In a setting where physical looks and capabilities are easily changed at the push of a button, who you are and what you know is more important than any inborn ability. Skills represent the knowledge your character has, the accumulated set of experience, education, and inherent know-how possessed by each and every sentient transhuman in Eclipse Phase. They are what allow you to sneak into a hypercorp station, disable the security systems, hack the mesh hub, and then impersonate security personnel to make your escape. Your skills represent the one thing you have no matter what you look like or where you find yourself. When your characters explore what they can do, their skills, or lack thereof, often determine the margin between success and failure. Having a well-rounded set of skills is vital to survival and success in Eclipse Phase. The skills below encompass a wide selection of talents, enough so that each character can be unique in their abilities and knowledge.
Skills are divided into aptitudes and learned skills (see Character Skills, p. 123). Most (but not all) learned skills are built on and linked to an aptitude. If a character lacks the specific skill needed in a situation, they may default to the linked aptitude. You may also choose to specialize in certain skills (see Specializations, p. 123), reflecting an enhanced knowledge of a particular aspect of a certain skill.
Aptitudes represent inherent skills and abilities acquired at birth or during the course of growing up. Aptitudes are sometimes used for tests, but their primary use is determining the starting point at which learned skills are developed. Aptitudes determine the starting value of their linked skills. For example, a character with Somatics aptitude 10 who wishes to purchase points in the Freerunning skill (which is linked to Somatics) would start with a Freerunning rank of 10 and then buy additionally points in that skill. Aptitudes are also used when a character doesn’t posses knowledge of a needed skill (see Defaulting, p. 116). Aptitudes represent the basic knowledge that a character has acquired regarding rudimentary use of that skill. They may not have ever received any formal training with the skill, but they can still attempt to use it. Aptitudes range in value from 1 to 30, with 10 being the unaugmented human average and 15 representing the average of most genetically modified transhumans. Since aptitudes represent untrained ability, they are capped at a maximum rating of 30. There are seven different aptitudes that all players possess. These aptitudes are purchased during character creation (p. 128), but depending on the morph the character is currently inhabiting, they may find their aptitudes capped by the quality of the morph (see p. 124).
A player’s learned skills are the most important part of their character, representing the acquired knowledge they carry with them from morph to morph, knowledge that plays a fundamental role in helping define the person’s ego. Learned skills encompass nearly any skill that you might need to use in Eclipse Phase, and they range in value from 0 to 99. All learned skills have a linked aptitude that is used to calculate their initial value, and which is also defaulted to if the player does not have that particular skill.
Each learned skill is classified as either an Active skill or a Knowledge skill. Active skills represent skills that typically require physical actions and are used in action scenes within game play. Knowledge skills are more knowledge-based and intellectual, representing ideas and facts. Knowledge skills may play a less dramatic role in certain action-oriented game play moments, but they flesh out the character’s background and interests and are integral to roleplaying interactions. Active and Knowledge skills are purchased separately during character creation.
Active skills are further divided into Combat, Mental, Physical, Psi, Social, Technical, and Vehicle skills. Certain traits and abilities may apply to specific categories.
Some learned skills are field skills, meaning that when this skill is chosen a particular field of emphasis must also be selected. For example, the skill of Academics requires the character to specify a specific academic discipline in which they are knowledgeable, such as Biology, Chemistry, or Xenosociology. Field skills are written as “[skill]: [field];” for example: “Art: Painting.” Field skills can be taken multiple times, choosing a different area of emphasis each time, reflecting skills in different fields; that is to say, each field is a separate skill. Several suggested fields are listed for each field skill, but gamemasters and players may also cooperate to create others that fit their games.
Field skills may also have specializations; for example, Professional: Accounting (Money Laundering).
Psi refers to the ability to perceive and manipulate biological minds via psi waves and/or other inexplicable phenomena. Due to the uniqueness of this ability, characters that wish to wield psi must acquire the Psi
trait (p. 147). Psi use also requires a number of specialized skills (Control, Psi Assault, and Sense) that reflect special training characters acquire to tap into their psi powers. Psi skills may not be defaulted on; the only way to use a psi skill is to possess the trait along with training in that skill. For more details, see Psi, p. 220.
Any character may opt to specialize in a given skill (see Specializations, p. 123). This specialization reflects increased knowledge in one particular aspect of the skill. Many of the skills offered below include sample specializations. Gamemasters and players are encouraged to develop other specialization ideas together for their campaigns.
Specialization provides a +10 modifier when using that skill in a situation appropriate to that specialization.
Whenever a character wants to do something using a skill, they must succeed at a skill test (see Making Tests, p. 115). The difficulty of the action is applied as a modifier, as are any other extenuating circumstances that may affect the test (see Difficulty and Modifiers, p. 115). As with other types of tests, all skill tests are successful when the character rolls less than or equal to the test’s target number after any modifiers have been applied. In the case of skill tests, the target number is the character’s skill rating with that particular skill. Modifiers representing difficulty and other factors are applied directly to the target number (see Difficulty and Modifiers, p. 115). A roll of a 00 is always a success, regardless of modifiers, and a result of 99 is always a failure, again despite any modifiers that may increase a character’s target number over 100. Standard critical success and failure rules apply to skill tests (see Criticals: Rolling Doubles, p. 116), so any time a character rolls a double (i.e. 00, 11, 22, 33, etc.) they score a critical success or failure.
Sometimes you lack the skill needed in a certain situation. In these instances, characters may default their skill test to the linked aptitude. This reflects the fact that most learned skills are developed from some sort of baseline physical ability. Even though you may not know how to do something, you’ve likely seen how it’s done at some point or have some idea of how to do it, or can at least take a shot at it. Naturally, you’re not as good as someone who has training in that skill, but it still allows you to make an attempt.
Not all skills can be defaulted. Some skills are simply too complex or obscure, or demand special knowledge or ability, for someone to attempt their use untrained. For example, brain surgery or most psi skills are simply beyond anyone who doesn’t have that ability or the knowledge of what they’re attempting.
