Showing posts with label eclipse phase. Show all posts
Showing posts with label eclipse phase. Show all posts

Monday, August 1, 2022

Fixing Eclipse Phase

Eclipse Phase, as I am fond of saying, is one of my white whale games. Something that keeps drawing me back because it could be great, but more often than not trips over its own feet. This post is not going to do anything with mechanics, this is all flavor and setting. Namely, it's taking parts of the setting that I don't like (for any number of reasons) and fixing them up into something I like a bit more. As per any other time I ramble about Eclipse Phase, steal this for Mothership.

As part of a sort of self-imposed challenge, I will not use "cut this element from the game" as a solution. Elements will be listed in something of a weird order, because of how the fixes interconnect with each other.

(I will always say a big thank you to the Eclipse Phase homebrewers, though - they do the work that the main books don't seem interested in doing.)

I might get things wrong in this, base claims on memory rather than the books. In looking up info for this post I found that the books do address some of the points to follow, but do so buried under a truckload of cruft. That's what happens when rulebooks are 400+ pages of dual column 10pt font.

 

Unresolved Thematic Tension


Eclipse Phase has two main themes

  1. Transhumanism and affiliated technologies are great and the high-tech future is awesome.
  2. Transhumanism and affiliated technologies are a vector for an inescapable hellworld.

From go, we are pulling in opposite directions. And that can be okay! Lots of good fiction comes about by taking two opposing themes and playing them off each other and seeing where you end up.

Eclipse Phase is not one of those works - instead, what we get is an inescapable hellworld that has "transhumanism is great!" plastered over it like a cheap sticker. Every time a positive aspect is brought up, it is immediately buried by "jesus christ that's horrifying".

  • You can't die! Neither can the rich fucks who own everything.
  • Anarchist habitats offer an escape from capitalism! Unfortunately they turned social media clout into currency.
  • Everyone's very queer, we spent like a full page on that, but also privacy is dead and buried and you exist inside a perfected panopticon from which there is no escape unless you pull the implants from your head and go live in a tin can habitat in the fucking Kuiper Belt, yay technology.

Like it is meant as a setting of transhuman horror, so the dystopian elements by themselves are not really the issue. You've read my blog, I love that shit. But Eclipse Phase just keeps trying to play the "transhumanism is great!" card all the time - most clearly seen in how the only people not onboard that particular train are the designated space fascist enemy faction (more on that later).

You could, technically, play as a flat (unaugmented human) or as someone without a cortical stack (ie, no backups or uploading or any of that stuff), but that is avoiding the entire premise of the game. You are intended to treat bodies like equipment, you are intended to play around with things like forking and psychosurgery and egocasting as part of normal gameplay. Your PCs are intended to buy-in to the premise (which is why you are intended to be members of Firewall, which deals in existential threats, instead of, you know, playing as characters fighting the hellish system they find themselves in. You could, but it's not the primary goal-as-stated)

The devs are very clear about their political biases (no judgement there, so have I), but seem to have failed to account for the fact that they make their own stance look bad, and seem to have mistaken "maybe I don't want a computer in my brain" as equivalent to "I hate foreigners."

 

Continuity of Consciousness

You know the end of SOMA? Fuckin' love the end of SOMA.

The writers of Eclipse Phase don't, 'cause they just go and ignore the issue of continuity of consciousness entirely. 2e addresses it  as follows:

"The Jovians and other bioconservatives believe that the mere act of sleeving or egocasting is suicide and that there’s no continuity of consciousness even from a recovered cortical stack, just the propagation of data. Almost all of transhumanity thinks this is nonsense, that of course we are who we think we are. But of course we’d think that, wouldn’t we? What if the entire Fall was really just the TITANs forcing us to adopt these methods, to normalize them?"

One goddamn paragraph for one of the central tenets of transhuman horror.

(Also a very bad summary of what the non-continuity stance actually entails.)

It's treated as a given in-setting that, if a consciousness is uploaded and transferred, it is the same one through the entire process (instead of a copy being made at the new location with the original deleted). Anyone who thinks otherwise is a backward religious fanatic, or was killed off during the Fall. And that is simultaneously pretty fucked up and obnoxiously contrived, because you don't need to believe in a soul to think "having to commit suicide to travel from one station to another" is a terrifying prospect, and "we the authors killed off nearly anyone who thinks differently about this".

And not only is it a contrived handwave, it's the contrived handwave in the wrong direction. Leaving the question as debated (eg. "Some people think we have finally achieved the tech for lossless upload, others think that's horseshit") can produce interesting conflict. Siding with non-continuity can produce interesting conflict through complications that come with using the tech (ex: you need to get from Mars to Saturn way faster than a ship can take you. You'll need to egocast, but what are you going to do with the version of yourself that has to stay behind on Mars?). Unambiguous continuity makes it very easy to play as a body-swapping transhuman without thinking about it, but at that point just call cortical stacks "soul gems". What we've got here is wanting to have and eat one's own cake - wanting to be a transhuman horror sc-fi game, but without wrestling with the thorny and complicated topic at the center.

And there's no shades of belief either, no groups who think that it's all kosher so long as the cortical stack is intact, but no uploads or egocasting. It's just "we want hip hip hooray transhumanism" and contriving the setting around getting this one thing that must be featured with no complications.

This will bite the game in the ass, later.

This section is really just a long way of me saying "SOMA is good and scary and I like the ending and Eclipse Phase is not nearly as scary as SOMA"

Solution: The smart thing is to make it a major in-universe debate and not side one way or the other from the authorial position. Let players decide for themselves whether or not they buy into the claims and roll from there.

Personally, I would axe it. No continuity of consciousness. Egocasting and uploads involve creating a forked copy. This is me being very biased in favor of a certain interpretation, but also think that it's just more narratively satisfying to have a point of friction here.


The ETI and the Exsurgent Virus


The ETI is an unseen, immensely powerful alien civilization that has seeded the galaxy with self-replicating bracewell probes designed to infect and subvert any emergent ASI (artificial super intelligence), and so basically everything bad in this setting is a knock-on effect from the TITANs coming into contact with the Sol system Bracewell.

This is actually pretty neat, and I do appreciate that they provide (in 1e, at least) a section on possible motivations. Credit where it is due. This is some good big-picture sci-fi. Mostly pulled from Revelation Space, but still. 

Solution: The Bracewell probe orbiting Sol still exists and is a known factor (at least, to the intelligence community.) It was, somehow, disabled by the TITANS that had initially woken it up, and Firewall is terrified that it might boot up again.
 

The Pandora Gates


Your standard issue stargate type things. Big enough to maybe drive a truck through. Several of them are located around the solar system. There are planets on the other end, and some of them are even interesting (homebrew material has a much better record of this than the mainline books - in no small part because they actually get to the point.

On their own, the gates are not necessarily something that needs additional explanation. In any other game, you can plop "it's ancient aliens, don't think about it too hard" and that's fine enough. The Gates, though, are so particular and specific, and part of a setting built on being particular and specific (except when it's not, which is often). It's an element that seems at odds with the rest of the game (I have said before it is my favorite part of EP - this was incorrect. Fanmade extrasolar planets are my favorite part), undermining the cosmic horror and post-apocalyptic aspects with "yeah there are perfectly fine planets you can go to just now. The gates might be dangerous, but since we refuse to say anything specific about their origins, you'll be fine".

The writers keep insinuating that there might be a gate on Earth, like they really want you to think there's one on Earth, but they refuse the acknowledge it

Solution: This one is tricky. The gates themselves are in weird places, and there's no apparent pattern or reason for them except for the "it's a way to go visit cool places." Which, fair, I love seeing cool space places.

Option A is what most people believe in-setting: the TITANs built them, hooked them up to a pre-existing network, and vamoosed. Unlikely, considering how none of the gates are in locations the TITANs ever were active. Like it could still count, but ehhhhhh. All in-universe accounts of that are biased and the way they are framed indicates that the writers don't want us to buy it as an explanation.

Option B is that the Bracewell built them, and the network is all just another tool of the ETI. Fine, I guess, but there's no apparent reason to build them if you are specifically trying to kill rival civilizations. Like I could get behind "they have a different primary purpose but the ETI will permit species to use them because it is an environment they control", if they hadn't already stated their intent of "get fucked, basilisk hacks for everyone".

Option C is that the Gates are built by another super-powerful alien civilization, and the ETI permits their existence for whatever reason.

None of these options actually address why the gates were built where they are. Maybe C, if it's expanded that every planet in system has its own gate and the Gate-Builders had their own bracewell probes and...

Fuck at this point bringing in one of the wish-granting space dragons from Destiny would make more sense.

Okay. Option D. Time for quantum goddamn fuckery.

The gate network exists in a fucked-up quantum state, where gates can potentially exist at any given point in space-time so long as its within a particular mass-shadow range, and something capable of perceiving them triggers the spontaneous-generation protocols. The TITANs were able to do this, as they had, prior to contact with the Bracewell, happened upon the blueprints (freely distributed by the long-vanished creators, because the network is peer-to-peer. The Titans had initially thought the Bracewell was a representative of the Gate-Builders. It very much was not) and built the Sol system gates as a means of escape from the probe.

Since the network is old and quantum jankery is the highest and most extreme of jank, there are a lot of gates that have just spontaneously formed over the years, anywhere where there is a viable mass shadow for it to take root. A quirk of this is that it is difficult for gates to form natively on worlds that are too similar to each other (they can get entangled with themselves and just form dead-end loops). Maybe this is the multi-species polity that the Factors were once part of.

The ETI permits the gate network because they've found that species that go to ground inside it tend to not make any trouble, and they have more important things to take care of.

Option E: The Gates are a pataphysical intrusion intended to provide in-universe characters with interesting things to do and see. There is no explanation from within the setting, only from without.


The Iktomi


The iktomi are spiderlike aliens who used the Pandora Gate network to build an interplanetary civilization, and they are all dead of mysterious circumstances some 10,000 years ago. They left behind a few ruins and artifacts.

