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Eclipse Phase, Second Edition

Open Playtest
Actions and Combat
June 8, 2017

Open Playtest on DriveThruRPG

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© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
Roleplaying games are about creating drama and adventure, and dice rolls. If the attacker’s dice roll is higher, the attack hits despite
that usually means action and combat. Action and combat scenes a spirited defense; otherwise, the attack fails to connect (Opposed
are the moments when the adrenaline really gets pumping and the Tests, p. XX).
characters’ lives and missions are on the line. Attacker Superior Success: For each superior success the attacker
Combat and action scenarios can be confusing to run, especially scores, increase the DV inflicted by +1d6.
if the GM also needs to keep track of the actions of numerous NPCs. Attacker Critical Success: If the attacker hits with a critical, the
For this reason, it’s important for the GM to detail the action in a defender’s Armor Value is halved or damage is doubled.
way that everyone can visualize, whether that means using a map Defender Superior/Critical Fail: Ignored. Getting hit is bad
and miniatures, software, a dry-erase board, or quick sketches on a enough.
piece of paper. Though many of the rules for handling action and
combat are abstract—allowing room for interpretation and fudging STEP 6: ROLL DAMAGE
results to fit the story—many tactical factors are also incorporated, Every attack has a Damage Value (DV). If the attack hits, roll
so even small details can make a large difference. It also helps to the dice and total the results. Superior results may increase your
have the capabilities of NPCs predetermined and to run them as a damage dice.
group when possible, to reduce the GM’s burden in the middle of Some attacks may have additional effects, as noted in the descrip-
a hectic situation. tion and weapon/ammo traits. These may call for the defender to
make additional tests.
Some attacks may inflict mental stress rather than physical

RESOLVING COMBAT
damage (Mental Health, p. XX). In this case, the Stress Value (SV)
is handled the same as DV.
Not every problem can be solved with words or wits. Whether you
employ fists, knives, guns, or more creative options, all violence in STEP 7: APPLY ARMOR
Eclipse Phase is handled as an opposed test between the attacker If the defender is wearing armor, it will protect them. Determine
and defender. Use the following steps to resolve combat situations. which part of the defender’s Armor Value (AV) applies—energy
armor or kinetic armor (Armor, p. XX). Reduce the damage total
STEP 1: DECLARE ATTACK by the appropriate value. If the damage is reduced to 0 or less, the
The attacker initiates by taking a complex action to attack on their armor is effective and the attack fails to injure the target.
turn in the Initiative order. The nature of the attack must be declared. Note that both critical hits and armor-piercing attacks will
The skill used depends on the method used to attack. Melee (close reduce the AV by half. A critical armor-piercing attack will reduce
combat) and Guns (ranged weapons) are most commonly used, but the AV to 0.
some attacks may call for Athletics (thrown grenades), Hardware:
Explosives (placed charges), Interface (electronic weapon systems), STEP 8: APPLY DAMAGE
or an Exotic skill appropriate to the weapon. Inflicted damage that exceeds armor is applied to the defender.
Keep track of this total on the character sheet. If the accumulated
STEP 2: DECLARE DEFENSE damage equals or exceeds the defender’s Durability, they are inca-
Defense is an automatic action. Unless they are surprised (p. XX) pacitated and may die (Durability and Health, p. XX). If it equals
or incapacitated (p. XX), the defender always has the option to or exceeds their Death Rating, they are killed/destroyed.
respond.
Melee Defense: Against a melee attack, the defender may choose STEP 9: DETERMINE WOUNDS
to block and parry using their own Melee skill or dodge using Fray. If the inflicted damage, less armor, from a single attack equals or
Ranged Defense: Ranged attacks are much harder to dodge; exceeds the defender’s Wound Threshold, they suffer a wound (p.
defenders use their Fray skill ÷ 2. XX). Multiple wounds may be applied with a single attack if the
Psi Defense: Psi sleights are resisted with WIL Check. modified DV is two or more factors beyond the Wound Threshold.
Full Defense: Characters that have declared they are engaging Wounds represent more serious injuries and apply modifiers and
in full defense (p. XX) may defend as above, with a +30 modifier. other effects to the character.

STEP 3: APPLY MODIFIERS


Apply any appropriate situational, wound/trauma, or other modi-
fiers to the attacker’s and defender’s skills, as appropriate.

STEP 4: MAKE OPPOSED TEST


Both the attacker and defender roll d100 against their modified skill
target numbers.

STEP 5: DETERMINE RESULT


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

Page 2 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
COMBAT MODIFIERS
Numerous factors can impact an attack’s outcome. COMBAT SUMMARY
These modifiers apply to all types of attacks.
Combat is an opposed test.
Situation Modifiers
Superior position +20 • Attacker rolls attack skill +/– modifiers.
Wounded/traumatized –10 per wound/trauma • Melee: Defender rolls Fray or Melee skill +/– modifiers.
Called shot –10 • Ranged: Defender rolls (Fray skill ÷ 2) +/– modifiers.
• If attacker succeeds and rolls higher than the defender,
Using off-hand –20
the attack hits. Roll damage.
Wielding two-handed weapon with one hand –20
• Superior hits inflict +1d6 DV
Very small target (mouse or insect) –30 • Critical hits reduce armor by half or double the DV.
Small target (child-sized) –10 • The weapon’s damage is reduced by the target’s
Large target (car sized) +10 energy or kinetic armor, as appropriate.
• If the damage equals or exceeds the target’s Wound
Very large target (side of a barn) +30
Threshold, a wound is scored. If the damage equals
Visibility impaired
–10 or exceeds the target’s Wound Threshold by multiple
(minor: glare, light smoke, dim light)
factors, multiple wounds are inflicted.
Visibility impaired • If total damage reaches Durability, the target is inca-
–20
(major: heavy smoke, dark) pacitated. If it reaches Death Rating, they are killed/
Blind Attacks –30/50% miss chance destroyed.

MELEE COMBAT MELEE WEAPONS


In an era of lethal and incapacitating ranged weaponry, someone Except as noted, all melee weapons are wielded with Melee skill.
equipped for close combat is often at a disadvantage. However, even Club: Clubs encompasses a wide range of one-handed blunt
hardened fighters are wary of getting within reach of certain synth- objects, from saps to sticks to pipes.
morphs or heavily augmented biomorphs. Densiplast Gloves: These gloves extra-harden when activated,
for extra punch. A set of gloves on each hand counts as a single
MELEE WARE weapon.
Implanted weaponry can be combined with eelware to deliver elec- Diamond Axe: Common in many habitats for fire and
tric shocks and can deliver poison or nanotoxins secreted from a emergency purposes, axes require two hands to wield. Their blades
poison gland (p. XX) or implanted nanotoxins (p. XX). are diamond-coated for superior cutting ability.
Claws (Bioware/Cyberware/Hardware): The morph has Extendable Baton: This hardened composite baton retracts into
retractable claws like those of a cat. These claws do not interfere its handle for easy carrying, storage, or concealment. Extending it
with manual dexterity and are razor sharp. They are legal in most simply requires a flick or an electronic signal.
habitats and considered tools as much as weapons. A set of claws in Flex Cutter: The blade of this machete-like weapon is made
each hand counts as a single weapon. of a memory polymer. When deactivated, the blade is limp and
Eelware (Bioware/Hardware): A combination of electric eel flexible and may be rolled up or otherwise easily concealed.
genetics and bioconductors in the hands/feet/limbs (bioware) When activated, the blade stiffens and sharpens into a vicious
or electrified panel placement (hardware) allow you to stun with slashing weapon.
a shocking touch. Eelware can be used to recharge standard Knife: A standard, commonly carried cutting implement.
batteries or power specially modified devices by touch (treat as a Monofilament Sword: Though archaic, swords are sometimes
standard battery). worn as a fashion statement or display of badassitude. Self-
Piston Spike (Cyberware/Hardware): This pneumatic-driven sharpening near-monomolecular edges can slice through metal
spike is triggered with an impact (usually a punch) and designed or limbs.
to pierce modern armor and synthetic frames. Most are designed Monowire Garrote: This assassin’s weapon features a dangerous
for repeated use, though an alternative single-use model delivers a near-monomolecular wire wrapped around a contained spool with
minigrenade. two handles. One handle grips the spool, while the other extends
Spur (Cyberware/Hardware): A smart-material blade is bonded the wire so that it may be used to wrap around targets (typically
to the bones on the back of the morph’s hand, foot, or other strategic necks or limbs) and slice through them when pulled. Monofilament
place. This blade extends up to 6 inches through concealed ports. tensile strength is weak, however; it breaks on a superior fail. This
Weapon Attachments (Hardware): Almost any melee weapon weapon is wielded with Exotic Skill: Monowire Garrote.
can be temporarily or permanently bonded to a shell’s frame with Piston Spear: A spear version of the piston spike ware.
an appropriate Hardware Test. Such visible attachments may raise Shock Baton: Used by police, these batons deliver an electric
questions or alarms. More concealed options require a weapon shock when activated.
mount (p. XX). Shock Glove: When activated, this glove delivers an
incapacitating shock along with every punch, grab, or touch.

Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017 Page 3
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
MELEE ATTACKS
Melee Weapon Damage Value [Average] Complexity Notes
Claws 2d6 [7] Minor Concealable
Club 1d10 [5] Minor Reach
Densiplast Gloves 1d6 + 2 [5] Minor Concealable
Diamond Axe 2d10 + 3 [14] Minor Armor-Piercing, Reach, Two-Handed
Eelware 1d6 [—] Minor Shock
Extendable Baton 1d10 [5] Minor Concealable
Flex Cutter 1d10 + 3 [8] Minor Concealable
Knife 1d10 + 2 [7] Minor
Monofilament Sword 2d10 + 2 [13] Minor (R) Reach
Monowire Garrote 3d10 [16] Moderate (R) Armor-Piercing, Snaps on superior fail
Piston Spear 2d10 + 2* [13] Minor* Armor-Piercing, Reach
Piston Spike 2d10* [11] Minor* Armor-Piercing
Shock Baton 1d10 [7] Minor Reach, Shock
Shock Glove 1d6 [3] Minor Shock
Spur 2d6 + 3 [10] Minor (R) Concealable
Unarmed (Biomorph) 1d6 [3]
Unarmed (Shell) 2d6 [7]
Vibroblade 1d10 + 1d6 [9] Minor Armor-Piercing/+2d10 DV when sawing
Wasp Knife 1d10 + 2 [7] Minor (R) +2d10 DV in vac/deep sea w/superior success
* Single-use versions also act as a minigrenade; use the minigrenade’s Complexity.

IMPROVISED WEAPONS MELEE MODIFIERS


Melee Damage Value These modifiers apply to close combat attacks.
Weapon [Average] Complexity Notes Situation Modifiers
Bottle 1d6 – 1 [2] Minor Aggressive +10 or +1d10 DV, –10 Fray
Bottle (Broken) 1d6 + 2 [5] Minor Charging –10, +1d6 DV
Chain 1d10 [5] Minor Reach Extra Weapon
+10
Helmet 1d6 + 2 [5] Minor (Defense Only)
Rock 1d6 + 2 [5] Minor Concealable Grappling
Shiv 1d10 – 1 [4] Minor Concealable   Smaller-Size Opponent +20 / size category
Wrench 1d10 [5] Minor   Larger Size Opponent –20 / size category
  2+ Limbs Advantage +20
  2+ Limbs Disadvantage –20
Multiple Targets –20 / extra target
Reach +10
Receiving a Charge +20
Touch-Only +20

Page 4 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
Vibroblade: These buzzing electronic blades vibrate at a high
frequency for extra cutting ability. This has little extra effect when • Choke: Biomorph victims must make a SOM Check or fall uncon-
stabbing or slashing, but can pierce armor when carefully sawing scious as their blood or air flow is restricted.
through something. • Damage: The grappled victim suffers unarmed damage, no defense.
Wasp Knife: Wasp knives are equipped with a single-use • Knockdown: Grappled victim must make a Melee or SOM Check at
compressed-air canister in their handle. When stabbing a target –30 or be knocked prone. They remain grappled and may not stand
in vacuum or a pressurized environment (like underwater) and up/re-orient until they are released or break free.
properly triggered (requiring a superior success), the gas bursts out • Move: The grappler may move themselves and the subdued oppo-
of the victim’s body cavity, inflicting +2d10 DV. Wasp knives may nent at half their Movement Rate.
also be loaded with chemicals, drugs, or nanobots. The target must
be damaged for the canister’s contents to affect them. MULTIPLE TARGETS
When engaging in a melee attack, you may choose to attack two
MELEE RULES or more opponents with the same complex action. Each opponent
These rules apply specifically to close combat. must be within one meter of another attacked opponent. These
attacks must be declared before the dice are rolled for the first
AGGRESSIVE ATTACKS attack. Each attack suffers a cumulative –20 modifier for each extra
Aggressive attacks go all-out, regardless of consequences. You target. So if you attack three characters with the same action, you
choose either +10 to hit or +1d10 DV when aggressive, but you also take –40 on each attack. Roll each attack and damage separately.
suffer –10 to Fray Tests until your next action.
REACH
CHARGING Some weapons extend your reach, giving you a significant advan-
A character who takes a full move and melee attacks in the same tage over an opponent in melee. This applies to any weapon over
action turn is charging. The attacker takes a –10 modifier for charging half a meter long: axes, clubs, swords, shock batons, etc. Whenever
instead of the standard –20 for full movement and inflicts +1d6 DV. you have a reach advantage over an opponent, you receive a +10
modifier for both attacking and defending. Some extra-long limbs
GRAPPLING or weapons may provide a +20 bonus, as noted. For each size cate-
To grapple an opponent, you must declare your intent to subdue gory (Size, p. XX) by which you exceed your opponent, apply a +10
before making the die roll. You may grapple with a weapon in hand, Reach modifier.
but you do not receive the Reach modifier. If your opponent is a
bigger/smaller size category and/or has 2 more/less limbs than TOUCH-ONLY ATTACKS
you, apply a +/–20 modifier as appropriate. If you succeed in your Some attacks simply require you to touch your target, rather than
attack with a superior success, you subdue your opponent (for the injure them, and are correspondingly easier. This might apply when
moment, at least). Grappling attacks do not cause damage unless trying to slap them with a dermal drug patch, poking them with a
you roll a critical success (though even in this case you can choose stun baton, or making skin-to-skin contact for the use of a psi sleight.
not to). In situations like this, apply a +20 modifier to your melee attack.
A subdued opponent is temporarily restrained and immobilized.
They may communicate, use mental/psi skills, and take mesh IMPROVISED WEAPONS
actions, but they may not take any physical actions other than Sometimes you’re caught off-guard and must use whatever is at
trying to break free. (At the GM’s discretion, they may make small, hand—or maybe you just think you look cool wailing on someone
restrained physical actions, such as reaching for a knife in their with a meter of chain. The Improvised Weapons table offers statis-
pocket or grabbing an item dropped a few centimeters away on the tics for a few likely ad-hoc items. GMs can use these as guidelines
floor, but these actions should suffer at least a –30 modifier and may for handling items that aren’t listed. These weapons are wielded with
be noticed by their grappler). Melee skill, though the GM may rule in some cases than an Exotic
To break free, a grappled character must take a complex action skill is necessary.
and succeed in a Melee or SOM Check at –30.
When grappling, both characters may not oppose any other attacks
made against them.
With subsequent actions, a grappling character may maintain the
grapple with a complex action. As part of that action, they may also
choose to do one of the following:

Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017 Page 5
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
FIRING MODES
RANGED COMBAT Mode Effect
Ranged combat attacks fall into five categories: beam weapons,
Single Shot Standard DV
kinetic weapons, seeker weapons, spray weapons, and weapon
Semi Auto Standard DV
systems. Each is described below.
Most ranged weapons are constructed from lightweight but hardy
ceramic hybrids and refractory metals. They are designed for ambi-
dextrous use and equipped with safety systems (p. XX), smartlink Burst Fire
systems (p. XX), and helper ALIs that automatically mesh with
  Single Target +10 to hit or +1d10 DV
the wielder for firing assistance, target recognition, and tactical
  Two Adjacent Targets Standard DV to both
networking.
Full Auto
RANGED COMBAT RULES   Single Target +30 to hit or +2d10 DV
The following rules apply to all types of ranged attacks.   Three Adjacent Targets Standard DV to all three
Standard DV to anyone moving out
AIMING   Suppressive Fire
of cover within cone
If firing in single shot or semi-auto mode (Firing Modes, p. XX),
you may expend your quick action to aim. Apply a +10 modifier to
your attack. FIRING MODES
You can also expend an entire complex action to fix your aim on Ranged weapons have one or more firing modes that determines
a target. As long as the target remains in your sights on your next their rate of fire:
action, you receive +30 to hit. Single Shot (SS): Single-shot weapons only fire one shot per
action turn (no matter how many actions you take). These are typi-
AMMUNITION AND RELOADING cally larger or more complex devices.
Every weapon lists a Reload stat that indicates how many actions Semi-Automatic (SA): Semi-automatic weapons are capable of
you can take to shoot the weapon in single-shot or semi-auto mode quick, repeated fire.
before the ammo runs out and a new supply must be loaded. Keep Burst Fire (BF): Burst-fire weapons release a burst of shots with
track of the actions you take to shoot. Reloading requires a complex a single trigger pull. You may shoot a burst against a single target
action, whether you are slapping in a new magazine of bullets or a (concentrated fire) or against two targets who are standing within
fresh battery for a laser. one meter of each other. In the case of concentrated fire, you can
If firing in burst-fire mode, reduce the Reload value by half. If choose either a +10 modifier to hit or increase the DV by +1d10.
firing in full-auto, reduce it to one quarter. If you switch between In the case of two adjacent targets, make a single attack test against
firing modes, use the lower Reload value until you reload. You may both.
not fire in full-auto mode if you have already fired in a number Full Automatic (FA): Full-auto weapons release a hail of shots
of actions that exceed a quarter of the Reload value. For ease of with a single trigger pull. You may attack a single target with
reference, the weapon tables list out the Reload stat by firing mode. concentrated fire or up to three separate targets within one meter
Reloading aside, you are assumed to carry enough standard of each other. In the case of concentrated fire, choose either a +30
ammo or batteries that you will not run out. Smart and specialty modifier to hit or increase the DV by +2d10. In the case of two
ammo, seeker missiles, and larger ammo, however, should be adjacent targets, make a single attack test against all three.
tracked. Likewise, in remote locations or situations where you are
isolated from resources, the GM may have you track the ammo you RANGE
use. In these cases, you use 1 ammo per attack in single-shot, 2 in Every ranged weapon has a Range rating, indicating the distance to
semi-auto, 3 in burst-fire, and 10 in full-auto mode. which it is optimally effective. Attacks are broken down into four
categories, each with their own modifier:
INDIRECT FIRE
With the help of a spotter, you may target an enemy that you can’t • Point-Blank: 2 meters or less. +10 to hit. Cone weapons inflict
see using indirect fire. You must be meshed with a character, bot, +1d10 DV.
tactical network, or sensor system that has the target in its sights • Close: 10 meters or less. No modifier to hit. Cone weapons inflict
and which feeds you targeting data. Indirect attacks suffer a –30 +1d10 DV.
modifier. • Range: Up to the weapon’s Range rating in meters. –10 to hit.
Seeker missiles (p. XX) can home in on a target that is “painted” • Beyond Range: An additional –10 modifier per Range multiple. For
with reflected energy from a laser sight (p. XX) or similar target example, a target at 200 meters with a Range 50 weapon would be
designator system. An “attack” must first be made to paint the target –40 to hit. Additionally, kinetic and cone weapons hit targets beyond
with the laser sight using Guns skill. If successful, the target acquisi- range at –1d10 DV, unless in vacuum.
tion negates the –30 indirect fire modifier for the seeker launcher’s
attack test. The target must be held in the spotter’s sights (requiring Range and Gravity: The ranges listed assume Earth-like gravity
a complex action each turn) until the seeker strikes. conditions (1 g). At different gravity conditions, divide the Range
rating for kinetic, seeker, spray, and thrown weapons by the gravity.

