Eclipse Phase: After the Fall Pre-Orders Open!

We've opened up print pre-orders for our Eclipse Phase anthology, After the Fall! If everything goes as planned, it will ship to you in late April 2016!

In a world of transhuman survival and horror, technology allows the re-shaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. Other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien.

After the Fall is the first anthology from Posthuman Studios, set in the world of Eclipse Phase, their award-winning roleplaying game. The anthology will be a mix of old and new fiction, including stories by Eclipse Phase favorites—Nathaniel Dean, Jack Graham, Steve Mohan, and Rob Boyle and Davidson Cole. New fiction will feature science fiction rising stars Ken Liu, Madeline Ashby, Fran Wilde, Karin Lowachee, Wesley Schneider, and Andrew Penn Romine.

After the Fall is $19.99, and the pre-order period will close on April 22nd!

A Word on Shipping & Supporting Us

Shipping books outside of the United States is becoming more and more expensive, and we can't absorb the costs of it on direct sales.

If you're outside of the USA and can't afford to pre-order based on the shipping costs: we hear you. After the Fall will be available in your local stores; please send them a link to the sell sheet and let them know that you want a copy!

The other thing you can do to help us out is review After the Fall (once you've had a chance to read it, of course!) on sites like DriveThruRPG, Goodreads, Amazon.

We'd never ask you to say anything you didn't believe in, but 15 minutes of your time to write and post an honest review would be a great help to us as we dive into the world of fiction!

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Transhumanity’s Fate Developer Notes

The Eclipse Phase/Fate Core conversion guide, Transhumanity's Fate, went live on DrivethruRPG last week, and the print edition is now off to press. Since the release, there's been a lot of interest in what kind of Fate build Ryan Macklin and I are dropping with this book. The short answer is: minimalist. The primary goal of THF was to present the rich and complex Eclipse Phase universe in a way that's playable for groups who don't want a ton of crunch along with that complexity.

This wasn't easy. Core Eclipse Phase uses a lot of subsystems to simulate, in depth, things like hacking, psi, and bodyhopping. The core game is a treat for both min/maxers who want the coolest gun and problem solvers who want their character to have a gadget for every occasion. All of this interacts with the biggest point of complexity in the game: your character's current body or bodies and their myriad potential upgrades.

Going beyond mechanics, Eclipse Phase isn't an obvious fit with Fate from a thematic standpoint. The core game is often run as an investigative game, and it contains strong elements of horror—both genres to which Fate doesn't always lend itself.

Finally, Eclipse Phase is a massively detailed setting. The core game is designed to let you simulate literally anything in that setting. A good Fate build, however, is fine-tuned to create particular kinds of fiction by focusing on a few aspects of the world. So we had to make some tough choices about what to focus on and what to leave out.

We chose to make the game about Firewall, the organization of anti-x-riskers who are the focus of a default EP campaign. Further, we decided to focus on the high-octane technothriller aspect of the game (what Ryan likes to call, “Jason Bourne in an octomorph”). We wanted hacking to be fast and cinematic, zero G gun battles to be tactically nuanced but not rules-insane, and the body horror of changing morphs to be a thing in the world but not a dominating one.

This focus and simplicity is supported first by character creation. Transhumanity's Fate avoids Extras, represents both gear and bodily augmentation as stunts or sub-aspects, and treats the myriad bodies your character can hop into as simple containers for those aspects and stunts. The myriad gadgets of core Eclipse Phase, where not represented by stunts, are reflected by your character's skills. If you're an ace with Hardware skill (which re-skins Fate Core's Craft), we don't worry about whether you have just the right bobbin to bypass the security on an airlock.

Where we needed subsystems, we avoided creating new concepts and wherever possible built off existing Fate Core concepts. Most hacking is handled using the rules for Contests, negative effects from horror or changing bodies are aspects that hang around for a while, getting help from your social networks is just the equivalent of a Fate Core Contacts roll, and so forth.

