TEXT: NPCs for The Roleplaying Game of Transhuman Conspiracy and Horror
  NPC File 1: PRime
  
  AGI pod worker 
  3
  VArIAnt: SecurIty noVAcrAb 
  3
  AnArchISt SAboteur 
  3
  VArIAnt: SuIcIde Fork 
  3
  ArmS deAler 
  4
  ASSASSIn 
  4
  VArIAnt: eGo kIller 
  5
  ASync 
  5
  VArIAnt: loSt reneGAde 
  5
  VArIAnt: ASync oVermInd 
  5
  bIoconSerVAtIVe terrorISt 
  5
  bodyGuArd 
  6
  brInker ISolAte 
  6
  buG collector 
  6
  VArIAnt: buG hunter 
  7
  coVert opS 
  7
  crImInAl enForcer 
  8
  FIeld medIc 
  8
  FIrewAll AGent 
  8
  GAnG member 
  8
  hoplIte InFAntry 
  9
  hoplIte bAttleSuIt 
  9
  hotShot pIlot 
  9
  hypercorp GenerAl ASSocIAte 10
  IdentIty thIeF 
  10
  ImmortAl olIGArch 
  10
  Indentured InFuGee 
  11
  JoVIAn SoldIer 
  12
  mercurIAl SepArAtISt 
  12
  pIrAte 
  12
  Freebooter rAIder (modIFIed courIer) 
  12
  pSychoSurGeon 
  13
  reclAImer ActIVISt 
  13
  reSeArch ScIentISt 
  13
  VArIAnt: tItAnS expert 
  13
  Scum deAler 
  14
  SecurIty JAmmer 
  14
  SecurIty trooper 
  15
  VArIAnt: rIot SquAd 
  15
  VArIAnt: trAIned mIlItAry 
  15
  SecurIty doG 
  15
  SInGulArIty Seeker 
  15
  SmArt AnImAl hAndler 
  16
  tech Support 
  16
  VAcworker 
  16
  credits:
  Writing: Nathaniel Dean
  Editing: Rob Boyle
  Development: Rob Boyle
  Art Direction: Brent Evans
  Layout: Adam Jury
  Artwork: Bruno Werneck, Mark Winters
  Playtesters and Proofreaders: Eirik Bull-Hansen, Kendall Jung, 
  Richard Riessen
  Musical Inspiration: Fractional
  resources:
  http://eclipsephase.com
    —Eclipse Phase website and blog
  http://del.icio.us/infomorph
    —Eclipse Phase-related news and links
  http://posthumanstudios.com
    —Posthuman Studios website
  http://eclipsephase.com/store
    —Online Ordering and PDFs
  outside resources:
  http://www.humanityplus.org
    —Humanity Plus
  Version 1.0 (June 2010) by Posthuman Studios
  contact us at info@posthumanstudios.com
  or via http://eclipsephase.com
  or search your favorite social network for:
  “Eclipse Phase” or “Posthuman Studios”
  Creative Commons License; Some Rights Reserved.
  This work is licensed under the Creative Commons 
  Attribution-Noncommercial-Share Alike 3.0 Unported License.
  To view a copy of this license, visit:
  http://creativecommons.org/licenses/by-nc-sa/3.0/
  What this means is that you are free to copy, share, and remix 
  the text and artwork within this book under the following 
  conditions: 
  1) you do so only for noncommercial purposes; 
  2) you attribute Posthuman Studios; 
  3) you license any derivatives under the same license. 
  For specific details, appropriate credits, and updates/changes to 
  this license, please see: http://eclipsephase.com/cclicense
  tABLe oF coNteNts
  2
  
  in decentralized cells to sabotage hypercorp opera-
  tions, government facilities, and military units. These 
  attacks typically target physical infrastructure and 
  property and avoid loss of life—the goal is to raise 
  the costs of business and support social struggles, not 
  cause indiscriminate terror. 
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  20
  15
  15
  15
  20
  15
  20
  3
  InIt
  Spd
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  tt 
  Ir
  dur
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  dr
  60
  1
  40
  8
  80
  30
  6
  45
  Morph: Splicer
  Skills: Beam Weapons 40, Climbing 30, Deception  50, 
  Demolitions 40, Fray 45, Freerunning 40, 
  Infiltration  50, Interfacing 35 (Forgery 45), 
  Infosec 40, Networking: Autonomist 60, Networking: 
  Criminal  30, Perception 35, Programming 50 
  (Nanofabrication 60), Protocol 40, Scrounging 55, 
  Unarmed Combat 45
  Rep: @-rep 40, c-rep 20
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack
  Gear: Anonymous Account, Maker, Microwave 
  Agonizer, Microwave Link, Plasmaburst Grenade, 
  Spray Armor (2/2), Wrist Tools
   melee  Unarmed 45 (DV 1d10 + 1)
   ranged  Microwave Agonizer 40 (AP 0/–5, 
  DV pain/2d10, Ammo 50)
  VAriANt: suicide Fork
  Some missions are so challenging that the saboteur 
  is certain to be caught or killed. In cases like this, 
  anarcho-sabs send a suicide beta fork.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  15
  10
  10
  10
  15
  20
  15
  1
  InIt
  Spd
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  tt 
  Ir
  dur
  wt
  dr
  40
  1
  30
  6
  60
  35
  7
  53
  Morph: Worker Pod
  Skills: Beam Weapons 35, Climbing 25, Deception  45, 
  Demolitions 40, Fray 45, Freerunning 40, 
  Infiltration 50, Interfacing 35 (Forgery 45), Infosec 40, 
  Networking: Autonomist 60, Networking: Criminal 30, 
  Perception 35, Programming 50 (Nanofabrication 60), 
  Protocol 40, Scrounging 55, Unarmed Combat 45
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Cyberbrain, Dead Switch, Mnemonic 
  Augmentation, Puppet Sock
  Traits: Edited Memories (remembers nothing before 
  the mission), Neural Damage (Aphasia), Social 
  Stigma (Pod)
  Gear: Anonymous Account, Disassembler Nanoswarm, 
  Microwave Agonizer, Microwave Link, Spray  
  Armor (2/2)
   melee  Unarmed 45 (DV 1d10 + 2)
   ranged  Microwave Agonizer 40 (AP 0/–5, 
  DV pain/2d10, Ammo 50)
  The following NPCs represent a selection of charac-
  ters the gamemaster may find useful when running 
  Eclipse Phase adventures. Bonuses from implants 
  and other gear are incorporated into aptitude scores. 
  Gamemasters are encouraged to modify the listed 
  stats, skills, gear, etc. as they deem fit. 
  AGi pod worker
  “At least I don’t have to stay cooped up inside all day.”
  AGIs are often employed to operate maintenance 
  pods on habitats and orbital installations as they can 
  work around the clock and provide a set of intelligent 
  eyes on the exterior, where spimes and surveillance 
  systems are isolated and subject to failure. They are 
  preferred over standard narrow AIs due to their 
  elevated intelligence and adaptability. Novacrabs are 
  particularly popular sleeves due to their extra mobility 
  and durability.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  20
  20
  15
  15
  15
  25
  15
  1
  InIt
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  Ir
  dur
  wt
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  60
  1
  30
  6
  60
  40
  8
  60
  Morph: Novacrab
  Skills: Climb 40, Fray 45, Free Fall 60, Interfacing 50, 
  Hardware: Electronics 40, Hardware: Industrial 55, 
  Interfacing 50, Investigation 40, Perception 40, 
  Profession: Engineer 45, Unarmed Combat 50
  Rep: c-rep 10
  Implants: Basic Biomods, Basic Mesh Inserts, Carapace 
  Armor, Cortical Stack, Cyberbrain, Enhanced 
  Respiration, Gills, Mnemonic Augmentation, Oxygen 
  Reserve, Temperature Tolerance, Vacuum Sealing
  Gear: Micrograv Shoes, Repair Spray, Wrist-mounted Tools
  Armor: 11/11 (carapace)
   melee  Claw Attack 50 (DV 2d10 + 2)
  VAriANt: security NoVAcrAB
  Some novacrab workers are dual-purposed in secu-
  rity roles. Use the same stats as listed above, with the 
  following changes:
  Additional Skills: Beam Weapons 40, Clubs 45, 
  Profession: Security Ops 45
  Additional Implants: Enhanced Vision
  Additional Gear: Laser Pulser, Shock Baton
   melee  Shock Baton 45 (DV 1d10 + 4 + shock)
   ranged  Laser Pulser 40 (DV 2d10, Mode SA, Ammo 100)
  ANArchist sABoteur
  “4 … 3 … 2 …” 
  Some anarchists are not content to just live the 
  outer system libertarian lifestyle. They want to 
  bring the revolution to the inner system, strike at 
  the heart of the capitalist beast, and liberate the 
  oppressed clanking masses. These anarchists work 
  NoN-pLAyer chArActers
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  AssAssiN
  “Shhhhhh.”
