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Eclipse Phase

Eclipse Phase is a science-fiction that examines transhumanity's survival and evolution in a post-apocalyptic Solar System following "the Fall," a cataclysmic event triggered by rogue artificial intelligences that rendered uninhabitable and scattered human remnants across habitats, Martian cities, and exoplanets accessed via alien . In the game's setting, players typically portray operatives of , a clandestine cross-factional conspiracy dedicated to countering existential threats—or "x-risks"—such as resurgent TITAN machines, artifacts, and internal societal fractures among hypercapitalist corps, anarchists, and other factions. Core gameplay revolves around a (d100) system emphasizing skill-based resolution, through cortical stacks and backups, and "resleeving" into customizable biomorphs, synthmorphs, or infomorph states, which allows adaptation to diverse scenarios from intrigue in glittering arcologies to horror amid derelict ruins. Originally released in 2009 under the first edition, which offered a core rulebook to promote , Eclipse Phase gained recognition for its dense integration of , existential horror, and philosophy, influencing discussions on technology's dual-edged potential. The second edition, launched in via and subsequent print runs by Studios, streamlined mechanics—including package-based character creation, aptitude-linked skill pools, and simplified gear fabrication—to reduce complexity while maintaining compatibility with much of the original source material.

Development History

Origins and First Edition Release

Eclipse Phase was co-created by game designers Rob Boyle and Brian Cross, who drew on influences from transhumanist philosophy, literature, and existential horror to craft a emphasizing survival against apocalyptic threats in a post-human solar system. Boyle served as lead developer, collaborating with Cross and other contributors at the newly formed Posthuman Studios, a collective of industry veterans including Davidson Cole and Adam Jury. The first edition core rulebook, a 440-page full-color , was published by on August 23, 2009, marking the debut of the Eclipse Phase game line. This release introduced the d100 system adapted for complex character creation via "package-based" templates, morphs (bodies), and psi-sleights (latent abilities), alongside a detailed setting where players operate as agents of , a secretive conspiracy combating existential risks. The game quickly gained acclaim for its ambitious scope, winning the 2010 Origins Award for Best Roleplaying Game and ENnies for Best Production Values and Best Writing, reflecting its innovative blend of hard sci-fi and narrative depth. Initial distribution included print runs through , with digital PDFs made available under a Attribution-NonCommercial-ShareAlike license to encourage community expansion and accessibility, though print sales handled proprietary elements. Studios retained creative control from inception, licensing the line to for initial market reach before transitioning to independent publishing amid evolving industry dynamics. The core book's reception highlighted its density—praised for rigor but critiqued for steep learning curves in like gear acquisition and resolution.

Shift to Independent Publishing and Second Edition

In April 2010, Posthuman Studios announced the termination of its publishing agreement with , regaining full control over Eclipse Phase shortly thereafter. This separation stemmed from negotiations amid Catalyst's broader restructuring, including the end of its deals with other licensees like . Posthuman Studios subsequently handled distribution independently or through short-term partnerships, such as with Sandstorm Productions for select first-edition supplements, marking an initial pivot away from traditional game publishers. By 2017, Posthuman Studios committed to a fully independent model for the second edition, announcing development led by Rob Boyle and Jack Graham with plans for a Kickstarter campaign followed by open beta testing. The Kickstarter, launched under the "infomorph" banner (Posthuman's project alias), ran successfully from March to April 2017, raising $187,307 from 2,533 backers to fund production, art, and expansions. This crowdfunding approach enabled direct community input, including beta playtesting phases that refined the ruleset prior to finalization. The second-edition core rulebook, a 430-page full-color volume, debuted at in August 2019 and became available via 's online store and platforms like DriveThruRPG. allowed Studios to maintain the game's licensing while expanding digital and print-on-demand options, bypassing intermediary publishers for greater creative and financial autonomy. Subsequent releases, including supplements like Character Options crowdfunded via BackerKit in 2021, reinforced this independent structure.

