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Showing posts with label Posthuman Studios. Show all posts
Showing posts with label Posthuman Studios. Show all posts

Sunday, 14 October 2012

Between States II


Five hundred years ago Eschaton occurred. As asteroids fell to Earth, the sky boiled. Their impact cracked the Earth open, causing earthquakes to ripple and volcanoes to boil over. Fires raged and both poisonous gases and dust were thrown up into the sky. The planet’s ecosystem was wrecked and human civilisation shattered, Europe being hit the worst. Worse was to come through; an ice age descended upon the survivors and they would have to struggle against an altered climate that would radically shift the balance of power. As the climates of Europe and South Africa cooled, so did that of central Africa and when combined with the rains blown in from the Atlantic, the Sahara bloomed and the peoples of Africa, underwent a renaissance as they threw off the yoke of Europe. In the years to come they would swarm across the soupy Mediterranean to plunder the belly of Europe for technology, trade, and slaves.

In the five centuries since Eschaton, seven Cultures and thirteen Cults have arisen to dominate the new world. Directing Africa’s revenge on Europe are the Neolibyans, ultra-capitalists that divide the known world into trade regions and drive hard bargains, and are known for their ostentatious spending and charity. If the Neolibyans are Africa’s heart, then her claws are Scourgers, mercenaries in the pay of the Neolibyans, ferocious soldiers armed with multi-thonged whips who protect Neolibyan trade trips and raid Europe for slaves. The Anubians are the continent’s spirit and heart, shaman that see themselves as humanity’s guardians.

The Cults of Europe resist these African incursions as best they can, but rarely with any unity, though their interests do on occasion coincide. The Anabaptists seek to purify through fire the Earth of the taint of an ancient deity they call the Demiurge and see as the destroyer of the world and the root of all evil. The Apocalyptiks are Europe’s gypsies, promising pleasures through gambling, prostitution, fortune telling, and the drug “Burn,” but often seen as bringing addiction instead. The Ashen are descended from those that took refuge underground before Eschaton, pale creatures biding their time until they can rule the world again. The masked Chroniclers are obsessed with finding and hoarding the knowledge lost in the Eschaton with the aim of restoring civilisation. Standing at the crossroads are Hellvetics, the most efficient and capable military force in Europe, which honourably maintains its neutrality by charging a toll to cross its territory to European and African alike. The Jehammedans are fanatics wanting to dominate Eastern Europe and bring their faith to all. The Marshals dispense a forceful if grim peace in central Europe based on a strict code of laws. Scrappers are not so much a Cult, but a way of life for individuals who delve into the ruins of Europe in search of lost artefacts, ready to sell to the highest bidder. The Spitalians are a militant medical caste, dedicated to burning out the poisoned lands, and batt­ling the spore fields and their mutant armies with fungicides and fire. Living between all of these Cults are the Tribals, small clans each with their own beliefs and ways of life.

The seven Cultures of the new world include Africa, Balkhan, Borca, Franka, Hybrispania, Pollen, and Purgare. Africa is a united Culture of three Cults, though threatened by strange bloodthirsty mutant plants called psychovors that swallow the land and alter it forever. Balkhan is wild country, its people untamed and passionate, permanently divided unless threatened by others, most recently from Purgare in the West and by the Jehammedans from the East. Borca sits across most of Europe south of the ice, but is divided by the Reaper’s Blow, the colossal fault smashed open by asteroid impact. To the West of the fault, the peoples are obsessed with finding traces of their ancestors, whilst to the East, they are mostly nomads driving herds of oxen unconcerned with the past. The people of Franka are rebuilding after the Neolibyans have plundered their relics and their old capital, Paris, was lost to hordes of insects and renamed Parasite. Hybrispania is also divided, but by war rather than by a fault. The natives have been fighting a guerilla war for years against the invaders from Africa while Jehammedan pilgrims try to convert the natives. Pollen is a land of nomads, driving armoured caravans from one fertile patch of ground to the next, hoping to harvest a crop before the ground spoils into rotted wasteland overnight. Lastly, claimed by the Anabaptists, Purgare is divided along its spine, the western side poisoned ruins, whilst to the East they battle with the Balkhani for the rich soils between their lands.

The effects of Eschaton are longer lasting though. In Europe and Africa, the impact craters are the source of a Foulness that grows and spews out Spores that mutate flora, fauna, and humanity’s children. Initially appearing normal, these children grow distant from their families as their newfound ‘demonic’ abilities also grow. Known as ‘psychonauts,’ by adolescence these children are often abandoned by their families and flee into the wilderness, there to hide and scavenge until they find others of their kind. There are five great craters, known collectively as the Earth Chakra, each spewing a different type of Foulness that mutates the psychonauts in different ways.

