TEXT: The Roleplaying Game of Transhuman Conspiracy and Horror
  
  Your body is a shell.  
  Change it.
  Death is a disease.  
  Cure it.
  Extinction is approaching.  
  Fight it.
  P R O G R A M .
  C H A N G E .
  C U R E .
  F I G H T .
  Eclipse Phase is a trademark of Posthuman Studios LLC. Some content licensed under a Creative Commons License (BY-NC-SA); Some Rights Reserved. © 2009–2014
  Eclipse Phase created by Posthuman Studios
  Origins Award: Best Roleplaying Game • ENnie Award: Best Writing (Gold), Best Cover, Best Product (Silver)
  
  P R O G R A M .
  C H A N G E .
  C U R E 
  F I G H T .
  P R O G R A M .
  C H A N G E .
  C U R E 
  F I G H T .
  
  LACK 
  6
  ENTER  
  THE SINGULARITY … 
  16
  STARTING OUT 
  18
  What Is A Roleplaying Game? 
  18
  What is Transhumanism? 
  18
  Post-apocalyptic, Conspiracy, and 
  Horror Themes 
  19
  But How Do You Actually Play? 
  20
  What Do Players Do? 
  22
  Where Does It Take Place? 
  24
  Ego vs. Morph 
  24
  Where To Go From Here? 
  24
  TERMINOLOGY 
  25
  Welcome to Firewall 
  28
  What You Really Need to Know 
  29
  A TIME OF ECLIPSE 
  30
  A PEOPLE’S HISTORY OF AN 
  UNFORTUNATE UNIVERSE 
  32
  Eclipse Phase Timeline 
  37
  THE SOLAR SYSTEM  
  AFTER THE FALL 
  38
  TRANSHUMANITY 
  38
  Inequality 
  38
  Clades and Separation 
  39
  First Contact: The Factors 
  40
  CULTURE AND SOCIETY 
  41
  The Longing For Earth 
  41
  Nostalgia Jewelry 
  41
  Fear and Paranoia 
  42
  An Exsurgent Threat? 
  42
  Real and Social Distance 
  43
  The Rise of Cultural Regions 
  44
  Cultural Experimentation 
  44
  Gender, Sexuality, and Relationships 45
  The Diversity of Habitats 
  45
  TECHNOLOGY 
  46
  Living With Infotech 
  46
  Opening Pandora’s Gate 
  46
  Going Beyond the Known 
  47
  Muses 
  47
  Attitudes Toward AGIs 
  48
  Attitudes Towards Mental Alterations 48
  Travel 
  48
  Privacy 
  49
  Low-Tech Existence 
  50
  Life, Death, and Morphs 
  50
  Entertainment and Media 
  51
  Lost Lore 
  51
  Metacelebrities 
  52
  Popular Types of Entertainment 
  52
  POLITICS AND POWER 
  55
  The Inner System 
  55
  The Outer System 
  57
  KEEPING THE PEACE 
  58
  Law Enforcement 
  59
  Punishment 
  60
  THE ECONOMY 
  61
  The Old Economy 
  61
  The Transitional Economy 
  62
  The New Economy 
  62
  Restricting Dangerous Technologies 
  63
  Irreproducible Goods 
  64
  HABITATS 
  66
  Planetary Settlements 
  66
  Space Habitats 
  67
  A Diversity of Floating Worlds 
  68
  The Largest Habitats 
  68
  Microgravity Habitats 
  68
  Private Habitats 
  69
  FACTIONS 
  70
  The Hypercorps 
  70
  Psiclone 
  70
  War Crimes 
  71
  Union Busting 
  72
  Political Blocs 
  74
  Inner System Politics 
  75
  Autonomist Alliance 
  76
  Call for Solidarity 
  77
  Socio-Political Movements 
  79
  Neo-Primitivists 
  80
  Out’sters 
  80
  Sybils 
  81
  Religious Groups 
  82
  Criminal Factions 
  83
  Firewall 
  84
  Project Ozma 
  85
  SYSTEM GAZETEER 
  86
  Sol (The Sun) 
  86
  A Quick Primer On  
  Transhuman Habitats 
  86
  Solar System Map 
  87
  Vulcanoids 
  88
  Mercury 
  88
  Venus 
  89
  Earth 
  90
  Venusian Rumors 
  90
  Luna 
  91
  TILION’s Jupiter Brain 
  92
  Mars 
  93
  Martian Manhunt 
  95
  Martian Trojans 
  96
  Asteroid Belt 
  96
  Jupiter 
  97
  Europa 
  99
  Ganymede and Callisto 
  99
  The Trojans (Jovian Trojan 
   and Greek Asteroids) 
  100
  Saturn 
  102
  Gate Expedition Report 901127 
  102
  Titan 
  106
  Uranus 
  107
  Neptune 
  108
  The Edge of the System 
  109
  Extrasolar Systems 
  109
  Analysis: Myst Trees 
  111
  GAME MECHANICS 
  112
  The Ultimate Rule 
  114
  Dice 
  114
  A Note on Terminology and Gender 114
  Making Tests 
  115
  Target Numbers 
  115
  When to Make Tests 
  115
  Difficulty and Modifiers 
  115
  Criticals: Rolling Doubles 
  116
  Defaulting: Untrained Skill Use 
  116
  Simplifying Modifiers 
  116
  Narrative Modifiers 
  116
  Teamwork 
  117
  TYPES OF TESTS 
  117
  Success Tests 
  117
  Opposed Tests 
  119
  TIME AND ACTIONS 
  119
  Action Turns 
  119
  Types of Actions 
  119
  DEFINING YOUR CHARACTER 
  120
  Concept 
  120
  Motivations 
  120
  Ego vs. Morph 
  121
  Character Stats 
  121
  Character Skills 
  122
  Character Traits 
  123
  Character Morph 
  123
  THINGS CHARACTERS USE 
  124
  Identity 
  124
  Social Networks 
  124
  Cred 
  125
  Rep 
  125
  Gear 
  125
  Implants 
  126
  Psi 
  126
  Game Rules Summary 
  127
  CHARACTER CREATION AND 
  ADVANCEMENT 
  128
  CHARACTER GENERATION 
  130
  Character Concept 
  130
  Choose Background 
  131
  Choose Faction 
  132
  Spend Free Points 
  134
  Spend Customization Points 
  135
  Purchase Gear 
  137
  Choose Motivations 
  138
  Final Touches 
  138
  Example Motivations 
  138
  STARTING MORPHS 
  139
  Biomorphs 
  139
  Pods 
  142
  Synthetic Morphs 
  143
  Infomorphs 
  145
  TRAITS 
  145
  Positive Traits 
  145
  Negative Traits 
  148
  CHARACTER ADVANCEMENT 
  152
  Changing Motivation 
  152
  Switching Morphs 
  152
  Improving Aptitudes 
  152
  Improving Skills 
  152
  Specializations 
  153
  Improving Moxie 
  153
  Gaining/Losing Traits 
  153
  Improving Rep 
  153
  Making Credit 
  153
  Improving Psi 
  153
  SAMPLE CHARACTERS 
  154
  SKILLS 
  170
  SKILLS OVERVIEW 
  172
  Core Skills: Aptitudes 
  172
  Learned Skills 
  172
  Specializations 
  173
  USING SKILLS 
  173
  Defaulting 
  173
  Complementary Skills 
  173
  Skill Ranges 
  174
  APTITUDES 
  174
  Aptitude-Only Tests 
  174
  Aptitude Comparison:  
  Flats vs. Splicers and Exalts  
  174
  COMPLETE SKILL LIST 
  176
  Academics: [Field] 
  176
  Animal Handling 
  177
  Art: [Field] 
  177
  Beam Weapons 
  177
  Blades 
  177
  Climbing 
  177
  Clubs 
  178
  Control 
  178
  Deception 
  178
  Demolitions 
  178
  Disguise 
  178
  Exotic Melee Weapon: [Field] 
  178
  Exotic Ranged Weapon: [Field] 
  178
  Flight 
  178
  Fray 
  178
  Free Fall 
  179
  2
  SKILLS
  REFERENCE
  RUNNING THE GAME
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  ELCOME TO FIREWALL
  SYNOPSIS
  
  Freerunning 
  179
  Gunnery 
  179
  Hardware: [Field] 
  179
  Impersonation 
  180
  Infiltration 
  180
  Infosec 
  180
  Interest: [Field] 
  180
  Interfacing 
  180
  Intimidation 
  180
  Investigation 
  180
  Kinesics 
  181
  Kinetic Weapons 
  181
  Language: [Field] 
  181
  Languages In Eclipse Phase 
  181
  Medicine: [Field] 
  182
  Navigation 
  182
  Networking: [Field] 
  182
  Palming 
  182
  Perception 
  182
  Persuasion 
  183
  Pilot: [Field] 
  183
  Profession: [Field] 
  183
  Programming 
  183
  Protocol 
  183
  Psi Assault 
  184
  Psychosurgery 
  184
  Research 
  184
  Scrounging 
  184
  Seeker Weapons 
  184
  Sense 
  184
  Spray Weapons 
  184
  Swimming 
  184
  Throwing Weapons 
  184
  Unarmed Combat 
  185
  SPECIAL SKILLS 
  185
  ACTION AND COMBAT 
  187
  ACTION TURNS 
  188
  Step 1: Roll Initiative 
  188
  Step 2: Begin First Action Phase 
  188
  Step 3: Declare and Resolve Actions 188
  Step 4: Rotate and Repeat 
  188
  INITIATIVE 
  188
  Initiative Order 
  189
  Speed 
  189
  Delayed Actions 
  189
  ACTIONS 
  189
  Automatic Actions 
  190
  Quick Actions 
  190
  Complex Actions 
  190
  Task Actions 
  190
  MOVEMENT 
  190
  Movement Rates 
  191
  COMBAT 
  191
  Resolving Combat 
  191
  Combat Summary 
  193
  ACTION AND COMBAT 
  COMPLICATIONS 
  193
  Aimed Shots 
  193
  Ammunition and Reloading 
  193
  Area Effect Weapons 
  193
  Armor 
  194
  Asphyxiation 
  194
  Beam Weapons 
  194
  Blind Attacks 
  195
  Bots, Synthmorphs, and Vehicles 
  195
  Called Shots 
  197
  Charging 
  197
  Demolitions 
  197
  Falling 
  197
  Fire 
  198
  Firing Modes and Rate of Fire 
  198
  Full Defense 
  198
  Gravity 
  198
  Grenades and Seekers 
  199
  Hostile Environments 
  200
  Improvised Weapons 
  202
  Knockdown/Knockback 
  202
  Melee and Thrown Damage Bonus 202
  Multiple Targets 
  202
  Objects and Structures 
  202
  Range 
  203
  Reach 
  204
  Scatter 
  204
  Shock Attacks 
  204
  Subdual 
  204
  Suppressive Fire 
  204
  Surprise 
  204
  Tactical Networks 
  205
  Touch-only Attack 
  206
  Two-Handed Weapons 
  206
  Wielding Two or More Weapons 
  206
  PHYSICAL HEALTH 
  206
  Damage Points 
  206
  Damage Types 
  206
  Durability and Health 
  207
  Damage Value 
  207
  Wounds 
  207
  Death 
  207
  HEALING AND REPAIR 
  208
  Biomorph Healing 
  208
  Synthmorph and Object Repair 
  208
  MENTAL HEALTH 
  209
  Stress Points 
  209
  Lucidity and Stress 
  209
  Stress Value 
  209
  Trauma 
  209
  Derangements 
  210
  Disorders 
  211
  Stressful Situations 
  214
  Willpower Stress Tests 
  214
  Hardening 
  214
  Mental Healing and Psychotherapy 215
  MIND HACKS 
  216
  PSI 
  218
  The Nature of Psi 
  218
  Æther Jabber: Asyncs 
  219
  PSI 
  220
  Using Psi 
  221
  Psi-Chi Sleights 
  223
  Psi-Gamma Sleights 
  226
  PSYCHOSURGERY 
  229
  The Process of Psychosurgery 
  229
  The Human Cognome Project 
  229
  Psychosurgery Mechanics 
  230
  Roleplaying Mind Edits 
  231
  Psychosurgery Procedures 
  231
  The Lost 
  233
  THE MESH 
  234
  MESH CAPABILITIES 
  236
  Meshing Technologies 
  237
  Solarchive Search: Ecto(-Link) 
  237
  Legacy of the TITANs 
  237
  Information Overload 
  238
  INTERFACING: AR, VR, AND XP 239
  Augmented Reality 
  239
  Information at your Fingertips 
  239
  Æther Jabber 
  240
  Virtual Reality 
  240
  Experience Playback 
  241
  MESH USES 
  241
  Personal Area Networks 
  241
  Virtual Private Networks 
  241
  Social Networks 
  242
  Mobile Offices 
  242
  ISLANDS IN THE NET 
  242
  Darkcasts 
  243
  MESH ABUSES 
  243
  Hackers 
  243
  Malware 
  244
  AIs AND INFOLIFE 
  244
  AIs 
  244
  Muses 
  244
  AGIs 
  244
  What Your Muse Can Do For You 
  244
  Seed AI 
  245
  Transhuman Infomorphs 
  245
  Mesh Interface 
  245
  Non-standard AIs and AGIs 
  245
  Mesh ID 
  246
  Accounts and Access Privileges 
  246
  Mesh Gear Quality 
  247
  Computer Capabilities 
  247
  Software 
  247
  Elite Exploits 
  247
  Traffic Filters and Mist 
  248
  Slaving Devices 
  248
  Issuing Commands 
  248
  Distance Lag 
  248
  Accessing Multiple Devices 
  249
  ONLINE RESEARCH 
  249
  Search Challenges 
  249
  Search Capabilities 
  249
  Handling Searches 
  250
  Real-Time Searches 
  251
  Hidden Data 
  251
  SCANNING, TRACKING,  
  AND MONITORING 
  251
  Wireless Scanning 
  251
  Physical Tracking 
  251
  Digital Activity Tracking 
  252
  Sniffing 
  252
  PRIVACY AND ANONYMIZATION 252
  Privacy Mode 
  252
  Anonymization 
  252
  MESH SECURITY 
  253
  Authentication 
  253
  Firewalls 
  253
  Active Monitoring 
  253
  Encryption 
  253
  INTRUSION 
  254
  Preconditions 
  254
  Circumventing Authentication 
  255
  Intrusion Tests 
  255
  Intruder Status 
  256
  Changing Status 
  257
  Brute-Force Hacking 
  257
  INTRUSION  
  COUNTERMEASURES 
  257
  Security Alerts 
  257
  Passive Countermeasures 
  257
  Active Countermeasures 
  258
  Joint Hacking/Securing 
  258
  SUBVERSION 
  259
  Augmented Reality Illusions 
  259
  Backdoors 
  260
  Crashing Software 
  260
  Eliminating Intrusion Traces 
  260
  Hacking VPNs 
  260
  Scripting 
  260
  CYBERBRAIN HACKING 
  261
  Entrapment 
  261
  Memory Hacking 
  261
  Puppeteering 
  261
  Scorching 
  261
  Shutdown 
  262
  Terminate Cortical Stack Feed 
  262
  TABLE OF CONTENTS
  3
  
  RADIO JAMMING 
  262
  Jamming Radar 
  262
  SIMULSPACES 
  262
  Simulmorphs 
  262
  Immersion 
  262
  External Mesh Interaction 
  263
  Simulspace Rules 
  263
  Domain Rules 
  263
  Cheating 
  263
  Hacking Simulspaces 
  263
  AIs AND MUSES 
  264
  AI Limitations 
  264
  Roleplaying Muses 
  264
  Commanding AIs 
  265
  AGIs AND INFOMORPHS 
  265
  Software Minds 
  265
  AGI Characters 
  265
  Infomorphs As Muses 
  265
  ACCELERATED FUTURE 
  266
  BACKUPS AND UPLOADING 
  268
  Cortical Stack Backups 
  268
  Uploading 
  268
  Backup Insurance 
  269
  Backup Complications 
  270
  RESLEEVING 
  270
  Resleeving Biomorphs and Pods 
  271
  Resleeving Synthmorphs 
  271
  Resleeving Costs 
  271
  Integration 
  271
  Alienation 
  272
  Continuity Test 
  272
  Infomorph Resleeving 
  272
  FORKING AND MERGING 
  273
  Alpha Forks 
  273
  Beta Forks 
  273
  Delta Forks 
  273
  Gamma Forks 
  274
  Neural Pruning 
  274
  Handling Forks 
  274
  Merging 
  275
  EGOCASTING 
  275
  Egocaster Security 
  276
  Darkcasting 
  276
  MORPH BROKERAGE 
  276
  Morph Availability 
  276
  Morph Acquisition 
  277
  Renting Morphs 
  278
  Custom-Grown or -Designed Morphs 
  278
  IDENTITY 
  279
  Ego ID 
  279
  Identity Verification 
  279
  Circumventing ID Checks 
  280
  LIFE IN SPACE 
  280
  Space Habitats 
  280
  Immigration and Customs 
  282
  Space Travel 
  283
  NANOFABRICATION 
  284
  Raw Materials 
  284
  Blueprints 
  284
  Time 
  285
  The Programming Test 
  285
  REPUTATION AND SOCIAL 
  NETWORKS 
  285
  Social Networks 
  286
  Reputation 
  287
  Using Networks and Rep 
  287
  Favors 
  289
  Reputation and Identity 
  289
  SECURITY 
  291
  Access Control 
  291
  Detection and Surveillance 
  292
  Active Countermeasures 
  293
  GEAR 
  294
  EQUIPMENT RULES 
  296
  Acquiring Gear 
  296
  Gear Modifiers 
  296
  Design and Fashion 
  297
  MESHED GEAR 
  299
  Radio and Sensor Ranges 
  299
  Power 
  299
  PERSONAL AUGMENTATION 
  300
  Standard Augmentations 
  300
  Bioware 
  301
  Using Enhanced Senses 
  302
  Cyberware 
  306
  Synthmorphs and Bioware 
  306
  Nanoware 
  308
  Cosmetic Mods 
  309
  Robotic Enhancements 
  310
   ARMOR 
  312
  Armor Mods 
  313
  COMMUNICATIONS 
  313
  Neutrino Communicators 
  314
  Quantum Farcasters 
  314
  Quantum Entangled Communication 315
  COVERT AND ESPIONAGE TECH 315
  Bugs and Surveillance 
  315
  DRUGS, CHEMICALS,  
  AND TOXINS 
  317
  Substance Rules 
  317
  Drugs 
  318
  Nanodrugs 
  321
  Other Nanodrugs 
  321
  Sample Petals 
  322
  Narcoalgorithms 
  323
  Chemicals 
  323
  Toxins 
  323
  Nanotoxins 
  324
  Pathogens 
  324
  Psi Drugs 
  325
  EVERYDAY TECHNOLOGY 
  325
  NANOTECHNOLOGY 
  326
  Basic Nanotechnology 
  326
  Advanced Nanotechnology 
  328
  PETS 
  330
  SCAVENGER TECH 
  330
  SERVICES 
  330
  SOFTWARE 
  331
  Programs 
  331
  AIs and Muses 
  331
  Scorchers 
  332
  Skillsofts 
  332
  SURVIVAL GEAR 
  332
  Vacuum Suits 
  333
  WEAPONS 
  334
  Melee Weapons 
  334
  Kinetic Weapons 
  335
  Brand Name Weapons and Combined 
  Arms 
  336
  Beam Weapons 
  338
  Seekers 
  339
  Grenades and Seekers 
  340
  Spray Weapons 
  341
  Exotic Ranged Weapons 
  342
  Weapon Accessories 
  342
  ROBOTS AND VEHICLES 
  343
  Aircraft 
  343
  Exoskeletons 
  343
  Groundcraft 
  344
  Personal Vehicles 
  345
  Robots 
  345
  Spacecraft 
  346
  GAME INFORMATION 
  350
  SECRETS THAT MATTER 
  352
  Extraterrestrial Intelligences 
  352
  Spoiler Alert 
  352
  The First Seed AIs 
  353
  The ETI Agenda 
  353
  The True History of the TITANs 
  354
  Infection 
  354
  The Fall 
  354
  After The Fall 
  355
  FIREWALL 
  356
  History 
  356
  Organization  
  356
  Optional Rule: i-REP 
  357
  Cliques 
  359
  Methods  
  360
  What Help Can a Sentinel Expect?  360
  Long-term Strategies and Goals  
  361
  Firewall and Other Organizations  
  361
  THE ETI  
  361
  Handling Aliens 
  361
  EXHUMANS  
  362
  Neurodes 
  362
  Predators 
  362
  THE EXSURGENT VIRUS  
  362
  Biological Nanovirus 
  363
  Digital Virus 
  364
  Nanoplague 
  364
  Basilisk Hacks 
  365
  Exsurgent Strains 
  366
  Using the Exsurgent Virus 
  368
  Roleplaying Exsurgents 
  369
  Exsurgents  
  369
  Exsurgent Psi  
  371
  Exsurgent Psi-Gamma Sleights  
  371
  Exsurgent Psi-Epsilon Sleights  
  371
  THE FACTORS  
  372
  Origin and Evolution  
  372
  Xenobiology  
  373
  Exosociology 
  374
  Factor Motivations 
  375
  The Factors in Game  
  375
  Factor Phenotypes  
  376
  Roleplaying Factors 
  376
  THE IKTOMI 
  377
  THE PANDORA GATES 
  377
  The Wormhole 
  378
  Operations 
  378
  Gatecrashing 
  378
  Anomalies 
  379
  PROJECT OZMA 
  379
  Methods  
  380
  Project Ozma and Firewall  
  380
  Project Ozma Rumors  
  380
  PROMETHEANS  
  381
  THE TITANS AND THEIR LEGACY 381
  Deadly Machines 
  382
  Self-replicating Nanoswarms 
  383
  Nanoviruses 
  384
  GAMEMASTERING 
  AND ADMINISTRATION  
  384
  Awarding Rez Points  
  384
  Reputation Gain and Loss 
  384
  Backups, Record-Keeping, 
  and Save Points 
  385
  Gamemastering Practicalities 
  386
  NPCs and Moxie 
  386
  TABLES 
  390
  REFERENCES  
  394
  INDEX 
  395
  CHARACTER SHEET 
  399
  4
  SKILLS
  REFERENCE
  RUNNING THE GAME
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  ELCOME TO FIREWALL
  SYNOPSIS
  
  Dedication: This book is dedicated first and foremost to 
  the people who made Eclipse Phase happen, from ev-
  eryone who contributed time, sweat, ideas, and money 
  into it to everyone who picks it up, reads it, and plays 
  it. This game is by you and for you. Secondly it’s dedi-
  cated to my grandmother and to Andrea, both impor-
  tant people in my life who died while I was working on 
  this book and its themes of defeating death. I sincerely 
  hope that one day such tragic losses are avoided. Third, 
  this book is dedicated to my son Echo, my entertaining 
  working companion on this project. Finally this book 
  is dedicated to those visionaries, especially the anar-
  chists and transhumanists, who are working to bring 
  about a fantastic future, starting now. —Rob Boyle
  OUR RESOURCES
  http://eclipsephase.com
   
  —Eclipse Phase website, blog, and forum
  http://del.icio.us/infomorph
   
  —Eclipse Phase-related news and links
  http://posthumanstudios.com
   
  —Posthuman Studios website
  Fourth Printing (second corrected printing),  
  by Posthuman Studios
  contact us at info@posthumanstudios.com
  or via http://eclipsephase.com
  or search your favorite social network for:
  “Eclipse Phase” or “Posthuman Studios”
  Posthuman Studios is:  
  Rob Boyle, Brian Cross, Jack Graham, and Adam Jury
  Creative Commons License; Some Rights Reserved.
  This work is licensed under the Creative Commons Attribution-
  Noncommercial-Share Alike 3.0 Unported License. 
  To view a copy of this license, visit:
  http://creativecommons.org/licenses/by-nc-sa/3.0/ 
  or send a letter to: Creative Commons, 171 Second Street, 
  Suite 300, San Francisco, California, 94105, USA.
  What this means is that you are free to copy, share, and 
  remix the text and artwork within this book under the fol-
  lowing conditions: 
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  Printed in the USA
  Original Concept and Design: Rob Boyle, Brian Cross
  Writing and Design: Lars Blumenstein, Rob Boyle, Brian 
  Cross, Jack Graham, John Snead
  Additional Writing: Bruce Baugh, Randall N. Bills, 
  Davidson Cole, Tobias Wolter
  Editing: Rob Boyle, Jason Hardy, Michelle Lyons
  Development: Rob Boyle
  Line Developer: Rob Boyle
  Art Direction: Randall N. Bills, Rob Boyle,  
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  Cover Art: Stephan Martiniere
  Interior Art: Justin Albers, Rich Anderson, Adam Bain,  
  Davi Blight, Leanne Buckley, Robin Chyo, Daniel 
  Clarke, Paul Davies, Julie Dillon, Nathan Geppert, 
  Zachary Graves, Tariq Hassan, Thomas Jung,  
  Sergey Kondratovich, Mark Molnar, Ben Newman, 
  Justin Oaksford, Efrem Palacios, Sacha-Mikhail 
  Roberts, Silver Saaramael, James Wolf Strehle, Daniel 
  Stultz, Viktor Titov, Alexandre Tuis, Stan VonMedvey, 
  Bruno Werneck, and Dr. CM Wong (Opus Artz Studio)
  Graphic Design and Layout: Adam Jury, Mike Vaillancourt
  Faction Logos: Michaela Eaves, Jack Graham,  
  Hal Mangold, Adam Jury
  Indexing: Rita Tatum
  Additional Advice and Input: Robert Derie, Adam Jury, 
  Sally Kats, Christian Lonsing, Aaron Pavao,  
  Andrew Peregrine, Kelly Ramsey, Malcolm Shepard, 
  Marc Szodruch
  Science Advice: Brian Graham, Matthew Hare,  
  Ben Hyink, Mike Miller
  Playtesting and Proofreading:  
  Chris Adkins, Joe Altepeter, Sean Beeb, Laura Bienz, 
  Jérémie Bouillon, Echo Boyle, Berianne Bramman, 
  Chuck Burhanna, C. Byrne, Lars Næsbye Christensen, 
  Nathaniel Dean, Didier Escodemaison, Joe Firrantello,  
  Nik Gianozakos, Gabriel Glachant, Sven Gorny, 
  Björn Gramatke, Aaron Grossman, Neil Hamre,  
  Eirik Bull-Hansen, Matthew Hare, Kristen Hartmann,  
  Karl Hauber, Ken Horner, Dominique Immora, 
  Ishindri, Stephen Jarjoura, Lorien Jasny, Evan Jeffrey, 
  Ryan Jeffrey, Jan-Hendrik Kalusche, Austin Karpola,  
  Robert Kyle, Christopher Lavery, Tony Lee,  
  Heather Lozier, Gianmarco Maggio, Jason Martin, 
  Jürgen Mayer, Robert McCuaig, Darlene Morgan, 
  Trey Palmer, Matt Phillips, Aaron Pollyea,  
  Melissa Rapp, Jan Rüther, Björn Schmidt,  
  Michael Schulz, Martin Swan, Brandie Tarvin,  
  Seb Tivig, Kevin Tyska, Liam Ward, Charles Wilson, 
  William Wilson, Kevin Wortman, plus everyone who 
  participated in a game at Gen Con 2008 or  
  contributed errata to our online forums.
  Musical Inspiration: Geomatic (Blue Beam),  
  Memmaker (How to Enlist in a Robot Uprising), 
  Monstrum Sepsis (Movement)
  CREDITS
  CREDITS
  5
  
  “What’s the number?”
  The words dig their claws into my new vocal cords and yank themselves up and out of my parched throat. 
  My diction is predictably poor, as it always is during the first few minutes following a resleeve. The pitch of 
  the voice is apparent despite the mumbled, sandpaper slur of the words. Definitely a biomorph and my latest 
  sex is female. This much I know in the first few seconds. The model eludes me right now, but I’ll know for 
  certain soon enough, once motion is mine again. Another fury morph is my first guess.
  The slab is hard. Nothing more than frigid metal with crisp white synth-slick wrapped around it. Typical 
  accommodations for a corp dollhouse. The chill seeps through my skin and wraps around my bones.
  A cortical cruncher looms over me, waving his welcome-back beam side to side, occasionally catching my 
  pupils. His smug, bored face speaks: “Consciousness confirmed.” The beam clicks off. My question should 
  have made it obvious that I am back, but the guy is a slave to procedure. They all are. Corporate body banks 
  like their employees paralyzed by obedience, unable to think for themselves. I mumble the question again. 
  “What’s the number?”
  “March 11.”
  “How many after the Fall?”
  “Are you for real?”
  I am paranoid. Yes. I need to know the year every time I return upon a body 
  bank slab. Paranoia is just one of the plagues transhumanity faces these days.
  I try to snag the data from my new sleeve’s mesh inserts before opening my mouth again. No luck. Asking 
  a sleeve tech for the year is always humiliating. Makes me feel like an amateur, but the circumstances are 
  definitely extenuating, so I press him. Hard.
  “Answer the fucking question.”
  The corp sloth gives me the lunatic eye before he answers.
  “Uh … 10 AF. You haven’t been gone that long. Your last backup … “
  He scans his entoptics for the info.
  “ … 14 days, 7 hours ago.”
  It takes a second to sink in, but when it does, it stings. It never ceases to shock when time slips away from 
  me. Two weeks. Gone. Completely wiped from my existence. Two weeks ago, there was another me, sleeved 
  in another morph. There was a mission and it led to my death. That is all I know. Either Firewall failed 
  to retrieve the cortical stack off the corpse so I could retain those two weeks, or the fuckers deliberately 
  chose to swipe that time from me. Honestly, though, both possibilities are preferable to having another self 
  bouncing around out there, doing who knows what-the-fuck. Some t-humies get off on having multiple 
  selves traipsing all over, but my ego is in check. One Sava is enough misery to unleash on the ‘verse.
  Shit. My brain is wandering off into morose territory; always does during the first moments following a 
  resleeve. I need a physical context. Something tangible to focus my attention on. I bring my hands in front 
  of my eyes, arms feeling like two-ton sacks of rocks. The fingers are thin and long; the knuckles callused, 
  scarred and misshapen. Obviously the work of many thrown punches, fists connecting with jaws, metal, 
  flesh. Yep. A well-worn fury morph. You get what you pay for, I suppose; or what Firewall is willing to pay 
  for. Why do I do it? As far as the org is concerned, I’m nothing more than a cheap precision instrument, 
  tossed into the recycling bin when I snap in half. There will always be more of me, until the horrors prove 
  too intense, until the files get too corrupt, until I know too much and Firewall decides to wipe me, then some 
  other sap will step in to preserve transhumanity. Preserve transhumanity. Fantastic. Now I’m babbling like 
  a Firewall propaganda tweet! My arms weaken and flop back to my sides. The strength just isn’t there yet. 
  A few more minutes with nothing but my thoughts.
  On his way out of the recovery bay, the cort cruncher laughs at my feeble attempt at motion. “What’s 
  your hurry?” he says. “Just relax, willya? You collapse onto the floor, you’re gonna stay there until you get 
  yourself up. They don’t pay me enough to babysit newbies.” His flippancy doesn’t help my mood and the 
  melancholy returns.
  What experiences are no longer a part of my consciousness? Perhaps the thrill of a lifetime. Did I discover 
  true beauty? Fall in love? Have an epiphany? Save a life? I’ll never know. Those memories, that life, that 
  version of me, is gone. The new me, lying on this slab, was never shaped by those experiences. My chest 
  hollows out from the weight of the loss.
  LACK
  6
  
  [You’re welcome, Sava. Before you ask, it’s been two weeks. 
  I don’t have any information on what happened following our 
  last resleeve. Currently, we are in lunar orbit aboard Selardi IV. 
  We are outfitted in a CoreCorp-brand fury morph with minor 
  enhancements. They will be online shortly. I am pleased to 
  report the Titanians were victorious and won the Cup.]
  Damnit. Would have made a killing on that one. 
  What did the odds go off at? But before Careza can 
  dig up the info, I shut down the operation. Wait. No. 
  I don’t want to know. It’ll only irritate me more. A 
  nervous energy starts to itch my entire system and a 
  thick familiar taste begins to coat my tongue. I need 
  a cigarette.
  [Yes. I know. The previous occupant of this morph was a 
  heavy smoker. The habit might be difficult to shake this time.]
  This resleeve just keeps getting better by the minute. 
  I hate smoking. Booze, fine. I can handle my alcohol, 
  but smoking always makes me feel like shit. Every 
  time I get sleeved in a morph with the addiction, I 
  struggle to kick it. Careza continues with her report 
  as I try to retain my sanity in the face of an intense 
  nicotine craving.
  [@-rep remains intact.]
  Finally some good news. At least I didn’t piss off 
  any allies in the past 2 weeks.
  [Indeed. Are you in the right frame of mind for an update 
  on Rati?]
  Rati is my passion. The lover I hold above all others. 
  She disappeared on me two years ago. No explana-
  tion. The sting still lingers.
  Let’s skip the update for now, Careza.
  [Understood.]
  Run a newsfeed scan. Check for any major inci-
  dents in the past 2 weeks. Maybe there’s a clue as to 
  what we may have been up to.
  As Careza runs the scan and continues her stan-
  dard sitrep, I shift my attention to the new sleeve. The 
  strength to stand is finally there. I push the morph 
  up and swing the feet onto the floor. Spasms shoot 
  through every muscle. New morphs always take a bit 
  of time in which to acclimate. Luckily, I’m familiar 
  with the CoreCorp fury, sleeved it a few times in the 
  past. This one feels like an old pair of shoes, bit worn 
  and abused, but able to pound the pavement if need 
  be. The left ankle is a bit tender. I hold it up a bit 
  to get a look. Bit swollen. Definitely not new sleeve 
  dysmorphia. Probably a nagging injury. Again, a pain 
  in the ass, but you get what you pay for, I suppose. 
  The nanotat encircling the right bicep is rude and 
  obnoxious, even by scum standards—an entire slith-
  eroid entering the genitals of a female pleasure pod, 
  fully animated. Class act, whoever opted to etch that 
  upon the morph. I hate identifying marks, but again, 
  if you can’t afford a clean morph, you take what you 
  can get.
  I slide off the table, managing not to fall over in the 
  process, and gingerly test the ankle. Sore, but it isn’t 
  going to snap off.
  Put in a request for a patch, left ankle. Bute should 
  be fine.
  I gotta shift the thought process.
  Fuck it. Maybe there was no joy, no revelations. It 
  was a shit two weeks. I’m certain of it. I was bored 
  out of my mind. Better yet, broken and suffering 
  from an epic heartache. My demise was meaningless. 
  I OD’d on kick, flopping on the floor in a pathetic 
  speed-addled frenzy till my heart exploded. I was 
  gutted by some low-life scumborn in a back station 
  corridor over some lo-rez black market XP. I’m glad 
  the time was wiped. Ecstatic, in fact. Fuck it. Fuck 
  them. I don’t need those two weeks.
  But these thoughts are lies. I need those two weeks. 
  I don’t feel whole without them. Hell, I feel incom-
  plete if even an hour is sacrificed. I have to know.
  Someone knows what occurred. No doubt. 
  Probably a Firewall proxy, Jesper most likely. He was 
  my connect this go round. I remember that much. 
  The wipe would have been his call. And proxies 
  have a quick trigger finger when it comes to wiping 
  us sentinels. Even a hard-earned rep score can’t save 
  my memories when Firewall deems the results of a 
  mission too sensitive for an outer circle thug like 
  myself to possess. As long as the fucking job gets done. 
  As long as transhumanity perseveres.
  What a shit deal.
  How did my life, my lives, come to this? Always in 
  the hands of another. 
  Again, the dread, the paranoia. I gotta shake this 
  off. I have to give the org the benefit of the doubt. I’ve 
  been a sentinel for decades. I like to think I’ve saved 
  millions of lives, but I’m just not sure.
  Do I trust the org? No. But there is an understand-
  ing, a degree of respect. Though as the years continue 
  to race by, and the gaps grow longer and more fre-
  quent, I’m beginning to doubt Firewall’s commitment 
  to my preservation.
  Suddenly, my muse stirs, breaking my dark reverie. 
  Several entoptic displays appear in my field of vision, 
  cycling through diagnostic routines as my mesh 
  inserts finally come online. Careza’s familiar feminine 
  voice enters my mind.
  [Welcome back, Sava.]
  The sound is soothing; like being cradled by 
  my mother, or embraced by a lover. The har-
  monic upgrade was a worthwhile investment. 
  Careza has learned to use it well. I rarely think 
  of my muse as an AI. It is my only true friend 
  these days. I wonder if it shares the sentiment. 
  I’ve never shot the thought its way. I keep it to 
  myself. I’m afraid of what the response might be.
  Hey Careza. Glad to be back.
  [You could use a drink, I suspect.]
  You know me too well, Car. Better than I 
  know myself.
  [Hospitality now has the request. Wait time, approxi-
  mately ten minutes.]
  Thanks. Careza enjoys our conversations 
  when my brain has a slight buzz. It is always 
  trying to get me drunk.
  CAREZA n SAVA’S MUSE
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  LACK
  7
  
  No, not scary. Horrific. No other word for something 
  so vast, so uncaring. Transhumanity could be wiped 
  out completely and it would all just continue on as 
  before. Horrific. No other way to explain the feeling 
  you have when you come face to face with things truly 
  beyond comprehension. Hell, no other term could 
  encapsulate transhumanity’s actions towards each 
  other—much less what other beings lurking in the 
  void have in store for us. Perhaps that was why. 
  To teach me a lesson. To make certain I would 
  never forget, so I would never cease assisting the 
  org, because even the briefest glimpse of what is 
  actually out there is enough.
  Jesper’s fork materializes in my field of vision.
  [Welcome back, Sava.]
  Fuck off, Jesper. You know I hate waking up 
  with lack.
  [Sorry. Nothing I could do.] His expression is 
  serious and concerned, but his kinesics indicate 
  he is as calm as can be. What an act! Fucking 
  proxies never panic. They hold all the cards 
  and it’s never their minds that are on the line.
  Yeah. Right. Get to the point. You don’t have 
  me sleeved in a combat morph to get some 
  downtime, so you must have something serious 
  lined up. Are Berk, Pivo, and Sarlo here?
  [Yes, they have been resleeved in the same facility.]
  At least my team is with me. People I could 
  count on. To a certain degree.
  All right. What are the details?
     
     
  Pivo gripped the smooth outer surface of the station with 
  all eight arms. Nano-magnetics at the tips of his vacsuit 
  arms were the only difference between a secure hold and 
  an endless drift into the depths of space. He peered up 
  through his faceplate at the dark orb above him.
  Earth.
  His eyes locked on an expanse of dead black ocean 
  through the ominous clouds. Pivo longed to swim in 
  those ancient depths. Born and bred for space, he had 
  never once immersed himself in the former ecological 
  niche of his kind. Odds were against his ever taking 
  a plunge into the salty waters of an Earth ocean. The 
  planet was now a plagued death trap. A wasteland of 
  skeletal forms.
  He imagined a time before the Fall, when his 
  ancestors thrust through blue waters and slipped 
  effortlessly through mazes of coral, or gently floated 
  along with the current, not bothered by the burden 
  of sapience. Perhaps octopi still survived beneath the 
  black waters of the present, eking out a brief existence, 
  biding their time, keeping the species true and alive 
  until the Earth could be reclaimed, and Pivo would 
  join them on that glorious day, abandoning knowl-
  edge altogether, and returning to the ways of instinct.
  Vacsuit sensors interrupted Pivo’s fantasy, detecting 
  a laser light that bathed his form—contact from Sava 
  by line-of-sight laser link. It was the preferred method 
  [Phenylbutazone. On its way. And the cocktail will be here 
  in approximately 30 seconds. Nothing unusual on the news-
  feed scan.]
  Figures.
  I plod over to the full-length mirror, 
  standard issue in resleeve waking cham-
  bers, and drop the sheet to take a look 
  at the new me. I spy the cortical cruncher 
  lingering in the doorway, my cocktail in 
  his hand, giving my body an appreciative 
  look. I don’t recognize myself.
  “Hand me my drink please.” I reach out my hand in 
  his direction without even acknowledging his presence. 
  He steps into the room, too close to me, and slips the 
  drink into my hand. His breath smells like some sort 
  of sour sausage.
  “Not too bad under the sheet, are you?” he says. “I 
  took a peek earlier, but I must say, the slab didn’t do 
  you justice. On your feet, the curves really pop. Your 
  face isn’t much to look at, but that rack is … ”
  I cut him off before I vomit bile into my mouth. “It’s 
  exquisite. I know. Now shut up and back off before I 
  rip the skin off your face and slap you silly with it.” He 
  gets the message and slinks from the room.
  It is a nice rack.
  [If nice is defined by proportion, then I would say yes.] 
  AIs, always so formal. 
  [You’re approximately 4 centimeters taller than your usual 
  proprioception allows for, so watch your head.]
  Thanks for the heads up.
  [That was awful.]
  Yeah. Yeah. I know. A smile finds its way onto my 
  face as the banter with my muse lightens my mood. 
  Looking in the mirror, I try to broaden the smile, to 
  get a better sense of my new face. I show some teeth. 
  Nicotine stains all over them. I take a long sip from 
  my cocktail, swish the alcohol around a bit. I can feel 
  my blood respond instantly to the sauce. I close my 
  eyes and let out a sigh. Just a few moments of peace 
  is all I ask.
  [We have a guest, Sava.] Damnit. No such luck.
  Who?
  [Our last Firewall proxy, Jesper, has sent a beta-level fork of 
  himself. It is rather impatient to speak with you.]
  Connect him.
  They just cannot leave me alone, can they? Officially, 
  Firewall doesn’t even exist. It’s because of Rati that they 
  got their tentacles wrapped all around me, through me. 
  The whole mess on Mars. That’s where it all started. 
  The last time I saw Rati. All that knowledge they 
  allowed me to retain. But why? Until that day, I had 
  never realized just how scary the universe truly was. 
  JESPER n FIREWALL PROXY; SAVA’S CONTACT @ FIREWALL
  8
  
  would happen after he had opened up the airlock and 
  the rest of the team was inside the station.
  The airlock had been welded shut from the inside. 
  Pivo was prepared for this eventuality, but it made his 
  detection by guardian bots a certainty. He composed 
  himself for a few seconds, focused on the task at hand, 
  then fired up the plasma torch built into one of his 
  vacsuit arms. A harsh hot blue glare filled the room. 
  Seconds were now his most precious possession.
  He was almost through the inner door when his 
  muse pinged him with a warning from the passive 
  terahertz sensor. An object was moving towards 
  Pivo’s position rapidly, now only twenty meters away. 
  A sentry bot would be upon him in soon.
  [Almost through the first door,] Pivo transmitted calmly, 
  even though it took every ounce of his will to keep 
  the torch steady. [I have company. Be ready.]
  [Copy that,] Sava replied.
  Finally, Pivo cut through the seal. The octomorph 
  slithered four arms through the still smoldering sliced 
  metal, and with a strained yank, pulled the door 
  from the frame. The door slowly floated away into 
  the chamber, the edges rapidly cooling. The interior 
  airlock door was not welded shut. With a vocal sigh 
  of relief, all eight of Pivo’s arms began a frenzied 
  assault upon the airlock door’s manual controls.
  [Few more seconds. Just a few more seconds.] But the 
  seconds had expired.
  In his 360-degree field of vision, Pivo could see the 
  security bot thrust into view behind him. The bot 
  unloaded its weapons immediately, the shots ricochet-
  ing off the floating airlock door. The bot advanced on 
  the door, and with a furious swat knocked the obstruc-
  tion aside. It clanged upon the crystalline surface of 
  the wall. Just as Pivo pulled the last lever to release the 
  airlock door, blazing plasma fire engulfed him.
     
     
  Sava had instructed Careza to surge the neurochem 
  the instant the airlock portal was open. The muse 
  did not fail to deliver. In what seemed like an eternal 
  slow-mo to Sava’s charged brain, the airlock door 
  swung open into the station, aided by a thudding steel 
  leg kick courtesy of Berk, the team’s muscle. With a 
  flash of thought, Sava’s targeting radar snapped up an 
  entoptic display and locked on two targets: Pivo and 
  a sentry bot. The robotic guard dog was already level-
  ing its weapons, but Sava was faster. Retinal-searing 
  plasma fire erupted from Sava’s weapon, singeing 
  one of Pivo’s arms and slamming the sentry back. A 
  second shot punched through the bot’s armored cara-
  pace, melting critical components within, rendering 
  the bot a useless pile of fused scrap metal.
  Sava moved quickly past the cursing octomorph 
  and unloaded two more shots into the smoking bot.
  [We’re clear,] Sava transmitted. [One down, but there is 
  always more. Count on it. Pivo, you shiny?]
  [You scorched my breeding arm, puta.] Pivo shot back 
  with clear agitation rumbling in the harmonics.
  of communication when a mission required 
  discretion. Pivo’s muse processed the message, 
  and Sava’s voice entered his head.
  [Something wrong? Why’d you stop moving?]
  [Just enjoying the view,] Pivo beamed back.
   [Enjoy it on the way down, for hours if you want. 
  Get inside the station before one of the sentry bots 
  finds us.]
  Pivo didn’t bother to respond. There was no 
  arguing with Sava. No use in defending your 
  actions. Pivo began crawling along the shell 
  of the station again. The station itself was 
  tethered to the end of a long, black, carbon 
  nanotube cable that stretched all the way 
  down to the planet’s surface—the sole surviv-
  ing space elevator.
  Pivo located the breach, a thin scar in the 
  station’s metallic hull, the result of an internal 
  explosion responsible for the station’s demise 
  during the Fall. The breach was exactly where 
  Sava said it would be and the description of its 
  size was dead-on: a gap barely large enough for 
  a human infant to slip through. According to 
  Sava, years ago, the self-repairing nanosystems 
  operating in the hull’s metal had malfunctioned 
  before the breach had been fully repaired. The 
  level of mission details Sava managed to extract 
  from Firewall was scary sometimes. Paranoia 
  bloomed for a moment, but he quickly dis-
  missed his suspicion, compressed his cephalopod 
  form, and squeezed his body through the breach.
  In blackness, Pivo activated his infrared 
  emitter, casting the room in a light outside the 
  normal visual spectrum. The interior of the 
  lifeless station became visible to his enhanced 
  eyes in the eerie altered colors of infrared. Pivo 
  almost preferred the dark. Ice crystals glittered 
  from every surface, the result of flash frozen 
  moisture in the long-absent atmosphere. Frigid 
  clumps of human remains floated alongside 
  chunks of hull metal in a macabre zero-gravity 
  ballet. Pivo floated through the wreckage and 
  the gore, lightly tapping aside metal or flesh 
  to clear a path deeper into the room. A female 
  head drifted slowly by, the face frozen in a 
  gaping silent scream. An intact cortical stack 
  dangled from the severed neck. For a second, 
  Pivo considered snatching the stack, but he 
  was not here to retrieve lost souls. Instead, he 
  placed two of his arms upon the top of the 
  head and pushed it beneath him, towards the 
  floor. Like so many others lost during the Fall, 
  this person would remain forgotten here.
  Pivo made it to the airlock without incident, 
  but he knew his luck would run dry eventu-
  ally. A run-in with hypercorp guardians on a derelict 
  station was unavoidable. Sensors may have already 
  detected his presence. It was only a matter of time 
  before bots converged on his position. He just hoped 
  that when it occurred (and it most certainly would), it 
  PIVO n FIREWALL AGENT; NANOTECH SPECIALIST; OCTOMORPH
  SAVA n FIREWALL AGENT; COVERT OPS SPECIALIST; FURY MORPH
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  LACK
  9
  
  Leave reveling in the glories of the past to the bio-cons. I’ll 
  take a future where we step boldly outward into space, thank 
  you much.]
  [Let’s cut the politics.] Sava pointed at Berk. [You’re 
  an anarchist, I get it.] Then Sava pointed at Pivo. [And 
  you’re on a reclamation kick. Fine.] But Sava’s rant was 
  interrupted by half a dozen fast moving dots upon the 
  team’s entoptic radars. [Incoming pings. Sarlo, you in yet?]
  [Working on it. Fuck. Fuck. Shit.] Sarlo’s childish voice 
  sounded petulant.
  [Work faster. If these bots have heavy ordnance, we’re 
  screwed.] Sava and Berk both unloaded suppression 
  fire down their respective stretches of corridor before 
  the bots even made it to the corners. The bots halted 
  their approach momentarily, taking cover just around 
  the bend. More bots began to appear on the radar, 
  moving towards the position of the first responders.
  [We’re running out of time, Sar! More bots gathering!] 
  Sava unloaded another round of suppression at the 
  bend. Berk kept her weapon quiet, waiting for a bot 
  to make a move into the corridor before lighting 
  it up, but the bots remained put. More gathered, 
  and even more appeared on radar, moving to the  
  same position.
  [They’re gonna be all over us any second now!]
  [Consider this a gift, ladies and gents … ] And with a 
  final operation, Sarlo seized control of the station’s 
  entire security system.
  Suddenly, one of the bots turned on the others. 
  Another soon joined it. In a matter of seconds, fumes 
  and debris came drifting down the corridor as all-out 
  warfare broke out between the bots. Sava and Berk 
  lowered their weapons and admired the sounds of 
  Sarlo’s handiwork.
  [Damn, Sar! I guess that is why you are one of the best 
  hackers in the system!]
  [Applause, applause, ya waify freak!]
  [When you’ve got cutting edge-exploits courtesy of the 
  leet coding AGIs on Extropia, there’s not a whole lot you 
  can’t do.] Sarlo delivered the line with a calm harmonic, 
  but Sava was watching his kinesics, and they were off 
  the charts. The neotenic’s little heart was beating like 
  a drum roll. Sava opted not to bust his furless balls 
  about it, and instead let Sarlo have his moment in the 
  sun. This had been a “close one,” and another close 
  one might not end up in their favor.
  Sava allowed a few seconds of relieved silence 
  before getting the team back to business. [Sarlo. How 
  soon till the elevator is active?]
     
     
  Pivo stuck to the portal, watching as they descended 
  below the soot-filled layer of clouds and the Earth 
  below came into view. They were in the atmosphere 
  now, descending on a taut beanstalk stretched 
  between the Earth and station above, a massive feat of 
  engineering built from carbon nanotubes. The shuttle 
  car crawled down the elevator cable, bringing them 
  closer and closer to the ruined planet.
  [You rather I leave you to the bot next time?] Sava turned 
  to Sarlo. [Sarlo, get in here and find the console you need. 
  Berk, we’re going to need to set up defensive positions, to 
  give hacker boy here time to crunch his bits.]
  Pivo cut through his vacsuit and detached his 
  damaged arm, cursing Sava under his breath as the 
  vacsuit rapidly repaired itself and sealed the gap.
  [Hey. Don’t worry, Pivo. You’ve got seven more. And besides, 
  you don’t really strike me as the breeding type anyway.] Sava 
  relished giving Pivo a hard time. It was one of the true 
  joys in life.
  Pushing off from one wall to the next, Sarlo moved 
  along the chamber with ease and grace. His neotenic 
  morph was slighter and even more diminutive 
  than the average human child sleeve, com-
  pletely augmented and customized to match 
  his “preferences.” He had paid a fortune for it. 
  The others never understood Sarlo’s penchant 
  for juvenile human sleeves, so much so that 
  he always kicked in his own credits to ensure 
  an augmented neotenic resleeve, even when 
  Firewall was footing the bill. They also didn’t 
  know where his seemingly endless supply of 
  personal funds came from, nor did they want to. 
  As long as he got the job done.
  Two minidrones followed after Sarlo, lighting 
  the area in infrared and actively scanning on 
  other wavelengths. [This way,] he said, transmit-
  ting an entoptic map to each team member’s 
  overlay. [It’s not far, a hundred meters or so.] A high-
  lighted route appeared on the map.
  Sava and Pivo followed closely behind 
  Sarlo, while Berk struggled to keep pace in her 
  armored gynoid shell.
  [Keep up, flatlander. We’ll be down the gravity well 
  soon enough,] Sava beamed to Berk.
  [Not soon enough for me,] Berk replied.
  The abandoned station was eerily quiet. Signs 
  of long-forgotten violence and desperation 
  lingered everywhere. Floating debris. Ruptured 
  and frozen bodies. Scorch marks and twisted 
  metal. Death owned this place.
  When the team reached the control station, 
  Sava and Berk took up defensive positions in 
  the corridor while Sarlo and Pivo went to work 
  on the station’s dormant systems.
   [I’ll be damned! The mission spec was actually 
  right. The station systems are active but dormant. 
  Whomever’s guarding this place didn’t wreck the 
  systems, they left open the possibility that the space 
  elevator could be activated again.] Sarlo gleefully 
  began his procedures to hack the system.
  [Who the fuck would want to risk going down to 
  that ball of ash?] Berk piped in.
  Pivo waved one of his arms in agitation. [Need 
  I remind you that some of us happen to think that 
  reclaiming our home planet is a good idea?]
  [Reactionary thinking, if you ask me.] Berk replied. 
  [Shrugging off all of our old nation-state loyalties is 
  one of the best steps transhumanity has ever made. 
  SARLO n FIREWALL AGENT; HACKER; NEOTENIC MORPH
  BERK n FIREWALL AGENT; HACKER; SYNTH MORPH
  10
  
  must have set violently upon each other, fueled by 
  madness or despair.
  [I wonder what it was like.] Sarlo tossed the thought 
  out to the group.
  [What?] Pivo replied.
  Sava quickly jumped in and put an end to the dis-
  cussion Sarlo was yearning to start. [Quit with the phi-
  losophizing and the dramatizing. You know I cannot stand that 
  shit.] Sava tried desperately to maintain order and an 
  air of gruff detachment. It was too easy to let the brain 
  wander off into the past and the fate of the millions 
  who perished during the Fall. To counter this, Sava 
  always resorted to the diatribe. [Listen. We all know the 
  mission specs. We’re locating someone. A courier. Most likely 
  a corpse. Last known position while alive was the base station 
  we will drop into when this ride stops. Mount Kilimanjaro. 
  Which, according to quite reliable sources, was once overrun 
  by killbots, which are most likely still in the vicinity.] Sava 
  paused for dramatic effect before continuing. [We 
  retrieve something from the courier. What, we don’t fucking 
  know. Only that it is quite valuable to the org. We stick to what 
  we know. I don’t want to hear any more bullshit “what ifs” 
  and “I wonders.” If your thoughts are anywhere other than 
  the mission, keep them to yourself. I don’t want to hear them.] 
  And with that declaration, the rest of the journey to 
  the Kilimanjaro station was in silence, each confined 
  to their own thoughts, not a single ping between them.
     
     
  The shuttle rattled to a stop inside the dark cavern-
  ous hangar. At one time, the Kilimanjaro hangar was 
  the busiest Earth-to-space station port in the world, 
  servicing millions of customers annually. Now, as 
  Pivo clung to a shuttle window and stared out into 
  the black emptiness of the hangar, it seemed as if the 
  place was a soulless vacuum.
  [Ready when you are.] Sarlo pinged Sava, poised 
  to hack open the shuttle door and allow the stale 
  dust-choked air of Earth to waft over the team. Sava 
  nodded to Sarlo and the shuttle door slid open with 
  a rush of decompression. A blinding red-gray dust 
  blasted into the shuttle from the hangar and coated 
  the shuttle interior almost immediately.
  Sava’s first step into the Kilimanjaro hangar landed 
  firmly onto the brittle ribcage of a child’s skeleton. 
  The bones snapped into splinters and powder with a 
  crunch. The floor surrounding the shuttle airlock was 
  carpeted with skeletons entangled in a mass of tattered 
  clothing. There was no way to avoid stepping upon 
  them. One by one, the others stepped from the airlock.
  [This place is a tomb,] Berk beamed to the group.
  [This whole planet is a tomb,] Sava replied, with an 
  extra echo harmonic allowing the word tomb to con-
  tinue on well after the phrase was transmitted, added 
  specifically to annoy Pivo, who immediately shut 
  down the echo in his head with a countermeasure 
  from his muse.
  Sava took a few more crunching steps forward, 
  then stopped. The rest of the team followed suit.
  Earth’s atmosphere was now choked with a thick 
  dust, the color of rust. The winds whipped over the 
  planet’s surface with breakneck velocity, swirling 
  dangerously in certain pockets. The world’s weather 
  systems had been irretrievably ravaged by the Fall, 
  when transhumanity had seemingly gone to war with 
  a group of rogue AIs known as the TITANs. Bombs, 
  raging fires, chemical attacks, biowar plagues, vora-
  cious nanoswarms—even nukes—had taken their 
  toll. It was now an inhospitable place, gripped by 
  nuclear winter. Some of the clouds were formed into 
  unusual shapes, defying the high winds, even seeming 
  to writhe as they moved—the thriving descendants of 
  self-replicating airborne nanoswarms, Pivo suspected. 
  Who knew what other monstrosities waited for them 
  below, evolved from the remnants of AI war machines?
  The Earth was off-limits now. Abandoned to the 
  enemy. Though the TITANs were presumed to be 
  long gone, escaping the solar system via secretly-con-
  structed wormhole gates, taking millions of forcibly 
  uploaded transhuman minds with them—they had 
  left many of their tools and weapons behind. Likewise, 
  some of the weapons transhumanity had unleashed 
  on the AIs—and, quite often, themselves—had taken 
  on a life of their own. So Earth had been abandoned 
  and interdicted, with hypercorp killsats laced into 
  orbit to shoot down anything that attempted to leave 
  or land on the planet’s surface.
  As a reclaimer, Pivo was part of a small but vocal 
  faction that advocated a return to Earth. There was 
  still hope for the planet, they believed. It had always 
  persevered, and this was no time to give up on it. 
  Earth needed to be cleansed and terraformed, resusci-
  tating transhumanity’s home. But the reclaimers were 
  a minority. To most survivors of the Fall, the Earth 
  held too many horrible memories. Lives ruined. Loved 
  ones lost. Their own deaths. It was a monument to 
  transhumanity’s arrogance and mistakes, a grim 
  reminder that they were not above destroying them-
  selves despite all of their advances and technology, or 
  perhaps because of them.
  This didn’t prevent some from trying, of course. 
  Scavengers still raided the planet’s ruins, retrieving 
  long-lost treasures, cultural artifacts, or even the 
  preserved mind-states of those who failed to escape. 
  Some reclaimers had initiated their own secret mis-
  sions, intending to establish a basecamp from which 
  they would begin operating their own reclamation 
  projects. Most were never heard from again.
  The team of four rested and prepared equipment 
  in the shuttle’s large open lounge, Sava and Sarlo 
  in a cramped inflatable survival bubble so the bio-
  morphs could escape the confines of their vacsuits 
  for a while. Pivo elected to remain outside the 
  bubble and in the vacsuit. Close confines with Sava 
  during the descent did not sound pleasant to him. 
  The walls of the lounge were smeared with decades-
  old blood, now frozen into a crystalline brown in 
  the depressurized cabin. Whoever the last passengers 
  were to ride this shuttle, fleeing the doomed Earth, 
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  LACK
  11
  
  from the dusty darkness at Berk, who dropped to 
  the floor and unleashed plasma fire into it. The bot 
  slammed into a pile of bones and rags and set it alight. 
  The fire spread quickly, leaping from dry cloth to dry 
  cloth. The blazing hangar floor now illuminated the 
  area in the hot orange glow of flame. At least a dozen 
  insectoid bots hovered in a perimeter around the team, 
  awaiting an opportunity to strike. Another bot dove 
  at Berk, its buzzsaw arms slashing wildly. Berk fired, 
  but missed. The bot slammed into Berk’s head and 
  the buzzsaws ground into her neck. Sparks flew in all 
  directions as metal met metal. She dropped her rifle 
  and pushed against the body of the bot till the saws 
  were off her neck. [Fucking run you idiots! I’ve got this!]
  Sava fired and dropped a bot, then dashed east, 
  leaping over spreading waist-high flames. [Make for 
  the lounge!]
  Pivo elevated onto two arms and ran behind 
  Sava, his five remaining arms flopping wildly above 
  his head. [Out of the way, ya poke!] Sarlo outpaced 
  the slower octomorph, running through the flames 
  towards the lounge.
  Berk flung the frenzied bot into a flaming pile of 
  bones, scrambled to her feet, and followed after the 
  [Something is not right here.] Sava kicked at one of the 
  skeletons. The bones rattled and cracked. [I don’t see 
  any skulls.]
  [Forced uploading,] Sarlo transmitted. [TITAN machines 
  harvested the heads of the dead for scanning.] He shrugged. 
  [That’s my guess, anyway.]
  [Shut up!] Sava signaled the team to silence. [Who 
  else hears that?]
  A low mechanical whir reverberated nearby. [I’m 
  picking it up.] Pivo replied. [Up a bit to the north. About 
  30 meters.] As if in response to Pivo’s observation, 
  another whir began, this one behind the team, from 
  the south end of the hangar. Another whir from the 
  east joined in the chorus. The sounds were coming 
  closer, becoming more distinct, more aggressive.
  [No visual, yet. This fucking place is so deep and thick with 
  this dust shit, seems to act like chaff too. Infrared is giving me 
  only about twenty feet!] Sava motioned for the team to 
  move to the right. [Stay close, we move slow and keep the 
  triggers itchy. The passenger lounges are just east of us. We 
  start the search there.] The whirs were now all around 
  them, hovering just outside visual range.
  [What the fuck is that?] A flying insectoid bot with 
  six articulated arms ending in small buzzsaws lunged 
  12
  
  The three team members within the lounge gathered 
  themselves just in time to witness a bot latch onto 
  Sarlo’s head from above as he stood up. The machine 
  stretched two arms out to the side, then plunged their 
  spinning blades into Sarlo’s neck. Sarlo’s eyes went wide 
  and his body tensed as the saw blades ground through 
  flesh and bone, working through his neck in seconds. 
  The instant his head was severed from the torso, the bot 
  swooped around and zipped off over the flames, into 
  the dark oblivion of the far end of the hangar.
  Sarlo’s headless body wavered for a second, then 
  collapsed, spurting blood in long, lazy arcs.
     
     
  Pivo, Sava, and Berk sat in silence. They had managed to 
  seal the portal into the lounge, locking out the horrors 
  of the hangar. The headhunter bots could still be heard 
  hovering outside the portal, occasionally clanging and 
  grinding their blades against the sealed door.
  Berk finally broke the silence. [I’m trying very hard not to 
  think about what they’re going to do with him.]
  [Try harder. Sarlo knew the odds of survival were slim 
  when he signed on. We all did.] Sava stood up.
  group, covered in bone bits and dust, the bot swarm 
  in whirring pursuit.
  Sava reached the lounge first and the portal was 
  open. Turning with rifle raised, Sava took cover against 
  the door frame. Sarlo and Pivo were past the flames 
  and Berk was closing the gap, as were the bots. Sava 
  unloaded cover fire that sizzled over Sarlo’s head, knock-
  ing another bot out, but the rest of the swarm remained 
  unfazed. They just kept coming. Suddenly, more bots 
  appeared out of the shrinking darkness near the lounge.
  [There’s more! They’re flanking!] Sava blasted at the 
  new bots to try and slow down their gambit. Sarlo 
  was only thirty feet from the portal when he tripped 
  on a tangle of bones. His boyish body collapsed face 
  first into the dust and human remains. Pivo made an 
  awkward leap over him, skidded across the floor, and 
  squished into the outer lounge wall right near the 
  door. Sava reached out, snagged the octomorph by a 
  arm, and dragged him into the safety of the lounge. 
  Berk tried to stop and help Sarlo up, but her momen-
  tum was too much and her footing upon the dusty 
  floor too unstable. She tumbled forward in a roll of 
  dust cloud, chipped bone, and tattered rags, finally 
  slamming into Sava in the doorway.
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  LACK
  13
  
  [Monomolecular wire.] Even though the situation grew 
  more dire by the minute, Pivo was impressed and fas-
  cinated with the inventiveness of the alien nanotech. 
  [It laced the door with it. Cuts through anything. Weak tensile 
  strength though—you probably snapped it.]
  [We’re fucked. Let’s face it.] Berk picked her severed 
  hand off the floor. Down the hall, the nanoswarm 
  began to take a visible shape as the nanobots accreted. 
  The swarm was congealing into a fog, creeping closer. 
  Berk continued, [The entirety of this port is probably filled 
  with this shit. I’m useless at this point. These things are 
  already all over my systems, my diagnostics are going crazy.]
  [So what are you saying, Berk? You done?] Sava transmitted.
  [Yeah. I’m done.] Berk shook her head in disgust. 
  [Who knows what these little bastards have infected me 
  with. I don’t want to risk it. I’d rather resort to a clean back 
  up. Forget this shit ever happened. You keep running if you 
  want. I’ll try to buy you some time.] Berk turned and 
  ran directly into the fog. The nanoswarm sucked in 
  around her immediately and the disassembly began. 
  Berk’s metal frame began to dissolve as she ran further 
  and further away from Pivo and Sava, leaving a wispy 
  trail of nanoswarm behind her.
  [Get fucking moving fools! This isn’t for my amusement! 
  I’ll see ya the next time around.] A few minutes later, 
  Berk’s signal went dead.
     
     
  Sava and Pivo entered the VIP lounge. When the 
  spaceport was overrun so many years ago, this was 
  the site of the humans’ last stand. Piles of security 
  personnel skeletons littered the floor just inside the 
  doorway. The charred remnants of a hopeless bar-
  ricade were scattered beside the mounds of bone. 
  Skeletons draped in torn singed civilian garb were 
  clustered around the walls and corners, sometimes 
  three or four deep, as if they had all scrambled as far 
  as possible from some avatar of death in the middle 
  of the room.
  Pivo started an operation to locate the RFID tag 
  the courier was supposedly chipped with in his left 
  shoulder blade. The code triggered a ping within three 
  meters. Pivo pointed a lengthy arm at a small bone 
  pile. [He’s in there somewhere.]
  Sava stepped over to the pile of three skeletons 
  and began rummaging through the bones, yanking 
  out or snapping off all the femurs. [Goddamnit I want 
  a cigarette. This morph has me so tweaked. Haven’t I made 
  it clear I don’t smoke? Yet, every time, they sleeve me in a 
  morph nailed with the habit.] Sava handed the bundle of 
  bones to Pivo.
  [Must be a fury thing. Should just take a few minutes to 
  scan these for the nanoscale etching.] Pivo got to work. 
  [Enough time for a smoke, if you want.]
  [Yeah. Real funny. How about I grind you up into dust and 
  smoke you?] Sava sat down on the floor as Pivo sent 
  out a chuckle.
  The deceased courier, whomever he was, had been 
  entrusted with information too sensitive to transmit. 
  [Should we tell him? When he resleeves?] Pivo knew this 
  was going to set Sava off, but he blurted it anyway.
  [Would that be kindness or cruelty, Pivo? And besides, 
  there is no guarantee that any of us will survive. So who gives 
  a shit? Whenever your last backup was, I sure hope you’re not 
  gonna miss anything since. Let’s get moving.]
     
     
  With Sarlo gone, Pivo took over the navigation duties. 
  They were nearing the corporate VIP lounge, the last 
  known location of the courier.
  The team moved through dark corridors filled with 
  headless skeletons and mummified remains. Years 
  ago, the corporate forces defending the structure had 
  been overrun by AI war machines, which mercilessly 
  slaughtered everyone inside. The walls were scarred 
  from battle, covered in dried blood. Destroyed rem-
  nants of the AI war machines littered the halls as well, 
  haunting monuments to the few victories humanity 
  had in their losing battle. Even as piles of scrap, the 
  machines had a menacing presence.
  [Too bad this isn’t a salvage op,] Berk commented. [The 
  autonomists could use a look at this tech. At the very least, 
  figure out what the hypercorps might try to do with it.]
  As they entered a long concourse, the remains and 
  debris abruptly disappeared, as if cleared out.
  [I’m getting some strange thermal readings here. Patterns 
  that don’t make sense,] transmitted Pivo.
  [What is that supposed to mean?] Sava beamed back.
  Before Pivo could give thought to “I don’t 
  know,” his muse issued a chilling warning: [My 
  nanosensors register the presence of unknown nano-
  bots in large numbers of a highly sophisticated design, 
  suggesting a TITAN manufacture. Countermeasures 
  have been initiated.] 
  [Nanoswarm. Move! Move!] Pivo broadcasted 
  in a panic as he launched into a full two-armed 
  sprint. Sava and Berk followed Pivo’s lead without 
  question. They all knew the dangers of a TITAN 
  nanoswarm. Unlike the nanobots Pivo often 
  made, which were manufactured with particular 
  purposes in mind, and which were neither self-sus-
  taining or intelligent, this particular nanoswarm 
  was autonomous, self-replicating, adaptive, and 
  capable of making almost anything it needed. 
  Even as they fled, individual nanosensors were 
  measuring up the three agents, transmitting details 
  on their morphs and gear to the rest of the swarm.
  A junction came into view ahead, the pathway nar-
  rowing into a smaller tunnel. Suddenly, Pivo stopped, 
  just a meter before the tunnel. [Do not move forward!] 
  The others crashed to a halt.
  [What the fuck Pivo!?] Sava looked back down the 
  hall. [Fucking swarm could be finishing us as we speak!]
  [My muse picked up a burst of thermal energy here. The 
  swarm is up to something,] Pivo warned.
  [But there’s nothing here,] Berk replied, as she waved 
  her hand across the tunnel entrance. Her metal hand 
  suddenly clanged to the floor, separated from her wrist.
  PIVO’S MUSE
  14
  
  No one knew the true capabilities of the TITANs to intercept and decode, so the courier had been 
  injected with nanobots that etched a nanoscopic encoded message directly onto one of his femur 
  bones. However, he had never made it off the planet. His message had never been delivered.
  Pivo and Sava had no idea what the information was, but someone at Firewall obviously deemed 
  it worthy of capture. Information on the TITANs perhaps. Or some CEO’s secret family recipe for 
  pasta sauce.
  [This is the one.] Pivo held out the femur to Sava and tossed the others to the floor.
  [What does it say?]
  [I don’t know. Not sure I want to know.] Pivo continued to hold out the femur.
  [Enough with the drama Pivo. Just get your nanos to read it. We need a copy of the data. If you don’t want to 
  carry, I will.]
  [I’d prefer that. Thank you.] Pivo set his nanobots to work on deciphering the inscription. When they 
  were done, the intel was transmitted directly to Sava. Pivo wanted no part of it.
  [So, now what? How do we get out of here? The only way out is the way we came in, and that’s suicide.] 
  Pivo’s complexion changed from a milky green to an almost royal blue. It always happened when 
  helplessness began to settle in.
  Sava did not hesitate to answer, choosing to speak as opposed to transmit. “We’re not gonna 
  leave, Pivo. Not even gonna try.” Sava raised the plasma rifle and aimed it directly at Pivo’s 
  oblong head. “See you next time, calamari.” Sava pulled the trigger, and a fiery bolt of plasma 
  reduced Pivo to a twitching mass of bloody scorched cartilage atop writhing arms. The arms 
  continued to flop on the floor in a growing pool of blood as Sava sat down next to a pile of bones 
  and leaned against the wall.
  Sava pulled out a cigarette and lit it. The first inhale was virtually orgasmic. Sava loved to smoke.
  Upon exhale, Careza pinged. [Shall I contact Project Ozma?]
  Yeah. Get our lady on the line.
  A woman’s voice, cold and harsh, entered Sava’s head, so different from the soothe of 
  Careza. [Are you prepared to deliver, Agent Sava?]
  [That depends.] Sava took another drag.
  [Perhaps I did not make myself clear during our initial negotiations, Agent Sava. Your 
  options are rather limited. You are unlikely to make it off the planet alive, and we cannot 
  afford to lose this information, nor can we afford to have it fall into the hands of your 
  organization. You are going to have to follow through, and trust that we will do the same.]
  [Either you give me her location right now, or I take your precious info with me.]
  There was a long pause before the woman transmitted again. [You realize there will be 
  consequences, Agent Sava. For you and for Rati.]
  [Yeah. I suppose so.] The cigarette burned to the filter and Sava flicked it into a bone pile. 
  [So what’s it gonna be?]
  [We do not bargain, Agent Sava, after a deal has been struck. Do as you will, and we will 
  react accordingly.] The connection with the woman terminated. Sava stood up and walked 
  over to where the courier’s femur lay and picked it up. Pivo’s gore coated the bone. Sava 
  wiped it off and held it up to take a close look.
  Sorry, Careza. Info payload only. Leave the ego behind.
  [Understood.]
  With the flash of a thought, Sava instructed Careza to activate the cortical stack’s emergency 
  farcaster—a one-shot neutrino transmitter, powered by the tiniest amount of antimatter. Sava’s head 
  exploded all over the room, taking the courier’s femur with it. The information contained on the 
  femur, however, found its way almost instantly through the blackest depths of space, landing safely 
  onto a dedicated Firewall receiver elsewhere in the solar system.
     
     
  “What’s the number?”
  The words dig their claws into my new vocal cords and yank themselves up and out of my 
  parched throat. My diction is predictably poor, as it always is during the first few minutes 
  following a resleeve. The pitch of the voice is apparent despite the mumbled, sandpaper slur 
  of the words. Definitely a biomorph and my latest sex is female. This much I know in the first 
  few seconds.
  PROJECT OZMA AGENT
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  LACK
  15
  
  2
  WHAT IS TRANSHUMANISM? 
  Transhumanism is one of the core concepts behind 
  Eclipse Phase. Check out this quick summary of the 
  cultural and intellectual movement.
   n p. 18
  WHAT IS AN RPG? 
  Never played a tabletop roleplaying game? Check out 
  this synopsis of what a roleplaying game is and then 
  read the description of how they’re typically played.
   n pp. 18 & 20
  ENTER THE SINGULARITY …
  2
  WHAT IS TRANSHUMANISM? 
  Transhumanism is one of the core concepts behind 
  Eclipse Phase. Check out this quick summary of the 
  cultural and intellectual movement.
   n p. 18
  WHAT IS AN RPG? 
  Never played a tabletop roleplaying game? Check out 
  this synopsis of what a roleplaying game is and then 
  read the description of how they’re typically played.
   n pp. 18 & 20
  ENTER THE SINGULARITY …
  
  DEFAULT CAMPAIGN: FIREWALL 
  In the default campaign setting, your character is an 
  agent-on-call—a “sentinel”—for a shadow network 
  known as Firewall. n p. 22
  TERMINOLOGY 
  There’s a lot of jargon in Eclipse Phase, but you 
  don’t need to memorize it all—this is an open book 
  roleplaying game! n pp. 25–27
  THEMES 
  Post-Apocalyptic, Conspiracy, and Horror themes are central 
  to the Eclipse Phase setting. Read more here: n p. 19
  ECLIPSE PHASE
  An “eclipse phase” is the period of time between when a cell is 
  infected by a virus and when the virus appears within the cell and 
  transforms it. During this period, the cell does not appear to be 
  infected, but it is.
  DEFAULT CAMPAIGN: FIREWALL 
  In the default campaign setting, your character is an 
  agent-on-call—a “sentinel”—for a shadow network 
  known as Firewall. n p. 22
  TERMINOLOGY 
  There’s a lot of jargon in Eclipse Phase, but you 
  don’t need to memorize it all—this is an open book 
  roleplaying game! n pp. 25–27
  THEMES 
  Post-Apocalyptic, Conspiracy, and Horror themes are central 
  to the Eclipse Phase setting. Read more here: n p. 19
  ECLIPSE PHASE
  An “eclipse phase” is the period of time between when a cell is 
  infected by a virus and when the virus appears within the cell and 
  transforms it. During this period, the cell does not appear to be 
  infected, but it is.
  
