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Transhuman Open Playtest

Hello, welcome to the open playtest for our next book: Transhuman, a players guide for Eclipse Phase. Transhuman covers a number of topics that are particularly useful for players. It includes two alternate character creation systems, a selection of new morphs and traits, advice and rules for playing unusual character egos (uplifts, AGIs, indentures) and morphs (swarmanoids, flexbots, infomorphs), and advice for handling various factors that affect player characters in the game, from madness to psychosurgery to reputation. The first drafts are in and we are working over the material now. We are also launching a kickstarter campaign soon to help us fund the print costs for the book. We want input from our players and fans on this process, and so were turning this over to you with this open playtest. Over the next several weeks well be posting drafts up in this section of the forums. We have a limited amount of time to playtest before this book goes to print, so well be updating and posting new versions on a regular basis. Wed like you to take this material to your gaming group and give it test run. Or five test runs. Whatever it takes. If you have an ongoing campaign that you can work the material in to, great! If you want to spin up a one-shot adventure just to see how some of these new rules work, that also works! Alternatively, you can grab some beers and some friends and have a marathon character creation session, to see what you can get away with or what comes out broken. If you dont have time to use the material in game play but simply read through the drafts and send us feedback, that helps too, though obviously wed prefer if you could try it out in action at the game table. In order to collate and assess the feedback in a way that is most helpful to us, weve set up a specific format for this playtest. Each time we post up a new or updated draft, we will start a new thread for that draft on the forums. This thread will list a set of specific questions that we want feedback on. These questions will ask you how you playtested the material and what you thought the best and worst parts of the draft were, and will also include some queries we have about the specific material in the draft. Please use this thread ONLY to respond to these specific questions. It is these questions that we are most interested in getting feedback on. If we see responses that diverge from the questions on hand, we will likely ignore them. If we update a draft and post a new version in a new thread before you have a chance to post your feedback, you should still post it in the old thread. At the same time we post up the draft and its specific question thread, we will also open up a thread that is for general comments, feedback, and discussion on that draft. This is where you should post anything else you have to say in regards to the specific material that wasnt covered in your answers to the questions. We will also review these threads for feedback, but depending on time constraints and the length of the responses, we may not get to everything. We will do our best to read everything. There are a few other things to keep in mind while reading and playtesting this material: We will be posting a lot of rough first drafts early on. This is material straight from the author. It has not gone through a development or editing pass yet, but it will. Do not be concerned if it seems rough around the edgesin fact, expect it to be. It will be polished and fixed up before it goes to print! At this point we are not interested in typos, bad grammar, or other basic editing correctionsunless it specifically affects a rules interpretation. This material may get rewritten, and it will go through multiple editing passes by professional editors later in the process, so its too much of a burden to keep track of all the minor editing corrections at this stage. Later on, as we near the final drafts, we may ask specifically for editing/proof corrections, but for now dont worry about them. What we are looking for primarily at this stage is broken rules, unbalanced costs, and unclear wording. We are also concerned about the rules being easy for new players to understand. Most importantly, we want the material to be fun and interesting!

Eclipse Phase Transhuman Playtest March 29 2013 Copyright Posthuman Studios http://eclipsephase.com/forums/transhuman-open-playtest Page 1 of 9

New Traits Playtest Draft 1


This is a rough first draft of the new traits for Transhuman. Please post your answers to the following questions in this playtest thread:

Q. 1 How did you review the material in this draft?

Did you try them out in actual play with your group? For how many sessions? Using what kind of PCs? Did you crunch some numbers in a marathon character generation session? Or simply read through them with a critical eye?

Q. 2 Whats the most critical problem youve identified in these rules?

Is there an endemic problem you think is underlying this rules set? Is this material too complicated for your liking? Is there a specific rules item you think is egregiously broken and needs to be fixed? Is there anything that you simply think *must* be changed?

Q. 3 Whats the best part of these rules?

Is there anything that you absolutely loved? Something that you sincerely think *must* make it into the final version? Anything that really contributes to the game in a positive way? Something that shouldnt be changed?

