Showing posts with label Space Knight. Show all posts
Showing posts with label Space Knight. Show all posts

Wednesday, October 23, 2019

Wiki Showcase: Psionic Force Swordsmanship as Martial Arts-As-Power-Up

In my snap poll to see which Psi-Wars martial arts everyone favored for their personal space knight, the Maelstrom Form (aka, Psionic Force Swordsmanship) came in second for non-Maradonian styles... and second over all.  Because, of course, the most complicated and difficult style had to be (almost) everyone's favorite and couldn't be quietly shuffled away.

A common complaint I hear about Star Wars when it comes to the Force and the Jedi (or the Sith) is that they don't do "enough" with Force while fighting.  Indeed, we see entire discussions online about integrating the Force into combat moves in cool and tricky ways pretty regularly, one of which I, for the life of me, cannot find anymore (edit: Here it is), where someone posted a bunch of pictures about cool tricks and counter-tricks to defeat your opponent in a force-heavy duel.

Psionic Force Swordsmanship was meant to address this.  If you have psychic powers, you expect you might use them to help you fight.  The problem, in Psi-Wars, is that psionic powers aren't the force.  The Force is probably closer to "magic" than as how GURPS handles psychic powers.  That is, in Star Wars, anyone who can use the Force can use all of the Force, there might just be some things they're better at than others.  In Psi-Wars, someone will have one or two powers, but rarely will have all: a Knight of House Grimshaw has Electrokinesis, but doesn't have Psychokinesis, and someone with Psychokinesis may never have Electrokineses.  This means I can't write a single style for all users; I have to write several styles for a variety of possible users.

As a result, you can see Psionic Force Swordsmanship as roughly three styles in one: a psychic vampirism style, a psychokinesis style, and an electrokinesis style.  I could probably explore a Telepathic style (though it would need to differentiate itself from Ishin-Denshen) or a Probability Manipulation style (but Probability Manipulation is considered a "Rare" power in Psi-Wars).  That is to say, we could expand the style, but I have a limited amount of time to work with, and it's complicated enough as it is.  I've tried to bundle the commonalities down and to make all three powers relatively interesting, but feel integrated into a cohesive whole.

This style has existed since Iteration 4, and has seen numerous rewrites, into the broader Maelstrom Form in Iteration 6, and now back into Psionic Force Swordsmanship in Iteration 7.  It's a complex style with lots of moving parts and different ways to interact with it, so if you see mistakes in it, that's why.  It's a fairly defensive, but also ruthless style, one suitable for a dark space knight, and we tend to see it more in the Umbral Rim than in the Glorian Rim (though a member of House Grimshaw who gets ahold of it is pretty cool).

If you're cribbing my material for Star Wars conversions, while I find the description of Form VI (Niman) vague to the point of uselessness, Psionic Force Swordsmanship (specifically, the Resonance Omen Moveset) works more or less how I picture Niman to work, as a fusion of psychic tricks and patient, cautious force swordsmanship.

Ugh, Electrokinesis

"Lightning, as it's written now, is only good for assassination" -- Lord Buss, paraphrased
This style, naturally, made me revisit Electrokinesis, and Lightning has been seeing some pushback, because people have to pick over every piece of Electrokinesis in ways that they don't over other powers (and I'm not sure why that is, other than perhaps people actually take electrokinesis, and it has a lot of crossover with actual gadgets).  As I returned to the "Lightning" powers, I noticed a few things about them.  First, I had originally edited out some elements from the original version that didn't seem to make sense (such as it stunning people) to save points for the fact that you don't draw your power from around you.  After all, we picture Lightning as erupting from the hands of the space knight, not drawn down from nearby power-lines.  But as I explored how Psionic Force Swordsmanship worked, I realized several things.

  • We tend to picture this lightning blast erupting from the hands of the character, and attacking someone relatively close by
  • We want to make this work sort of like a melee weapon, capable of feinting or making rapid strikes
  • We expect our target to survive a hit, but perhaps to be very much not happy that he got hit
  • The character can spend the whole fight doing nothing but lightning blasts
  • We expect lightning to work like it does in GURPS Magic.
This last is especially interesting.  I went back and checked GURPS Magic, and discovered that the original description worked like Lightning in GURPS Magic, so I dutifully went back in and restored those values: longer range, the ability to stun the target, etc.  With the removal of the channeling ability, this made it cost more, and I like the 12-point cost, because it means you can have ~6d for a single, 25-point power-up.  So, I fiddled some more, reducing the damage to 3d-3 per level (to match the Lightning spell), gave it a 2-fatigue cost, and added a wait time to "power-up" the lightning blast. The way you should picture this the character channeling energy, and then zapping a powerful bolt of lightning that strikes a target very far away. This is a sniper shot lightning bolt, not an arc of electricity.  So, yes, you primarily use it to one-shot people.

So, we need to make an arc of electricity.  I called this "Electric Lash" and focused on smaller-scale damage: rather than buying it in big chunks of 3d at a time, you can pick it up for 1d per level. It's a Jet, it costs no fatigue, and it has a maximum (and 1/2D range) of 20 (chosen because that's the same range as TK-Grab in Psi-Wars).  This comes to about 5 points per level.  This is your more Star-Wars-like "casually toss off some electricity at a nearby enemy" sort of power, and it lets you do all sorts of fancy tricks, and this is the power that goes into Psionic Force Swordsmanship.  I've also split the techniques up a bit, so that chain lightning and arc lightning goes to Lightning proper, and Painful lightning and Lightning Blast go to Electric Lash.  I've also given the option for adding Electric Lash to Lightning as an Alternate Attack.

I've also created a TK-Hand, since people seem to like the idea of wielding a force sword with their TK, and the easiest way to handle that is some form of Extra Arm with the Weapon Mount option.



Thursday, October 17, 2019

Wiki Showcase: Knightly Force Swordsmanship

Today is the last of "set 1" of my Psi-Wars Martial Arts As Power-Ups series.  Rounding off the Maradonian, we have the "ancient" style of the "Guardian Form," or "Knightly Force Swordsmanship", which was, in fact, one of the first styles I ever created or, better said, borrowed, as this is ultimately a worked example of Force Sword-and-Buckler from Pyramid #3/9 "Fighting the Future" by Kelly Pedersen.