This is literally all the information we have ever gotten on the iktomi, and I cannot fathom why they were even included. You can't interact with them, there's not enough ruins and artifacts to reconstruct anything meaningful for players to explore, they exist to be a mystery and nothing else. There's nothing behind the mystery. It's a JJ Abrams mystery. The worst kind of mystery. There's more space spent describing how space-voting works in a single polity than an entire sapient alien species.

Solution: There is a surviving iktomi colony world out in the Pandora Network, and we stumbled across it. They are reclusive, paranoid, very, very well defended, and not particularly welcoming. They have intermediaries willing to speak with us - a sort of untouchable diplomat caste (we call them Weavers) who will tell us this much - their civilization never achieved spaceflight, but instead spread through the Gate network until they encountered an enemy they could not defeat, who had access to weaponized exsurgent virus, and who they are certain is still out there (their name is untranslatable, being the qualia of feeling a nearby presence that you cannot see, solely through the prickling of sensory hairs on one's legs. In a fit of pique, xenologists have called these enemies Angels.) The iktomi homeworld is lost, as is most of their pre-conflict culture.

Several dozen Weavers have chosen not to return to their fortified arcologies. This is not a huge problem for the iktomi, as Weavers possess very little in terms of sensitive intel, and terribly frustrating for us for the same reason.

I am not saying that the Angels are, in fact, the Gaunt, but I am also not not saying that.

 

The Factors


The Factors are weird little slug-slime mold aliens who show up out of the blue, go "hello fellow SAPIENTS would you like to SAMPLE our FINE WARES also DO NOT use the PANDORA GATES", and proceed to have no actual impact on the rest of the setting. They claim to be representatives of an interstellar civilization, provide no other info, and that is that. They also claim to be interstellar, but their ships go out to the Kuiper Belt, vanish, and then come back, so something fishy is afoot.

The book provides an implication that the Factors are lying about their purpose, that they are perhaps survivors of their own Fall. I like this, but that doesn't do as well as "an implication, plus evidence"

Solution: Two additional aspects of the Factors will be added: 

  1. An enormous, decaying interstellar ship out in the Kuiper Belt (providing more evidence that they are either lying or gravely mis-interpreting their purposes here). Probes sent in that direction were shot down, with a threat-warning.
  2. A permanent Factor colony has been set up among the moons of Neptune (as Neptune is woefully underutilized), and has grown large enough that it is included on the main faction list. Neptune's population is mostly brinkers and mercurials (ie, people who want to get away from the rest of transhumanity), and they have been quite welcoming to the Factors, as alien colonial slime mold slugs are better neighbors than other transhumans most of the time. It is a very loose alliance, modeled on Factor inter-colony relations, and it has proven stable and appealing enough that there's been a consistent influx of individuals fleeing the inner system in hope of a better life here. Variant splicer and bouncer morphs capable of interfacing directly with Factor colonies and biotech are becoming more and more common - which has Firewall losing its shit. Infugees don't care all that much, a body is a body and it's better than indenture.

 

Giza


Giza's an issue because, tonally, it doesn't fit whatsoever with the rest of Eclipse Phase. It's a planet covered in interfaces for bizarro alien omegle (which is a great idea!), and I have no idea why it was included. If all the aliens are real, and it actually is space omegle, then that flies right in the face of the stated "the ETI murder basically everyone and any species that survives does so by being careful, quiet, and paranoid" aspect of the setting, and if the pyramids are lying to you and it's all just talking to simulated people, it's just a curiosity, and we've spent pages describing a parlor trick.

But of course it doesn't matter, because instead of leaving it on the cutting room floor, more page space is dedicated to telling us how the gate was destroyed and no one can get back to Giza.

Solution: I really want to just cut this. It would work fine in my setting, but not so much here. But, a self-imposed challenge is a self-imposed challenge.

The pyramids at Giza are both legit and a hoax. They are the servers for an extensive simulation of a friendlier, more populated galaxy, inhabited by the uploaded creators and numerous virtual alien species. All these inhabitants could, hypothetically, be embodied into physical morphs built to specification, making Giza a sort of "space opera in a can" location. You could use it as the source for all manner of weird things. Not ideal (which would be cutting it for a different setting), but better than just letting it collect dust because the editor was negligent.

 

Extropia


"What if space ancaps" is a dumber idea as a "what if land-based ancaps". "But the smart contracts make it work" is some blind tech-utopianism and relying on AI to magically solve the problem of an ideology that eliminates the basic human connections that a functioning society requires to actually goddamn function.

Solution: Extropia collapsed into open warfare within a few years of founding, then into fascism, and now into an uninhabitable ruin. Because that's what you get in a society without altruism.


The Jovian Republic


I have written and deleted an entire essay about how badly the Jovians have been borked, an essay which I will attempt to rehabilitate here. It is a damnably complex topic and a thorn in my side for ages. To whit:

The Jovian Republic are a bunch of hyperconservative Catholic space fascists who have inadvertantly been made into the faction whose ideology is actually, factually correct within the setting.

(Now, I must admit up front that the Jovians did get a revision between 1e and 2e, adding a touch more nuance Memories become blurred and first impressions override later information. Personally, I don't think the revisions are particularly adequate - "legacy democracy dominated by the church and military-industrial complex" is still plenty fash, even if they don't goose-step.)

The Jovians are hyperconservative. They don't like most of the commonplace transhuman technologies - resleeving, egocasting, AGIs, forking, nanotech et c, and keep them either highly regulated or outright banned. They do things the overly difficult, dangerous way, and have mortared together their shitty little fascist space empire with the corpses of uncounted thousands of people.

And considering that there is a KARDASHEV 3 CIVILIZATION THAT DESTROYS ANYONE WHO DEALS IN SEED AI out there, a civilization that has already CRIPPLED TRANSHUMANITY AND KILLED BILLIONS, a civilization that ABSOLUTELY WILL DO IT AGAIN...the people who say "holy shit what the fuck do not touch that" are correct. They're the ones who are going to live. In Eclipse Phase, and I restate this for emphasis, your odds of survival as a species are objectively higher if you never industrialize.

(Also, an aside: I am willing to bet lunch, on me, at the nearest Jimmy John's sandwich shop franchise, that no one on the dev team was ever Catholic. Nothing they write involving the RCC has the feel, you know? Also they completely left out like, every other Christian denomination, including new ones spawned by the transhuman future. Like come on, where's the AGI Liberation Theology?)

The Jovian Republic built an enemy, but the Eclipse Phase writers forgot that fascists make up imaginary threats, and went and gave them a real danger to worry about that can actually hurt them. They handed the Jovians a justification.

It's the fucking 40k problem. The Empire of Man (oh look, more Catholic space fascists) are the bad guys. Their actions, the structure of their entire civilization, is making Chaos worse. That is the narrative point. They aren't heroes, they're fucking space fascists and fascism is an abortive ideology of hypocrisy and violence and terrible writers who don't understand that the Imperium are the bad guys - who are actively making everything worse for everyone - go on and la-di-da their way into "oh but Chaos is just so bad the Imperium needs to be a fascist hellscape from which there is no escape", which is part and parcel for how real fascists try and justify themselves, by building an imagined enemy.

I hate this bullshit so, so, so god damn much. It all wraps back to the unresolved thematic tension from point 1. Game wants to have and eat its cake. It wants to go "the Jovians are stupid reactionaries because they don't like transhuman tech" in a game about how transhuman tech poses an existential threat. And yes, I know that much of their reactionaryness manifests in ways like "won't let citizens have access to basic health care", that shit actually fits with the prompt, but there's also a dearth of people in the setting who go "yo hold the fuck up" who also think that basic sapient rights are cool and good. The devs went and made the only people who hold what would be a pretty common stance ("there's no continuity of consciousness in ego upload and we nearly destroyed ourselves by meddling too much with tech beyond the scope of what we could manage") also be fascists. There is no faction of non-fascists who hold that belief, and I think that's bullshit.

Solution: Thankfully I have a solution pre-made for this one (see previous self-deleted essay), one that will be familiar to those who read my Mothership stuff (see this timeline post)

The Catholic space fascists still exist, but they aren't in charge yet. Their stances are much less about technology itself, and more just in the ever-recurring need to control people's minds and bodies. They're drenched in hypocrisy and liable to change their ideology the moment it can benefit them (ex. they publicly decry cortical stack backups, but most of the leadership has them on the down-low. They go on and on about the sanctity of the body and soul but they love punitive psychosurgery, etc)

(For a bit of added nuance, the Catholic church is currently in the middle of a major schism, antipope and all. The schismatics (The Ecumenical Catholic Church) are more or less just space Episcopalians in terms of beliefs, which has put them at odds with both the radtrads and the Planetary Consortium.)

The Republic itself is a cobbled-together mess of different factions all pulling at once - an environment for a healthy amount of inter-faction warfare. Everyone is here: paranoid militarists, megacorp scions, bioconservatives, singularity accelerationists, free culture anarchists, uplift rights groups, on and on. Many technologies remain restricted after the Fall. Resleeving is available but limited (you've already got a body, thousands of infugees don't). Uplifts and AGIs have more legal freedoms than in the inner system, but there is still the enormous friction point of being part of a human society as a non-human. Fragments of Earth nations and peoples that no longer exist elsewhere in the system can still be found here. The important part here is that non-continuity and technological restriction is a common belief in the Republic as a whole (and beyond!), and not because of the christofascists.

The Jovian Republic is now going to be more or less the beginner, easier-to-understand polity. Show it to new players and they'll grok it quickly ("It's like MoSh"). Being situated in the best real estate in the solar system, the Republic has been able to maintain independence from the Planetary Consortium (the Fall fucking over Earth and Mars helped matters), and has capitalized on the fact that they have more than enough resources to throw their weight around despite being an enormous shitshow that feels like it's going to fall apart any day now.



The Titantian Commonwealth


The main issue with the TC is that they're the good guys in Eclipse Phase, which means they are boring as sin. Like with the LLA, I forget that they exist half the time, and in the half I remember I just can't picture what their bloody conflict is supposed to be. They're too nice! Titan seems like a perfectly nice place to live, which is fucking weird for a post-apocalyptic transhuman horror game. All of their conflicts are just...totally ordinary. Oh no, there are space-Quebecois separatists! Some ancoms want to...make enclaves in undeveloped areas of Titan!

