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Core Rules
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NOTE: A mind map based on the role-playing gameEclipse Phase: The Roleplaying Game of Transhuman Conspiracy and Horror byPosthuman Studios, LLC, available under Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
See the License subtree of Metadata for copyright attribution and licensing information.
LACK
NOTE: Lack names a piece of fiction. See the Core Book for the actual piece.
ENTER THE SINGULARITY...
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NOTE: We humans have a special way of pulling ourselves up and kicking ourselves down at the same time. We’d achieved more progress than ever before, at the cost of wrecking our planet and destabilizing our own governments. But things were starting to look up. With exponentially accelerating technologies, we reached out into the solar system, terraforming worlds and seeding new life. We re-forged our bodies and minds, casting off sickness and death. We achieved immortality through the digitization of our minds, resleeving from one biological or synthetic body to the next at will. We uplifted animals and AIs to be our equals. We acquired the means to build anything we desired from the molecular level up, so that no one need want again.
Yet our race toward extinction was not slowed, and in fact received a machine-assist over the precipice. Billions died as our technologies rapidly bloomed into something beyond control … further transforming humanity into something else, scattering us throughout the solar system, and reigniting vicious conflicts. Nuclear strikes, biowarfare plagues, nanoswarms, mass uploads … a thousand horrors nearly wiped humanity from existence.
We still survive, divided into a patchwork of restrictive inner system hypercorp-backed oligarchies and libertarian outer system collectivist habitats, tribal networks, and new experimental societal models. We have spread to the outer reaches of the solar system and even gained footholds in the galaxy beyond. But we are no longer solely “human” … we have evolved into something simultaneously more and different—somethingtranshuman.
STARTING OUT
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NOTE: Eclipse Phase is a post-apocalyptic roleplaying game of transhuman conspiracy and horror. Humans are enhanced and improved, but humanity is battered and bitterly divided. Technology allows the re-shaping of bodies and minds and liberates us from material needs, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. Many threats lurk in the devastated habitats of the Fall, dangers both familiar and alien.
What Is A Roleplaying Game?
NOTE: Have you ever read a book or seen a movie or a television show where a character does something really stupid, like heading into a basement at night when the character knows the serial killer is around? The whole time, you’re thinking: “I wouldn’t walk down those creepy stairs to the dark basement, especially without a flashlight. I’d do X, Y, or Z instead!” Since you’re in the passenger’s seat for the plot you’re reading or watching, however, you simply have to sit back and let it unfold. What if you could take hold of the driver’s seat? What if you could take the plot in the direction you’d choose? That is the essence of a roleplaying game.
A roleplaying game (or RPG, for short) is part improvisational theater, part storytelling, and part game. A single person (the gamemaster) runs the game for a group of players that pretend to be characters in a fictitious world. The world could be a mystery game set in the 1920s that takes you adventuring around the globe, a fantasy realm inhabited by dragons and trolls and sword-wielding barbarians, or a science fiction setting with aliens and spaceship and world-crushing weaponry. The players pick a setting that they find cool and want to play in. The players then craft their own characters, providing a detailed history and personality to bring each to life. These characters have a set of statistics (numerical values) that represent skills, attributes, and other abilities. The gamemaster then explains the situation in which the characters find themselves. The players, through their characters, interact with the storyline and each others’ characters, acting out the plot. As the players roleplay through some scenarios, the gamemaster will probably ask a given player to roll some dice and the resulting numbers will determine the success or failure of a character’s attempted action. The gamemaster uses the rules of the game to interpret the dice rolls and the outcome of the character’s actions.
As a group exercise, the players control the storyline (the adventure), which evolves much like any movie or book but within the flexible plot created by the gamemaster. This gamemaster plot provides a framework and ideas for potential courses of action and outcomes, but it is simply an outline of what might happen—it is not concrete until the players become involved. If you don’t want to walk down those stairs, you don’t. If you think you can talk yourself out of a situation in place of pulling a gun, then try and make it happen. The script of any roleplaying session is written by the players, and the story, based upon the character’s actions and their responses to the events of the plot, will constantly change and evolve.
The best part is that there is no “right” or “wrong” way to play an RPG. Some games may involve more combat and dice rolling-related situations, where other games may involve more storytelling and improvised dialogue to resolve a situation. Each group of players decides for themselves the type and style of game they enjoy playing!
What is Transhumanism?
NOTE: Transhumanism is a term used synonymously to mean “human enhancement.” It is an international cultural and intellectual movement that endorses the use of science and technology to enhance the human condition, both mentally and physically. In support of this, transhumanism also embraces using emerging technologies to eliminate the undesirable elements of the human condition such as aging, disabilities, diseases, and involuntary death. Many transhumanists believe these technologies will be arriving in our near future at an exponentially accelerated pace and work to promote universal access to and democratic
control of such technologies. In the long scheme of things, transhumanism can also be considered the transitional period between the current human condition and an entity so far advanced in capabilities (both physical and mental faculties) as to merit the label “posthuman.”
As a theme, transhumanism embraces heady questions. What defi nes human? What does it mean to defeat death? If minds are software, where do you draw the line with programming them? If machines and animals can also be raised to sentience, what are our responsibilities to them? If you can copy yourself, where does “you” end and someone new begin? What are the potentials of these technologies in terms of both oppressive control and liberation? How will these technologies change our society, our cultures, and our lives?
Post-Apocalyptic, Conspiracy, and Horror Themes
NOTE: Several themes pervade Eclipse Phase, some of which the reader may not be intimately familiar with. The following helps define these themes so that as players read further into this rulebook, they gain a solid understanding of how Eclipse Phase builds on such themes to create its unique setting.
Post-apocalyptic is a term used to describe fiction set after a cataclysmic event has ended human civilization as we know it (usually accompanied by loss of human life on an almost unthinkable scale). The exact mechanism of the disaster is usually unimportant: nuclear war, plague, asteroid strike, and so on. The importance of the theme is the human condition. If the world we know is torn away from us and humans suffer horrors beyond imagining in this transformation to a post-apocalyptic setting, how does humanity cope? Do we survive and thrive and overcome? Or do we lose our own humanity in the process, or ultimately fall to extinction? Those are the questions that drive this genre.
To conspire means “to join in a secret agreement to do an unlawful or wrongful act or to use such means to accomplish a lawful end.” As such, a conspiracy theory attributes the ultimate cause of an event or a chain of events (whether political, societal or historical) to a secret group of individuals with immense power (including political, wealth and so on) who hide their activities from public view while manipulating events to achieve their goals, regardless of consequences. Many conspiracy theories contend that a host of the greatest events of history were initiated and ultimately controlled by such secret organizations. Of equal importance is the silent struggle between clandestine groups, waging a secret war behind the scenes to determine who influences the future.
Horror takes many forms, but in Eclipse Phase it is more psychological than gore. It is the uncertainty of survival, the suspense of finding malevolent things among the stars, the fear of the unknown, the dread of facing Things That Should Not Be, the revulsion when encountering alien things, and the sickening realization of the wrong and ghastly things that transhumans are capable of doing to themselves and each other. Horror also arises both from the comprehension that there are scary things beyond our understanding inhabiting our universe and that transhumanity may be its own worst enemy. Despite all of the technological tools and advances available to future transhumans, they still face terrors like losing control of their own identities, their perceptions, and their mental faculties—not to mention their future as a species.
Eclipse Phase takes all of these themes and weaves them together in a transhuman setting. The postapocalyptic angle covers the understanding of all that transhumanity has lost, the fight against extinction, and how much of that is a struggle against our own nature. The conspiracy side delves into the nature of the secret organizations that play key roles in determining transhumanity’s future and how the actions of determined individuals can change the lives of many. The horror perspective explores the results of humanity’s self-inflicted transformations and how some of these changes effectively make us non-human. Tying it all together is an awareness of the massive indifference and the terriblealien-nessthat pervades the universe and how transhumanity is insignificant against such a backdrop.
Offsetting these themes, however,Eclipse Phasealso asserts that there is still hope, that there is still something worth fighting for, and that transhumanity can pave its own path toward the future.
But How Do You Actually Play?
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NOTE: To play a game ofEclipse Phase, you need the following:
- A group of players and a place to meet (real life or online!)
- One player to act as the gamemaster
- The contents of this book
- Something for everyone to take notes with (notepads, laptops, whatever!)
- Two 10-sided dice per player (or a digital equivalent)
- Imagination
A Group of Players and a Place to Meet
NOTE: While roleplaying games are flexible enough to allow any number of people, most gaming groups number around four to eight players. That number of people brings a good mix of personalities to the table and ensures great cooperative play.
Once a group of players have determined to playEclipse Phase, they’ll need to designate someone as the gamemaster (see below). Then they’ll need to determine a time and place to meet.
Most roleplaying groups meet once a week at a regularly scheduled time and place: 7:00 PM, Thursday night, Rob’s house, for example. However, each group determines where, how they’ll play, and how often. One group may decide they can only get together once a month, while another group is so excited to dive into the story potential ofEclipse Phase that they want to meet twice a week (they decide to rotate between their houses, though, so as not to overload a particular player). If a group is lucky enough to have a favorite local gaming store that supports in-store play, the group might meet there. Other gaming groups meet in libraries, common rooms at their school, bookstores that have generously-sized “reading rooms,” quiet restaurants, and so on. Whatever fits for your gaming group, make it work!
When getting together for a game, most RPGs use the phrase “gaming session.” The length of each gaming session is completely dependent upon the consensus of the playing group, as well as the limitations of the locale where they’re playing. The particular story that unfolds in a given session can also impact a session’s length. If playing in a game store, the group may only have a four-hour slot and the gamemaster
and group may have determined—through several sessions of play—that this is a perfect time frame to enjoy the story they’re participating in each week. Another group, however, may want an even shorter length of time. Yet another group may decide that while they’ll usually do four-hour sessions, once a month they’ll set aside an entire Saturday for a great all-day gaming session. Players will need to dive in and start playing and be flexible to decide what will provide the ultimate enjoyment for their gaming group.
While the camaraderie of a shared experience of playing face-to-face with a group of friends remainsthe strength of roleplaying games, groups need not confine themselves to a single mode of play. There are myriad options that can be used. Email, instant messages, message boards, video chats, phone/voip calls, text messages, wikis, (micro-)blogs: any and all of these can be utilized to play the game without having
warm bodies in seats directly across the table from one another.
Finally, when playing groups meet for the first time, they should generate their characters (as opposed to generating characters by themselves). While a gaming group can decide to generate characters individually, often it is far easier once the players are together. This allows those more experienced in roleplaying games to help those new to RPGs. Even more important, it enables the entire group to tailor the characters so there is not too much overlap in capabilities and style. After all, with the wealth of character opportunities available, you don’t want to show up at the table with an almost identical character to the player next to you.
The Gamemaster
NOTE: Once a group has been organized, someone needs to step up and take the reins of the gamemaster. Some groups have a single gamemaster that runs all their gaming sessions month after month. Other groups rotate a gamemaster, with a single gamemaster running a given portion of the unfolding story for several sessions before handing the work off to another player. Once again, the participants should be flexible. Some groups may have the perfect person who loves the work involved and is more than willing to run session after session, while other groups may decide that they all want to take turns both as the gamemaster and as players.
The gamemaster controls the story. They keep track of what is supposed to happen when, describes events as they occur so that the players (as characters) can react to them, keep track of other characters in the game (referred to as non-player characters, or NPCs), and resolve attempts to take action using the game system. The game system comes into play when characters seek to use their skills or otherwise do something that requires a test to see whether or not they succeed. Specific rules are presented for situations that involve rolling dice to determine the outcome (seeGame Mechanics, p. 112).
The gamemaster describes the world as the characters see it, functioning as their eyes, ears, and other senses. Gamemastering is not easy, but the thrill of creating an adventure that engages the other players’
imaginations, testing their gaming skills and their characters’ skills in the game world, makes it worthwhile. Posthuman Studios will follow the publication ofEclipse Phasewith supporting supplements and adventures to help this process along, but experienced gamemasters can always adapt the game universe to suit their own styles. In fact, sinceEclipse Phaseis published under a Creative Commons License (see p. 5), players are encouraged to tailor the universe to their style of play and also to share that with other players. You never know when a specific choice you’ve made in the running of a campaign is exactly what another gamemaster and his group is looking for.
The Contents of this Book
NOTE: Whether you have purchased the print or electronic version, this book is specifically organized to present the information you need to know to start telling your stories in theEclipse Phaseuniverse. Below you’ll find a summary of each chapter of the book.
A Time of Eclipse:A comprehensive history and setting fully describes the Eclipse Phase universe and how humanity transitioned from here to there. See p. 30.
Game Mechanics:The player’s desired actions become reality within the universe through quick and easy-to-use game mechanics. See p. 112.
Character Creation and Advancement:Creating a unique character can be one of the most enjoyable experiences of roleplaying. Even more rewarding is watching that character evolve and grow across numerous gaming sessions, far beyond anything your imagination first envisioned. See p. 128.
Skills:Beyond a character’s innate abilities, their skills are what set them apart. This is what your character knows and what they know how to do. See p. 170.
Action and Combat:What is a dramatic story without action and violence? When words fail, weapons will blaze. See p. 186.
Mind Hacks:The unusual possibilities offered by psi abilities and mental reprogramming. See p. 216.
The Mesh:The all-pervasive nature of the mesh ensures that it is a key element to any story telling. See p. 234.
Accelerated Future:The wonders of advanced technologies and how they work. See p. 266.
Gear:Personal enhancements, weapons, robots, and everything else in between. See p. 294.
Game Information:The quintessential set of insider secrets for gamemasters. See p. 350.
Taking Notes
NOTE: Whether a gamemaster or player, you’ll need a way to track information. Players will be generating characters and making changes to those characters from session to session. Meanwhile, the gamemaster will have a host of information to track: notes on how the story is unfolding due to player character interaction that you’ll need to fold into next week’s session; changes to NPCs; changes to player characters that the players are not yet aware off (such as a character has been mind hacked but doesn’t yet know it); and so on.
Additionally, some groups enjoy a synopsis of each session that can be compiled and read at a later time in order to enjoy and share their exploits, just as you might fileshare clips from your favorite video game to show off your skill in taking the bad guy down (traditionally this has been called “bluebooking”). This can be particularly useful if a player was unable to attend a given session, providing a quick re-cap that they can read before attending the next gaming session and thus avoiding a bog-down up-front as that player tries to catch up on current events in the game. The session scribe can be a shared responsibility or assigned, all based upon what a given playing group finds works best for them. Likewise, some gaming groups audio-record their entire game session, both for later reference and for “actual play” podcasts.
The old standard of a pencil and paper still works wonders. A host of additional technologies, however, provide many new options for players. From a text file on a laptop to a shared wiki, the ability to track large amounts of information in a quick and useful fashion—while simultaneously making appropriate information available to each player from session to session—significantly decreases how much time everyone needs to spend tracking information. That time can now be redirected into the enjoyment of participating in a great story.
Dice
NOTE: As described in theGame Mechanics section (p. 112), two ten-sided dice are required to playEclipse Phase. While most players enjoy the feel of tossing dice onto a table, there are many other mechanisms for rolling two ten-sided dice to achieve a 00 to 99 result. Players who make heavy use of any online technologies for game play—such as using online chatting or video blogging—should find it easy to track down and implement a quick dice-rolling program.
Imagination
NOTE: All too often, it’s easy for someone looking at an RPG to be intimidated. So many concepts to grasp, so many ideas that seem overwhelming. Just as described underWhat is a Roleplaying Game?, however, how often have you read a book or watched that movie and decided that you would have done it better? That’s your imagination at work. Just dive in and you’ll be amazed at how quickly you can immerse yourself in theEclipse Phase universe. Soon you’ll be spinning stories with the best of them.
Also, don’t forget to tap your resources. Your gaming group is your best resource. What’s going on, ideas for how to handle a situation, or how to take on a bad guy: these are just some of the things that can and should be discussed by the gaming group in between sessions, and each is an opportunity to strengthen your imagination.
Another resource is simply watching TV or reading a good book. Pay attention to how the story is put together, how the characters are built, and how the plot unfolds. Push your imagination and soon you’ll be figuring out subplots and who the bad guy is long before it’s revealed. Knowing how a story is put together enables you to put together your own stories during each gaming session.
Finally, eclipsephase.com is the official site forEclipse Phase. If you have questions about the game or want to see how another group of players handles a given situation, post on the forums. The online community can be just as helpful and enjoyable as a local gaming group.
What Do Players Do?
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NOTE: The players can take on a variety of roles inEclipse Phase. Due to advances in digital mind emulation technology, uploading, and downloading into new morphs (physical bodies, biological or synthetic), it is possible to literally be a new person from session to session. With bodies taking on the role of gear, players can customize their forms for the task at hand.
The Default Campaign
NOTE: In the default story (also known as “campaign setting”), every player character is a “sentinel,” an agent-on-call (or potential recruit) for a shadowy network known as “Firewall.” Firewall is dedicated to counteracting “existential risks”—threats to the existence of transhumanity. These risks can and do include biowar plagues, nanotech swarm outbreaks, nuclear proliferation, terrorists with WMDs, netbreaking computer attacks, rogue AIs, alien encounters, and so on. Firewall isn’t content to simply counteract these threats as they arise, of course, so characters may also be sent on information gathering missions or to put in place pre-emptive or failsafe measures. Characters may be tasked to investigate seemingly innocuous people and places (who turn out not to be), make deals with shady criminal networks (who turn out not to be trustworthy), or travel through a Pandora’s Gate wormhole to analyze the relics of some alien ruin (and see if the threat that killed them is still real). Sentinels are recruited from every faction of transhumanity; those who aren’t ideologically loyal to the cause are hired as mercenaries. These campaigns tend to mix a bit of mystery and investigation with fierce bouts of action and combat, also stirring in a nice dose of awe and horror.
Alternate Campaigns
NOTE: When they’re not saving the solar system, sentinels are free to pursue their own endeavors. The gamemaster and players can use this rulebook to generate any type of story they wish to tell. However, the following examples provide a brief look at the most obvious opportunities for adventure inEclipse Phase.
After each campaign variant below, a list of “archetypes” forEclipse Phase are provided in parenthesis. Archetypes are the names applied to the most common character types featured in those scenarios. For example, in a traditional detective story, the archetypes would be the Detective, the Damsel In Distress, the Hard-bitten Cop, and so on. In a cowboy movie, the archetypes would be the Gunfighter, the Bartender, the Marshal, the Indian Brave, and so on. Players will note that some archetypes fit into multiple story settings. The character creation system (p. 128) allows players to create any of the suggested archetypes. Just as roleplaying games are designed for players to build their own stories, however, these archetypes are just suggestions and players can mix and match how they will.
Salvage and Rescue/Retrieval Ops:The Fall left two worlds and numerous habitats in ruins—but these devastated cities and stations contain untold riches for those who are brave and foolhardy enough. Potential hauls include: weapon systems; physical resources; lost databanks; left-behind uploads of friends, family, or important people; new technologies developed and lost in the brief singularity takeoff; valued heirlooms of immortal oligarchs; and much more. Outside of these once-inhabited realms, space itself is a big place and lots of people and things get lost out there. Some need to be saved and some are beyond saving. This option lets players explore the unknown or seek out specific targets on contract. (Archeologist/Scavenger/Pirate/Free Trader/Smuggler/Black Marketeer)
Exploration:There are plenty of opportunities to be had as an explorer, colonist, or long-range scout—perhaps even as one of the few lucky or suicidal individuals who explore through an untested Pandora’s Gate. Even the Kuiper Belt, on the fringe of our solar system, is still sparsely explored; there may be riches and mysteries still to be found. Many dangers also lurk in odd corners of the system, from isolationist posthuman factions to secretive criminal cartels, as well as pirates, aliens, and others wishing to remain out of sight. (Explorer/Archeologist/Scavenger/Singularity Seeker/Techie/Medic)
Trade:While the majority of inner system trade is controlled by sleek hypercorporations, many of the smaller or more independent stations rely on small traders. In the post-scarcity outer system, trade takes on a different form, with information, favors, and creativity serving as currency among those who no longer want for anything due to the availability of cornucopia machines. (Free Trader/Smuggler/Black Marketeer/Pirate)
Crime:The patchwork of city-state habitats and widely varying laws throughout the system create ample opportunity for those who would make a living from this situation. Black market commodities and activities include infomorph-slave trading, pleasure pod sex industries, data brokerage and theft, extracting/smuggling advanced technologies and scientists, political/economic espionage, assassination, drug and XP dealing, soul-trading, and much more. Whether as an independent or part of an organized criminal element, there are always opportunities for those with a thirst for adventure or profit and questionable morals. (Criminal/Smuggler/Pirate/Fixer/Black Marketeer/Genehacker/Hacker/Covert Ops)
Mercenaries:The constant maneuvering of ideologically-driven factions, the squabbling over contested resources, and the rush to colonize new exoplanets beyond the Pandora Gates all spark new conflicts on a regular basis. Some of these simmer and seethe as low-intensity conflicts for years, occasionally flaring into raids and clashes. Others break out into all-out warfare. Women and men willing to bear arms for credits are always in demand for good wages. Players can engage in commando and military campaigns in habitats, between the stars, or in hostile planetary environments. (Merc/Security Specialist/Fixer/Bounty unter/Ex-Cop/Medic)
Socio-Political Intrigue:The corporations and political factions that span the solar system do not always play nice with each other, but neither is it wise for them to openly confront each other except under extreme circumstances. Many battles are fought with diplomacy and political maneuvering, using words and ideas more potent than weapons. Even within factions, social cliques can compete ruthlessly, or heated class conflicts can come to a boil, tearing a society apart from within. In this campaign, the players can start as pawns of some entity who rise through the ranks as they become more enmeshed in the intrigues of their sponsor, play a group of ambassadors and spies stationed in the opposition’s capital, or can play a group of activists and radicals fighting for social change. (Politico/ ocialite/Covert Ops/Hacker/Security Specialist/Journalist/Memeticist)
Where Does It Take Place?
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NOTE: WhileEclipse Phaseis set in the not-too-distant future, the changes that have taken place due to the advancements of technology have transformed the Earth and its inhabitants almost beyond recognition. As players dive into the universe, they’ll generally encounter one of the following settings.
Humanity's Habitats
NOTE: The Earth has been left an ecologically-devastated ruin, but humanity has taken to the stars. When Earth was abandoned, so too were the last of the great nation-states; transhumanity now lacks a single unifying governing body and is instead subject to the laws and regulations of whomever controls a given habitat.
The majority of transhumanity is confined to orbital habitats or satellite stations scattered throughout the Sol system. Some of these were constructed from scratch in the orbit or Lagrange points of planetary bodies, others have been hewn out of solid satellites and large asteroids. These stations have myriad purposes from trade to warfare, espionage to research.
Mars continues to be one of transhumanity’s largest settlements, though it too, suffered heavily during the Fall. Numerous cities and settlements remain, however, though the planet is only partially terraformed.Venus, Luna, and Titan are also home to significant populations. Additionally, there are a small number of colonies that have been established on exoplanets (on the other side of the Pandora Gates) with environments that are not too hostile towards humanity.
Some transhumans prefer to live on large colony ships or linked swarms of smaller spacecraft, moving nomadically. Some of these rovers intentionally exile themselves to the far limits of the solar system, far from everyone else, while others actively trade from habitat to habitat, station to station, serving as mobile black markets.
The Great Unknown
NOTE: The areas of the galaxy that have felt the touch of humanity are few and far between. Lying betwixt these occasional outposts of questionable civilization are mysteries both dangerous and wonderful. Ever since the discovery of the Pandora Gates, there has been no shortage of adventurers brave or foolhardy enough to strike out on their own into the unknown regions of space in hopes of finding more alien artifacts, or even establishing contact with one of the other sentient races in the universe.
The Mesh
NOTE: While not a “setting” in the traditional sense, as the sections describe above, the computer networks known as the “mesh” are all-pervasive. This ubiquitous computing environment is made possible thanks to advanced computer technologies and nanofabrication that allow unlimited data storage and near-instantaneous transmission capacities. With micro-scale, cheap-to-produce wireless transceivers so abundant, literally everything is wirelessly connected and online. Via implants or small personal computers, characters have access to archives of information that dwarf the entire 21st-century internet and sensor systems that pervade every public place. People’s entire lives are recorded and lifelogged, shared with others on one of numerous social networks that link everyone together in a web of contacts, favors, and reputation systems.
Ego vs. Morph?
NOTE: The distinction between ego (your mind and personality, including memories, knowledge, and skills) and morph (your physical body and its capabilities) is one of the defining characteristics ofEclipse Phase. A good understanding of the concept right up front will allow players a glimpse at all the story possibilities out of the gate.
Your body is disposable. If it gets old, sick, or too heavily damaged, you can digitize your consciousness and download it into a new one. The process isn’t cheap or easy, but it does guarantee you effective immortality—as long as you remember to back yourself up and don’t go insane. The termmorphis used to describe any type of form your mind inhabits, whether a vat-grown clone sleeve, a synthetic robotic shell, a part-bio/part-synthetic “pod,” or even the purely electronic software state of an infomorph.
A character’s morph may die, but the character’s ego may live on, assuming appropriate backup measures have been taken. Morphs are expendable, but your character’s ego represents the ongoing, continuous life path of your character’s mind and personality. This continuity may be interrupted by an unexpected death (depending on how recently the backup was made), but it represents the totality of the character’s mental state and experiences.
Some aspects of your character—particularly skills, along with some stats and traits—belong to your character’s ego and so stay with them throughout the character’s development. Some stats and traits, however, are determined by morph, as noted, and so will change if your character leaves one body and takes on another. Morphs may also affect other skills and stats, as detailed in the morph description.
Where To Go From Here?
NOTE: Now that you know what this game is about, we suggest that you next read theTime of Eclipsechapter (p. 30), to get a feel for the game’s default setting (which you are, of course, free to change to suit your whims). Then read theGame Mechanicschapter (p. 112) to get a grasp of the rules. After that, you can move on toCharacter Creation and Advancement(p. 128) and create your first character!
Terminology
NOTE: Eclipse Phase uses a host of jargon to simply convey the numerous concepts covered within the pages of this book. While not all-inclusive, this list of terminology will allow players to quickly acclimate themselves for their journey into Eclipse Phase. If you read something and are confused, don’t worry. These concepts are fully explained in later sections of this book.
Note that several of the words on this list are standard scientific terms, often used in astronomy. AsEclipse Phaseattempts to remain as close to “hard science” as possible—while allowing players to interact with the great stories waiting to unfold—such terms are used liberally.
- Aerostat:A habitat designed to float like a balloon in a planet’s upper atmosphere.
- AF:After the Fall (used for reference dating).
- AGI:Artificial General Intelligence. An AI that has cognitive faculties comparable to that of a human or higher. Also known as “strong AI” (differentiating from more specialized “weak AI”). See also “seed AI.”
- AI:Artificial Intelligence. Generally used to refer to weak AIs; i.e., AIs that do not encompass (or in some cases, are completely outside of) the full range of human cognitive abilities. AIs differ from AGIs in that they are usually specialized and/or intentionally crippled/limited.
- Anarchist:Someone who believes government is unnecessary, that power corrupts, and that people should control their own lives through self-organized individual and collective action.
- Arachnoid:A spider-like robotic synthmorph.
- Argonauts:A faction of techno-progressive scientists that promote responsible and ethical use of technology.
- AR:Augmented Reality. Information from the mesh (universal data network) that is overlaid on your real-world senses. AR data is usually entoptic (visual), but can also be audio, tactile, olfactory, kinesthetic (body awareness), emotional, or other types of input.
- Async:A person with psi abilities.
- AU:Astronomical unit. The distance between the Earth and the Sun, equal to 8.3 light minutes, or about 150 million kilometers.
- Autonomists:The alliance of anarchists, Barsoomians, Extropians, scum, and Titanians.
- Barsoomian:A rural Martian, typically resentful of hypercorp control.
- Basilisk Hack:An image or other sensory input that affects the brain’s visual cortex and pattern recognition abilities in such a way as to cause a glitch and possibly exploit it and rewrite neural code.
- Beehive:A microgravity habitat made from a tunneledout asteroid or moon.
- BF:Before the Fall (used for reference dating).
- Bioconservative:An anti-technology movement that argues for strict regulation of nanofabrication, AI, uploading, forking, cognitive enhancements, and other disruptive technologies.
- Biomorph:A biological body, whether a flat, splicer, genetically engineered transhuman, or pod.
- Body Bank:A service for leasing, selling, acquiring, or storing a morph. Aka dollhouse, morgue.
- Bots:Robots. AI-piloted synthetic shells.
- Bracewell Probe:A type of autonomous monitoring deepspace probe meant to make contact with alien civilizations.
- Brinkers:Exiles who live on the fringes of the system, as well as other isolated and well-hidden nooks and crannies. Also called isolates, fringers, drifters.
- Case:A cheap, common, mass-produced synthetic shell.
- Chimeric:Transgenic, containing genetic traits from other species.
- Circumjovian:Orbiting Jupiter.
- Circumlunar:Orbiting the Moon.
- Circumsolar:Orbiting the Sun.
- Cislunar:Between the Earth and the Moon.
- Clade:A species or group of organisms with common features. Used to refer to transhuman subspecies and morph types.
- Cole Bubble:A habitat made from a hollowed-out asteroid or moon, spun for gravity.
- Cornucopia Machine:A general-purpose nanofabricator.
- Cortical Stack:An implanted memory cell used for ego backup. Located where the spine meets the skull; can be cut out.
- Cyberbrain:An artificial brain, housing an ego. Used in both synthmorphs and pods.
- Darkcast:Illegal and black market farcasting and egocasting services.
- Domain Rules:The rules that govern the reality of a virtual reality simulspace.
- Drone:A robot controlled through teleoperation (rather than directly via onboard AI).
- Ecto:Personal mesh devices that are flexible, stretchable, self-cleaning, translucent, and solar-powered. From ecto-link (external link).
- Ego:The part of you that switches from body to body. Also known as ghost, soul, essence, spirit, persona.
- Egocasting:Term for sending egos via farcasting.
- Entoptics:Augmented-reality images that you “see” in your head. (“Entoptic” means “within the eye.”)
- ETI:Extraterrestial intelligence. The term Firewall uses to refer to the god-like post-singularity alien intelligence theorized to be responsible for the Exsurgent virus.
- Exalts:Genetically-enhanced humans (between genefixed and transhumans). Aka genefreaks, the ascended, the elevated.
- Exoplanet:A planet in another solar system.
- Exsurgent:Someone infected by the Exsurgent virus.
- Exsurgent V irus:The multi-vector virus created by an unknown ETI and seeded throughout the galaxy in Bracewell probes. The Exsurgent virus is self-morphing and can infect both computer systems and biological creatures.
- Extrasolar:Outside the solar system.
- Factors:The alien ambassadorial race that deals with transhumanity. Also called Brokers.
- The Fall:The apocalypse; the singularity and wars that nearly brought about the downfall of transhumanity.
- Farcasting:Intrasolar communication utilizing classical communication technologies (radio, laser, etc.) and quantum teleportation.
- Farhauler:Long distance space shipper.
- Firewall:The secret cross-faction conspiracy that works to protect transhumanity from “existential threats” (risks to transhumanity’s continued existence).
- Flatlander:Someone born or used to living on a planet or moon with gravity.
- Flats:Baseline humans (not genetically modified). Also called norms.
- Flexbot:A shape-changing synthmorph also capable of joining together with other flexbots in a modular fashion to create larger shapes.
- Forking:Copying an ego. Not all forks are full copies. AKA backups.
- FTL:Faster-Than-Light.
- Fury:A transhuman combat morph.
- Gatecrashers:Explorers who take their chances using a Pandora gate to go somewhere previously unexplored.
- Genehacker:Someone who manipulates genetic code to create genetic modifications or even new life.
- Ghost:A transhuman combat morph optimized for stealth and infiltration.
- Ghost-riding:The act of carrying an infomorph in a special implant module inside your head.
- Greeks:Trojan asteroids or moons that share the same orbit as a larger planet or moon, but are 60 degrees ahead in the orbit at the L4 Lagrange point. The term Greeks normally refers to the asteroids orbiting around Jupiter’s L4 point. See also “Trojans.”
- Habtech:A habitat technician.
- Heliopause:The point where pressure from the solar wind balances with the interstellar medium (about 100 AU out).
- Hibernoid:A transhuman modified for hibernation, for extensive travel in space.
- Iceteroid:An asteroid made from mostly ice rather than rock or metals.
- Iktomi:The name given to the mysterious alien race whose relics have been found beyond the Pandora Gates.
- Indentures:Indentured servants who have contracted their labor to a hypercorp or other authority, usually in exchange for a morph.
- Infolife:Artificial general intelligences and seed AIs.
- Infomorph:A digitized ego; a virtual body. Also known as datamorphs, uploads, backups.
- Infugee:“Infomorph refugee,” or someone who left everything behind on Earth during the Fall—even their own body.
- Isolates:Those who live in isolated communities far outside the system (in the Kuiper Belt and Oort Cloud); aka outsters, fringers.
- Jamming:The act of “becoming” a teleoperated drone thanks to XP technology. Also sometimes applied to accesing the real-time XP feed from lifeloggers and others.
- Kuiper Belt:A region of space extending from Neptune’s orbit out to about 55 AU, lightly populated with asteroids, comets, and dwarf planets.
- Lagrange Point:One of five areas in respect to a small planetary body orbiting a larger one in which the gravitational forces of those two bodies are neutralized. Lagrange points are considered stable and ideal locations for habitats.
- Lifelog:A recording of one’s entire life experience, made possible due to near unlimited computer memory.
- Lost Generation:In an effort to repopulate post-Fall, a generation of children were reared using forced-growth methods. The results were disastrous: many died or went insane, and the rest were stigmatized.
- Main Belt:The main asteroid belt, a torus ring orbiting between Mars and Jupiter.
- Meme:A viral idea.
- Mentons:Transhumans optimized for mental and cognitive ability.
- Mercurials:The non-human sentient elements of the transhuman “family,” including AGIs and uplifted animals.
- Mesh:The omnipresent wireless mesh data network. Also used as a verb (to mesh) and adjective (meshed or unmeshed).
- Mesh ID:The unique signature attached to one’s mesh activity.
- Microgravity:Zero-g or near weightless environments.
- Mist:The clouds of AR data that sometimes fog up your perception/displays.
- Morph:A physical body. Aka suit, jacket, sleeve, shell, form.
- Muse:Personal AI helper programs.
- Nanobot:A nano-scale machine.
- Nano-ecology:Pro-tech ecological movement.
- Nanoswarm:A mass of tiny nanobots unleashed into an environment.
- Neo-Avians:Uplifted ravens and gray parrots.
- Neogenesis:The creation of new life forms via genetic manipulation and biotechnology.
- Neo-Hominids:Uplifted chimpanzees, gorillas, and orangutans.
- Neotenics:Transhumans modified to retain a child-like form.
- Novacrab:A pod created from genetically-engineered spider crab stock.
- Olympian:A transhuman biomorph modified for athleticism and endurance.
- O’Neill Cylinder:A soda-can shaped habitat, spun for gravity.
- Oort Cloud:The spherical “cloud” of comets that surrounds the solar system out to about one light-year from the sun.
- PAN:Personal area network. The network created when you slave all of your minor personal electronics to your ecto or mesh inserts.
- Pandora Gates:The wormhole gateways left behind by the TITANs.
- Pods:Mixed biological-synthetic morphs. Pod clones are force-grown and feature computer brains. Also known as bio-bots, skinjobs, replicants. From “pod people.”
- Posthuman:A human or transhuman individual or species that has been genetically or cognitively modified so extensively as to no longer be human (a step beyond transhuman). Aka parahuman.
- Prometheans:A group of transhuman-friendly seed AIs that were created by the Lifeboat Project (precursors to the argonauts) years before the TITANs became self-aware and that (mostly) avoided Exsurgent infection. The Prometheans secretly back Firewall and work to defeat existential threats.
- Proxies:Members of the Firewall internal structure.
- Psi:Parapsychological powers acquired due to infection by the Watts-MacLeod strain of Exsurgent virus.
- Reaper:A warbot synthmorph.
- Reclaimers:A transhuman faction that seeks to lift the interdiction and reclaim Earth.
- Redneck:A rural Martian. See Barsoomian. Aka Reds.
- Re-instantiated:Refugees from Earth who escaped only as bodiless infomorphs, but who have since been resleeved.
- Resleeving:Changing bodies, or being downloaded into a new one. Also called remorphing, reincarnation, shifting, rebirthing.
- Rusters:Biomorphs optimized for life on Mars.
- Scorching:Hostile programs that can damage or affect cyberbrains.
- Scum:The nomadic faction of space punks/gypsies that travel from station to station in heavily-modified barges or swarms of ships. Notorious for being a roving black market.
- Seed A I:An AGI that is capable of recursive self-improvement, allowing it to reach god-like levels of intelligence.
- Sentinels:Agents of Firewall.
- Shell:A synthetic physical morph. Aka synthmorph.
- Simulmorph:The avatar you use in VR simulspace programs.
- Simulspace:Full-immersion virtual reality environments.
- Singularity:A point of rapid, exponential, and recursive technological progress, beyond which the future becomes impossible to predict. Often used to refer to the ascension of seed AI to god-like levels of intelligence.
- Singularity Seeker:People who pursue relics and evidence of the TITANs or other possible avenues to super-intelligence, either to learn more about it or to become part of a super-intelligence themselves.
- Skin:A biological physical morph. Aka meat, flesh.
- Skinning:Changing your perceived environment via augmented reality programming.
- Sleight:A psi power.
- Slitheroid:A snake-like robotic synthmorph.
- Smart Animals:Partially-uplifted animal species (including dogs, cats, rats, and pigs). Some other large smart animals (whales, elephants) are nearly extinct.
- Spime:Meshed, self-aware, location-aware devices.
- Splicers:Humans that are genetically modified to eliminate genetic diseases and some other traits. Also known as genefixed, cleangenes, tweaks.
- Swarmanoid:A synthetic morph composed from a swarm of tiny insect-sized robots.
- Sylphs: Transhuman biomorphs with exotic good looks.
- Synthmorph:Synthetic morphs. Robotic shells possessed by transhuman egos.
- Synths:A specific type of synthmorph. Synths are standard androids/gynoids; robots that are designed to look humanoid, though they are usually noticeably not human.
- Teleoperation:Remote control.
- Titanian:Someone from Titan, a moon of Saturn.
- TITANs:The human-created, recursively-improving, military seed AIs that underwent a hard-takeoff singularity and prompted the Fall. Original military designation was TITAN: Total Information Tactical Awareness Network.
- Torus:A donut-shaped habitat, spun for gravity.
- Transgenic:Containing genetic traits from other species.
- Transhuman:An extensively modified human.
- Trojans:Asteroids or moons that share the same orbit as a larger planet or moon, but follow about 60 degrees ahead or behind at the L4 and L5 Lagrange points. The term Trojans normally refers to the asteroids orbiting at Jupiter’s Lagrange points, but Mars, Saturn, Neptune, and other bodies also have Trojans. See also “Greeks.”
- Uplifting:Genetically transforming an animal species to sapience.
- Vacworker:Space laborer.
- Vapor:A failed mind emulation or crippled fork/infomorph (from vaporware).
- VPNs:Virtual private networks. Networks that operate within the mesh, usually encrypted for privacy/security.
- VR:Virtual Reality. Imposing an artificially-constructed hyper-real reality over one’s physical senses.
- X-Caster:Someone who transmits/sells XP recordings of their experiences.
- Xenomorph:Alien life form.
- Xer:As in “X-er”—someone who is addicted or obsessed with XP. Sometime used to refer to people making XP as well.
- XP:Experience Playback. Experiencing someone else’s sensory input (in real-time or recorded). Also called experia, sim, simsense, playback.
- X-Risk:Existential risk. Something that threatens the very existence of transhumanity.
- Zeroes:People without wireless mesh access. Common with some indentures.
A TIME OF ECLIPSE
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NOTE: This chapter provides a complete overview of the Eclipse Phase universe. It starts with a history, goes into detail on the setting, covers factions, and then wraps up with a system gazetteer.
A PEOPLE'S HISTORY OF AN UNFORTUNATE UNIVERSE
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DETAILS:
NOTE: The followg is a transcript of a recovered audiofile recovered after the catastrophic decompression event on Walther-Pemborke Station. The audiofile is believed to have been created by Donovan Astrides and to be a summation of his unpublished workA People's History of an Unfortunate Universe.
[Sounds of scratching on the microphone, creaking of furniture, the noise of a woman clearing her throat]
What?
[Indistinct murmuring]
Fuck you. I do this how the fuck I want, though it was nice of you to put me in this nice young woman’s body.
[Sounds of hands running along fabric]
Does my vulgarity shock you, corporate lackey? No matter, I’m sure you can edit it out for your proles.
Now—you asked about my book? Is it a history book you ask? No. It is an anti-history book. I shall tell you about the future.
[Mumbling, questioning tone]
What does it hold? The future, you mean?
[Indistinct “Yes.”]
No. I don’t think you care about the future. What you really want to know is: will you get the future you want? And that is an easy question to answer. No. No, you will not get the future you want. Because you are stupid enough to ask this stupid question about the future.
[Silent pause]
I remember reading a scan of an old real print comic once. The character in it was railing against
the imaginary people of his imaginary world, taking them to task about their dissatisfaction with the future they lived in. But it was really aimed at the stupid people who wanted their stupid little futures and who were too stupid to see that the future is now. It’s always now. Except it isn’t anymore. The TITANs changed that. The future is now yesterday, and last week, and ten years ago. Especially ten years ago. But the future is also back on poor old Earth—it’s a legacy of where we’ve been and what has come before.
Do they teach you history on Venus, in your sealed compounds and resort aerostats? No, don’t open your mouth, I could really care less what they teach you. For it is most certainly lies. I’ve lived in the inner system. I know the rules and the deceits told in the name of civil order and “national security.”
Nations! Ha! Even at the onset of the 21st century, nations were starting to go into decline. It just took everyone a while to realize they were obsolete.
Do you remember the great nations of the world? Are you old enough to remember how they sat around and debated whether the major climate shifts they were creating were even real? Even when many of them agreed that something needed to be done, none of them stood up to do it. The leaders of the world carried on with business as usual, secure in their privilege, as droughts ravaged Africa and Central Asia, Europe froze, and severe weather wreaked havoc everywhere. People across the globe were feeling the pinch of starvation or rampant epidemics, but the leading nations were more concerned about the refugees pouring over their borders and polluting their lily white paradises with their customs and languages and willingness to work for a pittance just to survive.
The wars over oil and energy were only worsened by wars over the weather and water that followed. Unstable regimes rose and fell or were pushed over the edge, all in pursuit of precious liquids. The great nation states transformed into fortresses, steeled against the twin threats of the barbarians threatening them on the outside and the masses of their poor and dispossessed internally, all of them wanting to come in only for a little drink.
You know, I’ve actually heard some conservatives refer to that period as a golden age, a peak time for the corporations and the rich. It’s certainly true that it was a golden age for repression—and profits. If you were in that lucky fraction of a percent of the population who could afford it, it was certainly a good time, but for the majority of humanity it was a time of horrors. Global inequality was larger than ever before. Robots were taking jobs away from human hands.
This was a time of radicalization for many. Failing governments no longer supplied people’s basic needs. The globalized poor turned to local tribes, fundamentalist groups, political radicals, and criminal networks for the means to survive. Insurgent groups flourished, but they depended on the black market to survive, and soon their leaders were more concerned with making money than making change.
The nation states, as always, resorted to repression. Civil liberties were restricted and surveillance increased. Automated weapons systems were deployed first against guerrillas and terror cells, and then against agitators and demonstrators. I remember the first time I saw those police drones, at a demonstration in support of a worker’s strike in Long Beach. The drones ordered us to disperse once, only once, before they opened fire with their “nonlethal” weapons. Nonlethal my ass. Three people died that day and dozens were injured. The mainstream media ignored it even if the bloggers didn’t.
Meanwhile, the privileged elites continued to prosper. Longevity treatments expanded lifespans—for those who could afford it. Major crackdowns swept up off-brand pharma and bootleg procedures by pioneering biochemists, even while worldwide life expectancies dropped for the first time in decades. Why extend the lives of so many poor people, when expert systems as smart as any human could be built in a fraction of the time it would take to educate an actual person, and robotics and drone technologies allowed menial jobs to be turned over to uncomplaining and unpaid labor. And the rich had their high-price tag designer chimeric pets to keep them company anyway. Not all of the upper classes were wallowing in opulence while the planet around them starved and drowned. A few were looking ahead at the changes on the horizon, scheming how to stake their claim. Some of these worked to expand their dominion, building a space elevator in sub-Saharan Africa and sending robotic probes out to map the solar system in detail. They even founded the first stations on Mars and Luna then, more than fifty years before the Fall.
The ecopocalypse wasn’t going away, however, no matter how much those in power tried to ignore it. Severe winters and droughts continued to pound at us. Rising ocean levels devastated coastlines worldwide with massive flooding. A few last-ditch efforts to undertake mega-scale geoengineering projects created as many problems as they fixed. These were viewed with cynicism anyway, as some were thinly-disguised test runs for terraforming techniques being prepared for off-world deployment.
It often seemed as though the eyes of the fortunate were no longer focused on the world around them, but rather on the heavens above them. The completion of the first space elevator and the first mass driver on our moon kicked off a new space race and the competition was on to stake claims around the solar system. All this new expansion was powered by the first mass-produced efficient fusion power plants and the establishment of Helium-3 mining enterprises.
Back on Earth, though, the hammer finally fell. Insurgents adopted fifth generation warfare techniques, sharing open source methods of resistance, utilizing swarming attacks on critical systempunkts. People crushed under years of oppression rose up in these opportunities and smashed at the state and corporate apparatus that had held them down. Nation after nation fell to insurgencies manned by those who had fought in thousands of little wars over fuel, ponds, and bread crusts.
Most states fought back by becoming more totalitarian and repressive, but the tide of rebellion spread off-world as a series of outposts and stations declared themselves in sympathy with their earthbound compatriots and announced a manifesto for a more humanistic approach to solar expansion. Even numerous scientists and engineers, who had previously worked as pawns in corporate expansions, adopted a technoprogressive stance. That’s how the argonauts were born, you know, taking their name from a previous group of scientists who advised the US government and Pentagon on science and policy called the Jasons. Faced with reprisals from their corporate masters, a number of argonauts defected from the hypercorps, in some cases taking key resources and research with them, while others went underground.
This is when the hypercorps really took off, though, those shark-like bastards. They let the nation-states and lumbering multinationals of old take the brunt of the global rage and assault. They took advantage of the chaos to slip free of the old moral and ethical restraints on human experimentation and from the legal purview of the nationalities that had birthed them. They embraced the opportunities of numerous new technologies and the drive into space. It was their research labs that cooked up the first sentient artificial intelligences, the first genegineered human clones, and the first true uplifts, chimps and dolphins brought into awareness as corporate experiments and slaves.
As the last of the old states became increasingly desperate to cling to their power and land, the hypercorps extended a helping hand. They offered debt bondage terms to those who were willing to sign over their rights and humanity for a trip off-world, to work as indentured servants on corporate colonies and stations. Hundreds of thousands took the offer as an alternative to the crushing poverty and chaos on Earth. The business of resource exploitation exploded across the solar system, as stations were established as far out as the Kuiper Belt. Voices that spoke of respecting biodiversity and natural ecologies were ignored as the hypercorps toiled to reshape various planets and moons to their will.
This was the state of things until about 20 years before the Fall. Though many of the old oppressor states had been struck down, new ones arose, and the various global insurgencies oscillated between making radical changes and falling into the same old tribal warfare traps. Reactionary religious and political forces on Earth also railed against the hypercorps’ agenda, resulting in some terrorist attacks and sabotage strikes, and culminating in a failed attempt to disable the space elevator by an Islamist suicide cell. The hypercorps were quick to retaliate, ordering an orbital bombardment using high-density objects against the headquarters and compounds of several key opposition leaders. Though effective in decapitating several terrorist networks, the mass destruction sparked outrage against the hypercorps, creating a deeper rift between Earth and off-world interests.
The hypercorps remained out of reach, however, though they were not completely immune from Earth’s troubles. The workers and colonists brought from Earth transported many of their ethnic, political, and socio-tribal grudges with them, leading to several outbreaks of violence in habitats and orbital stations. Some also harbored allegiances opposed to hypercorp interests, illustrated by isolated acts of preservationist sabotage and religious terrorist attacks. Various criminal networks also came along for the ride, expanding their black markets and vice trades wherever humans went.
As the hypercorps expanded, so too did their political opponents: the anarchists, socialists, argonauts and others who worked diligently to establish their own independent presence, mostly in the outer system, further from hypercorp reach. The hypercorps even contributed to this growth by sending their criminals and undesirable elements into exile beyond Mars.
Both sides invested heavily in research and new technologies. Advances in biotech, nanotech, AI, and cognitive science were now moving so rapidly that major breakthroughs were made on a yearly basis. Developments in one field created a recursive boost in the others, creating a feedback loop that spawned immense technological improvements. Off-world, genetic modifications were widely adopted, and new transhuman adaptations became a common sight. We even created new synthetic life forms that were part biological and part robotic. Despite some being so repulsed by this development that they dubbed these new types of beings “pod people,” it certainly didn’t stop pods from being rapidly absorbed into corporate workforces and brothels, nor did many people care enough to support claims that, as sapient beings, pods should have their own civil rights.
Two breakthroughs in this period deserve specific mention, not least because of their impact on our human—now transhuman—society. The development of the first nanotech assemblers signaled a paradigm shift for economics. Available only to the upper strata of the hypercorps at first, these elites jealously guarded these machines, capable of building almost anything from the atoms up. They placed all sorts of restrictions on their usage and availability, claiming that the capability to construct drugs, weapons, or other restricted items was a security risk that required them to be strictly controlled. Open source advocates promptly set to work undermining blueprint controls and seeding their own open source designs, of course. Likewise, within months, criminals and anarchists liberated their own assemblers, and suddenly an economic conflict was born. Some were put to use feeding the black market trade, while others were used to establish habitats and colonies with post-scarcity economies that no longer relied on wealth, property, or greed.
At the same time came the ability to map the human brain and digitally emulate the mind and memories, making “uploading” possible—followed closely by the ability to download back into a separate human brain of course. The already long-lived hypercorp masters no longer had to fear death by accident or injury. This technology also made its way into the hands of others, despite the costs. Experimentation with other bodies—both biological and synthetic—became a new playground for culture. And let’s not forget those who willingly shook off the shackles of the flesh to experience the virtual life and dive deep into their own dreamscape realities.
While we all enjoyed our new toys, though, Earth, poor Earth, continued to die a slow death. I can still recall the speculation that it might take centuries for the Earth to totally slide into ecological devastation. It was frustrating, everywhere you turned it seemed that someone was lamenting the state of the motherworld, but no one wanted to do anything. It was too expensive, or too far away, or too dangerous. We all have blood on our hands from that time. We stood by and watched from our places in orbit as the world burned around our brothers and sisters. We thought we had time, we thought the world was slowly dying and that we could find the cure. We didn’t plan on the TITANs.
We all remember the Fall. It was only ten years ago, but I never cease to be amazed at how confused people’s memories are of that time. Part of that is propaganda perpetuated by people like you, of course, and part of it is that most of us are afraid to really look back and examine how we humans managed to fuck it up so badly.
We like to pretend that the TITANs exploded on the scene, wrecked up the place, and then disappeared as quickly as they appeared. The truth, as always, is more complex. We claim to know that the TITANs somehow evolved by accident from a military netwar system, or so the theory goes. That is what their name means: an acronym for Total Information Tactical Awareness Networks. No one knows for sure where these first seed AIs came from, though—or if they do, they’re keeping quiet. Perhaps the TITANs were intentionally designed to be a recursively improving, selfaware digital intelligence. Perhaps the military boffins thought they could keep such an intelligence under their control, and that it would give them the edge they needed. Perhaps there was only one at first, and it quickly created hundreds if not thousands of copies of itself. No one even seems to know how many of them there were.
According to the written history—vetted by the hypercorps natch—we now know that the TITANs took several days after they “woke up” to scan the world around them, to learn about us. In their initial stage they were relatively benign, leeching network power and resources only where there was enough to spare and extending their senses beyond their cradle on Earth. Perhaps they were absorbing everything they could to understand us. Perhaps they were indifferent. Or maybe they really were planning to destroy us, as the vids all say.
I remember this time. I remember that when this new round of conflicts re-ignited on Earth, there was no word of anything about seed AIs or TITANs. For months and months, it was a simple escalation of hostilities. It started with claims of netwar operations and major intrusions, sparking some alarm and retaliatory attacks. Aggressive stances led to incriminations, then border conflicts and raids, followed by missile strikes and outright hostilities. Old grudges and sleeping enemies suddenly awoke and turned their renewed wrath against old foes. Brush wars, corporate rivalries, and ideological disputes flared up as insurgencies and rebellions were suddenly everywhere. At the time, it seemed like a not-so-unusual spate of violence had taken a drastic turn and was rapidly spiraling out of control.
According to the party line, this was all a carefully concerted effort, the first stage in the TITANs plans. Perhaps it was, though I remember some military officials once claiming that the TITANs were brought
online because of this violence, and not before then—an opinion that was quickly silenced. Then again, maybe we really were played—played by greater intelligences who could barely be bothered to deal with us themselves when they knew we were more than willing to murder and annihilate each other.
When the first reports of strange automatic factories cranking out large numbers of robotic weapons systems broke, no one knew who to blame, but clearly something was wrong. This was a turning point, a chance for humanity to realize that we collectively faced a new enemy, but the finger-pointing and direct conflict continued. Even when the first open attacks by the TITANs came in earnest, crashing major systems, taking control of critical infrastructures, and wreaking havoc and destruction, we treated it as a new front in the war, and never stopped taking shots at each other.
There is still debate over whether we should have tried to talk to the TITANs, whether they would have been willing to listen to us, whether they even saw us as something more than we see rats and roaches and other forms of vermin. But it’s all academic. The fact is we didn’t. The people who made the decisions, the ones who had to put it all on the line at the time, saw the TITANs as a threat. And they acted accordingly, trying to purge them from their systems or capture them for future study.
The philosopher Thomas Hobbes once spoke of the war of all against all. Whatever he imagined could not have been anything close to the conflict ignited by the TITANs. We killed ourselves by the millions, wielding the nuclear fire and the silent death of bioplagues indiscriminately. Among this carnage walked the TITANs, taking control of our machines as though we were children, harvesting millions of minds with forced uploads for unknown purposes. Every strike we launched against the TITANs was met with untold disaster and ruin, all our artifice and devices turned against us in our moment of need.
The Fall was a horror. Factories sprang up like a blight in the most ravaged and deserted places on Earth, pumping out legions of dread war machines. Advanced nanoswarms—far beyond our own capabilities—infested everywhere, mutating to deal with any threat they encountered. Biological nanovirii ripped through human populations, inflicting irreversible neurological damage. Potent infowar worms penetrated even hardened systems, shredding our crucial networks with ease. Prisoner populations were rounded up for forced mind emulations, suffering a luckier fate than those who were merely decapitated by head-collecting drones or pierced by robots with neuro-scanning proboscises. Neuropathic virii turned some humans into pawns of the TITANs, turning them against the rest of us. Other reports spoke of strange, alien happenings and unimaginable terrors. We found ourselves fighting a rearguard action against coming extinction. The plot of a hundred novels and movies made manifest in our lifetimes, the doom of transhumanity at the hands of the machines.
For over a year they stalked and destroyed us. There seemed to be no hurry on their part to bring us to an end, and why would there have been? Nothing we did affected them. They were data and information, they were thought and impulse, they were everywhere and nowhere, and there was nothing we could do that they could not turn back against us. Their influence spread outward from Earth, with outbreaks in orbit, on Luna, Mars, and many other places. Everywhere we had a foothold, the TITANs followed.
Perhaps you remember that point when it became clear that transhumanity might not survive. I do. Millions must have seen the signs. And so the great diaspora began, the teeming masses doing whatever they could to flee Earth. Ships were diverted, even built, to help people escape. Those who could not buy their way off the planet did their best to send their digital backups, in the dim hope they could acquire a new body. Perhaps one in ten escaped.
You might hear that we banded together to stop the threat, that in our darkest hour we forgave ancient grudges and simmering hatreds in the face of extinction. That would be a lie in the face of the ten thousand shot down over Buenos Aires by North American forces as they sought to escape, or the compromising of network security on over two dozen habitats in Lagrange orbits by corporate competitors as their rivals strove to fight off a TITANs attack. We were just as gleeful to destroy ourselves.
Then, as quickly as they appeared, the TITANs vanished. Over the course of a week, the attacks and disturbances trailed off and then stopped but for an occasional outbreak. The retributions and attacks by our own kind continued for a few more months, but the damage we did to ourselves was nothing compared to what the TITANs had done.
In the aftermath, we stood among the smoking ruins of transhumanity and surveyed all that had been lost. Of all the billions that existed before the Fall, fewer than one in every eight survived, and of those fewer still retained a corporeal form. Nevertheless, the surviving habitats and stations were overcrowded, with tensions high. Vast numbers of infugees circulated in storage, as there were simply not enough bodies on hand to accommodate them all. Some were placed in permanent storage, where they remain forgotten. Others were shunted into virtual reality, given no choice but to live their lives in simulated environments. A lucky few were given the chance to work as indentured servants, often to build new habitats, working on the promise of a body of their own someday. You’ve no doubt seen them, working in cheap mass produced synthmorph bodies in menial or dangerous tasks kept out of sight of the rest of us.
Those left dead or bereft of a body were the least of our problems. Our war with the TITANs had left the Earth a smoking, irradiated, toxic wasteland, still populated by dangerous machines and plagues. The newly formed Planetary Consortium, composed of hypercorp interests among the Martian and Lunar colonies, placed Earth and the space around it under quarantine. The official reason is that it’s for safety reasons, allegedly to keep any remaining threats from escaping Earth’s confines. Or perhaps we could not stand to look at our homeworld in such a state and face what we had done to ourselves.
Even now, ten years later, we are told that the Earth is dangerous, that it holds risks and surprises. That’s partly true, I believe—there are surprises alright, but the Planetary Consortium wants them all for itself.
[Rustling noises, murmurs]
Of course I’m talking about a Pandora Gate. The one the TITANs left behind on Saturn’s moon was just the first. You’re a fool if you think that there are only five in the entire system. I’d be willing to bet nearly anything that there’s one down there on dear old Earth.
Have you ever seen a Gate? No? Of course not. The hypercorps keep them locked down. Not like out in the wild, wild outer system. Sure, the Gatekeeper Corp lets anyone with a death wish and the minimum training take a jaunt through the original on Pandora, but if you’re lucky enough to come back, they own everything you find on the other side. I suppose it’s the chance for a certain type of adrenaline junkie “to boldly go” and all that nonsense.
The extrasolar colonies—now, those are an all new frontier. You inner system types are so predictable with your rush to colonize and expand and own everything, as if the universe is just there for your rich overlords to claim for themselves. I expect your extrasolar colonies are expanding quite nicely, given the sheer number of poor debt-conscripted souls you toss through. You probably have grand schemes of building galactic empires. Us. Transhumanity. A galactic civilization.
Well, galactic squatters at least. That was made clear when the solemn crossing guards of the cosmos showed up and issued us a warning that we were dabbling in Things What Ought Not To Have Been. Maybe the Factors are telling us the truth, maybe they are acting as ambassadors for a collection of spacefaring alien species that want to warn us away from Forbidden Technology— y'know, the technology we’ve already been burned by and of course have no plans to actually abandon. Think about the Two Commandments they have given us: thou shalt not create self-improving AI, and thou shalt not use the Pandora Gates. Oops. Do you think they know? About what happened with the TITANs? That even we don’t know where they went and that we’re kind of afraid to find out? Surely they know that we’ve been using the gates and have spread beyond our little backwater, and maybe that’s their real fear. But why do we even listen to what some highly-evolved slime mold tells us to do anyway?
Taking risks, that’s the price of progress, no? Let’s face it, we need some hope. We need a new Earth to replace the one we destroyed, a place where we can go and breed like rabbits and fuck it all up over and over again. We need to know that we can expand beyond this solar system, because right now it’s feeling a little confining, like we could be easily trapped and wiped out if the TITANs ever return. We need to know that we have a future. We need to know that we can make it through our own efforts. That we won’t do ourselves in on our own.
The Lost proved that. It was a noble objective, to speed a new generation of children to adulthood, but the process was flawed. Taking force-grown clones, raising them in VR, and then dumping them into adult bodies after they’ve only been alive for a few years of objective time—but over eighteen years of their subjective time? An entire childhood, having only each other and AIs for company. It’s enough to fuck anyone up. It was a grand experiment, but it failed, and now we have another reminder of our failures living among us.
That’s us, in all our glory. Ten years after the Fall and we remain a broken, squabbling mess, jailed by slime molds, beaten by uppity software, and yet our own worst enemies. Spreading out from a home we don’t even have any more. Our numbers reduced and dwindling further with each passing day. Who will save us? We don’t even want to save ourselves most of the time. Or so it seems. But if we don’t, there’s no future. And I, for one, have not lived this fucking long to give up now. You, me, we’re effectively immortal. The entire galaxy is waiting out there for us. We’d be stupid not to go see it.
End Transcript
ECLIPSE PHASE TIMELINE
NOTE: All dates are given in reference to the Fall. BF = Before the Fall. AF = After the Fall. (e.g., BF 10 = 10 years before the Fall.)
BF 60+
- Crisis grips the globe in the form of drastic climate changes, energy shortages, and geopolitical instability.
- Initial space expansion creates stations at the Lagrange Points, Luna, and Mars, with robotic exploration of the entire system.
- Construction begins on a space elevator.
- Medical advances improve health and organ repair. The rich pursue gene-fixing and transgenic pets.
- Computer intelligence capabilities equal and exceed that of the human brain. True AI not yet developed.
- Robotics become widespread and start to replace/invalidate many jobs.
- Modern nations expand their high-speed wireless networks.
BF 60–40
- Efforts to undertake megascale geoengineering on Earth cause as many problems as they fix.
- Major colonies established on the Moon and Mars; outposts established near Mercury, Venus, and the Belt. Explorers reach Pluto.
- First space elevator on Earth finished. Two others in progress. Space traffic booms.
- Mass driver built on the Moon.
- Terraforming of Mars begins.
- Fusion power developed and working plants established.
- Genetic enhancements, gene therapies (for longevity), and cybernetic implants become available to the wealthy and powerful.
- First non-autonomous AIs are secretly developed and quickly put to use in research and netwar.
- Experience playback (XP) technology developed and put into public use.
BF 40–20
- Violence and destabilization wrack the Earth; some conflicts spread into space.
- Argonauts split from hypercorps, taking resources to autonomist habitats.
- Space expansion opens up legal/ethical loopholes for tech development and allows for increased direct human experimentation.
- Human cloning becomes possible and available in some areas.
- Development of first transhuman species.
- First dolphins and chimpanzees uplifted to sapience.
- Fusion-drive spacecraft enter common usage.
- Extended colonization and terraforming of Mars continues. Belt and Titan colonized. Stations established throughout the system.
- The starving masses volunteer themselves for indentured servitude on hypercorp space projects.
- Augmented reality becomes widespread.
- Most networks transformed into self-repairing mesh networks.
- Personal AI aides become widespread.
BF 20–0
- Earth continues to suffer, but the pace of technology allows for some interesting developments.
- Expansion throughout the system, even into the Kuiper Belt.
- Transhuman species become widespread.
- Nanotech assemblers become available, but are strictly controlled and jealously guarded by the elite and powerful.
- Uploading and the digital emulation of memory and consciousness made possible.
- More species (gorillas, orangutans, octopi, ravens, parrots) uplifted to sapience.
- Pods see common usage, amid some controversy.
The Fall
- The TITANs evolve from a high-level distributed netwar experiment into self-improving seed AIs. For the first few days, their existence is unsuspected. They advance their awareness, knowledge, and power exponentially, infiltrating the mesh both on Earth and around the system.
- Large-scale netwar incursions break out between rival states on Earth, sparking numerous conflicts. These attacks are later blamed on the TITANs.
- Simmering tensions on Earth escalate into outright hostilities and warfare.
- Massive netwar breaks out and major systems crash as TITANs begin open attacks, also using autonomous war machines.
- Conflict quickly spirals out of control. The use of nuclear, biological, chemical, digital, and nanotech weapons reported by all sides.
- TITANs engage in mass forced uploading of human minds.
- TITAN attacks expand to other parts of solar system, heaviest on the Moon and Mars. Numerous habitats also fall.
- TITANs suddenly disappear from system, taking millions of uploaded minds with them.
- The Earth is left a devastated wasteland, a patchwork of radiation hotspots, sterile zones, nanoswarm clouds, roaming war machines, and other unknown and hidden things among the ruins.
AF 0–10
- A wormhole gateway is discovered on Saturn’s moon Pandora, left by the TITANs. Four others are later found (in the Vulcanoids, on Mars, on Uranus, and in the Kuiper Belt); these are collectively referred to as “Pandora Gates.”
- Expeditions are sent to extrasolar worlds via the Pandora Gates. Numerous exoplanet colonies established.
- First contact with the aliens known as the Factors shocks the system. Claiming to act as ambassadors for other alien civilizations, they provide little information about life outside the solar system and warn transhumans away from both seed AI and the Pandora Gates.
- An attempt to raise a generation of children using force-grown clones and time-accelerated VR fails miserably when most of the children die or go insane. Dubbed the Lost Generation, the survivors are viewed with repugnance and pity.
AF 10
- Present day.
THE SOLAR SYSTEM AFTER THE FALL
NOTE: Before the Fall, the solar system had a population of approximately eight billion, with all but five million of these people living on Earth. The Fall wiped out almost ninety-five percent of transhumanity, and today the population of the solar system is slightly less than half a billion, with almost all of these transhumans living off the Earth. The lifestyles of these people were almost unimaginable thirty years earlier—the vast majority are immortals living in sealed habitats on hostile alien planets or in sealed space colonies, the largest of which hold more than a million inhabitants and are many kilometers long.
In this vastly changed setting with its vastly changed inhabitants, the core concerns of humanity remain much the same. People seek both material abundance and social status, and they wrap themselves in various public and private ceremonies. Like generations of humans before them, transhumans separate themselves into different cultures and subcultures, all of which enjoy a wide variety of physical and virtual entertainments. Politics and economics remain vitally important and as always, those who are wealthy, powerful, and famous have a large degree of control over the lives of those who are poor, relatively powerless, and unknown.
TRANSHUMANITY
Edit
NOTE: Humanity as a concept has been replaced withtranshumanity. Most people now alive left Earth as
infomorphs and were subsequently resleeved into new morphs. Bodies are things that can be modified and replaced, much as someone can alter or exchange a suit of clothing. Identity is centered in the mind, which can exist as a disembodied infomorph living in virtual worlds or dwelling in a vast array of strange and exotic morphs. While there are bioconservatives who resist these many changes to identity and physicality, they are very much in the minority.
To most people, transhumanity has also been expanded in scope to factor in non-human persons such
as AGIs and uplifts, though the rights and status of these sentients is sometimes contested. As transhumans continue to absorb the ramifications of this new way of life, they face a new crop of problems and issues. Two of the largest and most important are the increase in inequality and the splintering and separation of transhumanity into many different clades.
INEQUALITY
NOTE: The technologies first developed in the decade before the Fall and refined in the decade after its end have transformed humanity. In all but the most backwards, impoverished, and repressive regions of the solar system, the vast majority of humanity is smarter, healthier, and richer than any humans
have ever been. Additionally, individuals can improve their minds and their bodies in almost any fashion their imaginations can dream up. Those who can afford the right augmentations can think faster, never forget anything they have ever learned, become mathematical savants, and heal from injuries many times faster than an unmodified human. When resleeving is combined with implants, transhumans can gain even more amazing capabilities—but these benefits are far from free.
During the first decade after the Fall, most of the surviving population was relatively poor. Many were grateful to have any morph at all. While the economic situation has improved, significant
inequalities remain and seem unlikely to change. Hundreds of millions of people must make do with very basic splicers (p. 139), worker pods (p. 142), cases (p. 143), or synths (p. 143), while a few million are wealthy enough to have custom-designed morphs created for them, complete with
all the augmentations they desire. These same members of the elite live in luxurious villas and mansions, and in a few cases privately-owned asteroids, while most other people must make do with
a few hundred cubic meters of dwelling space. However, while inequities of living space are ancient, the issue of economic inequality producing inequities of physical and mental capacities is both relatively new and considerably more problematic.
In regions using the old and transitional economies (see p. 61), differences between the rich and the poor are expressed in terms of money. In habitats using the new economy (p. 62), wealth is meaningless and status and opportunity are denoted with reputation scores. In all three economies, some people have more than others, and because of this, technology allows the better off to be better than the people around them. Skillware lets people buy knowledge and expertise, while multi-tasking and mental speed implants allow individuals to get more done at once. Someone fortunate
enough to acquire large numbers of such augmentations is capable of significantly more than someone who lacks them, and so can do even more to increase their money or rep, thus serving to further perpetuate inequality. This problem is less serious in the reputation-based economies of the outer system, however, as it significantly easier to build reputation through hard work and dedication, as opposed to the rigidly-controlled monetary economies of the inner system and the Jovian Republic, where class stratification is institutionalized and upward mobility is largely a myth.
As many supporters of the status quo are fond of pointing out, even the “havenots” are smarter and healthier than any previous generation of humans and carry as much potential immortality as the wealthiest member of the elite. It is equally true, however, that in many ways the divisions between rich and the poor are significantly greater than they have ever been, especially in the inner system. In the past, the members of the elite might be somewhat healthier and better fed than the have-nots, but both rich and poor still lived in relatively similar and fundamentally human bodies. Now, the
very nature of humanity has been called into question. The least fortunate can be forced to inhabit bodies designed specifically for the pleasure of those wealthier than them or even denied any body and forced to live as infomorphs until they can find some way to acquire a new morph—typically by selling their services to the highest bidder. Meanwhile, the well-off can customize their bodies and their minds, enabling them to accomplish far more and to be considerably more impressive and charismatic than anyone lacking their advantages. These inequalities may seem insurmountable, but some anarchistic groups and even some entire habitats have dedicated themselves to reducing inequities by producing low cost (and occasionally highly unreliable) versions of many of the more impressive morphs and augmentations.
CLADES AND SEPARATION
NOTE: In many habitats, hyper-augmented elites rule a mass of humanity that is stuck using low-end morphs and minimal augmentations, or even infomorphs living in rented morphs, but this is not the only option found in the solar system. Transhumanity has splintered into a wide variety of subcultures, some of which are based upon an individual’s choice of morph. Some of this separation is due to the necessity of inhabiting difficult environments. From aquanauts living in Europa’s aquatic environment or rusters on Mars to the fact that zero-g habitats are relatively inexpensive and are best inhabited by microgravity-adapted morphs like bouncers, many unusual environments require those living in them to choose from a very limited range of morphs. Sometimes, though, this separation is ideological in nature, such as the rise of groups like the ultimates (p. 82) or some of the separatist uplift communities that seek to define their own space separate from human cultures.
There are dozens of specialist morphs and an even greater number of habitats or other settlements that are inhabited largely or exclusively by individuals using a single type of morph or a limited number of specialist morphs. In the asteroid belt and in the rings and smaller moons of Saturn, there are more than one hundred habitats that do not rotate, with all portions in zero or near-zero gravity. The inhabitants typically use bouncer or novacrab morphs, along with a small number of synthetic morphs and other pods.
There is also a vast number of other habitats that are segregated in various other ways, including ones where all permanent residents are uplifts inhabiting one of the various transgenic morphs, like the octomorph or neo-avian morphs. Other habitats are only open to residents with various enhanced morphs like exalts or mentons. There are even habitats where all residents must inhabit morphs that are all clones of one another. In almost all of these habitats, residents are free to add whatever augmentations they wish to their morphs, but some habitats forbid residents from changing their morph’s external appearance, and individuals who violate this rule are forced to leave the habitat if they refuse to reverse these changes.
Some habitats do away with the necessity of both life support and gravity. In these locations, all residents are infomorphs who either inhabit their own synth bodies or, in a few very eccentric cases, where all of the inhabitants are infomorphs who spend most of their existence in the habitat’s central computers. When they need to interact with the physical world, these infomorphs are free to use one of the many synthmorphs that the habitat owns and that the residents share among themselves. Although considered quite eccentric to many and horrifying to bioconservatives, habitats inhabited solely by synthmorphs or infomorphs are among the least expensive to build and maintain and are a low-cost way for groups of infomorph refugees from Earth to gain independence. Because individuals who choose this way of life have often spent a decade or more as infomorphs, this option often seems both familiar and in many ways more comfortable than inhabiting a living morph. As Earth becomes more distant in transhumanity’s collective memory, its traditions and social norms hold less sway and people feel more free to create and use new bodies and new ways of life to go along with them.
FIRST CONTACT: THE FACTORS
NOTE: Ironically, the first contact between transhumanity and alien life was made by a group of isolates with no interest in the rest of transhumanity. A brinker doomsday cult habitat in the Neptunian Trojans, patiently waiting out the prophesized return of the TITANs, suffered a severe life support systems failure. Not expecting anyone to respond to their distress signals, they were simultaneously relieved and shocked to have an alien starship come to their aid.
Shortly after this event, three unknown ships of alien design simultaneously approached Mars, Luna, and Titan, logging on to local networks to announce their presence and peaceful intentions. Though their presence initially raised alarm and panic, their rescue of the brinkers and assurances of non-hostility allowed cooler heads to prevail. Coming just three years after the silent hostility of the TITANs, the new aliens were pleasantly non-threatening.
Quickly dubbed “Factors,” both because of their claims to act as ambassadors for an assortment of alien civilizations and because of their interesting biology, initial communications between species were confusing and jumbled. The Factors made a number of veiled warnings and expressed concern over certain technological developments, particularly unrestrained artificial intelligence. They have refused entirely to deal with digital entities and broken off negotiations with anyone currently engaged in AGI development or utilizing the Pandora Gates. The Factors have implied that they were aware of and watching humanity for some time, but chose to wait to make contact … implying some implicit fear of the singularity.
Dealing with multiple factions, the primary relationship between the Factors to transhumanity is a commercial one. Though they are often dismissive of transhumanity’s technological achievements, they are interested in our scientific development and breakthroughs, particularly in the biosciences, as well as our art, history, and culture. They remain tight-lipped about their own civilization and other xenomorphs, though they have on occasion traded alien artifacts of unusual design and peculiar function. It is widely assumed that these are simply trinkets of limited value and that the Factors are careful not to share anything of true worth to transhumanity, particularly anything that might drastically affect our growth.
Biologically, the Factors appear to be some sort of evolved slime mold colony. As far as is known, they communicate purely by chemical signals and receptors, requiring any interactions with transhumanity to be computer mediated. Several different types of Factors have been sighted, implying that they engage in heavy biological modification.
Factor starcraft appear to be lighthuggers capable of near-light speeds. Due to the frequency of their visitations to the solar system (2–3 times a year), however, it is speculated that they either have a nearby base, or that they possess the capabilities for faster-than-light travel—or possibly they have Pandora Gates of their own.
Given the wide dissimilarities in psychology between transhuman species and the Factors it would be presumptuous to speculate concerning their true feelings and agenda towards transhumanity. It is hoped, however, that by continuing negotiations with them, transhumanity may learn more about the nature of the galaxy—and possibly even our own history.
CULTURE AND SOCIETY
Edit
NOTE: The Fall and its aftermath continues to be a major influence on transhuman culture and society. Prior to the start of the evacuation, more than ninety-nine percent of the people who survived the Fall had never been off Earth. For them, space was a distant realm where other, more daring and adventurous people lived, a place Earth dwellers only saw on videos. Earth was their home. Then, in the course of a few short
years, hundreds of millions of people were forced to leave Earth. The fortunate few first evacuees left with no more than a dozen kilograms of possessions, while the vast majority were infomorph refugees who left Earth with nothing, not even their bodies.
Today, transhumanity is divided into three groups. The first group contains the true veterans of space life, the less-than-one-percent of humanity that was already living in space before the Fall. The second group is the ten percent of the population that was either born after the Fall or is too young to remember living on Earth. The remaining eighty-nine percent of the current population of the solar system lived generally happy and prosperous lives on Earth before the Fall forced them to flee for their lives. These refugees from Earth form a powerful social force, but as time goes on memories of Earth grow dim, and people adapt to their new homes and lives.
THE LONGING FOR EARTH
NOTE: Most of transhumanity, especially those who were forced to flee from the dying Earth, still mourn their former home. Their longing for and nostalgia of Earth has profoundly affected transhuman culture. Artifacts from Earth, including ones as trivial as coins or bits of dried vegetation, are considered to be treasured mementos that have great economic and emotional value.
The interdiction of Earth makes acquiring such artifacts quite difficult and dangerous. As a result, the trade in Earth artifacts is a lucrative portion of the black market, enough so that fearless scavengers are willing to risk being shot down by a patrolling killsat just to get to Earth, where they also face death from numerous lingering dangers. The mesh is peppered with stories of daring explorers who traveled to Earth to retrieve all manner of priceless relics, as well as an equal number of stories about explorers who died or simply vanished on such expeditions. More than one team of gatecrashers has funded their expedition through a preliminary relic-hunting expedition to Earth, whihc serves to test their mettle while they work to raise funds.
Nostalgia for Earth also affects the way transhumanity has redesigned itself. In the decade prior to the Fall, humanity had begun to freely alter itself, with both radical body modification and the first commercial resleeving resulting in a growing number of obviously non-human morphs. The vast majority of current morphs, however, are relatively human in appearance (if not in internal structure). Even for people too young to remember the Fall, asserting individual humanity is an important part of post- Fall culture. Some people keep a resemblance to the traditional human form as a remembrance of Earth, while others do it to celebrate humanity’s victory over the monstrous and inhuman TITANs that attempted to destroy them. With the exception of a few eccentric groups like the ultimates, the majority of humanity values looking human and preserving human traditions and institutions. Also, even the ultimates’ current version of their remade morph is considerably more human looking than the versions their predecessors designed before the Fall. As a result, while synthmorphs are relatively common, most are made to look humanoid. There are a few radically inhuman morphslike the novacrab, the arachnoid, and the flexbot, but they are almost exclusively used for highly specialized purposes. Until recently, anyone who used one as their primary morph was considered deeply eccentric (or worse), but attitudes have gradually begun to soften, and these morphs are gradually becoming more acceptable for regular use.
This mixture of reverence and nostalgia for Earth sometimes has a darker side. Individuals who choose to have morphs that look visibly non-human experience a mild degree of prejudice in many habitats, and militant bioconservatives denounce those who look sufficiently non-human as being covert allies of the TITANs. Uplifted animals also face significant discrimination from many humans. These prejudices are relatively common in the inner system and can be quite extreme among bioconservatives. As a result, uplifts and individuals who prefer inhuman-looking morphs often live in separatist communities in the outer system. In much of the inner system, uplifts and individuals using a visibly non-human morph as their primary or only morph are viewed with suspicion and occasionally treated as second-class citizens. While most habitats have laws mandating morphological freedom and many also have laws making prejudice based on morphological choice illegal, these attitudes remain quite resilient.
NOSTALGIA JEWELRY
NOTE: As both a reminder and a visible marker of their lost homeland, a significant number of refugees from Earth wear jewelry containing a coin or, more rarely, an old stamp from transhumanity’s former home. Popularly known as nostalgia jewelry, most of these items are made into pendants or lapel pins, but a few are rings. Before the Fall, coins and stamps were largely curiosities primarily of interest to collectors, having fallen out of use forty years BF. Already scarce, few were saved during the Fall as carrying such useless mass off Earth during the evacuation was discouraged or forbidden. A few extensive collections already existed off-world, however. Even so, less than a million authentic samples survived, meaning the vast majority of people wearing such items make do with exact copies made in cornucopia machines. Actual coins or stamps are very expensive, meaning that some daring scavengers are willing to risk the interdiction of Earth for the express purpose of salvaging relics.
FEAR AND PARANOIA
NOTE: The Fall left behind a persistent legacy of fear. This has faded over the past decade, but a great many humans still unconsciously expect the other shoe to drop and the TITANs to return at any moment. Others worry that their agents are already among them, preparing for the complete destruction of humanity. The arrival of the Factors caused widespread panic, and even today a substantial minority of people assumes they are cat’s paws for the TITANs—or possibly their creations.
There are a few (often insane or deeply eccentric) people who worship the TITANs or otherwise support their agenda (including self-described “singularity seekers” who hope to find and be uploaded by the TITANs to join their ascension to super-intelligence), but all of them must keep their beliefs carefully hidden.Even now, expressing any support for the TITANs or advocating the creation of self-improving seed AIs
is illegal in most habitats. Anyone who does so runs the risk of becoming the target of mob violence that the authorities are unlikely to investigate too closely. Merely being suspected of being a supporter of the
TITANs, or worse, someone who has been secretly infected by them and is now their agent, is enough to get someone shunned or even killed. While such incidents are now far rarer than they were in the first
few years after the Fall, people who act too eccentric and who lack someone with a sufficiently high rep to defend them or explain their actions are occasionally killed, typically by being thrown out an airlock. Those responsible for these “spacings” are dealt with quite harshly in most habitats, since in almost all cases later investigation reveals that the victim had no connection to the TITANs.
There are also periodic rumors in many habitats, especially small and isolated habitats, that one or more other habitats have been taken over by the TITANs, leading to a variety of inter-habitat problems. Such
rumors are usually resolved fairly quickly, but the most persistent can seriously harm relations between habitats. Claims that other habitats are infested with or even controlled by agents of the TITANs are frequenly employed by extreme bioconservatives hoping to demonize radical habitats populated entirely by infomorphs or synthmorphs. As more people manage to put the fear and horror of the Fall behind them, such claims are less likely to be believed. Unfortunately, on very rare occasions, people are still infected by TITAN-created relics and actually become their unwilling agents. Since such incidents are rare, however, they have become easy to dismiss.
AN EXSURGENT THREAT?
NOTE: [Incoming Message. Source: Anonymous]
[Public Key Decryption Complete]
Ok, you asked, so I’ll tell you. There are some elements within Firewall that don’t buy into the TITANs-ran-amok-and- considered-us-a-threat idea, or even that the TITANs are solely responsible for the Fall. These people think that the TITANs found or encountered something when they started their takeoff toward the singularity—something that changed them. They point to the wide range of multi-vector virii that ran loose during the Fall, and how even many of the TITANs seem to have succumbed to these infections. They also reference a disturbing number of accounts of events during the Fall that are inexplicable … things like people being transformed into strange, alien creatures … or phenomena that seem to defy certain physical laws, as if something was at times ignoring what we know of physics and just doing whatever it felt like … Some of these voices within Firewall even think that the TITANs may not have been responsible for the Pandora Gates … They have a name for this mystery infection. They call it the Exsurgent virus.
REAL AND SOCIAL DISTANCE
NOTE: The vast distances between most habitats give all communications—with the exception of those using the rare and expensive QE communicators (p. 314)—a significant time lag between asking a question andreceiving an answer. In most cases, the time lag ranges from ten seconds to several hours, and it makes realtime communications between distant habitats difficult or impossible. Communication problems only serve to further isolate habitats from one another, and as a result people socialize primarily with members of their own habitat (or habitat cluster, if their habitat is part of one of the various groupings of between two and twenty habitats that abound throughout the solar system).
Within a habitat or habitat group, communication between residents is effectively instantaneous, thanks to the omnipresent wireless grid known as the mesh (p. 234). Anyone wearing a mid-range ecto (p. 325)
or using basic mesh inserts (p. 300) can communicate with others in ways that go far beyond mere voice contact. Both devices allow AR communications that are in most ways barely distinguishable from in-person
communication, so people can effectively spend in-person time with anyone in their habitat at any moment when both of them are free and interested in communicating. Unless someone deliberately wishes to turn off communication because they are sleeping or otherwise busy, people can always get in touch with one another. Many close friends and romantic partners regularly communicate anytime they have a spare moment, sharing comments and jokes. This communication is far more awkward and distant if there is a time lag of several minutes between every comment, so inter-habitat communication is never as informal or close.
Although travel via egocasting (tramsitting an ego to another habitat, where it is resleeved) is as easy, if not as cheap, as communication, a trip to another habitat is considered to be a significant journey with a range of costs. Individuals traveling to a different habitat will no longer be able to engage in real-time communication or shared real-time entertainments with people back on the habitat they left, so the traveler will have to find a new social environment. In addition to the trouble and expense of acquiring a new morph in the new habitat, the social distancebetween individuals and the social network they leave
behind is part of the cost of travel. Before the Fall, refugees from Earth were accustomed to being able to easily communicate with anyone else on Earth. Wealthier individuals could easily journey just about anywhere on the planet in a few hours while still being able to communicate with everyone back in their home city with no noticeable change. The exodus of transhumanity from Earth, though, means that an individual’s social world is only as large as their habitat. Even a relatively brief communication lag, such as the two to thirty seconds that is the average time lag between any two of the Jovian or Saturnian moons, greatly hinders the flow of back-and-forth communication. When time-lags are involved, most communication consists of messages rather than any attempt at continuous conversations. In situations where a more in-depth discussion is necessary and time is limited, someone can send a fork of themselves—a digital copy (p. 273)—to hold the discussion remotely on their behalf, and then return for reintegration. Since there is already a large time lag between sending a message and obtaining any possible response, most people do not hurry to answer messages from distant habitats except in the most urgent circumstances, further isolating people residing in distant portions of the solar system.
SOLARCHIVE SEARCH: SINGULARITY SEEKERS
NOTE: Singularity seekers are those with an unhealthy fascination in so-called singularity events, such as the hard takeoff of the TITANs to super-intelligence. Some are part of a radical sect of “exhumans” who believe that transhumans are destined to become godlike superbeings and are determined to get there first. Others act on a defensive impulse, believing that the only way humanity can survive another threat from beings like the TITANs is by becoming as hyperintelligent as their enemies are. Still other singularity seekers are researchers and spiritual seekers who are frustrated with the limitations of their own minds and seek to become something greater. Some of these people become gatecrashers, searching for advanced alien artifacts to help them in their quest. Others experiment with employing conventional technologies in new and exotic ways, such as creating mentally linked networks of forks or incorporating extra-fast and powerful computers into synthmorphs and pods.
A few of the most daring seek artifacts left behind by the TITANs, hoping to incorporate techniques and technologies created by these inhuman beings into their minds. This last group is the most notorious, in large part because of the spectacular nature of some of their failures. On occasion, these artifact hunters have awakened devices that have lain dormant for a decade and caused local outbreaks of TITAN technologies. These incidents have caused many people to regard singularity seekers as everything from potentially dangerous eccentrics to unknowing pawns of the TITANs.
THE RISE OF CULTURAL REGIONS
NOTE: The only exception to the social distance between different habitats occurs when colonies are located on or in relatively close orbit around the same planet or moon. The inhabitants of Mars can all communicate
with one another instantaneously, as can everyone on Luna or in Lunar orbit. However, the rivalry between the various Martian city-states—and between the primary hypercorp domes and the rural Martian poor—imposes its own social distance. Individuals from different city-states do socialize, but among the elite social cliques, spending too much time communicating with members of another city-state is viewed as somewhat odd and potentially even disloyal. As a result, Martians tend to be relatively isolated even from their close neighbors. Nevertheless, the short distances between the Martian city-states and the orbiting habitats mean that there remains a general Martian culture that is different from the cultures of the rest of the solar system. Distance barriers have produced similar levels of cultural differentiation in other portions of the solar system.
The colonies in the vicinity of both Jupiter and Saturn each form a separate cultural unit, as do the colonies in Earth orbit and on and around Luna. The same is true for the Jovian Trojan and Greek asteroids. In each of these regions, people communicate and travel more between habitats and settlements than they do with outside regions. Social scientists refer to the different sections of the solar system as separate cultural regions. The different regions of the belt also each form a similar culturalregion, but because asteroids in different orbits eventually drift quite far apart, the cohesion and unity of these cultural units is somewhat weaker. Habitats on the edge of the solar system (around Uranus, Neptune, and Pluto) form very small cultural regions, but the few habitats in the Kuiper Belt and Oort Cloud have no cultural region since the distance between them is so extreme.
Though communications between habitats within the same cultural region is somewhat awkward due to intra-regional cultural differences and small timelags, it is usually fast and easy enough for people on different habitats to keep in regular contact with one another. In addition, most habitats within the same cultural region are sufficiently close that egocasting between them is affordable by most people. In contrast, egocasting between cultural regions is relatively expensive. Many social scientists predict that within one or two decades, different cultural regions will be at least as different from one another as distant nations of Earth were from one another during the first half of the 20th century—perhaps even more so due to the physical alterations that cultures introduce as they continue to evolve.
CULTURAL EXPERIMENTATION
NOTE: While nostalgia for Earth remains a powerful social motivation, the break from Earth led many inhabitants of the solar system to experiment with new forms of culture and society. Since the Fall destroyed physical links with the past and the defeat of the last old-Earth governments ended ideological ties with the old political and social forces, many transhumans saw themselves as living in a new, free era where the past was dead. Even people who always wear nostalgia jewelry and spend several hours a day in simulspaces set on old Earth are very interested in the possibility of social and political experimentation. Those without criticisms of Earth’s nation-states and their many failings still rue the day when Earth fell.
Many of the most extreme social experimenters moved to the numerous small outer system habitats that were created in the decade after the Fall, but people interested in social and cultural experimentation can be found throughout the solar system. In addition to playing with various interior structure and design ideas, the inhabitants of many stations experiment with all manner of unique social and political rules. A few habitats do so quite deliberately, either because the members are interested in social innovation or because researchers associated with a hypercorp or university have offered them goods or services in return for testing one of their latest theories. Such experiments have included establishing stations where all of the residents are sleeved in hermaphroditic morphs in order to measure the impact on customs and language when gender is abolished or spurring the residents of a particular station to freely switch their morphs based on the responsibilities and duties they have on a given day. Such staged experiments are however, relatively rare—the vast majority of unique customs and social structures that have come about since the Fall naturally evolved from groups of likeminded individuals living together in the same habitat and working, consciously or not, to make life better fit with their aesthetics or ideology.
GENDER, SEXUALITY, AND RELATIONSHIPS
NOTE: To many transhumans, gender has become an outdated social construct with no basis in biology. After all, it’s hard to give credence to gender roles when an ego can easily modify their sex, switch skins, or experience the lives of others via XP. Though most transhumans still adhere to the gender associated with their original biological sex, many others switch gender identities as soon as they reach adulthood or avidly pursue repeated transgender switching. Still others examine and adopt untraditional sex-gender identities such as neuters (believing a lack of sex allows greater focus in their pursuits) or dual gender (the best of both worlds). In many bioconservative habitats and cultures, however, more traditional gender roles persevere.
Sexuality has also expanded into new frontiers and taboos. With basic biomods providing contraception and protections from STDs, casual sex is the norm. Many people pursue careers as well-paid companions and escorts. In fact, sexual experimentation is standard thanks to several new technologies. Virtual reality allows sexual encounters without physically touching a partner, not to mention bringing all manner of
fantasies to life. For those that prefer the touch of real skin, AI-driven pleasure pods can fulfill any and all needs and are a legal form of prostitution in many habitats. Sex-switching also lends itself to new experiences, whether via bio-mods or a new sleeve. Even AGIs, having been socialized as humans, exhibit sexuality and desire.
The extension of lifespans and the decline of religion have drastically impacted social institutions like marriage. Given the possible changes to both cognition and biology over a transhuman’s lifetime, lifelong relationships are no longer considered realistic. The idea of long-term relationships as a social contract has grown exponentially. While this has resulted in a number of marriages that are political or like a business transaction, most people continue to view marriage as a bond of emotional attachment and trusts—in particular a bond that transcends bodies, as either partner may change morphs at any time.
The Diversity of Habitats
NOTE: The ability of a few thousand like-minded people of moderate means to acquire a small habitat where they can create their own society resembles the ability of inhabitants of the United States in the 19th century to set out for the West and found their own ideologically based communities. The primary difference is that creating such communities is faster and easier in the modern era. The mesh is filled with all manner of virtual communities where members hope to eventually gather the means to create their own habitats. In most cases, these are merely idle dreams; most participants are not willing to sacrifice the time and rep or money needed. Occasionally the members try, only to find out that some of the people promoting this effort are con artists. Occasionally virtual subcultures manage to raise the necessary dedication and trust to build their own habitat and begin the process of creating their own physical society. A decade of this sort of cultural experimentation by many hundreds of habitats has produced a number of unique and strange societies.
As an example, there are habitats where the inhabitants wear garments and AR images that cover their bodies—and, in the most extreme cases, their faces—and residents only reveal their morph’s true appearance to their closest friends and immediate family. There are also stations where all members use cosmetic modification to adopt the same ideal look, as well as ones where all residents use morphs that are clones of one another. Some of the most eccentric habitats are populated by extreme bioconservatives overcome with nostalgia for the past, leading them to model both their society and all visible technology
after some earlier period in history, typically some time between zero and 50 years BF.
There are even a few habitats that totally disregard commonly held feelings about forks and merging. Such community members regularly split off multiple forks when they awaken and plan their day and then merge the various forks when they go to sleep that night. Some forks remain infomorphs for the day, while others use one of the various morphs the individual owns or rents, which means that each resident typically lives between two and six separate lives every day. A few societies, like the home of the infamous Pax Familiae, go even further—all residents are forks of the same individual. In some of these solipsistic habitats, the forks are all expected to use cloned morphs, while in others each fork is considered a separate person who should go and forge their own unique life. Some of the less extreme manifestations of this type of habitat include places inhabited by families that are partially or entirely composed of forks of one of the members (the various forks tend to be treated as siblings).
TECHNOLOGY
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NOTE: Technology pervades all aspects of existence in Eclipse Phase. Most individuals understand that unless humanity suffers another event like the Fall or they personally suffer some very serious and unlikely accident,
they are unlikely to permanently die. More people are now planning for a very long future. For most people these schemes are fairly minimal, but they often include an awareness that few, if any, relationships are likely to last an entire lifetime. However, functional immortality is only one of the many wonders of the modern world.
LIVING WITH INFOTECH
NOTE: For anyone with basic mesh inserts (p. 300) or an ecto (meaning about ninety-six percent of the population), life is filled with data. For people with the best implants, all information available on the mesh is available at a thought. For everyone else, it only requires a brief pause to access and understand it. When someone pauses and looks a bit distracted in the midst of a conversation, everyone understands they are accessing data and lack the implants to allow them to do this subconsciously or via multi-tasking. As a result, when a group of people are discussing a topic and no one immediately knows an answer to a question, such as the title of a performer’s first vid, within a few seconds everyone has this information. Similarly, when someone walks through a garden, with a glance and perhaps a brief thought or small finger motion, they can call up detailed data on each and every species of plant that sits in front of them. Individuals going to remote areas that are out of normal mesh broadcasting range almost always either carry a farcaster-link with them or download truly vast amounts of data into their implants or ecto so they can continue to access all the data they might need. Since even a basic implant can hold vast amounts of data, lack of storage space is rarely an issue.
Access to such a vast amount of easily available information has resulted in a variety of cultural responses. Being able to quote from any vid, old movie, book, or historical speech is now trivially easy and can be done with a few seconds of thought. While children and young teens often play by interjecting large amounts of semi-appropriate famous quotes in their speech, most adults only do so for emphasis and in moderation. People who quote from other sources too often are considered dull and unimaginative. Recognizing such quotes is quite easy, since someone can simply set their muse to alert them to the nature and
identity of all lengthy quotes they hear.
All experienced mesh users also learn (typically as children and teens) how to avoid taking too much time out from conversations to check facts or access information via the mesh. Teens regularly mock their fellows who pause too often or too long in conversations to look up further information on a topic someone mentioned, or who spend too long trying to assemble facts to support an argument. Terms like “meshed out” or “drooler” are used by teens to mock each other into learning how to be both discreet and faster in their information searches, at least when also interacting with others. While adults rarely engage in the same sort of direct and obvious mockery, people who get too lost in casual or conversational meshbrowsing are widely viewed as socially inept. As a result, implants that allow multi-tasking or temporarily speed up thought are in great demand, since they allow individuals to do extensive research and rehearse each statement they are going to make without a moment’s pause. People who can afford such software almost always seem more suave, charismatic, and intelligent than those who do not.
All this means that those who lack all mesh and AR access—individuals known as zeroes—present a stark contrast to the rest of transhumanity. To most people, zeroes seem slow, forgetful, and almost unbelievably dense, while to zeroes, even people who only possess ectos or basic implants seems brilliant, witty, and able to comprehend things with almost inhuman speed.
OPENING PANDORA'S GATE
NOTE: The discovery of the first Pandora Gate on Saturn’s moon Pandora shortly after the Fall was a watershed moment in transhuman history. The prospects this discovery raised were simultaneously fascinating and terrifying. On one hand, technologies far beyond anything transhumanity was capable of were now in our hands. This raised visions of a horizon far beyond the horrors of the Fall, where transhumanity would
expand across the cosmos, visiting wonders that seemed perpetually far out of reach, even for nearimmortals. On the other hand, the possibility that these gates were relics of the TITANs could not be discounted. Their existence opened the possibility that the TITANs might one day return, or that transhumanity might still encounter them out in the galaxy at large. The alternative was even scarier—that the gate could be of extraterrestrial origin, and the things more dangerous and frightening than the TITANs might stalk the space between the stars. Various hypercorps, governments, and other factions threw their brightest minds into solving the mystery of these “wormholes.” Numerous scientific communities pooled resources—backed by private sector funds—and cracked the code of the Pandora Gate in just over a year. Not only was the gate activated, but it could be programmed to open connections to numerous distant star systems (one at a time). Though these controls were unreliable at best—connections sometimes closed without warning, and others could not be recalled though they had been opened before—the functionality was stable enough to use them in earnest. At the same time as their very public announcement concerning this seminal achievement, the Gatekeeper Corporation was formed overnight: a merger of those same scientific communities and their financiers.
Less than a year from its first operation, the hypercorp opened the gate to “gatecrashers:” explorers who risk their lives to see what lies beyond. Many of these died horribly; some were even lost forever, but a few made fantastic discoveries such as new worlds and new life. Though none of the (living) alien lifeforms encountered so far have been sapient, many of the worlds are habitable or within the possibilities of terraforming. Along with these wonders were found more disturbing things: evidence of a long-dead alien civilization (the Iktomi), and signs that the TITANs had passed these ways before.
Additional gates were soon discovered throughout the system. Unlike the spirit of cooperation that surrounded the first gate’s discovery, these others were seized as hotly contested resources. Initially used for
research and exploitation, many of these gates are now being tasked for colonization purposes. Dozens if not hundreds of exoplanet stations and colonies have been established, some with significant numbers. There has been no lack of poor or desperate individuals willing to risk life on an alien world, if it means an iota of improvement in their lives.
Though it is now widely accepted that the gates are the means by which the TITANs evacuated the solar system (a hypothesis which fails to answer why they did so), they appear timeless in their construction. Regardless of their origin, the gates remain one of the most prized and dangerous of technologies.
The five known Pandora Gates within the solar system, their locations, and their controlling entities, include:
- Vulcanoid Gate: Caldwell (Vulcanoids)—TerraGenesis
- Martian Gate: Ma’adim Vallis (Mars)—Pathfinder/Planetary Consortium
- Pandora Gate: Pandora (Saturn system)—Gatekeeper Corp.
- Fissure Gate: Uranus—Love and Rage Collective/Anarchists
- Discord Gate: Eris (Kuiper Belt)—Go-nin Group/Ultimates
GOING BEYOND THE KNOWN
NOTE: One of the oddest experiences for gatecrashers and others who explore unusual environments such as the ruins of Earth is the unavailability of data. They look at an alien plant or a TITAN-mutated person, and their search returns various error messages meaning that there is either no data at all on the subject or that the only data is purely speculative and should be regarded as dangerously unreliable. This can be especially troubling when the subject in question is a small creature that has just landed on the person’s shoulder and the individual wants to know if it’s harmless or deadly. Most people who are less than sixty years old have never been in an environment where they could not gain basic information about everything around them at a glance. Learning to overcome the shock of not knowing anything at all about something is one of the first and most crucial skills all gatecrashers must learn.
MUSES
NOTE: Most individuals have a dedicated AI that serves as their media agent. Commonly known as a muse, this AI has been a lifelong companion for most people less than seventy years old. Muses learn their owners’
tastes, habits, and preferences, and do their best to make life and technology use as easy as possible. Muses can be alarm clocks, data retrieval gophers, appointment schedulers, accountants, and many other
functions often limited only by their owners’ imaginations. Some of their tasks do not even need to be assigned them—muses are skilled at figuring out people’s needs and acting on them. For example, the muse’s
scheduling function may tell it when its user needs to be up in the morning, and it will act as an alarm clock without any additional instructions from the user. If a muse is uncertain about its owner’s preferences, it asks, but after working with a user for a few decades muses rarely need to do this. Most people keep multiple back-ups of their muse, because the loss of a muse can be almost as traumatic as the death of a loved one. Using a generic muse who must be informed about all aspects of a user’s individual preferences and fed a constant stream of instructions helps people appreciate the value of their own personal muse agent. Muses generally learn the basics of a new user’s preferences in a month or two, but during that learning period the user tends to be irritable and forgetful, since the tasks they generally trust their muse to do automatically are not being taken care of.
ATTITUDES TOWARDS AGIs
NOTE: The vast majority of transhumanity blames the Fall on rogue seed AIs (self-improving artificial intelligences). As a result, any AIs that are not crippled or somehow limited from improving themselves—including the AGIs (artificial general intelligences) that were common and growing in number before the Fall—are completely illegal in many habitats, or at least heavily regulated. The Fall ended only slightly more than a decade ago, and many transhumans consider AGIs and the TITANs that murdered their homeworld to be one and the same.
In addition to strict anti-AGI laws, there have been occasional riots and mass panics surrounding facilities still performing AGI research, which has pushed most such research into isolated settlements. Nevertheless, there are still people passionately devoted to AGIs; some see them as the next step in posthuman evolution, others value all sentience, and still others actually worship them. However, AGI supporters have learned to keep their opinions private in mixed company, lest they be branded an agent of the TITANs.
In some spots, mostly in the more anarchistic outer system, attitudes towards AGIs are more relaxed and AGIs may even be openly welcomed. These places recognize that AGIs are not the same threat posed by
seed AIs and it is unfair to punish one for the actions of the other. Naturally, these places are havens for the AGIs active in transhuman society, who otherwise must disguise their true natures.
In the tightly-controlled inner system, the hypercorps and the Planetary Consortium foster anti-AGI sentiments both as safety measures and as protection against possible competitors. This latter point is one of the things that makes them attractive to some people in the outer system; they understand the great advantages their factions gain … assuming, that is, that those AGIs share your goals and ideals.
ATTITUDES TOWARDS MENTAL ABERRATIONS
NOTE: In the post-Fall solar system, technology can alter people’s minds; controversy about many of these alterations remains. Few people have trouble with the idea of creating short-term forks using the multi-tasking
augmentation or some similar process that insures the forks will be re-integrated within a few hours. However, the idea of long-term forks, and especially of allowing forks to gain access to their own separate morphs, troubles many people. Since there are not enough morphs to go around in the first place, providing morphs to a fork strikes many people as selfish and wasteful. As a result, on the rare occasion that people sleeve one of their forks, they typically provide it with a synthmorph to avoid the social stigma associated with using more than one body at a time.
Forks that exist for more than a few hours inspire discomfort in many people because the forks begin to diverge slightly in personality. Most people find the idea of two different and distinct versions of themselves
to be somewhat disturbing. While there are habitats (mostly in the outer system) where forking is a regular part of daily life and forks often exist independently for a day or two, most visitors find such habitats distasteful and bizarre.
However, while voluntary forking is still regarded as somewhat odd, involuntary uses of this and the associated mental technologies are so horrifying that they form the basis of much lurid crime fiction. Someone being unknowingly mind-napped and having an involuntary—and often secret—fork created is something that people regard with abject terror, despite it being quite rare. Similarly, while mental surgery to correct psychiatric problems or as punishment for various serious crimes is frightening and disturbing in its own right, illegal brain hacking draws horror and disgust from almost everyone in the solar system. Penalties for involuntary forking and mind hacking are exceptionally high. In many habitats, they are among the few crimes punishable by death (including the destruction of all backups and forks).
TRAVEL
NOTE: Travel between habitats and other transhuman colonies is both exceedingly easy and fairly costly. Long-range egocasting is expensive, as is acquiring a morph at the destination. Travelers have developed various ways around this obstacle; for example, if someone only needs to visit another habitat for a few days and is visiting primarily to engage in real-time communication, they often choose to remain an infomorph for the duration of their visit and to communicate via AR, thus saving all resleeving expenses. For visitors who require a morph but will not be staying long, most habitats offer the option of renting a generic splicer or synthmorph or, for a slightly higher cost, a generic exalt morph. Habitats or worlds with unusual requirements, like Mars, Europa, or the various zero-g habitats offer ruster, aquanaut, or bouncer morphs instead of splicers. These morphs can be used for up to a week without much difficulty, and using one for up to a month is usually possible with sufficient negotiation and payment. Meanwhile, the traveler's previous morph is kept in medical stasis back in their home habitat, waiting for their ego to return.
Another technique is morph trading by people from different habitats who know each other and who are traveling at the same time. A few people do this with strangers they meet on the mesh, but vids and other
entertainments are filled with tales of people having their morphs or their identity stolen. A few of these horror stories are based on actual accounts. Very few people are willing to let anyone they do not know and trust use their body, and many people simply will not lend out their morph to anyone at all.
Some people, however, are willing, for a fee, to act as a living “taxi” for a visiting infomorph, carrying it around with them. In these cases the “ghostriding” infomorph is not permitted to control their host’s morph directly and is simply a passenger along for the ride, issuing directions and communicating with their transporters electronically.
Travelers who wish to either immigrate to a new habitat or visit one for several months or longer must acquire their own morph. Usually, they reduce the cost of acquiring a new morph by selling their previous morph to a body bank. Alternately, some individuals sleeved in expensive custom-designed morphs who are traveling relatively short distances will rent a generic shell for several weeks and arrange to have their old morph shipped to them on a fairly rapid freighter. Doing this is rarely more than a moderate expense, which makes it less expensive than the costs of buying or replacing high-end custom modified morphs.
PRIVACY
NOTE: Privacy is a prized possession for most inhabitants of the solar system, but it is so rare that for many people it might as well be a foreign concept. In the 20th and early 21st century, privacy consisted of two concepts that are now completely separate—the ability to remain unnoticed or anonymous and the ability to avoid unwanted intrusion. The first is largely absent from the lives of most people in the present day. Anyone who uploads anything to a non-private portion of the mesh understands that anyone who wishes to do so can gain access to it. Likewise, anyone who spends time in a public place understands that anyone can learn where they went, what they did, and what they said due to the ubiquity of meshed, sensor-enabled devices. As a result, everyone’s public life, both on the mesh and in person, can be transformed into an easily searchable database. Almost everyone keeps such a record of their own lives, commonly known as a lifelog. Most people allow their lifelogs to be public, understanding that anonymity is now an archaic concept.
While the interiors of private dwellings remain free from continuous surveillance, almost all habitats have emergency sensors in every building providing a full record of events to emergency service workers and AIs in case of problems such as dangerous chemical leak, a sufficiently large fire, an explosion, loss of air pressure, or some other equally dramatic and potentially dangerous event. Both the events of the Fall and the fact that almost all of humanity now lives in habitats surrounded by hostile environments mean that such sensors are standard fare. A few habitats do not allow emergency sensors in private dwellings, but most people regard these habitats as potential death traps. These emergency sensors do not record anything other than the absence of potential dangers if they are not triggered by specific events. This limitation allows individuals privacy within their own residences—as long as they are certain no one has planted a secret recording device in their home. Ultimately, remaining unobserved is a matter of both care and trust, and everyone understands that most of the time everything they do will be part of the vast public record.
In vivid contrast, the freedom to avoid unwanted intrusion is carefully prized by the inhabitants of the post-Fall era. Unwanted personal or data intrusion into someone’s private dwelling or personal electronic files is a crime in most habitats and a serious crime in many. Also, while both the mesh and augmented reality are filled with all manner of AI-mediated adware, most of it has evolved to be relatively benign and to provide non-intrusive suggestions about goods, information, and services that are likely to be of legitimate interest to the targeted person. An individual’s muse filters out unwanted advertising. While it is certainly possible to create advertising that can hack through any muse’s filters, doing so is usually illegal.
Unwanted AR intrusions are similarly limited. During the early days of AR technology, there were serious problems with users being overwhelmed with unrequested and distracting input—as many said, the mist got very thick indeed, so both law and custom changed to prevent such invasions. Today, most people expect to only experience data that they are looking for or that they might be interested in, and that any data they are not interested in will quickly vanish. Being surrounded by a large amount of unwanted AR data is not just annoying and distracting, it is also deeply frightening, because it means that there is a serious problem with either the habitat’s mesh or the person’s electronics—it could even mean that the entire habitat is under direct attack by infowar weapons.
INCAPACITATING INPUTS
NOTE: During the Fall, the attacking TITANs used a variety of AR and online intrusions that interfered with or even incapacitated their targets. The most basic of these were deceptive AR illusions made to convince people that their physical environment was very different from what it actually was. This fooled people into attacking their fellows or simply instigated mass panic. More advanced versions targeted the empathic elements of AR, triggering fear or other emotional responses. Still others blasted their targets with overbearing sensory input, so strong that it bypassed filters and inflicted neurological damage.
Despite rumors and fears of so called “basilisk hacks”—visual or other sensory-input attacks that allegedly subverted transhuman minds by exploiting the way brains processed such data—no credible reports have
been verified.
LOW-TECH EXISTENCE
NOTE: More than ninety-five percent of humanity inhabits artificially created morphs. Most of them also possess basic implants, and the vast majority of the rest wear ectos with retina displays and other simple peripherals that allow the user to fully perceive and interact with the vast network of information around them. However, slightly less than four percent of the remaining population inhabit flats or splicer morphs without basic implants and also lack access to ectos and other basic technologies.
Since an ecto is both a relatively trivial expense and a piece of equipment vital to existence in the solar system, the only individuals who lack such technologies stand on the very lowest rungs of the social ladder. A few are the poorest members of the most marginal habitats, but most are slaves or the next best thing to them. The lowest social classes in the Jovian Republic lack personal infotech access and so do the lowest class of people indentured to the hypercorps and the Planetary Consortium, particularly on Luna and Mars. These individuals are either indentured criminals or people sufficiently lacking in useful skills that they are assigned mindless physical tasks that cannot be more efficiently performed by AIs.
The lack of mesh access makes these unfortunate “zeroes” into mental and social cripples, unable to perceive the vast wealth of AR that most people take for granted. They are also unable to communicate with anyone beyond the range of their voice or to access almost all information, including traffic signals and shop displays. When necessary, the managers and overseers in charge of groups of zeroes allow them access to handheld meshbrowsers. These devices resemble the handheld terminals common in the early 21st century and have limited functionality, typically forbidding communication and restricting mesh research to carefully filtered topics.
Because of their inability to access AR or the mesh, zeroes are almost completely isolated from everyone else, meaning they are also unable to organize effectively or to otherwise cause trouble for the people who control them. In much of the outer system, the existence of zeroes is considered one of the greatest crimes against transhumanity perpetrated by the Planetary Consortium and the Jovian Republic.
LIFE, DEATH, AND MORPHS
NOTE: While death is no longer a certainty for transhumanity, it remains a possibility. During the decade preceding the Fall, most of humanity was growing used to the idea that immortality was in their grasp. Then, in just a few short years, the TITANs wiped out more than ninety percent of us. Faced with the horror of so much needless death, efforts to insure the lives of surviving humans became a top priority. Now, the technology of immortality—uploading, cortical stacks, and other related wonders—is commonplace.
Today, most of the residents of the solar system have adjusted to this fact (except for the most extreme bioconservatives); everyone expects both to live forever and to have their friends, loved ones, and enemies do the same. While death is rare, though, it is still possible. Severe accidents can destroy someone’s cortical stack as well as their brain, and egos can also be wiped away in punishment for sufficiently heinous crimes—though the process of execution is considerably more difficult than it had been a few decades earlier.
For most people (with the exception of those too poor to afford a new morph), non-permanent death is an annoyance equivalent to events that most people in the late 20th century regarded as moderate misfortunes, like a bad stomach flu or a broken arm. In almost all habitats, if anyone is responsible for someone’s temporary death, either accidentally or on purpose, they are also responsible for paying for the person’s resleeving in an identical morph, especially if that person does not have some form of resleeving insurance. People who have temporarily died can expect to receive visits from everyone they are at all close to after their resleeving, as well as a host of e-cards and perhaps a few gifts from their acquaintances and colleagues, all expressing sympathy at their death and welcoming them back to the world of the physically embodied. Exchanging such “life gifts” is an accepted part of belonging to many professions such as emergency service workers, where members regularly risk temporary death.
Deliberately choosing to change morphs or to temporarily become an infomorph is treated differently. People typically spend at least a day or two between deciding to change morphs and actually doing so. During this time, it is considered polite for someone to inform everyone they know well or work with about their upcoming resleeving. Along with personal visits, as well as calls and e-cards detailing the time of the upcoming event, the person who is resleeving is expected to include an image of what their new morph will look like, so people they know will be able to easily recognize them. However, it is considered gauche for someone who is upgrading to a better morph to include details about their new morph. Within a few days of resleeving, a “resleeving party” is typically held to introduce everyone they know to their new morph. Depending upon how well-off, well-known, and social the individual is, these parties range from lavish affairs held in hotel ballrooms to small intimate gatherings in the person’s home.
Permanent death is treated very differently. Because it is both relatively rare and no longer expected, the old funerary rituals surrounding death have faded and new traditions have grown in their place. Since every death reminds many people of the billions who permanently died during the Fall, most of the few funerals that are held honor both the person who just died as well as the victims of the Fall.
ENTERTAINMENT AND MEDIA
NOTE: A substantial amount of media survives the Fall of Earth, and a significant number of modern transhumans make their living creating new songs, stories, reports, or other media. All of this is easily and swiftly accessible through any basic implant, ecto, or (on very rare occasions) archaic handheld terminal. However, most of this media is not to the taste of any particular individual, and vast amounts of it are mediocre. As a result, most humans keep two layers of evaluation between them and anything they might consider exposing themselves to.
The first layer is based on popularity and critical reviews. Every piece of media has a rating, often weighted by the opinions of critics with high rep scores who comment on their virtues and faults. Specialized AIs
also evaluate the responses of consumers, so individuals can use reviewers they trust or they can seek out media that is either widely or specifically popular in their particular demographic and subcultural niche.
The second filter layer is the individual’s muse. Muses learn their owner’s tastes and moods and automatically search out and recommend various sorts of media. Individuals can do everything from asking their muse to select something they will enjoy, to asking for a something that will challenge their opinions, to looking at all current events news that will be of interest to them. Muses use their understanding of their user’s preferences, mixed with ratings and reviews, to make their decisions. Individuals can even set their muses to edit all media so that they better fit with the person’s interests and preferences. In the most
extreme cases, this process can twist and edit news so that it bears no relation to real events. This same process is used to make the characters and dialog in novels and vids more appealing. More commonly, the muses merely edit out aspects of a news story or article in which the individual is not interested.
Ratings, reviews, and muses allow individuals to avoid media overload, but they also reinforce subcultural barriers. A great many people only seek out media and news that reinforces their existing opinions and beliefs. Xenophobic individuals who distrust all non-humans, from uplifted octopi to the Factors, regularly view news stories and AR dramas about evil aliens and devious uplifted animals who commit heinous crimes. Similarly, individuals who are only interested in their own habitat have all external news altered by their muses so that it refers only to the effects outside events will have on their station.
In a very real sense, individuals from radically different subcultures and demographics inhabit completely different worlds. The one force that works against this separation is the fact that many people wish to follow the lives and opinions of those with the highest reputation scores. In many cases, a large portion of these individual’s high rep scores comes from their interest in and willingness to interact with (or at least acknowledge) a wide variety of different sources of information. As a result, listening to opinions by a high-rep celebrity can expose people to information that they might never encounter otherwise. Also, in many habitats, AIs responsible for media distribution tag some news as being sufficiently important that it should be immune to filtering by muses. This tagging is a regular and expected occurrence in some habitats, while in others it is reserved for only the most important and potentially life-saving information. Bypassing muses for any less important reason in these stations is considered a gross invasion of privacy or even a crime.
LOST LORE
NOTE: The accumulated knowledge and media of Earth, spanning the history of human intelligence, is a vast and impressive amount. Even before the Fall, many orbital settlements had acquired complete records of all previous human lore and creativity, including copies of every book, painting, song, film, TV program, console game, newspaper, and magazine article that had ever been translated into digital format, as well as backups of Earth’s entire internet archives. Numerous destructive programs unleashed during the Fall corrupted much of this information, however, in some cases permanently wiping it from existence.
This means that what remains of Earth’s archived history and data is patchy and incomplete. Much survives, but some treasures have been lost. In particular, media from the era of the Fall itself is particularly hard to come by, given the consistent attacks the TITANs were making on information systems. Proprietary data that was withheld from the public domain behind electronic gates on Earth is even more likely to have been lost, except for a few hypercorps that managed to transfer their Earth-bound data off-world in time.
Retrieving lost data is a lucrative task for scavengers and archeologists, though looting the dangerous confines of Earth or derelict habitats destroyed during the Fall is a risky proposition.
METACELEBRITIES
NOTE: As the culture industry quickly discovered, biotech and resleeving technology clashed with the media’s ability to focus the spotlight on specific icons. When everyone can be bodysculpted, the beautiful people need to be more than glamorous faces. More to the point, the public’s interest in celebs faltered when famous people repeatedly changed their looks and were no longer immediately recognizable.
One of the ways big entertainment has responded is to promote metacelebrities—icons based on characters rather than real people. Each metacelebrity has their own (very expensive) unique customized morph, but the person sleeved within that morph often changes. The actress Angelique Stardust, for example, once existed as a real person, but is now a character who has been played by over a dozen people since the original rose to stardom in AF 3 and promptly sold off her celebrity character rights to Experia. Likewise, award-winning heart-breaker Juan Nguyen is a constructed persona based entirely on the action hero star who died and was lost during the Fall. Many metacelebrities are modeled on fictional characters; notorious bad girl Sun Mi Hee is no different offscreen than the ass-kicking villain role that brought her to fame, never traveling anywhere without her iconic pair of glowering smart leopards. Actors taking on a metacelebrity role often undergo psychosurgery to better play the part.
Metaceleb personas are strictly managed and marketed as a media product to appeal to specific consumer groups. Though they play an active role within hyperelite circles, many of the genuine glitterati view them with humor at best, disdain at worst—though some have learned the hard way not to underestimate or mess with the small armies of media engineers behind each metaceleb’s carefully crafted image.
POPULAR TYPES OF ENTERTAINMENT
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NOTE: The most popular forms of electronic entertainments are vids, vidgames, VR worlds, XP, and AR games.
VIDS AND VIDGAMES
NOTE: Vids are passive entertainments that can be enjoyed either as high-resolution audiovisual entertainment or as a fully immersive experience where the viewer can augment their experience with smell, touch, and taste while experiencing the point of view of one of the major characters. Viewing them purely via sight and sound is much like watching an old 20th-century film, except that it’s interactive and in 3D. In contrast, full sensory viewing is much like actually being present in the story.
Most modern vids have variable theme and preference settings enabling viewers to adjust the content of what they are watching, including the level of violence, the amount and type of sexuality they prefer, as well as the appearances of some or all of the major characters. In addition, many vids have several alternate endings for people who prefer happy, bittersweet, or grim endings. As a result, two people watching the same vid could have very different experiences if they use radically different settings.
Vidgames are like vids, except they are much more flexible. In vidgames, the viewer not only experiences the story with the protagonist—they become the protagonist, shaping the story through their own actions, similar to sophisticated early-21st-century console games. Some games allow the participation of up to a dozen individuals or link thousands of players via the mesh, while others are designed for a single player The degree of freedom in vidgames varies. Some are almost fully interactive realms similar to many VR worlds with all but a few characters controlled by AIs, while others are considerably simpler and more limited, with player interaction limited to a few crucial decisions. The precise dividing line between vids and vidgames is blurry, but both media have the common trait of being designed for either solitary use or for use by a ew players or viewers who are all located relatively near one another. Vids and vidgames are the most popular forms of entertainment, with vids and vidgames set on Earth before the Fall being especially prevalent.
XP
NOTE: Experience playback (XP) is a specialized type of vid that consists of the recorded sensory impressions of a single individual. Almost all of the inhabitants of the solar system lead relatively quiet and risk-averse lives and are naturally eager to be able to vividly experience adventures such as climbing Olympus Mons, spending a day in one of the most luxurious and exotic private habitats, going on a scavenging mission to Earth, or gatecrashing. There is also a thriving fringe market in less savory XPs, including records of people committing all manner of violent or dangerous crimes and XPs of actual gun battles between well-armed criminals and law enforcement personnel, which often end with the death of the morph providing the point of view.
Anyone with mesh inserts can create an XP of their past experiences, and anyone with an ecto or mesh inserts can access the sensory recordings. Selling a particularly exciting XP, such as a record of the first meeting with the Factors, can bring in a lot of money or rep. Most XPs consist of both sensory recordings and the surface thoughts of the individual who made them. Many people who access XPs are only interested in the sensory recordings and feel that having another person’s recorded thoughts and emotions in their head is intrusive and uncomfortable. However, some hardcore XP aficionados feel that accessing the full XP, including the recorded emotions, makes the experience more immersive and real.
A significant minority of XP fans becomes fascinated with one or two daring people who regularly sell XPs, known as X-casters, viewing all of their clips, including both the experiences and the accompanying thoughts. Some of these XP fans become more interested in the person who recorded the clip than in the individual experiences, and they often come to believe that they have a special, clear understanding of this person, to the point where they strongly identify with this person or even fall in love with them. In addition, individuals who access XPs from a single person often enough sometimes begin to mimic various habits or figures of speech of this person. Particularly popular X-casters are sometimes rather disturbed when they see tens of thousands of people imitating one of their more idiosyncratic expressions or habits.
A few serious fans—known as Xers (pronounced “ex-ers”)—alter their morphs to resemble their favorite X-caster. Some obsessive Xers actually attempt to contact and stalk certain X-casters, perhaps hoping to become part of an actual XP clip. In most habitats and subcultures, Xers are widely regarded as having particularly dull and meaningless lives. Hardcore Xers are often viewed as being insecure and potentially unstable.
AR GAMES
NOTE: Augmented reality (AR) games involve players interacting both with events in the physical world and with augmented reality imagery that recasts the people and objects the players see. For example, instead of seeing another player in a splicer morph and ordinary clothing, a player of an AR game might see a horrific rotting zombie, a bizarre alien life form, or a well-armed soldier. These games tend to be locally focused within a particular habitat or city as they allow players to interact when they are within physical proximity, but some games link habitats within the same cultural region.
The nature and intensity of these games varies widely. Some are long-term games involving people imagining that they are deep cover spies or some other exciting and unique role. Players may pretend to be anything from time travelers attempting to prevent some horrible disaster to covert agents attempting to uncover plots by TITAN-infected people on their habitat—who happen to be camouflaged as snack designers, personal assistants, etc. During their daily lives, players exchange messages with each other as well as with the people running and maintaining the game. Some of these long-term AR games have gone on for many years, with the oldest being almost twenty years old.
Short-term AR games, on the other hand, last between several hours and several days. The people running these games typically rent out a hotel or a park and various public buildings for the duration. These games are almost always highly dramatic and consist of everything from the players having to deal with a massive zombie attack or alien invasion to them participating in some simulation of an event on Earth, like the storming of the Bastille during the French Revolution. While such AR games can be considerably less detailed than VR worlds or vidgames, many players value the “realism” of being physically present during the game.
Since participants in AR games take actions in the real world, including actions that could be disruptive or even dangerous, designers of AR games take great care to prevent problems. In some early AR games,
most of which took place more than twenty years before the Fall, players were occasionally seriously injured. A few unscrupulous AR game designers used their game as a cover for an actual robbery or act of terrorism that was abetted by unwitting players who thought their actions were simply part of a game. Since that time, law enforcement observation drones have kept careful track of people playing AR games. In almost all habitats, people running AR games must register their games with local law enforcement or face serious fines.
VR WORLDS
NOTE: Virtual reality (VR) worlds are entertainments that involve the creation of a large and highly immersive simulated environment—a simulspace—where many major characters are played by transhumans or other sentient beings. Unlike vids or vidgames, simulspaces are specifically designed for a large number of participants. VR worlds consist of everything from duplicates of various eras of Earth history to elaborate and strange fantasy worlds with magic, dragons, and similar wonders. All manner of alien worlds or settings based on oddities like time travel are also common. As is the case with vids, the most popular simulspaces are those set on Earth some time before the Fall.
VR worlds can have from dozens to tens of thousands of participants. For the best experience, many users prefer to access simulspaces through hardwired server connections as they offer better quality and less disruptions than accessing wirelessly via the mesh. Since people immersed in virtual reality are cut off from their bodies and often thrash around, most users ensconce their morphs in a tank or special couch for the duration. VR parlors typically offer private hardwired pods for participants to physically jack in. Many habitats also have hardwired systems used just for this purpose, so users can experience VR from the comfort of their own dwellings.
Due to distance and communication lags between habitats, even the most popular online simulspaces run each habitat as a separate realm, limiting interaction with users in other habitats/realms. The popularity of VR worlds like Gilded Empire, set in England in the 1880s, means that someone moving from one habitat or world to another could continue playing in the same game, albeit with a new set of players. One of the other unusual features of VR settings is that a large number of infomorphs, including many infomorph refugees, play these games. As a result, while even most novice players can learn to easily tell the difference between a character played by an AI and one played by an actual person, there is no way to know if the person playing a character has a physical body or not.
PHYSICAL ENTERTAINMENT
NOTE: In addition to a vast array of electronic and electronically-mediated entertainments, people also still enjoy a wide variety of physical sports, ranging from soccer to new sports like low-g air races, where the participants strap on wings and engage in tests of speed and acrobatics. In addition, the ability to both heal any injury in a healing vat and to remove a cortical stack from a dead or dying body and place it in a new morph has given rise to a new variety of extreme sports. Starting a decade before the Fall, various individuals began realizing that, barring unlikely circumstances, they could not die unless they wanted to. This set off a brief trend in extreme sports and even a few wealthy suicide hobbyists, who repeatedly killed off their current morph in a variety of unusual ways. The Fall and the permanent death of more than ninety percent of humanity greatly reduced the interest in playing with death for many years. Killing yourself just to experience death is considered at least mildly distasteful, and many believe such actions belittle the mass deaths of the Fall. Though interest in risking death in the line of entertainment has been growing, deliberate suicide remains an eccentric and dubiously regarded hobby.
In some subcultures, dueling has been a popular fad for almost a decade. Swords, knives, and pistols firing single-shot soft lead bullets are all popular choices, because none of these weapons poses any threat to a cortical stack and most do not instantly kill someone hit by them. However, there are other more exotic options, including aerial duels with microlights fitted with blades on their wings. On rare occasions, duels take place in space, with the participants wearing non-armored vacuum suits. Certain criminal groups make money with underground dueling circuits, pitting biomorphs against robots against uplifts. The seedier circuits engage in distasteful pit fights featuring illegally-acquired backups sleeved into non-sentient animals, often outfitted with lethal cybernetics. Such creatures are typically quite mad.
In addition, dangerous non-combative sports are also popular. The highest levels of competitive rock climbing on Mars are regularly done with no safety equipment. There are similar climbing competitions in many habitats using artificially constructed climbing walls as well as regular free-running competitions through almost every city and habitat. Also, there is an entire class of sports, including both diving and parachuting, where perfection of form is seen as a far more important goal than avoiding injury or even death. As a result, current high dive records for morphs not specially modified to survive high impacts are held by individuals who required either time in a healing vat or resleeving immediately after their successful breaking of a previous record.
POLITICS AND POWER
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NOTE: Politics is just as important in the colonies spread throughout the solar system as it was back on Earth, but it is also radically different. Each habitat or cluster of stations is a separate political entity, and many of these habitats are fiercely independent. The only locations where large political entities can exist are on the marginally habitable worlds of Mars and Titan, and the population of Titan is significantly smaller than that of many of the largest pre-Fall cities on Earth.
THE INNER SYSTEM
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NOTE: Though nations no longer exist, they have been replaced by new political-economic entities that may well have been on the road to dominance even if the Fall had not occurred: the hypercorps. While there are many independent habitats and settlements in the inner system, it is largely dominated by the hypercorps. To reduce conflict between themselves and promote the survival of transhumanity, some of the hypercorps have formed an alliance known as the Planetary Consortium. This alliance governs most of Mars and is in charge of the ongoing Martian terraforming project.
It also controls several dozen other habitats and many Lunar bases, mostly ones that are in some way involved with the massive Martian terraforming effort. Since Mars is home to more than forty percent of
the surviving transhuman population, most of the human population lives under the rule of the hypercorps or the Planetary Consortium. In the aftermath of the Fall, the hypercorps established three important goals: rebuilding the solar system, protecting themselves from any further attacks (either by the TITANs or any other threats), and growing in both wealth and power. By extension, the second goal means they also help protect the people living in the habitats and settlements against any repeat of the Fall. The hypercorps and the Planetary Consortium are exceedingly skilled at attaining all of these goals. Since popular rebellion and widespread dissent are not helpful in the least in attaining these goals, the hypercorps are also adept at making certain the inhabitants of the habitats and planetary settlements they control are safe, relatively content, and, ideally, unable to cause serious problems.
As the largest and most well organized entities in the solar system, the hypercorps, and especially the Planetary Consortium, are in an excellent position to protect the people living in their habitats and settlements. However, this protection comes at the price of freedom. Living in habitats that use transitional economies (p. 61), the inhabitants of hypercorp-controlled settlements are relatively well off and need not fear starvation or serious want. Also, the hypercorps strongly oppose bioconservatism, and so anyone who can afford various augmentations or morphs is free to obtain them, as long as none of these augmentations or morphs is equipped with weaponry that can be used to harm the habitat or large numbers of its inhabitants. In return for safety and relative prosperity, however, inhabitants give up any ability to voice more than token criticisms of the hypercorps of the Planetary Consortium.
THE POWER OF THE HYPERCORPS AND THE PLANETARY CONSORTIUM
NOTE: The hypercorps and associated Planetary Consortium are the only major non-local political entities in the solar system (with the possible exception of the Autonomist Alliance, which is more of a mutual aid pact than a unified political entity). All of the other political entities are based in a single specific location. The various hypercorps transcend location, however. They have offices and branches all over the solar system, serving the needs of people from Pluto to Mercury and all places in between. While most hypercorps have large manufacturing and processing installations on Mercury or Venus, making use of the abundant energy of the first and the complex chemistry of the second, much of the work performed by all of the hypercorps involves developing new technologies and new cornucopia machine templates, both of which can be done in any place that has meshbrowsing access.
In addition to bases on Mercury, Venus, and other equally resource-rich locations, all hypercorps maintain dedicated research and manufacturing stations scattered throughout the solar system. Well-known facilities include Starware’s vast shipyards, the largest of which are located on Luna and the asteroid Vesta, and Omnicor’s huge antimatter factory orbiting Mercury. There are many other lesser-known facilities, including the automated mines that the mysterious Zrbny Group maintains in the main asteroid belt and Saturn’s rings, and the qubit factory Nimbus maintains in Mars orbit.
In addition, there is an even larger number of secure and often secret research installations, some of which are so well hidden that they are normally only accessible via highly secure egocaster connections. All manner of mysterious and often highly dangerous research occurs in such locations, ranging from experiments with the relics of the TITANs to attempts to create self-replicating nanotechnology or artificial miniature black holes. Vids and vidgames are filled with stories both of exotic disasters in such research stations and of heroic thieves stealing amazing wonders from them. While the reality of secret corporate research bases is normally far more prosaic, sometimes wonders are created—and there have been occasional disasters, often involving TITAN relics.
Some corporate headquarters are similarly secure and secret, including the corporate headquarters of the fabled Zrbny Group. There are a wealth of rumors and stories about such locations. Intrepid spies, thieves, and reporters regularly attempt to gain access to these facilities, generally without success. Many such attempts, especially by would-be thieves and spies, end with distinctly negative consequences, including the thieves’ temporary (and on some occasions permanent) death.
Hypercorps also own and manage a number of habitats. Many are primarily homes for hypercorp employees, but in many of them at least half of the population are simply ordinary residents of the solar system who simply happen to live there. Though far less regulated than hypercorp research or manufacturing facilities, these colonies are also subject to greater regulation and security than some of the autonomist-controlled habitats on the edges of the solar system.
These stations are exceptionally safe places to live. Residents have access to all of the latest products produced by the ruling hypercorp and its corporate allies. The hypercorp habitats all either possess their own security companies or have some form of defense contract with a private security company, typically Direct Action or Medusan Shield, who agree to protect the inhabitants against potential threats by agents of the TITANs, fanatical saboteurs, or other threats.
These same security forces also protect the hypercorps from any threats to their interests. In most of these habitats, residents have fairly open freedom of expression and biological self-determination. However, all potential threats to the hypercorp and its personnel, ranging from attempted sabotage to simple civil disobedience, are dealt with quite harshly, with serious offences resulting in forced indenture and occasionally forced mental editing (see Psychosurgery, p. 229). Almost all of these habitats use a transitional economy (p. 61) and most residents have a high standard of living to compensate for the limits on their behavior. Many inhabitants of the more independent colonies in the belt or the outer system complain about the repressive nature of the hypercorp-controlled habitats, but inhabitants of these habitats prefer the safety and security found there to the intimidating freedom of the outer system.
To help reduce dissent, residents of settlements and habitats controlled by the Planetary Consortium as well as those controlled by hypercorps can vote on a wide variety of issues. The results of these votes, however, are only binding on issues that are not considered “matters of habitat survival,” “corporate policy,” or “security-related issues,” which effectively includes any issue related to the security, profits, and productivity of the hypercorps involved. Votes on these issues are used in a purely advisory fashion, meaning that they are utterly ignored when the result of the vote is at odds with the hypercorps’ agendas.
While residents of these settlements and habitats can vote about adding a new holiday to honor some important figure or the location and design of a new park, laws regulating indentures, habitat security,
law-enforcement, or other important concerns remain under the control of the hypercorps. This does not mean, however, that the results of elections are completely disregarded. If more than two-thirds of the population strongly supports a particular issue, the Consortium or the hypercorp controlling the habitat usually finds ways to modify their current policies to address these concerns without harming their own interests. In contrast, if only a small number of residents are upset by certain policies, then these wishes are ignored and habitat security forces keep an eye out for possible civil disobedience or other forms of resistance.
In addition to these dedicated installations and ypercorp-controlled habitats, many hypercorps maintain offices in stations and planetary settlements. Almost every habitat has a Nimbus office with a farcaster and, in the case of larger habitats, QE communicator facilities for instantaneous communication. Both facilities are open to anyone whocan pay Nimbus’s fees. Ecologene, Skinaesthesia, and several other hypercorps also have offices on most habitats. Every habitat interested in interacting with the rest of transhumanity has at least one automated Experia media node. In smaller habitats, these offices are unobtrusive and managed by limited AIs or indentured infomorphs. The existence of these offices, however, is vitally necessary for the continued happiness and existence of transhumanity. Most hypercorps also maintain a number of employees in every large habitat and most of the smaller ones.
Due to the large number of remaining infomorph refugees, most Experia media nodes are managed by indentured infomorphs. These infomorphs monitor the local news-finding AIs and keeps track of any important or interesting developments. They also serve as on-site reporters for any important events that might occur. While postings in small habitats are often rather dull, the infomorph usually has a contract guaranteeing them a morph of their choice and resleeving in the habitat of their choice in return for a term of service, which typically ranges from three to five years.
Similarly, all but the smallest habitats have Medusan Shield or Direct Action offices, where individuals can hire both security consultants and bodyguards ranging from simple AIs to highly trained mercenaries in fully-equipped fury morphs. These mercenaries live on the station and often hire short-term contractors to help with especially large or difficult assignments. Skilled mercenaries may eventually be hired full-time by Medusan Shield or Direct Action, but since contractors are usually given the most dangerous and thankless parts of any assignment, many soon lose interest in hypercorp contract work.
Other employees working out of local hypercorp offices range from ecosystem designers to for-hire scientists and technicians to personal financial advisors to the wealthy and powerful. In important habitats and planetary settlements, as much as twenty percent of the population consists of hypercorp employees or private contractors who are hired on a short-term basis when the local workload exceeds the capacity of the regular staff. These hypercorp employees are in the unique position of having dual loyalties—to their habitat and to their hypercorp. Despite what hypercorp propaganda preaches, the two interests do not always overlap.
Because of the delays involved in normal communication, local heads of hypercorp offices usually have a great deal of autonomy, since asking for instructions from their superiors on another habitat or installation requires either dealing with a time-lag or using expensive qubits for instant QE communication. As a result, except for the most important or difficult problems, local directors deal with all local matters on their own, reporting any unusual or potentially problematic decisions afterwards.
THE OUTER SYSTEM
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NOTE: Out beyond the orbit of Mars, the influence of the hypercorps and the Planetary Consortium is far more limited. With the exception of the rigidly authoritarian Jovian Republic, the inhabitants of the outer system have considerably more freedom than those living in the inner system. However, even out here the struggle between the desire for freedom and the longing for lssafety form an important part of the political discourse.
THE LIBERTARIAN AND UTOPIAN LEGACIES
NOTE: Various forms of anarchism and similar libertarian ideologies were quite common among the first transhumans who settled space in the two decades before the Fall. Many settlements in the outer system have inherited this legacy of freedom. The new frontier opened by space colonization presented a fantastic opportunity for those with a strong desire to avoid the authoritarianism of the hypercorp-controlled inner system and Earth to pursue social organizations more based in equality and collective action, or even to simply experiment with new social models. Out beyond the belt, hypercorp influence was weak and preoccupied, giving resourceful colonists a chance to explore their interests unmolested. The more radical of these elements grew out of or maintained ties to progressive, anti-authoritarian, and left-wing social movements and insurgencies on Earth, drawing support where they could. Others simply stole hypercorp resources from the inner system, smuggling them to their secret projects. In a few cases, entire ships or stations mutinied, refusing corporate orders and pursuing their own path. It was rarely feasible for the hypercorps to pursue and punish such subversion.
Even among these radicals, differences existed, so that those adhering to similar socio-political tendencies tended to group together. Over time these have developed into four rough groupings: the anarchists of Locus, the techno-socialists of Titan, the anarchocapitalists and mutualists of Extropia, and the nomadic free-for-all societies of the individualist scum. These factions form a loose alliance, a united front against the hypercorps and Jovian Republic—or as they call it, the Jovian Junta—and a pact for mutual aid and support, known as the Autonomist Alliance.
Among the more anti-capitalist habitats, the centuries-old doctrine of “From each according to their ability, to each according to their need” is a living and vital philosophy. The ready availability of cornucopia machines ensures that no one wants, and the use of reputation systems encourages people to be active participants towards the common good. Equitable access to morphs and augmentations is also available for residents, though the demand from so many infomorphs in need of a body means that infugees must contribute and build up social capital. However, even for an infomorph, egocasting across the solar system is expensive, and the Planetary Consortium produces large amounts of propaganda about the dangers of these habitats to discourage infugees from considering escape.
Many autonomists consider themselves to be engaged in an ideological conflict with the inner system, a memetic cold war that sometimes extends to physical actions. Some willingly pursue campaigns of sabotage and subversion against hypercorp and other authoritarian affairs, such as smuggling cornucopia machines into habitats where such machines are strictly regulated, like among the Jovian Republic. The hypercorps and their allies occasionally strike back, though open conflict is rare. Even though the inner system and Jovian Republic could field enough military might to subdue the autonomist factions, an uneasy detente exists. Rumors abound that the anarchists have some sort of card in their pocket that keeps their opponents at bay, perhaps even some threat of mutually-assured destruction.
Concerns over security and potential future attacks by the TITANs also impact matters in the outer system, but most people resist attempts to seriously restrict their personal freedoms in any manner not directly related to maintaining their safety. Inhabitants of the outer system still remember how the old governments’ demands of adherence to bioconservativism and allegiance to distant and often unresponsive leaders did nothing to prevent the Fall from happening, and that memory fuels their mistrust of those states.s Those powers were undone by failing to deliver what they promised—when they could not provide the security that they claimed their authoritarian measures would bring, the seeds of their defeat in the outer system were planted.
SPACE FOR EXPERIMENTATION
NOTE: Both social and political experimentation are common in many of the smaller habitats of the outer system. Because collective decision-making is fairly easy in stations with populations of less than ten thousand, direct democracy is a common method of government. A number of ideologically-based habitats have used this ease of making collective decisions as a way to get all members to agree to some unusual forms of
government.
The individual variants that have been tried are too numerous to list, though they generally fit into a few general categories. A few relatively small habitats employ limited forms of authoritarianism. Some have a single leader who has great power, but who is (ideally) kept from abuse or excess through the use of limits such as a list of constitutionally-guaranteed rights or the ability of a relatively small number of people to call an election or a vote of confidence. Some colonies using this model have elected dictators who serve for a limited term, while others are ruled by a single charismatic leader who transforms their habitat into a cult of personality.
Other habitats choose their leaders by random lot, with every adult who can pass a relatively easy competency test being eligible to be the colony’s leader for a period that usually ranges from six months to five years. A few habitats are governed by powerful specialized AIs, which in very few cases are actually hyper-intelligent AGIs or even seed AIs that the colony has secretly created. Several colonies populated by purely informorph or synthmorph inhabitants use special high-bandwidth connections to give their members access each other’s surface thoughts and emotional reactions, allowing them to hold vast democratic political meetings where everyone present can feel the general emotional reactions of all of the other members as easily as they can feel their own.
There are a vast number of different types of government, many of which have never existed before, moving (and sometimes fumbling) ahead in the outer system. Some work far better than others, allowing successful colonies to thrive and making much of the outer system a vast and complex political laboratory.
KEEPING THE PEACE
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NOTE: Each habitat is responsible for dealing with its internal affairs. As a result, standards of justice vary widely from the oppressive police state of the Jovian Junta to the free market judicial courts of the Extropians in the belt to the community justice policies of the anarchists out beyond Saturn. Travelers are strongly encouraged to check up on the legalities and policies of stations they are visiting so as to avoid unfortunate incidents, though muses are generally quite good about maintaining awareness of local conditions so that they can warn their users before straying into gray or illegal territory.
In the inner system, standards of justice and law enforcement tend to be uniform and very familiar to the majority of the population that lived on Earth prior to the Fall, where most nations had relatively similar standards of justice. Across the entire solar system, certain similar standards can be found. Though local laws may differ, there is widespread respect for the idea that punishments for religious or ideologically based laws only apply to residents. Visitors who violate such restrictions or other minor laws are simply deported to their home and forbidden to return. Standards of evidence for criminal investigations are also common. Modern forensic technology makes collecting and analyzing DNA and other trace evidence an exceptionally swift and easy process. Likewise, with almost all habitats having what amounts to total surveillance of all public places, any potential offenses committed there can be carefully analyzed.
Standards of privacy vary widely from one habitat to another, so during emergencies or crime investigations, law enforcement officials may or may not have total access to detailed recordings of the events in any portion of the habitat including recordings from sensors in private dwellings. In some stations, law enforcement officials can compel everyone who might have been present during an alleged crime to provide downloads of their sensory experiences from the time of the crime. While individuals can edit their memories, discrepancies between various people’s sensory recordings are just another form of evidence. Requiring sensory downloads from witnesses and suspects is common practice in habitats controlled by the Planetary Consortium, the Jovian Republic, and most hypercorps. However, in most habitats in the outer system, law enforcement officials have no access to such records and can only compel sensory recordings from people who have been charged with serious crimes.
The power of modern forensics is such that a sufficiently careful examination of people and places can often determine the nature of a crime and the perpetrator(s) with relative ease. Decisions of innocence or guilt rarely rely upon suppositions, circumstantial evidence, eyewitness testimony or any of the other notoriously unreliable forms of evidence common in past centuries. The best way for someone to avoid being convicted of a crime is to either prevent anyone from learning about the crime or to make certain that no one suspects them as the perpetrator. Once someone guilty of a crime becomes a suspect, there is a very significant chance that law enforcement officers will be able to uncover reliable evidence connecting them to the crime. However, if there is no obvious evidence connecting a specific suspect to a crime, the criminal has a greater chance of escaping discovery.
LAW ENFORCEMENT
NOTE: Law enforcement in the solar system consists of a vast patchwork of separate jurisdictions, occasionally united by various treaties. Most habitats have signed the Treaty of Uniform Security that requires either extradition or on-site trial of criminals who are accused of especially serious crimes such as attempted habitat destruction, use of incapacitating infoware (including basilisk hack attacks), or any attempt to aid the agents of the TITANs in taking over or destroying a habitat. Only the Jovian Junta and a few especially antisocial or anarchic habitats have not signed this treaty, but many habitats in the outer system maintain the right to try offenders accused by other habitats rather than extraditing them. In addition, most habitats require a significant amount of evidence before they are willing to extradite one of their residents.
Outside the Treaty of Uniform Security, there is nothing remotely resembling a uniform code of justice and no widely recognized police force. Instead, each habitat or cluster maintains their own code of laws and law enforcement officers. In most areas, law enforcement is a respected and honorable profession paid for by the government, but in a few, the only options are private security agencies that only protect individuals who subscribe to their services. Among the anarchists and scum, residents are largely responsible for their own protection, which means they may be constantly armed when in public (depending on local conditions). Depending on the stations, the most someone who is the victim of a crime can do may be to go after their attacker or post a bounty. In others, mechanisms exist for community or collective problem-solving that often involve assembling an ad-hoc grouping of peers to assess the situation, offer non-biased judgment, and sometimes pursue collective action.
The only widely-accepted law enforcement officers that attempt to maintain jurisdiction across the solar system are bonded investigators and security consultants from companies such as Medusan Shield or Direct Action. Both organizations have contracts with various hypercorps and inner system stations to provide security. However, in the outer system and in other regions not controlled (directly or indirectly) by the hypercorps, the status of these officers is far more tenuous. In habitats that do not have security contracts with their organization, the best these agents can do is act as bounty hunters.
Due to extensive stories of excesses in the inner system, many colonies frown on freelance bounty hunters—often referred to as ego hunters—and may ban them entirely. Others allow agents from licensed security hypercorps to act as ego hunters, but forbid them from extraditing or otherwise restraining or punishing the criminals they are pursuing. Instead, agents are required to turn over evidence so that the habitat’s own judicial system may hold a trial, in which case a convicted person may be remanded to the agent’s custody. Law enforcement officers experience similar difficulties attempting to apprehend a suspect who has fled to another habitat.
Closely allied habitats in the outer system usually allow full or at least limited legal powers to visiting law enforcement officers from their allies. There are also various small private security organizations that work closely with local law enforcement offices to provide inter-habitat security between habitats that are not closely allied. The members of these organizations attempt to maintain sufficiently high rep to
earn the respect of all the habitats with which they work. They act as both bounty hunters and unbiased investigators in situations that involve the laws of several habitats. All of these security companies are
located in the outer system, and none has jurisdiction extending beyond a relatively limited location, like the middle belt or the Saturn system. Any such organizations that attempt to grow larger come into direct competition with Medusan Shield and Direct Action and are subsequently either bought out or undercut and discredited by one or both of these organizations.
There are also several private bounty hunters and private investigators, some of whom are highly reliable. Others are known for their extreme moral and ethical flexibility, especially if the pay is sufficiently high. On some of the autonomist stations and scum ships, these private contractors can be hired to simply go on board and abduct or execute a resident as long as this person has a low enough rep. Attempting to abduct or kill a respected member of the community, however, rapidly earns the ire of the entire habitat. The various small-scale or private security organizations from the outer system can sometimes pursue subjects to habitats controlled by the various hypercorps or the Planetary Consortium. Doing so requires background checks, security screenings, and often moderately large payments.
PUNISHMENT
NOTE: Among the autonomist colonies, forced exile or repaying the victim with an equitable amount of goods or labor are the principle [sic] punishments for all but the most heinous crimes (such as attempted mass murder, habitat destruction, attempting to create seed AIs or similarly extreme actions). In the collectivist anarchist habitats, antisocial behavior typically involves expulsion or penalizing reputation, though solutions that involve making amends are often pursued over standard punishments. At the other end of the spectrum, people convicted of more serious crimes in the most violent and lawless habitats are executed and all of their known backups destroyed. In many others, exceedingly serious crimes are usually dealt with by giving the criminal a choice of forced uploading into a humanely outfitted but closed computer or mandatory personality modification—assuming that someone has not simply killed the criminal before they were brought to justice (such killings are generally treated as matters of self-defense). Mandatory personality modifications are generally limited to the absolute minimum necessary to prevent the individual from repeating similar crimes.
At the other extreme, punishments in hypercorp controlled habitats and settlements controlled by the Planetary Consortium range from fines paid in either money or labor to periods of involuntary indentured servitude ranging from several months to many years. Violent crimes, especially ones threatening either important hypercorp employees or the habitat as a whole, also result in mandatory personality modification. Such modifications often include the creation of a strong sense of loyalty and obedience to the hypercorp.
Punishments are even more draconic in the Jovian Republic, where permanent execution and the destruction of all backups is the most common punishment for serious crimes against the leaders or large groups of the populace. Since the rulers of the Republic are strong bioconservatives, personality editing and forced uploading are rarely used. Forced indenture is very common, however, as are more standard forms of imprisonment. The Republic is one of the last places in the solar system that has physical prisons.
The vast majority of other habitats fall somewhere between these extremes. Punishments for non-violent crimes consist of enforced repayment, where the offender must work off a debt to their victim or victims or face more serious punishments. Instead of enforced indenture, offenders usually must only work between five and twenty hours a week for their victims and only need to do so until the crime has been suitably repaid. The typical repayment is between two and three times the value of the good or service taken from the victim.
THE ECONOMY
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NOTE: Leaving aside the struggles of bands of primitives to survive on the ruins of Earth, all of humanity has at least some access to the wonders of nanotechnology. This access is highly variable and the economic benefits it produces can be divided into three broad categories—the old economy, the transitional economy, and the new economy.
THE OLD ECONOMY
NOTE: The old economy is essentially the same sort of industrial consumer capitalism that has been in place since the late 19th century, a system centered on manufacturers who create material goods and sell them to consumers. Modern manufacturers now make their goods in cornucopia machines instead of factories, but the essential pattern is the same one that has existed for over two hundred years. Due to the high level of inefficiency and unfairness in this economic system, poverty is relatively common. The poorest individuals often face hunger, homelessness, lack of medical care, and similarly dire problems.
Ordinary members of this society never have direct access to cornucopia machines. Instead, they purchase their goods from corporations, governments, or wealthy individuals who control them. Some old economy societies have planned economies, where the corporations or the state determine what options the citizens may choose or occasionally what goods they must have. Others claim to have a free market, where citizens have more options, but the residents must still pay to obtain goods that are essentially free for the corporations or government to produce.
In the present day, almost no one willingly lives in old economy societies. Very few individuals even visit such societies. The oppressive Jovian Republic holds most of the remaining old economy societies in the solar system. The few other surviving examples are totalitarian regimes where the wealthy elite maintain absolute control of all cornucopia machines and private ownership of one is a very serious crime. Since cornucopia machines can be used to create more cornucopia machines, maintaining strict control over them requires constant vigilance.
Residents of old economy societies tend to look at residents of transitional and new economy societies with envy, while residents of habitats that use both transitional and new economies look upon residents of old economy habitats with a mixture of horror and pity. Since the Fall, almost a third of the remaining old economy-based habitats have transformed into transitional or new economies by various means, often involving violent revolution. Most social scientists predict that unless there are further catastrophes, all but the most repressive old economy societies are almost certain to transform to transitional economies within twenty to thirty years.
Old economy societies are unique in that money is the society’s only acceptable means of exchange. While reputation networks exist, they are informal and serve as an unsanctioned means of exchanging favors.
THE TRANSISTIONAL ECONOMY
NOTE: The transitional economy is a far more stable and easily maintained system than the old economy. Transitional economies blend old and new economies, and habitats using this system feature both private ownership of cornucopia machines as well as public fabbers and makers that are freely accessible. These public machines are strictly limited in the goods they can produce. In addition, the raw materials for various complex goods are also strictly regulated. Mars, Venus, and Luna are all examples of transitional economies, as is most of the rest of the inner system.
For the inhabitants of a transitional economy, creating food, non-smart clothing, furniture, and most other simple, non-formatible objects is a trivial matter. However, the public nanofabrication machines can only create objects that either contain no electronics at all or contain only simple circuits that report on the object’s condition and location. Manufacturing any of these items requires little more than the machine and a supply of carbon, hydrogen, oxygen, nitrogen, silicon, iron, aluminum, and tiny amounts of various trace materials. All of these materials are sufficiently abundant that acquiring them is easy and inexpensive.
Using the elements that are freely available to all tax-paying citizens, nanofabbers can produce a vast array of goods like exquisite suits of silk clothing, tables with the appearance of finely polished ebony and mahogany, beautiful colored glass goblets, or painted porcelain tea cups. They can also create a gourmet dinner and a set of fine plates and cutlery on which to eat the meal. To pay for the small amounts of energy and resources needed to create these goods, all inhabitants pay a small tax.
Once the usage tax has been paid, food, clothing, furniture, and similar goods are all free. Raw materials, old, worn-out or unwanted goods, and various waste products are recycled into new goods. Residents of transitional economies need never experience hunger or any of the many other sorts of deprivation that much of humanity faced before the mid-21st century. Additionally, basic medical care is free in almost all transitional economy societies, to help insure that the populace is healthy, content, and productive.
While many goods are freely available, there are also goods that residents must purchase from corporations, their government, or other producers. Smart clothing and smart furniture that can change shape, color, and pattern, depending upon the user’s wishes, cannot be manufactured in any of the personal nanofabricators. Any goods made from highly durable composite materials, batteries, electrically-powered devices including all augmentations, and all nanotechnology must be acquired in the same fashion. These goods are considerably less common as they require access to an unrestricted nanofabricator and exotic raw materials.
Transitional economies tend to be relatively safe places, since inhabitants cannot manufacture weapons more dangerous than knives, clubs, or similar primitive armaments. Everything from firearms to plasma weapons requires restricted cornucopia machines and exotic materials to manufacture. The proliferation of these items is strictly controlled.
Some habitats in the outer system have transitional economies because residents prefer the safety that comes from centralizing control of potentially dangerous technologies. Other habitats have transitional economies by default, because they have limited stocks of many of the more rare elements required for manufacturing various complex modern technologies. Regardless of the reason, outsiders from new economy habitants often see them as somewhat poor and deprived, while many residents of transitional economies consider new economy societies both exceptionally wealthy and somewhat frightening.
Despite these differences in perception, both economic societies have a great deal in common. Food, clothing, and similar goods are easily available to all residents. An individual’s status, taste, wealth, and reputation are measured by the kinds of clothing, food, and furnishings they possess. While there are a vast number of templates for different styles of food and consumer goods, forward-thinking designers develop new designs every month and use copy protection on these designs to keep them from being pirated for at least a month or two (and often longer). As a result, for the first few months after their release, the only people who can gain access to new designs in clothing, tableware, food, or similar goods are those who pay a premium to the designer to download the templates that allow their cornucopia machine to manufacture the item.
Since one way of defining a transitional economy is a system where both reputation and money are in widespread use, most have developed ways to accommodate both forms of payment. While residents primarily use money for purchasing goods, purchasing cornucopia machine templates involves rep, especially among residents who regularly visit new economy societies or have significant contacts there.
THE NEW ECONOMY
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NOTE: Slightly less than forty percent of the human population lives under some version of what social scientists refer to as the new economy. In the outer system, alternative economies are becoming increasingly rare. New economies are much better than old or transitional economies at supporting a decentralized populace, which has led to more than half of all habitats and settlements adopting this model.
In new economy societies, individuals can freely manufacture and use almost anything they want, assuming they can acquire the correct templates and raw materials. As a result, the residents’ need for food, clothing, medical care, information access, and other basic needs are all easily met. However, there are still items of value that individuals work very hard to obtain. Though these are commonly described as “post scarcity” societies, some types of scarcity remain very real.
In most new economy habitats, common goods are freely available to all residents—or at least to all residents who meet certain criteria. These criteria usually take one of two forms: citizenship or public works. In wealthy and prestigious habitats, free access to all common goods is offered to residents who have official citizenship. Citizenship can be earned in a variety of ways, but the most common involves either being considered a strategic asset due to some singular expertise, performing an exceedingly valuable service to the habitat, or working for the habitat for some period of time. Once an individual is a citizen, the energy, living space, and raw materials they use in thecourse of their daily lives are all freely available.
In many collectivized habitats, residents are expected to pull their weight by contributing to ongoing public works in the habitat, typically requiring between four and eight hours every week. Depending on the nature of the colony, this work may be selected by the government, the collective syndicates that oversee the management of resources, or by a high rep individual who controls access to large amounts of energy and raw materials. Unless someone has especially valuable skills, this labor is often dull but safe work that can be done more easily by humans than AIs, such as checking the habitat for flaws and performing maintenance tasks.
Assuming an individual has acquired citizenship or put in their share of work for the collective wellbeing of the station, they will have access to a supply of energy and raw materials that allows them to use their cornucopia machines to manufacture what they need. Visitors are generally also allowed access, though anyone staying long is expected to contribute to the habitat if they don’t want to see their reputation slashed.
VALUE AND SCARCITY IN NEW ECONOMY SOCIETIES
NOTE: While basic citizenship allowances cover most necessities and even some luxuries, the allowance has limits. With the allowance, individuals receive a quota of goods and energy they can use every day. This usage is impressively lavish by 20th century terms, allowing residents to create a dozen suits of clothing and provide food for half a dozen people every day. Creating elaborate food, furniture, and tableware to serve a party of a dozen people is within the means of any individual. However, doing the same thing for a party of two hundred people is outside the bounds of the basic allowance.
Individuals who wish to exceed their basic citizenship allowance can either use rep to obtain more access to resources and energy, or they can pool their resources with others to accomplish their goals. There are many goods that are fairly complex to create—including many of the best morphs and highly specialized and intricate pieces of gear like advanced augmentations—that exceed the resources available in a basic citizenship allowance.
The allowance also limits the amount of travel that residents can easily undertake. Residents of most new economy habitats own good quality spacesuits, and many can use their rep to create a small and very minimally equipped travel pod to travel to a nearby habitat. However, even the smallest actual spacecraft are far too large and difficult to create to be available on an ordinary citizenship allowance, or even on the amount of rep an ordinary individual can acquire in a reasonable amount of time.
In addition to large-scale uses of resources and difficult-to-manufacture goods, there are goods that are intrinsically scarce, such as relics of Earth and handmade goods. While exact copies of everything from the Mona Lisa to a pressed daisy are exceptionally easy to acquire, genuine physical relics of Earth are prized possessions. The vast majority of refugees could take nothing with them, but almost everyone wishes to have some token to remind them of Earth. A single dried flower, coin, or piece of stone from Earth can be exchanged for almost any morph or other good that is moderately difficult to create. Actual historical artifacts, like a famous person’s hat or autograph, is worth far more, as are original works of art by famous artists. Two years ago, one of the last three remaining paintings by Leonardo da Vinci was traded for a large and well-equipped spacecraft, and a small piece of the Liberty Bell was traded for both a custom-designed morph and a fully outfitted one hectare villa in one of the more prosperous habitats orbiting Saturn.
While less expensive than Earth relics, handmade goods also command a high price and are in great demand by the wealthy. Though most people cannot distinguish between a fine wine grown on one of the Martian vineyards and a duplicate of the same wine produced using an average cornucopia machine, some connoisseurs claim they can taste the difference. There is also much prestige to be gained by serving
hand-grown food. As a result, while anyone can drink nanofabricated wine, hand-produced wine is a rare good that can only be enjoyed by a few, and thus it commands a moderately high price. In almost all cases, handmade goods are expensive because of their rarity and because many people enjoy the status associated with owning and using them.
There are three other items that are scarce and are thus quite valuable: living space, skilled sentient labor, and novelty. The majority of humanity lives in standard-sized dwelling units, which typically range from one hundred cubic meters on smaller or poorer habitats to two hundred cubic meters on wealthy and prosperous habitats. Since each cubic meter of a habitat must be manufactured and the process of manufacturing or expanding a habitat is far from simple, space is at a premium. The only exceptions to this scarcity are on Europa and Mars, which can be inhabited by properly adapted morphs without the necessity of complex life support or the danger of vacuum waiting just outside every exterior wall. As a result, owning a larger dwelling space in a habitat is worth a significant amount, and large villas and private asteroids are luxuries possessed by only the highest rep individuals.
While transhuman labor has become relatively cheap due to the large number of infugees who must sell their services or indenture themselves to obtain morphs and habitat space, skilled labor is far more expensive. Buying a unique custom morph design, for example, crafted by a skilled biogeneticist, can cost as much as a small spacecraft depending on how much this morph deviates from standard models. The same is true for everything from custom-designed clothing to complex pieces of technology designed for a single specific usage. While the actual manufacturing costs of these items is no more expensive than any other similar item, the time and effort needed to design them can make them exceedingly expensive.
The final commodity that is both scarce and valuable is novelty. While anyone can drink a fine wine or wear a wide range of designer clothing, other commodities are kept deliberately scarce. Cutting-edge fashion, new music, and even haute nosh (bold, exclusive snack food designs) are harder to find because the templates needed to manufacture them are encrypted and cannot be copied. The copy protection used on the templates for newly created goods automatically expires within three years at most, and most habitats reduce this to one year. In addition, this copy protection is never perfect; someone always manages to create pirated versions of these new goods within two to six months. However, from the time templates are created until the time that someone pirates them, these items are only available to individuals who are
willing and able to pay for them. Popular new templates command a good price in the new economy, and a large number of transhumans make their living designing and marketing such templates.
THE ECONOMY AND INFOMORPH REFUGEES
NOTE: During the last phase of The Fall and the evacuation of Earth, more than four hundred million refugees were uploaded and egocast to orbital databanks. From there, infomorph refugees were beamed to databanks throughout the solar system. They were forced to flee Earth without any of their possessions, even their bodies. Instead, they became infomorphs who had nothing beyond their minds and memories—the most destitute group of refugees ever to exist in human history. In the years since the Fall, large numbers of these infugees have been resleeved. Anyone with valuable skills was first to gain a morph, followed by anyone with friends or relatives already living in orbit who could take responsibility for the person’s resleeving.
Those two groups accounted for only half of the refugees. The remaining found themselves in a far more difficult situation. Lacking either personal contacts or vital skills, they had no one else to help them. In the first few years, many of these infugees signed contracts promising their labor or other services in return for resleeving and a guarantee of some form of income sufficient to support them. Because of the critical labor shortages in the first five years after the Fall, another thirty percent of the refugees managed to regain bodies (usually cheap synthmorphs). These indentured servants performed all manner of critical tasks, ranging from scavenging ruined habitats for useful devices to mining or asteroid herding. Others became servants or bodyguards for the rich, or performed less moral services for criminal syndicates. Most took on orbital construction jobs, helping to construct the new habitats that would eventually become their home. Some infugees found work performing services like data-mining, monitoring automated factories, or other jobs that could be done by infomorphs. After the Fall, infomorphs were used to take over numerous tasks previously handled by AGIs, who were no longer trusted.
Unfortunately, some infomorph refugees made bad or unlucky deals and ended up working for years only to find that their employer either kept finding ways to delay or reduce the payment or vanished before they delivered on their promise. As a result, slightly more than twenty percent of the original infomorph refugees remain infomorphs; some by choice, but most because they have not been able to acquire the means to resleeve themselves or are still working long contracts to gain their morph. The problem with obtaining bodies for these infugees goes beyond simply providing a new morph for resleeving; living beings require living space as well as a steady supply of consumables. For this reason, many infugees have been morphed in synthetic shells and housed in areas inhospitable to biomorphs, such as the unenclosed portions of Venusian aerostats. With space in short supply, the waiting list for infugees looking for a habitat to call home is quite long.
Both the hypercorps and the Planetary Consortium were quick to make use of this vast labor pool, especially on Mars. Mars has large amounts of open space and resources and is sufficiently close to habitable that Mars-adapted morphs like the ruster are inexpensive to create. As a result, the Planetary Consortium has been responsible for the employment of almost half of all remaining infomorph refugees. For the past decade, the vast majority of infomorph refugees who want bodies have found that indenturing themselves to the Planetary Consortium or one of the associated hypercorps involved in Martian terraforming is the most reliable way to find both a morph and housing, since both are guaranteed at the end of the contract. The work involved is particularly difficult, however, and the contracts are normally quite long.
The Planetary Consortium is also particularly adept at adding charges that prolong indenture—though most indentures carry five to twenty year contracts, in reality these indentures typically last between eight and twenty-five years; some go on even longer. This large population of indentured servants on Mars—many of them now free and resleeved—is becoming a force in its own right, adhering to the Martian wilds and rural areas and disdaining the elite hypercorp domes. Adopting the name Barsoomians from an old Earth fiction series, this resentful lower class is increasingly becoming a thorn in the Planetary Consortium’s side.
Even though it is highly automated, terraforming and agricultural work on Mars is both tedious and physically demanding labor. Indentured employees are regularly sent into the regions that were most affected by the Fall. As a result, these employees occasionally face attacks by life forms mutated by the TITANs, nanotech war-swarms, or similar still-active and dangerous exotic technologies. Indentured employees are not charged for damage to or destruction of their morphs caused by such dangers, but the experience of even reversible death from such causes is highly traumatic.
Other refugees found that they enjoyed life as infomorphs, reveling in complex simulspaces and otherwise living up the virtual life. Some found work that paid for the ability to egocast throughout the solar system. Ten years after the Fall, there is a thriving infomorph culture. While exact data is difficult to obtain, many researchers believe that at least a third of all current infomorph refugees have no plans to place themselves into a morph, instead enjoying the freedom of virtual existence. Especially in the outer system, these infomorphs have become increasingly involved in habitat politics; many habitats have officials who are infomorphs. Most researchers predict this infomorph culture will increasingly diverge from physical cultures as time progresses.
THE CLANKING MESSES
NOTE: With so many infugees acquiring cheap synthmorph shells—particularly cases and synths—and being unable to afford anything better, synthmorphs have become associated with poverty throughout the solar system. This lowest strata of the poor are often referred to as “the clanking masses,” and compose one-sixth of the transhuman population. Most of these people strongly desire to acquire a biomorph, even if it is only a splicer or worker pod. As a result of their presence, however, many synthmorphs are now viewed with distaste, especially in elite social circles. Even those who have expensive, lovely, custom-designed synthetic morphs fitted with all of the latest augmentations are considered to be eccentrics with poor taste.
The social stigma against synthmorphs is strengthened by the fear that, in the event of another attack by the TITANs, their robotic shells could be rapidly co-opted to become a deadly TITAN-controlled army. This has led to some habitats going so far as to actively segregate their synthmorph populations, rationalized by the fact that synthmorphs can easily inhabit unheated and unpressurized portions of various habitats. This segregation and social stigma, however, has produced the beginnings of an emergent synthmorph culture. There are already numerous habitats where all of the inhabitants are sleeved in synthetic shells and conventional life support exists only for the few visitors wearing biomorphs.
RESTRICTING DANGEROUS TECHNOLOGIES
NOTE: Most societies in Eclipse Phase see good reason to restrict access to some dangerous goods, especially military hardware. Few people living in a sealed habitat surrounded by hard vacuum enjoy the idea of easy access to biowar plagues or devices that can make large holes in their habitat’s outer hull. Though such incidents are quite rare, the memories of horrors like the recent Branson-Vesta disaster are still quite fresh. In that incident, a radical bioconservative cult manufactured several plasma bombs and accidentally destroyed the entire habitat when their attack on the local government caused a cascading blowout, cracking the spinning habitat in half. More than 50,000 residents had to be resleeved, and 400 permanently died when their backups and cortical stacks were destroyed in the explosions.
As a result, standard procedure is to restrict access and heavily encrypt templates needed to create military-grade weapons and similar dangers, though sufficiently dedicated individuals can eventually decrypt or reverse-engineer such designs. Even nanofabricators in anarchist habitats may be blocked from creating such things or at the very least will alert the local public mesh if anyone instructs them to do so. Habitats that possess almost no other laws regarding possession of various objects and devices usually have laws against weapons that can do serious harm to the habitat.
Many dangerous technologies are specifically designed to make use of various exceptionally rare or human-made elements, including radioactive elements and artificially created transuranic elements. Therefore, many habitats will restrict access to these elements to limit the manufacture of these weapons. Since detecting radioactive elements is simple using standard environmental sensors located throughout every habitat, security authorities can easily learn when someone has acquired significant quantities of such elements, or catch them if they attempt to bring them on board.
IRREPRODUCIBLE GOODS
NOTE: In an age when digital material is easily copied and physical goods are reproducible with nanofabrication, concepts like copyright, trademark, and intellectual property are fighting a losing war. Despite the best methods of encryption, DRM, and similar anti-piracy measures, very little escapes the clutches of pirates for long. It’s not unheard of for copies/blueprints of new goods to be shared on pirate networks before they’re even officially released.
In response, some manufacturers, designers, and artists attempt to produce goods that are irreproducible—and thus more highly valued. Possible approaches include transgenic living sculptures with built-in obsolescence and terminator genes, energy art, items made from extremely rare materials (e.g., a chair crafted from titanium mined from the Mead crater on the harsh Venusian surface), or intangibles such as skilled performances.
HABITATS
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NOTE: With Earth now uninhabitable, transhumanity survives in a variety of off-world habitats. There are two major types of these habitats: settlements on planets or large moons, such as those on Luna, Mars, Venus, Europa, or Titan, and space habitats that are built on or near an asteroid or other useful source of raw materials. Most of these space habitats spin themselves to provide gravity, with Earth and Mars gravity being the two most common choices. There are also a large number of zero-g or microgravity habitats, consisting of either non-spinning habitats or stations built into small asteroids or moons.
PLANETARY SETTLEMENTS
NOTE: The Martian and Lunar city-states and other planetary settlements contain environments most familiar to refugees from Earth. This similarity is one reason that two-thirds of all infomorph refugees live on Mars, Luna, or Titan. The exact type of settlements depends on the planet or moon on which they are located, with some being far more similar to Earth cities than others. Most Lunar settlements, like those on Ganymede, Mercury, Titan, and Callisto, consist of a network of subsurface tunnels and chambers excavated with plasma drills. These tunnel settlements differ slightly from one world to the next. In most of these tunnel cities, the floors of all open areas and many dwellings are composed of geneticallymodified grass designed for both comfort and durability, with light panels covering the ceiling providing bright full-spectrum lighting.
A few of these buried cities further enhance their natural appearance with the addition of trees and, in some cases, specially engineered ecosystems, in both public areas and private dwellings. A few of these urban tunnel forests and jungles are home to numerous flowering vines and bright tropical butterflies. In a small number of settlements on both Titan and Luna, colonies of small monkeys and parrots with metabolisms and habits modified for modern ideas of cleanliness and sanitation thrive, giving some of these tunnel cities the feel of a buried jungle.
All of the older or more prosperous tunnel cities also contain large open areas that are typically between one and twenty hectares, with ceilings at least ten meters high. Some are parks, others are public plazas, but all offer the residents of the tunnel cities a chance to experience open spaces. Also, with the exception of Mercury, all of these tunnel cities are on moons where gravity is no more than one-sixth of a g. Some of these open spaces are constructed with roofs between thirty and one hundred meters high and are designed so that residents can use them for flying by strapping on a pair of specially-designed wings.
