Eclipse Phase (Inactive)

Game Master inxpitter

Trying out the Eclipse Phase system in a PbP style.

This should be fun.

EP Cheat Sheet!
How Combat Works
Kepler Station Map
Uses for Moxie


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December 26th Update

Please dot in with an alias of your character. I'll be posting info that you should know before starting this adventure module.


Anarchist Techie Aleksander here


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

Jonas, the Titanian Gatecrasher here. Still working on copying everything down to the alias.


M Humanborn

Hi. Is there any reference on naming conventions for uplifts?


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

I think the Panopticon supplement has an expanded chapter on uplifts, but I'm not sure about naming conventions.


M Humanborn

I just used the name of the octomorph in the main book's opening chapter. Haha


December 26th Update

So...I hope you all really read the rules well and understood them. This is more a quick adventure scenario, so no real need to come up with in-depth backgrounds (though you can if you'd like to).

And please get your stats posted in your alias for ease of use.


I'm Crazy Eddie of Crazy Eddie's Sleevin' Emporium. How do I keep my prices so low? Because I'm INSANE!!!


M Humanborn

oh, I was hoping this was more of a "learning the rules" kinda thing. I read the main book a lot but i read it from the beginning, page by page, and i didnt get to the mechanics part.

I'll add the stats as best i can, i was planning to just link the pregen to the profile.


Inactive

Catarina Ortega, the Scum Enfrocer here.


Stats Posted on this Alias


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

Jonas' stats are copied over. I'll write up a short background on him soon. Are we a Firewall operation or simply coworkers?


December 26th Update

I'm hoping to have the first post up sometime tonight.


uh-oh is the mesh down?


December 26th Update

The mesh was taken aback by sudden familial responsibilities. But no worries, gave me time to prep more as well.


December 26th Update

The player characters have been working there for six months, overseeing astronomical scans of the solar system and deep space, conducting microgravity chemical and biological experiments, or engaging in other research appropriate to their background. The Kepler also serves as a long-range listening post on outer system communications traffic. The station is a small cluster habitat composed of different interlocked modules and operates in microgravity.

Map of the Kepler Station


December 26th Update

The station is a modular habitat, designed for micro- gravity, meaning every surface is equally used and portals might be in any wall. The station includes a medical bay, living quarters, rec area,
machine shop, ops center, labs, greenhouse, and a fusion generator. The station has no source of propulsion aside from minor altitude- adjusting jets. The station has two external airlocks: one in the machine shop and one in the fusion power plant module. Each module is also connected by internal airlocks (all of which are currently open). These airlocks may be closed and locked to seal certain modules off. Modules may also be manually separated from the habitat/each other, though this requires a Hardware: Industrial Test with a timeframe of 10 minutes.


Jonas, the closest airlock is 2 rooms away. Pivo is at the Fabber, as far as I know


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

If we're in the med bay (2) then there should be a port or airlock leading into the central greenhouse area.


Ah, I misunderstood, my bad


can you place the map link in the game description for ease of access?


December 26th Update

Found a better map. And if you saw what I apparently missed, shut up and don't spoil the surprise.

If you have no idea what I'm talking about, I may have left a spoiler in the last map...


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

The standard muse also has a bunch of skills- page 332 in the core book. If we have 3 open knowledge skills for our muses can we use them as translators? (So we can talk amongst ourselves more easily?)

Jonas' muse is named Scully and sounds like Gillian Anderson.


December 26th Update

A muse can translate languages for you, but I don't think other characters can see them... It'd be more like everyone talking normally, and the muse filling you in on what someone else said.


So i can undertand people without translator gear?


December 26th Update

Yep, that's how I'm running it.


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

Sorry for all of the questions- if some of us have Networking: Firewall, would we have given each other the secret handshake at some point so we know who's in the loop?


December 26th Update

In this module, its not assumed that everyone involved is a firewwall agent, though if you would like to establish that as an extra link of trust that is acceptable.


To me, the Networking doesn't automatically mean a member of. It is more of a skill representation of the reputation with the aforementioned group. For example: Aleksander has Networking scientists because he has a reputation with them not necessarily because he's in a part of a/the guild of scientists.


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

As far as rep score, I can see that. But if you're actively able to network with a faction on their social media I would assume membership. It doesn't matter for the present situation, though, I'm just curious.


A good point. I am curious as well.


Jonas Vikstrom wrote:
As far as rep score, I can see that. But if you're actively able to network with a faction on their social media I would assume membership. It doesn't matter for the present situation, though, I'm just curious.

i'd say in my mind it depends. if you have Networking: Military you might just be a consultant who can get some minor access or know who to talk to.

But Networking Firewall tells me that with such an insular group you must be a member to network.


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

Gear Acquisitions for quick reference::

Scrapper’s Gel: This goo turns into a potent acid when given an electrical charge. It comes in a gel-like state and may be smeared like jelly, and may even be used in space. In acid form, scrapper’s gel does 1d10 + 5 DV per Action Turn to anything it touches for 3 turns, unless the material has been treated against acid. Armor will protect against this acid at first, but the acid will eat through the armor, so that it will no longer protect after its full armor value has been reached.

Wrist-mounted tools are treated as a Utilitool: This hand tool includes a specialized small nanobot generator. In its basic form, a utilitool is the size and shape of a large fountain pen. It can transform into almost any tool, however, from a wrench, knife, or powered screwdriver to a rotary grinder or pair of pliers. Some inexpensive utilitools are optimized for specialized tasks, like cooking or wilderness survival, but more expensive models become almost any imaginable hand tool. Utilitools are normally mentally controlled using the character’s basic mesh inserts. Characters without such implants can control the tool via voice commands and touch controls. Characters using a utilitool gain a +10 modifier to skills involving repairing or modifying devices with mechanical parts, opening locks, disarming alarm systems, or performing first aid.

