Key Character Concepts

Aptitudes

Aptitudes represent your basic skills. There are four mental aptitudes and three physical. Cognition, Intuition, Savvy and Willpower and Coordination, Reflexes and Soma. These values range from 0 to 30, with 15 being transhuman normal. The are added to skill values for skill checks.

Skills

There are a lot of skills. They are broken down into Active skills and Knowledge skills. You will wind up with a good mixture of both. Eclipse Phase suggests you make sure you have Fray, Perception and some Networking skills if you want to survive the game. Each skill has a corresponding Aptitude, which is added for skill checks.

Skill Checks

Rolled against a d100. Roll your Skill level (plus aptitude bonus) or lower to succeed. 99 always fails, 00 always succeeds. Doubles (11, 22, 33, etc) count as Criticals, which can be successes if at or below the Skill level or failures if above. Spending a moxie point can flip the roll, turning a failure into a success.

Traits

Traits can affect your ego or your morph, can be positive, negative or neutral, can cost or add character creation points, and generally provide for a specific in-game effect.

Background

Where you came from is an important factor in determining who you are now. Survivors of the Fall have a shared experience that people born in the outer system don’t have.

Faction

You’ll choose an allegiance to a socio-political faction. They represent, to some degree, your character’s outlook and allies.

Motivation

Based on your Faction and personal whims, you’ll choose three motivations. These represent the mindset that guides your character to take action in a certain way. Motivations are noted as pro (+) or opposed (-). Acting to further your motivations helps you restore your Moxie score.

Moxie

Moxie is a game currency that can be used in a variety of ways. The key use is to flip a Skill test die roll, reversing the tens and ones digits. You can regain lost Moxie by working toward your Motivations.

Reputation

A character’s reputation among different groups is vitally important, especially in outer-system regions where Reputation is used like a currency instead of money. Reputation networks are system-wide social networks. You can use a relevant Networking skill to find people within that network, and then use your Reputation score to convince them to help you.

Egos and Morphs

Your mind can exist as it does now, biologically in a Biomorph, or it can be digitized and run on a server (as an Infomorph) or in a cyberbrain as a Synthmorph. A digitized mind can be saved and used a restore point should you be destroyed. A digitized mind can be “forked”, creating as many running copies as you want, of equal or lesser cognitive abilities. Your body can be almost anything you can imagine. The basic range of Morphs are Flats and Splicers. You’re conceived as a Flat, but nano-medicine can gene-fix a Flat, creating a Splicer. Splicers don’t have the genetic faults common to normal humanity, so they aren’t affected by genetic disease or error.

Muses

Imagine a modern cell-phone with high-speed internet access and a direct line to your mind. That’s what a Muse is to Transhumans. A Muse is an AI program that can communicate directly with a person’s mind, providing instant access to information, monitoring and filtering a variety of sources from the Mesh and from your own personal network of aware devices.

Key Character Concepts

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