Eclipse Phase.pdf

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Eclipse Phase
The Roleplaying Game of Transhuman Conspiracy and Horror
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Your mind is software.
Program it.
Your body is a shell.
Change it.
P R O G R A M .
Death is a disease.
Cure it.
Extinction is approaching.
Fight it.
C H A N G E .
C U R E .
F I G H T .
Produced by Catalyst Game Labs and Posthuman Studios
Eclipse Phase is a trademark of Posthuman Studios, LLC. Some content licensed under a Creative Commons License (BY-NC-SA); Some Rights Reserved. © 2009
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
eclipsephase.com
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PROGRAM.
CHANGE.
CURE.
FIGHT.
P R O G R A M .
C H A N G E .
C U R E .
F I G H T .
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LACK
6
FACTIONS
70
THINGS CHARACTERS USE 124
Identity 124
Social Networks 124
Cred 125
Rep 125
Gear 125
Implants 126
Psi 126
Game Rules Summary 127
CHARACTER CREATION AND
ADVANCEMENT
The Hypercorps
70
ENTER
THE SINGULARITY ...
16
Psiclone
70
War Crimes
71
STARTING OUT
18
Union Busting
72
What Is A Roleplaying Game?
18
Political Blocs
74
What is Transhumanism?
18
Zbrny Limited + Conspiracy
74
Post-apocalyptic, Conspiracy, and
Horror Themes
Inner System Politics
75
19
Autonomist Alliance
76
But How Do You Actually Play?
20
Call for Solidarity
77
What Do Players Do?
22
Carnival of the Goat
78
128
Where Does It Take Place?
24
Socio-Political Movements
79
CHARACTER GENERATION
130
Ego vs. Morph
24
Neo-Primitivists
80
Where To Go From Here?
24
Out’sters
80
Character Concept
130
Terminology
25
Sybils
81
Step-by-Step Guide to Character
Creation 130
Choose Background 131
Choose Faction 132
Spend Free Points 134
Spend Customization Points 135
Purchase Gear 137
Choose Motivations 138
Example Motivations 138
Final Touches 138
STARTING MORPHS 139
Biomorphs 139
Pods 142
Synthetic Morphs 143
Infomorphs 145
TRAITS 145
Positive Traits 145
Negative Traits 148
CHARACTER ADVANCEMENT 152
Changing Motivation 152
Switching Morphs 152
Improving Aptitudes 152
Improving Skills 152
Specializations 153
Improving Moxie 153
Gaining/Losing Traits 153
Improving Rep 153
Making Credit 153
Improving Psi 153
SAMPLE CHARACTERS 154
SKILLS
Religious Groups
82
A TIME OF ECLIPSE
30
Criminal Factions
83
A PEOPLE’S HISTORY OF AN
UNFORTUNATE UNIVERSE
32
Firewall
84
Project Ozma
85
Eclipse Phase Timeline
37
SYSTEM GAZETEER
86
THE SOLAR SYSTEM
AFTER THE FALL 38
TRANSHUMANITY 38
Inequality 38
Clades and Separation 39
First Contact: The Factors 40
CULTURE AND SOCIETY 41
The Longing For Earth 41
Nostalgia Jewelry 41
Fear and Paranoia 42
An Exsurgent Threat? 42
Real and Social Distance 43
Singularity Seekers 43
The Rise of Cultural Regions 44
Cultural Experimentation 44
Gender, Sexuality, and Relationships 45
The Diversity of Habitats 45
TECHNOLOGY 45
Living With Infotech 46
Opening Pandora’s Gate 46
Going Beyond the Known 47
Muses 47
Attitudes Toward AGIs 48
Attitudes Towards Mental Alterations 48
Travel 48
Privacy 49
Incapacitating Inputs 49
Low-Tech Existence 50
Life, Death, and Morphs 50
Entertainment and Media 51
Lost Lore 51
Metacelebrities 52
Popular Types of Entertainment 52
POLITICS AND POWER 55
The Inner System 55
