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Eclipse Phase, Second Edition

Open Playtest
Making Characters
May 15, 2017

Eclipse Phase, Second Edition is funding on Kickstarter (Final day: May 17)

Open Playtest on DriveThruRPG

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http://eclipsephase.com/forums/eclipse-phase-second-edition-open-playtest

2017 Posthuman Studios LLC this file is not Creative Commons licensed. The final release will be!
APTITUDES
CHARACTER STATS Your aptitudes represent your natural, inherent abilities. They are
Your character is defined by a number of abilities and scores, all the foundation for your skills.
recorded on your character sheet. There are 6 aptitude scores:

Cognition (COG) represents your intelligence, prob-


EGO VS. MORPH lem-solving talent, and capacity for logical analysis.
The most important distinction in your stats is the distinction Intuition (INT) is your gut instinct and ability to evaluate on
between ego and morph. Your ego represents your mind, person- the fly. It includes physical awareness, creativity, cleverness, and
ality, memories, inherent traits, and learned skills. It represents cunning.
your mental state and true self and transfers with you from body Reflexes (REF) is your coordination, manual dexterity, nimble-
to body. Your morph is your physical (or sometimes virtual) form, ness, balance, and reaction speed.
the body you currently inhabit. Your morph may change or die, Savvy (SAV) represents your social awareness, adaptability,
and is sometimes considered expendable, but your ego lives on. empathy, and ability to influence others.
Your consciousnesss continuity may sometimes be interrupted by Somatics (SOM) is how well you can exploit your morphs
an unexpected death, however, or split off onto divergent paths by physical capabilities, including strength, stamina, and sustained
forking. Both ego and morph may be customized and modified, positioning and motion.
though mind hacks are a trickier and more dangerous affair. Willpower (WIL) is your self-control, mental fortitude, and
Your aptitudes, skills, and some derived stats and traits all strength of personality.
belong to your ego. They stay with you throughout your characters
development. Your morph provides you with pools to enhance
your skills, Durability to represent your health and constitution,
implants or robotic enhancements, and some traits and derived APTITUDE CHECKS
stats of its own. These change when you switch to a new morph. It You will sometimes rely on your aptitudes to make tests rather
is important to keep your ego and morph stats distinct, especially than learned skills. Aptitude Checks normally only come into play
when resleeving. in situations where no skill applies, but your raw talent does. Some
examples:
>>>Begin Sidebar/Table
Cognition Check: Recall a memory, memorize a number, or
EGO STATS resist mental manipulation.
Aptitudes Intuition Check: Evaluate a situation, navigate, see through
Aptitude Checks an illusion, or grok alien intentions.
Skills Reflexes Check: Catch a thrown object, balance, avoid
Initiative blinding glare, or stop yourself from falling.
Lucidity Savvy Check: Evaluate a social situation, express empathy,
Trauma Threshold follow etiquette, or resist social manipulation.
Insanity Rating Somatics Check: Exercise brute strength, endure hardships,
Ego traits or break free from grapples.
Motivations Willpower Check: Keep your composure, steel your resolve,
Some Flex Pool or resist fear or emotional manipulation.
>>>End Sidebar/Table
>>>Begin Sidebar/Table Aptitude Checks are a derived stat, based on your aptitude x 3.

MORPH STATS
Pools SKILLS
Durability Skills represent abilities learned and honed through education
Wound Threshold and practice. They are described in detail under Skills, p. XX.
Death Rating
Morph traits
>>>End Sidebar/Table MORPH
Your characters current biological, synthetic, or digital form.
This may be the body you were born in or one you sleeved into.
Morphs come pre-loaded with specific traits and implants, noted in
the morph description. Morphs, p. XX.
Dont get too attached to your morph, because you are likely to
move to a new one at some point during gameplay.

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DERIVED STATS >>>Begin Sidebar
A number of your stats are derived from other stats or aspects of
your character. These include: PLANNING AHEAD
Character creation is a linear, step-by-step process, with the
Initiative: Initiative determines the order in which people act exception of Customization Points (CP). Everyone gets 20 CP
during action turns. Initiative, p. XX. (possibly more, if you also buy negative traits) to spend in Step 10,
Durability: Your characters health, determined by your and you can use some or all of these points to increase stats acquired
morph. Durability and Damage, p. XX. in previous steps. To minimize the need to recalculate anything, try
Wound Threshold: The amount of damage you can take to keep your CP spending options in mind as you proceed through
before receiving a wound. Durability and Damage, p. XX. each step. If youre not quite able to get what you want, thats prob-
Death Rating: The amount of damage it takes to kill you, ably a good time to spend CP.
determined by morph. Durability and Damage, p. XX. Note that you dont need to spend all of your CP during character
Lucidity: Your characters mental health, based on creation. In fact, if youre in a hurry to make a character and start
Willpower. Lucidity and Stress, p. XX. playing, you can hold on to whatever CP you have left and spend
Trauma Threshold: The amount of stress you can take before them during gameplay. This gives you some leeway to tweak your
receiving a trauma. Lucidity and Stress, p. XX. character in ways you might not have considered until you were
Insanity Rating: The amount of stress that will drive you actually playing.
insane, based on Willpower. Lucidity and Stress, p. XX. >>>End Sidebar
Pools: Your Insight, Moxie, Vigor, and Flex pools, mostly
derived from your morph, with a Flex bonus from your ego. >>>Begin Sidebar
Pools, p. XX.
PLAYING AN ASYNC
If youre looking to make a psychic character, familiarize yourself
TRAITS with the rules for psi (p. XX). You should strongly consider the Lost
Traits are inherent qualities, features, or flaws that help define (p. XX) and/or Async (p. XX) skill packages, which will give you
your character. Positive traits give you bonuses in certain situations; Psi skill. You will need to purchase the Psi trait (p. XX) with your
negative traits apply detriments to your character. Traits either Customization Points, and some other traits may also be of interest.
belong to your ego or morph. Traits, p. XX. You should also set aside some of your CP to spend on psi sleights
(p. XX). Finally, be sure to calculate your Infection Rating in Step
11.
REP >>>End Sidebar
Your character has a reputation score in different social networks.
This rep will help you score favors, gather information, and acquire
necessary gear. Rep scores are used as your target number for Rep

STEP 1: CHOOSE
Tests. There are seven rep networks to choose from:

BACKGROUND
@-rep: The Circle-A List, for autonomists, anarchists,
Titanians, scum, and Extropians.
c-rep: CivicNet, used by the Planetary Consortium, What is your characters origin? Were you born in a slum on
Morningstar Constellation, Lunar-Lagrange Alliance, Jovian Earth before the Fall or raised in a protected enclave? Were you an
Republic, and other hypercorps and capitalists. early space colonist or an indentured worker?
f-rep: Fame, the media network used by metacelebrities, Each background provides you with a package of active and
journalists, socialists, artists, and glitterati. knowledge skills. Note these on your character sheet. For field skills,
g-rep: Guanxi, the network for triads, cartels, gangs, and a short selection of common fields is listed, but you can choose your
other criminal groups. own (Skills, p. XX). Alternatively, leave the field unassigned for now
i-rep: The Eye, Firewalls secret internal network. and decide on it during game play.
r-rep: Research Network Affiliates, used by argonauts, scien-
tists, technologists, and researchers of all stripes.
x-rep: ExploreNet, the social network for gatecrashers and
exoplanet colonists.

Eclipse Phase, Second Edition Open Playtest Making Characters May 15 2017 Page 3
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COLONIST INDENTURE
You were an original settler of Earth orbit, Luna, Mars, or a With nothing to lose, you sold yourself into a work contract for
smaller outpost elsewhere, before the Fall. the off-world hypercorps.
Academics: (Choose One) 30 Fray or Melee 20
Common Fields: Botany, Chemistry, Engineering, Physics Free Fall 40
Free Fall 40 Hardware: (Choose One) 50
Hardware: (Choose One) 40 Common Fields: Groundcraft, Industrial, Robotics
Common Fields: Aerospace, Electronics, Industrial Interest: (Choose One) 30
Interface 30 Common Fields: Black Markets, Gambling, XP Dealers
Pilot: (Choose One) 30 Interface 40
Common Fields: Aircraft, Groundcraft, Spacecraft Perceive 20
Profession: (Choose One) 60 Profession: (Choose One) 60
Common Fields: Administrator, Flight Crew, Hab Maintenance Common Fields: Habitat Tech, Miner, Terraformer
Survival 30

ENCLAVER
On Earth, you lived a life of precarious but protected stability in INFOLIFE
a defended enclave. You are an AGI, a digital consciousness born of software code.
Academics: (Choose One) 30 Academics: (Choose One) 30
Common Fields: Economics, Education, Psychology Common Fields: Computer Science, Cryptography
Athletics 40 Infosec 50
Interest: (Choose One) 60 Interface 50
Common Fields: Celebrity Gossip, Pop Culture, Sports Profession: (Choose One) 60
Interface 40 Common Fields: Accountant, Administrator, Sysop
Kinesics 30 Program 50
Persuade 20 Research 20
Pilot: Groundcraft 20
Program 20
ISOLATE
You eked out a self-exiled existence in a remote habitat or ship on
FREELANCER the fringes of occupied space.
You were a cog in the wheels of hypercapitalism, taking whatever Free Fall 40
gigs came your way. Guns 20
Interest: (Choose One) 30 Hardware: (Choose One) 40
Common Fields: Craft Beers, ______ Music, Sports Common Fields: Aerospace, Electronics, Robotics
Interface 40 Interest: (Choose One) 30
Kinesics 20 Common Fields: Bioconservativism, Conspiracies, Religion
Persuade 40 Medicine: Paramedic 20
Profession: (Choose One) 60 Pilot: (Choose One) 30
Common Fields: Entertainer, Freelancer, IT Worker Common Fields: Aircraft, Groundcraft, Spacecraft
Program 30 Profession: (Choose One) 60
Research 40 Common Fields: Flight Crew, Gas Miner, Habitat Tech
Survival 20

HYPERELITE
You lived in the top percent, with abundant wealth and resources. LOST
Academics: (Choose One) 30 You are a legacy of the doomed Lost Generation, undergoing an
Common Fields: Economics, Law, Political Science accelerated-growth children that left most others sociopathic or
Athletics 30 insane. You must purchase the Psi trait in Step 10.
Deceive 30 Academics: (Choose One) 60
Interest: (Choose One) 60 Common Fields: Biology, Psychology, Sociology
Common Fields: Fine Art, Hypercorp Politics, Stock Market Deceive 40
Kinesics 50 Infiltrate 20
Persuade 30 Interest: (Choose One) 30
Provoke 30 Common Fields: Privacy, Serial Killers, Mind Hacks
Kinesics 40
Perceive 20
Psi 50

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UNDERCLASS
You are a veteran of the slums, favelas, ghettoes, and flooded STEP 2: CHOOSE
CAREER
cities of Earth. You used whatever means necessary to get by.
Fray 20
Deceive 30 What is your characters primary field of expertise? Are you a
Guns or Melee 40 scientist, a hacker, a gun-for-hire, or something else?
Interest: (Choose One) 60 Like your background, your career package provides you with
Common Fields: Black Markets, Drugs, Triads skills. You might look for a package that gives you more diversity
Kinesics 40 or one that complements the skills youve already acquired. Dont
Perceive 20 worry about doubling up on skillsyou can adjust that in a later
Persuade 20 step.
Profession: (Choose One) 30 Your career choice will also determine your starting gear package
Common Fields: Con Artist, Police Officer, Smuggler (p. XX).

ACADEMIC
You devote your efforts to the pursuit of knowledge.
UPLIFT Academics: (Choose One) 60
You are an uplift: the latest generation of bonobo, cetacean, chim- Academics: (Choose One) 40
panzee, corvid, gorilla, neanderthal, octopus, orangutan, or parrot Interface 30
raised to human levels of intelligence. Profession: (Choose One) 30
Academics: (Choose One) 30 Common Fields: Administrator, Instructor, Lab Tech
Common Fields: Genetics, Sociology, Zoology Research 60
Athletics 40
Fray 20 COVERT OPERATIVE
Interest: (Choose One) 60 You are a spy, infiltrator, thief, or undercover agent, skilled at
Common Fields: Uplift Culture, Uplift Rights accessing places you dont belong.
Kinesics 30 Deceive 40
Perceive 40 Infiltrate 60
Provoke 20 Infosec 30
Survival 20 Interest: (Choose One) 30
Common Fields: Black Markets, Current Events, Politics
>>>Begin Table Profession: (Choose One) 60
Common Fields: Security, Smuggler, Spy
RANDOM BACKGROUND
If youd rather determine your background randomly, roll 1d10: ENFORCER
Youre a thug, whether youre wielding force for a hypercorp,
Roll Result cartel, habitat overseer, or autonomist militia.
1 Colonist Fray 30
2 Enclaver Guns 20
3 Freelancer Interest: (Choose One) 30
4 Hyperelite Common Fields: Cartel Politics, Gambling, Night Clubs
5 Indenture Kinesics 30
6 Infolife Melee 50
7 Isolate Profession: (Choose One) 60
8 Lost Common Fields: Bodyguard, Racketeer, Security
9 Underclass
10 Uplift EXPLORER
>>>End Table Youve walked on alien worlds and seen things with your own
eyes that others wouldnt believe.
Academics: (Choose One) 30
Common Fields: Astrobiology, Geology, Xenoarcheology
Athletics 30
Medicine: Paramedic 20
Pilot: (Choose One) 20
Common Fields: Aircraft, Groundcraft, Spacecraft
Profession: (Choose One) 60
Common Fields: First-Contact Specialist, Gatecrasher, Surveyor
Survival 60

