Site Updates

Planning for the mothballs!

Submitted by Eaton on Fri, 10/02/2020 - 09:28

After quite a bit of planning, Eldrich Host 2.0 — a complete rewrite using the EP2 rules and books — is underway! No ETA at present, but there will be a time in the coming 6-8 months when the EP1 version of this site will be archived and no longer usable. If you currently have character sheets, homebrew materials, or campaign documentation that's hosted here, we'll keep static versions of the content online for quite some time to ensure no one loses anything.

Further updates as events warrant!

Eclipse Phase 2ed Backer Preview

Submitted by Proxy on Sat, 11/24/2018 - 14:17

So, I've digging deep into the Second Edition backer preview, as well as the earlier preview materials that have come out, and I’m increasingly impressed with the work that’s gone into it and the strength of the results.The rules changes and simplifications are the most obvious tweaks — multiple overlapping skills have been consolidated, hacking rules have a “streamlined” mode that works for 90% of the situations, while leaving complicated bits for the dedicated infosec scenarios; etc.

Character generation (and updating charsheets when resleeving) is radically simplified, and players I’ve taken through it actually enjoyed it — a huge deal for anyone who’s introduced a newbie to EP1’s flexible but insanely math-and-blind-choice-heavy chargen process. In particular, the “blind choice” quality is gone from chargen, replaced by a more Transhuman style Package-driven approach lets people pick backgrounds, interests, and careers, then tweak the results rather than flailing to divvy up 1000 points before knowing what’s useful.

The new pool points (a replacement for hard morph stat bonuses) make it feel a little more Fate-like, but no moreso than that variant rules for using Moxie found in Transhuman. In gameplay, it flows really well, fixing the untenably unbalanced Speed mechanic from EP1.

All of those mechanical details, though, pale in comparison to the subtle production work that’s going into EP2 — stuff that is easy to overlook but has an incredible impact on how easy it is to kick off a game and get new players into the “fun stuff” fast. All the pregens that come with EP2 are grouped into complimentary four-character teams of criminals, gatecrashers, Firewall proxies, and so on. Each charsheet also notes on their disposition towards the other members of the team. I was iffy on that when I first saw it, but the impact for new players was really impressive. It gave then enough to have fun with during their first session, at a key time when they were trying to find their footing in a complex world.

Second detail: It’s easy to miss when reading through the book, but *literally* every topic is laid out to fit nicely on a 2-page spread, or a single sheet front/back. Basic hacking actions you can take? 2 page spread, with notes and tables. Kinetic weapons? Same. Psi rules? Yep. The end result is that it is SUPER easy for a GM to print off a handful of double-sided sheets and keep them around as reference for FAQs at the game table, or hand to a player whose character has a fairly unique skill others don’t need to worry about. Previously I’d whipped up those handouts myself, and I was perfectly ready to do it again in EP2… but as I flipped through the book, I realized it was *already done*. Things just magically fell on even page boundaries. As someone who’s done long document publishing and layout, I can say that @adamjury’s work is a staggering love letter to every player and GM who will pick up EP2. It warms my heart.

There’s lots of other bits to love — more evocative Psi fluff and effects that make it less “space magic” and more “lovecraft parasite”; a pack of two-page quick adventures that are great for intros and one-shots; etc etc etc.

But after the wait, I’m relieved — and excited.

Eclipse Phase 2e Kickstarter!

Submitted by admin on Sat, 04/29/2017 - 11:07

Exciting news for the EP community — the long discussed second edition rule book is in production, and the kickstarter to push it over the finish line is now live!

EP2 promises a pile of updates and tweaks to simplify some of EP's tangliest mechanics, and we'll be working to update Eldrich Host to keep pace with the changes. Our current plan is to keep the EP1 rules active as when the new version is ready, so you'll still have complete tools for both editions (as well as all your campaign and homebrew resources) available.

Early Beta

Submitted by Crow on Mon, 02/27/2017 - 08:26

Over the weekend, we went through our first real test: players in the Whiskey Station went through the ritual Spending Of The Rez Points for a six month long campaign arc, and did their bookkeeping and research with Eldrich Host during the session. Some bugs were found and feature requests were logged, but it proved pretty useful.

To celebrate, we're calling today the official beta release of the site! Although new account creation is invite-only right now, please ping us at if you're interested in kicking the tires with PC and NPC creation, building a full campaign, or porting homebrew materials you've created to the site. We'll get you hooked up with an account and see how you like it!


Submitted by Crow on Sun, 02/19/2017 - 17:00

A couple of small but critical improvements are now in place. First, “contributor” and “gm” accounts can be created, and they have permission to create their own crazy content here on the site. Material that isn’t flagged as belonging to one of the canon books won’t show up in the gear catalog, but each user on the site will have their own home page with a catalog of the content they’ve created — NPCs, custom gear, unique creatures, etc.

