Thursday, September 30, 2021

Wiki Update: Dreamy Assassins

 


It's not all been Fun and Space Bestiaries at Mailanka's Musings; I still have a wiki to run, after all, and promises to fulfill to backers.  So I wanted to take a moment to quickly highlight a couple of major updates to the wiki.

Releasing the Balloon People: Dream Control

Every month, I offer a poll on what Patreon exclusives to release, and once again we have another "rare psionic power", this time an expanded version of Dream Control, which puts us up to three rare psionic powers! 

I worked out Dream Control as part of the creation of House Harrow, as I wanted to explore alternate Psychic Vampires, one that would feel distinct from the Ranathim, so I found myself delving into Dream Theft, but if we're going to have Dream Theft, we might as well get into the rest of the Dream Control powers, and this suggested a willowy, dreamy Maradonian Noble that didn't quite fit what I had in mind for House Harrow. This resulted in them becoming a genetic muddle, with the hidden Orphean bloodline lurking in their mutt DNA.  I also wanted to integrate some of the Labyrinthine imagery, as Akashic oracles seem to often dream of the labyrinth which provides them with insights. This doesn't literally send them to the physical labyrinth, of course: this isn't astral projection, though that's an interesting idea.  

In any case, what came out is what I would consider a fairly modest set of abilities, and one you could use for a character.  Unlike Probability Manipulation or Machine Telepathy, I don't think I've seen anyone take it; it is, after all, fairly niche and largely amounts to telepathy with a less convenient vector.

Assassins

And this is likely the one you've been waiting for.  Assassins could have gone in numerous directions, but I wanted them to be the Space Ninja to the Space Knight's Space Samurai.  Where the Space Knight was mystical, psychic, and focused on defense and forthright defense of the innocent, the Assassin was focused on stealth and murdering targets from the shadows.  This could be done with a blaster rifle from afar, but that feels too easy and not especially ninja like, at least not in the cinematic sense of the ninja. We expect someone who uses nunchucks or kusari or shuriken to defeat their opponents: the cinematic ninja uses exotic weapons, and each ninja is often different, specializing in their own particular weapon.  Shouldn't space ninjas do the same?
The current version of Reaver's Hand

Melee Weapons in Psi-Wars

There's another reason to want to stop and focus on exotic melee weapons: Psi-Wars is a melee oriented game.  Oh, sure, people have blasters and shoot at one another, but they often do it no farther than about 20 yards, often much closer: you can shoot someone in a space port bar, but chances are, with a little effort, they can punch you too.  And the Space Knight is more iconic of Psi-Wars than the Bounty Hunter (though not by that much I think), so as fun as shootouts between bounty hunters and criminal scum would be, so would a duel between a space knight and some weird assassin wielding a strange, alien weapon.  More than that, we expect to see ax-wielding primitive aliens, or gladiators armed with dual alien khopesh and so on.  

So melee weapons matter in Psi-Wars.  Which means I should put some effort in thinking my way through useful melee weapons, and I even wrote a post about it ages ago.  The core conclusion, based on feedback from my readers, was that we needed a solution that made melee weapons awesome.  Rather than just give melee weapons special treatment (though it should be noted that the tight confines of Psi-Wars and other rules do already heavily favor melee weapons), we should make melee weapons that justified their place on an ultra-tech battlefield.  Weapons like the Force Sword and the Neurolash baton already did this. Vibroweapons somewhat justified it, but mostly as a cheap alternative.  What else could justify it?

The answer has been an ongoing series of ideas that have mostly been geared towards assassination, because that was the template I've been working on, but I've been coming up with a mess of ideas, some more practical than others.  As a result, the melee weapon has been slowly broadened out and now has its own specific page.  The biggest change are new rules for weapon breakage, mostly to simplify force swords striking targets, and a heavily updated section on the Psi-Sword (so updated I've considered making it IT its own section).

