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For Players
15 20 5 20
MOX TT STATS
and streamlined so players can
LUC IR WT
4 8 DUR DR INIT
40 80 SPD
60 1 (3)
complex rules.
Attack:
40, Exotic
g nation 50 Gate, p. 46) all look size, shape, and
Skills: Climbin Imperso SAV 45 ning
40, Infil-50 wildly in terms of
Free Fall 40, Freerun though they vary some
Dust 65, Fray Infi50,
ltration
50 s 20, Percept
ion45 gates are built from
Intimid ation
COO
50, Kinesic 50 availab le destinations. The atomic struc-
tration 40, Infosec COG 60res 50, Unarm
ed matter whose full
sort of stable exotic
genetically-modified transhumans to
Profession: Police COG 60 and relics
Procedu
been res d COG
bolstere by certain other features 60multi- enclosed by an irregula angled in unusual ways
has 50 ted, and
1
12.12.12.
377
.1 2
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For Gamemasters
2
1
2.
2.1
12.12.1
1.0 by Catalyst Game Labs, an imprint of To view a copy of this license, visit:
infected by a virus and when the virus appears within the cell and
Network Intrusion Test 13
Subversion 13
Reputation and Social Networks 14
Social Networks 14
Reputation 14
Using Networks and Rep 14
The Networking Test 14
Action and Combat 15
Action turns 15
Step 1: Roll Initiative 15
Step 2: Begin First Action Phase 15
Step 3:
Declare and Resolve Actions 15
Step 4: Rotate and Repeat 16
transforms it. During this period, the cell does not appear to be
Initiative 16
Initiative Order 16
Initiative and Damage 16
Initiative and Moxie 16
Speed 16
Movement 16
Movement Rates 16
Types of Actions 17
Automatic Actions 17
Quick Actions 17
Complex Actions 17
Task Actions 17
Delayed Actions 17
Resolving Combat 17
What is
Face-to-Face Bribes/Threats 24
Using Rep 24
Transhumanism?
The Cache 28
Party-Crashers Redux 28
3
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 4020 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 010
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 Saturns 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 exceed 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 6040 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
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
Mass driver built on the Conflict quickly spirals out children die or go insane.
Personal AI aides become
Moon. of control. The use of nuclear, Dubbed the Lost Generation,
widespread.
biological, chemical, digital, the survivors are viewed
Terraforming of Mars begins.
and nanotech weapons with repugnance and pity.
Fusion power developed and BF 200
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. n
gene therapies (for longevi- allows for some interesting
minds.
ty), and cybernetic implants developments.
4
socio-political entities The Mesh
The mesh, as it exists in Eclipse
Phase, is only possible thanks to
Argonauts
major developments made in com-
The Argonauts are an open organization of techno-progressives
puter/communication technologies
that advocate the socially responsible use of technology. The Argo-
and nanofabrication. Wireless radio
nauts offer consultation services to political and economic powers
transceivers are so unobtrusively
throughout the solar system, but otherwise strictly refuse to be
tiny that they can literally be fac-
drawn into the solar systems political affairs.
tored into anything. As a result,
Memes: Information freedom, social responsibility, technological
everything is computerized and
advancement
connected.
Major Stations: Mitre Station (Lunar Orbit), Pelion Station (Kuiper Belt)
Data storage technology has ad-
Autonomists vanced so that even an individual
The Autonomists are a loose alliance of several libertarian factions users surplus storage capacity can
anarcho-communists, anarcho-capitalists, and techno-socialists maintain an amount of information
that promote egalitarian social models based on the pillars of direct surpassing the entire 20th-century
democracy, individual/collective empowerment, social networks internet. Lifeloggers literally record
and reputation-building, and economic communism enabled by every moment of their life and never
equal access to cornucopia machines, shared resources, and new fear about running out of room.
technologies. Processing capabilities also exist
Memes: Anarchism/Communism, Morphological Freedom at hyper-efficient levels. Modest
Major Stations: Extropia (Belt), Locus (Trojans), Titan handheld devices can fulfill almost
all of your needs, even while si-
Jovian Republic multaneously running a personal
A coup staged during the Fall brought a group of stations and AI assistant, downloading media,
habitats under military control and the Jovian Republicalso uploading porn, and scanning thou-
known as the Jovian Juntawas born. The Republics authorities sands of newsfeeds. Within the mesh
take a bio-conservative stance against many transhuman technolo- network, devices that near their
gies and strictly control information channels and travel. processing limits simply share the
Memes: Bio-conservatism, Nationalism, Security burden with devices around them.
Major Stations: Liberty (Ganymede) Similarly, transmission capac-
ity now far exceeds most citizens
Planetary Consortium definition of need. Anyone born
The Planetary Consortium is an alliance of hypercorporate inter- within the last several generations
ests that jointly controls a number of stations and habitats, par- has always lived in a world in which
ticularly in the inner system. The Consortium maintains a facade of hyper-realistic, multi-sensory media
democratic rule, facilitated by real-time online referendum voting, of nearly any length is available for
but it is an open secret that the hypercorps call the shots. instantaneous download. Massive
Memes: Corporatism, Cyberdemocracy, Gerontocracy databases and archives are copied
Main Stations: Progress (Deimos) , Elysium (Mars) back and forth with ease. Band-
width is such a non-issue that most
An Exsurgent Threat?
[Incoming Message. Source: Anonymous] takeoff toward the singularitysome- creatures or phenomena that seem
[Public Key Decryption Complete] thing that changed them. They point to defy certain physical laws, as if
Ok, you asked, so Ill tell you. There to the wide range of multi-vector virii something was at times ignoring what
are some elements within Firewall that that ran loose during the Fall, and how we know of physics and just doing
dont buy into the TITANs-ran-amok- even many of the TITANs seem to have whatever it felt like Some of these
and-considered-us-a-threat idea, or succumbed to these infections. They voices within Firewall even think that
even that the TITANs are solely respon- also reference a disturbing number of the TITANs may not have been respon-
sible for the Fall. These people think accounts of events during the Fall that sible for the Pandora Gates They
that the TITANs found or encountered are inexplicable things like people have a name for this mystery infection.
something when they started their being transformed into strange, alien They call it the Exsurgent virus.
6
criminal factions in all kinds of criminal activity, from traditional rack-
Where there is humanity, there will be an under- eteering, extortion, and prostitution to nanofabber
world and the organizations that run it. The follow- piracy, electronic stimulants, and designer drugs.
ing are a sample of the major players.
Intelligent Design Crew (ID-Crew)
Triads The ID crew specializes in electronic crimes and
The only syndicate that survived the Fall almost information brokerage, including credit and rep
unscathed, the Triads dominate the solar systems fraud, identity counterfeiting, and datatheft. The
underworld by their sheer membership size and a ID crew is believed to have grown from several
history of centuries of economic and political in- hacker gangs assimilated under the leadership of
fluence. Having evolved into legit enterprises and an infomorph consortium. Due to its service sector,
small economic consortiums before the Fall, the the ID crew maintains a minimalist physical profile,
Triads had the resources to ensure their survival but can be found in almost any habitats or stations
during the evacuation from Earth and the connec- mesh.
tions throughout all major habitats to gain a foot-
hold early on in the colonization of space. Nine Lives
This widespread network of soul-traders special-
Night Cartel izes in the acquisition and trafficking of transhu-
Progressive in both entrepreneurial and criminal man egos. Stealing backups, forknapping, and in-
vision, the Night Cartel emerged from the remnants tercepting egocasts are all part of their repertoire.
of Earths underworld syndicates, merging the best Nine Lives are known to run illegal fork-slave colo-
qualities of each. Depending on the field of opera- nies as well as organize pit fights with all manner
tions, the Night Cartel even holds legitimate hyper- of physical bodies (synthetic shells, pods, uplifts,
corp status in certain habitats, while working out- smart animals) and all manner of egos (human, AI,
side the law elsewhere. The Night Cartel is involved animal, etc).
Local conditions Sensor feeds from any public area of the habitat.
Local maps showing your current location, an- Automatic searches for new online references
notated with local features of personal interest to your name and other subjects of interest.
(according to your personal preferences and Facial/image recognition searches of public
lters) and your distance from them/direc- mesh/archives to match a photo/vid still.
tions to them. Details regarding private and
restricted areas (government/hypercorp areas, Personal information
7
UICK-START RULESnQUICK-START RULESnQUICK-START RULESnQUICK-START RULESnQUICK-START RULES
Whats a roleplaying game? roll two-ten sided dice, choosing one to count first, and
then read them as a result between 0 and 99 (with a roll
Roleplaying games require one or more players and a of 00 counting as zero, not 100). The first die counts as
gamemaster. The players control the main characters of the tens digit, and the second die counts as the ones digit.
the story. The gamemaster (GM) directs the action of the For example, you roll two ten-sided dice, one red and
story and controls all other characters (known as non- one black, calling out red first. The red one rolls a 1 and
player characters, or NPCs), the props, the setting, and the black die rolls a 6, for a result of 16.
everything else the player characters may encounter. Play- Occasionally the rules will call for individual die
ers and gamemasters work together to build an intense rolls, with each ten-sided die as a d10. If the rules call
and interesting adventure. As a player, you control a for several dice to be rolled, it will be noted as 2d10,
player character (PC). All of the characters statistics and 3d10, and so on. When multiple ten-sided dice are rolled
information are noted on your Character Record Sheet. together, the results are added up. A 3d10 roll of 4, 6
During the course of the game, the gamemaster will de- and 7, for example, counts as 17. On d10 rolls, a result
scribe events or situations to you. As you roleplay through of 0 is treated as a 10, not a zero.
some situations, the gamemaster will probably ask you to
roll some dice, and the resulting numbers will determine
the success or failure of your characters attempted action.
The gamemaster uses the rules of the game to interpret
Defining Your Character
In order to gauge and quantify what your character is
the dice rolls and outcome of your characters action. merely good at and what they excel inor what they are
clueless about and suck atEclipse Phase uses a number
Quick-start rules of measurement factors: stats, skills, traits, and morphs.
We have specifically designed these quick-start rules
(QSR) to drop you straight into the maelstrom of a uni- Character Record Sheet
verse torn asunder by out-of-control technologies, war- Character Record Sheets note the game statistics (num-
ring factions, aloof alien races, and darker, more ominous bers and information) that allow the character to interact
secrets waiting in the darkness. within the framework of Eclipse Phases game system. In
Read through these quick-start rules, including the parts other words, as you move, interact with people and fight,
of the adventure for players (p. 23), once it wont take long. all the information you need to know for those actions
Character Skills
Character Stats Skills represent your characters talents. Skills are broken
down into aptitudes (ingrained abilities that everyone
Your characters stats measure several characteristics
important to game play: Initiative, Speed, Durability, has) and learned skills (abilities and knowledge picked
Wound Threshold, Lucidity, Trauma Threshold, Moxie, up over time). Skills determine the target number used
and Damage Bonus. Some of these stats are inherent for tests (see Making Tests, p. 10).
to your characters ego, while others are influenced or
determined by morph. Aptitudes
Aptitudes are the core skills that every character has by
default. They are the foundation on which learned skills
9
are built. They represent the ingrained characteristics and Social Networks
talents your character has developed from birth, and they Social networks represent people the character knows
stick with your character even when changing morphs. and social groups with which they interact. These con-
Eclipse Phase has seven aptitudes: tacts, friends, and acquaintances are not just maintained
Cognition (COG) is aptitude for problem-solving, logi- in person, but rely heavily on the Mesh. Social software
cal analysis, and understanding. It includes memory and allows people to easily keep updated on what the people
recall. they know are doing, where they are and what they are
Coordination (COO) is skill at integrating the actions interested inby the minute.
of different parts of a morph to produce smooth, success- In game play, social networks are quite useful to
ful movements. It includes manual dexterity, fine motor characters. Their friends list is an essential resourcea
control, nimbleness, and balance. pool of people a character can use to poll for ideas, troll
Intuition (INT) is skill at following gut instincts and for news, listen to for the latest rumors, buy or sell gear
evaluating on the fly. It includes physical awareness, clev- from, hit up for expert advice, and even ask for favors
erness, and cunning. (see Reputation and Social Networks, p. 14).
Reflexes (REF) is the capacity to act quickly. It encom-
passes reaction time, gut-level response, and the ability Cred
to think fast. The Fall devastated the global economies and curren-
Savvy (SAV) is mental adaptability, social intuition, cies of the past, and in the years of reconsolidation that
and proficiency at interacting with others. It includes followed, the hypercorps and governments inaugurated
social awareness and manipulation. a new system-wide electronic monetary system. Called
Somatics (SOM) is skill at pushing a morph to the best credit, this currency is backed by all of the large capital-
of its physical ability, including the fundamental use of ist-oriented factions and is exchanged for goods and ser-
the morphs strength, endurance, and sustained position- vices as well as for other financial transactions. Credit is
ing and motion. mainly transferred electronically, though certified credit
Willpower (WIL) is self-control, a characters ability to chips are also common (and favored for their anonym-
command their own destiny. ity); hardcopy bills are used in some habitats.
10
Target Numbers particular test is harder or easier than normal, and to
what degree, and must apply appropriate modifiers as
As noted above, the target number for a d100 roll in described above. Any number of modifiers may be ap-
Eclipse Phase is usually the skill rating. Occasionally, how- plied, as the gamemaster deems appropriate, but the
ever, a different figure is used. In some cases, an aptitude cumulative modifiers may not exceed plus or minus 60.
score is used, making for a much harder test as aptitudes
usually fall well below 50. In others, the target number is
an aptitude rating x 2 or two aptitudes added together. In Twitch is attempting to use his Free Fall skill (with a 65
these cases, the test description notes what rating(s) to use. rating) to quickly move through a derelict habitat, while
something he does not want to encounter is chasing him.
When to Make Tests Though the habitat is large, its been abandoned for
The gamemaster decides when a character must make a some time, lacks air pressure, is exposed to vacuum, and
test. As a rule of thumb, tests are called for whenever a is cluttered with floating debris, making it a dangerous
character might fail at an action and when success or place to move through in the best of times. Therefore,
failure may have an effect on the ongoing story. Tests after looking at the Test Difficulty and Modifier Severity
EXAMPLE
are also called for whenever two or more characters tables, the gamemaster applies a Challenging Test Dif-
act in opposition to one another (for example, arm ficulty penalty of 20. It gets worse, however. Twitch has
wrestling or haggling over a price). It is not necessary to just entered a section of the habitat where major battles
make tests for everyday, run-of-the-mill activities, such occurred in the stations lost past, so the area is even
as getting dressed or checking your email (especially in more twisted and littered with junk. The gamemaster
Eclipse Phase, where so many activities are automatically raises th emodifier to 30. That means if Twitch is going
handled by the machines around you). Even an activity to successfully use his Free Fall skill to navigate this sec-
such as driving a car does not call for dice rolls as long tion and escape whatevers hunting himall the while
as you have a modicum of skill. A test might be necessary, avoiding slamming into a bulkhead or impaling himself
however, if you happen to be driving while bleeding to on a jagged piece of floating metalhes got to make a
death or are pursuing a gang of motorcycle-riding scav- d100 roll of 35 or less. Lets hope luck is with him today.
engers through the ruins of a devastated city.
