EclipsePhase_QuickStartRules.pdf

(9044 KB) Pobierz
Eclipse Phase Quick-Start Rules
Q U I C K-STA RT R U L E S
the system
Eclipse Phase uses a d100/
percentile system. It’s fast, simple
and streamlined so players can
immerse themselves in the setting
without being burdened by
complex rules.
• Characters are skill-based, with no
classes, but customizable templates
provide recognizable roles and
sample builds for new players.
• A unique set of mesh rules enables
all characters to take advantage
of information resources and
ubiquitous networking and sensor
technology via mental implants.
G U A R D I A N S
gamemas ters to use for bui lding scen ar ios . Perhap s
evidence is uncovered of Iktomi sett lem ents in other
For Players
• Join Firewall, a cross-faction
conspiracy that seeks to save
transhumanity—at any cost.
Alternately, play a character
with their own agenda.
• Switch your body at need, from
genetically-modiied transhumans to
synthetic robotic shells, optimizing
your form for speciic missions.
• Back up your character’s mind and
be restored from backup in case of
death—a built-in system of “save
points” and near-immortality.
or o ther Factors w henever they le ave a Factor sh ip.
or a rel ic i s u nearthed that suggests the Iktomi fel l
Movement R ate: 4/20
Ski l l s : Cl imb ing 40, Exot ic Ranged At ta ck: Factor
Gate, p. 4 6) al l look an d operate in a simi lar fashion ,
though the y vary wi ldly in terms of siz e, shape, and
avai lable des t inat ions. The gates are bui l t from some
sort of stable exot ic matter whose ful l ato mic struc-
t rat ion 40, Int i midat ion 50, K inesics 20, Per cept ion
50 , Profess ion: Secur i ty Proce dures 50, Un armed
Com bat (Tentacle s) 50 (60)
Notes : Chameleon S kin, Eelware, Electr ical Sen se,
Gr ip P ads , Inf rared Sens ing , M agne tocept io n,
Poison G land (Factor Dust Toxin) , T entacle Whip
(DV 2d10 + 1, AP –1)
from a t imeless-seem ing pol ished black metal w i th no
signs o f aging or wea r and tear. So mething about the
gates’ p hysical compo si t ion makes them di f cul t to
look at , a s i f the viewe r cannot qui te focus on thei r
out l ines . So me onlooker s have reporte d feel ings of
Li t t l e i s known ab out the al ien race known as the
Iktom i except for th e ancient ruin s they left be hind
on Echo V (p. 109) . N o Iktomi spec imens have be en
found so far, though c ertain archi te ctural remain s
suggest a p redi lect ion fo r web- l ike str uctures . Thi s
has been bol stered by certa in other featur es and rel ics
which suggest these al iens had a segmen ted, mul t i -
le gged, arthrop od-type form— thus their giv en name,
aft er a Nat ive Am erican spider god.
W hat i s clear i s that the Iktom i suf fered th rough
some sort of catacly smic event th at wiped out thei r
civi l izat ion. The natur e of this event has yet to be de-
termined, but i t raises c oncerns for m any researcher s.
Having suf fered through i ts own near- apocalypse, i t
is not comfo rt ing for trans humani ty to nd evidence
that other al ie n species did n ot .
Though the Ik tomi are l ikel y long ext inct , the rem-
nan ts of thei r civ i l izat ions pre sents a plot h ook for
gate out l ines m ove on the ed ges of their vi sions, as i f
th e l ines are re‚ owing or the edges are vib rat ing at
high frequencies. Due to this dis turbing featur e, most
gate si tes keep the a ctual gate stru ctures covered .
St ru c tura l l y, the gat es themse l ves are par t i a l l y
enclosed by an irregul ar spherical ca ge composed of
black arm s that are bent and angled in unusual way s
and somet i mes inter lock ing. When ne w wormhole
locat ion i s p rogrammed i nto the gate , these arms
p hys ical ly cha nge shape, m ove, and re‚ o w around
th e spherical ga te area (sugge st ing they are made of
som e sort of pro grammable m at ter) . The op enings
betw een arms are somet imes on ly large enoug h for
a trans human to ente r, whi le others are large eno ugh
to al low a freight trai n of suppl ies to pass throug h.
