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Eclipse Phase Character Sheet Readme

by Tony Lee

Please see the Changelog tab to the fixes for this version. Thanks!

I was one of the Eclipse Phase playtesters on the east coast. The game had no character sheet when we started testing. As
is evident by the overwhelming demand for a character creation tool since the game's release, we also needed a tool,
especially in the game's early stages when we were tasked to build min/max characters and abuse the rules any way we
could. I modelled this character sheet/calculator off one I made for a game created by Eclipse Phase's writer's - Jack
Graham. After several incarnations, I showed it to Rob Boyle who asked if it could be distributed to other testing groups. I
suspected that after the launch of Eclipse Phase, there would be interest in my project. Since the publishing of the book (and
most importantly the solidification of the rules), I have completely overhauled this character generator for public consumption.

This should hopefully help gamemasters and players alike to build solid characters. I have locked the workbook so only
certain fields may be edited. This ensures that formulas do not get deleted. Many fields/dropdowns rely on the exact case
and spelling of a value somewhere else. I have also made all fields blank if nothing is filled in if people would like to use this
as character sheets. Go to the HELP tab for explanations of every field on every sheet.

I apologize for restricting so many fields to dropdown data as it takes away from the openness of the game. For the most
part, it is due to calculations that help the character creation process.

I have gone over the rules extensively with Rob Boyle, but that does not mean I got all of the formulas correct or that I asked
every possible question. The rules/formulas here include the 1st edition printing of the book and the errata 1.0 released on
the Eclipse Phase website. If you find an error in a calculation or think the rule is incorrect, please contact me.

If you have suggestions on how to make this better, contact me. If you want to make you own edits and redistribute this, I
only ask that you give credit where credit is due. Otherwise, go nuts. I would've done this as a pdf, but I'm not familiar with
pdf creation/conversion. Like I said, this wasn't originally a project for the public so I gave little thought to trying my hand at a
more univesal format.

This was created in Microsoft Office 2007 on a PC. I saved it to be backwards compatible. It will not work in Quatra Pro. One
of the other testers tried. Everything will be locked in Open Office, but there is a way to unlock it. If you don't know how, a
quick search on the web will tell you how. I can't guarantee every cell/formula will work in any program outside of Excel.

If you want to unlock the worksheets, the password is: "AGIsRuleEarth" without the quotes. If you unlock it, use at your own
risk. Have an original copy as backup!

This workbook will live on the my website. The Eclipse Phase site points to the same place.
http://www.djarcanus.com/ep/

My email is: epcharsheet@gmail.com

Thanks. Enjoy the game!


General
TIP 1: If you use the [delete] key to erase something and it complains, use the [backspace] button instead. That will always work.
TIP 2: If certain fields don't fill in automatically, keep working. It probably relies on values from somewhere else.
TIP 3: If a description is too long for the small amount of space I provided, I put "See Notes". There is a large notes section on the bottom of the
Morph Sheet.
TIP 4: The calculators at the bottom are for calculating a character's starting stats/gear. As a character progresses, the calculator will not add up.
Ignore after character generation. :)
TIP 5: There is a credit cost chart at the bottom of all pages where credits can be spent. The calculator uses the average cost.

Calculator
The calculator on the Ego page pulls data from all the other sheets. The calculators at the bottom of the other pages gather info for this purpose as
well as calculate armor and weapon stats.
The Remaining Points box indicates how many more points are left to spend. If the number is negative, too many points were spent!

The Remaining Credits box indicates how many credits are left. Since credits are purchased at 1CP = 1,000 credits, it's likely that credits will be left
over. Enter this amount into the Credits box on the Morph page to reach zero. If cash on hand is important, enter a large number in the Credit box in
multiples of 1,000.

Ego Sheet
Field Description
Name Character's name
Homeworld Character's original birth place. Might include city, state/province, country.
Citizenship Current citizenship(s). This may be different from homeworld.
Age Age of the ego, not morph.
Gender The gender or lack there of the character's ego identifies as.
Concept Character's concept.
Player Player's name. Entered name on ego page will populate name on all sheets.
Background Character's background. Most advantages/disadvantages are not auto-calculated. Skills bonuses are definitely not.
These +/- should be entered into the "misc" column for the skill. Other aspects like +10,000 credit for Hypercorp and
infolife buys certain skill at half and others at double are factored into the calculator. Be sure to read the text carefully.

Faction Character's faction. Like the background, add bonuses to the "misc" column. If the bonus from background and faction
apply to the same skill, add the numbers together.
Backup Status Last time the character was backed up. Enter a datetime, event, or other indicator of when the last backup point was. The
likelihood of death is high. Backup often.
Games Sessions Place to put your game session date(s). Some members of my group were having trouble figuring out which set of
character sheets went with what sessions. Hopefully this will help.
Motivations Choose 3 motivations. These are goals for the character to accomplish.
Aptitudes Score: Auto-calculated. Total score from the base + morph + mods.
Base: This is where the player distributes aptitude points and increases aptitudes with customization points (CP) and rez
points (RP). No base aptitude may be higher than 30 unless the character has the ego trait Exceptional Aptitude.
Numbers are accepted all the way up to 40.
Morph: Auto-calculated. This will take the corresponding score on the Morph page and apply the amount. The number
may or may not be the same as the one entered on the Morph page. This is because every morph has a maximum
aptitude score. If base + morph is greater than the maximum aptitude, it will cap your score at the max. Changing morphs
can rearrange these numbers. The Exceptional Aptitude morph trait will increase the max for that aptitude by 10.
Mods: Auto-calculated. This will take the corresponding score on the Morph page and apply the amount. This number is
added on top of base + morph up to 40. The maximum aptitude of the most morphs is less than 40. Morph modifications
give every morph the opportunity to have a 40 in all aptitudes.

Reputations The left side of this giant box is the character's reputation. The title bar has L1 to L5. These are the reputation level. They
are good reminders when thinking about favors.
Rep Net: The 7 default reputation networks in Eclipse Phase.
Name: Rep network's abbreviated name.
Cur: The current amount of reputation for a network may be more or less than the maximum. It's possible to gain
temporary reputation as well as spend it for favors.
Max: This is the maximum reputation for each network. Distribute reputation points here and increase with customization
points (CP) and rez points (RP). Max reputation is 99.
Networks The right side of this giant box covers the skill Networking. It made sense to put it with Reputation. Don't forget to spend
skill points here!
Network: The fields of the Networking skill. They are listed in order to correspond with the Reputation networks.
Score: See active skill section below.
Rank: See active skill section below.
Apt: See active skill section below.
A Score: See active skill section below.
Misc: See active skill section below.
Specialization: See active skill section below.
Factions: These are the factions allied to the corresponding Networking skill and Reputation network.