  Though death is often just a temporary setback, elite 
  assassins still play a role in the upper levels of crime 
  and power. The assassin’s mission may be to send a 
  message, kidnAP an ego, or erase a memory before 
  it is backed up. The most capable assassins get close 
  enough to their targets to pop their stacks or disappear 
  their targets entirely; missing people whose deaths are 
  not confirmed may not be resleeved from backup for 
  months, depending on their insurance provisions. The 
  best killers leave no trace and protect their own egos 
  with dead switches.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  15
  30
  20
  30 (40)
  20
  30
  25
  3
  InIt
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  Ir
  dur
  wt
  dr
  130 (150)
  2 (3)
  50
  10
  100
  55
  11
  83
  Morph: Ghost
  Skills: Blades 75 (Wasp Knife 85), Climbing 75, 
  Disguise 65, Exotic Melee: Monowire Garotte 70, 
  Fray 65 (85), Freerunning 70, Infiltration 70 
  (Shadowing 80), Investigation 50, Kinetic Weapons 75 
  (Sniper Rifle 85), Networking: Criminal  80, 
  Perception 60, Research 50, Seeker Weapons 60, 
  Throwing Weapons 60, Unarmed Combat 65
  Rep: c-rep 40, g-rep 70
  Implants: Adrenal Boost, Basic Biomods, Basic Mesh 
  Inserts, Bioweave Armor (Light), Chameleon 
  Skin, Cortical Stack, Dead Switch, Echolocation, 
  Enhanced Vision, Grip Pads, Hardened Skeleton, 
  Medichines, Mental Speed, Neurachem (Level 1), 
  Reflex Boosters, Toxin Filters
  Gear: Anonymous Account, Chameleon Cloak, Covert 
  Ops Tool, Skinflex, Smart Clothing, Smart Dust, 
  Spindle, Spindle Climber, Tracking Software
  Armor: 12/13 (Light Body Armor + Light Bioweave)
   melee  Monowire Garotte 70 (AP –8, DV 3d10)
   melee  Wasp Knife 85 (AP –1, DV 1d10 + 5); injects  
   ammo  DTX2 (DV 2d10 + 10/turn for 3 turns,  
  SOM x 2 Test or paralysis for 1 hour)
   ranged  Light Rail Pistol 75 (AP –11,  
  DV 2d10 + 2, Mode SA/BF/FA, Ammo 10) 
  with AP ammo, Smartlink
   ranged  Seeker Armband 60 (AP –6, 
  DV 2d10 + 10, Mode SS, Ammo 4) with 
  Homing Plasmaburst Micromissiles
   ranged  Sniper Rifle 85 (AP –15, DV 2d10 + 12, 
  Mode SA, Ammo 40) with Safety System, 
  Smartlink, Smart Magazine, Sound Suppressor
   ammo  Accushot 85 (AP –15, DV 2d10 + 12, 
  Mode SA/BF/FA, Ammo 8), ignores range and 
  environment penalties
   ammo  Hollow-Point 85 (AP –13, DV 3d10 + 12, 
  Mode SA/BF/FA, Ammo 8)
   ammo  Homing 95 (AP –15, DV 2d10 + 12,  
  Mode SA/BF/FA, Ammo 8)
   ammo  RAP 85 (AP –21, DV 2d10 + 11,  
  Mode SA/BF/FA, Ammo 8)
   ammo  Zero 85 (95 for 2nd and subsequent attacks 
  in that turn) (AP –15, DV 2d10 + 12,  
  Arms deALer
  “That’s an original 3rd EU Cavalry battlesuit from BF 10. 
  Don’t touch it.”
  The arms dealer isn’t your standard low-level street 
  dealer, nor are they working for a particular gang or 
  syndicate. They are an independent operator, often 
  with connections to multiple criminal organizations, 
  not to mention influential government, military, and 
  hypercorp personnel. As the head of their own private 
  cartel, they are relaxed and confident in their personal 
  skills, network connections, and the stopping power 
  of their inventory. They are all business, however, 
  and would rather walk away from a deal than draw 
  weapons. Arms dealers are almost always accompa-
  nied by a bodyguard and at least two well-equipped 
  criminal enforcers, just so no one gets any ideas. 
  coG
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  15
  30
  15
  20
  20
  25
  20
  2
  InIt
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  Ir
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  70
  1 (2)
  40
  8
  80
  50
  10
  75
  Morph: Fury
  Skills: Beam Weapons 50, Deception 45, Demolitions 40, 
  Fray 70, Gunnery 50, Hardware: Armorer 60, Kinetic 
  Weapons 65 (Submachine Guns 75), Networking: 
  Autonomist 40, Networking: Criminal  70, 
  Networking: Hypercorp 50, Perception  55, 
  Persuasion  60, Profession: Smuggling Tricks 60,  
  Seeker Weapons 50, Spray Weapons 40, Thrown 
  Weapons 40
  Rep: c-rep 75, g-rep 80
  Implants: Basic Biomods, Basic Mesh Inserts, Bioweave 
  Armor (Light), Cortical Stack, Enhanced Vision, 
  Medichines, Neurachem (Level 1), Toxin Filters
  Gear: Anonymous Account, any weapon desired
  Armor: 12/13 (Light Body Armor + Light Bioweave)
   melee  Unarmed 25 (DV 1d10 + 2)
   ranged  “Agatha:” Light Rail Pistol 65 (AP –8, DV 2d10, 
  Mode SA/BF/FA, Ammo 15) with  ammo  AP, Arm 
  Slide, Extended Magazine, Safety System
   ranged  “Eloise:” Firearm SMG 75 (Modes SA/BF/FA, 
  Ammo 20) with Extended Magazine, Safety 
  System, Smartlink, and Smart Magazine
   ammo  Hollow-Point (DV 3d10 + 3)
   ammo  RAP (AP –8, DV 2d10 + 2)
   ranged  “Hellen:” Plasma Rifle 50 (AP –8, 
  DV 3d10 + 12, Mode SS, Ammo 10) with Safety 
  System, Smartlink, and Underbarrel Seeker
   ranged  Homing Frag Micromissiles 50 (AP –4, 
  DV 2d10 + 6, Mode SA, Ammo 6)
  4
  
   ranged  Medium Pistol 35 (AP –2, DV 2d10 + 2)
  VAriANt: Lost reNeGAde
  This survivor of the Lost generation remains on the 
  loose, selling their particular abilities to the highest 
  bidder and steadily growing more unhinged. 
  Additional Skills: Control 55, Psi Assault 65, Sense 50
  Additional Traits: Danger Sense, Mental Disorder 
  (Choose two), Psi (Level 2), Psi Chameleon, Social 
  Stigma (Lost)
  Psi-Chi Sleights: Qualia, Unconscious Lead
  Psi Gamma Sleights: Alienation, Ego Scan, Psychic 
  Stab, Thought Browse
   psi  Psychic Stab 65 (AP Ignores Armor, DV 1d10 + 3, 
  Strain Mod 0, Range Touch)
  VAriANt: AsyNc oVermiNd
  Some asyncs become obsessed with developing their 
  abilities to the exclusion of all else and can demon-
  strate terrifying mental power.
  Additional Skills: Control 80, Intimidation 60, 
  Investigation 60, Persuasion 50, Psi Assault 85, 
  Sense 75, Unarmed Combat 60
  Additional Traits: Mental Disorder (Choose two), Psi 
  (Level 2)
  Psi-Chi Sleights: Ambience Sense, Downtime, Grok, 
  High Pain Threshold, Multitasking, Predictive Boost, 
  Superior Kinesics 
  Psi Gamma Sleights: Charisma, Cloud Memory, Deep Scan, 
  Mind Link, Omni-Awareness, Psychic Stab, Scramble
   melee  Unarmed Strike 60 (DV 1d10 + 1)
   psi  Psychic Stab 85 (AP Ignores Armor, DV 1d10 + 3, 
  Strain Mod 0, Range Touch)
  BiocoNserVAtiVe terrorist
  “We’ve been cast from Eden for using forbidden 
  knowledge and now we suffer in the wasteland.”
  Infrequent terror attacks still occur across the 
  solar system, often committed by bioconservative 
  groups dedicated to destroying the “taint” of techno-
  industrial memes and society. Some bioconservatives 
  arise from religious cults that view transhuman 
  technologies as opposing the natural order, such as 
  extreme Pentacostal religious sects who saw the Fall 
  as the Rapture: divine retribution for the growth of 
  genefixing, the creation of “soulless” AIs, and similar 
  abominations. Others adhere to anti-tech or even 
  anti-civilization ideologies, such as the primitivists 
  who seek to restore humanity to an idyllic hunter-
  gatherer state.
  coG
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  15
  15
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  10
  15
  15
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  3
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  50
  1
  40
  8
  80
  30
  6
  45
  Morph: Flat
  Skills: Deception 50, Demolitions 55, Disguise 50, 
  Fray  50, Freerunning 45, Kinetic Weapons  50, 
  Infiltration 60, Infosec 40, Networking: 
  Ecologists 60, Perception 35, Pilot: Groundcraft 40, 
  Unarmed Combat 35
  Mode SA/BF/FA, Ammo 8)
  VAriANt: eGo kiLLer
  On rare occasions, assassins may be tasked to hunt 
  down an AI, infomorph, or fork. In these cases, a killer 
  with a skill set oriented towards hacking is called for. 