Q. 4 Were there any Positive traits that you felt were too cheap or too expensive?

Were any of them not worth the cost or too valuable given their game effect? Any must-have or must-avoid traits? Please list them. What do you think the CP value for them should be?

Q. 5 Were there any Negative traits that you felt were too cheap or too expensive?

Were any of them not worth the cost or too valuable given their game effect? Any must-have or must-avoid traits? Please list them. What do you think the CP value for them should be?

Q. 6 Were there any traits that you didnt think should be included?

Was there anything that you would rather see handled by roleplaying, implants, or in some other way? Please list and explain.

Q. 7 Are there any traits missing?

Is there some aspect of the game that we should be capturing in a trait but have overlooked? Anything you would like to see included in a trait?

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Positive Traits
AGI Socialization

New Traits

Cost: 10 CP Only AGI characters may take this trait and only during character generation. The character has studied transhumanity extensively and can interpret social cues more adeptly than the average infolife. The character gains a +10 bonus on all Social Skill Tests made against transhumans. This bonus does not apply to other AGIs, uplifts, aliens, exhumans, or TITAN-infected transhumans.

Aquatic Streamlining (Morph Trait)

Cost: 10 CP The character is perfectly suited to maneuver in aquatic environments. He does not suffer any penalties for physical actions while underwater. Normally characters suffer a -20 penalty for all physical actions while in the water.

Async Familiarity

Cost: 5 CP Few transhumans are aware of asyncs but the character is one of them. The character gains a +10 bonus on Skill Tests to identify an async with an appropriate skill if the async uses a psi-sleight or exhibits behavior unique to asyncs. This is typically a Kinesics Test but certain Knowledge Skills may apply as well.

Brinker Solitude

Cost: 10 CP Living alone for long periods in a brinker habitat has made the character self-reliant. Emergencies have to be handled without depending on others, so the character has learned how to keep their composure when isolated. The character gains a +20 bonus to all Stress Tests and +10 on all other Skill Tests when no ally can physically rescue or aid the character, even other player characters. The character may still receive the bonus if she is able to communicate with others through the mesh but not if the other characters are able to provide physical aid remotely, such as opening airlocks or providing indirect covering fire. This is a contextual bonus and may be applicable in nearly any environment. For example, a character in a crowded habitat may receive the bonus if they are cut off from everyone else because of a hull breach. However, a character with a team of Firewall agents in an abandoned habitat does not receive the bonus. The GM has final say on whether the character receives the bonus or not.

Cleaner

Cost: 10 CP Requires the Investigation Skill at 40 or higher. Expert detectives can cover up crimes just as well as they can solve them. Characters with this trait can make Investigation Skill Tests to determine how to conceal evidence of a crime or plant misleading evidence in order to deceive investigators. Characters without this trait can still attempt this but suffer a -20 penalty, as they are not used to covering every angle of a crime, a very difficult task when investigators have access to a wide range of sensors and tools to solve mysteries. This trait only provides the knowledge of what to do to cover up a crime, not the specifics on how to do it. Other skills may be necessary, such as Infosec to hack security systems or various Hardware skills to fabricate evidence.

Drug Fiend (Ego or Morph Trait)

Cost: 20 CP Long term drug use has increased the characters tolerance to them. Addiction Tests are made with a +20 bonus against all chemical drugs, but not nanodrugs or narcoalgorithms. Furthermore, the character halves the penalty for minor and moderate addiction, but still suffers full penalties from major addiction.

Exsurgent Attack Survivor

Cost: 10 CP A close encounter with exsurgents, perhaps from the Fall or a Firewall mission, has desensitized the character to their presence. The character receives a +20 bonus to all Stress Tests made in response to exsurgents or TITAN machines. This bonus only applies to tests made in connection to exsurgents and TITAN infected machines, not to victims of their attacks.

Factional Expertise

Cost: 10 CP The character is intimately familiar with a powerful transhuman faction (such as the Jovian Junta, the Argonauts, Cognite, Firewall, or the Barsoomians) and its workings, either through business or espionage. The knowledge extends beyond what even an average faction member would know, although the character does not know any high level secrets. Rather the character knows how the faction operates in business and war, under normal circumstances. This knowledge could be used in a variety of situations, from how they negotiate trade deals,

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to how their security teams sweep for surveillance devices. The character gains a +20 bonus to all Knowledge Skill Tests when made about this faction. Non-human factions like the Factors or Exsurgents cannot be taken with this Trait.