As noted, this has been mostly geared towards the Assassin so far, but I don't think every melee weapon would necessarily fit the Assassin, who focuses on stealthy, glass cannon, one-hit kills rather than heroic last-stands or battlefield tactics. I also think there are melee weapons, and specialists that would use them, that don't fit as either assassins or space knights.  The staff-wielding, temple-guardians of the Keleni, the gladiators of the Lithian arenas, the spears and war-axes of the Nehudi, the vibro-wire halberds of the Jackalmen of the Umbral Rim, the Pit Fighters of the deep undercity of Kronos and so on.  I think there's room for a Warrior template: if the Assassin is the ultimate realization of a DX-focused melee fighter in Psi-Wars, perhaps the Warrior would tilt the balance more towards ST (though not completely; even the Big Guy of Action 3 had generous DX).  They'd need some work, though, and they're not the focus of today's post.

The Assassin's Weapons

So what do we have for the assassin? I showcased a lot of ideas for backers over the past few months, and these were the ones that stood out and seemed to fit the niche the best... for now.

Monowire

The most successful of the backer posts had to do with my worked version of Monowire Mugging. But where Monowire Mugging focused on the stasis switchblade (which is a very interesting weapon) I wanted to explore the "razor floss" depiction we often see in anime and sci-fi.  The result was the Gossamer Art, which has a strong emphasis on traps, entanglement and strangling people with razor-sharp wire.  Of the new styles, I'd say it's the most unapologetically ninja-like. The rest either borrow elements from other niches or could be used by, for example, a Warrior or a Space Knight in the right context.  The Gossamer Art, though, is a style that only really works for an assassin. It's not great at parrying attacks or attacking a hardened target that's prepared for your attack, though it does deal surprisingly well with groups of (unarmored) opponents.  To me, it also evokes a certain amount of terror: a Gossamer Assassin, and their razor wire, could The current version of Reaver's Handbe lurking anywhere!

The Monowire Whip is an interesting weapon that I hadn't really looked at before. Even Monowire Mugging doesn't really look at the Monowire Whip as a whip. Which is a shame, because there are all sorts of interesting things you can do with a whip.  Hopefully, this art will give that humble weapon a little more attention.

The Ceramic Katana

One of the reasons I started working on melee weapons was to find some way to get a cybersamurai in the game. The proper katana is so embedded in the imagery of space opera and sci-fi that it even managed to make it into Star Wars Visions which featured a Sith Hunter who inexplicably wore sheaths just to maintain the proper image of a katana!  

The core benefit I saw to a proper katana was the ability to apply strength directly, which meant it could reach higher levels of damage than the force sword (well, to a point; ST damage does cap out, after all, at triple the ST value).  Monowire also has an armor divisor of 10, rather than 5, which means it has superior armor penetration, though a monowire sword looks more like a cheese knife than a katana, but we can fudge and call it a monomolecular edged weapon (Nanothorn is probably even more accurate, but I didn't want to mess with corrosive damge). The only remaining problem is that the weapon needs to stand up to the force sword's destructive potential, and we can justify that with some form of beam adapted armor coating the blade.  Why not make Beam Adapted armor if that's an option? Let's not think about that too much right now, other than to note several forms of Psi-Wars armor (like Battleweave) is already optimized for dealing with blasters and force swords. But the result is a sword that can leverage the ST of a genetically engineered super-samurai, or a cyborg, into higher armor penetration than a force sword and can deflect blaster bolts without being destroyed. 

All it needs is a style that teaches its use: Seven Vector Swordsmanship. The "Seven Vectors" is inspired by Musashi's five circles, but used in a Shinjurai-coded context. I originally called it "Seven Vector Kendo" but that overemphasized Japanese origins, and "Seven Vector Swordsmanship" has a nice alliterative quality to it.  It's a deeply traditional style with a great deal of focus on meditation and repetitive, almost ceremonial trademark moves, as one might expect for a largely obsolete art.  I understand that a force sword is a superior melee weapon in most cases, and so Seven Vector Swordsmanship reflects that. It also has a strong emphasis on predicting the outcome of one-on-one combat (predictionism being a signature Shinjurai  trick) and on defeating force swordsmen, which suits the role of an assassin as a Space Knight spoiler.

