It’s April, Where’s My Sorcery?

I had hoped to have Cenotaphic Sorcery done by now, and I’ve made a lot of progress, including:

  • Cenotaphic Traps and Trap spells
  • Cenotaphic Blades and Blade spells
  • Techno-Organic Beasts (4 of them)
  • Cenotaphic Sorcery itself is almost finished
  • I’ve done some revisions to a few spells, especially in Keyhole Protocols and Gravitonic Protocols (including a new defense spell, the Horizon Screen)

But there are two things, which are to me the most essential part of this iteration which are not finished; I’m about 10k words into both:

  • Deep Engine Site Architecture
  • Eldothic Oddities (scavenged bits and bobs and fragments of Eldothic tech)

I’m about halfway done on both of these. Give me a few more weeks of dedicated writing, and I should be finished with them. There is a light at the end of the tunnel.

Asrathi Instinctive Reflexes

Quick small buff for Asrathi.

I like their instincts, but they create a weird situation where they should have Combat Reflexes as a common trait (most “Cat-Folk” templates always have Combat Reflexes, but while I feel that fits things, I do want to have the possibility of Asrathi civilians who are surprised by combat, so it should be common, but not universal), but bundling it as an Instinct applies costs to it that other races don’t have. On top of that, I’ve had some requests for Enhanced Time Sense as a “powered-up” version, especially as a way to give Asrathi access to Precognitive Defense without requiring them to get a psychic power, but I find it hard to justify tripling the price with an HT roll and 2 FP. However, I had an idea regarding Maximum Duration (which feels like a cheat when it comes to combat powers like Altered Time Rate or Enhanced Time Sense).

So here’s the buff: Asrathi can purchase either the normal Instinctive Reflexes, or a new “permanent” version that costs no fatigue and inflicts no aftermath (but is still subject to sedation or other forms of biological harm). In addition, any Asrath with either version of Asrathi Instinctive Reflexes, either the temporary or permanent version, may use Extra Effort to gain the effects of Enhanced Time Sense for up to one minute, after which it automatically ends and they must suffer the effects of their instinctive aftermath. Furthermore, they can permanently purchase this upgraded version; it costs 2 FP (in addition to any other costs) to activate and lasts for only one minute, and inflicts the normal instinctive aftermath after it ends. This replaces the ability to use extra effort on Asrathi Instinctive Reflexes (think of it as purchasing a “reliable” extra effort version). Asrathi who purchase this advanced version can reflexively and retroactively activate their Enhanced Time Senses in anticipation of events, such as activating it the instant before an ambush, and they may purchase Precognitive Defense as though they were psychic.

I’ve also noted this arrangement in their common traits, and added a Talent.

You can check out the updated version of the instincts here.

An Eldothic Tech Playtest

Grok tries its hand at Karkadann

A relatively complete set of Eldothic Tech, barring infrastructural scale technology, spaceships, some more advanced forms of armor, and oddities, has been released.

This preview is available to all $3 (Fellow Traveller) backers. Patrons and Subscribers can pick it up here:

Some of my readers have asked for a non-recurring option to buy access to the latest material without paying a subscription. Non-subscribers can _buy_ all the current deep engine content here for $5. I intend to update the post as more content is added.

A Playtest

As part of this current draft of Eldothic personal technology, I wanted to know how this technology compared to TL 11 tech. Is it better enough to justify investing in Eldothic technology? How does it actually feel in gameplay?

The best way to know for sure is to playtest! Now, the idea today is not an exhaustive playtest, but to simulate a basic scenario that might play out in a tabletop session to see how things land, and to get a sense of scale. If things don’t pan out so well, I might adjust the tech, or adjust the scenario, or adjust my expectations.

This is a public post, of course, so if you’re following along without the benefit of the content, you may be a little confused. I’ll try to explain as I go along, but consider it a teaser of what’s in the content above, and if you like what you see, maybe check it out, and while you’re at it, support this project!

