Showing posts with label Psionic Powers. Show all posts
Showing posts with label Psionic Powers. Show all posts

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.

Tuesday, May 11, 2021

Wiki Highlight: the Psion Template

 As one of Christopher Rice's patrons, I can participate in a regular poll where he releases on of his patreon specials to his blog.  I really appreciate it, and I thought it might be a nice option to do on my own blog, given how many of my specials are explicitly just previews: material that's likely useful or interesting, but isn't yet ready for the prime time for one reason or the other.  However, some tend to collect there for no particular reason, so I thought I'd offer to let people release one, and this month they chose The Psion Template.

Tuesday, April 27, 2021

Wiki Highlight: Psychic Vampirism Power-Ups

 


I've been pretty busy behind the scenes working on Undercity Noir; the PCs are beginning to come together, but I feel like I'm still behind on a lot of elements.  One of those elements was psychic power-ups.  I wanted to have both Psychic Healing and Psychic Vampirism up, as the Ranathim and Keleni were going to feature prominently in the one-shot (though I didn't realize how prominently until I saw the proposed PCs), but my goodness are these power-up sets exhausting and time-consuming.

Why Psychic Vampirism and Psychic Healing? You're not buying the Keleni/Ranathim argument above? Well, I find that the act of writing material teaches you how to write better material.  The best RPG material of an edition tends to come more towards the end, rather than the beginning.  If I started with beloved abilities like Telepathy and ESP and ended with abilities most people don't care about, like Psychic Healing, then the most loving detail and cool ideas would end up in the least used abilities, so I'm trying to "learn the ropes" with these less popular abilities.

Psychic Vampirism was especially frustrating, as it forced me to confront overpriced afflictions, deal with weird, overly broad detection abilities, and a difficult cost structure that puts most "work horse" Psychic Vampirism beyond the budget of casual, minor psychics. In particular, I still find myself struggling with Power Theft and working that into more affordable categories.  Sure, I know, some people point out that if something is powerful, it should cost a lot of points, but a lot of people like the "Zero to Hero" journey of discovery their psychic powers and then slowly unlocking their abilities with them.  The cheapest you can possibly get for Steal Power is 55 points, which means you go from Weak Latent Psi (Psychic Vampirism) to absolutely minimum Steal Power with a little skill in about 12 sessions at 5 CP per session (which is pretty generous) without getting anything else.  There's a reason I break down upgrades down into 25 point chunks, and a lot of people still find that overly chunky.  So I'd like to break down Steal Power too, if I can.

I ran out of time.  I wanted to have more Rare Powers (Karmic Theft and Unstable Power Theft) but the end of the month is racing up at me, and it's better to have something than nothing.  I can always go back and add some more abilities.

You can check out the new psychic vampirism power-ups here.

Monday, April 12, 2021

Wiki Highlight: Psionic Gear

 "Did we ever decide what Psi-Tech was available in Psi-Wars?"
"It varies from tradition to tradition, from world to world."
"Yeah, sure, all technology does that.  But, like, what can my psychic character buy for Undercity Noir?"
"I... uh..."

That's a good question.  What Psi-Tech is available? To be sure, there are highly specific items, such as memory crystals or resonance staves, that relate to a single group or culture.  But broadly speaking, what can people get?

So I sat down to think about this, and I came up with the following psychic tech as fundamental to Psi-Wars:

Psychic Testing Gear: Obviously, you need Zener cards and weird EM sensors that go beep and white noise machines that one can attempt to hear voices in, etc.

Psi-Damper Collars: We need a way to capture rogue psis, so we need Psi-Damper collars.  This one combines the neuronic restraint with the electronic collar for a full suite.  There's also a helmet for that cool, cyberpunk psi-look of a rogue psi in a helmet that covers their eyes to prevent them from using their evil eye on you.

Mind Shields: Obviously, people will want to protect themselves from psychic attack.  Rather than a lame helmet, let's go with a mask. I've also added the mini mind shield, because the idea of someone shielding themselves with a token or a jewel is cool.  I've not included Mind Shield Circuitry: it exists in Psi-Wars, but you get it as part of a pre-built helmet, generally.

