Alternate Character Creation: Packages 1e

The character generation system presented here is designed to maximize your ability to customize your character, down to every last skill point and gear item. If you’re short on time or simply prefer a system with fewer choices, this alternative character creation system is for you. Rather than spending 1,000 individual Customization Points, you simply choose an aptitude template, purchase pre-built packages, and then combine them all together.The packages represent the character’s history and the areas they have focused on in their life. These packages primarily include skill points, but they also include aptitude modifiers, Rep points, traits, and gear.

# Package System Character Creation Step-by-Step Guide

1. Deﬁne Character Concept.

2. Choose Aptitude Template.

3. Choose Native Tongue.

4. Spend 10 Package Points.

> a) At least one package must be from Backgrounds.

> b) At least one package must be from Factions.

5. Purchase Morph and Gear.

6. Combine Everything.

7. Customize.

8. Calculate Remaining Stats.

9. Detail the Character.

# Character Concept

Before you start, you should have a rough idea in mind of what type of character you’re trying to make. See Character Concept, as well as Optimizing Characters.

# Aptitude Template

The second step is to choose an aptitude template from the table. This determines your character’s starting aptitudes, which is also the basis of your skills.

## Brawler

Even in a universe of talking apes and wormholes to other planets, there are always people who recognize the special skill set that goes along with a more physical bent. You’ve honed yourself to be able to take the greatest advantage of whatever physical gifts your morph or shell may have.

## Dilettante

While you’ve never really stood out in any one area, you’ve always been able to competently perform just about any task you try.

## Extrovert

Who needs to be tough when you can convince others to ﬁght for you? Who needs brilliance, when smart people will fall over themselves to tell you everything they know just for a little more time with you?

## Inquisitive

Your natural problem-solving and investigative bent means you often notice things others miss.

## Researcher

Knowledge is power. The TITANs were little more than code—knowledge applied to the right places at the right time to produce power. You’ve dedicated yourself to a life of the mind for the benefits it brings.

## Survivor

You may not be the smartest, strongest, or quickest, but you’ve always been able to pull it together and scrape by in a tough situation.

## Techie

Understanding how things work gives you an edge when you need to understand how to stop them or make them work better. That’s always been your gift: a way with applied information, be it computer code or life-support machinery.

## Thrill Seeker

You’ve never said no to a dare, and your quick reactions haven’t failed you so far. You may not always make the best decisions, but you usually manage to land on your feet.

## Tweaking Aptitudes

The aptitude templates are designed to quickly optimize your character towards a certain set of skills and abilities, but they do not cover every conceivable combination. If none of the templates has the aptitude spread you are looking for, simply choose one that is close and tweak the numbers. For every 5 points you reduce one aptitude, you can raise another by 5. No aptitude can be reduced below 5 or raised above 30.

# Choose Native Tongue

Every character receives their natural Language skill at a rating of 70 + INT for free.

# Choose Packages

The packages are measured in increments of 1, 3, or 5 Package Points (PP). Once you have purchased 10 PP of packages, you simply combine each package together to get your character.
The packages are grouped into three categories. The ﬁrst category is Background, which corresponds to the character backgrounds described on Background. The second category is Faction, which equates to the character factions detailed on Faction. The ﬁnal category is Focus, which refers to occupational choices, interests, hobbies, specializations, major life events, and so on.

You must choose at least one package (of any value) from Background and at least one package (of any PP value) from Faction (though you may also purchase more than one in each). Focus packages are optional, but encouraged.

For example, you can take one package worth 5 PP, one worth 3PP, and two worth 1 PP each. Alternatively, you can choose three packages worth 3 PP each and one package worth 1 PP, and so on. The only restriction is that you may not purchase more than ﬁve packages that are only 1 PP in value. Any combination is allowed, as long as you have one Background package, one Faction package, no more than ﬁve 1 PP packages, and 10 PP of packages total. You may not buy the same package more than once. A fourth group of packages, Customizations, are detailed at the bottom. These are primarily intended to round your character out with certain skills you may want, but which you didn’t get from the other packages. You may want to consider keeping 1 PP in reserve to spend on one of these packs.

One bit of advice: this system works best for diversified characters. If you try to make a highly specialized character and buy a bunch of similar packs, you will likely end up with a lot of redundant skills. Make an effort to branch out and pick some packs that give your character some variety.

## Background Packages

These packages represent a character’s upbringing, earlier life, and, possibly, the place they still consider home. Each background is presented in three levels: 1 PP, 3 PP, or 5 PP.

### Colonist: Command Staff

You helped run one of the pre-Fall colonies, whether it was in Earth orbit, on Luna or Mars, or elsewhere in the system.

**Suggested Motivations:** +Hard Work, +Leadership, +Survival

1 PP: +1 Moxie; Persuasion 15, Profession: Administration 30, Protocol 40

3 PP: +1 Moxie; Academics (Choose 1) 30, Free Fall or Freerunning 35, Interest: (Choose One) 20, Networking: (Choose One) 40, Persuasion 40, Pilot: (Choose One) 30, Profession: Administration 40, Protocol 50

5 PP: +1 Moxie; +5 SAV, +50 Rep (Your Choice); Academics: (Choose One) 40, Art: (Choose One) 40, Beam Weapons 30, Fray 25, Free Fall or Freerunning 35, Interest: (Choose One) 30, Intimidation 30, Networking: (Choose One) 40, Persuasion 40, Pilot: (Choose One) 30, Profession: Administration 40, Protocol 50

### Colonist: Flight Staff

You worked on, or even piloted, the ships that kept colonies supplied.

**Suggested Motivations:** +Exploration, +Personal Career, +Thrill Seeking

1 PP: +1 Moxie; Pilot: Spacecraft 40, Profession: Flight Crew 30

3 PP: +1 Moxie; Academics: (Astrophysics or Engineering) 30, Free Fall or Freerunning 40, Hardware: Aerospace 35, Interest: (Choose One) 20, Navigation 40, Networking: (Choose One) 30, Pilot: Spacecraft 50, Profession: Flight Crew 40

5 PP: +1 Moxie +5 REF, +50 Rep (Your Choice) Academics: (Astrophysics or Engineering) 40, Fray 20, Free Fall or Freerunning 40, Gunnery 30, Hardware: Aerospace 40, Interest: (Choose One) 30, Language: (Choose One) 30, Navigation 40, Networking: (Choose Two) 30, Pilot: Spacecraft 50, Profession: Flight Crew 50

### Colonist: Security Staff

You secured pre-Fall colonies, keeping the rabble in line and guarding against hostile elements.

**Suggested Motivations:** +Law and Order, +Survival, –Criminals, –Autonomists

1 PP: +1 Moxie; Beam Weapons 40, Free Fall or Freerunning 15, Profession: Security Ops 30

3 PP: +1 Moxie; Beam Weapons 50, Free Fall or Freerunning 40, Clubs 35, Interest: (Choose One) 30, Intimidation 40, Language: (Choose One) 20, Networking: (Choose One) 30, Profession: Security Ops 40

5 PP: +1 Moxie; +5 SOM, +50 Rep (Your Choice); Academics: (Choose One) 40, Beam Weapons 50, Fray 25, Free Fall\* 40, Clubs 35, Interest: (Choose One) 30, Intimidation 40, Investigation 20, Language: (Choose One) 30, Networking: (Choose One) 30, Profession: Security Ops 50, Unarmed Combat 40

### Colonist: Science Staff

You conducted scientific research off-world, whether that was studying the sun’s solar cycles, evaluating lichen growth on Mars, or creating new zero-g manufacturing processes.

**Suggested Motivations:** +Hard Work, +Personal Career, +Science!

1 PP: +1 Moxie; Academics: (Choose One) 40, Free Fall or Freerunning 15, Investigation 30

3 PP: +1 Moxie; Academics: (Choose One) 50, Free Fall or Freerunning 30, Interest: (Choose One) 15, Interfacing 40, Investigation 40, Networking: (Scientists) 40, Profession: (Lab Technician) 30, Research 40

5 PP: +1 Moxie; +5 COG, +50 Rep (Your Choice); Academics: (Choose One) 50, Academics: (Choose One) 40, Fray 25, Free Fall or Freerunning 30, Hardware: (Choose One) 20, Interest: (Choose One) 30, Interfacing 40, Investigation 50, Networking: (Scientists) 40, Profession: (Lab Technician) 30, Programming 35, Research 40

### Colonist: Tech Staff

You kept the colony in working order—a matter of survival more than convenience.

**Suggested Motivations:** +Hard Work, +Problem Solving, +Survival

1 PP: +1 Moxie; Free Fall or Freerunning 15, Hardware: (Choose One) 40, Profession: (Choose One) 30

3 PP: +1 Moxie; Academics: (Choose One) 30, Free Fall or Freerunning 30, Hardware: (Choose One) 50, Interest: (Choose One) 20, Interfacing 40, Profession: (Choose One) 40, Programming 40, Scrounging 35

5 PP: +1 Moxie; +5 COG, +50 Rep (Your Choice); Academics: (Choose One) 40, Fray 20, Free Fall or Freerunning 30, Hardware: (Choose One) 50, Hardware: (Choose One) 40, Interest: (Choose One) 30, Interfacing 40, Language: (Choose One) 30, Pilot: (Choose One) 25, Profession: (Choose One) 50, Programming 40, Scrounging 35

### Drifter

You may be a Martian nomad, an original scum swarm pioneer, a free trader, or just a wanderer. Your people have always gone where the work was, ﬁrst on Earth and then into space, where hands or your kind of skills were needed. You may not be as highly specialized as some people, but you know a little about a lot of things and have picked up what you need to get by.

**Suggested Motivations:** +Exploration, +Hard Work, +Pragmatism, +Survival

1 PP: +1 Moxie; Free Fall\* 15, Profession: (Choose One) 30, Scrounging 40

3 PP: +1 Moxie; Free Fall\* 40, Hardware: (Choose One) 30, Interest: (Choose One) 20, Kinetic Weapons 20, Language: (Choose One) 30, Navigation 20, Networking: (Choose One) 35, Profession: (Choose One) 40, Scrounging 50

5 PP: +2 Moxie; +5 INT, +50 Rep (Your Choice); Art: (Choose One) 40, Fray 25, Free Fall\* 40, Hardware: (Choose One) 30, Interest: (Choose One) 30, Kinetic Weapons 20, Language: (Choose One) 40, Navigation 20, Networking: (Choose Two) 30, Profession: (Choose One) 40, Protocol 20, Scrounging 50

(\*Martian nomads may exchange Free Fall for Climbing or Freerunning skill.)

### Earth Survivor

Unlike a small percentage of transhumanity, you did not escape off-world during the Fall, nor were you lucky enough to be killed. You survived for years, eking out an existence in the post-apocalyptic desolation of Earth while hiding from, and even ﬁghting, the machines and twisted transhuman puppets that still lurked there. Only recently was your body rescued by scrappers or reclaimers or your egocast unwisely accepted by a trusting receiver.

**Suggested Motivations:** +Survival, +/–Reclaiming Earth, –TITANs

1 PP: +1 Moxie; Freerunning 15, Profession: (Post-Apocalyptic Survival) 30, Scrounging 40

3 PP: +1 Moxie; Fray 20, Freerunning 30, Interest: (Choose One) 20, Inﬁltration 40, Kinetic Weapons 35, Language: (Choose One) 30, Pilot: Groundcraft 20, Profession: (Post-Apocalyptic Survival) 40, Scrounging 50

5 PP: +2 Moxie; +5 WIL; Animal Handling 20, Demolitions 20, Fray 25, Freerunning 30, Interest: (Choose One) 30, Inﬁltration 40, Kinetic Weapons 40, Language: (Choose One) 40, Pilot: Groundcraft 25, Profession: (Choose One) 40, Profession: (Post-Apocalyptic Survival) 40, Scrounging 50, Seeker Weapons 30; Traits: Neural Damage

### Fall Evacuee: Enclaver

You were one of the lucky ones who grew up in safety behind the walls and security systems that kept the masses of the poor out. When the Fall happened, your connections (or your family’s) ensured you were one of the ﬁrst to leave up the beanstalk.

**Suggested Motivations:** +Personal Career, +Reclaiming Earth, +Survival, +Wealth

1 PP: +1 Moxie; Academics: (Choose One) 30, Profession: (Choose One) 30, Protocol 25

3 PP: +1 Moxie; Academics: (Choose One) 40, Interest: (Choose One) 20, Interfacing 35, Networking: (Choose One) 50, Persuasion 40, Pilot: (Groundcraft) 30, Profession: (Choose One) 40, Protocol 30

5 PP: +1 Moxie; +5 SAV, 50 Rep (Your Choice); Academics: (Choose One) 40, Art: (Choose One) 30, Beam Weapons 20, Fray 20, Interest: (Choose One) 40, Interfacing 35, Kinesics 25, Networking: (Choose One) 50, Networking: (Choose One) 20, Persuasion 40, Pilot: (Groundcraft) 30, Profession: (Choose One) 40, Protocol 40

### Fall Evacuee: Underclass

Most of those who survived made it off-planet either by virtue of their birth or earning their way into one of the enclaves. You were either lucky enough to be in the small percentage of non-elites to be evacuated or you managed to bribe, scam, or sneak your way past security during the Fall and secure a position on a shuttle or beanstalk car.

**Suggested Motivations:** +Personal Development, +Survival, –Hypercapitalism

1 PP: +1 Moxie; Networking: (Choose One) 40, Profession: (Choose One) 30, Unarmed Combat 15

3 PP: +1 Moxie; Blades 30, Interest: (Choose One) 20, Deception 30, Language: (Choose One) 30, Networking: (Choose One) 50, Persuasion 40, Pilot: Groundcraft 25, Profession: (Choose One) 40, Unarmed Combat 20

5 PP: +2 Moxie; +5 WIL, +50 Rep (Your Choice); Academics: (Choose One) 30, Blades 30, Fray 20, Inﬁltration 30, Interest: (Choose One) 40, Deception 30, Language: (Choose One) 40, Networking: (Choose One) 50, Persuasion 40, Pilot: Groundcraft 30, Profession: (Choose One) 40, Unarmed Combat 35

### Hyperelite: Media Personality

People know you. In fact, there’s a good chance that they see you on a regular basis. You’re an X-caster, a blogger, a famous MARG gamer, a pundit, a performer, the spokesperson for a brand, an athlete, or some other form of celebrity.