Knowing when to call for tests and when to let the
roleplaying flow uninterrupted is a skill that every game- Criticals: Rolling Doubles
master must acquire. Sometimes it is better to simply Any time both dice come up with the same number00,
make a call without rolling dice in order to maintain the 11, 22, 33, 44 and so onyou have scored a critical suc-
pacing of the game. Likewise, in certain circumstances cess or critical failure, depending on whether your roll
the gamemaster may decide to make tests for a charac- also beats your target number. Double-zero (00) is always
ter in secret, without the player noticing. If an enemy is a critical success, whereas 99 is always a critical failure.
trying to sneak past a character on guard, for example, Rolling doubles means that a little something extra hap-
the gamemaster will alert the player that something is pened with the outcome of the test, either positive or
amiss if they ask the player to make a perception test. negative. Criticals have a specific application in combat
tests (see Step 5: Determine Outcome and Step 6: Modify
Difficulty and Modifiers Armor, p. 18), but for all other purposes the gamemaster de-
The measure of a tests difficulty is reflected in its modifi- cides what exactly went wrong or right in a specific situa-
ers. Modifiers are adjustments made to the target number tion. Criticals can be used to amplify a success or failure:
(not the roll), either raising or lowering it. A test of aver- you finish with a flourish or fail so spectacularly that you
age difficulty has no modifiers, whereas actions that are remain the butt of jokes for weeks to come. They can
easier have positive modifiers (raising also result in some sort of unexpected
the target number, making success secondary effect: you repair the device
more likely) and harder actions have test difficulty and improve its performance, or you
negative modifiers (lowering the target fail to shoot your enemy and hit an
number, making success less likely). Difficulty Level modifier innocent bystander. Alternatively, a
Other factors might also play a role Effortless +30 critical can give a boost to a follow-up
in a test, applying additional modifiers. action (or hinder one). For example,
Simple +20 you not only spot the clue, but you Quick-Start Rules
These factors include the environment,
equipment (or lack thereof) and the Easy +10 immediately suspect its a red herring;
characters health, among other things. Average +0 or you not only fail to strike the target,
The character might be using superior but your weapon breaks, leaving you
Difficult 10 defenseless. Gamemasters are encour-
tools, working in poor conditions, or
even wounded, for example. Each of Challenging 20 aged to be inventive with their use of
these factors must be taken into ac- criticals and choose results that create
Hard 30
count, applying additional modifiers comedy, drama or tension.
to the target number and affecting the
likelihood of success or failure. Defaulting: Un-
For simplicity, modifiers are ap- modifier severity trained Skill Use
plied in multiples of 10. The Test Certain tests may call for a charac-
severity modifier ter to use a skill they dont havea
Difficulty Table and Modifier Severity
Tables provide an easy reference for Minor +/ 10 process called defaulting. In this case,
modifiers based upon the situation. the character instead uses the rating
Moderate +/ 20
The gamemaster must determine if a of the aptitude linked to the skill in
Major +/ 30 question as the target number.
11
Not all skills may be defaulted on; some of them are so increase their chances by +10. Once theyve modified
complex or require such intensive training that an unskilled their target number to over 99, they are practically guar-
character cant hope to succeed. Skills that may not be de- anteed success, so the gamemaster can waive the dice roll
faulted on are noted in italics on the Character Record Sheets. and grant them an automatic success. The maximum +60
In rare cases, a gamemaster might allow a character to modifier rule still applies, so if a characters skill is under
default to another skill that also relates to a test. When 40 to start with, taking the time still may not guarantee a
allowed, defaulting to another skill incurs a 30 modifier. favorable outcome. Players may take the time even when
defaulting (p. 11).
Taking the time is a solid choice when time is not a factor
Toljek has just arrived at a Jovian Junta habitat, trying
for the character, as it eliminates the chance of rolling a
to hide in plain sight by walking through the front
critical failure and allows the player to skip needless dice
hatch as though he belongs there. However, they dont
rolling. For certain tests it may not be appropriate, however,
just let anyone inside. At another station or with other
if the gamemaster decides that no amount of extra time will
groups, the gamemaster might allow the player to use
increase the likelihood of success. In that case, the game-
his Persuasion or Deception Skill. However, because of
EXAMPLE
EXAMPLE
actor. This leading character is usually (but not always) the Though shes on a clock, shes got a pretty low Pro-
one with the highest applicable skill. The primary acting gramming skill and the gamemaster is going to pile on
character is the one who rolls the test, though they receive the modifiers for the difficulty of this Task Action Test. The
a +10 modifier for each additional character helping them GM has already told her itll take 10 minutes. She cant
out (up to the maximum +60 modifier). risk staying inside more than 20 minutes, as shes got
to leave room for the machine to finish and for her to
Types of Tests slide out, leaving the company none the wiser, before
her window closes. She spends an additional 5 minutes
There are two types of tests: Success and Opposed. (50 percent of the original 10 minutes for the task), for a
total of 15 minutes to receive an additional +10 modifier
Success Tests to her Programming Skill Test.
Success Tests are called for whenever a character is
acting without direct opposition. They are the standard
tests used to determine how well a character exercises a Margin of Success/Failure
particular skill or ability. At times, a character may not only need to succeed, but
Success Tests are handled exactly as described under kick ass and take names while doing it. This is usually
Making Tests, p. 10. The player rolls d100 against a target true of situations where the challenge is not only difficult
number equal to the characters skill +/ modifiers. If you but the action must be pulled off with a fair bit of finesse.
roll equal to or less than the target number, the test suc- Tests of this sort may call for a certain Margin of Success
ceeds, and the action is completed as desired. If you roll (MoS)an amount by which the character must roll under
higher than the target number, the test fails. the target number. For example, a character facing a target
number of 55 and an MoS of 20 must roll equal to or less
Trying Again than a 35 to succeed at the level called for by the situation.
If you fail, you can always try again. Each subsequent At other times, it may be important to know how
attempt at an action after a failure, however, incurs a badly a character fails, as determined by a Margin of
cumulative 10 modifier. That means the second try suf- Failure (MoF)the amount by which the character rolled
fers 10, the third 20, the fourth 30 and so on, up to over the target number. In this case, a test may note that
the maximum 60. a character that fails with a certain MoF may suffer ad-
ditional consequences for failing so dismally.
Taking the Time
EXAMPLE
Most skill tests are made for Automatic, Quick or Com- Srit makes the roll for her Programming Skill Test, d100
plex Actions (p. 17) and so are resolved within one Action against a target number of 30. With a result of 21, she
Turn (3 seconds). Tests made for Task actions (p. 17) take succeeds! Just in case its needed, she notes her MoS of 9.
longer.
Players may choose to take the time when their char-
acter undertakes an action, meaning they choose to take Opposed Tests
extra time to complete the test in order to raise the odds An Opposed Test is called for whenever a characters action
of success. For every minute of extra time they take, they may be directly opposed by another. Regardless of who
12
initiates the action, both characters must make a test in con-
test with each other, with the outcome favoring the winner.
Establishing a Connection
To make an Opposed Test, each character rolls d100 Intruding on a network requires the establishment of a data
against a target number equal to their skill +/ modifiers. connection to the target computer system. If the network is
If only one of the characters succeeds (rolls equal to or wireless, then a simple Network Intrusion Test is made. If the
less than their target number), that character has won. If network is a hardwired, the hacker must first physically jack
both succeed, the character that gets the highest dice roll into it by using a regular jacking port or somehow patch into
wins. If both characters fail, or they both succeed but it by tapping into a cable that is part of the networks data
roll the same number, a deadlock occursthe characters traffic, and then must make a Network Intrusion Test.
remain contested until one of them has another action
and either breaks away or makes another Opposed Test. Network Intrusion Test
Care must be taken when applying modifiers in an To hack a network, a player makes an Intrusion Test using
Opposed Test. Some modifiers affect both participants Infosec skill. The gamemaster applies a modifier based on
equally, and should be applied to both tests. If a modi- the difficulty of the network in question, using the Test
fier arises from one characters advantage in relation to Difficulty and Modifier Severity Tables (p. 11). For example,
the other, however, that modifier should only be applied trying to slip into a local detection system to find his client
to benefit the favored character; it should not also be list might only apply a 10 modifier, but attempting to hack
into a darkcast database to see who
applied as a negative modifier to the disadvantaged char-
acter (in order to avoid double jeopardy). made the latest illegal egocast could subversion
apply a 40 or even 50 modifier penalty.
difficulties
Kylor was a member of a pirate band working between the Subversion modifier Task
asteroid belt and the Jovian Junta habitats, raiding Scum Once in a network, a character may
longhaulers (one of their favorite pastimes). Despite his +30 See basic network status
attempt to obtain information, mess
deep and long relationship with the leader of the group, with the systems controlled by the net- +20 List logged-in users, running
Xtyl, when given the opportunity Kylor betrayed them all. work, or hijack the entire network. To applications
Xtyl is out of jail and has a new pirate band together. subvert the network, the intruder must +10 View data traffic
Kylors been hired to infiltrate this group and bring them succeed in a Subversion Success Test 00 Execute commands
down again. Even though hes re-sleeved from a skin to a made with the Interfacing Skill.
shell to help hide his identityhe never wore a synthetic 10 Change settings
The difficulty of the test depends on
morph around Xtylthe gamemaster determines that the severity of subversion the character 20 Scramble network
at their first meeting, Xtyl might still recognize Kylors wants to achieve (see Subversion Dif- 30 Shut down network
EXAMPLE
mannerisms. They lived, whored, and raided together for ficulties Table). For example, monitor- 40 Subvert network in minor ways,
almost a decade, after all. ing the traffic of a network is a rather boot out muse
Luckily for Kylor, hes rolling against his Disguise simple task (adding a positive modifier
skill, while Xtyl is rolling against her Intuition aptitude. 50 Subvert network in major ways,
to the test), but crashing or totally sub-
However, the gamemaster decides to throw a +20 bonus boot out shutter
verting a network (colloquially known
toward Xtyl she has a gut instinct that has gotten her as zombifying) is demanding and hard 60 Totally subvert network/zombify/
out of half a dozen situations where she shouldve died, to accomplish. turn it against its users
including Kylors betrayal. And she has a burning itch for
revenge against him, if she ever finds him.
Kylor rolls d100 against a target number of 70, with Scofas needs to drop the lights in a quarter of the
a result of 54. Xtyl rolls d100 against a target number of longhauler theyre currently on. Theyve been incognito
35 with a result of 23. Though they both succeeded, Kylor as vacworkers to repair the ancient vessel and theyre
rolled the higher number and so manages to dupe his nearing the spot where their ship has been hiding in wait.
former comrade. He is accepted into the fold. Its time to grab their target morph whos fleeing justice
from the inner system and hop ship. The team is ready,
now they just need Scofas to work his magic.
Opposed Tests and Margin of He first makes a Network Intrusion Test. Even on this
Success/Failure decrepit tub theyve got wireless, and so hes able to
In some cases, it may also be important to note a characters keep well hidden as he tries to mesh. Whats more, the Quick-Start Rules
margin of success or failure in an Opposed Test, as with a longhaulers battered state (why would anyone want
Success Test above. In this case, the MoS/MoF is still de- anything on this tub?) and the fact that theyve been on
EXAMPLE
termined by the difference between the characters roll and it for months keeping their heads down earns Scofas a
their target numberit is not calculated by the difference +20 modifier from the gamemaster for the test, giving
between their roll and the opposing characters roll. him a final target number of 80. He rolls a 21!
Next, its time to subvert the network. Scofas is only
supposed to try to turn off the light, but he goes for
Network intrusion broke to shut down the entire system in this section
of the ship. A 30 modifier for the shut down network
Often players will need to go beyond simply accessing
subversion attempt is applied to Scofas Infosec skill of
the mesh and instead hack into a secured area to find the
60, so hes rolling against a target number of 30.
information theyre hunting. Whether sneaking wirelessly
The controlling player of Scofas realizes that the chances
into a users ecto or breaking into a heavily monitored
of rolling 30 or less on d100 are pretty slim. Before the dice
hard network, the actual penetration of a networks de-
are rolled he has a change of heart and decides to spend
fenses is the true challenge facing an intruder.
a point of Moxie to guarantee a successful roll. The entire
mesh in that area goes silent and his team moves into action.
13
Reputation and Social Networks so you will see if they suddenly take a hit or become
popular. The seven most common networks are noted in
The reputation economy is one in which the material the Reputation Networks sidebar.
plenty created by micro-manufacturing and the longevity The characters in these quick-start rules begin with
granted by uploading and backups have removed consid- pre-defined rep scores, which may be raised or lowered
erations of supply versus scarcity from the economic equa- during game play according to your characters actions.
tion. However, material abundance hasnt eliminated the
value of certain goods and services. What if you need gene Using Networks and Rep
therapy on your morph to grow infrared sensing cells on In game terms, you take advantage of your connections
your face? How about someone to assassinate your ren- and personal cred every time you need a favor or service.
egade beta fork after she set off a hallucinogen grenade at A service is broadly defined as anything you try to get via
your gallery opening and kidnapped your boyfriend? You your social networks: information, aid, goods and so on.
call on your social network. If your network is sufficiently
deep and numerous, someone will help you out. The Networking Test
In the Inner System, the reputation economy doesnt If a character needs any commodity, the player simply
replace money for the exchange of goods and services, makes a Networking Test to determine if they can secure
but it does hold sway over the network of favors and what theyre looking for. The Networking Test is a Task Test
influence. Calling on contacts, getting information that requires 60 minutes; each additional try still requires 60
and making sure youre in the best place to see and minutes. How long it takes to receive the goods after they
be seen all involve calling on your social network. have been found (if they are a physical item that cannot be
found locally) is up to the discretion of the gamemaster.