Sensory Deprivation Chambers: More of an Akashic thing, but anyone can use them, and it's a signature of Psi-Wars that reminds you that the "magic" of Psi-Wars is closer to cold-war psychic powers than it so the space magic of Star Wars.

Psi-Amplifiers


This is what it's really about, isn't it? So let's give it its own section.  The headband is the go-to default, but I tend to see the headband as more of a crest however; while it didn't make it into the final art of the Maradonian lady, a crest or halo behind her head was in the art notes.

However, I noticed in the Psi-Tech notes that the rules for the amplifiers is that they halve the cost of extra-effort, which is no doubt why our resident psychic was so insistent on knowing if they're available.  Alas, I don't think I can allow this particular rule, because the rules for Psi-Tech never assumed you were going to be using Godlike Extra Effort, and I think that might break the rules. I can, however, add ER to them, integrating psychotronic batteries into the design.

Of course, if we're going to talk about different traditions, why not several different amplifiers? I've created the default "maradonian crown" added a wild, psychic super-collar/harness that's battery powered, a gauntlet drawn from Pyramid #3/69, and a Ranathim crown.  They have slightly different rules for where the ER comes from, but in all cases, it's about 10 points, or enough for 5 techniques or increasing your godlike extra effort up to 5 times.  I'm not sure how well that'll play out, but we'll see.  The prices are a bit high, but they're based on psychotronic batteries costing $10,000, a headband clocking in at $6000 (or a helmet clocking in at $25,000), and then adjustments either for an inferior product, variant ER regeneration rules, and styling, and then capped about about $25,000 because that's one signature gear point.

All of this together should cover our bases and give players a few things to play with.  You can check them out here.

Friday, April 2, 2021

Backer Preview -- The Psion Template Draft


The more I’ve messed with Psi-Wars, the more obvious it is to me that psionics is different from the Force. The Force is closer to magic: A jedi doesn’t use his power, he calls upon the force to perform a task for him. In principle, this means any force user can perform any feat, and we see this often in the films, where a Jedi with no dark-side training will wield the powers of the dark side powered only by their rage. This suggests that “unique” powers should not be possible. We do see unique powers, but they’re never adequately explained, sometimes described as “rare gifts.”

Psi-Wars uses a different approach: people have their psychic power, and this grants access to Communion, which means they have the room for a quirky, unique power as a gateway to the more universal power. While most psionic abilities are fairly similar (TK-Grab is TK-Grab) there should still be room for weird and unique powers (“I kill people in their dreams!”). The more we go down this route, the more the Psis of Psi-Wars look less like Jedi and more like the characters from Push, or the X-men.

This template is an attempt to embrace that character aesthetic. It isn’t the Mystic template: while you can make a fortune teller or a healer with this, the idea is more of a strictly sci-fi feeling psychic character, typically a kid whose strange powers have erupted, or a powerful psychic on the run from the conspiracy, etc. There is some crossover with other psychic templates: some of the innovations with Secrets, Enemies and Licenses should be ported over to Space Knights, and this should be balanced and contrasted with Mystics, and I’m not sure where edge cases, such as Zathare sorcerers should go. However, this is a good start, and we can start exploring the idea now, and solidify it more fully later.

This is a Backer Post for Fellow Travelers ($3+)

Thursday, September 5, 2019

Collated Rules: The Psionic Powers of Psi-Wars

This month, Psionic Powers squeaked past the Call to Adventure for the Rule Collation poll.  Thus, I've updated the wiki to include a complete compilation of all the current Psi-Wars psionic power rules.  Any future updates will happen to this centralized location.

As a bonus thank you for my Patreons, I've worked out how three "rare" psionic powers will work in Psi-Wars: Dream Control, Necrokinesis, and Probability Alteration.  This is available to all $3+ Patrons.

Tuesday, November 27, 2018

Psionic Powers in Dogfighting Action!

