavin sometimes hears voices and
target must make WIL Test Gear: Specs (+10 visual post. The incident was so jarring that Gavin becomes extremely (and unreasonably) para-
or immediately flee) n Perception Tests) n intentionally went to great lengths to have noid, especially in situations of high stress.
How about we put down the weapons and discuss this reasonably?
Firewall provides Zora with a neotenic morph in Scene 3.
MORPH
SKILLS
APT BASE BONUS MODIFIERS TOTAL
Climbing SOM 50 5 55
Deception SAV 45 45
Demolitions COG 60 60
Disguise INT 35 5 40
Fray REF 70 5 10 85
Free Fall REF 30 5 10 45
Freerunning SOM 50 5 55
Hardware: Electronics COG 35 35
Impersonation SAV 40 40
Infiltration COO 70 5 75
Interests: Anarchist Saboteur Cells COG 60 60
Interests: Hypercorps COG 60 60
Interests: Hypercorp Politics COG 55 55
Interests: Inner System Social Issues COG 55 55
Interests: Scum Black Markets COG 40 40
Interfacing COG 25 25 Background: Original Space Colonist
Kinesics SAV 35 35 Faction: Anarchist
Kinetic Weapons COO 50 5 55 Sex: Male
Gender Identity: Female
Language: English INT 65 5 70
Language: Native German INT 85 5 90 Neotenic Morph
Palming COO 50 5 55 Neotenics are transhumans modified to retain a child-like
Perception INT 35 5 10 50 form. They are smaller, more agile, inquisitive and less
Persuasion SAV 25 25 resource-depleting, making them ideal for habitat living
Pilot: Aircraft REF 40 5 10 55 and spacecraft. This particular morph has been customized
Profession: Security Procedures COG 55 55 and comes with a Reflex Booster implant. Neotenic morphs
are stigmatized in some circles, as some people find them
Research COG 50 50
distasteful, especially when employed in media or sex work
Unarmed Combat SOM 55 5 60 capacities. Neotenics count as a small target and so are 10
to hit in combat.
Zora is best described as a saboteur. corruption unveiled that her target was
She spends much of her time infiltrat- actually infected by the TITANs-spread REP
ing hypercorp society, organizing dis- exsurgent virus. Shes onboard the Scum @-rep: 60
sent and engaging in direct action barge in order to acquire supplies for her c-rep: 40
intended to expose or hinder authori- cells next mission. g-rep: 30 Starting Credit: 4,000 (minus
tarian social practices. Zora considers Roleplaying Tips: Zora is a serious and i-rep: 20 any spent in Scenes 1
herself a libertarian socialist, but is not determined radical, with a keen sense of and 2) n
content to spend her time in autonomist fairness, justice and social responsibility. EQUIPMENT Implants: Basic BioMods,
habitats. She feels a responsibility to She doesnt tolerate people who abuse Armor: Light Vacsuit [5/5] n Basic Mesh Inserts, Cortical
bring about the downfall of repressive their authority very well. She can be a bit Primary Weapon: Medium Stack, Reflex Boost (+10
capitalist structures. She was recruited dry and humorless at times, especially Kinetic Railgun Pistol REF, +1 Speed) n
into Firewall several years ago, when when politics or social inequalities are in (SA/BF/FA, AP 5, Gear: Specs (+10 visual
an operation to expose a gerontocrats the way. DV 2d10 + 4, ammo 12) n Perception Tests) n
MORPH
SKILLS
APT BASE BONUS MODIFIERS TOTAL
Academics: Engineering COG 40 5 45
Academics: Nanotechnology COG 35 5 40
Art: Robotic Sculpture INT 45 45
Climbing SOM 30 5 35
Deception SAV 40 40
Fray REF 30 30
Free Fall REF 50 50
Freerunning SOM 30 5 35
Hardware: Electronics COG 70 5 20 95
Hardware: Groundcraft COG 50 5 20 75
Hardware: Industrial COG 50 5 20 75
Hardware: Robotics COG 40 5 20 65
Infiltration COO 30 30
Infosec COG 70 5 75
Interests: Gatecrashing COG 40 5 45
Interests: Music COG 40 5 45
Interests: Scum Culture COG 60 5 65
Interests: Social Networks COG 35 5 40
Interfacing COG 55 5 60
Investigation INT 40 40
Kinesics SAV 45 45
Language: Native Portuguese INT 85 85
Language: English INT 50 50
Language: Spanish INT 55 55