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FACE MINDHACKER
You excel at convincing others, even when its not in their best You meld and shape minds and memories. You might be a
interest. therapist, memeticist, or psychosurgeon pushing the bounds of
Deceive 40 cognition.
Interest: (Choose One) 30 Academics: (Choose One) 60
Common Fields: Black Markets, Drugs, Underground XP Common Fields: Cognitive Science, Memetics, Psychology
Kinesics 30 Infosec 30
Persuade 60 Medicine: Pharmacology 40
Profession: (Choose One) 60 Medicine: Psychosurgery 60
Common Fields: Dealer, Security, Smuggler Profession: (Choose One) 30
Common Fields: Psychosurgeon, Psychotherapist, Resleeving
Tech
GENEHACKER
DNA is your artistic medium, proteins your weapon of choice. SCAVENGER
Academics: (Choose One) 60 You scrounge through wrecks and ruins of the Fall, seeking value
Common Fields: Biology, Genetics, Physiology in the destruction.
Medicine: Biotech 60 Hardware: (Choose One) 60
Medicine: Pharmacology 40 Common Fields: Electronics, Industrial, Robotics
Profession: (Choose One) 30 Hardware: Demolitions 40
Common Fields: Lab Tech, Morph Designer, Surgeon Interest: (Choose One) 30
Program 30 Common Fields: Black Markets, Spacecraft, TITAN Machines
Pilot: (Choose One) 30
HACKER Common Fields: Aircraft, Groundcraft, Spacecraft
Software heeds your beck and call, whether you seek to exploit Profession: (Choose One) 60
systems or protect them. Common Fields: Flight Crew, Scavenger, Smuggler
Academics: (Choose One) 60
Common Fields: Computer Science, Cryptography, Mathematics SCIENTIST
Infosec 60 You seek to understand how the universe worksor at least
Program 40 certain elements of it.
Profession: (Choose One) 30 Academics: (Choose One) 60
Common Fields: IT Worker, Network Engineer, Sysop Common Fields: Astrobiology, Memetics, Physics
Research 30 Hardware: (Choose One) 40
Common Fields: Electronics, Robotics
Profession: (Choose One) 30
INVESTIGATOR Common Fields: Detective, Field Scientist, Lab Tech
Few details escape your scrutiny, whether you are a journalist, Program 30
private investigator, detective, or insurance claims investigator. Research 60
Infiltrate 30
Interest: (Choose One) 30 SOLDIER
Common Fields: Black Markets, Current Events, Cartels You serve a habitat polity, hypercorp, or mercenary outfit.
Kinesics 40 Fray 40
Profession: (Choose One) 60 Guns 60
Common Fields: Detective, Ego Hunter, Journalist Interest: (Choose One) 30
Research 60 Common Fields: Conflict Zones, Gambling, Mercenary Groups
Melee 30
Profession: (Choose One) 60
MEDIC Common Fields: Bodyguard, Security, Soldier
You have a background in medicine and experience as a physi-
cian, surgeon, paramedic, body bank technician, or other type of TECHIE
medical specialist. You make and fix things. You might be a roboticist, habitat tech,
Academics: (Choose One) 60 or nano-engineer.
Common Fields: Biology, Genetics, Psychology Academics: (Choose One) 30
Kinesics 30 Common Fields: CompSci, Engineering, Nanotechnology
Medicine: Paramedic 60 Hardware: (Choose One) 60
Medicine: Biotech 40 Common Fields: Electronics, Industrial, Robotics
Profession: (Choose One) 30 Infosec 40
Common Fields: Medical Tech, Resleeving Tech, Surgeon Profession: (Choose One) 60
Common Fields: Engineer, Habitat Tech, Nano-Engineer

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Program 30 Provoke 40
>>>Begin Table
ASYNC
RANDOM CAREER You are infected with the Watts-MacLeod strain of the exsurgent
If youd rather determine your profession randomly, roll 1d10: virus (p. XX), which gives you a number of unique mental talents
and disadvantages. You must purchase the Psi trait in Step 10.
Roll Result Deceive 40
15 Roll on Group 1 Interest: (Choose One) 40
610 Roll on Group 2
Perceive 20
Roll Group 1 Result Psi 40
1 Academic
2 Covert Operative COMMANDER
3 Enforcer You are accustomed to leadership roles as an executive, officer,
4 Explorer
5 Face/Dealer elected official, or autonomist organizer.
6 Genehacker Interface 20
7 Hacker Persuade 40
80 Re-roll Profession: Administration 40
Provoke 40
Roll Group 2 Result
1 Investigator
2 Medic
3 Mindhacker FIGHTER
4 Scavenger Youve picked up some self-defense and offensive capabilities
5 Scientist along the way.
6 Soldier
Fray 20
7 Techie Guns 40
80 Re-roll Melee 40
>>>End Table Profession: Squad Tactics 40

FORENSICS SPECIALIST
STEP 3: CHOOSE Youve trained to analyze crime scenes and perform autopsies.

INTEREST
Academics: Physiology 40
Medicine: Forensics 40
What else does your character do? Did they have a previous Perceive 40
career or are they learning a new one? Do they pursue other inter- Research 20
ests as a hobby, out of curiosity or necessity? Is there an area of work
they have specialized in?
Your interest provides you with a package of skills, just like JACK-OF-ALL-TRADES
your background and career. This will be your final skills package, Youve seen and done a little bit of everything.
though you might purchase a few extra skills or tweak the ones Guns 25
youve gained so far in later steps. Infosec 25
Interest: (Choose One) 40
Persuade 25
ANIMAL HANDLER Research 25
Youve learned to raise, train, and care for animals, particularly
partially uplifted smart animals.
Exotic Skill: Animal Handling 40 JAMMER
Interest: Smart Animals 40 Youre a drone operator, with a talent for manipulating machines.
Medicine: Veterinary 40 Hardware: Robotics 40
Provoke 20 Interest: Bot Models 40
Interface 20
ARTIST/ICON Pilot: (Choose One) 40
You are a musician, performer, celebrity, or other type of creative
or public figure.
Exotic Skill: (Choose One) 40 NETWORKER
Common Fields: Dance, Music, Sculpt You know how to engage and connect with people.
Kinesics 20 Deceive 30
Profession: Entertainment 40 Interest: Rep Nets 40

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Persuade 40 Survival 30
Provoke 30
>>>Begin Table
PARAMEDIC
You have picked up some first aid training. RANDOM INTEREST
Fray 20 If youd rather determine your interest randomly, roll 1d10:
Kinesics 40
Medicine: Paramedic 40 Roll Result
Profession: Emergency Services 40 15 Roll on Group 1
610 Roll on Group 2

Roll Group 1 Result


PILOT 1 Animal Handler
You prefer to do the driving yourself, no matter how skilled the 2 Artist/Icon
AI is. 3 Async
4 Commander
Hardware: (Choose One) 30
5 Fighter
Pilot: (Choose One) 30 6 Forensics Specialist
Pilot: (Choose One) 40 7 Jack-of-All-Trades
Profession: Flight Crew 40 8 Jammer
90 Re-roll

ROGUE Roll
1
Group 2 Result
Networker
You are as shifty as you need to be. 2 Paramedic
Deceive 40 3 Pilot
Fray 20 4 Rogue
5 Slacker
Infiltrate 40
6 Spacer
Interest: (Choose One) 40 7 Student
8 Survivalist
SLACKER 90 Re-roll
You prefer to enjoy the good things in life. >>>End Table
Exotic Skill: (Choose One) 30
Common Fields: Drawing, Music, Sleight of Hand

STEP 4: CHOOSE
Interest: (Choose One) 40
Interface 40

FACTION
Persuade 30

Now that you have a rough orientation for your characters


SPACER background and skill sets, its time to pick a faction to which they
Youve spent your fair share of time in ships and smaller habitats. hold allegiance. Each choice provides a motivation (p. XX) and a
Free Fall 40 Knowledge skill of Interest: [Faction] 30. The Factions sidebar
Hardware: Choose One 40 provides a brief summary of each group; further details can be
Common Fields: Electronics, Industrial, Robotics found on pp. XXXX.
Interface 20 If you are unsure of what faction to pick at this time, you may
Profession: (Choose One) 40 skip this section for now and determine your faction, motivation,
and Interest skill during gameplay. You also can choose not to have
a factionnot everyone picks sides. If going factionless, simply
STUDENT choose your own motivation and take any Knowledge skill you like
You are in the process of learning. at 30.
Interest: (Choose One) 40 Note that faction allegiance does not necessarily mean you are
Interface 40 a hardcore true believer. You may have been born or raised into a
Program 20 faction and reluctantly stuck with it, or you may be finding yourself
Research 40 questioning some of the factions tenets. You may be a dissident,
trying to actively change the faction from within. For now, your
faction allegiance indicates the transhuman grouping you are most
SURVIVALIST familiar with and whose goals you at least nominally support.
The Fall reinforced the notion that you need to be prepared. Perhaps you are even a defector or new recruit, with an Interest skill
Guns 40 in your old faction but a motivation tied to your new one.
Interest: (Choose One) 40
Medicine: Paramedic 30

Page 8 Eclipse Phase, Second Edition Open Playtest Making Characters May 15 2017
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character if they are forced to default a lot.
Spending CP: Extra aptitude points cost 2 CP each. If youre
going to bump an aptitude, we recommend doing it now, before you
calculate your skills in Step 6.
>>>Begin Sidebar

FACTIONS
Anarchist: You believe power is corrupt and favor voluntary, STEP 6: TOTAL SKILLS
non-hierarchical organizations based on direct democracy. Combine all of the skills from Steps 14 and write them on your
Argonaut: You seek technoprogressive solutions to character sheet.
transhumanitys injustices and inequalities. If a character acquired the same skill more than once, those points
Barsoomian: You wish to see Mars liberated from hypercorp control. may be added together or the additional points may be applied to any
Brinker: You belong to a cult, commune, or other group that seeks other skill of the players choosing. Note that points for Knowledge
isolation from the rest of transhumanity. skills may only be used for other Knowledge skills; however, points for
Criminal: You are associated with the underworld, either part of a Active skills may be used for either Active or Knowledge skills.
large cartel, smaller gang, or as an independent operator. Next, add the base aptitude values to their linked skills. Note that
Extropian: You believe in unrestricted free markets and that the skills of Fray and Perceive have their base values equal to their
taking proactive risks with technology is better than playing it safe. aptitude x 2.
Hypercorp: You support hypercapitalist expansion and No final skill total (including aptitude) may exceed 80. Any skill
competitive-economics-driven social order. You accept that certain points that exceed 80 must be applied to another skill of the players
liberties must be restricted for security and freedom. choosing. Again, Knowledge skill points may only be used for other
Jovian: You are a bioconservative concerned about out-of-control Knowledge skills.
transhuman technologies. Players should feel free to switch their skills around as long as the
Lunar/Orbital: You support the conservative economics, Earth-tied number of points remains the same, and as long as Knowledge skill
nationalism, and traditionalism of the Lunar-Lagrange Alliance. points only go toward other Knowledge skills.
Mercurial: You oppose the assimilation and oppression of AGIs We suggest keeping aptitudes and skills in multiples of 5 for
and uplifts, supporting self-determination for your kind. simplicity, but this is not a requirement.
Reclaimer: You believe transhumanity should be focused on Spending CP: Each point of CP gets you 5 skill points. Use these
reclaiming, terraforming, and repopulating Earth. points to purchase or raise any skills you think youll need.
Scum: You push the boundaries of the experimental, fully testing
what it means to be transhuman. >>>Begin Sidebar
Socialite: You are a member of the glitterati, defining and defined
by inner-system media culture. SKILL SUMMARIES
Titanian: You are a technosocialist, believing that science and Full skill descriptions are found on p. XX.
technology can provide for the well-being of all. Academics (Field): Specialized scientific knowledge such as
Venusian: You adhere to the Morningstar Constellations vision for archeology, astrophysics, computer science, or sociology.
a more socialized, friendlier hypercapitalism. Athletics: Physical activity in gravity with a humanoid, uplift, or
Regional: You are a Solarian, Sifter, Belter, Europan, Ringer, or biomimicked morph, including climbing, running, swimming,
Skimmer invested in the culture, prosperity, and security of your gymnastics, throwing, and winged flight.
area of the solar system. Deceive: Lying, bluffing, conning, fast talk, impersonation, acting,
>>>End Sidebar and other attempts to misrepresent or hide the truth with words
and gestures.
Exotic Skill (Field): Catch-all category for less common skills such

STEP 5: DEFINE
as animal handling, contortion, disguise, music, sleight of hand, or
throwing knives.

APTITUDES
Fray: The ability to get out of the way of danger.
Free Fall: Physical activity in microgravity.
Your character starts with a score of 15 in each of the six apti- Guns: Aiming and shooting. Used for beam, kinetic, seeker, and
tudes (p. XX). These scores may be raised or lowered by taking or spray weapons.
giving points from other aptitudes. For example, you could lower Hardware (Field): Building, repairing, disabling, upgrading, and
WIL to 10 in order to raise COG to 20. No aptitude score may be physical hacking of technological systems.
lower than 5 or higher than 30. Infiltrate: Sneaking, hiding, and escaping detection.
Though conceptually skills are built on the aptitude values, Infosec: Hacking or protecting electronic devices and networks.
this step is placed after the skill choices so that you may tailor Interest (Field): Specialized knowledge in a hobby, recreational
your aptitudes to your skill set. For example, if you have a lot of pursuit, social topic, or other obsession.
SAV-linked skills, boosting your SAV is a solid way to optimize your Interface: Using and understanding modern electronic devices,
character. Alternatively, if you feel you are lacking skills linked to a networks, weapons, and systems.
certain aptitude, boosting that aptitude may help to round out your Kinesics: Perception of body language, tells, social cues, and

Eclipse Phase, Second Edition Open Playtest Making Characters May 15 2017 Page 9
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nonverbal communication. Spending CP: Every point of CP buys you 5 rep points.
Medicine (Field): Care and diagnosis of biological life, including
emergency care, forensics, pharmacology, psychosurgery, and
surgery.
Melee: Fighting, whether unarmed or using blades, clubs, or

STEP 10:
similar handheld weapons.
Perceive: Awareness and use of your physical senses.

