Showing posts with label Weapons. Show all posts
Showing posts with label Weapons. 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.

Sunday, November 17, 2019

Patreon Poll: Trader Tech

Back in the tail end of Iteration 5, as we worked on Alien Races, I invited my patrons (Companions and better) to vote on a new alien race. This resulted in the Traders, a race of clever and highly inventive space-wanderers with their own technological infrastructure.

Originally, I had given them that infrastructure, but with a focus on building all our military technology from scratch, I felt it time to revisit Traders as an exercise in building our own military doctrines and tech.  As with all these polls, the point is to get you thinking about what makes a military doctrine interesting, and what you need to make one happen.  Thus, while this will result in a new set of technology for our Traders, I hope it inspires you, dear Patron, to consider making your own military technology (as I know a few of you are working on races or factions that could benefit from it).

For the first round, we'll focus on personal technology and broad outlines of doctrine.

  • Trader Tech: Military Doctrines, where we ponder if the Traders would even fight and why and against who and what sort of obstacles they might overcome and what sort of goals they might focus on.
  • Trader Tech: Unique Technologies: Once we know how they fight, we might ponder with what they fight.  Not every faction needs unique technologies, but Traders will certainly have some, and we do need to consider what makes a factions blasters and vehicles unique and distinctive from everything else in the galaxy. What makes Trader Tech Trader Tech?
  • Trader Tech: Ground Doctrines: When building personal weapons and armor, for whom are Traders building them?  What sort of roles do they envision using their weapons? How do Traders fight their wars, when it comes to the individual Trader as part of a larger army?
  • Trader Tech: Personal Weaponry: Rather than do line-by-line considerations of specific weapons, let's first consider the broader approaches Traders might take to their weaponry: who do they build them for and with what ultimate aims in mind? If we combine these with the previous polls, we should have a pretty good idea of what sort of blasters they build.
  • Trader Tech: Personal Armor: Traders famously wear "skinsuits," tight, form fitting vacuum suits that keep them alive in case of a breach and protect them from germs and infection from outsiders.  Do they augment them with additional defenses and, if so, what sorts of defenses?
This will be part 1 of a multi-part series, and it's available to all Companion ($5+) Patrons.  Don't forget to leave a comment about how you see the Traders fighting.  I definitely make use of what Patrons talk about and try to integrate that feedback into the final results.

Friday, February 22, 2019

Psi-Wars Blasters VIII - Wyrmwerks Laboratories

Wyrmwerks famously headquartered in the Kybernian Constellation in the Arkhaian Spiral as a beacon of wild innovation that led to many innovative and coveted designs, as well as a bit of a reputation for unreliable technology that, when it worked, worked miracles, but when it didn't, might burn your face off. Unfortunately, the twin perils of the Anacridian Scourge and the rise of the Cybernetic Union shattered Wyrmwerks, and the Valorian Empire folded what remained of its assets and technology into its Combine.  Still, scavengers and rogue engineers keep the dream of Wyrmwerks alive in workshops, storehouses and archives scattered across the galaxy, where they'll do their best to repair, rebuild and tinker with Wyrmwerk's inventions.

Wyrmwerks is where I remind players that Psi-Wars is still a sci-fi setting, and it has room for mad scientists with wild gadgets.  Wyrmwerks represents a triumph of science over mysticism, but also a perished dream, which makes it an ideal match for scavengers or especially quirky/tech-heavy mercenaries and bounty-hunters who are used to having technology be a bit touchy.  The weapons here aren't really inspired by real-world weapons so much as the sort of technologies one might want to see in a sci-fi setting, and Mandalorian technology from Star Wars.

The naming conventions follow Syntech conventions, except they replace the first two numbers with two alphabetic characters that typically reference the nickname or represent an inside joke.  The names tend to be grand and fantastical.


Thursday, February 21, 2019

Psi-Wars Blasters VII - Syntech

Syntech, which headquarters in Denjuku, has long served as the corporate arm of the Shinjurai royal family.  Under the rule of the Grimshaw Dukes, it now answers to the Maradon aristocracy and, by extension, the Alliance.   Both Bale Grimshaw andth eldest princess of the Shinjurai royal family sit on the Syntech board, ensuring that both Maradon and Shinjurai interests are met by the company.  Even so, the Alliance tightly controls what Syntech is allowed to produce, which prevents it from being an overtly military corporation. Nonetheless, it excels at secretive projects, most of which occur with explicit Alliance permission.