  Truly elite ego killers specialize in accessing secure 
  backup services and deleting archived backups. It is 
  rumored that some ego killers got their start in mili-
  tary networks during the Fall, hunting down remnants 
  of the TITANs.
  coG
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  Int
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  SAV
  Som
  wIl
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  40
  10
  25
  10
  15
  10
  30
  1
  InIt
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  Ir
  dur
  wt
  dr
  70
  3
  60
  12
  120
  —
  —
  —
  Morph: Infomorph
  Skills: Hardware: Electronics 85, Infosec 90, Interfacing 
  85 (Scanning 95), Investigation 80, Networking: 
  Criminal 70, Networking: Hypercorp 40, Profession: 
  Security Systems 80, Profession: XP Producer 60, 
  Programming 85, Research 80
  Rep: c-rep 20, g-rep 80, r-rep 20
  Enhancements: Mnemonic Augmentation, 
  Multi-Tasking
  Gear: Anonymous Account x 5, Software (AR 
  Illusion, Bedlam, Cauterizer, Exploit, Image/Pattern 
  Recognition, Sniffer, Spoof, Tracking)
  AsyNc
  “Don’t be disappointed, it takes a lot to surprise me.”
  Those infected with the Watts-McLeod strain of 
  the Exsurgent virus manifest strange abilities and 
  are constantly aware of something fundamentally 
  different in their ego. Fear of the strangeness in their 
  own minds and the potential aggression that others 
  might show them forces asyncs to learn skills to blend 
  in with others and keep their true nature masked. 
  Some asyncs view the “otherness” of their abilities as 
  something to master before it masters them.
  coG
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  20
  15
  20
  15
  15
  15
  25
  2
  InIt
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  Ir
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  70
  1
  50
  10
  100
  35
  7
  53
  Morph: Futura
  Skills: Control 55, Deception 40, Disguise 50, Fray 55, 
  Infiltration 45, Intimidation 45, Investigation 40, 
  Kinesics 50, Kinetic Weapons 35, Networking 
  (Choose one) 60, Perception 55, Psi Assault 65, 
  Sense 50, Unarmed Combat 40
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Eidetic Memory, Emotional Dampers
  Rep: (Choose one) 40
  Traits: Mental Disorder (Choose one), Psi (Level 2), Psi 
  Defense (Level 1)
  Gear: Psike-Out (1 dose, +20 to Psi Tests, +2 DV to 
  Strain), Utilitool
  Psi-Chi Sleights: Ambience Sense, Downtime, Grok, 
  Predictive Boost, Sensory Boost
  Armor: 3/4 (Armor Clothing)
   melee  Unarmed Strike 40 (DV 1d10 + 1)
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  BriNker isoLAte
  “Leave me alone.”
  Far-flung habitats and outposts are populated by 
  isolates eking out a meager living according to their 
  own rules, religious beliefs, and social conventions. 
  The isolation and hardship they live under forces them 
  to develop survival skills, and such brinkers can be 
  surprisingly tenacious when defending what’s theirs.
  coG
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  Int
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  15
  15
  20
  20
  15
  20
  20
  1
  InIt
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  Ir
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  dr
  80
  1
  40
  8
  80
  35
  7
  53
  Morph: Ruster
  Skills: Clubs 45, Fray 45, Free Fall 50, Hardware: 
  Aerospace 40, Hardware: Industrial 55, 
  Investigation 40, Kinetic Weapons 40, Palming 30, 
  Perception 40, Pilot: Spacecraft 45, Profession: 
  (Choose two) 50, Scrounging 60
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Enhanced Respiration, Temperature 
  Tolerance
  Gear: Creepy, Light Vacsuit, Microgravity Shoes, 
  Repair Spray, Utilitool
  Armor: 5/5 (Light Vacsuit)
   melee  Extendable Baton 45 (DV 1d10 + 4)
   ranged  Medium Pistol 40 (AP –2, DV 2d10 + 2,  
  Mode SA/BF/FA, Ammo 12)
  BuG coLLector
  “Now where did you just scurry off to … ?”
  Bug collectors are fascinated with the variety and 
  complexity of nanomachines and nanofabrication and 
  can talk about these topics endlessly. To these boffins, 
  molecular manufacturing is an art form as well as a 
  science, and they take particular pleasure in analyzing 
  new blueprint designs and nanobot concepts—not to 
  mention TITAN nano-relics. The dangers posed by 
  nanotechnology make it necessary for security forces 
  and militaries to incorporate bug collectors in their 
  organizations in advisory capacities.
  coG
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  Int
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  Som
  wIl
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  25
  15
  20
  20
  15
  20
  15
  1
  InIt
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  Ir
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  wt
  dr
  110
  1
  30
  6
  60
  35
  7
  53
  Morph: Exalt
  Skills: Academics: Nanotechnology 70, Fray 45, 
  Hardware: Electronics 70, Hardware: Robotics 35, 
  Infosec 60, Interfacing 60, Networking: Scientists 
  55, Networking: Hypercorps 40, Perception 50, 
  Profession: Lab Technician 55, Programming 70 
  (Nanofabrication 80), Research 60, Spray Weapons 55 
  (Buzzer 60)
  Rep: c-rep 30, r-rep 50
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Eidetic Memory, Medichines, Mental Speed, 
  Nanophages, Skinlink
  Gear: General Hive, Maker, Nanodetector, 
  Nanoswarms (Cleaners, Guardians, Disassemblers, 
  Fixers), Specimen Container
  Rep: c-rep 10, e-rep 55, g-rep 10
  Gear: Ecto, Medium Pistol, Microwave Link, 
  Nanobandage, Plasmaburst Grenade, Utilitool
  Armor: 4/3 (Armor Clothing)
   melee  Unarmed 35 (DV 1d10 + 1)
   ranged  Medium Pistol 50 (AP –2, DV 2d10 + 2, 
  Mode SA/BF/FA, Ammo 12)
  BodyGuArd
  “Get behind me.”
  Bodyguards can be found guarding XP stars, the 
  families and current extramarital relations of hyper-
  corp and political figures, and mid- to high-level crime 
  bosses. Thanks to regular backups, they’re more than 
  willing to literally put their lives on the line. Some 
  bodyguards even sleeve into body doubles of those 
  they’re protecting to spring a trAP on would-be ego-
  nappers and assassins.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  15
  15
  25
  25
  20
  20
  20
  2
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  100
  2 (3)
  40
  8
  80
  45
  9
  68
  Morph: Olympian
  Skills: Disguise 40, Fray 70, Freerunning 45 (Running 55), 
  Intimidation 60, Kinesics 65, Kinetic Weapons 50 
  (Heavy Pistol 60), Medicine: Paramedic  50, 
  Networking: Criminal 35, Perception  55, Pilot: 
  (Choose one) 45, Profession (Security Ops) 60, 
  Protocol 55, Unarmed Combat 60 (Grappling 70)
  Rep: f-rep 15
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Bioweave Armor (Heavy), Cortical Stack, Eelware, 
  Enhanced Vision, Hardened Skeleton, Nanodetector, 
  Neurachem (Level 1), Radiation Sense, Reflex 
  Boosters, Toxin Filters, T-ray Emitter
  Gear: Nanobandage, Repair Spray
  Armor: 13/14 (Heavy Bioweave + Light Body Armor)
   melee  Unarmed 60 (DV 1d10 + 2 + shock)
   ranged  Heavy Pistol 60 with Extended Magazine, 
  Safety System, Smartlink, and Smart Magazine 
   ammo  AP 60 (AP –9, DV 2d10 + 2, Mode SA/BF/FA, 
  Ammo 8)
   ammo  ZAP 60, (AP –2, DV 1d10 + 2 + shock,  
  Mode SA/BF/FA, Ammo 8)
  6
  
   melee  Unarmed 20 (DV 1d10 + 2)
   ranged  Buzzer 65 with Injector nanoswarm with 
  Twitch (DV 1, Mode SS, Ammo 3)
   ammo  Twitch (Type Chemical, Application D/Inh/
  Inj/O, Onset 3 Turns, Duration 10 Minutes, 
  Effect: SOM Test (+30 with medichines) or 
  incapacitated. Otherwise –20 on all actions for 
  10 minutes (5 with medichines))
  VAriANt: BuG huNter
  Some nano-experts specialize in systems used for 
  (counter-)surveillance and/or work with deployed 
  security squads to analyze and counter nanoswarms 
  used by criminals and other threats.
  Additional Skills: Profession: Security Ops 55
  Additional Gear: Covert Ops Tool, Nanoswarms 
  (Scouts and Taggants), Smart Dust
  coVert ops
  “No one saw me get in, no one will see you die.”
