In the advanced technological setting of Eclipse Phase, characters don’t get by on their wits and morphs alone; they take advantage of their credit and reputation to acquire gear and implants and use their social networks to gather information. Some characters also have the capability to use mental powers known as psi.
==Identity== 
In an age of ubiquitous computing and omnipresent surveillance, privacy is a thing of the past—who you are and what you do is easily accessed online. Characters in Eclipse Phase, however, are often involved in secretive or less-than-legal activities, so the way to keep the bloggers, news, paparazzi, and law off your back is to make extensive use of fake IDs. While Firewall often provides covers for its sentinel agents, it doesn’t hurt to keep a few extra personas in reserve, in case matters ever go out the airlock in a hurry. Thankfully, the patchwork allegiances of city-state habitats and faction stations means that identities aren't too difficult to fake, and the ability to switch morphs makes it even easier. On the other hand, anyone with a copy of your biometrics or geneprint is going to have an edge tracking you down or finding any forensic traces you leave behind.
==Social Networks== 
Social networks represent people the character knows and social groups with which they interact. These contacts, friends, and acquaintances are not just maintained in person, but also through heavy Mesh contact. Social software allows people to stay updated on what the people they know are doing, where they are, and what they are interested in, right up to the minute. Social networks also incorporate the online projects of individual members, whether it’s a mesh-site loaded with a band member’s songs, a personal archive of stored media, a decade of blog entries reviewing the best places to score cheap electronics, or a depository of research papers and studies someone has worked on or finds interesting.
In game play, social networks are quite useful to characters. Their friends list is an essential resource—a pool of people you can actively poll for ideas, troll for news, listen to for the latest rumors, buy or sell gear from, hit up for expert advice, and even ask for favors.
While a character’s social networks are nebulous and constantly shifting, the use of them is not. A character takes advantage of their social networks via the [[Networking|Networking (Field)]] skill. The exact use of this skill is covered under [[Reputation and Social Networks]].
==Cred== 
The Fall devastated the global economies and currencies of the past. In the years of reconsolidation that followed, the hypercorps and governments inaugurated a new system-wide electronic monetary system. Called credit, this currency is backed by all of the large capitalist-oriented factions and is used to trade for goods and services as well for other financial transactions. Credit is mainly transferred electronically, though certified credit chips are also common (and favored for their anonymity). Hardcopy bills are even used in some habitats.
Depending on your background or faction, your character may be given an amount of credit at the start of the game. During game play, your character must earn credit the old-fashioned way: by earning or stealing it.
==Rep== 
Capitalism is no longer the only economy in town. The development of nanofabricators allowed for the existence of post-scarcity economies, a fact eagerly taken advantage of by [[anarchists|anarchist]] factions and others. When anyone can make anything, concepts like property and wealth become irrelevant. The advent of functional gift and communist economies, among other alternative economic models, means that in such systems you can acquire any goods or services you need via free exchange, reciprocity, or barter—presuming you are a contributing member of such a system and respected by your peers. Likewise, art, creativity, innovation, and various forms of cultural expression have a much higher worth than they do in capitalist economies.
In alternative economies, money is often meaningless, but reputation matters. Your reputation score represents your social capital—how esteemed you are to your peers. Rep can be increased by positively influencing, contributing to, or helping individuals or groups, and it can be decreased through antisocial behavior. In anarchist habitats, your likelihood of obtaining things that you need is entirely based on how you are viewed by others.
Reputation is easily measured by one of several online social networks. Your actions are rewarded or punished by those with whom you interact, who can ping your Rep score with positive or negative feedback. These networks are used by all of the factions, as reputation can affect your social activities in capitalist economies as well. The primary reputation networks include:
* **The @-list:** the Circle-A list for anarchists, Barsoomians, Extropians, scum, and Titanians, noted as @-rep.
* **CivicNet:** used by the Jovian Republic, Lunar-Lagrange Alliance, Morningstar Constellation, Planetary Consortium, and many hypercorps, referred to as c-rep.
* **EcoWave:** used by nano-ecologists, preservationists, and reclaimers, referred to as e-rep.
* **Fame:** the seen-and-be-seen network used by socialites, artists, glitterati, and media, referred to as f-rep.
* **Guanxi:** used by the triads and numerous criminal entities, referred to as g-rep.
* **The Eye:** used by Firewall, noted as i-rep.
* **RNA:** Research Network Affiliation, used by argonauts, technologists, scientists, and researchers, referred to as r-rep.
Reputation is rated from 0-99. Depending on your background and faction, you may start with a Rep score in one or more networks. This can be bolstered through spending customization points during character creation. During game play, your Rep scores will depend entirely on your character’s actions. For more information, see [[Reputation and Social Networks]].
Note that each Rep score is tied to a particular identity.
==Gear== 
Gear is all of the equipment your character owns and keeps on their person, from weapons and armor to clothing and electronics. You buy gear for your character with customization points during character creation and in the game with Credit or Rep. Certain restricted, illegal, or hard-to-find items may require special efforts to obtain. If you have access to a nanofabricator, you may be able to simply build gear, presuming you have the proper blueprints. For a complete listing of equipment options, see the [[Gear]] page.
Even among the remaining capitalist economies, prices can vary drastically. To represent this, all gear falls into a cost category. Each category defines a range of costs, so the gamemaster can adjust the prices of individual items as appropriate to the situation. Each category also lists an average price for that category, which is used during character generation and any time the gamemaster wants to keep costs simple.
==Implants== 
Implants include cybernetic, bionic, genetech, and nanoware enhancements to your character’s morph (or mechanical enhancements in the case of a synthetic shell). These implants may give your character special abilities or modify their stats, skills, or traits. Some morphs come pre-equipped with implants, as noted in their descriptions. You may also special-order morphs with specific implants. If you want to upgrade a morph you are already in, you can undergo surgery or other treatments to have an enhancement installed.
==Psi== 
Psi is a rare and anomalous set of mental abilities that are acquired due to infection by a strange nanovirus released during the Fall. Psi abilities are not completely understood, but they give characters certain advantages—as well as some disadvantages. A character requires the [[Traits#Psi|Psi trait]] to use psi abilities, which are called sleights. Psi users are called asyncs. A full explanation of psi and details on the various sleights can be found on the [[Playing Asyncs]] page.

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