Ten
years ago the Fall occurred.
The
TITANS appeared. In the wake of these human-created, recursively-improving,
military seed A.I.s known as Total Information Tactical Awareness Networks came
conflict. First a netwar, then advanced war machines, then nuclear and chemical
weapons, nanovirii and nanoswarms, with millions of humanity harvested, their
memories digitised to unknown ends. The lucky few got off the Earth with their
mind and body whole, but millions had themselves voluntarily digitised and
their minds beamed out into space. Some of these infugees or “Infomorph
refugees,” were never collected, but many remain in storage or live out an
existence in virtual reality, whilst the lucky few work out long periods as
indentured servants in cheap Morphs in hope that they can own a body of their
own someday. The Earth itself is a smoking, irradiated, toxic wasteland, home
to dangerous machines and plagues, abandoned and actively quarantined by the
Planetary Consortium for our own protection.
As
to the TITANS? Well, within days of the conflict breaking out, they
disappeared, taking with them the millions of minds that they had uploaded.
Later they were traced to the first of several Pandora Gates, each a wormhole
gateway that connect with alien worlds far outside of the Solar System. Each of
the known Pandora Gates is in the possession of a Hypercorp – the commercial
descendants of the old megacorps, but adapted to harder, leaner times – or a
faction like the Love and Rage anarchist collective which operates the Fissure
Gate on Uranus.
Barely
an eighth of Earth’s old population made if off world before the quarantine
came down and ten years on, it has adapted to its new and many environments.
The Inner System – Mars, the Moon, and Mercury – is dominated by the Planetary
Consortium, a capitalist/republican system in which the biggest shareholders
have the largest vote. A military, almost fascist oligarchy rules the moons
around Jupiter, whilst the Outer System is dominated by an alliance of
Scandinavia-style social democracies and anarchist Collectives. Humanity
survives, but its fears are even greater now that its home has been ruined. It
already deals with one alien species – the ambassadorial race known as the
Factors, a species of intelligent slimes that protects humanity from other
aliens, but fears the nature of the others. It fears another outbreak of the
multi-vector Exsurgent Virus capable of self-morphing and infecting computer systems
and biological creatures, one strain of which, the Watts-MacLeod strain, is
known to leave its victims with the capacity to use Psionic or
Parapsychological powers. It fears the use of the weapons of mass destruction
that destroyed the Earth and worse, it fears the return of the TITANS or the
possibility of the current A.I.s becoming fully self-aware and delivering
another hammer blow to humanity.
No
one faction works to prevent these “existential threats,” most being concerned
with signs that their rivals are researching and developing such threats
themselves. Except that is, Firewall. This is a secret cross-faction conspiracy
that works to protect transhumanity from “existential threats,” whatever their
source.
This
is the set-up for Eclipse Phase, a
near-future trans-humanist post-apocalyptic game of conspiracy and horror
published by Posthuman Studios that won the 2010 Origins Award for Best
Roleplaying Game. The title comes from the term, “Eclipse Phase,” which is the
period of time between when a cell is infected by a virus and when the virus
appears within the cell and transforms it. During this period, the cell does
not appear to be infected, but it is. Humanity then is infected. By what, and
what it become is another matter. At the heart of the game though is its
slogan: “Your mind is software. Program it. Your body is a shell. Change it.
Death is a disease. Cure it. Extinction is approaching. Fight it.” It neatly
sums Eclipse Phase up, for in this RPG, a
player character cannot die. “His” body can, but his self or Ego cannot, it
either being recorded onto an implanted Cortical Stack and retrieved after
death, or a back-up body is activated afterwards – if he has paid the insurance
that ensures that there is Morph at the body bank to be resleeved into. Thus it
is possible to resleeve from one body to the next, essentially holding off
death. As to the extinction of the slogan, it is being fought by Firewall,
which in the RPG’s default setting, the player characters are presumed to be
members of. Other suggested campaigns include salvage and rescue/retrieval
operations (the Fall left numerous habitants, on and off world to be
scavenged), trade, crime, mercenaries, social/political intrigue, and
exploration (the Solar System is not fully explored, and that is before you
consider the possibility of Gatecrashing through one of the Pandora Gates).
The
divide between body and self in Eclipse
Phase begins more or less at the start of character
generation. A player decides upon the concept for his character, and then his
character’s Background – Fall Evacuee (got off Earth with his body intact), Re-Instantiated
(did not get off Earth with his body intact, but his consciousness was beamed
off), Martian or Lunar Colonist; and Faction – Argonaut (scientific
techno-progressive), Barsoomian (Martian outback colonist), Socialite (member
of the inner system glitterati), or Titanian (participant in the Titanian
Commonwealth’s socialist cyberdemocracy). Each gives a few advantages, whilst
several limit the type of Morphs available to the Background or Faction. He
also needs to decide his Motivations of which he will have three at the start
of the game. In game they helpa character regain Moxie (the game’s equivalent
of Luck) and earn Rez or Experience Points.