In some cases, a character may not possess the particular field skill that a test calls for, but they may be skilled in another related field. For example, a test to conduct an alien autopsy might call for an Academics: Xenobiology roll, but a character who doesn’t have that skill may be allowed to default to Academics: Biology instead. The gamemaster decides if and when to allow this, perhaps applying a modifier to the test based on the difference between fields.
If the gamemaster allows it, characters may default to a related skill that also has some relevance to the test at hand. For example, a character skilled in Kinetic Weapons might not be trained in the use of a laser, but they know enough to point at the target and pull the trigger. Likewise, a character might not be skilled in Investigation, but the gamemaster could still allow them to use their Perception skill instead in order to realize that a body had been moved from the place where it had been shot. In situations like this, when the gamemaster allows defaulting to a related skill, a –30 modifier should be applied to the test.
Example
Srit is wandering through a black market souk on Mars, trying to find a particular piece of sensory
equipment. The gamemaster calls for a Scrounging Test, but Srit does not have that skill. She
could default her INT of 22, but instead she asks the gamemaster if she can default to the related
skill of Perception, which she has at 82. The gamemaster agrees, and so Srit rolls against a target
number of 52 (82 – 30).
Sometimes more than one skill may apply to a particular test, or knowledge in one area can aid your skill in another. In this case, the gamemaster may apply a modifier to the skill test based on the strength of the complementing skill, as noted on the Complementary Skill Bonus table.
Example
Dav is hoping to persuade a brinker pilot to take him to an isolated habitat that doesn’t welcome
visitors. To impress upon the pilot that he is a friend of these particular isolates, he calls on
his knowledge of their particular cultural practices (Interests: Religious Cults skill at 45). The
gamemaster allows this and applies a +20 modifier to Dav’s Persuasion Test.
COMPLEMENTARY SKILL BONUS
SKILL RATING | MODIFIER |
01-30 | +10 |
31-60 | +20 |
61+ | +30 |
APTITUDE RANGE
RATING | ASSESSMENT | SOMATICS | COORDINATION | REFLEXES |
1–5 | child average | inept | clumsy | slow |
6–10 | adult average | weak | able | paced |
11–15 | transhuman average | fit | coordinated | swift |
16–20 | enhanced | enhanced | agile | fast |
21–25 | superhuman | gifted | nimble | lightning |
26-30 | posthuman | elite | unerring | synaptic |
RATING | COGNITION | INTUITION | SAVVY | WILLPOWER |
1–5 | limited | aware | awkward | distracted |
6–10 | intelligent | perceptive | personable | controlled |
11–15 | bright | sharp | charismatic | focused |
16–20 | learned | uncanny | dazzling | resolute |
21–25 | brilliant | prescient | mesmerizing | unwavering |
26-30 | genius | near omniscient | hypnotic | unshakable |
What is the difference between being a clumsy neophyte wobbling in zero gravity and being a veteran gliding effortlessly through space as though you were dancing? The answer is training and skill. The greater your skill, the more likely you are to not only succeed at what you want to do, but succeed well.
Aptitudes in Eclipse Phase range from 1 to 30, while learned skills range from 0 to 99. These numbers are an abstraction of the range of transhuman abilities and traits. The Aptitude Range table provides a breakdown of different aptitude levels and how they relate to each other. Likewise, the Learned Skill Range table provides an interpretation for the capabilities at different skill levels.
LEARNED SKILL RANGES
SKILL | EQUIVALENCE |
00 | No exposure or familiarity, completely unskilled |
10 | Very rudimentary knowledge |
20 | Basic operator’s proficiency (driver’s license, gun permit, high school diploma) |
30 | Hands-on experience, some professional training |
40 | Basic professional certification (police driving, army rifle certified, college diploma) |
50 | Experience from professional-level work, some advanced training |
60 | Expert competence (competitive driver, marksman, PhD) |
70 | Experience from expert-level work, has had unique innovations or insights |
80 | Worthy of being a system-renowned authority on the subject |
90 | Nobel/Olympic/grandmaster |
99 | Pinnacle of current understanding and innovation |
There are 7 aptitudes in Eclipse Phase, described on p. 123. Each character has these aptitudes at a minimum rating of 1.
In rare cases, a test may call for using an aptitude only, rather than a learned skill. This should only occur when no learned skills are appropriate to the test, and these circumstances are usually noted in the rules. Aptitude-only tests must be handled carefully, as the range of aptitude ratings (1–30) is typically much smaller than the rating of learned skills (0–99). For this reason, most aptitude tests should use a target number equal to the aptitude x 3. In rare cases where the test is more difficult, the gamemaster may simply use an aptitude x 2, or just the straight aptitude rating. In some cases, more than one aptitude may be relevant to the test, and so they may be added together to derive the target number. What follows are a few examples where an aptitudeonly test might be appropriate. Gamemasters may call for similar tests in other situations, but learned skills should be used whenever possible.
APTITUDE COMPARISON: FLATS VS. SPLICERS AND EXALTS
Compared to humans in the early 21st Century, the average transhuman in the world of Eclipse
Phase is faster, smarter, stronger, and healthier than their unaugmented predecessors. Normal
unaugmented humans, called flats (p. 139), most closely approximate the type of person that
was born in our time. The majority of people, however, inhabit bodies that are known as splicers
(p. 139) or exalts (p. 139) (well, those with biological bodies anyway). Splicers are genefixed to
avoid genetic defects and optimized for certain characteristics, while exalts are tweaked to make
them superior across the board: they are more attractive, more athletic, have greater cognitive
capacity, and are more attuned to the world around them than their unaugmented kin.
This section details all of the learned skills available in Eclipse Phase. Gamemasters and players may, of course, agree to add additional skills to this list as appropriate to their campaign.
NECESSARY SKILLS
While characters will need a mix of skills to succeed in the varied tasks they encounter in Eclipse Phase, some skills are crucial for any character. If a character lacks these, they will have a difficult time getting by, so it is important for players and gamemasters to know these particular skills.