Freerunning Tricks

Cost: 5 CP per trick The character knows a specific trick based on his talent for Freerunning. Each trick must be purchased separately. Characters who lack a specific trick may still attempt them, but at a -20 penalty. Free Climbing: The character can use Freerunning to make Climbing Skill Tests in complex environments with many handholds and edges like cities or habitats. The gamemaster has final discretion whether a given environment qualifies for this trick or not. Feint Jumping: Some freerunners know how to mislead pursuers into making a jump that they dont take themselves. Any time character is being chased, she may make an Opposed Test, Freerunning versus the pursuers Perception, to trick them into thinking the character will jump over a given obstacle in the next Action Turn. The character is free to take a different course of action, such as changing direction, stopping, or attacking the pursuer. Defensive Freerunning: Whenever the character uses Freerunning for Full Defense, she gains an additional +10 bonus on all checks to avoid attacks during that Action Turn for a total modifier of +40. Divebomb Strike: By spending a Complex Action and making a successful Freerunning Skill Test, the character can build up momentum for a charge into melee by gaining height over his opponent. This can only be done in an environment where the character can quickly gain at least 4 meters of height over an opponent and when there is sufficient gravity to allow freerunning. On the characters next available Complex Action, he can divebomb into the opponent, which is effectively a vertical charging attack. He gains a +20 modifier on his melee attack and +2d10 DV if he successfully attacks the opponent. The opponent can receive the charge as normal. Silent Freerunning: The character may use Freerunning as a substitute for Infiltration whenever the character is in a complex environment with gravity, handholds, and multiple paths, like a city or habitat. The character may move at full speed while using Silent Freerunning, but at a -10 penalty.

Information Wants to Have Fun

Cost: 10 CP The character has spent a significant amount of time around AGIs, to the point where socializing with an AGI is far easier than with a transhuman. The character gains a +20 bonus when making a Social Skill Test against AGIs or characters with the Real World Naivet trait but suffers a -10 penalty when making Social Skill Tests against all other characters.

Introspective Forker

Cost: 10 CP Merging forks can be stressful under the best of circumstances, but some people handle the process better than others. The character gains a +10 modifier on all Merging Tests and suffers -1 SV when merging forks.

Large Frame (morph only)

Cost: 20 CP The character is significantly larger than a normal transhuman, which has its advantages and disadvantages. One-handed weapons and tools are hard to use, giving the character -20 penalty on all Skill Tests made with such small items. However, two-handed weapons and tools can be wielded in one hand without penalty. The characters enormous reach in melee combat is a huge advantage against smaller opponents, granting a +20 bonus to all unarmed and melee weapon attacks against enemies smaller than the character. Finally, the character counts as a large target in combat, granting all enemies a +10 bonus on all attack rolls against the character.

Microgravity Fighter

Cost: 5 CP When fighting in microgravity, the character receives a +3 Initiative bonus.

Mod Spotter

Cost: 10 CP Security experts, bioconservatives, and cool hunters have all learned how to spot concealed bioware, cyberware, and nanoware in biomorphs and pod morphs. The character makes an opposed Kinesics Test with a +10 bonus against the targets Deception. Failure indicates the character has learned nothing. A critical failure alerts the target to the characters intentions. A normal success lets the character learn of the presence of one concealed implant per 10 points of MoS and a general idea of the mods nature, but not necessarily its exact type. A critical success identifies one implant per 10 points of MoS. Characters without this trait can attempt to identify mods but take a -20 penalty to their Kinesics Test. Synthmorphs are impossible to study in this manner.

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Murder Simulator Addict

Cost: 10 CP Thousands of hours spent in various simulspace combat games have sharpened the characters aim and reflexes. When equipped with a ranged weapon, the character has a +1 Initiative bonus. Targets in cover are treated as being in category worse of cover than they normally are. Minor cover is ignored. Moderate cover is treated as minor cover and major cover is treated as moderate.