Is it really an Assassin Art, though? Well, we tend to imagine ninjas as wielding katanas, so in that sense, yes. It also has an emphasis on one-on-one combat, which is ideal for an assassin, and it's a silent and dark weapon, which is useful for an assassin. Some have pointed out that it could stand to have a "disappear" trick, though I have a harder time justifying it for seven vector than I did for Combat Geometrics, as it's more focused on small scale combat rather than analyzing the sight-paths of everyone in a room.  So, yes, a warrior or a variant space knight could certainly stand to use Seven Vector Swordmanship, but that's not a deal breaker for including it on an Assassin.  After all, more than one character template can use a martial art.

The Psi Blade

It's a shame that the force sword is already the ideal assassin's weapon -- Shinanoki
Far in the past, I made Janura, a martial art for the Keleni inspired primarily by the Sicarii zealots of the last days of the Roman Occupation of Judea, but also by the Hashashin and the Assassins of Assassin's Creed: a style of brazen, daylight murder that risks the martyrdom of the assassin and has strong, religious connotations to it.  It was largely for this style that I included the Psi-Bade, the shorter Psi-Sword, in Psi-Wars at all. The Janura on the wiki is mostly just a power-up update of the old Iteration 6 version.  We have a Janura user in Undercity Noir, so there have been updates based on his feedback too.

Some people have pointed out that Sefelka Sonostra, the martial art of the Lithian Satemo, would make a great assassin martial art, and that's true!  It's actually my intention to include it in the Assassin Template at some point.  I'd like to do a small pass on the style first.  As noted with Seven Vector Swordsmanship, it's possible for a martial art to be available to more than one template.  The only real problem with Sefelka Sonostra is that it relies on you having psychic powers to power its precognitive defense, which the Assassin isn't guaranteed to have.

Psychic Vampirism

Of course, some assassins will have psychic powers!  I've always liked the idea of a psychic assassin, and the Ranathim, with their innate psychic vampirism, seem especially adept at it.  Christopher Rice wrote a psychic martial art for Psychic Vampirism and I, as a backer, got it, and I loved it. It deserved a power-up suite!  Which I gave it, here. It deserved to be in Psi-Wars itself, but it proved too unwieldy to do as written, and it's not practical to expect someone to emphasize every aspect of Chris's work.  So, as with other examples of me borrowing inspiration from his material, my final version got "cut up." In particular I focused on Reave itself, rather than grappling, steal life, etc.  The result is very much a Death Touch style. I have one move in the style that still references Chris's original and I claim for the style itself, for the original composition, that you need Chris's stuff. This isn't strictly true, as what I've done branches off from his original content and does some new things.  But please don't fault me for trying to funnel traffic towards one of the creators who regularly very useful material to Psi-Wars!

The current version of Reaver's Hand is an attempt to integrate the power directly into the martial art, as opposed to requiring you to get it before buying the style.  That makes it more self-contained.  I may expand on this with other styles too, so that a psionic martial art is actually its listed cost: if a 300-point assassin can be an Adept of one style, he can be an Adept of Reaver's Hand as well without needing to go hunt down the points for Reave on its own.  It's also different from the backer version, which emphasized pressure points and pressure secrets, which is still a concept I like very much, but it pulled the style in too many directions and required me to make questionable mechanics, such as perks that were probably okay, but mostly in the context of the character already possessing a means to bypass armor and if that means exists, why not just use that means, rather than trying to justify making other skills useful? Alas, this probably means we'll never see Pressure Points or Pressure Secrets see use in Psi-Wars because a psionic power is better and more appropriate, but that's also rather the nature of Psi_Wars and its emphasis on advantages over magical skills.

But What About...

Backers have been treated to the Nuclear Knives of Acheron, and some people on the discord may have heard rumors of Sliverblade, aka the "Riddick can kill you with a teacup" style.  I have others too. These four are where the Assassin begins, but it won't be the end. When will I get to them? I don't know, my plate is pretty full, and the Assassin has taken long enough, and these styles take a long time to write, and I didn't want to slow down the release of the Assassin. But I do intend to revisit them!

The Assassin

So here we have it: the Assassin. With this release, we have only the Spy, Commando and Mystic to catch up to the original Iteration 5 templates.  Templates like Occultist or Warrior may come later.