Fray: Fray is the primary skill you use to avoid getting hit in combat. Even if you plan to avoid combat, being able to get out of the way when necessary is a handy survival skill to have.
Networking: Unless you live in total isolation, you need a Networking skill—preferably several. Networking is how you interact with people in a particular social circle to obtain information, spread rumors, call in favors, and so on.
Perception: Perception Tests get called for quite often, so if you want your character to know what’s going on around them, make sure to get this skill. Investigation and Scrounging are also good, but Perception is king.
SKILL LIST | ||
SKILL | LINKED APTITUDE | CATEGORY |
Academics: [Field] | COG | Knowledge |
Animal Handling | SAV | Active, Social |
Art: [Field] | INT | Knowledge |
Beam Weapons | COO | Active, Combat |
Blades | SOM | Active, Combat |
Climbing | SOM | Active, Physical |
Clubs | SOM | Active, Combat |
Control | WIL (no defaulting) | Active, Mental, Psi |
Deception | SAV | Active, Social |
Demolitions | COG (no defaulting) | Active, Technical |
Disguise | INT | Active, Physical |
Exotic Melee Weapon: [Field] | SOM | Active, Combat |
Exotic Ranged Weapon: [Field] | COO | Active, Combat |
Flight | SOM | Active, Physical |
Fray | REF | Active, Combat |
Free Fall | REF | Active, Physical |
Freerunning | SOM | Active, Physical |
Gunnery | INT | Active, Combat |
Hardware: [Field] | COG | Active, Technical |
Impersonation | SAV | Active, Social |
Infiltration | COO | Active, Physical |
Infosec | COG (no defaulting) | Active, Technical |
Interest: [Field] | COG | Knowledge |
Interfacing | COG | Active, Technical |
Intimidation | SAV | Active, Social |
Investigation | INT | Active, Mental |
Kinesics | SAV | Active, Social |
Kinetic Weapons | COO | Active, Combat |
Language: [Field] | INT | Knowledge |
Medicine: [Field] | COG | Active, Technical |
Navigation | INT | Active, Mental |
Networking: [Field] | SAV | Active, Social |
Palming | COO | Active, Physical |
Perception | INT | Active, Mental |
Persuasion | SAV | Active, Social |
Pilot: [Field] | REF | Active, Vehicle |
Profession: [Field] | COG | Knowledge |
Programming | COG (no defaulting) | Active, Technical |
Protocol | SAV | Active, Social |
Psi Assault | WIL (no defaulting) | Active, Mental, Psi |
Psychosurgery | INT | Active, Technical |
Research | COG | Active, Technical |
Scrounging | INT | Active, Mental |
Seeker Weapons | COO | Active, Combat |
Sense | INT (no defaulting) | Active, Mental, Psi |
Spray Weapons | COO | Active, Combat |
Swimming | SOM | Active, Physical |
Throwing Weapons | COO | Active, Combat |
Unarmed Combat | SOM | Active, Combat |
Type: Field, Knowledge
Linked Aptitude: COG
What it is: Academics covers any sort of specialized non-applied knowledge you can only get through intensive
education. Most theoretical and applied sciences, social sciences, transhumanities, etc. are covered by this skill. Most
of the other skills listed in this chapter could also be taken as an Academics field, reflecting a working
theoretical knowledge of the skill—for example, Academics: Armorer or Academics: Interrogation.
When you use it: Academics is used when a character wishes to call upon a specific body of knowledge.
For example, Academics: Chemistry could be used to identify a particular substance, understand an
unusual chemical reaction, or determine what elements are needed to nanofabricate something that
requires exotic materials. At the gamemaster’s discretion, some Academics-related tests might not be
defaultable, given that only someone who has been educated in that subject is likely to be able to tackle it.
Sample Fields: Archeology, Astrobiology, Astronomy, Astrophysics, Astrosociology, Biochemistry, Biology, Botany,
Computer Science, Cryptography, Economics, Engineering, Genetics, Geology, Linguistics, Mathematics, Memetics,
Nanotechnology, Old Earth History, Physics, Political Science, Psychology, Sociology, Xeno-archeology,
Xenolinguistics, Zoology
Specializations: As appropriate to the field
Type: Active, Social
Linked Aptitude: SAV
What it is: Skilled animal handlers are able to train and control a wide variety of natural and transgenic animals,
including partial uplifts. Though many animal species went extinct during the Fall, a few “ark” and zoo
habitats keep some species alive, and many others can be resurrected from genetic samples. Exotic
animals are considered a sign of prestige among the hypercorp elites, and guard animals are occasionally
used to protect high-security installations. Likewise, many habitats and settlements employ small
armies of partially uplifted, genetically modified, and behavior-controlled creatures for sanitation or
other purposes. Many new and strange breeds of animal are created daily to serve a variety of roles.
When you use it: Animal Handling is used whenever you are trying to manipulate an animal, whether
your intent is to calm it down, keep it from attacking, intimidate it, acquire its trust, or goad it into
attacking. Your Margin of Success determines how effective you are at convincing the creature. At the
gamemaster’s discretion, modifiers may be applied to the test. Likewise, winning an animal over may
sometimes take time, and so could be handled as a Task Action with a timeframe of five minutes or more.
Specializations: Per animal species (dogs, horses, smart rats, etc.)
TRAINING ANIMALS
Training animals is a time-consuming task requiring repeated efforts and rewards to reinforce
the trained behavior. Treat this as a Task Action with a timeframe of one day to one month,
depending on the complexity of the action. Apply modifiers to this test based on the relative
intelligence of the animal being trained, how domestic it is, and the complexity of the task. Once
an animal has been trained, commanding it is treated as a Simple Success Test (p. 118) except for
unusual or stressful situations, in which case the trainer receives a +30 modifier on their Animal
Handling Tests when convincing the animal to complete the trained action.
Type: Field, Knowledge
Linked Aptitude: INT
What it is: Art confers the ability to create and evaluate artistic endeavors. This is a particularly useful skill in
Eclipse Phase, especially in the post-scarcity economies where creativity and vision can be a key component to a
character’s reputation.
