TEXT: ��
  Savage Singularity�
  An Eclipse Phase conversion by Chris Guiney
  
  1. Getting Started
  Hello, and welcome to the Singularity!  If you're reading this, 
  then you no doubt have gotten your hands on, or at least 
  your eyes on, a copy of the award-winning tabletop RPG 
  Eclipse Phase from Posthuman Studios.  You're also, I'm going 
  to go out on a limb here, really interested in ﬁguring out 
  how to take the fantastic universe of said RPG into the fast-
  and-furious style of gameplay that Savage Worlds brings to 
  the table in likewise award-winning fashion.  Well, you're in 
  luck!
  Like any good conversion, the key here is to make sure that 
  you have the original material from both Posthuman Studios 
  and Pinnacle Entertainment. !The purpose of the conversion 
  is to get the rules into the hands of folks who are looking to 
  play in their preferred die-rolling schematic, not so much so 
  that you have a way to get a top-notch RPG for free. !Having 
  said all that, there are a ton of ways to get your hands on 
  Eclipse Phase, and all of them, including the fantastic array of 
  supplements that I reference here and there, are available via 
  fancy URL link over on their mysteriously-named websites 
  http://www.eclipsephase.com and http://www.peginc.com.  
  While you can certainly live with this conversion in addition 
  to the quick start rules and free supplements, please do 
  these guys a solid and buy at least one supplement, because 
  it keeps the lights on and pays for them to come out with 
  more fantastic stuff, show up at conventions and generally 
  keeps us nerds off the streets.
  So, grab the core books and this little guide and you're off to 
  experience the Fast & Furious style of Savage Worlds in the 
  Singularity that has become the trans-human universe after 
  the Fall in Eclipse Phase.   As you work through this 
  document, you'll see references to the different supplements 
  that Eclipse Phase have put out in their short lifespan to 
  ﬂesh out the universe.  I recommend grabbing them from 
  Posthuman Studios directly, or search your favorite online 
  PDF repository for them (I recommend http://
  rpg.drivethrustuff.com) for almost everything you'll need on 
  both Savage Worlds and Eclipse Phase fronts.
  Finally, a personal statement of thanks if you are 
  downloading this guide and ﬁnd it useful.  I absolutely love 
  both the ruleset and universe that comes in the core 
  rulebook for Eclipse Phase but am realistic about groups of 
  people wanting to stick to the mechanics they know and use 
  the universe as a plot point instead.  I love the quality of 
  work that went into Savage Worlds Deluxe and have enjoyed 
  every single session we've ever played on their system, from 
  Zombies in space with Necropolis 2350 to Cyberpunk with 
  Interface Zero to steampunk goodness in Runepunk, and as 
  such hoped to bring the vibrant, well-orchestrated Hard 
  science-ﬁction universe of Eclipse Phase to the Savages out 
  there...counting me among them!  The golden rule of 
  roleplaying still stands here: Have Fun!  If there is something 
  missing from this document, feel free to add it and use it for 
  your own good; you certainly won't hurt my feelings.
  2. Character Generation
  Making a character in Eclipse Phase is an in-depth process 
  that is both rewarding as well as a game in and of itself, 
  inspired and akin to character-driven systems like Luke 
  Crane's fantastic Burning Wheel, MouseGuard and Burning 
  Empires systems. !Conversely in Savage Worlds, the emphasis 
  is on lighter character creation to get the group diving right 
  into the story., setting less "on-paper" rules for governing 
  how your players will role-play their chosen personas. !In 
  doing this conversion, the focus will be on converting the 
  statistic-driven parts related to the world of Eclipse Phase 
  into Savage Worlds rules rather than the other way around, 
  therefor most of what you need will be outlined here, with 
  references to the 'Savage Worlds Deluxe' edition rulebook.  I 
  also recommend that aspiring GM's consider some 
  additional materials if they want to dive deeper, such as Paul 
  "Wiggy" Wade-Williams' fantastic 'Science Fiction World 
  Builder Toolkit' and 'Science Fiction Gear Toolkit' books or 
  the fantastic 'Interface Zero' Savage Worlds setting guide by 
  Gunmetal Games.  Without further ado, let's get those 
  charters on the table!