"The Force guides my controls!"

―Delta-7 pilot

Star Wars often discusses the fact that Jedi made amazing pilots, and during the Clone Wars, they even employed different starfighters than the rest, precisely because of the advantages their force sensitivity gave them. In principle, Psi-Wars should be the same, and we expect Templars and Space Knights to be exceptional pilots. However, while Star Wars offers nebulous reasons for Jedi excellence as pilots (“The force guides them,”) in an RPG, we need more concrete reasons for that excellence. Hence, we need to discuss how psychic powers and offer advantages to a pilot.

I wanted to move away from GURPS Spaceships Combat for a few reasons, but the big one is that it involved “incomprehensible distances.” That is, I certainly didn’t understand how to handle the scale of distances involved, and I notice that when I start talking about remote ranges, people get uncomfortable and talk about it causing problems even though it’s the shortest range of GURPS Space Combat, which highlights the problem. Worse, GURPS doesn’t really operate that well on those ranges. It can, of course, but most material out there assumes more terrestrial, rather than celestial, distances, because that’s the distances in which the average human character operates in.

This definitely applies to psionic powers. This was a topic I intended to visit at some point, and when I finally did, I immediately noticed that the change from Spaceship combat to GURPS Action chase rules immediately made a lot of psychic powers more relevant “for free” precisely because we reduced ranges to something that GURPS Psychic Powers could handle “out of the box.”

Saturday, December 2, 2017

State of the Patreon: December

Another month, another State of the Patreon.  Where are we as 2017 closes out?

November, for views, was a disaster.  I haven't been this low in views since I started Psi-Wars (perhaps the first couple of months were worse, but this is definitely the worst month of 2017).  Why was it so bad?  Well, I cut my posting rate from 4 a week to 2 a week, and for a few weeks in the middle, due to illness, I failed to promote my posts across various social media platforms, and with the Philosophy series I've been giving all of my material to my Patrons up front, which means they don't view it as much.  It might also be that Divine Masks was just a less interesting philosophy for most people, but I've heard some vocal interest in it, so I suspect it's more the first three.

Am I worried?  No.  My Patreon is up again, which suggests to me that interest hasn't dropped.  I've halved the posting schedule and thus halved my views, I think it follows pretty logically. Moreover, there's nothing I can really do about this right now.  Slowing my posting schedule means I can take up side projects and continue to produce material at a reasonable pace while being a responsible husband and father. If circumstances change, I may go back to my previous pace, but I think I have to accept that this is the new normal.

Nevertheless, my approach is already paying dividends.  In December, I have the Cult of the Mystic Tyrant almost complete.  By "almost complete" I mean that I have more than enough material to fill up the month, but that I keep thinking of new ideas that I'm not sure if they should be Patreon specials, or if I should keep going with the Cult of the Mystic Tyrant into January.  We will see!

So, for you faithful viewers, I have the Cult of the Mystic Tyrant this month, including a minimum of:

  • An Introduction, including a discussion of the Sith, Thomas Hobbes, Friedrich Nietzsche and GURPS Cabal
  • Cultural Context, including how the Cult went from a Ranathim imperial cult to a pan-galactic conspiracy.
  • The Beliefs of the Cult of the Mystic Tyrant, which will dive into their moral and metaphysical nihilism as well as their views on the state.
  • The Symbolism of the Cult of the Mystic Tyrant, including their initiation rites and their master/slave relationships
  • The Cult and Conspiracy, a look at their global organization and their conspiratorial sub-organizations.
  • The three schisms of the Cult, including the imperial cult of Anthara, the criminal conspiracy of Satra Temos, and the grey path of the former Knight of Communion, Revalis White
I have more, but I'll get back to you on how I intend to release it.

For you, my dear patrons, I already have one post up for you on a new expansion for Anti-Psi, Negative-Psi, which seeks to expand the utility of Anti-Psi from just screwing with psions and moving it into something broadly useful, more closely themed with Broken Communion, and with a more complex relationship with the rest of Psi.  It was inspired by a discussion on Discord and, in part, by Darth Nihilus as a "wound in the Force."  This is available now for all $1+ patrons! Check it out!