Background: Reinstantiated Perception INT 50 10 60
Faction: Scum Pilot: Spacecraft REF 20 20
Sex: Female
Profession: Computer Security COG 55 5 60
Gender Identity: Female
Profession: Habitat Systems COG 50 5 55
Ruster Morph Programming COG 65 5 70
Adapted for survival with minimum gear in the partially terraformed Research COG 40 5 45
Martian environment, these transgenic morphs feature insulated
skin for more effective thermoregulation and respiratory system
Scrounging INT 40 40
improvements to require less oxygen and filter carbon dioxide, Spray Weapons COO 30 30
among other mods. Unarmed Combat SOM 40 5 45
REP@-rep: 60
Elis died on Earth during the Fall, but a backup gatecrashing, Elis found a berth aboard the
i-rep: 40
of her mind was transmitted off-world. She Ecstatic Metamorphosis and immersed herself
EQUIPMENT spent several years as an infugee in cold stor- in Scum culture, trading her tech service skills
age in the Jovian Republic before being revived for her wants and needs.
Armor: Body Armor [10/10] n and re-sleeved in a cheap synthetic morph, the Roleplaying Tips: Elis has a multifaceted per-
Primary Weapon: Shredder Enhanced Respiration, cost of which she had to pay off by helping to sonality. She can take hardship like a pro, and is
(Flechette Spray Weapon, SA/ Temperature Tolerance n build new habitats. Desperate to escape her more than willing to let her hair down and party
BF/FA, AP 10, DV 2d10 + 5, Gear: Nanocable Spindle, situation, Elis volunteered to the Gatekeeper away when she gets a breather. She likes to get
ammo 100) n Portable Nanofabricator, Corp and was selected to be a gatecrasher. dressed up and glam herself out with exotic body-
Starting Credit: 4,000 (minus Repair Spray (+20 to She survived three missions, one of which tints, nanotats, piercings, and other body mods,
any spent in Scene 1 or 2) n Hardware Tests), Shelter brought her into contact with the relics of a but shes also willing to spend all day taking apart
Implants: Basic BioMods, Basic Dome, Specs (+10 visual long-dead alien race, which resulted into her an air compressor with grease up to her elbows.
Mesh Inserts, Cortical Stack, Perception Tests) n being recruited into Firewall. After retiring from Shes a flagrant abuser of social networks.
Sure, I can fix that, but youll owe me a dance. A sexy dance.
Firewall provides Ahmir with an arachnoid morph in Scene 3, to provide the team with some additional muscle and firepower.
MORPH
SKILLS
APT BASE BONUS MODIFIERS TOTAL
Academics: Astronomy COG 40 40
Academics: Engineering COG 35 35
Art: Writing INT 30 30
Beam Weapons COO 45 5 50
Blades SOM 40 10 55
Climbing SOM 40 10 50
Demolitions COG 35 35
Disguise INT 35 35
Fray REF 50 10 60
Free Fall REF 60 10 70
Freerunning SOM 40 10 20 75
Hardware: Aerospace COG 50 50
Hardware: Robotics COG 50 50
Infiltration COO 25 5 30
Interests: Brinker Groups COG 60 60
Interests: Esoteric Muslim Traditions COG 40 40
Interests: Habitat Infrastructure COG 50 50
Interests: Outer System Habitats COG 50 50 Background: Original Space Colonist REP
Interests: Scum Black Markets COG 45 45 Faction: Brinker @-rep: 40
Interfacing COG 25 25 Sex: Bot c-rep: 40
Kinesics SAV 45 45 Gender Identity: Male i-rep: 20
Kinetic Weapons COO 50 5 55
Language: Native Arabic INT 85 85 Arachnoid Morph
Language: English INT 35 35 Arachnoid robotic shells are 1 meter in length, segmented into two parts,
Language: Spanish INT 30 30 with a smaller head like a spider or termite. They feature four pairs of
Medicine: First Aid COG 45 45 1.5-meter-long retractable arms/legs, capable of rotating around the axis of
the body, with built-in hydraulics for propelling the bot with small leaps. The
Navigation INT 55 55
manipulator claws on each arm/leg can be switched out with extending
Perception INT 50 20 70
mini-wheels for high-speed skating movement. A smaller pair of manipula-
Persuasion SAV 30 30 tor arms near the head allows for closer handling and tool use.
