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Eclipse Phase Second Edition: Making Tests

The document provides an overview of rules for the Eclipse Phase roleplaying game, including how to make tests, resolve actions, use skills and reputation, and more. Tests are resolved by rolling d100 and trying to get below a target number which can be modified by various factors. Tasks are broken into action turns and different actions that can be taken each turn. Reputation scores can be used to request favors from affiliated groups.
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0% found this document useful (0 votes)
59 views

Eclipse Phase Second Edition: Making Tests

The document provides an overview of rules for the Eclipse Phase roleplaying game, including how to make tests, resolve actions, use skills and reputation, and more. Tests are resolved by rolling d100 and trying to get below a target number which can be modified by various factors. Tasks are broken into action turns and different actions that can be taken each turn. Reputation scores can be used to request favors from affiliated groups.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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RULES PRIMER

ECLIPSE PHASE SECOND EDITION


EGO vs. MORPH SUPERIOR RESULTS ACTION TURNS
For one superior result, choose one of the following. For two Action Turns are roughly 3 seconds in length.
Your capabilities are divided between your
superior results, choose two or one twice for double effects: • In each action turn you may undertake one of the following:
ego (your mind, skills, and memories that travel
• Quality: The work is more exact (success) or more sloppy • 1 complex action and 1 quick action
with you from body to body) and your
(failure). This may affect subsequent tests by +/− 10. • 1 task action and 1 quick action
morph (the body you currently inhabit).
• Quantity: The test consumes fewer (success) or more (failure) • 3 quick actions
materials or produces fewer or more results. • You may also take unlimited automatic actions.
MAKING TESTS  Roll d100 (0–99) • Detail: You acquire information that is much more in-depth/
• Target number is determined by the appropriate skill,
nuanced (success) or false (failure). TASK ACTIONS
• Time (task actions only): The action takes a shorter (success) or • Task actions are any action that requires longer than 1 action turn
aptitude check, or rep score.
longer (failure) amount of time, by +/− 25%. to complete.
• Difficulty is represented by modifiers to this target number,
• Covertness: The action is less (success) or more (failure) obvious • Task actions list a timeframe (anywhere from 2 turns to 2 years).
assigned by the GM.
or draws less or more attention (+/− 10 as appropriate). • Timeframes may be adjusted by superior results.
• Your goal is to roll equal to or under the modified target
• Damage: Successes inflict more (+1d6) damage (failures miss). • You may take extra time, applying a +10 modifier for a 25%
number, but as high as possible.
• A roll equal to or under the target number is a success. increase to the timeframe.
If the success roll is 33 or more, it is a superior success. CRITICAL RESULTS • You may rush the job, reducing the timeframe by 25% but
If it is a 66 or more, it is two superior successes. Criticals (“crits”) have more impact than superior results. They applying a –20 modifier.
• If your roll exceeds the target number, it is a failure. represent “Wow!” moments where you stun onlookers with • If you fail, you expend 25% of the timeframe, +25% per superior
If the failed roll is under 66, it is a superior failure. incredible proficiency or ineptness. They provide extra effects/ failure, before you realize you have failed.
If it is under 33, it counts as two superior failures. penalties, as determined by the GM. Here are some examples:
• Doubles (00, 11, etc.) equal a critical success or failure. • Double the damage you inflict with an attack. INITIATIVE
• 00 is always a critical success. 99 is always a critical failure. • Gain a +/− 20 modifier to the next test you make. • The order in which you act is determined by rolling 1d6 and
• If you do not have the appropriate skill, you may default to • Take an extra action (critical success) or lose your next action adding your Initiative stat.
the skill’s linked aptitude, but critical successes are ignored. (critical failure). • The highest result goes first; others follow in descending order.