Soon (at the latest, when the Intro for the Cult of the Mystic Tyrant drops), I'll decide how I want to put together the Mystic Tyrant document and it will be available to all $3+ patrons.  It will either contain the additional material that I'm working on directly, as an addendum later (when it finishes), or they'll be stand-alone Patreon specials for all $3+ patrons.  One way or another, you'll have them.  They may (no promises!) include:
  • Psionic Styles unique to the Cult
  • Martial Styles unique to the Cult
  • New Communion Paths carved out of Communion by the self-serving will of its Transcendent Masters
  • Transcendent Powers available to the Transcendent Masters of the Cult (I already have a first draft of this document).


By the end of December, I will have a poll on the fourth schism of the Cult of the Mystic Tyrant: the current Galactic Emperor and the true power and philosophy behind his throne!  This will be available to all $5+ patrons!

So, I've been busy!  This month should be hopping! I hope you enjoy reading this stuff as much as I wrote it.  If you're a patron, my family and I want to thank you for supporting me while writing this blog, especially as the Christmas season comes up.  I hope you, all of you, enjoy what I have in store for you.

Saturday, October 14, 2017

Patreon Double Trouble: Occult Communion and Psychokinesis Revisited

It's Patreon Friday! On Saturday!  How unusual!  I've been busy (and ill) and I've needed to re-prioritize some things, but for your patience, I have not one post, but two!

First, Akashic Ancestry Veneration and the up-coming Divine Masks allow access to facets of Communion without the whole thing, via paths.  The first document, Occult Communion, looks at accessing Communion without psionic powers, and without "total access" to Communion.

The second arose from a discussion on Discord about Psychokinesis, which is also a problem I ran into. The Divine Masks has a cult that makes use of Psychokinesis and Psi-Wars lacks much variety for PK.  Thus, I've returned to take a look at it, including a look at how to fix Innate Attack for Psi-Wars, which will be a change that propagates to other psionic powers and also into cybernetics.

EDIT: This used to be a Patron-only post, but as the content has largely been subsumed in the publicly available wiki, I'm making it available to the public so anyone can read up on the logic of some of these changes. You can read it here.

Support me on Patreon!

Friday, October 6, 2017

Patreon Special: Esoteric Medicine and Psi-Wars

GURPS offers up the Esoteric Medicine skill for those who want an alternative to the standard Physician skill, but what does it actually mean?  GURPS Fantasy Tech 1: Edge of Reality offers some mechanics for Esoteric Medicine, but for Psi-Wars, I wanted to more deeply explore the impact of psychic powers on healing, and what sort of alternate paradigms one might find in the world of Esoteric Medicine, as well as offer some unusual new diseases that perhaps only esoteric medicine could heal!

This document is written from the perspective of Psi-Wars, but is a very generic take on Esoteric Medicine, and can work equally well with other GURPS works (including Dungeon Fantasy or Monster Hunters).  It's available to all $1+ patrons (so it's a steal!). If you're a patron, check it out.  If not, it's one buck, and I'd love to have you!


Support me on Patreon!

Thursday, October 6, 2016

Anti-Psi Styles

In a world full of psionic powers, characters will seek to protect themselves from that power.  Mundane countermeasures (like Mind Block) exist and mundane characters will certainly seek to train themselves in its intricacies.  Anti-Psi characters will also seek to improve their talents, studying the art of anti-psi as deeply as psions study the arts of psi.

I originally designed the following styles with non-psions in mind.  They focus mostly on Expert Skill (Psion), Meditation and Mind Block.  However, given that Anti-Psi characters need something to counterbalance powers like True Communion or Psionic Witchcraft, I've added some Anti-Psi and Broken Communion powers as well.  Treat these as examples.  There might be simpler, smaller mundane styles, or more baroque and sinister anti-psi styles.


