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Eclipse Phase vs Mothership

Compare Eclipse Phase and Mothership side by side. See differences in complexity, dice, genre, cost, and more.

Eclipse PhaseMothership
GenreScifi, Horror, Post-ApocalypticScifi, Horror
Play StyleCrunchy, Horror, Weird, Investigation, Espionage, Faction Play, Open SourceRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced
Core MechanicRoll d100 and try to land equal to or under your skill (or aptitude × 3 for unskilled checks), adjusted by difficulty modifiers in ±10 increments. The 33/66 rule grades each roll on a single throw: a success of 33 or higher is a superior success, a failure of 66 or lower is a superior failure, and doubles (00, 11, 22, …) are criticals. Four pools, Insight (mental), Moxie (social), Vigor (physical), and Flex (wild card), spend to add +20 to target numbers, flip-flop a roll's digits, upgrade a success, ignore wounds or trauma, or introduce narrative elements like NPCs and environmental details.Roll d100 under stat/skill. Stress and panic mechanics escalate tension.
Diced100d100
ComplexityHighLow
AccessibilityHighHigh
RunnabilityVery HighHigh
LicenseCreative Commons CC BY-NC-SA 4.03rd Party License
CostFree (Quickstart) / $$$
PublisherPosthuman StudiosTuesday Knight Games
Year20192022
Best ForGroups who want hard transhumanist sci-fi with cosmic horror undertones, dense subsystems for hacking and body-swapping, and the Firewall conspiracy framework where cortical-stack backups turn death into a setback rather than the end of a character.Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.
HighlightsThe ego/morph split separates mind from body: characters back up their cortical stacks and can resleeve into biological morphs, robotic synthmorphs, or digital infomorphs between sessions, making body choice a tactical decision and death a recoverable setback. The 33/66 rule grades each percentile roll on a continuous scale of superior success or superior failure without rerolls, so a single throw produces a degree of outcome rather than just pass/fail. Seven distinct reputation networks (@-rep, c-rep, f-rep, g-rep, i-rep, r-rep, x-rep) replace cash for many transactions in post-scarcity territory, modeling factional standing as a parallel economy with its own favor limits and weekly refresh caps.Rules-light, well-regarded module library, panic system creates mechanical tension
ConsiderationsBookkeeping splits across an ego sheet (mind, skills, traits, pools, rep) and a separate morph sheet (body, ware, Durability, derived combat stats), and resleeving mid-campaign swaps out the morph half including pool maximums. The book takes an overtly political stance: the introduction states it is "not the game for you" if you support authoritarianism, and faction writeups present anarchist and autonomist values as the authorial baseline rather than one option among many. Routine cortical-stack backups make character death recoverable by design, so traditional life-or-death stakes need to be reframed around backup destruction, exsurgent infection, or memory lack to carry weight.Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play