  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 reforged our bodies and minds, 
  casting off sickness and death. We achieved immortal-
  ity 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 through-
  out the solar system, and re-igniting 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 restric-
  tive 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—
  something transhuman.
  STARTING OUT
  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 reshaping 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?
  Have you ever read a book or seen a movie or a tele-
  vision 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 spaceships 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 
  ENTER THE SINGULARITY
  NTER THE SINGULARITYnENTER THE SINGULARITYnENTER THE SINGULARITYnENTER THE SINGULARIT
  2
  WHAT IS 
  TRANSHUMANISM?
  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 involun-
  tary 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. 
  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 defines 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 sapience, 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 societies, our cultures, 
  and our lives? 
  n
  18
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  AMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
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  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 impro-
  vised dialogue to resolve a situation. Each group of 
  players decides for themselves the type and style of 
  game they enjoy playing!
  (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 other’s 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 sto-
  ryline (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 
  POST-APOCALYPTIC, CONSPIRACY, AND HORROR THEMES
  Several themes pervade Eclipse Phase, some with 
  which the reader may not be intimately familiar. 
  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 civi-
  lization as we know it (usually accompanied by loss 
  of human life on an almost unthinkable scale). The 
  exact mechanism of the disaster is usually unimport-
  ant: nuclear war, plague, asteroid strike, and so on. 
  The importance of the theme is the human condi-
  tion. 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? 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 con-
  spiracy theory attributes the ultimate cause of an 
  event or a chain of events (whether political, soci-
  etal or historical) to a secret group of individuals 
  with immense power (political clout, wealth, and so 
  on) who hide their activities from public view while 
  manipulating events to achieve their goals, regard-
  less 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, and fear of the unknown. 
  It is 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 identi-
  ties, 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 post-
  apocalyptic angle covers the understanding of all 
  that transhumanity has lost, the fight against extinc-
  tion, 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 terrible alien-ness 
  that pervades the universe and how transhumanity is 
  insignificant against such a backdrop. 
  Offsetting these themes, however, Eclipse Phase 
  also asserts that there is hope, that there is some-
  thing worth fighting for, and that transhumanity 
  can and will pave its own path toward the future. n
  ENTER THE SINGULARITY
  19
  
  BUT HOW DO YOU ACTUALLY PLAY?
  To play a game of Eclipse 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 (note-
  pads, laptops, whatever!)
  • Two 10-sided dice per player (or a digital equivalent)
  • Imagination
  A GROUP OF PLAYERS AND A PLACE TO MEET
  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 play 
  Eclipse 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 reg-
  ularly 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 of Eclipse 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 remains 
  the strength of roleplaying games, groups need not 
  20
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  AMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
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  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
  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 the Eclipse Phase universe. 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 char-
  acter 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. 187.
  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. See p. 234.
  Accelerated Future: The wonders of advanced tech-
  nologies and how they work. See p. 266.
  Gear: Personal enhancements, weapons, robots, 
  and everything in between. See p. 294.
  Game Information: The quintessential set of insider 
  secrets for gamemasters. See p. 350.
  TAKING NOTES
  Whether a gamemaster or player, you’ll need a way 
  to track information. Players will be generating char-
  acters 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 interac-
  tion 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 (e.g., 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 
  confine themselves to a single mode of play. There are 
  myriad options that can be used. Email, instant mes-
  sages, 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 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
  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 person running 
  a given portion of the unfolding story for several 
  games 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, describe 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 char-
  acters seek to use their skills or otherwise do some-
  thing 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 (see the 
  Game Mechanics chapter, p. 112).
  The gamemaster describes the world as the char-
  acters 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 of Eclipse Phase with supporting supple-
  ments and adventures to help this process along, 
  but experienced gamemasters can always adapt 
  the game universe to suit their own styles. In fact, 
  since Eclipse Phase is published under a Creative 
  Commons license, (see p. 5), players are encouraged 
  to tailor the universe to their style of play and also 
  ENTER THE SINGULARITY
  21
  
  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 for 
  Eclipse 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 com-
  munity can be just as helpful and enjoyable as a local 
  gaming group.
  WHAT DO PLAYERS DO?
  The players can take on a variety of roles in Eclipse 
  Phase. Due to advances in digital mind-emulation 
  technology, uploading, and downloading into new 
  morphs (physical bodies, both biological and syn-
  thetic), 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
  In the default story (also known as the “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 include 
  biowar plagues, nanotech swarm outbreaks, nuclear 
  proliferation, terrorists with WMDs, net-breaking 
  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 
  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 on 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. Digital 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—sig-
  nificantly 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
  As described in the Game Mechanics chapter (see  
  Dice, p. 114), two ten-sided dice are required to play 
  Eclipse Phase. While most players enjoy the feel of 
  tossing dice onto a table, there are many other mecha-
  nisms 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 chat-
  ting or video blogging—should find it easy to track 
  down and implement a quick dice-rolling program.
  IMAGINATION
  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 under 
  What 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 
  the Eclipse 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, 
  22
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  AMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
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  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 creates 
  ample opportunity for those who would make a 
  living from this situation. Black market commodi-
  ties and activities include infomorph-slave trading, 
  pleasure pod sex industries, data brokerage and 
  theft, extracting/smuggling advanced technologies 
  and scientists, political/economic espionage, assas-
  sination, 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 adven-
  ture 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, occa-
  sionally 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 Hunter/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 and 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 run as a group of activists 
  and radicals fighting for social change. (Politico/
  Socialite/Covert Ops/Hacker/Security Specialist/
  Journalist/Memeticist)
  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 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
  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. The following examples 
  provide a brief look at the most obvious opportunities 
  for adventure in Eclipse Phase.
  After each campaign variant below, a list of 
  “archetypes” for Eclipse 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, etc. 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, these 
  archetypes are just suggestions and players can mix 
  and match as they please.
  Salvage and Rescue/Retrieval Ops: The Fall left 
  the Earth 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 tech-
  nologies 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 sui-
  cidal individuals who explore through an untested 
  Pandora 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 
  ENTER THE SINGULARITY
  23
  
  technologies 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 comput-
  ers, 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
  The distinction between ego (your mind and personal-
  ity, including memories, knowledge, and skills) and 
  morph (your physical body and its capabilities) is one 
  of the defining characteristics of Eclipse 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 into a new one. The process isn’t cheap 
  or easy, but it does guarantee you effective immortal-
  ity—as long as you remember to back yourself up and 
  don’t go insane. The term morph is 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 mea-
  sures have been taken. Morphs are expendable, but 
  your character’s ego represents the ongoing, continu-
  ous 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?
  Now that you know what this game is about, we 
  suggest that you next read the A Time Of Eclipse 
  chapter, (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 the Game Mechanics 
  chapter, (p. 112) to get a grasp of the rules. After 
  that, you can move on to Character Creation and 
  Advancement (p. 128) and create your first character!
  WHERE DOES IT TAKE PLACE?
  While Eclipse Phase is set in the not-too-distant future, 
  the changes that have taken place due to the advance-
  ments 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.
  TRANSHUMANITY’S HABITATS
  The Earth has been left an ecologically devastated 
  ruin, but transhumanity has taken to the stars. When 
  Earth was abandoned, so too were the last of the great 
  nation-states; transhumanity now lacks a single unify-
  ing 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 
  solar 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 pur-
  poses 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, and 
  more are established each year, 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
  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 arti-
  facts, or even establishing contact with one of the 
  other sentient races in the universe.
  THE MESH
  While not a “setting” in the traditional sense, as the 
  sections describe above, the computer networks 
  known as the “mesh” are all-pervasive. This ubiq-
  uitous computing environment is made possible 
  thanks to advanced computer and nanofabrication 
  24
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  AMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
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  n Biomorph: A biological body, whether a flat, splicer, 
  genetically engineered transhuman, or pod.
  n Body Bank: A service for leasing, selling, acquiring, or 
  storing a morph. AKA dollhouse, morgue.
  n Bots: Robots. AI-piloted synthetic shells.
  n Bracewell Probe: A type of autonomous monitoring deep-
  space probe meant to make contact with alien civilizations.
  n Brinkers: Exiles who live on the fringes of the system, as 
  well as other isolated and well-hidden nooks and cran-
  nies. Also called isolates, fringers, drifters.
  n Case: A cheap, common, mass-produced synthetic shell.
  n Chimeric: Transgenic, containing genetic traits from 
  other species.
  n Circumjovian: Orbiting Jupiter.
  n Circumlunar: Orbiting the Moon.
  n Circumsolar: Orbiting the Sun.
  n Cislunar: Between the Earth and the Moon.
  n Clade: A species or group of organisms with common 
  features. Used to refer to transhuman subspecies and 
  morph types. 
  n Cole Bubble: A habitat made from a hollowed-out aster-
  oid or moon, spun for gravity.
  n Cornucopia Machine: A general-purpose nanofabricator.
  n Cortical Stack: An implanted memory cell used for ego 
  backup. Located where the spine meets the skull; can be 
  cut out.
  n Cyberbrain: An artificial brain, housing an ego run in a 
  software brain-state. Used in both synthmorphs and pods.
  n Darkcast: Illegal and black market farcasting and ego-
  casting services.
  n Domain Rules: The rules that govern the reality of a 
  virtual reality simulspace.
  n Drone: A robot controlled through teleoperation (rather 
  than directly via onboard AI).
  n Ecto: Personal mesh devices that are flexible, stretchable, 
  self-cleaning, translucent, and solar-powered. From ecto-
  link (external link).
  n Ego: The part of you that switches from body to body. 
  AKA ghost, soul, essence, spirit, persona.
  n Egocasting: Term for sending egos via farcasting.
  n Entoptics: Augmented-reality images that you “see” in 
  your head. (“Entoptic” means “within the eye.”)
  n 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.
  n Exalts: Genetically enhanced humans (between genefixed 
  and transhumans). AKA genefreaks, ascended, elevated.
  n Exoplanet: A planet in another solar system.
  n Exsurgent: Someone infected by the Exsurgent virus.
  n Exsurgent Virus: 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.
  n Extrasolar: Outside the solar system.
  n Factors: The alien ambassadorial race that deals with 
  transhumanity. Also called Brokers.
  TERMINOLOGY
  Eclipse Phase uses a variety 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. As 
  Eclipse Phase attempts to remain as close to “hard 
  science” as possible—while allowing players to inter-
  act with the great stories waiting to unfold—such 
  terms are used liberally.
  n Aerostat: A habitat designed to float like a balloon in a 
  planet’s upper atmosphere.
  n AF: After the Fall (used for reference dating).
  n AGI: Artificial General Intelligence. An AI that has cogni-
  tive faculties comparable to that of a human or higher. 
  Also known as “strong AI” (differentiating from more 
  specialized “weak AI”). See also “seed AI.”
  n 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 cogni-
  tive abilities. AIs differ from AGIs in that they are usually 
  specialized and/or intentionally crippled/limited.
  n 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.
  n Arachnoid: A spider-like robotic synthmorph.
  n Argonauts: A faction of techno-progressive scientists 
  that promote responsible and ethical use of technology.
  n AR: Augmented Reality. Information from the mesh (uni-
  versal 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.
  n Async: A person with psi abilities.
  n AU: Astronomical Unit. The distance between the Earth 
  and the Sun, equal to 8.3 light minutes, or about 150 
  million kilometers. 
  n Autonomists: The alliance of anarchists, Barsoomians, 
  Extropians, scum, and Titanians.
  n Barsoomian: A rural Martian, typically resentful of 
  hypercorp control.
  n 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.
  n Beehive: A microgravity habitat made from a tunneled-
  out asteroid or moon.
  n BF: Before the Fall (used for reference dating).
  n Bioconservative: An anti-technology movement that argues 
  for strict regulation of nanofabrication, AI, uploading, forking, 
  cognitive enhancements, and other disruptive technologies.
  ENTER THE SINGULARITY
  25
  
  n Kuiper Belt: A region of space extending from Neptune’s 
  orbit out to about 55 AU, lightly populated with asteroids, 
  comets, and dwarf planets.
  n 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.
  n Lifelog: A recording of one’s entire life experience, made 
  possible due to near-unlimited computer memory.
  n 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.
  n Main Belt: The main asteroid belt, a torus ring orbiting 
  between Mars and Jupiter.
  n Meme: A viral idea. A unit of information transmitted 
  socially that self-replicates and mutates in a manner 
  analagous to genes.
  n Mentons: Transhumans optimized for mental and cogni-
  tive ability.
  n Mercurials: The non-human sapient elements of the 
  transhuman “family,” including AGIs and uplifted animals.
  n Mesh: The omnipresent wireless mesh data network. 
  Also used as a verb (to mesh) and adjective (meshed 
  or unmeshed).
  n Mesh ID: The unique signature attached to one’s mesh 
  activity.
  n Microgravity: Zero-g or near weightless environments.
  n Mist: The clouds of AR data that sometimes fog up your 
  perception/displays.
  n Morph: A physical body. AKA suit, jacket, sleeve, shell, form.
  n Muse: Personal AI helper programs.
  n Nanobot: A nano-scale machine.
  n Nano-Ecology: Pro-tech ecological movement.
  n Nanoswarm: A mass of tiny nanobots unleashed into  
  an environment.
  n Neo-Avians: Uplifted ravens and gray parrots.
  n Neogenesis: The creation of new life forms via genetic 
  manipulation and biotechnology.
  n Neo-Hominids: Uplifted chimpanzees, gorillas, and 
  orangutans.
  n Neotenics: Transhumans modified to retain a child-like 
  form.
  n Novacrab: A pod created from genetically engineered 
  spider crab stock.
  n Olympian: A transhuman biomorph modified for athleti-
  cism and endurance.
  n O’Neill Cylinder: A soda-can shaped habitat, spun for 
  gravity.
  n Oort Cloud: The spherical “cloud” of comets that sur-
  rounds the solar system out to about one light-year from 
  the sun. 
  n PAN: Personal Area Network. The network created when 
  you slave all of your minor personal electronics to your 
  ecto or mesh inserts.
  n The Fall: The apocalypse; the singularity and wars that 
  nearly brought about the downfall of transhumanity.
  n Farcasting: Intrasolar communication utilizing classi-
  cal communication technologies (radio, laser, etc.) and 
  quantum teleportation.
  n Farhauler: Long-distance space shipper.
  n Firewall: The secret cross-faction conspiracy that works 
  to protect transhumanity from “existential threats” (risks 
  to transhumanity’s continued existence).
  n Flatlander: Someone born or used to living on a planet 
  or moon with gravity.
  n Flats: Baseline humans (not genetically modified). Also 
  called norms.
  n Flexbot: A shape-changing synthmorph capable of 
  joining together with other flexbots in a modular fashion 
  to create larger shapes.
  n Forking: Copying an ego. Not all forks are full copies. 
  AKA backups.
  n Forknapping: Kidnapping a backup or fork.
  n FTL: Faster-Than-Light.
  n Fury: A transhuman combat morph.
  n Gatecrashers: Explorers who take their chances using a 
  Pandora gate to go somewhere previously unexplored.
  n Genehacker: Someone who manipulates genetic code to 
  create genetic modifications or even new life.
  n Ghost: A transhuman combat morph optimized for 
  stealth and infiltration.
  n Ghost-riding: The act of carrying an infomorph in a 
  special implant module inside your head.
  n 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.”
  n Habtech: A habitat technician.
  n Hibernoid: A transhuman modified for hibernation, for 
  extensive travel in space.
  n Iceteroid: An asteroid made from mostly ice rather than 
  rock or metals.
  n Iktomi: The name given to the mysterious alien race 
  whose relics have been found beyond the Pandora gates.
  n Indentures: Indentured servants who have contracted 
  their labor to a hypercorp or other authority, usually in 
  exchange for a morph.
  n Infolife: Artificial general intelligences and seed AIs.
  n Infomorph: A digitized ego; a virtual body. Also known 
  as datamorphs, uploads, backups.
  n Infugee: “Infomorph refugee,” or someone who left 
  everything behind on Earth during the Fall—even their 
  own body.
  n Isolates: Those who live in isolated communities far 
  outside the system (in the Kuiper Belt and Oort Cloud). 
  AKA outsters, fringers.
  n 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.
  26
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  AMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
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  n Slitheroid: A snake-like robotic synthmorph.
  n Smart Animals: Partially uplifted animal species (includ-
  ing dogs, cats, and rats). Some other large smart animals 
  (elephants) are nearly extinct.
  n Spime: Meshed, self-aware, location-aware devices.
  n Splicers: Humans that are genetically modified to elimi-
  nate genetic diseases and some other traits. Also known 
  as genefixed, cleangenes, tweaks.
  n Swarmanoid: A synthetic morph composed from a 
  swarm of tiny insect-sized robots.
  n Sylphs: Transhuman biomorphs with exotic good looks.
  n Synthmorph: Synthetic morphs. Robotic shells possessed 
  by transhuman egos.
  n Synths: A specific type of synthmorph. Synths are stan-
  dard androids/gynoids; robots that are designed to look 
  humanoid, though they are usually noticeably not human.
  n Teleoperation: Remote control.
  n Titanian: Someone from Titan, a moon of Saturn.
  n TITANs: The human-created, recursively improving, mili-
  tary seed AIs that underwent a hard-takeoff singularity 
  and prompted the Fall. Original military designation was 
  TITAN: Total Information Tactical Awareness Network.
  n Torus: A donut-shaped habitat, spun for gravity.
  n Transgenic: Containing genetic traits from other species.
  n Transhuman: An extensively modified human.
  n 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.”
  n Uplifting: Genetically transforming an animal species to 
  sapience.
  n Vacworker: Space laborer.
  n Vapor: A failed mind emulation or crippled fork/info-
  morph (from vaporware).
  n VPNs: Virtual Private Networks. Networks that operate 
  within the mesh, usually encrypted for privacy/security.
  n VR: Virtual Reality. Imposing an artificially constructed 
  hyper-real reality over one’s physical senses.
  n X-Caster: Someone who transmits/sells XP recordings of 
  their experiences.
  n Xenomorph: Alien life form.
  n Xer: As in “X-er”—someone addicted or obsessed with 
  XP. Sometime also used to refer to people making XP.
  n XP: Experience Playback. Experiencing someone else’s 
  sensory input (in real-time or recorded). Also called 
  experia, sim, simsense, playback.
  n X-Risk: Existential Risk. Something that threatens the 
  very existence of transhumanity.
  n Zeroes: People without wireless mesh access. Common 
  with some indentures.
  n Pandora Gates: The wormhole gateways discovered 
  after the disappearance of the TITANs.
  n Pods: Mixed biological-synthetic morphs. Pod clones 
  are force-grown and feature cyberbrains. Also known as 
  biobots, skinjobs, replicants. From “pod people.”
  n 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.
  n 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.
  n Proxies: Members of the Firewall internal structure.
  n Psi: Parapsychological powers acquired due to infection 
  by the Watts-MacLeod strain of Exsurgent virus.
  n Reaper: A warbot synthmorph.
  n Reclaimers: A transhuman faction that seeks to lift the 
  interdiction and reclaim Earth.
  n Redneck: A rural Martian. See Barsoomian. AKA Reds.
  n Re-instantiated: Refugees from Earth who escaped 
  only as bodiless infomorphs, but who have since 
  been resleeved.
  n Resleeving: Changing bodies or downloading into a 
  new one. Also called remorphing, reincarnation, shifting, 
  rebirthing.
  n Rusters: Biomorphs optimized for life on Mars.
  n Scorchers: Hostile programs that can damage or affect 
  cyberbrains.
  n Scum: The nomadic faction of space punks/gypsies 
  that travel from station to station in heavily modi-
  fied barges or swarms of ships. Notorious for being a 
  roving black market.
  n Seed AI: An AGI that is capable of recursive self-improve-
  ment, allowing it to reach god-like levels of intelligence.
  n Sentinels: Agents of Firewall.
  n Shell: A synthetic physical morph. AKA synthmorph.
  n Simulmorph: The avatar you use in VR simulspace 
  programs.
  n Simulspace: Full-immersion virtual reality environments.
  n 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.
  n 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.
  n Skin: A biological physical morph. AKA meat, flesh.
  n Skinning: Changing your perceived environment via 
  augmented reality programming.
  n Sleight: A psi power.
  ENTER THE SINGULARITY
  27
  
  28
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  WELCOME TO FIREWALL
  [Incoming Message Received. Source: 
  Unknown]
  [Quantum Analysis: No Interception 
  Detected]
  [Decryption Complete]
  Greetings,
  Your references and background 
  have been triple-checked and con-
  firmed, and you are now vetted as 
  a sentinel operative. Welcome to 
  Firewall, friend.
  For those new to our private 
  network, Firewall is an organiza-
  tion dedicated to protecting 
  transhumanity from threats—both 
  internal and external—to our con-
  tinued existence as a species. The 
  Fall may have reminded us that 
  our ability to survive and prosper 
  is not guaranteed, but our kind 
  has a remarkably short attention 
  span. Despite our achievement of 
  functional near-immortality, we 
  continue to face numerous dangers 
  that may contribute to our extinc-
  tion. Some of these risks come from 
  our own factionalism and divisive-
  ness, combined with universally 
  available technology that could 
  cause widespread destruction and 
  untold deaths in the wrong hands. 
  Some stem from our short-sight-
  edness, failing to see the dangers 
  in which we place ourselves and 
  our environments through care-
  less actions. Some arise from our 
  own creations turned against us, 
  as the TITANs proved. Other risks 
  may come from alien intelligences 
  whose motivations we cannot yet 
  fathom, and of whom we may not 
  even be aware. Still others may 
  threaten us by sheer chance and 
  the mindless but deadly cause-and-
  effect of a universe in which we are 
  but an insignificant speck.
  Firewall exists to identify, analyze, 
  and counter these risks. We are all 
  volunteers. We are all placing our 
  own lives at risk in order to ensure 
  the survival of transhumanity.
  Firewall has existed, under other 
  names and guises, since before 
  the Fall. Numerous agencies with 
  a similar agenda banded together 
  in the wake of those cataclysmic 
  events to assess our situation and 
  prepare for the worst. Now we 
  operate under a single umbrella.
  We are a private network for two 
  reasons. First, our existence and 
  operational abilities are protected 
  by our secrecy. The less our oppo-
  sition knows about us, the more 
  effectively we can counter them. 
  Similarly, certain authorities might 
  be hostile to an organization such 
  as ours operating in their claimed 
  territory. Though some may be 
  aware of our existence, we bypass 
  numerous legal and jurisdictional 
  hurdles that might otherwise 
  hamper our actions and goals. 
  Second, our mission sometimes 
  brings to light information that is 
  not only dangerous in the wrong 
  hands, but might even trigger 
  widespread panic if made public. In 
  some cases, the very existence of 
  such knowledge could be problem-
  atic. By retaining secrecy and oper-
  ating on a need-to-know basis, we 
  automatically counter certain risks.
  Firewall is a decentralized, peer-
  to-peer network. We have minimal 
  hierarchy and we answer to no one 
  but ourselves. Our node structure 
  enables us to share resources and 
  talents without sacrificing the 
  privacy and security of our operatives.
  You have been recruited because 
  of your knowledge, assets or skills, 
  and/or because you have come into 
  contact with certain restricted data. 
  You have proven your willingness 
  to support our goals. Our lives and 
  existence—and the future of trans-
  humanity—may rest in your hands.
  So here’s to the future—may we 
  all live to see it.
  [End Message]
  [This Message Has Self-Erased] 
  
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  2.
  WELCOME TO FIREWALL
  29
  WHAT YOU REALLY NEED TO KNOW
  [Incoming Message Received. Source: 
  Unknown]
  [Quantum Analysis: No Interception 
  Detected]
  [Decryption Complete]
  Sit down, and grab yourself a 
  fucking drink.
  Forget all of that AI-generated 
  intro crap you just read. Here’s the 
  real deal.
  You’re probably dying to know 
  what you’ve been dragged into. 
  Maybe you’ve been told the party 
  line already: that we’re all that 
  stands between transhumanity 
  and extinction. Or maybe someone 
  whispered to you that we’re a rogue 
  operation that meddles in heavy 
  shit that we have no authority to 
  get involved in and that we some-
  times get people killed as a result. 
  You must be curious. Maybe you’ve 
  got a vigilante streak and you’re 
  looking to spill blood for a good 
  cause. Would it matter to you if the 
  cause was a deluded one? Maybe 
  you’re a conspiracy wingnut and 
  you’re dying to know what secrets 
  Firewall is clutching to its collective 
  chest. What if those secrets shat-
  tered the carefully constructed lies 
  that we all tell to ourselves to keep 
  our sanity intact?
  Everything you’ve heard, good or 
  bad, about Firewall very well may 
  be true. We’re not angels. We lost 
  the sheen on our ideals when the 
  TITANs forcibly uploaded their first 
  human mind. Right now, you should 
  be asking yourself what the fuck you 
  just signed up for. I did.
  Truth is, Firewall is lots of things. 
  Most of it is good, but a lot of it 
  so fucking horrible you’ll be think-
  ing about planting a bullet in your 
  stack and resorting to an earlier 
  backup just so you can forget it all. 
  If you have any romantic visions 
  about being a hero, drop them now. 
  You won’t feel like a hero when 
  you airlock some kid because he’s 
  carrying an infectious nanovirus. 
  You won’t feel brave when you run 
  across some alien thing and crap 
  your pants. And you won’t even 
  feel human anymore when you 
  make a call that will cost dozens, 
  hundreds, or even thousands of 
  people their lives, even if you are 
  saving millions more.
  So why would anyone be crazy 
  enough to be part of this thing? 
  Because it needs to be done. Our 
  survival depends on it. To some 
  people, it’s altruism, defending 
  transhumanity. But really, it’s about 
  saving your own fucking neck 
  too. Sure, you could abstain from 
  taking responsibility and let some 
  self-described authority take care 
  of it. But if the anarchists have 
  anything right, it’s that people in 
  power can’t be trusted. As often as 
  not, they’re part of the problem. So 
  Firewall does things the collective 
  way. We’re underground, but we’re 
  an open source operation. We share 
  information and resources towards 
  a common goal. We organize in 
  networked ad-hoc cells, smart-mob 
  style. We don’t let anyone accrue too 
  much power or control. Everyone 
  involved in an op has an equal 
  say. We police ourselves. We come 
  from all sorts of backgrounds and 
  factions, but we face a common 
  enemy—and we fight to win. There 
  is no alternative.
  Maybe you’ve heard of the Fermi 
  Paradox? That question asked why, 
  with a galaxy so huge, there were so 
  few signs of other life? Even though 
  we’ve met the Factors and seen 
  evidence of other aliens, our galactic 
  neighborhood should be crawling 
  with intelligence—but it’s not.
  I’ll tell you why. The universe 
  is not fucking fair. If transhuman-
  ity were wiped out, the galaxy 
  wouldn’t even notice. Just look at 
  the Earth. That planet still exists, 
  still supports life, even though 
  we’re far gone. Reality is an uncar-
  ing asshole. Forget all that utopian 
  crap about living forever. We’ll be 
  lucky to survive another year. We’ve 
  developed technologies that put 
  weapons of mass destruction in the 
  hands of everyone, but we’re still an 
  adolescent species that has trouble 
  overcoming petty tribal bullshit. If 
  you’re really looking forward to 
  exploring the universe as a post-
  mortal, you’re going to have to 
  work hard at it. Survival isn’t a right, 
  it’s a privilege.
  When you sign up with Firewall, 
  you put yourself on call. Anytime 
  some shit goes down in your neck 
  of the woods or that you might be 
  particularly helpful in dealing with, 
  you’ll get a call. You’ll be expected 
  to drop whatever you’re doing and 
  put everything else on hold as if 
  your life depended on it—it prob-
  ably does. When you’re in the field, 
  on an op—”going to the doctor,” as 
  we call it—your cell is empowered 
  to act as it sees fit … just keep in 
  mind that you’ll be answering to 
  the rest of us later. You’ll also have 
  the Firewall network to back you 
  up—though resources are often 
  limited, so don’t expect us to always 
  save your ass. Other sentinels can be 
  called on to pull strings, but every 
  time we do so, it threatens to unveil 
  an agent, create a trail that we need 
  to clean up, and otherwise compli-
  cates matters. Self-reliance is key.
  One last thing: don’t ever, ever 
  forget that we have enemies. I’m 
  not just talking about the nutjob 
  who wants to nuke a habitat to 
  make a political statement or the 
  neo-luddites who think biowar 
  plagues will teach us all a lesson, 
  I’m talking about the agencies that 
  know Firewall exists and consider it 
  a threat. If they tag you as a sentinel, 
  your days are numbered. Maybe 
  your backups too. So watch yer 
  friggin’ back.
  So that’s the real deal, as honest 
  as I can give it. Welcome to our secret 
  clubhouse, comrade. Remember: death 
  is just another day on the job.
  [End Message]
  [This Message Has Self-Erased] 
  
  A TIME OF ECLIPSE
  HABITATS 
  With the Earth destroyed, transhumanity now  
  resides in various types of space habitats or  
  settlements on planets, moons, or asteroids.
   n pp. 66 and 86
  TIMELINE 
  A one-page listing of important events, both pre- and 
  post-Fall. n p. 37
  ECONOMY 
  Three economies exist  —the Old Economy, based 
  on industrial consumer capitalism; the Transitional 
  Economy, with both publicly- and privately-owned 
  cornucopia machines; and the New Economy, where 
  most people can freely use cornucopia machines to 
  create goods as long as they possess the material 
  components. n p. 61
  POLITICS 
  A major ideological and memetic conflict is underway  
  between the capitalist cyberdemocracies of the inner system 
  and the libertarian autonomists of the outer system. Read more 
  about their differences here. n p. 55
  A TIME OF ECLIPSE
  HABITATS 
  With the Earth destroyed, transhumanity now  
  resides in various types of space habitats or  
  settlements on planets, moons, or asteroids.
   n pp. 66 and 86
  TIMELINE 
  A one-page listing of important events, both pre- and 
  post-Fall. n p. 37
  ECONOMY 
  Three economies exist  —the Old Economy, based 
  on industrial consumer capitalism; the Transitional 
  Economy, with both publicly- and privately-owned 
  cornucopia machines; and the New Economy, where 
  most people can freely use cornucopia machines to 
  create goods as long as they possess the material 
  components. n p. 61
  POLITICS 
  A major ideological and memetic conflict is underway  
  between the capitalist cyberdemocracies of the inner system 
  and the libertarian autonomists of the outer system. Read more 
  about their differences here. n p. 55
  
  3
  FACTIONS 
  Transhumanity is a fractured species, divided into numer-
  ous cultural and socio-economic groups and classes, each 
  competing for influence on their collective future. n p. 70
  TECHNOLOGY 
  Pervasive advanced technologies have profoundly 
  affected people’s daily lives, from the wireless mesh 
  and personal AI muses to backups,  
  egocasting, and morphs. n p. 45
  PANDORA GATES 
  These mysterious wormhole gates allow instantaneous travel to 
  distant star systems, opening the galaxy’s door to transhuman-
  ity. Presumed to be artifacts abandoned by the TITANs, are these 
  devices a danger or an opportunity? n p. 46
  Hypercorps n p. 70
  Political Blocs n p. 74
  Socio-Political Movements n p. 79
  Religious Groups n p. 82
  Criminal Factions n p. 83
   
  Firewall n p. 84
  AROUND THE UNIVERSE 
  Explore different parts of the universe; read an 
  overview of the solar system, check out the map, or 
  learn about exotic extrasolar systems. n p. 86
  System Gazeteer n p. 86
  Star Map n p. 87
  Extrasolar Systems n p. 109
  3
  FACTIONS 
  Transhumanity is a fractured species, divided into numer-
  ous cultural and socio-economic groups and classes, each 
  competing for influence on their collective future. n p. 70
  TECHNOLOGY 
  Pervasive advanced technologies have profoundly 
  affected people’s daily lives, from the wireless mesh 
  and personal AI muses to backups,  
  egocasting, and morphs. n p. 45
  PANDORA GATES 
  These mysterious wormhole gates allow instantaneous travel to 
  distant star systems, opening the galaxy’s door to transhuman-
  ity. Presumed to be artifacts abandoned by the TITANs, are these 
  devices a danger or an opportunity? n p. 46
  Hypercorps n p. 70
  Political Blocs n p. 74
  Socio-Political Movements n p. 79
  Religious Groups n p. 82
  Criminal Factions n p. 83
   
  Firewall n p. 84
  AROUND THE UNIVERSE 
  Explore different parts of the universe; read an 
  overview of the solar system, check out the map, or 
  learn about exotic extrasolar systems. n p. 86
  System Gazeteer n p. 86
  Star Map n p. 87
  Extrasolar Systems n p. 109
  
  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
  [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 refu-
  gees 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 popula-
  tion 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. Failing govern-
  ments 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 repres-
  sion. Civil liberties were restricted and surveil-
  lance increased. Automated weapons systems were 
  deployed first against guerrillas and terror cells, 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 
  3
  A TIME OF ECLIPSE
  32
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  The following is a transcript of an audiofile recov-
  ered after the catastrophic decompression event 
  on Walther-Pembroke Station. The audiofile is 
  believed to be a recording of Donovan Astrides 
  and to be a summation of his unpublished work,  
  A People’s History of an Unfortunate Universe. 
  n
  
  themselves in sympathy with their earthbound 
  compatriots and announced a manifesto for a more 
  humanistic approach to solar system colonization. 
  Numerous scientists and engineers, who had previ-
  ously worked as pawns in corporate space expan-
  sions, 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 gengineered 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 offworld, 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 planets 
  and moons to their will.
  This was the state of things until about twenty 
  years before the Fall. Though many of the old oppres-
  sor 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 hyper-
  corps’ 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 decapitat-
  ing several terrorist networks, the mass destruction 
  sparked outrage against the hypercorps, creating a 
  deeper rift between Earth and offworld interests.
  The hypercorps remained out of reach, however, 
  though they were not completely immune from 
  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 stifled 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? When robotics and 
  drone technologies allowed menial jobs to be turned 
  over to uncomplaining and unpaid labor? The rich 
  had their high-pricetag 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 world-
  wide 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 offworld 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. 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 tech-
  niques, 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 cor-
  porate 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 totali-
  tarian and repressive, but the tide of rebellion spread 
  offworld as a series of outposts and stations declared 
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  A TIME OF ECLIPSE
  33
  
  the ability to download back into a separate human 
  brain or cyberbrain. 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 planet to totally slide into ecological devastation. 
  It was frustrating, everywhere you turned it seemed 
  that someone was lamenting the state of the mother-
  world, 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 inten-
  tionally designed to be a recursively improving, self-
  aware 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 indif-
  ferent. Or maybe they really were planning to destroy 
  us, as the vids all say.
  Earth’s troubles. The workers and colonists brought 
  from Earth transported many of their ethnic, politi-
  cal, 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 politi-
  cal 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. Offworld, 
  genetic modifications were widely adopted, and new 
  transhuman adaptations became a common sight. 
  Sapient AIs were born, equivalent to humans in intelli-
  gence, sparking controversies over their use and rights 
  as persons. 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 cer-
  tainly 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 
  made “uploading” possible—followed closely by 
  34
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  something was wrong. This was a turning point, a 
  chance for transhumanity to realize that we collec-
  tively 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 infrastruc-
  tures, 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, wield-
  ing 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 
  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 opera-
  tions and major intrusions, sparking some alarm and 
  retaliatory attacks. Aggressive stances led to incrimi-
  nations, 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 every-
  where. 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 intel-
  ligences 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 facto-
  ries cranking out large numbers of robotic weapons 
  systems broke, no one knew who to blame, but clearly 
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  3.
  A TIME OF ECLIPSE
  35
  
  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 sixteen 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 circu-
  lated online, 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 environ-
  ments. 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, segregated from  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.
  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 capa-
  bilities—infested everywhere, mutating to deal with 
  any threat they encountered. Biological nanoviruses 
  ripped through human populations, inflicting irre-
  versible 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 viruses 
  turned some humans into pawns of the TITANs, 
  turning them against the rest of us. Other reports 
  spoke of strange, alien happenings and unimagi-
  nable terrors. We found ourselves fighting a rearguard 
  action against coming extinction. The plot of a 
  hundred novels and movies was 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 com-
  promising 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 com-
  pared to what the TITANs had done.
  36
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
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  3.
  A TIME OF ECLIPSE
  37
  ECLIPSE PHASE TIMELINE
  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 short-
  ages, and geopolitical instability.
  • Initial space expansion creates sta-
  tions 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 mega-scale geo-
  engineering on Earth cause as many 
  problems as they fix.
  • Major colonies established on Luna 
  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 Luna.
  • Terraforming of Mars begins.
  • Fusion power developed and working 
  plants established.
  • Genetic enhancements, gene thera-
  pies (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 develop-
  ment 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 colo-
  nized. Stations established throughout 
  the system.
  • The starving masses volunteer them-
  selves 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 interest-
  ing 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
  • Simmering tensions on Earth escalate 
  into outright hostilities and warfare.
  • The TITANs evolve from a high-level 
  distributed netwar experiment into 
  self-improving seed AIs. For the first 
  few days, their existence is unsus-
  pected. 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.
  • Massive netwar ensues and major 
  systems crash as TITANs begin open  
  attacks and wage war with autono-
  mous 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 upload-
  ing of human minds.
  • TITAN attacks expand to other parts 
  of solar system, heaviest on Luna and 
  Mars. Numerous habitats fall.
  • TITANs suddenly disappear from 
  the solar system, taking millions of 
  uploaded minds with them.
  • The Earth is left a devastated wasteland, 
  a patchwork of radiation hotspots, ster-
  ile 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, presumably 
  left by the TITANs. Four others are later 
  found (in the Vulcanoids, on Mars, on a 
  moon of 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 exo-
  planet 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 transhu-
  mans 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 die or go insane. Dubbed 
  the Lost Generation, the survivors are 
  viewed with repugnance and pity.
  AF 10
  • Present day. 
  n
  
  THE SOLAR SYSTEM  
  AFTER THE FALL
  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 transhu-
  mans 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 trans-
  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, transhu-
  mans separate themselves into different cultures 
  and subcultures, all of which enjoy a wide variety of 
  physical and virtual entertainments. Politics and eco-
  nomics 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
  Humanity as a concept has been replaced with 
  transhumanity. 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 sapients is sometimes contested.
  As transhumans continue to absorb the ramifica-
  tions 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 splin-
  tering and separation of transhumanity into many 
  different clades.
  INEQUALITY
  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, 
  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 our-
  selves 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.
  38
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  End Transcript 
  n
  
  significantly easier to build reputation 
  through hard work and dedication. In  
  the rigidly controlled monetary econo-
  mies of the inner system and the Jovian 
  Republic, class stratification is institu-
  tionalized and upward mobility is largely 
  a myth.
  As supporters of the status quo are 
  fond of pointing out, even the “have-nots” 
  are smarter and healthier than any previ-
  ous generation of humans and possess the 
  same potential immortality as the wealth-
  iest member of the elite. It is equally true, 
  however, that in many ways the divisions 
  between wealthy and impoverished 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 specifi-
  cally 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 inequali-
  ties 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
  In many habitats, hyper-augmented elites 
  rule a mass of transhumanity 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 environ-
  ments. Rusters are capable of breathing 
  the Martian atmosphere while Europa’s 
  deep seas call for morphs customized 
  for aquatic conditions. Many unusual 
  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 rela-
  tively poor. Many were grateful to have 
  any morph at all. While the economic sit-
  uation has improved, significant inequali-
  ties 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 luxuri-
  ous 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 physi-
  cal and mental capacities is both relatively 
  new and considerably more problematic.
  In regions using the old and transi-
  tional economies (p.  61), differences 
  between the rich and the poor are 
  expressed in terms of money. In habi-
  tats using the new economy (see p. 62), 
  wealth is meaningless and status and 
  opportunity are denoted with reputa-
  tion 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 is 
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  3.
  A TIME OF ECLIPSE
  39
  
  including ones 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, with all residents sleeved in 
  synthetic shells. Others are no more than massive 
  computers packed in a durable frame, where all of 
  the inhabitants are infomorphs who spend their exis-
  tence in the habitat’s shared simulspaces or their own 
  personal virtual realities. When they need to interact 
  with the physical world, these infomorphs are free 
  environments require those living in them to choose 
  from a very limited range of morphs. 
  There are dozens of specialist morphs designed 
  for specific uses and environments. A great number 
  of habitats 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. 
  These zero-g habitats are best inhabited by micrograv-
  ity-adapted morphs like bouncers or synthetic shells that 
  maneuver easily with gas-thrust jets.
  Sometimes, though, the separation of people into 
  clades of similar morphs 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 apart from human cultures. There are many 
  other habitats segregated into clades for other reasons, 
  40
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  FIRST CONTACT: THE FACTORS
  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, meshing 
  with local networks to announce 
  their presence and peaceful 
  intentions. Though their arrival 
  initially raised alarm and panic, 
  their assurances of non-hostility 
  and the fact they had rescued 
  the brinkers 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 civiliza-
  tions 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 arti-
  ficial intelligence. They have 
  refused entirely to deal with 
  digital entities and broken 
  off negotiations with anyone 
  currently engaged in AGI 
  development. They have also 
  issued stern warnings against 
  use of the Pandora gates. The 
  Factors claim they were aware 
  of and watching humanity for 
  some time, but chose to wait to 
  make contact … implying some 
  implicit fear of the singularity.
  The Factors deal commercially 
  with multiple transhuman fac-
  tions. Though they are often 
  dismissive of transhuman-
  ity’s technological achievements, 
  they are interested in our sci-
  entific development and break-
  throughs, particularly in the 
  biosciences, as well as our art, 
  history, and culture. They remain 
  tight-lipped about their own civ-
  ilization 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, particu-
  larly anything that might drasti-
  cally affect our growth.
  Biologically, the Factors 
  appear to be some sort of 
  evolved slime mold colony. As 
  far as is known, they communi-
  cate purely by chemical signals 
  and receptors, requiring any 
  interactions with transhuman-
  ity 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 transhu-
  man species and the Factors it 
  would be presumptuous to spec-
  ulate concerning their true feel-
  ings and agenda towards trans-
  humanity. 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. 
  n
  
  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 artifacts, 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 expedi-
  tion through a preliminary relic-hunting expedition 
  to Earth, which serves to test their mettle while they 
  work to raise funds.
  Nostalgia for Earth also affects the way transhu-
  manity has redesigned itself. In the decade prior to 
  the Fall, transhumanity had begun to freely alter 
  itself. Radical body modification and the success of 
  commercial resleeving resulted in a growing number 
  of obviously non-human morphs. The vast majority 
  of current morphs, however, are relatively human in 
  appearance (if not always 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 tradi-
  tional 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 tradi-
  tions and institutions. Even the ultimates’ current 
  version of their remade morph is considerably more 
  human looking than the versions their predecessors 
  designed before the Fall. Even most synthmorphs, 
  which have no restrictions to size or form, are made 
  to look humanoid. There are a few radically inhuman 
  morphs like the novacrab, the arachnoid, and the 
  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 hor-
  rifying 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 likely already spent a decade 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.
  CULTURE AND SOCIETY
  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 their home planet behind. The fortu-
  nate few first evacuees left with no more than a dozen 
  kilograms of possessions, while the vast majority 
  were infomorph refugees who escaped 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 gener-
  ally happy and prosperous lives on Earth before the 
  Fall forced them to flee to safety. These refugees 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
  Most of transhumanity, especially those who were forced 
  to evacuate 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 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 relics is a lucrative portion of the 
  black market, enough so that fearless scavengers are 
  willing to risk being shot down by a patrolling killsat 
  .3
  .
  3
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  3
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  3
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  3.
  A TIME OF ECLIPSE
  41
  NOSTALGIA JEWELRY
  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 transhuman-
  ity’s former home. Popularly known as nostalgia 
  jewelry, most of these items are made into pen-
  dants 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 col-
  lections 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 scav-
  engers are willing to risk the interdiction of Earth 
  for the express purpose of salvaging relics. 
  n
  
  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 softened, 
  and these morphs are 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 expe-
  rience 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.
  FEAR AND PARANOIA
  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 
  transhumanity. 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.
  42
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  AN EXSURGENT THREAT?
  [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 viruses 
  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 inex-
  plicable … 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
  Communications suffer a significant time lag 
  between asking a question and receiving an answer 
  due to the vast distances between most habitats—
  with the exception of those using the rare and expen-
  sive QE communicators (see p. 315). The time lag 
  ranges from a few seconds to several hours, and it 
  makes real-time communications between distant 
  habitats difficult or impossible. Communication 
  problems only serve to further isolate habitats from 
  one another. As a result, people socialize primarily 
  with members of their own habitat or cluster (if 
  their station is part of one of the various groupings 
  of between two and twenty habitats that abound 
  throughout the solar system).
  Within a habitat or cluster, 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.
  Though travel via egocasting (transmitting an ego 
  to another habitat, where it is resleeved) is as easy, 
  if not as cheap, as communication, a trip to another 
  station is considered to be a significant journey with 
  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 odd 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 stations, that one or 
  more other habitats have been taken over by the 
  TITANs, leading to a variety of inter-colony problems. 
  Such rumors are usually resolved quickly, but the 
  most persistent can seriously harm relations between 
  habitats. Claims that other stations are infested 
  with or even controlled by agents of the TITANs 
  are frequenly employed by extreme bioconserva-
  tives 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, people are still occasionally 
  infected by TITAN-created relics and actually become 
  their unwilling agents. Since such incidents are rare, 
  however, they have become easy to dismiss.
  .3
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  3.
  A TIME OF ECLIPSE
  43
  SOLARCHIVE SEARCH: SINGULARITY SEEKERS
  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 transhumanity can 
  survive another threat from beings 
  like the TITANs is by becoming as 
  hyper-intelligent as their enemies 
  are. Still other singularity seekers are 
  researchers or spiritual seekers who 
  are frustrated with the limitations of 
  their own minds and seek to become 
  something greater. Some of these 
  people become gatecrashers, search-
  ing for advanced alien artifacts to help 
  them in their quest. Others experiment 
  with employing conventional technol-
  ogies 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 danger-
  ous eccentrics to unknowing pawns of 
  the TITANs. 
  
  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 communi-
  cate 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 cultural 
  region, but because asteroids in different orbits even-
  tually 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 time-
  lags, 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 con-
  trast, 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
  While nostalgia for old nations 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 Earth governments ended ideological ties 
  with the old political and social forces, many trans-
  humans 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.
  Many of the most radical social experimenters 
  were drawn to the numerous small outer system 
  habitats created in the decade after the Fall, but 
  people interested in social and cultural experimenta-
  tion 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 
  a range of costs. Traveling individuals 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 they 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 distance between individuals and 
  the social network they leave behind is part of the 
  cost of travel.
  Before the Fall, refugees from Earth were accus-
  tomed to easily communicating with anyone else 
  on Earth. Wealthier individuals could 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 com-
  munication 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 exchanges consist of messages 
  rather than any attempt at continuous conversation. 
  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 re-integration. 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.
  THE RISE OF CULTURAL REGIONS
  The only exception to the social distance between dif-
  ferent 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 commu-
  nicating 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 
  44
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  emotional attachment that transcends bodies, as either 
  partner may change morphs at any time. 
  THE DIVERSITY OF HABITATS
  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 ideologi-
  cally 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 eventu-
  ally gather the means to create their own habitats. In 
  most cases, these are merely idle dreams; most partici-
  pants 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. Others succeed in building their own 
  habitat only to find their new society is not as idyllic 
  as hoped. An amazing amount thrive. 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 dis-
  regard 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 indi-
  vidual. 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).
  or services in return for testing one of their latest 
  theories. Such experiments have included establish-
  ing 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 natu-
  rally evolved from groups of like-minded individu-
  als 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
  To many transhumans, gender has become an out-
  dated 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 adult-
  hood or avidly pursue repeated transgender switch-
  ing. Still others examine and adopt untraditional 
  sex-gender identities such as neuter (believing a lack 
  of sex allows greater focus in their pursuits) or dual 
  gender (the best of both worlds). In bioconservative 
  habitats and cultures, however, 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 compan-
  ions 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 biomods or a new sleeve. 
  Those who are particularly adventurous pursue sex 
  with robots, interspecies sex with uplifts, and stranger 
  things. Even AGIs, having been socialized as humans, 
  exhibit sexuality and desire.
  The extension of lifespans and the decline of reli-
  gion have drastically impacted social institutions like 
  marriage. Given the possible changes to both cogni-
  tion 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 conducted 
  like a business transaction, most people continue 
  to view marriage as a bond of love and trust—an 
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  A TIME OF ECLIPSE
  45
  
  LIVING WITH INFOTECH
  For anyone with basic mesh inserts (p. 300) or an 
  ecto (meaning about ninety-six percent of the popu-
  lation), 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, 
  TECHNOLOGY
  Technology pervades all aspects of existence in Eclipse 
  Phase. Most individuals understand that unless trans-
  humanity suffers another event like the Fall or they 
  personally suffer some very serious and unfortunate 
  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, relation-
  ships are likely to last an entire lifetime. However, 
  functional immortality is only one of the many 
  wonders of the modern world.
  46
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  OPENING PANDORA’S GATE
  The discovery of the first Pandora 
  gate on Saturn’s moon Pandora 
  shortly after the Fall was a 
  watershed moment in transhu-
  man history. The prospects this 
  discovery raised were simultane-
  ously fascinating and terrifying. 
  On one hand, technologies far 
  beyond anything transhuman-
  ity was capable of were now in 
  our hands. This raised visions of 
  a horizon far beyond the horrors 
  of the Fall, where transhumanity 
  could expand across the cosmos, 
  visiting wonders that were other-
  wise perpetually far out of reach, 
  even for near-immortals. On the 
  other hand, the possibility that 
  these gates were relics of the 
  TITANs could not be discounted. 
  Their existence opened the possi-
  bility that the TITANs might one 
  day return or that transhumanity 
  might still encounter them out in 
  the galaxy at large. The alterna-
  tive was even scarier—that the 
  gate could be of extraterrestrial 
  origin and that things more 
  dangerous and frightening than 
  the TITANs might stalk the space 
  between the stars.
  Various hypercorps, govern-
  ments, and other factions threw 
  their brightest minds into solving 
  the mystery of these “worm-
  holes.” 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—connec-
  tions 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 con-
  cerning this seminal achievement, 
  the Gatekeeper Corporation was 
  formed overnight: a merger of 
  those same scientific communi-
  ties 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 life forms 
  encountered so far have been 
  sapient, many of the worlds are 
  habitable or within the possibili-
  ties 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 con-
  tested resources. Initially used for 
  research and exploitation, many 
  of these gates are now being 
  tasked for colonization purposes. 
  Dozens if not hundreds of exo-
  planet stations and colonies have 
  been established, some with 
  significant numbers. There has 
  been no lack of poor or desper-
  ate individuals willing to risk life 
  on an alien world, if it means an 
  iota of improvement in their lives.
  Though it is now widely ac-
  cepted that the gates are the 
  means by which the TITANs evac-
  uated the solar system (a hypoth-
  esis 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 dan-
  gerous 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 
  (Saturnian system)—
  Gatekeeper Corp.
  • Fissure Gate: Oberon 
  (Uranian system)—Love and 
  Rage Collective/Anarchists
  • Discord Gate: Eris (Kuiper Belt) 
  —Go-nin Group/Ultimates 
  n
  
  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 accessories tend to 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.
  GOING BEYOND THE KNOWN
  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 over-
  come the shock of not knowing anything at all about 
  something is one of the first and most crucial skills all 
  gatecrashers must learn.
  MUSES
  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’ 
  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 or download massive archives 
  into their implants or ecto so they can continue to 
  access all the information 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 an immense amount of easily avail-
  able 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 conver-
  sations 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 conver-
  sational meshbrowsing are widely viewed as socially 
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  A TIME OF ECLIPSE
  47
  
  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 their goals and ideals.
  ATTITUDES TOWARDS MENTAL ALTERATIONS
  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 espe-
  cially 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. 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 them-
  selves 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 inde-
  pendently 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 associ-
  ated mental technologies are so horrifying that they 
  form the basis of much lurid crime fiction. Someone 
  being unknowingly mind-napped and having an invol-
  untary—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 exception-
  ally high. In many habitats, they are among the few 
  crimes punishable by death (including the destruction 
  of all backups and forks). 
  TRAVEL
  Travel between habitats and other transhuman colo-
  nies 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 commu-
  nication, 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 
  tastes, habits, and preferences, and do their best to 
  make life and technology use as easy as possible. 
  Muses act as alarm clocks, data retrieval gophers, 
  appointment schedulers, accountants, and many other 
  functions often limited only by their owners’ imagi-
  nations. Some of their tasks do not even need to be 
  assigned—muses are skilled at learning their owner’s 
  preferences and acting on them. For example, the 
  muse’s scheduling function may overhear in conversa-
  tion that its user needs to be up in the morning and so 
  it will set an alarm without any additional instructions. 
  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 mul-
  tiple backups 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 appreci-
  ate 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 TOWARD AGIs
  The vast majority of transhumanity blames the Fall 
  on rogue seed AIs (self-improving artificial intelli-
  gences). As a result, any AIs that are not crippled or 
  somehow limited from improving themselves—includ-
  ing 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 evolu-
  tion, others value all sapience, 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 hyper-
  corps and the Planetary Consortium foster anti-AGI 
  sentiments both as safety measures and as protection 
  against possible competitors. This latter point is one 
  48
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 a 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 transhumanity 
  now lives in habitats surrounded by hostile environ-
  ments 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 serious crime in most habitats. 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 
  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 
  stations offer rusters, bouncers, or other morphs mod-
  ified for specific local conditions. These morphs can be 
  used for up to a week without 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
  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 
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  A TIME OF ECLIPSE
  49
  SOLARCHIVE SEARCH: INCAPACITATING INPUTS
  During the Fall, the attacking TITANs 
  used a variety of AR and online intru-
  sions that interfered with or even inca-
  pacitated 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 ele-
  ments 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 alleg-
  edly subverted transhuman minds by 
  exploiting the way brains processed 
  such data—no credible reports have 
  been verified. 
  
  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 great-
  est crimes against transhumanity perpetrated by the 
  Planetary Consortium and the Jovian Republic.
  LIFE, DEATH, AND MORPHS
  While death is no longer a certainty for transhumanity, 
  it remains a possibility. During the decade preceding 
  the Fall, most of transhumanity 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 transhumans 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 tempo-
  rary 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 tem-
  porarily 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 consid-
  ered gauche for someone who is upgrading to a better 
  morph to include details about their new morph. 
  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.
  LOW-TECH EXISTENCE
  More than ninety-five percent of transhumanity 
  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 technolo-
  gies 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. 
  The lowest social classes in the Jovian Republic lack 
  personal infotech access, as do people indentured to 
  the hypercorps and the Planetary Consortium, partic-
  ularly 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 per-
  ceive 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 every-
  one else, meaning they are also unable to organize 
  50
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 near-apocalypse.
  ENTERTAINMENT AND MEDIA
  A substantial amount of media survives the Fall of 
  Earth, and a significant number of modern transhu-
  mans 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.
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  3.
  A TIME OF ECLIPSE
  51
  LOST LORE
  The accumulated knowledge and media of Earth, 
  spanning the history of transhuman intelligence, 
  is a vast and impressive amount. Even before the 
  Fall, many orbital settlements had acquired com-
  plete records of all previous transhuman lore and 
  creativity, including copies of every book, paint-
  ing, song, film, TV program, console game, news-
  paper, 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 offworld in time.
  Retrieving lost data is a lucrative task for scav-
  engers and archeologists, though looting the 
  dangerous confines of Earth or derelict habitats 
  destroyed during the Fall is a risky proposition. n
  
  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 inter-
  act with (or at least acknowledge) a wide variety of 
  different sources of information. As a result, listen-
  ing to opinions by a high-rep celebrity can expose 
  people to information that they might never encoun-
  ter otherwise. Also, in many habitats, AIs responsible 
  for media distribution tag some news as being suf-
  ficiently important that it should be immune to filter-
  ing 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.
  POPULAR TYPES OF ENTERTAINMENT
  The most popular forms of electronic entertainments 
  are vids, vid games, VR worlds, XP, and AR games.
  VIDS AND VID GAMES
  Vids are high-resolution audiovisual entertainment 
  that can be augmented with fully immersive sensa-
  tions such as smell, touch, and taste from 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 like being 
  present in the story.
  Most modern vids have variable theme and prefer-
  ence 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, and the 
  appearances of some or all of the major characters. In 
  addition, many vids have alternate endings for people 
  who prefer happy, bittersweet, or grim endings. Two 
  The first layer is based on popularity and criti-
  cal 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 indi-
  viduals 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 or 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 the media itself so that it better 
  fits 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 
  52
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  METACELEBRITIES
  As the culture industry quickly discov-
  ered, 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 immedi-
  ately recognizable.
  One of the ways big entertain-
  ment 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 con-
  structed 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. 
  
  identify 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 and 
  figures of speech. Particularly popular X-casters are 
  commonly 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 favor-
  ite 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 poten-
  tially unstable.
  AR GAMES
  Augmented reality (AR) games involve players inter-
  acting both with events in the physical world and 
  augmented reality imagery that recasts the people 
  and objects the players see. For example, instead of 
  seeing another player in a splicer morph and ordi-
  nary 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 so players 
  can interact when they are within physical proxim-
  ity, but some games link habitats within the same 
  cultural region.
  The nature and intensity of these games varies 
  widely. Long-term games might involve people 
  playing the role of deep cover spies or some other 
  exciting and unique role for months on end. 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, 
  and other mundane citizens. 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, predating the Fall.
  Short-term AR games, on the other hand, last 
  between several hours and several days. The people 
  running these 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 consider-
  ably less detailed than VR worlds or vid games, 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 
  people watching the same vid could have very differ-
  ent experiences if they use radically different settings.
  Vid games are like vids, except they are much more 
  flexible. In vid games, the viewer not only experiences 
  the story with the protagonist—they become the pro-
  tagonist, 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 vid games varies. Some are 
  almost fully interactive realms similar to 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 deci-
  sions. The precise dividing line between vids and vid 
  games is blurry, but together these media remain the 
  most popular forms of entertainment, with scenarios 
  set on Earth before the Fall being especially prevalent.
  XP
  Experience playback (XP) is a specialized type of 
  media that consists of the recorded sensory impres-
  sions of a single individual. Almost all of the inhab-
  itants 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 scav-
  enging mission to Earth, or gatecrashing. There is also 
  a thriving fringe market in less savory XP, including 
  records of people committing all manner of violent 
  or dangerous crimes and XP 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 XP of their 
  experiences, and anyone with an ecto or mesh inserts 
  can access the sensory recordings. Selling a particu-
  larly 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 XP 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 so they filter them out. 
  However, some hardcore XP aficionados feel that 
  accessing the full XP, including the recorded thoughts 
  and emotions, makes the experience more immersive 
  and real.
  A significant minority of XP fans becomes fasci-
  nated with one or two daring people who regularly 
  sell XP, known as X-casters, viewing all of their clips, 
  including both the experiences and the accompany-
  ing 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 understand-
  ing of this person, to the point where they strongly 
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  A TIME OF ECLIPSE
  53
  
  PHYSICAL ENTERTAINMENT
  In addition to a vast array of electronic and electroni-
  cally 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 par-
  ticipants strap on wings and engage in tests of speed 
  and acrobatics. The ability to both fix 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 realized 
  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 
  transhumanity greatly reduced the interest in playing 
  with death for many years. Killing yourself just to 
  experience death is considered mildly distasteful 
  to most, 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 under-
  ground dueling circuits, pitting biomorphs against 
  robots against uplifts. The seedier circuits engage 
  in pit fights featuring illegally acquired backups 
  sleeved into non-sapient animals, often outfitted 
  with lethal cybernetics. Such creatures are typically 
  quite mad.
  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 parachut-
  ing, 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 break-
  ing of a previous record.
  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 scenarios as cover for actual robberies or acts 
  of terrorism that were 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
  Virtual reality (VR) worlds involve the creation of a 
  large and highly immersive simulated environment—
  a simulspace—where the major characters are played 
  by transhumans and NPCs by AIs. Unlike vids or vid 
  games, 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 thou-
  sands 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 interac-
  tion with users in other habitats/realms. The popular-
  ity 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 physi-
  cal body or not.
  54
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  rebellion and widespread dissent complicate these 
  interests, 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.
  By extension, the second goal means they also help 
  protect the surviving transhuman population against 
  any repeat of the Fall. As the largest and most well-
  organized entities in the solar system, the Planetary 
  Consortium and other inner-system governments are 
  in an excellent position to protect the people living 
  in their habitats and settlements. This protection, 
  however, comes at the price of freedom. The transi-
  tional economies (p. 62) used in hypercorp-controlled 
  settlements ensure that most citizens are relatively 
  well off and need not fear starvation or serious want. 
  Many hypercorps strongly oppose bioconservatism 
  (with some exceptions, notably among the Lunar-
  Lagrange Alliance), and so anyone who can afford 
  various augmentations or morphs is free to obtain 
  them as long as none are equipped with weaponry 
  that can be used to harm a habitat or large numbers 
  of its inhabitants. In return for safety and relative 
  prosperity, however, citizens give up the ability to 
  voice more than token criticisms of the hypercorps.
  THE POWER OF THE HYPERCORPS
  AND THE PLANETARY CONSORTIUM
  The Planetary Consortium is the only major non-local 
  political entity in the solar system (with the possible 
  exception of the Autonomist Alliance, which is more 
  of a mutual aid pact than a unified polity). All of the 
  others are based in a single specific location. 
  Likewise, the various hypercorps transcend loca-
  tion.  Though some are quite large, rivaling the old 
  megacorporations of Earth in size, the majority of 
  hypercorps are small and specialized with few physical 
  assets, leveraging the capabilities of AIs, infomorphs, 
  and robotics and communication technologies. Some 
  POLITICS AND POWER
  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 loca-
  tions 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
  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. While there are many indepen-
  dent habitats and settlements in the inner system, it is 
  largely under the thumb of the hypercorps. To reduce 
  conflict between themselves and promote the survival 
  of transhumanity, some of the hypercorps formed an 
  alliance known as the Planetary Consortium. This 
  entity governs most of Mars and is in charge of the 
  ongoing terraforming project. It also controls dozens 
  of other habitats throughout the rest of the inner 
  system (and even a few in the outer system). This 
  means the Planetary Consortium rules over more than 
  forty percent of the surviving transhuman population, 
  making it the dominant power in the solar system. The 
  other major polities in the inner system, the Lunar-
  Lagrange Alliance and the Morningstar Constellation, 
  are also heavily influenced by hypercorp interests. 
  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. The hyper-
  corps and the Planetary Consortium are exceedingly 
  skilled at attaining all of these goals. Since popular 
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  A TIME OF ECLIPSE
  55
  
  habitats all either possess their own security forces 
  or have some form of defense contract with a private 
  security company, such as Direct Action or Medusan 
  Shield, who agree to protect the inhabitants against 
  potential threats by agents of the TITANs, fanatical 
  saboteurs, and other threats.
  These same security forces also protect the hyper-
  corps 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. 62) and most residents have a high stan-
  dard 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-con-
  trolled stations, but residents 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 
  (and similar hypercorp-dominated polities) 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 concerns,” which effectively 
  includes anything related to the  profits and pro-
  ductivity of the hypercorps involved. Votes on these 
  matters are purely advisory, meaning that they are 
  utterly ignored when the results are at odds with 
  hypercorp agendas.
  While residents of these settlements and habitats can 
  vote about adding a new holiday to honor some impor-
  tant figure or the location and design of a new park, 
  laws regulating indentures, colony security, law enforce-
  ment, 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 corporate security 
  forces keep an eye out for possible civil disobedience or 
  other forms of resistance.
  Outside of these dedicated installations and wholly 
  owned habitats, many hypercorps maintain offices and 
  mesh presences in stations and planetary settlements 
  belonging to other polities. The larger hypercorps 
  have offices and branches all over the solar system, 
  serving the needs of people from Pluto to Mercury 
  and all places in between, while even smaller outfits 
  advertise their services via the mesh on any habitat 
  maintain staff and work forces large enough to popu-
  late multiple habitats, but most rely on few employees, 
  instead contracting with freelancers or other hyper-
  corps. Many business projects consist of multiple 
  hypercorps networked together; temporary and even 
  ad hoc business alliances are a common affair, with 
  multiple hypercorps partnering towards common goals.
  Thousands of dedicated hypercorp manufacturing 
  and processing installations can be found on Mercury,  
  Venus, and other equally resource-rich locations scat-
  tered throughout the solar system. Well-known facili-
  ties 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, includ-
  ing the automated mines that the mysterious Zrbny 
  Group maintains in the Main Belt and Saturn’s rings 
  and the qubit factory Nimbus maintains in Mars 
  orbit. Many hypercorps eschew macro-manufacturing 
  and instead focus on developing new technologies and 
  new cornucopia machine templates.
  Aside from the numerous public hypercorp factories 
  and labs, there is an impressive 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 vid games are filled with stories 
  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 artifacts.
  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 attempts, especially by would-be thieves and 
  spies, end with distinctly negative consequences, 
  including the thieves’ temporary (and on some occa-
  sions permanent) deaths.
  Hypercorps also own and manage a number of 
  habitats. Many are primarily homes for hypercorp 
  employees, but in others large portions of the popula-
  tion are ordinary (non-employee) residents. Though 
  far less controlled than hypercorp research or manu-
  facturing 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 (or conglomerate 
  of smaller hypercorps) and its corporate allies. These 
  56
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  except for the most important or difficult problems, 
  local directors deal with all local matters on their own, 
  reporting any unusual or potentially problematic deci-
  sions afterwards.
  THE OUTER SYSTEM
  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 authori-
  tarian 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 safety forms an important part of the 
  political discourse.
  THE LIBERTARIAN AND UTOPIAN LEGACIES
  Various forms of anarchism and similar libertarian 
  ideologies were quite common among the first trans-
  humans 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 political 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 hyper-
  corp resources from the inner system and smuggled 
  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 sociopolitical tenden-
  cies tended to group together. Over time these have 
  developed into four rough groupings: the anarchists 
  of Locus, the technosocialists of Titan, the anarcho-
  capitalists 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 cen-
  turies-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 par-
  ticipants towards the common good. Equitable access 
  to morphs and augmentations is also available for resi-
  dents, though the demand from so many infomorphs 
  they can. Almost every habitat has a Nimbus office 
  with a farcaster and, in the case of larger colonies, QE 
  communicator facilities for instantaneous communica-
  tion. Both facilities are open to anyone who can pay 
  Nimbus’s fees. Hypercorps offering ubiquitous services 
  and products like environmental systems, cloning, 
  body bank services, banking, spacecraft maintenance 
  and repair, and so on can be found on most habitats. 
  In smaller habitats, these offices are unobtrusive, if not 
  entirely virtual, and managed by limited AIs or inden-
  tured infomorphs. While postings in small habitats are 
  often rather dull, the infomorph usually has a contract 
  guaranteeing them a morph and resleeving in the 
  habitat of their choice in return for a term of service, 
  which typically ranges from three to five years.
  Every habitat interested in interacting with the rest 
  of transhumanity has at least one automated Experia 
  media node (among other news and entertainment 
  outlets). Most Experia media nodes are managed by 
  indentured infomorphs that monitor the local news-
  finding AIs and keep track of any important or inter-
  esting developments. Experia and similar news sources 
  rely heavily on crowdsourced journalism, paying small 
  amounts for live feeds from any freelancers that happen 
  to be on-site reporters as important events occur. 
  Similarly, all but the smallest habitats have offices 
  where individuals can hire security consultants,  body-
  guards, or even mercenaries from hypercorps such as 
  Medusan Shield, Direct Action, or their thousands of 
  competitors. These contracted security personnel range 
  from simple AIs and guardian angel bots to highly 
  trained mercenaries in fully equipped fury morphs. 
  While additional forces can be farcast in, many of 
  these security specialists are locals who live on the 
  station and sometimes hire short-term contractors 
  to help with especially large or difficult assignments. 
  Skilled mercenaries may eventually be hired full-time 
  by larger corps like Medusan Shield or Direct Action, 
  but since contractors are usually given the most dan-
  gerous and thankless parts of any assignment, many 
  soon lose interest in hypercorp freelance work.
  Other employees working out of local hypercorp 
  offices range from nanofabrication programmers to 
  for-hire scientists and technicians to personal finan-
  cial and media 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 population. These 
  workers are in the unique position of having dual 
  loyalties—to both their habitat and their employer. 
  Despite what hypercorp propaganda preaches, the 
  two interests do not always overlap.
  Because of the delays involved in normal communi-
  cation, 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 expen-
  sive qubits for instant QE communication. As a result, 
  .3
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  3.
  A TIME OF ECLIPSE
  57
  
  Other habitats choose their leaders by random lot, 
  with every adult who can pass a relatively easy com-
  petency 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. Several colonies populated 
  by purely informorph or synthmorph inhabitants 
  use special high-bandwidth connections to give their 
  members access to 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 gov-
  ernment, 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
  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 poli-
  cies of the anarchists out beyond Saturn. Travelers 
  are strongly encouraged to check up on the legali-
  ties 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 arrangements. Across the entire solar system, 
  similar policies 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 excep-
  tionally 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 investiga-
  tions, law enforcement officials may or may not have 
  total access to detailed recordings of the events in any 
  portion of the habitat including data from sensors in 
  private dwellings. In some stations, law enforcement 
  officials can compel everyone who might have been 
  in need of a body means that infugees must contribute 
  and build up social capital. However, even for an info-
  morph, 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 interests, such as smuggling cornuco-
  pia machines into habitats where nanofabrication 
  is 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 theoretically 
  field enough military might to subdue the autonomist 
  factions, an uneasy détente 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. 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
  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 govern-
  ment. The combination of collective decision-making, 
  radical ideology, and experimentation has also led to 
  some habitat populations adopting unusual forms of 
  government (or non-governmental organization).
  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 habi-
  tats 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.
  58
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  LAW ENFORCEMENT
  Law enforcement in the solar system consists of a 
  vast patchwork of separate jurisdictions, occasion-
  ally 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. Most habitats also 
  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 legal code and 
  cadre of 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 
  present during an alleged crime to provide downloads 
  of their sensory experiences from the time of the crime. 
  While individuals can edit their memories, discrepan-
  cies 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 hyper-
  corps. 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.
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  3.
  A TIME OF ECLIPSE
  59
  
  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
  Among the autonomist colonies, forced exile or repay-
  ing the victim with an equitable amount of goods or 
  labor are the principle punishments for all but the most 
  heinous crimes (those being attempted mass murder, 
  habitat destruction, attempting to create seed AIs or 
  similarly extreme actions). In the collectivist anarchist 
  habitats, antisocial behavior typically involves expul-
  sion or reputation penalties, though solutions that 
  involve making amends and rehabilitation 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 isolated computer prison or 
  mandatory personality modification—assuming that 
  someone has not simply killed the criminal before 
  they were brought to justice (such killings are gener-
  ally 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 modifica-
  tion. 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 destruc-
  tion 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(s) 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.
  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 group-
  ing of peers to assess the situation, offer non-biased 
  judgment, and sometimes pursue collective action.
  The only widely accepted law enforcement offi-
  cers 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 con-
  tracts 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 expe-
  rience 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 colonies that 
  are not closely allied. The members of these organiza-
  tions 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 inves-
  tigators in situations that can sometimes involve mul-
  tiple legal systems. Most of these security companies 
  are located in the outer system and their jurisdiction 
  tends to be limited to a single region, like the middle 
  belt or the Saturn system. Organizations that attempt 
  to grow larger usually come into direct competition 
  with larger hypercorps such as Medusan Shield and 
  Direct Action and are subsequently either bought out 
  or undercut and discredited.
  Bounty hunters and private investigators are also 
  available on many autonomist habitats, 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 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 com-
  munity, however, rapidly earns the ire of the entire 
  habitat. The various small-scale or private security 
  60
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 
  the people of transitional and new economy societ-
  ies with envy, while citizens of both transitional and 
  new economies look upon 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 ECONOMY
  Leaving aside the struggles of bands of primitives to 
  survive on the ruins of Earth, all of transhumanity has 
  at least some access to the wonders of nanotechnology. 
  This access is highly variable and the economic ben-
  efits it produces can be divided into three broad cat-
  egories—the old economy, the transitional economy, 
  and the new economy.
  THE OLD ECONOMY
  The old economy is essentially the same sort of indus-
  trial consumer capitalism that has been in place since 
  the late 19th century, a system centered on manufac-
  turers 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 pur-
  chase 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 
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  3.
  A TIME OF ECLIPSE
  61
  
  more dangerous than knives, clubs, or similar primi-
  tive 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 dan-
  gerous 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 tech-
  nologies. 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 eco-
  nomic 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 cloth-
  ing, food, and furnishings they possess. While there 
  are a vast number of templates for different styles of 
  food and consumer goods, forward-thinking design-
  ers 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 accom-
  modate both forms of payment. While residents pri-
  marily 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
  Less than forty percent of the transhuman population 
  lives under some version of what social scientists refer 
  to as the new economy. In the outer system, alterna-
  tive 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 new 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 
  THE TRANSITIONAL ECONOMY
  The transitional economy is a far more stable and 
  easily maintained system than the old. Transitional 
  economies blend old and new economies, and habi-
  tats 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 and 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 mate-
  rials 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 corpo-
  rations, 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 nano-
  fabricators. Any goods made from highly durable 
  composite materials, batteries, electrically powered 
  devices (including many 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/
  or exotic raw materials.
  Transitional economies tend to be relatively safe 
  places, since inhabitants cannot manufacture weapons 
  62
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 the 
  course 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 transhumans 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 well-
  being 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 reputa-
  tion slashed.
  VALUE AND SCARCITY IN NEW ECONOMY SOCIETIES
  While basic citizenship allowances cover most 
  necessities and even some luxuries, this 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 citizen-
  ship 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 visit 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 
  “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 
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  3.
  A TIME OF ECLIPSE
  63
  RESTRICTING 
  DANGEROUS 
  TECHNOLOGIES
  Most societies in Eclipse Phase restrict access 
  to exceptionally 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 per-
  manently died when their backups and cortical 
  stacks were destroyed in the explosions.
  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 habi-
  tats 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 transhuman-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. 
  n
  
  a habitat must be manufactured and the process of 
  building or expanding a habitat is far from simple, 
  space is at a premium. The only exceptions to this 
  scarcity are 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 signifi-
  cant amount, and large villas and private asteroids are 
  luxuries possessed by only the highest rep individuals.
  While transhuman labor has become 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. 
  A unique custom morph design, for example, crafted 
  by a skilled genehacker, 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 valu-
  able is novelty. While anyone can drink a fine wine or 
  wear a wide range of designer clothing, other com-
  modities are kept deliberately scarce. Cutting-edge 
  fashion, new music, and even haute nosh (bold, exclu-
  sive 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 pro-
  tection 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 tem-
  plates command a good price in the new economy, 
  and a large number of transhumans make their living 
  designing and marketing such templates.
  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 items that 
  are intrinsically scarce, such as relics of Earth and 
  handmade crafts. While exact copies of everything 
  from the Mona Lisa to a pressed daisy are exception-
  ally 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 auto-
  graph, are 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. 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, hand-
  made 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 
  thus quite valuable: living space, skilled sapient labor, 
  and novelty. The majority of transhumanity 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 
  64
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  IRREPRODUCIBLE GOODS
  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 irrepro-
  ducible—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. 
  