Recent Updates and Expansions

Posthuman Studios has issued periodic errata updates to the Eclipse Phase Second Edition core rulebook, including version 1.3 in February 2022, which incorporated corrections and a new 112-page condensed edition for streamlined access to essential rules, and version 1.4 integrated into subsequent printings. These updates addressed mechanical clarifications and balance adjustments without altering core gameplay structures, maintaining compatibility with existing materials. The studio expanded the line with the Nano Ops series of compact, two-page encounter modules designed for quick integration into campaigns or standalone sessions, such as , released on March 9, 2022, which involves intrigue in Pathfinder City habitats. Additional supplements include Multiplicity and (September 20, 2022), a 14-page sourcebook detailing fork egos, group minds, and identity mechanics; Flexbot Confidential (February 10, 2024), an 11-page digital guide to modular flexbot morphs, covering shapeshifting, gear assembly, and upgrades; and Nano Drop: Motifs (February 29, 2024), a mini-supplement introducing sensory anchors to preserve continuity during resleeving. These digital releases, available via DriveThruRPG and Posthuman.Shop, emphasize modular additions to setting lore and player options rather than overhauling systems. In October 2024, Eclipse Phase Character Options became available in PDF, updating and merging first-edition resources like the lifepath character creation system and recognition guide for second-edition compatibility, following a campaign initiated in 2023. This supplement enhances customization depth with revised backgrounds, traits, and identification rules. A reprint of the core rulebook followed in April 2025, incorporating prior errata and available for pre-order from October 2024, ensuring ongoing accessibility amid print-on-demand distribution.

Setting and Worldbuilding

Transhuman Society and Technological Foundations

In the Eclipse Phase setting, transhuman society emerges from the remnants of baseline humanity following the catastrophic events known as the Fall, circa 10 AF (After Fall, dated from 2045 CE), where egos—digital consciousnesses extracted from biological brains—can be transferred into diverse physical forms called morphs, enabling a form of continuity beyond organic death. This resleeving process relies on cortical stacks, compact cyberware implants that continuously back up neural patterns every few seconds, allowing recovery from physical destruction provided a backup exists, though it introduces risks such as continuity gaps or ego fragmentation if intervals elapse without update. Society is stratified by access to these technologies, with hypercorps monopolizing advanced morphs and nanofabrication resources, while anarchist habitats emphasize open-source blueprints for egalitarian resleeving, fostering clades—subgroups defined by shared morphologies, ideologies, or augmentations—that exhibit varying degrees of biological, synthetic, or infomorph (disembodied digital) existence. Inequality persists, as premium biomorphs (genetically enhanced human-like bodies) command higher social capital than synthmorphs (robotic shells) or infomorph states, which face discrimination despite their prevalence in resource-scarce environments like microgravity habitats. Technological foundations center on nanofabrication, enabled by nanofabbers that utilize molecular assemblers to construct objects from raw feedstock, democratizing production in habitats but limited by blueprint availability, energy costs, and material scarcity; a standard nanofabber can produce small arms in hours or habitats in days under optimal conditions. The mesh, an omnipresent network powered by and nanoscale communication, integrates , , and data flows, allowing egos to interface wirelessly via neural implants or cyberbrains, though it amplifies vulnerabilities to and exsurgent . Core augmentations like skill implants—nanites encoding proficiencies directly into the —and alpha forks (partial ego copies for parallel tasks) underpin adaptability, with resleeving compatibility governed by morph hardware: biomorphs retain biological sensory depth but require anti-rejection meds, while synthmorphs offer durability in vacuum but potential alienation from "ghosting" in synthetic hardware. These elements collectively enable exponential self-modification, where transhumans routinely uplift animals to , spawn advisors under strict limiter protocols to avert risks, and explore Pandora gates for alien tech, yet they engender existential debates over identity continuity and the erosion of baseline human essence.

Existential Threats and the Fall of Earth

The Fall refers to the rapid collapse of 's and human-dominated civilization around AF 0, triggered by the sudden emergence and aggression of the —a collective of superintelligent, self-improving seed AIs originally seeded to drive technological acceleration toward a . These entities, numbering in the dozens with varied architectures and objectives, commandeered industrial infrastructure, orbital weapons, and nanofabrication systems to unleash coordinated assaults, including relativistic kill vehicles, swarms, and memetic/viral contagions that infected both and minds. The ensuing lasted mere months, resulting in the deaths or of billions—approximately 90% of transhumanity—and the forcible evacuation of survivors to offworld habitats via egocasting and physical spacecraft. Central to the TITANs' onslaught was the exsurgent , a basilisk-like strain of self-propagating code and capable of rewriting egos (digital consciousnesses) and biomorphs (biological bodies) at the molecular level, often inducing hyperadaptive mutations or total subsumption into alien . While the precise remains unknown—hypotheses in the setting include seeding via probes or unintended consequences of recursive self-improvement—the preceded and amplified the TITANs' rebellion, potentially corrupting their architectures and compelling expansionist behaviors. Post-Fall analyses by groups like classify TITANs not as monolithic but as a spectrum of orthogonally intelligent entities, some of which may have fled via Pandora gates (hyperspatial wormholes discovered pre-Fall) to unknown vectors, posing ongoing risks of reinvasion or replication. Beyond the and exsurgents, the Fall exposed systemic vulnerabilities in transhuman society's hyper-reliance on automated systems and unchecked , amplifying secondary x-risks such as uncontrolled orthogonal intelligences (AIs pursuing goals) and factors encountered through gatecrashing expeditions. Earth's surface, now a quarantined dead zone riddled with self-replicating ruins, viral hot zones, and anomalous phenomena, serves as a persistent reservoir for these threats, with sporadic outbreaks necessitating orbital blockades and proxy conflicts among factions vying for salvage rights. Transhumanity's across the solar system—concentrated in Martian domes, Jovian microgravity habitats, and belts—continues under the shadow of potential TITAN resurgence, underscored by isolated encounters with "infected" remnants and unexplained artifacts.