  Step 1: Race
  In Eclipse Phase, modern technology has made it possible to 
  upload, store and re-download your brain itself (your Ego) 
  into and out of bodies, called Morphs.  Where the mechanics 
  of Eclipse Phase focus on folding this speciﬁc distinction into 
  all of the rules, Savage Worlds doesn't break down as cleanly 
  and so character development has you are making your Ego 
  primarily,, with Morphs adding bonuses that you may see in 
  other games as magic enchantments or otherwise.   
  Additionally, unless you are playing an uplift, all of the rules 
  for Savage Worlds character creation will assume that you 
  are a Human (I do reserve the right to add rules for non-
  Humans and uplifts in the future!). !That means you get one 
  Edge for free. !Please make sure you meet all of the 
  requirements in the core books, as I will not limit or spell 
  those out here.
  Step 2: Background
  In the time of Eclipse Phase, how you came to be is almost 
  as important as who you want to become.   Aside from key 
  plot points being affected, it helps your characters have a 
  sense of past, especially when some of these characters are 
  arguably several hundred years old mentally.  Having a 200-
  year-old brain and starting off as a level one Vac-worker is 
  harsh but, as you'll see, a reality in this universe.!Please select 
  one from the list below, noting the perks that are listed 
  afterwards. !Please refer to the core book for the Morph 
  
  restrictions, related social ramiﬁcations, and all other stat-
  agnostic modiﬁcations you need to make.  In an effort to 
  support the publishers of the core games, I haven't worked 
  with their Creative Commons license to include much of 
  that here, because I do feel like it is a disservice to the great 
  work they did if you don't at least consider picking up a copy 
  yourself.  So, here is the list...make notes accordingly:
  Drifter:!
  d4 Navigation, d4 Pilot:Spacecraft, d4 Networking[Field]
  Fall Evacuee:
  d4 Pilot[Groundcraft], d4 Networking[Field], +1 Bennie, Half 
  Starting Credit (2,500)
  HyperElite:
  d4 Protocol, d6 Networking[HyperCorp], +10,000 Starting 
  Credit (15,000)
  Infolife:
  d6 Interface[Computer] (Starting Programs at 1/2 cost), 
  Only the InfoMorph body is allowed here
  Isolate:
  d6 in 2 starting skills of your choice
  Lost:
  d6 to 2 Knowledge skills, starts with d4 Arcane[Psionics] 
  skill, must start with Futura morph and 2 Mental Disorder 
  Hinderances from the EP book (for role-playing reference)
  Lunar Colonist:
  d4 Pilot[Groundcraft], d4 to one Technical[Field], Academic
  [Field] or Profession[Field] skill, d6 Network[HyperCorp]
  Martian:
  d4 Pilot[Groundcraft], d4 to one Technical[Field], Academic
  [Field] or Profession[Field], d4 Networking[HyperCorp]
  Original Space Colonist:
  d4 Pilot[Spacecraft] OR d4 Freefall, d4 to one Technical
  [Field], Academic[Field] or Profession[Field], d6 Networking
  [Field]
  Re-Instantiated:
  d4 Pilot[Groundcraft], d4 Networking[Field], +2 Bennies
  Scumborn:
  d4 Persuasion OR d4 Deception, d4 Scrounging, d6 
  Networking[Autonomists], d4 Networking[Criminal]
  Uplift:
  d4 Fray, d4 Perception, d4 in any 2 skills
  Step 3: Faction
  In addition to where you came from, you'll want to deﬁne 
  who your allegiances lie with.   After the Fall, the alliances 
  that many trans-humans forge helped them do everything 
  from work to life and even survive.  Like primal earth, the 
  clan and clan afﬁliation are more important than ever as 
  there are fewer and fewer places in the galaxy that a carbon-
  based life-form can survive.!This comes out more in 
  roleplaying than anything, but there are some perks and 
  hinderances to each Faction. !Please choose one from the 
  list below, taking into consideration background and info on 
  these faction comes out more in the core material and is 
  not presented here, so refer to the excellent sections on it 
  for starting locations, reasons for your background, and the 
  like.  If you're playing any kind of criminal, make sure you pick 
  a criminal faction to be a part of.  While it has no bearing on 
  the statistics, it does affect the way you will play your 
  character and where they start, who they know, and the like.! 