  Though covert ops agents have many toys at their 
  disposal, they rely on physical capabilities. Given 
  the focus placed on electronic information security 
  to safeguard secrets, there has been a resurgence 
  of flesh-and-blood field operatives that can bypass 
  physical security to get at people and places directly. 
  Even if a system can’t be hacked, the physical hard-
  ware could be destroyed or the engineers involved 
  could be ego-napped and the relevant information 
  plucked from their minds through torture and 
  psychosurgery. Covert ops agents may work alone in 
  the field, but they’re usually linked to some organiza-
  tion that gives them purpose and support. If anyone 
  is even aware that a covert ops agent has come after 
  them, they know that a powerful opponent has them 
  in their sights.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  25
  20
  20
  20 (30)
  25
  20
  20
  3
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  80 (100)
  1
  40
  8
  80
  45
  9
  73
  Morph: Ghost
  Skills: Climbing 50, Deception 45, Disguise 65, Fray 75, 
  Freerunning 65, Hardware: Armorer 35, Hardware: 
  Electronics 50, Impersonation 60, Infiltration 75 
  (Sneaking 85), Infosec 55 (Decryption  65), 
  Interfacing 55, Investigation 60, Kinetic Weapons 65 
  (Heavy Rail Pistol 75), Networking: (Choose 
  one) 40, Palming 50, Perception 70, Persuasion 60, 
  Profession: Security Ops 65, Scrounging 40, 
  Throwing Weapons 55 (Grenades 65), Unarmed 
  Combat 80
  Rep: (Choose one) 40
  Implants: Adrenal Boost, Basic Biomods, Basic Mesh 
  Inserts, Bioweave Armor (Light), Chameleon Skin, 
  Cortical Stack, Eelware, Emergency Farcaster, 
  Enhanced Hearing, Enhanced Smell, Enhanced 
  Taste, Enhanced Vision, Grip Pads, T-Ray Emitter
  .1
  .
  1
  .1
  .
  1
  .
  1
  .
  1
  .
  1
  .
  1
  .
  1
  .
  1
  .
  1
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  1
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  1
  .
  1
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  1
  .
  1.
  game information
  7
  
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Light Combat Armor, 
  Mnemonic Augmentation
  Gear: Comfurt (5 doses), DMSO, Dr. Bot, Gravy 
  (5  doses), Injector Nanoswarm (5), Maker, 
  Medichines (injectable, 5 doses), Nanobandages, 
  Repair Spray, Tactical Network Software, Twitch (3 
  doses), Wrist-Mounted Tools
  Armor: 14/12 (Light Combat Armor)
   melee  Unarmed 40 (DV 1d10 + 2)
  FirewALL AGeNt
  “Use the antimatter. It’s the only way to be sure.”
  Firewall agents are dedicated to investigating and 
  countering x-risks. On occasion they may be called in 
  to backup other sentinels.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  15
  20
  20
  20
  15
  20
  15
  3
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  80
  1
  30
  6
  60
  35
  7
  53
  Morph: Exalt
  Skills: Beam Weapons 50, Demolitions 50, Fray 60, 
  Infiltration 50, Investigation 60, Kinesics 55,  
  Kinetic Weapons 55, Medicine: Paramedic 45, 
  Networking (Choose two) 40, Networking: 
  Firewall  50, Perception 50, Persuasion 45, 
  Profession: Investigator 60, Protocol: 50, Seeker 
  Weapons 40, Unarmed Combat 50
  Rep: (Choose two) 20, i-rep 30
  Implants: Access Jacks, Basic Biomods, Basic Mesh 
  Inserts, Bioweave Armor (Light), Cortical Stack, 
  Dead Switch, Eelware, Enhanced Vision, Medichines
  Gear: Guardian Nanoswarm, Nanobandages, Repair 
  Spray, Tactical Network Software, Utilitool
  Armor: 8/9 (Armor Vest with Light Bioweave)
   melee  Unarmed 50 (DV 1d10 + 2 + shock)
   ranged  Heavy Pistol 55 (AP –4, DV 2d10 + 6, Ammo 16) 
  with Silencer, Smartlink
   ranged  Plasma Rifle 50 (AP –8, DV 3d10 + 12, Ammo 10) 
  with Smartlink
  GANG memBer
  “Fou-toi, chienne.”
  In the poverty-stricken communities of Luna, Mars, 
  and the inner system, gangs engaging in black market 
  capitalism provide a safety net and support network for 
  the desperate and dangerous. Often still clinging to pre-
  Fall ethnic and cultural affiliations, many gangs adhere 
  to a tribal identity with reinforced customs and rituals. 
  Rarely found in groups of less than three, gang toughs 
  rely on surprise and overwhelming numbers in a fight. 
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  10
  15
  15
  20
  20
  25 (35)
  15
  1
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  70
  1 (2)
  30
  6
  60
  35 (45)
  7 (9)
  53 (68)
  Morph: Ruster
  Skills: Blades 45 (Claws 55), Clubs 50, Deception 35, 
  Fray 40, Freerunning 50, Intimidation 45, Kinetic 
  Weapons 25, Networking: Criminal 35, Palming 40, 
  Perception 30, Scrounging 35
  Gear: Disabler (2), Fiber Eye, Invisibility Cloak, 
  Microbug, Nanodetector, Psi Jammer, Smart Clothing, 
  Smart Dust, Traction Pads, White Noise Machine
  Armor: 10/10 (Light Body Armor with Chameleon 
  Coating)
   melee  Unarmed 80 (DV 1d10 + 2 + shock)
   ranged  Heavy Rail Pistol 85 (AP –12, DV 2d10 + 6, 
  Mode SA/BF/FA, Ammo 16) with AP ammo, 
  Extended Magazine, Safety System, Smartlink, 
  Sound Suppressor
  crimiNAL eNForcer
  “You should be careful, that sleeve you’re wearing 
  doesn’t take repeated blows to the head very well.”
  Enforcers are simply employed thugs. Their skill 
  sets lean towards the violent arts of persuasion, but 
  the experts know how to handle themselves in deli-
  cate negotiations and social situations or get what 
  they want with the proper menacing look or choice of 
  words rather than drawing weapons.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  15
  20
  20
  20
  20
  25
  15
  1
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  80
  1
  30
  6
  60
  40
  8
  60
  Morph: Olympian
  Skills: Beam Weapons 45, Clubs 45, Fray 55, 
  Intimidation 60, Kinesics 40, Kinetic Weapons 50, 
  Networking: Criminal 60, Palming 50, 
  Perception 45, Profession: Police Procedures 30, 
  Protocol 55, Unarmed Combat 50
  Rep: g-rep 25
  Traits: Pain Tolerance (Level 1)
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Bioweave Armor (Heavy), Cortical Stack, Enhanced 
  Hearing, Skin Pocket
  Armor: 4/3 (Armored Clothing)
   melee  Extendable Baton 45 (DV 1d10 + 4)
   ranged  Agonizer 50 (Pain or AP –5, DV 2d10, Ammo 50)
   ranged  Medium Pistol 50  ammo  hollow point 
  (DV 3d10 + 2, Mode SA/BF/FA, Ammo 12)
  FieLd medic
  “You’ll be fine. I rubbed some nano on it.”
  Field medics are concerned with getting to wounded 
  individuals quickly and providing any necessary aid 
  needed to stabilize the patient until they can be trans-
  ported to a healing vat.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  25
  20
  20
  20
  15
  20
  20
  3
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  80
  1
  40
  8
  80
  25
  5
  50
  Morph: Dragonfly
  Mobility System: Winged (8/32)
  Skills: Flight 60, Fray 60, Infiltration 35, Medicine: 
  Biology 55, Medicine: Nanomedicine 40, Medicine: 
  Paramedic 75, Networking (Choose two) 30, 
  Perception 40, Profession: Field Medic 60, Unarmed 
  Combat 40
  Rep: (Choose one) 20, e-rep 30, r-rep 20
  8
  
  hopLite BAttLesuit
  HOPLITEs are an improved military version of the 
  standard battlesuit (p. 344, EP). They have the same 
  features as battlesuits with the additions noted below 
  and otherwise follow battlesuit/exoskeleton rules.
  passenger
  capacity
  handling
  movement
  rate
  max
  Velocity
  1
  —
  8/32
  30
  Armor
  durability
  wound
  threshold
  death rating
  20/20
  70
  14
  140
  Features: 360-Degree Vision, Guardian Nanoswarm, 
  Micrograv Shoes, Tactical Network Software, 
  Vacuum Sealing
  Mobility Systems: Thrust Vector, Walker
   melee  HOPLITE “Unarmed” 55 (AP –2, DV 2d10 + 2)
   ranged  HOPLITE Railgun 70 (AP –14, DV 4d10 + 8, 
  Mode SA/BF/FA, Ammo 90) with AP ammo, 
  Gyrostabilizers, Smartlink
   ranged  HOPLITE Seeker 70 (AP –4, 3d10 + 6,  
  Mode SA, Ammo 18) with Homing Frag 
  Minimissiles, Smartlink 
  hotshot piLot
  “High-g turns let you know you’re alive.”