Rez Points
Ego Traits Pos/Neg: Choose whether ego trait is positive or negative.
Trait: Traits in dropdown only display positive or negative depending on what was chosen in Pos/Neg.
Cost: Cost to purchase trait. If positive, customization points (CP) will be deducted in the calculator. If negative, points will
be added. Cannot purchase more than 50 points positive and 50 points negative. Gamemaster may allow exceptions. If
the trait is free from background, faction, etc, enter 0 cost because it's free.
Description: Enter short description. Not a lot of room. Can elaborate in Notes on Morph page.

Active Skills Sorry. No big label for active skills. As you can see, there are a lot of them and they take up a ton of room.
Active Skill: Name of active skill. Not all skills can be defaulted. If these skills do not meet the minimum requirement(s) to
have a score, they will be blank.
Score: Auto-calculated. Total score from rank + a score + misc + morph aptitude mod (modifier bonus always gets added
at the end with the full amount. Max score is 99.
Rank: This is where the player distributes skill points and increases skill with customization points (CP) and rez points
(RP). Costs 1 CP/RP to raise a score up to 60. If rank + a score + misc is greater than 61, it costs 2 points. No skill may
start above 80 unless the Expert trait is purchased. Native language is the other exception. See below.
Apt: Corresponding aptitude for skill.
A Score: Auto-calculated. Total aptitude from base + morph.
Misc: Bonuses from background, faction, or something else.
Specialization: Each skill may have 1 specialization. Putting in any text will count as a specialization. Be careful not to
lose points by accidentally have text in a specialization box.

Active Field Skills Active Field Skills are active skills that have fields. This includes the Networking skill at the top with the Reputation
networks.
Active Field Skill: Select skill from dropdown.
Field: Name of field for the selected skill. Enter an appropriate field.
Score: See active skill section above.
Rank: See active skill section above.
Apt: See active skill section above.
A Score: See active skill section above.
Misc: See active skill section above.
Specialization: See active skill section above.

Fray Fray is what keeps you alive in this game. That is why it is in the middle and in large print. Remember that full defense
gives a +30 to all Fray scores...
Ranged: Auto-calculated. Fray vs. Range Weapon is Fray skill / 2 (round down).
Melee: Auto-calculated. Fray vs. Melee Weapon is Fray skill.

Moxie Moxie Cur: Current moxie.


Moxie Max: Maximum moxie. Bonus moxie for Fall Evacuee and Re-Instantiated part of calculation at the bottom.
Max moxie is 10.

Knowledge Skills Knowledge Skills are have fields like the Active Field Skills.
Knowledge: Select knowledge from dropdown.
Field: Name of field for the knowledge. Enter an appropriate field.
Score: See active skill section above.
Rank: See active skill section above.
Apt: See active skill section above.
A Score: See active skill section above.
Misc: See active skill section above.
Specialization: See active skill section above.

Native Language This is a special skill. It is the character's literacy of its own language. It is 70 + rank + a score + misc + morph mods. The
only item that costs 2:1 points to increase is rank. Honestly, there are more worthy places to spend precious CP/RP on…

Ego2 Page
Field Description
Name Auto-calculated. From Name field on Morph page.
Lucidity Auto-calculated. Character's mental health. Lucidity is WIL * 2
Stress Points Number of Stress Value (SV) points taken. When Stress Point reaches a level of Trauma Threshold, trauma occurs.
Stress Points and Trauma can be removed with therapy.
Trauma Threshold Auto-calculated. Number of Stress Points before trauma occurs. Trauma occurs every time a multiple of the Trauma
Threshold is reached. It is LUC / 5 (round up).
Insanity Rating Auto-calculated. If the number of Stress Points equals or exceeds the Insanity Rating, no amount of therapy will help the
character. Insanity Rating is LUC * 2.
Psi-Chi Sleights This checks to see if the character purchased either the Psi L1 or Psi L2 trait. If so, The box will say "yes". This is required
to buy these sleights below.
Psi-Gamma Sleights This checks to see if the character purchased the Psi L2 trait. It is required for Psi-Gamma Sleights.

Player Auto-calculated. From Player field on Ego page.


Trauma Trauma is gained through various means, though most commonly from exceeding the Wound Threshold.
Type: There are 2 types: Derangement and Disorder.
Severity: Degree os severity of derangement or disorder.
Name: Name of derangement or disorder.
Description: Enter short description. Not a lot of room. Can elaborate in Notes on Morph page.

Hardening Every time the character succeeds in passing a Willpower Stress Test, stress points are not taken. Instead, the character
gains a hardening. 5 of the same hardening without treatment through therapy means Moxie Max is reduced by 1! Don't
let these go untreated.
# Res: Number of times resisted hardening.
Stressful Experience: General description of experience hardening.

Sleights Level: Dropdown to select Chi or Gamma. The appropriate choice(s) will only appear if the boxes at the top say
"yes" to indicate that the character has at least Psi L1.
Psi Sleight: Dropdown of psi traits depending on the chosen level.
Type: Dropdown to choose active or passive.
Action: Dropdown for type of action.
Range: Dropdown for range.
Duration: Dropdown for duration of psi sleight. If the duration is "temp", the number of rounds or minutes are
auto-calculated from the character's WIL score on the ego page.
Strain Mod: Modifier applied to the 1d10 / 2 stain roll when using active sleights.
Skill Used: Dropdown of skills used when making psi attacks. See sleight to find the right one.
Description: Enter short description.

Morph Sheet
Field Description
Name Name of character. May be different from the ego name. Depends on the character/personality.
Morph Type Type of morph.
Morph Dropdown list of morphs that correspond to the selected Morph Type.
Gender Choose a gender.
Age Age of morph. This will most likely be different from the ego age.
Cost Cost in customization points (CP) to purchase morph during character creation. Most likely use Credit Cost in-game.

Credit Cost Cost in credits to purchase morph.


Description Description of morph.
Player Auto-calculated. From Player field on Ego page.
Morph Apts This column lists the morph bonuses. For instance, an Olympian morph give +5 COO, +5 REF, +10 SOM, +5 to another
aptitude of a player's choice.
Mod Apts This column lists the bonuses from all modifications below. The player will have to go through and figure out all of the
bonuses. Bonuses stack unless stated in the text.
Aptitude Max Base aptitude + Morph bonus may not exceed the morph's Maximum Aptitude. This value is required in order for aptitude
fields to populate on the Ego page.
Speed Mod Enter the total Speed modifier from any modifications. If none, 0 is still required in order to get the Speed value on the
Ego page.
Speed Auto-calculated. Everyone starts with a speed of 1. Must enter a number in Speed Mod on the Morph page for Speed to
appear on this page. Speed will be 1 + Speed Mod.
Durability In many other games, this would be referred to as hit points.
Durabil. Cur: Current durability after taking damage. Add from zero or subtract from max. Whatever is easier for you.
Durabil. Max: Maximum durability when at full health. Add morph durabililty + and modifications that increase durability.
Wounds Wounds: Every time the total amount of durability damage exceeds a multiple of the Wound Threshold, 1 wound is
added. Every Wound taken causes -10 per Wound on actions. Wounds Ignored counter this effect. Taking multiple
wounds can knock a character or down, unconscious, or cause it to crash. Heal often or don't get hit!
Wound Threshold: Auto-calculated. This measure how much physical damage (durability) can be taken before wounds
begin effecting the character.