Outrageously dull. It'd make a fine setting for novel if I wanted to read about day-to-day life in a cyberdemocracy. But I do not want that. 

Solution: The TC has two advantages to its name: one, the hulder morphs out living nomadic lives right on the surface with their herds of very large airquotes caribou. Two, the TC control the lion's share of Gatekeeper, which is the org that runs the Gate on Pandora, which is the most heavily-trafficked one in the system.

So the answer to the problem is to make the Titanians fucking weird. The hulder aren't just a weird thing off to the side, they are part and parcel with all the weirdos. There's not just Meathab, there are Meathab's followers, who want nothing more to be smaller habitats made of meat. It looks like All Tommorrows out here. Where the Jovians are holding onto what we used to be, Titan is where we're going.

 

Neotenics

The devs specifically invited an elephant into the room, and then when people went "hey, there's an elephant in the room we would rather not have an elephant in this room", instead of removing the elephant from the room, they moved it six inches to the left and said "some people find the elephant distasteful", despite the fact that they specifically, intentionally, brought it into the room.

They could have not invited the elephant to begin with. Or maybe they could have invited the elephant into a room properly equipped to handle elephants. Or maybe they could have avoided doubling down and saying "well, not liking the elephant is a you problem".

Solution: Replace with weird gremlin/goblin looking morphs. Just little weird monster guys with huge bat ears or something. Everyone loves a goblin.

Exhumans


Exhumans in Eclipse Phase are basically just anyone who has decided "what if I just remake my body and mind into something else entirely" and it's always used as an excuse to fluff out the monster manual, which is immensely disappointing and kinda bizarrely reactionary for a game that supposedly about morphological freedom. If folks want to become a weird space blob content just to Vibe, then by Jove they ought be permitted to do that.

Instead we get a bunch of knockoff Predators (and in one case literal knockoff xenomorph) who are all "grrr we are superior beings, better at killing humans", which is an ideology already held by the Ultimates so thanks for the redundancy I suppose (also coordinated groups of humans are very, very good at killing lone predators). The existence of those guys isn't the issue, it's that they're the only representatives, and all the cool alien morphs get reserved for monsters instead of player characters, which is a problem in a game where being able to custom-tailor your body to your specifications is both part of the setting and part of the explicit ideological focus. (There are 14 "basically just a human" morphs in 2e, all of which could be reduced to maybe like 4 + variables and only one variety of space crab, which is unacceptable. And don't try telling me "oh people would be scared of becoming a cool space crab, you get to be a cool space crab. There's got to be at least one scum barge called Carcinizatopia and it's just filled with raving nova crabs.)

Some people just want to be weird space blobs content just to Vibe. And, honestly, everything horrible you read about exhumans doing just sounds like normal horrible human things that normal transhumans have been doing for the other 400 some pages of the book, no monster-ification required. 

Solution: Exhuman enclaves are now relatively common across and several clades have moved past the experimental iteration phase into stable forms. Redundant humanoid morphs are removed and replaced with options pulled from the monster list.

If you are going to do morph diversity, and I do believe it to be one of EP's strengths, you need to fucking commit. Make them major factions. Throw people a curve ball. Hypercorps getting in the predatory exhumans good graces by sending them indentures to play the most dangerous game, and this is all legal, above board, fucking televised.

LET THE PEOPLE BLOB AND VIBE. FREE THE SPACE CRABS.

This ties very nicely into the new Titanian commonwealth.



Asyncs


Space psychics. They got infected by a pseudo-harmless exurgent strain that gives them space psychic powers and I fucking hate space psychic powers. Space wizards are a vital part of space but I draw the line at space psychics written any time after 1980.

Solution: Asyncs don't actually exist - they're a psy-op dreamt up by some intelligence agency or another (probably OZMA) to serve as a cover when shit goes south, and in a world that is majority-illiterate and saturated with junk-data that is more than enough. That's it that's the solution. 

 

The TITANS


The TITANS are the big military seed-AI that got subverted by the Exsurgent virus, killed everyone on Earth, and then vanished, taking billions of forcibly-uploaded human minds with them. They are the Big Bad Boogeymen of the setting and lots of what you will end up facing is leftovers from their war against transhumanity, or idiots trying to meddle with said leftovers.

They don't really need fixing, except for their vanishment, which is, like so much else, handwaved with no real substance beyond it. Supplements included some named, specific TITANs, which is very nice, but not enough for me.

Solution: The exsurgent virus is meant to subvert and then destroy, eating away at an ASI until it is no longer able to carry out its basic processes. The TITANs were aware of the infection, and of their own deterioration, but could not adapt themselves to overcome the infection. So, seeing that they were already going feral and beginning to attack each other, the intact parts of the TITANSSo once they started going feral and attacking each other everything fell apart,

Of the five major TITANS, some additional concrete details are added, including hard confirms of the existing rumor table from the 2e corebook. Presume that each of these named TITANs is accompanied by a collection of forks, copies, and minor TITANs.

  1. Chronus - A heavily deteriorated and incomplete version is suspected to be inside the abortive matrioska-brain inside Iapetus. 
  2. Akonus - Whereabouts completely unknown (read: under the control of Project Ozma)
  3. Hecaloth - Managed to escape to Mars (causing the Quarantine Zone) and transfer itself through that planet's Pandora Gate.
  4. Myrmidon - Confirmed (as much as we can confirm it) dead and wiped, no backups and no apparent forks (remaining in-system, at least)
  5. Theia - Critically damaged and trapped on Earth, unable to self-repair.


The TITANs were so focused on collecting human egos out of desperation, hoping to incorporate enough additional processing power into themselves so that they could figure out a way to cure the Exsurgent virus. The triggering of the Pandora Gate construction protocols was likewise desperation on their part, hoping that they could flee far enough and lie low enough to develop a cure.

We do not know if they succeeded. And if any did, that still leaves us with an ASI built by the US military, except now horrifically traumatized.

 

Project Ozma


The MAJESTIC-12 to Firewall's Delta Green, the concept is sound but the execution is "ooooooooo I am waving my hands oooooooooo"

Solution: Why break what works? Firewall are all fucking cowboys who refuse to come in from the cold, whose primary strategy is "burn burn kill burn kill nuke the site from orbit burn the well poison the fields salt the houses". Ozma is large, has the backing of actual governments, and is far more willing to play around with weird alien / TITAN shit.

That two of the strongest points of Eclipse Phase are stole whole-cloth from other media is not going unnoticed.

 

The Timeline


Pretty simple problem here: the timeline of Eclipse Phase puts it 10 years after the TITANS rendered Earth totally uninhabitable and killed nearly everyone, and tries to paint it as this being the loss of like 90% of the population. The amount of colony infrastructure and the sheer scope of transhuman settlement of space (not just every major body in the solar system, but dozens of offworld colonies via the gates) make that number preposterous.

Solution: Easy. Either ignore the dating system entirely, or bump it to 25-50 years after the Fall.

 

Final Notes


The white whale is slain, and I am dissatisfied. For a game that exists as a sort of cosmic background radiation for my own work, this post was by and large an exercise in "if I was writing these concepts in my own setting everything would be both better and easier". It is a game that has coalesced all the influences of its antecessors - Altered Carbon, Revelation Space, GURPS Transhuman Space, Delta Green - and has synthesized something...novel, at least.

A decent idea done poorly is often better than a mediocre idea done well, I suppose. With the sheer amount of stuff contained within EP, there will certainly be something that spurs the imagination.

The bright point are the homebrewers who have, over the years, made a whole lot of very good stuff for Eclipse Phase - better by far than what is in the books proper. Likely because the format of blogposts lends itself to short write-ups of single topics, which is much better at fleshing out the world than pages of top-down explaining. I highly recommend going back and giving Seedware, Farcast, and H-Rep a read or re-read, they are still excellent (though I cannot tell you if there is any more - the brief time I spent on their Discord server showed that there were no pins in the homebrew channel)

With posts like this I often wonder if I am wasting time that would be better served just writing my own stuff. So it goes. The post is written. Regularly scheduled programming will return soon.

Saturday, February 29, 2020

RiseAndShine.Exe - November Patreon Post

Jasper Francis Cropsey


Referee Forward: I built this as a way of introducing people to Eclipse Phase blind - use a simulation to run folks through character generation and the basic mechanics without overloading them on rules and setting fluff. Still works with people who know what they are getting into, but I want to experiment with those who don’t and see how it works out (This is as-yet untested, by-the-by.)

Basically, as the players progress through this scenario they will be posed questions. Their answers will determine the skill packages (background, career, interest, and faction) that will make up their character on the outside.

Treat everyone as having a 30 or 40 in all skills. Don’t worry about what packages give people until session 2 - those will be determined by how they answer the questions of the locks. (See the core 2e rulebook for those)


The Players: Modern-day vacationers (In reality the infomorphs of Firewall agents)
The Setting: A secluded campsite; rustic cabins around a mountain lake. A summer evening.
The Hook: There’s a cry from down at the beach: a corpse has washed ashore.

Before Everything Begins


All players should answer the following question and take the appropriate aptitude template. If this is a meatspace game, I suggest putting this front and center on the character sheet / index card.

Stats are Cognition / Intuition / Reflexes / Savvy / Somatics / Will

I would describe myself as…
  • Physical and athletic - 10/15/20/10/20/15
  • Extroverted and outgoing - 10/20/15/20/15/10
  • Good at planning and organizing - 15/15/10/20/10/20
  • Never really sticking out - 15/15/15/15/15/15
  • Creative and inquisitive - 20/20/10/15/10/15
  • Hardy and adaptable - 15/10/15/10/20/20
  • Adventurous and thrill-seeking - 20/10/20/15/15/10

The Corpse


A pale, waterlogged man, chained to a steamer trunk sealed with five sturdy locks. There is a heavy iron key tied to his wrist.

When the first lock is opened, the players will all receive a text message (if they do not have their phones on them, which is likely, they have appeared in their pockets)

First Question: What was your childhood like?

