I've got some general questions about the settings :
- Why the majority of suggested morphs are bios' one ?
For a far away station is seems a strange choice, first it means a complex and resources expensive life support environment, second (if I correctly understand EP setting) biomorphs are the most rare and expensive "equipments" in the solar system : 2 sets of biomorphs per inhabitant is quiet luxurious ?
On another hand two suggested morphs are synth's ones : Scavenger and Siftrunner Techie, it should be clearly stated how they can protect them for digital infection (may be Hans already disabled their wireless connections).
- Why there no farcast ot long-range transmission on the Istari ?
- I've got some problems to understand the propagation about the nanoplague : Is it airborne or just transmitted from "a wound from contact with a chrysacid form" ?
EP corebook specified that "The only defences are guardian nanobots and nanophages (p364)", can the station's nano-fab could create such protection or the PC are doomed to be infected as soon as the Istari successfully board ?
I suggest adding the possibility for PC to isolate them self from the Aural hack : earplugs for external sound and setup a private network to keep communications between them possible?
Did they have to protect their Muses from digital infection or are they too simple to be infected ?
Also a minor error about the locations of the opened airlock and boarding one (p.6, 7, 11). I understand that they're the same one and it's placed in the machine shop (#10 & #9 on map), but the map's foot note placed it in the fusion Power plant, same for the boarding description on page 12...
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Continuity : precisions ?
Mon, 2010-11-29 09:22
#1
Continuity : precisions ?
Tue, 2010-11-30 16:54
#2
Re: Continuity : precisions ?
There are two answers to this question.
1) Biomorphs are indeed considered nicer, so if it doesn't add significantly to the cost of the habitat, providing them to employees is a little touch of luxury. The Kepler apparently had life support already built in, so running biomorphs didn't really 'cost' anything further (at least, nothing significant). We also don't know what other experiments were being run on the Kepler, so there may be other reasons why biomorphs were provided. In this case, biomorphs are presumably more resistant to the infection than synthmorphs, so Hans would have showed preference towards installing the PCs in those, even if he had a mix of bio and synthmorphs available.
2) Waking up naked and cold, immediately facing the threat of death is much more exciting than booting up to dust mothballs out of your sensor arrays.
Indeed, you are correct. It seems reasonable to assume Hans has deactivated their wireless connections, but it would be much more amusing if he didn't. You may want to e-mail this to get corrected.
p. 7 specifies the sensors/communications suite was safely ejected into space, including the farcaster unit.
The mission doesn't specify beyond that, so the GM will want to come up with the answer appropriate to his game. I would tend to rule that infection is from it entering the bloodstream, but as they are extremely sharp, just touching it with bare skin has a chance of penetration, and any character foolish enough to wander around the Istari without breathing apparatus is guaranteed to become infected. Really though, there's no good reason why every biomorph won't be wearing vac suits.
The real concern is that the rules say it infects synthmorphs on contact, and synthmorphs are less likely to wear vac suits (or to even fit in one!). An evil GM might read this as meaning that it is impossible for a synthmorph to complete the mission without becoming infected (short of just shooting himself into space straight away).
The mission mentions that all the fabbers are likely infected and would produce the nanoplague, so this solution seems to be as bad as it is good. Plus, due to time constraints, and the fact that the fabber in the medical bay is likely too specialized for this purpose, seems to imply that this solution isn't very good.
That would be effective. I'd tend to rule that earplugs would in this case add an opportunity to resist the aural hack (perhaps depending on the complexity of the ear plugs?), and a smart hacker could create a secure network which, again, would have a chance of resisting. Both of these assume both that the characters figure out the vector of infection, and trust these technologies enough to depend on them, but I don't see why they couldn't work.
Hans and Lila were both partially infected, and are both limited AIs like muses, so no, I wouldn't assume muses can't be infected. Muses should avoid radio traffic, just like everything else. Fortunately, all of the characters have mesh inserts already, so radio communication isn't necessary for a character to use their muses.
Yep, you're right. You may want to e-mail that correction to sprite (a) posthumanstudios.com, and perhaps they'll issue an update.