Ignore # Wounds A maximum of 3 wounds may be ignored by the combination of traits (ego and morph), modifications, etc.
Death Rating Auto-calculated. Amount of damage the morph can take before it is killed or destroyed beyond repair. It is DUR * 1.5
(biomorphs) and DUR * 2 (synthmorphs). I'm not sure why I put this on the Ego page. It really belongs on the Morph
page, but seeing as it would take a while to rearrange stuff, I'll move it onto that page in a future version.

Morph Traits Pos/Neg: Choose whether morph trait is positive or negative.


Trait: Traits in dropdown only display positive or negative depending on what was chosen in Pos/Neg.
Cost: Cost to purchase trait. If positive, customization points (CP) will be deducted in the calculator. If negative, points will
be added. Cannot purchase more than 50 points positive and 50 points negative. Gamemaster may allow exceptions. If
the trait is free from morph, etc, enter 0 cost because it's free.
Description: Enter short description. Not a lot of room. Can elaborate in Notes on Morph page.

Mods These are augmentations, enhancements, and implants (depending on the morph type). It may look like a lot of space,
but it can fill up fast, especially for combat oriented morphs.
Type: Dropdown of types. Content will be reflect the morph type selected.
Name: Dropdown of modifications depending on the type selected.
Cost: Dropdown with costs. Choose free if part of morph or gotten in some other way.
Description: Enter short description. Not a lot of room. Can elaborate in Notes below.

Notes This is a free-for-all section. I used this to type up game mechanics I could not cram into the small amount of space on
other pages. For instance, Medichines. They have so many effects that this was a good spot to put them.

Weapons and Armor Page


Field Description
Name Auto-calculated. From Name field on Morph page.
Armor Energy Armor: Auto-calculated. Protects against energy attacks.
Kinetic Armor: Auto-calculated. Protects against physical attacks.
Initiative Auto-calculated. (Intuition + Reflex) * 2.
Damage Bonus Extra damage applied to melee and thrown weapon attacks. It is SOM / 10 (round down).
Selected AP Auto-calculated. Takes all weapon, weapon mods, ammo where use = yes and adds up the Armor Penetration value.

Selected DV Auto-calculated. Takes all weapon, weapon mods, ammo where use = yes and adds up all of the fields of the Damage
Value.
Player Auto-calculated. From Player field on Ego page.
Weapon Stats Use: Yes or no. If yes, then this item is equipped and its AP and DV will be added to the calculations above.
Type: Dropdown with weapon types.
W|M|A: Dropdown to select if item is weapon, weapon mod, or ammo.
Name: Enter name of weapon, weapon mod, or ammo.
Cost: Dropdown with costs. Choose free if part of morph or gotten in some other way.
AP: Armor Penetration value if there is one. The first box is a +/- box. Use it, even if the value is positive! If the AP says
"AV x 2" it means that the target AV is doubled. There is no dropdown for this. Just mark it in the description.
DV: Damage Value contains several fields. First one is how many dice to throw. Values range from 1-9. The second box is
a dropdown for "d10" to indicate a die throw. Third box is +/- for the set amount after the roll (if there is a roll). For
example, a Medium Pistol would have a DV of 2d10+2. Its Extended Magazine weapon mod would not have anything in
DV column, but would increase the number in Ammo. This Medium Pistol with an Extended Magazine uses Armor-
Piercing Ammo. -5 would be entered into the AP column and only -2 into the DV column.
Firing Mode: Dropdown with the different firing modes.
Ammo: Maximum amount of ammo a weapon can fire. Only applies to weapons with ammo.
Short: Distance for short range attack.
Medium: Distance for medium range attack.
Long: Distance for long range attack.
Extreme: Distance for extreme range attack.
v. Armor: Dropdown with type of armor this ammo is effective against. Only applies to grenades and seeker ammo.
Description: Enter short description.
Armor Use: Yes or no. If yes, then this item is equipped and its AP and DV will be added to the calculations above.
M|A: Dropdown to select armor or armor mod.
Name: Dropdown with armor or armor mod depending on M|A selection.
Cost: Dropdown with costs. Choose free if part of morph or gotten in some other way.
E: Enter energy value of item.
K: Enter kinetic value of item.
Description: Enter short description.

Ammo Supply Ammo (Weapon:Ammo): Enter [WeaponName]:[Ammo] to make it easier to remember what ammo goes with what
weapon. For example, Medium Pistol:Armor-Piercing.
Load: This is only used for grenade and seeker ammo that use chemicals, drugs, or toxins. There is an extra cost for the
casing of the chemical, drug, or toxin.
Cost: Dropdown with costs. Choose free if part of morph or gotten in some other way.
Qty: Quantity of ammo being purchased. Qty 1 = 100 rounds of most ammo, 10 genades/missiles. Must have value to
multiply the cost.
Supply: Total supply of ammo.
Cur: Current supply in weapon.
Max: Maximum amount the weapon can hold. Enter the same value as the Ammo field in the Weapon stats.

Gear Page
Field Description
Name Auto-calculated. From Name field on Morph page.
Credits Amount of credits (money) available in-game. Enter remaining + additional credits here during character creation to zero
out the Remaining Credits box in the calculator on the Ego page.
Player Auto-calculated. From Player field on Ego page.
Muse Muse stats. Enter them. TT, LUC, and IR auto-calculated. Not sure what those stats should be. Didn't see them in the
book.
Gear and Equipment Name: Enter name of gear, equipment, or any other items.
Cost: Dropdown with costs. Choose free if part of morph or gotten in some other way.
Qty: Quantity of gear. Must have value to multiply the cost.
Description: Enter short description.

Starting Gear All starting characters get a muse and 1 month of backup insurance for free.
Vehicles Type: Dropdown with vehicle or exoskeleton types.
Vehicle/Exo: Dropdown with vehicles or exoskeletons depending on the type.
Cost: Dropdown with costs. Choose free if part of morph or gotten in some other way.
Cap: Passenger capacity.
Handling: Bonus or penalty to appropriate skill roll.
Move: Movement rate.
Max Vel: Maximum velocity.
Armor: Energy/Kinetic armor values.
DUR: Vehicle or exoskelton's durability.
WT: Auto-calculated. Vehicle or exoskelton's wound threshold.
Mobility: Dropdown of mobility systems. Only applicable to robots.
Enhancements: Robot enhancements. Only applicable to robots.

Pets By this point, all of the abbreviations should be self-explanatory. INIT, WT, LUC, TT auto-calculated.

Combat Info Page

This page contains a lot of the combat info in the book. It is NOT every rule and situation and I've squeezed what I can here. It is a reference point
and I have included the page number where you can find the complete text. This helped my gaming group a lot. Much of this information can also
be found in the tables at the end of the book.