In many c ases , large veh icles or equip ment must be
dismant led, carried throu gh, and reasse mbled on the
1
377
For Gamemasters
• The setting is our solar system in the post-Singularity future.
Challenge your players with deadly political intrigues on Venus &
Mars, high-tech dungeon crawls aboard derelict space stations,
mind-scarring encounters with alien enigmas, and dangerous
exploration of worlds beyond our system via wormhole gates.
• Build stories with an eclectic assortment of intriguing factions,
from techno-anarchists to ruthless hypercorps, soul-trading
criminals to uplifted animals.
• Choose from a range of NPC antagonists, including rogue AIs
and their mechanical servitors, vicious posthuman factions, alien
merchants with an unknown agenda, and transhumans infected
and transformed by the mysterious Exsurgent virus.
Credits
QSR material pulled from the Eclipse Phase Core Rulebook, written and
designed by Lars Blumenstein, Rob Boyle, Brian Cross, Jack Graham,
and John Snead, with additional material by Randall N. Bills.
Mind the WMd Writing: Rob Boyle
editing and development: Randall N. Bills, Rob Boyle
Art direction: Rob Boyle, Brent Evans
Graphic design and Layout: Adam Jury
Artwork: Justin Albers, Leanne Buckley, Ben Newman, Will Nichols
Maps: Matt Heerdt
Proofreading: Phil Bordelon, Melissa Rapp, Zak Strassberg
1.0 by Catalyst Game Labs, an imprint of
InMediaRes Productions, LLC
PMB 202 • 303 - 91st Ave. NE, G-701
Lake Stevens, WA 98258.
Creative Commons License; Some Rights
Reserved.
To view a copy of this license, visit:
http://creativecommons.org/licenses/
by-nc-sa/3.0/
(What this means is that you are free
to copy, share, and remix the text and
artwork within this book under the fol-
lowing conditions: 1) you do so only for
noncommercial purposes; 2) you attribute
Posthuman Studios; 3) you license any
derivatives under the same license. For
speciic details, appropriate credits, and
updates/changes to this license, please see:
http://eclipsephase.com/cclicense)
This work is licensed under the Creative
Commons Attribution-Noncommercial-
Share Alike 3.0 Unported License.
251766910.026.png 251766910.027.png 251766910.028.png 251766910.029.png 251766910.001.png 251766910.002.png 251766910.003.png 251766910.004.png 251766910.005.png 251766910.006.png 251766910.007.png 251766910.008.png 251766910.009.png 251766910.010.png 251766910.011.png 251766910.012.png 251766910.013.png 251766910.014.png 251766910.015.png 251766910.016.png 251766910.017.png 251766910.018.png 251766910.019.png 251766910.020.png
n ENTER THE SINGULARITY n ENTER THE SINGULARITY n ENTER THE SINGULARITY n ENTER THE SINGULARITY
ENTER THE SINGULARITY
ECLIPSE PHASE
An “eclipse phase” is the period of time between when a cell is
infected by a virus and when the virus appears within the cell and
transforms it. During this period, the cell does not appear to be
infected, but it is.
ENTER THE SINGULARITY
WHAT IS TRANSHUmANISm?
ECLIPSE PHASE UNIVERSE
ECLIPSE PHASE FACTIoNS
THE HYPERCoRPS 
PoLITICAL FACTIoNS
HYPERCoRPS
THE mESH
ECLIPSE PHASE QUICK-START RULES
WHAT’S A RoLEPLAYING GAmE?