Wed, 2010-12-01 18:59
#3
Re: Continuity : precisions ?
On the Kepler, it is said that ops center (#4 page 6) was ejected, right?
Then how do the characters reach the computer bay (#5 page 6)?
is there a corridor that links the pods to the greenhouse?
a three dimensional illustration of the station would help. Also there is no indication of how high the station is? is there one level? two? three? four?
Seeing the size of ships like the ones in Cargo (excellent german sci-fi flick made with a rather small budget) or Pandorum, I could see multi level, with ladder between each level and a big open space in sectors like the cargo bay or the fusion station. Imagine a game of hide and seek between the crates in zero gravity.
Also, in the Istari where are the main propulsion thruster and the bridge? I have a bit difficulty to determine where is the prow and where is the aft?
And on which different level they are. Look at the cover, we see that the Istari is like an ensemble of buildings assembled together at different heights.
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Thu, 2010-12-02 09:13
#4
Re: Continuity : precisions ?
Nope, the text only says the Senors/Communications module was ejected.
Indeed, I would love to see a well-done 3D illustration of a space habitat. I have difficulty imagining how it would be done, at least without hiring some pretty significant skill, or how I'd run it on a battlemat. This is probably one of my single largest gripes about EP (and for that matter, just about every space-based, wander through the habitat video game short of Descent). Portraying 3D, microgravity settings is [i]hard[/i]!
p. 11 goes into this. The map we're provided is just of the habitation decks, which saddle the center of the ship. The entire ship is extremely large, but 99% of it is storage space (and not pictured). The bow of the ship is towards 'north' on the map, and the aft towards 'south', although you could reverse that if you wanted.
As far as I can tell, the cover has little relation to the ship as described. That's pretty common for book covers though, so I can't complain.
Thu, 2010-12-02 11:15
#5
Re: Continuity : precisions ?
so the Istari could be described more or less like the ISV Venture Star of Avatar fame?
Though I think a better look would be the freighter in Cargo
[url]http://www.youtube.com/watch?v=TZnLZmfwbhU&feature=related[/url].
Small living quarters, lots of place for whatever freight
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Thu, 2010-12-02 12:34
#6
Re: Continuity : precisions ?
More like if you took Red Dwarf, turned the inside entirely into containers of hydrogen, ammonia, and other nice things, and slapped a condo-sized habitat on top. Since it's hauling highly pressurized chemicals, there's not much reason for making the cargo area available for people to wander through. There's probably some service access to the fusion reactor and engines, but it's pretty hostile, so it's probably only accessible by jamming a drone. Something like Cargo or Ventura Star would be great for a longer mission (sort of like the one I'm working on right this moment!)
Also let me say, you suck. Cargo looks awesome, but it's not available on Hulu, Netflix or Google Video.
Thu, 2010-12-02 13:18
#7
Re: Continuity : precisions ?
I perfectly understand the use of biomorph from the storytelling point of view, it's more a general question about all the EP adventures : biomorphs are expensive and rare stuff, so it should be exceptional for a second resleeve.
And for this specific adventure, I don't think Kepler nanofab are able to build ones, so sending 10 biomorphs in one the farest solar system station seems a bit odd (by the way how long is the journey to the oort cloud with a EP ship ?)
sprite (a) posthumanstudios.com ? Are you this adventure's author ?
I was talking about the Istari's ones, not the Kepler...
Ok, so on a rule of thumb It can be safely admitted that a simple vac-suit should stop the nanoplague, but any puncture could lead to a possible infection ?
Ok, but what about aural hack, Muses (or limited AI) are also subject to this kind of infection or they are only affected by digital/wireless ones ?
Thanks for your help
Thu, 2010-12-02 15:17
#8
Re: Continuity : precisions ?
The fastest ship in EP reaches .5c. The Oort cloud is approximately 1 light year from the sun. So you're looking at about 2 years (this is for a courier). A large ship like the Istari will run for much longer. Fortunately, the Istari is on its way back, so it's a good deal closer, but it is definitely pre-Fall.
That e-mail is for Rob, the editor. He's the one responsible for errata and corrections for all the books.
