Contents
1 Lack
2 Enter the singularity
2.1 Starting out
2.1.1 What is a roleplaying game?
2.1.2 What is transhumanism?
2.1.3 Post-apocalyptic, conspiracy and horror themes
2.1.4 But how do you actually play?
2.1.5 What do players do?
2.1.6 Where does it take place?
2.1.7 Ego vs. Morph
2.1.8 Where to go from here?
2.1.9 Terminology
3 A time of eclipse
3.1 A people’s history of an unfortunate universe
3.1.1 Eclipse phase timeline
3.2 The solar system after the fall
3.3 Transhumanity
3.3.1 Inequality
3.3.2 Clades and separation
3.3.3 First contact: the factors
3.4 Culture and society
3.4.1 The longing for earth
3.4.2 Nostalgia jewelry
3.4.3 Fear and paranoia
3.4.4 Real and social distance
3.4.5 The rise of cultural regions
3.4.6 Cultural experimentation
3.4.7 Gender, sexuality and relationships
3.4.8 The diversity of habitats
3.5 Technology
3.5.1 Living with infotech
3.5.2 Opening Pandora’s gate
3.5.3 Going beyond the known
3.5.4 Muses
3.5.5 Attitudes towards AGIs
3.5.6 Attitudes towards mental alterations
3.5.7 Travel
3.5.8 Privacy
3.5.9 Low-tech existence
3.5.10 Life, death and morphs
3.5.11 Entertainment and media
3.5.12 Lost lore
3.5.13 Metacelebrities
3.5.14 Popular types of entertainment
3.6 Politics and power
3.6.1 The inner system
3.6.2 The outer system
3.7 Keeping the peace
3.7.1 Law enforcement
3.7.2 Punishment
3.8 The economy
3.8.1 The old economy
3.8.2 The transitional economy
3.8.3 The new economy
3.9 Habitats
3.9.1 Planetary settlements
3.9.2 Space habitats
3.9.3 Scum barges
3.9.4 A diversity of floating worlds
3.9.5 The largest habitats
3.9.6 Microgravity habitats
3.9.7 Private habitats
3.10 Factions
3.10.1 The hypercorps
3.10.2 Political blocs
3.10.3 Autonomist Alliance
3.10.4 Socio-political movements
3.10.5 Religious groups
3.10.6 Criminal factions
3.10.7 Firewall
3.11 System Gazeteer
3.11.1 Sol (the Sun)
3.11.2 A quick primer on transhuman habitats
3.11.3 Vulcanoids
3.11.4 Mercury
3.11.5 Venus
3.11.6 Earth
3.11.7 Luna
3.11.8 Mars
3.11.9 Martian Trojans
3.11.10 Asteroid belt
3.11.11 Jupiter
3.11.12 Europe
3.11.13 Ganymede and Callisto
3.11.14 The Trojans (Jovian Trojan and Greek asteroids)
3.11.15 Saturn
3.11.16 Titan
3.11.17 Uranus
3.11.18 Neptune
3.11.19 The edge of the system
3.11.20 Extrasolar systems
4 Game mechanics
4.1 A note on terminology and Gender
4.2 Core rules
4.2.1 The ultimate rule
4.2.2 Dice
4.2.3 Making tests
4.2.4 Target numbers
4.2.5 When to make tests
4.2.6 Difficulty and modifiers
4.2.7 Criticals: rolling doubles
4.2.8 Defaulting: untrained skill use
4.2.9 Simplifying modifiers
4.2.10 Teamwork
4.3 Types of tests
4.3.1 Success tests
4.3.2 Opposed tests
4.4 Time and actions
4.4.1 Action turns
4.4.2 Types of actions
4.5 Defining your character
4.5.1 concept
4.5.2 motivations
4.5.3 Ego vs. morph
4.5.4 character stats
4.5.5 Character skills
4.5.6 Character traits
4.5.7 Character morph
4.6 Things characters use
4.6.1 Identity
4.6.2 Social networks
4.6.3 Cred
4.6.4 Rep
4.6.5 Gear
4.6.6 Implants
4.6.7 Psi
4.6.8 Game rules summary
5 Character creation
5.1 Character generation
