Mashups: Eclipse Phase vs. Don't Rest Your Head, Part II
Submitted by jackgraham on
This is a continuation of my previous post on using Don't Rest Your Head and Don't Lose Your Mind from Evil Hat Productions to run certain types of adventures in the EP setting.
This post contains setup info and pregen characters for a scenario using DRYH/DYLM to portray a group of Lost Generation kids undergoing an unusual therapy at an orbital research facility. The intro information is intended for players who aren't yet familiar with the EP universe. Players totally unfamiliar with transhumanism will probably need a bit more introduction; those who know EP can probably skip much of what follows.
The Setup: General Setting Info for Players

First off, a confession: when I first encountered FUDGE, as a text file on the pre-web Internet, I almost stopped reading when I got to the bit about the dice. An inveterate AD&D player, I love me some non-six-sided polyhedra. If EP has one flaw, it's that we only use one kind of die. So it goes without saying that I dislike when games only use six-siders, and by extension, when games only use six-siders marked with pluses, minuses, and blanks.
But then there's Fate. Oh, Fate. If not for your ugly-ass dice, you & I could be so perfect together. There's so much that's compelling about this rules engine, and so many possibilities that I can see for using it with our setting.