Professional Documents
Culture Documents
Ego Hunter
Ego Hunter
This scenario is designed for the ELEMENTAL game system and requires the ELEMENTAL Complete Guide.
Go to DriveThruRPG.com and search for ‘Gildor Games’ to see the full line of ELEMENTAL products.
For more information on Eclipse Phase, please visit http://eclipsephase.com/
This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License. To
view a copy of this license, visit: http://creativecommons.org/licenses/by-nc-sa/3.0/
ELEMENTAL and its logo are trademarks of Gildor Games in the U.S.A. and other countries
We wish to thank Posthuman Studios for allowing us to adapt and build on their incredible works.
Contact: gildorgames@yahoo.com
The Player Characters 7. Achjima (B5): This fork was sent to investigate and
appraise a set of experimental cognitive
It is expected that most players of this scenario will be
enhancements being offered by a group of renegade
playing a beta fork of Achjima. Beta forks are mind
geneticists in the Main Belt. (This is a red herring).
clones of the original person with some parts inhibited
8. Park Soon-Ok: Soon-Ok is Achjima’s only local friend.
(skills) or deleted (memories).
She knows nothing of recent events. She simply
Though copies of the same person, each fork differs in
received a message that Achjima was in trouble and
small but distinct ways. The neural pruning used to
to join her forks at the resleeving facility.
create them varied slightly, as each fork was tailored for
If there are fewer than 8 players, the higher Achjima
its specific task. This means that some forks might retain
forks should be ignored. Roque, Park, and Nkeka, if not
memories that others do not (as reflected in their
used as player characters, should be run by the
personal briefing materials). It also means that small
gamemaster as NPCs. They can be given to players as
differences in personality or even skills might exist
replacements if their PC should be killed.
between forks.
The third sentinel, named Kjell Hoff, took a more direct 3 Hours Ago: The B6 beta fork murders Kjell Hoff. She
approach to researching Achjima. Unfortunately, he returns to the air processing plant and takes over
drew the attention of the paranoid singularity seeker guarding Achjima (alpha)’s corpse. B7 and B8 leave the
and was murdered by the real Achjima B6. This killing air processing plant. B7 parks the flying car in a
was very public, and Achjima is now wanted for centertown alley (preprogrammed to fly up above the
questioning for aggravated violence and property city and open its doors when B7 is due to spore). B8 goes
destruction. to the top of an apartment building in centertown
(planning to die and spore there).
At the time the scenario begins, Achjima (alpha) has fully
succumbed to the alien fungus. Her infected corpse lies 1 Hour Ago: The first set of beta forks begin their
hidden within the habitat’s primary air recycling and resleeving at the Hao Shencai clinic.
circulation plant. Large fungal growths already sprout
from her body, growing larger by the hour. In Major NPCs
approximately twelve hours, the xenofungus will spore. Here is a quick summary for the gamemaster of the
The characters have until then to track the body down NPCs that play a role in this scenario. They are more fully
and contain the infection. detailed starting on pg. 28:
Dolma Gope: A genehacker who runs a black clinic
Achjima Alpha - Timeline
linked to the triad. Achjima sometimes works at this
8 Months Ago: Achjima is forced to relocate to Anyang clinic. Dolma helped Achjima (alpha) acquire three
in order to work off some of her debt to the Triad. morphs just recently (for B6, B7, and B8).
14 Days Ago: Received sample of xenobiological Kjell Hoff: A Firewall agent sent to investigate Achjima
fungoid from Arman Usupov. ahead of Nkeka’s arrival. Achjima (alpha) was alerted to
12 Days Ago: The smart monkey Stella is infected. his snooping and so Achjima (B6) murdered him.
10 Days Ago: Achjima sends the first set of beta forks Scott Wai: A technician who maintains Anyang’s air
(PCs) to research various facets of the fungus. Achjima is plants. Achjima (alpha) had him kidnapped to gain
infected on this day (but doesn’t realize it). entrance to one of the plants.
7 Days Ago: Achjima discovers that she’s been infected, T-Faktor: A mercenary hacker, perhaps the best in
but it’s too late: She is no longer in control of her own Anyang. Achjima (alpha) hired him to help gain access
actions. to one of the air plants.
6 Days Ago: Achjima borrows money from the Triads Yao Xie: The local triad boss to whom Achjima is
and makes arrangements for the first set of beta forks indebted. He is aware that Achjima is in trouble and
to be resleeved when they return. wants to know the details. He also possesses Achjima’s
5 Days Ago: Achjima drops off a bundle of equipment backup.
at the Bar D’Ville.
3 Days Ago: Achjima has Dolma Gope sleeve the B6, B7,
and B8 forks. She specifically infects their morphs with
Effect on Victim
• Victim becomes slightly dazed, highly sensitive to
odors, and concerned primarily with finding an ideal
location from which the fungus can spread its spores.
• Fungus prevents the victim from contemplating
suicide or pursuing similarly self-destructive
measures.
• After death, the fungus replaces the host’s tissue,
sprouts long purple-blue stalks from the body, and
fruits into maturity.
Timeline of Infection
2 or 3 Days: Fungus reaches the victim’s brain. If the
victim is a PC, they become an NPC at the end of this
stage.
3 to 5 Days: Fungus takes complete control of victim’s
behavior. They gain Senses 1 but lose 1 WIL.
6 to 9 Days: Victim dies and begins sprouting. Within
24-48 hours the fruiting bodies will release their spores.
The Message
When the forks access the message, they view an avatar
of Achjima (alpha) as they last remember themselves: an
attractive “ruster” morph with typical Eurasian looks.
Though computer-generated, the avatar’s programming
captures the emotional state of the user. In this case,
Achjima (alpha) comes across as unfocused and dopey,
perhaps drugged. The icon gazes off into the distance
for several long, uncomfortable moments, then turns to
address the viewer directly with a glassy expression.
With apparent difficulty, she stutters out a short string
of letters and digits: “SC-D378.” She swallows
uncomfortably, and then follows this up with a simple
“Find it.” After another long, blank stare, she croaks out
“St— … st— … stop me.” After that the message ends.
Stage 2: Find Yourself their three smart monkey pets (“Stella”). Examining the
corpse with AWA+Medicine* vs. DIF 2 will reveal that it
From this point, the player characters have multiple likely died about two days ago when the strange
avenues of research to choose from. This part of the biological growth penetrated its brain.
scenario is freeform, depending on the players’ whims
and how the gamemaster guides them. Ultimately the The Fungus
information gained should lead to a confrontation with
A thorough examination of the biological growth will
Achjima (B8), as noted in Stage 3.
require proper scientific equipment and several hours of
research and testing. What the characters can
The Serial Number determine, given this short amount of time and some
A successful AWA+Research vs. DIF 3 will uncover the successful skill rolls, is that the substance most closely
fact that the serial number matches the range of resembles a fungus, it is alive, and it is unlike any sort of
numbers used by a personal locker storage rental facility fungus known to transhumanity. Certain markers in its
in this habitat. makeup strongly imply that it is alien in origin; notably
the fact that its genetics are remarkably non-terrestrial.