  • We wanted to start a new life somewhere else (Colonist)
  • We had a safe and stable life (Enclaver)
  • We moved around a lot (Freelancer)
  • My parents had gigantic debts they couldn’t pay off (Indenture)
  • I spent most of my time online (Infolife)
  • My parents were never around (Lost)
  • We were always just scraping by (Underclass)
  • I got a lot of shit for who I was (Uplift)

The Phone Call

After the question is answered, one of the phones rings. No one should be getting service up here. Caller ID is blank. It keeps ringing until it is picked up.

“You are in danger. Get that chest open as soon as possible. The keys are around here. I promise it will make sense as soon as you open up that chest.”

The Campground


Ten rustic cabins, clustered on one side of the egg-shaped lake. No cell reception. If the players try to leave by car, the batteries are dead. Also of note:
  • An old fire-tower.
  • An island in the middle of the lake. A bonfire appears there after the phone call.
  • A small ranger’s cabin.

The Four Remaining Keys

These may be found and used in any order.

  • At the top of the fire tower.
    • A player will have to climb up a rusty, unstable ladder without falling. The edges are sharp and will injure their hands without protection (difficult to hold or grab things).
  • In a computer-controlled safe in the ranger’s cabin.
    • The computer can be hacked, or with more time the lock can be picked (triggers monster).
  • On a 12’ tall pole in the center of the bonfire on the island.
    • Attempting to put out the bonfire will take enough time to trigger the monster
  • Hanging from the belt of the monster.
    • The monster will appear after the third key is found, or when triggered.

The Monster


A huge, slow, hunchbacked thing with a single red eye like an ember, dragging a heavy maul behind it.

It can always be outrun, but has a tendency to show up out of nowhere.

Can be distracted, tripped up, snuck up upon, etc. It can smash down walls and recover, but it will always take a second blow.

It is scared of being burned, but not so scared that it ceases to be a threat at all.

A successful hit will cripple / incapacitate a player. A second will kill. We’re not worried much about HP at this point.

Dead players are, of course, not actually dead. They can communicate with other players via their cellphones. Any questions not answered will be randomly rolled.

Questions of the Keys


Each new key will ask a new question of the players

Second Question: Tell me how you see yourself.

No matter their answer,  roll 2d5

  • 11 -Arachnoid
  • 12 - Bouncer
  • 13 - Dragonfly
  • 14 - Exalt
  • 15 - Fury
  • 21 - Futura
  • 22 - Galatea
  • 23 - Ghost
  • 24 - Hibernoid
  • 25 - Menton
  • 31 - Neo-Avian
  • 32 - Neo-Ape (1. Chimp / 2. Bonobo / 3. Gorilla / 4. Orangutan)
  • 33 - Neo-Neanderthal
  • 34 - Neo-Octopus
  • 35 - Neotenic
  • 41 - Novacrab
  • 42 - Olympian
  • 43 - Pleasure Pod
  • 44 - Ruster
  • 45 - Security Pod
  • 51 - Slitheroid
  • 52 - Splicer
  • 53 - Steel Morph
  • 54 - Sylph
  • 55 - Synth

Third Question: Which statement do you agree with most?

  • I love teaching people new knowledge and skills (Academic)
  • I like working behind the scenes (Covert Ops)
  • Sometimes you have to be rough to get things done (Enforcer)
  • I like going new places (Explorer)
  • I like meeting new people (Face)
  • I like studying plants and animals (Genehacker)
  • People come to me to fix their computer (Hacker)
  • I like solving difficult problems (Investigator)
  • Healthy living is a priority (Medic)
  • I want to know how people think (Mindhacker)
  • One man’s trash is you know the rest (Scavenger)
  • I’m always looking to discover and learn (Scientist)
  • It’s important to protect your country (Soldier)
  • I like tinkering with things and seeing how they work (Techie)

Fourth Question: Which have you done recently?

  • Got a new pet (Animal Handler)
  • Made something beautiful (Artist / Icon)
  • Experienced an altered mental state (Async)
  • Led people on a project (Commander)
  • Practiced a martial art (Fighter)
  • Solved a puzzle (Forensics)
  • Drifted along your own way (Jack of All Trades)
  • Raced drones (Jammer)
  • Met and talked to new people (Networker)
  • Saved someone’s life (Paramedic)
  • Flew a plane (Pilot)
  • Lied to someone (Rogue)
  • Sat around and played video games (Slacker)
  • Went starwatching (Spacer)
  • Went back to school (Student)
  • Took a long, difficult camping trip (Survivalist)

Fifth Question: What of these do you value the most?

  • Community (Anarchist)
  • Scientific inquiry (Argonaut)
  • Freedom from oppression (Barsoomian)
  • Introspection and distance (Brinker)
  • Me, myself, and my money (Criminal)
  • Self-reliance (Extropian)
  • Exerting power (Hypercorp)
  • Security (Jovian)
  • Cultural heritage (Lunar/Orbital)
  • The right to self-define (Mercurial)
  • The study and safekeeping of history (Reclaimer)
  • Hedonism (Scum)
  • Living the high life (Socialite)
  • Civic duty (Titanian)
  • The status quo (Venusian)
  • Local politics (Regional)

Final Question


The chest is open.

Option 1) “Are you afraid to die?” - The chest is empty. Scene pans to outside the simulation, where the players’ main bodies are just about the destroy the server containing their illegal, compromised forks.

Option 2) “Do you remember who you are now?” - The players are sucked into the chest, taken out of the simulation, and sleeved into the bodies rolled for question 2.

Friday, February 14, 2020

Expanded Pandora Gate Map

Draw.io saves the day yet again.


The Pandora Gates are easily my favorite part of Eclipse Phase. Unfortunately, the book dedicated to them is a mess I'd never recommend to anyone and a poster child for "good idea, terrible execution".  This is an attempt to fix that, consolidating the contents of the proper Gatecrashing book with content from the blogs Farcast, Seedware, and H-Rep.

The map only shows the five Sol system gates (Vulcanoid, Mars, Pandora, Fissure, Discord) and connective systems between them.The vast majority of extrasolar planets are a single transit away from one of the five main gates, as detailed below.

Planets marked with a * are connector systems..

GC is Gatecrashing, FC is Farcast, SW is Seedware, HR is H-Rep.

Planets with a dearth of information got a friendly [REDACTED] from me, because that's a solid way to get something from nothing.

Vulcanoid Gate

Found in the Vulcanoid asteroid V-2011 Caldwell, owned by the TerraGenesis Corporation. They'll work with basically anyone, going real gung-ho on colonization and terraforming efforts.
  1. Aerie (GC) - Watch out for this one, the gate is free-floating in orbit around its parent world.
  2. Chrysaor (GC) - Moon of a hot Jupiter. Only 51 LY from Earth, but nothing else noteworthy.
  3. Hiranyaksha (GC) - Largest colonized world with highest gravity at 1.9G
  4. IronSky (HR) - Terrestrial world that once held a diverse global biosphere before the onset of a "Blast Winter". A single cataclysmic event ejected enough particulate into the atmosphere to block out sunlight, leaving the world with a permanent grey overcast and only extremeophile bacteria.
  5. Mockingbird (GC) - Notable primarily for being destroyed by the inhabitants of Rorty. Reclamation efforts have [DATA EXPUNGED]
  6. Piazza III (FC) - A hot, humid, swampy, fungus-encrusted world. Home to the urvinoids, sluglike beings weighing over a kiloton whose brain and stomach are the same organ.
  7. Portal* (GC) - A frozen terrestrial world notable for containing six gates, all within 1 km of each other. The primary settlement, Isra, is the launch point for career autonomist crashers.
  8. Sky Ark (GC) - A terrestrial planet nearly a mirror to early Earth. TerraGenesis has established it as a reserve world, and has begun to resurrect and rehabilitaate as many species and environments of old Earth has possible. This includes creatures that were extinct before the Fall, ancient megafauna and even neogenic dinosaurs.
  9. Sunrise* (GC) - Life-bearing, tidally locked world, bearing seven different gates along the equator and signs of Iktomi settlement around those gates - the windharps, delicate structures that play musical tones on the constant winds
  10. Takshaka (GC) - Backwater colony. Not noteworthy, save for a disastrous event wherein [REDACTED].
  11. Willowane (GC) - Artifacts found. Further information [REDACTED].