The "Guardian Form" tied for "First place" among the Maradonian styles, and it didn't surprise me that it did so well. Where the other styles can point for lightsaber forms as as at least passing inspiration, Knightly Force Swordsmanship is a form far more grounded in GURPS.  In GURPS, you need armor to really survive UT combat, so it emphasizes armor.  In GURPS, we have force bucklers, so it has a force buckler.  In GURPS, you can't assume people are going to stand around waiting for you to get into range, so it uses the force buckler and all that armor to protect the character as he moves into place.  Dun Beltaine "used" this style before it even was a style, back in Iteration 1 before we introduced psionics or cool powers, because it let him "be a knight" without the "crutch" of the Force or Chi or something similar.

Thus, Knightly Force Swordsmanship is one of those styles that makes Psi-Wars feel like Psi-Wars.  Sure, we've got high-flying space samurai with psychic powers, but we also have juggernauts with sword and board slamming into soldiers and then cutting them down.  The well-armored space knight is perhaps one of the most important signature images of the setting, as it reminds the reader that, yes, Psi-Wars draws inspiration from Star Wars, but isn't Star Wars.  It also feeds into the mythos and lore of the "Alexian Crusades."

Not everyone likes it, though.  I haven't had the time or focus, and it was someone else's idea, but one of my readers proposed a variation that used force sword and force buckler, but dropped the armor (keeping, perhaps, a battleweave body sleeve).  The idea is that by reducing armor, you reduce costs and encumbrance.  This is especially pertinent if you're not using psychic powers and precognitive defenses, because a force buckler can, in principle, protect you from blaster fire, but only with a Dodge that benefits from the defense bonus of the shield.  A typical character with Medium (-2) encumbrance and a Base Speed of 6 has 7 to 8 Dodge; with the shield, that improves to 10 or 11, which isn't great.  With no encumbrance at all, that jumps to 12 or 13, which is pretty reliable.  If you get hit, you're dead, but you shouldn't get hit.  You could probably get a lot of mileage out of combining the high-flying acrobatics of the Graceful Form with the shield-focus of Knightly Force Swordsmanship.  The Force Saber from the Swift Form also suffers with Encumbrance, so you can toss that on the pile of this "alternative hypothetical style."

If you're looking over my shoulder to steal these for your GURPS Star Wars game, note that despite being named "the Guardian Form," Knightly Force Swordsmanship really has nothing in common with Form III or Soresu.  You'll have to wait for the Serene Form for something similar to that.

Wednesday, October 16, 2019

Wiki Showcase: The Graceful Form of Force Swordsmanship

Today, I have the third force sword form in my series in Psi-Wars Force Swordsmanship style as Martial Arts Power-Ups.  Of the "Maradonian styles," when I polled my Patrons about which style they'd personally choose, the Graceful Form tied for first. And I can see why: it's probably the most beautiful and romantic of styles.  If you're going to be a Maradonian noble who duels, you'll probably want this one, just for the sheer beauty of the style.  You can check it out here.

I created the Graceful Form to answer several problems.  First, it seems like a logical conclusion for a Force Sword form to go after centuries of peace.  The Swift Form represents the end-point of "Force Sword as dueling weapon," similar to modern fencing compared to real-world swordfighting, while the Graceful Form represents the other endpoint, where it becomes a beautiful "dance," similar to the sort of Wushu you see in films a lot. I also needed a place to put a focus on high mobility. After all, if you're playing a force swordsman, you need to close the distance between yourself and your opponent, and he's armed with the equivalent of an assault carbine.  The Guardian Form represents one answer to that problem; the Graceful Form represents the other: cross ground swiftly!  Star Wars assumes every Jedi will have Flying Leap, but Psi-Wars draws more inspiration from Wuxia and, like GURPS, assumes that you have to learn Flying Leap, and not everyone will as a matter of course.

Naturally, the final product errs on the side of cinematic effectiveness than pure performance (though I've included some rules for that, if you want). The result is a style that tends to outmaneuver its opponents: by getting behind your target, you spoil forward-facing defenses (like Deny Right for the Swift Form, the Defensive Grip of the Destructive Form, and the shield of Knightly Force Swordsmanship).  If you're cribbing my material for a GURPS Star Wars conversion despite my repeated pleadings not to, note that the Graceful Form most resembles Ataru, or Form IV.

I've given it two secrets; one used to be a Patreon special, but the second is entirely new.

Monday, October 14, 2019

Wiki Showcase: the Swift Form of Force Swordsmanship

Maradonian Duelist
Art by Kriz Villacis
Owned by Daniel Dover
If you've been following my blog for awhile, you might remember my discussion of Martial Arts as power-ups. That was, in fact, born out of my desire to better explore the force swordsmanship styles of Psi-Wars, which I've been building since Iteration 4.  So, you're likely familiar with the styles I'll lay out over the next few days, but I wanted to explore them as power-up structures. I wanted a player to be able to say "I'm an Adept at the Swift Form" and have it mean something.  These power-ups have also been built into the structure of the Space Knight, but as you upgrade your character, it's nice to have an upgrade path, and I've provided that, for the Swift Form, here.

(One thing to understand before exploring it too much is that I've instituted a house rule in Psi-Wars where all Technique prices are halved. One point buys you +1 to the first level of a Hard technique, and +2 to all subsequent levels of a Hard technique, or all levels of an Average technique, to the listed maximum.  This is to allow for characters to have a greater variety of techniques).

I ran a snap poll months and months ago where I asked my Patrons what Force Sword style they would choose as players.  Of the Maradonian styles, the Swift Form came dead last with zero votes.  I don't believe this is a condemnation of the Swift Form, so much as a preference for players to explroe something else.  The Swift Form is, in many ways, symptomatic of the malaise afflicting Maradonian Space Knights, who have come to focus on courtly dueling over more practical battlefield applications.  Thus, I imagine players might expect to face a duelist using the Swift Form, and expect to dismantle him with their other, more unique styles.

