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You are assumed to possess whatever basic equipment you need to make use of your skills. You also have blueprints to replace those tools if they get damaged. For more esoteric gear, you can tag an appropriate aspect to say your bag happens to have that particular tool.
Firearm purchases come with a blueprint for its basic ammunition. This usually means flechette rounds. Most people prefer SafeShot smart ammo, which is readily avialable on (almost) all habs and has a very inexpensive blueprint.
Fancier gear is sold stand-alone and blueprints to produce it must be purchased separately. The cost for a blueprint is usually one step more expensive than the item.
Since most characters are not dedicated to Firewall, the EyeRep skill may be replaced by a different reputation skill. CivRep still represents your overall reputation throughout the major rep economies.
Taking a rep skill indicates that your character is particularly invested in a single network, either personally or professionally. Rep skills exist mostly to facilitate RP and do not replace CivRep: whenever a specific rep is called for, players can almost always roll their CivRep instead. Characters who have the appropriate rep skill might have a lower threshold for success, or might get slightly different results than someone who is not as tightly entwined in that network.
The big rep networks are listed here, but smaller networks also exist to serve specific subcultural groupings.
Network | Abbr. | Skill | Used By |
---|---|---|---|
The Circle-A List | @-rep | AtRep | anarchists, Barsoomians, Extropians, Titanians, and scum |
CivicNet | c-rep | CorpRep | hypercorps, Jovians, Lunars, Martians, Venusians |
EcoWave | e-rep | EcoRep | nano-ecologists, preservationists, and reclaimers |
Fame | f-rep | FRep | socialites (also artists, glitterati, and media) |
Guanxi | g-rep | GRep | criminals |
Research Network Associates | r-rep | SciRep | argonauts (also technologists, researchers, and scientists) |
The Eye | i-rep | EyeRep | Firewall |
EXplore Net | x-rep | XRep | gatecrashers, exoplanet colonists |
Downtime milestones occur at the end of the downtime session between adventures. This kind of milestone is about RP-based advancement and lies somewhere between a Minor and a Significant milestone.
During a downtime milestone, you can take the equivalent of three Minor milestones. However, you can only rename a single Moderate consequence.
This is a good way to make character adjustments to reflect your growth during downtime. If it seems like something on your character isn’t quite right, or you’ve learned some new tricks, this milestone is the perfect opportunity to make your sheet reflect the events of the game so far.
When you use Athletics to establish a grappling aspect on an opponent, both you and your target receive one free tag of that aspect.
When you get a downtime milestone, you can dedicate one of your downtime actions to rewriting yourself. You are able to swap any number of skills.
Choose a particular morph (menton, splicer, worker pod, etc). When sleeving into a morph of this type, you do not gain any negative aspect related to integration, alienation, or continuity. Sleeving into a morph of any other type incurs this temporary aspect as normal.
You are skilled at quickly talking down a friend and helping them start to recover from severe mental blows. During a session, you can take one ally aside for about 30 minutes and address one of their mental consequences. While you cannot downgrade it, your efforts allow them to rewrite the consequence to be less debilitating. Each mental consequence can only benefit from this stunt one time.
You gain a +2 bonus when using Rapport to create a beneficial aspect on an ally or friend in a stressful situation.
You have a special presence in a particular reputation network. When using CivRep in a way that aligns with that network, you gain a +2 on that roll.
You know how to cause electronics to go haywire, fusing wires and blowing out chips. When you make a scorching attack, you can choose to deal shifts of physical stress instead of mental stress.
Your morph, ecto, and other mesh connected gear has an extra set of dormant communications equipment that can be switched on in a scant few nanoseconds. When your comms are jammed, either by a targeted jamming attack or by an environmental hazard, you can instantly switch to your backup comms to negate the effect, similar to Armor. These backup comms must use a different transmission method than your primary comms: laser instead of radio, microwave instead of laser, etc. Once an enemy sees these comms light up, they’re easily able to target them, limiting the stunt to one effective use per session.
You have a pocket-sized multitool made of nanomachine smart material. Unlike the ancient folding multitools of pre-fall Earth, a nano-multitool can change its form into almost any tool imaginable. Since you always have the right tool on hand, you gain a +2 bonus on any hardware actions where the tool would make a significant difference.
These multitools are also available as a morph stunt: Wrist-Mounted Multitool.
You are adept at using tiny seeker missiles in combat. You may use Hardware instead of Shoot to make ranged attacks. You are assumed to have a micro seeker pistol, rifle, or other suitable launcher and the ammo to use it.
By serving as the central hub for your allies’ sensory feeds, you are able to provide a bit of help against basilisk hacks. By adding a bit of unnoticeable noise to their senses, all willing allies gain a +1 bonus to any roll made to resist the effects of these terrifying mind hacks. Since their feeds go through your own mind, you must always defend against every incoming basilisk hack, regardless of whether you can personally perceive the source.
Heavy, enhanced armor welded onto a vehicle or bulky synthmorph. In physical conflicts, you declare invulnerable defense against an attack twice per session. This stunt is only available on select morphs and vehicles.