Phoenix

Cost: 10 CP Transhumans who die and resleeve frequently are often nicknamed Phoenixes. Death holds little sway over these daring characters, so the trauma of lost continuity has lost much of its sting. The character gains a +20 bonus on Continuity Tests.

Repurposing Specialist

Cost: 10 CP This trait requires a Scrounging Skill of 40 or higher. The character is a creative genius when it comes to thinking up of new uses for technology. Whenever the character needs a tool or weapon, she can usually find something nearby which can be repurposed into an approximation of the desired item. With a successful Scrounging Skill Test (modified by the table below), the character can find a substitute of a given tool, which can then be repurposed with a successful Skill Test of an appropriate Hardware and/or Programming skill. A repurposed device will be inferior to the standard version, but it will work at least once. The character must be in an environment with an abundance of technology, like an active habitat or city to use this trait. The substitute item may be components of a larger device or system, like the parts of a maintenance robot. The character cannot find substitutes for items with exotic components or alien technology. Example Desired Tool Example Substitute Skill Test Modifier Simple Machine/Primitive Melee Weapon Debris +30 Ecto Habitat Communication Systems +20 Stunner Flashlight +10 EVA Sled Guardian Angel robot +0 Covert Operation Tool Utilitool -10 Psi Jammer Radio Booster -20 Vortex Ring Gun Jet Pack -30

Smart Animal Combat Trainer

Cost: 10 CP Requires Animal Handling at 40 or higher. The character knows how to train smart animals to fight on command. Training a smart animal to fight is a Task Action, which takes 1 week of time on average, although certain species may take longer or shorter amounts of time. If the character makes a successful Skill Test, the smart animal learns the commands to start or stop fighting and becomes more effective in combat. The smart animal gains a +3 modifier to Initiative and inflicts +2 DV with all claw and bite attacks. Stopping a smart animal after it has started fighting is harder to do, especially if it has been wounded. The gamemaster may require an Animal Handling Skill Test to compel an animal to stop attacking a fallen enemy or not chase a fleeing enemy.

Smart Animal Teamwork

Cost: 10 CP Requires Animal Handling at 40 or higher. Familiarity with working with smart animals has given the character the ability to work with them as a team. The character can train a team of smart animals (up to the characters Animal Handling skill 10) to use teamwork in any action the character is trained in (40 or higher skill rating). This training is a Task Action, which takes 1 day per animal and a successful Animal Handling Skill Test. Once trained, the smart animals can provide a teamwork bonus to the character, any other smart animal trained by the character, or allow the character to provide a teamwork bonus to one of the trained smart animals. This bonus is +10 bonus per animal, for a maximum of +30. The character must train for each skill to be used through teamwork, but smart animals can learn teamwork for multiple skills. The smart animals do not necessarily need to know the skill in order to provide a teamwork bonus, but the character or smart animal attempting the skill must be trained in it to make the attempt. The gamemaster has final say on what skills a smart animal can assist in using teamwork.

Specialist Guru

Cost: 5 CP (level 1) 10 CP (level 2) 15 CP (level 3) A single number like a Reputation score cannot fully describe a persons accomplishments. This trait gives the character a noted reputation in a specialized field. This reputation gives the character far more credibility when discussing about this topic than other experts. The character chooses one of his Skill Specializations. For every level of Specialist Reputation, he gains a +10 bonus on any Social Skill or Networking Skill Test in which his Specialization is relevant. The gamemaster has final say on whether any given discussion involves the Specialization or not. A character may take this trait once.

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Tacnet Sniper

Cost: 20 CP The character can make indirect fire attacks without penalty if he has eyes on the target through an allys Tacnet link. Normally characters suffer a -30 penalty when making indirect fire attack rolls when using Tacnet. This only applies if the character uses Tacnet, not through any other means.

TITAN Hunter

Cost: 20 CP Many transhumans burn for revenge against the TITANs. The few willing to take the fight to the next level obsessively study and train for a possible fight against exsurgents and known TITAN machines. The character gains a +10 bonus when defending against a TITAN or Exsurgent attack and when making Stress Tests against Exsurgent based experiences. The character also gains a +3 bonus on Initiative when fighting against exsurgent infected opponents.