This is the setting for Degenesis: Primal Punk Roleplaying, an RPG published by Posthuman StudiosLLC, best known for the award winning Eclipse Phase RPG. It is an RPG of primeval savagery and wild abandon set in an epic post-apocalyptic survival drama, though one that suggests at an approaching singularity, although whether that singularity is devolutionary or evolutionary in nature, is yet to be determined by the few that are aware of the threat and have examined it in any detail. The publication of Degenesis Core Rulebook Primer Edition by Posthuman Studios marks the game’s first appearance in English, for Degenesis originally appeared a decade ago in 2001 in Germany, published by Sighpress. It joins what are merely a handful of German RPGs to appear in English language versions, the most well-known being Engel, published by the Sword & Sorcery Studio, and The Dark Eye, published by FanPro. Less well known, but more recent is Western City, a GM-less RPG published by Redbrick. The game’s origins and history have a marked effect on Degenesis, but I will come to those effects after looking more closely at the game.

Character creation involves selecting a Culture, a Concept, and a Cult. The Culture must be one of the seven given in the setting, which then determines the choice of Cults available. For example, someone of the Purgare Culture can choose from the Anabaptist, Apocalyptik, Hellevetic, Scrapper, Spitalian, or Tribal Cults. The Concept suggests the situation under which a character grows up – Compulsion, Decay, Lust, Madness, Pain, Peace, Quarantine, and Wealth. Every character begins with the same values for his attributes, but to raise one, he must lower another. He will receive bonuses to the attributes from the selected Culture and Concept, but not Cult. At each stage a character also receives a few points to spend on skills, and although these can be assigned to any skill, only those skills listed under the selected Culture, Concept, and Cult can be raised by more than a single point. In addition, a character must also select a Principle from those listed for the selected Culture, Concept, and Cult. These provide no mechanical benefit, nor are they defined within the rules as they are simple roleplaying hooks, although they are briefly discussed. Lastly each character checks to see where he or she stands within their selected Cults. For example, a Hellvetic with Firearms (3) is a Private, First Class, and is equipped with twenty rounds and 500 Chronicreds, while an Anubian with Domination (2), Empathy (1), and Faith (4) is regarded as a Guide of the Dead.

Our sample character is a NeoLibyan Writer, ambitious yet unable to win a bid for one of the annually auctioned trade missions. With Accounting (2) and Writing (2), the sample character qualifies as a Writer, and has a 1000 Dinar, but if he had Accounting (3) and Negotiation (3), he would qualify as a Trader and possess 10000 Dinar. Every NeoLibyan owns an Accounting Journal. He has been hired to work as a geographer and negotiator for his first trip to Europe.

Name: Dumisani
Culture: Africa
Concept: Wealth
Cult: Neolibyan

Cultural Principle: Bonds of Kinship
Concept Principle: Obsessed with Status
Cult Principle: Good Samaritan

Attributes: AGILITY 5; BODY 5; CHARISMA 7; INTELLECT 6; PSYCHE 5
Skills: AGI 5 + Unarmed Combat 1 (AV 6); BOD 4 + Mobility 1 (AV 5); CHA 7 + Etiquette 2 (AV 9); CHA 7 + Negotiation 5 (AV 12); INT 6 + Accounting 2 (AV 8); INT 6 + Geography 2 (AV 8); INT 6 + Language (Borcan) 1 (AV 7); INT 6 + Language (Purgar) 1 (AV 7); INT 6 + Survival 1 (AV 7); INT 6 + Writing 2 (AV 8); PSY 5 + Perception 1 (AV 6); PSY 5 + Self Mastery 1 (AV 6)
Flesh Wounds: Head 1; Torso 2; Legs 1
Trauma Wounds: 5
Vitality: 4

Overall character generation is quick and easy, and the three steps of Culture, Concept, and Cult do lead to characters that fit the setting. The result though does not lead to characters that are necessarily competent, especially if a character is created as a generalist. This quickly comes to light in the game’s mechanics, called the CatharSys. To undertake an action, a character must roll two ten-sided dice, aiming to roll over the Difficulty value, but under the character’s Action Value for that skill or action. Difficulty values range from Easy (4) and Tricky (6) to Nearly Impossible (14) and Miraculous (16), whilst the Action Value is a combination of the relevant Attribute and Skill. A character with an Action Value of eight or more is seen as Experienced, whilst an Expert would have an Action Value of thirteen or more. For example, Dumisani is in Purgare and encountered a Scrapper who has artefacts to sell. He does not know what the artefacts are – he does not have the Artefact Lore skill, but he thinks that they might valuable and attempts to negotiate a deal. The GM sets the Difficulty at Hard (6) because Dumisani has no idea as to the actual value. Setting this against his Negotiation AV of 12, the player must roll 2d10 and roll over the Difficulty (6), but under the AV (12), which with a range of 7 to 12, gives him a 30% chance of success. Roll over the AV and he fails, roll under the Difficulty and he also fails, but can roll again if the GM allows, though this will be at a higher Difficulty. If he rolls doubles (4, 4; 5, 5; 6, 6) and succeeds, then the result is a Critical Success, but fail and roll doubles, and that is a Critical Failure.

