Download as pdf or txt
Download as pdf or txt
You are on page 1of 9

PLAYER

CHARACTER SHEET
CHARACTER
ECLIPSE
BACKGROUND PHASE
Faction APTITUDES
COG COO INT REF SAV SOM WIL
Morph Base
Gender Identity Morph Bonus
Total
Actual Age
WIL x 2 FROM MORPH (INT + REF) x 2
Current Moxie Points STATS
MOX TT LUC IR WT DUR DR INIT SPD DB
Rez Points
LUC ÷ 5 LUC X 2 DUR ÷ 5 Biomorphs: DUR x 1.5 DUR ÷ 10
Motivations Synthmorphs: DUR x 2

DAMAGE & STRESS


DAMAGE WOUNDS STRESS TRAUMA


Armor
ENERGY KINETIC PRIMARY EQUIPMENT
Ranged Weapon
Weapon Skill AP DV Notes

Melee Weapon
Weapon Skill AP DV Modes Ammo Range Notes

Linked Morph SPECIALIZATION / Linked Morph SPECIALIZATION /


Active Skills Aptitude Base Bonus Total OTHER BONUS Active Skills Aptitude Base Bonus Total OTHER BONUS
Animal Handling SAV Pilot REF
Beam Weapons COO Pilot REF
Blades SOM Programming COG*
Climbing SOM Protocol SAV
Clubs SOM Psi Assault WIL*
Control WIL* Psychosurgery INT
Deception SAV Research COG
Demolitions COG* Scrounging INT
Disguise INT Seeker Weapons COO
Exotic Melee: SOM Sense INT*
Exotic Melee: SOM Spray Weapons COO
Exotic Ranged: COO Swimming SOM
Exotic Ranged: COO Throwing Weapons COO
Flight SOM Unarmed Combat SOM
Fray REF
Free Fall REF * = no defaulting
Freerunning SOM
Gunnery INT Linked Morph SPECIALIZATION /
Hardware: COG knowledge Skills Aptitude Base Bonus Total OTHER BONUS
Hardware: COG Academics: COG
Impersonation SAV Academics: COG
Infiltration COO Academics: COG
Infosec COG* Academics: COG
Interfacing COG Art: INT
Intimidation SAV Art: INT
Investigation INT Art: INT
Kinesics SAV Art: INT
Kinetic Weapons COO Interest: COG
Medicine COG Interest: COG
Medicine COG Interest: COG
Navigation INT Interest: COG
Language: INT
Networking: SAV
Language: INT
Networking: SAV
Language: INT
Networking: SAV
Language: INT
Networking: SAV
Profession: COG
Palming COO
Profession: COG
Perception INT Profession: COG
Persuasion SAV Profession: COG
PLAYER

CHARACTER SHEET
CHARACTER
ECLIPSE
PHASE
MUSES STATS
@-Rep G-Rep COG COO INT REF SAV SOM WIL
Aptitudes
C-Rep I-Rep
Skills & Notes
E-Rep R-Rep WIL x 2

F-Rep TT LUC IR

LUC ÷ 5 LUC X 2

Positive & Negative Traits


PSI Sleights

ID Notes Backup Notes

Gear

CHARACTER
Morph Type
ECLIPSE
PHASE MORPH SHEET
Sex/Visible Gender APTITUDE BONUSES
COG COO INT REF SAV SOM WIL
Visible Age Morph Bonus

Description
Positive & Negative Traits / Advantages & Disadvantages
APTITUDE MAX SPEED MOD MOVEMENT RATE / MOBILITY SYSTEM

DURABILITY WOUND THRESHOLD

Implants / Enhancements / Customizations


GAME RULES SUMMARY
Everything you need to know about the rules—summed up on a single page.

MAKING TESTS (P. 115) TAKING THE TIME (P. 118)