  Many uplifted parrots and ravens have found 
  employment as pilots. Their natural bent towards 
  three dimensional thinking and the brain physiology 
  of neo-avian sleeves, which enhance spatial awareness 
  and support instinctive flight capabilities, make them 
  some of the best pilots alive. Watching a wing of neo-
  avian pilots react to one another’s actions is impres-
  sive by anyone’s standards. Some of these hotshots 
  enjoy the extremes of flight capable with current 
  technology and are known to push the limits of their 
  machines even if they’re only running freight. Ravens 
  in particular have a reputation for being among the 
  fastest and most capable—if not the gentlest—pilots.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  15
  20
  15
  25
  20
  20
  20
  2
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  80
  1 (2)
  40
  8
  80
  20
  4
  40
  Morph: Neo-Avian (Uplifted Raven)
  Skills: Flight 65, Fray 55, Free Fall 50, Gunnery 60, 
  Hardware: Aerospace 40, Interfacing 40, Kinetic 
  Weapons 45, Navigation 60, Networking: 
  (Choose one) 35, Perception 50, Pilot: Aircraft 80, 
  Pilot: Groundcraft 60, Pilot: Spacecraft 70, 
  Unarmed Combat 35
  Rep: (Choose one) 30
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Neurachem (Level 1), Oxygen Reserve
  Gear: Emergency Bubble, Light Pistol, Light Vacsuit
  Armor: 5/5 (Light Vacsuit)
   melee  Claw/Beak Attack 35 (DV 1d10 + 2)
   ranged  Light Pistol 45 (DV 2d10, Mode SA/BF/FA, 
  Ammo 10)
  Rep: g-rep 15
  Implants: Basic Biomods, Basic Mesh Inserts, Claws, 
  Cortical Stack, Enhanced Respiration, Skin Pouch, 
  Temperature Tolerance
  Armor: 3/4 (Armor Clothing)
  Gear: MRDER (1 dose; effect: +10 SOM, +1 SPD, 
  +10 DUR, ignore –10 from 1 wound), Spray Armor, 
  Utilitool
   melee  Bioware Claws 45 (55) (AP –1, DV 1d10 + 2 
  (3))
  hopLite iNFANtry
  “You have 5 seconds to lay down arms and surrender.”
  HOPLITE (High Offense Piloted Local Insertion 
  Tactical Exoframe) mechanized infantry was ubiq-
  uitous among many pre-Fall military organizations 
  due to the firepower, tactical flexibility, and profound 
  impact on enemy these battlesuits provided. During 
  the Fall they were prized as one of the few military 
  hardware units not relying on AI. Post-Fall, they are 
  deployed in major military raids, habitat assaults, and 
  field actions against lingering TITAN threats. Some 
  valued military installations and research facilities 
  employ them for defense.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  20
  25
  20
  25
  15
  30
  20
  2
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  90
  1 (2)
  40
  8
  80
  40
  8
  60
  Morph: Olympian
  Skills: Beam Weapons 50, Fray 70, Free Fall 50, 
  Gunnery 60 (HOPLITE Railgun 70), Hardware: 
  Armorer 45, Interfacing 35, Intimidation 50, Kinetic 
  Weapons 60 (HOPLITE Railgun 70), Perception 45, 
  Pilot: Walker 65 (HOPLITE 75), Profession: 
  Squad Tactics 50, Seeker Weapons 60 (HOPLITE 
  Seeker 70), Unarmed Combat 55
  Rep: c-rep 25
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Bioweave Armor (Light), Neurachem 
  (Level 1)
  Gear: HOPLITE Battlesuit
  Armor: 11/13 (Armor Clothing + Armor Vest + Light 
  Bioweave)
   melee  Unarmed 55 (DV 1d10 + 3)
   ranged  Light Pistol 60 (AP –, DV 2d10, Mode SA/BF/FA, 
  Ammo 10)
  .1
  .
  1
  .1
  .
  1
  .
  1
  .
  1
  .
  1
  .
  1
  .
  1
  .
  1
  .
  1
  .
  1
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  1
  .
  1
  .
  1
  .
  1.
  game information
  9
  
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  25
  20
  20
  15
  25
  15
  15
  2
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  70
  1
  30
  6
  60
  35
  7
  53
  Morph: Sylph
  Skills: Beam Weapons 40, Deception 70, Fray 60, 
  Hardware: Electronics 65, Impersonation 75, 
  Infosec 70, Interfacing 65 (Forgery 75), Kinesics 45, 
  Networking: (Choose one) 60, Networking: 
  Criminal 50, Perception 50, Persuasion 50, 
  Programming 60 (Malware 60), Protocol 60, 
  Research 60
  Rep: (Choose one) 40, g-rep 40
  Traits: First Impression, Striking Looks (Level 1)
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Clean Metabolism, Emotional Dampers, 
  Enhanced Pheromones, Skillware, Skinflex, Skinlink
  Gear: Anonymous Account x2, Covert Ops Tool, 
  Kaos AI, Skillsofts (Choose three at 40), Software 
  (Exploit, Sniffer, Spoof, Tracking), Smart Clothing, 
  Wrist-Mounted Tool
  Armor: 5/7 (Armored Clothing with Light Bioweave 
  Armor)
   melee  Unarmed 15 (DV 1d10 + 1)
   ranged  Agonizer 40 (Pain or AP –5, DV 2d10, Ammo 50)
  immortAL oLiGArch
  “I am not impressed.”
  The true leaders of the inner system, immortal 
  oligarchs have been around for well over a century, 
  shepherding their financial empires through the 
  expansion into space and the Fall. They have with-
  stood numerous economic and political crises and 
  even threats and equity battles from within their own 
  boardrooms and families, all the while sipping real BF 
  scotches, having sex with XP stars, and negotiating 
  with Factor proxies. They are jaded, self-assured, 
  and supremely aware of their own, and their foes’, 
  capabilities—which makes life boring. Many pursue 
  strange and even self-destructive side projects with 
  criminal cartels, gatecrashing expeditions, experi-
  mental science, TITANS-related research, and similar 
  dangerous paths as a way to pass the time. Limitless 
  wealth, plausible deniability, and the media are 
  an oligarch’s best friends. Their plans are typically 
  elaborate, long-term, and incorporate contingencies 
  that most people would never even consider. Their 
  idiosyncracies and outright madness know no bounds, 
  as they have the influence to make everyone and 
  everything around them conform to their will. They 
  cannot help but act with patronizing bemusement, 
  even if caught or confronted. They know that time 
  and resources are on their side, and their vengeance 
  has a very long reach.
  hypercorp GeNerAL AssociAte
  “Management would like to see this matter resolved 
  quickly, with a minimum of fuss.”
  Sometimes the Acquisitions Department needs 
  some extra staff to assist with a collection, or R&D 
  misplaced something. Perhaps a rival hypercorp has 
  gotten wind of Marketing’s new unreleased advertis-
  meme, or some anarcho-syndicalists are attempting to 
  unionize the workers again. These things can all slow 
  the pace of business, and solutions-oriented people 
  are needed to prevent that.
  General associates operate across divisions and 
  work groups to smooth over difficulties. They see to 
  it that internal memoranda stay just that and the viral 
  marketers don’t have to be disturbed to execute any 
  serious spin. Fixers like this will rarely get their own 
  hands dirty—despite being there to clean up other 
  peoples’ messes, they’ll outsource the heavy lifting to 
  “temps” who can’t be traced back to the company.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  20
  20
  20
  15
  25
  15
  20
  2
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  70
  1
  40
  8
  80
  35
  7
  53
  Morph: Exalt
  Skills: Beam Weapons 40, Deception 50, Fray 40, 
  Infosec 50, Intimidation 45, Investigation  40, 
  Kinesics 55, Networking: Criminal 40, 
  Networking: Hypercorp 65, Networking: Media 70, 
  Perception 40, Persuasion 60, Profession: Social 
  Engineering 40, Profession: Forensic Accountant 50, 
  Protocol 50
  Rep: c-rep 45, f-rep 40, g-rep 25
  Implants: Basic Biomods, Basic Mesh Inserts, Bioweave 
  Armor (Light), Clean Metabolism, Cortical Stack, 
  Medichines, Mnemonic Enhancement, Neurachem 
  (Level 1), Toxin Filters,
  Gear: Anonymous Account, Covert Ops Tool, Guardian 
  Nanoswarm, Smart Clothing, Smart Dust, Software 
  (Sniffer, Spoof, Tracking), White Noise Generator
  Armor: 3/4 (Armor Clothing)
   ranged  Agonizer 50 (Pain or AP –5, DV 2d10, Ammo 50) 
  with Smartlink
   ranged  Particle Beam Bolter 50 (atmospheric, AP –2, 
  DV 2d10 + 4, Mode SA, Ammo 50)
  ideNtity thieF
  “It’s great to be you.”