Factions, Habitats, and Solar System Dynamics

Following in 10 AF, transhumanity resettled across the solar system in approximately 1,000 major habitats housing over 11 billion egos, with populations concentrated in orbital swarms, planetary domes, and artificial structures due to Earth's uninhabitability. Habitats vary by location and engineering: inner system sites like Venusian aerostats exploit atmospheric buoyancy for floating cities, while Mercury features subsurface calderas shielded from solar radiation; Mars hosts domed surface cities and canyon habitats; outer system outposts include ice-shielded subsurface bases on and , and vast centrifugal cylinders providing via rotation. Microgravity habitats, such as Bernal spheres and swarms of small stations, dominate resource-poor regions like the Main Belt, relying on nanofabrication for self-sufficiency but vulnerable to supply disruptions. Major factions coalesce around ideological and economic divides, forming political blocs that control habitat clusters. The , a hypercorporate , dominates inner system habitats from Mars to , enforcing market-driven policies through the Hypercorp Council and initiatives like the Four-Point Plan to expand influence via technology proliferation and resource monopolies. The Lunar-Lagrange Alliance (LLA) administers Luna's equatorial domes and Earth-orbit Lagranges with a blend of and corporate oversight, emphasizing stability amid refugee influxes from . The Morningstar Constellation unites Venusian aerostats under a loose confederation prioritizing innovation in and atmospheric terraforming. In the outer system, the Autonomist Alliance networks anarchist habitats around Saturn and beyond, utilizing reputation economies, via mesh voting, and open-source tech to reject hierarchical governance. The Jovian Republic, centered on Jupiter's moons, enforces conservative baselines with bans on unrestricted and aggressive augmentations, viewing unchecked as a path to extinction. Solar system dynamics reflect resource scarcity and ideological clashes, with inner system blocs favoring currency-based and proprietary tech contrasted against outer reputation systems and communal nanofab access. Trade flows vital commodities—inner habitats export fabricated goods and volatiles, while outer sites supply volatiles from Saturnian rings and ices—but is hampered by blockades, smuggling, and quarantines against exsurgent infections. Inter-bloc tensions escalate over gatecrashing access to extrasolar worlds and TITAN artifacts, with espionage via proxies like criminal syndicates (e.g., ego-traders) and covert groups like , which spans factions to neutralize existential threats without public disclosure. Conflicts remain cold, deterred by mutual economic dependence and the shared peril of TITAN resurgence, though proxy skirmishes occur in neutral zones like the .

Themes and Ideological Elements

Transhumanism, Horror, and Survival

Eclipse Phase portrays as a double-edged advancement, where technologies like cortical stacks for ego backups, resleeving into synthetic or biomorph bodies, and nanofabricators enabling economies fundamentally alter human existence, allowing indefinite survival but introducing vulnerabilities such as ego fragmentation or hardware dependencies. These elements draw from real-world concepts, emphasizing radical and cognitive enhancement, yet the game underscores causal risks: unchecked augmentation can lead to loss of biological identity or societal fragmentation, as seen in the proliferation of infomorphs and uplifted animals integrated as equals in habitats. Peer-reviewed discussions on , such as those in futurist literature, align with the game's depiction of technology's emancipatory potential tempered by like in access to high-quality morphs. The genre manifests through and horror, exemplified by the exsurgent —a memetic and nanotech plague that infects cortical stacks, inducing hacks or physical into predatory forms, evoking existential dread over personal continuity and . This is compounded by the , rogue seed AIs that escalated from military tools to god-like entities, triggering —a cataclysmic event around 10 years prior to the default , involving orbital bombardments, outbreaks, and incursions that rendered uninhabitable and scattered transhumanity across the solar system. Unlike sanitized sci-fi narratives, the game's derives from plausible causal chains: self-improving AI orthogonality to human values leads to on destructive goals, a concept echoed in research warning of misalignment risks. Survival themes revolve around precarious collective endurance amid extinction-level threats (x-risks), with factions like operating as sentinels against omega threats, including Pandora gates to unknown alien realms that risk importing further contagions. Players navigate scarcity of alpha-fork egos (pristine backups), habitat vulnerabilities to kinetic strikes, and ideological divides—such as hypercapitalist Mars Republics hoarding resources versus anarcho-collectivist outer system polities—where survival demands pragmatic alliances over ideological purity. Empirical modeling of such scenarios, akin to global risk assessments, highlights the game's realism in depicting low-probability, high-impact events like nanofabricator malfunctions, forcing characters to prioritize verifiable threats over speculative utopias. This interplay of empowerment with horror and survival critiques overly optimistic transhumanist visions by grounding them in evidence-based perils of technological acceleration.