A successful hacking intrusion into the storage
Furthermore, the xenofungus is asexual and seems likely
company’s rental records (AWA+Computers* vs. DIF 3)
to thrive in damp, warm environments. It probably feeds
will indicate that locker D378 was indeed rented by
off host bodies or decomposing matter (in this case,
Achjima just a couple of days ago.
living bodies or corpses). It can survive in extreme cold
conditions, such as the surface of Mars or deep space,
Mos Dal Storage Lockers
but it goes dormant in these conditions.
Mos Dal Storage Lockers is a block of synthcrete located
A thorough examination of the smart monkey corpse
in the industrial outskirts of town. Inside is a cavernous
will indicate that the monkey was probably only recently
hall with large garages opening off of it. Locker SC-D378
infected (within the past 2 weeks), but the exact rate of
is in a maze-like warren of passages on the third floor.
fungal growth is hard to pin down. The fungus most
The locker itself is easy to find. It is, however, locked with likely took root in its head and/or chest, and seems to
an e-lock with hooded keypad access. have spread throughout the body, transforming tissue
• This lock can be circumvented with network hacking into fungal growth. The monkey’s entire brain, lungs,
(AWA+Computers* vs. DIF 3), or hardware hacking (a and a significant portion of its digestive and nervous
utilitool and AWA+Fixing* vs. DIF 3). systems have been eaten away and replaced.
• The lockers are monitored by a sentry AI with a
guardian angel bot on call.
• Asking Around: WIL+Street Smarts vs. DIF 1 reveals A further AWA+Research vs. DIF 4 roll can uncover some
that Achjima worked at Dolma Gope’s black clinic long-range sensor scans taken of the settlement before
and was trying to contact a hacker named T-Faktor. military forces carpet-bombed it. These photos show
large, strange, biological growths growing from what
appear to be corpses on rooftop—or in some cases
Putting the Pieces Together dangling from the spars of the overhead dome and
If the different forks of Achjima share notes on their radio towers. These growths look similar to the
respective missions, some additional information might xenofungus sprouting from the smart monkey or found
come to light. in the specimen container.
The xenobotanical samples that Achjima (B1) was sent
to research were similar in some ways to the xenofungal Looking for Achjima
samples the player characters will find in the locker or
The social networks can be used to track down
Achjima’s lab. Specifically, the fork was investigating
information on Achjima’s whereabouts, as noted below.
various specimens with mycological (similar to fungi)
Similarly, the forks each have limited access to Achjima
and/or parasitic properties. Though the argonauts were
(alpha)’s credit, which includes the ability to track her
not in possession of anything with an exact match to the
spending (and that of the other forks).
Achjima’s xenofungus, some correlations can be drawn.
For every 3 hours spent by a PC looking for information
The chemical effects that Achjima (B2) was looking into
via social networking, roll WIL+Street Smarts and
are of course those caused by the xenofungus. The fork
consult the table below. The player gains all the leads up
will have learned that these chemicals are likely to
to and including the number rolled. As noted, some
increase olfactory sensitivity but would also inhibit
leads can yield additional information if pursued further.
certain brain functions and impulses. Though the exact
mechanisms and effect of the chemicals would take
SOCIAL NETWORKING (WIL+Street Smarts roll):
weeks of study to deduce, there is no question that they
are in fact mind-altering and mind-controlling 3. No information of value
chemicals. And, yes, these chemicals are likely to have 4. Achjima recently purchased bio-accelerants and
the exact same effect on transhuman brains. bio-plasms tailored for fungal growths.
While looking into Arman Usupov’s disappearance, 5. Achjima was inquiring about air plant engineer Scott
Achjima (B3) made the acquaintance of Roque and Wai. If the player investigates further, a WIL+Street
discovered that Arman had last been seen at his Noctis Smarts vs. DIF 0 reveals that Scott Wai hasn’t been
residence approximately 3 weeks ago. He was last seen in over a day. Some friends and co-workers are
known to have left Noctis by rocket buggy, heading west growing concerned.
(the direction of the TITAN Quarantine Zone). Arman’s 6. Achjima worked at Dolma Gope’s black clinic. If the
singularity seeker and underworld contacts know that player investigates further, a WIL+Street Smarts vs.
Arman had been spending a lot of time sniffing around DIF 2 reveals its location.
the TQZ in recent months, hoping to find TITAN artifacts.
7. Achjima had been looking to hire a hacker named
Aside from mentioning a settlement known as Kartika to
T-Faktor. If the player investigates further, a
a few contacts, there are no other leads. Kartika was
WIL+Street Smarts vs. DIF 2 uncovers some
within the TQZ and was destroyed during the Fall.
background info on T-Faktor (see pg. 30). If they try
Achjima (B4)’s research into mycological success in the to contact T-Faktor, roll WIL+Street Smarts vs. DIF 1
Martian environment will have determined a few things. to succeed.
First, wind is an important thing for dispersing spores.
8. Achjima’s triad connection is Yao Xie.
Second, the ability to survive in the Martian environment
9.+ Find out what the People’s Militia knows
is highly dependent on the strain in question. The cold
(gamemaster call).
• There’s a payment two days ago to “Martian Hop”. • B6, B7, and B8 take the car to Scott Wai’s house and
(this is the flying car rental). If the players investigate kidnap him.
further, go to “The Flying Car” (next section). • They take the car to Air Processing Plant 13 and
• There’s also a payment two days ago to “Mos Dal infiltrate the plant.
Storage” (this is the monkey locker rental). • B6 takes the car and parks it a few blocks from the
• There are also large withdrawals 3 days ago and 1 Bar D’Ville (where she murders Kjell).
day ago, but these appear to have been laundered • B6 takes the car back to Air Processing Plant 13.
through triad connections to make the transactions • B7 and B8 leave the air processing plant. B8 is
discreet. If the players investigate this further, an dropped off at an apartment complex in centertown.
AWA+Research vs. DIF 4 roll (timeframe: 3 hours) • B7 parks the car in an alley on the opposite side of
uncovers that these payments were made to Dolma centertown.
Gope’s black clinic (for the three recent beta fork
resleevings) and to a local hacker named T-Faktor.
Achjima on the Move
The Flying Car Though Achjima (alpha) is already dead and fruiting,
forks B6, B7, and B8 are still active. Since murdering Kjell,
The car is currently parked in a centertown alley. B7 is
B6 has been lying low in the air plant, keeping an eye on
inside (and can be tracked by his mesh ID, which is
Achjima (alpha)’s corpse and the kidnapped engineer,
known to Dolma Gope).
Scott Wai. B6 plans to die and spore in this plant as well
• Martian Hop: Rented from Martian Hop rentals two and is simply holding down the fort until that time.
days ago. Martian Hop can ping the vehicle’s tracker
Achjima B7 and B8 are both slowing down as the
and access its driving log (see “Driving Log” below),
xenofungal infection consumes more of their mental
which will also give its current location.
capacities. Their priorities right now are finding their
• Tracking: If they have some ID on the car (a spime own places to die and spore. Achjima (B7) plans to die
record from outside Achjima’s lab, for example), an and spore in the flying car and has pre-programmed the
AWA+Research vs. DIF 2 roll will turn up images of car’s AI to rise to a certain altitude in a few days’ time
the car all around town. This might yield additional and open all the doors and windows, to maximize the
information depending on the roll: spores’ range of dispersion.