Page 6 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
RANGED MODIFIERS
These modifiers apply to ranged combat attacks.
Situation Modifiers
Aim (Quick Action) +10
Aim (Complex Action) +30
Attacker Behind Cover –10
Attacker In Melee –30
Attacker Not Using Smartlink or Laser Sight –10
Attacker Running –20
Defender Behind Minor Cover –10
Defender Behind Moderate Cover –20
Defender Behind Major Cover –30
–30/50% miss
Defender Hidden
chance
Defender Prone and at Range (10+ m) –10
Firing Mode
  Semi-Auto
  Burst Fire (Concentrated) +10 or +1d10 DV
  Full Auto (Concentrated) +30 or +2d10 DV
Indirect Fire –30
Range
  Point-Blank (2 m) +10
  Close (10 m) +0
 Range –10
–10 per Range
  Beyond Range
increment
–1d10 DV for kinet-

ic weapons

For example, a weapon with Range 100 at 1 g would have a Range of


200 meters in 0.5 g and a Range of 50 meters at 2 g. In microgravity/
zero g, the maximum range is effectively line of sight. Beam
weapons are not affected by gravity.
Beam Weapons and Vacuum: Beam weapons fare much better
in non-atmospheric conditions. Maximum beam weapon range in
vacuum is effectively line of sight.

SUPPRESSIVE FIRE
To provide cover for an ally, you may choose to lay down suppres-
sive 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 and full-auto mode. 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. Make one
attack roll with no modifiers except for range and wounds. Apply it
to anyone moving out of cover inside the suppressed area; they may
defend against as normal. If struck, they resist damage as if from a
single shot.

Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017 Page 7
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!
BEAM WEAPONS
Plasma Rifle: This bulky, heavy, two-handed weapon blasts a
stream of nova-hot plasma at the target, inflicting severe burns and
Most coherent-energy weapons are deployed for less-lethal thermal damage, possibly melting or evaporating the target entirely.
purposes, designed to impair rather than kill. They are wielded with Plasma rifles are perhaps the deadliest man-portable weapons in use.
Guns skill and resisted with Energy armor. A superior success sets the target on fire; they will continue to take
All beam weapons are equipped with both a standard and nuclear DV 2d10 per action turn (armor does not apply) until extinguished.
battery (p. XX). The standard battery powers the weapon’s shots Plasma guns suffer from dangerous overheating in vacuum and
until depleted (per its Reload stat). The nuclear battery will recharge require 1 full action turn of cool-down time after every 2 shots.
a standard battery completely in 4 hours. Standard batteries may be Stunner: The stunner is an electrolaser that creates an electrically
swapped out with a reload complex action. conductive plasma channel that transmits a powerful electric
current, shocking the target. Stunners do not work in vacuum.
BEAM WEAPON WARE
Hand Laser (Cyberware/Hardware): The morph has a weap- BEAM WEAPON RULES
on-grade laser implanted in its forearm, with a flexible waveguide The following rules apply only to beam weapons.
leading to a lens located between the first two knuckles on the
morph’s dominant hand. The laser’s batteries are implanted and not LASER BLINDNESS
easily swapped out in biomorphs. Though laser pulser beams do not appear in the visible spectrum,
Weapon Attachments (Hardware): Beam weapons can be they may be blinding to those with enhanced vision and may reflect
temporarily or permanently bonded to a shell’s frame with an off surfaces in ways that blind those with regular sight. For this
appropriate Hardware Test. Such visible attachments may raise reason, most laser wielders (and their companions) are careful to
questions or alarms. More concealed options require a weapon equip anti-glare mods (p. XX). This effect can be ignored in most
mount (p. XX). cases, but GMs may want to allow it for called shots to blind (p.
XX) or as a result of superior success/fail results. Potentially blinded
BEAM WEAPONS targets must make a REF Check. Success means they are blinded for
Battle Laser: This heavy laser pulser is typically mounted and used 3 action turns, failure results in permanent blindness until repaired
for battlefield support, firing more powerful beams than the stan- or they spend time in a healing vat. Blinded characters may still “see”
dard laser pulser. through tactical nets and similar mesh links.
Laser Pulser: The pulser emits focused beams of light that burn
into the target and cause its outer surface to vaporize and expand, SWEEPING FIRE
creating an explosive effect. The beam is pulsed in order to bite into When you miss with a beam attack, you may use that missed beam
the target before it is diffused. When fired in stun mode, it shoots a to “home in” on the target. If you make another attack against the
pulse at the target to create a ball of plasma, quickly fired by a second same target with your next action, count the missed attack as an
pulse that strikes the plasma and creates a flash-bang shockwave to aim action (+10 to hit). Since most beam weapons are invisible
stun and disorient the target and anyone next to them. Pulsers are to standard sight, you must have vision enhancements enabling
vulnerable to atmospheric effects like dust, mist, smoke, or rain, you to see the beam or be meshed with the weapon’s AR targeting
however—the GM should reduce their effective Range as appropriate. entoptics.
Laser pulses are invisible in the normal visual spectrum, but visible
with enhanced vision and in the shooter’s entoptics.

SPRAY WEAPONS
Microwave Agonizer: Originally developed for crowd control,
the agonizer is also useful for repelling animals. The agonizer fires
millimeter-wave beams that create an unpleasant burning sensation Spray weapons blast their ammunition in a widening cone, allowing
in skin (even through armor). Agonizers have two settings. The the firer to strike several targets at once (Area Effect, p. XX). They
first is an active denial setting that causes extreme burning pain in are fired using Guns skill.
biomorph targets, inflicting –20 to the target’s actions and forcing Ammunition: With the exception of buzzers (which use
them to move away from the beam. The second “roast” setting nanoswarms) and sprayers (which use chemicals/drugs, 1 dose per
has the same effect as the first, but also actually burns the target shot), spray weapons follow the ammunition and reloading rules
(synthmorphs are unaffected). (p. XX).
Particle Beam Bolter: This weapon shoots a bolt of accelerated Buzzer: Buzzers are used to deploy nanoswarms, either at a target
particles at near light speed that transfer massive amounts of or over an area. They carry a limited number of swarms, but contain
kinetic energy to the target, superheating and creating an explosion a specialized hive that can construct one new swarm each hour.
when striking. The bolter’s beam is not diffused by the cloud that Freezer: Freezers spew out a fast-hardening foam that immediately
occurs when it strikes, and so it has greater penetration than the hardens. They are primarily used as a non-lethal method of
laser pulser. Likewise, the bolter is not affected by smoke, fog, or immobilizing or securing a target. Struck characters must immediately
rain. Bolters must be set for either atmospheric or exoatmospheric make a REF Check or become trapped; treat as the paralyzed
(vacuum) operation and will not function in the opposite condition (p. XX). Apply a –30 modifier to this test if the attacker
environment, though it only takes a complex action to switch. The scored a superior success. The foam allows characters to breath even
beam appears like an arc of lightning in atmosphere, but is invisible if their mouth and nose are covered, but it may impede sight. Freezer
in vacuum (though visible in the shooter’s entoptics). foam can be spiked with contact toxins or drugs to additionally sedate

Page 8 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
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BEAM WEAPONS
Damage Value Reload
Firearms [Average] (SA/BF/FA) Range Complexity Notes
Battle Laser 3d10 +4 [21] 50/25/— 150 Maj (R) Fixed
Hand Laser 1d10 + 1d6 [9] 6/—/— 75 Mod (R)
Laser Pulser (Lethal) 2d10 + 2 [13] 16/8/4 100 Mod (R) Knockdown, Two-Handed
Area Effect (uniform, 1 m), Shock, Two-Hand-
Laser Pulser (Stun) 1d6 [3] 16 (SS)
ed
MW Agonizer (Pain) — 20/—/— 15 Mod Pain
MW Agonizer (Roast) 2d10 [11] 20 (SS) Armor-Piercing, Pain
Particle Beam Bolter 2d10 + 6 [17] 20/—/— 50 Maj (R) Knockdown, Two-Handed
Area Effect (uniform, 1 meter), Armor-Piercing,
Plasma Rifle 4d10 + 10 [32] 6/—/— 25 Maj (R)
Two-Handed
Stunner 1d6 [3] 12/—/— 50 Mod Shock

SPRAY WEAPONS
Spray Damage Value Reload /(SA/BF/ Armor
Weapons Area Effect [Average] FA) Range Used Complexity Notes
Buzzer Cone as swarm 3 (SS) 15 as swarm Mod Two-Handed
Freezer Cone — 20 (SS) 15 — Min Paralyzing, Two-Handed
Shard Pistol Cone 2d6 + 6 [13] 50/25/12 15 K Min Concealable
Shredder Cone 2d10 + 6 [17] 50/25/12 25 K Mod
Sprayer Cone as payload 20 (SS) 15 as payload Min Two-Handed
Torch Cone 3d10 [16] 20 (SS) 15 E Mod Two-Handed
Knockdown, Stun,
Vortex Ring Gun Cone 1d6 [3] 20/—/— 15 E Min
Two-Handed

THROWN WEAPONS
the target. It can also be used to construct temporary barricades or
cover. Hardened foam has an Armor of 5/10 and Durability of 20. It
slowly breaks down and degrades over a 12 hour period. Aside from grenades (Ranged: Seeker Weapons, p. XX), few
Shard Pistol: This weapon fires a stream of of diamondoid shards throwing weapons are commonly used in Eclipse Phase. Use
at high velocities with each shot. A blast of these micro-flechettes is Athletics skill when throwing items to strike with an impact, such as
very traumatic to flesh, but their armor-piercing capabilities are offset a baseball or dart, or to to center an area effect, like a grenade. Use
by their low mass. Shard pistols are ideal for close-quarters habitats, an appropriate Exotic skill for weapons that require more finesse or
as the shards tend to shatter rather than ricochet. Shard ammunition special techniques, such as throwing knives, axes, or shuriken.
is sometimes coated with drugs or toxins for extra efficiency. All thrown weapons have a Range of SOM in meters.
Shredder: A heavier version of the shard pistol, the shredder fires
a larger cloud of lethal flechettes, enough to shred a portion of the

WEAPON SYSTEMS
target into a fine mist.
Sprayer: This is a general-purpose two-handed squirtgun, loaded
with tanks filled with the chemical or drug of the wielder’s choice. Spaceship weapons, habitat defense systems, emplaced turrets: all
Torch: This modern flamethrower uses condensed ammunition such weapon systems are fired using Interface skill. These types
capsules rather than fuel tanks, scorching targets and setting them of weapons are invariably controlled through meshed computer
on fire. A superior success sets the target on fire; they will continue interfaces. The attacker relies on the weapon’s sensor feeds, tactical
to take DV 2d10 per action turn (armor does not apply) until display, and skill rather than any physical action. For this reason,
extinguished. These chemical fires are particularly difficult to put Insight pool applies to tests when using weapon systems, not Vigor.
out unless they are deprived of oxygen. Many weapon systems use portable weapons that are emplaced
Vortex Ring Gun: This less-lethal weapon detonates a blank or physically hardwired to a turret or similar hardpoint. Others are
cartridge and accelerates the explosive pressure down a widening significantly larger weapon systems, designed for taking out ships
barrel so that it develops into a high-speed vortex ring. This and military vehicles. The rules and stats for these systems are
spinning, donut-shaped, concussive blast knocks down and stuns beyond the scope of this book, but as a general guideline they will
close-range targets. Drugs, chemicals, and similar agents may be have ranges and Damage Value double that of portable weapons.
loaded into the charge as well.

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KINETIC WEAPONS
through machine guns). They are equipped with standard and
nuclear batteries just like beam weapons, holding enough power for
Kinetic weapons fire hard-impact projectiles at high-velocities 200 shots.
to damage the target. There are two categories of slug-throwers,
based on their firing mechanisms: chemical firearms and railguns. KINETIC AMMUNITION
Railguns have higher penetration and inflict more damage, offset Ammunition is defined by its various types (regular, armor-piercing,
by battery needs and more limited ammunition choices. Most fire- capsule, etc.) and by the class of gun (light pistol, heavy pistol, SMG,
arms are equipped with programmable smart bullets by default and etc.). For simplicity, each gun can trade ammunition with another
have a range of other ammunition choices. Due to their lethality gun of its class, though ammunition for firearms and railguns is not
and versatility, they remain in widespread use. Both firearms and exchangeable. For example, all railgun SMGs can share ammo. Due
railguns work in vacuum. They are wielded with Guns skill and to the high speeds at which railguns fire, they can only use railgun
resisted with Kinetic armor. ammo; firearms have more options.
The ammunition’s Damage Value modifiers are added to the
FIREARMS weapon’s base DV.
Modern chemical firearms use caseless smart ammunition that is
auto-loaded from a magazine. They are effectively recoilless (thanks SMART AMMO
to rheological smart fluid mechanisms) and electronically fired (an Firearm smart ammo is made from programmable matter. In addi-
electric charge vaporizes the propellant, using the expanding steam tion to its standard form, it can transform into accushot, hollow-
and plasma to eject and accelerate the projectile). point, or plastic rounds. The firer may change all or some of the
Pistol: Holdout pistols sacrifice penetrating ability for conceal- bullets in the magazine (in any order) with a complex action. All
ability. Heavy pistols focus on stopping power, with medium pistols of the bullets fired together with a single complex action must be
occupying a middle ground. Machine pistols use smaller caliber of the same programmed type. Smart ammo does not need to be
rounds but provide larger magazines for automatic firing. tracked, unless the GM says otherwise.
Submachine Gun: SMGs are designed in bullpup configurations Accushot: Accushot bullets change shape during flight to keep
for close-quarters operations and are ideal for tactical and strike dead on course, countering the effects of wind, drag, and gravity
teams. over distance. Attacks made with accushot bullets ignore all range
Assault Rifle: Automatic rifles use rifle ammunition and have modifiers.
greater range and penetration than SMGs. Hollow-Point: Hollow-point bullets deform, widen, and
Battle Rifle: Battle rifles use higher caliber rounds, providing fragment once they penetrate a target, inflicting more damage to
better range and stopping power than assault rifles. soft targets like biomorphs. They do not provide extra damage to
Machine Gun: Machine guns are heavy weapons, typically synthmorphs or objects.
mounted, and intended to provide continuous fire for support or Plastic: Plastic ammo is designed to hurt but not wound targets
suppressive purposes. and is commonly used for crowd control purposes.
Sniper Rifle: Sniper rifles are optimized for range, accuracy,
penetration, and stopping power. SPECIALTY FIREARM AMMO
Polygun Pistol: Polyguns are modular, shape-changing weapons This ammunition may only be used with firearms, not railguns. It is
that can be switch between holdout, medium pistol, heavy pistol, acquired in lots of 100 rounds and must be tracked separately.
and machine pistol forms. Each form requires separate ammunition. Armor-Piercing: This tungsten-carbide ammunition penetrates
Switching forms takes 3 action turns. armor effectively.
Polygun Rifle: This carbine functions like the polygun pistol, Biter: Biters fragment in opposite proportion to the hardness
except that it can switch between SMG, assault rifle, and sniper rifle of the target they strike. For hard targets (synthmorphs), they
as needed. fragment very little, blasting a big hole. For soft targets (biomorphs),
they fragment and tumble in multiple directions within the body.
RAILGUNS Bug: Bug rounds are equipped with a microbug and medical
Railguns slide and accelerate a non-explosive conductive tungsten sensor nanobots. They attempt to gather information on the
slug along electromagnetic rails at extremely high velocities (Mach target’s location (via standard mesh tracking), health (querying
6+) to create an overwhelming, penetrating attack. The kinetic the target’s medichines), and surroundings (typically hindered by
energy of the projectile exceeds that of an explosive-filled shell being inside the target’s body). They will transmit status reports in
of greater mass and creates shock and heat waves upon impact a pre-programmed manner via the mesh or a pre-chosen frequency
that shatter and incinerate the target, or portions of it. While band either continuously or in pre-set intervals.
railguns are more potent than firearms, they may not use specialty Capsule: Capsule ammo carries one dose of a drug, toxin, or
ammunition as the projectile must be conductive and able to nanobot payload (acquired separately) that is released inside the
survive both acceleration and heat created in the process due to target after the round penetrates.
friction. Nanofabrication allows railguns to be manufactured on Homing: This bullet identifies a smartlink-tagged target and
the personal weapons scale while high-energy portable batteries uses nanosensors and telemetry from previous bullets to lock on,
provide the power to fire them. Railgun operation makes no flash correcting the bullet’s trajectory with surface alterations and tiny
and is silent except for the supersonic crack of the projectile. vectored nozzles. Apply a +10 modifier to hit for attacks following
Railguns are available in the same models as firearms (pistols an aim action (cumulative with the aim modifier) or previous

Page 10 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
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KINETIC WEAPONS
Damage Value Reload
Firearms [Average] (SA/BF/FA) Range Complexity Notes
Holdout 1d10 + 1d6 [9] 4/2/— 25 Min (R) Concealable
Medium Pistol 2d10 [11] 8/4/2 30 Min (R)
Heavy Pistol 2d10 + 2 [13] 4/2/1 35 Min (R)
Machine Pistol 1d10 + 1d6 [9] 16/8/4 25 Min (R)
Submachine Gun 2d10 [11] 16/8/4 50 Mod (R) Two-Handed
Assault Rifle 2d10 + 2 [13] 24/12/6 100 Mod (R) Two-Handed
Battle Rifle 2d10 + 4 [15] 16/8/4 200 Mod (R) Two-Handed
Light Machine Gun 2d10 + 4 [15] —/24/12 300 Maj (R) Fixed
Medium Machine Gun 2d10 + 6 [17] —/24/12 400 Maj (R) Fixed
Heavy Machine Gun 3d10 + 2 [19] —/24/12 500 Maj (R) Fixed
Sniper Rifle 2d10 + 10 [21] 10/—/— 500 Mod (R) Armor-Piercing, Fixed, No Point-Blank
Polygun Pistol/Rifle As Form As Form As Form Maj (R) As Form
Railguns (as above, plus) x2 x1.5 Armor-Piercing

attacks against the same target. Homing bullets may also be used Reactive Armor-Piercing (RAP): This is a tungsten-carbide
for indirect fire (p. XX), though without the to-hit modifier. armor-piercing round with a reactive casing that superheats and
Jammer: Jammers stick to the target and pulse out jamming explodes upon impact.
electromagnetic signals, jamming the target’s wireless Standard Ammo: This basic metal projectile is designed to put
communications with an Interface of 40 (Radio Jamming, p. XX). holes into morphs and other objects.
They are difficult to remove, requiring a Hardware: Electronics task Splash: Splash rounds carry a payload (acquired separately) like
action (10 action turns) or use of a fixer, disassembler, or saboteur capsule ammo, but are designed to break upon impact rather than
nanoswarm. penetrating, splashing their contents on the target’s exterior. Splash
Proximity: This reactive bullet uses nanosensors to determine if rounds are typically loaded with paint, taggant nanobots, tracker
it is going to miss a smartlink-tagged target and explodes in their dye, and similar substances.
vicinity. If the attack misses without a superior or critical failure, the Zap: Zap rounds are rubber or gel bullets that shock the target
target still suffers DV 1d10. with a piezoelectric charge.