The point of the assassin is, of course, to showcase these exotic weapons and to combine it with stealth.  There's really not much more to the character than that, other than the ability to think ahead, trap foes, and possibly to be gorgeous for no real reason (If you can see the assassin to know how hot she is, she's not doing her job! But the "sexy ninja" is a time-honored tradition by this point, I suppose, and Psi-Wars unabashedly embraces the naughty aesthetic of old pulp novel covers, so I can hardly complain about sexy ninjas. It likely comes from eyebrow-waggling discussions of a ninja's flexibility, or perhaps some vague assertions that they might seduce their target to get close to them to kill them).

I've had some complaints about the "Pet Ninja." No, they don't murder your space dog or space cat.  I've often heard the term "pet" applied to a character who is devoted to a particular character, and very useful to that character: "Your pet bounty hunter" or "your pet assassin." Assassins seem the most likely to find themselves in this role, answering directly to some powerful character, and I created a lens to reference that.  I've also heard the term "pocket" to describe that sort of character too, so I might change it to that, but for now, I like the term.

Wednesday, September 29, 2021

Generic Space Opera Bestiary: Space Deer

 


Deer seem to be the generic “hunting prey.” If a story depicts a character hunting an animal that animal is probably a deer, especially if we expand our understanding of deer to include any swift, horned herbivores that tends to gather in groups (though not necessarily large herds). This might include gazelle or antelope, but it should be noted that these are a variation of goats with no real relationship to deer.

Pizard, thank god, has stats on all of these! I’ll be mostly using the mule deer, which is the deer in Disney’s Bambi, and thus what I think of when I think “deer” though it should be noted that Bambi was a roe deer.

Tuesday, September 28, 2021

Generic Space Opera Bestiary: Space Cows

 

I think few animals better exemplify the countryside than the cow. That may well be because the culture from which westerners descend, Indo-European culture, was heavily integrated with the cow. But it’s not hard to see why: cows provide meat, milk and leather, and excel at moving in vast herds across the plains, allowing a herdsman to migrate with them. They’re useful to a growing culture in many ways, and so we might expect parallels in other cultures: large, migratory herbivores that tend to naturally gather in great herds (allowing for rapid reproduction) and who produce culinary byproducts that the culture can consume, leaving the original animal untouched.

Monday, September 27, 2021

Generic Space Opera Bestiary: Space Pigs

 

Generic Alien Pig


Homer: Wait a minute, wait a minute, wait a minute. Lisa, honey, are you saying you're never going to eat any animal again? What about bacon?

Lisa: No.

Homer: Ham?

Lisa: No.

Homer: Pork chops?

Lisa: Dad! Those all come from the same animal!

Homer: [Chuckles] Yeah, right Lisa. A wonderful, magical animal. – The Simpsons, Pigs of Eden


Pigs aren’t likely the sort of animal most people think of when it comes to interesting space animals, but pigs make a huge impact on our civilization as domesticated animals. Thus, this offers me an excuse to discuss something particularly near and dear to my heart, which is space opera cuisine. What are space aliens even eating?

But pigs can be more interesting than that, so interesting in fact that they actually have an entry in GURPS Basic: they can be boar. I’ll get into space deer later, but boar and deer tend to be the classic hunting prey, though they’re quite distinct in their symbolism and imagery, with the deer requiring cunning to defeat, and the boar requiring bravery. Do aliens have a creature on their world that is both delicious and requires great fortitude to defeat?

Friday, September 24, 2021

Generic Space Opera Bestiary: Space Crabs!

 


Have you heard of “Carcinization?” The tendency of nature to evolve things into crabs” – XKCD

Of course, carcinization is more than just a meme designed to give us memes of crabs rocking out to sweet techno: it represents a very real trend in nature, and if it happens on earth, it’s highly plausible that we’ll find crabs in space too, but sheer Darwinian pressure. 

This isn't the sort of thing that I imagine players will really want to see as background elements, nor are they an especially visible part of our food chain (though we totally eat crabs). Players may well expect to fight crab-monsters.  I will note that when hunting for some pic to steal and toss up on the side of this post, I ran into the problem that crabs already look pretty alien, so it's hard to explain to players why a particular crab species is totally from another world (Green and purple, I guess), but I'm pretty sure if you describe a literal japanese spider crab trundling down the beach, they'd already think they were on another world.  So I'm mostly writing this one for the memes.