The Outer System 57
KEEPING THE PEACE 58
Law Enforcement 59
Punishment 60
THE ECONOMY 61
The Old Economy 61
The Transitional Economy 62
The New Economy 62
Restricting Dangerous Technologies 63
Irreproducible Goods
Sol (The Sun)
86
A Quick Primer On
Transhuman Habitats
86
Solar System Map
87
Vulcanoids
88
Mercury
88
Venus
89
Earth
90
Venusian Rumors
90
Luna
91
TILION’s Jupiter Brain
92
Mars
93
Martian Manhunt
95
Martian Trojans
96
Asteroid Belt
96
Jupiter
97
Europa
99
Ganymede and Callisto
99
The Trojans (Jovian Trojan
and Greek Asteroids) 100
Saturn 102
Gate Expedition Report 901127 102
Titan 106
Uranus 107
Neptune 108
The Edge of the System 109
Extrasolar Systems 109
Analysis: Myst Trees 111
GAME MECHANICS 112
The Ultimate Rule 114
Dice 114
Making Tests 114
A Note on Terminology and Gender 114
Target Numbers 115
When to Make Tests 115
Dif culty and Modi ers 115
Criticals: Rolling Doubles 115
Defaulting: Untrained Skill Use 116
Teamwork 116
Simplifying Modi ers 116
TYPES OF TESTS 117
Success Tests 117
TIME AND ACTIONS 119
Action Turns 119
Types of Actions 119
DEFINING YOUR CHARACTER 120
Concept
SYNOPSIS
WELCOME TO FIREWALL
A TIME OF ECLIPSE
170
SKILLS OVERVIEW
172
GAME MECHANICS
Core Skills: Aptitudes
172
Learned Skills
172
Specializations
173
CHARACTER CREATION
USING SKILLS
173
Defaulting
173
SKILLS
Complementary Skills
173
Skill Ranges
174
ACTION AND COMBAT
APTITUDES
174
Aptitude-Only Tests
174
Aptitude Comparison:
Flats vs. Splicers and Exalts
MIND HACKS
174
COMPLETE SKILL LIST
176
THE MESH
Academics: [Field]
176
Animal Handling
177
ACCELERATED FUTURE
Art: [Field]
177
Beam Weapons
177
GEAR
Blades
177
64
Climbing
177
RUNNING THE GAME
HABITATS
66
Clubs
178
Planetary Settlements
66
120
Control
178
Space Habitats
67
Motivations
120
Deception
178
REFERENCE
A Diversity of Floating Worlds
68
Ego vs. Morph
121
Demolitions
178
The Largest Habitats
68
Character Stats
121
Disguise
178
Microgravity Habitats
68
Ego Stats
121
Exotic Melee Weapon: [Field]
178
Private Habitats
69
Morph Stats
121
Exotic Ranged Weapon: [Field]
178
Character Skills
122
Flight
178
Character Traits
123
Character Morph
123
2
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Fray 178
Free Fall 179
Freerunning 179
Gunnery 179
Hardware: [Field] 179
Impersonation 180
In ltration 180
Infosec 180
Interest: [Field] 180
Interfacing 180
Intimidation 180
Investigation 180
Kinesics 181
Kinetic Weapons 181
Language: [Field] 181
Languages In Eclipse Phase 181
Medicine: [Field] 182
Navigation 182
Networking: [Field] 182
Palming 182
Perception 182
Persuasion 183
Pilot: [Field] 183
Profession: [Field] 183
Programming 183
Protocol 183
Psi Assault 184
Psychosurgery 184
Research 184
Scrounging 184
Seeker Weapons 184
Sense 184
Spray Weapons 184
Swimming 184
Throwing Weapons 184
Unarmed Combat 185
SPECIAL SKILLS 185
ACTION AND COMBAT 186
ACTION TURNS 188
Step 1: Roll Initiative 188
Step 2: Begin First Action Phase 188
Step 3: Declare and Resolve Actions 188
Step 4: Rotate and Repeat
Firing Modes and Rate of Fire 198
Full Defense 198
Gravity 198
Grenades and Seekers 199
Hostile Environments 200
Improvised Weapons 202
Knockdown/Knockback 202
Melee and Thrown Damage Bonus 202
Multiple Targets 202
Objects and Structures 202
Range 203
Reach 204
Scatter 204
Shock Attacks 204