That said, the Swift Form is probably the "best" force sword style, if your focus is actually on fighting with a force sword against a single opponent.  It's ruthlessly focused, great at hitting first (though the Serene style is competitive for the "first hit") and stacks up multiple advantages against a single opponent.  It tends to do well against any style where it can dictate terms.  It struggles a bit to get around the force buckler of Knightly Force Swordsmanship, and can be outmaneuvered by the Graceful form.  The Destructive Form usually just lops the Swift Swordsman's arm off or punches him in the face, but modern Duelists wear an extra heavy gauntlet and a face-mask to prevent these tactics.

If you're a Star Wars fan looking to crib my stuff for your game, the Swift Form is closest to Makashi, or Form II.

Friday, October 11, 2019

Wiki Showcase: the Space Knight

"Where is the stuff on the "REALLY not Jedi, leave me alone Disney lawyers!"?" - Kevin Hudgins

Space Knight by Kriz Villacis,
Owned by Daniel Dover
Ah, the Space Knight. Perhaps the most iconic element of Psi-Wars.  We've had Dun Beltain, our resident space knight, since Iteration 1, and we've added new space knights, such as the dark lord Vesper Tane and the holy warrior Rafari since iteration 3, and they've remained some of the most popular elements since Psi-Wars began. This is unsurprising, as they stand in for our "Jedi," and thus have all the appeal of samurai, wuxia and fantasy paladins.

My Patrons finally asked me to to make this the focus of this month's Template revisions, and I've cautioned them on it, because the Space Knight is tricky to explore.  So, with expectations managed, I've released my current version of the Space Knight.

This is a tricky project, and you need to see it as a work in progress, one that will likely continue for quite some time.  While I wouldn't call the space knight the "central" template to the game, as one can play entire Psi-Wars campaigns without ever touching one, the template is deeply bound up in legends and history, which makes it something profoundly tied into the setting, which means you can't talk about any aspect of the setting without touching on the Space Knight and vice versa.  That means there's a lot to unpack, and that means we can talk about them for a long time, which means we won't be done for a long time, which means you'll have to settle with what we have at the time until I expand on all the things.

For me, one of the key goals of the Space Knight project was variety.  A frustration I had with Star Wars gaming when I was younger was that they were all the same.  This was more true back when it was just the original trilogy (yes, I am that old), because you had essentially three archetypes: the young, idealistic apprentice, the old and bitter teacher, and the former student who had fallen to the Dark Side.  Since then, especially after the prequels, we've seen a greater variety of lightsaber fighting techniques (though these are woefully underrepresented in Star Wars RPGs) and hints of unique powers, but we still find ourselves exploring the same tropes.

I wanted Psi-Wars to be a game where everyone could play as a Space Knight and not feel like they were stepping on one another's toes.  I wanted numerous sorts of space knights, from your "not a Jedi, I swear" to your straight up "I'm a knight, in space" space knights and in between.  As an avid fan of kung fu movies and wuxia stories, I wanted them to explore martial arts and discuss which strategies are best, and why, and to differentiate from one another based on their preferred approaches to combat.  I wanted them to all have unique psionic powers, as well as a unifying set of power in the form of Communion.  And I wanted them to have varying philosophies behind their powers and behind why they fight.

Put all of this together, and we have a lot to talk about.  My patrons have asked me to talk about Communion, and that's all ready to go, it's just a matter of posting it; I've already discussed martial arts in broad outlines, and I'll be slowly releasing those as power-up sets and, given time, I may go more deeply into the Templars and the Cults of the Mystical Tyrant.

One last comment: if you're expecting to play as a Jedi with one of these, understand that these templates were built to balance with Smugglers, Commandos and Diplomats.  They're action characters with a little bit of psionic power, and a few points in Martial Arts. They've actually seen a downgrade since their last iteration, though I've made them better generalists (DX 13 rather than DX 12).  Their best Force Sword skill is 16 (17 in the case of Swift Form users), down from 18, but they have a little more psionic abilities and they can always invest in more martial arts.  If you want to play as the space knight who slings around True Communion like nobody's business and has 100 points in psionic powers and is the master of a force sword form, you're looking at closer to 500 points and, yes, I do have ideas for such a template, but that will need to wait!

Tuesday, August 27, 2019

A Patreon Thank You: Space Knight Art Preview

While things have been quiet on the art front, those gears still churn in the background.  I've been unable to contact my fashion designer, so the male artworks for humanity have languished, but I've made do with something I'm fairly confident I can design on my own: Space Knights.

Space Knight artwork is important for me because it's critical to differentiate a Psi-Wars Space Knight from a Star Wars Jedi.  The primary differences are obvious, in that Psi-Wars characters wear armor while armor seems mostly a fashion choice in Star Wars.  But I also see the force sword as fundamentally different than a lightsaber in a few ways (a coalesced force screen "blade," like a force ward "edge on" vs a "laser sword"), and the function of the Space Knight is very different.  The Jedi are space paladins from a sacred order, but in Psi-Wars, I've tried to create the core concept of Space Knights as soldiers who serve one specific faction, like the knights of old (complete with aristocratic bloodlines that allow for eugenically engineered psychic powers), and this means that not everything they do is practical, as their somewhat ostentatious armor is as much for show as for practical purposes.

But nothing says all of this like an actual work of art, and so I've commissed THE Psi-Wars artist (Christian Villacis), who gave us three pieces to illustrate what a space knight might look like. This artwork is available to all $3! patrons. Enjoy, and thank you.

Wednesday, April 24, 2019

A Psi-Wars Historical Timeline III: The Rise of Humanity and the Alexian Dynasty

For those just joining us, this part of the historical timeline occurs before yesterday's timeline.