• Roll d100 (two ten-sided dice, read as a percentile • Character may take extra time to complete an action.
amount, from 00 to 99). • On Complex actions, each minute taken adds +10 to
• Target number is determined by the appropriate skill the test.
(or occasionally an aptitude). • On Task actions, every 50 percent extension to the
• Difficulty is represented by modifiers. timeframe adds +10 to the test.
• 00 is always a success.
• 99 is always a failure. APTITUDES (P. 123)
• Margin of Success of 30+ is an Excellent Success. • Aptitudes range from 1 to 30 (average 15).
• Margin of Failure of 30+ is a Severe Failure. • Aptitudes are: Cognition, Coordination, Intuition,
• A roll of doubles (00, 11, 22, 33, etc.) equals a critical Reflexes, Savvy, Somatics, and Willpower.
success or failure.
LEARNED SKILLS (P. 123)
SUCCESS TEST (P. 117) • Skills range from 1-99 (average 50).
• To succeed, roll d100 and score equal to or less than • Each skill is linked to and based on an aptitude.
the skill +/– modifiers. • Morphs, gear, drugs, etc. may provide skill bonuses or
penalties to individual skills.
OPPOSED TEST (P. 119)
• Each character rolls d100 against their skill +/– modifiers. SPECIALIZATIONS (P. 123)
• The character who succeeds with the highest roll wins. • Specializations add +10 when using a skill for that area
If both characters fail, or both succeed but tie, dead- of concentration.
lock occurs. • Each skill may have only one specialization.

SIMPLE SUCCESS TEST (P. 118) ACTION TURNS (P. 120)


• Simple Success Tests automatically succeed. • Action Turns are 3 seconds in length.
• Success or failure on the roll simply indicates if the • The order in which characters act is determined by
character succeeded strongly or poorly. Initiative.
• Automatic actions are always “on.”
DEFAULTING (P. 116) • Characters may take any number of Quick Actions in a
• If a character does not have the appropriate skill for a Turn (minimum of 3), limited only by the gamemaster.
test, they may default to the skill’s linked aptitude. • Characters may only take a number of Complex
Actions equal to their Speed stat.
MODIFIERS (P. 115)
• Modifiers always affect the target number (skill), not TASK ACTIONS (P. 120)
the roll. • Task Actions are any action that requires longer than 1 GAME MECHANICS
• Modifiers (positive or negative) come in 3 levels of Action Turn to complete.
severity: • Task Actions list a timeframe (anywhere from 2 Turns
■ Minor (+/–10) to 2 years).
■ Moderate (+/–20) • Timeframe reduced by 10% for each 10 points of MoS.
■ Major (+/–30)
4.4.4.4.4
• If character fails, they work on the task for a minimum
4 .
• The maximum modifiers that can be applied are +/– 60. period equal to 10% of the timeframe for each 10 .4.
points of MoF before realizing it’s a failure.
.4
4.4.4.4.4

TEAMWORK (P. 117)


• One character is chosen as the primary actor; they
make the test.
• Each helper character adds a +10 modifier (max. +30).
.4.
4.4