Pilot: Spacecraft REF 50 10 60
Profession: Security Procedures COG 60 60 EQUIPMENT Legs), Lidar, Pain Filter
Protocol SAV 30 30 Armor: Arachnoid Armor [8/8] n (ignore wound modifiers,
Research COG 35 35 Primary Weapon: Kinetic SMG but they suffer 30 on any
Scrounging INT 45 45 (SA/BF/FA, AP 2, DV 2d10 + tactile-based Perception
Unarmed Combat SOM 60 10 70 3, ammo 20) with 100 shots Tests and will not even notice
regular ammo n they have been damaged
Ahmir was one of the millions who took a job to eradicate an Exhuman faction outpost in the Secondary Weapon: unless they succeed in a
as a near-indentured servant in space before Kuiper Belt. Ahmir is aboard the Scum barge
Plasma Rifle (SS, AP 8, DV Perception Test), Pneumatic
the Fall in order to escape crushing poverty on looking for new employment.
Earth. He has now spent almost two decades Roleplaying Tips: Ahmir is generally quiet 3d10 + 12, ammo 10) n Limbs (can leap 2 meters up,
working various manual labor and menial jobs and keeps to himself, having spent much time Starting Credit: 4,000 (minus any +20 Freerunning Tests, +1d10
around the system. Most recently, he has on long journeys and in the isolation of deep spent in Scene 1 or 2) n DV when used in Unarmed
been hiring himself out as a bodyguard or as space. He is honestly friendly and sociable Enhancements: Basic Mesh Combat), Radar, Reflex Boost
ship security for traders and others traveling with others, however, greeting any new friends Inserts, Cortical Stack, (+10 REF, +1 Speed) n
to and from the far fringes of the solar system. with a large grin and going out of his way even Cyberbrain, Enhanced Vision Gear: Nanobandage
He became involved with Firewall several for complete strangers. Ahmir is a bit of an
years back when an associate hired him on as ascetic and his current morph is neuter-sex, as
(+20 to visual Perception (heal 1 wound and 1d10 DUR
an extra gun on a Firewall-sponsored mission he considers sexual urges a distraction. Tests), Extra Limbs (6 Arms/ in 1 hour) n
38
70 111 114 116 117 110 97 32
40 79 32 70 111 114 116 117
110 101 41 13 10 86 101 108
117 116 32 108 117 110 97 32
40 108 105 107 101 32 116 104
101 32 109 111 111 110 41 13
10 83 116 97 116 117 32 118
97 114 105 97 98 105 108 105
115 32 40 121 111 117 32 97
114 101 32 99 104 97 110 103
101 97 98 108 101 41 13 10 83
101 109 112 101 114 32 99 114
101 115 99 105 115 32 40 101
118 101 114 32 119 97 120 105
110 103 41 13 10 65 117 116
32 100 101 99 114 101 115 99
105 115 59 32 40 97 110 100
32 119 97 110 105 110 103 59
41 13 10 86 105 116 97 32 100
101 116 101 115 116 97 98 105
108 105 115 32 40 104 97 116
101 102 117 108 32 108 105
102 101 41 13 10 78 117 110
99 32 111 98 100 117 114 97
116 32 40 102 105 114 115 116
32 111 112 112 114 101 115
115 101 115 41 13 10 69 116
32 116 117 110 99 32 99 117
114 97 116 32 40 97 110 100
32 116 104 101 110 32 115 111
111 116 104 101 115 41 13 10
76 117 100 111 32 109 101 110
DORSAL
39
MIND THE WMD
ECLIPSE PHASE RULES SUMMARIES MODIFIER SEVERITY
MAKING TESTS SEVERITY MODIFIER
Roll d100 (two ten-sided dice, read as a percentile amount).