CUSTOMIZATION
Persuade: Bargaining, convincing, etiquette, and social
manipulation.
Pilot (Field): Moving in a vehicle or non-humanoid or In this step, you buy your starting morph and traits and spend a
non-biomimicked morph. few more points on rep, skills, and other character aspects.
Profession (Field): Specialized knowledge and training in the You receive 20 Customization Points (CP) you may spend on
practices and procedures of various trades. the following. Note that you dont need to spend all of them just
Program: Writing and modifying software code. Also used for yetif youre still figuring out your character, you can save some
nanofabrication or crafting VR environments or AR illusions. CP and buy things later on during gameplay. Just keep track of
Provoke: Intimidation, taunting, seduction, or any invocation of what youve spent and make sure the GM approves.
emotion to socially manipulate.
Psi: Use of async sleights. STARTING MORPH
Research: Finding and interpreting data on the mesh. Choose your characters morph (p. XX). Each morph has a CP
Survival: Navigation, tracking, finding safe food and shelter, and cost. Keep in mind that morphs are temporary in Eclipse Phase, so
defending oneself against hostile planetary environments. you may not want to sink too many points into one. You may buy
>>>End Sidebar more than one morph, in case you want a fallback on hand or plan
to do a lot of forking, however you may not purchase negative traits
for these extra morphs. Extra morphs with a listed CP 0 cost 1 CP

STEP 7: LANGUAGES
instead.
Your morph will provide several stats: pools, Durability, Wound
Each character starts knowing one language. Languages are not Threshold, and Death Rating. Note these on your character sheet.
handled like skillsyou either know it or you dont. If you dont, Also take note of any implants or traits it might have.
real-time translation is easily accessible via the mesh, so language
tends to only be an issue in isolated areas. TRAITS
If your combined COG + INT is 35+, you may choose one addi- You may purchase any of the traits listed on pp. XXXX. Positive
tional language. traits have a CP cost listed. Negative traits give you bonus CP. No
If your combined COG + INT is 45+, you may choose two addi- more than 6 CP worth of negative traits may be purchased.
tional languages. There are a lot of traits to choose from, so if youre unfamiliar
Common languages are: Arabic, Cantonese, English, French, with the options or dont have the time to scan through them, skip
Hindi, Japanese, Mandarin, Portuguese, Russian, Skandinaviska, this for now and maybe save some CP to buy traits later. A summary
and Spanish. of traits can be found on p. XX.
Spending CP: You may purchase additional languages for 1 CP If you took the Lost background in Step 1 or the Async interest in
each. Step 3, you must purchase the Psi trait.

EXTRA LANGUAGES
STEP 8: FLEX
Extra languages may be learned at a cost of 1 CP per 1 language.

Every ego starts with 1 Flex point (Pools, p. XX). EXTRA REP
Spending CP: Extra Flex points cost 2 CP each. You may not CP may be spent for extra Rep points. 1 CP = 5 points to be spent
start with more than 3. on rep. No rep score may be raised higher than 80.

EXTRA SKILLS
STEP 9: REPUTATION
CP may be spent for extra skill points. 1 CP = 5 skill points. No
skill may be raised higher than 80 during character creation.
You have 100 points to divide between rep networks. There
are seven networks to choose from (p. XX). You should strongly INCREASED APTITUDE
consider taking rep scores that fit your faction choice. CP may be spent to increase aptitude scores at a cost of 2 CP per
We recommend taking either 60/40 in two networks or 50/25/25 aptitude point. This will increase all skills linked to that aptitude as
in three networks. You may not start with a rep score higher than well; no skill may be raised above 80. Increases to COG or INT may
80. increase the number of languages you start with (see Step 7).
If you are unsure what rep networks to choose, you may leave
these blank for now and fill them in during gameplay. INCREASED FLEX
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CP may be spent to increase your Flex pool at a cost of 2 CP per 1 in Step 2. See the Starting Gear lists, p. XX.
Flex. Your Flex Pool may not be raised higher than 3 (not counting In addition, all characters, as agents of Firewall, start out with
Flex derived from your morph). the gear listed under Firewall Agent. For non-Firewall campaigns,
gamemasters should adjust this accordingly.

PSI SLEIGHTS >>> Allow Additional Gear Buying at


If your purchased the Psi trait, you will likely want to spend CP CharGen?
on sleights, or psi powers (p. XX).
Psi sleights cost 1 CP per sleight. You may only purchase

STEP 13:
psi-gamma sleights if you have the Psi trait at Level 2. The
maximum number of sleights you may purchase is 10. Note that

MOTIVATIONS
the more psi-chi sleights you have, the higher your Infection Rating
will be.
Now that your character is mostly fleshed out, you must choose
SPECIALIZATIONS 3 motivations. Motivations are personal aspirations your character
Skill specializations cost 1 CP. They give a +10 bonus to that skill pursues. Most of these are long-term and rooted in the characters
when that specialization applies. (This specialization bonus does not ideological beliefs, personal drive, or backstory. Motivations will
count towards the skill maximum of 80.) help your character earn extra Rez Points (p. XX) and cope with
mental stress and trauma (p. XX).
>>>Begin Table Motivations are listed on your character sheet as a single term
or short phrase, along with a + or symbol to denote whether they
CUSTOMIZATION COSTS support the cause or oppose it. For example, +Fame would indi-
cate that your character seeks to become a famous media person-
Customization CP Cost ality, whereas Reclaim Earth means that your character opposes
5 Rep points 1 CP the goal of reclaiming Earth.
5 Skill points 1 CP Your first motivation is based on your faction choice, as deter-
1 Specialization 1 CP mined in Step 4 (p. XX). Note this on your sheet as +[Faction]
1 Psi sleight 1 CP Interests. Your other two motivations are based on your characters
1 Language 1 CP personal interests; see the Example Motivations sidebar for ideas.
1 Aptitude point 2 CP If you did not choose a faction, simply choose a third personal
1 Flex point 2 CP motivation instead.
Morph Variable If youre not sure what motivations to pick just yet, you can
Traits Variable always leave them blank for now and fill them in during gameplay.
>>>End Table

>>>Begin Sidebar

STEP 11: DERIVED MOTIVATION EXAMPLES


STATS
Acceptance Lover/Relative]
AGI Personhood Make Art
Youre almost done! Now a few of your stats need to be calculated Alien Contact Martian Liberation
and added to your character sheet: Anarchism Morphological Freedom
Autonomy Neurodiversity
Bioconservatism Open Source
Initiative: (REF + INT) 5.
Create Legacy Personal Career
Aptitude Checks: Each aptitude has a check (Cognition
Creative Expression Personal Improvement
Check, Intuition Check, etc.) equal to the aptitude x 3.
Discover/Forget Past Philanthropy
Lucidity: WIL x 2. Education Prove Others Wrong
Trauma Threshold: LUC 5. Expand Influence Reconnect with
Insanity Rating: LUC x 2. Exploration Transhumanity
Infection Rating (Asyncs Only): Psi trait level x 10, +5 per Fame/Recognition Religion
psi-chi sleight Find a Purpose Revenge
Find a Tribe Scientific Discovery
Friendly ASI Self-Reliance

STEP 12: STARTING


Hedonism Skill Mastery
Immortality Socialism
Independence Stability
GEAR Leadership
Locate Lost [Friend/Item/
Survival
Technoprogressivism
Your character receives starting gear based on the career chosen

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Thrill-Seeking Venusian Sovereignty
projected attitude, a catchphrase they use frequently, a unique look
Transparency Wealth
or style of dress, a repetitive behavior, an annoying mannerism, or
Uplift Rights
anything similar. Such idiosyncrasies give something that other
>>>End Sidebar players can latch onto, spurring roleplaying opportunities.

OPTIONAL: MOTIVATIONAL
GOALS SKILLS
Skills represent your characters accumulated knowledge, educa-
Motivations are good for steering your character, but they are very tion, and experience. They are the most important part of your ego,
open-ended. To fine-tune the concept, list out a specific short-term traveling with you from morph to morph. Having a well-rounded
goal for each motivation. For example, if your motivation is +Discover skill set is vital to survival in Eclipse Phase.
Your Past, your goal might be to investigate the habitat where you were
re-instantiated with lack a few months after the Fall. If your motivation SKILLS AND APTITUDES
is +Argonaut Interests, your goal might be to liberate a specific cache of Your learned skills are built upon your inherent abilities, your
proprietary scientific data for all of transhumanity to use. core aptitudes. Each skill is linked to an aptitude and bought
If your GM has a detailed campaign idea worked out in advance, upwards from that aptitudes base value. Aptitudes range from 1 to
you may want to wait and decide on your goals until you have been 30, with a 15 representing an average transhuman. If an aptitude is
fully introduced to the setting so you can integrate them within modified, all linked skills are modified as well.
the context of the story arc. For example, if your GM establishes a
campaign about the liberation of Mars from hypercorp control, and >>>Begin Table
you have +Mercurial Interests, you first goal might be to connect a
mercurial group you support with the Barsoomians and establish APTITUDE RANGES
common ground. Aptitudes range from 0 to 30.
If your group prefers a more cooperative style of campaign devel-
opment, motivational goals provide ample material for the GM to Rating Assessment
construct scenarios around. With this style of play, you may want to 5 Child
pick one motivation as your primary and establish multiple goals in 10 Unaugmented Human
relation to it. These goals can then serve as stepping stones for your 15 Transhuman
characters personal story arc. 20 Enhanced
For more interactive motivations, have each player choose one of 25 Superhuman
the goals of another character. When doing so, they should specif- 30 Posthuman
ically try to construct it in a way that connects it back to their own >>>End Table
character. This is a great opportunity to establish shared interests,
histories, and backgrounds between player characters. >>>Begin Table

SKILL RANGES
FINAL TOUCHES
Skills range in value from 0 to 98.

This is good time to look back at your characters background, Rating Assessment
career, interests, skills, traits, motivations, and other defining points. 10 Rudimentary Ability
These tell a storyyou just need to fill in the remaining details. 20 Some Familiarity
What did they think of their childhood? Do they still have ties 30 Novice
from there? How did they move from such origins to the career 40 Basic Professional Competence
and faction they are part of? How did they acquire those skills and 50 Advanced Training
motivations? What do their rep scores and traits say about them? 60 Experienced Professional
How did they get their current morph? Is it their original? If not, 70 Expert
what happened to their first body? Did they survive the Fall? What 80 Authority
have they done in the decade since? 90 Master
These questions will help you build a defining picture of your 98 Pinnacle of Achievement
character. Not everything about your character needs to be filled >>>End Table
out, of courseits OK to leave a few blanks that you can fill in
later. Assembling the points you have deduced so far will help you
to present your character as a whole, unique individual, however, ACTIVE VS. KNOWLEDGE
rather than just a blank template. SKILLS
As a final step, take a few minutes to pick out some specific
identifying features and personality quirks that will help you define Skills are separated into two broad categories: active and
the character to others. This could be a way of talking, a strongly knowledge. Active skills represent things your character does.

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They usually require some sort of physical action and are the overlooked or not readily apparent.
primary skills your character will uses in action and combat For example, of group of players new to Eclipse Phase might
scenes. Knowledge skills represent information your character has not fully grasp the fine distinctions between different factions, the
acquired, things they know. They play a less dramatic role, but are cultural relevance of certain technologies, or the potential impact of
often critical for helping your character solve mysteries, understand a new scientific breakthrough on the settingand might not even
situations, and figure out what to do. think to ask. GMs can and should call for Knowledge Tests to help
Points assigned for Active and Knowledge skills are not inter- impart the relevant information.
changeable. If you decided to take away points from a Knowledge In a similar vein, a group of characters looking to break into a facility
skill during character creation, you may only apply those extra could use Profession: Security to evaluate the defenses, Academics:
points to another Knowledge skill. Architecture to identify covert points of entry, Interests: Sports to plan
their infiltration at a time when the guards are likely to be distracted,
Interests: Triads to identify a local crime group that can sell them
SKILL CATEGORIES breaking and entering gear, and Profession: Administrator to help
Skills are also assigned to a number of other categories, as noted identify a top-level exec who will have the security codes they need.
on the Skill List (p. XX): Combat, Mental, Physical, Social, Psi, When used appropriately, these skills can be just as beneficial as the
Social, Technical, and Vehicle skills. Certain traits, abilities, and Active skills used to break inside, if not more so because the plan is
modifiers may only apply to skills of a specific category. more likely to succeed as a result of this preparation.
Finally, Knowledge skills help bring flavor and character to
the setting. While Interests: Martian Beers might not seem that
FIELD SKILLS useful at first, an enterprising character could use that expertise
When you choose a field skill, you must select a particular as an opening to talk to a potential source at a bar, to convince
emphasis for that skill known as a field. Field skills are written as a suspicious Barsoomian cell they are not an off-world spy, or
[Skill]: [Field]. For example, when choosing Academics skill, you simply to amuse the others at the table with anecdotes about how
must pick a particular discipline, such as Academics: Engineering or certain exhumans strangely reek of Olympus Stout or the perils of
Academics: Biology. Field skills may be purchased more than once, consuming too much Pilsener Red Lager in zero g.
with a different field chosen each time. Each field essentially serves
as a separate skill. Suggested fields are listed for each field skill, but
players and GMs can cooperate to create others. COMPLEMENTARY SKILLS
In certain cases, Knowledge skills can aid Active skill tests with
a complementary skill bonus modifier. This should only apply to
SPECIALIZATIONS situations where the Knowledge skill provides information that
You may opt to specialize in a given skill. Specializations represent a the would not normally be encompassed by the Active skill. For
focus in one particular aspect of that skill. For example, Beam Weapons example, Interests: Religious Cults could be applied as a comple-
is a specialization of Guns skill. Specializations are written in paren- mentary skill when trying to Persuade a religious brinker group,
theses after the skill name (e.g., Guns (Beam Weapons)). Each skill lists but Academics: Engineering is not complementary to a Hardware:
a number of possible specializations, but players and GMs can generate Industrial Test to repair part of a habitat, because the Hardware skill
their own. Field skills may also have specializations. already incorporates such engineering knowledge.
Specializations provide a +10 bonus when using that skill in a The bonus for a complementary skill is based upon the of the
situation appropriate to the specialization. complementing skill, as noted on the Complementary Skill Bonus table.

