Mashups: Eclipse Phase vs. Don’t Rest Your Head, part I

A few years back at PaizoCon, my girlfriend & I played a really great game of Evil Hat's Don't Rest Your Head mashed up with the Cthulhu Mythos. The scenario was a sequel to "The Dunwich Horror" using DRYH/DLYM mechanics. It got me thinking about doing an EP/DRYH mashup, so this year, for PAX East, I wrote a scenario about some Lost Generation kids using DRYH's mechanics. I'll be sharing them here in a series of posts.

To use the rules below, you'll need a copy of DRYH (it's five bucks at DriveThru). A copy of Don't Lose Your Mind is optional. It's got some neat ideas in it (and I'm in love with the cover art), but most of them don't mesh well with EP's setting flavor.

You'll also want to skim the setting info about the Lost and the Mind Hacks chapter in EP Core if you haven't looked at them for a while.

Mechanics
Here's how to adapt DRYH to the EP setting.

Exhaustion

  • Reflects the taxing effects of using psi on a sustained basis. Adding Exhaustion dice reflects the use of minor, psi-chi sleights.
  • Lost Generation PCs should still have a mundane-sounding Exhaustion talent, e.g., Athletics or Infosec. When they use exhaustion, they're augmenting this talent. Whatever it is they're best at, psi makes them more so.
  • If a character Crashes, they've overtaxed their psi powers to the point of breaking. They fall into an unresponsive state. It might be a catatonic state, a fugue state where they simply repeat something over and over, or a state where they're unresponsive unless physically touched, at which point they lash out, scream, or cry before lapsing again into unresponsiveness. They may or may not ever recover without extensive psychosurgery.

Madness

The fun part.

  • If a character Snaps, they gain the equivalent of an EP derangement. They've gone one step closer toward the Watts-MacLeod virus taking over completely. A character who loses all Discipline -- the point where they'd become a Nightmare in DRYH -- metamorphoses into an exsurgent and is removed from play.

Mundane Stuff (Discipline Dice)

Everyone in this world has:

  • Mesh inserts. The best smart phone ever x1000 implanted in your head. It's controlled mentally and displays info via augmented reality windows overlaid on your field of vision. It allows you to store data, run apps, and search for/connect to remote devices.
  • A muse. A personal, non-sentient AI assistant who runs in your mesh inserts.
  • A cortical stack. A backup unit for your brain. Implanted in your brain stem, it can be used to bring you back if your current body dies.

For routine use of the above technologies, or for any other mundane ask, PCs use their 3 Discipline dice.

Mind Hacks (Exhaustion & Madness Dice)

All Lost Generation PCs have:

  • A Madness Power, representing a single very powerful psi talent.
    • This power may be a psi sleight taken from EP Core, or it may be adapted from Don't Rest Your Head, or the supplement, Don't Lose Your Mind.
    • If drawing from DRYH/DLYM, players are encouraged to tweak the Madness power description to the EP setting. E.g., the "A is for Ants" Madness power in DLYM, transposed into EP, might summon and control swarms of microbots.
    • When PCs add Madness dice to a roll, they must explain how they're using their psi power to affect the outcome.
  • Minor, subtle psychic powers.
    • None are as spectacular as your Madness power.
    • None have overt, flashy visible effects.
    • Things they do:
      • Augment whatever your PC is best at, as stated in your Exhaustion talent. If you're an awesome hacker, psi makes you even better at it by subtly augmenting your native capabilities.
      • Adjust your body in small ways, making you more physically capable.
      • Augment faculties of reason or intuition (e.g., to sense danger before it happens, or to pull off an insane feat of memory).
      • Make the PC luckier.
      • Optimize the filters of perception to enhance concentration or broaden sensory input.
    • When a PC uses Exhaustion dice, it's assumed that they're calling upon these powers. The player may if they wish describe how they're tweaking their own body, their sensorium, or causality itself to favor them. This description is for flavor (i.e., it explains the game effect rather than adding to it). If a player has current Exhaustion dice, it's assumed they're sustaining whatever effect they created. If they add more Exhaustion dice, this represents either intensifying the effect already in play or calling upon a new one.

In the next few posts, I'll outline a scenario and provide some pre-generated Lost Generation PCs.

P.S. Quick Transhuman Kickstarter update: We hit $50,000 over the weekend! Everyone whose backer levels includes all PDFs gets my scenario, Doctrine. At $55k, Brian Cross writes a mini-supplement about the Argonauts! More details here...

Transhuman Kickstarter: New Stretch Goals Unlocked!

Our crowdfunding for Transhuman hit $45,000 yesterday, so we've unlocked two new stretch goals.

Stretch Goal 6: Doctrine scenario, $50,000:

Firewall sends a team into the belly of the beast -- the TITAN Quarantine Zone on Mars -- in search of a missing Pandora Gate researcher. Is this a legit mission, or a test of loyalties? And in the hellscape of the TQZ, does that even matter? Adrift aboard a derelict airship, the team must survive long enough to find some answers.

I originally wrote Doctrine as a scenario for Gen Con 2010. At the $50,000 level, Rob Boyle & I will expand on the original adventure to create an episode suitable for insertion into campaign play. Some funds will also go toward commissioning art to accompany the scenario. Doctrine will be available in PDF and POD format, with the PDF included for all backers whose level includes our PDF catalog and the levels that include all PDFs released as part of the kickstarter campaign.