Social Networks The Networking Test is based on the characters rep
Social networks represent the people you know, and the score level in a given network. For example, a character
people they know, and so on. In the always-online, fully- might have a 60 rep in the @-list, but only a 20 rep in
meshed universe of Eclipse Phase, this goes even further, en- Guanxi (see Reputation Networks sidebar). As usual, the
compassing all the people youve linked to via social mesh gamemaster applies a modifier from the Test Difficulty
networks, everyone who watches your blog/lifelog/updates, and Modifier Severity tables (p. 11) based on the difficulty
and everyone you interact with on various mesh forums. (or ease) of acquiring the commodity in question. A suc-
The exact uses for which you may exploit your social cess means the character has acquired the commodity.
networks are noted below. While in some cases, the A failure means the item in question (whether a person,
defining element is who you know and how good you information, product and so on) is not available to that
are at reaching out to them, in others the defining ele- character at the current time.
ment is how known you are. You might be connected to A player can try another Networking Test for the same com-
thousands of people, but if you dont have clout, your modity, but each attempt applies a 10 modifier. The player
efforts to make use of these connections are limited. This can only make four attempts for a particular commodity (up
is where reputation comes into play. to a maximum 30 modifier) in a single 24-hour period.
Gamemasters should use their discretion as to how
Reputation much roleplay interaction and Networking Tests are
Reputation is a measurement of your social currency. In included in using a social network. For normal goods,
the gift economies of the Outer System, social reputation straightforward information queries or small favors, dice
has effectively replaced money. Unlike credit, however, rolling or roleplaying may not be required. For major
reputation is far more stable. requests, interactions with contacts, and mission assis-
In Eclipse Phase, reputation scores are facilitated by tance, dice rolls and roleplay interaction with the social
online social networks. Almost everyone is a member of network contacts used should usually occur.
one or more of these reputation networks, and it is a The following are some examples of ways to use rep
trivial matter to ping the current rep score and history score and networking, based upon modifiers from the
of someone you are dealing withyour muse often does Test Difficulty tables.
this automatically, marking an entoptic rep score badge
on anyone with whom you interact, updated in real time, Vijay needs some backup on a solo mission. Hell be
planting some nanoscale recording devices in a hy-
reputation networks percorp bio-experimentation facility. Sneaking the tiny
robots inside will take all of his concentration, so he asks
network description Blythe, anarchist hacker in his @-Rep social network, to
act as his lookout throughout the mission. Briefing, doing
The @-list The Circle-A list for anarchists, argonauts and scum, noted as @-Rep.
the job, and cleaning up will take the better part of a
CivicNet Used by the Planetary Consortium and hypercorps, referred to as c-Rep.
EXAMPLE
14
acquire services Action and Combat
Game play in Eclipse Phase is broken down into intervals
Modifier Service called Action Turns. Each Action Turn is 3 seconds in
Simple Favor: Perform services for 15 minutes. Move length (meaning there are 20 Action Turns per minute).
a chair. Browbeat someone. Give someone a ride. The order in which characters act during a turn is deter-
+20 mined by an Initiative Test (see Initiative, p. 16). Each char-
Research someone online. Lend 50 credits. Other
Trivial cost services. acter is limited in the amount of actions they can take in
a turn, as determined by their Speed stat (see Speed, p. 16).
Average Favor: Perform services for an hour. Help
+0
someone move to a new cubicle. Rough someone up.
Lend a vehicle. Provide an alibi. Healing vat rental.
Action turns
Action Turns are meant to be used for combat and other
Minor hacking assistance. Basic legal or police as- situations where timing and the order in which people
sistance. Lend 250 credits. Other Low cost services. act is important. If it is not necessary to keep track of
Difficult Favor: Perform services for a day. Help whos doing what so minutely, you can drop out of
someone move to a habitat in the same cluster. Seri- Action Turns and return to regular freeform game time.
ous beatings. Lookouts. Short-distance egocast. Short Each Action Turn is broken down into distinct stages:
-10 shuttle trip (under 50,000 km). Minor psychosurgery.
Uploading. Reservations at the best restaurant ever. Step 1: Roll Initiative
At the beginning of every Action Turn, each character in-
Major legal representation or police favors. Lend
volved in the scene rolls Initiative to determine the order
1,000 credits. Other Moderate cost services.
in which each acts. For more details, see Initiative, p. 16.
Challenging Favor: Perform services for a month.
Move a body. Homicide. Pilot a getaway shuttle. Step 2: Begin First Action Phase
Industrial sabotage. Large-volume shipping contract Once Initiative is rolled, the first Action Phase begins.
-20 on bulk freighter. Medium-distance egocast. Mid- Everyone gets to act in the first Action Phase (since ev-
range shuttle trip (50,000150,000 km). Moderate eryone has a minimum Speed of 1), unless they happen to
psychosurgery. Resleeving. Get out of jail free. Lend be unconscious/dead/disabled, starting with the character
5,000 credits. Other High cost services. with the highest successful Initiative roll.
15
A character who has delayed their action may inter-
rupt another character at any point during this step. That In the first turn of combat, the Initiative order is Cami,
interrupting character must complete this step in full, Bob and then Adam. However, after Cami takes an action,
then the action returns to the interrupted character to the opponent NPC takes an action and wounds Bobs
EXAMPLE
finish the rest of their step. character, dropping his Initiative by 10 from 79 to 69.
This result means that after the NPC finishes his action,
Step 4: Rotate and Repeat instead of Bobs character taking his actions, Adams
Once the character has resolved their actions for that character takes his actions first, and then Bobs character
phase, the next character in the Initiative order gets to go, finishes up the Action Phase with his actions.
running through Step 3 for themselves.
If every character has completed their actions for that
phase, return to Step 2 and go to the second Action Phase. Initiative and Moxie
Every character with a Speed of 2 or more gets to go up A character may spend a point of Moxie to go first in an
through Step 3 again, in the same Initiative order. Once the Action Phase, regardless of their Initiative roll (see Moxie,
second Action Phase is completed, return to Step 2 for the p. 9). If more than one character chooses this option, then
third Action Phase, where every character with a Speed of order is determined as normal first among those who
3 or more gets to go for a third time. Finally, after everyone spent Moxie, followed by those who didnt.
eligible to go in the third Action Phase has gone, return
to Step 2 for a fourth and last Action Phase, where every Speed
character with a Speed of 4 can act for one final time. Speed determines how many times a character can act
At the end of the fourth Action Phase, return to Step 1 during an Action Turn. Every character starts with a default
and roll Initiative for the next Action Turn. Speed stat of 1, meaning they can act in the first Action
Phase of the turn only. Certain morphs, implants, drugs and
Initiative other factors may increase their Speed to 2, 3 or even 4 (the
Timing in an Action Turn can be criticalit may mean maximum), allowing them to act in further Action Phases
life or death for a character who needs to get behind as well. For example, a character with Speed 2 can act in
cover before an opponent draws and fires his gun. The the first and second Action Phases, and a character with
process of rolling Initiative determines if a character acts Speed 3 can act in the first through third Action Phases. A
before or after another character. character with Speed 4 is able to act in every Action Phase.
This represents the characters enhanced reflexes and neu-
Initiative Order rology, allowing them to think and act much faster than
A characters Initiative stat is equal to their Intuition + non-enhanced characters. As with Initiative, for these quick-
Reflexes aptitudes x 2, or: (INT + REF) x 2. This score start rules, such modifiers are automatically reflected in a
may be further modified by morph type, implants, drugs characters Initiative stat as noted on the record sheet.
or wounds; for these quick-start rules, such modifiers If a characters Speed does not allow them to act
are automatically reflected in the applicable characters during an Action Phase, they can initiate no actions
Initiative stat as noted on the record sheet. during that pass. Such characters may still defend
In the first step of each Action Turn, every character themselves, and any automatic actions remain on (see
makes an Initiative Test, rolling d100 and adding their Automatic Actions, p. 17). Any movement the character ini-
Initiative stat. Whomever rolls highest goes first, followed tiated is considered still underway even during the Action
by the other characters in descending order, highest to Phases in which they do not participate (see Movement,
lowest. In the event of a tie, characters go simultaneously. below).
16
walking, 20 meters per turn running. That breaks down to hoping to interrupt someone elses action, or may simply
1 meter walking per Action Phase, 5 meters running. Move- be undecided about what to do. In this case, you may opt
ment such as swimming or crawling benchmarks at about to delay your action.
1 meter per Action Turn, or 0.25 meters per Action Phase. When you delay your action, youre putting yourself
If the player spends a Complex Action, their character on standby. At some later point in that Action Phase, you
can sprint up to 30 meters per turn. can announce that you are now taking your actioneven
Vehicles, robots, creatures and unusual morphs have if you interrupt another characters action. In this case,
individual movement rates listed in the format of walk- all other activity is put on hold until your action is re-
ing rate/running rate in meters per turn. solved. Once your action has taken place, the Initiative
order continues where you interrupted.
Types of Actions You may delay your action into the next Action Phase,
The types of actions a character may take in an Action or even the next Action Turn, but if you do not take it by
Turn are Automatic, Quick, Complex and Task actions. the time your next action comes around in the Initiative
order, then you lose it. Additionally, if you do delay your
Automatic Actions action into another phase or turn, then once you take it
Automatic Actions are always on and require no effort you lose any action you might have in that Action Phase.
from the character, assuming the character is conscious.
Examples: basic perception. In an Action Turn, the Initiative order is Bob, Cami and
then Adam. However, Bobs character is a dozen meters
Quick Actions back from the main scene of the combat, having just
Quick Actions are simple and easy; they can be done fast turned the corner in the habitat when Cami and Adams
and can be multi-tasked. The gamemaster determines characters were ambushed. Additionally, the line of sight
how many Quick Actions a character may take in a turn. from Bobs character to the opponent NPC is blocked at
Examples: talking, switching a safety, activating an this point. So he decides to delay his action to see how
implant, standing up. the scene unfolds.
Camis character takes her action and steps to the
EXAMPLE
Complex Actions side as she fires her weapon. According to the Initia-
Complex Actions require dedicated concentration or tive order, its now time for the NPC to take his action.
effort. The number of Complex Actions a character may However, since Cami moved aside, Bobs character now
take per turn is determined by their Speed stat (see Speed has line of sight, so he immediately interrupts the order
(SPD), p. 9). of action and takes a shot. The shot hits and wounds
Examples: attacking, shooting, acrobatics, disarming a the NPC. After Bobs characters action is finished, Ini-
bomb, detailed examination. tiative would normally have returned to the NPC, but
the wound dropped that NPCs Initiative below that of
Task Actions Adams character. This means Adams character takes
Task actions are any action that requires longer than 1 his action first and then finally the NPC ends that Action
Action Turn to complete. Each Task Action has a time- Phase by taking their turn.
frame, usually listed in the task description or otherwise
determined by the gamemaster. The timeframe deter-
mines how long the task takes to complete, though this
may be reduced by 10 percent for every 10 full points of
Combat
Sometimes words fail, and thats when the knives and
MoS the character scores on the test (see Margin of Suc-
guns come out. All combat in Eclipse Phase is conducted
cess/Failure, p. 12). If a character fails on a Task Action test
using the same basic mechanics, whether its conducted
roll, they work on the task for a minimum period equal
with claws, fists, guns or other weapons: an Opposed
to 10 percent of the timeframe for each 10 full points of
MoF before realizing its a failure. Test between the attacker and defender(s).
For Task Actions with timeframes of 1 day or longer, it
is assumed that the character only works 8 hours per day. Resolving Combat
A character that works more hours per day may reduce the Use the following sequence of steps to determine the
time accordingly. Characters working on Task Actions may outcome of an attack. Quick-Start Rules
also interrupt their work to do something else, picking up
where they left off, unless the gamemaster rules that the Step 1: Declare Attack
action requires continuous and uninterrupted attention. The attacker initiates by taking a Complex Action to
Similar to taking the time (p. 38), a character may rush attack on their turn during an Action Phase. The skill
the job on a Task Action, taking a penalty on the test in employed depends on the method used to attack. If the
order to decrease the timeframe. The character must de- character lacks the appropriate Combat skill, they must
clare they are rushing the job before they roll the test. For default to the appropriate linked aptitude.
every 10 percent they reduce the timeframe, they incur a
10 modifier on the test (to a maximum reduction of 60 Step 2: Declare Defense
percent and a maximum modifier of 60). Once the attack is declared, the defender chooses how
to respond. Defense is always considered an Automatic
Delayed Actions Action unless the defender is somehow incapacitated and
When its your turn to go during an Action Phase, you incapable of self-defense.
may decide youre not ready to act yet. You may be Melee: A character defending against melee attacks
awaiting the outcome of another characters actions, uses their Fray skill, representing dodging (a character
lacking this skill may default to Reflexes).
17
Ranged: Against ranged attacks, a defending character
may only use half their Fray skill (round down).
Firing Modes and Rate of Fire
Full Defense: Characters who have taken a Complex Every ranged weapon in Eclipse Phase comes with one or
Action to go on full defense (p. 19) receive a +30 modifier more firing modes that determine their rate of fire. These
to their defensive roll. firing modes are described in detail below; for these
quick-start rules, each weapon on a characters record
Step 3: Apply Modifiers sheet notes which rate of fire applies.
Any appropriate modifiers are now applied to the at-
tackers and defenders skills. See the Combat Modifiers Single Shot (SS)
Table (p. 19) for common situational modifiers. May only be fired once per Complex Action.
Crashing
Combat Factors and Bots and vehicles that suffer wounds during combat may
be forced to make a Pilot Test to avoid crashing or may
Complications crash automatically. The exact circumstances of a crash are
left up to the gamemaster, as best fits the storythe bot
Combat isnt quite as simple as deciding if you hit or
miss. Weapons, armor and numerous other factors may may simply skid to a stop, plow into a tree and fall from
affect an attacks outcome. the sky, smash clear through the side of a building, or hit
18
combat modifiers
general modifier Visibility impaired Defender has moderate cover 20
20
Character using off-hand 20 (major: heavy smoke, dark) Defender has major cover 30
Character wounded 10 per wound Blind attack 30 Defender prone and far
10
Character has superior position +20 (10+ meters)
Touch-only attack +20 Melee Combat (Attacker) Modifier Defender hidden 60
Called shot 30 Attacker charging +20 Aimed shot (quick) +10
Small target (child-sized) 10 Aimed shot (complex) +30
Very small target (mouse or insect- Melee Combat (Defender) Modifier Multiple targets in same 20 per
30 Action Phase additional target
sized) Receiving a charge +20
Large target (car-sized) +10 Indirect Fire 30
Very large target Ranged Combat (Attacker) Modifier Point-blank range (2 meters or less) +10
+30
(side of a barn) Attacker behind cover 10 Short range
Visibility impaired Attacker running 20 Medium range 10
10
(minor: light smoke, dim light) Attacker in melee combat 30 Long range 20
Defender has minor cover 10 Extreme range 30
an obstruction, soar through the air, flip over and land on armor units is cumbersome and annoying. Apply a 20
a group of bystanders. Bots and vehicles that strike other modifier to a characters actions for each additional
objects when they crash typically take further damage from armor layer worn.
the collision (up to the gamemasters discretion). Items specifically noted as armor accessorieshelmets,
shields, etc.do not inflict the layered armor penalty;
Full Defense instead, they simply add their armor bonus. The armor
If youre expecting to come under fire, you can expend a inherent to a synthetic morph or bots frame likewise
Complex Action to go on full defense. This represents the does not constitute a layer of armor.
fact that youre expending all your energy to dodge, duck,
ward off attacks and otherwise get the hell out of the way
until your next Action Phase. During this time, you receive Physical Health
a +30 modifier to defend against all incoming attacks. Two methods are used to gauge a characters physical
Characters on full defense may use Freerunning (if health: damage points and wounds.
they posses it) rather than their Fray skill to dodge at-
tacks, representing the gymnastic movements they are Damage Points
making to avoid being hit. Any physical harm that befalls your character is mea-
sured in damage points. These points are cumulative,
Armor and are recorded on your Character Record Sheet. Any
As noted in Step 7: Determine Damage (p. 18), the armor source of harm that inflicts a large amount of damage
rating reduces the damage points of the attack. points at once, however, is likely to have a more severe
effect (see Wounds, p. 20).