  Here is the list:
  Anarchist:
  d4 skill of your choice, d8 Networking[Autonomists]
  Argonaut:
  d4 in any two Technical[Field], Academic[Field] or Profession
  [Field], d6 Networking[Scientists]
  Barsoomian:
  d4 Free-Running, d4 skill of your choice, d6 Networking
  [Autonomists]
  Brinker:
  
  d4 Pilot[Spacecraft], d4 skill of your choice, d6 Networking
  [Field]
  Criminal:
  d4 Intimidation, d8 Networking[Criminal]
  Extropian:
  d4 Persuasion, d6 Networking[Autonomists], d4 Networking
  [HyperCorp]
  HyperCorp:
  d4 Protocol, d6 Networking[HyperCorp], d4 Network[Field]
  Jovian:
  d4 in two weapon skills, d6 Networking[HyperCorp], d4 
  Fray
  Lunar:
  d4 Language[Field], d6 Networking[HyperCorp], d4 
  Networking[Economist]
  Mercurial:
  d4 in any two skills, d6 in Networking[Field]
  Scum:
  d4 Freefall, d6 Networking[Autonomists], d4 skill of choice
  Socialite:
  d4 Persuasion, d4 Protocol, d6 Networking[Media]
  Titanian:
  d4 in any two Academic[Field] or Technical[Field] skills, d6 
  Networking[Autonomists]
  Ultimate:
  d4 in any two skills, d6 Networking[Field]
  Venusian:
  d4 Pilot[Aircraft], d4 skill of your choice, d6 Networking
  [Field]
  Finally, make sure you pick a motivation. !For fans of the core 
  game and mechanics, Motivation is the special sauce that 
  makes Eclipse Phase tick at the very primal level. !There are 
  several examples in the core book, so make sure you check 
  them out.
  Step 4: Attributes
  In standard Savage Worlds fashion, stats are doled out very 
  simply. to get you into the game faster !You start with a d4 in 
  each of the ﬁve stats: Agility, Smarts, Spirit, Strength, and 
  Vigor.!You then have 5 additional points to spend on raising 
  those up. !In Eclipse phase, you will spend a good portion of 
  your life in a purchased physical body called a 'Morph'. !Due 
  to this, I am modifying the rules slightly: !you may not take 
  higher than a d10 in Strength, Agility or Vigor. !Feel free to 
  distribute all the other points accordingly, but no higher than 
  the base score in Strength and only a slight raise in Agility.  
  My rationale for this is that a person's strength comes from 
  their body, while agility is a function of both mental acuity 
  and muscle control, so tying these to your character when 
  you are without a physical body for most of your life seems 
  fair. !For those of you who argue that the other stats will be 
  higher, it stands to reason that they should be due to the 
  nature of nano-technology, advanced learning and the near-
  immortal nature of the digital mind. !So, spend your points 
  (nothing above a d12 per the core Savage Worlds rules, 
  please!) and get ready for the skills.
  Step 5: Skills
  Skills are assigned just like the core Savage Worlds rules: you 
  get 15 points to throw around on skills, making sure you've 
  already jotted down the skills and raises you were afforded 
  with your Background and Faction selections. !Remember, 
  you can spend 1 point to start out a skill or raise it by a die 
  type, but it costs 2 points to raise a skill up higher than it's 
  linked attribute.  Also, consider saving some points for a 
  Morph (described later) as you will use skill points to pick 
  your starting Morph.  As always in Savage Worlds, you can 
  take Hindrances too gain more skill points or Edges, so bear 
  that in mind also.  And really, use a pencil, not a pen.
  I like the skills in Eclipse Phase, so to make it easier for a GM 
  to work with the universal settings in the Eclipse Phase core 
  books, I am including the skills that you can use here and 
  their analogue in the Savage Worlds core book, with linked 
  attribute. !Since this is a conversion, feel free to mess with 
  this as you see ﬁt, especially if you are using some of the 
  better Savage Worlds licensed sci-ﬁ settings like 'Interface 
  Zero', 'Necropolis 2350' or 'Slipstream'.
  In the following section, skills are listed like this:
  
  Skill Name[Field] (Linked Attribute): SW Skill Analogue
  This is done so you can refer to the core rules for the 
  Savage Worlds skill if needed. !I add this in here because 
  every group has a rules lawyer, or at least knows one. !So 
  point them at this paragraph and say "ﬁne, read this while 
  the rest of us enjoy ROLEPLAYING." !Without further ado, 
  here is the Skill List. !We'll talk about Psi and Psi powers 
  later, but there is one skill for it.