When you use it: The Art skill can be used to either create a new work of art or to duplicate an existing piece of
art in the hopes of passing it off as your own. The skill can also determine the approximate value of a piece of art
either on the open market, for monetary exchange systems, or in terms of reputation for the artist.
Sample Fields: Architecture, Criticism, Dance, Drama, Drawing, Painting, Performance, Sculpture, Simulspace
Design, Singing, Speech, Writing
Specializations: As appropriate to the field
Type: Active, Combat
Linked Aptitude: COO
What it is: The Beam Weapons skill covers the usage and maintenance of standard coherent beam
energy weapons such as lasers, particle beam weapons, plasma rifles, and microwave weapons (p. 338).
When you use it: A player uses their Beam Weapons skill whenever attacking with a beam weapon in combat (p.
191). Beam Weapons may also be used for tests involving maintenance of the weapon, but not for repairing or
modifying the weapon (that would be Hardware: Armorer skill).
Specializations: Lasers, Microwave Weapons, Particle Beam Weapons, Plasma Rifles
Type: Active, Combat
Linked Aptitude: SOM
What it is: The Blades skill covers the usage and maintenance of standard bladed weapons (p. 334).
When you use it: A player uses their Blades skill whenever attacking with a blade weapon in melee
combat (p. 191). Blades may also be used for tests involving maintenance of the weapon, but not for
repairing or modifying the weapon (that would be Hardware: Armorer skill). This skill is used for
blade weapons implanted in the body at the end of an appendage (hands, forearms, feet, octomorph
arms, etc.), but the Exotic Melee Weapon skill is used for blades implanted in other parts of the body.
Specializations: Axes, Implant Blades, Knives, Swords
Type: Active, Physical
Linked Aptitude: SOM
What it is: Climbing is the skill of ascending and descending sheer surfaces with or without the aid of specialized
equipment.
When you use it: This skill is used whenever a character wishes to scale a climbable surface. For heights greater
than one story, climbing is handled as a Task Action with a timeframe equivalent to one meter per Action Phase.
For rappelling, the timeframe for descent is 50 meters per Action Turn. Climbing gear (p. 332-333) provides
appropriate modifiers.
Specializations: Assisted, Freehand, Rappelling
Type: Active, Combat
Linked Aptitude: SOM
What it is: The Clubs skill covers the usage and maintenance of standard blunt melee weapons such as batons or
sticks (see p. 334).
When you use it: Players use their Clubs skill whenever they want to attack with a blunt weapon
in melee combat (p. 191). The Clubs skill may also be used for tests involving maintenance of the
weapon, but not for repairing or modifying the weapon (that would be Hardware: Armorer skill).
Specializations: Batons, Hammers, Staffs
Type: Active, Mental, Psi
Linked Aptitude: WIL
What it is: Control is the use of psi to manipulate individuals or actively penetrate their mental processes. This
skill is only available to characters with the Psi trait (p. 147).
When you use it: Use Control when taking a psionic tour through a foreign ego—messing around included. See
Psi, p. 220.
Specializations: By sleight
Type: Active, Social
Linked Aptitude: SAV
What it is: Deception is your ability to act, bluff, con, fast talk, lie, misrepresent, and pretend. Accomplished users
of deception are able to convince anyone of nearly anything. This skill does not include using a physical disguise to
appear to be another person (the Impersonate skill covers that area).
When you use it: Use this skill whenever you want to deceive someone with words or gestures. A successful skill
test means that you have passed off your deception convincingly. At the gamemaster’s discretion,
someone who is actively alert for signs of deception may make an Opposed Test using the Kinesics skill.
Specializations: Acting, Bluffing, Fast Talk
Type: Active, Technical
Linked Aptitude: COG (no defaulting)
What it is: Demolitions covers the use of controlled explosives.
When you use it: Use it when making, placing, and disarming explosives and explosive devices. See Demolitions,
p. 197.
Specializations: Commercial Explosives, Disarming, Improvised Explosives
Type: Active, Physical
Linked Aptitude: INT
What it is: Disguise is the art of physically altering your appearance so that you look like someone else. This
includes both the use of props (wigs, contacts, skin pigments) and the altering of subtle physical characteristics
(gait, posture, poise).
When you use it: Use Disguise to fool someone into thinking you’re someone you’re not. This can be used to hide
your identity or to make yourself look like someone in particular. When used against someone who knows your true
look or the appearance of the person you are imitating, this is handled as an Opposed Test against Perception or
Investigation.
Specializations: Cosmetic, Theatrical
Type: Field, Active, Combat
Linked Aptitude: SOM
What it is: The Exotic Melee Weapon skill covers the use and maintenance of all melee weapons not covered by
the Clubs or Blades skills (see p. 334).
When you use it: Use the Exotic Melee Weapon skill when attacking someone with an exotic melee weapon in
melee combat (p. 191).
Sample Fields: Morning Star, Spear, Whip
Specializations: N/A
Type: Field, Active, Combat
Linked Aptitude: COO
What it is: Exotic Ranged Weapon skill includes the use and maintenance of all ranged weapons not covered by
the Beam, Flechette, Kinetic, Sonic, or Throwing Weapons skills.
When you use it: Use this skill whenever attacking with an exotic ranged weapon in ranged combat (p. 191).
Sample Fields: Blowgun, Crossbow, Flamethrower, Slingshot
Specializations: N/A
Type: Active, Physical
Linked Aptitude: SOM
What it is: Flight is the skill of using your body to fly. This skill is used when sleeved in or jamming a winged
or otherwise flight-capable morph (manual and remote-control flight are handled using Pilot skill).
When you use it: Use this skill whenever you need to make an aerial maneuver, land in difficult conditions,
maintain your course in steep winds, or otherwise keep from crashing or falling.
Specializations: Diving, Landing, Takeoff, specific maneuvers
Type: Active, Combat
Linked Aptitude: REF
What it is: Fray is the ability to get out of the way of incoming attacks, debris, or inconvenient passers-by.