The Human Era

~800 BD Human Expansion: the First Wave (Westerly)
(200 DC Lithian; 139gc U Eldoth)

The earliest human world to develop hyperspace travel was “Old Westerly,” a world with four moons consumed by rising sea levels brought on by mismanagement of industrial resources. The Westerly people were the first to spread throughout the galaxy and they found it already occupied by aliens. Made desperate by their misfortunes and keenly aware of ecology thanks to the collapse of their own homeworld’s eco-system, they tended to settle on harsh worlds and integrated closely with it while forsaking (or losing, over the years) advanced technology in favor of simpler, more sustainable lives, or they refused to settle worlds at all, and formed roving space-caravans of asteroid miners and, when necessary, pirates. They valued survival and fierce independence above all else, making them tenacious colonists.

~300 BD Human Expansion: the Second Wave (Shinjurai)
(720 DC Lithian; 154 gc U Eldoth)

The next major wave of humanity came from the city-world of Denjuku. Unlike the Westerly, they came from a society that prized science and rationality and, indeed, this was they hey-day of Rationalism, and Rationalist sages like Tai-Sun Saga and Kun-Lun Kaku lived in this era, writing their great works and pushing their people to the stars. Their mastery of technology gave them immediate dominance over the worlds they settled and where the Westerly had to beg and struggle to find worlds to settle, the Shinjurai could afford to conquer and trade.

The Shinjurai wave followed the Westerly wave, often colonizing worlds humans had already carved out a niche on and setting themselves up as new masters, or cutting deals with alien powers to gain control over marginal worlds. The result was not a unified empire, but scattered pocket realms of the Shinjurai, each unique in its character, and open to trade with aliens, especially the Traders, who began to trade ideas with the Shinjurai, a fertile cross-pollination that resulted in rapid advancement in hyperspatial technology, hyperium fuel and the works of Trader Rationalist, Tillika. These star-nations centered on a single nexus systems, which acted as a hub of trade, and slowly grew to encompass numerous systems around them. 

Major settlements in his era include Xen and its Geno-Sages and Stanis and its Cybernetic Religion.

~100 BD Human Expansion: the Third Wave (Maradon)
(900 DC Lithian; 160 gc U Eldoth)

The last wave of humanity would prove the beginning of the end of this era. They came from the doomed world of Maradon, which would be torn apart by the wars of dominance that would eventually lead to the rise of Alexus Rex as its sole master. The increasing radiation levels released by its global war and the controversies created by the newly arising class of powerful psychics led to the flight of various factions, who turned to piracy or religion to sooth their wounded hearts. The Maradon people did not travel as far as the rest of humanity and would colonize the more complicated worlds of the Glorian Rim, such as Persephone, Caliban (though this is contentious, as it may have been settled by Westerly people first, and the current people may be a fusion of both bloodlines), Bellerphone and Zaine in the Galactic Core.

The Alexian Dynasty

21 BD to 1 AE The Rise of Alexus
(1009 to 1032 DC Lithian; 163 to 164 gc U Eldoth)

By the time “Alexus Rex,” the nigh-mythical founder of the “Eternal Empire” and the Alexian Dynasty, the Maradon people had already scattered to the stars, thanks to the nigh constant warfare on their homeworld caused by the upheaval of the advent of extraordinarily powerful psychics and nuclear war. Alexus Rex won that war and achieved dominion over his homeworld; he himself was one of these “new psychics” and he gathered about him other powerful psychics into an elite force that defeated the other forces on his world. He then turned his attention to the stars, where he had already gathered some allies, where he burst free of the Maelstrom and took the galaxy by storm with a force of arms and psychic insight not seen since the first Ranathim Tyranny and, thanks to improving hyperspatial technology, at an unparalleled pace of conquest .
  • The Akashic Prophecy: The first world Alexus sought to conquer was Persephone, home to the Akashic mystics and their famous prophecies. The world and its mystics readily surrendered to him and gave him his queen, the founder of House Sabine: Sissi Sabine. Akashic precognition would serve the Alexian warmachine thereafter.

  • The Caliban Duel: To escape the Glorian Rim with this massive fleet, Alexus Rex needed to tame Caliban. He famously dueled Lothar Kain to a standstill and offered the pirate vassalage: to serve Alexus in return for the spoils of Empire. Lothar Kain accepted and founded the House of Kain.

  • The Subjugation of the Shinjurai: The primary opponents of Alexus Rex were other humans, mainly the Shinjurai thanks to their Trader allies and their advanced technology. Nonetheless, the psychic mysteries of the Akashic mystics defeated the Rational technology of the Shinjurai and Xen was defeated (thanks to “Apex Prime,” the founder of House Apex), though Stanis, bolstered by the Hyperium Guild and the Tan-Shai family, held strong.

  • The Conquest of Chronos and the Coronotion at Sovereign: The defeat of a minor warlord on Chronos signaled the end of alien power in the Galactic Core and thus the symbolic rise of man as Galactic Conqueror. However, Chronos proved too far from the Glorian Rim, and too alien in culture, to rule from. Alexus chose instead an untouched garden world, dubbed it Sovereign and on its virgin soil, held a coronation ceremony where the head of the Akashic Order placed upon his brow the Galactic Crown, initiating the “Eternal Empire” of the Alexian Dynasty

1 AE to 476 AE The Early Dynasty
(1032 to 1521 DC Lithian; 164 to 178 gc U Eldoth)

The Early Dynasty retained the martial character of the rise of Alexus, continuing his wars of conquest across the Galaxy and bringing the rest of the Galactic Core and other parts of the Galaxy to heel.
  • The Trader Genocide: Shinjurai power could not be fully extinguished so long as the Traders held sway, and they had deep connections in the Arkhaian and Umbral Rim, and thus needed to be purged for Alexian power to continue. The war against the Traders proved one of the longer and more destructive wars of the Dynasty, culminating in the destruction of their homeworld.

  • The Treaty of Shaddai: Even without their Trader allies, the Shinjurai nations of the Arkhaian Spiral held firm against the advance of the Alexian Dynasty, thanks in no small part to the patronage of the Hyperium Guild and the Tan-Shai family. Eventually, the Alexian Dynasty offered Mythren Tan-Shai the same deal they had Lothar Kain: vassalage in return for autonomy. He accepted, and Stanis and the Kybernian Constellation joined the Dynasty under House Tan-Shai.