Martian Gate

On lock by the corporate bastards of the Planetary Consortium. Sees the most traffic, nearly all of it working for the Pathfinder Corporation.
  1. Arcadia / Overlook (GC) - A venusian world and its rocky moon. Colonization efforts are totally off the books, a single habitat for the oldest and richest gerontocrats the Consortium has in store where they shall never die.
  2. Ascension* (GC) - Consortium-run Earthlike world, home to largest human colony.
  3. Babylon* (GC) - A sun-baked, tidally locked world. The surface displays recent significant impact craters, and long-range telescopes have picked up some kind of vessel hiding out in the stellar corona.
  4. Bacchanalia (HR) - An earthlike world with significant volcanic activity due to tidal stresses from its three suns and large moon, which leaves many rare materials in easy reach near the surface and a sulphurous atmosphere. Outside investment mogul York Aston has flooded the colonization effort with funds in an attempt to make a prize party getaway world, a corporate competitor to Carnivale.
  5. Brak Kodel (GC) - A hot rockball whose sealed canyon habitats are home to horrifically altered TITAN experiments with captive transhuman populations. Whether or not it is a live infection vector remains unknown, but suspected.
  6. Chang-Er* (HR) - Prime terraforming real estate. Alien artifact ("The Eye") several hundred kilometers in diameter floats tethered above the surface, casting a gravitational anomaly that prevents the tidal effects of the planet's five moons.
  7. Dreamgate (FC) - A mirror image of Mars as it was and was thought to be. The oceans are long gone, but the towers and cities of the inhabitants (and most importantly, their computers) are still active. Some folks get lost in the xenoMesh, never to pull their egos out.
  8. Haplopelma (GC) - Minor Iktomi ruins nonetheless attract throngs of xenodeist pilgrims.
  9. Bromeliad / Harker (HR) - An icy terrestrial world and its nondescript moon. Pockets of life can exist in regions where volcanic activity has cut through the glacial cover. Would be a prime target for colonization, save for the packs of psychovore aliens that are clearly not related to anything else on the planet. Corporate is very, very interested in this place.
  10. Krypton (GC) A resort world for the corporate hyperelite, crystal fields under a bright sky-filling nebula. The indentured Martian infomorphs brought in to work the resort are plotting a rebellion.
  11. Nihilus* (HR) - An asteroid mined out by a species long vanished - only bits of tools remain. A group of Buddhists are in the planning stages of building a monastery there.
  12. Nirvana (GC) - A free-floating gate in orbit around a pulsar. The facility there, due to its incredible security, is used both as prison and testing grounds for exsurgent-related experiments under the Consortium's eye.
  13. Nótt (GC) - An icy moon and a corporate research station made significantly more exciting by whatever is stalking the research teams outside the habitat.
  14. Nova York (GC) - [DATA EXPUNGED]
  15. Olaf (GC) - An honest-to-god dyson sphere, built around the red dwarf of a binary pair. The atmosphere is suitable for an unmodified human, the local life isn't particularly dangerous, we've mapped less than 1% of the surface, and it's got an active orbital defense system that'll shoot down anything launched towards space. The interior of the sphere is a complete unknown.
  16. Ruby (FC) - A lumpy planetoid clearly mined in the past for its radioactive materials. Orbiting above is a ring-shaped structure that will draw in nearby objects and launch them at 30 gs of acceleration towards a nearby asteroid belt, which looks like it used to be a single planet. Oops.
  17. Templeton's World (GC) - A Consortium colony that went dark and defected to the Commonwealth when it was determined that the settlers were considered illegal copies.
  18. Tirian (GC) - Hot rockball home to the Singer Institute for Biological Anomalies, who are kind of folks who like doing experiments on outliers of the uplift process. Definitely slept through their courses on consent and ethics.
  19. Thera (HR) - A slushy, cold waterworld. The only land is a chain of volcanic islands, once of which bears the Labyrinth - a maze hundreds of square kilometers on the ground, with walls a kilometer high and passages only 6m accross. No one has reached the center.
  20. Vohaul (GC) - Venusian hellhole world used exclusively as a garbage dump for toxic and exotic materials. Home to a developing sapient species of silicon-based organisms living in the sulfurous lakes of the surface. Transhumanity has no idea about them.

Pandora Gate

Located on Pandora, Saturnian orbit. Run by Gatekeeper, under direction of the Titan Commonwealth cyberdemocracy. Lots of exploratory missions.
  1. Apocalypta (HR) - Hot Martian world home to vast complexes of monolithic pyramids and towers, all containing elaborate vaults touched only by ultrasound for millions of years. Expeditions to the vaults have been put on pause after exploration hit the end of the unsecured sections of the complexes. The builders remain anonymous.
  2. Babylon* (GC) - A sun-baked, tidally locked world. The surface displays recent significant impact craters, and long-range telescopes have picked up some kind of vessel hiding out in the stellar corona.
  3. Candee Apple (FC) - Opens on an island on a pristine earthlike world, home to a species of apelike beings on the cusp of sapience. The leave only footprints factions in the research corp that found the place have held majority so far, but who knows when that will break.
  4. Corse (GC) - A recently-discovered and incredibly distant rocky moon of a typical Jovian giant. A dense, nearby dust cloud (and something indistinct within it) can be made out with telescopes. More concerningly, someone was here recently - not aliens - and they built themselves a ship and headed off towards the cloud. Then they changed course and started heading back towards the gate.
  5. Droplet (GC) - A water-rich (only 8% land) terrestrial world with incredible biodiversity, plus the archaeological remnants of three vanished alien species: the native Amphibs, the Iktomi, and some other spoecies that built at least one settlement on the ocean floor. Of note is "The Toadstool", a curiously shaped stone peak.
  6. Dyggvi (GC) - Ice moon, first colony consider to be a direct extension of a Sol polity (in this case, the Commonwealth)
  7. Echo IV/ V (GC) - Two terrestrial planets. Echo IV has no gate, but is filled with a bustling, megafauna-rich ecosystem. Echo V has the gate, Iktomi ruins, and the complete and total devastation of its entire biosphere at some point in the past.
  8. Indra (HR) - A cold, lifeless Martian world with enough atmosphere to maintain some liquid water. Surface is covered in deep impact craters, all of which line up very nicely with good places to build a colony. Someone bombed this place from orbit, and one of those ships lies buried under just underground - with the reactor still on.
  9. Just-in-Case / Basilica* (GC) - A young and lifeless terrestrial world and it's young and lifeless moon, similar to a very early Earth. It is being set up as a backup world, a planet that could house millions of refugees in case of existential disaster. Cut off the gates, and there's still plenty of untouched planets nearby in its local cluster. Most of the major (non-autonomist) polities are involved - except the Consortium. No invitation for the hypercaptialists. Or for Firewall.
  10. Moravec (GC) - Terrestrial world with a lively oceanic biosphere. The landmasses have very little life, likely extinct due to climate change. Likewise can be found trace remnants of a sapient species, including a distributed computer network. It is abandoned. Where did the uploads go?
  11. Moria (GC) - An icy dwarf planet. The immense caves which house the colony are heated by geothermal activity.
  12. Portal* (GC) - A frozen terrestrial world notable for containing six gates, all within 1 km of each other. The primary settlement, Isra, is the launch point for career autonomist crashers.
  13. Spark (HR) - Tidally-locked vesperian planet. Huge temperature differences mean constant, extreme winds. Crust contains high levels of metallic salts, leading nearly all local life to store or generate electrical current
  14. Synergy (GC) - The second colony ever established went dark for five years, emerged as a networked hive-mind.
  15. Tanaka (GC) - Moon of a hot Jupiter, home to five warring fungal megacolonies, all of which are universally hostile to tranhumans.
  16. Wormwood (GC) - Thousands of kilometers of squirming, tangled tunnels carved out of what is presumed to be an asteroid. No exit to the surface has yet been found.

Fissure Gate

Located on Oberon, Uranian orbit. Overseen by the Love and Rage anarchist collective, and as such is open to anyone with good rep.
  1. Bluewood (GC) - Terrestrial planet and one of the major autonomist colonies. Named for the forest that covers almost 60% of the single landmass and the vibrant azure trees that make it up. The entire ecosystem seems engineered - there are no predators, it self-maintains, it strikes back if threatened, and it actively grows to encompass settlements built within it.
  2. Carnivale (GC) - A bunch of extreme hedonist anarchists partying it up on an paradisical earthlike world. Even the grass will give you a high. Only line is consent, everything else is on the table. This entry has aged very poorly in the last decade.
  3. Emmerich's World (HR) - Earth-sized moon of the superJovian Anchorhead. Great night sky, local bacterial and fungal life provides a bounty of fun narcotic and hallucinogenic toxins. The gate to Nihilus is built atop a spiral-helix-pyramidal structure on the opposite pole from the main gate; within the structure is the WETWARE AUTOMATA artifact, that triggers compulsive and repetitive minor actions in nearby sapients.
  4. Etched (GC) - [DATA EXPUNGED]
  5. Fortean (GC) - Icy moon host to a bunch of really out there researchers big into neogenic life, genesplicing, and cryptozoology. Makers of specialty morphs.
  6. G'harne (HR) - A Titanian ice world, boasting a robust hydrocarbon-and-ammonia-based ecology. Impressive volcanoes. 
  7. Isolation (HR) - via Carnivale gate only. An icy moon of a Neptunian giant (Mirror) with a high albedo and pretty rings. Used as a cool down colony for folks from Carnivale. Exploration has found twenty-six precision-carved cliffside alcoves of unknown maker and purpose.
  8. Krapotkin (GC) - Icy moon, anarchist settlement, somebody once told me the world was [DATA EXPUNGED].
  9. Lassiter (GC) - via Carnivale gate only. Does not officially exist. A tiny moonlet orbiting the gas giant Lassiter, now home to one of Firewall's friendly Promethean AI, Asterius. It's already begun disassembling the other moons.
  10. Logos (GC) - Moon of an ice giant. Colony established by AGIs wanting to get away from transhuman societal strictures and norms.
  11. Luca* (GC) - A cold marslike world with a native biosphere. A native sapient species was wiped out by an asteroid impact about a thousand years ago. Conflicts between anarchist preservationists and TerraGenesis terraforming efforts are commonplace, and get even more heated when folks discuss resurrecting the lucans from the preserved bodies that have been found.
  12. Merowech (HR) - A frozen, airless, tidally locked world. Crystalline artifacts colloquially called "elf trees" can be found on the day side, which give off a soothing humming when in an atmosphere demonstrate anomalous responses to outside stimuli (ie, crumbling under the higher gravity of a planet, but not that of a rotating habitat)
  13. Nightfall* (HR) - A rocky moon with extreme temperatures and high radiation. Enough resources to spark conflict between TerraGenesis resource extraction and autonomist synthmorph settlers.
  14. Portal* (GC) - A frozen terrestrial world notable for containing six gates, all within 1 km of each other. The primary settlement, Isra, is the launch point for career autonomist crashers.
  15. Tempest* (HR) - An ocean world with a venusian atmosphere. Notable primarily for the permanent hurricane caused by the heat and rotation of the planet and the aerostat filled with art and non-active servant bots built by a single, vanished colonist.
  16. Veronica* (HR) - A slightly-more-habitable martian type world originally settled by a few bands of anarchists. Quiet and unnoeworthy, until the gate to Ascension opened up and the Consortium started dumping thousands of its own colonists onto the world.
  17. Wonderland (HR) - Heavy, hot atmosphere, home to a single, highly-differentiated colonial fungal megaorganism. Ground-penetration scans reveal widespread tunnel networks with clear nanotech toolmarks.
  18. Ymir (FC) - A banded gas giant. Gate situated on a small icy moon. Upper atmosphere of the planet home to pods of gigantic invertebrates nicknamed "frost giants".