A
character has two types of skills. The first are Aptitudes (Cognition,
Coordination, Intuition, Reflexes, Savvy, Somatics, and Willpower), ingrained
talents that every character has and which are the basis of the second type, Learned
Skills. Both will be carried with his Ego from one Body or Morph to the next,
but each Morph is different and will limit and enhance a character’s Aptitudes
and thus his Learned Skills, depending upon the type of Morph. This is why some
of the Learned Skills in the character example receive small five point bonuses.
Each player has two set amounts of points with which to purchase both types of
skills, but in addition a player must draw from the points for his Learned
Skills if he wants to select Traits – such as Direction Sense or Adaptability
(a character resleeves with ease), his Morph, improve his Aptitudes, and get
extra money so that he can purchase Backup insurance (and so has a Morph
prepared if his current is killed), services, and implants from an array of
bioware and cyberware. Every character starts the game with a Cortical Stack
(for recording a character’s Ego) and Basic Mesh Inserts (which allow a
character to connect to the all-pervasive wireless mesh), but can purchase
more. A character can also purchase his “Rep” or Reputation, a social currency
that he can spend with various factions in return for favours. If a character
wants more points to spend on these and Learned Skills, he can select negative
traits but they grant only a few points.
Lastly
a player selects his character’s Morph. It is possible to play a normal, unmodified
human or Flat, but they are rare, few having got off Earth following the Fall. In
the After Fall, humanity has developed a diverse range of Morphs, divided
between Biomorphs and Synmorphs. Most Biomorphs are genefixed humans or
Splicers, but other Biomorphs are engineered towards athleticism (Olympians),
combat (Furies), particular environments (like the Rusters of Mars), or a
particular type of role, the latter being vat-grown morphs known as Pods, and
include Pleasure and Worker models. Biomorphs also include Uplifted species
such as Chimpanzees and Octopuses. As the name suggests, Synmorphs are
artificial and robotic. They include the extremely cheap, mass-produced robotic
shells known as Cases that are prone to malfunction, but other options include
Flexbots, Reapers, and Swarmoids.
What
is important to note here though, is the fact that whatever the choice of
Morph, it is only a character’s starting Morph. Due to events in game, a
character could easily find himself resleeved, and not in a Morph of his choice,
which essentially grants the GM control over what a character’s physicality
will be. This can be discombobulating for the players, let alone the
characters, but overcoming the limits of one body to use another is the point
of Eclipse Phase.
Lastly,
a character has two sets of second statistics. One for his Ego and another for
his Morph. The process is not that complex, but it is not a short process
either, involving a lot of flipping back and forth as a player works out what
he wants. The process can be curtailed by using one of the sixteen
pre-generated sample characters.
One
other option available during character generation is that of Psionics or
Parapsychological powers. Available to characters who have been infected by the
Watts-MacLeod strain of the Exsurgent Virus and who have purchased the Psi
Trait. Once infected, the Psionic Ego – and Psionics are wired or “Quantum
Entangled” into an Ego rather than a Morph – can select Psi Sleights that
either enhance their users or allow the users to “Mind Hack” others. On the
downside Psionics have a reduced capacity to withstand mental stress, are prone
to mental disorders, and are vulnerable to further infection from Exsurgent
Virii.
The
sample character is a Neo-hominoid, an Orang-utan Uplift. As such Maisie is a
pro-Uplift rights advocate. When not working as a Zero-g Emergency Medical
Technician, Maisie supplements her income and reputation as a security
ops/combat medic.
Name:
Maisie
Background: Uplift
Faction: Mercurial Motivations: +Exploration+Reclaiming Earth+Uplift Rights
Background: Uplift
Faction: Mercurial Motivations: +Exploration+Reclaiming Earth+Uplift Rights
Morph:
Neo-hominoid
EGO
STATS
Initiative
80
Lucidity
20
Trauma
Threshold 4
Insanity
Rating 40
Moxie
2
MORPH
STATS
Speed
1
Durability
30
Wound
Threshold 6
Death
Rating 9
Damage
Bonus 2
Advantages:
Common Sense, Expert (Medicine), Limber (Level 2), Right at Home (Neo-hominoid)
Disadvantages:
Addiction (Chocolate), Mild Allergy (Bee Stings)
APTITUDES
BASE
MORPH BONUS TOTAL
Cognition
(COG) 20
Coordination
(COO) 15 5 20
Intuition
(INT) 15 5 20
Reflexes
(REF) 20 20
Savvy
(SAV) 10 5 15
Somatics
(SOM) 15 5 20
Willpower
(WIL) 10 10
Skills:
Academic [Biology] (COG) 50,
Academic [Chemistry] (COG) 50, Academic [Genetics] (COG) 50, Academic
[Psychology] (COG) 30, Art [Drawing] (INT) 25+5=30, Climbing (SOM) 70+5=75,
Fray (REF) 70, Free Fall (REF) 60, Free Running (SOM) 55+5=60, Infiltration
(COO) 55+5=60, Interest [English Literature] (COG) 50, Interest [Old Earth
History] (COG) 50, Intimidation (SAV) 30+5=35, Kinetic Weapons (COO) 45+5=50,
Language [English] (COG) 90, Language [Mandarin] (COG) 50, Language [Russian]
(COG) 50, Medicine [General Practice] (COG) 30, Medicine [Paramedic] (COG) 75, Medicine
[Paramedic/Decompression Victims] (COG) 85,Medicine [Trauma Surgery] (COG) 60,