Draw: This shows no locations of interest or Achjima (B8) has secured a place on a high rooftop
indication of where the car might be. where she expects to die and spore undisturbed, but the
Normal Success: There’s a spime visual of the flying recent arrival of the player characters has triggered her
car arriving at a random location (see “Driving Log” defensiveness, already enhanced by the xenofungal
below). parasite. She will be monitoring the player characters’
Critical Success: They essentially duplicate the driving progress, and if it seems they might become a threat to
log (see below) through visual tracking of the car her or the other infected Achjimas, she will take action.
(although with some gaps when the beta forks Though both Achjima (B7) and (B8) operate in privacy
deliberately blocked out local sensors). mode, they may be tracked online if their mesh IDs are
known, each one requiring a successful AWA+Research
vs. DIF 4 roll. The mesh inserts of Achjima (alpha) and
(B6) have been disabled, however.
Refer to the plant map and key on pg. 25. It is very difficult to hear near the hiding spot, given the
large fans nearby. Apply a –2 modifier to hearing-based
The air plant is located to one side of the habitat, right
AWA rolls. The enhanced olfactory capabilities of those
up against the dome. Inside the dome, massive intake
affected by the xenofungus work well here, however—it
vents suck in air that is filtered. Similar vents suck in
is likely that they will smell anyone approaching.
Martian atmosphere from the outside, filter it, and
combine it with hydrogen in a catalytic converter to
produce methane gas and water. The methane is vented Air Plant Security Measures
back into the Martian atmosphere (it helps with The air plant is secured by e-locks that require both
terraforming) while the water is broken down into biometrics and a physical token (B6 had both via Scott
hydrogen and oxygen. The hydrogen is fed back into the Wai). The player characters will have to hack the locks to
converter while the oxygen is added to the recycled air get in. This requires 10 minutes and an AWA+
from inside the habitat. This air is then pushed by large Computers* vs. DIF 3 roll. The plant’s walls inhibit
fans through a vent system where it is released wireless signals, and the e-locks are hardwired to the
throughout the habitat. internal system (T-Faktor has remote access because he
The interior of the plant consists of a massive catalytic hacked a rooftop panel’s e-lock and hooked it up to a
converter, water and hydrogen tanks, large fans, huge radio receiver, but he won’t tell the player characters
vents and ductwork, a control center, and various that). The air plant AI watches over the network. Two
work/monitoring stations. The plant runs itself, with sentry bots also guard the facility. Both the AI and the
robotic drones handling standard maintenance duties. bots have been hacked to ignore Achjima (B6) and the
Transhuman engineers stop in periodically to keep an smart monkeys (T-Faktor can do the same for the player
eye on operations and are on call in case of a characters).
breakdown.
Lower Level
Upper Level
Catalytic
Converter
Map Key
1. ENTRANCE: Electronic lock (biometric + physical 6. DRONE STATION: Recharging stations for the sentry
token; hardwired to internal system). bots and maintenance drones.
2. AIRLOCK: Provides access to the exterior of the 7. AIR FLOW PIPE: A large number of air flow pipes and
dome. Electronic lock (wireless code). filtration systems pump air out of the plant and into the
dome. Inside one of these pipes Achjima (alpha)’s corpse
3. ELEVATOR TO CATWALK: Takes 20 seconds to ride and Scott Wai have been placed.
from floor to catwalk or vice versa. -2 to hearing-based AWA rolls due to the roar of the air
in this area.
4. CATALYTIC CONVERTER: The heart of the air
processing plant. This mammoth piece of machinery 8. ROOF ACCESS: Hatch in the ceiling (AWA+
thrusts out through the side of the dome. Inside the Observation vs. DIF 1 to see it from inside the plant).
plant, it’s held above the floor by a number of support Electronic lock (biometric + physical token; hardwired to
struts. (It’s above the floor and under the catwalks). internal system).
5. CONTROL CENTER: Manual overrides for most of the T-Faktor has hacked into this e-lock and routed a radio
machinery in the plant (including the sentry bots). A receiver through it to gain remote access to the internal
server core holds the air plant AI. system.
Opposed Interests
Roque and Nkeka both have opposed secret ambitions
in this scenario. At some point, these agendas are likely
to come out—with the Achjimas caught in the crossfire.
If Nkeka gets her way, the xenofungus will be utterly
destroyed. If Roque succeeds, the xenofungus will go for
auction on the black market.
Failure
If the characters fail to find and deal with Achjima
(alpha)’s body within 12 hours, it will begin sporing. The
air plant ventilation system will carry these spores
throughout the habitat, where hundreds of biomorphs
will become infected. Within a week, these biomorphs
AWA 2 Initiative 12 Background: Achjima became aware that she had been
infected 8 days ago, but she convinced Nonny that she
WIL 1 Spirit 10
had it under control. Over the next few days, however,
Skills: Weapon Mastery (kinetic weapons, clubs) 1, Achjima became more and more secretive. When
Criminology 1, Observation 1, Psychology 1, Surveillance Achjima resleeved B6, B7, and B8 three days ago she
1, Impersonation 1, Persuasion 1, Street Smarts 1 specifically infected the morphs with the xenofungus
Shock Baton: DAM=TOU. Target rolls TOU+Resistance before waking them up. That was the final straw for
(electricity) vs. DIF 3 or is Severely Impaired; can try to Nonny, but Achjima shut her off before she could
shake off with a 2d Health check. contact the authorities.
Heavy Pistol: Ammo 10, Range 20, DAM 3 Notes: Nonny can fill them in on the events in Achjima’s
Implants (included in stats): Basic Biomods, Mesh timeline from 8 months ago until 3 days ago. This
Inserts, Cortical Stack includes:
• That she’s working off a debt to the triads at Dolma
Gope’s black clinic. (Nonny also knows where the
clinic is).
SENTRY BOT
AGI 1 Move 9
TOU 4 Health 19
AWA 1 Initiative 10
WIL 0 Spirit 9
Skills: Unarmed Strike 1, Weapon Mastery (agonizer,
seeker rifle, laser pulser, shredder) 2, Resistance
(radiation) 2, Unlife 3, Nightvision 2, Senses 2, Focus 2
Flaws: Vulnerability (electricity) 2, Addiction (power
source) 1, Code of Honor (programming) 3
Construct: ARM 4
T-FAKTOR
Microwave Agonizer: Ammo 50, Range 15, DAM 1;
AGI 2 Move 12
target must roll TOU+Resistance (fire/heat) vs. DIF 3 or
become Impaired due to the pain (Move 50%, -2 to rolls, TOU 1 Health 10
can try to shake off with a 2d Health check). AWA 2 Initiative 12
Seeker Rifle: Ammo 12, Range 500, DAM 5, AOE 2 WIL 2 Spirit 12
Laser Pulser: Ammo 100, Range 60, DAM 1; Stun mode: Skills: Athletics 1, Stealth 2, Weapon Mastery (beam
DAM 0 and target must roll TOU vs. DIF 3 or lose its next weapons) 1, Resistance (AOE 1 attacks) 3, Background
action. (cryptography) 2, Background (engineering, accounting,
Shredder: Ammo 100, Range 50, DAM 3, AOE 1*; Spray: security operations, social engineering) 1, Computers 3,
No range penalty to attack rolls; for each range Fixing 2, Psychology 1, Research 2, Senses 1, Underworld
increment beyond Base Range, add 1 to AOE and apply 1, Art (electronic music) 1, Impersonation 1, Persuasion
a cumulative -1 to damage rolls. 1, Politics 1, Street Smarts 1
Eelware: Touch can stun; target rolls TOU+Resistance Flaw: Vulnerability (EMP attacks) 3
(electricity) vs. DIF 3 or is Severely Impaired; can try to Appearance (Mesh): A digital avatar depicting a three-
shake off with a 2d Health check. headed version of the Egyptian god Anubis. Uses
T-Ray Emitter: Within 20 meters, can see through walls automated software to speak three different languages
and other materials. simultaneously from the heads.