  Identity thieves take advantage of the fact that 
  people’s looks often change, using the hacked details 
  of people’s lives to impersonate moderately successful 
  individuals, fleecing them and otherwise wreaking 
  havoc before moving on. The really good ID thieves 
  go so far as to steal their target’s current looks as 
  well. These imposters hide their own activities and 
  identities carefully, often layered behind several shell 
  personas, and even leaving behind forks to carry on a 
  scam and draw attention while they move on to the 
  next mark.
  10
  
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  30
  20
  25
  20
  40
  25
  30
  6
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  90
  1 (3)
  60
  12
  120
  40
  8
  60
  Morph: Remade
  Skills: Academics: (Choose three) 60, Academics: 
  Economics 85, Art: (Choose one) 70, Deception 70, 
  Fray 60, Interests: (Choose five) 55, Interfacing 50, 
  Intimidation 65, Investigation 55, Kinesics 90, 
  Kinetic Weapons 40, Networking: Hypercorp 80, 
  Networking: Media 85, Networking: Criminal 70, 
  Perception 65, Persuasion 75, Profession: 
  Appraisal  65, Protocol 80 (Hypercorp 90), 
  Research 50
  Rep: c-rep 95, f-rep 95, g-rep 80
  Traits: Immortality Blues, Mental Disorder (Choose one)
  Implants: Basic Biomods, Basic Mesh Inserts, Bioweave 
  Armor (Light), Circadian Regulation, Clean 
  Metabolism, Cortical Stack, Dead Switch, Eelware, 
  Eidetic Memory, Emergency Farcaster, Endocrine 
  Control, Enhanced Pheromones, Enhanced 
  Respiration, Enhanced Vision, Hyper Linguist, 
  Math Boost, Medichines, Mnemonic Augmentation, 
  Multi-Tasking, Nanophages, Neurachem (Level 2), 
  Sex Switch, Temperature Tolerance, Toxin Filters, 
  T-Ray Emitter
  Gear: Guardian Angel, Guardian Nanoswarm, Servitor, 
  anything else they want or need
  Armor: 5/7 (Armored Clothing with Light Bioweave 
  Armor)
  iNdeNtured iNFuGee
  “I’m finished, madame.”
  A typical infugee, freshly instantiated into an 
  owned sleeve, is not yet at home in their new time or 
  society, but still retains knowledge, skills, and memo-
  ries from their earlier life. They may in fact possess 
  highly specialized knowledge or memories that could 
  shed light on mysteries the PCs otherwise might not 
  be able to crack. 
  coG
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  20
  10
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  15
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  40
  1
  30
  6
  60
  20
  4
  40
  Morph: Case
  Mobility System: Walker (4/16)
  Skills: Interests: (Choose one) 50, Interfacing 40, 
  Networking: Hypercorp 30, Perception 30, 
  Profession: (Choose one) 40, Scrounging 35
  Rep: c-rep 10
  Traits: Lemon, Social Stigma (Clanking Masses)
  Enhancements: Access Jacks, Basic Mesh Inserts, 
  Cortical Stack, Cyberbrain, Mnemonic Augmentation
  Gear: Tools appropriate to their current job
  Armor: 4/4
   melee  Unarmed 10 (DV 1d10 + 1)
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  game information
  11
  
  Rep: @-rep 20, e-rep 20, g-rep 20
  Traits: Limber (Level 2) 
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Chameleon Skin, Cortical Stack, Emergency Farcaster
   melee  Beak 50 (DV 1d10 + 2)
   ranged  Ink Attack 50 (blinding)
  pirAte
  “Quit playing and just space the kid already, I need 
  you to help me get this back to the ship.”
  Pirates prey on isolated habitats, long-haul ship-
  ping vessels, and small prospecting stations. Semi-
  permanent freebooter stations can be found hidden 
  throughout the asteroid belt and in other fringe 
  areas of the system. Pirate crews also include salvage 
  operation specialists (use Vacworker stats) and a pilot. 
  Pirate ships are are often old, with numerous clubbed-
  together repairs and homebrew mods. Standard trans-
  ports and couriers are common. Many pirates latch 
  onto roving black market scum barge swarms, roving 
  ahead and behind to pick off isolated targets. 
  coG
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  15
  25
  15
  20
  20
  25
  15
  1
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  Ir
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  70
  1
  30
  6
  60
  35
  7
  53
  Morph: Bouncer
  Skills: Blades 50 (Wasp Knife 60), Deception 45, 
  Fray 55, Free Fall 70, Intimidation 50, Navigation 35, 
  Networking: Criminal 35, Perception 40, Pilot: 
  Spacecraft 40, Profession: Smuggling Tricks 40, 
  Scrounging 70, Spray Weapons 55
  Rep: @-rep 15, g-rep 35
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Grip Pads, Oxygen Reserves, Prehensile Feet
  Armor: 7/7 (Standard Vacsuit)
   melee  Wasp Knife 65 (AP –1, DV 1d10 + 3 + 2d10 in 
  vacuum or low-pressure environments)
   ranged  Shard Pistol 55 (AP –10, DV 1d10 + 6, Mode 
  SA/BF/FA, Ammo 100)
  FreeBooter rAider (modiFied courier)
  crew
  capacity
  handling
  Armor
  durability
  wound
  threeshold
  12
  —
  15
  400
  80
  Armament: Two omni-directional laser pods
  JoViAN soLdier
  “By Jove!”
  Despite their bioconservative views on technology, 
  the Jovian Republic retains some of the most feared 
  military units in the inner system. Disdaining nano-
  tech and cortical stacks, they focus on superior 
  training and gear. Many of the older troops are 
  veterans who fought the TITANs during the Fall.
  coG
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  80
  2
  30
  6
  60
  35
  7
  53
  InIt
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  Ir
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  80
  2
  30
  6
  60
  35
  7
  53
  Morph: Flat
  Skills: Demolitions 35, Fray 65, Free Fall 50, 
  Freerunning 60, Gunnery 60 (Artillery 70), 
  Hardware: Armorer 50, Intimidation 45, Kinetic 
  Weapons 45, Perception 50, Pilot: Groundcraft 55, 
  Pilot: Walker 60, Profession: Squad Tactics 50, 
  Seeker Weapons 65, Throwing Weapons 60 
  (Grenades 70), Unarmed Combat 60
  Rep: c-rep 15, e-rep 10
  Traits: Genetic Defects (Choose one), Pain Tolerance 
  (Level 1)
  Implants: Hardened Skeleton, Reflex Boosters, Toxin 
  Filters
  Gear: Battlesuit exoskeleton (p. 344, EP), Grenades 
  (Choose three), Portable Sensor (Choose one)
  Armor: 25/20 (Battlesuit with Ablative Patches, 
  Chameleon Coating, and Refractive Glazing)
   melee  “Unarmed” 60 (in Battlesuit, AP –2, 
  DV 2d10 + 2)
   ranged  Heavy Pistol 45 (AP –7, DV 2d10 + 6,  
  Mode SA/BF/FA, Ammo 16)
   ranged  Seeker Rifle 65 (AP –8, DV 2d10 + 12, Mode SA, 
  Ammo 12) with homing HEAP micromissiles 
  mercuriAL sepArAtist
  *Shifts colors to blue and rhythmically curls and 
  uncurls every other limb*
  A growing number of mercurials are pushing to 
  establish autonomous habitats, arguing that the social 
  norms and values of most transhumans don’t provide 
  social structures that are comfortable for their behav-
  ioral patterns. Separatists are the ones at the forefront of 
  this movement, calling for action publicly and engaging 
  in covert action against the societies and organizations 
  opposed to greater freedoms for non-human sentients.
  coG
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  20
  25
  25
  20
  10
  20
  20
  2
  InIt
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  Ir
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  wt
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  90
  1
  40
  8
  80
  30
  6
  45
  Morph: Octomorph
  Skills: Climbing 70, Demolitions 40, Exotic Ranged 
  Weapon: Ink Attack 50, Fray 60, Infiltration 65 
  (Hiding 75), Infosec 65 (Probing 75), Intimidation 55, 
  Investigation 60 (Evidence Analysis 70), Kinesics 80, 
  Networking: (Choose one)  30, Perception 50, 
  Programming 50 (Spyware  60), Protocol 30, 
  Research 55, Swimming 70, Unarmed Combat 50
  12
  
  Navigation  40, Networking: Ecologists 60, 
  Networking: Scientists 40, Perception 40, 
  Persuasion 40, Pilot: Groundcraft 35, Profession: 
  Biologist 50, Profession: Terraforming 30, 
  Scrounging 50, Seeker Weapons 45 
  Rep: e-rep 40, r-rep 20
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Bioweave Armor (Light), Cortical Stack
  Gear: Breadcrumb Positioning System, Electronic 
  Rope, Emergency Distress Beacon, Flashlight, Light 
  Vacsuit, NanoBandage, Repair Spray, Shelter Dome, 
  Spindle, Spindle Climber
  Armor: 5/7 (Armored Clothing with Light Bioweave 
  Armor)
   melee  Unarmed 20 (DV 1d10 + 2)
   ranged  Seeker Armband 45 (AP –8, DV 2d10 + 12, 
  Mode SS, Ammo 4) with HEAP micromissiles
  reseArch scieNtist
  “That’s the problem, we don’t know what we don’t know.”
