Aptitudes and Skills
Your aptitudes and skills represent your physical and mental attributes, as well as what actions or activities you have trained yourself in. Aptitudes represent your natural, inherent abilities while skills represent abilities learned and honed through education and practice. Aptitudes range from 0 to 30, with a 15 representing an average transhuman.
There are 6 aptitude scores which are generated during character creation:
- Cognition (COG) represents your intelligence, problem-solving talent, and capacity for logical analysis.
- Intuition (INT) is your gut instinct and ability to evaluate on the fly. It includes physical awareness, creativity, cleverness, and cunning.
- Reflexes (REF) is your coordination, manual dexterity, nimbleness, balance, and reaction speed.
- Savvy (SAV) represents your social awareness, adaptability, empathy, and ability to influence others.
- Somatics (SOM) is how well you can exploit your morph's physical capabilities, including strength, stamina, and sustained positioning and motion.
- Willpower (WIL) is your self-control, mental fortitude, and strength of personality.
Aptitude Checks
You will sometimes rely on your aptitudes to make tests rather than learned skills. Aptitude checks normal only come into play in situations where no skill applies, but raw talent does. Aptitude check values are a derived stat, based on your aptitude 3. Some examples include:
- Cognition (COG) Check: Recall a memory, memorize a number, or resist mental manipulation.
- Intuition (INT) Check: Evaluate a situation, see through an illusion, or grok alien intentions.
- Reflexes (REF) Check: Catch a thrown object, balance, avoid blinding glare, or stop yourself from falling.
- Savvy (SAV) Check: Evaluate a social situation, express empathy, follow etiquette, or resist social manipulation.
- Somatics (SOM) Check: Exercise brute strength, endure hardships, or break free from grapples.
- Willpower (WIL) Check: Keep your composure, steel your resolve, or resist fear or emotional manipulation.
Skills
Skills represent your character's accumulated knowledge, education, and experience. They are the most important part of your ego, traveling with you from morph to morph. Having a well-rounded skill set is vital to survival in Eclipse Phase.
Your learned skills are built upon your inherent abilities (i.e., your core aptitudes). Each skill is linked to an aptitude and increased by that aptitude's base value. If an aptitude is modified, all linked skills are modified as well.
Skills are also assigned to a number of other categories, as noted on the Skill List: Combat, Mental, Physical, Psi, Social, Technical, and Vehicle skills. Certain traits, abilities, and modifiers may only apply to skills of a specific category.
Skill Ranges
Skills range in value from 0 to 100.
Rating Assessment Rating Assessment 10 Rudimentary Ability 60 Experienced Professional 20 Some Familiarity 70 Expert 30 Novice 80 Authority 40 Basic Professional Competence 90 Master 50 Advanced Training 100 Pinnacle of Achievement
Field Skills
When you choose a field skill, you must select a particular emphasis for that skill known as a field. Field skills are written as "[Skill]: [Field]." For example, when choosing a Know skill, you must pick a particular discipline, such as Know: Engineering or Know: Biology. Field skills may be purchased more than once, with a different field chosen each time. Each field essentially serves as a separate skill. Suggested fields are listed for each field skill, but players and GMs can cooperate to create others.
Specializations
Yu may opt to specialize in a given skill. Specializations represent a focus in one particular aspect of that skill and provide a +10 bonus when using that skill in a situation appropriate to the specialization. For example, Beam Weapons is a specialization of the Guns skill. Specializations are written in parentheses after the skill name -- e.g., Guns (Beam Weapons). Each skill lists a number of possible specializations, but players and GMs can generate their own. Field skills may also have specializations.
Skill List
Skill Linked Aptitude Type Skill Linked Aptitude Type Athletics Somatics Active, Physical Kinesics Savvy Active, Social Deceive Savvy Active, Social Know: [Field] Cognition/Intuition Field, Know Exotic Skill: [Field] --- Active, Field Medicine: [Field] Cognition Active, Field, Technical Fray Reflexes Active, Combat Melee Somatics Active, Combat Free Fall Somatics Active, Physical Perceive Intuition Active, Mental Guns Reflexes Active, Combat Persuade Savvy Active, Social Hardware: [Field] Cognition Active, Field, Technical Pilot: [Field] Reflexes Active, Field, Vehicle Infiltrate Reflexes Active, Physical Program Cognition Active, Technical Infosec Cognition Active, Technical Provoke Savvy Active, Social Interface Cognition Active, Technical Psi Willpower Active, Mental, Psi Research Intuition Active, Technical Survival Intuition Active, Mental
Active Skills
Active skills represent things your character does. They usually require some sort of physical action and are the primary skills your character uses in action and combat scenes.
Athletics
Type: Active, Physical
Linked Aptitude: Somatics Athletics encompasses various types of physical activity in environments with gravity. It specifically applies to maneuvering in morphs that are humanoid, uplift, or that use biomimicked movements (snaking, winged flight, etc.), whether sleeved or remote operated.
Use Athletics to scale a wall, tread water, throw a grenade, jump a crevasse, vault a table, backflip off a ledge, or make a barrel roll with a winged morph. Some actions are detailed in the movement section.
Specializations: Acrobatics, Fly, Climb, Jump, Parkour, Run, Swim, Throw
Deceive
Type: Active, Social
Linked Aptitude: Savvy Deceive is about presenting falsehoods in believable ways. It applies to any attempt to misrepresent or hid the truth with words and gestures. It does not include hiding (Infiltrate) or physical disguise (Exotic Skill: [Disguise]).
Use Deceive to act, lie, bluff, misdirect, con someone, impersonate someone, or fast talk your way out of a situation. The target of our deception opposes with their Kinesics skill.
Specializations: Act, Bluff, Con, Fast Talk, Impersonate
Exotic Skill: [Field]
Type: Active, Field This is a catch-all category for less-common skills. This includes proficiency with unusual and archaic weaponry and skills that have a very narrow focus but require education, training, and experience to properly execute.
Use Exotic Skill if you want your character to be talented in a field that is not covered by any existing skill. The GM determines the appropriate linked aptitude.
Sample Fields: Animal Handling (SAV), Bow (REF), Disguise (INT), Escape Artist (REF), Plasma Cutter (REF), Sleight of Hand (REF), Throwing Knives (REF), Whips (REF)
Specializations: As appropriate to the field
Fray
Type: Active, Combat
Linked Aptitude: Reflexes
Fray is your ability to get out of the way of danger, whether that is an attacker or a moving object. You start with a base Fray of REF 2.
Use Fray to dodge attacks, avoid falling objects, maneuver deftly through a crowd, or side-step a collision. In combat, Fray is used to oppose melee and ranged strikes. Against guns, Fray is reduced by half.
Specializations: Full Defense, Guns, Melee
Free Fall
Type: Active, Physical
Linked Aptitude: Somatics
Free Fall is a companion skill to Athletics for morphs that are humanoid, uplift, or using biomimicked movements. Use it for physical activity in microgravity environments or when free falling.
Use Free Fall to push yourself down a micrograv tunnel, propel yourself across an open space in zero g, re-orient yourself out of a spin, maneuver with vacsuit attitude jets, correctly apply some type of propulsion when drifting in space, or when parachuting.
Specializations: Jump, Parachute, Pull, Vacsuits
Guns
Type: Active, Combat
Linked Aptitude: Reflexes
Guns deal with the maintenance and use of firearms, seeker launchers, and coherent energy and projectile weapons. Use Guns to shoot beam, kinetic, seeker, and spray weapons. Attacks made with Guns skill are opposed with Fray