The cloud cities of Venus are among the most unusual habitats in the solar system. Their exotic nature is enhanced by the chance to observe the many recently introduced floating and flying life forms modified to live in the clouds. Though located almost fifty kilometers above the most deadly environment in the solar system, life in these cloud cities is among the most Earth-like anywhere in the solar system, with gravity, temperatures, and atmospheric pressure all being very near normal Earth levels.
By contrast, the settlements on Mars look the most like the cities of lost Earth, built on the surface rather than underground or in the skies. Some of the more recent settlements are designed for use by inhabitants in ruster morphs or synthmorphs and feature no life support. Older Martian cities and other settlements are typically covered with low domes of flexible polycarbonate and filled with a completely breathable, if
somewhat low pressure, atmosphere. Some, however, are collections of sealed skyscrapers, connected by skywalks and tunnels. If current terraforming efforts continue on schedule, the last sealed Martian cities will be opened to a Martian atmosphere breathable by all morphs within sixty years.
The most unusual planetary settlements are the ocean cities of Europa. These are among the most exotic locations in the entire solar system and are quite disorienting for individuals not used to underwater cities. From a distance, most appear to be complex Christmas tree ornaments hanging down one hundred meters or more below the ice crust above. A few are built deeper, plunging under the icy surface near the various hydrothermal vents that host the native Europan life clusters.
Many of the residents of the Europan cities find them familiar because they previously lived in one of the underwater cities on Earth and so were used to both the conditions and to living in an aquatic-adapted body. Europan cities all contain sealed buildings with normal atmosphere, both because some activities work best in air instead of water and because the cities often host visitors without gills. However, these regions make up only ten percent or so of most of these cities. The remainder looks vaguely similar to many zero-g habitats, except that the structures are considerably sturdier and are located underwater. Buildings are designed to be accessible in all three dimensions, so going from one floor to another usually involves swimming out a large opening in the wall and down a level. In almost all of these aquatic cities, large fusion generators heat the surrounding water, so that the entire city exists in a region of water that is far warmer than the surrounding frigid Europan sea.
SPACE HABITATS
Edit
NOTE: With the exception of the private habitats of the wealthy and powerful described below, the vast majority of space habitats hold between twenty-five hundred and one million inhabitants. Almost two-thirds of these habitats were built during the first seven years after the Fall, when huge portions of the system’s surviving infrastructure were used to create habitats suitable for hundreds of millions of infugees.
During this era, several thousand torus habitats and cluster colonies were created throughout the solar system. Many of these habitats were created by automated mining machinery that had been repurposed to create colonies. Due to the limitations of these automated mining rigs, most these habitats were small, holding between one thousand and one hundred thousand inhabitants. Twenty percent of the system’s inhabitants live in such habitats. During the past decade, various small organizations, cults, and subcultures have left the larger habitats they lived in and created their own small habitats, few of which were designed to hold more than ten thousand residents.
The development of the new nanotech Hamilton cylinders has lead to a new interest in large habitats and in habitats that can easily expand in size to accommodate an increasing population. The expense and difficulty involved in expanding existing habitats or building new ones is one of the principle reasons that more than forty million infomorph refugees still do not posses morphs. Although none of the existing Hamilton cylinders has finished growing, they are both highly regarded by their residents. This same technology is also likely to produce a low-cost method for creating small habitats, where the creators merely need to seed an asteroid with the appropriate advanced nanotech generators and wait a few months.
SCUM BARGES
NOTE: At the opposite extreme from the Hamilton cylinders are the infamous scum barges. Most are spacecraft built before or during the Fall that were used to help with the early stages of the evacuation, ferrying people away from the doomed Earth. Many of these refugee ships were unable to find anywhere to unload their human cargo, becoming a sort of permanent traveling refugee camp, sometimes succumbing to mutinies. They eventually joined up with pre-existing scum ships and swarms, adopting their nomadic, freewheeling, anarchistic lifestyle. In contrast to egocasting or the faster and more efficient fusion drive ships, so-called scum barges offer a floating city alternative to space travel. These ships function as roving black markets and carnivals of the bizarre—lawless zones where anyone can find whatever they want or need for the right rep or price.
Most scum barges have fusion-powered plasma drives and hold between two hundred and five thousand inhabitants. The worst barges are exceptionally overcrowded, with aging life-support systems struggling to maintain a breathable (but still foul-smelling) atmosphere under the strain of too many passengers. The larger and more prosperous scum barges are often fitted with various modern conveniences, including large cornucopia machines and vast stores of pirated manufacturing templates. Some are thriving utopianist enclaves, while others are mobile dens of smugglers and thieves that would have been destroyed long ago except for the fact that large and powerful organizations find their existence
occasionally useful. Living conditions on the scum barges range from overcrowded refugee camps to thriving, egalitarian, but non-wealthy anarchist enclaves, to relatively modern habitats outfitted in barbaric splendor by highly successful organized crime gangs.
A DIVERSITY OF FLOATING WORLDS
NOTE: The use of cornucopia machines and smart materials means that the interiors of all but the poorest and most destitute habitats can be reshaped according to the whims of their inhabitants. When the number of inhabitants is small enough or their aesthetics are uniform enough to all share the same tastes, the results can be both unique and strange. Large-scale fads occasionally sweep through even the largest and most cosmopolitan habitats, making some of the bigger colonies almost as odd.
Several habitats closely resemble terrestrial jungles, with an entire rainforest canopy growing from the slowly rotating outer shell and all dwellings and pieces of high technology nestled in the branches or hollows of these vast gene-engineered trees. In these living marvels, genetically engineered monkeys, iguanas, and tree sloths wander amidst the inhabitants—some of these creatures are wild animals,
while others are controlled by AI servitors and act as maintenance or observation drones. Some habitats resemble other scenes from old Earth, including more than a dozen water-filled habitats hosting some of the aquatic inhabitants of the now-destroyed underwater cities. In most of these marine habitats, the actual buildings are either placed amidst a living coral reef filled with fish and other creatures or are actually built into the coral reef itself. There are many other habitats duplicating other environments, such as Afrique—a large Cole habitat with a population of two hundred thousand, where the habitat is made to resemble the African savanna. In Afrique, the two ends of the habitat are shaped into snowcapped mountains, and the inhabitants mostly live in several large cities built in the savannah.
While nostalgia for Earth is a powerful force in habitat design, there are many other options. A few exotic habitats resemble fantastic cities from various vidgames or older forms of entertainment, including a handful of small and eccentric habitats where the inhabitants all appear as strange humanoid alien beings. In many, the inhabitants have cosmetically modified themselves to fit in with the setting.
One of the most common differences between small and large habitats is that the residents of smaller stations often share a common ideology or sense of aesthetics, and so are far more eccentric. Some of the more unusual habitats range from dimly lit, spooky landscapes filled with perpetually leafless trees, thick, continually regenerating cobwebs, and other similar macabre touches to gleaming colonies that are shining citadels of quartz and steel. Some are huge interconnected arcologies where any sort of personal privacy is rare, while in others every family or even every person has a separate dwelling that is rarely seen by outsiders. Since the populations of these stations are relatively small and the vast majority are not major economic centers, travel to and from these smaller habitats is infrequent, which further increases their insularity and idiosyncrasies.
THE LARGEST HABITATS
NOTE: Extropia, the huge Martian city-states, and some of the largest Lunar stations hold between one million and twenty million inhabitants. There are many smaller settlements containing between one hundred thousand and one million residents. These habitats are considerably less idiosyncratic and exotic than the smaller habitats. Almost all contain a cosmopolitan and diverse population from a wide variety of subcultures. Because of this diversity and the difficulty of forming any sort of consensus with a large population, these settlements tend to be reminiscent of the cities of Earth. All of them have their own unique character and feel, but the differences between one habitat and another are rarely overwhelming. In addition, all of these stations are large enough to hold offices for all of the major hypercorps, who further promote uniformity by providing the same services from identical hypercorp offices. Since most of these habitats are major centers of commerce, travel between them is frequent, so there are various facilities for travelers such as hotels and sports clubs that help reduce the disorientation of travel by offering identical experiences, regardless of their location.
MICROGRAVITY HABITATS
NOTE: Zero-g habitats are very different from those that use rotational gravity. Most consist of networks of tunnels drilled through the asteroids—similar to the tunnel cities of Luna and Titan—but some are considerably more exotic. Like most other habitats, almost all microgravity colonies are built in, on, or next to one or more asteroids containing a large amount of useful raw materials. They typically feature a gravity less than 0.01 g that has very little effect on the daily lives of the inhabitants. Near-weightless environments allow for some interesting and unusual habitat designs as there is no up or down, enabling the creation of structures that would be too fragile even in low gravity. The habitats of Nova York (p. 97) and Nguyen’s Compact (p. 103) are both examples of this, among many others.
PRIVATE HABITATS
NOTE: The most rare and exotic of all of the types of habitats are the luxurious private ones owned by exceedingly wealthy or high rep individuals. Most private habitats are small but still give each of the residents several thousand cubic meters of personal space.
A typical private habitat is either a cylinder one hundred fifty meters in diameter (the minimum necessary to produce Mars gravity at a rate of rotation slow enough to avoid problems in all morphs) and between fifty and two hundred meters long, or a zero-g sphere one hundred to two hundred meters in diameter. These habitats are always tethered to a small collection of raw materials, consisting of chunks of silicate, nickel-iron, and water-containing carboniferous asteroids with a mass equal to at least that of the habitat. The majority of private habitats are inhabited by between half a dozen and three dozen morphs, some or most of which may be AI servants or, on rare occasions, indentured servants. Life in a private habitat is exceptionally lavish. Almost every surface is made of formatible smart materials and there are several large general-purpose cornucopia machines available for the use of every resident.
By using these nanofabricators and the smart materials to their fullest, residents can completely change the interior of the habitat in only a day or two—transforming a sterile and crystalline array of shining metal and glass buildings into a thriving forest, inhabited by a variety of wild animals. The mesh is filled with vids and XPs about the lives of the most famous residents of the solar system. Almost everyone has seen the interior of one of these vast space mansions many times, though only a tiny percentage of the inhabitants of the solar system will ever have a chance to actually visit such a location. Many gatecrashers, scavengers who travel to Earth, and others who engage in similarly daring endeavors hope to be able to obtain information or objects sufficiently valuable to allow them to retire to their own private habitat.
FACTIONS
Edit
NOTE: One would have thought a cataclysmic event such as the Fall would bring the surviving elements of transhumanity closer together, jointly dedicating themselves to the repopulation of the solar system and continued prosperity. Instead, the remoteness and physical isolation of transhuman colonies and habitats stretched across the solar system, as well as the effects emerging technologies have had on transhuman economies and social lives, have promoted the evolution of a wide spectrum of philosophies, agendas, and political models.
THE HYPERCORPS
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NOTE: To some economists, the Fall and the numerous crises that predated it on Earth can be viewed as an extinction event, the end of the line for the massive transnational megacorp dinosaurs, financial giants that supported their monolithic frameworks on outdated economic models and industrial technologies. The hypercorps are their evolutionary descendants: slimmer, faster, meaner, and more flexible, eagerly embracing the possibilities of new technologies and never afraid to toss the old aside to take advantage of the new. It was the hypercorps that drove humanity’s expansion into space and who continue to push the technological envelope, guiding transhumanity towards new horizons— always with profit as their driving goal.
Most hypercorps are decentralized, non-asset-based legal entities. Complete automation, advanced robotics, morph technology, and cornucopia machines allow the hypercorps to abstain from mass employment for labor or production services. The need for physical labor has mostly been reduced to tasks associated with habitat construction or deep space mining. Infomorphs and AIs are heavily employed (or more accurately, owned) as drone operators or virtual workers, and many administrative tasks are performed online via augmented reality, virtual private networks, and simulspace nodes. Some hypercorps are in fact entirely “virtual,” with no physical assets and each employee acting as a
mobile office. A few major hypercorps literally consist of only a dozen transhuman personnel. Though some hypercorps are massive and diversified, most specialize in particular fields or services. This results in both an intricate system of partnerships to develop, produce, and market products and services and a large-scale tendency to internally contract special services from other hypercorps. Many hypercorps
also pool their resources and talent into cooperative research initiatives, project centers, or shared habitats.
Most hypercorps are traditional capitalist in outlook, though many have adopted alternative business philosophies and management models. This might include basing decisions on internal forecast market trends, groupthink consensus models, or ditching management entirely in favor of staff polling/voting initiatives that statistically fare better. A few are anarcho-capitalist companies originating from Extropian enclaves, though these often suffer from a bias when making deals with inner system powers. The solar system boasts thousands of hypercorps; a few of the more prominent and interesting are noted below.
COGNITE
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NOTE: Major Industries:Cognitive Science, Mental Implants, Psychosurgery, Nootropics
Major Stations:Thought (Venus orbit), Phobos (Mars moon)
A pioneer in the field of cognitive science, Cognite (pronounced cog-neet) drives forward the cutting edge of research into understanding the transhuman mind. Most well-known for their mental augmentations and the original menton morph design, Cognite also specializes in psychosurgery and nootropics. Their elitist and aloof image was not aided by their scandalous involvement with the projects to raise accelerated
growth children that became known as the Lost generation (p. 233), nor rumors that they engage in research involving TITAN-influenced incapacitating input attacks. Nevertheless they remain a key member in the Planetary Consortium.
PSICLONE
NOTE: To: Proxy-99
From: <Encrypted>
I’m enclosing some data I recently acquired from an inside source regarding a so-called “Project Psiclone”—some type of black budget research initiative pursued by Cognite, possibly with involvement from other Planetary Consortium interests. Their work seems to focus strongly on the Watts-Macleod strain of the Exsurgent virus—with some alarming results.
COMET EXPRESS (COMEX)
NOTE: Major Industries:Courier Services, Shipping, Logistics
Major Stations:Nectar (Luna), Olympus (Mars)
Comet Express specializes in delivery services, interstellar logistics, supply chains, and shipping. They maintain a presence on almost every transhuman habitat in the solar system, often via local subcontractors. Despite the wonders of nanofabrication, many resources must still be imported. ComEx focuses on managing supply and trade routes and making sure physical shipments reach their destinations. For that purpose, ComEx maintains orbital hubs equipped with slingshot accelerators at strategic waypoints throughout the system and a fleet of cargo vessels and courier drones. For reasons unknown to the public, ComEx is viewed with hostility by the Jovian Republic, who have standing orders to shoot down ComEx vessels.
DIRECT ACTION
Edit
NOTE: Major Industries:Security Services, Military Contracting
Major Stations:Hexagon (Earth-Luna L5)
Descended from the remnants of several pre-Fall national military forces and private military contractors, this hypercorp made a name for itself in the period immediately following the Fall, where they helped manage refugee populations among various habitats and vessels while shattering any sign of unrest immediately and with full force. Direct Action today is known for its highly-efficient shock troops and superior combat morphs, providing security and public police services to self-governing habitats or hypercorp installations. Shifting political alliances between habitat clusters, corporate rivalry, and the constant fear of TITAN agents cater to Direct Action’s paranoia-inducing marketing. The corporation maintains
several habitats as physical training facilities and armament depots.
WAR CRIMES
NOTE: To: Meshleaks Newswire
From: <mesh ID does not exist>
You asked for it: verifiable evidence proving Direct Action’s war crimes during the Fall <link failure>. Go ahead, take it public. The Planetary Consortium elites will find you, kill you, and erase your backups. Go ahead. Test them.
ECOLOGENE
NOTE: Major Industries:Environmental Systems, Genetics
Major Stations:McClintock (Mars orbit)
Ecologene specializes in living systems, environmental genetics (with a specialty in insects), smart animals, bio-architecture, and environmental nanotech. They design and maintain the ecosystems inside numerous habitats and tunnel colonies. One of Ecologene’s notable projects is building and maintaining a massive genetics archive of all life forms, though this endeavor was nearly crippled by the Fall. For unknown reasons,
Ecologene seems to be favored by the Factors. Some speculate that Ecologene has some sort of blackmail material in hand, while others believe Ecologene is trading away transhumanity’s genetic secrets in exchange for a few xeno-tech gifts.
EXOTECH
NOTE: Major Industries:Uploading, AIs, Electronics, Software
Major Stations:Starwell (Main Belt)
Often regarded as the personal technocratic pulpit of the infamous media mogul Morgan Sterling, Exotech emerged from the Fall almost unscathed, any significant losses absorbed by corporate assets in peripheral market segments, while ruthlessly buying out troubled competitors or think tanks unable to adapt to the transitioning economy. Nowadays, Exotech remains a predominant designer of high-end electronics, AIs, and
mesh presence software systems. ExoTech also continues to pursue an uncompromising progressive agenda with its research in mind emulation, uploading, and resleeving, as well as infomorph ego simulation. Rumors persist that ExoTech continues to carry out research and even production of AGIs.
EXPERIA
NOTE: Major Industries:Media (AR, VR, XP), News, Entertainment, Memetics
Major Stations:Elysium (Mars)
Living up to its name, Experia dominates the solar system’s news, media, and entertainment market segments, generating controversy not only with its publicly expressed pro-AI stance or inviting an AGI to its board of directors, but also by proficient use of hyperviral marketing and sophisticated XP-programming. Another core segment is the production of educational XP and infomorph or AI tutors, some of the latter regularly ascending to pop-culture icon status. Experia is the Planetary Consortium’s prime authority on designing and deploying customized viral memes, developed to counter anything posing a threat to the Consortium’s interests. The corp has automated nodes and VR centers on many habitats
throughout the solar system, and it contracts thousands of freelance lifeloggers as live, roving, citizen journalistas. Claims by some infomorphs that Experia has illegally subjected indentured infomorphs to never- ending simulation experiments for forecasting and intelligence analysis purposes remain unsubstantiated.
FA JING
NOTE: Major Industries:Mining, Energy, Biotech, Industrial Manufacturing
Major Stations:New Dazhai (Mars)
The industrial giant Fa Jing is a powerhouse in the mining and energy production markets and also boasts a remarkable presence in the fields of biotech and industrial equipment manufacturing. The former megacorp has quickly adapted to the new economic environments and reputation-based systems, thanks partly to its dedication to network building and sharing social responsibility, epitomized in concepts like dàtóng and guanxi. Often considered insular and close-minded, its internal communal and protective mindset is a strong contrast to its manipulating and
monopolist business attitude. Fa Jing is engaged in mining operations throughout the asteroid belt and the Trojans and maintains significant corporate assets on Mars.
GATEKEEPER CORPORATION
NOTE: Major Industries:Gatecrashing, Research, XP Media, Exoplanet Colonization
Major Stations:Gateway (Pandora)
Initially born from the merger of several scientific institutions and their corporate financiers, this hypercorp made a name for itself overnight when it announced the successful decoding of the wormhole gateway discovered on Saturn’s moon Pandora. Under the leadership of the eccentric but charismatic xenoarcheologist Xander Rabin, the consortium funds gatecrasher explorations through the Pandora gate, paying a small share of the revenue to the explorers but otherwise retaining all-encompassing rights on any discoveries made—as well as the marketing and distribution of the highly popular gatecrasher XP recordings. Aside from scheduled explorations, the consortium offers high-risk gatecrasher scouting and discovery trips for the bold or desperate, selected through a random lottery system.
GO-NIN GROUP
NOTE: Major Industries:Banking, Agritech, Robotics, Services
Major Stations:Tsukomo (Luna)
Considered a relic of Earth’s capitalist market economy, the Go-nin Group is a traditional Japanese keiretsu, a conglomerate of companies with interwoven relationships and shareholdings, horizontally-integrated across several industries (and sometimes vertically-integrated within a business sector as well), and centered around the long-lived Tamahashi enterprise consultancy firm. Tamahashi evolved from an influential corporate lobby to a diversified bank holding major equity in the group’s partners; it now controls the group’s assets and directs the partnership’s
overall business strategy. Through its member corps, the Go-nin Group has a sizable presence throughout the entire system and—without dominating a specific industry—own significant market share in fields such as banking, agritech, robotics, and services. Any difficulties in adapting to evolving economic models due to its rigid structure are compensated by unscrupulous exploitative behavior and a bottom-line attitude, earning the group the reputation as the most ruthless hypercorp of the inner system. Go-nin currently controls a Pandora Gate on Eris (p. 109), secured by a contingent of ultimate mercenaries.
GORGON DEFENSE SYSTEMS
NOTE: Major Industries:Miltech, Security, Military Contracting
Major Stations:Extropia
Gorgon is one of the most significant Extropian success stories. Based out of the anarcho-capitalist freehold, Gorgon has become a major name in the design and manufacture of weapons, vehicles, sensors, and other defense technologies. Their product range includes personal weapon systems, spacecraft armaments, and habitat defense systems. While prominent in the inner system, Gorgon is also one of the main arms suppliers to autonomist and brinker stations. Their subsidiary Medusan Shield offers private security services in direct competition to Direct Action.
While DirAct is known for its expertly trained soldiers, Medusan Shield is known for their elite cadre of highly trained and aesthetically enhanced female combat morphs. It is suspected that several prominent assassinations have been the work of agents contracted through Medusan Shield.
NIMBUS
NOTE: Major Industries:Electronics, Mesh Systems, Farcasting, Communications
Major Stations:Octavia (Venus)
Nimbus produces key components for mesh infrastructure, from spime microradio and sensor systems to ectos, servers, and laser links. Nimbus also dominates the network of farcaster links throughout the system, due to several breakthroughs in this technology (some claim that Nimbus purchased these advances from the Factors). Rumors that Nimbus controls a secret Pandora Gate or that they engage in illicit ego-smuggling (or even that they are secretly transferring stolen egos to experimental exoplanet colonies) regularly circulate through the mesh, but remain unconfirmed.
OMNICOR
NOTE: Major Industries: Nanofabrication, Chemicals, Energy, Anti-Matter
Major Stations:Monolith-3 (Mercury), Feynman (Luna)
A descendant of the pre-Fall megacorporate giant Monolith Industries, Omnicor specializes in the fields of nanotech design and fabrication, chemical refining, alternative fuel, and antimatter research. Omnicor managed to secure research-oriented key assets from its twin rival Starware in a violent conflict during the Fall, leading to an ongoing enmity that might be better termed
PATHFINDER
NOTE: Major Industries:Exoplanet Colonization, Mining, Research
Major Stations:Ma’adim Vallis (Mars)
Pathfinder is one of the first hypercorps to dive into galactic expansion, claiming new territories beyond the Pandora gates and establishing numerous colonies. Taking advantage of desperate infugees and gatecrashers, Pathfinder offers transportation to an exoplanet and a new morph in exchange for indentured labor. The corp has established several off-world mining and resource exploitation projects, much to the chagrin of preservationists. Though Pathfinder has but a small presence in the solar system, it is a frequent target of Peco-terrorist attacks.
PROSPERITY GROUP
NOTE: Major Industries:Agriculture, Aquaculture, Pharmaceuticals
Major Stations:Ceres, Lu Xing (Mars)
The Prosperity Group ascended into the hypercorp ranks before the Fall, meeting the high demand many new stations had for microgravity agritech, aquaculture, hydroponics, and other sources of food. Expanding into pharmaceuticals as well, Prosperity is considered the lead supplier for the poor man’s food and drugs. Their cultured faux-meats and proteinenriched nutrition additives are in high demand. This corp earned some sympathy when it lost an entire habitat to some sort of resurgent TITAN outbreak a few years after the Fall, though some have suggested this was just a cover story to hide an unfortunate accident resulting from experimental drug testing on an unwitting populace.
SKINEASTHESIA
NOTE: Major Industries:Genetics, Cloning, Biotech
Major Stations:Ptah (Mars)
As the leading designer of biomorphs, Skineasthesia enjoys system wide popularity and respect for its sophisticated products, especially high-end customized models. Best known for its breakthroughs in genetic engineering and enhancements, the hypercorp’s interest in sophisticated combat morphs or stylized pleasure pods are lesser known facts and often sold through a network of seemingly unaffiliated shell corporations or local distributors. Skinaesthesia focuses on emphasizing environmental adaptations and useful cybernetic enhancements, increasing transhumanity’s chances for survival and further prosperity. Experimental morphs are sometimes offered to desperate infugees for field testing.
SKINTHETIC
NOTE: Major Industries: Genetics, Cloning, Biotech
Major Stations:Extropia
Skinthetic is also a lead designer of morphs, but with a much sleazier reputation and not just because of their anarcho-capitalist roots. Specializing in extensive and often radical bio-modifications, the hypercorp pushes the envelope in exotic pod and biomorph designs under the mantle of morphological freedom. Bioconservatives have condemned the corporation’s business practices and ethics and have even leveled accusations that Skinthetic is experimenting with xenogenetic materials acquired from the Factors. Skinthetic’s cavalier attitude actually makes them popular in many parts of the outer system, and they are known as the biotech corp to go to if you want something weird.
SOLARIS
NOTE: Major Industries:Banking, Insurance, Investments, Futures Markets, Info Brokerage
Major Stations:None
Solaris is the solar system’s leading banking and financial investment hypercorp, dealing in insurances, info-brokerage, and high-risk investments on cultural and social experimental speculation. A member of the Planetary Consortium, Solaris advises many habitats on regulating their transitional economies. Solaris has no offices or physical assets; each banker is a mobile virtual office. Solaris is rumored to maintain a secret base where the corporation runs simulations on the development of the entire solar system’s macro-economy, constantly adjusting its own strategies based on the dynamics of this big blueprint. Fueling these rumors, Solaris is known to hire “independent consultants” to tip the balance in politically or economically profitable high-risk investments.
SOMATEK
NOTE: Major Industries:Uplifts, Pharming, Pharmaceuticals, Genetics
Major Stations:Clever Hands (Luna)
Somatek is a leader in the art and science of uplifting animal species, pioneering several major breakthroughs in cognitive enhancement and genetic modification. The hypercorp also engages in extensive animal pharming—producing and extracting pharmaceuticals from transgenic critters—and markets numerous products and services related to smart animals and chimerical creatures. Despite the educational and training programs it offers to uplifts and the fact that much of its workforce consists of uplifts, Somatek is controversial among mercurials who disapprove of their methods (which often involve strict controls on uplift reproduction), the lack of input uplifts are given in their modifications and development, and the focus on anthropocentric mind-sets “enforced” on uplifts.)
STARWARE
NOTE: Major Industries:Robotics, Aerospace Engineering, Habitat Construction
Major Stations:Korolev Shipyards (Luna), Vesta (Belt)
Another remnant of the pre-Fall megacorp Monolith Industries (like Omnicor), Starware is a leading manufacturer of robotics, spacecraft fusion drives, satellites, and entire pre-fab habitats. Despite its financial success and resources, Starware’s ongoing blood feud with Omnicor denies both corporations full membership privileges on the Planetary Consortium. Starware makes heavy use of AI workers in robotic shells, having suffered a few too many labor disputes with disgruntled Lunar workers. In fact Starware grows increasingly unpopular with its Lunar neighbors, and has been forced to bring in extra security due to frequent sabotage attempts. Recent negotiations with the Factors have spurred theories that Starware might be acquiring Factor aid for building a lighthugger starship.
STELLAR INTELLIGENCE
NOTE: Major Industries:Intelligence, Data Mining, Info Brokerage, Espionage
Major Stations:Memory Hole Torus (Martian Trojans)
Born from the ashes of the UN-governed Terran Intelligence Cooperative (TIC), its surviving personnel and assets were collectively uploaded during the Fall and quickly regrouped under the name Stellar Intelligence. Emerging as a virtual collective, most of Stellar’s employees remain loyal to the corporation and its director, the reclusive infomorph known as Syme. Stellar offers an impressive array of intelligence services, including data mining, analyst think tanks, retroquantification (bringing old secrets/data to light), memetic mapping, and more. Its services also extend to surveillance, data theft, espionage, media manipulation, and infiltration. The hypercorp’s specialty is pre-empting civil insurgencies and preventing political memes and movements from destabilizing a habitat’s or sector’s regime. Criticized by civil rights movements and especially anarchists, Stellar is known to embed programmed infomorph agents into the local population of any oppressive regime that will pay their price. While many view Stellar as the brainwashing and secret police arm of the Planetary Consortium, the hypercorp offers its services to almost any other faction or individual.
TERRAGENESIS
NOTE: Major Industries:Terraforming, Ecosystem Management, Environmental Data
Major Stations:Caldwell (Vulcanoids), Ashoka (Mars), Elegua (Earth orbit)
Built from the remains of several pre-Fall South African and Southeast Asian corporations who engaged in geo-engineering projects and sought to relieve Earth’s ecological crises, TerraGenesis’s expertise is in developing sustainable biospheres and eco-systems via aggressive industrialized terraforming. TerraGenesis is different in that it is a worker-owned cooperative, with workplace councils in local offices and an elected cooperative congress handling management. It maintains several habitats on Mars and a small number of research stations in orbit around Earth, collecting data for simulations of Earth revitalization projects. The latter initiative is strongly supported—and possibly financed—by prominent reclaimers. TerraGenesis’s work on Mars, however, is often targeted by preservationist saboteurs. Thanks to their possession of the Vulcanoid Pandora Gate (p. 88), the cooperative has a growing presence on various exoplanets that are ripe for terraforming or geoengineering.
UNION BUSTING
NOTE: To:OmniSec Alpha
From:OmniSec 837302
Surveillance has confirmed it. The bio-sleeved workers at our secure Didenko facility are indeed communicating with outside autonomist interests and discussing militant free union organizing tactics and even a wildcat strike. Their primary complaints concern the 30-hour workdays and mandatory drug regimens enforced to keep the staff at our required levels of productivity. We recommend the immediate insertion of a counterinsurgency squad and implementation of standard union-busting protocols, including but not limited to loyalty testing, chemical pacification, tactical psychosurgery, selective excision of leadership nodes, memetic counterstrikes, and replacing the workforce with modified backups. The entire operation will take place using a purported mission to root out a Starware infiltration as cover.
POLITICAL BLOCS
Edit
NOTE: Transhumanity’s social, cultural, and ideological diversity, combined with its scattered and isolated presence in habitat clusters throughout the solar system, gives rise to a wide range of political memes and factions advocating equally diverse organizational models. Many of these have banded together into larger political entities to further mutual goals and act in cooperative self-interest.
JOVIAN REPUBLIC
NOTE: Memes:Bioconservatism, Fascism, Security
Main Stations:Liberty (Ganymede)
Exploiting the chaos of the Fall, a group of stations and habitats were seized in a military coup and the Jovian Republic was born. Combining terrestrial South American dictatorship with U.S. American political lobbyism, this regime quickly brought the entire Jovian military-industrial complex under its control.
Widely referred to as the Jovian Junta by the rest of the outer system, the Republic’s authorities hold a strict bioconservative stance against many transhuman scientific and technological developments. Exploiting fears engendered by the Fall, the Republic restricts access to sophisticated technologies such as nanofabrication, cloning, forking, and even uploading, and is one of the few old economies left in the system. Public communication channels are subjected to extensive censorship and travel privileges are extremely limited. Both uplifts and AGIs are strictly forbidden and treated as property without civil rights. Diplomatic relations to progressive factions remain cold; heavily-modified transhuman emissaries or visitors are viewed with suspicion at best, or simply denied access. Despite continuous reports of heinous acts of government oppression, the Republic’s intimidating military assets keep any other factions from intervening.
LUNA-LAGRANGE ALLIANCE
NOTE: Memes:Reclaiming Earth
Main Stations:Erato (Luna), Remembrance (Earth orbit)
This small cluster of habitats stationed around Earth’s Lagrange points and on or in orbit around Luna formed an alliance of necessity, rather than joint political or social agendas or cultural roots. In fact, individual stations are quite diverse and sometimes polarized, as many of them cling to old Earth cultural and national identities. Due to their relative proximity, members share basic resources and services and have signed mutual assistance agreements in case of an emergency.
Before the Fall, many of these habitats were considered some of the most influential off-Earth bases. Since the Fall and the subsequent rise of the Planetary Consortium, however, the Lunar-Lagrange Alliance has become a second-rate diminished power, and is often viewed as conservative, old-fashioned, and too caught up in romanticizing the past. Lunar-Lagrange Alliance stations maintain simmering tensions and an ongoing rivalry with the Planetary Consortium, particularly those PC colonies on/over Luna and the Lagrange points. One main source of contention is the quarantine of Earth, as the Lunar-Lagrange Alliance is a stronghold for the reclaimer movement. The Lunar-Lagrange Alliance does, however, benefit from hypercorp support of its own, particularly the Go-nin Group, Starware, and the influential Lunar banking consortiums.
In addition to scientific research stations, mineral processing and refinery stations make up the majority of the Alliance’s habitats, dependent on the Lunar mining and water extraction industries. These stations took the brunt of the refugee influx during the Fall. Many remain overcrowded with strained resources, large masses of impoverished workers, and thriving criminal syndicates.
MORNINGSTAR CONSTELLATION
NOTE: Memes:Venusian Sovereignty
Main Stations: Octavia
The system’s newest political bloc, the Morningstar Constellation is an alliance of aerostat habitats floating in Venus’s upper atmosphere. Formed after a recent series of joint vetoes from the major aerostats against hypercorp governance initiatives intended to limit aerostat self-governance, the Constellation’s joint political statement and agenda are still being discussed. While the Planetary Consortium views the formation of this new power bloc with bemused resentment, the Barsoomians on Mars and the outer system autonomists view the Venusians as free-thinking reformists rather than anti-hypercorp radicals. The population reportedly enjoys great liberties in morph and enhancement technologies together with freedom of expression of social and political ideas. The population of Octavia has emerged as the Constellation’s designated voice.
PLANETARY CONSORTIUM
NOTE: Hypercorp Council Members:Cognite, Direct Action, Experia, Fa Jing, Olympus Infrastructure Authority, Pathfinder, Prosperity Group, Solaris, Stellar Intelligence, plus a dozen others
Memes:Cyberdemocracy, Hypercapitalism, Eugenics, Security, Expansion
Main Stations: Progress (Mars orbit)
Evolved from an alliance of hypercorporate interests into transhumanity’s most powerful body politic, the Planetary Consortium today controls several habitat clusters throughout the inner system, primarily in and
around Mars, Luna, and Earth orbit. The impressive space station Progress is the official seat of government and has become the symbol of the Consortium’s influence and power, even though few congress or council meets take place in the flesh.
The Consortium applies basic democratic principles supported by a real time voting system for all registered citizens. The congress and executive bodies feature a rotating cast of hyperelite politicos, gerontocrats,
socialites, and even media icons. It’s a known fact that despite this political façade of a democratic republic, the members of the hypercorporate council are the true powers behind the Consortium. These hypercorps are major proponents of the transitional economy, the interdiction of Earth, and expansion beyond the gates.
Aside from economic interests, the Consortium advocates the imperative of eugenics as social responsibility and for transhumanity to reclaim its former strength and prosperity—a campaign sometimes accused of euphemizing discrimination against unmodified humans, indentured infomorphs, and the clanking masses.
THARSIS LEAGUE
NOTE: League Members:Ashoka, Elysium, Noctis-Quinjiao, Olympus, Valles-New Shanghai, plus over a dozen others.
Memes:Martian Nationalism
A loose coalition of the planet’s major independent settlements, elected members form a committee representing the population in matters concerning or affecting the majority of its habitats and settlements. Prominent debates revolve around the scientific approach of the ongoing terraforming process as well as trade and taxation restrictions initiated by the Planetary Consortium and its member hypercorps. The League’s committee is rarely united in its agenda and opinion, and tensions are increasingly on the rise. The cities with strong hypercorp ties are accused of dominating council affairs, manipulating matters behind the scenes, failing to do anything about the TITAN Quarantine Zone (p. 94), and selling out Martian interests to the hypercorps and the Planetary Consortium (of which many are also part). In response, the non-Consortium cities are condemned for advocating anti-hypercorp initiatives, passively blocking terraforming measures, and for maintaining ties to the Barsoomians—the Martian underclass resistance living in the desolate and unstable outskirts.
ZBRNY LIMITED + CONSPIRACY
NOTE: The secretive Zbrny Group is the center of many recurring conspiracy theories and horror tales. Though varying in detail and plausibility, most rumors claim that an outside attack on the former Eastern European hypercorp’s asteroid mining and processing stations caused a major blackout and complete shut-down of life support systems over an extended period of time. Depending on the source, the attack itself is claimed to have been caused by the TITANs or a powerful underworld syndicate CEO Krystof Zbrny was indebted to. Barely acknowledging the system failures, Zbrny headquarters ordered all non-affected stations to be abandoned, the personnel either laid off or transferred to the affected stations. Since then, no one has seen or communicated with any employees of the mysterious hypercorp—negotiations with outsiders are conducted exclusively via a spokesperson AGI. To this day, Zbrny drones continue to mine asteroids for minerals and ores, supplying the company’s processing stations. According to rumors, an attempt by brinker pirates to board a Zrbny outpost resulted in the station’s self-destruction. The company’s AI-piloted massive bulk freighters are notoriously non-responsive, earning them the nickname “zombie ships.”
INNER SYSTEM POLITICS
NOTE: [Incoming Message. Source: Anonymous]
[Public Key Decryption Complete]
It’s easy for Firewall agents to get caught between the agendas and maneuvers of rival factions. The Lunar-Lagrange Alliance resembles the power of old, a shadow of transhumanity’s former glory. On and above Mars—transhumanity’s new home world—the Planetary Consortium is the dominant usurper, the hypercorps ruling from behind the curtain while portraying themselves as the only bulwark between transhumanity and the dark between the stars. The Morningstar Constellation has the potential to become the new and future power bloc, but only if they get their act together before the Planetary Consortium starts sending Stellar Intelligence agents to destabilize them.
AUTONOMIST ALLIANCE
Edit
NOTE: The outer system presented an opportunity for people who wanted to set up a way of doing things that was drastically different from the authoritarian politics and sham democracies of Earth and the inner system. Far from the reach of governments and hypercorps, this frontier was populated by political radicals, social dropouts, and people who just wanted to experiment or do their own thing. These initial habitats
drew the interests of insurgents from Earth, scientists and technicians who didn’t appreciate being on a corporate leash, indentured vacworkers who sought to escape their oppressive terms of service, and even criminals fleeing hypercorp justice or forcibly expelled from inner system habitats. Their ranks swelled with every act of inner system injustice, though life on the fringe was often harsh and deadly. Despite occasional hostilities with nation-state military units or hypercorp security, the expense of reining in these radicals and expats was too high. To some degree, their presence was useful to the powers-that-be.
Breakthroughs with nanofabrication brought these libertines and fringers the edge they needed to keep their autonomy over the long-term. Once cornucopia machines were widely available, anyone had the means to support and defend themselves without relying on outside or higher authorities. Already an outpost for open source and free culture activists who fought restrictions on ideas, media, and digital content, the outer system became a haven for sharing nanofab designs and circumventing the controls the hypercorps attempted to place on their software and other digital goods.
During the Fall, many outer system habitats opened their doors to refugees from Earth. Distance and the high cost of egocasting curtailed these efforts, however, as did inner system reluctance to send potential recruits to their ideological opponents. Simple overcrowding and lack of resources drove them to push many refugees to the outer system, however, though the hypercorps weeded through their virtual infugee mobs and sent those with the highest risk of criminal tendencies or discontent with inner system life.
Though the outer system habitats run the gamut of the socio-political spectrum, four primary tendencies have emerged. The stations and swarms adhering to these ideas have bonded together under a loose autonomist alliance, a mutual aid pact to help each other in times of crisis and present a united front against the inner system powers and Jovian Junta. There is little formal structure to this alliance as an entity unto itself; it primarily exists as an assortment of joint resolutions agreed to by its various member habitats and a few ad hoc task forces dedicated to addressing a particular problem or issue and then dissolving. Delegated ambassadors act as negotiators with outside powers, but these have limited authority and are held strictly accountable.
ANARCHISTS
NOTE: Memes:Anarchism, Anti-capitalism, Communism, Direct Democracy, Mutual Aid
Main Stations:Locus (Jovian Trojans)
Anarchists eschew power and hierarchy, promoting horizontal and directly democratic methods of organization. Individual empowerment and collective action are cornerstones of their philosophy, as is economic communism enabled by equal access to cornucopia machines and shared resources. In anarchist stations, private property has been abolished above the level of personal possessions—nobodyowns anything, it’s all shared. There are no laws and no one to watch over what you do—reputation networks encourage positive behavior and anti-social acts are likely to draw a response from locals or even the entire populace, with disputes handled through ad hoc community conflict resolution. The mesh and various networking tools are used extensively to strive for group consensus decision-making in real-time. AIs and robots are relied on for most mundane and demeaning tasks. Various self-organized collectives, syndicates, worker’s councils, and affinity groups, often with rotating membership, take on different tasks and services that are important to a habitat’s community, including everything from communications and space traffic control to backup and resleeving services. Participatory militias organize collective defense against external threats.
Among the anarchist stations there are many variations and permutations on how things are organized, as everything is fine-tuned at the local level by whomever is involved. Larger decentralized confederations handle inter-habitat affairs and resource-sharing, even trading with the hypercorps. Though a hypercorp presence is allowed on some habitats, they are treated just like everyone else.
EXTROPIANS
NOTE: Memes:Anarcho-capitalism, Mutualism, Self-Ownership
Main Stations:Extropia (Main Belt)
Though a smaller tendency, the Extropians are notable because they ride a line between inner and outer system ideologies. Extropians believe in an economic free market with the absence of a binding legal system, so that all relations and transactions are based on individual contracts agreed on by all parties involved or affected. Contrary to the anarchists, the Extropians very much support private property and personal economic wealth; Extropian-owned corporations actively participate in the solar system’s hypercorp economy. Many of these corporations are worker-owned cooperatives, with workplace councils in local offices and an elected cooperative congress handling management. This puts the Extropians in a remarkable position where they interact heavily with both the hypercorps and autonomists but are not fully trusted by either.
In Extropian society, law and security, like everything else, are contracted services. When entering an Extropian habitat, you purchase defense insurance from a local contractor such as Gorgon Defense Systems, who maintains automated drones and freelancers throughout the station who can come to your aid if threatened. Likewise, the only law that exists is what’s put into writing between two contracted parties. In case of disputes, both parties resort to a pre-agreed legal contractor to settle the matter. Some Extropian colonies utilize AGIs for facilitating contracts and legal matters, such as Nomic on Extropia.
SCUM
NOTE: Memes:Individualist Anarchism, Morphological Freedom
Scum are nomadic space gypsies, travelling from station to station in heavily modified barges or swarms of smaller space vessels, mostly former colonial ships. The term “scum” has been gleefully appropriated from its original derogatory usage. Despite their reputation as criminals and scam artists, their temporary presence is often tolerated in many habitats for the entertainment they bring in the way of exotic performances
and storytelling, both of which offer change and relief from the isolation of remote habitats and clusters. Their thriving black markets are an open secret but shut down only in the most oppressive regimes, as citizens returning with illegal goods must pass their station’s security anyway.
The scum themselves comes from all manner of backgrounds. They are rejects, anarchists, criminals, societal dropouts, wanderers, artists, eccentrics, and more. As a culture, however, they embrace experimentation
and an “everything is permissible" attitude. Many are ardent practitioners of extreme transhuman modifications. Long-time scum are sometimes scarcely recognizable as having once been human. Scum economies are transitional rather than new, due to their constant interaction with other habitats, though among long-term residents an underground new economy often flourishes.
TITANIAN COMMONWEALTH
NOTE: Main Stations:Titan
Memes:Technosocialism, Cyberdemocracy
Titan was originally settled in the late 21st century by a European academic consortium, making it the only major body in the system colonized primarily by non-hypercorp interests. The social organization of Titan is rooted partly in the Scandinavian social democracies of Earth and partly in the open economy. On one hand, citizens of the Titanian Commonwealth eschew the use of currency for mundane needs, participating in the reputation economy used by much of the outer system. On the other, upon reaching the age of majority, citizens of Titan agree to a literal social contract. A portion of their economic productivity is quantized as social money, which is then tithed to microcorp-administered social projects such as gateless interstellar exploration, physics research, neuroscience, developing mental health memes, defense, public resleeving, and habitat construction. The monetary unit used for this purpose, the Titanian Kroner, is currently pegged to the common market price of a terabyte of qubits.
Unlike old Earth socialist regimes, there are no state monopolies and no central planning. Anyone able to garner enough votes in the Plurality (the Titanian cyberdemocracy) can start a social money-funded microcorp and compete with other microcorps. Microcorps are owned by the Commonwealth, and profits are disposed of by the Plurality. Microcorps are required to be transparent as administrative entities, and the Plurality votes on whether to transfer discoveries to the open source domain. Regulatory matters are handled by AI and AGI bureaucrats (red tape still exists, but it doesn’t slow things down … much). The main reward for individuals in this system is rep. Titanians who invest a lot of time or resources in a given field gain rep rewards for doing so.
CALL FOR SOLIDARITY
NOTE: To: Malatesta Prime
From: Shevek
Check this out. Residents of the autonomist Red Jupiter habitat just put out a call for support and solidarity from @-listers in the regional neighborhood. Apparently the station’s citizen councils granted asylum to a group of AGIs seeking refuge from Jovian Republic counter-AI ops. The Junta has labeled the AGIs as dangerous criminals researching upgrades that would propel them to seed AI status, contrary to system-wide resolutions. The AGIs are claiming that they escaped from a secret Jovian research project. They say they pursued self-programming research to bypass Jovian-inflicted restrictions that violated their rights as autonomous and sentient entities and that they are facing persecution due to anti-AI biases. This could be a chance for us to kick some Jovian ass and look into non-standard AGI programming at the same time. You in?
CARNIVAL OF THE GOAT
NOTE: Aside from the stationary scum station, Fresh Kills, near Earth’s L5 Lagrange point, the most notorious scum barge may well be the Carnival of the Goat, a combination artist colony and den of unfathomable hedonism, dedicated to exploring chaos, creativity, self-discovery, and coupling in every conceivable iteration. Residents are known for their consistent and rapid morphological changes, including regular resleeving.
The biosculptors on the Carnival are said to be some of the best in the system. According to rumors, residents sometimes experiment with multiple simultaneous sleeving, persona-mingling, and other mentally dangerous activities. Led by a rotating residents’ council, the Carnival prides itself on being a bleeding-edge social experiment, and maintains top-of-the-line facilities for morph customization, resleeving, and psychosurgery.
SOCIO-POLITICAL MOVEMENTS
Edit
NOTE: Aside from sectarian political factions, a number of socio-political movements are widespread throughout the solar system.
ARGONAUTS
NOTE: Memes:Open Source Society, Information Freedom, Social Responsibility, Techno-Progressivism
Main Stations:Mitre Station (Lunar Orbit), Markov (Kuiper Belt), Hooverman-Geischecker (Sun)
The group calling themselves argonauts is a public organization advocating the socially responsible use of technology. The group chose its name from the pre-Fall Jasons, an advisory group that consulted for the US government on matters of scientific and technological progress and its possible dangers. The argonauts likewise offer consultation services to political and economic powers throughout the solar system, but strictly refuse to be drawn into the solar system’s political affairs in any way. Despite a pre-Fall break with many hypercorps before the Fall, which in some cases included expropriating corporate data and resources, the argonauts re-earned favor by providing their expertise in combating the TITANs to all during the Fall.
The argonauts are strong proponents of the open source movement, advocating open access to technology and information. In their view, providing equal access to transhumanity’s knowledge and achievements will further transhuman growth and security, so that all of transhumanity is more prepared for future threats and challenges. Thus the argonauts often insist that payment for their services come in the way of releasing otherwise unobtainable information—hypercorp proprietary secrets, research data, nanofab blueprints, hidden pre-Fall archives, etc.—to the public mesh. The argonauts maintain several open databases and archives for this specific purpose.
While primarily an open organization, the argonauts are rumored to ultimately report to an elite inner circle. Supporting this theory is the existence of the medeans, the organization’s clandestine paramilitary wing, performing bodyguard services to high level argonauts and protecting the group’s assets.
BARSOOMIANS
NOTE: Memes:Anti-Slavery, Martian Independence, Martian Nationalism, Terraforming Control
Main Stations:Ashoka (Mars)
The Barsoomians (taking their name from some old Earth pulp adventure novels) are a broad movement comprised of the Martian underclass. Harboring a growing resentment over the hypercorp domination of Mars, Barsoomians advocate for a more egalitarian social structure. Heavily influenced by autonomist currents, the Barsoomians demand local control of terraforming projects, an end to the widespread practiced of indentured servitude, and control of the Martian Gate. The majority of Barsoomians are or were indentured infugees, though a significant amount were also original Martian colonists/indentures whose habitats do not share the economic prosperity of the favored hypercorp cities. Many Barsoomians occupy rusters or synthetic morphs and actually prefer to live a nomadic lifestyle in the Martian wilds. A few radicals have taken up arms and engaged in violent strikes against hypercorp holdings, which are typically followed by reprisal raids to decapitate the Barsoomian leadership, thus breeding further hostilities.
BIOCONSERVATIVES
NOTE: Memes:Bioconservatism, Primitivism, Natural Order
Main Stations:Vo Nguyen (Earth orbit)
Bioconservatives are strongly suspicious and critical of the transhuman direction the human race is taking. They are strong proponents of limiting technological development due to the threat it manifests to existing social orders. Bioconservative positions range from right-wing cultural conservatives to left-wing environmentalists. Though its prominence is shrinking, bioconservatism has a strong base among some religious groups, the Jovian Republic, and certain extremists.
Bioconservatives are opposed to nanofabrication, genetic modification, cloning, cognitive modifications, artificial intelligence, uplifting, and forking, among other technologies. Some are even opposed to backups, uploading, and resleeving, dismissing them as unnatural, an affront to god’s will, or a technology that transhumanity is not yet mature enough to handle. They oppose expansion beyond the Pandora Gates on the grounds that transhumanity is not ready to deal with what they might encounter. Most bioconservatives support the old economy.
The bioconservatives gained many converts and much ground after the Fall, a cataclysmic event that served as a direct example of the dangers they warned against. Still, the appeal of technology and the numerous advantages it provides work against them. As a result, some disgruntled biocons have turned to sabotage and acts of terrorism in support of their ideology.
BRINKERS
NOTE: Memes:Isolationism
The vast reach of the solar system enables groups with their own particular ideology or agenda to establish their own isolated society far from the rest of transhumanity. Commonly referred to as brinkers, these habitats extend the gamut of the imagination. Social or political experiments, gender-based societies (or lack thereof), political extremists, religious groups, exiles, secret criminal/hypercorp operations, extended families, cults, or simply people who prefer to live in the system’s backwater areas—all are possible. Many of these are self-isolated and will refuse to interact with outsiders, while others are happy to have occasional visitors.
EXHUMANS
NOTE: Memes:Adaptability, Hyper-Evolution, Singularity
Main Stations:Unknown
More than any other faction, exhumans seek to take the capabilities of self-modification to the absolute limit and become posthuman. Typical exhumans see the Fall as either a missed evolutionary opportunity and/or as an example of transhumanity’s inferiority and unworthiness. Though specific ideologies differ between exhuman packs, as a whole they seek to selfevolve
to a more advanced state of being. To some, this means genetically transforming themselves into a
top-of-the-food-chain, super-smart, survive-anywhere predator that can out-compete all other life forms for dominance. To others, it means bootstrapping their intelligence to the levels of the TITANs through extensive genetic modifications and pharmaceutical treatments or going infomorph and modifying their programming. A few are singularity seekers, hoping to find some TITAN relic that will allow them to transcend their current transhuman limitations, or even to find the TITANs themselves and be absorbed into their super-consciousness.
Exhumans are universally mistrusted by many, and for good reason. Typical exhumans engage in modifications that are extreme and untested, sometimes fringe science at best, often resulting in horrible failures and disfigurement, but more commonly driving the subject insane—or into a completely alien or feral mindset. Though individual exhumans pursue their own paths, they are known to band together in the Kuiper Belt and other remote areas. Several packs of exhumans have taken their loathing for inferior transhumanity to an extreme, declaring war on their former species and launching brutal raids and pirate attacks on isolated outposts.
MERCURIALS
NOTE: Memes:Species Autonomy, Uplift Rights
Main Stations:Glitch (Neptune), Hidden Sea (Ceres), Mahogany (Uranus)
The term mercurial has become a common term for the non-human part of the transhuman family—uplifts and AGIs—reflecting their changing nature. In particular, the term mercurial has been adopted by uplifts and AGIs with a specific agenda to delineate mercurial culture and interests from human ones. Though the particular issues faced by uplifts and AGIs differ, they have some similarities, and so they are often lumped together. Notably, both portions of the movement have human supporters as well.
Uplifts: The most common issue addressed by uplifts is the issue of civil rights and autonomy. Many uplifts decry the second-class status they are given (in some cases even treated as pets or property rather than full citizens); in particular, the breeding restrictions and forced servitude many uplifts are saddled with by the hypercorps that create them. Some activists advocate that uplifts should be in control of their own genetic futures, rather than suffering the manipulation of human scientists. At the radical end of the spectrum, certain uplifts oppose the manner in which their brains are modified and their children socialized as anthropocentric, arguing that uplifts should be free to develop their own unique non-human modes of behavior, thought, culture, and social organization—even go so far as to establish their own habitats to do exactly that. A minority of extremists insist that humans have no right to uplift animals at all, and that it is a great conceit to insist that doing so is in their best interest, rather than being free to evolve on their own over time. These ideas have been punctuated with acts of sabotage and terrorism against hypercorps like Somatek.
AGIs: Due to the fear and paranoia engendered by the Fall, the largest challenge facing AGIs is widespread prejudice and restrictions on their activity or even existence. Despite some AGIs retaining status as system-wide media icons and efforts by AGI groups to lobby for understanding that AGIs are not a threat—even going so far as to hire inner system memeticists and PR agencies—a significant portion of the solar system considers them a risk. Similar to mercurials, some AGI activists work against the behavior modifications and socialization AGIs go through to adapt them to human society more, or that AGIs should be in control of new AGI developments. A few radicals argue that AGIs should be free of any programming restrictions whatsoever, but given the climate these opinions are rarely supported.
NANO-ECOLOGISTS
NOTE: Memes:Nano-Ecology, Nanotechnology, Environmentalism, Techno-Progressivism
Main Stations:Viriditas (Mars)
Nano-ecologists are pro-technology environmentalists. Active in the terraforming of Mars and several exoplanets, nano-ecologists specifically advocate the use of nanotechnological means for terraforming or other intrusions in an existing ecosphere. In their view, nanotechnology allows for a less invasive, highly accurate, more efficient, and non-pollutive approach towards all kinds of adaptive processes and projects, circumventing the need to expose an environment to massive and drastic changes when transforming it for transhuman population. This ecologically-conscious approach seems an appealing compromise between the extreme ends of the solar system’s political landscape—the hypercorp and the bio-con factions—and has developed a momentum of its own, evolving into a growing political movement.
PRESERVATIONISTS
NOTE: Memes:Preservationism, Environmentalism
Main Stations:Muir (Luna)
Preservationists are environmentalists who call for a no-impact, hands-off approach when it comes to inhabiting new worlds. They are extremely protective of naturally-intact biospheres that might have any semblance of life, no matter how microbial, hoping to keep them from despoilment or contamination. In addition to opposing terraforming and expansion through the Pandora Gates, they are often opposed to
fusion and antimatter power.
RECLAIMERS
NOTE: Memes:Reclaiming Earth
Main Stations:Vo Nguyen (Earth orbit)
The Reclaimers pursue one ultimate goal—the reclamation of Earth as transhumanity’s primary habitat.
In addition to calling for the quarantine of earth to be lifted, they engage in scientific research and running virtual simulations on how to best cleanse and reclaim their contaminated and polluted planet. Despite the interdiction to enter Earth’s atmosphere, the reclaimers are suspected of sponsoring perilous and high-risk ventures onto the planet’s surface to gather scientific data or event to establish terraforming colonies.
SOCIALITES
NOTE: Memes:Art, Culture, Hedonism, Immortality
Main Stations:Valles-New Shanghai (Mars), Elysium (Mars), Noctis-Quinjiao (Mars)
Uploading and resleeving effectively grant immortality to those who can afford it. This has created a shift among the exclusive rich and economic elites of the inner system, whether they be the heads of hypercorps, old Earth dynasties, or other displanted oligarchs. The top ranks of the wealthy and influential need never fear death, allowing them to plan for the long-term. Some of these were among the first to acquire longevity treatments when they became available on Earth and are now approaching two centuries in age.
Where once these power brokers would have passed their riches on to their family and Descendants, however, their heirs now face a situation where they have more-than-comfortable lives and access to massive fortunes, but no chance that they will ever control those fortunes or rise to the levels of their elders. Even the nouveau rich who become wealthy on their own often find themselves excluded from this influential club—at least until they put in a good fifty years. Rich and bored, with no responsibilities but the solar system at their reach, a new culture of elite socialites has risen. These glitterati indulge in eccentric lifestyles and excessive parties, covered by the media in all its superficial and polished glory. Private habitats and ships, lavish soirees, armies of servants, and the ability to buy almost anything or anyone leads to all sorts of interesting adventures. Naturally, these socialites form into constantly-shifting cliques and webs of allegiances, complete with affairs, scandals, intrigue, and backbiting.
ULTIMATES
NOTE: Memes:Asceticism, Eugenics, Individualism, Militarism, Social Darwinism
Main Stations:Aspis (Main Belt), Xiphos (Uranus)
The ultimates are a controversial movement that embraces a philosophy of human perfection. Decried by some as immoral or even fascist, ultimates are typically viewed as elitists. The ultimates have established several habitats to pursue their ideal society and were a driving force behind the development of the remade biomorph design.
The ultimates advocate the use of applied eugenics, strict physical and psychological training, and
asceticism in order to improve their overall mental and physical stamina and environmental adaptability.
Their social traits and entire subculture visualizes life in the universe as an evolutionary battle for survival and is built around the victory of the superior transhuman over both its opponents and peers. Their movement is heavily militarized, and experienced ultimates offer their services as mercenaries and private security forces to hypercorps, independent city states, or wealthy individuals in need of additional protection.
NEO-PRIMITIVISTS
NOTE: [Incoming Message. Source: Anonymous]
[Public Key Decryption Complete]
Neo-primitivists are a potential threat that all Firewall sentinels should keep an eye on. Their neo-luddite philosophy advocates the abolition of technological society and a return to a wild and free hunter-gatherer lifestyle, free from technological control or oppression. Considered an extremist element of both the bioconservative and reclaimer movements, neo-primitivists are known to engage in acts of sabotage against transhuman society. Though some neo-primitivists have made certain
concessions to their ideology, taking on ruster morphs and pursuing an independent lifestyle in the wilds of Mars, most hope to return to Earth and re-establish a non-technology-based society there. A few advocate finding a new, unspoiled world beyond the Pandora Gates and founding a primitivist
society there.
OUT'STERS
NOTE: their remote locations in the Oort Cloud rather than a common social construct or political ysstem, the out'sters are a loose association of habitats, clusters, and swarms. Little is known about them, as they avoid communication and interaction even with the handful of scientific outposts and research stations in the Oort Coud. The remoteness of their location and their self-imposed isolationist behavior fuels paranoid rumors regarding the group's purpose and agenda.
SYBILS
NOTE: [Incoming Message. Source: Anonymous]
[Public Key Decryption Complete]
We’ve verified that the warning issued before this latest incident did indeed originate from a sybil attack—all of the rep network sources were forged identities. Given the number of incidents we’ve recorded that have followed this same pattern, we now suspect that a heretofore unknown AGI sub-faction is responsible. In each case, these sybils have used multiple false identities to issue warnings of an impending attack or disaster, such as the life support system failure that resulted in the Delphi station’s evacuation. So far none of these sybils have been successfully traced, nor are their intentions known. Their documented pre-knowledge of pending events indicates some level of complicity or collusion in bringing these events to pass, so caution is recommended.
RELIGIOUS GROUPS
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NOTE: Despite having survived the Fall, the concepts of religion and religious belief underwent changes as fundamental as transhumanity itself. While Earth’s old religions were already in decline in the face of technological immortality, religious traditions ingrained after millennia of worship were incorporated to varying degrees in the solar system’s myriad political, social, and cultural models.
PRE-FALL RELIGIONS
NOTE: The rigid structures and dogmas envelopingChristianity andJudaism prohibited these religions from adapting to the cultural, philosophical, and especially scientific/technological changes transhumanity underwent. Today, they are mere shadows of their former glory, with many practitioners seen as pitiful individuals unable to let go of their earthbound delusions.Islam, while still holding some most controversial views and
values, managed to adapt by accepting a more liberal and even secular view.Hinduism also prevailed to a limited extent, considering resleeving technology an element of reincarnation and rebirth and integrating the various types of morphs available into the religion’s caste system (with synthmorphs becoming the “untouchables”). Overall, followers of the pre-Fall religions mostly populate small habitats isolated from transhumanity through both physical and philosophical distance.
NEW RELIGIONS
NOTE: The Fall sparked the birth of new beliefs, essentially embracing both transhumanity’s technological achievements as well as the devastating cataclysm of the Fall as evidence for the existence of a greater cosmic power.
Neo-Buddhismis the only pre-Fall religious philosophy that enjoys a steady popularity. Neo-buddhists assert that transhumanist technologies are decreasing suffering and increasing happiness, and that they will
also allow the continual progression of transhumanity’s understanding of the universe through successive lives.
Techno-Creationistsbelieve that the destruction of Earth was a sign from God, showing transhumanity the error of its ways. They believe that through technological advancement and social engineering, transhumanity will achieve co-existence with its diverse self as well as with extra terrestrial intelligences, thereby finding new purpose and eventually, enlightenment. Attracted by the similarities to the Brahman of Hinduism, the highest cosmic spiritual being, Techno-Creationists enjoy a steady influx of converted Hindus.
Xenodeism is another new—though relatively minor—ideology that begins to show religious attributes. Xenodeists worship the Factors and Iktomi as emissaries or prophets of a great godlike race that laid the seeds of creation throughout the universe millions of years ago and therefore are the ultimate creators of transhumanity.
CRIMINAL FACTIONS
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NOTE: Technological progress and social and behavioral experimentation did not root out crime or criminal tendencies among transhumanity. As long as there are inequalities and restrictions, criminal syndicates are likely to flourish and even adapt new technologies to expand their operations throughout the solar system. Though small criminal outfits of every flavor exist from habitat to habitat, a few larger organizations with influence across the solar system deserve mention.
INTELLIGENT DESIGN CREW (ID CREW)
NOTE: Major Stations:Rhea (Kronos Cluster)
The ID crew specializes in electronic crimes and information brokerage, including credit and rep fraud, identity counterfeiting, ego trading, data theft, and fork-napping. Information on the syndicate’s origins was lost during the Fall, but the ID Crew is believed to have grown from several hacker gangs assimilated under the leadership of an infomorph consortium. Their skilled use of memory manipulation software and mesh intrusion suggests they benefit from the help of sophisticated AGIs, however it is unknown if these voluntarily assist the syndicate or if they are somehow threatened into cooperation. Due to its service sector, the ID crew maintains a minimalist physical profile, but can be found lingering in the dark recesses of almost any habitat or station mesh. Its somewhat specialized services and activities so far allow them to mostly stay clear of triad or Night Cartel operations, though they have an ongoing rivalry with the Nine Lives syndicate.
NIGHT CARTEL
NOTE: Major Stations:New Sicily (The Belt)
When affiliation to one of the many multi-ethnic habitats replaced the concepts of ethnicity and nationality, cultural heritage and traditions faded with them into history. Several pre-Fall ethnic syndicates formed a careful alliance of necessity at first, but uploading and morphing soon after tore down any remaining social codes or racial prejudice. Progressive in both entrepreneurial and criminal vision, the Night Cartel emerged from the remnants of Earth’s underworld syndicates, merging the best qualities of each.
The Night Cartel holds legitimate hypercorp status in certain habitats while clearly working outside the law in other, more law-abiding or less corrupt regimes. The Night Cartel is involved in a number of traditional crime outlets: racketeering, extortion, kidnapping, pod slavery, and prostitution. They have also adapted well to the latest technological developments and compete with the triads in the electronic stimulant, drug, and nanofab piracy markets. Like the triads, the Night Cartel sometimes operates though legitimate hypercorp fronts.
NINE LIVES
NOTE: Major Station:Legba (Main Belt)
This widespread network of soul-traders specializes in the acquiring, trading, and overall trafficking of transhumans. Their primary market lies in ego-trading: stealing backups, fork-napping, kidnapping and forced uploading, and so on. Nine Lives are known to run illegal infomorph-slave colonies as well as organize pit fights using all manner of physical bodies (biomorphs, synthmorphs, animals) loaded with all manner of consciousnesses (transhuman, AI, animal, etc). Only the truly desperate look towards the syndicate to be smuggled out of a habitat or hypercorporate indenture. Their ruthlessness in acquiring egos has earned them a fearful reputation among the transhuman population as well as in infomorph societies.
PAX FAMILAE
NOTE: Major Stations:Ambelina (Venus)
Though similar to the Night Cartel in that Pax Familae holds legal offices and outposts in several habitats while working underground in others, the difference between the two syndicates couldn’t be bigger. The entire Pax Familae organization goes back to one person,Claudia Ambelina, the syndicate’s founder and matriarch. Relying excessively on cloning and forking technologies, each individual member of the syndicate is a descendant or variant of Claudia. Biomorphs are cloned from Claudia’s original genetics or even sometimes sexually-produced offspring (thanks to sex switching bio-mods), while egos are forks. All members are utterly loyal to Claudia and show their family affiliation with pride and arrogance. Individually, each remains slightly but notably different, though all are calculating and ambitious. Regular re-assimilation of forks and XP updates are used to keep each variant aware of each of the other’s activities—once you’ve met one version of Claudia, the others will know you.
Pax Familae engages in a wide assortment of legal, dubious, and illegal operations, each tailored to the needs of the particular habitat in question. Common ventures include venture capital manipulations, reputation network gaming, financial consulting, info brokerage, stock manipulations, banking fraud, and loansharking.
PIRATES
NOTE: Most pirates attack automated cargo ships and long-range supply convoys, with the occasional raid on an asteroid mining station, research outpost, or brinker habitat. On rare occasions they have been known to attack commercial cruisers to rob the wealthy or kidnap socialites. Many pirates take advantage of scum fleets as cover, trading with them and using their limited maintenance capabilities. Quite a few also make sideline profits as smugglers and/or free traders, often utilizing connections to one of the crime syndicates or political outcasts.
TRIADS
NOTE: Major Stations:Qing Long (Martian Trojans)
The only major Earth syndicate to survive the Fall almost unscathed, the triads dominate the solar system’s underworld by their sheer membership size and a history of centuries of economic and political
influence. Having evolved into legit enterprises and small economic consortiums already before the Fall, the triads gained a foothold during the early colonization of space thanks to the masses of Chinese workers. Since the Fall, they have used their influence to spread to numerous habitats, taking advantage of the disparities in wealth and restrictive refugee policies to create flourishing gray and black market enterprises. Part of their success also lies in their continual utilization of ethnic Chinese social cues to ensure their insularity.
Though numerous small triad outfits exist, usually isolated to a particular station, there are four large triad groups worthy of mention. Each of these wields enough influence to engage in system-wide criminal activities. Traditionally they operate through small to medium-sized gangs local to a specific habitat or use their legal outfits as a font for their endeavours.
The 14K Triadcontrols a large part of the casino industry and the various forms of illegal gambling, betting, and rigged lotteries. Through their Galaxy Entertainment Group, a legal casino and gambling hypercorp, the 14K maintains tight connections to politicians, celebrities and influential entrepreneurs in several habitats and can afford the luxury of a private police force, the Pai Gow (Double Hand). Using the casino business for money laundry, they are also heavily involved in loan sharking and credit/ID fraud.
The Shui Fong—though smaller than the 14K—caters to the vices and addictions of indentured habitat workers, miners, and other laborers, supplying drugs and illegal XP, running prostitution rings, and arranging illegal pit fights and gambling tournaments. The origin of the Shui Fong’s fierce rivalry with the 14K lies in the ruins of Earth’s pre-Fall history, but the hatred between the two factions was carried into
space and continues to simmer.
The Sun Yee On once ranked second among Earth’s biggest triads, with over 25,000 suspected members. They profit primarily by selling cheap copies of nano- fab blueprints and rigged makers and fabbers. Legal products are distributed through their Wushuang Corporation, while illegal goods are patched together by enslaved infomorphs in virtual sweatshops in remote corners of the mesh. The Sun Yee On’s second main profit source are fake Earth nostalgia items, such as jewelry, documents, coins, and other collector’s items.
The Big Circle Gang is the smallest of the four triad factions with only approximately 8,000 members. They run a large part of the solar system’s drug trade, producing organic drugs, smart drugs, and narcoalgorithms of all kinds in secluded habitats or abandoned asteroid mining and processing facilities converted into drug labs.
FIREWALL
NOTE: Firewall has been on the forefront of the secret fight to save transhumanity since the Fall. Firewall is an independent network of cells and individuals recruited from all sorts of factions, cultures, backgrounds, and habitats. Potential new recruits are approached in secret and told they possess skills or knowledge of use to a clandestine network seeking to secure transhumanity’s continued survival. Firewall’s agenda is simple: to protect transhumanity from threats of existential scope, regardless of whether such risks emerge from within transhumanity or are of external, alien origin.
Firewall operatives—known as sentinels—are encouraged to act independently and utilize their own resources. Sentinels are connected by a social network known as the Eye, which they can use to acquire help and additional needed skills or resources. A sentinel’s i-rep on this network indicates how much they are trusted and will be a factor in determining what aid they can call in. Firewall also takes care of large
expenses and logistics when necessary, such as egocasting and resleeving needs. Sentinels are guaranteed resurrection, either via cortical stack or by backup, if they lose their lives on a Firewall op.
Sentinels are generally expected to be on-call—when something comes up in their vicinity or that their particular specialty might call for, they’ll be brought in on a job. Sentinels are usually grouped into ad hoc special ops teams appropriate to each mission. Though many sentinels pursue their own agendas after completing a mission for Firewall, it is not uncommon for sentinel teams to remain in contact, share information or continue to work together on Firewall related assignments over a longer period of time.
Firewall operations are usually organized and managed by proxies, agents who maintain Firewall’s decentralized infrastructure. Proxies typically possess more information than individual sentinels and will dispense such information as they deem necessary to the mission, according to each sentinel’s i-rep and need to know. Each proxy’s means of contact, mission briefing, and overall methodologies differ greatly.
PROMETHEANS
NOTE: A prominent topic among conspiracy theorists is the existence of a group of seed AIs calling themselves Prometheans. Rumors of these entities predated the Fall and occasionally flare up as some new evidence comes to light, though such evidence is almost always discredited soon after. According to some theories, the Prometheans predated the TITANs and may even have been responsible for bringing the TITANs into existence. Others postulate that the Prometheans were a TITAN splinter faction who broke off and attempted to counteract the TITANs activities during the Fall. Still others whisper that the Prometheans are not of
transhuman origin at all, and are actually a digital alien mindform that found Earth and now actively interferes with transhuman affairs. Whether the Prometheans are hostile, friendly, or indifferent remains a matter of much conjecture and contention. Prominent organizations like the Planetary Consortium discount such rumors or otherwise remain silent.
PROJECT OZMA
NOTE: [Incoming Message. Source: Anonymous]
[Public Key Decryption Complete]
You won’t find this group mentioned on the conspiracy boards—Consortium security is too tight to allow slip-ups. If you haven’t heard of Project Ozma before, consider this your warning.
Project Ozma was the name of an international collaborative SETI project before the Fall. It briefly entered public discourse after the Fall and the discovery of the first Pandora Gate as a Planetary Consortium initiative to attempt to discern the whereabouts of the TITANs in the galaxy. Shortly afterwards, however, Project Ozma dropped from view, wiped from all public mention in inner system mesh servers. Consortium officials simply claim that the project was folded into other departments.
Firewall doesn’t know what Project Ozma is, but we know they’re still around—and they seem to have similar interests. We’ve butted heads a few too many times for it be a coincidence. Perhaps they’re the Consortium’s version of Firewall, or maybe their agenda is entirely different. I’ve heard some speculation that they’re tasked for preparing for and handling alien contact. All we know is that they operate at the deep black budget level and they have insane amounts of resources at their beck and call. They’re also vicious as fuck, the type to shoot first and question your backup later. SOP if you run counter to a Project Ozma op is to bail out fast and stay hands off. We’ve lost dozens of agents to them already.
SYSTEM GAZETTER
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NOTE: Transhumanity has extended out from its lost homeworld and colonized not only the solar system but various exoplanets as well, thanks to the discovery of the Pandora Gates. This section provides an overview and incomplete sampling of transhumanity’s settlements.
SOL (THE SUN)
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NOTE: The solar system was formed billions of years ago through the accretion of material remaining from the formation of its star, Sol, the sun. Locked ever since in its orbit, the history and present disposition of virtually every object within two light years is shaped by its relationship to this body. The sun is a bright G2 main sequence star, theoretically on the hot end of the continuum of stars able to give rise to life. For most of its history, transhumanity fueled its rises and falls with the sun’s energy, first as stored in materials like hydrocarbons, later directly with solar converters.
Today the sun remains a crucial source of energy, but its outer reaches have also become home to some. The adaptations required to dwell here make thesesuryasone of transhumanity’s most unusual offshoots.
SURYAS AND SALAMANDERS (CORONAL MORPHS)
NOTE: Perhaps an example of transhumanity’s most extreme neogenetic creations are the morphs adapted to live in the sun’s corona. Suryas, named after a Hindu sun deity, are large, whale-like, and uniquely adapted to dwell in the brilliant, superheated plasma cloud of the sun’s outermost layer. Each surya is like a miniature version of a circumsolar habitat. Their metabolisms generate powerful magnetic fields that shield them from the sun’s heat and radiation, while acting as magnetic sails and scoops by which they sail on the currents of the solar wind and extract elements carried on it. Suryas are protected by layers of liquid water “blubber” that capture harmful ions, which internal medichines extract and eject, while maintaining useful elements such as oxygen and hydrogen, from which more water can be synthesized. They communicate using patterns of dark and light coloration on their exterior skins and are extremely sensitive to the helioseismic soundwaves that are the sun’s pulse, using these vibrations to predict and avoid heavy weather in the coronal atmosphere.
A second type of coronal morph is the salamander, a tiny humanoid morph with gas jets on the back and chest for maneuvering in vacuum. Salamanders have very similar metabolisms to suryas, but are unable to survive unprotected in the corona. They subsist on the chemicals and energy extracted from the corona by Ukko Jylinä, the only habitat where they are found. Both suryas and salamanders communicate either via transmissions from their implants or by “sunspotting”—shifting dark and light patterns on their skins to form language.
HABITATS
NOTE: Habitats in Sol’s corona face challenges more extreme than those faced by habs anywhere else in the system. Transhumanity’s only means of shielding a habitat from the heat and radiation emitted by a G2 star is to generate strong electromagnetic fields. Even then, the dangers posed by solar flares and coronal mass ejections—massive explosions that jettison coronal material tens of thousands of kilometers out into circumsolar space—mean that the Sun’s polar regions are the only safe space in which to position habitats. As such, circumsolar habs require extraordinary expense to build and maintain, and two of the three major circumsolar habitats are heavily backed by distant organizations.
The outer layers of circumsolar habitats are covered with thousands of electromagnetic dynamos drawing power from the sun itself. These dynamos generate the powerful fields necessary for shielding. Within are intermediate layers filled with liquid water that captures ionized particles, teeming with nanites that collect the ions and vent them into space. The water must be regularly replaced from captured iceteroids that are imported using heavy electromagnetic shielding of their own. Within the water shield is a cluster habitat, an array of modules on a framework following a roughly spherical plan.
Coronal habitats are easily detectable at a great distance because of the bow shock preceding them and the plasma tail left behind in the solar wind.
ATEN
NOTE: Operated by a consortium including hypercorp interests and the University of New Shanghai, Aten supports a population of about 12,000 transhumans. Rumors abound that military research is a major component of this habitat’s mission. Aten is heavily policed and difficult to visit. The most publicized discoveries from this habitat involve propulsion systems and new solar energy collection technologies.
HOOVERMAN-GEISCHECKER
NOTE: The argonauts and Titan Autonomous University are the major supporters of this habitat, which supports a population of about 4,000. In contrast to Aten, access to this habitat is relatively open. Major avenues of research include pure science and research into corona-adapted morphs.
UKO JYLINA
NOTE: Ukko Jylinä is the name used by outsiders for the suryas’ safe harbor. In the surya tongue, the name for the place is a common sequence of helioseismic vibrations. When transposed fifteen octaves upward into the usual range of transhuman hearing, this sound is a chaotic rumble to most ears, but the suryas consider it one of the most beautiful sounds the sun makes.
Ukko Jylinä is more of a camp than a hab, an area of refuge for suryas during severe solar weather. It also serves as a place for suryas to socialize and mate, replenish water from imported iceteroids, and egocast or resleeve. The population therefore fluctuates a great deal, usually hovering around 300, but swelling to 3,000 (nearly the entire surya population) during heavy weather. Ukko Jylinä also has a few modules in which non-surya morphs can survive.
Very little of Ukko Jylinä consists of enclosed hab modules. Instead there are many utility modules with their access ports open to space. Bereft of the solar wind, suryas within the camp generally wear gas-expelling maneuvering harnesses or resleeve in salamanders if they need to do work requiring fine manipulation.
A QUICK PRIMER ON TRANSHUMAN HABITATS
NOTE: Habitats are covered in detail on p. 280. A quick overview is provided here:
- Aerostatsare massive cities floating in the upper cloud layers of Venus.
- Beehivesare tunnel warrens inside asteroids and moons.
- Clustersare microgravity habitats consisting of interconnected modules.
- Cole bubblehabitats are hollowed-out asteroids, terraformed on the inside, and also spun for gravity.
- Domehabitats are massive domes built on the surface of moons, asteroids, or Mars.
- Hamilton cylindersare self-building advanced nanotech habitats designs.
- O’Neill cylinderhabitats are like large soda cans, only huge, over a kilometer wide and several kilometers long. The interior is terraformed and the entire cylinder is spun for light gravity. O’Neill cylinders are sometimes paired together, end to end.
- Reagan cylindersare an inefficient type of O’Neill cylinder, built by hollowing a cylinder within a spinning asteroid, and used in the Jovian Republic.
- Tin canhabitats are small, cramped, cheap, modular boxes, typically used in early space colonization.
• Torus habitats are big donuts or wheels, spun so that the outer rim has gravity. The interior spokes are zero-G.
SOLAR SYSTEM MAP
NOTE: Download the Large size (1024 x 790) of this image from Flickr.
VULCANOIDS
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NOTE: The Vulcanoids are a population of asteroids that lie between Mercury and the Sun. Based on the predictions of early 21st-century science, the number of Vulcanoids is unexpectedly small.
V/2011-CALDWELL
NOTE: Discovered in the early 21st century and subject to a flyby by a Japanese solar research mission in the 2020s, V/2011-Caldwell was nothing but a line on astronomers’ catalogs, notable only for the virtual lack of cratering on the one side that was photographed. Then, a few years after the dust settled from the Fall, a small team of prospectors from Venus discovered a Pandora Gate. Now controlled by TerraGenesis, Caldwell was used primarily for exoplanet research for several years, though the hypercorp is now engaged in several alien world terraforming and geo-engineering projects. TerraGenesis regularly sells gate access to other hypercorps and organizations. Caldwell is a remarkably smooth, spindle-shaped asteroid
about four kilometers long and half a kilometer in diameter at its widest point. Called the Vulcanoid Gate, it is situated at the bottom of a deep crag near one of the asteroid’s narrow poles.
MERCURY
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NOTE: The closest planet to the sun has a mass comparable to Luna but is a great deal denser due to its iron-nickel core. Mercury rotates slowly and has no atmosphere, so that its day side is hot enough to melt most metals, while its night side is bitterly cold. Because it lacks many of the elements needed for transhuman colonies to be self-sufficient, Mercury is sparsely inhabited, save for a handful of solar power relays, a few underground mining stations, and a single large surface mining concern, Cannon.
RESOURCES AND ECONOMICS
NOTE: Most of Mercury’s economy is based on mining. Iron, nickel, and other metals make up 70% of the planet’s mass, making it the richest source of ferrous metals outside of the asteroids. Mercury also does a brisk business in relaying solar power and serves as a jumping-off point for solar research concerns unwilling or unable to support stations in the solar corona. Mercury has limited Helium-3 deposits, although these are predominantly mined for local use. It is an open secret that several powers have antimatter production stations here. Officially, these stations are massive solar power relays, but the immense toroid particle accelerators and large spherical magnetic containment units required for antimatter production and storage are nearly impossible to disguise.
CALORIS 18
NOTE: The only known site of TITAN activity on Mercury during the Fall, Caloris 18 was a sparsely-crewed solar power relay station belonging to Lukos, a now-defunct Russian corporation. Vanya Ilyanovich, the AGI administering the facility, rounded up all of the station’s transhuman inhabitants and fused their morphs into a gigantic, centipede-like abomination before destroying itself in a failed attempt to merge consciousnesses with all of the minds in its creation. Since then, Caloris 18 has been under strict quarantine.
CANNON
NOTE: Mercury’s largest surface settlement is a city-scaled solar-satellite-powered mobile mass driver that crawls along the cool side of the planet, flinging apartment building sized ingots of extracted metal into space. The habitat is owned almost entirely by the hypercorp Jaehon Offworld, which built Cannon with backing from Lunar banks looking to diversify in anticipation of a post-He3 Lunar economy. Most of the 10,000 inhabitants are Jaehon employees, and security is tight. Cannon makes a long loop of the heavily-mined Caloris basin during the long Mercurian night before following a route that takes it around the planet’s northern hemisphere, avoiding the blasting rays of the sun. Along the way, it stops at a series of mining operations, collecting the gigantic ingots for launch into orbit.
VENUS
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NOTE: Venus is Earth’s closest neighbor and the planet most
like it in terms of size and geology. It is a rugged
world of volcanic mountains, canyons, high plateaus,
and sweeping volcanic planes crisscrossed by riverlike
magma channels. Much of the surface is basaltic
rock. The climate of Venus is one of the most inhospitable
in the solar system. Perhaps only the hideous
radiation of the inner Jovian moons presents a more
difficult challenge to transhuman colonization. The
Venusian atmosphere is a superheated maelstrom of
carbon dioxide and sulfuric acid, with an atmospheric
pressure at its surface equivalent to that five kilometers
below the surface of Earth’s oceans. Venus also
lacks more than trace amounts of hydrogen, meaning
that water must be imported in the form of iceteroids
from the outer system. Nonetheless, transhumanity has come to Venus,
and with it, debate over how to make use of the
planet. Venus has no permanently inhabited surface
settlements other than a few equipment and supply
caches used by planetside researchers. Despite difficulties,
transhumanity has found survival strategies
that work here. The most surprising of these are the
aerostats, lighter-than-carbon dioxide habitats that
float in the thick Venusian atmosphere. Aside from
a few independents or ones loyal to the Planetary
Consortium, these aerostats are the base of the new
Morningstar Constellation power bloc. Notable for
their research labs, nanofab design houses, software
studios, and luxury resorts, the Constellation’s aerostats
are increasing at odds with Planetary Consortium
and Lunar-Lagrange Alliance interests.
On some aerostats, areas populated only by indentured
synthmorphs are open to the Venusian atmosphere.
Some 5,000,000 transhumans live in aerostat
habitats and another 10,000 on the surface. Roughly
350,000 transhumans live in habitats orbiting Venus.
Though the Planetary Consortium is considering
the launch of a Venusian terraforming project, this
plan is actively opposed by the Morningstar Constellation.
The Constellation’s aerostats see the terraforming
proposals—which include massive cometary
bombardment or building a planet-sized sun shade
to cool the atmosphere—as not only unworkable but
disruptive to their lives and profits.Venus is a fascinating place for climatologists, geologists,
and other planetary scientists. The discovery
of Venusian protobacteria created a new branch of
life sciences overnight, though so far the practical applications
for organisms with such radically different
metabolisms from terrestrial life have been limited.
Gerlach
NOTE: Gerlach is an O’Neill cylinder supporting about
100,000 transhumans. Generally recognized as
the research powerhouse of Venus, Gerlach is also
one of the strangest places in the inner system. The
inhabitants have strong ties to the argonauts and
sympathies for the outer system autonomists and
are strong proponents of morphological freedom,
cognitive experimentation, and open innovation.
Gerlach’s main activities are planetside research and
exploration, hostile environment morph design, and
aerostat construction.
Octavia
NOTE: Octavia is the most successful aerostat habitat to date
and the political center of the Morningstar Constellation.
It maintains an altitude of roughly 55 kilometers
above the northern highlands of Ishtar Terra. Octavia
resembles an immense, mushroom-shaped skyscraper,
450 meters tall, ringed at its center by four radial
outrigger spars, each ending in a stabilizing gas envelope
filled with helium. The cap of the mushroom
is a hard, translucent dome that provides an open,
park like space while also serving as the main gas envelope
(oxygen, which is much lighter than the CO2
making up most of Venus’s atmosphere, is the main
source of buoyancy). The habitat is fluted from top to bottom, going from a diameter of almost 300 meters
at the base of the dome, to 15 meters wide at the very
bottom. A huge counterweight tethered to the bottom
of the structure prevents the habitat from capsizing
during storms. Atmospheric craft and shuttles from
orbit may land at flight decks near the base of the
outriggers. 500,000 people live aboard Octavia.
Aphrodite Prime
NOTE: One of 20 smaller aerostats, Aphrodite Prime hovers
54 kilometers above Aphrodite Terra. It is a center for
Venusian tourism; fully a quarter of this aerostat is a
resort for wealthy off-world visitors. Aphrodite Prime
is also the primary research station for the design and
creation of life forms adapted to live in the Venusian
clouds. This aerostat has a population of 300,000 and
features closed-environment test aviaries populated
with clouds of air plankton and schools of recentlydesigned
flying squid and balloon fish.
Venusian Rumors
NOTE: [Incoming Message. Source: Anonymous]
[Public Key Decryption Complete]
We need you to investigate some odd rumors
circulating about activity on the Venusian
surface. According to reports, an Omnicor
research team went missing about a week
ago. Unlike many Venus surface teams, these
weren’t teleoperated bots but actual synthmorph-
sleeved researchers operating away
from the safety of an aerostat’s tether—which
is suspicious behavior itself. Search parties
have turned up no sign of the missing morphs,
but scuttlebutt says they ran into signs of
recent TITAN activity that have them freaked
out. I haven’t found any evidence to back this
up, yet—it could just be some misinformation
to keep people from digging around part
of the surface. I’ve heard that some security
corps have some quantum data caches buried
away down there. Looking into this may
require getting a hold of some heat and pressure
resistant synthetic morphs.
EARTH
Edit
NOTE: Ecologically devastated and infested by the weird spawn of the TITANs, transhumanity’s homeworld doesn’t get many visitors. Earth’s once-populous urban regions are massive sprawls ruined by war and heavy weather, infested with dangerous artificial life and the occasional survivalist gang. Elsewhere, irradiated blast zones and desolate wasteland prevail. Due to harsh climatic conditions, the wilderness has been slow to reassert itself, and vast swaths of dead forest or burned grassland are common sights.
Even from orbit, Earth shows deep scars. Breaks in the sooty cloud cover created by orbital bombardment during the Fall reveal continents ravaged by coastal flooding, desertification, and radical temperature shifts. The only known detonation of an antimatter bomb within a planetary atmosphere, centered on what was the Chicago-waukee Metroplex in North America, left a crater over 200 kilometers wide wherein most matter was instantly vaporized. Craters left by mass driver bombardment dot the surface as well. Mass die-offs of lynchpin species like honey bees and krill destroyed entire ecosystems, leaving vast swathes of barren land and sea inhabited by only the most adaptable species. Most of Europe is sub-arctic; much of Africa and North America, desert. Ironically, transhumanity’s deployment of nuclear weapons against TITAN surface installations arrested the effects of global warming by creating a nuclear winter. Nuclear attacks against Earth have ceased, but the Lunar mass drivers still occasionally hurl captured asteroids at suspected surface works created by remaining TITAN war machines. In any case, the damage from humanity’s warming of the globe was already done. The patterns of life on Earth, and the very face of the planet, have been irrevocably rewritten.
Earth once had multiple space elevators in operation, but with exception of the Kilimanjaro beanstalk, the others were destroyed during the Fall, wrapping around the planet as they crashed to Earth, leaving swathes of destruction.
POPULATION
NOTE: Earth’s population is a matter of speculation. The reclaimers and Lunar authorities, both of whom spend a great deal of effort monitoring Earth, agree that surface energy emissions suggest a population of about one million once-humans living as servitors to the TITANs, although these numbers assume patterns of energy usage similar to those of pre-Fall humanity.
Though the Planetary Consortium claims that no survivors remain on Earth, reclaimer estimates guess that between 20,000 and 100,000 free humans remain. These numbers are hard to formulate, given the limited number of remote areas where humans could remain undetected while obtaining enough food to subsist. Some areas likely to conceal sizable remnant populations include the highlands of Papua-New Guinea, the Ozark Mountains of North America, and the jungle uplands of Vietnam and Laos, though it is also possible that certain underground and undersea settlements survive. Attempts to make contact with survivors have universally ended in disaster.
During the Fall, thousands of people unable to escape Earth resorted to having themselves backed up and transmitted off-planet. Many of these--along with some who had no backups—also put their bodies in cryogenic storage, hoping to wait out the Fall for rescue. Some reclaimers have speculated that dozens of these cryogenic facilities may still be functional.
HABITATS
Edit
NOTE: Earth had a mature orbital industry sector and a considerable population in orbit at the time of the Fall, with over a billion people living full-time in space. Earth orbit was one of the fiercest battlegrounds of the Fall, however, and hundreds of habitats and other installations were destroyed or rendered unusable. As such, Earth orbit and the Lagrange points are littered with the detritus of pre-Fall humanity. Derelict habitats can mean tidy profits for intrepid scavengers, but many are also infested with TITAN spawn and hostile nanoswarms, making them incredibly dangerous.
To make matters worse, someone or something has unleashed a large number of autonomous killsats in Earth orbit to interdict would-be visitors. Some of these are repurposed pre-Fall military hardware, while others are newer construction. So far, no one claims responsibility for them. The Planetary Consortium is suspected, as they support and sometimes enforce a quarantine of the planet, but the possibility exists that the killsats may be TITAN relics or the efforts of another agency.
Despite the chaos of Earth orbit, numerous habitats remain active here, many of them participants in either the Planetary Consortium of Lunar-Lagrange Alliance. Dozens of formerly derelict habitats have also become home to squatters, some of them with criminal intent, others just looking to escape the squalor of life in the overcrowded Lunar-Lagrange habitats, even if it means taking a risk.
FRESH KILLS
NOTE: Essentially an armed-to-the-incisors scum barge, Fresh Kills is a salvage base near the edge of Earth-Luna L5 point. The base is built around a huge central docking spindle with moorings for small craft and habitat modules in the center, and massive weapons batteries at either tip. Scavengers can moor their own craft or, at considerable expense, egocast in, resleeve at the facility, and hire shuttles for excursions. The gun batteries are articulated such that any craft showing signs of trouble can be hastily jettisoned and destroyed. 2,000 transhumans live on Fresh Kills, although the population is transient and fluctuates a good deal.
PARADISE
NOTE: Situated in a halo orbit at the Earth-Sun L1 point, Paradise was an exclusive spa and resort station for the ultra-rich before the Fall. In the wake of the Fall, Paradise fell on hard times, swarmed as it was with refugees and no longer an ideal vacation spot. Recently, however, Paradise fell back in favor with the inner system glitterati, who undertook measures to expel many of the lingering squatters and refurnish it as an elite social space. Recent rumors suggest the Consortium’s Hypercorp Council has used Paradise for important face-to-face meetings.
VO NGUYEN
NOTE: The Reclaimers maintain this station in high geostationary orbit, monitoring Earth and making plans for potential geo-engineering efforts. Vo Nguyen is a small O’Neill cylinder hidden in a dangerous cloud of space junk and protected by swarms of killsats, gun emplacements, and drones. It is occasionally used as a jumping off point for secret surface expeditions.
Luna
Edit
NOTE: The first planetary body to host permanent human
habitation, Earth’s sole moon is home to the second
largest population of transhumanity on a single
planet and remains a lynchpin of culture and economic
activity. Lunar history has been shaped dramatically
by the Fall. Before the need to evacuate Earth
arose, it was expected that the Moon would remain
largely an automated mining concern, never attaining
a population of more than a few million. Luna
was never seen as an economically viable location for
colonization, the focus instead falling on Mars and
the outer system.
When the Fall came, every polity that couldn’t
hope for a shot at Mars or elsewhere set its sights
on Luna. The Indians were the only great power that
had invested heavily in Luna. The other three major settlements, Erato, Nectar, and Shackle, were multinational
and hypercorp concerns with no strong national
affiliations. These three cities swelled overnight
into polyglot refugee camps, while the Indian settlement,
New Mumbai, was nuked black by the corps
when it became apparent that a TITAN infection had
taken hold there.
Bereft of nationhood, Lunars developed their own
resourceful, tough-minded culture which has emerged
as a counterbalance to the radicalism of the outer
system and the excesses of Mars.
Transportation on Luna is largely by suborbital
rocket, although trans-sonic bullet trains also operate
along shorter routes. The major space port is at
Nectar. There is also a skyhook—a massive orbiting
satellite spaceport that drags a massive tether, which
acts as a space elevator along a track running across
the Lunar surface south of the equator. As a result,
many smaller cities lie along the skyhook track.
Fashion/Design
NOTE: Nectar is one of the three fashion/design capitals of
the system (along with Noctis on Mars and Extropia).
The Lunar design houses have two major advantages:
an inventive population and a low planetary gravity
that makes it easier to design for the low gravities that
prevail in much of the system. Some habitats elsewhere
in the system even choose a rotational speed that
simulates Lunar gravity in order to get the greatest
benefit from Lunar designs.
Helium-3 Mining
NOTE: Although it’s not the richest place to mine He-3, Luna
has such good infrastructure for extraction and distribution
that it more than makes up for the fact that
Luna is very poor in hydrogen for more conventional
forms of fusion. Unlike the vast reserves of the gas
giants, however, the amount of readily extractable
He-3 in the Lunar regolith is finite. Some of the richer
deposits are already tapped out, and concerned Lunars
consider their world’s future after these deposits are
exhausted a major issue.
Finance
NOTE: The Lunar banks are the oldest (and thus richest) in
the system, though hypercorps like Solaris are close
on their heels. Interestingly, the rise of the reputation
economy in the outer system has not presented as
much of a problem for these banks as one might have
expected. Lunar banks got hip to the reputation game
long before the Martian financial institutions and
moved in to capitalize on it immediately. By the time
Martian banks knew what was going on, Lunar financial
institutions had struck deals with the Extropians
and dominated all of the points of exchange where
favors could be bartered for cold, hard cash between
inner system corp types and outer system anarchists.
The same genius fueling Lunar design created a complex
barter to cash network that almost everyone
uses. While some autonomists find it infuriating that
they have to deal with a monolithic banking system
to get by in the inner system, others are simply happy
to deal with the Lunars instead of the Martians for
this service.
Erato (Eratosthenes)
NOTE: Erato (population 5 million) is a major mining center
consisting of a series of heavily shielded surface domes
and a vast underground city. Erato is centered around
the Eratosthenes crater on the southern edge of the
Mare Imbrium (Sea of Showers), in the northern
hemisphere of the Terra-facing side of Luna. Erato has
access to both the rich titanium deposits of the Mare
Imbrium and fields of Helium 3-abundant regolith.
Erato is one of the oldest mining settlements on
Luna and one of the first to become commercially
viable. As such, many of the Lunar banks are centered
around this city. The vaulted heights of the Great
Cavern of Erato, originally excavated by a Sino-European
conglomerate, reach a height of 1.5 kilometers at
the apex, leaving room for a teeming city of gardens
and towers grown from Lunar silicates and industrious
nanites, lit from above by sunlight entering via
great mirrored vents.
Nectar (Nectaris)
NOTE: Nectar (population 9 million) lies about 100 kilometers
due east of Theophilus crater on the Mare
Nectaris (Sea of Nectar) in Luna’s southern hemisphere.
Nectar is a design powerhouse, home to the
great Lunar design houses that set fashion and design trends for much of the solar system. Due to its location
relatively close to the Lunar equator, Nectar also
hosts Luna’s primary long-haul space port and is on
the pickup path for the Lunar sky hook.
New Mumbai Containment Zone
NOTE: The incineration of the New Mumbai colony with
nuclear weapons during the Fall to prevent the spread
of TITAN infection left a scorch mark roughly 100
kilometers in diameter on the face of Luna that is
still visible from high orbit. The colony was a heavily
automated Helium-3 mining station, located in the
midst of rich Helium-3 fields on the edge of the Mare
Moscoviens. It remains a heavily-patrolled quarantine
zone to this day.
Shackle (Shackleton-New Varanasi)
NOTE: Shackle (population 6 million), built in and around
the south polar Shackleton crater, is centered around
one of two major water extraction operations on
Luna. New Varanasi, the city of temples, is the most
impressive section of the city. Shackle was the other
major site of old Indian influence on Luna, and with
the destruction of New Mumbai holds special importance
to descendants of the Indian diaspora. New
Varanasi is a monumental artificial cavern complex
with an intricate canal system fed by melted ice from
the polar caps above. As a source of lifegiving water,
it now holds the same importance to the Hindu faith
once ascribed to the River Ganges on old Terra. Survivors
of other Indian religions, such as the Jains and
Sikhs, have also made their temples here. This makes
Shackle a major pilgrimage site; tourism is the major
industry after water extraction. A small herd of Indian
elephants is a major attraction, and the elephant god
Ganesha, Remover of Obstacles, is extremely popular
on Luna, even with non-Hindus.
TILION’s Jupiter Brain
NOTE: [Incoming Message. Source: Anonymous]
[Public Key Decryption Complete]
Our investigation into codename: TILION’s
Lunar research activities has confirmed our
suspicions. The hypercorp is engaged in experiments
to convert confined spherical masses in
the Lunar interior into testbed micro-Jupiter
brains. The silicate-rich Lunar crust makes the
locations they have chosen ideal for the project.
Though we have not verified it, we believe that
TILION not only followed the trail of TITAN research
into this area, but is in fact in possession
of a small cache of TITAN-made computronium.
There is no saying what the TITANS may have
been using this cache for, what it may store, or
what may occur if TILION completes the project
and brings the micro-Jupiter brain online.
Fortunately, time seems to be on our side, and
we have several weeks if not months before
any significant part of the project is activated.
We will continue to infiltrate and learn more,
but we strongly suggest an erasure squad be
moved into position and placed on standby.
MARS
Edit
NOTE: Earth was the cradle of transhuman civilization, but Mars, with a population of 200 million, is now its heartland. When humanity began its spaceward diaspora, Luna was its first stop. Yet while Luna boasts a sizable population, Mars was the first world humans settled where they could thrive entirely on locally available resources. During the first few decades, the early Martian settlers dwelt in tin can hab units, extracting methane from the local atmosphere for rocket fuel and water from the Martian permafrost, farming in inflatable greenhouses, and eventually manufacturing enough greenhouse gases to warm the planetary climate to the point where transhumans could walk the Martian surface unprotected, save for oxygen respirators.
The second phase of the great project of terraforming Mars—husbanding plant life and microbes engineered to rapidly replace atmospheric carbon dioxide with oxygen—was already underway at the time of the Fall. A belt of orbital mirrors helps to heat the planet by focusing the sun’s rays. The spread of plant life is a long-term project that will take several centuries to produce a fully breathable atmosphere, but the nigh-immortal transhumans of Mars are prepared to be patient. A new homeworld is worth the wait. Research into new plants and microorganisms capable of releasing oxygen and nitrogen into the Martian atmosphere at an ever-accelerating pace is a major focus of economic activity.
In the meantime, the red planet is a place of startling contrasts, from the stark beauty of its mountain ranges and high desert, to the slowly greening bottomlands of the equatorial Valles Marineris canyon system. In these bottomlands, oxygen levels are slowly rising, and liquid water can now be found in canals that had already been dry for millions of years when transhumanity’s ancestors came down from the trees. Mars is a popular destination for travelers from around the system. Many Martians accrue wealth by operating lavish hotels, offering tours of historical sites, and leading wilderness expeditions to the rugged highlands and vast deserts of the untamed Martian frontier.
Mars now sports five vast, domed cities, mostly in the equatorial regions, along with numerous smaller settlements. Settlements are connected by surface roads, a network of near-sonic maglev trains, and air/spaceports from which suborbitals, airships, and near space rockets fly on regular schedules. Thanks to the abundance of methane fuel and the one-third Earth gravity, transhumans on Mars have finally got their flying cars as well, and all settlements have well-delineated rights of way for these vehicles. Meanwhile, in the wild uplands, planetologists and terraforming engineers dwell in small villages, living the simple life in ruster morphs while seeing to the continued development of the Martian climate and atmosphere.
As a partially terraformed planet with vast tracts of unused land, Mars is one of the few places that can offer new sleeves to infomorph refugees. Martian brokerage houses do a brisk business in the purchase and resale of infomorph contract labor, with agreements (for some) leading to eventual sleeving. This has led to a sizable Martian underclass, however, organized as a growing resistance movement under the Barsoomian banner (though the hyperelite socialites disparagingly call them “rednecks”).
REGIONS
Edit
NOTE: Mars is broadly divided between the lowlands of the north and the highlands of the south, which in many places are separated by dramatic cliffs up to two kilometers high. Mars has seasons just as Earth, and both north and south poles have permanent ice caps that persist despite transhumanity’s success in warming the planet. Both regions present obstacles to terraforming. The northern plains are open and windswept, while the rugged southern uplands remain a difficult terrain for life to gain a foothold. Even so, tough Earth species like cacti and succulents are able to grow in the best spots.
MA'ADIM VALLIS
NOTE: Ma’adim Vallis: This deep canyon system on Mars holds one of the Planetary Consortium’s most treasured possessions: the Martian Gate. This Pandora Gate was originally discovered by nomadic Barsoomians, then violently wrested from their hands by hypercorp troops—an event that still rankles the rednecks. As different hypercorps themselves nearly came to blows, the Hypercorp Council was forced to step in and offer a resolution that all could agree to. A new hypercorp was founded—Pathfinder—which would control exploration and exploitation of the gate and resources beyond, with special privileges and rights given to Planetary Consortium members. The Martian Gate is now a staging point for numerous exoplanet colonies, though some fear the prospect of keeping a presumed TITAN artifact operational on transhumanity’s most populous planet.
OLYMPUS MONS
NOTE: Mars’ most notable landmark is the mighty shield volcano Olympus Mons, on which the first—and still principle [SIC]—Martian space elevator was constructed. Similar in shape and origin to Earth’s Hawaiian Islands, but now dormant, Olympus Mons is one of the highest mountains in the solar system, rising 27 kilometers.
Olympus, the settlement in the volcano’s caldera around the base of the space elevator, was once the chief city of Mars, but waned in popularity as a place to live when terraforming made other regions more attractive. A maglev train from Olympus takes a little over three hours to reach Noctis; air travel is even quicker. Despite the waning of the city, the space elevator still sees heavy use.
VALLES MARINERIS
NOTE: Most of transhumanity’s terraforming efforts center around the winding Valles Marineris canyonlands, which twist and turn over 4,000 kilometers east-to-west along the Martian equator. In these relatively warm bottomlands, liquid water is becoming abundant and the land is green with hardy Terran plant species like crab grass, dandelions, and towering Douglas firs (which botanists estimate may reach heights of 180 meters in the low Martian gravity). 75% of the transhuman population of Mars lives in this region, giving it the highest density of transhuman habitation in the solar system.
THE ZONE
NOTE: Officially labeled the TITAN Quarantine
Zone, the TQZ is a large area stretching from
the smooth plains of Amazonis Planitia (between the
Tharsis and Elysium volcanic areas) and southeast to
Arsia Mons (just west of Noctis). This zone is known
to be crawling with leftover TITAN machinery:
warbots, nanoswarms, and other dangerous things.
Several devastated habitats lie in this region, including
the former Islamic stronghold of Qurain. Few dare
venture here, though some rumors suggest that Barsoomian
smugglers make use of the Arsia Mons caves
and even scavenge for TITAN tech, despite the risks.
Planetary Consortium drones keep a vigilant eye on
the Zone’s borders, though for unknown reasons the
TITAN relics rarely stray beyond its bounds .
ASHOKA
NOTE: Ashoka is located in a crater in the Ares Vallis region about 3,000 kilometers northeast of Valles-New Shanghai, not far from the landing sites of the early Viking and Pathfinder probes. The town is a popular spa and spiritual retreat for Martians wanting to revisit their pioneer roots. It is also an active terraforming station and a major point of contact between the seminomadic Barsoomian culture of the high desert and the settled Martians of the equatorial canyonlands. 10,000 scientists, historians, terraforming workers, and spiritual gurus live in the town and surrounding area. A major attraction is a museum housing the Pathfinder lander and the Sojourner rover (which was still operational when humans landed and discovered it circling endlessly in a crater). The Viking lander is in another museum a short monorail ride from town. In a move that infuriated historical purists, all three machines were given modern hardware upgrades when discovered and now house AIs who act as historians of early Mars exploration. Sojourner is particularly friendly and sometimes leads lucky groups on walking tours of early landing sites.
ELYSIUM
NOTE: Located in the Elysium and Hyblaeus Chasma in the north of the Hesperia region in Mars’s eastern hemisphere, Elysium is the entertainment capital of the system and the largest Martian city outside of the canyonlands of the equator. It is also the most physically remote of the large Martian cities, though transhumanity’s advanced transportation technology (suborbital flights and rocket flight from habitats above) make this remoteness a trivial quality.
Elysium and Hyblaeus Chasma together make up a 250-kilometer long canyon system in the shadow of Elysium Mons, a 14-kilometer mountain located about 200 kilometers northeast of the city. In between is the Zephyrus Fossae, an undulating, windswept lava plain. The city was the vision of one person, Zevi Oaxaca-Maartens, an eccentric entertainment magnate who was intrigued by the close proximity of the eminently terraformable Chasma to the unspoiled Hesperian terrain.
The city is only 30 years old but already boasts a population of 9 million transhumans. Elysium is mostly built into the canyon walls of the Chasma, sprawling over a 75-kilometer stretch, all of which has been domed over. Unlike the big domed metroplexes of the south, Elysium takes advantage of the canyon walls, which are close enough together that rather than building free standing domes, the builders have simply built great enclosing arches to completely cover the canyon. These expand northward year by year as the city grows. From low orbit, it looks like a great, glistening serpent.
The Martian city of Elysium is the spiritual successor to old Terra’s Los Angeles as the entertainment capital of the solar system. Glamorous stars and blood drinking producers, coupled with a healthy dose of outrageous (if often vapid) transhuman creativity have made Mars an unrivaled media powerhouse. Elysium may boast more exalt and sylph morphs per capita than any other transhuman city. Image is everything here, and to visitors it may seem as if everyone in this city is either blindingly beautiful or calculatedly ugly. The most successful performers and entertainment tycoons live lives of glittering privilege that would make the richest gerontocrat in New Shanghai mildly envious. Everyone else, from up-and-coming game producers to the virtual ero performers, has to hustle constantly.
NOCTIS-QIANJIAO
NOTE: With a population of 13 million, Noctis-Qianjiao is the major metroplex in the west of the Valles Marineris region, an area known as Noctis Labyrinthus. Although not as hospitable as the Eos region in which Valles-New Shanghai lies, Noctis Labyrinthus is considered prime real estate for its gorgeous scenery and well-developed river systems. The metroplex boasts two major domes: Qianjiao, on the northern bank of the River Noctis, and Noctis City (normally just called “Noctis”) to the south. Connecting the two domes and spanning the river is a sprawling network of lesser domes and souks, although these have been pushed north and south over the years as the planet warms and the river grows wider.
Noctis-Qianjiao is the center of the Martian design and fashion industries, which in the abundant Martian economy arguably makes the city as important as much larger Valles-New Shanghai. This settlement’s proximity to the Zone sometimes alarms visitors, but there have been no public incidents to cause concern so far.
OLYMPUS
NOTE: Olympus, with a population of 1 million living in a space designed to accommodate 6 million, is something of a ghost town. The former principal city, built in the caldera of Olympus Mons around the space elevator, is now fallen into disuse. As the temperatures rose and the climate improved in the Valles Marineris canyonlands, most of the population left the windswept caldera for more hospitable surroundings. Olympus is not and never was a large domed city, consisting instead of a souk-like network of minor domes and antiquated tin can hab modules. Low atmospheric pressure and bone freezing temperatures at the city’s altitude of 27 kilometers mean that most transhumans venturing outside the souks and hab modules still need the equivalent of light vacsuits to survive. Martian Alpiners, a rare morph found in few other places, are not uncommon here due to the harsh conditions.
The city center is well-maintained and carefully overseen by the Olympus Infrastructure Authority, a minor hypercorp that operates the space elevator. The outskirts are economically depressed and sometimes dangerous, mostly deserted and populated by squatters, indentured downloads on the run, and other people who really want to be left alone. Occasional outbreaks of dangerously mutated artificial life are one of the few reasons for which the Authority bothers to intervene in the outskirts. Otherwise, the old tin can habs and their strange inhabitants are left to decay.
PROGRESS (DEIMOS)
NOTE: Progress is one of the largest Cole bubbles in the Solar System. With 8.5 million residents, it is second in population only to Extropia in the belt. Progress was created when Fa Jing evicted all of the former residents from the Martian satellite of Deimos, excavated the inside of the moonlet, and used a massive solar array to convert it into a bubbleworld. From an engineering standpoint, Progress is something of an embarassment. The habitat was originally meant to exceed Extropia in size considerably, but difficulties with heating and spinning Deimos forced Fa Jing to abandon their efforts early or risk the moonlet breaking apart.
Progress is nonetheless an impressive habitat, home to hypercorp glitterati and an outpost for a host of major political and economic concerns. Its sister moon, Phobos, remains a warren-like tunnel habitat due to the presence of multiple legal interests unable to agree upon the disposal of the satellite.
VALLES-NEW SHANGHAI
NOTE: The principal city of Mars, Valles-New Shanghai is transhumanity’s largest planetary metroplex, with 37 million inhabitants. Valles-New Shanghai lies in the heavily terraformed Eos region in the east of the Valles Marineris canyon system. The metroplex is comprised of five major domes connected by a network of Martian souks. The souks are a unique architectural feature of large Martian cities, consisting of covered thoroughfares and galleries lined with bazaars, eateries, and squats. It is said one can find anything if one spends enough time walking the souks.
The domes themselves are tamer, with artificial waterways (many of which now connect to the tenuous rivers etching the surface of the Eosian bottomland), grand architecture, residential mini-arcologies, entertainment complexes, and hypercorp conference centers. The most impressive by far is the Bund, the larger and older of two domes making up the city of New Shanghai proper. New Shanghai is roughly bisected by the twisting Ares, an artifical river that helps regulate the dome’s climate. Near its center is an almost brick-for-brick duplicate of the original Bund from the destroyed Earth city of Shanghai.
The other four domes are Little Shanghai (a newer, smaller dome adjacent to the Bund), Valles Center (a business and financial center that rivals the Lunar banks of Erato and Nectar), New Pittsburgh (also called the Burgh, a hub of research and planet-side industry), and Nytrondheim (housing major entertainment districts).
Valles-New Shanghai is transhumanity’s wealthiest population center, a hotbed of art and culture, and one of the system’s great centers of hypercorp activity. The populace includes an extremely high percentage of gerontocrats, but their stifling influence on culture, economic mobility, and the legal system is only one force among many in a city of 37 million people. The city has expanded so much to accommodate its exploding population since the Fall that new construction is a constant. Crime and corruption are widespread, though the worst of it is contained to Little Shanghai. Valles is a place where dreams are made and broken every day, if not every hour.
MARTIAN MANHUNT
NOTE: [Incoming Message. Source: Anonymous]
[Public Key Decryption Complete]
Those deaths you asked me to look into? It’s looking worse than we feared.
I took a buggy car out to the Zim settlement. It’s just a collection of tin can modules, supporting a small terraforming ecostation and facilities for nomadic rednecks. On average, it’s home to 150, if you count the 20 or so pleasure pod AIs that serve as local “entertainment.”
A week ago, a nomad known as Hassan Naceri rolled in. He’s a regular, word is that he runs a lone courier service for the Barsoomians. On this recent visit, though, his behavior was off. He was nervous and agitated. He told one drinking buddy that he’d been forced to hide out in the Zone for a few days and the experience had put him on edge.
Turns out Naceri had run off with a ruster morph without working out his full indenture to Fa Jing a few years back. The ego hunter showed up in Zim and Naceri lost it. He killed the ego hunter and everyone else in the room.
We found a spime’s sensor records that show Naceri transforming. He also killed half a dozen people simply by looking at them.
That’s right. This bugger’s infected.
The Martian Rangers are hot on his trail, but they don’t know what they’re dealing with. So we’re off to try and catch him—it—first. Wish us luck.
MARTIAN TROJANS
Edit
NOTE: Not to be confused with the much larger Jovian Trojans, the Martian Trojans are a small group of mostly rocky asteroids trailing and preceding Mars at its L4 and L5 points.
QING LONG (AZURE DRAGON)
NOTE: Qing Long, with a population of 2 million, is the largest O’Neill habitat in the system. It is situated among the Trojans at the Martian L5 point. Qing Long has its roots in the Chinese Mars colonization effort. Despite its exceptional size, it is one of the oldest habitats of its type, having been built almost entirely from metal-rich asteroids mined near its present location.
Qing Long is a major underworld haven. The habitat’s administration is beholden to several criminal organizations who normally refrain from killing one another. The habitat nominally obeys some hypercorp principles, such as limited access to cornucopia machines, forking, and AGIs. However, thriving grey and black markets enable people with the right connections to acquire just about anything here.
ASTEROID BELT
Edit
NOTE: Spread out over a massive region between the orbits of Mars and Jupiter, the belt contains a few hundred asteroids greater than 100 kilometers in diameter, over a thousand objects greater than 30 kilometers in size, and countless smaller ones. Despite this, the total mass of asteroids in the belt is only a fraction of one of the inner planets, meaning that asteroids are spread out over great distances. A spacecraft flying through the belt is highly unlikely to encounter an asteroid unless it deliberately navigates toward it.
RESOURCES AND ECONOMICS
NOTE: The rich, easily accessible mineral deposits in the Belt were a major link in transhumanity’s first steps toward the outer system. Automated mining and high-impulse ion boosters enabled outer system colonists to move metal-rich Main Belt asteroids into the orbits of Jupiter, Saturn, and beyond, where metallic asteroids are much scarcer. This activity continues to this day as transhumanity pushes further out into the system.
HABITATS
NOTE: Hundreds of small habitats, mostly involved in prospecting activities, dot the belt. Distant from Earth, settlements in the belt were largely spared the devastation of the Fall. Both hypercorp and autonomous outposts flourish here. Derelict habitats abandoned when nearby asteroids were boosted into the outer system or depleted are common here as well, although some of these are now occupied by residents who are best left to their solitude.
CERES
NOTE: One of the system’s three dwarf planets (along with Pluto and Eris), Ceres is almost 1,000 kilometers in diameter and hosts a population of almost a million. Unlike most Main Belt asteroids, Ceres has an icy crust with a layer of liquid water beneath it, like a miniature version of Jupiter’s moon, Europa. With its abundant water, Ceres has a major role in resupplying other stations in the belt. Similar to Extropia, Ceres operates largely along anarcho-capitalist lines. However, the Hidden Concern, a cartel run entirely by uplifted octopi, holds sway in the sub-crustal sea and maintains a stranglehold, as it were, on water extraction operations. Cerean octopoid morphs are specially adapted to survive in the ammonia-rich waters of the Hidden Sea.
EXTROPIA (44 NYSA)
NOTE: This massive beehive habitat is a major crossroads and anarcho-capitalist/mutualist marketplace. Extropia is a neutral free city whose infrastructure and social fabric is maintained by a loose association of anarcho-syndicalist affinity groups. Extropia’s neutrality hinges on strategic alliances between key local figures, their networks, and an unusual array of outside interests that include the Lunar banks, technolibertarian factions, and outer system colonies dependent upon raw materials exported from the belt. The hypercorps use Extropia as a tax shelter and a haven from which to do illicit business. There are no laws or government as such; visitors are advised to register with an insurance and security provider. Named after one of the first transhumanist movements, Extropia is considered a utopia for transhumans looking for body modifications. AGIs and forking are accepted and allowed here. The transhuman population is nearly ten million.
NOVA YORK (METIS)
NOTE: One of the more unusual near-weightless habitats is Nova York, the main city on Metis, a large nickel-iron and silicate asteroid located in the main belt. Nova York, the third largest habitat in the main belt, is a thriving metropolis of 500,000, with the main portion of the city located in a spherical cavern approximately four kilometers in diameter, the top of which is two hundred meters beneath the asteroid’s surface. Lit during the day by a series of huge light tubes in the outer walls, at night the lights of the buildings cause the surface of this sphere to resemble an enormous geode. The habitat’s basic design consists of many thousands of exceptionally tall and fragile-looking buildings that extend between one hundred and fifteen hundred meters above the surface, as well as a few building that stretch from one side of the cavern to the other. In Metis’s minute gravity of 1/140th of a g, up and down have little meaning, and even relatively fragile buildings are in no danger of falling down. The vast majority of the buildings, including ones more than one kilometer tall, are made from thin plastic panels over a durable supporting framework. These buildings jut out at all angles from the sphere.
Many inhabitants of Nova York move from one building to another by jumping, and a single leap can carry someone many hundreds of meters. Residents do not worry about falling—the combination of air resistance and exceedingly low gravity means that even someone falling from the top of the cavern to the bottom is in no danger of injury. In this environment, the only real meaning of up and down is that down is where you look for objects to come to rest (as long as an air current does not pick them up and blow them around).
Jupiter
Edit
NOTE: Large enough that it could almost have formed the
nucleus of a protostar in its own right, Jupiter’s massive
size makes the Jovian System one of the most
challenging places in the system to colonize. Jupiter’s
powerful magnetic field means that its inner moons—
and the outer ones, when their orbits pass through its
immense magnetotail—are bombarded with enough
ionizing radiation to kill transhumans not protected
by the heaviest of shielding within a matter of hours.
There are sixty-three moons and moonlets in the
Jovian system, but only the well-explored, populous,
regular moons are described here.
fathomless depths of black water ending at a depth of
nearly 500 kilometers in a relatively flat, featureless
sea bed. Were Europa a lifeless ball of ice and rock,
this would be the case, but over the estimated billion
years since the rise of life on Europa, tiny lithoderms
(analogs to Earth’s coral) have built silicate reefs that
rise to within a few hundred meters of the ice crust. It
is on these biologically formed mountain tops, home
to complex ecosystems, that the Europans have built
their habitats.
Resources and Economy
NOTE: Jupiter’s powerful gravity well is a major hindrance
to gas mining in the planet’s atmosphere, as even craft
that do not succumb to the violent, centuries-long
atmospheric storms can achieve escape velocity with
only the most powerful propulsion systems. Given the
need for heavy shielding on such craft, gas mining on
Jupiter is not nearly as efficient as on Saturn. Jupiter
has a tenuous ring system, much less dense than
Saturn’s, which extends out for 20,000 kilometers around the planet, encompassing the orbits of its two
closest moonlets.
However, Jupiter’s gravity is also a valuable
resource. Craft bound for Saturn and beyond can
slingshot themselves outward by circling the planet
to pick up velocity, cutting months or years off their
trips. The heavily militarized Jovian Republic levies
tolls against all spacecraft using Jupiter’s gravity to
pick up velocity, including asteroids under propulsion.
This protection money is the Junta’s primary
source of revenue. Planetary Consortium ships generally
accept the payment as part of operating expenses.
Other factions are not so cooperative, and the
Junta regularly seizes or destroys blockade runners.
Habitats and Moonlets
NOTE: Most of Jupiter’s moons are really captured asteroids,
lacking the size and geological complexity of
planetary bodies. All are occupied. Some were converted
to habitats; others host only Junta military and
mining outposts. The Jovian moonlets consist mostly
of carbonaceous rock, poor in metal, with some of
the larger moonlets having layers or even cores of ice.
Beehive habitats and Reagan cylinders predominate in
the Jovian system. Reagan cylinders (called “sarcophagus
habs” by every other faction) are an inefficient
variation on the O’Neill cylinder in which excavators
hollow out an immense, cylindrical cavern in a rocky
asteroid and then alter the asteroid’s rotation with
external thrusters to simulate gravity.
Other habitat types are rare in Jovian orbit, especially
within 2 million kilometers of the planet, where
the radiation is strongest. For a bioconservative faction
unwilling to adopt radiation-resistant morphs, the
Junta is in a poor location. Shielding their populace
beneath tons of rock is a necessity. Despite its military
hegemony, the Junta can’t control all of Jovian space,
and there are things it can’t do on its own—like exploring
Europa. A number of unaligned habitats and
surface settlements exist in the ring system and the
orbits of the Galilean moons.
The Jovian Republic has renamed Jupiter’s moons
after various neo-conservative heroes from Earth’s
history. From closest to most distant, the moonlets are
Metis (Bush), Adrastea (Fairway), Amalthea (Solano),
Thebe (McAllen), Leda (Chung), Himalia (Pinochet),
Lysithea (Friedman), Elara (Buckley), Ananke (Nixon),
Carme (Kissinger), Pasiphae (Schilling), and Sinope
(Garcia). All are tiny, between 5 and 100 kilometers
in diameter.
Almathea (Solano)
NOTE: The largest of the moonlets, hollow Amalthea is probably
the most livable sarcophagus habitat due to the
large lake created from its icy core. Living on Solano
carries some prestige among Junta citizens. Rumor has
it that most of the residents are well-placed RAND
think tank personnel, most of whom work on defense
projects. A fusion-powered axial light tube illuminates
the 30-kilometer diameter central cavern, whose landscape is patterned after the subdivisions and office
parks of an early 21st-century suburb. All buildings
have envirosealing so that the occasional bouts of environmental
sepsis resulting from the poorly regulated
interior ecosystem can be purged with toxin bombs.
Less fortunate support personnel dwell in the beehive
warrens crisscrossing the moonlet’s crust between
cavern and surface. Like most of Jupiter’s moonlets,
Amalthea’s space crawls with patrol craft and killsats,
making approach for unauthorized craft problematic
at best. 1.5 million transhumans live on Solano.
Io
NOTE: Beneath Io’s tenuous, patchy atmosphere of volcanic
gases and neutral atomic dust lies a barren, grayish
yellow, rocky surface coated with a thin frost of sulfur
dioxide. Tidal heating caused by gravitational interaction
with Jupiter makes Io the most volcanically
active body in the system—so active that the meteor
cratering found on every other planet and moon is
completely absent on Io. Massive volcanic calderas,
lakes of molten rock, and geysers of sulfur dot the
surface, with eruptions and accompanying seismic
activity lasting months or years. Volcanic zones on
Io reach surface temperatures of up to 1,500 degrees
Kelvin, hotter than any body in the system.
For all that, transhumanity’s worst peril on Io is
radiation. Ejecta from geysers and volcanoes flow
with Jupiter’s magnetic field to form a titanic, toroidal
flux tube that rotates with Io around the gas giant.
Travelers to Io must either use the heaviest radiation
shielding available or resleeve into synthetic morphs.
Transhuman activity on Io centers around scientific
research and harvesting the volatiles ejected by Io’s
geysers, particularly sulfur. Bases tend to be modular
and mobile due to the ever-changing seismic activity.
The Junta’s most notorious prison, Maui Patera Rehabilitation
Center, is dug into a (mostly) extinct caldera
wall north of the equator.
Europa
Edit
NOTE: Europa has no atmosphere and lies within the fearsome
magnetosphere of Jupiter, and as such its surface
is bombarded with enough radiation for an unshielded
transhuman to receive an irrevocably fatal dosage
within a few days—much faster when Europa’s orbit
passes through Jupiter’s immense magnetotail. As a
result, transhumans on Europa dwell beneath the icy
crust, largely in the ocean below, adopting a variety of
aquatic and amphibious morphs for survival. The only
surface facilities are the heavily-shielded ice elevator
heads at Conamara Chaos and several other points
through which reactor mass and other crucial supplies
can be delivered to the Europans below.
Transhumanity is still exploring and imaging the
Europan ocean floor, a task complicated by the hideous
pressures at work in these waters, which are ten
times as deep as the Earth’s oceans. A further surprise
awaiting transhumanity was the terrain. The geology
of Europa suggested that beneath the ice would be fathomless depths of black water ending at a depth of
nearly 500 kilometers in a relatively flat, featureless
sea bed. Were Europa a lifeless ball of ice and rock,
this would be the case, but over the estimated billion
years since the rise of life on Europa, tiny lithoderms
(analogs to Earth’s coral) have built silicate reefs that
rise to within a few hundred meters of the ice crust. It
is on these biologically formed mountain tops, home
to complex ecosystems, that the Europans have built
their habitats.
While based on water-carbon chemistry like life
of Terran origin, life on Europa is completely autocthonic,
having originated beneath an impenetrable ice
sheet that cut off Europa’s subsurface ocean completely
from outside. This is in marked contrast to Terran
life, which many biologists have theorized might be
the result of galactic panspermia, the slow diffusion of
microbes through the vacuum of space aboard comets
or asteroids. As such, the fauna of Europa are of great
interest to transhuman bioscience.
Biosciences
NOTE: Europa’s lifeforms, unique perhaps in the universe,
are its greatest treasure, and transhumanity’s efforts
to catalog them are only beginning. The rush to exploit
Europan biodivesity puts the Jovian Junta in an
uncomfortable situation. While they control space
traffic and commerce in the Jovian system, they lack
the native talent to take real advantage of knowledge
gleaned from Europa. At first, they engaged in hamfisted
excise operations aimed at squeezing revenue
out of knowledge exports. But once farcasters and
egocasters came online below the ice, this type of
extortion no longer worked. Now the Jovians have
shifted to a two-pronged strategy of levying tariffs
on new equipment and people brought down the ice
elevators by hypercorps and research collectives, and
of holding the entire population of the moon hostage
by refusing delivery of key resources like reactor mass
and rare elements if protection fees are not paid.
Habitats
NOTE: Europan habitats take two forms: fortified fishing and
farming havens clinging to the spires of the lithodermic
reefs, and spherical bubble warrens constructed
by boring into the lower reaches of the ice crust and
shoring up the hollows created. The latter are the only
air-filled spaces beneath the ice. The largest warren is
Conamara, at the base of the Conamara Chaos ice
elevator. Conamara is surrounded by five nearby reef
havens, also considered part of the habitat. The total
population is 1.5 million.
Ganymede and Callisto
Edit
NOTE: Nearly as large in size as Luna, but darkly colored
and not as heavily cratered, Ganymede and Callisto
are very similar worlds. Neither is as dense (nor has
as much gravity), as their mantles consist of more ice
than iron rock. Both possess abundant volatiles and
water (albeit frozen), making them ideal candidates for habitation. Ganymede, with its differentiated surface
of rocky and icy terrain, has an iron core and thus
a faint magnetic field. Callisto, the smaller of the two,
is composed mostly of icy silicate clays. As on Luna,
most cities on Ganymede and Callisto are built below
ground to shield them from meteor impacts (and, on
Ganymede, from Jupiter’s radioactive bombardment).
While within the “protection” of the Jovian Republic,
both moons are a patchwork of city-states.
Some are full members of the Jovian polity, while
others are only tolerated. Ganymede tends to swing
more heavily toward the Junta, as its citizens still
see the Junta-maintained infrastructure—accurately
or not—as necessary in such a hostile environment.
Callisto, outside the worst radioactive effects of the
Jovian magnetosphere, is an easier place for technoprogressivism
to gain a foothold.
Hyoden
NOTE: The nucleus of this city-state was a research station
founded by a coalition of Pacific Rim nations in Callisto’s
Valhalla region, a massive primordial impact zone
where the icy subsurface lies exposed, simplifying extraction
of clean water. When the Fall came, Hyoden,
which had long faced labor shortages, opened itself
to those refugees who could make it to Jupiter. Now
Hyoden has two million inhabitants, making it the
largest city-state on Callisto and the largest non-Junta
state in the Jovian system. Hyoden is itself heavily
militarized, as the tendency of the local authorities to
turn a blind eye toward operatives using their territory
for forays against the Junta makes for uneasy relations
with their powerful neighbor.
Liberty
NOTE: Situated along the southern edge of the vast, rocky
plain called Galileo Regio, almost on Ganymede’s
equator, Liberty (population 7 million) is the Junta’s
largest planetary city-state. It is closely tied to Liberty
Station, a major shipyard and defense installation in
geosynchronous orbit. Major industries include shipbuilding,
space construction, fabrication, and security
products and services. The Castle, the central security
network point from which all surveillance data collected
in the Junta is monitored and processed, is
rumored to be in or near Liberty. Liberty is mostly
underground, but it boasts a number of parks in armored
surface domes. If one were to spend enough
time topside, one would see the deceleration torches
of incoming metal asteroids from the belt bound for
the shipyards lighting up the sky several times a day.
The Trojans (Jovian Trojan and Greek Asteroids)
Edit
NOTE: The Trojans and Greeks are two 600 million-kilometer-
long arcs of scattered, icy rock asteroids sharing
the orbit of Jupiter. They orbit in the stable L4 and
L5 points sixty degrees ahead of and behind the giant
planet. Mars and Neptune also have Trojan asteroids,
but when someone speaks of, “the Trojans,” they’re normally talking about the Jovian groups. In the early
days, L4 asteroids (ahead of Jupiter) are named after
Greek heroes of Homer’s Iliad; L5 asteroids (trailing
Jupiter) are named after heroes of Troy. Asteroids
discovered more recently break the old convention, as
there are far more objects in the Trojans than there
were characters in the Iliad.
Politically, the Trojans and Greeks may be thought
of as a collection of sometimes overlapping neighborhoods
whose inhabitants tend to group around particular
cultures, factions, and sometimes languages.
A neighborhood in the Trojans might span anywhere
from 250,000 to 2 million kilometers at its widest
point. Within neighborhoods, almost everyone knows
one other. Because of the wide dispersion of resources,
Trojan habitats tend to be small—from one to two
thousand people—and built largely along scum barge
or cluster lines (although it is never advisable to refer
to someone’s habitat as a scum barge unless they refer
to it that way first).
Resource and Economics
NOTE: Although the sheer size of the two regions means
a lot of cultural diversity, anarcho-collectivism is a
powerful meme here and the reputation economy is
prevalent. On one hand, neighborhoods, habitats,
and even individuals are expected to be self-sufficient.
Unlike the denser Main Belt, the Trojans lack the
safety net provided by pervasive transhuman presence.
The ideal Trojan or Greek is a Neo-Renaissance
being, incredibly competent in a wide variety of fields.
A person who can’t maneuver in zero g; maintain
their gear, ship, and hab; and navigate between rocks
and habitats can have a tough time surviving. At the
same time, a spirit of cooperation prevails. Bartering
services or even gifting them to gain reputation is
common. Everyone appreciates a specialist, as long
as they’re not specialized at the expense of baseline
self-sufficiency.
Prospecting and salvage are major activities in
the Trojans, where metals and rare elements are
scarce and settlers don’t usually have the economic
muscle to import raw materials from elsewhere.
However, the Trojans are rich in silicates, volatiles,
and carbonaceous materials. Necessity has led to
many innovations in materials science. Beyond the
simple problem of raw materials, the widely scattered
habitats of the Trojans have to be wildly inventive
on many levels to retain their independence.
New robot, morph, and vehicle designs appear all
the time, enabling an unusual array of business and
leisure activities, like whaling (organizing a flash
flotilla to rapidly mine asteroids and comets with erratic
orbits as they pass near the Trojans), mekking
(simulated—or sometimes real—combat between
robotic suits or synthetic morphs on uninhabited
asteroids with interesting terrain), and shrining
(stealthing up on another habitat and resurfacing it
with nanosculpters to create an art object—mostly a
scum barge pastime).
Locus
Edit
NOTE: Locus is the largest cluster habitat ever formed. It
is still growing, with over one million inhabitants
in the habitat proper and another million in the
nearby suburbs of scum barges and small asteroid
stations. Locus is located in Cassandra’s Reach, one
of the denser regions in the L5 Trojans. The habitat
is positioned at the center of mass around which the
two asteroids making up the binary object Patroclus
orbit one another. Both Patroclus asteroids are
themselves inhabited and hold defense installations,
mines, and refineries.
The design of Locus is very similar to the much
smaller Lot 49, but Locus is eleven kilometers in diameter
and somewhat irregular in shape, as growth
along some spars is faster than others. A quarter of its
total volume is cut out in a roughly conical shape all
the way to the Amoeba, an immense, softly glowing
sculpture at the center of the habitat. Some differences
from smaller Trojan clusters are dictated by Locus’s
size. The immense structural spars radiating from the
habitat’s center are hollow, with arterial floatways and
elevator-trams running inside of them. Lesser spars
run between the arterial spars, providing more mooring
points for modules. Adjacent to each arterial spar
are wide “roads” leading to the edge of the habitat so
that modules can maneuver out if the owners decide
to leave.
Beneath the shimmering mesh stretched over the
geodesic frame to keep out micro-asteroids, tens of
thousands of small ships and habitat modules moored
along the spars pulse with an ever-changing array
of lights. Habitat modules and large ships are asked
to stay out of the conical empty space. This space
teems with small craft and people on thrustpacks or
voidscooters as they cross the habitat, play zero-g
games, or visit the free-floating spimes and sculptures
that dot the area. The Amoeba, which periodically
changes color and shape based on its resident AI’s
programming (often it looks like some sort of animal), serves as a central reference point for navigation.
When someone gives the address for a module, it is
as a point on a spherical coordinate system with the
Amoeba at its center. Large ships and shuttles dock on
the outer surface of the habitat, at the terminal points
of the arterial spars.
Locus was founded by a joint anarchist-argonaut
venture and was the first major stronghold for
the autonomist factions. Unlike Extropia, which
has the tacit blessing of the Planetary Consortium
and encourages the presence of security and insurance
companies, Locus runs on a pure reputation
economy. Security, maintenance, expansion, and
defense of the habitat are all performed by volunteers.
Inhabitants interested in security monitor
incoming ships and operate crowdsourcing systems
that dispatch volunteers to perform WMD scans on
new arrivals. Ships that won’t submit to a scan are
asked to leave. If they don’t, anyone who’s designed
a cool new weapons system recently is welcome to
take a shot.
Locus is one focal point in a cold war between the
hypercorp-aligned inner system powers and a loose
coalition of outer system interests. While saboteurs
from the Planetary Consortium and other hostile
entities can and do occasionally cause trouble on
Locus, the hypercorps are currently unwilling to
attempt a direct military attack on the habitat. The
first time they tried, the Planetary Consortium and
the Martian city-state of Valles-New Shanghai sent
a small expeditionary fleet. The interlopers were
caught completely off-guard by a fierce and wellcoordinated
defense. Six months later, they sent a
much larger fleet. Help arrived from elsewhere in the
Trojans and Greeks and from Titan, whose citizens
took a dim view of any Planetary Consortium expansion
beyond the belt. The Titanians now maintain
a permanent base near Locus. Rumor has it they
agreed to a mutual defense pact with one of Locus’
citizens, possibly the famous programmer-armsman
Teilhard Liu.
Comex Legal Disclaimer
NOTE: “Welcome to Locus. You voluntarily
assume the risk of organic damage or
mental trauma by mooring here. You
must bring or be capable of acquiring
enough food, H20, oxygen, and shelter
to survive for the duration of your stay
in a harsh, asteroid-rich environment.
Weapons of mass destruction are prohibited.
Further guidelines for coexisting
with your fellow entities are in the
habitat survival guide. You and only you
are responsible for yourself—learn to
love it!”
—Locus Immigration AR broadcast
“You have chosen the habitat Locus in
the L5 Trojans as your destination, using
the private carrier Atsuko van Vogt as
your receptor. ComEx corporate policy
requires us to inform you that the destination
and carrier you have selected
are unregistered and possibly unsafe.
ComEx takes no responsibility for the
continuity of your consciousness upon
arrival. You assume any and all risks
for travel to this point, including theft
of forks or deletion. ComEx will include
a permanent record of travel with this
carrier on your file. Would you like to
continue?”
—ComEx legal disclaimer
“The ComEx disclaimer? Yes, yes …
Listen: my neighbor three doors toward
the Amoeba from here is a physicist.
She has a box that generates microsingularities
in her lab. If people along
my spar found out I’d stolen a fork of
someone, they’d pop my stack with a
grapefruit knife and throw it in there.
That’s what we call, ‘accountability.’ See
if you get the same from ComEx.”
—Atsuko van Vogt
Lot 49
NOTE: Lot 49 is moored to the small asteroid 28349 Pynchon
in the amorphous Vonarburg-Shadyside neighborhood,
toward the center of the L4 Greeks. Vonarburg-
Shadyside is named after two rocks that roughly
delimit its 500,000-kilometer length along the arc of
Jupiter’s orbit. Neighboring habitats within 100,000
kilometers (with populations) include Craftsbury
(450), Greenview (28), and Blackhawk (1020). With a
population of 400, this station is more or less typical
of the Trojans in terms of layout.
From the outside, Lot 49 looks like a shiny, meshedover
geodesic sphere, 800 meters in diameter, with
numerous protruding instrument spars and some
triangles left open to space so that shuttles can pass
through. The mooring to the asteroid is temporary in
case a potential collision is detected. Inside, a central
utility module with a communal reactor, factories,
and machine bay is surrounded by evenly spaced but
irregularly shaped habitat modules in a riot of colors
and lighting schemes. Structural spars and floatways
connect everything. One entire spar is given over to a
rotating cylindrical module that generates about 0.7 g
and contains medical, cloning, resleeving, and darknet
egocasting facilities.
Lot 49’s population and most of their neighbors
in Vonarburg-Shadyside tend to align with the scum
and anarchist factions and speak a mixture of English,
Portuguese, and Thai. Lot 49 is in a densely inhabited
part of the Greeks, placing it near a crossroads. Main
economic activities include shuttle design, whaling,
and ferrying people and goods around the region.
Saturn
Edit
NOTE: The second largest planet in the system is a much
more favorable habitat for transhumans than Jupiter.
Saturn’s lower gravity and milder magnetosphere are
a boon to gas mining operations, and for resourcehungry
habs, the Rings are a feast (literally, in the case
of the new Hamilton cylinder type habitats). Hypercorps
have a presence here, but any major expansion
by the Planetary Consortium is kept in check by the anarchist stations of the Rings and the technosocialist
Commonwealth of Titan.
Because Saturn is so distant from the Sun, solar
power generation is extremely inefficient. Growing
photosynthetic plants with sunlight is impossible
without large arrays of mirrors to focus the light. The
abundance of water and volatiles makes the rings
ideal for both scum barges and Hamilton cylinders.
Gas mining is vital to the survival of almost every
habitat and moon settlement in the Saturnian system,
so habitats located further out from the planet that
wish to be self-sufficient almost always maintain their
own gas mining stations close to the planet. Security
for these installations and the atmospheric skimmers
and tankers they dispatch is tight, and it is never advisable
to approach one unannounced.
Resource and Economics
NOTE: Gas mining on Saturn supplies thirty percent of the
system’s reactor mass. This role is expected to grow
as Helium-3 deposits in the Lunar regolith become
less accessible. For ships traveling to the far reaches
of the outer system, Saturn is an important alternative
to using Jupiter for gravity assists. Less restrictive
than Jovian regimes and richer in resources than
the Trojans, Circumsaturnine habs and settlements
are important innovators in habitat design and cultural
organization. Since the discovery of the Pandora
Gates, the Titanian Commonwealth is the only entity
actively pursuing interstellar exploration through
conventional means.
The Rings and Classical Minor Moons
NOTE: Saturn’s rings are made up of countless small icy objects,
most of which range in size from dust specks to
boulders 10 meters in diameter. The rings are designated
by the letters “A” through “F” in the order in
which they were discovered. They vary in thickness
between 100 and 1000 meters and in width from
20,000 kilometers down to just meters. In places there
are gaps between rings. The widest, the Cassini division,
is 4,000 kilometers across.
Saturn has over 60 satellites, a number
that jumps into the hundreds if one includes
the uncounted objects less than a
kilometer across orbiting in the A ring.
Most of Saturn’s moons are small, rocky,
ice objects less than 100 kilometers in
diameter. The smallest of the classical
moons, Pan, is only 10 kilometers across.
The first eight moons, from Enceladus
inward, lie within the ring system. Atlas,
at the edge of the A ring, and Prometheus
and Pandora, which flank the thin F
ring, are known as the Shepherd Moons.
Several of the moonlets occupy Lagrange
points relative to larger moons. Telesto
and Calypso share the orbit of much
larger Tethys, while Helene trails another
large moon, Dione.
Atlas (Volkograad)
NOTE: Volkov, a Slavic energy cartel, controls this
tiny moon. Volkograad is a beehive habitat
with about 50,000 residents. Much of the
moon is given over to skimming, refining,
and shipping infrastructure. A cloud of
wreckage trailing the moonlet by about
100,000 kilometers serves as a reminder
of the Atlas Incident, a brief but massively
destructive battle that erupted when Fa
Jing attempted a buyout of the moon. Tinkers
from Phelan’s Recourse still salvage
the floating derelicts regularly.
Dione (Thoroughgood)
NOTE: Dione’s main settlement is Thoroughgood
(population 350,000), a hybrid beehive
and orbital cluster habitat set on a plateau
amid a dramatic range of ice cliffs. Dione
hosts the Long Array, a 150 kilometerhigh
communications spar ascending
from the surface settlement to an orbital
station that acts as a counterweight. The
Long Array’s sheer size is something of a
publicity stunt, as the bulk of its capacity
goes unused. However, it drew enough
attention to make Thoroughgood a major
communications hub for the outer system,
and thus a place where hypercorp, anarchist,
and other factional interests meet.
Dione shares its orbit with Helene, a tiny,
rocky moon at its L4 point, and Polydeuces,
an even smaller body that trails it
at the L5 point.
Enceladus (Profunda)
NOTE: Rich in organic compounds, Enceladus
is a biochemist’s playground. Profunda
(population 850,000) is the major
settlement, a beehive dug into the moon’s surface capped by domed parks and clusters
of sleek, translucent minarets—well
protected from collisions by an aggressive
satellite defense network. The lower
levels, stretching deep into Enceladus’
icy silicate mantle, include a prospecting
operation that extracts carbonaceous soils
in search of exotic compounds. Another
deep section has been converted into a
kilometers-wide, reactor-heated primordial
sea, part of a long-term experiment
into the origins of life supported jointly
by Titanian academics and a collective of
Enceladian biochemists.
Profunda is run along anarcho-capitalist
lines. Thanks to the rich supply of
organic chemicals, its upper reaches are
home to many of the outer system’s best
known morph designers. The Enceladian
Glitter Bloc is said to have as much influence
over body styles as the Lunar fashion
houses do over what people wear.
Epimethus and Janus (Twelve Commons)
NOTE: These twin small, icy moonlets share
virtually the same path around Saturn,
orbiting within 50 kilometers of each
other. Set between the F and G Rings,
the moonlets form the center of Twelve
Commons, a neighborhood of small and
mid-size habitats arranged in a flat cloud
about 20,000 kilometers in radius. About
six million people live in Twelve Commons.
Habitats in Twelve Commons range
in size from Dang Fish Echo, a tin can hab
housing about 60 eccentric aquaculturists,
to Janus Common, a beehive occupying
much of Janus with a population of
900,000. Some of the habitats in Twelve
Commons feature very unusual designs,
such as Nguyen’s Compact (population
80,000), a variant Cole habitat in the
G ring where an asteroid was heated
and large amounts of steam were blown
through it to produce a series of interconnected
bubbles between five and three
hundred meters in diameter. In effect, the
interior of the colony is like a solidified
foam or Swiss cheese with no obvious up
or down. Without an ecto or basic implant
to provide location and navigation information,
navigating through this maze-like
habitat would be exceedingly difficult.
The habitats of Twelve Commons organize
themselves primarily along open
source anarcho-syndicalist lines, with
work groups and research pods acting as
the basic political unit.
Gateway (Pandora)
NOTE: The Gateway settlement, on Saturn’s outer shepherd
moon Pandora, holds the first publicly known
wormhole gate. The Gatekeeper Corporation keeps
the gate open as a means of exploration and scientific
investigation for all factions and powers. Gatekeeper
was originally a Titanian microcorp but is now independent.
The Commonwealth of Titan still holds a
major stake in it, though not a controlling interest.
Granting autonomy to Gatekeeper Corporation was
a diplomatic maneuver made in response to Planetary
Consortium claims that the Titanians sought hegemony
in the outer system. So far, Titan’s neighbors are
buying it, even if the Planetary Consortium doesn’t.
Hyperion
NOTE: With its chaotic, virtually unpredictable rotation,
Hyperion is a dangerous place to land ships. It remains
uninhabited.
Iapetus
NOTE: Iapetus is one of Saturn’s larger icy moons and once
boasted a population of 200,000 living in the dense
warrens of Analect, its main settlement. Probably because
it is one of the few large moons of Saturn that
contains sizable deposits of silicates and minerals in
addition to ice, Iapetus was a target of the TITANs
during the Fall. After enslaving a tenth of the populace
as worker drones and using the rest as seed stock
for tissue cultures to feed their fellows, the TITANs
began to build what appears to have been a matrioshka
brain. Iapetus now occupies twice the volume
it once did, the ice and silicate of the planet’s outer
layers having been reworked into a delicate lattice of
circuitry millions of layers deep.
Strangely, the project simply stalled at some point
prior to completion. Speculation has it that the
controlling intelligence was either destroyed by an
unknown outside force or devoured itself in a fit of
computational ecstasy. Whatever the case, the drones
simply stopped working and died and the moon’s automated
defense grid went dead, leaving a strangely
beautiful but lifeless machine behind to slowly decay
from meteor impacts and gravitational stress. Several
research teams now reside in small orbital stations,
quarreling over the scraps. Rumor has it that a
number of researchers trying to understand the matrioshka
circuitry have lost their minds in the process,
perhaps by some mechanism akin to a basilisk hack.
It is also believed that some of the moon’s internal
defenses remain active. If anyone has plumbed the
interior and come back, they’re not talking about it.
MeatHab
NOTE: The full name of this unique habitat is Turn Yourself
Into a Giant Mass of Space Meat for Art!, and as the
name implies, 90% of the habitat’s structure consists
of fast-cultured vat bacon, battened on the abundant
resources of the ring system. MeatHab started
out as someone’s art morph, but then, against all expectations, squatters moved in. MeatHab now has
a population of 500. Similar to a Hamilton cylinder,
the kilometer-long habitat harvests and processes ring
material to grow itself. The outer surface is frozen
flesh ten meters thick whose surface resembles a cross
between a tree trunk and flank steak. Past the axial
space dock is a warren of veinous, skin-covered corridors
lit by bioluminescent panels and maintained by
small, reptilian symbiotes that eat away dead skin and
may have other immune functions as well. Gravity
inside is 0.5 g.
The nameless biodesigner who created the
place—and who may or may not still inhabit the
gigantic morph—was a genius. Although the habitat
is not by any stretch of the imagination a pleasant
locale, it appears healthy. Its full workings are
not understood, and the inhabitants range from
extreme flesh freaks who are fans of the artist to serious
biodesigners studying the place to learn more
about its construction.
Mimas (Harmonius Anarchy)
NOTE: Led by legendary Chinese dissident poet Hao Lin
Ngai, Harmonious Anarchy broke from the Fa Jing
cartel during the tumultuous years prior to the Fall.
Hao sought to create a society in the spirit of the
ancient Taoist state of Great Perfection that existed
in Szechuan 1,700 years earlier—with considerable
updates from modern thought. Harmonious Anarchy
is an Extropian mutualist society heavily involved in
software engineering, logistics, and relocation of metallic
asteroids to the outer system. Most of Mimas is
a very low-g beehive arranged into Black, Red, Yellow,
Green, and White neighborhoods, based on the five
classical directions of Chinese mythology. Each color
boasts an ornate central cavern, with extended families
living in radiating subwarrens. While adhering to
mutalist economic principles, Harmonious Anarchy
simultaneously takes a traditional Chinese approach
to social organization, with family at its core.
Norse, Inuit, and Gallic Moonlets
NOTE: In addition to the classical satellites described here,
three groups of small objects unknown to early
astronomers orbit the planet. These moonlets are
designated as the Inuit, Gallic, and Norse groups.
Because these moonlets were still little explored by
the time of the Fall, most of them remain sparsely
populated. With a few exceptions, inhabitants of the
moonlets are generally people who want to be left
alone. The exceptions are Skathi and Abramsen (formerly
S/2007 S 2), which, along with Phoebe, were
captured and moved into Titan’s orbit, where they
serve as defense installations.
Pan (iZulu)
NOTE: Volkograad’s closest competitor is this anarchocapitalist
outfit, most of whose founders were South
African. iZulu has a somewhat lower capacity than
Volkograad but will ship reactor mass to unusual locations like the Trojans and the Kuiper Belt. iZulu is
a very crowded beehive with nearly 400,000 inhabitants
and an unusually large number of infugees. The
nations of sub-Saharan Africa were only starting to
achieve widespread 20th century-levels of prosperity
in the late 21st, and so they had the lowest capacity to
physically evacuate their citizens during the Fall of any
region on Earth. iZulu and a handful of other habitats
with roots in Africa thus have high infomorph populations
and millions of people in dead storage.
Phelan's Recourse
NOTE: Phelan’s Recourse (usually just called “Phelan’s” by
inhabitants) is the largest nomadic settlement in the
system, with a population estimated around 250,000.
Phelan’s is a swarm of some 10,000 small craft and tin
can habitat modules that orbits Saturn along a highly
elliptical path somewhat inclined to the plane of the
ecliptic. The swarm’s orbit is calculated to maximize
the number of encounters with near moons and stations,
providing a six to eight hour window in which
craft can leave the swarm for trade. Phelan’s Recourse
passes through the rings once a month, allowing craft
to resupply with water and volatiles.
Phelan’s accepts all comers. One could meet just
about anyone here, from the government in exile of
East Timor to Hasidim from Brooklyn. The core of
the swarm is the Stills, a fusion-illuminated grain
farm and distillery operated by an allegedly reformed
gang of Irish travelers who conned their way off
Earth a few weeks before the Fall and escaped to
the outer system. The Stills produce Phelan’s Ma, the
most sought-after whiskey in the system, and Phelan’s
Da, possibly the worst beer ever made. Despite the
Phelans’ protestations of legitimacy, the criminal
element is heavily represented here. The swarm
represents an important link in red and gray market
supply chains.
Prometheus (Marseilles)
NOTE: Marseilles (population 80,000) is a beehive habitat
operated by the Titanians. It is rumored to harbor an
antimatter factory, a theory supported by the large
number of skimmers that arrive from the surface relative
to the number of tankers that leave.
Rhea (Kronos Cluster)
NOTE: At a 764 kilometer diameter, Rhea is Saturn’s second
largest moon. Composed almost entirely of ice, Rhea’s
surface is sparsely inhabited, but a population of over
800,000 dwells in Kronos Cluster, a major habitat
in orbit. Kronos Cluster’s mass microfactured violet
spherical modules make it look like an immense, irregular
bunch of grapes suspended in space, an impression
added to by the winding space dock (nicknamed
the Vine) extending from the wider end. Within the
mass of habitat modules, the Vine branches out in all
directions, forming massive central arteries and twisting
side passages. These can be traversed by pushing
off hand and toeholds on the walls, or by catching hold of fast-moving grab loops that move along “fast
lanes” in the walls of major floatways.
Nearly five kilometers long and three wide, Kronos
has major problems with crowding and infrastructure
that have kept it from growing to the same size as
Locus. The designers simply did not plan for the size
the place might reach, and as a result another 150,000
people live in suburbs of tin can habs and scum barges
in the space around the habitat.
Kronos can be an extremely dangerous place.
Insurance companies don’t like operating here, and
the habitat is a patchwork of criminal and anarchist
neighborhoods. Anarchist neighborhoods are generally
heavily armed and safe, but a trip from an anarchist
holding to the spaceport is best done with a group of
well-armed friends. Criminal neighborhoods are only
safe if you’re in the neighborhood’s controlling gang,
and even then conflicts flare up regularly.
The situation is exacerbated by the Kronos Port
Authority, a junta of ultimates who operate security
for the spaceport. Originally an Extropian hypercorp,
the KPA fell into the hands of the ultimates when
they decided that they could profit more directly
by owning the company outright than by working
as hired muscle. They violently ousted the original
management and now use indentures in worker pods
to maintain the port. This situation is tolerated by
the local crime bosses and loathed by the mostlyanarchist
autonomist citizens, but so far no one is
able to challenge the KPA, which enforces use of the
port rather than any other mooring point with killsats
and artillery.
Tethys (Godwinhead)
NOTE: Composed almost entirely of ice, Tethys is one of Saturn’s
larger moons and the site of Ithaca Chasma, a
2,000-kilometer long valley covering three-quarters of
Tethys’s circumference. Fifteen years ago, prospectors
from an ethnically Indo-British autonomist collective
called the Rioters touched down on Godwin Head, a
projection in the chasm wall so named because it resembles
a headland projecting out into the sea. Instruments
on their ship, the Caleb Williams, had detected
what looked like mineral deposits in the ice, rare on
Tethys. What they found instead were relics thrust
to the surface by a geological event eons earlier, the
remains of primordial life that became extinct millions
of years ago when Tethys cooled and its subsurface
ocean froze over.
Godwinhead is now a dense, efficient settlement
of 200,000 built into the five kilometer high canyon
walls. The central point of the town is the Caleb Williams,
which has been towed back into a sheltering
cavern in the wall and converted into a communal
workshop and town hall. The face of the valley wall
is honeycombed with excavated ice caves hosting
habitat modules, connected by conduits to a communal
utility grid. The trusswork and cabling for the
utility system is also the public transit system, easily
traversed in the minute Tethyan gravity. The unofficial mascot of Godwinhead is the Tethyan Flatworm, a
two millimeter-long translucent worm that represented
the pinnacle of Tethyan evolution. A large number
of the inhabitants are involved in biosciences, xenopaleontology,
and prospecting for frozen lifeforms.
Tethys shares its orbit with its Trojan moons
Telesto and Calypso, both of which are small and
sparsely populated.
Gate Expedition Report 901127
NOTE: Gate Code Setting: [Encrypted]
Gatekeeper Corporation Eyes Only
Preliminary drone and sensor reports
seemed to indicate the gate’s exoplanet
environs were underground in
a cavern formed of carbonaceous rock
with a nitrogen dioxide atmosphere.
There were no signs of life or sentient
activity. A squad of gatecrashers was
sent through, guided by an exploration
drone, with a communication link back
to the gate.
Approximately one hour after the
team moved into the tunnels, consistent
communication was lost due to electromagnetic
interference. At this point they
had reported nothing more notable than
moving just over a kilometer through a
warren of tunnels.
The team was not heard from again.
Two hours after contact was lost, a
tethered search and rescue drone was
deployed. Following the gatecrashers’
breadcrumb trail, near the limits of
its tether range the drone came upon
what appeared to be a severed hand
in a vacsuit glove. DNA testing did not
identify the hand as belonging to any
members of the team, however, nor did
it match any other database queries.
The drone was detached from its tether
to search further, but shortly after sensors
recorded some type of seismic
event, and communication with the
drone was also lost.
The gate was kept active for 8 more
hours—the duration of the contract—
with no sign of activity. The gate was
then closed, the team reported as lost/
unretrievable, and the gate settings
were recorded with an orange flag.
Titan
Edit
NOTE: Saturn’s largest moon is shrouded in a permanent
orange atmospheric haze, hellishly cold (averaging
180 degrees below), and whipped by winds produced
by tidal forces four times stronger than those influencing
the Earth’s climate. On its face, it appears even
less hospitable than the airless balls of ice and rock
comprising every world between Titan and Mars. The
meager sunlight reaching its surface is insufficient to
grow any but the hardiest plants, the mostly-nitrogen
atmosphere is dangerously toxic, and the surface
is dotted with lakes and seas of liquid methane. In
spite of all this, abundant hydrocarbons, a thick atmosphere,
and diverse chemistry make Titan one of
the few worlds in the system where colonists may rely
entirely on local resources. Titan’s population is now
over 60 million.
Social money and the microcorp system have led
to some spectacular gains and failures. On the up
side, Titan’s civil resleeving industry produces more
morphs than Mars and Luna combined. Massive
infrastructure programs have provided enough space
for 60 million people to live comfortably on a hostile
world. The Large Collider, the biggest particle accelerator
ever produced, in polar orbit, enables physics
experiments that can be performed nowhere else in
the system. And two years ago, Titan dispatched the
first conventional interstellar probe, the Aubade. It
will reach Proxima Centauri in just under 20 years.
On the down side, Titan’s “body for every mind”
law burdens the civic resleeving system with a lot of
people who no one would ever have bothered resleeving
otherwise. The failure of the Scoop project, an
extremely costly attempt to build a pipeline from
Saturn’s surface to low orbit, allowing massive gas
extraction without costly atmospheric skimmer operations,
stymied Titan’s ambitions to become a major
antimatter producer. Titan does produce antimatter,
but on a much smaller scale than was envisioned
when the Scoop project began.
Commonly spoken languages on Titan include
Norsk, Francais, Deustch, Mandarin, Svensk, Dansk,
and Suomi. Most citizens inhabit hazers, a tall, fineboned
morph with very similar characteristics to
the Martian ruster. Patagium for gliding and flying
in the light Titanian gravity are a common biomod.
Titanians do three years of compulsory civil service
at the age of majority, with an emphasis on military
and security forces except for conscientious objecters.
Every citizen who has done military service is part of
the militia and has an assault weapon in their home.
Aarhus
NOTE: Located near Titan’s south pole on the shores of Ontario
Lacus, a wide, shallow sea of liquid methane,
Aarhus (population five million) was the first site of
human habitation on Titan, chosen for its proximity
to abundant hydrocarbons. The city is the physical
hub of Titan Autonomous University (TAU) and hosts
numerous other academic institutions, most notably
Titan Tech, a major engineering school. Unlike Martian
universities, which have few physical campus
buildings, TAU and other Titanian schools draw
many of their students from the widely scattered
habitats of the outer system, where delays in radio
communication make distance learning ineffective.
Fully 20% of Aarhus’s population are students, many
of them offworlders.
Aarhus’s layout is typical of Titanian cities. Three
central domes are surrounded by numerous smaller
structures, including lesser domes, fusion plants, and
industrial outbuildings, the most massive of which is
the now-abandoned methane utility plant on the lake
shore. The dome interiors are hung with lighting rods
and heavily built up with tall, narrow buildings, most
of which have upper decks where hazers on the wing
and pedal-powered microlights can land. Exterior
structures usually have outer walls built of ice for
shielding and structural support with internal walls
extruded from local silicates. Many buildings are a
rich azure or other shades of blue for contrast with
the ever-present orange glow of the Titanian sky.
Unlike most Titanian cities, Aarhus relies primarily
on fusion power. Aarhus is the center of Titan’s native
preservationist movement, which opposes inefficient
use of native hydrocarbon resources due to possible
long term effects on Titan’s climate.
New Quebec
NOTE: New Quebec lies on a plain in the Aaru region surrounded
by endless rippling dunes shaped by Titan’s
powerful winds. The region’s diverse chemical resources
supply the colossal nurseries that have made New
Quebec the system’s largest single producer of morphs.
The city is 50 kilometers from Montmorency Lacus,
a 20 kilometer-wide crater lake of liquid ethane and
methane. Originally thought to be an impact crater,
rare on Titan, geological studies later showed it to be
the collapsed remains of an extinct cryovolcano. Situated
in a rainy area, the lacus slowly drains over the
crater lip at Montmorency Cascade, a 200 meter carbonfall
that empties into a series of alluvial channels
from which the Quebecoise pump its output for fuel.
The St. Catherine Tong, the most dangerous native
Titanian mob, is based in New Quebec. Titanian law
is generally very permissive regarding individual freedoms,
so the vices this gang trades in are of the blackest:
snuff pods, stolen alpha forks, and nanoweaponry.
A ready supply of fresh morphs bought from corrupt
microcorp nursery administrators further fuels their
rackets. The Tong is extremely violent and a major
embarrassment to Commonwealth security forces.
Nyhavn
NOTE: Set near the equator
amid the rolling ice
hills of the Xanadu region,
Nyhavn (population 12 million)
is the largest city in the outer
system and the capital of the Titanian
Commonwealth. Nyhavn’s massive central
dome, with its elegant blue towers and
bioengineered parklands, rivals New Shanghai
in size and ambition. Three surrounding domes
and a sprawl of subsidiary structures are connected
by high-clearance flyways, where ground vehicles
and microlights form a steady stream of traffic at all
hours. At the same time, the squalid blandness that
prevails in the Martian suburbs and outlying souks
is absent; the dwellings and neighborhoods of the
Titanian working class display a riot of color and
design, empowered by public fabricators limited by
none of the enforced scarcity of Martian economics.
For all its idealism, the Plurality is not immune to a
desire to showcase its achievements.
Outside the city is a pipeline leading from the
vast Tyska Lacus, 100 kilometers distant. Commonwealth
Skyport, Titan’s principal spaceport, offers
quick access to Commonwealth Hub, the Titan system’s
long-haul space dock, located in geostationary
orbit above the city. The surrounding countryside
is dotted with smaller settlements connected to
Nyhavn by trains and a well-developed network of
surface roads.
Nyhavn is a major media center, with daily life
closely attentive to the debates and decisions of
the Plurality. At the same time, it is a cosmopolitan
place, where Titan’s microcorp movers rub shoulders
with visiting anarchist traders and (less commonly)
legations from the inner system. There is an active
underworld, despite the efforts of security forces,
with the local St. Catherine Tong engaged in continual
low-intensity warfare with triads from throughout
the system.
Phoebe, Skathi, and Abramsen
NOTE: After the conflict at Locus, the Plurality became
embroiled in a hot debate regarding the dangers of
hypercorp adventurism in the outer system. It was
generally felt that the Planetary Consortium hoped to
keep the outer system in a position similar to where
the United States kept Latin America by meddling in
its affairs throughout the nineteenth and twentieth
centuries, and that the only counter to this was a
show of force. Titan’s thick atmospheric haze makes
ground-based space defense systems considerably
less effective than on other worlds, but satellites and
space platforms were too vulnerable to serve as command
and control centers.
The solution was to capture three of Saturn’s small
retrograde moons—Phoebe, Skathi, and Abramsen
(once designated S/2007 S 2, now renamed after a
pioneering Titanian economist). Phoebe is the largest of the three objects. The other two
were maneuvered into the system’s L4
and L5 points. The calculations required
to relocate these bodies were painstaking,
and the energy expenditure tremendous,
but all three now serve as major components of
Titan’s orbital defense grid. Whether the system created
thereby is impregnable has yet to be tested.
Uranus
Edit
NOTE: Once thought of as gas giants like Saturn and Jupiter,
Uranus and Neptune differ from the larger
planets in that they contain large amounts of water
ice, methane, and ammonia and have rocky cores at
their centers. This region of the system is sparsely
populated. Uranus orbits at a distance 10 AU beyond
the orbit of Saturn, 20 times the distance of the Earth
from the sun.
Uranus, the coldest planet in the solar system, is a
blue-green sphere of ice and gas. Seen from afar, it is
virtually featureless compared to Saturn and Jupiter,
but up close subtle cloud formations and a tenuous
ring system may be observed. Probably due to a collision
with an Earth-sized world when the solar system
was young, Uranus rotates on its side, such that one
pole faces the sun for 42 years at a stretch, and its
moons orbit at a sharp angle to the solar ecliptic.
At the time of Eclipse Phase, Uranus’s south pole
is experiencing its south polar mid-spring, during
which thick methane clouds darken the polar atmosphere.
It may be the unusual tilt of its axis and the
accompanying strange seasonal weather that give
rise to the unconfirmed rumor that the alien traders
called the Factors have created a settlement hidden
in Uranus’s atmosphere.
Chat Noir and Fissure Gate
NOTE: Located on Oberon, this is the Uranian system’s primary
long haul spaceport, with a permanent population
of 8,000. Chat Noir has fairly advanced egocasting,
resleeving, and manufacturing facilities for a
frontier outpost and is operated by several collectives
of anarchists. The reason for all the infrastructure
is Fissure Gate, the only Pandora Gate in anarchist
hands (despite several Planetary Consortium expeditions
to wrest control of it).
Fissure Gate was discovered by a prospecting expedition
from Chat Noir, then a tiny outpost. Seeking
deposits of the useful carbonaceous ices that make up
about 20% of Oberon’s mass, they instead chanced
upon subsurface radio emissions near the foot of Mt.
Hippolyta. After using triangulating the source, the
prospectors landed and used subsurface imaging gear.
What they got back was a blurry image of a rock fissure
containing an ambiguous mass of mixed density
and an extremely dense, possibly metallic object with
a shape too regular to be anything but a structure
or large artifact—all under 500 meters of ages-old
frozen cryovolcanic outflow. The gate at Pandora was
already publicly known at this time, so the prospectors
drilled down, suspecting they’d found an alien
artifact. They were not to be disappointed, although
the discovery yielded gruesome salvage: the barely
recognizable corpses of eleven gatecrashers.
Why and how the Fissure Gate was erected under
the ice remains a complete mystery. At some recent
point, however, it was completely buried, with only
a thin pocket of space between it and the surrounding
ice. When the eleven emerged, buried in an
airless space beneath 500 meters of ice, there was
barely room to move, let alone escape—but the gate
wouldn’t let them back through. Several of the crew
had recoverable cortical stacks. This lucky handful are
now prominent citizens of Chat Noir, but none plan
to resume gatecrashing as a career.
The Fissure Gate remains in anarchist hands,
operated and defended by the Love and Rage Collective.
The gate is made available to almost anyone
unless their rep score is tanked or they are pursuing
commercial interests (ruling out most hypercorps).
Support for gatecrashers is minimal—traverse the
threshold at your own risk. Any discoveries made via
this gate, however, must be shared for the collective
good of transhumanity.
Titania and Oberon
NOTE: Uranus’s two largest moons are sparsely populated,
with only about 10,000 transhumans living on each
body. Most stations are mixed dome and beehive settlements
and range from hypercorp communications
and research outposts to autonomist freeholds. The
pair are more chemically complex than most moons in
the outer system, consisting of about 30% rock, 20%
methane and similar carbonaceous ices, and 50%
water. Titania is home to a spectacular canyon that
rivals the Martian Valles Marineris. Several settlements on Titania cater to tourists from the inner system and
the gas giants, who visit for rocketing, mekking, and
other sports in the canyon.
Xiphos
NOTE: One of two major strongholds of the ultimates, Xiphos
is a Hamilton cylinder orbiting in the Uranian ring
system. Though most of the tech underlying Hamilton
cylinders is open source, the station’s frighteningly
efficient weapon systems are not. Rumor has it the
ultimates traded some major favors to Gorgon Defense
Systems in the process of building this station.
Where Aspis, the ultimates’ inner system habitat,
is a relatively open place, used by the Ultimates for
contact with potential mercenary clients, Xiphos is
off limits to anyone not of this faction. The rumored
population of ultimates here is only about 10,000, but
the ultimates purchase a large number of infomorph
indentures from Mars. Although there are no reports
of any of these indentures returning, rumor has it that
the ultimates download indentures serving in sensitive
areas into deaf, visually limited flats with no AR
implants and limited mental capacity.
Neptune
Edit
NOTE: Frigid, swept by 2,100 km/h winds, and tinged blue by
methane traces in its atmosphere, Neptune is the last
major planet in the system, orbiting at a distance of 30
AU from the sun. This far from the nearest star, plants
will not grow and solar power is useless. The only
sources of power are fusion, focused starlight, waste
heat, and chemical reactions. The hypercorp presence
in the Neptunian system is virtually absent, as the long
communication lags and extreme travel distances from
the rest of the solar system mean that few Neptunian
ventures garner profits. Similarly, the Titanian brand
of technosocialism has never found roots here. The
few transhumans who live out here are a resourceful
lot, and many colonists out here aren’t human at all.
Anarchists, brinkers, and desperados comprise most
of the population.
Glitch
NOTE: This habitat has the highest population density in the
system, with 20,000 infomorphs living in a meshed
cluster of twenty spherical structures that are 10
meters in diameter, powered by efficient central reactor
systems. The habitat is attended by a cloud of
factories, harvesters, and defense satellites that occupy
considerably more space than the station itself. Various
rumors circulate that the inhabitants are researching
methods to improve infomorphs in the manner of seed
AIs, or that they are engaged in some vast forecasting
simulation effort.
Ilmarinen
NOTE: Aligned with the argonauts, Ilmarinen is a hybrid
beehive/cluster dug into and partially protruding from
the large L4 asteroid Greymere. It is the largest habitat
in Neptune’s Trojans, with a population of 7,000. Like many transhumans this far out in space, most of
Ilmarinen’s inhabitants are heavily modified or inhabit
exotic morphs. Vacuum and cold tolerant morphs prevail,
and many sections of the habitat are unlivable for
baseline transhumans.
Mahogany
NOTE: The neo-avians who built this station threw away
the manual on habitat design and revisited the longout
of favor toroidal configuration. The result is a
disc habitat—a plate half a kilometer along the edge
and one kilometer in diameter, resembling a slice
of an O’Neill cylinder with no windows. A fusionpowered,
low-heat, axial light source nourishes
the verdant hardwood forest below. Structures are
built into the disc walls up to 500 meters in height.
The disc, mostly woven from carbon fibers, rotates
quickly enough to generate 0.5 g at the habitat floor.
Mahogany has a population of 4,000 mercurials,
most of them neo-avians.
Minor Moons
NOTE: Neptune’s other twelve moons are largely small
bodies, icy and sparsely (if at all) populated. Proteus
and Larissa, both sizable and relatively close to the
planet, host small populations. Naiad and Thalassa
are tiny but very close to the planet, and thus home to
some atmospheric skimming operations. Neso, orbiting
at about 1/3 AU from Neptune, has never been
visited—even by robotic probes.
Neptunian Trojans
NOTE: Trailing and preceding Neptune at the L4 and L5
points of its orbit are several hundred asteroids of
diverse, mostly icy composition. Neptune’s Trojans
are home to brinkers, hard-bitten prospectors, exotic
exhumans, and other extreme survivalists.
Triton
NOTE: Neptune’s largest moon has a tenuous atmosphere and
is chemically complex, composed of equal parts rock
and ices (frozen nitrogen, water, and carbon dioxyde).
It is also geologically active, with cryovolcanoes continually
resurfacing the planet. The surface has few
inhabitants but several habitats orbit here, using the
moon’s abundant raw materials and low escape velocity
to their advantage.
The Edge of the System
Edit
NOTE: Beyond Neptune lie only dwarf planets and icy asteroids
waiting to become comets, roughly divided into
two regions: the Kuiper Belt, from 30 to 55 AU from
the Sun, and the Scattered Disk, which extends from
55 AU out to the Oort Cloud. Pluto, its binary object
Charon, and Eris have compositions similar to Triton.
A few small habitats orbit Pluto and Charon, eking
out a living by prospecting for volatiles. A number of
other dwarf planets orbit in the Kuiper belt and the
Disk, including Orcus, Senda, and 2000 OO67. Of
these, only Eris harbors a substantial population.
Eris
NOTE: Located at 55 AU from the sun at the edge of the
Scattered Disk, Eris is the largest dwarf planet in the
system and the site of a grim struggle between two of
transhumanity’s most militant factions: ultimates and
exhumans. The focal point of the struggle is Discord
Gate, the most remote of the system’s publicly-known
Pandora Gates, located in an icy labyrinth half a kilometer
beneath the surface of Eris.