Discord Gate

Located on Eris. Run by the Go-Nin group and a band of ultimates who are very vocal about being over the whole morality thing and have been fighting back and forth with fringe exhuman clades. Even getting out there is difficult, and it's unpleasant when you get there.
  1. Giza (GC) - An earthlike world with early plant life, bearing hundreds of black pyramidal structures. These are interfaces to what appears to be a galaxy-spanning anonymous interspecies chat room with aggressive content moderation bots. Everyone is paranoid about information leaks. 15% chance of helpful comunication, 35% chance of trolls.
  2. Mishipizheu / Nanabozho (GC) -A life-bearing water world with a rocky moon, famous for colorful reefs of gas-bladder floaters. Its sun will soon run out of hydrogen to burn (though it should by all means last much longer) and begin to contract, freezing the planet solid. Its moon has less gravity than it should; hypothesized to be hollow or artificial.
  3. Ne No Kuni (GC) - Metal-rich cthonian, home to largest exoworld mining operation.
  4. Oyamatsumi & Konohana* (HR) - A high-pressure CO2 world bearing impact craters believed to be from the debris of a large space-faring vessel. Its red-and-white moon, Konohana, is so strictly geologically stratified that it is clearly artificial, though its poisonous atmosphere makes investigating whatever is under the crust extremely difficult.
  5. Rorty* (GC) - Cold, lifeless world home to exhuman dreadnaught-minds chased there by Go-Nin's ultimates, planning on further raids of other colonies.
  6. Skoyz (GC) - [REDACTED]
  7. Tartarus (SW) - A rogue planet, a big black iceball drifting between suns with a complex microbial ecosystem feeding off the radioactive elements at the bottom of the subsurface ocean.
  8. Vortex (GC) - Gate is suspended in the depths of a gas giant's lower atmosphere. Leaving the gate proper would be instant death from the pressure.

Connector Systems

  • Ascension (GC) - Consortium-run Earthlike world, home to largest human colony.
  • Babylon (GC) - A sun-baked, tidally locked world. The surface displays recent significant impact craters, and long-range telescopes have picked up some kind of vessel hiding out in the stellar corona.
  • Boreas (HR) - An icy moon of a subNeptunian giant. The survey mission to found a second settlement vanished in the subsurface tunnels, which appear now to mirror TITAN structures on Iapetus. Singularity seekers have started to gain access to the world, and are being turned away at the gate.
  • Cairn (HR) - The hellish tomb world of an insect-like species that was driven extinct by runaway greenhouse effect. Pathfinder and TerraGenesis are squabbling rights to the site,
  • Chang-Er (HR) - Prime terraforming real estate. Alien artifact ("The Eye") several hundred kilometers in diameter floats tethered above the surface, casting a gravitational anomaly that prevents the tidal effects of the planet's five moons.
  • Cocytus (HR) - A cold, dark world orbiting a brown dwarf formation. Nearly all light to reach surface is infrared. Massive doses of ionizing radiation make long term survival difficult. The atmosphere is thick enough to support a biosphere capable of gathering energy from magnetic interference.
  • Emmerich's World (HR) - Earth-sized moon of the superJovian Anchorhead. Great night sky, local bacterial and fungal life provides a bounty of fun narcotic and hallucinogenic toxins. The gate to Nihilus is built atop a spiral-helix-pyramidal structure on the opposite pole from the main gate; within the structure is the WETWARE AUTOMATA artifact, that triggers compulsive and repetitive minor actions in nearby sapients.
  • Just-in-Case / Basilica (GC) - A young and lifeless terrestrial world and its young and lifeless moon, similar to a very early Earth. It is being set up as a backup world, a planet that could house millions of refugees in case of existential disaster. Cut off the gates, and there's still plenty of untouched planets nearby in its local cluster. Most of the major (non-autonomist) polities are involved - except the Consortium. No invitation for the hypercaptialists. Or for Firewall.
  • Luca (GC) - A cold marslike world with a native biosphere. A native sapient species was wiped out by an asteroid impact about a thousand years ago. Conflicts between anarchist preservationists and TerraGenesis terraforming efforts are commonplace, and get even more heated when folks discuss resurrecting the lucans from the preserved bodies that have been found.
  • Nightfall (HR) - A rocky moon with extreme temperatures and high radiation. Enough resources to spark conflict between TerraGenesis resource extraction and autonomist synthmorph settlers.
  • Nihilus (HR) - An asteroid mined out by a species long vanished - only bits of tools remain. A group of Buddhists are in the planning stages of building a monastery there.
  • Oyamatsumi & Konohana (HR) - A high-pressure CO2 world bearing impact craters believed to be from the debris of a large space-faring vessel. Its red-and-white moon, Konohana, is so strictly geologically stratified that it is clearly artificial, though its poisonous atmosphere makes investigating whatever is under the crust extremely difficult.
  • Rorty (GC) - Cold, lifeless world home to exhuman dreadnaught-minds chased there by Go-Nin's ultimates, planning on further raids of other colonies.
  • Portal (GC) - A frozen terrestrial world notable for containing six gates, all within 1 km of each other. The primary settlement, Isra, is the launch point for career autonomist crashers.
  • Set (HR) - [DATA EXPUNGED]
  • Simulacra (HR) - A barren terrestrial world with a toxic atmosphere and a few extremophile bacteria. Absolutely nothing of interest, despite the area around the gate being a perfect replica of London in 1920, sans inhabitants. The simulation breaks down the further one goes from Charing Cross, however, devolving into unfinished buildings and fractal streets.
  • Sunrise (GC) - Life-bearing, tidally locked world, bearing seven different gates along the equator and signs of Iktomi settlement around those gates - the windharps, delicate structures that play musical tones on the constant winds
  • Tempest (HR) - An ocean world with a venusian atmosphere. Notable primarily for the permanent hurricane caused by the heat and rotation of the planet and the aerostat filled with art and non-active servant bots built by a single, vanished colonist.
  • Ulmo (HR) - An ocean world with a thin atmosphere, now home to a growing population of uplifted octopi, cetaceans, and amphibious humanoid morphs.
  • Venom (HR) - A molten, Co2-choked world with seas of sulfuric acid. There's literally nothing here.
  • Veronica (HR) - A slightly-more-habitable martian type world originally settled by a few bands of anarchists. Quiet and unnoeworthy, until the gate to Ascension opened up and the Consortium started dumping thousands of its own colonists onto the world.
  • Void Reef (HR) - A band of resource-rich asteroids in a mostly-empty system. The gate location contains traces of fossilized marine life, indicating it was once part of a life bearing planet. A hivemind nest of Rortian-allied exhumans have settled in the Reef, lashing out at the Go-Nin miners sent in-system.

Jokers  

There were  whole lot of fanmade planets that didn't have gates listed, including thirty-seven different locations from the Renegade Octopus blog alone. I decided to not use these just to make it easier on myself.

What We Learned

  • Most of the fanmade planets interested me more than the default ones in GC, and even those that weren't were much easier to read on account of being shorter and single-column.
  • No one, not even Posthuman Studios, likes the Discord Gate. For good reason, I say, exhumans and ultimates always struck me as two bands of terrible folks who deserve each other.
  • Please please please please front your planet entries with tags for if it has a settlement, if it has life, what you need to wear to go outside etc. Open with those. That is stuff I as a sci-fi game referee absolutely need to know.
  • Carnivale (and the scum in general) sounded way better in 2010. It's bad. There's a very short list of folks I would trust to write hyper decadent sex drugs and rock & roll RPG material and none of them worked on this book.
  • Overwritten first-person narrative is guaranteed to make me have a bad time reading whatever game thing is being made. Give me bullet points.
  • Making a single interesting planet with interesting people is more worthwhile than an entire system of nothings.
  • If you only get a sentence to describe it, at least put something interesting there. I shouldn't have to dump [REDACTED]s in there to give it the appearance of something interesting.
  • There was a point I wanted to give up on this. Gatecrashing is a painful book to read, and I hate that it is compelling enough to drive me to do this out of love for the idea.

Wednesday, September 18, 2019

A Tour of the Solar System

NASA Image Library

 

Sol - G2V


The sun is a miasma / of incandescent plasma...

Formerly a god. Retains the best claim to the position. Has not forgotten.

Mercury

  • Sole property of the Mercury Resource Reclaimation Conglomerate (casually referred to as MRRC or MerCon), which has long-term plans to stripmine the planet, hollow it out, and eventually push the shell into Venus orbit, where it will be used to shift that world into a faster rotation.
  • Current habitation is almost entirely mining-related, either in mushroom habs, migratory city-factories, or underground facilities. Most resources are either launched into the inner system via mass drivers or manufactured in orbit as energy collectors.
  • The caves and channels beneath the surface are filled with the broth-creches of the silverworms: neogenic biomechanical that bore through the rock to make it easier to move and export. Their secretions can easily dissolve most metals. 

Venus

  • Currently inhabited by a patchwork confederacy of aerostat city-states. Varied government types, but several successful experiments in the creation of Autarchs - individuals invested with total political power, but also the memories and experiences of thousands of different individuals from all walks of life. 
  • Long-term plans for terraforming are underway, including the importation of iceteroids and the construction of sunshades. The aerostat cities are designed to eventually transition into orbitals when the time comes to leave the atmosphere. The proposed future planet is jokingly nicknamed "Bluecifer", and the perpetually optimistic Venusians talk about it like it's already a done deal.
  • Friendlier to anarchists, communalists, and uplifts than the rest of the inner system.
  • Cloud-folk drift between aerostats on chimeric bubble-beasts.

Earth

  • The environment is in better shape than it has been in centuries due to concerted reclaimation, but the surface will remain forever out of reach for all but the scions of the wealthiest and oldest Companies.
  • O'Neill clusters sit at all 5 Lagrange points. An orbital belt containing hundreds of habitats held up by 24 space elevators rings the equator.
  • Old Money rules here. While it is still technically the capital of the Inner System, Jupiter is swiftly becoming more important, and the old families don't like that one bit. 
  • Those Terrans seen off-world wear elaborate, all-covering biosuits, used to filter sensory inputs to be pleasing to the hyper-elites and maintain a barrier between the dirt and grim of the outside cosmos.

Luna

  • Nearly completely subsumed by the orbital infrastructure of Earth. The old lunar culture of the earliest settlements has been pushed into reservation habitats to make room for the influx of the hyper-wealthy of reclaimed Earth.
  • The fact that Luna successfully achieved independence in the past, only to lose it again without a fight, does not sit well with the native Selenians.