127
.
.4
MODIFIER SEVERITY
COMBAT SUMMARY ACTION TURN 115
SEVERITY MODIFIER
• Combat is handled as an Opposed Test. Step 1: Roll Initiative ((INT + REF) x 2) + 1d100
Minor +/– 10
• Attacker rolls attack skill +/– modifiers. Step 2: Begin First Action Phase (Speed 1) Moderate +/– 20
• Melee: Defender rolls Fray or melee skill Step 3: Declare and Resolve Actions Major +/– 30
+/– modifiers. Step 4: Rotate and Repeat (Speed 2-4)
• Ranged: Defender rolls (Fray skill ÷ 2,
TEST DIFFICULTY
round down) +/– modifiers. SCATTER DIAGRAM 115
DIFFICULTY LEVEL MODIFIER
• If attacker succeeds and rolls higher than
the defender, the attack hits. 204 Effortless +30
Simple +20
• Critical hits are armor-defeating (armor 1 or 2 Easy +10
does not apply). Average +0
10 3
• Armor is reduced by the attack’s Armor Difficult –10
Penetration value (AP). Challenging –20
Hard –30
• The weapon’s damage is reduced by the 9 4
target’s modified Armor rating (unless
COMPLEMENTARY SKILL BONUS
the attack is armor-defeating). 123
• If the damage exceeds the target’s 8 5 SKILL RATING MODIFIER
Wound Threshold, a wound is also scored. 6 or 7 01–30 +10
31–60 +20
(If the damage exceeds the Wound 61+ +30
Threshold by multiple factors, multiple
wounds are inflicted.)
COMBAT MODIFIERS
193
GENERAL MODIFIER
203 WEAPON RANGES Character using off-hand –20
SHORT MEDIUM LONG EXTREME Character wounded/traumatized –10 per wound/trauma
WEAPON (TYPE) RANGE RANGE (–10) RANGE (–20) RANGE (–30) Character has superior position +20
Firearms Touch-only attack +20
Light Pistol 0–10 11–25 26–40 41–60 Called shot –10
Medium Pistol 0–10 11–30 31–50 51–70 Character wielding two-handed weapon with one hand –20
Heavy Pistol 0–10 11–35 36–60 61–80 Small target (child-sized) –10
SMG 0–30 31–80 81–125 126–230 Very small target (mouse or insect) –30
Assault Rifle 0–150 151–250 251–500 501–900 Large target (car sized) +10
Sniper Rifle 0–180 181–400 401–1,100 1,100–2,300 Very large target (side of a barn) +30
Machine Gun 0–100 101–400 401–1,000 1,001–2,000 Visibility impaired (minor: glare, light smoke, dim light) –10
Railguns Visibility impaired (major: heavy smoke, dark) –20
as Firearms but increase the effective range in each category by +50% Blind attack –30
Beam Weapons MELEE COMBAT MODIFIER
Cybernetic Hand Laser 0–30 31–80 81–125 126–230 Character has reach advantage +10
Laser Pulser 0–30 31–100 101–150 151–250 Character charging or receiving a charge +20
Microwave Agonizer 0–5 6–15 16–30 31–50 RANGED COMBAT (ATTACKER) MODIFIER
Particle Beam Bolter 0–30 31–100 101–150 151–300 Attacker using smartlink or laser sight +10
Plasma Rifle 0–20 21–50 51–100 101–300 Attacker behind cover –10
Stunner 0–10 11–25 26–40 41–60 Attacker running –20
Seekers Attacker in melee combat –30
Seeker Micromissile 5–70 71–180 181–600 601–2,000 Attacker has reach advantage +10
Seeker Minimissile 5–150 151–300 301–1,000 1,001–3,000 Defender has minor cover –10
Seeker Standard Missile 5–300 301–1,000 1001–3,000 3001–10,000 Defender has moderate cover –20
Spray Weapons Defender has major cover –30
Buzzer 0–5 6–15 16–30 31–50 Defender prone and far (10+ meters) –10
Freezer 0–5 6–15 16–30 31–50 Defender hidden –60
Shard Pistol 0–10 11–30 31–50 51–70
ACTION AND COMBAT

Aimed shot (quick) +10


Shredder 0–10 11–40 41–70 71–100 Aimed shot (complex) +30
Sprayer 0–5 6–15 16–30 31–50 Sweeping fire with beam weapon +10 on second shot
Torch 0–5 6–15 16–30 31–50 Multiple targets in same Action Phase –20 per additional target
Vortex Ring Gun 0–5 6–15 16–30 31–50 Indirect fire –30
Thrown Weapons Point-blank range (2 meters or less) +10
Blades To SOM ÷ 5 To SOM ÷ 2 To SOM To SOM x 2 Short range —
Minigrenades To SOM ÷ 2 To SOM To SOM x 2 To SOM x 3 Medium range –10
Standard Grenades To SOM ÷ 5 To SOM ÷ 2 To SOM To SOM x 3 Long range –20
Extreme range –30

HEALING
208
CHARACTER SITUATION DAMAGE HEALING RATE WOUND HEALING RATE
Character without basic biomods 1d10 (5) per day 1 per week
Character with basic biomods 1d10 (5) per 12 hours 1 per 3 days
Character using nanobandage 1d10 (5) per 2 hours 1 per day
Character with medichines 1d10 (5) per 1 hour 1 per 12 hours
Poor conditions (bad food, not enough rest/heavy activity, poor shelter and/or sanitation) double timeframe double timeframe
392 Harsh conditions (insufficient food, no rest/strenuous activity, little or no shelter and/or sanitation) triple timeframe no wound healing
THE HACKING SEQUENCE
TASKS RESULTS
1. Defeat the Firewall Infosec Task Action (10 minutes)
2. Bypass Active Security Opposed Infosec Test
a. Hacker Wins with Excellent Success, Defender Fails Hidden status/admin privileges/+30 all Subversion Tests (p. 256)
b. Hacker Succeeds, Defender Fails Covert Status (p. 256)
c. Both Succeed Spotted status/passive alert/-10 all Subversion Tests (p. 256)
d. Defender Succeeds, Hacker Fails Locked status/active alert/-20 all Subversion Tests (p. 256)