Other Info Page

This page contains a lot of the non-combat info in the book. It is NOT every rule and situation and I've squeezed what I can here. It is a reference
point and I have included the page number where you can find the complete text. This helped my gaming group a lot. Much of this information can
also be found in the tables at the end of the book.
Data Page

This contains all of the information for the dropdowns. DO NOT TOUCH unless you know how names and the name manager work in excel.

Changelog Page
This contains the changelog to this workbook version to version.
ottom of the

ill not add up.

this purpose as

t!

edits will be left


the Credit box in

Pages

120, 130

131

132

120, 138
123, 135

125, 285
124, 285

152
145

172

172

178, 191

122

172

135

Pages
122, 209
209

122, 209

122, 209

220

220

209

214

223, 226

Pages

139
139

124

189

207
207

207
121, 207

300

Pages

194

188
122
334

334

198, 202,
203, 334,
341, 342
312

336, 338,
340, 341

Pages

264

294

137
195, 300,
307, 343

330

eference point
ation can also

s a reference
nformation can

n excel.
Name Homeworld Citizenship Age Gender Concept Player

Background Faction Backup Status Game Sessions

Motivations
Aptitudes Reputations (L1 0-19 / L2 20-39 / L3 40-59 / L4 60-79 / L5 80-99) / Networks
Apt Score Base Morph Mods Rep Net Name Cur Max Network Score Rank Apt A Score Misc Specialization Factions
COG @-list @-rep Autonomists SAV Anarchists, Barsoomians, Extropians, Titanian, Scum Total

Rez Points
COO CivicNet c-rep Hypercorp SAV Hypercorp, Jovian, Loonie, Martian, Venusian
INT Ecowave e-rep Ecologists SAV Nano-ecologists, Preservationalists, Reclaimers
REF Fame f-rep Media SAV Socialites, Artists, Glitterati, Media Spent
SAV Guanxi g-rep Criminals SAV Criminal
SOM The Eye i-rep Firewall SAV Firewall
WIL RNA r-rep Scientists SAV Argonauts, Technologists, Researchers, Scientists Remaining

Pos/Neg Trait Cost Description Pos/Neg Trait Cost Description


Ego Traits

Active Skill Score Rank Apt A Score Misc Specialization Active Skill Score Rank Apt A Score Misc Specialization Active Skill Score Rank Apt A Score Misc Specialization
Animal Handling SAV Gunnery INT Programming
Beam Weapon COO Impersonation SAV Protocol SAV
Blades SOM Infiltration COO Psi Assault
Climbing SOM Infosec Psychosurgery INT
Clubs SOM Interfacing COG Research COG
Control Intimidation SAV Scrounging INT
Deception SAV Investigation INT Seeker Weapon COO
Demolition Kinesics SAV Sense
Disguise INT Kinetic Weapon COO Spray Weapon COO
Flight SOM Navigation INT Swimming SOM
Fray REF Palming COO Thrown Weapon COO
Free Fall REF Perception INT Unarm. Combat SOM
Freerunning SOM Persuasion SAV

Active Field Skill Field Score Rank Apt A Score Misc Specialization Fray Knowledge Field Score Rank Apt A Score Misc Specialization
Melee Native Language INT

Ranged
Active Field Skills

Knowledge Skills

Moxie
Current

Max
CALCULATOR BELOW ONLY GUARANTEES
CORRECT MATH FOR CHARACTER GENERATION!
Min Spent Over Cost Remaining Points Active Skill Fields Knowledge
Aptitude 105 COG COO REF SOM COG INT
Reputation 50
Moxie 1
Pos Ego Trait 0 Remaining Credit
Neg Ego Trait 0
Active Skills 400
Knowledges 300
Specializations 0
Morph 0
Pos Morph Trait 0
Neg Morph Trait 0
Psi Sleights 0
Credits 5000

Pos Ego Traits Neg Ego Traits


Stress Trauma Insanity
Lucidity Psi-Chi Sleights Psi-Gamma Sleights
Name Points Threshold Rating Player

Type Severity Name Description


Trauma

# Res Stressful Experience # Res Stressful Experience


Hardening

Level Psi Sleight Type Action Range Duration Strain Mod Skill Used Description
Psi Sleights
Name Morph Type Morph Gender Age Cost Credit Cost Description Player
Apt Morph Mods Max Speed Pos/Neg Trait Cost Description
Speed
COG Mod
COO
INT Durabil. Durabil.
/

Morph Traits
REF Cur Max
SAV
SOM Wounds Wound
WIL Taken Thresh.

Aptitude Ignore # Death


Max Wounds Rating

Augmentations / Enhancements / Implants


Type Name Cost Description Type Name Cost Description

Notes
CALCULATOR BELOW ONLY GUARANTEES
CORRECT MATH FOR CHARACTER GENERATION!
Cost Cost Range Average Cost Costs
Free 0 0
Trivial 1 to 99 50
Low 100 to 499 250 Morph
Moderate 500 to 1,499 1,000
High 1,500 to 9,999 5,000
Expensive 10,000+ 20,000 Aug / Imp C1 Aug / Imp C2

Pos Morph Traits Neg Morph Traits


Energy Kinetic Damage Selected Selected
Name Armor | Armor
Initiative
Bonus AP DV Player

Weapons / Weapon Mods / Ammo Stats


Use Type W | M | A Name Cost AP DV Firing Mode Ammo Short Medium Long Extreme v. Armor Description

Armor / Armor Mods Ammo Supply


Use A| M Name Cost E K Description Ammo (Weapon: Ammo) Load Cost Qty Supply Cur Max
CALCULATOR BELOW ONLY GUARANTEES
CORRECT MATH FOR CHARACTER GENERATION!
Cost Cost Range Average Cost Costs Equipped Weapon Stats
Free 0 0 AP # d10 d10? bonus other
Trivial 1 to 99 50
Low 100 to 499 250 Weapons Armor Ammo
Moderate 500 to 1,499 1,000
High 1,500 to 9,999 5,000
Expensive 10,000+ 20,000

Armor Values Does Ammo Have Payload


E K Cost Type Total
Credits
Name Player

Muses
Name COG COO INT REF SAV SOM WIL LUC TT IR Skills, Description, and Notes

Name COG COO INT REF SAV SOM WIL LUC TT IR Skills, Description, and Notes

Gear And Equipment


Name Cost Qty Desciption Name Cost Qty Desciption
Standard Muse Free 1
1 Month Backup Insurance Free 1

Vehicles / Exoskeletons
Type Vehicle / Exo Cost Cap Handling Move Max Vel Armor DUR WT Mobility System Enhancements

Pets
Creature Cost COG COO INT REF SAV SOM WIL INIT SPD DUR WT LUC TT Skills
CALCULATOR BELOW ONLY GUARANTEES
CORRECT MATH FOR CHARACTER GENERATION!
Cost Cost Range Average Cost Credits
Free 0 0
Trivial 1 to 99 50
Low 100 to 499 250 Costs
Moderate 500 to 1,499 1,000
High 1,500 to 9,999 5,000
Expensive 10,000+ 20,000 Gear Column 1 Gear Column 2 Vehicles Pets

