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4ª PARTE: ECLIPSE PHASE QUICK START RULES

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4ª PARTE: ECLIPSE PHASE QUICK START RULES Empty 4ª PARTE: ECLIPSE PHASE QUICK START RULES

Mensaje  Admin Mar Mar 02, 2010 1:57 pm

Eclipse Phase is a post-apocalyptic game of conspiracy and horror. Humanity is enhanced and improved, but also battered and bitterly divided. Technology allows the reshaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. And other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien.

In this harsh setting, the players participate in a cross-faction conspiracy called Firewall that seeks to protect transhumanity from threats both internal and external. Along the way, they may find themselves hunting for prized technology in a gutted habitat falling from orbit, risking the hellish landscapes of a ruined earth, or following the trail of a terrorist through militarized stations and isolationist habitats. Players may even find them-selves stepping through a Pandora Gate, a wormhole to distant stars and the alien secrets beyond …

WHAT’S A ROLEPLAYING GAME?

Roleplaying games require one or more players and a gamemaster. The players control the main characters of the story. The gamemaster (GM) directs the action of the story and controls all other characters (known as non-player characters, or NPCs), the props, the setting, and everything else the player characters may encounter. Players and gamemasters work together to build an intense and interesting adventure. As a player, you control a player character (PC). All of the character’s statistics and information are noted on your Character Record Sheet. During the course of the game, the gamemaster will describe events or situations to you. As you roleplay through some situations, the gamemaster will probably ask you to roll some dice, and the resulting numbers will determine the success or failure of your character’s attempted action. The gamemaster uses the rules of the game to interpret the dice rolls and outcome of your character’s action.

QUICK-START RULES

We have specifically designed these quick-start rules (QSR) to drop you straight into the maelstrom of a universe torn asunder by out-of-control technologies, warring factions, aloof alien races, and darker, more ominous secrets waiting in the darkness.

Read through these quick-start rules, including the parts of the adventure for players (p. 23), once … it won’t take long.

Then jump right into playing the adventure, which will have you practicing what you’ve just read, and enjoying all that Eclipse Phase has to offer in minutes!

THE ULTIMATE RULE

There is one rule in Eclipse Phase that outweighs all of the others: have fun. Don’t let the rules get in the way of the game. If you don’t like a rule, change it. If you can’t find a rule, make one up.


DICE

Eclipse Phase uses two ten-sided dice (each noted as a d10) for random rolls. In most cases, the rules will call for a percentile roll, noted as d100, meaning that you roll two-ten sided dice, choosing one to count first, and then read them as a result between 0 and 99 (with a roll of 00 counting as zero, not 100). The first die counts as the tens digit, and the second die counts as the ones digit. For example, you roll two ten-sided dice, one red and one black, calling out red first. The red one rolls a 1 and the black die rolls a 6, for a result of 16.

Occasionally the rules will call for individual die rolls, with each ten-sided die as a d10. If the rules call for several dice to be rolled, it will be noted as 2d10, 3d10, and so on. When multiple ten-sided dice are rolled together, the results are added up. A 3d10 roll of 4, 6 and 7, for example, counts as 17. On d10 rolls, a result of 0 is treated as a 10, not a zero.

A NOTE ON TERMINOLOGY AND GENDER

The Eclipse Phase setting raises a number of interesting questions about gender and personal identity. What does it mean when you are born female but you are occupying a male body? When it comes to language and editing, this also poses a number of interesting questions for what pronouns to use. The English language has a bit of a bias towards male-gendered pronouns that we hope to avoid in these rules.

For purposes of this game, we’ve sidestepped some of these gender neutrality quandaries by adopting the “Singular They” rule. What this means is that rather than just going with male pronouns (“he”) or switching between gendered pronouns (“he” in one chapter, “she” in the next), we have adopted the use of “they” even when referring to a single person.

When referring to specific characters, we use the gendered pronoun appropriate to the character’s personal gender identity, no matter the sex of the morph they are in.


DEFINING YOUR CHARACTER

In order to gauge and quantify what your character is merely good at and what they excel in—or what they are clueless about and suck at—Eclipse Phase uses a number of measurement factors: stats, skills, traits, and morphs.