• If you fail, you may try again (unless the GM disallows it), • Break a weapon/tool (critical failure). • On tied initiatives, you go simultaneously or use REF or a roll-off
with a cumulative –10 modifier. to determine order.
TEAMWORK • You may delay and act later in Initiative order; the count on
OPPOSED TESTS • One character is chosen as the primary actor; they make the test.
• Each helper character adds a +10 modifier (max. +30).
which you act becomes your Initiative in subsequent turns.
• If you are acting in opposition to another character, you both
• For Know, Technical, or Vehicle skill tests, collaborating characters
make a test, rolling d100 against skill +/– modifiers.
must possess the skill at 40+ to provide a teamwork bonus.
• Whomever succeeds and rolls highest wins.
USING REP
MODIFIERS Use your rep scores to pursue favors such as acquiring goods, services, or info.
• Modifiers always affect the target number (skill), not the roll. Each rep score applies only to the people/factions affiliated with that particular social network.
• Modifiers (positive or negative) come in 3 levels of severity: • Make a Rep Test, using your rep score as the target number.
• Minor (+/–10) • The type of favor you are asking for modifies the target number: Minor (+10), Moderate (+0), or Major (–30).
• Moderate (+/–20) • You can intentionally take a negative modifier to a Rep Test to keep your request quiet and hidden from others.
• Major (+/–30) The same modifier applies to anyone making a Rep Test to find out what you’re up to.
• The maximum modifiers that can be applied are +/– 60. • Favors have limits in how often they can be used: Minor (3 per week), Moderate (1 per week), Major (1 per story arc).
• You can burn rep (permanently lower your rep score) for additional favors (at a cost of 5 for Minor, 10 for Moderate, 20
SPECIALIZATIONS for Major) or to get a modifier to a Rep Test (equal to burn points × 2).
• Specializations add +10 when using a skill for that area of i-rep: The Eye— x-rep: ExploreNet— c-rep: CivicNet— f-rep: Fame & media network—socialites,
concentration. Each skill may have only one specialization. Firewall’s secret internal network. gatecrashers, exoplanet colonists. Planetary Consortium, Morningstar artists, metacelebs, journalists, glitterati.
Constellation, Lunar-Lagrange Alliance,
g-rep: Guanxi—triads, @-rep: The Circle-A List—autonomists, r-rep: Research Network Affiliates—
Jovian Republic, other hypercorps &
cartels, gangs, other criminal groups. anarchists, Titanians, scum, Extropians. Argonauts, scientists, technologists,
capitalists.
researchers.
USING POOLS USING VIGOR
Your character has a number of pools that define their trans- Vigor pool is linked to physical efforts: Reflexes, COMBAT
human capabilities. Most pools are derived from your morph, Somatics, and their linked skills. Combat is an opposed test.
but some Flex points come from your ego. • Take the Initiative: Go first in an action turn.
• Each pool is linked to a different group of aptitudes and • Extra Action: Take an extra complex physical action (or 2 • Attacker rolls attack skill +/– modifiers.
skills and may be used in unique ways to modify your rolls or quick actions) in an action turn. • Melee: Defender rolls Fray or Melee skill +/– modifiers.
provide other bonuses. • Ignore Wound: Ignore the effects of 1 wound for 24 hours. • Ranged: Defender rolls (Fray skill ÷ 2) +/– modifiers.
• Each pool may only be used for tests that use their linked • If attacker succeeds and rolls higher than the defender, the
skills or aptitudes (i.e., a Vigor point can be used on a skill
test or aptitude check linked to REF or SOM). Flex may be USING FLEX attack hits. Roll damage.
• Superior hits inflict +1d6 DV
used on any tests. Flex is a wild-card pool. It can be used to affect
• Critical hits double the DV.
• Unless otherwise noted, only 1 pool point may be spent per dice rolls for any tests and for narrative control.
• The weapon’s damage is reduced by the target’s energy or
test. • Introduce NPC: A new or existing NPC joins
kinetic armor, as appropriate.
• Before Roll: Ignore all modifiers to the test. the scene. Their presence must be plausible. You may define
• If the damage equals or exceeds the target’s Wound
• Before Roll: Add +20 to the test’s target number. one aspect of this NPC: their morph, factional allegiance, a
Threshold, a wound is scored. If the damage equals or
• After Roll: Flip-flop a d100 roll. For example, 83 becomes 38. noteworthy skill, a specific trait, etc.