Characters that have a high Fray score are able to react quicker than others when dodging or maneuvering.
When you use it: Whenever a character is physically attacked by an opponent in melee combat, roll Fray
to avoid getting hit (see p. 191). Fray may also be used to dodge other events that may harm the
character, such as avoiding a charging vehicle or jumping out of the way of a collapsing stack of crates.
Specializations: Blades, Clubs, Full Defense, Unarmed
Type: Active, Physical
Linked Aptitude: REF
What it is: Free Fall is about moving in free-fall and microgravity environments.
When you use it: Use whenever you need to maneuver in a zero-g situation, such as propelling
yourself across a large open space or making sure you don’t accidentally send yourself spinning off into
space. Free Fall is also used when moving with spacesuit maneuvering jets and when parachuting.
Specializations: Microgravity, Parachuting, Vacsuits
Type: Active, Physical
Linked Aptitude: SOM
What it is: Freerunning is part running, part gymnastics. It is about moving fast, maneuvering over/under/
around/through obstacles, and placing your body where it needs to go. Freerunning/parkour is a popular pastime in
habitats where open space is limited.
When you use it: Use Freerunning whenever you need to overcome an obstacle via movement, such as hurdling a
railing, rolling across the hood of a car, jumping across a pit, or swinging around a pole. Freerunning is also used for
sprinting (p. 191) and full defense against attacks (p. 198).
Specializations: Balance, Gymnastics, Jumping, Running
Type: Active, Combat
Linked Aptitude: INT
What it is: Gunnery skill covers the use and maintenance of large, vehicular, or non-portable weapons systems.
Firing these weapons is more like playing a video game than firing a gun.
When you use it: Use Gunnery when attacking with a vehicle-mounted weapon or weapon emplacement in ranged
combat (p. 191).
Specializations: Artillery, Missiles
Type: Field, Active, Technical
Linked Aptitude: COG
What it is: This skill encompasses the ability to build, repair, physically hack, and upgrade equipment of a specific
type.
When you use it: Hardware is primarily used to repair devices, vehicles, habitat systems, or synthetic morphs. See
Building, Repairing, and Modifying below.
Sample Fields: Aerospace (all air and space vehicles), Armorer (armor and weapons), Electronics (all
computerized devices), Groundcraft, Implants, Industrial (habitat, factory, and life support systems), Nautical
(watercraft and submarines), Robotics (synthetic morphs)
Specializations: As appropriate to the field
Building
Creating an item from scratch is handled as a Task Action with a timeframe determined by the
gamemaster. The timeframe should be set according to the complexity of the object and could
range from an hour (constructing a set of shelves) to days (assembling a robot from spare parts)
to even months (building a house). Numerous factors may apply modifiers to the test, such as
the use of entoptic blueprints/help manuals (+20) or poor working conditions (–10 to –30). Tools
are also a factor, perhaps making the job easier (superior tools +10 to +30), more difficult (poor
or inadequate tools, –10 to –30), or even impossible (lack of required tools).
Repairing
Damaged items may be repaired in a similar manner. See the rules for Synthmorph and Object
Repair, p. 209.
Modifying
Altering an object’s design and function follows the same basic rules as build and repair, above.
The time-frame is determined by the gamemaster as appropriate to the modification.
Type: Active, Social
Linked Aptitude: SAV
What it is: Impersonation is the skill of trying to pass yourself off as someone else in social situations, including
virtual ones. This includes copying mannerisms and speech patterns and using accumulated information to convince
others that you are that person. In a universe where appearance is highly variable, the question of identity is largely
one of both trust and picking up on behavioral quirks and verbal cues to recognize a given individual.
When you use it: Sometimes it’s fun to pretend you’re someone else, and sometimes it’s profitable or lifesaving.
Use this skill whenever you attempt to convince someone that you are actually someone else through some sort of
social or online interaction. Forks use this skill when passing themselves off as their alpha ego. Impersonate is
handled as an Opposed Test against the Kinesics skill.
Specializations: Avatar, Face-to-Face, Verbal
Type: Active, Physical
Linked Aptitude: COO
What it is: Infiltration is the art of escaping detection.
When you use it: Use Infiltration whenever you need to physically hide or move with stealth to avoid someone
sensing you, whether you are hiding behind a tree, sneaking past a guard, or blending into a crowd.
Infiltration can also be used to follow people (shadowing) without them detecting you. Infiltration
is an Opposed Test against the Perception of whomever you are hiding from. The gamemaster may
wish to roll such tests in secret so the player does not know whether they have succeeded or failed.
Specializations: Blending In, Hiding, Shadowing, Sneaking
Type: Active, Technical
Linked Aptitude: COG (no defaulting)
What it is: Infosec is short for “information security.” It encompasses training in electronic intrusion and
counterintrusion techniques, as well as encryption and decryption.
When you use it: Infosec is used both for hacking into electronic devices and mesh networks and for protecting
them. See the Mesh chapter, p. 234, for more details.
Specializations: Brute-Force Hacking, Decryption, Probing, Security, Sniffing, Spoofing
Type: Field, Knowledge
Linked Aptitude: COG
What it is: Interest includes just about any topic that captures your attention that isn’t covered
by another skill. This includes hobbies, obsessions, causes, pastimes, and other recreational pursuits.
When you use it: Use the Interest skill whenever you need to recall or use knowledge related to the particular
interest in question. Field Examples: Ancient Sports, Celebrity Gossip, Conspiracies, Factor Trivia,
Gambling, Hypercorp Politics, Lunar Habitats, Martian Beers, Old Earth Nation-States, Reclaimer
Blogs, Science Fiction, Scum Drug Dealers, Spaceship Models, Triad Economics, Underground XP
Specializations: As appropriate to the field
Type: Active, Technical
Linked Aptitude: COG
What it is: Interfacing is about using computerized electronic devices and software.