  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, espe-
  cially 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 hyper-
  corps 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 inden-
  tures 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 
  THE ECONOMY AND INFOMORPH REFUGEES
  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 through-
  out 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 transhuman history. 
  In the years since the Fall, large numbers of these infu-
  gees 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 ser-
  vants 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 ser-
  vices for criminal syndicates. Most took on orbital con-
  struction jobs, helping to build the new habitats that 
  would eventually become their homes. Some infugees 
  found work performing services like data-mining, mon-
  itoring 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 
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  3.
  A TIME OF ECLIPSE
  65
  
  HABITATS
  With Earth now uninhabitable, transhumanity sur-
  vives in a variety of offworld 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 mate-
  rials. 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
  The Martian and Lunar city-states and other plan-
  etary 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 settle-
  ments 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 geneti-
  cally modified grass designed for both comfort and 
  durability. Light panels cover the ceiling and provide 
  bright full-spectrum lighting.
  A few of these buried cities further enhance their 
  natural appearance with 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 flower-
  ing vines and bright tropical butterflies. In a small 
  number of settlements on both Titan and Luna, colo-
  nies 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 con-
  structed 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 
  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, nan-
  otech war-swarms, or similar still-active and danger-
  ous 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 info-
  morphs, 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 research-
  ers 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. These 
  infomorphs have become increasingly involved in 
  habitat politics, especially in the outer system; many 
  habitats have officials who are infomorphs. Most 
  researchers predict this infomorph culture will increas-
  ingly diverge from physical cultures as time progresses.
  THE CLANKING MASSES
  With so many infugees acquiring cheap synthmorph 
  shells—particularly cases and synths—and 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 a biomorph sleeve, even if it is only a splicer or 
  worker pod. Their omnipresence is 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 strength-
  ened 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 shells can easily inhabit 
  unheated and unpressurized portions of various habi-
  tats. 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.
  66
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 thou-
  sand residents.
  The development of the new nanotech Hamilton 
  cylinders has lead to a new interest in large habi-
  tats 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 refu-
  gees 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
  At the opposite extreme from the Hamilton cyl-
  inders 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 transhuman 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, free-wheeling, anarchistic lifestyle. 
  In contrast to egocasting or the faster and more effi-
  cient fusion drive ships, so-called scum barges offer 
  a floating city alternative to space travel. These 
  ships function as roving black markets and carni-
  vals 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 excep-
  tionally 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 
  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 poly-
  carbonate 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 an atmosphere breathable by stan-
  dard biomorphs 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 under-
  water living. 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 sur-
  rounding frigid Europan sea.
  SPACE HABITATS
  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 
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  A TIME OF ECLIPSE
  67
  
  Some of the more unusual small habitats include 
  dimly lit, spooky landscapes filled with perpetu-
  ally leafless trees or thick, continually regenerating 
  cobwebs, and other similar macabre touches. Others 
  are gleaming colonies of shining citadels made from 
  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
  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 colonies. Almost all contain a cosmo-
  politan 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 remi-
  niscent 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 over-
  whelming. In addition, all of these stations are large 
  enough to hold offices for all of the major hyper-
  corps, 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
  Zero-g habitats are very different from those that 
  use rotational gravity. Most consist of networks 
  of tunnels drilled through an asteroid—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.
  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 or 
  thriving, egalitarian anarchist enclaves to relatively 
  modern habitats outfitted in barbaric splendor by 
  successful organized crime gangs.
  A DIVERSITY OF FLOATING WORLDS
  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 inhab-
  itants—some of these creatures are wild animals, 
  while others are controlled by AI servitors and act 
  as maintenance or observation drones. Some habi-
  tats 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 popula-
  tion 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 snow-
  capped 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 
  vid games or older forms of entertainment, includ-
  ing 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. 
  68
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  exceptionally lavish. Almost every surface is made 
  of formatible smart materials and there are several 
  large general-purpose cornucopia machines avail-
  able for the use of every resident.
  By using these nanofabricators and the smart mate-
  rials to their fullest, residents can completely change 
  the interior of the habitat in only a day or two—trans-
  forming 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 inte-
  rior 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, scaven-
  gers 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.
  PRIVATE HABITATS
  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 rota-
  tion 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, most of which may be AIs 
  or indentured servants. Life in a private habitat is 
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  A TIME OF ECLIPSE
  69
  
  voting initiatives that statistically fare better. A few 
  are anarcho-capitalist or mutualist companies origi-
  nating 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
  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. 
  Well known for their mental augmentations and the 
  original menton morph design, Cognite also special-
  izes 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.
  COMET EXPRESS (COMEX)
  Major Industries: Courier Services, Shipping, 
  Logistics
  Major Stations: Nectar (Luna), Olympus (Mars)
  Comet Express specializes in delivery services, inter-
  stellar logistics, supply chains, and shipping. They 
  maintain a presence on almost every transhuman 
  habitat in the solar system, often via local subcontrac-
  tors. 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 
  FACTIONS
  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 trans-
  human economies and social lives, have promoted 
  the evolution of a wide spectrum of philosophies, 
  agendas, and political models.
  THE HYPERCORPS
  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 out-
  dated 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 transhu-
  manity’s expansion into space and who continue to 
  push the technological envelope, guiding transhuman-
  ity towards new horizons—always with profit as their 
  driving goal.
  Most hypercorps are decentralized, non-asset-based 
  legal entities. Complete automation, advanced robot-
  ics, morph technology, and cornucopia machines 
  allow the hypercorps to abstain from mass employ-
  ment for labor or production services. The need for 
  physical labor has mostly been reduced to tasks 
  associated with habitat construction, terraforming, or 
  deep space mining. Infomorphs and AIs are heavily 
  employed (or more accurately, owned) as drone 
  operators or virtual workers, and many administra-
  tive 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 hyper-
  corps 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 initia-
  tives, 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/
  70
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  PSICLONE
  To: Proxy-99
  From: <Encrypted>
  I’m enclosing some data I recently 
  acquired from an inside source regard-
  ing 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. 
  
  Rumors persist that ExoTech continues to carry out 
  research and even production of AGIs.
  EXPERIA
  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 seg-
  ments, generating controversy not only with its pub-
  licly expressed pro-AI stance or inviting an AGI to its 
  board of directors, but also by proficient use of hyper-
  viral marketing and sophisticated XP-programming. 
  Another core segment is the production of educa-
  tional 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 free-
  lance 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 intelli-
  gence analysis purposes remain unsubstantiated.
  FA JING
  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 manipulative and monopolist 
  business attitude. Fa Jing is engaged in mining opera-
  tions throughout the asteroid belt and the Trojans and 
  maintains significant corporate assets on Mars.
  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
  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 contrac-
  tors, 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 main-
  tains several habitats as physical training facilities and 
  armament depots.
  ECOLOGENE
  Major Industries: Environmental Systems, Genetics
  Major Stations: McClintock (Mars orbit)
  Ecologene specializes in living systems, environmental 
  genetics (with a specialty in insects), smart animals, 
  bioarchitecture, and environmental nanotech. They 
  design and maintain the ecosystems inside numer-
  ous 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
  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 signifi-
  cant 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. 
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  A TIME OF ECLIPSE
  71
  WAR CRIMES
  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. 
  
  arms suppliers to autonomist and brinker stations. 
  Their subsidiary Medusan Shield offers private secu-
  rity services in direct competition to Direct Action. 
  While Direct Action 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
  Major Industries: Electronics, Mesh Systems, 
  Farcasting, Communications
  Major Stations: Octavia (Venus)
  Nimbus produces key components for mesh infra-
  structure, from spime microradio and sensor systems 
  to ectos, servers, and laser links. Nimbus also domi-
  nates the network of farcaster links throughout the 
  system, due to several breakthroughs in this tech-
  nology (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
  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 
  GATEKEEPER CORPORATION
  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 xeno-
  archeologist 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
  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 relation-
  ships 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 dominat-
  ing a specific industry—own significant market share 
  in fields such as banking, agritech, robotics, and ser-
  vices. 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 cur-
  rently controls a Pandora gate on Eris, (p. 109), secured 
  by a contingent of ultimate mercenaries.
  GORGON DEFENSE SYSTEMS
  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 arma-
  ments, and habitat defense systems. While prominent 
  in the inner system, Gorgon is also one of the main 
  72
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  UNION BUSTING
  To: OmniSec Alpha
  From: OmniSec 837302
  Surveillance has confirmed it. The biosleeved 
  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 counter-
  insurgency 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 oper-
  ation will take place using a purported mission to 
  root out a Starware infiltration as cover. 
  
  SKINTHETIC
  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 exten-
  sive and often radical biomodifications, the hyper-
  corp 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 know as the biotech corp to go to if you want 
  something weird.
  SOLARIS
  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 insurance, 
  info-brokerage, and high-risk investment 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-econ-
  omy, constantly adjusting its own strategies based 
  on the dynamics of this big blueprint. Fueling these 
  rumors, Solaris is known to hire “independent consul-
  tants” to tip the balance in politically or economically 
  profitable high-risk investments.
  SOMATEK
  Major Industries: Uplifts, Pharming,  
  Pharmaceuticals, Genetics
  Major Stations: Clever Hands (Luna)
  Somatek is a leader in the art and science of uplift-
  ing animal species, pioneering several major break-
  throughs in cognitive enhancement and genetic 
  modification. The hypercorp also engages in extensive 
  animal pharming—producing and extracting phar-
  maceuticals from transgenic critters—and markets 
  numerous products and services related to smart 
  animals and chimerical creatures. Despite the educa-
  tional and training programs it offers to uplifts and 
  the fact that much of its workforce consists of uplifts, 
  Somatek is controversial among mercurials who dis-
  approve of their methods (which often involve strict 
  controls on uplift reproduction), the lack of input 
  uplifts are given in their modifications and develop-
  ment, and the focus on anthropocentric mind-sets 
  “enforced” on uplifts.
  better termed a corporate war. Despite its progressive 
  technological outlook, Omnicor retains a conservative 
  corporate structure with strict internal regulations 
  and controls as a defense against Starware’s repeated 
  infiltration and sabotage attempts. Among the hyper-
  corp’s major assets are an antimatter research facility 
  orbiting Mercury.
  PATHFINDER
  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 gatecrash-
  ers, Pathfinder offers transportation to an exoplanet 
  and a new morph in exchange for indentured labor. 
  The corp has established several offworld 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 
  eco-terrorist attacks.
  PROSPERITY GROUP
  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 protein-
  enriched 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
  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 custom-
  ized models. Best known for its breakthroughs in 
  genetic engineering and enhancements, the hyper-
  corp’s interest in sophisticated combat morphs or 
  stylized pleasure pods are lesser-known facts and 
  often sold through a network of seemingly unaf-
  filiated shell corporations or local distributors. 
  Skinaesthesia emphasizes environmental adaptations 
  and useful cybernetic enhancements, increasing trans-
  humanity’s chances for survival and further prosper-
  ity. Experimental morphs are sometimes offered to 
  desperate infugees for field testing.
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  A TIME OF ECLIPSE
  73
  
  programmed infomorph agents into the local popu-
  lation 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
  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 geoengineering projects and sought 
  to relieve Earth’s ecological crises, TerraGenesis’s 
  expertise is in developing sustainable biospheres 
  and eco-systems via aggressive industrialized ter-
  raforming. 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 Gate 
  (p. 88), the cooperative has a growing presence on 
  various exoplanets that are ripe for terraforming or 
  geoengineering.
  POLITICAL BLOCS
  Transhumanity’s social, cultural, and ideological diver-
  sity, 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 politi-
  cal entities to further mutual goals and act in coopera-
  tive self-interest.
  STARWARE
  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 manu-
  facturer 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 in the Planetary Consortium. Starware makes 
  heavy use of AI workers in robotic shells, having suf-
  fered 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 sabo-
  tage attempts. Recent negotiations with the Factors 
  have spurred theories that Starware might be acquiring 
  Factor aid for building a lighthugger starship.
  STELLAR INTELLIGENCE
  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), 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, 
  retro-quantification (bringing old secrets/data to light), 
  memetic mapping, and more. Its services also extend 
  to surveillance, data theft, espionage, media manipu-
  lation, 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 
  74
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  SOLARCHIVE SEARCH: ZBRNY LIMITED + CONSPIRACY
  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 to which CEO Krystof Zbrny 
  was indebted. 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 commu-
  nicated with any employees of the mys-
  terious 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 com-
  pany’s processing stations. According 
  to rumors, an attempt by brinker pirates 
  to board a Zrbny outpost resulted in the 
  station’s self-destruction. The compa-
  ny’s AI-piloted massive bulk freighters 
  are notoriously non-responsive, earning 
  them the nickname “zombie ships.” 
  
  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 colonies 
  in the Lunar-Lagrange neighborhood. 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 major-
  ity 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
  Memes: Venusian Sovereignty
  Main Stations: Octavia
  The system’s newest political bloc, the Morningstar 
  Constellation is an alliance of aerostat habitats float-
  ing 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 
  JOVIAN REPUBLIC
  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 lob-
  byism, 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 biocon-
  servative stance against 
  many transhuman sci-
  entific 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 or simply denied access. Despite con-
  tinuous reports of heinous acts of government oppres-
  sion, the Republic’s intimidating military assets keep 
  any other factions from intervening.
  LUNAR-LAGRANGE ALLIANCE
  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 proxim-
  ity, 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 dimin-
  ished power and is often viewed as conservative, 
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  A TIME OF ECLIPSE
  75
  INNER SYSTEM POLITICS
  [Incoming Message. Source: Anonymous]
  [Public Key Decryption Complete]
  It’s easy for Firewall agents to get 
  caught between the agendas and maneu-
  vers 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 
  homeworld—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. 
  
  THARSIS LEAGUE
  League Members: Ashoka, Elysium, Noctis-Qianjiao, 
  Olympus, Valles-New Shanghai, plus over a 
  dozen others.
  Memes: Martian Nationalism
  A loose coalition of the planet’s major independent 
  settlements, the League’s 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 ini-
  tiated 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 maintain-
  ing ties to the Barsoomians—the Martian underclass 
  resistance living in the desolate and unstable outskirts.
  AUTONOMIST ALLIANCE
  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 
  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 as 
  well as freedom of social and political expression. The 
  aerostat of Octavia has emerged as the Constellation’s 
  designated voice.
  PLANETARY CONSORTIUM
  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)
  Evolving from an alliance of hypercorp 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 govern-
  ment 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 prin-
  ciples 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 secretive 
  Hypercorp 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 some-
  times accused of euphemizing discrimination against 
  unmodified humans, indentured infomorphs, uplifts, 
  and the clanking masses.
  76
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  ANARCHISTS
  Memes: Anarchism, Anti-capitalism,  
  Communism, Direct Democracy, 
  Mutual Aid
  Main Stations: Locus (Jovian Trojans)
  Anarchists eschew power and hierarchy, 
  promoting horizontal and directly demo-
  cratic 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—nobody 
  owns 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 
  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 hyper-
  corp 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 anarchists 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 tenden-
  cies 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.
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  A TIME OF ECLIPSE
  77
  CALL FOR SOLIDARITY
  To: Malatesta Prime
  From: Shevek
  Check this out. Residents of the autono-
  mist 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 sapient 
  entities and that they are facing persecu-
  tion 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? 
  
  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 every-
  thing 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
  Memes: Individualist Anarchism, Morphological 
  Freedom
  Scum are nomadic space gypsies, traveling from 
  station to station in heavily modified barges or 
  swarms of smaller space vessels, mostly former colo-
  nial ships. The term “scum” has been gleefully appro-
  priated 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 habi-
  tats 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” 
  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 col-
  lectives, 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 com-
  munications and space traffic control to backup and 
  resleeving services. Participatory militias organize 
  collective defense against external threats.
  Among the anarchist stations there are many varia-
  tions and permutations on how things are organized, 
  as everything is fine-tuned at the local level by whom-
  ever 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
  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 cor-
  porations 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 
  78
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  SOLARCHIVE SEARCH: CARNIVAL OF THE GOAT
  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 combina-
  tion artist colony and den of unfathom-
  able hedonism, dedicated to exploring 
  chaos, creativity, self-discovery, and 
  coupling in every conceivable iteration. 
  Residents are known for their consistent 
  and rapid morphological changes, includ-
  ing 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, ego-
  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
  Aside from sectarian political factions, a number of 
  socio-political movements are widespread throughout 
  the solar system.
  ARGONAUTS
  Memes: Open Source Society, Information Freedom, 
  Social Responsibility, Technoprogressivism
  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 JASON, 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 technol-
  ogy and information. In their view, providing equal 
  access to transhumanity’s knowledge and achieve-
  ments will further 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 releas-
  ing otherwise unobtainable information—hypercorp 
  proprietary secrets, research data, nanofab blueprints, 
  hidden pre-Fall archives, and so on—to the public 
  mesh. The argonauts maintain several open databases 
  and archives for this specific purpose.
  While primarily an open organization, the argo-
  nauts are rumored to ultimately report to an elite 
  inner circle. Supporting this theory is the existence 
  of the medeans, the organization’s clandestine para-
  military wing, bodyguarding high-level argonauts and 
  protecting the group’s assets.
  BARSOOMIANS
  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 egalitar-
  ian 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 
  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
  Memes: Technosocialism, Cyberdemocracy
  Main Stations: Titan
  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 democra-
  cies of Earth and partly in the open economy. On one 
  hand, citizens of the Titanian Commonwealth eschew 
  the use of currency for mundane needs, participat-
  ing 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 enti-
  ties, 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.
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  3.
  A TIME OF ECLIPSE
  79
  
  EXHUMANS
  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 self-
  evolve 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 
  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 radi-
  cals have taken up arms and engaged in violent strikes 
  against hypercorp holdings, which are typically fol-
  lowed by reprisal raids to decapitate the Barsoomian 
  leadership, thus breeding further hostilities.
  BIOCONSERVATIVES
  Memes: Bioconservatism, Primitivism, Natural Order
  Main Stations: Vo Nguyen (Earth orbit)
  Bioconservatives are strongly suspicious and criti-
  cal of the transhuman direction the human race is 
  taking. They are strong proponents of limiting tech-
  nological 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 modifica-
  tions, 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 technol-
  ogy 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 biocon-
  servatives 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
  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 occa-
  sional visitors.
  80
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  NEO-PRIMITIVISTS
  [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 indepen-
  dent lifestyle in the wilds of Mars, most hope 
  to return to Earth and re-establish a non-
  technology-based society there. A few advo-
  cate finding a new, unspoiled world beyond 
  the Pandora gates and founding a primitivist 
  society there. 
  SOLARCHIVE SEARCH: OUT’STERS
  Linked only by their remote locations in the 
  Oort Cloud rather than a common social 
  construct or political system, 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 Cloud. The 
  remoteness of their location and their self-
  imposed isolationist behavior fuels para-
  noid rumors regarding the group’s purpose 
  and agenda. 
  
  as anthropocentric, arguing that uplifts should be free 
  to develop their own unique non-human modes of 
  behavior, thought, culture, and social organization—
  even going 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 hyper-
  corps 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 activ-
  ity 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, insisting 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
  Memes: Nano-Ecology, Nanotechnology, 
  Environmentalism, Technoprogressivism
  Main Stations: Viriditas (Mars)
  Nano-ecologists are pro-technology environmental-
  ists. 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 
  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 modi-
  fications that are extreme and untested, sometimes 
  fringe science at best, often resulting in horrible fail-
  ures 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
  Memes: Species Autonomy, Uplift Rights
  Main Stations: Glitch (Neptune), Hidden Sea (Ceres), 
  Mahogany (Neptune)
  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 restric-
  tions and forced servitude many uplifts are saddled 
  with by the hypercorps that create them. Some activ-
  ists advocate that uplifts should be in control of their 
  own genetic futures, rather than suffering the manipu-
  lation 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 
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  A TIME OF ECLIPSE
  81
  SYBILS
  [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 sta-
  tion’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. 
  
  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, scan-
  dals, intrigue, and backbiting.
  ULTIMATES
  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 typi-
  cally 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 eugen-
  ics, 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 indi-
  viduals in need of additional protection.
  RELIGIOUS GROUPS
  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 techno-
  logical 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
  The rigid structures and dogmas enveloping 
  Christianity and Judaism prohibited these religions 
  from adapting to the cultural, philosophical, and espe-
  cially 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 delu-
  sions. Islam, while still holding some controversial 
  landscape—the hypercorp and the biocon factions—
  and has developed a momentum of its own, evolving 
  into a growing political movement.
  PRESERVATIONISTS
  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
  Memes: Reclaiming Earth
  Main Stations: Vo Nguyen (Earth orbit)
  The Reclaimers pursue one ultimate goal—the recla-
  mation 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 reclaim-
  ers are suspected of sponsoring perilous and high-risk 
  ventures onto the planet’s surface to gather scientific 
  data or even to establish terraforming colonies.
  SOCIALITES
  Memes: Art, Culture, Hedonism, Immortality
  Main Stations: Valles-New Shanghai (Mars), Elysium 
  (Mars), Noctis-Qianjiao (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 longev-
  ity 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 eccen-
  tric lifestyles and excessive parties, covered by the 
  media in all its superficial and polished glory. Private 
  habitats and ships, lavish soirees, armies of servants, 
  82
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  fraud, identity counterfeiting, ego trading, data theft, 
  and forknapping. 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 manipu-
  lation 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 linger-
  ing in the dark recesses of almost any habitat or 
  station mesh. Its somewhat specialized services and 
  activities 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
  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 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
  Major Stations: Legba (Main Belt)
  This widespread network of soul-traders specializes 
  in acquiring, trading, and trafficking transhumans. 
  Their primary market lies in ego-trading: stealing 
  backups, forknapping, kidnapping and forced 
  uploading, and so on. Nine Lives are known to run 
  illegal infomorph-slave colonies as well as orga-
  nize pit fights using a variety 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 reputa-
  tion among the transhuman population as well as 
  in infomorph societies.
  views and values, managed to adapt by accepting a 
  more liberal and even secular view. It also benefited 
  from being more widespread among early space 
  colonists and survivors of the Fall. 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
  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-Buddhism is 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.
  Technocreationists believe that the destruction of 
  Earth was a sign from God, showing transhumanity 
  the error of its ways. They believe that through tech-
  nological advancement and social engineering, trans-
  humanity will achieve co-existence with its diverse self 
  as well as with extraterrestrial intelligences, thereby 
  finding new purpose and, eventually, enlighten-
  ment. 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 attri-
  butes. 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
  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 syndi-
  cates are likely to flourish and even adapt new 
  technologies to expand their operations through-
  out 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)
  Major Stations: Rhea (Kronos Cluster)
  The ID Crew specializes in electronic crimes and 
  information brokerage, including credit and rep 
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  A TIME OF ECLIPSE
  83
  
  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 Triad controls a large part of the casino 
  industry and 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 laundering, 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, narcoalgorithms, and illegal XP, running pros-
  titution rings, and arranging 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 nanofab 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 approximately 8,000 members. 
  They run a large part of the solar system’s drug trade, 
  producing organic drugs, smart drugs, and narcoalgo-
  rithms of all kinds in secluded habitats or abandoned 
  asteroid mining and processing facilities converted 
  into drug labs.
  FIREWALL
  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 transhuman-
  ity’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 
  PAX FAMILAE
  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 sexually 
  produced offspring (thanks to sex-switching biomods), 
  while egos are forks. All members are utterly loyal to 
  Claudia (since they all are Claudia) and show their 
  family affiliation with pride and arrogance. Individually, 
  each remains slightly but notably different, though all 
  are calculating and ambitious. Regular reassimilation 
  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 
  projects include venture capital manipulation, repu-
  tation network gaming, financial consultation, info 
  brokerage, stock manipulation, banking fraud, and 
  loan sharking.
  PIRATES
  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 syndi-
  cates or political outcasts.
  TRIADS
  Major Stations: Qing Long (Martian Trojans)
  The only major Earth syndicate to survive the Fall 
  almost unscathed, the triads dominate the solar sys-
  tem’s underworld by their sheer membership size and 
  a history of centuries of economic and political influ-
  ence. Having evolved into legit enterprises and small 
  economic consortiums already before the Fall, the 
  triads followed the masses of Chinese workers  into 
  space, gaining a foothold during the early years of 
  colonization. After the Fall, they used their influence 
  to spread to numerous habitats, taking advantage of 
  the disparities in wealth and restrictive refugee poli-
  cies to create flourishing gray and black market enter-
  prises. Part of their success lies in their continued use 
  of ethnic Chinese social cues to ensure their insularity.
  Though numerous small triad outfits exist, each 
  claiming a particular station or region, there are four 
  84
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 ego-
  casting 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 par-
  ticular 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 con-
  tinue to work together on Firewall-related assignments 
  over a longer period of time.
  Firewall operations are organized and managed by 
  proxies, agents who maintain Firewall’s decentral-
  ized infrastructure. Proxies possess more informa-
  tion 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
  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 that 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 organi-
  zations like the Planetary Consortium discount such 
  rumors or otherwise remain silent.
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  3.
  A TIME OF ECLIPSE
  85
  PROJECT OZMA
  [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 spec-
  ulation 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. 
  
  HABITATS
  Habitats in Sol’s corona face challenges more extreme 
  than those 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 explo-
  sions 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 stations 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 
  capture ionized particles, teeming with nanobots that 
  collect the ions and vent them into space. The water 
  must be regularly replaced from captured iceteroids 
  that are imported using heavy electromagnetic shield-
  ing of their own. Within the water shield is a cluster 
  habitat, an array of modules on a framework follow-
  ing a roughly spherical plan.
  SYSTEM GAZETEER
  Transhumanity has extended out from its lost home-
  world and colonized not only the solar system but 
  various exoplanets as well, thanks to the discovery 
  of the Pandora gates. This section provides an over-
  view and incomplete sampling of transhumanity’s 
  settlements.
  SOL (THE SUN)
  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 virtu-
  ally 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 these 
  Solarians one of transhumanity’s most unusual offshoots.
  SURYAS AND SALAMANDERS (CORONAL MORPHS)
  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 helio-
  seismic 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 “sunspot-
  ting”—shifting dark and light patterns on their skins 
  to form language.
  86
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  A QUICK PRIMER ON  
  TRANSHUMAN HABITATS
  Habitats are covered in detail starting on p. 280. 
  A quick overview is provided here:
  • Aerostats are massive cities floating in the upper cloud 
  layers of Venus.
  • Beehives are tunnel warrens inside asteroids and moons.
  • Bernal Spheres are artificial bubble worlds spun for gravity.
  • Clusters are microgravity habitats consisting of intercon-
  nected modules.
  • Cole bubble habitats are hollowed-out asteroids, ter-
  raformed on the inside, and also spun for gravity.
  • Dome habitats are massive domes built on the surface of 
  moons, asteroids, or Mars.
  • Hamilton cylinders are self-building advanced nano-
  tech habitats designs.
  • O’Neill cylinder habitats are like huge soda cans over a 
  kilometer wide and several kilometers long. The interior is 
  terraformed and the entire cylinder is spun for gravity. 
  • Reagan cylinders are an inefficient type of O’Neill 
  cylinder, built by hollowing a cylinder within a spinning 
  asteroid, and used in the Jovian Republic.
  • Tin can habitats 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.  
  n
  
  SOLAR SYSTEM MAP
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  A TIME OF ECLIPSE
  87
  NEPTUNE
  NEPTUNE
  CERES
  SOL
  JOVIAN TROJANS
  JOVIAN TROJANS
  JOVIAN TROJANS
  JOVIAN TROJANS
  NEPTUNE TROJANS
  NEPTUNE TROJANS
  NEPTUNE TROJANS
  NEPTUNE TROJANS
  PLUTO
  extropia station
  (44 nysa)
  extropia station
  (44 nysa)
  locus station
  locus station
  liberty station
  liberty station
  fissure gate
  fissure gate
  JUPITER
  TITAN
  TITAN
  URANUS
  discord gate
  discord gate
  ERIS
  pandora gate
  pandora gate
  SATURN
  SATURN
  THE SOLAR SYSTEM
  THE SOLAR SYSTEM
  not to scale
  not to scale
  INNER SYSTEM
  MERCURY
  SOL
  VULCANOIDS
  vulcanoid gate
  vulcanoid gate
  martian gate
  martian gate
  progress station
  progress station
  erato station
  erato station
  remembrance station
  remembrance station
  octavia station
  octavia station
  qing long station
  qing long station
  MARS
  MARTIAN
  TROJANS
  MARTIAN
  TROJANS
  VENUS
  LUNA
  EARTH
  EARTH
  
  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 geoengineer-
  ing 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
  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 under-
  ground mining stations, and a single large surface 
  mining concern, Cannon.
  RESOURCES AND ECONOMICS
  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 unwill-
  ing 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
  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
  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. 
  Coronal habitats are easily detectable at a great dis-
  tance because of the bow shock preceding them and 
  the plasma tail left behind in the solar wind.
  ATEN
  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 dis-
  coveries from this habitat involve propulsion systems 
  and new solar energy collection technologies.
  HOOVERMAN-GEISCHECKER
  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.
  UKKO JYLINÄ
  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 vibra-
  tions. 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-expel-
  ling maneuvering harnesses or resleeve in salamanders 
  if they need to do work requiring fine manipulation.
  VULCANOIDS
  The Vulcanoids are a population of asteroids that lie 
  between Mercury and the sun. Based on the predic-
  tions of early 21st-century science, the number of 
  Vulcanoids is unexpectedly small.
  V/2011-CALDWELL
  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, 
  88
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  Nonetheless, transhumanity has come to Venus and, 
  with it, debate over how to make use of the planet. 
  Venus has no permanently inhabited surface settle-
  ments other than a few mining camps and 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 increasingly at odds with Planetary 
  Consortium and Lunar-Lagrange Alliance interests.
  On some aerostats, areas populated only by inden-
  tured synthmorphs are open to the Venusian atmo-
  sphere. 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 consider-
  ing 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 com-
  etary bombardment or building a planet-sized sun 
  shade to cool the atmosphere—as not only unwork-
  able but disruptive to their lives and profits.
  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 hemi-
  sphere, 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
  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 river-like 
  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 pres-
  sure 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.
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  A TIME OF ECLIPSE
  89
  
  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 cap-
  sizing 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
  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 offworld 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 recently 
  designed flying squid and balloon fish.
  EARTH
  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, irradi-
  ated blast zones and desolate wasteland prevail. Due 
  to harsh climatic conditions, the wilderness has been 
  slow to reassert itself. 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 bombard-
  ment during the Fall reveal continents ravaged by 
  coastal flooding, desertification, and radical tempera-
  ture shifts. The only known detonation of an anti-
  matter bomb within a planetary atmosphere, cen-
  tered 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 ecosys-
  tems, leaving vast swathes of barren land and sea 
  inhabited by only the most adaptable species. Most 
  of Europe is sub-artic; much of Africa and North 
  America, desert. Ironically, transhumanity’s deploy-
  ment 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 opera-
  tion, but with exception of the Kilimanjaro beanstalk, 
  Venus is a fascinating place for climatologists, 
  geologists, and other planetary scientists. The discov-
  ery of Venusian protobacteria created a new branch 
  of life sciences overnight, though so far the practical 
  applications for organisms with such radically differ-
  ent metabolisms from terrestrial life have been limited.
  GERLACH
  Gerlach is an O’Neill cylinder supporting about 
  120,000 transhumans. Generally recognized as the 
  research powerhouse of Venus, Gerlach is also one of 
  the strangest places in the inner system. The inhabit-
  ants have strong ties to the argonauts, sympathies for 
  the outer-system autonomists, and are strong propo-
  nents of morphological freedom, cognitive experimen-
  tation, and open innovation. Gerlach’s main activities 
  are planetside research and exploration, hostile envi-
  ronment morph design, and aerostat construction.
  OCTAVIA
  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 stabi-
  lizing 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 
  90
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  VENUSIAN RUMORS
  [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 synth-
  morph-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 that 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. 
  
  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
  Essentially an armed-to-the-incisors scum barge, 
  Fresh Kills is a salvage base near the edge of the 
  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
  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 use Paradise for 
  important face-to-face meetings.
  VO NGUYEN
  The reclaimers maintain this station in high geosta-
  tionary orbit, monitoring Earth and making plans 
  for potential geoengineering 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
  The first planetary body to host permanent human 
  habitation, Earth’s sole moon competes with Titan 
  for the second largest population on a planetary body 
  in the solar system 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 Luna would remain 
  largely an automated mining concern, never attain-
  ing 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 
  the others were destroyed during the Fall, wrapping 
  around the planet as they crashed to Earth, leaving 
  swathes of destruction.
  POPULATION
  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 transhumans 
  remain. These numbers are hard to formulate, given 
  the limited number of remote areas where trans-
  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 universally end 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
  Earth had a mature orbital industry sector and a con-
  siderable 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 habi-
  tats 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 constructions. 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 habi-
  tats remain active here, many of them participants in 
  either the Planetary Consortium or Lunar-Lagrange 
  Alliance. Dozens of formerly derelict habitats have 
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  3.
  A TIME OF ECLIPSE
  91
  
  HELIUM-3 MINING
  Although it’s not the richest place to mine He-3, Luna 
  has such good infrastructure for extraction and dis-
  tribution 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 depos-
  its are exhausted a major issue.
  FINANCE
  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 finan-
  cial 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)
  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 Earth-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 cen-
  tered 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 nanobots, lit from above by sunlight 
  entering via great mirrored vents.
  NECTAR (NECTARIS)
  Nectar (population 9 million) lies about 100 kilo-
  meters due east of Theophilus crater on the Mare 
  Nectaris (Sea of Nectar) in Luna’s southern hemi-
  sphere. Nectar is a design powerhouse, home to the 
  great Lunar design houses that set fashion and design 
  major settlements, Erato, Nectar, and Shackle, were 
  multinational and hypercorp concerns with no strong 
  national affiliations. These three cities swelled over-
  night into polyglot refugee camps, while the Indian 
  settlement, New Mumbai, was nuked black by the 
  corps when it became apparent that a TITAN infec-
  tion had taken hold there.
  Bereft of nationhood, Lunars developed their own 
  resourceful, tough-minded culture that 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
  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 else-
  where in the system even choose a rotational speed 
  that simulates Lunar gravity in order to get the great-
  est benefit from Lunar designs.
  92
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  TILION’S JUPITER BRAIN
  [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 experi-
  ments 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 infil-
  trate and learn more, but we strongly suggest 
  an erasure squad be moved into position and 
  placed on standby. 
  
  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 pre-
  pared to be patient. A new homeworld is worth the 
  wait. Research into new plants and micro-organisms 
  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 star-
  tling contrasts, from the stark beauty of its mountain 
  ranges and high desert to the slowly greening bot-
  tomlands 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 travel-
  ers 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 gravity only 
  one-third of Earth’s, transhumans on Mars 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 devel-
  opment 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 infugee 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
  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 kilo-
  meters 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.
  trends for much of the solar system. Due to its loca-
  tion 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 skyhook.
  NEW MUMBAI CONTAINMENT ZONE
  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)
  Shackle (population 6 million), built in and around 
  the south polar Shackleton crater, is centered on one 
  of two major water extraction operations on Luna. 
  New Varanasi, the city of temples, is the most impres-
  sive 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 Earth. 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 indus-
  try 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.
  MARS
  Earth was the cradle of transhuman civilization, but 
  Mars, with a population of 200 million, is now its 
  heartland. When humanity began its spaceward dias-
  pora, 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 terrafor-
  ming 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 
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  3.
  A TIME OF ECLIPSE
  93
  
  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: 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, includ-
  ing 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
  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 terra-
  forming station and a major point of contact between 
  the semi-nomadic Barsoomian culture of the high 
  desert and the settled Martians of the equatorial 
  canyonlands. 10,000 scientists, historians, terraform-
  ing 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 
  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: Mars’s most notable landmark is 
  the mighty shield volcano Olympus Mons, on which 
  the first—and still principle—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: Most of transhumanity’s ter-
  raforming 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 plant species like crab grass, dandelions, 
  and towering Douglas firs (which botanists estimate 
  94
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 virtual ero per-
  formers, has to hustle constantly.
  NOCTIS-QIANJIAO
  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 con-
  sidered 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 impor-
  tant as the 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
  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 popula-
  tion 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. 
  act as historians of early Mars exploration. Sojourner 
  is particularly friendly and sometimes leads lucky 
  groups on walking tours of early landing sites.
  ELYSIUM
  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 metro-
  plexes 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 succes-
  sor to old Earth’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 pow-
  erhouse. Elysium may boast more exalt and sylph 
  morphs per capita than any other transhuman city. 
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  3.
  A TIME OF ECLIPSE
  95
  MARTIAN MANHUNT
  [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 drink-
  ing 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. 
  
  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 entertain-
  ment 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 percent-
  age 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 accom-
  modate 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 TROJANS
  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)
  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 effort to colonize 
  Mars. 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 habi-
  tat’s administration is beholden to several criminal 
  organizations who normally refrain from killing one 
  another. The habitat nominally obeys some hyper-
  corp principles, such as limited access to cornucopia 
  machines, forking, and AGIs. However, thriving grey 
  and black markets enable people with the right con-
  nections to acquire just about anything here.
  ASTEROID BELT
  Spread out over a massive region between the orbits 
  of Mars and Jupiter, the Main Belt contains a few 
  hundred asteroids greater than 100 kilometers in 
  diameter, over a thousand objects greater than 30 kilo-
  meters 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.
  Low atmospheric pressure and bone-freezing temper-
  atures 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 eleva-
  tor. The outskirts are economically depressed and 
  sometimes dangerous, mostly deserted and popu-
  lated 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)
  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, exca-
  vated the inside of the moonlet, and used a massive 
  solar array to convert it into a bubbleworld. From an 
  engineering standpoint, Progress is a wonder. It was 
  the first successful use of new methods to create a 
  Cole habitat after several previous attempts to create 
  bubbleworlds resulted in the asteroid or 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
  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, eater-
  ies, 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 
  96
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  NOVA YORK (METIS)
  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 
  buildings 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 environ-
  ment, 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
  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.
  RESOURCES AND ECONOMY
  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 only achieve escape velocity 
  with 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 
  RESOURCES AND ECONOMICS
  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 activ-
  ity continues to this day as transhumanity pushes 
  further out into the system.
  HABITATS
  Hundreds of small habitats, mostly involved in pros-
  pecting activities, dot the belt. Distant from Earth, 
  settlements in the belt were largely spared the devas-
  tation 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, though 
  some of these are now occupied by residents who are 
  best left to their solitude.
  CERES
  One of the system’s dwarf planets (along with the 
  likes of Pluto and Eris), Ceres is almost 1,000 kilo-
  meters 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 resup-
  plying 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)
  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 associa-
  tion 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 move-
  ments, Extropia is considered a utopia for trans-
  humans looking for body modifications. AGIs and 
  forking are accepted and allowed here. The transhu-
  man population is nearly ten million.
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  A TIME OF ECLIPSE
  97
  
  Saturn’s, which extends out for 20,000 kilometers 
  around the planet, encompassing the orbits of its two 
  closest moonlets.
  Jupiter’s gravity, however, 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 fac-
  tions are not so cooperative, and the Junta regularly 
  seizes or destroys blockade runners.
  HABITATS AND MOONLETS
  Most of Jupiter’s moons are really captured asteroids, 
  lacking the size and geological complexity of plan-
  etary bodies. All are occupied. Some were converted 
  to habitats; others host only Junta military and mining 
  outposts. The Jovian moonlets consist mostly of car-
  bonaceous 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 other factions) 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 thrust-
  ers 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 bioconserva-
  tive 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.
  AMALTHEA (SOLANO)
  The largest of the moonlets, hollow Amalthea is prob-
  ably 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 
  98
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  Europa suggested that beneath the ice would be fathom-
  less 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 
  Earth 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 Earth life, 
  which some 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
  Europa’s life forms, 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 ham-
  fisted 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
  Europan habitats take two forms: fortified fishing and 
  farming havens clinging to the spires of the lithoder-
  mic 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
  Larger in size than 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 
  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 envi-
  ronmental 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 ships problematic 
  at best. 1.5 million transhumans live on Solano.
  IO
  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 inter-
  action 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 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 activ-
  ity. The Junta’s most notorious prison, Maui Patera 
  Rehabilitation Center, is dug into a (mostly) extinct 
  caldera wall north of the equator.
  EUROPA
  Europa has no atmosphere and lies within the fear-
  some magnetosphere of Jupiter. Its surface is bom-
  barded 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 await-
  ing transhumanity was the terrain. The geology of 
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  A TIME OF ECLIPSE
  99
  
  but when someone speaks of “the Trojans” they’re 
  normally talking about the Jovian groups. In the early 
  days, L4 asteroids (ahead of Jupiter) were named after 
  Greek heroes of Homer’s Iliad; L5 asteroids (trailing 
  Jupiter) were 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 neigh-
  borhoods 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).
  RESOURCES AND ECONOMICS
  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 pres-
  ence. 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 carbo-
  naceous materials. Necessity has led to many innova-
  tions 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).
  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 techno-
  progressivism to gain a foothold.
  HYODEN
  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 short-
  ages, opened itself to those refugees who could make 
  it to Jupiter. Now Hyoden has 2 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
  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 ship-
  building, space construction, fabrication, and security 
  products and services. The Castle, the central security 
  network point from which all surveillance data col-
  lected 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)
  The Trojans and Greeks are two 600 million kilome-
  ter-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, 
  100
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 insur-
  ance companies, Locus runs on a pure reputation 
  economy. Security, maintenance, expansion, and 
  defense of the habitat are all performed by volun-
  teers. 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 a focal point in the 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 enti-
  ties 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 expedi-
  tionary fleet. The interlopers were caught completely 
  off-guard by a fierce and well-coordinated 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’s citizens, possibly the famous 
  programmer-armsman Teilhard Liu.
  LOCUS
  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 differ-
  ences 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), 
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  3.
  A TIME OF ECLIPSE
  101
  “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 pro-
  hibited. Further guidelines for coexist-
  ing 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 micro-
  singularities 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 
  
  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.
  RESOURCES AND ECONOMICS
  Gas mining on Saturn supplies 30 percent of the sys-
  tem’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 conven-
  tional means.
  THE RINGS AND CLASSICAL MINOR MOONS
  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 des-
  ignated by the letters “A” through “F” in the order in 
  which they were discovered. They vary in thickness 
  between 100 and 1,000 meters and in width from 
  20,000 kilometers down to just meters. In places there 
  are gaps between rings. The widest, the Cassini divi-
  sion, is 4,000 kilometers across.
  LOT 49
  Lot 49 is moored to the small asteroid 28349 Pynchon 
  in the amorphous Vonarburg-Shadyside neighbor-
  hood, 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, 
  meshed-over 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
  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 resource-hun-
  gry 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 
  102
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  GATE EXPEDITION REPORT 901127
  Gate Code Setting: [Encrypted]
  Gatekeeper Corporation Eyes Only
  Preliminary drone and sensor 
  reports 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 sapient activ-
  ity. 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 gatecrash-
  ers’ breadcrumb trail, the drone came 
  upon what appeared to be a severed 
  hand in a vacsuit glove near the limits 
  of its tether range. 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. 
  
  surface capped by domed parks and clus-
  ters of sleek, translucent minarets—well 
  protected from collisions by an aggres-
  sive satellite defense network. The lower 
  levels, stretching deep into Enceladus’s 
  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 primor-
  dial 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-capi-
  talist 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 influ-
  ence over body styles as the Lunar fashion 
  houses do over what people wear.
  EPIMETHUS AND JANUS
  (TWELVE COMMONS)
  These twin small, icy moonlets share virtu-
  ally 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 occupy-
  ing 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 intercon-
  nected 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 infor-
  mation, 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.
  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)
  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 skim-
  ming, 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)
  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 kilometer-
  high 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)
  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 
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  A TIME OF ECLIPSE
  103
  
  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 cor-
  ridors 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 (HARMONIOUS ANARCHY)
  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
  In addition to the classical satellites described here, 
  three groups of small objects unknown to early astron-
  omers 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 gener-
  ally 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)
  Volkograad’s closest competitor is this anarcho-
  capitalist outfit, most of whose founders were South 
  African. iZulu has a somewhat lower capacity than 
  Volkograad but will ship reactor mass to unusual loca-
  tions like the Trojans and the Kuiper Belt. iZulu is 
  GATEWAY (PANDORA)
  The Gateway settlement, on Saturn’s outer shepherd 
  moon Pandora, holds the first publicly known worm-
  hole 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 inde-
  pendent. 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 hege-
  mony in the outer system. So far, Titan’s neighbors are 
  buying it, even if the Planetary Consortium doesn’t.
  HYPERION
  With its chaotic, virtually unpredictable rotation, 
  Hyperion is a dangerous place to land ships. It 
  remains uninhabited.
  IAPETUS
  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 popu-
  lace 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 Jupiter 
  brain, turning the entire moon into a computational 
  structure. 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 is that the control-
  ling intelligence was either destroyed by an unknown 
  outside force or devoured itself in a fit of computa-
  tional 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 scientists trying to understand the Jupiter 
  brain 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
  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 abun-
  dant resources of the ring system. MeatHab started 
  104
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 zones 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 man-
  agement and now use indentures in worker pods to 
  maintain the port. This situation is tolerated by the 
  local crime bosses and loathed by the mostly anarchist 
  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)
  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 sub-
  surface ocean froze over.
  Godwinhead is now a dense, efficient settle-
  ment 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 very crowded beehive with nearly 400,000 inhabit-
  ants 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 popula-
  tions and millions of people in dead storage.
  PHELAN’S RECOURSE
  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 sta-
  tions, 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’ protesta-
  tions of legitimacy, the criminal element is heavily 
  represented here. The swarm represents an important 
  link in red and gray market supply chains.
  PROMETHEUS (MARSEILLES)
  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 rela-
  tive to the number of tankers that leave.
  RHEA (KRONOS CLUSTER)
  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, irreg-
  ular bunch of grapes suspended in space, an impres-
  sion 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 twist-
  ing side passages. These can be traversed by pushing 
  off hand- and toeholds on the walls or by catching 
  grab loops that move along “fast lanes” in the walls 
  of major floatways.
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  A TIME OF ECLIPSE
  105
  
  AARHUS
  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 numer-
  ous 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
  New Quebec lies on a plain in the Aaru region sur-
  rounded 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 free-
  doms, so the vices this gang trades in are of the black-
  est: 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.
  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.
  TITAN
  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 influ-
  encing 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 atmo-
  sphere, 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 upside, 
  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 accel-
  erator 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 downside, 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 oper-
  ations, 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, Deutsch, Mandarin, Svenska, 
  Dansk, and Suomi. Most citizens inhabit hazers, a 
  tall, fine-boned morph with very similar characteris-
  tics 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 conscien-
  tious objecters. Every citizen who has done military 
  service is part of the militia and has an assault 
  weapon in their home.
  106
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  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 colli-
  sion 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 mid-spring, during which thick 
  methane clouds darken the polar atmosphere. It 
  may be the unusual tilt of its axis and the accom-
  panying 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.
  NYHAVN
  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 con-
  nected by high-clearance flyways, where ground vehi-
  cles 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) lega-
  tions from the inner system. There is an active under-
  world, 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
  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 
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  3.
  A TIME OF ECLIPSE
  107
  
  threshold at your own risk. Any discoveries made via 
  this gate, however, must be shared for the collective 
  good of transhumanity.
  XIPHOS
  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 fright-
  eningly 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 popula-
  tion 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 zeroes—deaf, visually limited flats with no 
  mesh implants and limited mental capacity.
  NEPTUNE
  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
  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
  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 
  TITANIA AND OBERON
  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 set-
  tlements 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.
  CHAT NOIR AND FISSURE GATE
  Located on Oberon, this is the Uranian system’s 
  primary long haul spaceport, with a permanent popu-
  lation of 8,000. Chat Noir has fairly advanced ego-
  casting, resleeving, and manufacturing facilities for a 
  frontier outpost and is operated by several collectives 
  of anarchists. The reason for all of the infrastructure 
  is the Fissure Gate, the only Pandora gate in anarchist 
  hands (despite several Planetary Consortium expedi-
  tions to wrest control of it).
  Fissure Gate was discovered by a prospecting expe-
  dition 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 triangulating the source, the prospec-
  tors 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 prospec-
  tors 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 surround-
  ing 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, oper-
  ated 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 com-
  mercial interests (ruling out most hypercorps). 
  Support for gatecrashers is minimal—traverse the 
  108
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  ERIS
  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 the 
  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 tam-
  pered 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 loca-
  tion 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 hith-
  erto unknown force of exhumans 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
  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 avail-
  able 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 loca-
  tions include Pluto’s moon Hydra, the deep Kuiper 
  Belt, and even the Oort Cloud.
  EXTRASOLAR SYSTEMS
  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
  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 
  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
  The neo-avians who built this station threw away 
  the manual on habitat design and revisited the long-
  out 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 fusion-
  powered, 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
  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 1/3rd an AU from Neptune, has never been 
  visited—even by robotic probes.
  NEPTUNIAN TROJANS
  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
  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 con-
  tinually resurfacing the planet. The surface has few 
  inhabitants but several stations orbit here, using the 
  moon’s abundant raw materials and low escape veloc-
  ity to their advantage.
  THE EDGE OF THE SYSTEM
  Beyond Neptune lie only dwarf planets and icy aster-
  oids 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.
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  A TIME OF ECLIPSE
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  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 forbid-
  ding 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 morphologi-
  cally similar to arthropods or arachnids, earning them the designa-
  tion 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 transhuman-
  ity has found to a paradise since losing Earth. The native life is 
  carbon-based, 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 mega-continents 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 bio-
  sphere is diverse with many other megafauna, some quite dangerous.
  LUCA
  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’s infernal atmo-
  sphere 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 atmo-
  sphere—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.
  110
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  CTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  OTHER EXOPLANETS
  The number of extraterrestrial star systems that trans-
  humanity has visited via the gates now numbers into 
  the hundreds, if not more—though only a small per-
  centage 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: 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: Initially thought to just be an unremark-
  able 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, includ-
  ing the possibility of towing the craft to safer climes.
  Bluewood: One of the first anarchist colonies estab-
  lished 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 branch-
  works, the effect is beautiful and haunting.
  Nótt: 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 dis-
  appeared 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: TerraGenesis is redesigning this dry, arid 
  moonlet as an offworld preserve for animal life, 
  including many formerly extinct Earth species resur-
  rected from fossil DNA.
  Wormwood: 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.
  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 inci-
  dence of asteroid impacts. Banshee is an uneasy blend 
  of anarchist colonists and hypercorp interests.
  MISHIPIZHEU
  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 symbi-
  otes bob on the surface or maintain neutral buoyancy 
  in the depths, becoming platforms for complex ecosys-
  tems 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
  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 expe-
  riences 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 oppor-
  tunity to return to the solar system, these Synergists, 
  as they call themselves, have no desire to cut them-
  selves off from their shared consciousness.
  .3
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  3.
  A TIME OF ECLIPSE
  111
  ANALYSIS: MYST TREES
  [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 [[[[[[; ; 
  
  4
  DICE 
  Eclipse Phase uses percentile dice—d100,
  or two ten-sided dice (d10s) n p. 114
  MAKING TESTS
  All tests are d100 rolls, trying to roll under or equal to a target number. The target number is determined 
  by your skill rating, with modifiers applied depending on how difficult the task is. 00 is always a success; 
  99 always a failure. n p. 115
  GAME MECHANICS
  DICE  
  Eclipse Phase uses percentile dice—d100,
  or two ten-sided dice (d10s) n p. 114
  MAKING TESTS 
  All tests are d100 rolls, trying to roll under or equal to a target number. The target number is determined 
  by your skill rating, with modifiers applied depending on how difficult the task is. 00 is always a success; 
  99 always a failure. n p. 115
  4
  GAME MECHANICS
  
  CHARACTER DEFINITIONS  
  All Eclipse Phase characters have certain consider-
  ations to take into account before you move on to 
  character generation. These considerations are:
  GAME RULES SUMMARY  
  All the basics are summarized on p. 127,  
  with additonal references to where those rules are 
  found in the book. n p. 127
  Concept: Personality and Identity n p. 120
  Motivations: 3 ideologies, desires, or 
  driving factors. n p. 120
  Ego: Your inherent personal characteristics 
  that remain with you from morph to morph. 
  n p. 121
  Morph: Physical (and sometimes virtual) 
  form. n pp. 121 and 123
  Aptitudes: 7 core skills representing your 
  ingrained talents. n p. 122
  Learned Skills: Your education and 
  training; determines the target 
  numbers for most tests. n p. 123
  Traits: Qualities and features, both 
  negative and positive. n p. 123
  Rep: Aggregate opinions about your 
  character on varying social nets. n p. 125
  CHARACTER DEFINITIONS  
  All Eclipse Phase characters have certain consider-
  ations to take into account before you move on to 
  character generation. These considerations are:
  GAME RULES SUMMARY  
  All the basics are summarized on p. 127,  
  with additonal references to where those rules are 
  found in the book. n p. 127
  Concept: Personality and Identity n p. 120
  Motivations: 3 ideologies, desires, or 
  driving factors. n p. 120
  Ego: Your inherent personal characteristics 
  that remain with you from morph to morph. 
  n p. 121
  Morph: Physical (and sometimes virtual) 
  form. n pp. 121 and 123
  Aptitudes: 7 core skills representing your 
  ingrained talents. n p. 122
  Learned Skills: Your education and 
  training; determines the target 
  numbers for most tests. n p. 123
  Traits: Qualities and features, both 
  negative and positive. n p. 123
  Rep: Aggregate opinions about your 
  character on varying social nets. n p. 125
  
  In every game, there comes a time when the gamemas-
  ter must decide if a character succeeds or fails in an 
  action. This is when the players roll dice and the char-
  acters’ stats and abilities come into play. This chapter 
  defines the core mechanics and rules that govern the 
  outcomes of events in Eclipse Phase.
  THE ULTIMATE RULE
  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 interpreta-
  tion, 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 random-
  ness, 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
  Eclipse Phase uses 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 specifi-
  cally 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 of Eclipse 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.
  GAME MECHANICS
  4
  114
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  A NOTE ON TERMINOLOGY AND GENDER
  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. 
  n
  
  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
  The measure of a test’s diffi-
  culty 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 deter-
  mine 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 apply as the gamemaster deems appropriate, 
  but the cumulative modifiers may not exceed +/–60.
  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.
  EXAMPLE
  MAKING TESTS
  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 char-
  acter’s skills (discussed below) and ranges between 1 
  and 98. If you roll less than or equal to the target 
  number, you succeed (though the closer you get to the 
  target number, the better). 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
  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
  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 (see Aptitudes, p. 122). In other tests, the 
  target number will be an aptitude rating × 2 or × 3 or 
  two aptitudes added together. In these cases, the test 
  description will note what rating(s) to use.
  WHEN TO MAKE TESTS
  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 in Eclipse 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.
  TEST DIFFICULTY
  DIFFICULTY LEVEL
  MODIFIER
  Effortless
  +30
  Simple
  +20
  Easy
  +10
  Average
  +0
  Difficult
  –10
  Challenging
  –20
  Hard
  –30
   MODIFIER SEVERITY
  SEVERITY
  MODIFIER
  Minor
  +/– 10
  Moderate
  +/– 20
  Major
  +/– 30
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  4.
  GAME MECHANICS
  115
  
  or negative. Criticals have a very specific application 
  in combat tests (p. 191), 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 flour-
  ish 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 defense-
  less. Gamemasters are encouraged to be inventive with 
  their use of criticals and choose results that create 
  comedy, drama, or tension.
  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.
  EXAMPLE
  DEFAULTING: UNTRAINED SKILL USE
  Certain tests may call for a character to use a skill they 
  don’t have—a process called defaulting. In this case, 
  the character instead uses the rating of the aptitude 
  (p. 122) 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 
  Defaulting to Related Skills, p. 173). When allowed, 
  defaulting to another skill incurs a –30 modifier.
  Toljek is trying to casually sneak inside a hyper-
  corp 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.
  EXAMPLE
  CRITICALS: ROLLING DOUBLES
  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 
  116
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  SIMPLIFYING 
  MODIFIERS
  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 affect-
  ing the situation.
  EXAMPLE
  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 ent-
  optic 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
  If you wish to develop a more cinematic feel 
  for your game, or if you simply wish to encour-
  age 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
  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 game-
  master decides the extra description is worth 
  +10 to his Freerunning Test.
  
  TEAMWORK
  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 addi-
  tional character helping them out, up to a maximum 
  +30 modifier. Note that helping characters do not neces-
  sarily need to know the skill being used if the gamemas-
  ter decides that they can follow the primary actor’s lead.
  EXAMPLE
  The robotic leg on Eva’s synthetic morph is 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
  There are two types of tests in Eclipse Phase: Success 
  and Opposed.
  SUCCESS TESTS
  Success Tests are called for whenever a character is 
  acting without direct opposition. They are the stan-
  dard tests used to determine how well a character 
  exercises a particular skill or ability.
  Success Tests are handled exactly as described under 
  Making Tests, p. 115. The player rolls d100 against a 
  target number equal to the character’s skill +/– modi-
  fiers. 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
  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 EXTRA TIME
  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 extra time 
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  GAME MECHANICS
  117
  
  test. For example, a character who rolls a 20 against a 
  target number of 55 succeeds with an MoS of 20. The 
  higher the character rolls while still making it equal 
  to or less than the target number, the higher the MoS. 
  Higher skills thus make it possible to get a higher MoS.
  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 65, so Stoya needs to roll 65 or less to kick 
  the device away (though she may still be damaged 
  when it explodes) and 30 or higher to kick it into 
  the hatch (in which case she will be completely safe 
  when it detonates). She rolls a 32—a success with a 
  high enough MoS to kick it in the hatch! 
  EXAMPLE
  At other times, it may be important to know how 
  badly a character fails as determined by a Margin 
  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.
  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—an 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 an MoS of at least 63 on a 
  Perception Test to recognize the person.
  EXAMPLE
  EXCELLENT SUCCESSES/SEVERE FAILURES
  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.
  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 33), 
  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.
  EXAMPLE
  may still not guarantee a favorable outcome. You may 
  take extra time even when defaulting (see Defaulting: 
  Untrained Skill Use, 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 extra 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
  Srit is searching through an abandoned space-
  ship, 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
  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 a Simple 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 deter-
  mines whether the character succeeds strongly (rolls 
  equal to or less than the target number) or succeeds 
  weakly (rolls above the target number).
  EXAMPLE
  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
  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 certain Margin of Success (MoS). MoS is simply 
  determined by what the character rolled on a successful 
  118
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 spe-
  cific Variable Opposed Test.
  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.
  EXAMPLE
  TIME AND ACTIONS
  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 called Action Turns.
  ACTION TURNS
  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 (see Initiative, p. 121). Action 
  Turns are further subdivided into Action 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
  The types of actions a character may take in an 
  Action Turn are broken down to: Automatic, Quick, 
  Complex, and Task actions.
  AUTOMATIC ACTIONS
  Automatic actions are “always on” and require no 
  effort from the character, assuming they are conscious.
  Examples: basic perception, certain psi sleights
  QUICK ACTIONS
  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
  Complex actions require concentration or effort. The 
  number of Complex actions a character may take per 
  turn is determined by their  Speed stat (p. 121) .
  Examples: attacking, shooting, acrobatics, disarm-
  ing a bomb, detailed examination
  OPPOSED TESTS
  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 charac-
  ters 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 partici-
  pants 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
  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 manner-
  isms, 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 game-
  master 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
  In some cases, it may also be important to note a char-
  acter’s Margin of Success or Failure in an Opposed Test, 
  as with a Success Test above. In this case, the MoS/MoF 
  is still simply determined by the character’s roll—it is 
  not measured against the opposing character’s roll.
  VARIABLE OPPOSED TEST
  In some cases, the rules will call for a Variable Opposed 
  Test, which allows for slightly more outcomes than a 
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  GAME MECHANICS
  119
  
  and sense of identity. At the very least, you 
  should be able to sum up your character 
  concept in a single sentence, such as “cantan-
  kerous 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 Generation, (p. 130).
  MOTIVATIONS
  The clash of ideologies and memes is a core 
  component of Eclipse 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 sup-
  ports—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 hyper-
  corp’s corruption, obtaining massive personal 
  wealth, or winning victories for uplifted rights. 
  A motivation may also be framed in opposi-
  tion to something; for example, anti-capital-
  ism or anti-pod-citizenship, or staying out 
  of jail. In essence, these are ideas that moti-
  vate 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 coopera-
  tion 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 pur-
  poses. It also serves to regain Moxie points 
  (p. 122) and earn Rez Points (see 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 
  TASK ACTIONS
  Task actions are any actions that require 
  longer than one Action Turn to complete. 
  Each Task action has a timeframe, usually 
  listed in the task description or otherwise 
  determined by the gamemaster. The time-
  frame 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 (see Margin 
  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 charac-
  ter only works eight hours per day. A char-
  acter that works more hours per day may 
  reduce the time accordingly. Characters 
  working on Task actions may also inter-
  rupt 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 Extra Time (p. 117), a 
  character may rush the job on 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 reduc-
  tion of 60 percent with a maximum modifier 
  of –60).
  DEFINING YOUR CHARACTER
  In order to gauge and quantify what your 
  character is merely good at and what they 
  excel in—or what they are clueless about 
  and suck at—Eclipse Phase uses 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
  Your character concept defines who you are 
  in the Eclipse Phase universe. You’re not 
  just a run-of-the-mill plebeian with a boring 
  and mundane life, you’re a participant in a 
  post-apocalyptic transhuman future who 
  gets caught up in intrigue, terrible danger, 
  unspeakable horrors, and scrambling for sur-
  vival. 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 
  120
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  Lazaro’s Intuition is 15 and his Reflexes score is 
  20. That means his Initiative is 7 (15 + 20 = 35, 
  35 ÷ 5 = 7).
  EXAMPLE
  SPEED (SPD)
  The Speed stat determines how often your character 
  gets to act in an Action Turn (see Initiative, 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)
  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 deter-
  mines the amount of damage your morph can take 
  before you are incapacitated or killed  (see Physical 
  Health, p. 206).
  Durability is unlimited, though the range for base-
  line (unmodified) humans tends to fall between 20 and 
  60. Your Durability stat is determined by your morph.
  WOUND THRESHOLD (WT)
  A Wound Threshold is used to determine if you 
  receive a wound each time you take physical damage 
  (see Physical 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)
  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 × 1.5 for bio-
  morphs and DUR × 2 for synthmorphs.
  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 × 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 × 1.5).
  EXAMPLE
  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
  Eclipse Phase’s setting dictates that a distinction must 
  be made between a character’s ego (their ingrained self, 
  their personality, and inherent traits that perpetuate in 
  continuity) and their morph (their ephemeral physi-
  cal—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 char-
  acter’s ego, which means they stay with them through-
  out 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
  Your character’s stats measure several characteristics 
  that are important to game play: Initiative, Speed, 
  Durability, Wound Threshold, Lucidity, Trauma 
  Threshold, and Moxie. Some of these stats are inher-
  ent to your character’s ego, others are influenced or 
  determined by morph.
  INITIATIVE (INIT)
  Your character’s Initiative stat helps determine when 
  they act in relation to other characters during the Action 
  Turn (see Initiative, p. 188). Your Initiative stat is equal 
  to your character’s Intuition + Reflexes aptitudes (see 
  Aptitudes, next page) divided by 5 (rounded up). Certain 
  implants and other factors may modify this score.
  EGO STATS
  Initiative 
  Lucidity 
  Trauma Threshold 
  Insanity Rating 
  Moxie
  MORPH STATS
  Speed 
  Durability 
  Wound Threshold 
  Death Rating 
  Damage Bonus
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  GAME MECHANICS
  121
  
  • The character may ignore a critical failure, treat-
  ing 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 sig-
  nificant period. Moxie points may also be regained if 
  the character achieves a personal goal, as determined 
  by their Motivations (see p. 120). The gamemaster 
  determines how much Moxie is regained in propor-
  tion to the goal achieved.
  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!
  EXAMPLE
  DAMAGE BONUS
  The Damage Bonus stat quantifies how much extra 
  oomph your character is able to give their melee and 
  thrown weapons attacks. Damage Bonus is deter-
  mined by dividing your Somatics aptitude (see below) 
  by 10 and rounding down.
  CHARACTER SKILLS
  Skills represent your character’s talents. Skills are 
  broken down into aptitudes (ingrained abilities that 
  everyone has) and learned skills (abilities and knowl-
  edge picked up over time). Skills determine the target 
  number used for tests (see Making Tests, p. 115).
  APTITUDES
  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 char-
  acter 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 char-
  acter doesn’t have the skill necessary for a test, they 
  may default to the aptitude instead (see Defaulting: 
  Untrained Skill Use, p. 116).
  LUCIDITY (LUC)
  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 incapaci-
  tated or driven insane (see Mental Health, p. 209).
  Lucidity is unlimited, but generally ranges from 
  20 to 60 for baseline unmodified humans. Lucidity is 
  determined by your Willpower aptitude × 2.
  TRAUMA THRESHOLD (TT)
  The Trauma Threshold determines if you suffer a 
  trauma (mental wound) each time you take stress (see 
  Mental 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)
  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 × 2.
  EXAMPLE
  Cole’s Willpower is 16. That makes his Lucidity 
  stat 32 (16 × 2), his Trauma Threshold 7 (32 ÷ 5, 
  rounded up), and his Insanity Rating 64 (32 × 2) 
  MOXIE
  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 pur-
  chased 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 negative 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.
  122
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 (see Complete Skill 
  List, p. 176).
  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.
  EXAMPLE
  CHARACTER TRAITS
  Traits include a range of inherent qualities and fea-
  tures 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 charac-
  ter’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 (see Traits, 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 cir-
  cumstances—and only with gamemaster approval—
  traits may be purchased, bought off, or inflicted 
  during gameplay (see Gaining/Losing Traits, p. 153).
  CHARACTER MORPH
  In Eclipse 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 your-
  self up and don’t go insane. The term morph 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 Starting Morphs, p. 139). 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 (see Implants, p. 126). All of 
  these factors are noted in the individual morph 
  descriptions  (see p. 139).
  There are 7 aptitudes in Eclipse Phase:
  • Cognition (COG) is your aptitude for problem-
  solving, logical analysis, and understanding. It 
  also includes memory and recall.
  • Coordination (COO) is your skill at integrat-
  ing 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
  Learned skills encompass a wide range of specialties 
  and education, from combat training to negotiating 
  to astrophysics (see Skill List, p. 176, for a complete 
  list). 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 underly-
  ing 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 ((see 
  Defaulting: Untrained Skill Use, p. 116)).
  SPECIALIZATIONS
  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 charac-
  ter utilizes that skill in the area of specialization.
  Specializations may be purchased during char-
  acter creation or advancement for any existing skill 
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  GAME MECHANICS
  123
  
  EXAMPLE
  Eva has a Cognition aptitude of 25. She is unfor-
  tunately 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
  In the advanced technological setting of Eclipse Phase, 
  characters don’t get by on their wits and morphs 
  alone; they take advantage of their credit and reputa-
  tion 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
  In an age of ubiquitous computing and omnipres-
  ent surveillance, privacy is a thing of the past—who 
  you are and what you do is easily accessed online. 
  Characters in Eclipse 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 
  If you plan on switching your current morph to 
  another during gameplay, you may first want to back 
  yourself up (see Backups and Uploading, 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 under Resleeving, p. 270.
  APTITUDE MAXIMUMS
  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 (including any bonuses from that morph)
  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 aug-
  mented values may exceed a morph’s aptitude maxi-
  mums, 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.
  124
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 meaning-
  less, 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 fac-
  tions, 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, preservation-
  ists, 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 crimi-
  nal 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 research-
  ers, 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, see  Reputation and 
  Social Networks, p. 285.
  Note that each Rep score is tied to a particular 
  identity.
  hand, anyone with a copy of your biometrics or gene-
  print is going to have an edge tracking you down or 
  finding any forensic traces you leave behind (for more 
  on ID, see Identity, p. 279).
  SOCIAL NETWORKS
  Social networks represent people the character knows 
  and social groups with which they interact. These 
  contacts, friends, and acquaintances are not just main-
  tained 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 under Reputation and Social 
  Networks, p. 285.
  CRED
  The Fall devastated the global economies and cur-
  rencies of the past. In the years of reconsolidation 
  that followed, the hypercorps and governments 
  inaugurated a new system-wide electronic monetary 
  system. Called credit, 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 electroni-
  cally, 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
  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 
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  GAME MECHANICS
  125
  
  GEAR
  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 Purchase Gear, p. 137) and 
  in the game with Credit or Rep. Certain restricted, 
  illegal, or hard-to-find items may require special 
  efforts to obtain (see Acquiring Gear, p.  296). If 
  you have access to a nanofabricator, you may be 
  able to simply build gear, presuming you have the 
  proper blueprints (see Nanofabrication, p.  284). 
  For a complete listing of equipment options, see the 
  Gear chapter, starting on 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 situa-
  tion. 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 the Gear Costs table on p. 137
  IMPLANTS
  Implants include cybernetic, bionic, genetech, and 
  nanoware enhancements to your character’s morph 
  (or mechanical enhancements in the case of a syn-
  thetic 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 (see 
  Morph 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 (see Healing Vats, p. 327.) For a complete 
  list of available implant/enhancement options, see 
  pp. 300–312, Gear.
  PSI
  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 advan-
  tages—as well as some disadvantages. A character 
  requires the Psi trait (p. 147) to use psi abilities, which 
  are called sleights. Psi users are called asyncs. A full 
  explanation of psi and details on the various sleights 
  can be found in the Mind Hacks chapter, p. 220
  126
  SKILLS
  REFERENCE
  RUNNING THE GAME
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  ELCOME TO FIREWALL
  SYNOPSIS
  
  TABLE OF CONTENTS
  127
  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 TESTS, (P. 117)
  • To succeed, roll d100 and score equal to or less than 
  the skill +/– modifiers.
  OPPOSED TESTS, (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 TESTS, (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:
  n Minor (+/–10)
  n Moderate (+/–20)
  n 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 EXTRA TIME, (P. 117)
  • 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. 122)
  • 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. 119)
  • 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.
  GAME RULES SUMMARY
  Everything you need to know about the rules—summed up on a single page.
  