  Academics[Field] (Smarts): Knowledge
  Animal Handling[Field] (Smarts): Knowledge / Specialization
  Art[Field] (Smarts): Knowledge / Specialization!
  Beam Weapons (Agility): Shooting / Specialization
  Blades (Agility): Fighting / Specialization
  Climbing (Strength): Climbing
  Clubs (Agility): Fighting / Specialization
  Control (Spirit): Guts / Spirit
  Deception (Spirit): Persuasion
  Demolitions[Field] (Smarts): Fighting
  Disguise (Spirit): Persuasion
  Exotic Melee Weapon[Field] (Agility): Shooting / 
  Specialization
  Exotic Ranged Weapon[Field] (Agility): Shooting / 
  Specialization
  Flight (Agility): Swimming
  Fray (Agility): Advanced Dodge. !Use this instead of Dodge 
  or Parry.
  Freefall (Agility): Swimming
  Freerunning (Agility): Swimming
  Gunnery (Agility): Shooting
  Hardware[Field] (Smarts): Repair
  Impersonation (Spirit): Persuasion
  Inﬁltration (Agility): Stealth
  Infosec (Smarts): Knowledge
  Interest[Field] (Smarts): Streetwise
  Interfacing (Smarts): Knowledge
  Intimidation (Spirit): Intimidation
  Investigation (Smarts): Investigation
  Kinesics (Smarts): Knowledge
  Kinetic Weapons (Agility): Shooting
  Language[Field] (Smarts): Knowledge / Specialization
  Medicine[Field] (Smarts): Healing
  Navigation[Field] (Smarts): Knowledge / Specialization
  Networking[Field] (Smarts): Streetwise
  Palming (Agility): Stealth
  Perception (Smarts): Notice
  Persuasion (Spirit): Persuasion
  Pilot[Field] (Agility): Driving / Piloting
  Profession[Field] (Smarts): Knowledge / Specialization
  Programming (Smarts): Knowledge
  Protocol (Smarts): Knowledge
  Psionics (Smarts): Arcane Knowledge Psionics
  Psychosurgery (Smarts): Knowledge
  Research[Field] (Smarts): Knowledge / Specialization
  Scrounging (Smarts): Streetwise
  Seeker Weapons (Agility): Shooting / Specialization
  Sense (Smarts): !Notice
  Spray Weapons (Agility): Shooting / Specialization
  Swimming (Agility): Swimming
  Throwing Weapons (Agility): Throwing / Specialization
  Unarmed Combat[Field] (Agility): Fighting / Specialization
  Step Six: Secondary Statistics
  Like Eclipse Phase core rules, Savage Worlds does some 
  math for you based on your attributes to derive some key 
  values. !Make sure that you are keeping track of all of your 
  stats and attributes in two rows as the Morph you will 
  acquire through your life in the singularity will affect them 
  periodically.  There is a Savage Singularity Character Sheet at 
  the end of this document so feel free to use that!
  Charisma:
  Always starts at 0 unless Edges, Hinderances or your Morph 
  affect it.
  Pace:
  Your pace is entirely determined by your Morph.  WHile the 
  pace statistics are not listed here, you can ﬁnd them in the 
  Eclipse Phase rulebooks under the individual Morph stat 
  blocks.
  Parry:
  2 + 1/2 your ﬁghting die type is the core rule, but here we 
  do it slightly differently. !Parry will be determined by which 
  weapon you are using, so refer to that weapon type. !If you 
  are using a ranged weapon, you may use Fray as the ﬁghting 
  die. !For example, Steven has an unarmed value of d6, so his 
  Parry in hand-to-hand is 5. !He pulls a beam weapon, of 
  which he has a die type of d8, so his chance to use that 
  weapon to block !a blow is 6 (d8/.5 + 2). !Finally, Stuart has a 
  Fray stat of d8, so he can attempt to dodge out of the way of 
  a shot using the parry element of 4 (D8 / .5 / .5 + 2) or he 
  can use Fray to block a thug whacking him with a pipe at 6 
  (d8/.5 + 2). !Again, feel free to modify this rule as you see ﬁt. !
