Eclipse Phase - Primer.pdf

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PLAYER
CHARACTER
BACkGROUND
Faction
Morph
Gender Identity
Actual Age
Current Moxie Points
Rez Points
Motivations
MOX
ECLIPSE
PHASE
CHARACTER SHEET
COG
COO
INT
REF
SAV
APTITUDES
SOM
WIL
Base
Morph Bonus
Total
Wil x 2
FRoM MoRPH
(int + REF) x 2
TT
lUC ÷ 5
LUC
IR
lUC X 2
WT
DUR ÷ 5
DUR
DR
INIT
SPD
STATS
DB
DUR ÷ 10
Biomorphs: DUR x 1.5
Synthmorphs: DUR x 2
DAMAGE WOUNDS
Armor
EnERgY
kinEtiC
DAMAGE & STRESS
STRESS
TRAUMA
Ranged Weapon
WEaPon
Skill
aP
DV
notES
PRIMARY EQUIPMENT
Melee Weapon
WEaPon
Skill
aP
DV
MoDES
aMMo
RangE
notES
LINkED
ACTIVE SkILLS APTITUDE
Animal Handling
Beam Weapons
Blades
Climbing
Clubs
Control
Deception
Demolitions
Disguise
Exotic Melee:
Exotic Melee:
Exotic Ranged:
Exotic Ranged:
Flight
Fray
Free Fall
Freerunning
Gunnery
Hardware:
Hardware:
Impersonation
Infiltration
Infosec
Interfacing
Intimidation
Investigation
Kinesics
Kinetic Weapons
Medicine
Medicine
Navigation
Networking:
Networking:
Networking:
Networking:
Palming
Perception
Persuasion
SAV
COO
SOM
SOM
SOM
WIL*
SAV
COG*
INT
SOM
SOM
COO
COO
SOM
REF
REF
SOM
INT
COG
COG
SAV
COO
COG*
COG
SAV
INT
SAV
COO
COG
COG
INT
SAV
SAV
SAV
SAV
COO
INT
SAV
BASE
MORPH
BONUS TOTAL
SPECIALIZATION /
OTHER BONUS
LINkED
ACTIVE SkILLS APTITUDE
Pilot
Pilot
Programming
Protocol
Psi Assault
Psychosurgery
Research
Scrounging
Seeker Weapons
Sense
Spray Weapons
Swimming
Throwing Weapons
Unarmed Combat
REF
REF
COG*
SAV
WIL*
INT
COG
INT
COO
INT*
COO
SOM
COO
SOM
BASE
MORPH
BONUS TOTAL
SPECIALIZATION /
OTHER BONUS
* = no defaulting
kNOWLEDGE SkILLS
Academics:
Academics:
Academics:
Academics:
Art:
Art:
Art:
Art:
Interest:
Interest:
Interest:
Interest:
Language:
Language:
Language:
Language:
Profession:
Profession:
Profession:
Profession:
LINkED
APTITUDE
COG
COG
COG
COG
INT
INT
INT
INT
COG
COG
COG
COG
INT
INT
INT
INT
COG
COG
COG
COG
SPECIALIZATION /
MORPH
BASE BONUS TOTAL
OTHER BONUS
CHARACTER
ECLIPSE
PHASE
G-Rep
I-Rep
R-Rep
CHARACTER SHEET
COG
Aptitudes
Skills & Notes
TT
lUC ÷ 5
Wil x 2
PLAYER
@-Rep
C-Rep
E-Rep
F-Rep
COO
INT
REF
SAV
MUSES STATS
SOM
WIL
LUC
IR
lUC X 2
Positive & Negative Traits
PSI Sleights
ID Notes
Backup Notes
Gear
CHARACTER
Morph Type
Sex/Visible Gender
Visible Age
Description
APTITUDE MAX
SPEED MOD
MOVEMENT RATE / MOBILITY SYSTEM
ECLIPSE
PHASE
Morph Bonus
MORPH SHEET
COG
COO
INT
REF
APTITUDE BONUSES
SAV
SOM
WIL
Positive & Negative Traits / Advantages & Disadvantages
DURABILITY
WOUND THRESHOLD
Implants / Enhancements / Customizations
GAME RULES SUMMARY
Everything you need to know about the rules—summed up on a single page.
Roll d100 (two ten-sided dice, read as a percentile
amount, from 00 to 99).
MAKING TESTS (P. 115)
TAKING THE TIME (P. 118)
Character may take extra time to complete an action.
On Complex actions, each minute taken adds +10 to
the test.
Target number is determined by the appropriate skill
(or occasionally an aptitude).