When you use it: Use Interfacing to understand an electronic device you are not familiar with, use a
program according to its normal operating parameters, manipulate electronic files of various types
(including images, video, XP, and audio files), scan for wireless devices, and otherwise interact with and
command your ecto, muse, and other computerized devices. Some Interfacing actions may be Task
Actions, with a timeframe determined by the gamemaster. For more detail, see the Mesh chapter, p. 234.
Specializations: Forgery, Scanning, Stealthing, by program
Type: Active, Social
Linked Aptitude: SAV
What it is: Intimidation is convincing someone to do what you want based on direct threats (implied or actual) or
sheer force of personality.
When you use it: Use Intimidation to scare someone into submission, browbeat them into getting your way,
command them to follow your orders, or berate them into giving up information. Influence is handled as an Opposed
Test, pitted against the target’s WIL + WIL + SAV.
Specializations: Interrogation, Physical, Verbal
Type: Active, Mental
Linked Aptitude: INT
What it is: Investigation is the art of analyzing evidence, piecing together clues, solving mysteries, and making
logical deductions from groups of facts. Investigation differs from Perception in that it is the conscious search for
clues or pieces of a puzzle.
When you use it: Use Investigation to draw conclusions from assorted details. For example, Investigation could be
used to determine the likely sequence of events at a crime scene, determine a possible social connection between two
people, or deduce how an enemy made their escape. Investigation is a great way to provide clues to players,
especially when the subject matter is something their character might know well but the player does not.
Specializations: Evidence Analysis, Logical Deductions, Physical Investigation, Physical Tracking
Type: Active, Social
Linked Aptitude: SAV
What it is: Kinesics is the art of empathy and non-vocal communication.
When you use it: Use Kinesics to read body language, tells, social cues, and other subconscious
indicators. It can also be used to emote more effectively. Kinesics is used defensively whenever someone is
trying to deceive you; make an Opposed Test against that person’s Deception or Impersonation skill.
Though synthetic morphs are also designed to emote, reading them is not as easy. Apply a –30 modifier
when judging a synthetic morph inhabited by a character or AGI. Likewise, standard AIs are also
difficult to read; apply a –60 modifier when judging a synthetic morph or pod operated by an AI.
Specializations: Judge Intent, Nonvocal Communication
JUDGING EMOTIONS AND INTENTIONS
Transhumans are empathic beings, and so you can attempt to gauge the demeanor and/or intent
of someone you are dealing with by rolling a Kinesics Test. This attempt to read someone is far
from exact, however, and it is easy to misjudge. The gamemaster should make this test in secret
and only allow a hint if successful—it is not possible to read someone with absolute certainty.
If the person being judged is intentionally trying to deceive the character, this should be an
Opposed Test against their Deception skill.
NONVOCAL COMMUNICATION
Experts in Kinesics can effectively communicate with each other simply by posture, stances,
gestures, demeanors, and looks. Such communication is necessarily limited in the amount of
information it can convey, but feelings, attitudes, affirmation/negation, and simple concepts may
be passed. To effectively communicate complex concepts, the gamemaster may require successful
Kinesics Tests from both parties, applying modifiers as appropriate.
Type: Active, Combat
Linked Aptitude: COO
What it is: Kinetic Weapons covers the use and maintenance of standard kinetic projectile weapons like firearms
and railguns (p. 335).
When you use it: Use this skill whenever attacking with a kinetic weapon in ranged combat (p. 191).
Specializations: Assault Rifles, Machine Guns, Pistols, Sniper Rifles, Submachine Guns
Type: Field, Knowledge
Linked Aptitude: INT
What it is: Language covers the speaking and reading of languages other than the player’s native tongue. A
speaker is considered fluent at a skill level of 50; anything above this indicates further refinement in technical
vocabulary, accents, and knowledge of dialects.
When you use it: Use the Language skill whenever you want to speak, understand, or read something in a
language at which you are skilled. Most speaking and reading comprehension tests can be considered Simple Success
Tests if your skill is over 50, unless the gamemaster rules the subject is sufficiently complex that a non-native
speaker would have trouble understanding it.
Sample Fields: Arabic, Cantonese, English, French, Hindi, Japanese, Mandarin, Portuguese, Russian, Spanish
Specializations: As appropriate to the field, representing dialects, technical jargon, and subcultural
slang
LANGUAGES IN ECLIPSE PHASE
With the Fall of Earth, the languages that remain most prominent in the solar system are
those that were extensively carried into space by countries and hypercorps with aggressive space
programs or by the large populations of poor laborers and infomorph refugees that followed. No
single language dominated the realm of space expansion, and multilingualism was common. Many
habitats and (sub) cultural groupings cling to specific languages as a method of retaining cultural
identity. Despite the availability of instant translation via the mesh, many people remain versed
in two or more languages. The ten most common languages in the solar system by speaking
populations are: Arabic, Cantonese, English, French, Hindi, Japanese, Mandarin, Portuguese,
Russian, and Spanish. Other languages that remain strong include Bengali, Dutch, Farsi, German,
Italian, Javanese, Korean, Polish, Punjabi, Swedish, Tamil, Turkish, Urdu, Vietnamese, and Wu.
Some languages were effectively lost during the Fall, especially those in some undeveloped regions,
as their speaking populations did not migrate into space pre-Fall and were not privileged enough
to survive in large numbers as infomorph refugees.
Type: Field, Active, Technical
Linked Aptitude: COG
What it is: Medicine is the applied care and maintenance of biological beings and life.
When you use it: Use Medicine whenever you need to apply medical care beyond the immediate help provided by
first responders. This includes conducting physical exams, diagnosing ailments, treating problems and illnesses,
surgery, using biotech and nanotech medical tools, and long-term care. See Healing and Repair, p. 208.
Sample Fields: Biosculpting, Exotic Biomorphs, Gene Therapy, General Practice, Implant Surgery,
Nanomedicine, Mercurials (by type), Paramedic, Pods, Psychiatry, Remote Surgery, Trauma Surgery, Veterinary
Specializations: As appropriate to the field
Type: Active, Mental
Linked Aptitude: INT
What it is: Navigation is the art of finding your way, whether using AR maps, a compass, the stars, or an
astrogation AI.