Standard Ware: 360-Degree Vision, Access Jacks, Bot Appearance (Reality): T-Faktor currently inhabits a
AI, LIDAR, Mesh Inserts, Image Recognition Software “swarmanoid” morph.
This robot maneuvers on four multi-directional smart Roleplaying: Tries to wow his would-be clients with a
treads. Used throughout the Solar System for policing Wizard of Oz schtick from inside the three-headed
and security purposes, it is loaded with armor and version of Anubis. Once he’s hired, he’ll drop two of the
weapons. heads and get more casual.
Achjima Yai (B1) Achjima Yai (B2) Achjima Yai (B3) Achjima Yai (B4)
Achjima Yai (B5) Achjima Yai (B6) Roque Vera Park Soon-Ok
Name: T-Faktor
Name: Yao Xie Identity: Unknown
Identity: Male Last Known Morph: Unknown
Last Known Morph: Male Exalt Occupation: Freelance Hacker
Occupation: Criminal Notes: T-Faktor never meets in person. By
Notes: Yao Xie is the leader of Anyang’s all accounts he is the best hacker in
local triad. Anyang.
TOUGHNESS 1 Health
Second Wind 1 10
Resistance (poison/disease) 1
Surgery 1
Memory 1
WILL 2 Spirit
Street Smarts 1 12
Flashbacks (flaw: roll if any 3
Achjima is killed or tortured)
Total
Fabio Fontes (Order #40931580)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
STEALTH: You can move silently and hide or camouflage yourself successfully. You are also able to follow someone
without being seen. To remain undetected, you roll AGI+Stealth against the target’s AWA+Senses.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either attack
rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the number of attacks
instead of the other options.
SECOND WIND: You can shake off damage thanks to biological regeneration. As a one-round action, you can recover a
number of Health points equal to a TOU roll. This special recovery roll can be accomplished once, twice or three times per
game session, depending on the skill level. Second Wind can be used to come back from being knocked down to zero or
negative Health (but remember: you’ll die if the roll fails to bring you back to Health 1 or more, per the Death rules).
RESISTANCE (POISON/DISEASE): You may ignore the effects of any normal exposure to poison or disease. Against
attacks or unusually intense exposure, you add the skill level to any TOU rolls made to resist the effects. In addition, you
have an innate ARM score equal to your TOU multiplied by the skill level, which fully or partially absorbs any damage of
that type.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You
automatically know most things related to your background. For more difficult tasks, add the skill level to the roll.
COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or encrypted
information. Add the skill level to attribute rolls pertaining to such activities.
MEDICINE: You have medical knowledge and know how to treat injured, poisoned or diseased creatures. You can
administer the treatments below. It is assumed that you have a medical kit on hand. Otherwise, make the rolls at -2.
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine* vs. DIF, where DIF is equal to the
number of minutes elapsed since the patient was last injured. On a success, the patient recovers 1 Health. You can
administer First Aid multiple times to the same patient.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery rolls after
long rests.
• Treating the sick/poisoned: Roll AWA+Medicine* vs. POT. On a success, the patient automatically succeeds on the next
Health check they make to shake off the impaired condition.
• Saving a life: If you tend to a character at the brink of death and they must make a TOU roll to survive, they add your skill
level.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another character’s
general motivation and state of mind with a successful AWA+Psychology vs. WIL roll.
SURGERY: You understand anatomical structures. Given the right tools, you can perform surgical operations and
autopsies.
MEMORY: You have a photographic memory. Add the skill level whenever a roll is made to remember details from the
past.
STREET SMARTS: You are adept at navigating and gathering information via social networks. Add the skill level to
attribute rolls pertaining to such activities. This does not apply to finding information via the mesh, which is covered by the
Research skill.
FLASHBACKS: You have suffered a severe trauma in the past. When in a situation that is reminiscent of the traumatic
event, you must make a WIL roll vs. DIF X, where X equals the flaw level. Failure causes you to freeze in terror and
become Severely Impaired (Move 0, -3 to rolls). You can attempt to shake off the effect as an action, by making a 2d
Spirit check.
TOUGHNESS 1 Health
Unlife (ARM 2) 2 10
Senses 1
WILL 2 Spirit
Street Smarts 1 12
Outcast (flaw) "clanking masses" 2
Total
Fabio Fontes (Order #40931580)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either
attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the number of
attacks instead of the other options.
UNLIFE: You are a "synthmorph" (artificial body). Your body gives you ARM 1, 2 or 3 depending on the skill level.
This protection doesn’t stack with worn armor (use the highest score). Furthermore, you do not breathe and are
completely immune to disease, poison and possibly other things that only affect living beings, at the GM’s discretion.
However, you are unable to heal Health naturally or through any biological or chemical means. Resting does not
grant recovery rolls. Instead, you must be repaired with the Fixing skill (see skill description).
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You
automatically know most things related to your background. For more difficult tasks, add the skill level to the roll.
COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded or
encrypted information. Add the skill level to attribute rolls pertaining to such activities.
RESEARCH: Allows you to effectively find things out through databases and the "mesh." Add the skill level to
attribute rolls pertaining to such activities. This does not apply to using social networks, which is covered by the
Street Smarts skill.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another
character’s general motivation and state of mind with a successful AWA+Psychology vs. WIL roll.
MEDICINE: You have medical knowledge and know how to treat injured, poisoned or diseased creatures. You can
administer the treatments below. It is assumed that you have a medical kit on hand. Otherwise, make the rolls at -2.
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine* vs. DIF, where DIF is equal
to the number of minutes elapsed since the patient was last injured. On a success, the patient recovers 1 Health.
You can administer First Aid multiple times to the same patient.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery
rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine* vs. POT. On a success, the patient automatically succeeds on the
next Health check they make to shake off the impaired condition.
• Saving a life: If you tend to a character at the brink of death and they must make a TOU roll to survive, they add
your skill level.
UNDERWORLD: You are familiar with crime syndicates, terrorist groups, mercenary bands and other shady
organizations. Add the skill level when rolling to determine if you know something about such groups.
FIXING: You can repair mechanical, electrical and electronic devices, constructs or vehicles. It generally takes one
hour to fix something, after which you make an AWA+Fixing* roll to determine how many Health points the damaged
item regains.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
STREET SMARTS: You are adept at navigating and gathering information via social networks. Add the skill level to
attribute rolls pertaining to such activities. This does not apply to finding information via the mesh, which is covered
by the Research skill.