KINETIC AMMUNITION
Damage Value Complexity
Ammo Modifier (per 100) Notes
Accushot — Minor No Range modifiers
Armor-piercing — Minor (R) Armor-piercing
Biter +1d6 Moderate (R)
Bug — Minor
Capsule ÷2 Minor
+1d6
Hollow-point Minor (R)
(biomorphs only)
Homing — Moderate (R) +10 to hit or indirect fire
Jammer No damage Minor
SOM Check or stunned
Plastic ÷2 Minor
for 2 action turns.
Proximity +1d6 Moderate (R) DV 1d10 on miss
RAP +1d6 Moderate (R) Armor-piercing
Railgun — Minor (R)
Smart As type Moderate (R)
Splash No damage Minor
Standard — Minor (R)
Zap ÷2 Minor Shock

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SEEKER WEAPONS
Gas/Smoke: Gas/smoke munitions rapidly spew out a dense
cloud with a 10-meter radius. Smoke impedes sight (–20) with thick

AND GRENADES
fumes of a chosen color and is heated to obfuscate heat signatures
moving through the smoke as cover. Smoke clouds remain for 3
Seeker weapons are a combination of automatic grenade launcher, minutes, though they may drift or dissipate more quickly depending
micromissile, coilgun, and smart munitions technology in personal upon environmental conditions (wind, rain, etc.). Gas munitions
weapon sizes. Seeker rounds are fired at high-velocity via rings of deliver a dose to anyone within the cloud, but they dissipate after
magnetic coils, after which the micromissile or minimissile uses 3 action turns.
scramjet technology to propel itself and maintain high velocities High-Explosive Armor-Piercing (HEAP): A design only
over great distances. Seekers are fired using Guns skill. available for seekers (not grenades), HEAP warheads use high
Disposable Launcher: This launcher is pre-packed with one explosives to blast a path for a penetrating tungsten-alloy round.
standard missile. HEAP rounds have no blast radius, but are very effective at
Seeker Armband: Worn on the arm like a bracer, this weapon penetrating armor.
fires micromissiles via an entoptic interface. Plasmaburst: These munitions release a burst of plasma upon
Seeker Pistol: This pistol-sized seeker fires micromissiles in detonation that causes searing heat and fire damage across the
semi-auto mode. area of effect without the devastating shockwaves of explosions
Seeker Rifle: The seeker rifle comes in a bullpup configuration that might rebound in an enclosed environment and/or breach a
and fires either micromissiles or minimissiles. habitat’s infrastructure.
Underbarrel Seeker: This seeker micromissile launcher is Splash: Splash devices spread a contained substance (a drug,
commonly attached to the underbarrel of SMGs or assault rifles. chemical, nanoswarm, paint, etc.) over a 10-meter blast radius
when they detonate.
SEEKER MISSILES AND Stun: These enhanced versions of flashbangs release a concussive
GRENADES blast and a cloud of rubber “stingballs” designed to stun targets and
knock them off their feet. This blast also releases a blinding flash
Seekers and grenades are both compact, multi-function, explosive and a deafening thunderclap. Treat as a shock effect (p. XX).
devices. Seekers are packaged in standard missile, minimissile, or Stun seekers/grenades can also be set into “overload mode,”
micromissile sizes and fired from seeker weapons using Guns skill. inflicting an all-out sensory assault for a full minute. In addition
Grenades are designed to be thrown using Athletics skill or placed to blinding glare, the device releases nausea-inducing malodorants
as traps using Hardware: Explosives. Grenades come in standard and infrasonic frequencies that trigger unpleasant emotional
form or as minigrenades. responses (anxiety, uneasiness, extreme sorrow, revulsion, and fear).
Minigrenades and micromissiles are the baseline for listed effects. Tactical Multipurpose (TMP): TMP devices can be set
Most are area effect weapons (p. XX). Each can be set for different to detonate in either fragmentation or high-explosive mode.
trigger conditions (p. XX) or to adjust the blast radius (p. XX). Fragmentation explosives spread a cloud of lethal flechettes over the
Seekers/grenades that miss or that hit but are not sticky (p. XX) and area of effect. High-explosive seekers/grenades create a destructive
are not set for impact or airburst detonation will scatter (p. XX). shock and heat wave.
Listed costs are for 10 grenades/missiles. Thermobaric: Thermobaric munitions disperse a cloud of
Each seeker missile can function as either accushot or homing aerosol explosive over an area and then ignite, literally setting the
ammunition (p. XX). air on fire, generating a devastating pressure wave, and sucking the
Dazzler: Dazzlers are spinning laser devices, designed to blind oxygen out of the area.
targets and defeat surveillance. Anyone within line of sight in the
radius of effect (50 meters) who is not equipped with anti-glare SEEKER AND GRENADE RULES
mods must succeed in a REF Check or be blinded (p. XX) for 1 These rules apply to grenades, seeker missiles, and similar weapons.
action turn, +1 per superior failure. A critical failure results in
permanent blindness (until repaired/healed). Any visual light/ ADJUSTING BLAST RADIUS
infrared cameras are overloaded for the dazzler’s duration. Unless When engaged in offensive operations, the blast radius of grenades
set to a timed deactivation, dazzlers continue to blind for 1 hour and seekers can be dialed back, so that attackers are not caught in
or until wirelessly turned off or physically destroyed (DUR 10, AV the area of effect. For uniform area effect weapons, simply declare
5/10). a blast radius less than the one listed. For centered area effects,
EMP: EMP munitions fire off a strong electromagnetic pulse increase the DV reduction per meter, up to a maximum –20/meter.
when they “detonate.” Since most electronics in Eclipse Phase are Such adjustments require a quick action and may be set remotely.
built with optical technology, and power supplies and sensitive
microcircuits are shielded and surge-protected, this has no major JUMPING ON GRENADES
damaging effect. Antennas, however, are vulnerable, especially You can take one for the team and throw yourself on top of a
finer wires like those used with mesh inserts, as are nanobots grenade to protect others. You must be within movement range
and microbots. Every radio within the blast radius (50 meters) is of the grenade’s location, take a complex action, and succeed in a
disabled until repaired with an appropriate Hardware or Medicine: REF Check to fall on the grenade and cover it with your morph.
Biotech Test, a dose of repair spray, or a fixer nanoswarm. Every You suffer an extra DV 1d10 when the grenade detonates, but the
nanoswarm within range suffers DV 2d10 + 5. grenade’s damage is reduced by your Armor Value + 10 when

Page 12 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
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SEEKER WEAPONS
Seeker Weapons Reload (SA/BF/FA) Ammo Type Range Complexity Notes
300 (includes
Disposable Launcher 1 (SS) Standard Mod (R) No Close, Two-Handed
missile)
Seeker Armband 4 (SS) Micro 75 Mod (R) No Point-Blank
Seeker Pistol 8/—/— Micro 75 Mod (R) No Point-Blank
Seeker Rifle 12/—/— Micro 75 Maj (R) No Close, Two-Handed
6/—/— Mini 150
Underbarrel Seeker 6/—/— 6 Micro 75 Mod (R) No Close, Two-Handed

SEEKERS MISSILES AND GRENADES


Baseline stats are for micromissiles and minigrenades.

Seeker/Grenade Damage Value Armor Complexity


Type Area effect Type (Radius) [Average] Used (per ten) Notes
Dazzler Uniform (50 m) (Line of Sight Only) — — Mod (R) Blinding
2d10 + 5 [16]
EMP Uniform (50 m) (nanoswarms — Maj (R) Disables radios
only)
Gas/Smoke Uniform (20 m) — — Min
High-Explosive Centered (–2 DV/m) 3d10 + 10 [27] E Mod (R) Knockdown (10 meter radius)
HEAP — 3d10 + 12 [29] K Mod (R) Armor-Piercing, Knockdown
Plasmaburst Centered (–2 DV/m) 3d10 + 10 [27] E Maj (R) Armor-Piercing
Splash Uniform (10 m) — — Min
Stun Uniform (10 m) 1d6 + 2 [5] K Mod Blinding, Knockdown, Shock
Overload Blinding, Pain
Tactical Multipurpose Mod (R)
Frag Centered (–2 DV/m) 3d10 + 6 [23] K Knockdown (5 meter radius)
High-Explosive Centered (–2 DV/m) 3d10 + 10 [27] E Knockdown (10 meter radius)
Thermobaric Uniform (10 m) 2d10 + 5 [16] E Maj (R) Armor-Piercing, Knockdown

Size
Standard Grenade Uniform (x2) +1d10 [+5]
Minimissile Uniform (x2) +1d10 [+5]
Standard Missile Uniform (x4) x2

applied to others within the blast radius. hit their target do not scatter. They can even be stuck to an oppo-
nent with a successful melee attack to be detonated later.
SCATTER
Weapons such as grenades must go somewhere when they miss, TRIGGER CONDITIONS
and you might still catch your target in the blast radius. To deter- Modern grenades, seekers, and similar explosives do not necessarily
mine where a missed area attack falls, roll two d10s (or three in detonate the instant they are thrown or strike the target. The user
microgravity) and consult the Scatter Diagram (p. XX). The first sets the trigger option when deploying the weapon and can alter it
d10 determines the direction from the target that the missed attack via wireless link. Missed attacks or attacks that do not explode in
lands on the two-dimensional x/y axis. In micrograv situations, the transit or when they strike are subject to scatter (p. XX).
second d10 determines direction on the z axis. The final d10 deter- Airburst: Airburst means that the device explodes in mid-air
mines how far away the attack lands, in meters. For each superior as soon as it travels a distance programmed at launch. Resolve
failure, double the scatter distance. This determines the epicenter such attacks immediately when fired. At the GM’s discretion, such
of the blast; resolve the damage against anyone caught within its attacks ignore cover modifiers. Note that airburst munitions are
radius of effect as normal (Blast Effect, p. XX). programmed with a safety feature that will prevent detonation
if they fail to travel a minimum precautionary distance from the
STICKY COATING launcher, though this can be hacked or overridden with Hardware:
Grenades and some seekers have a special adhesive coating that Explosives.
sticks to almost any surface when activated. Sticky munitions that Impact: The grenade or missile goes off as soon as it hits

Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017 Page 13
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something, whether that be the target, ground, or an intervening
object. Resolve the effects immediately.
Proximity: The explosive uses simple electromagnetic sensors
(Perceive 30) to detect movement and targets (biological, synthetic,
or both) within a pre-set radius range out to 3 meters and
immediately detonate. There is a 3-turn delay between initiating a
proximity trigger and its activation.
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 explosive 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 making the device a
bomb, but also increasing the likelihood it will be discovered and
neutralized. Timed explosives go off at the end of the turn. The
minimum detonation period is 1 action turn, meaning the device
will detonate at the end of the next turn.

THROWING BACK A GRENADE


You may reach a grenade before it detonates and throw it back or
away in a safe direction. You must be within movement range of
the grenade’s location, take a complex action, and succeed in a
REF Check to catch the rolling, sliding grenade. If successful, you
may throw the grenade in a direction of your choice with the same
action (treat as a standard throwing attack). If you fail, however, you
may find yourself at ground zero when it detonates.

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Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017 Page 15
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SPECIAL ATTACKS
but do not score a superior success, you simply strike your target
as normal.
Use the following rules for special melee or ranged strikes.
BYPASS ARMOR
AREA EFFECT ATTACKS Called shots may be used to target a hole or weak point in your
Attacks that affect more than one target or an area are classified as opponent’s armor. If you score a superior success, you strike an
centered blast, cone, or uniform blast. armor-defeating hit, and their armor is halved. The GM may rule
that an opponent’s armor doesn’t have a weak spot or unprotected
CENTERED BLAST area and disallow such called shots, or they may require a successful
Blast weapons like grenades, mines, and other explosives expand Perceive or Hardware: Armorer Test to spot one first.
outward from a central detonation point. Most blast attacks expand
outward in a sphere, though certain shaped charges may direct an DISARM
explosion in one direction only. The explosive force is stronger near You may take a called shot to knock a weapon out of an opponent’s
the epicenter and weaker near the outer edges of the sphere. For hand(s) or other appendages. The victim suffers half damage from
every meter a target is from the center, reduce the DV of a blast the attack (reduced by armor as normal) and must make a SOM
weapon by –2. Check at –30 modifier to retain hold of the weapon. Otherwise it
scatters 1d10 meters away. An additional superior success may be
CONE used to double the modifier to –60, inflict full damage, or to keep
Attacks with a cone area effect begin with the tip of the weapon and the weapon instead of knocking it away.
expand outward in a cone. At Point-Blank and Close, this attack
affects 1 target; at Range, it affects 2 targets within a meter of each KNOCKDOWN
other; Beyond Range it affects 3 targets within a meter of the next. You may call your shot to knock an opponent down rather than
Cone-effect attacks that damage inflict +1d10 DV at Point-Blank injure them. A knocked-down opponent is prone (p. XX) and must
and Close and –1d10 DV Beyond Range. take a quick action to stand again. An additional superior success
may be used to inflict damage as normal.
UNIFORM BLAST
Uniform blast attacks such as distribute their power evenly REDIRECT
throughout the area of effect. Examples include fuel-air explosives A called shot may be used to push your opponent in a specific
and thermobaric weapons that disperse an explosive mixture in a direction. A redirected opponent is pushed, pulled, knocked back,
vapor cloud and ignite it all at once. All targets within the noted or otherwise moved 2 meters in your direction of choice. An oppo-
blast radius suffer the same damage. Damage against targets outside nent who is redirected off a roof, out an airlock, into traffic, or in
of the main blast sphere is reduced by –2 DV per meter. some equally dangerous direction may make a REF Check at –30
to catch themselves in time, though they will remain hanging in a
ATTACKS AGAINST THE precarious position if they succeed. Additional superior successes
HELPLESS may double the modifier or inflict damage per normal.

When making an attack against an incapacitated, paralyzed, SPECIFIC TARGET


sleeping, unconscious, or similar helpless target outside of combat, A called shot may be used to strike a specific location on your oppo-
you inflict the maximum DV possible. This assumes you have the nent: disable a tool on a bot, strike someone in the eyes, or injure
time to carefully position and line up a lethal coup de grâce. It does their leg. The GM determines the result. For example, the opponent
not apply to opponents who are vulnerable during combat action may be blinded (p. XX), have their movement hindered by half, or
turns; such attacks are conducted as normal, with no defense. may lose the use of a specific component.