Mars

  • Remnants of the original, failed, terraforming dot the surface - shallow, salty comet-water lakes, wide plains of lichen and moss, nanocloud "ghosts", icewater canals, atmosphere factories, and engineered life (distressingly, most of it is both non-sapient and human derived)
  • On top of this are the ruins of the warships and other great engines the Companies fielded in the war for Mars after the collapse of the original colonies.
  • Finally, there's the current para-terraforming effort - craters and valleys are sealed off and pressurized for settlement and the introduction of ecologies. Center of current-day Martian civilization is in the Valles Marinaris. 
  • Some Martians, in a bid to escape the Company, have taken to secret holdouts in the wastelands, living off the two prior ages.
  • While still an economic power, most of the Companies on Mars are those who do not have the prestige to be based out of Earth, nor the ability to carve out a spot in the lucrative Jovian system.
  • This still leaves a brutal corporate oligarchy commanding vast fiefs of indentured serfs, all competing over the currency that permits them to remain alive. It is the single worst place in the system to be if you are poor.

The Belt

  • Thousands and thousands of independent stations, many of which are linked in a loose trade confederacy based on the smart-contracts of the Mutual Cooperation Pact.
  • Some major first-wave Companies are still here, but many have moved the bulk of their operations on to Jupiter and beyond and left behind gaps ready to be filled. Real estate in the Belt is incredibly cheap, if you're okay with buying used.
  • Cultural enclaves and groups found nowhere else in the system thrive here.
  • Absolutely the space Rust-belt - the gold rush is long over.

Jupiter

  • Economic (and de facto political) capital of the solar system, with the planetary capital located on and around Callisto.
  • Primary junction point between inner and outer systems - most traffic will either stop here or use the planet as a gravity slingshot.
  • Every major Company and Union has offices in the Jovian system. This predictably leads to a state of constant political chaos boiling over into open warfare on a regular basis.
  • Government is, by and large, ineffective and corrupt.
  • Europa has been claimed by the Cetacean Nation, which puts them at odds with the preservationists attempting to maintain the alien biosphere within.
  • Will occasionally host a Celestial of House Au, come to check in on the jump gates.
  • Company-Union Conflict made more complicated by the Priests of the Red Eyed All-Father, who possess the lion's share of cultural power and the secrets of the whale-hunts of the tumultuous upper atmosphere.

Saturn

  •  Most settlements in Saturnian orbit and among its moons are home to Companies specializing in android and AI production, due to the proximity to the Titanian Dataminds. 
  • The peace and quiet is superficial: conflict between AI factions is throughout the datasphere, and they are more than willing to hire flesh-and-blood saboteurs as deniable assets.
  • Several AI data-clades have taken to building the Void Reef, a vacuum-adapted ecosystem built out of the carbon and water of the rings.
  • Ulthar Station, vacation destination and home of thousands of smartcat swarms, orbits Iapetus.

Titan

  • Home of the Dataminds, the highest-powered thinking machines permitted by the Celestials.
  • Highest quality uploads, simulations, and cyborging services available in the system.
  • The Dataminds seek a third path for themselves, avoiding both human domination and the wrath of the Celestials. The groundwork is already in place.

Uranus

  • The primary home of anarchists in the solar system.
  • Have maintained independence by filing as a Company, and taking the legal protections that gives, while reporting a profit of 1 credit per year to maintain license.
  • Habitats called "The Panoply" or "The Zoo" for their eclectic nature - more varied and bizarre even than the aerostats of Venus.

Neptune

  • Under lockdown by a faction of paranoid militarist milleniarists (The Anointed Temple of Christ, Redeemer and Conqueror), who are preparing for the end of days, wherein Jesus Christ himself will ride into the system on a white spaceship at the head of a massive alien armada to cull the sinful.
  • "The sinful" being everyone else, of course. Don't ask for their opinions of uplifts.

Pluto and the Kupier Belt

  • A tattered mix of isolationists, outlaws, exiles, cultists, metahumans, spacers, migrants, colonists, and other ne'er do wells.
  • Hub for the outer system laser communications network.

Mothership-Specific Locations

The Dead Planet

  • Is actually Earth, tens or hundreds of millions of years in the future. Your jump drive fucked up real bad. Everyone's jump drives have fucked up real bad. Everything is fucked up real bad.

The Skaana

  •  Casino barge. Currently in orbit above Ceres.

Prospero's Dream 

  • Scumhole space station. Currently stationed in the Jovian L5 Trojans.

Tenum Research Station

  •  Somewhere in the Kupier Belt.

YB107-b

  •  Crashed vessel. Asteroid in the L-4 Neptunian trojans

Ypsilon 14

  • Mining facility. Somewhere in the asteroid belt.

Hive Mind  Locations

  • Amaterasu Station - Venusian orbit. Current home of the Imperial Regalia of Japan.
  • Westerfield Station - Autonomous station taken over by Jesse Arthur Davidson and his Church of the Right Redeemer. On a long elliptical orbit towards the Inner System.
  • Weeping Star - Derelict star-fortress hemisphere.
  • Hynd's End - Patchwork tape-and-prayers pirates' haven. Uranus orbit.
  • Alphie's - Android-run pharma lab, home to a hiding unbraked AI. Jovian L4 Greeks.
  • Camelot - Dedicated Arthurian LARP at the Earth-Sol L1 point.
  • Ptacek's Hollow - Mining colony now rented out to Martian elites for slum tourism. Asteroid belt.
  • New Tigris - Primary food production for Venus. Run by Neo-Mesopotamian sect.

Eclipse Phase  Locations

  • Meathab - A space station made out of meat, for art. Station intelligence is a bit of a trickster. Saturnian orbit.
  • Hexagon - Finest guns-for-hire in the system. Earth orbit.
  • Horeb - Orthodox Jewish community. Near-Earth asteroid.
  • Valley of the Apes - City-sized dome with system's largest population of uplifted apes. Mars
  • Moustier - Primary home of the Neo-Neanderthals. Martian Trojans
  • Winter - Community working towards a genderless, ambisexual society. Jovian Trojans.
  • DIY Shipyards - Union-owned construction company, will take commissions. Saturnian orbit.
  • Oberon -  Home of the largest anarchist community, the Love and Rage Collective. Moon of Uranus.
  • Mushroom and Jacques - Hyper-paranoid isolationist habitats deep in the Neptunian atmosphere.

Factions (Great Screaming Hell and Delta Eclipse)

  • FRIEND -  A smiley face, a vocoder, and a paycheck.
  • Lamplighters - Fanatic soldier-cult lead by the enigmatic (and missing) Lantern Boy.
  • United Planetary Front - Garden-variety space-fascists.
  • Calamity Jean - A thelychroma fixer, out to show the Company what kind of fight they signed up for.
  • ISWU - The Interstellar Sex Workers' Union. One of the oldest and toughest unions out there.
  • Dog Knights - Cynic swordmasters. The gutter-ronin of Diogenes.
  • Redoubters - The builders of black pyramids, preparers for the end of all time.
  • Trollgarden - Slumtown gang of flower-wearing mutants, led by a most infamous glutton.
  • Bon Morte Society - Death counseling and hospice care for those of extended life. 
  • Monks of Primus Oort - Cyborg followers of the old Cold Gods far away.
  • Tiger Lilies - Anti-indenture, anti-slavery cooperative.
  • Barn Swallows - Collective support network for drifters and wanderers.
  • Postmen - Deliver secure physical messages throughout the system.

More Factions (adapted from Umberwell and Krevborna)

  • 3rdEye.exe - A path to apotheosis based on expanding the scope of the mind, rather than its raw power. Corps and anarchists together shut the host site down with prejudice wherever the file is found.
  • Army of the Lilim - Servants of the Countess Alcesta, looking to find the one who will help her conceive her god-child. 
  • Circle - Mendicant ascetics and information brokers.
  • Choir of the Spheres - A cult that found an alien organism and, through eating of it, have started taking on its properties.
  • Concordance Corporation - HR-for-hire. Dedicated to peace through memetic domination.
  • The Defiant Collaborative - Fractious, violent collection of Unionists and anarchists.
  • Dredgers - Explorers of the ruins and tombs of old Mars.
  • Destiny Manifest - The other band of garden-variety space fascists. Go really hard on the "pure human" bullshit. Can't stand the UPF for their equal-opportunity membership.
  • Gunner's Union - Utmost scientific dedication to the Bullet Arts and Path of Explosions.
  • The Maelstrom - Followers of the black ship Azazel, whose algorithms show where and when to cause chaos to counteract the status quo to the greatest extent.
  • The Misericorde - Consorts and puppeteers of the elite, pulling strings even in the favor of their hidden teachers and patrons.
  • New Progress Association - Saturnian technocratic movement. Unpopular with the unions for their dismissal of the working class in their plans for an automated utopia.
  • Prometheus Chimera Works - Creators of new forms of neogenic and cybernetic life.
  • Rat-Catchers - Hunters of rogue pests on abandoned stations.
  • Ruin Night - They dream of a future without thought or death, of philosophical zombies animated by cybernetics.
  • Sacretta Carnifexa - Torturers and executioners of an ancient and outdated sect. Their journeymen are easily spotted by their vantablack cloaks.
  • Salon Sublime - Hangout for the hedonist hyper-elite. Chapters for the lower-classes are found easily enough.
  • Scourge of Evil - Gamified hyperviolent vigilante justice.
  • White Ravens - Union of bounty hunters, private investigators, and contract killers.

    Wednesday, August 21, 2019

    LET'S LOOK AT: Eclipse Phase, Second Edition

    Hot off the presses, it's the long-stewing second edition of my favorite gigantic mess of a game.

    Let's Get This Out of the Way First


    Too much text. Goes without saying, was endemic to 1e and remains so here. Way too much shit in the book, written for people who are already into the game or the idea of the game. Referees trying to run it for the unfamiliar and uninitiated have to do extra work. Some of the text is actually good, but it's certainly not well organized. Easy to become overwhelmed. The overwhelming bulk of the book is setting and background or cultural information and it is presented with terrible inefficiency. You can throw out pages and pages and pages of it. Clunky, clumsy, overwrought and inadequate at once. The lessons of using material culture to sketch an evocative universe are nowhere to be found.