**Suggested Motivations:** +Artistic Expression, +Fame, +Personal Career

1 PP: +1 Moxie; Art: (Choose One) 40, Networking: (Media) 40; +5,000 credits

3 PP: +1 Moxie; Art: (Choose One) 40, Disguise: 25, Interest: (Choose One) 30, Interfacing 30, Networking: (Media) 50, Persuasion 30, Profession: (Choose One) 20, Protocol 30; +30,000 credits

5 PP: +1 Moxie; +5 SAV, +50 Rep (Your Choice) Art: (Choose One) 40, Disguise: 25, Fray 15, Interest: (Choose One) 40, Interfacing 30, Language: (Choose One) 30, Networking: (Media) 50, Networking: (Choose One) 20, Persuasion 30, Profession: (Choose One) 40, Protocol 50; +60,000 Credits

### Hyperelite: Scion

You were born into the wealth and privilege that ﬁnanced transhumanity’s expansion into space. It is your family name, rather than any talent or achievement, that makes you well known and in demand at social events.

**Suggested Motivations:** +Family, +Hypercapitalism, +Wealth

1 PP: +1 Moxie; Academics: (Choose One) 30, Kinesics 30, Protocol 20; +5,000 credits

3 PP: +1 Moxie; Academics: (Choose One) 40, Art: (Choose One) 30, Interest: (Choose One) 20, Interfacing 30, Kinesics 50, Networking: Hypercorps 35, Persuasion 30, Protocol 30; +20,000 credits

5 PP: +1 Moxie; +5 SAV, +50 Rep (Your Choice); Academics: (Choose One) 40, Art: (Choose One) 40, Interest: (Choose One) 40, Intimidation 20, Kinesics 50, Kinetic Weapons 20, Networking: Hypercorps 40, Persuasion 30, Profession: (Choose One) 30, Protocol 40; +50,000 Credits; Traits: Patron

### Indenture

You either won a lottery for the poor, where the prize was to go off-world, or you died during the Fall. Either way, you found yourself working away in virtual slavery to a hypercorp. You worked hard constructing habitats, mining asteroids, or terraforming Mars.

**Suggested Motivations:** +Hard Work, +Survival, –Hypercorps, –Indentured Service
1 PP: +1 Moxie; Hardware: (Choose One) 40, Language: (Choose One) 15, Profession: (Choose One) 30

3 PP: +1 Moxie; Blades 30, Demolitions 30, Free Fall 40, Hardware: (Choose One) 50, Interest: (Choose One) 20, Language: (Choose One) 30, Profession: (Choose One) 40, Scrounging 45

5 PP: +2 Moxie; +5 SOM, +50 Rep (Your Choice); Blades 30, Demolitions 30, Fray 20, Free Fall 40, Hardware: (Choose One) 50, Interest: (Choose One) 30, Interfacing 30, Language: (Choose One) 40, Networking: Criminal 20, Profession: (Choose One) 40, Profession: (Choose One) 40, Scrounging 45

### Infolife: Emergent Uplift

You were a smart program on the verge of emergence when the programmers reshaped you, encoded you with transhuman values and modes of thinking, and uplifted you to machine sapience. You possess a number of quirks that make you stand out from traditionally programmed AGIs.

**Suggested Motivations:** +AGI Rights, +Mercurial Cause

1 PP: +1 Moxie; Interest: (Choose One) 30, Infosec 25, Interfacing 40, Programming 30; Traits: Anomalous Mind trait, Real World Naiveté, Social Stigma (AGI)

3 PP: +2 Moxie; Academics: (Choose One) 30, Hardware: (Choose One) 40, Infosec 30, Interest: (Choose One) 40, Interfacing 50, Networking: (Choose One) 30, Profession: (Choose One) 20, Programming 40, Research 30; Traits: Anomalous Mind trait, Real World Naiveté, Social Stigma (AGI)

5 PP: +2 Moxie; +5 COG, +50 Rep (Your Choice) (Choose Any Two Skills) 30, Academics: (Choose Two) 40, Hardware: (Choose One) 40, Infosec 40, Interest: (Choose One) 40, Interfacing 50, Networking: (Choose One) 30, Profession: (Choose One) 40, Programming 40, Research 35; Traits: Anomalous Mind trait, Real World Naiveté, Social Stigma (AGI)

### Infolife: Humanities AGI

You were designed to understand and interact with humans. Your programming is optimized for tasks such as personal assistance, marketing, caretaking, and psychology.

**Suggested Motivations:** +AGI Rights, +Personal Development, +Philanthropy

1 PP: +1 Moxie; Academics: (Psychology or Sociology) 30, Interfacing 40, Kinesics 35; Traits: Real World Naiveté, Social Stigma (AGI)

3 PP: +1 Moxie; Academics: (Psychology or Sociology) 40, Art: Digital Art 20, Impersonation 25, Interfacing 50, Kinesics 40, Networking: (Choose One) 30, Persuasion 40, Profession: Psychotherapy 30, Research 30; Traits: Real World Naiveté, Social Stigma (AGI)

5 PP: +1 Moxie; +5 SAV, +50 Rep (Your Choice); Academics: (Psychology or Sociology) 40, Art: Digital Art 40, Impersonation 30, Infosec 30, Interest: (Choose One) 40, Interfacing 50, Kinesics 50, Networking: (Choose One) 40, Persuasion 40, Profession: Psychotherapy 30, Protocol 30, Research 30; Traits: Real World Naiveté, Social Stigma (AGI)

### Infolife: Machine AGI

What understands machines better than a machine mind? Your code is focused on interacting and controlling software and hardware so that humans don’t have to.

**Suggested Motivations:** +AGI Rights, +Sousveillance, +Thrill Seeking, –Disorganization

1 PP: +1 Moxie; Academics: (Choose One) 30, Interfacing 40, Programming 35; Traits: Real World Naiveté, Social Stigma (AGI)

3 PP: +1 Moxie; Academics: (Choose One) 40, Art: (Choose One) 20, Hardware: Electronics 40, Hardware: Robotics 20, Infosec 35, Interfacing 50, Pilot: (Choose One) 30, Profession: (Choose One) 30, Programming 40; Traits: Real World Naiveté, Social Stigma (AGI)

5 PP: +1 Moxie; +5 REF, +50 Rep (Your Choice); Academics: (Choose Two) 40, Art: (Choose One) 30, Flight 30, Hardware: Electronics 40, Hardware: Robotics 30, Infosec 40, Interfacing 50, Pilot: (Choose One) 30, Profession: (Choose One) 40, Programming 50, Research 30; Traits: Real World Naiveté, Social Stigma (AGI)

### Infolife: Research AGI

Your software predecessors were programmed to gather and analyze data, assist in scientific projects, and conduct experiments on their own. AIs such as yourself are valued members of research projects, universities, and data analysis hypercorps.

**Suggested Motivations:** +AGI Rights, +Education, +Research

1 PP: +1 Moxie; Academics: (Choose One) 30, Interfacing 35, Research 40; Traits: Real World Naiveté, Social Stigma (AGI)

3 PP: +1 Moxie; Academics: (Choose One) 40, Academics: (Choose One) 30, Hardware: (Choose One) 40, Interfacing 40, Investigation 30, Networking: Scientists 25, Profession: (Choose One) 20, Programming 30, Research 50; Traits: Real World Naiveté, Social Stigma (AGI)

5 PP: +1 Moxie; +5 COG, +50 Rep (Your Choice); Academics: (Choose Two) 40, Academics: (Choose One) 30, Hardware: (Choose One) 40, Infosec 30, Interfacing 40, Investigation 40, Networking: Scientists 30, Pilot: (Choose One) 30, Profession: (Choose One) 40, Programming 40, Research 50; Traits: Real World Naiveté, Social Stigma (AGI)

### Isolate: Separatist

As happened many times throughout history, groups facing persecution ﬂed to new territories where they could practice their beliefs in peace. You hail from one of these groups that traveled to the isolated reaches of the system to ﬁnd a place they could worship, experiment, or simply exist away from prying or hostile neighbors. As a result of your peoples’ self-imposed isolation, you’ve learned to be far more self-sufﬁcient than most.

**Suggested Motivations:** +Artistic Expression, +Bioconservatism, +Religion, +Research

1 PP: +1 Moxie; Free Fall 15, Profession: (Choose One) 30, Scrounging 40

3 PP: +1 Moxie; Animal Handling 25, Art: (Choose One) 40, Free Fall 30, Hardware: (Choose One) 40, Medicine: Paramedic 30, Pilot: (Choose One) 30, Profession: (Choose One) 50, Scrounging 40

5 PP: +1 Moxie; +5 INT or WIL; Academics: (Choose One) 30, Animal Handling 25, Art: (Choose One) 40, Fray 20, Free Fall 40, Hardware: (Choose One) 40, Interest: (Choose One) 30, Interfacing 20, Medicine: Paramedic 30, Pilot: (Choose One) 40, Profession: (Choose One) 50, Programming 30, Scrounging 50; Traits: Real World Naiveté

### Isolate: Survivalist

Your family feared trouble on Earth, so they established a bunker off-world. They were right. Now they fear that trouble may return and engulf the entire solar system.

**Suggested Motivations:** +Bioconservatism, +Religion, +Survival, –Autonomists

1 PP: +1 Moxie; Free Fall 15, Profession: (Choose One) 30, Kinetic Weapons 40

3 PP: +1 Moxie; Academics: (Choose One) 20, Free Fall 30, Hardware: (Choose One) 40, Interest: (Choose One) 30, Kinetic Weapons 50, Medicine: Paramedic 30, Pilot: (Choose One) 30, Profession: (Choose One) 40, Seeker Weapons 15

5 PP: +1 Moxie; +5 INT or WIL; Academics: (Choose One) 30, Animal Handling 20, Demolitions 20, Fray 20, Free Fall 30, Hardware: (Choose One) 40, Interest: (Choose One) 40, Kinetic Weapons 50, Medicine: Paramedic 30, Navigation 20, Pilot: (Choose One) 30, Profession: (Choose Two) 40, Seeker Weapons 25

### Lost: Disturbed Child

The Lost project unwittingly created a generation of monsters. You are among the odd, deranged, twisted, psychotic, and powerful examples that escaped.

**Suggested Motivations:** +Neurodiversity, +Sadism, +Vengeance, –Research

1 PP: +1 Moxie; Academics: (Choose One) 30, Control 35, Free Fall 15; Traits: Psi (Level 2), Mental Disorder (Choose Three), On the Run, Real World Naiveté; +2 psi-gamma sleights

3 PP: +1 Moxie; Academics: (Choose One) 40, Blades 15, Control 50, Deception 40, Fray 15, Free Fall 30, Inﬁltration 30, Language: (Choose One) 30, Profession: (Choose One) 20; Traits: Psi (Level 2), Mental Disorder (Choose Three), On the Run, Real World Naiveté; +4 Sleights: Choose 1 psi-chi, 3 psi-gamma

5 PP: +1 Moxie; +5 WIL, +50 Rep (Your Choice); Academics: (Choose One) 40, Blades 20, Control 50, Deception 40, Fray 20, Free Fall 30, Inﬁltration 30, Interest: (Choose One) 40, Language: (Choose One) 30, Profession: (Choose One) 40, Psi Assault 40, Unarmed Combat 20; Traits: Psi (Level 2), Mental Disorder (Choose Three), On the Run, Real World Naiveté; +7 Sleights: Choose 2 psi-chi, 5 psi-gamma

### Lost: Masked Normalcy

You survived the Lost project damaged but intact—or at least able to mask your inner demons from others. You are not as gifted—or as explosive—an async as some of the others, but you are also better at keeping yourself under control.

**Suggested Motivations:** +Acceptance +Privacy +Self Control

1 PP: +1 Moxie; Academics: (Choose One) 30, Persuasion 35; Traits: Psi (Level 1), Mental Disorder (Choose Two); +2 psi-chi sleights

3 PP: +1 Moxie; Academics: (Choose One) 40, Free Fall 30, Impersonation 40, Kinesics 45, Language: (Choose One) 30, Persuasion 50, Profession: (Choose One) 20; Traits: Psi (Level 1), Mental Disorder (Choose Two); +4 psi-chi sleights

5 PP: +1 Moxie; +50 Rep (Your Choice); Academics: (Choose One) 40, Fray 20, Free Fall 30, Impersonation 40, Interest: (Choose One) 40, Interfacing 30, Kinesics 45, Language: (Choose One) 40, Persuasion 50, Profession: (Choose One) 30, Protocol 30, Sense: 50; Traits: Psi (Level 2), Mental Disorder (Choose Three), On The Run; +6 Sleights: Choose 4 psi-chi, 2 psi-gamma

### Original Scum

More than just a drifter, you were a pioneer in the pursuit for morphological freedom.

