When it’s your turn to act during an Action Phase, you have many options for what you can do—far too many to list here. There is a limit to what you can accomplish in 3 seconds, however, so some limitations must be adhered to. The first step is to figure out what type of action you want to take. In Eclipse Phase, actions are categorized as Automatic, Quick, Complex, or Task, based on how much time and effort they entail.

Automatic Actions

Automatic Actions require no effort. These are abilities or activities that are “always on” (assuming you are conscious) or are otherwise reflexive (they happen automatically in response to certain conditions, with no effort from you). Breathing, for example, is an automatic action—your body does it without conscious effort or thinking on your part.
In most cases, Automatic Actions are not something that you initiate—they are always active, or at least on standby. Certain circumstances, however, will bring an Automatic Action to bear. Such Automatic Actions are invoked and handled immediately whenever they apply, without requiring effort from your character.
Resisting damage—whether from combat, a poison, or a psi attack—is one example of an Automatic Action that occurs in response to something else.
Basic Perception
Your senses are continuously active, accumulating data on the world around you. Basic perception is considered an Automatic Action, and so the gamemaster can call on you to make a Perception Test whenever you receive sensory input that your brain might want to take notice of (see Perception). Likewise, you may ask the gamemaster at any time—even during other character’s actions—to make a basic Perception Test, just to find out what your character is noticing around them.
Because basic perception is an automatic, subconscious activity, however, you will suffer a –20 modifier for distraction—your attention is focused elsewhere. In order to avoid the distraction modifier, you must actively engage in detailed perception or use an oracle implant.

Quick Actions

Quick Actions are fast and simple, and they may often be multi-tasked. They require minimal thought and effort. You may undertake multiple Quick Actions on your turn during each Action Phase, limited only by the gamemaster's judgment. If you are taking nothing but Quick Actions during an Action Phase, you should be allowed a minimum of 3 separate Quick Actions. If you are also engaging in a Complex or Task Action during that same Action Phase, you should be allowed a minimum of 1 Quick Action. Ultimately, the gamemaster decides what activity you can or can’t fit into a single Action Phase.
Some examples of Quick Actions include: talking, switching a safety, activating an implant, standing up, dropping prone, gesturing, drawing/readying a weapon, handling an object, or using a simple object.


Aiming is a special case in that it is a Quick Action but requires a degree of concentration that rules out other minor actions. If you wish to aim before making an attack in the same Action Phase, aiming is the only Quick Action you may make during that Action Phase.

Detailed Perception

Detailed perception involves taking a moment to actively use your senses in search of information and assess what you are perceiving. It requires slightly more effort and brainpower (or computer power) than basic perception, which is automatic. As a Quick Action, you may only engage in detailed perception on your turn during an Action Phase, but you do not suffer a modifier for distraction (unless you happen to be in a heavily distracting environment, such as a gunfight or agitated crowd).
Complex Actions
Complex Actions require more concentration and effort than Quick Actions—they effectively monopolize your attention. You may only take one Complex Action on each your Action Phase turns. Additionally, you may not engage in a Complex Action and a Task Action during the same Action Phase. Examples of Complex Actions include: attacking, shooting, acrobatics, full defense, disarming a bomb, using a complex device, or reloading a weapon.
Task Actions
A Task Action is any activity that requires longer than one Action Turn to complete. Each Task Action lists a time-frame for how long the task takes to accomplish. This timeframe may range anywhere from 2 Action Turns to 2 years. While engaged in a Task Action, you may not also undertake a Complex Action, though in some cases you may take a break from the task and return to it later.
Examples of Task Actions include: repairing a device, programming, conducting a scientific analysis, searching a room, climbing a wall, or cooking a meal.

Movement in Eclipse Phase is handled just like any other action, and may change from Action Phase to Action Phase. Walking and running both count as Quick Actions, as they do not require your full concentration. The same also applies to slithering, crawling, floating, hovering, or gliding. Running, however, may inflict a –20 modifier on other actions that are affected by your jostling movement. Even more, sprinting is an all-out run, and so requires a Complex Action.
At the gamemaster's discretion, other movement may also call for a Complex Action. Hurdling a fence, pole vaulting, jumping from a height, swimming, or freerunning through a habitat in zero-gravity all require a bit of finesse and attention to detail, so would count as a Complex Action, and would apply the same modifier as running. Flying generally counts as a Quick Action, though intricate maneuvers would call for a Complex Action.
Movement Rates
Sometimes it’s important to know not just how you’re moving, but how far. For most of transhumanity, this movement rate is the same: 4 meters per Action Turn walking, 20 meters per turn running. To determine how far a character can move in a particular Action Phase, divide this movement rate by the total number of Action Phases in that turn. In a turn with 4 Action Phases, that breaks down to 1 meter walking per Action Phase, 5 meters running. Movement such as swimming or crawling benchmarks at about 1 meter per Action Turn, or 0.25 meters per Action Phase. You can also sprint to increase your movement rate (see Sprinting). Vehicles, robots, creatures, and unusual morphs will have individual movement rates listed in the format of walking rate/running rate in meters per turn.
These movement rates assume standard Earth gravity of course. If you’re moving in a low-gravity, microgravity, or high-gravity environment, things change.
Characters making a running jump can cross SOM ÷ 5 (round up) meters; use SOM ÷ 20 (round up) meters for standing jumps. Vertical jumping height is 1 meter. Characters making a Freerunning Test can increase jumping distance by 1 meter (running jump) or 0.25 meters (standing/vertical jumps) per 10 points of MoS.
You may use Freerunning to increase the distance you move during an Action Phase. You must spend a Complex Action to sprint and make a Freerunning Test. Every 10 points of MoS increases your running distance in that Action Phase by 1 meter, to a maximum bonus of +5 meters.

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