  •  The Westerly Rebellion: Once the Eternal Empire had subjugated all off their Shinjurai foes, with no major remaining enemies, they could turn their attention to domestic concerns, which meant raised taxes, stricter laws and a crackdown on those who did not fall in line with the Akashic Mysteries. The Westerly populations, long independent, found themselves under intense pressure and many lashed out. This proved tragic, and their populations were either wiped out or forced to migrate to the edges of Alexian control, especially in the direction of the wild and untamed Umbral Rim, where they began to settle along the edges of the Hydrus Constellation.

222 AE to 319 AE The Reign of Satra Temos (the Umbral Rim)
(1259 to 1359 DC Lithian; 171 to 174gc U Eldoth)

A new Tyrant arose in the Umbral Rim during the Early Alexian Dynasty, though this one was unlike any who had come before him. Rather than accept the symbolic, ceremonial rule of the Ozamanthimian Tyrants, a Ranathim under the psuedonym of “Satra Temos” wrote a diatribe about the weakness of his species, how masters had come to accept slavery. It became a racial call to arms, a demand that the Ranathim ascend to their rightful place rather than dully accepting what other races in the Umbral Rim gave them.

The work generated outrage, which Satra Temos channeled into dominion. He used his vast psychic powers to channel rebellion and revolt across the Umbral Rim, and he rose amidst the chaos. He never formally ruled anything, acting more like a master of a criminal syndicate centered on revolt, racial superiority, assassination and a cult of personality that arose around him. His reign of terror lasted a Lithian century when it abruptly ended, the shadowy Satra Temos simply vanishing from history without a trace and his dominion collapsed quickly. His legacy would carry on, however, as his disciples carried his lessons and began to build their own structures of conspiratorial power that would culminate in the Shadow Tyranny two hundred years later.

476 AE to 959 AE The Middle Dynasty (“the High Gothic period”)
(1521 to 2019 DC Lithian; 178 to 194 gc U Eldoth)

A succession crisis within the Alexian Dynasty rocks the House of Alexus and forces them to give concessions to prevent civil war. This era sees the slow down of the Alexian war machine, the shift of the Alexian Dynasty to a more ritualistic rule, one where the Emperor rarely leaves the gardens of Sovereign, and where the heads of the various Houses begin to take on a greater role. The era sees an explosion of culture and ornately beautiful armor as military arms begin to take on a more ceremonial role.
  • The Succession Crisis: the proliferation of the Alexian line led to lesser siblings being married into families or given minor titles meant that numerous families scattered across the Empire had some claim to the Alexian throne and so when an Alexian Emperor died without an heir, civil war nearly erupted until wiser heads prevailed and a successor was properly chosen from a close branch of the Dynasty.

  • The Rise of the Houses: The chaos of the succession crisis forced concessions from the Dynasty to their vassal lords. The various houses, while founded in previous eras, took on a form more familiar to the modern galaxy and had a far greater measure of autonomy as the Alexian Emperors became relegated to a more ceremonial role as a “Font of Honors” and the stamp of legitimacy upon the actions of the Houses.

  • The Reign of the Nameless Emperor: Curious records associated with the succession crisis show signs of a data purge surrounding one of the rulers of the Alexian Dynasty. He seems to have been the Emperor during the time of the succession crisis, either a short-lived usurper, a compromise candidate later rejected, or the rightful heir deposed and then his reign covered up. He seems to have laid the ground work for some of the advances and techniques used later by Lucian Alexus to solidify his power.

  • The Reign of Tanaquil Alexus: Considered the most exemplary Empress of the era, Tanaquil Alexus proved a deeply philosophical ruler whose reign laid out the rules and expectations of the Houses and the forms of etiquette expected of those who attended the Alexian court. She also penned substantial works on the Akashic Mysteries, still used to this day by the aristocracy.

  • The False Oracles and the House of Bastards: The Akashic Order’s image of perfection took a blow during the succession crisis and the rising power of the aristocratic houses made the lords less inclined to blindly follow Akashic oracles. Furthermore, as the lines of what was socially acceptable became more clearly defined, people needed to turn elsewhere for their more illicit needs, and so a trade in self-serving prophecies began to arise, with Akashic-trained Oracles offering their assistance directly to the ambition of houses, and the bastards and illicit servants of the aristocracy coming together into an informal organization known as “the House of Bastards.”

  • The Conquest of the Hydrus Constellation: As it winded down, the Alexian warmachine did still manage to conquer the gateway into the Umbral Rim, ending a long period of Keleni independence. House Elegans, who had spearheaded the conquest, were given command of the region, and they ruled with a light hand, allowing the unique practices of the local Keleni and Westerly populations to remain unchecked.

  • The Preaching of Isa the Exile: Integrated once more into a greater galactic community, some Keleni began to move about the population, preaching a unique form of Communion open to all species. The most famous of these preachers was the saintly Isa the Exile, who would be mysteriously martyred (some blame the Akashic Order or Keleni traditionalists, but a Ranathim assassin seems the most likely case). This lead to the widespread belief in True Communion throughout the Dynasty (but especially in the area bordering the Umbral Rim) and the undermining of many of the ideas and ideals of the Akashic Mysteries.

~500 AE to 1300 AE The Shadow Tyranny (the Umbral Rim)
(1546 to 2371 DC Lithian; 179 to 204 gc U Eldoth)

During this era, the Umbral Rim sees a slow, but distinct, shift in the institutions of political power. While still highly fractious and balkanized, the warlords, pirates and criminal organizations begin to fall in line behind a mysterious “Circle of Tyrants.” According to the lore of the era, these Tyrants were powerful psychic masters who followed the teachings of Satra Temos and ruled from behind puppets and catspaws, using manipulation and fear as their main levers of power. Definitely during this era, the various warlords of the Umbral Rim were able to set aside their differences long enough to make organized pushes, especially against the Temple Worlds, seizing it from the Dynasty, then losing it in the Communion Crusade, and then waging a secret war with the Templar, who eventually won and broke the Circle of Tyrants, but not before they had corrupted the promising Revalis White and dealt the Templars a serious blow, leading to their dissolution at the end of the Alexian Dynasty.