  Transhumanity’s thirst for knowledge is never 
  quenched. Research scientists are at the forefront of 
  this drive, making breakthroughs in new areas of 
  science, technology, and our understanding of the 
  workings of the universe.
  coG
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  20
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  15
  15
  20
  20
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  80
  1
  40
  8
  80
  35
  7
  53
  Morph: Menton
  Skills: Academics: (Choose one) 70, Academics: 
  (Choose two) 60, Fray 40, Free Fall 30, Hardware: 
  Electronics 80, Interfacing 65, Investigation 60, 
  Networking: (Choose one) 40, Networking: 
  Scientist 65, Perception 50, Profession: (Choose 
  two) 55, Programming 55, Research 65
  Rep: (Choose one) 20, r-rep 40
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Eidetic Memory, Hyper Linguist, Math Boost, 
  Multi-Tasking, Nanophages
  Gear: Creepy, Fabber, Mobile Lab, Nanodetector, 
  Nanoswarms (Engineer, Guardian), Repair Spray, 
  Servitor, Specimen Container, Specs
  Armor: 3/4 (Armor Clothing)
   melee  Unarmed 20 (DV 1d10 + 2)
  VAriANt: titANs expert
  Many military organizations, governments, and 
  hypercorps continue to keep scientists on hand who 
  are experts at analyzing and teasing apart the relics of 
  the TITANs. Many of these are kept on for insurance 
  and security, whereas others are actively attempting 
  to reverse engineer TITAN technology for their 
  employers’ own uses.
  Additional Skills: Infosec 55, Profession: Data 
  Forensics 65, Programming 65 (AI 75), 
  Psychosurgery 45
  psychosurGeoN
  “Impatient much? That’s a personality defect I can 
  easily fix for you.”
  The ethical oversight of psychosurgery is one of 
  the most hotly-contested socio-scientific issues. Many 
  important treatment programs for people with severe 
  personality disorders depend on psychosurgery, as 
  do a number of brutal punishments and tortures. 
  Governmental and military use of psychosurgery 
  encompasses everything from recovery for people 
  suffering PTSD to invasive interrogation techniques. 
  To the public, elective psychosurgery is available to 
  those who wish to add, remove, or change elements of 
  their personality—even if it fundamentally alters who 
  they are as a person. 
  coG
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  35
  25
  20
  10
  15
  10
  20
  2
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  60 (90)
  1
  40
  8
  80
  35
  7
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  Morph: Menton
  Skills: Academics: Biology 60, Academics: 
  Neurology  80, Deception 45, Hardware: 
  Implants 65, Infosec 70, Kinesics 60, Medicine: 
  Psychiatry  70, Networking: Criminal  45, 
  Networking: Hypercorp  60, Networking: 
  Scientist  65, Perception  75, Persuasion 60, 
  Protocol  60, Psychosurgery 75 (Personality 
  Editing 85), Research 70
  Rep: c-rep 25, g-rep 10, r-rep 30
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Eidetic Memory, Enhanced Vision, Enhanced 
  Hearing, Math Boost, Medichines, Mental Speed
  Gear: Dr. Bot, Ego bridge, Wrist-mounted tools, XP 
  clips (dozens of episodes of mania and psychosis)
  Armor: 3/4 (Armor Clothing)
   melee  Unarmed 10 (DV 1d10 + 1)
  recLAimer ActiVist
  “We’re going back. There’s no stopping us.”
  Reclaimers are dedicated to breaking the interdic-
  tion of Earth, wiping out the TITAN remnants there, 
  and terraforming the planet so that it may be transhu-
  manity’s homeworld once again. While many agitate 
  for their cause in the legal and political spheres of 
  the inner system, others are actively seeking to estab-
  lish basecamps on Earth and investigating potential 
  methods for teraforming. Needless to say, this is 
  dangerous work, and many die at the hands of the 
  killsat defense grid or TITAN relics.
  coG
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  15
  15
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  20
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  60
  1
  30
  6
  60
  30
  6
  45
  Morph: Splicer
  Skills: Academics: Ecology 50, Climbing 55, Fray 35, 
  Freerunning 55, Interests: TITAN Machines 40, 
  Investigation 60, Medicine: Paramedic  40, 
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  game information
  13
  
  scum deALer
  “Petals, skillz, XPorn, or smokes, I got it.”
  Scum dealers can be found pushing anything, 
  anywhere, as long as it sells on the black or gray 
  markets. Drugs and XP are common specialties, 
  though well-connected dealers may also deal in nano, 
  weapons, egos, or morphs, or even hire people to 
  record their own XP.
  coG
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  15
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  20
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  70
  1
  20
  4
  40
  35
  7
  53
  Morph: Bouncer
  Skills: Blades 40, Beam Weapons 35, Deception 55, 
  Fray 40, Free Fall 50, Interfacing 45, 
  Intimidation  30, Networking: Autonomist 40, 
  Networking: Criminal 60, Persuasion 40, Profession: 
  Distribution 55, Profession: Smuggling Tricks 55, 
  Scrounging 45
  Rep: @-rep 30, g-rep 30
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Bioweave Armor (Light), Cortical Stack, Grip Pads, 
  Oxygen Reserve, Prehensile Feet, Skin Pocket
  Gear: Utilitool, assorted drugs and contraband
  Armor: 2/2 (Spray Armor)
   melee  Wasp Knife with Twitch 40 (AP –1, 
  DV 1d10 + 4)
  Twitch (Type Chemical, Application D/Inh/Inj/O, 
  Onset 3 Turns, Duration 10 minutes, Effect: SOM 
  Test (+30 with medichines) or incapacitated. 
  Otherwise –20 on all actions for 10 minutes (5 
  with medichines))
   ranged  Agonizer 35 (Pain or AP –5, DV 2d10, Ammo 50)
  security JAmmer
  “Mess with that airlock and I’ll have two dozen secbots 
  crawling all over you in seconds.”
  Security jammers look after the technological 
  safety of habitats and stations. While digital security 
  is left to security hackers and AIs, security jammers 
  enhance the physical security provided by troopers 
  and other personnel with fine control over the 
  station’s defense systems and bots. Security jammers 
  keep a close watch on a habitat’s exterior/hull and 
  access points while scanning incoming targets and 
  monitoring any internal security alerts. If a situa-
  tion arises, the jammer can coordinate the security 
  response, close and open doors, shut off lights, 
  change life support and environmental settings, 
  modify a station’s AR outputs, and, of course, direct 
  the actions of squadrons of bots via remote control 
  or direct jamming. 
  coG
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  15
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  15
  15
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  70
  1
  40
  8
  80
  30
  6
  45
  Morph: Splicer
  Skills: Beam Weapons 45, Fray 45, Gunnery 65, 
  Hardware: Electronics 70, Hardware: Industrial 70, 
  14
  
  VAriANt: trAiNed miLitAry
  To represent trained military forces, use the trooper 
  stats with the following changes:
  Additional Implants: Medichines
  Armor: 20/18 (Heavy Body Armor with Ablative 
  Patches plus Full Helmet)
   ranged  Automatic Rifle 50 (AP –9, DV 2d10 + 8,  
  Mode SA/BF/FA, Ammo 30) with Safety System, 
  Smartlink
  security doG
  Partially-uplifted smart dogs are commonly used 
  for security purposes, especially among the Martian 
  hypercorps, as they’re cheaper than troopers and don’t 
  form unions. They are managed by handlers, who use 
  Trooper stats with an additional Animal Handling 45 
  (Smart Dogs 55) skill.
  coG
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  5
  10
  15
  15
  5
  15
  10
  —
  InIt
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  Ir
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  60
  1 (2)
  20
  4
  40
  25
  5
  38
  Skills: Fray 40, Freerunning 40, Intimidation 40, 
  Perception 30, Scrounging 30, Unarmed Combat 40
  Implants: Bioweave Armor (Light), Claws, Neurachem 
  (Level 1)
  Armor: 2/3 (Light Bioweave)
   melee  Bioware Claws 40 (AP –1, DV 1d10 + 2)
  siNGuLArity seeker
  “We still have so many limitations. I’ve found a way to 
  move past them.”