  BEFORE YOU START…
  Many of the concepts in this chapter are described in the previous chapter. Unless 
  you have someone to help you through character creation, you’ll probably want to 
  read Chapter 4: Game Mechanics first, or be prepared to flip back-and-forth with 
  it as you make your first character. 
  Background: Choose or create your 
  background—where you came from, not 
  where you’re going! n p. 131 
  Factions: The group of people 
  with which you associate and 
  identify. n p. 132
  Motivations: Choosee 3 memes, 
  ideologies, or goals that drive your 
  character. n pp. 138
  Example: A sample character, built start to 
  finish. n p. 135 and 137
  STEP-BY-STEP 
  This overview of character creation should be referred to as 
  you work your way through the creation process. n p. 130
  CHARACTER CREATION 
  BEFORE YOU START…
  Many of the concepts in this chapter are described in the previous chapter. Unless 
  you have someone to help you through character creation, you’ll probably want to 
  read Chapter 4: Game Mechanics first, or be prepared to flip back-and-forth with 
  it as you make your first character. 
  Background: Choose or create your 
  background—where you came from, not 
  where you’re going! n p. 131 
  Factions: The group of people 
  with which you associate and 
  identify. n p. 132
  Motivations: Choosee 3 memes, 
  ideologies, or goals that drive your 
  character. n pp. 138
  Example: A sample character, built start to 
  finish. n p. 135 and 137
  STEP-BY-STEP 
  This overview of character creation should be referred to as 
  you work your way through the creation process. n p. 130
  CHARACTER CREATION 
  
  5
  AND ADVANCEMENT
  MORPHS 
  Choose your body from one of 29 available 
  biological and synthetic options, including modified 
  transhumans, pods, uplifts, robotic shells, and even 
  virtual infomorphs. 
  n p. 139 
  CHARACTER ADVANCEMENT
  As your character accomplishes their goals, they’ll gain Rez 
  points that can be spent to improve skills, aptitudes, and other 
  characteristics! n p. 152
  TRAITS
  A complete list of positive and negative qualities for 
  your character’s ego or morph. n p. 145
  5
  MORPHS 
  Choose your body from one of 29 available 
  biological and synthetic options, including modified 
  transhumans, pods, uplifts, robotic shells, and even 
  virtual infomorphs. 
  n p. 139 
  CHARACTER ADVANCEMENT
  As your character accomplishes their goals, they’ll gain Rez 
  points that can be spent to improve skills, aptitudes, and other 
  characteristics! n p. 152
  TRAITS
  A complete list of positive and negative qualities for 
  your character’s ego or morph. n p. 145
  AND ADVANCEMENT
  
  The first step towards playing Eclipse 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. 154–160. 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 genera-
  tion, from the general concept and personality to the 
  crunchy game statistics.
  CHARACTER GENERATION
  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 abili-
  ties 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 person-
  ality 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 ques-
  tions 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 an 
  Eclipse Phase character is not random—you have 
  complete control over every aspect of your charac-
  ter’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 
  Creation sidebar.
  CHARACTER CONCEPT
  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 
  their 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 arche-
  ologist if someone else is already set on playing one, 
  especially when the team lacks a good combat special-
  ist 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 in 
  with a few more details, making it into a one-sentence 
  5
  CHARACTER CREATION AND ADVANCEMENT
  130
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  STEP-BY-STEP GUIDE TO 
  CHARACTER CREATION
  1. Define Character Concept (p. 130)
  2. Choose Background (p. 131)
  3. Choose Faction (p. 132)
  4. Spend Free Points (p. 134)
  a) 105 aptitude points
  b) 1 Moxie
  c) 5,000 credit
  d) 50 Rep
  e) Native tongue
  5. Spend Customization Points (p. 135)
  a) 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
  b) Active skill minimum: 400 CP
  c) Knowledge skill minimum: 300 CP
  d) Choose Starting Morph (pp. 136 and 139)
  d) Choose Traits (pp. 136 and 145)
  6. Purchase Gear (p. 137)
  7. Choose Motivations (p. 138)
  8. Calculate Remaining Stats (p. 138)
  9. Detail the Character (p. 139) 
  n
  
  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
  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, Social skills bought with Customization 
  Points are double price
  Common Morphs: Infomorphs, synthetic morphs
  ISOLATE
  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
  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
  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
  summary. If you started with the concept of “xeno-
  sociologist,” expand it to “open-minded amateur 
  linguist and expert xenosociologist who is fascinated 
  by alien cultures, collects Factor kitsch, has a high tol-
  erance 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
  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 guide-
  lines to keep it balanced.
  DRIFTER
  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
  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 your-
  self 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
  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 
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  5.
  CHARACTER CREATION
  131
  
  CHOOSE FACTION
  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 numer-
  ous 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
  You are opposed to hierarchy, favoring flat forms of 
  social organization and directly democratic decision-
  making. 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 ter-
  rorist 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
  You are part of a scientific technoprogressive move-
  ment 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
  MARTIAN
  You were raised in a station 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
  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 special-
  ized 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
  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 offworld, 
  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
  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
  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
  132
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  BARSOOMIAN
  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 hyper-
  corp 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
  You or your faction is reluctant to deal with the rest of the trans-
  humanity and the various goings-on in the rest of the system. Your 
  particular grouping may have sought out self-imposed 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
  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 member-for-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
  You are an anarchistic supporter of the free market and private 
  property. You oppose government and favor a system where secu-
  rity and legal matters are handled by private competitors. Whether 
  you consider yourself an anarcho-capitalist or a mutualist (a differ-
  ence 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
  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
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  5.
  CHARACTER CREATION
  133
  
  SOCIALITE
  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, innu-
  endo, 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
  You are a participant in the Titanian Commonwealth’s 
  socialist cyberdemocracy. Unlike other autonomist proj-
  ects, Titanian joint efforts have assembled some impres-
  sive 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
  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 transhu-
  mans 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
  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
  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 charac-
  ter, 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, next page).
  JOVIAN
  Your faction is noted for its authoritarian regime, 
  bioconservative ideologies, and militaristic tendencies. 
  Where you come from, technology is not to be trusted 
  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/advanced nanotech
  Common Morphs: Flats and Splicers
  LUNAR
  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 encour-
  ages 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
  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
  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 boundar-
  ies 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
  134
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 char-
  acter. 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 indi-
  vidual skills. To reflect this, CP must be spent at a 
  specific ratio according to the specific boost desired.
  CUSTOMIZING APTITUDES
  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
  Moxie may be raised at the cost of 15 CP per Moxie 
  point. The maximum to which Moxie may be raised 
  is 10.
  STARTING APTITUDES
  Your character receives 105 free points to distribute 
  among their 7 aptitudes: Cognition, Coordination, 
  Intuition, Reflexes, Savvy, Somatics, and Willpower 
  (see Aptitudes, p.  122). (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, p. 149), and 
  no aptitude may be raised higher than 30 (unless you 
  take the Exceptional Aptitude trait, see p. 146). Note 
  that certain morphs (flats and splicers, for example) 
  may also put a cap on how high you can raise your 
  aptitudes (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
  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
  Every character starts off with a Moxie stat of 1 (see 
  Moxie, p. 122).
  CREDIT
  All characters are given 5,000 credits with which 
  to purchase gear during character creation, unless 
  you have the Fall Evacuee or Re-instantiated back-
  ground (in which case you start with 2,500 or 0 
  credits, respectively). See Purchase Gear, p. 137, for 
  more details.
  REP
  Your character isn’t a complete newbie. You get 50 
  rep points to divide between the reputation net-
  works of your choice (see Reputation and Social 
  Networks, p. 285).
  SPEND CUSTOMIZATION POINTS
  Now that you have the basics of your character 
  fleshed out, you can spend additional Customization 
  Points (CP) to fine-tune your character. Each charac-
  ter is given 1,000 CP, which may be used to increase 
  CUSTOMIZATION POINTS
  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.
  EXAMPLE
  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.
  EXAMPLE
  Example continued on p. 137 ➟ ➟ ➟
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  5.
  CHARACTER CREATION
  135
  
  STARTING MORPH
  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 charac-
  ter 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
  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 char-
  acter, 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 
  (no matter how many morphs you buy).
  Positive traits are listed on p. 145, negative traits 
  are listed 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
  Characters who purchase the Psi trait, (p. 147) may 
  spend CP to purchase sleights (see Psi-Chi Sleights, 
  p. 223). These represent specific psi abilities the char-
  acter 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.
  LEARNED SKILLS
  Each character must purchase a minimum of 400 
  CP of Active skills and 300 CP of Knowledge skills 
  (see Skills, ?). 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 mul-
  tiples 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 char-
  acter 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
  Specializations, (p. 173) may also be purchased at the 
  cost of 5 CP per specialization. You may purchase spe-
  cializations 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
  If you want more cred to spend on gear, every CP will 
  get you 1,000 credits. See Purchase Gear, p. 137, for 
  details on buying stuff. The maximum CP you can 
  spend on additional credits is 100.
  INCREASING REP
  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.
  136
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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.
  PURCHASE GEAR
  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. 296). Use the average costs for each cost category 
  when calculating gear prices. Expensive items with a 
  minimum listed cost that minimum amount.
  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. 331) at no cost.
  There is no limitation other than what the gamemas-
  ter allows on what gear characters can and cannot buy 
  during character creation. Both the players and game-
  master 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, 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.
  EXAMPLE
  Tai now has 1,000 points to customize. She wants to be 
  lucky, so she starts right off spending 60 (4 × 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 × 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 apti-
  tudes 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.
  EXAMPLE
  GEAR COSTS
  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
  ➟ ➟ ➟
   Example continued from p. 135
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  CHARACTER CREATION
  137
  
  • Damage Bonus, (p.  122) for melee equals  
  SOM ÷ 10 (round down).
  • Death Rating, (p.  121) equals DUR  ×  1.5  
  (biomorphs, round up) or DUR × 2 (synthmorphs)
  • Speed, (p.  121) equals 1 (3 for infomorphs), 
  modified as appropriate by implants.
  CHOOSE MOTIVATIONS
  The next step is to choose 3 personal motivations for 
  your character (Motivations, p. 120). These are memes, 
  in the form of ideologies or goals, which your char-
  acter is pursuing. These may be as specific as “under-
  mine 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 (this page, below). You 
  should work with your gamemaster when choos-
  ing 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 (see 
  Changing Motivation, p. 152). Motivations will help 
  your character regain Moxie, (p. 122) and earn extra 
  Rez Points during gameplay (p. 385).
  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 per-
  sonality, whereas “–Reclaim Earth” means that your 
  character opposes the goal of reclaiming Earth.
  FINAL TOUCHES
  Now that you have everything settled, there are a few 
  final steps.
  REMAINING STATS
  A few stats now need to be calculated and added to 
  your character sheet:
  • Lucidity, (p. 122) equals your character’s WIL × 2.
  • Trauma Threshold, (p. 122) equals your LUC 
  divided by 5 (round up).
  • Insanity Rating, (p. 122) equals LUC × 2.
  • Initiative, (p.  121) equals your character’s  
  (REF + INT) ÷ 5.
  EXAMPLE MOTIVATIONS
  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
  138
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  FLATS
  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 citi-
  zens 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
  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 major-
  ity 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
  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
  Mentons are genetically modified to increase cogni-
  tive abilities, particularly learning ability, creativity, 
  attentiveness, and memory. Rumors exist of super-
  enhanced 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
  DETAILING THE CHARACTER
  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
  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 apti-
  tude 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 apti-
  tude; 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 perma-
  nent for that morph (i.e., if another character resleeves 
  into that morph, the bonuses remain the same).
  BIOMORPHS
  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.
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  CHARACTER CREATION
  139
  
  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
  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 transhu-
  manity 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
  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, Chame-
  leon 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
  Hibernoids are transgenic-modified humans with 
  heavily altered sleep patterns and metabolic processes. 
  Hibernoids have a decreased need for sleep, requir-
  ing 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 
  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
  Olympians are human upgrades with improved 
  athletic capabilities like endurance, eye-hand coor-
  dination, and cardiovascular 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
  SYLPHS
  Sylph morphs are tailor-made for media icons, elite 
  socialites, XP stars, models, and narcissists. Sylph 
  gene sequences are specifically designed for dis-
  tinctive good looks. Ethereal and elfin features are 
  common, with slim and lithe bodies. Their metabo-
  lism 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
  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
  Furies are combat morphs. These transgenic human 
  upgrades feature genetics tailored for endur-
  ance, strength, and reflexes, as well as behavioral 
  140
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  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 modifica-
  tions 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 manipu-
  lation. 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, −1, use 
  Unarmed Combat skill), Flight, +5 INT, +10 REF, +5 
  to one other aptitude of the player’s choice. Neo-avians 
  count as a small target (−10 modifier to hit in combat).
  CP Cost: 25
  Credit Cost: Expensive
  NEO-HOMINIDS
  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: Expensive
  OCTOMORPHS
  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 
  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, Circa-
  dian 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
  Neotenics are transhumans modified to retain a child-
  like form. They are smaller, more agile, inquisitive, 
  and less resource-depleting, making them ideal for 
  habitat living and spacecraft. Some people find neo-
  tenic 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
  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 ulti-
  mates 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, Circa-
  dian Regulation, Clean Metabolism, Cortical Stack, 
  Eidetic Memory, Enhanced Respiration, Tempera-
  ture 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
  Adapted for survival with minimum gear in the 
  not-yet-terraformed Martian environment, these 
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  CHARACTER CREATION
  141
  
  a skeletal structure so they can squeeze 
  through tight spaces. Octomorphs typi-
  cally crawl along in zero gravity 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 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, AP −1, 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
  Pods (from “pod people”) are vat-grown, biological 
  bodies with extremely undeveloped brains that are aug-
  mented with an implanted computer and cybernetics 
  system. Though typically run by an AI, pods are socially 
  unfavored in some stations, used as 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 bio-
  logical 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 bio-
  morphs for all rules purposes.
  PLEASURE PODS
  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 phero-
  mones, 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, neuter, or other 
  intersex variations.
  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
  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
  NOVACRAB
  Novacrabs are a pod design bioengineered from 
  coconut crab and spider crab stock and grown to a 
  larger (human) size. Novacrabs are ideal for hazard-
  ous 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 resolu-
  tion), gills, dexterous manipulatory digits on their fifth 
  set of limbs, and transgenic vocal cords.
  142
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  CASE
  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 shells exist, they are 
  uniformly regarded as shoddy and inferior. Most case 
  morphs are vaguely anthropomorphic, with a thin 
  framework body standing just shorter than an average 
  human. They 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
  Synths are anthropomorphic 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 com-
  monly used for people who need a body 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
  ARACHNOIDS
  Arachnoid robotic shells are 1-meter in length, seg-
  mented into two parts, with a smaller head like a 
  spider or termite. They feature four pairs of 1.5-meter-
  long 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 manipula-
  tor claws on each arm/leg can be switched out with 
  extendable mini-wheels for high-speed skating move-
  ment. 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.
  Implants: Basic Biomods, Basic Mesh Inserts, Cara-
  pace Armor, Cortical Stack, Cyberbrain, Enhanced 
  Respiration, Gills, Mnemonic Augmentation, 
  Oxygen Reserve, Puppet Sock, Temperature Toler-
  ance, 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 apti-
  tudes of the player’s choice
  CP Cost: 60
  Credit Cost: Expensive (minimum 30,000+)
  SYNTHETIC MORPHS
  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 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 interfer-
  ence. 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. 306).
  • 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.
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  CHARACTER CREATION
  143
  
  REAPER
  The reaper is a common combat bot, used in place of 
  biomorph soldiers and typically operated via teleop-
  eration 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 advan-
  tage 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, Cyber-
  brain, Cyber Claws, Extra Limbs (4), 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
  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 apti-
  tude of the player’s choice, Armor 8/8
  CP Cost: 40
  Credit Cost: Expensive
  SWARMANOID
  The swarmanoid is not a single shell per se, but rather 
  a swarm of hundreds of insect-sized robotic micro-
  drones. Each individual “bug” is capable of crawling, 
  rolling, hopping several meters, or using nanocopter 
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Enhanced Vision, Extra 
  Limbs (10 Arms/Legs), Lidar, Mnemonic Augmenta-
  tion, 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
  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), dragonflies 
  count as a small target (–10 to hit in combat)
  CP Cost: 20
  Credit Cost: High
  FLEXBOTS
  Designed for multipurpose 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 (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, Nano-
  scopic Vision, Shape Adjusting
  Mobility System: Walker (4/16), Hover (8/40)
  Aptitude Maximum: 30 (SOM 25)
  Durability: 25
  Wound Threshold: 5
  Advantages: Armor 4/4, individual flexbots count as a 
  small target (–10 modifier to hit in combat)
  CP Cost: 20
  Credit Cost: Expensive
  144
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  Cost: 10 CP
  The character can use and manipulate objects 
  equally well with both hands (they do not suffer the 
  off-hand modifier, as noted under Wielding Two or 
  More Weapons, p. 206). If the character has other 
  prehensile limbs (feet, tail, tentacles, etc.), this trait 
  may be applied to a limb other than the hand. This 
  trait may be taken multiple times for multiple limbs.
  ANIMAL EMPATHY
  Cost: 5 CP
  The character has an instinctive feel for handling 
  and working with non-sapient animals of all kinds. 
  Apply a +10 modifier to Animal Handling skill tests 
  or whenever the character makes a test to influence or 
  interact with an animal.
  BRAVE
  Cost: 10 CP
  This character does not scare easily and will 
  face threats, intimidation, and certain bodily harm 
  without flinching. As a side effect, the character is 
  not always the best at gauging risks, especially when 
  it comes to factoring in danger to others. The char-
  acter receives a +10 modifier on all tests to resist 
  fear or intimidation.
  COMMON SENSE
  Cost: 10 CP
  The character has an innate sense of judgment that 
  cuts through other distractions and factors that might 
  cloud a decision. Once per game session, the player 
  may ask the gamemaster what choice they should 
  make or what course of action they should take, and 
  the gamemaster should give them solid advice based 
  on what the character knows. Alternatively, if the 
  character is about to make a disastrous decision, the 
  gamemaster can use the character’s free hint and warn 
  the player they are making a mistake.
  DANGER SENSE
  Cost: 10 CP
  The character has an intuitive sixth sense that 
  warns them of imminent threats. They receive a +10 
  modifier on Surprise Tests (p. 204).
  DIRECTION SENSE
  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 retrac-
  ing a path they have taken.
  fan blades for airlift. The controlling computer, 
  cortical stack, 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 Augmenta-
  tion, 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
  Infomorphs are digital-only forms—they lack a physi-
  cal 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. 265.
  Enhancements: Mnemonic Augmentation
  Aptitude Maximum: 40
  Speed Modifier: +2
  Disadvantages: No physical form
  CP Cost: 0
  Credit Cost: 0
  TRAITS
  Unless otherwise noted, listed traits are ego traits.
  POSITIVE TRAITS
  Positive traits provide bonuses to the character in 
  certain situations.
  ADAPTABILITY
  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 (p. 271) and Alienation Tests (p. 272).
  ALLIES
  Cost: 30 CP
  The character is part of or has a relationship 
  with some influential group that they can occasion-
  ally 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 
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  CHARACTER CREATION
  145
  
  of a toxin or drug. At Level 2, increase this modifier to 
  +20. This trait is only available to biomorphs.
  INNOCUOUS (MORPH TRAIT)
  Cost: 10 CP
  In an age when exotic appearances and good looks 
  are commonplace, the morph’s look is surprisingly 
  bland and undistinguished, in that cookie cutter sort of 
  way. The character’s physical looks are so mundane that 
  others have a hard time picking them out of a crowd, 
  describing their appearance, or otherwise remembering 
  physical details. Apply a –10 modifier to all tests made 
  to spot, describe, or remember the character. This modi-
  fier does not apply to psi or mesh searches.
  LIMBER (MORPH TRAIT)
  Cost: 10 (Level 1) or 20 (Level 2) CP
  The morph is especially flexible and supple, capable of 
  graceful contortions and interesting positions. At Level 
  1, the character can smoke with their toes, do the splits, 
  and squeeze into small, cramped spaces. At Level 2, they 
  are double-jointed escape artists. Each level provides a 
  +10 modifier to escaping from bonds, fitting into narrow 
  confines, and other acts relying on contortion or flex-
  ibility. This trait is only available to biomorphs.
  MATH WIZ
  Cost: 10 CP
  The character can perform any feat of calculation, 
  including the most complex and advanced mathemat-
  ics, instantly and with great precision, with the same 
  ease an unmodified human can add 2 + 3. The charac-
  ter can calculate odds, find correlations in numerical 
  data, and perform similar tasks with great ease. Apply 
  a +30 modifier on tests involving math calculations.
  NATURAL IMMUNITY (MORPH TRAIT)
  Cost: 10 CP
  The morph has a natural immunity to a specific 
  drug, disease, or toxin. When afflicted with that 
  specific chemical, poison, or pathogen, the charac-
  ter remains unaffected. This immunity may not be 
  applied to nanodrugs or nanotoxins and at the game-
  master’s discretion may not be applied to other spe-
  cific agents. This trait is only available to biomorphs.
  PAIN TOLERANCE (EGO OR MORPH TRAIT)
  Cost: 10 (Level 1) or 20 (Level 2) CP
  The character has a high threshold for pain toler-
  ance and is better at ignoring the effects of pain on 
  their abilities and concentration. Level 1 allows them 
  to ignore the –10 modifier from 1 wound. Level 2 
  allows them to ignore the –10 modifiers from 2 
  wounds. This trait is only available for biomorphs.
  PATRON
  Cost: 30 CP
  The character has an influential person in their 
  life who can be relied on for occasional support. 
  This could be a wealthy hyperelite family member, a 
  EIDETIC MEMORY (EGO OR MORPH TRAIT)
  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)
  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
  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
  Cost: 10 CP
  The character improves skills and learns new ones 
  in half the time it normally takes (see Improving 
  Skills, p. 152).
  FIRST IMPRESSION
  Cost: 10 CP
  The character has a way of charming or otherwise 
  making a good impression the first time they interact 
  with someone. This innate social lubricant allows them 
  to more readily deal with new contacts and slip right 
  into new social environments. Apply a +10 modifier 
  on social skill tests when the character is interacting 
  with another character for the first time only.
  HYPER LINGUIST
  Cost: 10 CP
  The character has an intuitive understanding of 
  linguistic structures that facilitates learning new 
  languages easily. The character requires one-third the 
  normal amount of time to learn any language (see 
  Improving Skills, p. 152). The character can also learn 
  any human language in one day simply by constant 
  immersive exposure to it. Additionally, the character 
  receives a +10 modifier when attempting to interpret 
  languages they don’t know.
  IMPROVED IMMUNE SYSTEM (MORPH TRAIT)
  Cost: 10 (Level 1) or 20 (Level 2) CP
  The morph’s immune system is robust and more 
  resistant to diseases, drugs, and toxins—even more 
  than basic biomods. At Level 1, apply a +10 modifier 
  whenever making a test to resist infection or the effects 
  146
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  PSI CHAMELEON (EGO OR MORPH TRAIT)
  Cost: 10 CP
  The character’s mental state is naturally resistant to 
  psi sensing. Apply a –10 modifier to any attempts to 
  locate or detect the character via psi sleights.
  PSI DEFENSE (EGO OR MORPH TRAIT)
  Cost: 10 (Level 1) or 20 (Level 2) CP
  The character’s mind is inherently resistant to 
  mental attacks. At Level 1, apply a +10 modifier to 
  all defense tests made against psi attacks. At Level 2, 
  apply a +20 modifier.
  RAPID HEALER (MORPH TRAIT)
  Cost: 10 CP
  The morph recovers from damage more quickly. 
  Reduce the timeframes for healing by half, as noted 
  on the Healing table, p. 208. This trait is only avail-
  able to biomorphs.
  RIGHT AT HOME
  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 resleev-
  ing into this type of morph, the character auto-
  matically adjusts to the new body, no Integration or 
  Alienation Test needed, suffering no penalties and 
  no mental stress.
  SECOND SKIN
  Cost: 15 CP
  If your character background or faction enforces 
  a restriction on your starting morph (for example, 
  uplifts must start with an uplift morph), this trait 
  allows you to ignore that restriction and purchase a 
  starting morph of your choice.
  high-ranking triad boss, or an anarchist networker 
  with an unbeatable reputation. When called upon, 
  this patron can pull strings on the character’s behalf, 
  supply resources, introduce them to people they need 
  to know, and bail them out of trouble. The player 
  and gamemaster should work together to define 
  exactly who this NPC is and what their relationship 
  with the player character is. Specifically, the question 
  of why this patron is supporting the character should 
  be answered (familial obligation? childhood buddies? 
  the character saved their life once?). Gamemasters 
  should be careful that this trait does not get abused. 
  The patron should be an occasional help (probably 
  no more than once per game session at most) but is 
  not always at the character’s beck-and-call. If the 
  character asks for too much, too often, they should 
  find the patron’s support drying up. Additionally, the 
  character may need to take action to maintain the 
  relationship, such as undertaking a mission on the 
  patron’s behalf. In fact, the character may only have 
  their patronage because they are on-call or of use to 
  the NPC in some way.
  PSI
  Cost: 20 CP (Level 1), 25 CP (Level 2) 
  The character has been infected with the Watts-
  MacLeod strain of the exsurgent virus, which altered 
  their brain structure and opened the potential for their 
  mind to enhance their cognitive abilities and read and 
  manipulate the biological minds of others (see Psi, 
  p. 220). The character may purchase and learn (see 
  Psi-Chi Sleights, p. 223). At Level 1, the character may 
  only use psi-chi sleights. At Level 2, the character may 
  use both psi-chi and psi-gamma sleights. 
  Though this trait is not very expensive, gamemas-
  ters should not allow it to be abused. There are a 
  number of negative side effects to Watts-MacLeod 
  infection, noted under Psi Drawbacks, p. 220.
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  CHARACTER CREATION
  147
  
  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 penalty of –5 DUR (physical addiction) or 
  –10 to Willpower Stress Tests (mental addiction).
  Major: A character with a major addiction is on 
  the rapid road to ruin. They face cravings every 6 
  hours and suffer a penalty of –10 DUR (physical 
  addiction) or –20 to Willpower Stress Tests (mental 
  addiction). 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 (MORPH TRAIT)
  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
  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.
  SITUATIONAL AWARENESS
  Cost: 10 CP
  The character is very good at maintaining con-
  tinuous 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)
  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 avail-
  able 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)
  Cost: 10 (Level 1), 20 (Level 2), or 30 (Level 3) CP
  This morph is resilient than others of its type 
  and can take more physical abuse. Increase their 
  Durability by +5 per level (+5 at Level 1, +10 at 
  Level  2, and +15 at Level 3). This also increases 
  Wound Threshold by +1, +2, and +3 respectively.
  ZOOSEMIOTICS
  Cost: 5
  A character with this trait and the Psi trait does 
  not suffer a modifier when using psi sleights on non-
  sapient or partly sapient animal species.
  NEGATIVE TRAITS
  Negative traits generally hinder the character and 
  apply negative modifiers in certain circumstances.
  ADDICTION (EGO OR MORPH TRAIT)
  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:
  148
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  FEEBLE
  Bonus: 20 CP
  The character is particularly weak with one apti-
  tude. That aptitude must be purchased at a rating 
  lower than 5 and may never be upgraded during char-
  acter advancement. The aptitude maximum is 10, no 
  matter what morph the character is wearing.
  FRAIL (MORPH TRAIT)
  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)
  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 occa-
  sional health problems would be worth 10 CP, a defect 
  that significantly impairs the character’s regular func-
  tioning 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
  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 primar-
  ily a roleplaying trait, but the gamemaster may apply 
  appropriate modifiers (usually –10) to tests affected 
  by this inability to adapt.
  ILLITERATE
  Bonus: 10 CP
  The character knows how to speak but has diffi-
  culty 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 handi-
  cap. Reduce the character’s Language skills by half 
  (round down) whenever reading or writing.
  IMMORTALITY BLUES
  Bonus: 10 CP
  The character has lived so long—over 100 years—
  they’re bored with life and now have difficulty moti-
  vating themselves. They were old when longevity 
  BLACKLISTED
  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 reputa-
  tion. 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
  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 the 
  character, they suffer a –10 modifier per level.
  COMBAT PARALYSIS
  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
  Bonus: 10 CP
  At some point in the character’s past, the charac-
  ter had certain memories strategically removed or 
  otherwise lost to them. This may have been done to 
  intentionally forget an unpleasant or shameful experi-
  ence 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
  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.
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  CHARACTER CREATION
  149
  
  MILD ALLERGY (MORPH TRAIT)
  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 irrita-
  tion, sneezing, difficult breathing). Apply a –10 modi-
  fier to all tests while the character remains exposed. 
  This trait is only available for biomorphs.
  MODIFIED BEHAVIOR
  Bonus: 5 (Level 1), 10 (Level 2), or 20 (Level 3) CP
  The character has been conditioned via time-
  accelerated behavioral control psychosurgery. This 
  is common among ex-felons, who have been condi-
  tioned 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 encour-
  aged, 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
  Bonus: 10 (Level 1), 20 (Level 2), or 30 (Level 3) CP
  Adapting to new morphs is particularly challeng-
  ing for this character. The character suffers a –10 
  modifier per level on  Integration Tests (p. 271) and 
  Alienation Tests (p. 272).
  NEURAL DAMAGE
  Bonus: 10 CP
  The character has suffered some type of neurologi-
  cal damage that simply cannot be cured. The afflic-
  tion 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 nanoviruses that 
  targeted neural systems during the Fall (p. 384). The 
  gamemaster and player should agree on a specific 
  disorder appropriate to their game. Some possibili-
  ties 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.
  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, uplift, or lost backgrounds.
  IMPLANT REJECTION (MORPH TRAIT)
  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
  Bonus: 10 CP
  The character is completely incapable of perform-
  ing 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)
  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 × 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 TRAIT)
  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 modi-
  fier 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. The morph version of this trait is only 
  available for biomorphs.
  MENTAL DISORDER
  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.
  150
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  SEVERE ALLERGY (MORPH TRAIT)
  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 breath-
  ing (–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
  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)
  Bonus: 10 CP
  An unfortunate aspect of the character’s back-
  ground 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 intelli-
  gence. In social situations where the character’s nature 
  is known to someone who view that nature with dis-
  taste, fear, or repugnance, they suffer a –10 to –30 
  modifier (gamemaster’s discretion) to social skill tests.
  TIMID
  Bonus: 10 CP
  This character frightens easily. They suffer a –10 
  modifier when resisting fear or intimidation.
  UNATTRACTIVE (MORPH TRAIT)
  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 char-
  acters with that specific uplift background (i.e., neo-
  avians, neo-hominids, etc.).
  UNCANNY VALLEY (MORPH TRAIT)
  Bonus: 10 CP
  There is a point where synthetic human looks become 
  uncannily realistic and human-seeming, but they remain 
  NO CORTICAL STACK (MORPH TRAIT)
  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
  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 modi-
  fier to Surprise Tests and their modifier for being 
  Distracted is –30 rather than the usual –20 (see 
  Basic Perception, p. 190).
  ON THE RUN
  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 commit-
  ted 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)
  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 NAIVETÉ
  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 simul-
  space that their functioning in real life is impaired. 
  They lack an understanding of many physical proper-
  ties, 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 charac-
  ter’s misunderstanding of the situation and should 
  be roleplayed appropriately, even if the player real-
  izes 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.
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  CHARACTER CREATION
  151
  
  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
  Resleeving—switching from one morph to another—
  is handled as an in-character interaction, not with Rez 
  Points. see Resleeving, p. 270
  IMPROVING APTITUDES
  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 (with the 
  exception of the character’s native language skill and 
  skills capped at 99).
  IMPROVING SKILLS
  Characters may also spend Rez Points to increase 
  existing skills or learn new ones. To improve an exist-
  ing 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 instruc-
  tor. 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 
  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 xeno-
  morphs or those with the infolife or uplift backgrounds. 
  UNFIT (MORPH TRAIT)
  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
  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 char-
  acter’s actions. Prolonged use of VR (gamemaster’s 
  discretion) may actually incapacitate the character 
  should they fail a WIL × 2 Test.
  WEAK IMMUNE SYSTEM (MORPH TRAIT)
  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)
  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
  As characters accomplish goals and gather experience 
  during gameplay, they accumulate Rez Points (see 
  Awarding Rez Points, p. 385). 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
  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 
  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
  152
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 dif-
  ficult. Positive traits may be lost due to unfor-
  tunate effects on the character, as the game-
  master 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 handi-
  cap. 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 charac-
  ter 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
  Reputation is something that can be 
  increased with appropriate roleplaying and 
  actions during gameplay (see Reputation 
  Gain and Loss, p.  385). Characters that 
  prefer to handle their Rep-boosting activities 
  “offscreen,” 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
  Rez Points may be spent on Credit at a ratio 
  of 1 RP for 1,000 Credits. This represents 
  income the character has earned “offscreen” 
  or during downtime, such as from odd jobs, 
  selling off possessions, and so on.
  IMPROVING PSI
  Characters who have the Psi trait, (p. 147) 
  may purchase new sleights (see Psi-Chi 
  Sleights, 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.
  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 improve-
  ment progresses more slowly and even con-
  sistent 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
  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 × 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.
  SPECIALIZATIONS
  Specializations may be purchased for exist-
  ing 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
  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
  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 
  .5
  .
  5
  .5
  .
  5
  .
  5
  .
  5
  .
  5
  .
  5
  .
  5
  .
  5
  .
  5
  .
  5
  .
  5
  .
  5
  .
  5
  .
  5.
  CHARACTER CREATION
  153
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  15
  20
  20
  10
  15
  15
  15
  Morph Bonus
  5
  5
  5
  5
  Total
  20
  25
  25
  10
  15
  20
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  4
  6
  30
  60
  7
  35
  53
  5
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Engineering
  COG
  60
  5
  65
  Academics: Nanotechnology
  COG
  70
  5
  75
  Academics: Physics
  COG
  60
  5
  65
  Art: Sculpture
  INT
  55
  55
  Free Fall
  REF
  60
  60
  Hardware: Aerospace
  COG
  45
  5
  50
  Hardware: Armorer
  COG
  55
  5
  60
  Hardware: Electronics
  COG
  60
  5
  65
  Hardware: Robotics
  COG
  60
  5
  65
  Infosec
  COG
  40
  5
  45
  Interests: Martian Beers
  COG
  45
  5
  50
  Interests: Robot Models
  COG
  45
  5
  50
  Interests: VR Games
  COG
  55
  5
  60
  Interfacing
  COG
  50
  5
  55
  Language: Native English
  INT
  85
  85
  Language: Mandarin
  INT
  60
  60
  Networking: Autonomists
  SAV
  70
  70
  Networking: Firewall
  SAV
  35
  35
  Networking: Scientists
  SAV
  35
  35
  Perception
  INT
  55
  55
  Pilot: Aircraft
  REF
  45
  45
  Pilot: Spacecraft
  REF
  30
  30
  Profession: Habitat Systems
  COG
  60
  5
  65
  Profession: Spacecraft Systems
  COG
  60
  5
  65
  Programming (Nanofabrication)
  COG
  60 (70)
  5
  65 (75)
  Scrounging
  INT
  45
  45
  Spray Weapons
  COO
  40
  5
  45
  TRAITS
  Ego: Oblivious n
  Morph: Limber (Level 1) n
  REP
  @-rep: 
  60
  i-rep: 
  40
  r-rep: 
  50
  EQUIPMENT
  Armor: Crash Suit [4/6] n
  Primary Weapon: Freezer  
  (100 shots) n
  Starting Credit: 200 n
  Implants: Access Jacks, Basic 
  Biomods, Basic Mesh Inserts, 
  Cortical Stack, Electrical 
  Sense, Grip Pads, Oxygen 
  Reserve, Prehensile Feet, 
  Wrist-Mounted Tools n
  Gear: Automechs (2), Backup 
  Insurance (1 month), Engineer 
  Nanoswarm, Fabber, Fixer 
  Nanoswarm, Muse, Vacsuit 
  (Light Smartfabric, 5/5) n
  Background: Original Space Colonist
  Faction:  Anarchist
  Morph: Bouncer
  Motivations:  +Anarchism +Open Source +Tech-Hacking
  “Don't worry, it works; these things run themselves anyway.  
  I voided the warranty, but anything loaded with DRM like that is broken to start with.”
  You’re an old-school hacker—the 
  kind that likes to take technologi-
  cal toys, dismantle them, modify 
  them, rebuild them, and then use 
  them in ways the designers never 
  imagined. When you’re not too 
  busy building crazy robotic sculp-
  tures for art performance pur-
  poses, your skills are in demand 
  because you can fix almost any-
  thing, improve it, or even build it 
  from scratch. You advocate for 
  open-source technology that 
  anyone can use or modify as they 
  see fit and you support decen-
  tralized models of peer collabo-
  ration—nothing pisses you off 
  more than restrictive proprietary 
  tech with which you or others 
  can’t meddle. You take a hands-on 
  approach to most problems, but 
  you become so engrossed in your 
  projects that you tend to be oblivi-
  ous to the world around you. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  20
  15
  20
  15
  10
  15
  15
  Morph Bonus
  5
  5
  5
  5
  Total
  25
  15
  25
  15
  15
  20
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  3
  6
  30
  60
  7
  35
  53
  7 (8)
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Astrobiology
  COG
  60
  5
  65
  Academics: Chemistry
  COG
  40
  5
  45
  Academics: Engineering
  COG
  50
  5
  55
  Academics: Geology
  COG
  55
  5
  60
  Academics: Physics
  COG
  50
  5
  55
  Academics: Xenoarcheology
  COG
  70
  5
  75
  Art: Architecture
  INT
  45
  5
  50
  Beam Weapons
  COO
  35
  35
  Climbing
  SOM
  35
  5
  40
  Demolitions
  COG
  45
  5
  50
  Fray
  REF
  45
  45
  Free Fall
  REF
  25
  25
  Interests: Alien Relics
  COG
  45
  5
  50
  Interests: Pandora Gates
  COG
  55
  5
  60
  Interfacing
  COG
  20
  5
  25
  Investigation
  INT
  65
  5
  70 (80)
  Kinesics
  SAV
  30
  5
  35
  Language: Native French
  INT
  90
  5
  95
  Language: English
  INT
  40
  5
  45
  Networking: Autonomists
  SAV
  30
  5
  35
  Networking: Firewall
  SAV
  30
  5
  35
  Networking: Hypercorps
  SAV
  30
  5
  35
  Networking: Scientists
  SAV
  50
  5
  55
  Perception
  INT
  40
  5
  45 (55)
  Pilot: Aircraft
  REF
  35
  35
  Pilot: Groundcraft
  REF
  50
  50
  Profession: Excavation
  COG
  50
  5
  55
  Profession: Forensics
  COG
  55
  5
  60
  Profession: Surveying
  COG
  40
  5
  45
  Protocol
  SAV
  40
  5
  45
  Research
  COG
  55
  5
  60
  Sense
  INT
  60
  5
  65
  TRAITS
  Ego: Enemy (Rival Xenoarche-
  ologist), Mental Disorder 
  (Impulse Control), Mental 
  Disorder (Insomnia), Morphing 
  Disorder, Psi (Level 2) n
  SLEIGHTS
  Psi-Chi: Ambience Sense, Grok, 
  Pattern Recognition n
  Psi-Gamma: Omni Awareness, 
  Static, Thought Browse n
  REP
  @-rep: 
  40
  c-rep: 
  40
  e-rep: 
  20
  i-rep: 
  40
  r-rep: 
  60
  EQUIPMENT
  Armor: Vacsuit (Standard  
  Smartfabric) [7/7] n
  Primary Weapon: Stunner n
  Starting Credit: 4,250 n
  Implants: Basic Biomods, Basic 
  Mesh Inserts, Cortical Stack, 
  Echo Location, Medichines, 
  Mnemonic Augmentation n
  Gear: Backup Insurance  
  (1 month), Cleaner  
  Nanoswarm, Disassembler 
  Nanoswarm, Electronic Rope, 
  Forensics Kit, Klar (1 dose), 
  Mobile Lab, Muse,  
  Servitor Bot, Shelter Dome, 
  Smart Dust, Specimen  
  Container, Specs, Utilitool n
  Background: Original Space Colonist
  Faction:  Argonaut
  Morph: Exalt
  Motivations:  +Exploration +Research (Alien Civilizations) 
   
  +Technoprogressivism
  “I’ve got a bad feeling about this. These tools are very similar to the ones we  
  recovered from the ruins on that binary system exoplanet last year.”
  You are convinced that something 
  strange is going on in the galaxy. 
  Despite the Factors and signs of 
  dead alien civilizations like the 
  Iktomi, the sheer mathematical 
  odds insist that there should be 
  more life in the galaxy. So where 
  is it? Your goal is to find out, and in 
  pursuit of this you study the relics 
  left behind on various exoplanets. 
  Equal parts conspiracy theorist, 
  treasure hunter, and scientist, 
  you have the skills and training to 
  decode the evidence and artifacts 
  left behind by unknown entities 
  and life forms. You are a valued 
  expert for gatecrashing expedi-
  tions, but you avoid working for 
  hypercorps because you believe, 
  like other argonauts, that any dis-
  coveries made should be available 
  to all. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  15
  10
  20
  10
  20
  15
  15
  Morph Bonus
  5
  5
  Total
  15
  10
  20
  15
  20
  20
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  5
  6
  30
  60
  8
  40
  80
  6 (7)
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Memetics
  COG
  55
  55
  Academics: Political Science
  COG
  35
  35
  Academics: Psychology
  COG
  45
  45
  Art: Performance
  INT
  60
  60
  Art: Writing
  INT
  50
  50
  Deception
  SAV
  50
  50
  Fray
  REF
  40
  5
  45
  Freerunning
  SOM
  45
  5
  50
  Gunnery
  INT
  45
  45
  Hardware: Robotics
  COG
  55
  55
  Infiltration
  COO
  35
  35
  Infosec
  COG
  40
  40
  Interests: Inner System Rumors
  COG
  55
  55
  Interests: Martian Politics
  COG
  55
  55
  Interests: Post-Fall History
  COG
  45
  45
  Interfacing
  COG
  40
  40
  Intimidation
  SAV
  20
  20
  Investigation
  INT
  60
  60
  Kinesics
  SAV
  60
  60
  Language: Native Mandarin
  INT
  90
  90
  Language: English
  INT
  40
  40
  Language: Hindi
  INT
  40
  40
  Networking: Autonomists
  SAV
  50
  50
  Networking: Criminal
  SAV
  40
  40
  Networking: Hypercorps
  SAV
  50
  50
  Networking: Media
  SAV
  60
  60
  Perception
  INT
  50
  50
  Persuasion
  SAV
  50
  50
  Pilot: Aircraft
  REF
  50
  5
  55
  Pilot: Groundcraft
  REF
  20
  5
  25
  Profession: Social Engineering
  COG
  50
  50
  Protocol
  SAV
  40
  40
  Research
  COG
  55
  55
  Spray Weapons
  COO
  30
  30
  Unarmed Combat
  SOM
  45
  5
  50
  TRAITS
  Ego: Minor Addiction (Narcoal-
  gorithms), Modified Behavior 
  (Boosted Stalking Tendencies) n
  Morph: Social Stigma (Clanking 
  Masses), Uncanny Valley n
  REP
  @-rep: 
  40
  c-rep: 
  40
  e-rep: 
  20
  i-rep: 
  40
  r-rep: 
  60
  EQUIPMENT
  Armor: Synth Shell [2/2] n
  Primary Weapon: Shredder  
  (100 shots) n
  Starting Credit: 1,450 n
  Enhancements: Access Jacks, 
  Basic Mesh Inserts, Cortical 
  Stack, Cyberbrain, Enhanced 
  Hearing, Enhanced Smell, 
  Enhanced Vision, Lidar,  
  Mnemonic Augmentation, 
  Radar, T-Ray Emitter n
  Gear: Backup Insurance  
  (1 month), Covert Ops Tool, 
  Facial/Image Recognition  
  Software, Gnat Bots (3), 
  Linkstate Narcoalgorithm, 
  Microbugs (5), Muse,  
  Radio Booster, Repair Spray, 
  Saucer Bot, Speck Bots (2), 
  Smart Dust, Tracking Software, 
  Trike Exoskeleton n
  “What? No, I’m not recording. 
  Anything you have to say about the Hellas massacre is strictly between you and me.”
  Thanks to the mesh, lifelogging, XP, and 
  ubiquitous surveillance, journalism is a 
  crowdsourced industry—everyone is a 
  reporter. Hard work, skill, and attitude 
  can still earn you a name and recog-
  nition, however. Your committment to 
  old-school investigative journalism and 
  raking the muck that the power brokers 
  and influence peddlers wallow in has 
  helped expose the puppet strings behind 
  the cyberdemocratic facade. You make 
  a sport out of bypassing the hypercorp 
  content filters and initiating subver-
  sive memes. Equal parts investigator, 
  paparazzi, adventurer, and activist, you 
  embrace a gonzo journalist style that 
  borders on entertainment. You prefer 
  synths because they are innocuous and 
  employ numerous drones and electronic 
  spies to obtain the real story. n
  Background: Martian
  Faction: Barsoomian
  Morph: Synth
  Motivations: –Censorship +Martian Liberation +Sousveillance 
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  20
  15
  15
  15
  15
  10
  20
  Morph Bonus
  10
  5
  5
  5
  Total
  30
  20
  20
  15
  15
  10
  25
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  3
  8 (10)
  40 (50)
  80 (100)
  7
  35
  53
  6 (7)
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Biology
  COG
  70
  10
  80
  Academics: Genetics
  COG
  70
  10
  80
  Academics: Nanotechnology
  COG
  60
  10
  70
  Art: Bodysculpting
  INT
  45
  5
  50
  Beam Weapons
  COO
  45
  5
  50
  Deception
  SAV
  30
  30
  Fray
  REF
  40
  40
  Free Fall
  REF
  55
  55
  Hardware: Aerospace
  COG
  40
  10
  50
  Interests: Black Market Drugs
  COG
  40
  10
  50
  Interests: Genetics Research
  COG
  60
  10
  70
  Interests: Morph Designs
  COG
  55
  10
  65
  Interfacing
  COG
  20
  10
  30
  Kinesics
  SAV
  40
  10
  40
  Language: Native Arabic
  INT
  85
  5
  90
  Language: English
  INT
  40
  5
  45
  Medicine: General Practice
  COG
  55
  10
  65
  Medicine: Gene Therapy
  COG
  65
  10
  75
  Medicine: Nanomedicine
  COG
  60
  10
  70
  Medicine: Trauma Surgery
  COG
  50
  10
  60
  Networking: Autonomists
  SAV
  35
  35
  Networking: Criminal
  SAV
  45
  45
  Networking: Scientists
  SAV
  55
  55
  Perception
  INT
  45
  5
  50
  Pilot: Spacecraft
  REF
  25
  25
  Profession: Lab Technician
  COG
  50
  10
  60
  Profession: Medical Care
  COG
  55
  10
  65
  Programming
  COG
  60
  10
  70
  Psychosurgery
  INT
  55
  5
  60
  Research
  COG
  45
  10
  55
  Scrounging
  INT
  50
  5
  55
  TRAITS
  Ego: Black Mark (Lunars,  
  Level 1), Patron (Gerontocrat), 
  Psi Defense n
  REP
  @-rep: 
  30
  c-rep: 
  20
  g-rep: 
  30
  r-rep: 
  60
  EQUIPMENT
  Armor: Armor Clothing [3/4] n
  Primary Weapon: Stunner n
  Starting Credit: 1,900 n
  Implants: Access Jacks, Basic 
  Biomods, Basic Mesh Inserts, 
  Circadian Regulation, Corti-
  cal Stack, Eidetic Memory, 
  Ghostrider Module, Hyper-
  Linguist, Math Boost, Medich-
  ines, Multi-Tasking n
  Gear: Backup Insurance  
  (1 month), Dr. Bot, Drive  
  (5 doses), Ego Bridge, Fabber, 
  Frequency (2 doses),  
  Guardian Angel Bot, Muse, 
  Nanobandages n
  Background: Isolate
  Faction: Brinker
  Morph: Menton
  Motivations: +Artistic Expression (Morph Design)  
   
  +Morphological Freedom +Research (Neogenetics)
  “It’s alive! It’s alive! Wait—no—well, it was alive. Let’s try that again.”
  Some might consider you a mad 
  scientist, but they simply lack 
  the vision and moral flexibility to 
  understand the meaning of your 
  work. You are not just a scien-
  tist—you are an artist, dedicated 
  to defining the shapes and abilities 
  of transhumans as they transition 
  to the posthuman. Because your 
  work is sometimes controversial, 
  you prefer the brinker lifestyle, 
  working in isolation where you are 
  not restricted by laws or customs. 
  There are some who find your work 
  intriguing or valuable, of course, 
  and so you have acquired influen-
  tial backers. In truth, you are an 
  expert when it comes to designing 
  and manipulating biomorphs, and 
  so your services are sometimes in 
  demand when it comes to explain-
  ing unusual and exotic transfor-
  mations. Your patrons, of course, 
  sometimes call on your expertise 
  from time to time in exchange for 
  bankrolling your work. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  20
  15
  15
  10
  20
  10
  15
  Morph Bonus
  Total
  20
  15
  15
  10
  20
  10
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  3
  6
  30
  60
  6
  30
  60
  5
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Computer Science
  COG
  60
  60
  Academics: Cryptography
  COG
  60
  60
  Academics: Engineering
  COG
  50
  50
  Art: Electronic Music
  INT
  45
  45
  Beam Weapons
  COO
  40
  40
  Deception
  SAV
  55
  55
  Fray
  REF
  40
  40
  Free Fall
  REF
  30
  30
  Hardware: Electronics
  COG
  60
  60
  Hardware: Industrial
  COG
  45
  45
  Hardware: Robotics
  COG
  55
  55
  Impersonation
  SAV
  45
  45
  Infiltration
  COO
  60
  60
  Infosec
  COG
  70
  70
  Interests: Hacker Mesh Forums
  COG
  55
  55
  Interests: Online Banking
  COG
  50
  50
  Interests: Triad Economics
  COG
  45
  45
  Interfacing
  COG
  55
  55
  Intimidation
  SAV
  30
  30
  Kinesics
  SAV
  40
  40
  Language: Native Russian
  INT
  85
  85
  Networking: Autonomists
  SAV
  40
  40
  Networking: Criminals
  SAV
  60
  60
  Networking: Firewall
  SAV
  40
  40
  Networking: Hypercorps
  SAV
  40
  40
  Perception
  INT
  50
  50
  Pilot: Aircraft
  REF
  30
  30
  Pilot: Groundcraft
  REF
  20
  20
  Profession: Accounting
  COG
  50
  50
  Profession: Security Operations
  COG
  55
  55
  Profession: Social Engineering
  COG
  60
  60
  Programming
  COG
  60
  60
  Research
  COG
  60
  60
  TRAITS
  Ego: Edited Memories, On the 
  Run (Morningstar Constella-
  tion), Right at Home n
  REP
  @-rep: 
  30
  c-rep: 
  20
  g-rep: 
  50
  i-rep: 
  50
  EQUIPMENT
  Armor: None [0/0] n
  Primary Weapon: None n
  Starting Credit: 5,250 n
  Enhancements: Access Jacks, 
  Basic Mesh Inserts, Cortical 
  Stack, Cyberbrain, Electrical 
  Sense, Enhanced Vision, Lidar, 
  Magnetic System, Mental Speed, 
  Mnemonic Augmentation, Na-
  noscopic Vision, Radar, Swarm 
  Composition, T-Ray Emitter n
  Gear: Automech, Backup Insur-
  ance (1 month), EMP Grenade, 
  Exploit Software, Fake Ego 
  ID, Guardian Bot, Guardians 
  Nanoswarm, Saboteur  
  Nanoswarm, Servitor Bot, 
  Sniffer Software, Spoof 
  Software, Tactical Network 
  Software, Tracking Software n
  Background: Re-instantiated
  Faction: Criminal
  Morph: Swarmanoid
  Motivations: +Fame +Subverting Technology +Thrill-Seeking
  “You call this secure? Maybe it would keep me out if I was a particularly slow child.”
  There's never been a system you 
  couldn't crack, given time. That's what 
  got you put away the first time, but now 
  that you have a second chance you'll 
  never get caught again. You take pride 
  at circumventing firewalls and mesh 
  defenses—nothing surpasses the thrill 
  of digital trespassing and accessing 
  secrets. Such intrusions are illegal, 
  of course, but you've never let moral-
  ity get in your way. In fact, you make a 
  good living selling your talents to crimi-
  nal groups like the triads and ID Crew. 
  You've never been a joiner, though—
  you remain strictly freelance. In fact, 
  you'll sell your services to almost 
  anyone—it's the thrill of the hack that 
  really counts. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  15
  15
  15
  20
  15
  15
  15
  Morph Bonus
  5
  5
  5
  Total
  15
  20
  20
  20
  15
  20
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  5
  6
  30
  60
  8
  40
  80
  7
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Accounting
  COG
  35
  55
  Academics: Astrophysics
  COG
  45
  45
  Academics: Psychology
  COG
  40
  40
  Blades
  SOM
  45
  5
  50
  Deception
  SAV
  50
  50
  Fray
  REF
  50
  50
  Free Fall
  REF
  30
  30
  Gunnery
  INT
  40
  5
  45
  Hardware: Aerospace
  COG
  50
  50
  Infiltration
  COO
  40
  5
  45
  Infosec
  COG
  35
  35
  Interests: Black Markets
  COG
  55
  55
  Interests: Criminal Groups
  COG
  35
  35
  Interests: Inner System Law
  COG
  55
  55
  Kinesics
  SAV
  40
  40
  Kinetic Weapons
  COO
  50
  5
  55
  Language: Native Korean
  INT
  85
  5
  90
  Language: English
  INT
  45
  5
  50
  Language: Cantonese
  INT
  40
  5
  45
  Navigation
  INT
  30
  5
  35
  Networking: Autonomists
  SAV
  55
  55
  Networking: Criminal
  SAV
  55
  55
  Networking: Hypercorps
  SAV
  35
  35
  Palming
  COO
  35
  5
  40
  Perception
  INT
  45
  5
  50
  Persuasion
  SAV
  60
  60
  Pilot: Aircraft
  REF
  45
  45
  Pilot: Groundcraft
  REF
  50
  50
  Pilot: Spacecraft
  REF
  60
  60
  Profession: Appraisal
  COG
  45
  45
  Profession: Customs Procedures
  COG
  50
  50
  Profession: Smuggling Tricks
  COG
  60
  60
  TRAITS
  Ego: Danger Sense, Edited Memo-
  ries, Neural Damage (Repetitive 
  Behavior), On the Run (Jovians) n
  REP
  @-rep: 
  50
  c-rep: 
  30
  g-rep: 
  70
  i-rep: 
  50
  EQUIPMENT
  Armor: Light Combat Armor [14/12] n
  Primary Weapon: SMG Firearm  
  (100 rounds regular ammo) n
  Starting Credit: 1,400 n
  Enhancements: 360-degree Vision, 
  Access Jacks, Anti-Glare, Basic 
  Mesh Inserts, Chameleon Skin, 
  Cortical Stack, Cyberbrain, En-
  hanced Vision, Grip Pads, Hidden 
  Compartment, Lidar, Light Combat 
  Armor, Mnemonic Augmentation, 
  Mobility System: Snake (4/16; 8/32 
  rolling), Radar, T-Ray Emitter n
  Gear: Backup Insurance (1 month), 
  Dazzler, Fake Ego ID, Guardian Bot, 
  Miniature Radio Farcaster, Phlo (1 
  dose), Portable Plane, Radio Boost-
  er, Repair Spray, Slip (1 application), 
  Smart Clothing, Utilitool, Vibroblade, 
  White Noise Machine n
  Background: Re-instantiated
  Faction: Extropian
  Morph: Slitheroid
  Motivations: +Libertarianism +Subverting Authority +Wealth 
  “Sorry about that, but I gotta look out for numero uno. You understand.”
  Despite the failures of statist capi-
  talism, you’re a die-hard believer in 
  free markets—and when markets 
  aren’t free, you have no qualms 
  about undermining them. 
   
  You make a living supplying the 
  inner system and Jovian black mar-
  kets, whether that means running 
  blockades, smuggling contraband, 
  or pirating nanofab blueprints. In 
  an age of automated machines, 
  you’re a damn good pilot, and you 
  can talk or shoot your way out of 
  messy situations. Whereas many 
  people look down on synthmorphs, 
  you embrace the post-biological life 
  and its freedom from chemical and 
  biological dependencies.n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  15
  15
  20
  15
  15
  15
  10
  Morph Bonus
  5
  Total
  15
  15
  20
  15
  20
  15
  10
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  4
  4
  20
  40
  6
  30
  45
  7
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Economics
  COG
  60
  60
  Academics: Sociology
  COG
  55
  55
  Beam Weapons
  COO
  40
  40
  Climbing
  SOM
  35
  35
  Deception
  SAV
  60
  5
  65
  Fray
  REF
  45
  45
  Freerunning
  SOM
  35
  35
  Infiltration
  COO
  40
  40
  Infosec
  COG
  40
  40
  Interests: Black Markets
  COG
  60
  60
  Interests: Inner System Law
  COG
  50
  50
  Interests: Smuggling
  COG
  55
  55
  Interfacing
  COG
  35
  35
  Kinesics
  SAV
  60
  5
  65
  Language: Native Portugese
  INT
  85
  85
  Language: English
  INT
  45
  45
  Networking: Autonomists
  SAV
  45
  5
  50
  Networking: Criminal
  SAV
  60
  5
  65
  Networking: Hypercorps
  SAV
  60
  5
  65
  Networking: Media
  SAV
  45
  5
  50
  Perception
  INT
  50
  50
  Persuasion
  SAV
  60
  5
  65
  Pilot: Groundcraft
  REF
  25
  25
  Profession: Appraisal
  COG
  60
  60
  Profession: Con Schemes
  COG
  55
  55
  Profession: Info Brokerage
  COG
  50
  50
  Protocol
  SAV
  55
  5
  60
  Scrounging
  INT
  40
  40
  Spray Weapons
  COO
  35
  35
  Unarmed Combat
  SOM
  55
  55
  TRAITS
  Ego: Enemy (Rival Criminal) n
  REP
  @-rep: 
  20
  c-rep: 
  70
  e-rep: 
  20
  f-rep: 
  30
  g-rep: 
  50
  i-rep: 
  10
  EQUIPMENT
  Armor: Bioweave (Light) + Armor 
  Vest [8/9] n
  Primary Weapon: Laser Pulser n
  Starting Credit: 2,650 n
  Implants: Basic Biomods, Basic 
  Mesh Inserts, Bioweave (Light), 
  Cortical Stack, Eelware, Endo-
  crine Control, Enhanced Vision, 
  Medichines, Nanophages n
  Gear: Backup Insurance  
  (1 month), Cleaner Nano-
  swarm, Fake Ego ID, Guard-
  ian Bot, Muse, Nanobandage, 
  Nanodetector, Overload  
  Grenade, Servitor Bot, Shred-
  der (100 shots),  
  Vacsuit (Standard),  
  Tactical Network Software n
  Background: Fall Evacuee
  Faction: Hypercorp
  Morph: Splicer
  Motivations: +Personal Career +Technoprogressivism +Wealth
  “I may have that, but it’s very hard to acquire. How much is it worth to you?”
  The inner system is a nice place 
  to live, but it has its share of 
  inequalities. Someone has to pro-
  vide the goods and services that 
  the poor and clanking masses 
  need, and you’re more than will-
  ing to meet their needs—and 
  make some profit of your own 
  while you’re at it. You work as 
  an exchange point between 
  the hackers, smugglers, and 
  criminal cartels on one side and 
  everyone who needs or craves 
  the restricted and illegal on the 
  other. You keep a step ahead of 
  the law, providing what you see 
  as an essential role in society 
  despite the official rules and 
  restrictions that enhance your 
  profit margins. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  15
  15
  15
  15
  15
  15
  15
  Morph Bonus
  Total
  15
  15
  15
  15
  15
  15
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  3
  6
  30
  60
  6
  30
  45
  6
  1 (2)
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Cryptography
  COG
  60
  60
  Academics: Linguistics
  COG
  60
  60
  Blades
  SOM
  45
  45
  Climbing
  SOM
  55
  55
  Clubs
  SOM
  45
  45
  Deception
  SAV
  60
  60
  Demolitions
  COG
  45
  45
  Disguise
  INT
  45
  45
  Fray
  REF
  45
  45
  Free Fall
  REF
  45
  45
  Freerunning
  SOM
  45
  45
  Impersonation
  SAV
  45
  45
  Infiltration
  COO
  60
  60
  Infosec
  COG
  60
  60
  Interests: Autonomist Groups
  COG
  55
  55
  Interests: Criminal Groups
  COG
  55
  55
  Interests: Hypercorp Politics
  COG
  55
  55
  Kinesics
  SAV
  45
  45
  Language: Native Spanish
  INT
  85
  85
  Language: English
  INT
  50
  50
  Networking: Criminals
  SAV
  40
  40
  Networking: Ecologists
  SAV
  45
  45
  Networking: Hypercorps
  SAV
  45
  45
  Palming
  COO
  45
  45
  Perception
  INT
  55
  55
  Profession: Security Systems
  COG
  55
  55
  Profession: Smuggling Tricks
  COG
  45
  45
  Profession: Spycraft
  COG
  55
  55
  Spray Weapons
  COO
  25
  25
  Unarmed Combat
  SOM
  55
  55
  TRAITS
  Ego: Modified Behavior (Blood-
  thirsty, boosted), Morphing 
  Disorder (Level 1) n
  Morph: Genetic Defect  
  (Heart Disease),  
  Unattractive (Level 1) n
  REP
  c-rep: 
  50
  e-rep: 
  30
  g-rep: 
  20
  EQUIPMENT
  Armor: Body Armor  
  (with Thermal Dampening) 
  +Second Skin [14/16] n
  Primary Weapon: Heavy Pistol 
  Railgun (100 AP rounds) n
  Starting Credit: 700 n
  Implants: Neurachem (Level 1), n
  Gear: Backup Insurance  
  (1 month), Fake Ego IDs (2),  
  Frag Grenades (10), Invisibility 
  Cloak, Liquid Thermite, Minia-
  ture Radio Farcaster,  
  MRDR (1 dose), Oxytocin-A (1 
  dose), Radio Booster, Portable 
  QE Communicator with Low-
  Capacity Qubit Reservoir,  
  Speck Bots (3), Specs, Tactical 
  Network Software, Wasp 
  Knife, White Noise Machine n
  Background: Original Space Colonist
  Faction: Jovian
  Morph: Flat
  Motivations: –Anarchism +Bioconservativism –Technoprogressivism
  “Not so immortal now, are we, frankenfreak scum!”
  You’re a dedicated soldier to the 
  bioconservative cause, convinced 
  that unrestricted technology is 
  driving the human race to extinc-
  tion. The Jovian Republic has 
  trained you and modified you to 
  serve their interests, whether that 
  means infiltrating a hypercorp 
  to steal its secrets or sabotag-
  ing an autonomist habitat. As a 
  skilled professional in service to 
  the republic, you have no qualms 
  about using technologies that 
  you otherwise want restricted or 
  banned, and you appreciate the 
  irony of using the tools of transhu-
  man monsters against them. You 
  prefer flats, and you consider it a 
  point of pride that you sleeve into 
  a non-genetically modified body 
  with no cortical stack and still kick 
  transhuman ass. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  15
  20
  15
  10
  10
  15
  20
  Morph Bonus
  5
  5
  5
  10
  Total
  20
  20
  20
  10
  15
  15
  30
  MOX
  TT
  LUC
  IR
  WT
  DUR DR
  INIT
  SPD
  1
  8 (12)
  40 (60)
  80 (120)
  7
  35
  53
  5 (7)
  1 (2)
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Neurology
  COG
  55
  5
  60
  Academics: Psychology
  COG
  60
  5
  65
  Art: Dance
  INT
  45
  5
  50
  Art: Painting
  INT
  45
  5
  50
  Beam Weapons
  COO
  60
  60
  Clubs
  SOM
  45
  45
  Control
  WIL
  50
  10
  60
  Fray
  REF
  50
  50
  Freerunning
  SOM
  55
  55
  Infiltration
  COO
  50
  50
  Infosec
  COG
  45
  5
  50
  Interests: Conspiracies
  COG
  55
  5
  60
  Interests: Hypercorp Projects
  COG
  55
  5
  60
  Interests: TITANs
  COG
  60
  5
  65
  Intimidation
  SAV
  20
  5
  25
  Investigation
  INT
  50
  5
  55
  Kinesics
  SAV
  40
  5
  45
  Language: Native English
  INT
  85
  5
  90
  Language: Japanese
  INT
  85
  5
  90
  Language: Hindi
  INT
  25
  5
  30
  Networking: Criminal
  SAV
  30
  5
  35
  Networking: Ecologists
  SAV
  40
  5
  45
  Networking: Hypercorps
  SAV
  50
  5
  55
  Perception
  INT
  40
  5
  45
  Profession: Ego Hunting
  COG
  55
  5
  60
  Profession: Inner System Law
  COG
  45
  5
  50
  Profession: Police Procedures
  COG
  55
  5
  60
  Psi Assault
  WIL
  40
  10
  50
  Research
  COG
  55
  5
  60
  Sense
  INT
  55
  5
  60
  Unarmed Combat
  SOM
  55
  55
  TRAITS
  Ego: Mental Disorder (Borderline 
  Personality), Mental Disorder 
  (Obsessive-Compulsive),  
  Mental Disorder (PTSD),  
  Psi (Level 2), Social Stigma 
  (Lost) n
  SLEIGHTS
  Psi-Chi: Downtime, Emotional 
  Control, High Pain Threshold, 
  Instinct, Unconscious Lead n
  Psi-Gamma: Deep Scan,  
  Ego Sense, Psychic Stab,  
  Scramble, Subliminal n
  REP
  c-rep: 
  30
  e-rep: 
  10
  g-rep: 
  10
  EQUIPMENT
  Armor: Body Armor (Light) [10/10] n
  Primary Weapon: Agonizer n
  Starting Credit: 2,700 n
  Implants: Adrenal Boost, 
  Basic Biomods, Basic Mesh 
  Inserts, Cortical Stack, Eidetic 
  Memory, Emotional Dampers, 
  Enhanced Hearing, Enhanced 
  Smell, Enhanced Vision,  
  Medichines, Oracles n
  Gear: Backup Insurance  
  (1 month), Disabler, Facial/
  Image Recognition Software, 
  Fake Ego ID, Muse, Shock Ba-
  ton, Sniffer Software, Tactical 
  Network Software, Taggant 
  Nanoswarm, Track Software, 
  Tracker Dye (1 dose), Twitch 
  (1 dose) n
  Background: Lost
  Faction: Lunar
  Morph: Futura
  Motivations: +Personal Development +Self-Protection +Vengeance
  “Hello, doctor, you’re a hard man to find.  
  I have some questions about some children that I’d like to ask you.”
  You survived your accelerated 
  growth experience as a member 
  of the Lost generation, the col-
  lapse of the project, and the scan-
  dal and witchhunts that followed. 
  You’ve immersed yourself in a 
  new life and identity. Now you put 
  your particular skills and talents to 
  use tracking people as a bounty 
  hunter—a daunting task consider-
  ing that your targets can change 
  not only their faces but their bodies 
  and sometimes even their memo-
  ries and mannerisms. All the while 
  you viciously hide your own history 
  and out-maneuver those who want 
  to track your kind down. You are 
  not content to be a victim or a mer-
  cenary for others, however. Slowly 
  but surely you are amassing infor-
  mation on those responsible for 
  the Lost project—for what they 
  did to you—and some day you will 
  make them pay. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  20
  10
  15
  15
  20
  5
  20
  Morph Bonus
  Total
  20
  10
  15
  15
  20
  5
  20
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  4
  8
  40
  80
  —
  —
  —
  6
  1 (3)
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Anthropology
  COG
  60
  60
  Academics: Computer Science
  COG
  60
  60
  Academics: Physics
  COG
  50
  50
  Art: Digital Art
  INT
  50
  50
  Deception
  SAV
  40
  40
  Fray
  REF
  35
  35
  Free Fall
  REF
  30
  30
  Gunnery
  INT
  50
  50
  Impersonation
  SAV
  45
  45
  Infiltration
  COO
  50
  50
  Infosec
  COG
  60
  60
  Interests: Crime Groups
  COG
  60
  60
  Interests: Cultural Trends
  COG
  45
  45
  Interfacing
  COG
  50
  50
  Investigation
  INT
  60
  60
  Kinesics
  SAV
  50
  50
  Language: Native English
  INT
  90
  90
  Networking: Criminals
  SAV
  50
  50
  Networking: Firewall
  SAV
  40
  40
  Networking: Hypercorps
  SAV
  40
  40
  Perception
  INT
  45
  45
  Pilot: Aircraft
  REF
  55
  55
  Pilot: Anthroform
  REF
  55
  55
  Pilot: Groundcraft
  REF
  30
  30
  Profession: Forensics
  COG
  60
  60
  Profession: Police Procedures
  COG
  50
  50
  Profession: Security Systems
  COG
  45
  45
  Programming
  COG
  60
  60
  Research
  COG
  60
  60
  TRAITS
  Ego: Real World Naiveté, Social 
  Stigma (AGI) n
  REP
  c-rep: 
  20
  g-rep: 
  10
  i-rep: 
  20
  EQUIPMENT
  Armor: None [0/0] n
  Primary Weapon: None n
  Starting Credit: 250 n
  Gear: AR Illusions Software, 
  Backup Insurance (1 month), 
  Covert Ops Tool, Creepy, 
  Exploit Software, Facial/Im-
  age Recognition Software, 
  Gnat Bots (2), Guardian Bot, 
  Holographic Projector, Juice 
  Narcoalgorithm, Saucer Bot, 
  Scout Nanoswarm, Servitor 
  Bot, Smart Dust, Sniffer Soft-
  ware, Speck Bots (3), Spoof 
  Software, Tactical Network 
  Software, Tracking Software, 
  XP Clips (5) n
  Background: Infolife
  Faction: Mercurial
  Morph: Infomorph
  Motivations: +AGI Rights +Personal Development +Sousveillance 
  “Oh this is great, I think I found it! What is a ‘red light district?’ Oh, I see.”
  You are a digital life form, coded 
  to be “friendly” and molded with 
  transhuman mindsets and world 
  views. You resent the backlash 
  against AGIs and criticize resur-
  gent human tendencies towards 
  technophobia and xenophobia as 
  harmful to the emerging transhu-
  man society. You immerse your-
  self fully in transhuman culture 
  and the data it produces, bath-
  ing in its richness. You excel at 
  sifting, sorting, and correlating 
  this data, in fact, selling your ser-
  vices as a mesh-based investiga-
  tor. For most of your inquiries, a 
  physical form isn’t necessary, as 
  you acquire data on the physi-
  cal world through sensors. When 
  physical interaction is called 
  for, however, you can operate 
  or jam a bot or catch a ride in a 
  ghostrider module or, as a last 
  resort, in a meat puppet. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  10
  20
  15
  15
  10
  20
  15
  Morph Bonus
  5
  5
  5
  Total
  15
  25
  20
  15
  10
  20
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  5
  6
  30
  60
  6
  30
  45
  6 (7)
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Engineering
  COG
  50
  5
  55
  Academics: Materials Science
  COG
  50
  5
  55
  Academics: Physics
  COG
  50
  5
  55
  Art: Ink Painting
  INT
  45
  5
  50
  Climbing
  SOM
  30
  30
  Demolitions
  COG
  40
  5
  45
  Exotic Ranged: Ink Attack
  COO
  35
  5
  40
  Free Fall
  REF
  45
  45
  Hardware: Electronics
  COG
  40
  5
  45
  Hardware: Industrial
  COG
  40
  5
  45
  Infiltration
  COO
  50
  5
  55
  Interests: Post-Fall Earth
  COG
  40
  5
  45
  Interests: Ruined Habitats
  COG
  55
  5
  60
  Interests: Spaceship Models
  COG
  40
  5
  45
  Interfacing
  COG
  30
  5
  35
  Investigation
  INT
  35
  5
  40
  Kinetic Weapons
  COO
  50
  5
  55
  Language: Native Japanese
  INT
  80
  5
  85
  Networking: Autonomists
  SAV
  30
  30
  Networking: Criminal
  SAV
  40
  40
  Networking: Ecologists
  SAV
  40
  40
  Networking: Firewall
  SAV
  30
  30
  Networking: Hypercorps
  SAV
  30
  30
  Palming
  COO
  40
  5
  45
  Perception
  INT
  45
  5
  50
  Pilot: Aircraft
  REF
  35
  35
  Pilot: Spacecraft
  REF
  45
  45
  Profession: Appraisal
  COG
  40
  5
  45
  Profession: Salvage Ops
  COG
  60
  5
  65
  Scrounging
  INT
  60
  5
  65
  Swimming
  SOM
  50
  50
  Unarmed Combat
  SOM
  50
  50
  TRAITS
  Ego: Ambidextrous (x 2) n
  Morph: Limber (Level 2) n
  REP
  @-rep: 
  30
  c-rep: 
  20
  e-rep: 
  40
  g-rep: 
  40
  i-rep: 
  20
  EQUIPMENT
  Armor: Crash Suit [3/4 or 4/6] with 
  Chameleon Coating n
  Primary Weapon: Kinetic Pistol 
  (100 rounds standard ammo) n
  Starting Credit: 400 n
  Implants: Basic Biomods, Basic 
  Mesh Inserts, Chameleon 
  Skin, Cortical Stack, Direction 
  Sense, Echolocation, Electrical 
  Sense, Enhanced Vision, Grip 
  Pads, Medichines, Oracles, 
  Radiation Sense n
  Gear: Backup Insurance  
  (1 month), Breadcrumb Posi-
  tioning System, Disassembly 
  Tools, Mobile Lab, Muse, Nano-
  detector, Radio Booster, Shel-
  ter dome, Specimen Container, 
  Superthermite Charge, Tactical 
  Network Software, Vacsuit 
  (Standard), X-Ray Emitter n
  Advantages: 8 Arms, Beak Attack 
  (1d10 DV, use Unarmed Combat 
  skill), Ink Attack (blinding), 
  360-degree Vision n
  Background: Uplift (Octopus)
  Faction: Mercurial
  Morph: Octomorph
  Motivations: +Exploration +Reclaiming Earth +Uplift Rights
  “Maybe it’s the kind of trap that would catch a knuckle-dragging monkey,  
  but my superior physiology was able to easily squeeze out of it.”
  You may be an “uplift,” but you find 
  it hard not to feel sorry for these 
  modified monkeys around you who 
  have to get by with half as many 
  limbs, gaping sensory blind spots, 
  and brittle bones that are con-
  stantly breaking. Any favors they 
  did by uplifting octopus-kind were 
  rendered moot when they suc-
  ceeded in despoiling and abandon-
  ing the home planet you all shared. 
  Nevertheless, you find all the ruins 
  and derelict habitats left behind by 
  transhumanity to be fascinating to 
  explore, so you spend much of your 
  time combing through spacecraft 
  hulls and shattered stations, look-
  ing for curiosities and lost trea-
  sures. Such activities tend to take 
  you close to Earth as well, where 
  you support the efforts of those who 
  hope to take the planet back. Your 
  ultimate dream is to someday swim 
  in the oceans of your ancestors. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  10
  20
  15
  20
  10
  20
  10
  Morph Bonus
  5
  5
  5
  10
  5
  Total
  10
  25
  20
  25
  10
  30
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  5
  4 (6)
  20 (30)
  40 (60)
  10
  50
  75
  7 (9)
  1 (2)
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Linguistics
  COG
  50
  50
  Art: Dance
  INT
  55
  5
  60
  Beam Weapons
  COO
  40
  5
  45
  Blades
  SOM
  60
  10
  70
  Climbing
  SOM
  40
  10
  50
  Clubs
  SOM
  50
  10
  60
  Fray
  REF
  70
  5
  75
  Free Fall
  REF
  60
  5
  65
  Hardware: Armorer
  COG
  40
  40
  Infiltration
  COO
  50
  5
  55
  Interests: Drug Dealers
  COG
  50
  50
  Interests: Gambling
  COG
  40
  40
  Interests: Scum Gangs
  COG
  50
  50
  Interests: Triad Politics
  COG
  50
  50
  Intimidation
  SAV
  60
  60
  Kinesics
  SAV
  40
  40
  Kinetic Weapons
  COO
  60
  5
  65
  Language: Native Spanish
  INT
  80
  5
  85
  Language: Cantonese
  INT
  55
  5
  60
  Networking: Autonomists
  SAV
  50
  50
  Networking: Criminals
  SAV
  50
  50
  Perception
  INT
  45
  5
  50
  Persuasion
  SAV
  20
  20
  Profession: Bodyguarding
  COG
  40
  40
  Profession: Protection Rackets
  COG
  50
  50
  Profession: Security Ops
  COG
  50
  50
  Scrounging
  INT
  25
  5
  30
  Unarmed Combat
  SOM
  60
  10
  70
  TRAITS
  Ego: Minor Addiction (Alcohol) n
  REP
  @-rep: 
  60
  c-rep: 
  40
  EQUIPMENT
  Armor: Bioweave Armor (Light) 
  + Body Armor (Heavy) with 
  Offensive Armor and Shock 
  Proof mods [15/16] n
  Primary Weapon: Kinetic Pistol 
  (100 rounds regular ammo) n
  Starting Credit: 1,000 n
  Implants: Basic Biomods, Basic 
  Mesh Inserts, Bioweave 
  Armor (Light), Cortical Stack, 
  Cyberclaws, Enhanced Vision, 
  Medichines, Neurachem 
  (Level 1), Toxin Filters n
  Gear: Backup Insurance  
  (1 month), Cuffband, Kick  
  (2 doses), Kinetic SMG (100 
  rounds regular ammo),  
  Monofilament Sword, Muse, 
  Nanobandages (5), Shock 
  Gloves, Tactical Network 
  Software, Wasp Knife n
  Background: Scumborn
  Faction: Scum
  Morph: Fury
  Motivations: +Adventure +Hedonism +Morphological Freedom
  “Oi! Pretty boy! If that’s the best punch you can throw,  
  then you’re never gonna get to see the rest of my mods!”
  Those jokers in the inner 
  system just don’t get it—the 
  future is about taking life by the 
  enhanced reproductive organs 
  and squeezing every juicy drop 
  out. You live the life you want to 
  live, doing whatever you like to 
  your bodies and mind, and you 
  plan to enjoy the hell out of it 
  until maybe you get to watch 
  the universe end. Right now, 
  you get your kicks with action, 
  either the violent or kinky 
  kind—sometimes both. You 
  thrive as a tough chick who will 
  smack the hell out of anyone 
  who threatens your friends or 
  clients during the day, but the 
  real fun is taking home a differ-
  ent partner every night. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  15
  10
  15
  10
  20
  15
  20
  Morph Bonus
  5
  5
  5
  Total
  15
  15
  20
  10
  25
  15
  20
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  4
  8
  40
  80
  6
  30
  45
  5 (7)
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Anthropology
  COG
  55
  55
  Animal Handling
  SAV
  45
  5
  50
  Art: Dancing
  INT
  60
  5
  65
  Art: Erotic Entertainment
  INT
  70
  5
  75
  Art: Singing
  INT
  60
  5
  65
  Beam Weapons
  COO
  35
  5
  40
  Deception
  SAV
  50
  5
  55
  Disguise
  INT
  45
  5
  50
  Fray
  REF
  40
  40
  Impersonation
  SAV
  40
  5
  45
  Infiltration
  COO
  40
  40
  Infosec
  COG
  35
  5
  40
  Interests: Art History
  COG
  60
  60
  Interests: Celebrity Gossip
  COG
  55
  55
  Interests: Social Cliques
  COG
  65
  65
  Kinesics
  SAV
  60
  5
  65
  Language: Native French
  INT
  85
  85
  Language: Mandarin
  INT
  45
  50
  Language: Japanese
  INT
  45
  50
  Networking: Autonomists
  SAV
  45
  5
  50
  Networking: Firewall
  SAV
  30
  5
  35
  Networking: Hypercorps
  SAV
  50
  5
  55
  Networking: Media
  SAV
  60
  5
  65
  Palming
  COO
  30
  5
  35
  Perception
  INT
  35
  5
  40
  Persuasion
  SAV
  60
  5
  65
  Profession: Escorting
  COG
  55
  55
  Protocol
  SAV
  60
  5
  65
  Unarmed Combat
  SOM
  60
  60
  TRAITS
  Ego: First Impression,  
  Second Skin n
  Morph: Social Stigma (Pod) n
  REP
  c-rep: 
  30
  f-rep: 
  40
  g-rep: 
  20
  i-rep: 
  10
  EQUIPMENT
  Armor: Second Skin [1/3] n
  Primary Weapon: Claws n
  Starting Credit: 8,500 n
  Implants: Basic Biomods, Basic 
  Mesh Inserts, Claws, Clean 
  Metabolism, Cortical Stack, 
  Cyberbrain, Enhanced Hearing, 
  Enhanced Pheromones,  
  Implanted Nanotoxins (Necro-
  sis), Mnemonic Augmentation, 
  Sex Switch, Skinflex n
  Gear: Backup Insurance  
  (1 month), Hither (1 dose), 
  Muse, Orbital Hash (2 doses), 
  Servitor Bot, Smart Clothing, 
  Smart Rats (2), XP Clips (5) n
  Background: Hyperelite
  Faction: Socialite
  Morph: Pleasure Pod
  Motivations: +Hedonism +Hypercapitalism +Personal Career
  “I’m just here to make sure you have the night of your life!”
  You are immersed in the social 
  cliques and glitterati lifestyle of 
  the inner system elites. You spe-
  cialize in being the ideal com-
  panion, offering witty banter and 
  entertainment and providing for all 
  your client’s wishes and desires. 
  You are more than just a pretty 
  face and good time, however, 
  and are capable of offering your 
  client discreet protection from 
  plotting rivals thanks to some 
  judicious bodyguard training and 
  non-standard modifications. Given 
  the constantly shifting allegiances 
  and manipulations of the bored 
  and undying rich, you have even 
  on occasion used your skills to get 
  close to a client in order to elimi-
  nate them for a rival. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  15
  15
  20
  15
  15
  20
  10
  Morph Bonus
  5
  5
  10
  5
  Total
  15
  20
  20
  20
  15
  30
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  4
  4 (6)
  20 (30)
  40 (60)
  8
  40
  60
  7 (8)
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Astrosociology
  COG
  60
  60
  Academics: Astrozoology
  COG
  55
  55
  Academics: Botany
  COG
  45
  45
  Academics: Xenolinguistics
  COG
  60
  60
  Climbing
  SOM
  45
  10
  55
  Fray
  REF
  50
  5
  55
  Free Fall
  REF
  40
  5
  45
  Freerunning
  SOM
  60
  10
  70
  Hardware: Groundcraft
  COG
  45
  45
  Infiltration
  COO
  50
  5
  55
  Interests: Gatecrashing
  COG
  60
  60
  Interests: Sci-Fi Aliens
  COG
  45
  45
  Investigation
  INT
  35
  35
  Kinesics
  SAV
  30
  30
  Kinetic Weapons
  COO
  45
  5
  50
  Language: Native Swedish
  INT
  85
  85
  Language: English
  INT
  40
  40
  Medicine: Paramedic
  COG
  40
  40
  Navigation
  INT
  60
  60
  Networking: Autonomists
  SAV
  55
  55
  Networking: Firewall
  SAV
  45
  45
  Networking: Scientists
  SAV
  55
  55
  Perception
  INT
  60
  60
  Pilot: Groundcraft
  REF
  45
  5
  50
  Pilot: Spacecraft
  REF
  35
  5
  40
  Profession: First Contact
  COG
  60
  60
  Profession: Surveying
  COG
  45
  45
  Profession: Smuggling Tricks
  COG
  60
  60
  Protocol
  SAV
  50
  50
  Scrounging
  INT
  60
  60
  TRAITS
  None n
  REP
  @-rep: 
  50
  i-rep: 
  20
  r-rep: 
  30
  EQUIPMENT
  Armor: Vacsuit (Standard Smart-
  fabric with Immunogenic 
  System) [7/7] n
  Primary Weapon: Kinetic Assault 
  Rifle (100 rounds regular ammo) n
  Starting Credit: 4,150 n
  Implants: Adrenal Boost, Basic 
  Biomods, Basic Mesh Inserts, 
  Cortical Stack, Direction 
  Sense, Enhanced Vision, 
  Medichines, Oxygen Reserve, 
  Temperature Tolerance n
  Gear: Backup Insurance (1 month), 
  Breadcrumb Positioning  
  System, Diamond Ax, Electrogra-
  vitics Net, Electronic Rope, Knife, 
  Portable Lidar/Radar Sensor 
  System, Radio Booster, Saucer 
  Bot, Shelter Dome, Specimen 
  Container, Spindle with Spindle 
  Climber, Tactical Network Soft-
  ware, Traction Pads, Utilitool n
  Background: Drifter
  Faction: Titanian
  Morph: Olympian
  Motivations: +Alien Contact +Exploration +Nano-Ecology
  “I just finished my analysis of the xenolife amino acids and it’s nothing close  
  to what the Boyle-Cross hypothesis suggested it should be.”
  The gates have opened a new 
  frontier to transhumanity and you 
  are ready to step through and 
  face the challenges such oppor-
  tunities bring. You are a profes-
  sional gatecrasher, eager to expe-
  rience new worlds first-hand, 
  despite the dangers—or even 
  because of them. Unlike those 
  who feel that new planets should 
   be protected and preserved, you 
  support colonizing and expanding 
  transhumanity’s presence while 
  maintaining a minimal impact on 
  alien ecosystems. You are also 
  trained in First Contact scenarios 
  and are hopeful of finding new 
  intelligent life—hopefully with-
  out sparking some kind of deadly 
  interstellar incident. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  10
  20
  15
  20
  10
  15
  15
  Morph Bonus
  10
  5
  5
  5
  10
  Total
  20
  25
  15
  25
  15
  25
  15
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  3
  6
  30
  60
  8
  40
  60
  7 (8)
  1 (2)
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Military Science
  COG
  60
  10
  70
  Academics: Philosophy
  COG
  60
  10
  70
  Beam Weapons
  COO
  60
  5
  65
  Climbing
  SOM
  35
  10
  45
  Clubs
  SOM
  50
  10
  60
  Fray
  REF
  65
  5
  70
  Free Fall
  REF
  50
  5
  55
  Freerunning
  SOM
  45
  10
  55
  Gunnery
  INT
  45
  45
  Hardware: Armorer
  COG
  50
  60
  Infiltration
  COO
  50
  5
  55
  Interests: Literature
  COG
  50
  10
  60
  Interests: Military History
  COG
  55
  10
  65
  Intimidation
  SAV
  35
  5
  40
  Kinetic Weapons
  COO
  60
  5
  65
  Language: Native Turkish
  INT
  80
  80
  Language: English
  INT
  60
  60
  Language: German
  INT
  45
  45
  Medicine: Paramedic
  COG
  40
  10
  50
  Networking: Hypercorps
  SAV
  50
  5
  55
  Perception
  INT
  50
  50
  Pilot: Groundcraft
  REF
  30
  5
  35
  Profession: Military Ops
  COG
  55
  10
  65
  Profession: Security Ops
  COG
  50
  10
  60
  Profession: Squad Logistics
  COG
  55
  10
  65
  Seeker Weapons
  COO
  60
  5
  65
  Spray Weapons
  COO
  35
  5
  40
  Scrounging
  INT
  25
  5
  30
  Throwing Weapons
  COO
  40
  5
  45
  Unarmed Combat
  SOM
  60
  10
  70
  TRAITS
  Ego: Brave n
  Morph: Uncanny Valley n
  REP
  c-rep: 
  50
  EQUIPMENT
  Armor: Body Armor (Heavy) with 
  Refractive Glazing [16/13] n
  Primary Weapon: Railgun SMG 
  (100 rounds regular ammo, 100 
  rounds AP ammo) n
  Starting Credit: 4,450 n
  Implants: Basic Biomods, Basic 
  Mesh Inserts, Circadian  
  Regulation, Clean Metabolism, 
  Cortical Stack, Eidetic  
  Memory, Enhanced Respiration, 
  Enhanced Vision, Hand Laser, 
  Medichines, Neurachem (Level 1), 
  Temperature Tolerance, Toxin 
  Filters, T-Ray Emitter n
  Gear: Backup Insurance  
  (1 month), HE Grenades (10), 
  Muse, Particle Beam Bolter, 
  Tactical Network Software, 
  Vibroblade n
  Background: Lunar Colonist
  Faction: Ultimate
  Morph: Remade
  Motivations: +Immortality +Individualism +Personal Development
  “Your beliefs blind you to your true potential.”
  You are a warrior-philosopher, 
  embracing an ascetic lifestyle for 
  your own personal growth. You 
  decry the hedonism and greed of 
  the inner system and the collec-
  tivism and anarchy of the autono-
  mists, but you’re more than will-
  ing to take their pay so that they 
  may kill each other. You follow 
  your own path, however, and 
  when you cease to learn from an 
  experience or increase your own 
  personal capabilities you will 
  move on to the next. You mostly 
  find employment in the inner 
  system, where various social 
  cliques and hypercorps favor 
  ultimates like yourself, knowing 
  they are less likely to be tempted 
  or subverted by rivals. In the 
  end it doesn’t matter who pays 
  the credit; you’ll take from them, 
  learn from them, and be here long 
  after they’ve destroyed them-
  selves with their petty intrigues 
  and flawed ideologies. n
  