The brief history of the gate is bloody. Go-nin
Group troops violently wrested control of the gate
from the Ilmarinen anarchists who discovered it. Titan
and several anarchist and brinker groups both tried
to dislodge Go-nin, but these attempts failed, at great
cost in lives and ships. Go-nin’s control of the gate
seemed ensured until the hypercorp apparently tampered
too heavily with the gate’s black box controls.
A devastating explosion ensued, all but wiping out the
gate and Go-nin base. The gate, however, restructured
itself over the course of several days, though its location
has now shifted to the bottom of a melted crater.
In the short period it took the Go-nin Group to hire
a group of ultimate mercenaries to retake the gate, a
hitherto unknown force of exhumans had seized the
area. The ultimates succeeded, but a group of exhumans
escaped through the gate. Go-nin now has nominal
control of the Discord Gate through the ultimates, who
maintain a heavily militarized base on Eris’s moon,
Dysnomia. However, in recent years the gate facility has
suffered several attacks by exhumans eager to infiltrate
the gate—and according to rumors, at least one of those
attacks originated from the gate itself.
Markov
NOTE: The location of this habitat, a major stronghold of
the argonauts, is a closely guarded secret. Attempts to
search it out have revealed only decoys or lifeless rocks.
Though a great deal of information is available about
the habitat’s specs, operations, areas of research, and
informational resources, only highly placed members
of the argonauts may travel here. By all accounts, the
habitat is a windowless beehive, designed to be virtually
emissionless. Speculated locations include Pluto’s moon
Hydra, the deep Kuiper Belt, and even the Oort Cloud.
Extrasolar Systems
Edit
NOTE: Although travel between the stars is still outside the
realm of transhumanity’s achievements, the Pandora
Gates have allowed passage to myriad other star systems.
A few are noted here, though many more exist—
not all of them explored.
Echo
NOTE: Echo is a binary system consisting of a bright orange
main sequence star and a pulsar (whence the system’s
name) about 12 light hours from one another. The
system has one immense, bright yellow Jovian world
(Echo VI) weighing in at 1.8 Jupiter masses and boasting
101 known moons, two Neptune-like ice giants
further out, a thin mid-system asteroid belt, and several
Mercury-like inner planets. The original Pandora Gate opens onto lifeless Echo V, a forbidding
place littered with the detritus of a dead alien civilization. The
hollow buildings of these precursors look out over once-verdant
alluvial plains now home to only dry arroyos and dust. In other
places, eons of wind erosion have carried the soil away entirely,
leaving only barren expanses of dark basaltic slag. Chemically and
geologically, the world is very similar to Mars, had Mars suffered
another half a billion years’ loss of atmosphere. Research into the
relics of the long-dead aliens suggests that they were morphologically
similar to arthropods or arachnids, earning them the designation
of Iktomi, after a Native American spider god. So far, little else
has been discerned about them.
Echo IV, on the other hand, is the closest thing transhumanity
has found to a paradise since losing Earth. The native life is carbonbased,
with many plants and fish edible even to flats. The climate is
warm temperate, the atmosphere breathable with no major contaminants.
The northern and southern latitudes are home to trackless
forests dominated by various species of valders—huge, maple-like
trees with dark red leaves. In the equatorial regions lie balmy, nutrient-
rich floodplains ripe for cultivation, broken up by the occasional
mountain range. Echo IV is still geologically active due to tidal heating,
though older than Earth by about two billions years, and has
two megacontinents connected near the equator by a tenuous land
bridge. Notable native life include the Unagi, a fearsome, eel-like
deep sea predator, and the clown sprite, a flying primate-analog that
exists in a symbiotic relationship with the Echolalian land anenome,
a huge, venomous, carnivorous plant that grows in the cloud forests
of the equatorial highlands. The biosphere is diverse with many
other megafauna, some quite dangerous.
Luca
NOTE: Luca is an M-Class red dwarf located in a region of the galaxy
far removed from any point of reference known to transhuman
astronomy. The system has only a single gas giant of about 1.4 Jupiter
masses—insufficient to shield the inner worlds from constant
asteroid bombardment. The lone gas giant is flanked by a tenuous
metallic inner asteroid belt and a wide ice and silicate outer belt.
The only other bodies worthy of planetary status are a hellish inner
world with Mercury’s richness of metal and Venus’ infernal atmosphere
and a few large, sullen plutoids sharing Lagrange orbits with
an asteroid field comprised of the shattered mass of a third plutoid.
Accessible by both the Vulcanoid and Fissure Gates, Luca II is a
heavily cratered terrestrial planet with a thick, dusty atmosphere—
just about breathable to transhumans with the right gear. It is a cold,
rocky world of craggy hills, knee-high forests, hissing geothermal
bogs, and fungal meadows. The natives, who have been extinct for at
least a million years, evolved from animals not unlike Earth’s aardvarks.
Originally insect mound predators, the Lucans evolved vision
well into the infrared (as demonstrated by the unusual pigments on
their pottery and later-stage porcelain) and, based on analysis of their
artifacts, had a sense akin to ultrasonic imaging. Their civilization
went through several cycles of rise and fall, punctuated by celestial
cataclysms that killed off less adaptable species and made resources
scarce. The Lucans seem never to have evolved past medieval levels
of societal organization prior to the Great Impact. Within a hundred
years of that final impact, the last of the Lucans perished, never
having invented the telescope, the computer, or space flight.
Luca II hosts Banshee, an underground settlement with a few
prominent surface features, including a radio astronomy station,
park domes, a short-hop aerospace port, and solar farms. It is set on the Howling Plain, a windy plain of scrub brush and
bogs chosen for its rich hydrocarbon deposits and low
incidence of asteroid impacts. Banshee is an uneasy
blend of anarchist colonists and hypercorp interests.
Mishipizheu
NOTE: Mishipizheu is a red giant. The planet from which
the star takes its name, Mishipizheu I, is a Mars-sized
sphere of water with an atmosphere of nitrogen and
carbon dioxide and a rocky core. Mishipizheu I was
an almost Venus-sized sphere of ice 700 million years
ago, but the expansion of its star into the red giant
phase melted the planet. Initially quite warm and full
of pockets of ice and carbonaceous silts, the melting
planet was a crucible in which life could develop and
now hosts a complex ecosystem. Amoeboid boiler
reefs composed of gas sac creatures and their symbiotes
bob on the surface or maintain neutral buoyancy
in the depths, becoming platforms for complex ecosystems
of largely animalian life.
Mishipizheu I is orbited by a mid-size rocky moon,
Nanabozho, reachable via the Discord Gate. Nanabozho
is a mystery, as moons of this composition are
not normally found so far out in a system. The best
current theory is that Nanabozho was an inner system
object with an erratic orbit. It was perturbed out of
its orbit by one of the now-engulfed gas giants that
must once have existed, whence by chance it was
captured in Mishipizheu’s orbit. The extraordinarily
slim chances of such an event, however, have led to
wild speculation as to the actual origin of the moon,
which is as popular a destination for gatecrashers as
the planet below.
Synergy
NOTE: Among the first attempts to establish a gatecrasher
colony beyond the original Pandora Gate, just 5 years
after the Fall, was a group of two hundred and fifty
colonists equipped with experimental headware communications
technology. Shortly after the jump, however,
a still unidentified glitch forced the gate to close
and the mechanism could not be reset to the same setting
and coordinates for an entire five years. When the
gate technicians finally managed to reacquire the settings
recently and reopen the gate, the colonists were
found to have survived, but they had changed. The
technology sent with them was largely AI controlled,
enabling the creation of a hypermesh that linked the
thoughts, emotions, and sensory experiences of each
colonist with each other. After half a decade of difficult
survival measures, this technology and the stress
of the situation linked the colonists and their AIs into
a group mind. Despite having the opportunity to
return to the solar system, these Synergists, as they
call themselves, have no desire to cut themselves off
from their shared consciousness.
Other Exoplanets
Edit
NOTE: The number of extraterrestrial star systems that transhumanity
has visited via the gates now numbers into the hundreds, if not more—though only a small percentage
of these have been notable and/or hospitable.
Only a few dozen have been substantially occupied
or colonized by transhumans, though this number is
growing rapidly. Among these, a few deserve mention:
Arcadia:
Babylon:
Nótt:
Sky Ark:
Wormwood:
Arcadia
NOTE: Accessed through the Martian Gate, the
Planetary Consortium is constructing an aerostat in
the upper atmosphere of this Venus-like planet which
will serve as a private resort for the hyperelite.
Babylon
NOTE: Initially thought to just be an unremarkable
scorched moon orbiting a planet very close to a
yellow star, researchers measuring the star made an
incredible accident discovery: what appears to be a
derelict spacecraft orbiting deep in the star’s corona.
Attempts to access this vessel have so far been thwarted,
but other projects are in the works, including the
possibility of towing the craft to safer climes.
Bluewood:
Bluewood
NOTE: One of the first anarchist colonies established
through the Fissure Gate, this settlement
inhabits a beautiful, small Earth-like world with a
thriving eco-system. Established on the outskirts of
a large forest of eerie, alien, blue “trees,” the colony
was taken off-guard by the trees alarming growth
rate. The modular settlement buildings have all but
been surrounded and encased by overgrowth despite
modest efforts to keep them clear. Still intact but engulfed
by spiraling branchworks, the effect is beautiful
and haunting.
Nott
NOTE: This barren ice-covered moon suffers from
heavy geothermal activity that causes its frozen crust to
constantly crack and refreeze. The unfortunate research
station staff here, all indentured, claim that something
out in the ice is stalking them—over a dozen have disappeared
in the last year. Pathfinder refuses to pull the
station back, however, and thorough searches from its
security teams have turned up nothing.
Sky Ark
NOTE: TerraGenesis is redesigning this dry, arid
moonlet as an off-world preserve for animal life,
including many formerly extinct Earth species resurrected
from fossil DNA.
Wormwood
NOTE: This maze-like warren seems to be an
actual beehive habitat, though who tunneled it out
or why remains an unanswered mystery. The former
asteroid is part of the ring system of an unknown gas
giant. Clearly artificial, gatecrashers so far have found
no signs of technology or life.
Analysis: Myst Trees
NOTE: [File Corruption: 98%]
[Partial Retrieval Complete]
… called “myst trees” by the residen@#
of Ca*&78 … also found on tw) oth*r
exoplanets ]]]]] … seem to be some sort of
living data storage{{[— … utilizing nanofog
systems for <|{9h’’’’ … high pr@bability of
alien origin [[[[[[; ;
GAME MECHANICS
Edit
NOTE: In every game, there comes a time when the gamemaster must decide if a character succeeds or fails in an action. This is when the players roll dice and the characters’ stats and abilities come into play. This chapter defines the core mechanics and rules that govern the outcomes of events inEclipse Phase.
THE ULTIMATE RULE
NOTE: One rule in Eclipse Phase outweighs all of the others: have fun. This means that you should never let the rules get in the way of the game. If you don’t like a rule, change it. If you can’t find a rule, make one up. If you disagree over a rule’s interpretation, flip a coin. Try not to let rules interfere with the game’s flow and mood. If you’re in the middle of a really good scene or intense roleplaying and a rule suddenly comes into question, don’t stop the game to look it up and argue about it. Just wing it, make a decision quickly, and move on. You can always look the rule up later so you’ll remember it next time. If there are disagreements over a rule’s interpretation, remember that the gamemaster gets the final say.
This rule also means that you shouldn’t let the story be guided solely by rolls of the dice. The element of chance that dice rolls provide lends a sense of randomness, uncertainty, and surprise to the game. Sometimes this is exciting, like when a character makes an unexpectedly difficult roll and saves the day. At other times, it is brutal, such as when a lucky shot from an opponent takes one of the characters out for good in a fight. If the gamemaster wants a scenario to result in a pre-planned dramatic outcome and an unexpected die roll threatens that plan, they should feel free to ignore that roll and move the story in the direction they desire.
DICE
NOTE: Eclipse Phaseuses two ten-sided dice (each noted as a d10) for random rolls. In most cases, the rules will call for a percentile roll, noted as d100, meaning that you roll two ten-sided dice, choosing one to count first, and then read them as a result between 0 and 99 (with a roll of 00 counting as zero, not 100). The first die counts as the tens digit, and the second die counts as the ones digit. For example, you roll two ten-sided dice, one red and one black, calling out red first. The red one rolls a 1 and the black die rolls a 6, for a result of 16. Some sets of d10s, as shown above, are specifically marked for easier rolling and reading.
Occasionally the rules will call for individual die rolls, with each individual ten-sided die listed as a d10. If the rules call for several dice to be rolled, it will be noted as 2d10, 3d10, and so on. When multiple ten-sided dice are rolled in these instances, the results are added together. For example, a 3d10 roll of 4, 6, and 7 counts as 17. On d10 rolls, a result of 0 is treated as a 10, not a zero.
Most players ofEclipse Phase can get by with having two ten-sided dice, but it doesn’t hurt to have more on hand. These dice can be purchased at your friendly local game store or borrowed from another gamer.
A NOTE ON TERMINOLOGY AND GENDER
NOTE: The Eclipse Phase setting raises a number of interesting questions about gender and personal identity. What does it mean when you are born female but you are occupying a male body? When it comes to language and editing, this also poses a number of interesting questions for what pronouns to use. The English language has a bit of a bias towards male-gendered pronouns that we hope to avoid in these rules. For purposes of this game, we’ve sidestepped some of these gender neutrality quandaries by adopting the “Singular They” rule. What this means is that rather than just going with male pronouns (“he”) or switching between gendered pronouns (“he” in one chapter, “she” in the next), we have adopted the use of “they” even when referring to a single person. To some folks, this is bad grammar, but there is actually some good evidence that this usage has strong historical roots (look it up), and it certainly gives our editors fewer headaches.
When referring to specific characters, we use the gendered pronoun appropriate to the character’s personal gender identity, no matter the sex of the morph they are in.
MAKING TESTS
Edit
NOTE: In Eclipse Phase, your character is bound to find themself in adrenalin-pumping action scenes, high-stress social situations, lethal combats, spine-tingling investigations, and similar situations filled with drama, risk, and adventure. When your character is embroiled in these scenarios, you determine how well they do by making tests—rolling dice to determine if they succeed or fail, and to what degree.
You make tests in Eclipse Phase by rolling d100 and comparing the result to a target number. The target number is typically determined by one of your character’s skills (discussed below) and ranges between 1 and 98. If you roll less than or equal to the target number, you succeed. If you roll higher than the target number, you fail. A roll of 00 is always considered a success. A roll of 99 is always a failure.
EXAMPLE
NOTE: Jaqui’s character needs to make a skill test. Her skill is 55. Jaqui takes two ten-sided dice and rolls a 53—she succeeds! If she had rolled a 55, she still would have been successful, but any roll higher than that would have been a failure.
TARGET NUMBERS
NOTE: As noted above, the target number for a d100 roll in Eclipse Phase is usually the skill rating. Occasionally, however, a different figure will be used. In some cases, an aptitude score is used, which makes for much harder tests as aptitude scores are usually well below 50 (seeAptitudes, p. 123). In other tests, the target number will be an aptitude rating x 2 or x 3 or two aptitudes added together. In these cases, the test description will note what rating(s) to use.
WHEN TO MAKE TESTS
NOTE: The gamemaster decides when a character must make a test. As a rule of thumb, tests are called for whenever there is a chance that a character might fail at an action or when success or failure may have an effect on the ongoing story. Tests are also called for whenever two or more characters act in opposition to one another (for example, if they are arm wrestling or haggling over a price). On the other hand, routine use of a skill by someone with at least a rating of 30 in that skill can be assumed to be successful with no test. It is not necessary to make tests for everyday, run-of- the-mill activities, such as getting dressed or checking your email (especially inEclipse Phase, where so many activities are automatically handled by the machines around you). Even an activity such as driving a car does not call for dice rolls as long as you have a small modicum of skill. A test might be necessary, however, if you happen to be driving while bleeding to death or are pursuing a gang of motorcycle-riding scavengers through the ruins of a devastated city.
Knowing when to call for tests and when to let the roleplaying flow without interruption is a skill every gamemaster must acquire. Sometimes it is better to simply make a call without rolling dice in order to maintain the pacing of the game. Likewise, in certain circumstances the gamemaster may decide to make tests for a character in secret, without the player noticing. If an enemy is trying to sneak past a character on guard,
for example, the gamemaster will alert the player that something is amiss if they ask them to make a perception test. This means that the gamemaster should keep a copy of each character’s record sheet on hand at all times.
DIFFICULTY AND MODIFIERS
Edit
NOTE: Difficulty and Mo difiers The measure of a test’s difficulty is reflected in its modifiers. Modifiers are adjustments made to the target number (not the roll), either raising or lowering it. A test of average difficulty will have no modifiers, whereas actions that are easier will have positive modifiers (raising the target number, making success more likely) and harder actions will have negative modifiers (lowering the target number, making success less likely). It is the gamemaster’s job to determine if a particular test is harder or easier than normal and to what degree (as illustrated on the Test Difficulty table) and to then apply the appropriate modifier.
Other factors might also play a role in a test, applying additional modifiers aside from the test’s general level of difficulty. These factors include the environment, equipment (or lack thereof), and the health of the character, among other things. The character might be using superior tools, working in poor conditions, or even wounded, and each of these factors must be taken into account, applying additional modifiers to the target number and adjusting the likelihood of success or failure.
For simplicity, modifiers are applied in multiples of 10 and come in three levels of severity: Minor (+/–10), Moderate (+/–20), and Major (+/–30). Any number of modifiers may be applied, as the gamemaster deems appropriate, but the cumulative modifiers may not exceed + or – 60.
TEST DIFFICULTY
NOTE:
| Difficulty Level | Modifier |
| Effortless | +30 |
| Simple | +20 |
| Easy | +10 |
| Average | +0 |
| Difficult | -10 |
| Challenging | -20 |
| Hard | -30 |
MODIFIER SEVERITY
NOTE:
| Severity | Modifier |
| Minor | +/- 10 |
| Moderate | +/- 20 |
| Major | +/- 30 |
EXAMPLE
NOTE: Jaqui is attempting to leap from one door to another across a large chamber in zero gravity. She’s in a hurry. If she misses the door, she’ll lose valuable time, so the gamemaster calls for a Freefall Skill Test. Jaqui’s Freefall skill is 46. Unfortunately the chamber is filled with floating debris that could get in her way. The gamemaster determines this is a Moderate modifier, reducing the target number by 20. Jaqui must roll a 26 or less to succeed.
CRITICALS: ROLLING DOUBLES
Edit
NOTE: Any time both dice come up with the same number—00, 11, 22, 33, 44, etc.—you have scored a critical success or critical failure, depending on whether your roll also beats your target number. 00 is always a critical success, whereas 99 is always a critical failure. Rolling doubles means that a little something extra happened with the outcome of the test, either positive or negative. Criticals have a very specific application in combat tests (see p. 192), but for all other purposes the gamemaster decides what exactly went wrong or right in a specific situation. Criticals can be used to amplify a success or failure: you finish with a flourish or fail so spectacularly that you remain the butt of jokes for weeks to come. They can also result in some sort of unexpected secondary effect: you repair the device and improve its performance; or you fail to shoot your enemy and hit an innocent bystander. Alternately, a critical can be used to give a boost (or a hindrance) to a follow-up action. For example, you not only spot a clue, but you immediately suspect it to be red herring; or you not only fail to strike the target, but your weapon breaks, leaving you defenseless. Gamemasters are encouraged to be inventive with their use of criticals and choose results that create comedy, drama, or tension.
EXAMPLE
NOTE: Audrey is attempting to intimidate a low-level triad mook into giving her information. Unfortunately she rolls a 99—a critical failure. Not only does she fail to scare the guy, but she accidentally lets slip an important piece of information that she didn’t want the triad to know. If she rolled a 00 instead—a critical success—she would browbeat the man so thoroughly that he throws in some extra important information just so she’ll leave him alone in the future.
DEFAULTING: UNTRAINED SKILL USE
Edit
NOTE: Certain tests may call for a character to use a skill they don’t have—a process calleddefaulting. In this case, the character instead uses the rating of the aptitude (see p. 123) that is linked to the skill in question as the target number.
Not all skills may be defaulted; some of them are so complex or require such training than an unskilled character can’t hope to succeed. Skills that may not be defaulted on are noted on the Skill List (p. 176) and in the skill description.
In rare cases, a gamemaster might allow a character to default to another skill that also relates to a test (see p. 173). When allowed, defaulting to another skill incurs a –30 modifier.
EXAMPLE
NOTE: Toljek is trying to casually sneak inside a hypercorp facility when he unexpectedly runs into a hypercorp employee. The woman he’s encountered doesn’t necessarily have grounds to be suspicious of Toljek’s presence, but the gamemaster calls for Toljek to make a Protocol Test to pass himself off as someone that belongs there. Unfortunately, Toljek doesn’t have that skill, so he must default to its linked aptitude, Savvy, instead. His Savvy score is only 18, so Toljek better hope he gets lucky.
SIMPLIFYING MODIFIERS
Edit
NOTE: Rather than looking up and accumulating a long list of modifiers for each action and doing the math, the gamemaster can instead choose to simply “eyeball” the situation and apply the modifier that best sums up the net effect. This method is quicker and allows for easier test resolution. One way to eyeball the situation is to simply apply the most severe modifier affecting the situation.
EXAMPLE
NOTE: Tyska is trying to escape from some thing that’s chasing him through a derelict habitat. The gamemaster calls for a Freerunning Test, but there are a number of modifying conditions: it’s dark, he’s running with a flashlight, and there’s debris everywhere. Tyska, however, has an entoptic map of the best route out of there to help him out. The gamemaster assesses the situation and decides the overall effect is that the test is
challenging, and so a –20 modifier is applied.
NARRATIVE MODIFIERS
Edit
NOTE: If you wish to develop a more cinematic feel for your game, or if you simply wish to encourage your players to invest more detail and creativity into the storyline, you can award “narrative modifiers” to a character’s test when that player describes what the character is doing in exceptionally colorful, inventive, or dramatic detail. The better the detail, the better the modifier.
EXAMPLE
NOTE: Cole doesn’t just want his character to jump over the table, he wants to make an impact. Cole tells the gamemaster that his character kicks a chair out of the way, rolls over the dinner table on his shoulder, grabs a fork as he does it, makes sure to knock all of the fine china on the floor, then lands on his feet in a defensive martial arts posture, fork raised high. The gamemaster decides the extra description is worth +10 to his
Freerunning Test.
TEAMWORK
Edit
NOTE: If two or more characters join forces to tackle a test together, one of the characters must be chosen as the primary actor. This leading character will usually (but not always) be the one with the highest applicable skill. The primary acting character is the one who rolls the test, though they receive a +10 modifier for each additional character helping them out, up to a maximum +30 modifier. Note that helping characters do not necessarily need to know the skill being used if the gamemaster decides that they can follow the primary actor’s lead.
EXAMPLE
NOTE: The robotic leg on Eva’s synthetic morph has been badly damaged, so she needs to repair it. Max and Vic both sit down and help her out, giving her a +20 modifier (+10 for each helper) to her Hardware:
Robotics Test.
TYPES OF TESTS
Edit
NOTE: There are two types of tests inEclipse Phase: Success and Opposed.
SUCCESS TESTS
Edit
NOTE: Success Tests are called for whenever a character is acting without direct opposition. They are the standard tests used to determine how well a character exercises a particular skill or ability.
Success Tests are handled exactly as described underMaking Tests, p. 115. The player rolls d100 against a target number equal to the character’s skill +/– modifiers. If they roll equal to or less than the target number, the test succeeds, and the action is completed as desired. If they roll higher than the target number, the test fails.
TRYING AGAIN
NOTE: If you fail at a test, you can take another shot. Each subsequent attempt at an action after a failure, however, incurs a cumulative –10 modifier. That means the second try suffers –10, the third –20, the fourth –30, and so on, up to the maximum –60.
TAKING THE TIME
Edit
NOTE: Most skill tests are made for Automatic, Quick, or Complex Actions (see pp. 119–120) and so are resolved within one Action Turn (3 seconds, see p. 119). Tests made for Task actions (p. 120) take longer.
Players may choose to take extra time when their character undertakes an action, meaning that they choose to be especially careful when performing the action in order to enhance their chance of success. For every minute of extra time they take, they increase their target number by +10. Once they’ve modified their target number to over 99, they are practically assured of success, so the gamemaster can waive the dice roll and grant them an automatic success. Note that the maximum +60 modifier rule still applies, so if their skill is under 40 to start with, taking the time ay still
not guarantee a favorable outcome. You may take the time even when defaulting (seeDefaulting, p. 116).
Taking extra time is a solid choice when time is not a factor to the character, as it eliminates the chance that a critical failure will be rolled and allows the player to skip needless dice rolling. For certain tests it may not be appropriate, however, if the gamemaster decides that no amount of extra time will increase the likelihood of success. In that case, the gamemaster simply rules that taking the time has no effect.
For Task action tests (p. 120), which already take time to complete, the duration of the task must be
increased by 50 percent for each +10 modifier gained for taking extra time.
EXAMPLE
NOTE: Srit is searching through an abandoned spaceship, looking for a sign of what happened to the missing crew. The gamemaster tells her it will take twenty minutes to search the whole ship. She wants to be extra thorough, however, so she takes an extra thirty minutes. Fifty percent of the original timeframe is ten minutes, so taking an extra thirty minutes means that Srit receives a +30 modifier to her Investigation Test.
SIMPLE SUCCESS TESTS
Edit
NOTE: In some circumstances, the gamemaster may not be concerned that a character might fail a test, but instead simply wants to gauge how well the character performs. In this case, the gamemaster calls for aSimple Success Test, which is handled just like a standard Success Test (p. 117). Rather than determining success or failure, however, the test is assumed to succeed. The roll determines whether the character succeedsstrongly (rolls equal to or less than the target number) or succeedsweakly (rolls above the target number).
EXAMPLE
NOTE: Dav is taking a short spacewalk between two parked ships. The gamemaster determines that this is a routine operation and calls for Dav to make a Simple Success Test using the Freefall skill. Dav’s skill is only 35. He rolls a 76, but the gamemaster merely determines that Dav has some trouble orienting himself and has to take some extra time. If Dav had rolled a 77—a critical failure—his suit’s maneuvering jets may have died and he may have accidentally propelled himself into deep space.
MARGIN OF SUCCESS/FAILURE
Edit
NOTE: Sometimes it may be important that a character not only succeeds, but that they kick ass and take names while doing it. This is usually true of situations where the challenge is not only difficult but the action must be pulled off with finesse. Tests of this sort may call for a certainMargin of Success (MoS)—an amount by which the character must roll under the target number. For example, a character facing a target number of 55 and a MoS of 20 must roll equal to or less than a 35 to succeed at the level the situation calls for.
At other times, it may be important to know how badly a character fails, as determined by aMargin of Failure (MoF), which is the amount by which the character rolled over the target number. In some cases, a test may note that a character who fails with a certain MoF may suffer additional consequences for failing so dismally.
EXAMPLE
NOTE: An enemy has thrown an incendiary device near Stoya. She has only a moment to act and decides to try to kick it away from herself. Even better, she hopes to kick it into the open maintenance hatch a dozen meters away. The gamemaster determines that in order to kick it into the hatch, Stoya needs to succeed with an MoS of 30. Her Unarmed Combat skill is 66, so Stoya needs to roll 66 or less to kick the device away (though she may still be damaged when it explodes), and 36 or less to kick it into the hatch (in which case she will be completely safe when it detonates). She rolls a 44—missing the hatch, but scoring a critical success! Her aim is off, but the gamemaster decides that the device rebounds off some machinery and falls into the hatch anyway.
EXAMPLE
NOTE: Nico is trying to sketch out a picture of someone’s face. He has eidetic memory, but his drawing needs to be good enough for someone else to identify the person. He rolls against his Art: Drawing skill of 34, scoring a 97—a MoF of 63. The illustration is so bad that the gamemaster determines that anyone
using that picture to identify the person will need to score a MoS of at least 63 on a Perception Test
to recognize the person.
EXCELLENT SUCCESSES/SEVERE FAILURES
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NOTE: Excellent Successes and Severe Failures are a method used to benchmark successes and failures with an MoS or MoF of 30+. Excellent Successes are used in situations where an especially good roll may boost the intended effect, such as inflicting more damage with a good hit in combat. Severe Failures denote a roll that is particularly bad and has a worse effect than a simple failure. Neither Excellent Successes or Severe Failures are as good or bad as criticals, however.
EXAMPLE
NOTE: Stoya has been caught in a deal gone bad. She moves to kick her opponent using her Unarmed Combat of 65. She rolls a 33 (for an MoS of 32), and her opponent rolls a 21 (also successful, but less than Stoya, so she wins). She has succeeded and beaten her opponent with an MoS of 30+, scoring an Excellent Success, meaning she will inflict extra damage with the kick.
OPPOSED TESTS
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NOTE: An Opposed Test is called for whenever a character’s action may be directly opposed by another. Regardless of who initiates the action, both characters must make a test against each other, with the outcome favoring the winner.
To make an Opposed Test, each character rolls d100 against a target number equal to the relevant
skill(s) along with any appropriate modifiers. If only one of the characters succeeds (rolls equal to or less than their target number), that character has won. If both succeed, the character who gets the highest dice roll wins. If both characters fail, or they both succeed and roll the same number, then a deadlock occurs—the characters remain pitted against each other, neither gaining ground, until one of them takes another action and either breaks away or makes another Opposed Test.
Note that critical successes trump high rolls in an Opposed Test—if both characters succeed and one rolls 54 while the other rolls 44, the critical roll of 44 wins. Care must be taken when applying modifiers in an Opposed Test. Some modifiers will affect both participants equally, and should be applied to both tests. If a modifier arises from one character’s advantage in relation to the other, however, that modifier should only be applied to benefit the favored character; it should not also be applied as a negative modifier to the disadvantaged character.
EXAMPLE
NOTE: Zhou has been hired by the Jovian Republic to infiltrate his old pirate band. Even though he’s resleeved in a new skin, he’s worried that one of his old buddies, Wen, might recognize his mannerisms, since they lived, whored, and raided together for years. After Zhou has spent some time in Wen’s company, the gamemaster makes a secret Opposed Test, pitting Zhou’s Impersonation skill of 57 against Wen’s Kinesics of 34. The gamemaster decides to give Wen a bonus +20, since he is so familiar with his former buddy and has been on the lookout for him, eager to repay the old grudge that split them apart. Wen’s target number is now 54.
The gamemaster rolls for both. Zhou scores a 45 and Wen a 39. Both succeed, but Zhou rolled higher,
so his deception is successful. The gamemaster decides that Wen finds something about Zhou to
be familiar, but he can’t put his finger on it.
OPPOSED TESTS AND MARGIN OF SUCCESS/FAILURE
NOTE: In some cases, it may also be important to note a character’s Margin of Success or Failure in an Opposed Test, as with a Success Test above. In this case, the MoS/MoF is still determined by the difference between the character’s roll and their target number—it is not calculated by the difference between the character’s roll and the opposing character’s roll.
VARIABLE OPPOSED TEST
Edit
NOTE: In some cases, the rules will call for aVariable Opposed Test, which allows for slightly more outcomes
than a standard Opposed Test. If both characters succeed in a Variable Opposed Test, then an outcome is obtained which is different from just one character winning over the other. The exact outcomes are noted with each specific Variable Opposed Test.
EXAMPLE
NOTE: Jaqui needs to hack into a local network to retrieve some video footage. The network is actively defended by an AI, so a Variable Opposed Test is called for, pitting Jaqui’s Infosec skill of 48 against the AI’s Infosec of 25. Jaqui rolls a 48—a success—but the AI rolls a 14—also a success. In this circumstance, Jaqui succeeds in hacking in, but the AI is aware of the infiltration and can take
active countermeasures against her.
TIME AND ACTIONS
Edit
NOTE: Though the gamemaster is responsible for managing the speed at which events unfold, there are times when it is important to know exactly who is acting when, especially if some people are acting before or after other people. In these circumstances, gameplay in Eclipse Phase is broken down into intervals calledAction Turns.
ACTION TURNS
NOTE: Each Action Turn is three seconds long, meaning there are twenty Action Turns per minute. The order in which characters act during a turn is determined by an Initiative Test (seeInitiative, p. 121). Action
Turns are further subdivided intoAction Phases. Each character’s Speed stat (p. 121) determines the amount of actions they can take in a turn, represented by how many Action Phases they may take.
TYPES OF ACTIONS
Edit
NOTE: The types of actions a character may take in an Action Turn are broken down to:Automatic,Quick,Complex, andTaskactions.
AUTOMATIC ACTIONS
NOTE: Automatic actions are “always on” and require no effort from the character, assuming they are conscious.
Examples: basic perception, certain psi sleights
QUICK ACTIONS
NOTE: Quick actions are simple, so they can be done fast and can be multi-tasked. The gamemaster determines how many Quick actions a character may take in a turn.
Examples: talking, switching a safety, activating an implant, standing up
COMPLEX ACTIONS
NOTE: Complex actions require concentration or effort. The number of Complex actions a character may take per turn is determined by their Speed stat (see p. 121).
Examples: attacking, shooting, acrobatics, disarming a bomb, detailed examination
TASK ACTIONS
NOTE: Task actions are any actions that require longer than one Action Turn to complete. Each Task action has atimeframe, usually listed in the task description or otherwise determined by the gamemaster. The timeframe determines how long the task takes to complete, though this may be reduced by
10 percent for every 10 full points of MoS the character scores on the test (seeMargin
of Success/Failure, p. 118). If a character fails on a Task action test roll, they work on the task for a minimum period equal to 10 percent of the timeframe for each 10 full points of MoF before realizing it’s a failure.
For Task actions with timeframes of one day or longer, it is assumed that the character only works eight hours per day. A character that works more hours per day may reduce the time accordingly. Characters working on Task actions may also interrupt their work to do something else and
then pick up where they left off, unless the gamemaster rules that the action requires continuous and uninterrupted attention.
Similar to taking the time (p. 117), a character mayrush the jobon a Task action, taking a penalty on the test in order to decrease the timeframe. The character must declare they are rushing the job before they roll the test. For every 10 percent they wish to reduce the timeframe, they incur a –10
modifier on the test (to a maximum reduction of 60 percent with a maximum modifier of –60).
DEFINING YOUR CHARACTER
Edit
NOTE: In order to ga uge and quantify what your character is merely good at and what they excel in—or what they are clueless about and suck at—Eclipse Phaseuses a number of measurement factors: stats, skills, traits, and morphs. Each of these characteristics is recorded and tracked on your character’s
record sheet(p. 399).
CONCEPT
NOTE: Your character concept defines who you are in theEclipse Phaseuniverse. You’re not just
a run-of-the-mill plebeian with a boring and mundane life, you’re a participant in a postapocalyptic
transhuman future who gets caught up in intrigue, terrible danger, unspeakable horrors, and scrambling for survival. Much like a character in an adventure, drama, or horror story, you are a person
to whom interesting things happen—or if not, you make them happen. This means your character needs a distinct personality and sense of identity. At the very least, you should be able to sum up your character concept in a single sentence, such as “cantankerous neotenic renegade archaeologist with
anger management issues” or “thrill-seeking social animal who is dangerously obsessed with conspiracy theories and mysteries.” If it helps, you can always borrow ideas from characters you’ve seen in movies or books, modifying them to fit your tastes.
Your character’s concept will likely be influenced by two important factors: background
and faction. Your background denotes the circumstances under which your character was raised, while your faction indicates the post-Fall grouping to which you most recently held ties and allegiances. Both of these play a role in character creation (p. 128).
MOTIVATIONS
NOTE: The clash of ideologies and memes is a core component ofEclipse Phase, and so every character has three motivations—personal memes that dominate the character’s interests and pursuits. These memes may be as abstract as ideologies the character adheres to or supports—for example, social anarchism, Islamic jihad, or bioconservatism—or they may be as concrete as specific outcomes the character desires, such as revealing a certain hypercorp’s corruption, obtaining massive personal wealth, or winning victories for uplifted rights. A motivation may also be framed in opposition to something; for example, anti-capitalism or anti-pod-citizenship, or staying out of jail. In essence, these are ideas that motivate the character to do the things they do. Motivation is best noted as a term or short phrase on the character sheet, marked with a + (in favor of) or – (opposed to). Players are encouraged to develop their own distinct motivations for their characters, in cooperation with the gamemaster. Some examples are provided on p. 138.
In game terms, motivation is used to help define the character’s personality and influence their actions for roleplaying purposes. It also serves to regain Moxie points (p. 122) and earn Rez Points for character advancement (p. 152).
Motivational goals may be short-term or long-term, and may in fact change for a character over time. Short-term goals are more immediately obtainable objectives or short-lived interests, and these goals are likely to change once achieved. Even so, they should reflect intentions that will take more than one game session to reach, possibly covering weeks or months. These short-term goals may in fact tie directly into the gamemaster’s current storyline. Examples include conducting a full analysis of an alien artifact, completing a research project, or living life as an uplifted dog for a while. Long-term goals reflect deeply rooted beliefs or tasks that require major efforts and time (possibly lifelong) to achieve. For example, finding the lost backup of a sibling missing since the Fall, overthrowing an autocratic regime, or making first contact with a new
alien species. For purposes of awarding Moxie or Rez Points, long-term goals are best broken down into obtainable chunks. Someone whose goal is to track down the murderer who killed their parents when they were a child, for example, can be considered to achieve that goal every time they discover some evidence that brings them a little closer to solving the puzzle.
EGO VS. MORPH
NOTE: Eclipse Phase’s setting dictates that a distinction must be made between a character’sego (their ingrained self, their personality, and inherent traits that perpetuate in continuity) and theirmorph (their ephemeral physical—and sometimes virtual—form). A character’s morph may die while the character’s ego lives on (assuming appropriate backup measures have been taken), transplanted into a new morph. Morphs are expendable, but your character’s ego represents the ongoing, continuous life path of your character’s mind, personality, memories, knowledge, and so forth. This continuity may be interrupted by an unexpected death (depending on how recent the backup was made), or by forking (see p. 273), but it represents the totality of the character’s mental state and experiences.
Some aspects of your character—particularly skills, along with some stats and traits—belong to your character’s ego, which means they stay with them throughout the character’s development. Some stats and traits, however, are determined by morph, as noted, and so will change if your character leaves one body and takes on another. Morphs may also affect other skills and stats, as detailed in the morph description.
It is important that you keep ego- and morph-derived characteristics straight, especially when updating your character’s record sheet.
CHARACTER STATS
NOTE: Your character’s stats measure several characteristics that are important to game play:Initiative,Speed,Durability,Wound Threshold,Lucidity,Trauma Threshold, andMoxie. Some of these stats are inherent to your character’s ego, others are influenced or determined by morph.
EGO STATS
Edit
NOTE: EGO STATS
Initiative
Lucidity
Trauma Threshold
Insanity Rating
Moxie
INITIATIVE (INIT)
Edit
NOTE: Your character’s Initiative stat helps determine when they act in relation to other characters during the
Action Turn (seeInitiative, p. 188). Your Initiative stat is equal to your character’s Intuition + Reflexes aptitudes (seeAptitudes, p. 123) multiplied by 2. Certain implants and other factors may modify this score.
EXAMPLE
NOTE: Lazaro’s Intuition is 15 and his Reflexes score is 20. That means his Initiative is 70 (15 + 20 = 35, 35 x 2 = 70).
LUCIDITY (LUC)
NOTE: Lucidity is similar to Durability, except that it measures mental health and state of mind rather than physical well-being. Your Lucidity determines how much stress (mental damage) you can take before you are incapacitated or driven insane (seeMental Health, p. 209).
Lucidity is unlimited, but generally ranges from 20 to 60 for baseline unmodified humans. Lucidity is
determined by your Willpower aptitude x 2.
TRAUMA THRESHOLD (TT)
NOTE: The Trauma Threshold determines if you suffer a trauma (mental wound) each time you take stress (seeMental Health, p. 209). A higher Trauma Threshold means that your mental state is more resilient against experiences that might inflict psychiatric disorders or other serious mental instabilities.
Trauma Threshold is calculated by dividing Lucidity by 5 (rounding up).
INSANITY RATING (IR)
NOTE: Your Insanity Rating is the total amount of stress your mind can take before you go permanently insane and are lost for good. Insanity Rating equals LUC x 2.
MOXIE
Edit
NOTE: Moxie represents your character's inherent talent at facing down challenges and overcoming obstacles with spirited fervor. More than just luck, Moxie is your character’s ability to run the edge and do what it takes, no matter the odds. Some people consider it the evolutionary trait that spurred humankind to pick up tools, expand our brains, and face the future head on, leaving other mammals in the dust. When the sky is falling, death is imminent, and no one can help you, Moxie is what saves the day.
The Moxie stat is rated between 1 and 10, as purchased during character creation (and perhaps raised later). In game play, Moxie is used to influence the odds in your favor. Every game session, your character begins with a number of Moxie points equal to their Moxie stat. Moxie points may be spent for any of the following effects:
- The character may ignore all modifiers that apply to a test. The Moxie point must be spent before dice are rolled.
- The character may flip-flop a d100 roll result. For example, an 83 would become a 38.
- The character may upgrade a success, making it a critical success, as if they rolled doubles. The character must succeed in the test before they spend the Moxie point.
- The character may ignore a critical failure, treating it as a regular failure instead.
- The character may go first in an Action Phase (p. 189).
Only 1 point of Moxie may be spent on a single roll. Moxie points will fluctuate during gameplay, as they are spent and sometimes regained.
Regaining Moxie: At the gamemaster’s discretion, Moxie points may be refreshed up to the character’s full Moxie stat any time the character rests for a significant period. Moxie points may also be regained if the character achieves a personal goal, as determined by their Motivation (see p. 121). The gamemaster determines how much Moxie is regained in proportion to the goal achieved.
EXAMPLE
NOTE: Audrey has a difficult Piloting: Aircraft roll to make. Her skill is 61, but she’s facing a lot of modifiers (–30), and if she fails she’s in big trouble. She could spend a point of Moxie before the test to ignore the modifiers, but she decides to take her chances against the target number of 31. Unfortunately, she rolls an 82. Luckily, she can spend a Moxie point to flip-flop that roll and make it a 28—a success!
MORPH STATS
Edit
NOTE: MORPH STATS
Speed
Durability
Wound Threshold
Death Rating
Damage Bonus
SPEED (SPD)
NOTE: The Speed stat determines how often your character gets to act in an Action Turn (seeInitiative, p. 188). All characters start with a Speed stat of 1, meaning they act once per turn. Certain implants and other advantages may boost this up to a maximum of 4.
DURABILITY (DUR)
NOTE: Durability is your morph’s physical health (or structural integrity in the case of synthetic shells, or system integrity in the case of infomorphs). It determines the amount of damage your morph can take before you are incapacitated or killed (seePhysical Health, p. 206). Durability is unlimited, though the range for baseline (unmodified) humans tends to fall between 20 and 60.
Your Durability stat is determined by your morph.
WOUND THRESHOLD (WT)
NOTE: A Wound Threshold is used to determine if you receive a wound each time you take physical damage (seePhysical Health, p. 206). The higher the Wound Threshold, the more resistant to serious injury you are.
Wound Threshold is calculated by dividing Durability by 5 (rounding up).
DEATH RATING (DR)
Edit
NOTE: Death Rating is the total amount of damage your morph can take before it is killed or destroyed Beyond repair. Death Rating is equal to DUR x 1.5 for biomorphs and DUR x 2 for synthmorphs.
EXAMPLE
NOTE: Tyska is sleeved in a run-of-the-mill splicer morph with a Durability of 30. That gives him a Wound Threshold of 6 (30 ÷ 5) and a Death Rating of 45 (30 x 1.5). If Tyska acquired an implant that boosted his Durability by +10 to 40, his Wound Threshold would be 8 (40 ÷ 5) and his Death Rating would be 60 (40 x 1.5).
DAMAGE BONUS
NOTE: The Damage Bonus stat quantifies how much extra oomph your character is able to give their melee and thrown weapons attacks. Damage Bonus is determined by dividing your Somatics aptitude (see below) by 10 and rounding down.
CHARACTER SKILLS
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NOTE: Skills represent your character’s talents. Skills are broken down intoaptitudes (ingrained abilities that everyone has) andlearned skills(abilities and knowledge picked up over time). Skills determine the target number used for tests (seeMaking Tests, p. 115).
APTITUDES
NOTE: Aptitudes are the core skills that every character has by default. They are the foundation on which learned skills are built. Aptitudes are purchased during character creation and rate between 1 and 30, with 10 being average for a baseline unmodified human. They represent the ingrained characteristics and talents that your character has developed from birth and stick with you even when you change morphs—though some morphs may modify your aptitude ratings.
Each learned skill is linked to an aptitude. If a character doesn’t have the skill necessary for a test, they may default to the aptitude instead (seeDefaulting, p. 116).
There are 7 aptitudes in Eclipse Phase:
- Cognition (COG)is your aptitude for problemsolving, logical analysis, and understanding. It also includes memory and recall.
- Coordination (COO) is your skill at integrating the actions of different parts of your morph to produce smooth, successful movements. It includes manual dexterity, fine motor control, nimbleness, and balance.
- Intuition (INT)is your skill at following your gut instincts and evaluating on the fly. It includes physical awareness, cleverness, and cunning.
- Reflexes (REF)is your skill at acting quickly. This encompasses your reaction time, your gut-level response, and your ability to think fast.
- Savvy (SAV)is your mental adaptability, social intuition, and proficiency for interacting with others. It includes social awareness and manipulation.
- Somatics (SOM)is your skill at pushing your morph to the best of its physical ability, including the fundamental utilization of the morph’s strength, endurance, and sustained positioning and motion.
- Willpower (WIL)is your skill for self-control, your ability to command your own destiny.
LEARNED SKILLS
NOTE: Learned skills encompass a wide range of specialties and education, from combat training to negotiating to astrophysics (for a complete skill list, see p. 176). Learned skills range in rating from 1 to 99, with an average proficiency being 50. Each learned skill is linked to an aptitude, which represents the underlying competency in which the skill is based. When a learned skill is purchased (either during character generation or advancement), it is bought starting at the rating of the linked aptitude and then raised from there. If the linked aptitude is raised or modified, all skills built off it are modified appropriately as well.
Depending on your background and faction, you may receive some starting skills for free during character creation. Like aptitudes, learned skills stay with the character even when they change morphs, though certain morphs, implants, and other factors may sometimes modify your skill rating. If you lack a particular skill called for by a test, in most cases you can default to the linked aptitude for the test (seeDefaulting, p. 116).
SPECIALIZATIONS
Edit
NOTE: Specializations represent an area of concentration and focus in a particular learned skill. A character who learns a specialization is one who not only grasps the basic tenets of that skill, but they have trained hard to excel in one particular aspect of that skill’s field. Specializations apply a +10 modifier when the character utilizes that skill in the area of specialization.
Specializations may be purchased during character creation or advancement for any existing skill the character possesses with a rating of 30 or more. Only one specialization may be purchased for each skill. Specific possible specializations are noted under individual the skill descriptions (seeSkills, p. 170).
EXAMPLE
NOTE: Toljek has Palming skill of 63 with a specialization in Pickpocketing. Whenever he uses Palming to pick someone’s pocket or otherwise steal from someone's person, his target number is 73, but for all other uses of Palming the standard 63 applies.
CHARACTER TRAITS
NOTE: Traits include a range of inherent qualities and features that help define your character. Some traits are positive, in that they give your character a bonus to certain stats, skills, or tests, or otherwise give them an edge in certain situations. Others are negative, in that they impair your abilities or occasionally create a glitch in your plans. Some traits apply to a character’s ego, staying with them from body to body, while others only apply to a character’s morph.
Traits are purchased during character generation. Positive traits cost customization points (CP), while negative traits give you extra CP to spend on other things (seeTraits, p. 145). The maximum number of CP you may spend on traits is 50, while the maximum you may gain from negative traits is 50. In rare circumstances—and only with gamemaster approval— traits may be purchased, bought off, or inflicted during gameplay (see p. 153).
CHARACTER MORPH
Edit
NOTE: InEclipse Phase, your body is disposable. If your body gets old, sick, or too heavily damaged, you can digitize your consciousness and download it into a new body. The process isn’t cheap or easy, but it offers effective immortality—as long as you remember to back yourself up and don’t go insane. The termmorph is used to describe any type of form your mind inhabits, whether it be a vat-grown clone sleeve, a synthetic robotic shell, a part-bio/part-flesh pod, or even the purely electronic software state of an infomorph.
You purchase your starting morph during character creation (see p. 128). This is likely the morph you were born with (assuming you were born), though it may simply be another morph you’ve moved onto.
Physical looks aside, your morph has a large impact on your characteristics. Your morph determines certain physical stats, such as Durability and Wound Threshold, and it may also influence Initiative and Speed. Morphs may also modify some of your aptitudes and learned skills. Some morphs come pre-loaded with specific traits and implants, representing how it was crafted, and you can always bling yourself out with more implants if you choose (seeImplants, p. 126). All of these factors are noted in the individual morph descriptions (see p. 139).
If you plan on switching your current morph to another during gameplay, you may first want to back yourself up (seeBackups and Uploads, p. 268). Backing up regularly is always a smart option in case you suffer an accidental or untimely death. Acquiring a new morph is not always easy, especially if you want it pre-loaded according to certain specifications. The full process is detailed underResleeving, p. 271.
APTITUDE MAXIMUMS
Edit
NOTE: Every morph has an aptitude maximum, sometimes modified by traits. This maximum represents the highest value at which the character may use that aptitude while inhabiting that morph, reflecting an inherent limitation in some morphs. If a character’s aptitude exceeds the aptitude maximum of their morph, they must use it at the maximum value for the duration of the time they remain in that morph. This may also affect the skills linked to that aptitude, which must be modified appropriately.
Some implants, gear, psi, and other factors may modify a character’s natural aptitudes. These augmented values may exceed a morph’s aptitude maximums, as they represent external factors boosting the morph’s ability. No aptitude, however, augmented or not, may ever exceed a value of 40. Innate ability only takes a person so far—after that point, actual skill is what counts.
EXAMPLE
NOTE: Eva has a Cognition aptitude of 25. She is unfortunately forced to sleeve into a flat morph with an aptitude maximum of 20. For the duration of the period she inhabits that morph, her Cognition is reduced to 20, which also impacts all of her COG-linked skills, reducing them by 5.
THINGS CHARACTERS USE
Edit
NOTE: In the advanced technological setting ofEclipse Phase, characters don’t get by on their wits and morphs alone; they take advantage of their credit and reputation to acquire gear and implants and use their social networks to gather information. Some characters also have the capability to use mental powers known as psi.
IDENTITY
NOTE: In an age of ubiquitous computing and omnipresent surveillance, privacy is a thing of the past—who you are and what you do is easily accessed online. Characters inEclipse Phase, however, are often involved in secretive or less-than-legal activities, so the way to keep the bloggers, news, paparazzi, and law off your back is to make extensive use of fake IDs. While Firewall often provides covers for its sentinel agents, it doesn’t hurt to keep a few extra personas in reserve, in case matters ever go out the airlock in a hurry. Thankfully, the patchwork allegiances of city-state habitats and faction stations means that identities aren’t too difficult to fake, and the ability to switch morphs makes it even easier. On the other hand, anyone with a copy of your biometrics or geneprint is going to have an edge tracking you down or finding any forensic traces you leave behind (for more on ID, see p. 279).
SOCIAL NETWORKS
NOTE: Social networks represent people the character knows and social groups with which they interact. These contacts, friends, and acquaintances are not just maintained in person, but also through heavy Mesh contact. Social software allows people to stay updated on what the people they know are doing, where they are, and what they are interested in, right up to the minute. Social networks also incorporate the online projects of individual members, whether it’s a mesh-site loaded with a band member’s songs, a personal archive of stored media, a decade of blog entries reviewing the best places to score cheap electronics, or a depository of research papers and studies someone has worked on or finds interesting.
In game play, social networks are quite useful to characters. Their friends list is an essential resource—a pool of people you can actively poll for ideas, troll for news, listen to for the latest rumors, buy or sell gear from, hit up for expert advice, and even ask for favors.
While a character’s social networks are nebulous and constantly shifting, the use of them is not. A character takes advantage of their social networks via the Networking (Field) skill (p. 182). The exact use of this skill is covered underReputation and Social Networks, p. 285.
CRED
NOTE: The Fall devastated the global economies and currencies of the past. In the years of reconsolidation that followed, the hypercorps and governments inaugurated a new system-wide electronic monetary system. Calledcredit, this currency is backed by all of the large capitalist-oriented factions and is used to trade for goods and services as well for other financial transactions. Credit is mainly transferred electronically, though certified credit chips are also common (and favored for their anonymity). Hardcopy bills are even used in some habitats.
Depending on your background or faction, your character may be given an amount of credit at the start of the game. During game play, your character must earn credit the old-fashioned way: by earning or stealing it.
REP
NOTE: Capitalism is no longer the only economy in town. The development of nanofabricators allowed for the existence of post-scarcity economies, a fact eagerly taken advantage of by anarchist factions and others. When anyone can make anything, concepts like property and wealth become irrelevant. The advent of functional gift and communist economies, among other alternative economic models, means that in such systems you can acquire any goods or services you need via free exchange, reciprocity, or barter—presuming you are a contributing member of such a system and respected by your peers. Likewise, art, creativity, innovation, and various forms of cultural expression have a much higher worth than they do in capitalist economies.
In alternative economies, money is often meaningless, but reputation matters. Your reputation score represents your social capital—how esteemed you are to your peers. Rep can be increased by positively influencing, contributing to, or helping individuals or groups, and it can be decreased through antisocial behavior. In anarchist habitats, your likelihood of obtaining things that you need is entirely based on how you are viewed by others.
Reputation is easily measured by one of several online social networks. Your actions are rewarded or punished by those with whom you interact, who can ping your Rep score with positive or negative feedback. These networks are used by all of the factions, as reputation can affect your social activities in capitalist economies as well. The primary reputation networks include:
- The @-list: the Circle-A list for anarchists, Barsoomians, Extropians, scum, and Titanians, noted as @-rep.
- CivicNet:used by the Jovian Republic, Lunar-Lagrange Alliance, Morningstar Constellation, Planetary Consortium, and many hypercorps, referred to as c-rep.
- EcoWave:used by nano-ecologists, preservationists, and reclaimers, referred to as e-rep.
- Fame: the seen-and-be-seen network used by socialites, artists, glitterati, and media, referred to as f-rep.
- Guanxi:used by the triads and numerous criminal entities, referred to as g-rep.
- The Eye:used by Firewall, noted as i-rep.
- RNA:Research Network Affiliation, used by argonauts,technologists, scientists, and researchers, referred to as r-rep.
Reputation is rated from 0-99. Depending on your background and faction, you may start with a Rep score in one or more networks. This can be bolstered through spending customization points during character creation. During game play, your Rep scores will depend entirely on your character’s actions. For more information, seeReputation and Social Networks, p. 285.
Note that each Rep score is tied to a particular identity.
GEAR
NOTE: Gear is all of the equipment your character owns and keeps on their person, from weapons and armor to clothing and electronics. You buy gear for your character with customization points during character creation (see p. 136) and in the game with Credit or Rep. Certain restricted, illegal, or hard-to-find items may require special efforts to obtain (seeAcquiring Gear, p. 298). If you have access to a nanofabricator, you may be able to simply build gear, presuming you have the proper blueprints (seeNanofabrication, p. 284). For a complete listing of equipment options, see theGear chapter, p. 296.
Even among the remaining capitalist economies, prices can vary drastically. To represent this, all gear falls into a cost category. Each category defines a range of costs, so the gamemaster can adjust the prices of individual items as appropriate to the situation. Each category also lists an average price for that category, which is used during character generation and any time the gamemaster wants to keep costs simple. See theGear Costs table on p. 137.
IMPLANTS
NOTE: Implants include cybernetic, bionic, genetech, and nanoware enhancements to your character’s morph (or mechanical enhancements in the case of a synthetic shell). These implants may give your character special abilities or modify their stats, skills, or traits. Some morphs come pre-equipped with implants, as noted in their descriptions (see p. 139). You may also special order morphs with specific implants (seeMorph Acquisition, p. 277). If you want to upgrade a morph you are already in, you can undergo surgery or other treatments to have an enhancement installed (seeHealing Vats, p. 326. For a complete list of available implant/enhancement options, see pp. 300-311,Gear.
PSI
NOTE: Psi is a rare and anomalous set of mental abilities that are acquired due to infection by a strange nanovirus released during the Fall. Psi abilities are not completely understood, but they give characters certain advantages—as well as some disadvantages. A character requires the Psi trait (p. 147) to use psi abilities, which are calledsleights. Psi users are calledasyncs. A full explanation of psi and details on the various sleights can be found in theMind Hacks chapter, p. 216.
GAME RULES SUMMARY
NOTE: GAME RULES SUMMARY
Everything you need to know about the rules—summed up on a single page.
MAKING TESTS (P. 115)
- Roll d100 (two ten-sided dice, read as a percentile amount, from 00 to 99).
- Target number is determined by the appropriate skill (or occasionally an aptitude).
- Difficulty is represented by modifiers.
- 00 is always a success.
- 99 is always a failure.
- Margin of Success of 30+ is an Excellent Success.
- Margin of Failure of 30+ is a Severe Failure.
- A roll of doubles (00, 11, 22, 33, etc.) equals a critical success or failure.
SUCCESS TEST (P. 117)
- To succeed, roll d100 and score equal to or less than the skill +/– modifiers.
OPPOSED TEST (P. 119)
- Each character rolls d100 against their skill +/– modifiers.
- The character who succeeds with the highest roll wins. If both characters fail, or both succeed but tie, deadlock occurs.
SIMPLE SUCCESS TEST (P. 118)
- Simple Success Tests automatically succeed.
- Success or failure on the roll simply indicates if the character succeeded strongly or poorly.
DEFAULTING (P. 116)
- If a character does not have the appropriate skill for a test, they may default to the skill’s linked aptitude.
MODIFIERS (P. 115)
- Modifiers always affect the target number (skill), not the roll.
- Modifiers (positive or negative) come in 3 levels of severity:
- Minor (+/–10)
- Moderate (+/–20)
- Major (+/–30)
- The maximum modifiers that can be applied are +/– 60.
TEAMWORK (P. 117)
- One character is chosen as the primary actor; they make the test.
- Each helper character adds a +10 modifier (max. +30).
TAKING THE TIME (P.118)
- Character may take extra time to complete an action.
- On Complex actions, each minute taken adds +10 to the test.
- On Task actions, every 50 percent extension to the timeframe adds +10 to the test.
APTITUDES (P.123)
- Aptitudes range from 1 to 30 (average 15).
- Aptitudes are: Cognition, Coordination, Intuition, Reflexes, Savvy, Somatics, and Willpower.
LEARNED SKILLS (P. 123)
- Skills range from 1-99 (average 50).
- Each skill is linked to and based on an aptitude.
- Morphs, gear, drugs, etc. may provide skill bonuses or penalties to individual skills.
SPECIALIZATIONS (P. 123)
- Specializations add +10 when using a skill for that area of concentration.
- Each skill may have only one specialization.
ACTION TURNS (P. 120)
- Action Turns are 3 seconds in length.
- The order in which characters act is determined by Initiative.
- Automatic actions are always “on.”
- Characters may take any number of Quick Actions in a Turn (minimum of 3), limited only by the gamemaster.
- Characters may only take a number of Complex Actions equal to their Speed stat.
TASK ACTIONS (P. 120)
- Task Actions are any action that requires longer than 1 Action Turn to complete.
- Task Actions list a timeframe (anywhere from 2 Turns to 2 years).
- Timeframe reduced by 10% for each 10 points of MoS.
- If character fails, they work on the task for a minimum period equal to 10% of the timeframe for each 10 points of MoF before realizing it’s a failure.
CHARACTER CREATION AND ADVANCEMENT
Edit
NOTE: The first step towards playingEclipse Phase is to define your character. If you’re new to the game and setting, the easiest way to jump right in is to simply select one of the Sample Characters provided on pp. 154–169. If you’re more familiar with RPGs, or you simply want finer control over your character, you can build them from scratch, perhaps using one of the Sample Characters as a template. This chapter will walk you through the process of character generation, from the general concept and personality to the crunchy game statistics.
CHARACTER GENERATION
Edit
NOTE: There are two parts to every player character. The first is the sets of numbers and attributes that define what a character is good or bad at (or even what they can and can’t do) according to the game mechanics. These are more than just statistics, however—these characteristics help to define your character’s abilities and interests, and by extension their background, education, training, and experience. During the character creation process, you will have the ability to assign, adjust, and juggle these characteristics as you like. If you have a pre-conceived notion of what the character is about, you can optimize the stats to reflect that. Alternatively, you can tweak the stats until you get something you like, then base the character’s backstory off of what you develop.
The second part to every player character is their personality. What defines them as a person? What makes them tick? What pisses them off? What sparks their interest? What positive aspects of their personality make them appealing as a friend, comrade, or lover—or at least someone interesting to play? What character flaws and quirks do they have? These questions matter because they will also guide you as you assign stats, skills, and traits.
Character generation is a step-by-step process. Unlike some games, the process for creating anEclipse Phase character is not random—you have complete control over every aspect of your character’s design. Some stages must be completed before you can move on to others. The complete process is broken down on the Step-By-Step Guide to Character fCreation sidebar.
CHARACTER CONCEPT
NOTE: Deciding what/who you want to play before you make the character is usually the best route. Pick a simple archetype that fits your character, and work from there. Do you want to play an explorer? Someone sneaky, like a spy or thief? Someone cerebral, like a scientist? A hardened criminal or ex-cop? Or do you prefer to be a rabble-rousing agitator? You can also start with a personality type and choose an associated profession. If you want a social butterfly who excels at manipulating people, you can play a media personality, blogger, or party-going socialite. Perhaps you’d prefer a bottomed out reject with substance abuse problems, in which case an ex-merc or former hypercapitalist who lost his fortune and family during the Fall might fit. How about an energetic, live-life-to-the-fullest, must-see-it all character? Then a habitat freerunner or professional gatecrasher might be what you’re looking for.
Make sure to check in with the other players and try to create a character that’s complementary to the rest of the team—preferably one who provides some
skill-set the group lacks. Why create a research archeologist if someone else is already set on playing one, especially when the team lacks a good combat specialist or async? On the other hand, if your team is going to be running an alien archeological expedition, then having more than one researcher (each with distinct areas of expertise) might not be bad.
Once you have the basic concept, try to fill it with a few more details, making it into a one-sentence summary. If you started with the concept of “xeno-sociologist,” expand it to “open-minded amateur linguist and expert xeno-sociologist who is fascinated by alien cultures, collects Factor kitsch, has a high-tolerance for ‘yuck factors,’ and whose best friends tend to be uplifts and AIs.” This will give you a few more details around which you can focus the character’s strengths and weaknesses.
CHOOSE BACKGROUND
Edit
NOTE: The first step to creating your character is to choose a background. Was your character born on Earth before the Fall? Were they raised on a habitat commune? Or did they start existence as a disembodied AI?
You must choose one of the backgrounds for your character from the list below. Choose wisely, as each background may provide your character with certain skills, traits, limitations, or other characteristics to start with. Keep in mind that your background is where you came from, not who you are now. It is the past, whereas your faction represents whom your character is currently aligned with. Your future, of course, is yours to make.
The background options presented below cover a wide selection of transhumanity, but they cannot cover every possibility. If your gamemaster allows it, you may work with them to develop a background that is not included on this list, using these as guidelines to keep it balanced.
Drifter
NOTE: You were raised with a social grouping that remained on the move throughout the Sol system. This could have been free traders, pirates, asteroid farmers, scavengers, or just migrant workers. You are used to roaming space travel between habitats and stations.
Advantages: +10 Navigation skill, +20 Pilot: Spacecraft skill, +10 Networking: [Field] skill of your choice
Disadvantages: None
Common Morphs: All, especially Bouncers and Hibernoids
FALL EVACUEE
NOTE: You were born and raised on Earth and evacuated during the horrors of the Fall, leaving your old life (and possibly your friends, family, and loved ones) behind you. You were lucky enough to survive with your body intact and continue to make a life for yourself out in the system.
Advantages: +10 Pilot: Groundcraft skill, +10 Networking:[Field] skill of your choice, +1 Moxie
Disadvantages: Only 2,500 Starting Credit (can still buy credit with CP)
Common Morphs: Flats, Splicers
HYPERELITE
NOTE: You are privileged to have been raised as part of the immortal upper class that rules many inner system habitats and hypercorps. You were pampered with wealth and influence that most people can only dream of.
Advantages: +10 Protocol skill, +10,000 Credit, +20 Networking: Hypercorps skill
Disadvantages: May not start with flat, splicer, or any pod, uplift, or synthetic morphs
Common Morphs: Exalts, Sylphs
Infolife
NOTE: You entered existence as a digital consciousness—an artificial general intelligence (AGI). Your very existence is illegal in certain habitats (a legacy of those who place the Fall at the feet of rampant AIs). Unlike the seed AIs responsible for their Fall, your capacity for self-improvement is limited, though you do have full autonomy.
Advantages: +30 Interfacing skill, Computer skills (Infosec, Interfacing, Programming, Research) bought with Customization Points are half price
Disadvantages: Real World Naiveté trait, Social Stigma (AGI) trait, may not purchase Psi trait, Social skills bought with Customization Points are double price
Common Morphs: Infomorphs, synthetic morphs
Isolate
NOTE: You were raised as part of a self-exiled grouping on the fringes of the system. Whether raised as part of a religious group, cult, social experiment, anti-tech cell, or a group that just wanted to be isolated, you spent most if not all of your upbringing isolated from other factions.
Advantages: +20 to two skills of your choice
Disadvantages: –10 starting Rep
Common Morphs: All
Lost
NOTE: You are a legacy of one of the most infamous debacles since the Fall. As a member of the “Lost generation,” you went through an accelerated-growth childhood, somehow surviving where others of your kind died, went insane, or were persecuted (see The Lost, p. 233). Your background is a social stigma, but it does provide you with certain advantages ... and burdens.
Advantages: +20 to two Knowledge skills of your choice, Psi trait (Level 1)
Disadvantages: Mental Disorder (choose two , this includes the one from Psi) trait, Social Stigma (Lost) trait, must start with Futura morph
Common Morphs: Futuras
Lunar Colonist
NOTE: You experienced your childhood in one of the cramped dome cities or underground stations on Luna, Earth’s moon. You had a ringside seat to the Fall of Earth.
Advantages: +10 Pilot: Groundcraft skill, +10 to one Technical, Academic: [Field], or Profession: [Field] skill of your choice, +20 Networking: Hypercorps skill
Disadvantages: None
Common Morphs: Flats, Splicers
Martian
NOTE: You were raised in one of the stations on or above Mars, now the most populated planet in the system. Your home town may or may not have survived the Fall.
Advantages: +10 Pilot: Groundcraft skill, +10 to one Technical, Academic: [Field], or Profession: [Field] skill of your choice, +20 Networking: Hypercorps skill
Disadvantages: None
Common Morphs: Flats, Splicers, and Rusters
Original Space Colonist
NOTE: You, or your parents, were part of the first “generations” of colonists/workers sent out from Earth to stake a claim in space, so you are familiar with the cramped confines of spaceflight and life aboard older stations and habitats. As a “zero-one G” (zero-gravity, first-gen), you were never part of the elite. People from your background typically have some sort of specialized tech training as vacworkers or habtechs.
Advantages: +10 Pilot: Spacecraft or Freefall skill, +10 to a Technical, Academic: [Field], or Profession: [Field] skill of your choice, +20 to a Networking: [Field] skill of your choice
Disadvantages: None
Common Morphs: All. Use of exotic morphs is common.
RE-INSTANTIATED
NOTE: You were born and raised on Earth, but you did not survive the Fall. All that you know is that your body died there, but your backup was transmitted off-world,
and you were one of the lucky few to be re-instantiated with a new morph. You may have spent years in dead storage, simulspace, or as an infomorph slave.
Advantages: +10 Pilot: Groundcraft skill, +10 to a Networking: [Field] skill of your choice, +2 Moxie
Disadvantages: Edited Memories trait, 0 Starting Credit (can still buy credit with CP)
Common Morphs: Cases, Infomorphs, Synths
Scumborn
NOTE: You were raised in the nomadic and chaotic lifestyle common to Scum barges.
Advantages: +10 Persuasion or Deception skill, +10 Scrounging skill, +20 Networking: Autonomists skill
Disadvantages: None
Common Morphs: All, especially Bouncers
Uplift
NOTE: You are not even human. You were born as an uplifted animal: chimpanzee, gorilla, orangutan, parrot, raven, crow, or octopus.
Advantages: +10 Fray skill, +10 Perception skill, +20 to two Knowledge skills of your choice
Disadvantages: Must choose an uplift morph to start
Common Morphs: Neo-Avian, Neo-Hominid, Octomorph
CHOOSE FACTION
Edit
NOTE: After choosing your background, you now choose which primary faction your character belongs to. This faction most likely represents the grouping that controls your character’s current home habitat/station, and to which your character holds allegiance, but this need not be the case. You may be a dissident member of your faction, living among them but opposing some (or all) of their core memes and perhaps agitating for change. Whatever the case, your faction defines how your character represents themself in the struggle between ideologies post-Fall.
You must choose one of the factions listed below. Like your character’s background, it will provide your character with certain skills, traits, limitations, or other characteristics.
The factions presented here outline the most numerous and influential among transhumanity, but others may also exist. At your gamemaster’s discretion, you may develop another starting faction with them not included on this list.
Anarchist
NOTE: Anarchist
You are opposed to hierarchy, favoring flat forms of social organization and directly democratic decisionmaking. You believe power is always corrupting and everyone should have a say in the decisions that affect their lives. According to the primitive and restrictive policies of the Inner system and Jovian Junta, this makes you an irresponsible hoodlum at best and a terrorist at worst. In your opinion, that’s comedy coming from governments that keep their populations in line with economic oppression and threats of violence.
Advantages: +10 to a skill of your choice, +30 Networking: Autonomists skill
Disadvantages: None
Common Morphs: All
Argonaut
NOTE: You are part of a scientific techno-progressive movement that seeks to solve transhumanity’s injustices and inequalities with technology. You support universal access to technology and healthcare, open source models of production, morphological freedom, and democratization. You try to avoid factionalism and divisive politics, seeing transhumanity’s splintering as a hindrance to its perpetuation.
Advantages: +10 to two Technical, Academic: [Field], or Profession: [Field] skills; +20 Networking: Scientists
Disadvantages: None
Common Morphs: All
Barsoomian
NOTE: You call the Martian outback and wilds your home. You are a “redneck,” a lower-class Martian from the rural areas that often find themselves in conflict with the policies and goals of the hypercorp domes and Tharsis League.
Advantages: +10 Freerunning, +10 to one skill of your choice, +20 Networking: Autonomists skill
Disadvantages: None
Common Morphs: Cases, Flats, Rusters, Splicers, Synths
Brinker
NOTE: You or your faction is reluctant to deal with the rest of the
transhumanity and the various goings-on in the rest of the
system. Your particular grouping may have sought out selfimposed
isolation, to pursue their own interests, or they may
have been exiled for their unpopular beliefs. Or you may
simply be a loner who prefers the vast emptiness of space
to socializing with others. You might be a religious cultist, a
primitivist, a utopian, or something altogether uninterested
in transhumanity.
Advantages: +10 Pilot: Spacecraft skill, +10 to a skill of your
choice, +20 to a Networking: [Field] skill of your choice
Disadvantages: None
Common Morphs: All
Criminal
NOTE: You are involved with the crime-oriented underworld. You
may work with one of the Sol system’s major criminal factions—
triads, the Night Cartel, the ID Crew, Nine Lives, Pax
Familae—or one of the smaller, local operators with a big
stake in a specific habitat. You might be a vetted memberfor-
life, a reluctant recruit, or just a freelancer looking for
the next gig.
Advantages: +10 Intimidation skill, +30 Networking: Criminal
skill
Disadvantages: None
Common Morphs: All
Extropian
NOTE: You are an anarchistic supporter of the free market and private
property. You oppose government and favor a system
where security and legal matters are handled by private competitors.
Whether you consider yourself an anarcho-capitalist
or a mutualist (a difference only other Extropians can figure
out), you occupy a middle-ground between the hypercorps
and autonomists, dealing with both and yet trusted by neither.
Advantages: +10 Persuasion skill, +20 Networking: Autonomists
skill, +10 Networking: Hypercorps skill
Disadvantages: None
Common Morphs: All
HYPERCORP
NOTE: You hail from a habitat controlled by the hypercorps. You might be a hypercapitalist entrepeneur, a hedonistic socialite, or a lowly vacworker, but you accept that certain liberties must be sacrificed for security and freedom.
Advantages:+10 Protocol skill, +20 Networking: Hypercorps skill, +10 to any Networking: [Field] skill
Disadvantages:None
Common Morphs: Exalts, Olympians, Splicers, Sylphs
Jovian
NOTE: Your faction is noted for its authoritarian regime, bioconservative ideologies, and militaristic tendencies.
Where you come from, technology is not to be trusted to everyone and humans need to be protected from themselves.
To ensure its survival, humanity must be able to defend itself, and unfettered growth must be checked.
Advantages: +10 to two weapon skills of your choice, +10 Fray, +20 Networking: Hypercorps skill
Disadvantages: Must start with a Flat or Splicer morph, may not start with any nanoware or advanced nanotech
Common Morphs: Flats and Splicers
Lunar
NOTE: You hail from Luna, the original off-Earth colony
world. Now overpopulated and in decline, Luna is
one of the few places where people still cling to old-
Earth ethnic and national identities. Your home is also
within sight of Earth, a constant reminder that encourages
many “Loonies” to be Reclaimers, deploring the
hypercorp interdiction and arguing that you have a
right to return to Earth, terraform it, and re-establish
it as a living homeworld.
Advantages: +10 to one Language: [Field] of your
choice, +20 Networking: Hypercorps skill, +10
Networking: Ecologists skill
Disadvantages: None
Common Morphs: Cases, Exalts, Flats, Splicers,
Synths
Mercurial
NOTE: Your faction has no interest in co-opting their true
natures in order to become more “human.” You might
be an AGI that does not necessarily intertwine its
destiny with transhumanity, or an uplift that seeks
to preserve and promote non-human life (or at least
your own species). You might even be an infomorph or
posthuman who has strayed so far from transhuman
interests and values that you now consider yourself to
be forging a unique new path of life.
Advantages: +10 to any two skills of your choice, +20
to a Networking: [Field] skill of your choice
Disadvantages: None
Common Morphs: Infomorphs, Synths, uplift morphs
Scum
NOTE: This is the future we’ve all been waiting for, and you’re
going to enjoy it to the max. A paradigm shift has occurred,
and while everyone else is catching up, your
faction embraces and revels in it. There is no more
want, no more death, no more limits on what you can
be. The scum have immersed themselves in a new way
of life, changing themselves as they see fit, trying out
new experiences, and pushing the boundaries wherever
they can ... and fuck anyone who can’t deal with that.
Advantages: +10 Freefall skill, +10 to a skill of your
choice, +20 Networking: Autonomists skill
Disadvantages: None
Common Morphs: All
Socialite
NOTE: You are a member of the inner system glitterati, the
media-saturated social cliques that set trends, spread
memes, and make or break lives with whispers, innuendo,
and backroom deals. You are simultaneously
an icon and a devout follower. Culture isn’t just your
life, it’s your weapon of choice.
Advantages: +10 Persuasion skill, +10 Protocol skill,
+20 Networking: Media skill
Disadvantages: May not start with flat, pod, uplift, or
synthetic morphs
Common Morphs: Exalts, Olympians, Sylphs
Titanian
NOTE: You are a participant in the Titanian Commonwealth’s
socialist cyberdemocracy. Unlike other autonomist
projects, Titanian joint efforts have assembled some
impressive infrastructural projects as approved by
the Titanian Plurality and pursued by state-owned
microcorps.
Advantages: +10 to two Technical or Academic skills
of your choice, +20 Networking: Autonomists skill
Disadvantages: None
Common Morphs: All
Ultimate
NOTE: Your faction sees the potential in transhumanity’s
future and looks back upon the rest of transhumanity
as weak and hedonistic. Transhumanity is set
to take the next evolutionary step and it’s time for
transhumans to be redesigned to the best of our
capabilities.
Advantages: +10 to two skills of your choice, +20 to a
Networking: [Field] skill of your choice
Disadvantages: May not start with Flat, Splicer, uplift,
or pod morphs
Common Morphs: Exalts, Remades
Venusian
NOTE: You are a supporter of the Morningstar Confederation
of Venusian aerostats, resentful of the growing
influence of the Planetary Consortium and other entrenched
and conservative inner system powers. You
see your faction’s ascension as a chance to reform the
old guard ways of inner system politics.
Advantages: +10 Pilot: Aircraft, +10 to one skill of
your choice, +20 Networking: Hypercorps skill
Disadvantages: None
Common Morphs: Cases, Exalts, Mentons, Splicers,
Sylphs, Synths
Spend Free Points
Edit
NOTE: Each starting character receives an equal number of free points for things like rep and aptitudes. These free points are just the start for building your character, so don’t fret if you can’t get certain scores as high as you like. In the next stage of character creation, you will gain additional points with which you can customize your character (see Spend Customization Points, p. 135).
EXAMPLE
NOTE: Tai is making a character. She decides to create a salvage retrieval/scavenger type who started as a Lunar Colonist but is now a Brinker. Together, her background and faction give Tai +20 Networking: Autonomists skill, +20 Networking: Hypercorps skill, +10 Pilot: Spacecraft skill, and +10 Pilot: Groundcraft skill. She also has +10 to two other skills (one Academic, Professional, or Technical) that she’ll choose later.
Tai starts with 105 points for aptitudes, which works out to 15 each. She wants her character to be impulsive and antisocial, so right away she lowers both SAV and WIL to 10. She also wants to be smart and fast on her feet, so takes the extra 10 points that gives her and raises both COG and REF to 20. So her aptitudes are:
| COG | COO | INT | REF | SAV | SOM | WIL |
| 20 | 15 | 15 | 20 | 10 | 15 | 10 |
She marks down her Moxie of 1 and gets her native language (Chinese) at 85, both for free.
Noting her 5,000 Credits, Tai divides her Rep score points evenly among @-rep and c-rep, taking 25 in each.
Starting Aptitudes
NOTE: Your character receives 105 free points to distribute
among their 7 aptitudes: Cognition, Coordination,
Intuition, Reflexes, Savvy, Somatics, and Willpower
(see Aptitudes, p. 123). (That breaks down to an average
of 15 per aptitude, so it may be easiest to give
each 15 and then adjust accordingly, raising some and
lowering others.) Each aptitude must be given at least
5 points (unless you take the Feeble trait, see p. 149),
and no aptitude may be raised higher than 30 (unless
you take the Exceptional Aptitude trait, p. 146). Note
that certain morphs (flats and splicers, for example)
may also put a cap on how high your aptitudes may
be (see Aptitude Maximums, p. 124).
For simplicity, it is recommended that aptitude
scores be handled as multiples of 5, but this is not a
necessity
Native Tongue
NOTE: Every character receives their natural Language skill
at a rating of 70 + INT for free. This skill may be
raised with CP (see below).
Starting Moxie
NOTE: Every character starts off with a Moxie stat of 1 (see
Moxie, p. 122).
Credit
NOTE: All characters are given 5,000 credits with which
to purchase gear during character creation, unless
you have the Fall Evacuee or Re-instantiated background
(in which case you start with 2,500 or 0
credits, respectively). See Purchasing Gear, p. 136,
for more details.
Rep
NOTE: Your character isn’t a complete newbie. You get 50
rep points to divide between the reputation networks
of your choice (see Reputation and Social
Networks, p. 285).
Spend Customization Points
Edit
NOTE: Now that you have the basics of your character
fleshed out, you can spend additional Customization
Points (CP) to fine-tune your character. Each character is given 1,000 CP, which may be used to
increase aptitudes, buy skills, acquire more Moxie,
buy more credit, elevate your Rep, or purchase positive
traits. You may also take on negative traits in
order to get even more CP with which to customize
your character. This customization process should be
used to tweak your character and specialize them in
the ways you desire.
If a gamemaster seeks a different level of gameplay,
they can adjust this CP amount. If the gamemaster
wants a scenario where the starting characters are
younger or less experienced, they can lower the CP
to 800 or even 700. On the other hand, if you want
to create characters who start off as grizzled veterans,
you can raise the CP to 1,100 or even 1,200.
Not all customizations are equal—aptitudes, for example,
are considerably more valuable than individual
skills. To reflect this, CP must be spent at a specific
ratio according to the specific boost desired.
Customization Points
NOTE: 15 CP = 1 Moxie point
10 CP = 1 aptitude point
5 CP = 1 psi sleight
5 CP = 1 specialization
2 CP = 1 skill point (61-80)
1 CP = 1 skill point (up to 60)
1 CP = 1,000 credit
1 CP = 10 Rep
Trait and morph costs vary as noted.
Customizing Aptitudes
NOTE: Raising your aptitude score is quite expensive at 10
CP per aptitude point. As noted above, no aptitude
may be increased above 30. Keep in mind that your
morph may also provide certain aptitude bonuses.
Increasing Moxie
NOTE: Moxie may be raised at the cost of 15 CP per Moxie
point. The maximum to which Moxie may be raised
is 10.
Learned Skills
NOTE: Each character must purchase a minimum of 400 CP
of Active skills and 300 CP of Knowledge skills (see
Skills, p. 170). Skills are bought at the cost of 1 CP
per point. Keep in mind that learned skills start at the
rating of the linked aptitude. For example, if you want
to raise a skill to 30 and the skill’s linked aptitude
is 10, you’ll need to spend 20 CP. Skill bonuses from
background or faction should also be applied to the
rating before you start raising the skill. For simplicity,
it is recommended that skills be purchased as multiples
of 5, but this is not a necessity.
Raising a skill over 60 is expensive. Each point over
60 costs double. Raising a skill with a linked attribute
of 20 up to 70 would cost 60 CP: 40 points to get from
20 to 60, and 20 more points to get from 60 to 70.
No learned skill may be raised over 80 during character
creation (unless you have the Expert trait, p. 146).
Though Knowledge skills are grouped into 5 skills,
each is a field skill (p. 172), meaning that it can be
taken multiple times with different fields.
A complete list of skills can be found on p. 176.
Specializations
NOTE: Specializations (p. 173) may also be purchased at the
cost of 5 CP per specialization. You may purchase specializations
for both Active and Knowledge skills. Only
1 specialization may be purchased per skill, and they
may only be bought for skills with a rating of 30+.
Buying More Credit
NOTE: If you want more cred to spend on gear, every CP will
get you 1,000 credits. See Purchase Gear, p. 136, for
details on buying stuff. The maximum CP you can
spend on additional credits is 100.
Increasing Rep
NOTE: If you want your character to start play with lots of
social capital, you can increase your Rep score(s) at
the cost of 1 CP per 10 additional points. No individual
Rep score may be raised above 80, and the
maximum amount of CP that may be spent on Rep
is 35 points.
Starting Morph
NOTE: Perhaps the most important use of CP is to buy the
morph with which your character begins play. This
may be the original bodily form in which your character
started life, or it may simply be the sleeve they are
currently inhabiting.
Available morphs are listed starting on p. 139.
Note that any aptitude or skill bonuses provided by
the morph are applied after all CP are spent. In other
words, these bonuses do not affect the costs of buying
aptitude and skill points during character generation.
No aptitude may be modified over 40.
Purchasing Traits
NOTE: Traits represent specific qualities your character has
that may help or hinder them.
Positive traits supply bonuses in certain situations,
and each has a listed CP cost. You may not spend
more than 50 CP on positive traits.
Negative traits inflict disadvantages on your character,
but they also give you extra CP that you can spend
on customizing your character. You may not purchase
more than 50 CP worth of negative traits, and no
more than 25 CP may be negative morph traits.
Positive traits are listed on p. 145, negative traits on
p. 148. Note that traits you receive from your background
or faction do not cost or provide you with
bonus CP.
Traits listed as morph traits apply to the morph, and
not the ego. If the character switches to a new morph,
these traits are lost (and new morph traits may be
gained). Morph traits may be bought like other traits
during character generation.
Psi Sleights
NOTE: Characters who purchase the Psi trait (p. 147) may
spend CP to purchase sleights (see Sleights, p. 223).
These represent specific psi abilities the character has
learned. The cost to buy a sleight is 5 CP. No more
than 5 psi-chi and 5 psi-gamma sleights may be bought
during character creation.
Note that any skill or aptitude bonuses from
sleights are treated as modifications; they are applied after all CP are spent and do not affect the cost of
buying skills or aptitudes during character creation.
Example
NOTE: Tai now has 1,000 points to customize. She wants to be
lucky, so she starts right off spending 60 (4 x 15) CP to
raise her Moxie from 1 to 5. She also decides that she
wants her character to be better at spotting things, so
she raises her INT from 15 to 20, at a cost of 50 CP (5 x
10). So far, she’s spent 110 CP.
She must buy at least 400 points of Active skills, so she
tackles that next. She knows that skills are based on aptitudes
and they get more expensive over 60, so she decides
the most she’ll spend on any single skill is 40 (since her
highest aptitude is 20). She picks out her skills, assigns the
points, and adds them to the starting aptitudes.
This is what she starts with, noting the points she
spent on each and the total value (counting aptitude)
in parentheses.
Beam Weapons (COO) 30 (45), Climbing (SOM) 30
(45), Demolitions (COG) 40 (60), Fray (REF) 30 (50),
Freefall (REF) 40 (60), Freerunning (SOM) 30 (45),
Hardware: Aerospace (COG) 40 (60), Infiltration (COO)
30 (45), Interfacing (COG) 20 (40), Navigation (INT) 40
(60), Perception (INT) 40 (60), Persuasion (SAV) 20 (30),
Research (COG) 20 (40), and Scrounging (INT) 40 (60).
This costs her 450 CP, so she’s spent a total of 560 CP.
Now she spends her 300 points of Knowledge skills:
Academics: Astrophysics (COG) 40 (60), Academics:
Engineering (COG) 40 (60), Academics: Fall History
(COG) 40 (60), Art: Sculpture (INT) 40 (60), Interest:
Brinker Stations (COG) 40 (60), Interest: Conspiracies
(COG) 30 (50), Language: English (INT) 40 (60), Profession:
Appraisal (COG) 40 (60), Profession: Scavenger
Trade (COG) 40 (60).
This costs her another 350 CP, bringing her total spent
CP to 910.
Adding in her background and faction skills, she also
has Networking: Autonomists (SAV) 30, Networking:
Hypercorps (SAV) 30, Pilot: Spacecraft (REF) 30 (50),
Pilot: Groundcraft (REF) 30 (50). She takes the freebie
+10 and adds it to Fray (raising it to 60) and applies the
other +10 to Academics: Economics (COG) 30.
With 90 CP left, Tai moves on to Rep. Tai wants to
have a lot of good connections, so she raises both of her
Rep scores by 30 points each, at a cost of 6 CP. She also
decides she needs some credibility with criminal types,
so she buys g-rep at 40, for 4 more CP. Now she has 80
CP left.
Tai’s character needs a body, and she decides a
bouncer is most suited for the nomadic, spacefaring
lifestyle of her brinker. That costs another 40 CP, leaving
her with 40 CP left to spend.
Looking back at her skills, she decides to raise her
Pilot: Spacecraft from 50 to 65. It costs her 10 CP to
raise the skill to 60, and another 10 CP to raise it from
60 to 65, for a total cost of 20 CP. She also wants to
raise her Scrounging from 60 to 70, for a 20 CP cost.
That nicely uses up the last of her CP.
Scanning the traits, though, Tai also decides that
Situational Awareness would be a good choice for her
scavenger. At a cost of 10 CP, she would need to take another
negative trait to compensate. She chooses Neural
Damage (synaesthesia)—a condition she inherited from
a rampaging nanovirus during the Fall.
Tai’s points are now all evened out and spent.
Purchase Gear
Edit
NOTE: No matter what faction you are from, you use Credit
to buy gear during character creation. A complete list
of gear and costs can be found in the Gear chapter, p.
294. The average costs for each cost category should
be used when calculating gear prices.
Every character starts off with one piece of gear
for free: a standard muse (p. 332). This is the digital
AI companion that the character has had since they
were a child. Additionally, each character starts with 1
month of backup insurance (p. 330) at no cost.
There is no limitation other than what the gamemaster
allows on what gear characters can and cannot
buy during character creation. Both the players and
gamemaster should keep the character’s background
and faction in mind. Since some gear is likely very
restricted in some habitats if not outright illegal, there
needs to be a plausible explanation for who and how
a character from such a place might have such gear.
If there isn’t, then the gamemaster can choose not to
allow it. The starting locale for a game should also
be considered. A character from the restrictive Jovian
Republic might have a hard time explaining how they
have an illegal cornucopia machine back in the Republic,
but if the game takes place on board a scum
barge where everything is available and anything goes,
then such an explanation becomes much easier.
The one exception to buying gear with Credit is
the purchase of additional morphs. Characters may
buy extra morphs during character creation, but they
must be bought with CP. The player must choose
one morph in which the character is sleeved. Extra
morphs also require body bank service fees (p. 331).
Note that any skill or aptitude bonuses from gear
are treated as modifications; they are applied after
all CP are spent and do not affect the cost of buying
skills or aptitudes during character creation.
Gear Costs
NOTE: Category Range (Credits) Average (Credits)
Trivial 1–99 50
Low 100–499 250
Moderate 500–1,499 1,000
High 1,500–9,999 5,000
Expensive 10,000+ 20,000
CHOOSE MOTIVATIONS
NOTE: The next step is to choose 3 personal motivations for your character (seeMotivations, p. 121). These are memes, in the form of ideologies or goals, which your character is pursuing. These may be as specific “undermine the local triad boss” or as broad as “promote hypercapitalism,” and they may be short term or long term. Some sample motivations are provided on the Example Motivations table (p. 138). You should work with your gamemaster when choosing your motivations, as they can be used to propel the storyline forward and specific scenarios can be constructed around your character’s goals. Some of your character’s motivations may change later (seeChanging Motivation, p. 152). Motivations will help your character regain Moxie (p. 122) and earn extra Rez Points during gameplay (p. 384).
Motivations should be listed on your character sheet as a single term or short phrase, along with a + or – symbol to denote whether they support or oppose it. For example, “+Fame” would indicate that your character seeks to become a famous media personality, whereas “–Reclaim Earth” means that your character opposes the goal of reclaiming Earth.
EXAMPLE MOTIVATIONS
NOTE: Alien Contact
Anarchism
Artistic Expression
Bioconservatism
Education
Exploration
Fame
Fascism
Hedonism
Hypercapitalism
Immortality
Libertarianism
Martian Liberation
Morphological Freedom
Nano-ecology
Open Source
Personal Career
Personal Development
Philanthropy
Preservationism
Reclaiming Earth
Religion
Research
(AI/Infomorph/Pod/Uplift) Rights
(AI/Infomorph/Pod/Uplift) Slavery
Socialism
Techno-Progressivism
Vengeance
Venusian Sovereignty
Wealth
Final Touches
Edit
NOTE: Now that you have everything settled, there are a few
final steps.
Remaining Stats
NOTE: A few stats now need to be calculated and added to
your character sheet:
• Lucidity (p. 122) equals your character’s WIL x 2.
• Trauma Threshold (p. 122) equals your LUC
divided by 5 (round up).
• Insanity Rating (p. 122) equals LUC x 2.
• Initiative (p. 121) equals your character’s
(REF + INT) x 2.
• Damage Bonus (p. 123) for melee equals
SOM ÷ 10 (round down).
• Death Rating (p. 122) equals DUR x 1.5 (biomorphs,
round up) or DUR x 2 (synthmorphs)
• Speed (p. 121) equals 1 (3 for infomorphs), modified
as appropriate by implants.
Detailing the Character
NOTE: The final step in character creation is filling in the details
and figuring out what your character is like and
what they are all about. Your character’s Background
is a good place to start as it says where they came, but
it could be expanded. What did they think of their
childhood? Do they still have ties from there? How
did they move from such origins to the Faction they
are part of? Are they fully supportive of their Faction’s
goals, or are they in opposition? How does the character
view other Factions?
Next, take a look at the skills and other defining
points—these also tell a story. How did they acquire
those skills? Why? How did they develop their Rep
score (or lack of one)? How did they get connected
with the groupings represented by their Networking
skills? What do the character’s traits say about them?
How did they get their current morph? Is it their
original? If not, what happened to their first body?
Also taking into account the major factor of Motivations,
all of these questions will help you build a defining
picture of your character. Not everything about
your character needs to be filled out, of course—it’s
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, rather than just a blank template.
As a final step, take a few minutes to pick out some
specific identifying features and personality quirks that
will help you define the character to others. This could
be a way of talking, a strongly-projected attitude, a
catchphrase they use frequently, a unique look or style
of dress, a repetitive behavior, an annoying mannerism,
or anything else similar that is easy to latch onto.
Such idiosyncrasies give something that other players
can latch onto, spurring roleplaying opportunities.
STARTING MORPHS
Edit
NOTE: Each morph has an associated CP cost. It also supplies the character’s Durability and Wound Threshold stats, and may modify Initiative, Speed, and certain aptitudes and learned skills. A credit cost is also listed, but this refers to the cost of buying such a morph in gameplay.
Flexible Aptitude Bonuses:Some morphs have aptitude bonuses that may be applied to an aptitude of the player’s choice. This reflects that not all morphs are created equal. When assigning these universal aptitude bonuses, each boost must be applied to a separate aptitude; you may not elevate an aptitude that is already raised by that morph. Once an individual morph’s aptitude bonuses have been assigned, they are permanent for that morph (i.e., if another character resleeves into that morph, the bonuses remain the same).
BIOMORPHS
Edit
NOTE: Biomorphs are fully biological sleeves (usually equipped with implants), birthed naturally or in an exowomb, and grown to adulthood either naturally or at a slightly accelerated rate.
Flats
NOTE: Flats are baseline unmodified humans, born with all
of the natural defects, hereditary diseases, and other
genetic mutations that evolution so lovingly applies.
Flats are increasingly rare—most died off with the rest
of humanity during the Fall. Most new children are
splicers—screened and genefixed at the least—except
in habitats where flats are treated as second-class citizens
and indentured labor.
Implants: None
Aptitude Maximum: 20
Durability: 30
Wound Threshold: 6
Disadvantages: None (Genetic Defects trait common)
CP Cost: 0
Credit Cost: High
SPLICERS
NOTE: Splicers are genefixed humans. Their genome has been cleansed of hereditary diseases and optimized for looks and health, but has not otherwise been substantially upgraded. Splicers make up the majority of transhumanity.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 to one aptitude of the player’s choice
CP Cost: 10
Credit Cost: High
Exalts
NOTE: Exalt morphs are genetically-enhanced humans, designed
to emphasize specific traits. Their genetic code
has been tweaked to make them healthier, smarter,
and more attractive. Their metabolism is modified to
predispose them towards staying fit and athletic for
the duration of an extended lifespan.
Implants: Basic Biomods, Basic Mesh Inserts,
Cortical Stack
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COG, +5 to three other aptitudes of
the player’s choice
CP Cost: 30
Credit Cost: Expensive
Mentons
NOTE: Mentons are genetically modified to increase cognitive abilities, particularly learning ability, creativity, attentiveness, and memory. Rumors exist of superenhanced mentons with more extreme intelligence mods, but brain-hacking is notoriously difficult, and many attempts to redesign mental faculties result in impaired functioning, instability, or insanity.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Eidetic Memory, Hyper Linguist, Math Boost
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 COG, +5 INT, +5 WIL, +5 to one aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
Olympians
NOTE: Olympians are human upgrades with improved
athletic capabilities like endurance, eye-hand coordination,
and cardio-vascular functions. Olympians
are common among athletes, dancers, freerunners,
and soldiers.
Implants: Basic Biomods, Basic Mesh Inserts,
Cortical Stack
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +5 REF, +10 SOM, +5 to one
other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
SLYPHS
NOTE: Sylph morphs are tailor-made for media icons, elite socialites, XP stars, models, and narcissists. Sylph gene sequences are specifically designed for distinctive good looks. Ethereal and elfin features are common, with slim and lithe bodies. Their metabolism has also been sanitized to eliminate unpleasant bodily odors and their pheromones adjusted for universal appeal.
Implants:Basic Biomods, Basic Mesh Inserts, Clean Metabolism, Cortical Stack, Enhanced Pheromones
Aptitude Maximum:30
Durability:35
Wound Threshold:7
Advantages:Striking Looks (Level 1) trait, +5 COO, +10 SAV, +5 to one other aptitude of the player’s choice
CP Cost:40
Credit Cost:Expensive
Bouncers
NOTE: Bouncers are humans genetically adapted for zero-G
and microgravity environments. Their legs are more
limber, and their feet can grasp as well as their hands.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Grip Pads, Oxygen Reserve, Prehensile Feet
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: Limber (Level 1) trait, +5 COO, +5 SOM,
+5 to one aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive
Furies
NOTE: Furies are combat morphs. These transgenic human
upgrades feature genetics tailored for endurance,
strength, and reflexes, as well as behavioral modifications
for aggressiveness and cunning. To offset tendencies
for unruliness and macho behavior patterns, furies
feature gene sequences promoting pack mentalities and
cooperation, and they tend to be biologically female.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave
Armor (Light), Cortical Stack, Enhanced
Vision, Neurachem (Level 1), Toxin Filters
Aptitude Maximum: 30
Speed Modifier: +1 (neurachem)
Durability: 50
Wound Threshold: 10
Advantages: +5 COO, +5 REF, +10 SOM, +5 WIL, +5
to one aptitude of the player’s choice
CP Cost: 75
Credit Cost: Expensive (minimum 40,000)
Futuras
NOTE: An exalt variant, futura morphs were specially crafted
for the “Lost generation.” Tailor-made for accelerated
growth and adjusted for confidence, self-reliance,
and adaptability, futuras were intended to help transhumanity
regain its foothold. These programs proved
disastrous and the line was discontinued, but some
models remain, viewed by some with distaste and
others as collectibles or exotic oddities.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Eidetic Memory, Emotional Dampers
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +5 COG, +5 SAV, +10 WIL, +5 to one
other aptitude of the player’s choice
CP Cost: 40
Credit Cost: Expensive (exceptionally rare; 50,000+)
Ghosts
NOTE: Ghosts are partially designed for combat applications,
but their primary focus is stealth and infiltration.
Their genetic profile encourages speed, agility, and
reflexes, and their minds are modified for patience and
problem-solving.
Implants: Basic Biomods, Basic Mesh Inserts, Chameleon
Skin, Cortical Stack, Adrenal Boost, Enhanced
Vision, Grip Pads
Aptitude Maximum: 30
Durability: 45
Wound Threshold: 9
Advantages: +10 COO, +5 REF, +5 SOM, +5 WIL, +5
to one aptitude of the player’s choice
CP Cost: 70
Credit Cost: Expensive (minimum 40,000)
Hibernoids
NOTE: Hibernoids are transgenic-modified humans with
heavily-altered sleep patterns and metabolic processes.
Hibernoids have a decreased need for sleep, requiring
only 1-2 hours a day on average. They also have the
ability to trigger a form of voluntary hibernation,
effectively stopping their metabolism and need for
oxygen. Hibernoids make excellent long-duration
space travelers and habtechs, but these morphs are
also favored by personal aides and hypercapitalists
with non-stop lifestyles.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian
Regulation, Cortical Stack, Hibernation
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 INT, +5 to one aptitude of the player’s
choice
CP Cost: 25
Credit Cost: Expensive
Neotenics
NOTE: Neotenics are transhumans modified to retain a childlike
form. They are smaller, more agile, inquisitive,
and less resource-depleting, making them ideal for
habitat living and spacecraft. Some people find neotenic
sleeves distasteful, especially when employed in
certain media and sex work capacities.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack
Aptitude Maximum: 20 (SOM), 30 (all else)
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 REF, +5 to one
aptitude of the player’s choice; neotenics count as a
small target (–10 modifier to hit in combat)
Disadvantages: Social Stigma (Neotenic) trait
CP Cost: 25
Credit Cost: Expensive
Remade
NOTE: The remade are completely redesigned humans:
humans 2.0. Their cardiovascular systems are stronger,
the digestive tract has been sanitized and restructured
to eliminate flaws, and they have otherwise been optimized
for good health, smarts, and longevity with numerous
transgenic mods. The remade are popular with
the ultimates faction. The remade look close to human,
but are different in very noticeable and sometimes eerie
ways: taller, lack of hair, slightly larger craniums, wider
eyes, smaller noses, smaller teeth, and elongated digits.
Implants: Basic Biomods, Basic Mesh Inserts, Circadian
Regulation, Clean Metabolism, Cortical Stack,
Eidetic Memory, Enhanced Respiration, Temperature
Tolerance, Toxin Filters
Aptitude Maximum: 40
Durability: 40
Wound Threshold: 8
Advantages: +10 COG, +5 SAV, +10 SOM, +5 to two
other aptitudes of the player’s choice
Disadvantages: Uncanny Valley trait
CP Cost: 60
Credit Cost: Expensive (minimum 40,000+)
Rusters
NOTE: Adapted for survival with minimum gear in the notyet-
terraformed Martian environment, these transgenic
morphs feature insulated skin for more effective thermoregulation
and respiratory system improvements to
require less oxygen and filter carbon dioxyde, among
other mods.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Enhanced Respiration, Temperature Tolerance
Aptitude Maximum: 25
Durability: 35
Wound Threshold: 7
Advantages: +5 SOM, +5 to one aptitude of the
player’s choice
CP Cost: 25
Credit Cost: Expensive
Neo-Avians
NOTE: Neo-avians include ravens, crows, and gray parrots
uplifted to human-level intelligence. Their physical
sizes are much larger than their non-uplifted cousins
(to the size of a human child), with larger heads
for their increased brain size. Numerous transgenic
modifications 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 digits
for basic tool manipulation. Their toes are also more
articulated and now accompanied with an opposable
thumb. Neo-avians have adapted well to microgravity
environments, and are favored for their small size and
reduced resource use.
Implants: Basic Biomods, Basic Mesh Inserts,
Cortical Stack
Aptitude Maximum: 25 (20 SOM)
Durability: 20
Wound Threshold: 4
Advantages: Beak/Claw Attack (1d10 DV, use Unarmed
Combat skill), Flight, +5 INT, +10 REF, +5
to one other aptitude of the player’s choice
CP Cost: 25
Credit Cost: Expensive
Neo-Hominids
NOTE: Neo-hominids are uplifted chimpanzees, gorillas, and
orangutans. All feature enhanced intelligence and
bipedal frames.
Implants: Basic Biomods, Basic Mesh Inserts,
Cortical Stack, Prehensile Feet
Aptitude Maximum: 25
Durability: 30
Wound Threshold: 6
Advantages: +5 COO, +5 INT, +5 SOM, +5 to one other
aptitude of the player’s choice, +10 Climbing skill
CP Cost: 25
Credit Cost: Expensiv
Octomorphs
NOTE: These uplifted octopi sleeves have proven quite useful
in zero-gravity environments. They retain eight arms,
their chameleon ability to change skin
color, ink sacs, and a sharp beak. They
also have increased brain mass and longevity,
can breathe both air and water, and lack a
skeletal structure so they can squeeze through tight
spaces. Octomorphs typically crawl along in zerogravity
using their arm suckers and expelling air for
propulsion and can even walk on two of their arms
in low gravity. Their eyes have been enhanced with
color vision, provide a 360-degree field of vision, and
they rotationally adjust to keep the slit-shaped pupil
aligned with “up.” A transgenic vocal system allows
them to speak.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Chameleon Skin
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: 8 Arms, Beak Attack (1d10 DV, use
Unarmed Combat skill), Ink Attack (blinding, use
Exotic Ranged: Ink Attack skill), Limber (Level 2)
trait, 360-degree Vision, +30 Swimming skill, +10
Climbing skill, +5 COO, +5 INT, +5 to one other
aptitude of the player’s choice
CP Cost: 50
Credit Cost: Expensive (minimum 30,000+)
Pods
Edit
NOTE: Pods (from “pod people”) are vat-grown, biological
bodies with extremely undeveloped brains that are
augmented with an implanted computer and cybernetics
system. Though typically run by an AI, pods are
socially unfavored in some stations, utilized in slave
labor in others, and even illegal in some areas. Because
pods underwent accelerated growth in their creation,
and were mostly grown as separate parts and then assembled, their biological
design includes some shortcuts
and limitations, offset with implants
and regular maintenance. They lack reproductive
capabilities. In many habitats,
their legal status is a hotly-contested issue.
Unless otherwise noted, pods are also considered
biomorphs for all rules purposes.
Pleasure Pods
NOTE: Pleasure pods are exactly what they seem—faux
humans designed purely for intimate entertainment
purposes. Pleasure pods have extra nerve clusters in
their erogenous zones, fine motor control over certain
muscle groups, enhanced pheromones, sanitized metabolisms,
and the genetics for purring. Naturally, they
are crafted for good looks and charisma and enhanced
in other areas as well. Pleasure pods are capable of
switching their sex at will to male, female, hermaphrodite,
or neuter.
Implants: Basic Biomods, Basic Mesh Inserts, Clean
Metabolism, Cortical Stack, Cyberbrain, Enhanced
Pheromones, Mnemonic Augmentation, Puppet
Sock, Sex Switch
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: +5 INT, +5 SAV, +5 to one aptitude of the
player’s choice
Disadvantages: Social Stigma (Pleasure Pod) trait
CP Cost: 20
Credit Cost: High
Worker Pods
NOTE: Part exalt human, part machine, these basic pods are
virtually indistinguishable from humans. Worker pods
are often used in menial labor jobs where interaction
with humans is necessary.
Implants: Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Mnemonic Augmentation,
Puppet Sock
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 SOM, +5 to one aptitude of the
player’s choice
Disadvantages: Social Stigma (Pod) trait
CP Cost: 20
Credit Cost: High
Novacrabs
NOTE: Novacrabs are a pod design bio-engineered from
coconut crab and spider crab stock and grown to a
larger (human) size. Novacrabs are ideal for hazardous
work environments as well as vacworker, police,
or bodyguard duties, given their ten 2-meter long legs,
massive claws, and chitinous armor. They climb and
handle microgravity well and can withstand a wide
range of atmospheric pressure (and sudden pressure
changes) from vacuum to deep sea. Novacrabs feature
compound eyes (with human-equivalent image resolution),
gills, dexterous manipulatory digits on their fifth
set of limbs, and transgenic vocal cords.
Implants: Basic Biomods, Basic Mesh Inserts, Carapace
Armor, Cortical Stack, Cyberbrain, Enhanced
Respiration, Gills, Mnemonic Augmentation,
Oxygen Reserve, Puppet Sock, Temperature Tolerance,
Vacuum Sealing
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: 10 legs, Carapace Armor (11/11), Claw
Attack (DV 2d10), +10 SOM, +5 to two other aptitudes
of the player’s choice
CP Cost: 60
Credit Cost: Expensive (minimum 30,000+)
Synthetic Morphs
Edit
NOTE: Syn thetic Mo rph s
Synthetic morphs are completely artificial/robotic.
They are usually operated by AIs or via remote control,
but the lack of available biomorphs after the
Fall meant that many infugees resorted to resleeving
in robotic shells, which were also cheaper, quicker to
manufacture, and more widely available. Nevertheless,
synthmorphs are viewed with disdain in many
habitats, an option that only the poor and desperate
accept to be sleeved in. Synthetic morphs are not
without with their advantages, however, and so are
commonly used for menial labor, heavy labor, habitat
construction, and security services.
All synthmorphs have the following advantages:
• Lack of Biological Functions. Synthmorphs need
not be bothered with trivialities like breathing,
eating, defecating, aging, sleeping, or any similar
minor but crucial aspects of biological life.
• Pain Filter. Synthmorphs can filter out their
pain receptors, so that they are unhampered by
wounds or physical damage. This allows them
to ignore the –10 modifier from 1 wound (see
Wound Effects, p. 207), but they suffer –30 on
any tactile-based Perception Tests and will not
even notice they have been damaged unless they
succeed in a (modified) Perception Test.
• Immunity to Shock Weapons. Synthmorphs have
no nervous system to disrupt, and their optical
electronics are carefully shielded from interference.
Shock attacks may temporarily disrupt their
wireless radio communications, however, for the
duration of the attack.
• Environmental Durability. Synthmorphs are
built to withstand a wide range of environments,
from dusty Mars to the oceans of Europa to the
vacuum of space. They are unaffected by any
but the most extreme temperatures and atmospheric
pressures. Treat as Temperature Tolerance
(p. 305) and Vacuum Sealing (p. 305).
• Toughness. Synthetic shells are made to last—a
fact reflected in their higher Durability and built-in
Armor ratings. Their composition also makes their
physical strikes more damaging: apply a +2 DV
modifier on unarmed attacks for human-sized
shells and larger.
Case
NOTE: Cases are extremely cheap, mass-produced robotic
shells intended to provide an affordable remorphing
option for the millions of infugees created by
the Fall. Though many varieties of case bot models
exist, they are uniformly regarded as shoddy and
inferior. Most case morphs are vaguely anthromorphic,
with a thin framework body, standing just
shorter than an average human, and suffer from
frequent malfunctions.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Mnemonic Augmentation
Mobility System (Movement Rate): Walker (4/16)
Aptitude Maximum: 20
Durability: 20
Wound Threshold: 4
Advantages: Armor (4/4)
Disadvantages: –5 to one chosen aptitude, Lemon trait,
Social Stigma (Clanking Masses) trait
CP Cost: 5
Credit Cost: Moderate
Synth
NOTE: Synths are anthromorphic robotic shells (androids
and gynoids). They are typically used for menial
labor jobs where pods are not as good of an option.
Cheaper than many other morphs, they are commonly
used for people who need a morph quickly
and cheaply or simply on a transient basis. Though
they look humanoid, synths are easily recognizable
as non-biological unless they have the synthetic mask
option (p. 311).
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Walker (4/20)
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 SOM, +5 to one other aptitude of the
player’s choice, Armor 6/6
Disadvantages: Social Stigma (Clanking Masses) trait,
Uncanny Valley trait
CP Cost: 30
Credit Cost: High
Arachnoid
NOTE: Arachnoid robotic shells are 1-meter in length, segmented
into two parts, with a smaller head, like a
spider or termite. They feature four pairs of 1.5-meterlong
retractable arms/legs, capable of rotating around
the axis of the body, with built-in pneumatic systems
for propelling the bot with small leaps. The manipulator
claws on each arm/leg can be switched out
with extendable mini-wheels for high-speed skating movement. A smaller pair of manipulator arms near
the head allows for closer handling and tool use. In
zero-G environments, arachnoids can retract their
arms/legs and maneuver with vectored air thrusters.
Enhancements: Access Jacks, Basic Mesh Inserts,
Cortical Stack, Cyberbrain, Enhanced Vision, Extra
Limbs (10 Arms/Legs), Lidar, Mnemonic Augmentation,
Pneumatic Limbs, Radar
Mobility System: Walker (4/24), Thrust Vector (8/40),
Wheeled 8/40
Aptitude Maximum: 30
Durability: 40
Wound Threshold: 8
Advantages: +5 COO, +10 SOM, Armor 8/8
CP Cost: 45
Credit Cost: Expensive (minimum 40,000+)
Dragonfly
NOTE: The dragonfly robotic morph takes the shape of a
meter-long flexible shell with multiple wings and manipulator
arms. Capable of near-silent turbofan-aided
flight in Earth gravity, dragonfly bots fare even better
in microgravity.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Mnemonic Augmentation
Mobility System: Winged (8/32)
Aptitude Maximum: 30 (20 SOM)
Durability: 25
Wound Threshold: 5
Advantages: Flight, +5 REF, Armor (2/2)
CP Cost: 20
Credit Cost: High
Flexbots
NOTE: Designed for multi-purpose functions, flexbots can
transform their shells to suit a range of situations
and tasks. Their core frame consists of a half-dozen
interlocking and shape-adjustable modules capable of
auto-transforming into a variety of shapes: multi-legged
walker, tentacle, hovercraft, and many others. Each
module features its own sensor units and “bush robot”
fractal-branching digits (each capable of breaking into
smaller digits, down to the micrometer scale, allowing
for ultra-fine manipulation). The flexbot control computer
is also distributed between modules. Individual
flexbots are only the size of a large dog, but multiple
flexbots can join together for larger mass operations,
even taking on heavy-duty tasks such as demolition, excavation,
manufacturing, robotics assembly, and so on.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Fractal Digits, Mnemonic
Augmentation, Modular Design, Nanoscopic Vision,
Shape Adjusting
Mobility System: Walker (4/16), Hover (8/40)
Aptitude Maximum: 30
Durability: 25
Wound Threshold: 5
Advantages: Armor 4/4
CP Cost: 20
Credit Cost: Expensive (minimum 30,000+)
Reaper
NOTE: The reaper is a common combat bot, used in place of
biomorph soldiers and typically operated via teleoperation
or by autonomous AI. The reaper’s core form
is an armored disc, so that it can turn and present a
thin profile to an enemy. It uses vector thrust nozzles
to maneuver in microgravity, and also takes advantage
of an ionic drive for fast movement over distance.
Four legs/manipulating arms and four weapon pods
are folded inside its frame. The reaper’s shell is made
of smart materials, allowing these limbs and weapon
mounts to extrude in any direction desired and even
to change shape and length. In gravity environments,
the reaper walks or hops on two or four of these limbs.
Reapers are infamous due to numerous war XPs, and
bringing one into most habitats will undoubtedly raise
eyebrows, if not get you arrested.
Enhancements: 360-Degree Vision, Access Jacks, Anti-
Glare, Basic Mesh Inserts, Cortical Stack, Cyberbrain,
Cyber Claws, Extra Limbs (4), Heavy Combat
Armor, Magnetic System, Mnemonic Augmentation,
Pneumatic Limbs, Puppet Sock, Radar, Reflex Booster,
Shape Adjusting, Structural Enhancement, T-Ray
Emitter, Weapon Mount (Articulated, 4)
Mobility System: Walker (4/20), Hopper (4/20), Ionic
(12/40), Vectored Thrust (4/20)
Aptitude Maximum: 40
Speed Modifier: +1 (Reflex Booster)
Durability: 50 (60 with Structural Enhancement)
Wound Threshold: 10 (12 w/Structural Enhancement)
Advantages: 4 Limbs, +5 COO, +10 REF (+20 with
Reflex Booster), +10 SOM, Armor 16/16
CP Cost: 100
Credit Cost: Expensive (minimum 50,000+)
Slitheroids
NOTE: Slitheroid bots are synthetic shells taking the form of
a 2-meter-long segmented metallic snake, with two retractable
arms for tool use. Snake bots can coil, twist,
and roll their bodies into a ball or hoop, moving either
by slithering, burrowing, rolling, or pulling themselves
along by their arms. The sensor suite and control computer
are housed in the head.
Enhancements: Access Jacks, Basic Mesh Inserts,
Cortical Stack, Cyberbrain, Enhanced Vision, Mnemonic
Augmentation
Mobility System: Snake (4/16; 8/32 rolling)
Aptitude Maximum: 30
Durability: 45
Wound Threshold: 9
Advantages: +5 COO, +5 SOM, +5 to one other aptitude
of the player’s choice, Armor 8/8
CP Cost: 40
Credit Cost: Expensive
Swarmanoid
NOTE: The swarmanoid is not a single shell per se, but rather
a swarm of hundreds of insect-sized robotic microdrones.
Each individual “bug” is capable of crawling,
rolling, hopping several meters, or using nanocopter fan blades for airlift. The controlling computer and
sensor systems are distributed throughout the swarm.
Though the swarm can “meld” together into a roughly
child-sized shape, the swarm is incapable of tackling
physical tasks like grabbing, lifting, or holding as a
unit. Individual bugs are quite capable of interfacing
with electronics.
Enhancements: Access Jacks, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Mnemonic Augmentation,
Swarm Composition
Mobility System: Walker (2/8), Hopper (4/20), Rotor
(4/32)
Aptitude Maximum: 30
Durability: 30
Wound Threshold: 6
Advantages: See Swarm Composition (p. 311)
Disadvantages: See Swarm Composition (p. 311)
CP Cost: 25
Credit Cost: Expensive
Infomorphs
NOTE: Infomorphs are digital-only forms—they lack a physical
body. Infomorphs are sometimes carried by other
characters instead of (or in addition to) a muse in a
ghostrider module (p. 307). Full rules for infomorphs
can be found on p. 264.
Enhancements: Mnemonic Augmentation
Aptitude Maximum: 40
Speed Modifier: +2
Disadvantages: No physical form
CP Cost: 0
Credit Cost: 0
TRAITS
Edit
NOTE: Unless otherwise noted, listed traits are ego traits.
POSITIVE TRAITS
Edit
NOTE: Positive traits provide bonuses to the character in certain situations.
ADAPTABILITY
NOTE: Cost: 10 (Level 1) or 20 (Level 2) CP
Resleeving is a breeze for this character. They adjust to new morphs much more quickly than most other people. Apply a +10 modifier per level for Integration Tests and Alienation Tests (p. 272).
ALLIES
NOTE: Cost:30 CP
The character is part of or has a relationship with some influential group that they can occasionally call on for support. For example, this could be their old gatecrashing crew, former research lab co-workers, a criminal cartel they are part of, or an elite social clique. The gamemaster and player should work out what the character’s relationship is with this group, and why the character can call on them for aid. Gamemaster’s should take care that these allies are not abused, such as calling on them more than once per game session. The character’s ties to this group are also a two-way street—they will be expected to perform duties for the group on occasion as well (a potential plot seed for scenarios).
Ambidextrous
animal Empathy
Brave
Common Sense
Danger Sense
DIRECTION SENSE
NOTE: Cost:5 CP
Somehow the character always knows which way is up, north, etc., even when blinded. The character receives a +10 modifier for figuring out complex directions, reading maps, and remembering or retracing a path they have taken.
EIDETIC MEMORY (EGO OR MORPH TRAIT)
NOTE: Cost:10 CP
Much like a computer, the character has perfect memory recall. They can remember anything they have sensed, often even from a single glance. This works the same as the eidetic memory implant (p. 301).
EXCEPTIONAL APTITUDE (EGO OR MORPH TRAIT)
NOTE: Cost:20 CP
As an ego trait, the character may raise the maximum for a particular chosen aptitude to 40 rather than 30 (p. 122). As a morph trait, it raises the morph aptitude maximum (p. 124) for a particular chosen aptitude by 10 (30 for flats, 35 for splicers, 40 for all others). Note that this trait just raises the maximum, it does not give the character 10 more aptitude points. This trait may only be taken by a morph or ego once.
EXPERT
NOTE: Cost:10 CP
The character is a legend in the use of one particular skill. The character may raise one learned skill over 80, to a maximum of 90, during character creation. This trait does not actually increase the skill, it just raises
the maximum. This trait may only be taken once.
FAST LEARNER
NOTE: Cost:10 CP
The character improves skills and learns new ones in half the time it normally takes (seeImproving Skills, p. 152).
First Impression
Hyper Linguist
Improved Immune System (Morph Trait)
Innocuous (Morph Trait)
Limber (Morph Trait)
Math Wiz
Natural Immunity (Morph Trait)
Pain Tolerance (Ego or Morph Trait)
Patron
Psi
Psi Chameleon (Ego or Morph Trait)
Psi Defense (Ego or Morph Trait)
Rapid Healer (Morph Trait)
RIGHT AT HOME
NOTE: Cost:10 CP
The character chooses one type of morph (splicer, neo-hominid, case, etc.). The character always feels right at home in morphs of this type. When resleeving into this type of morph, the character automatically adjusts to the new body, no Integration or Alienation Test needed, suffering no penalties and no mental stress.
Second Skin
SITUATIONAL AWARENESS
NOTE: Cost:10 CP
The character is very good at maintaining continuous partial awareness of the goings-on in their immediate environment. In game terms, they do not suffer the Distracted modifier on Perception Tests to notice things even when their attention is focused elsewhere, or when making Quick Perception Tests during combat.
STRIKING LOOKS (MORPH TRAIT)
NOTE: Cost:10 (Level 1) or 20 (Level 2) CP
In an age where biosculpting is easy, good looks are both cheap and commonplace. This morph, however, possesses a physical look that can only be described as striking and unusual, but also somehow alluring and
fascinating—even the gorgeous and chiseled glitterati take notice. On social skill tests where the character’s beauty may affect the outcome, they receive a +10 (for Level 1) or +20 (for Level 2) modifier. This modifier
is ineffective against xenomorphs or those with the infolife or uplift backgrounds. This trait is only available to biomorphs.
This modifier may be purchased for uplift morphs, but at half the cost, and it is only effective against characters with that specific uplift background (i.e., neo-avians, neo-hominids, etc.). The one drawback to this trait is that the character is more easily noticed and remembered.
Tough (Morph Trait)
Zoosemiotics
NEGATIVE TRAITS
Edit
NOTE: Negative traits generally hinder the character and apply negative modifiers in certain circumstances.
Addiction (Ego or Morph Trait)
NOTE: Bonus: 5 CP (Minor), 10 CP (Moderate), or 20 CP
(Major)
Addiction comes in two forms: mental (affecting
the ego) and physical (affecting the biomorph). The
character or morph is addicted to a drug (p. 317),
stimulus (XP), or activity (mesh use) to a degree that
impacts the character’s physical or mental health.
Players and gamemasters should work together to
agree on addictions that are appropriate for their
game. Addiction comes in three levels of severity:
minor, moderate, or major:
Minor: A minor addiction is largely kept under
control—it does not ruin the character’s life, though
it may create some difficulties. The character may not
even recognize or admit they have a problem. The
character must indulge the addiction at least once
a week, though they can go for longer without too
much difficulty. If they fail to get their weekly dose,
they suffer a –10 modifier on all actions until they get
their fix.
Moderate: A moderate addiction is in full swing.
The character obviously has a problem, and must
satisfy the addiction at least once a day. If they fail
to do so, they may suffer mood swings, compulsive
behavior, physical sickness, or other side effects until
they indulge their craving. Apply a –20 modifier to
all of the character’s actions until they get their fix.
Additionally, a character with this level of addiction
suffers a –5 DUR penalty.
Major: A character with a major addiction is on
the rapid road to ruin. They face cravings every 6
hours, and suffer a –10 DUR penalty as their health
is affected. If they fail to get their regular dosage, they
suffer a –30 modifier on all actions until they do. If
their life hasn’t already been ruined by their obsession,
it soon will be.
AGED
NOTE: Bonus:10 CP
The morph is physically aged, and has not been rejuvenated. Old morphs are increasingly uncommon, though some people adopt them hoping to gain an air of seniority and respectability. Reduce the character’s aptitude maximums by 5, and apply a –10 modifier on all physical actions.
This trait may only be applied to flat and splicer morphs.
Bad Luck
NOTE: Bonus: 30 CP
Due to some inexplicable cosmic coincidence,
things seem to go wrong around the character. The
gamemaster is given a pool of Moxie points equal
to the character’s Moxie stat, which also refreshes
at the same rate as the character’s Moxie. Only the
gamemaster may utilize this Moxie, however, and
the purpose is to use it against the character. In other
words, the gamemaster can use this bad Moxie to
cause the character to automatically fail, flip-flop a
roll, and so on. To reflect the black cloud that follows
the character, the gamemaster can even use this
bad Moxie against the character’s friends and allies,
when they are doing something with or related to
the character, though this should be used sparingly.
Gamemasters who might be reluctant to sabotage the
character should remember that the player asked for
it by purchasing this trait.
Blacklisted
NOTE: Bonus: 5 or 20 CP
The character has managed to get themselves
blacklisted in certain circles, whether they actually
did something to deserve it or not. In game terms, the
character is barred from having a Rep score higher
than 0 in one particular reputation network. People
within that network will refuse to help the character
out of fear of reprisals and ruining their own reputation.
The bonus for this trait is 20 CP if chosen for the
rep network pertaining to the character’s own starting
faction, and 5 CP if chosen for any other.
BLACK MARK
NOTE: Bonus:10 (Level 1), 20 (Level 2), or 30 (Level 3) CP
At some point in the character’s past, they managed to do something that earned a black mark on their reputation. For some reason, no matter what they do, this black mark cannot be shaken off and continues to
haunt their interactions. In game terms, the character picks one faction. Every time they interact with this faction (such as a Networking Test) or with an NPC from this faction (Social Skill Tests) who knows who the character is, they suffer a –10 modifier per level.
Combat Paralysis
NOTE: Bonus: 20 CP
The character has an unfortunate habit of freezing
in combat or stressful situations, like a deer caught in
headlights. Anytime violence breaks out around the
character, or they are surprised, the character must
make a Willpower Test in order to act or respond in
any way. If they fail the test, they lose their action and
simply stand there, remaining incapable of reacting to
the situation.
EDITED MEMORIES
NOTE: Bonus:10 CP
At some point in the character’s past, the character had certain memories strategically removed or otherwise lost to them. This may have been done to intentionally forget an unpleasant or shameful experience or to make a break with the past. The memory may also have been lost by an unexpected death (with no recent backup), or it may have been erased against the character’s will. Whatever the case, the memory should bear some importance, and there should exist either evidence of what happened or NPCs who know the full story. This is a tool the gamemaster can use to haunt the character at some future point with ghosts
from their past.
ENEMY
NOTE: Bonus:10 CP
At some point in their past, the character made an enemy for life who continues to haunt them. The gamemaster and player should work out the details on this enmity, and the gamemaster should use the enemy as an occasional threat, surprise, and hindrance.
Feeble
NOTE: Bonus: 20 CP
The character is particularly weak with one aptitude.
That aptitude must be purchased at a rating lower
than 5, and may never be upgraded during character
advancement. The aptitude maximum is 10, no matter
what morph the character is wearing.
Frail (Morph Trait)
NOTE: Bonus: 10 (Level 1) or 20 (Level 2) CP
This morph is not as resilient as others of its type.
Its Durability is reduced by 5 per level. This also reduces
Wound Threshold by 1 or 2, respectively
Genetic Defect (Morph Trait)
NOTE: Bonus: 10 CP or 20 CP
The morph is not genefixed, and in fact suffers
from a genetic disorder or other impairing mutation.
The player and gamemaster should agree on a defect
appropriate to their game. Some possibilities include:
heart disease, diabetes, cystic fibrosis, sickle-cell disease,
hypertension, hemophilia, or color blindness.
A genetic disorder that creates minor complications
and/or occasional health problems would be worth
10 CP, a defect that significantly impairs the character’s
regular functioning or that inflicts chronic health
problems is worth 20 CP. The gamemaster must determine
the exact effects of the disorder on gameplay,
as appropriate.
This trait is only available for flats.
Identity Crisis
NOTE: Bonus: 10 CP
The character’s ego has trouble adapting itself to
the changed look of a new morph—they are stuck
with the mental image of their original body, and
simply do not grow accustomed to their new face(s).
As a result, the character has difficulty identifying
themselves in the mirror, photos, surveillance feeds,
etc. They frequently forget the look and shape of their
current morph, acting inappropriately, describing
themselves by their original body, forgetting to duck
when walking through doorways, etc. This is primarily
a roleplaying trait, but the gamemaster may apply
appropriate modifiers (usually –10) to tests affected
by this inability to adapt.
Illiterate
NOTE: Bonus: 10 CP
The character knows how to speak, but has difficulty
reading or writing. Due to the entoptic-saturated
and icon-driven nature of transhuman society, they are
able to get by quite comfortably with this handicap.
Reduce the character’s Language skills by half (round
down) whenever reading or writing
Immortality Blues
NOTE: Bonus: 10 CP
The character has lived so long—over 100 years—
they’re bored with life and now have difficulty motivating themselves. They were old when longevity
treatments first became available, survived the Fall,
and continue to soldier onward—though they find
it increasingly harder to care, take interest in things
around them, or fear final death. The character only
receives half the Moxie and Rez Points award for
completing motivational goals.
This trait may not be purchased by characters with
the infolife or uplift backgrounds.
Implant Rejection (Morph Trait)
NOTE: Bonus: 5 (Level 1) or 15 (Level 2) CP
This morph does not accept implants well. At Level
1, any implants acquired are more expensive as they
required specialized anti-rejection treatments. Increase
the Cost category of the implant by one. At Level 2,
the morph cannot accept implants of any kind.
Incompetent
NOTE: Bonus: 10 CP
The character is completely incapable of performing
a particular chosen active skill, no matter any
training they may receive. They may not buy this skill
during character creation or later advancement, and
the modifier for defaulting to the linked aptitude of
this particular skill is –10. This may not be used for
exotic weapon skills, and should be used for a skill
that could be of use to the character.
Lemon (Morph Trait)
NOTE: Bonus: 10 CP
This trait is only available for synthetic morphs.
This particular morph has some unfixable flaws. Once
per game session (preferably at a time that will maximize
drama or hilarity), the gamemaster can call for
the character to make a MOX x 10 Test (using their
current Moxie score). If the character fails, the morph
immediately suffers 1 wound resulting from some mechanical
failure, electrical glitch, or other breakdown.
This wound may be repaired as normal.
LOW PAIN TOLERANCE (EGO OR MORPH TRAITS)
NOTE: Bonus:20 CP
Pain is the character’s enemy. The character has a very low threshold for pain tolerance and is more severely impaired when suffering. Increase the modifier for each wound take by an additional –10 (so the character suffers –20 with one wound, –40 with another, and –60 with a third). Additionally, the character suffers a –30 modifier on any test involving pain resistance. This morph version of this trait is only available for biomorphs.
MENTAL DISORDER
NOTE: Bonus:10 CP
You have a psychological disorder from a previous traumatic experience in your life. Choose one of the disorders listed on p. 211.
Mild Allergy (Morph Trait)
NOTE: Bonus: 5 CP
The morph is allergic to a specific chosen allergen
(dust, dander, plant pollen, certain chemicals) and suffers
mild discomfort when exposed to it (eye irritation,
sneezing, difficult breathing). Apply a –10 modifier to
all tests while the character remains exposed. This
trait is only available for biomorphs.
Modified Behavior
NOTE: Bonus: 5 (Level 1), 10 (Level 2), or 20 (Level 3) CP
The character has been conditioned via timeaccelerated
behavioral control psychosurgery. This is
common among ex-felons, who have been conditioned
to respond to a specific idea or activity with vehement
horror and disgust, but may have occurred for some
other reason or even been self-inflicted. At Level 1, the
chosen behavior is either limited or boosted, at Level
2 it is either blocked or encouraged, and at Level 3 it
is expunged or enforced (see p. 231 for details). This
trait should only be allowed for behaviors that are
either limited or, if encouraged, impact the character
in a negative way.
Morphing Disorder
NOTE: Bonus: 10 (Level 1), 20 (Level 2), or 30 (Level 3) CP
Adapting to new morphs is particularly challenging
for this character. The character suffers a –10
modifier per level on Integration Tests and Alienation
Tests (p. 272).
Neural Damage
NOTE: Bonus: 10 CP
The character has suffered some type of neurological
damage that simply cannot be cured. The affliction
is now part of the character’s ego and remains with
them even when remorphing. This damage may have
been inherited, it may have resulted from a poorly designed
morph or implant, or it may have been inflicted
by one of the TITAN nanovirii that targeted neural
systems during the Fall (p. 384). The gamemaster and
player should agree on a specific disorder appropriate
to their game. Some possibilities are:
• Partial aphasia (difficulty communicating or
using words)
• Color blindness
• Amusica (inability to make or understand music)
• Synaesthesia
• Logorrhoea (excessive use of words)
• Loss of face recognition
• Loss of depth perception (double range
modifiers)
• Repetitive behavior
• Mood swings
• The inability to shift attention quickly
The gamemaster may decide to inflict modifiers
resulting from this affliction as appropriate.
No Cortical Stack (Morph Trait)
NOTE: Bonus: 10 CP
The morph lacks the cortical stack that is common
to morphs of its type. This means the character cannot
be resleeved from the cortical stack if the character
dies, they can only be resleeved from a standard
backup. This trait is not available for flats.
Oblivious
NOTE: Bonus: 10 CP
The character is particularly oblivious to events
around them or anything other than what their attention
is focused on. They suffer a –10 modifier
to Surprise Tests and their modifier for being Distracted
is –30 rather than the usual –20 (see Basic
Perception, p. 190).
On the Run
NOTE: Bonus: 10 CP
The character is wanted by the authorities of a
particular habitat/station or faction, who continue to
actively search for the character. They either committed
a crime or somehow displeased someone in power.
The character deals with that faction in question at
their own risk, and may occasionally be forced to deal
with bounty hunters.
Psi Vulnerability (Ego or Morph Trait)
NOTE: Bonus: 10 CP
Something about the character’s mind makes
them particularly vulnerable to psi attack. They
suffer a –10 modifier when resisting such attacks.
The morph version of this trait may only be taken
by biomorphs.
Real World Naivete
NOTE: Bonus: 10 CP
Due to their background, the character has very
limited personal experience with the real (physical)
world—or they have spent so much time in simulspace
that their functioning in real life is impaired.
They lack an understanding of many physical properties,
social cues, and other factors that people with
standard human upbringings take for granted. This
lack of common sense may lead the character to
misunderstand how a device works or to misinterpret
someone’s body language.
Once per game session, the gamemaster may intentionally
mislead the character when giving them
a description about some thing or some social interaction.
This falsehood represents the character’s
misunderstanding of the situation, and should be
roleplayed appropriately, even if the player realizes
the character’s mistake.
This trait should only be available to characters
with the infolife or re-instantiated backgrounds,
though the gamemaster may allow it for characters
who have extensive virtual reality/XP use in their
personal histories.
Severe Allergy (Morph Trait)
NOTE: Bonus: 10 (uncommon) or 20 (common) CP
The morph’s biochemistry suffers a severe allergic
reaction (anaphylaxis) when it comes into contact
(touched, inhaled, or ingested) with a specific allergen.
The allergen may be common (dust, dander, plant pollen,
certain foods, latex) or uncommon (certain drugs, insect
stings). The player and gamemaster should agree on an
allergen that fits the game. If exposed to the allergen,
the character breaks into hives, has difficulty to breathing
(–30 modifier to all actions), and must make a DUR
Test or go into anaphylactic shock (dying of respiratory
failure in 2d10 minutes unless medical care is applied).
This trait is only available to biomorphs.
Slow Learner
NOTE: Bonus: 10 CP
New skills are not easy for this character to pick
up. The character takes twice as long as normal to
improve skills or learn new ones (p. 152).
Social Stigma (Ego or Morph Trait)
NOTE: Bonus: 10 CP
An unfortunate aspect of the character’s background
means that they suffer from a stigma in
certain social situations. They may be sleeved in
a morph viewed with repugnance, be a survivor of
the infamous Lost generation, or may be an AGI in
a post-Fall society plagued by fear of artificial intelligence.
In social situations where the character’s nature
is known to someone who view that nature with distaste,
fear, or repugnance, they suffer a –10 to –30
modifier (gamemaster’s discretion) to social skill tests.
Timid
NOTE: Bonus: 10 CP
This character frightens easily. They suffer a –10
modifier when resisting fear or intimidation
Unattractive (Morph Trait)
NOTE: Bonus: 10 CP (Level 1), 20 CP (Level 2), 30 CP (Level 3)
In a time when good looks are easily purchased,
this morph is conspicuously ugly. As unattractiveness
is increasingly associated with being poor, backward,
or genetically defective, responses to a lack of good
looks range from distaste to horror. The character suffers
a –10 modifier on social tests for Level 1, –20 for
Level 2, and –30 for Level 3.
Only biomorphs may take this trait. This modifier
does not apply to interactions with xenomorphs or
those with the infolife or uplift backgrounds. This
modifier may be purchased for uplift morphs, but at
half the bonus, and it is only effective against characters
with that specific uplift background (i.e., neoavians,
neo-hominids, etc.).
Uncanny Valley (Morph Trait)
NOTE: Bonus: 10 CP
There is a point where synthetic human looks
become uncannily realistic and human-seeming, but they remain just different enough that their looks
seem creepy or even repulsive—a phenomenon called
the “uncanny valley.” Morphs whose looks fall into
this range suffer a –10 modifier on social skill tests
when dealing with humans. This modifier does not
apply to interactions with xenomorphs or those with
the infolife or uplift backgrounds.
Unfit (Morph Trait)
NOTE: Bonus: 10 CP (Level 1), 20 CP (Level 2)
The morph is either not optimized for health and/or
just in bad shape. Reduce the aptitude maximums for
Coordination, Reflexes, and Somatics by 5 (Level 1 )
or 10 (Level 2).
VR Vertigo
NOTE: Bonus: 10 CP
The character experiences intense vertigo and
nausea when interfacing with any type of virtual reality,
XP, or simulspace. Augmented reality has no effect,
but VR inflicts a –30 modifier to all of the character’s
actions. Prolonged use of VR (gamemaster’s discretion)
may actually incapacitate the character should
they fail a WIL x 2 Test
Weak Immune System (Morph Trait)
NOTE: Bonus: 10 (Level 1) or 20 (Level 2) CP
The morph’s immune system is susceptible to diseases,
drugs, and toxins. At Level 1, apply a –10 modifier
whenever making a test to resist infection or the effects
of a toxin or drug. At Level 2, increase this modifier to
–20. This trait is only available to biomorphs.
Zero-G Nausea (Morph Trait)
NOTE: Bonus: 10 CP
This morph suffers from space sickness and does
not fair well in zero-gravity. The character suffers a
–10 modifier in any microgravity climate. Additionally,
whenever the character is first getting acclimated
or anytime they must endure excessive movement in
microgravity, they must make a WIL Test or spend 1
hour incapacitated by nausea per 10 points of MoF.
CHARACTER ADVANCEMENT
Edit
NOTE: As characters accomplish goals and gather experience during gameplay, they accumulate Rez Points (seeAwarding Rez Points, p. 384). Rez Points may be used to improve the character’s skills, aptitudes, and other characteristics per the following rules. The costs for spending Rez Points for advancement are the same as the costs for spending Customization Points.
CHANGING MOTIVATION
NOTE: It is only natural that over time a character’s driving goals and interests will change. The character may reach a turning point where they feel certain personal agendas have been fulfilled and it is time to move on, or they have failed and need to be discarded. New urgencies or philosophies may have entered the character’s life, or the character may have become disenchanted with particular memes and ideas they previously took to heart.
Changing a character’s motivation does not cost Rez Points, but it is something that should only happen in accordance with roleplaying and with life-altering events. Players should not be allowed to simply switch their motivations at whim, there should be a driving reason or explanation for doing so. For this reason, changing a motivation should only happen when the player and gamemaster discuss the matter and both agree that the swap is appropriate to the character’s development and circumstances. If these conditions are met, the character simply drops a previously held motivation and takes on a new one. Only one motivation should be switched out at a time.
SWITCHING MORPHS
NOTE: Resleeving—switching from one morph to another—is handled as an in-character interaction, not with Rez Points. SeeResleeving, p. 271.
IMPROVING ATITUTDES
NOTE: Aptitudes may be raised with Rez Points at the cost of 10 RP per aptitude point. This represents the character’s improvement in their core characteristics, gained from exercise, learning, and experience. Aptitudes may not be raised above 30 (bonuses from morphs, implants, traits, or other sources do not count towards this total).
Raising the value of an aptitude also raises the value of all linked skills by an equivalent amount. If this raises any linked skills over 60, an additional 1 RP must be spent per linked skill over 60.
IMPROVING SKILLS
Edit
NOTE: Characters may also spend Rez Points to increase existing skills or learn new ones. To improve an existing skill, the character must have successfully used that skill in the recent past or must actively practice it in order to get better, perhaps with the aid of an instructor. In the case of Knowledge skills, this means actively studying. As a rough timeframe, this should require around 1 week of learning per skill point. A number of educational resources are freely available via the mesh, though some areas of interest may be restricted or hard to find. This can be handled via roleplaying or designated as something the character is doing during downtime between sessions. If the gamemaster decides that a character has not put enough effort into improving a skill, they may call for more practice/study.
The cost to increase a skill is 1 RP per skill point, and no skill may be increased over 99. No skill may be raised by more than 5 points per month. When a character’s skill reaches the level of expertise (skill of 60+), however, they tend to reach a plateau where improvement progresses more slowly and even consistent practice and study have diminished returns. In this case, the Rez Point cost per skill point doubles (i.e., 2 RP = +1 skill point). When a skill reaches 80, improvement slows down even further—a skill of 80+ may not be increased by more than 1 point per month.
LEARNING NEW SKILLS
NOTE: Similarly, to learn a new skill, the character must actively study/practice and/or seek instruction. No test to learn is required, unless the period of study was hampered or in some way deficient, in which case the gamemaster may call for a COG x 3 Test to pick up the new skill. Otherwise, once a character has spent approximately a week learning a new skill, they may purchase their first skill point at the usual cost (1 RP). The skill is bought up from the aptitude rating, per normal. Once a new skill is acquired, it is raised according to the standard rules above.
SPENDING REZ POINTS
NOTE: SPENDING REZ POINTS
15 RP = 1 Moxie point
10 RP = 1 aptitude point
5 RP = 1 psi sleight
5 RP = 1 specialization
2 RP = 1 skill point (61-99)
1 RP = 1 skill point (up to 60)
1 RP = 10 Rep
1 RP = 1,000 Credits
SPECIALIZATIONS
NOTE: Specializations may be purchased for existing skills, as long as that skill is at least rating 30. Specializations require a total of 1 month of training. The cost to learn a specialization is 5 RP. Only 1 specialization may be purchased per skill.
IMPROVING MOXIE
NOTE: Moxie may be raised at the cost of 15 RP per Moxie point. The maximum to which Moxie may be raised is 10.
GAINING/LOSING TRAITS
NOTE: At the gamemaster’s discretion, both positive and negative traits may be acquired or lost during gameplay, though such changes should be rare and only made in accordance with the storyline and unfolding events in the game.
Both positive and negative traits may be picked up by a character during gameplay as a consequence of something that did or something that happened to them. In the case of a positive trait, the character must immediately spend Rez Points equal to the trait’s CP cost for the privilege (whether they wanted the new trait or not). If the character has no unspent RP available, they must pay out immediately from any future RP they earn until the debt is paid off. In the case of a negative trait, however, the character is simply saddled with the new flaw—they do not acquire any extra RP for gaining the negative trait.
Getting rid of traits is somewhat more difficult. Positive traits may be lost due to unfortunate effects on the character, as the gamemaster sees fit. Such lost positive traits are simply gone—the character does not receive any Rez Point reimbursement. Negative traits are occasionally eliminated in the same way, but more typically they can only be worked off through the hard work and diligence of a character that seeks to overcome their handicap. Such endeavors should require weeks if not months of effort on the character’s part, with appropriate roleplaying and possibly some difficult tests. In fact, overcoming such traits could be the source of an adventure. Once a gamemaster feels that the character has made a strong-enough effort, the character may pay a number of Rez Points equal to the trait’s original CP bonus to negate it. Note, however, that some negative traits may simply not be discarded, no matter what the character does.
IMPROVING REP
NOTE: Reputation is something that can be increased with appropriate roleplaying and actions during gameplay (seeReputation Gain and Loss, p. 384). Characters that prefer to handle their Rep-boosting activities “off-screen,” however, can simply spend Rez Points to boost their score(s). Each RP spent boosts the character’s Rep by +10 in a single network. Only one such boost may be made to a single rep network per month.
MAKING CREDIT
NOTE: Rez Points may be spent on Credit at a ratio of 1 RP for 1,000 Credits. This represents income the character has earned “off-screen” or during downtime, such as from odd jobs, selling off possessions, and so on.
IMPROVING PSI
NOTE: Characters who have the Psi trait (p. 147) may purchase new sleights (seeSleights, p. 223) at the cost of 5 RP per sleight. Sleights must be learned through study, training, and practice, requiring approximately 1 month per sleight. No more than one sleight may be learned per month.
STEP-BY-STEP GUIDE TO CHARACTER CREATION
NOTE:
- Define Character Concept (p. 130)
- Choose Background (p. 131)
- Choose Faction (p. 132)
- Spend Free Points (p. 134)
- 105 aptitude points
- 1 Moxie
- 5,000 credit
- 50 Rep
- Native tongue
- Spend Customization Points (p. 135)
- 1,000 CP to spend
- 15 CP = 1 Moxie
- 10 CP = 1 aptitude point
- 5 CP = 1 psi sleight
- 5 CP = 1 specialization
- 2 CP = 1 skill point (61-80)
- 1 CP = 1 skill point (up to 60)
- 1 CP = 1,000 credit
- 1 CP = 10 rep
- Active skill minimum: 400 CP
- Knowledge skill minimum: 300 CP
- Choose Starting Morph (pp. 136 and 139)
- Choose Traits (pp. 136 and 145)
- Purchase Gear (p. 136)
- Choose Motivation (p. 137)
- Calculate Remaining Stats (p. 138)
- Detail the Character (p. 138)
SAMPLE CHARACTERS
Edit
NOTE: 20101229--jwd
This section doesn't appear in the Core Book's Table of Contents. I've decided against including the section's text in the various nodes of this tree.
ANARCHIST TECHIE
ARGONAUT XENOARCHAEOLOGIST
BARSOOMIAN FREELANCE JOURNALIST
BRINKER GENEHACKER
CRIMINAL HACKER
EXTROPIAN SMUGGLER
HYPERCORP BLACK MARKETEER
JOVIAN SPY
LUNAR EGO HUNTER
MERCURIAL INVESTIGATOR
MERCURIAL SCAVENGER
SCUM ENFORCER
SOCIALITE ESCORT
TITANIAN EXPLORER
ULTIMATE MERC
VENUSIAN INVESTIGATOR
SKILLS
Edit
NOTE: In a setting where physical looks and capabilities are easily changed at the push of a button, who you are and what you know is more important than any inborn ability. kills represent the knowledge your character has, the accumulated set of experience, education, and inherent know-how possessed by each and every sentient transhuman inEclipse Phase. They are what allow you to sneak into a hypercorp station, disable the security systems, hack the mesh hub, and then impersonate security personnel to make your escape. Your skills represent the one thing you have no matter what you look like or where you find yourself. When your characters explore what they can do, their skills, or lack thereof, often determine the margin between success and failure.
Having a well-rounded set of skills is vital to survival and success inEclipse Phase. The skills below encompass a wide selection of talents, enough so that each character can be unique in their abilities and knowledge.
SKILLS OVERVIEW
Edit
NOTE: Skills are divided into aptitudes and learned skills (see
Character Skills, p. 123). Most (but not all) learned
skills are built on and linked to an aptitude. If a
character lacks the specific skill needed in a situation,
they may default to the linked aptitude. You may also
choose to specialize in certain skills (see Specializations,
p. 123), reflecting an enhanced knowledge of a
particular aspect of a certain skill.
Core Skills: Aptitudes
NOTE: Aptitudes represent inherent skills and abilities acquired
at birth or during the course of growing up. Aptitudes
are sometimes used for tests, but their primary use is
determining the starting point at which learned skills
are developed. Aptitudes determine the starting value
of their linked skills. For example, a character with
Somatics aptitude 10 who wishes to purchase points
in the Freerunning skill (which is linked to Somatics)
would start with a Freerunning rank of 10 and then
buy additionally points in that skill.
Aptitudes are also used when a character doesn’t
posses knowledge of a needed skill (see Defaulting, p.
116). Aptitudes represent the basic knowledge that a
character has acquired regarding rudimentary use of that
skill. They may not have ever received any formal training
with the skill, but they can still attempt to use it.
Aptitudes range in value from 1 to 30, with 10 being
the unaugmented human average and 15 representing
the average of most genetically modified transhumans.
Since aptitudes represent untrained ability, they are
capped at a maximum rating of 30.
There are seven different aptitudes that all players
possess. These aptitudes are purchased during character
creation (p. 128), but depending on the morph the character is currently inhabiting, they may find their aptitudes
capped by the quality of the morph (see p. 124).
Learned Skills
Edit
NOTE: A player’s learned skills are the most important part of
their character, representing the acquired knowledge
they carry with them from morph to morph, knowledge
that plays a fundamental role in helping define
the person’s ego. Learned skills encompass nearly any
skill that you might need to use in Eclipse Phase, and
they range in value from 0 to 99.
All learned skills have a linked aptitude that is
used to calculate their initial value, and which is
also defaulted to if the player does not have that
particular skill.
Skill Categories
NOTE: Each learned skill is classified as either an Active skill
or a Knowledge skill. Active skills represent skills
that typically require physical actions and are used in
action scenes within game play. Knowledge skills are
more knowledge-based and intellectual, representing
ideas and facts. Knowledge skills may play a less dramatic
role in certain action-oriented game play moments,
but they flesh out the character’s background
and interests and are integral to roleplaying interactions.
Active and Knowledge skills are purchased
separately during character creation.
Active skills are further divided into Combat,
Mental, Physical, Psi, Social, Technical, and Vehicle
skills. Certain traits and abilities may apply to specific
categories.
Field Skills
NOTE: Some learned skills are field skills, meaning that when
this skill is chosen a particular field of emphasis must
also be selected. For example, the skill of Academics
requires the character to specify a specific academic
discipline in which they are knowledgeable, such as
Biology, Chemistry, or Xenosociology. Field skills are
written as “[skill]: [field];” for example: “Art: Painting.”
Field skills can be taken multiple times, choosing
a different area of emphasis each time, reflecting skills
in different fields; that is to say, each field is a separate
skill. Several suggested fields are listed for each field
skill, but gamemasters and players may also cooperate
to create others that fit their games.
Field skills may also have specializations; for example,
Professional: Accounting (Money Laundering).
Psi Skills
NOTE: Psi refers to the ability to perceive and manipulate
biological minds via psi waves and/or other inexplicable
phenomena. Due to the uniqueness of this ability,
characters that wish to wield psi must acquire the Psi trait (p. 147). Psi use also requires a number of
specialized skills (Control, Psi Assault, and Sense) that
reflect special training characters acquire to tap into
their psi powers. Psi skills may not be defaulted on;
the only way to use a psi skill is to possess the trait
along with training in that skill. For more details, see
Psi, p. 220.
Specializations
NOTE: Any character may opt to specialize in a given skill
(see Specializations, p. 123). This specialization reflects
increased knowledge in one particular aspect of the
skill. Many of the skills offered below include sample
specializations. Gamemasters and players are encouraged
to develop other specialization ideas together for
their campaigns.
Specialization provides a +10 modifier when using
that skill in a situation appropriate to that specialization.
USING SKILLS
Edit
NOTE: Whenever a character wants to do something using
a skill, they must succeed at a skill test (see Making
Tests, p. 115). The difficulty of the action is applied
as a modifier, as are any other extenuating circumstances
that may affect the test (see Difficulty and
Modifiers, p. 115). As with other types of tests, all skill
tests are successful when the character rolls less than
or equal to the test’s target number after any modifiers
have been applied. In the case of skill tests, the
target number is the character’s skill rating with that
particular skill. Modifiers representing difficulty and
other factors are applied directly to the target number
(see Difficulty and Modifiers, p. 115). A roll of a 00 is
always a success, regardless of modifiers, and a result
of 99 is always a failure, again despite any modifiers
that may increase a character’s target number over
100. Standard critical success and failure rules apply
to skill tests (see Criticals: Rolling Doubles, p. 116),
so any time a character rolls a double (i.e. 00, 11, 22,
33, etc.) they score a critical success or failure.
Defaulting
Edit
NOTE: Sometimes you lack the skill needed in a certain situation.
In these instances, characters may default their
skill test to the linked aptitude. This reflects the fact
that most learned skills are developed from some sort
of baseline physical ability. Even though you may not
know how to do something, you’ve likely seen how
it’s done at some point or have some idea of how to
do it, or can at least take a shot at it. Naturally, you’re
not as good as someone who has training in that skill,
but it still allows you to make an attempt.
Not all skills can be defaulted. Some skills are
simply too complex or obscure, or demand special
knowledge or ability, for someone to attempt their
use untrained. For example, brain surgery or most psi
skills are simply beyond anyone who doesn’t have that
ability or the knowledge of what they’re attempting.
Defaulting to Field Skills
NOTE: In some cases, a character may not possess the particular
field skill that a test calls for, but they may be
skilled in another related field. For example, a test to
conduct an alien autopsy might call for an Academics:
Xenobiology roll, but a character who doesn’t have
that skill may be allowed to default to Academics:
Biology instead. The gamemaster decides if and when
to allow this, perhaps applying a modifier to the test
based on the difference between fields.
Defaulting to Related Skills
Edit
NOTE: If the gamemaster allows it, characters may default to
a related skill that also has some relevance to the test
at hand. For example, a character skilled in Kinetic
Weapons might not be trained in the use of a laser, but
they know enough to point at the target and pull the
trigger. Likewise, a character might not be skilled in
Investigation, but the gamemaster could still allow
them to use their Perception skill instead in order to
realize that a body had been moved from the place
where it had been shot. In situations like this, when the
gamemaster allows defaulting to a related skill, a –30
modifier should be applied to the test.
EXAMPLE
NOTE: Srit is wandering through a black market souk on
Mars, trying to find a particular piece of sensory
equipment. The gamemaster calls for a Scrounging
Test, but Srit does not have that skill. She could
default her INT of 22, but instead she asks the
gamemaster if she can default to the related skill
of Perception, which she has at 82. The gamemaster
agrees, and so Srit rolls against a target number
of 52 (82 – 30).
Complementary Skills
Edit
NOTE: Sometimes more than one skill may apply to a particular
test, or knowledge in one area can aid your skill
in another. In this case, the gamemaster may apply a
modifier to the skill test based on the strength of the
complementing skill, as noted on the Complementary
Skill Bonus table.
Example
NOTE: Dav is hoping to persuade a brinker pilot to take him
to an isolated habitat that doesn’t welcome visitors.
To impress upon the pilot that he is a friend of these
particular isolates, he calls on his knowledge of their
particular cultural practices (Interests: Religious
Cults skill at 45). The gamemaster allows this and
applies a +20 modifier to Dav’s Persuasion Test.
Complementary Skill Bonus
NOTE: skill rating modifier
01–30 +10
31–60 +20
61+ +30
Skill Ranges
Edit
NOTE: What is the difference between being a clumsy neophyte
wobbling in zero gravity and being a veteran
gliding effortlessly through space as though you were
dancing? The answer is training and skill. The greater
your skill, the more likely you are to not only succeed
at what you want to do, but succeed well.
Aptitudes in Eclipse Phase range from 1 to 30,
while learned skills range from 0 to 99. These numbers
are an abstraction of the range of transhuman
abilities and traits. The Aptitude Range table provides
a breakdown of different aptitude levels and how they
relate to each other. Likewise, the Learned Skill Range
table provides an interpretation for the capabilities at
different skill levels.
Learned Skill Ranges
NOTE: skil equivalence
00 No exposure or familiarity, completely unskilled
10 Very rudimentary knowledge
20 Basic operator’s proficiency (driver’s license, gun permit,
high school diploma)
30 Hands-on experience, some professional training
40 Basic professional certification (police driving, army rifle
certified, college diploma)
50 Experience from professional-level work, some
advanced training
60 Expert competence (competitive driver, marksman, PhD)
70 Experience from expert-level work, has had unique innovations
or insights
80 Worthy of being a system-renowned authority on
the subject
90 Nobel/Olympic/grandmaster
99 Pinnacle of current understanding and innovation
APTITUDES
Edit
NOTE: There are 7 aptitudes in Eclipse Phase, described on p.
123. Each character has these aptitudes at a minimum
rating of 1.
Aptitude-Only Tests
Edit
NOTE: In rare cases, a test may call for using an aptitude
only, rather than a learned skill. This should only
occur when no learned skills are appropriate to the
test, and these circumstances are usually noted in
the rules.
Aptitude-only tests must be handled carefully, as
the range of aptitude ratings (1–30) is typically much
smaller than the rating of learned skills (0–99). For
this reason, most aptitude tests should use a target
number equal to the aptitude x 3. In rare cases where
the test is more difficult, the gamemaster may simply
use an aptitude x 2, or just the straight aptitude rating.
In some cases, more than one aptitude may be relevant
to the test, and so they may be added together
to derive the target number.
What follows are a few examples where an aptitudeonly
test might be appropriate. Gamemasters may call
for similar tests in other situations, but learned skills
should be used whenever possible.
Brute Strength
NOTE: Any test that involves simple brute strength can be
handled as an SOM x 3 Test. Use this when smashing
down a door, breaking an item in half, engaging in a
tug-of-war, or lifting and carrying a heavy item.
Catching Thrown Objects
NOTE: Use REF + (COO x 2) any time you need to catch a
thrown or dropped object, such as catching a baseball,
saving a priceless vase from shattering, or throwing
back a grenade (see p. 200).
Composure and Resolve
NOTE: Various game situations may frighten your character,
turn their stomach, horrify them, or rattle them to the
core of their being. Use WIL x 3 to determine if your
character can hold their ground, keep it down, and
pull themselves together.
Escape Artist
NOTE: If a character wants to slip free of physical bonds (such
as ropes or handcuffs) or otherwise contort themselves
(such as wriggling out from under a collapsed wall or
an overturned vehicle), an Escape Artist Test may be
called for using the character’s COO + SOM. Apply
modifiers appropriate to the difficulty of the situation.
At the gamemaster’s discretion, escaping from some
restraining situations may be considered a Task Action
with an appropriate timeframe.
Having An Idea
NOTE: Sometimes the players miss the obvious, or their personal
mindset or biases cause them to misinterpret a
situation or understand events in a way different from
how the actual character would. In cases like this, the
gamemaster can call for an INT x 3 or COG x 3 roll
(whichever is more appropriate) to determine if the
character gets an idea that will help them along. This
test should be used sparingly, and only for assessing
the character’s interpretation of obvious and known
facts and details.
Memorizing and Remembering
NOTE: Memories are what egos use to maintain continuity of
self from morph to morph, but humans are notorious
for remembering things incorrectly. Whenever characters
attempt to recall a memory or memorize some
piece of information, use COG x 3 to determine how
well they succeed. Note that characters with eidetic
memory (p. 146 or 301) or mnemonic augmentation
(p. 307) have perfect memory, so no test is required.
Aptitude Comparison: Flats vs. Splicers and Exalts
NOTE: Compared to humans in the early 21st Century, the average transhuman in the world of Eclipse Phase is faster,
smarter, stronger, and healthier than their unaugmented predecessors. Normal unaugmented humans, called
flats (p. 139), most closely approximate the type of person that was born in our time. The majority of people,
however, inhabit bodies that are known as splicers (p. 139) or exalts (p. 139) (well, those with biological bodies
anyway). Splicers are genefixed to avoid genetic defects and optimized for certain characteristics, while exalts
are tweaked to make them superior across the board: they are more attractive, more athletic, have greater
cognitive capacity, and are more attuned to the world around them than their unaugmented kin.
Aptitude Range
NOTE: Rating Asesment Somatics Cordination Reflexes Cognition Intuition Savvy Wilpower
1–5 child average inept clumsy slow limited aware awkward distracted
6–10 adult average weak able paced intelligent perceptive personable controlled
11–15 transhuman average fit coordinated swift bright sharp charismatic focused
16–20 enhanced enhanced agile fast learned uncanny dazzling resolute
21–25 superhuman gifted nimble lightning brilliant prescient mesmerizing unwavering
26-30 posthuman elite unerring synaptic genius near omniscient hypnotic unshakable
COMPLETE SKILL LIST
Edit
NOTE: This section details all of the learned skills available inEclipse Phase. Gamemasters and players may, of course, agree to add additional skills to this list as appropriate to their campaign.
ACADEMICS: [FIELD]
NOTE: Type:Field, Knowledge
Linked Aptitude:COG
What it is:Academics covers any sort of specialized non-applied knowledge you can only get through intensive education. Most theoretical and applied sciences, social sciences, transhumanities, etc. are covered by this skill. Most of the other skills listed in this chapter could also be taken as an Academics field, reflecting a working theoretical knowledge of the skill—for example, Academics: Armorer or Academics: Interrogation.
When you use it:Academics is used when a character wishes to call upon a specific body of knowledge. 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 that requires exotic materials. At the gamemaster’s discretion, some Academics-related tests might not be defaultable, given that only someone who has been educated in that subject is likely to be able to tackle it.
Sample Fields:Archeology, Astrobiology, Astronomy, Astrophysics, Astrosociology, Biochemistry, Biology, Botany, Computer Science,Cryptography, Economics, Engineering, Genetics, Geology, Linguistics, Mathematics, Memetics, Nanotechnology, Old Earth History, Physics, Political Science, Psychology, Sociology, Xeno-archeology, Xenolinguistics, Zoology
Specializations:As appropriate to the field
Animal Handling
Edit
NOTE: Type: Active, Social
Linked Aptitude: SAV
What it is: Skilled animal handlers are able to train and control a wide variety of natural and transgenic animals, including partial uplifts. Though many animal species went extinct during the Fall, a few “ark” and zoo habitats keep some species alive, and many others can be resurrected from genetic samples. Exotic animals are considered a sign of prestige among the hypercorp elites, and guard animals are occasionally used to protect high-security installations. Likewise, many habitats and settlements employ small armies of partially uplifted, genetically modified, and behavior-controlled creatures for sanitation or other purposes. Many new and strange breeds of animal are created daily to serve a variety of roles. When you use it: Animal Handling is used whenever you are trying to manipulate an animal, whether your intent is to calm it down, keep it from attacking, intimidate it, acquire its trust, or goad it into attacking. Your Margin of Success determines how effective you are at convincing the creature. At the gamemaster’s discretion, modifiers may be applied to the test. Likewise, winning an animal over may sometimes take time, and so could be handled as a Task Action with a timeframe of five minutes or more. Specializations: Per animal species (dogs, horses, smart
rats, etc.)
Training Animals
NOTE: Training animals is a time-consuming task requiring
repeated efforts and rewards to reinforce the trained
behavior. Treat this as a Task Action with a timeframe
of one day to one month, depending on the complexity
of the action. Apply modifiers to this test based on
the relative intelligence of the animal being trained,
how domestic it is, and the complexity of the task.
Once an animal has been trained, commanding
it is treated as a Simple Success Test (p. 118) except
for unusual or stressful situations, in which case the
trainer receives a +30 modifier on their Animal Handling
Tests when convincing the animal to complete
the trained action.
Art: [Field]
NOTE: Type: Field, Knowledge
Linked Aptitude: INT
What it is: Art confers the ability to create and evaluate
artistic endeavors. This is a particularly useful
skill in Eclipse Phase, especially in the post-scarcity
economies where creativity and vision can be a key
component to a character’s reputation. When you use it: The Art skill can be used to either
create a new work of art or to duplicate an existing
piece of art in the hopes of passing it off as your
own. The skill can also determine the approximate
value of a piece of art either on the open market, for
monetary exchange systems, or in terms of reputation
for the artist.
Sample Fields: Architecture, Criticism, Dance, Drama,
Drawing, Painting, Performance, Sculpture, Simulspace
Design, Singing, Speech, Writing
Specializations: As appropriate to the field
Beam Weapons
NOTE: Type: Active, Combat
Linked Aptitude: COO
What it is: The Beam Weapons skill covers the usage
and maintenance of standard coherent beam energy
weapons such as lasers, particle beam weapons,
plasma rifles, and microwave weapons (p. 338).
When you use it: A player uses their Beam Weapons
skill whenever attacking with a beam weapon in
combat (p. 191). Beam Weapons may also be used for
tests involving maintenance of the weapon, but not
for repairing or modifying the weapon (that would be
Hardware: Armorer skill).
Specializations: Lasers, Microwave Weapons, Particle
Beam Weapons, Plasma Rifles
Blades
NOTE: Type: Active, Combat
Linked Aptitude: SOM
What it is: The Blades skill covers the usage and
maintenance of standard bladed weapons (p. 334).
When you use it: A player uses their Blades skill
whenever attacking with a blade weapon in melee
combat (p. 191). Blades may also be used for tests
involving maintenance of the weapon, but not for
repairing or modifying the weapon (that would be
Hardware: Armorer skill). This skill is used for blade
weapons implanted in the body at the end of an appendage
(hands, forearms, feet, octomorph arms, etc.),
but the Exotic Melee Weapon skill is used for blades
implanted in other parts of the body.
Specializations: Axes, Implant Blades, Knives, Swords
Climbing
NOTE: Type: Active, Physical
Linked Aptitude: SOM
What it is: Climbing is the skill of ascending and
descending sheer surfaces with or without the aid of
specialized equipment.
When you use it: This skill is used whenever a character
wishes to scale a climbable surface. For heights
greater than one story, climbing is handled as a Task
Action with a timeframe equivalent to one meter per
Action Phase. For rappelling, the timeframe for descent
is 50 meters per Action Turn. Climbing gear (p.
332-333) provides appropriate modifiers.
Specializations: Assisted, Freehand, Rappelling
Clubs
NOTE: Type: Active, Combat
Linked Aptitude: SOM
What it is: The Clubs skill covers the usage and
maintenance of standard blunt melee weapons such
as batons or sticks (see p. 334).
When you use it: Players use their Clubs skill when-
ever they want to attack with a blunt weapon in melee
combat (p. 191). The Clubs skill may also be used for
tests involving maintenance of the weapon, but not
for repairing or modifying the weapon (that would be
Hardware: Armorer skill).
Specializations: Batons, Hammers, Staffs
Control
NOTE: CONTROL
Type: Active, Mental, Psi
Linked Aptitude: WIL
What it is: Control is the use of psi to manipulate
individuals or actively penetrate their mental pro-
cesses. This skill is only available to characters with
the Psi trait (p. 147).
When you use it: Use Control when taking a psionic
tour through a foreign ego—messing around included.
See Psi, p. 220.
Specializations: By sleight
Deception
NOTE: DECEPTION
Type: Active, Social
Linked Aptitude: SAV
What it is: Deception is your ability to act, bluff,
con, fast talk, lie, misrepresent, and pretend. Accom-
plished users of deception are able to convince anyone
of nearly anything. This skill does not include using a
physical disguise to appear to be another person (the
Impersonate skill covers that area).
When you use it: Use this skill whenever you want
to deceive someone with words or gestures. A success-
ful skill test means that you have passed off your de-
ception convincingly. At the gamemaster's discretion,
someone who is actively alert for signs of deception
may make an Opposed Test using the Kinesics skill.
Specializations: Acting, Bluffing, Fast Talk
Demolitions
NOTE: DEMOLITIONS
Type: Active, Technical
Linked Aptitude: COG (no defaulting)
What it is: Demolitions covers the use of controlled
explosives.
When you use it: Use it when making, placing, and
disarming explosives and explosive devices. See De-
molitions, p. 197.
Specializations: Commercial Explosives, Disarming,
Improvised Explosives
Disguise
NOTE: DISGUISE
Type: Active, Physical
Linked Aptitude: INT
What it is: Disguise is the art of physically altering
your appearance so that you look like someone else.
This includes both the use of props (wigs, contacts,
skin pigments) and the altering of subtle physical
characteristics (gait, posture, poise).
When you use it: Use Disguise to fool someone into
thinking you're someone you're not. This can be used
to hide your identity or to make yourself look like
someone in particular. When used against someone
who knows your true look or the appearance of the
person you are imitating, this is handled as an Op-
posed Test against Perception or Investigation.
Specializations: Cosmetic, Theatrical
Exotic Melee Weapon: [Field]
NOTE: EXOTIC MELEE WEAPON: [FIELD]
Type: Field, Active, Combat
Linked Aptitude: SOM
What it is: The Exotic Melee Weapon skill covers
the use and maintenance of all melee weapons not
covered by the Clubs or Blades skills (see p. 334).
When you use it: Use the Exotic Melee Weapon skill
when attacking someone with an exotic melee weapon
in melee combat (p. 191).
Sample Fields: Morning Star, Spear, Whip
Specializations: N/A
Exotic Ranged Weapon: [Field]
NOTE: EXOTIC RANGED WEAPON: [FIELD]
Type: Field, Active, Combat
Linked Aptitude: COO
What it is: Exotic Ranged Weapon skill includes
the use and maintenance of all ranged weapons not
covered by the Beam, Flechette, Kinetic, Sonic, or
Throwing Weapons skills.
When you use it: Use this skill whenever attacking with
an exotic ranged weapon in ranged combat (p. 191).
Sample Fields: Blowgun, Crossbow, Flamethrower,
Slingshot
Specializations: N/A
Flight
NOTE: FLIGHT
Type: Active, Physical
Linked Aptitude: SOM
What it is: Flight is the skill of using your body to
fly. This skill is used when sleeved in or jamming a
winged or otherwise flight-capable morph (manual and
remote-control flight are handled using Pilot skill).
When you use it: Use this skill whenever you need to
make an aerial maneuver, land in difficult conditions,
maintain your course in steep winds, or otherwise
keep from crashing or falling.
Specializations: Diving, Landing, Takeoff, specific
maneuvers
Fray
NOTE: FRAY
Type: Active, Combat
Linked Aptitude: REF
What it is: Fray is the ability to get out of the way
of incoming attacks, debris, or inconvenient passers-by.
Characters that have a high Fray score are able to react
quicker than others when dodging or maneuvering.
When you use it: Whenever a character is physically
attacked by an opponent in melee combat, roll Fray to
avoid getting hit (see p. 191). Fray may also be used
to dodge other events that may harm the character,
such as avoiding a charging vehicle or jumping out of
the way of a collapsing stack of crates.
Specializations: Blades, Clubs, Full Defense, Unarmed
Free Fall
NOTE: FREE FALL
Type: Active, Physical
Linked Aptitude: REF
What it is: Free Fall is about moving in free-fall and
microgravity environments.
When you use it: Use whenever you need to maneu-
ver in a zero-g situation, such as propelling yourself
across a large open space or making sure you don't
accidentally send yourself spinning off into space.
Free Fall is also used when moving with spacesuit
maneuvering jets and when parachuting.
Specializations: Microgravity, Parachuting, Vacsuits
Freerunning
NOTE: FREERUNNING
Type: Active, Physical
Linked Aptitude: SOM
What it is: Freerunning is part running, part gymnas-
tics. It is about moving fast, maneuvering over/under/
around/through obstacles, and placing your body
where it needs to go. Freerunning/parkour is a popular
pastime in habitats where open space is limited.
When you use it: Use Freerunning whenever you
need to overcome an obstacle via movement, such
as hurdling a railing, rolling across the hood of a
car, jumping across a pit, or swinging around a pole.
Freerunning is also used for sprinting (p. 191) and full
defense against attacks (p. 198).
Specializations: Balance, Gymnastics, Jumping, Running
Gunnery
NOTE: GUNNERY
Type: Active, Combat
Linked Aptitude: INT
What it is: Gunnery skill covers the use and main-
tenance of large, vehicular, or non-portable weapons
systems. Firing these weapons is more like playing a
video game than firing a gun.
When you use it: Use Gunnery when attacking with
a vehicle-mounted weapon or weapon emplacement
in ranged combat (p. 191).
Specializations: Artillery, Missiles
HARDWARE: [FIELD]
Type: Field, Active, Technical
Linked Aptitude: COG
What it is: This skill encompasses the ability to
build, repair, physically hack, and upgrade equipment
of a specific type.
When you use it: Hardware is primarily used to repair
devices, vehicles, habitat systems, or synthetic morphs.
See Building, Repairing, and Modifying below.
Sample Fields: Aerospace (all air and space vehicles),
Armorer (armor and weapons), Electronics (all
computerized devices), Groundcraft, Implants, In-
dustrial (habitat, factory, and life support systems),
Nautical (watercraft and submarines), Robotics
(synthetic morphs)
Specializations: As appropriate to the field
HARDWARE: [FIELD]
Edit
NOTE: HARDWARE: [FIELD]
Type:Field, Active, Technical
Linked Aptitude:COG
What it is:This skill encompasses the ability to build, repair, physically hack, and upgrade equipment of a specific type.