QUICK-START RULES
DEFINING YoUR CHARACTER
CharaCter reCord Sheet
8
CHARACTER STATS
InItIatIve (InIt)
9
Speed (Spd)
9
durabIlIty (dur)
9
Wound threShold (Wt)
9
luCIdIty (luC)
9
trauma threShold (tt)
9
moxIe
9
damage bonuS
9
CHARACTER SKILLS
aptItudeS
9
learned SkIllS
10
THINGS CHARACTERS USE
IdentIty
10
SoCIal netWorkS
10
Cred
10
rep
10
mAKING TESTS
TARGET NUmbERS
When to make teStS
11
dIffICulty and modIfIerS
11
CrItICalS: rollIng doubleS
11
defaultIng: untraIned SkIll uSe
11
teamWork
12
TYPES oF TESTS
SUCCESS TESTS
tryIng agaIn
12
takIng the tIme
12
margIn of SuCCeSS/faIlure
12
oPPoSED TESTS
oppoSed teStS and margIn of SuCCeSS/faIlure
13
NETWoRK INTRUSIoN
ESTAbLISHING A CoNNECTIoN
netWork IntruSIon teSt
13
SubverSIon
13
REPUTATIoN AND SoCIAL NETWoRKS
SoCIAL NETWoRKS
REPUTATIoN
USING NETWoRKS AND REP
the netWorkIng teSt
14
ACTIoN AND CombAT
ACTIoN TURNS
Step 1: roll InItIatIve
15
Step 2: begIn fIrSt aCtIon phaSe
15
Step 3:
deClare and reSolve aCtIonS
15
Step 4: rotate and repeat
16
INITIATIVE
InItIatIve order
16
InItIatIve and damage
16
InItIatIve and moxIe
16
moVEmENT
movement rateS
16
TYPES oF ACTIoNS
automatIC aCtIonS
17
QuICk aCtIonS
17
Complex aCtIonS
17
taSk aCtIonS
17
delayed aCtIonS
17
RESoLVING CombAT
Step 1: deClare attaCk
17
Step 2: deClare defenSe
17
Step 3: apply modIfIerS
18
Step 4: make the oppoSed teSt
18
Step 5: determIne outCome
18
Step 6: modIfy armor
18
Step 7: determIne damage
18
Step 8: determIne WoundS
18
CombAT FACToRS AND ComPLICATIoNS
FIRING moDES AND RATE oF FIRE
SIngle Shot (SS)
18
SemI-automatIC (Sa)
18
burSt fIre (bf)
18
boTS, SYNTHmoRPHS AND VEHICLES
bot and vehICle StatS
18
CraShIng
18
FULL DEFENSE
ARmoR
energy vS. kInetIC ratIngS
19
armor penetratIon
19
layered armor
19
PHYSICAL HEALTH
DAmAGE PoINTS
damage typeS
19
durabIlIty and health
19
damage value
20
WoUNDS
Wound effeCtS
20
mENTAL HEALTH
STRESS PoINTS
luCIdIty and StreSS
21
StreSS value
21
TRAUmA
We humans have a special way of pulling ourselves up
and kicking ourselves down at the same time. We’d
achieved more progress than ever before, at the cost of
wrecking our planet and destabilizing our own govern-
ments. But things were starting to look up.
With exponentially accelerating technologies, we
reached out into the solar system, terraforming worlds
and seeding new life. We re-forged our bodies and
minds, casting off sickness and death. We achieved
immortality through the digitization of our minds,
resleeving from one biological or synthetic body to
the next at will. We uplifted animals and AIs to be our
equals. We acquired the means to build anything we
desired from the molecular level up, so that no one
need want again.
Yet our race toward extinction was not slowed, and
in fact received a machine-assist over the precipice.
Billions died as our technologies rapidly bloomed into
something beyond control … further transforming hu-
manity into something else, scattering us throughout
the solar system, and reigniting vicious conlicts. Nu-
clear strikes, biowarfare plagues, nanoswarms, mass
uploads … a thousand horrors nearly wiped humanity
from existence.