Navigation (INT) 45+5=50, Networking (SAV) [Mercurials] 30+5=35, Perception
(INT) 55+5=70, Persuasion (SAV) 40+5=45, Pilot [Spacecraft] (REF) 50, Profession
[Forensics] (COG) 40, Profession [Lab Technician] (COG) 50, Profession
[Security Ops] (COG) 30, Psychosurgery (INT) 35+5=40, Research (COG) 40,
Scrounging (INT) 35+5=40, Unarmed Combat (SOM) 55+5=60
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave
Armour (Light), Direction Sense, Clean Metabolism, Cortical Stack, Prehensile
Feet
Gear: Backup Insurance
(four months), Cr 2750
REP:
c-Rep 25, g-Rep 20, i-Rep 20, r-Rep 35
In
terms of mechanics, Eclipse Phase uses a
percentile system, but one running from 00 to 99 rather than 01 to 100. Since
Learned Skills range from 01 to 99, a roll of 00 is always a success. Rolls of
double numbers – 00, 11, 22, 33, 44, 55, 66, 77, 88, and 99 – are always a
critical success if under the skill, but a critical failure if over. One tweak
with the system is that Moxie can be spent to flip the result of a roll. So for
example, a roll of 72 could end be flipped to a 27 and a success. What is
interesting in this mechanic is that rolls of doubles cannot be flipped and so
critical failures cannot be avoided.
If
the system is relatively simple, the setting is not. Lengthy sections discuss
in turn the new homes and habitats that humanity has found itself in the After
Fall; the politics and economics of the After Fall – the economics having
radically changed with relatively easy access to nanotechnology and Cornucopia
Machines, though your Reputation with various factions and interests can often get
you further than simple money; how to live with the Mesh, the decentralised
information and data that pervades everywhere – and not just live with it, but
also hack it and use it; and gear that includes everything from personal
augmentation and drugs, chemicals, and toxins to weapons, robots, and vehicles.
Much of this information has an understandable technological bent, so it is no
surprise that the RPG’s most radical technology, that of Morphs and resleeving,
gets most of a chapter of its own. Entitled “Acelerated Future,” it primarily
explores the ramifications that resleeving has on society, but it also covers
rules for handling the alienating effects of integrating into a new Morph and
the concept of Forking. This is the sleeving of multiple copies of the same Ego
in several different Morphs so that there can be multiple versions of one
person moving around. There is a social stigma attached to this, but it is done
for various reasons, not just the need to be in two places at once. One sign
that Eclipse Phase is a hard Science
Fiction RPG is attention is paid to the scale of the setting. It takes time to
get around the Solar System. The upshot of the digitised consciousness is that
it possible to travel great distances via Egocasting. Once an Ego arrives at
its destination, it is resleeved. This is not without its dangers, but it
allows easy interplanetary travel.
Rounding
out Eclipse Phase is a chapter for the
Gamemaster. Although the chapter contains advice for the Game Master, the bulk
of it is devoted to yet more setting material. This though is not for the
players’ eyes, but the GM’s only, for this setting material is about the
secrets behind the setting. In truth, I have not done much more than scan this
chapter as I actually do not want to know the secrets! But from what I saw it
all looked to be useful, expanding upon earlier information given on Firewall,
the TITANS, the Pandora Gates, and more.
Physically,
Eclipse Phase is a solid hardback, done
in full colour throughout. The standard of artwork is good, especially when
depicting the technical elements of the setting, and whilst the layout is clean
and tidy, it is does get a little busy in places.
Science
Fiction roleplaying depends to veer towards the Space Opera and the light and
fluffy, relying on the clichés of the genre. Eclipse
Phase stands directly opposite that, its background being
rich in terms of both depth and detail. This means that the setting is that
much more complex, and thus that much more demanding for players to grasp,
though not as complex and as demanding as it is for the Gamemaster. It asks
both to grasp and use a thoroughly radical technology, that in addition to the
challenges presented by the technology and its capabilities that both have at
their fingertips. It is this very daunting nature of the game that is its major
problem, and it is not one that is really addressed to any great depth. At
least though, the game keeps its mechanics relatively simple when compared to
the complexity of the game itself.
A
minor issue is that given the level of detail awarded the setting of Eclipse
Phase, it is surprising that none of the gear is named. It is
all generic rather than branded, and in any fiction, including that of an RPG,
brand names do add verisimilitude. That said, this lack of branding is
addressed, but even then a list of suggested manufacturers would at least
offset this minor lack.
Eclipse
Phase has been a book that I have wanted to review for
quite some time. I did not until now because I had been daunted by its density,
but upon reading the RPG, it is no surprise that Eclipse
Phase won the 2010 Origins Award for Best Roleplaying Game.
It is an impressive creation, superbly detailed Science Fiction setting, with a
dizzying density that grabs you and makes you want to play there. And then
makes you want more detail.
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