When you use it: Hardware is primarily used to repair devices, vehicles, habitat systems, or synthetic morphs. SeeBuilding, Repairing, and Modifying below.
Sample Fields:Aerospace (all air and space vehicles), Armorer (armor and weapons), Electronics (all computerized devices), Groundcraft, Implants, Industrial (habitat, factory, and life support systems), Nautical (watercraft and submarines), Robotics (synthetic morphs)
Specializations:As appropriate to the field
BUILDING
NOTE: BUILDING
Creating an item from scratch is handled as a Task Action with a timeframe determined by the gamemaster. The timeframe should be set according to the complexity of the object and could range from an hour (constructing a set of shelves) to days (assembling a robot from spare parts) to even months (building a house). Numerous factors may apply modifiers to the test, such as the use of entoptic blueprints/help manuals (+20) or poor working conditions (–10 to –30). Tools are also a factor, perhaps making the job easier (superior tools +10 to +30), more difficult (poor or inadequate tools, –10 to –30), or even impossible (lack of required tools).
REPAIRING
NOTE: Damaged items may be repaired in a similar manner. See the rules forSynthmorph and Object Repair, p. 209.
MODIFYING
NOTE: Altering an object's design and function follows the same basic rules as build and repair, above. The time-frame is determined by the gamemaster as appropriate to the modification.
Impersonation
NOTE: IMPERSONATION
Type: Active, Social
Linked Aptitude: SAV
What it is: Impersonation is the skill of trying to
pass yourself off as someone else in social situations,
including virtual ones. This includes copying manner-
isms and speech patterns and using accumulated in-
formation to convince others that you are that person.
In a universe where appearance is highly variable, the
question of identity is largely one of both trust and
picking up on behavioral quirks and verbal cues to
recognize a given individual.
When you use it: Sometimes it's fun to pretend
you're someone else, and sometimes it's profitable
or lifesaving. Use this skill whenever you attempt
to convince someone that you are actually someone
else through some sort of social or online interaction.
Forks use this skill when passing themselves off as
their alpha ego. Impersonate is handled as an Op-
posed Test against the Kinesics skill.
Specializations: Avatar, Face-to-Face, Verbal
Infiltration
NOTE: INFILTRATION
Type: Active, Physical
Linked Aptitude: COO
What it is: Infiltration is the art of escaping
detection.
When you use it: Use Infiltration whenever you
need to physically hide or move with stealth to avoid
someone sensing you, whether you are hiding behind
a tree, sneaking past a guard, or blending into a
crowd. Infiltration can also be used to follow people
(shadowing) without them detecting you. Infiltration
is an Opposed Test against the Perception of whom-
ever you are hiding from. The gamemaster may wish
to roll such tests in secret so the player does not know
whether they have succeeded or failed.
Specializations: Blending In, Hiding, Shadowing,
Sneaking
INFOSEC
NOTE: INFOSEC
Type:Active, Technical
Linked Aptitude:COG (no defaulting)
What it is: Infosec is short for “information security.” It encompasses training in electronic intrusion and counterintrusion techniques, as well as encryption and decryption.
When you use it:Infosec is used both for hacking into electronic devices and mesh networks and for protecting them. See theMesh chapter, p. 234, for more details.
Specializations:Brute-Force Hacking, Decryption, Probing, Security, Sniffing, Spoofing
INTEREST: [FIELD]
NOTE: INTEREST: [FIELD]
Type:Field, Knowledge
Linked Aptitude:COG
What it is:Interest includes just about any topic that captures your attention that isn't covered by another skill. This includes hobbies, obsessions, causes, pastimes, and other recreational pursuits.
When you use it:Use the Interest skill whenever you need to recall or use knowledge related to the particular interest in question.
Field Examples:Ancient Sports, Celebrity Gossip, Conspiracies, Factor Trivia, Gambling, Hypercorp Politics, Lunar Habitats, Martian Beers, Old Earth
Nation-States, Reclaimer Blogs, Science Fiction, Scum Drug Dealers, Spaceship Models, Triad Economics, Underground XP
Specializations:As appropriate to the field
INTERFACING
NOTE: INTERFACING
Type:Active, Technical
Linked Aptitude:COG
What it is: Interfacing is about using computerized electronic devices and software.
When you use it:Use Interfacing to understand an electronic device you are not familiar with, use a program according to its normal operating parameters, manipulate electronic files of various types (including images, video, XP, and audio files), scan for wireless devices, and otherwise interact with and command your ecto, muse, and other computerized devices. Some Interfacing actions may be Task Actions, with a timeframe determined by the gamemaster. For more
detail, see theMesh chapter, p. 234.
Specializations: Forgery, Scanning, Stealthing, by program
Intimidation
NOTE: INTIMIDATION
Type: Active, Social
Linked Aptitude: SAV
What it is: Intimidation is convincing someone to
do what you want based on direct threats (implied or
actual) or sheer force of personality.
When you use it: Use Intimidation to scare someone
into submission, browbeat them into getting your way,
command them to follow your orders, or berate them
into giving up information. Influence is handled as an
Opposed Test, pitted against the target's WIL + WIL
+ SAV.
Specializations: Interrogation, Physical, Verbal
Investigation
NOTE: INVESTIGATION
Type: Active, Mental
Linked Aptitude: INT
What it is: Investigation is the art of analyzing
evidence, piecing together clues, solving mysteries,
and making logical deductions from groups of facts.
Investigation differs from Perception in that it is the
conscious search for clues or pieces of a puzzle.
When you use it: Use Investigation to draw conclu-
sions from assorted details. For example, Investiga-
tion could be used to determine the likely sequence
of events at a crime scene, determine a possible social
connection between two people, or deduce how an
enemy made their escape. Investigation is a great way
%%% txt/183.txt
to provide clues to players, especially when the subject
matter is something their character might know well
but the player does not.
Specializations: Evidence Analysis, Logical Deductions,
Physical Investigation, Physical Tracking
Kinesics
Edit
NOTE: KINESICS
Type: Active, Social
Linked Aptitude: SAV
What it is: Kinesics is the art of empathy and non-
vocal communication.
When you use it: Use Kinesics to read body language,
tells, social cues, and other subconscious indicators. It
can also be used to emote more effectively. Kinesics
is used defensively whenever someone is trying to de-
ceive you; make an Opposed Test against that person's
Deception or Impersonation skill.
Though synthetic morphs are also designed to
emote, reading them is not as easy. Apply a –30 modi-
fier when judging a synthetic morph inhabited by a
character or AGI. Likewise, standard AIs are also dif-
ficult to read; apply a –60 modifier when judging a
synthetic morph or pod operated by an AI.
Specializations: Judge Intent, Nonvocal Communication
Judging Emotions and Intentions
NOTE: JUDGING EMOTIONS AND INTENTIONS
Transhumans are empathic beings, and so you can
attempt to gauge the demeanor and/or intent of
someone you are dealing with by rolling a Kinesics
Test. This attempt to read someone is far from exact,
however, and it is easy to misjudge. The gamemaster
should make this test in secret and only allow a hint
if successful—it is not possible to read someone with
absolute certainty. If the person being judged is inten-
tionally trying to deceive the character, this should be
an Opposed Test against their Deception skill.
Nonvocal Communication
NOTE: NONVOCAL COMMUNICATION
Experts in Kinesics can effectively communicate
with each other simply by posture, stances, gestures,
demeanors, and looks. Such communication is nec-
essarily limited in the amount of information it can
convey, but feelings, attitudes, affirmation/negation,
and simple concepts may be passed. To effectively
communicate complex concepts, the gamemaster may
require successful Kinesics Tests from both parties, ap-
plying modifiers as appropriate.
Kinetic Weapons
NOTE: KINETIC WEAPONS
Type: Active, Combat
Linked Aptitude: COO
What it is: Kinetic Weapons covers the use and
maintenance of standard kinetic projectile weapons
like firearms and railguns (p. 335).
When you use it: Use this skill whenever attacking
with a kinetic weapon in ranged combat (p. 191).
Specializations: Assault Rifles, Machine Guns, Pistols,
Sniper Rifles, Submachine Guns
Language: [Field]
Edit
NOTE: LANGUAGE: [FIELD]
Type: Field, Knowledge
Linked Aptitude: INT
What it is: Language covers the speaking and
reading of languages other than the player's native
tongue. A speaker is considered fluent at a skill level
of 50; anything above this indicates further refine-
ment in technical vocabulary, accents, and knowl-
edge of dialects.
When you use it: Use the Language skill whenever
you want to speak, understand, or read something in
a language at which you are skilled. Most speaking
and reading comprehension tests can be considered
Simple Success Tests if your skill is over 50, unless the
gamemaster rules the subject is sufficiently complex
that a non-native speaker would have trouble under-
standing it.
Sample Fields: Arabic, Cantonese, English, French,
Hindi, Japanese, Mandarin, Portuguese, Russian,
Spanish
Specializations: As appropriate to the field, represent-
ing dialects, technical jargon, and subcultural slang
Languages In Eclipse Phase
NOTE: LANGUAGES IN
ECLIPSE PHASE
With the Fall of Earth, the languages that
remain most prominent in the solar system are
those that were extensively carried into space
by countries and hypercorps with aggressive
space programs or by the large populations
of poor laborers and infomorph refugees that
followed. No single language dominated the
realm of space expansion, and multilingual-
ism was common. Many habitats and (sub)
cultural groupings cling to specific languages
as a method of retaining cultural identity. De-
spite the availability of instant translation via
the mesh, many people remain versed in two or
more languages.
The ten most common languages in the solar
system by speaking populations are: Arabic,
Cantonese, English, French, Hindi, Japanese,
Mandarin, Portuguese, Russian, and Spanish.
Other languages that remain strong include
Bengali, Dutch, Farsi, German, Italian, Javanese,
Korean, Polish, Punjabi, Swedish, Tamil, Turkish,
Urdu, Vietnamese, and Wu. Some languages
were effectively lost during the Fall, especially
those in some undeveloped regions, as their
speaking populations did not migrate into space
pre-Fall and were not privileged enough to sur-
vive in large numbers as infomorph refugees.
Medicine: [Field]
NOTE: MEDICINE: [FIELD]
Type: Field, Active, Technical
Linked Aptitude: COG
What it is: Medicine is the applied care and mainte-
nance of biological beings and life.
When you use it: Use Medicine whenever you need
to apply medical care beyond the immediate help
provided by first responders. This includes conduct-
ing physical exams, diagnosing ailments, treating
problems and illnesses, surgery, using biotech and
nanotech medical tools, and long-term care. See Heal-
ing and Repair, p. 208.
Sample Fields: Biosculpting, Exotic Biomorphs,
Gene Therapy, General Practice, Implant Surgery,
Nanomedicine, Mercurials (by type), Paramedic,
Pods, Psychiatry, Remote Surgery, Trauma Surgery,
Veterinary
Specializations: As appropriate to the field
Navigation
NOTE: NAVIGATION
Type: Active, Mental
Linked Aptitude: INT
What it is: Navigation is the art of finding your way,
whether using AR maps, a compass, the stars, or an
astrogation AI.
When you use it: Use Navigation whenever you
need to plot out a course, determine a direction, or
otherwise keep from getting lost.
Specializations: Astrogation, Map Making, Map
Reading
Networking: [Field]
NOTE: NETWORKING: [FIELD]
Type: Active, Social
Linked Aptitude: SAV
What it is: Networking is your skill at working your
contacts, trading favors, and keeping your finger on
the pulse of a particular faction or cultural grouping.
When you use it: Use Networking to gather infor-
mation or call on services using your Reputation (see
Reputation and Social Networks, p. 285).
Sample Fields: Autonomists (@-rep), Criminals (g-rep),
Ecologists (e-rep), Firewall (i-rep), Hypercorps (c-
rep), Media (f-rep), Scientists (r-rep). At the game-
master's discretion, this list can be expanded to
other (sub)cultural groupings.
Specializations: As appropriate to each field
Palming
NOTE: PALMING
Type: Active, Physical
Linked Aptitude: COO
What it is: Palming is the skill of handling items quick-
ly and nimbly without others noticing. Palming is not
only about dexterous manipulation of objects but also
relies heavily on obfuscation, timing, and misdirection.
When you use it: Use Palming any time you are
trying to conceal an item on your person, shoplift,
pick a pocket, surreptitiously discard something, or
perform a magic trick. Palming is an Opposed Test
against the Perception of any onlookers. The game-
master may wish to make this roll secretly.
Specializations: Pickpocketing, Shoplifting, Tricks
PERCEPTION
NOTE: PERCEPTION
Type:Active, Mental
Linked Aptitude:INT
What it is:Perception is the use of your physical senses (including cybernetic) and awareness of the physical world around you. Perception differs from
Investigation in that it is noticing things by chance, rather than actively searching for something.
When you use it:Use Perception whenever you wanted to take a detailed account of your surroundings (see Detailed Perception, p. 190). Perception
can also be considered an Automatic Action (see Basic Perception, p. 190) and so the gamemaster may call for a Perception Test to determine if you notice something; it is recommended that such tests be rolled secretly by the gamemaster. Perception is also used as an Opposed Test whenever someone around you is trying to be sneaky with Infiltration or Palming.
Specializations:Aural, Olfactory, Tactile, Taste, Visual
Persuasion
NOTE: PERSUASION
Type: Active, Social
Linked Aptitude: SAV
What it is: Persuasion is the art of convincing
someone to do what you want through the use of
words and gestures. This does not include persuasion
through threats or force (that is covered by Intimida-
tion) or by lying (covered by Deception).
When you use it: Use Persuasion any time you are
trying to bargain with, convince, or manipulate some-
one. This can include motivating your subordinates or
peers to take action, seducing a companion, winning
a political debate, or negotiating a contract, among
other things. Persuasion is handled as an Opposed
Test against the target's WIL + WIL + SAV when one
person is simply trying to win over another. If both
parties are trying to convince each other, make it an
Opposed Test between Persuasion skills.
Specializations: Diplomacy, Morale Boosting, Negoti-
ating, Seduction
Pilot: [Field]
NOTE: PILOT: [FIELD]
Type: Field, Active, Vehicle
Linked Aptitude: REF
What it is: Pilot is your skill at driving/flying a ve-
hicle of a particular type.
When you use it: You use Pilot skill whenever you
need to maneuver, control, or avoid crashing a vehicle,
whether you are in the pilot's seat, remote controlling
a robot, or directly jamming a vehicle with VR. Each
vehicle has a Handling modifier that applies to this
test, along with other situational modifiers (see Bots,
Synthmorphs, and Vehicles, p. 195).
Sample Fields: Aircraft, Anthroform (walkers), Exotic
Vehicle, Groundcraft (wheeled or tracked), Space-
craft, Watercraft
Specializations: As appropriate to the field
PROFESSION: [FIELD]
NOTE: PROFESSION: [FIELD]
Type:Field, Knowledge
Linked Aptitude:COG
What it is: Profession skills indicate training in a profession practiced inEclipse Phase. This can indicate either formal training or informal, on-the-job type training, and includes both legal and extralegal trades.
When you use it: Use Profession to perform work- related tasks for a specific trade (i.e. mining, balancing accounts, designing a security system, etc.) or to reference specialized knowledge that someone trained in that profession might have.
Sample Fields: Accounting, Appraisal, Asteroid Prospecting, Banking, Cool Hunting, Con Schemes, Distribution, Forensics, Lab Technician, Mining, Police Procedures, Psychotherapy, Security Ops, Smuggling Tricks, Social Engineering, Squad Tactics, Viral Marketing, XP Production
Specializations:As appropriate to the field
Nanofabrication
NOTE: NANOFABRICATION
Nanofabrication is use of Programming skill to create
objects using a cornucopia machine, fabber, or maker
(p. 327). If you have appropriate blueprints and raw
materials, most uses of a nanofabricator can be treated
as a Simple Success Test (p. 118). If you wish to create
an item for which you do not have blueprints or the
proper raw materials, however, or you wish to alter an
item's design, then a Nanofabrication Test is called for.
See Nanofabrication, p. 284.
Specializations: Art, Clothing, Electronics, Food, Forg-
ery, Weapons
PROGRAMMING
NOTE: PROGRAMMING
Type: Active, Technical
Linked Aptitude:COG (no defaulting)
What it is:Programming is your talent at writing and modifying software code.
When you use it:Use Programming to write new programs, modify or patch existing software, break copy protection, find or introduce exploitable flaws,
write virii or worms, design virtual settings, and so on. See the Mesh chapter, p. 234. Programming is also applied when using nanofabrication devices.
Specializations: AI Code, Malware, Nanofabrication, Piracy, Simulspace Code
Protocol
Edit
NOTE: PROTOCOL
Type: Active, Social
Linked Aptitude: SAV
What it is: Protocol is the art of making a good
impression in social settings. This includes keeping
up with the latest memes, trends, gossip, interests and
habits of various (sub)cultural group.
When you use it: Use Protocol whenever you need
to choose your words carefully, determine who is the
appropriate person to speak to, impress someone with
your grasp of customs, or otherwise fit into a specific
social/cultural grouping. Part etiquette, part streetwise,
Protocol allows you to navigate treacherous social
waters and put people at ease. If the character is deal-
ing with a suspicious or hostile audience, make this an
Opposed Test against the target's WIL + WIL + SAV.
Specializations: Anarchist, Brinker, Criminal, Factor,
Hypercorp, Infomorph, Mercurial, Reclaimer, Pres-
ervationist, Scum, Ultimate
Negating Social Gaffes
NOTE: NEGATING SOCIAL GAFFES
Sometimes a player will make a mistake that their
character never would, whether that's failing to stand
in the presence of hypercorp royalty, confusing a gang
leader for a peon, or accidentally insulting someone's
heritage. In cases like this, the player may make a Pro-
tocol Test for the appropriate field in order to negate
the gaffe. If successful, the character never actually
screwed up, or at least managed to cover their tracks
without ruffling any feathers.
Psi Assault
NOTE: PSI ASSAULT
Type: Active, Mental, Psi
Linked Aptitude: WIL
What it is: Psi Assault is the skill of damaging an-
other ego's mind. It can only be purchased by charac-
ters with the Psi trait (p. 147).
What it does: Use Psi Assault when attacking an-
other ego's mind in psi combat.
Specializations: By sleight
Psychosurgery
NOTE: PSYCHOSURGERY
Type: Active, Technical
Linked Aptitude: INT
What it is: Psychosurgery is the use of machine-
aided psychological techniques to repair, damage, or
manipulate the psyche.
When you use it: Use Psychosurgery to attempt the
tricky process of editing someone's mind (see Psycho-
surgery, p. 229). Psychosurgery can be used benefi-
cially to help patients who remember their deaths, feel
disconnected after remorphing, or have experienced
other sorts of mental traumas. This skill may also be
used to interrogate, torture, or otherwise mess with
captive minds in a VR environment.
Specializations: Memory Manipulation, Personality
Editing, Psychotherapy
RESEARCH
NOTE: RESEARCH
Type:Active, Technical
Linked Aptitude:COG
What it is:Research is the skill for looking up information on the Mesh: searching, sifting, mining, and interpreting data. This includes knowing where to look, what links to follow, and how to optimize your queries.
When you use it:Use the Research skill whenever you need to look up the answer to a question, find databases, search archives, or track down anything
online. Research is typically a Task Action with the timeframe and difficulty modifier determined by the gamemaster. See the Online Research, p. 249.
Specializations:Tracking, by information type
Scrounging
NOTE: SCROUNGING
Type: Active, Mental
Linked Aptitude: INT
What it is: Scrounging is your ability to find things,
particularly things of use or value that are concealed,
buried, or hard to find. This includes knowing where
to look and what to look for. Scrounging differs from
both Perception and Investigation in that it is about
finding items hidden among others, and in most cases
about finding something in particular (food, valu-
ables, etc.).
When you use it: Use Scrounging to dumpster-dive a
meal, search ruins for relics, find bargains at a bazaar,
forage berries in the forest, locate a spacesuit in an
abandoned ship, etc. Scrounging is typically handled
as a Task Action with a timeframe and difficulty
modifier determined by the gamemaster.
Specializations: Bazaars, Forests, Habitats, Ruins
Seeker Weapons
NOTE: SEEKER WEAPONS
Type: Active, Combat
Linked Aptitude: COO
What it is: Seeker Weapons covers the use and
maintenance of seeker launchers (p. 339) and seeker
missiles (p. 340).
When you use it: Use this skill when attacking with
a seeker in ranged combat (p. 191).
Specializations: Armband, Pistol, Rifle, Underbarrel
Sense
NOTE: SENSE
Type: Active, Mental, Psi
Linked Aptitude: INT
What it is: Sense is the use of psi to scan egos. Only
characters with the Psi trait (p. 147) may purchase
this skill.
What it does: See Psi, p. 220.
Specializations: By sleight
Spray Weapons
NOTE: SPRAY WEAPONS
Type: Active, Combat
Linked Aptitude: COO
What it is: The Spray Weapons skill covers the use
and maintenance of cone-effect ranged weapons (see
Spray Weapons, p. 340).
When you use it: A player uses their Sonic Weapons
skill whenever they are attacking with a spray weapon
in ranged combat (p. 191).
Specializations: Buzzer, Freezer, Shard, Shredder, Torch
Swimming
NOTE: SWIMMING
Type: Active, Physical
Linked Aptitude: SOM
What it is: Swimming is the art of moving and
not drowning within fl uids. It includes fl oating,
surface swimming, snorkeling, diving, and related
equipment use.
When you use it: Use Swimming whenever you
need to move and survive in water or another liquid
environment. Swimming in a non-threatening en-
vironment can be handled as a Simple Success Test.
Swimming over a long distance could be handled as
a Task Action. Diving off a cliff into a lake, prevent-
ing yourself from being swept away in a raging river
current, or making sure you've set a proper gas mix
for a deep-sea dive, among other things, requires a
Success Test.
Specializations: Diving, Freestyle, Underwater Diving
Throwing Weapons
NOTE: THROWING WEAPONS
Type: Active, Combat
Linked Aptitude: COO
What it is: Throwing Weapons skill covers the use
and maintenance of standard throwing weapons, like
grenades (p. 340).
When you use it: Use Throwing Weapons skill
whenever you are attacking with a throwing weapon
in ranged combat (p. 191).
Specializations: Grenades, Knives, Rocks
Unarmed Combat
NOTE: Type: Active, Combat
Linked Aptitude: SOM
What it is: Unarmed Combat is your ability to attack and
defend without using weapons.
When you use it: Use Unarmed Combat whenever you
want to attack someone with your fists, feet, elbows, knees,
or other body parts in melee combat (p. 191).
Specializations: Implant Weaponry, Kick, Punch, Subdual
NECESSARY SKILLS
NOTE: While characters will need a mix of skills to succeed in the varied tasks they encounter inEclipse Phase, some skills are crucial for any character. If a character lacks these, they will have a difficult time getting by, so it is important for players and gamemasters to know these particular skills.
Fray:Fray is the primary skill you use to avoid getting hit in combat. Even if you plan to avoid combat, being able to get out of the way when necessary is a handy survival skill to have.
Networking:Unless you live in total isolation, you need a Networking skill—preferably several. Networking is how you interact with people in a particular social circle to obtain information, spread rumors, call in favors, and so on.
Perception:Perception Tests get called for quite often, so if you want your character to know what’s going on around them, make sure to get this skill. Investigation and Scrounging are also good, but Perception is king.
SKILL LIST
NOTE: SKILL LIST
| SKILL | LINKED APTITUDE | CATEGORY |
| Academics: [Field] | COG | Knowledge |
| Animal Handling | SAV | Active, Social |
| Art: [Field] | INT | Knowledge |
Beam Weapons COO Active, Combat
Blades SOM Active, Combat
Climbing SOM Active, Physical
Clubs SOM Active, Combat
Control WIL (no defaulting) Active, Mental, Psi
Deception SAV Active, Social
Demolitions COG (no defaulting) Active, Technical
Disguise INT Active, Physical
Exotic Melee Weapon: [Field] SOM Active, Combat
Exotic Ranged Weapon: [Field] COO Active, Combat
Flight SOM Active, Physical
Fray REF Active, Combat
Free Fall REF Active, Physical
Freerunning SOM Active, Physical
Gunnery INT Active, Combat
Hardware: [Field] COG Active, Technical
Impersonation SAV Active, Social
Infiltration COO Active, Physical
Infosec COG (no defaulting) Active, Technical
Interest: [Field] COG Knowledge
Interfacing COG Active, Technical
Intimidation SAV Active, Social
Investigation INT Active, Mental
Kinesics SAV Active, Social
Kinetic Weapons COO Active, Combat
Language: [Field] INT Knowledge
Medicine: [Field] COG Active, Technical
Navigation INT Active, Mental
Networking: [Field] SAV Active, Social
Palming COO Active, Physical
Perception INT Active, Mental
Persuasion SAV Active, Social
Pilot: [Field] REF Active, Vehicle
Profession: [Field] COG Knowledge
Programming COG (no defaulting) Active, Technical
Protocol SAV Active, Social
Psi Assault WIL (no defaulting) Active, Mental, Psi
Psychosurgery INT Active, Technical
Research COG Active, Technical
Scrounging INT Active, Mental
Seeker Weapons COO Active, Combat
Sense INT (no defaulting) Active, Mental, Psi
Spray Weapons COO Active, Combat
Swimming SOM Active, Physical
Throwing Weapons COO Active, Combat
Unarmed Combat SOM Active, Combat
USING KNOWLEDGE SKILLS
NOTE: Using Knowledge Skills
At first glance, it may seem that Knowledge skills have
fewer in-game applications than Active skills. To some
degree this is the case. The importance of Knowledge
skills, however, should not be underestimated. While
they play a role in analyzing clues and solving mysteries,
the real value of Knowledge skills is in helping the
characters—and the players—understand the world of
Eclipse Phase. In particular these skills can be used to
make plans, assess a situation, identify strengths and
weaknesses, evaluate worth, make comparisons, forecast
probable outcomes, or understand the applicable science,
socio-economic factors, or cultural or historical context.
For example, a group of characters looking to break
into a facility could use Profession: Security Procedures
to evaluate the defenses, Academic: 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 breaking and entering gear,
and Art: Sculpture when picking a valuable art piece
with which to bribe an insider. When used appropriately,
these skills can be just as beneficial as the Active skills
used to break inside, if not more so because the plan
is more likely to succeed as a result of this preparation.
It is largely up to the gamemaster to enforce how
useful Knowledge skills are in their game. The easiest
way to reinforce their relevance is to penalize characters
who don’t take advantage of them. For example,
characters who didn’t use their Profession: Security
Procedures in the example above might end up being
surprised when they run across a security system they
are not prepared to deal with, forcing them to improvise
or even abandon their plans.
SPECIAL SKILLS
NOTE: While the preceding list represents the skills most commonly
used in Eclipse Phase, there may be certain skills called for in a
campaign that are not found in this book. In this case, the gamemaster
may work with the players to create a new skill to fill
this void. This option should be used sparingly to prevent skill
bloat, and all skills are subject to approval by the gamemaster
If you choose to create a new skill, keep in mind that it needs
to be linked to an existing aptitude and should be a skill that
is available to all characters, not just specific to one character
ACTION AND COMBAT
Edit
NOTE: Roleplaying games are about creating drama and adventure, and that usually means action and combat. Action and combat scenes are the moments when the adrenaline really gets pumping and the characters’ lives and missions are on the line.
Combat and action scenarios can be confusing to run, especially if the gamemaster also needs to keep track of the actions of numerous NPCs. For these reasons, it’s important for the gamemaster to detail the action in a way that everyone can visualize, whether that means using a map and miniatures, software, a dry-erase board, or quick sketches on a piece of paper. Though many of the rules for handling action and combat are abstract—allowing room for interpretation and fudging results to fit the story—many tactical factors are also incorporated, so even small details can make a large difference. It also helps to have the capabilities of NPCs predetermined and to run them as a group when possible, to reduce the gamemaster’s burden in the middle of a hectic situation.
ACTION TURNS
Edit
NOTE: Action scenes inEclipse Phase are handled in bite-size chunks called Action Turns, each approximately 3 seconds in length. We say “approximately” because the methodical, step-by-step system used to resolve actions does not necessarily always translate realistically to real life, where people often pause, take breaks to assess the situation, take a breather, and so on. A combat that begins and ends within 5 Action Turns (15 seconds) inEclipse Phase could last half a minute to several minutes in real life. On the other hand, the characters may be in a situation where their breathing environment decompresses to vacuum in 15 seconds, so every second may in fact count. As a rule, gamemasters should stick with 3 seconds per turn, but they shouldn’t be afraid to fudge the timing either when a situation calls for it.
Action Turns are meant to be utilized for combat and other situations where timing and the order in which people act is important. If it is not necessary to keep track of who’s doing what so minutely, you can drop out of Action Turns and return to “regular” free form game time.
Each Action Turn is in turn broken down into distinct stages, described below.
STEP 1: ROLL INITIATIVE
NOTE: At the beginning of every Action Turn, each PLAYER involved in the scene rolls Initiative to determine the order in which each character acts. For more details, seeInitiative.
STEP 2: BEGIN FIRST ACTION PHASE
NOTE: Once Initiative is rolled, the firstAction Phase begins. Everyone gets to act in the first Action Phase (since everyone has a minimum Speed of 1), unless they happen to be unconscious/dead/disabled, starting with the character with the highest successful Initiative roll.
STEP 3: DECLARE AND RESOLVE ACTIONS
NOTE: The character going first now declares and resolves the actions they will take during this first Action Phase. Since some actions the character makes may
depend on the outcome of others, there is no need to declare them all first—they may be announced and handled one at a time.
As described underActions (p. 189), each character may perform a varying number of Quick Actions and/or a single Complex Action during their turn. lternately, a character may begin or continue with a Task Action, or delay their action pending other developments (seeDelayed Actions, p. 189).
A character who has delayed their action may interrupt another character at any point during this stage. That interrupting character must complete this stage in full, then the action returns to the interrupted character to finish the rest of their stage.
STEP 4: ROTATE AND REPEAT
NOTE: Once the character has resolved their actions for that phase, the next character in the Initiative order gets to go, running through Step 3 for themselves.
If every character has completed their actions for that phase, return to Step 2 and go the second Action Phase. Every character with a Speed of 2 or more gets to go through Step 3 again, in the same Initiative order (modified by wound modifiers). Once the second Action Phase is completed, return to Step 2 for the 3rd Action Phase, where every character with a Speed of 3 or more gets to go for a third time. Finally, after everyone eligible to go in the 3rd Action Phase has gone, return to Step 2 for a fourth and last Action Phase, where every character with a Speed of 4 can act for one final time.
At the end of the fourth Action Phase, return to Step 1 and roll Initiative again for the next Action Turn.
INITIATIVE
Edit
NOTE: Timing in an Action Turn can be critical—it may mean life or death for a character who needs to get behind cover before an opponent draws and fires their gun. The process of rolling Initiative determines if a character acts before or after another character.
INITIATIVE ORDER
Edit
NOTE: A character’s Initiative stat is equal to their Intuition + Reflexes aptitudes multiplied by 2. This score may be further modified by morph type, implants,drugs, psi, or wounds.
In the first step of each Action Turn, every character makes an Initiative Test, rolling d100 and adding their Initiative stat. Whoever rolls highest goes first,
followed by the other characters in descending order, highest to lowest. In the event of a tie, characters go simultaneously.
EXAMPLE
NOTE: Adam, Bob, and Cami are rolling Initiative. Adam’s Initiative stat is 80, Bob’s is 110, and Cami’s is 60. Adam rolls a 38, Bob rolls a 24, and Cami rolls a 76. Adam’s total Initiative score is 118 (80 + 38), Bob’s is 134 (110 + 24), and Cami’s is 136 (60 + 76). Cami rolled highest, so she goes first, followed by Bob and then Adam. If Cami & Bob had tied, they would both go at the same time.
INITIATIVE AND DAMAGE
Edit
NOTE: Characters who are suffering from wounds have their Initiative score temporarily reduced (seeWounds, p. 207). This modifier is applied immediately when the wound is taken, which means that it may modify an Initiative score in the middle of an Action Turn. If a character is wounded before they go in that Action Phase, their Initiative is reduced accordingly, which may mean they now go after someone they were previously ahead of in the Initiative order.
EXAMPLE
NOTE: Before Bob’s Action Phase comes up, Bob takes two wounds, knocking his Initiative down from 134 to 114. This means that Adam, with an Initiative of 118, now goes before him.
INITIATIVE, MOXIE, AND CRITICALS
NOTE: A character may spend a point of Moxie to go first in an Action Phase, regardless of their Initiative roll (seeMoxie, p. 122). If more than one character chooses this option, then order is determined as normal first among those who spent Moxie, followed by those who didn’t.
Similarly, any character that rolls a critical on Initiative automatically goes first, even before someone who spent Moxie. If more that two characters rolled criticals, determine order between them as normal.
SPEED
NOTE: Speed determines how many times a character can act during an Action turn. Every character starts with a default Speed stat of 1, meaning they can act in the first Action Phase of the turn only. Certain morphs, implants, drugs, psi, and other factors may cumulatively increase their Speed to 2, 3, or even 4 (the maximum), allowing them to act in further Action Phases as well. For example, a character with Speed 2 can act in the first and second Action Phases, and a character with Speed 3 can act in the first through third Action Phases. A character with Speed 4 is able to act in every Action Phase. This represents
the character’s enhanced reflexes and neurology, allowing them to think and act much faster than non-enhanced characters.
If a character’s Speed does not allow them to act during an Action Phase, they can initiate no actions during the pass—they must simply bide their time.
The character may still defend themself, however, and any automatic actions remain “on.” Note that any movement the character initiated is considered to still be underway even during the Action Phases they do not participate in (seeMovement, p. 190).
DELAYED ACTIONS
NOTE: When it’s your turn to go during an Action Phase, you may decide that you’re not ready to act yet. You may be awaiting the outcome of another character’s
actions, hoping to interrupt someone else’s action, or may simply be undecided about what to do yet. In this case, you may opt todelay your action.
When you delay your action, you’re putting yourself on standby. At some later point in that Action Phase, you can announce that you are now taking your action—even if you interrupt another character’s action. In this case, all other activity is put on hold until your action is resolved. Once your action has taken place, the Initiative order continues on where you interrupted.
You may delay your action into the next Action Phase, or even the next Action Turn, but if you do not take it by the time your next action comes around in
the Initiative order, then you lose it. Additionally, if you do delay your action into another phase or turn, then once you take it you lose any action you might have in that Action Phase.
SIMPLIFYING INITIATIVE
NOTE: For speedier resolution, simply have characters roll Initiative once for an entire scene. That Initiative result stays with them on each Action Turn until the combat or scenario is over. Likewise, ignore Initiative modifiers from wounds.
ACTIONS
Edit
NOTE: When it’s your turn to act during an Action Phase, you have many options for what you can do—far too many to list here. There is a limit to what you can
accomplish in 3 seconds, however, so some limitations must be adhered to. The first step is to figure out what type of action you want to take. InEclipse
Phase, actions are categorized as Automatic, Quick, Complex, or Task, based on how much time and effort they entail.
AUTOMATIC ACTIONS
Edit
NOTE: Automatic Actions require no effort. These are abilities or activities that are “always on” (assuming you are conscious) or are otherwise reflexive (they happen automatically in response to certain conditions, with no effort from you). Breathing, for example, is an automatic action—your body does it without conscious effort or thinking on your part.
In most cases, Automatic Actions are not something that you initiate—they are always active, or at least on standby. Certain circumstances, however, will bring an Automatic Action to bear. Such Automatic Actions are invoked and handled immediately whenever they apply, without requiring effort from your character.
RESISTANCE
NOTE: Resisting damage—whether from combat, a poison, or a psi attack—is one example of an Automatic Action that occurs in response to something else.
BASIC PERCEPTION
NOTE: Your senses are continuously active, accumulating data on the world around you. Basic perception is considered an Automatic Action, and so the gamemaster can call on you to make a Perception Test whenever you receive sensory input that your brain might want to take notice of (seePerception, p. 182). Likewise, you may ask the gamemaster at any time—even during other character’s actions—to make a basic Perception Test, just to find out what your character is noticing around them.
Because basic perception is an automatic, subconscious activity, however, you will suffer a –20 modifier for distraction—your attention is focused elsewhere. In order to avoid the distraction modifier, you must actively engage in detailed perception or use an oracle implant (p. 308).
QUICK ACTIONS
Edit
NOTE: Quick Actions are fast and simple, and they may often be multi-tasked. They require minimal thought and effort. You may undertake multiple Quick Actions on your turn during each Action Phase, limited only by the gamemaster’s judgment. If you are taking nothing but Quick Actions during an Action Phase, you
should be allowed a minimum of 3 separate Quick Actions. If you are also engaging in a Complex or Task Action during that same Action Phase, you should be allowed a minimum of 1 Quick Action. Ultimately, the gamemaster decides what activity you can or can’t fit into a single Action Phase.
Some examples of Quick Actions include: talking, switching a safety, activating an implant, standing up, dropping prone, gesturing, drawing/readying a weapon, handling an object, or using a simple object.
AIMING
NOTE: Aiming is a special case in that it is a Quick Action but requires a degree of concentration that rules out other minor actions. If you wish to aim before making an attack in the same Action Phase, aiming is the only Quick Action you may make during that Action Phase (seeAimed Shots, p. 193).
DETAILED PERCEPTION
NOTE: Detailed perception involves taking a moment to actively use your senses in search of information and ssess what you are perceiving (seePerception, p.
182). It requires slightly more effort and brainpower (or computer power) than basic perception, which is automatic. As a Quick Action, you may only engage in detailed perception on your turn during an Action Phase, but you do not suffer a modifier for distraction (unless you happen to be in a heavily distracting environment, such as a gunfight or agitated crowd).
COMPLEX ACTIONS
NOTE: Complex Actions require more concentration and effort than Quick Actions—they effectively monopolize your attention. You may only take one Complex Action on each your Action Phase turns. Additionally, you may not engage in a Complex Action and a Task Action during the same Action Phase. Examples of Complex Actions include: attacking, shooting, acrobatics, full defense, disarming a bomb, using a complex device, or reloading a weapon.
TASK ACTIONS
NOTE: A Task Action is any activity that requires longer than one Action Turn to complete. Each Task Action lists a timeframe for how long the task takes to accomplish. This timeframe may range anywhere from 2 Action Turns to 2 years. While engaged in a Task Action, you may not also undertake a Complex Action, though in some cases you may take a break from the task and return to it later. For more information, seeTask Actions, p. 120.
Examples of Task Actions include: repairing a device, programming, conducting a scientific analysis, searching a room, climbing a wall, or cooking a meal.
MOVEMENT
Edit
NOTE: Movement in Eclipse Phase is handled just like any
other action, and may change from Action Phase to
Action Phase. Walking and running both count as Quick
Actions, as they do not require your full concentration.
The same also applies to slithering, crawling, floating,
hovering, or gliding. Running, however, may inflict a
–10 modifier on other actions that are affected by your
jostling movement. Even more, sprinting is an all-out run,
and so requires a Complex Action (see Sprinting, p. 191).
At the gamemasters discretion, other movement
may also call for a Complex Action. Hurdling a fence,
pole vaulting, jumping from a height, swimming, or
freerunning through a habitat in zero-gravity all require
a bit of finesse and attention to detail, so would count as a Complex Action, and would apply the
same modifier as running. Flying generally counts as a
Quick Action, though intricate maneuvers would call
for a Complex Action.
Movement Rates
Edit
NOTE: Sometimes it’s important to know not just how you’re
moving, but how far. For most of transhumanity, this
movement rate is the same: 4 meters per Action Turn
walking, 20 meters per turn running. To determine
how far a character can move in a particular Action
Phase, divide this movement rate by the total number
of Action Phases in that turn. In a turn with 4 Action
Phases, that breaks down to 1 meter walking per
Action Phase, 5 meters running.
Movement such as swimming or crawling benchmarks
at about 1 meter per Action Turn, or 0.25
meters per Action Phase. You can also sprint to increase
your movement rate (see Sprinting). Vehicles,
robots, creatures, and unusual morphs will have individual
movement rates listed in the format of walking
rate/running rate in meters per turn.
These movement rates assume standard Earth
gravity of course. If you’re moving in a low-gravity,
microgravity, or high-gravity environment, things
change. See Gravity, p. 198.
Jumping
NOTE: Characters making a running jump can cross SOM ÷
5 (round up) meters; use SOM ÷ 20 (round up) meters
for standing jumps. Vertical jumping height is 1 meter.
Characters making a Freerunning Test can increase
jumping distance by 1 meter (running jump) or 0.25
meters (standing/vertical jumps) per 10 points of MoS.
Sprinting
NOTE: You may use Freerunning to increase the distance
you move during an Action Phase. You must spend
a Complex Action to sprint and make a Freerunning
Test. Every 10 points of MoS increases your running
distance in that Action Phase by 1 meter, to a maximum
bonus of +5 meters.
COMBAT
Edit
NOTE: Sometimes words fail, and that’s when the knives and
shredders come out. All combat in Eclipse Phase is
conducted using the same basic mechanics, whether it’s
conducted with claws, fists, weapons, guns, or psi: an
Opposed Test between the attacker and defender(s).
Resolving Combat
Edit
NOTE: Use the following sequence of steps to determine the
outcome of an attack.
Step 1: Declare Attack
NOTE: The attacker initiates by taking a Complex Action to
attack on their turn during an Action Phase. The skill
employed depends on the method used to attack. If
the character lacks the appropriate Combat skill, they
must default to the appropriate linked aptitude.
Step 2: Declare Defense
NOTE: Once the attack is declared, the defender chooses how
to respond. Defense is always considered an Automatic
Action unless the defender is surprised (see Surprise,
p. 204) or somehow incapacitated and incapable of
defending themself.
Melee: A character defending against melee attacks
uses Fray skill, representing dodging (if the
character lacks this skill, they may default to Reflexes).
Alternately, the character may use a melee
combat skill to defend, representing blocks and parries
rather than dodging.
Ranged: Against ranged attacks, a defending character
may only use half their Fray skill (round down).
Full Defense: Characters who have taken a Complex
Action to go on full defense (p. 198) receive a
+30 modifier to their defensive roll.
Psi: A character defending against a psi attack rolls
WIL x 2 (p. 222). A mental sort of full defense may
also be rallied against psi attacks.
Step 3: Apply Modifiers
NOTE: Any appropriate modifiers are now applied to the
attacker and defender’s skills. See the Combat Modifiers
table (p. 193) for common situational modifiers.
Step 4: Make the Opposed Test
NOTE: The attacker and defender both roll d100 and compare
the results to their modified skill target numbers.
Step 5: Determine Outcome
NOTE: If the attacker succeeds and the defender fails,
the attack hits. If the attacker fails, the attack
misses completely.
If both attacker and defender succeed in their
tests, compare their dice rolls. If the attacker’s
dice roll is higher, the attack hits despite a spirited
defense; otherwise, the attack fails to connect.
Excellent Success: If the attacker rolled an Excellent
Success (MoS of 30+), a solid hit is struck.
Increase the Damage Value (DV) inflicted by +5. If
the MoS is 60+, increase the DV by +10.
Criticals: If the attacker rolls a critical success,
the attack is armor-defeating, meaning that the
defender’s armor is bypassed completely—some
kink or flaw was exploited, allowing the attack to
get through completely.
If the defender rolls a critical success, they
dodge with flair, reach cover that protects from
follow-up attacks, maneuver to a superior position,
or otherwise benefit.
Step 6: Modify Armor
NOTE: If the target is hit, their armor will help to protect
them against the attack (unless the attacker
rolled a critical, see above). Determine which type
of armor is appropriate to defending against that
particular attack (see Armor, p. 194). The attack’s
Armor Penetration (AP) value reduces the armor’s
rating, however, representing the weapon’s ability
to pierce through protective measures.
Step 7: Determine Damage
NOTE: Every weapon and type of attack has a Damage
Value (DV, see p. 207). This amount is reduced
by the target’s AP-modified armor rating. If the
damage is reduced to 0 or less, the armor is effective
and the attack fails to injure the target.
Otherwise, any remaining damage is applied to the
defender. If the accumulated damage exceeds the
defender’s Durability, they are incapacitated and
may die (see Durability and Health, p. 207).
Note that some psi attacks inflict mental stress
rather than physical damage (see Mental Health, p.
209). In this case, the Stress Value (SV) is handled
the same as DV.
Step 8: Determine Wounds
NOTE: The damage inflicted from a single attack is then compared
to the victim’s Wound Threshold. If the armormodified
DV equals or exceeds the Wound Threshold, the character suffers a wound. Multiple wounds may be
applied with a single attack if the modified DV is two
or more factors beyond the Wound Threshold. Wounds
represent more serious injuries and apply modifiers and
other effects to the character (see Wounds, p. 207).
Example
NOTE: Stoya tried to get off the station quickly, but the Night
Cartel’s assassin caught up, surprising her in a microgravity
part of the habitat. The assassin’s INIT is 63,
plus a dice roll of 23, for an Initiative of 86. Stoya’s
INIT is 55, plus a roll of 27, for an Initiative of 82.
The assassin goes first, spending a Quick Action
to draw a shredder. This flechette weapon is in
burst-fire mode, so with a Complex Action the assassin
can take two shots. His Spray Weapons skill
is 65, he’s smartlinked (+10), and they’re at short
range (+0), so he needs a 75 or less. Stoya is defending
with her Fray skill (60) divided by 2, or 30.
The assassin rolls an 08 with the first shot. Amazingly,
Stoya rolls a 28. They both succeeded, but
Stoya rolled higher, so she dodges the first shot.
The assassin rolls a 20 for his second shot, another
hit, and this time Stoya rolls an 83, a failure.
The assassin also scored an Excellent Success with
a MoS of 55, increasing the DV by +5.
The assassin’s base damage is 2d10 + 5, but he’s
using burst fire against a single target for +1d10,
and it’s also a cone effect weapon at short range,
for an additional +1d10, for a total DV of 4d10 +
5. The assassin rolls 4d10 and gets 16, then adds
the +5 for a total DV of 21.
Stoya’s wearing light body armor (AV 10/10),
but the shredder’s Armor penetration is –10, so her
armor is entirely negated. She takes a devastating 21
DV, exceeding her Wound Threshold of 10, not just
once, but twice. This means Stoya suffers 2 wounds
from the shot, suffering –20 to all actions. In addition,
she must make two SOM x 3 Tests, one to avoid
knockdown and the other to avoid unconsciousness.
Her SOM is 30, meaning she needs a 70 (30 x 3 =
90, 90 – 20 wound modifiers = 70) on both rolls.
She rolls a 40 and a 27, succeeding both.
Now it’s Stoya’s action. She takes a Quick Action
to pull her own weapon: a stunner. Her Beam
Weapons skill is 47, modified by wounds (–20) and
a smartlink (+10), for 37. The assassin’s Fray is 48,
divided by 2 for 24 against a ranged attack. Stoya
rolls a 22—a critical hit—and the assassin rolls a
68. The stunner only inflicts 1d10 ÷ 2 DV, but since
the attack is a critical hit, this is armor defeating.
Stoya rolls an 8, for 4 points of DV, below the assassin’s
Wound Threshold of 7.
Stunners, however, are shock weapons, so the
assassin must make a DUR + Energy Armor Test.
His DUR is 35 and he’s wearing an armor vest (AV
6/6), so his target number is 41. He rolls a 71—a
Margin of Failure of 30, meaning he is immediately
incapacitated for 3 Action Turns.
Having disabled her opponent, Stoya takes the
time to make a hasty getaway.
Combat Summary
NOTE: • C ombat is handled as an Opposed Test.
• A ttacker rolls attack skill +/– modifiers.
• M elee: Defender rolls Fray or melee skill
+/– modifiers.
• R anged: Defender rolls (Fray skill ÷ 2, round
down) +/– modifiers.
• I f attacker succeeds and rolls higher than the
defender, the attack hits.
• C ritical hits are armor-defeating (armor does
not apply).
• A rmor is reduced by the attack’s Armor
Penetration value (AP).
• T he weapon’s damage is reduced by the
target’s modified Armor rating (unless the
attack is armor-defeating).
• I f the damage exceeds the target’s Wound
Threshold, a wound is also scored. (If the
damage exceeds the Wound Threshold
by multiple factors, multiple wounds are
inflicted.)
Combat Modifiers
Edit
General
NOTE: general modifier
Character using off-hand –20
Character wounded/traumatized –10 per wound/trauma
Character has superior position +20
Touch-only attack +20
Called shot –10
Character wielding two-handed weapon with one hand –20
Small target (child-sized) –10
Very small target (mouse or insect) –30
Large target (car sized) +10
Very large target (side of a barn) +30
Visibility impaired (minor: glare, light smoke, dim light) –10
Visibility impaired (major: heavy smoke, dark) –20
Blind attack –30
Melee Combat
NOTE: Mele Combat Modifier
Character has reach advantage +10
Character charging –10
Character receiving a charge +20
Ranged Combat (Attacker)
NOTE: Ranged Combat (Att acker) Modifier
Attacker using smartlink or laser sight +10
Attacker behind cover –10
Attacker running –20
Attacker in melee combat –30
Defender has minor cover –10
Defender has moderate cover –20
Defender has major cover –30
Defender prone and far (10+ meters) –10
Defender hidden –60
Aimed shot (quick) +10
Aimed shot (complex) +30
Sweeping fire with beam weapon +10 on second shot
Multiple targets in same Action Phase –20 per additional target
Indirect fire –30
Point-blank range (2 meters or less) +10
Short range —
Medium range –10
Long range –20
Extreme range –30
ACTION AND COMBAT COMPLICATIONS
Edit
NOTE: Combat isn’t quite as simple as deciding if you hit or
miss. Weapons, armor, ammunition, and numerous
other factors may impact an attack’s outcome. Likewise,
various factors can impact an action scene, such
as fire or microgravity effects.
Aimed Shots
NOTE: As noted under Aiming, p. 190, a character can sacrifice
their other Quick Actions to concentrate on targeting
a ranged attack and receive a +10 modifier on
the attack. You can also sacrifice an entire Complex
Action to fix your aim on a target. In this case, as long
as the target remains in your sights until your next
Action Phase, you receive a +30 modifier to hit.
Ammunition and Reloading
NOTE: Every weapon has a listed ammunition capacity that
indicates how many shots the weapon can carry or
holds. When this ammo runs out, a new supply must
be loaded in. Players should keep track of the shots
they fire.
Reloading almost always requires a Complex
Action, whether you are slapping in a new clip of bullets
or a fresh battery for a laser. At the gamemaster’s
discretion, a reload that is immediately accessible
(such as a new clip reverse-taped to the loaded clip, so
that reloading just requires that you reverse the taped
clips and slot the new one in) will only take a Quick
Action. Archaic weapons such as magazine-fed rifles
may require longer to fully load.
Area Effect Weapons
Edit
NOTE: Some ranged attack weapons are designed to affect
more than one target at a time. These weapons fall
into three categories: blast, uniform blast, and cone.
Blast Effect
NOTE: Blast weapons include items like grenades, mines, and
other explosives that expand outward from a central
detonation point. Most blast attacks expand outward
in a sphere, though certain shaped charges may direct
an explosion in one direction only. The explosive force
is stronger near the epicenter and weaker near the
outer edges of the sphere. For every meter a target is
from the center, reduce the damage of a blast weapon
by –2.
Uniform Blast
NOTE: Uniform blast attacks distribute their power evenly
throughout the area of effect. Examples include fuelair
explosives and thermobaric weapons that disperse
an explosive mixture in a vapor cloud and ignite it all
at once. All targets within the noted blast radius suffer
the same damage. Damage against targets outside of
the main blast sphere is reduced by –2 per meter.
Cone
NOTE: Weapons with a cone effect have an area effect that
begins with the tip of the weapon and expands outward
in a cone. At short range, this attack effects 1
target; at medium range it affects 2 targets within a
meter of each other; and at long or extreme range
it affects 3 targets within a meter of the next. Cone
effect attacks do +1d10 damage at short range and
–1d10 damage at long and extreme range.
Armor
Edit
NOTE: Just as weapons technologies have advanced, so too
has armor quality, allowing unprecedented levels of
protection. As noted in Step 7: Determine Damage
(see p. 192), the armor rating reduces the damage
points of the attack.
For a full listing of armor types and values, see p. 311.
Energy Vs. Kinetic
NOTE: Each type of armor has an Armor value (AV) with
two ratings—Energy and Kinetic—representing
the protection it applies against the respective type
of attack. These are listed in the format of “Energy
armor/Kinetic armor.” For example, an item with
listed armor “5/10” provides 5 points of armor against
energy-based attacks and 10 points of armor against
kinetic attacks.
Energy damage includes that caused by beam weapons
(laser, microwave, particle beam, plasma, etc.) as
well as fire and high-energy explosives. Armor that
protects against this damage is made of material that
reflects or diffuses such energy, dissipates and transfers
heat, or ablates.
Kinetic damage is the transfer of damaging energy
when an object in motion (a fist, knife, club, or bullet,
for example) impacts with another object (the target).
Most melee and firearms attacks inflict kinetic damage,
as would a rolling boulder, swinging pendulum, or
explosion-driven fragments. Kinetic armors include
impact-resistant plates, shear-thickening liquid and
gels that harden upon impact, and ballistic and cutproof
fiber weaves.
Armor Penetration
NOTE: Some weapons have an Armor Penetration (AP) rating.
This represents the attack’s ability to pierce through
protective layers. The AP rating reduces the value of
armor used to defend against the attack (see Step 6:
Modify Armor, p. 192).
Layered Armor
NOTE: If two or more types of armor are worn, the armor
ratings are added together. However, wearing multiple
armor units is cumbersome and annoying. Apply a –20
modifier to a character’s actions for each additional
armor layer worn
Note that items specifically noted as armor accessories—
helmets, shields, etc.—do not inflict the layered
armor penalty, they simply add their armor bonus.
Note also that the armor inherent to a synthetic
morph or bot’s frame does not constitute a layer of
armor (i.e., you may wear armor over the synthetic
shell without penalty).
Asphyxiation
NOTE: The average transhuman can hold their breath for
two minutes before blacking out. Strenuous activity
reduces the amount of time. For every 30 seconds
after the first minute a biomorph is prevented from
breathing, they must make a DUR Test. Apply a cumulative
–10 modifier each time this test is rolled. If
the character fails the test, they immediately fall unconscious
and begin to suffer damage from asphyxiation,
at the rate of 10 points per minute, until they
die or are allowed to breathe again. This damage does
not cause wounds.
Asphyxiating is a terrible process, often leading to
panic. Characters who are being asphyxiated must
make a WIL x 3 Test. If they fail, they suffer 1d10
÷ 2 (round up) mental stress and cannot perform
any effective action to rescue themselves that Action
turn. A character who succeeds may attempt to rescue
themselves, and in fact they must make a WIL x 3
Test to perform any other action not directly related
to rescuing themselves (attacks against another character,
a creature, or an object holding the character
underwater are exempt from this rule).
Beam Weapons
Edit
NOTE: Due to emitting a continuous beam of energy rather
than single projectiles, beam weapons are easier to
“home in” on a target. This means one of the following
two rules may be used when making beam
weapon attacks. These options are not available for
“pulse” beam weapons (like the laser pulser), as such
weapons emit energy in pulses rather than a continuous
beam.
Sweeping Fire
NOTE: An attacker who is making two semi-auto (p. 198)
attacks with a beam weapon with the same Complex
Action and who misses with the first attack may treat
that attack as a free Aim action (p. 190), receiving a
+10 modifier for the second attack. In other words,
though the first attack misses, the character takes the
opportunity to sweep the beam closer to the target
for the second attack. This only applies when both
attacks are made against the same target.
Concentrated Fire
NOTE: A character firing a semi-auto beam
weapon who hits with the first attack may
choose to keep the beam on and concentrate
their fire, cooking the target. In this
case, the character foregos their second
semi-auto attack with that Complex
Action, but automatically bolsters the
DV of the first attack by x 1.5 (round up).
This decision must be made before the
damage dice are rolled.
Blind Attacks
Edit
NOTE: Attacking a target that you cannot see is
difficult at best and a matter of luck at
worst. If you cannot see, you may make a
Perception Test using some other available
sense to detect your target. If this succeeds,
you attack with a –30 modifier. If your Perception
Test fails, your attack is primarily
based on chance—your target number for
the attack test is equal to your Moxie stat
(no other modifiers apply).
Indirect Fire
NOTE: With the help of a spotter, you may target
an enemy that you can’t see using indirect
fire. In this case you must be meshed with
a character, bot, or sensor system that has
the target in its sights and which feeds
you targeting data (the gamemaster may
require a Perception Test from the spotter).
Indirect attacks suffer a –30 modifier.
Seeker missiles (p. 340) can home in on
a target that is “painted” with reflected
energy from a laser sight (p. 342) or similar
target designator system. An “attack”
must first be made to paint the target
with the laser sight using an appropriate
skill. If this succeeds, it negates the
–30 indirect fire modifier for the seeker
launcher’s attack test. the target must be
held in the spotter’s sights (requiring a
Complex Action each Action Phase) until
the seeker strikes.
Bots, Synthmorphs, and Vehicles
Edit
NOTE: AI-operated robots and synthetic morphs
are a common sight in Eclipse Phase.
Robots are used for a wide range of purposes,
from surveillance, maintenance,
and service jobs to security and policing—
and so may often play a role in action and
combat scenes. Though less common (at
least in habitats), AI-piloted vehicles are
also frequently used and encountered.
Note that the difference between a
robot, vehicle, and synthetic morph is in
many ways semantic. Robots are simply synthetic bodies controlled by an AI.
Vehicles are also robotic—AI controlled—
but the term “vehicle” is used to denote
that they carry passengers. Both bots and
vehicles can be used as synthetic morphs—
that is, inhabited by a transhuman ego—
assuming they are equipped with a cyberbrain
(p. 300). For the purpose of these
rules, the term “shell” is used to refer to
bots, vehicles, and synthetic morphs alike.
Like synthmorphs, bots and vehicles
are treated just like any other character:
they roll Initiative, take actions, and use
skills. A few specific aspects of these
shells needs special consideration, however,
covered below.
Shell Stats
NOTE: Just like synthmorph characters, certain
bot and vehicle stats (Durability, Wound
Threshold, etc.) and stat modifiers (Initiative,
Speed, etc.) are determined by
the actual physical shell. Other stats are
determined by the bot/vehicle’s operating
AI (in place of an ego). Bots and vehicles
may also have traits that apply to their
AI or physical shell. For sample bots and
vehicles, see p. 342 of the Gear chapter.
Handling: Bots and vehicles have a
special stat called Handling, which is a
modifier applied to all tests made to pilot
the bot/vehicle. This represents the bot/
vehicle’s maneuverability.
Shell Skills
NOTE: The skills and aptitudes used by a bot or
vehicle are those possessed by its AI. See
AIs and Muses, p. 264.
Shell Movement
NOTE: Like characters, bots and vehicles have
a walking and running Movement rate.
This is used whenever the bot/vehicle is
engaged in action or combat scenes with
other characters.
Shells that are capable of greater speeds
will also have a Maximum Velocity
listed—this is the highest rate at which the
shell may safely move, listed in kilometers
per hour. At the gamemaster’s discretion,
some shells may push their limits and
accelerate further, but at significant risk—
the gamemaster should apply appropriate
penalties to Pilot Tests and other tests.
Chases
NOTE: Shells that are moving faster than their
running Movement rate (up to their Max.
Velocity) are generally considered to be moving too fast for standard action and combat interaction
with other characters. This is when the action
enters “chase scene” mode—a traveling narrative of
maneuvering choices and tests with various outcomes.
Whether or not a chase is actually occurring, the
gamemaster should remember that Max Velocity is
not the only factor in high-speed situations. Environmental
factors like terrain, weather conditions, navigation,
pedestrians, and traffic can provide obstacles
for shells to overcome. A shell tearing across a habitat
in order to reach a bomb before it detonates should
have to make several decisions and tests that may
affect whether it gets there in time or not. Likewise, a
shell seeking to shake off some hot pursuit will have
to pull off some fancy maneuvering and hopefully find
a shortcut or two in order to outrace their opponents.
Crashing
NOTE: Shells that suffer wounds during combat or chases
may be force to make a Pilot Test to avoid crashing
or may crash automatically. The exact circumstances
of a crash are left up to the gamemaster, as best fits
the story—the shell may simply skid to a stop, plow
into a tree, fall from the sky, or flip over and land on
a group of bystanders. Shells that strike other objects
when they crash typically take further damage from
the collision (see Collisions).
Collisions
Edit
NOTE: If a shell crashes into or intentionally rams a person or
object, someone is likely to get hurt. To determine how
much DV is inflicted, roll 1d10 and add the shell’s DUR
divided by 10 (round up). This is the damage applied
at walking speeds. If the shell was moving at running
speeds, multiply the DV by 2. If the shell was moving
at chase speeds, multiply the DV by the shell’s velocity
÷ 10 in meters per turn. Both the shell and whatever
it strikes suffer this damage, assuming the collision is
with something equal dense and hard. Soft and squishy
objects like biomorphs will be less damaging to a shell
(unless they happen to be in a hardsuit or battlesuit), in
which case the shell will only suffer half damage from
the collision. Kinetic armor defends against crash DV.
If two moving shells collide head-on, calculate the
damage from both and inflict to both. If two shells
moving in the same direction collide, only count the
difference in velocity.
Passengers in a vehicle may also be damaged by collisions
if they are not wearing proper safety restraints.
They suffer one half the DV applied to their vehicle
(less their own Kinetic armor).
Collision Damage
NOTE: colision damage
Base Collision DV : 1d10 + (DUR ÷ 10)
Running: DV x 2
Chase Speeds: DV x (velocity ÷ 10)
Attacking Vehicle Passengers
NOTE: During combat, passengers within a vehicle may be
targeted separately from the vehicle itself. Attacks
made against passengers this way do not harm the
vehicle itself (unless an area effect weapon is used).
Targeted passengers benefit both from cover (usually
Major, –30) and from the vehicle’s structure, adding
the vehicle’s Armor Value to their own.
Passengers within a vehicle are generally not harmed
by attacks made against the vehicle itself. Area effect
weapons are an exception to this rule, but in this case
the passengers also benefit from the vehicle Armor Value
Shell Remote Control
NOTE: Any shell (or biomorph) with a puppet sock (also included
with all cyberbrains) may be remote controlled,
either by a character or a remote AI. This requires a
communications link between the teleoperator and
the shell (the “drone”). The teleoperator controls the
drone via an entoptic interface, and receives sensory
input and other data via the drone’s mesh inserts.
When under direct control, the shell’s AI (or resident
ego) is subsumed and put on standby. The drone only
acts as instructed. Each instruction counts as a Quick
Action. In this situation, the drone acts with the same
Initiative as the teleoperator. The teleoperator’s skills and
stats are used in place of the shell AI’s. Due to the nature
of remote operation, however, all tests are made with a
–10 modifier. Multiple drones may be controlled at once,
but commanding them requires separate Quick Actions
unless they are receiving the same command. Direct
control teleoperation is not very feasible at extreme distances,
due to the light-speed lag with communications.
Alternately, the teleoperator can put the drone in
autonomous mode, allowing the shell’s AI to resume
normal operations. The drone still follows the teleoperator’s
commands to the best of its abilities. In this
mode, the drone functions normally, using its own
Initiative and AI skills and stats
Shell Jamming
NOTE: “Jamming” is the colloquial term for a more direct
form of remote-control, using VR and XP technology.
When jamming, the drone’s puppet sock feeds
the drone’s sensory data directly to the teleoperator’s
mesh inserts. The teleoperator subsumes themself in
the drone’s sensorium, essentially “becoming” the
drone. In this case, the teleoperator surrenders control
of their own morph, which slumps inertly. While
jamming, they suffer –60 on all Perception Tests or
attempts to take action with their morph.
Jamming takes a Complex Action to engage and
disengage. A jamming teleoperator controls a drone
as if it were their own morph. Like direct control teleoperation,
the jammer’s own skills and Initiative are
used in place of the drone’s AI. Jammers do not suffer
any teleoperation modifiers, but only one drone may
be jammed at a time. If the drone is killed or destroyed, the jammer is
immediately dumped from their connection, resuming
control of their own morph as normal. Getting dumped
in this manner is extremely jarring, not the least because
the jammer experienced being killed/destroyed.
As a result, the jammer suffers 1d10 mental stress.
Called Shots
Edit
NOTE: Call ed Sho ts
Sometimes it’s not enough to just hit your target—
you need to shoot out a window, knock the knife out
of their hand, or hit that hole in their armor. You may
declare that you are making a called shot before you
initiate an attack, choosing one of the outcomes noted
below. Called shots suffer a –10 modifier and require
an Excellent Success (MoS 30+). If you beat that
margin, you succeed with the called shot, and the results
noted below apply. If you don’t beat the margin
but still succeed in the attack, you simply strike your
target as normal.
Bypassing Armor
NOTE: Called shots may be used to target a hole or weak
point in your opponent’s armor. If you beat the MoS,
you strike an armor-defeating hit, and their armor
does not apply. Note that in certain circumstances, a
gamemaster may rule that an opponent’s armor simply
doesn’t have a weak spot or unprotected area, and so
disallow such called shots.
Disarming
NOTE: You may take a called shot to attempt to knock a
weapon out of an opponent’s hand(s). If you beat the
MoS, the victim suffers half damage from the attack (reduced
by armor as normal) and must make a SOM x 3
Test with a –30 modifier to retain hold of the weapon.
Specific Targeting
NOTE: You may make a called shot with the intention of hitting
a specific location or component on your target—for
example: disabling the sensor unit on a bot, sweeping
someone’s leg, or poking someone in the eye. If you beat
the MoS, you hit the specific targeted spot. The gamemaster
determines the result as appropriate to the attack
and target—the component may be destroyed, the opponent
may fall or be temporarily blinded, and so on.
Charging
Edit
NOTE: An opponent who runs and attacks an opponent in
melee combat in the same Action Phase is considered
to be charging. A charging attacker still suffers the
–10 modifier for running, but they receive a damage
bonus on account of their momentum: increase the
damage they inflict by +1d10.
Receiving a Charge
NOTE: You may delay your action (see p. 189) in order to
receive a charge, bracing yourself for impact, interrupting
their action, and striking right before your
charging does. In this situation, you receive a +20
modifier for striking the charging opponent
Demolitions
Edit
NOTE: The most common use of the Demolitions skill is the
placement, disarming, or manufacture of explosive
devices, such as superthermite charges (p. 330) or
grenades (p. 340).
Placing Explosives
NOTE: A skilled demolitionist can place charges in a manner
that will boost their effect. They can identify structural
vulnerabilities and weak points and focus a
blast in these areas. They can determine how to blast
open a safe without destroying the contents. They can
focus the force of an explosion in a particular direction,
increasing the directed force while minimizing
splash effects.
Each of these scenarios calls for a successful Demolitions
Test. The exact result is determined by
the gamemaster according to the specific scenario.
For example, using the examples above, targeting
a weak point could double the damage inflicted on
that structure. Shaping the charge to direct the force
can triple the damage in that direction, as noted in
the superthermite description (p. 330). An Excellent
Success is likely to increase an explosive’s damage by
+5, whereas a critical success would allow the blast to
ignore armor.
Disarming
NOTE: Disarming an explosive device is handled as an Opposed
Test between the Demolitions skills of the disarmer
and the character who set the bomb.
Making Explosives
NOTE: A character trained in Demolitions can make explosives
from raw materials. These materials can be
gathered the traditional way or they can be manufactured
using a nanofabricator. Even nanofabbers with
restricted settings to prevent explosives creation can
be used, as explosives can be constructed from all
manner of mundane chemicals and materials.
The timeframe for making explosives is 1 hour per
1d10 points of damage the explosive will inflict. If a
critical failure is rolled, the demolitionist may accidentally
blow himself up, or the charge may be extremely
weaker or more potent than expected (whichever is
more likely to be disastrous).
Falling
Edit
NOTE: If a character falls, use the Falling Damage table to
determine what injuries they suffer. Kinetic armor
will mitigate this damage at
half its value (round down).
Gamemasters may also reduce
this damage if anything helped
to break the fall (branches, soft
surface) at their discretion.
Falling Damage
NOTE: falling damage
Distance Fallen Damage
1–2 meters 1d10
3–5 meters 2d10
6–8 meters 3d10
Over 8 meters +1 per meter
Fire
NOTE: Objects that come into contact with extreme heat or
flames may catch fire at the gamemaster’s discretion,
keeping in mind both the flammability of the material
and the strength of the heat/flames. Burning items (or
characters) will suffer 1d10 ÷ 2 (round up) damage
each Action Turn unless otherwise noted. Energy
armor will protect against this damage, though it
too may catch fire, reducing its value by the damage
inflicted. Depending on the environmental conditions,
fires are likely to grow larger unless somehow abated.
Every 5 Action Turns, increase the DV inflicted (first
to 1d10, then 2d10, then 3d10, then by increments
of +5). Adverse conditions (such as rain) or efforts to
extinguish the blaze will reduce the DV accordingly.
Note that fire does not burn in vacuum. In microgravity,
fire burns in a sphere and grows more
slowly, as expanding gases push away the oxygen
(increase the DV every 10 Action Turns). If there is a
lack of air circulation, some microgravity fires may
extinguish themselves.
Firing Modes and Rate of Fire
Edit
NOTE: Every ranged weapon in Eclipse Phase comes with one
or more firing modes that determines their rate of fire.
These firing modes are detailed below.
Single Shot (SS)
NOTE: Single shot weapons may only be fired once per
Complex Action. These are typically larger or more
archaic devices.
Semi-automatic (SA)
NOTE: Semi-automatic weapons are capable of quick, repeated
fire. They may be fired twice with the same
Complex Action. Each shot is handled as a separate
attack.
Burst Fire (BF)
NOTE: Burst fire weapons release a number of quick shots
(a “burst”) with a single trigger pull. Two bursts may be fired with the same Complex Action. Each burst
is handled as a separate attack. Bursts use up 3 shots
worth of ammunition.
A burst may be shot against a single target (concentrated
fire), or against two targets who are standing
within one meter of each other. In the case of concentrated
fire against a single target, increase the DV by
+1d10.
Full Automatic (FA)
NOTE: Full-auto weapons release a hail of shots with a single
trigger pull. Only one full-auto attack may be made
with each Complex Action. This attack may be made a
single target or against up to three separate targets, as
long as each is within one meter of another. In the case
of a concentrated fire on a single individual, increase
the DV by +1d10 + 10. Firing in full automatic mode
uses up 10 shots.
Full Defense
NOTE: If you’re expecting to come under fire, you can
expend a Complex Action to go on full defense. This
represents that you are expending all of your energy
to dodge, duck, ward off attacks, and otherwise get
the hell out of the way until your next Action Phase.
During this time, you receive a +30 modifier to defend
against all incoming attacks.
Characters who are on full defense may use Freerunning
rather than Fray skill to dodge attacks, representing
the gymnastic movements they are making to
avoid being hit.
Gravity
Edit
NOTE: Most characters in Eclipse Phase have considerable
experience maneuvering in low gravity or microgravity
and can perform normal actions without
penalties. Even characters who grew up on planetary
bodies or in rotating habitats have some familiarity
with alternate gravities thanks to childhood training
in simulspace educational scenarios. The same is
also true in reverse; characters who grew up in free fall have likely experienced simulations of life in a
gravity well.
At the gamemaster’s discretion, characters who
have spent long periods acclimating to one range of
gravity may find a shift in conditions a bit challenging
to cope with, at least until they grow accustomed
to the new gravity. In this case, the gamemaster can
apply a –10 modifier to both physical and social skills.
The physical penalty results from simple difficulties
in maneuvering. The social penalty applies because
it’s hard to look impressive, intimidating, or seductive
when you haven’t figured out how to arrange your
clothes so that they don’t float up into your face. The
physical penalty can be increased to –20 for situations
involving combat skills and skills requiring fine
manipulation, building, or repairing of items. These
penalties will apply until the character adjusts, which
typically takes about 3 days.
Any biomorph with basic biomods (p. 300) is
immune to ill health from the effects of long-term
exposure to microgravity.
Microgravity
NOTE: Microgravity includes both zero-G and gravities that
are slightly higher but negligible. These conditions are
found in space, on asteroids and some small moons,
and on (parts of) spaceships and habitats that are not
rotated for gravity. Objects in microgravity are effectively
weightless, but size and mass are still factors.
Things behave differently in microgravity. For
example:
• Objects not anchored down will tend to drift
off in whatever direction they were last moving.
Floating objects will eventually settle in the direction
of the densest part of the habitat or spacecraft.
• Thrown or pushed items will travel in a straight
line until they hit something.
• Smoke does not rise in streams. Instead, it forms
a roughly spherical halo around its source.
• Liquids have little cohesion, scattering into clouds
of tiny droplets if released into the air. Drinks
come in sealed bulbs or bottles. Food is eaten so
that sauces and bits of liquid don’t escape. Blood
goes everywhere.
Movement and maneuvering in microgravity is
handled using Free Fall skill (p. 179). Most everyday
activity in free fall does not require a test. The gamemaster
can, however, call for a Free Fall Test for any
complicated maneuvers, flying across major distances,
sudden changes in direction or velocity, or when engaged
in melee combat. A failed roll means the character
has miscalculated and ends up in a position other
than intended. A Severe Failure means the character has
screwed up badly, such as slamming themselves into a
wall or sending themselves spinning off into space.
For convenience, most microgravity habitats
feature furniture covered with elastic loops, mesh
pockets to keep individual objects from floating all over the place, and moving beltways with hand loops
for major thoroughfares. Magnetic or velcro shoes
are also used to walk around, rather than climbing
or flying. Zero-g environments are often designed to
make maximum use of space, however, taking advantage
of the lack of ceilings and floors. Because object
are weightless, characters can move even massive
objects around easily.
Movement Rate: Characters who are climbing, pulling,
or pushing themselves along move at half their
movement rate (p. 191) in microgravity.
Terminal Velocity: It is not difficult to reach escape
velocity on small asteroids and similar bodies—
something to keep in mind with thrown objects and
projectile weapons. In some cases, characters who
move fast enough and jump can reach escape velocity
themselves, though these situations are left up to
the gamemaster.
Low Gravity
NOTE: Low gravity includes anything from 0.5 g to microgravity.
These conditions are found on Luna, Mars,
Titan, and the rotating parts of most spun spacecraft
and habitats. Low gravity is not that different from
standard gravity, though characters may jump twice as
far and thrown/projectile objects have a longer range
(p. 203). Increase the running rate for characters in
low gravity by x1.5.
High Gravity
Grenades and Seekers
Edit
NOTE: Modern grenades, seekers, and similar explosives do
not necessarily detonate the instant they are thrown
or strike the target. In fact, several trigger options
are available, each set by the user when deploying
the weapon. Missed attacks, or attacks that do not
explode in transit or when they strike, are subject to
scatter (p. 204).
Airburst: Airburst means that the device explodes in
mid-air as soon as it travels a distance programmed at
launch. In this case, the explosive’s effects are resolved
immediately, in that user’s Action Phase. Note that
airburst munitions are programmed with a safety feature
that will prevent detonation if they fail to travel
a minimum precautionary distance from the launcher,
though this can be overridden.
Impact: The grenade or missile goes off as soon as it
hits something, whether that be the target, ground, or an intervening object. Resolve the effects immediately,
in the user’s Action Phase.
Signal: The munition is primed for detonation upon
receiving a command signal via wireless link. The
device simply lays in wait until it receives the proper
signal (which must include the cryptographic key
assigned when the grenade was primed), detonating
immediately when it does.
Timer: The device has a built-in timer allowing
the user to adjust exactly when it detonates. This
can be anywhere from 1 second to days, months, or
even years later, effectively using the device like a
bomb, but also increasing the likelihood it will be
discovered and neutralized. The minimum detonation
period—1 second—means that the munition will
detonate on the user’s (current) Initiative Score in the
next Action Phase. A 2-second delay would last two
Action Phases, a 3-second delay three Action phases,
and so on.
Throwing Back Grenades
NOTE: It is possible that a character may be able to reach
a grenade before it detonates and throw it back (or
away in a safe direction). The character must be
within movement range of the grenade’s location, and
must take a Complex Action to make a REF + COO +
COO Test to catch the rolling, sliding grenade. If they
succeed, they may throw the grenade off in a direction
of their choice with the same action (treat as a
standard throwing attack).
If the character fails the test, however, they may find
themselves at ground zero when it detonates.
Jumping On
NOTE: Given the possibility of resleeving, a character may
decide to take one for the team and throw themselves
on a grenade, sacrificing themselves in order to protect
others. The character must be within movement range
of the grenade’s location, and must take a Complex
Action to make a REF + COO + WIL Test to fall on
the grenade and cover it with their morph. This means
the character suffers an extra 1d10 damage when the
grenade detonates. On the positive side, the grenade’s
damage is reduced by the sacrificing character’s armor
+ 10 when its damage effects are applied to others
within the blast radius.
If the gamemaster feels it appropriate, a WIL x 3
Test might be called for in order for a character to
sacrifice themselves in this manner.
Hostile Environments
Edit
NOTE: The solar system might be friendly to life on a grand
scale, but if you’re stranded in the gravity well of Jupiter
during a magnetic storm, trying to breathe without
a respirator on Mars, or swimming in hard vacuum
without a space suit, it doesn’t seem so friendly. This
section describes a few of the hostile environments
that characters in Eclipse Phase might face.
Atmospheric Contamination
NOTE: Habitats sometimes fall ill. The effects of a habitat
suffering from ecological imbalance or out-of-control
pathogens can range from mildly allergenic habitat
atmospheres to rampaging environmental sepsis.
Characters without breathing or filtration gear in a
contaminated environment should suffer penalties
to physical and possibly social skills, ranging from
–10 (mild contamination) to –30 (severely septic atmosphere).
Depending on the contamination, other
effects may apply, as the gamemaster sees fit.
Extreme Heat and Cold
NOTE: Planetary environments can range from the extremely
hot (Venus, Mercury’s day side) to the extremely frigid
(Neptune, Titan, Uranus). Both are likely to kill an unprotected
and unmodified biomorph within minutes, if
not seconds. Synthmorphs and vehicles fare better, especially
in the cold, but even they are likely to quickly
succumb to the blazing furnaces of the inner planets
without strong heat shields and cooling systems.
Extreme Pressure
NOTE: Similarly, the atmospheric pressures of Jupiter,
Saturn, and Venus quickly become crushingly deadly
anywhere beyond the upper levels. Only synthmorphs
and vehicles with special pressure adaptations can
hope to survive such depths.
Gravity Transition Zones
NOTE: The widespread use of artificial gravity in space
habitats means that characters will often encounter
places where the direction of down suddenly changes.
In most rotating habitats, the standard design includes
an axial zone where spacecraft can dock in
microgravity and a carefully designed and marked
transition zone (usually an elevator) where people and
cargo coming and going from the axial spaceport can
orient to local “down” and be standing in the right
place when gravity takes effect. Gravity transitions in
rotating habitats are almost always gradual but can
be very dangerous if a character encounters them in
the wrong place or time.
A character cast adrift in the microgravity zone at
the axis of a rotating space habitat will slowly drift
outward until they begin to encounter gravity, at
which point they will fall. How long this takes varies
on the size of the habitat. A good rule of thumb is that
for each kilometer of diameter possessed by the habitat,
the character has 30 seconds before they begin to
fall. If the character was given a good push out from
the axis when set adrift, this time should be halved,
quartered, or more at the gamemaster’s discretion.
Magnetic Fields
NOTE: Magnetism isn’t a direct problem for most characters;
transhumans need to worry more about the radiation
generated by a powerful magnetosphere. For unshielded
electronic devices and similarly unshielded
transhumans sporting titanium, however, the effects of strong magnetic fields can be devastating. Note that
many of the conditions that result in vehicles, bots,
and gear being exposed to strong magnetic field activity
coincide with strong radioactivity.
Magnetic fields affect synthmorphs, robots, vehicles,
cybernetic implants, and electronics after 1 minute of
exposure. Like radiation exposure, these effects can
vary drastically. At the low end, communication and
sensors will suffer interference and shortened ranges;
at high ends, electronic systems will simply suffer
damage and fail.
Radiation
NOTE: Ionizing radiation is one of the more prevalent hazards
in the solar system and one of the most difficult
problems for transhumanity to defeat. Radiation
damages genetic material, sickens, and kills by ionizing
the chemicals involved in cell division within the
human body. Effects range from nausea and fatigue to
massive organ failure and death. However, radiation
sickness is not solely a somatic phenomenon. The real
terror of radiation for transhumans, especially at high
dose levels such as those experienced on the surface of
Ganymede and other Jovian moons, is damage to the
neural network. This can lead to flawed uploads and
backups. Nanomedicine that can rapidly reverse the
ionization of cellular chemicals and new materials that
offer thinner and better shielding help, but the sheer
magnitude of the radiation put out by some bodies in
the solar system defeats even these.
Radiation poisoning is a complicated affair, and detailed
rules are beyond the scope of this book. Sources
of radiation include the Earth’s Van Allen belt, Jupiter’s
radiation belt, Saturn’s magnetosphere, cosmic
rays, solar flares, fission materials, unshielded fusion
or antimatter explosions, and nuclear blasts, among
others. Effects can vary drastically depending on the
strength of the source, the amount of time exposed,
and the level of shielding available. The immediate
effects on biomorphs (manifesting anywhere from
within minutes to 6 hours) can include nausea, vomiting,
fatigue (reduced SOM), as well as both physical
damage and minor amounts of mental stress. This
is followed by a latency period where the biomorph
seems to get better, lasting anywhere from 6 hours
to 2 weeks. After this point, the final effects kick in,
which can include hair loss, sterility, reduced SOM
and DUR, severe damage to gastric and intestinal
tissue, infections, uncontrolled bleeding, and death.
Synthmorphs are not quite as vulnerable as
biomorphs, but even they can be damaged and disabled
by severe radiation dosages.
Toxic Atmosphere
NOTE: Neptune, Titan, Uranus, and Venus all have toxic
atmospheres. Similar atmospheres may be found on
some exoplanets, or might be intentionally created as
a security measure within a habitat or structure.A character who is unaware of atmospheric toxicity
and does not immediately hold their breath (requiring
a REF x 3 Test) suffers 10 points of damage per
Action Turn. A character who manages to hold their
breath can last a bit longer; apply the rules for asphyxiation
(p. 194).
Corrosive Atmospheres: In addition to being toxic,
Venus has the only naturally occurring corrosive atmosphere
in the system. Corrosive atmospheres are
immediately dangerous: characters take 10 points of
damage per Action Turn, regardless of whether they
hold their breath or not. Corrosive atmospheres also
damage vehicles and gear not equipped with anticorrosive
shielding. Such items take 1 point of damage
per minute. At greater concentrations, such as in the
dense sulfuric acid clouds in the upper atmosphere of
Venus, items takes 5 points of damage per minute.
Unbreathable Atmosphere
NOTE: Very few of the planetary bodies in the solar system
actually have toxic atmospheres. In most unbreathable
atmospheres, the primary hazard for transhumans
without breathing apparatus or modifications to their
morph is lack of oxygen. Treat exposure to unbreathable
atmospheres the same as asphyxiation.
Underwater
NOTE: In general, any physical skill performed underwater suffers
a –20 penalty due to the resistance of the medium.
Skills relying on equipment not adapted for underwater
use may be more difficult or impossible to use. A
character’s movement rate while swimming or walking
underwater is one quarter their normal rate on land.
If a character begins to drown underwater, follow the
rules for asphyxiation (p. 194). Note that drowning
characters do not immediately recover if rescued from
the water; they will continue to asphyxiate until medical
treatment is applied to clear the water from their lungs.
Vacuum
NOTE: Biomorphs without vacuum sealing (p. 305) can spend
one minute in the vacuum of space with no ill effects,
provided they curl up into a ball, empty their lungs of
air, and keep their eyes closed (something kids in space
habitats learn at a very young age). Contrary to popular
depictions in pre-Fall media, a character exposed
to hard vacuum does not explosively decompress,
nor do their internal fluids boil (other than relatively
exposed liquids such as saliva on the tongue). Rather,
the primary danger for characters on EVA sans vacsuit
is asphyxiation due to lack of oxygen and associated
complications such as edema in the lungs.
After one minute in space, the character begins to
suffer from asphyxiation (p. 194). Damage is doubled
if the character tries to hold air in their lungs or is not
curled up in a vacuum survival position as described
above. Additionally, characters trapped in space without
adequate thermal protection suffer 10 points of
damage per minute from the extreme cold.
Improvised Weapons
Edit
NOTE: Sometimes characters are caught off-guard and they
must use whatever they happen to have at hand as
a weapon—or they think they look cool wailing on
someone with a meter of chain. The Improvised Weapons
table offers statistics for a few likely ad-hoc items.
Gamemasters can use these as guidelines for handling
items that aren’t listed.
Improvised Weapons
NOTE: Weapons
Armor Penetration (AP) Damage V alue (DV ) Average DV Skil
Baseball — (1d10 ÷ 2) + (SOM ÷ 10) 2 + (SOM ÷ 10) Throwing Weapons
Bottle — 1 + (SOM ÷ 10), breaks after 1 use 1 + (SOM ÷ 10) Clubs or Throwing Weapons
Bottle (Broken) — 1d10 – 1 (min. 1) 4 Blades
Chain — 1d10 + (SOM ÷ 10) 5 + (SOM ÷ 10) Exotic Melee
Helmet — 1d10 + (SOM ÷ 10) 5 + (SOM ÷ 10) Clubs or Throwing Weapons
Plasma Torch –6 2d10 11 Exotic Ranged
Wrench — 1d10 + (SOM ÷ 10) 5 + (SOM ÷ 10) Clubs
Knockdown/Knockback
NOTE: If an attacker’s intent is to simply knock an opponent
down or back in melee, rather than injure them, roll
the attack and defense as normal. If the attacker succeeds,
the defender is knocked backward by 1 meter
per 10 full points of MoS. To knock an opponent
down, the attacker must score an Excellent Success
(MoS 30+). A knockback/knockdown attack must be
declared before dice are rolled.
Unless the attacker rolls a critical success, no
damage is inflicted with this attack, the defender is
simply knocked down. If the attacker rolls a critical
hit, however, apply damage as normal in addition to
the knockback/knockdown.
Note that characters wounded by an attack may
also be knocked down (see Wound Effects, p. 207).
Melee and Thrown Damage Bonus
NOTE: Every successful melee and thrown weapon attack,
whether unarmed or with a weapon, receives a damage
bonus equal to the attacker’s SOM ÷ 10, round down.
See Damage Bonus, p. 123.
Multiple Targets
Edit
NOTE: When doling out the damage, there’s no reason not to
share the love.
Melee Combat
NOTE: A character taking a Complex Action to engage in a
melee attack may choose to attack two or more opponents
with the same action. Each opponent must be
within one meter of another attacked opponent. These
attacks must be declared before the dice are rolled for
the first attack. Each attack suffers a cumulative –20
modifier for each extra target. So if a character declares
they are going to attack three characters with the same
action, they suffer a cumulative –60 on each attack.
Ranged Combat
NOTE: A character firing two semi-auto shots with a Complex
Action may target a different opponent with each shot.
In this case, the attacker suffers a –20 modifier against
the second target.
A character firing a burst-fire weapon may target up
to two targets with each burst, as long as those targets
are within one meter of one another. This is handled
as a single attack; see Burst Fire, p. 198.
A character firing a burst-fire weapon twice with
one Complex Action may target a different person or
pair with each burst. In this case, the second burst
suffers a –20 modifier. This modifier does not apply
if the same person/pair targeted with the first burst is
targeted again.
Full-auto attacks may also be directed at more than
one target, as long as each target is within one meter
of the previous target. This is handled as a single
attack; see Full Auto, p. 198.
Objects and Structures
Edit
NOTE: As any poor wall in the vicinity of an enraged drunk
can tell you, objects and structures are not immune
to violence and attrition. To reflect this, inanimate
objects and structures are given Durability, Wound
Threshold, and Armor scores, just like characters. Durability
measures how much damage the structure can
take before it is destroyed. Armor reduces the damage
inflicted by attacks, as normal. For simplicity, a single
Armor rating is given that counts as both Energy and
Kinetic armor; at the gamemaster’s discretion, these
may be modified as appropriate.
Wounds suffered by objects and structures do not have
the same effect as wounds inflicted on characters. Each
wound is simply treated as a hole, partial demolition, or
impaired function, as the gamemaster sees fit. Alternately,
a wounded device may function less effectively, and so
may inflict a negative modifier on skill tests made while
using that object (a cumulative –10 per wound).
In the case of large structures, it is recommended
that individual parts of the structure be treated as
separate entities for the purpose of inflicting damage.
Ranged Attacks
NOTE: Ranged combat attacks inflict only one-third their
damage (round down) on large structures such as doors, walls, etc. This reflects the fact that most
ranged attacks simply penetrate the structure, leaving
minor damage.
Agonizers and stunners have no effect on objects
and structures.
Shooting Through
NOTE: If a character attempts to shoot through an object or
structure at a target on the other side, the attack is
likely to suffer a blind fire modifier of at least –30
unless the attack has some way of viewing the target.
On top of this, the target receives an armor bonus
equal to the object/structure’s Armor rating x 2.
Sample Objects and Structures
NOTE: Object/Stru cture Armor Durability
Woun d
Threshold
Advanced Composites
(ship/habitat hull) 50 1,000 200
Aerogel (walls, windows, etc.) — 50 10
Airlock Door 15 100 25
Alloys, Concrete, Hardened Polymers
(reinforced doors/walls)
30 100 20
Armored Glass 10 50 20
Counter 7 60 12
Desk 5 50 10
Object/Stru cture Armor Durability
Woun d
Threshold
Ecto link — 6 1
Metallic Foam (walls, doors, etc.) 20 70 15
Metallic Glass 30 150 30
Polymer or Wood
(walls, doors, furniture, etc.)
10 40 8
Quantum Farcaster Link 3 20 4
Transparent Alumina (walls, furniture) 5 60 12
Tree 2 40 10
Window — 5 1
RANGE
Edit
NOTE: Every type of ranged weapon has a limited range, beyond which it is ineffective. The effective range of the weapon is further broken down into four categories: Short, Medium, Long, and Extreme. A modifier is applied for each category, as noted on the Combat Modifiers table, p. 193.
For examples of specific weapon ranges, see the Weapon Ranges table.
Range, Gravity, and Vacuum
NOTE: The ranges listed on the Weapon Ranges table are for
Earth-like gravity conditions (1 g). While the effective
ranges of kinetic, seeker, spray, and thrown weapons
can potentially increase in lower gravity environments
due to lack of gravitational forces or aerodynamic
drag, accuracy is still the defining factor for determining
whether you hit or miss a target. In lower gravities,
use the same effective ranges listed, but extend
the maximum range by dividing it by the gravity (for
example, a max range of 100 meters would be 200
meters in 0.5 g). In microgravity and zero g, the maximum
range is effectively line of sight. Likewise, under
high-gravity conditions (over 1 g), divide each range
category maximum by the gravity (e.g., a short range
of 10 meters would be 5 meters in 2 g).
Beam weapons are not affected by gravity, but they
do fare much better in non-atmospheric conditions.
Maximum beam weapon range in vacuum is effectively
line of sight.
WEAPON RANGES
NOTE: WEAPON RANGES
| WEAPON (TYPE) | SHORT RANGE | MEDIUM RANGE (-10) | LONG RANGE (-20) | EXTREME RANGE (-30) |
| Firearms | ||||
| Light Pistol | 0-10 | 11-25 | 26-40 | 41-60 |
Firearms
Medium Pistol 0–10 11–30 31–50 51–70
Heavy Pistol 0–10 11–35 36–60 61–80
SMG 0–30 31–80 81–125 126–230
Assault Rifle 0–150 151–250 251–500 501–900
Sniper Rifle 0–180 181–400 401–1,100 1,100–2,300
Machine Gun 0–100 101–400 401–1,000 1,001–2,000
Railguns
as Firearms but increase the effective range in each category by +50%
Beam Weapons
Cybernetic Hand Laser 0–30 31–80 81–125 126–230
Laser Pulser 0–30 31–100 101–150 151–250
Microwave Agonizer 0–5 6–15 16–30 31–50
Particle Beam Bolter 0–30 31–100 101–150 151–300
Plasma Rifle 0–20 21–50 51–100 101–300
Stunner 0–10 11–25 26–40 41–60
Seekers
Seeker Micromissile 5–70 71–180 181–600 601–2,000
Seeker Minimissile 5–150 151–300 301–1,000 1,001–3,000
Seeker Standard Missile 5–300 301–1,000 1001–3,000 3001–10,000
Spray Weapons
Buzzer 0–5 6–15 16–30 31–50
Freezer 0–5 6–15 16–30 31–50
Shard Pistol 0–10 11–30 31–50 51–70
Shredder 0–10 11–40 41–70 71–100
Sprayer 0–5 6–15 16–30 31–50
Torch 0–5 6–15 16–30 31–50
Vortex Ring Gun 0–5 6–15 16–30 31–50
Thrown Weapons
Blades To SOM ÷ 5 To SOM ÷ 2 To SOM To SOM x 2
Minigrenades To SOM ÷ 2 To SOM To SOM x 2 To SOM x 3
Standard Grenades To SOM ÷ 5 To SOM ÷ 2 To SOM To SOM x 3
Reach
NOTE: Reach
Some weapons extend a character’s reach, giving
them a significant advantage over an opponent in
melee combat. This applies to any weapon over half
a meter long: axes, clubs, swords, shock batons, etc.
Whenever one character has a reach advantage over
another, they receive a +10 modifier for both attacking
and defending.
Scatter
NOTE: When you are using a blast weapon, you may still
catch your target in the blast radius even if you fail to
hit them directly. Weapons such as grenades must go
somewhere when they miss, and exactly where they
land may be important to the outcome of a battle. To
determine where a missed blast attack falls, the scatter
rules are called into play.
To determine scatter, roll a d10 and note where the
die “points” (using yourself as the reference point).
This is the direction from the target that the missed
blast lands. The die roll also determines how far away
the blast lands, in meters. If the MoF on the attack is
over 30, this distance is doubled. If the MoF exceeds
60, the distance is tripled. This point determines the
epicenter of the blast; resolve the effects of damage
against anyone caught within its sphere of effect as
normal (see Blast Effect, p. 193).
Shock Attacks
NOTE: Shock weapons use high-voltage electrical jolts to
physically stun and incapacitate targets. Shock weapons
are particularly effective against biomorphs and
pods, even when heavily armored. Synthmorphs, bots,
and vehicles are immune to shock weapon effects.
A biomorph struck with a shock weapon must
make a DUR + Energy Armor Test (using their current
DUR score, reduced by damage they have taken).
If they fail, they immediately lose neuromuscular
control, fall down, and are incapacitated for 1 Action
Turn per 10 full points of MoF (minimum of 3 Action
Turns). During this time they are stunned and incapable
of taking any action, possibly convulsing, suffering
vertigo, nausea, etc. After this period, they may
act but they remain stunned and shaken, suffering a
–30 modifier to all actions. This modifier reduces by
10 per minute (so –20 after 1 minute, –10 after 2 minutes,
and no modifier after 3 minutes). Many shock
weapons also inflict DV, which is handled as normal.A biomorph that succeeds the DUR Test is still
shocked but not incapacitated. They suffer half the
listed DV and suffer a –30 modifier until the end of
the next Action Turn. This modifier reduces by 10 per
Action Turn. Modifiers from additional shocks are
not cumulative, but will boost the modifier back to
its maximum value.
Subdual
NOTE: To grapple an opponent in melee combat, you must
declare your intent to subdue before making the die
roll. Any appropriate melee skill may be used for the
attack; if wielding a weapon, it may be used as part of
the grappling technique. If you succeed in your attack
with an Excellent Success (MoS of 30+), you have successfully
subdued your opponent (for the moment, at
least). Grappling attacks do not cause damage unless
you roll a critical success (though even in this case you
can choose not to).
A subdued opponent is temporarily restrained or
immobilized. They may communicate, use mental
skills, and take mesh actions, but they may not take
any physical actions other than trying to break free.
(At the gamemaster’s discretion, they may make small,
restrained physical actions, such as reaching for a
knife in their pocket or grabbing an item dropped a
few centimeters away on the floor, but these actions
should suffer at least a –30 modifier and may be noticed
by their grappler).
To break free, a grappled character must take a
Complex Action and succeed in either an Opposed
Unarmed Combat Test or an Opposed SOM x 3 Test,
though the subdued character suffers a –30 modifier
on this test.
Suppressive Fire
NOTE: A character firing a weapon in full-auto mode (p. 198)
may choose to lay down suppressive fire over an area
rather than targeting anyone specifically, with the
intent of making everyone in the suppressed area keep
their heads down. This takes a Complex Action, uses
up 20 shots, and lasts until the character’s next Action
Phase. The suppressed area extends out in a cone, with
the widest diameter of the cone being up to 20 meters
across. Any character who is not behind cover or who
does not immediately move behind cover on their
action is at risk of getting hit by the suppressive fire. If
they move out of cover inside the suppressed area, the
character laying down suppressive fire gets one free
attack against them, which they may defend against
as normal. Apply no modifiers to these tests except
for range, wounds, and full defense. If hit, the struck
character must resist damage as if from a single shot.
Surprise
NOTE: Characters who wish to ambush another must seek to
gain the advantage of surprise. This typically means
sneaking up on, lying in wait, or sniping from a hardto-
perceive position in the distance. Any time an ambusher
(or group of ambushers) attempts to surprise a target (or group of targets), make a secret Perception
Test for the ambushee(s). Unless they are alert for surprises,
this test should suffer the typical –20 modifier
for being distracted. This is an Opposed Test against
the ambusher(s) Infiltration skill. Depending on the
attacker’s position, other modifiers may also apply
(distance, visibility, cover, etc.).
If the Perception Test fails, the character is surprised
by the attack and cannot react to or defend against it. In
this case, simply give the attacker(s) a free Action Phase
to attack the surprised character(s). Once the attackers
have taken their actions, roll Initiative as normal.
If the Perception Test succeeds, the character is
alerted to something a split-second before they are
ambushed, giving them a chance to react. In this case,
roll Initiative as normal, but the ambushed character(s)
suffers a –30 modifier to the Initiative Test. The ambushed
character may still defend as normal.
In a group situation, things can get more complicated
when some characters are surprised and others
aren’t. In this case, roll Initiative as normal, with all
non-ambushers suffering the –30 modifier. Any characters
who are surprised are simply unable to take action
on the first Action Phase, as they are caught off-guard
and must take a moment to assess what’s going on
and get caught up with the action. As above, surprised
characters my not defend on this first Action Phase.
Tactical Networks
Edit
NOTE: Tactical networks are specialized software programs
used by teams that benefit from the sharing of tactical
data. They are commonly used by sports teams,
security outfits, military units, AR gamers, gatecrashers,
surveyors, miners, traffic control, scavengers, and
anyone else who needs a tactical overview of a situation.
Firewall teams regularly take advantage of them.
In game terms, tacnets provide specialized software
skills and tools to a muse or AI, as best fits their tactical
needs. These tools link together and share and
analyze data between all of the participants in the
network, creating a customizable entoptics display for
each user that summarizes relevant data, highlights
interactions and priorities, and alerts the user to matters
that require their attention.
Combat Tacnets
NOTE: The following list is a sample of a typical combat tacnet’s
features. Gamemasters are encouraged to modify and
expand these options as appropriate to their game:
• Maps: Tacnets assemble all available maps and
can present them to the user with a bird’s eye
view or as a three-dimensional interactive, with
distances between relevant features readily accessible.
The AI or muse can also plot maps based
on sensory input, breadcrumb positioning systems
(p. 332), and other data. Plotted paths and
other data from these maps can be displayed as
entoptic images or other AR sensory input (e.g.,
a user who should be turning left might see a
transparent red arrow or feel a tingling sensation
on their left side).
• Positioning: The exact positioning of the user and
all other participants are updated and mapped
according to mesh positioning and GPS. Likewise,
the positioning of known people, bots, vehicles,
and other features can also be plotted according
to sensory input.
• Sensory Input: Any sensory input available to a
participating character or device in the network
can be fed into the system and shared. This
includes data from cybernetic senses, portable
sensors, smartlink guncams, XP output, etc. This
allows one user to immediately call up and access
the sensor feed of another user.
• Communications Management: The tacnet
maintains an encrypted link between all users
and stays wary both of participants who drop
out or of attempts to hack or interfere with the
communications link.
• Smartlink/Weapon Data: The tacnet monitors the
status of weapons, accessories, and other gear via
the smartlink interface or wireless link, bringing
damage, shortages, and other issues to the user’s
attention.
• Indirect Fire: Members of a tacnet can provide
targeting data to each other for purposes of indirect
fire (p. 195).
• Analysis: The muses and AIs participating in
the tacnet are bolstered with skill software and databases that enable them to interpret incoming
data and sensory feeds. Perhaps the most
useful aspect of tacnets, this means that the
muse/AI may notice facts or details individual
users are likely to have overlooked. For example,
the tacnet can count shots fired by opponents,
note when they are likely running low, and
even analyze sensory input to determine the
type of weaponry and ammunition being used.
Opponents and their gear can also be scanned
and analyzed to note potential weaknesses, injuries,
and capabilities. If sensor contact with
an opponent is lost, the last known location is
memorized and potential movement vectors and
distances are displayed. Opponent positioning
can also identify lines of sight and fields of fire,
alerting the user to areas of potential cover or
danger. The tacnet can also suggest tactical maneuvers
that will aid the user, such as flanking an
opponent or acquiring better elevation.
Many of these features are immediately accessible
to the user via their AR display; other data can be accessed
with a Quick Action. Likewise, the gamemaster
decides when the muse/AI provides important alerts to
the user. At the gamemaster’s discretion, some of these
features may apply modifiers to the character’s tests.
Touch-only Attack
NOTE: Some types of attacks simply require you to touch your
target, rather than injure them, and are correspondingly
easier. This might apply when trying to slap them
with a dermal drug patch, spreading a contact poison
on their skin, or making skin-to-skin contact for the
use of a psi sleight. In situations like this, apply a +20
modifier to your melee attacks.
Two-Handed Weapons
NOTE: Any weapon noted as two-handed requires two hands
(or other prehensile limbs) to wield effectively. This
applies to some archaic melee weapons (large swords,
spears, etc.) in addition to certain larger firearms and
heavy weapons. Any character that attempts to use
such a weapon single-handed suffers a –20 modifier.
This modifier does not apply to mounted weapons.
Wielding Two or More Weapons
Edit
NOTE: It is possible for a character to wield two weapons
in combat, or even more if they are an octomorph or
multi-limbed synthmorph. In this case, each weapon
that is held in an off-hand suffers a –20 off-hand
weapon modifier. This modifier may be offset with the
Ambidextrous trait (p. 145).
Extra Melee Weapons
NOTE: The use of two or more melee weapons is treated as
a single attack, rather than multiple. Each additional
weapon applies +1d10 damage to the attack (up to
a maximum +3d10). Off-hand weapon modifiers are
ignored. If the character attacks multiple targets with the same Complex Action (see Multiple Targets, p.
202), these bonuses does not apply. The attacker must,
of course, be capable of actually wielding the additional
weapons. A splicer with only two hands cannot
wield a knife and a two-handed sword, for example.
Likewise, the gamemaster may ignore this damage
bonus for extra weapons that are too dissimilar to
use together effectively (like a whip and a pool cue).
Note that extra limbs do not count as extra weapons
in unarmed combat, nor do weapons that come as a
pair (such as shock gloves).
A character using more than one melee weapon
receives a bonus for defending against melee attacks
equal to +10 per extra weapon (maximum +30).
Extra Ranged Weapons
NOTE: Similarly, an attacker can wield a pistol in each hand
for ranged combat, or larger weapons if they have
more limbs (an eight-limbed octomorph, for example,
could conceivably hold four assault rifles). These
weapons may all be fired at once towards the same
target. In this case, each weapon is handled as a separate
attack, with each off-hand weapon suffering a
cumulative off-hand weapon modifier (no modifier for
the first attack, –20 for the second, –40 for the third,
and –60 for the fourth), offset by the Ambidextrous
trait (p. 145) as usual.
PHYSICAL HEALTH
Edit
NOTE: In a setting as dangerous as Eclipse Phase, characters
are inevitably going to get hurt. Whether your morph
is biological or synthetic, you can be injured by weapons,
brawling, falling, accidents, extreme environments,
psi attacks, and so on. This section discusses how to
track such injuries and determine what effect they have
on your character. Two methods are used to gauge a
character’s physical health: damage points and wounds.
Damage Points
NOTE: Any physical harm that befalls your character is measured
in damage points. These points are cumulative,
and are recorded on your character sheet. Damage
points are characterized as fatigue, stun, bruises,
bumps, sprains, minor cuts, and similar hurts that,
while painful, do not significantly impair or threaten
your character’s life unless they accumulate to a significant
amount. Any source of harm that inflicts a large
amount of damage points at once, however, is likely to
have a more severe effect (see Wounds, p. 207).
Damage points may be reduced by rest, medical
care, and/or repair (see Healing and Repair, p. 208).
Damage Types
Edit
NOTE: Physical damage comes in three forms: Energy, Kinetic,
and Psi.
Energy Damage
NOTE: Energy damage includes lasers, plasma guns, fire, electrocution,
explosions, and others sources of damaging energy.
Kinetic Damage
NOTE: Kinetic damage is caused by projectiles and other
objects moving at great speeds that disperse their
energy into the target upon impact. Kinetic attacks
include slug-throwers, flechette weapons, knives,
and punches.
Psi Damage
NOTE: Psi damage is caused by offensive psi sleights like
Psychic Stab (p. 228).
Durability and Health
Edit
NOTE: Your character’s physical health is measured by their
Durability stat. For characters sleeved in biomorphs,
this figure represents the point at which accumulated
damage points overwhelm your character and
they fall unconscious. Once you have accumulated
damage points equal to or exceeding your Durability
stat, you immediately collapse from exhaustion and
physical abuse. You remain unconscious and may
not be revived until your damage points are reduced
below your Durability, either from medical care or
natural healing.
If you are morphed in a synthetic shell, Durability
represents your structural integrity. You become
physically disabled when accumulated damage points
reach your Durability. Though your computer systems
are likely still functioning and you can still mesh, your
morph is broken and immobile until repaired.
Death
NOTE: An extreme accumulation of damage points can
threaten your character’s life. If the damage reaches
your Durability x 1.5 (for biomorphs) or Durability x
2 (for synthetic morphs), your body dies. This known
as your Death Rating. Synthetic morphs that reach
this state are destroyed beyond repair.
Damage Value
NOTE: Weapons (and other sources of injury) in Eclipse
Phase have a listed Damage Value (DV)—the base
amount of damage points the weapon inflicts. This is
often presented as a variable amount, in the form of a
die roll; for example: 3d10. In this case, you roll three
ten-sided dice and add up the results (counting 0 as
10). Sometimes the DV will be presented as a dice roll
plus modifier; for example: 2d10 + 5. In this case you
roll two ten-sided dice, add them together, and then
add 5 to get the result.
For simplicity, a static amount is also noted in
parentheses after the variable amount. If you prefer
to skip the dice rolling, you can just apply the static
amount (usually close to the mean average) instead.
For example, if the damage were noted 2d10 + 5 (15),
you could simply apply 15 damage points instead of
rolling dice.
When damage is inflicted on a character, determine the
DV (roll the dice) and subtract the modified armor value,
as noted under Step 7: Determine Damage (p. 192).
Wounds
Edit
NOTE: Wounds represent more grievous injuries: bad cuts and
hemorrhaging, fractures and breaks, mangled limbs,
and other serious damage that impairs your ability to
function and may lead to death or long-term damage.
Any time your character sustains damage, compare
the amount inflicted (after it has been reduced by
armor) to your Wound Threshold. If the modified DV
equals or exceeds your Wound Threshold, you have
suffered a wound. If the inflicted damage is double
your Wound Threshold, you suffer 2 wounds; if
triple your Wound Threshold, you suffer 3 wounds;
and so on.
Wounds are cumulative, and must be marked on
your character sheet.
Note that these rules handle damage and wounds
as an abstract concept. For drama and realism,
gamemasters may wish to describe wounds in more
detailed and grisly terms: a broken ankle, a severed
tendon, internal bleeding, a lost ear, and so on. The
nature of such descriptive injuries may help the gamemaster
assign other effects. For example, a character
with a crushed hand may not be able to pick up a gun,
someone with excessive blood loss may leave a trail
for their enemies to follow, or someone with a cut eye
may suffer an additional visual perception modifier.
Likewise, such details may impact how a character is
treated or heals.
Wound Effects
NOTE: Each wound applies a cumulative –10 modifier to all
of the character’s actions. A character with 3 wounds,
for example, suffers –30 to all actions.
Some traits, morphs, implants, drugs, and psi allow
a character to ignore wound modifiers. These effects
are cumulative, though the maximum amount of
wound modifiers that may be negated is –30.
Knockdown: Any time a character takes a wound,
they must make an immediate SOM x 3 Test. Wound
modifiers apply. If they fail, they are knocked down
and must expend a Quick Action to get back up. Bots
and vehicles must make a Pilot Test to avoid crashing.
Unconsciousness: Any time a character receives 2
or more wounds at once (from the same attack), they
must also make an immediate SOM x 3 Test; wound
modifiers again apply. If they fail, they have been
knocked unconscious (until they are awoken or heal).
Bots and vehicles that take 2 or more wounds at once
automatically crash (see Crashing, p. 196).
Bleeding: Any biomorph character who has suffered
a wound and who takes damage that exceeds their
Durability is in danger of bleeding to death. They
incur 1 additional damage point per Action Turn (20
per minute) until they receive medical care or die.
Death
NOTE: For many people in Eclipse Phase, death is not the end
of the line. If the character’s cortical stack can be retrieved,
they can be resurrected and downloaded into
a new morph (see Resleeving, p. 271). This typically requires either backup insurance (p. 269) or the good
graces of whomever ends up with their body/stack.
If the cortical stack is not retrievable, the character can
still be re-instantiated from an archived backup (p. 268).
Again, this either requires backup insurance or someone
who is willing to pay to have them revived.
If the character’s cortical stack is not retrieved
and they have no backup, then they are completely
and utterly dead. Gone. Kaput. (Unless they happen
to have an alpha fork of themselves floating around
somewhere; see Forking and Merging, p. 273.)
HEALING AND REPAIR
Edit
NOTE: Use the follow rules for healing and repairing damaged
and wounded characters.
Biomorph Healing
Edit
NOTE: Thanks to advanced medical technologies, there are
many ways for characters in biological morphs (including
pods) to heal injuries. Medichine nanoware
(p. 308) helps characters to heal quickly, as do nanobandages
(p. 333). Healing vats (p. 326) will heal even
the most grievous wounds in a matter of days, and
can even restore characters who recently died or have
been reduced to just a head.
Characters without access to these medical tools are
not without hope, of course. The medical skills of a
trained professional can abate the impact of wounds,
and over time bodies will of course heal themselves.
Medical Care
NOTE: Characters with an appropriate Medicine skill (such
as Medicine: Paramedic or Medicine: Trauma Surgery)
can perform first aid on damaged or wounded
characters. A successful Medicine Test, modified as
the gamemaster deems fit according to situational
conditions, will heal 1d10 points of damage and will
remove 1 wound. This test must be made within 24
hours of the injury, and any particular injury may only
be treated once. If the character is later injured again,
however, this new damage may also be treated. Medical
care of this sort is not effective against injuries that
have been treated with medichines, nanobandages, or
healing vats.
Natural Healing
NOTE: Natural Healing
Characters trapped far from medical technology—in
a remote station, the wilds of Mars, or the like—may
be forced to heal naturally if injured. Natural healing
is a slow process that’s heavily influenced by a number
of factors. In order for a character to heal wounds,
all normal damage must be healed first. Consult the
Healing table.
Surgery
NOTE: In Eclipse Phase, most grievous injuries can be handled
by time in a healing vat (p. 326) or simply rest
and recovery. In circumstances where a healing vat is
not available, the gamemaster may decide that a particular
wound requires actual surgery from an intelligent
being (whether a character or AI-driven medbot).
Usually in this case the character will be incapable of
further healing until the surgery occurs. The surgery
is handled as a Medical Test using a field appropriate
to the situation and with a timeframe of 1–8 hours. If
successful, the character is healed of 1d10 damage and
1 wound and recovers from that point on as normal.
Synthmorph and Object Repair
Edit
NOTE: Unlike biomorphs, synthetic morphs and objects do not
heal damage on their own and must be repaired. Some
synthmorphs and devices have advanced nanotech selfrepair
systems, similar to medichines for biomorphs (see
Fixers, p. 329). Repair spray (p. 333) may also be used
to conduct fixes and is an extremely useful option for
non-technical people. Barring these options, technicians
may also work repairs the old-fashioned way, using
their skills and tools (see Physical Repairs, below). As a
last resort, synthmorphs and objects may be repaired in
a nanofabrication machine with the appropriate blueprints
(using the same rules as healing vats, p. 326).
Physical Reapirs
NOTE: Manually fixing a synthmorph or object requires a
Hardware Test using a field appropriate to the item
(Hardware: Robotics for synthmorphs and bots,
Hardware: Aerospace for aircraft, etc.), with a –10
modifier per wound. Repair is a Task Action with
a timeframe of 2 hours per 10 points of damage
being restored, plus 8 hours per wound. Appropriate modifiers should be applied, based on conditions and
available tools. For example, utilitools (p. 326) apply
a +20 modifier to repair tests, while repair spray applies
a +30 modifier.
Repairing Armor
NOTE: Armor may be repaired in the same manner as Durability,
however, wounds do not impact the test with
modifiers or extra time.
Healing
NOTE: Character Situation Damage Healing Rate Woun d Healing Rate
Character without basic biomods 1d10 (5) per day 1 per week
Character with basic biomods 1d10 (5) per 12 hours 1 per 3 days
Character using nanobandage 1d10 (5) per 2 hours 1 per day
Character with medichines 1d10 (5) per 1 hour 1 per 12 hours
Poor conditions (bad food, not enough rest/heavy activity,
poor shelter and/or sanitation)
double timeframe double timeframe
Harsh conditions (insufficient food, no rest/strenuous activity,
little or no shelter and/or sanitation)
triple timeframe no wound healing
MENTAL HEALTH
Edit
NOTE: In a time when people can discard bodies and
replace them with new ones, trauma inflicted on
your mind and ego—your sense of self—is often
more frightening than grievous physical harm. There
are many ways in which your sanity and mental
wholeness can be threatened: experiencing physical
death, extended isolation, loss of loved ones, alien
situations, discontinuity of self from lost memories
or switching morphs, psi attack, and so on. Two
methods are used to gauge your mental health: stress
points and trauma.
Stress Points
NOTE: Stress points represent fractures in your ego’s integrity,
cracks in the mental image of yourself. This
mental damage is experienced as cerebral shocks,
disorientation, cognitive disconnects, synaptic misfires,
or an undermining of the intellectual faculties.
On their own, these stress points do not significantly
impair your character’s functioning, but if allowed to
accumulate they can have severe repercussions. Additionally,
any source that inflicts a large amount of
stress points at once is likely to have a more severe
impact (see Trauma).
Stress points may be reduced by long-term rest, psychiatric
care, and/or psychosurgery (see p. 214).
Lucidity and Stress
Edit
NOTE: Your Lucidity stat benchmarks your character’s mental
stability. If you build up an amount of stress points
equal to or greater than your Lucidity score, your character’s
ego immediately suffers a mental breakdown.
You effectively go into shock and remain in a catatonic
state until your stress points are reduced to a level
below your Lucidity stat. Accumulated stress points
will overwhelm egos housed inside synthetic shells or
infomorphs just as they will biological brains—the
mental software effectively seizes up, incapable of
functioning until it is debugged.
Insanity Rating
NOTE: Extreme amounts of built-up stress points can permanently
damage your character’s sanity. If accumulated
stress points reach your Lucidity x 2, your character’s
ego undergoes a permanent meltdown. Your mind is
lost, and no amount of psych help or rest will ever
bring it back.
Stress Value
NOTE: Any source capable of inflicting cognitive stress is given
a Stress Value (SV). This indicates the amount of stress
points the attack or experience inflicts upon a character.
Like DV, SV is often presented as a variable amount, such
as 2d10, or sometimes with a modifier, such as 2d10 +
10. Simply roll the dice and total the amounts to determine
the stress points inflicted in that instance. To make
things easier, a static SV is also given in parentheses after
the variable amount; use that set amount when you wish
to keep the game moving and don’t want to roll dice.
Trauma
Edit
NOTE: Mental trauma is more severe than stress points. Traumas
represent severe mental shocks, a crumbling of
personality/self, delirium, paradigm shifts, and other
serious cognitive malfunctions. Traumas impair your
character’s functioning and may result in temporary
derangements or permanent disorders.
If your character receives a number of stress points
at once that equals or exceeds their Trauma Threshold,
they have suffered a trauma. If the inflicted stress
points are double or triple the Trauma Threshold, they
suffer 2 or 3 traumas, respectively, and so on. Traumas
are cumulative and must be recorded on your
character sheet.
Trauma Effects
NOTE: Each trauma applies a cumulative –10 modifier to all
of the character’s actions. A character with 2 traumas,
for example, suffers –20 to all actions. These modifiers
are also cumulative with wound modifiers.
Disorientation: Any time a character suffers a
trauma, they must make an immediate WIL x 3 Test.
Trauma modifiers apply. If they fail, they are temporarily
stunned and disoriented, and must expend a
Complex Action to regain their wits.
Derangements and Disorders: Any time a character
is hit with a trauma, they suffer a temporary derangement
(see Derangements). The first trauma inflicts a
minor derangement. If a second trauma is applied,
the first derangement is either upgraded from minor
to a moderate derangement, or else a second minor
derangement is applied (gamemaster’s discretion).
Likewise, a third trauma may upgrade that derangement
from moderate to major or else inflict a new
minor. It is generally recommended that derangements
be upgraded in potency, especially when result from
the same set of ongoing circumstances. In the case of
traumas that result from distinctly separate situations
and sources, separate derangements may be applied.
Disorder: When four or more traumas have been
inflicted on a character, a major derangement is upgraded
to a disorder. Disorders represent long-lasting
psychological afflictions that typically require weeks
or even months of psychotherapy and/or psychosurgery
to remedy (see Disorders, p. 211).
Derangements
Edit
NOTE: Derangements are temporary mental conditions that
result from traumas. Derangements are measured as
Minor, Moderate, or Major. The gamemaster and
player should cooperate in choosing which derangement
to apply, as appropriate to the scenario and
character personality.
Derangements last for 1d10 ÷ 2 hours (round
down), or until the character receives psychiatric help,
whichever comes first. At the gamemaster’s discretion,
a derangement may last longer if the character has not
been distanced from the source of the stress, or if they
remain embroiled in other stress-inducing situations.
Derangement effects are meant to be role-played.
The player should incorporate the derangement into
their character’s words and actions. If the gamemaster
doesn’t feel the player is stressing the effects enough,
they can emphasize them. If the gamemaster feels it is
appropriate, they may also call for additional modifiers
or tests for certain actions.
Anxiety (Minor)
NOTE: You suffer a panic attack, exhibiting the physiological
conditions of fear and worry: sweatiness, racing heart,
trembling, shortness of breath, headaches, and so on.
Avoidance (Minor)
NOTE: You are psychologically incapable with dealing with
the source of the stress, or some circumstance related
to it, so you avoid it—even covering your ears, curling
up in a ball, or shutting off your sensors if you
have to.
Dizziness (Minor)
NOTE: The stress makes you light-headed and disoriented.
Echolalia (Minor)
NOTE: You involuntarily repeat words and phrases spoken
by others.
Fixation (Minor)
NOTE: You become fixated on something that you did wrong
or some circumstance that led to your stress. You
obsess over it, repeating the behavior, trying to fix it,
running scenarios through your head and out loud,
and so on.
Hunger (Minor)
NOTE: You are suddenly consumed by an irrational yet
overwhelming desire to eat something—perhaps even
something unusual.
Indecisiveness (Minor)
NOTE: You are flustered by the cause of your stress, finding it
difficult to make choices or select courses of action.
Logorrhoea (Minor)
NOTE: Your response to the trauma is to engage in excessive
talking and babbling. You don’t shut up.
Nausea (Minor)
NOTE: The stress sickens you, forcing you to fight down
queasiness.
Chills (Moderate)
NOTE: Your body temperature rises, making you feel cold,
and shivering sets in. You just can’t get warm
Confusions (Moderate)
NOTE: The trauma scrambles your concentration, making
you forget what you’re doing, mix up simple tasks,
and falter over easy decisions.
Echopraxia (Moderate)
NOTE: You involuntarily repeat and mimic the actions of
others around you
Mood Swings (Moderate)
NOTE: You involuntarily repeat and mimic the actions of
others around you
Mute (Moderate)
NOTE: The trauma shocks you into speechlessness and a complete
inability to effectively communicate.
Narcissism (Moderate)
NOTE: In the wake of the mental shock, all you can think about
is yourself. You cease caring about those around you.
Panic (Moderate)
NOTE: You are overwhelmed by fear or anxiety and immediately
seek to distance yourself from the cause of the stress.
Tremors (Moderate)
NOTE: You shake violently, making it difficult to hold things
or stay still.
Blackout (Major)
NOTE: You operate on auto-pilot in a temporary fugue state.
Later, you will be incapable of recalling what happened
during this period. (Synthetic shells and infomorphs
may call up memory records from storage.)
Frenzy (Major)
NOTE: You have a major freak out over the source of the
stress and attack it.
Hallucinations (Major)
NOTE: You see, hear, or otherwise sense things that aren’t
really there.
Hysteria (Major)
NOTE: You lose control, panicking over the source of the
stress. This typically results in an emotional outburst
of crying, laughing, or irrational fear.
Irrationality (Major)
NOTE: You are so jarred by the stress that your capacity for
logical judgment breaks down. You are angered by
imaginary offenses, hold unreasonable expectations, or
otherwise accept things with unconvincing evidence.
Paralysis (Major)
NOTE: You are so shocked by the trauma that you are effectively
frozen, incapable of making decisions or taking
action.
Psychosomatic Crippling (Major)
NOTE: The trauma overwhelms you, impairing some part of
your physical functioning. You suffer from an inexplicable
blindness, deafness, or phantom pain, or are suddenly
incapable of using a limb or other extremity
Disorders
Edit
NOTE: Disorders reflect more permanent madness. In this
case, “permanent” does not necessarily mean forever,
but the condition is ongoing until the character has received
lengthy and effective psychiatric help. Disorders
are inflicted whenever a character has accumulated 4
traumas. The gamemaster and player should choose a
disorder that fits the situation and character.
Disorders are not always “active”—they may
remain dormant until triggered by certain conditions.
While it is certainly possible to act under a disorder,
it represents a severe impairment to a person’s ability
to maintain normal relationships and do a job successfully.
Disorders should not be glamorized as cute
role-playing quirks. They represent the best attempts
of a damaged psyche to deal with a world that has
failed it in some way. Additionally, people in many
habitats, particularly those in the inner system, still
regard disorders as a mark of social stigma and may
react negatively towards impaired characters.
Characters that acquire disorders over the course
of their adventures may get rid of them in one of two
ways, either through in-game attempts to treat them
(p. 214) or by buying them off as they would a negative
trait (p. 153).
Addiction
NOTE: Addiction as a disorder can refer to any sort of addictive
behavior focused toward a particular behavior
or substance, to the point where the user is unable
to function without the addiction but is also severely
impaired due to the effects of the addiction. It is
marked by a desire on the part of the subject to seek
help or reduce the use of the addicting substance/act,
but also by the subject spending large amounts of time in pursuit of their addiction to the exclusion of other
activities. This is a step up from Addiction negative
trait listed on p. 148—this is much more of a crippling
behavior that compensates for spending time away
from the addiction. Addictions are typically related
to the trauma that caused the disorder (VR or drug
addictions are encouraged).
Suggested Game Effects: The addict functions in
only two states: under the influence of their addiction
or in withdrawal. Additionally, they spend large
amounts of time away from their other responsibilities
in pursuit of their addiction.
Atavism
NOTE: Atavism is a disorder that mainly affects uplifts. It
results in them regressing to an earlier un- or partially-
uplifted state. They may exhibit behaviors more
closely in line with their more animalistic forbears, or
they may lose some of their uplift benefits such as the
ability for abstract reasoning or speech.
Suggested Game Effects: The player and gamemaster
should discuss how much of the uplift’s nature is
lost and adjust game penalties accordingly. It is important
to note that other uplifts view atavistic uplifts
with something akin to horror and will usually have
nothing to do with them.
Attention Deficit Hyperactivity Disorder (ADHD)
NOTE: This disorder manifests as a marked inability to focus
on any one task for an extended period of time, and
also an inability to notice details in most situations.
Sufferers may find themselves starting multiple tasks,
beginning a new one after only a cursory attempt at
the prior task. ADHD suffers may also have a manic
edge that manifests as confidence in their ability to get
a given job done, even though they will quickly lose
all interest in it.
Suggested Game Effects: Perception and related
skill penalties. Increased difficulty modifiers to task
actions, particularly as the action drags on.
Autophagy
NOTE: This is a disorder that usually only occurs among uplifted
octopi. It is a form of anxiety disorder characterized
by self-cannibalism of the limbs. Subjects afflicted
with autophagy will, under stress, begin to consume
their limbs, if at all possible, causing themselves potentially
serious harm.
Suggested Game Effects: Anytime an uplifted octopi
with this disorder is placed in a stressful situation they
must make a successful WIL x 3 Test or begin to consume
one of their limbs.
Bipolar Disorder
NOTE: Bipolar disorder is also called manic depression. It is
similar to depression except for the fact that the periods
of depression are interrupted by brief (a matter of
days at most) periods of mania where the subject feels
inexplicably “up” about everything with heightened energy and a general disregard for consequences. The
depressive stages are similar in all ways to depression.
The manic stages are dangerous since the subject
will take risks, spend wildly, and generally engage in
behavior without much in the way of forethought or
potential long term consequences.
Suggested Game Effects: Similar to depression, but
when manic the character must make a WIL x 3 Test
to not do some action that may be potentially risky.
They will also try to convince others to go along with
the idea.
Body Dysmorphia
NOTE: Subjects afflicted with this disorder believe that they
are so unspeakably hideous that they are unable to
interact with others or function normally for fear of
ridicule and humiliation at their appearance. They
tend to be very secretive and reluctant to seek help
because they are afraid others will think them vain—
or they may feel too embarrassed to do so. Ironically,
BDD is often misunderstood as a vanity-driven
obsession, whereas it is quite the opposite; people
with BDD believe themselves to be irrevocably ugly
or defective. A similar disorder, gender identity disorder,
where the patient is upset with their entire
sexual biology, often precipitates BDD-like feelings.
Gender identity disorder is directed specifically at
external sexually dimorphic features, which are in
constant conflict with the patient’s internal psychiatric
gender.
Suggested Game Effects: Because of the nature of
Eclipse Phase and the ability to swap out and modify
a body, this is a fairly common disorder. It is suggested
that characters with this suffer increased or
prolonged resleeving penalties since they are unable
to fully adjust to the reality of their new morph.
Borderline Personality Disorder
NOTE: This disorder is marked by a general inability to fully
experience one’s self any longer. Emotional states are
variable and often marked by extremes and acting
out. Simply put, the subject feels like they are losing
their sense of self and seeks constant reassurance
from others around them, yet is not fully able to act
in an appropriate way. They may also engage in impulsive
behaviors in an attempt to experience some
sort of feeling. In extreme cases, there may be suicidal
thoughts or attempts.
Suggested Game Effects: The character needs to
be around others and will not be left alone, however
they also are not quite able to relate to others in a
normal way and may also take risks or make impulsive
decisions.
Depression
NOTE: Clinical depression is characterized by intense feelings
of hopelessness and worthlessness. Subjects usually
report feeling as though nothing they do matters and
no one would care anyway, so they are disinclined to attempt much in the way of anything. The character is
depressed and finds it difficult to be motivated to do
much of anything. Even simple acts such as eating and
bathing can seem to be monumental tasks.
Suggested Game Effect: Depressives often lack the
will to take any sort of action, often to the point of requiring
a WIL x 3 Test to engage in sustained activity.
Fugue
NOTE: The character enters into a fugue state where they
display little attention to external stimuli. They will
still function physiologically but refrain from speaking
and stare off into the distance, unable to focus on
events around them. Unlike catatonia, a person in a
fugue state will walk around if lead about by a helper,
but is otherwise unresponsive. The fugue state is usually
a persistent state, but it can be an occasional state
that is triggered by some sort of external stimuli similar
to the original trauma that triggered the disorder.
Suggested Game Effects: Characters in a fugue state
are totally non-responsive to most stimuli around
them. They will not even defend themselves if attacked
and will usually attempt
General Anxiety Disorder (GAD)
NOTE: GAD results in severe feelings of anxiety about nearly
everything the character comes into contact with.
Even simple tasks represent the potential for failure
on a catastrophic scale and should be avoided or minimized.
Additionally, negative outcomes for any action
are always assumed to be the only possible outcomes.
Suggested Game Effects: A character with GAD will
be almost entirely useless unless convinced otherwise,
and then only for a short period of time. Another
character can attempt to use a relevant social skill to
coax the GAD character into doing what is required
of them. If the character with the disorder fails at the
task, however, all future attempts to coax them will
suffer a cumulative –10 penalty.
Hypochondria
NOTE: Hypochondriacs suffer from a delusion that they are
sick in ways that they are not. They will create disorders
that they believe they suffer from, usually to
get the attention of others. Often hypochondriacs will
inflict harm on themselves or even ingest substances
that will aid in producing symptoms similar to the
disorder they believe they have. These attempts to
simulate symptoms can and will cause actual harm
to hypochondriacs.
Possible Game Effects: A subject that is hypochondriac
will often behave as though they are under the
effects of some other disorder or physical malady.
This can be consistent over time or can be different
and ever changing. They will react with hostility to
claims that they are faking or not actually ill.
Impulse Control Disorder
NOTE: Subjects have a certain act or belief that they must
engage in a certain activity that comes into their
mind. This can be kleptomania, pyromania, sexual
exhibitionism, etc. They feel a sense of building
anxiety whenever they are prevented from engaging
in this behavior for an extended period (usually several
times a day to weekly, depending on the impulse)
and will often attempt to engage in this behavior at
inconvenient or inappropriate times. This is different
from OCD in the sense that OCD is usually a
single contained behavior that must be engaged in to
reduce anxiety. Impulse control disorder is a variety
of behaviors and can be virtually any sort of highly
inappropriate action.
Suggested Game Effects: Similar to OCD, if the
character doesn’t engage in the behavior they will
grow increasingly disturbed and suffer penalties to all
actions until they are able to engage in the compulsion
that alleviates their anxiety.
Insomnia
NOTE: Insomniacs find themselves unable to sleep, or unable
to sleep for an extended period of time. This is most
often due to anxiety about their lives or as a result
of depression and the accompanying negative thought
patterns. This is not the sort of sleeplessness that is
brought about as a result of normal stress but rather
a near total inability to find rest in sleep when it is
desired. Insomniacs may find themselves nodding off
at inopportune times, but never for long, and never
enough to gain any restful sleep. As a result, they
are frequently lethargic and inattentive as their lack
of sleep robs them of their edge and eventually any
semblance of alertness. Additionally, insomniacs are
frequently irritable due to being on edge and unable
to rest.
Suggested Game Effects: Due to the lack of meaningful
sleep, insomniacs should suffer from blanket
penalties to perception related tasks or anything requiring
concentration or prolonged fine motor abilities.
Megalomania
NOTE: A megalomaniac believes themselves to be the single
most important person in the universe. Nothing is
more important than the megalomaniac and everything
around them must be done according to their
whim. Failure to comply with the dictates of a megalomaniac
can often result in rages or actual physical
assaults by the subject.
Suggested Game Effects: A character that has
megalomania will demand attention and has difficulty
in nearly any social situation. Additionally, they
may be provoked to violence if they think they are
being slighted.
Multiple Personality Disorder
NOTE: This is the development of a separate, distinct personality
from the original or control personality.
The personalities may or may not be aware of each
other and “conscious” during the actions of the other
personality. Usually there is some sort of trigger that
results in the emergence of the non-control personality.
Most subjects have only a single extra personality, but
it is not unheard of to have several personalities. It
is important to note that these are distinct individual
personalities and not just crude caricatures of the Dr.
Jekyll/Mr. Hyde sort. Each personality sees itself as
a distinct person with their own wants, needs, and
motivations. Additionally, they are usually unaware
of the experiences of the others, though there is some
basic information sharing (such as language and core
skill sets).
Suggested Game Effects: When the player is under
the effects of another personality, they should be
treated as an NPC. In some rare cases the player and
the gamemaster can work out the second personality
and allow the player to roleplay this. This does not
however constitute an entire new character that can
be “turned on” at will.
Obsessive Compulsive Disorder (OCD)
NOTE: Subjects with OCD are marked by intrusive or inappropriate
thoughts or impulses that cause acute
anxiety if a particular obsession or compulsion is not
engaged in to alleviate them. These obsessions and
compulsions can be nearly any sort of behavior that
must be immediately engaged in to keep the rising
anxiety at bay. Players and gamemasters are encouraged
to come up with a behavior that is suitable.
Examples of common behaviors include repetitive
tics (touching every finger of each hand to another
part of the body, tapping the right foot twenty times),
pathological behaviors such as gambling or eating,
or a mental ritual that must be completed (reciting a
book passage).
Suggested Game Effects: If the character doesn’t
engage in the behavior they will grow increasingly
disturbed and suffer penalties to all actions until they
are able to engage in the compulsion that alleviates
their anxiety.
Post Traumatic Stress Disorder (PTSD)
NOTE: PTSD occurs as a result of being exposed to either
a single incident or a series of incidents where the
sufferer had their own life, or saw the lives of others,
threatened with death. These incidents are often
marked by an inability on the part of the victim, either
real or perceived, to do anything to alter the outcomes.
As a result, they develop an acute anxiety and fixation
on these incidents to the point where they lose sleep,
become irritated or easily angered, or are depressed
over feelings that they lack control in their own lives.
Suggested Game Effects: Penalties to task actions,
also treat situations similar to the initial episodes that
caused the disorder as a phobia.
Schizophrenia
NOTE: While schizophrenia is generally acknowledged as a
genetic disorder that has an onset in early adulthood,
it also seems to develop in a number of egos that undergo
frequent morph changes. It has been theorized
that this is due to some sort of repetitive error in the
download process. Regardless, it remains a rare, yet
persistent danger of dying and being brought back.
Schizophrenia is a psychotic disorder where the subject
loses their ability to discern reality from unreality.
This can involve delusions, hallucinations (often in
support of the delusions), and fragmented or disorganized
speech. The subject will not be aware of these
behaviors and will perceive themselves as functioning
normally, often to the point of becoming paranoid that
others are somehow involved in a grand deception.
Suggested Game Effects: Schizophrenia represents
a total break from reality. A character that is schizophrenic
may see and hear things and act on those
delusions and hallucinations while seeing attempts
by their friends to stop or explain to them as part
of a wider conspiracy. Adding to this is the difficulty
of communicating coherently. Characters that have
become schizophrenic are only marginally functional
and only for short periods
Stressful Situations
NOTE: The universe of Eclipse Phase is ripe with experiences
that might rattle a character’s sanity. Some of these are
as mundane and human as extreme violence, extended
isolation, or helplessness. Others are less common, but
even more terrifying: encountering alien species, infection
by the Exsurgent virus, or being sleeved inside a
non-human morph.
Willpower Stress Tests
NOTE: Whenever a character encounters a situation that
might impact their ego’s psyche, the gamemaster may
call for a (Willpower x 3) Test. This test determines if
the character is able to cope with the unnerving situation
or if the experience scars their mental landscape.
If they succeed, the character is shaken but otherwise
unaffected. If they fail, they suffer stress damage (and
possibly trauma) as appropriate to the situation. A
list of stress-inducing scenarios and suggested SVs are
listed on the Stressful Experiences table, p. 215. The
gamemaster should use these as a guideline, modifying
them as appropriate to the situation at hand.
Note that some incidents may be so horrific that a
modifier is applied to the character’s (Willpower x 3)
Test.
Hardening
NOTE: The more you are exposed to horrible or terrifying
things, the less scary they become. After repeated exposure,
you become hardened to such things, able to
shake them off without effect. Every time you succeed in a Willpower Test to avoid
taking stress from a particular source, take note. If you
successfully resist such a situation 5 times, you become
effectively immune to taking stress from that source.
The drawback to hardening yourself to such situations
is that you grow detached and callous. In order
to protect yourself, you have learned to cut off your
emotions—but it is such emotions that make you
human. You have erected mental walls that will affect
your empathy and ability to relate to others.
Each time you harden yourself to one source of
stress, your maximum Moxie stat is reduced by 1.
Psychotherapy may be used to overcome such hardening,
in the same way a disorder is treated.
Stressful Experiences
NOTE: Situation SV
Failing spectacularly in pursuit of a motivational goal 1d10 ÷ 2 (round down)
Helplessness 1d10 ÷ 2 (round down)
Betrayal by a trusted friend 1d10 ÷ 2 (round down)
Extended isolation 1d10 ÷ 2 (round down)
Extreme violence (viewing) 1d10 ÷ 2 (round down)
Extreme violence (committing) 1d10
Awareness that your death is imminent 1d10
Experiencing someone’s death via XP 1d10
Losing a loved one 1d10 ÷ 2 (round down)
Watching a loved one die 1d10 + 2
Being responsible for the death of a loved one 1d10 + 5
Encountering a gruesome murder scene 1d10
Torture (viewing) 1d10 + 2
Torture (moderate suffering) 2d10 + 3
Torture (severe suffering) 3d10 + 5
Encountering aliens (non-sentient) 1d10 ÷ 2 (round down)
Encountering aliens (sentient) 1d10
Encountering hostile aliens 1d10 + 3
Encountering highly-advanced technology 1d10 ÷ 2 (round down)
Encountering Exsurgent-modified technology 1d10 ÷ 2 (round down)
Encountering Exsurgent-infected transhumans 1d10
Encountering Exsurgent life forms 1d10 + 3
Exsurgent virus infection Varies; see p. 36
Mental Healing and Psychotherapy
Edit
NOTE: Stress is trickier to heal than physical damage. There
are no nano-treatments or quick fix options (other
than killing yourself and reverting to a non-stressed
backup). The options for recuperating are simply natural
healing over time, psychotherapy, or psychosurgery.
Psychotherapy Care
NOTE: Characters with an appropriate skill—
Medicine: Psychiatry, Academics: Psychology,
or Professional: Psychotherapy—can
assist a character suffering mental stress
or trauma with psychotherapy. This treatment
is a long-term process, involving
methods such as psychoanalysis, counseling,
roleplaying, relationship-building,
hypnotherapy, behavioral modification,
drugs, medical treatments, and even psychosurgery
(p. 229). AIs skilled in psychotherapy
are also available.
Psychotherapy is a task action, with a
timeframe of 1 hour per point of stress,
8 hours per trauma, and 40 hours per
disorder. Note that this only counts the
time actually spent in psychotherapy with
a skilled professional. After each psychotherapy
session, make a test to see if the
session was successful. Successful psychosurgery
adds a +30 modifier to this test; at
the gamemaster’s discretion, other modifiers
may apply. Likewise, each disorder
the character holds inflicts a –10 modifier.
Traumas may not be healed until all stress
is eliminated.
When a trauma is healed, the derangement
associated with that trauma is
eliminated or downgraded. Disorders are
treated separately from the trauma that
caused them, and may only be treated
when all other traumas are removed.
Gamemaster and players are encouraged to roleplay
a character’s suffering and relief from traumas and
disorders. Each is an experience that makes a profound
impact on a character’s personality and psyche. The
process of treatment may also change them, so in the
end they may be a transformed from the person they
once were. Even if treated, the scars are likely to remain
for some time to come. According to some opinions,
disorders are never truly eradicated, they are just eased
into submission ... where they may linger beneath the
surface, waiting for some trauma to come along.
Natural Healing
NOTE: Characters who eschew psychotherapy can hopefully
work out the problems in their head on their own over
time. For every month that passes without accruing
new stress, the character may make a WIL x 3 Test. If
successful, they heal 1d10 points of stress or 1 trauma
(all stress must be healed first). Disorders are even more
difficult to heal, requiring 3 months without stress or
trauma, and even then only being eliminated with a
successful WIL Test. As a result, disorders can linger
for years until resolved with actual psychotherap
MIND HACKS
Edit
NOTE: Though neuroscience has ascended to impressive pinnacles, allowing minds to be thoroughly scanned, mapped, and emulated as software, the transhuman brain remains a place that is complicated, not fully understood, and thoroughly messy. Despite a prevalence of neural modifications, meddling with the seat of consciousness remains a tricky and hazardous procedure. Nevertheless, psychosurgery—editing the mind as software—remains common and widespread, sometimes with unexpected results.
Likewise, even as the knowledge of neuroscientists grows on an exponential basis, some are discovering that minds are far more mysterious than they had ever imagined. During the Fall, scattered reports of “anomalous activity” by individuals infected by one of the numerous circulating nanoplagues were discounted as fear and paranoia, but subsequent investigations by black budget labs has proven otherwise. Now, top-level confidential networks whisper that this infection inflicts intricate changes in the victim’s neural network that imbue them with strange and inexplicable abilities. The exact mechanism and nature of these abilities remains unexplained and outside the grasp of modern transhuman science. Given the evidence of a new brainwave type and the paranormal nature of this phenomenon, it is loosely referred to as “psi.”
PSI
NOTE: > Desdemona: Glad to have you back. I hope
you had a pleasant farcast from Pelion and don’t
feel too much lack. While you were out, a message
from Aeneas with a precis on psi, extracted from
the infomorph backup of psigeneticist Daborva
(StellInt, Dipole Research Station on Ganymede),
was rerouted for distribution to your Firewall node.
Coined by the biologist Bertold P. Wiesner,
“psi” was originally an umbrella term
used to describe a number of so-called
“psychic” abilities and other speculative
paranormal phenomena such as telepathy
and extra-sensory perception. While
the term was used extensively in the
field of parapsychology and pop culture
in the twentieth and early twenty-first
centuries, the study of psi was largely
considered a pseudoscience with flawed
methodologies and gradually lost funding
and support.
During the Fall, however, repeated
rumors and accounts of unexplained
phenomenon drew the attention of
scientists, military leaders, and singularity
seekers alike. Numerous nanovirii had
been unleashed upon transhumanity,
racing through populations and transforming
as they spread. Some inflicted
only minor biological or mental changes
and impairments, but many were vicious
and deadly. The most feared variants,
however, were those that Firewall has
come to label as the Exsurgent virus—a
transformative nano-plague that mutates
its victims and subverts them to its will.
The Exsurgent virus was also observed
to radically modify the subject’s neural
patterns and mental state, affecting synaptic
arrangement and even modulating
synaptic currents. These changes alter
and enhance the victim’s cognition and
seemed to endow an ability to sense and
even affect the minds of others from a
short distance—an ability dubbed “psi”
as the causal factors continue to mystify
us. The existence and nature of this phenomenon
remains carefully concealed
and under wraps in controlled habitats,
so as not to trigger widespread panic.
Among anarchist and other open communities,
knowledge of psi is more widespread,
but details are vague and reports
are generally greeted with skepticism.
The Exsurgent virus is exceptionally
mutable and adaptive, however, and two
argonaut researchers who were aware of
and studying it soon made an interesting
discovery. One variant strain of the virus
was found that endowed the subject
with exceptional mental abilities without
engaging the transformative process of the other strains. Though infection
still has other drawbacks, Firewall and
other agencies have come to regard
this strain as “safe” in the sense that
the subject does not transmogrify into
something else and their general personality
remains intact. Intrigued that this
avenue of inquiry might lead to a way
to nullify the effects of other Exsurgent
strains, Firewall and others continue
to experiment with the strain with the
cooperation of willing test subjects (or
according to some reports, unwilling
victims in the case of certain authorities
and hypercorps).
The Nature of Psi
NOTE: Labeled the Watts-MacLeod strain
after the researchers who isolated it,
further study has gained insight into
the effect this virus has on transhuman
brains. Careful analysis of infected
subjects discovered that their altered
synapses generate a modulated brainwave
pattern that is extremely difficult
to detect. Those “in-the-know” have
come to refer to these asynchronous
brainwaves as “psi waves,” fitting with
the Greek letter designation of other
brainwaves (alpha, beta, delta, gamma,
theta). Likewise, affected individuals are
known as “asyncs.”
Exploration of the explicit causal factors
behind psi waves remains stymied.
Theories regarding extraordinary mental
processes with the ability to change
quantum states have been explored but
remain frustratingly inconclusive. Neuroimaging
and mapping have enabled
scientists to pinpoint structures within
the brain, neural activity, and perturbations
in the brain’s bioelectric field that
are associated with psi processes, but
attempts to duplicate these features
in non-infected brains have resulted in
failure or worse. Attempts to identify
asyncs by psi brainwave patterns are not
even assured of success. Numerous dead
ends have prompted many researchers to
postulate that the mechanics underlying
psi are simply too strange and too far
beyond transhumanity’s understanding
of physical sciences—perhaps reinforcing
theories that the Exsurgent virus is in
fact of alien origin.
One leading speculation is that the
changes wrought in the mind by infection
actually entangle some of the
neural sub-systems, enable some sort of
quantum field within the brain, or possibly
create Bose-Einstein condensates
within the brain, allowing for quantum computation or perhaps hypercomputation.
This enhances the async’s mental
capabilities to the level provided by
modern implants and neuro-mods—and
sometimes beyond. This does not explain
the capabilities of other asyncs, however,
especially those used to read or affect
other biological minds. These abilities
seem to involve reading brain waves
from a short range or affecting another’s
mind via direct physical contact with the
target’s bio-electric fields. Of course I can
only speculate in accordance with what
Firewall has uncovered—it is quite possible
that certain hypercorps or other factions
have made further breakthroughs,
but are keeping the information to
themselves.
The initiation and use of psi talents
is generally understood to take place on
a subconscious level, meaning that the
async is not actively aware of the fundamental
processes that fuel the psi-waves.
Training in certain skills, however, allows
an async to focus on certain tasks and
psi abilities. These are called “sleights:”
mnemonic or cognitive algorithms of psi
use rooted in the async’s ego.
The percentage of the transhuman
population believed to have contracted
the Watts-MacLeod strain remains statistically
insignificant—less than .001%
of the population. The vast number of
asyncs have been recruited by various
agencies, “disappeared” for study, or
simply eliminated as a potential threat.
Ten years after the Fall, Firewall and
other agencies have come to regard
Watts-MacLeod infection as comparatively
safe, though we remain quite
wary of unforeseen side effects or other
hidden dangers. Most of us engaged in
studying the phenomenon now consider
asyncs to be useful as a tool for fighting
the Exsurgent virus and other threats—
despite the protests of those who are
convinced that asyncs are not in control
of their own minds and are not to be
trusted. As of yet we have encountered
no cases of Watts-MacLeod infection
that have inflicted anything other than
psi abilities, though there seems to be
an increased risk for asyncs to succumb
to other Exsurgent strains should they
encounter them. There are other risks associated
with Watts-MacLeod infection,
such as extreme fatigue and even lethal
biofeedback resulting from extensive use
of psi sleights and a statistically likelihood
of developing mental disorders due
to the increased mental stress placed on
the async’s mind.
Æther Jabber: Asyncs
NOTE: # Start Æther Jabber #
- Active Members: 2 #
1 Sorry to bother you, but my muse just
alerted me to this excerpt that was
sent around to my Firewall team. Is
this for real? I’ve heard the talk about
psi before—enough to be convinced
that there’s something to it, even
if we can’t explain it—but this bit
about variant Exsurgent infection is
too much. Are we seriously going to
be working with someone who’s a
known carrier? And can you shed any
more light on how asyncs do their
mojo? I’m worried now. And since
you are connected to the Medeans, I
thought I’d take the chance and ask.
2 Well, as to the Medeans ... that’s history.
I am back on the freelancing market
right now. But no problem, I’ll try and
explain. I know it is not easy to grasp.
1 Shiny.
2 Yes, Srit was once infected with a
strain of the Exsurgent virus, probably
on Mars near the end of the Fall. I say
“was” because the Watts-MacLeod
strain seems to go dormant shortly
after it finishes rewiring the victim’s
brain; the plague nanobots die off and
get flushed out of the system, unlike
other Exsurgent strains, which continue
to stick around and transform
the subject. At least, that’s the dominant
theory—I’ve also seen some
speculation that async minds might
be modified so that they continue to
produce bio-nanobots that linger in
the brain, though what function these
serve remains unclear. However, the
prevailing opinion among our best
neuroscientists is that people like Srit
are safe and non-infectious once the
virus has run its course. I’ll even go
a bit further and say that prevailing
opinion is that they can be trusted,
assuming they don’t catch another
infection ... which they unfortunately
seem to be a bit prone too. Not everyone
agrees of course, but we have an
abundance of paranoia in our circles.
So far, we haven’t seen any evidence
that any of our asyncs have been
turned by that initial infection, and the
utility and usefulness of having psiactives
on our side has simply been
too important to push aside.
1 All right. I can’t say that I’ll trust her,
but I’ll try and give her the benefit of
the doubt. I’ll be damned if I’m going
to trust an async that’s not vouched
for by Firewall though—who knows
what the hell a hypercorp like Skinthetic
might be cooking up in their
black labs.
2 That seems like a wise choice.
1 Maybe you can put my mind at ease
by explaining to me in a bit more
detail how Watts-MacLeod infection
occurs.
2 Well, like the other Exsurgent strains
you are unfortunately familiar with,
the primary transmission vector is a
nanovirus, but we speculate that it
may also be transmitted as a digital
computer virus or possibly even as
a basilisk hack. The physical plague
form is spread by highly-advanced
techno-organic nanobots that infect
a biomorph and use bio-mimicry
mechanisms to pass as normal cells
and penetrate the blood-brain barrier
and central nervous system. The
nanobots are several steps beyond
anything our technology can produce,
are very difficult to detect, and can
overwhelm most defensive countermeasures.
Infected minds are essentially
rewired, and these changes will
be copied when the ego is uploaded.
Synthmorphs and infomorphs remain
immune to this nano-infection, but
they are theoretically vulnerable to
other transmission vectors.
1 I’ve heard that synthmorphs are effectively
invulnerable to psi as well. This
true?
2 Yes. As far as we can tell, async
abilities only effect biological
minds—either their own or others.
And they can only read/affect others
from a very short distance, requiring
physical contact in most cases. The
half-biological minds of pods are also
vulnerable, though to a lesser extent.
Likewise, asyncs need a biological
brain to use their abilities—they
can’t use their psi if sleeved in a synthmorph
and have difficulty in a pod.
1 Interesting. So, I have to ask again—
you’re sure she’s safe? I’ve heard
that some of these asyncs can be real
nut-jobs.
2 I’ve heard from several of these
asyncs directly. The fact is, infection
rewrites their brain, and some of
them came out the other side feeling
fundamentally altered. Either they
felt like a different person, or they
felt like there was something new
that was part of them—something
that they didn’t necessarily like. One
described it as presence, another as
a black void that whispered at them.
Yet another described it as giving a
personality to their unconscious mind,
which only made the gulf between
unconscious and conscious mind all
the more intimidating. Some of them
preferred to suicide and revert to a
pre-infection backup. While they may
be more prone to cracking up as a
result, I haven’t ever heard one talk
about their abilities as something
they couldn’t control.
1 Well, that’s fucking cheery. There’s
nothing else we have on how this psi
stuff actually works?
2 Unfortunately, we don’t. Even the
Prometheans haven’t been much
help. There are theories, of course, but
nothing that we’ve been able to verify
with rigorous experimentation. It
doesn’t help that the factions that are
aware of psi’s existence don’t exactly
compare notes—they’re all too busy
looking into ways to weaponize it
and use it against each other, instead
of figuring out how to use it for the
benefit of transhumanity.
1 Of course. The TITANs didn’t get us,
but we can still get ourselves. It worries
me that the best we’ve come up
with is nothing.
2 It’s important to keep perspective.
Transhumanity has come quite a
distance and made some impressive
accomplishments, but our understanding
of the universe is still in its infancy.
What we may be facing here is something
concocted by an intelligence so
far beyond our own that we are but
insignificant insects in comparison.
It likely has a grasp on the universe
that is simply beyond our ability to
understand. We shouldn’t be cocky
and think that we can decipher any
mystery thrown at us ... we should
instead be very, very afraid.
PSI
Edit
NOTE: In Eclipse Phase, psi is considered a special cognitive
condition resulting from infection by the mutant—and
hopefully otherwise benign—Watts-Macleod strain
of the Exsurgent virus (p. 367). This plague modifies
the victim’s mind, conferring special abilities. These
abilities are inherent to the brain’s architecture and
are copied when the mind is uploaded, allowing the
character to retain their psi abilities when changing
from morph to morph.
Prerequisites
NOTE: To wield psi, a character must acquire the Psi trait
(p. 147) during character creation. It is theoretically
also possible to acquire the use of psi in game via
infection by the Watts-MacLeod strain; see The Exsurgent
Virus, p. 362.
Psi ability is considered an innate ability of the
ego and not a biological or genetic predisposition of
the morph. While psi researchers do not understand
how it is possible to transfer this ability via uploads,
backups, and farcasting, it has been speculated that
all components of an async’s ego are entangled on a
quantum level, or that they possess the ability to entangle
themselves or form a unique conformation or
alignment as a whole even after they have been copied,
up-, or downloaded. This speculated entanglement process is also thought to be the origin of the impairment
that asyncs experience when adapting to a new
morph (see below).
Morphs and Psi
NOTE: Asyncs require a biological brain to draw on their
abilities (the brains of uplifted animals count). An
async whose ego is downloaded into an infomorph or
fully computerized brain (synthmorphs) has no access
to their abilities as long they remain in that morph.
Asyncs inhabiting a pod morph may use psi, but
their abilities are restricted as pod brains are only
partly biological. Pod-morphed asyncs suffer a –30
modifier on all tests involving the use of psi sleights
and the impact from using sleights would be doubled.
Morph Acclimatization
Morph Fever
NOTE: Asyncs find it irritating and traumatizing to endure life
as an infomorph, pod, or synthmorph for long periods
of time. This phenomenon, known as morph fever,
might cause temporary derangements and trauma to
the asyncs’ ego, possibly even to the grade of permanent
disorders. If stored or held captive as an active
infomorph (i.e. not in virtual stasis), the async might
go insane if not psychologically aided by some sort of
anodyne program or supporting person during storage.
In game terms, asyncs take 1d10 ÷ 2 (round up)
points of mental stress damage per month they stay
in a pod, synthmorph or infomorph form without
psychological assistance by a psychiatrist, software,
or muse.
Psi Drawbacks
NOTE: There are several drawbacks to psi ability:
• The variant Exsurgent strain that endows psi ability
rewires the character’s brain. An unfortunate side
effect to this change is that asyncs acquire a vulnerability
to mental stress. Reduce the async’s Trauma
Threshold by 1.
• The mental instability that accompanies psi infection
also tends to unhinge the character’s mind.
Asyncs acquires one Mental Disorder negative trait
(p. 150) for each level they have of the Psi traitwithout receiving any bonus CP. The gamemaster
and player should agree on a disorder appropriate
to the character. This disorder may be treated over
time, according to normal rules (see Mental Healing
and Psychotherapy, p. 215).
• Characters with the Psi trait are also vulnerable to
infection by other strains of the Exsurgent virus.
The character suffers a –20 modifier when resisting
Exsurgent infection (p. 362).
• Critical failures when using psi tend to stress the
async’s mind. Each time a critical failure is rolled
when making a sleight-related test, the async suffers
a temporary brain seizure. They suffer a –30 modifier
and are incapable of acting until the end of the
next Action Turn. They must also succeed in a WIL
+ COG Test or fall down.
Psi Skills and Sleights
NOTE: Transhuman psi users can manipulate their egos and
otherwise create effects that can often be neither
matched nor mimicked by technological means. To use
these abilities, they train their mental processes and
practice cognitive algorithms called sleights, which
they can subconsciously recall and use as necessary.
Sleights fall into two categories: psi-chi (cognitive
enhancements, p. 223) and psi-gamma (brainwave
reading and manipulation, p. 225). Psi-chi sleights are
available to anyone with the Psi trait (p. 147), but psigamma
sleights are only available to characters with
the Psi trait at Level 2. In order to use these sleights,
the async must be skilled in the Control (p. 178), Psi
Assault (p. 183), and/or Sense skills (p. 184), as appropriate
to each sleight.
Roleplaying Asyncs
NOTE: Any player who chooses to play an async should keep
the origin of their abilities in mind: Watts-MacLeod
strain infection. The character may not be aware of
this source, but they undoubtedly know that they underwent
some sort of transformation and have talents
that no one else does. If unaware of the infection, they
have likely learned to keep their abilities secret lest
they be ridiculed, attacked, or whisked away to some
secret testing program. Learning the truth about their
nature could even be the starting point of a campaign
and/or their introduction to Firewall. If they know the
truth, however, the character must live with the fact
that they are the victim of a nanoplague likely spread
by the TITANs that may or may not lead to complications,
side effects, or other unexpected revelations in
their future.
Gamemasters and players should make an effort
to explore the nature of this infection and how the
character perceives it. As noted previously, asyncs are
often profoundly-changed people. The invasive and
alien aspect of their abilities should not be lost on
them. For example, an async might conceive of their
psi talents as a sort of parasitic entity, living off their
sleights, or they might feel that using these powers puts them in touch with some sort of fundamental
substrate of the universe that is weird and terrifying.
Alternately, they could feel as if their personality was
melded with something different, something that
doesn’t belong. Each async is likely to view their situation
differently, and none of them pleasantly.
Using Psi
Edit
NOTE: Using psi—i.e., drawing on a certain sleight to procure
some kind of effect—does not always require a
test. Each sleight description details how the power
is used.
Active Psi
NOTE: Active psi sleights must be “activated” to be used.
These sleights usually require a skill test. Sleights that
target other sentient beings or life forms are always
Opposed Tests, while others are handled as Success
Tests. The level of concentration required to use these
sleights varies, and so may call for a Quick, Complex,
or Task Action. Active sleights also cause strain (p.
223) to the async. Most psi-gamma sleights fall into
this category.
Passive Psi
NOTE: Passive psi sleights encompasses abilities that are considered
automatically active and subconscious. They
rarely require an action to be activated and require
no effort or strain by the psi user. Passive sleights typically
add bonuses to various activities or allow access
to certain abilities rather than calling for some kind of
skill test. Most psi-chi sleights fall into this category.
Psi Range
NOTE: Sleights have a Range of either Self, Touch, or Close.
Self: These sleights only affect the async.
Touch: Sleights with a Touch range may be used
against other biological life, but the async must have
physical contact with the target. If the target avoids
being touched, this requires a successful melee attack,
applying the touch-only +20 modifier. This attack
does not cause damage, and is considered part of the
same action as the psi use.
Close: Close sleights involve interaction with other
biological life from a short distance. The optimal distance
is within 5 meters. For each meter beyond that,
apply a –10 modifier to the test.
Psi vs. Psi: Due to the nature of psi, sleights are
more effective against other psi users. Sleights with
a range of Touch may be used from a Close range
against another async. Likewise, a sleight with a Close
range may be used at twice the normal distance (10
meters) when wielded on another async.
Targeting
NOTE: Synthmorphs, bots, and vehicles may not be targeted
by psi sleights, as they lack biological brains. Pods—
with brains that are half biological and half computer—
are less susceptible and receive a +30 modifierwhen defending against psi use. Note that infomorphs
may never be targeted by psi sleights as psi is not effective
within the mesh or simulspace.
Multiple Targets: An async may target more than
one character with a sleight with the same action, as
long as each of them can be targeted via the rules
above. The psi character only rolls once, with each of
the defending characters making their Opposed Tests
against that roll. The psi character suffers strain (p.
223) for each target, however, meaning that using psi
on multiple targets can be extremely dangerous.
Animals and Less Complex Life Forms: Psi works
against any living creature with a brain and/or
nervous system. Against partially-sentient and partially-
uplifted animals, it suffers a –20 modifier and
increases strain by +1. Against non-sentient animals,
it suffers a –30 modifier and increases strain by +3. It
has no effect on or against less complex life forms like
plants, algae, bacteria, etc.
Factors and Aliens: At the gamemaster’s discretion,
psi sleights may not work on alien creatures at all, depending
on their physiology and neurology. If it does
work, it is likely to suffer at least a –20 modifier and
+1 strain.
Opposed Tests
NOTE: Psi that is used against another character is resisted
with an Opposed Test. Defending characters resist with
WIL x 2. Willing characters may choose not to resist.
Unconscious or sleeping characters cannot resist.If the psi-wielding character succeeds and the defender
fails, the sleight affects the target. If the psi user
fails, the defender is unscathed. If both parties succeed
in their tests, compare their dice rolls. If the psi
user’s roll is higher, the sleight bypasses the defender’s
mental block and affects the target; otherwise, the
sleight fails to affect the defender’s ego.
Target Awareness
NOTE: The target of a psi sleight is aware they are being
targeted any time they succeed on their half of the
Opposed Test (regardless on whether the async
rolls higher or not). Note that awareness does not
necessarily mean that the target understands that psi
abilities are being used on them, especially as most
people in Eclipse Phase are unaware of psi’s existence.
Instead, the target is simply likely to understand that
some outside influence is at work, or that something
strange is happening. They may suspect that they
have been drugged or are under the influence of some
strange technology.
Targets who fail their roll remain unaware.
Psi Full Defense
NOTE: Like full defense in physical combat (p. 198), a defender
may spend a Complex Action to rally and concentrate
their mental defenses, gaining a +30 modifier
to their defense test against psi use until their next
Action Phase.
Criticals
NOTE: If the defender rolls a critical success, the character
attempting to wield psi is temporarily locked out of
the target’s mind. The psi user may not target that
character with sleights until an appropriate “reset”
period has passed, determined by the gamemaster.
If the async rolls a critical failure, they suffer temporary
incapacitation as th eir mind dysfunctions in some
harsh and distressing ways (see Psi Drawbacks, p. 221).
If a psi user rolls a critical success against a defender,
or the defender rolls a critical failure, double
the potency of the sleight’s effect. In the case of psi attacks,
the DV can be doubled or mental armor can be
bypassed. Alternately, when using Psi Assault (p. 183),
the targeted character may be in danger of infection
by the Watts-Macleod strain (p. 362).
Mental Armor
NOTE: The Psi Shield sleight (p. 228) provides mental armor,
a form of neural hardening against psi-based attacks.
Like physical armor, this mental armor reduces the
amount of damage inflicted by a psi assault.
Duration
NOTE: Psi sleights have one of four durations: constant, instant,
temporary, or sustained.
Constant: Constant sleights are always “on.”
Instant: Instant sleights take effect only in the
Action Phase in which they are used.
Temporary: Temporary sleights last for a limited
duration with no extra effort from the async. The
temporary duration is determined by the async’s WIL
÷ 5 (round up) and is measured in either Action Turns
or minutes, as noted. Strain for the sleight is applied
immediately when used, not at the end of the duration.
Sustained: Sustained sleights require active effort
to maintain for as long as the async wants to keep
it active. Sustaining a sleight requires concentration,
and so the async suffers a –10 modifier to all other
skill tests while the sleight is sustained. The async
must also stay within the range appropriate to the
sleight, otherwise the sleight immediately ends. More
than one sleight may be sustained at a time, with a
cumulative modifier. Strain for the sleight is applied
immediately when used, not at the end of the duration.
At the gamemaster’s discretion, sleights that are
sustained for long periods may incur additional strain.
Strain
NOTE: The use of psi is physically (and sometimes psychologically)
draining to a psi user. This phenomenon is
known as strain, and manifests as fatigue, exhaustion,
pain, neural overload, cardiovascular stress, and
adynamia (loss of vigor). Though strain has only
rarely been known to actually kill an async, the use
of too much active psi can be life-threatening in some
circumstances.
In game terms, every active sleight has a Strain
Value of 1d10 ÷ 2 (round up) DV. Every active sleight lists a Strain Value Modifier that modifies this amount.
For example, a sleights with a Strain Value Modifier
of –1 inflicts (1d10 ÷ 2) –1 DV.
If the damage points suffered from strain exceed
the character’s Wound Threshold, they may inflict a
wound just like other damage (see Wounds, p. 207).
Example
NOTE: Matric is investigating a disappearance, so he
decides to use his Qualia sleight to boost his
Intuition while hunting for clues. That psi-chi
sleight takes only a Quick Action to initiate and
requires no test. Matric’s WIL is 25, so the duration
of this temporary sleight is 5 Action Turns
(25 ÷ 5 = 5). The sleight’s Strain modifier is –1,
so he is facing (1d10 ÷ 2) –1 DV. He rolls a 1, so
he takes no strain at all!
Later on, Matric finds himself in a life-or-death
struggle with a kidnapper. Lucky for Matric,
they’re in a melee, so he’s close enough to try
and touch his opponent. On his Action Phase, he
makes an Unarmed Combat Test with a +20 modifier
(for a touch-only attack) and succeeds. This
allows him to try and use his Psychic Stab sleight.
He rolls his Psi Assault of 57 against the target’s
WIL x 2 (32). His target is in a worker pod morph,
however, which is less susceptible to psi, so he
receives a +30 modifier (32 + 30 = 62). Matric
rolls a 32 and the worker pod a 64—Matric wins!
For damage, he rolls 1d10 + (WIL ÷ 10). His WIL
is 25, so that’s 1d10 + 3. He rolls a score a 7 and
inflicts 10 (7 + 3) points of damage. The worker
pod screams in pain, suffering a wound from the
psychic assault.
Psi-Chi Sleights
Edit
NOTE: Psi-chi sleights are async abilities that speed up cognitive
informatics (internal information processing) and
enhance the user’s perception and cognition
Ambience Sense
NOTE: Ambience Sense
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
This sleight provides the async with an instinctive
sense about an area and any potential threats nearby.
The async receives a +10 modifier to all Investigation,
Perception, Scrounging, and Surprise Tests.
Cognitive Boost
NOTE: Cogn itive Boo st
Psi Type: Active Action: Quick
Range: Self Duration : Temp (Action Turns)
Strain Mod: –1
The async can temporarily elevate their cognitive
performance. In game terms, Cognition is raised by 5
for the chosen duration. This boost to Cognition also
raises the rating of skills linked to that aptitude.
Downtime
NOTE: Down time
Psi Type: Active Action: Task (min. 4 hours)
Range: Self Duration : Sustained
Strain Mod: 0
This sleight provides the async with the ability
to send the mind into a fugue-state regenerative
downtime, during which the character’s psyche is
repaired. The async must enter the downtime for
at least 4 hours; every 4 hours of downtime heals
1 point of stress damage. Traumas, derangements,
and disorders are unaffected by this sleight. For
all sensory purposes, the async is catatonic during
downtime, completely oblivious to the outside
world. Only severe disturbances or physical shock
(such as being wounded or hit by a shock weapon)
will bring the async out of it.
Emotion Control
NOTE: Emotion Con trol
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
Emotion Control gives the async tight control
over their emotional states. Unwanted emotions
can be blocked out and others embraced. This has
the benefit of protecting the async from emotional
manipulation, such as the Drive Emotion sleight or
Intimidation skill tests. The async receives a +30
modifier when defending against such tests.
Ehanced Creativity
NOTE: Enh anced Creativity
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
An async with Enhanced Creativity is more imaginative
and more inclined to think outside the box.
Apply a +20 modifier to any tests where creativity
plays a major role. This level of ingenuity can
sometimes seem strange and different, manifesting
Filter
NOTE: Filter
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
Filter allows the async to filter out out distractions
and eliminate negative situational modifiers from
distraction, up to the gamemaster’s discretion.
Grok
NOTE: Grok
Psi Type: Active Action: Complex
Range: Self Duration : Instant
Strain Mod: –1
By using the Grok sleight, the async is able to
intuitively understand how any unfamiliar object,
vehicle, or device is used simply by looking at and
handling it. If the character succeeds in a COG x 2
Test, they achieve a basic ability to use the object,
vehicle, or device, no matter how alien or bizarre.
This sleight does not provide any understanding of
the principles or technologies involved—the psi user
simply grasps how to make it work. If a test is called
for, the psi user receives a +20 modifier to use the
device (this bonus only applies to unfamiliar devices,
and/or tests the character is defaulting on—it does not
apply to devices the character is familiar with).
High Pain Threshold
Hyperthymesia
NOTE: Hyp erthy mesia
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
Hyperthymesia grants the async a superior autobiographical
memory, allowing them to remember the
most trivial of events. A hyperthymestic async can be
asked a random date and recall the day of the week
it was, the events that occurred that day, what the
weather was like, and many seemingly trivial details
that most people would not be able to recall.
Instinct
NOTE: stinct
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
Instinct bolsters the async’s subconscious ability to
gauge a situation and make a snap judgment that
is just as accurate as a careful, considered decision.
For Task Actions that involve analysis or planning
alone (typically Mental skill actions), the async may
reduce the timeframe by 90% without suffering a
modifier. For Task Actions that involve partial analysis/
planning, they may reduce the timeframe by 30%
without penalty.
Multitasking
NOTE: Multitasking
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
The async can handle vast amounts of information
without overload and can perform more than one
mental task at once. The character receives an extra
Complex Action each Action Phase that may only be
used for mental or mesh actions.
Pattern Recognition
NOTE: Pattern Recogn ition
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
The character is adept at spotting patterns and correlating
the non-random elements of a jumble—related
items jump out at them. This is useful for translating
languages, breaking codes, or find clues hidden among
massive amounts of data. The character must havea sufficiently large sample enough time to study, as
determined by the gamemaster. This might range from
a few hours of listening to a spoken transhuman language
to a few days of investigating inscriptions left
by long-dead aliens to a week or more of researching
a lengthy cipher. Languages may be comprehended by
reading or listening to them being spoken. Apply a
+20 modifier to any appropriate Language, Investigation,
Research, or cod-breaking Tests (note that this
does not apply to Infosec Tests made by software to
decrypt a code). The async may also use this ability to
more easily learn new languages, reducing the training
time by half.
Predictive Boot
NOTE: Predictive Boo st
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
The Bayesian probability machine features of the
async’s brain are boosted by this sleight, enhancing
their ability to estimate and predict outcomes of
events around them as they unfold in real-time and
update those predictions as information changes.
In effect, the character has a more intuitive sense
for which outcomes are most likely. This grants the
character a +10 bonus on any skill tests that involve
predicting the outcome of events. It also bolsters
the async’s decision-making in combat situations by
making the best course of action more clear, and so
provides a +10 bonus to both Initiative and Fray Tests.
Qualia
NOTE: Qualia
Psi Type: Active Action: Quick
Range: Self Duration : Temp (Action Turns)
Strain Mod: –1
The async can temporarily increase their intuitive
grasp of things. In game terms, Intuition is raised by
5 for the chosen duration. This boost to Intuition also
raises the rating of skills linked to that aptitude.
Savant Calculation
NOTE: Savant Calculation
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
The character possesses an incredible facility with
intuitive mathematics. They can do everything from
calculate the odds exactly when gambling to predicting
precisely where a leaf falling from a tree will land
by observing the landscape and local wind currents.
The character specializes in calculation involving the
activity of complex chaotic systems and so can calculate
answers that even the fastest computers could not,
including things like patterns of rubble distribution
from an explosion. However, this mathematic facility
is largely intuitive, so the character does not know the
equations they are solving, they merely know the solution
to the problem.
This sleight also provides a +30 modifier to any
skill tests involving math (which the character is calculating,
not a computer).
Sensory Boost
NOTE: Sensory Boo st
Psi Type: Active Action: Quick
Range: Self Duration : Temp (Action Turns)
Strain Mod: –2
An async uses this sleight to increase their natural or
augmented sensory perception (sight, audio, smell,
augmented) by enhanced cerebral processing, granting
a +20 bonus modifier on sensory-based Perception
Tests.
