=Playing With Speed=
In Eclipse Phase, characters with boosted Speed can dominate a ﬁght. The ability to take multiple actions in a turn is effectively a force multiplier. This is an intentional representation of the realistic effect a character with neurachem or some other Speed boost would have, but it doesn’t work for every gaming group. The following optional rules are provided for players who want to handle Speed a bit differently.
==Speed as Initiative Groups==
When using this rule, multiple Action Phases are eliminated. Each character acts on their Initiative. Initiative is rolled normally, but the Initiative order is handled in groups. Characters with the highest Speed stat go in the ﬁrst group. Within that group, characters go in Initiative order. Once ﬁnished, the characters with the next highest Speed go in the next group, also in Initiative order, and so on.
This system means that characters with a high Speed will go ﬁrst, but they do not get the extra actions as provided in the regular rules.
==Speed as Extra Dice==
With this rule, Action Phases are eliminated, but high-Speed characters still get multiple actions. When rolling Initiative, each character rolls 1d10 + INIT, per usual. Characters with a Speed higher than 1, however, roll an extra 1d10 + INIT for each extra point of Speed. A character with a Speed of 4, for example, rolls 1d10 + INIT four times. Play proceeds with each character taking an action on their respective Initiative roll(s), in order. Characters with high Speed will have more than one Initiative score and thus will act more than once.
===Editor's Sidenote===
This is the way I handle Initiative in my games.
==Depreciating Speed==
Another option is to keep the extra actions provided by Speed, but to make the additional actions progressively harder. This option does not slow fast characters down, but it does make them slightly less lethal and effective.
Using this rule, Initiative and Action Turns are handled per the normal rules. Characters with a Speed higher than 1, however, suffer a cumulative −20 modiﬁer per Action Phase after the ﬁrst on all skill tests. So a character acting on their third Action Phase takes a −40 modiﬁer and a −60 on their fourth Action Phase. These modiﬁers only apply to skill tests initiated by the character on their actions, they do not apply to tests to resist attacks or damage or other effects (a character who is attacked by another in the second Action Phase, for example, may still roll Fray to dodge the attack without penalty).

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