Difficulty is represented by modifiers.
On Task actions, every 50 percent extension to the
timeframe adds +10 to the test.
00 is always a success.
99 is always a failure.
Margin of Success of 30+ is an Excellent Success.
Margin of Failure of 30+ is a Severe Failure.
A roll of doubles (00, 11, 22, 33, etc.) equals a critical
success or failure.
APTITUDES (P. 123)
Aptitudes range from 1 to 30 (average 15).
Aptitudes are: Cognition, Coordination, Intuition,
Reflexes, Savvy, Somatics, and Willpower.
SUCCESS TEST (P. 117)
To succeed, roll d100 and score equal to or less than
the skill +/– modifiers.
LEARNED SKILLS (P. 123)
Skills range from 1-99 (average 50).
• Each skill is linked to and based on an aptitude.
Morphs, gear, drugs, etc. may provide skill bonuses or
penalties to individual skills.
Each character rolls d100 against their skill +/– modifiers.
SPECIALIZATIONS (P. 123)
The character who succeeds with the highest roll wins.
Specializations add +10 when using a skill for that area
If both characters fail, or both succeed but tie, dead-
lock occurs.
of concentration.
Each skill may have only one specialization.
OPPOSED TEST (P. 119)
SIMPLE SUCCESS TEST (P. 118)
Simple Success Tests automatically succeed.
Success or failure on the roll simply indicates if the
character succeeded strongly or poorly.
ACTION TURNS (P. 120)
Action Turns are 3 seconds in length.
The order in which characters act is determined by
Initiative.
Automatic actions are always “on.”
Characters may take any number of Quick Actions in a
Turn (minimum of 3), limited only by the gamemaster.
Characters may only take a number of Complex
Actions equal to their Speed stat.
DEFAULTING (P. 116)
If a character does not have the appropriate skill for a
test, they may default to the skill’s linked aptitude.
MODIFIERS (P. 115)
Modifiers always affect the target number (skill), not
the roll.
Modifiers (positive or negative) come in 3 levels of
severity:
Minor (+/–10)
Moderate (+/–20)
Major (+/–30)
The maximum modifiers that can be applied are +/– 60.
TASK ACTIONS (P. 120)
TEAMWORK (P. 117)
One character is chosen as the primary actor; they
make the test.
Each helper character adds a +10 modifier (max. +30).
.
.4.
4
4
4.4
.4.4.4
Action Turn to complete.
Task Actions list a timeframe (anywhere from 2 Turns
to 2 years).
Timeframe reduced by 10% for each 10 points of MoS.
If character fails, they work on the task for a minimum
4.
4.
4.
4
4.
period equal to 10% of the timeframe for each 10
points of MoF before realizing it’s a failure.
.4
4
.4.
.
.
.4
GAME MECHANICS
127
Task Actions are any action that requires longer than 1
• Combat is handled as an Opposed Test.
• Attacker rolls attack skill +/– modifiers.
• Melee: Defender rolls Fray or melee skill
+/– modifiers.
• Ranged: Defender rolls (Fray skill ÷ 2,
round down) +/– modifiers.
• If attacker succeeds and rolls higher than
the defender, the attack hits.
• Critical hits are armor-defeating (armor
does not apply).
• Armor is reduced by the attack’s Armor
Penetration value (AP).
• The weapon’s damage is reduced by the
target’s modified Armor rating (unless
the attack is armor-defeating).
• If the damage exceeds the target’s
Wound Threshold, a wound is also scored.
(If the damage exceeds the Wound
Threshold by multiple factors, multiple
wounds are inflicted.)