Tuesday, October 4, 2016

Psionic Styles

Psionic Styles focus primarily on exploring a few specific or interrelated concepts within the world of psionic powers.  Most should offer some kind of secret power or technique, or at least a few interesting perks, but their most important aspect is adding in cultural context.  Psionic styles say something about a setting.

For building a psionic style, follow the guidelines in Thaumatological Styles:

  • Styles have Required Skills to learn, and might have Required Psionic Skills to learn.  Don't bother to list a power as a prerequisite: it's assumed when you include the skill.
  • Styles may have Additional Skills and Techniques which represent psionic skills and techniques that the character can learn as they wish.
  • Styles may have Perks.  A character may learn 1 perk for every 20 points invested into style-related skills and techniques but not powers.
  • Styles may have Secret Skills and Secret Techniques which represent lore available only to that school. Each has a perk associated with them, and must be learned at the feat of one of the style's masters.
  • Styles may have Optional Traits, which represent advantages, skills or techniques that a specific school of a style may or may not teach.

Monday, October 3, 2016

Building Psionic Styles

Thaumatology: Magic Styles
GURPS Thaumatology: Magical Styles is probably my favorite book out of the Thaumatology line (other than the core book itself, of course).  In addition to giving us more perks (I dearly love perks), Magical Styles take the cosmology-building of Magic and turns into the culture-building of specific applications.  We might devise a world of 4 elements, with magical colleges circling those four elements, but then we need to show what practitioners of those magics might be, and suddenly we have the vivid detail of the Fire Dancers of the Black Mountains.  It takes the generic and makes it specific.

I want to do the same for Psi-Wars, and I want it for several reasons.  First, Star Wars emphasizes martial training, and it does so in a classic wuxia tradition of external vs internal.  The hot-headed jedi student wants to learn how to fight with a lightsaber (external arts) and how to blast people with lightning, but the master slows him down and demands patience and teaches him first to medidate and commune with the force (internal arts).  We've spent the last month or so discussing external styles.  Now, we can discuss internal styles.

Moreover, players may well be at a loss as to how to build their characters, how to tie them into this vast and crazy world we're building. The addition of things like Paths helps that, but the players still need to grasp what it all means for them, specifically.  The Jedi Order and the Sith Order do that by providing cultural context. We need to do the same for Psi-Wars.  Perhaps we have an Oracular Order who has oracles who dedicate themselves to reading the future (and blind themselves to the mortal world) while they're guarded by warriors who have mastered Third Eye fighting techniques, and they work together to reshape the future of humanity.  Then, a player has a reason to choose ESP, a direction to take his Space Knight.  Or perhaps we have Death Cultists who worship the Path of Death and see Psychic Vampirism as a sacred communion with the Dead God's power.  Our "Sith" become these Death-Worshippers, cowled men with ghostly, white-bladed force swords who drain the life out of those around them with their terrifying power.  Context.

But to make this work, we need to understand the components and pieces of our styles.  We need skills, perks, techniques and optional traits.  I've already defined most of these in a previous post, but we can always revisit and revise old ideas.  In particular, I lacked techniques, which was fine when we're only worried about what a skill does, but if we want to differentiate one school from another, we need greater definition.  Thus, in this post, I'll define further techniques and perks, either taken from other sources, or adjustments from said other sources to fit psionics and communion, or created whole-cloth to fit our assumptions in Psi-Wars.


Wednesday, September 28, 2016

Psionic Martial Arts

Pyramid #3-69 contains one of Christoper Rice's articles, Mind and Body, which details 3 psionic martial arts.  Those could certainly fit into Psi-Wars without much trouble.  We'd already looked at them briefly when analyzing existing GURPS martial arts.  Now, we can take a look at how those might actually play out in the form of signature moves.  As usual, these signature moves are not exhaustive.

We cannot use the Way of the Cerulean Blade, but we can cannibalize it for a new style.

These are not Psionic Styles.  That is, they are not studies of ways to be psionic, but instead, they are a study of ways to use psionics in combat. This does blend with studies of psionics themselves, but you'll have to wait until next week before we can look at psionic styles directly.