Titanian Microcorp Owner

Cost: 10 CP Small business ownership is still possible and the character is proof of that. The character must pick a skill as a focus for her microcorp, which describes what the microcorp does in the market. For example, Kinesics would mean the microcorp is a consultancy that helps clients understand their customers while Profession: Inner System Law would be a small law firm. The character gains a +10 bonus on all relevant Skill Tests when connected to her market, which could include Networking Skill Tests. Furthermore, the character can earn money with her microcorp. For every point of Rez she spends working, she gains 2,000 credits instead of 1,000 credits.

Trick Shot

Cost: 5 CP per trick shot The character can pull off specific trick shots with a ranged weapon. Each trick shot must be purchased separately.

Disarming Shot: Called shots with a ranged weapon to disarm an opponent of a weapon are made without penalty. Pinpoint Shot: Attacks against extremely small targets only suffer a -10 penalty on ranged attacks instead of a -30 penalty. Point Defense Shot: The character can take a complex action on his turn to prepare to shoot down any incoming missiles or grenades. For the rest of the round, any missile or grenade attack against the character (or a nearby ally) can be targeted and shot down by the character. These attacks suffer a -30 penalty for shooting at an extremely small target, which can be mitigated with Pinpoint Shot. The character can shoot down a number of missiles or grenades equal to his SPD per turn. Multi Shot: The character only suffers a -10 penalty on attacks per additional target for shooting at multiple targets in the same Action Phase. Running Shot: The character only suffers a -10 penalty on ranged attacks when running. Cover Shot: The character suffers no penalty when attacking with a ranged weapon from minor or moderate cover. The character still suffers a -10 penalty when firing from major cover.

Unarmed Combat Techniques

Cost: 5 CP per technique The character has learned and practiced a martial art technique to pull it off at will. Each technique must be purchased separately. Characters who lack a specific technique may still attempt them, but at a -30 penalty. Knockout Strike: Any time the character rolls a Critical Success on an Unarmed Combat attack which inflicts at least 8 DV on a biomorph opponent, the target must make a SOM x 3 Test or fall unconscious. Note that the character can always spend a point of Moxie to upgrade a successful attack to a Critical Success. Speed Training: When unarmed, the character gains a +1 Initiative bonus. Grappler: The character has a +10 bonus on all grappling Opposed Tests. Ground fighter: Whenever the character successfully grapples a biomorph opponent, she may use her knowledge of physiology to break bones, dislocate joints, or otherwise maim opponents. By taking a Complex Action to attack a subdued opponent, the character may inflict 2d10 + (SOM 10) DV, which ignores armor. Sweeping Attack: The character takes a flat -10 penalty when making multiple attacks with Unarmed Combat instead of a cumulative -20 penalty per attacker.

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Unique Look (Morph only)

Cost: 10 CP The morph is engineered to stand out in a society with sophisticated cloning and fabrication technology. The exact nature of the unique look varies based on the morph. Some employ proprietary technology secured by DRM in order to prevent others from copying the exact look of the morph. Others are secured by reputation alone the look of an infamous Triad crime boss would never be copied for fear of retribution. Whatever the reason, no one will mistake this morph for someone else. Any attempt to impersonate a morph with this trait suffers a -30 penalty. Characters with this trait tend to cause extremely positive or negative reactions in social situations. Characters with this trait may gain a positive modifier of up to +30 in certain Social Skill Tests or suffer up to a -30 penalty on Social Skill Tests, depending on the circumstance. In general, morphs with the Unique Look trait are strongly associated with a particular element of transhumant society, so characters with this trait will become de facto representatives of that element of society and others will treat them accordingly.

Negative Traits
Faulty Education
Bonus: 30 CP Not everyone receives the same quality of education and many are taught incorrect things. Some, like most Jovians or children of Brinker cult members, are brought up in a highly ideologically-driven system that prizes obedience over truth and accuracy. Others, like many refugees and the Clanking Masses, only have access to substandard or obsolete reference material. No matter the cause, the character thinks she knows far more than she really does. Once per session, the GM may declare the character automatically fails a Skill Test for an appropriate Knowledge Skill, depending on the characters background. A Jovian scientist will know astrophysics but her knowledge of Old Earth History may be far worse than she previously believed.