Syntech is meant to represent cutting edge-technology and the sort of gadgets and technology a super-spy might have.  They have the sleekest and coolest toys, with an eye towards small, light and easily concealable technology and highly accurate weaponry, but one must pay a premium for the benefit.  In principle, Syntech represents the industrial needs of a conquered people, and thus mustn't produce "hard" military technologies.  Instead, it focuses on police, civilian and "secret operative" weaponry.

For the naming conventions, I chose a "serial code" of 4 numbers; there's a logic behind them (the first two represent a weapon that inspired the design, and the next two represent the intended market and the scale of production), but ultimately they're meant to reflect the futurism of the technology by reducing them to a single "barcode" identifier.  Obviously, most people prefer to tag them with nicknames.

New Weapon Types

Stunners: These replace the rules for partical beam stunners (UT 124). These affect both robots and living beings. If any Electrical or biological (that is, vulnerable to metabolic hazards) character is struck with a stunner, they must roll HT at the listed penalty of fall unconscious for a number of minutes equal to the margin of failure (one minute minimum). Some weapons are just stunners (they have no particle beam setting). They always have an (5) armor divisor.


Psi-Wars Blasters VI: Startrodder Defense Manufacturing

Startrodder Defense Manufacturing traditionally served independent colonists out on the rim, providing them with the means of self-defense against pirates, and then larger threats against their independence.  "Independence" is a core value for Startrodder, and when the Galactic Federation erupted into civil war, Startrodder chose to back the Alliance, and remains a member of the senate today.  It turns its shipyards and manufacturing assets over the Alliance's military needs, but focuses less on arming the aristocracy and more on arming the common man so they can keep their planets out of the grip of the Empire.

Startrodder replaces Han & Kord Defense Manufacturing but occupies the same niche.  I've changed the name because GURB used the name in his Psi-Wars Grab Bag post, and I had forgotten how much I liked it (if you look through the weapon names and naming schemes, you'll see I borrow a lot from his work; I haven't called out each instance, but be aware that I've tried to give him a nod and homage where possible).

Startrodder weaponry is designed, like most Westerly arms, to be cheap for what it gives you, fairly robust (but not as robust as Rook & Law weaponry), very militaristic in nature (but typically heavier and slower than imperial weaponry).  The theme behind many of these weapons are WW1-2 weapons, and a few pulp weapons (like the Tommy Gun).  This makes them the most like the weapons one might find in the hands of a rebel in Star Wars.


Wednesday, February 20, 2019

Psi-Wars Blasters V: Rook & Law Industrial Cooperative

The Rook and Law industrial cooperative was put together by rim colonists trying to handle the rigors of survival beyond the bounds of civilization.  They combined their knowledge and industrial capacity under a single cooperative, and as a result, Rook & Law produces some of the most reliable, accurate, rugged and useful blasters for loners wandering the wild wastes of remote planets.

Rook & Law replaces Grahm Industries.  I found some old notes and the original name and I liked it.  Grahm was a reference to a magical sword, but sounds a bit too much like "Gram" for my tastes, hence the change.

The themes of Rook & Law are cheap for the quality you get (they get a 10% discount), rugged (high malf values), accurate, slow in firing and short-ranged.  They also benefit from superior knowledge (they can be fast-fired or "fanned" to improve their ROF beyond 1). They tend to heavily inspired by wild west counterparts.  Their naming conventions are "model" and then three digit number and a nickname.


Psi-Wars Blasters IV: RedJack Shipyards

RedJack focuses primarily on making ships and gear appropriate for "asteroid miners and other spacers," though its material seems surprisingly popular among space-based rebels and pirates.  RedJack weaponry tend to be very flashy and explosive, ostensibly to serve the needs of miners in "blowing out" parts of their mines as they look for valuable ores and rare earths.

RedJack weaponry tends to use unusual beam-types, such as mining lasers and plasma weaponry.  They tend to be single-fire, fairly cheap, and while no more reliable than any blaster, they're a more reliable source of plasma weaponry than their competitor, Wyrmwerks.  They have no real-world basis, and tend to be inspired by sci-fi weaponry.

RedJack naming conventions include a 3-letter code followed by a two digit number.  The letters and/or numbers may form cute nicknames (typically inspired by card games or chess), and tend to be arbitrary.

Tuesday, February 19, 2019

Psi-Wars Blasters III: The Imperial Combine

The Imperial Combine is the result of the Imperial Directive to create a cooperative board of major Imperial corporations, including Wald & Tac, Intersol, Lazcorp, Caster System Shipyards and the remnants of the now defunct Wyrmwerks, so that Imperial military needs could be coordinated across the galaxy

This replaces the name "Directive," as that turned out to be a poor name.  I'm still not sure if I like it, so it might change.  If you prefer a different name, leave a comment.