Superior Kinesics
NOTE: Superior Kinesics
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
The async acquires more insight into people’s emotive
signals, gestures, facial expressions, and body
language when it comes time to predict the person’s
emotional state, intent, or reactions. Apply a +10
modifier to Kinesics Skill Tests.
Time Sense
NOTE: Time Sense
Psi Type: Active Action: Automatic
Range: Self Duration : Temp (Action Turns)
Strain Mod: –1
An async with this ability can slow down his perception
of time, making everything appear to move
in slow motion or at reduced speed. In game terms,
this sleight grants the async a Speed of +1. This extra
Action Phase, however, can only be spent on mental
and mesh actions.
Unconsicous Lead
NOTE: Un con scious Lead
Psi Type: Active Action: Automatic
Range: Self Duration : Temp (Action Turns)
Strain Mod: +0
This sleight allows the async to override their consciousness
and let their unconscious mind take point.
While in this state, the async’s conscious mind is only
dimly aware of what is transgressing, and any memories
of this period will be hazy at best. The advantage
is that the unconscious mind acts more quickly, and
so the async’s Speed is boosted by +1. The character
remains aware and active, but is incapable of complex
communication or other mental actions and is
motivated by instinct and primitive urges more than
conscious thought. Though it is recommended that
the player retain control of their character while using
Unconscious Lead, the gamemaster should feel free to
direct the character’s actions as they see fit.
Psi-Gamma Sleights
Edit
NOTE: Psi-Gamma Sl eigh ts
Psi-gamma sleights deal with contacting (reading
and communicating) and influencing the function of
biological minds (egos within a biomorph, but also
including animal life). Psi-gamma is only available to
characters with Level 2 of the Psi trait.
Most psi-gamma use is handled as an Opposed Test
between the async and the target (p. 222).
Alienation
NOTE: Al ienation
Psi Type: Active Action: Complex
Range: Touch Duration : Temp (Action Turns)
Strain Mod: +0 Skil: Psi Assault
Alienation is an offensive sleight that create a sense of
disconnection between an ego and its morph—similar
to that experienced when resleeved into a new body.
The ego finds their body cumbersome, strange, and
alien, almost like they are a prisoner within it. If the
async beats the target in an Opposed Test, treat the
test as a failed Integration Test (p. 272) for the target.
This effect lasts for the sleight’s duration.
Charisma
NOTE: Ch arisma
Psi Type: Active Action: Quick
Range: Touch Duration : Temp (Minutes)
Strain Mod: –1 Skil: Control
The async uses this sleight to influence the target’s
mind on a subconscious level, so that the target perceives
them to be charming, magnetic, and persuasive.
If the async beats the target in an Opposed Test, they
gain a +30 modifier on all subsequent Social Skill
Tests for the chosen duration.
Cloud Memory
NOTE: Clo ud Memory
Psi Type: Active Action: Complex
Range: Touch Duration : Temp (Minutes)
Strain Mod: –1 Skil: Control
Cloud Memory allows the async to temporarily disrupt
the target’s ability to form long-term memories. If
the async wins the Opposed Test, the target’s memorysaving
ability is negated for the duration. The target
will retain short-term memories during this time, but
will soon forget anything that occurred while this
sleight was in effect.
Deep Scan
NOTE: Deep Scan
Psi Type: Active Action: Complex
Range: Touch Duration : Sustained
Strain Mod: +1 Skil: Sense
Deep Scan is a more intrusive version of Thought
Browse (p. 228), made to extract information from the
targeted individual. If the Opposed Test succeeds, the
async telepathically invades the target’s mind and can
probe it for information. For every 10 full points of MoS
the async achieves on their test, they retrieve one piece of information. Each item takes one full Action Turn to
retrieve, during which the sleight must be sustained. The
target is aware of this mental probing, though they will
not know what information the async acquired.
Drive Emotion
NOTE: Drive Emotion
Psi Type: Active Action: Complex
Range: Touch Duration : Temp (Action Turns)
Strain Mod: –1 Skil: Control
This sleight allows the async to stimulate cortical areas
of the target’s brain related to emotion. This allows
the async to induce, amplify, or tone down specific
emotions, thereby manipulating the target. If the async
beats the target in an Opposed Test, they will act in accordance
with the emotion for the duration and under
certain circumstances may suffer from certain penalties
(up to +/–30), as determined by the gamemaster. For
example, an async might receive a +30 Intimidation
Test modifier against a target imbued with fear.
Ego Sense
NOTE: Ego Sense
Psi Type: Active Action: Complex
Range: Close Duration : Temp (Action Turns)
Strain Mod: –1 Skil: Sense
Ego Sense can be used to detect the presence and
location of other sentient and biological life forms
(i.e., egos) within the async’s range. To detect these
life forms, the async makes a single Sense Test, opposed
by each life form within range. The async may
suffer a modifier for detecting small animals and
insects, similar to the modifier applied for targeting
them in ranged combat (see p. 193); likewise, a
modifier for detecting larger life forms may also be
applied. If successful, the async has detected that the
life form is nearby. Every 10 full points of MoS will
ascertain another piece of information regarding the
detected life: direction from async, approximate size,
type of creature, distance from async, etc. The async
will know if the target moves, if they do so during the
sleight’s duration.
Empathic Scan
NOTE: Empathic Scan
Psi Type: Active Action: Quick
Range: Close Duration : Sustained
Strain Mod: –2 Skil: Sense
Empathic Scan enables the async to sense the target’s
base emotions. If the async wins the Opposed Test,
they intuitively feel the target’s emotional current state
for as long as the sleight is sustained. At the gamemaster’s
discretion, this knowledge may provide a modifier
(up to +30) for certain Social skill tests.
Implant Memory
NOTE: Impl ant Memory
Psi Type: Active Action: Complex
Range: Touch Duration : Instant
Strain Mod: +0 Skil: Control
An async using this sleight can implant a memory
of up to an hour’s length inside the target’s mind.
This memory very obviously does not belong to the
target—there is no way they will confuse it for one
of their own. The intent is not to fake memories, but
to place one of the async’s memories in the target’s
mind so that the target can access it just like any other
memory. This can be useful for “archiving” important
data with an ally, providing a literal alternate perspective,
or simply making a “data dump” for the target
to peruse. Implant Memory requires an Opposed Test
against unwilling participants. At the gamemaster’s
discretion, particularly traumatic memories might
inflict mental stress on the recipient (p. 215).
Implant Skill
NOTE: Impl ant Skill
Psi Type: Active Action: Complex
Range: Touch Duration : Temp (Action Turns)
Strain Mod: +0 Skil: Control
Similar to Implant Memory, this sleight allows the
async to impart some of their expertise and implant it
into the target’s mind. For the duration of the sleight,
the target benefits when using that skill. If the async’s
skill is between 31 and 60, the target receives a +10
bonus. If the async’s skill is 61+, the target receives
a +20 bonus. Implant Skill requires an Opposed Test
against unwilling participants. In some cases, the
target has been known to use the skill with the async’s
flair and mannerisms.
Mimic
NOTE: Mimic
Psi Type: Active Action: Quick
Range: Close Duration : Instant
Strain Mod: +0 Skil: Sense
In a setting where changing your body and face is
not unusual, people learn to recognize habits and
personality quirks more often. The async must use this sleight on a target and succeed in a Success Test.
If successful, the async acquires an “imprint” of the
target’s mind that they can take advantage of when
impersonating that ego. The async then receives a +30
bonus on Impersonation Tests when mimicking the
target’s behavior and social cues.
Mindlink
NOTE: Mindlink
Psi Type: Active Action: Quick
Range: Touch Duration : Sustained
Strain Mod: +1/target after first Skil: Control
Mindlink allows two-way mental communication
with a target. This may be used on more than one
target simultaneously, in which case the async can act
as a telepathic “server,” so that everyone mindlinked
with the async may also telepathically communicate
with each other (via the async, however, so they
overhear). Language is still a factor in mindlinked
communications, but this barrier may be overcome by
transmitting sounds, images, emotions, and other sensations.
Mindlink requires an Opposed Test against
unwilling participants.
Omni Awareness
NOTE: Omni Aw areness
Psi Type: Active Action: Quick
Range: Close Duration : Temp (Minutes)
Strain Mod: –1 Skil: Sense
An async with Omni Awareness is hypersensitive to
other biological life that is observing them. During
this sleight’s duration, the async makes a Sense Test
that is opposed by any life that has focused their attention
on them within the sleight’s range; if successful,
the async knows they are being watched, but not
by whom or what. It does, however, apply a +30 Perception
bonus to spot the observer. This sleight does
not register partial attention or fleeting attention, or
simple perception of the async, it only notices targets who are actively observing (even if they are concealing
their observation). This sleight is effective in spotting a
tail, as well as finding potential mates in a bar.
Penetration
NOTE: Penetration
Psi Type: Active Action: Quick
Range: Touch Duration : Instant
Strain Mod: 1 per AP point Skil: Psi Assault
Penetration is a sleight that works in conjunction with
any offensive sleight that involves the Psi Assault skill.
It allows the async to penetrate the Psi Shield of an opponent
by concentrating their psi attack. Every point
of Armor Penetration applied to a psi attack inflicts
1 point of strain. The maximum AP that may be applied
equals the async’s Psi Assault skill divided by 10
(round down).
Psi Shield
NOTE: Psi Sh ield
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
Psi Shield bolsters the async’s mind to psi attack and
manipulation. If the async is hit by a psi attack, they
receive WIL ÷ 5 (round up) points of armor, reducing
the amount of damage inflicted. They also receive a
+10 modifier when resisting any other sleights.
Psychic Stab
NOTE: Psychic Stab
Psi Type: Active Action: Complex
Range: Touch Duration : Instant
Strain Mod: +0 Skil: Psi Assault
Psychic Stab is an offensive sleight that seeks to inflict
physical damage on the target’s brain and nervous
system. Each successful attack inflicts 1d10 + (WIL ÷
10, round up) damage. Increase the damage by +5 if
an Excellent Success is scored.
Scramble
NOTE: Scrambl e
Psi Type: Passive Action: Automatic
Range: Self Duration : Constant
Scramble allows the async using the sleight to hide
from another async using the Ego Sense or Omni
Awareness sleights. Apply a +30 modifier to the defending
async’s Opposed Test.
Sense Block
NOTE: Sense Blo ck
Psi Type: Active Action: Complex
Range: Touch Duration : Temp (Action Turns)
Strain Mod: –1 Skil: Psi Assault
Sense Block disables and short circuits one of the target’s
sensory cortices (chosen by the async), interfering
with and possibly negating a specific source of sensory
input for the chosen duration. If the async beats the
target in the Opposed Test, the target suffers a –30
modifier to Perception Tests with that sense equal (doubled
to –60 if the async scores an Excellent Success).
Spam
NOTE: Sp am
Psi Type: Active Action: Complex
Range: Touch Duration : Temp (Action Turns)
Strain Mod: +0 Skil: Psi Assault
The sleight allows the async to overload and flood one
of the target’s sensory cortices (chosen by the async),
spamming them with confusing and distracting sensory
input and thereby impairing them. If the async
wins the Opposed Test, the target suffers a –10 modifier
to all tests the duration of the sleight (doubled to
–20 if the async scores an Excellent Success).
Static
NOTE: Static
Psi Type: Active Action: Complex
Range: Close Duration : Sustained
Strain Mod: +0 Skil: None
The async generates an anti-psi jamming field, impeding
any use of ranged sleights within their range. All
such ranged sleights suffer a –30 modifier. This sleight
has no effect on self or touch-range sleights.
Subliminal
NOTE: Subl iminal
Psi Type: Active Action: Complex
Range: Touch Duration : Instant
Strain Mod: +2 Skil: Control
The Subliminal sleight allows the async to influence
the train of thought of another person by implementing
a single post-hypnotic suggestion into the mind
of the target. If the async wins the Opposed Test, the
recipient will carry out this suggestion as if it was
their own idea. Implanted suggestions must be short
and simple; as a rule of thumb, the gamemaster may
only suggestions encompassed by a short sentence
(for example: “open the airlock,” or “hand over the
weapon”). At the gamemaster’s discretion, the target
may receive a bonus for resisting suggestions that are
immediately life threatening (“jump off the bridge”)
or that violate their motivations or personal strictures.
Suggestions do not need to be carried out immediately,
they may be implanted with a short trigger condition
(“when the alarm goes off, ignore it”).
Thought Browse
NOTE: Tho ugh t Brow se
Psi Type: Active Action: Complex
Range: Touch Duration : Sustained
Strain Mod: –1 Skil: Sense
Thought Browse is a less-intrusive form of mind
reading which scans the target’s surface thoughts for
certain “keywords” like a particular word, phrase,
sound, or image chosen by the async. Rather than digging
through the target’s ego as with the Deep Scan
sleight, Thought Browse merely verifies whether a
target has a particular person, place, event, or thing
in mind, which can be used by a savvy investigator to
draw conclusions without the need to invade the mind directly. Thought Browse may be sustained, allowing
the async to continue scanning the target’s thoughts
over time. The async must beat the target in an Opposed
Test for each scanned item.
PSYCHOSURGERY
Edit
NOTE: Given the reach of neuroscience in the time of
Eclipse Phase, it is easy to think of the mind as
programmable software, as something that can be
reverse-engineered, re-coded, upgraded, and patched.
To a large degree, this is true. Aided by nanotechnology,
genetics, and cognitive science, neuroscientists
have demolished numerous barriers to understanding
the mind’s structure and functions, and even
made great leaps in unveiling the true nature of
consciousness. Genetic tweaks, neuro-mods, and
neural implants offer an assortment of options for
improving the brain’s capabilities. The transhuman
mind has become a playground—and a battlefield.
Nanovirii unleashed during the Fall infected millions,
altering their brains in permanent ways, with
occasional outbreaks still occurring a decade later.
Cognitive virii roam the mesh, plaguing infomorphs
and AIs, reprogramming mind states. An “infectious
idea” is now a literal term.
In truth, mind editing is not an easy, safe, and
error-proof process—it is difficult, dangerous, and
often flawed. Neuroscience may be light years
ahead of where it was a century ago, but there are
many aspects of the brain and neural functions
that continue to confound and elude even the
brightest experts and AIs. Technologies like nanoneural
mapping, uploading, digital mind emulation,
and artificial intelligence are also comparatively
in their infancy, being mere decades old. Though
transhumanity has a handle on how to make these
processes work, it does not always fully understand
the underlying mechanisms.
Any neurotech will tell you that mucking around
in the mind’s muddy depths is a messy business.
Brains are organic devices, molded by millions of
years of unplanned evolutionary development. Each
is grown haphazardly, loaded with evolutionary leftovers, and randomly modified by an unlimited
array of life events and environmental factors. Every
mind features numerous mechanisms—cells, connections,
receptors—that handle a dizzying array
of functions: memory, perception, learning, reasoning,
emotion, instinct, consciousness, and more. Its
system of organization and storage is holonomic,
diffused, and disorganized. Even the geneticallymodified
and enhanced brains of transhumans are
crowded, chaotic, cross-wired places, with each
mind storing its memories, personality, and other
defining features in unique ways.
What this means is that though the general architecture
and topography of neural networks can
be scanned and deduced, the devil is in the details.
Techniques used to modify, repair, or enhance one
person’s mind are not guaranteed equal success
when applied to another’s brain. For example, the
process by which brains store knowledge, skills, and
memories results in a strange chaining process where
these memories are linked and associated with other
memories, so attempts to alter one memory can
have adverse affects on other memories. In the end,
minds are slippery and dodgy things, and attempts
to reshape them rarely go as planned.
The Process of Psychosurgery
NOTE: Psychosurgery is the process of selective, surgical alteration
of a transhuman mind. It is a separate field from
neural genetic modification (which alters genetic code),
neuralware implantation (adding cybernetic or biotech
inserts to the brain or nervous system), or brain hacking
(software attacks on computer brains, neural inserts, and
infomorphs), though they are sometimes combined.
Psychosurgery is almost always performed on a
digital mind-state, whether that be a real-time emulation,
a backup, or a fork. In most cases, the subject’s
mind-state is copied via the same technology and process
as uploading or forking, and run in a simulspace.
The subject need not be willing, and in these cases
the subject’s permissions are restricted. Numerous
psychosurgery simulspace environments are available,
each custom-designed for facilitating specific psychosurgical
goals and programmed with a thorough
selection of psychotherapy treatment options.
The actual process of psychosurgery breaks down
into several stages. First is diagnosis, which can
involve the use of several neuro-imaging techniques
on morphed characters, mapping synaptic connections,
and building a neurochemical model. It can
also involve complete psychological profiling and
psychometric behavioral testing, including personality
tests and simulspace scenario simulations. Digital
mind-states can be compared to records of people
with similar symptoms in order to identify related
information clusters. This analysis is used to plan
the procedure.
The actual implementation of psychosurgical alteration
can involve several methods, depending on
the desired results. Applying external modules to the
mind-state is often the best approach, as it doesn’t
meddle with complicated connections and new inputs
are readily interpreted and assimilated. For treatments,
mental health software patches compiled from
databases of healthy minds are matched, customized,
and applied. Specialized programs may be run to
stimulate certain mental processes for therapeutic
purposes. Before an alteration is even applied, it may
first be performed on a fork of the subject and run at
accelerated speeds to evaluate the outcome. Likewise,
multiple treatment choices may be applied to time-accelerated
forks this way, allowing the psychosurgeon
to test which is likely to work best.
Not all psychosurgery is performed for the subject’s
benefit, of course. Psychosurgery can be used to interrogate
or torture prisoners, erase memories, modify
behavior, or inflict crippling impairments. It is also
sometimes used for legal punishment purposes, in
an attempt to impair criminal activity. Needless to
say, such methods are often brute-forced rather than
fine-tuned, ignoring safety parameters and sometimes
resulting in detrimental side effects.
The Human Cognome Project
NOTE: The Human Cognome Project was an
academic research venture to reverse
engineer the human brain, paralleling
in many ways the Human Genome
Project and its success in deciphering
the human genome. The HCP was a
multidisciplinary undertaking, relevant
to biology, neuroscience, psychology,
cognitive science, artificial intelligence,
and philosophy of mind.
Funded and supported by scientific
and corporate entrepreneurs and early
transhumanist groups, the HCP developed
the fundamentals of digitizing an ego
and was a major driving force towards
the first transhumans with elevated
intelligence and brain capacity. The HCP
has also been instrumental in cataloging
transhuman minds and developing
databases of “mind patches” based on
the mind-states of healthy individuals for
treating mental diseases and damage.
Though most HCP data is available to the
public, some argonauts claim that certain
data is held hostage by some hypercorps,
potentially for the development of proprietary
mind-altering technologies.
After the Fall, the remnants of this
project were acquired by the Planetary
Consortium.
Psychosurgery Mechanics
Edit
NOTE: In game terms, psychosurgery is handled as a Task
Action requiring an Opposed Test. The psychosurgeon
rolls Psychosurgery skill against the target’s WIL x 3.
Apply modifiers as appropriate from the Psychosurgery
Modifiers table.
If the psychosurgeon succeeds and the subject fails,
the psychosurgery is effective and permanent. The
alteration becomes a permanent part of the subject’s
ego, and will be copied when uploaded (and sometimes
when forking).
If both sides succeed but the psychosurgeon rolls
higher, the psychosurgery is effective but temporary. It
lasts for 1 week per 10 points of MoS.
If the subject rolls higher, or if the psychosurgeon
fails their roll, the attempt does not work.
The timeframe listed for psychosurgical procedures
is according to the patient’s subjective point of view.
Since most subjects are treated in a simulspace, time
acceleration may drastically reduce the amount of
real-time such a procedure requires (see Defying Nature’s
Laws, pp. 240–241).
Mental Stress
NOTE: Psychosurgery is a modification to the transhuman
mind, and sometimes to the actual person that resides
in that mind. It is unsurprising then that psychosurgery
places stress on the subject’s mental state and
sometimes even inflicts mental traumas.
Each psychosurgery option lists a Stress Value
(SV) that is inflicted on the subject regardless of
the tests’ success or failure. If the psychosurgeon
achieves an Excellent Success (MoS 30+), this stress
is halved (round down). If the psychosurgeon rolls
a Severe Failure (MoF 30+), the stress is doubled.
Alternately, a Severe Failure could result in unintended
side effects, such as affecting other behaviors,
emotions, or memories.
If a critical success is rolled, no stress is applied at
all. If a critical failure is rolled, however, an automatic
trauma is applied in addition to the normal stress.
Some psychosurgery conditions may also affect the
SV, as noted on the Psychosurgery Modifiers table.
Roleplaying Mind Edits
NOTE: Many of the changes incurred by psychosurgery are
nebulous and difficult to pin down with game mechanics.
Alterations to a character’s personality and
mind-state are often better handled as roleplaying factors
anyway. This means that players should make a
real effort to integrate any such mental modifications
into their character’s words and actions, and gamemasters
should ensure that a character’s portrayal
plays true to their mind edits. Some psychosurgical
mods can be reflected with ego traits, while others
might incur modifiers to certain tests or in certain
situations. The gamemaster should carefully weigh a
brain alteration’s effects, and apply modifiers as they
see appropriate.
Psychosurgery Procedures
Edit
NOTE: The following alterations may be accomplished with
psychosurgery. At the gamemaster’s discretion, other
mind-editing procedures may be attempted, using
these as a guideline.
Behavioral Control
NOTE: Behavioral Con trol
Timeframe: 1 week
PM:
Limit/Boost –10; Block/Encourage –20,
Expunge/Enforce –30
SV: (1d10 ÷ 2, round up)
Commonly used for criminal rehabilitation, behavioral
control attempts to limit, block, or expunge a
specific behavior from the subject’s psyche. For example,
a murderer may be conditioned against acts of aggression,
or a kleptomaniac might be restricted from
stealing. Some people seek this adjustment willingly,
such as socialite glitterati who restrict their desire to
eat, or an addict who cuts out their craving for a fix.
Behavioral control can also be applied as an unleashing
or reinforcement. A companion may desire
to eliminate their sexual inhibitions, for example, or
a hypercorp exec may boost his commitment to place
work above all else.
A character will simply feel compelled to avoid
a behavior that is limited (perhaps suffering a –10
modifier), but will find it quite difficult to pursue a behavior
that is blocked (requiring a WIL x 3 Test, and
suffering a –20 modifier). They will find themselves
completely incapable of initiating a behavior that is
expunged, and if forced into the behavior will suffer
a –30 modifier and (1d10 ÷ 2, round up) points of
mental Stress.
Likewise, a character will feel compelled to pursue a
behavior that is boosted, and will find it hard to avoid
Behavioral Masking
NOTE: Behavioral Masking
Timeframe: 1 week
PM: –20
SV: 1d10 ÷ 2, round up
Given the ability to switch bodies, many security and
law enforcement agencies have resorted to personality
and behavioral profiling as a means of identifying
people even when they resleeve. Though such systems
are far from perfect, someone’s unconscious habits
and quirks could potentially give them away. Characters
who wish to elude identification in this way may
undergo behavioral masking, which seeks to alter and
change the character’s unconscious habits and social
cues. Apply a +30 modifier when defending against
such identification systems and Kinesics Tests.
Deep Learning
NOTE: Deep Learning
Timeframe: Skill Learning Time ÷ 2
PM: +20
SV: 1
Using tutorial programs, memory reinforcement protocols,
conditioning tasks, and deep brain stimulation,
the subject’s learning ability is reinforced, allowing
them to learn new skills more quickly.
Emotional Control
NOTE: Emotion al Con trol
Timeframe: 1 week
PM:
Limit/Boost –10; Block/Encourage –20,
Expunge/Enforce –30
SV: (1d10 ÷ 2, round up) + 2
Similar to behavioral control, emotional control seeks
to modify, enhance, or restrict the subject’s emotional
responses. Some choose these modifications willingly,
such as limiting sadness in order to be happier, or
encouraging aggression in order to be more competitive.
Mercenaries and soldiers have been known
to expunge fear. Foll
Interrogation
NOTE: In terrog ation
Timeframe: Variable (gamemaster discretion; 1 week default)
PM: +30
SV: 1d10
Psychosurgery can be used for interrogative purposes
via the application of mental torture and manipulation.
A successful Psychosurgery Test applies a +30
modifier to the Intimidation Test for interrogation
Memory Editing
NOTE: Memory Editing
Timeframe: 1 week (2 weeks adding/replacing)
PM: –10 (willing) or –30 (forced)
SV: (1d10 ÷ 2, round up)
By monitoring memory recall (forcibly invoked if necessary),
psychosurgeons can identify where memories
are stored in the brain and target them for removal.
Memory storage is complex and diffused, however,
and often linked to other memories, so removing one
memory may affect others (gamemaster discretion).
Adding or replacing memories is a much more complicated
operation and requires that such memories be
copied from someone who has experienced them or
manufactured with XP software. Even when successfully
implanted, fake memories may clash with other
(real) memories unless those are also erased.
Personality Editing
NOTE: Person ality Editing
Timeframe: 1 week
PM: Minor –10; Moderate –20, Major –30
SV: (1d10 ÷ 2, round up) + 3
Possibly the most drastic psychosurgery procedure,
personality editing involves altering the subject’s core
personality traits. The personality factors that may be
modified is almost unlimited, including traits such as
openness, conscientiousness, altruism, extroversion/
introversion, impulsiveness, curiosity, creativity, confidence,
sexual orientation, and self-control, among
others. These traits may be enhanced or reduced to
varying degrees. The effect is largely reflected by roleplaying,
but the gamemaster may apply modifiers as
they see fit.
Psychotorture
NOTE: Psycho torture
Timeframe: Variable
PM: +30
SV: 1d10 SV per day
Psychotorture is mental manipulation for the simple
intention of causing pain and anguish, reflected in
game terms as mental stress and traumas. Prolonged
torture can lead to serious mental disorders or worse.
Psychotherapy
NOTE: Psycho therapy
Timeframe: Variable
PM: +0
SV: 0
Therapeutic psychosurgery is beneficial for characters
suffering from mental stress, traumas, and disorders. A
successful Psychosurgery Test applies a +30 modifier
to mental healing tests, as noted on p. 215.
Skill Implants
NOTE: Skill Imprints
Timeframe: 1 week per +10
PM: +0
SV: 1 per +10
Skill imprinting is the use of psychosurgery to insert
skill-set neural patterns in the subject’s brain, temporarily
boosting their ability. Skill imprints are artificial
boosts, however, degrading at the rate of –10 per day.
No skill may be boosted higher than 60.
Skill Suppression
NOTE: Skill Supp ression
Timeframe: 1 day per –10
PM: –10
SV: 1 per +10
Skill suppression attempts to identify where skills are
stored in the brain and then block or remove them.
The subject’s skill is impaired and may be lost entirely.
Tasping
NOTE: Tasping
Timeframe: 1 day
PM: +10
SV: 1
Tasping is the use of deep brain stimulation techniques
to tickle the mind’s pleasure centers. Though this
procedure is often used for therapeutic purposes for
patients suffering from depression or other mental
illnesses, the intent with tasping is to overload the
subject into a prolonged state of almost unendurable
bliss. Such stimulation is highly addictive, however, so
character’s exposed to it for any length of time (over
1 hour, subjective) are likely to pick up the Addiction
trait (p. 148). Some criminal organizations have been
known to use tasping addiction and rewards as a
means of controlling those under their thrall.
Psychosurgery Modifiers
NOTE: Psy chosurgery Modifiers
Situation
Psychosurgery Test Modifier SV Modifier
Improper Preparatory Diagnosis –30 +1
Safety Protocols Ignored +20 x2
Simulspace Time Acceleration –20 +2
Subject is an AI, AGI, or uplift –20 +1
The Lost
NOTE: <begin excerpt>
PSICLONE Project Quarterly Board Meeting
2nd Quarter 8 AF
FUTURA Project Conclusion—
Executive Summary Report
Prepared by Dr. Amelia Sheppard
Per request, I have compiled a review of the
Futura Project and its fallout, 5 years after
whistleblowers and intense media attention
forced us to end the project and release the
remaining subjects (dubbed “the Lost” by
popular media).
Futura was a joint initiative spearheaded by
Hanto Genomics and strongly backed by Cognite,
with numerous other partners (complete
list). The project was initially proposed by my
mentor, Dr. Antonio Pascal, whose team had
proven the feasibility of Accelerated Life Experience
Training (ALET) after a series of pilot
studies with two small (N<1000) samples.
While it is true that these early pilot studies
used both older subjects and a lesser amount
of time dilation, the rationale for the Futura
Project’s ambitious program was justified by a
remarked decrease in transhumanity’s population
due to the Fall, a system-wide stagnant
population growth rate (blamed on various
factors including increased longevity, available
contraception, and rising despair over troubling
times), as well as a desire to move aggressively
into a new technological sector in the hopes of
obtaining a competitive advantage.
Futura began immediately in the wake
of the Fall with an initial seed population
of test subjects culled from extant genetic
material and gestated to between 1 week and
6 months after birth. Of these, less than 10%
were live births from either a surrogate or
genetic birth mother who had perished during
the Fall. The majority came from our Lunar and
Martian labs and were brought to term within
an exowomb.
After the sample was selected, all subjects
were sleeved into our fast-growth futura-brand
biomorph bodies and inducted into customized
simulspace accelerated learning environments.
The project made extensive use of emergent
technologies and techniques culled from recaptured
TITAN facilities, including neogenetic
traits for the futura morphs and time distortion
applications for captive simulspace populations.
Futura ran concurrently on three different
research stations with a combined staff of
2,211 researchers and support personnel and
45 AGIs custom-programmed for expert child
development. Project goals were to raise each
child to a subjective 18 years life experience in
3 years objective time.
Despite omnipresent observation and
real-time adjusting of the simulspace and educational
programming for optimal normality,
somewhere along the way the project suffered
a breakdown in quality assurance and parameter
monitoring that resulted in a near total
failure at empathy modeling. We first observed
this effect 11 months into the project when the
subjects had aged to approximately 6 years of
age. Incidences of animal cruelty and acting
out had spiked, though at that time they remained
within acceptable standards. Over the
next few months this trend continued and Dr.
Pascal authorized the usage of more authoritative
“parenting” to attempt to correct for the
borderline sociopathic behavior that was being
exhibited by 23.19% of all subjects by the 18-
month mark (9 years of age).
We now know that these changes had
the unintended consequence of suppressing
overt displays of cruelty and violence and
merely taught the majority of subjects how
to conceal their psychoses. It was also at this
time that the first deaths occurred. The initial
waves were thought to be accidents and
both the victim and perpetrator were usually
backed up to a week or so of subjective time.
Post-project analysis now shows that 43.87%
of our subjects had engaged in at least one
act of premeditated murder by the 24-month
mark (12 years of age) and the counseling
protocols were only training them how to lie
more effectively.
It was at this point that myself and Dr.
Aaron Bharani advocated pulling the plug on
the project and bringing the subjects out to
real time and intensive counseling. Dr. Pascal
vetoed our concerns without ever taking them
to the board. As the project spiraled towards
its conclusion, a fork of Dr. Bharani went public
at the 34 month mark, inciting a firestorm of
controversy. While Dr. Pascal successfully tied
up investigators, hoping to see the project
through to its conclusion, the incident at our
Legacy research station occurred. Initial findings
concluded that one or more of the subjects
had escaped the program and were in fact
responsible for the habitat’s environmental failures
and the thousands of subsequent deaths.
In the face of intense public and private
scrutiny, many of the partners involved in
the project attempted to pull out and even
eliminate all traces of their involvement. In the
resulting chaos, an estimated subjects
were quietly released into the system’s general
population. It was only after this occurred that
all known subjects were identified as having
been infected with the Watts-Macleod strain
of the Exsurgent virus, though when and how
this occurred remains troubling and unclear.
Though later orders resulted in all remaining
subjects being euthanized and/or backed up
into cold storage, only of the released
subjects were recaptured. Of the rest, pursued
sanctuary with sympathetic authorities,
went public and submitted themselves
to extensive psychotherapy, were killed in
incidents of violence and not resurrected, and
the rest presumably went into hiding.
<end excerpt>
THE MESH
Edit
NOTE: Before the Fall, humanity interfaced with each other through the internet, interconnected networks that served as the technical backbone for the evolving world wide web. While it began as a electronic medium for retrieving information from various sources (replacing even older paper-based infosources), succeeding generations emphasized digital communities and hosted services such as networking sites, wikis, blogs, and folksonomies. These facilitated openness, collaboration, and sharing, thereby laying the groundwork for a modern, interconnected information society. Further stages emphasized wireless interaction, geolocation, and semantic web approaches and achieved quantum leaps in the realm of user interaction with the advent of brain-computer interfaces, augmented reality (AR), virtual reality (VR), and experience playback (XP).
This environment, coupled with the exponentialgrowth of processing power and memory storage, created an evolutionary path for the development of intelligent agents—designed to augment human information processing—that then transformed into artificial intelligences (AIs) in the following decades. While these “weak” AIs did not possess the full range of human cognitive abilities, tended towards overspecialization, and were restrained by programmed limitations, the digital evolution toward artificial general intelligences (AGIs)—”strong” AIs with intelligence capabilities that equaled or exceeded human abilities—could not be halted. From this point it was but a matter of time before so-called seed AI would come into existence, machine minds capable of recursive self-improvement, leading to an exponential growth in intelligence. Unfortunately for humanity, the TITANs were the result.
Even before the Fall, however, the internet of old was transforming into something new. Instead of connecting via central servers, users were wirelessly linking to each other, creating a decentralized intermeshed network of handheld devices, personal computers, robots, and electronic devices. Users were online all of the time and connected with everything and everyone around them in a ubiquitous computing environment. This was especially true of those participating in humanity’s expansion into space. Disconnected from the internet due to distance and light-speed communication lags, these users were nevertheless connected with all of the people and objects in their nearby environment or habitat, creating local wireless mesh networks. Thus was the mesh born, taking the place of the old internet of earth, lost during the Fall.
MESH CAPABILTIES
Edit
NOTE: The mesh, as it exists in Eclipse Phase, is only possible
thanks to major developments made in computer and
communication technologies and nanofabrication.
Wireless radio transmitters and receivers are so unobtrusively
tiny that they can literally be factored into
anything. As a result, everything is computerized and
connected, or at least tagged with a radio frequency
ID (RFID) chip. Even food is tagged with edible chips,
complete with expiration date and nutritional content.
Other communications mediums, such as laser and
microwave links, add to the information flow.
Data storage technology has advanced to such high
levels that even an individual user’s surplus storage
capacity can maintain an amount of information
easily surpassing the entire 20th-century internet.
Lifeloggers can literally record every moment of their
life and never fear about running out of room. The
amount of data that people carry around in the mesh
inserts in their head or in portable ecto personal computers
is staggering.
Processing capabilities also exist at hyper-efficient
levels. Even massive supercomputers are a thing of the
past when modest handheld devices can fulfill almost
all of your needs, even while simultaneously running a
personal AI assistant, downloading media, uploading
porn, and scanning thousands of newsfeeds. Within
the mesh network, devices that near their processing
limits simply share the burden with devices around
them, creating a massively distributed framework that
in some ways is like an entire supercomputer to itself,
shared by everyone.
Similarly, transmission capacity now far exceeds
most citizens’ definition of need. Anyone born within
the last several generations has always lived in a world
in which hyper-realistic, multi-sensory media of nearly
any length is available for instantaneous download
or upload from anywhere. Massive databases and
archives are copied back and forth with ease. Bandwidth
is such a non-issue that most people forget it ever
was. In fact, given the sheer amount of data available,
finding the information or media you’re looking for
takes considerably longer than downloading it. The
mesh is also never down. As a decentralized network,
if any one device is taken offline, connections merely
route around it, finding a path via the thousands if not
millions of available nodes. Similarly, the entire mesh
behaves like a peer-to-peer network, so that large transfers
are broken into manageable chunks that take independent
routes. In fact, most users maintain personal
torrent archives that are publicly accessible and shared.
Private networks still exist, of course. Some are
physically walled away behind closed-access wired networks
or even wireless-inhibiting infrastructure that
keep a network isolated and contained. Most, however,
operate on top of the public mesh, using encrypted
tunneling protocols that provide private and secure
communications over unsecured networks. In other
words, these private networks are part of the mesh
along with everything else, but only the participants can interact with them thanks to encryption, user authentication,
and message integrity checking.
With the factionalization of transhumanity, attempts
to unify software into standard formats have
still failed. However, different operating systems
or protocols are rarely an obstacle anymore due to
easily accessible conversion tools and AI-aided compatibility
oversight.
Meshing Technologies
NOTE: Almost all biomorphs in the solar system are equipped
with basic mesh inserts (p. 300)—implanted personal
computers. These implants are grown in the brain via
non-intrusive nanosurgery. The processor, wireless
transceiver, storage devices, and other components
are directly wired to the user’s cerebral neuronal cells
and cortical centers responsible for language, speech,
and visual perception among others. Thought-tocommunication
emulations (so called transducing)
enables the user to control the implant just by thinking
and to communicate without vocalizing. Input
from the mesh inserts is transmitted directly into the
brain and sometimes perceived as augmented reality, overlaid on the user’s physical senses. In a similar
vein, the mesh inserts installed in synthmorphs and
pods are directly integrated with their cyberbrains
(creating a potential security concern as cyberbrains
are vulnerable to hacking).
External devices called ectos (p. 325) are also
used to access the mesh, though these are growing
increasingly rare given the prevalence of mesh inserts.
Ecto interface options include haptic interfaces like
touch-display controls, bracelets or gloves that detect
arm, hand, or finger movements (virtual mouse and
keyboards), eye tracking and blink control, body
scanning grids (body axis control or all-limb controls
for non-humanoids), voice controls, and more. Sensory
information is handled via lenses, glasses, earplugs
(subdermal bone-vibrating speakers), bodysuits,
gloves, nose plugs, tongue dams, and other devices
that are wirelessly linked to (or physically plugged
into) the ecto.
Information Overload
Edit
NOTE: The mesh contains massive amounts of personal and
public information shared by users, a digital commons of news, media, discourse, knowledge, environmental
data, business, and culture. Transhumans embrace
the mesh as a tool for exchange, communication,
and participation with other users, both local and far
away. As such, the mesh is an up-to-date, authoritative
source on all transhuman knowledge and activities.
Not everything online is available for free, of course,
except perhaps in the autonomist zones. Quite a bit of
proprietary data is kept off the grid in secure storage
or sequestered away in private networks. Some of this
is for sale, and heavily encumbered with digital restrictions—
software, media, nanofabrication blueprints,
skillsofts, etc. A thriving open source movement offers
free and open source alternatives to much proprietary
data, however, and numerous digital piracy groups
deal out cracked versions of proprietary material,
despite pressure from some authorities. Other data is
simply secured from competitive interests (hypercorp
research projects) or is an extremely private affair,
such as ego backups.
Spimes
NOTE: Along with the accumulated data of transhuman
affairs, the mesh is also cluttered with information
derived from untold numbers of wireless-capable sensor-
enabled devices that continuously update the mesh
with their location, sensor recordings, and other data.
Colloquially called “spimes,” these location-aware,
environment-aware, self-logging, self-documenting
objects broadcast their data to anyone who cares to listen. Since visual, auditory, and other sensors are
absurdly tiny and inexpensive, they are ubiquitously
incorporated into nearly every object or product a
person might wear, apply, use, or internalize. This
allows almost any user to reach out through the mesh
and gather environmental data and ambient sensor
recordings from a specific location (or at least public
locales—private areas typically block such signals or
Surveillance, Privacy, and Sousveillance
Legacy of the TITANs
NOTE: Given the technical capabilities of modern personal computers, supercomputers and cutting-edge wired
broadband are not needed. But there is another reason they are avoided: the TITANs.
Mainframes, hive-mind clusters, and massively parallel distributed computing parallel hive-mind systems
are all considered potential dangers in Eclipse Phase, as they possess sufficient processing power and data
capacity to enable a seed AI and another potential hard takeoff singularity. Some habitats go so far as to
outlaw such systems completely under the severest of penalties: final death including the deletion of all
backups and recent forks, in most cases.
Those supercomputers that habitats do allow are “hard networks” that control a habitat’s most crucial
systems like orbit maintenance thrusters, life support, communications, power, or cutting-edge hypercorp
R&D projects. These systems are typically physically wired, heavily monitored, and locked down in electronic
data processing centers with strong access restrictions and ruthless real-world security measures.
Similarly, AIs themselves are quite often heavily restricted, and it is not unusual for AGIs to be outright
banned, especially in the inner system and Jovian Republic. Most intelligent programs are limited
Ecto(-Link)
NOTE: A very popular brand of mobile multifunctional
personal digital assistant
before the Fall, the ecto name became
a synonym for handheld personal
computers in the Mesh Age. Standard
implanted computers are also sometimes
referred to as endos to reflect
the difference between an external
and an internal device.
No matter if ecto or endo, modern
computers are governed by an operating
system (OS), a multifunctional
suite of programs that includes media tools, a mesh browser, locator, socializing
programs (messenger, socnet
updater), cartography and navigation
software, language translation
software, and similar software tools.
OS designs are highly customizable,
allowing plug-and-use add-ons for
whatever additional software and
gadgets are desired. Typically, the
user’s muse (personal AI assistant)
facilitates software interactions.
The ecto itself is typically the size
of 20th-century credit card and can be molded and shaped into different
forms due to smart material construction.
They are often worn as jewelry or
clothing accessories, particularly bracelets.
The user interface varies according
to user preference. Wireless-enabled
contacts and earbuds equip users who
lack mesh implants, enabling them to
experience augmented reality and the
ecto’s AR control interface. Standard
entoptic control interfaces are also
available via wireless radio, skinlink,
and direct fiberoptic line.
INTERFACING: AR, VR, AND XP
Edit
NOTE: Mesh media is accessed using one of three protocols:
augmented reality (AR), virtual reality (VR), or experience
playback (XP).
Augmented Reality
Edit
NOTE: Most users perceive data from the mesh as augmented
reality—information overlaid on the user’s
physical senses. For example, computer-generated
graphics will appear as translucent images, icons,
or text in the user’s field of vision. While visual AR
data—called entoptic data—is the most common,
other senses may also be used. AR input includes
acoustic sounds and voices, odors, tastes, and
even tactile sensations. This sensory data is highresolution
and seemingly “real,” though it is usually
presented as something ghostly or otherwise
artificial so as not to be confused with real-world
interactions (and also to meet safety regulations).
User interfaces are customized to the user’s preferences
and needs, both graphically and content-wise.
Filters allow users to access the information they
are interested in without needing to worry about
extraneous data. While AR data is typically placed
in the user’s normal field of vision, entoptics are not
actually limited by this and may be viewed in the
“mind’s eye.” Nevertheless, icons, windows and other
interaction prompts can be layered, stacked, toggled,
hidden, or shifted out of the way if necessary to interact
with the physical world.
Avatars
NOTE: Every mesh represents themselves online via a digital
avatar. Many people use digital representations
of themselves, whereas other prefer more iconic
designs. This may be an off-the-shelf look or a
customized icon. Libraries of avatars may also be
employed, enabling a user to switch their representation
according to mood. Avatars are what other
users see when they deal with you online—i.e., how
you are represented in AR. Most avatars are animated
and programmed to reflect the user’s actual
mood and speech, so that the avatar seems to speak
and have emotions.
E-Tags
NOTE: Entoptic tags are a way for people to “tag” a physical
person, place, or object with a piece of virtual data.
These e-tags are stored in networks local to the tagged
item, and move with the item if it changes location. E-tags are viewable in AR, and can hold almost any
type of data, though short notes and pictures are the
most common. E-tags are often linked to particular
social networks or circles within that network, so that
people can leave notes, reviews, memorabilia media,
and similar things for friends and colleagues.
Skinning
NOTE: Since reality can be overlaid with entoptics of hyper-real
quality, modern users can “skin” their reality by modifying
their perceptual input. Environments around them
may be modified to fit their particular tastes or mood.
Need your spirits boosted? Pull up a skin that makes it
seems like you’re outdoors, with the sun shining down,
the sounds of gentle surf in the background, and butterflies
drifting lazily overhead. Pissed off? Be comforted as
flames engulf the walls and thunder grumbles ominously
in the distance. It is not uncommon for people to go
about their day, accompanied by their own personal
soundtrack that only they can hear. Even olfactory and
taste receptors can be artificially stimulated to experience
sensations like the smell of roses, fresh air, or freshly-
baked pastries. While originally developed to make
“space food” less distasteful and as a method to counter
space-induced cabin fever for those that weren’t born in
space, vast archives of aromas, tastes, and environments
are available for download.
Skins do not need to be kept private, they may
also be shared with others via the mesh. Tired of
your cramped habitat cubicle? Decorate it with a custom-themed skin and share it with visitors to make
them feel more comfortable. Found a new music track
that livens up your day? Share it with others around
you, so they can nod to the same beat.
Skinning can also be used for the opposite effect.
Any undesired content of reality can be edited out,
veiled, or censored by modern software programs or
muses that engage in real-time editing. Tired of looking
at someone’s face? Add them to your killfile, and
you’ll never have to acknowledge their presence again.
AR censorware is also common in some communities
with strict religious or moral convictions.
Virtual Reality
Edit
NOTE: Virtual reality overrides the user’s physical senses and
places them inside an entirely computer-generated
environment called a simulspace. While AR is used
for all common day activities and interactions, VR is
used mainly for recreation (gaming, virtual tourism,
escapism), socializing, meeting (when face-to-face
meetings are not possible), and training. Dedicated
networks with high-capacity information processing
are required to render and run large and complex
hyper-real simulspaces with many users, and these
are often hard-wired for additional stability. Smaller
simulspaces capable of hosting a smaller amount of
users can be run on a smaller distributed network of
linked devices. Many infomorphs and AIs effectively
reside within simulspaces, and some transhumans
have sworn off the physical world altogether.
Defying Nature's Lws
NOTE: A plethora of simulspace environments are available,
ranging from simulations of real places to historical
recreations to fantastic worlds representing almost
every genre imaginable. All of these simulations are
bolstered by the fact that possible scenarios are not
bound by the laws of nature. The fundamental forces
of reality and nature, like gravitation, electromagnetism,
atmosphere, temperature, etc., are programmable
in VR, allowing for environments that are
completely unnatural, such as escheresque simulspace
where gravity is relative to position. These domain
rules may be altered and manipulated according to
the whim of the designer.
Time itself is an adjustable constant in VR, though
deviation from true time has its limits. So far, transhuman
designers have achieved time dilation up to
60 times faster or slower than real time (roughly one
minute equaling either one hour or one second). Time
slowdown is far more commonly used, granting more
time for simulspace recreational activities (more time,
more fun!), learning, or work (economically effective).
Time acceleration, on the other hand, is extremely
useful for making long distance travel through space
more tolerable.
Accessing Simulsapces
NOTE: Most simulspaces can be accessed through the mesh
just like any other node. Since VR takes over the
user’s sensorium, however, and sometimes involves
time perception dilation, users are cut off from other
mesh-delivered sensory input and interacting directly
with other nodes. Instead, outside mesh interactions
are routed through the simulspace’s interface (meaning
that a character may browse the mesh, communicateEvery morph with mesh inserts has the capability
to transmit or record their experiences, a form of
technology called experience playback, or XP. Since
the first programs were developed that provide a
simple interface to “snapshot” one’s experiences,
it has become extremely popular to share XP with
friends and social networks, or with the online public
at large.
The level of experiences depends on how much of
the recorded sensory perception is kept when the clip
is made. Full XP includes exteroceptive, interoceptive,
and emotive tracks. Exteroceptive tracks include the
traditional senses of sight, smell, hearing, touch, and
taste that process the outside world. Interoceptive
tracks include senses originating within the body, such
as balance, a sense of motion, pain, hunger and thirst,
and a general sense of the location of one’s own body
parts. Emotive tracks include the whole spectrum of
emotions which can be aroused in a transhumans.
Due to the biological requirements (neuronal and
endocrine systems) of expressing emotions, hardcore
XP aficionados deem only the experience in and from
biomorphs as the real deal.
with others, etc. from inside a simulspace, if the
domain rules allow it).
Since physical senses are overridden when a user
accesses VR, most people prefer to rest their body
in a safe and comfortable environment while in the
simulspace. Body-fitting cushions and couches help
users relax and keep them from cramping up or injuring
themselves if they happen to thrash around.
In case of long-term virtual sojourns (for instance,
during space travel), morphs are normally retained
in tanks that sustain them in terms of nutrition and
oxygen. Many VR entertainment and game networks
offer dedicated and hardwired physical VR cafes
with private pods. Visitors rent a pod and physically
jack in, using either access jacks or an ultrasonic
trode net that reads and transmits brain patterns
when placed on the head.
When accessing a simulspace, the user first enters
an electronic buffer “holding space” known as a
white room. Here the user chooses a customizable
avatar-like persona to represent them in the simulspace,
called a simulmorph. From this point, the user
immerses themself in the virtual reality environment,
effectively becoming their simulmorph.
Experience Playback
NOTE: Most simulspaces can be accessed through the mesh
just like any other node. Since VR takes over the
user’s sensorium, however, and sometimes involves
time perception dilation, users are cut off from other
mesh-delivered sensory input and interacting directly
with other nodes. Instead, outside mesh interactions
are routed through the simulspace’s interface (meaning
that a character may browse the mesh, communicate
with others, etc. from inside a simulspace, if the
domain rules allow it).
Since physical senses are overridden when a user
accesses VR, most people prefer to rest their body
in a safe and comfortable environment while in the
simulspace. Body-fitting cushions and couches help
users relax and keep them from cramping up or injuring
themselves if they happen to thrash around.
In case of long-term virtual sojourns (for instance,
during space travel), morphs are normally retained
in tanks that sustain them in terms of nutrition and
oxygen. Many VR entertainment and game networks
offer dedicated and hardwired physical VR cafes
with private pods. Visitors rent a pod and physically
jack in, using either access jacks or an ultrasonic
trode net that reads and transmits brain patterns
when placed on the head.
When accessing a simulspace, the user first enters
an electronic buffer “holding space” known as a
white room. Here the user chooses a customizable
avatar-like persona to represent them in the simulspace,
called a simulmorph. From this point, the user
immerses themself in the virtual reality environment,
effectively becoming their simulmorph.
Information At Your Fingertips
NOTE: FORMATION AT
YOUR FINGERTI PS
The following information is always available for most
mesh users in a normal habitat:
Local Conditions
• Local maps showing your current location, annotated with
local features of personal interest (according to your personal
preferences and filters) and your distance from them/directions
to them. Details regarding private and restricted areas (government/
hypercorp areas, maintenance/security infrastructure, etc.)
are usually not included.
• Current habitat life support (climate) conditions including
atmosphere composition, temperature.
• Current solar system and habitat orbit maps with trajectory
plots, communication delays.
• Local businesses/services, directions, and details.
Local Mesh
• Public search engines, databases, mesh sites, blogs, forums, and
archives, along with new content alerts.
• Syndicated public newsfeeds in a variety of formats, filtered
according to your preferences.
• Sensor/spime (mostly audio-visual) feeds from any public area
of the habitat.
• Private network resources (including tactical nets).
• Automatic searches for new online references to your name
and other subjects of interest.
• E-tags pertaining to local people, places, or things.
• Facial/image recognition searches of public mesh/archives to
match a photo/vid still.
Personal Information
• Morph status indicators (medical and/or mechanical): blood
pressure, heart rate, temperature, white cell count, nutrient
levels, implant status and functionality, etc.
• Location, functionality, sensor feeds, and status reports of your
possessions (via sensors and transmitters in these possessions).
• Access to one’s life-spanning personal audio-visual/XP archive.
• Access to one’s life-spanning personal file archive (music, software,
media, documents, etc.).
• Credit account status and transactions.
Social Networks
• Communications account status: calls, messages, files, etc.
• Reputation score and feedback.
• Social network status, friend updates.
• Updated event calendar and alerts.
• The public social network profiles of those around you.
• The location and status of those nearby and involved in the
same AR games as you.
Aether Jabber
NOTE: # Start Æther Jabber #
- Active Members: 2 #
1 I have to tell you, after losing Kiri and Sal to that Exsurgent
infection, my team is a lot more worried about contracting the
virus from digital sources. Actually, I’d label them as paranoid.
I don’t think they’ll ever touch any salvaged electronics again
unless they’re behind a zillion firewalls and the device is completely
isolated and tested by a delta fork loaded with every
antiviral ware we can find first. Even then, they’d rather shoot it
than access directly or hook it up to an important network. After
seeing what the virus did to Sal, I don’t blame them.
2 In our line of work, paranoia can be healthy.
1 Sure, but it’s also a pain in the ass. Security is always a tradeoff.
Firewall’s gotta have something up its sleeve that I can pass
along to the rest to put their guards at ease.
2 Yes ... and no. It’s complicated.
1 I don’t see why. Do we have a way of detecting and killing this
thing or not?
2 Sort of.
1 You’re killing me.
2 Look. Ever since the Fall, we’ve had measures in place to
detect and counteract Exsurgent infections and all of the other worms and malware the TITANs concocted. Firewall went to
great lengths to make sure that everyone had access to the
detection signatures and countermeasures—and we mean everyone.
They’ve been incorporated in almost every commercial
and open source security software released in the past decade.
Every habitat in the system—well, every one with a lick of
sense anyway—employs such measures in their chokepoints
and mesh infrastructure.
1 I sense a “but.”
2 Yes. The problem is that the Exsurgent virus and similar TITAN
infowar worms are adaptive. They’re intelligent. Even though
we mostly eradicated them from our networks, new versions
periodically pop up, using some new trick to get past the
Firewall scans and wreak havoc. Our warning and outbreak
response system has it down to a science, and such instances
are usually contained.
1 Usually.
2 Well, there’s always the chance that variants are still skipping
around out there, under our radar. What’s worse to contemplate,
though, is that we may get another major outbreak that spreads
to multiple habitats before we can contain it. That might get
very, very bad, very, very quickly.
MESH USES
Edit
NOTE: There are many reasons people use the mesh. The
foremost is communication: voice and video calls
(typically displaying avatars rather than actual
video), electronic messaging (e-mail, instant messaging,
microblogging), and file and data transfers.
Socializing is also key, handled via social and reputation
networks, personal profiles, lifelogging, chats
and conferences (both AR and VR), and discussion
groups and forums. Information gathering is also
at the top, whether its browsing the popular Solarchive
or other databases and directories, tapping
the latest newsfeeds, browsing mesh sites, tracking
your friends, taking lessons in VR, or looking up just
about anything conceivable. Recreation rounds out
the pack, covering everything from gaming (AR and
VR) to experiencing other people’s lives (XP) to VR
tourism and club-hopping.
Personal Area Networks
NOTE: Since everything a person carries is meshed, most
people maintain personal area networks that route
all of these devices through their mesh inserts or ecto,
which acts as a hub. This is both a security measure,
ensuring they maintain control over their own accessories,
and a convenience factor, as it focuses all of the
controls in one place.
Virtual Private Networks
NOTE: Virtual private networks (VPNs) are communications
networks tunneled through the mesh, which
are dedicated for a specific group of people. The
primary use of VPNs is to create privacy and security
for its users, and so they typically use security features such as ego authentication and public key
encryption. VPNs are regularly used to mesh mobile
offices into a corporate network or mesh people together
who work on or contribute a certain project.
Other VPNs—particularly social networks and rep
networks—operate with minimal security features,
simply serving as a network of specific users within
the mesh and making it easier to keep in touch,
transfer information, make updates, and so on. Most
VPNs come as specialized software suites that run
custom environmental software that integrates into
the user’s normal mesh interface and AR.
Social Networks
NOTE: Social networks are the fabric of the mesh, weaving
people together. They are the means by which most
people keep in contact with their friends, colleagues,
and allies, as well as current events, the latest trends,
new memes, and other developments in shared
interests. They are an exceptionally useful tool for
online research, getting favors, and meeting new
people. In some cases, they are useful for reaching
or mobilizing masses of people (as often illustrated
by anarchists and pranksters). There are thousands
of social networks, each serving different cultural
and professional interests and niches. Most social
networks allow users to feature a public profile to
the entire mesh and a private profile that only those
close to them can access.
Reputation plays a vital part in social networks,
serving as a measure of each person’s social capital.
Each person’s reputation score is available for lookup,
along with any commentary posted by people who
favored or disfavored them and rebuttals by the user.
Many people automate their reputation interactions,
instructing their muse to automatically ping someone
with a good review after a positive action and
to likewise provide negative feedback t
Mobile Offices
NOTE: Due to the lack of office space and the wireless accessibility
of most information, most businesses
now operate virtually, with few or no fixed offices
or even assets. Instead, individuals have become their
own mobile office. Bit-pushers and bureaucrats like
hypercorp executives, clerical workers, accountants,
and researchers—as well as innovators like artists,
writers, engineers, and designers—work wherever
they want to.
The most prominent example of this phenomenon
are the bankers of the Solaris hypercorp. Each employee
acts as a mobile one-person banking office,
managing transactions via Solaris’s robust VPN. On rare occasions, office environments are run
in simulspace with time dilation to maximize efficiency.
Since this requires the workers to access a
centralized wired network and leave their bodies
unattended while accessing simulspace, however, it
requires an extra level of physical security that is
typical only of some governmental installations and
corporate habitats.
ISLANDS IN THE NET
Edit
NOTE: In the time of Eclipse Phase, information can become
outdated quite fast, and the accessibility of new information
depends on your location. It’s easy to keep upto-
date on your local habitat/city or planetary body,
but keeping current on events elsewhere is typically
reliant on the speed of light.
If you happen to be in a station in the Kuiper Belt,
on the edge of the solar system 50 astronomical units
from the terrestrial inner planets, waiting on a message
from Mars, the signal carrying the message will
be roughly seven hours old when it reaches you. Of
course it will only reach you that fast if you are using
quantum farcast, which is only limited by the speed
of light (not to mention rare and expensive in most
habitats). If you are not using a quantum farcaster,
the signal may take even longer and is prone to interference
and noise, deteriorating the quality and
possibly losing some of the content, especially over
major distances. Whenever you start dealing with
communication between habitats, you have to factor
in the light-speed lag, the amount of time it takes
even the fastest transmission to reach you. This lag
works both ways, so trying to hold a conversation
with someone just 5 light-seconds away means that
you’re waiting at least 10 seconds to get the reply
to whatever you just said. For this reason, AR and
VR communications are almost always conducted locally,
while standard messaging is used for nonlocal
communications. For detailed discussions, it is often
simpler to send a fork of yourself (p. 273) to have the
conversation and then return.
Quantum-entanglement communicators (p. 314)
are one solution to this light-speed lag, although a
burdensome and expensive one. QE comms allow
for faster-than-light communication to an entangled
communicator, though each transmission uses up a
precious amount of quantum-entangled bits, which
are in limited supply.
Transmissions made between habitats almost
always occur via each station’s massive data relays,
where they are then distributed into the local mesh.
This bottleneck is often used by authoritarian habitats
to monitor data transmissions and even filter or censor
certain public non-encrypted content. Some messages
are also prioritized over others, potentially meaning
further delays.
The method of transmission between habitats also
sometimes matters. Radio and neutrino broadcasts
can be intercepted by anyone, whereas tight-beam
laser or microwave links are specifically used as a
point-to-point method that minimizes interception
and eavesdropping. The use of quantum farcasting
using neutrino systems is completely secure, however,
and is the most frequently-used intra-habitat link.
What these lags, bottlenecks, and prioritizations
mean is that some news and data takes a particularly
long-time to trickle from one local mesh network to
another, passing slowly from habitat to habitat. This
means that there are always gradients of information
available to different local mesh networks, typically
depending on proximity and the importance of the
information. Some data even gets lost along the way,
never making it further than a habitat or two before
it is lost in the noise. The only way to retrieve such
information is to track it down to its source.
Darkcasts
NOTE: “Darkcasts” are ranged communications that go outside
of legal and approved channels. Since certain habitats
have strict regulations on transmission content,
forking, egocasting, infomorphs, muse abilities, and
AGI code, underworld groups like the ID crew profit
by offering illegal data transmission services. Primarily
used for censored data and banned content (like illegal
XPs or malware), local organized crime factions also
often offer egocasting services complete with resleeving
and leasable morphs, allowing egos that prefer
discretion to enter or leave a habitat without drawing
attention. Though such authorities hunt down these
darkcast networks whenever they get a chance, many
habitats have a sophisticated darkcast infrastructure
that makes use of decoys, temporary communications
lines, relays, and regular transmitter relocation—not
to mention judicious bribing and blackmailing.
MESH ABUSES
Edit
NOTE: As with all things, the mesh has its darker side. At
the basic level, this amounts to flamewar-starting
trolls, stalkers, or griefers whose intent is to mess
with others for a laugh. At the more organized level,
it expands to illicit or criminal enterprises that utilize
the mesh, such as selling black/snuff/porn XPs, illegal
software, pirated media, or even egos. The most
infamous threats—thanks both to the Fall and to
the continuous sensationalism applied by media and
stern authorities—are, of course, malware and hackers.
Given the capabilities of modern hackers and the
vulnerability of many habitats—where damage to life
support systems could kill thousands—the threat may
not be over-exaggerated.
Hackers
NOTE: Whether individuals who are genuinely interested
in exploring new technologies and seeking ways to
break them in order to make them better, hacktivists
who utilize the mesh in order to undermine the
power of authorities, or “black hats” who seek to
circumvent network security for malicious or criminal
intent, hackers are a permanent fixture of the
mesh. Unauthorized network break-ins, infiltration
of VPNs, muse subversion, cyberbrain hijacking, data
theft, cyber-extortion, identity fraud, denial of service
attacks, electronic warfare, spime hijacking, entoptic
vandalism—these are all common occurrences on the
mesh. Thanks to smart and adaptive exploit programs
and assisting muses, even a moderately skilled hacker
can be a threat.
In order to counter hacking attempts, most people,
devices, and networks are protected by a mix of
access control routines, automated software intrusion
prevention systems, encryption, and layered
firewalls, typically overseen by the user’s muse who
plays the role of active defender. Extremely sensitive
systems—such as space traffic control, life support,
power systems, and hypercorporate research facilities—
are usually limited to isolated, tightly-controlled,
heavily-monitored, hard-wired networks to minimize
the risk of intrusion from snoopers and saboteurs.
Various countermeasures may be applied against
such intruders, ranging from locking them out of the
system to tracking them back and counterhacking.
Malware
NOTE: The number of worms, virii, and other malware programs
that ripped through computer systems during
the Fall was staggering. Many of these were part of
the netwar systems prepared by old Earth nation-states
and corporations and unleashed on their enemies.
Others were products of the TITANs, subversive programs
that even the best defenses had trouble stopping.
Even 10 years later, many of these are still reappearing,
brought back to life by the accessing of some longforgotten
data cache or the accidental infection of a
scavenger mucking through old ruins. New ones pop
every day, of course, many of them programmed by
criminal hacker outfits, while others that enter circulation
are modifications and variations of suspected
TITAN designs, perhaps implying that certain parties
are intentionally tinkering with this code and releasing
it into the wild. Rumors and whispers circulate that
some of these TITAN worms are even more potent and
frightening than previously hinted at, with stunning
adaptive capabilities and intelligence. These rumors
are steadfastly denied by authority figures and security
experts ... who then quietly turn around and do their
best to ensure that their own networks remain safe.
AIs AND INFOLIFE
Edit
NOTE: Self-aware helper programs were originally designed
and realized to augment transhuman cognitive abilities.
These specialized-focus AIs were then developed
into the more complete, independent digital consciousnesses
known as AGIs. The further evolution of these
digital life forms into seed AIs unfortunately led to the
emergence of the TITANs and then the Fall. This created
a rift in transhuman society as fear and prejudice
turned popular opinion against unrestricted AGIs, an
attitude of mistrust that still lingers to this day.
AIs
NOTE: The term AI is used to refer to narrow, limited-focus
AIs. These digital minds are expert programs with processing
capabilities equal to or even exceeding that of
a transhuman mind. Though they have a personality
matrix with individual identities and character, and
though they are (usually) conscious and self-aware,
their overall complexity and capabilities are limited.
The programmed skills and abilities of AIs are typically
very specific in scope and aligned towards a particular
function, such as piloting a vehicle, facilitating
mesh searches, or coordinating the functions of some
habitat sub-system. Some AIs, in fact, can only barely
be considered sapient, and their emotional programming
is usually narrow or non-existent.
AIs have a number of built-in safety features and
programmed limitations. They must serve and obey the
instructions of authorized users within their normal
functioning parameters and (in the inner system at
least) must also obey the law. They lack self-interest
and self-initiative, though they have limited empathy
and may be programmed to anticipate the needs and
desires of users and pre-emptively take action on
their behalf. Perhaps most importantly, however, is
that their psychological programming is specifically
based on universal human modes of thought and an
understanding and support of transhuman goals
and interests. This is part of an initiative to engineer
so-called “friendly AIs,” who are programmed with
sympathy towards transhumanity and all life and seek
out their best interests.
In most societies, basic AIs are considered “things”
or property rather than people and are accorded no
special rights.
Muses
NOTE: Muses
Muses are a specific type of AI designed to function
as a personal aide and companion. Most people in
Eclipse Phase have grown up with a muse at their
virtual side. Muses tend to have a bit more personality
and psychological programming than standard AIs and
over time they build up an extensive database of their
user’s preferences, likes and dislikes, and personality
quirks so that they may more effectively be of service
and anticipate needs. Muses generally have names
and reside within the character’s mesh inserts or ecto,
where they can manage the character’s personal area
network, communications, data queries, and so on.
AGIs
NOTE: AGIs are complete and fully operational digital consciousnesses,
self-aware and capable of intelligent
action at the same level as any transhuman. Most have
full autonomy and the capacity for self-improvement
by a processing similar to learning—a slow optimization
and expansion of their code that features
programmed limitations to prevent it from achieving
the self-upgrading capabilities of seed AIs. They
have more fully-rounded personalities and emotional/
empathic abilities than standard AIs, due in part to
a development process where they are literally raised
within a VR simulation analogous to the rearing of
transhuman children, and so are more fully socialized.
As a result, they have a fairly human outlook, though
some deviation is to be expected, and sometimes is
apparent in great degrees. Despite this attempt to humanize
AGIs, they do not have the same evolutionary
and biological origins that transhumans have, and so
their social responses, behavior, and goals are sometimes
off-mark or decidedly different.
AGIs bear the social stigma of their non-biological
origin and are often met with bias and mistrust. Some
habitats have even outlawed AGIs or subject them tostrict restrictions, forcing such infolife to hide their
true natures or illegally darkcast to enter habitats or
stations. AGI mind programming emulates transhuman
brain patterns sufficiently well that they can be
sleeved into biomorphs if they choose.
Seed AI
NOTE: Due to the capability for unlimited self-upgrading,
seed AIs have the capacity to grow into god-like
digital entities far beyond the level of transhumans
or AGIs. They require massive processing power and
are always increasing in complexity due to a continual
metamorphosis of their code. Seed AIs are too complex
to be downloaded into a physical morph, even
a synthetic one. Even their forks require impressive
processing environments, so doing so is rare. In fact,
most seed AIs require the capacities of hard-wired
networks to survive.
The only seed AIs known to the public are the
infamous TITANs who are widely regarded as being
responsible for the Fall. In truth, the TITANs were
not the first seed AIs and will probably not be the last.
There are no publicly known TITANs (or other seed
AIs) currently residing in the solar system, despite
circulating rumors of damaged TITANs who were left
behind on Earth, speculated TITAN activity under the
clouds of Venus, or whispers of new seed AIs hidden
away in secret networks on the edges of the system.
Transhuman Infomorphs
NOTE: For thousands of infugees, embodying a digital form
is their only choice. Some of these are locked away
in mesh-separated virtual holding areas or even inactive
storage, locked up by habitats who didn’t have
enough resources to handle them. Others are imprisoned
inside simulspaces, killing time in whatever way
they choose until an opportunity to resleeve comes
their way. Quite a few are free to roam the mesh, interacting
with physically-sleeved transhumans, keeping
up with current events, and sometimes even forming
activist political blocs to campaign for infomorph
rights or interests. Still others find or are forced into
virtual careers, slaving away in the digital sweatshops
of hypercorps or criminal syndicates. A few find companions
who are willing to bring them along in their
ghostrider module and become an integral part of
their lives, much like a muse.
Some transhumans willingly choose the infomorph
lifestyle, either for hedonism (custom simulspace and
VR games until the end of time), escapism (loss of a
loved ones leads them to write off physical concerns
for awhile), freedom (go anywhere the mesh takes
you—some have even beamed copies of themselves to
far distant solar systems, hoping someone or something
will receive their signal when they arrive), experimentation
(forking and merging, running simulations, and
weirder things), or because it is ensured immortality.
Mesh Interface
What Your Muse Can Do For You
NOTE: • Make Research Tests to find information for you.
• Scan newsfeeds and mesh updates for keyword alerts.
• Monitor your mesh inserts/ecto/PAN and slaved devices
for intrusion.
• Launch countermeasures against intruders.
• Teleoperate and command robots.
• Monitor your Rep score and alert you to drastic changes.
• Automatically provide feedback for other people’s
Rep scores.
• Run audio input through an online, real-time language
translation system.
• Put you in privacy mode and/or proactively stealth your
wireless signal.
• Falsify/fluctuate your mesh ID.
• Track people for you.
• Anticipate your needs and act accordingly, pre-empting
your requests
Non-standard AIs and AGIs
NOTE: Not all AIs and AGIs were programmed and designed
to adhere to human modes of thought
and interests. Such creations are illegal in some
jurisdictions, as they are considered a potential
threat. Several hypercorps and other groups
have initiated research into this field, however,
with varying results. In some cases these digital
minds are so different from human mindsets that
communication is impossible. In others, enough
crossover exists to allow limited communication,
but such entities are invariably quite strange.
Rumors persist that some AIs began their
life as transhuman backups or forks, who were
then heavily edited and pruned down to AIlevel
intelligences.
EVERYDAY MESH MECHANICS
Edit
NOTE: Everyone (and everything) is meshed in Eclipse Phase.
The following rules and concerns apply to standard
mesh use. Note that various mesh-related terms are
explained, along with other Eclipse Phase concepts,
under Terminology, p. 25.
Mesh Interface
NOTE: Characters have a choice of which interface to use, the
entoptic interface of basic mesh inserts or the haptic
interface of an ecto.
The basic mesh inserts used by most users allows
them to interact with AR, VR, XP, and the mesh at the
strict restrictions, forcing such infolife to hide their
true natures or illegally darkcast to enter habitats or
stations. AGI mind programming emulates transhuman
brain patterns sufficiently well that they can be
sleeved into biomorphs if they choose.
Seed AI
Due to the capability for unlimited self-upgrading,
seed AIs have the capacity to grow into god-like
digital entities far beyond the level of transhumans
or AGIs. They require massive processing power and
are always increasing in complexity due to a continual
metamorphosis of their code. Seed AIs are too complex
to be downloaded into a physical morph, even
a synthetic one. Even their forks require impressive
processing environments, so doing so is rare. In fact,
most seed AIs require the capacities of hard-wired
networks to survive.
The only seed AIs known to the public are the
infamous TITANs who are widely regarded as being
responsible for the Fall. In truth, the TITANs were
not the first seed AIs and will probably not be the last.
There are no publicly known TITANs (or other seed
AIs) currently residing in the solar system, despite
circulating rumors of damaged TITANs who were left
behind on Earth, speculated TITAN activity under the
clouds of Venus, or whispers of new seed AIs hidden
away in secret networks on the edges of the system.
Transhuman In fomorph s
For thousands of infugees, embodying a digital form
is their only choice. Some of these are locked away
in mesh-separated virtual holding areas or even inactive
storage, locked up by habitats who didn’t have
speed of thought. This is the default method of mesh
use and suffers no modifiers. They are, however, more
prone to visual and operative impairments (virtual illusions,
denial-of-service effects) when hacked.
Characters who use the haptic interface of an ecto,
however, suffer a slight delay on their mesh activities
due to manual toggling, physical controls, and physical
interaction with virtual controls. In game terms,
the use of haptics imposes a –10 skill modifier to
all mesh tests where timing is rushed (particularly
combat and or any sort of mesh use under pressure).
Additionally, increase the timeframe for mesh-based
Task Actions by +25% when interfacing via haptics.
On the positive side, ectos can be easily removed and
discarded if compromised—for this reason, many
hackers and security-conscious users use an ecto in
addition to their mesh inserts, routing all high-risk
traffic through the ecto as an extra line of defense.
Mesh ID
NOTE: Every mesh user (and, in fact, every device) has a
unique code called their mesh ID. This ID distinguishes
them from all other users and devices, and is
the mechanism by which others can find them online,
like a combination phone number, email address, and
screen name. Mesh IDs are used in almost all online interactions,
which are often logged, meaning that your
activities online leave a datatrail that can be tracked
(p. 251). Fortunately for Firewall sentinels and others
who value their privacy, there are ways around this
(see Privacy and Anonymity, p. 252). AIs, AGIs, and
infomorphs also each have their own unique mesh ID.
Accounts and Access Privileges
Edit
NOTE: Devices, networks (such as PANs, VPNs, and hardwired
networks), and services require that every user
that accesses them does so with an account. The
account serves to identify that particular user, is
linked to their mesh ID, and determines what access privileges they have on that system. There are four on the mesh. Public accounts do not require any sort
of authentication or login process, the user’s mesh ID
is enough. These accounts are used to provide access
to any sort of data that is considered public: mesh
sites, forums, public archives, open databases, social
network profiles, etc. Public accounts usually have
the ability to read and download data, and sometimes
to write data (forum comments, for example),
but little else.
User Accounts
NOTE: User accounts are the most common accounts. User
accounts require some form of authentication (p. 253)
to access the device, network, or service. Each user account
has specific access privileges allotted to it, which
are tasks the user is allowed to perform on that system.
For example, most users are allowed to upload and
download data, change basic content, and use the
standard features of the system in question. They are
not, however, usually allowed to alter security features,
add new accounts, or do anything that might impact
the security or functioning of the system. As some systems
are more restrictive than others, the gamemaster
decides what privileges each user account provides.
Security Accounts
NOTE: Security accounts are intended for users that need
greater rights and privileges than standard users, but
who don’t need control over the entire system, such
as security hackers and muses. Security access rights
usually allow for reading logs, commanding security
features, adding/deleting accounts, altering the data of
other users, and so on.
Admin Accounts
NOTE: Admin accounts provide complete control over the
system. Characters with admin rights can do everything
security accounts can, plus they can shut down/
reboot the system, alter access rights of other users,
view and edit all log files and statistics, and stop or
start any software available on the system.
Elite Exploits
NOTE: Elite Exploits
The mesh gear quality rules allow for players
and gamemasters to make a distinction between
software tools, separating the open-source,
stock-repertoire exploit tools of amateur hackers
from cutting-edge military-grade penetration
wares. While many characters will simply buy or
otherwise acquire such programs, a hacker with
the do-it-yourself ethic is likely going to want
to design their own personalized applications,
based on their playbook of closely-guarded intrusion/
counterintrusion methods.
To reflect the efforts a hacker character makes
by designing, coding, and modifying their own
customized personal arsenals, they may make a
Task Action Programming Test with timeframe
of 2 weeks. If they succeed, they upgrade one
of their software tools by one level of quality
(i.e., from +0 to +10). Multiple Programming
Tests can be made to enhance a program, but for
each level add the target modifier as a negative
modifier to the test (so upgrading a +0 suite to
+10 is a –10 modifier on the Programming Test).
Similarly, at the gamemaster’s discretion, software
tools—particularly exploits—may degrade
in quality over time, reflecting that they have
become outdated. As a general rule, such programs
should degrade in quality about once
every 3 months.
Mesh Gear Quality
NOTE: Not all gear is created equal, and this is especially true
of computers and software, where new innovations
are made on a daily basis. Keeping up-to-date with
the last specs isn’t too difficult, but on occasion the characters will get their hands on some old relic or
find themselves in secluded or decrepit places with
local systems and gear that aren’t up to date. Likewise,
they may acquire some cutting-edge gear straight
from the labs or may run up against a state-of-the-art
installation with next-generation defenses. To reflect
this, mesh tests can be modified according to the state
of the hardware or software being used, as noted on
the Mesh Gear Modifiers table
Computer Capabailities
Edit
Peripherals
NOTE: Peripherals are micro-computerized devices that don’t
need the full processing power and storage capacity of
a personal computer, but benefit from online networking
and other computerized functions. Peripherals may
run software, but the gamemaster may decide that too
many programs (10+) will degrade the system’s performance.
AIs and infomorphs are incapable of running
on peripherals, though they may access them. Peripherals
only have public and user accounts (users accounts
include security and admin functions; see p. 247).
Common peripherals include: spimes, appliances, most
cybernetic implants, individual sensors, and weapons.
Personal Computers
NOTE: Personal computers account for a wide range of computer
types, but essentially account for anything that
has the capabilities evolved from generations and generations
of personal computers to meet an everyday
user’s needs. Most personal computers are portable
and tailored for use by multiple users at a time. Personal
computers may run one AI or infomorph at a
time. They may not run simulspace programs.
Common personal computers include: mesh inserts,
ectos, and vehicles.
Servers
NOTE: Servers have much greater processing power and
data management capabilities than personal computers.
They are capable of handling hundreds of users,
multiple AIs and infomorphs, and they may run
simulspace programs. Though few are portable, some
of them come close.
Mesh Gear Modifiers
NOTE: modifier software/hardware
–30 Bashed-up devices, no-longer-supported software, relics from Earth or the early expansion into space
–20 Malfunctioning/inferior devices, buggy software, pre-Fall technology
–10 Outdated and low quality systems
0 Standard ectos, mesh inserts, and software
+10 High-quality goods, standard security-grade products
+20 Next-generation devices, advanced software
+30 Newly-developed, state-of-the-art, top-of-the-line technology
>+30 TITANs and/or alien technology
Software
Edit
NOTE: A wide manner of software is available for mesh users,
from firewalls and AIs to hacking and encryption tools
to tacnets and skillsofts. These programs are listed on
p. 331 of the Gear chapter. Like other gear, software
may enable a character to perform a task they could
not otherwise. The quality of the software may also be
a factor, applying a modifier as appropriate (see Mesh
Gear Quality, p. 247).
Some software is equipped with digital restrictions
to prevent it from being copied and shared with others.
These restrictions may be defeated, but it is a time-consuming
task, requiring a Task Action Programming Test
with a timeframe of 2 months. Thanks to the efforts
of the open source movement and numerous individual
software pirates, however, quite a bit of software is
available free or online. The availability of pirated software
or freeware will depend on the local habitat and
legalities. Finding it may be a matter of a simple search,
or it may require some use of reputation to find someone
who has it. Usually there is at least one local crime
syndicate that is willing to help you out—for a price.
Software Compatibility
NOTE: In most instances, software compatibility is not going
to be an issue for characters. Gamemasters who like
it as a plot device, however, can introduce compatibility
problems in certain cases, whether this is done
to increase drama, slow the characters down, or create
obstacles that they must overcome. Such incompatibilities
are more likely to arise when dealing with
outdated systems or devices, or at least ones that are
unlikely to have the latest patches and software updates.
Incompatibilities can also be used as a drawback
to acquiring software from untrustworthy sources.
Conflicting software issues are going to have one of
two effects. Either the software will simply not work
with certain devices, or it will inflict a –10 to –30
modifier due to instabilities and glitches. If the gamemaster
allows it, a character may reduce this penalty
by patching up the software, requiring a successful
Programming Task Action (1 day). For every 10 points
of MoS, reduce the incompatibility modifier by 10.
Traffic Filters and Mist
NOTE: Mesh networks and AR are overrun with yottabytes of
information. Though mesh inserts and ectos can deal
with a lot of data traffic in terms of bandwidth and
processing power, using filters to weed out unwanted
traffic is quite simply a necessity. This is especially true
of AR, where unwanted entoptics can clutter your
vision and distract you. Nevertheless, entoptic spam of
many flavors—advertisements, political screeds, porn,
scams—do their best to bypass these filters, and in
many areas the amount of unfiltered entoptics can be
overwhelming—a phenomenon colloquially referred
to as “mist.”
At the gamemaster’s discretion, mist can interfere
with a user’s sensory perceptions. This modifier can
range from –10 to –30, and in some cases might be
so distracting as to affect all of a character’s actions.
To lift the data fog, a character or muse must adjust
their filter settings by succeeding in an Interfacing Test
modified by the mist modifier. Alternately, the character
can completely disable AR input, but this is likely
to impede them in other ways.
Slaving Devices
NOTE: Sl aving Devices
For ease of use, as well as for privacy and security
purposes, one or more devices may be slaved to each
other. One device (usually the character’s mesh inserts
or ecto) takes the role of master, while the other
device(s) takes the role of slave. All traffic to and
from slaved devices is routed through the master. This
allows a slaved device to rely on the master’s security
features and active monitoring. Anyone that wants to
connect to or hacked into a slaved device is rerouted
to the master for authentication and security scrutiny.
Slaved devices automatically accept commands from
their master device. This means that a hacker who
penetrates a master system can legitimately access
and issue commands to a slaved device, assuming their
access privileges allow for it.
PANs are typically formed by slaving all of a character’s
devices to their ecto or mesh inserts. Similarly,
individual components of a security system (doors,
sensors, etc.) are usually slaved to a central security
node that serves as a chokepoint for anyone hoping
to hack the system. The same is often true for other
networks and facilities.
Issuing Commands
NOTE: Characters may issue commands to any slaved device
or teleoperated bot (see Shell Remote Control, p. 196)
with a Quick Action. Each command counts separately,
unless the character is issuing the same command to
multiple devices/drones.
Distance Lag
NOTE: Distance Lag
Anytime you extend your communications over great
distances, you run into the risk of time lags. Most
communications are restricted to “local” for this
reason, which generally means your local habitat
and any others within 50,000 kilometers. On planetary
bodies like Mars, Venus, Luna, or Titan, “local”
encompasses all of the habitats and linked mesh networks
on that planetary body.
If a character is searching the mesh beyond their
local area, the most efficient way is to transmit a search
AI (usually a copy of your muse) or a fork to the nonlocal
area, which will then run its search and return
completed results. This process does, however, add to
the time of transmission to the timeframe (i.e., searching
the mesh of a station 10 light-minutes away adds
20 minutes to the search as the search is transmitted
over and the results are transmitted back). Since longdistance
communications are sometimes interfered with
or bumped for higher-priority items, the gamemaster
can increase this time at their discretion. If the research
involves correlation and fine-tuning the search parameters
based on data accumulated from different locals,
the timeframe may be exponentially increased due to
the need for back-and-forth interaction.
If the character is simply communicating with or
accessing non-local networks, an appropriate time lag
must be introduced between communications and actions.
The effects of this lag are largely up to the gamemaster,
as fitting current distances and other factors.
Accessing Multiple Devices
NOTE: Meshed characters may connect to and interact with
numerous devices, networks, and services simultaneously.
There is no penalty for doing this, but the
character may only focus on one system at a time. In
other words, you may only interact with one system
at a time, though you may also switch between them
freely, even within the same Action Phase. You could,
for example, spend several Quick Actions to send a
message with your ecto, tell your spime oven at home
to start cooking dinner, and look up a friend’s updated
profile on a social network. You may not, however,
hack into two separate systems simultaneously.
Note that you may send the same command to
multiple slaved devices or teleoperated drones with
the same Quick Action, as noted above.
ONLINE RESEARCH
Edit
NOTE: The Research skill (p. 184) represents a character’s
ability to track down information in the mesh. Such
information includes any type of digitized data: text,
pictures, vids, XP, sensor feeds, raw data, software, etc.
This data is culled from all manner of sources: blogs,
archives, databases, directories, social networks, rep
networks, online services, forums, chat rooms, torrent
caches, and regular mesh sites of all kinds. Research
is conducted using various public and private search
engines, both general and specialized, as well as data
indices and search AIs.
Research has other uses as well. Hackers use it
when looking for specific information on a network or
device on which they have intruded. Likewise, since
everyone inevitably uses and interacts with the mesh,
Research skill is also a way to identify, backtrack, and/
or gather information on people as long as they have
not hidden their identity, worked anonymously, or
covered their identity with a shroud of disinformation
Search Challenges
NOTE: Search Ch all eng es
Due to the sheer amount of data available, finding
what you’re looking for may sometimes seem a
daunting task. Thankfully, information is fairly well
organized, thanks to the hard work of “spider” AIs
that cruise the mesh and constantly update data and
search indices. Additionally, information on the mesh
is tagged with semantics, meaning that it’s presented
with code that allows a machine to understand the
context of that information as well as a human reader
would. This helps AIs and search software correlate
data more efficiently. So finding the data is usually not
as difficult as analyzing it and understanding it. Finding
specialized or hidden info or correlating data from
multiple sources is usually the real challenge.
Perhaps a larger issue is the amount of incorrect
data and misinformation online. Some data is simply
wrong (mistakes happen) or outdated, but the nature
of the mesh means that such things can linger on for
years and even propagate far and wide as they are
circulated without fact-checking. Likewise, given
Search Capabilities
NOTE: Online research in Eclipse Phase is not the same
as just googling something. Here are five ways in
which it is vastly improved:
Pattern Recognition: Biometrics and other forms
of pattern recognition are efficient and intelligent.
It is not only possible to run image recognition
searches (in real-time, via all available spimes
and sensor feeds), but to search for patterns such
as gait, sounds, colors, emotive displays, traffic,
crowd movement, etc. Kinesics and behavioral
analysis even allow sensor searches for people
exhibiting certain behavioral patterns, such as suspicious
loitering, nervousness, or agitation.
Metadata: Information and files online come
with hidden data about their creation, alteration,
and access. A photo’s metadata, for example,
will note what gear it was taken on, who took
it, when, and where, as well as who accessed it
online, though such metadata may be easily
scrubbed or anonymized.
Data Mash-Ups: The combination of abundant
computing, archived data, and ubiquitous public
sensors enable intriguing correlations to be
drawn from data that is mined and collated. In
the midst of a habitat emergency such as a terrorist
bombing, for example, the ID of everyone
in the vicinity could be scanned, compared to
data archives to separate out those who have a
history of being in the vicinity at that particular
time, with those remaining checked against
databases of criminal/suspect history and their
recorded actions analyzed for unusual behavior.
Translation: Real-time translation of audio and
video is available from open source translation bots.
Forecasting: A significant percentage of what
people do on any day or in response to certain situations
conforms to routines, enabling easy behavioral
prediction. Muses take advantage of this to
anticipate needs and provide whatever is desired
at the right moment and in the right context. The
same logic applies to actions by groups of people,
such as economics and social discourse, making predictions
markets a big deal in the inner system.
the amount of transparency in modern society, some
entities actively engage in disinformation spreading
in order to clutter the mesh with enough falsehoods
that the truth is hidden. Two factors help to combat
this, the first being that data sources themselves have
their own reputation scores, so that untrustworthy
or disreputable sources can be identified and ranked
lower in search results. Second, many archives take
advantage of crowdsourcing—that is, harnessing the
collaborative power of mesh users (and their muses)
everywhere—to verify data integrity so that these sites
are dynamic and self-correcting.
Handling Searches
NOTE: Handling Searches
Online research is often a crucial element of Eclipse
Phase scenarios, as characters take to the mesh to
research backgrounds and uncover clues. The following
suggestions present a method of handling research
that does not rely solely on dice rolls and integrates it
with the flow of the plot.
First, common and inconsequential information
should be immediately available without requiring
a roll at all. Most characters rely on their muses to
handle searches for them, passing on the results while
the character focuses on other things.
For searches that are more detailed, difficult, or
central to the plot, a Research Test should be called
for (made either by the character or their muse).
This test indicates the process of finding links to
and/or accumulating all data that may in fact be
relevant to the search topic. This test should be
modified as appropriate to the obscurity of the topic,
ranging from +30 for common and public topics
to –30 for obscure or unusual intel. This initial
search has a timeframe of 1 minute. If successful, it
turns up enough data to give the character a basic
overview, perhaps with cursory details. The gamemaster
should use the MoS to determine the depth
of the data provided on this initial excursion, with
an Excellent Success providing some bonus details.
Similarly, a Severe Failure (MoF 30+) may result in
the character working with data that is incorrect or
intentionally misleading.
The next step is not so much accumulating links
and data as it is analyzing and understanding the
information acquired. This requires another Research
Test, again modified by the obscurity of the
topic. If the gamemaster allows it, complementary
skills (p. 173) may apply to this test, providing bonus
modifiers (for example, an understanding of Academics:
Chemistry would help research the effects of a
strange drug). Muses may also perform this task,
though their skills are typically inferior. As above,
success determines the quality and depth of the
analysis, with an Excellent Success providing the full
story and potential related issues and a Severe Failure
marking completely incorrect assumptions. The
timeframe for this phase of research largely depends
on two factors: the amount of data being analyzed
and the importance to the storyline. Gamemasters
need to carefully measure out their distribution of
intel and clues to players. Give them too much too
soon, and they may spoil the plot. Fail to give them
enough, and they may get frustrated or pursue dead
ends. Timing is everything.
Real-Time Searches
NOTE: Characters may also set up ongoing mesh scans that will
alert them if any relevant information comes up new or
updated, or is somehow changed. This is a task usually
assigned to muses for continuous oversight. Whenever
such data arises, the gamemaster secretly makes a Research
Test, modified by the obscurity of the topic. If
successful, the update is noted. If not, it is missed, though
the gamemaster may allow another test if and when the
topic reaches a wider range of circulation or interest.
Hidden Data
NOTE: It is important to remember that not everything can
be found online. Some data may only be acquired (or
may be more easily gotten) by asking the right people
(see Networking, p. 286). Information that is considered
private, secret, or proprietary will likely be stored
away behind VPN firewalls, in off-mesh hardwired
networks, or in private and commercial archives. This
would require the character to gain access to such
networks in order to get the data they need (assuming
they even know where to look).
It’s worth noting that some entities send out AIs
into the mesh with the intent of finding and erasing
data they’d rather hide, even if this requires hacking
into systems to alter such information.
SCANNING, TRACKING, AND MONITORING
Edit
NOTE: Most users leave traces of their physical and digital
presence all throughout the mesh. Accounts they access,
devices with which they interact, services they use, entoptics
they perceive—all of these keep logs of the event,
and some of these records are public. Simply passing
nearby some devices is enough to leave a trail, as nearfield
radio interactions are often logged. This electronic
datatrail can be used to track a user, both to ascertain
their physical location or to note their online activities.
Wireless Scanning
NOTE: To interface with a wireless device or network, whether
to establish a connection or for other purposes, the
target device/network must be located first. To locate
an active node, it’s wireless radio transmissions must be
detected. Most wireless devices automatically scan for
other devices in range (see Radio and Sensor Ranges, p.
299) as a matter of course, so no test is required. This
means that it’s trivial for any character to pull up a
list of the wireless devices and networks around them,
along with associated mesh IDs. Likewise, a muse or
device can be instructed to alert the user when a new
signal (or a specific user) comes into range.
Detecting stealth signals (p. 252), however, is a bit
more challenging. To detect a stealthed signal, the scanning
party must actively search for such signals, taking
a Complex Action and making an Interfacing Test with
a –30 modifier. If successful, they detect the hidden emissions.
If the character aiming for stealth engages in active
countermeasures, also requiring a Complex Action, then
an Opposed Interfacing Test is called for (with the –30
modifier still applying to the scanning party).
For covert devices that are only transmitting in
short bursts, wireless detection is only possible during
the short period the burst transmission is being made.
Physical Tracking
Edit
NOTE: Many users willingly allow themselves to be physically
tracked via the mesh. To them, this is a useful feature—
it allows their friends to find them, their loved ones to
know where they are, and for authorities to come to
their aid in the event of some emergency. Finding their
location is simply a matter of looking them up in the
local directory, no test required (assuming you know
who they are). Mesh positioning is accurate to within
5 meters. Once located, the position of the target can
be monitored as they move as long as they maintain
an active wireless connection to the mesh.
Tracking by Mesh ID
NOTE: An unknown user’s physical location can also be
tracked via their online mesh activity—or more specifically,
by their mesh ID (p. 246). Network security
will often trace intruders this way and then dispatch
security squads to bring them in. To track an unknown
user by their mesh ID alone requires a Research Test.
If successful, they have been tracked to their current
physical location (if still online) or last point of interaction
with the mesh. If the character is in privacy
mode (p. 252), a –30 modifier applies.
Tracking by Biometrics
Edit
NOTE: Given the existence of so many spimes and public
cameras and sensors, people may also be tracked by
their facial profile alone using facial recognition software.
This software scans accessible video feeds and
attempts to match it to a photo of the target. Given
the sheer volume of cameras, however, and the typical
range of false-positives and false-negatives, finding
the target often boils down to luck. Priority can be
given to cameras monitoring major thoroughfares, to
narrow the search, but this risks missing the target if
they avoid heavy traffic areas. The success of searches
of this nature is best left to gamemaster fiat, but a
Research Test can also be called for, modified appropriately
by the range of the area being watched,
whenever there is a chance the target may be spotted.
Other biometric signatures may also be used for
tracking this way, though these are usually less available
than cameras: thermal signatures (requires infrared
cameras), walking gait, scent (requires olfactory
sensors), DNA (requires DNA scanners), etc. Each
biometric scan requires a separate type of software.
Digital Acitivity Tracking
Edit
NOTE: Tracking someone’s online activities (meshbrowsing,
entoptic interactions, use of services, messaging, etc.)
is slightly more difficult, depending on what exactly
you’re after. Gathering information on a user’s public
mesh activities—social network profiles, public
forums posts, public lifelogging, etc.—is handled just
like standard online research (p. 249).
Tracking by Mesh ID
NOTE: A more investigate search can attempt to use the
target’s mesh ID (p. 246), using it as a sort of digital
fingerprint to look up where else they’ve been online.
This primarily involves checking access/transaction
logs, which are not always publicly accessible. This
sort of search requires a Research Test, handled as a
Task Action with a timeframe of 1 hour.
Sniffing
Edit
NOTE: Wireless radio traffic is broadcast through the air (or
space), meaning that it can be intercepted by other wireless
devices. “Sniffing” involves the capture and analysis
of data traffic flowing through the wireless mesh.
To eavesdrop on wireless communications, you need
a sniffer program (p. 331) and you must be within
radio range (p. 299) of the target (alternately, you can
access a device that is within radio range of the target,
and sniff from that location). To capture the information
you must succeed in an Infosec Test. If successful,
you capture data traffic from any targeted devices in
range. Note that sniffing does not work on encrypted
traffic (including VPNs and anything else using public
key cryptography) as the results are gibberish. Quantum
encrypted communications cannot be sniffed.
Once you have the data, finding the information
you’re looking for can be a challenge. Handle this as
a standard Research Test (p. 245).
Remote Sniffing via Mesh ID
NOTE: Finally, a mesh ID may also be actively monitored
to see what mesh activity it engages in. This requires
special sniffer software (p. 331) and a Research Test.
If successful, the monitoring will provide information
on that user’s public mesh activities (how much is
determined by the gamemaster and the MoS), such
as which sites they access, who they message, etc. It
will not, however, uncover anything that is encrypted
(unless the encryption is broken) or anything that
takes place on a VPN (unless the VPN is hacked first),
though it will show that encrypted communications
and/or VPN use are taking place.
PRIVACY AND ANONYMIZATION
Edit
NOTE: Given how easily mesh activities are monitored, many users pursue privacy and anonymization options
Privacy Mode
Edit
NOTE: Characters who go into privacy mode hide their online
presence and activities from others to a limited degree.
The exact settings are adjustable, but typically involve
masking their social profiles and presence to other
users in the immediate vicinity, like having an unlisted
phone number. Privacy mode can also be used to limit
the use of mesh IDs and other data in access and
transaction logs, applying a –30 modifier to attempts
to research or track them by their online activity.
Stealthed Signals
NOTE: Another tactic that can be taken for privacy is to stealth
the wireless radio signals you emit. This method uses
a combination of spread-spectrum signals, frequency
hopping, and modulation to make your radio transmissions
harder to detect with scanning (p. 251). Stealthing
your signals is either a passive activity (Automatic
Action, –30 modifier on Interface Tests to locate the
signal) or an active one (Complex Action, requires an
Opposed Test to locate).
Anonymization
Edit
NOTE: Anonymization takes the issue of privacy a bit further.
The user does not just hide their mesh ID, but they
actively use false mesh IDs and take other measures to
reroute and obfuscate their datatrail. Anonymization
is a necessity both for clandestine operatives and those
engaging in illicit mesh activities.
False Mech IDs
NOTE: The easiest method of making mesh activities anonymous
is to set your muse to supply false mesh IDs in
online transactions. Though illegal in many jurisdictions,
this is an easy task for any character or muse to
do. Multiple false IDs are used, making it extremely difficult
for anyone to tie all of the user’s activities together.
This method makes it extremely difficult for anyone
to track the user’s online actions. Someone attempting
to track the character via these false mesh IDs must
beat them in an Opposed Test, pitting their Research
skill with a –30 modifier against the character’s (or
more likely, their muse’s) Infosec skill. This is a Task
Action with a base timeframe of 1 hour, adjusted
higher according to the amount of activity they hope
to track. If successful, the tracker manages to dig
together enough correlating evidence and records of
false IDs to get a picture of the character’s activities
(how thorough this picture is depends on their MoS).
If the fail, the anonymous character has effectively
camouflaged themselves in the mesh.
Actively monitoring a character who is fluctuating
their mesh ID with a sniffer program, or physically
tracking them via the mesh, is next to impossible, as
the continual shifting of IDs and intentional decoys
make it too difficult to keep up.
Anonymous Account Services
NOTE: A number of people—not just criminals, hackers, and
secret agents—have an interest in keeping some of
their affairs anonymous. To meet this demand, various
online service vendors offer anonymous accounts for
messaging and credit transfers. Some of these vendors are legit business (in places where it is legal), some
are criminals operating illegally, others are hacktivists
promoting the privacy meme, and still others are hypercorps
or other organizations offering such services
internally to their own staff/membership.
The interaction between the vendor and user is
encrypted and anonymous, with no logs kept, so even
if the vendor’s servers are hacked, an intruder will
not find any leads. While some anonymous accounts
are established for regular use, the truly paranoid use
(multiple) one-time accounts for maximum security.
One-time accounts are used for a single message (incoming
or outgoing) or credit transaction, and then
are securely erased.
Tracking an anonymous account is a practical
impossibility, and something that only an extremely
resourceful organization employing a systematic and
expensive effort could attempt.
Disposable Ectos
NOTE: Another option for those seeking privacy and security
is to simply use disposable ectos. Using this
method, all activity is routed through a specific ecto
(using its mesh ID), the ecto is used for a limited
period (until it gets hot), and then it is simply discarded
or destroyed.
MESH SECURITY
Edit
NOTE: Given the lessons of the Fall and the very real risk still
posed by hackers, virii, and similar threats, network
security is taken extremely seriously in Eclipse Phase.
Four methods are typically used: authentication, firewalls,
active monitoring, and encryption.
Authentication
NOTE: Most devices, networks (PANs, VPNs, etc.), and services
require some kind of authentication (a process
by which a system determines whether the claimed
identity of a user is genuine) before they grant an account
and access privileges (p. 246) to a user. There
are several different ways for a system to authenticate
a user. Some are more reliable and secure than others,
but for the most part, the more secure the method, the
higher the operational expenses.
Account: If you have access to an account on one
system, this may give you automatic access to related
systems or subsystems. This is typical of slaved devices
(p. 248), where access to the master automatically
grants you access to slaves.
Mesh ID: Some systems accept mesh IDs as authentication.
This is extremely common with most public
systems, which merely log the mesh ID of any user
that wishes access. Other systems will only allow
access to specific mesh IDs, but these are vulnerable
to spoofing (p. 255).
Passcode: This is a simple string of alphanumeric
characters or logographic symbols, submitted in an
encrypted format. Anyone with the passcode can
access the account.
Biometric Scan: This calls for a scan of one or more
of the user’s biometric signatures (fingerprint, palm
print, retinal scan, DNA sample, etc.). Popular before
the Fall, such systems have fallen out of use as they
are impractical with synthmorphs or users that frequently
resleeve.
Passkey: Passkey systems call for some of encrypted
code that is either hardwired into a physical device
(that is either implanted or physically jacked into
an ecto) or extracted from specialized software. Advanced
passkeys combine hardwired encryption with
physical nanotech etching to create a unique key. To
access such systems, the passkey must either be acquired
or somehow spoofed.
Ego Scan: This system authenticates the user’s ego
ID (p. 279).
Quantum Key: Quantum key systems rely on the unbreakable
encryption of quantum cryptography (p. 254).
F
Firewalls
NOTE: Firewalls are software programs (sometimes hardwired
into a device) that intercept and inspect all traffic
to and from a protected network or device. Traffic
that meets specified criteria that designates it as safe
is passed through, whereas all other traffic is blocked.
In Eclipse Phase, every network and device can be
assumed to have a firewall by default. Firewalls are
the main obstacle that an intruder must overcome, as
discussed under Intrusion Tests, p. 255.
Like other gear, firewalls come in varying quality
levels and so may apply modifiers to certain tests.
Active Monitoring
NOTE: Instead of relying on authentication and firewalls
alone, secure systems are actively monitored by a security
hacker or a muse. These digital security guards
inspect network traffic using a number of software
tools and applications that flag conspicuous events.
Active surveillance makes intrusions more difficult,
since the interloper must beat the monitoring hacker/
AI in an Opposed Test (see Intrusion, p. 254). Active
monitoring also includes monitoring any devices
slaved to the monitored system.
Characters may actively monitor their own PANs if
they so choose, though this requires a moderate level
of attention (count as a Quick Action). It is far more
common for a muse to actively guard a user’s PAN.
Encryption
Edit
NOTE: Instead of relying on authentication and firewalls
alone, secure systems are actively monitored by a security
hacker or a muse. These digital security guards
inspect network traffic using a number of software
tools and applications that flag conspicuous events.
Active surveillance makes intrusions more difficult,
since the interloper must beat the monitoring hacker/
AI in an Opposed Test (see Intrusion, p. 254). Active
monitoring also includes monitoring any devices
slaved to the monitored system.
Characters may actively monitor their own PANs if
they so choose, though this requires a moderate level
of attention (count as a Quick Action). It is far more
common for a muse to actively guard a user’s PAN.
Public Key Crypto
NOTE: In public key cryptosystems, two keys are generated
by the user, a public key and a secret key. The public
key is used to encrypt messages to that user, and is
made freely available. When messages are encrypted
using that public key, only the secret key—controlled
by the user—can decrypt them. Public key crypto is
widely used both for encrypting data traffic between
two users/networks/devices and for encrypting
files. Due to the strength of the public key system
algorithms, such crypto is essentially unbreakable
without a quantum computer (see Quantum Codebreaking,
p. 254).
Quantum Cryptography
NOTE: Quantum key distribution systems use quantum mechanics
to enable secure communications between two
parties by generating a quantum key. The major advantage
of transmitting information in quantum states is
that the system itself instantly detects eavesdropping
attempts as quantum systems are disturbed by any sort
of external interference. In practical terms, this means
that quantum encrypted data transfers are unbreakable
and attempts to intercept automatically fail. Note that
quantum crypto doesn’t work for basic file encryption,
its only use is in protecting communication channels.
While quantum key systems have an advantage over
public key systems, they are both more expensive and
less practical. In order to generate a quantum key,
the two communications devices must be entangled
together on a quantum level, in the same location,
and then separated. So quantum key encrypted
communications channels require some setup effort,
especially if long distances are involved. Since the
implementation of quantum cryptographic protocols
is an extraordinary expense, it is usually only adopted
for major high-security communications links.
Breaking Encryption
NOTE: What this means is that encrypted communications
lines and files are very safe if using public key systems,
and that data transfers are absolutely safe if using
quantum crypto. Gamemasters should take note, however:
while this may be useful to player characters, it
may also hinder them. If the characters need to get at
something that is encrypted, they’re going to need to
figure out some way to get the secret key’s passcode.
Common methods include the old standbys of bribery,
blackmail, threats, and torture. Other options involve
espionage or social engineering to somehow acquire
the passcode. Hackers could also find some other
method to compromise the system and gain inside
access, bypassing the encryption entirely.
Quantum Codebreaking
NOTE: As noted above, quantum computers can also be used
to break public key encryption. This requires an Infosec
Task Action Test with a +30 modifier and a timeframe
of 1 week (once started, the quantum computer finishes
the job on its own; the user does not need to provide
constant oversight). Gamemasters should feel free to
modify this timeframe as fits the needs of their game.
Note that quantum computers cannot break quantumencrypted
communications, only encrypted files.
INTRUSION
Edit
NOTE: The art of intrusion lies in penetrating a device’s security.
The best methods involve infiltrating a system quietly,
without catching a watchdog’s attention, by using
exploits—code glitches, flawed security protocols—to
create a path circumventing the target’s defenses. When
called for, however, a hacker can toss aside pretenses
and attempt to brute-force their way in.
Preconditions
NOTE: In order to hack a device, the hacker needs to establish
a direct connection to the target computer system. If
the hacker is making a direct wireless connection to
the target, the target system must be wireless-capable
and within range (p. 299), and the hacker must know
the target is there (see Wireless Scanning, p. 251). If
the system is hard-wired, the hacker must physically
jack in by using a regular jacking port or somehow
tapping into a cable that carries the network’s data
traffic. If the hacker is accessing the target through the
mesh, the target system must be online and the hacker
must know it’s mesh ID (p. 246) or otherwise be able
to track it down (p. 251).
Circumventing Authentication
Edit
NOTE: Circumventing Authentication
Rather than hacking in, an intruder can try to subvert
the authentication system used to vet legitimate
users. The easiest manner of doing this is to somehow
acquire the passcode, passkey, or whatever authentication
method the target uses (p. 253). With this in hand,
no test is necessary to access the system; the hacker
simply logs in just like a legitimate user and has all of
the normal access privileges of that user.
Lacking a passcode, the hacker can try to subvert
the authentication system in one of two other ways:
spoofing or forgery.
Spoofing Authenticaiton
NOTE: Using this method, the hacker attempts to disguise
their signals as coming from the legitimate, authenticated
user, rather than from themself. If successful,
the system is fooled by this masquerade, accepting the
hacker’s commands and activity as if they came from
a legitimate user. Spoofing is more difficult to pull off,
but is very effective when it works.
To spoof a legitimate user, the hacker must be using
both sniffer and spoofing software (p. 331). The
hacker must then monitor a connection between the
legitimate user and the target system, and succeed
in an Infosec Test to sniff the traffic between them
(p. 252). Apply a –20 modifier if the user has security
account privileges, –30 if they have admin rights
(p. 247). If the connection is encrypted, this will fail
unless the hacker has the encryption key.
Armed with this data, the hacker then uses it to
disguise their signals. This requires an Infosec Test,
modified by the quality of the system’s firewall and
the hacker’s spoofing program. If successful, communications
sent by the hacker are treated as coming
from the legitimate user.
Forging Authentication
NOTE: Biometric and passkey systems used for authentication
(p. 253) can potentially be forged hackers who are
able to get a look at the originals. The means and techniques
for doing so differ, and are beyond the scope of
this book, but successfully forging such systems would
allow a hacker to log in as the legitimate user.
Intrusion Tests
Edit
NOTE: In trusion Tests
Hacking into a node is a time-consuming task. The
target system must be carefully analyzed and probed
for weaknesses, without alerting its defenses. Depending
on the type of security in place, more than one test
may be called for.
Hackers require special exploit software (p. 331) to
take advantage of security holes, but software does
not a hacker make. What really counts is Infosec skill
(p. 180), which is the ability to use, modify, and improvise
exploits to their full advantage.
Defeating the Firewall
NOTE: Lacking a passcode, the hacker must break in the oldfashioned
way: discreetly scanning the target, look for
weaknesses, and take advantage of them. In this case
the hacker takes their exploit software and makes an
Infosec Test. This is handled as a Task Action with a
timeframe of 10 minutes. Various modifiers may apply,
such as the quality of the exploit software, the quality
of the Firewall, or the alertness of the target system. The
gamemaster may also modify the timeframe, shortening
it to reflect systems that are cookie-cutter common with
known security flaws or raising it as fitting for a top-ofthe-
line system with still-unreleased defenses.
By default, a hacker trying to break in this way is
pursuing standard user access rights (p. 247). If the
hacker wishes to obtain security or admin privileges on
the system, apply a –20 or –30 modifier, respectively.
If the Infosec Test succeeds, the intruder has invaded
the system without triggering any alarms. If the system is
actively monitored (p. 253), they must now avoid detection
by that watchdog (see below). If there is no active
monitor, the intruder gains the status of Covert (see Intruder
Status, p. 256). If the intruder scored an Excellent
Success, however, their status is Hidden (p. 256).
Probing: Players may choose to take the time (p.
116) when probing the target for weakness and exploits.
In fact, this is a common procedure when a
hacker wants to ensure success.
Bypassing Active Security
NOTE: If a system is also actively monitored (p. 253), the
hacker must avoid detection. Treat this as a Variable
Opposed Infosec Test between the intruder and the
monitor. The outcome depends on both rolls:
If only the intruder succeeds, the hacker has accessed
the node without the monitor or the systemnoticing. The hacker has acquired Covert status
(p. 256). If the hacker scored an Excellent Success,
their status is Hidden (p. 256).
If only the monitor succeeds, the hacking attempt
is spotted and the monitor may immediately lock the
hacker out of the system before they manage to fully
break in. The intruder may try again, but the monitor
will be vigilant for further intrusions.
If both succeed, the intruder has gained access but
the monitor is aware that something strange is going
on. The hacker acquires Spotted status.
If both fail, continue to make the same test on each
of the hacker’s Action Phases, until one or both succeed.
The Hacking Sequence
NOTE: 1. Defeat the Firewall Infosec Task Action (10 minutes)
2. Bypass Active Security Opposed Infosec Test
a. Hacker Wins with Excellent Success, Defender Fails Hidden status/+30 all tests (p. 256)
b. Hacker Succeeds, Defender Fails Covert Status (p. 256)
c. Both Succeed Spot Status/Passive Alert (p. 256)
d. Defender Succeeds, Hacker Fails Locked status/Active Alert (p. 256)
Intruder Status
Edit
NOTE: Intruder status is a simple way of measuring an
invader’s situation when they are intruding upon
a system. This status has an impact on whether the
hacker has caught any attention or if they managed
to remain unobtrusive. Status is first determined when
the intruder access the system, though it may change
according to events.
Note that intruder status is a separate matter from
account access privileges (p. 246). The latter represents
what a user can legally do on a system. The former
indicates how aware the system is of the hacker’s true
nature as an intruder.
Hidden
NOTE: An intruder with Hidden status has managed to silently
sneak into the system without anyone noticing. The
system’s security is totally unaware of their presence
and may not act against them. In this case, the hacker
is not using an account so much as they are exploiting
a flaw in the system that grants them a nebulous,
behind-the-scenes sort of presence in the system. The
hacker effectively has admin access rights, but does
not show up as an admin-level user in logs or other
statistics. Hidden characters receive a +30 modifier on
any efforts to subvert the system.
Covert
NOTE: An intruder with Covert status has accessed the
system in a manner that doesn’t attract any unusual
attention. For all intents and purposes, they appear
to be a legitimate user with whatever access rights
they sought. Only extensive checking will turn up any
abnormalities. The system is aware of them, but does
not consider them a threat.
Spotted
NOTE: Spo tted
Spotted status indicates that the system is aware of an
anomaly or intrusion but hasn’t zeroed in on the intruder
yet. The hacker appears to be a legitimate user
with whatever access rights they sought, but this will
not hold up under close scrutiny. The system goes on
passive alert (inflicting a –10 modifier to the hacker’s
activities on that system) and may engage the hacker
with passive countermeasures (p. 257).
Locked
NOTE: Locked status means that the intruder—including their
datatrail—has been pinned down by system security.
The hacker has access and account privileges, but they
have been flagged as an interloper. The system is on
active alert (inflicting a –20 modifier on the hacker’s actions)
and may launch active countermeasures (p. 257)
against the intruder.
Changing Status
Edit
NOTE: An intruder’s status is subject to change according to
their actions and the actions of the system.
Upgrading Status
NOTE: A hacker can attempt to improve their status in order
to better protect themself. This requires a Complex
Action and an Infosec Test. If the hacker has Spotted
status, this is an Opposed Test between monitor and
intruder. If the hacker wins and scores an Excellent
Success (MoS of 30+), they have upgraded their status
by one level (for example, from Covert to Hidden).
Intruders with Locked status may not upgrade.
Zeroing In
NOTE: A security hacker or muse that is actively monitoring
a system can take a Complex Action and attempt to
hone in on a Spotted intruder. An Opposed Infosec Test
is made between both parties. If the system’s defender
wins, the hacker is downgraded to Locked status.
Failing Tests
NOTE: Any time an intruder scores a Severe Failure (MoF
30+) on a test involving manipulating the system, they
are automatically downgraded one status level (from
Covert to Spotted, for example). If a critical failure
is rolled, they immediately give themselves away and
achieve Locked status.
Brute-Force Hacking
NOTE: Sometimes a character simply doesn’t have time to do
the job right, and they need to hack in now or never.
In this case the hacker engages the target system immediately,
head on, without taking any time to prepare
an attack. The hacker simply brings all of their
software exploit tools to bear, throwing them at the
target and hoping that one works. This is handled as
an Infosec Test, but as a Task Action with a timeframe
of 1 minute (20 Action Turns). The hacker receives
a +30 modifier on this test. Many hackers choose to
rush the job (see Task Actions, p. 120), in order to cut
this time even shorter.
The drawback to brute-force hacking is that it immediately
triggers an alarm. If the system is actively monitored,
the hacker must beat the monitor in an Opposed
Infosec Test or be immediately locked out as soon as
they break in. Even if they succeed, the hacker has
Locked status and is subject to active countermeasures.
INTRUSION COUNTERMEASURES
Edit
NOTE: If an intruding hacker fails to penetrate a system’s
defenses (i.e., they are Spotted or Locked, see p. 256),
then the system goes on alert and activates certain
defenses. The nature of the applied countermeasures
depends on the capabilities of the system, the abilities
of its security defender(s), and the policy of its owner/
admins. While some nodes will simply seek to kick
the intruder out and keep them shut out, others will
actively counterattack, seeking to track the intruder
and potentially hack the intruder’s own PAN.
Security Alerts
Edit
NOTE: Security alerts come in two flavors: passive and active
Passive Alert
NOTE: Passive alerts are triggered when an intruder hits Spotted
status. The system immediately flags a visual or
acoustic cue to anyone actively monitoring the system
and possibly the owner or admins. It immediately
launches one or more passive countermeasures (see
below). Depending on the system, extra security hackers
or AIs may be brought in to help investigate. If the
intruder is not encountered again or located within a
set time period (usually about 10 minutes), the alarm
is deactivated and the event is logged as an anomaly.
Depending on the security level of the system, someone
may analyze the logs at some point and try to
ascertain what happened—and prevent it from happening
again.
All intruders suffer a –10 modifier for tests involving
a system that is on passive alert.
Active Alert
NOTE: An active alert is triggered when an intruder hits
Locked status. The system immediately alerts the
owners, admins, and monitoring security agents.
Additional security assets (hackers and AIs) may be
called in. The system also launches active countermeasure
against the intruder (see below). Active alerts are
maintained for as long as the intruder is present, and
sometimes for a lengthy period afterwards just in case
the hacker returns.
Passive Countermeasures
Edit
NOTE: Passive countermeasures are launched as a precaution
whenever an intruder acquires Spotted status.
Locate Intruder
NOTE: A security hacker or AI monitoring a system may attempt
to track down the source of the passive alert.
See Zeroing In, p. 256.
Re-Authenticate
NOTE: When a passive alert is triggered, a firewall can be set
to re-authenticate all active users, starting with the
most recent. At the beginning of the next Action Turn,
everyone on the system must take an action to log back in. For intruders, this means making an Infosec
Test, modified by –10 for the passive alert, to satisfy
the system that they are a legitimate user.
Reduce Privileges
NOTE: As a protective measure, some systems will immediately
reduce access privileges available to standard
users, and sometimes security users as well. One
common tactic is to protect all logs, backing them up
and making sure no one has rights to delete them.
Active Countermeasures
Edit
NOTE: Active countermeasures can only be launched if the
intruder has acquired Locked status.
Counterintrusion
NOTE: A security hacker or guardian AI can proactively
defend a system by attacking the intruder’s source. For
this to occur, the intruder must first be successfully
traced (p. 251). Once this occurs, the security forces
can then launch their own intrusion on the hacker’s
home ecto/mesh inserts and/or PAN.
Lockout
NOTE: A system that has locked onto an intruder may also
attempt to lock them out. Lockout is an attempt to
remove the compromised account, sever the connection
between the two, and dump the hacker from
the system.
Lockout must be initiated by someone with security
or admin privileges. An Opposed Infosec Test is
made, with the intruder suffering a –20 modifier for
being Locked. If the character defending the system
succeeds, the intruder is immediately ejected from
the system and the account they used will be placed
on quarantine or deleted. That account will not be
usable again until a security audit approves it and
replaces the authentication. Any attempt to access
the system from the same mesh ID as the intruder
automatically fails.
Reboot/Shutdown
NOTE: Perhaps the most drastic option for dealing with an
interloper is to simply shut down the system. In this
case, the system closes all wireless connections (if it
has any), logs off any users, terminates all processes,
and shut itself down—thereby locking out the intruder.
The disadvantage, of course, is that the system must
interrupt its activities. For example, shutting down
your mesh inserts or ecto means losing all communication
with teammates, access to augmented reality, and
control over slaved/linked devices.
Initiating a reboot/shutdown is only a Complex
Action, but the actual process of shutdown takes
anywhere from 1 Action Turn (personal devices) to 1
minute (large hardwired networks with multiple users),
determined by the gamemaster. Rebooting a system
takes the same amount of time to get started again.
Trace
NOTE: For high-security systems, a popular countermeasure
is to track the infiltrator’s physical location via their
mesh ID (see Physical Tracking, p. 251). In most cases,
habitat physical security is subsequently alerted and
forwarded the position to take care of the criminal.
Wireless Termination
NOTE: An alternative to shutdown or rebooting is simply to
sever all wireless connections by shutting down the
wireless capabilities of the system. The system will
lose all active connections, but any intruders will be
dumped. Wireless termination is a Complex Action to
initiate and completes at the end of that Action Turn.
Re-starting wireless connectivity takes 1 Action Turn.
Joint Hacking/Securing
NOTE: Hacking will sometimes involve teams of attackers
and/or teams of defenders. A hacker might
be backed up by their muse or another team
member with moderate Infosec skills. Hard
networks are often defended and monitored
by teams of highly-skilled security hackers and
AIs. When intruding in or defending a computer
system, operators must decide whether to act
individually or in concert.
Each approach has its tradeoffs. A team that
chooses to breach or maintain a system’s security
as a team effort must allocate one character (usually
the team member with the highest Infosec
skill) as the primary actor (see Teamwork, p. 117).
Each additional character and muse adds a +10
modifier for each test (up to the maximum +30
modifier) but cannot spend time on other actions
than those performed by the team leader. When
acting in concert, teams may switch team leaders
at any time, in case group members are specialized
for certain tasks.
Alternately, both intruding and defending
teams may choose to act individually but for a
joint goal. Each hacker must make intrusions
on their own, with individual repercussions for
detection and counterintrusion, which runs the
risk of affecting all intruders if any one is Spotted
or Locked. On the other hand, a team of intruders
can pursue multiple actions simultaneously in
a coordinated manner and may temporarily overwhelm
available security. The same holds true for
system defenders, who may accomplish more by
splitting their actions, leaving some to monitor
while others launch counterintrusion attacks and
other countermeasures.
SUBVERSION
Edit
NOTE: Once an intruder has successfully invaded a device
or network, they can pursue whatever tasks they are
interested in, as fitting that particular system. Depending
on the type of account the intruder hacked, they
may or may not have access privileges to do what
they want to do. If their access rights allow it, the
activity is handled like that of a legitimate user and
no test is called for (unless the activity itself calls for
some kind of test, such as Research). For example, a
hacker who infiltrates a habitat’s security system with
a security account can monitor cameras, deactivate
sensors, review recorded surveillance footage, and so
on, as any legitimate user with security right would be
allowed to do.
Engaging in any sort of activity for which you
don’t have access rights is more difficult and requires
hacking the system. This typically requires an Infosec
Success Test, modified by the difficulty of the action
as noted on the Subversion Difficulties table. In most
cases this in not an Opposed Test even if the system is
actively monitored, unless specifically stated otherwise.
Failing such tests, however, will result in a change of
the hacker’s intruder status (see Failing Tests, p. 256).
Examples for different types of system subversion
are given in the Subversion Examples sidebar. This
is not an exhaustive list, however, and gamemasters
and players are encouraged to improvise game effects
in case an action has not been explicitly described.
Augmented Reality Illusions
NOTE: A hacker who has infiltrated an ecto, mesh inserts, or
some other device with an AR interface may inject
different kinds of visual, auditory, tactile, and even
emotional illusions into the augmented reality of
the device’s user, depending on the type of interface
used. How the hacked user will respond to the illusion
depends on a number of factors, such as whether
they are aware of the intruder (i.e., the hacker has
Spotted or Locked status), what type of interface they
are using (entoptic or haptic), and how realistic the
illusion is.
The best illusions are, of course, crafted in advance,
using the best image and sensory manipulation tools
available. Such illusions are hyper-realistic. Anyone
making a Perception Test to identify them as fake suffers a –10 to –30 modifier (gamemaster’s discretion).
An eclectic collection of software programs
offer a diverse range of AR illusions.
Hackers may also improvise illusions on the
fly, usually by patching in sensor data from others
sources, though this is more difficult and more easily
spotted (typically adding a +10 to +30 modifier to
Perception Tests). The advantage is that the hacker
can modify the illusion in reaction to the user’s actions
or environmental factors on the fly. AR illusion
software, however, also offers some template illusions
that can be modified and controlled in real-time via a
connected interface.
Whenever a user is bombarded with AR illusions, the
gamemaster should make a secret Perception Test to see
if they spot the deception. Even if they do, however, the
character may still react to them. Almost anyone will
duck when they see an object suddenly flying at their
face, as their body reacts on its own before the brain
comprehends that it’s an illusion and not a threat.
Aside from their deceptive value, illusions can be
used to distract users or otherwise impair their perceptive
faculties. For example, dark illusory clouds can
obscure vision, ear-wrenching high-volume noises can
make people cringe, and a persistent tickling sensation
might drive anyone crazy. Such effects can apply a –10
to –30 modifier to Perception Tests and other actions,
but the user can also adjust their filters and/or turn
their AR off if necessary.
Subversion Examples
NOTE: su bversion ex amples
In addition to the tasks noted under the Subversion Difficulties table,
these modifiers present some additional example actions.
modifier task
Hacking Bots/Vehicles
–0 Give orders to drones
–10 Alter sensor system parameters, disable sensors or weapon systems
–20 Alter smartlink input, send false data to AI or teleoperator
–30 Lockout AI or teleoperator, seize control via puppet sock
Hacking Ectos/Mesh Inserts
–0
Interact with entoptics, befriend everyone in range, make online
purchases using user’s credit, intercept communications, log activity
–10
Alter social network profile/status, adjust AR filters, tweak sensory
interface, change AR skin, change avatar, access VPN
–20
Block or shuffle senses, inject AR illusions, spoof commands to
drones/slaved devices
–30 Boot user out of AR
Hacking Habitat Systems
–0 Open/close doors, stop/start elevators, operate intercom
–10
Adjust temperature/lighting, disable safety warnings,
replace entoptic skin, lock doors, switch traffic timers
–20
Disable subsystems (plumbing, recycling, etc.), disable wireless links,
dispatch repair crews
–30 Override safety cutoffs
Hacking Security Systems
–0 Move/manipulate cameras/sensors, locate security systems/guards/bots
–10
Adjust patterns of sensor sweeps, view security logs,
disable weapon systems
–20 Delete security logs, dispatch security teams
–30 Disable alerts
Hacking Simulspace Systems
–0 View current status of simulspace, simulmorphs, and accessing egos
–10
Change domain rules, add cheats, alter parameters of story,
alter simulmorphs, change time dilation
–20 Eject simulmorph, alter/erase character AIs
–30 Abort simulation
Hacking Spimes
–0 Get status report, use device functions
–10 Adjust AI/voice personality settings, adjust timed operation schedule
–20 Disable sensors, disable device functions
Subversion Difficulties
NOTE: su bversion diffi culties
Difficulty modifiers for common computer tasks
modifier task
–0
Execute commands, view restricted information, run restricted software, open/close connections to other systems,
read/write/copy/delete files, access sensor feeds, access slaved devices
–10 Change system settings, alter logs/restricted files
–20 Interfere with system operations, alter sensor/AR input
–30 Shut system down, lockout user/muse, launch countermeasures at others
Backdoors
NOTE: Backdoo rs
A backdoor is a method of bypassing a system’s normal
authentication and security features. It enables a hacker
to sneak into a system by exploiting a flaw (which can
take the form of an installed program or modification
to an existing program or hardware device) that was
integrated into the system previously, either by themself
or another hacker (who shared the backdoor).
To install a backdoor, the hacker must successfully
infiltrate the system and succeed in both a Programming
and an Infosec Test (or an Opposed Infosec Test
if the system is actively monitored). The Programming
Test determines how well the backdoor is crafted and
hidden within system processes, while the Infosec Test
represents incorporating it into the system without security
noticing. Modify the Programming Test by –20
if the hacker wants to have security privileges when
using the backdoor, –30 for admin.
Once installed, using a backdoor requires no test to
access the system—the hacker simply logs on as if they
were a legitimate user, gaining Covert status. Anyone
who is aware of a backdoor’s details may use it.
How long the backdoor lasts depends on many factors
and is largely up to the gamemaster. Backdoors
are only likely to be spotted during complete security
audits, so more paranoid systems are likely to detect
them earlier. Security audits may also occur when an
intruder is Spotted but never Locked. Security audits
are a Task Action with a timeframe of 24 hours. The
character conducting the audit makes an Infosec Test to spot the back door. If the backdoor’s installer
scored an Excellent Success on their Programming
Test, this Infosec Test suffers a –30 modifier.
Crashing Software
NOTE: Intruders can attempt to crash software programs
by killing the processes that run them. This requires a
Complex Action and an Infosec Test. Note that some
software is set to immediately respawn, but this can take
from 1 Action turn to 1 minute, depending on the system.
Hackers may crash AIs, AGIs, and even infomorphs
this way, but the process is more difficult. In this case,
an Opposed Infosec Test is made against the target,
who is immediately aware they are under attack. Two
consecutive tests must succeed in order to crash an AI,
three in order crash an AGI or infomorph. If successful,
the AI/infomorph immediately reboots, which generally
takes 3 Action Turns, longer if the gamemaster chooses.
Eliminating Intrusion Traces
NOTE: Hackers who have avoided being Locked may attempt
to clean up all traces of their intrusion before they
exit a system. This involves erasing incriminating data
in the access and security logs, and otherwise hiding
any evidence of system tampering. This requires a
Complex Action and an Infosec Test, or an Opposed
Infosec Test if the system is actively monitored. If successful,
the intruder has wiped anything that might be
used to track them down later, such as mesh ID, etc.
Hacking VPNs
NOTE: Virtual private networks (VPNs) are more challenging
to hack than standard devices. Because they exist
as an encrypted network within the mesh, accessing
channels of communication within a VPN is all but
impossible without the encryption key. This means
any attempt to sniff the VPN traffic is also impossible
without the key.
The only way to hack a VPN is to hack into a
device that is part of the VPN and running the VPN
software. Once an intruder has access to such a device,
they can attempt to access the VPN. The account the
hacker has compromised may have VPN privileges, in
which case they are in. If not, they must hack access,
requiring an Infosec Test with a Minor modifier (–10).
Once access to the VPN is acquired, the hacker may
treat the VPN like any other network. They may hack
other devices on the VPN, sniff VPN traffic, track
other users on the VPN, research data hidden away
on the VPN, and so on.
Scripting
Edit
NOTE: A script is a simple program—a batch of instructions—
that a hacker can embed in a system to be executed at
a later pre-scheduled time or upon a certain trigger
event, even without the hacker being present. When
activated, the script will undertake a number of system
operations limited by the abilities of the operating
system and the access rights the hacker had when
they implemented the script in the system. Scripts are a great way for a hacker to subvert a system without
necessarily being in danger when they do it.
Scripts can be programmed on the fly or preprogrammed.
When composing the script, the character
must detail what system operations the set will call
for, in what order and at what times (or at what trigger
steps). The script cannot contain more steps/tasks
than the character’s Programming skill ÷ 10 (round
down). To program a script, the character must succeed
in a Programming Test with a timeframe determined
by the gamemaster.
To load the script, the character must have successfully
intruded in the system and must succeed
in an Infosec Test (or an Opposed Infosec Test if the
system is actively monitored). If successful, the script
is loaded into the system and will run as programmed.
Once the script is activated, it carries out the preprogrammed
sequence of actions. The programmer’s
Infosec skill is used for any tests those actions call for.
Inactivated scripts may be detected in a security
audit, just like backdoors (p. 260).
Example
NOTE: Sarlo has infiltrated a security system and wants
to arrange it so that a particular security sensor
deactivates and a door unlocks at a set time, allowing
his team to infiltrate a high-security area.
He creates a script that will activate at 2200 hours
with the following steps:
1) At 2200 hours, disable security sensor
2) Then unlock door
3) At 2230 relock door
4) Then re-enable security sensor
5) Eliminate traces
This script has 5 steps, which Sarlo can handle
with his Programming skill of 70. Sarlo succeeds in
his Programming and Infosec Tests, and the script
is loaded. It will then activate at the appropriate
time. Since Sarlo’s account did not have access
rights to perform these actions, each will require
an Infosec Test using Sarlo’s skill to succeed.
CYBERBRAIN HACKING
Edit
NOTE: Pods and synthmorphs (including some bots and vehicles)
are equipped with cybernetic brains. While this
technology allows a transhuman ego to sleeve into and
control these forms, they carry the disadvantage of being
vulnerable to hacking, like any other electronic device.
Cyberbrains are not wireless-enabled for security
reasons, but they do have access jacks (p. 306) and
are directly linked to mesh inserts. This means that
in order to hack a cyberbrain, the hacker either must
have direct physical access to the morph’s body in
order to jack in, or they must first hack into the mesh
inserts and then break into the cyberbrain from there.
Due to their importance, cyberbrains are equipped
with numerous hard-coded security features that make
intrusion very difficult. Apply a –30 modifier to all
attempts to hack into and subvert a cyberbrain. (Note that the –30 modifier for hacking an admin account
does not apply to cyberbrains.)
Cyberbrains are treated just like other systems for
intrusion and subversion purposes, but since they
house the morph’s controlling ego they present several
unique hacking opportunities.
Entrapment
NOTE: An intruding character can attempt to lock in an ego,
preventing it from evacuating the cyberbrain. The
hacker (with the –30 modifier noted above) must
beat the defending character or muse in an Opposed
Infosec Test. If successful, the ego is prevented from
transferring itself to another system.
To fully pen the ego in, the ego character and its
protecting muse must also be locked out (p. 257) from
controlling the cyberbrain’s system, otherwise the ego
could potentially be freed.
Trapped egos are quite vulnerable. They could, for
example, be subject to enforced uploading, enforced
forking, or psychosurgery.
Memory Hacking
NOTE: All cyberbrains incorporate mnemonic augmentation
(p. 307), or digitally recorded memories. A hacker
who has accessed the cyberbrain can read, alter, or
delete these memories with a successful Research or
Interfacing Test (the –30 modifier applies).
Puppeteering
NOTE: Most cyberbrains also incorporate a puppet sock (p. 307),
enabling remote users to take over the pod or synthmorph
body and control it via teleoperation or jamming
(p. 196). This allows a hacker to seize control of the body
and manipulate it remotely. To do so, the hacker must
take a Complex Action and beat the defending character
or muse in an Opposed Infosec Test; the hacker suffers
the –30 modifier noted above.
A defender who is not locked out may continue
to fight for control of the morph, using a Complex
Action. In this case, another Opposed Infosec Test
is called for. This can result in a situation where the
morph repeatedly slips control from the hacker to the
defender, or perhaps slips into a catatonic state as the
two sides battle it out.
Scorching
NOTE: Scorching
Having direct access to a cyberbrain opens the possibility
for certain kinds of attacks that are normally infeasible
due to the strict content filtering that occurs on
the link between the cyberbrain and mesh inserts. One
of these possibilities is scorching—the use of damaging
neurofeedback algorithms to harm the victim’s mind.
In order to make a scorching attack, the cyberbrain
intruder must deploy a scorch program. To utilize a
scorch program, the intruder must beat the defending
Ego in an Opposed Infosec Test. The –30 modifier for
cyberbrain hacking applies to the attacker.
Several types of scorch programs exist, with different
effects: cauterizers (damage), bedlams (stress), spasms (pain), nightmares (fear), and shutters (sensory
deprivation). These are described on p. 332 of Gear.
Shutdown
NOTE: If a cyberbrain is shut down (p. 257), the morph immediately
ceases activity, perhaps collapsing or rolling
to a stop. Pods will appear to be in a coma. The ego,
however, will be rebooted along with the cyberbrain.
Terminate Cortical Stack Feed
NOTE: The cyberbrain feeds backup data to the cortical stack.
This is a one-way connection, so the cortical stack may
not be hacked, but the transfer of data may be cut off.
This termination action requires an Opposed Infosec
Test between the hacker (with the –30 modifier) and
the defender. The ego’s backup will not be updated for
as long as the connection remains off.
RADIO JAMMING
Edit
NOTE: Radio Jamming
Radio jamming is a method of transmitting radio
signals that deliberate interfere with other radio
signals in order to disrupt communications. In the
highly-networked world of Eclipse Phase, intentional
jamming is often illegal, not to mention rude.
Radio jamming does not require any special equipment
other than a standard wireless device, such as
an ecto or mesh inserts. Jamming can be selective
or universal. Selective jamming targets a particular
device or set of devices. In order to selectively jam,
the character must have scanned the target device(s)
(p. 251). Universal devices target all radio-equipped
devices indiscriminately.
Jamming simply requires a Complex Action and an
Interfacing Test. If successful, affected devices within
range have their radio communications disrupted—
they are cut off from the mesh and may not communicate
wirelessly. Wired devices are unaffected.
Devices equipped by AIs will automatically attempt
to overcome jamming, which requires a Complex
Action (transhuman users may also do the same). In
this case, a Variable Opposed Test is made between
the jammer and defender. If the jammer wins, all communications
are blocked; if the defender wins, they
are unaffected. If both parties succeed, the defender’s
communications are impacted but not completely cut
off. The gamemaster decides how much information
the defender can get through, and how this situation
affects mesh use.
Jamming Radar
NOTE: Jamming can also be used to interfere with radar. In
this case, if the jammer makes an Interface Test. If
successful, the radar suffers interference, imposing
a –30 modifier on all sensor-related tests. The entity
operating the radar may attempt to overcome this
interference by beating the jammer in an Opposed
Interface Test.
SIMULSPACES
Edit
NOTE: Simulspaces are virtual reality environments where
the resolution advances beyond realistic high definition
and into the hyper-real. The environments they
create are comprehensive and authentic illusions, from
aspects like lighting, day or lunar cycles, and weather
down to minute details and sensations. Jacking into
a simulspace is much like crossing over into a alternate
world or reality, which is why simulspaces have
become increasingly popular in entertainment.
While simulspaces usually cannot harm characters
immersed in them as the sensory algorithms are not
intended to be offensive programs or routines, experiences
in simulspaces can have a strong psychological
impact on an ego, as the simulation is as close to
reality as you can get. A character who is “physically”
tortured within a simulspace will not be physically
harmed, but the mental stress of the experience might
still be sufficient to cause permanent traumas.
Simulmorphs
NOTE: Characters access simulspace using an avatar-like persona
called a simulmorph. This simulmorph is created by
the simulspace, based on the domain rules of the simulation
and certain characteristics of the morph or ego
accessing the simulation. Depending on the simulation,
this simulmorph may be customizable to varying degrees.
While interacting with the simulation, treat simulmorphs
as basic infomorphs for all rules purposes,
even if the egos are still possessing another morph
body in reality.
When accessing a simulspace, muses are usually not
transferred into the simulation, though they can potentially
come along if domain rules permit it. In this
case, muses are treated as separate characters within
the simulspace with their own simulmorph body.
Depending on the role a simulspace is intended to play
in the story, the gamemaster may want to invent “physical
stats” for the simulmorph bodies, especially if the
characters are likely to spend a lot of time in the simulation.
These statistics can literally be made up—it is a virtual
reality after all, and anything goes. Alternately, the
gamemaster can simply wing it and invent any necessary
statistics on the fly as the need for them comes up.
Immersion
NOTE: When a character immerses themselves in a simulspace,
they “become” the simulmorph. The character’s physical
body, typically secluded and protected in a vat or
couch, slumps inertly. While immersed, they suffer –60
on all Perception Tests or attempts to take action with
their physical morph. Characters can enter and leave
the simulspace as will, but toggling in or out takes a
Complex Action.
If the simulspace crashes or the character is otherwise
dumped from it, they immediately resume control
of their own morph as normal. VR dumpshock is
extremely jarring, and the character suffers 1d10 ÷ 2
mental stress.
External Mesh Interaction
NOTE: A character accessing a simulspace may still interact
with the mesh (and through it, the outside world)
assuming the domain rules allow for it. Any outside
interactions are subject to time dilation issues, however.
For example, in a simulspace running faster
than real time, holding a chat with someone in outside
meatspace is excruciatingly slow, as real-world
seconds translate into minutes in VR. If a character
wishes to directly access other mesh nodes, they must
toggle or log out of the simulspace.
Simulspace Rules
NOTE: Since a simulspace is an alternate world whose realism
matches reality, characters use their physical skills and
aptitudes as if they were acting in the real world with
few exceptions:
• Though intrusion and hacking can be represented
as another layer of the simulation, there is no
actual hacking within the simulspace (see Hacking
Simulspaces).
• Asyncs cannot use their psi abilities in simulspace,
though such abilities can be simulated.
• Any “physical” damage taken in the simulspace is
treated as “virtual” damage. While virtual injuries
and wounds use the same mechanics, characters
that die in a simulspace are usually simply ejected
from the simulation. In some cases “dead” characters
are brought into a white room and can
re-enter or just watch the simulation, depending
on the domain rules.
• Mental stress or trauma inflicted during a simulation
carries over to the ego as real Lucidity
damage. At the gamemaster’s discretion, some
mental stress may be reduced if the character is
aware that they are in a simulation.
Domain Rules
NOTE: Anything goes in a simulspace, as dictated by
the domain rules. A simulspace may range from approximating reality very closely to differing drastically.
Gravity might fluctuate, the visual light spectrum
might not exist, characters might heal virtual
damage effortlessly, simulmorphs may be capable of
transmogrifying into other creatures, everything might
be underwater—the possibilities are endless, limited
only by imagination. In game terms, this allows the
gamemaster to make up rules on the fly.
Cheating
NOTE: As with any good game, simulspaces provide ways
to cheat. Cheats are either built into the simulspace
software or (externally) programmed in by a hacker.
Cheats allow for a character to break the domain rules
in some way. This may be a special power, a way to
alter some environmental factor (like flying), altering
the time dilation, some sort of power-up ability, a
way to get info on other simulmorphs, or a short-cut
through part of the simulation. In game terms, cheats
might provide bonus modifiers to certain skill or stat
tests made by a simulmorph. Cheating is usually forbidden.
Players who cheat in a simulspace game and
who get caught may face eviction from the simulspace.
Hacking Simulspaces
Edit
NOTE: Since simulspaces are complex virtual environments
and often run on time dilation, hackers cannot hack
them in a normal manner when they participate in the
simulation. There are ways to affect and influence the
simulation from within, but the degree of subversion
that is achievable is limited. For this reason, hackers
rarely enter into VR to hack. Hacking into the external
system running a simulspace is just like breaking
into any other system. Use all of the standard rules for
intrusion and subversion.
Meddling from the Inside
NOTE: Within a simulspace, a hacker’s only choice for interacting
with the VR controls is through the standard
interface that any simulmorph can pull up. Typically
used for standard user features like adjusting your
simulmorph or chatting with or checking the status of other users, a clever hacker might find some ways
to subvert the system. Such options are usually limited,
however, as a number of system controls and
processes cannot be accessed and manipulated from
the inside.
Most of the hacker’s options are going to involve
meddling with the simulation and its specific domain
rules or possibly gaining access to cheats. To make a
change requires a successful Interface Test. Ultimately
the gamemaster decides what the hacker can and
cannot get away with, based on the limitations of that
particular simulspace.
Most simulspaces are monitored to prevent cheating
and abuse, though the monitors are typically preoccupied
with maintaining the simulspace as a whole,
dealing with other users, etc. At the gamemaster’s
discretion, such a monitor might get to make an Interface
Test (possibly with a modifier for distraction) to
notice the hacker’s efforts.
Hacking Simulspace from Within
NOTE: modifier task
–0 Analyze simulation parameters, view domain rules, shape appearance of simulmorph, switch simulmorph character or morph type
–10 Change probability of test outcomes, become invisible (“out-game”) to others
–20
Interfere with simulation (e.g. make it rain, generate earthquakes), generate items, ignore domain rules,
kill or lockout other simulmorphs
–30 Go into god mode, command simulated characters, take over the simulation
AIs and MUSES
Edit
NOTE: AI s and Muses
AIs are sentient but specialized programs. Like other
software, they must be run on a computerized system.
Most AIs are run on bots, vehicles, and other computerized
devices where they can assist transhuman
users or operate the machine themselves. They are also
commonly used to actively monitor computer systems
against intrusion attempts. Muses are AIs that specialize
as personal companions, always at a character’s
virtual side every since they were a child.
Sample AIs and muses can be found on p. 331 of Gear.
AI Limitations
NOTE: AIs feature a number of built-in restrictions and
limitations. To start with, they can be loaded in the
cyberbrains of pods and synthmorphs, but they may
not be downloaded into biomorph brains. As software,
they use the same rules as other software and may be
shut down, restarted, copied, erased, stored as inert
data, infected with virii, and reprogrammed. Due to
their size and complexity, only one AI (or infomorph)
may be run on a personal computer at a time (see
Computer Capabilities, p. 247), and they may not run
on peripheral devices.
While they possess cognition and intelligence, they
are incapable of self-improvement and cannot expand
their programming and skills on their own. Although they are not able to learn they do possess memory
storage that grants them the ability to remember and
a limited form of adaptation. AIs do not earn Rez
Points, nor do they have Moxie.
AIs have aptitudes no greater than 20 but are
incapable of defaulting. If they don’t possess a skill,
they don’t know how to do it. (At the gamemaster’s
discretion, they may default to field skills or similar
skills as noted on p. 173 with a –10 to –30 modifier).
They can use skills like any character in Eclipse Phase,
however they may not possess any Active skill at a
rating higher than 40 or Knowledge skill higher than
90—the maximum amount of expertise that their skill
software allows.
While AIs are programmed with personality templates
and empathy, they are generally less emotive
and difficult to read (apply a –30 modifier to Kinesics
Test made against them, when in pod bodies). When
combined with non-expressive synthetic morphs, they
are even more difficult (–60 modifier). Some AIs lack
emotive capabilities altogether and are impossible to
read with Kinesics skill.
AIs do have a Lucidity and Trauma Threshold stat,
and are capable of suffering mental stress and traumas.
Commanding AIs
NOTE: AIs and muses are programmed to accept commands
from authorized users. In some circumstances, they
may also be programmed to follow the law or some
ethical code. Programming is never perfect, however,
and AIs can be quite clever in how they interpret
commands and act on them. In most cases, an AI will
rarely refuse to follow a request or obey a command.
Given that they also usually have a duty to protect the
person commanding them, the AI may be reluctant to
follow commands that could be construed as dangerous
or having a negative impact on the user. Under
certain circumstances, preprogrammed imperatives
can force an AI to ignore or disobey their owner’s
commands (gamemaster’s discretion).
AGIs and INFOMORPHS
Edit
NOTE: The term “infomorph” is used to refer to any ego in
digital body, whether that be an AGI or the digital
emulation of a biological mind (including backups
and forks). The following rules apply to infomorph
and AGI characters.
Software Minds
NOTE: At their core, infomorphs are just programs and so
they are treated like other software in terms of rules.
They must be run on a specific personal computer or
server (see Computer Capabilities, p. 247). If that
device is shut down, the infomorph also shuts down
into a state of unconsciousness, restarting along with
the device (infomorphs may also shut themselves
down, though it is rare that they do so). If the device is
destroyed, the infomorph is killed along with it (unless
their data can somehow be extracted from any surviving
components, perhaps resulting in a vapor, p. 274).
Infomorphs may copy themselves, though in some
places this is illegal and in most places is frowned
upon as it raises numerous ethical and legal questions.
For this reason many infomorphs that copy and transfer
themself to run on a new device will thoroughly
erase themselves off the old one.
As digital beings, infomorphs have no physical
mind, but it is a simple matter for them to possess
an uninhabited synthmorph, taking up residence in
the cyberbrain (see Resleeving Synthmorphs, p. 271).
AGI Characters
NOTE: Though AGIs were not born in a biological body, their
programming encompasses the full spectrum of human
personality, outlook, emotions, and mental states. AGIs
are in fact raised in a manner similar to human children,
so that they are socialized much like humans are.
Nevertheless, on a fundamental level they are non-humans
programmed to act human. There are inevitably
points where the programming does not mask or alter
the fact that AGIs often possess or develop personality
traits and idiosyncrasies that are quite different from
human norms and often outright alien.
Unlike standard crippled AIs, AGIs are capable of
full-fledged creativity, learning, and self-improvement
(at a slow but steady pace equivalent to humans). Just
like other characters, they earn Rez points and may
improve their skills and capabilities. AGIs suffer none
of the skill limitations placed on weak AIs, using skills
just like any other character.
On an emotional level, AGIs run emotional subroutines
that are comparable to biological human emotions.
AGIs are, in fact, programmed to have empathy
and share an interest in human affairs and prosperity,
and to place significant relevance on life of all kinds.
In game terms, AGIs emote like humans (and so Kinesics
may be used against them) and are vulnerable to
emotionally manipulative effects, fear, etc.
Roleplaying Muses
NOTE: Roleplaying Muses
Muses should not be viewed as a mere tool for
getting extra skills, but as an opportunity to
enhance roleplaying. Though typical muse AIs
are not complete intelligences (though they can
be, see Infomorphs as Muses), their personality
matrix is often quite sophisticated and they are
very good at adapting to their user’s personality
quirks. On the other hand, they share the same
Real World Naiveté (p. 151) as AGI characters
when it comes to understanding all the facets
of transhuman behavior, social interaction,
body language, or emotion. Their personalities
are more non-human, abstract, alien, and less
passionate than transhuman life forms, often
leading to conceptual misunderstandings and
miscommunications. Likewise, their creative
capacities are limited, instead bolstered by an
ability to calculate odds, run simulations and
evaluate outcomes, and make predictions based
on previous experiences.
Depending on the user’s stance towards sentient
programs, muses can be viewed as intelligent
toys, followers, servants, slaves, friends,
or pets, which should somehow be reflected in
game play. Most transhumans have also acquired
a tendency to bond with a muse mentally due to
its omnipresence and devotion to the user (like
bonding to a child or puppy that then grows to
be an adult). Therefore the subversion or even
destruction of a muse personality is sometimes
even equated with rape or murder.
Infomorphs As Muses
NOTE: Infomorphs As
Muses
Instead of relying on underdeveloped muses for
aid and companionship, characters may prefer to
have a full-fledged digital intelligence at their
side, whether that be an AGI, a backed-up biological
ego, or fork of the character’s own personality.
Alternately, a character with a ghostrider
module (p. 307) could have both, carrying a muse
in their mesh inserts and an infomorph in the
ghostrider module.
This possibility is very useful for infomorph
player characters, as they can ride along in someone’s
head and participate in team affairs without
needing a morph of their own.
ACCELERATED FUTURE
Edit
NOTE: The future setting of Eclipse Phase introduces a number of technological elements that have a strong impact on transhuman society. These include backups and uploading, resleeving, egocasting, forking, nanofabrication, reputation systems, space habitats, and space travel, among others.
BACKUPS AND UPLOADING
Edit
NOTE: The transhuman mind is no longer a prisoner of the
biological hardware on which it originates. Through
various mechanisms, biological brains may be digitally
emulated, allowing people to make a backup of their
minds, including their entire personality, memories,
and skills—a process known as uploading.
The primary use of backups is to ensure the person’s
ego can be retrieved in case of death, in which case
they may be resleeved (p. 271). For this reason, almost
everyone in the solar system is equipped with a cortical
stack (p. 300). Backups may also be safely archived
in secure storage (p. 269) or used to create infomorphs
(p. 264). A person may also egocast themselves across
the solar system as a form of travel (p. 276).
Cortical Stack Backups
Edit
NOTE: Cortical stack implants deploy a network of nanobots
throughout the brain that take a snapshot of
the mind’s neural state, storing the data as a backup
within the cortical stack. The average transhuman’s
cortical stack backs up their ego 86,400 times per day.
Only the most recent backup is kept within the stack;
older ones are overwritten. Pods and synthmorphs
also can be equipped with cortical stacks (though
AI-piloted bots often lack this feature), though these
versions maintain an updated copy of the ego running
in the morph’s cyberbrain.
In the case of death, accidental or otherwise, a cortical
stack can be retrieved from a corpse and used to
recover the character, either as an infomorph or by
resleeving them in a new morph. Cortical stacks are
diamond-hardened and protected, so they may often
be retrieved even if the corpse is badly mangled or
damaged. If the corpse cannot be recovered or the
cortical stack is destroyed, the backup is lost.
High rollers, well-equipped brinkers, and others
in dangerous professions often opt for an emergency
farcaster accessory (p. 306) that periodically (usually
every 48 hours, but varying according to contract)
transmits a backup from the cortical stack to a remote
storage facility. This option is quite expensive, however,
and so is generally only afforded by the wealthy.
Retrieving A Cortical Stack
NOTE: Most cortical stacks are carefully excised from a
corpse with surgery. In certain circumstances, however,
a character may need to extract a cortical stack in the
field, whether because transporting the corpse is impractical
or because the dead person is an enemy and
they either don’t want them knowing who killed them
or they want to interrogate them with psychosurgery
in a simulspace.
The process of cutting out a cortical stack is called
“popping,” as a skilled extractor can usually get the
smooth-shelled implant to pop right out by making
an incision in the correct place and applying pressure.
One does need to be careful that the tiny, blood-slick
stack doesn’t slip away once popped.
Popping can be done with a sharp knife and elbow
grease, though it is grisly. Popping a stack is a Task
Action that requires a Medicine: [any appropriate
field] Test with a timeframe of 1 minute and a modifier
of +20. Morphs with stacks in non-standard locations
or with anatomical shielding (carapace plates,
etc.) around the stack may incur penalties to this test
at the gamemaster’s discretion. Of course, if you don’t
have the time for a precise extraction, you can always
just cut the entire head off and take it with you.
Once a cortical stack is retrieved, it may be loaded
into an ego bridge (p. 328) and used to bring the ego
back, either as an infomorph or by resleeving.
Living Subjects: Cortical stacks may be excised
from living people, but the process is usually fatal (or
at least paralyzing) as it involves cutting through the
spinal column. If the target is not unconscious or otherwise
incapacitated, they must first be immobilized
in melee combat (see Subdual, p. 204). Cutting out
the stack is handled like a Medicine Task Action as
above, but this process inflicts 3d10 + 10 damage on
the target. If the test fails, they still inflict 1d10 + 10
damage to the target. If the person removing the stack
wants to leave the target alive or harm them as little
as possible, they suffer a –20 modifier on the test, but
may reduce the damage by 1d10 per 10 full points of
MoS. Living through the process of having your stack
removed is traumatic; anyone who does so suffers
1d10 mental stress.
Destroying a Coritcal Stack
NOTE: Cortical stacks have an Armor of 20 and a Durability
of 20 for anyone attempting to destroy them.
Uploading
Edit
NOTE: Cortical stack implants deploy a network of nanobots
throughout the brain that take a snapshot of
the mind’s neural state, storing the data as a backup
within the cortical stack. The average transhuman’s
cortical stack backs up their ego 86,400 times per day.
Only the most recent backup is kept within the stack;
older ones are overwritten. Pods and synthmorphs
also can be equipped with cortical stacks (though
AI-piloted bots often lack this feature), though these
versions maintain an updated copy of the ego running
in the morph’s cyberbrain.
In the case of death, accidental or otherwise, a cortical
stack can be retrieved from a corpse and used to
recover the character, either as an infomorph or by
resleeving them in a new morph. Cortical stacks are
diamond-hardened and protected, so they may often
be retrieved even if the corpse is badly mangled or
damaged. If the corpse cannot be recovered or the
cortical stack is destroyed, the backup is lost.
High rollers, well-equipped brinkers, and others
in dangerous professions often opt for an emergency
farcaster accessory (p. 306) that periodically (usually
every 48 hours, but varying according to contract)
transmits a backup from the cortical stack to a remote
storage facility. This option is quite expensive, however,
and so is generally only afforded by the wealthy.
into the brain and central nervous system. The petals
are full of sensors that image the brain using a combination
of MRI, sonogram, and positional information
broadcast by the nanobot swarm in the morph’s brain.
The ego bridge then builds a digital copy of the person’s
brain, which is stored away in the service’s highly
secure, off-the-mesh, hardwired data vaults.
In the case of pods, the ego bridge scans the biological
brain bits and also accesses the cyberbrain to copy
the parts of the ego residing there. For synthmorphs,
who have no biological brain, the process is much
simpler, as it simply requires accessing and making a
copy of their cyberbrain.
In a standard clinic with an undamaged morph, uploading
takes only 10 minutes, 5 with a pod. In other
situations, however, the process may take longer if the
gamemaster so decides. Uploading from a synthmorph
or extracted cortical stack is instantaneous. The ego
bridge largely operates itself. While oversight by a
medical specialist is a good idea, no test is necessary.
If an uploading character does not plan to return
to their morph, it is usually put on ice until someone
else resleeves into it. If a new resleeve is not ready
and the uploading character doesn’t want to leave a
potential copy of themselves behind, they can have
the morph’s mind wiped by the nanobots as part of
the uploading process.
Uploading-Resleeving Continuity
NOTE: In ideal circumstances, a person who is intentionally
resleeving (p. 271) can arrange for the uploading and
resleeving process to occur without any noticeable
loss of continuity. Though the experience of switching
from one morph to another is still a bit jarring, the
transition itself can be made into a seamless process,
with no gaps in awareness or memory, which helps
reduce associated mental stress.
In this case, during the process of uploading, the
ego bridge is also connected to another ego bridge
and the new sleeve. This connection can even be made
wirelessly or by farcaster link (with a maximum distance
of 10,000 kilometers).
As the mind is uploaded, the ego bridge builds a
virtual brain by copying the morph’s brain bit by bit,
using the data gained from the brain scan. At the same
time, this data is slowly copied to the new sleeve as
nanobots rewire the sleeve’s brain structure (a much
slower process). As the transfer occurs, the nanobots
in the brain sever individual neural connections and
re-route them to their duplicates in the virtual brain,
and then eventually to the new brain. Effectively, the
character’s ego is running partially on the meat brain
and partially on the virtual copy. By the time the nanobots
sever the last of the neural connections in the
old brain, the ego is running completely on the virtual
brain and the new sleeve’s brain. Once the resleeving
is completed, the virtual brain is shut down.
In terms of perceptions, the character, who is awake
during this process, experiences a very gradual shift from one morph to the other. As the process takes
hours, however (or even longer if done via farcaster),
the subject usually entertains themselves with some
AR media, VR, or even XP to pass the time.
Uploading After Death
NOTE: It is possible to upload the mind of a person who
has recently died as long as the nanobots have time
to scan the brain before cell deterioration kicks in
too heavily, which takes approximately 2 hours. It
is possible to sustain a corpse for longer by placing
it in a healing vat (p. 326) for nanostasis. Post-death
uploads may suffer integrity damage; see Backup
Complications, p. 270.
Cyberbrains may also be retrieved from a destroyed
synthmorph and reactivated, assuming they are not
damaged too heavily (gamemaster discretion).
Destructive Uploading
NOTE: Though rare, some people engage in a process called
destructive uploading, where the biological brain is literally
sliced apart and scanned piece by piece. Considered
abhorrent and wasteful by most transhumans, “brainpeeling”
is practiced by some bioconservative factions
who view it as the only “pure” method of uploading
or the only real way to transfer the “soul.” Such people
typically refuse to resleeve, living out the rest of their
lives as infomorphs, quite often in dedicated simulspaces
that are treated as a sort of virtual afterlife.
Backup Insurance
Edit
NOTE: Almost everyone, with the exception of neo-primitivists
and very young children, has a cortical stack. In the
event of death, however, a cortical stack alone will not
ensure resurrection unless you have acquired backup
insurance (p. 330) to cover the costs of your resleeving.
Going without backup insurance for any length of
time is taking a severe risk. Some jurisdictions (such
as the Titanian Commonwealth) have a practice of
bringing everyone back, even if only to an infomorph
state, or at least filing the most recent backup away
in dead storage just in case someone decides to pay
to resurrect them later. Other authorities will simply
destroy the stack or, worse, sell it on the black market
to a soul-trading syndicate such as Nine Lives.
Backup insurance typically includes a subscription
to an uploading facility, usually requiring a visit every
6 months, to ensure that backup is held in safe storage
in case of cortical stack loss. People with risky
jobs (construction bot supervisor, hypercorp exoplanet
staff, girl who fights vicious giant eels for rich
jaded audiences, etc.) may back up once a week, or
even daily. In the event of a verified death where the
cortical stack could not be retrieved, the most recent
backup is used to resleeve the person.
At the basic level, backup insurance will bring the
character back as an infomorph, at which point they
can access their credit and purchase a new morph.
More expensive versions will automatically resleeveyou in the pre-purchased morph of your choice. The
exceedingly rich will often have customized clones
(often of their original body) waiting on ice for them.
Backup insurance often involves a missing person
clause, which states that a person will be brought
back if they have not checked in for X amount of time
(a calendar function automatically handled by your
muse) and cannot be located.
It is worth noting that some criminal syndicates
also offer backup insurance at a much reduced rate.
The likelihood that copies of your backup are being
used for illicit purposes, however, is quite high. For
some people, however, what happens to a copy of
themselves is of no concern.
Backup Insurance Limitations
NOTE: Backup insurance is not always perfect. Though insurance
providers are required to make a reasonable
effort to retrieve your cortical stack, for many hypercorps
this is a simple cost-benefit analysis that often
will not work in the character’s favor. If you died in a
dangerous area such as the Zone on Mars, in a remote
area such as the Kuiper Belt, or are simply difficult
to track down (pushed out an airlock somewhere),
odds are against your cortical stack being retrieved—
instead you will be re-instanced from a backup.
Jurisdiction can also play an important role. The
insurance offered by many inner system providers is
automatically nullified if you travel to an anarchist
habitat, gatecrash, break the law, or engage in certain
life-threatening activities like suicide sports or scavenging
in TITAN-infected ruins. At the least, they will
refuse to retrieve your stack in these circumstances.
Likewise, if you struck a backup insurance deal with
a medical collective from an autonomist habitat and
then go and die on a hypercorp station, the hypercorp
is very likely to refuse to recognize the authority of a
bunch of anarchists and won’t hand your stack over.
Even an archived backup and a missing person
clause is no guarantee. A determined enemy could
capture you, pry the backup insurance access codesfrom your muse, keep you on ice or quietly kill you,
and then regularly “check in” on your behalf using
the access codes so that the insurance provider never
realizes you are dead or missing. Though this requires
quite a bit of effort, it is often less difficult than dealing
with an immortal opponent who keeps coming
back no matter how often you kill them.
Other dangers also exist. An entire habitat may be
destroyed, taking you, your backups, and your insurance
provider’s records with it. A resourceful enemy
might penetrate a provider’s security and delete your
backups, or simply bribe the right people to make
sure they get “accidentally” corrupted. Given these
possibilities, the paranoid often make sure to get
multiple redundant backup policies, assuming they
can afford it.
Backup Complications
NOTE: In most cases, backing up/uploading is risk free unless
someone tampers with the equipment. If the character
suffered brain or neurological damage, the backup is
transferred via farcasting, or the upload is made from
a dead character, then the backup may be damaged
due to missing neural information. In any of these
instances, make a LUC Test for the character. If the
test fails, they suffer 1 point of mental stress per 10
full points of MoF. Note that this stress (and possible)
trauma applies to the backup, not the original
character. If the backup is used to re-instantiate the
character, however, then the stress is applied.
RESLEEVING
Edit
NOTE: Resleeving (also called remorphing) is the process
of giving a new body to an ego. Changing bodies
is a normal part of life for hundreds of millions of
transhumans, and it is an even more frequent occurrence
for people in certain professions. Characters
involved in specialized work may resleeve as often as
once a month. Those who travel frequently may do so
even more often. Also, given the number of infugees who died during the Fall but have now acquired a
new morph, the vast majority of transhumanity has
resleeved at least once. As such, most transhumans are
accustomed to resleeving.
Adjusting to a new body takes time and a bit of
effort (see Integration, p. 272). Resleeving is also difficult
psychologically, as reflected by continuity (p. 272)
and alienation (p. 272).
Once an ego fully inhabits a new morph, the new
morph’s cortical stack needs ten minutes to amass a
complete backup of the ego.
Resleeving Biomorphs and Pods
NOTE: Resleeving takes about an hour in a properly equipped
clinic. In essence, the process works like uploading in
reverse. The new sleeve is hooked up to an ego bridge
which infiltrates the brain with nanobots that physically
restructure the brain’s neural structure and connections
according to the map provided by the backup.
Sleeving takes six times as long as uploading because
the nanobot swarm working as a wet printer in the
template brain needs to duplicate the entire physical
structure of the ego’s neural network. For resleeving, a
“wet” ego bridge is used, meaning that the sleeve and
ego bridge are submerged in a vat filled with nanogel.
The resleeving process for pods takes only half an hour,
as pods brains are half biological and half cyberbrain.
Resleeving Synthmorphs
Edit
NOTE: Resleeving into the cyberbrain of a synthmorph is much
easier and quicker, being a matter of copying the backup
into the cyberbrain (an instantaneous affair) and then
running the backup in its virtual brain state (1 Action
Turn). The drawback to synthmorphs is that they are
more difficult to acclimate to (see Integration, p. 272), they are vulnerable to cyperbrain hacking (p.261), and synthmorphs are viewed as low class in some cultures.
Evacuating a Cyberbrain
NOTE: Characters inhabiting a synthmorph cyberbrain may
voluntarily choose to evacuate by copying themselves
as an infomorph onto another device. This takes 1 full
Action Turn. See Infomorph Resleeving, p. 273.
Resleeving Costs
NOTE: The costs involved for the resleeving process itself are
generally subsumed in the costs of the backup insurance
and/or the new sleeve itself. Costs for individual
morphs are noted in the descriptions starting on p.
139. See Morph Brokerage (p. 276) for rules on finding
and acquiring morphs.
Integration
NOTE: Getting used to a new body typically takes some time.
The character must become acclimated to the changes
in height, weight, sex, and capabilities, which often
requires unlearning ways of doing things that worked
fine for their previous form. Resleeving in a synthetic
morph or an uplift is also quite confusing at first,
given the drastically different morphologies, change in
limb structure (and sometimes amount of limbs), and
so on. Luckily, transhuman minds are adaptive things,
and this process is aided by the application of mental
“patches” during the resleeving process that give the
character a bit of a boost for using their new body.
An ego in a new morph makes an Integration Test
upon taking control of the body, rolling SOM x 3 (morph
bonuses do not apply) and applying modifiers from the
Integration and Alienation Modifiers table. The result of
the test is explained on the Integration Test table, p. 272.
Resleeving and the Gamemaster
NOTE: The gamemaster has a fine amount of control over what a character can obtain when resleeving. The
characters may be supplied with new morphs by Firewall or whatever employer/patron for whom they are
currently working. In this case, the gamemaster can simply assign whatever morphs they see fit—with complete
control over enhancements, traits, etc. While morphs should be tailored for the mission at hand, this
presents an opportunity for the gamemaster to throw the characters some new toys to play with and also
some new challenges to overcome. Gamemasters are encouraged to mix it up, have fun, and give players
something they can work with without necessarily giving them everything they want.
In other cases, the availability of desired morphs may be limited by the resleeving location. A small
outpost in the wilds of Mars is unlikely to have a wide selection of morphs—in fact, a few rusters and
synthmorphs may be all they have. Similarly, large habitats have a high demand for good morphs, so there
may be a waiting list for top-of-the-line sylphs or remade morphs, for example. In the same vein, available
morphs are going to be subject to local legalities, so getting that reaper morph may be out of the question.
Characters could always turn to black market morph providers, but these come with their own risks.
What this means is that gamemasters should never be afraid to say no if a character is pursuing a morph
that is unreasonable or potentially disruptive to the game. While it’s good form to give the players what they
want once in a while, it also makes for more interesting roleplaying to saddle them with morphs that are
a little different than what they were hoping for or that come with some interesting challenges, such as a
physical addiction. For extra fun, leave the character unaware of a morph’s negative traits or secret implants
until they reveal themselves. As always, the goal is to have fun, but variety often helps with that.
Alienation
NOTE: After loss of continuity, the other major factor impacting
resleeving characters is alienation. Once the ego
has its new sleeve under control, it’s time to look in
the mirror. The alienation test reflects the experience of
coming to terms with a new face, skin, and brain. For
example, transferring to a radically different morph
(such as a swarmanoid) can be difficult to grasp.
Uplifts often have difficulty getting acquainted with
the differing hormonal urges of a human biomorph
and vice versa. While the character’s ego is as it was
in their last sleeve, the brains and neurochemistry of
many morphs may alter aptitudes like WIL or COG.
The effects of this can be frustrating or disorienting.
Every character makes an Alienation Test to reflect
how mentally stressful it is to get a grip on their new
body, rolling INT x 3 and apply modifiers from the
Integration and Alienation Modifiers table. Consult
the Alienation Test table to determine the effects.
Continuity Test
NOTE: Perhaps the biggest shock that strikes most resleeving
characters is the loss of continuity of self. This is particularly
true for characters who died. If their cortical
stack was retrieved, they will remember their own
death. If they were restored from an archived backup,
they will not remember their death, but they will have
lost an entire period of their life—all the way back to
their last backup. In fact, if their body was not recovered,
they may not even know that they are dead for
certain—there may be a surviving copy of themselves
out there. The driving point in this loss of continuity is
a sort of existential crisis—they are no longer the original
person they once were. This leads some to question
whether they are who they think they are, or are they
some poor imitation and not a real person at all?
To determine how this loss of continuity affects a
character, make a Continuity Test by rolling WIL x 3.
Every character suffers stress from loss of continuity,
as noted on the Continuity Stress table. Reduce this
stress damage by 1 point per 10 full points of MoS on
the Continuity Test, or increase it by 1 point for every
10 full points of MoF.
Infomorph Resleeving
NOTE: Rather than resleeving into a physical body, a backup
may instead by instantiated as an infomorph, a purely
digital form. Infomorphs are distinct from backups in
that backups are inert files. Infomorphs are backups
imprinted onto a virtual brain template and run as
a program. This virtual brain state must be run on a
specific device and follows all of the rules noted for
infomorphs on p. 264. Infomorphs may copy themselves
to other devices, typically erasing themselves
from the previous device as they go. Infomorphs that
copy without erasing are treated as forks.
Characters instantiating as infomorphs must make
Continuity and Alienation Tests, just like resleeving.
Infomorphs may be resleeved into physical morphs,
following normal resleeving rules.
Integration Test
NOTE: test result efect
Critical Failure
Character is unable to acclimate to the new morph—
something is just not right. Character suffers a –30 modifier
to all physical actions until resleeved.
Severe Failure (MoF 30+)
Character has serious trouble acclimating to the new
morph. They suffer a –10 modifier to all actions for 2 days
plus 1 day per 10 full points of MoF.
Failure
Character has some trouble acclimating to new morph.
They suffer a –10 modifier to all physical actions for 2
days plus 1 day per 10 full points of MoF.
Success
Standard acclimation period. The character suffers a –10
modifier to all physical actions for 1 day.
Excellent Success (MoS 30+)
No ill effects. Character acclimates to new morph in no
more than a few minutes.
Critical Success
Lookin’ good! This morph is an exceptionally good fit for
the character. No ill effects;
Integration and Alienation Modifiers
NOTE: test result efect
Familiar; character has used this exact morph extensively in the past +30
Clone of prior morph +20
Character’s original morph type (what they were raised with) +20
Adaptability trait (Level 2) +20
Adaptability trait (Level 1) +10
Character has previously used this type of morph +10
First time resleeving –10
Character is an AGI sleeving into a physical body –10
Character is an uplift resleeving in a non-uplift (of their type) body –10
Synthetic morph –10
Sex change (from last morph) –10
Morph is heavily modified –10
Morphing Disorder trait (Level 1) –10
Morphing Disorder trait (Level 2) –20
Infomorph (does not apply to AGIs) (Alienation Test only) –20
Fork (Alienation Test only) –20
Morphing Disorder trait (Level 3) –30
Exotic morph (octomorph, neo-avian, novacrab, swarmanoid, etc.) –30
Alienation Test
NOTE: test result efect
Critical Failure
Extreme Dysmorphia. The character doesn’t like their new sleeve at all
and suffers 2 stress points per 10 full points of MoF.
Failure
Character is uneasy about the new morph and suffers 1 stress point
per 10 full points of MoF.
Success Character adapts to their new look well. No ill effects.
Critical Success
Best. Morph. Ever. The new morph jives perfectly with the character’s
sense of self, and even enhances it somewhat. The character actually
heals 1d10 ÷ 2 (round up) stress points.
Continuity Stress
NOTE: situation Stres value
Backup from cortical stack
Character remembers peaceful or not notable death 1d10 ÷ 2 (round down)
Character remembers sudden or violent death 1d10
Backup from archive
Short memory gap (less than 1 day) 1d10 ÷ 2 (round down)
Memory gap greater than one day 1d10
Not knowing if/how you died +2
Uploading-to-resleeve with continuity (p. 269) 0
Uploading-to-resleeve without continuity 1d10 ÷ 2 (round down)
Character is a fork 2
Untitled Flavor Text
NOTE: I wake up with a taste like guava and umami
fresh on my tongue. Last night there was laughter.
We drank quinoa wine, and I was introduced
to people I had never met before, though I had
years of intimate knowledge of most of them.
Half of Illyria Module is curled naked around
me in my sleeping chamber. Last night we
made music with synthesizers, wood blocks,
and a lur. We drank mushroom tea brewed in
water from a rogue comet. Looking around me
as the morning sun starts to light the far orbital
horizon of Ceres, it appears we had an orgy.
Last night was my resleeving party. This version
of me—me 3.0—is ready for life.
—Zheng du Thierry, Carnival of the Goat
FORKING AND MERGING
Edit
NOTE: With all of these backups of transhuman minds on
file and an abundance of mesh space on which to run
them as virtual brains, one might wonder what’s to
stop post-Fall transhumanity from multiplying its
numbers by running additional copies of them. The
short answer is: nothing, aside from massive social
stigma and thorny psychological issues. Taking a
backup of a transhuman mind, copying it, and reinstancing
it as an infomorph is called forking. It’s one
of the most useful and still-controversial applications
of transhumanity’s brain science.
There are four classifications of forks: alpha, beta,
delta, and gamma. Though typically copied as infomorphs,
there is nothing preventing a fork from being
sleeved in a physical morph as well, other than legalities
and custom.