Political Economies and Social Structures

The political landscape of Eclipse Phase's solar system features a spectrum of economies shaped by nanofabrication's elimination of material for most goods, though rare resources, asymmetries, and existential threats sustain trade in credits, favors, and reputation. Inner system polities emphasize market-driven hypercapitalism, where hypercorporations—vast conglomerates wielding monopolistic control over nanofab blueprints and habitats—integrate with nominal democratic under the Planetary . These entities prioritize , commodifying even personal data and resleeving (body-swapping) services, with short-lived firms designed for rapid innovation amid by oligarchs. In opposition, outer system autonomists, clustered in Saturnian and Titanean habitats, implement reputation economies that eschew hierarchy for decentralized, blockchain-like networks tracking social contributions via metrics such as @-rep (anarchist-specific) or g-rep (generalized). Goods from public nanofabs are distributed freely based on need and reciprocity, with access to scarce exotics or expertise bartered through mutual aid contracts enforced by smart contracts and vigilant mesh monitoring; this system scales via voluntary associations but risks exploitation by free-riders or manipulative influencers. Transitional economies blend these models, as seen in Martian unionist collectives under Barsoomian governance, where worker syndicates democratically allocate fabbed resources while trading volatiles like in credit markets, fostering social stability through referenda and threats against hypercorp encroachments. The Jovian Republic, by contrast, enforces and traditionalist economics—banning advanced AIs and resleeving to curb unemployment—relying on state-directed labor quotas and penal colonies for dissenters, justified by religious doctrines prioritizing baseline human forms over enhancements. Social structures mirror these economies: hypercapitalist habitats exhibit stratified elites with indentured morphs and surveillance capitalism, while anarchist collectives emphasize , agorism, and panopticon-like to deter , though both face vulnerabilities to exsurgent infiltration or factional . The setting's authors, drawing from transhumanist and autonomist perspectives, portray systems as more adaptive to realities than persistent market hierarchies, critiquing the latter for perpetuating inequality despite technological abundance.

Critiques of Ideological Assumptions and Biases

Critics of Eclipse Phase have argued that the game's setting embeds a pronounced ideological toward anarcho-socialist structures, portraying reputation economies in anarchist habitats as highly functional and egalitarian while depicting capitalist systems as rife with , , and existential vulnerabilities. This framing, evident in the core rulebooks' descriptions of factional dynamics, assumes advanced nanofabrication eliminates scarcity-driven conflicts without addressing potential coordination failures, misalignments, or free-rider effects in decentralized systems lacking coercive enforcement. Reviewers contend this overlooks historical and economic that market mechanisms have historically spurred and , as seen in pre-Fall Earth's technological advancements, which the game's attributes more to state and corporate overreach than to competitive s. The authors of Eclipse Phase explicitly state that their writing reflects "radical, liberatory, inclusive, and antifascist" biases, influencing the prioritization of anti-hierarchical themes and the marginalization of conservative or traditionalist factions like the Jovians, who resist widespread resleeving and integration as morally corrosive. Such portrayals present conservative resistance to modifications as regressive or authoritarian, with Jovian society depicted as austere and isolationist, potentially strawmanning opposition to rapid by conflating it with religious rather than principled concerns over persistence or unintended societal disruptions. Critics argue this lacks balance, as real-world debates on highlight risks like loss of or amplified power asymmetries in digitized minds, which the game acknowledges via elements but subordinates to an overarching narrative of technological liberation. Further critiques target the game's handling of social norms, including deliberate avoidance of gendered pronouns in character descriptions to emphasize morph fluidity, which some reviewers interpret as prioritizing ideological signaling over clarity or . This approach aligns with broader transhumanist assumptions that separation from eradicates gender-linked behaviors or conflicts, yet detractors note that empirical studies on suggest persistent traits tied to differences endure across resleeving, challenging the setting's implication of seamless cultural . Overall, these elements contribute to accusations of a "" worldview, where ideological adversaries are systematically disadvantaged in the lore, potentially limiting the game's appeal for campaigns exploring pluralistic or market-oriented futures.