COMBAT SUMMARY
ACTION TURN
115
MODIFIER SEVERITY
SEVERITY
Minor
Moderate
Major
Step 1: Roll Initiative ((INT + REF) x 2) + 1d100
Step 2: Begin First Action Phase (Speed 1)
Step 3: Declare and Resolve Actions
Step 4: Rotate and Repeat (Speed 2-4)
MODIFIER
+/– 10
+/– 20
+/– 30
SCATTER DIAGRAM
204
1 or 2
10
9
8
5
3
4
123
115
TEST DIFFICULTY
DIFFICULTY LEVEL MODIFIER
Effortless
Simple
Easy
Average
Difficult
Challenging
Hard
+30
+20
+10
+0
–10
–20
–30
COMPLEMENTARY SKILL BONUS
SKILL RATING
01–30
31–60
61+
MODIFIER
+10
+20
+30
6 or 7
203
WEAPON RANGES
WEAPON (TYPE)
Firearms
Light Pistol
0–10
11–25
26–40
Medium Pistol
0–10
11–30
31–50
Heavy Pistol
0–10
11–35
36–60
SMG
0–30
31–80
81–125
Assault Rifle
0–150
151–250
251–500
Sniper Rifle
0–180
181–400
401–1,100
Machine Gun
0–100
101–400
401–1,000
Railguns
as Firearms but increase the effective range in each category by +50%
Beam Weapons
Cybernetic Hand Laser
0–30
31–80
81–125
Laser Pulser
0–30
31–100
101–150
Microwave Agonizer
0–5
6–15
16–30
Particle Beam Bolter
0–30
31–100
101–150
Plasma Rifle
0–20
21–50
51–100
Stunner
0–10
11–25
26–40
Seekers
Seeker Micromissile
5–70
71–180
181–600
Seeker Minimissile
5–150
151–300
301–1,000
Seeker Standard Missile
5–300
301–1,000
1001–3,000
Spray Weapons
Buzzer
0–5
6–15
16–30
Freezer
0–5
6–15
16–30
Shard Pistol
0–10
11–30
31–50
Shredder
0–10
11–40
41–70
Sprayer
0–5
6–15
16–30
Torch
0–5
6–15
16–30
Vortex Ring Gun
0–5
6–15
16–30
Thrown Weapons
Blades
To SOM ÷ 5
To SOM ÷ 2
To SOM
Minigrenades
To SOM ÷ 2
To SOM
To SOM x 2
Standard Grenades
To SOM ÷ 5
To SOM ÷ 2
To SOM
SHORT
RANGE
MEDIUM
LONG
EXTREME
RANGE (–10) RANGE (–20) RANGE (–30)
41–60
51–70
61–80
126–230
501–900
1,100–2,300
1,001–2,000
193
COMBAT MODIFIERS
GENERAL
MODIFIER
Character using off-hand
–20
Character wounded/traumatized
–10 per wound/trauma
Character has superior position
+20
Touch-only attack
+20
Called shot
–10
Character wielding two-handed weapon with one hand –20
Small target (child-sized)
–10
Very small target (mouse or insect)
–30
Large target (car sized)
+10
Very large target (side of a barn)
+30
Visibility impaired (minor: glare, light smoke, dim light)
–10
Visibility impaired (major: heavy smoke, dark)
–20
Blind attack
–30
MELEE COMBAT
MODIFIER
Character has reach advantage
+10
Character charging or receiving a charge
+20
RANGED COMBAT (ATTACKER)
MODIFIER
Attacker using smartlink or laser sight
+10
Attacker behind cover
–10
Attacker running
–20
Attacker in melee combat
–30
Attacker has reach advantage
+10
Defender has minor cover
–10
Defender has moderate cover
–20
Defender has major cover
–30
Defender prone and far (10+ meters)
–10
Defender hidden
–60
Aimed shot (quick)
+10
Aimed shot (complex)
+30
Sweeping fire with beam weapon
+10 on second shot
Multiple targets in same Action Phase
–20 per additional target
Indirect fire
–30
Point-blank range (2 meters or less)
+10
Short range
Medium range
–10
Long range
–20
Extreme range
–30
126–230
151–250
31–50
151–300
101–300
41–60
601–2,000
1,001–3,000
3001–10,000
31–50
31–50
51–70
71–100
31–50
31–50
31–50
To SOM x 2
To SOM x 3
To SOM x 3
ACTION AND COMBAT
208
HEALING
CHARACTER SITUATION
Character without basic biomods
Character with basic biomods
Character using nanobandage
Character with medichines
Poor conditions (bad food, not enough rest/heavy activity, poor shelter and/or sanitation)
Harsh conditions (insufficient food, no rest/strenuous activity, little or no shelter and/or sanitation)
DAMAGE HEALING RATE
1d10 (5) per day
1d10 (5) per 12 hours
1d10 (5) per 2 hours
1d10 (5) per 1 hour
double timeframe
triple timeframe
WOUND HEALING RATE
1 per week
1 per 3 days
1 per day
1 per 12 hours
double timeframe
no wound healing
392
THE HACKING SEQUENCE
TASKS
1. Defeat the Firewall
2. Bypass Active Security
a. Hacker Wins with Excellent Success, Defender Fails
b. Hacker Succeeds, Defender Fails
c. Both Succeed
d. Defender Succeeds, Hacker Fails
RESULTS
Infosec Task Action (10 minutes)
Opposed Infosec Test
Hidden status/admin privileges/+30 all Subversion Tests (p. 256)
Covert Status (p. 256)
Spotted status/passive alert/-10 all Subversion Tests (p. 256)
Locked status/active alert/-20 all Subversion Tests (p. 256)
ONLINE SEARCHES
1. Common data = automatic acquisition
2. Uncommon data:
a. Research Task Test (timeframe: 1 minute) modified by
data obscurity to accumulate data
b. Measure of Success determines depth of data found
3. Analyzing data:
a. Research Task Test (timeframe: GM call) using
complementary skill to understand data
In addition to the tasks noted under the Subversion Difficulties table,
these modifiers present some additional example actions.