Energy vs. Kinetic Ratings
Each type of armor has two ratingsEnergy and Ki- Damage Types
neticrepresenting the protection it applies against these Physical damage comes in two forms: Energy and Kinetic.
respective types of attack. These ratings are listed in the The weapons listed on the Character Record Sheetsas
format of Energy armor/Kinetic armor. For example, well as the NPCs in the adventurein these quick-start
an item with a listed armor rating of 5/10 provides 5 rules use generic names to easily identify their type, such
points of armor against energy-based attacks and 10 as Kinetic Pistol. The only exception are the Agonizer Quick-Start Rules
points of armor against kinetic attacks. Pistol, which is an energy weapon, and the Shredder,
Energy damage includes damage caused by beam which is a kinetic weapon.
weapons (laser, plasma, etc.) as well as fire.
Kinetic damage is the transfer of energy when an Durability and Health
object in motion (a fist, knife, club or bullet, for example) Your characters physical health is measured by their
hits another object (the target). Durability stat. For characters sleeved in biomorphs,
this figure represents the point at which accumulated
Armor Penetration damage points overwhelm the character and they fall
Some weapons have an Armor Penetration (AP) rating. This unconscious. Once your character has accumulated
represents the attacks ability to pierce protective layers. The damage points equal to or exceeding their Durability stat,
AP rating reduces the value of armor used to defend against they immediately collapse from exhaustion and physical
the attack (see Step 6: Modify Armor, p. 18). abuse. They remain unconscious and may not be revived
until their damage points are reduced below their Dura-
Layered Armor bility, either from medical care or natural healing.
If two or more types of armor are worn, the armor If your character is morphed in a synthetic shell, Du-
ratings are added together. However, wearing multiple rability represents the shells structural integrity. Your
19
character becomes physically disabled when their accu-
mulated damage points reach the characters Durability.
Wounds
Though the morphs computer systems are likely still Any time your character sustains damage, compare the
functioning and your character can still mesh, the morph amount inflicted (after it has been reduced by armor) to
is broken and immobile until repaired. your characters Wound Threshold. If the modified DV
Death: An extreme accumulation of damage points can equals or exceeds the Wound Threshold, your character
threaten your characters life. If the damage reaches your has suffered a wound. If the inflicted damage is double
characters Durability x 1.5 (for biomorphs) or Durabil- the Wound Threshold, your character suffers 2 wounds;
ity x 2 (for synthetic morphs), their body dies. Synthetic if triple the Wound Threshold, 3 wounds; and so on.
morphs that reach this state are destroyed beyond repair. Wounds are cumulative and must be marked on the
Character Record Sheet.
Damage Value
Weapons (and other sources of injury) in Eclipse Phase Wound Effects
have a listed Damage Value (DV)the base amount of Each wound applies a cumulative 10 modifier to all
damage points the weapon inflicts. This is presented as of the characters actions. A character with 3 wounds, for
a variable amount, in the form of a die roll; for example, example, suffers 30 to all actions.
3d10. In this case, you roll three ten-sided dice and add Knockdown: Any time a character takes a wound, they
up the results (counting 0 as 10). Sometimes the DV will must make an immediate SOM x 3 Test. Wound modi-
be presented as a dice roll plus modifier; for example, fiers apply. If they fail, they are knocked down, and must
2d10 + 5. In this case you roll two ten-sided dice, add expend a Quick Action to get back up. Bots and vehicles
them together and then add 5 to get the result. must make a Pilot Test to avoid crashing.
When damage is inflicted on a character, determine the Unconsciousness: Any time a character takes 2 or
DV (roll the dice) and subtract the modified armor value, more wounds at once (from the same attack), they must
as noted under Step 7: Determine Damage (p. 18). also make an immediate SOM x 3 Test; wound modifiers
While scavenging through the wreckage of a fallen colony on the kinetic rifle that was fired at him. Hes got a final target
Mars, Adams character is attacked. Adam and the gamemaster number of 49.
roll Initiative and begin to resolve combat. The gamemaster adds up the NPCs numbers. He starts with
Adams character has the highest Initiative and so goes a 27 (half the characters Fray skill), and then decides to add
first. Since hes feeling a little exposed in his current position 10 since the character is not paying as much attention to the
and doesnt know the location of all the attackers, he spends a situation as he should, resulting in a final target number of 17.
Complex Action and goes on full defense. Adam and the gamemaster roll d100. The gamemaster rolls
Next, the first opponent NPC attacks Adams character. First a 78, while Adam rolls a 65. The NPC failed, but so did Adam
Adam adds up his numbers. Because its a ranged attack, he (even if Adam spent a point of Moxie to flip the roll from 65 to
uses half his Fray skill, rounding down, which gives him a 22. 56, he still failed), and so the shot missed. Its the same 49 for
Because he spent a Complex Action to go on full defense, he can the second shot. However, despite the speed of the situation,
add a +30 modifier, giving him a 52. He then determines if any the gamemaster decides to remove the 10 for distraction as
Combat Modifiers apply for his character. He looks at the General a missed laser shot near the NPC has brought the man back to
Modifiers section of the Combat Modifiers Table and asks the his senses, leaving him with a final target number of 27.
gamemaster if hes got a superior position to the guy attacking. Again, Adam and the gamemaster roll d100. The game-
The gamemaster decides thats the case and allows Adam to add master rolls a 43, while Adam rolls a 33! Not only a hit, but a
a +20 modifier, giving him a final modified target number of 72. critical hit! Now the gamemaster looks at his notes and sees
Next the gamemaster adds up the numbers for the NPC. that the NPC is wearing armored clothing. Normally that would
EXAMPLE
EXAMPLE
Hes firing a kinetic weapon, and so uses his Kinetic Weapon provide an Armor Value of 2 for an energy weapon attack, and
skill of 52. Theres dim light on the battlefield, which applies a Adams pulser gun doesnt have an Armor Penetration rating.
10 modifier. The attacker is also behind cover, which applies However, Adams critical success roll allows him to bypass the
another 10 modifier. Finally, the range is long, applying a 20 opponents armor.
modifier, resulting in a final target number of 12. Adam now determines the Damage Value. Checking his
Adam and the gamemaster roll d100. The gamemaster rolls sheet again, he notes the Damage Value of the pulse laser gun
a 32, while Adam rolls a 33. Not only did Adam succeed and is 2d10. He rolls for a result of 6 and 7, which gives him a final
the NPC miss, but Adam rolled a critical success. The game- Damage Value of 13.
master decides that means the gun jams and then backfires, The gamemaster notes that value down; the NPCs Durabil-
exploding in the NPCs face. The gamemaster has the man ity is 31, and the gamemaster already gave him 5 points of
stand up in shock, screaming, holding his face. damage for the backfired weapon. Only 15 more points and
In the next Action Turn, Adam once again goes first. This the NPC will fall unconscious. However, the gamemaster notes
time he knows exactly where at least one of the attackers is that the NPCs Wound Threshold is 6. With a Damage Value of
and decides to take the shot with his laser pulser. He looks on 13, that means the NPC sustained 2 wounds! The gamemaster
his character sheet and notes that the pulser only has an SA notes that hell need to apply a 20 modifier to any future ac-
(semi-automatic) rate of fire, and so he decides to make two tions made by the NPC, and he also must make an immediate
shots as part of the same Complex Action. He quickly runs his Knockdown and Unconsciousness Test.
numbers: 59 for his Beam Weapon skill and 10 for medium Adam lets the gamemaster know the rule: dont mess with
range; not only does he have implants that ignore the dim Adam!
lighting condition, but his pulser gun has a longer range than
20
again apply. If they fail, they have been knocked uncon- Trauma modifiers apply. If they fail, they are temporar-
scious. Bots and vehicles that take 2 or more wounds at ily stunned and disoriented, and must expend a Quick
once automatically crash (see Crashing, p. 18). Action to regain their wits.
Bleeding: Any biomorph character who has suffered Derangements: Any time a character is hit with a
a wound and who takes damage that exceeds their Du- trauma, they suffer a temporary derangement (see De-
rability is in danger of bleeding to death. They incur 1 rangements, below). If a character is hit with multiple
additional damage point per Action Turn (20 per minute) traumas, the gamemaster can decide to assign additional
until they receive medical care or die. derangements, or increase the severity of one already
inflicted on the character.
EXAMPLE
The Lucidity stat benchmarks your characters mental Lucidity is only 20. If he gets 3 more points, hes going
stability. If your character builds up an amount of stress to lose his mind. Literally.
points equal to or greater than their Lucidity score, your Additionally, the stress points equal more than twice
characters ego immediately suffers a mental breakdown. his Trauma Threshold of 4, so Adams character receives
The character effectively goes into shock and remains in 2 traumas. This means a 20 modifier is now applied to
a catatonic state until their stress points are reduced to a all the characters actionswhich is cumulative with
level below their Lucidity stat. any wounds the character might haveand Adam has
Extreme amounts of built-up stress points can perma- to make an immediate WIL x 3 Test for disorientation.
nently damage your characters sanity. If accumulated Finally, Adams character has suffered 2 derangements.
stress points reach your characters Lucidity x 2, your After a quick discussion with Adam, the gamemaster
characters ego undergoes a permanent meltdown. The and he agree that his character will blank out for d10
characters mind is lost, and no amount of psych help or seconds any time someone mentions nanoswarms, and
rest will ever bring it back. then get the shakes for another 1d10 minutes after he
returns from this state.
Stress Value Time for Adams character to find some psychiat-
Any source capable of inflicting cognitive stress is given ric help and perhaps not taunt the gamemaster
a Stress Value (SV). This indicates the amount of stress next time!
points the attack or experience inflicts on a character.
Like DV, SV is often presented as a variable amount, such
as 1d10, or sometimes with a modifier, such as 1d10 + 5. Derangements
Simply roll the dice and total the amounts to determine Derangements are temporary mental conditions that result
the stress points inflicted in that instance. from traumas, such as mood swings, nausea, anxiety, hal-
lucinations and so on. The gamemaster and player should
Trauma cooperate in choosing which derangement to apply, as
Traumas represent severe mental shocks, a crumbling appropriate to the scenario and the characters personality.
of personality/self, delirium, paradigm shifts and other Derangements last for d10 2 hours (round down), or Quick-Start Rules
serious cognitive malfunctions. If your character receives until the character receives psychiatric help, whichever
a number of stress points at once that equals or exceeds comes first. At the gamemasters discretion, a derange-
their Trauma Threshold, they have suffered a trauma. If ment may last longer if the character has not been dis-
the inflicted stress points are double or triple the Trauma tanced from the source of the stress, or if they remain
Threshold, they suffer 2 or 3 traumas, respectively, and embroiled in other stress-inducing situations.
so on. Traumas are cumulative and must be recorded on Derangement effects are meant to be roleplayed. The
your Character Record Sheet player should incorporate the derangement into their char-
acters words and actions. If the gamemaster doesnt feel
Trauma Effects the player is stressing the effects enough, they can empha-
Each trauma applies a cumulative 10 modifier to all size them. A gamemaster may also call for additional modi-
of the characters actions. A character with 2 traumas, fiers or tests for certain actions, if they seem appropriate.
for example, suffers a 20 modifier to all actions. These For these quick-start rules, the adventure will note spe-
modifiers are also cumulative with wound modifiers. cific instances when the characters may run into a situa-
Disorientation: Any time a character is inflicted with tion where a derangement may occur, as well as what the
a trauma, they must make an immediate WIL x 3 Test. derangement is and its effects in the game.
21
Welcome to Firewall
[Incoming Message Received. Source: Unknown] through careless actions. Some arise from our own claimed territory. Though some may be aware
[Quantum Analysis: No Interception Detected] creations turned against us, as the TITANs proved. of our existence, we bypass numerous legal and
[Decryption Complete] Other risks may come from alien intelligences jurisdictional hurdles that might otherwise hamper
Greetings, whose motivations we cannot yet fathom, and of our actions and goals. Second, our mission some-
Your references and background have been whom we may not even be aware. Still others may times brings to light information that is not only
triple-checked and confirmed, and you are now threaten us by sheer chance and the mindless but dangerous in the wrong hands, but might even
vetted as a sentinel operative. Welcome to Fire- deadly cause-and-effect of a universe in which we trigger widespread panic if made public. In some
wall, friend. are but an insignificant speck. cases, the very existence of such knowledge could
For those new to our private network, Firewall Firewall exists to identify, analyze, and counter be problematic. By retaining secrecy and operating
is an organization dedicated to protecting trans- these risks. We are all volunteers. We are all on a need-to-know basis, we automatically counter
humanity from threatsboth internal and exter- placing our own lives at risk in order to ensure the certain risks.
nalto our continued existence as a species. The survival of transhumanity. Firewall is a decentralized, peer-to-peer network.