CHARACTER RECORD SHEET

Character Record Sheets note the game statistics (numbers and information) that allow the character to interact within the framework of Eclipse Phase’s game system. In other words, as you move, interact with people and fight, all the information you need to know for those actions is tracked on the Character Record Sheet. The Character Record Sheet also tracks damage done to your character during combat.

For these quick-start rules, pre-generated Character Record Sheets have been provided, with all their game statistics already noted, so players can immediately jump into the action.

As players read through the various rules, they may find that glancing at one of the pre-generated Character Record Sheets after reading a particular section will enable them to better understand how a given rule works.

EGO vs. MORPH

Your body is disposable. If your body gets old, sick, or too heavily damaged, you can digitize your consciousness and download it into a new one. The process isn’t cheap or easy, but it does guarantee you effective immortality—as long as you remember to back yourself up and don’t go insane. The term morph is used to describe any type of form your mind inhabits, whether it be a vat-grown clone sleeve, a synthetic robotic shell, a part-bio/part-flesh pod, or even the purely electronic software state of an infomorph.

A character’s morph may die, but the character’s ego may live on, transplanted into a new morph, assuming appropriate backup measures have been taken. Morphs are expendable, but your character’s ego represents the ongoing, continuous life path of your character’s mind, personality, memories, knowledge, and so forth. This continuity may be interrupted by an unexpected death (depending on how recent the backup was made), but it represents the totality of the character’s mental state and experiences.

Some aspects of your character—particularly skills, along with some stats and traits—belong to your character’s ego, and so stay with them throughout the character’s development. Some stats and traits, however, are determined by morph, as noted, and so will change if your character leaves one body and takes on another. Morphs may also affect other skills and stats, as detailed in the morph description.

While these QSR provides ready-made characters for use and simplified rules within the adventure for resleeving between morphs, one of the most unique aspects of the full rules of Eclipse Phase—including its character creation system—is the Ego vs. Morph.


CHARACTER STATS

Your character’s stats measure several characteristics important to game play: Initiative, Speed, Durability, Wound Threshold, Lucidity, Trauma Threshold, Moxie, and Damage Bonus. Some of these stats are inherent to your character’s ego, while others are influenced or determined by morph.

INITIATIVE (INIT)

Your character’s Initiative stat helps to determine when they act in relation to other characters during the Action Turn.

SPEED (SPD)

The Speed stat determines how often your character gets to act in an Action Turn. Certain morphs, implants, and other advantages may boost this up to a maximum of 4.

DURABILITY (DUR)

Durability is your morph’s physical health (or structural integrity in the case of synthetic shells, or system integrity in the case of infomorphs). It determines the amount of damage your morph can take before you are incapacitated or killed.

WOUND THRESHOLD (WT)

Your Wound Threshold is used to determine if you take a wound each time you take physical damage. The higher the Wound Threshold, the more resistant to serious injury you are.

LUCIDITY (LUC)

Lucidity is similar to Durability, except that it measures mental health and state of mind rather than physical well being. Your Lucidity determines how much stress (mental damage) you can take before you are incapacitated or driven insane.

TRAUMA THRESHOLD (TT)

Your Trauma Threshold determines if you suffer a trauma (mental wound) each time you take stress. A higher Trauma Threshold means your mental state is more resilient against experiences that might inflict psychiatric disorders or other serious mental instabilities.

MOXIE

Moxie represents your character’s inherent talent at facing down challenges and overcoming obstacles with spirited fervor. More than just luck, Moxie is your character’s ability to run the edge and do what it takes, no matter the odds.Moxie points may be spent for any of the following effects:

• The character automatically succeeds at a Success Test. The Moxie point must be spent before dice are rolled, and this option may not be used in combat situations. If the test calls for a Margin of Success, the MoS is 10.

• The character may flip-flop a d100 roll result (for example, an 83 would become a 38).

• The character may ignore a critical failure (treat it as a regular failure instead).

DAMAGE BONUS

The Damage Bonus stat is how much extra oomph your character can give their melee and thrown weapons attacks.

CHARACTER SKILLS

Skills represent your character’s talents. Skills are broken down into aptitudes (ingrained abilities that everyone has) and learned skills (abilities and knowledge picked up over time). Skills determine the target number used for tests (see Making Tests, p. 10). 