Subdual 204
Suppressive Fire 204
Surprise 204
Tactical Networks 205
Touch-only Attack 206
Two-Handed Weapons 206
Wielding Two or More Weapons 206
PHYSICAL HEALTH 206
Damage Points 206
Damage Types 206
Durability and Health 207
Damage Value 207
Wounds 207
Death 207
HEALING AND REPAIR 208
Biomorph Healing 208
Synthmorph and Object Repair 208
MENTAL HEALTH 209
Stress Points 209
Lucidity and Stress 209
Stress Value 209
Trauma 209
Derangements 210
Disorders 211
Stressful Situations 214
Willpower Stress Tests 214
Hardening 214
Mental Healing and Psychotherapy 215
MIND HACKS 216
PSI 218
The Nature of Psi 218
Æther Jabber: Asyncs 219
PSI 220
Using Psi 221
Psi-Chi Sleights 223
Psi-Gamma Sleights 226
PSYCHOSURGERY 229
The Process of Psychosurgery 229
The Human Cognome Project 229
Psychosurgery Mechanics 230
Roleplaying Mind Edits 231
Psychosurgery Procedures 231
The Lost 233
THE MESH 234
MESH CAPABILITIES 236
Meshing Technologies 237
Information Overload 237
Legacy of the TITANs 237
Ecto(-Link) 237
INTERFACING: AR, VR, AND XP 239
Augmented Reality
ISLANDS IN THE NET
242
Darkcasts
243
MESH ABUSES
243
Hackers
243
Malware
244
AI S AND INFOLIFE
244
AIs
244
Muses
244
AGIs
244
Seed AI
245
Transhuman Infomorphs
245
Mesh Interface
245
What Your Muse
Can Do For You
245
Non-standard AIs and AGIs
245
Mesh ID
246
Accounts and Access Privileges
246
Elite Exploits
246
Mesh Gear Quality
247
Computer Capabilities
247
Software
248
Traf c Filters and Mist
248
Slaving Devices
248
Issuing Commands
248
Distance Lag
248
Accessing Multiple Devices
249
ONLINE RESEARCH
249
Search Challenges
249
Search Capabilities
249
Handling Searches
250
Real-Time Searches
251
Hidden Data
251
188
SCANNING, TRACKING,
AND MONITORING 251
Wireless Scanning 251
Physical Tracking 251
Digital Activity Tracking 252
Snif ng 252
PRIVACY AND ANONYMIZATION 252
Privacy Mode 252
Anonymization 252
MESH SECURITY 253
Authentication 253
Firewalls 253
Active Monitoring 253
Encryption 253
INTRUSION 254
Preconditions 254
Circumventing Authentication 255
Intrusion Tests 255
The Hacking Sequence 255
Intruder Status 256
Changing Status 256
Brute-Force Hacking 256
INTRUSION COUNTERMEASURES 257
Security Alerts
INITIATIVE
188
Initiative Order
189
Speed
189
Delayed Actions
189
ACTIONS
189
Automatic Actions
190
Quick Actions
190
Complex Actions
190
Task Actions
190
MOVEMENT
190
Movement Rates
191
COMBAT
191
Resolving Combat
191
257
Combat Summary
193
Passive Countermeasures
257
ACTION AND COMBAT
COMPLICATIONS
Active Countermeasures
257
193
Joint Hacking/Securing
258
SUBVERSION
259
Aimed Shots
193
Ammunition and Reloading
193
Augmented Reality Illusions
259
Area Effect Weapons
193
Backdoors
260
Armor
194
Crashing Software
260
Asphyxiation
194
Eliminating Intrusion Traces
260
Beam Weapons
194
Hacking VPNs
260
239
Blind Attacks
195
Scripting
260
Virtual Reality
240
Bots, Synthmorphs, and Vehicles
195
CYBERBRAIN HACKING
261
Experience Playback
241
Called Shots
197
Entrapment
261
MESH USES
241
Charging
197
Memory Hacking
261
Demolitions
197
Personal Area Networks
241
Puppeteering
261
Virtual Private Networks
241
Falling
197
Scorching
261
Fire
198
Social Networks
242
Shutdown
262
Mobile Of ces
242
Terminate Cortical Stack Feed
262
3
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