0
0
Combat Modifiers (p. 193) Firing Modes (p. 198) Charging (Melee) (p. 197)
General Mod Single Shot (ss) 1 shot Charge -10 running, +1d10DV melee.
Using off-hand -20 Semi-Automatic (sa) 2 shots, 2 separate attacks Receive If delaying action, +20 attacking charging opponent.
Wounded -10/wound 3 shots/burst, 2 bursts. Can hit 2 targets 1
Burst Fire (bf)
Traumatized -10/wound meter apart. If 1 target, +1d10DV. Knockback/Knockdown (Melee) (p. 202)
Superior position +20 10 shots, 1 attack. Can hit 3 targets each 1 Knockback Attack. 1 meter/MoS 10. Normal DV if critical.
Full Auto (fa)
Touch-only attack +20 meter apart. If 1 target, +1d10+10DV. Knockdown Attack. MoS 30+. Normal DV if critical.
Called shot -10
Wielding 2-H weapon with one hand -20 Suppressive Fire (p. 204) Subdual (Melee) (p. 204)
Very small target (mouse or insect) -30 fa mode, 20 shots. Lasts until char's next action turn. 20 meter wide Attack with melee skill MoS 30+. Choose to do DV if critical.
Small target (child-sized) -10 cone. Chars in open or moving out from cover of firing range get Grappled may communicate or use mental skills/mesh. -30
Large target (car sized) +10 attacked by single shot. physical actions. Free Opposed Unarmed Combat or SOM x3.
Very large target (side of a barn) +30
Visibility impaired (minor) -10 Attack Multiple Targets (p. 202) Shock (biomoprhs/pods) (p. 204)
Visibility impaired (major) -20 Melee Declare up to 3 targets ea 1 meter apart. -20/target. DUR (current) + E Armor Test. Fail = Fall and incapacitiated for 1
Blind attack -30 Ranged -20 2nd target for sa and bf if targets > 1 meter apart. action turn/MoF (min 3). Afterward, -30/-20/-10 for 1 minute each.
Melee Mod Success = half DV -30/-20/-10 for each action turn. If hit again,
Reach advantage +10 Attack with Multiple Weapons (p. 206) not cumulative, boost shock levels to max.
Character charging -10 If same target, +1d10DV for each additional weapon
Melee
Receiving a charge +20 (max 3d10). Treat as 1 attack. >>> MoS DAMAGE BONUS (p. 192) <<<
Ranged Mod Ranged Can fire all at 1 target. Add -20/weapon after 1st. On successful hit (melee or ranged), deal MoS 30+ +5 DV
Attacker using smartlink/laser sight +10 extra damage if exceed MoS. MoS 60+ +10 DV
Attacker behind cover -10 Called Shot (-10 mod, MoS 30+) (p. 197)
Attacker running -20 Bypassing Armor Ignore armor rating. Full Defense (p. 198)
Attacker in melee combat -30 Disarming Half DV. Make SOM x3 -30 or drop weapon. +30 against all attacks. May use Freerunning or Fray.
Defender has minor cover -10 Specifying Target GM decides.
Defender has moderate cover -20 Physical Aptitude Tests (p. 175)
Defender has major cover -30 Grenades/Seekers (p. 199) Test Roll
Defender prone and far (10+ meters) -10 Airburst Explode when traveled distance. Brute Strength SOM x3
Defender hidden -60 Impact Explode on impact. Catching Thrown Object COO x2 + REF
Aimed shot (quick) +10 Signal Explode when signal received. Escape Artist COO + SOM
Aimed shot (complex) +30 Explode when timer runs out. 1 second
Timer
Sweeping fire with beam weapon +10 on second shot delay = 1 action phase. Other Combat-Related Topics
Multiple targets in same Action Phase -20/additional target Throw grenade back COO x2 + REF Topic Page Topic Page
Indirect fire -30 COO + REF + WIL or WIL x3 to fall on Asphyxiation p. 194 Improvised Weapons p. 202
Jump on grenade grenade. +1d10DV when explode. Reduce
Point-blank range (2 meters or less) +10 DV to others by armor +10. Blind Attack p. 195 Indirect Fire p. 195
Short range +0 Demolitions p. 197 Objects/Structures p. 202
Medium range -10 Scatter (p. 204) Falling p. 197 Surprise Attack p. 204
Long range -20 If miss with blast weapon, d10 to determine direction. Number Fire p. 198 Tactical Networks p. 205
Extreme range -30 determines distance in meters. MoF 30+ double, MoF 60+ triple. Gravity p. 198 Weapon Range p. 203

Area Effect (p. 193) Wound Effects (p. 207)


Blast -2 DV/m away from center General -10 to all actions per wound.
Uniform Blast -2 DV/m away from blast sphere Knockdown When receive wound, SOM x3 -mod or knocked down. Bots/vehicles avoid crash.
Short 1 target, +1d10DV; Medium 2 targets; Unconscious When receive 2+ wounds at once, SOM x3 -mod or unconscious. Bots/vehicles automatically crash.
Cone
Long/Extreme 3 targets -1d10DV. Bleeding Durability exceeded, -1 DV/action turn until medical care or death.

Beam Weapons (p. 194) Trauma Effects (p. 209)