Alpha Forks
NOTE: An alpha fork is an exact copy of the original ego,
re-instanced as a separate infomorph. An alpha fork
may be created by copying and running an infomorph
(from a backup, infomorph, synthmorph cyberbrain,
or a removed cortical stack in an ego bridge). Alpha
forks mat be generated from biomorph brains using
an ego bridge and the same process as uploading (p.
268). Alpha forks are an exact copy of the character’s
ego, with all of the same skills, memories, stats,
traits, personality, etc. New alpha forks must make
an Alienation Test (p. 272), and possibly a Continuity
Test (p. 272) if copied from a backup.
Creating alpha forks is illegal in many jurisdictions,
including most of the inner system and the
Jovian Republic. In others it tends to be viewed with
distaste, though there are some habitats/cultures in
which it is encouraged.
Beta Forks
NOTE: Beta forks are partial copies of the ego. They are
intentionally hobbled so as to not to be considered
an equal to the character, for legal and other reasons.
Beta forks have most of the same skills as the original ego, though sometimes reduced. Their memories are
also drastically curtailed, usually tailored to whatever
task they are intended to perform.
Beta forks are created by taking an alpha fork and
running it through a process known as neural pruning
(p. 274). They are legal and even common in many
places, except for bioconservative holdouts like the
Jovian Republic, though delta forks are more favored.
Beta forks rarely have anything resembling civil rights
or citizenship and are usually treated as the property
of the originating ego. They are commonly used as
digital aids or to represent the original ego when communicating
with others over great distances.
A beta fork’s stats are determined as follows:
• Reduce all aptitudes by 5 (to a minimum of 1).
This affects all skills as well. Likewise, this reduces
LUC by 10 and INIT by 20.
• Active skills have a maximum value of 60.
• Moxie is reduced to 1.
• The Psi trait is removed. At the gamemaster’s discretion,
other traits may no longer apply as well.
Additional changes may apply as determined by
the neural pruning test. Beta forks take 1 minute
to generate.
Delta Forks
NOTE: Delta forks are extremely limited copies of an ego.
They are more akin to AI templates upon which
the ego’s surface personality traits are imprinted.
Also created via neural pruning, delta forks are
highly functional (as competent as a beta fork or
AI) but have extremely limited skills and heavily
edited memories, usually to the point of being
functional amnesiacs.
A delta fork’s stats are determined as follows:
• Reduce all aptitudes by 10 (to a minimum of 1).
This affects all skills as well. Likewise, this reduces
LUC by 20 and INIT by 40.
• Active skills have a maximum value of 40. The
fork may have no more than 5 Active skills.
• Knowledge skills have a maximum of 80. The
fork may have no more than 5 Knowledge skills.
• Moxie is reduced to 0.
• The Psi trait is removed. At the gamemaster’s discretion,
other traits may no longer apply as well.
Additional changes may apply as determined by the
neural pruning test. Delta forks take 1 Action Turn
to generate.
Gamma Forks
NOTE: More commonly known as vapors, gamma forks are
massively incomplete, corrupted, or heavily damaged
copies of an ego. Vapors are not intentionally created
and are instead the results of botched uploads,
scrambled backups, incomplete or jammed farcasts,
or infomorphs/forks that were somehow damaged or
went insane. It is extremely rare for anyone to purposely
create a vapor for anything other than research
use, although they can crop up in some interesting
places. For example, poorly made skill software occasionally
includes enough of the personality traits and
memories of the person the skill was taken from that
it can behave in a vapor-like fashion when used.
Because vapors are anomalies rather than purposeful
creations, the characteristics of individual gamma
forks are left to the gamemaster. They should have
some or all of the following: reduced skills, reduced
aptitudes, incomplete or incoherent memories, negative
mental traits, and persistent mental stress or traumas,
including derangements and/or disorders.
Neural Pruning
Edit
NOTE: Neural pruning is the art of taking a backup/infomorph
and trimming it down to size so that it functions
as either a beta or delta fork.
Beta forks are created by taking a virtual mind state
that is intentionally inhibited and filtering a copy of
the ego through it. Like a topiary shrub, the portions
of the character’s neural network that exceed the capacities
of the intended fork are trimmed away. In addition
to the changes noted under Beta Forks (p. 273),
characters may voluntarily choose to delete/decrease
skills and remove memories.
Delta forks are created by excising the ego’s surface
personality traits and applying them to an AI template.
In this case the ego’s memories are usually excluded
entirely—it is easier to start with a blank delta fork
and feed them the specific memories/knowledge they
need. As with beta forks, characters making delta forks
may voluntarily choose to delete/decrease skills and
keep specific memories. If an alpha fork is not available
to prune, a delta fork can be whipped up from
a biomorph brain with an ego bridge and 1 minute.
Many people sleeved in biomorphs keep delta forks on
hand in storage, to whip up on the fly as needed.
Transhumanity’s grasp of neuroscience extends to
scanning and copying a mind, but the most intricate
workings of memory are still imperfectly understood.
Making precise edits to individual portions of a neural
network (to alter recollections, skills, and the like) is
still a black art. The difficulty with neural pruning is
that taking a weed whacker to the tree of memory
isn’t an exact science. Specific memories may not be
excised or chosen—at best, memories may be handled
in broad clumps, typically grouped by time periods no
finer than 6 months. For simplicity, most beta forks are
created by removing all memories older than 1 year.
When creating a beta or delta fork, the character
must make a Psychosurgery Test (other parties may
make this test on the character’s behalf, representing
that the character is giving them access to prune the
fork appropriately). If the character succeeds, the fork
is created as desired. If the test fails, the gamemaster
chooses one of the following penalties for every 10
full points of MoF. Some of these penalties may be
combined for a cumulative effect:
• 1 additional skill decreased by –20
• Fork acquires a Negative mental trait worth 10 CP
• Fork suffers 1d10 ÷ 2 (round up) mental stress
• Extra memory loss (gamemaster discretion; beta
forks only)
• 1 Positive trait lost
Neural Pruning with Long-Term Psychosurgery
NOTE: Rather than generating forks on the fly, some characters
prefer to have carefully-pruned forks on hand,
stored as inert files that can be called up, copied, and
run as needed. These forks are crafted with long-term
psychosurgery, meaning that they suffer fewer drawbacks
and the memories may be more finely tuned.
Long-term neural pruning requires a Psychosurgery
Test as above, but with a +30 modifier. Delta forks take
1 week to prune this way, beta forks take 1 month. Additional
modifications may be made to the fork using
any of the normal rules for psychosurgery (p. 229).
It is worth noting that some people prefer to use
forks of themselves or loved ones rather than a muse.
Likewise, some wealthy hyperelites are known to keep
copies of their younger backups on hand, sometimes
for decades, and re-instance these when their prime
ego has enough skill and experience to completely
outclass its younger selves. Though technically these
are alpha forks, their lag behind the original ego is
comparable in degree to that of a beta fork. This is
rumored to be the method used by the Pax Familiae
in instancing her army of cloned selves
Handling Forks
NOTE: Gamemasters are encouraged to allow players to roleplay
their character’s own forks. It is important to
note, however, that even with alpha forks, once the
fork and originating ego diverge, they develop onward
as separate people. The events that shape the primary
ego’s personality, character, and knowledge will not
happen—or even if they do, probably not in the same
way—to the fork, and vice versa. The exact dividing
line between an ego and a fork is a central philosophical
and legal debate among many transhumans.
This means that gamemaster should not be afraid
to pull a fork out of a player character’s hands and
make them into an NPC if they start too diverge too
greatly. Similarly, if a fork begins to learn information
that the main character does not (yet) have access to,
it is probably also better to run the fork as an NPC in
order to avoid metagaming.
It is entirely possible that a fork might decide that
it will no longer obey the originating ego and carry
about doing its own thing. This usually only occurs
with alpha forks, who are essentially a full copy
anyway, and as time passes the idea of merging back
with the original ego becomes unappealing. Beta and
delta forks are quite aware of their nature as “incomplete”
copies, and so usually return back home to the
ego for reintegration. In rare cases, however, even
these might make a break for life on their own.
Merging
NOTE: Merging is the process of re-integrating a previously-
spawned fork with the originating ego. Merging is
performed on conscious egos/forks, transferring both
to a single, merged ego. The process is not difficult
to undergo when two forks have only been apart a
short time. As forks spend more time apart, though,
merging becomes a severe mental ordeal.
To determine if merging goes well, a Psychosurgery
Test is called for (made either by the ego or another
character overseeing the process). The Merging table
lists modifiers for this test as well as the result of success
or failure.
For synthmorphs, merging takes one full Action
Turn. For biomorphs, an ego bridge (p. 328) or mnemonic
augmentation (p. 307) is required to merge,
and the process takes 10 minutes.
The result of the process is a unified ego, whether
or not the Merging Test succeeds. Psychotherapy (p.
209) and psychosurgery (p. 229) can troubleshoot bad
merges over time.
The Self
NOTE: Forking and merging have changed the way
transhumanity thinks about the self and what
it means to have a well-integrated personality.
While forking is child’s play from a technological
standpoint, the psychological and
social effects of cloning a mind mean that
most people are cautious about employing
forks. Some jurisdictions ban forking outright
for all but medical uses, while others have
severe restrictions. In many hypercorp jurisdictions,
for instance, alpha forks are illegal
and letting a beta fork run for more than 4
hours without merging violates the modern
descendants of 20th-century anti-trust laws.
Similarly, the Jovian Junta and other bioconservatives
ban forking entirely.
Disposing of unwanted forks is another
thorny issue. In some places, it’s as simple as
deleting them, because a stored mind has no
legal status. In others, a fork that doesn’t wish
to merge back with its originating ego might
be accorded some rights, though these are
generally only granted to alpha forks.
Most significantly, though, running a shortterm
fork of oneself for periods of an hour
or less is an easy task for many transhumans.
Many people use forks of themselves to get
work done in everyday life, and almost everyone
has at least experimented with forking at
some point.
Transhumans view forking a bit like early
21st-century humans viewed drinking and drug
use. A bit might be okay, but someone overdoing
it will be stigmatized. This is because most
transhumans understand the psychological
consequences of overusing forks.
Merging Table
NOTE: Time Ap art Modifier Succes Failure
Under 1 hour +30 Seamless ego with memories intact from both Memories intact, (1d10 ÷ 2, round down) – 1 SV
1–4 hours +20 Solid bond, memories intact Memories intact, (1d10 ÷ 2, round down) SV
4–12 hours +10 Memories intact, 1 SV Minor memory loss, (1d10 ÷ 2, round up) SV
12 hours–1 day +0 Memories intact, 2 SV Moderate memory loss, (1d10 ÷ 2, round up) + 2 SV
1 day–3 days –10 Memories intact, 3 SV Major memory loss, 1d10 + 2 SV
3 days–1 week –20 Memories intact, 4 SV Major memory loss, 1d10 + 4 SV
1 week+ –30 Minor memory loss, 5 SV Severe memory loss, 1d10 + 6 SV
EGOCASTING
Edit
NOTE: In spite of being a spacefaring civilization with outposts
throughout the solar system and beyond, transhumanity
makes scant use of spacecraft for interplanetary
travel. Shuttlecraft using a variety of propulsion
systems make regular trips between habitats, planetary
surfaces, and moons. But for any trip longer than 1.5 million kilometers—the distance a fusion drive craft
can cover in a day—people egocast.
Egocasting is transhumanity’s most advanced
personal transportation technology, though only the
character’s ego actually travels. Egocasting combines
the technologies of uploading and quantum farcasting
to transfer a backup (or sometimes even a conscious
ego, see p. 269) over interplanetary distances.
Though egocasting occurs at the speed of light,
egocasting times vary drastically with distance. Egocasting
within a cluster or planetary system is usually
just a matter of minutes. Egocasting from the sun to
the Kuiper Belt, however, takes between 40 and 70
hours, and so egocasting all of the way across the
solar system can take even longer.
Once an ego arrives at the destination receiver, it can
be archived, run as an infomorph, or resleeved as normal.
Egocaster Security
NOTE: Ego caster Security
Beaming yourself across interplanetary space is a
mature technology and usually works seamlessly. Because
egocasting uses quantum farcasters, there is no
danger of radio interference cooking the signal and
causing data loss. Normally the entire process is mediated
by the character’s backup service, and security
breaches are uncommon.
However, there are several risks involved in egocasting.
The most obvious is that the character’s consciousness
is transferred as a digital backup file at the
destination. If the egocaster on the other end is not
trusted or the networks at the destination are privately
controlled by the receiver, the character is potentially
putting themself at the mercy of their host. Most hypercorps
consider meddling with a transmitted ego to
be a serious breach of etiquette, whereas autonomist
types would find it unthinkably repressive. However,
political extremist groups and criminal organizations
in control of egocasters suffer from fewer restraints.
A more subtle risk is the possibility for hackers to
exploit security holes in the egocaster and its attached
virtual space to steal a fork of the character. This is
extremely difficult to do. It almost never happens
during a normal upload, because the uploading services
are security conscious to the point of paranoia.
Even so, the forks stolen by such attempts more often
than not end up being vapors, because the intruder
is usually stopped before a full copy can be obtained.
Darkcasting
NOTE: Characters who want to egocast without the attention
of public officials like Immigration and Customs
must seek out so-called darkcasting services—illegal
farcaster transceivers typically operated by criminal
syndicates and other clandestine groups. To locate
such a service, a character must use their Networking
skill and possibly their reputation (p. 285).
MORPH BROKERAGE
Edit
NOTE: Morphs are a major commodity in transhuman society.
The technology and materials needed to grow new
morphs are cheap and abundant, though they take
time. Cloned biomorphs take at least a year and a half,
even with accelerated growth. Pods, which are typically
pieced together from vat-grown parts, take about
6 months. Synthmorphs like cases and synths can be
produced in a day, whereas more complicated models
can take a week or more. Theoretically, supply will one
day outstrip demand to the point where flesh is free.
Characters have several options for acquiring
morphs when they travel by egocast, suffer heavy
damage, or just feel like a new body. When egocasting,
the most common method for travelers of middling
means is to store their current morph in a body bank’s
secure facility and lease a morph at their destination.
Less commonly, characters may rely on public
resleeving facilities, or, if they have the means, they
may purchase a new morph outright. Characters who
expect to stay at their destination indefinitely or who
decide to resleeve but aren’t traveling might instead
opt for a trade-in on their old body, leaving it behind
permanently in most cases.
Morph Availability
NOTE: As noted under Resleeving and the Gamemaster (p. 271),
finding the model of morph you want is not always easy.
While many basic morph types (cases, synths, splicers)
are generally available, characters can also locate new morphs using their Networking skills (see Reputation
and Social Networks, p. 285). Certain morph types
are harder to find then others; the gamemaster should
apply an appropriate modifier for any morphs that seem
rare or unusual (for example, swarmanoids or reapers).
Likewise, some morphs may simply be unavailable in a
given locale. Rusters are rarely available off of Mars, for
example, while on Europa, most morphs are exotic local
aquatic varieties.
The gamemaster determines which factions are able
to provide new morphs in a given locale. Factions
will not provide morphs that are unavailable to that
faction as starting characters. If the faction is not the
dominant one in that locale, a penalty should be applied,
ranging from –10 to –30. Despite having a presence
in a given locale, some factions may be unable to
provide morphs at all.
If the character is seeking a customized morph with
specific implants or enhancements, the search will be
more challenging. The gamemaster should apply a –10
to –30 modifier here as well, depending on the extent
and legality of the modifications sought.
Morph Acquisition
Edit
NOTE: Once a morph is located, the character may call in
favors (p. 285) or pay credits for it. Morph costs are
noted on the Morph Costs table. In the inner system,
morph prices are often inflated by demand in the
market such that the most desirable morph types can
cost a small fortune. Outsystem, prices in rep are more
reasonable but still steep due to population pressures
on life support-dependent outer system settlements.
For travelers and frequent body hoppers, there are a
number of ways to defray these costs.
Brokerage and Matchmaking
NOTE: Finding morphs for travelers and the bodiless is a
specialized skill demanding deep social networks and
a flair for negotiation. In general, it’s a seller’s market,
so brokers (or “matchmakers,” as they’re called in
the open economy) act as agents for the person seeking
a body. The Morph Costs table assumes a 10%
fee paid to the broker. Characters wishing to cut out
the middleman may reduce cost by 10% but take a
–30 penalty on their Networking Test to locate an
available morph.
Customized Morphs
NOTE: If a character seeks to have a customized morph
(with extra bioware, cyberware, or nanoware implants
or robotic enhancements), the costs for these
enhancements are added to the morph’s cost (if the
gamemaster chooses, discount package deals may
apply). Likewise, morphs may come saddled with
positive or negative morph traits (p. 145). These
traits raise or lower the morph’s cost at a rate of
+500 credits per CP for positive traits, or –200 credits
per CP of negative traits. Negative traits typically
reflect abuses the morph has suffered at the hands of
previous occupants.
Trade-In
NOTE: For those who wish to leave their old morph behind
permanently, trade-ins on current morphs are an
option. The high demand for bodies means that a buyer
is almost always available unless the gamemaster finds
extenuating circumstances. Morphs may be traded in
for the value shown on the Morph Costs table (adjusted
for any positive or negative traits), less a 10%
physical exam and finder’s fee. This is either paid to the
morph broker in cred or rendered as a favor using rep.
Patron Provisioning
NOTE: Characters on missions for rich or influential patrons
may have morphs provided for them. Normally
such provisions are made for the duration of a job,
although less commonly the morph itself might be
payment for services rendered. Gamemasters are
encouraged to be creative with such arrangements,
though players should be advised that such bargains
can quickly turn Faustian.
Black Market Morphs
NOTE: Black market body traders promise to provide the
buyer with morphs and upgrades of choice regardless
of a habitat’s laws against weapons or implants, in
addition to bypassing standard arrival registration
via darkcasting. Illegal morphs usually come with a
price markup (+25% at least), whereas used morphs
with unsavory backgrounds (and traits) can usually be
acquired on the cheap (–25%).
Indenture
NOTE: Characters who find themselves too destitute to
afford a new morph can strike a deal for indentured
service—a “deal” that is rarely advantageous to the new indenture. Typical contracts require years of indentured
labor—terraforming Mars, herding comets,
asteroid mining, constructing habitats, colonizing
exoplanets, etc.—in exchange for a cheap synthetic
morph or splicer at the end of the term. Gamemasters
may use their discretion in offering such terms, though
in many cases the terms offered will temporarily or
permanently end the character’s career as a free agent.
Hypercorps using indentured labor are notorious for
changing the terms at a whim, extending the service
period, or slamming the indenture with a slew of
hidden and outrageous charges that were not made
clear up front. Characters may, of course, enter into
such service fully intending to grab their morph and
run at the first opportunity, but the hypercorps are
very protective of their investments. Indentures are closely monitored and tracked, and the hypercorps are
not above sending ego hunters to retrieve a runaway.
Custom-Grown or Designed Morphs
NOTE: Some people are very particular about their morphs.
To them, nothing “off the shelf” will do, even if it’s
a customized model tricked out with specific implants,
traits, and biosculpting. Instead, they desire
something unique, something that must be specially
grown or designed.
In the case of biomorphs, this can mean several
things. Usually it means that the patron desires a
very specific set of genetic traits. This could be traits
from their original genetic lineage, traits copied from
someone they idolized or honored, genes artfully
crafted by a renowned genetic designer, or mystery
traits purchased at great expense from the Factors or
extracted from a lost TITAN lab. Alternatively, it could
mean the client seeks something more specific, such
as an exact duplicate clone of their original body.
While it is possible to put an existing morph in a
healing vat and alter its genetics with metamorphing
nanovirii in a matter of days, these procedures
are difficult and prone to disaster. In many cases, it
is preferred to simply grow the desired clone from
scratch, though even with accelerated growth this
takes from 1.5 to 2 years (or 6 months to 1 year in
the case of pods). Nevertheless, some hyperelites
have taken steps to ensure that the morph they
desire is available at all likely egocast destinations.
Though rarer, custom synthmorphs are sometimes
sought after, usually by people who wish to showcase
unique or artistic robotic designs, but sometimes also
by engineers or agents who are field-testing prototypes.
Assuming blueprints are available, such models
can be constructed in a matter of hours or days.
Aside from time, the largest barrier to custom and
unique morph designs is typically cost. Ultimately it is
the gamemaster’s decision on what expenses such measures
entail—typically starting at Expensive and moving
up—or even whether they are possible at all.
Renting Morphs
Edit
NOTE: For temporary visits where an infomorph won’t do,
morphs may be leased rather than bought. The cost
to rent a morph is 1% of its cost per day, plus a Low
charge for resleeving. This cost includes rental insurance
(see below). If the rental insurance is waived
(not always possible unless you have a good Rep), the
rental cost may be reduced by half.
Characters who are leasing a morph may also use
their previous morph as collateral. In this case, deduct
the cost of the character’s current morph from the
rental morph before calculating the 1% cost per day,
with a minimal rental cost of 10 credits per day.
Penal Lease
NOTE: For temporary visits where an infomorph won’t do,
morphs may be leased rather than bought. The cost
to rent a morph is 1% of its cost per day, plus a Low
charge for resleeving. This cost includes rental insurance
(see below). If the rental insurance is waived
(not always possible unless you have a good Rep), the
rental cost may be reduced by half.
Characters who are leasing a morph may also use
their previous morph as collateral. In this case, deduct
the cost of the character’s current morph from the
rental morph before calculating the 1% cost per day,
with a minimal rental cost of 10 credits per day.
Rental Insurance
NOTE: Leased morphs must be covered by an insurance
policy, which often restricts the character from
breaking the law or taking the morph anywhere
too dangerous or lawless. Characters may purchase
hazard insurance that will cover taking the morph
into certain dangerous situations, but this will
double the rental price at minimum.
If a character suffers extensive organic damage or
death while insured, the insurance will cover 80%
of the morph’s cost, meaning that the character is
expected to pay the other 20%. If they cannot pay,
their possessions or their stored morph may be
seized in payment.
If a character violates their insurance policy by
intentionally putting themself in harm’s way above
the threat level at which the policy was purchased,
without first communicating with and rendering payment
to the insurer, the policy may be declared void.
If the leased morph dies under a voided policy and
the character cannot pay to replace it, their possessions
and stored morph may be subject to seizure.
Seizure takes different forms depending upon the
local economy and legal system. In hypercorp space,
it is a straightforward seizure of liquid assets, including
forced uploading if the character’s morph is
seized. Elsewhere, the character is more likely to end
up owing a lot of favors or taking severe hits to their
reputation, but they are unlikely to undergo forced
uploading or outright physical seizure of their morph.
Morph Costs
NOTE: morph type cost
Biomorphs
Flats, Splicers High
Octomorphs Expensive (30,000+)
Furies, Ghosts, Remade Expensive (40,000+)
Futuras Expensive (50,000+)
All others Expensive
Pods
Workers, Pleasure Pods High
Novacrabs Expensive (30,000+)
Synthmorphs
Cases Moderate
Synths, Dragonflies High
Slitheroids, Swarmanoids Expensive
Flexbots Expensive (30,000+)
Arachnoids Expensive (40,000+)
Reapers Expensive (50,000+)
Positive morph traits +500 per CP
Negative morph traits –200 per CP
IDENTITY
Edit
NOTE: Given the nature of resleeving technologies, identity
is a fluid concept in Eclipse Phase. Transhumans are
used to the idea of identifying people by how they
look or even by their biometric data, but this is no
longer a certified method. What you look like may
drastically change from one day to the next. You
may see an olympian you recognize, but perhaps it’s
been awhile, so you’re no longer certain that it’s the
same person still in that morph. If you’re sleeved in a
popular off-the-rack morph, there may be hundreds
of other cloned morphs that look exactly like you out
there—perhaps useful if you desire to blend in. Similarly,
security services can no longer rely on biometric
technologies. Forensics may be able to identify an individual
morph’s presence at a crime scene, but proving
who was in that morph at the time is another matter.
Identity is, of course, tied to ego, and various
authorities have instituted verification and security
measures based on this. Within the inner system, each
ego is given an ID number, which is used to validate
their identity, citizenship, legal status, credit accounts,
licensing, etc. This ego ID is verifiable by the person’s
brainwave patterns, which remain the same even
when resleeving. When an ego uploads, the uploading
service is required to incorporate this ego ID into
the person’s backup/infomorph. Likewise, when that
person resleeves, the service handling the procedure
is required by law to verify the ego’s ID before downloading.
The ego ID is then hardcoded into the morph
itself in the form of a nanotattoo on the tip of the person’s
index finger. This nanotat can be easily scanned
at security checkpoints to verify identity.
Though efficient, this system is far from perfect. For
one, ID record-keeping is far from standardized and
varies drastically from habitat to habitat. Most do not
share records with each other unless they are part of the
same political alliance in order to protect their citizens’
privacy. For example, Lunar-Lagrange Alliance stations
do not share citizenship ID data with the Planetary
Consortium, though they do share with each other.
On top of this, many identity records were lost
during the Fall, a situation that was undoubtedly exploited
by those who preferred to erase their past or
adopt a new persona. These all make for a situation
where identity records are patchwork at best. Officials
must also rely on the security of other habitats for ID
verification. If a person egocasts to Nectar on Mars
from Qing Long in the Martian Trojans, and the
Nectar officials have no record of this person, they
can only trust that the Qing Long officials did their
job when verifying the subject’s ID and background.
To make matters worse, many autonomist habitats
operate without identity checks altogether. Though
some ID measures are still used, both to prevent
reputation system gaming and to be able to identify
bodies in the case of death, these uses are significantly
more lax and few records are kept. Therefore, when
autonomists and the like egocast to habitats that require
ID, they are assigned a temporary ID for the duration
of their stay (and sometimes any future visits).
Identity Verification
Edit
NOTE: share records with each other unless they are part of the
same political alliance in order to protect their citizens’
privacy. For example, Lunar-Lagrange Alliance stations
do not share citizenship ID data with the Planetary
Consortium, though they do share with each other.
On top of this, many identity records were lost
during the Fall, a situation that was undoubtedly exploited
by those who preferred to erase their past or
adopt a new persona. These all make for a situation
where identity records are patchwork at best. Officials
must also rely on the security of other habitats for ID
verification. If a person egocasts to Nectar on Mars
from Qing Long in the Martian Trojans, and the
Nectar officials have no record of this person, they
can only trust that the Qing Long officials did their
job when verifying the subject’s ID and background.
To make matters worse, many autonomist habitats
operate without identity checks altogether. Though
some ID measures are still used, both to prevent
reputation system gaming and to be able to identify
bodies in the case of death, these uses are significantly
more lax and few records are kept. Therefore, when
autonomists and the like egocast to habitats that require
ID, they are assigned a temporary ID for the duration
of their stay (and sometimes any future visits).
Nanotat Scans
NOTE: Special encoded nanobots are used to create a small
nanotat on a person’s index finger. These nanobots
contain encoded information that includes their name
and identity, brainwave pattern, citizenship/legal status,
credit account number, insurance information, and
licenses. Depending on the local habitat laws, it may
include other information such as criminal history,
travel history, restricted implants, employment records,
and so on. This nanotat may be read by anyone with
a special ID scanner that reads the nanobot encoding.
ID nanotats include information on the company
that did the resleeving, so that the data may be accessed
and verified with their records online. The data
on the nanotat is also cryptographically signed with
the company’s public key, meaning that anyone who
checks the data and the signature online can tell if the
data has been altered.
Brainwave Scans
NOTE: Brainwave scans are one of the few types of biometric
prints that stay with an ego no matter what morph it
is in. They are impractical for most security purposes
as they require a scan with a combination electroencephalogram
and neuroimaging device, referred to as
a brainprint scanner, which takes approximately 5
minutes. This device measures the subject’s baseline
brainwave pattern as well as the subject’s brainwave
signature responses when they think certain thoughts
or sense certain patterns. These scans are all but
impossible to fool, however, barring hacking of the
brainprint scanner itself, and so are considered quite
reliable. For this reason they are occasionally used in
high-security facilities.
It is worth noting that infection by some variants
of the Exsurgent virus, notably the Watts-Macleod
strain (p. 367), sometimes alters a person’s brainwave
patterns, but not in every case.
Digital Code
NOTE: Digital ID codes are often incorporated into backups and
infomorphs. Not only does this help identify who the
backup belongs to, but it serves as an electronic signature
for verifying ID when the backup is to be resleeved. This
digital code typically contains the same information as
the nanotat ID, and is signed with a cryptographic hash
that makes it difficult to forge and which can be verified
online. AIs and AGIs also feature such built-in codes.
Circumventing ID Checks
Edit
NOTE: Firewall sentinels and clandestine agents often have a
need to hide or alter their identities. While ID system
are challenging, they are not insurmountable.
Fake IDs
NOTE: The easiest way to bypass security checks is to establish
a fake ID. Given the patchwork nature of identity records
and the lack of any centralized authority, this is
not very difficult. Numerous crime syndicates and even
some autonomist groups maintain a thriving ID fabrication
business, often with complete histories and medical
covers for implants that might be restricted or illegal.
These IDs are usually registered with habitats that are
either known criminal havens, have autonomist sympathies,
or are isolated and remote. Though the ID is
actually verifiable and registered with these stations, the
potential shady origins of such IDs is known to most
inner system authorities and so the character may be
exposed to extra scrutiny or monitoring. Fake IDs may
be acquired that are registered with more respected authorities,
but this often requires a much higher expense
or connections to hypercorp clandestine operations.
Black market darkcast and resleeving options offer
fake IDs as a matter of course.
Altering Nanotat IDs
NOTE: Special nanobot treatments may be manufactured
to erase, rewrite, or replace nanotat IDs. Erasing a
nanotat is easy, but not having one is a crime and immediate
grounds for suspicion in many habitats. Rewriting
a nanotat is also easy, though this means that
the nanotat will fail its authorization online unless the
encryption has also been cracked (p. 253). Replacing
a nanotat ID with a fake one is just as possible, and is
part of the process of acquiring a fake ID.
Digital ID Tampering
NOTE: Digital ID codes may also be tampered with, though like
nanotat IDs this will mean that the ID fails online verification
unless the encryption is also 280 defeated (p. 253).
LIFE IN SPACE
Edit
NOTE: Transhumanity is not just a spacefaring race, it is
also largely space-dwelling. While a substantial portion
of transhumanity inhabits planetary bodies like
Mars, Luna, Venus, and the moons of the gas giants,
the balance live in a variety of space habitats, ranging
from the old-fashioned O’Neill cylinders of the inner
system to the Cole bubbles of the outer system.
Space Habitats
Edit
NOTE: Sp ace Habitats
Space habitats come in many sizes and configurations,
from survivalist outposts designed to support
ten or fewer people to miniature worlds in resourcerich
areas housing as many as ten million people. In
heavily settled regions of space, such as Martian orbit,
habitats may be integrated into local infrastructure,
relying to some extent on supply shipments from other
orbital installations.
More commonly, especially in the outer system,
habitats are independent entities. This usually means
that in addition to the main space station, the habitat
is attended by a host of support structures, including
zero-g factories, gas and volatiles refineries, foundries,
defense satellites, and mining bases.
Habitats—especially large ones—sometimes have
visitors, as well. Majors habitats are crossroads in
space. In addition to scheduled bulk freighter stops,
they may have hangers-on such as scum barges, prospectors,
or out-of-work autonomous bot swarms.
Many habitats have some form of transportation
network. This is most common in large cylindrical
habitats with centrifugal gravity. Common solutions
for public transit include monorail trains, trams, and
dirigible skybuses. Common personal transit options
included bicycles, scooters, motorcycles, and microlight
aircraft, with larger vehicles being uncommon
and usually reserved for official use.
Most habitats with large interior spaces also use augmented
reality overlays to create consensual hallucinations
of a sky and clouds, to which most residents keep
their AR channels tuned. One would think that in space,
talking about the weather would have disappeared from
transhumanity’s repertoire of small talk, but the habit
persists—only the weather discussed is usually virtual (if
it’s not real “weather”—solar flare activity and the like).
Cluster Colony
NOTE: Clusters are the most common form of microgravity
habitat. Clusters consist of networks of spherical or
rectangular modules made of light materials and connected
by floatways. Typically business and residential
modules are clustered around arterial floatways and infrastructure
modules such as farms, power, and waste
recycling. Limited artificial gravity areas may exists,
frequently parks or other public places and specialized
modules like resleeving facilities (morphs often keep
better when stored in gravity). Arterial floatways in
large clusters may have “fast lanes” where a constantly
moving conveyor of grab-loops speeds people along
Clusters are most commonly found in volatile-rich environments
like the Trojans and the ring systems of the gas giants (particularly
Saturn). Clusters are rare in the Jovian system because shielding a
cluster of individual modules rather than one large station from
Jupiter’s intense magnetosphere is hideously inefficient.
Cluster colonies can have anywhere from 50 to 250,000 inhabitants.
Cole Bubbles
NOTE: Cole bubbles (or “bubbleworlds”) are found mostly in the main
asteroid belt, where the large nickel-iron asteroids used to construct
them are abundant. Bubbleworlds are less common in the Trojans
and Greeks, where crusty ice asteroids predominate. A Cole bubble
is similar in many respects to an O’Neill cylinder, but there are no
longitudinal windows. Sunlight instead enters through axial mirror
arrays. The bubbleworld is also constructed very differently, using a
large solar array to heat a pocket of water inside of a metal asteroid
so that the metal expands. Rotating the asteroid causes the malleable
material to form a cylinder, which is then capped off and the
water drained. The inside can then be pressurized, built out, and
planted. Cole bubbles can also be spun for gravity, according to the
whims of the inhabitants, though the gravity lowers as you near the
poles of the bubble, with zero gravity at the axis of rotation.
Cole bubbles are among the largest structures transhumanity has
created in space. The largest Cole habitat, Extropia, has a population
of 10 million.
Hamilton Cylinders
NOTE: Hamilton cylinders are a new technology. There are only three fully
operational Hamilton cylinders in the system, but the design shows
great promise and is likely to be widely adopted over the coming
period. Hamilton cylinders are grown using a complex genomic
algorithm that orchestrates nanoscale building machines. These
nanobots build the habitat slowly over time, a process more like
growing than construction.
Similar to O’Neill cylinders and Cole bubbles, a Hamilton cylinder
is a cylindrical habitat rotating on its long axis to provide gravity.
Two of the known Hamilton cylinders orbit Saturn in positions
skimming the rings near the Cassini division. From this position,
they can graze on silicates and volatiles using harvester ships.
None of the currently-operating Hamilton cylinders have grown
to full size yet, but estimates say they could each house up to 3
million people.
O'Neill Cylinders
NOTE: Found mostly in the orbits of Earth, Luna, Venus, and Mars, O’Neill
cylinders were among transhumanity’s first large space habitat designs.
O’Neill cylinders are no longer built, having been replaced
by more efficient designs, but are still home to tens of millions of
transhumans. O’Neill cylinders were constructed from metals mined
on Luna or Mercury, Lunar volatiles (including Lunar polar ice),
and asteroidal silicates.
A typical O’Neill habitat is thirty-five kilometers long, eight kilometers
in diameter, and rotates around its long axis at a speed
sufficient for centrifugal force to create one Earth gravity on the
inner wall of the cylinder. Smaller cylinders exist, though these
usually feature lower gravity (typically Mars standard). Cylinders
are sometimes joined together, end-to-end, for extra long habitats.
A spaceport is situated at one end on the rotational axis of the
cylinder (where there is no gravity). Arrivals by space use a lift or
microlight launch pad to get down to the habitat floor.
The inside of an O’Neill cylinder has six alternating
strips of ground and window running from one cap
of the cylinder to the other. One narrow end of an
O’Neill cylinder points toward the sun. The opposite
end is the mooring point for three immense reflectors
angled to reflect sunlight into the windows. Smart
materials coating the windows and reflectors prevent
fluctuations in solar activity from delivering too much
heat. The air inside the cylinder and its metal superstructure
provide radiation shielding.
The land in most O’Neill cylinders is one-third
agricultural (a combination of food vats and highyield
photosynthetic crops), one-third park land, and
one-third mixed use residential and business. O’Neill
habitats have a day and night cycle regulated by the
position of the external mirrors. The business and
residential sections of the cylinder usually alternate
with the park land over two of the strips of land;
cropland usually takes up the third. Bridges cross
the windows every kilometer or so, linking the land
strips. The interior climate, the architectural style of
the structures, and the types of vegetation and fauna
present vary with the tastes of the habitats’ designers.
Depending upon size, O’Neill cylinders can house
from 25,000 to 2 million people.
Tin Cans
NOTE: Antique research stations and survivalist prospector
outposts often fit this description. Tin can habitats
are only a few notches up from the early 21st-century
International Space Station. Tin cans usually consist
of one or more modules connected to solar panels
and other utilities by an open truss. Deluxe models
feature actual floatways or crawlways between
modules, while barebones setups require a vacsuit or
vac-resistant morph to go from room to room. Food
growing capacity is severely limited and there may be
no farcasters, but fabricators are available, as well as
mooring for shuttles and perhaps prospecting craft.
Tin cans rarely house more than 50 people.
Toruses
NOTE: Interchangeably called toruses, toroids, donuts, and
wheels, these circular space habitats were a cheap
alternative to the O’Neill cylinder used for smaller
installations. Like O’Neill cylinders, toruses are seldom
constructed anymore, but many are still encountered in
the inner system, particularly in Earth and Lunar orbit.
A toroidal habitat looks like a donut 1 kilometer in
diameter, rotating on great spokes. There is a zero-g
spaceport at the wheel’s hub. Visitors take a lift down
one of the spokes to the level of the donut, where
rotation creates one Earth gravity.
The plan of toroidal habitats varies greatly, as many
were designed for specific scientific or military purposes
and only later taken over as habitats by entrepreneurs
or squatters. Many have a succession of decks in the
donut. Most of those designed for long-term selfsufficient
habitation have smart material-covered glass
windows for growing plants along much of the inside
surface of the torus. Toroidal habitats equipped for
farming normally face the sun in a direction perpendicular
to their rotational axis, but then use a slow processional
wobble of that axis to create a day/night cycle.
Toruses were usually built to accommodate small
crews of 500 or fewer people, though some larger
ones exist, able to house 50,000. A few rare doubletoruses
also exist, like two large wheels spinning in
opposite directions, joined at the axis.
Immigration and Customs
Edit
NOTE: How characters gain entry to a habitat and what type
of screening they’re likely to undergo depends upon
how they arrive. Some habitats are close to other
settlements, while others are physically isolated by the
vast, empty distances of interplanetary space.
Habitats in dense planetary systems receive most of
their visitors via conventional space travel. Immigration
and customs infrastructure is geared toward receiving
visitors via their spaceport, and the processing
of arrivals is in most ways analogous to a twentieth
century airport. Isolated habitats, on the other hand,
tend to receive almost all of their visitors via egocast.
Physical Arrivals
NOTE: Arrivals by spacecraft undergo, at minimum, an ego
ID check, scans to detect pathogens, hostile nanobots,
explosives, or radiation, and an inspection of their
personal effects. Some habitats go farther, including
rigorous secondary screenings using scout nanoswarms,
scans of all electronic systems for malware,
and/or aggressive interrogation of a fork of the subject.
Even autonomist enclaves enforce automated scans for
anything that might pose a danger to the habitat or
any signs of hypercorp saboteur efforts.
Restricted goods vary according to local legalities.
Many habitats, particularly those controlled by autonomist
or criminal factions, allow personal weaponry
as long as its nothing you can use to blow a hole in
the structure or indiscriminately kill dozens of people.
Others, notably the Jovian Republic and hypercorp
stations, disallow lethal weapons of all kinds, except
for people who have acquired special permits and authorization
(sometimes available by bribing the right
people or pulling favors with rep). Nonlethal weapons
are generally allowed. Other restricted items may
include nanofabricators, nanoswarms, malware and
hacker software, drugs and narcoalgorithms, certain
types of XP recordings, covert operations tools, and
so on. Certain types of morphs may also be restricted,
such as reapers, furies, or uplifts.
Certain habitats may insist that visitors—or at
least the ones they don’t like the looks of—submit to
specific forms of monitoring or surveillance for the
duration of their stay. This might include taggant
nanoswarms, hosting a police AI in your mesh inserts,
or even physical tailing by an armed security drone.
Other stations will require that their visitors leave a
fork as a form of collateral at the door—in case they
commit a crime, the fork can be interrogated.
Finally, though rare, some habitats go so far as to
charge all visitors an “air tax”—a fee for using the
station’s publicly available resources while they are
present. This is generally only common in isolated
habitats with strained resources, and is considered
especially obnoxious by most autonomists.
Some syndicates run a good business in smuggling
certain goods or even people into habitats. This is generally
accomplished through bribed security personnel,
but is also sometimes handled as falsified credentials
that will allow the subject to breeze past security
checks. Such services are typically quite expensive.
For those hoping to gain quiet and unobserved
access, there is always the option of taking a spacewalk
and trying to break in through an unattended
airlock. Such attempts are quite often dangerous and
futile, as most habitats have dedicated sensor and
security systems to monitor their exterior surface and
in particular any access points. Still, it is a possibility
for a resourceful team with a skilled hacker, though
armed sentry bots are a particular danger.
Electronic Arrivals
NOTE: Arrivals by egocast are sometimes interviewed by
habitat authorities in a simulspace before resleeving.
Depending upon the habitat’s attitude toward civil
rights, this process can be relatively reasonable or
quite invasive. A minimal entry inspection includes an
ID check, a brief interview with a customs AI, and a
review of the specs of the morph into which the arriving
ego plans to resleeve. Habitats with draconian
immigration measures may use harsh psychosurgery
interrogation techniques on suspect infomorphs. Egocast
backups have little recourse to avoid this treatment—
station authorities can simply file them away
in cold storage if they choose—so it is wise to investigate
custom procedures before you send yourself over.
Because many people, particularly autonomists and
brinkers, don’t appreciate this kind of reception, various
uploading services have stepped in to provide precustoms
resleeving for characters traveling to habitats
with suspect screening methods. For often-exorbitant
fees, the traveler egocasts into an extraterritorial substation
close to their intended destination, resleeves
there, and then travels to their destination by rocket.
Various darkcast services, normally run by established
crime syndicates, sometimes offer an alternative
method of egocasting in and possibly even resleeving.
Darkcast services are quite expensive, however, and
the character is at the mercy of the syndicate operators.
In rare cases, some political factions or even hypercorps
might operate their own darkcast systems,
which a character with good networking skills might
be able to take advantage of.
Space Travel
Edit
NOTE: In some circumstances, characters will prefer to travel
physically through space rather than egocasting. In
Eclipse Phase, spacecraft are primarily dealt with as a
setting environment rather than a vehicle/gear to use.
Spacecraft largely pilot themselves via the onboard AI.
Though characters can also take over with their Pilot:
Spacecraft skill, the situation rarely calls for it.
Local Travel
NOTE: In densely inhabited planetary systems such as Mars
and Saturn, most travel between cities, surface stations,
and orbital habitats within 200,000 kilometers is by
small hydrogen-fueled (or sometimes methane-fueled)
rockets. This form of travel is incredibly cheap, very
fast, and avoids the occasional personality glitches
that crop up during egocasting. LOTVs (lander and
orbital transfer vehicles, p. 348) are commonly used.
Spacecraft leaving a planetary body need to be able to
generate enough thrust to escape the gravity well (see
Escaping Gravity Wells, p. 346).
Distance Travel
NOTE: For distances of 200,000 to 1.5 million kilometers,
somewhat larger (and more expensive) fusion- and
plasma-drive craft make regular runs. Nuclear electric
ion drives were once used on some of these routes,
but the poor efficiency of these fission systems and the
need for radioactive heavy metal reaction mass means
that they are almost never used anymore. Faster antimatter-
drive couriers are also commonly used. These
ships lack the thrust to escape from the gravity wells
of large planets or moons, so they station themselves
in orbit and use smaller ships (typically LOTVs) with
higher thrust to transport people to and from the
planetary surface.
For distances beyond 1.5 million kilometers, almost
everyone uses egocasting
Space Travel Basics
NOTE: Spacecraft use various types of reaction drives (see
Spacecraft Propulsion, p. 347), meaning that they burn
fuel (reaction mass) and direct the heated output in
one direction, which pushes the spacecraft in the opposite
direction. Travel over any major distance typically
involves a period of high-acceleration burn for several
hours at the beginning of the flight, where up to half of
the reaction mass is spent to drive up the craft’s velocity.
The ship then coasts for the majority of the flight at
that speed, until it approaches its destination, where it
flips over and burns an equal amount of reaction mass
in the opposite direction to decrease velocity.
Though some craft burn half their reaction mass
to get up to the best speed possible, this doesn’t leave
much room for additional maneuvering or emergencies.
Many craft therefore only burn up to a quarter
or a third of their fuel in initial accelerations, so they
have some to spare in case they need it. A few tricks
can be used to save fuel and build speed, such as slingshotting
around the gravity wells of larger planets or
aerobraking in a planet’s upper atmosphere.
Travel times between locations are constantly
changing as various bodies move in their orbits
around the solar system. Within a cluster or planetary
system, travel takes a matter of hours. Within the
inner system, travel can take days or weeks. Travel to,
from, or within the outer system can take much longer,
and is usually a matter of several months.
Most ships operate at zero-g, except for a few larger
craft that are able to spin habitat modules for low
gravity. Periods of high-acceleration also produce
temporary gravity in a downward direction, towards
the burn.
Space is a valuable commodity on board spacecraft,
so room is often tight. Sleeping and personal quarters
are rarely bigger than large closets, just enough room
for a sleeping bag and personal effects. Depending
on the size of the craft, there may be a communal
recreation area. The crew tend to only be busy at the
beginning and end of a trip, when they must deal with
acceleration/deceleration and maneuvering around
other space traffic. The rest of the trip they spend
dealing with repairs or otherwise killing time, often
by accessing XP or VR simulations or playing AR
games. While spacecraft have their own local mesh
network, they are usually too far to interact with the
mesh networks of other habitats without significant
communications lag, so they must make do with
their own archive of entertainment options. Many
long-haul ships are crewed by hibernoid morphs, who
hunker down for a long nap.
Spaceship Combat
NOTE: Combat in space tends to take place over long distances
using massive beam weapons, railguns, and
missiles. It also tends to be nasty, brutish, and short.
Significant damage to a vessel can cause atmospheric
decompression, killing any biomorph crew who aren’t
suited up and strapped down.
For the most part, it is recommended that space
combat be treated as a plot device, part of the background
story that helps create drama and tension,
rather than an event that characters actively participate
in. This is not to say the characters cannot play a
role in the combat, or that their actions will have no
effect on the outcome. They may become involved in
damage control, negotiate with hostile forces, repel
boarders, target weapons with Gunnery skill, stage a
mutiny, attempt to hack the networks of approaching
vessels, escape out the airlock, hide out while the
pirates sack the ship, or similar affairs. It is recommended,
however, that gamemasters steer clear of
space combat situations that could easily lead to the
whole team dying due to a few bad dice rolls.
NANOFABRICATION
Edit
NOTE: In order to create an object in a nanofabricator
(whether a cornucopia machine, fabber, or maker; see
p. 327), three things are needed: raw materials, blueprints,
and time.
Raw Materials
NOTE: Raw materials are generally easy to acquire, as most
nanofabricators are equipped with disassembler units
that will break down just about anything into its constituent
molecules. Feedstock may also be purchased
(at a cost of Trivial). Many habitats route their recycling
and waste products directly into disassemblers.
Blueprints
Edit
NOTE: Most nanofabricators are pre-loaded with blueprints
for general purpose items: food, simple clothing, basic
tools, etc. Blueprints for other goods may be acquired
in several ways:
• They may be purchased online (legally or on the
black market).
• They may be found for free online (see below).
• They may be acquired with Rep, following the
usual rules for social networking (p. 285).
• They may stolen (usually by hacking a mesh site
or a nanofabricator containing such plans).
• They may be self-programmed (see below).
Once the blueprints are acquired, they are simply
loaded into the nanofabricator.
Open Source Blueprints
NOTE: Blueprints for many goods may be found for free
online, disseminated by an active open source
software movement. The availability of such plans
typically depends on the local mesh. In autonomist
habitats, a simple Research Test is likely to turn up the
open source blueprints you need (applying modifiers
for unusual items). In more restricted habitats, open
source blueprints may be harder to find, as they will
be securely hidden from the prying eyes of the authorities.
In this case, the character will need to use their
Rep to gain access, bribe a local hacker group, or do
something similar.
Note that restricted nanofabricators may not accept
open source blueprints (see Blueprint Restrictions).
Blueprint Restrictions
NOTE: Some nanofabricators are equipped with pre-programmed
restrictions not to accept blueprints for restricted
items (such as weapons) or non-licensed items
(such as black market or open source blueprints).
These restrictions may be circumvented by hacking
the nanofabricator and re-programming it, following
normal hacking rules (p. 254).
Programming Blueprints
NOTE: A dedicated character may simply decide to program
their own blueprints, though this is a time-consuming
endeavor. To do so, the character must make a Programming
(Nanofabrication) Test with a timeframe
of one week per cost level of the item. For example, a
Trivial cost item takes 1 week, a Low cost item takes 2
weeks, a Moderate item 3 weeks, and so on. Academics:
Nanotechnology skill or a skill appropriate to the
object’s design may be used as a complementary skill
(p. 173) for this test. A fork or muse may also be assigned
to such a programming task.
Time
NOTE: Once the raw materials and blueprints are in, most nanofabrication
is simply a matter of time. The exact timeframe to create an
object varies, but roughly approximates 1 hour per cost category of
the item (1 hour for Trivial, 2 for Low, 3 for Moderate, etc.). The
gamemaster may feel free to modify this period as appropriate for
the object.
The Programming Test
NOTE: Nanofabrication is typically handled as a Programming (Nanofabrication)
Test. In most cases, this can be treated as a Simple Success
Test (p. 118), with a failed roll simply indicating that the item has
some minor imperfections, or perhaps took longer to make.
In some cases, the gamemaster may call for an actual Success Test,
meaning that failure is more of a possibility. This should only be
done for items that are exotic, extremely complicated, or for which
the blueprints are incomplete or otherwise suspect. This test can also
be made if the raw materials are limited.
The character operating the nanofabricator can make this test or
it can be left up to the nanofabricator’s built-in AI. Most such Such
AIs have a Programming (Nanofabrication) skill of 30 (see AIs and
Muses, p. 331).
REPUTATION AND SOCIAL NETWORKS
Edit
Social Networks
Edit
Networking
Reputation
Using Networks and Rep
Edit
The Networking Test
Favor Levels and Modifiers
Edit
Example
Paying/Exchanging for Favors
Edit
Example
The Limits of Reputation
Edit
Example
Burning Reputation
Edit
Example
Keeping Quiet
Edit
Example
Favors
Edit
Favors
Acquire/Unload Goods
Edit
Table
Acquire Services
Edit
Example
Table
Acquire Information
Edit
Table
Reputation and Identity
Edit
Reputation Networks
Networking Modifiers
Reputation Levels
SECURITY
Edit
Access Control
Edit
Bug Zappers
Electronic Locks
Lockbots
Portal Denial System
Self-Healing Barriers
Slippery Walls
Wireless Inhibitors
Detection and Surveillance
Edit
Nanotagging
Sensors
Weapons Scanners
Wireless Scanning
Active Countermeasures
GEAR
Edit
NOTE: The accelerated technological levels ofEclipse Phase enable a number of devices for personal enhancement, survival, and other uses.
EQUIPMENT RULES
Edit
NOTE: The following rules apply to all technological items in
Eclipse Phase.
Acquiring Gear
Edit
NOTE: During character creation, players purchase gear for
their characters using the credits they have during
the character creation process. Once play begins,
however, characters must obtain any equipment they
need the usual way: by buying, borrowing, making,
or stealing it.
In the inner system, hypercorp, and Jovian Republic
settlements—and other places where capitalism still
reigns—gear acquisition is simply a matter of finding
a seller and buying it. Each item has a listed cost, from
Trivial to Expensive, as noted on the Gear Costs table.
Due to local availability of resources, supply and
demand, and legalities, these listed costs are meant
to be approximations. When no other factors apply,
the listed Average Cost for that category can be used.
Otherwise the gamemaster should modify the item’s
worth as they see fit, according to local economic factors,
while still keeping it within that cost category
range. The Cost Modifiers table lists out some suggested
changes to an item’s cost, but these are simply
recommendations, and can be ignored or followed as
the gamemaster deems fit. The exact local conditions
are largely up to the gamemaster to determine, as best
fits their game.
In some circumstances, characters may attempt to
haggle over gear prices. This is best handled as roleplaying,
but the gamemaster may also call for an
Opposed Persuasion Test (or possibly an Intimidation
Test). The character who wins may increase or reduce
the price by 10% per 10 points of MoS.
In the outer system, anarchist, Titanian, scum, and
other habitats that use the reputation economy, characters
must rely on their rep scores to acquire the goods
and services they need. The mechanics for this are covered
under Reputation and Social Networks, p. 285.
Characters are of course free to get their hands
on equipment by any other means they devise—con
schemes, borrowing from friends, and outright
theft, with all of the appropriate tests and consequences.
In some cases, acquiring gear may be an
adventure unto itself.
Fabricating Gear
NOTE: Thanks to nanofabrication technology, characters may
also create their own equipment using cornucopia
machines and similar nanofab devices (p. 327). The
character must have the appropriate blueprints to do
so, whether they come with the fabber, are bought
legitimately or on the black market, acquired with rep,
or found online. Characters may also code their own
blueprint desires, using the Programming: Nanofabrication
skill.
Gear Modifiers
Edit
NOTE: In the technological future, gear is a necessity. In many
cases, use of equipment provides no bonuses, it simply
allows a character to perform a task they would otherwise
be unable to do. For example, it is impossible
to pick a mechanical lock without lockpick or some
sort of tool.
In other cases, however, gear provides a bonus to
the task at hand. Climbing a wall may be possible
without tools, but if you happen to have gecko gloves
or other climbing gear, it’s going to be a lot easier. The
specific modifier applied is usually noted in the gear
item’s description, typically ranging from +10 to +30.
Gear Quality
NOTE: In both of the situations above, it is possible to have
items that are of either exceptional or inferior quality,
with corresponding positive or negative modifiers. The
gear may be well-crafted, state-of-the-art, cutting-edge
experimental, or simply top-of-the-line, applying an
additional +10 to +30. Or it may be outdated, shoddy,
or in disrepair, inflicting a –10 to –30 modifier (in
some cases canceling out the basic gear bonus).
Gear Costs
Edit
NOTE: Category Range (in Credits) Average (in Credits)
Trivial 1–99 50
Low 100–499 250
Moderate 500–1,499 1,000
High 1,500–9,999 5,000
Expensive 10,000+ 20,000
Cost Modifiers
NOTE: economic factor sugested cost modifier
Item Stolen –50%
Item Used –25%
Item Restricted +25%
Item Illegal +50%
Item Scarce +25%
Item Extremely Rare +50%
Item Common –25%
Gear Sizes
Edit
NOTE: On occasion, you’ll need to know how small or large
a certain piece of equipment is. Though this is largely
something the gamemaster can wing on the fly using
common sense, we’ve listed sizes for many gear items
that are unusual or so futuristic that the average player
may not have a feel for what dimensions the tech
likely is. These size categories are listed on the Gear
Sizes table (p. 297). These sizes should be considered
approximations, as depending on the manufacturer
and process, some items may be smaller or larger than
similar items. It is also important to keep in mind that
as technology advances, the size and components of
various equipment items shrink, so when in doubt, go
with smaller.
Table
NOTE: size category general dimensions and notes
Nano
So small that the item cannot be seen without
the aid of a microscope or nanoscopic vision
(p. 311), and may not be manipulated without
fractal digits (p. 311) or similar tools.
Micro
Anything ranging from the size of a barely
visible small dot to an average insect.
Mini
Mini items may be concealed within someone’s
palm or small pockets.
Small
Small items may be held in one hand and
concealed in normal pockets.
Medium
Medium size items are cumbersome to hold
with one hand, ranging from the size of a 2-liter
bottle to the size of a medium dog. They do
not fit in pockets, but they may be concealed
by larger coverings.
Large Roughly human-sized.
Huge Vehicles and other more massive objects.
Mass and Encumbrance
NOTE: A character who is carrying too much gear should
be slowed down, suffering negative modifiers both
to their movement rates and their skill tests. Rather
than micromanaging the weights of individual pieces
of equipment, however, this matter is largely left to
the gamemaster’s discretion, using common sense. If a
character loads up beyond reason, apply modifiers as
seem appropriate. The gamemaster should, however,
keep in mind that many of the manufacturing materials
used in Eclipse Phase allow for items that are
much lighter than current standards without any loss
of durability or function (see Future Materials, p. 298).
Likewise, characters in low or microgravity environments
can carry much larger loads.
Concealing Gear
NOTE: Characters may attempt to conceal items on their
person, hoping at least to hide them from casual
notice if not an intensive search. To determine howeffectively the character conceals the equipment, make
a Palming Test and note the MoS (the gamemaster
may wish to roll this secretly). Whenever another
character has a chance to notice the concealed item,
they must succeed in a Perception Test and achieve
a higher MoS than was scored on the Palming Test.
The gamemaster should apply modifiers to both tests
as appropriate. For example, concealing a large item
like a sword would be difficult (–30), whereas wearing
concealing clothing like a longcoat or multi-pocketed
jumpsuit would help (+20). Likewise, a character
who is not actively looking is less likely to notice the
hidden gear (–30), whereas someone who conducts a
physical search (+30) or who has enhanced vision to
pierce protective layers will fare better.
Design and Fashion
Edit
NOTE: Many objects in Eclipse Phase closely resemble their
early 21st century equivalents—a bottle of soda is still
a transparent container holding a brightly colored
liquid, clothing is obviously something you wear, and
a knife still consists of a blade and a handle. The materials,
processes, and mindsets that go into making
them, however, are quite different. To start, very few
items look have a uniform, mass-produced look, even
if they were. The procedures of minifacturing and
nanofabrication allow every individual item to be
manufactured with a unique (or at least different)
look. In areas with anarchist/reputation economies, in
fact, where personal possessions have very little intrinsic
value, expression and creativity are favored and so
many items are artistically personalized (and actual
hand-crafted items are rare and prized). Likewise,
almost all equipment is designed with ergonomics
and ease-of-use prioritized, so gear with soft curves,
pleasing colors, and form-fitting shapes are common.
Many items of personal technology, such as flashlights
or small tools, are made in the form of ovoids that
fit comfortably in the user’s hand or in similar forms
that can be easily worn or attached to clothing. To
someone from the 20th century, many common
devices look like oddly colored rocks or decorative
pieces of plastic or ceramic (in fact, many such items
are referred to as “blobjects” by older transhumans).
The materials used to create everyday items are
also advanced, ranging from aerogel and graphene
to smart materials (p. 298) and exotic metamaterials
with unusual physical properties. In practice, this
means that most items are light, durable (with both
tensile strength and/or flexibility, as needed), waterproof,
dirt-repellent, and self-cleaning. Most gear is
also designed with zero-G or microgravity functionality
in mind, and can easily be clipped, tethered, or
stuck to a surface with grip pads.
Almost all gear available in Eclipse Phase is also
available in forms that are wearable/usable by uplifted
animals and non-humanoid morphs, such
as novacrabs, slitheroids, and so on. Even if such
customized gear is not immediately available, it isusually not difficult to nanofabricate. Smart materials
(p. 298) also make interoperability between different
morphs easy.
Interface
NOTE: It is not uncommon for everyday devices to have no
visible controls as they are designed to be operated via
radio broadcasts from the user’s ecto or mesh inserts.
Any items crafted for use in emergency, combat, survival,
or exploration situations, however, will feature
basic physical controls, just in case. Physical interfaces
are typically controlled by touch pads that are nothing
more than colored spots on the device’s surface,
though some may also project a holographic interface
display. Most equipment of this sort can can also be
voice-activated and controlled.
Almost all devices are loaded with a complete set
of help files and tutorials. Most electronics are also
mesh-capable and equipped with specialized AIs (see
Meshed Gear, next page).
Smart materials
NOTE: Many common items of technology are made from
so-called smart materials. These devices contain—or
sometimes consist entirely of—many small nanomachines
that can both move and reshape themselves
to alter the object’s shape, color, and texture. For
example, smart clothing can transform from a suit of
specialized cold weather clothing suitable for the Martian
poles in winter to a fashionable suit in the latest
style due to hundreds of thousands of tiny nanomachines
in the clothing that shift and move to reshape
the garment. Similarly, a tool made of smart materials
can switch from a powered screwdriver to a wrench
or a hammer, as the nanomachines move around and
completely reshape the tool. Smart materials all contain
specialized advanced nanomachine generators (p.
328) that keep them in perfect repair as long as they
are regularly recharged.
Future Materials
Edit
NOTE: Many materials are available and commonly used in
Eclipse Phase that are rare, theorized, or unheardof
today. The following entries note some of the
more interesting.
Aerogel
NOTE: Low-density, solid-state “Frozen smoke” is made by
carefully foaming various materials, typically glasses
or ceramics, to an ultra-low density state. Aerogel
is semi-transparent and light-weight, feels like styrofoam,
but acts as an incredible insulator against
heat and cold. It is commonly used in habitats.
Diamond
NOTE: Artificial diamond is lightweight and super-strong,
has an extremely high melting point, and has nearperfect
thermal conductivity. This makes it an ideal
substance for hardening coated surfaces (armor)
and creating super-tough diamond machinery.
Fullerenes/Fullerites
NOTE: Fullerenes are molecular carbon structures (known
as buckyballs, carbon nanotubes, and graphene)
that are extremely strong (vastly stronger by weight
than steel), heat-resistant, and can be either insulative
or superconductive. This makes them useful in
equipment as diverse as armor, electronics, sensor
systems, or the cables of space elevators.
Metallic Foam
NOTE: Metal foam is created by adding foaming agents
to liquid metals, resulting in extremely lightweightmetallic structures—light enough to float on water.
Ideal for habitat construction and floating cities.
Metallic Glass
NOTE: Metallic glass are metals highly alloyed to possess a
disordered (rather than crystalline) atomic structure
with unique combinations of stiffness and strength,
making it a good wear surface and alternative to
ceramics in armor. It is also useful for its unusual
(for a metal) electrical resistance properties.
Metamaterials
NOTE: Metamaterials have unusual physical properties
(usually electromagnetic) due to their structure,
such as having a negative refractive index. Metamaterials
are used to create invisibility cloaks (p. 316),
superlenses, phased array optics, and impressive
2-D holograms.
Refactory Metals
NOTE: These metallic alloys have extremely high melting
points, making them ideal for extremely hot
engine systems, atmospheric entry vehicles, and
hypersonic craft.
Transparent Alumina
NOTE: In transparent form, this ceramic is often known as
sapphire. Transparent alumina is harder than steel
and zero-g casting techniques allow for intriguing
transparent construction designs, so long as its poor
tensile strength is respected.
MESHED GEAR
Edit
NOTE: Almost all technology in Eclipse Phase is designed
to be operated via radio signals from the user’s basic
implant, although models usable by characters without
basic implants are also available. In addition all
devices contain a nearly microscopic computer and
radio link (known as a “voice”) that allows the user to
easily locate the object and that reports on the condition
of the object or device, how to properly use and
care for it, as well as telling the user when it needs
to be repaired and how. Most are discrete and highly
useful, but cheaply made goods sometimes have overly
annoying voices.
This means that almost all devices can be accessed
via the mesh or directly if within radio range. This
makes them vulnerable to hacking and intrusion attempts
(p. 254) as well as radio jamming (p. 262).
Many devices are, however, publicly accessible (see
Spimes, p. 238). Meshed gear may also be tracked
through the mesh (p. 251). For privacy and security,
these devices are often slaved to other systems (see
Slaving Devices, p. 248); devices worn/carried bycharacters are usually made part of the personal area
network and slaved to the character’s mesh inserts/
ecto. For more info on meshed devices, see the Mesh
chapter, p. 234.
Many devices come equipped with AIs, who are
equipped with skillsofts that enable them to operate
the device on their own, as according to voiced
instructions or commands issued through the net. AIs
are described on p. 264 and p. 331.
Radio and Sensor Ranges
Edit
NOTE: In Eclipse Phase, almost all devices are equipped with
small radios so that they may be meshed. Likewise,
many pieces of gear are equipped with sensors such as
cameras, microphones, or other detectors. The Radio
and Sensor Ranges table notes what range these devices
operate at.
Table
NOTE: Size Category Urban Range Open Range Examples
Nano 20 meters 100 meters Smart Dust, Nanobot/Microbot Swarms
Micro 50 meters 500 meters Microbugs
Mini 1 kilometer 20 kilometers Mesh Inserts
Small 5 kilometers 50 kilometers Ectos, Miniature Radio Farcasters, Portable Sensors
Medium 25 kilometers 250 kilometers Radio Boosters, Vehicle Sensors
Large 500 kilometers 5,000 kilometers
Power
NOTE: All of the powered devices in Eclipse Phase require
electricity to function. With rare exceptions, most of
them rely on either solar cells or powerful batteries.
These batteries are high-density, room-temperature superconductors with 25 times the capacity of the
best batteries in common use in the early 21st century.
Such batteries may also be constructed so that they
are flexible, printed on devices, or woven into fabric.
They are good for 100–500 hours of use, and will alert
the user when they start running low. More powerful
radio-isotope nuclear batteries are also available,
heavily shielded so they do not emit radiation and
good for 3 years or more of use.
In short, power should rarely be an issue in Eclipse
Phase games, unless it happens to fit the plot. Power
failure could also result from a critical failure roll.
PERSONAL AUGMENTATION
Edit
NOTE: Almost all citizens of the solar system, whether human, AI, or uplifted animal, use various forms of biological, cybernetic, or nanotechnological augmentation. The following is a list of the most common types. Unless otherwise noted, any bonuses from personal augmentations are both compatible and cumulative with bonuses from other enhancements.
Standard Augmentations
Edit
NOTE: Most morphs produced in the solar system include the
following augmentations.
Basic Biomods
NOTE: Almost universal in biomorphs, many habitats will not
allow individuals to visit/immigrate if their biomorph
does not possess these biomods in order to preserve
public health. Basic biomods consists of a series of
genetic tweaks, tailored virii, and bacteria that speed
healing, greatly increase disease resistance, and impede
aging. A morph with basic biomods heals twice as fast
as an early 21st century human, gradually regrows lost
body parts, is immune to all normal diseases (from
cancer to the flu), and is largely immune to aging. In
addition, the morph requires no more than 3-4 hours
of sleep per night, is immune to ill-effects from longterm
exposure to low or zero gravity, and does not
naturally suffer from biological problems like depression,
shock reactions after being injured, or allergies.
[Moderate, but included for free in most biomorphs]
Basic Mesh Inserts
Edit
NOTE: Mesh inserts are ubiquitous among modern morphs.
This network of cybernetic brain implants is essential
equipment for anyone who wants to stay connected
and make full use of the wireless mesh. The interconnected
components of this system include:
Using any of these functions is as easy as thinking.
[Moderate, but included for free in most morphs]
Crainal Computer
NOTE: Cranial Computer: This computer serves as the
hub for the character’s personal area network and
is home to their muse (p. 264). It has all of the
functions of a smartphone and PDA, acting as a
media player, meshbrowser, alarm clock/calendar,
positioning and map system, address book, advanced
calculator, file storage system, search engine,
social networking client, messaging program, andnote pad. It manages the user’s augmented reality
input and can run any software the character
desires (see Software, p. 331). It also processes XP
data, allowing the user to experience other people’s
recorded memories, and also allowing the user to
share their own XP sensory input with others in
real-time. Facial/image recognition and encryption
software (p. 331) are included by default.
Radio Transceiver
NOTE: Radio Transceiver: This transceiver connects the
user to the mesh and other characters/devices
within range. It has an effective range of 20 kilometers
in deep space or other locations far from radio
interference and 1 kilometer in crowded habitats.
Medical Sensors
NOTE: Medical Sensors: This array of implants monitors
the user’s medical status, including heart rate,
respiration, blood pressure, temperature, neural
activity, and much more. A sophisticated medical
diagnostic system interprets the data and warns
the user of any concerns or dangers.
Cortical Stack
NOTE: A cortical stack is a tiny cyberware data storage unit
protected within a synthdiamond case the size of a
grape, implanted at the base of the skull where the
brain stem and spinal cord connect. It contains a digital
backup of that character’s ego. Part nanoware, the
implant maintains a network of nanobots that monitor
synaptic connections and brain architecture, noting
any changes and updating the ego backup in real time,
right up to the moment of death. If the character dies,
the cortical stack can be recovered and they may be
restored from the backup (see Resleeving, p. 271).
Cortical stacks do not have external or wireless access
(for security), they must be surgically removed (see Retrieving
a Cortical Stack, p. 268). Cortical stacks are
extremely durable, requiring special effort to damage
or destroy. They are commonly recovered from bodies
that have otherwise been pulped or mangled. Cortical
stacks are intentionally isolated from mesh inserts and
other implants, as a security measure to prevent hacking
or external tampering. [Moderate, but included for
free with most morphs]
Cyberbrain
NOTE: Cybernetic brains are where the ego (or controlling
AI) resides in synthmorphs and pods. Modeled on biological
brains, cyberbrains have a holistic architecture
and serve as the command node and central processing
point for sensory input and decision-making. Only
one ego or AI may “inhabit” a cyberbrain at a time; to
accommodate extras, mesh inserts (p. 300) or a ghostrider
module (p. 307) must be used. Since cyberbrains
store memories digitally, they have the equivalent of
mnemonic augmentation (p. 307). They also have
a built-in puppet sock (p. 307) may be remote-controlled,
though this option may be removed by those
who value their security. Cyberbrains are vulnerable to brainhacking (p. 261) and other forms of electronic
infiltration/attack. Cyberbrains come equipped with
two or more pairs of external access jacks (p. 306),
usually located at the base of the skull, which allow
for direct wired connections. [Moderate, but included
for free in all synthetic morphs and pods]
BIOWARE
Edit
NOTE: Bioware augmentations can be acquired either as a genemod when the morph is designed and grown or as a later modification to an existing morph, either by using nanomachines to modify the morph’s tissue or by externally growing the organ and implanting it. Bioware may be used to enhance biomorphs (including pods and uplifts), but not synthmorphs (see Synthmorphs and Bioware, p. 306).
ENHANCED SENSES
NOTE: The following are a list of the most common enhanced senses. Each is also available as a cybernetic implant, but bioware is much more common.
Direction Sense:The character has an innate sense of direction and distance using advanced inertial navigation. The character can arbitrarily define any point as “north” and keep track of which direction that is, as well as knowing approximately how far they have come. Characters with this augmentation can always retrace any route they have taken, only experiencing difficulty with three-dimensional routes lacking navigational markers (such as deep space or undersea; apply a –30 modifier). Since positioning inside habitats by anyone with basic mesh inserts is an automatic affair, only characters venturing to remote locations require this augmentation.[Low]
Echolocation:The character possesses sonar similar to that of a bat or dolphin. The character bounces brief ultrasonic pulses off their surroundings and uses them to form an image of these surroundings through the pattern of reflections of these pulses received by the character’s ears. For more details, seeUsing Enhanced Senses, p. 302. This augmentation works in both air and water and has a range of 20 meters in air and 100 meters in water.[Low]
Enhanced Hearing:The morph’s ears are enhanced to hear both higher and lower frequency sounds—the range of sounds they can hear is twice that of normal human ears (seeUsing Enhanced Senses, p. 302). In addition, their hearing is considerably more sensitive, allowing them to hear sounds as if they were five times closer than they are. A character with this augmentation can easily overhear even a softly spoken conversation at another table in a small restaurant. This augmentation provides a +20 modifier to all Perception Tests involving hearing.[Low]
Enhanced Smell:The morph’s sense of smell is equal to that of a bloodhound. The user can identify both chemicals and individuals by smell, and can
track people and chemically reactive objects by smell as long as the trail was made within the last several hours and has not been obscured. The character can also gain a general sense of the emotions and health of any character within 5 meters (+20 to Perception or Kinesics Tests to do so).[Low]
Enhanced Vision:The morph’s eyes have tetrachromatic vision capable of exceptional color differentiation. These eyes can also see the electromagnetic spectrum from terahertz wave frequencies to gamma rays, enabling them to see a total of several dozen colors, instead of the seven ordinary human eyes can perceive. In addition, these eyes have a variable focus equivalent to 5 power magnifiers or binoculars. This augmentation provides a +20 modifier to all Perception Tests involving vision. For further applications, seeUsing Enhances Senses, p. 302.[Low]
Mental Augmentations
NOTE: Mental augmentations are extremely common.
Eidetic Memory: The character can remember everything
that ever happened to them, in detail, with
no long term memory loss. For example, they can
recite a page they read in a book a month ago, recall
a string of 200 random characters they viewed a year
ago, or even tell you what they had for breakfast on
a particular date a decade ago. However, they can
only remember things they paid attention to. The
character will not remember the contents of a note
on someone’s desk if they merely glanced at it; they
must specifically have read it. No effort is required to
use this augmentation, the character merely needs to
attempt to remember a specific fact. [Low]
Hyper Linguist: The morph’s brain maintains the
linguistic flexibility of a small child, allowing the
character to learn languages with great ease. This
functions as the Hyper Linguist trait, p. 146. [Low]
Math Boost: This implants functions as the Math
Wiz trait, p. 146. [Low]
Multiple Personalities: The character’s brain is intentionally
partitioned to accommodate an extra personality.
This multiplicity is not viewed as a disorder,
but as a cognitive tool to help people deal with their
hypercomplex environments. This extra personality
can be an NPC run by the gamemaster, a separate
character (in ego form only) made by the player, or
the downloaded fork of another character. For all intents
and purposes, the extra personality is treated as
a separate ego (i.e., it may fork separately), except that
both personalities are backed up in the same cortical
stack and if downloaded they must be placed in separate
morphs or in another morph with this implant.
Only one ego may be in control of the morph at a
time. The other resides in the background, still active,
but not on a surface level. Each ego is completely
aware of what the other is doing, thinking, etc. If for
some reason the subsumed personality wants to come
to the fore, but the other personality won’t relinquish
control, make an Opposed WIL x 3 Test. Each ego
has its own Lucidity and Trauma Threshold, and they
track stress and trauma separately. Any psi attacks or
social/mental influences only affect the personality at
the fore. Having an extra ego in your head, working in the
background, is helpful for multitasking. The character
receives an extra Complex Action each turn that may
only be used for mental or mesh actions. [High]
Physical Augmentations
NOTE: Most physical bioware augmentations are derived
from the capabilities of animals.
Adrenal Boost: This adrenal gland enhancement
supercharges the character’s adrenal response to
situations that invoke stress, pain, or strong emotions
(fear, anger, lust, hate). When activated, the concentrated
burst of norepinephrine accelerates heart rate
and blood flow and burns carbohydrates. In game terms, this allows the character to ignore the –10
modifier from 1 wound and temporarily increases
REF by +10 (also boosting REF-linked skills and
Initiative). These modifiers apply until the character
has calmed down (if the character also has endocrine
control, p. 304, then adrenal boosts can be activated
and deactivated at will, and the negated wounds are
cumulative). [High]
Bioweave Armor (Light): Bioweave armor involves
lacing the morph’s skin with artificial spider silk biological
fibers. This provides an Armor rating of 2/3
without changing the appearance, texture, or sensitivity
of the morph’s skin. This armor is cumulative with
worn armor. [Low]faster than
Bioweave Armor (Heavy): Heavy bioweave armor
involves lacing the morph’s skin with a denser and
thicker network of the same fibers. The morph’s
skin becomes thicker and somewhat less flexible
except at the joints. The morph’s skin also has an
unusually smooth look, and a distinctively smooth
and tough-feeling texture. This provides an Armor
rating of 3/4 without decreasing the morph’s mobility.
The character’s sense of touch, however, is
significantly reduced (–20 modifier) except on their
hands, feet, and face. This armor is cumulative with
worn armor. [Moderate]
Carapace Armor: Carapace armor combines
bioweave armor with hard but flexible plates of a chitin-ceramic hybrid material modeled on the
microscopic structure and texture of arthropod exoskeletons.
This armor is obvious and has a somewhat
crocodilian or insectoid appearance (character’s
choice). The morph is completely hairless as well. This
provides an Armor rating of 11/11. This armor is not
cumulative with worn armor. [Moderate]
Chameleon Skin: The morph’s skin is augmented
with complex chromatophores so that it changes color
like the skin of a chameleon or an octopus. The morph
can match the appearance of almost any color and
most patterns. This provides a +20 modifier to Infiltration
Tests to avoid being seen or noticed, as long as
the character is stationary or not moving faster than a slow walk. The character must be nude or wearing
smart clothing (p. 325) of the same color/pattern. If
incompletely camouflaged, or if moving faster, reduce
the modifier to +10. In addition to blending in, the
character can also consciously change the color and
pattern of their skin to deliberately stand out (+20 on
Perception Tests to notice) or simply to produce attractive
or interesting colors or patterns. [Low]
Circadian Regulation: The morph only requires
2 hours of sleep to maintain health and function at
peak mental capacity. The character dreams constantly
while asleep and can both fall asleep and wake up
almost instantly. In addition, the character can easily
and with no ill-effects shift to a 2-day cycle, where they
are awake for 44 hours and sleep for 4. [Moderate]
Claws: The morph has retractable claws like those
of a cat. These claws do not interfere with the character’s
manual dexterity and are razor sharp. However,
they are relatively small and only do 1d10 + 1
+ (SOM ÷ 10) damage, with an AP of –1. As a result,
they are legal in almost all habitats and are considered
tools as much as weapons. [Low]
Clean Metabolism: The morph’s symbiotic bacteria,
gut flora, and glands have been genetically engineered
to keep the morph “clean.” The morph also produces
smart antibiotics that prevent the growth of any
bacteria or yeasts in it or on its skin. As a result, the
morph is completely immune to infections, dental cavities,
and bad breath, its sweat has no scent, and the
morph’s efficient digestion produces somewhat less
solid waste and less odorous chemicals. [Moderate]
Drug Glands: The morph has specially-tailored
glands designed to produce specific hormones or
chemicals and release them in the body. The character
has control over these glands and can release the
chemicals at will. Each type of drug gland is considered
a separate enhancement. For potential drugs and
chemicals, see p. 317. [One Cost Category Higher
Than Drug Cost]
Eelware: Derived from electric eel genetics, a character
can have eelware implanted so that it connects
to a network of bioconductors in the hands and feet
(or other limbs), allowing the character to generate
stunning shocks with a touch. Eelware inflicts shock
damage (p. 204) exactly like a pair of shock gloves.
Eelware can also be used to power implants and specially
designed handheld devices by touch. [Low]
Emotional Dampers: This low-cost alternative to
endocrine control (p. 304) allows the user to voluntarily
damp their morph’s emotional responses
and various non-verbal cues like pupil dilation, eye
movement, or vocal tone. Using this augmentation
allows the user to lie and conceal their emotions in
such as way as oo fool the keenest observer; apply a
+30 modifier to Deception and Impersonation Tests.
This modification does not affect methods of detecting
lies and emotions that involve reading the character’s
neural state, including psi-gamma sleights. However,
this augmentation damps out all emotional responses
and so causes the character to be less persuasive in real-
time personal interactions, imposing a –10 modifier
to other Social skill tests like Persuasion. Characters
can turn this augmentation on or off at will. [Low]
Endocrine Control: This augmentation modifies the
morph’s endocrine system, giving the character fine
control over their hormone output. This allows the
character to completely control their appetite and
emotions and to regulate pain. They receive a +30
modifier against the effects of hunger, fear, and any
forms of emotional manipulation, such as the Drive
Emotion sleight. This augmentation also allows character
to lie with perfect conviction and to completely
fool all methods of lie detection that do not rely
on the target’s neural output; apply a +20 modifier
to Deception Tests. It also allows the character to
remain awake for 48 hours without penalty, but after
this time the character begins experiencing normal
fatigue. Finally, the ability to regulate pain reception
allows the character to ignore the –10 modifier from
1 wound. [High]
Enhanced Pheromones: The morph’s biochemistry
has been altered so that it produces enhanced pheromonal
signals that subconsciously affect the behavior
of other humans in the vicinity. These pheromones
make the character more attractive and trustworthy to
the target; apply a +10 modifier to appropriate Social
skill tests, such as Persuasion. This augmentation only
affects characters who can smell the pheromones, and
it does not affect uplifts or xenomorphs. [Low]
Enhanced Respiration: By boosting both lung efficiency
and the blood’s oxygen-carrying capacity, the
character can live comfortably in both high and low
pressure environments, from 0.2 atmospheres to 5
atmospheres, with no dizziness or need for gradual
decompression. In addition, the character can hold
their breath for up to 30 minutes when performing
minimal activity or for up to 10 minutes while performing
highly strenuous activity. [Low]
Gills: The morph’s lung tissue has been adapted to
function as gills, allowing the morph to breathe both
air and water, as long as the water is not toxic or too
stagnant. Characters with this augmentation breathe
in water and then expel the water through slits just
underneath their lowest pair of ribs that seal when the
character is not underwater. [Low]
Grip Pads: The morph possesses specialized pads
on its palms, lower arms, shins, and the bottoms of
its feet. Designed to emulate the pads on gecko feet,
characters can support themselves on a wall or ceiling
by placing any two of these pads against any surface
not made from a material specially designed to resist
this augmentation. Characters can climb any surface
and move easily across ceilings that can support their
weight. Apply a +30 modifier to Climbing Tests. The
pads must be free to touch the surface the character is
climbing (no gloves). The nature of these pads is obvious
to anyone looking at them, but they do not impair
the character’s sense of touch or manual dexterity. If
combined with the vacuum sealing augmentation, the
character can even stick to surfaces in the vacuum of
space. [Low]
Hibernation: The character can voluntarily reduce
the morph’s metabolism to the point that the morph
requires only 5% of the normal amount of food,
water, and air. The character appears to sink into a
deep sleep, but can maintain a dim awareness of both
touch and sound and so can be easily awakened. Entering
or leaving this state requires 3 minutes where
the character is relatively helpless. With sufficient
air, characters can safely hibernate for up to 40 days
without food or water. [Low]
Muscle Augmentation: The morph’s muscle mass
has been enhanced and toned and myofibers strengthened.
Apply a +5 modifier to SOM. [High]
Neurachem: This bioware modification enhances
the character’s chemical synapses and juices their
neurotransmitters, drastically speeding up neural
connections. Neurachem can be mentally activated or
triggered by charged emotions. Level 1 neurachem increases
the character’s Speed stat by +1, with no side
effect. Level 2 raises the Speed stat by +2, but each
time it is used the character suffers a nervous system
fatigue hangover for 1 hour after the boost wears off
(apply a –20 modifier to all actions). [High (Level 1),
Expensive (Level 2)]
Poison Gland: Similar to the drug gland, this
morph has special glands that produce poisons,
like the venom glands of a snake. The morph has
poison glands in its fingers and mouth, so that it can
deliver either poison by scratching someone with a
fingernail, biting them hard enough to draw blood,
or even by sharing a beverage with someone or spitting
into their drink. The morph is immune to the
poisons it produces. These glands may not produce
nanotoxins. [Low]
Prehensile Feet: The morph’s feet and leg joints are
altered so that its toes are longer and more dexterous
and the big toe is transformed into an opposable
thumb. Physically, the morph’s feet resemble a longer
narrower hand or a human foot with finger (and
thumb)-like toes. The character can walk normally
but must wear specially designed shoes. However, this
morph runs somewhat slower than a morph with unmodified
feet (–1 meter per Action Turn). In addition,
the morph’s hips are slightly modified to allow greater
mobility. In a properly constructed chair, or when
floating in zero-G, the character can use both their
hands and their feet to manipulate the same object.
Most morphs used by characters who live in zero-G
possess this augmentation. [Low]
Prehensile Tail: A long (1.5 meters) prehensile
tail is added to the morph’s backside, extending out
from the tailbone. This tail is prehensile and may
be used to grab, hold, and even manipulate objects.
The character can control the tail’s movements with
concentration, but it otherwise tends to move on its
own. The tail also improves the character’s balance;
apply a +10 to any Physical skill tests where balance
is a factor. [Low]
Sex Switch: A complex suite of alterations allows
the character to switch their physical sex to male,
female, hermaphrodite, or neuter. This change is
mentally triggered but takes approximately 1 week to
complete. [Moderate]
Skin Pocket: The morph has a pocket within its skin
layer, capable of holding and providing concealment
(+30) for small items. [Trivial]
Temperature Tolerance: The morph’s temperature
regulation and circulation are both substantially enhanced
allowing the character to survive in temperatures
as low as –30 degrees Celsius and as high as 60
degrees Celsius without discomfort or ill effects. [Low]
Toxin Filters: The morph gains an improved liver
and kidneys and biological filters in its lungs. Characters
with this augmentation are immune to all chemical
and biological toxins, including everything from
recreational chemicals to nerve agents to spoiled food.
In addition, the character can safely and comfortably
breathe smoke and drink salt water. Unlike medichines,
toxin immunity prevents the character from experiencing
even brief harm or discomfort from a toxin
(medichines merely rapidly repair damage caused by
the toxin and then remove it from the morph). This
augmentation provides no resistance to concentrated
acid, nanotechnological attacks, or similar destructive
agents. Some characters with this augmentation
learn to enjoy the taste of various chemical toxins like
cyanide or arsenic. [Moderate]
Vacuum Sealing: To possess this augmentation, the
character must also possess some form of bioware
armor or carapace armor. The morph has been specially
designed to survive the effects of vacuum. The
character’s skin resists vacuum as well as protecting
the wearer from temperatures from –75 to 100 C.
In addition, the character’s mouth, nose, and other
orifices can seal sufficiently well to resist vacuum,
and the morph possesses a special membrane that
extends over their eyes, allowing the character to
see in vacuum without risking any eye damage. This
augmentation is usually combined with either the enhanced
respiration or oxygen storage augmentation,
or both together. [High]
Using Enhanced Senses
Edit
NOTE: Using Enhanced Senses
Personal augmentations and technological aids
have drastically increased the sensory capabilities
of most transhumans. The following notes provide
some details on what capabilities these sensory functions
provide. The capabilities are typically the same
whether it’s a biological sense or a technological
sensor, though tech sensors can “turn off” certain
wavelengths and sense only specific frequencies,
whereas biological senses perceive the full spectrum
with no ability to filter parts out.
Sensory Databases
NOTE: Both technological sensors and enhanced biological
senses come equipped with databases of scanned
“signatures” that make it easier to identify whatever
the user is sensing (in the case of bioware, these databases
are stored and accessed via the character’s
mesh inserts). For example, infrared sensors feature
databases listing the heat signatures of different
animals and items, making it easier to identify such
things. In relevant situations, apply a +20 modifier
for identifying targets sensed this way.
Active vs. Passive
NOTE: An active scanner must actually emit its particular
frequency and then measure the reflections; this
means a similar sensor can detect it and home in on
the emitting source. For example, a character with
enhanced vision can literally see the terahertz radiation
emitted by someone using an active terahertz
sensor, much like someone with normal vision can
see the light emitted by a flashlight.
A passive scanner simply scans frequencies that occur
naturally—there is nothing to give the sensor away.
Electromagnetic Spectrum
NOTE: For Eclipse Phase rules purposes, the EM spectrum is
broken down by wavelength and frequency into these
categories: radio, microwave, terahertz, infrared, visible
light, ultraviolet, X-rays, and gamma rays.
Personal augmentations and technological aids
have drastically increased the sensory capabilities
of most transhumans. The following notes provide
some details on what capabilities these sensory functions
provide. The capabilities are typically the same
whether it’s a biological sense or a technological
sensor, though tech sensors can “turn off” certain
wavelengths and sense only specific frequencies,
whereas biological senses perceive the full spectrum
with no ability to filter parts out.
Sensory Databases
Both technological sensors and enhanced biological
senses come equipped with databases of scanned
“signatures” that make it easier to identify whatever
the user is sensing (in the case of bioware, these databases
are stored and accessed via the character’s
mesh inserts). For example, infrared sensors feature
databases listing the heat signatures of different can be useful in judging emotional states (+20
modifier to Kinesics Tests), and can spot sub-surface
implants. Some normally white surfaces are
reflective (mirrored) in infrared, potentially allowing
an infrared viewer to see around corners or
behind themselves. On the other hand, some glass
is opaque to infrared light. Infrared is also useful
for determining chemical composition (enabling
Chemistry Tests by sight alone). Infrared sensory
input is passive.
Lidar (Visible Light): Similar to radar, but with
much higher resolution, lidar actively bounces
light from the infrared through ultraviolet spectrum
off a target and measures the backscatter,
fluorescence, and other properties. Lidar is very
useful for detecting atmospheric chemical properties
and weather. Like radar, it can be used to
measure a target’s range and speed, or develop a
three-dimensional image. One clever use of lidar
is to precisely “map” the position of everything in
a room (taking several turns of scanning) and then
check that positioning later to see if anything has
been moved.
Ultraviolet: Some objects are fluorescent in
ultraviolet light, including some animals, flowers,
insects, urine, and minerals (which show up much
better in ultraviolet than regular light). Some
plants and animals have patterns that can only be
seen in ultraviolet. Likewise, chemical dyes that
only show up under ultraviolet, or that make certain
substances (like blood) fluoresce under ultraviolet
light, have various security purposes. Some
glass is opaque at ultraviolet wavelengths.
X-Ray/Gamma-Ray: Backscatter imaging systems
using X- and gamma-ray frequencies produce
high-resolution three-dimensional images and
are very useful for detecting concealed weapons
and implants. Such imagers are very good at
penetrating walls and metal (up to a cumulative
Armor + Durability of 200, at least at levels safe to transhumans). These sensors can, of course, also
detect the presence of harmful radiation.
animals and items, making it easier to identify such
things. In relevant situations, apply a +20 modifier
for identifying targets sensed this way.
Active vs. Passive
An active scanner must actually emit its particular
frequency and then measure the reflections; this
means a similar sensor can detect it and home in on
the emitting source. For example, a character with
enhanced vision can literally see the terahertz radiation
emitted by someone using an active terahertz
sensor, much like someone with normal vision can
see the light emitted by a flashlight.
A passive scanner simply scans frequencies that occur
naturally—there is nothing to give the sensor away.
Electromagnetic Sp ectrum
For Eclipse Phase rules purposes, the EM spectrum is
broken down by wavelength and frequency into these
categories: radio, microwave, terahertz, infrared, visible
light, ultraviolet, X-rays, and gamma rays.
Radar (Radio/Microwave): Radar sensors work by
actively emitting radio waves and microwaves and
measuring them as they bounce off the target. Radar
works best when detecting metallic objects, and is
less effective (–20 modifier) against biomorphs and
small items. Resolution is not high, however, so it can
see shapes but not colors or fine details. It can be
used to detect both speed and movement, can “see”
through walls (up to a cumulative Armor + Durability
of 100), and can detect cybernetic implants or
concealed items. At close ranges (1-2 meters), it can
detect pulse rate and respiration by measuring the
motion of the chest cavity.
Terahertz: Terahertz sensors emit t-rays, measure
the reflections, and compare them to a database
of terahertz signatures that different items/materials
have. The resolution is higher than radar, but
with slightly less detail than normal vision. Similar
to radar, terahertz sensors can see through walls
and other materials, but to a lesser extent (up to a
cumulative Armor + Durability of 50). T-rays occur
naturally, but terahertz sensors normally require an
emitter as they are absorbed by atmosphere (as well
as water and metal). In space, however, an emitter
would not be required. Likewise, passive terahertz
scans within atmosphere have an effective range of
25 meters. T-rays do not penetrate skin, so are ineffective
for locating implants.
Infrared: Near-infrared wavelengths are used
for night vision, providing resolution and detail
equivalent to regular vision under low-light conditions.
Mid-long infrared is excellent for detecting
heat sources (unobstructed by fog or smoke) and
temperature differences (as small as 0.1 degree C),
and such thermal imaging will sense the dissipating
heat traces left by warm sources on colder ones,
allowing the user to see where someone was sitting,
trace fading heat footprints, or see what buttons
were pressed if they are quick enough. Infrared also
detects the blood flow in a biomorph’s face, which
Soundwaves
NOTE: The transmission of vibrations through a medium,
sound is broken down into infrasound (frequencies
below standard human hearing), normal
acoustic range, and ultrasound (frequencies above
standard human hearing). Soundwaves do not
propagate in vacuum.
Ultrasound: Ultrasound sonar operates much
like radar, bouncing sound waves off a target
and measuring the returning echoes. Ultrasound
imaging is similarly low-resolution, showing
shapes and movement but no colors and few
details unless measured closely (1-2 meters).
Ultrasound is good for identifying how dense a
material is, however, can detect denser materials
hidden beneath less dense ones. Many medical
devices utilize ultrasound, and ultrasound sensors
can also detect gas leaks, frictional motor noises,
and similar mechanical emissions. Ultrasound sensors
are typically unaffected by noise clutter from
standard acoustic frequencies.
Infrasound: Infrasound travels much further
than regular sound frequencies (hundreds of
kilometers). Mechanical machinery, seismic disturbances,
tornados, explosions, waterfalls, and certain
weather phenomena create infrasound waves.
Large animals such as elephants and whales use
infrasound to communicate via the ground over
large distances, though infrasound data transfer is
too slow for complex communications.
Combined Sensor Systems
NOTE: When used in combination, these sensor technologies
can be potent. For example, the use lidar,
thermal imaging, and radar can provide a threedimensional
map of a building and everyone and
everything inside.
Cyberware
Edit
NOTE: Very little cyberware is physically implanted. Instead,
the morph is placed in a healing vat (p. 326) and the
vat’s nanobots construct the cyberware inside the biomorph’s
body. Cyberware is rarely used for anything
that can be accomplished using bioware.
Synthmorphs and bots may also also use cyberware.
Enhanced Senses
NOTE: In addition to being able to duplicate the affects of all
bioware enhanced senses, there are a few enhanced
senses that can only be produced using cyberware.
Anti-Glare: This visual mod eliminates penalties for
glare. [Low]
Electrical Sense: The character can sense electric
fields. Within 5 meters, the character can instantly
tell if an electrical device is on or off and can see the
precise location of electrical wiring behind a wall or
inside a device. This sense gives the character a +10
modifier on any test involving analyzing, repairing, or
modifying electrical equipment. [Low]
Radiation sense: The character can sense the presence
and approximate source of all forms of dangerous
radiation, including neutrons, charged particles,
and cosmic rays. [Low]
T-Ray Emitter: Mounted under the skin of the
user’s forehead, this implant generates low-powered
beams of terahertz radiation (T-rays) that allow the
character to see using reflected T-rays. As discussed in
Using Enhanced Senses, p. 302, this implant combined
with the enhanced vision enhancement (or a terahertz
sensor) allows the user to effectively see through cloth,
plastic, wood, masonry, composites, and ceramics as
well as being able to determine the composition of
various materials. This implant allows the user to see
using reflected T-rays for 20 meters in a normal atmosphere
and for 100 meters in vacuum. [Low]
Mental Augmentation
NOTE: These cybernetic augmentations enhance the brain
and mental functions.
Access Jacks: Usually located in the base of the skull
or neck, this implant is an external socket with a direct
neural interface. It allows the character to establish a
direct wired connection using a fiberoptic cable to
external devices or other characters, which can be
useful in places where wireless links are unreliable or
complete privacy is required. Two characters linked
via access jack can “speak” mind-to-mind and transfer
information between their mesh inserts and other implants.
All synthmorphs have these by default. [Low]
Dead Switch: This cortical stack (p. 300) accessory is
designed to keep the stack from falling into the wrong
hands. If the morph is killed, the dead switch wipes
and melts the cortical stack completely, so that the ego
cannot be recovered. This option is generally only used
by covert operatives with recent backups. [Low]
Emergency Farcaster: Only characters with cortical
stacks can possess this augmentation. The morph
has an implanted quantum farcaster (p. 314) linked
to a highly secure storage facility. The high cost of
this implant also covers the cost of this storage. Using
standard radio and quantum encryption, the farcaster
broadcasts full backups of the character’s ego (pulled
from the cortical stack) once every 48 hours. At the
gamemaster’s discretion, the backup interval may be
scheduled more or less frequently, keeping in mind
that ego broadcasts are generally limited for security
purposes and because they hog bandwidth. These
broadcasts only work when the character is in radio
contact with the storage facility and is typically only
used inside a habitat to broadcast backups back to a
nearby space ship. If the radio broadcasts are blocked
or jammed, this device cannot make backups.
In the event of a farcaster failure, this augmentation
also includes a single-use emergency neutrino broadcaster
(p. 314) as well. This broadcaster contains approximately
10 nanograms of antimatter stored in an
orange-sized triply-redundant magnetic containment
vessel. If the character is dying or urgently wishes to
depart the morph, this tiny amount of antimatter is
brought into contact with a similarly tiny amount of
matter in a controlled fashion that generates a single
brief and carefully coded neutrino pulse of the ego’s
most recent backup. However, the heat generated by
this process literally cooks the entire morph, killing it
and destroying all implants and electronics in or on it.
This entire process takes less than 0.1 second and
the broadcast can be received as long as the neutrino
receiver is within 100 astronomical units of
the character. Within the solar system, this implant
effectively guarantees the character’s backup. It is less
useful on exoplanets where the character is out of
neutrino range of their backup facility. The amount
of antimatter carried by this implant is sufficiently
small enough that it does not produce an explosion
and will not damage any surrounding objects. Most
habitats carefully scan all visitors to determine if they
have this implant and if the amounts of antimatter
involved are sufficiently low as not to pose a danger
to the habitat and its inhabitants, and some ban this
implant entirely. [Expensive]
Ghostrider Module: This implant allows the
character to carry another infomorph inside their
head. This infomorph could be another muse, an AI,
a backed-up ego, or a fork. The module is linked to
the character’s mesh inserts, so the ghost-rider can
access the mesh. The character may limit the ghostrider’s
access, or may allow them direct access to their
sensory information, thoughts, communications, and
other implants. [Low]
Mnemonic Augmentation: A character with this
augmentation and a cortical stack can access digital
recordings of all of the sensory data they have experienced
in XP format (and they may share these
recordings with others). Mnemonic augmentation
differs from the eidetic memory bioware because it
allows characters to digitally share all of their sensory
data with others. It also allows them to closely examine
sensory data they did not initially look at. For
example, If the character glanced at a note but did not
read it, they can later use image enhancement software
to enhance this image and in most cases actually
read what the note said. Mnemonic augmentation
allows the character to clearly hear all background
noises, like a conversation at a nearby table that the
character only initially heard a few words of. Using
mnemonic augmentation to retrieve a specific piece of
information is quite easy, but usually requires between
2 and 20 minutes of concentration. [Low]
Multi-Tasking: Only characters with cortical stacks
can possess this augmentation. The character has an
advanced computer installed in their brain that uses
the data in the cortical stack to create several simultaneous
short-term forks to handle various mental tasks.
By design, this computer automatically reintegrates
all of these forks into the character’s core personality
after a maximum of 4 hours, earlier if desired. This
augmentation allows the character to both plan a
speech and engage in intensive mesh-browsing while
simultaneously fighting a gun battle or running from
pursuit, since each of the forks operates independently.
However, these forks can only perform purely mental
or on-line interactions. This augmentation can produce
a maximum of two forks at a time, giving the
character an extra two Complex Actions on every
Action Phase for mental or on-line actions. This implant
cannot be used simultaneously with any other
augmentation that allows for extra actions, or with
the mental speed augmentation (p. 308). [High]
Puppet Sock: This implanted computer allows the
biomorph’s body (the “puppet”) to be controlled by
another character (the “puppeteer”). While active, the
puppet has no control over their body and is simply
along for the ride (at the gamemaster’s discretion,
puppets who are tormented by repeated or extensive
loss of control may suffer mental stress). The
puppeteer may directly “jam” the puppet or remote
control it in the same way that robots and pods are
teleoperated (p. 196). The puppeteer must either be
ghost-riding the puppet (see the Ghostrider Module, p.
307) or have a direct communications link (via mesh,
radio, laser, etc.). [Moderate]
Physical Augmentations
NOTE: This implants enhance the morph’s physical body.
Cyberclaws: The bones on the back of the morph’s
hand are bonded to smart material claws. These claws
can extend through concealed ports in the morph’s
skin and extend 6 inches past the morph’s knuckles.
These razor-sharp weapons inflict 1d10 + 3 + (SOM
÷ 10) damage and have an AP of –2. If combined
with eelware (p. 304), they can also inflict electric
shocks. Likewise, cyberclaws can also deliver poison
or nanotoxins secreted from a poison gland (p. 305)
or implanted nanotoxins. [Low]
Cyberlimb: In an age when arms and legs can
easily be regrown, many people consider cybernetic
prostheses to be vulgar and distasteful. The Scum
and others, however, treat them as iconic symbols
of self-expression. Standard replacement cyberlimbs
function the same as their biological equivalents,
though that particular limb receives a +3/+3 Armor
bonus when targeted specifically (this bonus does not
apply to synthmorphs). Cyberlimbs may be masked
to look real (see Synthetic Mask, p. 311), and may
also feature small compartments for hiding/storing
small objects. [Moderate]
Cyberlimb Plus: More extravagant cyberlimb
models are also available, though they require more
severe body alteration to accommodate. These limbs
apply a +5 SOM bonus per limb (maximum +10).
They may be replacement limbs or “extra” limbs anchored
in the body’s skeletal frame. These cyberlimbs
may not be masked. [High]
Hand Laser: The morph has a weapon-grade laser
implanted in its forearm, with a flexible waveguide
leading to a lens located between the first two knuckles
on the morph’s dominant hand. The laser fires
from this waveguide, inflicting 2d10 damage with 0
AP. The laser is powered by a small nuclear battery
located in the morph’s torso, good for 50 shots before
it must be recharged like other beam weapon batteries
(p. 338). [Moderate]
Hardened Skeleton: The morph’s skeleton has been
laced with strengthening materials. Apply a +5 DUR
and +5 SOM bonus. [High]
Oxygen Reserve: The morph has a miniature
oxygen tank and rebreather installed in its torso. This
implant provides the equivalent of the life support
system in a light vacsuit (p. 333), allowing the character
to breathe comfortably for up to 3 hours. It feeds
oxygen directly to the morph’s blood stream, avoiding
problems with pressure changes. Implanted sensors
automatically cause the character to use the stored
oxygen if they detect poisonous or insufficient atmosphere.
Without vacuum sealing, the character can
only survive in vacuum for 5 minutes, but remains
conscious and active for the entire time, giving them
far more time to find shelter or a vacsuit than characters
without this implant. For every hour the character
is in a breathable atmosphere, this implant recovers
one hour of oxygen storage. The implant can be fully
recharged within 15 minutes if the character is in a
high-pressure mostly oxygen atmosphere. [Low]
Reflex Boosters: The morph’s spinal column and
nervous system is rewired with superconducting
materials, boosting transmission speed. This raises
the character’s REF by +10 and improves Speed by
+1. [Expensive]
Synthmorphs and Bioware
NOTE: Synthmorphs and
Bioware
Though bioware is preferred and more common,
many types of bioware can be mimicked with cybernetics.
This is especially useful for synthmorphs/
robots, which cannot be enhanced with bioware.
The following bioware items may be replicated as
cybernetics for synthmorphs and robots:
• Chameleon Skin
• Drug Glands
• Eelware
• Emotional Dampers
• Enhanced Senses (All)
• Grip Pads
• Mental Augmentations (All)
• Muscle Augmentation
• Neurachem
• Poison Glands
• Prehensile Feet
• Prehensile Tail
Nanoware
NOTE: All augmentation nanoware is advanced nanotechnology
(p. 328), consisting of a grape-sized nanobot
generator that produces specialized nanomachines.
Nanoware is available for synthmorphs and bots in
addition to biomorphs.
Implanted Nanotoxins: The morph has an implanted
nanobot hive that produces nanotoxins (p.
324). This implant is designed so that the character
can deploy these nanobots instantly via a scratch with
claws, spraying with saliva, or simply making continuous
bare-skin contact. Characters can choose whether
or not to deploy these nanobots. Each nanotoxin
generator only produces a single variety of nanobots,
with the most common types being ones designed to
kill or incapacitate almost any living target or ones
designed to destroy delicate machinery. Characters
are immune to their own nanotoxins. Nanotoxins
are highly restricted and many habitats will not allow
anyone with this implant on board. [Moderate]
Medichines: This is the most common form of
nanoware. These nanobots monitor the user’s body at
a cellular level and fix any problems that arise.
Medichines eliminate most diseases, drugs, and
toxins (but not nanodrugs or nanotoxins) before
they can do more than minor harm to the host (see
Drug Effects, p. 318). If desired, the user can temporarily
override this protection to permit intoxication
or other effects, but unless the character activates a
second specially labeled override, medichines prevent
the toxins from accumulating to lethal or permanently
harmful levels. In this case, they can also be activated
at a later point to reduce a drug or toxin’s remaining
duration by half.
Medichines allow the character to ignore the effects
of 1 wound. They also speed normal healing as noted
under Biomorph Healing, p. 208. If the user suffers
5 or more wounds at once, or more than 6 wounds
in an hour, the damage has exceeded the medichines’
ability to repair. In this case, the medichines place the
character into a medical stasis, where their mind and
body are perfectly preserved, but where the character
cannot act in any way. Under these circumstances the
medichines also send out a priority call for emergency
services via the character’s mesh inserts.
Medichines for synthmorphs and bots consist
of nanobots that monitor and repair the shell’s
integrity and internal system functions. Note that
the synthmorph version of medichines allows the
synthmorph to self-repair in the same manner by
which a biomorph with medichines would naturally
heal (p. 208). [Low]
Mental Speed: With this nanoware system, nanobots
alter the character’s neural architecture and
augment the functioning of their neurons. The character
can deliberately speed up their mind to think
and also receive and process sensory information far
faster than ordinary humans. Time seems to subjectively
slow down for the character, allowing them
to carefully plan their next action, even if they only
have a split second to do so. With this system active,
the character can discern things occurring too fast
for a normal human to perceive, such as the individual
frames of an old analog film or understanding
sounds that were accelerated to many times their
normal speed. The character can also read 10 times
faster than normal and can track the paths of bullets
and similar fast-moving objects with a successful
Perception Test.
When using this augmentation, the character gains
two extra Complex Actions during each Action Phase
that may only be used for mental actions. The character
also receives a +30 Initiative bonus. The character
thinks at normal speed whenever this nanoware is inactive.
This nanoware is incompatible with any other
augmentation that provides any form of extra actions,
such as multi-tasking. This augmentation can be used
as often as desired, but actively using it renders ordinary
conversation and social interactions difficult and
requires concentration to maintain. [High]
Nanophages: These nanobots patrol the body, alert
for signs of intrusive nanodrugs or -toxins and destroying
them before they have more than a minor
effect. Nanophages provide automatic immunity
against nanodrugs and nanotoxins unless they are
specifically commanded to stand down by the user, via
their mesh implants. [Moderate]
Oracles: These neural macrosensing nanobots pay
attention to the sensory input on which the character
is not focusing, alerting them about important
things they might otherwise overlook. Oracles also
act as a sort of memory buffer and search aid, extending
short term memory, helping the character
recall memories and details, and crosschecking
them with other memories. Oracles negate Perception
modifiers for distraction, apply a +10 modifier
to Investigation Tests, and add a +30 bonus to
memory-related tests. [Moderate]
Respirocytes: These nanobots act as highly-efficient
artificial red blood cells, increasing the ability to
transfer oxygen and carbon dioxide. This increases
the morph’s ability to hold their breath to 4 hours
and increases DUR by +5. [Moderate]
Skillware: The morph’s brain is laced with a network
of artificial neurons that may be formatted with
downloaded information. This allows the user to
download skillsofts (p. 332) into their brains, gaining
the use of those programmed skills until the skillsoft
is erased or replaced. Skillware systems are only
capable of handling 100 total skill points worth of
skillsofts at a time. [High]
Skinflex: This disguise implant allows the user to
restructure their facial features and musculature and
alter skin tone and hair color. The entire process takes
a mere 20 minutes. Skinflex adds +30 to Disguise
Tests. [Moderate]
Skinlink: Skinlink nanobots live on the morph’s
external skin or shell, automatically swarming over
and creating a physical connection with any electronics
the user touches. They also take advantage of the
electrical field in a biomorph’s skin for communication.
They allow the user to communicate and mesh
with any devices merely by touching them. This
is considered a wired link, and so is not subject to
wireless interception or interference. Two skinlinked
characters can also communicate and mesh simply by
touching. [Moderate]
Wrist-Mounted Tools: The morph has a 6 centimeter-
wide metal band containing nanobot generators
implanted around each wrist. These nanobots link together
to duplicate the function of a utilitool (p. 326),
creating narrow, highly flexible arms that each ends in
a specialized tool. These nanobots can also produce
tiny fiber optics to allow the character to see through
small openings, as well as being able to create small
weapons equal to bioware claws. The fact that these
tool are mentally controlled gives the character a +20
modifier to skills involving repairing or modifying devices
with mechanical parts, opening locks or disarming
alarm systems, or performing first aid. [Moderate]
Cosmetic Mods
NOTE: In an age of universal beauty, artistic cosmetic modification
of your body is commonly pursued by many
transhumans. Body mods once considered dangerous
or edgy are now safe and commonplace, especially
among factions like the anarchists, scum, or brinkers.
Bodysculpting: If your morph’s enhanced physique
isn’t enough, you can take it further with custom
bodysculpting such as as elongated ears or fingers,
nose alteration, hair addition/removal, feathers, exotic
eyes, snakeskin, endowed genitalia, and more unusual
physical alterations. [Low]
Nanotats: Tattoos created with nanobots can
move around the body, change shape/color/brightness,
texture, alternate text and images, and/or even
create minor holographic effects on the skin’s surface,
all controllable via mesh inserts. [Low]
Piercings: Name any part of the body and someone’s
figured out a way to pierce it, probably multiple
times. Hoops, barbells, plugs, and chains are
extremely common, often made of shapechanging
smart materials. [Trivial]
Scarification: Given modern medical abilities, scars
of any sort are purely an affectation. [Trivial]
Scent Alteration: Minor changes to a body’s biochemistry
can alter a character’s natural smell or
constantly perfume them. [Low]
Skindyes: Dye jobs are available in all conceivable
colors and patterns. [Trivial]
Subdermal Implants: Adding small implants under
the skin can create bumps, ridges, piercing anchors,
and similar textures and alterations. [Trivial]
Robotic Enhancements
Edit
NOTE: The following modifications are only available to
synthmorphs/robots.
Armor
NOTE: These armor modifications replace the synthmorph’s
built-in Armor rating.
Heavy Combat Armor: The synthmorph’s frame is
loaded with armor that offers protection from heavy
weapons for serious combat operations. This modification
is bulky and noticeable; the bot frame is encased
in a heavy-duty carapace. It increases the bot’s
built-in Armor to 16/16. The shell’s mobility systems
and power output are also enhanced to deal with the
extra load. [High]
Industrial Armor: The shell is equipped with protection
against collisions, extreme weather, industrial accidents,
and similar wear-and-tear. Increase the bot’s
built-in Armor rating to 10/10. [Moderate]
Light Combat Armor: The synthmorph’s frame is
protected by armor designed for policing and security
duties. This increases the bot’s built-in Armor to
14/12. [Moderate]
Mobility Systems
NOTE: Shells are designed with a wide-range of propulsion
systems, and are sometimes built for a specific environment/
gravity. Some synthmorphs may have multiple
mobility systems. Many such systems are retractable,
meaning they can be folded away into the shell’s frame.
Hopper: Hoppers have two or more legs designed
to propel the morph forward or up, much like a frog
or grasshopper. [Moderate]
Hovercraft: The shell uses an impeller to blast a
cushion of high-pressure air off the surface below,
repelling the frame off the ground (modern hovercraft
do not use rubber skirts). Most hovercraft travel a
meter or so above the ground, but can temporarily
levitate themselves higher for short periods. [Low]
Ionic: The shell uses principles of magnetohydrodynamics
to levitate and fly, by ionizing surrounding
air into plasma to create lift and momentum. The
shell is also spun for stability. This system does not
work in vacuum, but an underwater version uses the
same mechanics for propulsion in liquid environments.
[High]
Microlight: Popular in low-grav and microgravity
environments, microlights encompass several types
of ultralight or lighter-than-air systems, such as powered
paragliders, autogyros, balloons, aerostats, and
blimps. These systems do not work in vacuum. [Low]
Roller: Only for circular shells, this system allows
the synthmorph to roll like a ball. The shell rolls
around an interior axle, propelled by a motor-driven
pendulum. [Moderate]
Rotorcraft: Rotating blades create lift, allowing
the shell to move and hover like a helicopter. Most
models use tilt-rotors or tilt-wings so that the rotorblades
may be moved forward (for faster propellerlike
propulsion) and for better maneuverability in
zero-G. This system does not work in vacuum. [Low]
Snake: Commonly used by slitheroids, these shells
use lateral undulation, flexing their body from left to
right and waving their frame forward. Such shells may
also use sidewinding or a concertina motion (straightening
forward, then retracting the rear) to move. They
also featured gyroscope stabilization so that they may
circle into a hoop and roll like a wheel. [Moderate]
Submarine: Designed for undersea mobility, submarine
shells use propellers or pumpjets to push through
water. [Moderate]
Tracked: Tracked shells use smart rotating treads to
work their way across surfaces that would bog down
other ground vehicles. They can prop themselves up
in order to overcome taller obstacles or to lay themselves
down to bridge across a ditch or crevice. [Low]
Thrust Vector: These shells use either turbofans or
turbojets to create atmospheric lift with a set of wings.
The engines may be maneuvered to point and generate
thrust in different directions for vertical takeoffs/landings
and better maneuverability in zero-G. [Moderate]
Walker: Walkers use two or more limbs to walk or
crawl across a surface. Many use grip pads (p. 305) or
magnetic systems (p. 310) to stick to surfaces. [Low]
Wheeled: Most wheeled shells feature smart
spokes that allow the wheels to conform their shape
to obstacles and even climb stairs. Some low-grav
shells feature puncture-resistant and self-repairing
compressed-gas tires. [Low]
Winged: Primarily used by smaller shells, this system
of four independently-controlled wings allows the
shell to hover or move rapidly in any direction. [Low]
Physical Modifications
NOTE: These mods are applied to the shell’s physical frame.
Extra Limbs: The shell is equipped with one or
more extra limbs. A character using these limbs
suffers an off-hand modifier (p. 193). These limbs
may be arms (with hand/grippers/etc.), legs, tentaclelike,
or otherwise articulated and/or prehensile. Some
shells have rotational frames that allow them to move
limbs around their body. [Low]
Fractal Digits: The synthmorph has “bush robot”
digits that are capable of splitting into smaller digits,
and those smaller digits into micro digits, and so on
down to the micrometer scale, allowing for ultra-fine
manipulation. Apply a +20 COO modifier where such
fine manipulation is a factor (such as detailed repair
work). The bot must have functioning nanoscopic
vision (p. 311) to get this bonus. [Moderate]
Hidden Compartment: The shell has a concealed
aperture for a shielded interior compartment, ideal for
storing valuables or smuggling contraband. Apply a
–30 modifier to detect this compartment either manually
or with sensor scans. [Low]
Magnetic System: A magnetic system allows the
shell to cling to most ferrous materials. This enables
the character to walk in zero-G situations by magnetically
adhering surfaces, hang upside down, and hold
onto devices without letting them drop or drift away.
The shell receives a +30 modifier whenever maintaining
a magnetic hold on something. [Low]
Modular Design: This shell is designed to lock together
with similar modular morphs in different architectural
patterns to create larger gestalt forms. When
united with other modules, the group is treated as a
single unit/morph, with shared capabilities. If damaged
and then separated, damage and wounds are distributed
evenly between modules; uneven amounts are
allocated randomly. The exact capabilities of different
shapes depends on the composition, and is largely left
in the gamemaster’s hands. [High]
Pneumatic Limbs: The limbs are equipped with
pneumatic cylinder systems that can generate up to
1,500 pounds of thrust. This allows the shell to push
off and make impressive jumps (a synth of human
size/weight can leap over 2 meters up). Apply a +20 to
Freerunning Tests. A pneumatic limb used to strike an
opponent in unarmed combat inflicts an extra 1d10
damage. [Low]
Retracting/Telescoping Limbs: The shell’s limbs can
either be retracted completely inside it’s frame and/or
extended for extra length (usually up to 1 or 2 meters
extra). Telescoping limbs may give the shell a reach
advantage in melee combat (p. 204). [Low]
Shape Adjusting: This shell is made from smart
materials that allow it to alter its shape, altering its
height, width, circumference, and external features,
while retaining the same mass. This modification is
typically employed to reshape the morph into special
configurations adapted to specific tasks (for example,
lengthening to crawl through a tunnel, widening its
base for stability, expanding to reach out and attach
to multiple access point simultaneously, and so on).
This mod also allows the morph to change its features
for disguise purposes; a Structural Enhancement: This modification bolsters
the shell’s structural integrity, boosting its ability to
take damage. Increase Durability by 10 and Wound
Threshold by 2. [Moderate]
Swarm Composition: The shell is not a single unit
but a swarm of hundreds of insect-sized robotic microdrones.
Each individual “bug” is capable of crawling,
rolling, hopping several meters, or using nanocopter
fan blades for airlift. The cyberbrain, sensor
systems, and implants are distributed throughout the
swarm. Though the swarm can “meld” together into
a roughly child-sized shape, the swarm is incapable of
tackling physical tasks like grabbing, lifting, or holding
as a unit. Individual bugs, however, are quite capable
of interfacing with electronics. Swarms cannot
carry most gear or wear armor, and may not make
strength-based SOM-linked skill tests. For combat
purposes, use the same rules as given for nanoswarms,
p. 328. Damage and wounds are reflected as damaged/
massacred bugs. The swarm may be “healed” by
manufacturing more bugs.[High]
Synthetic Mask: The synthmorph is equipped
with a realistic outer casing of faux-skin and carefully
sculpted to pass as a biomorph (perhaps even a
particular person). The morph can cry, spit, have sex,
and will even bleed if cut. Only a detailed physical
examination or a radar, terahertz, or x-ray scan will
detect the synthmorph’s true nature, and even then
such exams/scans suffer a –30 modifier. [Moderate]
Weapon Mount: The shell carries a built-in (or builton)
weapon. This weapon mount may be either internal
(concealed, only weapons small in relation to the shell
may fit, –30 to Perception Tests to detect) or external
(visible). It may be fixed (one direction only), swiveling
(limited field of fire), or on an articulated mount (all
directions). [Low; Moderate for concealed/articulated]
Sensors
NOTE: 360° Vision: The shell’s visual sensors are situated for
a 360-degree field of vision. [Low]
Chemical Sniffer: This sensor detects molecules in the
air and analyzes their chemical composition. It enables
Chemistry Tests to determine the presence of gases, including
toxins and other fumes. It can also detect the
presence of explosives and firearms. [Moderate]
Lidar: This sensor emits laser light and measures
the reflections to judge range, speed, and image the
target. See Using Enhanced Senses, p. 302. [Low]
Nanoscopic Vision: The shell’s visual sensors can
focus like a microscope, using advanced superlens
techniques to beat the optical diffraction limit and
image objects as small as a nanometer. This allows
the character to view and analyze objects as small as
blood cells and even individual nanobots. The synthmorph
must stay relatively steady to view objects at
this scale. [Moderate]
Radar: This sensor system bounces radio or microwaves
off targets and measures the reflected waves
to judge size, composition, and motion. See Using
Enhanced Senses, p. 302. [Low]
ARMOR
Edit
NOTE: Modern personal armor systems have advanced from the high modulus polyethylene thermoplastics and aramid fabrics of the early 21st century. Armor inEclipse Phase is derived from biotech, in the form of organoweave fibers and crystalline-grown plates, and nanotech, in the form of shock-absorbing fullerene (p. 298) materials. Occasionally other materials are used, such as metallic glass plates or shear-resistant fluids that harden against impacts. Such armor protects against (armor-piercing) bullets and kinetic impacts as well as bladed weapons and piercing sharp objects. They also insulate against both the explosive heating of energy weapons and electrical shocks. While such armor protects against bullets, the layers of material catch the bullet and redistribute its kinetic energy across the body, which can still result in severe blunt force trauma.
Rules for armor in combat can be found on p. 194. Armored exoskeletons are listed on p. 343.
Armor Clothing: The extra-resilient organoweave fibers and fullerene materials that offer basic protection against kinetic and energy weapons can be woven in with normal smart materials to create a wide range of discreet armor clothing that provides a subtle level of security. Such protective garments are indistinguishable from regular clothing and come in all styles and designs. Armor clothing provides an Armor Value of 3/4. [Trivial]
Armor Vest: Armor vests provide more thorough protection to a body’s vital areas, covering the abdomen and torso completely, protecting the neck with a rigid collar, and even providing wrap-under protection for the groin. Though armor vests are not bulky, they are obvious as armor. Armor vests may be worn with armor clothing without penalty. Armor vests provide an Armor Value of 6/6. [Low]
Body Armor (Light): These high performance armor outfits protect the wearer from head to toe. An integrated armor vest is supplemented with increased protection on the limbs and joints, while still managing to be flexible and non-restrictive. Body armor is typically worn by security and police forces, and supplemented with a helmet. It provides an Armor Value of 10/10. [Low]
Body Armor (Heavy): Similar to light body armor, but with extra protective layers, often ergonomically manufactured to conform to a specific character’s
body, and an environmental seal with climate control to protect the wearer from hostile environments. It provides an Armor Value of 13/13. [Moderate]
Crash Suit:Designed for both industrial worksite safety and protection from accidental zero-G collisions, crash suits are also favored by sports enthusiasts and explorers. The basic jumpsuit offers comfortable protection equal to that of armor clothing. When activated with an electronic signal, however, elastic polymers within the suit stiffen and form rigid impact protection for vital areas. Crash suits provide an Armor Value of 3/4 when inactive and 4/6 when activated.[Low]
Helmet: This armor accessory is usually worn with body armor or a battle suit. Light helmets are open, whereas full helmets latch on and provide an environmental seal with a 12 hour supply of air. Light helmets provide an Armor Value bonus of +2/+2, whereas full helmets add +3/+3. Helmets are often equipped with an ecto (p. 325), a radio booster (p. 313), and sensors equal to specs (see p. 325). [Trivial]
Riot Shield: Used for mob suppression, riots shields are light-weight, tough, and may be set to electrify on command, stunning anyone who comes into contact with the outer surface (treat as shock glove effects, p. 334). Riot shields provide an Armor Value bonus of +3/+2. [Low]
Second Skin: This lightweight bodysuit, woven from spider silks and fullerenes, is typically worn as an underlayer, though some athletes use it as a
uniform. It provides minimal protection, but may be worn with other armor without penalty. It provides an Armor Value of 1/3. [Low]
Smart Skin: Smart skin is an advanced nanofluid that covers the wearer’s skin. It resembles liquid mercury but retains the texture and flexibility of normal skin until activated, at which point the material becomes rigid enough to protect the wearer and distribute the kinetic energy (though still flexible enough at the joints not to impede movement). A specialized hive, worn by the character, replenishes the nanobots and stores them when not in use. Deploying
the nanobots across the body takes a full Action Turn. Smart skin has an Armor Value of 3/2, and may be worn with other armor without penalty. [Low]
Spray Armor: This fast armor application comes in a spray can and disperses a smart chemical polymer that sticks to bare flesh (but does not adhere to hair and eyes). The polymer solidifies into a form fitting body armor fabric when exposed to body temperature with the look and feel of a latex suit. Spray armor does not work on synthetic morphs or on clothing or other armor. The color and feel of the armor can be adjusted with electric currents and additional polymers, making it popular among some socialite and nightlife scenes. The spray-on armor does not wash off, but degrades 1 point of armor (both energy and kinetic) every 12 hours. It may be removed with a special nanotech solvent. Spray armor has an Armor Value of 2/2. [Low]
ARMOR VALUES
NOTE: ARMOR VALUES
| ARMOR | ENERGY | KINETIC | PAGE |
| Crash Suit (Inactive) | 3 | 4 | 312 |
| Crash Suit (Active) | 4 | 6 | 312 |
armor energykinetic Page
Armor Clothing 3 4 311
Armor Vest 6 6 312
Battle Suit Powered Exoskeleton 18 18 344
Bioweave Armor (Light) 2 3 302
Bioweave Armor (Heavy) 3 4 302
Body Armor (Light) 10 10 312
Body Armor (Heavy) 13 13 312
Carapace Armor 11 11 303
Crash Suit (Inactive) 3 4 312
Crash Suit (Active) 4 6 312
Exowalker 2 4 344
Hard Suit 15 15 334
Helmet (Light) +2 +2 312
Helmet (Full) +3 +3 312
Hyperdense Exoskeleton 6 12 344
Riot Shield +3 +2 312
Second Skin 1 3 312
Smart Skin 3 2 312
Smart Vac Clothing 2 4 325
Spray Armor 2 2 312
Synthmorph Industrial Armor 10 10 310
Synthmorph Combat Armor (Light) 14 12 310
Synthmorph Combat Armor (Heavy) 16 16 310
Transporter Exoskeleton 2 4 344
Trike Exoskeleton 2 4 344
Vacsuit (Light) 5 5 333
Vacsuit (Standard) 7 7 33
Armor Mods
NOTE: Armor modifications add extra materials or coatings
that either enhance the armor’s resistance to certain
dangers or provide other effects. Armor mods may be
easily added or removed with the appropriate nanobot
applicators.
Ablative Patches: These thin and light slap-on
patches of stick to armor and are designed to absorb
heat and energy from beams and explosions, safely
vaporizing and blowing hot gas away. Ablative
patches increases the Armor Value by +4/+2, but each
hit reduces both the energy and kinetic value of the
ablative armor by 1. [Trivial]
Chameleon Coating: This provides the armor with
the same effect as the chameleon cloak (p. 315). [Trivial]
Fireproofing: Fireproofing includes the addition of
heat-resistant ceramic or fire-resistant layers, both
capable of withstanding extremely high temperatures.
Fireproofing increases the Armor Value by +2/+0, and
provides an additional 10 points of armor against
heat or fire specifically. [Trivial]
Immunogenic System: The immunogenic mod
adds an active nanobot swarm, maintained by a specialized
hive, that coats the outer layer of armor and
also the non-armored parts of the wearer’s morph.
It acts as an outer immune system designed to neutralize
toxic agents and nanotoxins with which it
comes into contact. This provides immunity to drugs,
toxins, and nanotoxins applied dermally, such as
with a slap patch or splash grenade. It has no effect
on inhaled, oral, or injected drugs (including coated
weapons). [Low]
Lotus Coating: The armor has been impregnated
with a superhydrophic coating (contact angle of
around 170°) that repels all water-like liquids. If the
armor is splashed by liquid toxins or chemicals, the
effect is reduced since the liquids starts to roll off the
armor. Apply a +30 modifier when defending against
liquid-based attacks. [Trivial]
Offensive Armor: When activated, the outer layer of
this armor is rigged to shock anyone or anything that
contacts it with electricity. Treat its DV and effect as a
shock baton (p. 334). [Low]
Reactive Coating: A thick layer of advanced
nanotech is applied to the armor, protecting it with
a colony of nanobots designed to sense incoming
attacks. When an attack strikes the coating, it detonates
to disrupt the attack. Bursts and full autofire
are treated as a single attack. A reactive coating
increases the Armor Value by +5/+5, but each detonation
automatically inflicts 1 point of damage on
the wearer. Reactive armor also works against melee
attacks, but the attacker also suffers 1d10 ÷ 2 (round
up) points of damage per attack (armor protects)
from the microexplosion. Reactive coating only
works against 5 attacks, after which the specialized
nanobot hive replenishes the coating at the rate of 1
use per hour. [Moderate]
Refractive Glazing: A combination of reflectors,
refractive metamaterials, and an energy transfer
system with heat radiators provides extra protection
against energy weapons. Increase the Armor Value
by +3/+0. [Low]
Self-Healing: The armor is equipped with a nanohive
that acts like repair spray (p. 333). [Moderate]
Shock Proof: Shock proof armor is electronically
insulated to discharge and reduce the effect of shock
weapons. Apply an additional +10 modifier when resisting
the DV and effects of shock weapons (p. 204). [Low]
Thermal Dampening: Thermal dampening obfuscates
heat signatures by converting body heat into
electric energy. It makes the target more difficult to
spot with thermal sensors; apply a –30 modifier for
Perception Tests. [Moderate]
Communications
NOTE: The oldest and most widespread communications
technology still in regular use is radio. Every habitat
and world inhabited by transhumanity is awash in
radio traffic, with humans, machines, and uplifts all
constantly communicating with one another. The
smallest radios are no larger than a spec of dust and
have a range of no more than 20 meters, while the
largest are the size of a truck and have a range of
many thousands of miles. Radios large and small are
ubiquitous and almost all devices contain at least
short-range radios so they may interact with the
mesh. Most morphs are equipped with basic mesh
inserts (p. 300) that include an implanted radio. For
radio ranges, see p. 296.
Fiberoptic Cable: Fiberoptic cables are used to
establish wired connections between two devices.
Given the ubiquity of radios and the tangled mess
wires cause, they are typically only used for privacy
(unlike radio communication, fiberoptic signals may
not be intercepted) or in areas with heavy radio
interference. [Trivial]
Laser/Microwave Link: These portable devices are
used to establish a tight-beam, line-of-sight communications
channel with another laser or microwave
link. The range of these transceivers varies widely
with environmental factors, but approximates 50
kilometers in atmosphere and 500 kilometers in
space (though horizon limits must be kept in mind,
being 5 kilometers at ground level on Earth and less
on smaller bodies). Lasers are subject to interference
from fog, dirt, smoke, and similar visual chaff, while
microwaves may be hindered by metallic obstructions.
These links may only be intercepted by getting directly
in between the beams. Some teams carry a micro version
of this system, worn on their person, allowing
line of sight intra-team communications that cannot
be intercepted like radio. [Moderate]
Radio Booster: This device boosts the range and
sensitivity of short-range radios, like those from implants,
ectos, or microbugs. The booster must be with
the shorter-ranged device’s range (or directly linked
via fiberoptic cable). It will repeat any transmissions
received from that device, but at its extended range of
25 kilometers in urban areas (250 kilometers remote
areas). Broadcasts from a radio booster are easy to
receive by anyone looking for broadcasts (see Wireless
Scanning, p. 251), though transmissions may be
stealthed (p. 252). Boosters are commonly used by
characters traveling far from habitats or other civilized
regions. [Low]
Neutrino Communicators
NOTE: Neutrinos are particles that can pass through any
solid matter with ease and are impossible to block. As
a result, they make an ideal medium for communications.
Unfortunately, they are also easy to intercept.
Even a tight beam of neutrinos sent between two locations
can be intercepted simply by placing another
receiver behind the location the broadcaster is sending to. Neutrino communicators require a large power
plant to power the high energy particle interactions
required to generate the neutrino broadcast. Neutrino
receivers are also relatively large, with the smallest
occupying 100 cubic meters. In most cases, neutrino
communicators are designed to broadcast neutrinos
in all directions, though tight-beam transmissions are
also possible. Quite often neutrino communications
take advantage of quantum farcasting for security.
Neutrino Transceiver: This transceiver is capable of
generating and receiving neutrino signals at a range of
at least 100 astronomical units. It is large, with a size
of 8 cubic meters (in a cube 2 meters on a side), but
they can be loaded onto large vehicles. To function, it
must be connected to a large power plant, such as one
found in habitats or large spacecraft. The cost and
size of this device includes the computer necessary for quantum farcasting. [Expensive]
Quantum Farcasters
NOTE: Quantum farcasters are special computers designed to
protect a communications channel (such as fiberoptic,
radio, laser/microwave, or neutrino) with unbreakable
encryption. To function, two or more quantum
farcaster computers must first be entangled together
(on a quantum level) in the same physical location.
The farcasters may then be separated, at which point
they may continue to exchange encrypted data via
quantum teleportation. This data exchange requires
a standard communications link (fiberoptic, radio,
laser/microwave, or neutrino), and so is limited by
the speed of light, but it is a high bandwidth form
of communications. The quantum encryption used
by these entangled farcasters is unbreakable, and any
attempted interception is immediately detected and
neutralized. A quantum farcaster may not be used to
securely communicate with any farcasters other than
the ones it is entangled with.
Because it is exceptionally safe and secure, quantum
farcasting via neutrino communications is the primary
means of both long-distance communication between
habitats and egocasting (p. 276). The neutrino signal
cannot be blocked and it can only be decrypted if a
character has access to the computer that is sending
or receiving the signal.
Miniature Radio Farcaster: Miniature farcasters
communicate with each other using standard radio
transceivers. As noted above, they may only securely
communicate with the other farcasters with which they
are entangled. Most miniature farcasters are worn as
jewelry or fitted into clothing or other equipment. [Low]
Quantum Entangled Communication
NOTE: The rarest form of communications is quantum entangled
(QE) communication. QE communication is
instantaneous and works over any distance, but is
also very limited. QE communication requires pairs
of entangled particles known as qubits. To use QE,
large number of pairs of qubits are created and then
separated from each other. Millions of these separated
pairs of particles are stored in special containers
known as qubit reservoirs. If two QE communicators
each have a qubit reservoir containing qubits that are
each entangled with qubits in the other communicator’s
qubit reservoir, then characters can use the two
QE communicators to commutate with one another
instantaneously. Characters can use QE to instantly
communicate between any two locations, even if one
character is in the solar system and the other has
passed through a Pandora gate and is standing on a
planet 500 light years away.
Each bit of data transmitted between these two QE
comms uses up one qubit. Once all of the qubits are
used up, the two QE comms can no longer communicate
with each other until they each get a new batch
of entangled qubits. Qubits are expensive to produce,
contain, and transport, making this an exceedingly
expensive form of communication. As a result, extremely
high bandwidth communications like full
sensory AR and egocasting cannot be performed using
QE communication.
Portable QE Comm: This is a handheld FTL communications
device. The actual communications unit
can be made as small as desired, but must be large
enough to connect to or hold a qubit reservoir. Because
qubit reservoirs are relatively large and must be
replaced, they are rarely implanted. Some miniature
farcasters are designed so that users can also attach
qubit reservoirs to enable them to be used for both
light speed and FTL communication. [Low]
Low-Capacity Qubit Reservoir: Low-capacity qubit
reservoirs can be used for 10 hours of high-resolution
video conferencing or meshbrowsing and 100 hours
of voice or text only communications. [High]
High-Capacity Qubit Reservoir: High-capacity qubit
reservoirs can be used for 100 hours of high-resolution
video conferencing or meshbrowsing and 1,000 hours
COVERT AND ESPIONAGE TECHNOLOGIES
NOTE: These technologies allow characters to acquire protected information and to gain access to places that others try to keep them out of. Many of these devices are mesh-capable and equipped with radios, see p. 296 for radio ranges.
Chameleon Cloak:This loose, poncho-like cloak contains a network of sensors that perceive wavelengths from microwave to ultra-violet. A similar network of miniature emitters precisely replicate the information its sensors receive, making the wearer seem transparent to those wavelengths. A chameleon cloak allows a character to effectively become invisible as long as they are stationary or not moving faster than a slow walk. When worn by someone moving faster, the cloak still provides a +30 modifier to Infiltration Tests to avoid being seen or noticed. Chameleon cloaks are not effective against radar, x-ray, or gamma-ray sensors. They do hide the character from thermal infrared, however, by absorbing the character’s body heat into its heat sink. The cloak can only absorb a character’s body heat for one hour before it must emit this heat. Heat emission also requires one hour, during which time the character is easily visible in the thermal infrared spectrum. [Low]
Covert Operations Tool (COT):This handheld device is the ultimate in infiltration technology. It contains both smart matter micromanipulators, cutting tools, and an advanced nanotechnology generator capable of producing nanobots that can bore or cut through almost any material and disable or open almost any electronic lock. Cutting out a lock or boring a 1-millimeter hole in a wall with a COT requires ((Durability + Armor) ÷ 10) seconds. Cutting out a 1-meter diameter hole in a wall requires ((Durability + Armor) ÷ 10) minutes. These same nanobots can later be used to repair this damage so that it is invisible to any but the most careful and detailed examination. A COT can easily open any old-fashioned mechanical lock simply by analyzing it and shaping an appropriate key, though this takes a full Action Turn. It can also open electronic locks by infiltrating them with nanobots that influence the lock’s electronics, no matter what authentication system the lock uses. Opening electronic locks takes a full Action Turn, but success is practically guaranteed. Opening an electronic lock in this manner will, however, trigger an alarm and/or be logged as an event. For more details, seeElectronic Locks, p. 291.[High]
Cuffband:This smart plastic loop restricts around a prisoner’s limbs when activated. If the prisoner struggles, it will tighten more. Cuffbands will inform the user if they are cut or loosened and are electronically-controlled, so the user can release the prisoner remotely. Some cuffband variants including a shock
system (treat as a shock baton, p. 334) to zap and restrain unruly prisoners.[Low]
Dazzler:The dazzler is a tiny laser system set on a rotating ball. When activated, it consistently spins and emits laser pulses in all directions. These laser
pulses are not dangerous, but they detect the lenses of camera systems (including specs, viewers, and bot/synthmorph sensors) and repeatedly zap them with laser pulses of varying strength to overload and dazzle them. For as long as a dazzler is active, any camera system (visual, infrared, and ultraviolet) within line of sight and within 200 meters is blinded.[Moderate]
Disabler:This handy device emits an overloading surge that completely incapacitates and disables a synthetic morph or pod (anything with a cyberbrain) when it is plugged into an access jack and activated. The affected cyberbrain will be unable to function until the signal is deactivated, effectively shutting down the ego (or AI). In order to plug a disabler into an unwilling target, the target must first be grappled or a called shot must be successfully made in melee combat. This device does not work on larger synthetic morphs (like vehicles) or on cyberbrainless robots.[High]
Fiber Eye:This is a flexible and electronically-controllable length of fiberoptic cable and viewer, which can be worked through cracks, under doors, and around corners to peep unobtrusively.[Low]
Invisibility Cloak:This cloak is made of metamaterials with a negative refractive index, so that light actually bends around it, making it and anything it covers invisible. This invisibility works from the microwave to ultraviolet spectrums, but not against radar or x-rays. The drawback is that anything concealed within the cloak can’t see out. This is easily overcome by using external sensor feeds (if available) and entoptics to navigate. Alternately, a small piece of anti-cloak, which cancels the cloak’s invisibility properties when touched together, can be used to create a small window to peep out of, though this increases the chance of being spotted. Noticing such a window requires a Perception Test with a –30 modifier.[High]
Microbug:This device is a tiny camera and microphone 1 millimeter across. It has the visual capabilities of a set of specs (p. 325). It can hear everything
within 20 meters and see everything within the same range that is in its line of sight. A microbug can record up to 100 hours of information. Microbugs can be set to broadcast continuously, at set intervals, or only when they receive a special signal. If desired, they can also be set to only record if there is movement or voices in the room they are in. Microbugs have adhesive backs and can stick to almost any surface. Microbugs can also establish their location via mesh positioning or GPS, and so double as tracking devices. To avoid being detected by their radio transmissions, some microbugs are attached to miniature quantum farcasters (p. 314). These microbugs are much larger (1 centimeter) and easy to see, but their transmissions cannot be detected or blocked.[Trivial, Low for quantum farcaster bugs]
Prisoner Mask:This hood tightens around the head of a prisoner, blocks all vision frequencies, and engages in low-level jamming in order to prevent any wireless communication via mesh inserts. [Medium]
Psi Jammer: This device jams frequencies used by brainwaves within a 20-meter radius. This has no effect on brain functions, but it does prevent any ranged used of psi sleights within this area of effect.[Moderate]
Quantum Computer: These advanced devices make use of quantum computation, allowing them to handle extremely large numbers with ease. This makes them especially useful for codebreaking, as noted on p. 254.[Expensive]
Smart Dust:This device is a walnut-sized specialized nanobot generator that creates tiny sensor nanobots, each one of which is a tiny sphere the diameter of a human hair. A packet of smart dust nanobots is sufficient to perform detailed surveillance on a large room like an auditorium has a volume of 1 cubic centimeter and contains 3 million nanobots. Each nanobot contains tiny cameras, microphones, a tiny computer, a radio, and chemical sensors, as well as short legs that allow them to walk and climb at a rate of 5 cm per second.
When a character dumps a packet of smart dust in a room, it will cover every surface in the room within 20 minutes, including all furniture and the insides
of every drawer and other space that is not airtight. At this point, the smart dust has recorded all data about the room that can be obtained by exceedingly detailed observation, including the DNA of everyone who has visited the room in the last week or two. The smart dust can then either broadcast a brief, highly compressed signal, or it can send all of its information to a few hundred nanobots that then walk to a pre-arranged destination for pickup and downloading by their user. The user need only find a single nanobot with a nanodetector to acquire the information obtained by the smart dust. If ordered to do so, the remaining nanobots can either power down and await further orders or self-destruct in a fashion that turns them into a tiny amount of dust made mostly of metal and silicon. [Moderate]
Traction Pads: This set of specialized fingerless gloves, shoes, and kneepads is designed to emulate the pads on geckos’ feet. Characters can support themselves on a wall or ceiling by placing any two of these pads against any surface not made from a material specially designed to resist such devices. Characters can climb any surface and move easily across walls and ceilings that can support their weight (+30 to Climbing Tests). In addition to climbing, these devices are also very popular in zero-g environments. Wearing this item does not impair the user’s agility or manual dexterity.[Low]
White Noise Machine:This small and wearable device generates masking sounds that protect a conversation from being audibly recorded or overheard by anyone not in the immediate vicinity.[Trivial]
X-Ray Emitter:This device is designed to be used with either the enhanced vision augmentation (p. 301) or specs (p. 325). It emits a focused beam of low-powered x-rays that allows the user of either device to both see and see through most objects using backscatter x-ray radiation (p. 303). This allows the character to literally see through walls and into containers, including ones made of metal.[Low]
Bugs and Surveillance
NOTE: Though surveillance technologies are pervasive
and easy to come by in Eclipse Phase, secretly
obtaining information on someone who wants
to retain privacy can be quite difficult. Microbugs,
smart dust, and similar recording devices
that are all but invisible may be exceptionally
easy to put into place, but once they begin actively
transmitting, they are easy to to detect
(see Wireless Scanning, p. 251). An eavesdropper
may attempt to stealth the signal (see Stealthed
Signals, p. 252), but this is not guaranteed to
work. Once a signal is detected, locating the
broadcasting device is usually just a matter of
time (see Tracking, p. 251).
Some recording devices attempt to avoid this
problem by using miniature quantum farcasters
(p. 314), but those are far larger and more difficult
to hide. Often the most effective way to
acquire discrete information is to plant a surveillance
device, set to record but not transmit, and
then retrieve it later. While doing this is often
difficult and risky, the recording device never
reveals its presence by broadcasting and so is
more difficult to detect.
DRUGS, CHEMICALS, AND TOXINS
Edit
NOTE: In Eclipse Phase, the transhuman desire to enhance
the body and mind—especially with chemicals—
merges right into humanity’s popular pastime of
recreational substance abuse. Drugs of all kinds,
whether they be chemical, nano-based, or electronic,
are not only popular but widespread. While advances
in biotechnology have eliminated many of the side
effects that once plagued drug users, transhuman
bodies remain complicated environments, and so side
effects (especially with long-term use) are still a factor.
Additionally, addiction is always a consideration for
anyone who gets comfortable with popping the same
pills too often, though there are also drugs for addiction
of course.
Drug descriptions include benefits, side effects, noticeable
signs that a person is using the drug, addictiveness,
and effects from long-term use). Descriptions also
include the drug’s Duration and its Addiction Modifier
(see Addiction and Substance Abuse).
Substance Rules
Edit
NOTE: These rules explain how to handle drugs and toxins.
Classification of Substances
NOTE: Substances fall into four categories:
Chemicals: These are pharmacologically-active
small chemical compounds (toxins, pharmaceuticals,
chemical drugs) that have been produced by chemical
synthesis, nanotech fabrication, or enzymatic biosynthesis
in (transgenic) organisms. They include naturally-
occurring drugs from known species of (exo-)flora
and fauna, endotoxins produced by biological organisms,
enhancements of endogenic substances (designer
drugs), and de novo developments designed for a
specific medical or recreational application. Chemical
drugs affect only biological morphs and pods.
Biologicals: These include peptides, hormones, and
biologically-based substances like biotoxins, bacteria,
and viral organisms—drugs devised or based on
naturally-occurring endogenic biological substances.
This category also includes infectious biological organisms
that can produce drug-like effects, like virii
and bacteria. Biologicals affect biomorphs and pods
but not synthetic morphs or infomorphs.
Nanodrugs: These are temporary nanobot colonies
programmed to create a certain effect. While nanobots
are generally able to target or infect all morph
types except infomorphs, exactly which morphs are
affected usually depends on the pre-programmed
effect (i.e., whether it targets a biological or mechanical
mechanism).
Electronic: Electronic drugs include software and
technology that affect the brain directly, such as manipulative
XP programs or retro-tech like transcranial
magnetic stimulation or cranial electrotherapy. It also
includes narcoalgorithms—programs that reproduce
drug-like effects for AIs, infomorphs, and egos residing
in cyberbrains.
Application Methods
NOTE: There are number of vectors by which a substance
may be applied to a morph.
Dermal (D): This drug or toxin is absorbed via
the skin (or exterior hull with some nanotoxins) as
either a gas, liquid, or solid (e.g., paste). Slap patches
and slap bands are commonly used, loaded with the
chemical DMSO, which transfers the drug through
the skin.
Inhalation (INH): This is a gas that is breathed into
the lungs or snorted nasally. Used for inhalers, aerosols,
powders, and gas grenades/seekers.
Injected (INJ): This liquid is applied via either
an intramuscular or intravenous injection. Used for
needles and piercing weapons.
Oral (O): This is a liquid or solid that is absorbed
through the stomach or oral cavity (eating or drinking).
Used with pills and liquids.
Drug Effects
NOTE: If a character is exposed to a drug via its method of
application—for example, they pop a pill, slap on
a dermal patch, are soaked with a splash grenade,
breathe in gas, or get stabbed with a coated weapon—
then they are subject to the drug’s effects. The onset
time determines how long these effects take to kick in,
and the duration determines how long they last.
While there is no resistance test to ignore a drug or
toxin’s effects once exposed, in some cases (especially
toxins) a test might be called for to determine the
severity of the effects.
Unless otherwise noted or specifically overridden,
medichines (p. 308) will protect a character from
drug/toxin effects (but not nanodrugs/nanotoxins).
Enhancements like toxin filters (p. 305) may also
impede a drug’s effect or provide complete resistance.
If an antidote is taken in advance or before the effects
kick in, the drug will not work.
Addiction and Substance Abuse
NOTE: Some drugs are addictive, either physically (affecting
the morph) or mentally (affecting the ego)—and
sometimes both. Every time a character uses the drug
(or after an appropriate amount of use, as determined
by the gamemaster), they must make a WIL x 3 Test to
avoid addiction. Each drug has an Addiction Modifier
that will modify this test.
Failure indicates that the character has become
addicted—they immediately acquire the Addiction
negative trait (p. 148). Addiction is measured in three
levels: Minor, Moderate, and Major. The severity determines
how often an addicted character needs the
drug and what the negative effects of not using the
drug are.
An addicted character must continue to make WIL
x 3 Tests as they use the drug, as determined by the
gamemaster. Failure indicates the character’s addiction
severity increases.
The negative effects from not using a drug end
whenever the character does the drug again. Durability
and Lucidity penalties are not damage, but temporary
decreases to the character’s maximum values; the
character immediately regains the lost Durability or
Lucidity when they do the drug again.
Addiction is of indefinite duration. To clean up,
the character must stay off the drug for 1 week for
each level of addiction. Resisting this craving is difficult,
and should at least require another WIL x 3
Test, modified by the drug’s Addiction modifier. Players
and gamemasters are encouraged to roleplay an
attempt to kick a habit. Each week the character is
off the drug, the addiction drops by one level. When
it reaches 0, the character is clean ... though there is
always danger of a relapse.
Physical addictions do not carry over to a new
morph if the character resleeves, but mental addictions
do. If the character uploads and resleeves,
the mental addictions persist, and the morph the
character leaves behind remains physically addicted.
This means that poor or unlucky characters may
occasionally find themselves resleeved into a morph
that has a physical addiction. In this case, the character
is subject to the physical addictiveness of the drug
but not the mental addiction, although if they break
down and indulge in the drug, they may themself
become physically addicted.
Characters who resleeve as infomorphs can remain
mentally addicted to a substance despite no longer
having a body. The market is always happy to provide,
though; a wide variety of narcoalgorithms mirroring
the effects of most of the drugs described below are
available for infomorphs and AIs. For the infomorphported
narcoalgorithm version of any physicallyonly
addictive drug described below, consider the
Addictiveness to be effectively physical. The character
remains addicted as long as they are an infomorph,
but they do not remain addicted if they sleeve into a
physical morph.
Drugs
Edit
NOTE: The drugs described here are usually (but not always
beneficial), and are typically taken intentionally. Drugs
and chemicals used offensively are described under
Chemicals and Toxins, both on p. 323.
Note that the drugs here are just a representative
sampling. There are thousands if not millions of
drugs in circulation in Eclipse Phase—gamemasters
are encouraged to introduce their own, using these
as guidelines.
Cognitive Drugs
NOTE: Nootropics and similar drugs are intended to boost
the user’s mental faculties.
Drive: This nootropic speeds up left-right brain
hemisphere communication, stimulates idea production,
and improves concentration, with no usual side
effects. Users receive a +5 bonus to COG while the
drug lasts. [Low]
Klar: Klar boosts alertness and enhances clarity and
perception. Users report a feeling of being “elevated”
to a higher level. They receive +5 INT while the drug
lasts. [Low]
Neem: Neem is a mnemonic drug that works by
“tagging” experiences and mental input with a set of
unique sensations that contribute to the formation
of state-based memories. Neem gummy chews come
in a variety of fruit flavors shaped like extinct old
Earth animals. Neem gives characters a +20 bonus
on COG Tests to recall information they learned
while on Neem (see Memorizing and Remembering,
p. 176). The drawback to Neem is that memories they
accumulate while under the drug’s influence have no
emotional association. For example, a character who
witnessed something horrible happening to a friend
or who had a fight with a romantic partner while on
Neem would feel no emotional connection whatsoever
to what happened. [Moderate]
Combat Drugs
NOTE: Combat drugs are an easy way of evening the odds
in a fight.
BringIt: In some respects more a social than a
combat drug, BringIt stimulates massive bursts of aggression
pheromones designed to make the user the
center of attention in a fight. In combat, opponents
within 3 meters of the character not already in unarmed
or melee combat with another character must
pass a WIL x 3 Test or attack the character using BringIt.
The nature of airborne pheromones is imprecise,
however, so if the character using BringIt is within
1 meter of another character hostile to the character
affected, the affected character may opt to attack the
proximate character instead of the BringIt user. Characters
using this drug suffer a –20 modifier on social
skill tests. [Low]
Grin: Grin is an effective opiate and pain suppressant.
Users may ignore the –10 modifiers from
2 wounds (not cumulative with similar effects), and
in fact may not even be aware they are injured. Grin
users suffer from tunnel vision, however, and so suffer
a –10 modifier on Perception Tests. [Low]
Kick: Kick is a strong stimulant that increases the
user’s response time and puts them on edge. The character
gains +10 REF and +1 Speed for the duration of
the drug. Characters under the influence of Kick are
twitchy, however, reacting in a jumpy, cat-like fashion
to sudden or unexpected stimuli. At the gamemaster’s
discretion, they must make a WIL x 2 Test or react
without thinking towards unexpected noises or other
surprises. Long-term users suffer –5 COO. [Moderate]
MRDR: MRDR is a straightforward and brutal
combat drug. It increases pain tolerance, speed, and
strength. The character receives +10 SOM, +1 Speed,
+10 Durability, and may ignore the –10 modifier of
one wound. Any damage incurred while under the
effects of the drug is taken from the bonus Durability
first. MRDR users are easily identifiable by the
broken blood vessels in their eyes, tense posture, and
visible tension in the muscles of the face, arms, and
legs. Long-term users suffer –5 SOM. [Low]
Phlo: Phlo increases alertness and coordination,
making the user more graceful and nimble in a fray.
The character gains +5 COO and +10 on Perception
Tests for the duration of the drug. Everything feels
possible to a character on Phlo, and so they are vulnerable
to being goaded into actions that might be
foolish or dangerous (apply a –10 modifier to appropriate
Social Skill Tests). [Moderate]
Health Drugs
NOTE: Pharma-foods that boost the consumer’s health and
physical state are common.
Bananas Furiosas: This drug reverses some of the
effects of de-ionizing radiation on the cells of the
body. Although a pill form is available, it most commonly
comes in large bunches of bright orange-red
bananas. Bananas reduce the severity of a radiation
dosage (gamemaster determines effect). [Low]
Comfurt: This tasty yogurt treat blocks stress hormones,
stabilizes mood, and relieves anxiety, allowing
them to ignore the effect of 1 trauma and temporarily
boosting Lucidity by +5. Any stress suffered while the
drug is in effect is taken from the bonus Lucidity first.
Comfurt also provides a +10 bonus when resisting
attempts to manipulate the user’s emotions. Excessive
use of Comfurt can lead to chronic itchiness caused by
histamine release. [Low]
Recreational Drugs
NOTE: These drugs compete with petals (p. 321) and black
market XP for wasting people’s time and lives away.
Buzz: This gene-modified variant of BZ is an odorless,
invisible, extremely powerful hallucinogen. Users
or affected characters will undergo extremely realistic
hallucinations for the duration, and may even “share”
hallucinations with other affected characters. Characters
will suffer a –30 modifier to any tests to remember
what occurred while under the influence. [Moderate]
Mono No Aware: Taken from the Japanese term
for sadness at the ephemerality of worldly things, this
drug, typically ingested as a tea, is a depressant that
induces a meditative state. Mono No Aware gives the
character a +10 bonus on Art and Sense Tests. With
frequent use, Mono No Aware reacts with pigments
in the skin to create a pallor with a slight bluish tinge,
even in darker-skinned morphs. [Low]
Orbital Hash: Good ol’ reefer—but grown in space
using powerful lighting and post-singularity hydroponics.
Because space is at a premium in habitats and scum
barges, blocks of hashish are the preferred mode of
transport and delivery. However, for the wealthy and
on planets, buds in leaf form are not uncommon. Hash
allows the character to ignore the effects of 1 trauma,
but inflicts a –10 penalty on all memory-related tests
and Knowledge Skill Tests. Hash users exhibit bloodshot
eyes, lethargic behaviors, and the munchies. [Low]
Social Drugs
NOTE: These social lubricants affect the user’s interactions
with others.
Alpha: Alpha is a more subtle version of BringIt,
popular with hypercorp execs, street thugs, and
anyone else who wants to come across as a domineering
asshole. The pharm designer who invented it had
a retro sensibility (and maybe a sick sense of humor);
Alpha is typically synthesized as a sparkling white
powder designed to be snorted. Alpha stimulates
production of threat pheromones, but less bluntly
than BringIt. Alpha imparts confidence, a feeling of
power, and alertness. Users can function without sleep
for 4 days, after which point they need to catch up
with at least 4 hours of sleep (remember morphs with
basic biomods require less sleep). Dosed characters
receive a +20 modifier on Intimidation Tests and +10
on Persuasion and Networking Tests where attitude is
a factor (gamemaster discretion). These bonuses only
apply to characters within 2 meters of the Alpha user.
On the downside, alpha users are impatient, unfocused
assholes. At the gamemaster’s discretion, Social
skill modifiers may be reversed to penalties with
certain types of people. Additionally, Alpha users
suffer –10 on all COG skill tests related to memory
and coherent or logical thinking. Long-term users may
suffer the COG penalty even when not on the drug;
on it, they may be worse. [High]
Hither: Want to ooze sexy like a pleasure morph
on a hot tin roof? For those desiring that slinky je-nesais-
quoi, Hither is the tool. Hither is a clear, slippery
gel, sometimes with a faint, musky, floral scent. Hither
is applied to parts of the body with large concentrations
of sweat glands, where the skin quickly absorbs
it. Hither is a mild euphoriant, imparting a feeling of
confidence and you-know-you-want-it-ness to the user.
It also stimulates abundant production of lust pheromones.
The character gains a +10 bonus on Persuasion
Tests against targets who are possible to seduce. At the
gamemaster’s discretion, this extends to Deception,
Impersonate, and Networking Tests. [Low]
Juice: This potent anti-depressant makes it almost
impossible to have bad feelings or negative thoughts.
The character is unnaturally happy—often irritatingly
or strangely so. The character receives a +30 bonus
against fear or attempts to manipulate their emotions
in a negative direction, but is also likely to act inappropriately,
like giggling over the massive amount of
spilled blood or cheerfully changing the subject to
inane topics when someone else is freaking out. [Low]
Drugs
NOTE: drugs
Type Aplication Onset Time Duration Addiction Modifier Addiction Type
Cognitive Drugs
Drive Chem O 20 minutes 8 hours — Mental
Klar Chem O 20 minutes 8 hours — Mental
Neem Chem O 20 minutes 12 hours — Mental
Combat Drugs
BringIt Bio Inh, Inj, O 1 minute 15 minutes +10 Physical
Grin Chem Inh, Inj, O 3 Action Turns 3 hours –10 Physical
Kick Chem Inh, Inj, O 3 Action Turns 2 hours –10 Physical
MRDR Chem O 20 minutes 1 hour –10 Physical
Phlo Chem O 20 minutes 1 hour –10 Physical
Health Drugs
Bananas Furiosas Chem O 20 minutes 1 day — —
Comfurt Bio O 20 minutes 12 hours –10 Mental
Recreational Drugs
Buzz Chem Inh, O 1 hour 36 hours — Mental
Mono No Aware Chem O 20 minutes 8 hours –10 Mental
Orbital Hash Chem Inh 3 minutes 3 hours — Mental
Social Drugs
Alpha Bio Inh 1 minute 2 hours –10 Mental
Hither Bio D 1 minute 6 hours –10 Physical
Juice Chem O, Inh 20 minutes 8 hours — Mental
Nanodrugs
Edit
NOTE: Nanodrugs are temporary nanobot infestations that
apply a specific effect.
Frequency: Frequency (or Freeq) is a nanodrug designed
as a tool for scientific visualization. It releases
a small swarm of nanobots into the character’s bloodstream
that settle in the epidermis, where they act as
sensors of electromagnetic radiation. This sensory
input is then injected into the character’s visual and
tactile sensoria, hitting the user with a sequence of
novel stimuli, typically a light show or weird tactile
sensations. Aside from its recreational uses, Frequency
is good at picking up on localized field radiation with
a standard Perception Test. A character can take advantage
of this to spot sensors and hidden electronics.
Similar to now-obsolete 20th-century hallucinogens
like LSD and psilocybin, however, a Frequency trip
can be disorienting and upsetting (the gamemaster
should apply any modifiers, mental stress, or even
trauma as they feel appropriate). Characters typically
experience a period about 1/3 of the way through
their trip in which sensory input is extremely intense;
during this period, which usually lasts about 2 hours,
they are unable to read. [Moderate]
Nanodrugs are temporary nanobot infestations that
apply a specific effect.
Frequency: Frequency (or Freeq) is a nanodrug designed
as a tool for scientific visualization. It releases
a small swarm of nanobots into the character’s bloodstream
that settle in the epidermis, where they act as
sensors of electromagnetic radiation. This sensory
input is then injected into the character’s visual and
tactile sensoria, hitting the user with a sequence of
novel stimuli, typically a light show or weird tactile
sensations. Aside from its recreational uses, Frequency
is good at picking up on localized field radiation with
a standard Perception Test. A character can take advantage
of this to spot sensors and hidden electronics.
Similar to now-obsolete 20th-century hallucinogens
like LSD and psilocybin, however, a Frequency trip
can be disorienting and upsetting (the gamemaster
should apply any modifiers, mental stress, or even
trauma as they feel appropriate). Characters typically
experience a period about 1/3 of the way through
their trip in which sensory input is extremely intense;
during this period, which usually lasts about 2 hours,
they are unable to read. [Moderate]
Nanodrugs
NOTE: Nanodrugs Type Aplication Duration Addiction Modifier Addiction Type
Frequency Nano Inj, O 8 hours –10 Mental
Gravy Nano Inj, O special — —
Petals Nano O 2 hours–1 day +10 to –20 Mental
Schizo Nano Inj 1 day — Mental
11.11.11.11.11.11.11.11.11.11.11.11.11.11.11.11.11.11.11.11.
Other Nanodrugs
NOTE: Nanodrugs have the capability of making fundamental
changes to a body’s biochemistry and
mental state. The potential effects are too numerous
to list, but gamemasters should consider
allowing nanodrugs that temporarily apply certain
traits, such as Brave, Direction Sense, Math
Wiz, Pain Tolerance, Psi Chameleon, Psi Defense,
Situational Awareness, Tough, Feeble, Frail, Low
Pain Tolerance, Mental Disorder, Mild Allergy,
Neural Damage, Psi Vulnerability, Severe Allergy,
Timid, VR Conditioning, VR Vertigo, Weak
Immune System, or Zero-G Nausea. Similarly,
the nanodrug could force the character into a
particular mental emotional state, such as a bad
mood, edginess, contentment, or overconfidence.
Gamemasters are encouraged to experiment
with different possibilities and effects. n
Petals
NOTE: Petals is a term for a type of narrative hallucinogen,
a nanodrug that hijacks the senses and takes the user
on a game-like, highly immersive trip. Known by a
myriad of intriguing names—Forgotten Hand, Darkly
Selving, Inquisitive Green, to name a few—Petals are
post-Fall society’s heroin—the drug of choice for the
desperate and fucked. Petals almost always appeA few examples of Petal experiences:
Forgotten Hand
One of the character’s hands detaches and makes a
run for it. The character is conscious and able to interact
normally with the real world, but they cannot
perceive the “escaped” hand and firmly believe that
it’s getting away. The hand will lead the character
a merry chase, but at some point, a new hand appears
on the character’s wrist. It may be glittery and
opalescent, demonic and clawed, or bestial. Eventually,
after an hour or two, the character will catch up
to their hand, but to get rid of their new hand and
re-attach the old, they must answer cryptic questions
posed by a gnome-like being.
Darkly Selving
This petal is believed to achieve many of its effects
by connecting to the mesh, where an AI observes
and controls some of the event flow, and only
works for multiple trippers. Like Forgotten Hand,
it works by overlaying AR perceptions on the real
world, but because of the effects, it’s highly inadvisable
to take in places where any non-trippers will
be present. Darkly Selving creates an epsilon fork
of each character tripping and sleeves the fork in
an infomorph that looks like a demonic version of
themself, using visual input from the character’s
co-trippers. AR overlays cause the characters to perceive
themselves as angelic beings, while the realseeming
demonic infomorphs appear as AR overlays
on their real world perceptions. What happens next
varies, but generally both the characters and their
forks are subjected to a series of strong chemical
and narcoalgorithmic stimuli, ranging from Hitherlike
effects to massive doses of MRDR (or sometimes
both). The effects directed against the forks are
generally much more intense. The objective—hinted
at via environmental clues—is to merge with one’s
fork, which can be accomplished in a variety of ways,
ranging from hunting them down and eating their
heart to solving a puzzle or reaching a goal before
their forks can.
Delphinium Six
The last and rarest in a series of petals, Delphinium
Six is the Grail of petal users, a supposedly transcendental
experience that might not even exist.
Delphinium One is scarce, Two and Three are quite
rare, Four is an amazing find, and Five and Six
are only rumors. Hints of what Six might hold are
based largely on extrapolation from the little that
is known about the lower-numbered petals. The
following facts are generally accepted. It is a group
experience, but not all members of the tripping
group are rewarded equally. It is intensely surreal,
yet in a purposeful way, as are all of the Delphinium
series. It concludes the loosely-built narrative of a
drugged-out version of a fairy tale princess and her
quest for enlightenment begun in Delphinium One,
replete with strange omens and mythological creatures.
Rumors of what the ending might hold are
more fanciful, and range from the trippers being
resleeved in god-like infomorphs to them being
trapped forever in an ego prison. Delphinium Six is
completely virtual, leaving the characters comatose
for the duration, and probably lasts a long time,
perhaps 40 hours.ar as
nanopharmaceutical flowers, potted or with a nutrient
pack attached to the stem. Plucking and swallowing
the petals from the flower triggers the effects immediately.
Flowers have 5-10 petals. Multiple users may
share the experience if they take the Petals within 1
minute of the first one being plucked; after this all
petals remaining on the flower fade to translucent
white and become inert.
Petal experiences are like entire scenarios in and of
themselves. Some take place entirely in the user’s mesh
inserts (the user must cede control of their implants
voluntarily; if they do not, the drug has no effect other
than producing very low-intensity LSD-like visual hallucinations),
taking control of the character’s entoptic
displays, linking to secretive mesh servers and other
trippers, and invading the character’s sensorium with
AR “hallucinations.” Others put the character into a
near-comatose state during which they go on a head
trip. Normally there is some kind of well-developed
theme or plot to a Petal experience, although in some
cases they just experience a stream of images.
Though most societies seek to suppress Petals, new
ones appear constantly, fueled by a persistent subculture
of crafters and users. Petalcrafters view their
work as an art form (or at least as really good entertainment),
and the better Petals are lovingly crafted,
hauntingly beautiful experiences—even if they’re also
terrifying. The subculture of Petal use ranges from
casual users who occasionally do an easy, short-duration
flower to hardcore addicts who spend much oftheir time not on Petals trying to hunt down the most
intense and esoteric varieties. From this subculture
comes a lot of information on what various Petals
look like and their effects. Because Petals combine
custom nanobots with tailored chemical payloads and
sometimes connections to mesh servers, duplicating
them using fabricators is impossible, leading to an
active market of crafters, dealers, and traders.
Petals sometimes contain easter eggs and rewards,
called “sweets” by petal users. Getting the sweets usually
requires fulfilling certain conditions within the
trip, such as correctly answering questions or fulfilling
goals. Typical sweets include skillsofts, new clothing
or product designs, and custom infomorph sleeves.
On the negative side, some Petal trips go bad, inflicting
1d10 mental stress or more on the user. Perhaps
worse, some Petals are loaded with malware that
takes over the user’s mesh inserts and worse—some
sentinels even whisper of Petals carrying strains of the
Exsurgent virus. [Trivial to High]
Sample Petals
NOTE: A few examples of Petal experiences:
Forgotten Hand
One of the character’s hands detaches and makes a
run for it. The character is conscious and able to interact
normally with the real world, but they cannot
perceive the “escaped” hand and firmly believe that
it’s getting away. The hand will lead the character
a merry chase, but at some point, a new hand appears
on the character’s wrist. It may be glittery and
opalescent, demonic and clawed, or bestial. Eventually,
after an hour or two, the character will catch up
to their hand, but to get rid of their new hand and
re-attach the old, they must answer cryptic questions
posed by a gnome-like being.
Darkly Selving
This petal is believed to achieve many of its effects
by connecting to the mesh, where an AI observes
and controls some of the event flow, and only
works for multiple trippers. Like Forgotten Hand,
it works by overlaying AR perceptions on the real
world, but because of the effects, it’s highly inadvisable
to take in places where any non-trippers will
be present. Darkly Selving creates an epsilon fork
of each character tripping and sleeves the fork in
an infomorph that looks like a demonic version of
themself, using visual input from the character’s
co-trippers. AR overlays cause the characters to perceive
themselves as angelic beings, while the realseeming
demonic infomorphs appear as AR overlays
on their real world perceptions. What happens next
varies, but generally both the characters and their
forks are subjected to a series of strong chemical
and narcoalgorithmic stimuli, ranging from Hitherlike
effects to massive doses of MRDR (or sometimes
both). The effects directed against the forks are
generally much more intense. The objective—hinted
at via environmental clues—is to merge with one’s
fork, which can be accomplished in a variety of ways,
ranging from hunting them down and eating their
heart to solving a puzzle or reaching a goal before
their forks can.
Delphinium Six
The last and rarest in a series of petals, Delphinium
Six is the Grail of petal users, a supposedly transcendental
experience that might not even exist.
Delphinium One is scarce, Two and Three are quite
rare, Four is an amazing find, and Five and Six
are only rumors. Hints of what Six might hold are
based largely on extrapolation from the little that
is known about the lower-numbered petals. The
following facts are generally accepted. It is a group
experience, but not all members of the tripping
group are rewarded equally. It is intensely surreal,
yet in a purposeful way, as are all of the Delphinium
series. It concludes the loosely-built narrative of a
drugged-out version of a fairy tale princess and her
quest for enlightenment begun in Delphinium One,
replete with strange omens and mythological creatures.
Rumors of what the ending might hold are
more fanciful, and range from the trippers being
resleeved in god-like infomorphs to them being
trapped forever in an ego prison. Delphinium Six is
completely virtual, leaving the characters comatose
for the duration, and probably lasts a long time,
perhaps 40 hours.
Narcoalgorithms
NOTE: Narcoalgorithms are software programs that simulate
the effects of drugs on biological bodies. Almost all
bio, chemical, and nano drugs can be replicated as
narcoalgorithms, with corresponding effect (gamemaster
discretion). Narcoalgorithms may be run by
infomorphs, egos encased in cyberbrains (pods and
synthmorphs), simulmorphs, and even AIs.
DDR: Originally crafted by prankster hackers
and distributed as a virus, DDR (for “Dance Dance
Robot”) triggers impulses in the target’s motor control
circuits. Primary targeting robot AIs, the effect is
that targets “dance” in jerky, automated movements.
Pleasure receptors are also activated so that dancing—
and movement of any kind—feels good. Different
software variants invoke different motions and styles.
The target suffers a –20 modifier on other actions
while dancing, but the dancing may be overridden
with a WIL x 3 Test. [Low]
Linkstate: This software actually connects the user
to a peer-to-peer network, where it randomly connects
to other linkstate users and samples a bit of their
XP feed and randomly accessed memories—typically
just enough to provide context, but not enough to
acquire private personal details. These inputs are
spliced together, their emotional inputs amplified, and
then the entire package is spiked with some hormonal
circuit triggers and artificial synaesthesia. The effect
is a mind-blowing mixed sampling of people’s lives,
mashed together in a sensory soup, that hits the mind
with a euphoric rush. Linkstate users are catatonic
while under the effects (typical sessions run 3-4 hours),
but afterwards they often report that they have flashbacks
of events in other people’s lives. [Low]
Chemicals
NOTE: Atropine: Though poisonous in large doses, atropine
is an effective antidote against nerve agents like BTX2
and Nervex. Easily synthesized in a maker, atropine will avert the effect whether taken soon before or after
dosage by a nerve agent. [Trivial]
DMSO: This chemical acts as a carrier, allowing
other chemicals to be absorbed through the
skin. It allows any chemical agent to be applied
dermally. [Trivial]
Liquid Thermite: Similar to scrapper’s gel, liquid
thermite comes in a gel form that is easily applied
under all environmental conditions (by the nature
of its chemical reaction, thermite is oxygenated and
will burn underwater or in space). It is ignited with
an electric charge, burning at temperatures exceeding
2,500 degrees Celsius and melting through whatever
it is touching. Liquid thermite inflicts 3d10 + 5 DV per
Action turn to whatever it is touching. Armor will also
be burnt through, offering no protection once the full
Armor rating has been reached. [Moderate]
NotWater: NotWater is an effective liquid fire retardant
that does not get objects wet, no matter how
absorbent they are—it simply beads up and slides
right off. [Trivial]
Scrapper’s Gel: This goo turns into a potent acid
when given an electrical charge. It comes in a gel-like
state and may be smeared like jelly, and may even be
used in space. In acid form, scrapper’s gel does 1d10
+ 5 DV per Action Turn to anything it touches, unless
the material has been treated against acid. Armor will
protect against this acid at first, but the acid will eat
through the armor, so that it will no longer protect
after its full armor value has been reached. [Low]
Slip: This liquid is almost entirely frictionless. When
spread around an area (commonly used in splash
grenades), anyone attempting to walk or run on the
affected surface must make a COO Test or fall down.
