- Thin, flat, smart cameras based on compound eyes
- Future cars (video)
- Online crap detection
- A drug for perfect visual memory
- The joys of brain scrubbing
Transhuman Parkour
One of the choices we made when choosing the skills available in Eclipse Phase was to combine running/sprinting with gymnastics into a general Freerunning skill. Our idea was that since many people in EP are sleeved in bodies that are optimized for health and athleticism, there would be a more widespread adoption of athletic activities. When you also take into account that most people live in habitats that are essentially tight and complex urban environments, often having or spun for gravity well-below Earth standard, then the ability to move quickly and athletically through these areas in a style similar to parkour would be commonplace. So Freerunning is the skill you use to run, jump, flip, and otherwise move quickly. (There is a seperate Free Fall skill for microgravity environs.)
With that in mind, I was pleased to find this promotional Nike video that shows what a transhuman practicing freerunning might look like:
Five for the Future 06-23-09
- Wormholes and quantum dynamics
- Flexible polymer fiber cameras
- Massive tidal forces in Europa's oceans?
- 21st century lynch mobs
- The cultural impact of exowombs
Creative Commons Licensing
In anticipation of the core rulebook's release, we've updated and expanded our Creative Commons licensing information.
400 pages!
As previously noted, the Eclipse Phase core rulebook clocks in at a hefty 400 pages. That's a lot of book! Given the intricacies of the game, we felt it was necessary to include a solid chunk of text to the setting as well as details and rules for key technologies. Here's a short breakdown on what the book covers, and how many pages are devoted to each subject:
- Overview: Setting Synopsis, Playing an RPG, Terminology — 10 pages
- Detailed Setting — 80 pages (This breaks down into:)
- History — 6 pages
- Society and Culture — 32 pages
- Factions — 16 pages
- System Gazeteer — 26 pages
- Game Mechanics — 16 pages
- Character Creation — 26 pages
- Sample Characters — 16 pages
- Skills — 16 pages
- Action and Combat — 30 pages
- Mind Hacks — 18 pages
- The Mesh: computer systems, online research, hacking, AIs, etc. — 32 pages
- Accelerated Future: various technologies, such as resleeving, nanofabrication, reputation systems, etc — 28 pages
- Gear — 56 pages
- GM Info — 40 pages
Rounding the book out are some tables, a character sheet, references, etc.
The book is over page count from its original specs, but we feel that almost everything in the book is important to the setting and playing the game. It can be hard to imagine or predict how some of the technologies we address will impact human society, for example, so we took a shot at covering that. It can also be a challenge for people to grasp settings that don't have a lot of familiarity, and since Earth is wrecked and off-limits in EP, defining new locales was a critical point. I think we succeeded in reaching our goal of giving players and GMs enough information that they can dive right into the game universe once reading that background.