If the Istari has a farcaster, it's so infected that using it would be suicide. However, given the range it's operating at, for the majority of the trip it would take more than a month to egocast back to Earth. I would expect the Istari was never outfitted with one.
By the physical-infection vector, yes. (Obviously it won't help so much against the aural hack.)
If you're the GM, it would be whichever one seems most interesting. I think it would add a degree of excitement if a prepared group has done everything right, but all of a sudden your muse begins spouting gibberish. I probably wouldn't do that to a group that is already successfully killing themselves.
Happy to help :)
Thu, 2010-12-02 17:00
#9
Re: Continuity : precisions ?
Thanks for the details, so this bunch of biomorphs this far from anything is quite strange : may be a good hook for a campagn...
So, are you related to this adventure creation ?
Ok, too old to have a decente farcast unit for PC or the exurgent virus, but what about infecting the solar system with the aural hack...
[/quote]
Yes, except if you flush all air from the station :)
I'm GM and I like to be quite prepared before launching a party and figured all the details. Quite usefull if you have to improvise easily and keeping the thing coherent.
Maybe I'm asking myself to much pointless questions...
Thu, 2010-12-02 20:55
#10
Re: Continuity : precisions ?
http://www.eclipsephase.com/neutrino-transceivers-and-titans
That is true. Then you just have to worry about radio waves and not letting anything penetrate your suit.
If you're GMing it? No. That's the rule of GMing - whatever you've planned, the PCs ignore, and whatever you haven't planned, they stumble straight into.
You keep pushing :P Yes, my name is on the adventure.
That's a great question. However I will say, it has been brought up before.
Thu, 2010-12-02 21:57
#11
Re: Continuity : precisions ?
that's the beauty of the Exsurgent virus: even if you get rid of the physical vector, there's still the digital one to worry about!
Nezumi could you give us a general timeline of the event between the backups and the resleeving of the characters? I think that would be very helpful
about the Kepler and the Istari, we have the size in two dimensions, but what about the third one? since it's zero-g, the characters could move all around, and their movement rate would apply on that vector as well.
That would really give something very interesting to play. like said in the Lunar Stadium there, quite like Ender's Game's Battle Room
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Fri, 2010-12-03 04:41
#12
Re: Continuity : precisions ?
Sorry but your username is not on the pdf :), great work by the way, right now the best EP adventure to me.
About Istari long range communication capability, just in case the GM have to justify itself to the player, I suggest that, either the long range arrays were damaged or Lila was just clever enough to shut it down/destroy-it...
You're right about GM murphy law, I think it's easier to react and improvise if your got a pretty good picture of all the adventure elements : timeline, NPC list, overallmaps, ...
Fri, 2010-12-03 10:42
#13
Re: Continuity : precisions ?
Thank you. I try not to advertise. I get a little shy.
Lessee, the timeline... The backups were made about 2 weeks before the adventure starts. The characters headed on out. It took about a week to reach the Istari, which must have been pretty dull. It's about 5 days between the characters reaching the Istari and the resleeving process beginning. Not a lot of details on those 5 days. Unfortuantely, the precise order is probably dependant on what sort of PCs are in your group. If it's one dude and he's sort of crazy, well his previous self probably barged straight in, ate all the algae chips, got sick and died right away, and the Istari only got around to sending the message off more recently. A more thoughtful group would probably take a while to search around the ship, carefully enter, set up defensive perimeters and such, and would die slowly and painfully over the course of several days. As the GM, you'll want to make up the Awesome story of how the PCs entered, suffered and died (note: describing a PC's body as caught on a giant, alien spike, his mouth full of algae chips will probably not contribute to the drama of the adventure).
Hans's plight is pretty elastic. He's been intentionally isolating himself. His resleeving the characters is an act of desperation, and purely reactionary. It could be he was waiting patiently for all five days, and only got infected half an hour before he started the resleeving process, or he could have gotten hit right away and has been cloistered away, watching the situation and calculating (using gradually crazier and crazier numbers) the best response.