**Suggested Motivations:** +Anarchism, +Hedonism, +Individualism, +Morphological Freedom

1 PP: +1 Moxie; Art: (Choose One) 30, Free Fall 15, Medicine: Biosculpting 40

3 PP: +1 Moxie; Art: (Choose One) 40, Free Fall 30, Interest: (Choose One) 30, Language: (Choose One) 20, Medicine: Biosculpting 50, Networking: (Choose One) 35, Persuasion 40, Psychosurgery 40

5 PP: +1 Moxie; +5 WIL, +50 Rep (Your Choice) Art: (Choose One) 40, Fray 20, Free Fall 30, Interest: (Choose One) 40, Kinesics 20, Language: (Choose One) 40, Medicine: Biosculpting 50, Networking: (Choose One) 40, Networking: (Choose One) 20, Persuasion 40, Profession: (Choose One) 30, Psychosurgery 40, Spray Weapons 20

### Re-Instantiated: Civilian Casualty

You died during the Fall. Either the TITAN machines overwhelmed your area or you fell victim to transhumanity’s own use of WMDs or savage inﬁghting. You might not even know how you died, as you were recovered from a backup transmitted off-world. However it went down, it wasn’t an experience you’d care to repeat. Luckily, you were resleeved quickly.

**Suggested Motivations:** +Reclaiming Earth, +Survival, –TITAN Tech

1 PP: +1 Moxie; (Choose Any Non-Psi Skill) 40, Interfacing 15, Profession: (Choose One) 30

3 PP: +1 Moxie; (Choose Any Non-Psi Skill) 50, Academics: (Choose One) 20, Interest: (Choose One) 30, Interfacing 45, Networking: (Choose One) 40, Pilot: Groundcraft 30, Profession: (Choose One) 40, Research 30

5 PP: +2 Moxie; +5 INT, +50 Rep (Your Choice); (Choose Any Non-Psi Skill) 50, Academics: (Choose One) 40, Fray 20, Freerunning 20, Interest: (Choose One) 40, Interest: (Choose One) 20, Interfacing 45, Kinesics 20, Language: (Choose One) 30, Networking: (Choose One) 40, Pilot: Groundcraft 30, Profession: (Choose One) 40, Research 30; Traits: Edited Memories

### Re-Instantiated: Infomorph

After your death during the Fall, you spent a substantial period of time in VR worlds before you were eventually resleeved.

**Suggested Motivations:** +Reclaiming Earth, +Survival, +/–Virtual Reality, –TITANs

1 PP: +1 Moxie; Interfacing 40, Profession: (Choose One) 30, Programming 15

3 PP: +1 Moxie; Academics: (Choose One) 20, Interest: (Choose One) 30, Interfacing 50, Networking: (Choose One) 40, Pilot: Groundcraft 30, Profession: (Choose One) 40, Programming 45, Research 30

5 PP: +2 Moxie; +5 COG, +50 Rep (Your Choice); (Choose Any Non-Psi Skill) 40, Academics: (Choose One) 30, Fray 10, Infosec 20, Interest: (Choose One) 50, Interest: (Choose One) 40, Interfacing 50, Networking: (Choose One) 40, Pilot: Groundcraft 30, Profession: (Choose One) 40, Programming 45, Research 30; Traits: Edited Memories

### Re-Instantiated: Military Casualty

You were killed during the Fall. You may have fallen during a sneak attack, died ﬁghting the TITAN machines on the front lines, or even been murdered by fellow humans as you tried to keep order in transhumanity’s darkest hours. At least your sacrifice was rewarded by a quick resleeving.

**Suggested Motivations:** +Reclaiming Earth, +Survival, –TITANs

1 PP: +1 Moxie; (Choose Any Combat Skill) 40, Freerunning 15, Profession: (Choose One) 30

3 PP: +1 Moxie; (Choose Any Combat Skill) 50, Academics: (Choose One) 20, Fray 20, Freerunning 35, Gunnery 30, Interest: (Choose One) 30, Pilot: Groundcraft 30, Profession: (Choose One) 40, Unarmed Combat 30

5 PP: +2 Moxie; +5 INT, +50 Rep (Your Choice); (Choose Any Two Combat Skills) 50, Academics: (Choose One) 30, Climbing 30, Fray 25, Freerunning 35, Gunnery 30, Interest: (Choose One) 50, Language: (Choose One) 30, Pilot: Groundcraft 15, Profession: (Choose One) 40, Unarmed Combat 40; Traits: Edited Memories

### Street Rat

You were raised in a gang, syndicate family, or cartel workforce. You are used to the ways of violence and routing around the law.

**Suggested Motivations:** +Black Markets, +Cartel/Gang/Family, +Survival, +Wealth, –Law and Order, –Police

1 PP: +1 Moxie; Networking: Criminals 15, Profession: (Choose One) 30, Unarmed Combat 40

3 PP: +1 Moxie; Clubs 30, Fray 20, Inﬁltration 15, Interest: (Choose One) 20, Intimidation 30, Language: (Choose One) 40, Networking: Criminals 30, Pilot: Groundcraft 30, Profession: (Choose One) 30, Unarmed Combat 40

5 PP: +1 Moxie; +5 SOM, 50 Rep (Your Choice); Clubs 30, Deception 25, Fray 30, Inﬁltration 25, Interest: (Choose One) 40, Interest: (Choose One) 30, Intimidation 40, Language: (Choose One) 40, Networking: Criminals 40, Palming 20, Pilot: Groundcraft 30, Profession: (Choose One) 40, Unarmed Combat 40

### Uplift: Escapee

Though you are as intelligent as a human, you were born and raised as a second-class citizen, corporate property, or worse: a test subject. Somehow you escaped or were liberated, and now you try to ﬁnd yourself in a galaxy that often seems out to get you.

**Suggested Motivations:** +Privacy, +Survival, +Uplift Rights, –Hypercorps, –Uplift Slavery

1 PP: +1 Moxie; Climbing\* 40, Interest: (Choose One) 30, Inﬁltration 25; Traits: Social Stigma (Uplift)

3 PP: +1 Moxie; Climbing\* 45, Deception 40, Inﬁltration 50, Impersonation 40, Interest: (Choose One) 40, Language: (Choose One) 20, Networking: (Choose One) 40, Profession: (Choose One) 30; Traits: On the Run, Social Stigma (Uplift)

5 PP: +1 Moxie; +5 SAV, +50 Rep (Your Choice); Academics: (Choose One) 40, Climbing\* 50, Deception 40, Fray 25, Inﬁltration 50, Impersonation 40, Interest: (Choose One) 40, Language: (Choose One) 40, Networking: (Choose One) 40, Palming 25, Profession: (Choose One) 30, Unarmed Combat 30; Traits: On the Run, Social Stigma (Uplift)

(\*Replace Climbing skill with any skill more appropriate to the uplift type (Flight for neo-avians, Swimming for neo-octopi, Freerunning for neanderthals, etc.) )

### Uplift: Feral

The uplift process did not “humanize” you as much as other uplifts. Your natural instincts dominate your behavior far more than any attempts to socialize you to human norms.

**Suggested Motivations:** +Mercurial Cause, +Survival, +Uplift Rights, –Hypercorps, –Uplift Slavery

1 PP: +1 Moxie; Climbing\* 40, Interest: (Choose One) 30, Unarmed Combat 35; Traits: Anomalous Mind, Heightened Instinct, Social Stigma (Uplift)

3 PP: +1 Moxie; Academics: (Choose One) 40, Climbing\* 50, Fray 20, Interest: (Choose One) 20, Interfacing 30, Intimidation 30, Kinesics 35, Networking: (Choose One) 40, Profession: (Choose One) 30; Traits: Social Stigma (Uplift)

5 PP: +1 Moxie; +5 COO, +50 Rep (Your Choice); Academics: (Choose One) 40, Climbing\* 50, Fray 20, Interest: (Choose One) 40, Interfacing 30, Intimidation 30, Kinesics 40, Language: (Choose One) 30, Networking: (Choose One) 40, Persuasion 30, Profession: (Choose One) 40, Protocol 30, Unarmed Combat 20; Traits: Social Stigma: (Uplift)

(\*Replace Climbing skill with any skill more appropriate to the uplift type (Flight for neo-avians, Swimming for neo-octopi, Freerunning for neanderthals, etc.) )

### Uplift: Standard Specimen

Though you must deal with prejudice, you are proof of the success of transhumanity’s uplift project.

**Suggested Motivations:** +Mercurial Cause +Sapient Cause +Uplift Rights, –Uplift Slavery

1 PP: +1 Moxie; Academics: (Choose One) 30, Climbing\* 45, Interfacing 20; Traits: Social Stigma (Uplift)

3 PP: +1 Moxie; Academics: (Choose One) 40, Climbing\* 50, Fray 20, Interest: (Choose One) 20, Interfacing 30, Intimidation 30, Kinesics 35, Networking: (Choose One) 40, Profession: (Choose One) 30; Traits: Social Stigma (Uplift)

5 PP: +1 Moxie; +5 COO, +50 Rep (Your Choice); Academics: (Choose One) 40, Climbing\* 50, Fray 20, Interest: (Choose One) 40, Interfacing 30, Intimidation 30, Kinesics 40, Language: (Choose One) 30, Networking: (Choose One) 40, Persuasion 30, Profession: (Choose One) 40, Protocol 30, Unarmed Combat 20; Traits: Social Stigma: (Uplift)

(\*Replace Climbing skill with any skill more appropriate to the uplift type (Flight for neo-avians, Swimming for neo-octopi, Freerunning for neanderthals, etc.) )

## Faction Packages

These packages represent a character’s allegiance or current residence. Each faction is presented in two levels: 1 PP or 3 PP.

### Anarchist

You’ve allied yourself with one of the many anarchist collectives working towards greater freedoms and independence.

**Suggested Motivations:** +Anarchism, +Community,+Liberty, +Morphological Freedom, –Authority, –Hypercapitalism

1 PP: Academics: Political Science 30, Kinetic Weapons 30, Networking: Autonomists 40

3 PP: +1 Moxie; +50 @-rep; Academics: Political Science 50, Free Fall 30, Infosec 30, Interest: (Choose one) 40, Kinetic Weapons 20, Networking: Autonomists 50, Persuasion 30, Scrounging 30

### Argonaut

Scientiﬁc progress can be a two-edged sword. The fact that the argonauts embrace both the wonder and the dangers of new technologies and work towards their responsible use is one of the reasons you joined up.

**Suggested Motivations:** +Open Source, +Research, +Technoprogressivism

1 PP: Academics: (Choose One) 40, Investigation 30, Research 30

3 PP: +1 Moxie; +50 r-rep; Academics: (Choose One) 50, Interest: (Choose One) 30, Investigation 40, Profession: (Choose One) 40, Networking: Scientists 40, Programming 40, Research 40

### Barsoomian

Your times among the rural folk and nomads of Mars convinced you that Mars needs to be liberated from the hypercorps.

**Suggested Motivations:** +Anarchism, +Barsoomian Movement, +Community, +Technoprogressivism, –Hypercorps

1 PP: Navigation 30, Pilot: (Choose One) 40, Profession: (Choose One) 30

3 PP: +50 @-rep; Hardware: (Choose one) 35, Interest: (Choose One) 40, Kinetic Weapons 30, Navigation 30, Networking: Autonomists 40, Pilot: (Choose One) 40, Profession: (Choose One) 50, Scrounging 30

### Belter

You hail from the lawless frontier of the Main Belt, home to miners, pirates, exiles, and outcasts of every stripe.

**Suggested Motivations:** +Extropianism, +Hypercapitalism, +Morphological Freedom

1 PP: Free Fall 40, Navigation 30, Profession: (Asteroid Mining) 30

3 PP: +1 Moxie; +50 Rep (Your Choice); Free Fall 50, Interest: (Choose One) 40, Kinetic Weapons 30, Navigation 30, Networking: (Choose one) 30, Profession: (Asteroid Mining) 50, Persuasion 20, Pilot: Spacecraft 30

### Bioconservative

You think the ideology of transhumanism is dubious and suspect at best, and may in fact pose an extinction threat to the human species.

**Suggested Motivations:** +Bioconservatism, +Religion, –AGI Rights, –Uplift Rights, –X-Risks

1 PP: Freerunning 30, Interest: (Choose One) 40, Pilot: (Choose One) 30

3 PP: Demolitions 30, Freerunning 40, Interest: (Choose One) 50, Kinetic Weapons 40, Medicine: Paramedic 30, Pilot: (Choose One) 40, Profession: (Choose One) 40, Scrounging 30

### Brinker

Some folk just aren’t all that fond of too many other folk. Being in space and having to live cheek-to-jowl with others makes it kinda hard. Your fellow brinkers understand you need a little “me space” to go along with “me time.”

**Suggested Motivations:** +Bioconservatism, +Exhumanism, +Privacy, +Religion, +Solitude, +Self Reliance

1 PP: Pilot: (Spacecraft) 40, Profession: (Choose One) 30, Scrounging 30

3 PP: +50 Rep (Your Choice); Free Fall 30, Gunnery 20, Hardware: Industrial 40, Interest: (Choose One) 40, Networking: (Choose One) 25, Pilot: (Spacecraft) 50, Profession: (Choose One) 50, Scrounging 40

### Criminal

As long as there are people there will always be rules, and where there are rules there are opportunities to make a tidy proﬁt providing the sorts of things those rules prohibit. You prefer to think of yourself as a facilitator for those who want to get around these restrictions.

**Suggested Motivations:** +Survival, +Thrill Seeking, +Wealth, –Law and Order

1 PP: Interest: Criminal Groups 30, Palming 30, Intimidation 40

3 PP: +50 g-rep; Deception 30, Inﬁltration 30, Interest: Criminal Groups 50, Intimidation 40, Networking: Criminals 40, Palming 30, Profession: (Choose One) 40, Unarmed Combat 35

### Europan

You hail from the aquatic depths and under-ice habitats of Europa.

**Suggested Motivations:** +Exploration, +Morphological Freedom, +Uplift Rights, –Bioconservatism

1 PP: Academics: (Choose One) 30, Pilot: Submarine 30, Swimming 40

3 PP: +1 Moxie; +50 Rep (Your Choice); Academics: (Choose One) 40, Academics: (Choose One) 20, Interfacing 30, Navigation 35, Networking: (Choose One) 30, Pilot: Submarine 40, Profession: (Choose One) 35, Swimming 50

### Exhuman

You are a supporter of discarding humanity’s genetic shackles and elevating yourself to a newer, improved physical form.