We still survive, divided into a patchwork of restric-
tive inner system hypercorp-backed oligarchies and
libertarian outer system collectivist habitats, tribal
networks, and new experimental societal models. We
have spread to the outer reaches of the solar system
and even gained footholds in the galaxy beyond. But
we are no longer solely “human” … we have evolved
into something simultaneously more and different—
something transhuman .
trauma effeCtS
21
DERANGEmENTS
mISSIoN: mIND THE WmD
SYNoPSIS
SCENE 1 : SWImmING IN SCUm
ASSIGNING THE mISSIoN
mEETING UP
the SCum barge
23
TRACKING DoWN THE DEALER
WhAt is
trAnshuMAnisM?
Transhumanism is a term used synonymously to
mean “human enhancement.” It is an interna-
tional cultural and intellectual movement that
endorses the use of science and technology to
enhance the human condition, both mentally
and physically. In support of this, transhumanism
also embraces using emerging technologies to
eliminate the undesirable elements of the human
condition such as aging, disabilities, diseases, and
involuntary death. Many transhumanists believe
these technologies will be arriving in our near
future at an exponentially accelerated pace and
work to promote universal access to and demo-
cratic control of such technologies. In the long
scheme of things, transhumanism can also be
considered the transitional period between the
current human condition and an entity so far ad-
vanced in capabilities (both physical and mental
faculties) as to merit the label “posthuman.”
As a theme, transhumanism embraces heady
questions. What deines human? What does it
mean to defeat death? If minds are software,
where do you draw the line with programming
them? If machines and animals can also be raised
to sentience, what are our responsibilities to
them? If you can copy yourself, where does “you”
end and someone new begin? What are the
potentials of these technologies in terms of both
oppressive control and liberation? How will these
technologies change our society, our cultures,
and our lives?
faCe-to-faCe brIbeS/threatS
24
uSIng rep
24
the detaIlS
24
arrangIng a buy
24
TWEAKS
SCENE 2: DEALS GoNE bAD
THE mEET
the dealer’S SeCurIty
24
the WeaponS
25
What Would fIreWall do?
25
UNINVITED GUESTS
WorSt-CaSe SCenarIo
25
SAVING THE bARGE
FRIENDLY FIRE
SCENE 3: GET YoUR ASS To mARS
RESLEEVING
WELComE To mARS
ExPEDITIoN
nanofabrICatIon
27
mARTIAN DANGERS
TWEAKS
SCENE 4: RUmbLE IN THE RUINS
SCoUTING THE HAbITAT
nIght Cartel SCavengerS
28
the CaChe
28
PARTY-CRASHERS REDUx
runnIng the Combat
29
DEALING WITH THE CACHE
AFTERmATH
PLAYER CHARACTERS
GAmE RULES SUmmARIES
makIng teStS
38
SuCCeSS teSt
38
oppoSed teSt
38
defaultIng
38
modIfIerS
38
teamWork
38
takIng the tIme
38
aptItudeS
38
SpeCIalIzatIonS
38
n
Your mind is software. Program it.
Your body is a shell. Change it.
Death is a disease. Cure it.
Extinction is approaching. Fight it.
2
learned SkIllS
38
aCtIon turnS
38
251766910.021.png 251766910.022.png
n UNIVERSE n UNIVERSE n UNIVERSE n UNIVERSE n UNIVERSE n UNIVERSE n UNIVERSE n UNIVERSE n UNIVERSE n UNIVERSE
ECLIPSE PHASE UNIVERSE
ECLIPSE PHASE FACTIoNS
One would have thought a cataclysmic event such as
the Fall would bring surviving transhumanity closer to
each other in an attempt to jointly dedicate themselves
to the repopulation of the solar system and continued
prosperity. While some of the post-Fall economic, social,
or political powers do indeed pursue philanthropic or
altruistic agendas, the remoteness and physical isola-
tion of transhuman colonies and habitats stretched
across the solar system, the disembodiment of the info-
morph refugees, and the ubiquity of the mesh’s myriad
of memes and ideologies have promoted the evolution
of a wide spectrum of philosophies, agendas, and po-
litical models. Today, transhumanity couldn’t be further
from walking a united path toward its future. 