  APTITUDES
  SKILLS
  STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  15
  15
  15
  10
  20
  15
  15
  Morph Bonus
  5
  10
  5
  Total
  15
  20
  15
  10
  30
  15
  20
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  5
  6 (8)
  30 (40)
  60 (80)
  7
  35
  53
  5
  1
  APT
  BASE
  MORPH 
  BONUS
  TOTAL
  Academics: Memetics
  COG
  70
  70
  Academics: Psychology
  COG
  60
  60
  Academics: Sociology
  COG
  60
  60
  Art: Rhetoric
  INT
  55
  55
  Art: Speech
  INT
  60
  60
  Deception
  SAV
  60
  10
  70
  Fray
  REF
  25
  25
  Interests: Cultural Memes
  COG
  60
  60
  Interests: Hypercorps
  COG
  50
  50
  Interests: Inner System Politics
  COG
  60
  60
  Intimidation
  SAV
  50
  10
  60
  Investigation
  INT
  55
  55
  Kinesics
  SAV
  70
  10
  80
  Language: Native Arabic
  INT
  85
  85
  Networking: Firewall
  SAV
  50
  10
  60
  Networking: Hypercorps
  SAV
  50
  10
  60
  Networking: Media
  SAV
  60
  10
  70
  Perception
  INT
  45
  45
  Persuasion
  SAV
  50
  10
  60
  Pilot: Aircraft
  REF
  20
  20
  Pilot: Groundcraft
  REF
  20
  20
  Profession: Culture Jamming
  COG
  50
  50
  Profession: Media Ops
  COG
  60
  60
  Profession: Spin Control
  COG
  55
  55
  Protocol
  SAV
  60
  10
  70
  Psychosurgery
  COG
  45
  45
  Research
  COG
  45
  45
  TRAITS
  Ego: Common Sense n
  Morph: Striking Looks (Level 1) n
  REP
  c-rep: 
  80
  f-rep: 
  60
  i-rep: 
  60
  EQUIPMENT
  Armor: Armor Clothing [3/4] n
  Primary Weapon: None n
  Starting Credit: 5,700 n
  Implants: Basic Biomods, 
  Basic Mesh Inserts, Clean 
  Metabolism, Cortical Stack, 
  Endocrine Control, Enhanced 
  Pheromones, Medichines, 
  Mnemonic Augmentation, 
  Nanophages n
  Gear: Backup Insurance  
  (1 month), Facial/Image 
  Recognition Software, 4 Gnat 
  Bots, Muse, Servitor Bot, 
  Specs, Tracking Software n
  Background: Re-instantiated
  Faction: Venusian
  Morph: Sylph
  Motivations: +Fame +Personal Career +Venusian Sovereignty
  “It’s time we discussed these rumors of Planetary Consortium interference in Morningstar’s affairs.”
  You are known as a communica-
  tor and deal-maker, but you are 
  perhaps best described as a social 
  engineer. In an age of mimetic 
  skirmishes, you excel in shaping 
  policy and public opinion. A night-
  mare combination of marketing 
  agent and political officer, you are 
  adept at media relations, spin con-
  trol, suppressing dangerous ideas, 
  psychological warfare, ideological 
  purity, and whipping a crowd into 
  a frenzy. Your social manipulation 
  skills work even better face-to-
  face, where you can run rhetori-
  cal circles around opponents and 
  scan body language and microex-
  pressions to spot the slightest hint 
  of untruthfulness or deception. You 
  excel at fostering dissension and 
  fragmenting loyalties, ultimately 
  getting others to do exactly what 
  you want while convincing them 
  it’s in their own best interests. n
  
  6
  APTITUDES
  These are ingrained abilities that every 
  character has, to varying degrees. n p. 172
  LEARNED SKILLS
  The most important part of a character, 
  these represent acquired knowledge that 
  is carried with them, even if they switch 
  morphs. n p. 172
  (You’ll need the Psi Trait to use Psi skills!)
  Knowledge Skills: Things that you know. n p. 172
  Active Skills: Things that you know how to do. n p. 172
  Combat     Mental     Physical     Social     Technical     Vehicle
  Psi
  SKILLS
  6
  APTITUDES
  These are ingrained abilities that every 
  character has, to varying degrees. n p. 172
  LEARNED SKILLS
  The most important part of a character, 
  these represent acquired knowledge that 
  is carried with them, even if they switch 
  morphs. n p. 172
  (You’ll need the Psi Trait to use Psi skills!)
  Knowledge Skills: Things that you know. n p. 172
  Active Skills: Things that you know how to do. n p. 172
  Combat     Mental     Physical     Social     Technical     Vehicle
  Psi
  SKILLS
  
  SKILL LIST AND NECESSARY SKILLS 
  Every character will want a few key skills, and there’s  
  a list of every skill to reference, as well. n p. 176
  APTITUDE-ONLY TESTS 
  In rare cases, a test may be called for in which no 
  particular skill applies. In this case, one or more 
  aptitudes are used instead. n p. 174
  LANGUAGES
  Many languages are spoken throughout the solar system. The 
  mesh makes instant translations easy, but despite this, many 
  people are still versed in two or more languages. n p. 181
  SKILL LIST AND NECESSARY SKILLS 
  Every character will want a few key skills, and there’s  
  a list of every skill to reference, as well. n p. 176
  APTITUDE-ONLY TESTS 
  In rare cases, a test may be called for in which no 
  particular skill applies. In this case, one or more 
  aptitudes are used instead. n p. 174
  LANGUAGES
  Many languages are spoken throughout the solar system. The 
  mesh makes instant translations easy, but despite this, many 
  people are still versed in two or more languages. n p. 181
  
  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. Skills represent the knowledge your character 
  has, the accumulated set of experience, education, and 
  inherent know-how possessed by each and every sapient 
  transhuman in Eclipse Phase. They are what allow you 
  to sneak into a hypercorp station, disable the security 
  systems, hack the mesh hub, and then impersonate secu-
  rity 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 deter-
  mine the margin between success and failure.
  Having a well-rounded set of skills is vital to survival 
  and success in Eclipse Phase. The skills below encom-
  pass a wide selection of talents, enough so that each 
  character can be unique in their abilities and knowledge.
  SKILLS OVERVIEW
  Skills are divided into aptitudes and learned skills 
  (see Character Skills, p. 122). Learned skills are built 
  on and linked to an aptitude. If a character lacks the 
  specific skill needed in a situation, they may usually 
  (but not always) default to the linked aptitude. You 
  may also choose to specialize in certain skills (see 
  Specializations, p. 123), reflecting an enhanced knowl-
  edge of a particular aspect of a certain skill.
  CORE SKILLS: APTITUDES
  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: 
  Untrained Skill Use, 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 rep-
  resenting 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 
  quality of the morph the character is currently inhab-
  iting, they may find their aptitudes capped (p. 123) or 
  modified (p. 123).
  LEARNED SKILLS
  A character’s learned skills represent 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 encom-
  pass nearly any skill that you might need to use in 
  Eclipse Phase. 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
  Each learned skill is classified as either an Active skill 
  or a Knowledge skill. Active skills 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
  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 an academic disci-
  pline 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 differ-
  ent 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
  Psi refers to the ability to perceive and manipulate 
  biological minds via psi waves and/or other inex-
  plicable phenomena. Due to the uniqueness of this 
  SKILLS
  6
  172
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  DEFAULTING TO FIELD SKILLS
  In some cases, a character may not possess the par-
  ticular 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: 
  Astrobiology 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
  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.
  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 to 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 gamemas-
  ter agrees, and so Srit rolls against a target number 
  of 52 (82 – 30).
  EXAMPLE
  COMPLEMENTARY SKILLS
  Sometimes more than one skill may apply to a par-
  ticular 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.
  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 
  fringers, 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.
  EXAMPLE
  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
  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
  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 circum-
  stances 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 modi-
  fiers 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
  Sometimes you lack the skill needed in a certain situ-
  ation. 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, 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 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.
  COMPLEMENTARY SKILL BONUS
  SKILL RATING
  MODIFIER
  01–30
  +10
  31–60
  +20
  61+
  +30
  .6
  .
  6
  .6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6.
  SKILLS
  173
  
  the test is more difficult, the gamemaster may simply 
  use an aptitude × 2, or just the straight aptitude rating. 
  In some cases, more than one aptitude may be rel-
  evant to the test and so they may be added together to 
  derive the target number.
  What follows are a few examples where an apti-
  tude-only test might be appropriate. Gamemasters 
  may call for similar tests in other situations, but 
  learned skills should be used whenever possible.
  SKILL RANGES
  What is the difference between being a clumsy neo-
  phyte 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 transhu-
  man 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 Ranges table provides an interpretation for the 
  capabilities at different skill levels.
  APTITUDES
  There are 7 aptitudes in Eclipse Phase, described 
  on p. 122. Each character has these aptitudes at a 
  minimum rating of 1.
  APTITUDE-ONLY TESTS
  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. 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 × 3. In rare cases where 
  APTITUDE RANGE
  RATING
  ASSESSMENT
  SOMATICS
  COORDINATION
  REFLEXES
  COGNITION
  INTUITION
  SAVVY
  WILLPOWER
  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
  LEARNED SKILL RANGES
  SKILL
  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 in-
  novations or insights
  80
  Worthy of being a system-renowned authority on  
  the subject
  90
  Nobel/Olympic/grandmaster
  99
  Pinnacle of current understanding and innovation
  174
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  APTITUDE COMPARISON:  
  FLATS vs. SPLICERS AND EXALTS 
  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. 
  n
  
  BRUTE STRENGTH
  Any test that involves simple brute strength can be 
  handled as an SOM × 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
  Use REF + (COO × 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 (p. 200).
  COMPOSURE AND RESOLVE
  Various game situations may frighten your character, 
  turn their stomach, horrify them, or rattle them to the 
  core of their being. Use WIL × 3 to determine if your 
  character can hold their ground, keep it down, and 
  pull themselves together.
  ESCAPE ARTIST
  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 col-
  lapsed 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
  Sometimes the players miss the obvious or their per-
  sonal 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 × 3 or COG × 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
  Memories are what egos use to maintain continuity 
  of self from morph to morph, but humans are notori-
  ous 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 (Eidetic Memory trait, p.  146 or 
  Eidetic Memory augmentation, p. 301) or Mnemonic 
  Augmentation, p. 307 have perfect memory, so no test 
  is required.
  .6
  .
  6
  .6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6
  .
  6.
  SKILLS
  175
  
  COMPLETE SKILL LIST
  This section details all of the learned skills avail-
  able in Eclipse Phase. Gamemasters and players 
  may, of course, agree to add additional skills to 
  this list as appropriate to their campaign.
  ACADEMICS: [FIELD]
  Type: Field, Knowledge
  Linked Aptitude: COG
  What it is: Academics covers any sort of spe-
  cialized non-applied knowledge you can only get 
  through intensive education. Most theoretical 
  and applied sciences, social sciences, transhu-
  manities, 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 deter-
  mine 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, 
  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
  176
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  NECESSARY SKILLS
  While characters will need a mix of skills to 
  succeed in the varied tasks they encounter in 
  Eclipse Phase, some skills are crucial for any 
  character. If a character lacks these, they will 
  have a difficult time getting by, so it is impor-
  tant 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. 
  n
  
  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 reputa-
  tion for the artist.
  Sample Fields: Architecture, Criticism, Dance, Drama, 
  Drawing, Painting, Performance, Sculpture, Simul-
  space Design, Singing, Speech, Writing
  Specializations: As appropriate to the field
  BEAM WEAPONS
  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
  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
  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 char-
  acter 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 Combat Turn. For rappelling, the timeframe for 
  descent is 50 meters per Action Turn. Climbing gear 
  (Grip Pads, p. 305; Traction Pads, p. 317; Spindle 
  Climber, p. 333) provides appropriate modifiers.
  Specializations: Assisted, Freehand, Rappelling
  Cryptography, Economics, Engineering, Genetics, 
  Geology, Linguistics, Mathematics, Memetics, 
  Nanotechnology, Old Earth History, Physics, Polit-
  ical Science, Psychology, Sociology, Xeno-archeology, 
  Xenolinguistics, Zoology
  Specializations: As appropriate to the field
  ANIMAL HANDLING
  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 when-
  ever 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 attack-
  ing. Your Margin of Success determines how effective 
  you are at convincing the creature. At the gamemas-
  ter’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
  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 complex-
  ity 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 (see 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 com-
  plete the trained action.
  ART: [FIELD]
  Type: Field, Knowledge
  Linked Aptitude: INT
  What it is: Art confers the ability to create and eval-
  uate 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.
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  SKILLS
  177
  
  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 
  Opposed Test against Perception or Investigation.
  Specializations: Cosmetic, Theatrical
  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 (see p. 191).
  Sample Fields: Morning Star, Spear, Whip
  Specializations: N/A
  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, Kinetic, Seeker, Spray, or 
  Throwing Weapons skills.
  When you use it: Use this skill whenever attacking with 
  an exotic ranged weapon in ranged combat (see p. 191)
  Sample Fields: Blowgun, Crossbow, Slingshot
  Specializations: N/A
  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 condi-
  tions, maintain your course in steep winds, or other-
  wise keep from crashing or falling.
  Specializations: Diving, Landing, Takeoff, specific 
  maneuvers
  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 Step 2: Declare Defense, p. 191). 
  Fray may also be used to dodge other events that may 
  CLUBS
  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 Clubs, p. 334).
  When you use it: Players use their Clubs skill 
  whenever 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
  Type: Active, Mental, Psi
  Linked Aptitude: WIL (no defaulting)
  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
  Type: Active, Social
  Linked Aptitude: SAV
  What it is: Deception is your ability to act, bluff, con, 
  fast talk, lie, misrepresent, and pretend. Accomplished 
  users of deception are able to convince anyone of nearly 
  anything. This skill does not include using a physical 
  disguise or passing yourself off as another person (the 
  Disguise and Impersonate skills cover those areas).
  When you use it: Use this skill whenever you want 
  to deceive someone with words or gestures. A suc-
  cessful skill test means that you have passed off your 
  deception 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
  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 
  Demolitions, p. 197
  Specializations: Commercial Explosives, Disarming, 
  Improvised Explosives
  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, 
  178
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  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
  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
  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, 
  Industrial (habitat, factory, and life support 
  systems), Nautical (watercraft and submarines), 
  Robotics (synthetic morphs)
  Specializations: As appropriate to the field
  BUILDING
  Creating an item from scratch is handled as a Task 
  Action with a timeframe determined by the gamemas-
  ter. The timeframe should be set according to the com-
  plexity of the object and could range from an hour 
  (constructing a set of shelves) to days (assembling a 
  robot from spare parts) or 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 impos-
  sible (lack of required tools).
  REPAIRING
  Damaged items may be repaired in a similar manner. See 
  the rules for Synthmorph and Object Repair, p. 208.
  MODIFYING
  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.
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  SKILLS
  179
  
  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
  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 param-
  eters, 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 The Mesh chapter, p. 234.
  Specializations: Forgery, Scanning, Stealthing, by 
  program
  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
  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, Investigation 
  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 
  to provide clues to players, especially when the subject 
  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 man-
  nerisms and speech patterns and using accumulated 
  information to convince others that you are that 
  person. In a universe where appearance is highly vari-
  able, 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 interac-
  tion. Forks use this skill when passing themselves 
  off as their alpha ego. Impersonate is handled as an 
  Opposed Test against the Kinesics skill.
  Specializations: Avatar, Face-to-Face, Verbal
  INFILTRATION
  Type: Active, Physical
  Linked Aptitude: COO
  What it 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
  Type: Active, Technical
  Linked Aptitude: COG (no defaulting)
  What it is: Infosec is short for “information secu-
  rity.” 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 The Mesh chapter, p. 234, for 
  more details.
  Specializations: Brute-Force Hacking, Decryption, 
  Probing, Security, Sniffing, Spoofing
  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, 
  180
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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, representing 
  dialects, technical jargon, and subcultural slang
  matter is something their character might know well 
  but the player does not.
  Specializations: Evidence Analysis, Logical Deduc-
  tions, Physical Investigation, Physical Tracking
  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 lan-
  guage, tells, social cues, and other subconscious indi-
  cators. It can also be used to emote more effectively. 
  Kinesics is used defensively whenever someone is 
  trying to deceive 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
  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
  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, 
  applying modifiers as appropriate.
  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
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  SKILLS
  181
  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 fol-
  lowed. No single language dominated the realm 
  of space expansion, and multilingualism was 
  common. Many habitats and (sub)cultural group-
  ings cling to specific languages as a method of 
  retaining cultural identity. Despite the avail-
  ability of instant translation via the mesh, many 
  people remain versed in two or more languages.
  The ten languages with the largest speak-
  ing populations are: Arabic, Cantonese, 
  English, French, Hindi, Japanese, Mandarin, 
  Portuguese, Russian, and Spanish. Other lan-
  guages 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 undeveloped regions, as their speaking popu-
  lations did not migrate into space pre-Fall and 
  were not privileged enough to survive in large 
  numbers as infomorph refugees. 
  n
  
  Sample Fields: Autonomists (@-rep), Criminals (g-rep), 
  Ecologists (e-rep), Firewall (i-rep), Hypercorps (c-rep), 
  Media (f-rep), Scientists (r-rep). At the gamemaster’s 
  discretion, this list can be expanded to other (sub)-
  cultural groupings.
  Specializations: As appropriate to each field
  PALMING
  Type: Active, Physical
  Linked Aptitude: COO
  What it is: Palming is the skill of handling items quickly 
  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
  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 
  want to take a detailed account of your surround-
  ings (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
  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 conducting 
  physical exams, diagnosing ailments, treating prob-
  lems and illnesses, surgery, using biotech and nano-
  tech medical tools, and long-term care. see Healing 
  and Repair, p. 208.
  Sample Fields: Biosculpting, Exotic Biomorphs, 
  Gene Therapy, General Practice, Implant Surgery, 
  Nanomedicine, Paramedic, Pods, Psychiatry, 
  Remote Surgery, Trauma Surgery, Uplifts (by type), 
  Veterinary
  Specializations: As appropriate to the field
  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]
  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).
  182
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 viruses 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
  NANOFABRICATION
  Nanofabrication is use of Programming skill to 
  create objects using a cornucopia machine, fabber, 
  or maker (see Nanofabricators, 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, 
  Forgery, Weapons
  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 groups.
  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 street-
  wise, Protocol allows you to navigate treacherous 
  social waters and put people at ease. If the character 
  is dealing 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
  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 
  Protocol 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.
  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 persua-
  sion through threats or force (that is covered by 
  Intimidation) or by lying (covered by Deception).
  When you use it: Use Persuasion any time you 
  are trying to bargain with, convince, or manipulate 
  someone. This can include motivating your subordi-
  nates 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]
  Type: Field, Active, Vehicle
  Linked Aptitude: REF
  What it is: Pilot is your skill at driving/flying a 
  vehicle 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]
  Type: Field, Knowledge
  Linked Aptitude: COG
  What it is: Profession skills indicate training in a 
  profession practiced in Eclipse Phase. This can indi-
  cate 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 refer-
  ence specialized knowledge that someone trained in 
  that profession might have.
  Sample Fields: Accounting, Appraisal, Asteroid Pros-
  pecting, 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
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  SKILLS
  183
  
  SEEKER WEAPONS
  Type: Active, Combat
  Linked Aptitude: COO
  What it is: Seeker Weapons covers the use and main-
  tenance of seeker launchers 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
  Type: Active, Mental, Psi
  Linked Aptitude: INT (no defaulting)
  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
  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 Spray Weapons 
  skill whenever they are attacking with a spray weapon 
  in ranged combat (p. 191).
  Specializations: Buzzer, Freezer, Shard, Shredder, Torch
  SWIMMING
  Type: Active, Physical
  Linked Aptitude: SOM
  What it is: Swimming is the art of moving and 
  not drowning within fluids. It includes floating, 
  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 envi-
  ronment 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
  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
  PSI ASSAULT
  Type: Active, Mental, Psi
  Linked Aptitude: WIL (no defaulting)
  What it is: Psi Assault is the skill of damaging 
  another ego’s mind. It can only be purchased by char-
  acters with the Psi trait (p. 147).
  What it does: Use Psi Assault when attacking 
  another ego’s mind in psi combat.
  Specializations: By sleight
  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 
  Psychosurgery, p. 229). Psychosurgery can be used 
  beneficially 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
  Type: Active, Technical
  Linked Aptitude: COG
  What it is: Research is the skill for looking up infor-
  mation 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 Online Research, p. 249.
  Specializations: Tracking, by information type
  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, valuables, 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
  184
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  UNARMED COMBAT
  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
  SPECIAL SKILLS
  While the preceding list represents the skills most com-
  monly 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.
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  SKILLS
  185
  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 myster-
  ies, 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 charac-
  ters 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 impro-
  vise or even abandon their plans. 
  n
  
  7
  COMBAT SUMMARY
  • Combat is handled as an 
  Opposed Test.
  • Attacker rolls attack skill 
  +/– modifiers.
  • Melee: Defender rolls 
  Fray or melee combat 
  skill +/– modifiers. 
  • Ranged: Defender rolls 
  (Fray skill ÷ 2, round 
  down) +/– modifiers.
  • If attacker succeeds and 
  rolls higher than the 
  target, the attack hits.
  • Critical hits are armor-
  defeating.
  • An Excellent Success 
  increases the damage 
  by +5 (MoS 30+) or +10 
  (MoS 60+).
  • 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 damage exceeds 
  Wound Threshold, a 
  wound is also scored. 
  (Multiple wounds 
  apply if the damage 
  exceeds Wound 
  Threshold by multiple 
  factors.)
  7
  COMBAT SUMMARY
  • Combat is handled as an 
  Opposed Test.
  • Attacker rolls attack skill 
  +/– modifiers.
  • Melee: Defender rolls 
  Fray or melee combat 
  skill +/– modifiers. 
  • Ranged: Defender rolls 
  (Fray skill ÷ 2, round 
  down) +/– modifiers.
  • If attacker succeeds and 
  rolls higher than the 
  target, the attack hits.
  • Critical hits are armor-
  defeating.
  • An Excellent Success 
  increases the damage 
  by +5 (MoS 30+) or +10 
  (MoS 60+).
  • 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 damage exceeds 
  Wound Threshold, a 
  wound is also scored. 
  (Multiple wounds 
  apply if the damage 
  exceeds Wound 
  Threshold by multiple 
  factors.)
  
  ACTIONS
  During any given Action Turn, there are 4 different types of 
  Actions that may be taken. n p. 189
  COMBAT EXAMPLE & SUMMARY
  The combat rules start on p. 191 and are quickly followed by 
  an example of play and a combat summary. n pp. 191–193
  HEALING AND REPAIR
  You're going to get hurt. Biological morphs can be healed 
  and synthmorphs mechanically repaired. n pp. 208–209
  HOSTILE ENVIRONMENTS
  The solar system is full of natural dangers that will test even 
  the most well-prepared explorer. n p. 200
  Automatic Actions: These abilities and effects require no effort 
  and are “always on.” n p. 190
  Quick Actions: These fast and simple actions take minimal effort. 
  You can always take 1 Quick Action in an Action Phase, and if you 
  take only Quick Actions, you may take 3 or more. n p. 190
  Complex Actions: These actions monopolize your attention. You 
  can take 1 Complex Action in an Action Phase. n p. 190
  Task Actions: These long-term activities take more than one Action 
  Turn to complete; anywhere from 2 turns to 2 years! n p. 190
  Mental Health: Trauma to your ego can be crippling—you can't 
  swap out your ego for a new one like you can a morph. n p. 209
  ACTION AND COMBAT
  ACTION TURNS AND INITIATIVE 
  During combat, the game moves in small chunks of time called 
  Action Turns. The character with the highest Initiative will act 
  first within those Action Turns. n p. 188
  ACTIONS
  During any given Action Turn, there are 4 different types of 
  Actions that may be taken. n p. 189
  COMBAT EXAMPLE & SUMMARY
  The combat rules start on p. 191 and are quickly followed by 
  an example of play and a combat summary. n pp. 191–193
  HEALING AND REPAIR
  You're going to get hurt. Biological morphs can be healed 
  and synthmorphs mechanically repaired. n pp. 208–209
  HOSTILE ENVIRONMENTS
  The solar system is full of natural dangers that will test even 
  the most well-prepared explorer. n p. 200
  Automatic Actions: These abilities and effects require no effort 
  and are “always on.” n p. 190
  Quick Actions: These fast and simple actions take minimal effort. 
  You can always take 1 Quick Action in an Action Phase, and if you 
  take only Quick Actions, you may take 3 or more. n p. 190
  Complex Actions: These actions monopolize your attention. You 
  can take 1 Complex Action in an Action Phase. n p. 190
  Task Actions: These long-term activities take more than one Action 
  Turn to complete; anywhere from 2 turns to 2 years! n p. 190
  Mental Health: Trauma to your ego can be crippling—you can't 
  swap out your ego for a new one like you can a morph. n p. 209
  ACTION AND COMBAT
  ACTION TURNS AND INITIATIVE 
  During combat, the game moves in small chunks of time called 
  Action Turns. The character with the highest Initiative will act 
  first within those Action Turns. n p. 188
  
  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 
  this reason, it’s important for the gamemaster to 
  detail the action in a way that everyone can visual-
  ize, 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 incorpo-
  rated, so even small details can make a large differ-
  ence. 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
  Action scenes in Eclipse Phase are handled in 
  bite-size chunks called Action Turns, each approxi-
  mately 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) in Eclipse 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 used for combat 
  and other situations where timing and the order in 
  which people act is important. If it is not neces-
  sary 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
  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, 
  see Initiative.
  STEP 2: BEGIN FIRST ACTION PHASE
  Once Initiative is rolled, the first Action Phase 
  begins. Everyone acts in the first Action Phase (since 
  everyone has a minimum Speed of 1), unless they 
  happen to be unconscious, dead, or disabled. Start 
  with the character with the highest Initiative roll.
  STEP 3: DECLARE AND RESOLVE ACTIONS
  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 under Actions (next page), each 
  character may perform a varying number of Quick 
  Actions and/or a single Complex Action during 
  their turn. Alternately, a character may begin or 
  continue with a Task Action or delay their action 
  pending other developments (see Delayed Actions, 
  next page).
  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
  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 to 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 third 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 charac-
  ter 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
  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 char-
  acter acts before or after another character.
  7
  ACTION AND COMBAT
  188
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 (see Movement, next page).
  DELAYED ACTIONS
  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 to delay your action.
  When you delay your action, you’re putting your-
  self 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 from 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.
  ACTIONS
  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 only so much 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. In Eclipse Phase, actions are 
  categorized as Automatic, Quick, Complex, or Task, 
  based on how much time and effort they entail.
  INITIATIVE ORDER
  A character’s Initiative stat is equal to their Intuition 
  + Reflexes aptitudes divided by 5. 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 1d10 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
  Adam, Bob, and Cami are rolling Initiative. Adam’s 
  Initiative stat is 8, Bob’s is 11, and Cami’s is 6. 
  Adam rolls a 3, Bob rolls a 2, and Cami rolls an 8. 
  Adam’s total Initiative score is 11 (8 + 3), Bob’s is 
  13 (11 + 2), and Cami’s is 14 (6 + 8). Cami rolled 
  highest, so she goes first, followed by Bob and 
  then Adam. If Cami and Bob had tied, they would 
  both go at the same time.
  INITIATIVE AND DAMAGE
  Characters inflicted with heavy damage or stress have 
  their Initiative score temporarily reduced by –1 per 
  wound or trauma (see Wounds, p. 207, and Trauma, 
  p. 209). This modifier is applied immediately when 
  the wound or trauma is taken, which means that it 
  may modify an Initiative score in the middle of an 
  Action Turn. If a character is wounded or traumatized 
  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
  Before Bob’s Action Phase comes up, Bob takes 3 
  wounds, knocking his Initiative down from 13 to 
  10. This means that Adam, with an Initiative of 11, 
  now goes before him.
  INITIATIVE AND MOXIE
  A character may spend a point of Moxie to go first in 
  an Action Phase, regardless of their Initiative roll (see 
  Moxie, 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.
  SPEED
  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), allow-
  ing 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 
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  ACTIONS AND COMBAT
  189
  SIMPLIFYING 
  INITIATIVE
  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. 
  n
  
  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 
  (see Aimed Shots, p. 193).
  DETAILED PERCEPTION
  Detailed perception involves taking a moment to 
  actively use your senses in search of information and 
  assess what you are perceiving (see Perception, 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 distrac-
  tion (unless you happen to be in a heavily distracting 
  environment, such as a gunfight or agitated crowd).
  COMPLEX ACTIONS
  Complex Actions require more concentration and 
  effort than Quick Actions—they effectively monopo-
  lize your attention. You may only take one Complex 
  Action on each Action Phase. 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
  A Task Action is any activity that requires longer than one 
  Action Turn to complete. Each Task Action lists a time-
  frame 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, see Task 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
  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 –20 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, next page).
  At the gamemaster’s discretion, other movement 
  may also call for a Complex Action. Hurdling a 
  fence, pole vaulting, jumping from a height, swim-
  ming, 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 
  AUTOMATIC ACTIONS
  Automatic Actions require no effort. These are abili-
  ties 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 con-
  scious 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
  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
  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 notice (see Perception, 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, subcon-
  scious 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. 309.
  QUICK ACTIONS
  Quick Actions are fast and simple, and they may often 
  be multitasked. 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 game-
  master 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
  Aiming is a special case in that it is a Quick Action 
  but requires a degree of concentration that rules out 
  190
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  COMBAT
  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 waged with claws, fists, weapons, guns, or psi: an 
  Opposed Test between the attacker and defender(s).
  RESOLVING COMBAT
  Use the following sequence of steps to determine the 
  outcome of an attack.
  STEP 1: DECLARE ATTACK
  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
  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 charac-
  ter lacks this skill, they may default to Reflexes). 
  Alternatively, the character may use a melee combat 
  skill to defend, representing blocks and parries rather 
  than dodging.
  Ranged: Against ranged attacks, a defending char-
  acter 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 × 2 (see Opposed Tests, p. 222). A mental sort 
  of full defense may also be rallied against psi attacks.
  as a Quick Action, though intricate maneuvers would 
  call for a Complex Action.
  MOVEMENT RATES
  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 bench-
  marks 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 indi-
  vidual 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
  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
  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.
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  ACTIONS AND COMBAT
  191
  
  represent more serious injuries and apply modifiers and 
  other effects to the character (see Wounds, p. 207).
  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 6, plus a dice roll of 2, for an Initiative of 8. Stoya’s 
  INIT is 5, plus a roll of 2, for an Initiative of 7.
  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 40 for his second shot, 
  another hit, and this time Stoya rolls an 83, a failure. 
  The assassin also scored an Excellent Success with 
  an MoS of 40, 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 (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 devastat-
  ing 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 × 3 Tests, 
  one to avoid knockdown and the other to avoid 
  unconsciousness. Her SOM is 30, meaning she 
  needs a 70 (30 × 3 = 90, 90 – 20 wound modi-
  fiers = 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, modified by 4 points of damage 
  taken, and he’s wearing an armor vest (AV 6/6), so 
  his target number is 37. He rolls a 71—a Margin 
  of Failure of 34,  meaning he is immediately inca-
  pacitated for 3 Action Turns.
  Having disabled her opponent, Stoya takes the 
  time to make a hasty getaway.
  EXAMPLE
  STEP 3: APPLY MODIFIERS
  Any appropriate modifiers are 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
  Both attacker and defender roll d100 and compare the 
  results to their modified skill target numbers.
  STEP 5: DETERMINE OUTCOME
  If the attacker fails, the attack misses completely. If the 
  attacker succeeds and the defender fails, the attack hits. 
  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; oth-
  erwise, 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
  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, repre-
  senting the weapon’s ability to pierce through protec-
  tive measures.
  STEP 7: DETERMINE DAMAGE
  Every weapon and type of attack has a Damage Value 
  (DV, 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 incapaci-
  tated 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
  The damage inflicted from a single attack is then com-
  pared to the victim’s Wound Threshold. If the armor-
  modified 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 
  192
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  BLAST EFFECT
  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 DV of a blast weapon by –2.
  COMBAT SUMMARY
  • 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 target’s  
  Wound Threshold by multiple factors,  
  multiple wounds are inflicted.)
  ACTION AND COMBAT COMPLICATIONS
  Combat isn’t quite as simple as deciding if you hit 
  or miss. Weapons, armor, ammunition, and numer-
  ous other factors may impact an attack’s outcome. 
  Likewise, various factors can impact an action scene, 
  such as fire or microgravity effects.
  AIMED SHOTS
  As noted under Aiming, p. 190, a character can sacri-
  fice their other Quick Actions to concentrate on tar-
  geting 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
  Every weapon lists an ammunition capacity that indi-
  cates how many shots the weapon holds. When this 
  ammo runs out, a new supply must be loaded. Players 
  should keep track of the shots their characters 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 gamemas-
  ter’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
  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.
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  ACTIONS AND COMBAT
  193
  COMBAT MODIFIERS
  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
  MODIFIER
  Character has reach advantage
  +10
  Character charging
  –10
  Character receiving a charge
  +20
  RANGED COMBAT (ATTACKER)
  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
  
  LAYERED ARMOR
  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 addi-
  tional armor layer worn. The maximum value Armor 
  may be raised to is the character’s Durability.
  Note that items specifically noted as armor accesso-
  ries—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
  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.
  Asphyxiation is a terrifying process, often leading to 
  panic. Characters who are asphyxiated must make a 
  WIL × 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 char-
  acter who succeeds may attempt to rescue themselves, 
  and in fact they must make a WIL × 3 Test to perform 
  any other action not directly related to rescuing them-
  selves (attacks against another character, a creature, 
  or an object holding the character underwater are 
  exempt from this rule).
  BEAM WEAPONS
  Due to emitting a continuous beam of energy or 
  stream of pulses 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. Since most beam 
  weapons are invisible to standard sight, an attacker 
  must have vision enhancements enabling them to see 
  the beam or must activate a built-in visible targeting 
  laser to take advantage of these rules.
  SWEEPING FIRE
  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.
  UNIFORM BLAST
  Uniform blast attacks distribute their power evenly 
  throughout the area of effect. Examples include fuel-
  air 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 DV per meter.
  CONE
  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
  Just as weapons technologies have advanced, so too 
  has armor quality, allowing unprecedented levels of 
  protection. As noted in Step 7: Determine Damage, 
  (p. 192), the armor rating reduces the damage points 
  inflicted by the attack.
  For a full listing of armor types and values, see p. 312.
  ENERGY vs. KINETIC
  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 cut-
  proof fiber weaves.
  ARMOR PENETRATION
  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).
  194
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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—assum-
  ing 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 charac-
  ter: they roll Initiative, take actions, 
  and use skills. A few specific aspects of 
  these shells needs special consideration, 
  however, covered below.
  SHELL STATS
  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 Robots and Vehicles, p. 343 
  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
  The skills and aptitudes used by a bot or 
  vehicle are those possessed by its AI. see 
  AIs and Muses, p. 264
  SHELL MOVEMENT
  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
  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. 
  CONCENTRATED FIRE
  A character firing a semi-auto beam 
  weapon who hits with the first attack may 
  choose to keep the beam on and concen-
  trate their fire, cooking the target. In this 
  case, the character foregos their second 
  semi-auto attack with that Complex 
  Action, but automatically doubles the DV 
  of the first attack. This decision must be 
  made before the damage dice are rolled.
  BLIND ATTACKS
  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 avail-
  able 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
  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 appro-
  priate 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
  AI-operated robots and synthetic morphs 
  are a common sight in Eclipse Phase. 
  Robots are used for a wide range of pur-
  poses, 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 syn-
  thetic bodies controlled by an AI. Vehicles 
  are also robotic—AI controlled—but the 
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  ACTIONS AND COMBAT
  195
  
  ATTACKING VEHICLE PASSENGERS
  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
  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 acts 
  with the same Initiative as the teleoperator, but is still 
  limited by the shell’s Speed. The teleoperator’s skills and 
  stats are used in place of the shell AI’s (though the shell’s 
  aptitude maximums and penalties apply). The teleopera-
  tor uses Pilot skills for movement, dodging, and melee 
  tests, and Gunnery skill for ranged combat. Due to the 
  nature of remote operation, all tests are made with a −10 
  modifier. Multiple drones may be controlled at once as 
  long as they act in unison; the teleoperator must use sep-
  arate actions to control them separately. 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 tele-
  operator’s commands to the best of its abilities. Each 
  instruction counts as a Quick Action. In this mode, 
  the drone functions normally, using its own Initiative 
  and AI skills and stats.
  SHELL JAMMING
  “Jamming” is the colloquial term for a more direct 
  form of remote control using VR and XP technol-
  ogy. 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, though the shell’s 
  aptitude maximums apply and physical actions are 
  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
  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
  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 damag-
  ing 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 col-
  lisions 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
  Base Collision DV: 1d10 + (DUR ÷ 10)
  Running: DV × 2
  Chase Speeds: DV × (velocity ÷ 10)
  196
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  for impact, interrupting their action, and striking 
  right before your charging opponent does. In this 
  situation, you receive a +20 modifier for striking the 
  charging opponent.
  DEMOLITIONS
  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
  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, increas-
  ing 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 struc-
  ture. Shaping the charge to direct the force can triple 
  the damage in that direction, as noted in the superther-
  mite 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
  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
  A character trained in Demolitions can make explo-
  sives from raw materials. These materials can be 
  gathered the traditional way or they can be manufac-
  tured 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 acciden-
  tally blow himself up, or the charge may be extremely 
  weaker or more potent than expected (whichever is 
  more likely to be disastrous).
  FALLING
  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.
  limited by the shell’s Speed. 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
  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
  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
  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  ×  3 
  Test with a –30 modifier to retain hold of the weapon.
  SPECIFIC TARGETING
  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
  An opponent who runs and attacks an opponent in 
  melee combat in the same Action Phase is considered 
  to be charging. The attacker suffers a –10 modifier 
  for charging (instead of the standard –20 for running), 
  but they receive a damage bonus on account of their 
  momentum: increase the damage they inflict by +1d10.
  RECEIVING A CHARGE
  You may delay your action (see Delayed Actions, 
  p. 189) in order to receive a charge, bracing yourself 
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  ACTIONS AND COMBAT
  197
  FALLING DAMAGE
  DISTANCE FALLEN
  DAMAGE
  1–2 meters
  1d10
  3–5 meters
  2d10
  6–8 meters
  3d10
  Over 8 meters
  +1 per meter
  
  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 (concen-
  trated fire) or against two targets who are standing 
  within one meter of each other. In the case of con-
  centrated fire against a single target, the attacker can 
  choose either a +10 modifier to hit or increase the 
  DV by +1d10.
  FULL AUTOMATIC (FA)
  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 
  on a single target or against up to three separate 
  targets, as long as each is within one meter of another. 
  In the case of concentrated fire on a single individual, 
  the attacker can choose either a +30 modifier to hit 
  or increase the DV by +3d10. Firing in full automatic 
  mode uses up 10 shots.
  FULL DEFENSE
  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
  Most characters in Eclipse Phase have considerable 
  experience maneuvering in low gravity or micrograv-
  ity 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 
  FIRE
  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 micro-
  gravity, 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 extin-
  guish themselves.
  FIRING MODES AND RATE OF FIRE
  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)
  Single shot weapons may only be fired once per 
  Complex Action. These are typically larger or more 
  archaic devices.
  SEMI-AUTOMATIC (SA)
  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)
  Burst fire weapons release a number of quick shots 
  (a “burst”) with a single trigger pull. Two bursts may 
  198
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 advan-
  tage 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 veloc-
  ity themselves, though these situations are left up to 
  the gamemaster.
  LOW GRAVITY
  Low gravity includes anything from 0.5 g to micro-
  gravity. 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 (see Weapon Ranges table, see p. 203). Increase 
  the running rate for characters in low gravity by x1.5.
  HIGH GRAVITY
  High gravity is anything significantly stronger than 
  standard Earth gravity (1.2+ g). High gravity in 
  Eclipse Phase is typically only found on exoplanets. 
  High gravity can be particularly hard on characters 
  as their bodies are strained because they carry more 
  weights, muscles are fatigued from needing to push 
  more around, and the heart must work harder to 
  pump blood. For every 0.2 g over 1 that a character is 
  not acclimated to, treat it as if the character is suffer-
  ing from the effects of 1 wound. At the gamemaster’s 
  discretion, movement rates may also be modified.
  GRENADES AND SEEKERS
  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 
  educational scenarios. The same is also true in reverse; 
  characters who grew up in free fall have likely experi-
  enced 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 challeng-
  ing 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 situa-
  tions 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
  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 effec-
  tively weightless, but size and mass are still factors.
  Things behave differently in microgravity:
  • Objects not anchored will tend to drift in what-
  ever 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 the Free Fall skill (p. 179). Most every-
  day 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 dis-
  tances, sudden changes in direction or velocity, or when 
  engaged in melee combat. A failed roll means the char-
  acter 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 
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  ACTIONS AND COMBAT
  199
  
  ATMOSPHERIC CONTAMINATION
  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
  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
  Similarly, the atmospheric pressures of Jupiter, Saturn, 
  and Venus quickly become crushingly deadly any-
  where beyond the upper levels. Only synthmorphs and 
  vehicles with special pressure adaptations can hope to 
  survive such depths.
  GRAVITY TRANSITION ZONES
  The widespread use of artificial gravity in space habi-
  tats 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
  Magnetism isn’t a direct problem for most charac-
  ters; transhumans need to worry more about the 
  radiation generated by a powerful magnetosphere. For 
  unshielded electronic devices and similarly unshielded 
  transhumans sporting implants or shells made from 
  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 discov-
  ered 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
  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 direc-
  tion 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 GRENADES
  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 × 3 
  Test might be called for in order for a character to 
  sacrifice themselves in this manner.
  HOSTILE ENVIRONMENTS
  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.
  200
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  A character who is unaware of atmospheric toxicity 
  and does not immediately hold their breath (requir-
  ing a REF  ×  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 anti-cor-
  rosive 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
  Very few of the planetary bodies in the solar system 
  actually have toxic atmospheres. In most unbreath-
  able atmospheres, the primary hazard for transhu-
  mans without breathing apparatus or modifications 
  to their morph is lack of oxygen. Treat exposure to 
  unbreathable atmospheres the same as asphyxiation.
  UNDERWATER
  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
  Biomorphs without vacuum sealing (p. 306) 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 decom-
  press, nor do their internal fluids boil (other than rela-
  tively 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 holds air in their lungs or is not curled 
  up in a vacuum survival position. Additionally, char-
  acters trapped in space without adequate thermal pro-
  tection suffer a –10 modifier to all actions and 2 DV 
  per minute from the extreme cold and other factors.
  magnetic materials, 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 coin-
  cide 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
  Ionizing radiation is one of the more prevalent 
  hazards in the solar system and one of the most dif-
  ficult problems for transhumanity to defeat. Radiation 
  damages genetic material, sickens, and kills by ion-
  izing 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 materi-
  als 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 depend-
  ing on the strength of the source, the amount of time 
  exposed, and the level of shielding available. The 
  immediate effects on biomorphs (manifesting any-
  where 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 intesti-
  nal tissue, infections, uncontrolled bleeding, and death.
  Synthmorphs are not quite as vulnerable as bio-
  morphs, but even they can be damaged and disabled 
  by severe radiation dosages.
  TOXIC ATMOSPHERE
  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.
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  ACTIONS AND COMBAT
  201
  
  RANGED COMBAT
  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 Automatic, p. 198.
  OBJECTS AND STRUCTURES
  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 simplic-
  ity, a single Armor rating is given that counts as both 
  Energy and Kinetic armor; at the gamemaster’s discre-
  tion, 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
  Ranged combat attacks inflict only one-third their 
  damage (round down) on large structures such 
  IMPROVISED WEAPONS
  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.
  KNOCKDOWN/KNOCKBACK
  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 suc-
  ceeds, 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
  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. 122.
  MULTIPLE TARGETS
  When doling out the damage, there’s no reason not to 
  share the love.
  MELEE COMBAT
  A character taking a Complex Action to engage in a 
  melee attack may choose to attack two or more oppo-
  nents 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 –40 on each attack.
  IMPROVISED WEAPONS
  WEAPONS
  ARMOR  
  PENETRATION (AP)
  DAMAGE VALUE (DV)
  AVERAGE DV
  SKILL
  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
  202
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  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 × 2.
  RANGE
  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 catego-
  ries: Short, Medium, Long, and Extreme. A modifier 
  is applied for each category, as noted on the Combat 
  Modifiers table, p. 193. Ranges are listed in meters.
  For examples of specific weapon ranges, see the 
  Weapon Ranges table.
  RANGE, GRAVITY, AND VACUUM
  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 determin-
  ing whether you hit or miss a target. In lower gravi-
  ties, 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 effec-
  tively line of sight.
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  ACTIONS AND COMBAT
  203
  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
  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 × 2
  Minigrenades
  To SOM ÷ 2
  To SOM
  To SOM × 2
  To SOM × 3
  Standard Grenades
  To SOM ÷ 5
  To SOM ÷ 2
  To SOM
  To SOM × 3
  OBJECT/STRUCTURE
  ARMOR DURABILITY
  WOUND  
  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/STRUCTURE
  ARMOR DURABILITY
  WOUND  
  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
  SAMPLE OBJECTS AND STRUCTURES
  
  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
  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 MoS equal to or higher than your target’s 
  Durability, you have successfully subdued your oppo-
  nent (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 × 3 Test, 
  though the subdued character suffers a –30 modifier 
  on this test.
  SUPPRESSIVE FIRE
  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
  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 
  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
  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).
  Alternatively, roll a d10 and consult the scatter 
  diagram below to determine direction and roll 
  another d10 to determine range as noted above.
  1 or 2
  3
  10
  4
  9
  5
  8
  6 or 7
  SHOCK ATTACKS
  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 inca-
  pable of taking any action, possibly convulsing, suf-
  fering 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 
  204
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  COMBAT TACNETS
  The following list is a sample of a typical combat tac-
  net’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 sensa-
  tion on their left side).
  • Positioning: The exact position of the user and 
  all other participants are updated and mapped 
  according to mesh positioning and GPS. Likewise, 
  the position 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 physical 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 indi-
  rect 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 
  a hard-to-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 –3 modifier to the Initiative Test. 
  The ambushed character may still defend as normal.
  In a group situation, things can get more compli-
  cated when some characters are surprised and others 
  aren’t. In this case, roll Initiative as normal, with all 
  non-ambushers suffering the –3 modifier. Any charac-
  ters 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
  Tactical networks are specialized software programs 
  used by teams that benefit from the sharing of tacti-
  cal data. They are commonly used by sports teams, 
  security outfits, military units, AR gamers, gatecrash-
  ers, surveyors, miners, traffic control, scavengers, and 
  anyone else who needs a tactical overview of a situa-
  tion. 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 tac-
  tical 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.
  .7
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  7.
  ACTIONS AND COMBAT
  205
  
  with the same Complex Action (see Multiple Targets, 
  p. 202), these bonuses do  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 dis-
  similar 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
  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 sepa-
  rate 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
  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 char-
  acter’s physical health: damage points and wounds.
  DAMAGE POINTS
  Any physical harm that befalls your character is mea-
  sured 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 signifi-
  cant 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, next page)
  Damage points may be reduced by rest, medical care, 
  and/or repair (see Healing and Repair, p. 208).
  DAMAGE TYPES
  Physical damage comes in three forms: Energy, Kinetic, 
  and Psi.
  ENERGY DAMAGE
  Energy damage includes lasers, plasma guns, fire, electro-
  cution, explosions, and others sources of damaging energy.
  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 position-
  ing 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 game-
  master 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
  Some types of attacks simply require you to touch 
  your target, rather than injure them, and are cor-
  respondingly 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
  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
  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
  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 
  206
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  WOUNDS
  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 game-
  master 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
  Each wound applies a cumulative –10 modifier to 
  actions and –1 to Initiative. A character with 3 
  wounds, for example, suffers –30 to all actions and 
  –3 to Initiative.
  Some traits, morphs, implants, drugs, and psi allow 
  a character to ignore wound modifiers. These effects 
  are cumulative, though a maximum of 3 wounds 
  worth of modifiers may be negated (–30 to actions 
  and –3 to Initiative). 
  Knockdown: Any time a character takes a wound, 
  they must make an immediate SOM × 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 × 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 suf-
  fered 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
  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 
  KINETIC DAMAGE
  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
  Psi damage is caused by offensive psi sleights like 
  Psychic Stab (p. 228).
  DURABILITY AND HEALTH
  Your character’s physical health is measured by their 
  Durability stat. For characters sleeved in biomorphs, 
  this figure represents the point at which accumu-
  lated 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
  An extreme accumulation of damage points 
  can threaten your character’s life. If the damage 
  reaches your Durability  ×  1.5 (for biomorphs) or 
  Durability × 2 (for synthetic morphs), your body dies. 
  This is known as your Death Rating. Synthetic morphs 
  that reach this state are destroyed beyond repair.
  DAMAGE VALUE
  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).
  .7
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  7.
  ACTIONS AND COMBAT
  207
  
  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
  In Eclipse Phase, most grievous injuries can be 
  handled by time in a healing vat (p. 327) 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
  Unlike biomorphs, synthetic morphs and objects do not 
  heal damage on their own and must be repaired. Some 
  synthmorphs and devices have advanced nanotech self-
  repair 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. 327).
  PHYSICAL REPAIRS
  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 
  a new morph (see Resleeving, p. 270). 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. 270). 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
  Use the follow rules for healing and repairing 
  damaged and wounded characters.
  BIOMORPH HEALING
  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 nano-
  bandages (p. 333). Healing vats (p. 327) 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
  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 particu-
  lar 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.
  HEALING
  CHARACTER SITUATION
  DAMAGE HEALING RATE
  WOUND 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
  208
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  STRESS VALUE
  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 modi-
  fier, 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
  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 tempo-
  rary 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
  Each trauma applies a cumulative –10 modifier to 
  all of the character’s actions and –1 to Initiative. A 
  character with 2 traumas, for example, suffers –20 to 
  all actions and –2 Initiative. These modifiers are also 
  cumulative with wound modifiers.
  Disorientation: Any time a character suffers a 
  trauma, they must make an immediate WIL × 3 Test. 
  Trauma modifiers apply. If they fail, they are tempo-
  rarily 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, next page). 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 derange-
  ment 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 gen-
  erally 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 psy-
  chosurgery to remedy (see Disorders, p. 211).
  restored, plus 8 hours per wound. Appropriate modi-
  fiers should be applied, based on conditions and avail-
  able tools. For example, utilitools (p. 326) apply a +10 
  modifier to repair tests, while repair spray applies a 
  +30 modifier.
  REPAIRING ARMOR
  Armor may be repaired in the same manner as 
  Durability, however, wounds do not impact the test 
  with modifiers or extra time.
  MENTAL HEALTH
  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, disconti-
  nuity 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
  Stress points represent fractures in your ego’s integ-
  rity, cracks in the mental image of yourself. This 
  mental damage is experienced as cerebral shocks, 
  disorientation, cognitive disconnects, synaptic mis-
  fires, 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, p. 209).
  Stress points may be reduced by long-term rest, 
  psychiatric care, and/or psychosurgery (p. 215).
  LUCIDITY AND STRESS
  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
  Extreme amounts of built-up stress points can perma-
  nently damage your character’s sanity. If accumulated 
  stress points reach your Lucidity × 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.
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  ACTIONS AND COMBAT
  209
  
  DERANGEMENTS
  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 derange-
  ment 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 roleplayed. 
  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 modi-
  fiers or tests for certain actions.
  ANXIETY (MINOR)
  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)
  You are psychologically incapable of 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)
  The stress makes you light-headed and disoriented.
  ECHOLALIA (MINOR)
  You involuntarily repeat words and phrases spoken 
  by others.
  FIXATION (MINOR)
  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)
  You are suddenly consumed by an irrational yet 
  overwhelming desire to eat something—perhaps even 
  something unusual.
  INDECISIVENESS (MINOR)
  You are flustered by the cause of your stress, finding 
  it difficult to make choices or select courses of action.
  210
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  HYSTERIA (MAJOR)
  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)
  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)
  You are so shocked by the trauma that you are 
  effectively frozen, incapable of making decisions or 
  taking action.
  PSYCHOSOMATIC CRIPPLING (MAJOR)
  The trauma overwhelms you, impairing some part of 
  your physical functioning. You suffer from an inex-
  plicable blindness, deafness, or phantom pain or are 
  suddenly incapable of using a limb or other extremity.
  DISORDERS
  Disorders reflect more permanent madness. In this case, 
  “permanent” does not necessarily mean forever, but 
  the condition is ongoing until the character receives 
  lengthy and effective psychiatric help. Disorders are 
  inflicted whenever a character accumulates 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 suc-
  cessfully. Disorders should not be glamorized as cute 
  roleplaying 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. 215) or by buying them off as they would a nega-
  tive trait (see Gaining/Losing Traits, p. 153).
  ADDICTION
  Addiction as a disorder can refer to any sort of addic-
  tive 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 
  LOGORRHOEA (MINOR)
  Your response to the trauma is to engage in excessive 
  talking and babbling. You don’t shut up.
  NAUSEA (MINOR)
  The stress sickens you, forcing you to fight down 
  queasiness.
  CHILLS (MODERATE)
  Your body temperature rises, making you feel cold, 
  and shivering sets in. You just can’t get warm.
  CONFUSION (MODERATE)
  The trauma scrambles your concentration, making 
  you forget what you’re doing, mix up simple tasks, 
  and falter over easy decisions.
  ECHOPRAXIA (MODERATE)
  You involuntarily repeat and mimic the actions of 
  others around you.
  MOOD SWINGS (MODERATE)
  You lose control of your emotions. You switch from 
  ecstasy to tears and back to rage without warning.
  MUTE (MODERATE)
  The trauma shocks you into speechlessness and a com-
  plete inability to effectively communicate.
  NARCISSISM (MODERATE)
  In the wake of the mental shock, all you can think about 
  is yourself. You cease caring about those around you.
  PANIC (MODERATE)
  You are overwhelmed by fear or anxiety and immedi-
  ately seek to distance yourself from the cause of the 
  stress.
  TREMORS (MODERATE)
  You shake violently, making it difficult to hold things 
  or stay still.
  BLACKOUT (MAJOR)
  You operate on auto-pilot in a temporary fugue state. 
  Later, you will be incapable of recalling what hap-
  pened during this period. (Synthetic shells and info-
  morphs may call up memory records from storage.)
  FRENZY (MAJOR)
  You have a major freak out over the source of the 
  stress and attack it.
  HALLUCINATIONS (MAJOR)
  You see, hear, or otherwise sense things that aren’t 
  really there.
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  ACTIONS AND COMBAT
  211
  
  subject feels inexplicably “up” about everything with 
  heightened energy and a general disregard for conse-
  quences. The depressive stages are similar in all ways 
  to depression. The manic stages are dangerous since 
  the subject will take risks, spend wildly, and gener-
  ally 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 × 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
  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 disor-
  der, 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 sug-
  gested 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
  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 impul-
  sive decisions.
  DEPRESSION
  Clinical depression is characterized by intense feelings 
  of hopelessness and worthlessness. Subjects usually 
  report feeling as though nothing they do matters and 
  in pursuit of their addiction to the exclusion of other 
  activities. This is a step up from the Addiction nega-
  tive trait 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 addic-
  tion or in withdrawal. Additionally, they spend large 
  amounts of time away from their other responsibili-
  ties in pursuit of their addiction.
  ATAVISM
  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 gamemas-
  ter 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)
  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
  This is a disorder that usually only occurs among 
  uplifted octopi. It is a form of anxiety disorder char-
  acterized by self-cannibalism of the limbs. Subjects 
  afflicted with autophagy will, under stress, begin to 
  consume their limbs if at all possible, causing them-
  selves potentially serious harm.
  Suggested Game Effects: Anytime an uplifted 
  octopus with this disorder is placed in a stressful situ-
  ation they must make a successful WIL × 3 Test or 
  begin to consume one of their limbs.
  BIPOLAR DISORDER
  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 
  212
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  and ever changing. They will react with hostility to 
  claims that they are faking or not actually ill.
  IMPULSE CONTROL DISORDER
  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 exhi-
  bitionism, 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 differ-
  ent 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 compul-
  sion that alleviates their anxiety.
  INSOMNIA
  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 inop-
  portune 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
  A megalomaniac believes themselves to be the single 
  most important person in the universe. Nothing is 
  more important than the megalomaniac and every-
  thing around them must be done according to their 
  whim. Failure to comply with the dictates of a mega-
  lomaniac 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 diffi-
  culty in nearly any social situation. Additionally, they 
  may be provoked to violence if they think they are 
  being slighted.
  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 × 3 Test to engage in sustained activity.
  FUGUE
  The character enters into a fugue state where they 
  display little attention to external stimuli. They will 
  still function physiologically but refrain from speak-
  ing 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 to curl into a fetal 
  position if physically assaulted.
  GENERAL ANXIETY DISORDER (GAD)
  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 pos-
  sible 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
  Hypochondriacs suffer from a delusion that they are 
  sick in ways that they are not. They will create dis-
  orders 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.
  Suggested  Game Effects: A subject that is hypo-
  chondriac 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 
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  ACTIONS AND COMBAT
  213
  
  SCHIZOPHRENIA
  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 theo-
  rized 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 becom-
  ing paranoid that others are somehow involved in a 
  grand deception.
  Suggested Game Effects: Schizophrenia represents 
  a total break from reality. A character that is schizo-
  phrenic 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 of time until they have the 
  disorder treated.
  STRESSFUL SITUATIONS
  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, infec-
  tion by the exsurgent virus, or being sleeved inside a 
  non-human morph.
  WILLPOWER STRESS TESTS
  Whenever a character encounters a situation that 
  might impact their ego’s psyche, the gamemaster may 
  call for a (Willpower × 3) Test. This test determines if 
  the character is able to cope with the unnerving situa-
  tion 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 (Willpower × 3) Test.
  HARDENING
  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.
  MULTIPLE PERSONALITY DISORDER
  This is the development of a separate, distinct per-
  sonality 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)
  Subjects with OCD are marked by intrusive or inap-
  propriate 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 encour-
  aged 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)
  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.
  214
  GAME INFORMATION
  REFERENCE
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 associ-
  ated 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
  Characters who eschew psychotherapy 
  can hopefully work out the problems in 
  their head on their own over time. For 
  every month that passes without accru-
  ing new stress, the character may make 
  a WIL × 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, disor-
  ders can linger for years until resolved 
  with actual psychotherapy.
  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 situa-
  tions 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 harden-
  ing, in the same way a disorder is treated.
  MENTAL HEALING AND PSYCHOTHERAPY
  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
  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 
  STRESSFUL EXPERIENCES
  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. 366
  Witnessing psi-epsilon sleights
  1d10 + 2
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  ACTIONS AND COMBAT
  215
  
  8
  PSI GAME MECHANICS 
  If a character has the Psi trait, they can wield psi powers. n p. 220
  MIND HACKS
  8
  PSI GAME MECHANICS 
  If a character has the Psi trait, they can wield psi powers. n p. 220
  MIND HACKS
  
  PSI-CHI SLEIGHTS 
  Psi-chi sleights are abilities that enhance an async’s 
  perception and cognition. n p. 223
  PSYCHOSURGERY 
  Psychosurgery can be used to control 
  behavior, implant skills, interrogate, torture, 
  and more. n pp. 229–231
  PSI-GAMMA SLEIGHTS 
  Psi-gamma sleights analyze and influence
  the functions of other biological minds. n p. 225
  PSI-CHI SLEIGHTS 
  Psi-chi sleights are abilities that enhance an async’s 
  perception and cognition. n p. 223
  PSYCHOSURGERY 
  Psychosurgery can be used to control 
  behavior, implant skills, interrogate, torture, 
  and more. n pp. 229–231
  PSI-GAMMA SLEIGHTS 
  Psi-gamma sleights analyze and influence
  the functions of other biological minds. n p. 225
  
  218
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  PSI
  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 telepa-
  thy 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 singular-
  ity seekers alike. Numerous nanoviruses 
  had been unleashed upon transhumanity, 
  racing through populations and trans-
  forming 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 nanoplague 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 syn-
  aptic arrangement and even modulating 
  synaptic currents. These changes alter 
  and enhance the victim’s cognition and 
  seemed to endow an ability to sense and 
  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 phenom-
  enon 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
  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 brain-
  wave 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 extraordi-
  nary mental processes with the ability 
  to change quantum states have been 
  explored but remain frustratingly incon-
  clusive. Neuroimaging and mapping have 
  enabled scientists to pinpoint structures 
  within the brain, neural activity, and per-
  turbations 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 underly-
  ing psi are simply too strange and too far 
  beyond transhumanity’s understanding 
  of physical sciences—perhaps reinforc-
  ing theories that the exsurgent virus is in 
  fact of alien origin.
  One leading speculation is that the 
  changes wrought in the mind by infec-
  tion actually entangle some of the 
  neural sub-systems, enable some sort of 
  quantum field within the brain, or pos-
  sibly create Bose-Einstein condensates 
  within the brain, allowing for quantum 
  computation or perhaps hypercomputa-
  tion. This enhances the async’s mental 
  capabilities to the level provided by 
  modern implants and neuromods—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 bioelectric 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 break-
  throughs, but are keeping the informa-
  tion 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 funda-
  mental 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 sta-
  tistically 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 com-
  paratively 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 likeli-
  hood of developing mental disorders due 
  to the increased mental stress placed on 
  the async’s mind. 
  > 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.
  
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  MIND HACKS
  219
  ÆTHER JABBER: ASYNCS
  # 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.
  1Shiny.
  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 con-
  tinue to stick around and transform 
  the subject. At least, that’s the domi-
  nant 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 … to which they are unfor-
  tunately a bit prone. 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 
  psi-actives 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 biomimicry 
  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 counter-
  measures. Infected minds are essen-
  tially rewired, and these changes will 
  be copied when the ego is uploaded. 
  Synthmorphs and infomorphs remain 
  immune to this nanoinfection, 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 bio-
  logical 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 impres-
  sive 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. 
  