959 AE to 1359 AE The End of the Dynasty (“the Communion War”)
(2019 to 2432 DC Lithian; 194 to 206 gc U Eldoth)

Decadence and corruption dominated the end of the Alexian Dynasty, as well as a reaction to that corruption in the form of the rise of the Knights of Communion, the masters of the Temple Worlds, the Space Templars. The reign of the Mad Emperor Lucian Alexus and his war on the Templars, the Communion War, would see the end of both the Templars and the Alexian Dynasty.
  • The Loss of the Hydrus Constellation: the churning forces and mini-empires of the Umbral Rim managed to re-capture the Hydrus Constellation, enslaving many Keleni and humans alike and desecreting the Temple Worlds. The Alexian Dynasty did nothing, as the worlds proved too troublesome to hold and the Dynasty had turned inward at this point.

  • The Communion Crusade: Dissatisfied with the lack of Alexian response, True Communion adherents such as the Westerly mercenary Pagan Hue, the space knight Troy Elegans, and the True Communion preacher An-Kellun Arrenon, took it upon themselves to stage a war to reclaim the Hydrus constellation. Former space knights joined forces with Westerly mercenaries gathered arms and took the Constellation themselves.

  • The Temple Worlds restored: The Communion Crusades left the Hydrus Constellation in the hands of humans faithful to True Communion. Rather than return the Constellation to the Alexian Dynasty, they declared their independence, recreating the Keleni Temple Worlds in their own image. Where space knights had ruled the Alexian Dynasty, now the Knights of Communion ruled and guarded the Temple Worlds with their own unique brand of True Communion, which welcomed all species and all adherents regardless of station. They proved a resilient and powerful state, one which troubled the decaying Alexian Dynastry and the Akashic Order with their “subversive” rhetoric.

  • The Reign of Mad Emperor Lucian Alexus: The decadence of the aristocracy allowed for the Alexian Dynasty to begin to regather power. Secretive technological projects begun by the “Nameless Emperor” culminated in the creation of “Immortal” armor and advanced fighters both capable of sustaining their occupants indefinitely and enforcing total loyalty to the will of the Alexian Dynasty. Using these, Lucian Alexus was able to break out of the cage of ceremony and ritual long imposed on the Dynasty and directly enforce his will upon the Galaxy, upending centuries of tradition and power by bringing in new houses, like Tan-Shai
    .
  • The Revalis Heresy: One of the most powerful and influential Templars, now called Revalis White, broke from True Communion to side with the lurking influence of the Cult of the Mystical Tyrant, still alive in the Umbral Rim. His unique take on both philosophies created a rift within the Templars.

  • The Communion War: Lucian Alexus declared war on the Temple Worlds, initiating the Communion War. This resulted, swiftly, in his death at the hands of Jax Elegans but culminated in the rebellion of the Houses against his rule, the dissolution of the Templars and the loss of the Temple Worlds as a distinct entity, and ended at last the Alexian Dynasty.

Thursday, December 27, 2018

Elite Armor I: Maradon Space Knight Armor

While working on armor, I came to a few realizations.  First, increasingly, armor is the signature of a few factions, especially the Maradonian space knights.  One thing I've noticed my readers really enjoy is the idea of a fully armored space knight, rather than the lightly-clad space samurai of Star Wars.  I don't think they mind the latter so much as see the former as an element that stands out.  As such, I want to really bring an emphasis to that armor.

Psi-Wars feels like fantasy, but isn't.  From this, certain forms of Space Opera gain a lot of interesting tension, so I wanted the armor of the setting to merge tropes of each.  On the one hand, they should be obviously "plate armor," perhaps with relic suits worn by ancestors and maybe with magic psychic powers embedded into them.  But at the same time, if you look through the designs of armor in Star Wars: the Old Republic, or even just Star Wars itself, you find glowing buttons and tubes and wires.  What does all of that do?  I want to evoke a feel of the space marine who lovingly attends his armor, runs diagnostics over the whole thing before closing it about him with an atmospheric hiss and a click, and then ignites his force sword with a crack and prepares for battle.

All of this means that I need to give Space Knight Armor additional attention and, perhaps, ways of differentiating them.  Ideally, given its nature, each suit would be perfectly unique, as is true of all forms of Low-Tech armor from which it draws its inspiration, but asking your players to design their own suits of armor is a bridge too far, so I offer a few models and a few modification options below.

All forms of Elite Armor, including Space Knight armor, are sufficiently unique that one cannot buy them; they must be purchased as Signature Gear.

Thursday, April 26, 2018

Patreon Poll: the Fourth Chapter

Who is this mysterious Templar?  That's up to you!
Patreon Week continues.  If you've enjoyed the Templar Chapters, now it's your chance to make your own!  My patreon now sports no less than 10 polls that, put together, will introduce the 4th Chapter.  Are they a secret cabal waging a shadow war on the Akashic Order?  Perhaps they are an order of librarian knights preserving long-lost lore of ancient dynasties.  Perhaps they are a militant group of zealots on the edge of the galaxy, safeguarding the Keleni royal line and preparing to restore both the Knights of Communion and a new Communion Golden Age, with the last Grand Master preserved in cryostasis below, ready to be awoken.

The final results are up to you!

If you're a patron (this is for my Companions, thus $5+), check it out!  And thank you so much for your continued support.  If you're not, don't worry, I'll unveil the results when we collate all the documents of the new version of Psi-Wars.  Have fun!

Thursday, April 12, 2018

The Templar Chapters: Wardens of the Monolith

Alternate Names: The Templar Pariah, The Templar Wardens

Those who fought against the Great Galactic Menace, when away from prying ears, will sometimes whisper of a rumor of assistance from deep in that arm of the Galaxy. The wildest intelligence reports from the Cybernetic Union which discuss looming threats against the Terminus Council, confirm these rumors. Both discuss mysterious, armored space knights seemingly unstuck from time, caricatures of the Knights of Communion from before the fall of the Alexian Empire with devastating force sword skills, powerful psychic abilities and a message for all who came to the world of Sepulcher “Go. This world is forbidden.”