Thursday, August 4, 2016

New Template: Psi-Hunter

If we're going to have a psionic template, and psions need to fear Anti-Psi characters, then we should have Anti-Psi characters.

The Psi-Hunter is a cross between the Bounty Hunter and the previous version of the Space Knight, but with a focus on Anti-Psi as their base of power.  A Psi-Hunter is skilled at protecting those in his charge or in finding, hunting down and killing a Psi.  He's not nearly as good as a pure Bounty Hunter or Body Guard, but he comes with the added advantage of 40 points of anti-psi power.  The result is a character who can afford to be completely immune to your psionic power, or who can shut down your psionic powers completely, or who can blast an area with his power.

Wednesday, August 3, 2016

New Template: the Mystic

I find it difficult to build a "generic" Psion template for Psi-Wars because it's so tied to the Action genre, so we need to know what role the psion would serve on the Action team.  A telepath or electrokinetic might make a good spy, an ESPer might make a good military officer, a psychokinetic might make a good combatant, and so on.  But the best way to handle those sort of concepts is to attach the power-set to a given template (that is, a psychokinetic soldier becomes the Commando + Psi with Psychokinesis).

What we need for a "generic" Psion template is a characters whose role is dealing with psionic power in general. Unlike Monster Hunters, though, we don't have much call for a role of a character who investigates psionic power just to investigate psionic power.  We usually do it in a specific context, and those contexts, here, are understanding Communion, finding relics, grasping what Path someone is on, and thus how to defeat him.  And, of course, having a character who schooled and powerful in the ways of Communion and psi is, itself, worthwhile.

Thus, the result is the following template: the Mystic.  The mystic embodies the sorts of characters we see in Yoda, Obi-Wan (eventually) and Emperor Palpatine.  The mystic's focus is purely on psionic powers and communion.  These characters have a few additional traits, meant to allow them to behave in an appropriately action-esque way, but they tend to be extremely non-physical, with a greater focus on IQ, Will, mental strength and mental powers.  These characters are also extremely well-situated to begin walking a Path.



Tuesday, August 2, 2016

Psionic Powersets

So, now that we've defined Psionics and Communion and how they'll work with Psi-Wars, we should offer players the chance to explore them.

A power set is 50 points we set aside for purchasing powers of a specific set.  So what's the Psionic Powerset?  Well, spend 50 points on psionic traits!  There you go, have fun!  We can do the same for Communion, provided you have some kind of psionic power already.

That's not enough?  You need something more specific?  Well, alright.

Monday, August 1, 2016

Psionic Character Considerations

I've put off building characters for this because, if I'm honest, I find it intimidating.  Mainly, Communion doesn't really work like the Force anymore, because it's bigger than Star Wars now.  I find that partly necessary for building an RPG based on a movie because (and this will be one of the things I always say) movies make terrible sources for RPGs.

A movie needs to tell a singular, short, self-contained story that should be finished in a couple of hours.  It doesn't have the time to stop and expound on a vast and nuanced setting, nor should it as that would detract from the movie's focus!  A book series, a comic series, a tv series, can afford to expand greatly on a setting and create the huge variety of characters necessary for real PC flexibility, but a movie lacks this.

The result is that Star Wars has exactly one power set (the Force) and one sort of character that uses it (the Jedi) unless you delve into the expanded universe, where we start to have the room necessary to detail the setting, but even this is has problems because the expanded universe has been conservative.  It has tried to stay true to the movie, which means you get things like "All Twi'leks are hot dancers" and "All force users are Jedi" with a few, occasional exceptions (like the addition of the Sith, which are really Jedi of a different philosophy, and some witches).  You don't see things like "The Jedi are just understand one side of the force and are but one set of users" and then proceeds to introduce a dozen new force users and three new concepts of the Force we'd never seen before.  Contrast this with, for example, D&D where we have arcane magic, divine magic, primal magic and psionics/chi, and several users of each power source.