SUBVERSION EXAMPLES
259
MOD TASK
Hacking Bots/Vehicles
–0
Give orders to drones
–10
Alter sensor system parameters, disable sensors or weapon systems
–20
–30
Alter smartlink input, send false data to AI or teleoperator
Lockout AI or teleoperator, seize control via puppet sock
247
MESH GEAR MODIFIERS
MODIFIER SOFTWARE/HARDWARE
–30
–20
–10
0
+10
+20
+30
>+30
Bashed-up devices, no-longer-supported software, relics from
Earth or the early expansion into space
Malfunctioning/inferior devices, buggy software, pre-Fall technology
Outdated and low quality systems
Standard ectos, mesh inserts, and software
High-quality goods, standard security-grade products
Next-generation devices, advanced software
Newly-developed, state-of-the-art, top-of-the-line technology
TITANs and/or alien technology
Hacking Ectos/Mesh Inserts
Interact with entoptics, befriend everyone in range, make online purchases using
–0
user’s credit, intercept communications, log activity
Alter social network profile/status, adjust AR filters, tweak sensory interface,
–10
change AR skin, change avatar, access VPN
Block or shuffle senses, inject AR illusions, spoof commands to drones/slaved
–20
devices
–30
Boot user out of AR
Hacking Habitat Systems
–0
–10
–20
–30
–0
–10
–20
–30
–0
–10
–20
–30
–0
–10
–20
Open/close doors, stop/start elevators, operate intercom
Adjust temperature/lighting, disable safety warnings, replace entoptic skin, lock
doors, switch traffic timers
Disable subsystems (plumbing, recycling, etc.), disable wireless links, dispatch
repair crews
Override safety cutoffs
Move/manipulate cameras/sensors, locate security systems/guards/bots
Adjust patterns of sensor sweeps, view security logs, disable weapon systems
Delete security logs, dispatch security teams
Disable alerts
View current status of simulspace, simulmorphs, and accessing egos
Change domain rules, add cheats, alter parameters of story, alter simulmorphs,
change time dilation
Eject simulmorph, alter/erase character AIs
Abort simulation
Get status report, use device functions
Adjust AI/voice personality settings, adjust timed operation schedule
Disable sensors, disable device functions
259
SUBVERSION DIFFICULTIES
Difficulty modifiers for common computer tasks
MODIFIER TASK
–0
–10
–20
–30
Execute commands, view restricted information, run restricted
software, open/close connections to other systems, read/write/copy/
delete files, access sensor feeds, access slaved devices
Change system settings, alter logs/restricted files
Interfere with system operations, alter sensor/AR input
Shut system down, lockout user/muse, launch countermeasures at others
Hacking Security Systems
257
COUNTERMEASURES
Passive Alert (-10 modifier to intruders)
Locate Intruder:
Opposed Infosec Test; if successful, intruder becomes Locked
Re-authenticate Users:
Next Action Turn, intruder must make Infosec Test to
log in again
Reduce Privileges:
Limit user access privileges; see p. 246
Active Alert (-20 modifier to intruders)
Counterintrusion:
If Trace (see below) is successful, launch intrusion attempt
on intruder's home system
Lockout:
Opposed Infosec Test; if successful, intruder dumped from system.
Reboot/Shutdown:
Takes 1 Action Turn to 1 minute (GM discretion); all users
ejected from system.
Trace:
Trace intruder to home system with a Research Test (-30 if in privacy mode)
Wireless Termination:
At end of Action Turn, all wireless connections termi-
nated; wireless users ejected.
Hacking Simulspace Systems
MESH AND HACKING
Hacking Spimes
Hacking Simulspaces From Within
Analyze simulation parameters, view domain rules, shape appearance of simul-
–0
morph, switch simulmorph character or morph type
Change probability of test outcomes, become invisible
–10
(“out-game”) to others
Interfere with simulation (e.g. make it rain, generate earthquakes), generate items,
–20
ignore domain rules, kill or lockout other simulmorphs
–30
Go into god mode, command simulated characters, take over the sim
393
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