BLIND ATTACKS DEMOLITIONS


Attacking a target that you cannot see is difficult at best and a Use Hardware: Demolitions skill to place, disarm, or manufacture
matter of luck at worst. If you cannot see, you may make a Perceive explosive devices such as superthermite charges (p. XX) or grenades
Test using some other available sense to detect your target. If this (p. XX).
succeeds, you attack with a –30 modifier. If your Perceive Test fails,
you attack as normal but your attack has a straight 50% chance of PLACING EXPLOSIVES
automatically missing. If you intend to simply create a damaging blast, no skill test is
needed to smack an explosive in place and run. However, you can
CALLED SHOTS use Hardware: Demolitions Tests when placing explosives for one
Sometimes it’s not enough to just hit your target—you need to shoot of the following effects:
out a window, knock the knife out of their hand, or hit that hole
in their armor. You may declare a called shot before you initiate • Increase the amount of damage inflicted against an object/structure
an attack, choosing one of the outcomes noted below. Called shots by +1d6 per superior success. Criticals will halve armor.
suffer a –10 modifier. If you succeed with a superior success, the • Shape a centered area effect blast towards one direction only. If the
results below apply instead of the superior success result. If you hit angle of effect is 180 degrees or less; double the DV. If the angle of

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effect is 90 degrees or less, triple the DV. • Inspire: You rally an NPC on your side, motivating them towards
• Target a structural weakpoint for a specific effect, such as destroying victory; they receive +10 to their next action.
the supports to collapse a bridge or blowing a hole open in a ship’s • Intimidate: You scare an opponent into pausing their next attack,
hull without killing everyone in the room inside. The GM deter- attacking someone else, taking cover, or running away.
mines the effect. • Taunt: You rile up an opponent, forcing them to focus on you and
• Make disarming the explosive more difficult. Anyone seeking to attack you with their next action.
disarm must beat you in an Opposed Hardware: Demolitions Test.
TWO-HANDED WEAPONS
At the GM’s discretion, skills like Know: Engineering may Any weapon noted as two-handed requires two hands (or other
serve as a complementary skill to a Hardware: Demolitions Test prehensile limbs) to wield effectively. This applies to some melee
(Complementary Skills, p. XX). weapons (diamond axes, spears, etc.) in addition to larger firearms
and heavy weapons. Using such a weapon single-handed incurs a
DISARMING EXPLOSIVES –20 modifier. This modifier does not apply to mounted weapons.
Most explosives can be disarmed with a Hardware: Demolitions
success test, modified as appropriate to the difficulty. If the char- WIELDING TWO OR MORE
acter placing/making the explosive intentionally made it difficult to WEAPONS
disarm, treat this as an opposed test instead.
You may wield two weapons at once in combat—or even more
MAKING EXPLOSIVES if sleeved in an octomorph or other multi-limbed morph. Any
A character trained in Hardware: Demolitions can make explosives weapon not held in your dominant hand/limb suffers a –20
from raw materials. These materials can be gathered the tradi- off-hand weapon modifier. The Ambidextrous trait (p. XX) offsets
tional way or manufactured using a nanofabricator. Even nano- this modifier.
fabbers with restricted settings can be used, as explosives can be
constructed from all manner of mundane chemicals and materials. EXTRA MELEE WEAPONS
Making explosives is a task action with a timeframe of 1 hour Treat the use of two or more melee weapons against one target as a
per 1d10 DV. On a failure, the resources are used but no explo- single attack, rather than multiple. Each additional weapon applies
sive is made. On a superior fail, the mix appears to succeed but is +1d6 DV to the attack (up to a maximum +3d6). Off-hand weapon
extremely weak or more potent than expected (whichever is more modifiers are ignored.
likely to be problematic). If a critical failure is rolled, the demoli- If attacking multiple targets with the same complex action
tionist accidentally triggers an explosion. (Multiple Targets, p. XX), ignore these bonuses and instead make
each attack separately.
SHOCK ATTACKS Extra limbs (beyond 4) count as extra weapons for the purposes
Shock attacks use high-voltage electrical jolts to physically stun of unarmed combat, but they are counted as pairs. A biomorph with
and incapacitate targets. Shock weapons are particularly effective a set of extra arms, for example, would deal DV 2d6 in unarmed
against biomorphs and other biological creatures, even when combat, rather than the standard 1d6. Some other weapons (claws,
heavily armored. Synthmorphs, bots, and vehicles are immune to densiplast gloves) are also counted in pairs for this purpose.
shock effects. When defending against melee attacks with multiple weapons,
When hit with a shock effect, make a SOM Check. Apply your you receive +10 per extra weapon, to a maximum of +30.
Energy armor as a positive modifier. Large targets receive a +30,
small targets receive a –30 modifier. Failure means you lose neuro- EXTRA RANGED WEAPONS
muscular control, fall down, and are incapacitated for 1 action turn You may wield a pistol in each hand for ranged combat, or larger
(+2 turns per superior failure) and stunned for 3 minutes. Success weapons if you have more limbs (an eight-limbed octomorph, for
means you are stunned for 3 action turns. example, could conceivably hold four assault rifles). These weapons
To inflict shock without damage in melee simply requires a touch may all be fired at once towards the same target. Handle each
attack (+20). To inflict shock plus damage requires a regular melee weapon as a separate attack, with a cumulative off-hand weapon
attack. modifier (no modifier for the first attack, –20 for the second, –40
for the third, and –60 for the fourth), offset by the Ambidextrous
SOCIAL ATTACKS trait (p. XX) as usual.
Provoke skill may be used in a number of offensive ways during
action scenes. The following examples show what you can accom-
plish with a successful opposed test, pitting your Provoke skill
against their WIL Check. As always, the GM arbitrates what modi-
fiers may apply and the final results of such provocations.

• Calm: You temporarily soothe an opponent into pausing hostilities.


• Fluster: You discombobulate or confuse an opponent; they suffer
–10 to their next action. Increase this by an additional –10 per supe-
rior success.

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OTHER ACTION
next initiative action. During this time, you receive a +30 Fray
modifier to defend against all incoming attacks.

FACTORS
You may use Athletics rather than Fray skill to dodge attacks
with full defense, representing the gymnastic movements and other
A wide range of factors may impact an action or combat scene; maneuvers you make to avoid being hit.
some are discussed here.
PERCEPTION
CONDITIONS The default mode of observation for characters is called basic
Some attacks, drugs, and psi sleights may inflict specific temporary perception. This is general awareness of the things around you as
conditions on the target: you go about whatever you are doing. It is an automatic action, but
your Perceive Tests suffer a –20 distraction modifier.
• Blinded: You cannot see, though you may perceive through your Use detailed perception to focus your attention on a specific
other senses as well as entoptics and meshed sensors. You suffer person, thing, or area. This takes a quick action but imposes no
a –30 to all physical actions, including Fray Tests, and have a 50% modifiers. Use this when alert for ambushes, searching for clues, or
chance of missing your attacks (see Blind Attacks, p. XX). You assessing a situation.
must make an Athletics, Free Fall, or Pilot Test to move faster than Thorough investigation involves careful, active application of
a base move or fall prone. your senses on a specific person, thing or area. This is a task action,
• Confused: Your wits are scrambled. You do not comprehend with a timeframe set by the GM. Examining an alien artifact may
communication or what is going on around you. Each turn, you have a timeframe of 1 minute, whereas methodically searching a
may make a COG Test at –30. If you succeed, you may act as room could take an hour.
normal. If you fail, roll d100: 00–24, do nothing but mutter inco- In certain circumstances, only specific senses—and associated
herently; 25–49, act randomly as determined by the GM; 50–74, flee modifiers—may apply. Enhanced smell, for example, is unlikely to
in a random direction; 75–99, attack a random nearby target (self help you detect an assassin hiding in ambush, but it could certainly
included) with weapon/item in hand. You may defend with Fray as help you locate an alien animal’s pungent den.
normal.
• Dazed: You are mentally stunned and disoriented. You may not SIZES
initiate any actions, but you may take a base move and defend Not everyone, biological or synthetic, is built the same. Most
against attacks. morphs are medium-sized, which is the default size assumed for
• Deafened: You cannot hear. You suffer –3 to Initiative Tests and –30 rules purposes. Apply the following rules for morphs, shells, and
to general Perceive Tests. creatures of other sizes:
• Grappled: You are physically restrained by an opponent. You may
not take any physical actions, including Fray Tests, except for Melee VERY SMALL SIZE
or SOM Tests at –30 to break free. See Grappling, p. XX. No morphs exist at this size; there is not enough room for a (cyber)
• Incapacitated: You can take no actions until you recover. This brain (unless distributed like a swarmanoid). Very small bots/crea-
includes mental actions and Fray Tests; you may not defend against tures use the following rules:
attacks. • They are difficult to hit and spot (–30).
• Impaired: Your abilities are hindered. You suffer –10, –20, or –30 • They inflict a maximum of DV 1 in melee.
to all actions, as indicated by the condition (i.e., impaired (–10)). • They may not use large-size (or larger) gear and suffer –20 when
• Paralyzed: You can take no physical actions, including Fray Tests, using small gear.
until you recover. You may make mental/mesh actions. • They suffer half damage from falls and inflict half damage in
• Prone: You are knocked on the ground in gravity or spinning help- collisions.
lessly in microgravity. You must take a quick action to stand up/
re-orient, and your Movement Rate for that turn is reduced by half. SMALL SIZE
A standing/oriented opponent has superior position (+20) against Small morphs/creatures/shells range between the size of a cat and
you in melee, but anyone shooting at you from Range or farther a human child:
receives an additional –10 modifier. • They are challenging to hit and spot (–10).
• Stunned: You have the wind knocked out of you. You suffer –30 to • They have a Reach advantage against very-small-size targets.
all physical actions and –10 to mental actions. • They inflict half damage in melee.
• Unconscious: You have lost consciousness (or your software mind- • They suffer –20 when using medium-sized gear or
state has crashed) and are helpless. You may be awoken/rebooted by two-handed weapons not modified for their size.
application of a stimulant (biomorphs only) or with an INT Check
at –30 if someone vigorously disturbs you and your damage points LARGE SIZE
do not exceed your Durability. Large morphs/creatures/shells outsize normal transhumans,
ranging between the size of a small car to neo-orca. They often have
FULL DEFENSE difficulty finding gear manufactured for their size and may have
If you’re expecting to come under attack, you can take a complex difficulty navigating the confine sof cramped habitats:
action to go on full defense. You expend your energy to dodge, duck, They are easier to hit and spot (+10).
ward off attacks, and otherwise get the hell out of the way until your • They have a Reach advantage against medium-sized targets;

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double this against small sizes and triple against very small SOCIAL MODIFIERS
sizes. Situation Modifier
• They inflict +1d10 DV in melee and can wield two-handed
NPC Attitude
weapons in one hand.
  Hostile –30
• They suffer –20 when using small-sized gear not modified for
their size, unless they possess fine manipulators.   Antagonistic –20
• Due to their mass, they suffer double damage from falls and   Unfriendly –10
inflict double damage in collisions.  Indifferent +0
  Friendly +10
VERY LARGE SIZE
  Cooperative +20
Very large morphs/creatures/shells are bigger than many vehicles,
ranging from limousine to barn-sized. Very little gear is made to fit   Supportive +30
their size and they do not fit within many habitats. Request
They are easier to hit and spot (+30).   Simple/Short +10
• They have a Reach advantage against large-sized targets;
  Complex/Long –10
double this against medium sizes and triple against small
  Beneficial to NPC +30
and very small sizes.
• They inflict +2d10 DV in melee and can wield two-handed   Dangerous to NPC –30
weapons in one hand. Social Stigma/Status +/–10 to +/–30
• They suffer –20 when using medium-sized gear not modified High Rep in Favored Network (60+) +10
for their size and cannot use small-sized gear, unless they
possess fine manipulators. through research. For all of these situations, also take the player’s
• Due to their mass, they suffer triple damage from falls and specific words into account—a player who presents an eloquent
inflict triple damage in collisions. argument for their PC’s Persuade Test, for example, should receive
an appropriate modifier.

SOCIAL MANIPULATION GATHERING INFORMATION


It’s important not to forget the social element in action scenes. Just In some circumstances, old fashioned legwork is the best method
as Provoke skill can be used for social attacks (p. XX), the skills for digging up intel. If you use your social skills to canvass a neigh-
of Deceive, Kinesics, Persuade, and Provoke (Skills, p. XX) can be borhood, chat up the locals, or carouse with the intent of picking
used for myriad purposes, whether you are talking your way out of up gossip, handle it as a task action with a timeframe set by the GM
a tight spot, wringing information out of a suspect, or determining (usually 1d6 ÷ 2 hours). The skill used depends on the approach
if someone is setting you up. you take: use Deceive to pass yourself off as someone else, Persuade
Almost all social skills are handled as opposed tests, as noted in to carefully interview, Provoke to incite real talk, or even Kinesics
the skill descriptions. There are several factors that might provide to simply sit back, scan the crowd, and watch relationships and
modifiers to these tests: interactions. The GM applies modifiers appropriate to the situation
NPC Attitude: An NPC’s attitude towards a character should and determines what information is available (if any). Moxie can
be rated on a scale from supportive to indifferent to hostile, each be used to automatically acquire a clue without a test, but you must
applying an appropriate modifier to social skill tests, as noted on still put in the effort.
the Social Modifiers table. Note that PCs can use Deceive, Persuade,
or Provoke specifically to change these attitudes; a successful test SOCIAL STIGMA AND STATUS
raises or lowers the attitude one step, plus one per superior success. Though progressive cultural ideas continue to gain ground, trans-
Failed social skill tests will worsen an NPC’s attitude by one step, humanity has not yet eradicated social inequalities and prejudices.
plus one step per superior failure. Note that attitude has no effect It is an unfortunate fact that many social stigmas still exist—and
on Kinesics Tests. these may have a direct impact on your social skill tests. Depending
Request: The nature of the request and its repercussions to the on who you are dealing with, your social status may provide
NPC—or anyone they care about—should be taken into account. positive or negative modifiers, ranging from +/–10 to +/–30. The
Antagonistic or hostile NPCs will not willingly help out; they can most common prevalent stigmas (especially in the inner system)
be manipulated towards a better attitude first or simply intimidated. are towards the clanking masses, AGIs, uplifts, and pod morphs.
Cooperative and supportive NPCs will fulfill simple/beneficial Factions with polar opposite ideologies may also view each other
requests without needing a test. critically: anarchists/scum vs. hyperelites, bioconservatives vs.
Other Factors: Deceive Tests are impacted by believable heavily modified transhumans, brinkers vs. socialites. In an oppo-
stories, far-fetched circumstances, convincing proof, or unlikely site vein, members of marginalized communities may favorably
circumstances. Persuade Tests are boosted by bribes and reciprocal view allies or those of the same background, and almost anyone
exchanges or hindered by unfavorable timing. Use of Provoke skill will take note of someone with a high rep score in their faction.
to interrogate is aided by physical size and threats, while seduction
is impacted by style and thoughtfulness. Kinesics Tests benefit from SURPRISE
experience with the target or familiarity with their background You can get the drop on an opponent by sneaking up on them,

Page 18 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
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lying in wait, or sniping from a hard-to-perceive position in the Pain Tolerance (Level 2) are immune to this effect. Victims who
distance. Any time you attempt to surprise, make an opposed test are trapped or otherwise cannot avoid the pain effect are impaired
between your Infiltration skill and the target’s Perceive. Unless the (–30) until they escape.
target is alert for surprises, they incur the typical –20 modifier for • Paralyzing: Targets struck by this weapon must make a REF Check
being distracted. Apply other modifiers appropriate to the attacker’s or be paralyzed (p. XX). Apply a –30 modifier to this test if the
position, distance, visibility, cover, etc. For groups of NPCs, use the attacker scored a superior success.
highest skill among the characters. • Shock: This weapon inflicts a shock effect (p. XX).
If the target loses, they are surprised by the attack and cannot • Stun: Targets must make a SOM Check or be stunned (p. XX) for
react to or defend against it. Each successful ambusher receives 1 action turn, +1 per superior failure. Apply Kinetic armor as a
one free initiative action; they may not spend Vigor for additional positive modifier. Large targets receive a +30, small targets receive a
actions. Once the attackers have taken their actions, roll Initiative –30 modifier. On a critical failure, they are incapacitated for 1 action
as normal. turn and stunned for 1 minute.
If the target wins, they are alerted to something a split-second • Two-Handed: This weapon requires two hands (or an equivalent
before they are ambushed, giving them a chance to react. In this prehensile limb) to use. Apply a –20 modifier to attack if used
case, roll Initiative as normal, but the ambushed character suffers a single-handed.
–3 modifier to the Initiative Test. The ambushed character may still
act and defend as normal. TACTICAL NETWORKS
In a multi-combatant situation, some characters may be Tactical networks are dedicated ALIs that link a group (and their
surprised while others aren’t. Roll Initiative as normal, with all muses/gear) together via encrypted mesh channels and provide a
non-ambushers suffering the –3 modifier. No one may use Vigor range of tools and benefits. They are heavily used by sports teams,
during this first surprise turn for extra actions. Surprised characters facility security, military units, police squads, AR gamers, gate-
are unable to act or defend during this first action turn, however, as crashers, surveyors, miners, traffic control, scavengers, Firewall
they are caught off-guard and must take a moment to assess what’s cells, and anyone else who needs a real-time tactical overview of
going on and get caught up. a situation. Tacnets facilitate the sharing of situational data and
sensory input, analyze it for relevant information, create custom-
WEAPON TRAITS izable entoptics for each user, highlight interactions and priorities,
A number of weapons list specific traits that indicate special effects. and alert the users to important matters.
Some of these inflict specific conditions on the target (p. XX): Tacnets provide the following services (GMs can modify and
expand these options as they see fit):
• Armor-Piercing: This weapon penetrates armor. The attack inflicts
–1d10 DV, but armor is halved. Weapons (not ammo) listed as • Maps: Tacnets collate available maps and present them to the user
armor-piercing already incorporate the DV modifier. with a bird’s eye view or as a three-dimensional interactive, tagging
• Blinding: Targets not equipped with anti-glare mods must make a notable features and marking distances between them. A tacnet
REF Check or be blinded (p. XX) for 1 action turns, +1 per supe- can also plot maps based on sensory input, positioning systems
rior failure. A critical failure results in permanent blindness until (p. XX), and other data. Plotted routes, dangers, and other data are
repaired or they spend time in a healing vat. displayed as entoptic images or other AR sensory input (e.g., a user
• Concealable: This weapon is small. You receive a +30 to Infiltration who should be turning left might see a transparent red arrow or feel
Tests to hide this item on your person (or elsewhere). a tingling sensation on their left side).
• Fixed: Fixed weapons are designed to be fired from a prone or • Positioning: Tacnets indicate the position of the user and other
braced position, such as mounted on a bipod or hardpoint. If tacnet members and plot the locations of known people, bots, vehi-
carried, apply a –20 modifier to attacks and consider them to have cles, and other features according to sensory input or their calcu-
the Two-Handed trait. lated trajectories. Friend-or-foe tags highlight allies and opponents,
• Knockdown: This strike may knock even unwounded opponents noting their lines of sight and fields of fire and alerting the user to
off their feet. The target must make a SOM Check or be knocked areas of potential cover or danger.
prone. • Sensory Input: Tacnets share all sensory input available from
• Lacks Smartlink: This weapon is not equipped with a smartlink’s members and linked devices. This includes data from physical
targeting assistance. –10 to attack tests. senses, portable sensors, smartlink guncams, XP feeds, etc. Users
• No Point-Blank/Close: This weapon does not receive modifiers can immediately call up and access the sensor feeds of others as
when fired at Point-Blank range. Seeker weapons have built-in needed.
safety features that prevent them from being fired at targets within • Communications Management: The tacnet ALI maintains an
Point-Blank or Close range. Overriding this features requires a encrypted link between all users and stays wary both of participants
Hardware or Infosec Test. who drop out or of attempts to hack or interfere with the communi-
• Pain: A biomorph target struck by this weapon must make a WIL cations link. Treat as Infosec 40.
Check or take their next full action to flee, moving as far away from • Smartlink/Weapon Data: The tacnet monitors the status of
the pain-inflicting source as possible or to the nearest full cover weapons, accessories, and other gear via the smartlink interface or
they can reach on their action. Targets also suffer –20 on their next wireless link, bringing damage, shortages, ammo counts, and other
action. Targets with the Pain Tolerance (Level 1) trait receive a +30 issues to the user’s attention.
to their WIL Check and only suffer a –10 modifier. Targets with • Medical Data: Tacnets monitor the health of their users via

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medichines, implants, armor sensors, and similar readouts. Users
can call up health reports on their allies.
• Overwatch: Tacnets keep an eye out for potential threats. They
provide a +10 modifier to Perceive Tests against surprise (p. XX).
• Indirect Fire: Members of a tacnet can provide targeting data to
each other for purposes of indirect fire (p. XX).
• Analysis: Perhaps the most useful aspect of tacnets is their ability
to analyze situations in real-time and provide suggestions and
warnings. Having a god’s-eye view of a situation means the ALI
often notices facts and details that individual users are likely to
overlook. For example, a tacnet counts shots fired by opponents,
notes when they are likely running low, and analyzes sensory
input to determine the type of weaponry and ammunition being
used. Opponents and their gear are scanned and analyzed to note
potential weaknesses, injuries, and capabilities. Tacnets are loaded
with a number of libraries for pattern-matching and judging the
capabilities of weapons, armor, bots, vehicles, and similar factors.
A tacnet can also suggest tactical maneuvers that will aid the user,
such as flanking an opponent or acquiring better elevation. In game
terms, this means users can query the tacnet for advice with a quick
action, and the GM should provide an answer befitting the tacnet’s
knowledge and capabilities.