Thursday, September 23, 2021

Generic Space Opera Bestiary: Space Snek!


 

“Snakes. Why did it have to be snakes?” – Indiana Jones

Alright, let’s do something a little bit different. See, I love snakes. I think they’re great enemies to throw at people and rich with mythological symbolism. I also think they drive a lot of core fears of the wilderness, because one fears being bitten by a snake.

But I don’t just want to explore vipers. Constrictors also deeply interest me, mostly because I imagine Ranathim dancing with them. The hint of peril by having the sinuous coils of a serpent slither around the dancer offers intriguing imagery that a viper can’t quite match (though, it should be noted that vipers have traditionally found a place in religious gatherings as well). GURPS seems to agree, as we have both the viper and the anaconda as potential DF allies.

So this entry will be about that which slithers for the most part, as it turns out that there are quite a few critters that do so. It’ll also be directly pertinent to me, as I’ve been trying to figure out how to make a constrictor for the umbral rim that isn’t, you know, directly a boa or a python, though as far as I can tell, snakes are extremely well-evolved and I’m not sure you can create a more plausible snake. But let’s find out!

Wednesday, September 22, 2021

Generic Space Opera Bestiary: Space Dog

 

"It's not an animated movie without a thing that's not a dog acting like a dog." – Producer, Onward Pitch Meeting, via TV Tropes


Dogs are probably the most singularly defining “animal” for most people. They are close enough that we see them often, but alien enough that we understand how their bestial psychology differs from ours. It’s probable that many generic space animals will behave like dogs, simply because a GM and a group will assume it so, because it’s easy to assume that. If a slobbering horror charges you, show it a stick and then throw it to distract it, just try not to be around when it inevitably returns with it. This isn’t realistic, of course, but it’s easy, and that’s a lot of the point of this minimal-effort bestiary, so “the dog” needs some serious discussion.

"Easy. Nice monster dog." John Carter, John Carter of Mars

The point of this bestiary is also to think about useful animals for a space bestiary. A lot of these critters will be relegated to background color or space monsters, but some animal companions would be nice, and no animal is more likely to end up as a companion more often than something that resembles a dog.

The defining feature of the dog is, of course, that they are gregarious, pack-based, SM +0 chasing carnivores. They’re often defined by their great senses, solid endurance and strong bite. Dogs are probably up there with horses for “animal that we’ll need a million variations of” so we’ll definitely need to see how far we can push this one. 

Tuesday, September 21, 2021

Generic Space Opera Bestiary: Space Cats

 The circles I move in, I noticed, trend more and more towards “cat people” than “dog people.” There would be a lot of reasons of this (I suspect its that cats are easier to keep in urban environments, especially apartments, when compared to dogs), but it must be said that we love cats, and thus we might wonder what a cat might be like out in space.


Their nature as favored domestic pet tends to make us more acutely aware of their role in the food chain, and since we’ve already created rats, birds and fish, it also seems natural to explore what predator we’re most familiar with hunting these creatures. A cat is a pouncing carnivore of course. They’re also small, clocking in -3 SM in all instances I could find. They tend to prey on “rats” and “birds” and fish, if they can get them. They also tend to be excellent climbers. They’re also very cute and appealing as pets.

Thursday, September 16, 2021

Generic Space Opera Bestiary: School Fish

 


We don’t put much thought into aquatic animals in RPGs, in my experience, and that makes sense, because unless we’re playing Atlanteans, they mostly don’t matter. We’ll fight a wolf and we’ll ride a horse, but what will a fish matter to us? Well, if we’re doing songbirds and rats, we might as well at least look at fish, especially the sort of fish people might eat. And the sort of fish people might see if they’re out on an ocean. It’s also worth noting that a lot of space opera does dive into deep sea adventures, or have aquatic aliens (Psi-Wars has the Keleni, and I’d like at least one more aquatic species, so we can have some underwater adventures!).

In this case, I wanted to look at fish that form schools or shoals. That is, the sort of fish that form these huge swarms that you fishermen haul onto the ship in great netfuls. These fish form the basis (well, a basis) of the food chain, and are one of the most common interactions the ordinary man has with the sea.