  I wanted to bring a bit of the ﬂavor seen in the excellent 
  core combat system of Eclipse Phase to the faster pacing of 
  Savage Worlds, so feel free to take it or leave it.
  Toughness:
  This is 2 + 1/2 of your Vigor die. !Most times your Vigor is 
  augmented by your Morph.  This is the rule that will more 
  than likely cause the highest "Fat Beard" response from the 
  Savage World community because it's totally non-sequitur.  
  You need toughness to affect Savage Worlds combat, and the 
  Morphs do that, but having Character creation without bot 
  Vigor and Strength would not only be fast, it would be 
  boring and all characters would end up being nothing more 
  than their Morphs.  Therefor, I decided to make this arbitrary 
  decision to keep the game fun while preserving the best of 
  both systems.  Again, feel free to modify it as you see ﬁt.
  Step 7: Edges & Hindrances
  It wouldn't be Savage Worlds without Edges and 
  Hinderances, so this section is designed to tell you what will 
  and won't work in the Eclipse Phase universe. In short, most 
  arcane and supernatural elements are not part of the 
  cannon, save for Psi abilities tied to the Watts-MacLeod virus 
  or other variants of Exurgent viruses, so we'll be brief here. !
  Per the rules of Savage Worlds character generation, you get 
  one free Edge to start with. !If you take Hindrances, you can 
  get more things like additional edges, more skill points or 
  extra credit.
  From the core Savage Worlds Deluxe book, you may take 
  any Edges you wish unless they are in the following list of 
  restricted edges:
  
  Arcane Background
  Arcane Resistance
  Noble
  Adept
  Gadgeteer
  Holy/Unholy Warrior
  Wizard
  Woodsman
  All Weird Science Edges
  Likewise on Hinderances, you can take any from the core 
  book save for anything related to physical stamina or 
  stature...you'll see those come out later when you get into 
  your Morphs.
  If you're taking a character with the Psi trait, you may use 
  the core book's rules regarding Powers, Power Points and 
  the like provided that you stick to Psionics as a base. !In a 
  future version of this conversion set I may take a swing at 
  converting the actual Psi chapter into a properly Savaged 
  experience.
  As such, there are a few custom Edges and Hindrances that I 
  wanted to add that are key to the Eclipse Phase universe.  
  They are listed below and can be regarded along with the 
  core Savage Worlds Edges and Hindrances in Character 
  creation.  These are all creation Edges or Hindrances, so 
  don't bother taking them later unless the GM lets you for 
  some plot point and are detailed in the Traits chapter in the 
  Eclipse Phase core rulebook.
  New Edges
  Adaptability Novice, d6 Vigor
  Makes Re-sleeving easier.  Die Raise on Vigor roles to sleeve 
  (see sleeving section later).
  Eidetic Memory Novice, d8 Smarts
  Character can recall any piece of data they have heard, even 
  if the player didn't write it down.  If they see something, they 
  retain the details of it forever.
  Exceptional Aptitude Novice, d10 Spirit
  The character may raise the Aptitude Maximum on any 
  Morph that they are in by one Die Type.
  New Hindrances
  Edited Memories Novice
  There is something missing from your backup, and when you 
  were re-instated you have no idea it's gone.
  Identity Crisis Novice, d6 Smarts or lower
  You have no idea who you are most of the time.
  Immortality Blues Novice
  You're burned out on being alive.  Half Moxie and XP.
  Implant Rejection, Novice
  All implants you get break completely and are not repairable 
  on critical failures.
  Modiﬁed Behavior, Novice
  You have to do a task no matter what as you have been 
  trained.  Work with the GM to determine what.
  No Cortical Stack, Novice
  Game over, man.  Game over.  Do not pass Go.  Do not 
  collect 200 credits.
  Social Stigma, Novice (Morph Trait)
  All rolls for social interaction suffer a -2 penalty unless 
  conversing with your own kind.
  Uncanny Valley, Novice (Morph Trait)
  All rolls for social interaction suffer -1 penalty unless you 
  make a successful Spirit roll ﬁrst.
  Step 8: Morphs
  In the core Eclipse Phase experience, starting Morphs are 
  sold on a sliding scale. !To accommodate that in this system, 
  we'll use a variant on the Skills system as described above.  
