Core Concepts

The Narrative
The narrative is all important. This is the fiction generated between the Player Characters (PCs) and the Game Master (GM). The PCs describe what their characters are doing, saying, sometimes even thinking. The GM describes how the world reacts to the PCs. If there's some question about the outcome of events, the players roll dice to determine the outcome using one of their moves (see below). The GM then can respond with one of his moves based on the outcome of the die roll. Moves are both prescriptive and descriptive. If the narrative fiction would disallow a move, that move isn't allowed. If a move creates certain narrative outcomes, those outcomes happen. Go with the flow.

Stats
Each character has 6  Stats associated with their Ego :
Cognition – Your mind's depth of intelligence and experience
Intuition – Your capacity to make connections based on incomplete information
Coordination – Your ego’s ability to fully integrate with your morph for fine motor skills
Somatics – Your ego’s ability to control your morph for physical optimization, strength, and hardiness
Savvy – Your personality's ability to smoothly interact with others
Willpower – Your ego's stability, resistance to degradation due to trauma or time

Moves
Game mechanics are expressed as "Moves." Most moves require you to "roll +(Stat)" wherein you roll 2d6 and add the appropriate stat. A 10+ is a total success, a 7-9 is a partial success, granting the GM some power to complicate matters, and a 6- is a failure, granting the GM even more power to make the narrative go in ways not altogether to your liking. The GM never rolls dice, but rather reacts entirely to your die rolls as appropriate to the fiction.

Advantage / Disadvantage: 

When the GM determines that the circumstances of a die roll are more difficult than is usual, the player rolls with "Disadvantage." When the GM determines that circumstances give the player a greater than usual benefit, the player rolls with "Advantage." To roll with Advantage, roll 3d6 and choose the 2 best. To roll with Disadvantage, roll 3d6 and choose the 2 worst. If some factor gives you Advantage but another gives you Disadvantage, they cancel out and you roll normally. If two factors grant Advantage and only one grants Disadvantage you have Advantage. Etc.

Exceptional Success
If the roll on a move is 12+, it counts as an exceptional success. Some moves already indicate what happens on an exceptional success. For others, the GM and the player are encouraged to come up with some manner in which the character succeeds even more stylishly or effectively than normal.

Damage and Sanity
You have two condition tracks corresponding to the physical damage taken by your Morph and your long-term sanity:

DAMAGE SANITY
Minor Wound:________________ Minor Instability: _______________
Major Wound:________________ Major Instability: _______________
Serious Wound:______________ Serious Instability: _____________
Critical Wound:_______________ Critical Instability:______________
Dead Insane

When you take physical damage, the GM will tell you how serious it is and you will roll the Take Damage move. When you suffer mental trauma from resleeving, an ego-hacking attempt, or some other horror you will roll the Take Trauma move. Both of these moves are Basic Moves

You can only have one wound or instability at each severity level. If you receive a wound or instability at a severity that is already filled, your new wound or instability increases in severity until it finds an empty slot. When you're dead you'll need a new morph with all the expense and potential trauma that implies. When you're insane there's no hope for you without extensive psychosurgery or restoration from backup.

Data Points
Data Points are small but critically useful bits of information about a particular subject, which can be leveraged to tip the scales during a tense moment. Each Data Point concerns a specific topic or subject, and can be spent to grant Advantage to any roll that directly involves or leverages the information in that Data Point. Only one Data Point can be spent per roll, no matter how many would apply.

Data Points are rewards for successfully completing certain activities, like research or investigation. There are no limits to how many Data Points a character can have, or how many they can have about the same or similar subject, but the freshness and validity of the information must be maintained; Data Points quickly expire if they are no longer pertinent or are rendered obsolete/out-of-date.

 

Core Concepts

Eclipse Phase - Uncharted ardhanari