5.1.1 Step-by-step guide to character creation
5.1.2 Character concept
5.1.3 Choose background
5.1.4 Choose Faction
5.1.5 Spend Free Points
5.1.6 Spend Customization Points
5.1.7 Purchase Gear
5.1.8 Choose Motivations
5.1.9 Final Touches
5.2 Starting Morphs
5.2.1 Biomorphs
5.2.2 Pods
5.2.3 Synthetic Morphs
5.2.4 Infomorphs
5.3 Traits
5.4 Positive Traits
5.4.1 Adaptability
5.4.2 Allies
5.4.3 Ambidextrous
5.4.4 Animal Empathy
5.4.5 Brave
5.4.6 Common Sense
5.4.7 Danger Sense
5.4.8 Direction Sense
5.4.9 Exceptional Aptitude
5.4.10 Expert
5.4.11 Fast Learner
5.4.12 First Impression
5.4.13 Hyper Linguist
5.4.14 Improved Immune System (Morph Trait)
5.4.15 Limber (Morph Trait)
5.4.16 Math Wiz
5.4.17 Natural Immunity (Morph Trait)
5.4.18 Pain Tolerance (Ego Or Morph Trait)
5.4.19 Patron
5.4.20 Psi
5.4.21 Psi Chameleon (Ego Or Morph Trait)
5.4.22 Psi Defense (Ego Or Morph Trait)
5.4.23 Rapid Healer (Morph Trait)
5.4.24 Right At Home
5.4.25 Second Skin
5.4.26 Striking Looks (Morph Trait)
5.4.27 Tough (Morph Trait)
5.4.28 Zoosemiotics
5.5 Negative Traits
5.5.1 Addiction (Ego Or Morph Trait)
5.5.2 Aged (Morph Trait)
5.5.3 Bad Luck
5.5.4 Black Mark
5.5.5 Combat Paralysis
5.5.6 Edited Memories
5.5.7 Enemy
5.5.8 Feeble
5.5.9 Frail (Morph Trait)
5.5.10 Genetic Defect (Morph Trait)
5.5.11 Identity Crisis
5.5.12 Illiterate
5.5.13 Immortality Blues
5.5.14 Implant Rejection (Morph Trait)
5.5.15 Incompetent
5.5.16 Lemon (Morph Trait)
5.5.17 Low Pain Tolerance (Ego Or Morph Trait)
5.5.18 Mental Disorder
5.5.19 Mild Allergy (Morph Trait)
5.5.20 Modified Behavior
5.5.21 Morphing Disorder
5.5.22 Neural Damage
5.5.23 Oblivious
5.5.24 On The Run
5.5.25 Psi Vulnerability (Ego Or Morph Trait)
5.5.26 Real World Naiveté
5.5.27 Severe Allergy (Morph Trait)
5.5.28 Slow Learner
5.5.29 Social Stigma (Ego Or Morph Trait)
5.5.30 Timid
5.5.31 Unattractive (Morph Trait)
5.5.32 Uncanny Valley (Morph Trait)
5.5.33 Unfit (Morph Trait)
5.5.34 VR Vertigo
5.5.35 Weak Immune System (Morph Trait)
5.5.36 Zero-G Nausea (Morph Trait)
5.6 Character Advancement
5.6.1 Changing Motivation
5.6.2 Switching Morphs
5.6.3 Improving Aptitudes
5.6.4 Improving Skills
5.6.5 Learning New Skills
5.6.6 Specializations
5.6.7 Improving Moxie
5.6.8 Gaining/Losing Traits
5.6.9 Improving Rep
5.6.10 Making Credit
5.6.11 Improving Psi
6 Skills
6.1 Skill overview
6.1.1 CORE SKILLS: APTITUDES
6.2 USING SKILLS
6.2.1 SKILL RANGES
6.3 APTITUDES
6.3.1 APTITUDE-ONLY TESTS
6.4 COMPLETE SKILL LIST
6.5 SPECIAL SKILLS
7 Action and combat
7.1 Action turns
7.1.1 Step 1: Roll initiative
7.1.2 Step 2: Begin first action phase
7.1.3 Step 3: Declare and resolve actions
7.1.4 Step 4: Rotate and repeat
7.2 Initiative
7.2.1 Initiative order
7.2.2 Simplifying initiative
7.2.3 Speed
7.2.4 Delayed actions
7.3 Actions
7.3.1 Automatic actions
7.3.2 Quick actions
7.3.3 Complex actions
7.3.4 Task actions
7.4 Movement
7.4.1 Movement rates
7.5 Combat
7.5.1 Resolving combat
7.5.2 Combat summary
7.6 Action and combat complications
7.6.1 Aimed shots
7.6.2 Ammunition and reloading
7.6.3 Area effect weapons
7.6.4 Armor
7.6.5 Asphyxiation
