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Skills
Skills are divided into Aptitudes and Learned Skills. Most, but not all, learned skills are built on and linked to an aptitude. If a character lacks the special skill needed in a situation, they may -
Field Skills
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 -
Psi Skills
wish to wield psi must acquire the Psi Trait. Psi use also requires a number of specialized skills that reflect special training characters acquire to tap into their psi powers. Psi skills may not be -
Complementary Skills
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 -
Eclipse Phase Rules Wiki
We humans have a special way of pulling ourselves up and kicking ourselves down at the same time. We’d achieved more progress than ever before, at the cost of wrecking our planet and destabilizing -
Starting Out
Eclipse Phase is a post-apocalyptic roleplaying game of transhuman conspiracy and horror. Humans are enhanced and improved, but humanity is battered and bitterly divided. Technology allows the re-shaping of bodies and minds and -
Campaign Setting
In the default story (also known as “campaign setting”), every player character is a “sentinel,” an agent-on-call (or potential recruit) for a shadowy network known as “Firewall.” Firewall is dedicated to counteracting “existential -
Skill Test
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 -
Weapon
A wide range of weapons are available in Eclipse Phase, from the primitive to the technologically advanced. The weapons listed in this book define generic samples of each weapon. Gamemasters are encouraged to offer brand -
Robots
to specialize in a particular type of repair work and so carries the appropriate tools and AI skills, whether it be habitat waste recyclers, outer hull integrity, or servitor systems. Standard automechs are wheeled cubes -
Aptitude Only Test
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. These circumstances are usually noted -
Aptitude
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 -
Kinesics Skill
See Also[edit| edit source] Skills -
Defaulting
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 -
Hardware Skill
See Also[edit| edit source] Skills, Field Skills -
Animal Handling Skill
See Also[edit| edit source] Skills -
Language Skill
See Also[edit| edit source] Skills, Field Skills -
Protocol Skill
See Also[edit| edit source] Skills -
Academics Skill
See Also[edit| edit source] Skills, Field Skills -
Perception Skill
See Also[edit| edit source] Skills -
Learned Skill
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. See Also[edit| edit source] Skills -
Programming Skill
or the proper raw materials, however, or you wish to alter an item’s design, then a Nanofabrication Test is called for. Specializations: Art, Clothing, Electronics, Food, Forgery, Weapons See Also[edit| edit source] Skills -
Persuasion Skill
See Also[edit| edit source] Skills -
Impersonation Skill
See Also[edit| edit source] Skills -
Scrounging Skill
See Also[edit| edit source] Skills
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