The Istari habitat is literally like a saddle. Above it is the Kepler shuttle (which is upside down, docked roof-to-roof). Underneath you have at least one utility tunnel. That's all inside, where there's atmosphere. Once you step outside, the Istari is built around a central spine. At the fore is the meteor shield and a magnetic scoop for catching volatiles. It's still active, so you probably want to steer clear. The middle is a big, fat bunch of bubbles for holding different valuable elements and chemicals. Sometimes the tanks are opened to provide thrust, which could provide a surprising death for anyone nearby. The fusion generator is buried towards the aft, and will probably have some remote-operated drones for doing repairs in there. The rear has your fusion exhaust, which is also still running, so probably not a good place to hang out. Overall the ship is fat and dumpy. It's for picking up cosmic litter for recycling. 99% of it is inaccessible, but you can walk around the outside, and there are plenty of nooks and crannies for things to jump out at you. Because it's a complex of containment tanks, there is space between them for people to climb through if they wanted.
The Kepler shuttle is meant to operate solely in a vacuum, so it doesn't need a lot of power. It's like an SLOTV, except smaller and not as good. It has chemical engines, a bit of storage space, and just enough equipment to keep the characters alive for a month or so. Everything would be accessible for easy repair.
The Kepler is a bit more open. The purpose of the station will need to fit the reason the characters are stuck there. The greenhouse, labs and fusion generator all will likely occupy a fair chunk of space, and you're going to have a lot of equipment on the outside. In fact, given the size difference between the two, if the characters find themselves fighting hostiles on board the Kepler, they will probably be in a much worse position. The Kepler offers more space, more cover, and is more fragile (since it's not made to fly after comets).
As a GM, if I were comfortable with portraying a 3D environment, that's where I'd focus on it (and you can adjust the timeline to accomodate - if the Istari docks earlier, the bad stuff has more time to come find you). If you're a GM who is not comfortable with 3D, well... Sorry. It already is 3D enough that you're probably going to have some head aches.
As for long-range communications - The Istari is made to be very independent. At its zenith, every message will take about 1 year to get home, and 1 year to get back. Egocasting would be impossible. In fact, radio transmissions in general would be difficult. It's important to remember that the higher the bandwidth, the larger the receiver you need at greater distances (due to the inverse square law). To counteract this, the Istari will need a much lower-frequency, lower-bandwidth communications method. That will be fine for text messages or service data, but would be too limiting for egocasting or spreading complex nanoplagues. Additionally, the loss of fidelity may adversely affect the aural hack. The end result is, while the Istari can transmit the virus by radio waves, it will be limited by distance. This is why the PCs play such a critical role - out where they are now, the Istari doesn't have much in range. But as it gets closer to inhabited space, the possibility of infection goes up drastically.
Fri, 2011-01-28 17:13
#14
Re: Continuity : precisions ?
as I'm doing a detailed room-by-room plan of the Kepler station, a question came to mind about its dimensions
from what I could each module is fairly big. About 20 meters. on X and Y axises. but what about the height. If the modules are more or less square, each is about 20 meters tall. That's roughly the size of a ten stories building. And that's not speaking about the garden.
Am I guessing right?
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Fri, 2011-01-28 20:37
#15
Re: Continuity : precisions ?
20 metres is approx. 66 feet. So maybe about six stories and a bit.
Sat, 2011-01-29 01:07
#16
Re: Continuity : precisions ?
I could some toying with elevators and zero-g airlocks, and some biiiig empty spaces.
and the greenhouse at the center of the Kemper...
have you seen Cargo or the Doctor Who: The Waters Of Mars?
good indication of big volumes in space habitat
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Thu, 2011-02-03 13:53
#17
Re: Continuity : precisions ?
How would the PCs close the airlock before it empties? It says 1 hour till the air is gone and the task time to close the airlock due to the barrier is 1 hour. I'm confused, what did I miss?
Thu, 2011-02-03 14:52
#18
Re: Continuity : precisions ?
I don't have it in front of me, but the airlock has been "fixed" open. The PCs will need some old-fashioned elbow grease to "unfix" it so it can be manually closed. Alternatively, they can just cordone off that section of the habitat to keep the atmo in, but that causes logistics problems later on.