Wednesday, September 15, 2021

Generic Space Opera Bestiary: Space Song Birds

 

We’re surrounded by birds. We might be surrounded by vermin, but they hide beneath our feet. Birds we see, or here
. These flitting bits of color decorate the branches of trees and their bird song fills the air. One might imagine the branches of an alien forest filled with similar color and bird song, only from a very different sort of creature.

These creatures would be defined by their small size, their charm and beauty, and their relative ubiquity as a bit of color in the background. They’re non-threatening, bottom-of-the-food-chain prey animals that often die at the hands of space cats or space hawks (or alien children with slingshots). Thus we might define them as Small, Winged Fliers who act as Herbivores and likely involve a meditation on communication methods.

Tuesday, September 14, 2021

Generic Space Opera Bestiary: Space Rats


While far from the most interesting opponent to face, and unlikely to be a stalwart animal companion (though rats do make good familiars), rats and other vermin tend to show up often as a nuisance in the background. They are your smallest prey, that thing that gets on the ship and takes an exterminator to get off again and scuttles in the background in ship docks. If gathered into a sufficiently large swarm, they can even be dangerous!

This will be a more speculative post than usual, as getting rats (or other vermin) start to get small enough that they fall under the radar of GURPS stats. That’s fine, though, as there’s plenty of room for variation within the “guild” of “Vermin.”

A rat is an omnivore, though I think you could classify them as a cross between scavengers and gathering herbivores, as they seem to favor fruits and nuts and will eat dead animals they come across, but they’ll feed on grains, birds (eggs?) and insects. A rat is also a burrower, though not exclusively or even primarily, but I think it’s fair to classify digging as part of what they do. They’re also very small: a black rat can get up to 7 inches long (15 if you count the tail) and weigh up to about half an lb. “Rodents” can be found on every continent except Antarctica, according to Wikipedia, but I bet you can find them there now. 

Monday, September 13, 2021

The Generic Space Opera Bestiary -- Introduction

 


I've been putting this off for a long time, because it's a lot of work with very little payoff, but I can put it off no longer: Psi-Wars needs a bestiary.  Space Opera is rather in the worst possible place when it comes to animals, because animals take a ton of work to write up, it's difficult for them to plausibly provide a challenge, the players are unlikely to be interested in exploring interesting biological facts of strange, evolutionary creatures, and realistically the GM is even limited in where he can use this critters.  But Space Opera, especially those that descend from Planetary Romance as Psi-Wars does, needs monsters that heroic, square-jawed heroes can wrestle into submission or fight off with their blaster rifle.  It needs interesting background color to remind they players that they're on an alien world.  We need them, and if we lack detail the players will notice, so it's just got to take the time that it takes.

I've complained about this before, but when I did, I had dismissed the idea of wildlife, the generic critters in the background, things like alien songbirds or alien rats or alien fish. I got some feedback that, yeah, actually, people would like that. It doesn't need a ton of detail or carefully balanced stats, but some ideas on how to make alien songbirds that a GM can toss in the background might be nice. That seemed like a nice, narrow, easily definable goal, so I began to collect my thoughts on it.  How could I make some quick and easy "wildlife" that you could pepper a sci-fi game with?

Sunday, September 5, 2021

Phoenix Cluster Poll 2 -- Refinement

 So, last months poll for the new Poll-Driven setting element, the Phoenix Cluster, is finished. All Backers can read the results here:

Of course, the point of this is to be a series of polls. And, as always, once a poll is done, I'm often left with as many questions as answers, but we've at least narrowed down the nature of the Phoenix Cluster. In this month's poll, we'll fine tune some specifics of the broader setting, including:
  • Where exactly the Phoenix Cluster is located and with what systems does it have a special relationship
  • What unusual astronomical features it has
  • What are some of the governments that make up the Phoenix Confederacy?
  • What is the nature of the Westerly Clans?
  • What the current situation of the tumultuous religions of the constellation is?
  • What sort of aliens can you find in the cluster?
  • Who were the ancient aliens that once occupied this region of space?
  • When did the extra-galactic aliens finally arrive at the Cluster?
  • When did particular major events happen?
  • Who is the Disruptive Heretic and what made her so Disruptive?
$5+ ("Companion") backers can vote on the poll here:

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