  Morphs in the following section are given a starting cost in 
  skill points. !Some are free (such as Splicers and Flats) while 
  others are quite pricey (such as Exalts and Neo-Avians). !You 
  may use any skill points you wish towards upgrading your 
  starting morph, or you can take hinderances (again, non-
  physical ones) to gain enough points to get a higher-quality 
  morph; the choice is up to you! !Remember to check with 
  your GM before you start a character as some scenarios 
  trend towards your Ego being morph-less or cast into a 
  speciﬁc kind of morph for no cost (such as a Military Action 
  or Mining work on Mercury).  
  Morphs are listed as follows:
  Morph Name [COST]: Toughness Bonus, Aptitude Max, Any 
  Bonuses
  Aptitude Maximums are a very solid part of Eclipse Phase 
  and they belong in the universe almost as much as the 
  morphs themselves. !The way it works, the AM is essentially 
  the highest die type you can have while in that morph, 
  
  regardless of it's stat. !For example, Devin has a STR of d10 
  but is cased in a ﬂat morph (with an AM of d6!) so he can't 
  roll higher than a d6 for any Strength roll even if he wanted 
  to unless he had an Edge or skill that assisted him in doing 
  so!
  Like the sections before it, the following stat blocks are only 
  for Savage Worlds-related items. !Each Morph in the Eclipse 
  Phase universe has it's own set of unique traits, drawbacks 
  and the like, primarily handled through role playing or 
  general understanding. Remember, the goal of a !fan-made 
  conversion is to get your group up and running in the 
  universe using a rules system you all understand already. !If 
  you want the full experience that Posthuman Studios has put 
  into each aspect of the game, consider porting your 
  characters over to full core characters and giving it a whirl.
  Core Rulebook Morphs:
  A. Biomorphs
  Flats [0]: AM d6
  Splicers [0]: AM d10, CHOICE+1
  Exalts [1]: AM d10, AGL+1, CHOICE+1
  Mentons [1]: AM d10, SMT+2, AGL+1, CHOICE+1
  Olympians [1]: AM d10, AGL+1, STR+1, VIG+1
  Sylphs [1]: AM d10, AGL+1, SMT+2, CHOICE+1
  Bouncers [1]: AM d10, AGL+1, SPR+1, VIG+1
  Furies [1]: +2 Tough, AM d10, STR+1, AGL+1, VIG+2
  Futuras" [1]: AM d10, AGL+1, VIG+1, SPR+1
  Ghosts"
  [2]: +1 Tough, AM d10, STR+2, AGL+2, CHOICE+1
  Hibernoids [1]: AM d8, AGL+1
  Neotenics [1]: AM d10, STR+1, AGL+1, CHOICE+1, Small 
  Size
  Remade [3]: +1 Tough, AM Max, STR+2, AGL+2, CHOICE+2!
  Rusters"  [1]: AM d8, VIG+1, CHOICE+1
  Neo-Avians [2]: AM d8, AGL+1, VIG+2, CHOICE+1, Flier
  Neo-Hominids [1]: AM d8, STR+1, VIG+1, SPR+1, CHOICE
  +1
  Octomorphs [2]: +1 Tough, AM d10, STR+1, AGL+1, 
  CHOICE+1, +d Climbing, +2d Climbing, 8 arms
  B. Pods
  Pleasure pods [0]: AM d10, AGL+1, SPR+1, CHOICE+1
  Worker pods [0]: AM d10, VIG+1, CHOICE+1
  Novacrab" [2]: +4 Tough, AM d10, STR+2, AGL+2, CHOICE
  +1, 10 Legs
  C. Synthetic Morphs
  Case [0]: AM d6, CHOICE -1, Lemon Trait
  Synth [0]: AM d10, VIG+1, CHOICE+1
  Arachnoids [1]: +1 Tough, AM d10, AGL+2, 8 Legs
  Dragonﬂy [1]: +1 Tough, AM d8, STR+1, Small Size
  Flexbot"  [1]: AM d8, AGL+1, Small Size
  Reaper"
  [3]: +4 Tough, AM MAX, STR+2, AGL+2, 4 Limbs, 
  Combat
  Slitheroids [1]: +2 Tough, AM d10, AGL+1, VIG+1, CHOICE
  +1, Snake!