THE HYPERCoRPS 
The hypercorps both evolved from and superseded the
old earthbound transnational corporations, economic
giants whose inluence (direct or covert) extended into
the governments and nations of old. The transforma-
tion of some of those monolithic transnationals into
the slimmer, future-embracing, more lexible and
faster hypercorps known today preceded the Fall and
allowed these inancial sharks to adapt to transhu-
manity’s challenges and navigate the swiftly changing
economic waters rapidly and eficiently.
Most hypercorps are decentralized, non-asset-based
legal entities (sometimes entirely virtual) relying on an
intricate system of specialized internal subsidiaries and
partner companies to develop, produce, and market
their products and services. Nearly complete automa-
tion, advanced robotics, morph technology, mesh
networking, and cornucopia machines allow the hyper-
corps to abstain from mass employment for labor or
production. Many administrative tasks are performed
in virtual environments and simulated ofices. The need
for physical labor has mostly been reduced to tasks as-
sociated with habitat construction or deep-space mining,
which beneit heavily from the overabundance of info-
morph refugees desperate to regain a physical presence.
HYpERcoRpS
The following is a small sampling of hypercorps.
comEx
Comet Express specializes in delivery services,
interstellar logistics, supply chains, and shipping.
They maintain a presence on almost every trans-
human habitat in the solar system, often via local
subcontractors. ComEx maintains orbital hubs
equipped with slingshot accelerators at strategic
waypoints throughout the system and a leet of
cargo vessels and courier drones.
DIREcT AcTIoN
This apolitical mercenary corp, descended from
the remnants of several pre-Fall militaries, pro-
vides security and public police services to self-
governing habitats or hypercorp installations.
EcoLoGENE
Ecologene specializes in genetically-engineered
bio-architecture and environmental nanotech
with a strong ecologically-conscious approach.
FA JING
Fa Jing dominates mining and energy production
with a business philosophy that emphasizes net-
work-building and social responsibility-sharing.
GATEkEEpER coRpoRATIoN 
Born from the merger of several scientiic institu-
tions and their corporate inanciers, this hyper-
corp made a name for itself when it decoded and
opened the wormhole gateway discovered on
Saturn’s Pandora moon. The consortium today
funds gatecrasher explorations through the Pan-
dora Gate.
SkINTHETIc
Specializing in neogenesis and extensive, radical
bio-modifications, this anarcho-capitalist com-
pany pushes the envelope of cloning, genetics,
and morph design.
PoLITICAL FACTIoNS
Transhumanity’s social, cultural, and ideological di-
versity, as well as its scattered and isolated presence
in habitat clusters throughout the solar system, al-
lowed the manifestation of a wide range of political
ideologies and factions that advocate equally diverse
models or systems. Naturally, controversial regimes
don’t achieve stability overnight or evolve without dis-
sent, and even established ideologies over time rarely
remain free of diluting or even corrupting inluence
from outside factors or groups seeking to promote
their own agendas. 
SoLARIS
Solaris is the system’s leading banking and inan-
cial investment hypercorp, dealing in insurances,
futures markets, info-brokerage and high-risk
investments. Solaris is a virtual corporation, with
each banker acting as a nomadic ofice. n
3
251766910.023.png
EclipsE phasE tiMeLine
All dates are given in reference
to the Fall. BF = Before the Fall.
AF = After the Fall. (e.g., BF 10
= 10 years before the Fall.)
become available to the
wealthy and powerful.
First non-autonomous AIs
are secretly developed and
quickly put to use in research
and netwar.
Experience playback (XP)
technology developed and
put into public use.
Expansion throughout the
system, even into the Kuiper
Belt.
Transhuman species become
widespread.
Nanotech assemblers
become available, but are
strictly controlled and jeal-
ously guarded by the elite
and powerful.
Uploading and the digital
emulation of memory and
consciousness made possible.
More species (gorillas, orang-
utans, octopi, ravens, parrots)
uplifted to sapience.
Pods see common usage,
amid some controversy.
TITAN attacks expand to
other parts of solar system,
heaviest on the Moon and
Mars. Numerous habitats
also fall.
TITANs suddenly disap-
pear from system, taking
millions of uploaded minds
with them.