**Suggested Motivations:** +Exhumanism, +Morphological Freedom, +Personal Development, +Research

1 PP: Interest: Exhumans 30, Medicine: Biosculpting 40, Psychosurgery 30

3 PP: +1 Moxie; Academics: Genetics 40, Disguise 15, Interest: Exhumans 50, Intimidation 30, Medicine: Biosculpting 50, Medicine: (Choose One) 30, Psychosurgery 30, Unarmed Combat 40

### Extropian

You are an Extropian because you believe in the unfettered potential of transhumanity. Too many saw the Fall as a cautionary tale to slow down or even stop entirely, but you believe that the only way for transhumanity to survive is forwards and upwards to greater things.

**Suggested Motivations:** +Extropianism, +Morphological Freedom, +Personal Development, –Bioconservativism

1 PP: Interest: Cutting-Edge Technology 30, Networking: Autonomists 30, Persuasion 40

3 PP: +50 @-rep, +50 c-rep; Free Fall 20, Interest: Cutting-Edge Technology 40, Interfacing 20, Kinesics 30, Networking: Autonomists 40, Networking: Hypercorps 40, Persuasion 50, Profession: (Choose One) 5

### Hypercorp

The Fall upset the natural ebb and ﬂow of trade and innovation in such a way that transhumanity is just starting to recover. Some fools believe that the Fall was a sign that old systems and practices needed to be changed, but people like a sense of continuity. They like having their consumer goods and regular mesh programming, and that’s what the hypercorps give them, a link to a shared human experience.

**Suggested Motivations:** +Hypercapitalism, +Stability, +Wealth, –Anarchism, –AGI Rights, –Uplift Right

1 PP: Academics: Economics 30, Persuasion 30, Protocol 40

3 PP: +1 Moxie; +50 c-rep; Academics: Economics 50, Interfacing 40, Networking: Hypercorps 40, Networking: Media 20, Persuasion 40, Profession: (Choose One) 40, Protocol 50

### Jovian

You are one of the last remnants of true humanity in the galaxy. The rest of these so-called transhumans have allowed themselves to become corrupted by the machines that brought about the fall of humanity and forced the evacuation of Earth. It is up to you and your fellows to make sure humanity survives.

**Suggested Motivations:** +Bioconservatism, +Jovian Republic, –AGI Rights, –Transhumanism, –Uplift Right

1 PP: Pilot: (Choose One) 30, Profession: Military Ops 30, Seeker Weapons 40

3 PP: +1 Moxie; +50 c-rep; Academics: Military Science 30, Intimidation 25, Kinetic Weapons 40, Language: (English or Spanish) 40, Networking: Hypercorps 40, Profession: Military Ops 30, Seeker Weapons 40, Unarmed Combat 35

### Lunar

Earth’s moon is one of the last bastions of Earth culture, where old traditions are still respected. The rest of the system looks to Luna for the latest in trends and fashions, and you are proud to be on the cutting edge of style.

**Suggested Motivations:** +Bioconservatism, +Hypercapitalism, +Preserving Traditions, +Reclaiming Earth

1 PP: Art (Choose One) 40, Language: (Choose One) 30, Protocol 30

3 PP: +1 Moxie; +50 c-rep; Academics: Pre-Fall History 50, Art (Choose One) 40, Interfacing 30, Kinesics 40, Language: (Choose One) 40, Networking: Hypercorps 40, Protocol 40

### Mercurial: Infolife

You oppose the assimilation of AGIs into transhumanity, believing that each intelligence should forge their own path and culture.

**Suggested Motivations:** +AGI Rights, +Mercurial Cause, –Assimilation, –Bioconservatism, –Sapient Cause

1 PP: (Choose Any Skill) 40, Interest: Infolife Clades 30, Interfacing 30

3 PP: +1 Moxie; +50 Rep (Your Choice); (Choose Any Skill) 50, Interest: Infolife Clades 50, Interest: (Choose One) 40, Interfacing 30, Intimidation 20, Networking: (Choose One) 30, Persuasion 30, Programming 30

### Mercurial: Uplift

You oppose the assimilation of uplifts into transhumanity, believing that each intelligence should forge their own path and culture.

**Suggested Motivations:** +Mercurial Cause, +Uplift Rights, –Assimilation, –Bioconservatism, –Sapient Cause

1 PP: (Choose Any Skill) 40, Interest: (Choose One) 30, Interest: Uplift Clades 30

3 PP: +1 Moxie; +50 Rep (Your Choice); (Choose Any Skill) 50, Interest: Uplift Clades 50, Interest: (Choose One) 40, Intimidation 20, Medicine: Uplifts 30, Networking: (Choose One) 30, Persuasion 30, Unarmed Combat 30

### Nano-Ecologist

You support the use of nanotechnology as a less-invasive means of terraforming and transforming alien worlds.

**Suggested Motivations:** +Exploration, +Nano-ecology, +Research, +Technoprogressivism

1 PP: Academics: (Ecology or Nanotechnology) 30, Freerunning 30, Programming 40

3 PP: +50 e-rep; Academics: Ecology 40, Academics: Nanotechnology 50, Freerunning 30, Interfacing 25, Investigation 30, Medicine: Nanomedicine 30, Networking: (Ecologists) 40, Programming 50

### Orbital

Living in orbit above Earth, among a melting pot of transhumanity’s displaced cultures, you look down upon a daily reminder of our species’ failures.

**Suggested Motivations:** +Bioconservatism, +Precautionism, +Reclaiming Earth, –AGI Rights

1 PP: Free Fall 30, Language: (Choose One) 30, Pilot: (Choose One) 40

3 PP: +1 Moxie; +50 Rep (Your Choice); Clubs 20, Free Fall 35, Interest: (Choose One) 40, Interfacing 25, Intimidation 20, Language: (Choose One) 50, Networking: (Choose One) 40, Pilot: (Choose One) 50

### Out'ster

You are a denizen of the dark depths of space in the outer Kuiper Belt, delving into your own virtual worlds.

**Suggested Motivations:** +AGI Rights, +Exploration, +Morphological Freedom, +Research

1 PP: Free Fall 30, Interest: Simulspace 30, Interfacing 40

3 PP: +1 Moxie; +50 Rep (Your Choice); Free Fall 30, Infosec 20, Interest: Simulspace 50, Interest: (Choose One) 40, Interfacing 50, Pilot: Spacecraft 25, Programming 40, Psychosurgery 25

### Precautionist

You adhere to the Precautionary Principle, believing that the only technology to be adopted should be that which is ﬁrst proven safe.

**Suggested Motivations:** +Precautionism, +Reclaiming Earth, –Bioconservatism, –Technoprogressivism

1 PP: Academics: (Choose One) 30, Infosec 30, Research 40

3 PP: +1 Moxie; +50 Rep (Your Choice); Academics: (Choose One) 50, Academics: (Choose One) 40, Hardware: (Choose One) 20, Infosec 20, Interfacing 30, Investigation 40, Networking: (Choose One) 30, Research 5

### Preservationist

You believe that alien worlds must be protected from contamination and that transhumanity is recklessly despoiling thousands of exoplanets as it expands through the gates.

**Suggested Motivations:** +Environmentalism, +Preservationism, +Research, –Gatecrashing, –Nano-ecology

1 PP: Academics: (Ecology) 40, Freerunning 30, Investigation 30

3 PP: +50 e-rep; Academics: (Ecology) 50, Art: (Choose One) 30, Freerunning 40, Interest: (Choose One) 30, Investigation 40, Medicine: (Choose One) 30, Navigation 35, Networking: (Ecologists) 40

### Reclaimer

You are dedicated to rescuing your species’ homeworld from the ruin engulﬁng it.

**Suggested Motivations:** +Bioconservatism, +Reclaiming Earth, –AGI Rights

1 PP: Freerunning 30, Hardware: (Choose One) 40, Language: (Choose One) 30

3 PP: +50 Rep (Your Choice); Demolitions 20, Freerunning 30, Hardware: (Choose One) 50, Infosec 30, Language: (Choose One) 50, Language: (Choose One) 40, Networking: (Choose One) 20, Pilot: (Choose One) 25, Seeker Weapons 30

### Ringer

You have soared on the solar wind through Saturn’s rings and called its many moons your home.

**Suggested Motivations:** +Exploration, +Morphological Freedom, +Personal Development, +Research

1 PP: Flight 40, Interest: (Choose One) 30, Scrounging 30

3 PP: +50 Rep (Your Choice); Academics: (Choose One) 50, Beam Weapons 25, Flight 50, Free Fall 40, Interest: (Choose One) 40, Networking: (Choose One) 30, Pilot: Spacecraft 30, Scrounging 30

### Sapient

You support the full assimilation of uplifts and AGIs into transhumanity.

**Suggested Motivations:** +AGI Rights, +Sapient Cause, +Uplift Rights, –Bioconservatism

1 PP: Interest: (Choose One) 30, Kinesics 30, Protocol 40

3 PP: +50 Rep (Your Choice); Interest: (Choose One) 50, Interest: (Choose One) 40, Kinesics 40, Medicine: Uplifts 20, Networking: (Choose One) 30, Persuasion 40, Protocol 50, Psychosurgery 25

### Scum

You proudly call the exotic, edgy, and lawless ships of a scum swarm your home.

**Suggested Motivations:** +Anarchism, +Hedonism, +Individualism, +Morphological Freedom

1 PP: Art: (Choose One) 30, Free Fall 30, Networking (Autonomists) 40

3 PP: +1 Moxie; +50 @-rep; Art: (Choose One) 50, Free Fall 40, Interest: (Choose One) 40, Kinesics 40, Medicine: Biosculpting 30, Networking (Autonomists) 50, Persuasion 30

### Sifter

You worked the mobile mining operations on Mercury’s scorched surface.

**Suggested Motivations:** +Hard Work, +Mercurian Independence, –Hypercapitalism

1 PP: Navigation 30, Pilot: (Groundcraft) 40, Profession: (Mining) 30

3 PP: +1 Moxie; +50 Rep (Your Choice); Climbing 25, Interest: (Choose One) 40, Navigation 40, Networking: (Choose One) 30, Palming 25, Pilot: (Groundcraft) 50, Profession: (Mining) 50, Unarmed Combat 20

### Singularity Seeker

You seek the means to ascend your ego to god-like levels of intelligence, by any means necessary.

**Suggested Motivations:** +Exploration, +Morphological Freedom, +Personal Development, +Research

1 PP: Infosec 30, Interest: (TITAN Tech) 40, Interfacing 30

3 PP: Academics: (Choose One) 40, Hardware: (Choose One) 40, Infosec 40, Interest: (TITAN Tech) 50, Interfacing 30, Medicine: Nanomedicine 30, Programming 40, Psychosurgery 30

### Skimmer

You have raced the winds in the upper clouds of the ice giants.

**Suggested Motivations:** +Hard Work, +Independence, +Thrill Seeking

1 PP: Flight 30, Interest: (Choose One) 30, Pilot: Aircraft 40

3 PP: +50 Rep (Your Choice); Flight 40, Gunnery 30, Interest: (Choose One) 40, Navigation 35, Networking: (Choose One) 30, Pilot: Aircraft 40, Pilot: Spacecraft 30, Profession: Gas Mining 50

### Socialite

Whether you are an undying oligarch, a young wealthy heir destined never to climb the ladder, or a self-made entrepreneur or celebrity, you love the social life and glitterati spotlight.

**Suggested Motivations:** +Artistic Expression, +Fame, +Hypercapitalism, +Wealth, –Anarchism

1 PP: Art: (Choose One) 30, Networking: Media 40, Kinesics 30

3 PP: +50 f-rep; Art: (Choose One) 40, Deception 25, Interest: (Choose One) 50, Intimidation 30, Kinesics 40, Networking: Media 40, Persuasion 30, Protocol 40

### Solarian

You have skated the magnetic ﬁelds in the sun’s corona with your pack of surya.

**Suggested Motivations:** +Exploration, +Morphological Freedom, +Personal Development, +Research

1 PP: Flight 40, Interest: (Choose One) 30, Medicine; Nanomedicine 30

3 PP: +2 Moxie; +50 Rep (Your Choice); Flight 50, Interest: (Choose One) 50, Interest: (Choose One) 40, Medicine: Nanomedicine 40, Navigation 30, Networking: (Choose One) 30, Pilot: Spacecraft 25

### Titanian

You consider Titan’s technosocialist cyberdemocracy the best path forward for transhumanity’s future.

**Suggested Motivations:** +Research, +Technosocialism, –Bioconservatism, –Hypercapitalism

1 PP: Academics: (Choose One) 30, Networking: Autonomists 40, Programming 30

3 PP: +50 @-rep; Academics: (Choose One) 50, Academics: (Choose One) 40, Interfacing 25, Networking: Autonomists 50, Persuasion 30, Pilot: Aircraft 30, Programming 40, Research 30

### Ultimate

You pursue the pinnacles of transhuman achievement, physically, mentally, and spiritually.

**Suggested Motivations:** +Hypercapitalism, +Personal Development, +Ultimates, –Bioconservatism

1 PP: Academics: (Choose One) 30, Freerunning 30, Unarmed Combat 40

3 PP: +50 c-rep or x-rep; Academics: (Choose One) 50, Academics: (Choose One) 40, Blades 25, Climbing 30, Freerunning 40, Intimidation 30, Kinetic Weapons 30, Unarmed Combat 50

### Venusian

You call the aerostats of the Venusian clouds your home.

