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==Notable Factions (roughly Sunward to Rimward)== *'''Morningstar Constellation:''' An alliance of floating city-states of Venus that used to be ruled by the Planetary Consortium, but decided to say fuck you to Mars and formed their own nation. Essentially a "neutral" version of the "Evil" Mars, or at least that is what the biased narrators all say. Decided to prevent their world being terraformed because they liked clouds. *'''Lunar-Lagrange Alliance:''': The former colonies on the Moon and nearby space that house the remnants of Old Earth Governments. This decaying state is the most conservative transhuman, non-jovian state in the system, and has the largest amount of people wanting to reclaim Earth. *'''Mars:''' As the closest place that needs only minimal technological aid for humans to live, the bulk of Fall refugees naturally came here first. After ten years, two distinct faction now live on Mars: **'''Inter-Planetary Consortium:''' PROFITPROFITPROFIT...profit? PROFIT! All the wealthiest and coolest bastards got together on Mars after The Fall and formed this super-club. They don't use slaves for menial labor jobs. They employ indentured infuegees in tasks they wouldn't trust a self-aware AI to do. Sure, they sometimes extend a person's contract for arbitrary reasons like "Letting anti-corporate terrorists damage valuable property." But can you blame them? they're trying to run a business here, not some charity. There are various interesting corporations within the Consortium. **'''Barsoomians:''' The blue collar working class of the planet Mars. I guess they should called red-collared since they have to deal with the rusty dust storm. Anyways, their needs aren't always met by the Consortium, who they share Mars with. Besides being Populists, most Barsoomians don't have much in common with each other than speaking like Texans and having Korean names. Some of them are actually Islamic terraforming engineers, who roam the planet and, in a role reversal, dodge giant explosions thrown at them by corporations. *'''Jovian Republic:''' Take a South American Junta republic (secret police, Elected Dictators), combine it with the worst aspects of McCarthy-era North 'Murrica politics (Red Scare-style Paranoia, Lobbyists, Military Dominance) and put all that in orbit around the planet Jupiter. What do you get? This faction. The biggest reason you should respect these Luddites is that they'll never be eaten by a swarm of self replicating nanobots of their own design. Recently this shifted to just-as-augmented Jovians who think that they sold their souls to the devil for the sake of their country. Politically, these guys are a "republic" in the Classical Age Greek sense of the word, as in: If you have fulfilled mandatory military service or are the offspring of a politician, then you get to vote. If not, NO VOTE FOR YOU BECAUSE YOU AREN'T A CITIZEN, YOU'RE A USELESS CIVILIAN. What are you voting on? You're voting for a Senator who will hopefully vote yes on the bill to give your space station some radiation shielding. Seriously. Unfortunately, they'll never be expanded on - the designers have noted in the forums that they like to keep a bad guy faction for Space Sweden to face off against, despite all the interesting possibilities inherent in the idea of transhuman rejectionists in a world full of transhumans. *'''Autonomist Alliance:''' The loose bloc of anarchists, whose main stated ideal is to restart progress of knowledge and humanity by taking off the shackles of entrenched traditions enforced by old governments, thought in practice in most cases it amounts to people just wanting to get away from Earth. Obviously, they got a substantial membership boost after the Fall. Despite appearances, the Autonomists owe their continued existence to the ''Jovians,'' who consider everything beyond the orbit of Jupiter their sphere of influence. On at least one occasion, the Jovian Junta stopped the Consortium takeover of an Autonomist hab whose control of Jupiter gravity well prevents other factions from moving large amount of military hardware to the outer system. Notable members of the Alliance are: **'''Firewall:''' The default protagonist faction. It is an underground organization dedicated to fighting x-risks, extinction level threats to humanity, formed by the remnants of the similar national programs who were not taken seriously before The Fall. It is very loosely organized, with individual cells barely working together for the sake of secrecy, if they even know of each other at all. **'''Extropians:''' The First Autonomists living in the space station Extropia orbiting close to the asteroid belt. Unlike the rest of anarchists who have communists leanings, these are the followers of extreme free market capitalism with no standardization or regulation whatsoever. **'''Titanian Commonwealth:''' Scandinavia IN SPACE! This communist-technocratic nation is the only autonomist faction large enough to qualify as an actual nation. Follows (or tries to) the principles of direct democracy. The only currency outside of the reputation economy is the kroner, which can only be invested in research projects. Their influence has been steadily growing since the fall and other autonomist