>>>Begin Table
USING KNOWLEDGE SKILLS COMPLEMENTARY SKILL
It may seem like Knowledge skills have fewer in-game applica-
tions than Active skills, but they should not be underestimated.
BONUS TABLE
Knowledge Skill Modifier
They have three major uses, the first of which is analyzing clues and
4059 +10
solving mysteries. Many Eclipse Phase scenarios are based around +20
6079
technological dangers, alien encounters, and scientific phenom- 80+ +30
enon, and so characters will need a good balance of Knowledge >>>End Table
skills to unravel the problem and find solutions.
Just as importantly, Knowledge skills are valuable in helping
the charactersand the playersunderstand the world of Eclipse
Phase. In particular these skills can be used to assess a situation,
identify strengths and weaknesses, make plans, evaluate worth,
make comparisons, forecast probable outcomes, or understand the
applicable science, socio-economic factors, or cultural or historical
context. In this regard, Knowledge skills can be a valuable tool for
GMs to assist the players, prompting for Knowledge skill rolls to
help flesh out details of the game setting that might otherwise be

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Memetics, Nanotechnology, Physics, Political Science, Psychology,
Sociology, Xeno-archeology, Xenolinguistics, Zoology
Specializations: As appropriate to the field

>>>Begin Table ATHLETICS


Type: Active, Physical
SKILL LIST Linked Aptitude: SOM
Athletics encompasses various types of physical activity in envi-
Skill Linked Aptitude Type
ronments with gravity. It specifically applies to maneuvering in
Academics: [Field] COG Knowledge
Athletics SOM Active, Physical morphs that are humanoid, uplift, or that use biomimicked move-
Deceive SAV Active, Social ments (snaking, winged flight, etc.), whether sleeved or remote
Exotic Skill: [Field] operated.
Fray REF Active, Combat Use Athletics to scale a wall, tread water, throw a grenade, jump a
Free Fall REF Active, Physical crevasse, vault a table, backflip off a ledge, or make a barrel roll with
Guns REF Active, Combat a winged morph. Some actions are detailed under Movement, p. XX.
Hardware: [Field] COG Active, Technical Specializations: Acrobatics, Fly, Climb, Jump, Parkour, Run,
Infiltrate REF Active, Physical Swim, Throw
Infosec COG* Active, Technical
Interest: [Field] COG Knowledge
Interface COG Active, Technical DECEIVE
Kinesics SAV Active, Social Type: Active, Social
Medicine: [Field] COG Active, Technical
Linked Aptitude: SAV
Melee SOM Active, Combat
Deceive is about presenting falsehoods in believable ways. It
Perceive INT Active, Mental
applies to any attempt to misrepresent or hide the truth with words
Persuade SAV Active, Social
Pilot: [Field] REF Active, Vehicle and gestures. It does not include hiding (Infiltrate) or physical
Profession: [Field] COG Knowledge disguises (Exotic Skill: Disguise).
Program COG* Active, Technical Use Deceive to act, lie, bluff, misdirect, con someone, imper-
Provoke SAV Active, Social sonate someone, or fast talk your way out of a situation. The target
Psi WIL Active, Mental, Psi of your deception opposes with their Kinesics skill.
Research COG Active, Technical Specializations: Act, Bluff, Con, Fast Talk, Impersonate
Survival INT Active, Mental

* You may not default on these skills EXOTIC SKILL: [FIELD]


>>>End Table Type: Active, Field
This is a catch-all category for less-common skills. This includes

COMPLETE SKILL LIST


proficiency with unusual and archaic weaponry, creative and artistic
expression, and skills that have a very narrow focus but require
education, training, and experience to properly execute.
Use Exotic Skill if you want your character to be talented in a
ACADEMICS: [FIELD] field that is not covered by any existing skill. The GM determines
Type: Knowledge, Field the appropriate linked aptitude.
Linked Aptitude: COG Sample Fields: Animal Handling (SAV), Bow (REF), Disguise
Academics fields cover all of the disciplines of scientific knowl- (INT), Escape Artist (REF), Music (INT), Plasma Cutter (REF),
edge and advanced study. It includes theoretical and applied Sculpture (INT), Sleight of Hand (REF), Throwing Knives (REF),
sciences, social sciences, transhumanities, arts, and technology. Whips (REF)
Use Academics to call upon your education and knowledge. Specializations: As appropriate to the field
For example, Academics: Chemistry could be used to identify a
particular substance, understand an unusual chemical reaction, or
determine what elements are needed to nanofabricate something FRAY
that requires exotic materials. The GM may choose not to allow Type: Active, Combat
defaulting on some Academics Tests, as only someone who has been Linked Aptitude: REF
educated in that subject is likely to be able to tackle it. Fray is your ability to get out of the way of danger, whether that is
Sample Fields: Archeology, Astrobiology, Astronomy, an attacker or a moving object.
Astrophysics, Astrosociology, Biochemistry, Biology, Botany, Use Fray to dodge attacks, avoid falling objects, maneuver deftly
Computer Science, Cryptography, Economics, Engineering, through a crowd, or side-step a collision. In combat, Fray is used
Genetics, Geology, History, Law, Linguistics, Mathematics, to oppose melee and ranged strikes (p. XX). Against guns, Fray is

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reduced by half. INFOSEC
Specializations: Full Defense, Guns, Melee Type: Active, Technical
Linked Aptitude: COG (no defaulting)
Infosec is short for information security. It incorporates
training in electronic intrusion and counter-intrusion techniques,
as well as use of cryptography tools.
FREE FALL Use Infosec to hack into electronic and mesh systems, subvert
Type: Active, Physical them, and protect them. Also use it to encrypt and decrypt commu-
Linked Aptitude: REF nications and files. Most Infosec Tests are task actions. See The
Free Fall is the companion skill to Athletics and Pilot, encom- Mesh, p. XX, for additional details on mesh systems and applica-
passing physical activities in microgravity environments or when tions of Infosec skill.
free falling. Specializations: Brainhack, Brute-Force Hack, Decrypt, Probe,
Use Free Fall to push yourself down a micrograv tunnel, propel Security, Sniff, Spoof, Subvert, VR Hack
yourself across an open space in zero g, re-orient yourself out of a
spin, maneuver with vacsuit attitude jets, to correctly apply some
type of propulsion when drifting in space, or when parachuting. INTEREST: [FIELD]
Specializations: Jump, Parachute, Pull, Vacsuits Type: Knowledge, Field
Linked Aptitude: COG
Interest fields includes specialized knowledge in any topic that
GUNS might be considered a hobby, recreational pursuit, social topic, or
Type: Active, Combat other obsession.
Linked Aptitude: REF Use Interest skill whenever you need to recall or use knowledge
Guns deals with the maintenance and use of modern firearms, related to that particular field.
seeker launchers, and coherent energy and projectile weapons. Sample Fields: Celebrities, Conspiracies, Factors, Exhumans,
Use Guns to shoot beam, kinetic, seeker, and spray weapons. Exoplanet Colonies, Gambling, Hypercorp Politics, Lunar Habitats,
Attacks made with Guns skill are opposed with Fray 2. Martian Beers, Morphs, Reclaimer Blogs, Scum Drug Dealers,
Specializations: Beam Weapons, Firearms, Plasma Weapons, Spaceship Models, Strategy Games, TITAN Tech, Triad Economics,
Railguns, Seekers, Spray Weapons Transhuman Factions, Underground XP, VR Games
Specializations: As appropriate to the field

HARDWARE: [FIELD]
Type: Active, Field, Technical INTERFACE
Linked Aptitude: COG Type: Active, Technical
Hardware handles the design, construction, repair, and alteration Linked Aptitude: COG
of different types of technological systems. Interface skill is about using and understanding computers,
Use Hardware to repair a life support system, upgrade a robot, electronics, networks, sensors, and software. It applies to every-
hack an electronic lock, or assemble a functional vehicle from spare thing from mesh servers and cloud services to embedded habitat/
parts. Most Hardware Tests are task actions. spacecraft system controls and computerized or vehicle-mounted
Sample Fields: Aerospace (aircraft and spacecraft), Armorer weapon systems.
(armor and weapons), Demolitions (explosives), Electronics, Use Interface to manipulate electronics, command software, forge
Groundcraft, Industrial (factory, habitat, and life support systems), video files, scan for wireless devices, jam frequencies, get sensor
Nautical (watercraft and submarines), Robotics (bots and readings, control life support functions, and understand a device
synthmorphs) with which you are unfamiliar. Interface is also used to attack with
Specializations: As appropriate to the field non-portable weapon emplacements and weapons mounted upon
bots, vehicles, or spacecraft.
INFILTRATE Specializations: Forge, Jam, Scan, Sensors, Weapon Systems
Type: Active, Physical
Linked Aptitude: REF
Infiltrate is the art of escaping detection. KINESICS
Use Infiltrate to sneak past a guard, hide from a search party, Type: Active, Social
blend into a crowd, shadow someone, or evade a sensor system. It Linked Aptitude: SAV
is opposed by Perceive skill, though anyone not actively searching Kinesics is the art of empathy and nonverbal communication.
suffers a distraction modifier; against a group, use the highest Use Kinesics to read someones emotional state, gauge their
Perceive skill among them. Infiltrate is best handled as a task action intentions, detect lies, identify mannerisms and tells, and use body
covering a specified distance, rather than rolling each Action Turn. language to emote and convey information. Kinesics is used to
Specializations: Blend In, Hide, Shadow, Sneak, oppose Deceive skill.
Though synthmorphs are designed to emote, reading them is
more difficult; apply a 30 modifier. The same modifier also applies

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to ALIs that are operating pods, bots, or synthmorphs. At the GMs Use Persuade to drive a bargain, convince a reluctant party, nego-
discretion, similar modifiers may apply to morphs that lack anthro- tiate a truce, motivate your peers to take action, or sway someone to
pomorphic characteristics or that are sleeved by egos accustomed your side. Perceive is opposed by the opponents SAV Check.
to much different physiologies (such as a neo-octopi in a neo-avian Specializations: Diplomacy, Negotiate, Motivate
morph).
Specializations: Detect Deception, Emote, Judge Intent

MEDICINE: [FIELD] PILOT: [FIELD]


Type: Active, Field, Technical Type: Active, Vehicle
Linked Aptitude: COG Linked Aptitude: REF
Medicine fields encompass healthcare, diagnosis and treatment, Pilot is about maneuvering and controlling non-humanoid
design, and manipulation of biological life forms. morphs, bots, and vehicles, whether sleeved or remote operated. It
Use Medicine: Biotech to modify morphs or install implants. Use applies to movement systems that are not muscle-driven: wheeled,
Medicine: Forensics to conduct autopsies to ascertain cause of death thrust vector, rocket, etc.
or the biological functions of alien life. Use Medicine: Paramedic Use Pilot to drift a car around a tight corner, evade pursuit, avoid
to diagnose ailments and treat injuries (p. XX). Medicine: a crash, barrel roll a plane, or perform a high-g maneuver in a
Pharmacology is used to synthesize drugs or develop an antidote spacecraft.
to a toxin. Medicine: Psychosurgery is used to heal stress and Sample Fields: Aircraft, Groundcraft, Submarine, Spacecraft,
manipulate the mind (p. XX). Use Medicine: Veterinary to provide Watercraft
healthcare to smart animals and non-sapient critters. Specializations: As appropriate to the field
Sample Fields: Biotech, Forensics, Paramedic, Pharmacology,
Psychosurgery, Veterinary
Specializations: As appropriate to the field PROFESSION: [FIELD]
Type: Knowledge, Field
Linked Aptitude: COG
MELEE Profession fields cover knowledge and training in the practices
Type: Active, Combat and procedures of various legal and extralegal trades.
Linked Aptitude: SOM Use Profession to recall specialized knowledge available to
Melee deals with fighting, whether unarmed or with held or someone trained or experienced in that particular field.
implanted weapons. Sample Fields: Accountant, Administrator, Asteroid Miner,
Use Melee to punch, kick, grapple, or attack with a blade, club, Bodyguard, Cool Hunter, Con Artist, Dealer, Detective, Ego Hunter,
or other weapon. Melee is opposed by Fray if dodging or by the EMT, Engineer, Entertainer, Field Scientist, First-Contact Specialist,
opponents Melee skill if blocking or parrying. Flight Crew, Freelancer, Gas Miner, Gatecrasher, Genehacker,
Specializations: Blades, Clubs, Disarm, Grapple, Implants, Habitat Tech, Instructor, IT Worker, Journalist, Lab Tech, Medical
Unarmed Tech, Morph Designer, Nano-Engineer, Network Engineer, Police
Officer, Psychosurgeon, Racketeer, Resleeving Tech, Scavenger,
Security, Service Worker, Smuggler, Social Engineer, Spy, Soldier,
PERCEIVE Surgeon, Surveyor, Sysop, Terraformer
Type: Active, Mental Specializations: As appropriate to the field
Linked Aptitude: INT
Perceive skill is awareness and use of your physical senses.
Use Perceive to spot an intruder, find a clue, locate a trap, search PROGRAM
a room, or scrounge up something useful. Perceive is opposed by Type: Active, Technical
Infiltrate skill. Linked Aptitude: COG (no defaulting)
Basic perception is an automatic action, though it suffers a 20 Program deals with writing and modifying software code.
distraction modifier as your attention is elsewhere. Detailed percep- Use Program to write a script, analyze how a program works,
tion, without modifiers, is a quick action. Thorough investigation is design a blueprint for nanofabrication, break copyright protection,
a task action. patch software against an exploit, code a virus, or craft a VR envi-
Specializations: Hear, Investigate, Scrounge, See, Smell ronment, AR illusion, or infomorph mind-state.
Specializations: AIs, Infomorphs, Malware, Nanofabrication,
PERSUADE Piracy, VR
Type: Active, Social
Linked Aptitude: SAV
Persuade is the ability to convince others to do what you want PROVOKE
through words and gestures, logic and reason. It is the art of subtle Type: Active, Social
social manipulation. It does not include intimidation, coercion, Linked Aptitude: SAV
seduction, or other emotionally driven manipulation (use Provoke Provoke is your talent at emotional manipulation.
instead). Use Provoke to taunt an opponent, intimidate a witness, rile up

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a mob, scare someone into submission, browbeat a captive into Morph Traits: Traits that each morph of this type has (Traits,
surrendering information, or seduce a potential lover. Opponents p. XX).
resist Provoke with a WIL Check. Common Extras: Traits and/or ware that morphs of this type
Specializations: Calm, Fluster, Inspire, Interrogate, Intimidate, commonly, but not always, have. These are not included in the CP
Seduce, Taunt cost and must be acquired separately.