Wed, 2011-03-16 17:15
#19
Re: Continuity : precisions ?
Hi,
I just got my copy of Gatecrashing and I don't know why I didn't thought about this earlier : the perfect location for the Kepler station is an extra solar system.
The gate could be on an asteroid or planetoid (Nirvana could be a good choice), the station could be just few hours from it, the initial party could just went check a strange object/spaceship/...
It explains why PC are bioshell : more easier to send
The exo-virus broadcast outbreak over the solar system is no more a problem.
The main goal of the virus is to get through the gate and pass the security check...
So ?
Thu, 2011-03-17 10:02
#20
Re: Continuity : precisions ?
That's an awesome change. Continuity came out before Gatecrashing, so that wasn't so available at the time. I'd definitely recommend that (plus you can add color details about the planet spinning below the station).
Wed, 2011-04-06 11:49
#21
Re: Continuity : precisions ?
Major spoilers incoming.
More general (and pretty minor ;) ) questions on Continuity:
[list=1]
[*] On p.10, it mentions closed airlocks and sealed airlocks. I don't see anything specifically mentioned as to how the sealed ones were sealed, so I'll just treat these as keypad e-locks (p.291 core rules) unless someone knows better.
[*]Throughout the adventure there are various robots who can be utilised by the GM. Are there any default AI aptitudes/skills for these? Otherwise - if it's ever needed - I'll just assume an aptitude score of 10 by default and 15 in specific aptitudes for whatever job they were for.[*] In p.7 Life Support it mentions 'struggling to regenerate the lost atmosphere' on the Istari. What lost atmosphere? Suspect I've missed something.
[*] As I understand it, the number of Exsurgents should be equal to the number of characters since the original Istari crew are dead (with one informorph). However the adventure mentions a total of 9 - 2 docking spar, 3 recycling, 2 ops center, 1 shuttle, 1 missile storage. Before I cut these down to my group size of 4 (in places maximised for dramatic effect of course) is there anything i'm missing?[/list]
Thanks in advance :)
Wed, 2011-04-06 14:19
#22
Re: Continuity : precisions ?
I'm locating my version of the Kepler in the Oort Cloud
Not sure if she would be orbiting a dwarf planet or simply floating in space.
the idea of having a Gate nearby would be a nice touch, and would fit with the dwarf planet idea
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Fri, 2011-04-08 12:04
#23
Re: Continuity : precisions ?
The airlocks in the Kepler were closed to prevent contamination (and as a general security precaution. I would assume that airlocks in any habitat vulnerable to breaching are, by default, closed.) They would have keypad e-locks (in addition to the normal mesh interface, although the mesh interface is obviously unavailable at the time of the adventure). They shouldn't be considered 'locked' unless you feel like it would spice things up.
None by default. It's unlikely they'd come into play. They probably follow the rules for AIs, which I don't have at my fingers right now. 10/15 for aptitudes and 40 for specific skills seems reasonable. There aren't outfitted for combat, so none of them should have those skills. Mostly just repair skills for maintaining the ships.
The Kepler lost a lot of atmosphere. When the Istari docked, it equalized pressure with the Kepler - which means it is now at lower atmospheric pressure than is considered normal. Since the equipment isn't well maintained, it's going to be noisy and inefficient. However, this shouldn't make any serious difference for gameplay, just for descriptions.
The original crew of the Kepler was 8. The PCs make up (in your case) four of those crew members. Hans only has backup morphs for some of the crew (coincidentally, exactly equal to the number of player characters!) So four of the exsurgents are ex-PCs, four are ex-friends of PCs.
Hope that helps!
Fri, 2011-04-08 12:06
#24
Re: Continuity : precisions ?
That sure does, thanks a mil :)
Sun, 2011-04-10 07:03
#25
Re: Continuity : precisions ?
One thing I am trying to do with Continuity is play up the horror aspects.
Beyond the usual ambient sound - parts of the System Shock 2 & Deadspace soundtracks - and lighting I'm working to create small notes I'll subtly pass to players as they move through the Kepler, Istari and if/when they're infected.
In all honesty, it's been a while since I've done this so I'd appreciate any feedback.