Many tacnets features are immediately accessible to the user via


their AR display; other data can be accessed with a quick action.
The GM determines when the tacnet provides important alerts to
the user. At the GM’s discretion, some of these features may apply
modifiers to the character’s tests.
Note that aside from protecting the tactical network itself, tacnet
ALIs are designed to be overseers, not to take action. They will not
hack opponents, pilot vehicles, interface with weapon systems, etc.
They can, however, make suggestions, and linked muses or other
ALIs can be instructed to do so.
Because tacnets are ALIs, they must be carried in an ecto,
ghostrider module, or portable server.
Tacnets ALIs have the following skills: Infosec 40, Interface 40,
Kinesics 40, Medicine: Biotech 60, Perceive 40, Research 40, Know:
Armor/Bots/Weapons/Vehicles 60, Know: Tactics 80,

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ARMOR WARE
ARMOR Bioweave (Bioware): The morph’s dermal layers are laced with
Armor technology has kept pace with weapons development, spidersilk fibers, providing protection without changing the appear-
providing unprecedented levels of protection. ance, texture, or sensitivity of the skin.
Dermal Armor (Bioware): The morph is equipped with a dense
layer of ballistic fibers and flexible subdermal plates. This does not
ENERGY VS. KINETIC reduce mobility, but it does make the skin smoother and less flex-
Each type of armor has an Armor Value (AV) with two ratings— ible (except at the joints), and the plated areas are visibly raised. The
Energy and Kinetic—representing the protection it applies against morph’s touch-based perception suffers a –20 modifier.
the respective type of attack. These are listed in the format of Scale/Carapace (Bioware): As dermal armor, but combined with
“Energy armor/Kinetic armor.” For example, an item with listed hard but flexible external chitinous scales and/or plates, modeled
armor “5/10” provides 5 points of armor against energy-based on arthropod exoskeletons. This armor is obvious and the skin has
attacks and 10 points of armor against kinetic attacks. the appearance of a crocodile, insect, pangolin, snake, or similarly
Energy armor protects against beam weapons (laser, microwave, armored creature.
particle beam, plasma, etc.), 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. ARMOR GEAR
Kinetic armor protects against the transfer of damaging energy Modern armor materials in Eclipse Phase include spidersilk weaves,
when an object in motion (a fist, knife, club, or bullet, for example) crystalline-grown plates, shock-absorbing fullerenes, diamond coat-
impacts with another object (the target). Most melee and firearms ings, self-repairing ablative materials, and shear-resistant fluids that
attacks inflict kinetic damage, as would a rolling boulder, swinging harden against impacts. These materials protect against (armor-
pendulum, or explosion-driven fragments. Kinetic armors include piercing) bullets and kinetic impacts as well as bladed weapons and
impact-resistant plates, shear-thickening liquid and gels that harden piercing, sharp objects. They also insulate against both the explosive
upon impact, and ballistic and cut-proof fiber weaves. heating of energy weapons and electrical shocks. While such armor
protects against bullets, the layers simply catch the bullet and redis-
tribute its kinetic energy across the body, which can still result in
ARMOR VALUE severe blunt force trauma.
When you are hit in combat, subtract your AV from the damage Armor Clothing: Resilient fibers and fullerenes are interwoven
applied. Use the AV rating appropriate to the type of attack. Attacks with normal smart materials to provide a subtle level of security.
that are armor-piercing and critical hits will reduce your AV by half Such garments are indistinguishable from regular smart clothing
(to 0 if both apply). and come in all styles and designs.
Armor Coat: Like armor clothing, this slightly bulkier coat
provides a layer of discreet protection with smart material fabrics.
LAYERING ARMOR Armor Vest: Armor vests protect the body’s vital areas. Light
You can wear multiple layers of armor, adding the ratings together, vests cover the abdomen and torso and may be concealed under
but it is cumbersome. Apply a –20 modifier to all physical actions other clothing. Heavy vests are bulkier and obvious, protecting the
for each additional armor layer worn. If the total of either AV rating neck with a rigid collar, and even providing wrap-under protection
exceeds your SOM, apply an additional –20 modifier and reduce for the groin.
your Movement Rate by half, as you are overburdened. If the AV Ballistic Shield: This heavy shield is essentially a portable barrier
exceeds your Durability, you are too encumbered too move. equipped with floodlights. It requires both hands to carry.
The armor inherent to a synthmorph’s or other shell’s frame Body Armor: These high performance armor outfits, typically
counts as the first item towards layering. Shells are not designed to worn by security and police forces, protect the wearer from head
wear armor; any armor layered upon them may need to be specially to toe. The integrated armor vest and limb guards are form-fitting,
designed to fit their form. In this case, increase the Complexity by flexible, and non-restrictive. The suit includes a built-in ecto,
one step. cameras, and health monitors. It does not include a helmet.
Items listed with a + before their AV are either accessories or Combat Armor: A tougher version of body armor worn by
light enough that they do not count as additional armor layers, they soldiers, this suit is environmentally sealed with climate control to
simply add their armor bonus. At the GM’s discretion, excessive use protect the wearer from hostile environments and chemicals with
of such bonus armor may inflict the same –20 modifier as layering 1 hour of air.
armor. Crash Suit: Designed for industrial workplace safety and
protection from accidental zero-g collisions, crash suits are also
favored by sports enthusiasts and explorers. The basic jumpsuit
ARMOR VISIBILITY offers comfortable protection, but in more hazardous circumstances
Any armor with an AV of 11 or more is obvious and visible and the suit can be activated with an electronic signal, so that elastic
will raise questions or draw the attention of police in most habitats. polymers stiffen and form rigid impact protection for vital areas.
Lower AVs are considered concealed, receiving a +30 bonus to Helmet: Light helmets are open, whereas full helmets latch on
Infiltration to hide them from visual perception. and provide an environmental seal with a 12 hour supply of air.
Helmets are equipped with an ecto (p. XX), a radio booster (p. XX),

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ARMOR ARMOR MODS
Type Energy Kinetic Complex Notes Type Energy Kinetic Complex Notes
Armor Clothing +1 +3 Min Concealable
Ablative +4 +0 Min –1 AV after each hit
Armor Coat 3 6 Min Concealable
Armor Vest (Heavy) 6 12 Mod Chameleon +0 +0 Min +30 Infiltration
Armor Vest (Light) 4 10 Min Concealable Fireproof +2 +0 Min +10 vs. fire
Ballistic Shield +6 +12 Two-Handed Negates dermal chem/
Immunogenic +0 +0 Min
Battlesuit Exoskeleton 25 25 drugs/toxins
Bioweave +2 +3 Min Concealable Impact +0 +3 Min
Body Armor 8 14 Mod Lotus +0 +0 Min Repels all liquids
Combat Armor 12 16 Maj Medical/ Ignore 1 wound, heal
+0 +0 Min
Crash Suit (Active) 6 6 Min Repair 1d10
Crash Suit (Inactive) 3 3 Reactive +3 +3 Min 5 uses
Dermal Armor +4 +5 Min Refractive
+3 +0 Min
Glazing
Exowalker Frame +0 +2
Repairs 1d10 damage
Hardsuit 20 18 Self-Healing +0 +0 Min
to armor
Helmet (Full) +3 +3 Mod
+20 to SOM Checks
Helmet (Light) +2 +2 Min Shock Proof +0 +0 Min
vs shock
Hyperdense Exoskeleton +10 +12
Riot Shield +3 +4 Min Shock
Scale/Carapace Armor +6 +7 Mod ARMOR MODS
Second Skin +2 +3 Min Concealable Armor modifications add extra materials or coatings that either
enhance resistance to certain dangers or provide other effects.
Smart Vac Clothing 4 2
Listings are for temporary coatings, which may be applied to
Synthmorph Armor clothing, armor, or even directly to a morph’s skin or shell with
+16 +14
(Heavy Combat) a spray-on nanobot applicator, are easily removed, and last 1 day.
Synthmorph Armor Permanent coatings require a specialized hive (p. XX). With the
+6 +4 exception of chameleon coating, armor mods are visible and easily
(Industrial)
identified. Only one mod may be applied at a time.
Synthmorph Armor
+10 +8 Ablative: This coating absorbs heat and energy from beams and
(Light Combat)
explosions, safely vaporizing and blowing hot gas away. Ablative
Synthmorph Frame patches increases the Armor Value by +4/+0, but each hit reduces
12 10
(Heavy) the value of the ablative armor by 1 (a specialized hive repairs this
Synthmorph Frame
at the rate of 1 point per hour).
6 4 Chameleon: When activated, this mod coating matches the
(Light)
background, providing +30 to Infiltration Tests against visual
Synthmorph Frame detection when stationary or moving less than 2 meters/turn. The
8 6
(Medium) coat also absorbs heat and works against infrared for 1 hour before
Transporter/Trike it must be cooled off (taking another hour).
+0 +4 Fireproof: Heat-resistant layers capable of withstanding
Exoskeleton
extremely high temperatures increase the Armor Value by +2/+0
Vacsuit (Light) 5 4
and provide an additional 8 points of armor against heat or fire
Vacsuit (Standard) 8 6
specifically, even if the character is burning and armor is ignored.
Immunogenic: The immunogenic mod neutralizes toxic agents
and specs (p. XX). and nanotoxins with which it comes into contact. This provides
Riot Shield: Used for mob suppression, riots shields are light- immunity to drugs, toxins, and nanotoxins applied dermally, such
weight, tough, and may be set to electrify on command, stunning as with a slap patch or splash grenade. It has no effect on inhaled,
anyone who comes into contact with the outer surface (treat as a oral, or injected drugs (including coated weapons).
shock attack, p. XX). Impact: This coating acts as a shear-thickening fluid, hardening
Second Skin: This lightweight bodysuit, woven from spider silks upon impact and distributing the kinetic energy. Increase the
and fullerenes, is typically worn as an underlayer, though some Armor Value by +0/+3.
athletes use it as a uniform. Lotus: This superhydrophic coating (contact angle of around
170°) repels all water-like liquids. Apply a +30 modifier when
defending against liquid-based attacks.

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Medical/Repair: For biomorphs, the medical coating stops
blood flow, seals injuries, and treats wounds with stem cells and
medical nanobots. The repair mod does the same for synthmorphs,
repairing severed connections and reconstructing the shell and
internal mechanisms. Both nullify the modifiers from 1 wound and
repair DV 1d10 per hour.
Offensive: When activated, this layer shocks anyone or anything
it contacts. Treat as a shock attack (p. XX).
Reactive: This colony of nanobots senses incoming attacks and
detonates to disrupt the attack. Bursts and full autofire are treated
as a single attack. A reactive coating increases the Armor Value
by +5/+5, but each detonation automatically inflicts 1 point of
damage on the wearer. Reactive armor also works against melee
attacks,inflicting DV 1d6 to the attacker from the microexplosion.
A reactive coating only works against 5 attacks (a specialized hive
repairs this at the rate of 1 use per hour).
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.
Self-Healing: This mod may only be applied to armor. When
activated, it repairs the armor at a rate of 1d10 per hour.
Shock Proof: Shock proof mods are electronically insulated to
discharge and reduce the effect of shock weapons. Apply a +20
modifier to SOM Checks made to resist shock effects.
>>>+30?

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Page 24 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
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SHELLS
complex action every action turn to maintain; a shell’s ego or oper-
ator may choose not to take this action and still maintain velocity
AI-operated robots, vehicles, and synthetic morphs are common in or coast, but they may not make Fray Tests and will suffer a –30
Eclipse Phase. They are deployed for personal assistance, surveil- modifier to any Athletics, Free Fall, or Pilot Tests that are called for
lance, maintenance, security, policing, and countless service jobs, that turn.
among other tasks. Likewise, many transhuman egos are sleeved
in synthmorphs, whether because they prefer the artificial form or CHASES
because the lack of available biomorphs after the Fall meant that A shell’s top speed is important, but not the only factor when it
many resorted to them as a cheaper, more accessible option. For comes to high-speed chase scenarios. Terrain, weather conditions,
rules purposes, the term shell refers to all such synthetic forms, navigation, pedestrians, traffic, and other environmental condi-
whether operated by ego or AI. tions can provide obstacles for shells to overcome. Chases are best
Ego-sleeved shells are handled just like other characters and handled as opposed tests, with appropriate situational modifiers. If
morphs. See Remote Operations for shells operated as remote operating at top speeds, an advantage modifier of +10 to +30 should
drones. be given to the shell with the higher Maximum Velocity. For narra-
tive purposes, we recommend breaking a chase down into several
SHELL TRAITS segments, each with their own maneuvering choices and tests,
All shells share the same traits: enabling the pursuer and pursued to gain or eliminate temporary
advantages over each other.
LACK OF BIOLOGICAL FUNCTIONS
Shells need not be bothered with trivialities like breathing, eating, CRASHES
defecating, aging, sleeping, or any similar minor but crucial aspects Not every failed Athletics or Pilot roll should result in a crash. In
of biological life. They are also immune to toxins and pathogens. most cases, it simply means you failed to accomplish what you were
trying to do—you don’t make a sharp turn in time and simply pass
PAIN FILTER by, take the wrong route, get lost, realize you don’t have enough
Synthmorphs can filter out their pain receptors so that they are speed to make the jump and turn away, or simply skid to a stop.
unhampered by wounds or physical damage. This allows them to Critical failures, however, should result in a crash or similar nega-
ignore the –10 modifier from 1 wound (Wound Effects, p. XX), but tive effect.
they suffer –30 on any tactile-based Perceive Tests and will not even Of course, the GM may put you in a situation where a failure to
notice they have been damaged unless they succeed in a (modified) make a roll results in a crash, period.
Perceive Test.
COLLISIONS
IMMUNITY TO SHOCK EFFECTS If a shell crashes into or intentionally rams a person or object,
Synthmorphs have no nervous system to disrupt, and their optical someone is likely to get hurt. The Shell Collision Table indicates the
electronics are carefully shielded from interference. Shock attacks DV inflicted. If the shell strikes something equally dense and hard,
may temporarily disrupt their wireless radio communications, both take damage. If the shell strikes something soft and squishy,
however, for the duration of the attack. like a biomorph, the shell only takes half damage. Kinetic armor
protects against crash damage.
ENVIRONMENTAL DURABILITY If two moving shells collide head-on, calculate the damage from
Synthmorphs are built to withstand a wide range of environments, both and inflict to both. If two shells moving in the same direction
from dusty Mars to the oceans of Europa to the vacuum of space. collide, only count the difference in velocity.
They are unaffected by any but the most extreme temperatures and Passengers in a shell may also be damaged by collisions if they
atmospheric pressures. Treat as cold tolerance (p. XX) and vacuum are not wearing proper safety restraints. They suffer one half the DV
sealing (p. XX). applied to their shell (less their own Kinetic armor).

TOUGHNESS ATTACKING PASSENGERS


Synthetic shells are made to last—a fact reflected in their higher You may target passengers within a shell separately from the vehicle
Durability and built-in Armor ratings. Their composition also itself. If targeting through an unarmored window or open space,
makes their physical strikes more damaging; unarmed strikes by the attack does not damage the shell (unless an area effect weapon
shells inflict DV 2d6. is used), but the passenger may benefit from cover (–10 to –30).
If targeting through the shell, cover modifiers apply, the passenger
SHELL MOVEMENT
Shells have a Movement Rate, just like characters. Vehicle shells SHELL COLLISION TABLE
may move faster than this, up to their Maximum Velocity—the Base DV: 1d10 + (DUR ÷ 10)
highest rate at which the shell may safely move, in kilometers per Shell Speed DV
hour. At the GM’s discretion, some shells may push their limits and
Up to Base Move Base DV
accelerate further, but at significant risk—the GM should apply
appropriate penalties to Athletics/Pilot Tests. Above Base Move Base DV x (velocity ÷ 10 in meters per turn)
Moving faster than a full move in a controlled manner requires a

Page 24 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
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adds the shell’s armor to their own, and the shell itself takes half RANGED ATTACKS ON
damage (unless the attack is area effect). STRUCTURES
Ranged kinetic attacks such as bullets tend to inflict only minor
damage on large structures such as doors, walls, etc., as the

REMOTE OPERATIONS
projectiles simply pass through. Reduce their damage after armor
is applied by half. Area-effect weapons inflicting kinetic damage—
Any shell or biomorph with a puppet sock (included in most cyber- such as frag grenades—affect structures normally.
brains) may be remote controlled, either by a character or an AI. This Likewise, beam and energy weapons do full damage against
requires a communications link between the teleoperator and the objects and structures and may even set flammable materials on fire.
drone. The teleoperator controls the drone via entoptic interface and Agonizers and stunners have no effect on objects and structures,
receives sensory input and other data via the drone’s mesh inserts. however, unless fired at the same spot for a very long time.
You may control a drone in autonomous mode or directly by
jamming. SHOOTING THROUGH AN
OBJECT
AUTONOMOUS MODE
Bot and vehicle shells are equipped with AIs (p. XX). In autono- Attacks made through an item or structure at a target on the other
mous mode, the drone’s AI operates on its own, though it also side suffer cover, blind fire, or indirect fire modifiers, depending on
follows commands issued verbally or via a communications link or whether you can see part of the target, can’t see them at all, or are
entoptic control panel by an authorized entity. Issuing a one-sen- using a spotter. Additionally, the target receives an armor bonus equal
tence command is a mental quick action; commands may be issued to the object/structure’s Armor Value. The object/structure itself is
to multiple drones at once. More complex commands may take also damaged by the attack, as indicated above. Note that agonizers
longer, or may be prepared in advance with a Program Test. The AI and stunners are not penetrating enough to fire through objects.
may need to pass a COG Check to understand especially confusing
or incomplete commands.
Autonomous drones use their own Initiative, skills, and pools. SAMPLE OBJECTS
AND STRUCTURES
JAMMING
Armor Destruction Wound
You jam a drone by immersing yourself in an AR overlay of the
Object/Structure/Material (E/K) Rating Threshold
drone’s body and sensorium, including proprioception—you
essentially become the drone. Engaging or disengaging from Airlock Door (Standard, 2 person) 25/15 150 15
jamming mode is a quick action. While immersed, you suffer a –30 Airlock Door (Service, 10 person) 25/20 300 30
modifier to Perceive Tests and physical actions involving your own Electronics Console 6/4 80 8
morph. Jamming feels much like resleeving and you must make an
Dome, Inflated
Integration Test (p. XX) to acclimate to the drone’s form. 10/20 60 6
(Spiderweave, 3 x 3 m)
Treat jamming the same as if you sleeved the drone, with one
exception. Use the operator’s Initiative, skills, and Insight and Dome, Structural (3 x 3 m) 30/40 100 10
Moxie pools, but use the drone’s Vigor pool. Door (Metallic Foam) 25/20 100 10
Door (Polymer) 4/8 60 6
Furniture (Polymer) 4/6 50 5