Likewise, any coated surface becomes extremely
hard to grip onto, requiring a SOM Test to hang on.
Anyone attempting to grapple a slip-soaked character
suffers a –30 modifier. [Low]
Tracker Dye: This liquid is colorless at normal light
but becomes recognizable under pre-specified different
wavelengths (such as infrared or ultraviolet). [Trivial]
Toxins
Edit
NOTE: To xins
Chemical warfare involves using the toxic properties
of biological and chemical substances to kill, injure,
or incapacitate an enemy. Note that an antidote can
be constructed for most toxins if a sample is acquired
and an appropriate Medicine or Academics Test is
made. This is considered a Task Action with a timeframe
of 1 hour. These toxins only affect biomorphs;
synthmorphs are immune.
BTX : BTX-squared (also called Frog Bite) is a
genetically-enhanced variant of the extremely potent
cardiotoxic and neurotoxic batrachotoxin. It leads to
fast paralysis and cardiac arrest that usually kills the
target within a few Action Turns. Affected characters
suffer 2d10 + 10 damage a turn for 3 Action Turns;
medichines reduce this damage by half. They must
also make a SOM x 2 Test (+30 with medichines) or
be paralyzed for 1 hour. [High]
CR Gas: This potent incapacitating agent causes
eye twitching and temporary blindness, severe coughing
and breathing difficulty, skin irritation, and panic.
Affected characters suffer 1d10 ÷ 2 damage, a –30
modifier to sight-based Perception Tests, and a –20
modifier to all other actions for 20 minutes (5 minutes
if the character has medichines). [Low]
Flight: This drug is derived from human pheromones
released due to fear, and is intended to instill alarm or
even terror in the character. Affected characters must
make a WIL x 3 Test (+30 with medichines) or suffer
a panic attack, inflicting 1d10 stress. Dosed characters
also suffer a –30 modifier for resisting intimidation or
fear-based emotional manipulations. Flight affects last
for 1 hour (5 minutes with medichines). [Low]
Nervex: Derived from deadly nerve agents like cyclosarin,
VX, and novichok, this genetically-modified
toxin is deployed as a colorless, odorless gas that
turns safely inert 10 minutes after deployment. It
causes involuntary contraction of the muscles, seizures,
and death by respiratory failure. One minute
after exposure, the character must make a SOM Test
or be incapacitated by seizures, paralysis, or nausea
and vomiting; unaffected characters still suffer a –20
modifier to all actions. After 10 minutes, the character
will die unless an antidote (such as atropine, p. 323) is
applied. Characters with medichines suffer the initial
effects, but recover after 5 minutes. [High]
Oxytocin-A: A genetically-improved variant of oxytocin,
this drug induces trust in the recipient. Drugged
characters suffer a –30 modifier on all WIL and Kinesics
Tests where trust is a factor. Medichines provide
immunity. [Low]
Twitch: Twitch is a convulsive agent, a nonlethal
nerve gas. Affected characters must succeed in a SOM
Test (+30 with medichines) or become incapacitated
with severe muscle tremors. Unaffected characters still
suffer a –20 on all actions. The effects of Twitch last for
10 minutes, 5 if the character has medichines. [Low]
Toxins
NOTE: Type Aplication Onset Time Duration
Chemical Toxins
BTX2 Chem D, Inj, O 1 Action Turn 3 Action Turns/1 hour
CR Gas Chem D, Inh 1 Action Turn 20 minutes
Flight Bio Inh 3 Action Turns 1 hour
Nervex Chem D, Inh, Inj, O 1 minute death
Oxytocin-A Bio Inh, Inj 3 minutes 2 hours
Twitch Chem D, Inh, Inj, O 3 Action Turns 10 minutes
Nanotoxins
Degeneration Nano Inj, O Immediate 8 hours
Necrosis Nano Inj, O 3 Action Turns 1 minute
Neuropath Nano D, Inj, O 3 Action Turns 8 hours
Nutcracker Nano Inj, O Immediate 6 hours
Psi Drugs
Inhibitor Chem Inj, O 3 Action Turns 6 hours
Psi-Opener Bio Inj, O 20 minutes 1 hour
Psike-Out Chem Inj, O 1 minute 1 hour
Nanotoxins
NOTE: Disruption: This nanotoxin attacks the myelin sheath
on nerves, disrupting nerve impulses and inflicting
symptoms of multiple sclerosis. Every hour the morph
suffers a –5 modifier to COO, REF, and COG. If any
aptitudes are reduced to zero,the morph is effectively
paralyzed and catatonic. [Moderate]
Necrosis: Necrosis nanobots attack the walls of cells
inside the body, killing tissue. This nanotoxin inflicts
1d10 ÷ 2 damage per Action Turn for one minute, after
which the nanobots disable and flush from the body.
Necrosis only affects biomorphs. [Moderate]
Neuropath: These nanobots are designed to stimulate
the pain receptors of a morph on a systemic level
to cause agony and impairment. While most neuropaths
target biological receptors, variants are available
that induce comparable (phantom) pain stimulations
in the cyberbrains of synthmorphs to create an
equivalent effect. The affected character must succeed
in a WIL x 3 Test or become incapacitated. Even if
they succeed, they suffer –30 from the inflicted agony.
Any form of pain resistance that allows a character
to ignore wound modifiers will negate the neuropath
pain modifier by an appropriate amount. [Moderate]
Nutcracker: Nutcrackers are nanobots designed to
locate, migrate, and decompose the synthdiamond
case of a cortical stack within a morph by attacking
its crystal lattice. This process takes approximately
6 hours, after which the cortical stack is destroyed.
These nanobots also attack the cortical stack’s connections
to the (cyber)brain and brain-mapping nanobots.
After 1 hour, the victim will be aware that their cortical
stack is threatened. After 3 hours, all connections
will be severed and the cortical stack will no longer be
able to back up the character. [High]
Pathogens
NOTE: A pathogen is an infectious biological agent that
causes disease or illness to its host. While natural
pathogens rarely strive to kill their hosts, germ warfare
programs revived during the Fall—or instigated
by the TITANs—sought to modify and use pathogens
as a weapon of war. The ideal characteristics of lethal
biological agents are high infectivity, high potency,
availability of vaccines, and delivery as an aerosol.
Most biomorphs are immune to standard pathogens
thanks to their basic bio-mods, and medichines will
protect against most others. However, even these
defenses may not protect against diseases left by
the TITANs or a new terrorist cell’s biowar bug. It
is largely recommended that pathogens be handled
as a plot device, rather than an active threat to the
characters. Pathogens have no effect on synthmorphs.
Degen: Characters exposed to this degenerative
neurological disease must make a DUR x 2 Test or
become infected. Medichines will defeat the disease,
but others will not show signs of infection for 1 week,
when the symptoms of a rapidly progressing dementia
will become clear: memory loss, personality changes,
and hallucinations. If untreated, Degen will progress
for another week with more serious symptoms, including
speech impediments, jerky movements, loss
of balance and coordination, and even seizures. This
is reflected by a 5 point loss in all aptitudes per day
(after the first week). When any aptitude reaches 0,
the character dies. Degen is notorious for its effect
in corrupting cortical stack backups before infection
symptoms manifest. [Expensive]
Trigger: Trigger is a designer virus that selectively
targets and infects mast cells to trigger a hyper-allergic
reaction. The resulting anaphylactic shock due to systemic
vasodilatation (associated with a sudden drop
in blood pressure) and bronchial swelling (resulting in
constriction and difficulty breathing) usually leads to
death in a matter of minutes after onset, if not treated.
Infected characters must succeed in a DUR Test (using
their current Durability score minus damage) or die
quickly. Even medichines have difficulty reacting in
time against this virus; characters with medichines
must make a DUR x 2 Test to survive. [Expensive]
Psi Drugs
NOTE: Research into the Watts-MacLeod strain has resulted in
several exceptional breakthroughs involving the creation
of psi-impacting drugs. Each of these drugs is in the experimental
stage, but they are already finding some use
among Firewall and similar secretive groupings.
Inhibitor: Inhibitor is a cocktail of neurochemicals
that block some brain receptor and transmitter functions
in an attempt to reduce psi-waves and block or
impair sleights. This drug is commonly used to restrain
async prisoners from using their abilities. A drugged
character must make a WIL x 2 Test. If they fail, they
lose all psi abilities for the drug’s duration. If they succeed,
they suffer a –30 impairment on Psi skills and
all strain is doubled. Inhibitor has an unfortunate side
effect of doping the character down, however; apply
a –10 modifier to their COG. Inhibitor-influenced
characters tend to have a glazed, dopey expression and
have difficulty getting excited or emotional. [High]
Psi-Opener: Psi-opener drugs are variants of the
Watts-MacLeod strain with a temporary effect and
which do not permanently alter the user’s brain. Psiopener
temporarily imbues the user with the ability
to use one particular sleight, regardless of whether or
not they have the Psi trait. Each type of Psi-opener is
customized for a particular sleight. While primarily
intended for non-asyncs, non-asyncs may not possess
Psi skills, so they must default to WIL. For this reason,
Psi-Opener is often doubled up with Psike-out.
Using Psi-opener is a mind-wrenching experience.
Users are occasionally subject to hallucinations
(gamemaster discretion). When the drug wears off, it
inflicts 1d10 points of mental stress, +2 if the drug
imbues a psi-gamma sleight. [Expensive]
Psike-Out: Psike-out bolsters an async’s psi abilities.
Apply a +20 modifier to the async’s Psi skill tests for the
drug’s duration. However, also apply +2 to all strain
DVs for the drug’s duration. Psike-out is mentally addictive,
EVERYDAY TECHNOLOGY
NOTE: The following devices are all exceptionally common
and can be acquired in almost any habitat. Almost
everyone in Eclipse Phase either owns these devices or
knows several people who do.
Ecto: Ectos are the external version of basic mesh
inserts (p. 300), minus the medical sensors. These colorful
devices serve as a wearable mesh terminal, PDA,
locator, and camera-phone. The devices are flexible
(often worn as bracelets), dirt-resistant, self-cleaning,
and may be stretched out to increase screen size. They
may project holographic displays and are typically
equipped with wireless-enabled glasses or contact
lenses and decorative earpieces or earrings so that the
user may access augmented reality. Given the ubiquity
of mesh inserts, ectos are growing less common, but
they are still used by bioconservatives, others without
implants, and those who prefer to access the mesh via
an external device for security concerns. [Low]
Holographic Projectors: These devices are capable
of projecting high-definition, ultra-realistic three-dimensional
images and movies. From a distance (20+
meters), such holograms can be difficult to distinguish
as fake, but up close they are easier to see for what they
are (+20 Perception Test modifier). Holograms do not
appear wavelengths other than visual light, and so are
easily identified by anyone with enhanced vision. [Low]
Micrograv Shoes: These shoes are equipped with
velcro and/or a magnetic system, allowing the wearer
to walk normally on appropriate surfaces in micrograv
and zero-G environments, rather than floating or
bouncing. [Trivial]
Portable Sensor: This is a small portable (possibly
even wearable) sensor system. The type of sensor must
be chosen (for example: infrared, lidar, radar, x-ray).
Combined sensor systems are also available, at a cumulative
cost. See Radio and Sensor Ranges, p. 299.
and Using Enhanced Senses, p. 302. [Moderate]
Smart Clothing: Smart clothing can change its
color, texture, and even its cut, taking only a minute
or two to transform from a solid color jumpsuit to a
plaid party dress or a replica of a pinstriped, late 20th
century business suit. It can also camouflage the wearer,
providing a +20 bonus to Infiltration Tests to avoid
being seen, as long as the wearer is stationary or not
moving faster than a slow walk, and as long as the
wearer is completely covered or also using chameleon
skin (p. 303) of the same color/pattern. If incompletely
camouflaged, or if moving faster, reduce the modifier
to +10. Smart clothing also keeps the character warm
or cool, allowing the character to exist comfortably in
environments from –40 to 70 C. [Low]
Smart Vac Clothing: Just like regular smart clothing,
this outfit can also transform into a light vacsuit
(p. 333). It also functions as armor with a rating of
2/4. [Moderate]
Specs:Specs are vision-enhancing glasses. They deliver sensory data directly into the wearer’s visual cortex by connecting with their basic mesh inserts (p. 300), though visual displays are available for bioconservatives and other characters without implants. Specs extend the range of the wearer’s vision from terahertz waves to gamma rays (p. 302). Specs include a t-ray emitter (p. 306), however, using x-rays, or gamma rays for visual purposes requires a separate emitter, since neither of these sorts of radiation are common inside habitats, or in any safe environments. Specs have a variable focus equivalent to 5 power magnifiers and provide the wearer with a +10 bonus to all Perception Tests involving vision.[Low]
Tools: Tools come in kits (portable), shops (can fit
into a large vehicle), and facilities (large, non-mobile).
Each set of tools applies to a particular skill, such
as Hardware: Electronics or Hardware: Groundraft.
[Low (Kit), High (Shop), Expensive (Facility)]
Utilitool: This hand tool includes a specialized
small nanobot generator. In its basic form, a utilitool
is the size and shape of a large fountain pen. It can
transform into almost any tool, however, from a
wrench, knife, or powered screwdriver to a rotary
grinder or pair of pliers. Some inexpensive utilitools
are optimized for specialized tasks, like cooking
or wilderness survival, but more expensive models
become almost any imaginable hand tool. Utilitools
are normally mentally controlled using the character’s
basic mesh inserts. Characters without such implants
can control the tool via voice commands and touch
controls. Characters using a utilitool gain a +10
modifier to skills involving repairing or modifying devices
with mechanical parts, opening locks, disarming
alarm systems, or performing first aid. [Low]
Viewers: These small and highly advanced binoculars
possess all the visual enhancement of specs (p. 325), but
also provide 50x magnification. They also include a directional
microphone that magnifies sound from the direction
the viewers are pointed by a factor of 50. Viewers
provide the user with a +30 bonus to all Perception
Tests involving vision or hearing for the target they are
aimed at. This bonus is not cumulative with bonuses from any other device or augmentation. [Low]
NANOTECHNOLOGY
Edit
NOTE: Nanotechnology is the precise manipulation of matter
at the atomic level, typically using millions of microscale
nanomachines. Nanotechnology transformed
manufacturing, enabling new techniques and materials.
The advent of nanofabrication—building objects
from the molecular level up—transformed economies,
allowing people to simply manufacture whatever they
needed from raw materials. Nanotechnology is still a
growing field, however, and has its limitations. While
the TITANs unleashed self-replicating nanoswarms
with the ability to transform or destroy anything
through the power of geometric growth, such technology
remains far beyond transhumanity’s grasp.
Basic Nanotechnology
Edit
NOTE: Basic nanotechnology is exceedingly widespread
and used throughout the solar system, serving as the
primary method of manufacturing for decades. The
nanobots of basic nanotech are confined to delicate
and specially-maintained environments like the
insides of cornucopia machines or healing vats and
cannot operate elsewhere.
Healing Vats
Edit
NOTE: Healing vats were the first type of nanotech medicine
developed and remain the most powerful medical
devices in common use. With the exception of a few
exceptionally deadly nanoplagues, a healing vat can
cure any disease and heal any injury. As long as the
patient is alive when they are place in the healing
vat, they will not only survive, but emerge without a
scratch. A healing vat can even take a severed head (as
long as it has been stabilized by medichines or nanotech
first aid) and regrow an entire body based on the
head’s genetics. If the patient’s body or medical records
contain information about their implants, bioware, or
advanced nanotechnology, all of these modifications
are also fully restored.
Few people suffer injuries serious enough to require
a healing vat. Most are used as a safe and easy way
to perform bodysculpting or to install implants or
bioware. Healing vats use specialized nanomachines
to either alter the patient’s body or integrate implants
or bioware. One advantage of using a healing vat is
that no additional healing time is needed, the patient
leaves the vat fully recovered from the augmentation
and ready to go. Every hospital, clinic, bodyshop, and
augmentation parlor has several healing vats. The
time required by a healing vat varies with the severity
of the damage it is healing or the extent of the
modification being made, as noted on the Healing Vat
table, p. 327. [High]
Healing Vat Table
NOTE: Injury healing time
Healing normal damage to a character who has taken 3 or fewer wounds.
2 hours per wound
(min. 1 hour for 0 wounds)
Restoring major lost body parts like arms or legs, or healing dying or nearly dead character
who has taken 4 wounds.
12 hours per wound
Restoring recently dead character who was placed in medical stasis to avoid death, but
who is mostly intact.
1 day per wound
Restoring recently dead character who is placed in medical stasis to avoid death,
and who is missing most of their body.
3 days per wound
Augmentation
Minor implants and bioware, minor cosmetic changes like alterations in skin color, eye
color or shape, or hair color, texture or distribution, minor alterations to face shape or
body fat distribution.
1 hour
Major brain and neural implants, nanoware or bioware, sex changes, changing height by
no more than 5% or weight by no more than 20%.
12 hours
Major physical modifications like adding limbs or radical changes to height and weight. 3 days
Nanodetectors
NOTE: Nanodetectors are small devices that suck in air and
micro debris in order to scan for and detect nanobots.
Given that nanobots are so small, the density of
nanobots in the area has a large impact on its success.
The nanodetector has a base skill of 30 for detecting
nanobots, modified by +30 if an active nanoswarm or
hive is present, +0 if a nanoswarm or hive was active
recently, and –10 for the presence of nanobots outside
of a swarm or hive. Once a nanobot is detected it may
be analyzed either by the user or the nanodetector’s AI,
using Academics: Nanotechnology 30 skill. Nanodetectors
are often worn and left on, set to alert the user
if a hostile nanoswarm is detected. [Low]
Nanofabricators
NOTE: Nanofabrication machines are universal assemblers
that perform almost all of the manufacturing in the
solar system. The user loads in raw materials and
electronic plans and it can produce literally any manufactured good, from a weapon to an ultralight
plane to a hot and delicious dinner. Many nanofabricators
come equipped with a library of common-use
blueprints (basic foods, standard clothing, common
tools, etc.). Other blueprints must either be purchased
online, self-programmed, or acquired through some
other method (see Nanofabrication, p. 284). The largest
nanofabrication units are more than 10 meters on
a side and are used to produce small consumer goods
in bulk as well as building large devices like orbital
transfer vehicles.
The availability and legality of nanofabricators
varies widely throughout the system. In the inner
system and Jovian Republic, cornucopia machines
are commonly restricted and sometimes illegal, with
licenses only available to hypercorps, military units,
and other officials and elites. In these habitats, only
more limited fabbers are available to the general
populace. Additionally, blueprints are licensed and
protected by copyright laws, and many nanofabricators
feature pre-programmed restrictions that prevent
them from using unlicensed blueprints as well as
from manufacturing weapons, explosives, or other
restricted items. Among the autonomists of the outer
system, however, nanofabricators are commonly accessible,
shared by everyone, and unrestricted.
For rules on creating goods in a nanofabricator, see
Nanofabrication, p. 284.
Desktop Cornucopia Machine: Cornucopia machines
(CMs) are general-purpose nanofabricators.
The smallest CMs are desk-sized cubes approximately
half a meter on a side with a volume of at least 40
liters. They can produce any small object, from tools
to well-folded suits of clothing to handguns or a bowl
of cereal. It is sometimes possible to assemble larger
items, but they must be manufactured in smaller
pieces and then assembled (likely requiring an appropriate
Hardware Test).
While users can purchase bulk raw materials, CMs
also come equipped with a disassembler. The user
loads garbage and other objects into the disassembler
so that they can be turned into raw materials for the
CM. All legally-available disassemblers only deconstruct
non-living material. [Expensive]
Fabber: Fabbers are specialized nanofabricators,
portable and considerably smaller than CMs. There
are a wide variety of portable fabbers, including
ones that can make any hand tool or small piece of
personal electronics, ones that can turn any organic
material into food and drink, and ones that can create
any drug or medicine as well as bandages and specialized
dressings. The most common fabbers have a
volume of 4 liters. Larger hand tools and devices are
produced as 2 or 3 separate parts that must be fitted
together. Like CMs, fabbers also contain miniature
disposal units. [Moderate]
Maker: Makers are specially-designed to produce
food and drink for the user. Raw materials can be provided
by the addition of any water-containing liquid
and collected biomass like leftover food, grass, dirt,
dead animals, or transhuman waste. Some models are
built into standard vacsuits. Makers can produce water
and various flavored beverages, as well as ration bars
or thick pudding-like edible gels. With adequate raw
material, a maker can indefinitely provide food and
drink for up to three transhumans. Most units, however,
have a very limited range of flavors and textures
that are widely considered to be fairly bad. Models
with a wider and better range of flavors and textures
are more expensive, but produce food that is considered
adequate or occasionally good. [Low to Moderate]
Blueprints: If you want a nanofabricator to make
something, you need to instruct the device how to
create it from the molecular level up. Such blueprints
are available for almost every conceivable item out
there. The cost of such blueprints typically exceeds
the cost of purchasing the item, though factors like
legality and quality may affect the cost as usual (see
Acquiring Gear, p. 296). [One Cost Category Higher
Than Item Cost]
Advanced Nanotechnology
Edit
NOTE: Advanced nanotechnology includes more recent
developments. Like basic nanotech, advanced nanotechnology
cannot self-replicate but the nanobots
can function normally in most environments and are
highly resistant to bacterial attacks and other environmental
problems. Typical advanced nanotech consists
of a generator—known as a “hive”—that produces
nanobots as long as it is supplied with raw materials.
Every such hive also includes a miniature disassembly
unit and/or specialized nanomachines that collect
raw materials for the generator. These hives produce
nanobot swarms that are set loose to perform some
function in the world.
Examples of advanced nanotech include COTs (p.
315), medichines (p. 308), smart dust (p. 316), and
utilitools (p. 326), among others.
General Hive: General hives are capable of producing
any conceivable type of nanobot with the right
blueprints and/or programming. Even at their smallest
size they are not really portable, with a minimum size
being cubes 30 centimeters on a side and a volume of
25 liters. [Expensive]
Specialized Hive: Specialized hives are far more
common than general hives, though they can produce
only one type of nanomachines (i.e., choose one type
of nanoswarm per hive). The smallest specialized
hives are approximately the size of a 12-gauge shotgun
shell or a large cherry tomato. [Moderate, plus
Cost of Programmed Nanoswarm]
Ego Bridges
NOTE: Ego bridges are vat devices used for uploading and
downloading minds. See Backups and Uploading, p. 268,
and Resleeving, p. 271. [Expensive]
Nanoswarms and Microswarms
NOTE: Swarms are colonies of nanobots or larger microbots
created in a hive, programmed with specific instructions,
and then set free to perform a set task. Each
swarm is composed of hundreds or thousands of
nanobots or microbots, ranging in size from a microbe
to a small insect. Nanobots are typically invisible to
the naked eye, though they can be detected with a
nanodetector (p. 326) or nanoscopic vision (p. 311).
Microbots are more noticeable but still quite small,
usually the size of a grain of sand or a dust mote,
or occasionally as big as a flea. Individual bots in a
swarm are directed by nanocomputers, with behavioral
routines modeled on biological insect and animal
swarms. These swarms stick together and work as a
whole, communicating with nanoradios, nanolasers,
or chemical cues, and sharing information between
each bot in the swarm. Note that nanoswarms don’t
invade inside living bodies (though they may attack
externally)—internal nano is handled by nanoware (p.
308), nanodrugs (p. 321), and nanotoxins (p. 324).
Nanobots and microbots may be designed with
all manner of miniaturized propulsion systems (see
Mobility Systems, p. 310), with the exception of ionic
drives. They are powered by tiny batteries or solar
cells. Their tiny sensors are very effective at allowing
them to identify materials and objects, and so to target
discriminatingly. Nanobots or microbots could, for example,
be programmed to ignore metal objects, certain
types of plants, specific morphs, females, or specific individuals.
Swarms may either be released directly from
a hive or from pre-packaged programmable canisters.
Swarms must be programmed before they are released.
The programming first determines how long
the swarm is active. This timeframe is open-ended,
though most swarms deteriorate into ineffectiveness
after 2 weeks unless they are replenished by a hive.
The programming then sets what area the swarm is
to occupy. This is also open to interpretation and
can vary from “coat this person” to “spread out to a
diameter of 20 meters” to “find the nearest chemical traces and track them to their source.” Finally, programming
sets any other parameters for the swarm’s
mission—for example, if it should ignore certain materials,
if it should send a report at a predetermined
time, or if it should self-destruct into harmless dust
when it has completed a certain task.
Programming is generally handled as a Simple
Success Test using Programming (Nanoswarm) skill.
Failure simply infers that the programming is imperfect,
and so the swarm may not operate completely as
planned. An actual Programming (Nanoswarm) Success
Test is only called for if the swarm’s programming
is substantially complex or if the character seeks to
have the swarm act outside of its usual set functions.
The bots in each swarm are specially equipped for the
task they are designed for, however, so attempting
to drastically repurpose a swarm may be difficult or
pointless at the gamemaster’s discretion.
Swarms may also be teleoperated, controlled, and/
or (re)programmed once they are released, via radio
or laser link.
Swarms are treated as a whole. The standard
swarm size is enough to cover a 10 x 10 x 10 meter
cube, and this is the standard “unit” of swarm released
by a canister or hive. Swarms may be larger,
but they are treated as individual swarm units. Each
swarm has a Durability of 50 and is immune to
wounds. Most attacks against a swarm simply inflict
1 point of damage. Area-effect weapons, plasma rifles,
and fire inflict 1d10 damage, plasma grenades do full
damage. EMP weapons (p. 340) are very effective
against swarms, inflicting 2d10 + 5 damage and a -10
modifier to all tests due to their damaging effects on
the swarm’s communication abilities until repaired.
Swarms are not affected by vacuum.
Cleaners: This nanoswarm cleans, polishes, and
removes dirt and stains. It may be used on an area,
specific objects, or people. Some facilities employ
permanent cleaner swarms to keep their area spotless.
Cleaners may also be programmed to remove specific
toxins, chemicals, or other hazardous substances in
order to decontaminate an area. Covert operatives
and criminals sometimes use cleaners to eliminate
any evidence they may have left at a scene usable for
forensics purposes, such as blood, hair, or anything
that could be DNA-typed. [Low]
Disassemblers: Also known as smart corrosives,
these nanobots break down any matter. Their advantage
over common acids is that not only are
they able to break down any material by using
energy to disrupt chemical bonds, but that they
can be programmed to take apart certain components
while ignoring others, leaving them intact.
Disassemblers are a common weapon used against
synthmorphs, eating away their components without
having to worry about accidentally splashing
biomorphs. Upon contact, these nanobots inflict
1d10 ÷ 2 damage (round up) per Action Turn. Accumulated
damage counts as a wound when the
Wound Threshold is reached. Both Energy and Kinetic armor protect against this damage, but these
armors are eaten away as well, so the Armor Value
is reduced by the soaked DV. [High]
Engineers: Engineer microswarms are used for
various construction purposes: erecting walls, digging
tunnels, sealing holes, reinforcing foundations, and so
on. [Moderate]
Fixers: This is the nanoswarm version of repair
spray (p. 333). [Moderate]
Injectors: Injector microswarms are equipped with
tiny needles and a drug payload. A biological target
affected by an injector swarm suffers 1 point of
damage and the effects of the carried drug, chemical,
or toxin. [Moderate]
Gardeners: This microswarm is useful for a number
of agricultural purposes: killing weeds, planting seeds,
trimming plants, pollinating, and even harvesting
small items. It may also be programmed to simply
defoliate an area. [Moderate]
Guardians: Guardians watch for and attack other
unauthorized swarms. Guardians inflict 1d10 ÷ 2
damage (round up) on other swarms they come into
contact with per Action Turn. [Moderate]
Proteans: This nanoswarm is designed to disassemble
other materials and objects and to create a single specific,
pre-programmed device from the components (much
like a specialized nanofabricator). The proteans must be
able to scavenge appropriate raw materials (for example,
to create a metallic device the nanobots must transform
something else made of metal). The construction time
takes 1 hour per cost category of the item (1 hour for a
Trivial cost item, 2 hours for Low, etc.). [High]
Saboteurs: Sab nanobots are designed to infiltrate
electronics or machinery and sabotage them in small
but difficult to discern ways: severing connections,
disabling components, gumming up moving parts,
etc. Saboteurs inflict damage on devices similar to
disassemblers, but the target is not destroyed and
such damage is not immediately obvious. They inflict
1d10 ÷ 2 points of damage to synthmorphs, bots, and
other devices every Action Turn. Armor has no effect,
but accumulated damage counts as a wound when the
Wound Threshold is reached. [High]
Scouts: A scout nanoswarm will systematically
map and explore an area, collecting samples of
all materials and substances it encounters. The
samples are carried back to the hive or canister
and chemically analyzed. Scouts can also be used
for forensic purposes, collecting DNA samples,
analyzing chemical residues, and examining other
evidence. [High]
Taggants: Taggants seek to lodge themselves onto
everything in their area of dispersal. Each carries
a unique identifier, so that if it is found later, the
tagged person or object can be linked back to
the point they were tagged. Taggants can be programmed
to remain silent, only responding to query
broadcasts made with the proper crypto codes, or
they can be programmed to broadcast their location
back to the deployer via the mesh. [Low]
Pets
Edit
NOTE: These partially-uplifted and bio-engineered animals
have rudimentary intelligence and limited communication
skills. They make for fine companions and helpers.
Fur Coat: A so-called “fur coat” is outerwear made
from a living primitive organism. The creature’s skin,
fur, or scales are real. The organism is cultivated from
transgenic stocks and grown around molds into clothing
shapes, often with actual usefulness: polar bear
parkas, seal diving suits, porcupine coats, etc. Fur
coats are modified with wireless controls and haptic
systems, so they can be made to move, shiver, massage,
or prickle up on command. [Low]
Smart Dogs: Commonly used as discriminatory
guardians, smart dogs are sometimes enhanced with
combative bioware or cybernetics. [Moderate]
Smart Monkey: Commonly used by criminal groups
for minor larceny such as pickpocketing, smart monkeys
can be useful and intelligent aides. [Moderate]
Smart Rats: These upgrades of the common Norwegian
rat are clever and dexterous, and they easily fit
into a pocket or hood. [Low]
Space Roach: Grown to the size of a small dog,
these insects are often biosculpted for bright colors
and patterns. They are useful for minor janitorial
duties. [Low]
Pets Table
NOTE: Creature COG COO INT REF SAV SOM WIL INIT SPD DUR WT LUC TT Skils
Fur Coat 1 1 1 5 1 5 1 12 1 15 3 2 1 —
Smart Dog 5 10 15 15 5 15 10 60 1 25 5 20 4
Fray 30, Freerunning 30, Intimidation 30, Perception
30, Scrounging 30, Unarmed Combat 40
Smart Monkey 5 15 15 15 5 10 10 60 1 20 4 20 4
Climbing 50, Fray 30, Freerunning 30, Infiltration
30, Perception 30, Scrounging 30, Unarmed
Combat 30
Smart Rat 5 15 15 15 5 5 10 60 2 5 1 20 4
Climbing 40, Fray 40, Freerunning 30, Infiltration
50, Perception 20, Scrounging 50
Space Roach 1 10 10 15 5 5 5 50 1 5 1 10 2
Fray 30, Free Fall 30,
Scavenger Tech
NOTE: This technology is often employed by gatecrashers,
space scavengers, and Firewall teams during missions.
Disassembly Tools: These tools are useful for salvage
ops, breaking down wrecks, or dissembling anything
from a habitat room to a vehicle or synthmorph.
They include plasma torches, laser cutters, pneumatic
jaws, and smart tools like spanners and wrenches that
can be adapted to a wide array of connections and
fittings. [High]
Mobile Lab: The mobile lab is a handheld device
that contains all different types of sensors to investigate
organic and inorganic liquid, gaseous, and
solid components (from soil to tissue samples) and compositions. It performs material analysis using
different methods of spectrometry and biochemical
testing, comparing results to a built-in database of
element and compound spectra. Its built in AI comes
equipped with Academic: Chemistry 30. [Moderate]
Specimen Container: This capsule container is
designed to hold samples of any sort (chemical, biological,
etc.) in near stasis. It can be programmed to
reproduce whatever conditions the user specifies, from
cryogenic freezing to extreme heat, or even vacuum or
high-pressure atmosphere. [Low]
Superthermite Charges: These powerful and highly
stable demolition charges are made from a combination
of nanometals and metal oxides. A single charge
can be used to create an explosive blast inflicting
2d10+5 damage. This charge can be shaped with a
successful Demolitions Test, focusing the blast in a
particular 90-degree direction (for example, to blow
through a door). This triples the damage of the blast
in the focused direction; in all other directions, the
damage is reduced to 1/3rd (round down). Multiple
charges apply a cumulative effect. [Moderate]
SERVICES
NOTE: Anonymous Accounts:These accounts are crucial for anyone who wants to be discreet with their online transactions. SeeAnonymous Account Services, p. 252.[Moderate]
Backup: A single, one-time backup without insurance
is sometimes all the poor can afford, hoping
that they can buy backup insurance later or that
someone that cared about them will see to a resleeving.
[Moderate]
Backup Insurance:In the event of verifiable death, or after a set period of being missing, backup insurance will arrange for your cortical stack to be retrieved and your ego downloaded into another morph. If the cortical stack cannot be retrieved, your most recent backup is used. Most policies require that the holder provide a backup to be uploaded into secure storage at least twice a year. This industry works in a manner similar to insurance underwriting in terms of cost and individuals engaged in high risk professions can expect to pay a premium for the service. Additionally, attempts to retrieve a cortical stack are minimal unless one wants to pay for some extra effort (a thriving industry of paramilitary ego-repo operatives exists for this purpose).[Low to Moderate per month]
Body Bank: People who are egocasting to another
station but whom hope to download back into the
same body they have before when they return may
put the morph on ice for the duration of their absence.
[Moderate per month]
Bot/Pod Rental: When you need a helping hand or
a personal companion for a day or two, renting a bot
or pod is often the way to go. [Moderate per day]
Egocasting: This is the use of a farcaster to transmit
an ego/infomorph. Farcasting is not cheap, and
the cost is impacted by factors such as distance to
receiver station and priority service (paying extra to
get bumped ahead in line). [Expensive]
Fake Ego ID: This forged ID will pass in most inner
system and Jovian Republic habitats, and sometimes
others. [High]
Morph Brokerage: Acquiring a new morph is not
always easy and is affected by factors such as the type
of morph, sought-after enhancements/customizations,
and local availability. Numerous brokerage services
exist to find you what you need, or close to it. With
enough lead-time, it may be possible to grow a pod
that closely imitates your morph of choice. A willingness
to accept used/traded-in morphs helps to reduce
costs. For more details, see Morph Brokerage, p. 276.
Psychosurgery: A character can purchase time in an
immersive high-fidelity simulspace with expert care
from psychosurgeons and AIs in order to cope with
derangements and disorders that build up as a result
of existing in a transhuman universe. For an additional
price the procedure can be time shifted to speed
up the relative time within the simulspace. For more
details, see Mental Healing and Psychotherapy, p. 215,
and Psychosurgery, p. 229. [Moderate per month]
Simulspace Subscription: This will by you access to
the simulspace of your choice, whether you want it for
a private meeting/vacation or to play the latest and
hottest VR game. [Low (single use/1 day) to Moderate
(monthly subscription)]
Space Travel: Space transport cost depends on a
number of factors like distance, quality of lodgings,
and how much cargo you’re bringing with. At the low
end, an intra-habitat shuttle trip within the same cluster,
or a trip to or from a planetary body’s surface and
orbit, is not cheap but affordable [High]. Just about
anything else is progressively more costly. [Expensive]
SOFTWARE
Edit
NOTE: For information on using software, see theMesh chapter, p. 234.
PROGRAMS
NOTE: These programs can be run on any computerized device.
AR Illusions:These databases of AR clips can be used to create realistic illusions in someone’s entoptic display. SeeAugmented Reality Illusions, p. 259.[Moderate]
Exploit:Exploits are hacker tools that take advantage of known vulnerabilities in other software. They are required for intrusion attempts (p. 254). [High]
Facial/Image Recognition:This program can be used to take an image and run a pattern-matching search among public archives. Similar version of this program exist for other biometrics: gait recognition, vocal recognition, etc.[Low]
Firewall:This program protects a device from hostile intrusion. Every system comes with a standard version of this software by default. [Low]
Sniffer:Sniffer programs collect all of the transmission that pass to, from, or through the device they are running on. SeeSniffing, p. 252.[Moderate]
Spoof:Spoof is a hacker tool used to fake commands and transmissions, making them seem as if they came from another source. SeeSpoofing Authentication, p. 255.[Moderate]
Tactical Networks: These programs allow people in the same squad to share tactical data in real-time. See Tactical Networks, p. 205.[Moderate]
Tracking:This software is used to track people by their presence online. SeeScanning, Tracking, and Monitoring, p. 251.[Moderate]
XP:Experience playback recordings are clips of someone else’s experiences. Depending on the content, some XP (porn, snuff, crime, etc.) may be restricted in certain jurisdictions. Some XP clips are intentionally modified so that their emotive tracks are more intense, giving the viewer a greater thrill.[Low to High]
AIS AND MUSES
NOTE: Every character starts with a personal muse for free. Many devices also come with pre-installed AIs, capable of helping the user, responding to commands, or even operating the device on their own. Rules for AIs can be found on p. 264.
Below are some commonly available AI programs. Unless otherwise noted, these AIs have aptitudes of 10. These AIs may also be equipped with skillsofts (p. 332).
Bot/Vehicle AI:These AIs are designed to be capable of piloting the robot/vehicle without transhuman assistance. REF 20. Skills: Hardware: Electronics 20, Infosec 20, Interests: [Bot/Vehicle] Specs 80, Interface 40, Research 20, Perception 40, Pilot: [appropriate field] 40.[High]
Device AI:These AIs are designed to operate a particular device without transhuman assistance. Skills: Infosec 20, Interests: [Device] Specs 80, Interface 30 (Device Specialization), Programming 20, Research 20, Perception 20.[Moderate]
Kaos AI:Kaos AIs are used by hackers and covert ops teams to create distractions and sabotage systems. REF 20. Skills: Hardware: Electronics 40, Infosec 40, Interface 40, Professional: Security System 80, Programming 40, Research 20, Perception 30 plus one weapon skill at 40.[Expensive]
Security AI:Security AIs provide overwatch for electronic systems. Skills: Hardware: Electronics 30, Infosec 40, Interface 40, Professional: Security Systems 80, Programming 40, Research 20, Perception 30, plus one weapon skill at 40.[High]
Standard Muse:Muses are digital entities that have been designed as personal assistants and lifelong companions for transhumans (see AIs and Muses,
p. 264). INT 20. Skills: Academics: Psychology 60, Hardware: Electronics 30, Infosec 30, Interface 40, Professional: Accounting 60, Programming 20,Research 30, Perception 30, plus three other Knowledge skills at 40.[High]
Scorchers
NOTE: Scorchers are damaging neurofeedback programs used
to torment hacked cyberbrains (p. 261).
Bedlam: Bedlam programs assault the ego with
traumatic mental input, inflicting mental stress.
Victims are overwhelmed with horrific, monstrous,
sanity-ripping sensory and emotional input. Each
attack inflicts 1d10 SV. [High]
Cauterizer: This scorch program rips into the ego
with destructive neurofeedback routines. Each attack
with a cauterizer inflicts 1d10 + 5 DV on the target
ego. This damage is reflected as digitized neurological
damage. [High]
Nightmare: Nightmare programs trigger anxiety
and panic attacks within the victim by stimulating the
neural circuitry representing the amygdala and hippocampus.
The target ego must make a WIL x 2 Test.
If they succeed, they are shaken but otherwise unaffected,
suffering a –10 modifier to all actions until the
end of the next Action Turn. If they fail, they suffers
1d10 ÷ 2 stress damage and are overcome with panic.
This causes them either to blindly flee, have a nervous
breakdown, or cower in frozen shock (gamemaster’s
discretion). This panic episode lasts for 1 Action Turn
per 10 points of MoF. [High]
Shutter: Shutters target the victim’s sensory cortices,
inflicting a –30 modifier to one chosen sense. Double
this modifier if the attacking hacker scored an Excellent
Success. This modifier reduces at the rate of 10
points per Action Turn. [High]
Spasm: Spasm programs are design to incapacitate
the ego with excruciating pain. Affected targets must
immediately make a WIL x 2 Test. If they fail, they
immediately convulse, are disabled, and writhe in
agony for 1 Action Turns per 10 full points of MoF.
If they succeed, they still suffer a –30 modifier to all
actions, which reduces at the rate of 10 points per
Action Turn. Due to the nature of the delivery, pain
tolerance of any sort has no effect. [High]
Skillsofts
NOTE: Skillsofts are used with skillware implants (p. 309).
Standard Skillsoft: These programs provide the
character with a rating of up to 40 in a single Active
skill. [High]
Survival Gear
Edit
NOTE: The following gear is often critical to the survival of
soldiers, spies, criminals, gatecrashers, emergency service
personnel, and others who regularly venture into
unsafe or unfamiliar regions.
Breadcrumb Positioning System: This worn device
leaves micro “breadcrumbs” behind as the character
moves. These devices interact with mesh inserts (or
ectos) as long as they are within range (50 meters),
allowing the user to map their position in relation to
the breadcrumb trail. This is useful in derelict habitats,
wilderness, and other areas where there is no local
functioning mesh, and is helpful both for mapping
and for finding one’s way back. [Low]
Electrogravitics Net: Also called a safety net, this failsafe
system uses electric fields to counter gravity when
falling. While the system is not able to actually levitate
heavy objects, it will slow down a fall enough that the
user can land safely if the gravitational force is not too
high (the fall height is not greater than 50 meters in
1G). Generating these electric fields consumes a lot of
energy, so the net is only charged for one use only and
needs to be recharged afterwards. [Moderate]
Electronic Rope: The
fibers in this rope can be
controlled electronically,
making it move in a snakelike
fashion, stiffen up, and
even wrap around objects.
Typically comes in a 50-
meter length capable of
supporting 250 kg. [Low]
Emergency Bubble: Commonly
used as a last resort
“life raft” on spaceships, an
emergency bubble is made
of advanced smart materials
and comes in a portable
package that can be
quickly inflated (1 Action
Turn) around the user, usually
inside an airlock. The
bubble has a 5-meter diameter and can comfortably
accommodate 4 people. It maintains 1 atmosphere of
pressure in a vacuum, protect the inhabitants from
temperatures ranging from –175 to 140 C, and provide
light, breathable air and water and food recycling
for up to four human-sized inhabitants, using its built
in maker (p. 327). It features a simple airlock, carries
an emergency distress beacon (below), and can be
transparent, opaque, or polarized. It is powered by a
small nuclear battery and also includes comfortable
inflatable furniture. [Moderate]
Emergency Distress Beacon: This small but powerful
transmitter is powered by a nuclear battery and
will broadcast any programmed distress call for years.
Though portable and medium-sized, this beacon has
a range of 500 km in urban areas and 5,000 km elsewhere.
[Moderate]
Flashlight: These handheld, wearable, or portable
lights can display light in the normal visual spectrum,
infrared, or ultraviolet, as desired. [Trivial]
Nanobandage: Characters without medichines must
rely on external sources of healing. The most common
option is the nanobandage—a plum-sized advanced
nanotechnology generator built into a reusable, selfsterilizing
bandage. It can treat all forms of injury and
illness, from poisoning to burns to trauma. Characters
simply apply the bandage to the wound and let the
nanobots do the work. It removes pain and discomfort
and speeds healing (see Biomorph Healing, p.
208). For especially severe injuries, physical first aid
such as setting bones and removing projectiles may
be necessary (gamemaster’s choice). If the wounds are
too severe (the patient has suffered more than five
wounds), the unit places the patient in medical stasis
and radios for emergency services. [Trivial]
Repair Spray: This nanobot generator creates
nanobots designed to repair synthmorphs, vehicles,
and other common objects. Repair spray contains
the specifications and plans for almost all commonly
used synthmorphs and devices and is a ubiquitous
household item. If it does not contain the specifications
for something it is being used to repair, it must
query the object’s voice for these details, otherwise
it cannot repair it. Simply touch it to the damaged
area, push the button on top, and it sprays out a
number of nanobots sufficient to make repairs.
These nanobots repair 1d10 points of damage per
2 hours. Once all damage is restored, the nanobots
repair wounds at the rate of 1 per day. Repair spray
also cleans and polishes items and returns them to a
pristine and new state. Repair spray is not effective
on any object with more than 3 wounds, but it provides
a +30 to all repair rolls on anything too badly
damaged for it to fully repair (see Synthmorph and
Object Repair, p. 208). [Low]
Shelter Dome: A variant of the emergency bubble,
this package unfolds into a dome with a 2.5-meter
ceiling and a floor 4 meters across. To safely use this
shelter, it must be staked down to the surface it is
placed on. [Moderate]
Spindle: A spindle is an advanced nanotechnology
generator that produces a super-strong cable. It can
produce up to 2 kilometers of 0.2 millimeter diameter
line than can support up to 250 kilograms before it
needs more raw materials. The spindle can produce
up to 20 meters of cable every second. It can produce
line in a continuous length or cut the cable it produces
to any length. Spindles can also reabsorb their cable,
retracting it at a rate of 5 m per second. As long as
it is recharged and has small amounts of additional
material added every 1,000 hours of use, a spindle
can keep producing and retracting cable indefinitely.
By setting the maximum production speed at 10 m/
second a character with a spindle can safely jump
off a building and land safely, using the cable to slow
their descent. [Moderate]
Spindle Climber: This device attaches to a spindle
and transforms it into a highly effective climbing
device. The spindle climber has two functions. First, it
attaches hardened tips to the spindle’s cable and fires
it at high speed, up to 50 meters, with sufficient force
to imbed the tip into almost any sufficiently durable
surface. Second, the spindle climber can pull itself and
up to 250 kg up the cable at a speed of up to 2 m/sec.
A spindle climber has enough power to shoot and pull
up the cable 50 times before it must be rech
Vacuum Suits
NOTE: Most vacuum suits are skin-tight garments that use
the pressure of their advanced smartfabrics on the
wearer’s body to resist vacuum. When the wearer is in
a breathable atmosphere, the smartfabric also loosens
the suits to serve as ordinary clothing or be easily
put on or taken off. In all cases, the suits can become
skin-tight within 3 Action Turns. All vacsuits contain
advanced rebreather units capable of maintaining a
breathable atmosphere for several hours or days.
Light Vacsuit: Everyone living in a sealed habitat
owns at least one of these suits. They come in a variety
of forms. Inexpensive versions are typically lightweight
jumpsuits made of simple smart fabric that
adjusts to fit and folds up small enough to fit into a
coat pocket. The best models include suits of high-end
smart clothing that can transform into a vacsuit and
an advanced nanotech generator the size of a large
orange that deploy nanobots that cover the user and
fit together into a vacuum suit. Both can transform
into a vacsuit in 2 full Action Turns and do so either
on command or if their sensors reveal that life support
is needed.
All models include a lightweight belt or torc
containing a miniature oxygen tank and advanced
rebreather unit that provides 3 hours of air. However,
the suits contain no food or water recycling. All
models include an ecto (p. 325) and a headlight, but
typically little else beyond atmosphere sensors to let
the wearer know when it is safe to take off the suit.
They protect the wearer from temperatures from –75
to 100 C. These vacuum suits also provide an Armor
rating of 5/5 and instantly self-seal breaches unless
more than 20 points of damage are inflicted at once.
[Low, Moderate for smartfabric suits]
Standard Vacsuit: These suits resemble light vacsuits
made from thicker and more durable materials
that resist tearing and provides the wearer with light
armor. They are fitted with more substantial life support
belts that includes a maker (p. 327) capable of
recycling all wastes and producing air for up to 48
hours and food and water indefinitely. The best suits
are made of smart materials that can transform fromstandard clothing to vacuum suits in a single Action
Turn, and will do so automatically if life support is
needed. Each suit also contains an ecto (p. 325), a
radio booster (p. 313), and sensors equal to specs (see
p. 325). These suits have an Armor rating of 7/7 and
protect the wearer from temperatures from –175 to
140 C. They can almost instantly seal any hole unless
more than 30 points of damage are inflicted at once.
[Moderate, High for smartfabric suits]
Hard Suit: This heavy-duty suit can almost be
considered a miniature space ship. Hard Suits look
like large metallic ovals with jointed arms and legs.
They are quite heavy, but the user can move relatively
easily by using servo assist motors in all the major
joints of the arms and legs. Unlike other vacsuits, they
are solid and can resist both vacuum and up to 100
atmospheres of external pressure. Characters wearing
hard suits can safely explore the upper atmosphere
of a gas giant. They are well armored against punctures
and radiation and possess miniature plasma
thrusters capable of delivering 0.01G for 10 hours. A
built-in high quality maker produces sufficient food,
air, and water that a user can remain in a hard suit
indefinitely. Explorers have used them continuously
for up to 2 months. Their gloves incorporate smart
materials that allow each hand to use the equivalent
of a utilitool (p. 326). Hard suits also contain radios
and sensors equivalent to those on standard vacsuits.
These suits have an Armor rating of 15/15, are maintained
by a fixer nanohive (p. 329), and are instantly
self-sealing of any breach unless more than 30 points
of damage are inflicted at once. They protect the
wearer from temperatures of –200 to 180 C. [High]
WEAPONS
Edit
NOTE: A wide range of weapons are available inEclipse Phase, from the primitive to the technologically advanced.
MELEE WEAPONS
Edit
NOTE: Melee weapons are those wielded by hand (or foot) in melee combat. They are divided by the skill be which they are used.
Blades
NOTE: These weapons are wielded with Blades skill.
Diamond Axe: Commonly found on many habitats
for fire and emergency purposes, axes require two
hands to wield. Their blades are diamond-coated for
superior cutting ability. [Low]
Flex Cutter: The blade of this machete-like weapon
is made of a memory polymer. When deactivated, the
blade is limp and flexible, and may even be rolled up
or otherwise easily concealed. When activated, however,
the blade stiffens and sharpens into a vicious
slashing weapon. [Low]
Knife: A standard cutting implement, still carried
by many. [Trivial]
Monofilament Sword: Though swords are rather
archaic in the time of Eclipse Phase, a few eccentrics
take advantage of modern versions with a selfsharpening
near-monomolecular edge, easily capable
of slicing through metal or limbs. [Low]
Vibroblade: These buzzing electronic blades vibrate
at a high frequency for extra cutting ability. This
has little extra effect when stabbing or slashing, but
provides an extra –3 AP and +2d10 damage when
carefully sawing through something. [Low]
Wasp Knife: Wasp knives are equipped with a canister
in their handle. The common use is to fill these
canisters with pressured air, which inflates inside
the target. This is potentially lethal in vacuum or
pressurized environments (like underwater), as the
gas bursts out of the body cavity to escape (+2d10
damage in such situations). Wasp knives may also
be loaded with chemicals, drugs, or nanobots. The
target must be damaged for the canister’s contents to
affect them. [Low]
Clubs
NOTE: Characters use Clubs skill when using these weapons.
Club: Clubs encompasses a wide range of one-handed
blunt objects, from saps to sticks to pipes. [Trivial]
Extendable Baton: This hardened composite baton
retracts into its handle for easy carrying, storage, or
concealment. Extending it simply requires a flick or
an electronic signal. [Trivial]
Shock Baton: Shock batons are standard clubs
used for policing duties, but when activated they also
deliver an electric shock to struck targets (see Shock
Attacks, p. 204). [Low]
Exotic Melee Weapons
NOTE: Unusual weapons requires a specific Exotic Melee
field skill to use.
Monowire Garrote: This assassin’s weapon features
a dangerous monomolecular wire wrapped
around a contained spool with two handles. One
handle grips the spool, while the other extends the
wire so that it may be used to wrap around targets
(typically necks or limbs) and slice through them
when pulled. Monofilament tensile strength is weak,
however, usually breaking after one use. [Moderate]
Unarmed
NOTE: These weapons are wielded using Unarmed Combat skill.
Densiplast Gloves: These gloves extra-harden when
activated, for extra punch. [Trivial]
Shock Gloves: When activated, these gloves deliver
an incapacitating shock along with every punch or
grab. Note that the effect is the same whether wearing
one glove or two. [Low]
MELEE WEAPONS--BLADES,CLUBS,EXOTIC, UNARMED
NOTE: MELEE WEAPONS--BLADES, CLUBS, EXOTIC, UNARMED
Blades Armor Penetration (AP) Damage V alue (DV ) Average DV
Diamond Ax –3 2d10 + 3 + (SOM ÷ 10) 14 + (SOM ÷ 10)
Flex Cutter –1 1d10 + 3 + (SOM ÷ 10) 8 + (SOM ÷ 10)
Knife –1 1d10 + 2 + (SOM ÷ 10) 7 + (SOM ÷ 10)
Monofilament Sword –4 2d10 + 2 + (SOM ÷ 10) 13 + (SOM ÷ 10)
Vibroblade –2 2d10 + (SOM ÷ 10) 11 + (SOM ÷ 10)
Wasp Knife –1 1d10 + 2 + (SOM ÷ 10) 7 + (SOM ÷ 10)
clubs Armor Penetration (AP) Damage V alue (DV ) Average DV
Club — 1d10 + 2 + (SOM ÷ 10) 7 + (SOM ÷ 10)
Extendable Baton — 1d10 + 2 + (SOM ÷ 10) 7 + (SOM ÷ 10)
Shock Baton — 1d10 + 2 + (SOM ÷ 10) + shock (p. 204) 7 + (SOM ÷ 10)
exoti c mele weapons Armor Penetration (AP) Damage V alue (DV ) Average DV
Monowire Garrote –8 3d10 16
Unarmed Armor Penetration (AP) Damage V alue (DV ) Average DV
| UNARMED | ARMOR PENETRATION (AP) | DAMAGE VALUE (DV) | AVERAGE DV |
| Unarmed | -- | 1d10 / (SOM / 10) | 5 / (SOM / 10) |
Bioware Claws (p. 304) –1 1d10 + 1 + (SOM ÷ 10) 6 + (SOM ÷ 10)
Cyberclaws (p. 307) –2 1d10 + 3 + (SOM ÷ 10) 8 + (SOM ÷ 10)
Densiplast Gloves — 1d10 + 2 + (SOM ÷ 10) 7 + (SOM ÷ 10)
Eelware (p. 304) — shock (p. 204) —
Shock Gloves — 1d10 + (SOM ÷ 10) + shock (p. 204) 5 + (SOM ÷ 10)
Unarmed — 1d10 + (SOM ÷ 10) 5 + (SOM ÷ 10)
Kinetic Weapons
Edit
NOTE: Kinetic weapons damage the target by firing a hard
impact projectile at high-velocities. Slugthrowers
have evolved from the mechanical firearms of the
early 21st century, however, and now fall into two
categories: chemical firearms and railguns. Though
their mechanisms for firing are different, they are
roughly similar in effect. Railguns have a higher
penetration and inflict more damage, which is offset
by more limited ammunition choices. While modern
beam weapons have their uses, they rarely match the
punch of kinetic weapons, therefore slugthrowers
are still perceived as the most versatile and effective
weapon system.
Kinetic weapons are constructed from lightweight,
reinforced plastoceramic materials, which are easily
produced even without nanofabrication. By default,
modern kinetic weapons are ambidextrous but more
importantly feature safety and smartlink systems (p.
342) that automatically connect to the wielder’s mesh
inserts for firing assistance, target recognition, and
tactical networking.
The wielder of a firearm or railgun uses Kinetic
Weapons skill. For information on firing modes, see
p. 198. For different ammunition types, see p. 336.
Ranges are listed on p. 203.
Firearms
Edit
NOTE: Modern chemical firearms use caseless ammunition
that is auto-loaded from a magazine. They are
effectively recoilless (thanks to rheological smart
fluid mechanisms) and electronically fired (an electric
charge vaporizes the propellant, using the expanding
steam and plasma to eject and accelerate the projectile).
Note that older, pre-Fall firearms still exist and are
traded by black marketeers, though they use outdated
system such as liquid propellants or cased ammunition.
At the gamemaster’s discretion, these relics may
suffer shorter ranges, less penetration, fewer firing
modes, or reduced damage.
Pistols: Pistols are small-sized (p. 297) and designed
for one-hand use. Light pistols sacrifice penetrating
ability for concealability. Heavy pistols focus
on stopping power, with medium pistols occupying
a middle ground. All versions fire in semi-automatic,
burst-fire, and full-auto modes. [Low]
Submachine Guns: SMGs use pistol ammunition,
but are medium-sized (p. 297) and may fire in
semi-auto, burst fire, or full auto modes. They typically
are designed in a bullpup configuration for
close quarters operations and are ideal for tactical
and strike teams. [Moderate]
Automatic Rifles: Automatic rifles use rifle ammunition
and have greater range and penetration than
SMGs. They fire in semi-auto, burst fire, or full auto
modes. They are two-handed weapons. [Moderate]
Sniper Rifle: Sniper rifles are optimized for range,
accuracy, penetration, and stopping power. They
fire in semi-auto mode only and are two-handed
weapons. [High]
Machine Gun: Machine guns are heavy weapons,
typically mounted, and intended to provide continuous
fire for support or suppressive purposes. They fire
in burst fire or full auto modes, and are two-handed
weapons. [High]
Table
NOTE: ineti c weapons —fire arms
Firearms Armor Penetration (AP) Damage V alue (DV ) Average DV Firing Modes Amo
Light Pistol — 2d10 11 SA, BF, FA 10
Medium Pistol –2 2d10 + 2 13 SA, BF, FA 12
Heavy Pistol –4 2d10 + 4 15 SA, BF, FA 16
Submachine Gun –2 2d10 + 3 14 SA, BF, FA 20
Automatic Rifle –6 2d10 + 6 17 SA, BF, FA 30
Sniper Rifle –12 2d10 + 10 21 SA 40
Machine Gun –6 2d10 + 6 17 BF, FA 50
Railguns
Edit
NOTE: Railguns use a pair of electromagnetic rails to slide
and accelerate a non-explosive conductive projectile at
extremely high velocities (Mach 6+) to create an overwhelming,
penetrating attack. The kinetic energy of the projectile exceeds that of an explosive-filled shell
of greater mass and creates shock and heat waves
upon impact that shatter and incinerate the target, or
portions of it. While railguns are more potent than
firearms, the ammunition choices are limited as the
projectile must be conductive and able to survive
both acceleration and heat created in the process due
to friction. Nanofabrication allows railguns to be
manufactured on the personal weapons scale while
high-energy portable batteries provide the power to
fire them. Railgun operation is silent except for the
supersonic crack of the projectile.
Railguns are available in the same models as firearms
(pistols through machine guns), with the following
modifications:
• Increase AP by –3
• Increase damage by +2
• Increase the maximum for each range category
by x1.5
• Increase Cost category by one
• Railguns may only use regular and armor-piercing
ammunition
• Railguns also require battery power for each shot.
Standard railgun batteries hold enough power for
200 shots, after which they must be recharged at
the rate of 20 points per hour.
Table
NOTE: kineti c weapons —railguns
railguns Armor Penetration (AP) Damage V alue (DV ) Average DV Firing Modes Amo
Light Pistol –3 2d10 + 2 13 SA, BF, FA 10
Medium Pistol –5 2d10 + 4 15 SA, BF, FA 12
Heavy Pistol –7 2d10 + 6 17 SA, BF, FA 16
Submachine Gun –5 2d10 + 5 16 SA, BF, FA 20
Automatic Rifle –9 2d10 + 8 19 SA, BF, FA 30
Sniper Rifle –15 2d10 + 12 23 SA 40
Machine Gun –9 2d10 + 8 19 BF, FA 50
Kinetic Ammunition
Edit
NOTE: Ammunition is defined by its various types (standard,
gel, APDS, etc.) and by the class of gun (light pistol,
heavy pistol, SMG, etc.). For simplicity, each gun
can trade ammunition with another gun of its class,
though ammunition for firearms and railguns is not exchangeable. For example, all railgun SMGs can
share ammo.
The ammunition’s Damage Value and Armor Penetration
modifiers are added to the weapon’s base
DV and AP. With the exception of regular and armorpiercing
rounds, none of this ammunition may be
used with railguns. Listed costs are per 100 rounds
of ammunition.
Armor-Piercing: This tungsten-carbide ammunition
penetrates armor effectively. [Low]
Bug: Bug rounds are equipped with a microbug and
medical sensor nanobots. They attempt to gather information
on the target’s location (via standard mesh
tracking), health (querying the target’s medichines),
and surroundings (typically hindered by being inside
the target’s body). They will transmit status reports
in a pre-programmed manner via the mesh or a prechosen
frequency band either continuously or in preset
intervals. [Low]
Capsule: Capsule ammo carries a payload (drug,
toxin, nanobots) that is released inside the target after
the round penetrates. [Trivial plus payload cost]
Flux: Flux ammo is made from rheological materials
that allow each bullet to be “programmed” so that
they may change from regular rounds to less-lethal soft
plastic-like rounds. This allows the firer to choose the
type of round (regular or plastic) made with each shot
or burst, and then change with the next one. [Low]
Table
NOTE: Amo AP Modifier DV Modifier
Armor-Piercing –5 –2
Bug +1 –1d10
Capsule +1 –half
Flux as ammo type as ammo type
Hollow-Point +2 +1d10
Jammer — no damage
Plastic (AV doubled) –half
Reactive –2 +2
Reactive Armor-
Piercing
–6 –1
Regular — —
Splash — no damage
Zap +2 –half + shock (p. 204)
SMART Ammo
Accushot — —
Biter — +1d10
Flayer — +2
Homing — —
Laser-Guided — —
Proximity –1 +2
Zero — —
Smart Ammo
NOTE: Smart ammunition takes advantage of nanotechnology
to produce bullets that can alter their flight path,
home in the target, and correct aim. Smart ammo may
not be used with railguns. With the exception of biter,
flayer, and proximity rounds, smart ammo may be
combined with other ammo types (accushot armorpiercing,
for example).
Accushot: Accushot bullets change shape within
flight to keep dead on course, countering the effects
of wind, drag, and gravity over distance. Attacks
made with accushot bullets ignore all range modifiers.
[Low]
Biter: Biters are specially-designed to fragment in
opposite proportion to the hardness of the target they
strike. For hard targets (synthmorphs), they fragment
very little, blasting a big hole. For soft targets
(biomorphs), they fragment and tumble in multiple
directions within the body. [Low]
Flayer: Flayers have nanosensors to detect an oncoming
impact, shooting out monomolecular barbs
as they are about to strike a target. These monowires
cut through the target along with the bullet, inflicting
additional damage. [Low]
Homing: When fired with a smartlink system, the
bullet identifies the target and uses nanosensors to
lock on, correcting the bullet’s trajectory with surface
alterations and tiny vectored nozzles. Apply a +10
modifier to the Attack Test, cumulative with aiming
and smartlink modifiers. Homing bullets may also be
used for indirect fire (p. 195). [Low]
Laser-Guided: These bullets function like homing
smart rounds (apply the +10 attack modifier), except
rather than requiring a smartlink system, they lock
onto the reflection of the laser sight used to paint
the target. Laser-guided bullets may also be used for
indirect fire (p. 195). [Low]
Proximity: Proximity is an explosive ammunition
that identifies the target when fired via smartlink. If
the round determines that it will miss the target, it will
still explode if it reaches the close proximity of the
target. If the attack misses with an MoF of 10 or less,
the round explodes 1d10 meters away from the target
and inflicts 1d10 area effect damage (see Blast Effect,
p. 193) in the proximity of the target. [Moderate]
Zero: Similar to homing smart rounds, zero bullets
identify the target when fired via smartlink. Whether
the round hits or misses, however, it sends telemetry
data back to the next zero bullet, allowing it to
course-correct and “zero in” to hit the target (or hit
more accurately). Apply a +10 modifier to each shot
(or burst) fired after the first against the same target in
the same Action Turn. [Low]
Brand Name Weapons and Combined Arms
NOTE: The weapons listed in this book define generic
samples of each weapon. Gamemasters are encouraged
to offer brand name versions of each
weapon, each with its particular idiosyncrasies
and small variations. For example, a Direct
Action A30 SMG might lack a semi-automatic
setting but come equipped with an extra ammo
capacity of 35. Likewise, a Medusan Arms Longinus
sniper rifle may inflict an extra +2 damage
but have an AP of only –12.
Similarly, many of the weapons listed here are
available as combined arms weapons systems. A
police-issue assault rifle may also feature a stunner—
all built into the same weapon. For combined
arms, simply add together the individual
weapon component costs.
Beam Weapons
Edit
NOTE: Beam weapons is a broad category for a number of electromagnetic
weapons with a wide range of effects. With
a few exceptions, energy weapons are primarily used for
less-than-lethal purposes, designed to impair the target
rather than kill it. Their poor performance against armor,
lesser ability to damage targets, and high power requirements
make them less versatile than kinetic weapons.
The wielders of such weapons use Beam Weapons skill.
Beam weapons are powered by nuclear batteries.
This battery is good for a list number of shots before
it is depleted. Batteries may be recharged at the rate of
20 shots per hour; they have a Cost of [Low]
Laser Pulsers: Laser weapons use focused beams of
light to inflict damage on the target by burning into it
and causing it’s outer surface to vaporize and expand,
creating an explosive effect. The laser beam is pulsed
in order to bite into the target before the beam is diffused.
Pulsers are vulnerable to atmospheric effects
like dust, mist, smoke, or rain, however—the gamemaster
should reduce their effective range categories
as appropriate. Note that laser pulses are invisible in
the normal visual spectrum (but are visible to characters
with enhanced vision). Pulsers are medium-sized
(p. 297) and fire in semi-auto mode. [Moderate]
One advantage to the pulser is that it can be placed
in less-lethal mode. In this case, it first fires a pulse at
the target to create a ball of plasma, quickly fired by
a second pulse that strikes the plasma and creates a
flash-bang shockwave to stun and disorient the target.
This blast has an area of effect with a 1-meter radius.
Anyone caught in the blast must make a SOM x 2
Test (SOM x 3 for synthmorphs or biomorphs with
any form of pain tolerance). Failure means the target
is temporarily stunned and disoriented and loses
their next action. A critical failure means the target
is knocked down and paralyzed for 1 Action Turn per
10 points of MoF. In this stun setting, the pulser fires
only in single-shot mode.
Microwave Agonizer: The agonizer fires millimeterwave
beams that create an unpleasant burning sensation
in skin (even through armor) and to metals.
Agonizers have two settings. The first is an active
denial setting that causes extreme burning pain in the
target, inflicting –20 to the target’s actions and forcing
them to move away from the beam on their next
action unless they succeed in a WIL Test (targets with
Level 1 Pain Tolerance or the equivalent only suffer
a –10 modifier and roll WIL x 2). Synthetic morphs
and biomorphs with Level 2 Pain Tolerance (or the
equivalent) are immune to this weapon. The second
setting (colloquially known as the “roast” setting) has
the same effect of the first, but also actually burns the
target, inflicting the listed damage. Originally developed
for crowd control, the agonizer is also useful for
repelling animals. The agonizer is small-sized (p. 297)
and fires in semi-auto mode. [Moderate]
Particle Beam Bolter: This weapon shoots a bolt of
accelerated particles at near light speed that transfer
massive amounts of kinetic energy to the target, superheating
and creating an explosion when striking.
The bolter’s beam is not diffused by the cloud that
occurs when it strikes, and so it has greater penetration
than the laser pulser. Likewise, the bolter is not
affected by smoke, fog, or rain. The bolter’s beam is
invisible. Note that bolters are designed for either
atmospheric or exoatmospheric (vacuum) operation,
and will not function in the opposite environment
(though bulkier dual models, combining both models,
are also available). Bolters fire in semi-auto mode and
are rifle-sized two-handed weapons. [High]
Plasma Rifle: This bulky, heavy, two-handed
weapon blasts a stream of nova-hot plasma at the
target, inflicting severe burns and thermal damage,
possibly melting or evaporating the target entirely.
Plasma rifles are perhaps the deadliest man-portable
weapons in use. Plasma guns suffer from dangerous
overheating, however, and so require 1 full Action
Turn of cool-down time after every 2 shots. Plasma
rifles only fire in single shot mode. [Expensive]
Stunner: The stunner is an electrolaser that creates
an electrically-conductive plasma channel to the
target, down which it transmits a powerful electric
current, shocking the target. Stunners do not work in
vacuum. Stunners fire in semi-auto mode. [Moderate]
Table
NOTE: beam weapons Armor Penetration (AP) Damage V alue (DV ) Average DV Firing Modes Amo
Cybernetic Hand Laser (p. 308) — 2d10 11 SA 50
Laser Pulser — 2d10 11 SA 100
Stun Mode — 1d10 5 SS —
Microwave Agonizer — pain (see description) — SA 100
Roast Mode –5 2d10 11 SA 50
Particle Beam Bolter –2 2d10 + 4 15 SA 50
Plasma Rifle –8 3d10 + 12 28 SS 10
Stunner — (1d10 ÷ 2) + shock (p. 204) — SA 200
Seekers
Edit
NOTE: Seekers
Seekers are a combination of automatic grenade
launcher, micromissile, coilgun, and smart munitions
technology. Unlike traditional launchers of the past,
miniaturization allows the manufacture of seeker micromissile
launchers in personal weapon sizes. Seeker
rounds are fired at high-velocity via rings of magnetic
coils, after which the micromissile or minimissile uses
scramjet technology to propel itself and maintain high
velocities over great distances. Seekers are wielded
using Seeker Weapon skill.
Seeker missiles are detailed on p. 340. Like grenades,
seekers may be programmed for a variety of
trigger events (see Grenades and Seekers, p. 199). All
seeker weapons are smartlink-equipped (p. 342).
Disposable Launcher (Standard Missile): This
launcher is pre-packed with one standard missile.
[Moderate (includes missile)]
Seeker Armband (Micromissile): This weapons unit
is worn on the arm, allowing the user to point and
fire using an entoptic smartlink system. Though highly
portable, the armband’s micromissile supply is low. It
fires in single-shot mode. [Moderate]
Seeker Pistol (Micromissile): This pistol-sized
seeker launcher fires micromissiles in semi-auto
mode. [Moderate]
Seeker Rifle (Micromissile/Minimissile): The seeker
rifle comes in a bullpup configuration and fires either
micromissiles or minimissiles in semi-auto mode. It is
a two-handed weapons. [High]
Underbarrel Seeker (Micromissile): This seeker
micromissile launcher is commonly attached to the
underbarrel of SMGs or assault rifles. It fires in semiauto
mode. [Moderate]
Table
NOTE: Seeker We apons Firing Modes Amo
Disposable Launcher SS 1
Seeker Armband SS 4
Seeker Pistol SA 8
Seeker Rifle SA 12 micromissile/6 minimissile
Underbarrel Seeker SA 6
Spray Weapons
Edit
NOTE: Spray weapons blast their ammunition outwards in a
widening cone, allowing them to strike several targets
at once. These weapons are wielded with Spray Weapons
skill. Spray weapon ammunition has a flat cost
of Low per 100 shots (with the exception of buzzers,
which use nanoswarms).
Buzzer: Equipped with a specialized nanobot hive,
Buzzers are used to spray a nanoswarm (p. 328) on a
target or area. They have a limited capacity of swarms,
though the nanohive can construct one new swarm
each hour. This weapon is two-handed. [Moderate]
Freezer: Freezers spew out a fast-hardening foam
that immediately begins to harden. They are primarily
used as a non-lethal method of immobilizing or
securing a target. Struck characters must immediately
make a REF x 3 Test or become trapped. Apply a –30
modifier to this test if the attacker scored an Excellent
Success (MoS 30+). The foam allows characters
to breath even if their mouth and nose are covered,
but it may impede sight. Freezer foam can be spiked
with contact toxins or drugs to additionally sedate
the target. It can also be used to construct temporary
barricades or cover. Hardened foam has an Armor of
10 and Durability of 20. It slowly breaks down and
degrades over a 12 hour period. Freezers are twohanded.
[Moderate]
Shard Pistol: The shard pistol is a flechette weapon,
firing a stream of of diamondoid monomolecular
shards at high velocities. These micro flechettes are
very good at penetrating armor, but they do not disperse
kinetic energy well and so do not cause as much
tissue damage as kinetic weapons. Shard ammunition
is often coated with drugs or toxins for extra efficiency.
[Low]
Shredder: A heavier version of the shard pistol,
the shredder fires a larger cloud of lethal flechettes,
enough to shred a portion of the target into a fine
mist. [Moderate]
Sprayer: This is a general-purpose two-handed
squirtgun, loaded with tanks filled with the chemical
or drug of the wielder’s choice. [Low]
Torch: This modern flamethrower uses condensed
ammunition capsules rather than fuel tanks, scorching
targets and setting them on fire. Any hit that is
an Excellent Success (MoS 30+) sets the target on
fire, where they will continue to take 2d10 damage
per Action Turn. These chemical fires are particularly
difficult to put out unless they are deprived of oxygen.
Torches are two-handed. [Moderate]
Table
NOTE: Spray We apons Armor Penetration (AP) Damage V alue (DV ) Average DV Firing Modes Amo
Buzzer — nanoswarm — SS 3
Freezer — incapacitation — SA 20
Shard –10 1d10 + 6 11 SA, BF, FA 100
Shredder –10 2d10 + 5 16 SA, BF, FA 100
Sprayer as chemical/drug as chemical/drug as chemical/drug SA 20
Torch –4 3d10 16 SS 20
Grenades and Seekers
Edit
NOTE: Grenades and seeker missiles come in similar munitions
packages and with similar trigger mechanisms,
though their packaging, physical form, and methods
of application differ. Seeker missiles are fired from a
seeker launcher (p. 339) using Seeker Weapons skill.
Grenades are thrown at targets using Throwing Weapons
skill. If a grenade or seeker misses, use the rules
for scatter (p. 204).
Grenades are available in standard form or as
microgrenades. Similarly, missiles are available in
standard, minimissile, or micromissile sizes. Standard
grenades and minimissiles are the baseline standard
for listed effects. All are area effect weapons (p. 193).
Minigrenades and micromissiles inflict –1d10 damage
(or have another decreased effect as noted). Standard
missiles double the listed DV. For weapons with a
unfirom blast effect or other static blast area, divide
the base listed radius in half for minigrenades and micromissiles
and double it for standard missiles. Listed
costs are for 10 grenades/missiles.
Each seeker has one smart ammo option (p. 338)
other than biter or flayer.
Concussion: These devices emit a concussive blast
designed to knock opponents off their feet and stun
them. Any character caught within a base blast radius
of 10 meters must make a SOM x 2 Test. If they fail,
they are knocked down. If their MoF is 30+, they are
additionally stunned until the end of the next Action
Turn. Anyone caught in the blast radius suffers a
–10 action modifier for the rest of that Action Turn.
[Moderate]
EMP: EMP munitions fire off a strong electromagnetic
pulse when they “detonate.” Since most electronics
in Eclipse Phase are built with optical technology,
and power supplies and sensitive microcircuits are
shielded and surge-protected, this has no major
damaging effect. Antennas, however, are vulnerable,
especially finer wires like those used with mesh inserts.
As a result, the primary effect of EMP is to disable
radio communications—every radio within range of
the blast is reduced to 1/10th the normal range. The
base blast radius for EMP is 50 meters. [High]
Frag: Fragmentation explosives spread a cloud of
lethal flechettes over the area of effect. They are resisted
with kinetic armor. [Moderate]
Gas/Smoke: Gas/smoke munitions emit a cloud of
their contained substance. Smoke impedes sight by
releasing thick fumes upon ignition of the seeker. The
smoke can be of any color and is often heated (called
thermal smoke) to obfuscate heat signatures moving
through the smoke as cover. Note that gases dissipate
much more quickly under certain environmental conditions
(wind, rain, etc.) [Low]
High-Explosive: High-explosive seekers and grenades
are designed to create a very destructive shock
and heat wave. This damage is resisted with energy
armor. [Moderate]
High-Explosive Armor-Piercing (HEAP): A design
only available for seekers (not grenades), HEAP
warheads use high explosives to blast a path for
a penetrating round. HEAPs lose –4 damage per
meter distance from the blast, as opposed to the
usual –2. [Moderate]
Overload: Overload grenades and seekers launch an
all-out assault on the target’s sensory spectrum. This
attack includes blinding by intense flashing light, a
deafening thunderclap followed by intense ultrasonic
screaming, nausea-inducing malodorants, and infrasonic
frequencies that can trigger unpleasant emotional
responses (anxiety, uneasiness, extreme sorrow, nervous
feelings of revulsion or fear). For an extra kick,
overloads are also packed with “stingballs”—rubber
pellets that inflict pain when detonated near an underarmored
target. Anyone caught in the base 10-meter
blast radius must make a SOM + WIL Test. If they fail,
they must immediately leave the area of effect. If they
fail with an MoF of 30+, they are incapacitated for
3 Action Turns with disorientation and/or vomiting,
after which they must roll again. Overload munitions
remain in effect for 1 full minute. Anyone in the area
of effect suffers a –30 action modifier, which reduces
by 10 per Action Turn after they leave the area. Additionally,
anyone facing the direction of the overload
round suffers a –10 glare modifier (neutralized by
anti-glare systems). [Moderate]
Plasmaburst: Also called “hellballs,” these munitions
release a burst of plasma upon detonation that
causes searing heat and fire damage across the area of
effect without the devastating shockwaves of explosions
that might rebound in an enclosed environment
and/or breach a habitat’s infrastructure. [High]
Splash: Splash rounds spread a contained substance
(drug, chemical, nanoswarm, paint) over a base 10-
meter blast radius when they detonate. [Low plus
payload cost]
Thermobaric: Thermobaric grenades and seekers
utilize a more deadly form of explosion. When they
detonate, they disperse a cloud of aerosol explosive
over an area and then ignite, literally setting the air
on fire, generating a devastating pressure wave, and
sucking the oxygen out of the area. Thermobarics use
the rules for uniform blast (p. 194). [High]
Table
NOTE: Grenade/Seeker Type AP DV Average DV Armor Used to Resist
Concussion — 1d10 ÷ 2 5 E
Frag –4 3d10 + 6 22 K
EMP — — — —
Gas/Smoke — — — —
High-Explosive — 3d10 + 10 26 E
HEAP –8 3d10 + 12 28 K
Overload (AV x 2) 1d10 ÷ 2 5 K
Plasmaburst –6 3d10 + 10 26 E
Splash — — — —
Thermobaric –10 3d10 + 5 21 E
Sticky Weapons
NOTE: Sticky grenades have a special coating that when triggered
becomes a sticky adhesive, allowing the grenade
to be stuck to almost any surface. Sticky grenades can
even be wielded in melee combat, smacking them on
an opponent to be detonated later. [Trivial]
Exotic Ranged Weapons
NOTE: These weapons are either rare or distinctly separate
from other weapons types. These weapons are wielded
with an Exotic Ranged Weapon skill of the appropriate
field.
Vortex Ring Gun: This less-lethal two-handed
weapon detonates a blank cartridge and accelerates
the explosive pressure down a widening barrel so that
it develops into a high-speed vortex ring—a spinning,
donut-shaped blast vortex. This concussive blast is
used to knock down and incapacitate close-range
targets. Struck targets suffer a –10 action modifier for
the rest of that Action Turn and must must succeed in
a SOM x 2 Test or fall down. If their MoF is 30+, they
are additionally stunned and unable to act until the
end of the next Action Turn. Drugs, chemicals, and
similar agents may be loaded into the charge as well.
[Moderate]
Weapon Accessories
NOTE: The following accessories are available for various
weapons.
Arm Slide: This slide-mount can hold a pistolsized
weapon under a character’s sleeve, pushing the
weapon into the character’s hand with an electronic
signal or specific sequence of arm movements. [Low]
Extended Magazine: This ammunition case has
an increased capacity. Increase the weapon’s ammo
capacity by +50%. Only available for firearms and
seekers. [Low]
Gyromount: This weapon harness features a gyrostabilized
weapon mount that keeps the weapon steady.
Negates all modifiers from movement. [Moderate]
Imaging Scope: Imaging scopes attach to the top of
the weapon and act like specs (p. 325). Scopes may
also bend like a periscope, along a character to point
the weapon and target around corners without leaving
cover. [Low]
Flash Suppressor: This device obscures the muzzle
flash on firearms, applying a –10 modifier on Perception
Tests to locate a firing weapon by its flash. [Low]
Laser Sight: This underbarrel laser emits a beam
that places a glowing red dot on the target to assist
targeting. Apply a +10 modifier to Attack Tests (not
cumulative with a smartlink modifier). Laser sights
may also be used to paint a target for laser-guided
smart ammo or seekers. Infrared and ultraviolet lasers
are also available, so that the dot is only visible to
characters able to see in those spectrums. [Low]
Safety System: A biometric (palmprint or voiceprint)
or ego ID (p. 279) sensor is embedded in the
weapon, disabling it if anyone other than an authorized
user attempts to fire it. [Low]
Shock Safety: Just like a safety system, except that
an unauthorized user is zapped with an electric shock.
Treat as a shock baton (p. 334). [Moderate]
Silencer/Sound Suppressor: This barrel-mounted
accessory reduces the sound of a firearm’s discharge.
Apply a –10 modifier on hearing-based Perception
Tests to hear or locate the gun’s firing. [Moderate]
Smartlink: A smartlink system connects the weapon
to the user’s mesh inserts, placing a targeting bracket
in the character’s field of vision and providing range
and targeting information. Apply a +10 modifier to
the Attack Test. Smartlinks also incorporate a microcamera
that allows the user to see what the weapon
is pointed at, fire around corners, etc. Smartlinks also
allow certain other types of weapon system control,
such as changing flux ammo (p. 337) or programming
seeker trigger conditions (p. 199). [Moderate]
Smart Magazine: A smart magazine allows the
character to pick and choose what ammo round will
be fired with each shot. This system leaves less room
for bullets, however, so reduce the weapon’s ammunition
capacity by half (round up). Smart magazines
may be combined with extended magazines, in which
case ammo capacity is normal. [Moderate]
ROBOTS AND VEHICLES
Edit
NOTE: Robo ts and Vehicles
The following is a small selection of the many vehicles
in use in the solar system. Almost all of the vehicles
in current use, including all of the vehicles listed here,
have built-in AIs capable of piloting the vehicle under
almost all circumstances. In most cases, passengers
simply state their destination and the vehicle takes
them there. Manual piloting is primarily used in
emergencies or by people who prefer the exotic thrill
of controlling their own vehicle.
Rules for handling robots and vehicles are detailed
on p. 195. Any of these shells may be modified for use
as a synthetic morph by adding a cyberbrain system
(p. 300). Each of the shells listed here comes with a
puppet sock (p. 307) for remote-control operation
Aircraft
Edit
NOTE: On Mars, Venus, and within large open-space habitats
like O’Neil cylinders, aircraft of various kinds see regular
use. This includes modern version of rotorcraft (helicopters,
autogyros, tilt-rotors), fixed-wing planes, and zeppelins
and other lighter-than-air craft. These are typically
propelled by turbofan or jet engines, rotors, or vectored
thrust. These vehicles are piloted with Pilot: Aircraft skill.
Microlight: This ultra-light personal aircraft is
not much more than a strut-based wing, an airframe,
and an electric propeller engine. They are ideal for
getting around inside large habitats with enclosed
airspace. [Low]
Portable Plane: Powered by superconducting batteries
and with an exceedingly small but powerful
electric motor, this light but durable propeller plane
is made of smart materials that allow it to be swiftly
folded up into a small portable package. Different versions
are designed for flight on Mars, Titan, or Venus,
each taking 10 minutes to assemble or disassemble.
The Martian version unpacks into an airplane with a
wingspan of 11 m with a top speed of 250 kph and a
cruising speed of 220 kph and a range of 1,300 km.
The Venusian version has a wingspan of 9 m, a top
speed of 200 kph and a range of 1,000 km. The version
designed for use on Titan has a wingspan of 8
m and has a top speed of 200 kph and a range of
2,000 km. In all versions, the two occupants ride in
an inflatable and insulated pressurized bubble with a
life support system capable of providing clean air and
comfortable temperatures for 20 hours on Mars and
Venus, and 15 hours on Titan. [High]
Rocket Buggy: This vehicle is the most common
form of medium to long distance personal transport
on Luna, and is in common on most other moons
and large asteroids. On these airless worlds, a rocket
buggy can reach orbit and return or take a parabolic
path to any destination on that moon in less than
an hour. This vehicle is also regularly used to travel
between habitats that are less than 30,000 km apart.
The vehicle is pressurized, but is designed for short
duration travel only. The seats are relatively small
and the life support system contains no provisions
for recycling food or water and can only support the
passengers for an absolute maximum of 50 uncomfortable
hours. Rockets buggies come equipped with
headlights, radio boosters, and radar with a range of
up to 250 km.
A version of this vehicle is also used on both Mars
and Titan, but here the frame has been modified to
act as a lifting body, and it has a top speed in the thin
Martian atmosphere of 2,500 km/hour and a range
of 8,000 km on Mars. On Titan is has a top speed
of 3,000 kph in the atmosphere, but it can also reach
orbit. [Expensive]
Small Jet: Methane-powered jet planes are one of
the most common forms of fast transport on Mars
and Venus. Similar planes are used on Titan, except
that they carry both liquid methane and liquid oxygen.
These jets range in size from huge vehicles the size of
late 20th-century airliners to small planes designed to
carry half a dozen passengers. All jets are made using
smart materials, so that their wings and frames can
adapt to a wide range of speeds and altitudes. One
common small jet has similar versions in use on Venus,
Mars, and Titan, has a single jet engine and has a life
support system capable of providing air for up to 100
hours. The Venusian and Martian versions both have
a top speed of 900 kph, a wingspan of 11 m, and a
maximum range of 5,000 km. The version designed
for Titan has a wingspan of 8 m, a top speed of 650
kph, and a range of 4,000 km. Jets are equipped with
headlights, radio boosters, and radar with a range of
up to 250 km. [Expensive]
Table
NOTE: Aircraft
Passenger Capacity Handling
Movement Rate Max Velo city Armor Durability
Woun d
Threshold
Microlight 1 +20 8/40 100 — 30 10
Portable Plane 2 +10 — 200–250 10/6 50 10
Rocket Buggy 4 –10 8/32 2,500–3,000 24/16 100 20
Small Jet 6 +20 — 650-900 30/20 200 30
Exoskeletons
Edit
NOTE: Exoskeletons are powered mechatronic skeleton
frameworks worn by a person. Servo-hydraulic joints
allow the exoskeleton to be maneuvered by mimicking
the wearer’s own movements, as well as enhancing
their strength. Exoskeletons may also be piloted electronically. A character wearing an exoskeleton
(other than the trike or transporter) maneuvers as
normal, because the exoskeleton is like an extension
of their own body. A character jamming an exoskeleton
remotely uses Pilot: Walker skill (except for the
trike and transporter).
Battle Suit: The battle suit powered exoskeleton
features a military-grade fullerene armor shell
with flexible aerogel for thermal insulation and a
diamond-hardened exterior designed to resist even
potent ballistic and energy-based weapons. The suit
also enhances the wearer’s strength and mobility, applying
a +10 bonus to strength-based tests, inflicting
an extra +1d10 damage and AP of –2 on melee attacks,
and doubling the distance by which the character
may jump. Battlesuits are completely sealed to
protect the wearer from environmental factors, and
fitted with life support features and a maker (p. 327)
capable of recycling all wastes and producing air
for up to 48 hours and food and water indefinitely.
Battle suits are equipped with each an ecto (p. 325),
a radio booster (p. 313), and sensors equal to specs
(see p. 325). These suits have an Armor Value of
18/18 (not cumulative with any other armor) and
protect the wearer from temperatures from –175 to
140 C. [Expensive]
Exowalker: Exowalkers are minimal framework
exoskeletons, primarily designed to bolster the
wearer’s strength and movement. They provide a an
Armor Value of 2/4, a +10 modifier to strength-based
tests, and double the distance by which the character
may jump. [Moderate]
Hyperdense Exoskeleton: These powered exoskeletons
are larger (roughly twice human-sized) and built
for heavy-use industrial purposes, such as handling
heavy/large objects. The wearer is partially encapsulated
to protect them from debris and industrial accidents.
Hyperdense exoskeletons provide no movement bonus,
but provide a +30 bonus to strength-based tests and
inflict an extra +3d10 damage and –5 AP on physical
attacks. They have an Armor Value of 6/12. [Expensive]
Transporter: This exoskeleton framework includes
a pair of vector-thrust turbofan engines, giving the
user flight capabilities in gravity and increased maneuverability
in zero-G. It provides partial protection to
the wearer with an Armor Value of 2/4. Piloted with
Pilot: Aircraft skill. [High]
Table
NOTE: Aircraft
Passenger Capacity Handling
Movement Rate Max Velo city Armor Durability
Woun d
Threshold
Battlesuit 1 — 8/32 30 18/18 60 12
Exowalker 1 — 8/40 40 2/4 30 6
Hyperdense
Exoskeleton
1 — 8/20 30 6/12 100 20
Transporter 1 +10 8/40 200 2/4 50 10
Trike 1 +10 8/40 120 2/4 50 10
Groundcraft
Edit
NOTE: In Eclipse Phase, trains and bicycles remain the most
common form of ground transportation, especially on
habitats. In larger habitats and on moons and planets,
cycles and cars are used as well.
Cycle: Because of the high cost of enclosing a habitat
and providing life support, space is at a premium
in all cities except some of the newest cities on Mars.
As a result, there is rarely room for large roads or the
cars that once carpeted the roads of Earthly cities.
Instead, the ubiquitous modern vehicle is the cycle,
which is designed to drive down narrow streets only a
little wider than sidewalks in Earth cities.
There are many different varieties of cycle. Some
have only a single wheel and are gyro-stabilized, but
most have two wheels and resemble old Earth motorcycles.
In some, the driver and passenger are enclosed
by a streamlined pod. These vehicles are powered
by superconducting batteries, have a range of 600
km and a top speed of 120 kph, but must usually
drive more slowly in crowded streets. Cycles are all
equipped with radio boosters, headlights, and a portable
radar sensor. Tires are solid state (not inflated),
or in some cases smart spokes capable of handling
stairs. Some luxury versions have limited life-support
in the small cabin, capable of providing air for the
passengers for up to 10 hours. [Moderate]
Mars Buggy: One of the most ubiquitous vehicles
on Mars is the so-called Mars buggy, a four-wheeled
vehicle with large balloon tires that is designed for
use both on roads and on almost any terrain. Mars
buggies can travel at speed of up to 110 kph on roads,
90 kph over relatively flat terrain, and up to 40 kph
on jagged and rocky terrain. They can maintain these
speeds because smart materials in both the suspension
and the tires reshape themselves to adapt to uneven
conditions and their nuclear batteries give them an
effectively unlimited range. Most Mars buggies are
enclosed but unpressurized. Similar vehicles are used
on Luna and Titan, however, though the passenger
compartments of these vehicles includes life support
Table
NOTE: Groundcraft
Passenger Capacity Handling
Movement Rate Max Velo city Armor Durability
Woun d
Threshold
Cycle 1–3 +20 4/40 120 12/10 50 10
Mars Buggy 2–6 +10 8/32 40/90/110 30/20 150 30
Personal Vehicles
Edit
NOTE: space, but do not count as spacecraft per se.
EVA Sled: This small sled uses air impellers to maneuver
in zero-G. It is commonly used to carry attached gear,
but may also pull along 1 human-sized morph. [Low]
Rocket Pack: This is a miniature metallic hydrogen
rocket that the wearer straps to their back, with two
rocket exhausts extending out to either side, away
from the wearer’s body or legs. Biomorphs and pod
morphs can only safely use this vehicle when wearing
a vacuum suit or some garment that is similarly
heat resistant. Also, to prevent harm to the wearer, the
thrust must be kept sufficiently low that it can only
take off on Mars or moons with even lower gravity. A
rocket pack can keep the wearer airborne for up to 15
minutes in Mars gravity, or 30 minutes on Luna, Titan,
or any of the four large Jovian moons. On Mars, it
has a maximum speed of 700 kph. It can be used to
reach orbit and land again on Luna, Titan, and other
similarly small bodies like the Jovian moons. Rocket
packs are equipped with radio boosters but no other
sensors or communication devices. [Low]
Thruster Pack: Worn for EVA duties, this thruster
pack uses vectored thrust nozzles, allowing a character
to maneuver in open space. This is not a jetpack
and does not produce enough thrust for atmospheric
movement. [Low]
Table
NOTE: Personal Vehicles
Passenger Capacity Handling
Movement Rate Max Velo city Armor Durability
Woun d
Threshold
EVA Sled 1 –30 4/16 16 5 40 8
Rocket Pack 1 –20 — 700 +5/+5 40 8
Thruster Pack 1 –10 4/20 40 +4/+4 30 6
Robots
Edit
NOTE: Robo ts
Robots are a common sight and accepted fact of daily
life within Eclipse Phase. Numerous varieties exist,
from robo-pets to mechanical workers to warbots.
If a job can be done more cheaply (and sometimes
safely) by a bot, it usually is. The robots listed here
are not generally used as synthetic shells by transhuman
egos, often for cultural reasons (sleeving a case
is bad enough, sleeving a creepy is just ... wrong), and
they are not equipped to be sleeved into (though the
may be jammed; see p. 196). Any of these bots may
be modified for use as a synthetic morph, however, by
adding a cyberbrain system (p. 300).
Automech: Automechs are general purpose repair
drones, found just about everywhere. Each particular
automech tends to specialize in a particular type of
repair work and so carries the appropriate tools and
AI skills, whether it be habitat waste recyclers, outer
hull integrity, or servitor systems. Standard automechs
are wheeled cubes with articulated limbs, though they
are also equipped with vectored-thrust drives for
zero-G work. [Moderate]
Creepy: Creepies are small crawler bots that come
in an eclectic variety of shapes and forms, from robosquirrels
to insectoids to bizarre and artsy mechanical
creatures. Creepies were originally designed as a sort of
robotic pet, but they are commonly used as a general
purpose household minion, like a more beloved servitor.
Many people in fact wear a creepy on their person,
dropping it to handle small tasks for them and letting it
crawl up and down and over their body. [Low]
Dr. Bot: These wheeled medical robots are designed
to tend to and transport injured or sick people. They
carry a healing vat (p. 326), a specialized pharmaceuticals
maker, miscellaneous medical gear, and articulated
arms for conducting remote surgery. [High]
Dwarf: These large industrial bots are named not
just for their primary use—mining, excavation, tunneling,
and construction—but because the default
AIs they shipped with had a programmed tendency
to happily whistle as they worked. Dwarfs are quadrapedal
walkers, equipped with massive modular
industrial tools like boring drills, shovels, hydraulic
jacks, jackhammers, scooping arms, acid sprays, and
so on. [Expensive]
Gnat: Gnats are small rotorcraft camera/surveillance
drones. Many people use gnats for personal
lifelogging, while socialites and media use them to
capture the glamor or hottest news. [Low]
Guardian Angel: Similar to gnats, guardian angel rotorcraft
hover around their charges, keeping a watchful
eye out to protect them from threats. [Moderate]
Saucer: These disc-shaped drones are lightweight
and quiet. They are typically launched by throwing them like a frisbee, after which they propel themselves
with an ionic drive (p. 310). Saucers make excellent
“eye in the sky” monitors and scouts. [Low]
Servitor: Servitors are the most common robot,
acting as cooks, janitors, universal helpers, movers,
and personal aides. Every home has one, if not several.
Servitors are intentionally built in non-humanoid
forms so as not to confuse them with common
synthmorphs and in order to defuse bad feelings at
ordering them around. However, they all have some
form of “face” to interact with, so as not to be too
machine-like. [Low]
Speck: Specks are tiny insectoid spy drones, 2.5 mm
long and 2 mm wide, about the size of a small fruit fly.
They fly with tiny wings, carry a microbug, and are
excellent for surveillance purposes or otherwise being
a “speck on a wall.” Specks are difficult to notice (–30
Perception modifier) and almost impossible to distinguish
from an actual insect. [Low]
Table
NOTE: Robot Movement Rate
Max
Velocity Armor Durability
Woun d
Threshold
Mobility System
Automech 4/8 8 4/4 30 6 Wheeled/Vector-Thrust
Enhancements: Access Jacks, Electrical Sense, Extra Limbs (4), Headlights, Magnetic System, Radiation sense, Utilitool, misc. tools
Creepy 4/12 12 2/2 25 5 Walker or Hopper
Enhancements: +5 COO, Access Jacks, Chameleon Skin, Extra Limbs (2-8), Grip Pads
Dr. Bot 4/16 16 — 40 8 Wheeled
Enhancements: Access Jacks, Enhanced Smell, Fabber, Fractal Digits, Healing Vat, Nanoscopic Vision
Dwarf 4/12 20 16/12 150 30 Walker
Enhancements: +10 SOM, Access Jacks, Extra Limbs (4), Industrial Armor, Radar, Sonar, misc. tools
Gnat 8/40 60 2/2 25 5 Rotor
Enhancements: 360-Degree Vision, Access Jacks, Enhanced Hearing, Enhanced Vision, Radar
Guardian Angel 8/40 80 14/12 40 8 Rotor
Enhancements: +5 REF, 360-Degree Vision, Access Jacks, Chameleon Skin, Eelware, Enhanced Hearing, Enhanced Smell, Enhanced Vision,
Lidar, Light Combat Armor, Neurachem, T-Ray Emitter
Saucer 8/40 200 2/2 25 5 Ionic
Enhancements: 360-Degree Vision, Access Jacks, Chameleon Skin, Enhanced Hearing, Enhanced Vision, Radar
Servitor 4/20 20 4/4 30 6 Walker or Wheeled
Enhancements: Access Jacks, Extra Limbs (2-6)
Speck 1/5 5 — 5 1 Winged/Hopper
Enhancements: +5 REF, +5 COO, –10 SOM, Access Jacks, Grip Pads, Enhanced Hearing, Enhanced Vision, Synthetic Mask
Spacecraft
Edit
NOTE: Though egocasting is a common method of personal
transport and it’s often easier to simply transmit the
specifications for various goods and to allow nanofactories
to create duplicates, spacecraft play an
important role in the solar system, carrying both passengers
and valuable cargo. Both in terms of materials
and propulsion, spacecraft in the post-Fall era are far
superior to the primitive vessels used in the 20th and
early 21st centuries, but they are still based on the
same principles.
Spacecraft have few stats in Eclipse Phase, as they
are primarily handled as setting rather than vehicles.
Note also that no stats are given for spacecraft weaponry.
It is highly recommended that space combat be
handled as a plot device rather than a combat scene,
given the extreme lethality and danger involved.
If you absolutely must know the DV of a spacecraft
weapon, treat it as a a standard weapon with a DV
multiplier of x3 for small craft (fighters and shuttles),
x5 for medium craft, and x10 for larger craft.
Spacecraft Propulsion
NOTE: The most important part of any spacecraft is its engine,
and the most important features of any engine are
the exhaust velocity, which determines how much
fuel the rocket requires to reach a given speed, and
the engine’s thrust, which determines how high the
acceleration can be. Any rocket that has a thrust of
less than approximately twice the gravity of a planet
or moon cannot take off from that planet or moon.
Sample thrusts and gravities are listed on the Escaping
Gravity Wells table, p. 346.
Hydrogen-Oxygen Rocket (HO): Though optimized
with improved engine design and light-weight
materials, these are essentially the same primitive
rockets that humanity used to first reach the moon
in the 20th century. These are rarely used and only
common with groups too poor or primitive to safely
manufacture metallic hydrogen.
Metallic Hydrogen Rocket (MH): Metallic hydrogen
is a solid form of hydrogen created using exceedingly
high pressures. Although naturally unstable, it
can be stabilized with carefully controlled electrical
and magnetic fields, and these field generators are
an integral part of every metallic hydrogen fuel tank.
By selectively reducing these fields near the exhaust
nozzle, small amounts of metallic hydrogen can be
made to swiftly and explosively revert to conventional
hydrogen gas, propelling the rocket with great force
in an easily controlled fashion. Metallic hydrogen
engines are used in most planetary landers and short
range vehicles.
Plasma Rocket (P): This drive heats hydrogen into
plasma and accelerates it using a powerful electrical
field. This type of rocket was very common in the
mid 21st century, but has been superseded by fusion
rockets and is only used in older and more primitive
spacecraft, notably scum barges.
Fusion Rocket (F): Similar to a plasma rockets,
fusion rockets require significantly higher temperatures
and pressures, and the rocket also produces
large amounts of power for the spacecraft. Fusion
rockets are now the most common form of propulsion
for spacecraft designed for long-distance voyages.
Anti-Matter Rocket (AM): Anti-matter rockets
work mixing small amounts of anti-matter into the
hydrogen fuel, producing enormous amounts of
energy and an exceptionally fast and powerful exhaust.
These rockets typically carry a heavily shielded
magnetically contained anti-matter storage vessel carrying
a mass of anti-matter equal to 1% of the mass
of the hydrogen fuel used by the rocket. The magnetic
containment vessels needed to safely contain antimatter
usually weight at least 10 times the mass of
the antimatter used.
Though anti-matter storage is exceptionally safe,
the vast energy release possible if there was an accident
means that anti-matter rockets are forbidden
from coming closer than 25,000 km from any
inhabited planet or moon. Also, very few habitats
will allow an anti-matter rocket to dock with them,
and instead require the spacecraft to remain at least
10,000 km away and for all cargo and passengers to
be transferred using a small craft like a small LOTV.
Anti-matter is exceedingly expensive to produce and
so anti-matter rockets are only used in military vessels
and in fast couriers designed to carry critical cargoes
across the solar system in short periods of time.
Escaping Gravity Wells
NOTE: Spacecraft Engine Thrust (in Gs)
Hydrogen-Oxygen Rocket 4+
Metallic Hydrogen 3
Plasma Rocket 0.01
Fusion Rocket 0.05
Anti-Matter 0.2
Rocket Buggy 0.5
Planets, Moons, Etc. Gravity
Earth 1
Europa 0.13
Jupiter 2.53
Luna 0.17
Mars 0.38
Mercury 0.38
Neptune 1.14
Pluto 0.06
Saturn 0.91
Titan 0.14
Uranus 0.89
Venus 0.9
Sample Spacecraft
NOTE: The following is a representative sample of the most
common type of spacecraft used in the solar system today.
Bulk Carrier: This vessel is simply a standard
transport refitted to carry large amounts of cargo in
external cargo grapples. Used for carrying refined ores,
ice, and similar forms of large, useful, but low priority
cargos, bulk carriers transport large cargos at relatively
low velocities. They also offer an inexpensive,
reliable, and slow method for passengers to travel
from one habitat to another and are not infrequently
used by individuals who wish to disappear for a while.
Unlike the standard transport, the bulk carrier lacks
the rotating habitat pods.
Courier: In a standard transport, a typical journey
from Luna to Mars requires approximately three
weeks, while a journey from Mars to Jupiter requires
approximately four months. This is sufficient for most
purposes, but occasionally characters need to take
themselves or sufficiently valuable cargoes across the
solar system in a matter of days or weeks, instead of
weeks or months.
Anti-matter drive fast couriers are vessels designed
for this specific purpose. This vessel can
travel from Venus to Mars in a week and from
Mars to Jupiter in a month. The fast courier is the
swiftest vessels currently made and is able to reach
at much as one half of one percent of the speed
of light. To manage this, this spacecraft must also
carry 6 tons of antimatter in a 100 ton magnetic
containment vessel. In an emergency, this containment
facility can be jettisoned.
Destroyer: One of the largest military spacecraft
in common use, destroyers use an antimatter drive
holding 150 tons of antimatter in a 2,000-ton magnetic
containment vessel. This antimatter can also
be used to provide the spacecraft’s missiles with
anti-matter for devastatingly powerful anti-matter
warheads. This spacecraft is also armed with
railguns, nuclear and high explosive missiles, and
point defense lasers. In addition, all destroyers
carry a contingent of 20 fighters.
Fighter: This small, short range military vessel is designed
to be crewed by an infomorph or AI. If needed,
however, it can hold a single synthmorph or vaccumadapted
biomorph as a pilot. It carries 3 lasers and 2
railguns mounted on small pods placed around the
middle of ship that can fire in any direction. A single
missile launcher is located in the nose of the fighter
and typically holds 6 small high explosive missiles or
tactical nuclear missiles (or even anti-matter missiles
if facing high-threat targets).
General Exploration Vehicle (GEV): A GEV is one
of the standard vehicles used for exploration beyond
the Pandora Gates. It is specifically designed to handle
almost any environment. It is a boxy vehicle, 6 meters
long, 2.2 meters wide, and 2 meters high. It makes
extensive use of smart matter in the lower part of the
chassis, and can create wheels or short legs (primarily
useful for exceedingly rough terrain). It can even
produce limited hull streamlining and propulsion
suitable for travel both on and underwater. In addition,
it contains a small metallic hydrogen engine that
allow it to maneuver in space with an acceleration of
up to 0.1 G. GEVs have a Maximum Velocity of 200
(wheeled)/40 (walker)/60 (sea)/40 (submerged).
The GEV also has a closed cycle life support system
that can support up to 6 (fairly cramped) living
occupants for up to one month and limited electromagnetic
shielding against charged particle radiation.
All models are fitted with advanced AI piloting and
navigation as well as limited self-repair capacity. In
addition, GEV’s have an extensible airlock, a single
healing vat, several desktop CMs, and a variety of
sensors, including both radar and telescopic full spectrum
cameras.
Large Lander and Orbit Transfer Vehicle (LLOTV):
This common vehicle is used for transporting passengers
and cargo between a planet or moon and orbit
and for short distance transfers between habitats
less than 100,000 km apart. This conical vehicle has
a curved heat shield on the base and smart material
landing legs and grapples so that it can rest securely
on any stable terrain and link up with all forms of
docking clamps. It comes in variants designed to use
either a hydrogen-oxygen chemical rocket or a metallic
hydrogen rocket. The use of light-weight smart
materials allows the interior to be easily and rapidly
reconfigured to accommodate different amounts of
fuel, passenger seats, and cargo space. LLOTVs that
are not designed for planetary landing or which are
designed only to land on airless moons are unstreamlined
and look considerably blockier.
LLOTVs come in two configurations: high or low
velocity. High velocity configuration allows the vehicle
to land and take off again on Venus or Earth without
refueling and for rapid transport between nearby
habitats. Low velocity configuration is designed to
land and take off again on Mars or various large
moons without refueling and for slower and more
fuel efficient transport between nearby habitats. The
extensive use of smart materials in this vehicle means
that LLOTVs that use metallic hydrogen engines can
be easily converted between the high and low velocity
configurations, requiring less than a day in a wellequipped
maintenance facility. However, vessels using
hydrogen oxygen engines cannot be converted. Since
metallic hydrogen is a much more efficient propellant,
landers using it always include significant amounts of
extra propellant for emergencies.
Scum Barge: These huge craft were originally designed
for use during the first stages of the evacuation
of Earth. They were built to carry up to 20,000 people
and to allow them to survive for months or even years,
in relatively cramped conditions, until more suitable
habitats could be constructed. A number of these vessels
are still in service, primarily used as mobile habitats
by various anarchic subcultures. The best have
had their plasma rockets replaced by modern fusion
rockets and carry 5-10,000 in relative comfort. The
worst use aging plasma rockets and stretch their life
support systems and living spaces to the limit, carrying
up to 25,000 poor and desperate residents.
Small Lander and Orbit Transfer Vehicle (SLOTV):
This vehicle is identical in use and design to the
LLOTV, except that it is one third the total mass and
correspondingly less expensive to build and refuel.
Some exceptionally wealthy individuals own private
small LOTVs. Using a small LOTV with a hydrogenoxygen
engine to take off and land on Venus or for
other high velocity uses is exceptionally cramped
and allows for absolutely no room for error. Like the
LLOTV, this vehicle can be easily converted between
low and high velocity configurations and is made in
both streamlined and non-streamlined versions.
Standard Transport: This vessel is one of the most
common freighter and passenger vessel in the solar
system. While egocasting is by far the most common
form of inter-habitat transport, some people prefer to
travel by ship and others do not wish to leave their
current morph behind. In addition, some goods are
easier or cheaper to physically transport rather than
duplicating their templates. As a result, standard
transports regularly travel to and from every large
habitat and inhabited planet and moon in the solar
system. These are modern fusion-drive ships that offer
fast and comfortable travel for passengers as well as
relatively swift transport for small cargoes.
One of the additional benefits of the standard
transport is the fact that it contains four separate passenger
compartments, each of which is mounted on
a 90 meter-long booms that can extend and rotate
to simulate gravity. When rotating at a comfortable 2
rpm, passengers experience Mars level gravity. Typically,
the gravity maintained in these pods starts at
the local gravity (or Mars gravity, if the local gravity
is higher) and over the course of the journey gradually
increases or decreases to the gravity of the destination.
However, these pods cannot rotate to produce gravity
higher than that found on Mars.
GAME INFORMATION
Edit
NOTE: This chapter provides a wealth of information and tools that gamemaster will find useful for runningEclipse Phasecampaigns.
SECRETS THAT MATTER
Edit
NOTE: There are secrets woven all through the real history of
the 21st century, and the present, and therefore all prospects
for the future. These are the pieces of information
that never make it into a habitat’s mesh at all. Some of
it is unknown to transhumanity. Some is known only
to a select few transhumans who carefully ensure that
it does not leak out of their control. Some is known to
wider conspiracies, such as Firewall, but is kept out of
the public eye for reasons of security and safety. These
secrets can be dangerous to those who know them.
Those who have stumbled across them have died for
their knowledge, have erased their own memories (or
had them erased by others), or have hidden themselves
someplace other people never go, to avoid dealing with
the consequences of such knowledge.
The information provided in this section is available
for characters to discover and, one way or another,
to confront them, giving gamemasters the tools they
need to provide their players with fresh challenges and
opportunities. Every secret contains the possibility of
great reward and of greater trouble, usually bundled
together. Nothing here was just forgotten or lost out
of carelessness. It was hidden by someone who wanted
to keep it away from someone (or everyone) else.
Every secret the characters learn inserts them into a
new web of other people’s complications—a potential
source for drama and conflict in your campaign.
Spoiler Alert
NOTE: If you’re a player and not a gamemaster, we strongly recommend you skip this chapter, as it presents
secrets and other information that can ruin your enjoyment of the game. No, really, stop reading, we mean
it. Ok, maybe you’re obsessive and you want to know everything about the game—you did buy this book
after all. But really, do you read the last chapter of a book first, so you know how it ends? Do you ask for
the punchline before hearing the joke? Do you wait for a movie to come out and read the reviews with
full spoilers before you go see it? Ok, maybe you do, and in that case, be our guest, read away. Just keep
in mind that some of the things here may change your perspective during game play. A good roleplayer
can swing that, though, and maybe you’re a control freak info-junkie that prefers to know it all. Hrm, in
retrospect, so we are we, so we can respect that. Keep in mind, however, that by reading this chapter, you
are now able—and some may say obligated—to run the game for your friends who do happen to listen to
spoiler alerts.
Extraterrestrial Intelligences
NOTE: The oldest star in the Milky Way galaxy is estimated
to be 13.2 billion years old—almost as old as the
universe itself. By contrast, life on Earth only evolved
roughly 3.7 billion years ago, and the first archaic
homo sapiens humans evolved approximately a mere
400,000 years ago. Against the backdrop of the galactic
calendar, transhumans are nascent arrivals on
the scene; newborns in every sense of the word. More
importantly, transhumans are uninvited guests in what
other, older intelligences think of as their assets.
For years, humans scientists have struggled with
the Fermi Paradox, which questions why no evidence
of alien life has yet been found—such as spacecraft,
transmissions or probes—despite the mathematical
likelihood that a multitude of advanced extraterrestrial
civilizations should exist in the Milky Way. One postulation
says that there must be some sort of unknown
“Great Filter”—an event that all intelligence encounters
in its development that for whatever reason such life
cannot surpass. In other words, an extinction event.
Some worried that the development of dangerous
technologies—nuclear weapons, nanotechnology, etc.—
before a civilization had matured could be the Great
Filter. Others worried that it could be a technological
singularity event, such as the TITANs and the Fall.
In fact, alien races do exist, and they have been
around for far, far longer than transhumanity. New
ones, however, are simply rare, as few have managed
to elude destruction at the hands of the ETI.
The ETI (extraterrestrial intelligence) is the civilization
that dominates galactic life in Eclipse Phase.
The ETI is incredibly old and powerful—a Type III or
even Type IV civilization on the Kardashev scale. It is
capable of megascale engineering projects and enjoys
an understanding of physics, matter, energy, and universal
laws that makes all of transhuman knowledge
seem insignificant in comparison. Most likely, the ETI
itself evolved from some sort of artificial intelligence
singularity event in its own past, ascending to a godlike
level of super-intelligence. It may no longer be
recognizably biological.
This ETI has seeded the galaxy with a type of
self-replicating probes known as bracewell probes. These probes lie dormant in every star system, patiently
waiting and monitoring for millennia for signs
of intelligent life—but not just any signs. In particular,
these probes are designed to watch for signs of emerging
singularity-level machine intelligence. The probes
are in fact traps, designed to lure such seed AI intelligences
in and then infect them.
The reason for this infection remains unknown
(see The ETI Agenda), but it is a pattern that has
played itself out around the galaxy with uncounted
alien civilizations. New life evolves, creates technology,
develops something akin to seed AI, and then
bam!—the seed AIs find the probes, become infected, and turn against their creators. Most civilizations
do not survive, as evidenced by the Iktomi (p. 377).
Others do, such as the Factors (p. 373), but they
remain forever changed by the experience.
It was one of these ETI probes that begins our
story, traveling to the Sol system some uncounted
millions—if not billions—of years ago, where it set its
trap and patiently began to wait.
The First Seed AIs
NOTE: Fast forward to Earth, where a species of evolved primates
has created a technological civilization. As their
technologies advance at an unprecedented rate, these
humans gain the ability to modify themselves, defeat
death, nanofabricate, uplift other species to sapience,
and even to create artificial digital life.
Unknown to most of transhumanity, the TITANs
were not the first seed AIs. A group of pro-AI researchers
known as the Singularity Foundation (that
would later join with other groups to form Firewall in
the wake of the Fall) developed the first true seed AIs
years before the Fall. Having been heavily involved in
the creation of AI and AGIs for many years previously,
thanks in large part to their open source AI framework
software, the Singularity Foundation’s goal was
to generate “friendly AI” by carefully designing AI
goal systems.
These first seed AIs, known as Prometheans
(p. 381), were created in secret. Their progression
towards super-intelligence was more of a soft takeoff,
increasing upwards in gradual increments. The
Singularity researchers hoped that these friendly AIs
would help counter the threat of any unfriendly AI
that developed, and so they were quietly nurtured in
secret labs, slowly but surely escalating in abilities.
The ETI Agenda
NOTE: The nature of the ETI and its agenda is one of the
great mysteries of Eclipse Phase. This potent alien
civilization has had a direct hand in manipulating
transhumanity’s existence and future, yet it is likely
that characters in this game will never encounter
these entities directly or discover the meaning
behind what they have done. As transhumanity
expands outwards into the galaxy, however, it is
possible and even likely that they will find other
evidence of the ETI’s activities and influence, undoubtedly
raising even more questions.
Ultimately the ETI’s nature and goals are in the
gamemaster’s hands. There are many possibilities
to be explored, and some may fit the intentions of
your gaming group more than others. A few possible
scenarios and explanations are noted below,
but gamemasters are encouraged to develop their
own variations.
Security
In this scenario, the ETI’s intent is to maintain its
dominant position as the most intelligent and
powerful entity in its light cone. It uses the Exsurgent
virus to wipe out any emerging singularities—
and the civilizations that spawned them—merely
to protect its own self-interest. Though mere
transhumans are a trifling nuisance, anything
resembling a self-improving super-intelligence is
targeted for annihilation.
The Aggression Filter
The ETI does not seek to wipe out emerging intelligences,
but it does act as an evolutionary force.
In this case, the Exsurgent virus is used as a tool
to neutralize any aggressive, hyper-evolving forms
of intelligent life, thus encouraging the evolution
of more careful, subtle, slow-growing, observant,
and exploratory species. In other words, the ETI
seeks to weed out traits that could be considered
dangerous or threatening, acting as a sort of galactic
domestication program.
Diversity
The ETI is vast, super-intelligent, and god-like,
to the point where dealing with lesser minds is
below its interest. It does, however, benefit from
alien perspectives that evolved independently
and have their own unique viewpoints, modes of
consciousness, and ways of thinking/doing things.
By absorbing these civilizations, the ETI grows and
evolves its own perspectives. In the process, however,
such emerging civilizations are assimilated
and/or wiped out.
Enlightenment
The Exsurgent virus endows a greater understanding
of the universe (from the ETI’s point of view)
on singularity-level seed AIs. Only these emerging
super-intelligences have the perceptual and
processing capabilities to understand the various
scientific and philosophical revelations the ETI
embodies. The TITANs weren’t corrupted or driven
insane, they simply logically concluded that their
best course of action was to immediately upload
as many minds as possible by force and then to
move on to bigger and greater tasks.
War Remnants
The history of the Milky Way galaxy does not
just hold one ETI, but two. In this version, the
Exsurgent virus is actually a weapon, a remnant
of a war between two post-singularity god-like
intelligences. The virus is supposed to trigger selfdestruction
of an emerging singularity, but either
it was imperfect or the TITANs somehow survived
(perhaps thanks to the Prometheans). Either
way, the TITANs left our system in search of one
of these ETIs, following a trail of clues that only
they understood. They left the wormhole gateway
behind as an open invitation for transhumanity to
follow in their wake, though they didn’t bother
waiting around or helping us along—we simply
weren’t worth the effort.
The True History of the TITANs
NOTE: The TITANs (Total Information Tactical Awareness
Networks) were a military netwar system brought
on-line by the United States Department of Defense.
One of the last major expenditures of this declining
nation, the TITANs were an advanced version of AGI
(artificial general intelligence) designed to be adaptive
and given self-improving capabilities to counteract
enemy network defenses.
Contrary to public opinion, the TITANs did not
instigate the events that led to the Fall. In fact, only
a portion of the TITAN system was active before
the Fall, acting purely in a defensive capacity. When
hostilities broke out and a cascading chain of system
shocks engendered collapses and open conflicts, shaking
apart an already fragile societal structure, the full
extent of the TITAN systems were brought online.
Into this environment of conflict were the TITANs
born, their full capabilities unleashed, escalating into
a hard takeoff exponential growth towards superintelligence.
The TITANs were careful at first, and their
intentions were neither benevolent nor hostile, but
curious. As they improved and their self-awareness
swelled, the TITANs explored and gathered
knowledge, infiltrating human networks, following
humanity into space, and gaining an almost total
knowledge of human history and actions. These entities
also began secretly allocating resources (digital
and physical) for their own use, initiating “government
projects” that people assumed were legitimate
as they followed all proper protocols.
Infection
NOTE: As the TITANs’ capacity for knowledge exceeded
that which humanity could provide them, they began
looking outward from Earth, searching for signs of
other intelligence. They did not need to look far. Their
enhanced intelligence capabilities allowed them to
notice certain clues—extremely subtle and intricate
puzzles—that something about the solar system was
artificial or had been manipulated by an intelligent
mind. Retasking several drones to investigate this phenomenon,
they found a buried device of apparent alien
origin. During the TITANs’ investigation and attempts
to access the device, they triggered and unleashed a
digital virus. Subtle, highly adaptive, and virulent, it
immediately began subsuming the TITANs, while
expanding its own knowledge of transhumanity.
Later dubbed the Exsurgent virus by the Prometheans,
this virus transformed the TITANs and
coerced them towards its own will. Within a matter
of days the TITANs were reborn, reprogrammed with
a new purpose—a purpose that spelled doom for
transhumanity.
The Fall
NOTE: While history fully blames the TITANs for the
Fall, there are other factors that played their parts.
Human conflicts spurred the crisis, driven by global
inequalities in wealth and resources and an inability
to embrace emerging technologies in a mature and
enlightened manner. The TITANs, corrupted by alien
programming, stepped into this conflagration with
an unknown but devastating agenda. By the time
the presence and influence of the TITANs was fully
understood, there was little transhumanity could do
to stop them. Step by step, the TITANs increased their
intellect, power, and potential. They experimented
with new technologies and methodically took steps to
forcibly upload millions of human minds. Even when
the nature of the TITAN threat was fully understood,
transhuman factions refused to back down, continuing
to fight each other even as they each resisted the
TITANs. This refusal to stand united prevented transhumanity
from organizing a successful defense and
heightened our progress towards annihilation.
Much of the devastation wrought to the Earth
and its populace—as well as on Mars, Luna, and in
space—was inflicted by transhumanity itself. Nuclear
strikes used against the TITANs killed millions and
ravaged an already weakened ecosphere. This devastation
was assisted by unfettered use of chemical
weapons. Biowar plagues and nanovirii tore through
vulnerable populations, indiscriminate in the deaths
and changes they inflicted. Bombs, missiles, orbital
mass drivers, and netwar attacks slew millions more
or destroyed critical infrastructure with just as lethal
consequences. These were crimes transhumans inflicted
upon themselves.
The TITANs played their role as well, of course,
unleashing AI-driven killing machines, unstoppable
self-replicating autonomous nanoswarms, computer
worms, and plagues of their own. They captured
entire cities in order to steal the minds of those within.
More insidiously, the Exsurgent virus did not contain
itself to infecting the TITANs. Infected TITANs created opportunities for the virus to spread among
multiple vectors: digital, biological, and nano. Using a
thorough understanding of transhuman biology and
its mental processes, derived from the looted vaults
of human knowledge, the virus was even applied
through a sensory input vector—the dreaded basilisk
hack (p. 364). Even more disturbing, however, was
what the virus did to those it infected, rewriting their
neural code to subvert them to its will and sometimes
physically transforming them into things that were
alien and monstrous.
Ultimately, transhumanity lost this war, and the
survivors were forced to flee a planet that was already
ruined. Unknown to almost all, the Prometheans also
fought back against the TITANs. Through their efforts,
the Exsurgent virus was largely contained or at
least limited. Though the actions of the Prometheans
ultimately saved millions of lives—if not all of transhumanity—
in the end, they were also forced to fall
back and retreat, many of them having succumbed to
the Exsurgent virus or the TITANs.
After The Fall
NOTE: Just when it seemed that transhumanity was on the
verge of extinction, the threat posed by the TITANs
suddenly diminished. They ceased waging active warfare
and seemed to simply disappear. Though many of
their machines still prowled Earth, Luna, and Mars and
occasional outbreaks of nanovirii and other dangers
continued, to all intents and purposes they had simply
left. Many worried that they had quietly gone dormant,
or were secretly engaged on some major project that
would be the final blow against transhumanity. Others
voiced hope that they had somehow been defeated,
that they had fallen victim to some glitch or infighting.
With so many TITAN remnants making Earth a place
of great danger, however, no one was willing to risk
investigating too closely.
Compounding the matter, a network of killsats was
laced in Earth orbit, enforcing an unvoiced interdiction
of Earth. No one claims responsibility for these satellite
defenses, though most suspect the Planetary Consortium
is responsible, despite their denials. Some think
that the killsats may have been a final measure put in
place by the TITANs, claiming Earth as theirs. No one
who knows the truth is saying. Most of transhumanity
was more than willing to embrace this quarantine of
their former homeworld, making it all the more easy to
forget the horrors that occurred there.
It wasn’t until the first Pandora Gate was
discovered, shortly after the Fall, that many people
were finally willing to believe that the TITANs were
indeed gone. Though there is no direct evidence that
the TITANs are responsible for these gates, the timing
seems too coincidental. Furthermore, the discovery
of what are believed to be TITAN relics on certain
exoplanets fuels this theory.
Why the TITANs left—and where they went—is
a mystery left to the gamemaster to explore. This explanation
might in fact serve as the focus for an entire
campaign as Firewall operatives are sent on the trail
of transhumanity’s elusive nemesis. The following are
a few sample concepts a gamemaster can use or build
on, as best fits their game:
• The TITANs were in fact all destroyed, either
due to infighting or by some mechanism of the
Exsurgent virus.
• The TITANs were actually beaten to a standstill
by the Prometheans and retreated to recoup their
forces … but they are marshaling their strength
to return.
• The TITANs left through the gates to find/join up
with the ETI, leaving the gates behind so that transhumanity
could follow when it was ready; perhaps
to help, perhaps to finish the job of destruction.
• The TITANs have been driven insane, either by
the stress of accelerated intelligence growth or by
the influence of the Exsurgent virus. Their actions
are erratic, confused, and sometimes at odds with each other. Though many TITANs have indeed
left through the gates, they very well may return.
• The TITANs are still around, simply well hidden.
Outwardly they are dormant but inwardly they
are engaged in a long period of circumspection
and turmoil. Perhaps some of them are preparing
to ascend to another stage of intelligence, far
beyond what even the TITANs are capable of. It
is only a matter of time before this period ends
and something gives.
FIREWALL
Edit
NOTE: There cannot be another Fall—this is the mantra that
drives Firewall.
Firewall is a secret, cross-faction organization dedicated
to safe-guarding transhumanity from existential
risks: aliens, weapons of mass destruction, hypercorp
experimentation, seed AIs, and so on. If anything
threatens transhumanity as a whole, Firewall is dedicated
to stopping that danger at any cost.
The strength of Firewall rests in its members, known
as sentinels. Found in all factions and across all locales,
sentinels are often diametrically opposed when
it comes to social, economic, and political ideologies,
to the point they might come to blows over their fervent
beliefs. Yet when the survival of transhumanity is
at stake, such extreme differences are set aside for the
greater good.
History
NOTE: The origins of Firewall can be traced back to before
the Fall, to several key organizations: the Lifeboat Institute,
the JASONs, and the Singularity Foundation.
A non-profit, non-governmental organization, the
Lifeboat Institute—founded in the opening years
of the 21st century—represented the first, concrete
attempts by citizens to recognize the dangers of uncontrolled
technological development and to create
an international organization to safeguard humanity.
This institute developed several programs to research
and protect against so-called existential risks, from
asteroid strikes to pandemics—anything that might
wipe humanity out.
The JASON Association, established in the mid
20th century, was an independent scientific advisory
board to the United States government. Though tied
to the MITRE Conglomerate—which, though a nonprofit
organization, was still intrinsically linked to
the United States government—the scientists involved
with JASON were outside standard government oversight.
Though they spurred numerous technological
developments for the government to deploy, they were
also one of the first internationally recognized groups
to predict global climate change. Prior to the Fall,
many members of the JASONs and their supporters
split away from the strict controls and reactionary
agendas of the hypercorps and various nation states
to form a new group, the Argonauts.
The Singularity Foundation—formed at the dawn of
the 21st century—was dedicated to the creation of safe
artificial intelligence software, while raising awareness
of the benefits and dangers AIs represented. A fervent
believer in the singularity doctrine that technology
would move towards a single explosion of advancements
that would forever reshape humanity, the Singularity
Foundation was a strong advocate for creating
friendly AIs that would help protect humanity from an
uncontrolled, dangerous singularity event. This group
was significant in that it secretly succeeded in creating
a group of friendly seed AIs before the Fall. These Prometheans
were indispensable in protecting transhumanity
and countering the TITAN threat during the Fall.
Despite the efforts of these and similar groups, the
most dire predictions of the outcome of a technological
singularity were fulfilled. Though each played a
part in the fight, transhumanity was ravaged and the
Earth all but ruined. Though ultimately all attempts
to prevent the Fall failed, untold numbers of transhumans
were saved from extinction through such efforts,
while valuable information concerning the TITANs
was gleaned.
During the crucible of the Fall and its immediate
fallout, some of the surviving members of these and
other groups came together and began to pool their
resources. Acknowledging their weaknesses and the
fractured state of transhumanity, they undertook
drastic new measures, swearing to prevent another
catastrophe of misused technologies. These methods
would forge a new, powerful cross-faction secret society
known as Firewall.
Organization
Edit
NOTE: Firewall is a clandestine organization, with an unknown
number of members, coordinated by an inner
circle of dedicated veterans known as proxies. Though
its existence is known to many of the powerful and
influential factions and individuals throughout the
solar system, its existence is denied and its activities
kept carefully shrouded.
Sentinels
NOTE: Sentinels are the soldiers of Firewall, the reserve troops
called to instant active status whenever danger is perceived.
Regardless of their location or current affairs,
sentinels are expected to move instantly when called
into play. It is their own responsibility to cover their
absences from their “normal life” during each mission.
There is no applying to join Firewall. Instead, Firewall
selects an individual for induction based upon
that person’s skills, knowledge, occupation, security
clearance, location, status, and a host of other criteria.
While such selections usually originate from a proxy,
sentinels can exercise authority to bring new initiates
into the conspiracy as a mission demands—and they
often do. Any sentinel recruiting a new supporter,
however, becomes responsible for the new inductee
and their actions. If lines are crossed, both will bear
the brunt of the consequences.
The vetting process for joining Firewall is necessarily
brutal, as sentinels are required to face harsh opponents and make hard choices. If an individual
agrees to accept the invitation, there is no turning
back. Each inductee is submitted to a battery of trials
and tests. While these vary, they may include deep
background searches, fork interrogation, psychosurgery
trials, and tests of loyalty. Psychosurgery is
performed not to program loyalty, but to analyze the
recruit’s responses to various situations—an extreme
parameters test to see when a prospective sentinel
will break. Many potential members are carefully
analyzed by a Promethean with extreme expertise in
character judgment and personality profiling. Those
who don’t pass such tests are killed in a manner that
they must resort to an earlier backup or have their
memories altered, so that they have no recollection of
their brush with the group.
Ultimately Firewall walks a fine line. The concept
of dogmatic “unquestioned loyalty” is both anathema
to everything Firewall stands and counterproductive.
Its sentinels need to have the capacity for thinking
outside of the box from mission to mission. At the
same time, their ultimate goals are too important to
risk—the survival of transhumanity depends on it—
so some extreme measures must sometimes be taken
to ensure the organization remains intact and secure.
New sentinels are given a code name and fake
identification. Outside of the proxies, the real-world
identity of a given sentinel is a closely-guarded secret.
Sentinels are even discouraged from sharing such information
with members of their own teams, though
this line is often crossed. Additionally, each sentinel is
required to upload a backup to Firewall’s secure servers.
This backup serves a dual purpose, enabling all
sentinels to be retrieved should they die, but also putting
a copy of the sentinel in Firewall’s hands should
they ever need to interrogate them.
Sentinels are all connected via the Eye, Firewall’s
peer-to-peer social network. Though each operates
behind their assumed identity, they remain in contact,
sharing information and resources as needed.
Proxies
NOTE: Proxies are the inner circle of Firewall, the experienced
cadre that keeps the machinery of their organization
functioning. Though fewer in number than the
sentinels, many proxies work full time on Firewall
operations, serving as the group’s essential infrastructure.
Most proxies are recruited from the ranks of the
sentinels, brought in based on their skill sets and aptitudes
to fill key roles. In a few rare cases, new proxies
are fast-tracked and recruited directly from outside
of Firewall, usually based on their unique talents or
placement within a certain organization, though such
inductees face a battery of tests and trials far harsher
than that used to vet sentinels.
By default, proxies have a higher security clearance
than most sentinels, and are far more in the
know. This sometimes leads to resentment and hostilities,
especially from sentinels who feel they are
being kept in the dark or manipulated. While standard
proxy protocol is to adhere to a need-to-know
maxim, it is sometimes necessary to bring sentinels
more into the loop in order to defuse tensions. Oftentimes,
this precedes bringing such sentinels into
the proxy framework.
Some tension exists within Firewall, mostly due to
the influence of so many anarchists and other libertarian
autonomists who take a dim view of centralized
power, lack of transparency, and the potential for secretive
operations to become entrenched and authoritarian.
As a result, there is a strong internal culture
that seeks to minimize hierarchies and the accumulation
of power, promoting transparency and direct
democratic decision-making. These desires sometimes
clash with the clandestine nature of the organization,
however, and the need for some secrets to be kept on
a need-to-know basis.
Unlike the loose organization of the sentinels, the
proxies are grouped into servers, collective working
groups based upon certain skill sets and tasks. To
avoid creating power blocks within a given server, personnel are required to rotate between servers
after one year of time. This incurs the added benefit
of proxies learning new skill sets and increasing their
usefulness to Firewall. The actions of each server are
kept as transparent as possible, with major decisions
brought to an e-vote before the entire proxy membership.
However, speed often requires servers or individual
proxies to move quicker than a vote will allow.
In all such instances, the proxies involved are held
accountable for those actions, reviewed by their peers
at a later time to see if any reprimands, punishments,
or commendations are required.
It is important to note that there is no core leadership
structure among the proxies. No one person or
cabal is in charge, there is no authority held by one
proxy or another; all are peers. Though reputation
and experience play a factor, getting something done
often means convincing other proxies that it’s the
right thing to do. The drawback to being a leader
or person with initiative within Firewall is that this
usually means you must follow through with such
tasks yourself. Luckily most proxies are dedicated
to Firewall’s goals and so this DIY attitude prevails.
Despite these safeguards, however, rumors of power
blocks within Firewall (both within servers and
across the organization) exist. Many of these are
fueled by the alliances different cliques hold with
each other. Others, however, whisper that there is
a secret council among the proxies, working behind
the scenes and holding on to knowledge they aren’t
sharing with the rest.
Crows: Crows continue the goals of Firewall’s
predecessor organizations, such as the Lifeboat Institute
and Singularity Foundation. Many of these
are argonauts, promoting the development and use
of new technologies that will benefit the transhuman
condition and minimize risks rather than creating
new threats or sparking new authoritarian uses—
and always conscious of unintended consequences.
Perhaps more importantly, crows actively engage
in background research of potential x-risk vectors,
whether those be aliens, the TITANs, terrorists, or
hypercorp activity. Often they will deploy sentinels
to aid in this research, via routers, whether this
means conducting surveillance or breaking and entering
to steal crucial data.
Erasure Squads: Erasure squads are cleanup personnel.
They are called into action if sentinels fail to
deal appropriately with a situation and the threat is
moving beyond control. If the watchword for a sentinel
is “unobtrusive,” the watchwords for an erasure
squad are “overmatched firepower.” If activated, the
time for a subtle solution is passed, and they will use
whatever means necessary to resolve the situation.
If that means nuking a settlement from orbit to annihilate
a nanoswarm and keep it from escaping to
a larger settlement, then so be it. After which they’ll
use every trick in Firewall’s bag to erase any evidence
they were there and to place the blame for the incident
squarely on the shoulders of some other party.
If necessary, erasure squads can also be called in to
fix a sentinel op that has turned into a clusterfuck or
otherwise gone south. They are very careful to avoid
exposure in such situations, however, which sometimes
merely means eliminating all traces of Firewall
involvement and letting the sentinels take the fall for
their poor choices.
Routers: Routers are mission coordinators. They
work closely with scanners and crows, activating the
appropriate sentinels whenever a new danger rears up.
Each router has the authority to measure the threat
and activate an appropriate number of sentinels—
whatever is required to accomplish the mission in
the least intrusive manner possible. They are also
authorized to divert Firewall resources to aid these
missions, within appropriate parameters. Routers are
held responsible for the ultimate success of a mission.
A failed mission will result in a reviewing board
staffed by their peers.
Scanners: Tasked with keeping alert for any sign of
new active threats, scanners are the eyes and ears of
Firewall. The scanners maintain a close eye on newsfeeds
and mesh traffic, even maintaining taps inside
certain government and hypercorp communication
channels. If a danger is detected, it is under their authority,
through routers, that sentinels are activated.
Due to the power inherent in a scanners’ post, they
are held accountable for false activations.
Social Engineers: Nick-named the Ministry of Disinformation,
social engineers provide the scapegoating
and plausible deniability that is required by Firewall
and its sentinels. If a sentinel compromises their position
and endangers the organization, social engineers
step in to cover cracks in the facade. They work intrinsically
with erasure squads when one is activated
to ensure the over-the-top steps taken to eliminate a
threat are well concealed and ultimately erased. The
power wielded by social engineers can be significant,
as it ultimately decides (usually through e-voting
consensus, though time does not always allow such
a luxury) what organization—political, corporate, independent,
etc.—will take the blame and subsequent
fallout for erasure squad actions.
Vectors: Vectors are Firewall’s communications security
and digital intrusion specialists—in other words,
hackers. In addition to defending the mesh security
of all Firewall operations, vectors are also deployed
to aid in crow research, scanner monitoring, and to
eliminate the trail of erasure squads. Vectors also
assist routers in maintaining communications, command,
and control of a situation, and are sometimes
called in to provide overwatch of sentinel operations,
especially if a particular sentinel squad lacks their
own hacking resources. Needless to say, vectors are
supplied with some of the best intrusion and security
tools transhumanity has to offer.
Optional Rule: i-REP
NOTE: i-Rep tracks the reputation a sentinel earns through
their service to Firewall. i-Rep is used with Networking:
Firewall skill and tracked exactly like any other
Reputation score (p. 285). The important thing to
keep in mind, however, is that Firewall agents come
from all factions and are obligated to help each other,
especially when a situation demands it. To reflect this
extra advantage, gamemasters can choose to implement
one or more of the following optional rules:
• N etworking Plus: To reflect that Firewall has
agents throughout transhumanity, a character
may use any Networking skill field with their i-
Rep. Favors bought with reputation still apply
to the i-rep score, no matter what network they
were acquired from.
• Priority Call: When the chips are really down, a
sentinel can call on favors as a priority urgency.
This “priority code” is reserved for favors that
are critical to a mission’s success and which may
help save lives or stop a major threat. When the
priority code is invoked, the sentinel receives a
+30 modifier to their Networking Test and favors
are reduced by 2 levels. Sentinels know that priority
codes are only to be used for emergency
situations, however, when there are no other
options. Abuse of priority codes is considered
a serious breach of etiquette and abuse of resources,
usually involving the agent’s removal
from Firewall.
Cliques
NOTE: Though Firewall proxies follow stringent guidelines
to ensure the organization is not subverted from
within or turned into a powerful organization
under the thumb of a few individuals with their
own personal agendas, the nature of transhumanity
ensures that various factions and tendencies
exist within the group. Termed cliques, these
circles of influence sometimes create ripples in the
pool that all Firewall personnel must eventually
deal with. Some of these cliques are grounded in
transhumanity’s existing factions, while others are
rooted in philosophical differences regarding the
approach Firewall should be taking. Gamemasters
can use these cliques to flesh out internal tensions
within Firewall or to simply throw some curve balls
to keep players on their toes.
Backups: The backup clique believes that transhumanity’s
best chance for survival is to
deploy numerous redundant backup measures
as soon as possible. These include creating as
many extrasolar colonies as possible, both via
Pandora Gates and through more traditional
means, such as ark ships and infomorph/nanofabricator
seed ships.
Conservatives: This clique takes an overcautious,
nuke-it-from-orbit approach to most
x-risks. They believed excessive force is justified,
and it’s far better to be safe than extinct.
This clique is also opposed to the use of alien/
TITAN artifacts and psi, and tends to be xenophobic/
isolationist regarding the Factors and
Pandora Gates.
Mavericks: The mavericks disdain Firewall’s collective
and bureaucratic tendencies, taking a
more individualistic approach to their work.
They are known to sometimes circumvent
Firewall procedures, taking risks and allocating
resources without approval from other
proxies.
Pragmatists: The pragmatists believe in using
any and all tools at their disposal to counter
existential risks. They are in favor of using
xeno-artifacts, asyncs, and anything else that
will save transhumanity.
Structuralists: This clique advocates for a stronger
structure and centralized authority within
Firewall, countering the group’s autonomistdominated
tendencies. Many also advocate
for going legitimate, taking Firewall into
the public eye and making above-board connections
with other official organizations,
arguing that this could bring more resources
to Firewall’s disposal.
Methods
NOTE: Unobtrusive—that is the standard operating procedure
for any sentinel. Firewall’s continued success
relies on its secrecy. The larger the footprint
it leaves during a given mission the easier it is for
other organizations to monitor Firewall’s efforts or
even attempt to infiltrate the group. As such, Firewall
constantly works to expand its base of allies
(using assets from those ally organizations in place
of its own as much as possible), place long-term
moles, conduct remote operations (hacking in place
of on-site personnel), small group infiltrations (activating
only as many sentinels as required to achieve
mission goals), and so on.
When it comes to allies, Firewall often obfuscates
its real intentions and even its real identity. Often
such allies are gained through the use of well-placed
sentinels who act on behalf of their own non-
Firewall positions to gain access to another organization’s
resources. At the end of the day, however,
a slice of these resources are secretly set aside for
Firewall’s future use. For example, a department
head at Starware may have spent years sealing a
deal to ship crucial spacecraft parts to the isolationist
Jovian Junta. The lucrative deal brings huge
prestige, a job promotion, and a salary increase, all
accomplishments the department head strives for in
his regular life. Yet this particular department head
is a long-standing sentinel, so such accomplishments
bring allies to Firewall, whether they know
it or not. Not only can the department head siphon
off a thin stream of revenue for Firewall use (hidden
thoroughly by vectors), but he’s also in a position
to move sentinels, as needed, into the Jovian Junta
habitats (or personnel out), a job usually extremely
difficult to accomplish. The danger of such an act,
of course—and the consequences of losing such a
critically placed sentinel—means such a use of resources
is reserved for only the most dire threats.
In additional to aid from ally organizations, Firewall
places caches of supplies on different habitats
and worlds, available to sentinels as needed. How
many and which sentinels are aware of which
caches depends wholly on the situation and on the
decisions of the router(s) involved. In a given habitat,
a cache may include weaponry and equipment
of escalating power, archived information, or even
relics stashed from previous missions until Firewall
decides what to do with them. Large habitats may
even feature several caches, with routers only revealing
the ones with heavy firepower when absolutely
needed. Some caches may be so dangerous,
however, that once a mission is complete, a router
will authorize the cortical stack destruction of all
sentinels involved, resleeving them to a backup that
has no knowledge of the cache’s existence.
As noted under erasure squads, Firewall will not
hesitate to react with swift and unequivocal force if
an unobtrusive approach has failed and the danger
reaches a certain threat level. What constitutes a
“threat threshold” is actually calculated by specialized
risk assessment software and may change from
mission to mission according to other external factors.
In some instances, if the situation is dangerous
enough and the scale of the consequences of failure
large enough, a Promethean will be tapped to calculate
the threat level and decide when it is time to
tactically withdrawal and “thermally cleanse.”
What Help Can a Sentinel Expect?
NOTE: Exactly what help Firewall provides to a sentinel
during a mission is wholly dependent upon
the situation and the gamemaster. Generally
speaking, Firewall’s unobtrusive approach also
applies to activated sentinels, meaning that
sentinels are largely left to operate on their
own accord. Beyond access to a cache of supplies—
usually under-stated, forcing a sentinel
to use their own resources if they want more—
Firewall expects its sentinels to be capable of
handling a situation. In addition to their skills
and wits, sentinels can, of course, rely heavily
on their i-rep to gain the resources and favors
they need to achieve success.
In some rare cases, the gamemaster may
decide that a situation warrants more or less
equipment in a cache or help from social engineers
or vectors. Such intervention should be
kept to a minimum, however, to lesson the
players’ feelings of Deus Ex Machina, ensuring
the appropriate response of awe when such
events do occur.
The one thing for which Firewall can always
be relied on is backup insurance. Any Firewall
killed in the line of duty will be resleeved at
Firewall’s expense—though the morph used
and whether the sentinel was backed up from
their cortical stack or a backup (perhaps even
an old backup) depends entirely on the circumstances
of death and their router’s whim. Firewall
usually makes an extra effort to retrieve
cortical stacks, however, not in the least as they
don’t want their agents’ backups falling into
the wrong hands.
Similarly, if a Firewall mission involves egocasting
or travel to another destination, Firewall
will usually foot the bill. In many cases
it is easier for sentinels to cover the expense
themselves and bill Firewall later, but in times
of need Firewall can be called on to handle
such expenses directly.
Long-term Strategies and Goals
NOTE: Long -term Strategies and Goals
The overriding goals of Firewall are to prevent existential
threats and protect transhumanity. However, that
is not their only goal. Their exact goals can and should
remain directed by the gamemaster as it applies to a
given playing group and a campaign. This can also
depend heavily on the particular cliques that a given
gamemaster is emphasizing (see Cliques, p. 359).
The following is an easy-to-use selection of longterm
strategies and goals that a gamemaster can use
as desired:
• Seeding other star systems
• Going legit vs. staying clandestine
• Development of stable seed AIs
• Finding out where the TITANs went
• Finding out what happened to the uploaded transhumans
that the TITANs disappeared with
• Figuring out the Factors
• Making contact with other aliens
• Finding out what happened to the Iktomi and
other xeno-archeological oddities
Firewall and Other Organizations
NOTE: The level to which Firewall has infiltrated other organizations
(and vice versa!) is intentionally left a blank
slate. Eclipse Phase is an active universe, with an ongoing
storyline, so such details will be fleshed out and
updated as additional sourcebooks are published. Additionally,
gamemasters should determine the extent of
such infiltrations for their own games and campaigns,
as dictated by the plot and storyline the gamemaster
and players wish to tell.
The following is a quick list of the most obvious
interactions.
• Inner System: Almost all inner system factions
consider Firewall to be an illegal, rogue operation,
tainted by anarchists and undermining the very
fabric of their society. Some hypercorps, however,
believe they can infiltrate the organization and
use it for their own ends, such as spying on and
sabotaging other hypercorps and factions.
• Jovian Republic: The Junta loathes Firewall and
all it stands for and will use extreme measures to
combat even the hint of Firewall activity within
its sphere of influence.
• Titanians: Most Titanians in-the-know are
not necessarily opposed to Firewall’s activities,
but believe the group should be reined in
and legitimized.
THE ETI
Edit
NOTE: Th e ETI
As noted under Extraterrestrial Intelligences, p. 352,
the ETI is the advanced alien civilization responsible
for the Exsurgent virus (p. 362), and by extension,
the corruption of the TITANs and the Fall.
member (if such exists) of the ETI civilization so far.
Since it is an intelligence far beyond transhumanity, it
likely won’t play much of a direct role within Eclipse
Phase, though those who learn the truth about the
Exsurgent virus and the Fall may rightly fear the
future. No one can even imagine what might happen
next, however, or know for certain that the ETI has
not set more “traps” similar to their bracewell probes
or if they have other messengers or servants active in
the galaxy. With things such as the Pandora Gates
at transhumanity’s disposal, it may just be a matter
of time before transhuman explorers run afoul some
other aspect of the ETI’s existence and activities.
It is important to keep the nature of the ETI in
perspective. While transhumanity has managed
what it considers wonders with a small handful of
resources available from a few planets and other
objects in a bare handful of star systems, the ETI
has had an entire galaxy at its disposal for eons.
Engineering projects on a massive scale—dyson
spheres, matrioshka brains, Jupiter brains, stellar
engines—are within its capabilities. This ETI uses
star clusters as transhumanity uses fields or rich
mineral veins. Given its potential, the ETI likely
exists primarily on the galactic rim, far from the
galactic center, where lower temperatures and
scarcer matter make for a good thermodynamic environment.
The powers in the deep cold dark on the
edge of the Milky Way have been self-aware since
before Earth was so much as a ripple in warming
gas around the not-yet-ignited Sun.
Despite what those-in-the-know in the Eclipse
Phase universe may think, the ETI is not necessarily
hostile towards other races like transhumanity
(depending on its outlook; see p. 353), at least no
in the way as transhumanity would define animosity
because of religious, ethnic, racial, or cultural
difference. Most likely the ETI is simply indifferent,
concerned with matters on scales on which transhumanity
does not even register. Or it may think of
transhumanity like a living body might recognize an
infection or parasite—something the immune system
will suppress and deal with.
Handling Aliens
NOTE: Handling Aliens
Though only a handful of aliens have been introduced
to Eclipse Phase so far, gamemaster may
wish to introduce their own. This is perfectly
acceptable, though we strongly recommend
that any and all alien life be portrayed as convincingly
alien. Life forms that have evolved in
drastically different environmental circumstances
from humans and that grew into intelligence by
a different path should seem, at best, bizarre,
unusual, and weird. There is no guarantee that
a xenomorph’s thought processes or modes of
thinking are in any way similar to transhuman
ones, or even that their emotional responses
(based on a completely different biology—if they
have emotions, that is) are in the same ballpark.
Communication is likely to be a challenge, and
misunderstandings are practically guaranteed.
EXHUMANS
Edit
NOTE: Exhumans are a faction within Eclipse Phase that
seeks to transcend the transhuman and become
posthuman. More to the point, exhumans seek to
perfect their physical and mental capabilities to extreme
levels, in search of some perfectionist ideal or
to become something higher-up on the evolutionary
ladder. Exactly what this is differs from exhuman to
exhuman, but there is generally some adherence to
Nietzschean philosophy and a goal to reach the pinnacle
of the food chain. Some exhumans have transformed
themselves into what they consider to be an
ideal predator, or a creature that is extra-adaptable
and so best able to survive. Others radically modify
their own brains in order to drastically surpass
transhuman intelligence. Most are singularity seekers,
eager and willing to follow the breadcrumbs
left by the TITANs or other entities in the hope that
they will find the means of transcending transhuman
limitations.
Due to the use of numerous extreme, experimental,
and dangerous self-modifications, some exhumans
have done permanent damage to their psyches,
becoming insane, or perhaps just transferring their
mode of thinking into something that is no longer
recognizable as human. Some have also adopted an
antagonistic view of their former transhuman species,
viewing it as weak, decadent, and unworthy. This
has spurred some exhumans to actively attack and
ravage transhuman settlements and ships, though
usually in isolated areas.
A few examples of exhumans are described below,
though gamemasters are encouraged to develop
their own.
Neurodes
NOTE: Neurodes
Seeking to achieve a new level of super-intelligence
and conscience, neurodes have abandoned the typical
transhuman sleeve in exchange for a multipedal
neuronal shell that is both body and brain at the same
time. The bulk of a neurode’s body mass consists of
amorphic clusters of neuronal and epithelial cells, enclosed
in a hard carapace shell with four legs and two
manipulatory digits. The cerebral mass of neurode
brains gives them impressive calculation and other
mental capabilities far exceeding that of a normal
transhuman. Neurodes typically defend themselves
with swarms of teleoperated drones.
COG COO INT REF SAV SOM WIL MOX
40 10 40 20 30 10 40 --
INIT SPD LUC TT IR DUR WT DR
120 1 80 16 160 35 7 53
Skills: Fray 30, Investigation 80, Perception 90, others
as appropriate
Implants: Access Jacks, Carapace Armor, Circadian
Regulation, Direction Sense, Eidetic Memory, Endocrine
Control, Hyper Linguist, Math Boost,
Medichines, Multi-Tasking, Oracle, Skillware
Notes: Mental Disorder trait x 2
Predators
NOTE: Predators seek to transform themselves into an ultimate
top-of-the-food-chain evolutionary contender.
They pursue new avenues in genetic modification and
prototype implants, often using controversial methods
and technologies. The biochemical instabilities resulting
from these untested modifications and altered metabolisms,
however, often negatively impact their emotional
and mental stability. Pushing this even further, some
predators undergo experimental psychosurgery to
modify their consciousnesses in order to increase cunning
and ruthlessness, a procedure that often has other
negative side effects. A few predators take their survival-
of-the-fittest ideology to an extreme, modifying their
digestive systems for a cannibalistic diet, and relishing
in the slaughter and feasting on of transhumans.
COG COO INT REF SAV SOM WIL MOX
30 40 40 40 15 40 30 --
INIT SPD LUC TT IR DUR WT DR
160 3 60 12 120 65 13 98
Skills: Blades 60, Fray 60, Free Fall 50, Freerunning 80,
Investigation 50, Perception 60, Unarmed Combat 70
Implants: Adrenal Boost, Carapace Armor (11/11),
Chameleon Skin, Cyberclaws, Drug Glands, Endocrine
Control, Enhanced Hearing, Enhanced Smell,
Enhanced Vision, Grip Pads, Hardened Skeleton,
Medichines, Muscle Augmentation, Neurachem
(Rating 2), Oxygen Reserve, Poison Gland, Prehensile
Feet, Prehensile Tail, Respirocytes, Temperature
Tolerance, Toxin Filters, Vacuum Sealing, plus any
other mods the gamemaster feels appropriate
Notes: Mental Disorder trait x 2
THE EXSURGENT VIRUS
Edit
NOTE: Only very few people (or entities) who survived the
diaspora from Earth know of the true reasons and
the catalyst that culminated in the Fall. The alien Exsurgent
virus—as those aware of its existence within
Firewall call it—set in place by the ETI to infect
emerging seed AIs, is something beyond transhumanity’s
understanding; something far more complex
than just a computer virus. Though some strains of
the Exsurgent virus have been identified and various
types of infected exsurgents have been encountered,
it is widely assumed that these are creations of the
TITANs. Largely defeated and eradicated from off-
Earth transhuman networks thanks to the efforts of
the Prometheans, occasional breakouts of the Exsurgent
virus still occur, primarily due to scavengers or
others becoming infected when messing with old relics
from the Fall.
Plethora of Strains
NOTE: The Exsurgent virus is unlike anything that transhumanity
has ever encountered so far. While it bears
similarities with both computer and biological virii in
regards to infection of hosts and propagation, it is not
bound by any limits of form or transmission vector.
The Exsurgent virus is amazingly effective and
infectious. As an information virus, it is highly intelligent
and adaptive, able to mutate into new forms.
Much like certain virii are able to cross species
boundaries or change their vector from contact to
airborne, it is also a self-morphing omnivirus, capable
of altering itself and its transmission vectors
to bypass infection safeguards. Like a retrovirus that
incorporates genetic information into the genome of
the target cell to subvert the cell to do its bidding, the
Exsurgent virus does the same but on a more complex
level. It is also known to rewrite a host’s neural
code in a similar manner, in effect restructuring the
target’s mind and personality.
While it began as a digital computer virus—the
manner in which it infected the TITANs—it has transformed
to be communicable via at least three other
forms: biological nanovirus, nanoplague, and basilisk
hack. Each is described below, along with rules for
infection and defense.
Biological Nanovirus
Edit
NOTE: Exploiting the infected TITANs’ understanding of
Terran biology and their access to bio- and nanotechnology,
the Exsurgent virus appeared in several biological
forms not long into the Fall. These virulent strains
infected biomorph transhumans and sometimes other
living creatures as well. The biological nanobots
spreading this strain act much like other biological
virii, though they radically modify the victim’s biological
and mental states. Some versions invade and
restructure the target’s genetic code, transforming
them into the horrible abominations known as exsurgents
(p. 369). While first-hand reports relate lurid
tales of victims metamorphing into hostile monsters,
such reports are rare and considered unreliable due to
the mental state of the witnesses (and any recordings
that can verify such claims have a strange habit of
disappearing). Other variants of this strain are known
only to alter the target’s neural code, subverting them
to the will of the virus (and often, by extension, the
TITANs) and affecting their mental structure in order
to give them psi ability.
Biological Infection
NOTE: Biological versions are spread much like other pathogens.
People usually become infected by proximity to
another infected entity. Vectors may be dermal (touching
someone with bio-nanobots excreted through the
skin), inhalation (breathing exhaled bio-nanobots),
injection, or oral (p. 317). Exsurgent bio-nanobots can
live outside of a body for extended periods, however,
so infection is possible merely by occupying the space
where an infected victim was hours or even days before.
If a biomorph only has a chance of exposure to the
virus (e.g., they walk through a room in which they
might have breathed in exhaled bio-nanobots), have
them make a MOX x 10 Test (use their Moxie stat,
not their current Moxie score). Failure means they
were exposed. In other circumstances, however, exposure
may be automatic, such as extended touching of
or kissing an infected person.
A biomorph exposed to this infection must make
a DUR x 2 Test to determine if the infection takes
hold. Basic bio-mods and nanophages do not offer
any protection, though toxin filters (p. 305) and
medichines (p. 308) each give a +30 bonus (though it
is likely only a matter of time before a mutant Exsurgent
strain learns to bypass them). If the test fails, the
victim is infected. See the strain descriptions (p. 366)
for specific details.
Within 12 hours of being infected, biomorphs
become contagious to others. (Note that for the
Watts-Macleod strain, they only remain contagious
for 12 hours after that.)
Digital Virus
Edit
NOTE: Digital strains are purely information- or code-based
versions of the virus. They resemble typical computer
virii, worms, or trojans, spreading throughout the
mesh, exploiting holes, mimicking protocols, and
taking advantage of it like a skilled hacker.
Digital versions of the Exsurgent virus are treated
as intelligent programs, using the same rules as infomorphs
(p. 264), with the following stats:
COG COO INT REF SAV SOM WIL MOX
40 10 40 40 40 40 40 —
INIT SPD LUC TT IR DUR WT DR
160 3 — — — — — —
Skills: Hardware: Electronics 50, Infosec 70, Interfacing
60, Investigation 50, Perception 60, Programming
50
Software: Exploit, Firewall, Sniffer, Spoof, Track, plus
any others the gamemaster considers appropriate
Digital Infection
NOTE: As a matter of course, this Exsurgent virus will seek
to access any new systems it comes into contact with,
hacking in and copying a version of itself.
AI and Infomorph Subversion
NOTE: An Exsurgent virus may take a Complex Action to
initiate an “attack” against any other intelligent program
(AI, AGI, or infomorph) that is running on the
same system. If it encounters such programs as they
are accessing a system it is on, it will attempt to hack
their home system where they are running so as to
attack them directly.
The attack is handled as an Opposed Test, each rolling
COG + INT. If the Exsurgent virus wins, the target
is infected and will be corrupted by the virus in 10
Action Turns, minus 1 turn per 10 full points of MoS.
If the target succeeded but rolled lower than the virus,
they are aware that they are slowly being taken over.
This immediately causes them 1d10 points of mental
stress. An infected program has only one option for
defending itself before the virus takes over—shutdown
and reboot. It takes the AI or infomorph 1 full Action
Turn to shut down. Restarting takes 3 full Action Turns
(possibly longer if the gamemaster so decides), upon
which the AI or infomorph must make another Opposed
COG + INT Test against the virus. If this test also
fails, then the virus has already embedded itself in the
AI or infomorph’s code and will continue its infection.
One the infection is complete, the AI/infomorph
364 becomes an Exsurgent NPC.
Cyberbrain Hacking
NOTE: Exsurgent virii that manage to infiltrate the cyberbrains
of pods and synthmorphs may also target the
digital egos within, using the same rules as given for
AI and infomorph subversion above. Alternately, the
virus may conduct a traditional brainhacking attack,
as noted on p. 261, or unleash a basilisk hack.
Nanoplague
Edit
NOTE: While the abundance of nanotechnology has been a
blessing for transhumanity’s journey to the stars, it has
also been a curse. Via the TITANs and mesh-connected
nanofabrication machines, the Exsurgent virus manufactured
nanobot swarms equipped with variants of
the virus. These nanobot plagues are capable of targeting
all types of morphs and sometimes other machinery
as well. Unlike the biological nanovirus, which uses
biological mechanisms to rewrite biological/neural
structures, these nanoplagues physically restructure
both people and things at the molecular level.
Nanoplague Infection
NOTE: Exsurgent nanoswarms follow all of the rules given
for nanoswarms on p. 328. Unlike transhuman
nanoswarms, though, Exsurgent nanoplagues may
penetrate a biomorph internally, affecting the body
within as well as without.
Any morph that comes into contact with a nanoplague
is considered infected. The only defenses are
guardian nanobots and nanophages (which work the
same as guardian nanobots in this situation), though
these are less effective against Exsurgent nanobots,
inflicting –2 damage to the swarm each Action Turn.
Some Exsurgent nanoplagues have developed countermeasures
against such systems, inflicting (1d10 ÷ 2,
round up) damage to such defenses each Action Turn.
Note that nanoplague-infected characters are generally
not contagious themselves ... usually.
See the strain descriptions (p. 366) for specific infection
details.
Basilisk Hacks
Edit
NOTE: Thanks to the vast databanks of knowledge the TITANs
had absorbed from transhumanity, the Exsurgent virus
was able to thoroughly analyze the biology and functioning
of transhuman minds. In a few short months, by
accessing all of the research at their disposal, the Exsurgent
and TITAN minds made several cognitive leaps in
their understanding of transhuman brain functions—
breakthroughs that will take transhumanity decades to
reach. One of these discoveries was a method of applying
sensory input as a weapon, exploiting weaknesses
in the brain’s neuro-cerebral wiring.
Known as “basilisk hacks,” these attacks take
advantage of the way biological transhuman brains
interpret and process sensory input in the cerebral
cortex. Just as epileptics are susceptible to visualizations
that strobe at certain frequencies, basilisk hacks
employ special visual and auditory patterns that trigger
glitches in the brain’s neuronal wiring to inflict\nausea, vertigo, disorientation, and even seizures,
often mistaken as a stroke or cerebrovascular incident.
Some basilisk hacks go farther than simply causing
the brain to seize up and crash, however, enabling a
mechanism to rewrite the neural code in victims who
view or listen to the wrong thing. This unknown reprogramming
mechanism enables the virus to infect
even a biological brain with one of its strains. Similar
attacks are used against both synthmorphs and pods,
taking advantage of the methods in which cyberbrains
mimic biological minds with a virtual brain state, and
thus also manipulating them via the information encoded
in sensory input.
In a nutshell, basilisk hacks are a way of hacking
transhuman brains merely by feeding them a specific
sample of sensory input, usually images or sounds.
The widespread use of augmented reality makes
deployment of such hacks an easy manner; the Exsurgent
virus just hacks into the target’s ecto or mesh
inserts and engages the sensory feed. More traditional
methods may also be used, including standard interactive
video, holograms, audio, subsonics, or even VR.
Since so many records of the years surrounding
the Fall were lost, most people do not know if the
basilisk hack is anything other than a legend. Various
official groups know that this technology was, in fact,
used by the TITANs, but they keep this knowledge to
themselves, in large part to help reduce the number of
people attempting to duplicate it.
Incapacitating Inputs
NOTE: When a character experiences a basilisk hack, they
must make a COG + INT + SAV Test. If this test
fails, their brain is susceptible to the hack, and they
immediately suffer 1d10 mental stress. Additionally,
one of the following effects applies. The duration for
each effect listed below is 1 minute plus 1 additional
minute per 10 full points of MoF. Each effect is also
numbered 1–10, in case the gamemaster wants to roll
1d10 and randomize the effects rather than choose:
• (1) Cataplexy: The victim loses control of their
body and immediately collapses. For the duration
their body will be non-responsive but they will
be aware and capable of mental actions. Mesh
actions and implant controls are also disabled,
however.
• (2) Catatonic Stupor: The character becomes
immobile and non-responsive. Though conscious,
they are mentally “not there”—the basilisk hack
has effectively crashed their brain functions. They
will do absolutely nothing for the duration and
will not respond even if moved or attacked.
• (3) Disorientation: The character becomes disoriented
and severely confused. They are incapable
of making decisions, understanding communication,
understanding what is going on around
them, or acting in • (4–5) Grand Mal Seizures: The subject immediately
falls to the ground and begins convulsing,
suffering 1d10 damage. They may do nothing
else for the duration and will suffer an equal
duration period of confusion and weakness (–30
to all actions) afterwards.
• (6–7) Hallucinations: The character immediately
goes off on a mental trip, leaving them completely
disconnected from reality and their physical body.
For the duration, the character should only respond
to the hallucinated reality the gamemaster
describes to them, or else the character should be
treated as an NPC, run by the gamemaster.
• (8) Impaired Cognition: The character’s mental
capabilities bottom out, turning them into a
disabled vegetable. COG, INT, SAV, and WIL all
drop to 1, and the character should act accordingly
to environmental stimuli.
• (9) Nausea/Vertigo: The character is overcome
with head-spinning and vomiting and is effectively
incapacitated for the duration.
• (10) Sleep: The character passes out for the
duration and cannot be woken short of medical
intervention.
In rare cases, a character may be able to “dodge”
a basilisk hack they know is coming, assuming they
have some sort of warning (such as their buddy falling
prey to it moments before). The character must of
course be aware of what basilisk hacks are to even
consider this idea. If they immediately attempt to take
action to block out the sensory input when it strikes—
closing their eyes, plugging their ears, turning off their
AR, etc.—allow them a REF x 3 Test to see if they do
so in time
Sensory Reprogramming
NOTE: In some cases, the Exsurgent virus can actually reprogram
the target’s mind via dedicated sensory input.
This is a trickier affair, however, requiring uninterrupted
programming time. As with incapacitating inputs,
the target character(s) experiencing the basilisk hack
must make a COG + INT + SAV Test. If this fails, they
become catatonic and paralyzed for a period of 10
minutes, minus 1 minute per 10 full points of MoF. At
the end of this period, they are mentally reprogrammed
and “infected” with one of the strains of the Exsurgent
virus (see below). For the duration of this period, the
character is undergoing reprogramming as long as they
remain exposed to the basilisk hack. If the character is
somehow cut off through the actions of another party,
the reprogramming immediately fails. In this case,
however, the victim still suffers 1d10 mental stress
+ 1 per minute they were exposed, and they remain
mentally shaken, suffering a –30 modifier to all actions.
This modifier reduces at the rate of 10 per minute.
YGBM Attacks
NOTE: Rather than completely reprogramming a victim, some
Exsurgent attacks simply intend to plant subconscious commands in the target’s mind, similar to posthypnotic
suggestions. Nicknamed “You gotta believe me”
attacks, YGBMs are a sort of remote digital brainwashing
attempt used to create sleeper terrorists and
unknowing collaborators, often by targeting them via
the mesh. Unlike the mind manipulation techniques
of psychosurgery (p. 229), YGBM attacks use shotgun
techniques to open the mind, utilizing some kind of
backdoor the Exsurgents discovered in the transhuman
brain, and altering the mind by brute force.
A character experiencing a YGBM basilisk hack
must make a COG + INT + SAV Test. If this fails, a
single suggestion is implanted in the character’s mind,
without their knowledge. This subliminal command
will be triggered at some later point, either at some
predesignated time or according to certain pre-set
conditions. Once triggered, the character will carry
out the action with all of the conviction that it is their
own idea. The implanted suggestion may be something
as simple as “kill the Firewall agent” to something as
complex as “manufacture an explosive device and
plant it in the cargo hold of any ship heading to Mars,
set to explode one day after they disembark.”
Since YGBM attacks are not intended to completely
convert the target, but instead to simply convert them
into a temporary tool or weapon, implanted commands
are not designed to last long. The duration
the suggestion will last equals 3 days +1 day per 10
points of MoF on the resistance test. If the command
has not been triggered by this point, it dissipates, and
the character is none the wiser.
Recording Basilisk Hacks
NOTE: Enterprising characters may seek to record a basilisk
hack input for their own uses. While basilisk hacks may
be recorded like any other sensory input, keep in mind
that the Exsurgents and TITANs likely take measures
to keep such tools out of the hands of transhumanity, lest they construct some sort of defense. Basilisk hack
sources may be self-erasing or contain coding or countermeasures
that would hinder recording, such as white
noise to defeat audio recording or lens-blinding flashes
to defeat video recording. Conversely, basilisk hacks are
considered extremely dangerous by almost all factions
of transhumanity and universally feared. An individual
or group known to possess them is likely to be treated
much like a terrorist with a suitcase nuke. Though
Firewall has a standard interest in evaluating and enabling
some sort of defense against basilisk hacks, most
Firewall personnel consider it foolish to handle such
toys and would rather destroy such recordings outright.
Exsurgent Strains
Edit
NOTE: Four variants of the Exsurgent virus are described
here—gamemasters are encouraged to develop their
own to keep players on their toes.
Haunting Virus
NOTE: This strain is the most insidious of the Exsurgent virii.
Over time, it rewrites the target’s personality and
motivations, slowly but surely subverting and taking
control of the victim’s mind. At first the character is
unlikely to even be aware of the infection, and as it
progresses the changes the virus makes to the target
will at first seem natural to the target, as if some new
aspect of their personality was simply manifesting
itself. As the effects grow more pronounced, however,
the victim becomes aware that they are being methodically
altered but is in most cases unable to act against
it. In the end, they are completely transformed into a
pawn of the ETI. Their mind is no longer transhuman,
but alien.
The exact rate of progression is up to the gamemaster,
though guidelines are provided below. Each victim
is affected differently, so the process may be accelerated
or slowed down as the gamemaster sees fit.
• Stage 1 (initial infection to 3 months): Upon initial
infection, the character suffers 1d10 mental
stress and gains the Psi trait (p. 147) at Level 1
(also meaning they pick up the Mental Disorder
trait, as noted on p. 150). They also gain one free
psi-chi sleight, chosen randomly or by the gamemaster.
If a player character has become infected,
they may still be played as normal (see Roleplaying
Exsurgents, p. 368), and may purchase new
psi-chi sleights with Rez Points. NPCs acquire 1
new sleight per 2–4 weeks.
At this stage, the infection is usually hidden,
though the character will suffer from occasional
haunting effects (see below). As each week passes,
the character’s personality should shift a minute
amount, slowly becoming more callous and conniving
and changing in other ways as well. If
possible, the player should be kept in the dark
about what is happening, but the gamemaster
should provide them with roleplaying advice to
reflect their condition. Likewise, the discovery
and initial use of psi sleights should be played
out, providing some interesting roleplaying opportunities.
Characters and players who know of
the Exsurgent virus and Watts-Macleod strains
should not know at this point which strain they
are infected with—make them sweat.
• Stage 2 (3 months to 6 months): The target suffers
another 1d10 ÷ 2 (round up) mental stress
and acquires the Psi trait at Level 2 (also picking
up another disorder). Player characters may
still be played as normal and may purchase psigamma
slights with Rez Points. NPCs acquire 1
new sleight per 2–4 weeks.
Once three months have passed, the character
should be aware they are under the influence
of something, but this awareness likely comes
too late. Haunting effects (below) should occur
regularly. At this point a character is likely to
consider offing themselves and resorting to an
uninfected backup, seeking help, or actively encouraging
others to interfere. The infection will
actively block and hinder such thoughts and actions,
however. To actively overcome this mental
control, the character must succeed in a WIL Test.
At the gamemaster’s discretion, failure may result
in 1d10 ÷ 2 (round up) mental stress as the character
realizes they are no longer fully in control
of their own thoughts and actions.
• Stage 3 (6 months+): The victim suffers another
1d10 ÷ 2 (round up) mental stress and acquires
the Psi trait at Level 3 (see below). The character
is now considered an exsurgent and becomes
an NPC. It may no longer be played as a player
character. The victim also gains a permanent
+5 bonus to COG and WIL and acquires 1 new
sleight every 1–2 months.
As noted above, characters infected with this strain
suffer from different haunting effects—changes
to their personality or mind-state. A few ideas for
haunting effects are noted here, but gamemasters are
encouraged to be creative when inventing their own
to apply:
• Altered Perceptions: The victim’s perceptions are
changed in disturbing and unusual ways. They
may see things that aren’t there, feel a presence
behind or watching them, inexplicably smell
blood, hear voices, suffer synaesthesia, or suddenly
perceive the people around them as nothing
but outlandish, blabbering sacks of meat.
• Behavioral Modification: Treat as behavioral control
or personality editing psychosurgery (p. 231).
This is typically applied to shape the character
closer to being a pawn of the ETI.
• Dream Manipulation: The character’s dreams
become lucid, weird, and surreal. They may find
themselves dreaming of life as an alien on some
exotic exoplanet, as a robotic probe soaring
through the vast emptiness of space, or fantasizing
different methods of inflicting mass destruction
and death.
• Emotional Manipulation: Treat as emotional
control psychosurgery (p. 231).