You can find the file so far (.doc format) [url=http://dl.dropbox.com/u/25828981/Eclipse%20Phase/continuity_notes.doc]he....
The key for the coloured borders:[list][*] Black = Kepler
[*] Red = Istari
[*] Purple = Virus[/list]
Many of these do have a reason and/or follow-up behind them. For example:[list]
[*] the 'metallic, rhythmic, thumping.' is due to a small cargo canister bashing against the open airlock door in the machine shop.
[*] the 'smell of decay' is due to the greenhouse systems shutting down.[/list]
The notes [b]themselves[/b] don't have to be 'creepy' - though it helps. The important part is building tension and nervousness in the group.
As an addendum, I'll likely tone down the amount of equipment - especially weapons & hardsuits - the group can obtain on the Kepler. I'll probably reduce the number of exsurgents to compensate. At some point the group will find more equipment on the Istari but, at least for the start of the adventure, building up the tension is important.
Sun, 2011-04-10 07:28
#26
Re: Continuity : precisions ?
If you guys are enjoying Continuity, please don't forget to review it on Drive Thru RPG :) (If you got it there)
http://rpg.drivethrustuff.com/product_info.php?products_id=86170
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Sun, 2011-04-10 11:22
#27
Re: Continuity : precisions ?
Those are awesome (and an idea I may steal for future adventures :P )
Some quick comments;
Do remember that you can't hear in a vacuum, so a canister by an open airlock will be silent. At best, you might get some low-frequency vibrations through the station's structure. You can justify smells though by explaining the suit's built-in sensory suite samples the air and feeds the data to the user's sensorium (if anyone asks).
When doing hallucinations, I've found it better to simply describe what happens, and make it clear that either no one else seems to have noticed it, or that everyone is reacting appropriately. Players will generally figure out what's a hallucination, but leaving that question lingering will add to the tension. You can really ramp it up by using the same cards to describe REAL events. So if you have card that says "you feel something crawling on your skin inside of the suit", decide beforehand whether there's actually something in there or if it's just a hallucination, and follow through appropriately. When groups are small enough, present something like "Jim's suit tears as strange, metallic limbs stretch and burst through his flesh". Again, decide beforehand whether it's a hallucination or not (in either case, it sucks to be Jim).
Music is also fantastic to use, if you can do it properly. The issue with music is always timing and keeping it discreet. If you find some good background music (I recommend checking out Silent Hill) and you know your player well enough that you can start it quietly without making a fuss, it can really add an edge to the game. I did include a music track with the original draft, but typing "boooowoooop! boooooowooooop!" over and over again really eats up the word count.
Mon, 2011-04-11 10:22
#28
Re: Continuity : precisions ?
Cheers for the feedback.
Aye absolutely. The original one did say (honest) that you hear it through the hull but took that bit out for length.
Good thoughts. I split the hallucination one into three genericish notes that are *maybe* believable to a nervous group.
;) Yeah I'm using parts of the System Shock 2 soundtrack, which is a great one for generic station-style creepy exploration, and some of the quieter ones of the Dead Space soundtrack. I took a look through a fair few other soundtracks but very much wanted an industrial, and slightly electronic, theme throughout. I was tempted by some of NIN - Ghosts but I try to limit an adventure soundtrack to a few sources for consistency.
Thanks again :)
Wed, 2013-08-21 22:38
#29
Major thread necro
Major thread necro
I am planning on running Continuity soon and have a few questions, mostly things that are left up to the GM, but stuff that I still want a second opinion on:
- What is the research station doing in the Kuiper Belt? The example characters have skills in xeno-archaeology, xeno-biology, and xeno-linguistics (including some mentions of gate exploration on one), plus a bunch of scavenger types, so some alien life-form might be dangerous enough to warrant this isolation, but I don't want the research stuff to be too much of a red herring or concern compared to the exsurgents.
- What morphs are the players re-sleeved in? Almost all the sample characters have high-end biomorphs with extra implants, so it makes little sense that they have spare clones of their original morphs. On the other hand, I am not sure if I want to take away some of the cool morph variety when I'm trying to introduce new players to the game (veterans from fantasy rpgs, though they be).