ONLINE SEARCHES
1. Common data = automatic acquisition
2. Uncommon data:
a. Research Task Test (timeframe: 1 minute) modified by
data obscurity to accumulate data
b. Measure of Success determines depth of data found SUBVERSION EXAMPLES
In addition to the tasks noted under the Subversion Difficulties table, 259
3. Analyzing data: these modifiers present some additional example actions.
a. Research Task Test (timeframe: GM call) using
MOD TASK
complementary skill to understand data
Hacking Bots/Vehicles
247 –0 Give orders to drones
–10 Alter sensor system parameters, disable sensors or weapon systems
MESH GEAR MODIFIERS
–20 Alter smartlink input, send false data to AI or teleoperator
MODIFIER SOFTWARE/HARDWARE
–30 Lockout AI or teleoperator, seize control via puppet sock
Bashed-up devices, no-longer-supported software, relics from
–30 Hacking Ectos/Mesh Inserts
Earth or the early expansion into space
Interact with entoptics, befriend everyone in range, make online purchases using
–20 Malfunctioning/inferior devices, buggy software, pre-Fall technology –0
user’s credit, intercept communications, log activity
–10 Outdated and low quality systems Alter social network profile/status, adjust AR filters, tweak sensory interface,
–10
0 Standard ectos, mesh inserts, and software change AR skin, change avatar, access VPN
Block or shuffle senses, inject AR illusions, spoof commands to drones/slaved
+10 High-quality goods, standard security-grade products –20
devices
+20 Next-generation devices, advanced software –30 Boot user out of AR
+30 Newly-developed, state-of-the-art, top-of-the-line technology Hacking Habitat Systems
>+30 TITANs and/or alien technology –0 Open/close doors, stop/start elevators, operate intercom
259 Adjust temperature/lighting, disable safety warnings, replace entoptic skin, lock
–10
doors, switch traffic timers
SUBVERSION DIFFICULTIES Disable subsystems (plumbing, recycling, etc.), disable wireless links, dispatch
Difficulty modifiers for common computer tasks –20
repair crews
MODIFIER TASK –30 Override safety cutoffs
Execute commands, view restricted information, run restricted Hacking Security Systems
–0 software, open/close connections to other systems, read/write/copy/ –0 Move/manipulate cameras/sensors, locate security systems/guards/bots
delete files, access sensor feeds, access slaved devices
–10 Change system settings, alter logs/restricted files –10 Adjust patterns of sensor sweeps, view security logs, disable weapon systems
–20 Interfere with system operations, alter sensor/AR input –20 Delete security logs, dispatch security teams
–30 Shut system down, lockout user/muse, launch countermeasures at others –30 Disable alerts
Hacking Simulspace Systems
257 –0 View current status of simulspace, simulmorphs, and accessing egos
COUNTERMEASURES Change domain rules, add cheats, alter parameters of story, alter simulmorphs,

Passive Alert (-10 modifier to intruders)


–10

–20
change time dilation
Eject simulmorph, alter/erase character AIs
MESH AND HACKING
Locate Intruder: Opposed Infosec Test; if successful, intruder becomes Locked
–30 Abort simulation
Re-authenticate Users: Next Action Turn, intruder must make Infosec Test to
Hacking Spimes
log in again
Reduce Privileges: Limit user access privileges; see p. 246 –0 Get status report, use device functions

Active Alert (-20 modifier to intruders) –10 Adjust AI/voice personality settings, adjust timed operation schedule