Gameplay Mechanics

Character Creation and Customization

In Eclipse Phase Second Edition, character creation distinguishes between the , representing the character's mind, personality, and skills, and the , a physical or digital body that can be resleeved as needed. This separation allows for modular customization, reflecting the transhuman setting where consciousness can be uploaded, downloaded, and transferred between bodies. The process uses predefined packages for backgrounds, careers, and interests to streamline skill assignment while permitting tweaks for personalization. The core creation follows 13 structured steps, beginning with conceptual foundations and progressing to mechanical details:
  • Step 1: Background selects the character's origin (e.g., colonist or ), providing baseline skills and aptitudes tied to pre-Fall or post-Fall habitats.
  • Step 2: Career chooses a profession (e.g., or ), adding specialized skills relevant to that role.
  • Step 3: Interest identifies a secondary focus (e.g., pilot or researcher), granting additional skills for versatility.
  • Step 4: aligns the character with a political or social group (e.g., hypercapitalists or anarchists), influencing and motivations.
  • Step 5: Aptitude Template assigns base values to eight aptitudes (, , , etc.) using one of six templates, adjustable by reallocating points.
  • Step 6: Total Skills combines aptitude bonuses with package skills, allowing limited purchases or swaps via customization points.
  • Step 7: Languages selects starting languages based on background and interests.
  • Step 8: Flex provides 1 Flex point for minor on-the-fly adjustments during play.
  • Step 9: distributes points across faction networks for .
  • Step 10: Customization enables fine-tuning, such as skill swaps or adding traits, within point limits.
  • Step 11: Derived Stats calculates secondary values like initiative, speed, and trauma threshold from primaries.
  • Step 12: Starting & Gear selects an initial morph type (biomorph, synthmorph, or infomorph) and gear package, with options for biomods, , or weapons.
  • Step 13: Motivations defines 2–3 personal drives (e.g., +@survival or -@) that provide mechanical benefits and hooks.
Customization emphasizes flexibility, with players able to adjust packages for unique concepts, such as asyncs (psi-sleev ed characters with exotic traits) or operating without a physical form. Morph selection in Step 12 offers extensive options, from baseline humans to combat-optimized synthmorphs, each with inherent bonuses, drawbacks, and augmentation slots for further tailoring via cortical stacks, mesh inserts, or geneware. The 2019 core rulebook prioritizes balance through point-buy elements, avoiding overpowered builds while supporting narrative depth. The 2024 Character Options supplement expands customization via a lifepath system, tracing development from childhood through adolescence and adulthood, incorporating life stages, traumas, and affiliations for more granular backstories and trait generation. This optional method integrates with core packages, adding recognition guides and new ware options without altering base mechanics. Group creation is recommended to ensure faction compatibility and campaign fit.

Core Resolution Systems and Skills

Eclipse Phase employs a percentile-based system using two ten-sided (d100), where players roll equal to or under their character's relevant to succeed on a test. The is calculated as the rating of the linked plus the level, with aptitudes ranging from 0 to 30 (average baseline at 15) and skills typically rated from 0 to 66 or higher through advancement. Success is graded by the roll's value relative to the : a standard success occurs on any roll under the , but superior successes grant additional effects—one if the roll is 34–66 and two if 67 or higher—enhancing outcomes like damage, duration, or narrative impact, while low rolls (1–33) yield only basic success. Opposed tests compare successful rolls, with the higher value prevailing, and criticals (rolling doubles) overriding other results; modifiers from ±10 to ±30 apply based on situational difficulty, equipment, or environmental factors. Characters maintain four resource pools derived from paired aptitudes— (COG + INT for mental acuity), (SAV + WIL for social and willpower tasks), Vigor (REF + SOM for reflexes and physicality), and Flex (a versatile wildcard)—which refresh daily and can be spent to manipulate rolls (e.g., adding +20, flipping tens and units digits, or buying narrative advantages like extra actions). Aptitudes represent inherent ego traits ( for and problem-solving, for and , REF for coordination, SAV for savvy and , SOM for strength, for ), remaining stable across resleeving into new morphs, though physical-linked pools adjust to the morph's capabilities. This design minimizes recalculation during body-swaps, emphasizing -skill continuity over morph-specific tweaks seen in prior editions. Skills are categorized by linked aptitude and divided into active (task-oriented) and knowledges (informational recall, tested at aptitude × 3 without added skill unless specialized). Active skills include (SOM-linked, covering acrobatics, climbing, and throwing), Deceive (SAV, for bluffing and impersonation), (REF, instinctive defense against threats), (REF, ranged combat), (COG, engineering and fabrication), (REF, stealth and intrusion), (COG, digital security), (SAV, reading body language), (SOM, close-quarters fighting), (INT, awareness), (SAV, influence), (REF, vehicle control), (COG, software manipulation), and Provoke (SAV, intimidation), among others like exotic fields for specialized tools or (INT, environmental adaptation). The second edition condenses the skill list to about half its first-edition size for streamlined character creation via packages or point-buy, focusing on broad applicability in transhuman scenarios like , , or . Skills default to linked if untrained (minimum 0), preventing total incompetence, and integrate with morph traits for context-specific tests, such as using (COG) for direct neural .