The example is for a character that is at least Experienced in one of the skills for his Cult. Outside of this skill and the character’s chances of success at even Easy Difficulty are severely curtailed. With this lowered chance of success comes the greater chance of failure and thus Critical Failure. It is almost as if the CatharSys is setting the characters up for failure. This is only exacerbated in combat. The sample character is geared towards interaction and not combat, but with that focus comes an incompetency when it comes to combat and an inability to withstand any wounds taken in a fight. This is because in order to improve a character’s capability to withstand even the most minimum of damage, points have to put into the Toughness skill, and that takes away from what the character is supposed to be good at. Given that combat can be deadly once weapons are brought to bear, characters can either be barely competent – and arguably not even then – at their Cult skills and useless at everything else, or take skills to enhance their capability and survivability in combat and lose their supposed competency. Whether characters are underskilled or the Difficulty values are too high – a 4-point (20%) penalty for even an Easy task – and the CatharSys just sets up to fail. Which given the relative simplicity of the CatharSys, is just so disappointing.

Physically, the Degenesis Core Rulebook Primer Edition is a 376-page perfect bound book (also available as a hardback) done in greyscale throughout. It is done in black and white and greyscale throughout, profusely illustrated by Marko Djurdjević to great effect. The book is densely written with chapters interspersed with pieces of setting fiction and verse. The background is explored in some depth with some two hundred pages devoted to the setting and background before the reader reaches the mechanics, combat, and character generation of the CatharSys are even mentioned. Beyond the rules themselves, the GM is given the expected bestiary and selection of foes, an equipment section, details about the psychonauts, a discussion of some of the setting’s secrets and history, plus a short scenario.

The density of the Degenesis Core Rulebook Primer Edition is something of an impediment to the reader. There is almost too much to read and understand before the reader begins to grasp a feel and an understanding of the setting, as if the game is written to be read by an inhabitant of 2585 rather than one of 2012. This is not helped by either the writing, which often feels flat, or the lack of any frame of reference, so that the reader is often left wondering what is going on. It is only much later in the book that it becomes clear where the places described earlier actually are.

Degenesis is a distinctly European RPG. Indeed there is almost no mention at all of what happened to anywhere apart from Europe and Africa during the Eschaton and beyond. It also shows in the artwork, which has a high degree of flesh on show. The setting has an earthy feel, a grubbiness not found in many American designed RPGs. For a game with as dense a setting and a setting as rife with secrets, it is daunting to know where to start. The included scenario helps, but the wealth of player character Cults and Cultures is another issue as many of them are openly antagonistic towards one another, and getting them to work together is likely to prove a problem during play.

Upon first tackling the Degenesis Core Rulebook Primer Edition, the setting and book had the feel of a classic White Wolf RPG, especially in its organisation of the thirteen Cults and the seven Cultures. The extensive use of in-game fiction and verse also contributed to that feeling. Yet the effect of that feeling is that Degenesis is an old game, not a new one. For as much as the game felt similar to a White Wolf RPG, it was as equally reminiscent of another German RPG, Engel. Which is not surprising, since the English version of Engel was published by an imprint of White Wolf, but the settings are different. Engel is a post-apocalyptic millenarian RPG, part of a rash of similar RPGs that appeared before and after the year 2000, while Degenesis is also post-apocalyptic, it focuses more on horror and near transhuman themes. That said, both games date from the same period, the original Degenesis - ein Stern wird fallen appearing in 2001, followed by second edition in 2004 along with supplements.

It is rare for an RPG to be translated from another language into English, so it is good to see Posthuman Studios publish the Degenesis Core Rulebook Primer Edition. Yet the translation fails to overcome the game’s handicaps – the density of the setting, the openly antagonistic character options, the flatness of the writing, and worst of all, the inherent incompetency of player characters built into the CatharSys, which devalues player agency in the game and exacerbates the grim nature of the setting. It is the setting though, that saves the game. It is rich, it is detailed, and it deserves to be explored. From that point of view, Degenesis is worth examining at the very least.

Sunday, 9 September 2012

Between States

In the last seventy years humanity built an elevator into orbit and explored the Solar System from the Sun’s corona out to the Kuiper Belt. We terraformed Mars and established colonies wherever we went. We mastered nanotechnology and built Artificial Intelligences. We cloned ourselves and uplifted innumerable species. We adopted augmented reality and mastered the ability to digitize our memories and consciousness. We gene-engineered ourselves and new forms of ourselves, known as “Morphs.” We learned how download and upload our consciousness from one body to another. The ability to change our bodies forced us to redefine our sense of self and we got close to becoming something new, a new definition of what it was to be human.

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

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.