OUTCAST: Due to reputation, temperament or appearance, you tend to elicit negative reactions from others. Deduct
the flaw level when making social interaction rolls.
TOUGHNESS 1 Health
10
Senses 1
WILL 2 Spirit
Street Smarts 1 12
Total
Fabio Fontes (Order #40931580)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
STEALTH: You can move silently and hide or camouflage yourself successfully. You are also able to follow
someone without being seen. To remain undetected, you roll AGI+Stealth against the target’s AWA
+Senses.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added
to either attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level
to the number of attacks instead of the other options.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge.
You automatically know most things related to your background. For more difficult tasks, add the skill level
to the roll.
COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher
coded or encrypted information. Add the skill level to attribute rolls pertaining to such activities.
RESEARCH: Allows you to effectively find things out through databases and the "mesh." Add the skill level
to attribute rolls pertaining to such activities. This does not apply to using social networks, which is covered
by the Street Smarts skill.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another
character’s general motivation and state of mind with a successful AWA+Psychology vs. WIL roll.
MEDICINE: You have medical knowledge and know how to treat injured, poisoned or diseased creatures.
You can administer the treatments below. It is assumed that you have a medical kit on hand. Otherwise,
make the rolls at -2.
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine* vs. DIF, where DIF
is equal to the number of minutes elapsed since the patient was last injured. On a success, the patient
recovers 1 Health. You can administer First Aid multiple times to the same patient.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health
recovery rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine* vs. POT. On a success, the patient automatically
succeeds on the next Health check they make to shake off the impaired condition.
• Saving a life: If you tend to a character at the brink of death and they must make a TOU roll to survive,
they add your skill level.
UNDERWORLD: You are familiar with crime syndicates, terrorist groups, mercenary bands and other
shady organizations. Add the skill level when rolling to determine if you know something about such
groups.
SURGERY: You understand anatomical structures. Given the right tools, you can perform surgical
operations and autopsies.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
STREET SMARTS: You are adept at navigating and gathering information via social networks. Add the skill
level to attribute rolls pertaining to such activities. This does not apply to finding information via the mesh,
which is covered by the Research skill.
TOUGHNESS 1 Health
10
Surgery 1
Senses 1
WILL 1 Spirit
Street Smarts 1 10
Total
Fabio Fontes (Order #40931580)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
STEALTH: You can move silently and hide or camouflage yourself successfully. You are also able to follow
someone without being seen. To remain undetected, you roll AGI+Stealth against the target’s AWA+Senses.
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing
various physical stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities.
You can also use the skill to tumble and dodge in combat. This allows you to add the skill level to defense rolls
against physical attacks, however it is an active measure so you must forfeit your attacks (and most other
actions) while doing so.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge.
You automatically know most things related to your background. For more difficult tasks, add the skill level to
the roll.
COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher coded
or encrypted information. Add the skill level to attribute rolls pertaining to such activities.
RESEARCH: Allows you to effectively find things out through databases and the "mesh." Add the skill level to
attribute rolls pertaining to such activities. This does not apply to using social networks, which is covered by
the Street Smarts skill.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another
character’s general motivation and state of mind with a successful AWA+Psychology vs. WIL roll.
MEDICINE: You have medical knowledge and know how to treat injured, poisoned or diseased creatures. You
can administer the treatments below. It is assumed that you have a medical kit on hand. Otherwise, make the
rolls at -2.
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine* vs. DIF, where DIF is
equal to the number of minutes elapsed since the patient was last injured. On a success, the patient recovers
1 Health. You can administer First Aid multiple times to the same patient.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health
recovery rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine* vs. POT. On a success, the patient automatically succeeds
on the next Health check they make to shake off the impaired condition.
• Saving a life: If you tend to a character at the brink of death and they must make a TOU roll to survive, they
add your skill level.
UNDERWORLD: You are familiar with crime syndicates, terrorist groups, mercenary bands and other shady
organizations. Add the skill level when rolling to determine if you know something about such groups.
SURGERY: You understand anatomical structures. Given the right tools, you can perform surgical operations
and autopsies.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
STREET SMARTS: You are adept at navigating and gathering information via social networks. Add the skill
level to attribute rolls pertaining to such activities. This does not apply to finding information via the mesh,
which is covered by the Research skill.
TOUGHNESS 2 Health
12
Medicine 1
Underworld 1
Surgery 1
Senses 1
WILL 1 Spirit
Street Smarts 1 10
Total
Fabio Fontes (Order #40931580)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
STEALTH: You can move silently and hide or camouflage yourself successfully. You are also able to follow
someone without being seen. To remain undetected, you roll AGI+Stealth against the target’s AWA
+Senses.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added
to either attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level
to the number of attacks instead of the other options.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge.
You automatically know most things related to your background. For more difficult tasks, add the skill level
to the roll.
COMPUTERS: You know how to break into computer systems, operate virtual networks and decipher
coded or encrypted information. Add the skill level to attribute rolls pertaining to such activities.
RESEARCH: Allows you to effectively find things out through databases and the "mesh." Add the skill level
to attribute rolls pertaining to such activities. This does not apply to using social networks, which is covered
by the Street Smarts skill.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another
character’s general motivation and state of mind with a successful AWA+Psychology vs. WIL roll.
MEDICINE: You have medical knowledge and know how to treat injured, poisoned or diseased creatures.
You can administer the treatments below. It is assumed that you have a medical kit on hand. Otherwise,
make the rolls at -2.
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine* vs. DIF, where DIF
is equal to the number of minutes elapsed since the patient was last injured. On a success, the patient
recovers 1 Health. You can administer First Aid multiple times to the same patient.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health
recovery rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine* vs. POT. On a success, the patient automatically
succeeds on the next Health check they make to shake off the impaired condition.
• Saving a life: If you tend to a character at the brink of death and they must make a TOU roll to survive,
they add your skill level.
UNDERWORLD: You are familiar with crime syndicates, terrorist groups, mercenary bands and other
shady organizations. Add the skill level when rolling to determine if you know something about such
groups.
SURGERY: You understand anatomical structures. Given the right tools, you can perform surgical
operations and autopsies.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
STREET SMARTS: You are adept at navigating and gathering information via social networks. Add the skill
level to attribute rolls pertaining to such activities. This does not apply to finding information via the mesh,
which is covered by the Research skill.
TOUGHNESS 2 Health
Second Wind 1 12
Resistance (poison/disease) 1
WILL 2 Spirit
Persuasion 1 12
Impersonation 1
Street Smarts 1
Total
Fabio Fontes (Order #40931580)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various
physical stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also
use the skill to tumble and dodge in combat. This allows you to add the skill level to defense rolls against physical
attacks, however it is an active measure so you must forfeit your attacks (and most other actions) while doing so.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either
attack rolls or damage rolls. If the weapon can fire multiple shots rapidly you can add the skill level to the number of
attacks instead of the other options.
DRIVING: You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting difficult
maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).
SECOND WIND: You can shake off damage thanks to biological regeneration. As a one-round action, you can
recover a number of Health points equal to a TOU roll. This special recovery roll can be accomplished once, twice or
three times per game session, depending on the skill level. Second Wind can be used to come back from being
knocked down to zero or negative Health (but remember: you’ll die if the roll fails to bring you back to Health 1 or
more, per the Death rules).