Semi-auto: If 1st roll misses, +10 free aim on 2nd General -10 to all actions per trauma.
Sweeping Fire
roll if attack same target. Disorientation When receive trauma, WIL x3 -mod or stunned. Spend complex action to regain wits.
Concentrated Semi-auto: if 1st roll hits, can give up 2nd roll to Derangement Anytime suffer trauma, temporary derangement. Can upgrade from minor>moderate>major.
Fire increase DV to 1.5DV (RU) before DV roll.
Concentrated Semi-auto: if 1st roll hits, can give up 2nd roll to
Fire increase DV to 1.5DV (RU) before DV roll. Disorder 4+ traumas, major derangement upgrades to disorder.
Moxie (p. 122) Stress Test (p. 214) Movement (Earth's Gravity) (p. 190)
Ignore mods for test. Spent before dice rolled. WIL x3. Fail = SV XP chart. Success = Hardening. Type Action Meters/Action Turn Notes
Flip-flop a d100 roll result. 83 becomes 38. Walk Quick 4
Upgrade a success to critical success. Stress Values (p. 215) Run Quick 20 -10 all actions
Downgrade critical failure, to regular failure. Situation SV (RD) Sprint Complex 5 Freerunning (+1m/10 MoS, max 5)
Go first for action phase, but after crits. Failing horribly in pursuit of motivational goal 1d10/2 Jump (Standing) Complex SOM/20 (RU) Freerunning (+0.25m/10 MoS)
Helplessness 1d10/2 Jump (Running) Complex SOM/5 (RU) Freerunning (+1m/MoS)
Networking Mods (p. 287) Betrayal by trusted friend 1d10/2 Jump (Vertical) Complex 1 Freerunning (+0.25m/10 MoS)
Situation Mod Extended isolation 1d10/2 Swim Complex 1
Favor level exceeds rep level -10 per level Extreme violence (viewing) 1d10/2 Crawl Complex 1
Rep level exceeds favor level +10 per level Extreme violence (committing) 1d10
Keeping quiet -variable Awareness that your death is imminent 1d10 What Your Muse Can Do For You (p. 245)
Burning rep +rep burned Experiencing someone’s death via XP 1d10 Make Research Tests to find information for you.
Paying extra +10 per level Losing loved one 1d10/2 Scan newsfeeds and mesh updates for keyword alerts.
Watching loved one die 1d10+2 Monitor your mesh inserts/ecto/PAN and slaved devices for intrusion.
Ectos (p. 246) Being responsible for death of loved one 1d10+5 Launch countermeasures against intruders.
-10 when rushed (combat/pressure) Encountering gruesome murder scene 1d10 Teleoperate and command robots.
25% long for task actions. Torture (viewing) 1d10+2 Monitor your Rep score and alert you to drastic changes.
Torture (moderate suffering) 2d10+3 Automatically provide feedback for other people’s Rep scores.
Resleeving (p. 271) Torture (severe suffering) 3d10+5 Run audio input through an online, real-time language translation system.
Test Roll Encountering aliens (non-sentient) 1d10/2 Put you in privacy mode and/or proactively stealth your wireless signal.
Integration SOM * 3 + mods (see chart) Encountering aliens (sentient) 1d10 Falsify/fluctuate your mesh ID.
Alienatoin INT * 3 + mods (see chart) Encountering hostile aliens 1d10+3 Track people for you.
Continuity WIL * 3 (see stress chart) Encountering highly-advanced technology 1d10/2 Anticipate your needs and act accordingly, pre-empting your requests.
Forks See page 273. Encountering Exsurgent-modified technology 1d10/2
Merging See page 275. Encountering Exsurgent-infected transhumans 1d10 Psychosurgery Modifiers (p. 232)
Encountering Exsurgent life forms 1d10+3 Situation Test Mod SV Mod
Other Important Topics Exsurgent virus infection p. 366 Improper Perparatory Diagnosis -30 +1
Topic Page Witnessing psi-epsilon sleights 1d10+2 Safety Protocols Ignored +20 *2
Acquiring Goods/Services p. 289 Simulspace Time Acceleration -20 +2
Complimentary Skills p. 173 Non-Physical Aptitude Tests (p. 175) Subject is an AI, AGI, or Uplift -20 +1
Derangements p. 210 Test Roll
Disorders p. 211 Composure and Resolve WIL x3 Psychosurgery Mechanics (p. 230)
Game Rules Summary p. 127 Having An Idea INT x3 or COG x3 Success Duration
Hacking p. 393 Memorizing/Remembering COG x3 Psychosurgeon Succeeds/Patient Fails Permanent
Healing p. 208 Psychosurgeon Succeeds Higher Temporary: 1 week/MoS
Hostile Environments p. 200 Psychosurgeon Succeeds Lower/Fails No effect
Mental Healing/Psychotherapy p. 215
Mesh Gear Quality p. 247
Object/Synthmorph Repair p. 208
Psi Mechanics p. 220

Skill Categories
Category Skills
Combat Beam Weapon, Blades, Clubs, Exotic Melee Weapon, Exotic Ranged Weapon, Fray, Gunnery, Kinetic Weapon, Seeker Weapon, Spray Weapon, Thrown Weapon, Unarmed Combat
Mental Control, Investigation, Navigation, Perception, Psi Assault, Scrounging, Sense
Physical Climbing, Disguise, Flight, Free Fall, Freerunning, Infiltration, Palming, Swimming
Psi Control, Psi Assault, Sense
Social Animal Handling, Deception, Impersonation, Intimidation, Kinesics, Networking, Persuasion, Protocol
Technical Demolition, Hardware, Infosec, Interfacing, Medicine, Programming, Psychosurgery, Research
Vehicle Pilot
Gender Backgrounds Factions Trait Trauma Type Severity Active Skills Knowledges Morph Types Biomorphs Pods
Female Drifter Anarchist Positive Derangement Minor Exotic M. Weapon Academics Biomorph Bouncer Novacrab
Hermaphrodite Fall Evacuee Argonaut Negative Disorder Moderate Exotic R. Weapon Art Infomorph Exalt Pleasure Pod
Male Hyperelite Barsoomian Major Hardware Interest Pod Flat Worker Pod
Neutered Infolife Brinker Medicine Language Synthetic Fury
Isolate Criminal Pilot Profession Futura
Lost Extropian Ghost
Lunar Colonist Hypercorp Hibernoid
Martian Jovian Menton
Original Space Colonist Lunar Neo-Avian
Re-Instantiated Mercurial Neo-Hominid
Scumborn Scum Neotenic
Uplift Socialite Octomorph
Titanian Olympian
Ultimate Remade
Venusian Ruster
Splicer
Sylph

