This is the core concept of the game, and means you can die horribly and still continue to play the same character…repeatedly. But this was a chore in 1st Edition: changing your body meant changing a lot of the numbers on your character sheet, making it a slow process. It was significantly faster in-world to transfer your mind from a humanoid robot body into the body of a genetically modified octopus than it was to actually make the change at the table.
You were subtly discouraged from swapping bodies. Not so in 2nd Edition. The character sheet even reflects this, with the morph section being off to a corner inside a dashed box, implying modularity. Mechanically, each morph has its own rules and pools of roll-modifying points making it pretty easy to change bodies, but still making morphs useful to the relevant tasks. The character built and kitted for combat will still potentially be effective in a morph not designed for combat, but their odds of success and the reliability of their actions will be better in a battle-ready Fury.
Flex points are the narrative manipulation mechanic in Eclipse Phase, the equivalent of Story Points or Plot Points, and allow you to do such things as add an NPC or define the environment.
Eclipse Phase 2nd Edition looks really cool. You want to swap bodies and try different types of morph, because even taking the same base model has some levels of customization and variability. The game system is based on percentile dice. Most tasks are skill checks, with your skill being a number between 0 and The system also has varying degrees of success based on how high you roll while still rolling under the target number.
In this edition you can succeed, succeed with one or two superior results, or succeed a critical result. Or get a superior failure or a critical failure….
The book begins with 10 pages of short fiction, which is useful for establishing the world and the tone of the game. In this case, it emphasises the feeling of reesleeving while also giving an infodump on events. Reading a few pages of fiction can efficiently convey a lot of tone and flavour, and ten pages is a relatively small percentage of the book. After this essential set-up it moves right into the rules. Similarly, the middle lore section of the book is also presented as a series of in-world articles. The game is very much for mature audiences.
What really drives me to Eclipse Phase is the setting, which is just cool. The world is heavily inspired by a lot of modern transhuman fiction, knowledge of which helps explain some of the world and setting choices. The writing of Iain M. Banks, Charless Stross, Alastair Reynolds, and so many more. Which, admittedly, can make the final product seem a little redundant, or even unoriginal. As mentioned, the principal hook of the setting is a world where your body is just hardware than can be upgraded and replaced, and even your mind can be altered and edited.
Earth is quarantined and the remains of humanity makes its home across the solar system, on planetary colonies, space stations, asteroid shelters, or flotillas of spaceships. You work against threats— both human and nonhuman—to preserve humanity. Or… not. Criminal campaigns are self explanatory. Gatecrashing is a little different and mashes up Eclipse Phase with Stargate , and adds exploring exoplanets via alien wormholes, exploring strange and hostile worlds devoid of intelligent life yet full of mysteries. Each of these gets a few paragraphs, but five other types of campaign also get name dropped and receive a small paragraph.
You could easily use Eclipse Phase to tell the story of gritty beat cops on Mars dealing with future crimes or a group of Firefly -esque travellers moving in a beat-up ship, always looking for jobs, or rebels fighting for freedom against the Military-Industrial complex on Jupiter. Eclipse Phase Organization and Politics: Understand the people and policies driving this faction.
Super Science: Learn about Argonaut projects in Players take on the role of different forks of the same person who work together to track down their original alpha self, who has gone missing and is wanted for murder. They soon find the situation is even more complicated and dangerous than it seems. Ego Hunter was designed as a one-shot scenario using both Eclipse Phase: Firewall Firewall is a secret organization sourcebook for both Eclipse Phase players and gamemasters.
Rival organizations, including the argonauts, Jovians, Titanians, and ultimates. New traits, gear, and 16 sample characters Firewall Eclipse Phase: Infamy Tierslay, a street hacker, struggles to survive on Earth, prior to the Fall, when the mysterious death of her only friend forces her to face her own mortality. Torn between a religious upbringing and her criminal brother's promise of eternal life, the choice to back up her mind leads her down a path of betrayal and transformation.
Eclipse Phase: Into the White - Kindle edition by Jack Graham, Laura Diaz Cubas , Rob Boyle. Download it once and read it on your Kindle device, PC, phones. “Into the White” takes place in the Eclipse Phase universe. “Something put a please sign up. Be the first to ask a question about Into the White.
Infamy is the introductory fiction for Eclipse Phase Locations: Explore the ruined Mars colony of Qurain, as well as a derelict airship. Threats: Face new and deadly Zone denizens along with exotic digital hazards. Campaign Play: Combine with Zone Stalkers You're free to use, modify, and redistribute them as you like -- but you can't re-sell them. Contains material previously published Eclipse Phase: Nostrum El Destino Verde Part 2 A trio of Firewall agents investigate a criminal racket that turns average citizens into monsters—before extracting their bodily fluids for dubious purposes.
Nostrum takes place in the Eclipse Phase universe. It appears in the Firewall sourcebook, and is the second story in a three part series, following El Destino Verde and followed by Termites in the Framework. The complete Eclipse Phase: Termites in the Framework El Destino Verde Part 3 A trio of Firewall agents investigate a criminal racket that turns average citizens into monsters—before extracting their bodily fluids for dubious purposes.