OBJECTS AND Hull, Aerostat/Light


(Metallic Foam)
70/50+ 500+ 50+

STRUCTURES Hull, Standard


80/60+ 750+ 75+
Inanimate objects have their own Destruction Rating, Wound (Advanced Composites)
Threshold, and Armor Value scores, just like characters. Destruction Hull, Heavy (Reinforced) 100/100+ 1,500+ 150+
Rating measures how much damage the item or structure can take
Tree 0/2 80 8
before it is destroyed.
GMs should exercise their judgment when determining the Wall (Aerogel, 3 x 3 m) 10/5 150 15
effects of wounds on objects. Wounded mechanical devices and Wall (Concrete, 3 x 3 m) 6/10 200 20
electronics may function less effectively and inflict a negative modi- Wall (Metal Alloys, 3 x 3 m) 25/15 300 30
fier on skill tests (a cumulative –10 per wound). Particularly sensi-
Wall, Reinforced
tive electronics may cease functioning after one wound. Simpler 40/30 500 50
(Metal Alloys, 3 x 3 m)
objects and structures reflect wounds as large holes (roughly 0.5
meters diameter), partial demolition, or impaired function. Window (Aerogel, 1 x 3 m) 7/5 50 5
For large objects/structures, treat individual components as Window (Transparent Aluminum,
10/15 100 10
separate entities when inflicting damage. 1 x 3 m)

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MAKING OBJECTS
Creating an item from scratch is handled as a task action with a ENVIRONMENTAL
FACTORS
timeframe determined by the GM. The timeframe should be set
according to the complexity of the object and could range from
an hour (constructing a set of shelves) to days (assembling a robot >>>Needs Text
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 (+10) or poor working conditions (–10 to ASPHYXIATION
–30). Tools are also a factor, perhaps making the job easier (superior The average transhuman can hold their breath for two minutes
tools +10 to +30), more difficult (poor or inadequate tools, –10 to before blacking out. Strenuous activity reduces this amount of time
–30), or even impossible (lack of required tools). (GM discretion). For every 30 seconds after the first minute your
For rules on nanofabricating objects, see Acquiring Gear, p. XX. biomorph is prevented from breathing, you must make a SOM
Check. Apply a cumulative –10 modifier each time you roll. If you
REPAIRING OBJECTS fail, you immediately fall unconscious, are treated as if you have
Damaged items may be repaired, see Synthmorph and Object Repair, taken temporary damage equal to your Durability, and suffer 10
p. XX. temporary DV per minute until you reach your Death Rating and
die or manage to breathe again. This temporary damage does not
MODIFYING OBJECTS cause wounds. Once revived, the temporary damage is removed, but
Altering an object’s design and function follows the same basic rules you need 1 minute of recovery before you can act.
as build and repair, above. The timeframe is determined by the GM Asphyxiation is a terrifying process, often leading to panic.
as appropriate to the modification. Asphyxiating characters must make a WIL Check every 30
seconds. If you fail, you suffer SV 1d6 and cannot perform any
effective action to rescue yourself that action turn; you may make
an additional WIL Check every turn to recover your wits. Even if
you succeed, however, you must make a WIL Check to perform
any other action not directly related to rescuing yourself (attacking
anything holding you underwater is exempt from this rule).

FALLING
If gravity pulls you towards an unwelcome collision, use the Falling
Damage table to determine the result. Kinetic armor mitigates
this damage at half its value. GMs may also reduce this damage if
anything helped to break the fall (branches, soft surface) at their
discretion. Double the distance categories for low gravity; halve
them for high gravity.

FALLING DAMAGE
Distance Fallen Damage Value
1–2 meters 1d10
3–5 meters 2d10
6–8 meters 3d10
Over 8 meters +1 per meter

FIRE
Objects that come into contact with extreme heat or flames may
catch fire at the GM’s discretion, keeping in mind both the flamma-
bility of the material and the strength of the heat/flames. Burning
items or characters suffer DV 1d6 each action turn. Energy armor
protects against this damage, though it too may catch fire, reducing
its value by the damage inflicted. Depending on 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

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accordingly. to grab onto, mesh pockets to keep objects from floating all over,
Note that fire does not burn in vacuum. In microgravity, fire and moving beltways with hand loops for major thoroughfares.
burns in a sphere and grows more slowly, as expanding gases push Magnetic or velcro shoes are commonly used to walk around, rather
away the oxygen (increase the DV every 10 action turns). If there than climbing or flying. Zero-g environments are designed to make
is a lack of air circulation, some microgravity fires may extinguish maximum use of space, however, taking advantage of the lack of
themselves. ceilings and floors. Because object are weightless, characters can
move even massive objects around easily.
GRAVITY Terminal Velocity: It is not difficult to reach escape velocity
Most characters in Eclipse Phase have considerable experience on small asteroids and similar bodies—something to keep in
maneuvering in low gravity or microgravity and can perform mind with thrown objects and projectile weapons. In some cases,
normal actions without penalties. Even characters who grew up characters who move fast enough and jump can reach escape
on planetary bodies or in rotating habitats have some familiarity velocity themselves, though these situations are left up to the GM.
thanks to childhood training in simulspace educational scenarios.
The same is also true in reverse; characters who grew up in free LOW GRAVITY
fall have likely experienced life in a gravity well or simulations of it. Low gravity includes anything from 0.5 g to microgravity. These
At the GM’s discretion, characters who have spent long periods conditions are found on Luna, Mars, Titan, and the rotating parts of
acclimating to one range of gravity may find a shift in conditions most spun spacecraft and habitats. Low gravity is not that different
challenging to cope with, at least until they acclimate; apply a –10 from standard gravity, though characters may jump twice as far and
modifier to both physical and social skills. The physical penalty thrown/projectile objects have a longer range (Movement, p. XX,
results from simple difficulties in maneuvering. The social penalty and Range, p. XX).
applies because it’s hard to look impressive, intimidating, or seduc-
tive when you haven’t figured out how to arrange your clothes so HIGH GRAVITY
that they don’t float up into your face. Increase the penalty to –20 High gravity is anything significantly stronger than standard Earth
for situations involving combat or fine manipulation. Acclimation gravity (1.2+ g). High gravity in Eclipse Phase is typically only
typically takes about 3 days. found on exoplanets. High gravity can be particularly hard on char-
Any biomorph with biomods (p. XX) is immune to the ill health acters as their bodies are strained because they carry more weights,
effects of long-term exposure to microgravity. 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 to
MICROGRAVITY which a character is not acclimated, treat it as if the character is
Microgravity includes both zero g and gravities that are slightly suffering from the effects of 1 wound. At the GM’s discretion, move-
higher but negligible. These conditions are found in space, on ment rates may also be modified (Movement, p. XX).
asteroids and some small moons, and on (parts of) spaceships and
habitats that are not rotated for simulated gravity. Objects in micro- HOSTILE ENVIRONMENTS
gravity are effectively weightless, but size and mass are still factors. The solar system might be friendly to life on a grand scale, but if
Things behave differently in microgravity: you’re stranded in the gravity well of Jupiter during a magnetic
storm, trying to breathe without a respirator on Mars, or floating in
• Objects not anchored will drift in whatever direction they were last hard vacuum without a vacsuit, it doesn’t seem so friendly.
moving. Floating objects will eventually settle in the direction of the
densest part of the habitat or spacecraft. ATMOSPHERIC CONTAMINATION
• Thrown or pushed items will travel in a straight line until they hit Habitats sometimes fall ill. The effects of a habitat suffering from
something. ecological imbalance or out-of-control pathogens can range from
• Smoke does not rise in streams. Instead, it forms a roughly spherical mildly allergenic habitat atmospheres to rampaging environmental
halo around its source. sepsis. Biomorphs without breathing or filtration gear in a contam-
• Liquids have little cohesion, scattering into clouds of droplets if inated environment should suffer penalties ranging from –10 (mild
released into the air. Drinks come in sealed bulbs or bottles. Food contamination) to –30 (severely septic atmosphere). Depending on
is eaten so that sauces and bits of liquid don’t escape. Blood goes the contamination, other effects may apply, as the GM sees fit.
everywhere.
DANGEROUS ATMOSPHERE
Movement and maneuvering in microgravity is handled using In most unbreathable atmospheres (such as Mars and many
the Free Fall skill (p. XX), no matter what morph you have. Most exoplanets), the primary hazard for transhumans without breathing
everyday activity in free fall does not require a test. The GM can, apparatus or modifications is lack of oxygen (Asphyxiation, p. XX).
however, call for a Free Fall Test for any complicated maneuvers, At lower atmospheric pressures, biomorphs require more oxygen;
flying across major distances, sudden changes in direction or at higher pressure, they require less. An inadequate concentra-
velocity, or when engaged in melee combat. A failed roll means tion of oxygen may not asphyxiate right away, but it will lead to
you miscalculate and end up in a position other than intended. A respiratory distress and impairment (–10 to –30 to all actions) over
superior or critical failure means you screwed up badly, slamming time. Higher concentrations will lead to oxygen toxicity over time,
into a wall or spinning off into space. leading to vision problems and disorientation (impairment, –10 to
Most microgravity habitats are equipped with elastic loops –30) and eventually seizures, physical damage, and death. Fires also

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spread very quickly in high-oxygen environments and explosions GRAVITY TRANSITION ZONES
inflict more damage. The widespread use of simulated gravity in space habitats means
Note that many atmospheric gases are fine to breathe—argon, that you will often encounter places where the direction of down
helium, neon, nitrogen—except at high pressures. Methane is also suddenly changes. In most rotating habitats, the standard design
breathable, though it is highly flammable and reacts explosively includes an axial zone where spacecraft can dock in microgravity
with oxidizers and halogens. and a carefully designed and marked transition zone (usually an
High-Pressure Atmosphere: Almost all gases that can be elevator) where people and cargo coming and going from the axial
breathed aside from neon and helium become narcotic at high spaceport can orient to local “down” and be standing in the right
pressures. Exposure over several hours will lead to impairment place when gravity takes effect. Gravity transitions in rotating
(–10 to –30), hallucinations, memory loss, anxiety, dizziness, habitats are almost always gradual but can be very dangerous if you
impaired judgment, and eventually physical damage and stress, encounter them in the wrong place or time.
unconsciousness, and death. If you are cast adrift in the microgravity zone at the axis of a
Toxic Atmosphere: Neptune, Titan, Uranus, and Venus all rotating space habitat, you will slowly drift outward until you
have toxic atmospheres. Similar atmospheres may be found on begin to encounter simulated gravity, at which point you will fall.
some exoplanets, or might be intentionally created as a security How long this takes varies on the size of the habitat. A good rule
measure within a habitat or structure. A character who is unaware of thumb is that for each kilometer of diameter possessed by the
of atmospheric toxicity and does not immediately hold their breath habitat, you have 30 seconds before you begin to fall. If you were
(REF Check) suffers DV 2d10 per Action Turn. given a good push out from the axis when set adrift, this time
Corrosive Atmosphere: In addition to being toxic, Venus has should be halved, quartered, or more at the GM’s discretion.
the only naturally occurring corrosive atmosphere in the solar
system. Corrosive atmospheres are immediately dangerous: DV RADIATION
1d10 per action turn, regardless of whether you hold your breath or Ionizing radiation is one of the more prevalent hazards in the solar
not; increase the DV for atmospheres with higher concentrations. system and one of the most difficult problems for transhumanity
Armor does not apply. Corrosive atmospheres also damage vehicles to defeat. Radiation damages genetic material, sickens, and kills by
and gear not equipped with anti-corrosive shielding; such items ionizing the chemicals involved in cell division. Effects range from
take 1 to 5 DV per minute, depending on the concentration. nausea and fatigue to massive organ failure and death. Radiation
can also damage biological neural networks, leading to flawed
DECOMPRESSION uploads and backups. Radiation can be countered by thinner, better
Habitats and ships sometimes lose air pressure due to damage to shielding and nanomedicine that rapidly reverses the ionization of
their hulls from combat, explosions, space debris collisions, or cellular chemicals, but the sheer magnitude of the radiation put out
micrometeor strikes. Most transhumans will quickly recognize by some bodies in the solar system defeats even these.
the signs of rapid decompression; biomorphs that fail to acquire a Radiation poisoning is a complicated affair. Sources of
supply of air in time may suffer from asphyxiation (p. XX). radiation include the Earth’s Van Allen belt, Jupiter’s radiation
Explosive decompression occurs when the air pressure suddenly belt, Saturn’s magnetosphere, cosmic rays, solar flares, fission
vents all at once and drops to nothing. If you are in the vicinity of a materials, unshielded fusion or antimatter explosions, and nuclear
blowout and not tied down, make a REF Check to grab something blasts, among others. Effects vary drastically depending on the
to hold on to in time to avoid being blasted into space (Vacuum, strength of the source, the amount of time exposed, and the
p. XX). Even if you succeed, you must continue to make a SOM level of shielding available. The immediate effects on biomorphs
Check each action turn to hold on until the atmosphere entirely (manifesting anywhere from within minutes to 6 hours) include
drains. You may also need to make a Fray Test to avoid being nausea, vomiting, fatigue, and both physical damage and mental
struck by debris or other people as they are sucked out (DV 1d10+, stress. This is followed by a latency period where the biomorph
depending on local clutter conditions). seems to get better, lasting anywhere from 6 hours to 2 weeks. Then,
however, the final effects kick in: hair loss, sterility, SOM and DUR
EXTREME HEAT AND COLD penalties, severe damage to gastric and intestinal tissue, infections,
Planetary environments can range from the extremely hot (Venus, uncontrolled bleeding, and death.
Mercury’s day side) to the extremely frigid (Neptune, Titan, Synthmorphs are not quite as vulnerable as biomorphs, but even
Uranus). Both are likely to kill an unprotected and unmodified they can be damaged and disabled by severe radiation dosages.
biomorph within minutes, if not seconds. Synthetic shells fare better,
especially in the cold, but even they are likely to quickly succumb to UNDERWATER
the blazing furnaces of the inner planets without strong heat shields In general, any physical skill performed underwater suffers a –20
and cooling systems. penalty due to the resistance of the medium. Skills relying on equip-
ment not adapted for underwater use may be more difficult or impos-
EXTREME PRESSURE sible to use. Unless you possess an underwater mobility system, your
Similarly, the atmospheric pressures of Jupiter, Saturn, Uranus, movement rate is reduced (Movement, p. XX). If you lack the capability
Neptune, and Venus quickly become crushingly deadly anywhere to breathe underwater, follow the rules for asphyxiation (p. XX). Note
beyond the upper levels. Only synthmorphs and vehicles with that drowning characters do not immediately recover if rescued from
special pressure adaptations can hope to survive such depths. the water; they will continue to asphyxiate until medical treatment is
applied to clear the water from their lungs.

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VACUUM
Biomorphs without vacuum sealing (p. XX) can spend one minute
in the vacuum of space with no ill effects, provided you curl up into
a ball, empty your lungs of air, and keep your eyes closed (some-
thing kids in space habitats learn at a very young age). Contrary to
popular depictions in pre-Fall media, a character exposed to hard
vacuum does not explosively decompress, nor do their internal
fluids boil (other than relatively exposed liquids such as saliva on
the tongue). Rather, the primary danger for characters on EVA sans
vacsuit is asphyxiation due to lack of oxygen and associated compli-
cations such as edema in the lungs.
After one minute in space, you begin to suffer from asphyxiation
(p. XX). Damage is doubled if you hold air in your lungs or are not
curled up in a vacuum-survival position. Additionally, characters
trapped in space without adequate thermal protection suffer a –10
modifier to all actions and 2 DV per minute.

WEATHER
Weather phenomena are a recurring danger on various exoplanets,
depending on local atmospheric conditions. Hurricanes, tornadoes,
flash floods, blizzards, ice storms, acidic rain, and similar condi-
tions can arise rapidly, damage gear, and hinder mobility, sensors,
and communications. Mars still suffers from blinding and choking
dust storms, blasting dust particles that somehow get into every-
thing and jam it up. Venus and the gas giants all feature massive
windstorms and cyclones that are devastating to flying craft and
aerostats.

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DOWNTIME ACTIONS
network, +1 for each superior success.
Alternatively, you can bypass the test and simply spend Rez
Not all of your character’s actions take place on missions or in Points. Each RP gains you 5 rep points.
scenarios. In between moments of investigation, tensions, and
violence, you may seek to improve yourself, work on projects, or MOD YOURSELF
build your social life. This section covers a range of possible down- You have the option of upgrading an existing morph with ware.
time actions you can pursue, though you should work with your You can use ware previously acquired but not installed, or choose 1
GM to discuss other options. Moderate or 2 Minor Complexity new wares. Modification includes
Downtime is normally counted in weeks. Each week, you may the necessary time in a healing vat with medical professional over-
choose one downtime action. This assumes your character is also sight or with a mod-shop’s nanofabber and technicians.
busy with other activities: socializing, housework, nightlife, relaxing, Keep in mind that your next scenario may require resleeving—
playing games, and otherwise pursuing life’s mundane activities. If check with your GM before choosing this option.
you are singularly focused to the exclusion of all else and/or are
using an accelerated-time simulspace, the GM may cut this dura- TRAIN AND IMPROVE
tion down, to a minimum of 1 day per downtime action. As you complete scenarios and gather experience during gameplay,
Healing/Repair: Recovering mental and physical health (pp. you accumulate Rez Points (p. XX). You may spend your downtime
XX and XX) is an important part of downtime, but it does not training and use these Rez Points to improve your character’s stats.
consume all of your time off. Consider healing/repair to happen in You may not spend more than 1 RP on improvement per downtime
conjunction with the following downtime actions. week.