The Earth is left a devastated
wasteland, a patchwork of
radiation hotspots, sterile
zones, nanoswarm clouds,
roaming war machines, and
other unknown and hidden
things among the ruins.
BF 60+
Crisis grips the globe in
the form of drastic climate
changes, energy shortages,
and geopolitical instability.
Initial space expansion cre-
ates stations at the Lagrange
Points, Luna, and Mars, with
robotic exploration of the
entire system.
Construction begins on a
space elevator.
Medical advances improve
health and organ repair. The
rich pursue gene-ixing and
transgenic pets.
Computer intelligence capa-
bilities equal and exceed that
of the human brain. True AI
not yet developed.
Robotics become widespread
and start to replace/invali-
date many jobs.
Modern nations expand
their high-speed wireless
networks.
BF 40–20
Violence and destabiliza-
tion wrack the Earth; some
conlicts spread into space.
Argonauts split from hyper-
corps, taking resources to
autonomist habitats.
Space expansion opens up
legal/ethical loopholes for
tech development and allows
for increased direct human
experimentation.
Human cloning becomes
possible and available in
some areas.
Development of irst transhu-
man species.
First dolphins and chimpan-
zees uplifted to sapience.
Fusion-drive spacecraft enter
common usage.
Extended colonization and
terraforming of Mars contin-
ues. Belt and Titan colonized.
Stations established through-
out the system.
The starving masses
volunteer themselves for
indentured servitude on
hypercorp space projects.
Augmented reality becomes
widespread.
Most networks transformed
into self-repairing mesh
networks.
Personal AI aides become
widespread.
AF 0–10
A wormhole gateway is
discovered on Saturn’s moon
Pandora, left by the TITANs.
Four others are later found
(in the Vulcanoids, on Mars,
on Uranus, and in the Kuiper
Belt); these are collectively
referred to as “Pandora
Gates.”
Expeditions are sent to extra-
solar worlds via the Pandora
Gates. Numerous exoplanet
colonies established.
First contact with the aliens
known as the Factors shocks
the system. Claiming to act
as ambassadors for other
alien civilizations, they pro-
vide little information about
life outside the solar system
and warn transhumans away
from both seed AI and the
Pandora Gates.
An attempt to raise a
generation of children using
force-grown clones and
time-accelerated VR fails
miserably when most of the
children die or go insane.
Dubbed the Lost Generation,
the survivors are viewed
with repugnance and pity.
The Fall
The TITANs evolve from
a high-level distributed
netwar experiment into
self-improving seed AIs.
For the irst few days, their
existence is unsuspected.
They advance their aware-
ness, knowledge, and power
exponentially, iniltrating
the mesh both on Earth and
around the system.
Large-scale netwar incur-
sions break out between
rival states on Earth, spark-
ing numerous conlicts. These
attacks are later blamed on
the TITANs.
Simmering tensions on Earth
escalate into outright hostili-
ties and warfare.
Massive netwar breaks out
and major systems crash as
TITANs begin open attacks,
also using autonomous
war machines.
Conlict quickly spirals out
of control. The use of nuclear,
biological, chemical, digital,
and nanotech weapons
reported by all sides.
TITANs engage in mass
forced uploading of human
minds.
BF 60–40
Efforts to undertake mega-
scale geoengineering on
Earth cause as many prob-
lems as they ix.
Major colonies established
on the Moon and Mars;
outposts established near
Mercury, Venus, and the Belt.
Explorers reach Pluto.
First space elevator on Earth
inished. Two others in prog-
ress. Space trafic booms.
Mass driver built on the
Moon.
Terraforming of Mars begins.
Fusion power developed and
working plants established.
Genetic enhancements,
gene therapies (for longevi-
ty), and cybernetic implants
BF 20–0
Earth continues to suffer,
but the pace of technology
allows for some interesting
developments.
AF 10
Present day. n
4
251766910.024.png
SocIo-poLITIcAL ENTITIES
THE mESH
The mesh, as it exists in Eclipse
Phase, is only possible thanks to
major developments made in com-
puter/communication technologies
and nanofabrication. Wireless radio
transceivers are so unobtrusively
tiny that they can literally be fac-
tored into anything. As a result,
everything is computerized and
connected.