Thu, 2013-08-22 09:14
#30
What they're researching is
What they're researching is intentionally kept vague, to fit your character concepts. In the convention games I run they're intercepting deep-space radio waves and analyzing them for indications of intelligent life (or possibly even reading known intelligent transmissions and attempting to decode them), as well as conducting basic astronomy work and a myriad of physics experiments that require a location close to the heliosheath.
I have the characters sleeved in the same morph as what's on their character sheet. Remember no ships get out to the Kepler, so the morphs the characters are sleeved in now were made on the station. As the station has nothing but time and already has the blueprints, it's reasonable to assume the backups would be created to the full specifications of the originals. However, I remove all of the equipment the characters would be carrying/wearing.
I thought I had posted this, but I clearly had not, because I suck, but here are my 'running Continuity GM notes' that I keep on hand. This includes equipment the PCs may pick up on the way.
https://docs.google.com/document/d/1gCUERBSHXbQnOu2AgigTuTMcYjNGYSSuyZ3v...
And also the second sheet for each of the sample characters which describes what equipment each sample character has, and provides a name and background (as you can see, I include the implants).
https://docs.google.com/document/d/1QGaRF7yJWWt_Mje4DJhEv4t5Tq6sI9LMNWSC...
Thu, 2013-08-22 15:27
#31
This is excellent and just
This is excellent and just the sort of thing that would be a great inclusion to the adventure book, should you be thinking of working on a future one. I, too thought of having the research involving listening for alien radio (or more exotic) transmissions far from the noisy inner system as another possibility, but, again, was afraid of making a red herring that some players might latch onto.
I notice that the sample characters in the notes are different than those in the pdf I have (apparently giving everyone humanoid morphs). I know that it says that you can choose different options, but was there a particular reason for the swaps? Also, the equipment seems different: no hardsuits, but a particle beam bolter and chrysacid spurs on the Kepler (I assumed Hans was good enough to turn off and/or protect the nano-fabricators, until the PCs do something to screw it up). Does the equipment have something to do with the character choices/what everyone would bring to the Istari?
I think I might not have some of the Jovian Spy or Oversight backgrounds, since I don't want to have to throw in too much politics into an introduction into Eclipse Phase. Role-playing a bio-conservative Jovian spy when he is resleeved from backup (presumably for the first time) is tricky enough when you have a good grasp of the lore, much less 20 minutes after having the setting described to you.
Thu, 2013-08-22 15:57
#32
Yep, I dropped the
Yep, I dropped the synthmorphs because their infection process isn't nearly as dramatic, and the mercurial scavenger because he sucks.
The Oversight Auditor I always play as just a manager. He doesn't work for Oversight, I just use the stats. The Jovian Spy hasn't ever been an issue. The character description says "you hate technology; destroy this place" and most players are on board. Of course though, it's totally up to you.
Thu, 2013-08-22 16:48
#33
nezumi.hebereke wrote:Yep, I
I haven't really compared the characters or their stats, so I'm not sure what makes the mercurial scavenger suck, but did kind of want to give some less "human" options. I understand skipping the synths for flavor's sake, but maybe I'll look for another uplift or pod (not that pod is really that radically different).
I know the Oversight Auditor doesn't work for Oversight, but there is still that political connection. I can probably get through that pretty easily, though. I think I might keep this group on second thought. While the Jovian spy brings a measure of possible in-fighting that I'd rather avoid with a small, new-to-the-setting group (I mean isn't being out-numbered 2-1 by exsurgents with superior equipment enough?), I think that the conflict will only really come up when the "do we blow up the place?/do we take a sample?" question comes up.
Since the Jovian Spy is in a flat, I assume that this it was his original body and that he might be a bit disturbed by resleeving (unless he is a bio-con that says cloned bodies are okay). That might be fun, actually...
EDIT: Where would the security cabinets be?
Thu, 2013-08-22 20:11
#34
I just played that the Jovian
I just played that the Jovian was resleeved, and is basically a suicide fork. The few times his political leanings did come into play, it was 'do I destroy the base when everyone escapes, or with everyone still on board?' so just during the wrap-up. I don't think I've ever seen any major infighting while the exsurgents are still in play (as you noted, being outnumbered and all that gives him more immediate concerns).