factions are getting little worried that they might end up as Commonwealth satellites. But Titanians have no such ambitions, yet... **'''Argonauts:''' Essentially a loose cooperation of scientists doing whatever they want. Sometimes they go a little too far and have to be rescued and/or purged. **'''Mercurials:''' A movement comprised of Uplifts, AGIs, Infomorphs and other non-humans who advocate for equal rights with transhumans. Of course, some also want special or outright superior rights, but much of this is brushed aside as hardcore revolutionaries or fringe anti-humanists. **'''Space Station Anarchists:''' Anarchy only works as a viable system of government under specific conditions: like aboard a self-sufficient space station. Even then, [[Space Station 13|things don't always work out]]. However, Post-Fall, most space station inhabitants have a vested interest in each-other's well-being. **'''Scum Barge Nomads:''' Similar to the anarchists but way more hedonist and cray-cray. Seriously, they have ships called "Lick me, I'm Delicious" and "Rule 34," and that's just to fuck with the poor gal who's giving them permission to dock. Okay, some of them aren't totally crazy but a lot of them are. Before I tell you anything, consider this: about 2/3rds of transhumanity got killed (or worse) by the TITANs and deep down the scum are a little tiny bit traumatized. That's why they have their yiffing futa rave pit orgies in a zero-g recreational drug lab. Seriously, you guys, that's totally the reason. It takes their minds off the horrors of The Fall, which they probably didn't see personally despite it happening only ten years before. But perma-death is a scary possibility no matter how far from Earth you fly, whether it's by the guns of the corporations or by the blades of TITAN-spawned horrors. The important thing is to enjoy life, which is what the Scum try to do every artificial day cycle. *'''The Ultimates:''' Buddhist super soldier mercenaries who live [[FATAL|around Uranus]], who seek perfection by pushing the ever changing limits of mind and swappable bodies. While many of them actually follow that philosophy, many of them are also your garden variety "master-race supremacists". They are [[Minotaurs|extremely pragmatic]], and have no problem with cutting out people's cortical stacks en masse to "evacuate" more people with the mass available. Frequently employed by corps or oligarchs, these warriors have, at very least one time, taken over a hab they were hired to protect. Needless to say their clients learned from such occasions and the Ultimates recently landed a contract "to secure mankind's extrasolar colonies...." Are confirmed to be removed as a viable player character option in the upcoming second edition, because of the political implications of playing a fascist cult, though nothing is stopping a player or GM from houseruling them in regardless. *'''Brinkers:''' Survivalist and isolationist types who live in many places, but primarily out in the farthest reaches of the solar system, generally around and between Uranus and Neptune. Some of them are hermits, some of them are extremophiles, some of them are radicals, some of them are exiled or being hunted, and some of them would just rather sit eternity out in a bar at the end of the universe. They're so far from the sun that they have to either harvest their own fusible hydrogen or have it shipped out. ===Firewall=== The default protagonist faction, dedicated to fight against the x-risks and other threats to humanity by any means necessary. Before The Fall, there were many anti-x-risks organizations and state agencies who were not taken seriously, and after the shit hit the fan the remnants of these groups met and founded Firewall. Think a mashup of spy-thriller-style "highest-clearance-level" government organizations, the leadership of [[X-Com|X-COM]], the Imperial [[Inquisition]], a dash of the [[SCP Foundation]], a pinch of ''The Laundry Files'', and a heaping helping of ethical [[Shadowrun|shadowrunning]]. They are extremely compartmentalized in order to avoid the House of Cards situation, to the point that it is more accurate to say that there are lots of different groups that identify themselves as Firewall who are barely connected with each other (and then only by equally loose councils). If you're wondering how they stayed relevant against other more organized factions, a friendly ASI's (the Super AI like the TITANs) influence might have had a hand in it. Your typical PCs are Firewall Sentinels, a team of agents who are tasked to assess the potential problem without drawing too much attention and, if possible, neutralize it. If something is way above their capabilities or things goes south, the min-maxed all-combat-all-the-time Erasure teams are called in to purge everything in general vicinity, including the Sentinels if they are unlucky. To avoid subversion and to increase recruiting pools, Firewall's internal political structure is much closer to that of the Imperial Inquisition than say, The Laundry or the Men In Black. Firewall cells do go rogue, they sometimes end up fighting each other, and Firewall has "puritans" and "radicals" who argue over what can be used and what must be destroyed.
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