Flex Cutter: The blade of this machete-like weapon is made of a memory polymer. When deactivated, the blade is limp and flexible and may even be rolled up or otherwise easily concealed. When activated, however, the blade stiffens and sharpens into a vicious slashing weapon.
Melee weapon (blade): AP -1, DV 1d10+3 + (SOM /10)

Medium Kinetic Pistol (kind of self explanatory)- Kinetic Weapon, AP -2, DV 2d10+2, Firing Modes SA, BF, FA, Ammo 12

Microwave Agonizer: The agonizer fires millimeterwave beams that create an unpleasant burning sensation in skin (even through armor) and to metals. Agonizers have two settings. The first is an active denial setting that causes extreme burning pain in the target, inflicting –20 to the target’s actions and forcing them to move away from the beam on their next action unless they succeed in a WIL Test (targets with Level 1 Pain Tolerance or the equivalent only suffer a –10 modifier and roll WIL × 2). Synthetic morphs and biomorphs with Level 2 Pain Tolerance (or the equivalent) are immune to this weapon. The second setting (colloquially known as the “roast” setting) has the same effect of the first, but also actually burns the target, inflicting the listed damage. Originally developed for crowd control, the agonizer is also useful for repelling animals. The agonizer is small-sized (p. 297) and fires in single-shot mode.
Beam weapon: AP N/A DV Pain (see above) Firing Mode SS, Ammo 100
Roast mode: AP -5, DV 2d10, Firing Mode SS, Ammo 50

Standard Vacsuit: These suits resemble light vacsuits made from thicker and more durable materials that resist tearing and provides the wearer with light armor. They are fitted with more substantial life support belts that includes a maker (p. 328) capable of recycling all wastes and producing air for up to 48 hours and food and water indefinitely. The best suits are made of smart materials that can transform from standard clothing to vacuum suits in a single Action Turn, and will do so automatically if life support is needed. Each suit also contains an ecto (p. 325), a radio booster (p. 314), and sensors equal to specs (p. 326). These suits have an Armor rating of 7/7 and protect the wearer from temperatures from –175 to 140 C. They can almost instantly seal any hole unless more than 30 points of damage are inflicted at once.

Hardsuit: This heavy-duty suit can almost be considered a miniature spaceship. Hardsuits look like large metallic ovals with jointed arms and legs. They are quite heavy, but the user can move relatively easily due to servo-assist motors in the major arm and leg joints. Unlike other vacsuits, they are solid and can resist both vacuum and up to 100 atmospheres of external pressure. Characters wearing hardsuits can safely explore the upper atmosphere of a gas giant. They are well armored against punctures and radiation and possess miniature plasma thrusters
capable of delivering 0.01 g for 10 hours. A built-in high-quality maker produces sufficient food, air, and water for a user to remain in a hardsuit indefinitely. Explorers have used them continuously for up to 2 months. Their gloves incorporate smart materials that allow each hand to use the equivalent of a utilitool (p. 326). Hardsuits also contain radios and sensors equivalent to those on standard vacsuits. These suits are maintained by a fixer nanoswarm (p. 329), are instantly self-sealing of any breach unless more than 30 points of damage are inflicted at once, and protect the wearer from temperatures of –200 to 180 C. Hardsuits have an Armor rating of 15/15. Occupants may only wear armor with an Armor rating (Energy or Kinetic) of 4 or less; this worn armor is cumulative without layering penalties.


December 26th Update

Yay! More orientation shifts at work for me! (sarcasm) But in all seriousness, you will see some slowdown on my part in updates, but please but assured I will not go dark on you or abandon any games. I'll update when I can but between schoolwork, internship work, and work work, I'm gonna be a bit swamped. Should hopefully have more consistent breathing room sometime between one and two weeks.


Thanks for the heads up. I've been kinda busy but trying to edge in some reading of the rules on my part so i dont have to ask so many questions


December 26th Update

Uses for Moxie posted above. Will include other helpful posts over time.


So everyone is in a vac suit right?


December 26th Update

Updates tomorrow, if I don't collapse. (joke, but seriously glad I have tomorrow off-ish)


December 26th Update

Just to keep you all in the loop, during the no-new-notification incident (where forum games weren't alerting folks to updates), I had a member of my family pass on.

As such, I feel it fair to inform you that I updates might take longer than usual (which I know, is plenty long of a wait already) and if you feel the need to drop out of a game I'm DMing or drop me from a game I'm participating in, I understand.

That said, I do hope to update within a couple days as I could use the distraction as the usual business of these events tend to warrant. Thank you for your understanding.

Life moves on eventually. I just need some time.


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

I'm so sorry for your loss. Take the time you need.


Yeah, do what you need to.


M Humanborn

I'll be sticking around, i understand.


Inactive

I'll stick around. Stuff happens.

And on the note of updates - I won't be able to post until Monday, at least. The part-time I took turned out to be quite time-consuming. But that's just for two more days. Three max.


December 26th Update

Relatives are almost all gone and I think I've recovered emotionally. Expect me back in posting form by the end of the week at latest.


December 26th Update

Just a quick check-in. Since this is a game that was hastily put together with volunteers, roll call of who's still around and who wants to keep going?


still here and still wanna keep going!


Here


Inactive

Still here.


Mox 4/4, TT 4 (6), LUC 20 (30), IR 40 (60), WT 8, DUR 40, DR 60, INIT 7 (8), SPD 1

Ja, still here.


December 26th Update

Currently trying to make sense of the rules, but while I make sure I can be the "bible" for rulings, please familiarize yourselves with Cheat Sheet and Combat process links at the top of the page.

Hopefully we'll get back on track by the weekend.

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