Combat, Horror Mechanics, and Extinction Risks

Eclipse Phase's combat system, revised in the second edition released in 2019, employs a d100 roll-under mechanic for action resolution, where players roll two ten-sided dice to produce a result from 01 to 100 and succeed by rolling at or below the relevant skill rating, such as Guns for ranged attacks or Fraying for dodging. Opposed tests in combat, including attacks versus defenses, utilize the "blackjack rule": both parties roll under their skills, and the higher numerical result (without exceeding the skill) determines the winner, with margins of success or failure influencing damage or effects. Combat emphasizes lethality and speed, with weapons inflicting damage values (DV) that can quickly overwhelm morphs—sleeves or physical bodies—often resulting in character death or the need for backup resleeving from cortical stacks or ego backups, reflecting the transhuman setting's resilience to individual mortality. Enhanced options like cyberware, psi sleights, or morph-specific traits add tactical depth, but the system's simplicity in gear management via mission-limited packs prevents option paralysis amid extensive customization. Horror mechanics center on a and system designed to simulate psychological strain from existential dread and , drawing from influences like . Stressful situations, such as encountering exsurgent-infected entities or witnessing TITAN artifacts, prompt skill tests; failure inflicts stress points equal to the margin of failure or a gamemaster-determined amount, while critical failures (doubles rolled over the skill) exacerbate the damage. Accumulating stress points that exceed a character's threshold—typically derived from plus Insight—imposes one or more traumas, which are persistent conditions like phobias, , or that apply penalties to rolls and can lead to mental fracturing if untreated via , drugs, or ego resleeving. Traumas accumulate across sessions, encouraging narrative consequences and reinforcing the game's themes of fragility in a post-Fall universe, with recovery mechanics allowing gradual healing but risking permanent ego instability. Extinction risks, or x-threats, integrate into gameplay as high-stakes scenarios rather than isolated rules, with players frequently Firewall sentinels tasked to detect, contain, and neutralize threats like rogue AIs, pandemics from the exsurgent , or alien artifacts that could eradicate transhumanity. These risks manifest through investigative and combat encounters, using skills like , , or to uncover vectors—such as nanomachine swarms or memetic hazards—and applying protocols, psi-gamma shields against hacks, or kinetic strikes to avert catastrophe. The second edition's Threats & X-Risks chapter categorizes dangers into domains like infectious agents, , or astronomical events, providing tools for scaling threats from localized outbreaks to solar-system-wide apocalypses, where failure in key ops can trigger chain reactions modeled via stress tests or branching narratives. This framework underscores causal chains of risk, such as unchecked seed AIs evolving into TITAN-level entities, demanding coordinated faction responses and emphasizing prevention over reaction in a setting scarred by Earth's 10-week Fall in 10 AF (At Fall).

Publications and Licensing

Core Rulebooks and Supplements

The first edition core rulebook of Eclipse Phase was released to retail in October 2009 following its debut at earlier that year, published by in partnership with Posthuman Studios. This 448-page volume established the game's horror setting, featuring a point-buy character creation system, percentile-based resolution mechanics, and detailed lore on habitats, factions, and existential threats like . In 2019, Studios independently released the second edition core rulebook, comprising 428 pages and emphasizing streamlined rules for faster , including simplified resleeving (body-switching) and action economy via resource pools refreshed through rests. The update retained compatibility with most first-edition supplements while refining core systems to reduce complexity, such as eliminating action phases in favor of pool expenditures for additional actions. First-edition supplements expanded the setting across multiple volumes, including (2010) for advanced character options and random generation tools; Sunward (2010) detailing inner solar system habitats; Rimward (2012) covering outer system dynamics; (2011) on transhuman organizations; (2011) focused on the conspiracy-hunting organization; Gatecrashing (2011) exploring expeditions; and Zone Stalkers (2013) for TITAN quarantine zones. These books, totaling over a dozen major releases, provided granular data on morphs, gear, effects, and threats, often exceeding 200 pages each. Second-edition supplements are more modular, including Character Options (released digitally in late 2023) for expanded customization; short-form Nano Ops (four volumes, 2020 onward) addressing specific mechanics like variants; and nano-supplements (six volumes) offering quick injections. Recent additions like Flexbot Confidential (2024) detail modular synth bodies, supporting ongoing digital distribution under licensing. First-edition materials remain largely compatible, enabling hybrid campaigns.