All that said, we include a lot of advice for adjudicating the unusual situations that can come up in the Eclipse Phase world in as Fate-like a way as possible. The rules for conflicts provide guidance for handling things like explosions, getting blown out an airlock, heavy weapons and armor, attacking the mind of an AGI in meshspace (or its physical server in realspace!), and handling both digital and biological strains of the fearsome exsurgent virus as Fate fractals. All of this is achieved while adding as little weight as possible to the Fate Core conflict system. Similarly, the rules provide Fate Core solutions for non-combat tasks like nanofabrication, rewriting someone's brain with psychosurgery, or perceiving the world when your body is a space habitat.

A common refrain from Fate fans, especially regarding Fate sci-fi builds, is that they often add a lot of weight to Fate Core to capture what characters do in the setting. We've listened to our fans who wanted a simple entrée to the EP world, so we've really avoided any type of bloat. Your players may be floored by the way a transhuman setting changes what they think they know about being RPG heroes on a mission, but if we've done our job right, it won't be because of the rules.

Finally, Transhumanity's Fate is built to support both campaign play and short games. It'll play easily as a monster-of-the-week one-shot, but the wide array of antagonists and character development options offer a lot of depth for longer games. In particular, it can be fun to see how a given character works in different bodies over multiple story arcs.

I hope this post answers a few questions about what we've done with the design, and that it gets you excited to try Transhumanity's Fate with your own group.

Your mind is software: create an advantage with it.
Your body is a shell: invoke it.
Death is a disease: take a moderate consequence for it.
Extinction is approaching: overcome it!

Got thoughts or unanswered questions? We've got a forum thread started about this post here.

Transhumanity’s Fate is Here!

Transhumanity's Fate is now available on DriveThruRPG for only $9.99!

Transhumanity's Fate is a 144-page full-color rulebook that brings technothriller espionage and horror in the world of Eclipse Phase to the Fate Core system.

Join Firewall, and defend transhumanity in the aftermath of near annihilation by artificial intelligence.

Transhumanity's Fate is authored by Ryan Macklin and Jack Graham, and is available under a Creative Commons BY-NC-SA license.

The print version of Transhumanity's Fate will be available this summer.

Transhumanity's Fate Dedication

The Posthumans dedicate this book to Jef Smith, our companion of many days & nights around the table.

Jef was a tireless organizer in Chicago's science-fiction/fantasy fandom, including the Think Galactic reading group and the spin-off convention, Think Galacticon. In 2015, he co-published the Sisters of the Revolution: A Feminist Speculative Fiction Anthology with PM Press.

We will miss Jef's encouragement, wit, and bottomless generosity. The person who lives large in the lives of their friends is not soon forgotten.

A portion of profits from Transhumanity's Fate will be donated to Jef's family.

Gen Con Gamemasters!

We're looking for new volunteers to run Eclipse Phase games (of both the regular and Fate flavors) at Gen Con in Indianapolis this summer. We pay our GMs with cash and some complimentary materials. If you're interested in spending some time running Eclipse Phase for us, please email info@posthumanstudios.com!

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Eclipse Phase: After the Fall Released!

Eclipse Phase: After the Fall, our first science-fiction anthology, is now available in electronic formats!

Over the past couple weeks we've previewed the cover, author list, and the table of contents—so the only thing left to do is let you buy the book!

Purchase Eclipse Phase: After the Fall

The electronic version of Eclipse Phase: After the Fall is available for $6.99USD at the following vendors:

In a world of transhuman survival and horror, technology allows the re-shaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. Other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien.

After the Fall is the first anthology from Posthuman Studios, set in the world of Eclipse Phase, their award-winning roleplaying game. The anthology will be a mix of old and new fiction, including stories by Eclipse Phase favorites—Nathaniel Dean, Jack Graham, Steve Mohan, and Rob Boyle and Davidson Cole. New fiction will feature science fiction rising stars Ken Liu, Madeline Ashby, Fran Wilde, Karin Lowachee, Wesley Schneider, and Andrew Penn Romine.

Eclipse Phase: After the Fall will be released in print in Spring 2016.

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After the Fall: The Cover!

Over the last few weeks we've announced the full author list and table of contents for After the Fall—now it's time to show you the cover!

We're using the classic Eclipse Phase cover art, but in a different style so you get a closer look at our in-peril agent.

Eclipse Phase: After the Fall is on track for an electronic release in January!

In a world of transhuman survival and horror, technology allows the re-shaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. Other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien.

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