**Suggested Motivations:** +Hypercapitalism, +Personal Development, +Uplift Rights

1 PP: Academics: (Choose One) 30, Networking: Hypercorps 30, Pilot: Aircraft 40

3 PP: +1 Moxie; +50 c-rep; Academic: (Choose One) 50, Beam Weapons 25, Kinesics 30, Navigation 25, Networking: Hypercorps 40, Pilot: Aircraft 40, Profession: (Choose One) 40, Protocol 30

## Focus Packages

These packages represent a character’s occupations, hobbies, interests, or life events. Each is presented in three levels: 1 PP, 3 PP, or 5 PP

### Academic

You devote your efforts to the pursuit of knowledge.

**Suggested Motivations:** +Education, +Open Source, +Personal Career, +Personal Development

1 PP: Academics: (Choose One) 40, Academics: (Choose One) 30, Research 30

3 PP: +50 r-rep; Academics: (Choose One) 50, Academics: (Choose Two) 40, Investigation 30, Language: (Choose One) 30, Networking: Scientists 25, Perception 20, Profession: Instruction 20, Research 40

5 PP: +5 COG; +50 r-rep; Academics: (Choose One) 50, Academics: (Choose Two) 40, Investigation 50, Language: (Choose One) 30, Networking: (Choose One) 30, Networking: Scientists 50, Perception 30, Persuasion 30, Profession: Instruction 50, Research 45

### Activist

You ﬁght for a cause that you fervently believe in. You are an active member of a group like the anti-assimilationist mercurials, anti-technology bioconservatives, pro-privacy Datacide, Luna’s Steel Liberators, Venus’s VTP, Mars’s Barsoomians, or Titan’s Oligarchs.

**Suggested Motivations:** +Bioconservatism, +Mercurial Cause, +Privacy, +Terraforming, +Venusian Sovereignty

1 PP: Interest: (Choose One) 30, Persuasion 40, Research 30

3 PP: +1 Moxie; +50 Rep (Your Choice); Academics: (Choose One) 30, Fray 20, Infosec 20, Interest: (Choose One) 50, Investigation 20, Language: (Choose One) 20, Networking: (Choose One) 30, Perception 20, Persuasion 40, Research 30

5 PP: +1 Moxie; +5 SAV, +50 Rep (Your Choice); Academics: (Choose One) 30, Fray 20, Inﬁltration 30, Infosec 20, Interest: (Choose One) 50, Interest: (Choose One) 20, Investigation 30, Language: (Choose One) 30, Networking: (Choose One) 40, Perception 20, Persuasion 50, Protocol 30, Research 40, Unarmed Combat 20

### Assassin

Death doesn’t have the impact it used to, but sometimes it’s enough to simply get someone out of the way for a little while.

**Suggested Motivations:** +Personal Career, +Privacy, +Survival

1 PP: Kinetic Weapons 40, Profession: Assassin 30, Unarmed Combat 30

3 PP: +50 Rep (Your Choice); Blades 25, Fray 30, Inﬁltration 40, Kinetic Weapons 50, Language: (Choose One) 40, Perception 20, Profession: Assassin 50, Unarmed Combat 40

5 PP: +50 Rep (Your Choice); Art: (Choose One) 30, Blades 35, Disguise 40, Freerunning 30, Fray 30, Inﬁltration 50, Interest: (Choose One) 30, Kinetic Weapons 50, Language: (Choose One) 40, Perception 30, Profession: Assassin 50, Spray Weapons 30, Unarmed Combat 50

### Bodyguard

You protect your clients from harm and the stress and inconvenience of death. More often, you protect them from pestering fans, activists, or others that seek their attention.

**Suggested Motivations:** +Duty, +Privacy, +Survival

1 PP: Kinesics 40, Profession: Bodyguard 30, Unarmed Combat 30

3 PP: +50 Rep (Your Choice); Beam Weapons 30, Fray 30, Intimidation 30, Kinesics 40, Language: (Choose One) 40, Perception 40, Profession: Bodyguard 50, Unarmed Combat 35

5 PP: +5 REF; +50 Rep (Your Choice); Beam Weapons 30, Fray 30, Interest: (Choose Two) 30, Intimidation 30, Kinesics 50, Kinetic Weapons 30, Language: (Choose One) 40, Medicine: Paramedic 25, Perception 50, Profession: Bodyguard 50, Unarmed Combat 50

### Bot Jammer

Why resleeve when you can jam? You can ﬁeld bots for every situation, like a mechanical puppetmaster.

**Suggested Motivations:** +DIY, +Maker Movement, +Thrill Seeking

1 PP: Hardware: (Choose One) 30, Interest: (Choose One) 30, Pilot: (Choose One) 40

3 PP: +50 Rep (Your Choice); Academics: (Choose One) 30, Flight 40, Hardware: (Choose One) 40, Interest: (Choose Two) 30, Perception 20, Pilot: (Choose One) 50, Pilot: (Choose One) 30, Seeker Weapons 25

5 PP: +5 REF; +50 Rep (Your Choice); Academics: (Choose One) 30, Flight 50, Fray 20, Hardware: (Choose One) 40, Interest: (Choose Two) 40, Navigation 20, Perception 30, Pilot: (Choose One) 50, Pilot: (Choose Two) 30, Profession: (Choose One) 40, Seeker Weapons 25

### Combat Async

Your psi abilities have been honed to a killing edge.

**Suggested Motivations:** +Neurodiversity, +Self Control, +Survival, –Bloodlust

1 PP: Profession: Squad Tactics 30, Psi Assault 30; Traits: Psi (Level 2), Mental Disorder (Choose Two); +3 Sleights (Your Choice)

3 PP: +50 Rep (Your Choice); Fray 20, Inﬁltration 30, Interest: (Choose One) 40, Perception 20, Profession: Squad Tactics 50, Psi Assault 50, Spray Weapons 20, Unarmed Combat 20; Traits: Psi (Level 2), Mental Disorder (Choose Two); +4 Sleights (Your Choice)

5 PP: +50 Rep (Your Choice); Academics: (Choose One) 30, Control 30, Fray 30, Inﬁltration 40, Interest: (Choose One) 40, Language: (Choose One) 30, Perception 30, Profession: Squad Tactics 50, Psi Assault 50, Sense 30, Spray Weapons 40, Unarmed Combat 30 Traits: Psi (Level 2), Mental Disorder (Choose Two) +8 Sleights (Your Choice)

### Con Artist

You excel at working your way into people’s conﬁdence and turning that against them.

**Suggested Motivations:** +Privacy, +Survival, +Vice

1 PP: Deception 40, Profession: Con Schemes 30, Persuasion 30

3 PP: +50 Rep (Your Choice); Deception 50, Disguise 30, Impersonation 30, Kinesics 15, Language: (Choose One) 40, Palming 20, Perception 20, Profession: Con Schemes 50, Persuasion 40

5 PP: +5 SAV; +50 Rep (Your Choice); Academics: Psychology 40, Deception 50, Disguise 40, Impersonation 40, Infosec 30, Interest: (Choose One) 30, Kinesics 25, Language: (Choose One) 30, Perception 20, Palming 40, Profession: Con Schemes 50, Persuasion 50

### Controller Async

Your infection enables you to invade and inﬂuence the minds of others.

**Suggested Motivations:** +Exploration, +Neurodiversity, +Self Control

1 PP: Academics: Psychology 30, Control 30; Traits: Psi (Level 2), Mental Disorder (Choose Two); +3 Sleights (Your Choice)

3 PP: +50 Rep (Your Choice); Academics: Psychology 40, Control 50, Deception 25, Perception 30, Persuasion 35, Profession: (Psychotherapy) 50, Psychosurgery 20; Traits: Psi (Level 2), Mental Disorder (Choose Two); +4 Sleights (Your Choice)

5 PP: +5 WIL, +50 Rep (Your Choice); Academics: Psychology 40, Control 50, Deception 40, Intimidation 25, Interest: (Choose One) 30, Language: (Choose One) 30, Perception 30, Persuasion 45, Profession: (Psychotherapy) 50, Psychosurgery 25, Sense 25; Traits: Psi (Level 2), Mental Disorder (Choose Two); +6 Sleights (Your Choice)

### Covert Ops

You are skilled at sneaking into places you don’t belong for high-threat missions.

**Suggested Motivations:** +Explosions, +Survival, –TITAN Tech

1 PP: Blades 30, Inﬁltration 40, Profession: Squad Tactics 30

3 PP: +50 Rep (Your Choice); Blades 20, Demolitions 25, Fray 20, Inﬁltration 50, Kinetic Weapons 40, Languages: (Choose One) 40, Perception 20, Profession: Squad Tactics 50, Unarmed Combat 30

5 PP: +5 COO; +50 Rep (Your Choice); Blades 30, Climbing 30, Demolitions 30, Fray 30, Inﬁltration 50, Infosec 25, Interest: (Choose Two) 30, Kinetic Weapons 40, Languages: (Choose One) 40, Perception 20, Profession: Squad Tactics 50, Unarmed Combat 40

### Dealer

You are a free trader, black marketeer, or hypercorp salesperson. You have what it takes to close the deal.

**Suggested Motivations:** +Hard Work, +Hypercapitalism, +Personal Career

1 PP: Kinesics 30, Profession: (Choose One) 30, Persuasion 40

3 PP: +50 Rep (Your Choice); Beam Weapons 20, Deception 25, Interest: (Choose One) 40, Kinesics 40, Networking: (Choose One) 40, Profession: Haggling 50, Perception 30, Persuasion 50

5 PP: +5 SAV; +100 Rep (Your Choice); Academics: Economics 30, Beam Weapons 20, Deception 25, Fray 15, Interest: (Choose One) 30, Kinesics 40, Networking: (Choose One) 50, Networking: (Choose One) 40, Networking: (Choose One) 20, Perception 30, Profession: Haggling 50, Profession: Social Engineering 40, Persuasion 50

### Ego Hunter

You specialize in tracking people down who don’t want to be found, no matter what morph they are currently sleeved in.

**Suggested Motivations:** +Justice, +Self Reliance, +The Hunt

1 PP: Investigation 30, Kinesics 40, Profession: Skip Tracing 30

3 PP: +50 Rep (Your Choice); Infosec 15, Investigation 30, Kinesics 50, Language: (Choose One) 40, Perception 15, Profession: Skip Tracing 50, Research 40, Spray Weapons 25, Unarmed Combat 30

5 PP: +5 INT; +50 Rep (Your Choice); Fray 25, Infosec 30, Interest: (Choose Two) 30, Investigation 40, Kinesics 50, Language: (Choose One) 40, Networking: (Choose One) 20, Perception 20, Profession: Skip Tracing 50, Research 50, Spray Weapons 30, Unarmed Combat 30

### Enforcer

In basic terms, you’re a thug, no matter if you work for a hypercorp, cartel head, or habitat overseer.

**Suggested Motivations:** +Cartel Growth, +Fascism, +Self Reliance, +Stability

1 PP: Intimidation 40, Profession: Enforcement 30, Unarmed Combat 30

3 PP: +50 Rep (Your Choice); Clubs 30, Fray 20, Freerunning 30, Intimidation 50, Language: (Choose One) 40, Perception 20, Profession: Enforcement 50, Spray Weapons 25, Unarmed Combat 30

5 PP: +5 SOM; +50 Rep (Your Choice); Clubs 30, Fray 20, Freerunning 30, Interest: (Choose Two) 40, Intimidation 50, Language: (Choose One) 40, Networking: (Choose One) 30, Palming 20, Perception 20, Profession: Enforcement 50, Spray Weapons 30, Unarmed Combat 45

### Explorer

While others have to wait for months or years to get even a whiff of a Pandora Gate or one of the rare artifacts retrieved by gatecrashers, you’ve walked on alien worlds and maybe even held alien technology in your own hands.

**Suggested Motivations:** +Alien Contact, +Education, +Exploration, +Survival

1 PP: Freerunning 40, Investigation 30, Profession: Gatecrashing 30

3 PP: +1 Moxie; +50 Rep (Your Choice); Academics: (Choose One) 40, Climbing 30, Fray 25, Freerunning 35, Investigation 20, Perception 20, Profession: Gatecrashing 50, Scrounging 40, Swimming 20

5 PP: +1 Moxie; +5 SOM, 50 Rep (Your Choice); Academics: (Choose One) 40, Climbing 40, Fray 25, Freerunning 40, Inﬁltration 25, Interest: (Choose One) 30, Investigation 20, Kinetic Weapons 30, Perception 30, Profession: Gatecrashing 50, Profession: (Choose One) 30, Scrounging 40, Swimming 30

### Face

You have what it takes to deal with people and make them think they’re getting what they want while you have them wrapped around your ﬁnger.

**Suggested Motivations:** +Fame, +Hedonism, +Personal Career, +Thrill Seeking

1 PP: Kinesics 30, Profession: Social Engineering 30, Persuasion 40

3 PP: +50 Rep (Your Choice); Deception 35, Kinesics 30, Language: (Choose One) 40, Networking: (Choose One) 40, Perception 20, Profession: Social Engineering 50, Persuasion 50, Protocol 30

5 PP: +1 Moxie; +5 SAV, +50 Rep (Your Choice); Academics: Psychology 30, Deception 40, Fray 15, Interest: (Choose One) 30, Kinesics 40, Language: (Choose One) 40, Networking: (Choose Two) 40, Perception 20, Profession: Social Engineering 50, Persuasion 50, Protocol 35

### Genehacker

You’re a biohacker. You meddle with genetics and biotechnology to see what you can create, to improve life and help overcome biological ﬂaws, or simply to keep your biological future in your own hands.

**Suggested Motivations:** +Artistic Expression, +Morphological Freedom, +Research, +Science!, +Uplift Rights

1 PP: Academics: (Genetics) 30, Medicine: (Choose One) 40, Medicine: (Choose One) 30

3 PP: +1 Moxie; +50 Rep (Your Choice); Academics: (Genetics) 50, Academics: (Choose One) 40, Animal Handling 20, Medicine: (Choose One) 50, Medicine: (Choose One) 40, Networking: Scientists 20, Perception 20, Profession: Lab Tech 40

5 PP: +1 Moxie; +5 COG, +50 r-rep; Academics: (Genetics) 50, Academics: (Choose One) 40, Animal Handling 40, Interest: (Choose One) 30, Interfacing 20, Investigation 30, Medicine: (Choose One) 50, Medicine: (Choose Two) 40, Networking: Scientists 20, Perception 30, Profession: Lab Tech 40

### Hacker

Processes on the mesh heed your beck and call, whether you seek to penetrate systems or protect them.