7.6.6 Beam weapons
7.6.7 Blind attacks
7.6.8 Bots, synthmorphs and vehicles
7.6.9 Called shots
7.6.10 Charging
7.6.11 Demolitions
7.6.12 Falling
7.6.13 Fire
7.6.14 Firing modes and rate of fire
7.6.15 Full defense
7.6.16 Gravity
7.6.17 Grenades and seekers
7.6.18 Hostile environments
7.6.19 Improvised weapons
7.6.20 Knockdown/knockback
7.6.21 Melee and thrown damage bonus
7.6.22 Multiple targets
7.6.23 Objects and structures
7.6.24 Range
7.6.25 Reach
7.6.26 Scatter
7.6.27 Shock attacks
7.6.28 Subdual
7.6.29 Suppressive fire
7.6.30 Surprise
7.6.31 Tactical networks
7.6.32 Touch-only attack
7.6.33 Two-handed weapons
7.6.34 Weilding two or more weapons
7.7 Physical health
7.7.1 Damage points
7.7.2 Damage types
7.7.3 Durability and health
7.7.4 Damage value
7.7.5 Wounds
7.7.6 Death
7.8 Healing and repair
7.8.1 Biomorph healing
7.8.2 Synthmorph and Object repair
7.9 Mental health
7.9.1 Stress points
7.9.2 Lucidity and stress
7.9.3 Stress value
7.9.4 Trauma
7.9.5 Derangements
7.9.6 Disorders
7.9.7 Stressful situations
7.9.8 Willpower stress tests
7.9.9 Hardening
7.9.10 Mental healing and psychotherapy
8 Mind Hacks
8.1 PSI
8.1.1 THE NATURE OF PSI
8.1.2 ÆTHER JABBER: ASYNCS
8.2 PSI
8.2.1 USING PSI
8.2.2 PSI-CHI SLEIGHTS
8.2.3 PSI-GAMMA SLEIGHTS
8.3 PSYCHOSURGERY
8.3.1 THE PROCESS OF PSYCHOSURGERY
8.3.2 PSYCHOSURGERY MECHANICS
8.3.3 ROLEPLAYING MIND EDITS
8.3.4 PSYCHOSURGERY PROCEDURES
8.3.5 THE LOST
9 The Mesh
9.1 Mesh Capabilities
9.1.1 Meshing Technologies
9.1.2 Information Overload
9.2 Interfacing: AR, VR, And XP
9.2.1 Augmented Reality
9.2.2 Virtual Reality
9.2.3 Experience Playback
9.3 Mesh Uses
9.3.1 Personal Area Networks
9.3.2 Virtual Private Networks
9.3.3 Social Networks
9.3.4 Mobile Offices
9.4 Islands In The Net
9.4.1 Darkcasts
9.5 Mesh Abuses
9.5.1 Hackers
9.5.2 Malware
9.6 AI And Infolife
9.6.1 AI
9.6.2 Muses
9.6.3 AGI
9.6.4 Seed AI
9.6.5 Transhuman Infomorphs
9.7 Everyday Mesh Mechanics
9.7.1 Mesh Interface
9.7.2 Mesh ID
9.7.3 Accounts And Access Privileges
9.7.4 Mesh Gear Quality
9.7.5 Computer Capabilities
9.7.6 Software
9.7.7 Traffic Filters And Mist
9.7.8 Slaving Devices
9.7.9 Issuing Commands
9.7.10 Distance Lag
9.7.11 Accessing Multiple Devices
9.8 Online Research
9.8.1 Search Challenges
9.8.2 Handling Searches
9.8.3 Real-Time Searches
9.8.4 Hidden Data
9.9 Scanning, Tracking, And Monitoring
9.9.1 Wireless Scanning
9.9.2 Physical Tracking
9.9.3 Digital Activity Tracking
9.9.4 Sniffing
9.10 Privacy And Anonymization
9.10.1 Privacy Mode
9.10.2 Anonymization
9.11 Mesh Security
9.11.1 Authentication
9.11.2 Firewalls
9.11.3 Active Monitoring
9.11.4 Encryption
9.12 Intrusion
9.12.1 Preconditions
9.12.2 Circumventing Authentication
9.12.3 Intrusion Tests
9.12.4 Intruder Status
9.12.5 Changing Status
9.12.6 Brute-Force Hacking
9.13 Intrusion Countermeasures
9.13.1 Security Alerts
9.13.2 Passive Countermeasures
9.13.3 Active Countermeasures
9.14 Subversion
9.14.1 Augmented Reality Illusions
9.14.2 Backdoors
9.14.3 Crashing Software
9.14.4 Eliminating Intrusion Traces
9.14.5 Hacking Vpn
9.14.6 Scripting