PSI COMMON BIOMORPHS


Type: Active, Mental, Psi Biomorphs are fully biological sleeves (often genetically modi-
Linked Aptitude: COG fied and equipped with implants), birthed naturally or from an
Psi is the wielding of sleights to detect, manipulate, or harm exowomb, and grown to adulthood either naturally or at a slightly
others. accelerated rate.
Use Psi to target others with psi-gamma sleights (p. XX). Psi is
resisted with a WIL Check. FLAT (0 CP)
You must possess the Psi trait (p. XX) to use this skill. Flats are baseline unmodified humans, born with all of the
Specializations: Control, Psi Assault, Sense natural defects, hereditary diseases, and other genetic mutations
that evolution so lovingly applies. Flats are increasingly rare outside
bioconservative enclavesmost died off with the rest of humanity
RESEARCH during the Fall.
Type: Active, Technical Movement Rate: Walker 4/20
Linked Aptitude: COG Ware: None
Research is your google fu, your skill at finding, analyzing, and Common Extras: Many have the Genetic Defect trait (p. XX).
understanding information online. It includes knowing where to DUR WT DR Insight Moxie Vigor Flex
look, optimizing your queries, and processing massive amounts of 30 6 45 0 0 0 1
data.
Use Research to look up an answer on the mesh, track people SPLICER (1 CP)
online, access the deep mesh, search databases, sift through Splicers are genefixed humans. Their genome has been cleansed
archives, and mine data dumps. of hereditary diseases and optimized for looks and health, but has
Specializations: Blogs, Cloud Services, Deep Mesh, News not otherwise been substantially upgraded. Splicers make up the
Archives, Social Networks, Science Archives, Track majority of transhumanity.
Movement Rate: Walker 4/20
Ware: Biomods, Cortical Stack, Mesh Inserts
SURVIVAL DUR WT DR Insight Moxie Vigor Flex
Type: Active, Physical 30 6 45 0 0 0 2
Linked Aptitude: INT
Survival encompasses the skills needed to survive in hostile EXALT (3 CP)
environments. Exalts are the common, non-specialized enhanced human
Use Survival to navigate, track a person or animal in the wild, model. They are genetically upgraded to make them healthier,
find safe food and shelter, and defend against ecological and envi- smarter, and more attractive (based on ever-evolving beauty stan-
ronmental dangers. dards). Their modified metabolism keeps them fit and athletic for
Specializations: Forage, Hunt, Navigate, Track the duration of an extended lifespan.
Movement Rate: Walker 4/20
Ware: Biomods, Cortical Stack, Mesh Inserts

MORPH LIST:
DUR WT DR Insight Moxie Vigor Flex
35 7 53 1 1 1 1

BIOMORPHS NEOTENIC (3 CP)


The morphs listed here represent just a fraction of the many types Neotenics are transhumans modified to retain a child-like form.
of sleeves and shells available to characters. You must purchase They are smaller, more agile, inquisitive, and less resource-de-
at least one morph during character creation (p. XX). During pleting, making them ideal for habitat living and spacecraft. Some
gameplay, you may need to acquire a new morph when forking, people find neotenic sleeves distasteful, especially when employed
egocasting, or resleeving (Acquiring Morphs, p. XX)or when the in certain media and sex work capacities, but most are designed to
one you have is killed/destroyed. be neuter-gendered.
Some notes on the morph entries: Movement Rate: Walker 4/16
Movement Rate: Refers to the mobility system used and distance Ware: Biomods, Cortical Stack, Mesh Inserts
covered (Movement, p. XX). Notes: Small size (p. XX)
Ware: Bioware, cyberware, nanoware, and/or hardware the DUR WT DR Insight Moxie Vigor Flex
morph is equipped with (Gear, pp. XXXX). 30 6 45 2 1 1 2

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RUSTER (3 CP) SYLPH (4 CP)
Adapted for survival with minimum gear in the not-fully-terra- Sylph morphs are ideal for media icons, elite socialites, XP stars,
formed Martian environment, these transgenic morphs feature insu- models, and narcissists. Sylph gene sequences are tailored for
lated skin for more effective thermoregulation and respiratory system distinctive good looks, ethereal and elfin features, and slim and
improvements to require less oxygen and filter carbon dioxyde, among lithe bodies. Their metabolism has also been sanitized to elimi-
other mods. Many have the Planned Obsolescence trait (p. XX). nate unpleasant bodily odors and their pheromones adjusted for
Movement Rate: Walker 4/20 universal appeal.
Ware: Biomods, Cold Tolerance, Cortical Stack, Enhanced Movement Rate: Walker 4/20
Respiration, Mesh Inserts Ware: Biomods, Clean Metabolism, Cortical Stack, Enhanced
Common Extras: Many have the Planned Obsolescence trait (p. XX). Pheromones, Mesh Inserts
DUR WT DR Insight Moxie Vigor Flex Common Extras: Many have the Striking Looks trait (p. XX).
35 7 53 0 1 1 2 DUR WT DR Insight Moxie Vigor Flex
35 7 53 1 3 1 1
BOUNCER (4 CP)
Bouncers are genetically adapted for microgravity. Their legs are FUTURA (5 CP)
more limber and their feet can grasp as well as their hands. They Futura morphs were specially crafted for the Lost Generation
can tolerate the cold temperatures of beehive tunnels and have an of accelerated-growth children. Adjusted for confidence, self-reli-
oxygen reserve in case they are exposed to vacuum. They are very ance, and adaptability, futuras were intended to help transhumanity
common in the outer system. regain its foothold. These programs proved disastrous and the line
Movement Rate: Walker 4/16 was discontinued, but some models and various spin-offs remain,
Ware: Biomods, Cold Tolerance, Cortical Stack, Grip Pads, Mesh viewed by some with distaste and others as collectibles or exotic
Inserts, Oxygen Reserve, Prehensile Feet oddities.
Morph Traits: Limber (Level 1) Movement Rate: Walker 4/20
DUR WT DR Insight Moxie Vigor Flex Ware: Biomods, Cortical Stack, Glands, Mesh Inserts
35 7 53 1 0 1 2 DUR WT DR Insight Moxie Vigor Flex
35 7 53 2 4 1 1
HIBERNOID (4 CP)
Hibernoids are transgenic-modified humans with heavily altered FURY (6 CP)
sleep patterns and metabolic processes. Hibernoids have a decreased Furies are combat morphs. These transgenic humans are
need for sleep, requiring only 12 hours a day on average. They can upgraded for endurance, strength, reflexes, and capacity to handle
also trigger a form of voluntary hibernation, effectively halting physical trauma. Behavioral modifications for aggressiveness are
their metabolism and need for oxygen. Hibernoids make excellent offset by gene sequences promoting pack mentalities and cooper-
long-duration space travelers, but these morphs are also favored by ation, and they tend to be biologically female.
personal aides and hypercapitalists with non-stop lifestyles. Movement Rate: Walker 4/20
Movement Rate: Walker 4/20 Ware: Biomods, Bioweave Armor (+2/+3), Cortical Stack,
Ware: Biomods, Circadian Regulation, Cortical Stack, Enhanced Vision, Mesh Inserts
Hibernation, Mesh Inserts Morph Traits: Modified Behavior (Aggressiveness, Level 2;
DUR WT DR Insight Moxie Vigor Flex Cooperation, Level 2)
35 7 53 1 1 0 2 Common Extras: Many are equipped with neurachem (p. XX),
hardened skeletons (p. XX), toxin filters (p. XX), and implanted
MENTON (4 CP) weapons (p. XX).
Mentons are genetically modified to increase cognitive abilities, DUR WT DR Insight Moxie Vigor Flex
particularly learning ability, creativity, attentiveness, and memory. They 50 10 75 1 1 4 2
are favored by academics, intellectuals, scientists, and engineers.
Movement Rate: Walker 4/20 GHOST (6 CP)
Ware: Biomods, Cortical Stack, Mesh Inserts, Mnemonics Ghosts are partially designed for combat applications, but their
DUR WT DR Insight Moxie Vigor Flex primary focus is stealth and infiltration. Their genetic profile
35 7 53 3 1 1 1 encourages speed, agility, and reflexes, and their minds are modified
for patience and problem-solving.
OLYMPIAN (4 CP) Movement Rate: Walker 4/20
Olympians are human upgrades with improved athletic capa- Ware: Biomods, Chameleon Skin, Cortical Stack, Grip Pads,
bilities like endurance, hand-eye coordination, and cardiovascular Mesh Inserts
functions. Olympians are common among athletes, dancers, Morph Traits: Modified Behavior (Patience, Level 2)
freerunners, gatecrashers, and soldiers. Common Extras: Many are equipped with adrenal boost (p. XX),
Movement Rate: Walker 4/20 skinflex (p. XX), and implanted weapons (p. XX).
Ware: Biomods, Cortical Stack, Mesh Inserts DUR WT DR Insight Moxie Vigor Flex
DUR WT DR Insight Moxie Vigor Flex 45 9 68 2 1 3 2
40 8 60 1 1 3 1

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REMADE (7 CP) Common Extras: Many have the Striking Looks (p. XX) or
The remade are completely redesigned: humans 2.0. Their Addiction (p. XX) traits.
cardiovascular system is stronger, their digestive tract sanitized and DUR WT DR Insight Moxie Vigor Flex
restructured, and they have been optimized for health, intelligence, 30 6 45 0 2 0 1
and longevity with numerous transgenic mods. They look close to
human, but are different in very noticeable and sometimes eerie
ways: taller, lack of hair, slightly larger craniums, wider eyes, smaller WORKER POD (4 CP)
noses, smaller teeth, and elongated digits. The remade are popular Worker pods feature heavily in menial-labor jobs that involve
with the ultimates faction. interaction with other transhumans.
Movement Rate: Walker 4/20 Movement Rate: Walker 4/20
Ware: Biomods, Circadian Regulation, Clean Metabolism, Ware: Access Jacks, Biomods, Cortical Stack, Cyberbrain, Mesh
Cortical Stack, Enhanced Respiration, Mesh Inserts, Temperature Inserts, Mnemonics, Puppet Sock
Tolerance, Toxin Filters DUR WT DR Insight Moxie Vigor Flex
DUR WT DR Insight Moxie Vigor Flex 30 6 45 0 0 2 1
45 9 68 2 2 2 2

NOVACRAB (5 CP)
POD BIOMORPHS Bioengineered from coconut crab and spider crab stock and
Pods (a colloquialism derived from pod people) were origi- grown to a larger (human) size, novacrabs are ideal for hazardous
nally designed as biological androids. Their parts are vat-grown work environments as well as vacworker, police, or bodyguard
separately using accelerated-growth processes and assembled with duties. They climb and handle microgravity well and can with-
a number of cybernetic system short-cuts; this entire process stand a wide range of atmospheric pressure (and sudden pressure
producing a functional body in a fraction of the time it takes to changes) from vacuum to deep sea. They are equipped with ten
clone a standard biomorph. Cyberbrains replace their undeveloped 2-meter long legs, massive claws, chitinous armor, compound eyes
gray matter. The first generations of pods were operated by ALIs (with human-equivalent image resolution), gills, dexterous manip-
and primarily used in service industries where a biological aesthetic ulatory digits on their fifth set of limbs, and transgenic vocal cords.
was preferred to robots, in hazardous labor industries, and for sex Movement Rate: Walker 4/20
work. They were visually distinguished from normal humans by Ware: Access Jacks, Biomods, Carapace Armor (+6/+7), Cold
stylized seamlined patterns in their skin, a designation that remains Tolerance, Cortical Stack, Cyberbrain, Enhanced Respiration, Gills,
common today. In the wake of the Fall and the subsequent demand Mesh Inserts, Mnemonics, Oxygen Reserve, Puppet Sock, Vacuum
for more biomorphs, pods are now commonly sleeved by trans- Sealing
humans, especially indentures, but they still often suffer a classist Notes: Claw Attack (DV 2d10)
stigma. Pods lack reproductive functions and are usually neuter. DUR WT DR Insight Moxie Vigor Flex
Non-human pods are increasingly common. 40 8 60 0 0 3 0

BASIC POD (2 CP)


The original general-purpose pod, these budget mass-market SECURITY POD (4 CP)
models are designed to keep the buyer/user dependent on the Security pods were originally manufactured as mass-produced
manufacturer. AI-operated soldiers for joint peacekeeping missions and enclave
Movement Rate: Walker 4/20 border/security roles. Many were co-opted by the TITANs during
Ware: Access Jacks, Biomods, Cortical Stack, Cyberbrain, Mesh the Fall, so they fell out of favor for many years, but a demand for
Inserts, Mnemonics, Puppet Sock cheap mercenary morphs has revived interest.
Morph Traits: Planned Obsolescence Movement Rate: Walker 4/20
DUR WT DR Insight Moxie Vigor Flex Ware: Access Jacks, Biomods, Bioweave Armor (+2/+3), Claws,
30 6 45 0 0 1 2 Cortical Stack, Cyberbrain, Eelware, Enhanced Vision, Mesh
Inserts, Mnemonics, Puppet Sock
PLEASURE POD (4 CP) Common Extras: Many are equipped with adrenal boost (p.
Pleasure pods are faux humans intended for intimate entertain- XX), implanted weapons (p. XX), and t-ray emitters (p. XX). Space
ment purposes and indulgent hedonism. Their biology includes marine variants have oxygen reserve (p. XX), prehensile feet (p.
extra nerve clusters in their erogenous zones, fine motor control XX), and vacuum sealing (p. XX).
over certain muscle groups, enhanced pheromones, sanitized DUR WT DR Insight Moxie Vigor Flex
metabolisms, and the capability to purr. They are capable of 35 7 53 1 0 2 2
switching between multiple sex configurations and are often
enhanced in other areas.
Movement Rate: Walker 4/20
Ware: Access Jacks, Biomods, Clean Metabolism, Cortical Stack,
Cyberbrain, Enhanced Pheromones, Mesh Inserts, Mnemonics,
Puppet Sock, Sex Switch

