Tag: Rules

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  • Background

    Your Background determines a number of things about your character. Are they in their original body? Were they infomorph refugees from fallen Earth? Are they poor? Rich? Select your Background from the list below. Your background gives you a free move …

  • Ego

    Your Ego is who you are as a person. It has nothing to do with your [[Morph | body]] and everything to do with your mind, memories, and personality. In game terms, your Ego is represented by six Stats: *_Cognition_* – Your ego's ability to find and …

  • Morph

    Your Morph is the body that your [[Ego]] is inhabiting at any given time. It could be the physical body you were born with, or perhaps a robotic shell you're occupying temporarily. Your Morph determines your capabilities in the physical world, with some …

  • Gear

    * *_"Starting Gear":https://eclipse-phase-apocalypse.obsidianportal.com/wikis/gear#Starting_* * *_"Currency":https://eclipse-phase-apocalypse.obsidianportal.com/wikis/gear#Currency_* * *_"Basic Weapons":https://eclipse-phase-apocalypse.obsidianportal. …

  • Basic Moves

    All characters have access to all Basic Moves: *Access the Mesh* You may only *_access the mesh_* if you have an ecto (personal computer) or your [[Morph]] has @+mesh inserts@. When you need to know something quickly, roll+Cognition. On 10+, you get …

  • Rules

    * [[Core Concepts]] * [[Basic Moves]] * [[Battle Moves]] * [[GM Moves]] * [[Advancement]]

  • Moves

    At Character Creation, choose 2 moves from the lists below. The lists are divided somewhat arbitrarily by category for ease of selection.. *Combat Moves:* * *_"Battlefield Medic":https://eclipse-phase-apocalypse.obsidianportal.com/wikis/moves# …

  • Tags

    *_Tags_* are descriptors that attach to your character for a variety of reasons. Some, like @+boosted@ are situational, granted temporarily due to circumstance. Some, such as @+cyberbrain@ describe some aspect of your morph that is intrinsic to it. …

  • Advancement

    *Advancement*

    You mark experience whenever you roll a 6- on any Move, or as the result of other moves that instruct you to mark experience. When you've marked your fifth experience, reset to zero, and select an advancement from the chart …

  • GM Moves

    *GM Moves*

    Whenever a player makes a move, the GM may make a move. Generally this will be a _soft_ move, driving the narrative or setting things up for later. Whenever a player makes a move and fails (rolls a 6-) the player marks …

  • Battle Moves

    All characters have access to all Battle Moves when "in battle." *_Defend a Secure Position_*
    When you *_defend a secure position_* roll+Cognition. On a 10+, hold 3, on a 7-9, hold 1. As long as you defend that position, you may spend your hold, …

  • Persona

    Based on your concept, background, faction, and personality, the GM will create on *_unique move_* for your character. Furthermore, if you provide a dossier that answers all of the following questions, you will get a free Advance for your your …

  • Faction

    After choosing your background, you now choose which primary faction your character belongs to. This faction most likely represents the grouping that controls your character’s current home habitat/station, and to which your character holds allegiance, but …

  • Biomorphs

    Biomorphs are fully biological sleeves (usually equipped with implants), birthed naturally or in an exowomb, and grown to adulthood either naturally or at an accelerated rate. Those that don't house original egos (i.e. children) are grown without minds …

  • Pods

    For game-mechanical purposes, Pods are considered Biomorphs. Pods (from “pod people”) are vat-grown, biological bodies with extremely undeveloped brains that are augmented with an implanted computer and cybernetics system. Though typically run by an AI …

  • Exotic Morphs

    These morphs are not available from [[Background | Backgrounds]], but may be chosen as [[Gear]] at character creation. *[[Exotic Biomorphs]]* *[[Exotic Pods]]* *[[Exotic Synthetic Morphs]]*

  • Exotic Synthetic Morphs

    *Biocore:* Originally designed by a scum engineer who just wanted to see if it could be done, the biocore is a synthmorph with a biological brain. The design has since spread to those who wish to enjoy the advantages of sleeving in a synthmorph without …

  • Exotic Pods

    *Ayah:* Despite the advances in biotechnology, the hyperelite still need caretakers for their children and infirm. The ayah pod morph is designed to fulfill all nurse and caretaker functions. Rather than trust lower-class transhumans, hyperelites prefer …

  • Exotic Biomorphs

    *Aquanaut:* Aquanauts are environmentally adapted for underwater activities. They have seen a revival on exoplanets with habitable seas and oceans. Their heart rate slows while underwater, their skin includes a layer of blubber that retains heat, they …

  • Connections

    Player characters shouldn't be a random collection of people. They should have a reason to associate with one another. To that end, all players will develop *_connections_* to one another according to the following system. # All players sit at the …

  • NPCs, Gangs, and Vehicles

    *NPCs*

    NPCs suffer damage differently than PCs do, but that damage can scale according to how "hard," skilled, trained or just plain dangerous the NPC is. For reference: *_When an ordinary NPC suffers..._* * 1-damage: cosmetic damage, pain, …

  • Core Concepts

    *The Narrative*
    The narrative is all important. This is the fiction generated between the Player Characters (PCs) and the Game Master (GM). The PCs describe what their characters are doing, saying, sometimes even thinking. The GM describes how the …