ACQUIRE/MAKE THINGS SPENDING REZ POINTS


You may wish to stock up on gear for the next mission, or simply Improvement RP Cost
prepare equipment caches, go-bags, and emergency provisions. You
5 Rep points 1 RP
can acquire 1 item of Major Complexity, 2 Moderate, or 4 Minor
without any tests assuming you have the Resources trait at Level 2+, 5 Skill points 1 RP
at least one rep score at 60+, or Program skill at 40+ and access to 1 Specialization 1 RP
a nanofabrication machine. Halve this for Restricted items. Rare is 1 Psi sleight 1 RP
only available at the GM’s discretion. If establishing caches (“scratch 1 Language 1 RP
spaces” to Firewall), be sure to note with your GM where and how
1 Aptitude point 1 RP
these are hidden away.
While being prepared is a smart move, GMs should rein in 1 Flex point 2 RP
players that seek to hoard everything they can acquire. Such Ego Traits RP = CP Cost/Bonus
behavior is not realistic, and would certainly lead to the a character
alienating their friends or burning rep or Resources.
GAIN A POSITIVE EGO TRAIT
CHANGE YOUR MOTIVATION You may spend RP to purchase a positive ego trait of an equivalent
As you meet your goals, have new experiences, and develop new CP Cost. The GM must approve this transaction. New traits should
agendas, your motivations may change. Wrapping things up and only be acquired as a consequence of the storyline and unfolding
redirecting your focus allows you to change one of your motivations. events in the game. For example, a character that discovered a cache
of wealth might be allowed to buy the Resources trait. Note that you
FULFILL RESPONSIBILITIES must pay RP for any positive ego traits you gain, whether or not
You can’t spend all of your time saving the solar system. You may you wanted them. If you have no unspent RP available, you must
have debts to pay off, contacts to maintain, and obligations to attend pay out immediately from any future RP you earn until the debt is
to. Perhaps you have family and friends to catch up with, a boss to paid off.
answer to, or freelance gigs that are piling up. Though there is no Note that you do not gain RP from any positive ego traits you
direct game effect for this type of activity, it does help to wrap up lose as a consequence of your actions, nor any negative ego traits
loose ends from previous scenarios and hold on to relationships you acquire during gameplay—you are simply saddled with the new
with NPCs. At the GM’s discretion, this may lay the ground work flaw.
for acquiring a Contact trait (p. XX).
IMPROVE APTITUDES
MANAGE YOUR REP Raise aptitudes at the cost of 1 RP per aptitude point. Aptitudes may
The best way to cultivate your rep scores is to positively contribute not be raised above 30.
to others’ lives. This can take the form of things like volunteering Raising the value of an aptitude also raises the value of all linked
your time for collective endeavors (@-rep), helping out your skills by an equivalent amount. If this raises any linked skills over
friends (c-rep), creating new art (f-rep), working the streets (g-rep), 60, an additional 1 RP must be spent per linked skill over 60 (with
tracking down leads (i-rep), conducting useful research (r-rep), or the exception of the character’s native language skill and skills
training new gatecrashers (x-rep). Work with the GM to choose capped at 99).
an appropriate skill test: success earns you 1 point of rep in that

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IMPROVE AND LEARN SKILLS
To improve an existing skill or learn a new one, you must actively
practice it, study, and/or seek instruction. Each RP spent gives you
5 skill points to allocate. New skills are raised up from the linked
aptitude rating.
Once you have achieved a level of expertise in a skill (60+), you
reach a plateau where improvement progresses more slowly and
even consistent practice and study have diminished returns. You
may not spend more than 1 skill point on such skills per downtime
week.

INCREASE FLEX
Increase your ego Flex pool by 1 point per 2 RP. Your ego Flex pool
may not be raised above 3.

LEARN A LANGUAGE
You may learn a new language through study and practice. Each
language costs 1 RP. Note that new learning a new language usually
takes months, so GMs should only allow this for characters that
have spent the time learning or immersed themselves in the rele-
vant culture.

LEARN A NEW PSI SLEIGHT


If you possess the Psi trait, you may learn new psi sleights through
study and practice. Each sleight costs 1 RP.

LOSE A NEGATIVE EGO TRAIT


You may eliminate the handicap of a negative ego trait through hard
work and diligence. Such endeavors should require weeks if not
months of effort, with appropriate roleplaying and possibly some
difficult tests. In fact, overcoming such traits can be the source of
an adventure. Once a GM feels that you have made a strong-enough
effort, you may pay a number of Rez Points equal to the trait’s orig-
inal CP bonus to negate it. Note, however, that some negative traits
may simply not be discarded, no matter what you do.

SPECIALIZE
You may specialize in an existing skill, as long as that skill is at least
rating 30. The cost to learn a specialization is 1RP. Only 1 special-
ization may be purchased per skill.

LOSE A NEGATIVE EGO TRAIT


You may eliminate the handicap of a negative ego trait through hard
work and diligence. Such endeavors should require weeks if not
months of effort, with appropriate roleplaying and possibly some
difficult tests. In fact, overcoming such traits can be the source of
an adventure. Once a GM feels that you have made a strong-enough
effort, you may pay a number of Rez Points equal to the trait’s orig-
inal CP bonus to negate it. Note, however, that some negative traits
may simply not be discarded, no matter what you do.

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PHYSICAL HEALTH
inflicted from a single source (after it has been reduced by armor)
to your Wound Threshold. Wound Threshold equals your morph’s
The galaxy is a dangerous place, and when you face the risks, you Durability ÷ 5. If the modified DV equals or exceeds your Wound
will inevitably get hurt. Threshold, you have suffered a wound. If the inflicted damage is
double your Wound Threshold, you suffer 2 wounds; if triple your
DAMAGE POINTS Wound Threshold, you suffer 3 wounds; and so on.
All physical harm is measured in damage points. These points are Wounds are cumulative and must be marked on your character
cumulative and recorded on your character sheet. Damage points sheet.
are characterized as fatigue, bruises, bumps, sprains, minor cuts, Note that these rules handle damage and wounds as an abstract
dings and dents, and similar hurts that, while painful, do not concept. For drama and realism, GMs may wish to describe
significantly impair or threaten your life or functioning unless they wounds in more detailed and grisly terms: a broken ankle, a
accumulate to a significant amount. Any source of harm that inflicts smashed servo, internal bleeding, a lost ear, and so on. The nature
a large amount of damage points at once, however, is likely to have of such descriptive injuries may help the GM assign other effects.
a more severe effect (Wounds, p. XX) For example, a crushed hand may mean you can’t pick up a gun,
Damage points are reduced by rest, medical care, and/or repair excessive blood loss may leave a trail for your enemies to follow,
(Healing and Repair, p. XX). or a cut eye might inflict an additional visual perception modifier.
Likewise, such details may impact how you heal or are treated.
DAMAGE VALUE
Weapons and other attacks inflict a number of damage points equal WOUND EFFECTS
to their Damage Value (DV). Most DVs are presented as a variable Each wound applies a cumulative –10 modifier to actions and –1 to
amount, in the form of a die roll; for example: 3d10. In this case, Initiative. A character with 3 wounds, for example, suffers –30 to all
you roll three ten-sided dice and add the results (counting 0 as 10). actions and –3 to Initiative.
Sometimes the DV will be presented as a dice roll plus modifier; Some traits, ware, drugs, psi sleights, and pools allow you to
for example: 2d10 + 5. In this case you roll two ten-sided dice, add ignore wound modifiers. These effects are cumulative, though a
them together, and then add 5 to get the result. Superior results, maximum of 3 wounds worth of modifiers may be negated (–30 to
ammunition types, firing modes, and other factors may increase actions and –3 to Initiative).
an attack’s DV. Knockdown: Any time you receive a wound, make an immediate
For simplicity, a static amount is also noted in parentheses after SOM Check. Wound modifiers apply. If you fail, you are knocked
the variable amount. If you prefer to skip the dice rolling, you can prone (p. XX) and must expend a quick action to stand up/reorient.
just apply the static amount (usually close to the mean average) Bots and vehicles moving at speed must make an Athletics or Pilot
instead. For example, if the damage were noted 2d10 + 5 [16], you Test to avoid crashing.
could simply apply 16 damage points instead of rolling dice. Unconsciousness: If you receive 2 or more wounds at once
(from the same attack), you are automatically knocked prone and
DURABILITY must make a SOM Check; wound modifiers apply. If you fail, you
Your physical health is measured by your morph’s Durability stat. are knocked unconscious (p. XX) until you are awoken or heal.
For biomorphs, this represents the point at which accumulated Synthmorphs and cyberbrained characters are knocked offline in a
injuries overwhelm and incapacitate you. Once your total damage similar fashion. Shells moving at speed that take 2 or more wounds
points equal or exceed your Durability, you immediately collapse at once automatically crash (p. XX).
from exhaustion and physical abuse. You gain the unconscious
condition (p. XX) and may not be revived until your damage points BLEEDING OUT
are reduced below your Durability, either from medical care or Biomorph characters who have suffered a wound and taken damage
natural healing. equal to or exceeding their Durability are in danger of bleeding to
For synthmorphs, Durability represents structural integrity. You death. Make a SOM Check to self-stabilize; wound modifiers apply.
become physically disabled when accumulated damage points reach If you fail, you incur 1 additional damage point per wound per
your Durability and your software mind-state crashes. action turn until you receive medical care or die.
Even if you are unconscious/disabled, your mesh inserts may Others may attempt to stabilize you with a Medicine: Paramedic
still function. Make a DUR Test. If successful, your muse and Test; your wound modifiers apply. If successful, you no longer
any infomorphs residing in a ghostrider module may still mesh; accumulate damage from bleeding out.
likewise, your cyberbrain (if you have one) remains vulnerable to
hacking (p. XX). The GM may rule that significant head trauma DEATH RATING
negates these possibilities. An unhealthy accumulation of damage points will threaten your
character’s life. If the damage reaches your Death Rating, your body
WOUNDS dies (biomorphs) or is destroyed beyond repair (synthmorphs).
Wounds represent grievous injuries: bad cuts and hemorrhaging, Death Rating is based on Durability × 1.5 for biomorphs and
fractures and breaks, mangled limbs, broken systems, and other Durability × 2 for synthmorphs.
serious damage that impairs your ability to function and may lead
to death or long-term impairment. DEATH
Any time your character sustains damage, compare the amount In Eclipse Phase, death is not the end of the line. If your cortical

Page 32 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
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stack can be retrieved, you can be resurrected and downloaded applied two nanobandages would heal 2d10 in the first hour and
into a new morph (Resleeving, p. XX). This requires either backup another 1d10 12 hours later. This assumes decent conditions and a
insurance (p. XX) or the good graces of whomever ends up with reasonable amount of rest. Particularly poor conditions—bad food,
your body/stack. poor shelter, not enough rest—may double healing times. Harsh
If your cortical stack is not retrievable, you can still be conditions—insufficient food, strenuous activity, extreme environ-
re-instantiated from an archived backup (p. XX). Again, this either ments—will triple healing times.
requires backup insurance or someone who has your backup and is
willing to revive you. CRITICAL CARE
If your cortical stack is not retrieved and you have no backup or Some circumstances may call for critical care: surgery, limb regen-
alpha fork (p. XX) floating around somewhere, you are completely eration, or even the revivification of a recently deceased biomorph.
and utterly dead. Be smart: back up. Surgery: If the GM rules a medical condition requires surgical
intervention, whether by a trained transhuman or medical bot,
use Medicine: Biotech. This is a task action, with a timeframe

HEALING AND REPAIR


determined by the GM (usually 1–4 hours). No damage or wounds
may be healed until the surgery is successful.
Use the follow rules for healing and repairing damaged and Regeneration: Transhumans with biomods will regrow severed
wounded characters. parts over time. An ear or finger will take a week, an arm or leg
a full month. Healing vats greatly accelerate this process to
BIOMORPH HEALING somewhere between 4 hours (ear/finger) and 2 days (full limb), and
Thanks to biomods, most biomorphs naturally heal at an accelerated can even restore a full body from just a head (1 month).
rate. Advanced technologies such as medichines (p. XX) and nano- Revivification: Recently deceased biomorphs may be placed in
bandages (p. XX) or the skills of a trained professional can increase medical stasis with the proper gear and a Medicine: Paramedic (10
this even further. Healing vats (p. XX) will heal even the most minutes) task action. An equipped medical specialist can revive
grievous wounds in a matter of days and can even restore characters the person as long as they are treated within 24 hours of death or
who recently died or have been reduced to just a head. being removed from stasis. This requires a Medicine: Paramedic
task action, with a timeframe of 1 hour, +1 per wound. Revived
FIRST AID characters are healed to 1 point below their Death Rating. A healing
Use Medicine: Paramedic to apply medical care to an injured char- vat will also do the job, with a timeframe of 1 day.
acter. This is a task action with a timeframe of 10 minutes plus 10
minutes per wound. If successful, remove 1 wound and 1d10 points SYNTHMORPH AND OBJECT
of damage, +1d6 per superior success. This test must be made REPAIR
within 24 hours of the injury, and any particular set of injuries may
only be treated once. If the character is later injured again, however, Most synthmorphs and objects do not heal on their own and must
this new damage may also be treated. Medical care of this sort is not be repaired. Some are equipped with self-repair systems that func-
effective against injuries already treated with medichines, nanoban- tion the same as medichines (p. XX). Repair spray can be used to
dages, or healing vats. A critical failure inflicts DV 1d10. make fixes and functions the same as nanobandages (max 3 uses
per day). Synthmorphs and objects may also be repaired in a nano-
LONG-TERM RECOVERY fabrication machine with the appropriate blueprints; treat this the
The rate at which you heal depends on the technology at your same as a healing vat.
disposal, as indicated on the Healing table (p. XX). All damage Physical Repair: Manually repairing a synthmorph or object
must be healed first, before wounds. Use the fastest rate available; requires a Hardware Test using a field appropriate to the item
healing from nanobandages and healing vats is cumulative with (Hardware: Robotics for synthmorphs and bots, Hardware:
that of your morph. For example, a morph with biomods that Aerospace for aircraft, etc.). Repair is a task action with a timeframe

HEALING
First Aid Damage Healed Timeframe
Medicine: Paramedic 1 wound, 1d10 [5] damage +1d6 per superior success 10 minutes + 10 per wound
Long-Term Healing Damage Healing Rate Wound Healing Rate
Morph without biomods 1d10 [5] per day 1 per week
Morph with biomods 1d10 [5] per 12 hours 1 per 3 days
Morph with medichines 1d10 [5] per hour 1 per day
Nanobandages (max 3 per day) 1d10 [5] per hour 1 per day
Healing Vat 2d10 [11] per hour 1 per 2 hours
Poor Conditions x2 x2
Harsh conditions x3 x3

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of 1 hour per 5 points of damage being restored, plus 8 hours as a variable amount, such as 2d10, or sometimes with a modifier,
per wound. Appropriate modifiers should be applied, based on such as 2d10 + 10. Simply roll the dice and total the amounts to
conditions and available tools. determine the stress points inflicted in that instance. To make
things easier, a static SV is also given in parentheses after the vari-
able amount; use that set amount when you wish to keep the game

MENTAL HEALTH
moving and don’t want to roll dice.
Some Stress Values list two numbers. The first number before the
When your body is replaceable, damage inflicted upon your psyche slash applies if you fail your WIL Check. The second number, after
is often more frightening than grievous physical harm. There are the slash, applies even if you succeed.
many ways in which your sanity and mental wholeness can be
threatened: experiencing physical death, extended isolation, loss of TRAUMA
loved ones, alien situations, discontinuity of self from lost memo- Mental trauma is more severe than stress points. Traumas represent
ries or switching morphs, psi attacks, and so on. Two methods are severe mental shocks, an inability to handle what is occurring, the
used to gauge your mental health: stress points and trauma. For stunning effect of paradigm shifts, crippling self-doubt, and other
most purposes, these function like damage and wounds, but for serious cognitive malfunctions. Traumas impair your character’s
your mind. functioning and may result in temporary derangements or perma-
nent disorders.
STRESS POINTS If your character receives a number of stress points at once that
Stress points represent fractures in your ego’s integrity, glitches in equals or exceeds their Trauma Threshold, they have suffered a
your mind’s cohesive functioning. This mental damage is experi- trauma. If the inflicted stress points are double or triple the Trauma
enced as cerebral shocks, disorientation, cognitive disconnects, Threshold, they suffer 2 or 3 traumas, respectively, and so on.
synaptic misfires, or an undermining of the intellectual faculties. Traumas are cumulative and must be recorded on your character
On their own, these stress points do not significantly impair your sheet.
character’s functioning, but if allowed to accumulate they can have
severe repercussions. Additionally, any source that inflicts a large TRAUMA EFFECTS
amount of stress points at once is likely to have a more severe Each trauma applies a cumulative –10 modifier to all of the char-
impact (Trauma, p. XX). acter’s actions and –1 to Initiative. A character with 2 traumas, for
Stress points may be reduced by long-term rest, psychiatric care example, suffers –20 to all actions and –2 Initiative. These modifiers
and/or psychosurgery. are also cumulative with wound modifiers.
Some traits, ware, drugs, psi sleights, and pools allow you to
STRESS CATEGORIES ignore trauma modifiers. These effects are cumulative, though a
Sources of stress are grouped into four categories: alienation, help- maximum of 3 trauma worth of modifiers may be negated (–30 to
lessness, the unknown, and violence. actions and –3 to Initiative).
Alienation arises from disconnection to the self—acclimating to Disorientation: Each time you suffer a trauma, make an
unusual morphs, lost memories, loss of self-control. immediate WIL Check (modifiers apply). If you fail, you are
Helplessness is the inability to control events. It includes temporarily stunned and disoriented by what you have experienced.
isolation, betrayal, and the inability to save your friends from harm. You must expend a complex action to regain your wits. Additionally,
The unknown is anything alien, incomprehensible, or out of if you have a disorder triggered by that type of stress, it is activated
context to our common understanding of the universe. by the trauma.
Violence is threats, danger, and bodily harm to yourself or other.s Acute Stress: If you receive 2 or more wounds at once (from the
same attack), you must make an immediate WIL Check. If you
LUCIDITY AND STRESS succeed, you suffer the effects of disorientation, above. If you fail,
Lucidity is the companion to Durability; it benchmarks your you suffer an acute stress response.
character’s mental stability. It equals WIL x 2. If you build up an
amount of stress points equal to or greater than your Lucidity score, ACUTE STRESS RESPONSES
your character’s ego immediately suffers a mental breakdown. You The impact of multiple traumas at once can trigger an overpow-
effectively go into shock and remain in a catatonic state until your ering physiological reaction. The GM can apply one of the following
stress points are reduced to a level below your Lucidity stat. You responses, as appropriate to the situation (and with player input),
also acquire a Mental Disorder trait—work with your GM to choose or roll 1d6:
one appropriate to your character. Accumulated stress points will 1–2 Fight: You must immediately attack the source of the trauma,
overwhelm egos housed inside synthetic shells or infomorphs just regardless of personal safety. Your attacks ignore trauma modifiers.
as they will biological brains—the mental software effectively seizes You must continue to fight until the source is destroyed or you are
up, incapable of functioning until it is debugged. taken out of the fight.
3–4 Flight: You must flee from the source of the trauma until you
STRESS VALUE reach safety (such as a good hiding spot) or exhaust yourself. If you
Any source capable of inflicting cognitive stress is given a Stress cannot escape the threat, roll again for fight or detachment.
Value (SV). This indicates the amount of stress points the attack or 5–6 Detachment: You enter a catatonic state or simply give in.
experience inflicts upon a character. Like DV, SV is often presented You do not resist attacks against you or respond to stimuli, you