Firewall Rival

Bonus: 10 CP Even secret conspiracies dedicated to protecting transhumanity from existential threats have to deal with organizational issues like intra-office rivalries. Somewhere along the way, the character has made another Firewall agent look bad or otherwise ticked off someone in the org chart. Once per mission, the gamemaster may have this rival interfere with the character, denying them aid or intel during routine operations or changing their mission parameters in order to make life more unpleasant for the character. The rival will not directly jeopardize the character or work against the interests of Firewall, but indirect harassment, behind the scenes backstabbing, and other subtle forms of sabotage are fair game. Players in a non-Firewall campaign can take a modified version of this trait to represent a rival in whatever organization they are employed in (Ozma, a hypercorp, the Titanian Commonwealth, etc.) Characters not employed by a large organization cannot take this trait.

Identifiable Quirk

Bonus: 10 CP Transhumans may be able to switch bodies and travel the entire solar system to start a new life, some things cant be left behind. The character has a unique behavioral quirk that makes identification easy. Attempts to identify this character through Kinesics or similar skills gain a +10 bonus. This quirk could be a nervous twitch of lips, a distinct accent, or unusual gait. The character suffers a -30 penalty to all Impersonation Tests against targets aware of the characters quirk. The character can suppress the quirk for one scene by making a WIL x 3 Test but he must actively declare this action.

In Debt

Bonus: 10 CP (level 1) 20 CP (level 2) 30 CP (level 3) The character is in debt to a powerful organization, which demands regular payments to service the debt. The debt may be the result of a legitimate loan made by the character or the character may be a victim of extortion. Either way, the character is expected to pay and the creditor organization will not take no for an answer. Every time the character gains Rez points, he must spend 1 Rez point per level of the debt in order to work enough to make a payment on the debt. Each Rez point spent on the debt subtracts 1,000 credits from the debt. Failure to do so will cause the creditor organization to retaliate, which can take any number of forms. Hypercorp creditors may lower the characters Rep by publicly declaring them a deadbeat while criminal syndicates may send ego hunters to extract full payment. Many organizations employ debt collectors that know how to get money from reluctant debtors one way or the other. Characters may delay repayment for one week by making a Deception or Academics: Accounting Skill Test but this cannot be used two weeks in a row. Characters may also hide out from their creditors, which may require Impersonation Skill Tests (to impersonate someone other than the characters primary identity) or Profession: Smuggling Tricks (to lay low while the creditors look for the character) or some other appropriate Skill Test as determined by the gamemaster. The approximate level of debt is equal to the following amount: Level 1: 20,000 + (1d10*1,000 in interest) credits Level 2: 40,000 + (2d10*1000 in interest) credits Level 3: 80,000 + (4d10*1000 in interest) credits The debt is expressed as a flat amount to minimize bookkeeping in the game. Optionally, a gamemaster may set up an interest rate for the debt and track its progress over a campaign. Optionally, the character may be allowed to work off the debt by performing a job for the creditor organization. Generally, this will

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be a high risk mission that the organization does not want to use its own personnel for jobs like retrieval of data from an Exsurgent infested abandoned habitat or assassinating the capo of a Martian crime syndicate. The higher the debt is, the more dangerous or difficult the mission will be.