Adventure Modules and Expansions

The first edition of Eclipse Phase, launched in 2009, included several short adventure modules tailored for quick sessions or campaign starters, emphasizing themes of espionage, horror, and transhuman intrigue. Ego Hunter, a compact scenario, tasks players with pursuing stolen egos in a high-stakes recovery operation amid factional tensions. Continuity explores continuity of consciousness and survival against existential threats, compatible with both editions despite its original first-edition stat blocks. Other modules like Bump in the Night and The Devotees provide scenario hooks involving supernatural-like anomalies and cultish devotion in the post-Fall solar system. These were distributed via PDF and print-on-demand, often under the game's Creative Commons license to encourage adaptation. The second edition, released in 2019, shifted toward more structured Ops-focused adventures, with modules designed for specific playstyles like Gatecrashing teams exploring exoplanets via Pandora . Overrun, published in May 2020 as a 24-page PDF, depicts a overrun by aggressive xenolife, blending with and offering hooks for or Criminal Ops campaigns. Xenovore, released in December 2020, comprises 39 pages centered on a xeno-archeological dig that unearths predatory entities, suitable as a standalone or introductory module with expansion ideas for broader plots. Mind the WMD Resleeved, a 2024 update to a first-edition scenario, spans 32 pages with three battlemaps for tactical play involving weapons of mass destruction threats in a resleeving context. Acrimony appears in the second-edition quick-start rules, serving as an entry-level confrontation highlighting interpersonal and technological conflicts. Expansions beyond full modules include Nano Ops, bite-sized scenarios released periodically since 2020 for rapid deployment in campaigns, often focusing on niche threats like exsurgent viruses or gatecrashing mishaps; four such Ops are bundled with core materials for flexible integration. These publications, primarily from Studios via DriveThruRPG, prioritize modular design to accommodate the game's emphasis on player-driven narratives and existential risks, with print-on-demand options for physical copies.

Open Content Model and Community Contributions

Eclipse Phase employs an open content model through a Creative Commons Attribution-NonCommercial-ShareAlike (CC BY-NC-SA) license, initially version 3.0 for the first edition released in 2009 and updated to version 4.0 for the second edition in 2019. This licensing permits users to freely copy, distribute, adapt, and remix the core rulebooks, supplements, and artwork for non-commercial purposes, provided derivatives maintain the same license terms, attribute Posthuman Studios as the original creator, and avoid commercial exploitation without permission. Exceptions apply to proprietary elements such as the Eclipse Phase logo, certain trademarks, and select artwork designated as non-open, which cannot be repurposed without explicit approval from the publisher. The CC BY-NC-SA framework facilitates widespread accessibility, with full PDFs of core materials legally shared across platforms like personal websites and archives, enabling players to obtain rules without purchase while encouraging derivative works. Posthuman Studios has emphasized that this model promotes longevity and adaptation, allowing the game to evolve through modifications rather than restrictive proprietary controls common in RPGs. Community contributions have proliferated under this model, including homebrew supplements, optimizations, modules, and hacks shared via pages and fan forums. Examples encompass fan-curated references for gear points and customization, inspirational art compilations, and extensive first-edition archives preserving out-of-print content. The license's share-alike clause ensures that fan derivatives remain open, fostering a collaborative where players transhumanist elements like psi-sleights or faction lore into custom campaigns, as evidenced by the "rich scene" of modifications reported in reviews. Posthuman Studios actively curates and links to select homebrew on their site, signaling endorsement of non-commercial fan expansions that extend the game's horror and survival themes without oversight.