When you use it: Use Navigation whenever you need to plot out a course, determine a direction, or otherwise
keep from getting lost.
Specializations: Astrogation, Map Making, Map Reading
Type: Active, Social
Linked Aptitude: SAV
What it is: Networking is your skill at working your contacts, trading favors, and keeping your finger on the pulse
of a particular faction or cultural grouping.
When you use it: Use Networking to gather information or call on services using your Reputation (see Reputation
and Social Networks, p. 285).
Sample Fields: Autonomists (@-rep), Criminals (g-rep), Ecologists (e-rep), Firewall (i-rep), Hypercorps (c-rep),
Media (f-rep), Scientists (r-rep). At the game-master’s discretion, this list can be expanded to other (sub)cultural
groupings.
Specializations: As appropriate to each field
Type: Active, Physical
Linked Aptitude: COO
What it is: Palming is the skill of handling items quickly and nimbly without others noticing. Palming is not only
about dexterous manipulation of objects but also relies heavily on obfuscation, timing, and misdirection.
When you use it: Use Palming any time you are trying to conceal an item on your person, shoplift,
pick a pocket, surreptitiously discard something, or perform a magic trick. Palming is an Opposed
Test against the Perception of any onlookers. The game-master may wish to make this roll secretly.
Specializations: Pickpocketing, Shoplifting, Tricks
Type: Active, Mental
Linked Aptitude: INT
What it is: Perception is the use of your physical senses (including cybernetic) and awareness of the physical world
around you. Perception differs from Investigation in that it is noticing things by chance, rather than actively
searching for something.
When you use it: Use Perception whenever you wanted to take a detailed account of your surroundtion) or by
lying (covered by Deception).
When you use it: Use Persuasion any time you are trying to bargain with, convince, or manipulate someone. This
can include motivating your subordinates or peers to take action, seducing a companion, winning a
political debate, or negotiating a contract, among other things. Persuasion is handled as an Opposed Test
against the target’s WIL + WIL + SAV when one person is simply trying to win over another. If
both parties are trying to convince each other, make it an Opposed Test between Persuasion skills.
Specializations: Diplomacy, Morale Boosting, Negotiating, Seduction
Type: Field, Active, Vehicle
Linked Aptitude: REF
What it is: Pilot is your skill at driving/flying a vehicle of a particular type.
When you use it: You use Pilot skill whenever you need to maneuver, control, or avoid crashing a vehicle, whether
you are in the pilot’s seat, remote controlling a robot, or directly jamming a vehicle with VR. Each vehicle has a
Handling modifier that applies to this test, along with other situational modifiers (see Bots, Synthmorphs, and
Vehicles, p. 195).
Sample Fields: Aircraft, Anthroform (walkers), Exotic Vehicle, Groundcraft (wheeled or tracked), Spacecraft,
Watercraft
Specializations: As appropriate to the field
Type: Field, Knowledge
Linked Aptitude: COG
What it is: Profession skills indicate training in a profession practiced in Eclipse Phase. This can indicate either
formal training or informal, on-the-job type training, and includes both legal and extralegal trades.
When you use it: Use Profession to perform work-related tasks for a specific trade (i.e. mining, balancing
accounts, designing a security system, etc.) or to reference specialized knowledge that someone trained in that
profession might have.
Sample Fields: Accounting, Appraisal, Asteroid Prospecting, Banking, Cool Hunting, Con Schemes, Distribution,
Forensics, Lab Technician, Mining, Police Procedures, Psychotherapy, Security Ops, Smuggling Tricks, Social
Engineering, Squad Tactics, Viral Marketing, XP Production
Specializations: As appropriate to the field
Type: Active, Technical
Linked Aptitude: COG (no defaulting)
What it is: Programming is your talent at writing and modifying software code.
When you use it: Use Programming to write new programs, modify or patch existing software, break copy
protection, find or introduce exploitable flaws, write virii or worms, design virtual settings, and so
on. See the Mesh chapter, p. 234. Programming is also applied when using nanofabrication devices.
Specializations: AI Code, Malware, Nanofabrication, Piracy, Simulspace Code
Nanofabrication is use of Programming skill to create objects using a cornucopia machine, fabber, or maker (p. 327).
If you have appropriate blueprints and raw materials, most uses of a nanofabricator can be treated as a Simple
Success Test (p. 118). If you wish to create an item for which you do not have blueprints or the proper raw
materials, however, or you wish to alter an item’s design, then a Nanofabrication Test is called for. See
Nanofabrication, p. 284.
Specializations: Art, Clothing, Electronics, Food, Forgery, Weapons
Type: Active, Social
Linked Aptitude: SAV
What it is: Protocol is the art of making a good impression in social settings. This includes keeping up with the
latest memes, trends, gossip, interests and habits of various (sub)cultural group.
When you use it: Use Protocol whenever you need to choose your words carefully, determine who is the
appropriate person to speak to, impress someone with your grasp of customs, or otherwise fit into a specific
social/cultural grouping. Part etiquette, part streetwise, Protocol allows you to navigate treacherous social waters
and put people at ease. If the character is dealing with a suspicious or hostile audience, make this an Opposed Test
against the target’s WIL + WIL + SAV.
Specializations: Anarchist, Brinker, Criminal, Factor, Hypercorp, Infomorph, Mercurial, Reclaimer,
Preservationist, Scum, Ultimate
Sometimes a player will make a mistake that their character never would, whether that’s failing to stand in the presence of hypercorp royalty, confusing a gang leader for a peon, or accidentally insulting someone’s heritage. In cases like this, the player may make a Protocol Test for the appropriate field in order to negate the gaffe. If successful, the character never actually screwed up, or at least managed to cover their tracks without ruffling any feathers.
Type: Active, Mental, Psi
Linked Aptitude: WIL
What it is: Psi Assault is the skill of damaging another ego’s mind. It can only be purchased by characters with
the Psi trait (p. 147). What it does: Use Psi Assault when attacking another ego’s mind in psi combat.