Intense Relationship

Bonus: 10 CP (level 1) 20 CP (level 2) 30 CP (level 3) While the bonds of family and friendship are strained in the transhuman future, they still exist. The character has an emotional connection with a NPC and being away from the NPC is emotionally taxing. When a character takes this trait, the player should work with the gamemaster to outline the NPC but the gamemaster creates and controls the NPC. The NPC cannot be a member of Firewall, nor can the NPC travel with the character on Firewall missions. At level 1, the character has a close friendship with 1 NPC. The character genuinely cares for the NPC, which is reciprocated by the NPC, although the exact nature of the relationship can be complex. The character must spend at least 1 Rez Point each time the character completes a mission to represent the energy and effort the character spends to help the NPC when the character cant physically meet the NPC. In that case, the Rez Point represents sending messages over the Mesh, transferring credits to the NPCs personal account and so forth. Failure to spend this Rez Point requires a Stress Test as the character becomes guilt-ridden over neglecting the NPC. Failure means the character loses (1d10 2) SV. The NPC automatically suffers 1 SV as a result of the neglect. At level 2, the character is emotionally dependent on 1 NPC. The relationship between the character and NPC can vary, but without contact from the NPC on a regular basis, the character becomes withdrawn and despondent. If the character goes without communicating with the NPC for a month, the character takes a -10 penalty on all Task Actions, as the character is too distracted to focus. The character must spend at least 2 Rez Points after each mission to keep the relationship going with the NPC whenever the character cant be with the NPC due to Firewall responsibilities. At level 3, the character has a beloved family of NPCs perhaps not blood relatives, but people close enough to the character that they treat each other as family. If the character goes more than a week without contact from at least one family member, the character takes a -10 penalty on all Task Actions. The character is constantly engaged by the family, requiring the expenditure of 3 Rez Points per mission whenever the character is away from the family. Basic operational security dictates that the character cannot tell the NPC anything about Firewall nor can they communicate with the NPC during a Firewall mission. Characters break these rules put the lives of their friends and family at risk. Gamemasters should have enemies of Firewall use friends and family against characters who break these rules.

Low Gravity Adaptation (morph only)

Bonus: 10 CP The character is adapted to live in low gravity environments but suffers at 0.38g and higher. Whenever the character enters an environment with gravity of up to 1.2g make a SOM x 3 roll. If the roll fails, the character suffers 1 wound from internal stress. Make the check every 6 hours spent in that environment. If the character enters an environment with higher gravity than 1.2g, make the roll every hour. The character suffers a wound every minute spent in an environment at 3g or higher.

Muse Phobia

Bonus: 20 CP A small percentage of transhumans reject muses, no matter how much they try. Something about the muse triggers an intense phobic reaction, no matter what the muse does or looks like. An even smaller percentage of unfortunates cant be helped with therapy or even psychosurgery at least psychosurgery that doesnt drastically alter the person. Life is an unending parade of frustration and embarrassment for those inflicted with muse phobia, as they struggle to keep up with the mainstream of society. A character with muse phobia takes a -10 penalty on all Networking, Interface, Infosec, Research, and Programming Skill Tests. The gamemaster may apply the -10 penalty to other Skill Tests when it is relevant, such as a Social Skill test when the NPC is aware the character does not have a muse. The character will not willingly use a muse unless it is absolutely necessary and then the character suffers 1d10 2 SV every 24 hours he has a muse.

Proprietary Tech (Morph only)

Bonus: 10 CP Synthmorph only. This morph was built to non-standard specifications, so that normal tools and software do not properly work on this morph. This is a conscious design decision by the manufacturer of the morph and is often used as a means of control. By limiting access to repair and modifications, the morph is dependent on the manufacturer. Highly skilled technicians can work around these barriers, but it impedes work. Standard repair and diagnostic tools like repair spray and fixer nanoswarms do not work on this morph, except for manufacturer approved brands. Characters with Hardware: Robotics can repair or modify the morph but at a -20 Skill Test penalty.

Socially Graceless

Bonus: 10 CP Something about the character makes them ignorant of basic social etiquette. While the character can be charming and confident, they forget customs and rules so they easily overstep their bounds. The character cannot train the Protocol skill, nor can they use Skillsofts to mitigate this penalty, as the character will ignore the advice the Skillsoft offers.

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Trusting Heart

Bonus: 10 CP The character has a tendency to trust others far too quickly and is devastated when betrayed. Stress loss from betrayal is doubled and the character suffers a -10 penalty when using Kinesics on allies or friends.

Unfocused

Bonus: 10 CP Some transhumans find it hard to remain focused on a single task for any length of time. Any time the character attempts a Task Action that takes longer than a few minutes, he must make a WIL x 3 roll or suffer a -10 penalty to the Skill Test as his mind begins to wander.

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