Biomorph Mods Pod Mods


Standard Standard
Bioware Bioware
Cyberware Cyberware
Nanoware Nanoware
Cosmetic Cosmetic
Synthetics Infomorphs Cost Positive Ego Traits Negative Ego Traits Positive Morph Traits Negative Morph Traits Standard
Arachnoid Infomorph Free Adaptability Addiction (Minor) Eidetic Memory Addiction (Minor) Basic Biomods
Case Trivial Allies Addiction (Moderate) Exceptional Aptitude (COG) Addiction (Moderate) Basic Mesh Inserts
Dragonfly Low Ambidextrous Addiction (Major) Exceptional Aptitude (COO) Addiction (Major) Cortical Stack
Flexbot Moderate Animal Empathy Bad Luck Exceptional Aptitude (INT) Aged Cyberbrain
Reaper High Brave Blacklisted Exceptional Aptitude (REF) Frail L1
Slitheroid Expensive Common Sense Black Mark L1 Exceptional Aptitude (SAV) Frail L2
Swarmanoid Danger Sense Black Mark L2 Exceptional Aptitude (SOM) Genetic Defect L1
Synth Direction Sense Black Mark L3 Exceptional Aptitude (WIL) Genetic Defect L2
Eidetic Memory Combat Paralysis Improved Immune System L1 Implant Rejection L1
Exceptional Aptitude (COG) Edited Memories Improved Immune System L2 Implant Rejection L2
Exceptional Aptitude (COO) Enemy Innocuous Lemon
Exceptional Aptitude (INT) Feeble Limber Low Pain Tolerance
Exceptional Aptitude (REF) Identity Crisis Natural Immunity Mild Allergy
Exceptional Aptitude (SAV) Illiterate Pain Tolerance L1 No Cortical Stack
Exceptional Aptitude (SOM) Immortality Blues Pain Tolerance L2 Psi Vulnerability
Exceptional Aptitude (WIL) Incompetent Psi Chameleon Severe Allergy L1
Expert Low Pain Tolerance Psi Defense Severe Allergy L2
Fast Learner Mental Disorder Rapid Healer Social Stigma
Synthetic Mods First Impression Modified Behavior L1 Striking Looks L1 Unattractive L1
Standard Hyper Linguist Modified Behavior L2 Striking Looks L2 Unattractive L2
Cyberware Math Wiz Modified Behavior L3 Tough L1 Unattractive L3
Nanoware Pain Tolerance L1 Morphing Disorder L1 Tough L2 Uncanny Valley
Cosmetic Pain Tolerance L2 Morphing Disorder L2 Tough L3 Unfit L1
Robotic Patron Morphing Disorder L3 Unfit L2
Psi L1 Neural Damage Weak Immune System L1
Psi L2 Oblivious Weak Immune System L2
Psi Chameleon On The Run Zero-G Nausea
Psi Defense Psi Vulnerability
Right At Home Real World Naiveté
Second Skin Slow Learner
Situational Awareness Social Stigma
Zoosemiotics Timid
VR Vertigo
Bioware Cyberware Nanoware Cosmetic Robotic Yes/No Armor Armor Mods
Adrenal Boost Access Jacks Implanted Nanotoxins Bodysculpting 360° Vision Yes Armor Clothing +Ablative Patches
Bioweave Armor (Heavy) Anti-Glare Medichines Nanotats Chemical Snifer No Armor Vest +Chameleon Coating
Bioweave Armor (Light) Cyberclaws Mental Speed Piercings Combat Armor (Heavy) Battle Suit Exoskeleton +Fireproofing
Carapace Armor Cyberlimb Nanophages Scarification Combat Armor (Light) Bioweave Armor (Heavy) +Immunogenic System
Chameleon Skin Cyberlimb Plus Oracles Scent Alteration Extra Limbs Bioweave Armor (Light) +Lotus Coating
Circadian Regulation Dead Switch Respirocytes Skindyes Fractal Digits Body Armor (Heavy) +Offensive Armor
Claws Direction Sense Skillware Subdermal Implants Hidden Compartment Body Armor (Light) +Reactive Coating
Clean Metabolism Echolocation Skinflex Hopper Carapace Armor +Refractive Glazing
Direction Sense Electrical Sense Skinlink Hovercraft Crash Suit (Active) +Self-Healing
Drug Glands Emergency Farcaster Wrist-Mounted Tools Industrial Armor Crash Suit (Inactive) +Shock Proof
Echolocation Enhanced Hearing Ionic Exowalker +Thermal Dampening
Eelware Enhanced Smell Lidar Hard Suit
Eidetic Memory Enhanced Vision Magnetic System Helmet (Full)
Emotional Dampers Ghostrider Module Microlight Helmet (Light)
Endocrine Control Hand Laser Modular Design Hyperdense Exoskeleton
Enhanced Hearing Hardened Skeleton Nanoscopic Vision Riot Sheild
Enhanced Pheromones Mnemonic Augmentation Pneumatic Limbs Second Skin
Enhanced Respiration Multi-Tasking Radar Smart Skin
Enhanced Smell Oxygen Reserve Retracting/Telescoping Limbs Smart Vac Clothing
Enhanced Vision Puppet Sock Roller Smartfab Vacsuit (Heavy)
Gills Radiation Sense Rotorcraft Smartfab Vacsuit (Light)
Grip Pads Reflex Booster Shape Adjusting Spray Armor
Hibernation T-Ray Emitter Snake Synth Combat Armor (Heavy)
Hyper Linguist Structural Enhancement Synth Combat Armor (Light)
Math Boost Submarine Synth Industrial Armor
Multiple Personalities Swarm Composition Transporter Exoskeleton
Muscle Augmentation Synthetic Mask Trike Exoskeleton
Neurachem Rating 1 Thrust Vector Vacsuit (Light)
Neurachem Rating 2 Tracked Vacsuit (Standard)
Poison Gland Walker
Prehensile Feet Weapon Mount AM
Prehensile Tail Wheeled Armor
Sex Switch Winged Mod
Skin Pocket
Temperature Tolerance
Toxin Filters
Vacuum Sealing
Weapon Type CURRENTLY NOT USED. POSSIBLE FUTURE IMPLEMENTATION Craft Type Aircraft Exoskeleton Ground Personal
Beam Aircraft Microlight Battlesuit Cycle EVA Sled
Blade Beam Weapons Weapon Mods Beam Ammo Exoskeleton Portable Plane Exowalker Mars Buggy Rocket Pack
Club Cybernetic Hand Laser +Arm Slide Nuclear Battery Groundcraft Rocket Buggy HD Exoskeleton Thrust Pack
Exo. Melee Pulse Laser +Extended Magazine Personal Small Jet Transporter
Exo. Ranged Pulse Laser - Stun +Gyromount Wasp Knife Ammo Robot Trike
Kinetic Microwave Agonizer +Imaging Scope Chemical
Kinetic (Rail) Microwave Agonizer - Roast +Flash Suppressor Drug
Seeker Particle Beam Bolter +Laser Sight Nanobot
Spray Plasma Rifle +Safety System
Thrown Stunner +Shock Safety Exotic Ranged Ammo
Unarmed +Silencer/Sound Suppressor Chemical
Blade Weapons +Smartlink Drug
See Ammo Diamond Ax +Smart Magazine Improvised Object
See Ammo Flex Cutter
Improvised Blade Kinetic Ammo
PlusMinus Knife Armor-Piercing
+ Monofilament Sword Bug
- Vibroblade Capsule
Wasp Knife Flux
d10 Hollow-Point
d10 Club Weapons Jammer
d10/2 Club Plastic
Extendable Baton Reactive
DV Plus Improvised Club Reactive Armor-Piercing
chem/drug Shock Baton Regular
half Splash
incapacitate Exotic Melee Weapons Zap
nanoswarm Improvised Exotic Melee
no damage Monowire Garrote Kinetic Rail Ammo
other Accushot
pain Exotic Ranged Weapons Armor-Piercing
paint Improvised Exotic Range Biter
shock Vortex Ring Gun Bug
tracker dye Capsule
1 Kinetic Weapons Flayer
2 Light Pistol Flux
3 Medium Pistol Hollow-Point
4 Heavy Pistol Homing
5 Submachine Gun Jammer
6 Automatic Rifle Laser-Guided
7 Sniper Rifle Plastic
8 Machine Gun Proximity
9 Reactive
10 Kinetic Rail Weapons Reactive Armor-Piercing
11 Light Rail Pistol Regular
12 Medium Rail Pistol Splash
13 Heavy Rail Pistol Zap
14 Rail Submachine Gun Zero
15 Automatic Rail Rifle
16 Rail Sniper Rifle Seeker Ammo
17 Rail Machine Gun Standard Missile (Concussion)
18 Standard Missile (Frag)
19 Seeker Weapons Standard Missile (EMP)
20 Disposable Launcher Standard Missile (Gas/Smoke)
21 Seeker Armband Standard Missile (High-Explosive)
22 Seeker Pistol Standard Missile (HEAP)
23 Seeker Rifle Standard Missile (Overload)
24 Underbarrel Seeker Standard Missile (Plasmaburst)
25 Standard Missile (Splash)
Spray Weapons Standard Missile (Thermobaric)
WMA Buzzer Micromissile (Concussion)
Weapon Freezer Micromissile (Frag)
Mod Shard Micromissile (EMP)
Ammo Shredder Micromissile (Gas/Smoke)
Sprayer Micromissile (High-Explosive)
Firing Modes Torch Micromissile (HEAP)
bf,fa Micromissile (Overload)
sa Thrown Weapons Micromissile (Plasmaburst)
sa,bf,fa Grenade Micromissile (Splash)
ss Improvised Weapon Micromissile (Thermobaric)
Minimissile (Concussion)
EorK Minimissile (Frag)
E Unarmed Weapons Minimissile (EMP)
K Bioware Claws Minimissile (Gas/Smoke)
Cyberclaws Minimissile (High-Explosive)
Load Desiplast Gloves Minimissile (HEAP)
Kinetic Eelware Minimissile (Overload)
Seeker Shock Gloves Minimissile (Plasmaburst)
Unarmed Minimissile (Splash)
Minimissile (Thermobaric)