Fall may have reminded us that our ability to sur- Firewall has existed, under other names and We have minimal hierarchy and we answer to no
vive and prosper is not guaranteed, but our kind guises, since before the Fall. Numerous agencies one but ourselves. Our node structure enables us to
has a remarkably short attention span. Despite with a similar agenda banded together in the wake share resources and talents without sacrificing the
our achievement of functional near-immortality, of those cataclysmic events to assess our situation privacy and security of our operatives.
we continue to face numerous dangers that may and prepare for the worst. Now we operate under You have been recruited because of your
contribute to our extinction. Some of these risks a single umbrella. knowledge, assets or skills, and/or because you
come from our own factionalism and divisiveness, We are a private network for two reasons. First, have come into contact with certain restricted data.
combined with universally available technology our existence and operational abilities are protect- You have proven your willingness to support our
that could cause widespread destruction and untold ed by our secrecy. The less our opposition knows goals. Our lives and existenceand the future of
deaths in the wrong hands. Some stem from our about us, the more effectively we can counter transhumanitymay rest in your hands.
short-sightedness, failing to see the dangers in them. Similarly, certain authorities might be hostile So heres to the futuremay we all live to see it.
which we place ourselves and our environments to an organization such as ours operating in their [End Message] [This Message Has Self-Erased]
22
nMISSION: MIND THE WMDnMISSION: MIND THE WMDnMISSION: MIND THE WMDnnMISSION: MIND T
23
Face-to-Face Bribes/Threats
Option one is for the characters to simply start asking
Tweaks
If the characters are having a hard time tracking down
around. This can go well or poorly, depending on whom
the dealer, give them a break by having one of the dealers
they approach and how they deal with them. The game-
contacts approach the character with the highest g-rep.
master must determine how well this tactic works, depend-
She is looking for buyers, after all.
ing on how the characters go about it. For example, if the
If the gamemaster wants to spruce up this scene, make
characters use their knowledge and perceptive skills to find
digging up the dirt a bit harder. Perhaps Gray Xu already
someone who seems to be of the criminal persuasion and
has a potential buyer lined up, and neither party is ex-
discreetly offer that person a bribe for the information they
cited about having someone nosing around in their busi-
need, theyre off to a good start. If they just pick someone
ness. In this case, the characters might get an unfriendly
at random and start making threats, not so much.
visit from some of Xus enforcers (if they come out on
Ultimately, this method relies on successful use of skills
top, this could give them the break they need).
such as Persuasion, Protocol or Intimidation, perhaps
bolstered by credits or realistic threats. It is also a good
way for the characters to meet some NPCs.
Scene 2: Deals Gone Bad
Using Rep Now that the characters have located their quarry, the
Option two is for the characters to rely on their social net- real action begins. This scene explodes with danger
works and reputation. This type of negotiation is typically quicklyand ends with a bang.
handled via the Mesh, as the character queries their buddy
lists and friends-of-friends, relying on their reputation score The Meet
to induce someones help. This requires a test using an ap- Gray Xus ship is much smaller than the Scum barge,
propriate rep scorein this case, either g-Rep or @-Rep. but still sizable. A refitted ore freighter, it features more
than a dozen separate compartments in addition to its
The Details ample-size storage bay. The ship is tethered to one of the
Each successful roll should get the player characters a little barges aft docking stations, meaning that the ship and
closer to the information they need. First they should find the barge in this area have zero gravity. Characters who
out that there is indeed an arms dealer on the ship who is want to move around normally in zero-G should have no
taking bids on some sort of impressive weapons technol- problem, but anyone that wants to try something tricky
ogy. The details on the actual weaponry remain sketchy, but or fancy will have to make a Freefall Test.
the characters should discover that the dealer is known as
Gray Xu, a broker loosely affiliated with the Night Cartel. The Dealers Security
Further research will indicate that several parties have ex- Gray Xu is relying on four well-armed enforcers to
pressed interest in the goods, but no one is saying who. provide ample protection. Two slitheroids (snake-like
robotic morphs) guard the airlock, greeting the charac-
Arranging a Buy ters with a thorough scan and search when they arrive,
If the characters dig a little more, they will be able to and confiscating any non-implanted weaponry. Two neo-
arrange their own meeting with Gray Xu, which is the hominids (uplifted gorillas) then escort the characters
easiest way for them to analyze the threat level posed into the ship, down to the hold where Gray Xu waits.
by what shes selling. The meeting is slated to take place These neo-hominids are graceful in zero-G, but they are
aboard Gray Xus private spacecraft, which is currently incomplete uplifts incapable of human speech.
docked with the Scum barge.
25
now loose, is nearly unstoppable. It is spreading rapidly, Once Firewall becomes aware that a nanoswarm threat
and poses a great danger to everyone on the ship. In fact, is loose inside the ship, it will immediately implement an
if the swarm is not somehow contained on the ship, it emergency plan to eliminate the danger. Unfortunately
could threaten the entire barge. And its coming their for the characters, this means that another Firewall agent
way. All characters viewing the nanoswarm must make placed on board another ship in the swarm will target
a WIL x 3 Test or suffer 1d10 2 (round down) stress. Xus ship with a missile. If Firewall is feeling nice, it may
If any character comes into contact with the nano- give the characters 20 or 30 seconds warning to get to an
swarm, they immediately suffer 1d10 damage (armor airlock. Otherwise, the only warning the characters may
does not protect against it) as well as 1d10 stress as have is from the ships AI, as it broadcasts an alert of an
they realize they have been infected (derangements that incoming missile impact. Despite the AIs attempt to ma-
result might include anxiety, nausea or fixation on the neuver away, the missile will strike and obliterate the ship.
infected part of their body). At the end of each Action
Turn after that, they will suffer additional damage,
starting at 1d10 + 2, and increasing by +2 each addi- Scene 3: Get Your Ass to Mars
tional round, until dead. Their last moments are likely Whether they survived or died, the characters mission is
to be horrifying and painful. not yet complete. Firewall has traced Gray Xus previous
activities and believes they may know where she acquired
Saving the Barge the TITAN nanoswarm, and so the characters are sent to
As members of Firewall, the characters duty is to con- Elysium on Mars.
tain this threat and protect the barge. To this end, they
need to seal the ship, though that is only a temporary Resleeving
measure. A far safer one would be to cast it free from Any character that died in the previous part of the mis-
the barge entirely. sion is resurrected on Mars. If their cortical stack was re-
There are several ways the characters can go about trieved (i.e., their body was not lost or totally destroyed),
the first part. One is to get past the attackerseither by they are downloaded from that. In this case, however,
taking a separate exit from the hold and sneaking past they remember their moment of death. Such characters
any others roaming the ship, or by overcoming them suffer 1d10 + 3 stress (resulting derangements likely
and manually seal the airlock. Another is to hack the include phobias or detachment, or somehow relate to
ships network and instruct it to seal the airlock. the manner of death). Characters who were killed (or
Moving the ship away from the barge is more diffi- already dead) when the missile struck the barge have
cult. Even if a character manages to make it to the ships a slight chance of having their cortical stack recovered
bridge, the ships onboard AI will not allow an unauthor- from the wreckage; they must roll less than 20 on d100,
ized person to pilot the ship. The characters only choice or permanently burn 1 point of Moxie.
is to hack the controlsor somehow force Gray Xu to If their cortical stack was not retrieved, they must be
make the order. Hacking the ship requires a Network restored from a previous archived backup. In this case,
Intrusion Test at 30 to infiltrate the system, and then a they undergo a slight loss of continuity (part of their life
Subversion Test, with a modifier based upon the type of is missing), and so suffer 1d10 2 (round down) stress.
commands the players wish to send (as determined by The character will not remember the previous part of the
the gamemaster). mission or their death, and so Firewall will have to bring
If any of these attempts fail, Gray Xu might order the them up to speed on what happened.
ship to seal itself off, decouple and move away from the Characters who survived the previous part of the mis-
barge, either as a last act of altruism or simply to isolate sion fare better, but they must still have their ego upload-
her attackers. ed and transmitted to Mars, where they are downloaded
and re-sleeved in a new morph.
Friendly Fire All of the characters wake up in a new body, provided
At some point, the characters are likely to report their for free courtesy of Firewall, in a re-sleeving facility in
situation back to Firewall. If they dont, the situation will Elysium. While they recuperate from the procedure,
continue, with the nanoswarm slowly spreading through- Firewall updates them. Getting used to a new morph is
out the ship, killing and/or transforming everyone and not easy, however. Each character must make a WIL x 3
everything in its path. The swarm is intelligent, capable of Test, suffering 2 points of stress if they succeed and 4 if
evaluating any threats and of combining nanites together they fail (possible derangements typically include body
to form larger-scale objects, such as grasping tentacles or dysmorphia). Likewise, each character suffers a 20
shredding tools to cut through barriersalmost anything modifier to all physical actions as they get accustomed
imaginable. It is also effectively immune to most attacks. to their new body. Reduce this modifier by 5 for every 12
If the characters are quick, they might be able to reach hours that passes.
an airlock, grab a spacesuit and jump free into space.
Any character abandoning ship must make a WIL x 3 Welcome to Mars
Test or suffer 1d10 2 (round down) stress as they leap The characters will find themselves in Elysium, one of
into space, risking death (resulting derangements might the largest cities on Mars, and a center of entertainment,
include vertigo, fear of the dark or fear of open spaces). fashion and hypercorp culture. It is situated within
If the characters fail to contact Firewall, at some point a large chasm, covered by multiple domes. Its shiny
Firewall will contact them to check on their situation structures, glittering holograms, omnipresent entoptics,
especially if Xus ship has suddenly and inexplicably cast buzzing air traffic and non-stop nightlife should stand in
itself free against all safety warnings and gone drifting sharp contrast to the dingy corridors of the Scum barge.
into space. Gravity is a light 0.38 G.
26
Give the characters a small chance to enjoy the high tracking to avoid such obstacles, but such systems are not
life and explore their environs, basking in the presence of infallible. Circumventing this terrain may require a Pilot:
the hypercorp glitterati and socialites. Beauty and style Ground Test or creative thinking.
are so common here as to be mundane, those who want Hostile Martians. The Martian wilderness is relatively
to be seen wear exotic sylph morphs or decorate/modify unpopulated, but it is not unheard of for travelers to run
themselves in extravagant ways. Firewall needs the char- across nomadic rural rusters who are hostile to interlop-
acters to move fast, but theyll tolerate a few hours of ers or even outright brigands who will raid the characters
sightseeing. Though Firewall also equips the characters for supplies.
well, they may wish to acquire some gear of their own AI Relics. As noted above, dangerous TITAN-spawned
on the side, calling for a few Reputation, Protocol or machines still roam this area of Mars, attacking transhu-
Persuasion Tests. Keep in mind that characters sleeved man life. These may range from tank-like war machines
in synthetic morphs may have a difficult time blending bristling with weaponry to flying drones designed to
in here, as shells are viewed as lower class and distasteful decapitate transhumans and forcibly upload their minds.
(20 modifier to appropriate social tests).
Tweaks
Expedition Unknown to the characters, their actions are being
The characters mission is to leave Elysium and travel tracked by the mysterious third party that attacked
more than a thousand kilometers to a former habitat Gray Xus ship. This surveillance is discreet, monitoring
known as Ebb 6, which was destroyed during the Fall. the characters via long-range spy drones and carefully
According to the records, the dome surrounding the concealed tracking devices, and following the charac-
small settlement was breached during an attack by AI ters trail through the Mesh. If the gamemaster wishes
killbots. Hundreds succumbed to the depressurization to increase the tension in this scene, they can give the
and change of atmosphere, with more dying when the characters a chance to notice this surveillance or even
machines overran the base. With little need to reclaim arrange a mishap that brings the characters face-to-face
the settlement, it remains a desolate ruin. It lies in an with their watchers.
area considered dangerous, still roamed by surviving
constructs left behind by the TITANs.
The characters are given a buggy to drive out to the
ruins, as a direct flight would likely attract too much
Scene 4: Rumble in the Ruins
After a long journey, the characters finally reach their
attention. Characters in ruster or synthetic morphs can destinationthe deserted remains of the Ebb 6 station.
easily get by in the partly terraformed Martian atmo- Their instructions are clear: find out how Gray Xu
sphere, but other biomorphs will be forced to wear re- acquired the nanoswarm, locate any other remaining
breathers as well as heated clothing. Firewall also equips dangers and eliminate them.
the characters with a portable nanofabrication device,
which enables the characters to create almost any gear
they need, constructed from the molecular level on up,
Scouting the Habitat
Time has taken its toll on Ebb 6. Most of the damaged
given enough time. dome has been stripped away, leaving only a tattered
framework and some remaining panels. Inside, approxi-
Nanofabrication mately two dozen structures are half-buried in Martian
A character that wishes to construct something in the sands. Most show obvious signs of damage from the
nanofabricator must make a successful Programming attack that destroyed this settlement or the weather in
Test. This is a Task Action, with a timeframe of 10 min- the decade since. Inside some of the ruins lie the remains
utes. Once the nanofabricator is programmed, it runs on of the unfortunate former inhabitantssome possibly
its own. The amount of time it takes to manufacture an with intact cortical stacks.
item depends on the complexity: 1 hour for simple tools Presumably the characters will carefully survey the
(hammer, crowbar, tent, etc.), 6 hours for moderately dif- ruins from a distance before rolling in. Any character
ficult gear (night-vision gear, rebreather, etc.), and 1 day who monitors the ruins for at least an hour and who
for highly complex objects (firearms, computers, etc.). makes a successful Perception Test will notice small
The gamemaster should apply difficulty modifiers as ap- signs of motion or activity, such as a flash of movement
propriate to the item in question. At the gamemasters between two buildings, or a small servitor bot complet- Quick-Start Rules
discretion, the fabricator may not create some items that ing some task. Characters with enhanced vision can see
are too complex or too dangerous. in the dark, spot heat traces and even see through thin
walls. It should quickly become apparent that someone
Martian Dangers inhabits the ruins, and that theyre up to something.
Traveling to the destroyed dome will take approximately If the characters stroll right in, give them a similar
12 hours, though the characters can drag this out longer chance to notice such activity before they give themselves
if they choose. They may encounter numerous difficulties away. If they hide, allow them to make an Opposed Test,
along the way, though it is up to the gamemaster which pitting their Infiltration skill against a Perception Test
to include depending on the pacing of the game: from one of their opponents. If the characters are spot-
Terrain. The characters buggy may run across crevass- ted, they will be confronted by the small band of Night
es, craters, fields of boulders or similar difficult ground. Cartel scavengers who are slowly but steadily unearthing
Similarly, the terraforming efforts have created new a cache of weaponry left by the TITANs.
challenges such as mudslides, sandstorms, flash floods,
etc. The buggys AI is capable of driving itself, and of
using navigation systems, satellite mapping and weather
27
32 100 97 114 107 32 119 111 a Recycling Vats
114 108 100 32 102 108 105
101 115 32 116 104 101 32 119 b Plant Beds
105 110 100 13 10 9 65 110 c Carniculture Vats
100 32 99 108 97 116 116 101
114 115 32 105 110 32 116 104 d Engine Room
101 32 115 97 112 108 101 115 7 Ops Center
115 32 116 114 101 101 115 44
13 10 70 114 111 109 32 99 8 Machine Shop/Drone Bay
108 111 117 100 32 116 111 32 9 Crew Torus
99 108 111 117 100 32 116 104
!
