Monday, November 25, 2019

Should I lower the cost of ST in Psi-Wars?

I don't check Warehouse 23 every week like I used to, but I really should.  The stated reason for killing my beloved Pyramid was that the SJGames team could focus more attention on creating supplements and this has proven true.  I think I'm seeing a supplement a month again, sometimes more.  And not just Dungeon Fantasy stuff as I feared (I don't mind Dungeon Fantasy, I just don't want GURPS to fall away and have DFRPG replace it), but instead, we get all sorts of fun things.

This month, we got Alternate Attributes, which proved a meatier tome than I expected.  Without going into a full review (I just got it and I've only paged through it), the core of it is meditating on the costs of attributes, what they connect with, and how to re-arrange everything.  And I do mean everything.  They break the skills out by broad categories, they offer ideas on how to turn GURPS into a WoD knock-off with three sets of three traits (plus HP equivalents for each), they offer suggestions for raising, and lowering, the costs of all the attributes and various sub-elements.

What caught my eye is that this book finally acknowledges that ST isn't worth as much at higher TLs, which is a point I myself continue to struggle with as I do a lot of sci-fi gaming and often interact with high TLs.  Given that we have full "canon" support to do this now, I pose a question to you, dear reader and fellow fan of Psi-Wars: should we lower the cost of ST in Psi-Wars?


Friday, November 22, 2019

Patreon Poll: Trader Tech 2

Continuing from the poll earlier this week, I have a new set of polls for Trader Tech.  These cover the elements of their military technology that lie outside of the individual.  This includes:

This poll is open to all Patreons of the Companion ($5+) tier.  As usual, please leave a comment as to how you see their doctrine working or what nuance you'd like to add.  I definitely take comments into account.

I know I've not yet released the more detailed robot rules, but hopefully you'll have a sense of what you can do with robots and how they might serve the Traders militarily.  You guys seem very interested in giving the Traders robots, so I hope that particular poll will be useful to you even without worked examples of robots from other cultures.


The Path of the Void

The Path of the Void is the second of the new paths I created.  It focuses on the infinite and the mathematics of higher dimensions and the incomprehensibility of both.  It is also a "space"-focused path, appropriate for a space opera setting like Psi-Wars.


Thursday, November 21, 2019

Wiki Showcase: The Path of the Other

The Path of the Other was the last path written for Broken Communion, and the last Path written of the original nine.

Like Death, it changed a great deal over time, as it is the "path of the space monster."  It has several new miracles focused on summoning or controlling space monsters, or interacting with them.  I've also needed to clarify a few things, such as what counts as "the Other."  Previously, this was up to the GM, but if you're using my setting, then obviously we can have some worked examples.  I've also broadened a discussion of the Greater Avatar of the Other: it allows you to shapeshift very rapidly to gain new traits or characteristics, so now I've written a sidebar full of ideas to allow you to rapidly come up with ideas and/or capabilities on the fly if necessary.  If you need more suggestions, check out Mutants in GURPS: After the End 1.

I wrote the Shape of Corruption article to facilitate all forms of Corruption, but especially the Path of the Other.  Obviously characters who become so twisted by Broken Communion so as not to be human would have some connection to the Path of the Other.  Check it out for ideas, but especially for the Gnarlspawn.

You can see the revised path here.

Wednesday, November 20, 2019

Wiki Showcase: the Path of Madness

The Path of Madness was the second path I wrote for Broken Communion, and the second Path I created for all forms of Communion.  I needed to contrast "Broken Communion as Psychosis" from "Broken Communion as a drive for self-destruction," and so the paths were born.

The Path of Madness changed the least of the Broken Communion Paths. While the rest saw quite some changes to accommodate new elements and concepts, it was pretty set in stone.  I did have an idea of messing with Duplication with the Path of the Nameless Hero, but then I decided that having a twin where you couldn't tell if you were the duplicate or they were was the sort of existential crisis that only the Path of Madness would have, and I added it to the Path.

You can see the revised version here.


Tuesday, November 19, 2019

Wiki Showcase: the Path of Death

The first path I wrote for Broken Communion and the first Path I conceived of was the Path of Death.  Ultimately, you can credit the Path of Death and the Path of Madness for helping initiate the idea of Paths in the first place, as I realized that Broken Communion could be conceived of as either "Death" Communion, pursuing self-destruction, or "Madness" Communion, in that it represented a broken mind.  Creating a lens through which to see Broken Communion necessitated some form of specialization and thus Paths were born.

The Broken Communion paths changed the most over the course of revising the Paths.  The Path of Death integrated with the idea of "Ghosts of Communion," which became increasingly necessary over time as the idea of "haunted" broken communion spaces became more concrete.  Obviously, if there were "ghosts" in regions of twisted psionic energy, then "death" could command them or interact with them.  As such, it gained a whole mess of new miracles, and that made me ponder new miracles for other Paths.

The Path of Death is the source of at least two Broken Communion cults: the Asrathi death cult and Domen Khemet, the Ranathim Death Cult.  Naturally, a single path can spawn multiple cults (and a cult could potentially span multiple paths).

You can see the revised version of the Path of Death here.


Monday, November 18, 2019

Wiki Showcase: Broken Communion

The last form of Communion to cover is Broken Communion, or "Psychosis Communion," the communion that arises from shared insanity and the attempts by the human mind to comprehend the incomprehensible.

Broken Communion is, perhaps, the most complex of the forms of Communion.  Where True Communion embraces community and selflessness and Dark Communion embraces chaos and selfishness, Broken Communion embodies self-destructiveness, weirdness and mounting horror. It represents psychic powers as unnatural force, a peeling back the skin of the world to show the monsters within.  As such, it festers and writhes in its own self-horror.  Those who use Broken Communion become changed by it, but also change the world; they cannot control what they become, they cannot control what they spawn, and Broken Communion itself controls nothing.  Things happen, sometimes for a reason, sometimes in ways that defy logic.

Broken Communion is a great "go-to" for forbidden powers, power that "costs your soul," or as a rich mine for horrors.  Be sure to check out the additional articles detailing Psychic Diseases, Corruption Metatraits, and the Ghosts of Broken Communion.  You can check it all out here.


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