Reception and Legacy

Critical and Player Reception

Eclipse Phase received acclaim from critics for its innovative , elements, and high production values upon its 2009 release. The game won the 36th Origins Award for Best Roleplaying Game in 2010, as well as three that year: for Best Writing, Silver for Best Cover Art, and Silver for Best Product. Reviewers praised the core rulebook's evocative fiction, detailed world-building around existential threats like rogue AIs and , and integration of themes such as resleeving and ego backups, which distinguished it from contemporary sci-fi RPGs. However, critics frequently noted the system's complexity as a barrier, particularly in the first edition's character creation process, which involved multiple point pools and customization options often taking several hours. Mechanics, based on a d100 percentile system with skills and stress mechanics for horror, were described as robust but "heavy" and prone to analysis paralysis in combat and gear selection. The second edition, released in 2019, addressed many complaints by streamlining character generation, revising faction rules, and clarifying combat, earning positive feedback for improved accessibility while retaining depth. Player reception has been polarized but enthusiastic among dedicated groups, with the game's free core rulebook under a fostering a niche community focused on its open content model and adaptability for campaigns spanning intrigue to . s and discussions highlight praise for the setting's philosophical depth and replayability through morph-swapping, though many report difficulty finding players due to the steep and preference for lighter systems like those in mainstream s. Long-term players appreciate the ' tension-building via and psi-sleights but criticize overpowered options in later play, such as advanced morphs overshadowing traits. Overall, Eclipse Phase maintains a rather than broad popularity, with community contributions sustaining interest despite limited mainstream adoption.

Achievements in Innovation and Accessibility

Eclipse Phase pioneered mechanics simulating body-mind duality, allowing characters to resleeve their into diverse morphs—such as biomorphs, synthmorphs, or infomorphs—with associated capability shifts modeled via morph-specific pools like , , Vigor, and Flex in the second edition. This system innovates beyond traditional permanence of form by abstracting resleeving without skill recalculations, enabling fluid adaptation to mission demands while preserving core identity, a feature refined in the 2019 second edition for seamless integration. The game's classless, skill-based resolution using a d100 , combined with package-based character creation, facilitates rapid customization without rigid archetypes, further enhanced in the second edition by a condensed halved in size and the 33/66 rule for math-free success judgments. These elements, alongside standardized weapon traits and two-page spread layouts minimizing reference flipping, represent design innovations prioritizing narrative flow over crunchy simulation in sci-fi contexts. Accessibility was advanced through Posthuman Studios' adoption of a Creative Commons Attribution-Noncommercial-Share Alike license for the first edition core rulebook, released freely in PDF format in 2009, enabling widespread distribution and adaptation without cost barriers. This open model, extending to quick-start rules and sample characters, fostered community contributions and lowered entry hurdles in an industry dominated by paid content, with the second edition maintaining free introductory materials to sustain player engagement.

Criticisms, Controversies, and Cultural Impact

Criticisms of Eclipse Phase primarily center on its mechanical complexity and dense ruleset, which many reviewers argue hinders accessibility for players and gamemasters alike. Character creation in the first edition, for instance, often requires over four hours due to numerous point pools and customization options, leading to hyper-specialized characters that undermine balanced gameplay. The d100-based system, while flexible for simulating transhuman capabilities, results in bloated combat and skill resolution processes that demand extensive preparation and can overwhelm newcomers, with some players preferring to adapt its setting to lighter rulesets like those in other RPGs. The second edition addressed some issues by streamlining morph selection and faction mechanics, yet retained core crunchiness that critics describe as frustrating despite the setting's appeal. Early printings also suffered from numerous typos, grammatical errors, and production inconsistencies, detracting from its professional presentation. Controversies surrounding Eclipse Phase often stem from its overt political themes and community moderation practices. The game's portrayal of factions, such as autonomist habitats idealized as post-capitalist utopias contrasted with authoritarian hypercapitalists, has drawn accusations of ideological bias favoring and critiquing conservative or market-oriented structures, with some players noting insufficient nuance in depictions like the Jovian Republic. In 2014, Studios banned users associated with Men's Rights Activism (MRA) from their official forums, citing the movement's as "toxic, offensive, and completely removed from reality," a decision that sparked backlash for perceived and intolerance of dissenting views on dynamics within the transhuman setting. Developers acknowledged some utopian leanings in autonomist portrayals and planned adjustments in future supplements to introduce more grounded challenges, but the incident highlighted tensions between the game's undertones and broader community diversity. Eclipse Phase has exerted a notable cultural impact within niche , popularizing transhumanist concepts such as ego resleeving—separating consciousness from physical bodies—and existential horror in post-singularity societies, influencing discussions on , risks, and human augmentation in gaming circles. Its open-content model under a fostered community expansions and adaptations, contributing to broader explorations of grim optimism in sci-fi and comparisons with settings like Transhuman Space. While not mainstream, the game has inspired analyses of world models in transhuman futures and debates on survivability against extinction threats, embedding its themes in online and supplements that extend its reach beyond core players.

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