**Suggested Motivations:** +Fame, +Open Source, +Owning Systems, +Thrill Seeking, –Hackers

1 PP: Infosec 40, Profession: Mesh Security Ops 30, Programming 30

3 PP: +50 Rep (Your Choice); Academics: (Computer Science or Cryptography) 40, Hardware: Electronics 15, Infosec 50, Interfacing 30, Networking: Criminal 20, Perception 20, Profession: Mesh Security Ops 50, Programming 40, Research 30

5 PP: +5 COG, +50 g-rep; Academics: (Computer Science) 40, Academics (Cryptography) 40, Fray 10, Hardware: Electronics 25, Inﬁltration 20, Infosec 50, Interfacing 50, Networking: Criminal 30, Perception 20, Profession: Mesh Security Ops 40, Profession: Social Engineering 30, Programming 50, Research 40

### Icon

You are an artist, x-caster, socialite, or other person who has attracted a fan base.

**Suggested Motivations:** +Art, +Fame, +Hedonism, +Personal Career, +Thrill Seeking

1 PP: Art: (Choose One) 40, Kinesics 30, Protocol 30

3 PP: +50 Rep (Your Choice); Art: (Choose One) 50, Disguise 30, Impersonation 20, Interest: (Choose One) 40, Kinesics 45, Perception 30, Persuasion 40, Protocol 40

5 PP: +1 Moxie; +5 SAV, +50 f-rep, +50 Rep (Your Choice); Art: (Choose One) 50, Art: (Choose One) 30, Disguise 40, Fray 10, Impersonation 25, Interest: (Choose One) 40, Kinesics 45, Networking: (Choose One) 25, Networking: Socialites 30, Perception 20, Persuasion 40, Profession: (Choose One) 30, Protocol 40

### Investigator

Your sleuthing skills include old-school detective work and modern data retrieval. You might be a private investigator, a police detective, or an insurance claim agent.

**Suggested Motivations:** +Self Reliance, +The Hunt

1 PP: Investigation 40, Profession: Forensics 30, Research 30

3 PP: +50 Rep (Your Choice); Infosec 40, Investigation 50, Kinesics 30, Kinetic Weapons 20, Perception 25, Profession: Forensics 50, Profession: Police Procedures 40, Research 40

5 PP: +5 INT, +50 Rep (Your Choice); Fray 20, Infosec 30, Interest; (Choose One) 30, Intimidation 30, Investigation 50, Kinesics 30, Kinetic Weapons 30, Language: (Choose One) 30, Networking: (Choose One) 20, Perception 20, Profession: Forensics 50, Profession: Police Procedures 40, Research 40, Unarmed Combat 25

### Journo

You are a walking recorder, seeking out the news and broadcasting what you ﬁnd to the mesh.

**Suggested Motivations:** +Sousveillance, +Transparency, –Censorship

1 PP: Investigation 30, Persuasion 40, Profession: Journalism 30

3 PP: +50 Rep (Your Choice); Art: Performance 40, Intimidation 20, Investigation 40, Networking: (Choose One) 20, Persuasion 50, Perception 35, Profession: Journalism 50, Research 40

5 PP: +5 SAV, +100 Rep (Your Choice); Academics: (Choose One) 30, Art: Performance 40, Disguise 25, Fray 20, Interest: (Choose One) 30, Intimidation 30, Investigation 40, Kinesics 20, Networking: (Choose One) 40, Perception 25, Persuasion 50, Profession: Journalism 50, Research 40

### Medic

You are a biotech specialist.

**Suggested Motivations:** +Helping Others, –Violence

1 PP: Medicine: (Paramedic) 40, Medicine: (Choose One) 30, Profession: Medical Care 30

3 PP: +1 Moxie; +50 Rep (Your Choice); Academics: (Choose One) 40, Hardware: Implants 25, Medicine: (Paramedic) 50, Medicine: (Choose One) 40, Networking: (Choose One) 20, Perception 35, Persuasion 20, Profession: Medical Care 50

5 PP: +2 Moxie; +5 COG, +50 r-rep; Academics: (Choose One) 40, Academics: (Choose One) 30, Fray 30, Hardware: Implants 20, Interest: (Choose One) 30, Interfacing 15, Medicine: (Paramedic) 50, Medicine: (Choose Two) 40, Networking: (Choose One) 20, Perception 30, Persuasion 20, Profession: Medical Care 50

### Pirate

Traveling wasn’t something you did because you wanted to see new places and people. More often than not, you needed to skip out of a habitat to avoid arrest. Soon enough, your talent at evading authorities was parlayed into a more proﬁtable career “liberating” cargo from automated haulers and ﬁnding the best place to sell the goods.

**Suggested Motivations:** +Survival, +Thrill Seeking, +Wealth, –Authority

1 PP: +1 Moxie; Inﬁltration 15, Interest: (Choose One) 30, Pilot: Spacecraft 40

3 PP: +1 Moxie; +50 g-rep; Fray 20, Gunnery 20, Inﬁltration 30, Interest: (Choose One) 30, Kinetic Weapons 20, Networking: Criminals 20, Perception 20, Pilot: Spacecraft 40, Profession: Piracy 50, Scrounging 30

5 PP: +1 Moxie; +5 COO, +50 g-rep; Art (Choose One ) 30, Fray 20, Gunnery 30, Inﬁltration 30, Interest: (Choose One) 40, Intimidation 20, Language (Choose One) 30, Kinetic Weapons 30, Networking: Criminals 30, Perception 20, Pilot: Spacecraft 50, Profession: Piracy 50, Scrounging 30, Unarmed Combat 20

### Psychosurgeon

You help people stay sane and/or be whatever they want to be in their mind.

**Suggested Motivations:** +Helping Others, +Neurodiversity, –Madness

1 PP: Academics: Psychology 30, Medicine: (Psychiatry) 30, Psychosurgery 40

3 PP: +50 Rep (Your Choice); Academics: Psychology 50, Kinesics 30, Medicine: (Psychiatry) 40, Networking: (Choose One) 35, Perception 30, Persuasion 20, Profession: Psychotherapy 40, Psychosurgery 50

5 PP: +1 Moxie; +5 COG, +50 Rep (Your Choice); Academics: Psychology 50, Academics: (Choose One) 30, Deception 20, Interest: (Choose One) 30, Investigation 25, Kinesics 40, Medicine: (Psychiatry) 40, Networking: (Choose One) 35, Perception 30, Persuasion 30, Profession: Psychotherapy 50, Psychosurgery 50

### Savant Async

Your infection gives you mental abilities beyond the reach of other transhumans.

**Suggested Motivations:** +Introspection, +Neurodiversity, +Personal Development, +Self Control

1 PP: Academics: (Choose One) 30, Investigation 30; Traits: Psi (Level 1), Mental Disorder (Choose One); +4 Sleights (Your Choice)

3 PP: +1 Moxie; +50 Rep (Your Choice); Academics: (Choose One) 40, Art: (Choose One) 30, Hardware: (Choose One) 15, Interest: (Choose One) 30, Investigation 50, Networking: (Choose One) 30, Perception 40; Traits: Psi (Level 1), Mental Disorder (Choose One) +5 Sleights (Your Choice)

5 PP: +1 Moxie; +5 COG, +50 Rep (Your Choice); Academics: (Choose One) 40, Art: (Choose One) 40, Deception 30, Hardware: (Choose One) 25, Interest: (Choose One) 30, Investigation 50, Kinesics 35, Language: (Choose One) 30, Networking: (Choose One) 25, Perception 50, Profession: (Choose One) 30; Traits: Psi (Level 1), Mental Disorder (Choose One) +5 Sleights (Your Choice)

### Scanner Async

Your mind is altered in a way that provides you with preternatural senses.

**Suggested Motivations:** +Exploration, +Neurodiversity, +Personal Development, +Self Control

1 PP: Academics (Choose One) 30; Sense 30; Traits: Psi (Level 2), Mental Disorder (Choose Two); +3 Sleights (Your Choice)

3 PP: +50 Rep (Your Choice); Academics: (Choose One) 30, Impersonation 35, Interest: (Choose Two) 30, Kinesics 35, Perception 40, Sense 50; Traits: Psi (Level 2), Mental Disorder (Choose Two); +4 Sleights (Your Choice)

5 PP: +1 Moxie; +5 INT, +50 Rep (Your Choice); Academics: (Choose One) 40, Impersonation 35, Interest: (Choose One) 40, Investigation 30, Kinesics 35, Language: (Choose One) 40, Perception 50, Persuasion 25, Profession: (Choose One) 30, Sense 50; Traits: Psi (Level 2), Mental Disorder (Choose Two); +6 Sleights (Your Choice)

### Scavenger

The universe can be a hard place for those who are too different. This means that many traditional jobs are denied to these kinds of people and they must find other ways of getting by, such as scavenging and taking odd jobs for meager amounts of credit or the promise of a favor later on.

**Suggested Motivations:** +Survival, +Wealth, -Authority

1 PP: Hardware: (Choose One) 30, Profession: Scavenging 30, Scrounging 40

3 PP: +50 Rep (Your Choice); Art: Sculpture 40, Hardware: (Choose One) 40, Networking: (Choose One) 40, Perception 35, Pilot: (Choose One) 40, Profession: Scavenging 50, Scrounging 50

5 PP: +2 Moxie; +5 COG, +50 Rep (Your Choice); Academics: (Choose One) 25, Art: Sculpture 40, Fray 20, Hardware: (Choose One) 40, Hardware: (Choose One) 30, Interest: (Choose One) 30, Networking: (Choose Two) 30, Perception 40, Pilot: (Choose One) 40, Profession: Scavenging 40, Scrounging 50

### Scientist

You seek to understand how the universe works—or at least certain elements of it.

**Suggested Motivations:** +Research, +Science!, +Technoprogressivism, -Bioconservatism

1 PP: Academics: (Choose One) 40, Academics: (Choose One) 30, Investigation 30

3 PP: +50 r-rep; Academics: (Choose One) 50, Academics: (Choose One) 30, Investigation 40, Networking: Scientists 35, Perception 40, Profession: Lab Tech 30, Programming 30, Research 40

5 PP: +1 Moxie; +5 COG, +50 r-rep; Academics: (Choose One) 50, Academics: (Choose One) 40, Animal Handling 20, Fray 15, Hardware: Electronics 25, Investigation 50, Language: (Choose One) 30, Networking: Scientists 40, Perception 40, Profession: Lab Tech 40, Programming 40, Research 40

### Smart Animal Handler

You raise and care for the smart animals that are a vital part of many transhuman settlements.

**Suggested Motivations:** +Nano-ecology, +Research, +Uplift Rights

1 PP: Animal Handling 40, Medicine: Veterinary 30, Profession: Smart Animal Training 30

3 PP: +1 Moxie; +50 Rep (Your Choice); Academics: (Zoology) 40, Animal Handling 50, Fray 20, Intimidation 20, Kinesics 40, Medicine: Veterinary 40, Perception 20, Profession: Smart Animal Training 50

5 PP: +1 Moxie; +5 INT, +50 Rep (Your Choice); Academics: (Zoology) 40, Academics: (Choose One) 30, Animal Handling 50, Fray 30, Intimidation 30, Kinesics 30, Medicine: Veterinary 50, Networking: (Choose One) 30, Perception 30, Profession: Smart Animal Training 50, Profession: (Choose One) 30, Scrounging 30

### Smuggler

There is an art to getting unapproved merchandise into and out of high security habitats, and you are a virtuoso. Even inner system habs hold restrictive views on unfettered capitalism. You don’t consider yourself a criminal so much as a subtle expediter of market forces, an angel of supply come to make a bargain with the devil of demand.

**Suggested Motivations:** +Personal Career, +Survival, +Wealth, -Authority

1 PP: Networking: (Choose One) 30, Persuasion 40, Profession: (Smuggling) 30

3 PP: +50 Rep (Your Choice); Deception 40, Interest: Black Markets 40, Kinesics 25, Networking: (Choose One) 40, Networking: (Choose One) 20, Perception 30, Persuasion 50, Profession: (Smuggling) 50

5 PP: +1 Moxie; +5 INT, +50 Rep (Your Choice); Academics: (Choose One) 30, Deception 40, Fray 30, Interest: Black Markets 40, Interest: (Choose One) 30, Kinesics 25, Networking: (Choose Two) 40, Perception 30, Persuasion 50, Profession: (Smuggling) 50, Protocol 25

### Soldier

You served as a soldier for a pre-Fall nation-state, hypercorp, or habitat polity, or you worked as a mercenary-for-hire—or you simply were forced to take up arms as a conﬂict erupted around you.

**Suggested Motivations:** +Duty, +Personal Development, +Survival, +Victory, +/–Peace

1 PP: Kinetic Weapons 40, Profession: Squad Tactics 30, Unarmed Combat 30

3 PP: +50 Rep (Your Choice); Climbing 25, Fray 20, Freerunning 20, Interest: (Choose One) 40, Kinetic Weapons 50, Perception 20, Profession: Squad Tactics 50, Throwing Weapons 30, Unarmed Combat 40

5 PP: +1 Moxie; +5 SOM, +50 Rep (Your Choice); Blades 30, Climbing 40, Fray 30, Freerunning 30, Interest: (Choose Two) 30, Kinetic Weapons 50, Language: (Choose One) 40, Perception 30, Profession: Squad Tactics 50, Throwing Weapons 30, Unarmed Combat 40

### Spy

You are a covert agent, skilled at inﬁltrating the opposition to ferret out secrets or further your own agenda.