In most GURPS Campaign frameworks, when you include a power-set, you get a template that deals exclusively with that power-set: the Martial Artist uses Chi.  The Cleric uses Divine Magic.  The Wizard uses Arcane Magic, and so on.  Sometimes, you'll see hybrid characters, such as the Paladin, who specializes in both combat and divine magic.

A Jedi, and thus a Space Knight, is more like a Paladin than like a Cleric.  He combines martial arts with the Force to be a master of both.  Psi-Wars, however, has a composite system blending the divine with psionic powers, and between them, you have a huge smorgasbord of options.  The Space Knight needs to have martial arts and psionic powers (but which ones?) and Communion.  The net result is going to be a very different character from our previous iterations of the Space Knight.

But this also leaves room for (and perhaps even requires) other character types.  What about a character that focuses entirely on Psionic Powers?  Or a character who focuses exclusively on Communion?  What about anti-psi characters? I intend to have power-sets that anyone can take (so we can have psionic bounty hunters and psionic spies), but these will represent something minor, an addition to your core concept (You're a bounty hunter who happens psionic, as opposed to a bounty hunter who happens to be cybernetic).

This has the added problem of being deeply tied to the setting.  A character focused entirely on communion might be something like a priest, but a priest needs a church and a belief system.  What does that look like?

But we may be getting ahead of ourselves.  One step at a time!

Today, I'll take a look at some character considerations that pop out, like general traits people can take that have to do with Psionic Powers and Communion (skills, advantages, disadvantages).  Then we'll take a look at building some power-sets so that people can jump in and start adding psionic powers to their characters.  And finally, I'll see if I can add a few templates that focus exclusively on Psionic Powers and Communion.


Tuesday, July 26, 2016

Psionics and the Psi-Wars Framework

I've largely already addressed psionics in an Action framework in each individual post.  We can largely see where they fit into the above.  For example:
  • Violence (Psychokinesis and Ergokinesis)
  • Stealth (Telepathy and Psychokinesis)
  • Superior information and/or planning (ESP)
  • Social manipulation (Telepathy)
  • Mobility (Psychokinesis)
  • Technological Superiority (Ergokinesis)
Mobility suffers a bit, but that's because I want ships front and center to gameplay.

Beyond that, I'm largely not concerned about how well Psionic Powers will work because I believe that PK did his homework. PK is one of the shining examples of an author who understands frameworks, as can be attested by his work on the Monster Hunter and After the End series, thus I fully expect that not only will they work well with the Action framework based on the adjustments I've made, but they'll work well with one another.

That said, if a psionic, rather than classic, approach is going to work, it needs to provide reasonable power for a reasonable cost when compared to the skills and technology available to the average character: it needs to be a viable strategy.  For the most part, the psionics I've chosen offer the ability to do something that technology cannot, with a few exceptions (lightning blasts aren't really any better than blaster bolts).

My largest concern has been the considerable point-cost associated with Psionics.  A character can become pretty good at, say, information gathering with ~20 points worth of the right skills and the right technology.  An ESPer needs to spend considerably more than that to make his gift work, but his gift can offer much more than those 20 points.  To further off-set costs, I have introduced God-Like Extra-Effort.

Thursday, July 21, 2016

Psionic Resonance and the Relics of Communion

The principle of the Paths of Communion, this idea that you can sort of bring your life and your deeds into resonance with the global perception of a legend and thereby gain power certainly applies to more than just people.  If the galactic super-consciousness begins to associate a particular force sword with a dread warrior and murderer of millions, if the sight of that weapon, the memory of it, the story of it, invokes a million fears across a million minds, then Communion is going to respond it.  Because people see it as powerful, it becomes powerful.

In short, Communion becomes our stand-in for magic, and it allows us the power of enchantment.  Not direct enchantment, of course.  Neither Star Wars nor Psi-Wars has the patience for mystics standing over an item chanting for days on end.  Both of them favor diving deep into ancient tombs and long-dead spaceship to find some ancient relic of power.  The following rules discuss how to handle those.


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