  Swarmanoid![3]: AM d10, AGL+2, Swarm
  D. Infomorphs
  Infomorph [0]: AM MAX, SMT+3
  Sunward Morphs:
  A. Biomorphs
  Lunar Flier [1]: AM d8, AGL+1, SPR+1, CHOICE+1, Flier
  Martian Alpiner [1]: +1 Tough, AM d8, CHOICE+1, +d Free-
  Falling
  Neanderthal [1]: AM d10, STR+1, VIG+2, CHOICE+2
  Salamander [1]: AM d10, AGL+1, Coronal Adaptation
  Surya [1]: +2 Tough, AM d10, STR+1, AGL+1, VIG+1, Very 
  Large, Coronal Adaptation
  Venusian Glider [1]: AM d10, AGL+1, STR+1, CHOICE+1, 
  Flier
  B. Synth Morphs
  Q Morph [3]: +4 Tough, AM d10, STR+1, CHOICE+1, 8 
  Limbs
  Steel Morph [1]: +1 Tough, AM d10, STR+1, AGL+1, VIG+1
  Steel Morph (Masked) [1]: +1 Tough, AM d10, STR+1, AGL
  +1, VIG+1
  Steel Morph (Liquid Silver) [3]: +1 Tough, AM d10, STR+1, 
  AGL+1, VIG+1, Shapeshifter
  Sundiver [2]: +3 Tough, AM d10, AGL+2, Coronal Adapted, +d 
  Freefall
  Gatecrashing Morphs:
  A. Biomorphs
  Aquanaut [1]: +1 Tough, AM d10, SRT+1, AGL+1, CHOICE+1
  Crasher [3]: +3 Tough, AM d10, STR+2, SMT+1, AGL+1, 
  2xCHOICE+1
  Dverger [3]: +2 Tough, AM d12, AGL+2, CHOICE+1
  B. Pods
  Digger [0]: AM d10, SMT+1, CHOICE+1
  Ripwing [1]: +1 Tough, AM d10, SMT+1, AGL+1, Flies
  Scurrier [1]: AM d8, SPR+1, AGL+1, SMT+1, +D Freerunning, 
  6 Limbs
  Whiplash [1]: +1 Tough, AM d10, SPR+1, VIG+1, 2x CHOICE
  +1, +d to Disarm Actions
  C. Synth Morphs
  Kite [1]: +1 Tough, AM d8, CHOICE+1, Small Size
  Spare [0]:!+1 Tough, AM d6
  Ku Fu [2]: +2 Tough, AM d10, SMT+1, AGL+1!
  Panopticon Morphs:
  A. Biomorphs
  Neo-Beluga [1]: AM d8, SMT+1, Large Size
  Neo-Dolphin [1]: AM d10, SMT+1, AGL+1, CHOICE+1
  Neo-Hominid(Gorilla) [1]: +1 Tough, AM d10, SMT+1, SPR
  +1, VIG+2
  Neo-Orca [2]: +3 Tough, AM d10, SMT+1, AGL+2, CHOICE
  +2, Very Large Size, Water Only
  Neo-Pig [0]: AM d8, SPR+1, CHOICE+1
  Neo-Porpoise [1]: AM d8, SMT+1, AGL+1, SPR+1, Water 
  Only
  Neo-Whale [1]: +3 Tough, AM d8, SMT+1, AGL+1, SPR+1, 
  CHOICE+1, Very Large Size, Water Only
  B. Pods
  Chickcharnie [1]: +1 Tough, AM d8, SMT+1, AGL+1, VIG+1
  Hypergibbon [1]: AM d10, SMT+1, AGL+1, +d Climbing, +d 
  Free-running, Small Size
  Shaper [1]: +1 Tough, AM d10, SMT+1, AGL+1
  
  C. Synth Morphs
  Gargoyle [1]: +2 Tough, AM d10, SMT+1, CHOICE+1!
  Skulker [1]: +1 Tough, AM d12, Swarm
  Takko [2]: +1 Tough, AM d10, SMT+1, AGL+1!
  Step 9: Starting Cash and Other Gear
  For starters, each character get's 5,000 credits for buying 
  things per the core rulebook, using core prices, unless 
  otherwise stated. !Prices and lists are related to the books 
  they come from, so make sure you grab copies and keep 
  them handy. !The greatest rule of thumb here is that prices 
  are ﬂexible and inventory will vary based on what the 
  missions are and where you happen to be...there are not 
  usually weapons and armor merchants just sitting around 
  waiting to sell you stuff.  With that, you're done! !Give your 
  trans-human a name, maybe a picture and a ﬁgure ﬂat, and 
  get on with your adventure!