APTITUDES

Aptitudes are the core skills that every character has by default. They are the foundation on which learned skills are built. They represent the ingrained characteristics and talents your character has developed from birth, and they stick with your character even when changing morphs.

Eclipse Phase has seven aptitudes:

Cognition (COG) is aptitude for problem-solving, logical analysis, and understanding. It includes memory and recall.

Coordination (COO) is skill at integrating the actions of different parts of a morph to produce smooth, successful movements. It includes manual dexterity, fine motor control, nimbleness, and balance.

Intuition (INT) is skill at following gut instincts and evaluating on the fly. It includes physical awareness, cleverness, and cunning.

Reflexes (REF) is the capacity to act quickly. It encompasses reaction time, gut-level response, and the ability to think fast.

Savvy (SAV) is mental adaptability, social intuition, and proficiency at interacting with others. It includes social awareness and manipulation.

Somatics (SOM) is skill at pushing a morph to the best of its physical ability, including the fundamental use of the morph’s strength, endurance, and sustained positioning and motion.

Willpower (WIL) is self-control, a character’s ability to command their own destiny.

LEARNED SKILLS

Learned skills encompass a wide range of specialties and education, from combat training to negotiating to astrophysics. Each learned skill is linked to an aptitude, which represents the underlying competency in which the skill is based. Like aptitudes, learned skills stay with the character even when characters change morphs, though certain morphs, implants, and other factors may sometimes modify the character’s skill rating. If your character lacks a particular skill that a test calls for, you can in most cases default to the linked aptitude for the test (see Defaulting: Untrained Skill Use, p. 11).

THINGS CHARACTERS USE

In the advanced technological setting of Eclipse Phase, characters don’t get by on their wits and morphs alone. Characters take advantage of their credit and reputation to acquire gear and implants, and make use of their social networks to gather information.

IDENTITY

In an age of ubiquitous computing and omnipresent surveillance, privacy is a thing of the past—who you are and what you do is easily accessed online. Characters in Eclipse Phase, however, are often involved in secretive or less-than-legal activities, so the way to keep the bloggers, news, paparazzi, and law off your back is to make extensive use of fake IDs. While Firewall often provides cover identities for its sentinel agents, it doesn’t hurt to keep a few extra personas in reserve, in case matters ever go out the airlock in a hurry. Thankfully, the patchwork allegiances of city-state habitats and faction stations means that identities aren’t too difficult to fake, and the ability to switch morphs makes it even easier. On the other hand, anyone with a copy of your biometrics or geneprint will have an edge in tracking you down or finding any forensic traces you leave.

SOCIAL NETWORKS

Social networks represent people the character knows and social groups with which they interact. These contacts, friends, and acquaintances are not just maintained in person, but rely heavily on the Mesh. Social software allows people to easily keep updated on what the people they know are doing, where they are and what they are interested in—by the minute.

In game play, social networks are quite useful to characters. Their friends list is an essential resource—a pool of people a character can use to poll for ideas, troll for news, listen to for the latest rumors, buy or sell gear from, hit up for expert advice, and even ask for favors (see Reputation and Social Networks, p. 14).

CRED

The Fall devastated the global economies and currencies of the past, and in the years of reconsolidation that followed, the hypercorps and governments inaugurated a new system-wide electronic monetary system. Called credit, this currency is backed by all of the large capitalist-oriented factions and is exchanged for goods and services as well as for other financial transactions. Credit is mainly transferred electronically, though certified credit chips are also common (and favored for their anonymity); hardcopy bills are used in some habitats.

MAKING TESTS

In Eclipse Phase, characters are bound to find them-selves in adrenalin-pumping action scenes, high-stress social situations, lethal combat, spine-tingling investigations, and similar situations filled with drama, risk, and adventure. When your character is embroiled in these scenarios, you determine how well they do by making tests—rolling dice to determine if they succeed or fail, and to what degree.

You make tests in Eclipse Phase by rolling d100 and comparing the result to a target number. The target number is typically determined by one of your character’s skills (discussed below) and ranges between 1 and 98. If you roll less than or equal to the target number, you succeed. If you roll higher than the target number, you fail.

A roll of 00 is always considered a success. A roll of 99 is always a failure.
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