Termites in the Framework takes place in the Eclipse Phase universe. It appears in the X-Risks sourcebook, and is the conclusion of a three part series, following El Destino Verde and Nostrum. The complete trilogy appears Gamemasters will find a useful nomadic setting complete with ship descriptions, NPCs, and plot hooks. Players will find a handy background for their scum characters as well as more details and information on how this faction lives Eclipse Phase: Transhumanity's Fate In Transhumanity's Fate , you play secret agents protecting the scattered remnants of transhumanity from threats that could wipe it out once and for all.
You might be a crusading hacktivist, an anarchist militia fighter, a planet-hopping xenoscientist, a psychic detective, or a social networker owed favors by all the right people. Eclipse Phase: X-Risks X-Risks details the dangers facing transhumanity: Over 60 creature and machine descriptions, classified by challenge level. Information on extinction threats, from AIs and aliens to nanoplagues and wormholes.
New exsurgent virus strains, psi sleights, and xenofungi. Traps for high-tech dungeon crawls. Perimeter Security: How authorities keep the Zone quarantined — and how to get around it. Threats: New monsters, NPCs, and environmental hazards to challenge players. Sunward details the inner part of the solar system: Can you take the heat?
Find out on Mercury, the Vulcanoids, or dive into the sun's corona with the Solarians A new star is rising on Venus, join in the intrigue as the Morningstar Constellation maneuvers for influence. Return to the cradle of transhumanity Eclipse Phase: Gatecrashing Gatecrashing takes you through the mysterious Pandora Gates: The 5 solar system gates and the factions that control them 30 extrasolar locations of interest to Firewall Exploration operations and hazards New morphs, new gear, and rules for gate use Gatecrashing is a page PDF with layers, a hyperlinked table of contents, a hyperlinked index, and internal hyperlinks Eclipse Phase: Panopticon Panopticon surveys three areas of the Eclipse Phase setting: Ubiquitous surveillance and sousveillance—living in a transparent society The inner workings of space habitats—and how to hack them Uplifts and smart animals—their scientific and cultural impacts plus new morphs, gear, habitat rules, and more!
Panopticon is a page PDF with layers, a hyperlinked Rimward is a page PDF with layers, a hyperlinked table of contents, a hyperlinked index, and internal hyperlinks and is Creative Commons Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games.
It only takes a minute to sign up. I have little time to prepare a Sci-Fi game so I thought I would ask for some help. I kinda love the idea behind Eclipse Phase but I can't see how a game without death can be a horror game and I kinda want my players to feel scared for most of the time. How likely is it to actually lose a character permanently in Eclipse Phase? What situations would make it happen and how often do the PCs face them?
From what I read in the book so far and reviews I've stumbled upon, I've seen nothing but comments about immortality and I want something more like a survival horror sort of game, which makes the setting even though it's amazing not enough if the threat of loosing the character isn't frequent. You can kill someone of permanently, but it is a lot of work. It mean killing them, destroying there cortical stack, and destroying their stored backups — at least far enough into the past that when they come back they won't be the same person they are when you wanted them dead.
You also probably want to kill any of their more recent alpha forks. But this is hard, given that they could have backups that almost no-one knows about — though whether they or their allies have the capacity to instantiate them is another matter. A viable way of making someone more or less dead, is to kill them, and make them broke.
If you die with no insurance , no money in the hypercorp-dominated inner systems , and no friends in the anarchist, outers stations , then no-one is gonna put you back in a body. A charity might bring you back as an infomorph, but a poor infomorph is just another speck of refugee data, in the billions of disembodied humans living in the matrix since the fall. A major reason to kill someone in Eclipse Phase is to keep secrets secret. If you kill someone, and destroy their cortical stack, then that info stays gone.
Unless they an augmentation allowing remote backups. Though the neutrino version of this is at least obvious when it goes off -- it blows their head off. But death isn't what the game is about. Humanity is dying. Not because people are dying, but because people don't care. In Eclipse Phase, you fight against existential threats to transhumanity.
Which is to say, you're trying to stop the species from going extinct - and it doesn't matter how good your backup insurance is if your insurance agency is destroyed. In practice, of course, player characters are unlikely to suffer permadeath, because permadeath tends to be an unsatisfying end to a campaign, and is relatively easy for players to avoid as long as transhumanity isn't extinct yet. Even if death isn't permanent, though, it can mess you up. Dying causes serious stress and psychological problems that take time and effort to cure.
Even if you have a good therapist on hand, losing your physical body is a serious setback - not just to your pocketbook, but to your social life; in all but the most radical of habitats, a lot of your relationships with people are tied to your face. Plus, even if resleeving isn't a problem for you, the threat of death isn't the only source of horror. As a roleplaying genre, horror is about helplessness in the face of Bad Stuff, and Eclipse Phase has unavoidable Bad Stuff in spades: The ID Crew is a criminal gang that specialises in stealing copies of egos, editing them to fit specifications, and selling them on to the rich and unscrupulous.
The exsurgent virus can wirelessly jump from a pocket ecto to an ego bridge, and thus infect the living brains of people resleeved via that bridge. Alien Factors contact with transhumanity but refuse to explain their origins or goals. Continuity of identity isn't really the solved problem some people think it is.
Megacorporations force AGIs and uploaded personalities to toil in indentured servitude - and even when they get physical bodies, Genetic Rights Management forces them to buy regular gene patches. The solar system has enough fanatical brinkers, anarchists and bioconservitives to perform some serious acts of inter-habitat terror. Privacy is a thing of the past.
The most basic psycho-surgery depends on creating multiple copies of an ego and trapping them in private simulspaces until the surgeon decides which ones to kill off.