Specializations: By sleight
Type: Active, Technical
Linked Aptitude: INT
What it is: Psychosurgery is the use of machine-aided psychological techniques to repair, damage, or manipulate
the psyche.
When you use it: Use Psychosurgery to attempt the tricky process of editing someone’s mind (see
Psychosurgery, p. 229). Psychosurgery can be used beneficially to help patients who remember their
deaths, feel disconnected after remorphing, or have experienced other sorts of mental traumas. This skill
may also be used to interrogate, torture, or otherwise mess with captive minds in a VR environment.
Specializations: Memory Manipulation, Personality Editing, Psychotherapy
Type: Active, Technical
Linked Aptitude: COG
What it is: Research is the skill for looking up information on the Mesh: searching, sifting, mining, and
interpreting data. This includes knowing where to look, what links to follow, and how to optimize your queries.
When you use it: Use the Research skill whenever you need to look up the answer to a question, find
databases, search archives, or track down anything online. Research is typically a Task Action with the
timeframe and difficulty modifier determined by the gamemaster. See the Online Research, p. 249.
Specializations: Tracking, by information type
Type: Active, Mental
Linked Aptitude: INT
What it is: Scrounging is your ability to find things, particularly things of use or value that are concealed, buried,
or hard to find. This includes knowing where to look and what to look for. Scrounging differs from both Perception
and Investigation in that it is about finding items hidden among others, and in most cases about finding something
in particular (food, valuables, etc.).
When you use it: Use Scrounging to dumpster-dive a meal, search ruins for relics, find bargains at a
bazaar, forage berries in the forest, locate a spacesuit in an abandoned ship, etc. Scrounging is typically
handled as a Task Action with a timeframe and difficulty modifier determined by the gamemaster.
Specializations: Bazaars, Forests, Habitats, Ruins
Type: Active, Combat
Linked Aptitude: COO
What it is: Seeker Weapons covers the use and maintenance of seeker launchers (p. 339) and seeker missiles (p.
340).
When you use it: Use this skill when attacking with a seeker in ranged combat (p. 191).
Specializations: Armband, Pistol, Rifle, Underbarrel
Type: Active, Mental, Psi
Linked Aptitude: INT
What it is: Sense is the use of psi to scan egos. Only characters with the Psi trait (p. 147) may purchase this skill.
What it does: See Psi, p. 220.
Specializations: By sleight
Type: Active, Combat
Linked Aptitude: COO
What it is: The Spray Weapons skill covers the use and maintenance of cone-effect ranged weapons (see Spray
Weapons, p. 340).
When you use it: A player uses their Sonic Weapons skill whenever they are attacking with a spray weapon in
ranged combat (p. 191).
Specializations: Buzzer, Freezer, Shard, Shredder, Torch
Type: Active, Physical
Linked Aptitude: SOM
What it is: Swimming is the art of moving and not drowning within fluids. It includes floating, surface swimming,
snorkeling, diving, and related equipment use.
When you use it: Use Swimming whenever you need to move and survive in water or another liquid environment.
Swimming in a non-threatening environment can be handled as a Simple Success Test. Swimming over a long
distance could be handled as a Task Action. Diving off a cliff into a lake, preventing yourself from being swept away
in a raging river current, or making sure you’ve set a proper gas mix for a deep-sea dive, among other things,
requires a Success Test.
Specializations: Diving, Freestyle, Underwater Diving
Type: Active, Combat
Linked Aptitude: COO
What it is: Throwing Weapons skill covers the use and maintenance of standard throwing weapons, like grenades
(p. 340).
When you use it: Use Throwing Weapons skill whenever you are attacking with a throwing weapon in ranged
combat (p. 191).
Specializations: Grenades, Knives, Rocks
Type: Active, Combat
Linked Aptitude: SOM
What it is: Unarmed Combat is your ability to attack and defend without using weapons.
When you use it: Use Unarmed Combat whenever you want to attack someone with your fists, feet, elbows, knees,
or other body parts in melee combat (p. 191).
Specializations: Implant Weaponry, Kick, Punch, Subdual
USING KNOWLEDGE SKILLS
At first glance, it may seem that Knowledge skills have fewer in-game applications than Active
skills. To some degree this is the case. The importance of Knowledge skills, however, should not be
underestimated. While they play a role in analyzing clues and solving mysteries, the real value of
Knowledge skills is in helping the characters—and the players—understand the world of Eclipse
Phase. In particular these skills can be used to make plans, assess a situation, identify strengths
and weaknesses, evaluate worth, make comparisons, forecast probable outcomes, or understand
the applicable science, socio-economic factors, or cultural or historical context. For example, a
group of characters looking to break into a facility could use Profession: Security Procedures to
evaluate the defenses, Academic: Architecture to identify covert points of entry, Interests: Sports
to plan their infiltration at a time when the guards are likely to be distracted, Interests: Triads
to identify a local crime group that can sell them breaking and entering gear, and Art: Sculpture
when picking a valuable art piece with which to bribe an insider. When used appropriately, these
skills can be just as beneficial as the Active skills used to break inside, if not more so because the
plan is more likely to succeed as a result of this preparation. It is largely up to the gamemaster to
enforce how useful Knowledge skills are in their game. The easiest way to reinforce their relevance
is to penalize characters who don’t take advantage of them. For example, characters who didn’t
use their Profession: Security Procedures in the example above might end up being surprised
when they run across a security system they are not prepared to deal with, forcing them to
improvise or even abandon their plans.
While the preceding list represents the skills most commonly used in Eclipse Phase, there may be certain skills called for in a campaign that are not found in this book. In this case, the gamemaster may work with the players to create a new skill to fill this void. This option should be used sparingly to prevent skill bloat, and all skills are subject to approval by the gamemaster If you choose to create a new skill, keep in mind that it needs to be linked to an existing aptitude and should be a skill that is available to all characters, not just specific to one character.