The Wardens of the Monolith are real. Their massive Temple-Fortress guards Sepulcher, the ancient homeworld of the Eldoth. A fully militant order, they cut an imposing figure in their traditional armor. They often fight in perfect silence, operating in squads of two to five, and they move with psychic synchronicity, intuitively knowing one another’s plans. When roused from their quarantine of Sepulcher, they have a military fleet of carriers and fighters at their disposal; they could be powerful military allies against the Cybernetic Union, or against a returning incursion of the Great Galactic Invaders and, indeed, quietly assisted Leto Daijin’s efforts to defeat the first of such incursions.

Thursday, April 5, 2018

The Templar Chapters: The Dark Vigil

Alternate Names: The Templars Vigilant

In the heart of the Tangled Expanse, on the cusp of the riotous and exotic Dark Arm of the galaxy and the ordered and imperial galactic core, lies the former ocean world of Alhari. Upon a shallow, turquoise blue sea and abutting a the great island mountain of Alhari sprawls the canal city of Maon. Hyperspace travel to and from Alhari is easier than any other world in the Tangled Expanse, and once one reaches Alhari, the restof the Tangled Expanse is easier to reach. As such, Maon is the busiest space port of the Tangled Expanse and serves as its de facto capital. All merchants, treasure hunters and pilgrims who seek to explore and exploit the Temple Worlds of the Tangled Expanse pass through it, and enjoy its rich, colorful and riotous culture. Where money flows, so too does crime, and Maon overflows with vice, with casino barges, floating brothels, and thieves clambering the tall buildings of Maon. Despite all of its crime, however, Maon has a reputation as a safe city, free of slave traders and assassins, because even with the grip the criminal underworld of the Dark Arm has on Maon, they fear one thing in the shadows whose name they mention only in hushed whispers: the Dark Vigil.

The Dark Vigil Chapter, a remnant of the legendary Knights of Communion, are Maon’s guardians. The popular image of them depicts them either in rich, silken black robes, with a force sword belted in their sash, or as extraordinarily fit and athletic men and women bearing tattoos on their backs, shoulders and arms. They perch atop the towering buildings of Maon and watch over their city; they have hidden bases and vaults scattered throughout the city in which they hide untold treasure and the secrets of immortality. They are more than just the boogeymen of the Maon’s criminal underworld, but it secret masters, demanding a cut of all profits and dictating what may and may not happen on Maon: the casinos and brothels get a nod, slavers and assassins disappear into the night. And when those in need, be they escaped slave or orphaned child, call upon the darkness of Maon for help, the Templars Vigilant answer them.

Thursday, March 22, 2018

The Knights of Communion and their Chapters

Long ago, the Knights of Communion formed the first Knightly Order of the Galaxy. The Maradonian knights that made up its ranks gave up aristocracy and the Akashic Mysteries to pursue a crusade to liberate the Temple Worlds of the Keleni. For an age, they protected those worlds, unmasked the criminal conspiracies of the Cult of the Mystic Tyrant and then fell in a war against the Alexian Empire in which they slew the last Alexian Emperor.

The Knights of Communion, or the Templars, may have fallen as an order, but they still existed. In truth, the Order had always been comprised of multiple smaller chapters, each of which served a local temple. The defeat of the Templars did not destroy the order, only scattered it and drove it underground. Many Chapters fell in the ensuing chaos, caught up in reprisals by the Cult or by last Emperor’s pogrom, but many slipped away and vanished in the shadows where they carefully watched and cultivated the growing Federation, offered their assistance secretly to the remaining temples of Communion, guarded the Temple Worlds from the shadows, and protected the lost secrets of the Templar Order.

They remain in the Galaxy to this day. Some have strayed far from their original roots and have fallen into heresy or “innovative” True Communion doctrines. Others have had to sacrifice their more knightly ways in the name of secrecy and the material means necessary to keep their orders alive. All are aware that the rise of the Emperor, the dominion of their traditional enemy, the Cult of the Mystic Tyrant, and the threat posed by the Coming Storm. All stand ready to act, stepping forth from the shadows to create a new age of prosperity and harmony, if that is what Communion will.s

Thursday, March 15, 2018

Templar Martial Arts

New Weapons

The Psionic Force Sword (the Resonance Sword)

When the Templars first came to the Temple Worlds of the Keleni, they brought with them the force-screen based technology of the force sword, which have a sleek, glass-like look to their blades, as they are formed from finely sharp and destructive force screens. This technology worked nothing like the Psi-Blades and Psi-Swords native to the Dark Arm of the Galaxy, with their intense light and diffuse blades. Over time, the Templars learned to combine both technologies, creating their signature blades which with a jewel-like appearance burning with an inner energy.

Treat a Resonance Sword as a Force Sword with half their normal damage, plus one die per 10 points of psionics abilities from the best single power the character has. The character may add his Talent for that power to damage, and may apply the special effect appropriate for the power currently energizing the blade from page 39 of Pyramid #3/51. A Resonance Sword has an armor divisor of 5 or the armor divisor listed in his special effect whichever is better.

A Resonance Sword must be constructed with an Eloi Fragment or a Psuedo Fragment. A Resonance Sword is double the cost of a Force Sword (that is, CF +1). Fine or Very Fine Resonance Blades do not improve damage, but instead improve the character’s Talent for the power currently empowering the blade (which also effectively increases the damage of the blade); +1 for Fine Resonance Blades, +2 for Very Fine Resonance Blades.

Thursday, March 8, 2018

The Heterodox Virtues of True Communion

No! My heresy is just beginning!
Comprehending the fullness of True Communion lies beyond the reach of any single individual. While the three orthodox virtues capture perfectly the three paths of True Communion some among the practitioners of True Communion argue that they do not capture the totality of the virtues of True Communion or, perhaps, that they are but lesser virtues or distractions from the true virtues of Communion. The practitioners of Traditional Communion naturally have a low opinion of such attitudes and note that such heresy became rampant in the Knights of Communion shortly before their demise, but those who adhere to these heterodox Virtues seem to achieve genuine connection with True Communion in new and innovative ways!