With Transhuman out, you should have no issue filling out a few more characters. The Triad Enforcer (Sunward), Scum Barge Chemist, and maybe the Argonaut Xenolinguist would fit in nicely. I've had mixed luck with the Zone Stalker. One player couldn't quite grok what she's good at, but then two other players absolutely dominated combat with her during Pink Ponies. Still, it doesn't quite seem like the right job for her to shine in. If you're fine with synthmorphs, the Flexbot Traceur would probably be a good one to toss into the grinder. His skillset almost guarantees he'll run off by himself and get devoured in a most hilarious way.
I've run with the scavenger a few times and it's always been pretty miserable. He has no useful skills above 45, and no special powers or anything. It's taken a few years, but I'm getting a sense for which characters are too weak to be useful (mercurial scavenger, Jovian Spy in any situations where not everyone starts out naked), and which characters are so overpowered they dominate the game (DA mercenary).
The security officer's chests are their personal foot lockers in the sleeping quarters, although you can put them anywhere else you think it would be appropriate to store guns. I generally rule that only the security officers (the Lunar Ego Hunter and her now MIA boss) have access to those chests.
Fri, 2013-08-23 13:57
#35
Of course the dude in the
Of course the dude in the REAPER is going to be overpowered anywhere you can reasonably take a reaper (and a few places where it ISN'T reasonable).
I figured that the officers' chests would be near officer sleeping quarters, but there are mentions of "emergency cabinets" which I assume are somewhere easy to reach, but I'm not sure where they would be.
I think I'm going to go with the scenario as described in the notes, with a few changes, such as: having one hard-suit remain on the Kepler and keep the nano-plague off the Kepler to start. Hans ordered a bot to manually disconnect power to (i.e. unplug) all the fabbers before turning off its mesh connection, so, while some fabbers are infected, they won't make evil nano-tech unless the players plug them back in (so it is THEIR fault).
I briefly questioned why the ENTIRE crew left to investigate the Istari (and assumed that a player might ask the same), then I noted that: a) the crew has been on the station for months with NOTHING happening, so are bored, b) the station is being left in the capable hands of Hans, who has at least 3 robots to tele-operate plus several fabbers to make more, and c) the listening outpost has an excellent sensor setup, so he can detect a threat a long way off and make whatever preparations are necessary days in advance (make basic combat robots, order up some mercenaries to ego-cast in, recall the shuttle, etc.)
I just hope that enough players are able to make it. I'm planning this one-shot because absences tomorrow make our two existing games impractical.
Fri, 2013-08-23 20:00
#36
nerdnumber1 wrote:I figured
I put emergency cabinets along hallways and near airlocks.
Yeah, the infected fabbers tend to account for a lot of dead PCs :P
All good reasons. Plus bear in mind, for a rescue mission (which it originally was), you want at least four people to be helpful. But if you want, you can say that someone stayed behind - remember people can be infected via radio transmission. So if someone stayed behind, and their friends radio in, of course the person will listen, and then become infected. Hans could have successfully ejected the infected crew member (maybe with the communications module), or it could still be lurking around.
Tue, 2013-08-27 18:27
#37
Reapers come in cycles
I don't think he stays in his Reaper all the time. I reckon he jams it when he's clocking hours, but has a separate, morph when he's not in mission.
either an Olympian or an Exalt if paid by the corp, or a Splicer if it's his private morph
on the Kempler, how did the GM describe it? I kinda imagine it like a mix of Dead Space's Ishimura and the ship from Pandorum. or maybe the Forward Unto Dawn from Halo 4?
Would be a nice twist to replace Hans by Cortana as she's developping rampancy
*humming the tune Miracle of Sound's Reclaimer song*
Do you guys got floor plan of it, by any chance? of the Kempler, I mean
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Wed, 2013-09-11 09:29
#38
There are maps of the Kepler
There are maps of the Kepler in the module, although the numbering is wrong on the map, so read the room descriptions to assign them correctly.