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UPLIFT MORPHS NEO-NEANDERTHAL (3 CP)
These biomorphs are the original bodies of various sapient This morph is derived from fossilized Neanderthal DNA, uplifted
non-humans. Though uncommon and sometimes stigmatized, they and enhanced to transhuman equivalence. Neanderthal morphs
are also sleeved by non-uplifts. appear muscular with a heavy bone structure, distinctively long
skulls, heavy brow ridges, and weak chins. Pale complexions and
red hair are common features.
NEO-AVIAN (0 CP) Movement Rate: Walker 4/20
Neo-avians include ravens, crows, and gray parrots uplifted to Ware: Biomods, Cortical Stack, Mesh Inserts
human-level intelligence. Their physical sizes are much larger than Morph Traits: Non-Human Biochemistry trait (Level 1)
their non-uplifted cousins (to the size of a human child), with larger DUR WT DR Insight Moxie Vigor Flex
heads for their increased brain size. Numerous transgenic modi- 40 8 60 0 1 2 1
fications have been made to their wings, allowing them to retain
limited flight capabilities at 1 g, but giving them a more bat-like
physiology so they can bend and fold better and adding primitive NEO-OCTOPUS (3 CP)
digits for basic tool manipulation. Their toes are also more articu- Colloquially known as octomorphs, these uplifted octopus
lated and now accompanied with an opposable thumb. Neo-avians sleeves are quite useful in zero-gravity environments. They retain
have adapted well to microgravity environments, and are favored for eight arms, their chameleon ability to change skin color, ink
their small size and reduced resource use. sacs, and a sharp beak. They also have increased brain mass and
Movement Rate: Walker 2/10, Winged 8/40 longevity, can breathe both air and water, and lack a skeletal struc-
Ware: Biomods, Cortical Stack, Direction Sense, Enhanced ture so they can squeeze through tight spaces. Octomorphs typically
Vision, Mesh Inserts, Prehensile Feet, Wings crawl along in zero gravity using their arm suckers and expelling air
Morph Traits: Exotic Morphology (Level 3), Non-Human for propulsion; in low gravity they walk on two of their arms. Their
Biochemistry (Level 2) eyes have been enhanced with color vision, provide a 360-degree
Notes: Beak/Claw Attack (DV 2d6), Small size (p. XX) field of vision, and rotationally adjust to keep the slit-shaped pupil
DUR WT DR Insight Moxie Vigor Flex aligned with up. A transgenic vocal system allows them to speak.
20 4 30 2 1 0 1 Movement Rate: Swim 4/24, Thrust Vector 2/12, Walker 2/12
Ware: 360-Degree Vision, Biomods, Chameleon Skin, Cortical
Stack, Enhanced Vision, Gills, Mesh Inserts
NEO-BONOBO/NEO-CHIMPANZEE (2 CP) Morph Traits: Exotic Morphology (Level 3), Limber (Level 2),
Like other neo-hominids, uplifted bonobo and chimpanzee Non-Mammalian Biochemistry (Level 2)
morphs feature enhanced intelligence and bipedal frames. Their Notes: 8 prehensile arms, Beak Attack (DV 1d10), Ink Attack
long arms and prehensile feet are a boon for climbing and maneu- (use Athletics skill, blinding)
vering in microgravity environments. They retain the body hair DUR WT DR Insight Moxie Vigor Flex
of their forebears, though it is a common cultural practice to dye, 30 6 45 1 1 1 2
stylize, or otherwise manipulate it. Transgenic vocal systems allow
them to speak as humans do.
Movement Rate: Walker 4/16 NEO-ORANGUTAN (3 CP)
Ware: Biomods, Cortical Stack, Enhanced Smell, Mesh Inserts, Neo-orangutans have the same uplifted features as their
Prehensile Feet neo-hominid cousins. Compared to humans, there legs are shorter
Morph Traits: Non-Human Biochemistry (Level 1) and arms longer. Neo-orangutans tend to be more solitary than
DUR WT DR Insight Moxie Vigor Flex social.
30 6 45 0 2 1 1 Movement Rate: Walker 4/16
Ware: Biomods, Cortical Stack, Enhanced Smell, Mesh Inserts,
Prehensile Feet
NEO-GORILLA (3 CP) Morph Traits: Exotic Morphology (Level 1), Limber (Level 1),
Neo-gorillas benefit from enhanced cognition and upright Non-Human Biochemistry (Level 1)
stances like other neo-hominids, though they are not quite as adept Notes: Reach (+10)
at climbing. They stand roughly as tall as humans, though they have DUR WT DR Insight Moxie Vigor Flex
stronger and larger frames. 35 7 53 1 0 2 1
Movement Rate: Walker 4/16
Ware: Biomods, Cortical Stack, Enhanced Smell, Mesh Inserts,
Prehensile Feet
Morph Traits: Non-Human Biochemistry (Level 1)
DUR WT DR Insight Moxie Vigor Flex
40 8 60 0 0 3 2

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SYNTH (3 CP)
MORPH LIST: Synths are even more humanoid than cases and of better quality.

SYNTHMORPHS
They are commonly deployed for labor-intensive tasks in environ-
ments not suited for biomorphs or for people who need a body
Most synthmorph designs were originally intended to be robots, quickly and cheaply or simply on a transient basis. Most designs are
piloted by ALIs. Robot forms are optimized to suit their function, anthropomorphic, though various alternatives exist, including some
and so a wide variety of body plans exist. Robots designed to based on uplift physiology.
interact with transhumans often have biped or quadruped walker Movement Rate: Walker 4/20
frames, to better navigate transhuman dwellings and spaces, but Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts,
were often distinctly non-human in appearance. Many feature Mnemonics, Puppet Sock
a sort of symbolic face, to give transhumans something to look Morph Traits: Exotic Morphology (Level 1)
at and interact with, but these were rarely realistic, so as to avoid Notes: Light Frame (Armor 6/4)
uncanny-valley creepiness. DUR WT DR Insight Moxie Vigor Flex
Since the Fall, more synthmorphs have been designed specifically 40 8 80 0 0 1 1
for transhuman egos, as they are cheaper and quicker to make than
biomorphs. Without specialized robotic functions in mind, many FLEXBOT
of these synthmorph designs feature anthropomorphic frames Flexbots are modular and customizable, each composed of one or
(androids and gynoids) specifically tailored for egos used to human more modules that interlock in various shapes and configurations.
forms, including heads and distinctive (though still non-realistic) Individual modules are specialized towards specific functions and
faces. As transhumanity grows accustomed to synthmorphs and also capable of transforming into a variety of shapes. Independent
more creative, however, innovative and unusual synthmorph modules are only the size of a large dog, but multiple flexbots can
designs become more common-place. join together for larger mass operations, even taking on heavy-duty
tasks such as demolition, excavation, manufacturing, construction,
or robotics assembly.
CASE (0 CP) All flexbots have the following stats, plus whatever is listed under
Cases are mass-produced robotic shells, an affordable resleeving their module type:
option for the poor, though of notoriously poor quality. They are Movement Rate: Thrust Vector 8/40, Walker 4/16
available in many varieties to suit a clients taste. Most case morphs Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts,
are anthropomorphic, with a thin framework body standing just Mnemonics, Modular Design, Puppet Sock, Shape-Adjusting
shorter than an average human. Morph Traits: Exotic Morphology (Level 3)
Movement Rate: Walker 4/16 Notes: Light Frame (Armor 6/4), Small size
Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts,
Mnemonics, Puppet Sock Crafter Module (4 CP)
Morph Traits: Exotic Morphology (Level 1), Inherent Flaws Crafter modules are specialized for construction and fabrication.
Notes: Light Frame (Armor 6/4) Movement Rate: Hopper 4/16
DUR WT DR Insight Moxie Vigor Flex Ware: Enhanced Vision, Fractal Digits, Nanoscopic Vision,
20 4 40 0 0 0 1 Pneumatic Limbs, Specialized Hive (Engineer Swarm), T-Ray Emitter
Common Extras: Many are equipped with Disassembly Tools (p.
XX), Repair Spray (p. XX), Tool Kits (p. XX), and Utilitools (p. XX)
DRAGONFLY (2 CP) DUR WT DR Insight Moxie Vigor Flex
The dragonfly takes the shape of a meter-long flexible shell with 30 6 60 0 0 0 1
eight wings, four manipulator limbs, and a prehensile tail. Capable
of near-silent flight in Earth gravity, dragonfly bots fare even better Fighter Module (4 CP)
in microgravity. Their wings operate independently and can rotate, These modules are combat-oriented.
allowing for graceful maneuvering, hovering, and tight turns. Ware: Enhanced Vision, T-Ray Emitter, 2 Weapon Mounts
Movement Rate: Walker 2/10, Winged 8/32 Common Extras: Many are equipped with Light Combat Armor
Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts, (p. XX), Radar (p. XX), and ranged weapons (p. XX)
Mnemonics, Puppet Sock, Prehensile Tail, Wings DUR WT DR Insight Moxie Vigor Flex
Morph Traits: Exotic Morphology (Level 3) 40 8 80 0 0 1 0
Notes: Light Frame (Armor 6/4), Small size (p. XX)
DUR WT DR Insight Moxie Vigor Flex Rogue Module (4 CP)
25 5 50 1 0 1 1 Rogue modules are optimized for stealth and covert activities.
Ware: Chameleon Skin, Enhanced Vision, Fractal Digits,
Nanoscopic Vision, Radar Absorbent, T-Ray Emitter, Weapon Mount
Common Extras: Many are equipped with Dazzlers (p. XX),
Fiber Eyes (p. XX), and Smart Dust (p. XX)
DUR WT DR Insight Moxie Vigor Flex
30 6 60 0 0 0 1

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Wizard Module (4 CP) >>>Begin Sidebar
Wizard modules specialize in infosec and communications tasks.
Ware: Electrical Sense, Radio Booster, Skinlink, Utilitool SWARM RULES
Common Extras: Many are equipped with Laser Links (p. XX), Though the full range of swarmanoid possibilities is beyond the
Nanodetectors (p. XX), and Tac Nets (p. XX) scope of this book, apply the following rules and keep an eye on past
DUR WT DR Insight Moxie Vigor Flex and future EP supplements:
30 6 60 1 0 0 0
Swarms can alter their density, from filling a medium-
>>>Begin Sidebar sized box to expanding out to a 10 x 10 x 10 meter cloud.
Attenuating any further imposes modifiers to Initiative and
FLEXBOT RULES actions (GM discretion). A swarm that splits into smaller
Each flexbot is considered a single entity for rules purposes, no units must divide its Durability between those units.
matter how many modules it has. Though the full range of flexbot Swarms may not take hold, lift, carry, or move physical
possibilities is beyond the scope of this book, apply the following objects over half a kilogram in mass.
rules and keep an eye on past and future EP supplements: Swarms are immune to wounds, called shots, grappling,
knockdown, and shock effects.
Choose one module to hold the ego. This module controls Non-area melee and ranged attacks simply inflict 1 DV to
the others. the swarm. Area-effect weapons, fire/plasma attacks, and
(Dis)connecting a module is a complex action and requires vehicle collisions inflict half damage.
an Integration Test (p. XX). Modules not physically EMP and adhesive attacks (freezers) inflict DV 3d10 to
connected are handled as remote operation (p. XX). swarms and a cumulative 10 modifier to all actions until
Modules must all be using the same mobility system or repaired. Winds over 60 kph inflict DV 1d10 a turn or
Movement Rate is halved. more.
A flexbot with 3+ modules is medium-sized; 5+ large; 10+ >>>End Sidebar
very large.
A flexbots Armor Value equals the average of its modules
AVs. GALATEA (5 CP)
A flexbots DUR equals the highest DUR of its modules This high-end shell was designed to increase the appeal and
plus half the DUR of each extra module. Calculate Wound social acceptance of synthmorphs. Galateas look (and are) expen-
Threshold (DUR 5) and Death Rating (DUR x 2) as sive and their mental architecture is crafted to enhance the wearers
normal. personality and charm. Though many media icons have embraced
Damage is applied evenly among modules. If a detached this morphs novelty, biochauvinists still view it as a monstrosity.
module has damage exceeding its Wound Threshold, a Movement Rate: Walker 4/20
wound can be assigned to it. Distinct modules can be Ware: Access Jacks, Cortical Stack, Chameleon Skin, Cyberbrain,
targeted with called shots. Enhanced Hearing, Mesh Inserts, Mnemonics, Puppet Sock
>>>End Sidebar Morph Traits: Exotic Morphology (Level 1)
Notes: Light Frame (Armor 6/4)
DUR WT DR Insight Moxie Vigor Flex
SWARMANOID (4 CP) 40 8 80 1 2 1 1
Swarmanoids are swarms composed of hundreds of insect-sized
microbots. Each individual bug is capable of crawling, rolling,
hopping several meters, or using nanocopter fan blades for airlift. SAVANT (5 CP)
The cyberbrain, cortical stack, and sensor systems are distributed Developed by brinker hardware hackers, savants feature neural-
throughout the swarm. Though the swarm can meld together into state enhancements that make them appealing to engineers, scien-
various loose shapes, it is incapable of physical tasks like grabbing, tists, and intellectuals.
lifting, or holding. Individual bots are linked by radio and laser Movement Rate: Walker 4/20
and are quite capable of interfacing with electronics. Swarmanoids Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts,
follow the rules for swarms, p. XX. Mnemonics, Puppet Sock
Movement Rate: Hopper 4/20, Rotor 4/32, Walker 2/8 Morph Traits: Exotic Morphology (Level 1)
Ware: 360-Degree Vision, Access Jacks, Cortical Stack, Notes: Light Frame (Armor 6/4)
Cyberbrain, Mesh Inserts, Mnemonics, Puppet Sock DUR WT DR Insight Moxie Vigor Flex
Morph Traits: Exotic Morphology (Level 3) 40 8 80 3 0 1 1
Notes: Swarm Attack (DV 2d6, uses Athletics, resisted by half
Fray, armor-piercing, blinding)
DUR WT DR Insight Moxie Vigor Flex
50 10 100 1 0 0 2