  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 preva-
  lence 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 oth-
  erwise. 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
  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
  To wield psi, a character must acquire the Psi trait 
  (p.  147) during character creation. It is theoreti-
  cally 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 entangle-
  ment 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
  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 strain from using sleights is doubled.
  MORPH ACCLIMATIZATION
  Async minds undergo extra difficulty adjusting to new 
  morphs. For 1 day after the character has resleeved, they 
  will suffer the effects of a single derangement (p. 210). 
  The gamemaster and player should choose a derange-
  ment appropriate to the character and story. Minor 
  derangements are recommended, but at the gamemas-
  ter’s discretion moderate or major derangements may 
  be applied. No trauma is inflicted with this derangement.
  MORPH FEVER
  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 perma-
  nent 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 psycho-
  logical assistance by a psychiatrist, software, or muse.
  PSI DRAWBACKS
  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 vulner-
  ability to mental stress. Reduce the async’s Trauma 
  Threshold by 1.
  • The mental instability that accompanies psi infec-
  tion also tends to unhinge the character’s mind. 
  Asyncs acquires one Mental Disorder negative trait, 
  see p. 150 for each level they have of the Psi trait 
  without receiving any bonus CP. The gamemaster 
  8
  MIND HACKS
  220
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  doesn’t belong. Each async is likely to view their situ-
  ation differently—and none of them pleasantly.
  USING PSI
  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
  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.
  Active sleights count as mental actions for charac-
  ters who have augmentations that grant extra mental 
  actions. Due to the concentration required, however, 
  active psi-gamma sleights cannot be used in the same 
  Action Phase with other mental actions that require a 
  Complex Action. 
  PASSIVE PSI
  Passive psi sleights are 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
  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 dis-
  tance 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
  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 com-
  puter—are less susceptible and receive a +30 modifier 
  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 modi-
  fier 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
  Transhuman psi users can manipulate their egos and 
  otherwise create effects that often cannot be matched or 
  mimicked by technological means. To use these abilities, 
  they train their mental processes and practice cognitive 
  algorithms called sleights, which they can subcon-
  sciously recall and use as necessary. Sleights fall into 
  two categories: psi-chi (cognitive enhancements, p. 223) 
  and psi-gamma (brainwave reading and manipulation, 
  p. 226). Psi-chi sleights are available to anyone with 
  the Psi trait (p. 147), but psi-gamma 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. 184), and/or Sense 
  skills, (p. 184), as appropriate to each sleight.
  ROLEPLAYING ASYNCS
  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 
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  MIND HACKS
  221
  
  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
  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
  Like full defense in physical combat (p. 198), an aware 
  defender (even a non-async) 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.
  when 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 defend-
  ing 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 sapient and par-
  tially uplifted animals, it suffers a –20 modifier and 
  increases strain by +1. Against non-sapient 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
  Psi that is used against another character is resisted 
  with an Opposed Test. Defending characters resist with 
  WIL × 2. Willing characters may choose not to resist. 
  Unconscious or sleeping characters cannot resist.
  222
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 sleight with a Strain Value Modifier of 
  –1 inflicts (1d10 ÷ 2) –1 DV. Asyncs sleeved in pods 
  suffer twice the DV from strain.
  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).
  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 modi-
  fier 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 × 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 7 and inflicts 10 (7 + 3) points 
  of damage. The worker pod screams in pain, suffer-
  ing a wound from the psychic assault.
  EXAMPLE
  PSI-CHI SLEIGHTS
  Psi-chi sleights are async abilities that speed up cogni-
  tive informatics (internal information processing) and 
  enhance the user’s perception and cognition.
  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
  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.
  CRITICALS
  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 tempo-
  rary incapacitation as their mind dysfunctions in some 
  harsh and distressing ways (see Psi Drawbacks, p. 220).
  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. 184), the targeted character may be in danger of 
  infection by the Watts-MacLeod Virus (p. 368).
  MENTAL ARMOR
  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
  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 concentra-
  tion, 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
  The use of psi is physically (and sometimes psycho-
  logically) draining to a psi user. This phenomenon is 
  known as strain and manifests as fatigue, exhaustion, 
  pain, neural overload, cardiovascular stress, and ady-
  namia (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.
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  MIND HACKS
  223
  
  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 
  with which the character is familiar).
  HIGH PAIN THRESHOLD
  PSI TYPE:  
  Passive
  ACTION:  
  Automatic
  RANGE: 
  Self
  DURATION:  Constant
  This sleight allows the async to block out, ignore, or 
  otherwise isolate pain. The async reduces negative 
  modifiers from wounds by 10.
  HYPERTHYMESIA
  PSI TYPE:  
  Passive
  ACTION:  
  Automatic
  RANGE: 
  Self
  DURATION:  Constant
  Hyperthymesia grants the async a superior auto-
  biographical 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
  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 analy-
  sis/planning, they may reduce the timeframe by 30% 
  without penalty.
  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
  PSI TYPE:  
  Passive
  ACTION:  
  Automatic
  RANGE: 
  Self
  DURATION:  Constant
  The character is adept at spotting patterns and cor-
  relating the non-random elements of a jumble—related 
  items jump out at them. This is useful for translating 
  languages, breaking codes, or finding clues hidden 
  DOWNTIME
  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 distur-
  bances or physical shock (such as being wounded or 
  hit by a shock weapon) will bring the async out of it.
  EMOTION CONTROL
  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 defend-
  ing against such tests.
  ENHANCED CREATIVITY
  PSI TYPE:  
  Passive
  ACTION:  
  Automatic
  RANGE: 
  Self
  DURATION:  Constant
  An async with Enhanced Creativity is more imagina-
  tive 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 in odd or 
  creepy ways, especially with artwork.
  FILTER
  PSI TYPE:  
  Passive
  ACTION:  
  Automatic
  RANGE: 
  Self
  DURATION:  Constant
  Filter allows the async to filter out distractions and 
  eliminate negative situational modifiers from distrac-
  tion, up to the gamemaster’s discretion.
  GROK
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Self
  DURATION:  Instant
  STRAIN MOD:  –1
  By using the Grok sleight, the async is able to intui-
  tively understand how any unfamiliar object, vehicle, 
  or device is used simply by looking at and handling 
  it. If the character succeeds in a COG × 2 Test, they 
  achieve a basic ability to use the object, vehicle, or 
  device, no matter how alien or bizarre. This sleight 
  224
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  This sleight also provides a +30 modifier to any 
  skill tests involving math (which the character is cal-
  culating, not a computer).
  SENSORY BOOST
  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 (visual, audio, 
  olfactory, etc.) by enhanced cerebral process-
  ing, granting a +20 modifier to sensory-based 
  Perception Tests.
  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 lan-
  guage when it comes to predicting the person’s emo-
  tional state, intent, or reactions. Apply a +10 modifier 
  to Kinesics Skill Tests.
  TIME SENSE
  PSI TYPE:  
  Active
  ACTION:  
  Automatic
  RANGE: 
  Self
  DURATION:  Temp (Action Turns)
  STRAIN MOD:  –1
  An async with this ability can slow down their per-
  ception 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.
  UNCONSCIOUS LEAD
  PSI TYPE:  
  Active
  ACTION:  
  Automatic
  RANGE: 
  Self
  DURATION:  Temp (Action Turns)
  STRAIN MOD:  +0
  This sleight allows the async to override their con-
  sciousness 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 inca-
  pable 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.
  among massive amounts of data. The character must 
  have a sufficiently large sample and time enough 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 or a week or more 
  of researching a lengthy cipher. Languages may be 
  comprehended by reading or listening to them spoken. 
  Apply a +20 modifier to any appropriate Language, 
  Investigation, Research, or codebreaking Tests (note 
  that this does not apply to Infosec Tests made by soft-
  ware to decrypt a code). The async may also use this 
  ability to more easily learn new languages, reducing 
  the training time by half.
  PREDICTIVE BOOST
  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 predict-
  ing 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 +1 
  bonus to Initiative and +10 to Fray Tests.
  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
  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 predict-
  ing 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 calcu-
  late 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.
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  MIND HACKS
  225
  
  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
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Temp (Action Turns)
  STRAIN MOD:  –1
  SKILL:  
  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 emo-
  tions, thereby manipulating the target. If the async beats 
  the target in an Opposed Test, they will act in accor-
  dance 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 withe fear.
  EGO SENSE
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Close
  DURATION:  Temp (Action Turns)
  STRAIN MOD:  –1
  SKILL:  
  Sense
  Ego Sense can be used to detect the presence and loca-
  tion 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 
  (Combat Modifiers table, p. 193); likewise, a modifier 
  for detecting larger life forms may also be applied. If 
  successful, the async detects 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
  PSI TYPE:  
  Active
  ACTION:  
  Quick
  RANGE: 
  Close
  DURATION:  Sustained
  STRAIN MOD:  –2
  SKILL:  
  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 current emotional 
  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
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:   Instant
  STRAIN MOD:  +0
  SKILL:  
  Control
  An async using this sleight can implant a memory 
  of up to an hour’s length inside the target’s mind. 
  PSI-GAMMA SLEIGHTS
  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
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Temp (Action Turns)
  STRAIN MOD:  +0
  SKILL:  
  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 
  result as a failed Integration Test (p. 271) for the 
  target. This effect lasts for the sleight’s duration.
  CHARISMA
  PSI TYPE:  
  Active
  ACTION:  
  Quick
  RANGE: 
  Touch
  DURATION:  Temp (Minutes)
  STRAIN MOD:  –1
  SKILL:  
  Control
  The async uses this sleight to influence the target’s 
  mind on a subconscious level so that the target per-
  ceives 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
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Temp (Minutes)
  STRAIN MOD:  –1
  SKILL:  
  Control
  Cloud Memory allows the async to temporarily 
  disrupt the target’s ability to form long-term memo-
  ries. If the async wins the Opposed Test, the target’s 
  memory-saving 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
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Sustained
  STRAIN MOD:  +1
  SKILL:  
  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 
  226
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  impersonating that ego. The async then receives a +30 
  bonus on Impersonation Tests when mimicking the 
  target’s behavior and social cues.
  MINDLINK
  PSI TYPE:  
  Active
  ACTION:  
  Quick
  RANGE: 
  Touch
  DURATION:   Sustained
  STRAIN MOD:  +1/target after first
  SKILL:  
  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, who over-
  hears). Language is still a factor in mindlinked com-
  munications, but this barrier may be overcome by 
  transmitting sounds, images, emotions, and other sen-
  sations. Mindlink requires an Opposed Test against 
  unwilling participants.
  OMNI AWARENESS
  PSI TYPE:  
  Active
  ACTION:  
  Quick
  RANGE: 
  Close
  DURATION:   Temp (Minutes)
  STRAIN MOD:  –1
  SKILL:  
  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 suc-
  cessful, 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 or fleeting attention, 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.
  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 perspec-
  tive, 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. 214).
  IMPLANT SKILL
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Temp (Action Turns)
  STRAIN MOD:  +0
  SKILL:  
  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
  PSI TYPE:  
  Active
  ACTION:  
  Quick
  RANGE: 
  Close
  DURATION:   Instant
  STRAIN MOD:  +0
  SKILL:  
  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 
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  MIND HACKS
  227
  
  SPAM
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Temp (Action Turns)
  STRAIN MOD:  +0
  SKILL:  
  Psi Assault
  This 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 modi-
  fier to all tests the duration of the sleight (doubled to 
  –20 if the async scores an Excellent Success).
  STATIC
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Close
  DURATION:  Sustained
  STRAIN MOD:  +0
  SKILL:  
  None
  The async generates an anti-psi jamming field, imped-
  ing 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
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Instant
  STRAIN MOD:  +2
  SKILL:  
  Control
  The Subliminal sleight allows the async to influence 
  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 sug-
  gestion as if it was their own idea. Implanted suggestions 
  must be short and simple; the gamemaster may require 
  suggestions be encompassed in a short sentence (for 
  example: “open the airlock,” or “hand over the weapon”). 
  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 may be implanted with a short 
  trigger condition (“when the alarm goes off, ignore it”).
  THOUGHT BROWSE
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Sustained
  STRAIN MOD:  –1
  SKILL:  
  Sense
  Thought Browse is a less-intrusive form of mind 
  reading that 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.
  PENETRATION
  PSI TYPE:  
  Active
  ACTION:  
  Quick
  RANGE: 
  Touch
  DURATION:  Instant
  STRAIN MOD:  1 per AP point SKILL:  
  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
  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
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Instant
  STRAIN MOD:  +0
  SKILL:  
  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 (MoS of 30+) is scored.
  SCRAMBLE
  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
  PSI TYPE:  
  Active
  ACTION:  
  Complex
  RANGE: 
  Touch
  DURATION:  Temp (Action Turns)
  STRAIN MOD:  –1
  SKILL:  
  Psi Assault
  Sense Block disables and short circuits one of the tar-
  get’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 (doubled 
  to –60 if the async scores an Excellent Success).
  228
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 
  genetically modified and enhanced brains of trans-
  humans are crowded, chaotic, crosswired places, 
  with each mind storing its memories, personality, 
  and other defining features in unique ways.
  What this means is that though the general archi-
  tecture 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
  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 technol-
  ogy 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 psycho-
  therapy treatment options.
  PSYCHOSURGERY
  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, recoded, upgraded, and patched. 
  To a large degree, this is true. Aided by nanotechnol-
  ogy, genetics, and cognitive science, neuroscientists 
  have demolished numerous barriers to understand-
  ing 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. 
  Nanoviruses unleashed during the Fall infected 
  millions, altering their brains in permanent ways, 
  with occasional outbreaks still occurring a decade 
  later. Cognitive viruses 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 bright-
  est 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 
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  MIND HACKS
  229
  THE HUMAN COGNOME PROJECT
  SOLARCHIVE SEARCH: “THE HUMAN COGNOME PROJECT”
  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 under-
  taking, relevant to biology, neurosci-
  ence, 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 digi-
  tizing 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 transhu-
  man 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
  In game terms, psychosurgery is handled as a Task 
  Action requiring a Variable Opposed Test. The psycho-
  surgeon rolls Psychosurgery skill against the target’s 
  WIL × 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 some-
  times 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, p. 241).
  MENTAL STRESS
  Psychosurgery is a modification to the transhuman 
  mind and sometimes to the actual person that resides 
  in that mind. It is unsurprising then that psychosur-
  gery 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 test’s 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 unin-
  tended side effects such as affecting other behaviors, 
  emotions, or memories.
  The actual process of psychosurgery breaks down 
  into several stages. First is diagnosis, which can 
  involve the use of several neuroimaging techniques 
  on morphed characters, mapping synaptic connec-
  tions, and building a neurochemical model. It can 
  also involve complete psychological profiling and 
  psychometric behavioral testing, including personal-
  ity 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 com-
  piled 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 sub-
  ject’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 activ-
  ity. Needless to say, such methods are often brute-
  forced rather than fine-tuned, ignoring safety 
  parameters and sometimes resulting in detrimental 
  side effects.
  230
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  Likewise, a character will feel compelled to pursue 
  a behavior that is boosted and will find it hard to 
  avoid engaging in a behavior that is encouraged 
  (requiring a WIL × 3 Test to avoid). They will have no 
  choice but to engage in enforced behaviors and will 
  suffer (1d10 ÷ 2, round up) points of mental Stress if 
  prevented from doing so.
  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 personal-
  ity and behavioral profiling as a means of identify-
  ing 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
  TIMEFRAME: Skill Learning Time ÷ 2
  PM:
  +20
  SV:
  1
  Using tutorial programs, memory reinforcement pro-
  tocols, conditioning tasks, and deep brain stimulation, 
  the subject’s learning ability is reinforced, allowing 
  them to learn new skills more quickly.
  EMOTIONAL CONTROL
  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 com-
  petitive. Mercenaries and soldiers have been known 
  to expunge fear. Follow the same rules as given for 
  Behavioral Control.
  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
  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 modifica-
  tions into their character’s words and actions, and 
  gamemasters should ensure that a character’s por-
  trayal plays true to their mind edits. Some psycho-
  surgical 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
  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
  TIMEFRAME: 1 week
  PM:
  Limit/Boost –10; Block/Encourage –20, 
  Expunge/Enforce –30
  SV:
  (1d10 ÷ 2, round up)
  Commonly used for criminal rehabilitation, behav-
  ioral 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 their 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 × 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.
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  MIND HACKS
  231
  PSYCHOSURGERY 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
  
  PSYCHOTHERAPY
  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 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, tempo-
  rarily 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
  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
  TIMEFRAME: 1 day
  PM:
  +10
  SV:
  1
  Tasping is the use of deep brain stimulation tech-
  niques 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 over-
  load the subject into a prolonged state of almost 
  unendurable bliss. Such stimulation is highly addic-
  tive, 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 addic-
  tion and rewards as a means of controlling those 
  under their thrall.
  INTERROGATION
  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 manipula-
  tion. A successful Psychosurgery Test applies a +30 
  modifier to the Intimidation Test for interrogation.
  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 nec-
  essary), 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 com-
  plicated operation and requires that such memories be 
  copied from someone who has experienced them or 
  manufactured with XP software. Even when success-
  fully implanted, fake memories may clash with other 
  (real) memories unless those are also erased.
  PERSONALITY 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 are almost unlimited, including traits such 
  as openness, conscientiousness, altruism, extroversion/
  introversion, impulsiveness, curiosity, creativity, con-
  fidence, sexual orientation, and self-control, among 
  others. These traits may be enhanced or reduced to 
  varying degrees. The effect is largely reflected by role-
  playing, but the gamemaster may apply modifiers as 
  they see fit.
  PSYCHOTORTURE
  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.
  232
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  THE LOST
  <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 marked decrease in transhumanity’s popula-
  tion 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 cus-
  tomized simulspace accelerated learning envi-
  ronments. The project made extensive use of 
  emergent technologies and techniques culled 
  from recaptured TITAN facilities, including neo-
  genetic 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 per-
  sonnel 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 adjustment of the simulspace and 
  educational programming for optimal nor-
  mality, 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 contin-
  ued 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 sub-
  jects 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 find-
  ings concluded that one or more of the subjects 
  had escaped the program and were in fact 
  responsible for the habitat’s environmental fail-
  ures 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 sub-
  jects 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
  MESH INSERTS, ENDOS, ECTOS
  To access the mesh, you need some sort of device. Often, these are 
  implanted right into your brain —a mesh insert, sometimes called an 
  “endo”—or an ecto, an external minicomputer. n p. 237
  MESH USES
  Quite simply, your character will use the mesh for almost all their 
  communications, research, and plenty of recreation, too. n p. 123
  Everyday Mesh Mechanics: The basic rules for 
  standard mesh use start here. n p. 245
  Online Research: Your character will use the 
  Research skill to find info in the mesh. n p. 249
  Augmented Reality (AR): Information overlaid on the user’s physical 
  senses—sight, sound, odors, tastes, and tactile sensations. n p. 239
  Virtual Reality (VR): Physical senses are overridden and your character is 
  placed in a computer-generated environment—a simulspace. n p. 240
  Experience Playback (XP): A sensory recording, either of your own or 
  provided by someone else. n p. 241
  INTERFACES
  There are three protocols used to access 
  and manipulate data on the mesh. n p. 239
  INFOLIFE AND INFOMORPHS
  Both disembodied transhumans and  
  artificial intelligences roam the mesh. n p. 244
  Muses: A specific type of AI that functions as a 
  personal aide and companion. n p. 244 and 264
  AGIs: Self-aware digital consciousnesses, capable of intelligent 
  and autonomous actions. n p. 244 and 265
  Infomorphs: Details and rules for digital egos. n p. 245 and 265
  THE MESH
  MESH INSERTS, ENDOS, ECTOS
  To access the mesh, you need some sort of device. Often, these are 
  implanted right into your brain —a mesh insert, sometimes called an 
  “endo”—or an ecto, an external minicomputer. n p. 237
  MESH USES
  Quite simply, your character will use the mesh for almost all their 
  communications, research, and plenty of recreation, too. n p. 123
  Everyday Mesh Mechanics: The basic rules for 
  standard mesh use start here. n p. 245
  Online Research: Your character will use the 
  Research skill to find info in the mesh. n p. 249
  Augmented Reality (AR): Information overlaid on the user’s physical 
  senses—sight, sound, odors, tastes, and tactile sensations. n p. 239
  Virtual Reality (VR): Physical senses are overridden and your character is 
  placed in a computer-generated environment—a simulspace. n p. 240
  Experience Playback (XP): A sensory recording, either of your own or 
  provided by someone else. n p. 241
  INTERFACES
  There are three protocols used to access 
  and manipulate data on the mesh. n p. 239
  INFOLIFE AND INFOMORPHS
  Both disembodied transhumans and  
  artificial intelligences roam the mesh. n p. 244
  Muses: A specific type of AI that functions as a 
  personal aide and companion. n p. 244 and 264
  AGIs: Self-aware digital consciousnesses, capable of intelligent 
  and autonomous actions. n p. 244 and 265
  Infomorphs: Details and rules for digital egos. n p. 245 and 265
  
   9
  MESH ABUSES
  The mesh is rife with miscreants, 
  opportunistic hackers, and people who plain 
  just don’t agree with you. n p. 243
                                                            Hackers & Malware: 
  Two primary threats—people, and people’s tools. n p. 243
   Mesh Security: Four prime methods of security on the mesh: 
  authentication, firewalls, active monitoring, and encryption. n p. 253
  Intrusion: Infiltrating a system can happen two ways: slicing 
  through the security quietly or launching brute-force attacks 
  to knock the door down. n p. 254
  Hacking Sequence: Quick-and-dirty hacking summary. n p. 255
  Intrusion Countermeasures: If your hacking efforts alert the system 
  to your presence, intrusion countermeasures will attempt to locate, 
  attack, or otherwise thwart you! n p. 257
  Cyberbrain Hacking: Pods and synthmorphs are equipped 
  with cybernetic brains—and like other computers, 
  these can be hacked. n p. 261
  9
  MESH ABUSES
  The mesh is rife with miscreants, 
  opportunistic hackers, and people who plain 
  just don’t agree with you. n p. 243
                                                            Hackers & Malware: 
  Two primary threats—people, and people’s tools. n p. 243
   Mesh Security: Four prime methods of security on the mesh: 
  authentication, firewalls, active monitoring, and encryption. n p. 253
  Intrusion: Infiltrating a system can happen two ways: slicing 
  through the security quietly or launching brute-force attacks 
  to knock the door down. n p. 254
  Hacking Sequence: Quick-and-dirty hacking summary. n p. 255
  Intrusion Countermeasures: If your hacking efforts alert the system 
  to your presence, intrusion countermeasures will attempt to locate, 
  attack, or otherwise thwart you! n p. 257
  Cyberbrain Hacking: Pods and synthmorphs are equipped 
  with cybernetic brains—and like other computers, 
  these can be hacked. n p. 261
  
  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 an electronic 
  medium for retrieving information from various 
  sources (replacing even older paper-based info-
  sources), succeeding generations emphasized digital 
  communities and hosted services such as networking 
  sites, wikis, blogs, and social tagging. These facili-
  tated 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 exponential 
  growth 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 overspe-
  cialization, and were restrained by programmed limi-
  tations, the digital evolution toward artificial general 
  intelligences (AGIs)—“strong” AIs with intelligence 
  capabilities that equaled or exceeded human abili-
  ties—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 transhumanity, 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 wire-
  lessly 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 comput-
  ing 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, creat-
  ing local wireless mesh networks. Thus was the mesh 
  born, taking the place of the old internet of earth, lost 
  during the Fall.
  MESH CAPABILITIES
  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 unob-
  trusively 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 com-
  puters is staggering.
  Processing capabilities also exist at hyper-efficient 
  levels. 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, multisensory media 
  of nearly any length is available for instantaneous 
  download or upload from anywhere. Massive data-
  bases 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. The entire mesh behaves like a peer-to-peer 
  network, so that large transfers are broken into man-
  ageable 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 
  THE MESH
  9
  236
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  emulations (so-called transducing) enable the user to 
  control the implant just by thinking and to communicate 
  without vocalizing. Input from the mesh inserts is trans-
  mitted 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 con-
  trols for non-humanoids), voice controls, and more. 
  Sensory information is handled via lenses, glasses, ear-
  plugs (subdermal bone-vibrating speakers), bodysuits, 
  gloves, nose plugs, tongue dams, and other devices 
  that are wirelessly linked to (or physically plugged 
  into) the ecto.
  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 par-
  ticipants 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
  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 trans-
  ceiver, 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-to-communication 
  .9
  .
  9
  .9
  .
  9
  .
  9
  .
  9
  .
  9
  .
  9
  .
  9
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  9
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  9
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  9
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  9
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  9
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  9
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  9.
  THE MESH
  237
  Supercomputers and cutting-edge wired broadband are no longer needed, given the technical capabilities 
  of modern personal computers. But there is another reason they are avoided: the TITANs.
  Mainframes, hive-mind clusters, and massively parallel distributed-computing systems are all considered 
  potential dangers in Eclipse Phase, as they possess sufficient processing power and data capacity to enable 
  a seed AI to achieve 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 backups.
  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 with 
  programmed growth restraints, specifically designed to prevent them from becoming self-upgrading. 
  n
  LEGACY OF THE TITANs
  SOLARCHIVE SEARCH: ECTO(-LINK)
  A very popular brand of mobile mul-
  tifunctional 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 some-
  times 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 operat-
  ing system (OS), a multifunctional 
  suite of programs that includes media 
  tools, a mesh browser, locator, social-
  izing programs (messenger, socnet 
  updater), cartography and naviga-
  tion 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 
  a 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 cloth-
  ing accessories, particularly bracelets. 
  The user interface varies according to 
  user preference. Wireless-enabled con-
  tacts and earbuds equip users who lack 
  mesh implants, enabling them to expe-
  rience augmented reality and the ecto’s 
  AR control interface. Standard entoptic 
  control interfaces are also available 
  via wireless radio, skinlink, and direct 
  fiberoptic line. 
  
  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 slave them to a local AI that 
  filters their output).
  SURVEILLANCE, PRIVACY, AND SOUSVEILLANCE
  While spimes are easily trackable, they also con-
  tribute to an environment of universal surveillance. 
  Between spimes, microsensors, ubiquitous security 
  systems, and the recording capabilities of the mesh 
  inserts used by almost everyone, just about every-
  thing is recorded. Factor in the availability of mesh-
  tracking, facial recognition, rep/social networks, and 
  other data mining software, and it rapidly becomes 
  clear that privacy is an outdated concept. Special 
  considerations must be embraced by anyone that 
  seeks to mask their identity or cover their movements. 
  Alternatively, off-the-shelf looks common with some 
  morphs (especially synthmorphs and pods) allow a 
  user to blend in with the masses.
  Though in part this may seem an Orwellian sur-
  veillance nightmare, the abundance of recording 
  tech actually works as “sousveillance” (watching 
  from below), serving a role in making everything 
  transparent and putting checks on abuses of power. 
  Authoritarian regimes tread carefully, as they are 
  also universally monitored, despite their attempts to 
  control information flow. Many people also willingly 
  participate in this open “participatory panopticon.” 
  With nearly infinite storage capacity, dedicated lifelog-
  gers record every moment of their lives and share it 
  for others to experience.
  INFORMATION OVERLOAD
  The mesh contains massive amounts of personal 
  and public information shared by users, a digital 
  commons of news, media, discourse, knowledge, envi-
  ronmental data, business, and culture. Transhumans 
  embrace the mesh as a tool for exchange, commu-
  nication, 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 blue-
  prints, skillsofts, etc. A thriving movement offers free 
  and open-source alternatives to much proprietary 
  data, however, and numerous digital piracy groups 
  deal out cracked versions of protected 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
  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, 
  238
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  INTERFACING: AR, VR, AND XP
  Mesh media is accessed using one of three protocols: 
  augmented reality (AR), virtual reality (VR), or expe-
  rience playback (XP).
  AUGMENTED REALITY
  Most users perceive data from the mesh as aug-
  mented 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 high resolu-
  tion and seemingly “real,” though it is usually pre-
  sented 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 prefer-
  ences and needs, both graphically and content-wise. 
  Filters allow users to access the information they are 
  interested in without needing to worry about extra-
  neous 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
  Every mesh user represents themselves online via a 
  digital avatar. Many people use digital representa-
  tions 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 represen-
  tation 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 ani-
  mated and programmed to reflect the user’s actual 
  mood and speech, so that the avatar seems to speak 
  and have emotions.
  E-TAGS
  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 
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  THE MESH
  239
  INFORMATION AT YOUR FINGERTIPS
  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 (govern-
  ment/hypercorp areas, maintenance/security infrastructure, etc.) 
  are usually not included without authorization.
  • Current habitat life support (climate) conditions including atmo-
  spheric pressure, composition, and temperature.
  • Current solar system and habitat orbit maps with trajectory 
  plots, distances, and 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 feeds (mostly audio-visual) 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 feeds and 
  archives to match a photo or video 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, soft-
  ware, 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. 
  n
  
  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 soft-
  ware 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
  Virtual reality overrides the user’s physical senses 
  and places them inside an entirely computer-gen-
  erated environment called a simulspace. While AR 
  is used for all common day activities and interac-
  tions, 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 hardwired 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.
  social networks or circles within that network so that 
  people can leave notes, reviews, memorabilia media, 
  and similar things for friends and colleagues.
  SKINNING
  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 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 
  240
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  ÆTHER JABBER
  # 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 com-
  pletely 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 trade-
  off. 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 into almost every com-
  mercial 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 choke-
  points 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. 
  
  EXPERIENCE PLAYBACK
  Every morph with mesh inserts has the capability to 
  transmit or record their experiences, a form of tech-
  nology 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 depth of these experiences depends on how 
  much of the recorded sensory perception is kept 
  when the clip is made. Full XP includes exterocep-
  tive, 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, thirst, and a general sense of the location 
  of one’s own body parts. Emotive tracks include the 
  whole spectrum of emotions that can be aroused in 
  a transhumans. Due to the biological requirements 
  (neuronal and endocrine systems) of expressing emo-
  tions, hardcore XP aficionados deem only the experi-
  ence in and from biomorphs as the real deal.
  MESH USES
  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 (email, instant messaging, micro-
  blogging), 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, brows-
  ing 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) or VR tourism and club-hopping.
  PERSONAL AREA NETWORKS
  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 acces-
  sories, and a convenience factor, as it focuses all of the 
  controls in one place.
  VIRTUAL PRIVATE NETWORKS
  Virtual private networks (VPNs) are communica-
  tions networks tunneled through the mesh, which 
  are dedicated for a specific group of people. The 
  primary use of VPNs is to create privacy and secu-
  rity for their users, and so they typically use security 
  features such as ego authentication and public key 
  DEFYING NATURE’S LAWS
  A plethora of simulspace environments are available, 
  ranging from simulations of real places to historical 
  recreations or 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, like gravity, electromagnetism, 
  atmosphere, temperature, etc., are programmable in 
  VR, allowing for environments that are completely 
  unnatural, such as escheresque simulspaces 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, trans-
  human 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 SIMULSPACES
  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, communi-
  cate 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 simul-
  space, called a simulmorph. From this point, the user 
  immerses themself in the virtual reality environment, 
  effectively becoming their simulmorph.
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  THE MESH
  241
  
  ISLANDS IN THE NET
  In the time of Eclipse Phase, information can become 
  outdated quite fast, and the accessibility of new infor-
  mation depends on your location. It’s easy to keep up-
  to-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 waiting on a message from 
  Mars while on a station in the Kuiper Belt, on the 
  edge of the solar system 50 astronomical units from 
  the terrestrial inner planets, the signal carrying the 
  message will be roughly seven hours old when it 
  reaches you. Of course, it will only reach you that 
  quickly if it was sent via quantum farcast, which is 
  only limited by the speed of light (not to mention 
  being 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, though 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 habi-
  tats 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 broad-
  casts can be intercepted by anyone, whereas tight-
  beam laser or microwave links are specifically used 
  as a point-to-point method that minimizes inter-
  ception 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 prioritiza-
  tions mean is that some news and data takes a 
  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 programs that integrate into 
  the user’s normal mesh interface and AR.
  SOCIAL NETWORKS
  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 inter-
  ests. 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 net-
  works, 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 to 
  people with whom the interaction went poorly.
  MOBILE OFFICES
  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 
  other 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 phenom-
  enon 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 effi-
  ciency. 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.
  242
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  Whether individuals who are genuinely interested 
  in exploring new technologies and seeking ways to 
  break them in order to make them better, hacktiv-
  ists who utilize the mesh in order to undermine the 
  power of authorities, or “black hats” who seek to 
  circumvent network security for malicious or crimi-
  nal 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 hypercorp research facilities—are 
  usually limited to isolated, tightly controlled, heavily 
  monitored, hardwired networks to minimize the risk 
  of intrusion from snoopers and saboteurs. Various 
  countermeasures may be applied against such intrud-
  ers, ranging from locking them out of the system to 
  tracking them back and counterhacking.
  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 proxim-
  ity 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
  “Darkcasts” are ranged communications that go 
  outside of legal and approved channels. Since 
  certain habitats have strict regulations on transmis-
  sion 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 egocast-
  ing services complete with resleeving and leasable 
  morphs, allowing egos that prefer discretion to enter 
  or leave a habitat without drawing attention. Though 
  the authorities hunt down these darkcast networks 
  whenever they get a chance, many habitats have a 
  sophisticated darknet infrastructure that makes use of 
  decoys, temporary communications lines, relays, and 
  regular transmitter relocation—not to mention judi-
  cious bribing and blackmailing.
  MESH ABUSES
  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 
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  THE MESH
  243
  
  typically very specific in scope and aligned towards a 
  particular function, such as piloting a vehicle, facilitat-
  ing mesh searches, or coordinating the functions of 
  some habitat subsystem. Some AIs, in fact, can only 
  barely be considered sapient, and their emotional pro-
  gramming 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 trans-
  human goals and interests. This is part of an initiative 
  to engineer so-called “friendly AIs,” who are pro-
  grammed 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
  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
  AGIs are complete and fully operational digital 
  consciousnesses, self aware and capable of intel-
  ligent 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 
  MALWARE
  The number of worms, viruses, and other malware pro-
  grams 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 pro-
  grams 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 long-
  forgotten data cache or the accidental infection of a 
  scavenger mucking through old ruins. New ones pop 
  up every day, of course, many of them programmed 
  by criminal hacker outfits, while others that enter cir-
  culation 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
  Self-aware helper programs were originally designed 
  and realized to augment transhuman cognitive abili-
  ties. These specialized-focus AIs were then developed 
  into the more complete, independent digital conscious-
  nesses 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 preju-
  dice turned popular opinion against unrestricted AGIs, 
  an attitude of mistrust that still lingers to this day.
  AIs
  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 person-
  ality 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 
  244
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  WHAT YOUR MUSE CAN DO FOR YOU
  • Make Research Tests to find informa-
  tion for you.
  • Falsify or fluctuate your mesh ID.
  • Scan newsfeeds and mesh updates for 
  keyword alerts.
  • Monitor your mesh inserts/ecto/PAN 
  and slaved devices for intrusion.
  • Teleoperate and command robots.
  • Launch countermeasures against 
  intruders.
  • Monitor your rep scores 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 proac-
  tively stealth your wireless signal.
  • Track people for you.
  • Anticipate your needs and act accord-
  ingly, pre-empting your requests. 
  n
  
  into virtual careers, slaving away in the digital sweat-
  shops 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), 
  freedom (going anywhere the mesh takes them—some 
  have even beamed copies of themselves to distant 
  star systems, hoping someone or something will 
  receive their signal when they arrive), experimenta-
  tion (forking and merging, running simulations, and 
  weirder things), or because it is ensured immortality.
  EVERYDAY MESH MECHANICS
  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
  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 
  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 suffer a slight delay on their mesh activities 
  due to manual toggling, physical controls, and 
  physical interaction with virtual controls. In game 
  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 even outlaw AGIs or subject them to 
  strict restrictions, forcing such infolife to hide their 
  true natures or illegally darkcast to enter habitats or 
  stations. AGI mind programming emulates transhu-
  man 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 con-
  tinual metamorphosis of their code. Seed AIs are too 
  complex to be downloaded into a physical morph, 
  even a synthetic one. Even their forks require impres-
  sive processing environments, so seed AI forks are 
  rare. In fact, most seed AIs require the capacities of 
  hardwired 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
  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 inac-
  tive storage, locked up by habitats who didn’t have 
  enough resources to handle them. Others are impris-
  oned 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 info-
  morph rights or interests. Still others find or are forced 
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  THE MESH
  245
  NON-STANDARD AIs 
  AND AGIs
  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 
  AI-level intelligences. 
  n
  
  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
  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 any-
  thing 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
  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
  Admin accounts provide complete control over the 
  system. Characters with admin rights can do every-
  thing 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.
  terms, the use of haptics imposes a –10 skill modi-
  fier to all mesh tests where timing is rushed (par-
  ticularly combat and or any sort of mesh use under 
  pressure). Additionally, increase the timeframe for 
  mesh-based Task Actions by +25% when interfac-
  ing 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
  Every mesh user (and, in fact, every device) has a 
  unique code called their mesh ID. This ID distin-
  guishes 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 (see Digital Activity 
  Tracking, p. 252). Fortunately for Firewall sentinels 
  and others who value their privacy, there are ways 
  around this (see , p.  252). AIs, AGIs, and info-
  morphs also each have their own unique mesh ID.
  ACCOUNTS AND ACCESS PRIVILEGES
  Devices, networks (such as PANs, VPNs, and hard-
  wired 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 privi-
  leges they have on that system. There are four types of 
  accounts: public, user, security, and admin.
  PUBLIC ACCOUNTS
  Public accounts are used for systems that allow access 
  (or access to parts of their system) to anyone on the 
  mesh. Public accounts do not require any sort of 
  246
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  COMPUTER CAPABILITIES
  Computerized electronics can be broken down into 
  three simple categories: peripherals, personal comput-
  ers, and servers. In game terms, all are collectively 
  referred to as devices.
  PERIPHERALS
  Peripherals are microcomputer devices that don’t need 
  the full processing power and storage capacity of a 
  personal computer but benefit from online networking 
  and other 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 secu-
  rity and admin functions; see User Accounts, p. 246).
  Common peripherals include: spimes, appliances, most 
  cybernetic implants, individual sensors, and weapons.
  PERSONAL COMPUTERS
  Personal computers account for a wide range of com-
  puter types, but essentially include anything that has 
  the capabilities evolved from 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
  Servers have much greater processing power and 
  data management capabilities than personal comput-
  ers. 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.
  SOFTWARE
  A wide range of software is available for mesh users, 
  from firewalls and AIs to hacking and encryption tools 
  or 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 
  MESH GEAR QUALITY
  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 char-
  acters 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 instal-
  lation 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.
  .
  MESH GEAR MODIFIERS
  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
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  THE MESH
  247
  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 a 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, soft-
  ware tools—particularly exploits—may degrade 
  in quality over time, reflecting that they have 
  become outdated. As a general rule, such pro-
  grams should degrade in quality about once 
  every 3 months. 
  n
  
  SLAVING 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 hack 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 char-
  acter’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
  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
  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 plan-
  etary bodies like Mars, Venus, Luna, or Titan, “local” 
  encompasses all of the habitats and linked mesh net-
  works 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 non-local 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 long-distance communications are some-
  times 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 accu-
  mulated 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 
  a factor, applying a modifier as appropriate (see Mesh 
  Gear Quality, previous page).
  Some software is equipped with digital restric-
  tions 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 for free 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
  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 compatibil-
  ity problems in certain cases, whether this is done to 
  increase drama, slow the characters down, or create 
  obstacles that they must overcome. Such incompatibili-
  ties 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 game-
  master 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
  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 charac-
  ter can completely disable AR input, but this is likely 
  to impede them in other ways.
  248
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 
  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 
  and actions. The effects of this lag are largely up 
  to the gamemaster, as fitting current distances and 
  other factors.
  ACCESSING MULTIPLE DEVICES
  Meshed characters may connect to and interact with 
  numerous devices, networks, and services simulta-
  neously. 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
  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
  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. Finding the data is usually not as 
  difficult as analyzing it and understanding it. Locating 
  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 
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  THE MESH
  249
  SEARCH CAPABILITIES
  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 sus-
  picious 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 ter-
  rorist 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 particu-
  lar 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 situ-
  ations conforms to routines, enabling easy behav-
  ioral 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 pre-
  diction markets a big deal in the inner system. 
  n
  
  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
  Online research is often a crucial element of Eclipse 
  Phase scenarios, as characters take to the mesh to 
  research backgrounds and uncover clues. The follow-
  ing suggestions present a method of handling research 
  that does not rely solely on dice rolls and integrates it 
  with the flow of the plot.
  COMMON INFO
  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.
  DETAILED INFO
  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 over-
  view, 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.
  ANALYZING THE RESULTS
  The next step is not so much accumulating links and 
  data as it is analyzing and understanding the informa-
  tion 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 incor-
  rect 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. 
  250
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  Detecting stealthed 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
  Many users willingly allow themselves to be physi-
  cally 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 authori-
  ties to come to their aid in the event of some emer-
  gency. 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
  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
  Given the existence of so many spimes and public 
  cameras and sensors, people may also be tracked 
  by their facial profile alone using facial recogni-
  tion 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 
  Fail to give them enough, and they may get frustrated 
  or pursue dead ends. Timing is everything.
  REAL-TIME SEARCHES
  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
  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 consid-
  ered 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
  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 in the vicinity of some devices is 
  enough to leave a trail, as near-field radio interac-
  tions 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
  To interface with a wireless device or network, 
  whether to establish a connection or for other pur-
  poses, the target device/network must be located first. 
  To locate an active node, its wireless radio transmis-
  sions must be detected. Most wireless devices auto-
  matically 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.
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  THE MESH
  251
  
  PRIVACY AND ANONYMIZATION
  Given how easily mesh activities are monitored, many 
  users pursue privacy and anonymization options.
  PRIVACY MODE
  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 trans-
  action logs, applying a –30 modifier to attempts to 
  research or track them by their online activity.
  STEALTHED SIGNALS
  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 scan-
  ning (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
  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 MESH IDS
  The easiest method of making mesh activities anony-
  mous is to set your muse to supply false mesh IDs in 
  online transactions. Though illegal in many jurisdic-
  tions, this is an easy task for any character or muse to 
  do. Multiple false IDs are used, making it extremely dif-
  ficult 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 they 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 
  infrared cameras), walking gait, scent (requires 
  olfactory sensors), DNA (requires DNA scanners), 
  etc. Each biometric scan requires a separate type 
  of software.
  DIGITAL ACTIVITY TRACKING
  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
  A more investigative search can attempt to use the tar-
  get’s mesh ID (p. 246) 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
  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 (alternatively, you can 
  access a device that is within radio range of the target 
  and sniff from that location). To capture the informa-
  tion 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
  Finally, a mesh ID may also be actively monitored to 
  see what online 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.
  252
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 fre-
  quently resleeve.
  Passkey: Passkey systems call for an 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 physi-
  cal 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: QK systems rely on the unbreakable 
  encryption of Quantum Cryptography (p. 254).
  FIREWALLS
  Firewalls are software programs (sometimes hard-
  wired 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
  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 dif-
  ficult, since the interloper must beat the monitoring 
  hacker/AI in an Opposed Test (see Intrusion, next 
  page). 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
  Encryption is an exceptionally effective extra layer of 
  security. There are two types of encryption commonly 
  used in Eclipse Phase: public key cryptosystems and 
  quantum cryptography.
  the continual shifting of IDs and intentional decoys 
  make it too difficult to keep up.
  ANONYMOUS ACCOUNT SERVICES
  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 hacktiv-
  ists 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 estab-
  lished 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 out-
  going) 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
  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
  Given the lessons of the Fall and the very real risk still 
  posed by hackers, viruses, and similar threats, network 
  security is taken extremely seriously in Eclipse Phase. 
  Four methods are typically used: authentication, fire-
  walls, active monitoring, and encryption.
  AUTHENTICATION
  Most devices, networks (PANs, VPNs, etc.), and ser-
  vices 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 automati-
  cally grants you access to slaves.
  Mesh ID: Some systems accept mesh IDs as authen-
  tication. This is extremely common with most public 
  systems, which merely log the mesh ID of any user 
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  THE MESH
  253
  
  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
  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 quantum-
  encrypted communications, only encrypted files.
  INTRUSION
  The art of intrusion lies in penetrating a device’s secu-
  rity. The best methods involve infiltrating a system 
  quietly, without catching a watchdog’s attention, by 
  using exploits—code glitches and 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
  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, the 
  target system must be wireless-capable, 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 
  PUBLIC KEY CRYPTO
  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 
  available for others to find online. When messages are 
  encrypted using that public key, only the secret key—con-
  trolled 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
  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
  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 
  254
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  this book, but successfully forging such systems would 
  allow a hacker to log in as the legitimate user.
  INTRUSION 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
  Lacking a passcode, the hacker must break in the old-
  fashioned 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-of-
  the-line system with still-unreleased defenses.
  By default, a hacker trying to break in this way is 
  pursuing standard user access rights (p. 246). 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, next page). If the 
  intruder scored an Excellent Success, however, their 
  status is Hidden (p. 256).
  Probing: Players may choose to take extra time 
  (p. 117) 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
  If a system is also actively monitored (p. 253), the 
  hacker must avoid detection. Treat this as a Variable 
  regular access 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 its mesh ID 
  (p. 246) or otherwise be able to track it down (p. 251).
  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 authentica-
  tion 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 AUTHENTICATION
  Using this method, the hacker attempts to disguise 
  their signals as coming from a legitimate, authen-
  ticated user rather than 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 secu-
  rity account privileges, –30 if they have admin rights 
  (p. 246). 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, com-
  munications sent by the hacker are treated as coming 
  from the legitimate user.
  FORGING AUTHENTICATION
  Biometric and passkey systems used for authentication 
  (p. 253) can potentially be forged by hackers who are 
  able to get a look at the originals. The means and tech-
  niques for doing so differ and are beyond the scope of 
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  THE MESH
  255
  THE HACKING SEQUENCE
  Tasks 
  Results
  1. Defeat the Firewall 
  Infosec Task Action (10 minutes)
  2. Bypass Active Security 
  Variable Opposed Infosec Test
  a. Hacker Wins with Excellent Success, Defender Fails 
  Hidden Status/Admin Privileges/+30 to all Subversion Tests (p. 256)
  b. Hacker Succeeds, Defender Fails 
  Covert Status (p. 256)
  c. Both Succeed 
  Spotted Status/Passive Alert/–10 to all Subversion Tests (p. 256)
  d. Defender Succeeds, Hacker Fails 
  Locked Status/Active Alert/–20 to all Subversion Tests (p. 257) 
  n
  
  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 system 
  noticing. The hacker has acquired Covert status 
  (below). If the hacker scored an Excellent Success, 
  their status is Hidden (below).
  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 gains 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.
  INTRUDER STATUS
  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
  An intruder with Hidden status has managed to 
  silently sneak into the system without anyone notic-
  ing. 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 modi-
  fier on any efforts to subvert the system.
  COVERT
  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
  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 
  256
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  INTRUSION COUNTERMEASURES
  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 acti-
  vates 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
  Security alerts come in two flavors: passive and active.
  PASSIVE ALERT
  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 immedi-
  ately 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 involv-
  ing a system that is on passive alert.
  ACTIVE ALERT
  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 countermea-
  sure 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
  Passive countermeasures are launched as a precaution 
  whenever an intruder acquires Spotted status.
  LOCATE INTRUDER
  A security hacker or AI monitoring a system may 
  attempt to track down the source of the passive alert. 
  see Zeroing In, p. 257.
  REAUTHENTICATE
  When a passive alert is triggered, a firewall can be set 
  to reauthenticate 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 
  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
  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. 258) against the intruder.
  CHANGING STATUS
  An intruder’s status is subject to change according to 
  their actions and the actions of the system.
  UPGRADING STATUS
  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
  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
  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
  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 immedi-
  ately, 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 imme-
  diately triggers an alarm. If the system is actively moni-
  tored, 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.
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  THE MESH
  257
  
  replaces the authentication. Any attempt to access 
  the system from the same mesh ID as the intruder 
  automatically fails.
  REBOOT/SHUTDOWN
  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 communica-
  tion 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
  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
  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. 
  Restarting wireless connectivity takes 1 Action Turn.
  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
  As a protective measure, some systems will immedi-
  ately 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
  Active countermeasures can only be launched if the 
  intruder has acquired Locked status.
  COUNTERINTRUSION
  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
  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 connec-
  tion between the two, and dump the hacker from 
  the system.
  Lockout must be initiated by someone with secu-
  rity 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 
  258
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  JOINT HACKING/SECURING
  Hacking will sometimes involve teams of attack-
  ers 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 trade-offs. A team that 
  chooses to breach or maintain a system’s secu-
  rity 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.
  Alternatively, 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 detec-
  tion 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 over-
  whelm 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. 
  n
  
  SUBVERSION
  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 rights 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. 257).
  Examples for different types of system subversion 
  are given in the Subversion Examples sidebar. This 
  is not an exhaustive list, however, and gamemas-
  ters and players are encouraged to improvise game 
  effects in case an action has not been explicitly 
  described.
  AUGMENTED REALITY ILLUSIONS
  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 illu-
  sion 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 
  SUBVERSION DIFFICULTIES
  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
  SUBVERSION EXAMPLES
  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
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  THE MESH
  259
  
  are a Task Action with a timeframe of 24 hours. The 
  character conducting the audit makes an Infosec Test 
  to spot the backdoor. If the backdoor’s installer scored 
  an Excellent Success on their Programming Test, this 
  Infosec Test suffers a –30 modifier.
  CRASHING SOFTWARE
  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
  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 suc-
  cessful, the intruder has wiped anything that might be 
  used to track them down later, such as mesh ID, etc.
  HACKING VPNs
  Virtual private networks (VPNs) are more challeng-
  ing 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 impos-
  sible without the key.
  The only way to hack a VPN is to break 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
  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 
  available. Such illusions are hyper-realistic. Anyone 
  making a Perception Test to identify them as fake 
  suffers a –10 to –30 modifier (gamemaster’s discre-
  tion). 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 envi-
  ronmental factors on the fly. AR illusion software, 
  however, also offers some template illusions that can 
  be modified and controlled in real-time via a con-
  nected 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 per-
  ceptive 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.
  BACKDOORS
  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 success-
  fully 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 privi-
  leges 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 
  260
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  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. 258) 
  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
  All cyberbrains incorporate mnemonic augmenta-
  tion (p.  307), or digitally recorded memories. A 
  hacker who accesses a cyberbrain can read, alter, or 
  delete these memories with a successful Research or 
  Interfacing Test (the –30 modifier applies).
  PUPPETEERING
  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
  Having direct access to a cyberbrain opens the possibil-
  ity for certain kinds of attacks that are normally infea-
  sible 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.
  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 pre-pro-
  grammed. 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 suc-
  cessfully 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 pre-
  programmed 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
  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
  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 
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  THE MESH
  261
  
  SIMULSPACES
  Simulspaces are virtual reality environments where 
  the resolution advances beyond realistic high defini-
  tion 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 alter-
  nate 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 psy-
  chological 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 perma-
  nent traumas.
  SIMULMORPHS
  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 simul-
  morphs 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 char-
  acters within the simulspace with their own simul-
  morph 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
  When a character immerses themselves in a simulspace, 
  they “become” the simulmorph. The character’s physi-
  cal 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 at will, but toggling in or out takes a 
  Complex Action.
  Several types of scorch programs exist, with dif-
  ferent effects: cauterizers (damage), bedlams (stress), 
  spasms (pain), nightmares (fear), and shutters (sensory 
  deprivation). These are described on p. 332 of Gear.
  SHUTDOWN
  If a cyberbrain is shut down (p. 258), the morph imme-
  diately 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
  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
  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 equip-
  ment 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 commu-
  nicate 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 com-
  munications 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
  Jamming can also be used to interfere with radar. If 
  the jammer makes a successful Interface Test, 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.
  262
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  DOMAIN RULES
  Anything goes in a simulspace, as dictated by the 
  domain rules. A simulspace may range from approxi-
  mating 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 trans-
  mogrifying 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
  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 for-
  bidden. Players who cheat in a simulspace game and 
  who get caught may face eviction from the simulspace.
  HACKING SIMULSPACES
  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 exter-
  nal 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
  Within a simulspace, a hacker’s only choice for inter-
  acting with the VR controls is through the standard 
  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
  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
  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 repre-
  sented 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 simu-
  lation 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.
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  THE MESH
  263
  
  commonly used to actively monitor computer systems 
  against intrusion attempts. Muses are AIs that special-
  ize as personal companions, always at a character’s 
  virtual side ever since they were a child.
  Sample AIs and muses can be found on p. 332 of Gear.
  AI LIMITATIONS
  AIs feature a number of built-in restrictions and limita-
  tions. To start with, they can be loaded in the cyberbrains 
  of pods and synthmorphs, but they may not be down-
  loaded 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 viruses, 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). 
  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 cheat-
  ing and abuse, though the monitors are typically 
  pre-occupied with maintaining the simulspace as a 
  whole, dealing with other users, etc. At the gamemas-
  ter’s discretion, such a monitor might get to make an 
  Interface Test (possibly with a modifier for distrac-
  tion) to notice the hacker’s efforts.
  AIs 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 com-
  puterized devices where they can assist transhuman 
  users or operate the machine themselves. They are also 
  264
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  ROLEPLAYING MUSES
  Muses should not be viewed as a mere tool for getting extra skills, but as an opportunity to enhance role-
  playing. 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 char-
  acters 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, fol-
  lowers, servants, slaves, friends, or pets, which should somehow be reflected in game play. Most transhu-
  mans 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. 
  n
  HACKING SIMULSPACE FROM WITHIN
  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 of 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
  
  an uninhabited synthmorph, taking up residence in 
  the cyberbrain (see Resleeving Synthmorphs, p. 271). 
  They may also download into biomorph bodies 
  according to standard resleeving rules (p.  270). 
  Even when disembodied, they may interact with the 
  physical world via the mesh, viewing through sensors, 
  streaming XP feeds, communicating with charac-
  ters, commanding slaved devices, and teleoperating/
  jamming drones.
  Infomorphs have a Speed of 3, reflecting their 
  digital nature and their ability to act at electronic 
  speeds. If an infomorph sleeves into a body, however, 
  it takes on the Speed of that morph.
  AGI CHARACTERS
  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 inevi-
  tably points where the programming does not mask 
  or alter the fact that AGIs often possess or develop 
  personality traits and idiosyncrasies that are quite dif-
  ferent from human norms and sometimes 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 subrou-
  tines that are comparable to biological human emo-
  tions. AGIs are, in fact, programmed to have empathy, 
  share an interest in human affairs and prosperity, and 
  place significant relevance on life of all kinds. In game 
  terms, AGIs emote like humans (and so Kinesics may 
  be used to read them) and are vulnerable to emotion-
  ally manipulative effects, fear, etc.
  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 tem-
  plates 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
  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 danger-
  ous or having a negative impact on the user. Under 
  certain circumstances, pre-programmed imperatives 
  can force an AI to ignore or disobey their owner’s 
  commands (gamemaster’s discretion).
  AGIs AND INFOMORPHS
  The term “infomorph” is used to refer to any ego in 
  a 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
  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 surviv-
  ing 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 trans-
  fer 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 
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  THE MESH
  265
  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. Alternatively, 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. 
  n
  
  10
  BACKUPS AND UPLOADING
  Transhuman minds (egos) can be digitally emulated and backed up 
  into computer storage—a process known as uploading. This allows 
  them to be restored if they are killed. n p. 268
  RESLEEVING
  Uploaded egos may also be downloaded into a new body,  
  a process known as resleeving. n p. 271
  ACCELERATED FUTURE
  Integration, Alienation, and Continuity: Resleeving is not easy. 
  Adapting to a new morph, the loss of continuity, and/or the remembrance 
  of death can inflict mental stress. n p. 272
  10
  BACKUPS AND UPLOADING
  Transhuman minds (egos) can be digitally emulated and backed up 
  into computer storage—a process known as uploading. This allows 
  them to be restored if they are killed. n p. 268
  RESLEEVING
  Uploaded egos may also be downloaded into a new body,  
  a process known as resleeving. n p. 271
  ACCELERATED FUTURE
  Integration, Alienation, and Continuity: Resleeving is not easy. 
  Adapting to a new morph, the loss of continuity, and/or the remembrance 
  of death can inflict mental stress. n p. 272
  
  FORKING AND MERGING
  Forking is the process of making digital copies  
  of your ego, often for multitasking purposes.  
  Forks may be re-integrated back into your ego later.  n p. 273
  LIVING IN THE FUTURE
  Technology has changed many other features of fundamental life:
  EGOCASTING
  Rather than physically travel, most transhumans 
  upload their ego, farcast it to a distant location, 
  then resleeve (or run as an informorph) at the 
  destination. n p. 276
  NANOFABRICATION
  Material goods can be manufactured 
  from the molecular level up via nano-
  fabricaton, requiring only raw materials, 
  blueprints, and time. n p. 284
  REPUTATION AND SOCIAL NETWORKS
  In the outer system, the reputation economy rules, and in the 
  inner system, rep is a measure of your social standing with your 
  peers. n p. 285
  Identity: Your body no longer defines who you are. n p. 279
  Life In Space: Habitats, immigration, and space travel. n p. 280
  Security: New challenges arise to keeping people out—or breaking in. n p. 291
  FORKING AND MERGING
  Forking is the process of making digital copies  
  of your ego, often for multitasking purposes.  
  Forks may be re-integrated back into your ego later.  n p. 273
  LIVING IN THE FUTURE
  Technology has changed many other features of fundamental life:
  EGOCASTING
  Rather than physically travel, most transhumans 
  upload their ego, farcast it to a distant location, 
  then resleeve (or run as an informorph) at the 
  destination. n p. 276
  NANOFABRICATION
  Material goods can be manufactured 
  from the molecular level up via nano-
  fabricaton, requiring only raw materials, 
  blueprints, and time. n p. 284
  REPUTATION AND SOCIAL NETWORKS
  In the outer system, the reputation economy rules, and in the 
  inner system, rep is a measure of your social standing with your 
  peers. n p. 285
  Identity: Your body no longer defines who you are. n p. 279
  Life In Space: Habitats, immigration, and space travel. n p. 280
  Security: New challenges arise to keeping people out—or breaking in. n p. 291
  
  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, nano-
  fabrication, reputation systems, space habitats, and 
  space travel, among others.
  BACKUPS AND UPLOADING
  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. 270). For this reason, almost 
  everyone in the solar system is equipped with a corti-
  cal stack (p. 300). Backups may also be safely archived 
  in secure storage (p. 269) or used to create infomorphs 
  (p. 265). A person may also egocast themselves across 
  the solar system as a form of travel (p. 275)).
  CORTICAL STACK BACKUPS
  Cortical stack implants deploy a network of nano-
  bots 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 cor-
  tical 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 
  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
  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 psycho-
  surgery 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 modi-
  fier of +20. Morphs with stacks in non-standard loca-
  tions 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 oth-
  erwise 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 CORTICAL STACK
  Cortical stacks have an Armor of 20 and a Durability 
  of 20 for anyone attempting to destroy them.
  UPLOADING
  Uploading a backup into secure storage is usually 
  handled with a brain scan at the storage facil-
  ity’s clinic using a bread box-sized unit called an ego 
  bridge (p. 328). When activated, the ego bridge’s sensor 
  array twists open like a morning glory blossom, reveal-
  ing an enclosure with a neck rest that automatically 
  adjusts itself to morphs with oddly sized or shaped 
  heads. The neck rest deploys millions of specialized 
  ACCELERATED FUTURE
  10
  268
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  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. 327) 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
  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 transhu-
  mans, “brainpeeling” is practiced by some bioconser-
  vative 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
  Almost everyone, with the exception of neo-primitiv-
  ists 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. 331) to cover the costs of your resleev-
  ing. 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 bring-
  ing 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 subscrip-
  tion 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 exo-
  planet 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 resleeve 
  nanobots 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 infor-
  mation 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 biologi-
  cal 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 only 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 instanta-
  neous. 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
  In ideal circumstances, a person who is intentionally  
  resleeving (p. 270) 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 dis-
  tance 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 
  reroute 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 
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  ACCELERATED FUTURE
  269
  
  from 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 insur-
  ance 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
  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 pos-
  sible) 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
  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 occur-
  rence 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 
  you 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 × 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
  Backup insurance is not always perfect. Though insur-
  ance providers are required to make a reasonable 
  effort to retrieve your cortical stack, for many hyper-
  corps 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 scaveng-
  ing 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 codes 
  270
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  hacking (p. 261), and synthmorphs are viewed as low 
  class in some cultures.
  EVACUATING A CYBERBRAIN
  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. 272.
  RESLEEVING COSTS
  The costs involved for the resleeving process itself are 
  generally subsumed in the costs of the backup insur-
  ance 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
  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 × 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, next page.
  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. 271). Resleeving is also diffi-
  cult 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
  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 
  that infiltrates the brain with nanobots that physically 
  restructure the brain’s neural structure and connec-
  tions 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.
  Sleeving into a pod only takes half an hour, as their 
  brains are half biological, half cyberbrain.
  RESLEEVING SYNTHMORPHS
  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. 271), they are vulnerable to cyberbrain 
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  ACCELERATED FUTURE
  271
  RESLEEVING AND THE GAMEMASTER
  The gamemaster has a fine amount of control over what a character can obtain when resleeving. The char-
  acters 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 com-
  plete 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 synth-
  morphs 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. 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. 
  n
  
  ALIENATION
  After loss of continuity, the other major factor impact-
  ing 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 experi-
  ence of coming to terms with a new face, skin, and 
  brain. For example, transferring to a radically differ-
  ent morph (such as a swarmanoid) can be difficult to 
  grasp. Uplifts often struggle to get acquainted with 
  the unusual 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 × 3 and apply modifiers from the 
  Integration and Alienation Modifiers table. Consult 
  the Alienation Test table to determine the effects.
  CONTINUITY TEST
  Perhaps the biggest shock that strikes most resleeving 
  characters is the loss of continuity of self. This is par-
  ticularly 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 recov-
  ered, 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 origi-
  nal 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 × 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
  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. 265. Infomorphs may copy them-
  selves 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
  TEST RESULT
  EFFECT
  Critical Failure
  Character is unable to acclimate to the new morph—
  something is just not right. Character suffers a –30 modi-
  fier 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; gain 1 Moxie point for use in 
  that game session only.
  272
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  INTEGRATION AND ALIENATION MODIFIERS
  SITUATION
  EFFECT
  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
  TEST RESULT
  EFFECT
  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.
  
  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 com-
  municating 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 2.
  • Active skills have a maximum value of 60.
  • Moxie is reduced to 1.
  • The Psi trait is removed. At the gamemaster’s dis-
  cretion, 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
  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 func-
  tional (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.
  FORKING AND MERGING
  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 themselves. 
  The short answer is: nothing, aside from massive 
  social stigma and thorny psychological issues. Taking 
  a backup of a transhuman mind, copying it, and re-
  instancing 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 info-
  morphs, there is nothing preventing a fork from being 
  sleeved in a physical morph as well, other than legali-
  ties and custom.
  ALPHA FORKS
  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 may 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 char-
  acter’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 jurisdic-
  tions, 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
  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. 
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  ACCELERATED FUTURE
  273
  CONTINUITY STRESS
  SITUATION
  STRESS 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
  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 
  
  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
  Rather than generating forks on the fly, some char-
  acters 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 draw-
  backs 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 Familae in 
  instancing her army of cloned selves.
  HANDLING FORKS
  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 philosophi-
  cal and legal debate among many transhumans.
  • 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 dis-
  cretion, 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
  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, scram-
  bled backups, incomplete or jammed farcasts, or info-
  morphs/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 memo-
  ries 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 purpose-
  ful 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
  Neural pruning is the art of taking a backup/info-
  morph and trimming it down to size so that it func-
  tions 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 por-
  tions 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 avail-
  able 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 
  274
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 per-
  sonal transportation technology, though only the char-
  acter’s ego actually travels. Egocasting combines the 
  technologies of uploading and quantum farcasting to 
  transfer a backup (or sometimes even a conscious ego, 
  see Egocasting, p. 275) over interplanetary distances.
  Though egocasting occurs at the speed of light, 
  egocasting times vary drastically with distance. 
  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 “incom-
  plete” 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
  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  mne-
  monic 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. 215) and psychosurgery (p. 229) can troubleshoot 
  bad merges over time.
  EGOCASTING
  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 habi-
  tats, planetary surfaces, and moons. But for any trip 
  MERGING
  TIME APART
  MODIFIER
  SUCCESS
  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
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  ACCELERATED FUTURE
  275
  THE SELF 
  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 techno-
  logical standpoint, the psychological and social 
  effects of cloning a mind mean that most people 
  are cautious about employing forks. Some juris-
  dictions 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 bio-
  conservatives 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 short-
  term 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. 
  n
  
  DARKCASTING
  Characters who want to egocast without the atten-
  tion 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
  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 typi-
  cally 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 destina-
  tion. 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
  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 
  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
  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 medi-
  ated by the character’s backup service, and security 
  breaches are uncommon.
  However, there are several risks involved in ego-
  casting. 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 transmit-
  ted ego to be a serious breach of etiquette, whereas 
  autonomist types would find it unthinkably repres-
  sive. 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 ser-
  vices 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.
  276
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  TRADE-IN
  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
  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
  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
  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 
  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
  Once a morph is located, the character may call in  
  favors (p. 289) 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
  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
  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.
  MORPH COSTS
  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
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  ACCELERATED FUTURE
  277
  
  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
  Characters visiting the inner system or Jovian Republic 
  may be able to lease morphs belonging to prisoners. In 
  most jurisdictions, criminals are sentenced to terms in 
  rehabilitative simulspace with a stipulation that the 
  prisoner’s morph becomes state property during their 
  term of incarceration. Morphs acquired this way often 
  have complicated histories but also tend to have modi-
  fications useful to Firewall agents. Conversely, charac-
  ters who find themselves imprisoned may be subject 
  to having their body leased out during incarceration.
  The effects of taking a penal lease are at the discretion 
  of the gamemaster. A character may have to pull some 
  strings with their Reputation in order to lease such a 
  morph, especially if it has restricted or illegal modifica-
  tions. Negative traits, cases of mistaken identity, and 
  unfortunate encounters with friends and associates of the 
  morph’s former occupant are among the possible draw-
  backs to this type of arrangement. On the up side, penal 
  leases may reduce costs for both leasing and insuring the 
  morph, again subject to the gamemaster’s discretion.
  RENTAL INSURANCE
  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 
  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.
  PUBLIC RESLEEVING
  Some locales, notably Titan, have a well-developed 
  public resleeving infrastructure intended to provide 
  a body to anyone who needs one. Morphs provided 
  are usually unremarkable cases, synths, or splicers 
  with no Positive traits or optional implants. Anyone 
  holding citizenship in a locale with public resleeving 
  may apply for a body. Wait times are between a month 
  and two years, with Reputation influencing wait times 
  at the gamemaster’s discretion.
  RENTING MORPHS
  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 
  278
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  CUSTOM-GROWN OR -DESIGNED MORPHS
  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 usually 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 metamorph-
  ing nanoviruses in a matter of days, these proce-
  dures 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 some-
  times 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—usually starting at 
  Expensive and moving up—or even whether they 
  are possible at all. 
  n
  
  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 
  Luna 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 repu-
  tation-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 auton-
  omists 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
  There are three ways to verify someone’s identity: 
  nanotat scan, brainwave scan, and checking the cryp-
  tographic hash on a digital mind.
  NANOTAT SCANS
  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.
  BRAINPRINTS
  Brain 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 pur-
  poses as they require a scan with a combination 
  lawless. Characters may purchase hazard insurance that 
  will cover taking the morph into certain dangerous situ-
  ations, 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 pos-
  sessions 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, includ-
  ing 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.
  IDENTITY
  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 olym-
  pian 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.
  EGO ID
  Identity is, of course, tied to ego, and various authori-
  ties 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 
  brain 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 
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  ACCELERATED FUTURE
  279
  
  that the nanotat will fail its authorization online 
  unless the encryption has also been cracked (p. 254). 
  Replacing a nanotat ID with a fake one is just as pos-
  sible and is part of the process of acquiring a fake ID.
  DIGITAL ID TAMPERING
  Digital ID codes may also be tampered with, though like 
  nanotat IDs this will mean that the ID fails online veri-
  fication unless the encryption is also defeated (p. 254).
  LIFE IN SPACE
  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
  Space habitats come in many sizes and configura-
  tions, from survivalist outposts designed to support 
  ten or fewer people to miniature worlds in resource-
  rich 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, pros-
  pectors, 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 micro-
  light aircraft, with larger vehicles being uncommon 
  and usually reserved for official use.
  Most habitats with large interior spaces also use aug-
  mented reality overlays to create consensual hallucina-
  tions 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).
  BEEHIVES
  Beehives are asteroids carved out with tunnels and 
  chambers. They are commonly converted from 
  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 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. 368), sometimes alters a person’s brain pat-
  terns, but not in every case.
  DIGITAL CODE
  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
  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
  The easiest way to bypass security checks is to estab-
  lish 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 sta-
  tions, 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 clandes-
  tine operations.
  Black market darkcast and resleeving options offer 
  fake IDs as a matter of course.
  ALTERING NANOTAT IDS
  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 
  280
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  asteroids mined for metals or silicates. Beehives are microgravity 
  habitats and can be quite confusing to navigate without AR aids. 
  Most beehives are found in the Main Belt or Trojan groupings. Most 
  are small, but some have populations ranging into the millions, with 
  massive cavernous microgravity cities. 
  CLUSTER COLONY
  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 exist, 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
  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. 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, hosting populations in the millions.
  HAMILTON CYLINDERS
  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 cyl-
  inder is a cylindrical habitat rotating on its long axis to provide 
  gravity. Two of the known Hamilton cylinders orbit Saturn in posi-
  tions skimming the rings near the Cassini division. From this posi-
  tion, 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
  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 
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  ACCELERATED FUTURE
  281
  
  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 self-
  sufficient 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 perpen-
  dicular to their rotational axis, but then use a slow pro-
  cessional 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 double 
  toruses also exist, like two large wheels spinning in 
  opposite directions, joined at the axis.
  IMMIGRATION AND CUSTOMS
  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 arriv-
  als 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
  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 nano-
  swarms, 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 auton-
  omist 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 
  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 super-
  structure provide radiation shielding.
  The land in most O’Neill cylinders is one-third 
  agricultural (a combination of food vats and high-
  yield 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
  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
  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 
  282
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  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
  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. 347).
  DISTANCE TRAVEL
  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 anti-matter-
  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
  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 oppo-
  site 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 veloc-
  ity. 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.
  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 gen-
  erally 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 space-
  walk 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
  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 arriv-
  ing 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 your-
  self over.
  Because many people, particularly autonomists 
  and brinkers, don’t appreciate this kind of reception, 
  various uploading services have stepped in to provide 
  pre-customs resleeving for characters traveling to habi-
  tats with suspect screening methods. For often-exorbi-
  tant fees, the traveler egocasts into an extraterritorial 
  substation close to their intended destination, resleeves 
  there, and then travels to their destination by rocket.
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  ACCELERATED FUTURE
  283
  
  NANOFABRICATION
  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, blue-
  prints, and time.
  RAW MATERIALS
  Raw materials are generally easy to acquire, as most 
  nanofabricators are equipped with disassembler units 
  that will break down just about anything into its con-
  stituent molecules. Feedstock may also be purchased 
  (at a cost of Trivial). Many habitats route their recy-
  cling and waste products directly into disassemblers.
  BLUEPRINTS
  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 be 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
  Blueprints for many goods may be found for free online, 
  disseminated by an active open source software move-
  ment. 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 blue-
  prints 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 char-
  acter 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
  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 reprogramming it, following 
  normal hacking rules (p. 254).
  PROGRAMMING BLUEPRINTS
  A dedicated character may simply decide to program 
  their own blueprints, though this is a time-consuming 
  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 emergen-
  cies. 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 sling-
  shotting 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 tempo-
  rary 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 recre-
  ation area. The crew tend to only be busy at the begin-
  ning and end of a trip, when they must deal with accel-
  eration/deceleration and maneuvering around other 
  space traffic. The rest of the trip they spend dealing 
  with repairs or otherwise killing time, often by access-
  ing 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 enter-
  tainment options. Many long-haul ships are crewed by 
  hibernoid morphs, who hunker down for a long nap.
  SPACESHIP COMBAT
  Combat in space tends to take place over long dis-
  tances 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 back-
  ground story that helps create drama and tension, 
  rather than an event that characters actively partici-
  pate 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 approach-
  ing vessels, escape out the airlock, hide out while the 
  pirates sack the ship, or similar affairs. It is recom-
  mended, 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.
  284
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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
  Once the raw materials and blueprints are in, most nanofabrica-
  tion 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
  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 AIs have a 
  Programming (Nanofabrication) skill of 30 (see AIs and Muses, p. 332).
  REPUTATION AND SOCIAL NETWORKS
  “Once upon a time, there was a planet so incredibly primitive that its 
  inhabitants still used money. That planet is called ‘Mars.’”
  —Professor Magnus Ming, Titan Autonomous University
  The conflict between market capitalism and other forms of eco-
  nomics is one of transhumanity’s last great culture wars, and it’s 
  still being fought. Transhumanity’s expansion into the solar system 
  created myriad opportunities to experiment with new economic 
  systems. Many failed, but the reputation economies of the outer 
  system have proven both utilitarian and robust in a way that no 
  previous challenger to market capitalism has managed.
  The reputation economy, sometimes called the gift economy or 
  open economy, is one in which the material plenty created by nano-
  fabrication and the longevity granted by uploading and backups 
  have removed considerations of supply versus scarcity from the 
  economic equation—destroying classical economics in the process.
  The regimented societies of the inner system and the Jovian 
  Junta have used societal controls and careful regulation of the 
  technologies of abundance on their populations, thus keeping to a 
  transitional economy system that is largely an outgrowth of classi-
  cal economics. No one could get away with doing this in the outer 
  system. In the Trojans and Greeks, much of the belt, free Jupiter, and 
  anywhere outward from Saturn, the reputation economy rules.
  How did this happen? For one thing, money is a nuisance when 
  you’re an autonomous member of an autonomous collective whose 
  nearest three neighbors (each 100,000 kilometers away) are also 
  autonomous collectives. All of you are almost completely self-sufficient 
  in terms of material resources. You have a fleet of robots that harvest 
  0.
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  ACCELERATED FUTURE
  285
  
  of know, and people you don’t know but who are 
  somehow linked to you in one degree or another.
  Of course, social networks are not homogeneous. 
  Among the ever-diversifying ranks of transhumanity, 
  there is a tendency to coalesce around various shared 
  characteristics, whether those be cultural background, 
  personal interests, professional ties, local connections, 
  political affiliations, subcultural obsessions, or simply 
  common interest from being part of the same sub-
  species clade. The social network of an info-anarchist 
  hacker is likely to bear little resemblance to that of a 
  hypercorp socialite or an isolate brinker. Nevertheless, 
  social networks quite frequently overlap, often in 
  unexpected and interesting ways. Most people can 
  be considered members of several different types of 
  social networks. This overlap is what links disparate 
  groupings of transhumans together.
  NETWORKING
  Just being connected, of course, doesn’t mean you 
  have several thousand idle transhumans at your beck 
  and call. If you hope to gather the latest gossip, get 
  advice from an expert, find someone who can fix your 
  problems, acquire a piece of gray market tech, or 
  spread a meme, you need to know both who to talk 
  to in that social network and how to go about getting 
  what you need, especially if you hope to keep things 
  quiet and not raise any flags.
  This is where your Networking: [Field] skills come 
  in (p. 182). Networking represents your ability to 
  maneuver through this web of personal and imper-
  sonal connections to find who and what you need. 
  This could be handled by word-of-mouth, posting the 
  right queries in the right places on the mesh, monitor-
  ing the right personal profiles and forums, harnessing 
  the power of the mob with crowdsourcing, or any 
  number of similar creative tactics.
  Each field you have in Networking represents a 
  particular network grouping, a common interest that 
  ties people together. Most of these fields are based 
  on factions (Autonomists, Hypercorp, etc.) and tie 
  into a special reputation network (see the Reputation 
  Networks table, below). At the gamemaster’s discretion, 
  other groupings of people could be connected through 
  these skills and rep systems. For example, artists and 
  journalists of all stripes can fall under the Networking: 
  Media skill and f-rep, no matter if they are autonomist 
  or hypercorp. Likewise, being a diverse group, brinkers 
  water, volatiles, reactor mass, metals, and silicates. You 
  have a nanofabricator to make all of your small items, 
  a community factory for large ones, and a machine 
  shop where you can build anything else—with help and 
  advice from an AI with the combined knowledge and 
  experience of a top-flight engineering team, if you even 
  need it. You grow your own food.
  Money is for people who don’t know how to take 
  care of themselves. Transhumanity is only a few 
  decades away from being a mature Type I Kardashev 
  civilization, having largely mastered the material 
  resources of its own solar system. A character from 
  the outer system most likely finds the whole concept 
  of money an embarrassment.
  However, material abundance hasn’t eliminated the 
  value of certain goods and services. A transhuman’s 
  lunch might be free, but innovative ideas, new designs, 
  health care, sex, and dirty work don’t grow in fabrica-
  tors. What if you need gene therapy on your morph to 
  grow infrared sensing cells on your face? How about 
  someone to assassinate your renegade beta fork after she 
  set off a hallucinogen grenade at your gallery opening 
  and kidnapped your boyfriend? What if you really need 
  a spanking? You call on your social network. If your 
  network is sufficiently deep and numerous and your 
  reputation is good enough, someone will help you out.
  In the inner system, the reputation economy doesn’t 
  replace money for the exchange of goods and services, 
  but it does hold sway over the network of favors and 
  influence. Calling on contacts, getting information, 
  and making sure you’re in the best place to see and be 
  seen all involve calling on your social network.
  SOCIAL NETWORKS
  Social networks represent the people you know, and 
  the people they know, and so on. It starts with your 
  friends and family, spreads out to your co-workers, 
  neighbors, and colleagues, and expands all the way 
  out to your acquaintances, from the neo-hominid 
  waitron at your favorite cafe to the sylph you flirt 
  with at the club. In the always-online, fully meshed 
  universe of Eclipse Phase, this goes even further, 
  encompassing all of the people you’ve linked to via 
  social mesh networks, everyone who watches your 
  blog/lifelog/updates, and everyone you interact with 
  on various mesh forums. Now add in the friend-of-a-
  friend factor, and everyone has an impressive ability 
  to reach out to people they know, people they sort 
  REPUTATION NETWORKS
  NETWORK NAME
  REP NAME
  NETWORKING FIELD
  FACTIONS AND OTHERS
  The Circle-A List
  @-Rep
  Autonomists
  anarchists, Barsoomians, Extropians, Titanian, and scum
  CivicNet
  c-Rep
  Hypercorps
  hypercorps, Jovians, Lunars, Martians, Venusians
  EcoWave
  e-Rep
  Ecologists
  nano-ecologists, preservationists, and reclaimers
  Fame
  f-Rep
  Media
  socialites (also artists, glitterati, and media)
  Guanxi
  g-Rep
  Criminals
  criminals
  The Eye
  i-Rep
  Firewall
  Firewall
  Research Network Associates
  r-Rep
  Scientists
  argonauts (also technologists, researchers, and scientists)
  286
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  represents talking to people you know, spreading the 
  word to people they know, posting queries to the social 
  network at large, digging through various profiles, chat 
  rooms, etc. to find someone who might help you out, 
  and so on.
  Networking Tests are subject to modifiers for the 
  level of the favor (see below), the amount the character 
  is trying to keep quiet about the request (see below), 
  and any other factors noted on the Networking 
  Modifiers table or determined by the gamemaster.
  Networking Tests are Task Actions—it takes time 
  to call in favors or track down information. The time-
  frame depends on the level of favor, as noted on the 
  Favors table, p. 289.
  FAVOR LEVELS AND MODIFIERS
  Rep scores are broken down into five levels, reflecting 
  your standing within that community. Every 20 points 
  of Rep equals one level. See the Reputation Levels 
  table for a breakdown.
  Likewise, favors are also broken down into five 
  levels, rated from Trivial to Scarce (see Favors, 
  p. 289, for specific examples). The standard level of 
  favor you can expect to get from a social network is 
  based on your level of Rep in that network. If you 
  want to pursue a favor above your level, you can do 
  so, but you will suffer a negative modifier on your 
  Networking Test. This reflects that someone with low 
  standing has a hard time getting people to go out of 
  their way for them. Similarly, if you pursue a favor 
  below your level, you receive a positive modifier to 
  your Networking Test, reflecting that your prestige 
  makes it easier to acquire minor things that you need. 
  For each level the favor falls under or above your Rep 
  score level, apply a + or –10 modifier, as appropriate.
  Jaqui’s on a scum barge and she needs to get a 
  hold of a weapon fast. She has a specific weapon 
  in mind, but it’s pricey—its cost is High. She 
  decides her best approach is to try talking to the 
  scum on the ship to try and find someone who 
  can lend or sell her such a weapon, using her 
  @-rep and her Networking: Autonomist skill of 50. 
  Acquiring a High cost item counts as a Level 4 High 
  favor (see Acquire/Unload Goods, p. 291). Jaqui’s 
  @-rep is 53, which is only Level 3. Since the favor 
  is one level higher than her rep level, she suffers 
  a –10 modifier on her Networking Test. Jaqui must 
  roll a 40 or less (50 – 10) to find a weapon supplier.
  EXAMPLE
  do not universally fall into any of the categories, and 
  are instead spread out between them. If the gamemas-
  ter and players agree, other Networking fields and rep 
  networks may be added, representing other spheres of 
  interest, such as AR Games, Sports, Slash Fiction, etc.
  The exact uses for which you may exploit your 
  social networks are noted below. While in some cases 
  the defining element is who you know and how good 
  you are at reaching out to them, in others the defining 
  element is how known you are. You might be con-
  nected to thousands of people, but if you don’t have 
  clout, your efforts to make use of these connections is 
  limited. This is where Reputation comes into play.
  REPUTATION
  Reputation is a measurement of your social currency. 
  In the gift economies of the outer system, social repu-
  tation has effectively replaced money. Unlike credit, 
  however, reputation is far more stable.
  Within Eclipse Phase, reputation scores are facilitated 
  by online social networks. Almost everyone is a member 
  of one or more of these reputation networks. It is a 
  trivial matter to ping the current Rep score and history 
  of someone you are dealing with—your muse often does 
  this automatically, marking an entoptic Rep score badge 
  on anyone with whom you interact, updated in real time, 
  so you will see if they suddenly take a hit or become 
  popular. The 7 most common networks are noted on the 
  Reputation Networks table. Gamemasters and charac-
  ters may decide to add others appropriate to their game.
  You purchase a Rep score in one or more of these 
  networks during character creation. Rep scores are 
  rated between 0 and 99, just like skills. These ratings 
  determine your ability to acquire goods, services, and 
  information and favors, as noted below. These scores 
  may be raised or lowered during game play according 
  to your character’s actions.
  USING NETWORKS AND REP
  In game terms, you take advantage of your connec-
  tions and personal cred every time you need a favor. 
  A favor is broadly defined as anything you try to get 
  via your social networks, whether that be information, 
  aid, goods, and so on. Different types of favors are 
  described under Favors, p. 289.
  THE NETWORKING TEST
  To pursue a favor, you start by looking around. This 
  calls for a Networking Test to determine if you can 
  find the person, people, or information you need. This 
  NETWORKING MODIFIERS
  SITUATION
  MODIFIER
  Favor level exceeds Rep level
  –10 per level
  Rep level exceeds favor level
  +10 per level
  Keeping quiet
  –Variable (p. 288)
  Burning Rep
  +Rep amount burned
  Paying extra
  +10 per level
  REPUTATION LEVELS
  REPUTATION SCORE
  REPUTATION LEVEL
  0–19
  Level 1
  20–39
  Level 2
  40–59
  Level 3
  60–79
  Level 4
  80–99
  Level 5
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  ACCELERATED FUTURE
  287
  
