Eclipse Phase - Apocalypse
A mercenary trying to build a new life on Venus
Background: Uplifted Octopus
+biomods, +cortical stack, +mesh inserts, +chameleon skin, +eelware, +skillware- security countermeasures, +emotional damper
+extra limbs, +stigmatized
- Cognition: +0
- Intuition: +1
- Coordination: +3
- Somatics: +2
- Savvy: -2
- Willpower: +1
- Resources: +1 – 4 hold
- Rep: +0
I’ve had some flexible, implanted guns placed into each of my limbs.
+ap-1, +hi-tech, +implanted 2 damage
I’ve got a blade fabricator that can produce knives with a variety of functions and upgrades as needed.
I’ve got some connections that can keep me stocked in a variety of drugs for both combat and recreation.
I’ve gotten some nice upgrades to my body to expand my capabilities:
+eelware, +skillware- security countermeasures, & an
Your arms literally have minds of their own. When you go into battle roll+Intuition. On a 10, hold 3. On a 7-9, hold 2. During battle, you may spend your hold, 1 for 1, to have your extra arms:
- attack all on their own with whatever weapon they’re holding (GM determines against whom)
- wave about distractingly, +1 armor for one damage move
- follow-through on your own move as if they’d rolled a 10+, with you as the “ally” in question
The way you move unencumbered counts as armor. If you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If you’re wearing armor, use it instead.
Not to be Fucked With:
In battle, you count as a small gang with damage and armor appropriate to your equipment and moves.
Packing All Kinds of Heat:
When you go into battle, choose one of the following:
• You’ve loaded incendiary ammunition. Add
+burn to your ranged weapon attacks.
• You’ve loaded armor-piercing ammunition. Add
+ap-1 to your ranged weapon attacks.
• You’ve loaded plastic ammunition. Add
+shock to your ranged weapon attacks.
• You’ve loaded tracking ammunition. Add
+bug to your ranged weapon attacks
In the Thick of Things:
At the beginning of the session, roll+Intuition. On a 10+, hold 2. On a 7-9, hold 1. At any time, either you or the GM can spend your hold to have you show up in any scene, with the proper tools and knowledge. On a miss, the GM holds 1, and can spend it to have you already be there, but somehow pinned, caught or trapped.
You have a mercenary force who obeys you only as long as you can pay. When you try to impose your will on your gang, roll+Resources. On a 10+, choose 3. On a 7-9, choose 2. On a miss, choose 1 anyway:
- They do what you want.
- They don’t overcharge you, and you don’t lose 1-Resources permanently.
- Their Vulnerability doesn’t activate, or you don’t have to hurt one of them.
Gain 2 new +scuffed boxes on your damage track.
Echoes of Self
When you synch with your forks regardless of distance roll+Willpower. On a hit, you are them, briefly. Know what they know and they know what you know. On a 7-9 it’s disorienting and you’re
+glitched forward. On a miss you just get the bad stuff. Roll the trauma move
I’ve purchased an Infomorph backup for just prior to the meeting with our employer.
+1 to an Ego Stat (max stat +3) (up to 3 times)   
+1 to a Background Stat (max stat +3) (unlimited)
+1 Move (up to 4 times) [x]   
Advance your Gang, Fame, or Wealth (up to 3 times)