9.15 Cyberbrain Hacking
9.15.1 Entrapment
9.15.2 Memory Hacking
9.15.3 Puppeteering
9.15.4 Scorching
9.15.5 Shutdown
9.15.6 Terminate Cortical Stack Feed
9.16 Radio Jamming
9.16.1 Jamming Radar
9.17 Simulspaces
9.17.1 Simulmorphs
9.17.2 Immersion
9.17.3 External Mesh Interaction
9.17.4 Simulspace Rules
9.17.5 Domain Rules
9.17.6 Cheating
9.17.7 Hacking Simulspaces
9.18 AI And Muses
9.18.1 AI Limitations
9.18.2 Commanding AI
9.19 AGI And Infomorphs
9.19.1 Software Minds
9.19.2 AGI Characters
10 Accelerated Future
10.1 Backups And Uploading
10.1.1 Cortical Stack Backups
10.1.2 Uploading
10.1.3 Backup Insurance
10.1.4 Backup Complications
10.2 Resleeving
10.2.1 Resleeving Biomorphs And Pods
10.2.2 Resleeving Synthmorphs
10.2.3 Resleeving Costs
10.2.4 Integration
10.2.5 Alienation
10.2.6 Continuity Test
10.2.7 Infomorph Resleeving
10.3 Forking And Merging
10.3.1 Alpha Forks
10.3.2 Beta Forks
10.3.3 Delta Forks
10.3.4 Gamma Forks
10.3.5 Neural Pruning
10.3.6 Handling Forks
10.3.7 Merging
10.4 Egocasting
10.4.1 Egocaster Security
10.4.2 Darkcasting
10.5 Morph Brokerage
10.5.1 Morph Availability
10.5.2 Morph Acquisition
10.5.3 Renting Morphs
10.6 Identity
10.6.1 Identity Verification
10.6.2 Circumventing ID Checks
10.7 Life In Space
10.7.1 Space Habitats
10.7.2 Immigration And Customs
10.7.3 Space Travel
10.8 Nanofabrication
10.8.1 Raw Materials
10.8.2 Blueprints
10.8.3 Time
10.8.4 The Programming Test
10.9 Reputation And Social Networks
10.9.1 Social Networks
10.9.2 Reputation
10.9.3 Using Networks And Rep
10.9.4 Favors
10.9.5 Reputation And Identity
10.10 Security
10.10.1 Access Control
10.10.2 Detection And Surveillance
10.10.3 Active Countermeasures
11 Gear
12 Game Information
12.1 Secrets That Matter
12.1.1 Extraterrestrial Intelligences
12.1.2 The First Seed AI
12.1.3 The True History Of The Titan
12.1.4 Infection
12.1.5 The Fall
12.1.6 After The Fall
12.2 Firewall
12.2.1 History
12.2.2 Organization
12.2.3 Methods
12.2.4 Long-Term Strategies And Goals
12.2.5 Firewall And Other Organizations
12.3 The ETI
12.4 Exhumans
12.4.1 Neurodes
12.4.2 Predators
12.5 The Exsurgent Virus
12.5.1 Biological Nanovirus
12.5.2 Digital Virus
12.5.3 Nanoplague
12.5.4 Basilisk Hacks
12.5.5 Exsurgent Strains
12.5.6 Using The Exsurgent Virus
12.5.7 Roleplaying Exsurgents
12.5.8 Exsurgents
12.5.9 Exsurgent Psi
12.5.10 Exsurgent Psi-Gamma Sleights
12.5.11 Exsurgent Psi-Epsilon Sleights
12.6 The Factors
12.6.1 Origin And Evolution
12.6.2 Xenobiology
12.6.3 Exosociology
12.6.4 Factor Motivations
12.6.5 The Factors In Game
12.6.6 Factor Phenotypes
12.7 The Iktomi
12.8 The Pandora Gates
12.8.1 The Wormhole
12.8.2 Operations
12.8.3 Gatecrashing
12.8.4 Anomalies
12.9 Project Ozma
12.9.1 Methods
12.9.2 Project Ozma And Firewall
12.10 Prometheans
12.11 The Titan And Their Legacy
12.11.1 Deadly Machines
12.11.2 Self-Replicating Nanoswarms
12.11.3 Nanovirii
12.12 Gamemastering And Administration
12.12.1 Awarding Rez Points
12.12.2 Reputation Gain And Loss
12.12.3 Backups, Record-Keeping, And Save Points
12.12.4 Gamemastering Practicalities
13 Tables
14 References