RESISTANCE (POISON/DISEASE): You may ignore the effects of any normal exposure to poison or disease.
Against attacks or unusually intense exposure, you add the skill level to any TOU rolls made to resist the effects. In
addition, you have an innate ARM score equal to your TOU multiplied by the skill level, which fully or partially
absorbs any damage of that type.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You
automatically know most things related to your background. For more difficult tasks, add the skill level to the roll.
OBSERVATION: You have the ability to notice significant little clues. This is not the same as Senses, because it
relies more on mental acuity. Senses may cause you to see something, but you need Observation to notice it as
relevant.
CRIMINOLOGY: You know how to gather and analyze evidence from crime scenes. Ballistics, toxicology,
fingerprint collection, DNA analysis and other forensic sciences fall under this skill. You also know the methods of
crime; extortion, identity theft, racketeering, disposal of bodies and so on. Add the skill level to attribute rolls
pertaining to such activities.
RESEARCH: Allows you to effectively find things out through databases and the "mesh." Add the skill level to
attribute rolls pertaining to such activities. This does not apply to using social networks, which is covered by the
Street Smarts skill.
PERSUASION: Add the skill level to WIL rolls you make to influence, convince, seduce, bluff, fast-talk or otherwise
get agreement from someone, using charm or quick wit.
IMPERSONATION: You are an accomplished actor. You can “become” someone else by changing your appearance
(with the proper materials), speech, accent and manner. You can blend in almost anywhere by knowing the proper
customs, manners and conversation. In addition, you know how to forge or modify official credentials, given enough
time and the right tools. In either case, viewers should roll AWA+Observation vs. WIL+Impersonation to detect a
fake.
STREET SMARTS: You are adept at navigating and gathering information via social networks. Add the skill level to
attribute rolls pertaining to such activities. This does not apply to finding information via the mesh, which is covered
by the Research skill.
Roque Vera
Park Soon-Ok
Fabio Fontes (Order #40931580)
Briefing: Achjima Yai (B6)
INTRODUCTION TO ECLIPSE PHASE inner and outer systems. The capitalist economies of the
You are transhuman — genetically modified, physically inner system — Luna, Mars, and Venus — continue to
and mentally augmented, and functionally immortal. enforce scarcity and intellectual property. They are
Your mind can be digitally backed up, like a save point. dominated by the Planetary Consortium, a hypercorp-
If you die, you can be brought back, your ego — both led entity that prioritizes business interests and that has
consciousness and memories — physically restored. You declared Mars the new homeworld of transhumanity.
may also copy your mind and download into a body of Their habitats are identified by the influence of media
your choice. This new body — your morph — can be and memetic conflict on civil discourse, the legalities
biological, a synthetic robotic shell, or a digital info- and security restrictions that keep their populations safe,
morph. Your body is essentially gear that you customize a lingering distrust of AIs and uplifts, and sharp class
according to your mission and requirements. divisions. While socialites and hyper-elites play and
prosper, many infugees have resorted to selling their
Eclipse Phase takes place in a future of exponentially
labor as indentured servants to afford cheap, mass-pro-
accelerating technological progress. Developments in
duced synthetic bodies — the clanking masses.
the key fields of artificial intelligence, neuroscience,
genetic engineering, nanotechnology, and information The outer system is the stronghold of the Autonomist
science have converged into an impressive feedback Alliance, a mutual-aid network of anarchists and techno-
loop. Bodies and minds are shaped and augmented. AIs socialists. In these communalist territories, currency is
and animals are uplifted to human levels of sapience. obsolete and unrestricted nanofabrication means that
Everything and everyone is laden with sensors, everyone has the necessities and tools they need.
networked, and online. Your mind can communicate People create rather than consume. Reputation, not
with every electronic device around it. Almost anything wealth, mediates the exchange of information and
can be 3D-printed from constituent atoms with a nano- services. Many habitats operate without government,
fabber and blueprints. Technology allows people to live laws, or police, relying instead on voluntary and
happier, healthier lives, emancipated from need. cooperative structures, real-time online referendums,
and collective militias. The outer system is a patchwork
Such advances also have their downside. The wonders
of political, economic, and social experimentation.
of the future are not yet evenly distributed. The immortal
rich continue to concentrate their wealth and power Intersticed among these major factions, other
while others struggle to survive. Surveillance is transhuman clades build their own societies. Criminal
omnipresent, and the means exist to hack people’s cartels feed black markets, radical scientists work to
minds and memories, copy them entirely, and/or democratize technology, aesthete mercenaries offer
commit them to virtual slavery. Many technological their services, pirates prey on the unwary, and
advances are super-empowering, putting the means for isolationists filter their communities from outside
mass devastation in anyone’s hands. Efforts to restrict influences. Even bioconservatives — distrustful of
such tools are doomed to fail; only our own maturity as transhuman technologies — thrive on, fearing for our
a species can save us. species’ future.
Exemplifying these dangers, Eclipse Phase takes place The war with the TITAN AIs scarred more than Earth.
ten years after transhumanity has lost a war with a group Zones on Luna, Mars, and Saturn’s moon Iapetus remain
of super-intelligent, self-improving AIs. 95% of the under machine influence. Of greater impact, however,
population was lost during this apocalyptic conflict, are the mysterious pandora gates discovered around the
many of them forcibly uploaded by the TITAN machine system. These wormhole gates open to extrasolar
gods before they disappeared. Thousands more were systems — thousands of exoplanets and alien mysteries.
corrupted and transformed by an alien exsurgent virus. Intrepid gatecrashers explore these new horizons,
The Earth is ruined and off-limits, overrun by machines colonizing worlds and uncovering the remnants of
and monsters. The survivors evacuated the planet and extinct civilizations. While no living sapient species has
spread throughout the Solar System, expanding our off- been found beyond the gates, transhumanity has had its
world colonies out of desperation and necessity. Many first encounters with alien life within our own Solar
escaped only as infugees, with nothing but their bodiless System. A star-faring species known as the Factors visits
minds. regularly, though the true nature and intentions of these
laconic ameboid merchants remains unknown.
The nations and super-powers of the old world are
gone, decapitated and dismantled. New political blocs Ultimately, Eclipse Phase is a game of transhuman
and factions have formed, loosely divided between the survival. Aside from the threat that the TITANs will
TOUGHNESS 2 Health
Armored Combat 1 12
Unlife 1
Persuasion 1
Total
Fabio Fontes (Order #40931580)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls, performing various
physical stunts and feats of balance. Add the skill level to attribute rolls pertaining to such activities. You can also use
the skill to tumble and dodge in combat. This allows you to add the skill level to defense rolls against physical attacks,
however it is an active measure so you must forfeit your attacks (and most other actions) while doing so.
STEALTH: You can move silently and hide or camouflage yourself successfully. You are also able to follow someone
without being seen. To remain undetected, you roll AGI+Stealth against the target’s AWA+Senses.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be added to either
attack rolls or damage rolls. If you are using a melee weapon that can parry the attacks, you have the option to allocate
the skill to defense rolls instead. If the weapon can fire multiple shots rapidly, you can add the skill level to the number
of attacks instead of the other options.