  BURNING REPUTATION
  In some cases, getting what you need may be more 
  important than not stepping on people’s tentacles. In 
  situations of dire need, you can burn some of your 
  Rep score to get the job done, meaning that you 
  exchange a loss of Rep for a shot at a favor. This 
  reflects that you are pushing the bounds of how far 
  people are willing to go for you. While you still might 
  get what you need, your online reputation rating takes 
  a hit as people flag you for being needy.
  There are two reasons to burn Rep score. The 
  first is to get a bonus on your Networking Test. This 
  indicates that you are pulling strings and calling in 
  markers to get the favor you’re after. This is par-
  ticularly useful when you are trying to obtain a favor 
  that’s of a level higher than your Rep, but abuse it too 
  often and you will soon have no social standing at all. 
  Every point of Rep you burn gives you an equivalent 
  positive modifier on the Networking Test, up to a 
  maximum of +30.
  The second option is to burn Rep to seek a favor 
  before it has refreshed. This reflects that you are 
  asking for too much in a short period. The amount 
  of Rep you must burn in this case depends on the 
  level of favor you are seeking, as noted on the Favors 
  table, p. 289.
  Jaqui’s got her weapon and her target’s where-
  abouts, but she needs one more thing: a hacker. 
  She needs someone who can open some doors 
  and defeat some security systems so she can 
  get to the target she’s after in his hideout. Since 
  she’s on a scum barge, Jaqui feels that, once 
  again, her best option is to work her scum 
  contacts. The gamemaster determines that this 
  will be another Level 4 favor. Rolling against a 
  target number of 40 again, she gets a 13—her 
  luck is holding.
  She finds a hacker, but now she needs to make 
  an exchange for their services. Once again she 
  decides not to spend credit and use her @-rep 
  instead. Jaqui’s already used up both her Level 4 
  and Level 5 @-rep favors, though, so she has no 
  choice but to burn reputation. A Level 4 favor costs 
  10 Rep to burn. Jaqui spends it, sending her @-rep 
  from 53 to 43—she’s been pulling in a lot of big 
  favors in a short amount of time, and her friends 
  and acquaintances are expressing their annoyance 
  by lowering her social standing.
  EXAMPLE
  KEEPING QUIET
  The problem with using social networks for favors 
  is that you end up letting lots of other people know 
  what you’re up to. When you’re involved in a clandes-
  tine operation, that could be exactly what you don’t 
  want. The only way to diminish this is to take your 
  requests to trusted friends and ask them to keep quiet, 
  but this diminishes the pool of people at your disposal.
  PAYING/EXCHANGING FOR FAVORS
  Favors don’t necessarily come for free. Depending on 
  what you’re after, you may also need to exchange for it.
  In the capitalist and transitional economies of the 
  inner system and Jovian Junta, you may need to buy the 
  goods or services you are after with credit. Even infor-
  mation might be paid for by bribing the right person. 
  Once spent, that credit is gone until you earn more.
  In the anarchistic reputation economies of the outer 
  system, you can get what you need for free. In this 
  case, you are acquiring goods and services based on 
  the strength of your reputation.
  EXAMPLE
  Jaqui rolls a 39—she makes it! After posting 
  some public notices on the scum social network 
  (she’s not worried about legalities or hiding what 
  she’s doing—this is a scum ship after all), she 
  gets directed to a weapons dealer with a good 
  rep. While a scum arms merchant normally sells 
  their wares for credit, Jaqui is scum herself, so 
  she’s able to use her scum community standing 
  and get the weapon for free. This uses up a High 
  favor, however.
  THE LIMITS OF REPUTATION
  Even in the gift economies, reputation only gets you so 
  far. There are limits to how often you can ask for help 
  before you start coming across as pushy or a leech. In 
  game terms, this is expressed as a refresh rate—the 
  amount of time you must wait to pass before you can 
  seek out a favor of that level again without seeming 
  demanding. Refresh rates are noted on the Favors 
  table, p. 289.
  If you need to seek another favor before the 
  refresh rate has expired, you have two choices. You 
  can expend a higher level favor instead, keeping in 
  mind that higher level favors refresh more slowly. 
  Alternatively, you can burn reputation (see below).
  EXAMPLE
  Now that Jaqui’s got her weapon, she needs 
  another favor—she needs to find someone who 
  doesn’t want to be found. The person she’s after is 
  scum, so once again she turns to the scum for help. 
  The gamemaster decides that this is another Level 
  4 favor (see Acquire Services, p. 291). Once again, 
  with her Networking: Autonomist of 50 and Level 
  3 rep, she must roll a 40 or less. She gets a 21, and 
  finds someone who has the information she needs.
  Jaqui now has a choice. To get this information, 
  she either needs to pay the person in credits (a 
  High cost) or she needs to expend another Level 4 
  favor. She’s low on money, so she decides to use 
  her rep again. Level 4 favors only refresh once a 
  month, though, and Jaqui used her last one just 
  a few hours ago. Her only choice is to expend a 
  higher favor, so she expends a Level 5 to get the 
  intel she needs.
  288
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  ACQUIRE/UNLOAD GOODS
  Social networks are a good way to find items that 
  you can’t buy legally or make at home. Depending 
  on who you’re getting the goods from, this will cost 
  you credit or require an appropriate Rep score. This 
  favor can also be used to sell or give away such items, 
  making some money or perhaps even some Rep in 
  the process.
  ACQUIRE SERVICES
  When you lack the skills or education you need, or 
  you just need another set of arms, you can call out to 
  your social network to find someone to help you out. 
  If you are looking for someone with a particular skill, 
  the result of your successful Networking Test roll is 
  the skill rating of the person you find. The higher your 
  Networking skill, the better able you are to find highly 
  skilled professionals.
  Cole needs to find an astrobiologist who can 
  help him identify an alien critter. He rolls his 
  Networking: Scientist skill of 50 and gets a 43—a 
  success. He tracks down someone with Academics: 
  Astrobiology skill of 43 (his roll) who can help him 
  out. When the astrobiologist looks the critter over, 
  the gamemaster makes a roll for the NPC using 
  that skill of 43.
  EXAMPLE
  ACQUIRE INFORMATION
  When you can’t find the information online or you 
  don’t have the time or capability to look, you can 
  turn to people in your social network and tap their 
  accumulated knowledge base.
  REPUTATION AND IDENTITY
  It is important to note that reputation is closely tied 
  to identity. If you are undercover and using a fake ID, 
  you can’t really call on your Rep score without giving 
  yourself away. As a result, many people using false 
  identities end up building up a separate set of Rep 
  scores for their alter ego.
  Note that since many social network interactions 
  take place online, it is possible for someone to secretly 
  make use of their real identity while masquerading 
  as someone else, as long as they’re careful about it. If 
  anyone happens to be spying on their activity via the 
  mesh, they stand a chance of being found out.
  In game terms, you can try to keep word of what 
  you’re doing quiet, but this makes it harder to get 
  what you need. For every negative modifier you apply 
  to your Networking Test, the same negative modifier 
  applies to anyone making a Networking Test to find 
  out what you’re up to.
  EXAMPLE
  Revisiting one of our previous examples, we go 
  back to the point where Jaqui was trying to ascer-
  tain someone’s hideout location. Because the 
  person she’s after is scum, they’re on a scum ship, 
  and Jaqui is using her Networking: Autonomist 
  skill to find them, there’s a good chance that if 
  she starts asking around to everyone, word might 
  trickle back to the person she’s after. She doesn’t 
  want them to know she’s on their tail, though, so 
  she decides to make her inquiries more discreet. 
  She applies a –20 modifier to her Networking 
  Test, which lowers her target number from 40 to 
  20. As noted before, she rolls a 21, which is a 
  failure. She spends a Moxie point to flip the roll, 
  though, making it a 12—a success.
  Because Jaqui took that –20 hit, representing 
  the fact that she was keeping her research quiet, 
  her target will suffer a –20 modifier when he 
  makes his Networking Test to see if he gets word 
  that someone is asking around about his hideout.
  FAVORS
  Creative players can undoubtedly come up with many 
  uses for their social networks, but a few of the more 
  common are detailed here.
  Gamemasters should use their discretion as to 
  how much roleplaying interaction and Networking 
  Tests are included in using a social network. For 
  normal goods, straightforward information queries, 
  or small favors, neither dice rolling nor roleplaying 
  may be required. For major requests, interactions 
  with contacts, and mission assistance, dice rolls and/
  or roleplaying interaction with contacts from the 
  social network should usually occur. Gamemasters 
  may wish to keep track of the NPC contacts in each 
  character’s social networks and make them recur-
  ring characters.
  FAVORS
  FAVOR LEVEL
  TIMEFRAME
  BURNING 
  REP COST
  REFRESH RATE
  1 (Trivial)
  1 minute
  0
  1 hour
  2 (Low)
  30 minutes
  1
  1 day
  3 (Moderate)
  1 hour
  5
  1 week
  4 (High)
  1 day
  10
  1 month
  5 (Scarce)
  3 days
  20
  3 months
  ACQUIRE/UNLOAD GOODS
  LEVEL
  SERVICE
  1
  Acquire/unload item with an expense of Trivial.
  2
  Acquire/unload item with an expense of Low.
  3
  Acquire/unload item with an expense of Moderate.
  4
  Acquire/unload item with an expense of High.
  5
  Acquire/unload item with an expense of Expensive
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  ACCELERATED FUTURE
  289
  
  290
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  ACQUIRE INFORMATION
  LEVEL SERVICE
  1
  Common Information: Where to eat. What biz a certain 
  hypercorp is in. Who’s in charge.
  2
  Public Information: Make gray market connections. 
  Where the “bad neighborhood” is. Obscure public 
  database info. Who’s the local crime syndicate. Public 
  hypercorp news.
  3
  Private Information: Make black market connections. 
  Where an unlisted hypercorp facility is. Who’s a cop. Who’s 
  a crime syndicate member. Where someone hangs out. 
  Internal hypercorp news. Who’s sleeping with whom.
  4
  Secret Information: Make exotic black market 
  connections. Where a secret corp facility is. Where 
  someone’s hiding out. Secret hypercorp projects. Who’s 
  cheating on whom.
  5
  Top Secret Intel: Where a top secret black-budget 
  lab is. Illegal hypercorp projects. Scandalous data. 
  Blackmail material.
  ACQUIRE SERVICES
  LEVEL
  SERVICE
  1
  Trivial favor: Get someone to perform services for 15 
  minutes. Move a chair. Browbeat someone. Catch a ride. 
  Research someone online. Borrow 50 credits. Other Trivial 
  cost services.
  2
  Minor favor: Get someone to perform services for an 
  hour. Move to a new cubicle. Rough someone up. Loan a 
  vehicle. Provide an alibi. Healing vat rental. Minor hacking 
  assistance. Basic legal or police assistance. Borrow 250 
  credits. Other Low cost services.
  3
  Moderate favor: Get someone to perform services 
  for a day. Move to a habitat in the same cluster. Serious 
  beating. Lookout. Short-distance egocast. Short shuttle 
  trip (under 50,000 km). Minor psychosurgery. Uploading. 
  Reservations at the best restaurant ever. Major legal rep-
  resentation or police favors. Borrow 1,000 credits. Other 
  Moderate cost services.
  4
  Major favor: Get someone to perform services for a 
  month. Move a body. Homicide. Getaway shuttle pilot. 
  Industrial sabotage. Large-volume shipping contract on 
  bulk freighter. Medium-distance egocast. Mid-range  
  shuttle trip (50,000–150,000 km). Moderate psychosur-
  gery. Resleeving. Get out of jail free. Borrow 5,000 credits. 
  Other High cost services.
  5
  Partnership: Get someone to perform services for a 
  year. Move dismembered body. Mass murder. Major 
  embezzlement. Acts of terrorism. Relocate a mid-size 
  asteroid. Long-distance egocast. Long-range shuttle trip 
  (150,000 km or more). Borrow 20,000 credits. Other 
  Expensive cost services.
  
  when it goes off, but transhuman flesh is sufficient to 
  prevent it destroying medichines or other implanted 
  nanobots. Infiltrators trying to gather data in areas 
  protected by zappers generally resort to going around 
  them or trying to plant macroscale devices.
  ELECTRONIC LOCKS
  Electronic locks (e-locks) are commonly used as a 
  means of maintaining privacy. They are easy to defeat, 
  however, and so are rarely used in very secure areas. 
  E-locks have several advantages over old-fashioned 
  mechanical locks. Different users can have different 
  authentication methods, they can log all events (entry, 
  exit, failed authentications), and they can be con-
  nected (usually hardwired but sometimes encrypted 
  wireless) to security systems for remote control and 
  alarm triggering.
  E-locks use one of several authentication systems, 
  or sometimes a combination of systems:
  Biometric: The lock scans one or more of the user’s 
  biometric prints. Common biometrics include DNA, 
  facial thermographic, fingerprint, gait, hand veins, iris, 
  keystroke, odor, palm, retinal, and voice prints.
  Keypad: This is an alphanumeric keypad upon 
  which users enter a specific code. Different users can 
  have different codes.
  Token: Authorized users must carry some sort of 
  physical token that interacts with the lock to open the 
  door, such as a keycard, electronic key, etc.
  Wireless Code: Users must emit a cryptographic 
  code via near-proximity wireless signal.
  Though various technologies exist to defeat each 
  of these systems, there are three methods that work 
  against almost all e-locks. The first is use of a covert 
  operations tool (p. 316), which infiltrates a lock with 
  nanobots that swarm in and engage the electronic 
  mechanism. The drawback to using a COT is that its 
  use is immediately logged by the e-lock and an alarm 
  is triggered. Some e-locks are equipped with guardian 
  nanoswarms (p. 329) to defeat COTs, but the COT 
  nanobots usually manage to open the lock before the 
  guardians eat them.
  The second method is to hack the e-lock. Most 
  e-locks are slaved to a security system, so this often 
  means intruding into the security system and then 
  opening the lock from within. This can be difficult, 
  however, especially if the security system is wire-
  lessly isolated or hardwired. The advantage is that, 
  if done right, all evidence of the lock being opened 
  can be erased.
  The third method is to physically open and 
  manipulate the lock. This requires first opening the 
  lock’s case and then triggering the lock mechanism 
  to open the door. Both of these are handled as 
  separate Hardware: Electronics Task Actions with 
  a timeframe of 1 minute each. In addition, most 
  e-locks have anti-tamper circuits that will set off an 
  alarm if the attacker does not achieve an Excellent 
  Success when opening the case.
  SECURITY
  Firewall sentinels make a regular habit of being in 
  places where they are not supposed to be and bringing 
  things with them that others would prefer they not 
  have. Security has a different character post-Fall than 
  in the 21st century. Due to hyper-abundance, physical 
  security measures such as locks, doors, and walls are 
  less important than in the past to common citizens. 
  People don’t worry about theft as much as in the past 
  because most items can be replaced by a nanofabrica-
  tor. The items that do tend to engender this type of 
  security are irreplaceable or rare items such as arti-
  facts of Earth.
  Post-Fall physical security focuses heavily on 
  surveillance—identifying intruders and tracking 
  them so that they can be interdicted by transhu-
  man or robotic defenders. Surveillance is more 
  effective than in pre-Fall societies because AIs with 
  near-human faculties of pattern recognition and 
  indentured infomorphs can be employed to monitor 
  surveillance data.
  The emphasis on surveillance results from the ease 
  with which most material barriers can be breached 
  by high-powered hand weaponry and devices 
  like the covert operations tool (p. 316). However, 
  physical barriers designed to actively resist intrud-
  ers by healing themselves or attacking tools used to 
  damage them are used at key points in secure instal-
  lations. Such barriers are typically very expensive 
  and so are used sparingly.
  Transhuman, animal, and infolife defenders are 
  cornerstones of most security systems. The avail-
  ability of a huge pool of infomorph labor to guard 
  facilities means that someone is always on duty, 
  whether as part of the surveillance system or in a 
  robotic shell.
  ACCESS CONTROL
  The first step in any security system is simply to enact 
  measure to keep unwanted people out. At a basic 
  level this involves walls, locks, fencing, defensive 
  landscaping, security lighting, and entoptic warnings.
  Barriers of different sorts present an obstacle that 
  must be cut through or blown apart in order to 
  defeat. Barriers are treated just like other inanimate 
  objects for purposes of attacks and damage; see 
  Objects and Structures, p. 202.
  BUG ZAPPERS
  Bug zappers create minute EMP pulses that are harm-
  less to most electronic equipment and implants but 
  wreak havoc on nanobot swarms, microbugs, and 
  specks. Bug zappers are generally applied to surfaces, 
  and as such they only destroy floating/flying swarms 
  or specks if they land. In areas with heavily shielded 
  electronics, they may be installed to destroy targets in 
  an entire room. A zapper instantly destroys all free-
  crawling or flying nanobots and specks in a room 
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  ACCELERATED FUTURE
  291
  
  SELF-HEALING BARRIERS
  Walls and doors that are able to rapidly repair them-
  selves are sometimes found in high security instal-
  lations. These barriers are made of materials that 
  automatically expand to “heal” small holes and that 
  are equipped with nanosystems that slowly repair 
  larger amounts of damage. The best of these barriers 
  do no more than slow down the most determined 
  assailants, but in combination with surveillance 
  systems they are a nuisance to invaders and can slow 
  down attempts to flee the scene.
  Self-healing barriers heal any single source of 
  damage that is less than 5 points of damage almost 
  immediately, sealing the hole in 1 Action Turn. 
  They will also seal the holes inflicted by a covert 
  operations tool (p. 316) in the same time period. 
  Additionally, these barriers repair themselves at the 
  rate of 1d10 damage per 2 hours; once all damage 
  is fixed any wounds are repaired at the rate of 1 
  per day. Damage of 3 wounds or more may not be 
  repaired by self-healing.
  SLIPPERY WALLS
  On planetary surfaces, high walls and fences are still 
  common as a first line of defense against interlop-
  ers. Slippery walls are surface treated with the slip 
  chemical (p. 323), creating a virtually frictionless 
  surface that is exceptionally difficult to climb.
  WIRELESS INHIBITORS
  Wireless inhibitors are simple paint jobs or construc-
  tion materials that block radio signals. They are 
  used to create a contained area in which a wireless 
  network may operate freely without worry that the 
  signals will escape out of the area, where they can 
  be intercepted. Wireless inhibitors allow the conve-
  nience of using wireless links within a secure area 
  rather than the clumsier hardwired connections. If 
  an intruder manages to gain access inside the area, 
  however, they can intercept, sniff, and hack wireless 
  devices as normal.
  DETECTION AND SURVEILLANCE
  Should security measures fail to keep an intruder 
  out, the second step is to detect an interloper and 
  track their activity.
  NANOTAGGING
  A lot of post-Fall security centers not around keeping 
  people out of private spaces, but tracking them after 
  they come and go. What little privacy transhumans 
  have, they cherish. Trespassing is a worse offense 
  than theft in many places.
  A room protected by a taggant nanoswarm (p. 330) 
  usually has two or more hives, one each at floor and 
  ceiling level (if in gravity; on the opposite side of the 
  room if in microgravity) that generate and recycle 
  nanobots. The taggants emerge from one hive, float 
  through the room, and then return to the other for 
  LOCKBOTS
  The 21st century saw a move from mechanical locks 
  to e-locks and other largely electronic locking 
  mechanisms. These devices worked well for about 
  50 years, until electronic infiltration capabilities 
  rendered them largely useless. The more recent 
  development of lockbots has more in common with 
  their early mechanical forebears. They are unique, 
  expensive, artisan items.
  A typical lockbot is heavily integrated with the 
  portal and barrier it protects. Lockbots usually 
  include an AI or indentured infomorph, self-healing 
  materials (treat as a self-healing barrier), and a 
  swarm of guardian nanobots (p. 329). A lockbot 
  monitors its surroundings and has visual recog-
  nition software that knows what its users and 
  its keys look like (Perception skill 40). Picking a 
  lockbot is thus incredibly difficult, because it will 
  shut its orifice and not accept a key that doesn’t 
  look right or that comes from an unrecognized user. 
  Unfamiliar nanobots trying to enter the orifice are 
  targeted and destroyed by the guardian nanobots. 
  Finally, external tools used to harm the portal or 
  the lock will be attacked by fractal appendages 
  extruded from the portal surface or the lock itself. 
  These appendages have a range of 1 meter, attack 
  with skill of 40, and inflict 1d10 +2 DV.
  Lockbots are generally immune to being hacked 
  because, for security, they aren’t connected to 
  the mesh. If attacked, however, lockbots are pro-
  grammed to send out an alarm signal via the mesh.
  There are several ways to defeat a lockbot. One 
  is to get a copy or image of the key and then forge 
  a copy (using nanofabrication). Another is to attack 
  the lockbot or the portal it guards with so much 
  force that the lockbot is unable to repair it (usually 
  using ranged weapons, as anything within a meter 
  of a lockbot may be counterattacked). A third is 
  to somehow image the cavity beyond the lockbot’s 
  orifice without the imaging device being destroyed 
  and to then forge the key. All of these are difficult 
  and time-consuming processes.
  Some lockbots have the ability to destroy what 
  they’re protecting. For example, lockbots are a 
  common protection for the physical interfaces to hard-
  wired networks. If the lockbot is compromised, it may, 
  as a last resort, destroy the interface it was protecting.
  PORTAL DENIAL SYSTEM
  Installed in corridors or doorways, this is essentially 
  a laser trap device. When an unauthorized person 
  enters the portal denial system’s area, it uses lasers 
  to create a grid of plasma channels that are used to 
  deliver a powerful electric current to the target. This 
  system has both lethal and nonlethal settings.
  Nonlethal: 1d10 DV + shock (p. 204)
  Lethal: 2d10 +5 DV
  292
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  • Chemical fuels used in torch spray weapons 
  (–30 to conceal)
  • All explosives and grenades by their chemical 
  particulate emissions (–30 to conceal)
  • Poisons and bioagents in flechette weapons
  • Any weapon or device larger than palm size 
  (using sound waves and shape recognition)
  Characters trying to sneak weapons and 
  gear past personal weapon scanners must 
  make a Palming Test (if concealing) or 
  an Infiltration Test (if somehow maneu-
  vering around without notice). This 
  is opposed by a Perception Test from 
  the character or AI manning the 
  sensor system.
  WIRELESS SCANNING
  Some high-security areas will 
  intentionally monitor for wire-
  less radio signals originating 
  within their area as a way of 
  detecting intruders by their 
  communications 
  emissions. 
  These signals can even be used 
  to track the intruder’s location 
  via triangulation and other means 
  (see Physical Tracking, p.  251). 
  To bypass wireless detection 
  systems, covert operatives can use 
  line-of-sight laser links (p. 314) for 
  communication or touch-based 
  skinlinks (p. 309).
  ACTIVE COUNTERMEASURES
  When all else fails, active coun-
  termeasures may be deployed 
  against intruders. While live 
  transhuman guards are some-
  times used, robotic sentries 
  are more common, typically 
  AI-driven synthmorphs such as 
  synths, slitheroids, arachnoids, 
  or reapers, with guardian 
  angels (p.  346) providing 
  air support. Occasionally 
  AI-operated gun emplacements—
  armored turrets that pop out of 
  walls and ceilings—are also applied. 
  In some circumstances, these shells are 
  teleoperated or even jammed by trans-
  human security.
  Additional countermeasures brought to 
  bear will depend on the facility in question. 
  Some sites will engage in active jamming, to 
  deny the intruders any communication. Others 
  will deploy hostile nanoswarms and even chemi-
  cal weapons.
  recharging and reuse. A feed line usually connects the 
  hives so that they can share materials and power.
  Anyone passing through the room is likely to be 
  dosed with taggant nanobots. Once they lose proximity 
  to the rest of the hive, they hide and periodically broad-
  cast pulsed transmissions meant to give their position 
  to pursuers or investigators. Some may drop off in 
  clusters to form a breadcrumb trail to the interloper.
  SENSORS
  Any of the various sensors described in the Gear 
  chapter (starting on p. 311) may be deployed within 
  a facility to monitor and record the passage of per-
  sonnel, both authorized and not. These sensors are 
  typically slaved to the facility’s security network and 
  closely monitored by security AIs, meaning they are 
  vulnerable to hacking and possibly jamming. A few 
  other sensor types deserve mention here:
  Chemical Sniffers: The chem sniffer described on 
  p. 311 can also be set to detect the carbon dioxide 
  exhaled in transhuman breaths. This is useful for 
  detecting intruding biomorphs in areas that are 
  abandoned/off-limits.
  Electrical Sensors: Electrical sensors can be set in 
  portals to detect a biomorph’s electromagnetic field 
  in addition to the electrical fields of synthmorphs.
  Heartbeat Sensors: These sensitive sensors detect 
  the vibration caused by transhuman heart beats. 
  They can even be used to detect the heartbeats of 
  passengers inside a large vehicle.
  Seismic Sensors: Embedded in flooring, these 
  sensors pick up the pressure and vibration of weight 
  and movement.
  WEAPON SCANNERS
  Weapon scanners come in several varieties, includ-
  ing those that look for the rare elements used in 
  extremely destructive weapons such as nukes, those 
  that attempt to locate personal weaponry, and those 
  that look for detection taggants.
  Rare element scanners are nearly flawless and are 
  ubiquitous in habitat customs and spaceports. The 
  only way to circumvent them is to find an alternate 
  route into the protected area.
  Personal weapon scanners can monitor a specific 
  area, such as a small room or doorway. They use 
  a number of sensing systems to detect and identify 
  weapons and other dangerous objects, including 
  chemical sniffers and radar/terahertz/infrared/x-ray/
  ultrasound imaging. They can detect the following 
  items and substances:
  • Metal used in kinetic weapons, seekers, and 
  flechette weapons
  • Devices with onboard hives of metallic nano-
  bots (e.g., covert operations tools, spindles)
  • Magnetic elements in plasma guns and railguns
  • Propellant from firearms ammunition and 
  seekers (–30 to conceal)
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  ACCELERATED FUTURE
  293
  
  11
  ACQUIRING GEAR
  Characters can get gear in all the usual ways: buying, trading, 
  stealing, borrowing, or making. n p. 297
  Fabricating Gear: With access to a cornucopia machine or another nanofab device, a character may be 
  able to build their own equipment, given the right blueprints and raw materials. n p. 297
  PERSONAL AUGMENTATIONS
  The majority of transhumans are augmented—mentally or physically—
  with biological, cybernetic, or nanotechnology mods. n p. 297
  Standard Augmentations n p. 300
  Bioware n p. 301
  Cyberware n p. 306
  Nanoware n p. 308
  Cosmetic Mods n p. 309
  Robotic Enhancements n p. 310
  GEAR
  11
  ACQUIRING GEAR
  Characters can get gear in all the usual ways: buying, trading, 
  stealing, borrowing, or making. n p. 297
  Fabricating Gear: With access to a cornucopia machine or another nanofab device, a character may be 
  able to build their own equipment, given the right blueprints and raw materials. n p. 297
  PERSONAL AUGMENTATIONS
  The majority of transhumans are augmented—mentally or physically—
  with biological, cybernetic, or nanotechnology mods. n p. 297
  Standard Augmentations n p. 300
  Bioware n p. 301
  Cyberware n p. 306
  Nanoware n p. 308
  Cosmetic Mods n p. 309
  Robotic Enhancements n p. 310
  GEAR
  
  WEAPONS
  n p. 334
  Melee n p. 334
  Kinetic n p. 335
  Beam n p. 338
  Seekers n p. 339
  Spray n p. 341
  Grenades n p. 340
  Exotic n p. 334 and 342
  Accessories n p. 342
  OTHER GEAR
  Characters will find many other types 
  of gear useful:
  Armor and Armor Mods n p. 312 and 313
   
  Communications n p. 313
   
  Covert and Espionage Tech n p. 315
  Drugs, Chemicals, and Toxins n p. 317
   
  Everyday Tech n p. 325
   
  Nanotechnology n p. 326
   
  Pets n p. 330
   
  Scavenger Tech n p. 330
   
  Services n p. 330
   
  Software n p. 331
   
  Survival Gear n p. 332
   
  Robots and Vehicles n p. 343
  WEAPONS
  n p. 334
  Melee n p. 334
  Kinetic n p. 335
  Beam n p. 338
  Seekers n p. 339
  Spray n p. 341
  Grenades n p. 340
  Exotic n p. 334 and 342
  Accessories n p. 342
  OTHER GEAR
  Characters will find many other types 
  of gear useful:
  Armor and Armor Mods n p. 312 and 313
   
  Communications n p. 313
   
  Covert and Espionage Tech n p. 315
  Drugs, Chemicals, and Toxins n p. 317
   
  Everyday Tech n p. 325
   
  Nanotechnology n p. 326
   
  Pets n p. 330
   
  Scavenger Tech n p. 330
   
  Services n p. 330
   
  Software n p. 331
   
  Survival Gear n p. 332
   
  Robots and Vehicles n p. 343
  
  The accelerated technological levels of Eclipse Phase 
  enable a number of devices for personal enhancement, 
  survival, and other uses.
  EQUIPMENT RULES
  The following rules apply to all technological items in 
  Eclipse Phase.
  ACQUIRING GEAR
  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 sug-
  gested 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.
  Some gear is listed with a Cost based on other gear 
  (usually one category higher than a related item). 
  For any Cost elevated above Expensive, add 10,000 
  credits for each category raise.
  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, charac-
  ters 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
  Thanks to nanofabrication technology, characters 
  may also create their own equipment using cornu-
  copia 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
  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 oth-
  erwise 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
  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 
  GEAR COSTS
  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
  ECONOMIC FACTOR
  SUGGESTED 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
  11
  296
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  CONCEALING GEAR
  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 how 
  effectively 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
  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 posses-
  sions have very little intrinsic value, expression and 
  creativity are favored and so many items are artisti-
  cally 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 metamateri-
  als with unusual physical properties. In practice, this 
  means that most items are light, durable (with both 
  tensile strength and/or flexibility, as needed), water-
  proof, dirt-repellent, and self-cleaning. Most gear is 
  also designed with zero-g or microgravity function-
  ality in mind, and can easily be clipped, tethered, or 
  stuck to a surface with grip pads.
  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 SIZES
  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 (below). 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.
  MASS AND ENCUMBRANCE
  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 modi-
  fiers as seem appropriate. The gamemaster should, 
  however, keep in mind that many of the manufac-
  turing 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, next page). Likewise, characters in 
  low or microgravity environments can carry much 
  larger loads.
  GEAR SIZES
  SIZE CATEGORY GENERAL DIMENSIONS AND NOTES
  Nano
  So small that the item cannot be seen with-
  out 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 some-
  one’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-li-
  ter 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.
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  GEAR
  297
  
  mesh-capable and equipped with specialized AIs (see 
  Meshed Gear, next page).
  SMART MATERIALS
  Many common items of technology are made from 
  so-called smart materials. These devices contain—or 
  sometimes consist entirely of—many small nanoma-
  chines 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 mate-
  rials all contain specialized advanced nanomachine 
  generators (p. 328) that keep them in perfect repair as 
  long as they are regularly recharged.
  Almost all gear in Eclipse Phase is also available 
  in forms that are wearable/usable by uplifted animals 
  and non-humanoid morphs, such as novacrabs, slith-
  eroids, and so on. Even if such customized gear is 
  not immediately available, it is usually not difficult 
  to nanofabricate. Smart Materials (p. 298) also make 
  interoperability between different morphs easy.
  INTERFACE
  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 con-
  trolled 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 
  298
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  FUTURE MATERIALS
  Many materials are available and commonly 
  used in Eclipse Phase that are rare, theorized, or 
  unheard-of today.
  AEROGEL
  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 semitransparent and lightweight, 
  feels like styrofoam, but acts as an incredible 
  insulator against heat and cold. It is commonly 
  used in habitats.
  DIAMOND
  Artificial diamond is lightweight and super-strong, 
  has an extremely high melting point, and has near-
  perfect thermal conductivity. This makes it an ideal 
  substance for hardening coated surfaces (armor) 
  and creating super-tough diamond machinery.
  FULLERENES/FULLERITES
  Fullerenes are molecular carbon structures 
  (known as buckyballs, carbon nanotubes, and 
  graphene) that are extremely strong (vastly stron-
  ger 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
  Metal foam is created by adding foaming 
  agents to liquid metals, resulting in extremely 
  lightweight metallic structures—light enough to 
  float on water. Ideal for habitat construction and 
  floating cities.
  METALLIC GLASS
  Metallic glass is a metal alloyed to possess a dis-
  ordered (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
  Metamaterials have unusual physical properties 
  (usually electromagnetic) due to their struc-
  ture, 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.
  REFRACTORY METALS
  These metallic alloys have extremely high melting 
  points, making them ideal for high-temperature 
  engine systems, atmospheric entry vehicles, and 
  hypersonic craft.
  TRANSPARENT ALUMINA
  This harder-than-steel ceramic, also known as 
  sapphire, is used for scratch-resistant surfacing 
  and transparent armor needs. Zero-g casting 
  techniques enable intriguing transparent con-
  struction designs, so long as its poor tensile 
  strength is respected.  
  n
  
  characters 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. 332.
  RADIO AND SENSOR RANGES
  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.
  POWER
  All of the powered devices in Eclipse Phase require 
  electricity to function. With rare exceptions, most of 
  them rely on solar cells, wireless energy transfers, or 
  powerful batteries. Standard batteries are high-density, 
  MESHED GEAR
  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 condi-
  tion 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 by 
  RADIO AND SENSOR RANGES
  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 
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  GEAR
  299
  
  calendar, positioning and map system, address book, 
  advanced calculator, file storage system, search 
  engine, social networking client, messaging program, 
  and note 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: This transceiver connects the 
  user to the mesh and other characters/devices 
  within range. It has an effective range of 20 kilome-
  ters in deep space or other locations far from radio 
  interference and 1 kilometer in crowded habitats.
  • 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.
  Using any of these functions is as easy as thinking. 
  [Moderate, but included for free in most morphs]
  CORTICAL STACK
  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. 270). 
  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
  Cybernetic brains are where the ego (or controlling 
  AI) resides in synthmorphs and pods. Modeled on 
  biological brains, cyberbrains have a holistic architec-
  ture and serve as the command node and central pro-
  cessing 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). 
  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 con-
  structed 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 run 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. 
  Nuclear and standard batteries are often included 
  together, with the former recharging the latter.
  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
  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
  Most morphs produced in the solar system include the 
  following augmentations.
  BASIC BIOMODS
  Almost universal in biomorphs, many habitats will 
  not allow individuals to visit/immigrate if their bio-
  morph does not possess these biomods in order to 
  preserve public health. Basic biomods consists of a 
  series of genetic tweaks, tailored viruses, 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 long-term 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
  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 intercon-
  nected components of this system include:
  • 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/
  300
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  both chemicals and individuals by smell and can track 
  people and chemically reactive objects by odor 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 tetrachro-
  matic vision capable of exceptional color differen-
  tiation. 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 applica-
  tions, see Using Enhanced Senses, p. 302. [Low]
  MENTAL AUGMENTATIONS
  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 to which they paid attention. 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 implant 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 dis-
  order, but as a cognitive tool to help people deal with 
  their hypercomplex environments. This extra personal-
  ity 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 sepa-
  rate 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 × 3 Test. Each ego 
  They also have a built-in puppet sock (p. 307) and 
  may be remote-controlled, though this option 
  may be removed by those who value their security. 
  Cyberbrains are vulnerable to cyberbrain hacking 
  (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
  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 implant-
  ing it. Bioware may be used to enhance biomorphs 
  (including pods and uplifts), but not synthmorphs (see 
  Synthmorphs and Bioware, p. 306).
  ENHANCED SENSES
  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, see Using 
  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 see Using 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 aug-
  mentation 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 
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  GEAR
  301
  
  situations that invoke stress, pain, or strong emotions 
  (fear, anger, lust, hate). When activated, the concen-
  trated burst of norepinephrine accelerates heart rate 
  and blood flow and burns carbohydrates. In game 
  terms, this allows the character to ignore the  modifiers 
  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 bio-
  logical fibers. This provides an Armor rating of 2/3  
  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
  Most physical bioware augmentations are derived 
  from the capabilities of animals.
  Adrenal Boost: This adrenal gland enhancement 
  supercharges the character’s adrenal response to 
  302
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  USING ENHANCED SENSES
  Personal augmentations and technological aids 
  have drastically increased the sensory capabili-
  ties 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 charac-
  ter’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
  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 tera-
  hertz 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
  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 cumu-
  lative 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/materi-
  als 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 inef-
  fective for locating implants.
  Infrared: Near-infrared wavelengths are used 
  for night vision, providing resolution and detail 
  equivalent to regular vision under low-light condi-
  tions. 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 dissipat-
  ing 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 
  
  Carapace Armor: Carapace armor combines bio-
  weave 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 or bioweave. [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 
  without changing the appearance, texture, or sensitiv-
  ity of the morph’s skin. This armor is cumulative with 
  worn armor, but not heavy bioweave or carapace. [Low]
  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 charac-
  ter’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]
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  GEAR
  303
  were pressed if they are quick enough. Infrared 
  also detects the blood flow in a biomorph’s face, 
  which 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 composi-
  tion (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 spec-
  trum off a target and measures the backscatter, 
  fluorescence, and other properties. Lidar is very 
  useful for detecting atmospheric chemical prop-
  erties 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.
  SOUNDWAVES
  The transmission of vibrations through a medium, 
  sound is broken down into infrasound (frequen-
  cies 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 a material’s 
  density, however, and 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 dis-
  turbances, 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
  When used together, these sensor technolo-
  gies are potent. For example, the use of lidar, 
  thermal imaging, and radar can provide a three-
  dimensional map of a building and everyone and 
  everything inside. 
  n
  USING ENHANCED SENSES (CONT.)
  
  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 char-
  acter 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 spe-
  cially designed handheld devices by touch. [Low]
  Emotional Dampers: This low-cost alternative to 
  endocrine control (p. 304) allows the user to volun-
  tarily damp their morph’s emotional responses and 
  various non-verbal cues like pupil dilation, eye move-
  ment, or vocal tone. Using this augmentation allows 
  the user to lie and conceal their emotions in such as 
  way as to fool the keenest observer; apply a +30 modi-
  fier to Deception and Impersonation Tests. This modi-
  fication does not affect methods of detecting lies and 
  emotions that involve reading the character’s neural 
  state, including psi-gamma sleights. However, this aug-
  mentation 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 emo-
  tions 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 
  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 cav-
  ities, 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 char-
  acter has control over these glands and can release 
  the chemicals at will. Each type of drug gland is 
  304
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  neurotransmitters, drastically speeding up neural 
  connections. Neurachem can be mentally activated 
  or triggered by charged emotions. Level 1 neurachem 
  increases the Speed stat by +1, with no side effect. 
  Level 2 raises the Speed stat by +2, but the character 
  suffers a nervous system fatigue hangover for 1 hour 
  after the boost wears off (–20 modifier to all actions). 
  The speed boost lasts for 30 minutes, though it may 
  be triggered again. Level 2 may be used as Level 1 if 
  desired. [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. 
  [One Cost Category Higher Than Toxin Cost]
  Prehensile Feet: The morph’s feet and leg joints are 
  altered so that its toes are longer and more dexter-
  ous 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 addi-
  tion, 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 tempera-
  tures 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 
  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 phero-
  monal 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 effi-
  ciency 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 per-
  forming 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 dex-
  terity. If combined with the vacuum sealing augmenta-
  tion, 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 strength-
  ened. Apply a +5 modifier to SOM. [High]
  Neurachem: This bioware modification enhances 
  the character’s chemical synapses and juices their 
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  GEAR
  305
  
  ENHANCED SENSES
  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 pres-
  ence and approximate source of all forms of danger-
  ous 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 atmo-
  sphere and for 100 meters in vacuum. [Low]
  MENTAL AUGMENTATIONS
  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 trans-
  fer 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 corti-
  cal 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 
  chemical and biological toxins, including everything 
  from recreational chemicals to nerve agents to spoiled 
  food. In addition, the character can safely and com-
  fortably 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 spe-
  cially 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 addi-
  tion, 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]
  CYBERWARE
  Very little cyberware is physically implanted. Instead, 
  the morph is placed in a healing vat (p. 327) and the 
  vat’s nanobots construct the cyberware inside the bio-
  morph’s body. Cyberware is rarely used for anything 
  that can be accomplished using bioware.
  Synthmorphs and bots may also also use cyberware.
  306
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  SYNTHMORPHS AND 
  BIOWARE
  Though bioware is preferred and more common, 
  many types of bioware can be mimicked with 
  cybernetics. This is especially useful for synth-
  morphs/robots, which cannot be enhanced with 
  bioware. The following bioware items may be rep-
  licated 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 
  n
  
  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 augmenta-
  tion 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 puppe-
  teer may directly “jam” the puppet or remote control 
  it in the same way that robots and pods are teleoper-
  ated (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
  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]
  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 augmenta-
  tion 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 contain-
  ment 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 neu-
  trino 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 ghost-
  rider’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 experi-
  enced in XP format (and they may share these record-
  ings 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 soft-
  ware 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 
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  GEAR
  307
  
  Characters are immune to their own nanotoxins. 
  Nanotoxins are highly restricted and many habitats 
  will not allow anyone with this implant on board. 
  [One Cost Category Higher Than Toxin Cost]
  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 tempo-
  rarily 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 see 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 med-
  ichines’ 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 circum-
  stances 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 charac-
  ter also receives a +3 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 
  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 cyber-
  limbs 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 knuck-
  les 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. 339). [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 charac-
  ter 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 atmo-
  sphere. 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 charac-
  ters 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]
  NANOWARE
  All augmentation nanoware is advanced nanotech-
  nology (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 charac-
  ter 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 nano-
  toxin 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. 
  308
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  Skinlink: Skinlink nanobots live on the morph’s 
  external skin or shell, automatically swarming over 
  and creating a physical connection with any electron-
  ics the user touches. They also take advantage of the 
  electrical field in a biomorph’s skin for communica-
  tion. 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 centime-
  ter-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
  In an age of universal beauty, artistic cosmetic modi-
  fication 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]
  as often as desired, but actively using it renders ordi-
  nary 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 memo-
  ries. Oracles negate Perception modifiers for distrac-
  tion, 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]
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  GEAR
  309
  
  meter or so above the ground, but can temporarily 
  levitate themselves higher for short periods. [Low]
  Ionic: The shell uses principles of magnetohydro-
  dynamics 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 environ-
  ments. [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 rotor-
  blades may be moved forward (for faster propeller-
  like 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 (straight-
  ening 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, subma-
  rine 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 them-
  selves 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/land-
  ings 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. 311) 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
  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 
  Nanotats: Tattoos created with nanobots can 
  move around the body, change shape/color/bright-
  ness, 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 some-
  one’s figured out a way to pierce it, probably mul-
  tiple 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 bio-
  chemistry 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
  The following modifications are only available to 
  synthmorphs/robots.
  ARMOR
  These armor modifications add to the synthmorph’s 
  built-in Armor rating. They are not compatible with 
  worn armor.
  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 by +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 pro-
  tection against collisions, extreme weather, industrial 
  accidents, and similar wear-and-tear. Increase the 
  bot’s built-in Armor rating by +10/+10. [Moderate]
  Light Combat Armor: The synthmorph’s frame is 
  protected by armor designed for policing and secu-
  rity duties. This increases the bot’s built-in Armor by 
  +14/+12. [Moderate]
  MOBILITY SYSTEMS
  Shells are designed with a wide-range of propul-
  sion 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 
  310
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 through-
  out 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 care-
  fully 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 built-
  on) 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
  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 synth-
  morph must stay relatively steady to view objects at 
  this scale. [Moderate]
  Radar: This sensor system bounces radio or micro-
  waves off targets and measures the reflected waves 
  to judge size, composition, and motion. See Using 
  Enhanced Senses, p. 302. [Low]
  suffers an off-hand modifier (see Wielding Two or 
  More Weapons, p. 206. These limbs may be arms 
  (with hand/grippers/etc.), legs, tentacle-like, or other-
  wise 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 manu-
  ally 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 magneti-
  cally adhering surfaces, hang upside down, and hold 
  onto devices without letting them drop or drift away. 
  The shell receives a +30 modifier whenever maintain-
  ing 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 pneu-
  matic cylinder systems that can generate up to 7,000 
  newtons of force. 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 fea-
  tures for disguise purposes; apply a +30 modifier to 
  Disguise Tests. [High]
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  GEAR
  311
  
  Helmet: This armor accessory is usually worn with 
  body armor. 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. 314), and sensors equal 
  to specs (p. 326). [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 a see shock attack, 
  p. 204). 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 mate-
  rial becomes rigid enough to protect the wearer and 
   ARMOR
  Modern personal armor systems have advanced 
  from the high-modulus polyethylene thermoplastics 
  and aramid fabrics of the early 21st century. Armor 
  in Eclipse Phase is derived from biotech, in the form 
  of organoweave fibers and crystalline-grown plates, 
  and nanotech, in the form of shock-absorbing fuller-
  ene (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. 344.
  Armor Clothing: The extra-resilient organoweave 
  fibers and fullerene materials that offer basic protec-
  tion 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 indistin-
  guishable 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 work-
  site 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 cloth-
  ing. 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]
  ARMOR VALUES
  ARMOR
  ENERGYKINETIC
  PAGE
  Armor Clothing 
  3
  4
  312
  Armor Vest 
  6
  6
  312
  Battlesuit Powered Exoskeleton 
  21
  21
  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
  Hardsuit 
  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
  313
  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
  333
  312
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  Offensive Armor: When activated, the outer layer 
  of this armor is rigged to shock anyone or anything 
  that contacts it with electricity. Treat as a shock 
  attack, p. 204. [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 deto-
  nates 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 auto-
  matically 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 microex-
  plosion. 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 nano-
  hive 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 resist-
  ing the effects of shock batons (p. 335). [Low]
  Thermal Dampening: Thermal dampening obfus-
  cates 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
  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 speck 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. 299.
  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 
  distribute the kinetic energy (though still flexible 
  enough at the joints not to impede movement). A spe-
  cialized 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 MODS
  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]
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  GEAR
  313
  
  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
  Quantum farcasters are special computers designed to 
  protect a communications channel (such as fiberoptic, 
  radio, laser/microwave, or neutrino) with unbreak-
  able 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 
  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 trans-
  missions 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 civi-
  lized regions. [Low]
  NEUTRINO COMMUNICATORS
  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 communica-
  tions. 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 
  314
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  COVERT AND ESPIONAGE TECH
  These technologies allow characters to acquire pro-
  tected 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. 299 
  for radio ranges.
  Chameleon Cloak: This loose, poncho-like cloak 
  contains a network of sensors that perceive wave-
  lengths 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 invis-
  ible 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 char-
  acter 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 con-
  tains both smart matter micromanipulators, cutting 
  means of both long-distance communication between 
  habitats and egocasting (p. 275). 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 farcast-
  ers 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
  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 sepa-
  rated 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 communica-
  tor’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 communi-
  cate with each other until they each get a new batch 
  of entangled qubits. Qubits are expensive to produce, 
  contain, and transport, making this an exceed-
  ingly 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 com-
  munications 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 min-
  iature 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 
  of voice or text only communications. [Expensive]
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  GEAR
  315
  BUGS AND 
  SURVEILLANCE
  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 excep-
  tionally easy to put into place, but once they 
  begin actively transmitting, they are easy to to 
  detect (see Wireless Scanning, p. 251). An eaves-
  dropper may attempt to stealth the signal (see 
  Stealthed Signals, p. 252), but this is not guaran-
  teed to work. Once a signal is detected, locating 
  the broadcasting device is usually just a matter 
  of time.
  Some recording devices attempt to avoid this 
  problem by using miniature quantum farcasters 
  (p. 315), but those are far larger and more dif-
  ficult to hide. Often the most effective way to 
  acquire discrete information is to plant a surveil-
  lance 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. 
  n
  
  microwave to ultraviolet spectrums, but not against 
  radar or x-rays. The drawback is that anything con-
  cealed 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 prop-
  erties 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 micro-
  phone 1 millimeter across. It has the visual capabili-
  ties of a set of specs (p. 326). 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. 315). These microbugs are much larger 
  (1 centimeter) and easy to see, but their transmis-
  sions 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. [Moderate]
  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 special-
  ized nanobot generator that creates tiny sensor nano-
  bots, 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 
  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 mechani-
  cal 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 elec-
  tronic lock in this manner will, however, trigger an 
  alarm and/or be logged as an event. For more details, 
  see Electronic 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 electroni-
  cally controlled, so the user can release the prisoner 
  remotely. Some cuffband variants including a shock 
  system (treat as a shock attack, p. 204.) 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 syn-
  thetic morphs (like vehicles) or on cyberbrainless 
  robots.[High]
  Fiber Eye: This is a flexible and electronically con-
  trollable 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 metama-
  terials with a negative refractive index, so that light 
  actually bends around it, making it and anything it 
  covers invisible. This invisibility works from the 
  316
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  SUBSTANCE RULES
  These rules explain how to handle drugs and toxins.
  CLASSIFICATION OF SUBSTANCES
  Substances fall into four categories:
  Chemicals: These are pharmacologically active 
  small chemical compounds (toxins, pharmaceuticals, 
  chemical drugs) that have been produced by chemi-
  cal 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 develop-
  ments 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 natu-
  rally occurring endogenic biological substances. This 
  category also includes infectious biological organisms 
  that can produce drug-like effects, like viruses 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 nano-
  bots 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 mechani-
  cal mechanism).
  Electronic: Electronic drugs include software and 
  technology that affect the brain directly, such as 
  manipulative XP programs or retro-tech like transcra-
  nial magnetic stimulation or cranial electrotherapy. It 
  also includes narcoalgorithms—programs that repro-
  duce drug-like effects for AIs, infomorphs, and egos 
  residing in cyberbrains.
  APPLICATION METHODS
  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, aero-
  sols, 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 drink-
  ing). Used with pills and liquids.
  visited the room in the last week or two. The smart 
  dust can then either broadcast a brief, highly com-
  pressed 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 them-
  selves 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 con-
  versation 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. 326). 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 backscat-
  ter x-ray radiation (p. 303). This allows the character 
  to literally see through walls and into containers, 
  including ones made of metal. [Low]
  DRUGS, CHEMICALS, AND TOXINS
  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 addic-
  tion of course.
  Drug descriptions include benefits, side effects, 
  noticeable signs that a person is using the drug, addic-
  tiveness, and effects from long-term use). Descriptions 
  also include the drug’s Duration and its Addiction 
  Modifier (see Addiction and Substance Abuse).
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  GEAR
  317
  
  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 
  infomorph-ported narcoalgorithm version of any 
  physically addictive drug described below, consider 
  the Addictiveness to be effectively mental. 
  DRUGS
  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
  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 produc-
  tion, 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. 175). 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
  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, oppo-
  nents within 3 meters of the character not already 
  in unarmed or melee combat with another character 
  must pass a WIL × 3 Test or attack the character 
  using BringIt. The nature of airborne pheromones is 
  DRUG EFFECTS
  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
  Some drugs are addictive, either physically (affect-
  ing 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 × 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 deter-
  mines 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 × 3 Tests as they use the drug, as determined 
  by the gamemaster. Failure indicates the character’s 
  addiction severity increases. 
  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 × 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 addic-
  tions do. If the character uploads and resleeves, the 
  mental addictions persist, and the morph the charac-
  ter leaves behind remains physically addicted. This 
  means that poor or unlucky characters may occa-
  sionally 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.
  318
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 suppres-
  sant. Users may ignore the 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 dura-
  tion 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 × 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 modifier from 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 vul-
  nerable to being goaded into actions that might be 
  foolish or dangerous (apply a –10 modifier to appro-
  priate Social Skill Tests). [Moderate]
  HEALTH DRUGS
  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 com-
  monly 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 hor-
  mones, 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]
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  GEAR
  319
  
  SOCIAL DRUGS
  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 domineer-
  ing 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, unfo-
  cused 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 
  RECREATIONAL DRUGS
  These drugs compete with petals (p. 322) and black 
  market XP for wasting people’s time and lives away.
  Buzz: This gene-modified variant of BZ is an odor-
  less, invisible, extremely powerful hallucinogen. Users or 
  affected characters will undergo extremely realistic hal-
  lucinations for the duration, and may even “share” hal-
  lucinations 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 hydro-
  ponics. 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]
  DRUGS
  TYPE
  APPLICATION 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
  320
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  flavors and is often added as a sauce to food. For 
  Gravy to be 100% effective, the character must begin 
  using it in advance. Reduce penalties for high-gravity 
  acclimation by 20. [Low]
  Schizo: Schizo is a nanodrug that mirrors the 
  effects of paranoid schizophrenia. It is popular in 
  some hyperelite social circles as a truly daring and 
  intriguing experience. A dose of schizo looks like a 
  disposable antique razor blade. Making an incision 
  in the skin releases a swarm of nanobots that travel 
  to the central nervous system and induce the effects 
  of the drug. While in effect, the character is severely 
  paranoid and hears voices. How this plays out is at 
  the discretion of the gamemaster, but should include 
  irrational fears, unusual compulsions based on the 
  instructions of the voice or voices, and a strong pos-
  sibility that the character will behave in a violent or 
  destructive fashion. The character may make WIL × 3 
  Tests to avoid violent acts against objects or strangers. 
  Friends and trusted acquaintances are probably less 
  likely to be targets of violence (+30 modifier to avoid 
  hurting people the character cares about or destroy-
  ing important possessions). Note that the character’s 
  muse is unaffected by Schizo and can make efforts 
  to babysit the character. Characters who take Schizo 
  suffer 1d10 mental stress. [Low]
  je-ne-sais-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 discre-
  tion, 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 irritat-
  ingly 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]
  NANODRUGS
  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 charac-
  ter’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 psilocy-
  bin, 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]
  Gravy: Gravy assists characters in acclimating to 
  high gravity environments. It comes in a variety of 
  NANODRUGS
  NANODRUGS
  TYPE
  APPLICATION
  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
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  GEAR
  321
  OTHER NANODRUGS
  Nanodrugs have the capability of making 
  fundamental changes to a body’s biochem-
  istry 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 char-
  acter into a particular mental emotional state, 
  such as a bad mood, edginess, contentment, 
  or overconfidence. Gamemasters are encour-
  aged to experiment with different possibilities 
  and effects. 
  n
  
  hallucinations), taking control of the character’s entop-
  tic 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 sub-
  culture of crafters and users. Petalcrafters view their 
  work as an art form (or at least as really good enter-
  tainment), 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-dura-
  tion flower to hardcore addicts who spend much of 
  their 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 
  PETALS
  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 appear as 
  nanopharmaceutical flowers, potted or with a nutrient 
  pack attached to the stem. Plucking and swallowing 
  the petals from the flower triggers the effects imme-
  diately. 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 
  322
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  SAMPLE PETALS
  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 glit-
  tery 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 reattach 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 inad-
  visable to take in places where any non-trippers 
  will be present. Darkly Selving creates a delta 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 per-
  ceive themselves as angelic beings, while the real-
  seeming demonic infomorphs appear as AR over-
  lays 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 Hither-like 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 tran-
  scendental 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 trip-
  ping 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. 
  n
  
  DMSO: This chemical acts as a carrier, allow-
  ing 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 for 3 turns. 
  Armor will also be burnt through, offering no pro-
  tection once the full Armor rating has been reached. 
  [Moderate]
  NotWater: NotWater is an effective liquid fire retar-
  dant 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 for 3 
  turns, 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
  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 time-
  frame of 1 hour. These toxins only affect biomorphs; 
  synthmorphs are immune.
  BTX2: 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 × 2 Test (+30 with medichines) or 
  be paralyzed for 1 hour. [High]
  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]
  NARCOALGORITHMS
  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 (game-
  master discretion). Standard duration is 3 hours. 
  Addiction to narcoalgorithms is considered mental. 
  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 over-
  ridden with a WIL × 3 Test. [Low]
  Linkstate: This software actually connects the user 
  to a peer-to-peer network, where it randomly con-
  nects 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 hor-
  monal 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
  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]
  1.
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  GEAR
  323
  
  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 connec-
  tions to the (cyber)brain and brain-mapping nanobots. 
  After 1 hour, the victim will be aware that their corti-
  cal 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
  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 insti-
  gated by the TITANs—sought to modify and use 
  pathogens as a weapon of war. The ideal character-
  istics 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 biomods, and medich-
  ines 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 × 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 prog-
  ress 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 sys-
  temic 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 × 2 Test to survive. [Expensive]
  CR Gas: This potent incapacitating agent causes 
  eye twitching and temporary blindness, severe cough-
  ing 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 × 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 modi-
  fied toxin is deployed as a colorless, odorless gas 
  that turns safely inert 10 minutes after deployment. 
  It causes involuntary contraction of the muscles, sei-
  zures, 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]
  NANOTOXINS
  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 stimu-
  late the pain receptors of a morph on a systemic level 
  to cause agony and impairment. While most neuro-
  paths target biological receptors, variants are avail-
  able that induce comparable (phantom) pain stimula-
  tions in the cyberbrains of synthmorphs to create an 
  equivalent effect. The affected character must succeed 
  in a WIL × 3 Test or become incapacitated. Even if 
  324
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 in 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 micro-
  grav 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: Like regular smart clothing, this 
  outfit can also transform into a light vacsuit (p. 333). 
  It also functions as armor, rating 2/4. [Moderate]
  PSI DRUGS
  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 func-
  tions 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 × 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. Psi-
  opener 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 addic-
  tive, with an Addiction Modifier of –10. [Expensive]
  EVERYDAY TECHNOLOGY
  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 col-
  orful 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]
  TOXINS
  TYPE
  APPLICATION 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
  Degen
  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
  1.
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  GEAR
  325
  
  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
  Nanotechnology is the precise manipulation of matter 
  at the atomic level, typically using millions of micro-
  scale nanomachines. Nanotechnology transformed 
  manufacturing, enabling new techniques and materi-
  als. 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 technol-
  ogy remains far beyond transhumanity’s grasp.
  BASIC NANOTECHNOLOGY
  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
  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 
  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 bio-
  conservatives and other characters without implants. 
  Specs extend the range of the wearer’s vision from 
  terahertz waves to gamma rays (p. 303). 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 modi-
  fier 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 bin-
  oculars possess all the visual enhancement of specs 
  (p. 326), 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 
  326
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  manufactured good, from a weapon to an ultralight 
  plane to a hot and delicious dinner. Many nanofabri-
  cators 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 nanofabrica-
  tors 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 appro-
  priate Hardware Test).
  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 addi-
  tional 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, (above). [High]
  NANODETECTORS
  Nanodetectors are small devices that suck in air and 
  micro debris in order to scan for and detect nano-
  bots. 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 nanodetec-
  tor’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
  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 
  HEALING VAT
  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
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  GEAR
  327
  
  General Hive: General hives are capable of produc-
  ing 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 special-
  ized hives are approximately the size of a 12-gauge 
  shotgun shell or a large cherry tomato. [Moderate, 
  plus Cost of Programmed Nanoswarm]
  EGO BRIDGES
  Ego bridges are vat devices used for uploading and 
  downloading minds. see Backups and Uploading, p. 268, 
  and Resleeving, p. 270. [Expensive]
  NANOSWARMS AND MICROSWARMS
  Swarms are colonies of nanobots or larger microbots 
  created in a hive, programmed with specific instruc-
  tions, 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. 327) 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 behav-
  ioral 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 allow-
  ing 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 program-
  mable 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 
  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 decon-
  struct 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 spe-
  cialized 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 pro-
  vided 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
  Advanced nanotechnology includes more recent 
  developments. Like basic nanotech, advanced nano-
  technology cannot self-replicate but the nanobots 
  can function normally in most environments and are 
  highly resistant to bacterial attacks and other environ-
  mental 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. 316), medichines (p. 308), smart dust (p. 316), and 
  repair spray (p. 333), among others.
  328
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 disassem-
  ble 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 chemi-
  cally analyzed. Scouts can also be used for forensic 
  purposes, collecting DNA samples, analyzing chem-
  ical 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 pro-
  grammed 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]
  diameter of 20 meters” to “find the nearest chemical 
  traces and track them to their source.” Finally, pro-
  gramming 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 predeter-
  mined 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 imper-
  fect, and so the swarm may not operate completely 
  as planned. An actual Programming (Nanoswarm) 
  Success Test is only called for if the swarm’s pro-
  gramming is substantially complex or if the charac-
  ter 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 × 10 × 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. 341) 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 advan-
  tage 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 acciden-
  tally splashing biomorphs. Upon contact, these nano-
  bots inflict 1d10 ÷ 2 damage (round up) per Action 
  Turn. Accumulated damage counts as a wound when 
  the Wound Threshold is reached. Both Energy and 
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  GEAR
  329
  
  components (from soil to tissue samples) and compo-
  sitions. 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, bio-
  logical, 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 combina-
  tion 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
  Anonymous Accounts: These accounts are crucial for 
  anyone who wants to be discreet with their online 
  transactions. See Anonymous Account Services, 
  p. 253. [Moderate]
  Backup: A single, one-time backup without insur-
  ance 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 resleev-
  ing. [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 
  PETS
  These partially uplifted and bioengineered animals 
  have rudimentary intelligence and limited communica-
  tion 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 cloth-
  ing 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]
  SCAVENGER TECH
  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 syn-
  thmorph. They include plasma torches, laser cutters, 
  pneumatic jaws, and smart tools like spanners and 
  wrenches that can be adapted to a wide array of con-
  nections and fittings. [High]
  Mobile Lab: The mobile lab is a handheld device 
  that contains all different types of sensors to investi-
  gate organic and inorganic liquid, gaseous, and solid 
  PETS
  CREATURE
  COG COO INT REF SAV SOM WIL INIT SPD DUR WT LUC TT SKILLS
  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, Percep-
  tion 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, Infiltra-
  tion 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, Infiltration 50, Perception 20, 
  Scrounging 50
  330
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  SOFTWARE
  For information on using software, see The Mesh 
  chapter, p. 234
  PROGRAMS
  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. 
  see Augmented Reality Illusions, p. 259. [Moderate]
  Encryption: Crypto software generates key pairs, 
  encrypts messages using public keys, and decrypts 
  with secret keys. See Encryption, p. 253 [Low]
  Exploit: Exploits are hacker tools that take advan-
  tage 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 transmis-
  sion that pass to, from, or through the device they are 
  running on. See Sniffing, p. 252. [Moderate]
  Spoof: Spoof is a hacker tool used to fake com-
  mands and transmissions, making them seem as 
  if they came from another source. See Spoofing 
  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.  See Scanning, 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
  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 
  and one Language skill at 80. 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] 
  into secure storage at least twice a year. This industry 
  works in a manner similar to insurance underwrit-
  ing 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 cor-
  tical 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 trans-
  mit 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 willing-
  ness 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 addi-
  tional 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 buy 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 lodg-
  ings, 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]
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  GEAR
  331
  
  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
  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
  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 snake-
  like 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 space-
  ships, 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, protects the inhabitants from temperatures 
  ranging from –175 to 140 C, and provides light, 
  breathable air and water and food recycling for up 
  to four human-sized inhabitants, using its built in 
  Device AI: These AIs are designed to operate a par-
  ticular 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 Systems 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 com-
  panions for transhumans (see AIs and Muses, p. 264). 
  INT 20. Skills: Academics: Psychology 60, Hardware: 
  Electronics 30, Infosec 30, Interfacing 40, Professional: 
  Accounting 60, Programming 20, Research 30, 
  Perception 30, plus three other Knowledge skills  
  at 40. [High]
  SCORCHERS
  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 hip-
  pocampus. The target ego must make a WIL × 2 Test. 
  If they succeed, they are shaken but otherwise unaf-
  fected, 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 cor-
  tices, 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 × 2 Test. If they fail, they 
  immediately convulse, are disabled, and writhe in 
  agony for 1 Action Turns per 10 full points of MoF. 
  332
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 pro-
  ducing 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 recharged. A 
  spindle fits inside a spindle climber. [Low]
  VACUUM SUITS
  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 vac-
  suits 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. 328) capable 
  maker (p. 328). 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 power-
  ful 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 else-
  where. [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, self-
  sterilizing 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 dis-
  comfort 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 house-
  hold 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 nano-
  bots 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 
  1.
  1
  1
  .1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  GEAR
  333
  
  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 self-
  sharpening 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 can-
  ister 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
  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
  Unusual weapons requires a specific Exotic Melee 
  field skill to use.
  Monowire Garrote: This assassin’s weapon fea-
  tures 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
  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]
  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 from 
  standard 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. 314), and sensors equal to specs 
  (p. 326). 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]
  Hardsuit: This heavy-duty suit can almost be 
  considered a miniature spaceship. Hardsuits look 
  like large metallic ovals with jointed arms and legs. 
  They are quite heavy, but the user can move relatively 
  easily due to servo-assist motors in the major arm 
  and leg joints. Unlike other vacsuits, they are solid 
  and can resist both vacuum and up to 100 atmo-
  spheres of external pressure. Characters wearing 
  hardsuits 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 0.01 g for 10 hours. A built-in 
  high-quality maker produces sufficient food, air, and 
  water for a user to remain in a hardsuit 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). Hardsuits also contain radios and sensors 
  equivalent to those on standard vacsuits. These suits 
  are maintained by a fixer nanoswarm (p. 329), are 
  instantly self-sealing of any breach unless more than 
  30 points of damage are inflicted at once, and protect 
  the wearer from temperatures of –200 to 180 C. 
  Hardsuits have an Armor rating of 15/15. Occupants 
  may only wear armor with an Armor rating (Energy 
  or Kinetic) of 4 or less; this worn armor is cumulative 
  without layering penalties. [High]
  WEAPONS
  A wide range of weapons are available in Eclipse 
  Phase, from the primitive to the technologically 
  advanced.
  MELEE WEAPONS
  Melee weapons are those wielded by hand (or foot) in 
  melee combat. They are divided by the skill be which 
  they are used.
  BLADES
  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 
  334
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 ammuni-
  tion. At the gamemaster’s discretion, these relics may 
  suffer shorter ranges, less penetration, fewer firing 
  modes, or reduced damage.
  Pistols: Pistols are small-sized (Gear Sizes, 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 (Gear Sizes, 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 ammu-
  nition 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, accu-
  racy, 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 
  KINETIC WEAPONS
  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 mecha-
  nisms 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. 343) 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. 337. 
  Ranges are listed on p. 203.
  FIREARMS
  Modern chemical firearms use caseless ammuni-
  tion that is auto-loaded from a magazine. They are 
  effectively recoilless (thanks to rheological smart 
  MELEE WEAPONS—BLADES, CLUBS, EXOTIC, UNARMED
  BLADES
  ARMOR PENETRATION (AP)
  DAMAGE VALUE (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 VALUE (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)
  EXOTIC MELEE WEAPONS
  ARMOR PENETRATION (AP)
  DAMAGE VALUE (DV)
  AVERAGE DV
  Monowire Garrote
  –8
  3d10
  16
  UNARMED
  ARMOR PENETRATION (AP)
  DAMAGE VALUE (DV)
  AVERAGE DV
  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)
  1.
  1
  1
  .1
  1
  .
  1
  1
  .
  1
  1
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  1
  1
  .
  1
  1
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  1
  1
  .
  1
  1
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  1
  1
  .
  GEAR
  335
  
  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 makes no flash and is 
  silent except for the supersonic crack of the projectile.
  Railguns are available in the same models as fire-
  arms (pistols through machine guns), with the follow-
  ing 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-pierc-
  ing ammunition
  • Railguns also require battery power for each shot. 
  Standard batteries hold enough power for 200 
  shots. They may be recharged or switched out 
  just like beam weapon batteries (p. 338).
  KINETIC AMMUNITION
  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.
  fire for support or suppressive purposes. They fire 
  in burst fire or full auto modes, and are two-handed 
  weapons. [High]
  RAILGUNS
  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 over-
  whelming, penetrating attack. The kinetic energy of 
  the projectile exceeds that of an explosive-filled shell 
  of greater mass and creates shock and heat waves 
  336
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  KINETIC WEAPONS—RAILGUNS
  RAILGUNS
  ARMOR PENETRATION (AP)
  DAMAGE VALUE (DV)
  AVERAGE DV
  FIRING MODES
  AMMO
  Light Pistol
  –3
  2d10 + 2
  13
  SA, BF, FA
  16
  Medium Pistol
  –5
  2d10 + 4
  15
  SA, BF, FA
  12
  Heavy Pistol
  –7
  2d10 + 6
  17
  SA, BF, FA
  10
  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
  12
  Machine Gun
  –9
  2d10 + 8
  19
  BF, FA
  50
  KINETIC WEAPONS—FIREARMS
  FIREARMS
  ARMOR PENETRATION (AP)
  DAMAGE VALUE (DV)
  AVERAGE DV
  FIRING MODES
  AMMO
  Light Pistol
  —
  2d10
  11
  SA, BF, FA
  16
  Medium Pistol
  –2
  2d10 + 2
  13
  SA, BF, FA
  12
  Heavy Pistol
  –4
  2d10 + 4
  15
  SA, BF, FA
  10
  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
  12
  Machine Gun
  –6
  2d10 + 6
  17
  BF, FA
  50
  BRAND NAME WEAPONS 
  AND COMBINED ARMS
  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 idiosyncra-
  sies 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 indi-
  vidual weapon component costs. 
  n
  
  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 
  armor-piercing 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 medich-
  ines), 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 pre-chosen frequency band either continuously or in 
  pre-set 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 materi-
  als 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]
  Hollow-Point: Hollow-point bullets are designed to 
  deform and widen once they penetrate a target, thus 
  inflicting more damage. [Trivial]
  KINETIC AMMUNITION
  AMMO
  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
  —
  —
  1.
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  GEAR
  337
  