Treat Heterodox virtues as identical to Orthodox virtues except for social attitudes. They may present a risk to the saint who adheres to them, but orthodox virtues have a similar risk in dogmatic devotion to ancient ideals. Importantly, following a Heterodox Virtue is not a violation of True Communion, nor a one-way ticket to a fallen state and becoming bound by Dark or Broken Communion.

The Knights of Communion have lost much since their fall, and the lingering chapters often only have a fragment of the original truths of Communion, and may have picked up new and innovative (or “heretical”) ideas about what true unity with Communion involves! Most such chapters have access to one or two Heterodox virtues!

Heterodox Virtues are not “invented” but “discovered,” usually through intense philosophical study and deep, meditative introspection. A GM who wishes to allow players to explore new heterodox virtues might use the invention system, with the governing skill being Philosophy; any such virtue is an Amazing “invention.”

Tuesday, August 1, 2017

Knightly Orders of the Alliance

The aristocracy of the Alliance have more military power than just their navies and armies, they also have one another.  Like-minded knights form together into Knightly Orders, patterned after the highly successful Knights of Communion. Many amount to little more than just social clubs for bored aristocrats, but some can prove to be major military forces within the Empire, and all become powerful political factions, able to push their agenda thanks to the wealth and prestige of their members.

I offer three knightly orders as examples of what Knightly Orders might be like.  Feel free to create your own!

I personally found it odd how isolated and unique the Jedi Order was in Star Wars.  Eventually, the expanded universe added a few new groups out there, but in reality, warrior-monks tend to rise out of joining religious and martial traditions, rather than springing up ex-nihilo.  The aristocracy of the Alliance represents the legacy of the martial tradition that gave rise to the Knights of Communion, and we'll dive into the religious/philosophical tradition that gave rise to them when we dive into philosophy.

Thursday, November 24, 2016

Vesper Tane 3.0, the Ultimate Dark Space Knight

Vesper Tane serves two purposes.  First, of course, he's going to be our big bad for our final playtest.  We don't need to stat out a big bad, of course.  We can just declare what they have, and to an extend I'll do just that: He's gathered a band of Empire-hating, revolutionary pirates to his cause and, of course, he has both M'elena's loyalty and her heart.

But I also want to get a feel for whether or not 300 points is enough.  One way to do that is to look at a more expensive space knight.  At 350 points, Vesper was already a fairly convincing space knight, but what might a space knight look like at 400 points?  If I continued, I'd probably go into what a 500 point space knight looked like, but if I'm honest, it would likely be more of the same: more Communion, more Psionic powers, more Martial Arts.  There's plenty to explore in those, of course, but I don't see what 500 points would show us that 400 points doesn't already.

So, what does 400 points of space knight look like?  Well, in addition to the Communion powers he gained last time, we've added Psionic Force Swordmanship, which is what I wanted him to start with.  He's not actually any better with the Force Sword, as most of his skill has focused entirely on mastering his now considerable TK of 12, giving him a TK-Control of 18, with Beat at 20 and Jam at 15, giving him a rather nuanced power.  I've removed TK-Tether (his force sword now does that automatically) and replaced it with Grip Mastery.  I've also given him Contact-TK, to explore the idea of that as a perk.  This means when he's not using his TK, he can have +3 to his ST "for free."

Dun Beltain 4.0, Space Knight of Humble Origins

At last, Dun benefits from the new Space Knight template.  In some ways, he looks more like his first iteratation template than the other two iterations.  He's dropped all of his security elements, regained his psychic danger sense (and added Visions (Dreams)).  I've given him his Lost Alexian Force Sword, meaning he currently wields the coolest force sword in the game thus far.  We also know the name of his Space Princess: Novina.  And for his power-package, I've given him martial arts, and chosen to expand more fully into the Defensive Form, making him a master of the buckler.

I've immediately noticed a problem: To precognitively parry and block, you need two separate skills.  That's unfortunate.  So, I've replaced it with a Precognitive Defense, which seems plenty to me.  He can now precognitively block, parry, and bounce shots back at his opponents.

The net result is a definite boost in the already highly competent Dun.  He enjoys defenses in the range of 16, 100 points of DR and Danger Sense, as well as a really awesome sword.  He's definitely a space knight.  Compared to Vesper or Rafari, he lacks a real understanding of what he's doing.  He has only minimal meditation and philosophy skills and largely untapped Psionic potential, and no training in Communion.  This is likely going to be true of most starting space knights, as a space knight has enormous possibilities for growth (which is why their templates don't get Experienced power-ups), so a "master" space knight is probably closer to 500 points in value.

Monday, November 14, 2016

Rafari, Heroic Alien Space Knight 1.1

Rafari is my first attempt at a true Psi-Knight, the final successor to Dun's template.  I also wanted to tinker with humanoid aliens, and for Rafari, I used the "Drylander" template from Biotech.  I presume his planet, Nehuda, is a desolate desert, and his people, the Nehudi, are some of those crazy-awesome Alien Warriors I've written up.  Rafari is a heroic space knight, a close parallel to what we might see a Jedi look like, though I've given him some rather unique abilities including the Prana-Bindu esoteric style, a Primitive/Survivor lens.

The question is: Is he good enough? Well, with a Force Sword of 18, Flying Leap 13, Acrobatics 13, Precognitive Parry 13, Sure-Footed (Uneven), Flourish and the Graceful Form under his belt, he's not bad.  His Psychic Healing power grants him the ability to regenerate slowly and to gain complete control of his metabolism, allowing him to either boost his HT to 19 or to boost his Basic Speed to 8.  This means he has a parry of 13 with his force sword and a dodge of 12, and an acrobatic defense will add +2 to either.

He's not great, and he doesn't have access to Communion yet, but he's pretty good.  I don't think most players would turn their nose up at him.

This is actually the second version of this character, which I adjusted after a discussion regarding my signature moves, and I realized I hadn't included any.  This version explicitly includes four signature moves from Graceful Form (though none purchased with Trademark Move)

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