**Suggested Motivations:** +Secret Identity, –Secrets

1 PP: Deception 40, Inﬁltration 30, Profession: Spycraft 30

3 PP: +50 Rep (Your Choice); Academics: Cryptography 40, Deception 50, Fray 20, Impersonation 25, Inﬁltration 40, Infosec 40, Perception 30, Profession: Spycraft 50

5 PP: +1 Moxie; +5 SAV, +50 Rep (Your Choice); Academics: Cryptography 40, Deception 50, Fray 30, Impersonation 25, Inﬁltration 40, Infosec 40, Investigation 25, Languages: (Choose Two) 30, Palming 30, Perception 40, Profession: Spycraft 50

### Techie

You are the person who keeps the machines running—or knows how to shut them down.

**Suggested Motivations:** +DIY, +Education, +Science!, +Sousveillance, +Technoprogressivism

1 PP: Hardware: (Choose One) 40, Interfacing 30, Profession: (Choose One) 30

3 PP: +50 Rep (Your Choice); Academics: (Choose One) 40, Hardware: (Choose One) 50, Hardware: (Choose One) 25, Interfacing 40, Infosec 20, Networking: (Choose One) 20, Perception 20, Profession: (Choose One) 50, Programming 30

5 PP: +1 Moxie; +5 COG, +50 Rep (Your Choice); Academics: (Choose One) 40, Fray 15, Hardware: (Choose One) 50, Hardware: (Choose One) 40, Interest: (Choose One) 30, Interfacing 45, Infosec 25, Language: (Choose One) 30, Networking: (Choose One) 35, Pilot: (Choose One) 30, Profession: (Choose One) 50, Programming 40

### Thief

You survive by stealing from others, whether by picking pockets or breaking and entering.

**Suggested Motivations:** +Wealth

1 PP: Inﬁltration 30, Palming 40, Profession: Thieving 30

3 PP: +50 g-rep; Climbing 25, Fray 20, Inﬁltration 40, Infosec 20, Interest: (Choose One) 40, Networking: Criminals 30, Palming 50, Perception 20, Profession: Thieving 50

5 PP: +1 Moxie; +5 COO, +50 g-rep; Art: (Choose One) 30, Blades 20, Climbing 40, Fray 30, Hardware: Electronics 15, Inﬁltration 40, Infosec 25, Interest: (Choose One) 40, Language: (Choose One) 30, Networking: Criminals 30, Palming 50, Perception 30, Profession: Thieving 50

### Wrecker

You are optimized for killing machines. You either excelled at ﬁghting TITAN constructs during the Fall or you continue to hunt them down in the aftermath.

**Suggested Motivations:** +Explosions, +Survival, –TITANs

1 PP: Demolitions 30, Interest: (TITAN Tech) 30, Seeker Weapons 40

3 PP: +50 Rep (Your Choice); Demolitions 40, Fray 25, Inﬁltration 30, Interest: (TITAN Tech) 50, Kinetic Weapons 30, Perception 30, Profession: Squad Tactics 40, Seeker Weapons 50

5 PP: +1 Moxie; +5 COO, +50 Rep (Your Choice); Demolitions 40, Fray 40, Inﬁltration 30, Infosec 20, Interest: (TITAN Tech) 50, Interest: (Choose One) 30, Kinetic Weapons 40, Perception 30, Profession: Wrecking Machines 30, Profession: Squad Tactics 40, Seeker Weapons 50, Throwing Weapons 30

## Customization Packages

Each of these packages enables a character to diversify their interests for just 1 Package Point. These packages, however, do not adhere to the ratio of Active vs. Knowledge skills. To take one of these packages, you must exchange one of your existing Active skills of 30 points or higher with a Knowledge skill of your choice. The Artist, Async, Slacker, and Student packages are exempt from this rule.

### Artist

Art: (Choose One) 40, Disguise 30, Interest: (Choose One) 30

### Async

Interest: (Choose One) 45

Traits: Psi (Level 1), Mental Disorder (Choose One), and either Psi Chameleon or Psi Defense (Level 1)

+5 Psi-Chi Sleights (Your Choice)

### Async Adept

(Choose One Psi Skill) 40

Traits: Psi (Level 2), Mental Disorder (Choose Two)

+7 Psi Sleights (Your Choice)

### Computer Training

Infosec 40, Interfacing 30, Programming 30

### Connected

Networking (Choose One) 40

Allies or Patron trait

+30,000 Credits

### Essential Skills

Fray 30, Networking: (Choose One) 30, Perception 40

### Gearhead

Hardware: (Choose One) 40

+60,000 Credits

### Heavy Weapons Training

Demolitions 30, Gunnery 30, Seeker Weapons 40

### Lucky

Choose any one skill at 30 and one at 25

+3 Moxie

### Martial Arts

Blades 30, Throwing Weapons 30, Unarmed Combat 40

### Mentalist

(Choose Two Psi Skills) 40

+4 sleights (Your Choice)

### Networker

+100 Rep (Your Choice)

Networking (Choose Three) 30

### Paramedic

Medicine: Paramedic 40, Medicine: Nanomedicine 30, Programming 30

### Slacker

Interest: (Choose One) 40, Interest: (Choose One) 30, Scrounging 30

### Sneaker

Disguise 40, Impersonation 30, Inﬁltration 30

### Spacer

Free Fall 40, Kinesics 30, Medicine: (Choose One) 30

### Student

Academics (Choose One) 40, Interests (Choose One) 30, Research 30

### Survival Training

Kinetic Weapons 30, Medicine: Paramedic 30, Scrounging 40

### Tech Training

Hardware: (Choose One) 40, Hardware: (Choose One) 30, Programming 30

### Weapons Training

Beam Weapons 30, Kinetic Weapons 40, Spray Weapons 30

# Purchase Morph and Gear

Now that you’ve chosen your aptitude template and packages, you purchase your starting morph and gear.

Every character has 100 CP to spend on morphs and gear.

## Morph

You may simply choose your morph and pay the appropriate CP Cost, or you can randomly roll and see what you get. The Choosing a Morph table (below) provides a list of all the morphs available in the Eclipse Phase books published to date.

**Backup Morphs:** Characters may purchase more than one morph at character creation, if they wish to have another morph on hand as a backup. Extra morphs must be purchased with CP, just like the starting morph.

## Credits and Gear

Once a morph has been purchased, players can now spend some of their remaining CP on gear. Each CP point counts as 1,000 credits.

For players looking for quick gear choices, a set of pre-calculated gear packages are provided on the Gear Packs table (below). Gear may also be selected randomly using these tables.

### Free Gear

Every character starts with two items of gear for free: a standard muse and one month of backup insurance.

### Remaining CP

Any CP that are not spent on morphs or gear may be used to customize the character, such as purchasing more rep or skills. See Customize, below.

# Combine Everything

Now that you’ve chosen your aptitude template and packages, take everything and combine it together.

## Skills

Make a skill list with all of your skills. You may have some duplicate skills—no sweat. Simply take the duplicates and exchange them for another skill. We suggest replacing duplicates with a skill from the same category (Combat, Physical, Social, etc.)—for example, if you end up with the Deception skill twice, replace one of them with another Social skill, such as Intimidation, Protocol, or Networking. The Skills by Category table (below) groups the different skills together by category, so you can quickly pick another. If the gamemaster allows it, you might also combine duplicate skills together. If you have two Blades skill at 30 each, for example, you could combine them for Blades 60. We recommend that skills may not be totaled over 60. No skill may be combined over 80 in value. Many of the ﬁeld skills included in the packages are undefined. Simply pick a ﬁeld you feel is appropriate for your character or roll randomly on the Field Skills tables (below). See the skill descriptions for suggested ﬁelds.

## Field Skills

The lists below can be used to help you pick or randomly decide ﬁelds for each skill.

## Aptitudes and Skills

Once you have settled your skills, they must be combined with your aptitudes (not yet counting any morph aptitude modiﬁers). Each aptitude is added to its linked skills to determine the ﬁnal skill values.

Any skills with a ﬁnal total over 60 (including the aptitude) are reduced by half the amount they exceed 60. So a ﬁnal Perception score of 70 (10 points over 60) would be reduced to 65 (half of 10 is 5, 70 – 5 = 65). The Skills Over 60 table (below) provides a quick reference for handling these reductions. Note that aptitude or skill bonuses provided from your morph do not apply. Note that no skill (including aptitude) can be raised over 80 during character creation. Those skill points that would have taken the skill over 80 should be refunded and spent on other things.

 70
 75
 80
 85
 90
 96
 100 or higher

## Morph Aptitude Bonuses

Any temporary aptitude modifiers from a morph are applied after the aptitudes and skills are combined. These modifiers may raise skill values above 80, and above 60 without further modiﬁer.

## Rep

Combine the reputation scores from your packages. You will likely have some rep to assign as you see ﬁt. Simply choose one or more rep networks that are appropriate for your character or use the Random Rep Network table (below).

No character may start with a rep score higher than 80 in any network.

## Motivations

A character must start with three motivations. Each package lists a range of suggested motivations from which the player can pick. Additional motivations may be found at the above link, or may simply be invented by the player as appropriate to the character. The Motivations table (below) provides a partial randomized listing of the many motivations available.

## Multiple Traits

No trait may be purchased more than once, so if a character acquires the same trait from separate packs, the CP for one of those traits should be refunded and spent on customization.

## Sleights

If your character is an async and acquired psi sleights, you must pick them (listed in Sleights or roll on the Type of Sleights table (below).

# Customize

Characters are likely to have CP left over after buying their morph(s) and gear. These points are spent to further customize the character. The Customization Points table (below) lists the CP costs for various changes. For characters with lots of CP left, the Customization Packages (above) provide some prebuilt options. Each of these costs 1 PP, or 100 CP.

## Aptitude Points

You may increase your aptitudes at the cost of 1 point per 10 CP, but no aptitude may be raised above 30.

## Moxie

Moxie can be increased at the cost of 15 CP per point—an expensive but generally worthwhile investment. Moxie may not be raised over 10.

## Modifying Skills

Feel free to exchange skills for others of an equal value. Don’t want Free Fall 30? Exchange it for Freerunning at 30. The only caveat is that you must trade skills for those of the same type: Active for Active, Knowledge for Knowledge. You may also feel free to modify your skill values—simply increase one skill by the amount you reduce another. We recommend not raising skills over 60; if you do, any amount they are raised over 60 only counts for half (for example, a skill raised to 80 would only count as 70). As above, you may only trade points between Active skills or between Knowledge skills. No skill may be raised over 80.

## Specializations

You may also purchase specializations for your skills at the cost of 5 CP each. Only one specialization may be purchased per skill and they may only be bought for skills with a rating of 30+.

## Psi Sleights

You may also purchase additional sleights for characters who have the Psi trait at a cost of 5 CP per sleight. No more than 5 psi-chi and 5 psi-gamma sleights may be acquired during character creation.

## Rep

You may increase individual rep scores at the cost of 1 CP per 10 points. No individual rep score may be raised above 80 and the max CP you may spend on rep is 35.

## Traits

This package system includes little in the way of traits, but feel free to apply any of the traits in the game to your character.

In order to purchase positive traits, you will need to reduce your character’s Active skills or other stats (but not Knowledge skills) by an equivalent amount of CP. You may not purchase more than 50 CP of positive traits.

Purchasing negative traits will give you extra CP to spend on your character. You may not purchase more than 50 CP of negative traits, and no more than 25 CP may be negative morph traits (no matter how many morphs you buy).

Should you wish to purchase traits for your character, but are unsure what to pick, use the randomized Traits table (Below).

## Disorders

The Disorders table (below) can be used to choose or randomly determine disorders for the Mental Disorder trait.

## Leftover CP

Any CP left over are converted to credits (1 CP = 1,000 credits). This counts as the character’s starting money during game play.

# Calculate Remaining Stats

The character’s ﬁnal characteristics are now calculated. See Final Touches.

# Detail the Character

Now that your character is assembled, you need a personality and some backstory. See Detailing the Character.