Counterintrusion: If Trace (see below) is successful, launch intrusion attempt –20 Disable sensors, disable device functions
on intruder's home system Hacking Simulspaces From Within
Lockout: Opposed Infosec Test; if successful, intruder dumped from system. Analyze simulation parameters, view domain rules, shape appearance of simul-
–0
morph, switch simulmorph character or morph type
Reboot/Shutdown: Takes 1 Action Turn to 1 minute (GM discretion); all users
Change probability of test outcomes, become invisible
ejected from system. –10
(“out-game”) to others
Trace: Trace intruder to home system with a Research Test (-30 if in privacy mode) Interfere with simulation (e.g. make it rain, generate earthquakes), generate items,
–20
Wireless Termination: At end of Action Turn, all wireless connections termi- ignore domain rules, kill or lockout other simulmorphs
nated; wireless users ejected. –30 Go into god mode, command simulated characters, take over the sim
393
CHARACTER CREATION BACKGROUNDS FACTIONS
SUMMARY Drifter: +10 Navigation skill, +20 Pilot:
Spacecraft skill, +10 Networking:
Anarchist: +10 to a skill of your choice,
+30 Networking: Autonomists skill
1. Define Character Concept (p. 130) [Field] skill of your choice Argonaut: +10 to two Technical,
2. Choose Background (p. 131) Fall Evacuee: +10 Pilot: Groundcraft Academic: [Field], or Profession:
3. Choose Faction (p. 132) skill, +10 Networking: [Field] skill of [Field] skills; +20 Networking:
4. Spend Free Points (p. 134) your choice, +1 Moxie, only 2,500 Scientists
Starting Credit (can still buy credit Barsoomian: +10 Freerunning, +10
a) 105 aptitude points with CP) to one skill of your choice, +20
b) 1 Moxie Hyperelite: +10 Protocol skill, +10,000 Networking: Autonomists skill
c) 5,000 credit Credit, +20 Networking: Hypercorps Brinker: +10 Pilot: Spacecraft skill,
d) 50 Rep skill, may not start with flat, splicer, +10 to a skill of your choice, +20 to
e) Native tongue or any pod, uplift, or synthetic a Networking: [Field] skill of your
5. Spend Customization Points (p. 135) morphs choice
a) 1,000 CP to spend Infolife: +30 Interfacing skill, Criminal: +10 Intimidation skill, +30
Computer skills (Infosec, Interfacing, Networking: Criminal skill
15 CP = 1 Moxie Programming, Research) bought
10 CP = 1 aptitude point Extropian: +10 Persuasion skill, +20
with Customization Points are half
Networking: Autonomists skill, +10
5 CP = 1 psi sleight price, Real World Naiveté trait, Social
Networking: Hypercorps skill
5 CP = 1 specialization Stigma (AGI) trait, may not purchase

TABLES
Psi trait, Social skills bought with Hypercorp: +10 Protocol skill, +20
2 CP = 1 skill point (61-80) Networking: Hypercorps skill, +10 to
Customization Points are double price
1 CP = 1 skill point (up to 60) any Networking: [Field] skill
Isolate: +20 to two skills of your choice,
1 CP = 1,000 credit –10 starting Rep Jovian: +10 to two weapon skills
1 CP = 10 rep of your choice, +10 Fray, +20
Lost: +20 to two Knowledge skills of
b) Active skill minimum: 400 skill points Networking: Hypercorps skill. must
your choice, Psi trait, Mental Disorder
start with a Flat or Splicer morph,
c) Knowledge skill minimum: 300 skill points (choose two) trait, Social Stigma
may not start with any nanoware or
d) Choose Starting Morph (pp. 136 and 139) (Lost) trait, must start with Futura
advanced nanotech
e) Choose Traits (pp. 136 and 145) morph
Lunar: +10 to one Language: [Field]
6. Purchase Gear (p. 136) Lunar Colonist: +10 Pilot: Groundcraft
of your choice, +20 Networking:
skill, +10 to one Technical, Academic:
7. Choose Motivation (p. 137) Hypercorps skill, +10 Networking:
[Field], or Profession: [Field] skill
8. Calculate Remaining Stats (p. 138) Ecologists skill
of your choice, +20 Networking:
9. Detail the Character (p. 138) Hypercorps skill Mercurial: +10 to any two skills of your
choice, +20 to a Networking: [Field]
Martian: +10 Pilot: Groundcraft skill,
skill of your choice
+10 to one Technical, Academic:
[Field], or Profession: [Field] skill Scum: +10 Freefall skill, +10 to a skill
of your choice, +20 Networking: of your choice, +20 Networking:
Hypercorps skill Autonomists skill
Socialite: +10 Persuasion skill, +10
277 Original Space Colonist: +10 Pilot:
Protocol skill, +20 Networking: Media
Spacecraft or Freefall skill, +10 to
MORPH COSTS (ALPHABETICAL) a Technical, Academic: [Field], or skill, may not start with flat, pod,
uplift, or synthetic morphs
Profession: [Field] skill of your choice,
TYPE CP COST Titanian: +10 to two Technical or
+20 to a Networking: [Field] skill of
Arachnoid 45 Expensive (40k+) your choice Academic skills of your choice, +20
Bouncer 40 Expensive Networking: Autonomists skill
Re-instantiated: +10 Pilot: Groundcraft
Case 5 Moderate
skill, +10 to a Networking: [Field] Ultimate: +10 to two skills of your choice,
Dragonfly 20 High
skill of your choice, +2 Moxie, Edited +20 to a Networking: [Field] skill of
Exalt 30 Expensive
Memories trait, 0 Starting Credit (can your choice, may not start with Flat,
Flat 0 High
still buy credit with CP) Splicer, uplift, or pod morphs
Flexbot 20 Expensive (30k+)
Fury 75 Expensive (40k+) Scumborn: +10 Persuasion or Deception Venusian: +10 Pilot: Aircraft, +10
Futura 40 Expensive (50k+) skill, +10 Scrounging skill, +20 to one skill of your choice, +20
Ghost 70 Expensive (40k+) Networking: Autonomists skill Networking: Hypercorps skill
Hibernoid 25 Expensive Uplift: +10 Fray skill, +10 Perception skill,
CHARACTER CREATION

