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Talon Grasp Games
Setting

Ghosts, partitions, and the long way down.

A digital world with no exit, and a population that is not supposed to still be in it.

01Who you play

Copies of the dead, running out of time.

Players assume the roles of Ghosts — virtual copies of actual people who died in the real world. Untethered from the standard controls of the E-Scape system, they are not only doomed to slowly degrade over time, they are hunted by system authorities intent on purging their avatars before they can undermine VR integrity.

You are not a hero with a destiny. You are an anomaly the system has noticed, and every session is spent buying another day it has not corrected you.

02Where you play

One premise. Any world you like.

Despite its futuristic frame, E-Scape lets GMs build settings as varied as the ancient Mediterranean, low-Earth orbit, or underwater arcologies. Even inside a single partition's theme, the Sites it hosts widen the field further.

There is no real limit to the visuals you can explore while keeping the core of the game intact. The scenery changes completely; what is chasing you does not.

A vast archipelago partition seen from a clifftop — green islands, white sails, and a mountain rising from the sea.
Elysia · Illustration by Rayven Studios
The vocabulary

Four words you’ll need at the table.

Ghost
A virtual copy of someone who died in the real world. Your character.
Partition
A themed region of the E-Scape system — a world with its own logic and look.
Site
A location hosted inside a partition. Where scenes actually happen.
Meatspace
The physical world outside the system. Where you used to live.
Start here

Introducing E-Scape

A primer on the game's concept, conflicts, and setting — start here.