114 111 39 32 100 97 114 107
110 101 115 115 32 98 108 105
110 100 13 10 9 81 117 105 99 DEBRIS
!
107 32 115 116 97 114 115 32
115 99 117 100 32 111 39 101
114 32 116 104 101 32 115 111 DEBRIS DOME BREACH
!
117 110 100 105 110 103 32
!
115 101 97 115 58 13 10 73 32
108 111 111 107 58 32 116 104
101 32 115 104 111 119 101
DEBRIS DEBRIS
114 121 32 115 107 105 114
116 115 32 117 110 98 105 110
1 Bridge
100 58 13 10 9 77 97 114 115 2 Officer Quarters
32 98 121 32 116 104 101 32
108 111 110 101 108 121 32 80
3 Crew Quarters
108 101 105 97 100 101 115 13 4 Bathroom/Closet
!
10 66 117 114 110 115 32 111
118 101 114 104 101 97 100 58
5 Rec Room/Kitchen
32 119 105 116 104 32 98 114 6 Forward Airlocks
DEBRIS
! !
111 119 115 32 100 101 99 108
105 110 101 100 13 10 9 73 32
7 Modular Storage
109 117 115 101 32 45 32 73 8 Cargo Airlocks
32 119 97 110 100 101 114 32
102 114 111 109 32 109 121 32
9 Cargo
112 101 97 99 101 44 13 10 65 10 Engines
110 100 32 115 116 105 108 DEBRIS
108 32 100 105 118 105 100
101 32 116 104 101 32 114 97
DEBRIS
112 105 100 32 109 105 110
100 13 10 9 84 104 105 115 32
119 97 121 32 97 110 100 32
116 104 97 116 32 105 110 32
115 101 97 114 99 104 32 111
102 32 101 97 115 101 79 118
101 114 32 116 104 101 32 100
97 114 107 32 119 111 114 108
!
100 32 102 108 105 101 115 32
116 104 101 32 119 105 110
100 13 10 9 65 110 100 32 99
108 97 116 116 101 114 115 32 DEBRIS
105 110 32 116 104 101 32 115
TITANs CACHE
!
97 112 108 101 115 115 32 116
114 101 101 115 44 13 10 70
114 111 109 32 99 108 111 117
100 32 116 111 32 99 108 111
117 100 32 116 104 114 111 39
OUT OF
32 100 97 114 107 110 101 115 ORDER
!
115 32 98 108 105 110 100 13
10 9 81 117 105 99 107 32 115
116 97 114 115 32 115 99 117
DEBRIS
!
100 32 111 39 101 114 32 116
104 101 32 115 111 117 110
100 105 110 103 32 115 101 97
115 58 13 10 73 32 108 111
111 107 58 32 116 104 101 32 DEBRIS
115 104 111 119 101 114 121
32 115 107 105 114 116 115 32
117 110 98 105 110 100 58 13
10 9 77 97 114 115 32 98 121
32 116 104 101 32 108 111 110
101 108 121 32 80 108 101 105
97 100 101 115 13 10 66 117
114 110 115 32 111 118 101
114 104 101 97 100 58 32 119
105 116 104 32 98 114 111 119
115 32 100 101 99 108 105 110
101 100 13 10 9 73 32 109 117
115 101 32 45 32 73 32 119 97
110 100 101 114 32 102 114
111 109 32 109 121 32 112 101
97 99 101 44 13 10 65 110 100
32 115 116 105 108 108 32 100
28
hoping they would lead them to the cache, which they The second option is to set off a smaller explosion in
did. They are likely to time their arrival in a way that the cache room, which will breach the antimatters con-
benefits them best. tainment device and cause that bomb to go off as well.
This time, the third party consists of four well-armed This requires making some sort of improvised explosive
and armored grunts in buff olympian morphs. They (a Demolitions Test at 30), crashing a vehicle into the
arrive in their own buggy, which they leave parked at a cache or hacking the sniper or a servitor bot and crashing
safe distance out of sight, sneaking up using the rocky one of those into the cache. It is entirely possible that the
terrain as cover. Their mission is to seize the cache for characters might do this without realizing the antimatter
themselves, call in backup to ship it out and kill anyone bomb is within .
else involved. They are not interested in negotiating or Creative players may generate other ideas, such as
taking prisoners. using their nanofabricator to generate a corrosive com-
This team also has an ace up their sleeve: a sniper pound to melt the cache (though this will also trigger the
drone. This AI-operated robot is essentially a small he- antimatter bomb when its container is breached). As a
licopter with a gun. It is instructed to keep a distance last resort, if the players have no other options and/or
and back the four team members up if they run into dif- are losing to one of the other sides, they can place a call
ficulty. Spotting it from a distance will be difficult (30 to to Firewall and let the organization know of the caches
Perception Tests), and attacks made by or against it will location and imminent danger. Through its network of
suffer a similar long-range modifier. agents, Firewall can look into some other method of
dealing with the cache, such as sending a better-armed
Running the Combat team or accidentally dropping a large rock on the ruins
There are numerous ways in which this final scene can from orbit. Any such actions will likely be of little com-
wrap upthe direction is entirely fluid and up to the fort to the characters, however, who are on their own for
actions of the characters and the ruthlessness of the the time being.
gamemaster. Its highly likely that the characters will find
themselves in a three-way fight, with one party holed up
in the cache bunker and another caught in the crossfire. Aftermath
Perhaps luckily for the characters, there is plenty of Whether or not the characters survive, Firewall will
rocky terrain and ruined structures to use as cover, pos- make an effort to retrieve their cortical stacks. This will
sibly turning the battle into a running game of cat-and- not be possible for any characters caught in the antimat-
mouse. Characters can make ample use of their Infiltra- ter blasttheir stacks have been atomized, and they will
tion skills to sneak around, their Perception skills to spot have to be restored from backup. If the characters were
opponents, their Climbing skills to gain higher ground, all slain or captured by one of the opposing teams, their
their Freerunning skills to vault obstacles and otherwise cortical stacks may have been removedeither for inter-
move unimpeded, and their Fray skills to dodge and go rogation purposes or to sell on the black market. Retriev-
on full defense. ing those stacks could become an adventure in itself.One
The gamemaster is in control of both opposing forces, way or another, the Night Cartel will likely have lost
and so can choose to make the combat easier by having their secret stash of profitable weaponry, but they have
these opponents take each other out or more difficult by many other methods of making money. Whether or not
having each side maneuver and fight with intelligence Gray Xu managed to survive the nanoswarm and the
and ruthlessness. destruction of her ship is up to the gamemaster.
The characters may be intrigued by the open ques-
Dealing with the Cache tionwho is this mysterious third party? If they hap-
The characters ultimate goal is to capture or destroy pened to retrieve the cortical stacks from any of their
the cache. If the characters are unable to beat their op- slain opponents, they may have a chance to find out
ponents in combat, their only choice is to try to keep through some interrogative psychosurgery. Alternatively,
anyone else from claiming it. The characters can go about Firewall may ask the characters to look into their attack-
this in two ways. ers identity, worried that they may be dealing with some
The first is to access the cache, peruse it and find the sort of rival organization.
antimatter bomb. That device is more than capable of
destroying the entire cache, and most of the ruins with
Player Characters
Quick-Start Rules
it. Unfortunately, there is no easy way for the charac-
ters to set this bomb off remotelymeaning that one of Players may choose from one of the following four
them will need to set it off, dying in the process (perhaps characters. Each character is listed twice. The first list-
requiring a WIL x 3 Test and inflicting 1d10 mental ing represents the character in the morph in which they
stress). If the characters think of it and the gamemaster start the scenario. The second represents the character
allows it, a remote detonator or timing device can be after re-sleeving subsequent to the events of Scene 2. It
jury-rigged to activate the bomb safely, but constructing is highly recommended that the gamemaster only use the
this will require a Demolitions Test with a 30 modifier first set of stats for the character in the beginning, and
and a timeframe of 30 minutes. In the heat of combat, then switch to the stats with the second morph at the
the characters may not have enough time. Alternatively, beginning of Scene 3.
one of the scavengers servitor bots could be hacked and
instructed or remote-controlled to detonate the bomb
once the characters are safely away.
29
Gavin Gladwell (Criminal Con Artist) APTITUDES
COG COO INT REF SAV SOM WIL
Base 15 15 15 10 20 10 20
Morph Bonus 5 5 10
Modifiers
Total 15 20 20 10 30 10 20
Morph
skills
Apt Base Bonus Modifiers Total
Academics: Psychology COG 30 30
Art: Performance INT 35 5 40
Beam Weapons COO 30 5 35
Deception SAV 75 10 (20) 85 (105)
Disguise INT 40 5 45
Fray REF 40 40
Free Fall REF 20 20
Impersonation SAV 55 10 65
Infiltration COO 40 5 45
Interests: Black Markets COG 50 50
Interests: Hypercorp Culture COG 50 50
Interests: Hypercorp Glitterati COG 50 50
Interfacing COG 25 25
Intimidation SAV 30 10 (20) 40 (60)
Kinesics SAV 65 10 (20) 75 (95)
Language: Native English INT 85 5 90
Language: Arabic INT 30 5 35
Language: Cantonese INT 50 5 55
Language: French INT 35 5 40
Background: Fall Evacuee Language: Russian INT 30 5 35
Faction: Criminal Palming COO 30 5 35
Sex: Male Perception INT 50 5 55
Gender Identity: Male Persuasion SAV 60 10 (20) 70 (90)
Pilot: Groundcraft REF 30 30
Sylph Morph
Sylph morphs are tailor-made for media icons, elite social- Profession: Con Schemes COG 60 60
ites, XP stars, models and narcissists. Sylph gene sequences Profession: Smuggler Tricks COG 60 60
are specifically designed for distinctive good looks. Ethereal Protocol SAV 70 10 (20) 80 (100)
and elfin features are common, with slim and lithe bodies. Research COG 25 25
Striking Looks: The character receives a +10 modifier on Scrounging INT 50 5 55
social skill tests where the sylphs beauty is an influencing Unarmed Combat SOM 30 30
factor. This is only applicable against other biomorphs (but
not uplifts). Gavin was an adolescent when the Fall struck, the major details erased from his memory, but
leaving him an orphaned refugee. Since then, he is still plagued by nightmares and a bit of
REP target must make WIL Test he has grown up and thrived on the fringes of mental instability.
@-rep: 30 or immediately flee) n the Planetary Consortiums hypercorp-based Roleplaying Tips: Gavin is smooth enough to
c-rep: 50 Starting Credit: 1,500 n society, making do however he couldwhich sell water to a fish. In fact, hes so good at
often meant selling himself and/or breaking talking people into things that hes developed
f-rep: 30 Implants: Basic BioMods, the law. His quick wit and sly tongue opened an amazing ability to talk himself into things
g-rep: 60 Basic Mesh Inserts, up some opportunities, and so Gavin has that are not always in his best interest (like
i-rep: 30 Clean Metabolism, worked with minor criminal syndicates and working for Firewall). Though he projects a
Cortical Stack, Enhanced independently as a grifter, scammer and petty confident faade, Gavin occasionally cracks
EQUIPMENT Pheromones (+10 to in- crook. Gavin was inducted into Firewall when under pressure.
Armor: Armor Clothing [4/4] n person social skill tests he was unfortunate enough to be the victim of Special Trait: Paranoid Schizophrenia
Primary Weapon: Agonizer with other biomorphs) n some sort of outbreak on a minor Lunar out- DisorderGavin sometimes hears voices and
Pistol (SA, inflicts pain, Gear: None n post. The incident was so jarring that Gavin becomes extremely (and unreasonably) para-
intentionally went to great lengths to have noid, especially in situations of high stress.
You? You couldnt negotiate your way out of a paper bag. Let me do the talking.
Zora Mller (Anarchist Saboteur)
COG COO INT REF
APTITUDES
SAV SOM WIL
Base 15 20 15 20 15 15 10
Morph Bonus 10 5 5 5 5
Modifiers 10
Total 15 30 15 35 20 20 15
Morph
skills
Apt Base Bonus Modifiers Total
Climbing SOM 50 5 30 85
Deception SAV 45 5 50
Demolitions COG 60 60
Disguise INT 35 35
Fray REF 70 5 10 85
Free Fall REF 30 5 10 45
Freerunning SOM 50 5 55
Hardware: Electronics COG 35 35
Impersonation SAV 40 5 45
Infiltration COO 70 10 20 100
Interests: Anarchist Saboteur Cells COG 60 60
Interests: Hypercorps COG 60 60
Interests: Hypercorp Politics COG 55 55
Interests: Inner System Social Issues COG 55 55
Interests: Scum Black Markets COG 40 40
Interfacing COG 25 25
Kinesics SAV 35 5 40
Kinetic Weapons COO 50 10 60
Language: English INT 65 65
Background: Original Space Colonist
Language: Native German INT 85 85 Faction: Anarchist
Palming COO 50 10 60 Sex: Female
Perception INT 35 20 55 Gender Identity: Female
Persuasion SAV 25 5 30
Pilot: Aircraft REF 40 5 10 55 Ghost Morph
Profession: Security Procedures COG 55 55 Ghost morphs are designed for stealth and combat infiltration.
Their genetic profile encourages speed, agility and reflexes,
Research COG 50 50
and their minds are modified for patience and problem-solving.
Unarmed Combat SOM 55 5 60
Zora is best described as a saboteur. corruption unveiled that her target was REP Starting Credit: 4,000 n
She spends much of her time infiltrat- actually infected by the TITANs-spread @-rep: 60 Implants: Basic BioMods,
ing hypercorp society, organizing dis- exsurgent virus. Shes onboard the Scum c-rep: 40 Basic Mesh Inserts,
sent and engaging in direct action barge in order to acquire supplies for her g-rep: 30 Cortical Stack, Adrenal
intended to expose or hinder authori- cells next mission. i-rep: 20 Boost (+10 REF, can ignore
tarian social practices. Zora considers Roleplaying Tips: Zora is a serious and 1 wound when activated),
herself a libertarian socialist, but is not determined radical, with a keen sense of EQUIPMENT Chameleon Skin (+20
content to spend her time in autonomist fairness, justice and social responsibility. Armor: Smart Skin Armor [3/2] n Infiltration), Enhanced
habitats. She feels a responsibility to She doesnt tolerate people who abuse Primary Weapon: Vision (+20 to visual
bring about the downfall of repressive their authority very well. She can be a bit Medium Kinetic Railgun Perception Tests), Grip
capitalist structures. She was recruited dry and humorless at times, especially Pistol (SA/BF/FA, AP 5, Pads (+30 Climbing) n
into Firewall several years ago, when when politics or social inequalities are in DV 2d10 + 4, ammo 12) Gear: None n
an operation to expose a gerontocrats the way. with 100 shots regular
ammo n
The corps dont listen to reason and theyre immune to public pressure.
