Eclipse Phase vs Vampire: The Masquerade
Compare Eclipse Phase and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.
| Eclipse Phase | Vampire: The Masquerade | |
|---|---|---|
| Genre | Scifi, Horror, Post-Apocalyptic | Horror, Modern |
| Play Style | Crunchy, Open Source, Horror, Weird, Investigation, Espionage, Faction Play, Atmospheric, Lore-Heavy, Skill-Based, Mission-Based, Tactical | Social Intrigue, Drama, Roleplay-Heavy, Atmospheric, Faction Play, Investigation, Collaborative, Character-Driven, Urban Fantasy, Corruption, Lore-Heavy, Noir |
| Core Mechanic | Roll 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 a pool of d10s (attribute + skill), count successes (6+). Hunger dice replace regular dice in the pool — their 10s trigger Messy Criticals and their 1s trigger Bestial Failures, making the Beast an ever-present threat. |
| Dice | d100 | d10 dice pool |
| Complexity | High | Medium |
| Accessibility | Very High | Medium |
| Runnability | High | Medium |
| License | Creative Commons CC BY-NC-SA 4.0 | Proprietary |
| Cost | Free | $$ |
| Publisher | Posthuman Studios | Renegade Game Studios |
| Year | 2019 | 2018 |
| Best For | Groups 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. | Drama-heavy campaigns exploring themes of addiction, power, and losing your humanity. |
| Highlights | The 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. | Hunger system mechanically integrates the vampire's predatory nature into every dice roll. Detailed social and political frameworks with clan-based faction play. Humanity and Stains system tracks moral erosion with narrative consequences. |
| Considerations | Bookkeeping 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. | Hunger dice introduce high randomness at critical moments, dense lore spanning 30+ years can overwhelm new players, predator type and clan choice during character creation require setting knowledge to make informed decisions |