Infomorph 0 0 +20 to two Knowledge skills of your


Menton 40 Expensive
Neo-Avian 25 Expensive
choice, must choose an uplift morph 135
to start
Neo-Hominid 25 Expensive
Neotenic 25 Expensive
CUSTOMIZATION POINTS
Novacrab 60 Expensive (30k+) 137 15 CP = 1 Moxie point
Octomorph 50 Expensive (30k+)
Olympian 40 Expensive GEAR COSTS 10 CP = 1 aptitude point
Pleasure Pod 20 High 5 CP = 1 psi sleight
RANGE AVERAGE
Reaper 100 Expensive (50k+) CATEGORY
(CREDITS) (CREDITS) 5 CP = 1 specialization
Remade 60 Expensive (40k+)
Ruster 25 Expensive Trivial 1–99 50 2 CP = 1 skill point (61-80)
Slitheroid 40 Expensive Low 100–499 250 1 CP = 1 skill point (up to 60)
Splicer 10 High
Swarmanoid 25 Expensive Moderate 500–1,499 1,000 1 CP = 1,000 credit
Sylph 40 Expensive High 1,500–9,999 5,000 1 CP = 10 Rep
Synth 30 High
Worker Pod 20 High Expensive 10,000+ 20,000 Trait and morph costs vary as noted.