Stretch Goal 7: Argonaut sourcebook, $55,000:

EP fans have consistently requested more information on the Argonauts faction. Pawns of the Prometheans, IT consultants of the Infopocalypse, or technological savant/saints? The Argonauts may be all these things, depending upon whom you ask. Who are these scientists, dreamers, skeptics, and scholars? Why do they back Firewall? And what's their relationship to the mysterious Prometheans?

At the $55,000 level, EP co-creator Brian Cross will write a monograph fleshing out this faction, with info useful to both players and GMs. The supplement will be of similar length to his last book, The Stars Our Destination. It will be available in PDF and POD, and included for backers whose level includes our PDF catalog and the levels that include all PDFs released as part of the kickstarter campaign.

Please consider backing us.

And if you have already, thanks again for your amazing support so far!

Five for the Future 05-01-13

Also, if you haven't seen it yet, check out the Kickstarter campaign for our next EP book, Transhuman!

Transhuman Kickstarter Updates!

Things have been very busy since we launched the Transhuman Kickstarter, and keeping all aspects of our social media / websites / the Kickstarter itself is a big task. Here's a summary of what's happened so far!

We launched the Transhuman Kickstarter late on Tuesday night, and by noon on Wednesday we had already reached our initial funding goal -- all before some fans had even heard of the project!

By Wednesday afternoon, it was clear that the first stretch goal was going to be unlocked that day, and it was! When we reached $20,000 in pledges we pledged in return to add 8 sample characters to Transhuman, and we unveiled the third stretch goal in the campaign: at $30,000, we'll give all the freelancers (authors, editors, artists -- but not Posthuman owners) a 15% raise for their Transhuman pay!

And by early Thursday afternoon, the second stretch goal was unlocked, adding a further 8 pages of sample characters to Transhuman, for a total of 16. At that point we debuted our fourth stretch goal -- the Morph Recognition Guide, which will be unlocked at $40,000!

We have all the details in our third update here, but in short, the Morph Recognition Guide will include artwork for many morphs that we have yet to illustrate, and have statistics and other information about them. The Morph Recognition Guide isn't part of Transhuman itself; it's a distinct PDF/Print-on-Demand book that will aim to release in November -- if we hit that stretch goal!

We're also adding some new backer levels on Friday the 26th of April at 4PM Eastern Time, and we have added a $10 "Welcome to Eclipse Phase" backer level already, for science-fiction fans who are interested in Eclipse Phase but haven't checked it out yet. The rewards for that level include a PDF copy of the core Eclipse Phase rulebook and four pieces of fiction in PDF/ePub format!

The support for the Transhuman Kickstarter has been overwhelming and awesome, and we can't thank you enough. But we still have goals we want to hit and things to unlock, so we're going to need to ask for more help! Please keep sharing the campaign, liking our posts on Facebook, hitting that +1 button on Google Plus, retweeting things, emailing your friends about it, and requesting that your local game store carry Eclipse Phase books!

How far can we go? We won't know until we're there!

Transhuman Kickstarter Launches!

The Kickstarter campaign for Transhuman has launched!

We are hard at work on Transhuman, the Player's Guide for Eclipse Phase. Transhuman is a player's handbook for Eclipse Phase, full of optional and additional rules and advice. Most importantly, It features two new alternative and simplified character generation systems for Eclipse Phase. One of these uses pre-created packages to build characters, and the other builds off that system but uses random elements to add twists. These systems are designed to make it quick and easy to create a new character or for gamemasters to whip up NPCs as needed.

Transhuman covers different types of Eclipse Phase characters in detail: AGIs, asyncs, infomorphs, uplifts, infugees, and indentures. In addition to roleplaying advice and optional rules for these specific character types, other elements of the game that affect characters such as insanity, death and memory loss, psychosurgery, nanofabrication, and reputation are explored.

The final section goes in depth on morphs. It starts with rules for creating your own morphs and then goes on to cover some brand new morphs to Eclipse Phase. It closes with a section on exotic and specialized morphs, such as flexbots, swarmanoids, aquatic morphs, and using bots, vehicles, habitats, and other non-traditional constructs as morphs.

We have already publicly released some of the material as part of the free Transhuman Open Playtest, and more is coming soon.

We have a base goal of $14,000 for this Kickstarter project, and the funding period runs until Wednesday, May 22nd. We are funding this project through Kickstarter to help us grow our company this year -- we are releasing our first card game, Shinobi Clans, this year, and we're also reprinting Eclipse Phase titles as a long-term investment in the game line. We've been steadily setting money aside to print Shinobi Clans and Transhuman and those titles are on schedule. However, a successful Kickstarter campaign will give us some breathing room and help us make Transhuman an even better book!

There are some great rewards for backers, including copies of Transhuman and other Eclipse Phase titles, art in Transhuman based on you or your character, online and in-person games with the creators, and even the chance to have us create a small Eclipse Phase sourcebook or adventure customized for you and your gaming group!

Transhuman will be 176-200 pages and available as a full-color hardcover book through fine gaming stores. Like our previous Eclipse Phase titles, it will be published under a Creative Commons BY-NC-SA license. We estimate that Transhuman, once available in stores, will cost $45 in print and $10 for the PDF.

Thanks for checking out our Transhuman Kickstarter, and we look forward to your support!