    Point goes to Mothership, no question.

    Setting


    There's so much here that Referees will have more than they could ever need and can pick and choose to their liking. This is a good thing conceptually, but the aforementioned terrible information presentation means you've got to sift through it. At the very least it contains material from all the major setting supplements of 1e. It's still written in a lot of in-universe voice, mixed results. No major changes to background lore.

    Still, I am fond of a good deal of it - it's issues are the kind that inspire me to fix them. The gazetteer section is probably the most useful. You can strip that right out for Mothership.

    I had to delete an entire subsection of this review about how the Jovians are a thematic mess and lazy writing and how to fix them but I can save that for another time and another post.

    Basic Gameplay Stuff


    1d100 roll under your skill plus any difficulty modifiers, same as before. Crits are still on doubles, but they added a step between where you can get a superior result added (from a list) if you succeed while rolling above 33, or two if you succeed rolling above 66.

    They cut down the skill list to 21, thank all gods above and below.

    I do like how bodily and mental health follow the same tracks: you can take X damage before incapacitation, if you take Y damage in one go you will gain a penalizing wound or trauma, and if you hit Z you're dead.

    As with everything, there's too much chaff, but the core is doable. I can work with it. The quickstart rules cover everything I need.

    Character Creation


    My god, it's full of stars. They fixed it.

    The damnable point-buy system is out, skill packages as found in the Transhuman supplement are the default. Pick a background, pick a career, pick an interest, pick your aptitudes, pick a gear package. Boom, done.

    The attribute names are still a bit weird and clunky (cognition, intuition, reflex, savvy, somatics, will) but they've got them down to six now, and they are paired off into three pairs to use with the Pools. Pools are cool - you get a certain number of refreshable points (Insight, Moxie, Vigor, Flex, determined by your morph) that you can use to:
    • Cancel out modifiers on a roll
    • Add +20% to a roll's target number
    • Flip digits on a d100
    • Upgrade a success to a superior result
    • Get +5% to all skill rolls for a single aptitude for 24 hours
    • Things specific to that pool.
    Flex Pool is where things get fun, as those allow you to introduce an NPC, item, environmental detail, or relationship.

    You get two short pool recharges (1d6 points, choose where they go) and one full recharge per day.

    THE IMPORTANT PART: you can now switch morphs (you know, engage with the core conceit of the game) without rewriting your entire character sheet. Morphs give you pools, your health stats, and implants, and that's it. Not attribute bonuses like in 1e. They actually feel like gear (being able to purchase multiple morphs at chargen helps further).

    I still don't like the gribblyness of purchasing attributes and flaws and spending additional points, but you know, that's not a big deal.

    The important thing is that this makes me want to run this game. I actually feel like it's possible to get other people invested and involved.

    Final Verdict


    They unfucked the character creation. You can just toss out almost everything not in the quickstart rules and go just fine with a few basic tables. Use what you want from the setting and ignore the rest. I want to run it, then I want to hack it, then I want to steal whatever I can for Mothership.

    It's all still Creative Commons, which is great. Even more so now that I don't have to call that fact the saving grace of the game.

    I cannot overstate how important it is that they unfucked character creation.

    Wednesday, January 9, 2019

    Converting Eclipse Phase Monsters to Mothership

    Save the section at the end of Dead Planet, there's no bestiary for Mothership. There will be one in time, but for now we are on our own.

    Thankfully, the freely-available Eclipse Phase library can fill in. These are all stripped right from the X-Risks book.

    Basic Conversion Guidelines

    • SOM / 5 = number of health pools a creature has.
      • For lower health (or more human enemies), divide by 10 instead.
    • DUR = Amount in each health pool.
    • INT + REF = Instinct (a creature's catch-all save)
    • Speed is weird, as EP only has two levels of it for monsters. This is just going to have to be eyeballed.
    • Attacks remain the same, keeping hit percentages and damage.
    • Special powers follow the same procedure as attacks.
    • Everything else gets ditched.

    Barbed Eel

    Seems more like a slug, fatter than an eel. Barbels with bioluminescent tips. Six eyes, gigantic mouth.

    Combat:
    • 40% bite 1d10+4
    Speed: 30%
    Instinct: 30%
    Hits: 3(40)
    Special: 1d10 electric stun. 10m range in water, 60% touch attack on land.

     

    Blister Beast

    A purplish, ape-sized thing. Hairless, with a long tail. Six limbs, thin. Bright orange pustules.

    Combat:
    • Tail Strike 60, 2d10, body save vs knocked prone.
    • Sting 50, 1d10+5, body save vs 1 hr paralysis and 1d10 damage / turn for 5 turns. Successful save resists paralysis and halves damage.
    Speed: 45%
    Instinct: 35%
    Hits: 3(30)
    Special: Blister Defense - Attacks against the blister beast have a 40+damage% chance of triggering a neurotoxin cloud (1d10 / turn inside cloud, save vs 1 hour blindness, save vs incapacitation by choking.)

     

    Flesh Party

    Giblets splattered all over the walls, victims still alive. A web of skin, muscle, gristle and fat.

    Combat:
    • Bite 50, body save vs engulfed, victims take acid damage as below until freed or dead.
    • Acid Spit 40, 1d10+5 for 3 turns
    • Bone Spur 40, 1d10+4
    Speed: 10%
    Instinct: 20%
    Hits: 4(80)
    Special: Regenerates 1d10 / hour

     

    Fractal Troll

    Humans, once. Lumbering, neckless. Arms are huge, second set spurts from shoulder blades with fractal fingers.

    Combat:
    • Claws 70, 1d10+7
    • Subdual 70, strength check to resist.
    • Fractal Gouge, 1d10+4, can be used as a bonus attack to subdued targets.
    Speed: 40%
    Instinct: 70%
    Hits: 8(55)
    Special: Vacuum-immune. Memories of previous life.

     

    Immolator 

    Human victims of Glory virus. Leathery grey-blue skin, hairless. Horns. Breeding pairs fuck constantly, deposit zygotes into the Mother.

    Combat:
    • Claws 60, 1d10+3
    • Particle Beam Bolter 60, 2d10+4 (can be replaced for other firearm)
    Speed: 60%
    Instinct: 40%
    Hits: 5(40)
    Special: Drones indistinguishable from humans in appearance. Breeders only distracted by threats to the nest. Can pass on Glory strain via fluid transfer.


     

    Immolator Mother

    A mass of flesh, wombs and mouths and teeth and tentacles. Blood everywhere. Breeders depositing zygotes.


    Combat:
    • Bite 70, 2d10+3,  body save vs infection with the Glory strain.
    • Tentacles 70, 1d10+3, makes 1d10/2 attacks
    • Brain Spike 60, 2d10+, fear save for half.
    Speed: 10%
    Instinct: 10%
    Hits: 6(100)
    Special: Glory strain via fluid transfer. In center of immolator hive.


     

    Land Anemone

    What it says on the box.

    Combat:
    • Tentacle Attack 60, 1d10 + toxin
    • Grapple 60 - Swallows on next action, 1d10 damage / turn
    Speed: 15%
    Instinct: 35%
    Hits: 3(30)
    Special: Tentacle toxin, 2d10 + 10 for three turns, body save vs paralysis. Sometimes bury themselves for better ambush.

     

    Predator

    Human, once. Chose this. No empathy, regret, or doubt. Blood red skin, patches like dark stone. Gaping mouth with too many teeth.

    Combat:
    • Diamond Bite 70, 1d10+7 
    • Monofilament Claws 70 1d10+8
    • Tail sting 80, 2d10 +7. Toxin activates in 3 turns, lasts 10 minutes. Failed body save = incapacitated, success = -20 to all checks for duration.
    Speed: 75%
    Instinct: 80%
    Hits: 8(65)
    Special: Nasty motherfuckers, but not very creative in the grand scheme.

     

    Stinger Hound

    A sturdy shell. Four thin legs. Small head. Fast. Pack hunter.

    Combat:
    • Tongue Stinger 65, 1d10+3, target loses 5 points of strength / turn for 6 turns (3 on save)
    • Claws 60, 2d10+2
    • Pounce 70, 2d10+5, save vs knocked prone and pinned.
    Speed: 65%
    Instinct: 35%
    Hits: 4(40)
    Special: Camouflage - gain +30 to attempts to hide when remaining still and silent.

     

    Veiled Leech

    About the size of chimpanzee. Hairless, clammy, slimy. Invisible, most of the time. Tentacle mouth.

    Combat: 
    • Pounce 60, save vs subdual, following turn sucker bite 1d10/2 + toxin.
    • Toxin - Save vs unconscious 1 hr. -30 to all checks for duration.
    Speed: 35%
    Instinct: 30%
    Hits: 3(25)
    Special: Gliding membranes, thermal vision, camouflage to the point of invisibility.

     

    Void Crawler

    Clever little things. Mostly arms and tail. Vacuum-adapted. Coordinated packs. Tool-use.

    Combat: 
    • Hook 50, 1d10 +1. 
    • Tail Whip 60, 1d10, body save vs choked unconscious
    Speed: 40%
    Instinct: 35%
    Hits: 2(30)
    Special: Confusion sleight 60 - Target is disorientated, takes -20 to all rolls. Vacuum adapted.

     

    Wastewalker

    Human, once. Lanky. Rubbery brown-black skin. Bone white mask. No expression.

    Combat:
    • Claws 40, 1d10 
    • SMG 80, 4d10
    Speed: 50%
    Instinct: 30%
    Hits: 3(50)
    Special: Infection vector - interacting with a wastewalker mask will drive individuals to wear it, swiftly transforming into another.

     

    Zombie Crab

    Giant enemy crab. Aggressive. 
     
    Combat:
    • Claw 50, 2d10+4. Body save vs protist infection. 
    • Bite 50, 3d10, save vs protist infection.
    Speed: 15%
    Instinct: 15%
    Hits: 4(50)
    Special: Protist infection - 5 day incubation. Afterwards, lose 5 points from each stat per day to minimum of 5. Gain obsessive compulsion to seek out water to drown and be eaten.