# Random Tables

## Gear Packs

### Bot Jammer

**Cost:** 4 CP

**Gear:** Automech Bot, 2 Gnat Bots, Guardian Angel Bot, Radio Booster, Robotics Tool Kit, Servitor Bot, 3 Speck Bots

### Combat Morph

**Cost:** 11 CP

**Gear:** Anti-Glare, Bioweave Armor (Light), Cyberclaws, Eelware, Muscle Augmentation, Neurachem (Level 1)

### Essential Enhancements

**Cost:** 1 CP

**Gear:** Enhanced Hearing, Enhanced Vision, Medichines, T-Ray Emitter

### Essential Gear

**Cost:** 3 CP

**Gear:** Body Armor (Light), Creepy or Servitor Bot, Ector, Maker, Pistol with 500 rounds ammo, Smart Clothing, Standard Vacsuit, Utilitool

### Explorer

**Cost:** 3 CP

**Gear:** Fabber, Microwave Agonizer, Smart Vac Clothing

**Optional:** Survival Belt (+1 CP): includes Bread Crumb Positioning System, Electronic Rope, Emergency Rations, Filter Straw, Flashlight, Flex Cutter, 2 Nanobandages, Solar Recharger, Radio Booster, Recon Flyer or Recon Hopper, Repair Spray, Utilitool, Viewers

### Firewall Agent

**Cost:** 18 CP

**Gear:** Anonymous Account, Backup, Body Armor (Light), Encryption Software, Fabber, Fake Ego ID, Guardian Nanoswarm, Low-Capacity Qubit Reservoir, Nanodetector, Portable QE Comm, SMG with 100 round AP ammo, TacNet Software

### Gatecrasher

**Cost:** 20 CP

**Gear:** Bio-Defense Unit, Defense Beacons, Mapping Missile, Mission Recorder, Mobile Base, Mote Grenade, Radio Beacon, Robomule, Satnet-in-a-Can, Scout Missle, Shelter Dome (includes emergency distress beacon)

### Hacker

**Cost:** 10 CP

**Gear:** Anonymous Account, Electronics Tool Kit, Exploit Software, 2 Gnat Bots, Radio Booster, Sniffer Software, Spoof Software, Tracking Software

### Heavy Weapons

**Cost:** 18 CP

**Gear:** Body Armor (Heavy) with Ablative Patches and Fireproofing Mods, Helmet (Full), Machine Gun with 200 round regular ammo and 300 round AP ammo, Particle Beam Bolter, Seeker Rifle with 10 HEAP minimissiles

### Infiltrator

**Cost:** 15 CP

**Gear:** Cleaner Nanoswarm, Covert Ops Tool, Dazzler, Electronics Tool Kit, Invisibility Cloak, 2 Speck Bots, Thermal Dampening Armor Mod

### Research

**Cost:** 3 CP

**Gear:** Mobile Lab, Portable Sensor, Servitor Bot, Specimen Container, Utilitool, Viewers

**Optional:** The following extras (+3 CP): Explorenaut bot, Faraday Container, Portable Sensor, Portable Solarchive, Robomule bot, Scourer nanoswarm

### Scavenger

**Cost:** 8 CP

**Gear:** Disassembly Tools, 4 Scrapper's Gel, Superthermite Charge, Standard Vacsuit

### Security

**Cost:** 6 CP

**Gear:** Body Armor (Heavy) with Offensive Armor mod, 6 CR Gas Grenades, Cuffband, Freezer with 100 ammo, Prisoner Mask, Riot Shield, Shock Baton, 4 Smoke Grenades

**Optional:**: The following extras (+2 CP): Brainprint Scanner, 3 doses of Grin, ID Scanner

### Sensory Morph

**Cost:** 3 CP

**Gear:** Anti-Glare, Direction Sense, Echolocation, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Oracles, Sense Filter, T-Ray Emitter

### Sensory Morph: Synth Version

**Cost:** 2 CP

**Gear:** 360-Degree Vision, Chemical Sniffer, Electrical Sense, Lidar, Radar

### Self-Defense

**Cost:** 5 CP

**Gear:** Armor Clothing, Shard Pistol with 100 ammo, Shock Gloves, Vibroblade

### Smart Animal Hander

**Cost:** 15 CP

**Gear:** 2 Caretaker Bots, 2 Guard Dogs, Smart Hawk, Smart Racoon, 2 Smart Rats, 2 Space Roaches

### Social Manipulator Morph

**Cost:** 7 CP

**Gear:** Clean Metabolism, Enhanced Pheromones, Endocrine Control

### Stealth Morph

**Cost:** 2 CP

**Gear:** Chameleon Skin, Enhanced Healing, Enhanced Vision, Grip Pads, Skinflex

### Surveillance

**Cost:** 7 CP

**Gear:** Fiber Eye, Smart Dust, Scout Nanoswarm, 2 Speck Bots, Facial/Image Recognition Software

### Survival Morph

**Cost:** 2 CP

**Gear:** Direction Sense, Enhanced Respiration, Medichines, Temperature Tolerance, Toxin Filters

### Techie

**Cost:** 3 CP

**Gear:** Electrical Sense, Wrist-Mounted Tools, Utilitool, Tool Kit, Fabber, Repair Spray

## Field Skills Table

### Hardware Fields

 14-21
 22-41
 42-53
 54-61
 62-74
 75-82
 83-00

### Interest Fields

*Many of these interests can be further specialized by adding a faction or place name.*

### Networking Fields

 21-34
 35-44
 45-54
 55-72
 73-86
 87-00

### Pilot Fields

 21-40
 41-45
 46-70
 71-95
 96-00

## Morph Tables

 51-55
 56-65
 66-95
 96-00

*\*Used for Neo-Chimps (1-5), Bonobos (6-7), and Neo-Orangutans (8-0)*

## Skills Table

### Skills by Category

See Skills for more in-depth information on skills.

**Combat Skills:**

* Beam Weapons
* Blades
* Clubs
* Exotic Melee
* Exotic Ranged
* Fray
* Gunnery
* Kinetic Weapons
* Seeker Weapons
* Spray Weapons
* Throwing Weapons
* Unarmed Combat

**Knowledge Skills:**

* Academics: [Field]
* Art: [Field]
* Language: [Field]
* Interest: [Field]
* Profession: [Field]

**Mental Skills:**

* Investigation
* Navigation
* Perception
* Scrounging
* All Psi Skills

**Physical Skills:**

* Climbing
* Flight
* Free Fall
* Freerunning
* Infiltration
* Palming
* Swimming

**Psi Skills:**

* Control
* Psi Assault
* Sense

**Social Skills:**

* Animal Handling
* Deception
* Impersonation
* Intimidation
* Kinesics
* Networking: [Field]
* Persuasion
* Protocol

**Technical Skills:**

* Demolitions
* Hardware: [Field]
* Infosec
* Interfacing
* Medicine: [Field]
* Programming
* Psychosurgery
* Research

**Vehicle Skills:**

* Pilot: [Field]

# Example

Ted sits down to make a character. He’s played Eclipse Phase a few times and is an experienced tabletop gamer. He’s bemused by the range of options.
For Step 1: Deﬁne Character Concept, Ted ponders a bit before settling on the character of Ezekiel “Zeke” Refton: Genial Everyman Drifter, a jack-of-all-trades journeyman who has seen the best and worst of the solar system, transhumanity, and things yet stranger—but who manages to retain a sense of optimism that the next day and newest horizon will bring something good, or at least interesting. (These positive feelings are aided, to a degree that varies from time to time, by myriad mind-altering
chemicals.)

In Step 2: Choose Aptitude Template, Ted considers Dilettante for its balance, but then decides on Extrovert. He likes the notion of Zeke being a raconteur and master yarn-spinner, always ready with a story or joke to cut the tension or help sway a tough situation in his favor. His inability to shut his mouth might also yield some interesting roleplaying moments … if only his comrades don’t shunt him out an airlock ﬁrst.

At Step 3: Choose Native Tongue, Ted scans the list of languages and picks Polish (for no particular reason).

For Step 4: Spend 10 Package Points, Ted reads through the choices in light of his character concept. While it would be logical to choose Drifter as a background, Ted thinks Zeke as a character might beneﬁt from a sharp contrast between his early (pre-Fall and immediate-post-Fall) life and his present “career.” Accordingly, Ted selects Hyperelite: Scion at the 3 PP tier. The inherent tension between being born with a silver spoon in his mouth, on the one hand, and his current life as a latter-day space hobo, on the other, immediately poses an interesting question: why did he end up doing what he is doing? Moreover, he looks at the suggested motivations (+Family, +Hypercapitalism, +Wealth) and decides they might get skewed or turned on their head before he’s done with his backstory.

This package option gives Zeke the following:

* +1 Moxie
* Academics: (Choose One) 40, Art: (Choose One) 30, Interest: (Choose One) 20, Interfacing 30, Kinesics 50, Networking: Hypercorps 35, Persuasion 30, Protocol 30
* +20,000 credits

In terms of Faction—his recent profession, or rather avocation—Ted thinks Zeke would enjoy being a Skimmer for a while, at the 3 PP tier. It suits his free-spirited, thrill-seeking persona. How it relates to his other package choices, he’ll determinate later. This package option grants Zeke:

* +50 Rep (Your Choice)
* Flight 40, Gunnery 30, Interest: (Choose One) 40, Navigation 35, Networking: (Choose One) 30, Pilot: Aircraft 40, Pilot: Spacecraft 30, Profession: Gas Mining 50

With 6 PP spent, Ted has 4 remaining. Continuing with his motif of contrast, Ted chooses Pirate for Zeke’s Focus Package at 3 PP, mostly because it sounds cool and tough … and Zeke needs some ruthlessness to survive in this heartless universe. This gives him:

* +1 Moxie
* +50 g-rep
* Fray 20, Gunnery 20, Inﬁltration 30, Interest: (Choose One) 30, Kinetic Weapons 20, Networking: Criminals 20, Perception 20, Pilot: Spacecraft 40, Profession: Piracy 50, Scrounging 30

Finally, for his last Package Point, Ted is torn between the Customization Packages of Slacker and Survival Training … the age-old battle between the heart and the head. He can’t make a ﬁrm choice, so instead he punts and selects Lucky for Zeke. This gets him:

* Choose any one skill at 30 and one at 25.
* +3 Moxie

Now Ted moves on to consider Step 5: Purchase Morph and Gear for Zeke. According to the rules, he has 100 Customization Points to spend. He receives a standard muse and one month of backup insurance as free gear. Ted also picks the following morph and gear packages for a total of 52 CP:

* Exalt morph (30 CP)
* Combat Morph (11 CP)
* Essential Enhancements (1 CP)
* Essential Gear (3 CP)
* Social Manipulator Morph (7 CP)

Having played Eclipse Phase before, Ted tries to resist the urge to load up on too much ﬂashy gear, since he might ﬁnd himself resleeved or ego-casting to the far end of the solar system (or beyond). He’ll save his other CP for skill tweaks and rep boosts.

He’s now at Step 6: Combine Everything. He takes care to adjust his skills that total over 60 and makes sure that no attribute exceeds 30. With a few remaining CP (48), he decides to purchase two specializations: Kinetic Weapons (Kinetic Pistols) and Persuasion: Fast Talk. He then puts 30 into Free Fall skill, spends 15 points to boost his Perception skill, and drops the last 3 on reputation. He only ended up with two of the same skills from different packages: Gunnery and Pilot: Spacecraft. He decides to add the Gunnery skills together, but switches the lower Pilot skill to Pilot: Groundcraft. For his two “choose any” skills, he picks Palming and decides to add the other to Fray.
At last, the cipher that is Zeke Refton comes into focus. Here’s how his character stats out:

* His aptitudes, modiﬁed by his exalt bonuses: COG 15 (20), COO 15 (20), INT 15, REF 15 (20), SAV 20 (25), SOM 10, WIL 15
* Moxie: 5, @-rep 50, c-rep 20, g-rep 60
* Skills, modified by apt and morph bonuses: Academics: Chemistry 40 (60), Art: Dance 30 (45), Flight 40 (50), Fray 45 (65), Free Fall 30 (50), Gunnery 50 (62), Inﬁltration 30 (50), Interest: Drugs 40 (60), Interest: Martian Beers 20 (40), Interest: Spaceship Models 30 (50), Interfacing 30 (50), Kinesics 50 (70), Kinetic Weapons 20 (40) (Kinetic Pistols 30 (50)), Navigation 35 (50), Networking: Autonomists 30 (55), Networking: Criminals 20 (45), Networking: Hypercorps 35 (60), Palming 30 (50), Perception 35 (50), Persuasion 30 (55) (Fast Talk 40 (65)), Pilot: Aircraft 40 (60), Pilot: Groundcraft 30 (50), Pilot: Spacecraft 40 (60), Profession: Gas Mining 50 (67), Profession: Piracy 50 (67), Protocol 30 (55), Scrounging 30 (45)
* 20,000 credits

For backstory, Ted settles on the following blurb: Born the only child of Randolph Refton IV, a social-climbing middle manager at one of the more powerful pre-Fall hypercorps—a man possessed of boundless ambition and limited aptitudes—Ezekiel had the singular fortune of experiencing the destruction of Earth from a remote patch of Mars. His father had talked his way onto a hunting safari put on by the local Helm and Spear chapter, and the boy had sullenly followed his father from a comfortable (if boring) hab on Luna to the blighted wastelands of the Red Planet. Because the upper echelons of his hypercorp management were killed in the chaos of the Fall and its aftermath, Randolph shot up the ranks and became a senior executive, with all the wealth and perks of his new station. (The loss of his home, and the balance of his family, was noted in some dim corner of his brain.) Although his father tried to relate to the boy, and oversee his upbringing, Zeke drifted farther and farther from the conventional path of a hypercorp scion. Upon attaining his majority (and spending a couple blurry years partying in an epically expensive fashion), Zeke’s dad ﬁnally decided the young dilettante needed a swift push out of the nest. Without the boy’s consent, Randolph submitted applications to a “respectable” private military company, namely Direct Action. On the day of his interview with DA, Zeke arrived reeking of alcohol, his eyes dilated from some expensive drug. (The fact that he arrived with both a young lady and young man of questionable background and limited apparel did not help his case, though the story made the rounds of the corp for years to come.) Facing rejection, Randolph forced Zeke to apply to the one mercenary group to which he could guarantee acceptance, since its recruiting ofﬁcer was an old school buddy of Randolph’s from way back. Thus did Ezekiel Refton join the hallowed ranks of the Black Rose Adventuring Company. However, unbeknownst to Randolph, BRAC had experienced a rather significant change in mission statement over the years, and had begun to skirt the line between private military company and outright piracy. Zeke spent a terrifying year attempting to keep his head down, do the minimum to avoid being spaced for insubordination, and look for an exit from the violent, absurd nightmare that somehow had replaced his life. Finally, he made a desperate break from BRAC and lost himself in the scum swarm The Stars Our Destination.

No one considered him important enough, or valuable enough, to pursue in earnest, and for the moment he was free. Getting his bearings, he realized he was young (both in absolute and relative terms), had a nice exalt morph free of damage, and possessed access to a fat stash of cash that he had stolen from his father over the years (supplemented by some small, pricey trinkets he was able to liberate from the BRAC during his escape). Assuming the Black Rose pirates didn’t ﬁnd him, or he didn’t attract the baleful gaze of Randolph IV, the future was looking bright. He’d always wanted to try out life as a skimmer, and that was as good a place to start as any. The rest of his life, and any ideological preoccupations, would sort themselves out in time. The universe was a big place.