Minor +/10
Target number is determined by the appropriate skill (or occasionally an aptitude or
two aptitudes added together). Moderate +/20
Difficulty is represented by modifiers. Major +/30
00 is always a success.
99 is always a failure.
A roll of doubles (00, 11, 22, 33 and so on) equals a critical success or failure.
TEST DIFFICULTY
SUCCESS TEST DIFFICULTY LEVEL MODIFIER
To succeed, roll d100 and score equal to or less than the skill +/ modifiers.
Effortless +30
OPPOSED TEST Simple +20
Each character rolls d100 against their skill +/ modifiers.
Easy +10
The character that succeeds with the highest roll wins. If both characters fail, or both
succeed but tie, deadlock occurs. Average +0
Difficult 10
DEFAULTING
If a character does not have the appropriate skill for a test, that character may Challenging 20
default to the skills linked aptitude. Hard 30
MODIFIERS
Modifiers always affect the target number (skill), not the roll.
Modifiers (positive or negative) come in 3 levels of severity:
STRESSFUL EXPERIENCES
Minor (+/10) SITUATION STRESS VALUE
Moderate (+/ 20)
Failing spectacularly in pursuit of a motivational goal 1d10 2
Major (+/ 30)
Helplessness 1d10 2
The maximum modifier that can be applied is +/ 60.
Betrayal by a trusted friend 1d10 2
TEAMWORK Extended isolation 1d10 2
One character is chosen as the primary actor; they make the test. Extreme violence (viewing) 1d10 2
Each additional helper character adds a +10 modifier (max +60).
Extreme violence (committing) 1d10
TAKING THE TIME Awareness that your death is imminent 1d10
Character may take extra time to complete an action. Experiencing someones death via XP 1d10
On Complex Actions, each minute taken adds +10 to the test. Losing a loved one 1d10 2
On Task actions, every 50 percent the timeframe is extended adds +10 to Watching a loved one die 1d10 + 2
the test.
Being responsible for the death of a loved one 1d10 + 5
APTITUDES Encountering a gruesome murder scene 1d10
Aptitudes range from 1 to 30 for baseline unmodified humans. Torture (viewing) 1d10 + 2
Aptitudes are: Cognition, Coordination, Intuition, Reflexes, Savvy, Somatics Torture (moderate suffering) 2d10 + 3
and Willpower.
Torture (severe suffering) 3d10 + 5
LEARNED SKILLS Encountering aliens (non-sentient) 1d10 2
Skills range from 1-99 (average 50). Encountering aliens (sentient) 1d10
Morphs, gear, drugs, etc. may provide skill bonuses Encountering hostile aliens 1d10 + 3
or penalties to individual skills. Encountering highly-advanced technology 1d10 2
SPECIALIZATIONS Encountering Exsurgent-modified technology 1d10 2
Specializations add +10 when using a skill for that area of concentration. Encountering Exsurgent-infected transhumans 1d10
Each skill may have only one specialization. Encountering Exsurgent life forms 1d10 + 3
Exsurgent virus infection Varies; see core rules
ACTION TURNS
Witnessing psi-epsilon sleights 1d10 + 2
Action Turns are 3 seconds in length.
The order in which characters act is determined by Initiative. Round all results down
Automatic Actions are always on.
Characters may take any number of Quick Actions in a turn (min of 3),
limited only by the gamemaster.
Characters may only take a number of Complex Actions equal to their
Speed stat.