Data storage technology has ad-
vanced so that even an individual
user’s surplus storage capacity can
maintain an amount of information
surpassing the entire 20th-century
internet. Lifeloggers literally record
every moment of their life and never
fear about running out of room.
Processing capabilities also exist
at hyper-efficient levels. Modest
handheld devices can fulill almost
all of your needs, even while si-
multaneously running a personal
AI assistant, downloading media,
uploading porn, and scanning thou-
sands of newsfeeds. Within the mesh
network, devices that near their
processing limits simply share the
burden with devices around them.
Similarly, transmission capac-
ity now far exceeds most citizens’
definition of need. Anyone born
within the last several generations
has always lived in a world in which
hyper-realistic, multi-sensory media
of nearly any length is available for
instantaneous download. Massive
databases and archives are copied
back and forth with ease. Band-
width is such a non-issue that most
people forget it ever was. The mesh
is also never down. As a decentral-
ized network, if any one device is
taken offline, connections merely
route around it, inding a path via
thousands of available nodes.
Almost everyone is equipped
with implanted personal computers,
directly wired to the user’s cerebral
functions. Thought-to-communica-
tion emulations enables the user to
control the implant just by thinking
and to communicate without vocal-
izing. Input is transmitted directly
into the brain and sometimes per-
ceived as augmented reality, overlaid
on the user’s physical senses.
ARGoNAUTS
The Argonauts are an open organization of techno-progressives
that advocate the socially responsible use of technology. The Argo-
nauts offer consultation services to political and economic powers
throughout the solar system, but otherwise strictly refuse to be
drawn into the solar system’s political affairs.
memes: Information freedom, social responsibility, technological
advancement 
major Stations: Mitre Station (Lunar Orbit), Pelion Station (Kuiper Belt)
AUToNomISTS
The Autonomists are a loose alliance of several libertarian factions—
anarcho-communists, anarcho-capitalists, and techno-socialists—
that promote egalitarian social models based on the pillars of direct
democracy, individual/collective empowerment, social networks
and reputation-building, and economic communism enabled by
equal access to cornucopia machines, shared resources, and new
technologies.
memes: Anarchism/Communism, Morphological Freedom
major Stations: Extropia (Belt), Locus (Trojans), Titan
JoVIAN REpUbLIc 
A coup staged during the Fall brought a group of stations and
habitats under military control and the Jovian Republic—also
known as the Jovian Junta—was born. The Republic’s authorities
take a bio-conservative stance against many transhuman technolo-
gies and strictly control information channels and travel.
memes: Bio-conservatism, Nationalism, Security
major Stations: Liberty (Ganymede)
pLANETARY coNSoRTIUm 
The Planetary Consortium is an alliance of hypercorporate inter-
ests that jointly controls a number of stations and habitats, par-
ticularly in the inner system. The Consortium maintains a facade of
democratic rule, facilitated by real-time online referendum voting,
but it is an open secret that the hypercorps call the shots.
memes: Corporatism, Cyberdemocracy, Gerontocracy
main Stations: Progress (Deimos) , Elysium (Mars)
ScUm
The derogative term “scum” describes large tribes of nomadic
space gypsies, travelling from station to station in heavily modi-
ied barges or swarms of smaller space vessels, mostly former co-
lonial ships. Part traveling carnival, part black market, the scum
openly embrace body modiication and experimentation.
memes: Lifestylism, Morphological freedom
ULTImATES
This controversial faction uses applied eugenics to further its goal,
the development of the ultimate transhuman species. Aside from
sophisticated reprogenetic engineering and strict psychological
training, their culture visualizes life in the universe as an evo-
lutionary battle for survival and is built around the victory of the
superior transhuman over its peers.
memes: Asceticism, Eugenics, Objectivism
major Stations: Xiphos (Uranus)
n
5
251766910.025.png
Zgłoś jeśli naruszono regulamin