390
176–185
SKILL LIST
LINKED LINKED
SKILL CATEGORY SKILL CATEGORY
APTITUDE APTITUDE
Academics: [Field] COG Knowledge Investigation INT Active, Mental
Animal Handling SAV Active, Social Kinesics SAV Active, Social
Art: [Field] INT Knowledge Kinetic Weapons COO Active, Combat
Beam Weapons COO Active, Combat Language: [Field] INT Knowledge
Blades SOM Active, Combat Medicine: [Field] COG Active, Technical
Climbing SOM Active, Physical Navigation INT Active, Mental
Clubs SOM Active, Combat Networking: [Field] SAV Active, Social
Control WIL (no def) Active, Mental, Psi Palming COO Active, Physical
Deception SAV Active, Social Perception INT Active, Mental
Demolitions COG (no def) Active, Technical Persuasion SAV Active, Social
Disguise INT Active, Physical Pilot: [Field] REF Active, Vehicle
Exotic Melee Weapon: [Field] SOM Active, Combat Profession: [Field] COG Knowledge
Exotic Ranged Weapon: [Field] COO Active, Combat Programming COG (no def) Active, Technical
Flight SOM Active, Physical Protocol SAV Active, Social
Fray REF Active, Combat Psi Assault WIL (no def) Active, Mental, Psi
Free Fall REF Active, Physical Psychosurgery INT Active, Technical
Freerunning SOM Active, Physical Research COG Active, Technical
Gunnery INT Active, Combat Scrounging INT Active, Mental
Hardware: [Field] COG Active, Technical Seeker Weapons COO Active, Combat
Impersonation SAV Active, Social Sense INT (no def) Active, Mental, Psi
Infiltration COO Active, Physical Spray Weapons COO Active, Combat
Infosec COG (no def) Active, Technical Swimming SOM Active, Physical
Interest: [Field] COG Knowledge Throwing Weapons COO Active, Combat
Interfacing COG Active, Technical Unarmed Combat SOM Active, Combat
Intimidation SAV Active, Social
145–152
TRAITS
POSITIVE TRAITS CP COSTS NEGATIVE TRAITS CP COSTS
Adaptability 10 (Level 1) or 20 (Level 2) Addiction (Ego or Morph Trait) 5 (Minor), 10 (Moderate), or 20 (Major)
Allies 30 Aged (Morph Trait) 10
Ambidextrous 10 Bad Luck 30
Animal Empathy 5 Blacklisted 5 or 20
Brave 10 Black Mark 10 (Level 1), 20 (Level 2), or 30 (Level 3)
Common Sense 10 Combat Paralysis 20
Danger Sense 10 Edited Memories 10
Direction Sense 5 Enemy 10
Eidetic Memory (Ego or Morph Trait) 10 Feeble 20
Exceptional Aptitude 20 Frail (Morph Trait) 10 (Level 1) or 20 (Level 2)
Expert 10 Genetic Defect (Morph Trait) 10 or 20
Fast Learner 10 Identity Crisis 10
First Impression 10 Illiterate 10
Hyper Linguist 10 Immortality Blues 10
Improved Immune System (Morph Trait) 10 (Level 1) or 20 (Level 2) Implant Rejection (Morph Trait) 5 (Level 1) or 15 (Level 2)
Innocuous (Morph Trait) 10 Incompetent 10
Limber (Morph Trait) 10 (Level 1) or 20 (Level 2) Lemon (Morph Trait) 10
Math Wiz 10 Low Pain Tolerance (Ego or Morph
Natural Immunity (Morph Trait) 10 20
Trait)
Pain Tolerance (Ego or Morph Trait) 10 (Level 1) or 20 (Level 2)
Mental Disorder 10
Patron 30
Mild Allergy (Morph Trait) 5
Psi 20 (Level 1), 25 (Level 2)
Psi Chameleon (Ego or Morph Trait)
Psi Defense (Ego or Morph Trait)
10
10 (Level 1) or 20 (Level 2)
Modified Behavior
Morphing Disorder
5 (Level 1), 10 (Level 2), or 20 (Level 3)
10 (Level 1), 20 (Level 2), or 30 (Level 3) SKILLS AND TRAITS
Neural Damage 10
Rapid Healer (Morph Trait) 10
No Cortical Stack (Morph Trait) 10
Right At Home 10
Oblivious 10
Second Skin 15
On the Run 10
Situational Awareness 10
Psi Vulnerability (Ego or Morph Trait) 10
Striking Looks (Morph Trait) 10 (Level 1) or 20 (Level 2)
Real World Naiveté 10
Tough (Morph Trait) 10 (Level 1), 20 (Level 2), or 30 (Level 3)
Severe Allergy (Morph Trait) 10 (uncommon) or 20 (common)
Zoosemiotics 5
Slow Learner 10
Social Stigma (Ego or Morph Trait) 10
Timid 10
Unattractive (Morph Trait) 10 (Level 1), 20 (Level 2), 30 (Level 3)
Uncanny Valley (Morph Trait) 10
Unfit (Morph Trait) 10 (Level 1), 20 (Level 2)
VR Vertigo 10
Weak Immune System (Morph Trait) 10 (Level 1) or 20 (Level 2)
Zero-G Nausea (Morph Trait) 10

