This game is based on the Eclipse Phase RPG. The source books are available free of charge from http://eclipsephase.com. Much of the details and background information is either copied directly or adapted from the various source books and is available under a Creative Commons BY-NC-SA 3.0 license.
For anyone not familiar with Eclipse Phase, here’s the basics. The AI singularity has come and gone, humanity barely survived. Earth has been lost to the machines. The survivors live in various orbital habitats, space stations and colonies throughout the solar system.
Your mind can be backed up and restored into a new body. The body (“morph”) doesn’t necessary have to be humanoid or even biological (although in this game we’ll stick with “Exalt” morphs, basically the best biology can do without making any sacrifices, better, faster and stronger). Your mind can even be transmitted across space to allow travel at the speed of light, assuming a receiving station and morph are available at the destination.
After the Fall, while humanity was picking up the pieces, they discovered a series of “gates” (think Stargate). It’s unclear where they came from or if they were created by AIs, but some studies suggest of the rock layers surrounding the gates suggest that they predate humans. Some of the gates are controlled by the large corporations that effectively form the government, some in the outer solar system are a bit more loosely controlled.
Gatecrashers are people who travel through the gates to explore the distant worlds that they connect to. This is insane, as no one knows how the gates work and only the most basic of control is possible. This is insane, as more often than not first through teams (to unexplored worlds) do not return. There are so many interesting ways to die. Gatecrashers with proper backups can experience all of them, even if they don’t remember all of them.
TerraGenesis is a corporation that controls one of the solar system gates and offers independent gatecrashers the opportunity to run missions through the gate. By signing up with TerraGenesis, you agree to run the missions that their scheduling computer assigns to your team. Basic gear including a sidearm and environmental suit will be provided to all team members. Additional equipment is at the discretion of the quartermaster.
How will this work?
In addition to the cards chosen during character creation I will be handing out the following to each character at the beginning of each mission/chapter.
- One sidearm card. This is a last resort, so you only get one.
- One environmental suit card. If your move relies on your suit, it likely does it in a way that voids the warranty.
- Two muse cards. Your muse is an AI that runs on your implants. It’s a digital assistant, trusted advisor and psychiatrist that you can communicate with directly. Your muse is with you throughout almost your entire life and many people develop a bond with theirs.
- One or more asset cards directly related to your nature.
- One or more pieces of mission specific gear.
You will also have the opportunity to try to convince the TerraGensis quartermaster that you need additional gear… have you ever tried negotiating with an octopus?
Characters will be accepted more or less on a first come first served basis, with a minimum team size of three and a maximum of four. I would prefer not to send an unbalanced team through the gate… but who’s the say what makes a team balanced?
When creating your character, be sure to spend a few descriptive words on your muse. At a minimum they should have a name and one area of expertise or skill not specifically called out in the muse description above.
Hosted and narrated by:
Scenes played: 16
License: Community License