Imperial Weaponry tends to be innovative, with high rate of fire and lots of modular accessory rails, allowing an imperial team to adapt on demand. The price of their superior weaponry is an arbitrary mark-up, representing corruption in the process.  I based a lot of the guns off of highly modern guns, as they're meant to evoke top-of-the-line modern firepower.

The naming conventions are a simple numeric code (meant to evoke the weapon it's based on), and a single letter code which represents the mark of the design.  "A" (or "Alpha" or "Antique") denotes weapons from the original Leto Daijin crusade against the Scourge (and have a reputation for being superior to modern imperial weaponry).  "C" ("Gamma" or "Civil War Era") denotes weapons from the initial years of the Galactic civil war. "D" ("Delta" or "Modern") denotes weapons in current circulation. "E" ("Epsilon" or "Experimental") denote cutting edge weapons, the next generation of weaponry. "X" ("Omega" or "Special") denote secretive prototypes not yet assigned another designation.

New Beam Weapon Types

EM Disruptors: EM disruptors use a variation on EMP technology to disrupt electrical systems (anything with the Electrical disadvantage), including most vehicles and robots. They are area attacks, and attack everything that fall into their area; this is an affliction: the target must roll HT at the listed penalty of fall unconscious for a number of minutes equal to the margin of failure (one minute minimum). They always have an (5) armor divisor.

Flamers: These replace the rules found on page UT 127. Flamers are burning rather than tight beam burning. Note that 10 points of damage is enough to set even flame-resistant materials on fire (and all of a target’s clothes on fire), and 30 points of burning damage is enough to set anything remotely flammable on fire (see B433). Anything set on fire continues to burn for 1d-1 per second and applies a-3 penalty to everything but putting out the flame. Treat flamer attacks as large-area injury (See B400); unsealed DR protects at 1/5 value; sealed DR protects at full value. A flamer jet may make an “All-Out Attack (Jet)” which allows the attack to become an area attack with a width of 3, but inflicts 1/3 damage (see HT 178).

Stunners: These replace the rules for partical beam stunners (UT 124). These affect both robots and living beings. If any Electrical or biological (that is, vulnerable to metabolic hazards) character is struck with a stunner, they must roll HT at the listed penalty of fall unconscious for a number of minutes equal to the margin of failure (one minute minimum). Some weapons are just stunners (they have no particle beam setting). They always have an (5) armor divisor.

Psi-Wars Blasters II: The ARC Foundries

The Allied Resource Conglomerate governs the cooperative sharing of all the individual industrial assets of each aristocratic house.  While the Houses themselves govern the use of their own assets, when they know they will not be using them, they donate their time and material to ARC, which builds standardized assets, using ancient "patterns" familiar to all Maradon Foundries.

Thematically, ARC weaponry is over-priced, stylish, specialized, very effective in the hands of people who know how to use them, and meant to serve the distinct appearance of the aristocracy.  These weapons rarely see use outside of the Glorian Rim today.  Their naming conventions are the name of their "pattern," and a mark, which represents how old the design is: lower marks date back farther than higher marks.

New Weapon Type:

Stunners: These replace the rules for partical beam stunners (UT 124). These affect both robots and living beings. If any Electrical or biological (that is, vulnerable to metabolic hazards) character is struck with a stunner, they must roll HT at the listed penalty of fall unconscious for a number of minutes equal to the margin of failure (one minute minimum). Some weapons are just stunners (they have no particle beam setting). They always have an (5) armor divisor.


Monday, February 18, 2019

Psi-Wars Blasters I: Introductions and the Stellar Dynamics Corporation

"Is GURPS High Tech just a list of guns? If so, it's not the book for me." - Some GURPS Poster, half remembered from years ago.
The above quote notwithstanding, players like lists of guns.  Gun-bunnies celebrate books like GURPS High Tech, and even games like World of Darkness, which doesn't even have rules that allow for meaningful distinctions between guns, produce giant lists of guns like World of Darkness Armory.  I think this is to allow players to pick a gun and make it feel unique to them, and Star Wars, to me, doesn't feel any different.  I think most Star Wars fans know the difference between Han Solo's blaster, and imperial storm troopers carbine, and Chewie's bowcaster, and if they've seen enough of the EU, might know what weapon their character would want.  Psi-Wars, like Star Wars, celebrates that "gunslinger" feel, and like most Action genres, often defines its bad guys by their arms and armor choices.