391
ECLIPSE PHASE TIMELINE
All dates are given in reference become available to the • Expansion throughout the • TITAN attacks expand to
to the Fall. BF = Before the Fall. wealthy and powerful. system, even into the Kuiper other parts of solar system,
AF = After the Fall. (e.g., BF 10 • First non-autonomous AIs Belt. heaviest on the Moon and
= 10 years before the Fall.) are secretly developed and • Transhuman species become Mars. Numerous habitats
quickly put to use in research widespread. also fall.
BF 60+ and netwar. • Nanotech assemblers • TITANs suddenly disap-
• Crisis grips the globe in • Experience playback (XP) become available, but are pear from system, taking
the form of drastic climate technology developed and strictly controlled and jeal- millions of uploaded minds
changes, energy shortages, put into public use. ously guarded by the elite with them.
and geopolitical instability. and powerful. • The Earth is left a devastated
• Initial space expansion cre- BF 40–20 • Uploading and the digital wasteland, a patchwork of
ates stations at the Lagrange • Violence and destabiliza- emulation of memory and radiation hotspots, sterile
Points, Luna, and Mars, with tion wrack the Earth; some consciousness made possible. zones, nanoswarm clouds,
robotic exploration of the conflicts spread into space. roaming war machines, and
• More species (gorillas, orang-
entire system. other unknown and hidden
• Argonauts split from hyper- utans, octopi, ravens, parrots)
• Construction begins on a things among the ruins.
corps, taking resources to uplifted to sapience.
space elevator. autonomist habitats. • Pods see common usage,
• Medical advances improve AF 0–10
• Space expansion opens up amid some controversy.
health and organ repair. The legal/ethical loopholes for • A wormhole gateway is
rich pursue gene-fixing and tech development and allows discovered on Saturn’s moon
The Fall
transgenic pets. for increased direct human Pandora, left by the TITANs.
• The TITANs evolve from Four others are later found
• Computer intelligence capa- experimentation.
a high-level distributed (in the Vulcanoids, on Mars,
bilities equal and excede that • Human cloning becomes netwar experiment into on Uranus, and in the Kuiper
of the human brain. True AI possible and available in self-improving seed AIs. Belt); these are collectively
not yet developed. some areas. For the first few days, their referred to as “Pandora
• Robotics become widespread • Development of first transhu- existence is unsuspected. Gates.”
and start to replace/invali- man species. They advance their aware- • Expeditions are sent to extra-
date many jobs. • First dolphins and chimpan- ness, knowledge, and power solar worlds via the Pandora
• Modern nations expand zees uplifted to sapience. exponentially, infiltrating Gates. Numerous exoplanet
their high-speed wireless • Fusion-drive spacecraft enter the mesh both on Earth and colonies established.
networks. common usage. around the system.
• First contact with the aliens
• Extended colonization and • Large-scale netwar incur- known as the Factors shocks
BF 60–40 terraforming of Mars contin- sions break out between the system. Claiming to act
• Efforts to undertake mega- ues. Belt and Titan colonized. rival states on Earth, spark- as ambassadors for other
scale geoengineering on Stations established through- ing numerous conflicts. These alien civilizations, they pro-
Earth cause as many prob- out the system. attacks are later blamed on vide little information about
lems as they fix. • The starving masses the TITANs. life outside the solar system
• Major colonies established volunteer themselves for • Simmering tensions on Earth and warn transhumans away

ENTER THE SINGULARITY


on the Moon and Mars; indentured servitude on escalate into outright hostili- from both seed AI and the
outposts established near hypercorp space projects. ties and warfare. Pandora Gates.
Mercury, Venus, and the Belt. • Augmented reality becomes • Massive netwar breaks out • An attempt to raise a
Explorers reach Pluto. widespread. and major systems crash as generation of children using
• First space elevator on Earth • Most networks transformed TITANs begin open attacks, force-grown clones and
finished. Two others in prog- into self-repairing mesh also using autonomous time-accelerated VR fails
ress. Space traffic booms. networks. war machines. miserably when most of the
children die or go insane.
.3.3.3.3.3
• Mass driver built on the • Personal AI aides become • Conflict quickly spirals out
Dubbed the Lost Generation,
.3
.3
Moon. widespread. of control. The use of nuclear,
biological, chemical, digital, the survivors are viewed
• Terraforming of Mars begins.
.3

and nanotech weapons with repugnance and pity.


3.3.3.3.3

• Fusion power developed and BF 20–0


reported by all sides.
working plants established. • Earth continues to suffer,
• TITANs engage in mass AF 10
• Genetic enhancements, but the pace of technology
forced uploading of human • Present day. ■
gene therapies (for longevi- allows for some interesting
minds.
.3.

ty), and cybernetic implants developments.


3.3

37
.
.3
THE SOLAR SYSTEM not to scale

PLUTO

JOVIAN TROJANS
SOLAR SYSTEM MAP

JUPITER locus station

liberty station

ERIS
CERES
SOL URANUS
discord gate
fissure gate
JOVIAN TROJANS

SATURN
extropia station
pandora gate (44 nysa)

TITAN
INNER SYSTEM
MERCURY

NEPTUNE
EARTH MARTIAN
TROJANS
remembrance station
NEPTUNE TROJANS erato station
SOL
LUNA
octavia station MARS
. 3.3.3.3.3 VENUS martian gate
3 .3.3 .3 progress station
. VULCANOIDS

.3
.3

.
vulcanoid gate

3
MARTIAN
TROJANS

87
ENTER THE SINGULARITY qing long station

.3.3.3.3.3

You might also like