SLEIGHT-OF-HAND: You are skilled at picking pockets, hiding or planting items, juggling and performing various other
tricks and feats of prestidigitation. Add the skill level to attribute rolls pertaining to such activities.
DRIVING: You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting difficult
maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the driver’s).
ARMORED COMBAT: You need this skill in order to fight in armor and use shields.
UNLIFE: You are a "synthmorph" (artificial body). Your body gives you ARM 1, 2 or 3 depending on the skill level. This
protection doesn’t stack with worn armor (use the highest score). Furthermore, you do not breathe and are completely
immune to disease, poison and possibly other things that only affect living beings, at the GM’s discretion. However, you
are unable to heal Health naturally or through any biological or chemical means.
BACKGROUND: Your background, profession, training or education gives you very specialized knowledge. You
automatically know most things related to your background. For more difficult tasks, add the skill level to the roll.
HEAVY WEAPON: You know how to use one type of vehicle mounted weapon or fixed artillery gun. You may add the
skill level to the attack or damage roll. Note: Heavy weapons use the attacker’s AWA, rather than AGI.
FIXING: You can repair mechanical, electrical and electronic devices, constructs or vehicles. It generally takes one hour
to fix something, after which you make an AWA+Fixing* roll to determine how many Health points the damaged item
regains.
UNDERWORLD: You are familiar with crime syndicates, terrorist groups, mercenary bands and other shady
organizations. Add the skill level when rolling to determine if you know something about such groups.
PSYCHOLOGY: You are highly attuned to the emotions of those around you and are able to sense another character’s
general motivation and state of mind with a successful AWA+Psychology vs. WIL roll.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
APPRAISAL: You can determine the approximate value of items including jewelry, works of art and other rare or exotic
items. You are also a skilled scavenger, able to find items of value in cluttered, ruined or abandoned environments. Add
the skill level to attribute rolls pertaining to such activities.
BARGAINING: You are a skilled negotiator, trader, merchant, seller and deal maker. You generally know how to find
buyers or sellers for something. Add the skill level to attribute rolls pertaining to such activities.
STREET SMARTS: You are adept at navigating and gathering information via social networks. Add the skill level to
attribute rolls pertaining to such activities. This does not apply to finding information via the mesh, which is covered by
the Research skill.
PERSUASION: Add the skill level to WIL rolls you make to influence, convince, seduce, bluff, fast-talk or otherwise get
agreement from someone, using charm or quick wit.
Park Soon-Ok
Fabio Fontes (Order #40931580)
Briefing: Roque Vera
INTRODUCTION TO ECLIPSE PHASE inner and outer systems. The capitalist economies of the
You are transhuman — genetically modified, physically inner system — Luna, Mars, and Venus — continue to
and mentally augmented, and functionally immortal. enforce scarcity and intellectual property. They are
Your mind can be digitally backed up, like a save point. dominated by the Planetary Consortium, a hypercorp-
If you die, you can be brought back, your ego — both led entity that prioritizes business interests and that has
consciousness and memories — physically restored. You declared Mars the new homeworld of transhumanity.
may also copy your mind and download into a body of Their habitats are identified by the influence of media
your choice. This new body — your morph — can be and memetic conflict on civil discourse, the legalities
biological, a synthetic robotic shell, or a digital info- and security restrictions that keep their populations safe,
morph. Your body is essentially gear that you customize a lingering distrust of AIs and uplifts, and sharp class
according to your mission and requirements. divisions. While socialites and hyper-elites play and
prosper, many infugees have resorted to selling their
Eclipse Phase takes place in a future of exponentially
labor as indentured servants to afford cheap, mass-pro-
accelerating technological progress. Developments in
duced synthetic bodies — the clanking masses.
the key fields of artificial intelligence, neuroscience,
genetic engineering, nanotechnology, and information The outer system is the stronghold of the Autonomist
science have converged into an impressive feedback Alliance, a mutual-aid network of anarchists and techno-
loop. Bodies and minds are shaped and augmented. AIs socialists. In these communalist territories, currency is
and animals are uplifted to human levels of sapience. obsolete and unrestricted nanofabrication means that
Everything and everyone is laden with sensors, everyone has the necessities and tools they need.
networked, and online. Your mind can communicate People create rather than consume. Reputation, not
with every electronic device around it. Almost anything wealth, mediates the exchange of information and
can be 3D-printed from constituent atoms with a nano- services. Many habitats operate without government,
fabber and blueprints. Technology allows people to live laws, or police, relying instead on voluntary and
happier, healthier lives, emancipated from need. cooperative structures, real-time online referendums,
and collective militias. The outer system is a patchwork
Such advances also have their downside. The wonders
of political, economic, and social experimentation.
of the future are not yet evenly distributed. The immortal
rich continue to concentrate their wealth and power Intersticed among these major factions, other
while others struggle to survive. Surveillance is transhuman clades build their own societies. Criminal
omnipresent, and the means exist to hack people’s cartels feed black markets, radical scientists work to
minds and memories, copy them entirely, and/or democratize technology, aesthete mercenaries offer
commit them to virtual slavery. Many technological their services, pirates prey on the unwary, and
advances are super-empowering, putting the means for isolationists filter their communities from outside
mass devastation in anyone’s hands. Efforts to restrict influences. Even bioconservatives — distrustful of
such tools are doomed to fail; only our own maturity as transhuman technologies — thrive on, fearing for our
a species can save us. species’ future.
Exemplifying these dangers, Eclipse Phase takes place The war with the TITAN AIs scarred more than Earth.
ten years after transhumanity has lost a war with a group Zones on Luna, Mars, and Saturn’s moon Iapetus remain
of super-intelligent, self-improving AIs. 95% of the under machine influence. Of greater impact, however,
population was lost during this apocalyptic conflict, are the mysterious pandora gates discovered around the
many of them forcibly uploaded by the TITAN machine system. These wormhole gates open to extrasolar
gods before they disappeared. Thousands more were systems — thousands of exoplanets and alien mysteries.
corrupted and transformed by an alien exsurgent virus. Intrepid gatecrashers explore these new horizons,
The Earth is ruined and off-limits, overrun by machines colonizing worlds and uncovering the remnants of
and monsters. The survivors evacuated the planet and extinct civilizations. While no living sapient species has
spread throughout the Solar System, expanding our off- been found beyond the gates, transhumanity has had its
world colonies out of desperation and necessity. Many first encounters with alien life within our own Solar
escaped only as infugees, with nothing but their bodiless System. A star-faring species known as the Factors visits
minds. regularly, though the true nature and intentions of these
laconic ameboid merchants remains unknown.
The nations and super-powers of the old world are
gone, decapitated and dismantled. New political blocs Ultimately, Eclipse Phase is a game of transhuman
and factions have formed, loosely divided between the survival. Aside from the threat that the TITANs will
GOALS
Your goal on this trip is acquire some xenobiologicals to
sell on the black market. You are not above stealing or
even killing for these goods, if you think they are worth
it and you can get away with it.
TOUGHNESS 3 Health
Second Wind 1 15
Resistance (poison/disease) 1
WILL 2 Spirit
Battle Rage 1 12
Total
Fabio Fontes (Order #40931580)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ATHLETICS: You are skilled at jumping, climbing, dodging, escaping restraints, breaking falls,
performing various physical stunts and feats of balance. Add the skill level to attribute rolls
pertaining to such activities. You can also use the skill to tumble and dodge in combat. This allows
you to add the skill level to defense rolls against physical attacks, however it is an active measure
so you must forfeit your attacks (and most other actions) while doing so.