The only way to get them to listen is to make it worth their whileby raising the costs of business as usual if they dont.
Elis Menezes (Scum Techie) APTITUDES
COG COO INT REF SAV SOM WIL
Base 20 15 15 10 20 15 15
Morph Bonus 5
Modifiers
Total 25 15 15 10 20 15 15
Morph
skills
Apt Base Bonus Modifiers Total
Academics: Engineering COG 40 5 45
Academics: Nanotechnology COG 35 5 40
Art: Robotic Sculpture INT 45 45
Climbing SOM 30 30
Deception SAV 40 40
Fray REF 30 30
Free Fall REF 50 50
Freerunning SOM 30 30
Hardware: Electronics COG 70 5 10 85
Hardware: Groundcraft COG 50 5 10 65
Hardware: Industrial COG 50 5 10 65
Hardware: Robotics COG 40 5 10 55
Infiltration COO 30 30
Infosec COG 70 5 75
Interests: Gatecrashing COG 40 5 45
Interests: Music COG 40 5 45
Interests: Scum Culture COG 60 5 65
Interests: Social Networks COG 35 5 40
Interfacing COG 55 5 60
Investigation INT 40 40
Kinesics SAV 45 45
Language: Native Portuguese INT 85 85
Language: English INT 50 50
Elis died on Earth during the found a berth aboard the Ecstatic Language: Spanish INT 55 55
Fall, but a backup of her mind Metamorphosis and immersed Perception INT 50 50
was transmitted off-world. She herself in Scum culture, trad- Pilot: Spacecraft REF 20 20
spent several years as an infu- ing her tech service skills for her
Profession: Computer Security COG 55 5 60
gee in cold storage in the Jovian wants and needs.
Republic before being revived and Roleplaying Tips: Elis has a mul- Profession: Habitat Systems COG 50 5 55
re-sleeved in a cheap synthetic tifaceted personality. She can Programming COG 65 5 70
morph, the cost of which she had take hardship like a pro, and is Research COG 40 5 45
to pay off by helping to build new more than willing to let her hair
habitats. Desperate to escape down and party away when she
Scrounging INT 40 40
her situation, Elis volunteered to gets a breather. She likes to get Spray Weapons COO 30 30
the Gatekeeper Corp and was dressed up and glam herself out Unarmed Combat SOM 40 40
selected to be a gatecrasher. She with exotic bodytints, nanotats,
survived three missions, one of piercings, and other body mods,
which brought her into contact but shes also willing to spend
Background:
with the relics of a long-dead all day taking apart an air com- EQUIPMENT Action Turn per 10 points
alien race, which resulted into her pressor with grease up to her
Reinstantiated
Faction: Scum Armor: Light Smartfabric of MoF) n
being recruited into Firewall. After elbows. Shes a flagrant abuser
Sex: Female Vacsuit [5/5] n Starting Credit: 4,000 n
retiring from gatecrashing, Elis of social networks.
Gender Identity: Female Primary Weapon: Shock Implants: Basic BioMods,
Gloves (use Unarmed Basic Mesh Inserts,
Splicer Morph Combat skill, target makes Cortical Stack
Splicers are genefixed humans. Their genome has been REP
@-rep: 60 DUR + Energy Armor Test Gear: Utilitool
cleansed of hereditary diseases and optimized for looks and or is incapacitated for 1 (+10 Hardware Tests) n
health, but has not otherwise been substantially upgraded. i-rep: 40
This piece is totally glitched. Let me grab another beer before I hit it.
Ahmir Sektioui (Brinker Security Specialist)
COG COO INT REF
APTITUDES
SAV SOM WIL
Base 15 15 15 15 15 15 15
Morph Bonus 5 5 5
Modifiers
Total 15 20 15 20 15 20 15
Morph
skills
Apt Base Bonus Modifiers Total
Academics: Astronomy COG 40 40
Academics: Engineering COG 35 35
Art: Writing INT 30 30
Beam Weapons COO 45 5 50
Blades SOM 40 5 45
Climbing SOM 40 5 30 75
Demolitions COG 35 35
Disguise INT 35 35
Fray REF 50 5 55
Free Fall REF 60 5 65
Freerunning SOM 40 5 45
Hardware: Aerospace COG 50 50
Hardware: Robotics COG 50 50 Bouncer Morph
Infiltration COO 25 5 30 Bouncers are humans genetically adapted for zero-G and micro-
Interests: Brinker Groups COG 60 60 gravity environments. Their legs are more limber, and their feet
Interests: can grasp as well as their hands.
COG 40 40
Esoteric Muslim Traditions Limber: Bouncers are especially flexible and supple, and so re-
Interests: Habitat Infrastructure COG 50 50 ceive a +10 modifier on any test involving contortion or flexibility,
Interests: Outer System Habitats COG 50 50 such as escaping from bonds or squeezing through small spaces.
Interests: Scum Black Markets COG 45 45 EQUIPMENT Starting Credit: 4,000 n
Interfacing COG 25 25 Armor: Body Armor [10/10] n Implants: Basic BioMods,
Kinesics SAV 45 45 Primary Weapon: Medium Basic Mesh Inserts, Cortical
Kinetic Weapons COO 50 5 55 Kinetic Pistol (SA/BF/FA, Stack, Grip Pads (+30
Language: Native Arabic INT 85 85 AP 2, DV 2d10 + 2 ammo Climbing), Oxygen Reserve,
Language: English INT 35 35 12) with 100 shots regular Prehensile Feet n
ammo n Gear: None n
Language: Spanish INT 30 30
Medicine: First Aid COG 45 45 Ahmir was one of the millions who took a job as a near-inden-
Navigation INT 55 55 tured servant in space before the Fall in order to escape crushing
Perception INT 50 50 poverty on Earth. He has now spent almost two decades work-
ing various manual labor and menial jobs around the system.
Persuasion SAV 30 30
Most recently, he has been hiring himself out as a bodyguard or
Pilot: Spacecraft REF 50 5 55 as ship security for traders and others traveling to and from the
Profession: far fringes of the solar system. He became involved with Firewall
COG 60 60
Security Procedures several years back when an associate hired him on as an extra
Protocol SAV 30 30 gun on a Firewall-sponsored mission to eradicate an Exhuman
Research COG 35 35 faction outpost in the Kuiper Belt. Ahmir is aboard the Scum
Scrounging INT 45 45 barge looking for new employment.
Unarmed Combat SOM 60 5 65 Roleplaying Tips: Ahmir is generally quiet and keeps to himself,
having spent much time on long journeys and in the isolation of
deep space. He is honestly friendly and sociable with others,
Background: Original Space Colonist REP
however, greeting any new friends with a large grin and going
Faction: Brinker @-rep: 40
out of his way even for complete strangers. Ahmir is a bit of an
Sex: Neuter c-rep: 40
ascetic and his current morph is neuter-sex, as he considers
Gender Identity: Male i-rep: 20
sexual urges a distraction.
Gavin Gladwell (Criminal Con Artist) APTITUDES COG COO INT REF SAV SOM WIL
Base 15 15 15 10 20 10 20
Morph Bonus 5 5
Modifiers
Total 15 20 20 10 20 10 20
Morph
skills
Apt Base Bonus Modifiers Total
Academics: Psychology COG 30 30
Art: Performance INT 35 5 40
Beam Weapons COO 30 5 35
Deception SAV 75 75
Disguise INT 40 5 45
Fray REF 40 40
Free Fall REF 20 20
Impersonation SAV 55 55
Infiltration COO 40 5 45
Interests: Black Markets COG 50 50
Interests: Hypercorp Culture COG 50 50
Interests: Hypercorp Glitterati COG 50 50
Interfacing COG 25 25
Intimidation SAV 30 30
Kinesics SAV 65 65
Language: Native English INT 85 5 90
Language: Arabic INT 30 5 35
Language: Cantonese INT 50 5 55
Language: French INT 35 5 40
Language: Russian INT 30 5 35
Palming COO 30 5 35
Background: Fall Evacuee
Perception INT 50 5 10 65
Faction: Criminal
Sex: Male Persuasion SAV 60 60
Gender Identity: Male Pilot: Groundcraft REF 30 30
Profession: Con Schemes COG 60 60
Ruster Morph Profession: Smuggler Tricks COG 60 60
Adapted for survival with minimum gear in the partially Protocol SAV 70 70
terraformed Martian environment, these transgenic morphs Research COG 25 25
feature insulated skin for more effective thermoregulation Scrounging INT 50 5 55
and respiratory system improvements to require less oxygen
Unarmed Combat SOM 30 30
and filter carbon dioxide, among other mods.
REP Gavin was an adolescent when the Fall struck, the major details erased from his memory, but
@-rep: 30 leaving him an orphaned refugee. Since then, he is still plagued by nightmares and a bit of
he has grown up and thrived on the fringes of mental instability.
c-rep: 50
the Planetary Consortiums hypercorp-based Roleplaying Tips: Gavin is smooth enough to
f-rep: 30 Starting Credit: 1,500 society, making do however he couldwhich sell water to a fish. In fact, hes so good at
g-rep: 60 (minus any spent in often meant selling himself and/or breaking talking people into things that hes developed
i-rep: 30 Scenes 1 and 2) n the law. His quick wit and sly tongue opened an amazing ability to talk himself into things
Implants: Basic BioMods, up some opportunities, and so Gavin has that are not always in his best interest (like
EQUIPMENT Basic Mesh Inserts, worked with minor criminal syndicates and working for Firewall). Though he projects a
Armor: Body Armor [10/10] n Cortical Stack, Enhanced independently as a grifter, scammer and petty confident faade, Gavin occasionally cracks
Primary Weapon: Agonizer Respiration, Temperature crook. Gavin was inducted into Firewall when under pressure.
he was unfortunate enough to be the victim of Special Trait: Paranoid Schizophrenia
Pistol (SA, inflicts pain, Tolerance n
some sort of outbreak on a minor Lunar out- DisorderGavin sometimes hears voices and
target must make WIL Test Gear: Specs (+10 visual post. The incident was so jarring that Gavin becomes extremely (and unreasonably) para-
or immediately flee) n Perception Tests) n intentionally went to great lengths to have noid, especially in situations of high stress.
How about we put down the weapons and discuss this reasonably?
Firewall provides Zora with a neotenic morph in Scene 3.
Morph
skills
Apt Base Bonus Modifiers Total
Climbing SOM 50 5 55
Deception SAV 45 45
Demolitions COG 60 60
Disguise INT 35 5 40
Fray REF 70 5 10 85
Free Fall REF 30 5 10 45
Freerunning SOM 50 5 55
Hardware: Electronics COG 35 35
Impersonation SAV 40 40
Infiltration COO 70 5 75
Interests: Anarchist Saboteur Cells COG 60 60
Interests: Hypercorps COG 60 60
Interests: Hypercorp Politics COG 55 55
Interests: Inner System Social Issues COG 55 55
Interests: Scum Black Markets COG 40 40
Interfacing COG 25 25 Background: Original Space Colonist
Kinesics SAV 35 35 Faction: Anarchist
Kinetic Weapons COO 50 5 55 Sex: Male
Gender Identity: Female
Language: English INT 65 5 70
Language: Native German INT 85 5 90 Neotenic Morph
Palming COO 50 5 55 Neotenics are transhumans modified to retain a child-like
Perception INT 35 5 10 50 form. They are smaller, more agile, inquisitive and less
Persuasion SAV 25 25 resource-depleting, making them ideal for habitat living
Pilot: Aircraft REF 40 5 10 55 and spacecraft. This particular morph has been customized
Profession: Security Procedures COG 55 55 and comes with a Reflex Booster implant. Neotenic morphs
are stigmatized in some circles, as some people find them
Research COG 50 50
distasteful, especially when employed in media or sex work
Unarmed Combat SOM 55 5 60 capacities. Neotenics count as a small target and so are 10
to hit in combat.
Zora is best described as a saboteur. corruption unveiled that her target was
She spends much of her time infiltrat- actually infected by the TITANs-spread REP
ing hypercorp society, organizing dis- exsurgent virus. Shes onboard the Scum @-rep: 60
sent and engaging in direct action barge in order to acquire supplies for her c-rep: 40
intended to expose or hinder authori- cells next mission. g-rep: 30 Starting Credit: 4,000 (minus
tarian social practices. Zora considers Roleplaying Tips: Zora is a serious and i-rep: 20 any spent in Scenes 1
herself a libertarian socialist, but is not determined radical, with a keen sense of and 2) n
content to spend her time in autonomist fairness, justice and social responsibility. EQUIPMENT Implants: Basic BioMods,
habitats. She feels a responsibility to She doesnt tolerate people who abuse Armor: Light Vacsuit [5/5] n Basic Mesh Inserts, Cortical
bring about the downfall of repressive their authority very well. She can be a bit Primary Weapon: Medium Stack, Reflex Boost (+10
capitalist structures. She was recruited dry and humorless at times, especially Kinetic Railgun Pistol REF, +1 Speed) n
into Firewall several years ago, when when politics or social inequalities are in (SA/BF/FA, AP 5, Gear: Specs (+10 visual
an operation to expose a gerontocrats the way. DV 2d10 + 4, ammo 12) n Perception Tests) n
Morph
skills
Apt Base Bonus Modifiers Total
Academics: Engineering COG 40 5 45
Academics: Nanotechnology COG 35 5 40
Art: Robotic Sculpture INT 45 45
Climbing SOM 30 5 35
Deception SAV 40 40
Fray REF 30 30
Free Fall REF 50 50
Freerunning SOM 30 5 35
Hardware: Electronics COG 70 5 20 95
Hardware: Groundcraft COG 50 5 20 75
Hardware: Industrial COG 50 5 20 75
Hardware: Robotics COG 40 5 20 65
Infiltration COO 30 30
Infosec COG 70 5 75
Interests: Gatecrashing COG 40 5 45
Interests: Music COG 40 5 45
Interests: Scum Culture COG 60 5 65
Interests: Social Networks COG 35 5 40
Interfacing COG 55 5 60
Investigation INT 40 40
Kinesics SAV 45 45
Language: Native Portuguese INT 85 85
Language: English INT 50 50
Language: Spanish INT 55 55
Background: Reinstantiated Perception INT 50 10 60
Faction: Scum Pilot: Spacecraft REF 20 20
Sex: Female
Profession: Computer Security COG 55 5 60
Gender Identity: Female
Profession: Habitat Systems COG 50 5 55
Ruster Morph Programming COG 65 5 70
Adapted for survival with minimum gear in the partially terraformed Research COG 40 5 45
Martian environment, these transgenic morphs feature insulated
skin for more effective thermoregulation and respiratory system
Scrounging INT 40 40
improvements to require less oxygen and filter carbon dioxide, Spray Weapons COO 30 30
among other mods. Unarmed Combat SOM 40 5 45
REP@-rep: 60
Elis died on Earth during the Fall, but a backup gatecrashing, Elis found a berth aboard the
i-rep: 40
of her mind was transmitted off-world. She Ecstatic Metamorphosis and immersed herself
EQUIPMENT spent several years as an infugee in cold stor- in Scum culture, trading her tech service skills
age in the Jovian Republic before being revived for her wants and needs.