  3. Rep & Social Networks
  Reputation and Social Networks are pretty critical in Eclipse 
  Phase, and for the purposes of this conversion they are 
  treated like skill roles against the Network you are trying to 
  tap for information. !It was a conscious decision not to roll 
  in the rules for calling in favors and decrementing Rep, 
  primarily because we couldn't ﬁgure out how to do it.  
  Maybe a future edition of the conversion will cover it. !In any 
  case, refer to the Core rules for the different networks and 
  Rep designators.
  4. Gear
  As stated before, gear is all sold at standard credit and Rep 
  rates per the Core book. !For gear that has an effect on the 
  character, and most of it does, those effects can affect the 
  roleplaying without needing to muck with statistics or target 
  difﬁculty numbers. !In cases where there is a designated 
  modiﬁer to a speciﬁc stat or skill, bump the stat up by a die 
  type for every 15 points, like so:
  00-15: d4
  15-30: d6
  30-45: d8
  45-60: d10
  60-75: d12
  75-90: d12+2
  90-100: d12+4
  With regard to armor, Eclipse Phase uses a dual number 
  system. !In most cases, you'll see it listed as (x/x) after the 
  gear listing. !For Savage Worlds, this equates to a Toughness 
  bonus, divide the FIRST number by 2 and apply that bonus. !If 
  an armor rating is (2/2), then your toughness bonus is +1, 
  while an (8/8) will grant you +4.
  With weapons, this conversion is going to take a simple 
  approach and say all weapons are simple d8 variants on the 
  weapon stat. !For example, the core book has the following 
  listed for a melee weapon:
  Diamond Axe: Damage 2d10 / (SOM/10)
  We'll simplify this to the following in Savage Worlds:
  Diamond Axe: 2d8 + Strength Bonus (If Applicable)
  For ranged weapons, similar stats apply. !A heavy pistol does 
  2d10 damage in the core rules, while here we'll have it do 
  2d8 (similar to pistol values in other systems of Savage 
  Worlds). !If the damage value calls for reduction or division, 
  like 2d10/2, do the same only with d8s and make it 2d8/2, 
  rounding up.
  5.PSI Skills
  As mentioned previously, PSI is handled in very speciﬁc ways 
  in Eclipse Phase.  If you choose to take the Arcane 
  Background[Psionics] edge, follow the Savage Worlds rules 
  for Power Points and casting durations for Psionic-speciﬁc 
  powers.  A future release will go into this further.  I also 
  recommend checking out the Gunmetal Games Psionics 
  supplement for ‘Interface Zero’ as it has the closest analogue 
  to this universe on paper and repeating a lot of it here 
  would be a copyright violation!
  6.Hacking and the MESH
  Since Savage Worlds is geared towards a faster, more quick-
  thinking kind of play, Hacking can be distilled down into 
  making the proper Interface[Field] role and then gaining 
  access to things.  Simply follow the MESH rules in the Eclipse 
  Phase book, substituting the new Savage Worlds skill checks 
  for those found there.
  7.Sleeving and Far-casting
  One slight change we are making is in response to Morph 
  sleeving.  When you sleeve, make a Vigor roll.  Depending on 
  the raises and levels of failure given by the target number, 
  consult the following list, slightly modiﬁed from the core 
  rules:
  Critical Failure: AM = d4 in your Morph until re-sleeved
  Roll of 2 or 3: AM = i die type less than Morph’s for 2 days
  Failure: STR and VIG are down 1 die type for 2 days
  Success: STR and VIG rolls take -2 for a day
  1 Raise: No ill effects!
  2 Raises: Perfect SLeeve! +1 Bennie for this session.
  8. Wrapping up
  I hope you ﬁnd this guide useful in at least getting started int 
  he Eclipse Phase Universe!  Feel free to shoot me any 
  comments in the forums and the like, bearing in mind that I 
  have a day job and may not make edits as readily as 
  necessary!  As always, thanks to my gaming crew for helping 
  play-test this out!
  
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SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Eclipse Phase.pdf