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SLITHEROID (5 CP) Ware: 360-Degree Vision, Access Jacks, Anti-Glare, Cortical
Slitheroid shells take the form of a humanoid torso with retract- Stack, Cyberbrain, Claws, Magnetic System, Mesh Inserts,
able arms atop a 2-meter-long segmented metallic snake. Slitheroids Mnemonics, Pneumatic Limbs, Puppet Sock, Radar, Retractable
use lateral undulation to move, though they can also pull themselves Limbs, T-Ray Emitter, Weapon Mount (Articulated, 4)
along by their arms or coil, twist, and roll their bodies like a ball or Morph Traits: Exotic Morphology (Level 3)
hoop. Notes: Heavy Frame (Armor 12/10)
Movement Rate: Roller 8/32, Snake 4/16 DUR WT DR Insight Moxie Vigor Flex
Ware: Access Jacks, Cortical Stack, Cyberbrain, Enhanced Vision, 60 12 120 1 0 6 1
Mesh Inserts, Mnemonics, Puppet Sock, Retracting Limbs
Morph Traits: Exotic Morphology (Level 2)
Notes: Medium Frame (Armor 8/6) INFOMORPHS
DUR WT DR Insight Moxie Vigor Flex Infomorphs are digital-only formsthey lack a physical body.
45 9 90 0 0 2 2 They are software mind-states on which living egos are run, though
they may be limited by the capabilities of the hardware that supports
them.
STEEL MORPH (5 CP)
Like the galatea, this upscale shell was designed to counter
biochauvinist attitudes and make synthmorphs more appealing. DIGIMORPH (0 CP)
Movement Rate: Walker 4/20 Digimorphs are bare-bones mind emulations, though custom-
Ware: Access Jacks, Cortical Stack, Cyberbrain, Mesh Inserts, izable and widely used. By default, an ego that evacuates (or is
Mnemonics, Puppet Sock forked from) a cyberbrain is run on a digimorph, unless another
Morph Traits: Exotic Morphology (Level 1) infomorph option is available.
Notes: Light Frame (Armor 6/4) Ware: Mnemonics
DUR WT DR Insight Moxie Vigor Flex Morph Traits: Exotic Morphology (Level 3)
40 8 80 0 1 3 1 Insight Moxie Vigor Flex
0 0 0 0

ARACHNOID (7 CP)
Arachnoid shells mimic the shapes of spiders, termites, and ELITE (2 CP)
similar arachnids. Three or four sets of pneumatic limbs are capable Designed for online performers, media icons, and social
of rotating around their meter-long torso, and an additional set of networkers, this infomorph is coded to enhance charisma and social
manipulator arms near the head enables fine manipulation and tool skills.
use. Arachnoids move by walking, hopping, extending omnidirec- Ware: Mnemonics
tional mini-wheels for skating movement, or by retracting their Morph Traits: Exotic Morphology (Level 3)
limbs and maneuvering with vectored-air thrusters in microgravity. Insight Moxie Vigor Flex
Movement Rate: Hopper 4/16, Thrust Vector 8/40, Walker 4/24, 1 2 0 1
Wheeled 8/40
Ware: Access Jacks, Cortical Stack, Cyberbrain, Enhanced Vision,
Extra Limbs (10 Arms/Legs), Lidar, Magnetic System, Mesh Inserts, AGENT (3 CP)
Mnemonics, Pneumatic Limbs, Puppet Sock, Radar, Retractable Popular with network security specialist, penetration testers, and
Limbs hackers, this infomorph is optimized for infosec roles.
Morph Traits: Exotic Morphology (Level 3) Ware: Digital Veil, Mnemonics
Notes: Medium Frame (Armor 8/6) Morph Traits: Exotic Morphology (Level 3)
DUR WT DR Insight Moxie Vigor Flex Insight Moxie Vigor Flex
50 10 100 0 0 3 1 4 0 0 1

REAPER (11 CP) WIREHEAD (3 CP)


The reaper is a combat morph in the form of an armored disc, so This infomorph is ideal for professions that involve drone remote
that it can turn and present a thin profile to an enemy. Four legs/ operation, whether maintenance bot fleets, surveillance drones, or
manipulating arms and four weapon pods are folded inside its fighter craft and combat machines.
frame. It uses vector-thrust nozzles to maneuver in microgravity Ware: Mnemonics, Panopticon
and also takes advantage of an ionic drive for fast movement over Morph Traits: Exotic Morphology (Level 3)
distance. Reapers are infamous due to military sims and Fall XPs; Insight Moxie Vigor Flex
bringing one into most habitats will undoubtedly raise eyebrows if 2 0 2 1
not get you arrested.
Movement Rate: Hopper 4/20, Ionic 12/40, Walker 4/20,
Vectored Thrust 4/20

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TRAIT SUMMARIES
Traits noted with an (M) are morph traits, those with (E or M) can be morph or ego traits. All others are ego traits. Unless noted, traits may only
be taken once.

POSITIVE TRAITS
Trait CP Cost Effect
Adaptability 2/4 Easier resleeving. +10 per level to Integration and Alienation Tests.
Allies 6 Part of a group, can call upon once per session.
Ambidexterity 1 No off-hand modifier. May be taken multiple times.
Animal Empathy 1 +10 to Exotic Skill: Animal Handling and similar tests.
Common Sense 2 Once per session, may ask GM for best advice.
Composure 2 +5 to Lucidity and +1 to Trauma Threshold.
Contact 1 +10 to Rep Tests with one network when using contact.
Danger Sense 1 +10 to Perceive Tests to avoid surprise.
Direction Sense 1 Always know north/up/spinward/etc. +10 to tests involving navigation.
Eidetic Memory 2 Can recall memories as if just experiencing them.
Empathy (E or M) 1/2/3 +5 per level to SAV Checks.
Expert Training 2 May start with one skill over 80, up to 90 maximum.
Familiarity 1 No Integration or Alienation Tests sleeving one chosen morph type.
Fitness (E or M) 1/2/3 +5 per level to SOM Checks.
Good Instinct (E or M) 1/2/3 +5 per level to INT Checks.
Hyper Linguistics 3 Can make INT Checks to understand languages you dont know.
Improved Immune System (M) 2/4 +10 per level to resist toxins and drugs. Biomorphs only.
Innocuous Looks (M) 1 Bland looks. 10 to identify/spot/remember.
Insight (E or M) 1/2/3 +5 per level to COG Checks.
Limberness (M) 1/2 +10 per level to escape bonds, fit into small spaces, contort, etc.
Natural Immunity (M) 1 Immunity to one specific drug, chemical, or toxin. Biomorphs only.
Pain Tolerance (E or M) 2/4 Ignore 1 wound modifier per level.
Patron 6 Influential person will back you up once per session.
Psi 2/4 May use psi sleights and Psi skill. You must also take one Mental Disorder trait per level and the
Instability and Mental Vulnerability traits at the same level, all at no CP bonus.
Psi Camouflage (E or M) 1/2 10 to detect with psi per level. Biomorphs only.
Psi Defense (E or M) 2/4 +10 to resist psi per level. Biomorphs only.
Quickness (E or M) 1/2/3 +5 per level to REF Checks.
Rapid Healing(M) 1 Heal twice as fast. Biomorphs only.
Resolve (E or M) 1/2/3 +5 per level to WIL Checks.
Resources 2/4/6/8 Wealth to acquire gear. See text.
Situational Awareness 2 No distracted modifier.
Spatial Visualization 2 +10 to Knowledge and Technical Tests involving 3D visualization.
Striking Looks (M) 2 +10 on Persuade and seduction-based Provoke Tests. Biomorphs only.
Superior Numeracy 2/4 +10 per level to Knowledge and Technical Tests involving math.
Toughness (M) 1/2/3 +5 DUR and +1 Wound Threshold per level
Zoosemiotics 1 No modifier using psi on non- or partly-sapient animals.

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NEGATIVE TRAITS
Trait CP Bonus Effect
Addiction (E or M) 1/2/4 10 per level if no regular fix; see text for additional effects. Morph trait is biomorphs only.
Age (M) 4 10 to physical actions.
Bad Luck 6 May not use pools to flip-flop dice rolls.
Blacklisted Rep 1/4 Cannot have rep score in one rep net (higher value if own factions rep net).
Black Mark 1/2/3 10 modifier per level to interactions with one faction.
Combat Paralysis 4 WIL Check to act in each action turn of combat.
Edited Memories 1 You have lost some memories, deliberately or not.
Enemy 2 Enemy NPC haunts you.
Exotic Morphology (M) 2/4/6 10 per level on Integration and Alienation Tests. Does not apply to the original morph of uplift/
infolife.
Feebleness (E or M) 1/2/3 5 per level to SOM Checks.
Frailty (M) 2/4 5 DUR and 1 Wound Threshold per level.
Genetic Defect (M) 1/2 Morph has minor or serious health complications. Biomorphs only.
Hardening 2 Immune to stress from one type of experience/source. 5 to either SAV or WIL. May be taken multiple
times for different causes.
Hypersensitivity (M) 3 No implants allowed. Biomorphs only.
Identity Crisis 1 Trouble adapting to new morph physiologies, 10 when applicable.
Indifference (E or M) 1/2/3 5 per level to SAV Checks.
Inherent Flaws (M) 2 10% chance of acquiring a wound each time a critical failure is rolled. Synthmorphs only.
Instability 2/4 5 to LUC and 1 Trauma Threshold per level
Low Pain Tolerance (E or M) 4 Additional 10 modifier per wound.
Mental Disorder 2 Choose one disorder, p. XX.
Mental Vulnerability 2/4 10 per level to COG and WIL Checks made to resist the exsurgent virus or basilisk hacks.
Modified Behavior 1/2/4 See Behavioral Control, p. XX.
Morphing Disorder 2/4/6 10 per level on Integration and Alienation Tests.
Neural Damage 2 You have some type of incurable neural damage; see text.
Non-Human Biochemistry (M) 2/4 10 to Medicine Tests, 20 if non-mammalian. Biomorphs only.
Obliviousness 2 Additional 10 to Perceive Tests when distracted and Surprise Tests.
Obtuseness (E or M) 1/2/3 5 per level to COG Checks.
Outstanding Warrants 2 You are wanted by the authorities somewhere.
Planned Obsolescence (M) 3 Cumulative 5 SOM (and all linked skills) every month without a service pack
Poor Coordination (E or M) 1/2/3 5 per level to REF Checks.
Poor Instinct (E or M) 1/2/3 5 per level to INT Checks.
Psi Vulnerability (E or M) 2/4 10 per level to resist psi. Biomorphs only.
Real World Naivet 2 GM may provide false info once per session.
Severe Allergy (M) 2/4 30 when exposed to allergen plus SOM Check or anaphylactic shock; death in 2d10 minutes without
treatment. Biomorphs only.
Timidity (E or M) 1/2 5 per level to WIL Checks.
Unattractiveness (M) 2/4 10 per level on Persuade and seduction-based Provoke Tests. Biomorphs only.
VR Vertigo 2 Nauseated by VR; 10 modifier. WIL Check or incapacitated by long exposure.
Weak Immune System (M) 2/4 10 per level to resist drugs and toxins. Biomorphs only.
Zero-G Nausea (M) 2 10 in micrograv; WIL Check or incapacitated for first hour. Biomorphs only.
>>>End Table

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RESOURCES TRAIT (POSITIVE EGO TRAIT)
Cost: 2 CP for Level 1; 4 CP for Level ; 6 CP for Level 3, 8 CP for Level 4
You have a measure of money, assets, and/or other wealth, as used in the inner system, hypercorp, and Extropian polities.
At Level 1, you can acquire Minor gear items given the appropriate time frame.
At Level 2, you can acquire Moderate gear items given the appropriate time frame.
At Level 3, you can acquire Major gear items given the appropriate time frame.
At Level 4, you have the capability to make even Rare and Restricted items available (GM discretion).
In most cases, acquiring the gear is simply a matter of exploiting your Resources trait and waiting the proper amount of time, assuming the desired
item is available (Acquiring Gear, p. XX). At the GMs discretion, however, using Resources may require an appropriate Persuade Test (to convince
another party to part ways with the item) or perhaps a Research Test (to find a source).
At Levels 3 and 4, you can use this trait in conjunction with a Flex point for narrative control to immediately acquire Moderate Complexity items.
For example, a character with Resources 3 could expend a point of Flex to reasonably say that they have a Moderate gear item immediately on hand
in their home/vehicle/personal possessions.
Resources can also apply as a modifier for certain tests. For example, if you attempt to bribe a triad goon or use your credit score to arrange a
meeting with a potential business partner, apply a +10 modifier for each level of Resources you possess.
While Resources is an abstract measurement, players and gamemasters should use it as a rough benchmark for a characters personal assets and
lifestyle. A character with Level 1 might have their own cubicle in a beehive hab or a small apartment in a Martian dome or ONeill cylinders working
class areas, and they get around by bike or public transit. A character with Level 2 Resources might have a private residence on a small station or a
condo in a larger hab, as well as a private vehicle to get around. A character with Level 3 could have a large residential complex or multiple homes,
plus one or more vehicles. A Level 4 character is rich and might own a small private hab and even their own shuttle.
Your Resource trait may be affected by events in game. If your home is destroyed or you come across a secret cache of riches, the GM should adjust
your trait level accordingly. You must pay the extra cost in Rez Points if your trait goes up, but you receive an RP credit if your wealth goes down.
In desperate circumstances, you may also intentionally burn your Resources to get something you urgently need (or get it more quickly). This
represents the expenditure of all or major portions of your assets with no hope of reclaiming them and no RP reimbursement. The gamemaster should
reduce your Resources trait level by an amount appropriate to the transaction.