GURPS Ultra-Tech doesn't really support this, and that's fine for most games.  Gunslingers have a "heavy blaster pistol," Troopers have a "Blaster carbine." If you want more than that, you need to create your own blasters somehow.  I've been trying it for awhile, with mixed success, so I really wanted to sit down and work out some distinct, flavorful weapons for players to pick through.  What I have here is not a complete list; there will be additional technological subsets in the future (for example, Traders or Slaver-Empire weaponry), but it's a good start.


Today, I'm going to cover some minor changes to the tech infrastructure I'm making (this is a constant process, so more overall changes will be coming, I'm sure.  If you're ever worried about losing track, don't worry, eventually everything will get collected onto the Wiki). I'm also going to talk about some alternative approaches you could make to accomplish the same thing and why I chose the approach that I did, and then I'm going to go through every individual corporation and talk about their weapons.  The complete collection will eventually be added to the Wiki (link above).

Adding Variety to a UT Catalog

I often see people struggling with this very aspect of ultra-tech gaming, so I wanted to address some possible solutions for building your own tech catalog.  I've touched on it in broader terms with my Ultra-Tech framework series, but let's get into specifics for making more detailed and characterful catalogs.  We will use a heavy blaster pistol as an example.

Option 1: Don't Do It!
Just because something is an option doesn't mean you need it.  Psi-Wars' playthroughs didn't suffer just because people used generic weapons.  A lot of settings don't need excruciatingly detailed gear.  The main reason I'm doing it is because if I'm going to be writing a detailed setting, I might as well do this too to give you players a little more variety to play with.  But it's definitely not strictly necessary.

In this case, we'd just include the Heavy Blaster Pistol from UT.  If you want to give it a name, we can call it  the Startrodder PC-440 Heavy Blaster Pistol.  We can even have a whole list of names associated with a particular weapon, even though the stats don't change, in the same way that most HT heavy pistols can be boiled down to the GURPS Basic heavy pistol.


Option 2: Steal from other Gun Catalogs
Rather than write your own catalog, use someone else's and modify it.  Psi-Wars, for example, is heavily inspired by Star Wars, which was itself inspired by pulp adventures, so we can use guns from pulp adventures if we "sci-fi" them up a bit.  For example, Han Solo's blaster is built from a Mauser, and if you explore the origins of most Star Wars blasters, you'll find a real world gun lurking underneath.  Given that we might expect these guns to work like these existing guns, only with some modifications.

So, for example, if we know that the Mauser is our inspiration for the Startrodder PC-440 Heavy Blaster Pistol, we can just take it and "Blasterize" it.  The damage turns from piercing to burning with an armor divisor of 5. We might improve its accuracy to better reflect its blaster nature (it's Acc 2, which is typical of pistols, so it would have typical blaster pistol accuracy).  We're using super-science cells, so we could multiply the number of shots by 5, and increase the cost to be more in line with most blaster pistols. Now, note that I have some alternate rules for range, recoil, etc, to make it fee more like cinematic blasters, rather than realistic ones, so the following stats will reflect that:

Startrodder PC-440 Heavy Blaster Pistol: Dmg 3d-1 (5) burn, Acc 3, Range 200/600, Wt 2.7/C, RoF 3, Shots 50(3), ST 9, Bulk -3, Rcl 2, Cost $1500. Malf 16 or less.

Option 3: Brand Loyalty
I'm sure I've linked GURB's Brand Loyalty article before and if so, sorry-not-sorry, because it's an excellent article and deserves more attention.  The idea here is that you determine a lens for every brand, apply that lens to the existing catalog of generic weapons to get our finished product.  You can modify nearly anything you want, just be careful about doing too much, or making a gun "too good," though see Gun Cults from Gun-Fu, page 39, for guns that really are better than everything else.  Or worse!

We might have two different corporations: our Startrodder guns might be +10% heavier, -10% cheaper, and more reliable (verify).  They might also have less range (half), but more damage (+1).  We might have Syntech as lighter (-10%), less damaging (-1), much more expensive (+20%), but get bonuses on "options" like stunner settings (say, half cost to add them).  The result might be:

Startrodder PC-440 Heavy Blaster Pistol: Dmg 4d+1 (5) burn, Acc 3, Range 80/240, Wt 3.7/C, RoF 3, Shots 75(3), ST 7, Bulk -3, Rcl 2, Cost $2500. Verify

Syntech 2355 “Enforcer” Heavy Blaster Pistol: Dmg 4d-1 (5) burn, Acc 3, Range 150/300, Wt 3/C, RoF 3, Shots 75(3), ST 5, Bulk -2, Rcl 2, Cost $4800. Has stunner setting


These are both just the Heavy Pistol, but clearly look different enough that someone could choose between them!