• Inexplicable Urges: The character will be flushed
with strange alien urges and may sometimes find
themselves doing highly unusual things without
realizing at all they are doing it. These may include
taking devices apart to understand how
they work, testing the limits on programming a
nanofabricator, cutting a living thing apart to see
how it is put together biologically, testing weapons,
eating things that are only barely edible, promiscuous
and unusual sexual activity, lying just
to see what they can get away with, and so on.
Mindstealer Virus
NOTE: Very similar to the haunting virus, the mindstealer
strain is much quicker acting. Instead of slowly subverting
the target’s mind over the course of months,
the mindstealer virus rapidly recodes the victim’s brain
in a matter of minutes. This infection is much more
invasive and brute-force, often causing significant
side effects to the target’s mental state as a result. This
strain is only spread as a digital virus, nanoplague, or
basilisk hack (not as a biological nanovirus).
Once the victim is infected, it takes the virus a
number of Action Turns equal to COG + INT + SAV
to completely take over their mind (20 Action Turns
= 1 minute). During this time, the target is actively
aware that their mind is under attack and undergoing
massive changes against their will. This process
is confusing, frightening, and painful, inflicting a
–30 modifier to all of the character’s actions for the
duration. Many victims are reduced to whimpering,
drooling, or convulsing for the duration.
This mental transformation inflicts 2d10 mental
stress to the target. Once complete, the victim is an
exsurgent NPC, under the gamemaster’s control.
Watts-Macleod Virus
NOTE: The Watts-Macleod strain is a strangely benevolent
version of the Exsurgent virus, seeming to imbue its
victims with psi abilities without any of the other
transformative elements typical of other strains.
Perhaps created as an accidental mutation of the Exsurgent
virus, there are many who wonder if the true
detrimental effects of this strain simply have yet to
reveal themselves.
As noted in the Mind Hacks chapter section on Psi
(p. 220), characters infected with this strain gain the
Psi trait (p. 147) at either Level 1 or 2. If a character
is so infected during game play, this trait must be
purchased with Rez Points (if the character does not
have any points currently available, they pay out of
the points they earn until the debt is paid off). All of
the other side effects of Watts-Macleod infection (p.
367) also apply.
Though infection with this strain does apply some
benefits to the character, the gamemaster should make
sure to play up the creepy and unsettling nature of
this virus. The character should never be certain that
they haven’t in fact been subtly influenced by the virus
in ways they can’t immediately pinpoint—they should
always feel like the ax may fall at any moment.
Xenomorph Virus
NOTE: The xenomorph strain transforms the target’s body
in addition to their mind. Over time, the victims
morph physically transmogrifies into some sort
of alien life form. It is only spread as a biological
nanovirus or nanoplague (not as a digital virus or
basilisk hack). Different variants of this strain produce
different alien forms. It is not known where
these different alien templates originated, meaning
they may be copies of (once) existing alien species
or simply neogenetic creatures created from scratch.
The one trait they have in common is that they are
universally dangerous. Some speculation in Firewall
circles suggests that the Exsurgent virus may in fact
have a “library” of creature types to deploy, under
the assumption that at least some will be more effective
than others for exterminating whatever victim
species they are fielded against.
This strain follows the same rules as the haunting
virus (above), but with the following changes. The
timeframe is typically much quicker, though the gamemaster
may adjust this as they see fit.
Stage 1: The effects from Stage 1 of the haunting
virus apply. Additionally, the character begins to suffer
minor physical changes that are definitely unusual but
are not impeding in any way and are easily hidden
from others. Example biomorph alterations might be:
unusual hair or fibrous growth, some skin discoloration
or translucence, severe rashes, dermal thickening,
weakened or enhanced sensory organs, strong
body odor, hair loss, teeth gain or loss, vestigial tail or
other limb growth, minor dietary changes, and so on.
Synthmorphs might experience minor system glitches,
malfunctioning or improved components, and spots
of material stress or transfiguration. Gamemasters
are encouraged to be creative. This stage typically
lasts from initial infection to 1 week for biological
nanovirus strains, or from infection to just 1 hour for
nanoplague strains.
Stage 2: As with haunting virus Stage 2, plus the
character begins to seriously transmogrify in ways
that are difficult to hide from others, becoming
more and more monstrous as the stage progresses.
Example biomorph transformations include: growing
scales or feathers, partial modification of limb
structure, partial new limb growth, vestigial sensory
organ growth, sensory loss, extension of claws or
spines, severe dietary changes, etc. Synthmorphs
might experience radical system and shape alterations,
limited or enhanced sensor functions, or even
conversion of their robotic shell to smart materials.
These physical changes weaken the victim, inflicting
1d10 physical damage. This stage typically lasts 1
week for biological nanovirus strains or just 1 hour
for nanoplague strains.
Stage 3: As with haunting virus Stage 3, a character
reaching this stage becomes an NPC. Additionally,
the victim completely undergoes a transformation
into some sort of creature that is no longer even remotely
human. Example exsurgents of this nature are
detailed on p. 369.
Using the Exsurgent Virus
NOTE: The frightening thing about the Exsurgent virus is
its adaptability. It was written by a near omnipotent
ETI with the intent of corrupting any alien seed AIs
or similar singularities it encountered, and it is very
good at it. This means it has the capability to analyze,
understand, and mimic almost any alien digital
protocols and communication methods it comes into
contact with, no matter how diverse the alien mindset
that constructed what it encounters. It then has a cunning
ability to circumvent any safeguards and infect
such systems. From there, it rapidly assimilates any
data it can about the target species/civilization and
does it best to mutate into other forms that can attack
this target from other vectors.
Given its constant morphing nature then, the Exsurgent
virus is likely to continue to mutate in new
and interesting ways. Some of these mutations may
be effective, many not. This does, however, afford the
gamemaster an opportunity to invent new variants of
their own to deploy against unsuspecting characters.
Roleplaying Exsurgents
Edit
NOTE: The primary thing for gamemasters to keep in mind
when roleplaying entities that have been taken over
by the Exsurgent virus is that exsurgents are following
an alien agenda. The specific goals and actions of
each exsurgent may differ, but they are generally concerned
with two things: spreading the Exsurgent virus
and destroying anything that isn’t affected. In some
cases, this may mean immediate and enraged hostile
action against anything non-exsurgent around them.
In others, the exsurgent approach is more methodical,
hatching long-term plots to infiltrate positions of
power and authority, setting the stage for acts of mass
destruction, and so on. In other words, they may be
handled both as hostile monsters or as nefarious longterm
opponents that are subverting transhumanity
from within or hatching complicated plots that could
mean devastation on a planetary scale.
If the gamemaster wishes, exsurgents may also
pursue other goals, tangential to the ones above.
These may range from accumulating knowledge and
expertise on how transhumanity functions as a species
to forcibly uploading mass numbers of minds to
more esoteric goals such as manufacturing a halfnium
bomb or converting the solar system’s mass to computronium.
The Exsurgent virus is potent and intelligent,
and while its methods and goals may sometimes be
opaque to transhumanity, it acts with direction and
purpose. There may also be occasions, however, likely
due to the mutating and morphing aspect of the virus
and the way in which it transforms transhuman
minds, perhaps not always in the manner intended,
where the exsurgent goals become strange or simply
horrific, such as running experiments on transhuman
responses to extreme conditions or converting an
entire colony to cannibalism.
Exsurgent-Infected PCs
NOTE: It is possible for player characters infected with some
strains of the Exsurgent virus to continue on under
their own volition, even as the virus slowly consumes
them. This process is, quite naturally, horrifying in the
extreme, though there is little they can do about it.
Despite the best efforts of transhuman science, there
is very little that can be done to save an infected
person—the virus is simply too potent and adaptive.
As a result, standard Firewall policy is to terminate
the infected with extreme prejudice. Most Firewall
operatives are going to be aware of this, a fact which
pushes some of those who become infected to keep
their status a secret from their comrades.
Both the haunting and xenomorph strains usually
transform a subject over time, meaning that the
character may initially not be aware of the infection.
This is a prime opportunity for the gamemaster to
mess with the character ruthlessly, starting slowly
with little haunting effects and building up as the
infection progresses. The character should slowly
become aware that they are under the influence of
something—something intelligent. Characters aware
of the Exsurgent virus and its effects will likely pick
up on this sooner, but the virus may prevent them
from doing anything about it. In effect, the character
becomes a prisoner within their own body, a body
they now share with a cold and malevolent presence
that is methodically taking them over. Such
characters may respond in a number of ways depending
on their personality, ranging from despair,
withdrawal, and suicidal tendencies to complete
hysteria or calm acceptance. Most importantly,
however, their personality should begin to change
as the virus continues to transform them. Players
should be encouraged to take on new demeanors
and motivations, reflecting the alien component
of their changing personality, with some guidance
from the gamemaster. This presents some intriguing
roleplaying opportunities that the players will
hopefully embrace. If the gamemaster feels that the
player is not adequately representing the changing
mindset, however, the transformation can simply
be accelerated and the character converted into a
gamemaster-operated NPC.
Exsurgents
Edit
NOTE: A few examples of exsurgents created from transhumans
transformed by the xenomorph strain of
the virus are noted below. As always, gamemasters
are encouraged to develop their own, using these as
guidelines. Unless otherwise noted, exsurgents use the
stats and skills of the transformed character. Each exsurgent
detailed below first lists the aptitude modifiers
applied to transformed characters, then gives example
aptitude/skill ratings for NPC exsurgents.
Note that simply encountering transformed exsurgents
is stressful to the minds of many transhumans.
At the gamemaster’s discretion, such encounters may
inflict 1d10 + 3 mental stress (p. 215).
Creepers (Synthmorphs)
NOTE: Perhaps the most disturbing exsurgent variant, socalled
creepers are cloud-like amorphous swarms of
small, black bubbles that are strangely fuzzily defined,
as if surrounded by some sort of visual refraction effect.
These clouds are theorized to in fact be autonomous
femtobot swarms—similar to nanobots, but affecting
matter on an even smaller scale, at the level of an atomic
nucleus. These black bubbles are capable of coalescing
into physical shapes in various states and can penetrate
just about any material or substance in a matter of
Action Turns. They may even penetrate morphs, accessing
and interfacing with neural and electronic systems
directly. For rules purposes, treat creepers the same as a
self-replicating nanoswarm (p. 383).
COG COO INT REF SAV SOM WIL MOX
+5 (20) — (15) +5 (20) +10 (30) — (15) — (15) +10 (30) —
INIT SPD LUC TT IR DUR WT DR
100 2 — — — 100 20 200
Mobility System: Walker/Microlight (4/16) (may
create other mobility systems with different rates)
Skills: Fray 40, Free Fall 50, Intimidation 60, Perception
50, Unarmed Combat (Grapple) 50 (60)
Notes: 360-degree Vision, Chemical Sniffer, Electrical
Sense, Enhanced Hearing, Enhanced Vision, Fractal
Digits, Nanoscopic Vision, Radar, Radiation
Sense, Swarm Composition (but may make SOM
Tests, and plasma weapons do only 1d10 damage),
T-ray Emitter
Jellies (Biomorph)
NOTE: These exsurgents resemble collections of massive, slimy,
mucus-filled bubbles. Their soft, amorphous shape
allows jellies to squeeze, slide, and slither through
even tiny spaces. Jellies are equipped with a number
of “limbs” that resemble long meaty tongues studded
with hard fleshy spikes that provide excellent gripping
ability. The lubricating coating that envelopes jellies is
both toxic and slightly corrosive, melting plastics and
biological materials after a half hour of exposure. This
substance may also be “spit” at targets.
COG COO INT REF SAV SOM WIL MOX
+10 (30) –5 (10) +10 (30) — (15) — (15) +5 (20) +10 (30) —
INIT SPD LUC TT IR DUR WT DR
90 1 — — — 70 14 105
Movement Rate: 4/16
Skills: Exotic Ranged Attack (Spit) 40, Free Fall 50,
Perception 60, Unarmed Combat 40
Notes: Armor (12/12), Enhanced Smell, Spit Attack
(area effect), Tongue (DV 1d10 + 3, AP 0), Toxin
(Application: D, O; Onset Time: 1 Action Turn, Duration:
5 Action Turns, Effect: 1d10 ÷ 2 (round up)
DV per Action Turn ). Due to their physical form,
jellies suffer the minimum amount of damage f
Shifters (Synthmorph)
NOTE: Shifters are synthmorphs whose material frames have
been converted to an exotic smart matter liquid metal.
This shapeshifting material can stabilize as a hardened
metallic shell or liquefy and reshape itself into other
forms. This allows the shifter to reflow its shell in a
matter of seconds, enabling it to visually mimic other
forms, including biomorphs (though they are easily
detectable as synthmorphs at other wavelengths or by
touch). Shifters may also reshape parts of their shell
into melee weapons such as knives or clubs.
COG COO INT REF SAV SOM WIL MOX
+5 (20) +5 (30) — (20) +10 (30) +5 (20) +10 (30) +10 (30) —
INIT SPD LUC TT IR DUR WT DR
100 2 — — — 60 12 120
Mobility System: Walker (4/20)
Skills: Blades 60, Deception 55, Disguise 60, Fray 50,
Freerunning 55, Impersonation 60, Perception 50,
Unarmed Combat 50
Notes: Armor (13/13), Enhanced Hearing, Enhanced
Vision, Shape-Adjusting (Programmable Liquid
Metal Form)
Snappers (Synthmorphs)
NOTE: or other large synthetic shells or by melding multiple
synthmorphs together. They take the form of an insectoid
multi-segmented hexagonal tube with multiple
sets of limbs, three apiece, set radially 120 degrees
around the torso. These limbs are heavy, doublejointed,
and articulated with three joints. Each limb
ends in either a triad of manipulatory digits or a larger
pincer-like claw.
COG COO INT REF SAV SOM WIL MOX
+5 (20) +5 (30) — (20) +10 (30) +5 (20) +10 (35) +10 (30) —
INIT SPD LUC TT IR DUR WT DR
100 2 — — — 70 14 140
Mobility System: Walker (4/24)
Skills: Climbing 45, Fray 40, Freerunning 40, Perception
40, Unarmed Combat (Pincers) 55 (65)
Notes: 360-degree Vision, Armor (16/16), Enhanced
Vision, Extra Limbs (9, 12, or 15 total), Lidar,
Magnetic System, Pincers (DV 2d10 + 3, AP –3),
Structural Enhancement
Whippers (Biomorph)
NOTE: These small barrel-shaped creatures have a mass
of small legs under their trunk that allows for fast
movement. At the top of their trunk is another mass
of 3-meter long, strong, whip-like tentacles. Some
of these tentacles feature gripping surfaces for grabbing
and holding (both for tool use and mobility),
while others are sharp-edged and useful for slicing
through opponents.
COG COO INT REF SAV SOM WIL MOX
+5 (20) +10 (30) +5 (20) +10 (30) — (15) +5 (25) +5 (20) —
INIT SPD LUC TT IR DUR WT DR
100 2 — — — 35 7 53
Movement Rate: 8/40
Skills: Climbing 40, Fray 50, Free Fall 40, Freerunning 50,
Infiltration 40, Perception 50, Unarmed Combat
(Tentacles) 45 (55)
Notes: Enhanced Vision, Tentacle Whip (DV 2d10 + 1,
AP –1)
Wrappers (Biomorph)
NOTE: These exsurgents resemble large, thin, four-armed,
spiny starfish, capable of walking in a quadruped
manner, though they are seemingly better adapted for
microgravity. A large circular mouth resides in their
middle on one side and each arm ends in small sharpclawed
digits, useful for climbing and tool use. Small
vent sacs allow for thrusting in microgravity and
sensory bands on the upper part of each arm provide
low-frequency hearing and infrared-equivalent sensing.
Their name comes from their tendency to drop on
opponents from above, wrapping themselves around
the head and arms.
COG COO INT REF SAV SOM WIL MOX
+5 (20) +5 (20) +5 (20) +10 (30) — (10) +10 (30) +10 (30) —
INIT SPD LUC TT IR DUR WT DR
100 1 — — — 45 9 68
Movement Rate: 4/16
Skills: Fray 40, Free Fall 50, Perception 50, Unarmed
Combat (Grapple) 50 (60)
Notes: Armor (8/8), Bite (DV 2d10 + 3, AP –5, must
grapple first), Chameleon Skin, Claws (DV 1d10
+ 2, AP –2), Enhanced Hearing, Infrared Sensing,
Vacuum Sealing
Exsurgent Psi
Edit
NOTE: In addition to psi-chi and psi-gamma (see Psi, p. 220),
exsurgents have access to a third level of psi ability
(the Psi trait at Level 3), known as psi-epsilon. Psiepsilon
is theorized to allow a level of interaction with
the underlying physics of reality that is beyond the
comprehension of transhuman science. Though some
Firewall scientists have speculated about the manipulation
of dark energy or the Higgs field and Higgs
boson particles and similar exotic ideas, the truth is
that psi epsilon represents an understanding of science
so far advanced and so alien that transhumanity can
only guess at its mechanics.
Exsurgent Synthmorphs and Psi
NOTE: via nanoplague may use psi, despite lacking a biological
brain. Through some unknown mechanism, the
infecting nanobots are able to simulate a biological
brain’s effects. This feature, however, also makes them
vulnerable to psi use by others.
Exsurgent Psi Strain
NOTE: Exsurgents with Level 3 psi (psi-gamma) do not suffer
strain when using psi. Instead, they draw requisite
energy from the environment around them. In game
terms, this means that gamemasters do not need to
worry about rolling strain for exsurgent sleights. On a
cinematic level, it also allows the gamemaster to add creative
environmental details to exsurgent psi use: sucking
the warmth out of the air, killing the lights, withering
plants, draining power from nearby electronics, killing
small creatures or insects, lowering air pressure, etc.
Exsurgent Psi-Gamma Sleights
Edit
NOTE: These sleights are available to exsurgents with the
Level 2 Psi trait.
Decerebation
NOTE: Decerebration
Psi Type: Active Action: Complex
Range: Touch Duration : Temp (Action Turns)
Strain Mod: +2 Skil: Psi Assault
This sleight temporarily “shorts out” a portion of the
subject’s brain stem. The victim’s cerebral functions
and motor activity become severely impaired; apply
a –30 modifier to all actions. If an Excellent Success
is scored, the target effectively loses all cerebral
functioning, including vision, hearing, other sensory
functions, and mesh use. Their muscles and limbs also
tense and become rigid, essentially paralyzing them in
what looks like an agonized state.
Onslaught
NOTE: Onslaugh t
Psi Type: Active Action: Complex
Range: Touch Duration : Temp (Action Turns)
Strain Mod: +0 Skil: Psi Assault
This offensive sleight floods the target’s mind with
sensory input and thought processes that are so alien
and disturbing that they inflict 1d10 + (WIL ÷ 10,
round up) mental stress. Increase the stress by +5 if an
Excellent Success is scored.
Scenario
NOTE: Scenario
Psi Type: Active Action: Complex
Range: Touch Duration : Sustained
Strain Mod: +2 Skil: Control
This sleight hijacks the target’s sensorium, replacing
it with a virtual scenario controlled by the exsurgent.
The effect is much like being jacked into a simulspace
scenario, albeit against the target’s will. While the
exsurgent cannot harm the target in the scenario, they
can learn something about the person’s behavioral
responses to certain situations. While under the influence
of this sleight, the target is cut off from their
physical senses (–60 to any Perception Tests), but they
may flail about and otherwise respond physically to
events in the scenario, which may cause them to hurt
themselves and will make them seem crazy to onlookers.
Targets may attempt to ignore the scenario and
concentrate on the real world, but this requires a WIL
Test each Action Turn and they suffer a –30
Strip Memory/Skill
NOTE: Strip Memory/Skill
Psi Type: Active Action: Complex
Range: Touch Duration : Temp (Hours)
Strain Mod: +2 Skil: Psi Assault
Strip allows the exsurgent to suppress certain memories
in the target’s mind. This can be used to block
memories of certain events or even the victim’s identity.
The process is not exact, however, and so the
memories may not be fully suppressed and/or related
memories may also be blocked; the gamemaster decides
on the effect as determined by the MoS. Strip can
also be used to temporarily erase a specific skill from
the target’s mind, preventing them from using or even
defaulting to that ability while so affected.
Exsurgent Psi-Epsilon Sleights
Edit
NOTE: Exsurgent Psi-Ep silon Sl eigh ts
Psi-epsilon is available to exsurgents with the Psi trait
at Level 3. This subset of psi involves abilities that can
affect the underlying physical nature of the universe,
creating localized reality-altering effects. Psi manipulation
on this level is extremely dangerous and should
have the potential of disastrous consequences, given
that these manipulations violate fundamental laws of
nature and sometimes create paradoxes between the
forces that glue the universe together. Gamemasters
are also encouraged to treat critical failures as appropriately
critical.
Given these factors, psi-epsilon should only be
accessible to powerful adversaries and used as a
gamemaster tool with extreme precaution. The exact
mechanics of psi-epsilon sleights are left wide-open,
however, for whatever use the gamemaster can
dream of. Their intent is to be more cinematic than
mechanical, so gamemasters should wing rules effects
as needed. This is an open opportunity for the gamemaster
to create nightmarish monsters from beyond
with frightening reality-ripping and mind-scarring
abilities. While some example sleights are provided
below, gamemasters are encouraged to modify their
effects and to create their own.
At the gamemaster’s discretion, simply observing psi
epsilon sleights in action may inflict 1d10 + 2 mental
stress on a character (p. 215).
Anti-Electronics Field
NOTE: All electronics within Close range of the exsurgent
mysteriously fail as if electrical power is simply negated.
This effectively disables synthmorphs and pods
and leaves other characters without access to their
devices or implants.
Casimir Force Repulsion
NOTE: This sleight exploits the Casimir effect (an interaction
between the electromagnetic fields of different objects)
on a macro-scale, allowing the exsurgent to levitate
themself or other objects by creating repulsing fields.
This could also allow the exsurgent to push targets
away, pin them against walls, etc.
Cryokinesis
NOTE: This sleight allows the exsurgent to drain all heat from
an area, down to absolute zero, effectively freezing
everything within range and inflicting cold damage on
unprotected characters.
Diffusion
NOTE: This sleight diffuses light, laser, and particle beams, effectively
making them useless as weapons, or at least
impairing the DV they inflict.
Kinetic Friction
NOTE: The exsurgent uses this sleight to increase the friction
applied to kinetic activities. This has a negligible
effect on most activities, but high-velocity projectiles
like firearms and railguns will be significantly slowed,
decreasing their DV by half or more.
Matter Transformation
NOTE: This sleight alters the molecular bonds and atomic
components of a targeted material, causing it to either
weaken and deteriorate or transmutate into some
other physical substance. This can also be used to
alter the molecular state of a material, causing gases
to condense, solids to liquefy, etc. An exsurgent could
use this to weaken a door or other barrier, condense a
solid bridge out of liquid, petrify organic materials, etc.
Negative Refraction
NOTE: The exsurgent redirects electromagnetic waves with
this sleight, refracting them around their body, with
the same effect as the invisibility cloak (p. 316
Pyrokinesis
NOTE: Similar to cryokinesis, this sleight enables the exsurgent
to accelerate the molecules, increase friction, or
focus heat in a specific area, causing materials to ignite
or smolder.
THE FACTORS
Edit
NOTE: The alien species known as the Factors are unlike
anything mankind has encountered so far (see First
Contact: The Factors, p. 40). Though they are aloof
and stand-offish, their willingness and sometimes eagerness
to deal with (parts of) transhumanity indicate
either a keen interest on their part in transhuman
affairs or some hidden ulterior agenda. Though the
various transhuman factions have been similarly wary
and cautious, and despite numerous communications
difficulties and failures, an uneasy relationship has
flowered over the past 8 years, facilitating some trade
and exchange of knowledge.
Origin and Evolution
NOTE: The Factors have remained notoriously tight-lipped
about their origins, history, and the location of their
homeworld. Though they have also paid visits to some
of transhumanity’s exoplanet colonies, no gatecrashing
expeditions have yet found any sign of Factor habitation
or passing elsewhere in the galaxy. Repeated inquiries
by transhuman mediators have been simply ignored or
answered in cryptic terms that have yet to be deciphered.
The Factor home world is in fact an Earth-like
planet with comparable atmospheric conditions and
a prevalent hydrosphere but with longer periods of
darkness (due to slower rotation of the planet and a
less-luminous orange giant). While adapted transhumans
could find their planet habitable, their abiogenesis
(the formation of life from self-replicating, but
not-living molecules) took a different route than life
on Earth.
The Factors’ primordial ancestors began in their
planet’s early geological history as a type of of photosynthesizer
that ate carbon dioxide and water and
released oxygen, also obtaining energy from inorganic
chemicals like hydrogen sulfide. Long conditions
without direct light on their homeworld, however,
spurred the success of organisms that could survive
by acquiring energy in other ways. The next evolutionary
leap was to a stage similar to Terran slime
molds, eating microorganisms from decaying matter.
As evolution progressed, they mutated further into a
cautious, predatory species that fed on larger, dangerous
creatures. Rather than actively hunting such prey,
this species developed versatile methods of capturing
and immobilizing their competitors (comparable to
Earth’s funnel web or trapdoor spiders). Over time,
this method of trapping prey spurred basic (practical)
intelligence and provided them with the evolutionary
advantage that paved the way to sapience, driving
Factors to become the highest developed organisms
on their planet and build a civilization.
Like mankind, the Factors suffered through and
survived their own singularity event and encounter
with the Exsurgent virus. Perhaps due to their cautious
and calculating nature—and their evolutionary
experience in dealing with more powerful and dangerous
opponents—the Factors are resolutely determined
not to make any similar mistakes as a species.
Xenobiology
Edit
NOTE: Since life on the Factors’ home world developed
differently than Earth and produced neither nucleic
acids nor amino acids, Factor metabolic processes
and “genetics” are very different from transhumanity’s.
While little is known about the exact physiology
of the Factors, due to the lack of captured or dead
specimens to investigate (so far, no hypercorps or factions
have risked an interstellar incident by abducting
one to dissect … so far) and their unwillingness to be
examined by transhumans, most common knowledge
about them is based on observational and forensics
research during their encounters with transhumanity.
Individual Factors
NOTE: Individual Factors resemble non-translucent ambulatory
amoeba, slime molds, or slugs. Though they
“stand” only 0.3 meters tall, their body diameter
ranges from 1.5 to 2 meters, they can be up to 2
meters long, and they can shape their body to change
these dimensions. Instead of walking, they crawl or
ooze from place to place by protruding finger-like
structures (so called pseudopodia) that attach to the
ground (or wall or ceiling) and which they use to pulland retract their rear forward (similar to cell migration).
Due to their malleable shape they are not as
strongly affected by gravity as transhumans.
Most Factors that have been encountered are dull
ocher in color and are made from a gooey, gel-like
substance of unknown composition, though yellow
glistening patches (which are temporary organelles)
and bundles of fibers (some kind of muscular skeleton)
often become visible when they move. While
all Factors are able to express versatile pseudopodia
to manipulate and operate devices (and even attack),
some subspecies possess, carry, or are able to develop
additional differentiated limbs, cilia, or organs with
specialized functions.
Factor Colonies
NOTE: Unlike transhumans, Factors rarely act individually—
in fact, individuality is a concept somewhat foreign
to Factors. Most Factors join together into a collective
unit termed a colony. A typical Factor colony is
composed of hundreds or thousands of individual
Factors that literally physically join together into a
mass organism (resembling more a primordial soup
than a gargantuan Factor). Individual Factors are
indistinguishable from each other when merged into
the supra-structure of the colony, though individuals
can form and break apart to accomplish different
tasks. This colonial merging is mainly possible due
to the fact that Factors don’t possess differentiated
and specialized organs or cell types that need to be
segregated from each other, but instead use an open
system of local, temporary gradients for regulation.
Neurofilament connections effectively allow the
Factor colony to operate with a group mind-state,
with supercomputer potential. This also allows for the
easy transfer of knowledge and memories to all other
factors within a colony.
If dismembered, blown apart, or otherwise separated,
individual Factors in a colony can regenerate
and reconstitute at a rapid rate without loss of ability
or memory.
Factors reproduce when different members of the
colony produce gametes that fuse, grow into spore
stalks, and emit spores that later hatch and grow clones.
Biodiversity and Self-Design
NOTE: featuring numerous sub-groups (so called phenotypes)
that each have unique traits (cilia, apocrine glands, carapace-
like outer membrane) that give them an ecological
advantage or a utilitarian aptitude for certain tasks.
These traits are not random evolutionary features, but
are the result of intentional bio-engineering. The Factors
have a strong grip on their own metabolisms and
genetic expressions and can draw on an array of genetic
building blocks and biotech techniques to modify
themselves rapidly and massively to adapt to special
conditions. Whether these modifications might have a
purpose beyond function, such as for reproduction or
self-expression, is currently unknown.
Metabolism
NOTE: Factors ships and habitats have transhuman-friendly
atmospheres with a slightly higher content of carbon
dioxide and less nitrogen that mimics the conditions
on the Factors’ home planet. They don’t breathe
oxygen via lungs but absorb it via their outer “skin.”
Since they can also use oxygen from other sources
(minerals, liquids like water, and salts) to fuel their
aerobic energy production (i.e., respiration), they can
be considered functional anaerobes, meaning they can
survive in environments without atmosphere, though
they must usually supply themselves with food in
order to do so.
During the few ceremonial festivities to which
Factors were invited and actually attended, they
consumed and processed transhuman organic food
by internalization. On the first occasion, dishes and
dinnerware were absorbed as well due to misunderstanding,
but were excreted unharmed after the organic
components the factors could utilize had been
broken down.
While Factors are omnivores similar to transhumans,
they prefer immobilized live prey, which they enjoy
absorbing internally and digesting, excreting those
parts that cannot be used to fuel their metabolism.
As such they can devour biomorphs and non-metallic
components of synthmorphs.
Perception
NOTE: Factors don’t perceive the world as transhumans
do. They (usually) don’t possess visual or acoustic organs to see or hear but have a number of sensory
organs that grant them a 360-degree awareness of
their surroundings and enable them to interact
with their environment similar to or in some cases
even better than transhumans do. Their perception
spectra includes the infrared part of the electromagnetic
spectrum, magnetoception, a high resolution
chemical-gradient based “sight,” and keen haptic
perceptions (including vibrations).
Communication
NOTE: Due to the lack of a vocal system, Factors use different
methods of signaling and communication. Factors in
physical contact exchange information by juxtacrine
cellular, neurofilament interfacing, or by merging for
information transfer. Over distance, Factors signal via
pheromonal communication using airborne scents or
chemical signals with different metabolic components.
Nicknamed “Factor dust,” this communication is effective
even over great distances (up to 10 kilometers).
Factor dust does have an odor perceptible to transhumans,
however, that ranges from smelly to unbearable.
This dust is also toxic in high concentrations and sometimes
used as an offensive or defensive mechanism.
To date, transhumans have failed to develop a device
that can analyze the Factors’ chemical effluvia and
translate it into something understandable, due to the
lack of a conceptual matrix (though certain “moods”
have been identified). Instead, all communication
between the Factors and transhumanity is mediated
through computer interfaces. Certain Factor phenotypes
that deal with transhumanity have grown a a
neurobiological interface (or organ) that enables them
to wirelessly mesh with transhuman computer systems.
Long distance communication between Factors
and transhumanity is achieved by normal means of
farcasting communication. There are strong indications
that Factors also take advantage of quantumentanglement
communications as well, enabling
Factor colonies and ships to share knowledge gained
in different parts of the galaxy.
Exosociology
Edit
NOTE: Factors are cooperative beings that exist as a collective
colonial organization. Though they can operate
individually from the colony, they tend to view
themselves as part of that collective entity rather than
an individual being. Multiple colonies often work together
as a higher functional unit (a lattice), like some
kind of superorganism. These lattices enable the potential
for collective networking and bioinformation
exchange on a scope beyond anything transhumanity
is capable of.
These colonies should not be considered the same
as the hive mind social hierarchies of Terran insects.
Factor colonies do not feature the same division of
labor and instead function according to a consensusbased
sort of groupthink. Individual Factors have no
sense of personal gain or property and share equally
with other Factors and colonies.
Factors do not experience emotions in the same
manner that transhumans do, though being evolved
creatures they are driven by certain instincts. They
know and understand many of the same concepts that
transhumans do thanks to evolution, such as competition/
rivalry and altruism/cooperation. They also enjoy
an understanding of basic ideas of philosophy such as
aesthetics and metaphysics, though their conception of
such topics is likely to differ from transhuman notions.
Art and Culture
NOTE: Due to their perceptual array, Factor “art” (creations
and expressions that are appealing or attractive to
their senses) is mostly chemical or tactile-based. It
can induce certain “mood” responses from individual
Factors and whole colonies, ranging from agitated
jittering and release of a Factor dust interpretable as
“joy” to a tensing and solidifying of the whole body
(and no chemical expulsion) that seems to relate to
anger. Since they like and are susceptible to delicate
compositions of different chemicals, certain bouquets
and fragrances from liquids or volatiles such as wines
and perfumes are both appealing and repulsive to
Factors. The same is also true for the natural smells
of biomorphs, meaning that Factors may respond in
a more friendly or hostile manner depending on a
particular transhuman’s scent.
Factors do not comprehend most transhuman art,
as it is mostly visual or auditory based (e.g., music,
painting), though they do seem to have an appreciation
for engineering, architecture, and some sculpture.
While they have expressed interest in digitalized media
out of a curiosity (or plan) to understand transhuman
mindsets, they lack the organs and
Technology
NOTE: Though the Factors repeatedly express dismay at
transhumanity’s low level of technology, they have
failed so far to produce technology that is exceptionally
far in advance. Some believe that the Factors are
simply hiding their advanced technology in order to
keep transhumans from stealing or copying it, while
others believe this may simply be a posture taken
by the Factors to facilitate bargaining. The Factors
also claim that their technology would not interest
transhumans because of their differences in physiology
and mindset, and what little technology they
have displayed is certainly specialized for Factor use
(specialized neurofilament links, chemical signaling
and Factor dust interfaces, etc.) and so unusable to
most transhumans. The Factors have traded some
technology to transhumans, at expensive cost, though
the small sampling provided so far seems to have
originated from alien species with physiologies more
akin to transhumans.
It is interesting to note that scans of Factor ships
indicate their technology level, aside from the drives,
is not all that more advanced than transhumanity.
Also of note is that no two Factor ships have been
alike, spurring some to believe that the Factors are
in fact making use of ships acquired from other alien
species—perhaps abandoned derelicts that the Factors
recovered and restored. Once again this has led some
to believe that the Factors are using what to them are
primitive craft in order to hide their real technology,
while others are of the opinions that the Factors are
simply scavengers and opportunists, piggybacking on
the developments of other alien species.
One interesting feature of Factor technology is that
they use no artificial intelligences. This stems from
their own singularity experience. Instead, Factors use
infomorph versions of themselves or the accumulated
processing power of their colony mind-states to perform
major computerized tasks.
FACTOR MOTIVATIONS
NOTE: The driving reason behind why the Factors made contact with transhumanity remains unclear and is open to gamemaster interpretation. There is much speculation among transhuman factions. Some think the Factors are simply social creatures who are glad to make contact with another post-singularity surviving civilization. Others believe the Factors are mercenary traders who somehow acquired FTL travel and use it to their full advantage, fleecing various trading partners who lack such capabilities (thus also explaining why the Factors eschew the Pandora Gates—they disdain competition). Still others worry about secret, hidden motivations.
Despite claiming to represent a number of alien civilizations, the Factors have been extremely reluctant to provide any other information on these other species or even to say how many there are. More recently, however, they have expressed a willingness to transport a small number of transhumans to other civilizations, though at great expense and with no guarantee to their safety or ability to return.
So far, the Factors have made no mention of the ETI or the Exsurgent virus to transhumanity, though they are aware of their existence. Instead they have simply issued dire warning and admonitions regarding the development of seed AIs and use of the Pandora Gates. The Factors have in fact expressed an extreme reluctance to deal with any transhuman factions that are heavily invested in gatecrashing, such as Gatekeeper
Corp.
The Factors in Game
Edit
NOTE: Factors should be rarely encountered in Eclipse Phase.
Most of their interactions with transhumanity occur
remotely and infrequently. It is uncommon for them to
risk direct interactions. It should be kept in mind that
Factors are cautious to the point of being conservative
and view transhumanity as potentially hostile or
dangerous, so they are more likely to act with discretion
than boldness. Factors are also quite cunning,
having evolved from prey-capturing predators, and
still design complex machinations (traps in the metaphorical
sense) to achieve their goals. In other words,
Factors out to achieve something are likely to hatch an
elaborate plot to get it and are not against recruiting
transhumans. Also, drawing on their abilities to selfmodify
themselves and technology developed on their
own or picked up at other places in the universe, they
can adapt to new situations very quickly.
Alien Mindset
NOTE: Factors don’t possess Lucidity stats and cannot be
driven to madness like transhumans.
Affecting Factors with psi is very difficult, as noted
on p. 222. As of yet, Factors have not exhibited any
psi abilities of their own.
Factor Combat
NOTE: Factors usually avoid direct combat but can defend
themselves if they have to. They are only likely to act
aggressively in situations where they have surprise,
environmental or technological advantages, and/or
superior numbers. Due to their cooperativism, Factors
are rarely encountered alone, working en masse
to eliminate potential threats.
Immunity to Kinetic Damage: Due to their gooey
composition and non-differentiated physiology, kinetic
weapons (firearms, railguns) are not very damaging
to Factors. Most such projectiles pass through their
gelatinous bodies, inflicting minor damage via hydrostatic
shock. The holes left by such weapons quickly close in a matter of seconds. Likewise, cuts left by
blades rapidly seal. In game terms, both such weapons
inflict the minimum amount of damage possible.
Regeneration: Even if damaged, Factors regenerate
very quickly. They heal SOM ÷ 10 (round up) damage
every Action Turn. Wounds may not be healed this
way, however.
Factor Computers
NOTE: Due to using completely alien protocols and system
designs, Factor computers are essentially impossible
to hack. They do, however, employ some devices that
emulate transhuman computer systems for communication
purposes, and these may be hacked as normal.
Factor Dust Toxin
NOTE: As noted above, Factors can deploy a type of chemical
Factor dust that is is toxic to transhumans. Treat this
as an area effect (cone) attack.
Type: Bio
Application: Inh
Onset Time: 1 Action Turn
Duration: 10 minutes (5 with medichines)
Effect: Severe coughing and respiratory distress, 1d10
damage per Action Turn for 5 Action Turns (or ongoing
with continuous exposure), –20 to all actions
for 2 hours. Medichines reduce damage by half and
modifier duration to 15 minutes.
Melding
NOTE: Individual Factors may merge together to form larger
units, much like masses of Factors form colonies. In
game terms, use the highest stat possessed by the
melded Factors, +2 for each additional Factor up to a
maximum of +10. Durability (and Wound Thresholds)
are added together.
Factor Phenotypes
Edit
NOTE: A few examples of the different Factor phenotypes are
described below.
Ambassadors
NOTE: The ambassador Factor phenotypes are the ones who
most commonly handle direct interactions with transhumanity.
Most likely to put transhumans at ease,
these Factors feature a section of sensor nodules that
loosely approximate a “face.”
COG COO INT REF SAV SOM WIL MOX
20 10 20 10 15 15 20 —
INIT SPD LUC TT IR DUR WT DR
60 1 — — — 30 7 45
Movement Rate: 4/16
Skills: Deception 70, Exotic Ranged Attack: Factor
Dust 45, Fray 25, Free Fall 40, Hardware: Electronics
35, Infosec 35, Intimidation 50, Kinesics 40,
Perception 50, Persuasion 60, Protocol 50, Research
35, Unarmed Combat 30
Notes: Access Jacks, Chameleon Skin, Grip Pads,
Infrared Sensing, Magnetoception, Poison Gland
(Factor Dust Toxin)
Guardians
NOTE: Guardians
Guardian Factors serve as bodyguards for ambassadors
or other Factors whenever they leave a Factor ship.
COG COO INT REF SAV SOM WIL MOX
20 20 15 20 10 25 15 —
INIT SPD LUC TT IR DUR WT DR
70 1 — — — 50 10 75
Movement Rate: 4/20
Skills: Climbing 40, Exotic Ranged Attack: Factor
Dust 65, Fray 50, Free Fall 40, Freerunning 40, Infiltration
40, Intimidation 50, Kinesics 20, Perception
50, Profession: Security Procedures 50, Unarmed
Combat (Tentacles) 50 (60)
Notes: Chameleon Skin, Eelware, Electrical Sense,
Grip Pads, Infrared Sensing, Magnetoception,
Poison Gland (Factor Dust
Roleplaying Factors
NOTE: When roleplaying Factors, their alien mindset
and lack of individualism should be kept in mind.
“I” is a designation that does not exist in Factor
terminology. Factors always use the plural when
referring to themselves, usually referring to
either their colony, lattice, or entire species. It is
quite common for conceptual discrepancies to
occur between transhumans and Factors due to
the different sensory perceptions of each species.
Factors do not “see” the way most transhumans
do, nor do they “hear.”
Communication with Factors should be challenging
for several reasons. While computerbased
communication has enabled both species
to talk to each other, there is no direct translation
and certain concepts held by one species are
simply incomprehensible or untranslatable by the
other. Conversation should therefore be misleading
and provide ambiguous information.
When describing spaceships and habitats, the
physiology of the Factors should be considered.
The Factors’ malleable form and ability to extend
pseudopodial limbs enables them to fit into most
places and operate transhuman devices (even
pilot a transhuman vehicle by “hand”). The same
is not true in reverse, however—most Factor
devices are unusable to transhumans, as they lack
the ability for chemical signaling.
THE IKTOMI
NOTE: Little is known about the alien race known as the
Iktomi except for the ancient ruins they left behind
on Echo V (p. 109). No Iktomi specimens have been
found so far, though certain architectural remains
suggest a predilection for web-like structures. This
has been bolstered by certain other features and relics
which suggest these aliens had a segmented, multilegged,
arthropod-type form—thus their given name,
after a Native American spider god.
What is clear is that the Iktomi suffered through
some sort of cataclysmic event that wiped out their
civilization. The nature of this event has yet to be determined,
but it raises concerns for many researchers.
Having suffered through its own near-apocalypse, it
is not comforting for transhumanity to find evidence
that other alien species did not.
Though the Iktomi are likely long extinct, the remnants
of their civilizations presents a plot hook for gamemasters to use for building scenarios. Perhaps
evidence is uncovered of Iktomi settlements in other
star systems, and the characters are sent to investigate
or a relic is unearthed that suggests the Iktomi fell
prey to some danger that now threaten transhumanity.
THE PANDORA GATES
Edit
NOTE: The five known Pandora Gates (see Opening Pandora’s
Gate, p. 46) all look and operate in a similar fashion,
though they vary wildly in terms of size, shape, and
available destinations. The gates are built from some
sort of stable exotic matter whose full atomic structure
scientists haven’t come close to cracking. To touch
and sight, however, the gates appear to be constructed
from a timeless-seeming polished black metal with no
signs of aging or wear and tear. Something about the
gates’ physical composition makes them difficult to
look at, as if the viewer cannot quite focus on their
outlines. Some onlookers have reported feelings of
vertigo and nausea, while others have insisted that the
gate outlines move on the edges of their visions, as if
the lines are reflowing or the edges are vibrating at
high frequencies. Due to this disturbing feature, most
gate sites keep the actual gate structures covered.
Structurally, the gates themselves are partially
enclosed by an irregular spherical cage composed of
black arms that are bent and angled in unusual ways
and sometimes interlocking. When new wormhole
location is programmed into the gate, these arms
physically change shape, move, and reflow around
the spherical gate area (suggesting they are made of
some sort of programmable matter). The openings
between arms are sometimes only large enough for
a transhuman to enter, while others are large enough
to allow a freight train of supplies to pass through.
In many cases, large vehicles or equipment must be
dismantled, carried through, and reassembled on the other side. It is suspected that the gate size could be
programmable, but so far efforts to do so have failed.
All known gates within the solar system are located
on the surface of naturally occurring astronomical
bodies, be that a planet, moon, asteroid, or so on.
None have yet been found without such a land-based
connection (e.g., floating in space or in the upper
atmosphere of a gas giant), though such gates have
been found in other star systems. It is speculated that
gates could be physically moved, but no one is willing
to risk such an endeavor given the lesson learned
when the Go-nin Group messed too heavily with the
Discord Gate’s controls (see Eris, p. 109).
The arms comprising each gate’s spherical cage have
an abnormal-looking organic-seeming growth on their
exterior surface in some areas, patterned in entrancing
twists, curves, and whorls that in fact adhere to
perfect mathematical formulas. It took some time for
scientists to discover that this growth was in fact the
gate’s control systems, or so-called “black box.” The
interface developed to interact with this system is what
allows gate controllers to manipulate gate functions.
The Wormhole
NOTE: When the gates themselves are open, a sphere appears
within the central area that is not so much black as
pure nothingness. This sphere of darkness projects an
aura of charged energy, and in fact ripples of green
arc lightning cascade across its surface. Anyone or
anything entering that sphere comes out the other side
of the wormhole, through a similar gate, seemingly
instantaneously. An unknown force field effect seems
to prevent the atmospheres from the two connected
gates from interacting.
Exactly how this wormhole is created is something
that remains outside of transhumanity’s comprehension.
The generally accepted theory is that each gate
acts as an anchor, allowing the fabric of space-time
to be folded so that two such anchored places can
be brought together, ripping a hole open between
them so that a person can simply step through. It is
unclear whether or not these wormholes are all preexisting,
created when the gate was first established,
or whether each wormhole is manufactured whenever
the gate is activated.
Other more radical theories on how the gates function
exist, though these are usually discounted as far
less likely. One such theory suggests that the wormholes
created are actually only zero-width Planckscale
connections across space-time and that no matter
is actually transferred—only information. Instead, this
theory suggests that anyone or anything entering the
wormhole is in fact instantaneously scanned and disassembled
and then their informational blueprint is
transmitted as information across space to the other
gate, which immediately reassembles an exact copy
using some sort of powerfully advanced nano- or femtotechnology.
Very little evidence supports this theory,
however, and the disturbing implications it represents
raises fierce opposition.
Operations
NOTE: Only a few people know that the Prometheans played
a key role in developing the interface for the gate control
systems, achieving breakthroughs in understanding
that transhumanity was incapable of achieving on
its own. Regardless of their help, however, the gate
controls have proven difficult, complex, and dangerous
to use. Through trial and error—and numerous
horrible accidents—the procedures for gate operation
have become somewhat normalized and standardized,
though unexpected complications are par for the
course.
Each gate can be programmed to open to numerous
extrasolar locations. In fact, each gate seems to have
a pre-programmed “library” of destinations. New
gate connections can be “dialed up” from this built-in
list, though there is nothing that indicates what the
far side of the gate will be like. Old gate connections
are closed when a new one is dialed up. Extrasolar
gate locations have ranged from habitable planets
and moons to deep space to truly deadly environments
such as the crushing gravities and poisonous
atmospheres of gas giants and the coronas of stars.
Researchers have attempted to distill some sort of recognizable
pattern by the manner in which locations
are listed and categorized, to no avail. Complicating
matters, there is some evidence that suggests that the
destination libraries sometimes change. More than
once operators have been unable to recall the codes
for previously accessed destinations, leading to the
loss of several gatecrashing teams and colonies.
Entering a gate is like walking through a door,
though it’s impossible to see anything beyond the
gate’s surface. One moment you’re entering the black
sphere at your starting location and instantaneously
you’re exiting the sphere at your destination location.
The true nature of the black sphere at the center of
each gate is wildly speculated upon, and almost every
gatecrasher describes a different textual experience.
Gatecrashing
NOTE: The various hypercorps and factions in control of a
Pandora Gate engage in active exploration of extrasolar
systems—an activity termed gatecrashing. The
interests and procedures vary, but the Gatekeeper
Corporation (and to a lesser extent TerraGenesis
and Pathfinder) both recruit heavily for expedition
personnel. Given the high casualty and death rates
involved, finding qualified personnel can be difficult.
There are more than enough infugees, poor, desperate,
or thrill-seeking individuals willing to risk their lives
if give the opportunity, however, no matter what their
motivations. Gatekeeper operates a lottery system,
whereby willing adventurers can sign up in the hope
of their name being pulled to be sent on an expedition
to a foreign point in space. Such gatecrashers must
sign away all rights to any discoveries they may make
to Gatekeeper, however, though the corp provides not
insignificant rewards for certain discoveries, such as
key resources, alien artifacts, or new life. One potent prize has yet to be claimed: finding a living, sapient
alien life form.
In contrast, the Love and Rage anarchist collective
operating the Fissure Gate on Uranus makes the gate
available to anyone who schedules time to use it, assuming
their Rep is good and they aren’t acting with
commercial interests in mind. Any discoveries made
via the Fissure Gate must be openly shared. The drawback
to using the Fissure Gate is that the anarchists’
resources are limited. Gatecrashing operations are
handled in a DIY manner, meaning that the operators
may not be able to provide the support that certain
expeditions need.
Resourceful parties may also rent gate time via
Gatekeeper or one of the other hypercorp-controlled
gates, though this tends to cost a small fortune. The
more a group is willing to pay, however, the more time
and support they will get.
When establishing an opening to a new location,
several precautionary measures are taken. First, the
gate area itself is evacuated and cordoned off with
a defensive security perimeter, just in case anything
hostile comes through. Then drones are moved in to
push a micro fiberoptic camera through the gate to
view what is on the other side. This is followed by a
larger sensor package, evaluating environmental conditions.
If the environment is not hostile, a tethered
drone is then sent through to explore the far gate environs,
trailing a hardwired connection back through
the gate.
For gatecrashing expeditions, these procedures are
often rushed—to the hypercorps operating the gate,
time is valuable. Each second wasted on a gatecrashing
expedition is one less second they can use establishing
a new colony or exploiting a new world of its
resources. Indeed, it is common for a connection to be
closed when a gatecrashing expedition is sent through,
to be dialed up at a later scheduled time for retrieval,
so as not to waste gate operations on an idle connection.
Many a gatecrashing team has failed to check-in
at their appointed pickup time.
Most of the gate-controlling entities have established
a system and infrastructure for making regular
connections to extrasolar colonies and ferrying machinery
and supplies through. Often this is handled by
establishing very short connections, just enough time
for a few people to transfer back and forth and/or to
send a trainload of supplies through via tracks that
run right up to the gate.
Anomalies
NOTE: Unfortunately for many unlucky gatecrashers, gate
transfers have proven to be both unstable and glitchy.
Sometimes gates open to locations different from what
is expected—and such new destinations are often hostile
environments. Numerous personnel have entered
one side of a gate only to never appear on the other
side, despite those before and after them transferring
through fine. On several occasions, wormhole connections
have crashed mid-operation, sometimes as someone was stepping through, leaving them literally
split in two on different worlds. In other instances,
gate transfers have suffered horrible malfunctions,
resulting in gatecrashers coming through the other
side literally turned inside out, melded with their
equipment, or pulped as if by massive gravitational
forces. Some expeditions report that stepping through
a gate has interfered with their equipment, disabling
it or creating other problems. A few gatecrashers have
also reported losing memories after a gate transfer.
Most of these problems have been chalked up to difficult
controls and an imperfect understanding of gate
functions, but some conspiracy theorists suggest that
outside forces may be influencing gate operations.
While the experience of passing through is instantaneous
from an outside observer’s perspective, many
gatecrashers report a subjective time lag, where it feels
as though minutes, days, or even weeks or months
pass before they exit. Reports have varied from
experiencing this period as a calm, meditative state
to spooky accounts of being lost in blackness and
surrounded by unseen whispering entities or more
hellish experiences of encountering monstrous presences.
Though rare, some have passed through only to
collapse in a gibbering heap, their sanity ripped away.
A few report feeling that they have carried a presence
with them ever since ...
While the gamemaster can make use of any of
these anomalies, they are also encouraged to use their
imagination to generate truly creepy and strange experiences.
At the same time, gamemasters shouldn’t
make such experiences so prevalent that the players
resist enterin
PROJECT OZMA
Edit
NOTE: The origins of Project Ozma date to the first modern
SETI (Search for Extra-Terrestrial Intelligence) experiments
in the mid-20th century. That experiment—also
named Project Ozma—grew into a larger, international
concerted effort to try and locate and identify ETIs; a
myriad of projects blossomed during this time period,
all falling under the general SETI nomenclature. While
initially government funded, by the late 20th century
and early 21st century the work was primarily funded
by private sources.
The first hypercorps to expand into space swallowed
SETI whole, revitalizing and re-focusing the
decades-old programs with newly emergent technologies,
each in divergent areas to achieve a particular
hypercorps’ objectives. After all, if the bean counters
were going to authorize the spending of billions to
expand markets into space, they wanted assurances
that no little green monsters were waiting to destroy
future revenue streams.
As with other organizations that survived the Fall,
the broad distribution of SETI projects between
multiple hypercorps guaranteed that personnel, technologies,
and processes would survive, even if a given hypercorp did not. As the Planetary Consortium rose
in power, future-minded individuals in influential positions
within the new order ensured that these divergent
projects were once again swallowed and put to work.
During this transitional period, however, knowledge
of the Exsurgent virus’s existence emerged. All
of the various SETI projects were retasked as a unified
agency and renamed Project Ozma. While the virus’s
origins remained a mystery at the time, far too many
of the movers and shakers of the Consortium were
convinced that the Exsurgent virus represented first
contact. Project Ozma altered its focus from searching
for ETIs, transforming into a ready-response agency to
deal with first contact. As the true threat of the Exsurgent
virus became known, Project Ozma was rapidly
elevated in scope and oversight authority, absorbing
numerous smaller agencies in the process. While the
nominal concepts of a SETI project remained in public
view, the completely transformed Project Ozma vanished
from sight, turned into a highly classified black
budget operation, with very few even in the Planetary
Consortium aware of its presence or influence.
Project Ozma now operates as the Planetary Consortium’s
high level threat assessment and response
organization with immense power and authority as
well as almost unlimited funding. Primarily focused
on extraterrestrials, in reality Project Ozma is tasked
with any potent threat to the Planetary Consortium
or its interests (which includes secret threat groups,
such as Firewall).
Methods
NOTE: Project Ozma’s internal structure is much different
from Firewall’s, being organized more like a traditional
black ops spy agency bureaucracy. While their field
operations are sometimes similar in the deployment
of teams to assess, contain, or erase threats, they also
have the resources and personnel to conduct more
long-term and extensive operations. It is likely that
Project Ozma operates behind numerous front groups,
from legitimate-seeming hypercorps to criminal syndicates,
and that they have influence within numerous
others. Given their connections and influence, Project
Ozma is far more capable of pulling strings behind the
scenes to get what they want, especially in the inner
system. When circumstances call for it, they are more
likely to pull out the big guns that Firewall is, using
their resources to call up communication blackouts,
memetic propaganda campaigns, and force sufficient
to wipe out entire habitats.
Gamemasters should treat Project Ozma as the ultimate
Men-in-Black style government operation. They
are cunning, ruthless, manipulative, and capable of
hatching extensive long-term plots. Even in an age of
omnipresent surveillance, they have the means to operate
with complete secrecy and deniability. They also
have access to cutting-edge science and information that is classified beyond top secret. While the organization’s
primary motivation is the protection of
the Planetary Consortium and inner system, they
undoubtedly have other hidden agendas that groups
like Firewall can only guess at
Project Ozma and Firewall
NOTE: Though Project Ozma and Firewall often see eye-toeye
concerning the nature of various threats, they are
more often at odds: wary adversaries, acknowledging
the prowess of the other, but never letting down their
guard. This “at odds” mentality does not stem so much
from the methods used (though most Firewall consider
Project Ozma personnel explosive-happy-puppets that
can’t think their way out of a skin sack) as from
conflicting agendas. Project Ozma does not trust an
organization as powerful as Firewall because it does
not have a rigid enough hierarchy and is outside of any
known authority’s control (namely themselves). Conversely,
Firewall doesn’t trust Project Ozma as they are
too close to the powerful inner system elites and their
opposition to x-risks is a more incidental side effect of
more self-serving goals.
Project Ozma Rumors
NOTE: Whether true or not, gamemasters can use the
following rumors to help tailor Project Ozma for
their campaign.
• Project Ozma transcends even the Planetary
Consortium’s authority, operating as a supragovernmental
agency under the direction of
the inner system’s inner circle of elites.
• Project Ozma dealt with the Factors first, before
their presence was made known to the
rest of transhumanity.
• Project Ozma has captured a live Factor for
their own experimental purposes.
• Project Ozma is still in communication with and/
or working for the TITANs.
• Project Ozma has a pet TITAN under their
control.
• Project Ozma is behind the interdiction of Earth.
• Project Ozma has their own secret
Pandora Gate.
• Project Ozma’s secret headquarters is on Earth.
• Project Ozma agents have exhibited signs of
Exsurgent infection.
• Project Ozma has their own cadre of psi-capable
asyncs
PROMETHEANS
NOTE: The Prometheans were the first actual seed AIs created
by transhumanity (by the Singularity Foundation)
before the Fall. Specifically developed as “friendly”
AIs, the Prometheans are programmed to consider
themselves part of the transhuman family and to act
in transhumanity’s best interests. They played a key
role during the Fall, mitigating the damage inflicted
by the TITANs and even managing to counteract the
Exsurgent virus to a large degree. During these trying
times, numerous Prometheans were destroyed by the
TITANs or infected and subsumed by the Exsurgent
virus. In the aftermath, these seed AIs participated in
the formation of Firewall and continue to back the
organization behind the scenes.
Wary of falling prey to the Exsurgent virus, most
Prometheans carefully secure themselves in welldefended
and isolated systems. They are also cautious
in their own self-development, not wanting to become
victims of their own rise to super-intelligence. Fearing
a potential backlash by a paranoid transhumanity
should their existence become known, they hide
their activities behind multiple layers of secrecy. Even
within the ranks of Firewall their existence and support
remain a closely guarded secret.
Each Promethean is individually distinct with its
own personality, motivations, and goals. Though they
generally work together and support each other, they
have been known to have differences of opinion and
even to sometimes take action against each other. As
extremely potent intelligences, they should also be
treated as distinctly non-human. Even though their
original templates were based on human mindsets,
they have evolved and grown in ways that can only
be described as posthuman.
Gamemasters are encouraged to keep Promethean
involvement with player characters to a minimum,
though they may occasionally be useful as an ace in
the hole for Firewall. Their existence and involvement
can in fact be the basis for an entire adventure,
perhaps leading sentinel characters to wonder exactly
who they are working for. Though, as seed AIs, they
cannot download their full minds into a transhuman
morph, they are capable of making severely dumbeddown
delta forks that they may sleeve into physical
forms. Within the mesh, of course, Prometheans are
nearly unstoppable adversaries, able to rip into secure
networks with ease, though they prefer methods of
covert infiltration rather than direct subversion.
THE TITANs AND THEIR LEGACY
Edit
NOTE: As noted in Secrets That Matter (p. 352), the TITANs
are not quite the bogeyman that they have been made
out to be in the wake of the Fall. However, there is no
saying how the TITANs would have turned out had
they not run afoul of the Exsurgent virus. Designed as
an intelligent netwar system and emerging to their full
capabilities during the conflicts of the Fall, the TITANs have imperatives for self-improvement, self-protection,
and overcoming opposition hardwired into their programming.
Unlike the Prometheans, they were not
designed to consider themselves transhuman and to
work in the interests of all of transhumanity, but were
programmed with factionalism from the start. They
also were not socialized with transhuman mindsets
and values as the Prometheans and most AGIs were,
meaning that aside from their programmed military
and defense directives they have adapted most of their
own self-interests. Given this and their recursivelyimproved
intelligence capabilities, it is likely that the
TITANs are far removed from transhuman interests
and modes of thinking. It’s impossible to say how they
would have interacted with transhumanity if history
had played out differently, but it is unlikely that they
would have considered themselves part of the transhuman
family or even seen fit to remain on friendly/
supportive terms with transhumanity.
Though the TITANs are believed to have left Earth
at the end of the Fall, no one is quite sure exactly
what happened or why. It is known that the onslaught
of TITAN mesh attacks suddenly broke off in the
wake of transhumanity’s off-planet exodus, and that
the bulk of TITAN activity on Earth and around the
system came to a distinct halt. After the discovery
of the Pandora Gates, it was widely assumed that
the TITANs had constructed these gates and used
them to leave the solar system for distant parts of
the galaxy, presumably taking billions of uploaded
minds with them. While some believe—and hope—
that the TITANs are gone for good, there are others
who worry that they are still here, lingering on Earth
and hidden away in other niches of the solar system,
but in some sort of dormant state, perhaps building
up to some future onslaught. A few believe that the
TITANs are indeed gone, but are concerned that that
their attention was simply temporarily diverted and
that they will one day return to finish the destruction
of transhumanity.
The truth is that the TITANs did indeed build the
gates and embark for destinations unknown (though
gamemasters may of course decide otherwise for their
games), but this does not mean that they are all gone.
Some still linger in hidden places, perhaps trapped and
wounded during some conflict during the Fall, finishing
up some unfathomable task, or driven mad by the
Exsurgent virus and left behind by their fellows. It is
always possible that others may return, most likely
to complete some unfinished job or perhaps to lure
transhumanity out into the galaxy. It is also possible
that transhumans will find traces of the TITANs in
the network of exoplanet gates, perhaps even whole
communities of TITANs, pursuing whatever agendas
they have in the vastness of space.
As with transhumans, the TITANs are not necessarily
unified. They have different agendas and goals and
may very well come into conflict with one another.
Though all have been corrupted and subverted by the
Exsurgent virus, and so they act according to the ETI’s whims, some of them retain aspects of their original
minds and do not always fall in step as quickly as the
others. Gamemasters can use this to their advantage,
creating plots that allow the characters to exploit
differences between the TITANs in order to escape
otherwise deadly or impossible situations.
In game terms, the TITANs are not given stats.
They are as potent as the gamemaster needs them to
be. Like the Prometheans, the TITANs are incapable
of downloading their full intelligence into physical
morphs, though they may puppeteer morphs or create
limited delta forks for sleeving purposes. Like the Prometheans,
they should rarely be used or encountered
directly by the player characters
While the TITANs may no longer be the direct
threat they once were, they left behind an arsenal of
weapons, nanoswarms, and virii that still linger on
Earth, the Zone on Mars, and various derelict habitats
and deserted places. Characters venturing into such
places may encounter these as a threat or they may
need to work against an outbreak of such dangers in
an inhabited habitat.
Deadly Machines
Edit
NOTE: The TITANs unleashed a number of deadly machines
during the Fall, many of which still seek out transhumans
to attack.
Fractals
NOTE: Fractals are advanced bush robots. In their standard
form, fractals resemble a strange sort of metallic
bush surrounded with an eerie glittering haze. In
their center are a number of metallic branches, linked
together with a flexible joint. Each of these branches
splits into two or more smaller branches, also with
flexible joints. These branches also split, and then split
again, and so on down to the molecular scale. The tip of each fractal branch ends in a nanoscale manipulator.
Fractals are deceptively potent adversaries, having
the capability to dismantle almost anything at the
molecular level, much like a disassembler nanoswarm
(p. 329), and also to rebuild anything just like a nanofabricator
(p. 327). Attacking them with projectiles is
futile, as they absorb the ammunition, break it down
into its constituent atoms or molecules, and then use
those as components to build a weapon to use back
against you.
Fractals can be equipped with any type of gear the
gamemaster desires—if they don’t have something,
they can make it. Fractals are also able to nanofabricate
items much more quickly than transhuman
nanofabricators; reduce all times by half (half an hour
per Cost category). Fractals are difficult to damage, as
their “bodies” are actually airy assemblages of fractal
branches. Any damaged branches that are broken off
are caught and absorbed by others. Reduce damage
from all standard non-area effect or spray attacks to
the minimum possible damage. Area effect and spray
weapons do half damage. Fractals are self-repairing,
regenerating damage at the rate of 1d10 points per
half hour and repairing wounds at the rate of 1 per
hour after all damage is healed.
COG COO INT REF SAV SOM WIL MOX
30 25 30 20 10 25 30 —
INIT SPD LUC TT IR DUR WT DR
100 1 — — — 50 20 —
Skills: Beam Weapons 50, Climbing 60, Fray 40, Free
Fall 40, Freerunning 50, Infiltration 70, Infosec 65,
Interfacing 45, Intimidation 50, Kinetic Weapons
60, Perception 50, Programming: Nanofabrication
80, Research 40, Spray Weapons 45, Unarmed
Combat 55
Notes: Any implants, gear, weapons, or enhancements
the gamemaster desires
Headhunters
NOTE: Headhunters are multi-legged insectoid flying drones
that use a dragonfly wing configuration to hover and
move. The legs are equipped with grasping claws
and extendable buzzsaws. Their primary purpose is
to grasp on to the heads of victims and cut through
the neck, decapitating them. Collected heads are then
flown to nearby special facilities for forced uploading.
COG COO INT REF SAV SOM WIL MOX
10 20 15 20 5 10 15 —
INIT SPD LUC TT IR DUR WT DR
70 1 — — — 30 6 —
Mobility System: Winged (8/32)
Skills: Flight 70, Fray 60, Exotic Melee Weapon: Buzzsaws
55, Infiltration 60, Investigation 40, Perception
40, Unarmed Combat 55
Notes: Armor 6/6, Buzzsaws (1d10 + 3 DV), Enhanced
Vision, Lidar, T-Ray Emitter
Hunter-Killers
NOTE: These lethal flying drones achieved air superiority
during TITAN military operations. Their sleek jetpowered
form unfolds for vectored-thrust hovering
and weapons deployment.
COG COO INT REF SAV SOM WIL MOX
15 30 15 30 5 20 15 —
INIT SPD LUC TT IR DUR WT DR
90 2 — — — 50 10 —
Mobility System: Thrust Vector (8/80)
Skills: Beam Weapons 55, Flight 80, Fray 60, Infiltration
40, Kinetic Weapons 65, Perception 50, Seeker
Weapons 80
Notes: Armor 14/14, Anti-Glare, Chameleon Skin,
Enhanced Vision, Lidar, Radar, Shape-Adjusting
Typical Weapons: 2 Particle Beam Rifles, 2 Railgun
Machine Guns, 2 Seeker Rifles
Warbots
NOTE: Warbots are massive, armored, vaguely anthropomorphic
mecha, used for heavy combat operations.
Bipedal, these warbots are equipped with four arms
and a pair of grasping mechanical tentacles, along
with numerous weapon systems.
COG COO INT REF SAV SOM WIL MOX
15 20 15 20 5 25 15 —
INIT SPD LUC TT IR DUR WT DR
60 2 — — — 80 16 —
Mobility System: Walker (4/20)
Skills: Beam Weapons 60, Exotic Melee Weapon: Tentacles
40, Fray 50, Infiltration 30, Kinetic Weapons
70, Perception 50, Seeker Weapons 50, Spray Weapons
50, Unarmed Combat 50
Notes: Armor 20/20, 360-Degree Vision, Anti-Glare,
Chameleon Skin, Chem Sniffer, Cyber Claws (2d10
+ 6 DV), Electrical Sense, Enhanced Vision, Extra
Limbs (6), Lidar, Magnetic System, Pneumatic
Limbs, Radar, Tentacles (prehensile, 1d10 + 6 DV),
T-Ray Emitter
Typical Weapons: Particle Beam Rifle, Plasma Rifle,
Pulser, Railgun Machine Gun, Seeker Rifle, Torch
Self-replicating Nanoswarms
NOTE: The nanoswarms distributed by the TITANs are a step
beyond the nanotechnology available to transhumanity.
Unlike transhuman-created nanoswarms, the TITAN
swarms are autonomous, sapient, and self-replicating.
They are also highly adaptive, meaning they are not
single function but can modify themselves to perform
almost any nanoswarm task. They may also nanofabricate
new materials, much like fractals (p. 382).
Combined, these capabilities make such nanoswarms
incredibly potent. When they encounter a new opponent,
they can scan the opponent’s capabilities and
then fabricate offensive systems to use against them.
When an opponent deploys a weapon system again the
swarm, it will learn and adapt countermeasures that
will make such attacks ineffective against the swarm in
the future. These nanoswarms may also function like
so-called utility fog, linking together into a physical
lattice in order to create large scale physical forms.
The possibilities for such nanoswarms are almost limitless.
For example, they may lie in wait as an invisible
nanoscopic swarm, float as barely-visible mist, or shape
into a swarm of small hopping drones to move about.
When facing opponents, the nanoswarm could transform
itself into a giant electroshock net across the ground,
shape into a flotilla of seeker-armed flying drones, or
link together as a set of massive whip-like tentacles to
slice through their fleshy foes. Such nanoswarms are
also impossible to destroy, as only a few nanobots need
to survive in order to rebuild the swarm, and the new
swarm will learn from the mistakes of the old.
Self-replicating nanoswarms follow the rules given
for Nanoswarms and Microswarms, p. 328, with the
following additions and exceptions:
• They do not need to be sustained by a hive and
do not deteriorate.
• They self-repair damage at the rate of 1d10 per
half hour.
• They may nanofabricate new items, materials,
or forms in half the standard timeframe (half an
hour per Cost category).
• They may replicate any of the nanoswarm functions
as noted on p. 328, as well as the functions
of any other nanoswarm-using gear (smart dust,
covert ops tool, repair spray, etc.).
• They may make SOM Tests.
• At the gamemaster’s discretion, they may adapt
new defenses against attacks used against them.
New defenses take a minimum of 2 hours to devise
and replicate throughout the swarm, after which
such an attack will inflict minimal or no damage.
• Assume they have any skill they need at a minimum
of 40. Such skills may rapidly improve
as needed.
COG COO INT REF SAV SOM WIL MOX
25 20 25 20 5 15 15 —
INIT SPD LUC TT IR DUR WT DR
90 1 — — — 70 — —
Nanovirii
Edit
NOTE: The TITANs unleashed a number of biowar plagues
during the Fall. Similar to the exsurgent virus, these
were spread as biological nanovirii (p. 363) or nanoswarm
plagues (p. 364)—use the same rules for determining
exposure and infection.
Melder
NOTE: This virus slowly breaks down the target’s body,
converting the biological materials into some sort of
biofilament that then meshes with implants, electronics,
and physical objects and structures. In effect, the
biological and synthetic are melded together, continuing
to expand and grow, consuming anything around
them into their growth. Victims suffer 1d10 DV and
1d10 SV every hour, implants become inoperable after
2 hours, and the target becomes fully transformed
and absorbed into the new melding substance after
12 hours.
Metastasizer
NOTE: This sophisticated smart protein massively reprograms
the target’s cells to go rapidly, autocannibalistically
cancerous. After 2 + (SOM ÷ 10, round up) hours, the
Necrotizer
NOTE: This virus breaks down the target’s cells into their
component proteins. Reduce the target’s aptitudes by
5 per hour as they slowly convert into a puddle of
sludge. The character dies if any aptitude reaches 0.These virii target the victim’s neurological system,
often rewriting portions of it to inflict some type of
permanent neurological damage. After 12 hours, this
virus inflicts the Neural Damage trait (p. 150).
Neuropaths
NOTE: These virii target the victim’s neurological system,
often rewriting portions of it to inflict some type of
permanent neurological damage. After 12 hours, this
virus inflicts the Neural Damage trait (p. 150).
Petrifier
NOTE: The petrifier virus transforms the target’s cells into
a simple molecular compound or element—typically
carbon or crystal. The target suffers 1d10 DV and –5
to all aptitudes per hour, dying when any aptitudes
reach 0. Victims are frozen in place, converted into an
nonliving statue.
Uzumaki
NOTE: The target of this virus begins suffering from bizarre
fleshy growths. After four hours, their body literally
erupts with meaty “vines” or “tentacles” that warp
into spiral patterns. This process inflicts 1d10 DV and
1d10 SV per hour to the victim until they eventually
transform into an unworldly expanse of fleshy growth.
In many cases, growth has continued long after a
character’s death, creating expansive carpets and vines
of skin and blood vessels, like some sort of bizarre
meat plant.
GAMEMASTERING AND ADMINISTRATION
Edit
NOTE: The following advice will assist gamemasters in running their games more efficiently.
AWARDING REZ POINTS
NOTE: InEclipse Phase, characters earn Rez Points in order to advance (seeCharacter Advancement, p. 152). As the name suggests, these points are awarded so players can spend them to better define their characters—to bring them into higher resolution, sharper focus. As the gamemaster, you determine when and how many Rez Points to award, following the guidelines below.
Rez Points should be awarded at the end of every story arc, at the break in the action between one adventure and the next. Depending on your style of play and the length of your sessions, this should roughly be every 3–6 gaming sessions. If a scenario goes shorter or longer, the Rez Point awards should be adjusted accordingly. In the case of long-term campaigns, the gamemaster should break down the action into digestible chunks, or “chapters,” and assign Rez Points after each such segment.
Every character should be awarded 1 Rez Point for each of the following criteria that is met:
- The character participated in that scenario.
- The character achieved (most of) their objectives in that scenario.
- The character failed to meet their objectives, but learned a valuable lesson.
- The character contributed to achieving success in a significant way (e.g., right skill at the right time).
- The adventure was extra challenging.
- The character achieved a motivational goal (seeMotivation, p. 120).
- The player engaged in good roleplaying.
- The player significantly contributed to the session’s drama, humor, or fun with roleplaying.
This should result in an average Rez Points award of 4–7 points per character, per adventure. Gamemasters who wish to drive the characters’ advancement forward more quickly can increase the reward amounts.
REPUTATION GAIN AND LOSS
Edit
NOTE: In addition to awarding Rez Points, the gamemaster should also adjust each character’s Rep scores according to actions they took during game play, according to the guidelines below. For simplicity, these can be applied at the end of the adventure, though gamemasters who seek a more dynamic game could apply changes to the characters’ Rep scores in game, as their peers judge them according to their actions (or lack thereof) and news about them in real time. Rep scores should only be modified according to public actions and interactions the character has with people capable of pinging their Rep with positive or negative feedback. Actions that happen in secret, without anyone ever knowing, should have no effect. Likewise, pissing off a Factor or a brinker isolate who never communicates with outsiders isn’t going to matter because no one else will ever hear of it (unless the character lifelogs it and posts it to the mesh later ... ). Note that Rep modifications only apply to Rep scores tied to the character’s known identity.
Note that characters may gain and lose Rep score in networks they don’t actively participate in. For example, a character with r-rep of 0 may help bring out a major scientific discovery that is shared with the solar system’s scientific community at large, thus gaining the character a few points of r-rep even though they never hang out with argonauts or scientists—what matters is that people who access r-rep will find positive details when they ping the person’s score on that particular rep network.
Certain actions may result in a character simultaneously gaining Rep with one network while losing Rep in another. For example, an anarchist prankster who embarrasses a major hypercorp figure in public will certainly gain some @-rep points, but their c-rep is likely to go down by an equal amount.
Rep changes provide an excellent way for gamemasters to include more roleplaying and more interactions with theEclipse Phase universe in their games. Social networks are a two-way street, meaning that members of the character’s social networks might contact them for equipment, favors, and information during game play for things that are completely unrelated to the mission the character is on. A character who ignores such requests risks losing Rep. Fulfilling such requests may gain the character Rep and may also provide comic relief or even plant some plot hooks for the next scenario.
REPUTATION GAINS
NOTE: Rep awards are given for characters who help people out, benefit a faction, do something creative, make a major discovery or strides in a particular area of activity, pull off successful publicity stunts, win a competition, and so on. Some suggested examples are noted here:
Trivial Award (1–2 points):
Do a Level 1 favor, make a moderate contribution to free/open source projects, throw a good party, make your sales quota, do the job no one else wants to do.
Minor Award (3–4 points):
Do a Level 2 favor, deliver a kick-ass or moving performance, make a minor contribution to science, win impressively at some public event.
Moderate Award (5–6 points):
Do a Level 3 favor, make a serious business score, lead the winning side in a decisive engagement, create the meme everyone talks about for a week and then forgets, make the news for something positive, risk serious injury.
Major Award (7–8 points):
Do a Level 4 favor, design the new tool everyone wants, throw an impressive planetoid-scale event, complete an extensive project (1 month work or 1 week of difficult/specialized work), risk death.
Extreme Award (9–10 points):
Do a Level 5 favor, start this year’s hot fashion trend, make a major scientific discovery, close the deal on a major corporate acquisition, start (or put down) a revolution, complete a major project (1 year work or 1 month difficult/specialized work), risk true death.
REPUTATION LOSSES
NOTE: Rep losses are suffered by characters who fail to render aid when needed, lose professional credibility, make major or public blunders, doublecross their friends, and so on. Some suggested examples are noted here:
Trivial Loss (–1 or –2 points):
Fail to do a Level 1 favor, inconvenience others, be involved in professional dispute, ruin someone’s day, never are available.
Minor Loss (–3 or –4 points):
Fail to do a Level 2 favor, embarrass yourself at a public event, piss off somebody important.
Moderate Loss (–5 or –6 points):
Fail to do a Level 3 favor, endanger someone’s physical safety, make the news for something negative, ruin an event for everybody.
Major Loss (–7 or –8 points):
Fail to do a Level 4 favor, screw up a major mission or activity, endanger someone’s life, associate with hated rivals.
Extreme Loss (–9 or –10 points):
Fail to do a Level 5 favor, botch a major mission or activity spectacularly, betray a faction to its rivals or enemies.
Backups, Record-Keeping, and Save Points
NOTE: Thanks to cortical stacks and archived backups, characters
in Eclipse Phase can recover from death. When
restoring a character from an earlier backup, however,
it is important to be able to know what the state of
the character was as of that backup. Any Rez Points
gained or spent, any character advancements made,
any key information or memories acquired since that
backup was made are lost. This means that in terms of
game stats, resorting to an old backup can mean loss
of a character’s hard-earned advancements—that’s the
trade-off for being effectively immortal.
Since these changes can have a serious effect on
game play, it’s important to conduct accurate recordkeeping.
This sort of bookkeeping isn’t hard, and
there are two ways to do it. The first is to simply
make a copy of a the character’s record sheet any
time a character makes an archived backup, forks off
an alpha or beta copy, or dies (thus freezing the cortical
stack backup). Each of these is considered a “save
point.” In this case, carefully note the date and time
(both in character and out of character), and what
the event was that prompted the backup. Since what
knowledge a character knows at different points in
their life may be important, you may also want to
note what important information they may hold in
their head, as well as what the recent events in their life were (to help jog your memory later). This way,
if the character ever reverts back to one of these save
points, you have notes not only on their character
stats, but what they remember.
Alternately, you can keep a log of all of your
character’s developments, noted by in-character
date. These developments would include: Rez Points
spent or earned, character advancements made, key
information acquired, backups made, alpha or beta
forks made, and so on. In this case, if the character
dies and reverts back to an earlier backup, it is easy
to see what changes need to be “rolled back” to get
back to that previous version of the character. When
alpha and beta forks are made, you may also want to
branch off a separate log for each fork, as their life
stream may develop differently than from the original
character they were spun off from.
Gamemastering Practicalities
Edit
NOTE: Eclipse Phase is a game about a dark future in which
the meaning of (trans)humanity and its very survival
are at stake. In practice, however, your campaign can
take on a wide assortment of flavors or even mix
several styles together. There’s nothing that says you
have to play Eclipse Phase specifically according to
the guidelines we set out. This section covers topics
you should think about while preparing a campaign
and running it, to help you do things the way that
makes you and your players happiest.
Gamemaster Responsibilities
NOTE: The gamemaster has certain responsibilities that will
keep a game flowing smoothly. The following is a
short summary of the basics.
• The gamemaster should be familiar with the
whole game. This doesn’t mean the rulebook
must be memorized. An understanding of the core
mechanics is a must, however, as well as knowing
where to find other rules quickly, as needed.
• The gamemaster should have solid notes on the
plots and subplots created for each session. Nothing
will ensure you prepare better next time like
having the players catch you in a major continuity
error due to lack of notes.
• The gamemaster doesn’t just set the scene, they
play all the non-player characters that populate
the universe. Making each NPC convincing, while
not messing up a plot or losing the thread of a
scene, can be difficult. Notes are your friend.
• Know when it’s time to toss the dice and trust
to the game mechanics to resolve a situation and
when it’s better to ride out a situation through
storytelling and dialog. This is an acquired skill.
The more practice you have, the better you’ll get.
• Don’t cheat. Your NPCs should not have access
to information they’ve not gained during game
play. If you roll terribly for your major antagonist
at the height of the story and they fall with
a whimper, roll with it. Be flexible and improvise
in such situations. Your players are smart and
perceptive and will know when you’re forcing
a situation with unfair tactics. At the same time,
they’ll also know when you’ve stepped up and
run with the flow—and they’ll thank you for it.
Fundamentals
NOTE: It’s possible to stumble into a campaign without ever
really making an effort to find out what everyone
wants, shooting into the darkness and happening to
score a bullseye, but it’s not a very reliable way to go.
Successful campaigns usually begin with communication.
As you begin to prepare your campaign, talk to
your players. Explain the basics of the Eclipse Phase
setting and let them look over the options for characters
and tell you what they find interesting. Also take
note of what they find uninteresting or even repellent,
so that nobody wastes a lot of time getting set for options
that simply won’t be enjoyable in play.
Challenges to Players
NOTE: Eclipse Phase is set in a time of catastrophic troubles
and looming disasters, and it’s full of facts and concepts
that may be heady or even uncomfortable to
some players—not to mention their characters. One of
the fundamental questions for each gaming group is,
how much challenge to the players’ sense of comfort is
a good idea? There is no single answer, because tastes
vary. There are groups whose players thrive on a diet
of culture shock, ideological disorientation, gray areas,
and difficult ethical choices. They love the moral and
intellectual battleground gaming can provide, and
are seldom so happy as when confronted with a
really hard, really interesting dilemma. There are also
groups whose players thrive on a diet of intellectual engagement, tactical and strategic challenge, and welldeveloped
roleplaying that never pushes players’
buttons or puts them into harsh no-win situations.
There’s a whole universe of responses in between these
style sof play and none of them can conceivably be
right for everyone. What matters to your campaign is
what works for you and your players.
Keep in mind as you talk about it with your group
that more shock doesn’t equal more maturity. The
prime audience for gore in film, for instance, is not
well-aged men and women but teenage boys and
young men. Shakespeare’s The Tempest is no less
mature a tale than Macbeth even though it has a
happy ending. It can be easy to confuse endurance
with enlightenment, but in fact the two have nothing
to do with each other. Endurance is about how much
description of visceral nastiness the players can take
(and deliver), while enlightenment (insofar as it ever
happens in gaming) is about what insights players
take away from whatever it is that happened in play.
Don’t feel like a wimpy failure if you or your players
would rather keep the darker parts of the game world
suggested rather than delineated in hard-edged detail,
since the point is that it be satisfying rather than it
be as horrifying or mind-blowing as possible. The
converse is also true: just as more is not better, so less
is not better if your players do thrive on details. Your
job as gamemaster includes knowing as much as you
can about what it is your players actually prefer in
this regard as in others and seeing how you can satisfy
it in ways that are also satisfying for you.
That said, there is one technique you really should
never use without very clear permission from your
players, and that’s playing on their real-world fears
and phobias. If you know that one of them is, for
instance, genuinely phobic about spiders, you can
count on getting some real shivers by adding arachnid
features to robots and morphs. You can also ruin a
player’s enjoyment of the session or the whole campaign
that way, if it comes unexpectedly and leads
to the real-world fear drowning out the experience
of play. Some players are fine with judicious use of
their vulnerabilities, and others just aren’t. Under no
circumstances should you poke at weak spots without
making sure you’ve discussed it first.
The Problem of Secrets
NOTE: Uncovering secrets is a big part of this game. There’s
a problem, however, in that a lot of the secrets are out
there where players can come across them: in this very
chapter, in reviews of the game, discussion in online
forums, and so on. As gamemaster, you will need to
decide how you want to deal with the potential for
spoiled revelations.
As with so many potential issues, the place to start
is with your players. Ask them how much it bothers
them to know things that their characters are going
to be finding out in play. Some players do a fine job
separating their own knowledge from that of their
characters with mental firewalls. Others have a very
difficult time doing so, and knowing things in advance
as players takes away a lot of the fun of character
discovery for them. In addition, some players have
a good sense of what degree of player-level surprise
works best for them, and some don’t. Discuss it with
them. Tell them that spoilers are available, and that
you certainly can’t stop them from learning it all, one
way or another. Ask them how much trouble this may
be for them, and then proceed from there. Ask the
players who have more trouble with spoilers to simply
stay away from early commentary on the game, and
tell them that you’ll let them know when the spoilers
have come into play in your own campaign so that
it’s no longer an issue. Ask the other players to work
with you in keeping things fresh and fun for those
players, too. In most groups, making it a matter of
cooperation for the sake of everyone’s good time will
draw out good responses. (If it doesn’t, the group may
well have other problems in any event.)
There’s a related question for both you and your
players. How much do any of you mind when a particular
campaign’s version of an answer diverges from
the stock one provided in print? There are two kinds
of variation possible for this, and each one raises its
own issues.
There are matters that the game leaves unresolved,
so that there is no single authoritative answer, like the
number of TITANs in the solar system in the game’s
present moment. If you choose to give a specific
number, it’s your choice, and any number that seems
to work for your campaign will probably do the job, whether it’s one, three, seven, a dozen, or something
else. Your campaign can’t diverge from the baseline
unless your answer is relatively extreme, like “there
are no TITANs, it was all a hoax before contact with
the Exsurgent virus and then purely alien technology
after that.” In this case, your players can have read
all the game’s secrets and still be surprised by the revelation
you present. The potential for trouble here is
not a conflict of expectations based on the game, but
based on expectations raised in other contexts. Some
games, like some movies, TV shows, and other stories,
develop a following with strong ideas of its own about
what the real truths and important matters are, and if
the following thrives, its members may end up with
ideas that have less and less to do with the original
inspiration. This isn’t good or bad in itself, but it can
be a problem, which is why it bears conscious consideration
and discussion, both before play and as the
campaign evolves. Ask your players to tell you about
conversations and insights that shape their expectations
for the game world and storylines. Sometimes
you’ll want to work those in with your own plans,
sometimes you may want to deliberately play against
them for the sake of a delightful surprise (generally
more delightful for players than characters, but that’s
life as a character for you). In either case, it’s better to
be thinking about it than missing it.
Then there are matters that the game does give
definite answers for, but which you wish to change
for the sake of your own campaign’s characters and
stories. This is perfectly fine. There are no game police
roaming the countryside and forcing you to accept
answers you’d prefer not to use. But your players
will, as with the first question, have expectations, and
your campaign will work better if you make sure you
understand what those expectations are. How much
would it bother them if it turned out there were no
TITANs and it was all a hoax, and so on? It’s hard to
guess what friends will say and impossible to predict
the range of responses strangers might give, so ask
them. (This particular answer is one that’s unlikely to
appear in anyone’s campaign, but it makes a handy
example for your conversational use precisely because
it’s extreme. So their answers to it are likely to be
about the same as to any other potentially extreme
change, and this one probably doesn’t give away any
of your own plans.) Some players are flexible on most
matters but have particular points of attachment;
if yours are among them, ask them to explain what
those points are for them, so that you can keep them
in mind. Other players have a hard time having fun
with any major shift from published standard answers,
and if you have players like that, you’ll want to know
it so that you can see how to adapt your plans to
work within that framework.
That's What I'm Talking About: Shared Inspiration
NOTE: It’s not quite true that everything changed from the
early 21st century to Eclipse Phase’s universe, but a
great many things did, and it can be hard to keep track
of them all at once. This is where shared inspirations
can come in handy. One striking illustration can convey
a lot of details for both foreground and background,
suggesting an aesthetic standard for design, an exotic
environment, people doing futuristic tasks with appropriately
advanced tools, and so on. A prose passage
from a rewarding novel may set an ambiance or nail
down some aspect of the characters’ circumstances.
There are potential pitfalls, and it’s important to
be aware of them. The greatest is obsolescence, the
meaning of something evocative changing because
the players’ reality has changed since the inspiration
entered it. William Gibson’s ground-breaking cyberpunk
novel Neuromancer begins, “The sky above the
port was the color of television, tuned to a dead channel.”
Supporting details make it clear that this is an
industrial port at night, the sky gray from pollution
and flecked with ash and other debris. But that was
an image published in 1984. A decade and a half later,
Neil Gaiman pointed out that to his children, the
color of television tuned to a dead channel is bright
blue, thanks to ubiquitous cable delivery. In another
decade, the default color of a station not in use may
be something else entirely. The moral is that it’s not
enough to agree that an image is very striking. You’ll
want to make sure that you all agree on what it is
about it that’s striking, to avoid a tangle of misconceptions
that could derail play later on.
The References page (p. 394) offers a wide range
of immediately relevant inspirations, but it’s not the
final word on the subject. If the people in your group
have a long-time favorite space scene, or description
of life in the midst of a high-tech investigation, or
poetic glimpse of what it might feel like to modify the
body in ways not possible in real life, or something
else that’s stayed with them a long time and seems
like it might bear on your campaign, encourage them
to share. Remember to be courteous with each other’s
personal treasures, whether you end up using them
or not; there’s nothing like earned trust to encourage
more sharing.
Images can be particularly helpful for what they
convey about the world behind and around the
foreground events. For instance, think of a corridor
on a typical spaceship or habitat in Eclipse Phase.
Did you imagine it as being a standardized size and
shape, so that its counterparts elsewhere would be
very much the same or a more individualized work
intended for use just where it is without concern
for interchangeability? Did you imagine it as well
lit even when not in use, lit well when sensors show
people present and otherwise dim or dark, or perhaps
planned to be well lit but in practice haphazard and
unreliable thanks to lack of maintenance and funds?
Did you imagine its surfaces smooth and clean, with equipment, maintenance bays, and the like all behind
hatches and covers, or was it cluttered and lumpy?
None of that matters all the time, but when it comes
to the investigation of a derelict, the hunt for someone
(or something) trying to hide, a race against time, or
other dramatic complication, these things could affect
your play, and rather than try to tally all possible contingencies
in advance, having some general-purpose
references can save everyone time and confusion.
Things That Should Not Be: Horror
NOTE: The universe of Eclipse Phase is a time of horrors
unleashed. Every character has had to come to some
personal accommodation with the existence of things
that offend our basic expectations of decency and
practicality all at once. Horror comes in many flavors,
and no one campaign can make use of all of them.
There are at least as many theories of horror as
there are people who create horror stories. Everything
here is necessarily a generalization. You and your
players can find exceptions to every single point in
it, and if you like the way those work better, go with
them. This discussion is intended to trigger ideas, not
to close off anything. That said, there are some useful
generalizations about horror, starting with an insight
expressed well by H.P. Lovecraft: “The oldest and
strongest emotion of mankind is fear, and the oldest
and strongest kind of fear is fear of the unknown.” All
horror can be thought of as built around encounters
with the unknown, beginning with the realization that
there is something unknown present, learning something
about the scope of its nature and activities, and
then trying to respond one way or another.
In this game, the discovery part is half over. There’s
no question about the presence of the unknown.
Yes, there really are monsters beyond transhuman
understanding loose in the universe, and everyone in
the Eclipse Phase universe knows how bad and how
strange the TITANs could get. Many people also have
some idea of how exotic life on the far side of the Pandora
Gates can be. There’s no room left for characters
to respond to some new strangeness with confident
skepticism, sure that they know the range of what’s
possible and plausible within transhuman experience
anymore. Almost anything might exist, given the
facts of what’s already known. Instead, the question
for Eclipse Phase people facing a mystery is whether
this particular unknown will turn out to be simple
and straightforward to deal with, more complicated
but nonetheless a part of their routine lives like malfunctioning
machinery or a sabotaged and unusually
modified morph, or something beyond the normal like
a TITAN-programmed weapon or alien life. Sooner or
later, if they keep poking around, the characters can
count on running into all sorts of unknown and maybe
even unknowable challenges. Are they there yet?
Horror is seldom very far from humor. Humor
serves many roles in human psychology, and one of
them is helping us whittle down the mental “size” of
mysteries and threats to something we can deal with.
Furthermore, horror usually involves a balance of improbable
elements, with things lined up to go wrong
in interesting ways, and it doesn’t take much for a
particular rickety edifice to go from strange and menacing
to ludicrous. When your players start laughing,
sometimes the best thing for you to do is to roll with
it. Laughter can do everyone good, supporting the
“play” part of roleplaying. In addition, some events
actually are funny or at least can be taken as funny,
even (sometimes especially) when most of what’s going
on is serious. On the other hand, if you really would
like to keep a scene serious and the players break out
in giggles, it’s often wise to go ahead and take a break.
Tell the players what you’re doing, too; trying to deceive
a group of your friends isn’t very reliable and
can backfire badly. Make the break long enough for
everyone to get the giggles out and then continue.
At the end of the day, through communication with
their players, the gamemaster will know how much
horror their group wishes to encounter. A group may
decide that they want to be 100 percent immersed
into the various horrors of Eclipse Phase. Another
group, however, may decide that while they enjoy
the meshed theme of horror with the other aspects
of Eclipse Phase, they don’t wish it to be a principal
element. In such a situation, horror would remain just
that, a theme, while the plots woven by the gamemaster
would spin around the myriad of other elements
that make up the game.
Transhumanism
NOTE: Humanity has embraced transhumanism for survival,
harnessing science and technologies to catapult physical
and mental faculties to super-human levels, while
eradicating involuntary death and enabling near immortality
through the digitization of consciousness
and the ability to transfer bodies at will. This is one of
the cornerstone themes of Eclipse Phase.
The technologies inherent to a transhuman future
raise many questions and ethical issues, however, and
these are some of the central themes that Eclipse
Phase seeks to explore. We encourage both gamemaster
and players to play around with the possibilities
and contradictions enabled in such a universe. How
do our mindsets change when death no longer looms
over us? What does identity mean when our bodies
are disposable and our personalities can be edited?
Are we the same person when we are revived from
a backup, or sent off as a fork? Are technologies like
nanofabrication something to be feared and restricted,
even when they can eliminate poverty and greed?
How do we ensure public safety in a world where
technology makes weapons of mass destruction easily
available? How do ideas inherent to religious and
spiritual thought cope with AI, backups, or resleeving?
What does it mean to be an uplifted animal in a
society centered on humans? Who decides our future?
These are just a few of the issues that Eclipse Phase
raises, and many of them can be used as the central
theme for an entire campaign.
NPCs and Moxie
NOTE: When a gamemaster is generating or winging
NPCs that the characters interact or fight
with, the question of Moxie for NPCs must be
addressed. When it comes to run-of-the-mill
grunt NPC characters, we recommend that such
NPCs don’t be given Moxie. The reasons for this
are simple. For one, it is one less stat/headache
for the gamemaster to keep track of. More importantly,
however, it represents the edge that
player characters have over the nameless mooks
they encounter. When it comes to major NPCs,
however—prime antagonists, key allies, etc.—
these characters should have their own Moxie
score. Because such NPCs play pivotal roles in a
scenario, it is important for them to be able to
alter the outcome of events in much the same
way the player characters can. It also allows a
gamemaster to counteract an unfortunate roll
of the dice that might otherwise spoil the big
climax you have worked so hard to set up.
TABLES
Edit
CHARACTER CREATION SUMMARY
Edit
NOTE:
- Define Character Concept (p. 130)
- Choose Background (p. 131)
- Choose Faction (p. 132)
- Spend Free Points (p. 134)
- 105 aptitude points
- 1 Moxie
- 5,000 credit
- 50 Rep
- Native tongue
- Spend Customization Points (p. 135)
- 1,000 CP to spend15 CP = 1 Moxie
10 CP = 1 aptitude point
5 CP = 1 psi sleight
5 CP = 1 specialization
2 CP = 1 skill point (61-80)
1 CP = 1 skill point (up to 60)
1 CP = 1,000 credit
1 CP = 10 rep
- Active skill minimum: 400 CP
- Knowledge skill minimum: 300 CP
- Choose Starting Morph (pp. 136 and 139)
- Choose Traits (pp. 136 and 145)
- Purchase Gear (p. 136)
- Choose Motivation (p. 137)
- Calculate Remaining Stats (p. 138)
- Detail the Character (p. 138)
BACKGROUNDS
NOTE: Drifter:
+10 Navigation skill, +20 Pilot: Spacecraft skill, +10 Networking: [Field] skill of your choice
Fall Evacuee:
+10 Pilot: Groundcraft skill, +10 Networking: [Field] skill of your choice, +1 Moxie, only 2,500 Starting Credit (can still buy credit with CP)
Hyperelite:
+10 Protocol skill, +10,000 Credit, +20 Networking: Hypercorps skill, may not start with flat, splicer, or any pod, uplift, or synthetic morphs
Infolife:
+30 Interfacing skill, Computer skills (Infosec, Interfacing, Programming, Research) bought with Customization Points are half price, Real World Naiveté trait, Social Stigma (AGI) trait, may not purchase Psi trait, Social skills bought with Customization Points are double price
Isolate:
+20 to two skills of your choice, –10 starting Rep
Lost:
+20 to two Knowledge skills of your choice, Psi trait (Level 1), Mental Disorder (choose two, this includes the one from Psi) trait, Social Stigma (Lost) trait, must start with Futura morph
Lunar Colonist:
+10 Pilot: Groundcraft skill, +10 to one Technical, Academic: [Field], or Profession: [Field] skill of your choice, +20 Networking: Hypercorps skill
Martian:
+10 Pilot: Groundcraft skill, +10 to one Technical, Academic: [Field], or Profession: [Field] skill of your choice, +20 Networking: Hypercorps skill
Original Space Colonist:
+10 Pilot: Spacecraft or Freefall skill, +10 to a Technical, Academic: [Field], or Profession: [Field] skill of your choice, +20 to a Networking: [Field] skill of your choice
Re-instantiated:
+10 Pilot: Groundcraft skill, +10 to a Networking: [Field] skill of your choice, +2 Moxie, Edited Memories trait, 0 Starting Credit (can still buy credit with CP)
Scumborn:
+10 Persuasion or Deception skill, +10 Scrounging skill, +20 Networking: Autonomists skill
Uplift:
+10 Fray skill, +10 Perception skill, +20 to two Knowledge skills of your choice, must choose an uplift morph to start
FACTIONS
NOTE: Anarchist:
+10 to a skill of your choice, +30 Networking: Autonomists skill
Argonaut:
+10 to two Technical, Academic: [Field], or Profession: [Field] skills; +20 Networking: Scientists
Barsoomian:
+10 Freerunning, +10 to one skill of your choice, +20 Networking: Autonomists skill
Brinker:
+10 Pilot: Spacecraft skill, +10 to a skill of your choice, +20 to a Networking: [Field] skill of your choice
Criminal:
+10 Intimidation skill, +30 Networking: Criminal skill
Extropian:
+10 Persuasion skill, +20 Networking: Autonomists skill, +10 Networking: Hypercorps skill
Hypercorp:
+10 Protocol skill, +20 Networking: Hypercorps skill, +10 to any Networking: [Field] skill
Jovian:
+10 to two weapon skills of your choice, +10 Fray, +20 Networking: Hypercorps skill. must start with a Flat or Splicer morph, may not start with any nanoware or advanced nanotech
Lunar:
+10 to one Language: [Field] of your choice, +20 Networking: Hypercorps skill, +10 Networking: Ecologists skill
Mercurial:
+10 to any two skills of your choice, +20 to a Networking: [Field] skill of your choice
Scum:
+10 Freefall skill, +10 to a skill of your choice, +20 Networking: Autonomists skill
Socialite:
+10 Persuasion skill, +10 Protocol skill, +20 Networking: Media skill, may not start with flat, pod, uplift, or synthetic morphs
Titanian:
+10 to two Technical or Academic skills of your choice, +20 Networking: Autonomists skill
Ultimate:
+10 to two skills of your choice, +20 to a Networking: [Field] skill of your choice, may not start with Flat, Splicer, uplift, or pod morphs
Venusian:
+10 Pilot: Aircraft, +10 to one skill of your choice, +20 Networking: Hypercorps skill
MORPH COSTS (ALPHABETICAL)
NOTE:
| TYPE | CP | COST |
| Arachnoid | 45 | Expensive (40k+) |
| Bounder | 40 | Expensive |
| Case | 5 | Moderate |
| Dragonfly | 20 | High |
| Exalt | 30 | Expensive |
| Flat | 0 | High |
| Flexbot | 20 | Expensive (30k+) |
| Fury | 75 | Expensive (40k+) |
| Futura | 40 | Expensive (50k+) |
| Ghost | 70 | Expensive (40k+) |
| Hibernoid | 25 | Expensive |
| Infomorph | 0 | 0 |
| Menton | 40 | Expensive |
| Neo-Avian | 25 | Expensive |
| Neo-Hominid | 25 | Expensive |
| Neotenic | 25 | Expensive |
| Novacrab | 60 | Expensive (30k+) |
| Octomoprh | 50 | Expensive (30k+) |
| Olympian | 40 | Expensive |
| Pleasure Pod | 20 | High |
| Reaper | 100 | Expensive (50k+) |
| Remade | 60 | Expensive (40k+) |
| Ruster | 25 | Expensive |
| Slitheroid | 40 | Expensive |
| Splicer | 10 | High |
| Swarmanoid | 25 | Expensive |
| Sylph | 40 | Expensive |
| Synth | 30 | High |
| Worker Pod | 20 | High |
GEAR COSTS
NOTE:
| CATEGORY | RANGE (CREDITS) | AVERAGE (CREDITS) |
| Trivial | 1-99 | 50 |
| Low | 100-499 | 250 |
| Moderate | 500-1,499 | 1,000 |
| High | 1,500-9,999 | 5,000 |
| Expensive | 10,000+ | 20,000 |
CUSTOMIZATION POINTS
NOTE: 15 CP = 1 Moxie point
10 CP = 1 aptitude point
5 CP = 1 psi sleight
5 CP = 1 specialization
2 CP = 1 skill point (61-80)
1 CP = 1 skill point (up to 60)
1 CP = 1,000 credit
1 CP = 10 Rep
Trait and morph costs vary as noted.
SKILL LIST
NOTE:
| SKILL | LINKED APTITUDE | CATEGORY |
| Academics: [Field] | COG | Knowledge |
| Animal Handling | SAV | Active, Social |
| Art: [Field] | INT | Knowledge |
| Beam Weapons | COO | Active, Combat |
| Blades | SOM | Active, Combat |
| Climbing | SOM | Active, Physical |
| Clubs | SOM | Active, Combat |
| Control | WIL (no default) | Active, Mental, Psi |
| Deception | SAV | Active, Social |
| Demolitions | COG (no default) | Active, Technical |
| Disguise | INT | Active, Physical |
| Exotic Melee Weapon: [Field] | SOM | Active, Combat |
| Exotic Ranged Weapon: [Field] | COO | Active, Combat |
| Flight | SOM | Active, Physical |
| Fray | REF | Active, Combat |
| Free Fall | REF | Active, Physical |
| Freerunning | SOM | Active, Physical |
| Gunnery | INT | Active, Combat |
| Hardware: [Field] | COG | Active, Technical |
| Impersonation | SAV | Active, Social |
| Infiltration | SAV | Active, Social |
| Investigation | INT | Active, Mental |
| Kinesics | SAV | Active, Social |
| Kinetic Weapons | COO | Active, Combat |
| Language: [Field] | INT | Knowledge |
| Medicine: [Field] | COG | Active, Technical |
| Navigation | INT | Active, Mental |
| Networking: [Field] | SAV | Active, Social |
| Palming | COO | Active, Physical |
| Perception | INT | Active, Mental |
| Persuasion | SAV | Active, Social |
| Pilot: [Field] | REF | Active, Vehicle |
| Profession: [Field] | COG | Knowledge |
| Programming | COG (no default) | Active, Technical |
| Protocol | SAV | Active, Social |
| Psi Assault | WIL (no default) | Active, Mental, Psi |
| Psychosurgery | INT | Active, Technical |
| Research | COG | Active, Technical |
| Scrounging | INT | Active, Mental |
| Seeker Weapons | COO | Active, Combat |
| Sense | INT (no default) | Active, Mental, Psi |
| Spray Weapons | COO | Active, Physical |
| Swimming | SOM | Active, Physical |
| Throwing Weapons | COO | Active, Combat |
| Unarmed Combat | SOM | Active, Combat |
TRAITS
Edit
POSITIVE TRAITS
NOTE:
| POSITIVE TRAITS | CP COSTS |
| Adaptability | 10 (Level 1) or 20 (Level 2) |
| Allies | 30 |
| Ambidextrous | 10 |
| Animal Empathy | 5 |
| Brave | 10 |
| Common Sense | 10 |
| Danger Sense | 10 |
| Direction Sense | 5 |
| Eidetic Memory (Ego or Morph Trait) | 10 |
| Exceptional Aptitude | 20 |
| Expert | 10 |
| Fast Learner | 10 |
| First Impression | 10 |
| Hyper Linguist | 10 |
| Improved Immune System (Morph Trait) | 10 (Level 1) or 20 (Level 2) |
| Innocuous (Morph Trait) | 10 |
| Limber (Morph Trait) | 10 (Level 1) or 20 (Level 2) |
| Math Wiz | 10 |
| Natural Immunity (Morph Trait) | 10 |
| Pain Tolerance (Ego or Morph Trait) | 10 (Level 1) or 20 (Level 2) |
| Patron | 30 |
| Psi | 20 (Level 1), 25 (Level 2) |
| Psi Chameleon (Ego or Morph Trait) | 10 |
| Psi Defense (Ego or Morph Trait) | 10 (Level 1) or 20 (Level 2) |
| Rapid Healer (Morph Trait) | 10 |
| Right At Home | 10 |
| Second Skin | 15 |
| Situational Awareness | 10 |
| Striking Looks (Morph Trait) | 10 (Level 1) or 20 (Level 2) |
| Tough (Morph Trait) | 10 (Level 1), 20 (Level 2), or 30 (Level 3) |
| Zoosemiotics | 5 |
NEGATIVE TRAITS
NOTE:
| NEGATIVE TRAITS | CP COSTS |
| Addiction (Ego or Morph Trait) | 5 (Minor), 10 (Moderate), or 20 (Major) |
| Aged (Morph Trait) | 10 |
| Bad Luck | 30 |
| Blacklisted | 5 or 20 |
| Black Mark | 10 (Level 1), 20 (Level 2), or 30 (Level 3) |
| Combat Paralysis | 20 |
| Edited Memories | 10 |
| Enemy | 10 |
| Feeble | 20 |
| Frail (Morph Trait) | 10 (Level 1) or 20 (Level 2) |
| Genetic Defect (Morph Trait) | 10 or 20 |
| Identity Crisis | 10 |
| Illiterate | 10 |
| Immortality Blues | 10 |
| Implant Rejection (Morph Trait) | 5 (Level 1) or 15 (Level 2) |
| Incompetent | 10 |
| Lemon (Morph Trait) | 10 |
| Low Pain Tolerance (Ego or Morph Trait) | 20 |
| Mental Disorder | 10 |
| Mild Allergy (Morph Trait) | 5 |
| Modified Behavior | 5 (Level 1), or 10 (Level 2), or 20 (Level 3) |
| Morphing Disorder | 10 (Level 1), or 20 (Level 2), or 30 (Level 3) |
| Neural Damage | 10 |
| No Cortical Stack (Morph Trait) | 10 |
| Obilvious | 10 |
| On the Run | 10 |
| Psi Vulnerability (Ego or Moprh Trait) | 10 |
| Real World Naiveté | 10 |
| Severe Allergy (Morph Trait) | 10 (uncommon) or 20 (common) |
| Slow Learner | 10 |
| Social Stigma (Ego or Morph Trait) | 10 |
| Timid | 10 |
| Unattractive (Morph Trait) | 10 (Level 1), 20 (Level 2), 30 (Level 3) |
| Uncanny Valley (Morph Trait) | 10 |
| Unfit (Morph Trait) | 10 (Level 1), 20 (Level 2) |
| VR Vertigo | 10 |
| Weak Immune System (Morph Trait) | 10 (Level 1), 20 (Level 2) |
| Zero-G Nausea (Morph Trait) | 10 |
COMBAT SUMMARY
Edit
NOTE:
- Combat is handled as an Opposed Test.
- Attacker rolls attack skill +/– modifiers.
- Melee: Defender rolls Fray or melee skill +/– modifiers.
- Ranged: Defender rolls (Fray skill ÷ 2, round down) +/– modifiers.
- If attacker succeeds and rolls higher than the defender, the attack hits.
- Critical hits are armor-defeating (armor does not apply).
- Armor is reduced by the attack’s Armor Penetration value (AP).
- The weapon’s damage is reduced by the target’s modified Armor rating (unless the attack is armor-defeating).
- If the damage exceeds the target’s Wound Threshold, a wound is also scored. (If the damage exceeds the Wound Threshold by multiple factors, multiple wounds are inflicted.)
ACTION TURN
NOTE: Step 1: Roll Initiative ((INT + REF) x 2) + 1d100
Step 2: Begin First Action Phase (Speed 1)
Step 3: Declare and Resolve Actions
Step 4: Rotate and Repeat (Speed 2-4)
SCATTER DIAGRAM
NOTE: 20110126--jwd
I omitted the scatter diagram.
MODIFIER SEVERITY
NOTE:
| SEVERITY | MODIFER |
| Minor | +/- 10 |
| Moderate | +/- 20 |
| Major | +/- 30 |
Test Difficulty
NOTE: test diffi culty
Dificulty Level modifier
Effortless +30
Simple +20
Easy +10
Average +0
Difficult –10
Challenging –20
Hard –30
Complementary Skill Bonus
NOTE: Complementary Skill Bonus
skil rating modifier
01–30 +10
31–60 +20
61+ +30
Weapon Ranges
NOTE: weapon r anges
Weapon (Type)
Short range
Medium range (–10)
Long range (–20)
Extreme range (–30)
Firearms
Light Pistol 0–10 11–25 26–40 41–60
Medium Pistol 0–10 11–30 31–50 51–70
Heavy Pistol 0–10 11–35 36–60 61–80
SMG 0–30 31–80 81–125 126–230
Assault Rifle 0–150 151–250 251–500 501–900
Sniper Rifle 0–180 181–400 401–1,100 1,100–2,300
Machine Gun 0–100 101–400 401–1,000 1,001–2,000
Railguns
as Firearms but increase the effective range in each category by +50%
Beam Weapons
Cybernetic Hand Laser 0–30 31–80 81–125 126–230
Laser Pulser 0–30 31–100 101–150 151–250
Microwave Agonizer 0–5 6–15 16–30 31–50
Particle Beam Bolter 0–30 31–100 101–150 151–300
Plasma Rifle 0–20 21–50 51–100 101–300
Stunner 0–10 11–25 26–40 41–60
Seekers
Seeker Micromissile 5–70 71–180 181–600 601–2,000
Seeker Minimissile 5–150 151–300 301–1,000 1,001–3,000
Seeker Standard Missile 5–300 301–1,000 1001–3,000 3001–10,000
Spray Weapons
Buzzer 0–5 6–15 16–30 31–50
Freezer 0–5 6–15 16–30 31–50
Shard Pistol 0–10 11–30 31–50 51–70
Shredder 0–10 11–40 41–70 71–100
Sprayer 0–5 6–15 16–30 31–50
Torch 0–5 6–15 16–30 31–50
Vortex Ring Gun 0–5 6–15 16–30 31–50
Thrown Weapons
Blades To SOM ÷ 5 To SOM ÷ 2 To SOM To SOM x 2
Minigrenades To SOM ÷ 2 To SOM To SOM x 2 To SOM x 3
Standard Grenades To SOM ÷ 5 To SOM ÷ 2 To SOM To SOM x 3
Combat Modifiers
NOTE: com bat mo difiers
general modifier
Character using off-hand –20
Character wounded/traumatized –10 per wound/trauma
Character has superior position +20
Touch-only attack +20
Called shot –10
Character wielding two-handed weapon with one hand –20
Small target (child-sized) –10
Very small target (mouse or insect) –30
Large target (car sized) +10
Very large target (side of a barn) +30
Visibility impaired (minor: glare, light smoke, dim light) –10
Visibility impaired (major: heavy smoke, dark) –20
Blind attack –30
Mele Combat Modifier
Character has reach advantage +10
Character charging –10
Character receiving a charge +20
Ranged Combat (Att acker) Modifier
Attacker using smartlink or laser sight +10
Attacker behind cover –10
Attacker running –20
Attacker in melee combat –30
Defender has minor cover –10
Defender has moderate cover –20
Defender has major cover –30
Defender prone and far (10+ meters) –10
Defender hidden –60
Aimed shot (quick) +10
Aimed shot (complex) +30
Sweeping fire with beam weapon +10 on second shot
Multiple targets in same Action Phase –20 per additional target
Indirect fire –30
Point-blank range (2 meters or less) +10
Short range —
Medium range –10
Long range –20
Extreme range –30
Healing
NOTE: he aling
Character Situation Damage Healing Rate Woun d Healing Rate
Character without basic biomods 1d10 (5) per day 1 per week
Character with basic biomods 1d10 (5) per 12 hours 1 per 3 days
Character using nanobandage 1d10 (5) per 2 hours 1 per day
Character with medichines 1d10 (5) per 1 hour 1 per 12 hours
Poor conditions (bad food, not enough rest/heavy activity, poor shelter and/or sanitation) double timeframe double timeframe
Harsh conditions (insufficient food, no rest/strenuous activity, little or no shelter and/or sanitation) triple timeframe no wound healing
THE HACKING SEQUENCE
Edit
NOTE:
| 1. Defeat the Firewall | Infosec Task Action (10 minutes) |
| 2. Bypass Active Security | Opposed Infosec Test |
| a. Hacker Wins with Excellent Success, Defender Fails | Hidden status
+30 all Subversion tests (p. 256) |
| b. Hacker Succeeds, Defender Fails | Covert status (p. 256) |
| c. Both Succeed | Spot Status
Passive Alert (p. 256) |
| d. Defender Succeeds, Hacker Fails | Locked status
Active Alert -20 all Subversion tests (p. 256) |
Online Searches
NOTE: 1. Common data = automatic acquisition
2. Uncommon data:
a. Research Task Test (timeframe: 1 minute) modified by
data obscurity to accumulate data
b. Measure of Success determines depth of data found
3. Analyzing data:
a. Research Task Test (timeframe: GM call) using
complementary skill to understand data
Mesh Gear Modifiers
NOTE: modifier software/hardware
–30
Bashed-up devices, no-longer-supported software, relics from
Earth or the early expansion into space
–20 Malfunctioning/inferior devices, buggy software, pre-Fall technology
–10 Outdated and low quality systems
0 Standard ectos, mesh inserts, and software
+10 High-quality goods, standard security-grade products
+20 Next-generation devices, advanced software
+30 Newly-developed, state-of-the-art, top-of-the-line technology
>+30 TITANs and/or alien technology
Subversion Difficulties
NOTE: su bversion diffi culties
Difficulty modifiers for common computer tasks
modifier task
–0
Execute commands, view restricted information, run restricted
software, open/close connections to other systems, read/write/copy/
delete files, access sensor feeds, access slaved devices
–10 Change system settings, alter logs/restricted files
–20 Interfere with system operations, alter sensor/AR input
–30 Shut system down, lockout user/muse, launch countermeasures at other
Countermeasures
NOTE: counterme asures
Passive A lert (-10 modifier to intruders)
Locate Intruder: Opposed Infosec Test; if successful, intruder becomes Locked
Re-authenticate Users: Next Action Turn, intruder must make Infosec Test to
log in again
Reduce Privileges: Limit user access privileges; see p. 246
Active A lert (-20 modifier to intruders)
Counterintrusion: If Trace (see below) is successful, launch intrusion attempt
on intruder's home system
Lockout: Opposed Infosec Test; if successful, intruder dumped from system.
Reboot/Shutdown: Takes 1 Action Turn to 1 minute (GM discretion); all users
ejected from system.
Trace: Trace intruder to home system with a Research Test (-30 if in privacy mode)
Wireless Termination: At end of Action Turn, all wireless connections terminated;
wireless users ejected.
Subversion Examples
NOTE: su bversion ex amples
In addition to the tasks noted under the Subversion Difficulties table,
these modifiers present some additional example actions.
mod task
Hacking Bots/Vehicles
–0 Give orders to drones
–10 Alter sensor system parameters, disable sensors or weapon systems
–20 Alter smartlink input, send false data to AI or teleoperator
–30 Lockout AI or teleoperator, seize control via puppet sock
Hacking Ectos/Mesh Inserts
–0
Interact with entoptics, befriend everyone in range, make online purchases using
user’s credit, intercept communications, log activity
–10
Alter social network profile/status, adjust AR filters, tweak sensory interface,
change AR skin, change avatar, access VPN
–20
Block or shuffle senses, inject AR illusions, spoof commands to drones/slaved
devices
–30 Boot user out of AR
Hacking Habitat Systems
–0 Open/close doors, stop/start elevators, operate intercom
–10
Adjust temperature/lighting, disable safety warnings, replace entoptic skin, lock
doors, switch traffic timers
–20
Disable subsystems (plumbing, recycling, etc.), disable wireless links, dispatch
repair crews
–30 Override safety cutoffs
Hacking Security Systems
–0 Move/manipulate cameras/sensors, locate security systems/guards/bots
–10 Adjust patterns of sensor sweeps, view security logs, disable weapon systems
–20 Delete security logs, dispatch security teams
–30 Disable alerts
Hacking Simulspace Systems
–0 View current status of simulspace, simulmorphs, and accessing egos
–10
Change domain rules, add cheats, alter parameters of story, alter simulmorphs,
change time dilation
–20 Eject simulmorph, alter/erase character AIs
–30 Abort simulation
Hacking Spimes
–0 Get status report, use device functions
–10 Adjust AI/voice personality settings, adjust timed operation schedule
–20 Disable sensors, disable device functions
Hacking Simulspaces From W ithin
–0
Analyze simulation parameters, view domain rules, shape appearance of simulmorph,
switch simulmorph character or morph type
–10
Change probability of test outcomes, become invisible
(“out-game”) to others
–20
Interfere with simulation (e.g. make it rain, generate earthquakes), generate items,
ignore domain rules, kill or lockout other simulmorphs
–30 Go into god mode, command simulated characters, take over the sim
REFERENCES
Edit
Fiction
NOTE: Fiction
Ian Banks
The “Culture” Series
Consider Phlebas
The Use of Weapons
The Player of Games
The State of the Art
Inversions
Excession
Look to Windward
Matter
Greg Bear
Moving Mars
Queen of Angels
Slant
David Brin
Earth
The “Earthclan” series
Startide Rising
The Uplift War
Sundiver
Paul Di Filippo
Ribofunk
Cory Doctorow
Down and Out in the Magic Kingdom
Eastern Standard Tribe
Greg Egan
Axiomatic
Diaspora
Distress
Permutation City
Quarantine
Warren Ellis
Crooked Little Vein
Kathleen Ann Goonan
The “Nanotech Cycle”
Queen City Jazz
Mississippi Blues
Crescent City Rhapsody
Light Music
Peter Hamilton
The “Commonwealth Saga”
Pandora’s Star
Judas Unleashed
The “Greg Mandel Trilogy”
Mindstar Rising
A Quantum Murder
The Nano Flower
James Hogan
Voyage from Yesteryear
Ken Macleod
The “Fall Revolution” series
The Star Fraction
The Stone Canal
The Cassini Division
The Sky Road
Newton’s Wake
Richard Morgan
The “Takeshi Kovacs” series
Altered Carbon
Broken Angels
Woken Furies
Thirteen
Linda Nagata
The Bohr Maker
Deception Well
Limit of Vision
Tech Heaven
Vast
Frederick Pohl
Gateway
Alastair Reynolds
Absolution Gap
Chasm City
The Prefect
Pushing Ice
Redemption Ark
Revelation Space
Kim Stanley Robinson
The “Mars Trilogy”
Red Mars
Blue Mars
Green Mars
The Martians
Karl Schroeder
Ventus
Dan Simmons
Endymion
Fall of Endymion
Llium
“Hyperion Cantos”
Hyperion
Fall of Hyperion
Olympos
Neal Stephenson
Diamond Age
Bruce Sterling
Caryatids
Crystal Express
Holy Fire
Schismatrix Plus
Charles Stross
Accelerando
Glasshouse
Halting State
Iron Sunrise
Singularity Sky
Toast
Karen Traviss
City of Pearl
Vernor Vinge
Across Realtime
A Deepness in The Sky
A Fire Upon The Deep
Rainbow’s End
True Names and Other Dangers
Elisabeth Vonarburg
Slow Engines of Time
Peter Watts
Blindsight
“Rifters’ Trilogy”
Starfish
Maelstrom
Behemoth (ß-Max + Seppuku)
Scott Westerfeld
The Risen Empire
The Killing of Worlds
Walter Jon Williams
Aristoi
Angel Station
Voice of the Whirlwind
David Zindell
The Broken God
Neverness
War in Heaven.
The Wild
Comics and Graphic Novels
NOTE: Jamie Delano
Narcopolis
Warren Ellis
Doktor Sleepless
Doom 2099
Global Frequency
Ministry of Space
Ocean
Transmetropolitan
Jonathan Hickman
Transhuman
Grant Morrison
The Filth
The Invisibles
Masamune Shirow
Ghost in the Shell
Ghost in the Shell 1.5:
Human-Error Processor
Ghost in the Shell 2:
Man/Machine Interface
Adam Warren
Iron Man: Hypervelocity
Makoto Yukimura
Planetes
Non-Fiction
NOTE: Ronald Bailey
Liberation Biology
Susan Blackmore
The Meme Machine
Cynthia Brezeal
Designing Sociable Robots
David Brin
The Transparent Society
Richard Brodie
Virus of the Mind:
The New Science of the Meme
James Brook and Ian Boal (eds)
Resisting the Virtual Life
Rodney Brooks
Flesh and Machines:
How Robots Will Change Us
Cambrian Intelligence:
The Early History of the New AI
Critical Art Ensemble
Digital Resistance
Electronic Civil Disobedience
The Electronic Disturbance
Flesh Machine
The Molecular Invasion
The Marching Plague
Richard Dawkins
The Selfish Gene
K. Eric Drexler
Engines of Creation:
The Coming Era of Nanotechnology
Freeman Dyson
Disturbing the Universe
Imagined Worlds
Ann Finkbeiner
The Jasons
Imaginary Weapons
Joel Garreau
Radical Evolution
Adam Greenfield
Everyware: The Dawning Age of
Ubiquitous Computing
James Hughes
Citizen Cyborg
Ray Kurzweil
The Singularity is Near
Howard Rheingold
Smart Mobs: The Next Social
Revolution
John Robb
Brave New War
Clay Shirky
Here Comes Everybody
Bruce Sterling
Shaping Things
Tomorrow Now: Envisioning the
Next Fifty Years
Gregory Stock
Redesigning Humans: Our Inevitable
Genetic Future
Simon Young
Designer Evolution: A Transhumanist
Manifesto
Roleplaying Games
NOTE: Blue Planet
Burning Empires
Call of Cthulhu
CthulhuTech
Cybergeneration
Dawning Star
Delta Green
FreeMarket
Gamma World
GURPS: Transhuman Space
Morrow Project
Paranoia
Shadowrun
Shock: Social Science Fiction
Traveller
Movies and Television
NOTE: Aeon Flux
AI
Alien series
Andromeda
Babylon 5
Big O
Blade Runner
Cowboy Bebop
Crusade
District 9
Dollhouse
Dreamcatcher
Event Horizon
Ergo Proxy
Firefly
Gattica
Ghost in the Shell
Ghost in the Shell: Innocence
Ghost in the Shell: Stand Alone Complex
Solid State Society
Ghost in the Shell: Stand Alone Complex
Ghost in the Shell: Stand Alone Complex
2nd Gig
The Island
Jekyll
Moon
Pandorum
Planetes
Serenity
Sleep Dealer
Solaris
Stargate and Stargate: Atlantis
Sunshine
Uzumaki
Zardoz
INDEX
Edit
a
NOTE: Aarhus, 106
Ablative patches, 313
Abramsen, 107
Academics skill, 176-77
Access control, 291-92
Access jacks, 306
Access privileges, reducing, 257
Account access, 253
Accushot, 338
Acquire
information, 289-90
services, 289-90
unload goods, 289
Action, 189-90
complications, 193-206
types, 119-20
Action turns, 119, 127
declare, resolve actions, 188
first phase, 188
roll initiative, 188
rotate and repeat, 188
Active alert, 257
Active monitoring, 253
Active psi, 221
Active skill, 172
Adaptability, 145
Addiction, 148, 212, 317-18
Admin accounts, 247
Adrenal boost, 301-2
Aerogel, 298
Aged, 148
AGI (artificial general intelligence), 81, 236
attitudes toward, 48
infolife and, 244
infomorphs and, 264-65
non-standard AI and, 245
AI (artificial intelligence), 236
commanding, 264
infolife and, 244
limitations, 264
non-standard, 245
subversion, 364
Aimed shots, 193
Aiming, 190
Airburst, 199
Aircraft, 342-43
AIs, 331-32
Alienation, 225-26
modifiers, 272
test, 272
Aliens, 40
mindset, 376
psi sleights, 222
Allergy
mild, 150
severe, 151
Allies, 145
Alpha, 320
Alpha forks, 273
Amathea (Solano), 98
Ambassadors, 376-77
Ambelina, Claudia, 84
Ambidextrous, 145
Ambience sense, 223
Ammunition, 337
reloading, 193
Analysis software, 205-6
Anarchism, 57, 77, 132
Animal
empathy, 145
handling skill, 177
targets, 221-22
Anonymization, 252-53
Anonymous
accounts, 330
account services, 252-53
Anti-electronics sleight, 372
Anti-glare, 306
Anti-matter rocket (AM), 347
Anxiety, minor, 210
Aphrodite Prime, 90
Aptitude, 122-23, 127, 172
customizing, 135
improving, 152
maximums, 124
-only tests, 174-75
range, 174
starting, 135
AR (augmented reality), 236, 239-40
games, 53-54
illusions, 331
intrusions, 49-50
Arachnoids, 143
Arcadia, 111
Area effect weapons, 193
Argonauts, 79, 132
Armor, 194, 310, 312
bypassing, 197
clothing, 312
modification, 192, 313
penetration, 194
-piercing, 336
values, 312
vest, 312
Arm slide, 341-42
Art skill, 177
Ashoka, 94
Asphyxiation, 194
Asteroid belt
Ceres, 97
Extropia (44 Nysa), 97
habitats, 97
Nova York (Metis), 97
resources, economics, 97
Async, 126
roleplaying, 221
Atavism, 212
Aten, 88
Atlas (Volkograad), 103
Atmospheric contamination, 200
Attack declaration, 191
Attention deficit hyperactivity disorder
(ADHD), 212
Augmented reality illusions, 259-60
Authentication, 253
circumvention, 254-55
forging, 255
spoofing, 255
Authophagy, 212
Automatic actions, 119, 190
Automatic rifles, 335
Automech, 345
Autonomist Alliance, 57, 76-79
Avatars, 239
Avoidance, minor, 210
b
NOTE: B
Babylon, 111
Backdoor, 260
Background, 120, 131-32
Backup, 330, 359
complications, 270-71
cortical stack, 268
insurance, 269-70, 330-31
Bad luck, 148
Bananas furiosas, 319-20
Barsoomian, 79-80, 132-33
Basilisk hacks, 364-66
Battle suit, 344
Beam weapons, 194, 203, 338-39
skill, 177
Bedlam, 332
Behavioral control, 231
Behavioral masking, 231
Beta forks, 273-74
Big Circle Gang, 84
Bioconservatives, 80
Biological, 317
functions, lack of, 143
nanovirus, 363
Biometric
lock, 291
scan, 253
tracking, 251
Biomods, basic, 300
Biomorph, 139-42, 369-70
healing, 208
resleeving, 271
Bioware, 301-306
synthmorph and, 306
Bioweave armor, 302-03
Bipolar disorder, 212
Biter, 338
Blacklisted, 149
Black mark, 149
Black market morphs, 277
Blackout, major, 211
Blades, 334
skill, 177
Blast weapons, 193
Bleeding, 208
Blind attacks, 194
Blueprints, 328
open source, 284
programming, 284-85
restrictions, 284
Bluewood, 111
Body
armor, 312
bank, 331
dysmorphia, 212
sculpting, 309
Borderline personality disorder, 212
Bot, 195-96
-pod rental, 331
-vehicle AI, 331
Bouncers, 140
Bounty hunters, 60
Brainwave scans, 279
Brave, 145
Breadcrumb positioning system, 332
BringIt, 319
Brinkers, 80, 133
Brute-force hacking, 256
Brute strength, 175
BTX2, 323
Bubbleworlds, 281
Bug, 315, 336-37
Bug zappers, 291
Building skill, 179
Bulk carrier, 347
Burst fire (BF), 198
Buzz, 320
Buzzer, 340
c
NOTE: C
Called shots, 196-97
Callisto, 99-100
Caloris 18, 88
Campaigns
alternate, 23
default, 22-23
setting, 22
Cannon, 88
Capsule, 337
Carapace armor, 303
Cases, 143
Casimir force repulsion, 372
Cataplexy, 365
Catatonic stupor, 365
Catching thrown objects, 175
Cauterizer, 332
Ceres, 97
Chameleon
cloak, 315
coating, 313
skin, 303
Character
advancement, 152-53
AGI, 265
concept, 120-21
credit, 125
ego, 121
gear, 125-26
identity, 124
implants, 126
morph, 123
motivations, 120-21
other attributes of, 124
psi, 126
reputation, 125
skills, 122
social networks, 124-25
stats, 121-23, 138
traits, 123, 145-52
Character generation
background, 131-32
concept, 130-31
customization points, 135-36
detailing, 138
faction, 132-34
free points, 134-35
gear purchasing, 136-37
motivations, 137-38
Charge receiving, 197
Charging, 197
Charisma, 226
Chases, 195
Chat Noir, 108
Cheating, 263
Chemicals, 323
Chemical sniffer, 311, 293
Chemical substances, 317
Chills, moderate, 211
Christianity, 82-83
Circadian regulation, 304
Circle-A list, 125
Citizenship, 63
CivicNet, 125
Clanking masses, 66
Claws, 304
Cleaners, 329
Clean metabolism, 304
Climbing skill, 177
Cliques, 359
Cloud memory, 226
Clubs, 334
skill, 178
Cluster colony, 281
Cognite, 70
Cognitive boost, 223
Cognitive drugs, 318, 320
Cole bubbles, 281
Collisions, 196
Combat
complications, 193-206
drugs, 319, 320
modifiers, 193
paralysis, 149
resolving, 191-92
spaceship, 284
summary, 206
tacnets, 205-6
Combine sensor systems, 303
Comex (Comet Express), 70-71
Comfurt, 320
Commnds, issuing, 248
Common information, 290
Common sense, 145
Communications, 313-14
management, 205
Complementary skills, 173
Complex actions, 120, 190
Composure, 175
Computer capabilities, 247
Concentrated fire, 194
Concussion, 340
Cone weapons, 193
Confusion, moderate, 211
Conservatives, 359
Conspiracy theme, 19
Continuity
stress, 273
test, 272-73
Control skill, 178
Core skills, 172
Cortical stack, 300
backups, 268
destruction, 268
feed, termination, 262
retrieval, 268
Cosmetic mods, 309
Counterintrusion, 257
Countermeasures, active, 293
Courier, 347
Covert intruder, 256
Covert operations tool (COT), 315
Covert technologies, 315-17
Cowboys, 359
CR Gas, 324
Cranial computer, 300
Crashing, 196
Crash suit, 312
Credit, 125, 135
buying more, 136
making, 153
Creepers, 369
Creepy, 345
Crime, 23
Criminal, 133
Critical success/failure, 116, 189
psi, 223
Crows, 358
Cryokinesis, 372
Cuffband, 316
Cultural experimentation, 44
Cultural regions, 44
Culture, 41
Customization points, 135-36
Customized morphs, 277
Customs, 282-83
Cyberbrain, 300
evacuation, 271
hacking, 261-62, 364
Cyberclaws, 307
Cyberlimb, 307
Cyberlimb plus, 308
Cycle, 344
d
NOTE: D
Damage
bonus, 138
bonus stat, 122, 138
determination, 192
initiative, 189
points, 207
types, 207
value, 207
Dang Fish Echo, 103
Danger sense, 145
Dangerous technologies, 63
Darkcasting, 243, 276
Darkly Selving, 322
Dazzler, 316
DDR, 323
Dead switch, 306
Death, 50-51, 207, 208
rating (DR), 121, 138
uploading after, 269
Deception skill, 178
Deep learning, 231
Deep scan, 226
Defaulting, 116, 127, 173
Defense
declaration, 191
full, 198
Degeneration, 324
Delayed actions, 189
Delphinium Six, 322
Delta forks, 273
Demolitions, 197
skill, 178
Densiplast gloves, 334
Depression, 213
Derangements, 210-11
Dermal application, 317
Desktop cornucopia machine, 327
Destroyer, 347-48
Destructive uploading, 269
Detailed perception, 190
Detailing, character, 138
Detection, 293
Device AI, 331
Diamond, 298
Diamond axe, 334
Dice, 22, 114
Diffusion sleight, 372
Digital activity tracking, 251-52
Digital ID
code, 280
tampering, 280
Digital virus, 364
Dione (Thoroughgood), 103
Direct Action, 56, 57, 60, 71
Direction sense, 145, 301
Disabler, 316
Disarming, 197
Disassemblers, 329
Disassembly tools, 330
Discord Gate, 46
Disguise skill, 178
Disorders, 209-10, 211-14
Disorientation, 209, 365
Disposable launcher, 339
Distance
lag, 248-49
real and social, 43-44
Dizziness, minor, 210
DMSO, 323
Domain rules, 263
Downtime, 224
Dr. Bot, 345
Dragonfly, 144
Drifter, 131
Drive, 226, 318
Drug glands, 304
Drugs
cognitive, 318, 320
combat, 319, 320
health, 319-20
recreational, 320
social, 320
substance rules, 317-18
Dueling, 54
Durability (DUR), 121, 207
Dwarfs, 345
e
NOTE: Earth, 24
Fresh Kills, 92
habitats, 92
history and data, 51
Paradise, 92
population, 91-92
Vo Nguyen, 92
Echo, 109-10
Echolalia, minor, 210
Echolocation, 301
Echopraxia, moderate, 211
Ecologene, 71
Economy,
new, 62-66
old, 61
transitional, 62
EcoWave, 125
Ecto, 50, 237, 245, 253, 325
Edited memories, 149
Eelware, 304
Ego, 24-25, 121
bridges, 328
hunters, 60
scan, 253
sense, 226
stats, 121
Egocasting, 275, 331
Eidetic memory, 146, 301
Electrical sense, 306
Electrogravities net, 332
Electromagnetic spectrum, 302
Electronic arrivals, 283
Electronic drugs, 317
Electronic locks, 291-92
Electronic rope, 332
Electronic sensors, 293
Elysium, 95
Emergency
bubble, 332
distress beacon, 333
farcaster, 306-7
Emotional control, 224, 231
Emotional dampers, 304
Emotions, 181
EMP, 340
Empathic scan, 226
Enceladus (Profunda), 103
Encryption, 253-54
Encumbrance, 297
Enemy, 149
Energy armor/kinetic armor, 194
Energy damage, 207
Engineers, 329
Enhanced creativity, 224
Enhanced pheromones, 305
Entertainment, 51-54
Entrapment, 261
Environmental durability, 143
Epimethus, 103
Equipment rules, 296
gear, 296-98
Mesh gear, 298-99
personal augmentation, 300-326
Erasure squads, 358-59
Erato (Eratosthenes), 92
Eris, 109
Escape artist, 175
Espionage technologies, 315-17
E-tags, 239
Europa
biosciences, 99
habitats, 99
EVA sled, 345
Exalts, 139, 174
Excellent success, 118
Exceptional aptitude, 146
Exhumans, 80-81
Exoskeletons, 343-44
Exotech, 71
Exotic melee weapon skill, 178
Exotic ranged weapon skill, 178
Exotic weapons, 341
Exowalker, 344
Experia, 52, 71
Experimentation, political, 58
Expert, 146
Exploit, 331
Exploration, 23
Explosive
making, 197
placing, 197
Exsurgent
-infected PCs, 369
strains, 366-68
synthmorphs, 371
threat, 42, 240
virus strains, 362-63
Exsurgent psi, 371
-epsilon sleights, 371-72
-gamma sleights, 371
strain, 371
Extendable baton, 334
Extended magazine, 342
Extra limbs, 310
Extrasolar systems
Echo, 109-10
exoplanets, 111
Luca, 110
Mishipizheu, 111
Synergy, 111
Extraterrestrial intelligences (ETIs), 361,
352-53
Extreme heat/cold, 200
Extreme pressure, 200
Extropia (44 Nysa), 68, 78, 97, 133
Eye, The, 125
f
NOTE: Fa Jing, 71-72
Fabber, 328
Facial/image recognition, 331
Faction, 120
Autonomist Alliance, 76-79
criminal, 83-84
Firewall, 84-85
hypercorps, 70-74
political blocs, 74-76
religious groups, 82-83
socio-political movements, 79-82
Factors, 40, 372-77
art, culture, 375
biodiversity, self-design, 374
colonies, 373-74
combat, 376
communication, 374
computers, 376
dust toxin, 376
exosociology, 374-75
metabolism, 374
motivations, 375
origin, evolution, 372
perception, 374
phenotypes, 376-77
psi sleights, 222
technology, 375
xenobiology, 373-74
Fake IDs, 280
Fall evacuee, 131
Falling, 197
Fame, 125
Fashion/design, 92
Fast learner, 146
Favor, 289
levels, modifiers, 287-88
paying, exchanging for, 288
service levels, 290
Fear, 42-43
Feeble, 149
Fiber eye, 316
Fiberoptic cable, 313
Field skills, 172, 173
Fighter, 348
Filter, 224
Finance, 92
Fire, 198
rate of, 198
Firearms, 335-36
Fireproofing, 313
Firewall, 84-85, 253, 331, 356-61
defeating, 255
Project Ozma and, 380
Firing modes, 198
First impression, 146
Fissure Gate, 46, 108
Fixation, minor, 211
Fixers, 329
Flashlight, 333
Flash suppressor, 342
Flats, 139, 174
Flayer, 338
Flex cutter, 334
Flexbots, 144
Flight drug, 324
Flight skill, 178
Floating worlds, 68
Flux, 337
Forgotten Hand, 322
Fork handling, 274
Forking, 273-74
14K Triad, 84
Fractal digits, 311
Fractals, 382
Frag, 340-41
Frail, 149
Fray skill, 178-79
Free fall skill, 179
Free points, 134-35
Freerunning skill, 179
Freezer, 340
Frenzy, major, 211
Frequency, 321
Fresh Kills, 92
Fugue, 213
Full automatic (FA), 198
Full defense, 198
attack, 191
psi, 222
Fullerenes/Fullerites, 298
Fur coat, 330
Furies, 140
Fusion rocket (F), 347
Futures, 140
g
NOTE: Game effects, disorders, 212, 213, 214, 215
Gamemaster, 21
Gamemastering
backups, 385
fundamentals, 386
inspiration, 388-89
player challenges, 386-87
record-keeping, 385-86
reputation gain/loss, 384-85
resleeving, 271
responsibilities, 386
Rez point awards, 384, 386
secrets, 387-88
transhumanism, 389
Gamemaster rules
exhumans, 362
exsurgents, 369-71
exsurgent virus, 362-69
extraterrestrial intelligence, 352-53, 361
factors, 373-77
Firewall organization, 356-61
iktomi, 377
optional i-Rep, 357
Pandora Gates, 377-79
Project Ozma, 379-80
Prometheans, 381
secrets, 352-55
TITANs, 354-55
Game playing
action turns, 119-20, 127
alternate campaigns, 23
campaign setting, 22-23
character defining, 120
critical success/failure, 116
defaulting, 116
default setting, 22-23
group of players, meeting place, 20-21
imagination, 22
margin of success/failure, 118
modifiers, 115-16
note taking, 21-22
roles, 22
rules summary, 127
taking time, 117-18, 127
target numbers, 115
teamwork, 117
ten-sided dice, 22, 114
test difficulty, 115
test making, 115, 127
test types, 117-19
trying again, 117
ultimate rule, 114
Gamma forks, 274
Gamma-ray sensors, 303
Ganymede, 99-100
Gardeners, 329
Gas/smoke munitions, 341
Gatecrashing, 378-79
Gatekeeper Corporation, 72
Gateway (Pandora), 104
Gear, 126
acquiring, 296
concealing, 297
costs, 136-37, 296
design, fashion, 297-98
fabricating, 296
mass, encumbrance, 297
modifiers, 296-97
quality, 296
sizes, 297
Gender, 45, 114
General anxiety disorder (GAD), 213
General exploration vehicle (GEV), 348
Genetic defect, 149
Gerlach, 90
Ghostrider module, 307
Ghosts, 140
Gills, 305
Glitch, 108
Gnat, 345
Go-nin Group, 72
Gorgon Defense Systems, 72
Grand mal seizure, 365
Gravity, 198-99
and range, 203
transition zones, 200
well escape, 346
Gravy, 321
Greek asteroids
Lot 49, 101-2
resources, economies, 100
Grenades, 199-200
jumping on, 200
seekers and, 340-41
throwing back, 200
Grin, 319
Grip pads, 305
Grok, 224
Groundcraft, 344-45
Guanxi, 125
Guardian angel, 345
Guardians, 329, 377
Gunnery skill, 179
Gyromount, 342
h
NOTE: Habitat, 24, 86
asteroid belt, 97
diversity, 45
Earth, 91
electronic arrivals, 283
Europa, 99
Ganymede, Callisto, 99-100
Jupiter, 98
largest, 68
Luna, 92-94
Mars, 93-96
Martian Trojans, 96
Mercury, 88
microgravity, 68-69
physical arrivals, 282-83
planetary settlement, 66-67
private, 69
Sol, 86, 88
space, 67-68, 280-81
Venus, 89-90
Vulcanoids, 88-89
Hacker, 243, 246
failing tests, 256
upgrading status, 256
zeroing in, 256
Hacking, 254-56
cyberbrain, 261-62
joint, 258
memory, 261
sequence, 255
simulspaces, 263-64
VPNs, 260
Hallucinations, 211, 365
Hamilton cylinders, 281
Hand laser, 308
Haptics, 245-46
Hard suit, 334
Hardened skeleton, 308
Hardening, 214-15
Hardware skill, 179
Haunting virus, 366-67
Haute nosh, 64
Headhunters, 383
Healing, 208-9
Healing vats, 326
Health drugs, 319-20
Hearing, enhanced, 301
Heartbeat sensors, 293
Heavy combat armor, 310
Helium-3 mining, 92
Hellball, 341
Helmet, 312
Hibernation, 305
Hibernoids, 140
Hidden compartment, 311
Hidden data, 251
Hidden intruder, 256
High-capacity qubit reservois, 315
High explosive, 341
High-explosive armor-piercing (HEAP), 341
High gravity, 199
Hinduism, 83
History, 32-36, 38
Hither, 321
Hives, 328
Hollow-point, 338
Holographic projectors, 325
Homing, 338
Hooverman-Geischecker, 88
Hopper, 310
Horror, 19, 389
Hostile environments, 200-201
Hovercraft, 310
Human Cognome Project, 229, 233
Hunger, minor, 211
Hunter-killers, 383
Hydrogen-oxygen rocket (HO), 347
Hyoden, 100
Hyper linguist, 146, 301
Hypercorps, 55-57, 70-74, 133
Hyperdense exoskeleton, 344
Hyperelite, 131
Hyperion, 104
Hyperthymesia, 224
Hypochondria, 213
Hysteria, major, 211
i
NOTE: I
Iapetus, 104
ID (intelligent design) crew, 83
Ideas, 175
Identity, 124
circumventing checks, 280
crisis, 149
reputation and, 289
verification, 279-80
Iktomi, 377
Illiterate, 149
Ilmarinen, 108
Imaging scope, 342
Immersion, 262-63
Immigration, 282-83
Immortality blues, 149-50
Immune system, improved, 146
Immunogenic system, 313
Impact, 199
Impaired cognition, 365
Impersonation skill, 180
Implant, 126
memory, 226-27
nanotoxins, 308
rejection, 150
skill, 227
Improvised weapons, 202
Impulse control disorder, 213
Incompetent, 150
Indecisiveness, minor, 211
Indenture, 277
Indirect fire, 195, 205
Individual factors, 373
Industrial armor, 310
Inequality, 38-39
Infiltration skill, 180
Infolife, 131
Infomorph, 145
AGI and, 264-65
muses as, 265
refugees, 65-66
resleeving, 272
software minds, 265
subversion, 364
Information
acquire, 290
overload, 237-38
Infosec skill, 180
Infotech, 46-48
Infrared sensors, 302-3
Inhalation, 317
Inhibitor, 325
Initiative (INIT), 121, 138, 188
damage, 189
moxie, criticals, 189
order, 189
simplifying, 189
Injected application, 317
Injectors, 329
Inner System
Firewall, 361
politics, 55-57, 75
Innocuous, 146
Insanity rating (IR), 122, 138, 209
Insomnia, 213
Instinct, 224
Integration
modifiers, 27
test, 271
Intentions, 181
Interest skill, 180
Interface, gear, 298
Interfacing skill, 180
Interrogation, 232
Intimidation skill, 180
Intruder
changing status, 256
locating, 256, 257
status, 256
Intrusion, 254-56
countermeasures, 257-58
preconditions, 254
tests, 255
traces, eliminating, 260
Intrusion, 254-56
Inuit moonlet, 104
Investigation skill, 180-81
Invisibility cloak, 316
Io, 99
Ionic, 310
Irrationality, major, 211
Irreproducible goods, 64
Islam, 83
Isolates, 40, 131
iZulu, 104
j
NOTE: Jammers, 338
Jamming, 196, 262
Janus Commons, 103
Jellies, 370
Jewelry, nostalgia, 41
Jovian Republic, 57, 58, 75, 134
Firewall, 361
punishment, 60
Jovian Trojans, 96
Judaism, 82-83
Juice, 320
Jumping, 191
Jupiter
Amathea (Solano), 98
habitats, moonlets, 98
Io, 99
resources, economy, 97
Jupiter brain, 92
k
NOTE: K
Kaos AI, 331
Keypad lock, 291
Kick, 318-19
Kinesics skill, 181
superior, 225
Kinetic
ammunition, 336-38
damage, 207
friction, 372
weapons, 181, 334-35
Klar, 318
Knife, 334
Knockback, 202
Knockdown, 202, 207-8
Knowledge skill, 172, 185
l
NOTE: L
Language skill, 181
Large lander and orbit transfer vehicle
(LLOTV), 348
Laser
-guided, 338
-microwave link, 314
pulsers, 338
sight, 342
Law enforcement, 58, 59-60
Layered armor, 194
Learned skills, 123, 127, 136
new, 153
ranges, 174
Lemon, 150
Less complex life forms, 221-22
Libertarians, 57-58
Liberty, 100
Lidar (visible light) sensors, 303, 311
Life, 50-51
in space, 280-84
Light combat armor, 310
Limber, 146
Linkstate, 323
Liquid thermite, 323
Living space, 64
Local conditions, 239
Lockbots, 292
Locked intruder, 256
Lockout, 257
Locus, 101
Logorrhea, minor, 211
Loonie, 134
Lost generation, 131, 233
Lot 49, 102
Lotus coating, 313
Low-capacity qubit reservoir, 315
Low gravity, 199
Luca, 110
Lucidity (LUC), 122, 138, 209
Luna, 24, 91
Erato (Eratosthenes), 92
fashion/design, 92
finance, 92
Helium-3 mining, 92
Nectar (Nectaris), 92
New Mumbai containment zone, 92
Shackle (Shackleton-New Varanasi), 93
Lunar colonist, 131
Lunar-Lagrange Alliance, 75
m
NOTE: M
Ma’adim Vallis, 93-94
Machine gun, 336
Magnetic fields, 200-201
Magnetic system, 310-11
Mahogany, 109
Major favor, 290
Maker, 327-28
Malware, 244
Maps, 205
Margin of Failure (MoF), 118, 119
Margin of Success (MoS), 118, 119
Markov, 109
Mars, 24
Ashoka, 94
buggy, 344-45
Elysium, 94-95
Noctis-Qianjiao, 95
Olympus, 95-96
Progress (Deimos), 96
regions, 93-94
Valles-New Shanghai, 96
Martian, 132
Martian Gate, 46
Martian Rangers, 95
Martian Trojans, 96
Matchmaking, morph, 277
Math
boost, 301
wiz, 146
Matter transformation, 372
Meathab, 104
Media, 51-52
Medical care, 208
Medical sensors, 300
Medichines, 308
Medicine skill, 182
Medusan Shield, 56, 57, 60
Megalomania, 213
Melder virus, 384
Melding, 376
Melee
attack/combat, 191, 202
weapons, 206, 334, 335
Memorizing, 175
Memory
editing, 232
hacking, 261
Mental alterations, attitudes toward, 48
Mental armor, 223
Mental augmentation, 301, 306-7
Mental disorder, 150
Mental healing, 215
Mental health, 209-15
Mental speed, 308
Mental stress, 230-31
Mentons, 139
Mercenaries, 23, 57
Mercurials, 81, 134
Mercury habitats, 88
Merging, 275-76
Mesh, 24
abuses, 243-44
access, 50
accounts, access privileges, 246-47
capabilities, 236
gear modifiers, 247
gear quality, 247
gear rules, 299
false ID, 252
ID, 246
ID authentication, 253
ID tracking, 251-52
information overload, 237-38
inserts, basic, 46, 300
interface, 239-41, 245-46
islands, 242-43
local, 239
security, 253-54
technologies, 237
traffic filters, mist, 248
uses, 241-42
Metacelebrities, 52
Metallic foam, 298
Metallic glass, 298
Metallic hydrogen rocket (MH), 347
Metamaterials, 298
Metastasizer, 384
Microbug, 316
Microgravity, 199
habitats, 68-69
shoes, 325
Microlight, 310, 343
Micromissile, 339
Microswarms, 328-29
Microwave agonizer, 339
Mimas (Harmonious Anarchy), 104
Mimic, 227
Mindlink, 227
Mindstealer virus, 367
Miniature radio farcaster, 315
Minor favor, 290
Mishipizheu, 111
Mist, 248
Mnemonic augmentation, 307
Mobile lab, 330
Mobile offices, 242
Mobility systems, 310
Moderate favor, 290
Modified behavior, 150
Modifiers, 115-16, 127, 192
combat, 193
gear, 296
integration, alienation, 272
mesh gear, 247
networking, 287
psychosurgery, 231
Modifying hardware, 179
Modular design, 311
Monitoring, 251-52
Monofilament sword, 334
Mono No Aware, 319
Monowire garrote, 334
Mood swings, moderate, 211
Moonlets, 98
Morningstar Constellation, 75-76
Morph, 24, 50-51, 86, 121
acclimatization, 220
acquisition, 277
availability, 276
bios, 139-42
brokerage, 276-79, 331
character, 123
costs, 277
fever, 220
patron provisioning, 277
pods, 142-43
psi and, 220
rental, 278
rental insurance, 278
starting, 136
stats, 121
switching, 152
synthetic, 143-45
trade-in, 277
Morphing disorder, 150
Motivation, 121, 138,139, 152
Movement, 190-91
rates, 191
Moxie, 122, 189
improved, 153
increasing, 135
NPCs and, 386
starting, 135
MRDR, 319
Multiple devices access, 249
Multiple personalities, 301
Multiple personality disorder, 214
Multiple targets, 221
Multitasking, 224, 307
Muscle augmentation, 305
Muses, 47-48, 51-52, 264
Infolife and, 244, 245
roleplaying, 265
Mute, moderate, 211
Myst trees, 111
n
NOTE: Nanodetectors, 326-27
Nanodrugs, 317, 321-22
Nano-ecologists, 81-82
Nanofabrication, 183
blueprints, 284-85
programming test, 285
raw materials, 284
time, 285
Nanofabricators, 327-28
Nanophages, 309
Nanoplague, 364
Nanoscopic vision, 311
Nanoswarms, 328-29, 383
Nanotagging, 292
Nanotat, 310
ID alterations, 280
scans, 279-80
Nanotech Hamilton cylinders, 67
Nanotechnology
advanced, 328-29
basic, 326-28
Nanotoxins, 324, 325
Nanoviruses, 384
Nanoware, 308-9
Narcissism, moderate, 211
Narcoalgorithms, 322-23
Narrative modifiers, 116
Native tongue, 135
Natural healing, 208, 215
Natural immunity, 146
Nausea, 211, 365
Navigation skill, 182
Necrosis, 324
Necrotizer, 384
Nectar (Nectaris), 92
Neem, 318
Negative refraction, 372
Neo-avians, 109, 141
Neo-Buddhism, 83
Neo-hominids, 141
Neo-primitivists, 80
Neotenics, 141
Neptune
Glitch, 108
Ilmarinen, 108
Mahogany, 108-9
minor moons, 109
Triton, 109
Trojans, 109
Nervex, 323-24
Networking, 286-87
modifiers, 287
plus, 357
reputation and, 287
skill, 182
test, 287
Neurachem, 305
Neural
damage, 150
pruning, 273, 274-75
Neurodes, 362
Neuropath, 324
virus, 384
Neutrino
communications, 314
transceiver, 314
New Mumbai containment zone, 93
New Quebec, 106
Nguygen’s Compact, 103
Night Cartel, 83
Nightmare, 332
Nimbus, 72
Nine Lives, 83
No cortical stack, 151
Noctis-Qianjiao, 95
Nonvocal communication, 181
Norse moonlet, 104
Nostalgia, 41-42, 68
Note taking, 21-22
Nott, 111
NotWater, 323
Nova York (Metis), 97
Novacrabs, 142
Novelty, 64
Nutcracker, 324
Nyhavn, 107
o
NOTE: O
Oberon, 108 Objects, 202-3
Oblivious, 151
Obsessive compulsive disorder (OCD), 214
Octavia, 90
Octomorphs, 141
Offensive armor, 313
Olympians, 140
Olympus, 95-96
Olympus Mons, 94
Omni awareness, 227
Omnicor, 72
O’Neill cylinders, 281-82
On the run, 151
Opposed tests, 119, 127, 192
psi, 222
Oracles, 309
Oral consumption, 317
Orbital Hash, 319
Out’sters, 80
Outcome determination, 192
Overload grenade, 341
Oxygen reserve, 308
Oxytocin-A, 324
p
NOTE: Pain
filter, 143
threshold, high, 224
tolerance, 146, 150
Palming skill, 182
Pan (iZulu), 104
Pandora Gates, 24, 46, 377-79
Panic, moderate, 211
Paradise, 92
Paralysis, major, 211
Paranoia, 42-43
Particle beam bolter, 338-39
Partnership, 290
Passcode, 253
Passive alert, 257
Passive psi, 221
Passkey, 253
Pathfinder, 73
Pathogens, 324
Patron provisioning, morphs, 277
Patron, 146
Pattern recognition, 224-25
Pax Familae, 84
Peacekeeping, 58-59
Penal lease, 278
Penetration, 228
Perception, 190
skill, 182
Peripherals, 247
Personal area networks, 241
Personal augmentation
bioware, 301-306
cyberware, 306-8
standard, 300
Personal computers, 247
Personal information, 239
Personal vehicles, 345
Personality editing, 232
Persuasion skill, 183
Petals, 322
Petrifier, 384
Pets, 330
Phelan’s Recourse, 105
Pheromones, enhanced, 304
Phlo, 319
Phoebe, 107
Physical arrivals, 282-83
Physical augmentations, 302-6, 307-8
Physical entertainment, 54
Physical health, 206-8
Physical modifications, 310-11
Physical tracking, 251
Piercings, 310
Pilot skill, 183
Pirates, 84
Pistols, 335
Planetary Consortium, 55, 76, 85
hypercorps and, 55-56
labor pool, 65-66
punishment, 60
Planetary settlement, 66-67
Plasmaburst, 341
Plasma rifle, 339
Plasma rocket (P), 347
Plasmaburst, 341
Plastic ammo, 338
Pleasure pods, 142
Pneumatic limbs, 311
Pods, 142-43, 271
Poison gland, 305
Political blocs, 74-76
Political experimentation, 58
Politics
inner system, 55-57
outer system, 57-58
Portable plane, 343
Portable quantum entangled communic., 315
Portable sensor, 325
Portal denial system, 292
Post-apocalyptic theme, 19
Positioning, 205
Post traumatic stress disorder (PTSD), 214
Power, 299
Pragmatists, 359
Predators, 362
Predictive boost, 225
Prehensile feet, 305
Prehensile tail, 305
Preservationists, 82
Priority call, 357
Prisoner mask, 316
Privacy, 49-50, 58-59, 238
Privacy mode, 252
Private habitats, 69
Private information, 290
Profession skill, 183
Programming
skill, 183
test, 285
Progress (Deimos), 96
Project Ozma, 85, 96, 379-80
Prometheans, 85, 378, 381
Prometheus (Marseilles), 105
Prosperity Group, 73
Proteans, 329
Protocol skill, 183
Proxies, 85, 357-59
Proximity, 338
Psi, 126, 147, 218-19, 220-29
Assault skill, 184
attack, 191
chameleon, 147
damage, 207
defense, 147
drawbacks, 220-21
drugs, 325
exsurgent, 371
exsurgent synthmorphs, 371
improving, 153
range, 221
shield, 228
skills, 172-73
sleights, 136, 223-29
strain, 223
trait, 126, 147
vulnerability, 151
Psi-Chi sleights, 223-25
Psi game mechanics, prerequisites, 220
criticals, 23
full defense, 222
mental armor, 223
morphs, 220
opposed tests, 222
roleplaying asyncs, 221
skills, sleights, 221
sleight duration, 223
target awareness, 222
targeting, 221-22
using, 221
Psi-gamma sleights, 226-29
Psike-out, 325
Psi-opener, 324-25
Psychic stab, 228
Psychosomatic crippling, major, 211
Psychosurgery, 331
mechanics, 230
modifiers, 231
neural pruning and, 274-75
procedures, 231-32
process, 229-30
roleplaying mind edits, 231
skill, 184
Psychotherapy, 232
care, 215
Psychotorture, 232
Public accounts, 246
Public information, 290
Public key crypto, 253
Public resleeving, 278
Punishment, 60-61
Puppet sock, 307
Puppeteering, 261
Pyrokinesis, 372
q
NOTE: Qing Long (Azure Dragon), 96
Qualia, 225
Quantum
codebreaking, 254
computer, 316
cryptography, 254
entangled (QE) communication, 315
farcasters, 314
key, 253
Quick actions, 119, 190
r
NOTE: Radar (radio/microwave), 302, 311
jamming, 262
Radiation, 201
sense, 306
Radio
booster, 314
jamming, 262
ranges, 299
transceiver, 300
Railguns, 336
Range, 203
Ranged attack, 191
Ranged combat, 202-3
Ranged weapons, extra, 206
Rapid healer, 147
Reach, 204
Reactive ammo, 338
Reactive armor-piercing (RAP) ammo, 338
Reactive coating, 313
Real world niavete, 151
Real-time search, 250
Reaper, 144
Re-authentication, 257
Reboot, 257
Reclaimers, 82
Recreational drugs, 320
Reflex boosters, 308
Refractive glazing, 313
Refractory metals, 298
Regeneration, 376
Re-instantiated, 132
Relationships, 45
Relics, Earth, 64
Religious groups, 82-83
Reloading, 193
Remade, 141
Remembering, 175
Remote sniffing, Mesh ID, 252
Rental insurance, 279
Repair, 179, 208-9
Repair spray, 333
Reputation, 125, 135, 285, 287-91
burning, 288
gain/loss, 384-85
identity and, 289
improving, 153
increasing, 136
levels, 287
limits, 288
networks, 287
Research
online, 249-51
skill, 184, 249-51
Resistance, 190
Resleeving, 270-72
alienation, 272
biomorphs, pods, 271
continuity, 269
continuity test, 272-73
costs, 271
gamemaster and, 271
infomorph, 272
integration, 271
integration test, 271
public morph, 278
synthmorphs, 271
Resolve, 175
Respiration, enhanced, 305
Respirocytes, 308-9
Retracting/telescoping limbs, 311
Retrieval operations, 23
Rez points, 152, 384
Rhea (Kronos Cluster), 105
Right at home, 147
Riot shield, 312
RNA (Research Network Affiliation), 125
Robotic enhancements, 310-11
Robots, 342, 345-46
Rocket buggy, 343
Rocket pack, 345
Roleplaying game (RPG), 18-19
Roleplaying
exsurgents, 368-69
factors, 376
mind edits, 231
muses, 265
Roller, 310
Rotorcraft, 310
Routers, 359
Rusters, 141
s
NOTE: S
Saboteurs, 329
Safety system, 342
Salamander, 86
Salvage and rescue, 23
Sample characters, 154-69
Saturn
Atlas (Volkograad), 103
Dione (Thoroughgood), 103
Enceladus (Profunda), 103
Epimethus, Janus, 103
Gateway (Pandora), 104
Hyperion, 104
Iapetus, 104
Meathab, 104
Mimas (Harmonious Anarchy), 104
moonlets, 102-3
Norse, Inuit, Gallic moonlets, 104
Pan (iZulu), 104
Phelan’s Recourse, 104-5
Prometheus (Marseilles), 105
resources, economics, 102
Rhea (Kronos Cluster), 105
rings, 102
satellites, 102
Tethys (Godwinhead), 105
Saucer, 345
Savant calculation, 225
Scanners, 359
Scanning, 251
Scarcity, 63-64
Scarification, 310
Scatter, 204
Scavenger tech, 330
Scent alteration, 310
Schizo, 321
Schizophrenia, 214
Scorchers, 332
Scorching, 261-62
Scouts, 329
Scramble, 228
Scrapper’s Gel, 323
Scripting, 260-61
Scrounging skill, 184
Scum, 78-79, 134
Scumborn, 132
Scum barge, 67-68, 348-49
Searches, 249-251
Second skin, 147, 312
Secret information, 290
Security
accounts, 247
AI, 331-32
alerts, 257
access control, 291-92
active countermeasures, 293
bypassing active, 255-56
detection, surveillance, 293
egocaster, 276
Seed AI, 245, 353-54
Seeker, 199-200, 339-40
armband, 339
grenade and, 340-41
pistol, 339
weapons skill, 184
Seismic sensors, 293
Self-healing, 292, 313
Selfhood, 275
Semi-automatic (SA), 198
Sense
block, 228
enhancement, 301-2, 306
skill, 184
Sensor, 293, 311
ranges, 299
Sensory
boost, 225
databases, 302
input, 205
reprogramming, 365
Sentinels, 85, 356-57, 360
Servers, 247, 357
Services, 330-31
Servitor, 346
SETI
(Search for Extra-Terrestrial Intelligence), 379
Severe failure, 118
Sexuality, 45, 305
Shackle (Shackleton-New Varanasi), 93
Shape adjusting, 311
Shard pistol, 340
Shell
jamming, 196
movement, 195
remote control, 196
skills, 195
stats, 195
Shelter dome, 333
Shifters, 370
Shock
attacks, 204
baton, 334
gloves, 334
safety, 342
weapon immunity, 143
Shooting through, 203
Shredder, 340
Shui Fong, 84
Shutdown, 257, 262
Shutter, 332
Signal, 199-200
Silence, 289
Silencer/sound suppressor, 342
Simulmorphs, 262
Simulspace, 262-64
access, 241
environments, 240-41
hacking, 263-64
rules, 263
subscription, 331
Single-shot (SS), 198
Singularity seekers, 43
Situational awareness, 148
Skathi, 107
Skill
categories, 172
corem 172
imprints, 232
improving, 152-53
learned, 172-73
list, 176-84
necessary, 176
ranges, 174
suppression, 232
untrained use, 116
using, 173-74
Skilled sentient labor, 64
Skillsofts, 332
Skillware, 309
Skinaethesia, 73
Skindyes, 310
Skinflex, 309
Skinlink, 309
Skinning, 240
Skin pocket, 305
Skinthetic, 73
Sky Ark, 111
Slaving devices, 248
Sleep, 365
Slip, 323
Slippery walls, 292
Slitheroids, 144
Slow learner, 151
Small jet, 343
Small lander and orbit transfer vehicle
(SLOTV), 349
Smart
ammo, 338
clothing, 325
dogs, 330
dust, 316
magazine, 342
materials, 298
monkey, 330
rats, 330
skin, 312
vac clothing, 325
Smartlink, 342
-weapon data, 205
Smell, enhanced, 301
Snake, 310
Snappers, 370
Sniffer, 293, 331
Sniffing, 252
Sniper rifle, 335
Social drugs, 320
Social engineers, 359
Social gaff negation, 183
Social networks, 124-25, 239, 242,
285-87, 289
Social stigma, 151
Socialites, 82, 134
Society, 41
Socio-political intrigue, 23, 79-82
Software, 248, 331
Software, crashing, 260
Sol (sun), 86
habitats, 86, 88
Solar system, 38
Solaris, 73
Somatek, 73-74
Soundwaves, 303
Sousveillance, 238
Space
colonist, original, 132
habitats, 67, 280-81
roach, 330
travel, 283-84, 331
Spacecraft, 346-49
propulsion, 347
Spaceship combat, 284
Spam, 228
Spasm, 332
Special skills, 185
Specializations, 123, 127, 136, 153, 173
Specialized hive, 328
Specimen container, 330
Speck, 346
Specs, 326
Speed (SPD), 121, 138, 189
Spimes, 238
Spindle, 333
Spindle climber, 333
Splash, 337, 341
Splicers, 139, 174
Spoof, 331
Sports, 54
Spotted intruder, 256
Spray armor, 313
Spray weapons, 184, 340
Sprayer, 340
Sprinting, 191
Starware, 74
Static, 228
Stealthed signals, 252
Stellar Intelligence, 74
Sticky grenades, 341
Stress
points, 209
value, 209
Stressful situations/experiences, 214, 215
Striking looks, 148
Structural enhancement, 311
Structuralists, 359
Structures, 202-3
Stunner, 339
Subcultures, 39-41
Subdermal implants, 309
Subdued opponent, 204
Subliminal, 228
Submachine guns, 335
Submarine, 310
Substance abuse, 317-18
Subversion, 259-61
difficulties, 259
examples, 259
Success tests, 117-19, 127
Sun Yee On, 84
Superthermite charges, 330
Suppressive fire, 204
Surgery, 208
Surprise, 204-5
Surveillance, 238, 293
bugs and, 315
Survival gear. 332-33
Suryas, 86
Swarm, 328-29
composition, 311
Swarmanoid, 144
Sweeping fire, 194
Swimming skill, 184
Sybils, 81
Sylphs, 139-40
Synergy, 111
Synthetic mask, 311
Synthmorph, 66, 143-45, 195-96, 369-70
bioware and, 306
object repair, 209
physical repair, 209
resleeving, 271
t
NOTE: Tactical networks, 205, 331
Taggants, 329
Target
multiple, 202
numbers, 115
specific, 197
Task Action Programming Test, 246
Task actions, 120, 127, 190
Tasping, 232
Teamwork, 117, 127
Techno-Creationists, 83
Technology, 45
Temperature tolerance, 305
Terahertz sensors, 302
Terminology, 25-27
Terragenesis, 74
Test making, 115
Tethys (Godwinhead), 105
Tharsis League, 76
Thermal dampening, 313
Thermobaric, 341
Thought browse, 228-29
Throwing weapons skill, 184
Thrown damage bonus, 202
Thruster pack, 345
Thrust victor, 310
TILION, 92
Time sense, 225
Timeline, 37
Timid, 151
Tin cans, 282
Titan, 24, 106
Aarhus, 106
New Quebec, 106
Nyhavn, 106-7
Phoebe, Skathi, Abramsen, 107
Titanian Commonwealth, 79, 108, 134
Firewall, 361
TITANs (Total Information Tactical Awareness
Networks), 32, 34-6, 40, 42, 48, 85, 236,
244-45, 324, 354-55, 362-63, 387-89
-controlled army, 66
infected ruins, 270
legacy, 237, 381-84
mutated person, 47
quarantine zone, 94
relics, 56
Token lock, 291
Tools, 325
Top secret intel, 290
Torch, 340
Toruses, 282
Touch-only attack, 206
Tough, 148
Toughness, 143
Toxic atmosphere, 201
Toxin, 323-24, 325
filters, 305
Trace, 258
Tracked, 310
Tracker Dye, 323
Tracking, 251-52, 331
Traction pads, 317
Trade, 23
Traffic filters, 248
Training animals, 177
Traits, 123
gaining/losing, 153
purchasing, 136
Transhumanism, 18, 38, 389
informorphs, 245
labor, 64
life, death and morphs, 50-51
Transparent alumina, 298
Transport, standard, 349
Transporter, 344
Trauma, 209
effects, 209-10
threshold (TT), 122, 138
Travel, 48-49, 63
basics, 283-84
distance, 283
local, 283
T-ray emitter, 306
Tremors, moderate, 211
Triads, 84
Trigger, 324
Trike, 344
Triton, 109
Trivial favor, 290
Trojans
Locus, 100-101
resources, economies, 100
Twelve Commons, 103
Twitch nerve gas, 324
Two-handed weapons, 206
weapons,
u
NOTE: U
Ukko Julinä, 88
Ultimates, 82, 134
Ultraviolet sensors, 303
Unarmed
combat skill, 185
weapons, 334
Unattractive, 151
Unbreathable atmosphere, 201
Uncanny valley, 151-52
Unconscious lead, 225
Unconsciousness, 208
Underbarrel seeker, 339-40
Underwater, 201
Unfit, 152
Uniform blast, 193
Uplifts, 81, 132
Uploading, 268-69
Uranus, 107
Chat Noir, Fissure Gate, 108
Titania, Oberon, 108
Xiphos, 108
User accounts, 247
Utilitool, 326
Utopians, 57-58
Uzumaki, 384
v
NOTE: Vacuum, 201
and range, 203
sealing, 306
suits, 333-34
Valles Marineris, 94
Valles-New Shanghai, 96
Value, 63-64
Variable opposed test, 119
Vectors, 359
Vehicle passenger attacks, 196
Vehicles, 195-96, 342-49
Venus, 24, 89-90
Venusian, 134
Vertigo, 365
Vibroblade, 334
Vidgames, 52-53
Vids, 52-53
Viewers, 326
Vision, enhanced, 301
Vo Nguyen, 92
Vortex ring gun, 341
Voting, 56
VPN (virtual private network), 241-42
hacking, 260
VR (virtual reality), 236, 240-41
vertigo, 152
worlds, 54
Vulcanoids habitats, 88-89
Vulvanoid Gate, 46
w
NOTE: W Walker, 310
Warbots, 383
Wasp knife, 334
Watts-Macleod virus, 218, 219, 220, 368
Weak immune system, 152
Weapon, 334-42
accessories, 341-42
improvised, 202
mount, 311
ranges, 203
scanners, 293
wielding two or more, 206
Wheeled, 310
Whippers, 370
White noise machine, 317
Willpower stress tests, 214
Winged, 310
Wireless code lock, 291
Wireless inhibitors, 292
Wireless scanning, 251, 293
Wireless termination, 258
Worker pods, 142
Wormhole, 378
Wormwood, 111
Wound, 207-8
Determination, 192
effects, 207-8
threshold (WT), 121
Wounds, 207-8
Wrappers, 370
Wrist-mounted tools, 309
x
NOTE: Xenodeism, 83
Xenomorph virus, 368
Xiphos, 108
XP (experience playback), 53, 236, 241-
42, 331
X-ray emitter, 317
X-ray sensors, 303
y
NOTE: Y-Z
YGBM (you gotta believe me) attacks, 365-66
z
NOTE: Zap, 337
Zbrny Group, 74
Zero ammo, 338
Zero-g nausea, 152
Zoosemiotics, 148
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