STARTING GEAR PACKAGES


Every character receives starting gear based on their profession chosen in Step 2.
In addition, all characters, as agents of Firewall, start out with the gear listed under Firewall Agent below. (For non-Firewall campaigns, gamemas-
ters should adjust this accordingly).
All starting gear includes the physical gear item and the digital blueprint for nanofabrication.

FIREWALL AGENT
If you are playing a Firewall campaign, all sentinels start with this gear.
Gear Complexity Short Description
Anonymous Account Minor Mesh account that isnt logged and cant be tracked.
Backup Insurance Minor Per month. Restored after verifiable death, or after missing for set period.
Armor Vest (Light) Minor AV 4/10. Light-weight protective vest. Concealable.
Ecto Minor External version of mesh inserts, minus the medical sensors.
Encryption Software Minor Encrypts files.
Fake Ego ID Major (R) Forged ID and back history, with its own rep scores.
Maker Minor Nanofabricate food and drink.
Standard Muse Major ALI personal assistant and life-long companion.
Smart Clothing Minor Can change color, texture, and cut.

FIREWALL TEAM
Each squad of sentinels receives the following:
Gear Complexity Short Description
TacNet ALI Major ALI that facilitates sharing of tactical data in real-time.

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ACADEMIC
Gear Complexity Short Description
Creepy Bot Minor Small eclectic crawler bots, personal companions.
Glands Moderate Emotional self-manipulation. +10 to one appropriate skill while 10 to another.
Holographic Projector Minor Projects ultra-realistic 3-D images
Medichines Moderate Monitor/repair body, faster healing. Ignore 1 wound.
Nanodetector Minor Small suction devices that scan for and detect nanobots. Exotic Skill: Nanobot Detection 40,
Academics: Nanotechnology 60
Neem (5 doses) Minor Mnemonic drug, tags memories for better recall. +20 memory COG Checks.
Servitor Bot Minor The most common aide/cook/janitor/universal helper robot.
Specimen Container Minor Holds scientific samples in near stasis.
Stunner Moderate Electrolaser that transmits a powerful electric current, shocking the target.
Utilitool Moderate All-purpose smart-matter tool, +10 Hardware Tests.
Vacsuit (Standard) Moderate AV 8/6. Survive vacuum.

COVERT OPERATIVE
Gear Complexity Short Description
Cleaner Nanoswarm Minor Cleans, polishes, and removes dirt, contamination, and evidence.
Covert Operations Tool Major (R) Smart-matter tool, opens/disables locks, bores/cuts/repairs most materials.
Dazzler Moderate (R) Rotating laser ball, blinds cameras/targets.
Electronic Tools (Kit) Minor Portable, applies to Hardware: Electronics
Glands Moderate Emotional self-manipulation. +10 to one appropriate skill while 10 to another.
Invisibility Cloak Major Refractive metamaterials, invisible to most wavelengths.
(2 x) Speck Bot Minor Micro-sized insectoid spy drone.

ENFORCER
Gear Complexity Short Description
Bioweave Armor Minor Dermal layers laced with spider silk laced in skin. +2/+3 Armor.
Car Service Minor Access to a networked shared car service (1 month)
Claws Minor Retractable claws in hands. Concealable, DV 2d6.
Cuffband Minor Smart plastic loop restricts around a prisoners limbs when activated.
Enhanced Vision Minor Tetrachromatic vision, wider frequency range, better focus. +10 vision Perceive.
Grin (5 doses) Moderate Combat drug. Ignore 2 wounds, 10 Perceive
Muscle Augmentation Major Muscles enhanced with myofibers. +1d6 DV in melee, +10 SOM Checks.
Shard Pistol Minor (R) Shoots diamondoid monomolecular shards at high velocities. DV 2d6 +6, SA/BF/FA, concealable.
Shock Gloves Minor Incapacitating shock with punch, touch, or grab. DV 1d6, shock effect.
Smart Monkey Moderate Partially-uplifted monkey. Part pet, part assistant.
Vibroblade Minor Vibrating electronic blade. DV 1d10 + 1d6, armor-piercing. +2d10 DV sawing.

EXPLORER
Gear Complexity Short Description
Breadcrumb
Positioning System Minor Worn device drops meshed breadcrumbs for mapping/positioning.
Direction Sense Minor Innate inertial navigation and distance tracking.
Electronic Rope Minor Rope with electronically controlled fibers; can stiffen, snake, and wrap.
Flashlight Minor Wearable/portable lights in multiple wavelengths.
Enhanced Respiration Minor Breathe wider range of atmospheres, hold breath longer.
Medichines Moderate Monitor/repair body, faster healing. Ignore 1 wound.
Microwave Agonizer Moderate Shoots pain-inflicting microwaves. Roast-mode: DV 2d10, armor-piercing.
Shelter Dome Moderate A variant of the emergency bubble, this package unfolds into a dome with a 2.5-meter ceiling and a
floor 4 meters across.
Smart Vac Clothing Moderate AV 4/2.
Toxin Filters Moderate Improved liver and kidneys, lung filters. Immunity to chem and bio toxins.
Viewers Minor Advanced 50x magnification enhanced vision binoculars and directional microphone. +10 audio/
visual Perceive.

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FACE
Gear Complexity Short Description
Clean Metabolism Minor Symbiotic bacteria, gut flora, and glands keep you clean and fresh.
Enhanced Hearing Minor Hear both higher and lower frequencies. +10 hearing-based Perceive.
Enhanced Pheromones Moderate +10 Persuade and Provoke.
Endocrine Control Major Hormonal control. +10 WIL Check, +10 Deceive, ignore 1 wound.
Low-Capacity
Qubit Reservoir Major Roughly 10 hours of high-rez video and 100 hours of voice/text.
Medichines Moderate Monitor/repair body, faster healing. Ignore 1 wound.
Nanodetector Minor Small suction devices that scan for and detect nanobots. Exotic Skill: Nanobot Detection 40,
Academics: Nanotechnology 40
Portable QE Comm Minor Handheld FTL communications device. Requires qubit reservoir.

GENEHACKER
Gear Complexity Short Description
Chameleon Skin Minor Change skin color. Infiltrate bonus: +10 moving, +30 hiding. (Or opposite.)
Clean Metabolism Minor Symbiotic bacteria, gut flora, and glands keep you clean and fresh.
Doc Bot Major Wheeled medical/surgical bot. Medicine: Paramedic 40.
Drive (5 doses) Moderate Nootropic, +1 Insight pool, 8-hour duration.
Enhanced Vision Minor Tetrachromatic vision, wider frequency range, better focus. +10 vision Perceive.
Fabber Moderate Portable, specialized nanofabricator.
Glands Moderate Emotional self-manipulation. +10 to one appropriate skill while 10 to another.
Medical Tools (Kit) Minor Portable, applies to Medicine: Biotech
Sex Switch Moderate Switch between male, female, intersex, or neuter.

HACKER
Gear Complexity Short Description
Electronic Tools (Kit) Minor Portable, applies to Hardware: Electronics
Exploit Software Major (R) Tools that take advantage of known vulnerabilities in other software.
(2 x) Gnat Bot Minor Gnats are small rotorcraft camera/surveillance drones.
Mental Speed Major Speeds mind, slows time perception. +2 Insight pool.
Radio Booster Minor Boosts radio range to 25 km urban/250 km remote.
Sniffer Software Minor Monitors all mesh traffic passing to, from, or through a device.
Spoof Moderate (R) Fake commands/transmissions as if they came from a legitimate source.
Tracking Moderate Track people by their presence online.

INVESTIGATOR
Gear Complexity Short Description
Bioweave Armor Minor Dermal layers laced with spider silk laced in skin. +2/+3 Armor.
Echolocation Minor Sonar.
Enhanced Hearing Minor Hear both higher and lower frequencies. +10 hearing-based Perceive.
Enhanced Smell Minor Improved smell. +10 smell-based Perceive, +10 Kinesics with biomorphs point-blank.
Enhanced Vision Minor Tetrachromatic vision, wider frequency range, better focus. +10 vision Perceive.
Facial/Image
Recognition Software Minor Matches image/gait/voice and other biometric patterns in public archives.
Glands Moderate Emotional self-manipulation. +10 to one appropriate skill while 10 to another.
Fiber Eye Minor Flexible, remote-controlled fiberoptic camera that fits through small spaces.
Klar (5 doses) Moderate Boosts alertness and clarity. +10 Perceive, 8-hour duration.
Oracles Moderate Macrosensing nanobots, watch non-focused sensory input. Ignore distraction modifier, +10 Perceive.
Scout Nanoswarm Minor Systematically maps, surveils, and collects forensic samples from an area.
(2 x) Speck Bot Minor Micro-sized insectoid spy drone.
T-Ray Emitter Minor Generates terahertz beams, seen with enhanced vision.

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MEDIC
Gear Complexity Short Description
Comfurt (5 doses) Moderate Anti-anxiety tasty yogurt. Ignore 1 trauma, duration 8 hours.
Glands Moderate Emotional self-manipulation. +10 to one appropriate skill while 10 to another.
Healing Vat Major Can heal most damage (2 hours per wound).
Medical Tools (Kit) Minor Portable, applies to Medicine: Biotech
Medichines Moderate Monitor/repair body, faster healing. Ignore 1 wound
(2 x) Nanobandage Minor Re-usable, self-sterilizing nanobot bandage. Heals 1d10 damage.
Nanodetector Minor Small suction devices that scan for and detect nanobots. Exotic Skill: Nanobot Detection 40,
Academics: Nanotechnology 40
Repair Spray Minor Nanobots repair synthmorphs, vehicles, and common objects of 1d10 damage.
Servitor Bot Minor The most common aide/cook/janitor/universal helper robot.

MINDHACKER
Gear Complexity Short Description
Brainprint Scanner Minor Skullcap, visor, and earbuds to scan a brainprint in 5 minutes
Car Service Minor Access to a networked shared car service (1 month)
Comfurt (5 doses) Moderate Anti-anxiety tasty yogurt. Ignore 1 trauma, duration 8 hours.
Creepy Bot Minor Small eclectic crawler bots, personal companions.
Drive (5 doses) Moderate Nootropic, +1 Insight pool, 8-hour duration.
Ego Bridge Major Maps/scans/modifies brains for backups, forking, resleeving, and psychosurgery.
Glands Moderate Emotional self-manipulation. +10 to one appropriate skill while 10 to another.
Medichines Moderate Monitor/repair body, faster healing. Ignore 1 wound.
Servitor Bot Minor The most common aide/cook/janitor/universal helper robot.

SCAVENGER
Gear Complexity Short Description
Diamond Ax Minor Two-handed, DV 2d10 + 3.
Direction Sense Minor Innate inertial navigation and distance tracking.
Disassembly Tools Major Salvage op tools.
Enhanced Respiration Minor Breathe wider range of atmospheres, hold breath longer.
Guardian Nanoswarm Moderate Detect and attack other unauthorized swarms. DV 1d10 per Action Turn.
Grip Pads Minor +10 climbing Athletics Tests.
Heavy Railgun Pistol Minor (R) DV 2d10 + 2, SA/BF/FA, Reload 8, Range 53, Armor-Piercing
Scrappers Gel Minor Gel becomes an acid with an electrical charge. DV 1d10 + 5 for 3 turns.
Superthermite Charges Moderate (R) Powerful and highly stable demolition charges. DV 2d10 + 5, area effect.
Vacsuit (Standard) Moderate AV 8/6. Survive vacuum.

SCIENTIST
Gear Complexity Short Description
Car Service Minor Access to a networked shared car service (1 month)
Enhanced Vision Minor Tetrachromatic vision, wider frequency range, better focus. +10 vision Perceive.
Medichines Moderate Monitor/repair body, faster healing. Ignore 1 wound.
Mobile Lab Moderate Handheld spectrometer/chemical sensor. Academics: Chemistry 40.
Mnemonics Minor Electronic memory, perfect recall.
Neem (5 doses) Minor Mnemonic drug, tags memories for better recall. +20 memory COG Checks.
Oracles Moderate Macrosensing nanobots, watch non-focused sensory input. Ignore distraction modifier, +10 Perceive.
Portable Sensor Minor Portable/wearable sensor system of one type (lidar, radar, x-ray, etc.).
Servitor Bot Minor The most common aide/cook/janitor/universal helper robot.
Specimen Container Minor Capsule designed to hold chemical, biological, etc. samples in near stasis.
Utilitool Minor All-purpose smart-matter tool, +10 Hardware Tests.
Viewers Minor Advanced 50x magnification enhanced vision binoculars and directional microphone. +10 audio/
visual Perceive.

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SOLDIER
Gear Complexity Short Description
Anti-Glare Minor Eliminates penalties for glare.
Assault Rifle Railgun Moderate (R) DV 2d10 + 2, SA/BF/FA, Reload 48, Range 200, Two-Handed
Bioweave Armor Minor Dermal layers laced with spider silk laced in skin. +2/+3 Armor.
Combat Armor Major AV 12/16. Enviro-sealed protective outfit.
Cuffband Minor Smart plastic loop restricts around a prisoners limbs when activated.
Eelware Minor Stunning touch. DV 1d6 + stun effect.
Hardened Skeleton Major +5 DUR, +10 SOM Check
Neurachem (Level 1) Moderate Enhanced synapses and neurotransmitters. +1 Vigor pool.

TECHIE
Gear Complexity Short Description
Automech Bot Moderate General-purpose repair drone.
Crash Suit Minor AV 3/3 (Active 6/6)
Electrical Sense Moderate The character can sense electric fields. +10 Hardware: Electronics.
Electronic Tools (Kit) Minor Portable, applies to Hardware: Electronics
Fabber Moderate Portable, specialized nanofabricators.
Flex Cutter Minor Machete. Limp and flexible until activated. DV 1d10 + 3. Concealable.
Radio Booster Minor Boosts radio range to 25 km urban/250 km remote.
(2 x) Repair Spray Minor Nanobots repair synthmorphs, vehicles, and common objects of 1d10 damage.
Robotics Tools (Kit) Minor Portable, applies to Hardware: Robotics
Servitor Bot Minor The most common aide/cook/janitor/universal helper robot.
Utilitool Moderate All-purpose smart-matter tool, +10 Hardware Tests.

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