  Singularity seekers can be found in advanced 
  research facilities, archaeological sites, gatecrashing 
  teams, or poking around anywhere they think they 
  might latch on to something that will let them move 
  beyond the current options offered by transhuman 
  existence. They are dangerous because they actively 
  pursue a fundamental change in the nature of their 
  being and consciousness that is understandable only 
  to them, and are not afraid to follow the footsteps of 
  the TITANs to achieve their goals.
  coG
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  25
  20
  20
  20
  25
  20
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  110
  1
  50
  10
  100
  30
  6
  45
  Morph: Neotenic
  Skills: Academic: Archeology 65, Beam Weapons 50, 
  Fray 40, Free Fall 50, Hardware: Electronics 70, 
  Hardware: Implants 60, Infosec  65, Interests: 
  TITANs 55, Interfacing  80, Investigation 60, 
  Medicine: Nanomedicine 45, Networking: 
  Scientists 45, Perception 40, Profession: Excavation 45,  
  Programming 45 (Nanofabrication 55), Scrounging 45
  Rep: (Choose one) 25, r-rep 35
  Traits: Innocuous, Social Stigma (Neotenic)
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Cortical Stack, Emergency Farcaster, Enhanced 
  Hearing, Enhanced Vision, Hand Laser, Hyper 
  Linguist, Mnemonic Enhancement, Mental Speed, 
  Nanophages, Skinlink
  Hardware: Robotics 55, Infosec 65 (Security 75), 
  Interests: Bot Designs 55, Interfacing 60, 
  Investigation 55, Kinetic Weapons 50, Networking: 
  (Choose one) 40, Perception 55, Pilot: (Choose 
  two) 60, Profession: Network Admin 65, Profession: 
  Security Procedures 55, Programming 55 (Security 
  Software 65), Research 55, Seeker Weapons 55
  Rep: (Choose one) 25
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack, Eidetic Memory, Ghostrider Module, Multi-
  Tasking, Oracles, Skillware
  Gear: Guardian Nanoswarm, Repair Spray, Skillsofts 
  (Choose two Pilot skills at 40), Software (Image/
  Pattern Recognition, Tactical Network, Tracking), 
  plus 3 or more bots
  Armor: 6/6 (Armor Vest)
   melee  Unarmed 15 (DV 1d10 + 1)
   ranged  Medium Pistol 50  ammo  hollow point 
  (DV 3d10 + 2, Mode SA/BF/FA, Ammo 12)
  security trooper
  “Access code and ID.”
  Typical security troopers are low-rez recruits 
  assigned to military, police, or security details. 
  They might be a generic military draftee, an 
  inner-system beat cop, a hypercorp hired guard, 
  a cheAP  Extropian security contractor, or an 
  autonomist mutual-aid security volunteer.
  coG
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  15
  25
  10
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  80
  1
  20
  4
  40
  35
  7
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  Morph: Exalt
  Skills: Beam Weapons 50, Clubs 40, Fray 40, 
  Intimidation 40, Investigation 30, Kinesics 35, 
  Kinetic Weapons 50, Networking: Hypercorp 20, 
  Perception 40, Profession: Security Ops 40, 
  Protocol 40, Unarmed Combat 40
  Rep: c-rep 15
  Implants: Basic Biomods, Basic Mesh Inserts, Cortical 
  Stack
  Gear: Cuffband, Prisoner Mask, Specs, Tactical 
  Network Software, X-Ray Emitter
  Armor: 11/12 Armor Clothing with Armor Vest and 
  Light Helmet
   melee  Shock Baton 40 (DV 1d10 + 3 + shock)
   ranged  Agonizer 50 (Pain or AP –5, DV 2d10, Ammo 50)
   ranged  Medium Pistol 50 (AP –5, DV 2d10 + 4, 
  Mode SA/BF/FA, Ammo 12)
  VAriANt: riot squAd
  To represent crowd control forces in riot gear, use the 
  trooper stats with the following changes:
  Additional Skills: Spray Weapons 40 (Freezer 50), 
  Throwing Weapons 30
  Additional Gear: Grenades (Choose either Concussion, 
  Gas with CR Gas or Flight, or Splash with Slip)
  Armor: 16/15 (Light Body Armor plus Full Helmet 
  and Riot Shield)
   ranged  Freezer 50 (Incapacitation, Mode SA, Ammo 20)
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  game information
  15
  
  coG
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  Int
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  25
  20
  15
  15
  20
  15
  15
  1
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  60
  1
  30
  6
  60
  35
  7
  53
  Morph: Exalt
  Skills: Academics: Physics 55, Fray 40, Hardware: 
  Electronics 65, Hardware: Implants 65, Hardware: 
  Robotics 55, Infosec 50 (Hacking 60), Interfacing 70, 
  Kinesics 35, Medicine: Nanomedicine 35, 
  Networking: (Choose one) 60, Perception 30, 
  Profession: Engineering 40, Profession: IT 45, 
  Programming 70, Research 40, Scrounging 30
  Rep: (Choose one) 35
  Implants: Basic Biomods, Basic Mesh Inserts, Clean 
  Metabolism, Cortical Stack, Enhanced Pheromones, 
  Medichines, Multitasking
  Gear: Automech, Desktop Cornucopia Machine, 
  Nanodetector, Quantum Computer, Utilitool
  Armor: 3/4 or 4/6 (Crash Suit)
   melee  Unarmed 15 (DV 1d10 + 1)
  VAcworker
  “When I’m done working this gas plume I’m going to 
  sleep for a month.”
  Vacworkers can be found attached to mining and 
  salvage operations, terraform asteroid herding proj-
  ects, maintenance crews on habitats, long-haul freight 
  shippers, and anywhere else in deep space where 
  cheap, manual labor is required. 
  coG
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  20
  20
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  15
  15
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  15
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  70
  1
  30
  6
  60
  35
  7
  53
  Morph: Hibernoid
  Skills: Clubs 50, Demolitions 60, Free Fall 65 
  (Vacsuits 75), Hardware: Industrial 55, Networking: 
  (Choose one) 30, Perception 40, Profession: 
  Asteroid Prospecting 60, Profession: (Choose 
  one) 50, Scrounging 50
  Rep: (Choose one) 15
  Implants: Basic Biomods, Basic Mesh Inserts, 
  Circadian Regulation, Cortical Stack, Hibernation, 
  Oxygen Reserve, Vacuum Sealing
  Gear: Emergency Distress Beacon, EVA Sled, Industrial 
  Tools, Micrograv Shoes, Scrappers Gel, Standard 
  Vacsuit, Thruster Pack, Utilitool
  Armor: 7/7 (Standard Vacsuit)
   melee  Club 50 (heavy tool, DV 1d10 + 3)
  Gear: Dwarf, Guardian Nanoswarm, Light Smart 
  Vacsuit, Mobile Lab, Nanodetector, Specimen 
  Container, Wrist-Mounted Tools, plus a collection 
  of Fall-era records
  Armor: 3/4 (Armored Clothing)
   melee  Unarmed 20 (DV 1d10 + 2)
   ranged  Hand Laser 50 (DV 2d10, Mode SA, Ammo 50)
  smArt ANimAL hANdLer
  “It’s ok, they’re very friendly.”
  While many animal handers hold legitimate jobs 
  training and working with smart animals of various 
  persuasions, some are also involved in criminal activi-
  ties, using their menageries as informants, pickpockets, 
  and lookouts.
  coG
  coo
  Int
  reF
  SAV
  Som
  wIl
  mox
  15
  25
  20
  15
  20
  20
  15
  2
  InIt
  Spd
  luc
  tt 
  Ir
  dur
  wt
  dr
  70
  1
  30
  6
  60
  30
  6
  45
  Morph: Neo-Hominid
  Skills: Animal Handling 60 (Smart Monkeys 70), 
  Climbing 60, Disguise 35, Fray 55, Freerunning 45 
  (Running 55), Infiltration 45, Kinesics 35, 
  Networking: (Choose one) 30, Palming 65 
  (Pickpocketing 75), Perception 50, Persuasion 35, 
  Profession: Trainer 50, Scrounging 40, Throwing 
  Weapons 40, Unarmed Combat 40
  Rep: (Choose one) 20
  Implants: Basioc Biomods, Basic Mesh Inserts,  
  Cortical Stack, Prehensile Tail, Skin Pocket
  Gear: Covert Ops Tool, animal food
  Pets: Fur Coat, Smart Monkeys (2)
  Armor: 3/4 (Armored Clothing)
   melee  Shock Gloves 40 (DV 1d10 + 2 + shock)
   ranged  Throwing Knifes 40 (8 knives, AP –1, 
  DV 1d10 + 4)
  tech support
  “The AR interface just spazzed out—easy fix. What 
  color do you want your replacement eyes to be?”
  Even at the pinnacle of transhuman technical 
  achievement, devices still need troubleshooting and 
  maintenance. Whether it’s malware on your muse 
  or involuntary firing of a hand laser, tech support is 
  there to help. With the omnipresence of high tech-
  nology, tech support types are ubiquitous in all but 
  the remotest regions.
  16
  
SOURCE: textdata/thevault/Eclipse Phase/1st edition/Eclipse Phase 1e - NPC File 1 Prime.pdf