Option 4: Roll your Own
Pyramid #3/37 Tech and Toys II has a blaster design system, and you can use that to build all of your own guns.  Personally, I recommend this as a last resot, as it takes the most work and will slow your campaign the most.  I did it because I've included several new houserules for blasters that fundamentally change a lot, so it's easier to just to insert those into the blaster design spreadsheet I have (courtesy, I think, of Humabout) and rapidly create my own weapons.  In this case, I just tried to follow some certain themes and routinely used specific applications of concepts like "Cheap" or "Expensive," reaction modifiers, custom stocks, accessory rails, etc. You can find a plethora of interesting options with which to customize your weapons on page 153 from HT and page 149 of UT.

Stellar Dynamics

Ages ago, GURB kindly made me a grab-bag of guns.  These worked better in the heady summer days of Psi-Wars, back when it was new and fresh and didn't have houserules.  Now that it does, these blasters no longer really work, alas.  Even so, I find his naming conventions and some of the themes and ideas remain compelling. I've named a few corporations in honor of the names and naming conventions he created, though I've not remained perfectly true to everything.  Stellar Dynamics is one such company.

Stellar Dynamics is an unremarkable weapons and vehicles manufacturer found in the Galactic Core.  It has remained isolated and distinct from the Empire's efforts to collectivize industrial interests mainly due to its ubiquity across the Galaxy. Stellar Dynamics produces a range of blasters mainly with an aim towards civilian and enforcement needs, though it does produce a few militarily useful models.

The theme of Stellar Dynamics is "generic."  Someone needs to create weapons that closely resemble those found in GURPS UT.  Because of my house rules and inconsistencies between the design system and the works found in the book, these are not exact matches (which is good, because that means I can print them). The net result is a gun uniquely focused on medium ranges, numerous shots, low costs and a semi-automatic rate of fire.  I have not recreated every gun in UT, because in some cases they looked too similar to another gun from another corporation or I did not see a niche for that particular weapon.  The naming conventions include a descriptive code (type of weapon, and then sort of beam), and the numeric value is meant to evoke a common real-world weapon that closely matches the design.


Stellar Dynamics BB-32 Holdout Blaster: A small, cheap weapon designed for civilian markets and intended for self-defense; it has a bad reputation as a go-to weapon for petty criminals.

Dmg 2d (5) burn, Acc 2, Range 50/150, Wt 0.55/B, RoF 3, Shots 70(3), ST 2, Bulk -1, Rcl 2, Cost $625.

Stellar Dynamics PB-9 Blaster Pistol: A wide-spread and typical blaster pistol, often used by police forces.

Dmg 3d (5) burn, Acc 3, Range 50/150, Wt 1.8/C, RoF 3, Shots 200(3), ST 4, Bulk -2, Rcl 2, Cost $1600.


Stellar Dynamics RB-16 Blaster Carbine: A common and widespread blaster carbine, it sees a great deal of use in paramilitary forces and planetary defense forces.

Dmg 5d (5) burn, Acc 6, Range 80/240, Wt 5.6/2C, RoF 3, Shots 85(3), ST 5†, Bulk -4, Rcl 2, Cost $5750.

Stellar Dynamics RB-700 Blaster Rifle: A common and widespread rifle, often used by hunters and paramilitary forces.

Dmg 6d (5) burn, Acc 6+3, Range 110/330, Wt 9/2C, RoF 3, Shots 50(3), ST 7†, Bulk -5, Rcl 2, Cost $10,000.

Stellar Dynamics RX-82 Heavy Blaster: A straightforward weapon meant to put the maximum blaster firepower on a single target. The RX-82 uses a sling and an inverted pistol grip to fire from an under-arm, slung position, and inflicts damage equivalent to a direct strike by a force sword at far range, allowing it to defeat most heavily armored infantry and lightly armored vehicles. Typically used by mercenaries or planetary defense forces.

Dmg 8d (5) burn, Acc 6, Range 200/600, Wt 20/Dp, RoF 3, Shots 100(3), ST 10†, Bulk 75, Rcl 2, Cost $25,000.

Wednesday, September 19, 2018

Psi-Wars Weaponry Revisited

Thus far in Psi-Wars, I've used the Ultra-Tech weapons more or less unchanged, though by Iteration 6, it was clear that we needed some changes.  The following details all weapons available in the setting and their general rules, and some additional changes and thoughts on the scale of weaponry that we might employ, especially on large scales.

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