Armor: Body Armor [10/10] n and re-sleeved in a cheap synthetic morph, the Roleplaying Tips: Elis has a multifaceted per-
Primary Weapon: Shredder Enhanced Respiration, cost of which she had to pay off by helping to sonality. She can take hardship like a pro, and is
(Flechette Spray Weapon, SA/ Temperature Tolerance n build new habitats. Desperate to escape her more than willing to let her hair down and party
BF/FA, AP 10, DV 2d10 + 5, Gear: Nanocable Spindle, situation, Elis volunteered to the Gatekeeper away when she gets a breather. She likes to get
ammo 100) n Portable Nanofabricator, Corp and was selected to be a gatecrasher. dressed up and glam herself out with exotic body-
Starting Credit: 4,000 (minus Repair Spray (+20 to She survived three missions, one of which tints, nanotats, piercings, and other body mods,
any spent in Scene 1 or 2) n Hardware Tests), Shelter brought her into contact with the relics of a but shes also willing to spend all day taking apart
Implants: Basic BioMods, Basic Dome, Specs (+10 visual long-dead alien race, which resulted into her an air compressor with grease up to her elbows.
Mesh Inserts, Cortical Stack, Perception Tests) n being recruited into Firewall. After retiring from Shes a flagrant abuser of social networks.
Sure, I can fix that, but youll owe me a dance. A sexy dance.
Firewall provides Ahmir with an arachnoid morph in Scene 3, to provide the team with some additional muscle and firepower.
Morph
skills
Apt Base Bonus Modifiers Total
Academics: Astronomy COG 40 40
Academics: Engineering COG 35 35
Art: Writing INT 30 30
Beam Weapons COO 45 5 50
Blades SOM 40 10 55
Climbing SOM 40 10 50
Demolitions COG 35 35
Disguise INT 35 35
Fray REF 50 10 60
Free Fall REF 60 10 70
Freerunning SOM 40 10 20 75
Hardware: Aerospace COG 50 50
Hardware: Robotics COG 50 50
Infiltration COO 25 5 30
Interests: Brinker Groups COG 60 60
Interests: Esoteric Muslim Traditions COG 40 40
Interests: Habitat Infrastructure COG 50 50
Interests: Outer System Habitats COG 50 50 Background: Original Space Colonist REP
Interests: Scum Black Markets COG 45 45 Faction: Brinker @-rep: 40
Interfacing COG 25 25 Sex: Bot c-rep: 40
Kinesics SAV 45 45 Gender Identity: Male i-rep: 20
Kinetic Weapons COO 50 5 55
Language: Native Arabic INT 85 85 Arachnoid Morph
Language: English INT 35 35 Arachnoid robotic shells are 1 meter in length, segmented into two parts,
Language: Spanish INT 30 30 with a smaller head like a spider or termite. They feature four pairs of
Medicine: First Aid COG 45 45 1.5-meter-long retractable arms/legs, capable of rotating around the axis of
the body, with built-in hydraulics for propelling the bot with small leaps. The
Navigation INT 55 55
manipulator claws on each arm/leg can be switched out with extending
Perception INT 50 20 70
mini-wheels for high-speed skating movement. A smaller pair of manipula-
Persuasion SAV 30 30 tor arms near the head allows for closer handling and tool use.
Pilot: Spacecraft REF 50 10 60
Profession: Security Procedures COG 60 60 EQUIPMENT Legs), Lidar, Pain Filter
Protocol SAV 30 30 Armor: Arachnoid Armor [8/8] n (ignore wound modifiers,
Research COG 35 35 Primary Weapon: Kinetic SMG but they suffer 30 on any
Scrounging INT 45 45 (SA/BF/FA, AP 2, DV 2d10 + tactile-based Perception
Unarmed Combat SOM 60 10 70 3, ammo 20) with 100 shots Tests and will not even notice
regular ammo n they have been damaged
Ahmir was one of the millions who took a job to eradicate an Exhuman faction outpost in the Secondary Weapon: unless they succeed in a
as a near-indentured servant in space before Kuiper Belt. Ahmir is aboard the Scum barge
Plasma Rifle (SS, AP 8, DV Perception Test), Pneumatic
the Fall in order to escape crushing poverty on looking for new employment.
Earth. He has now spent almost two decades Roleplaying Tips: Ahmir is generally quiet 3d10 + 12, ammo 10) n Limbs (can leap 2 meters up,
working various manual labor and menial jobs and keeps to himself, having spent much time Starting Credit: 4,000 (minus any +20 Freerunning Tests, +1d10
around the system. Most recently, he has on long journeys and in the isolation of deep spent in Scene 1 or 2) n DV when used in Unarmed
been hiring himself out as a bodyguard or as space. He is honestly friendly and sociable Enhancements: Basic Mesh Combat), Radar, Reflex Boost
ship security for traders and others traveling with others, however, greeting any new friends Inserts, Cortical Stack, (+10 REF, +1 Speed) n
to and from the far fringes of the solar system. with a large grin and going out of his way even Cyberbrain, Enhanced Vision Gear: Nanobandage
He became involved with Firewall several for complete strangers. Ahmir is a bit of an
years back when an associate hired him on as ascetic and his current morph is neuter-sex, as
(+20 to visual Perception (heal 1 wound and 1d10 DUR
an extra gun on a Firewall-sponsored mission he considers sexual urges a distraction. Tests), Extra Limbs (6 Arms/ in 1 hour) n
Making Tests
Roll d100 (two ten-sided dice, read as a percentile amount). Situation SV
Target number is determined by the appropriate skill (or Failing spectacularly in pursuit of a motivational goal 1d10 2 (round down)
occasionally an aptitude or two aptitudes added together). Helplessness 1d10 2 (round down)
Difficulty is represented by modifiers. Betrayal by a trusted friend 1d10 2 (round down)
00 is always a success.
Extended isolation 1d10 2 (round down)
99 is always a failure.
A roll of doubles (00, 11, 22, 33 and so on) equals a critical Extreme violence (viewing) 1d10 2 (round down)
success or failure. Extreme violence (committing) 1d10
Awareness that your death is imminent 1d10
Success Test Experiencing someones death via XP 1d10
To succeed, roll d100 and score equal to or less than the
Losing a loved one 1d10 2 (round down)
skill +/ modifiers.
Watching a loved one die 1d10 + 2
Opposed Test Being responsible for the death of a loved one 1d10 + 5
Each character rolls d100 against their skill +/ modifiers. Encountering a gruesome murder scene 1d10
The character that succeeds with the highest roll wins. Torture (viewing) 1d10 + 2
If both characters fail, or both succeed but tie, deadlock
Torture (moderate suffering) 2d10 + 3
occurs.
Torture (severe suffering) 3d10 + 5
Defaulting Encountering aliens (non-sentient) 1d10 2 (round down)
If a character does not have the appropriate skill for a test, Encountering aliens (sentient) 1d10
that character may default to the skills linked aptitude.
Encountering hostile aliens 1d10 + 3
Encountering highly-advanced technology 1d10 2 (round down)
Modifiers
Modifiers always affect the target number (skill), not the Encountering Exsurgent-modified technology 1d10 2 (round down)
roll. Encountering Exsurgent-infected transhumans 1d10
Modifiers (positive or negative) come in 3 levels of severity: Encountering Exsurgent life forms 1d10 + 3
Minor (+/10)
Exsurgent virus infection Varies; see p. 366
Moderate (+/ 20)
Major (+/ 30) Witnessing psi-epsilon sleights 1d10 + 2
The maximum modifier that can be applied is +/ 60.
Teamwork Specializations
Specializations add +10 when using a skill for that area of
One character is chosen as the primary actor; they make
concentration.
the test.
Each skill may have only one specialization.
Each additional helper character adds a +10 modifier
(maximum +60).
Action Turns
Action Turns are 3 seconds in length.
Taking the Time
The order in which characters act is determined by
Character may take extra time to complete an action.
Initiative.
On Complex Actions, each minute taken adds +10 to the
Automatic Actions are always on.
test.
Characters may take any number of Quick Actions in a
On Task actions, every 50 percent the timeframe is
turn (minimum of 3), limited only by the gamemaster.
extended adds +10 to the test.
Characters may only take a number of Complex Actions
equal to their Speed stat.
Aptitudes
Aptitudes range from 1 to 30 for baseline unmodified
humans.
test difficulty
Aptitudes are: Cognition, Coordination, Intuition, Reflexes, Difficulty Level modifier
Savvy, Somatics and Willpower.
Effortless +30
Learned Skills Simple +20
Skills range from 1-99 (average 50). modifier severity Easy +10
Morphs, gear, drugs, etc. may provide skill bonuses
severity modifier Average +0
or penalties to individual skills.
Minor +/ 10 Difficult 10
Moderate +/ 20 Challenging 20
Major +/ 30 Hard 30
38
Quick-Start Rules
39
79 118 101 114 32 116 104 101
32 100 97 114 107 32 119 111
114 108 100 32 102 108 105
101 115 32 116 104 101 32 119
105 110 100 13 10 9 65 110
100 32 99 108 97 116 116 101
114 115 32 105 110 32 116 104
101 32 115 97 112 108 101 115
115 32 116 114 101 101 115 44
13 10 70 114 111 109 32 99
108 111 117 100 32 116 111 32
99 108 111 117 100 32 116 104
!
114 111 39 32 100 97 114 107
DEBRIS
110 101 115 115 32 98 108 105
110 100 13 10 9 81 117 105 99
!
107 32 115 116 97 114 115 32
115 99 117 100 32 111 39 101
114 32 116 104 101 32 115 111 DEBRIS DOME BREACH
!
117 110 100 105 110 103 32
!
115 101 97 115 58 13 10 73 32
108 111 111 107 58 32 116 104
101 32 115 104 111 119 101
114 121 32 115 107 105 114
DEBRIS DEBRIS
116 115 32 117 110 98 105 110
100 58 13 10 9 77 97 114 115
32 98 121 32 116 104 101 32
108 111 110 101 108 121 32 80
108 101 105 97 100 101 115 13
!
10 66 117 114 110 115 32 111
118 101 114 104 101 97 100 58
32 119 105 116 104 32 98 114
DEBRIS
! !
111 119 115 32 100 101 99 108
105 110 101 100 13 10 9 73 32
109 117 115 101 32 45 32 73
32 119 97 110 100 101 114 32
102 114 111 109 32 109 121 32
DEBRIS
112 101 97 99 101 44 13 10 65
110 100 32 115 116 105 108
108 32 100 105 118 105 100
101 32 116 104 101 32 114 97
DEBRIS
112 105 100 32 109 105 110
100 13 10 9 84 104 105 115 32
119 97 121 32 97 110 100 32
116 104 97 116 32 105 110 32
115 101 97 114 99 104 32 111
102 32 101 97 115 101 79 118
101 114 32 116 104 101 32 100
97 114 107 32 119 111 114 108
!
100 32 102 108 105 101 115 32
116 104 101 32 119 105 110
100 13 10 9 65 110 100 32 99
108 97 116 116 101 114 115 32 DEBRIS
105 110 32 116 104 101 32 115
TITANs CACHE
!
97 112 108 101 115 115 32 116
114 101 101 115 44 13 10 70
114 111 109 32 99 108 111 117
100 32 116 111 32 99 108 111
117 100 32 116 104 114 111 39
OUT OF
32 100 97 114 107 110 101 115 ORDER
!
115 32 98 108 105 110 100 13
10 9 81 117 105 99 107 32 115
116 97 114 115 32 115 99 117
DEBRIS
!
100 32 111 39 101 114 32 116
104 101 32 115 111 117 110
100 105 110 103 32 115 101 97
115 58 13 10 73 32 108 111
111 107 58 32 116 104 101 32 DEBRIS
115 104 111 119 101 114 121
32 115 107 105 114 116 115 32
117 110 98 105 110 100 58 13
10 9 77 97 114 115 32 98 121
32 116 104 101 32 108 111 110
101 108 121 32 80 108 101 105
97 100 101 115 13 10 66 117
114 110 115 32 111 118 101
114 104 101 97 100 58 32 119
105 116 104 32 98 114 111 119
115 32 100 101 99 108 105 110
101 100 13 10 9 73 32 109 117
115 101 32 45 32 73 32 119 97
110 100 101 114 32 102 114
111 109 32 109 121 32 112 101
97 99 101 44 13 10 65 110 100
32 115 116 105 108 108 32 100
40
70 111 114 116 117 110 97 32
40 79 32 70 111 114 116 117
110 101 41 13 10 86 101 108
117 116 32 108 117 110 97 32
40 108 105 107 101 32 116 104
101 32 109 111 111 110 41 13
10 83 116 97 116 117 32 118
97 114 105 97 98 105 108 105
115 32 40 121 111 117 32 97
114 101 32 99 104 97 110 103
101 97 98 108 101 41 13 10 83
101 109 112 101 114 32 99 114
101 115 99 105 115 32 40 101
118 101 114 32 119 97 120 105
110 103 41 13 10 65 117 116
32 100 101 99 114 101 115 99
105 115 59 32 40 97 110 100
32 119 97 110 105 110 103 59
41 13 10 86 105 116 97 32 100
101 116 101 115 116 97 98 105
108 105 115 32 40 104 97 116
101 102 117 108 32 108 105
102 101 41 13 10 78 117 110
99 32 111 98 100 117 114 97
116 32 40 102 105 114 115 116
32 111 112 112 114 101 115
115 101 115 41 13 10 69 116
32 116 117 110 99 32 99 117
114 97 116 32 40 97 110 100
32 116 104 101 110 32 115 111
111 116 104 101 115 41 13 10
76 117 100 111 32 109 101 110
DORSAL