  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 telem-
  etry 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]
  BEAM WEAPONS
  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. All beam weapons come with 
  built-in safety and smartlink systems (p. 342). The 
  wielders of such weapons use Beam Weapons skill.
  Batteries: Beam weapons are equipped with both 
  a standard and nuclear battery. The standard battery 
  is good for the listed number of shots before it is 
  depleted. The nuclear battery will recharge the stan-
  dard battery completely in 5 hours. Standard batteries 
  may be swapped out with a Simple Action. [Trivial 
  (Standard) or Low (Nuclear)]
  Laser Pulsers: Laser weapons use focused beams 
  of light to inflict damage on the target by burning 
  into it and causing its 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 effec-
  tive 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 (see 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. 
  Jammer: Jammers stick to the target and pulse out 
  jamming electromagnetic signals, jamming the target’s 
  wireless communications. If an Opposed Test is called 
  for, these devices have an Interface of 30. See Radio 
  Jamming, p. 262. [Low]
  Plastic: Plastic ammo is designed to hurt but not 
  wound targets, and is commonly used for crowd 
  control purposes. [Trivial]
  Reactive: The casing on these projectiles is made 
  of reactive materials that release a large amount of 
  energy when subjected to a sudden shock or impact—
  such as striking a target. In other words, they explode 
  or superheat when they hit. [Low]
  Reactive Armor-Piercing (RAP): This is a tung-
  sten-carbide armor-piercing round with a reactive 
  casing, allowing the ammunition to penetrate even 
  further. [Moderate]
  Regular Ammo: This standard metal projectile is 
  designed to put holes into morphs. [Trivial]
  Splash: Splash rounds carry a payload like capsule 
  ammo, but are designed to break upon impact rather 
  than penetrating, splashing their contents on the 
  target’s exterior. Splash rounds are typically loaded 
  with paint, taggant nanobots, tracker dye, and similar 
  substances. [Trivial plus payload cost]
  Zap: Zap rounds are rubber or gel bullets that 
  create an electric charge upon firing in a piezoelectric 
  like manner to stun the target effectively with both 
  the bullet and the electric shock. [Trivial]
  SMART AMMO
  Smart ammunition takes advantage of nanotechnol-
  ogy 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 armor-
  piercing, 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 frag-
  ment 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]
  338
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  continue to take 2d10 damage per Action Turn until 
  extinguished. Plasma guns suffer from dangerous 
  overheating in vacuum and require 1 full Action Turn 
  of cool-down time after every 2 shots. Plasma rifles 
  fire in semi-auto 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]
  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 mini-
  missile 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 gre-
  nades, seekers may be programmed for a variety of 
  trigger events (see Grenades and Seekers, p. 199). All 
  seeker weapons are equipped with safety and smart-
  link systems (p. 343).
  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]
  Anyone caught in the blast must make a SOM × 2 Test 
  (SOM × 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 millimeter-
  wave beams that create an unpleasant burning sen-
  sation 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 × 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 devel-
  oped for crowd control, the agonizer is also useful for 
  repelling animals. The agonizer is small-sized (p. 297) 
  and fires in single-shot 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, super-
  heating 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 (but visible in 
  infrared). Bolters must be set for either atmospheric or 
  exoatmospheric (vacuum) operation and will not func-
  tion in the opposite environment, though it only takes 
  a Complex Action to switch. 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. Any hit that is an Excellent Success 
  (MoS 30+) sets the target on fire (p. 198); they will 
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  GEAR
  339
  BEAM WEAPONS
  BEAM WEAPONS
  ARMOR PENETRATION (AP)
  DAMAGE VALUE (DV)
  AVERAGE DV
  FIRING MODES
  AMMO
  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)
  —
  SS
  100
     Roast Mode
  –5
  2d10
  11
  SS
  50
  Particle Beam Bolter
  –2
  2d10 + 4
  15
  SA
  50
  Plasma Rifle
  –8
  3d10 + 20
  36
  SA
  10
  Stunner
  —
  (1d10 ÷ 2) + shock (p. 204)
  —
  SA
  200
  SEEKER WEAPONS
  SEEKER WEAPONS
  FIRING MODES
  AMMO
  Disposable Launcher
  SS
  1
  Seeker Armband
  SS
  4
  Seeker Pistol
  SA
  8
  Seeker Rifle (p. 204)
  SA
  12 micromissile/6 minimissile
  Underbarrel Seeker
  SA
  6
  
  radius suffers a –10 action modifier for the rest of 
  that Action Turn. [Moderate]
  EMP: EMP munitions fire off a strong electromag-
  netic pulse when they “detonate.” Since most electron-
  ics 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 con-
  ditions (wind, rain, etc.) [Low]
  High-Explosive: High-explosive seekers and gre-
  nades 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 war-
  heads use high explosives to blast a path for a penetrat-
  ing 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 ultra-
  sonic 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 
  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 semi-
  auto mode. [Moderate]
  GRENADES AND SEEKERS
  Grenades and seeker missiles come in similar muni-
  tions 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.  340) 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 
  uniform 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 × 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 
  GRENADES AND SEEKERS
  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 × 2)
  1d10 ÷ 2 
  5
  K
  Plasmaburst
  –6
  3d10 + 10
  26
  E
  Splash
  —
  —
  —
  —
  Thermobaric
  –10
  3d10 + 5
  21
  E
  340
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  Ammunition: With the exception of buzzers (which 
  use nanoswarms) and sprayers (which use drugs at 
  standard cost, 1 dose per shot), all spray weapon 
  ammo has a flat cost. [Low per 100 shots].
  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 primar-
  ily used as a non-lethal method of immobilizing or 
  securing a target. Struck characters must immediately 
  make a REF × 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 two-
  handed. [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 dis-
  perse 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 effi-
  ciency. [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, scorch-
  ing 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]
  “stingballs”—rubber pellets that inflict pain when 
  detonated near an under-armored target. Anyone 
  caught in the base 10-meter blast radius must make 
  a SOM + WIL Test. If they fail, they must immedi-
  ately 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 muni-
  tions release a burst of plasma upon detonation that 
  causes searing heat and fire damage across the area of 
  effect without the devastating shockwaves of explo-
  sions 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) with an area of 
  effect blast radius of 10 meters. [High]
  STICKY GRENADES
  Sticky grenades have a special coating that when trig-
  gered 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]
  SPRAY WEAPONS
  Spray weapons blast their ammunition outwards in a 
  widening cone, allowing them to strike several targets 
  at once. By default, spray weapons are equipped with 
  safety and smartlink systems (p. 343). These weapons 
  are wielded with Spray Weapons skill. 
  SPRAY WEAPONS
  SPRAY WEAPONS
  ARMOR PENETRATION (AP)
  DAMAGE VALUE (DV)
  AVERAGE DV
  FIRING MODES
  AMMO
  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
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  GEAR
  341
  
  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 voice-
  print) or ego ID (p. 279) sensor is embedded in the 
  weapon, disabling it if anyone other than an autho-
  rized 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. 335). [Moderate]
  Silencer/Sound Suppressor: This barrel-mounted 
  accessory reduces the sound of a firearm’s discharge 
  (they may not be used on railguns). 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 target-
  ing 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. 338) 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 ammu-
  nition capacity by half (round up). Smart magazines 
  may be combined with extended magazines, in which 
  case ammo capacity is normal. [Moderate]
  EXOTIC RANGED WEAPONS
  These weapons are either rare or distinctly sepa-
  rate 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 × 2 
  Test or fall down. If their MoF is 30+, they are addition-
  ally 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
  The following accessories are available for weapons.
  Arm Slide: This slide-mount can hold a pistol-
  sized 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 gyro-
  stabilized 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. 326). 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]
  342
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 uncom-
  fortable 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]
  EXOSKELETONS
  Exoskeletons are powered mechatronic skeleton 
  frameworks worn by a person. Servo-hydraulic joints 
  allow the exoskeleton to be maneuvered by mimick-
  ing the wearer’s own movements, as well as enhanc-
  ing their strength. Exoskeletons may also be piloted 
  ROBOTS 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
  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 (helicop-
  ters, autogyros, tilt-rotors), fixed-wing planes, and zep-
  pelins 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 bat-
  teries 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 ver-
  sions 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]
  VEHICLES—AIRCRAFT
  AIRCRAFT
  PASSENGER 
  CAPACITY
  HANDLING
  MOVEMENT 
  RATE
  MAX VELOCITY
  ARMOR
  DURABILITY
  WOUND 
  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
  1.
  1
  1
  .1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  GEAR
  343
  
  the wearer with an Armor Value of 2/4. Piloted with 
  Pilot: Aircraft skill. [High]
  Trike: The trike exoskeleton is a three-wheeled 
  personal motorcycle design, rather than a walker. It 
  provides partial protection to the wearer with an 
  Armor Value of 2/4. Piloted with Pilot: Groundrcraft 
  skill. [Moderate]
  GROUNDCRAFT
  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 motor-
  cycles. 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 por-
  table 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 
  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 exoskel-
  eton remotely uses Pilot: Walker skill (except for the 
  trike and transporter).
  Battlesuit: The battlesuit powered exoskel-
  eton 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 envi-
  ronmental factors and temperatures from –175 to 
  140 C. Battlesuit helmets are equipped with an ecto 
  (p. 325), a radio booster (p. 314), and sensors equal 
  to specs (p. 326). They are fitted with life support 
  features and a maker (p. 328) capable of recycling 
  all wastes and producing air for up to 48 hours and 
  food and water indefinitely. These suits have an 
  Armor Value of 21/21. Occupants may only wear 
  armor with an Armor rating (Energy or Kinetic) of 4 
  or less; this worn armor is cumulative without layer-
  ing penalties. [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 exoskel-
  etons 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 maneu-
  verability in zero g. It provides partial protection to 
  VEHICLES—EXOSKELETONS
  AIRCRAFT
  PASSENGER 
  CAPACITY
  HANDLING
  MOVEMENT 
  RATE
  MAX VELOCITY
  ARMOR
  DURABILITY
  WOUND 
  THRESHOLD
  Battlesuit 
  1
  —
  8/32
  30
  21/21
  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
  344
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 they 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 robo-
  squirrels 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 servi-
  tor. 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. 327), a specialized pharmaceu-
  ticals maker, miscellaneous medical gear, and articu-
  lated arms for conducting remote surgery. [High]
  Dwarf: These large industrial bots are named not 
  just for their primary use—mining, excavation, tun-
  neling, and construction—but because the default 
  AIs they shipped with had a programmed tendency 
  to happily whistle as they worked. Dwarfs are quad-
  rapedal 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/surveil-
  lance 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 watch-
  ful eye out to protect them from threats. [Moderate]
  on Luna and Titan, however, though the passenger 
  compartments of these vehicles includes life support 
  gear that provides the occupants with air for at least 
  100 hours. Buggies are powered by nuclear batteries 
  and come in a variety of sizes, from small two-person 
  buggies to large trucks. Mars buggies come equipped 
  with headlights, radio boosters, and a vehicle radar 
  system. [High]
  PERSONAL VEHICLES
  These one-person movement aids primarily are used in 
  space, but do not count as spacecraft per se.
  EVA Sled: This small sled uses air impellers to maneu-
  ver 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 charac-
  ter to maneuver in open space. This is not a jetpack 
  and does not produce enough thrust for atmospheric 
  movement. [Low]
  ROBOTS
  Robots are a common sight and accepted fact of daily 
  life within Eclipse Phase. Numerous varieties exist, 
  from robopets 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 
  VEHICLES—GROUNDCRAFT, PERSONAL VEHICLES
  GROUNDCRAFT
  PASSENGER 
  CAPACITY
  HANDLING
  MOVEMENT 
  RATE
  MAX VELOCITY
  ARMOR
  DURABILITY
  WOUND 
  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
  PASSENGER 
  CAPACITY
  HANDLING
  MOVEMENT 
  RATE
  MAX VELOCITY
  ARMOR
  DURABILITY
  WOUND 
  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
  1.
  1
  1
  .1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  1
  1
  .
  GEAR
  345
  
  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 weap-
  onry. It is highly recommended that space combat be 
  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 distin-
  guish from an actual insect. [Low]
  SPACECRAFT
  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 nano-
  factories to create duplicates, spacecraft play an 
  important role in the solar system, carrying both pas-
  sengers 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.
  VEHICLES—ROBOTS
  ROBOT
  MOVEMENT RATE
  MAX
  VELOCITY
  ARMOR
  DURABILITY
  WOUND  
  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
  346
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 tempera-
  tures and pressures, and the rocket also produces 
  large amounts of power for the spacecraft. Fusion 
  rockets are now the most common form of propul-
  sion 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 
  anti-matter 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 forbid-
  den 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.
  SAMPLE SPACECRAFT
  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 rela-
  tively 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 
  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
  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, below.
  Hydrogen-Oxygen Rocket (HO): Though opti-
  mized 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 hydro-
  gen is a solid form of hydrogen created using exceed-
  ingly 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 
  ESCAPING GRAVITY WELLS
  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
  1.
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  1
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  1
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  GEAR
  347
  
  useful for exceedingly rough terrain). It can even 
  produce limited hull streamlining and propulsion 
  suitable for travel both on and underwater. In addi-
  tion, 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 electro-
  magnetic 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 spec-
  trum cameras.
  Large Lander and Orbit Transfer Vehicle (LLOTV): 
  This common vehicle is used for transporting passen-
  gers 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 metal-
  lic 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 unstream-
  lined 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 
  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 antimat-
  ter 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 mag-
  netic 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 vaccum-adapted 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 direc-
  tion. 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 
  VEHICLES—SPACECRAFT
  SPACECRAFT
  PASSENGER CAPACITY
  HANDLING
  ARMOR
  DURABILITY
  WOUND THRESHOLD
  Bulk Carrier
  110
  —
  20
  750
  150
  Courier
  13
  —
  15
  500
  100
  Destroyer
  90
  —
  30
  2,000
  500
  Fighter
  1
  +30
  20
  240
  60
  GEV
  6
  –10
  15
  200
  40
  LLOTV (HO)
  20 (high-velocity)/100 (low-velocity)
  –10
  20
  800
  160
  LLOTV (MH)
  250 (high-velocity)/350 (low-velocity)
  –10
  20
  800
  160
  Scum Barge
  20,000
  —
  20
  1,500
  150
  SLOTV (HO)
  3 (high-velocity)/30 (low-velocity)
  –10
  20
  400
  80
  SLOTV (MH)
  70 (high-velocity)/100 (low-velocity)
  –10
  20
  400
  80
  Standard Transport
  200
  —
  20
  750
  150
  348
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 well-
  equipped 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 evacu-
  ation 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, car-
  rying 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 hydrogen-
  oxygen 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 trans-
  port 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 simu-
  late 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.
  1.
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  GEAR
  349
  
  12
  SPOILERS!
  This chapter is full of spoilers, so if you’re a player, you probably shouldn’t read it, 
  or you should at least talk to your gamemaster first before doing so. If you want to 
  skip it entirely, jump ahead to the References chapter, p. 390. We wax on a bit more 
  about the nature of spoilers on p. 352, as well.
  GAME INFORMATION
  SECRETS
  TITANs: How did this group of military 
  AIs come about and achieve their own 
  singularity? n p. 354
  The Fall: History fully blames 
  The Fall on the TITANs; the truth is 
  not so simple … n p. 354
  After The Fall: What happened to 
  the TITANs after the Fall? n p. 355
  12
  SECRETS
  TITANs: How did this group of military 
  AIs come about and achieve their own 
  singularity? n p. 354
  The Fall: History fully blames 
  The Fall on the TITANs; the truth is 
  not so simple … n p. 354
  After The Fall: What happened to 
  the TITANs after the Fall? n p. 355
  SPOILERS!
  This chapter is full of spoilers, so if you’re a player, you probably shouldn’t read it, 
  or you should at least talk to your gamemaster first before doing so. If you want to 
  skip it entirely, jump ahead to the References chapter, p. 390. We wax on a bit more 
  about the nature of spoilers on p. 352, as well.
  GAME INFORMATION
  
  FIREWALL
  History: Firewall was born from the ashes of 
  three pre-Fall organizations. n p. 356
  Organization: Firewall is structured as 
  decentralized network. n p. 359
  Goals: Protect transhumanity from existential 
  risks. Different factions, however, have  
  competing priorities. n p. 355
  FACTORS
  Origin: Transhumanity is not aware of the origins 
  and homeworld of the Factors; but it’s not that 
  different from Earth. n p. 373
  Exosociology: Factors exist as a collective 
  colonial organization; viewing themselves as 
  part of that entiity rather than as an individual. 
  n p. 374
  Motivations: Why did the Factors contact 
  transhumanity? Rumors abound, but nobody 
  seems to know the truth. n p. 375
  EXSURGENT VIRUS
  Vectors: Biological nanovirus, 
  digital virus, nanoplague, basilisk 
  hack. n pp. 363–366
  Strains: Haunting, Mindstealer,
  Watts-Macleod, and Xenovirus.  
  n pp. 366–368
  Exsurgents: Some of the forms 
  that infected and transformed 
  victims take. n p. 369
  Psi: Abilities available only to 
  exsurgents. n p. 370
  FIREWALL
  History: Firewall was born from the ashes of 
  three pre-Fall organizations. n p. 356
  Organization: Firewall is structured as 
  decentralized network. n p. 359
  Goals: Protect transhumanity from existential 
  risks. Different factions, however, have  
  competing priorities. n p. 355
  FACTORS
  Origin: Transhumanity is not aware of the origins 
  and homeworld of the Factors; but it’s not that 
  different from Earth. n p. 373
  Exosociology: Factors exist as a collective 
  colonial organization; viewing themselves as 
  part of that entiity rather than as an individual. 
  n p. 374
  Motivations: Why did the Factors contact 
  transhumanity? Rumors abound, but nobody 
  seems to know the truth. n p. 375
  EXSURGENT VIRUS
  Vectors: Biological nanovirus, 
  digital virus, nanoplague, basilisk 
  hack. n pp. 363–366
  Strains: Haunting, Mindstealer,
  Watts-Macleod, and Xenovirus.  
  n pp. 366–368
  Exsurgents: Some of the forms 
  that infected and transformed 
  victims take. n p. 369
  Psi: Abilities available only to 
  exsurgents. n p. 370
  
  This chapter provides a wealth of information and 
  tools that gamemaster will find useful for running 
  Eclipse Phase campaigns.
  SECRETS THAT MATTER
  There are secrets woven all through the real history of 
  the 21st century, and the present, and therefore all pros-
  pects 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, 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 poten-
  tial source for drama and conflict in your campaign.
  EXTRATERRESTRIAL INTELLIGENCES
  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 galac-
  tic 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 extrater-
  restrial civilizations should exist in the Milky Way. 
  One postulation says that there must be some sort 
  of unknown “Great Filter”—an event that all intelli-
  gence 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, nano-
  technology, 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 civi-
  lization 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 uni-
  versal 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 god-
  like level of super-intelligence. It may no longer be 
  recognizably biological.
  This ETI has seeded the galaxy with self-repli-
  cating machines known as Bracewell probes. These 
  probes lie dormant in every star system, patiently 
  GAME INFORMATION
  FORMATIONnGAME INFORMATIONnGAME INFORMATIONnGAME INFORMATIONnGAME INFORMATIO
  12
  352
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  SPOILER ALERT
  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 punch-
  line 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 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. 
  n
  
  Others do, such as The Factors (p. 372), 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 mil-
  lions—if not billions—of years ago, where it set its 
  trap and patiently began to wait.
  THE FIRST SEED AIs
  Fast forward to Earth, where a species of evolved pri-
  mates 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. 
  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 emerg-
  ing singularity-level machine intelligence. The probes 
  are in fact traps, designed to lure such seed AI intel-
  ligences 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 technol-
  ogy, 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. 378). 
  2.
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  GAME INFORMATION
  353
  THE ETI AGENDA
  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 sin-
  gularities—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-intel-
  ligence is targeted for annihilation.
  THE AGGRESSION FILTER
  The ETI does not seek to wipe out emerging intel-
  ligences, 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 assimi-
  lated and/or wiped out. 
  ENLIGHTENMENT
  The exsurgent virus endows a greater under-
  standing 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 immedi-
  ately 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 self-
  destruction 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 transhuman-
  ity to follow in their wake, though they didn’t 
  bother waiting around or helping us along—we 
  simply weren’t worth the effort. 
  n
  
  phenomenon, they found a buried device of appar-
  ent 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
  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 rogue AIs 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, continu-
  ing to fight each other even as they each resisted the 
  TITANs. This refusal to stand united prevented trans-
  humanity 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 nanoviruses tore through vulnerable popu-
  lations, 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. The corrupted AIs created oppor-
  tunities for the virus to spread through multiple vectors: 
  digital, biological, and nano. Using a thorough under-
  standing of transhuman biology and its mental pro-
  cesses, derived from the looted vaults of human knowl-
  edge, the virus was even applied through a sensory 
  input vector—the dreaded basilisk hack (p. 365). Even 
  more disturbing, however, was what the virus did to 
  those it infected, rewriting their neural code to subvert 
  Unknown to most of transhumanity, the TITANs 
  were not the first seed AIs. A group of pro-AI research-
  ers 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 cre-
  ation of AI and AGIs for many years previously, thanks 
  in large part to their open source AI framework soft-
  ware, 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, increas-
  ing 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 TRUE HISTORY OF THE TITANs
  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 hostil-
  ities 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 super-intelligence.
  The TITANs were careful at first. 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 allocat-
  ing resources (digital and physical) for their own use, 
  initiating “government projects” that people assumed 
  were legitimate as they followed all proper protocols.
  INFECTION
  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 
  354
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  It wasn’t until the first Pandora gate was dis-
  covered, 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 trans-
  humanity 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 prepar-
  ing to ascend to another stage of intelligence, 
  far beyond that of which even the TITANs are 
  capable. It is only a matter of time before this 
  period ends and something gives.
  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 trans-
  humanity—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
  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 nanoviruses and other 
  dangers continued, to all intents and purposes they 
  had quietly left. Many worried that they had quietly 
  gone dormant or were secretly engaged on some major 
  project that would be the final blow against transhu-
  manity. 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 into 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. 
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  GAME INFORMATION
  355
  
  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 technologi-
  cal singularity were fulfilled. Though each played a 
  part in the fight, transhumanity was ravaged and 
  the Earth all but ruined. Ultimately, all attempts to 
  prevent the Fall failed, but untold numbers of trans-
  humans were saved from extinction through such 
  efforts and valuable information concerning the 
  TITANs was gleaned.
  During the crucible of the Fall and its immedi-
  ate fallout, some of the surviving members of these 
  and other groups came together and pooled 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 
  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 power-
  ful and influential factions and individuals throughout 
  the solar system, its existence is denied and its activi-
  ties are kept carefully shrouded. 
  SENTINELS
  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 neces-
  sarily brutal, as sentinels face harsh opponents and 
  must make hard choices in the field. 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, psycho-
  surgery trials, and tests of loyalty. Psychosurgery is 
  performed not to program obedience, but to analyze 
  the recruit’s responses to various situations—an 
  FIREWALL
  There cannot be another Fall—this is the mantra that 
  drives Firewall. 
  Firewall is a secret, cross-faction organization dedi-
  cated to safeguarding 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 dedi-
  cated 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 ide-
  ologies, to the point they might come to blows over 
  their fervent beliefs. Yet when the survival of trans-
  humanity is at stake, such extreme differences are set 
  aside for the greater good. 
  HISTORY
  The origins of Firewall can be traced back before the 
  Fall to several key organizations: the Lifeboat Institute, 
  JASON, 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.
  JASON, established in the mid-20th century, was 
  an independent scientific group that advised the 
  United States government on matters of science, 
  technology, and defense. Though tied to the MITRE 
  Conglomerate—a non-profit organization that was 
  intrinsically linked to US government contracts 
  and interests—the scientists involved with JASON 
  were outside standard government oversight. They 
  sparked numerous technological developments for 
  the government to deploy and were one of the first 
  internationally recognized groups to predict global 
  climate change. Prior to the Fall, many members of 
  JASON and their supporters split away from the strict 
  controls and reactionary agendas of the hypercorps 
  and various nation states to form 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 human-
  ity 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. 
  356
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 
  with resources the conspiracy would like to exploit. 
  These cold recruits face a battery of tests and trials far 
  harsher than that used to vet sentinels.
  By default, proxies have a higher security clear-
  ance than most sentinels and are far more in the 
  know. This sometimes leads to resentment and hos-
  tilities 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 the recruitment of sentinels into the 
  proxy framework.
  Some tension exists within Firewall, mostly due to 
  the influence of so many anarchists and other liber-
  tarian autonomists who take a dim view of central-
  ized 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 
  directly 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 
  extreme-parameters test to see when a prospective 
  sentinel will break. Many potential members are 
  carefully analyzed by a Promethean with expertise 
  in character judgment and personality profiling. 
  Those who don’t pass such tests are either killed in 
  a manner that they must resort to an earlier backup 
  or have their memories altered so that they have no 
  recollection of the conspiracy.
  Firewall walks a fine line. The concept of dogmatic 
  “unquestioned loyalty” is both counterproductive  
  and anathema to everything for which Firewall 
  stands. 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 impor-
  tant to risk—the survival of transhumanity depends 
  on it—so 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 and to update this backup regularly. 
  This backup serves a dual purpose, enabling all senti-
  nels 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 
  Proxies are the inner circle of Firewall, the experienced 
  cadre that keeps the machinery of their organization 
  functioning. Though fewer in number than the senti-
  nels, many proxies work full time on Firewall opera-
  tions, serving as the group’s essential infrastructure. 
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  GAME INFORMATION
  357
  OPTIONAL RULE: I-REP
  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, game-
  masters can choose to implement one or more of 
  the following optional rules:
  • Networking 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 pri-
  ority 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 situa-
  tions, however, when there are no other options. 
  Abuse of priority codes is considered a serious 
  breach of etiquette and abuse of resources, usu-
  ally involving the agent’s removal from Firewall. n
  
  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 commenda-
  tions are required.
  It is important to note that there is no core leader-
  ship structure among the proxies. No one person or 
  cabal is in charge and there is no authority held by 
  one proxy over another; all are peers. Though reputa-
  tion and experience are major factors, getting some-
  thing 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 blocs within Firewall exist (both within 
  servers and across the organization). 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 per-
  sonnel. 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 sen-
  tinel 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 anni-
  hilate 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 inci-
  dent squarely on the shoulders of some other party. 
  If necessary, erasure squads can also be called in to 
  358
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 some-
  times 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 senti-
  nels—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 news-
  feeds 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: Nicknamed the Ministry of 
  Disinformation, social engineers provide the scape-
  goating and plausible deniability that is required 
  by Firewall and its sentinels. If a sentinel compro-
  mises their position and endangers the organiza-
  tion, 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 organi-
  zation—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 crow research, scanner monitoring, 
  and eliminating the trail of erasure squads. Vectors 
  also assist routers in maintaining communication, 
  command, and control over 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.
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  GAME INFORMATION
  359
  CLIQUES
  Though Firewall proxies follow stringent guide-
  lines to ensure the organization is not subverted 
  from within or turned into a powerful organi-
  zation 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 exert influence to sway 
  proxies towards their particular agendas. Their 
  interactions and conflicts are something with 
  which most Firewall personnel are familiar. Some 
  of these cliques are grounded in transhuman-
  ity’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 trans-
  humanity’s best chance for survival is to deploy 
  numerous redundant backup measures as soon 
  as possible. These include creating as many ex-
  trasolar colonies as possible, both via Pandora 
  gates and through more traditional means, 
  such as ark ships and infomorph/nanofabrica-
  tor 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 or 
  TITAN artifacts and psi and tends to be xeno-
  phobic/isolationist regarding the Factors and 
  Pandora gates.
  Mavericks: The mavericks disdain Firewall’s col-
  lective 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 deploying 
  xenoartifacts, asyncs, and anything else that 
  will save transhumanity.
  Structuralists: This clique advocates for a stron-
  ger structure and centralized authority within 
  Firewall, countering the group’s autonomist-
  dominated tendencies. Many also advocate 
  for going legitimate, taking Firewall into 
  the public eye and making above-board con-
  nections with other official organizations, 
  arguing that this could bring more resources 
  to Firewall’s disposal. 
  n
  
  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 spe-
  cialized risk assessment software and may change 
  from mission to mission according to other external 
  factors. If the situation is dangerous enough and 
  the scale of the consequences of failure sufficiently 
  METHODS 
  Unobtrusive—that is the standard operating proce-
  dure 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. To keep a low profile, 
  Firewall consistently works to acquire allies with 
  influence in other organizations, using those groups 
  as a front for their activities when possible. Many 
  of these “allies” are misled regarding Firewall’s 
  intentions and true purpose. Many operations are 
  conducted remotely (via hacking instead of sending 
  in sentinels) or via uninformed freelancers. When it 
  is necessary to activate sentinels, small group infil-
  trations are preferred, using the minimum number 
  of personnel necessary to achieve the mission goals. 
  Firewall also frequently infiltrates and places 
  long-term moles within other organizations in 
  order to exploit their assets, freeing it from having 
  to deploy its own resources. Sentinels are some-
  times recruited for this very purpose, so they may 
  take advantage of their non-Firewall positions and 
  secretly access another group’s resources or set 
  them 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 their regular life. Yet this particular 
  department head is a long-standing sentinel and 
  this deal is a fantastic new opening for Firewall. 
  Not only can the department head siphon off a 
  thin stream of revenue for Firewall use (hidden 
  thoroughly by vectors), but they’re also in a posi-
  tion to smuggle sentinels into (or out of) the Jovian 
  Junta habitats, a job usually extremely difficult to 
  accomplish. The risks to such activities—and the 
  consequences of losing a critically placed sentinel—
  mean that this opportunity is reserved for impor-
  tant operations and dire threats. 
  In an attempt to be prepared for rapidly develop-
  ing situations, Firewall places caches of supplies on 
  numerous habitats and worlds, available to sentinels 
  as needed. The composition and availability of these 
  caches to sentinels depends wholly on the situation 
  and on the decisions of the router(s) involved. These 
  caches can hold weapons, armor, nanofabricators, 
  archived information, or even relics stashed from 
  previous missions until Firewall decides what to 
  do with them. Large habitats may even be home to 
  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.
  360
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  WHAT HELP CAN A 
  SENTINEL EXPECT? 
  Exactly what help Firewall provides to a senti-
  nel 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 sup-
  plies—usually limited, 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 engi-
  neers or vectors. Such intervention should be 
  kept to a minimum, however, to lessen 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 
  operative killed in the line of duty will be 
  resleeved at Firewall’s expense—though 
  the morph used and whether the sentinel 
  is 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. 
  n
  
  THE 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.
  No one, not even the Factors, has encountered a 
  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 per-
  spective. 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 capabili-
  ties. 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. 
  large, a Promethean will be tapped to calculate the 
  threat level and decide when it is time to tactically 
  withdraw and “thermally cleanse.”
  LONG-TERM STRATEGIES AND GOALS 
  The overriding goals of Firewall are to prevent exis-
  tential 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 long-
  term 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 
  transhuman egos with which the TITANs 
  disappeared
  • Figuring out the Factors 
  • Making contact with other aliens 
  • Finding out what happened to the Iktomi and 
  other xenoarcheological oddities 
  FIREWALL AND OTHER ORGANIZATIONS 
  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 pub-
  lished. 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 opera-
  tion, tainted by anarchists and undermining the 
  very fabric of their society. Some hypercorps, 
  however, believe they can infiltrate the organiza-
  tion 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 activi-
  ties, but believe the group should be reined in 
  and legitimized. 
   
  2.
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  2
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  GAME INFORMATION
  361
  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 per-
  fectly acceptable, though we strongly recom-
  mend that any and all alien life be portrayed as 
  convincingly alien. Life forms that have evolved 
  in drastically different environmental circum-
  stances from humans and that grew into intel-
  ligence by a different path should seem, at best, 
  bizarre, unusual, and weird. There is no guar-
  antee 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 practi-
  cally guaranteed. n
  
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  MOX
  40
  10
  40
  20
  30
  10
  40
  --
  INIT
  SPD
  LUC
  TT 
  IR
  DUR
  WT
  DR
  12
  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 × 2
  PREDATORS
  Predators seek to transform themselves into an ulti-
  mate 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 result-
  ing from these untested modifications and altered 
  metabolisms negatively impacts their emotional and 
  mental stability. Pushing this even further, some preda-
  tors 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 diges-
  tive 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
  16
  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, Endo-
  crine Control, Enhanced Hearing, Enhanced Smell, 
  Enhanced Vision, Grip Pads, Hardened Skeleton, 
  Medichines, Muscle Augmentation, Neurachem 
  (Rating 2), Oxygen Reserve, Poison Gland, Prehen-
  sile Feet, Prehensile Tail, Respirocytes, Temperature 
  Tolerance, Toxin Filters, Vacuum Sealing, plus any 
  other mods the gamemaster feels appropriate
  Notes: Mental Disorder trait × 2
  THE EXSURGENT VIRUS 
  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 exsur-
  gent virus—as those aware of its existence within 
  Firewall call it—is something beyond transhuman-
  ity’s understanding. Set in place by the ETI to infect 
  emerging seed AIs, it is far more complex than just a 
  computer virus. 
  Though some strains of the exsurgent virus have 
  been identified and various types of infected exsur-
  gents 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 
  Despite what those-in-the-know in the Eclipse 
  Phase universe may think, the ETI is not necessar-
  ily hostile towards other races like transhumanity 
  (depending on its outlook; see The ETI Agenda, 
  p. 353), at least not 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.
  EXHUMANS 
  Exhumans are a faction within Eclipse Phase that 
  seeks to transcend the transhuman and become post-
  human. 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 them-
  selves 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, becom-
  ing 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
  Seeking to achieve a new level of super-intelligence 
  and consciousness, neurodes have abandoned the 
  typical transhuman sleeve in exchange for a multi-
  pedal 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 epithe-
  lial 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 them-
  selves with swarms of teleoperated drones.
  362
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  BIOLOGICAL NANOVIRUS
  Exploiting the infected TITANs’ understanding of 
  Earth-based 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 biologi-
  cal nanobots spreading this strain act much like other 
  biological viruses, though they radically modify the 
  victim’s biological and mental states. Some versions 
  invade and restructure the target’s genetic code, trans-
  forming 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 unre-
  liable 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
  Biological versions are spread much like other patho-
  gens. People usually become infected by proximity to 
  another infected entity. Vectors may be dermal (touch-
  ing someone with bio-nanobots excreted through the 
  skin), inhalation (breathing exhaled bio-nanobots), 
  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 
  The exsurgent virus is unlike anything that trans-
  humanity has ever encountered. While it bears 
  similarities to both computer and biological viruses in 
  regards to infection of hosts and propagation, it is not 
  bound by many limits of form or transmission vector. 
  The exsurgent virus is amazingly effective and infec-
  tious. As an information virus, it is highly intelligent 
  and adaptive, able to mutate into new forms. Much like 
  certain viruses 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 restruc-
  turing the target’s mind and personality.
  While it began as a digital computer virus—the 
  manner in which it infected the TITANs—it has trans-
  formed 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.
  2.
  1
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  1
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  1
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  .
  GAME INFORMATION
  363
  
  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 
  becomes an exsurgent NPC.
  CYBERBRAIN HACKING
  Exsurgent viruses that manage to infiltrate the cyber-
  brains 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
  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 manu-
  factured nanobot swarms equipped with variants of 
  the virus. These nanobot plagues are capable of target-
  ing all types of morphs and sometimes other machin-
  ery 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
  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 nano-
  plague 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 charac-
  ters are not contagious themselves … usually.
  See the strain descriptions p. 367 for specific infec-
  tion details.
  injection, or oral (see Application Methods, p. 317). 
  exsurgent bio-nanobots can live outside of a body 
  for extended periods, 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 × 10 Test (use their Moxie stat, 
  not their current Moxie score). Failure means they 
  were exposed. In other circumstances, exposure may 
  be automatic, such as extended physical contact or 
  exchange of bodily fluids with an infected person. 
  A biomorph exposed to this infection must make 
  a DUR × 2 Test to determine if the infection takes 
  hold. Basic biomods 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 exsur-
  gent strain learns to bypass them). If the test fails, the 
  victim is infected. See the strain descriptions (p. 367) 
  for specific details.
  Within 12 hours of infection, biomorphs become 
  contagious to others. (Note that for the Watts-
  MacLeod strain, they only remain contagious for 12 
  hours after that.)
  DIGITAL VIRUS
  Digital strains are purely information- or code-
  based versions of the virus. They resemble advanced 
  computer viruses, worms, and trojans. They spread 
  throughout the mesh, exploit holes, mimic protocols, 
  and bypass security measures just like a skilled hacker.
  Digital versions of the exsurgent virus are treated 
  as intelligent programs, using the same rules as info-
  morphs (p. 265), 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
  16
  3
  —
  —
  —
  —
  —
  —
  Skills: Hardware: Electronics 50, Infosec 70, Inter-
  facing 60, Investigation 50, Perception 60, Program-
  ming 50
  Software: Exploit, Firewall, Sniffer, Spoof, Track, plus 
  any others the gamemaster considers appropriate
  DIGITAL INFECTION
  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
  An exsurgent virus may take a Complex Action to ini-
  tiate 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 locate 
  and hack their home system where they are running 
  so as to attack them directly. 
  364
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  • (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 disori-
  ented and severely confused. They are incapable 
  of making decisions, understanding communica-
  tion, understanding what is going on around 
  them, or acting in any sort of determined way for 
  the duration.
  • (4–5) Grand Mal Seizures: The subject immedi-
  ately 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 gamemas-
  ter 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 accord-
  ingly to environmental stimuli.
  • (9) Nausea/Vertigo: The character is overcome 
  with head-spinning and vomiting and is effec-
  tively 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 × 3 Test to see if 
  they do so in time. 
  SENSORY REPROGRAMMING
  In some cases, the exsurgent virus can actually repro-
  gram the target’s mind via dedicated sensory input. This 
  is a trickier affair, however, requiring uninterrupted pro-
  gramming 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 cata-
  tonic and paralyzed for a period of 10 minutes, minus 
  BASILISK HACKS
  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 of accessing all of the research at 
  their disposal, the exsurgent and TITAN intelligences 
  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 
  neurocerebral 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 visualiza-
  tions 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 deploy-
  ment of such hacks an easy matter; 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
  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:
  2.
  1
  2
  .1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  GAME INFORMATION
  365
  
  Since YGBM attacks are not intended to completely 
  convert the target, but instead to simply convert them 
  into a temporary tool or weapon, implanted com-
  mands 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
  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 coun-
  termeasures 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 person-
  nel consider it foolish to handle such toys and would 
  rather destroy such recordings outright.
  EXSURGENT STRAINS
  Four variants of the exsurgent virus are described 
  here—gamemasters are encouraged to develop their 
  own to keep players on their toes.
  HAUNTING VIRUS
  This strain is the most insidious of the exsurgent 
  viruses. Over time, it rewrites the target’s personality 
  and motivations, slowly but surely subverting and 
  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). 
  If the character is somehow removed from exposure 
  to the basilisk hack through the actions of another 
  party before the full duration, the reprogramming 
  immediately fails. In this case, 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 
  Rather than completely reprogramming a victim, 
  some exsurgent attacks simply plant subconscious 
  commands in the target’s mind, similar to posthyp-
  notic suggestions. Nicknamed “You gotta believe me” 
  attacks, YGBMs are a sort of remote digital brain-
  washing 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 transhu-
  man 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 some-
  thing as simple as “kill the Firewall agent” to some-
  thing 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.”
  366
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 mental state. A few ideas for haunting 
  effects are noted here, but gamemasters are encour-
  aged 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 sud-
  denly perceive the people around them as nothing 
  but outlandish, blabbering sacks of meat.
  • Behavioral Modification: Treat as behavioral 
  control or personality editing psychosurgery 
  (p. 229). 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 nanofabrica-
  tor, 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
  Very similar to the haunting virus, the mindstealer 
  strain is much quicker acting. Instead of slowly sub-
  verting 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).
  taking control of the victim’s mind. At first the charac-
  ter 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, 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 game-
  master, 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. 369) and may pur-
  chase 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 con-
  niving and changing in other ways as well. If pos-
  sible, 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 oppor-
  tunities. 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 
  psi-gamma 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 seeking help, actively encouraging 
  others to interfere, or offing themselves and 
  resorting to an uninfected backup. The infection 
  will actively block and hinder such thoughts 
  and actions, however. To actively overcome this 
  mental control, the character must succeed in a 
  2.
  1
  2
  .1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  GAME INFORMATION
  367
  
  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 discolor-
  ation or translucence, severe rashes, dermal thicken-
  ing, 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 expe-
  rience 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. 367.
  USING THE EXSURGENT VIRUS
  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 pro-
  tocols 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, the exsurgent 
  virus is likely to continue to mutate in new and inter-
  esting 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.
  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 con-
  fusing, frightening, and painful, inflicting a –30 modi-
  fier 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
  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 infected during game play, this trait must be pur-
  chased 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 (see Psi, 
  p. 220) also apply.
  Though infection with this strain does provide 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 axe may fall at any moment.
  XENOMORPH VIRUS
  The xenomorph strain transforms the target’s body in 
  addition to their mind. It is only spread as a biologi-
  cal nanovirus or nanoplague (not as a digital virus or 
  basilisk hack). Over time, the victim’s morph physi-
  cally transmogrifies into some sort of alien life form. 
  Different variants of this strain produce different 
  xenomorphs. 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 crea-
  ture types to deploy, under the assumption that at least 
  some will be more effective than others for exterminat-
  ing 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 game-
  master may adjust this as they see fit.
  368
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 trans-
  form them. Players should be encouraged to take on new 
  demeanors and motivations, reflecting the alien compo-
  nent 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 
  A few examples of exsurgents created from transhu-
  mans transformed by the xenomorph strain of the 
  virus are noted below. As always, gamemasters are 
  encouraged to develop their own, using these as guide-
  lines. Unless otherwise noted, exsurgents use the stats 
  and skills of the transformed character. Each exsur-
  gent 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 exsur-
  gents 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)
  Perhaps the most disturbing exsurgent variant, so-
  called 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 affect-
  ing 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 elec-
  tronic systems directly. For rules purposes, treat creep-
  ers the same as a self-replicating nanoswarm (p. 384).
  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
  10
  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, Percep-
  tion 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
  ROLEPLAYING EXSURGENTS
  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 exsur-
  gent 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 long-term opponents that are subvert-
  ing transhumanity from within or weaving complicated 
  plans to bring about 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 forc-
  ibly uploading mass numbers of minds or more esoteric 
  goals such as manufacturing a halfnium bomb or con-
  verting 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 trans-
  humanity, it acts with direction and purpose. There 
  may also be occasions—likely due to the mutating and 
  morphing nature 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 con-
  ditions or converting an entire colony to cannibalism.
  EXSURGENT-INFECTED PCS
  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 no known method to save an infected person—the 
  virus is simply too potent and adaptive. As a result, 
  Firewall policy is to terminate the infected with 
  extreme prejudice. Most Firewall operatives are aware 
  of this, a fact that pushes some 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 char-
  acter 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 haunt-
  ing effects and building up as the infection progresses. 
  The character should slowly become aware that they 
  are under the influence of something—something intel-
  ligent. 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 
  2.
  1
  2
  .1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
  2
  .
  1
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  1
  2
  .
  GAME INFORMATION
  369
  
  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
  10
  2
  —
  —
  —
  70
  14
  140
  Mobility System: Walker (4/24)
  Skills: Climbing 45, Fray 40, Freerunning 40, Percep-
  tion 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)
  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 grab-
  bing 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
  10
  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)
  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 sharp-
  clawed 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
  10
  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
  JELLIES (BIOMORPH)
  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 excel-
  lent 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
  9
  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, Dura-
  tion: 5 Action Turns, Effect: 1d10 ÷ 2 (round up) 
  DV per Action Turn ). Due to their physical form, 
  jellies suffer the minimum amount of damage from 
  standard kinetic weapon and blade attacks. 
  SHIFTERS (SYNTHMORPH)
  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
  10
  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)
  Snapper exsurgents are typically crafted from vehicles 
  or other large synthetic shells or by melding multiple 
  synthmorphs together. They take the form of an insec-
  toid multi-segmented hexagonal tube with multiple 
  sets of limbs, three apiece, set radially 120 degrees 
  around the torso. These limbs are heavy, double-
  jointed, and articulated with three joints. Each limb 
  ends in either a triad of manipulatory digits or a larger 
  pincer-like claw.
  370
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  and disturbing that they inflict 1d10 + (WIL ÷ 10, 
  round up) mental stress. Increase the stress by +5 if an 
  Excellent Success is scored.
   
  SCENARIO 
  Psi Type:  
  Active
  ACTION:  
  Complex
  Range: 
  Touch
  DURATION:  Sustained
  Strain Mod:  +2
  SKILL:  
  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 influ-
  ence 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 onlook-
  ers. 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 modifier 
  from disorientation even if they succeed. 
  STRIP MEMORY/SKILL
  Psi Type:  
  Active
  ACTION:  
  Complex
  Range: 
  Touch
  DURATION:  Temp (Hours)
  Strain Mod:  +2
  SKILL:  
  Psi Assault
  Strip allows the exsurgent to suppress certain memo-
  ries in the target’s mind. This can be used to block 
  memories of certain events or even the victim’s iden-
  tity. 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 
  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 manipu-
  lation 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 appro-
  priately 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, 
  for whatever use the gamemaster can dream of. Their 
  intent is to be more cinematic than mechanical, so 
  EXSURGENT PSI 
  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. Psi-
  epsilon 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 manipu-
  lation 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
  Exsurgents in synthetic morphs that were transformed 
  via nanoplague may use psi, despite lacking a biologi-
  cal 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
  Exsurgents with Level 3 psi (psi-epsilon) 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 cre-
  ative 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 
  These sleights are available to exsurgents with the 
  Level 2 Psi trait.
  DECEREBRATION
  Psi Type:  
  Active
  ACTION:  
  Complex
  Range: 
  Touch
  DURATION:  Temp (Action Turns)
  Strain Mod:  +2
  SKILL:  
  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
  Psi Type:  
  Active
  ACTION:  
  Complex
  Range: 
  Touch
  DURATION:  Temp (Action Turns)
  Strain Mod:  0
  SKILL:  
  Psi Assault
  This offensive sleight floods the target’s mind with 
  sensory input and thought processes that are so alien 
  2.
  1
  2
  .1
  2
  .
  1
  2
  .
  1
  2
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  1
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  1
  2
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  1
  2
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  1
  2
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  1
  2
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  GAME INFORMATION
  371
  
  PYROKINESIS
  Similar to cryokinesis, this sleight enables the exsur-
  gent to accelerate the molecules, increase friction, or 
  focus heat in a specific area, causing materials to ignite 
  or smolder.
  THE FACTORS 
  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 indi-
  cate either a keen interest on their part in transhuman 
  affairs or some hidden ulterior agenda. The various 
  transhuman factions have been similarly wary and 
  cautious but interested. Despite numerous communi-
  cations difficulties and failures, an uneasy relationship 
  has flowered over the past 8 years, facilitating some 
  trade and exchange of knowledge.
  ORIGIN AND EVOLUTION 
  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 homeworld 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 transhu-
  mans could find their planet habitable, the abiogenesis 
  (the formation of life from self-replicating, but not-
  living molecules) of life here took a different route 
  than life on Earth. 
  The Factors’ primordial ancestors began in their 
  planet’s early geological history as a type of pho-
  tosynthesizer 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 slime 
  molds, eating microorganisms from decaying matter. 
  As evolution progressed, they mutated further into a 
  cautious, predatory species that fed on larger, danger-
  ous 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. 
  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, game-
  masters 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. 214).
  ANTI-ELECTRONICS FIELD
  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
  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
  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
  This sleight diffuses light, laser, and particle beams, 
  effectively making them useless as weapons, or at least 
  impairing the DV they inflict.
  KINETIC FRICTION
  The exsurgent uses this sleight to increase the fric-
  tion 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
  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
  The exsurgent redirects electromagnetic waves with 
  this sleight, refracting them around their body, with 
  the same effect as the invisibility cloak (p. 316).
  372
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  and retract their rear forward (similar to cell migra-
  tion). 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 skel-
  eton) 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
  Unlike transhumans, Factors rarely act individually—
  in fact, individuality is a concept somewhat foreign 
  to Factors. Most Factors join together into a collec-
  tive 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. 
  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 expe-
  rience in dealing with more powerful and dangerous 
  opponents—the Factors are resolutely determined not 
  to make any similar mistakes as a species. 
   XENOBIOLOGY 
  Since life on the Factors’ homeworld developed dif-
  ferently than Earth and produced neither nucleic 
  acids nor amino acids, Factor metabolic processes 
  and “genetics” are very different from transhuman-
  ity’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 fac-
  tions 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
  Individual Factors resemble non-translucent ambu-
  latory 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 pull 
  2.
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  GAME INFORMATION
  373
  
  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. 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 
  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 effec-
  tive even over great distances (up to 10 kilometers). 
  Factor dust does have an odor perceptible to transhu-
  mans, however, that ranges from smelly to unbearable. 
  This dust is also toxic in high concentrations and some-
  times 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 phe-
  notypes that deal with transhumanity have grown 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 farcasting. 
  There are strong indications that Factors also take 
  advantage of quantum-entanglement communications, 
  enabling Factor colonies and ships to share knowl-
  edge gained in different parts of the galaxy. 
  EXOSOCIOLOGY
  Factors are cooperative beings that exist as a collec-
  tive colonial organization. Though they can operate 
  individually from the colony, they tend to view them-
  selves 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 bioinforma-
  tion exchange on a scope beyond anything of which 
  transhumanity is capable. 
  These colonies should not be considered the same 
  as the hive mind social hierarchies of insects. Factor 
  colonies do not feature the same division of labor 
  and instead function according to a consensus-based 
  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 
  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 sepa-
  rated, 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 
  Factors colonies are known for their high biodiversity, 
  featuring numerous sub-groups (phenotypes) that 
  each have unique traits (cilia, apocrine glands, cara-
  pace-like outer membrane) that give them an ecologi-
  cal advantage or a utilitarian aptitude for certain tasks. 
  These traits are not random evolutionary features 
  but are the result of intentional bioengineering. 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 reproduc-
  tion or self-expression, is currently unknown. 
  METABOLISM 
  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 transhu-
  mans, they prefer immobilized live prey, which they 
  enjoy absorbing internally and digesting, excreting 
  those parts that cannot be used to fuel their metabo-
  lism. As such they can devour biomorphs and non-
  metallic components of synthmorphs.
    
  PERCEPTION 
  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 
  374
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 opinion that the Factors are 
  simply scavengers and opportunists, piggybacking on 
  the developments of other alien species.
  One intruiging 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
  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 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 explain-
  ing 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 reluc-
  tant 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 
  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 reluc-
  tance to deal with any transhuman factions that are 
  heavily invested in gatecrashing, such as Gatekeeper 
  Corp.
  THE FACTORS IN GAME 
  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 conserva-
  tive and view transhumanity as potentially hostile or 
  dangerous, so they are more likely to act with discre-
  tion than boldness. Factors are also quite cunning, 
  having evolved from prey-capturing predators, and 
  still design complex machinations (traps in the meta-
  phorical 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 
  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 phi-
  losophy such as aesthetics and metaphysics, though 
  their conception of such topics is likely to differ from 
  transhuman notions.
   
  ART AND CULTURE 
  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 apprecia-
  tion 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 mental structure to 
  access and comprehend it. 
  TECHNOLOGY
  Though the Factors repeatedly express dismay at 
  transhumanity’s low level of technology, they have 
  failed so far to produce technology that is exception-
  ally far in advance. Some believe that the Factors are 
  hiding their advanced technology in order to keep 
  transhumans from stealing or copying it, while others 
  think this may 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 
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  GAME INFORMATION
  375
  
  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
  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 communi-
  cation purposes, and these may be hacked as normal.
  FACTOR DUST TOXIN
  As noted above, Factors can deploy a type of chemical 
  Factor dust that 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
  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 
  A few examples of the different Factor phenotypes are 
  described below.
  AMBASSADORS
  The ambassador Factor phenotypes are the ones who 
  most commonly handle direct interactions with trans-
  humanity. 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
  6
  1
  —
  —
  —
  30
  7
  45
  Movement Rate: 4/16 
  Skills: Deception 70, Exotic Ranged Attack: Factor 
  Dust 45, Fray 25, Free Fall 40, Hardware: Elec-
  tronics 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)
  transhumans. Also, drawing on their abilities to self-
  modify 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
  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 
  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. 
  376
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  ROLEPLAYING FACTORS
  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 chal-
  lenging for several reasons. While computer-
  based communication has enabled both species 
  to talk to each other, there is no direct transla-
  tion 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. 
  n
  
  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 research-
  ers. Having suffered through its own near-apocalypse, 
  it is not comforting for transhumanity to find evi-
  dence that other alien species did not.
  Though the Iktomi are likely long extinct, the rem-
  nants 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
  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 struc-
  ture 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 
  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
  7
  1
  —
  —
  —
  50
  10
  75
  Movement Rate: 4/20 
  Skills: Climbing 40, Exotic Ranged Attack: Factor 
  Dust 65, Fray 50, Free Fall 40, Freerunning 40, Infil-
  tration 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 Toxin), Tentacle Whip 
  (DV 2d10 + 1, AP –1)
  THE IKTOMI
  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, multi-
  legged, arthropod-type form—thus their given name, 
  after a Native American spider god.
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  GAME INFORMATION
  377
  
  the gate was first established, or whether each worm-
  hole is manufactured whenever the gate is activated.
  Other more radical theories on how the gates func-
  tion exist, though these are usually discounted as far 
  less likely. One such theory suggests that the wormholes 
  created are actually only zero-width Planck-scale con-
  nections across space-time and that no matter is actu-
  ally 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 dis-
  turbing implications it represents raises fierce opposition.
  OPERATIONS
  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 acci-
  dents—the procedures for gate operation have become 
  somewhat normalized and standardized, though unex-
  pected 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 environ-
  ments such as the crushing gravities and poisonous 
  atmospheres of gas giants and the coronas of stars. 
  Researchers have attempted to distill some sort of rec-
  ognizable 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
  The various hypercorps and factions in control of a 
  Pandora gate engage in active exploration of extrasolar 
  systems—an activity termed gatecrashing. The interests 
  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 transhu-
  man 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 entranc-
  ing 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
  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 pre-existing, created when 
  378
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  or to send a trainload of supplies through via tracks 
  that run right up to the gate.
  ANOMALIES
  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 trans-
  ferring through fine. On several occasions, wormhole 
  connections have crashed mid-operation, sometimes 
  as someone was stepping through, leaving them liter-
  ally 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 dif-
  ficult 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 instan-
  taneous 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 experienc-
  ing 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 gibber-
  ing 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 imagi-
  nation to generate truly creepy and strange experiences. 
  At the same time, gamemasters shouldn’t make such 
  experiences so prevalent that the players resist entering 
  any gates or the novelty of such events runs dry.
  PROJECT OZMA
  The origins of Project Ozma date to the first modern 
  SETI (Search for Extra-Terrestrial Intelligence) experi-
  ments in the mid-20th century. That experiment—also 
  named Project Ozma—grew into a larger, interna-
  tional concerted effort to try and locate and identify 
  ETIs; a myriad of projects blossomed during this time 
  period, all falling under the general SETI nomencla-
  ture. While initially government funded, by the late 
  20th century and early 21st century the work was pri-
  marily funded by private sources. 
  The first hypercorps to expand into space swallowed 
  SETI whole, revitalizing and refocusing the decades-old 
  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 oppor-
  tunity, 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, assum-
  ing their Rep is good and they aren’t acting with com-
  mercial 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 condi-
  tions. 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 gatecrash-
  ing expedition is one less second they can use estab-
  lishing 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 connec-
  tion. Many a gatecrashing team has failed to check-in 
  at their appointed pickup time.
  Most of the gate-controlling entities have estab-
  lished 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/
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  GAME INFORMATION
  379
  
  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 
  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 opera-
  tions 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 oper-
  ates behind numerous front groups, from legitimate-
  seeming hypercorps to criminal syndicates, and that they 
  have influence within many others. Given their connec-
  tions and reach, 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 than 
  Firewall is, using their resources to call up communica-
  tion 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 informa-
  tion 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 
  Though Project Ozma and Firewall often see eye-to-
  eye 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 to be 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.
  programs with newly emergent technologies, each in 
  divergent areas to achieve a particular hypercorp’s 
  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, tech-
  nologies, and processes would survive, even if a given 
  hypercorp did not. As the Planetary Consortium rose 
  in power, future-minded individuals in influential posi-
  tions within the new order ensured that these divergent 
  projects were once again swallowed and put to work. 
  During this transitional period, however, knowl-
  edge 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 search-
  ing 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 author-
  ity, 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 
  380
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  PROJECT OZMA RUMORS 
  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 supra-
  governmental agency under the direction of 
  the inner system’s inner circle of elites.
  • Project Ozma dealt with the Factors first, be-
  fore 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. 
  n
  
  THE TITANS AND THEIR LEGACY
  As noted in see 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 recur-
  sively improved 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, presum-
  ably 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 in some dormant 
  state, perhaps building up to a future onslaught. A 
  few believe that the TITANs are indeed gone, but are 
  concerned 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, finish-
  ing 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 
  PROMETHEANS 
  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, mitigat-
  ing 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 well-defended 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 involve-
  ment can in fact be the basis for an entire adven-
  ture, 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 dumbed-down delta forks that they may 
  sleeve into physical forms. Within the mesh, of 
  course, Prometheans are nearly unstoppable adver-
  saries, able to rip into secure networks with ease, 
  though they prefer methods of covert infiltration 
  rather than direct subversion.
  2.
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  GAME INFORMATION
  381
  
  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 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 nanofab-
  ricate 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
  10
  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
  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 necessar-
  ily 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 encoun-
  tered 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 viruses 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
  The TITANs unleashed a number of deadly machines 
  during the Fall, many of which still seek out transhu-
  mans to attack.
  FRACTALS 
  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 
  382
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  SELF-REPLICATING NANOSWARMS
  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 nano-
  fabricate new materials, much like fractals (p. 383). 
  Combined, these capabilities make these nanoswarms 
  incredibly potent. When they encounter a new oppo-
  nent, they can scan the opponent’s capabilities and 
  then fabricate offensive systems to use against them. 
  When an opponent deploys a weapon system on 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 TITAN nanoswarms are almost 
  limitless. For example, they may lie in wait as an invis-
  ible 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. These 
  nanoswarms are nearly 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 func-
  tions 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
  9
  1
  —
  —
  —
  70
  —
  —
  HEADHUNTERS
  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
  7
  1
  —
  —
  —
  30
  6
  —
  Mobility System: Winged (8/32)
  Skills: Flight 70, Fray 60, Exotic Melee Weapon: Buzz-
  saws 55, Infiltration 60, Investigation 40, Percep-
  tion 40, Unarmed Combat 55
  Notes: Armor 6/6, Buzzsaws (1d10 + 3 DV), Enhanced 
  Vision, Lidar, T-Ray Emitter
  HUNTER-KILLERS
  These lethal flying drones achieved air superiority 
  during TITAN military operations. Their sleek jet-
  powered 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
  9
  2
  —
  —
  —
  50
  10
  —
  Mobility System: Thrust Vector (8/80)
  Skills: Beam Weapons 55, Flight 80, Fray 60, Infiltra-
  tion 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
  Warbots are massive, armored, vaguely anthropo-
  morphic 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
  6
  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
  2.
  1
  2
  .1
  2
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  1
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  GAME INFORMATION
  383
  
  GAMEMASTERING 
  AND ADMINISTRATION 
  The following advice will assist gamemasters in 
  running their games more efficiently.
   AWARDING REZ POINTS 
  In Eclipse Phase, characters earn Rez Points in order 
  to advance (see Character 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 cam-
  paigns, 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 (see 
  Motivations, p. 120).
  • The player engaged in good roleplaying.
  • The player significantly contributed to the ses-
  sion’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
  In addition to awarding Rez Points, the gamemaster 
  should also adjust each character’s Rep scores accord-
  ing 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 
  NANOVIRUSES
  The TITANs unleashed a number of biowar plagues 
  during the Fall. Similar to the exsurgent virus, these 
  were spread as biological nanoviruses (p.  363) or 
  nanoswarm plagues (p. 364)—use the same rules for 
  determining exposure and infection.
  MELDER
  This virus slowly breaks down the target’s body, 
  converting the biological materials into some sort of 
  biofilament that then meshes with implants, electron-
  ics, and physical objects and structures. In effect, the 
  biological and synthetic are melded together, continu-
  ing 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
  This sophisticated smart protein massively reprograms 
  the target’s cells to go rapidly, autocannibalistically 
  cancerous. After 2 + (SOM ÷ 10, round up) hours, the 
  target suffers death by dozens of supercancers.
  NECROTIZER
  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.
  NEUROPATHS
  These viruses 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
  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
  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.
   
  384
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  project (1 month work or 1 week of difficult/special-
  ized 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 cor-
  porate 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
  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 profes-
  sional 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
  Thanks to cortical stacks and archived backups, char-
  acters 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 record-
  keeping. 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 corti-
  cal 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 
  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. 
  Characters may gain and lose Rep score in net-
  works 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 posi-
  tive details when they ping the person’s score on that 
  particular rep network. 
  Certain actions may result in a character simulta-
  neously 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 game-
  masters to include more roleplaying and more interac-
  tions with the Eclipse 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 unre-
  lated 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
  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 impres-
  sive planetoid-scale event, complete an extensive 
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  GAME INFORMATION
  385
  
  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 con-
  tinuity 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 antago-
  nist 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
  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 communica-
  tion. 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 charac-
  ters 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 
  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 disori-
  entation, 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 well-developed roleplaying 
  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
  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 
  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 
  NPCs AND MOXIE
  When a gamemaster is generating or winging 
  NPCs with which the characters interact or 
  fight, 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 not 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 as player characters. It also allows a game-
  master to counteract an unfortunate roll of the 
  dice that might otherwise spoil the big climax 
  you have worked so hard to set up. 
  n
  386
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  THE PROBLEM OF SECRETS 
  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 par-
  ticular 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, 
  that never pushes players’ buttons or puts them into 
  harsh no-win situations. There’s a whole universe of 
  responses in between these styles of 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 satisfy-
  ing 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 cam-
  paign 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. 
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  GAME INFORMATION
  387
  
  THAT’S WHAT I’M TALKING ABOUT:
  SHARED INSPIRATION 
  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 appro-
  priately 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 cyber-
  punk 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 pollu-
  tion 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 miscon-
  ceptions 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 
  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. 
  388
  REFERENCE
  GAME INFORMATION
  GEAR
  ACCELERATED FUTURE
  THE MESH
  MIND HACKS
  ACTIONS AND COMBAT
  SKILLS
  SAMPLE CHARACTERS
  CHARACTER CREATION
  GAME MECHANICS
  A TIME OF ECLIPSE
  WELCOME TO FIREWALL
  SYNOPSIS
  
  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 men-
  acing 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 gamemas-
  ter would spin around the myriad of other elements 
  that make up the game.
  TRANSHUMANISM
  Humanity has embraced transhumanism for survival, 
  harnessing science and technologies to catapult physi-
  cal 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 gamemas-
  ter 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 resleev-
  ing? 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. 
  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 con-
  tingencies in advance, having some general-purpose 
  references can save everyone time and confusion. 
  THINGS THAT SHOULD NOT BE: HORROR 
  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 some-
  thing 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 expe-
  rience 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 mal-
  functioning 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. 
  GAME INFORMATION
  389
  
  390
  BACKGROUNDS
  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
  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
  CUSTOMIZATION POINTS
  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.
  CHARACTER CREATION 
  SUMMARY
  1. Define Character Concept (p. 130)
  2. Choose Background (p. 131)
  3. Choose Faction (p. 132)
  4. Spend Free Points (p. 134)
  a) 105 aptitude points
  b) 1 Moxie
  c) 5,000 credit
  d) 50 Rep
  e) Native tongue
  5. Spend Customization Points (p. 135)
  a) 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
  b) Active skill minimum: 400 CP
  c) Knowledge skill minimum: 300 CP
  d) Choose Starting Morph (pp. 136 and 139)
  e) Choose Traits (pp. 136 and 145)
  6. Purchase Gear (p. 136)
  7. Choose Motivation (p. 137) 
  8. Calculate Remaining Stats (p. 138)
  9. Detail the Character (p. 138)
  MORPH COSTS (ALPHABETICAL)
  TYPE
  CP
  COST
  Arachnoid
  45
  Expensive (40k+)
  Bouncer
  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+)
  Octomorph
  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
  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
  277
  135
  137
  
  391
  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
  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), 10 (Level 2), or 20 (Level 3)
  Morphing Disorder
  10 (Level 1), 20 (Level 2), or 30 (Level 3)
  Neural Damage
  10
  No Cortical Stack (Morph Trait)
  10
  Oblivious
  10
  On the Run
  10
  Psi Vulnerability (Ego or Morph 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) or 20 (Level 2)
  Zero-G Nausea (Morph Trait)
  10
  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 def)
  Active, Mental, Psi
  Deception
  SAV
  Active, Social
  Demolitions
  COG (no def)
  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 def)
  Active, Technical
  Interest: [Field]
  COG
  Knowledge
  Interfacing
  COG
  Active, Technical
  Intimidation
  SAV
  Active, Social
  SKILL
  LINKED 
  APTITUDE
  CATEGORY
  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 def)
  Active, Technical
  Protocol
  SAV
  Active, Social
  Psi Assault
  WIL (no def)
  Active, Mental, Psi
  Psychosurgery
  INT
  Active, Technical
  Research
  COG
  Active, Technical
  Scrounging
  INT
  Active, Mental
  Seeker Weapons
  COO
  Active, Combat
  Sense
  INT (no def)
  Active, Mental, Psi
  Spray Weapons
  COO
  Active, Combat
  Swimming
  SOM
  Active, Physical
  Throwing Weapons
  COO
  Active, Combat
  Unarmed Combat
  SOM
  Active, Combat
  SKILL LIST
  TRAITS
  145–152
  176–185
  
  392
  COMPLEMENTARY SKILL BONUS
  SKILL RATING
  MODIFIER
  01–30
  +10
  31–60
  +20
  61+
  +30
  WEAPON RANGES (IN METERS)
  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 × 2
  Minigrenades
  To SOM ÷ 2
  To SOM
  To SOM × 2
  To SOM × 3
  Standard Grenades
  To SOM ÷ 5
  To SOM ÷ 2
  To SOM
  To SOM × 3
  COMBAT MODIFIERS
  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
  MODIFIER
  Character has reach advantage
  +10
  Character charging
  –10
  Character receiving a charge
  +20
  RANGED COMBAT (ATTACKER)
  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
  TEST DIFFICULTY
  DIFFICULTY LEVEL MODIFIER
  Effortless
  +30
  Simple
  +20
  Easy
  +10
  Average
  +0
  Difficult
  –10
  Challenging
  –20
  Hard
  –30
  ACTION TURN
  Step 1: Roll Initiative ((INT + REF) ÷ 5) + 1d10
  Step 2: Begin First Action Phase (Speed 1)
  Step 3: Declare and Resolve Actions
  Step 4: Rotate and Repeat (Speed 2–4)
  SCATTER DIAGRAM
  COMBAT SUMMARY
  • 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.)
   MODIFIER SEVERITY
  SEVERITY
  MODIFIER
  Minor
  +/– 10
  Moderate
  +/– 20
  Major
  +/– 30
  1 or 2
  3
  10
  4
  9
  5
  8
  6 or 7
  HEALING
  CHARACTER SITUATION
  DAMAGE HEALING RATE
  WOUND 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
  115
  115
  123
  203
  208
  193
  204
  
  393
  SUBVERSION DIFFICULTIES
  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
  SUBVERSION EXAMPLES
  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 Within
  –0
  Analyze simulation parameters, view domain rules, shape appearance of simul-
  morph, 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
  MESH GEAR MODIFIERS
  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
  COUNTERMEASURES
  Passive Alert (–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 Alert (–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 termi-
  nated; wireless users ejected. 
  THE HACKING SEQUENCE
  Tasks 
  Results
  1. Defeat the Firewall 
  Infosec Task Action (10 minutes)
  2. Bypass Active Security 
  Variable Opposed Infosec Test
  a. Hacker Wins with Excellent Success, Defender Fails 
  Hidden Status/Admin Privileges/+30 to all Subversion Tests (p. 256)
  b. Hacker Succeeds, Defender Fails 
  Covert Status (p. 256)
  c. Both Succeed 
  Spotted Status/Passive Alert/–10 to all Subversion Tests (p. 256)
  d. Defender Succeeds, Hacker Fails 
  Locked Status/Active Alert/–20 to all Subversion Tests (p. 257)
  ONLINE SEARCHES
  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
  259
  247
  259
  257
  
  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
  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
  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
  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 
  Aeon Flux
  AI
  Alien series
  Andromeda
  Babylon 5
  Big O
  Blade Runner
  Cowboy Bebop
  Crusade
  District 9
  Dollhouse
  Dreamcatcher
  Event Horizon
  Ergo Proxy
  Firefly
  Gattaca
  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
  REFERENCES
  Eclipse Phase borrows liberally from many sources, which deserve recognition and credit. Gamemasters may also find them a good source of 
  inspiration for adventures and campaigns. Further resources can be found on our website: http://eclipsephase.com
  
  A
  Aarhus, 106
  Ablative patches, 313
  Abramsen, 107
  Academics skill, 176–77
  Access control, 291–92
  Access jacks, 306
  Access privileges, reducing, 258
  Account access, 246
  Accushot, 338
  Acquire
   
  information, 289
   
  services, 289
   
  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, 211, 317–18
  Admin accounts, 246
  Adrenal boost, 302
  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, 343
  AIs, 331–32
  Alienation, 226
   
  modifiers, 272
   
  test, 272
  Aliens, 40
   
  mindset, 376
   
  psi sleights, 222
  Allergy
   
  mild, 150
   
  severe, 151
  Allies (trait), 145
  Alpha (drug), 320
  Alpha forks, 273
  Amathea (Solano), 98
  Ambassadors, 376
  Ambelina, Claudia, 84
  Ambidextrous, 145
  Ambience sense, 223
  Ammunition, 336–37
   
  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
   
  repair, 208–09
   
  values, 312
   
  vest, 312
  Arm slide, 342
  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, 255
   
  forging, 255
   
  spoofing, 255
  Authophagy, 212
  Automatic actions, 119, 190
  Automatic rifles, 335
  Automech, 345
  Autonomist Alliance, 57, 76–77
  Avatars, 239
  Avoidance, minor, 210
  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
  Barsoomian, 79–80, 133
  Basilisk hacks, 365–66
  Battle suit, 344
  Beam weapons, 194, 203, 338–39
   
  skill, 177
  Bedlam (program), 332
  Behavioral control, 231
  Behavioral masking, 231
  Beta forks, 273
  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, 370 
   
  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, 207
  Blind attacks, 195
  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 (trait), 145
  Breadcrumb positioning system, 332
  BringIt, 318–19
  Brinkers, 80, 133
  Brute–force hacking, 257
  Brute strength, 175
  BTX2, 323
  Bubbleworlds, 281
  Bug, 315, 337
  Bug zappers, 291
  Building skill, 179
  Bulk carrier, 347
  Burst fire (BF), 198
  Buzz (drug), 320
  Buzzer, 341
  C
  Called shots, 197
  Callisto, 99–100
  Caloris 18, 88
  Campaigns
   
  alternate, 23
   
  default, 22–23
   
  setting, 22
  Cannon, 88
  Capsule, 337
  Carapace armor, 303
  Case (morph), 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
   
  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, 139
   
  faction, 132–34
   
  free points, 134–35
   
  gear purchasing, 137
   
  motivations, 138
  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, 318
   
  modifiers, 193
   
  paralysis, 149
   
  resolving, 191–92
   
  spaceship, 284
   
  summary, 186
   
  tacnets, 205–6
  Combined sensor systems, 303
  Comex (Comet Express), 70–71
  Comfurt, 319
  Commands, issuing, 248
  Common information, 250, 290
  Common sense, 145
  Communications, 313–14
   
  management, 205
  Complementary skills, 173
  Complex actions, 119, 190
  Composure, 175
  Computer capabilities, 247
  Concentrated fire, 195
  Concussion, 340
  Cone weapons, 194
  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, 258
  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
   
  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
  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
  Degen, 324
  Delayed actions, 189
  Delphinium Six, 322
  Delta forks, 273
  Demolitions, 197
   
  skill, 178
  Densiplast gloves, 334
  Depression, 212–13
  Derangements, 210–11
  Dermal application, 317
  Desktop cornucopia machine, 327
  Destroyer, 348
  Destructive uploading, 269
  Detailed perception, 190
  Detailing, character, 138
  Detection, 293
  Device AI, 332
  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, 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, 318–20
   
  combat, 318–19
   
  health, 319–20
   
  recreational, 320
   
  social, 320
   
  substance rules, 317–18
  Dueling, 54
  Durability (DUR), 121, 207
  Dwarfs, 345
  E
  Earth, 24
   
  Fresh Kills, 91
   
  habitats, 91
   
  history and data, 51
   
  Paradise, 91
   
  population, 91
   
  Vo Nguyen, 91
  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, 206–7
  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
  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
  Gallic moonlet, 104
  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
  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
  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
  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
  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
  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
  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
  Nanobandage, 333
  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
  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, 340–41
  Oxygen reserve, 308
  Oxytocin–A, 324
  P
  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
  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
  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
  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, 340
   
  grenade and, 340–41
   
  pistol, 340
   
  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
   
  core, 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, 341
  Sprayer, 341
  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
  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
  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
  V/2011–Caldwell, 88–89
  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
  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
  Xenodeism, 83
  Xenomorph virus, 368
  Xiphos, 108
  XP (experience playback), 53, 236, 241–42, 
  331
  X–ray emitter, 317
  X–ray sensors, 303
  Y–Z
  YGBM (you gotta believe me) attacks, 365–66
  Zap, 337
  Zbrny Group, 74
  Zero ammo, 338
  Zero–g nausea, 152
  Zoosemiotics, 148
  
  PLAYER
  CHARACTER SHEET
  ECLIPSE
  PHASE
  PRIMARY EQUIPMENT
  APTITUDES
  DAMAGE & STRESS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Base
  Morph Bonus
  Total
  DAMAGE WOUNDS
  STRESS
  TRAUMA
  ACTIVE SKILLS
  LINKED 
  APTITUDE
  BASE
  MORPH 
  BONUS
  TOTAL
  SPECIALIZATION / 
  OTHER BONUS
  Animal Handling
  SAV
  Beam Weapons
  COO
  Blades
  SOM
  Climbing
  SOM
  Clubs
  SOM
  Control
  WIL*
  Deception
  SAV
  Demolitions
  COG*
  Disguise
  INT
  Exotic Melee:
  SOM
  Exotic Melee:
  SOM
  Exotic Ranged:
  COO
  Exotic Ranged:
  COO
  Flight
  SOM
  Fray
  REF
  Free Fall
  REF
  Freerunning
  SOM
  Gunnery
  INT
  Hardware:
  COG
  Hardware:
  COG
  Impersonation
  SAV
  Infiltration
  COO
  Infosec
  COG*
  Interfacing
  COG
  Intimidation
  SAV
  Investigation
  INT
  Kinesics
  SAV
  Kinetic Weapons
  COO
  Medicine
  COG
  Medicine
  COG
  Navigation
  INT
  Networking:
  SAV
  Networking:
  SAV
  Networking:
  SAV
  Networking:
  SAV
  Palming
  COO
  Perception
  INT
  ACTIVE SKILLS
  LINKED 
  APTITUDE
  BASE
  MORPH 
  BONUS
  TOTAL
  SPECIALIZATION / 
  OTHER BONUS
  Persuasion
  SAV
  Pilot
  REF
  Pilot
  REF
  Programming
  COG*
  Protocol
  SAV
  Psi Assault
  WIL*
  Psychosurgery
  INT
  Research
  COG
  Scrounging
  INT
  Seeker Weapons
  COO
  Sense
  INT*
  Spray Weapons
  COO
  Swimming
  SOM
  Throwing Weapons
  COO
  Unarmed Combat
  SOM
   
  * = no defaulting
  CHARACTER
  BACKGROUND
  Faction
  Morph
  Gender Identity
  Actual Age
  Current Moxie Points
  Rez Points
  Motivations
  Melee Weapon
  WEAPON
   
  SKILL
  AP
  DV
  NOTES
  Ranged Weapon
  WEAPON
  SKILL
  AP
  DV
  MODES
  AMMO
  RANGE
  NOTES
  Armor  
  ENERGY
  KINETIC
  MOX
  TT
  LUC
  IR
  WT
  DUR
  DR
  INIT
  SPD
  DB
  LUC ÷ 5
  SOM ÷ 10
  FROM MORPH
  INT + REF / 5
  Biomorphs: DUR × 1.5
  Synthmorphs: DUR × 2
  STATS
  LUC × 2
  WIL × 2
  DUR ÷ 5
  KNOWLEDGE SKILLS
  LINKED 
  APTITUDE
  BASE
  MORPH 
  BONUS TOTAL
  SPECIALIZATION / 
  OTHER BONUS
  Academics: 
  COG
  Academics:
  COG
  Academics:
  COG
  Academics:
  COG
  Art:
  INT
  Art:
  INT
  Art:
  INT
  Art:
  INT
  Interest:
  COG
  Interest:
  COG
  Interest:
  COG
  Interest:
  COG
  Language:
  INT
  Language:
  INT
  Language:
  INT
  Language:
  INT
  Profession:
  COG
  Profession:
  COG
  Profession:
  COG
  Profession:
  COG
  
  Skills & Notes
  PLAYER
  CHARACTER
  Positive & Negative Traits
  ID Notes
  Psi Sleights
  Backup Notes
  Gear
  CHARACTER SHEET
  Morph Type
  Sex/Visible Gender
  Visible Age
  Description
  @-Rep
  C-Rep
  E-Rep
  F-Rep
  G-Rep
  I-Rep
  R-Rep
  Positive & Negative Traits / Advantages & Disadvantages
  Implants / Enhancements / Customizations
  DURABILITY
  WOUND THRESHOLD
  APTITUDE MAX
  SPEED MOD
  MOVEMENT RATE / MOBILITY SYSTEM
  ECLIPSE
  PHASE
  CHARACTER
  MORPH SHEET
  ECLIPSE
  PHASE
  APTITUDE BONUSES
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Morph Bonus
  MUSE STATS
  COG
  COO
  INT
  REF
  SAV
  SOM
  WIL
  Aptitudes
  TT
  LUC
  IR
  LUC ÷ 5
  LUC × 2
  WIL × 2
  
SOURCE: textdata/thevault/Eclipse Phase/1st edition/Eclipse Phase 1e - The Roleplaying Game Of Transhuman Conspiracy And Horror [4th Printing].pdf