See the Psi Sleights page.
The Alienation Psi Gamma sleight works on synthmorphs or even infomorphs. The async simply needs to be in the same zone as their target and able to perceive their morph or the server it’s running on.
Not only do you think extremely fast, you do it in parallel. You have an advanced computer installed in your brain that uses the data in your cortical stack to create several simultaneous short-term forks to handle various mental tasks. However, these forks can only perform purely mental or on-line interactions. Only morphs with the Cortical Stack trait can possess this augmentation.
Your talent for multi-tasking gives you some metaphorical firepower in tense cerebral situations. You can treat a gamma fork of yourself (EP:TF p. 81) as another person for the purposes of teamwork, gaining a +1 bonus to many challenges. At any point, you can choose to forego this bonus to take an additional internal or mesh action. Within initiative, you can only gain one benefit per round, chosen on your turn.
The ephemeral gamma forks created by multi-tasking implants have no stunts and their skills are severely cut back. A single one of your top skills can be used at a Fair (+2) rating, and all others are at Average (+1).
Your fork can only handle mental tasks that can be performed internally or involve the mesh. To use this, you must pay a fate point or otherwise invoke an appropriate aspect, though the effect lasts the entire scene or conflict.
The sticky aspect Dire Peril means that a character is under some extreme threat. Maybe they’re facing down a crack team of ego hunters, or maybe their existence is threatened by a mind-eating mesh virus. Whatever the reason, that character walks on a knife edge. Consequences that are normally not on the table are in play, from having their rep burned to the ground, to being forced to restore from an ancient backup, all the way up to being entirely removed from play.
Needless to say, Dire Peril is not invoked lightly! Its presence is a signal that the current situation is beyond dangerous and the character(s) involved are truly in a fight for their existance.
All biomorphs have bio brains by default. They allow psi sleights without complication and cannot be shut down via hacking. Their implants are vulnerable, but the possible damage is relatively limited.
All pod morphs have hybrid bio brains. Their brains are grown quickly and are immature, so extensive cybernetics are added to make them functional. While psi slights work for asyncs in a pod, the implants and underdeveloped neurons mean that the morph’s aspect can be compelled to add complications to psi sleight usage, or tagged to add a bonus when resisting an opponent’s sleight. Additionally, the cybernetics make pods more vulnerable to hacking than biomorphs. While an ego cannot be kicked out like they can from a cyberbrain, it can be almost completely locked out from the morph’s sensors and control functions.
Synthmorphs have cyberbrains by default. Asyncs in these morphs are cut off from their psi sleights and almost universally hate sleeving into one. The brains are highly vulnerable to hacking to the point that a sleeved ego can be kicked out entirely from the morph. However, they are immune to nearly all psi sleights.
see EP:TF pp81
Forks have all of the consequence slots filled as the original ego.
Exact copies of an ego.
Imperfect copies. No skill higher than Good (+3). Skills with a higher rating are clamped to +3. Some stunts frequently removed. Psi stunts are removed, other ego traits may be removed.
Very limited copies. No skill higher than Fair (+2), frequently edited down with limited stunts and aspects.
aka Vapors
Mistakes, corrupted copies. Generally no skills or stunts and few if any aspects.
We’ve switched Delta and Gamma fork designations from core Eclipse Phase in order to match the actual Greek alphabet.
Medicine challenge. If another character is overseeing the merge and has at least Good (+3) Medicine, and there is no pressure, the challenge is automatically overcome.
If rolling, the challenge rating depends on the time the forks have been apart:
Time Apart | Target |
---|---|
Less than a day | Fair (+2) |
Less than four days | Great (+4) |
More than four days | Superb (+6) |
If the ego makes the roll, increase these difficulties by +2.
Results:
Success: The merge happens without a hitch.
Tying: Gain the Minor Memory Glitch aspect that goes away at the next refresh.
Failure: Take stress eq to number of shifts you failed by. If this doesn’t result in a consequence, also take Minor Memory Glitch as if tying.
see SRD: Advancement
Typically one/session
Pick one option:
In addition, can rename a moderate consequence to start recovery.
Ruling: Switching skill ranks that are a single rank apart requires no justification. Switching ones that are separated by more than that requires approval. Unranked must always go up a single rank.
Typically one per scenario or big plot point, or every 2-3 sessions
As Minor Milestone plus both of:
The skill point is worth one step on the ladder.
Typically one per adventure, major arc, or game-changing event.
As Significant and Minor, plus all of:
These milestones are typically reflected in world advancement as well as party realignment.
These rules appear in Transhumanity’s Fate pp 63 and are reproduced here for convenient reference.
For biomorphs and pods, use the lowest of morph Durability or ego Somatics skill. For synthmorphs and infomorphs, use Durability.
Durability / Somatics | Physical Stress Boxes |
---|---|
Mediocre (+0) | 2 |
Average (+1) or Fair (+2) | 3 |
Good (+3) or Great (+4) | 4 |
Superb (+5) | 4, plus additional Mild Consequence |
For mental stress boxes, use this same table with Will in place of Durability/Somatics.