In addition, custom content can be associated with an existing campaign, so GMs can load up their NPCs, terrifying Exsurgent strains, custom Factions, and so on. For the paranoid GMs, that content can also be marked as “GM Only.” When that flag is set, only other logged in users with GM accounts will be able to see them. It’s a way to store and share your home-brew stuff without accidentally spilling the beans to your players.

Finally, it’s also possible to create “Inspiration” posts that link to resources on movies, books, games, and other web sites that have interesting material related to Eclipse Phase. Custom content (NPCs, Gear, Creatures, you know the drill…) can also be associated with Inspiration posts, so it’s now possible to build.a dedicated page for your scrupulously maintained list of Yu-Gi-Oh themed NPCs.

With most of the gear catalog in place, Exsurgent virus strains now documented, NPCs and PCs humming along fairly smoothly, and campaigns and inspiration looking sort-of-presentable… What’s next? Kicking the tires on custom user accounts, and hunting down beta testers who’d be interested in trying out the site for their own games, or to host their NPCs and home-brew equipment collections. Any volunteers?

Creatures squared away

Submitted by Crow on Sun, 02/12/2017 - 14:00

One of the biggest remaining pieces of canon stat material was creatures — all the assorted aliens and critters and nasty things that pop up in various books. After some schema twiddling and a lot of data entry, they’re all there: the Bestiary is now much deeper, and the remaining smart animals finally have their full skill blocks, to boot.

One problem, however, is that the automatic Threat Rating calculator is bad at weighting many of the unique skills that make exsurgents and creatures so dangerous. Nanoswarms, for example, don’t strike it as very dangerous because they don’t carry guns and armor — nevermind the fact that they’re basically invulnerable to damage and can disassemble anything you throw at them. It’s not a huge deal, but it’s kicking around in the back of my head as other game-related enhancements get some attention.

Cleaner look, more fluff

Submitted by Crow on Sun, 02/05/2017 - 18:30

After a longer-than-usual period of silence, the latest round of updates is in! This week’s rev includes the final batch of NPCs from Firewall, Sunward, and Mind The WMDs — as well as images of every morph and most NPCs. Gear browsing has received a few minor tweaks as well, but no one cares at this point.

Custom Campaigns now display their associated players as well as any homebrew gear and fluff that’s been associated with them. For the terminally lazy GM each campaign can now spit out a randomized combat initiative list for all of its associated PCs, as well as a table of skills and common checks values for all PCs. Finally, a new “Inspiration” content type can be used to group together a bunch of homebrew NPCs, factions, etc that share a common origin. Don’t tell anyone, but that feature is why I built the whole site: Eldrich Host is just a giant, over-engineered place to post NPCs from my favorite Kdrama.

And on and on

Submitted by Crow on Sun, 01/22/2017 - 14:30

Welp, this weekend's round of updates includes some nice features:

The gear catalog is a little better organized — in particular, the "tree" of equipment actually makes sense now, although some of the augmentations from later sourcebooks need to be recategorized to avoid cluttering up the general "augmentations" section. There there are overview pages for a couple of the more popular categories of gear, like and — although the morphs page in particular feels like it doesn't include *enough* information to make the overview useful. We'll see.

The Stats section, with sleights and traits and mental trauma info and skills, has been tidied up and now lends itself better to browsing. The "World" section doesn't look too much different, but the Character Sheet view that was mentioned in the previous update is now accessible from the normal NPC page — on for example, the link is now in the sidebar. Printer-friendly versions of the stylesheets are in place as well, hiding extraneous info so that printing off a quick copy of a character sheet results in something that's actually useful at the gaming table.

What's coming next? Finally fleshing out the "Games" section, with pages for in-progress campaigns, links and downloadable resources for each campaign's players, and the ability to clone an existing NPC as the starting point for a new campaign-specific character. Mmmmmmm.

Shiny new presentation

Submitted by Crow on Fri, 01/13/2017 - 11:00

With skill point allocation all squared away, the time to tidy up the site’s presentation of individual resources has come. Weapons, Drugs, Morphs, and other data-intensive items look more consistent; creatures, NPCs, and player characters display more of their information on the default layouts; an enhanced ‘charsheet’ view of all PCs and NPCs is now available for those who want a detailed look at point breakdowns; and some subtle things, like Psi attacks and Unarmed attacks for characters with no weapons, have been added to attacks display. In addition, if a morph has multiple mobility modes (say, walking and flying speed) both appear. Like magic.

Next step? Bashing out an overview page for Campaigns and Gaming sessions, where GMs can generate quick reference sheets with every players’ skill checks. Because awwwww yeah.

Under the hood improvements

Submitted by Crow on Sat, 01/07/2017 - 20:00

The whole full-character-generation thing was a little ambitious; although a lot of progress has been made on the invisible stuff that enables that step, the actual templates are still on the way. In the meantime, more work is being done on some of the structural content types that will be used to track in-progress games. In addition, some heartfelt soul-searching led to the realization that a couple of details — specifically skill point allocation for NPCs and one-off native attack definition for creatures — are crap, utter crap, and must be refactored.

Only the best for you, my nerdlings.