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check out from reality. This lasts for an hour or as long as the GM STRESSFUL EXPERIENCES
decides. If the GM allows it, others may attempt to snap you out of Alienation SV
it with a Provoke Test at –30.
Failed resleeving Alienation Test 1d6
Encountering inexplicably lost memories 1d6
Each of these responses may be accompanied by additional
symptoms: anxiety, confusion, indecisiveness, fixation, nausea, Extended isolation 1d6 + 2/half
tremors, echolalia, and so on. Players are encouraged to roleplay Exsurgent virus infection Varies (p. XX)
their reactions. Additionally, any time you suffer an acute stress Unwillingly controlled via puppet sock 1d10/half
response, you will have difficulty remembering the details later
Mind-controlled 1d10 + 2/half
(–30 to COG Checks to recall details), though mnemonics or
similar memory augmentations may circumvent this. You will also, Helplessness SV
however, need to make a WIL Check in order to even attempt to
Asphyxiation (p. XX) 1d6
access these memories; most survivors bury these experiences and
avoid reliving them. Set on fire 1d6
Awareness of imminent death 1d10/1
INSANITY RATING Betrayal by a trusted friend 1d6
Extreme amounts of built-up stress points can permanently damage Cyberbrain hacked 1d6
your character’s sanity. If accumulated stress points reach your
Drugged against your will 1d6 – 1
Lucidity × 2, your character’s ego undergoes a permanent meltdown.
Your mind is lost, and no amount of psych help or rest will ever Losing a loved one 1d6
bring it back. Watching a loved one die 1d10
Being responsible for the death of a loved one 1d10 + 1/1
Suffering moderate torture 1d6 + 2/half

STRESSFUL Suffering severe torture 1d10 + 2/half

SITUATIONS The Unknown


Encountering non-sapient alien life 1d6 – 2
SV

The universe of Eclipse Phase is ripe with experiences that will rattle
your sanity. Some are as mundane and human as extreme violence, Encountering sapient alien life 1d10/1
extended isolation, or helplessness. Others are less common, but Encountering highly advanced technology 1d6 – 1
even more terrifying: encountering alien species, infection by the Encountering exsurgent-infected transhumans 1d6
exsurgent virus, or facing down an extinction threat. Encountering full exsurgents 1d10/1

WILLPOWER STRESS TESTS Witnessing async sleights


Witnessing psi-epsilon sleights
1d6 – 2
1d10/half
Whenever you encounter a situation that might impact your ego’s
psyche, make a WIL Check. Some incidents may be so horrific that
Violence SV
a modifier is applied. If you fail, the experience scars your mental
landscape and you suffer stress damage (and possibly trauma) as Encountering a gruesome corpse or murder scene 1d6 – 1
appropriate to the situation. If you succeed, you cope with the Viewing extreme violence/torture 1d6
unnerving situation, but it may still rattle and shake you. Committing violence in self-defense 1d6 – 1
A list of stress-inducing scenarios and suggested SVs are listed Murdering in self-defense 1d6 + 1
on the Stressful Experiences table. The GM should use these as a
Committing offensive violence 1d6
guideline, modifying them as appropriate to the situation at hand.
Murdering in cold blood 1d10/1
Harming an innocent 1d6 + 2/1
HARDENING Killing an innocent 1d10 + 2/half
The more you are exposed to horrible or terrifying things, the less Experiencing death via XP 1d10
scary they become. After repeated exposure, you become hardened
to such things, able to shake them off without effect.
Every time you suffer a trauma due to stress from alienation,
helplessness, or violence (Stress Categories, p. XX), take note. If
you survive such a traumatic situation 5 times without acquiring
a disorder, you become effectively immune to that type of stress emotions—but it is such emotions that make you transhuman. You
in the future. You acquired the Hardening trait (p. XX) for that have erected mental walls that affect your empathy and ability to
type of stress. You may never become hardened to stress from the relate to others. Each Hardening trait means you lose –5 to either
unknown. your SAV or WIL.
The drawback to hardening yourself is that you grow detached Psychotherapy may be used to overcome such hardening, in the
and callous. In order to protect yourself, you cut off your same way a disorder is treated.

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MENTAL HEALING DISORDERS
AND PSYCHOTHERAPY
Disorders represent long-lasting psychological afflictions that
typically require weeks or even months of psychotherapy and/or
Stress is trickier to heal than physical damage. There are no psychosurgery to remedy.
nano-treatments or quick fix options (other than killing yourself Disorders represent the best attempts of a damaged psyche to
and reverting to a non-stressed backup). The options for recu- adapt to and deal with mental and emotional distress. Disorders
perating are simply natural healing over time or psychotherapy/ are not always “active”—they may remain dormant until triggered
psychosurgery. by certain conditions. While it is certainly possible to function
“normally” with a disorder, it represents a severe impairment to a
PSYCHOTHERAPY CARE person’s ability to maintain healthy relationships and succeed in
Characters with an appropriate skill—Medicine: Psychosurgery or their work/pursuits.
Know: Psychology—can treat a character suffering mental stress or Gaining a Disorder: You acquire a disorder during character
trauma with psychotherapy. This is a long-term process, involving creation, by infection with the exsurgent virus, or by accumulating
methods such as psychoanalysis, counseling, roleplaying, rela- stress equal to or exceeding your Lucidity. You should work with
tionship-building, hypnotherapy, behavioral modification, drugs, the GM to choose a disorder appropriate to your character and
medical treatments, and even psychosurgery. Most muses are circumstances.
skilled in Know: Psychology. Removing a Disorder: You can get rid of a disorder through
Psychotherapy is handled as a task action. Any stress must be in-game or down-time treatment (p. XX) or by buying it off as a
eased before traumas can be addressed, and traumas must be negative trait (p. XX).
healed before disorders can be treated. Because psychotherapy is Triggering a Disorder: Each disorder is triggered by certain
an intensive and emotionally exhaustive process, it is performed in circumstances, as determined by your GM. Example triggers are
periods of no more than 1 hour per day—any more than that tends given with each listing. Disorders are also triggered by traumas
to create its own stress, which defeats the purpose. Accelerated-time (p. XX). When activated, the disorder directly affects your actions
simulspaces (p. XX) may be used, but each hour of psychotherapy and what you can and cannot do, as fitting the affliction. The GM
past the first requires a full subjective day in the VR. may direct your character’s behavior or apply modifiers as they see
A psychotherapist heals 1d6 [3] stress with a timeframe of 1 hour. fit. The episode lasts for as long as your character is affected by the
The timeframe for healing traumas is 8 hours, 40 for disorders; both triggering condition. Others may assess your state or bring you out
split across 1-hour periods. Each trauma and disorder applies a –10 of it with successful Know: Psychology or Medicine: Psychosurgery
modifier to the test. If the patient receives any new stress during this Tests.
process, it must be restarted.
Even when treated, the scars from trauma are likely to remain ADDICTION
for some time to come. According to some opinions, disorders are Triggers: Addiction focus, fear, frustration, helplessness, violence
never truly eradicated, they are just eased into submission … where Addiction represents a pathological reliance on a particular
they may linger beneath the surface, waiting for new trauma to behavior or substance. You are simultaneously unable to function
come along. without the source of the addiction but also severely impaired due
to the addiction’s effects. Addiction can vary in severity, from mild
NATURAL HEALING weekly cravings to needing a fix every few hours.
Characters who eschew psychotherapy can hopefully work out the Effect: Addicts often experience mood swings, compulsive and
problems in their head on their own over time. For every month self-destructive behavior, physical sickness, and other side effects.
that passes without accruing new stress, the character may make an A character unable to get their fix will act irrationally and suffer
INT Check. If successful, they heal 1d6 points of stress or 1 trauma modifiers between –10 and –30. Long-term addiction may inflict
(all stress must be healed first). Disorders are even more difficult to penalties to DUR and WIL Checks.
heal, requiring 3 months without stress or trauma and a successful
INT Check. As a result, disorders can linger for years until resolved ALIEN BEHAVIOR DISORDER
with actual psychotherapy. Triggers: Alienation, exsurgents, psi sleights, the unknown
This disorder primarily affects asyncs. You experience strange
MOTIVATIONAL RECOVERY urges to behave in an alien fashion or to use phantom appendages
Successfully reaching personal goals is rewarding to your confi- or other body parts that don’t map to your transhuman form.
dence, well-being, and overall mental stability. At the GM’s Effect: You must make a WIL Check or be compelled to exhibit
discretion, each time you achieve a goal defined by your charac- alien behavior. The compulsion examples listed on the Strain Effect
ter’s motivations, heal 1d6 stress. If you have no stress, remove a table (p. XX) provide a number of possibilities.
trauma instead. Motivational goals cannot heal disorders, but they
will provide a +20 modifier to the next INT Check, Medicine: ANXIETY
Psychosurgery, or Know: Psychology Test to remove a disorder. Triggers: Bad news, boredom, helplessness, the unknown, violence
With general anxiety disorder, you are overcome with worry
about nearly everything. Even simple tasks represent the potential
for failure on a catastrophic scale and should be avoided or

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minimized. Negative outcomes are always assumed to be the only and modifications.
possibility. Effect: –30 to Alienation Tests when resleeving.
Effect: You must be convinced with a Persuade or Provoke Test
to do almost anything, and even then will self-sabotage or give up COSMIC ANXIETY DISORDER
after a short time. Triggers: Alien/TITAN technology, the unknown, x-risks
This disorder arises from facing x-risks, aliens, and
ATAVISM incomprehensibly advanced technology. It functions much like
Triggers: Alienation, mobs, violence anxiety; you are helpless in the face of an uncaring and dangerous
Atavism mainly affects uplifts. It results in them regressing to universe.
behaviors more in line with their more animalistic forbears. Effect: Like anxiety, but when faced with an alien or TITAN
Effect: You might lose the ability to speak and reason or engage threat, make a WIL Check or flee or collapse in panic.
in primitive animalistic behavior such as threat or dominance
displays. CONVERSION DISORDER
Triggers: Alienation, psi sleights, the unknown, violence
ATTENTION DEFICIT HYPERACTIVITY You suffer a neurological condition such as blindness, deafness,
DISORDER (ADHD) inability to speak, loss of balance, seizures, or paralysis in high-
Triggers: Overstimulation, sleep deprivation, the unknown, stress situations. Some asyncs suffer from a similar condition, alien
violence sensory disorder, where attempts to use phantom alien sensory
ADHD is the inability to notice details and focus on any one task organs disrupt one or more of their actual physical senses.
for an extended period. You may find yourself starting multiple Effect: WIL Check or suffer from one of the chosen conditions.
tasks, beginning a new one after only a cursory attempt at the prior
task. You may also have a manic edge that manifests as confidence DEPRESSION
in your ability to get a job done, even though you will quickly lose Triggers: Alienation, grief, helplessness, life transitions, violence
all interest in it. Clinical depression is characterized by intense feelings of
Effect: –30 modifier to Perceive Tests and task actions. Task hopelessness and worthlessness. You feel as though nothing you
action timeframes increased 50%. do matters and no one cares anyway. You find it difficult to be
motivated to do much of anything. Even simple acts such as eating
AUTOPHAGY and bathing seem to be monumental tasks.
Triggers: Alienation, injury, violence Effect: Make a WIL Check to take any sort of action; apply a –30
This anxiety disorder, characterized by self-cannibalism of the modifier to the test in the case of task actions or other sustained
limbs, usually only occurs among neo-octopi. activity.
Effect: You must make a successful WIL Check or begin to
consume one of your arms. DISASSOCIATIVE PERSONALITY
DISORDER
BIPOLAR DISORDER Triggers: Helplessness, specific memories, the unknown, violence
Triggers: Grief, helplessness, sleep deprivation, violence A separate, distinct personality develops apart from your original
With manic depression, your periods of depression are personality. The personalities may or may not be aware of each
interrupted by brief (a matter of days at most) periods of mania other and “conscious” during the actions of the other personality,
with heightened energy and a general disregard for consequences. though there is some basic information sharing (such as language
The depressive stages are similar in all ways to depression (p. and core skill sets). Usually there is a trigger that results in the
XX). When manic, you will take risks, spend wildly, and engage emergence of the non-control personality. Most subjects have only
in behavior without forethought or consideration of long-term a single extra personality, but it is not unheard of to have several
consequences. personalities. Each personality sees itself as a distinct person with
Effect: Similar to depression, but when manic you must make a their own wants, needs, and motivations.
WIL Check to stop yourself from undertaking a risky endeavor. You Effect: The other personality must be roleplayed (perhaps by the
will also try to convince others to go along with the idea. GM or another player).

BODY DYSMORPHIA FUGUE


Triggers: Alienation, helplessness, resleeving Triggers: Helplessness, the unknown, violence
You believe that you are irrevocably ugly or defective, making You enter a fugue state where you display little attention to
you unable to interact with others or function normally for fear of external stimuli. You still function physiologically but refrain from
ridicule and humiliation. You are secretive and reluctant to seek speaking and stare off into the distance, unable to focus on events
help because you are afraid others will think you vain. A similar around you.
disorder, gender dysphoria, occurs when your sexual biology Effect: You are totally non-responsive to most stimuli. You will
conflicts with your internal gender identity. Due to resleeving, both walk only if led by a helper. You will not even defend yourself if
disorders are fairly common. Some asyncs have a similar species attacked, simply curling into a fetal position if physically assaulted.
dysmorphia disorder, where they become convinced they are aliens
trapped in transhuman forms; they often seek out exotic morphs IMPULSE CONTROL DISORDER

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Triggers: Helplessness, impulse focus, the unknown, violence PHOBIA
You must engage in one specific activity that dominates Triggers: Helplessness, phobia focus
your thoughts: compulsive shopping, explosive aggressiveness, You have an irrational fear of a particular place, situation, or
kleptomania, mesh addiction, pyromania, sexual exhibitionism, etc. thing. Common phobias include AIs, microgravity, Pandora gates,
You feel a sense of building anxiety when prevented from engaging muses, robots, enclosed spaces, open spaces, and death.
in this behavior for an extended period (usually several times a day Effect: Make a WIL Check to enter the proximity of the phobia’s
to weekly, depending on the impulse) and will often engage in this focus. If exposed to the focus, make a WIL Check or flee. Suffer –10
behavior at inconvenient or inappropriate times. to –30 in the focus’s presence.
Effect: You must make a WIL Check not to engage in the
impulsive activity. If denied the activity for too long, you suffer POST TRAUMATIC STRESS DISORDER
modifiers between –10 and –30. (PTSD)
Triggers: Frustration, helplessness, pain, specific memories, the
INSOMNIA unknown, violence
Triggers: Alienation, responsibility overload, the unknown, PTSD is the result of a life-threatening incident or incidents. You
violence develop an acute fixation on these incidents, obsessively reliving
You are unable to sleep, or unable to sleep for an extended period them, losing sleep, suffering anxiety and depression, and becoming
of time. This is most often due to anxiety or depression and the easily angered or irritated. PTSD survivors will often go to great
accompanying negative thought patterns. Insomniacs may find lengths to avoid painful memories and will suffer extreme anxiety if
themselves nodding off at inopportune times, but never for long. forced into similar circumstances.
As a result, they are frequently lethargic, inattentive, and irritable. Effect: WIL Check to avoid responding to imagined threats
Effect: You have a a near total inability to find rest in sleep when based on the traumatic experience with violence. Otherwise treat
it is desired. Treat long recharges as short recharges, or do not as anxiety, depression, or phobia as appropriate.
receive any recharge benefits at all. Apply a –30 modifier to Perceive
Tests and a –10 to all other actions. REITERATIVE SCHIZOPHRENIA
Triggers: Alienation, drug use, forking, the unknown
NARCISSISTIC PERSONALITY DISORDER Not to be confused with schizophrenia the genetic disorder,
Triggers: Criticism, insults, praise, the unknown reiterative schizophrenia has similar symptoms but develops in
You believe yourself to be the single most important person in egos that undergo frequent resleeving, possibly due to some sort of
the universe. Nothing else takes precedence and everything must be repetitive error in the download process. Schizophrenics lose their
done according to your whim. Failure to comply with your dictates ability to discern reality from unreality. You experience delusions,
will incite rage and physical assault. hallucinations (often in support of the delusions), and fragmented
Effect: You demand attention and suffer a –30 modifier to or disorganized speech. You experience your behavior as perfectly
Persuade Tests. You may be provoked to violence if insulted or if normal, to the point of becoming paranoid that others are involved
others fail to comply with your demands (WIL Check). Narcissistic in a grand deception.
NPCs are immune to Persuade Tests. Effect: You experience delusions and hallucinations as
determined by the GM and are prone to conspiratorial
PARAMNESIA thinking. You suffer a –20 modifier to test that require coherent
Triggers: Alienation, immersion in water/vacuum, sex, the communication.
unknown
You have trouble distinguishing between real memories and fake
ones—or ones that do not belong to you. This disorder has grown
more common thanks to resleeving and the potential integration
of memory artifacts in a morph’s brain from a previous user to a
later one. Some asyncs also suffer a form of paramnesia that recalls
memories that are seemingly not transhuman.
Effect: You recall memories that are not real or not your own.
Sometimes you may be confused about who, what, or where you
are. Any superior fail on a skill test will result in you confusing
important details.

PARANOIA
Triggers: Betrayal, conspiratorial behavior, the unknown, violence
You have a generalized mistrust of others. You are hypervigilant,
but also hypersensitive to perceived hostility and insults. You bear
grudges for longer periods.
Effect: –10 to Kinesics Tests. Paranoid NPCs have a +20 bonus
to WIL Checks against Persuade, but a –20 against hostile Provoke
Tests.

Page 38 Eclipse Phase, Second Edition Open Playtest — Actions and Combat — June 8 2017
© 2017 Posthuman Studios LLC — this file is not Creative Commons licensed. The final release will be!

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