UNARMED STRIKE: When fighting without a weapon, the skill level is added to your attack rolls. In
addition, the -3 damage penalty for unarmed attacks is reduced by the same amount.
WEAPON MASTERY: You possess exceptional skill with one type of weapon. The skill level can be
added to either attack rolls or damage rolls. If you are using a melee weapon that can parry the
attacks, you have the option to allocate the skill to defense rolls instead. If the weapon can fire
multiple shots rapidly you can add the skill level to the number of attacks instead of the other
options.
SECOND WIND: You can shake off damage thanks to biological regeneration. As a one-round
action, you can recover a number of Health points equal to a TOU roll. This special recovery roll can
be accomplished once, twice or three times per game session, depending on the skill level. Second
Wind can be used to come back from being knocked down to zero or negative Health (but
remember: you’ll die if the roll fails to bring you back to Health 1 or more, per the Death rules).
RESISTANCE (POISON/DISEASE): You may ignore the effects of any normal exposure to poison
or disease. Against attacks or unusually intense exposure, you add the skill level to any TOU rolls
made to resist the effects. In addition, you have an innate ARM score equal to your TOU multiplied
by the skill level, which fully or partially absorbs any damage of that type.
SENSES: The skill level is added to seeing, hearing, smelling and tasting rolls.
BATTLE RAGE: You are able to enter a state of berserk blood lust by making a successful 2d Spirit
check. One attempt can be made per round, as a free action before attacking. While in this state,
you get a temporary Health increase equal to the XP spent on the skill (this can push your Health
beyond its normal maximum), and apply the skill level to all TOU-based damage rolls. Battle Rage
drains one Spirit point each round, and must continue until you either run out of Spirit, or combat
ends.
Roque Vera
Fabio Fontes (Order #40931580)
Briefing: Park Soon-Ok
INTRODUCTION TO ECLIPSE PHASE inner and outer systems. The capitalist economies of the
You are transhuman — genetically modified, physically inner system — Luna, Mars, and Venus — continue to
and mentally augmented, and functionally immortal. enforce scarcity and intellectual property. They are
Your mind can be digitally backed up, like a save point. dominated by the Planetary Consortium, a hypercorp-
If you die, you can be brought back, your ego — both led entity that prioritizes business interests and that has
consciousness and memories — physically restored. You declared Mars the new homeworld of transhumanity.
may also copy your mind and download into a body of Their habitats are identified by the influence of media
your choice. This new body — your morph — can be and memetic conflict on civil discourse, the legalities
biological, a synthetic robotic shell, or a digital info- and security restrictions that keep their populations safe,
morph. Your body is essentially gear that you customize a lingering distrust of AIs and uplifts, and sharp class
according to your mission and requirements. divisions. While socialites and hyper-elites play and
prosper, many infugees have resorted to selling their
Eclipse Phase takes place in a future of exponentially
labor as indentured servants to afford cheap, mass-pro-
accelerating technological progress. Developments in
duced synthetic bodies — the clanking masses.
the key fields of artificial intelligence, neuroscience,
genetic engineering, nanotechnology, and information The outer system is the stronghold of the Autonomist
science have converged into an impressive feedback Alliance, a mutual-aid network of anarchists and techno-
loop. Bodies and minds are shaped and augmented. AIs socialists. In these communalist territories, currency is
and animals are uplifted to human levels of sapience. obsolete and unrestricted nanofabrication means that
Everything and everyone is laden with sensors, everyone has the necessities and tools they need.
networked, and online. Your mind can communicate People create rather than consume. Reputation, not
with every electronic device around it. Almost anything wealth, mediates the exchange of information and
can be 3D-printed from constituent atoms with a nano- services. Many habitats operate without government,
fabber and blueprints. Technology allows people to live laws, or police, relying instead on voluntary and
happier, healthier lives, emancipated from need. cooperative structures, real-time online referendums,
and collective militias. The outer system is a patchwork
Such advances also have their downside. The wonders
of political, economic, and social experimentation.
of the future are not yet evenly distributed. The immortal
rich continue to concentrate their wealth and power Intersticed among these major factions, other
while others struggle to survive. Surveillance is transhuman clades build their own societies. Criminal
omnipresent, and the means exist to hack people’s cartels feed black markets, radical scientists work to
minds and memories, copy them entirely, and/or democratize technology, aesthete mercenaries offer
commit them to virtual slavery. Many technological their services, pirates prey on the unwary, and
advances are super-empowering, putting the means for isolationists filter their communities from outside
mass devastation in anyone’s hands. Efforts to restrict influences. Even bioconservatives — distrustful of
such tools are doomed to fail; only our own maturity as transhuman technologies — thrive on, fearing for our
a species can save us. species’ future.
Exemplifying these dangers, Eclipse Phase takes place The war with the TITAN AIs scarred more than Earth.
ten years after transhumanity has lost a war with a group Zones on Luna, Mars, and Saturn’s moon Iapetus remain
of super-intelligent, self-improving AIs. 95% of the under machine influence. Of greater impact, however,
population was lost during this apocalyptic conflict, are the mysterious pandora gates discovered around the
many of them forcibly uploaded by the TITAN machine system. These wormhole gates open to extrasolar
gods before they disappeared. Thousands more were systems — thousands of exoplanets and alien mysteries.
corrupted and transformed by an alien exsurgent virus. Intrepid gatecrashers explore these new horizons,
The Earth is ruined and off-limits, overrun by machines colonizing worlds and uncovering the remnants of
and monsters. The survivors evacuated the planet and extinct civilizations. While no living sapient species has
spread throughout the Solar System, expanding our off- been found beyond the gates, transhumanity has had its
world colonies out of desperation and necessity. Many first encounters with alien life within our own Solar
escaped only as infugees, with nothing but their bodiless System. A star-faring species known as the Factors visits
minds. regularly, though the true nature and intentions of these
laconic ameboid merchants remains unknown.
The nations and super-powers of the old world are
gone, decapitated and dismantled. New political blocs Ultimately, Eclipse Phase is a game of transhuman
and factions have formed, loosely divided between the survival. Aside from the threat that the TITANs will
PARK SOON-OK
You are a friend of Achjima Yai – one of her only friends,
in fact.
BACKGROUND
Achjima is part outcast and part criminal. You are aware
that she is a singularity seeker, and that she takes a keen
interest in the TITANs and ideas of achieving super-
intelligence. You think she’s a bit nerdy and naïve, but
mostly harmless. She doesn’t want to bring about
another Fall, she just wants to find a way to become a
god. As a bit of an outsider yourself, you can relate to
her and some of the issues she’s faced.
Yesterday received a message from Achjima’s muse
(Nonny) that Achjima was in some sort of trouble. You’re
not sure what it’s about, but she asked you to meet
some of Achjima’s forks at the body bank. You’re a bit
confused at why her forks would be getting resleeved—
it implies that something bad has happened to Achjima.
GOALS
Your goal is simply to help your friend out of what seems
to be a bad situation.