exceeds the target’s Wound Threshold by multiple factors,
• After Roll: Upgrade a success to a superior success (or one • Introduce an Item: A previously unnoticed item is added to
multiple wounds are inflicted.
to two). the scene. Its presence must be plausible. The item cannot
• If total damage reaches Durability, the target is incapacitated.
• After Roll: Downgrade a critical failure to a regular failure. be offensive (no weapons) and it must be of Minor (not Rare
If it reaches Death Rating, they are killed/destroyed.
• Ongoing (Insight/Moxie/Vigor Only): Receive +5 (1 point) or Restricted) Complexity. It can be a useful tool, a necessary
or +10 (2 points) to all skill tests linked to one aptitude piece of gear, or even a clue.
for 24 hours or until your next recharge • Define the Environment: You may introduce an
environmental factor to a scene. Its presence must be HACKING
USING INSIGHT plausible. It should provide a new detail that does not
drastically alter the scene. Examples include hiding spots,
Hacking Tests are opposed tests,
Insight pool is linked to mental capabilities: your Infosec skill vs. the target’s Firewall.
cover, distractions, shelter, or exploitable elements such as a
Cognition, Intuition, and their linked skills.
ladder or window.
• Take the Initiative: Go first in an action turn if you are only • When hacking a target, there are two methods you can go
• Define a Relationship: You may introduce a new, plausible
taking mental or mesh actions and no physical movement. about it:
relationship between your character and an existing NPC.
• Extra Action: Take an extra complex mental or mesh action • Brute-Force-Attacks are quick and noisy. They require a
This connection should be more loose or minor than close
(or 2 quick actions) in an action turn. complex action and inflict a –30 modifier to your Hacking
or serious. For example, you may have a common friend,
• Acquire a Clue: Gain a hint or lead through investigation, Tests. If you succeed, you have user privileges on the system
shared history, or old but minor rivalry.
research, or analysis of the facts at hand, without needing to but also spotted status (the system is aware of your intrusion).
make a test. • Subtle Intrusions are quiet but take time. They are task
REFRESHING POOLS actions with a timeframe of 1 hour. If you succeed, you
You recover the points you have spent from pools by taking
USING MOXIE a recharge action to rest and recalibrate. You can’t increase a
have user privileges on the system and covert status (the
system is unaware of your presence).
Moxie pool is linked to social interactions: Savvy, pool above its original rating; unspent points are lost. • Each superior success on the Hacking Test increases your
Willpower, and linked skills. It may also be used • Short Recharge (2/day): Short recharges are a task privileges one step (from user to security to admin).
for Rep and Infection Tests. action with a timeframe of 10 minutes. You may take two • A critical success on the Hacking Test increases your status
• Ignore Trauma: Ignore the effects of 1 trauma short recharges per 24-hour period. Each short recharge one step (from spotted to covert to hidden).
for 24 hours. restores 1d6 pool points; you decide where to allocate them. • When intruding, you do not need to make tests for actions
• Refresh Rep: Restore rep network favors at a cost of 1 point • Long Recharge (1/day): A long recharge is a task action your privileges allow. For other actions, you must succeed in
for a Minor favor and 2 points for a Moderate favor. Major with a timeframe of 4 hours (8 for flats and other biomorphs additional Hacking Tests.
favors may not be refreshed this way. without biomods). You may only benefit from one long
• Acquire a Clue: Get a tip or lead by gathering information via recharge per 24-hour period. A long recharge completely
social interactions without needing to make a test. restores your pools to their full value. ECLIPSE PHASE
• Control Your Infection: Avoid making an Infection Test SECOND EDITION PRIMER
when using a psi sleight (asyncs only). WRITING ROB BOYLE • ART STEPHAN MARTINIERE
• Negate Gaffe: Ignore a player’s social gaffe that the Rob Boyle • Davidson Cole • Brian Cross • Adam Jury
character wouldn’t make. Eclipse Phase is a trademark of Posthuman Studios LLC.
EP2 Rules Primer © 2019 Posthuman Studios LLC
released under Creative Commons BY-NC-SA 4.0:
creativecommons.org/licenses/by-nc-sa/4.0
eclipsephase.com

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