Spray Ammo
Chemical
Drug
Freezer Foam
Nanoswarm
Shard Flechette
Shredder Flechette
Torch Capsules

Thrown Ammo
Grenade (Concussion)
Grenade (Frag)
Grenade (EMP)
Grenade (Gas/Smoke)
Grenade (High-Explosive)
Grenade (HEAP)
Grenade (Overload)
Grenade (Plasmaburst)
Grenade (Splash)
Grenade (Thermobaric)
Microgrenade (Concussion)
Microgrenade (Frag)
Microgrenade (EMP)
Microgrenade (Gas/Smoke)
Microgrenade (High-Explosive)
Microgrenade (HEAP)
Microgrenade (Overload)
Microgrenade (Plasmaburst)
Microgrenade (Splash)
Microgrenade (Thermobaric)
Improvised Object
Robot Mobility System Sleight Levels Psi-Chi Sleights Psi-Gamma Sleights Psi Type Psi Action Psi Range Psi Duration
Automech Ionic Psi-Chi Ambience Sense Alienation Active Automatic Close Constant
Creepy Rotor Psi-Gamma Cognitive Boost Charisma Passive Complex Self Instant
Dr. Bot Walker Downtime Cloud Memory Quick Touch Sustained
Dwarf Walker or Hopper Emotion Control Deep Scan Task (min. 4 Hours) Temp (Action Turns)
Gnat Wheeled Enhanced Creativity Drive Emotion Temp (Minutes)
Guardian Angel Wheeled/Vector-Thrust Filter Ego Sense
Saucer Winged/Hopper Grok Empathic Scan
Servitor High Pain Threshold Implant Memory
Speck Hyperthymesia Implant Skill
Instinct Mimic
Multitasking Mind Link
Pattern Recognition Omni Awareness
Predictive Boost Penetration
Qualia Psi Shield
Savant Calculation Psychic Stab
Sensory Boost Scramble
Superior Kinesics Sense Block
Time Sense Spam
Unconscious Lead Static
Subliminal
Tought Browse
Strain Mod Opposed Skill
-2 Control
-1 Psi Assault
+0 Sense
+1
+1/Target after 1st
1/AP Point
+2
Version 3
New Features
Ego Sheet
Added "Game Sessions" box. See help.

Updates
HELP Sheet
Updated with all changes from Version 3.

Ego Sheet
Removed entire row of stats below aptitudes/rep/networks to other sheets.
Removed trauma and hardening to Ego2 sheet.
Moved Moxie to the bottom below Fray scores.
Added more space for ego traits.
Added more space for active skills/knowledges.

Ego2/Psi Sheet
Renamed Psi sheet and moved it next to Ego sheet.
Moved sanity related stats from Ego page here.
Moved trauma here.
Moved hardenings here.
Removed psychesurgery info. Page references in Other Info tab.

Morph Sheet
Removed Energy Armor, Kinetic Armor boxes, and Damage Bonus boxes.
Added Death Rating box.
Moved several boxes around.
Added more space for morph traits.

Weapons and Armor Sheet


Added Energy Armor and Kinetic Armor boxes.

Gear Sheet
Added 2 rows for muse because there isn't enough room to write all the skills and everything
Added second muse section for Ghost Rider.
Moved Credits box here.
Removed 1 row from vehicles.
Removed 1 row from pets.

Other Info
Moved psychesurgery info here.

Data Sheet
Updated positive/negative ego/morph traits, especially Exceptional Aptitude. This includes updates from the Errata.

Bug Fixes
Ego Sheet
Fixed font in traits, trauma, hardenings cells and all subheadings to be 6pt.
Fixed problem with morph aptitude calculation when morph max apt is higher than the base + morph score and there is no
bonus. It now properly calculates all aptitude scores.
Changed range for ego base from 30 to 40 to account for Exceptional Aptitude trait.
Added support for morph Exceptional Aptitude (Thanks froggalpha).
Changed range for morph/mod aptitude bonus to accept negative numbers.

Morph Sheet
Fixed font in morph/mod apts, traits, mods, and notes cells and all subheadings to be 6pt.
Added column to take Exceptional Aptitude into consideration.
Changed cell sizes to give trait description cell more space now that the font is smaller in all cells.
Changed "Wounds Ignored" to "Ignore # Wounds".
Changed "Wounds" to "Wounds Taken".
Morph and Mods aptitudes now support negative numbers (Thanks Jack Graham).

Weapons and Armor Sheet


Fixed select weapons and ammo DV. It was only calculating the first 2 rows for the +bonus modified and not including any of
the effects.
Fixed font in ammo cells to be 6pt.

Gear Sheet
Fixed font in muse and pets cells and all subheadings to be 6pt.
Switched LC/TT boxes to be consistent in order.
Fixed vehicles/exoskeletons Wound Threshold to autocalculate.
Fixed vehicles/exoskeletons Mobility Systems dropdown.
Changed cell sizes to give vehicle/exoskeletons description cell more space now that the font is smaller in all cells.

Data Sheet
Added Fireproofing to Armor Mods (Thanks Alessio Caiazza).

Version 2
Bug Fixes
Ego Sheet
Moxie Max maximum value allowed in the box has been reduced to 10.
Speed for Infomorph is fixed (Thanks Jed Stevens and Alessio Caiazza).
Reduced Trauma Threshold by 1 for characters with any level of the Psi trait.

Death Rating was getting the number from wrong box because the Current/Max Durability were swapped. Since I'm pressed
for time, I'll keep the Death Rating where it is. The Death Rating will be moved to the morph page in the next version.
The "Misc" column for all skill now accepts values between -99 and 99. Penalize away! :) (Thanks Mook-Hawk).

Morph Sheet
Morph cost maximum increased to 999 (Thanks froggalpha).

Version 1
New Features
Character sheet has been updated with all rules from the printed rulebook and errata as of September 01, 2009. It is ready
for public use.

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