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The Narrative Weight of Power

I really like the way Psi-Wars character power-ups have panned out. That’s hardly surprising, since I wrote it, you’d expect me to like it, but I hadn’t explicitly intended for it to work out this way, it was just the accumulation of various lessons I learned from RPGs I particularly enjoyed, especially Exalted and Weapons of the Gods (and to a lesser extent, 7th Sea) culminating in a shape I didn’t realize I liked so much. A recent discussion regarding the power levels of various shonen anime characters crystallized for me the principle I had been looking for in RPGs, and what I had unconsciously done in Psi-Wars, and how to generalize this lesson to other RPGs.

What triggered the discussion was people playing meme games with Grok on X, showing a picture of various Shonen anime characters and asking Grok to remove the strongest. The picture included both One Punch Man and Goku, and, to nobody’s surprise, it removed Goku. I thought about this, and I both disagreed, and understood what it was doing and why nobody else disagreed with it, and why people would disagree with me.

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I am Aware of the Discord Situation

So, by now, I’m sure most people have heard that Discord plans to roll out age-verification, and the reactions I’ve seen so far have been decidedly mixed on this. I, of course, make heavy use of Discord for my Psi-Wars community, so it’s probably worth addressing.

I take privacy seriously. I sort of stumbled into it when I got tired of being advertised to by my email client and OS, and sought alternatives, and then was dragged down the privacy rabbithole, as that’s the only recourse to avoid having ads shoved in your face these days, it seems. I’ve also learned not to trust the platforms I use. They may mean well, currently, but if my time using Google taught me anything, it’s that your tech relationships have expiration dates. So I had been preparing for the downfall of Discord for years. Not that I expected Discord would fall, enshittify, or any of those other fancy terms for the general worsening of “free” internet services, but because I prefer to be prepared rather than caught flat-footed.

I’ve tried a few alternatives. I had Guilded for years, but then it went Roblox exclusive, and then collapsed. I currently have Stoat, and I’ve had it since it was called “Revolt.” And yes, there’s already a Psi-Wars server on it. I currently lean in its direction as it’s possible to self-host it, and it’s the most “discord-like” of the alternatives I’ve looked at. That said, it has some problems, most of which were caused by a massive upswing in users (I’m hearing numbers like “200,000 new users in one day”) that they weren’t prepared for, and if I read between the lines on their tech posts, weren’t designed for either. They seem more of a hobby project than The Next Big New Thing, but a lot of promising projects start like that, and I’m not averse to an acceptable degree of jank in my tech. That said, I keep eyeing Matrix as the Obviously Best Solution, but it takes a lot more work to set-up and would be a bigger ask to move people over.

I am also keenly aware that most people do not care nearly as much as I do about this sort of thing. Most people have other concerns that occupy them, and it is on this inertia that big tech companies often rely, when it comes to changes like this. Sure, a few activist types will get up in arms, but the average person will barely notice.

I’m not here today to advocate for privacy, or to tell you that you should dump or boycott Discord. Everyone has their own preferences, and I generally find it a pointless exercise to argue about these things online. In particular, I am 100% sure that if I closed my Psi-Wars discord in favor of a Stoat server, I would lose likely 80% of my community, so I’m not going to do that.

I will say I will not Age Verify to discord. They’ve begun making noises that maybe most of us won’t have to. There’s nothing “mature” going on in the Psi-Wars discord that needs age verification, and this has caused enough of a backlash that they’ve backpedaled a bit. But I also think the writing is on the wall: Discord is now a publicly traded company, your data is extremely valuable, so pressure is on from investors to get at that sweet, sweet biometric data, so at some point they might start to require it. In such a case, I’ll need a contingency plan for someone to maintain my community servers in such a case, and I’ll need a secondary channel for communication in case that sort of thing happens.

It’s also possible that you personally feel strongly about this and don’t want to support or use Discord anymore. I have a writing partner that bailed the instant this was announced, maybe you fee the same way. So having an alternative would be helpful.

One is coming. I’m not going to announce it yet, for a few reasons. First, my choice is currently Stoat, and my experience is that it’s not fully baked. It has a lot of little announces that can cause real issues, like failure to alert, inferior mobile app, and other headaches that will turn some people who want it to “just work” away. I know it’s only a few people doing this on their own time, but at the same time, I need my chat server to function roughly as reliably as Discord currently does before I’m going to sell it to people. Stoat might get over these current capacity issues, but we’ll see. Second, should there be a lot of interest in moving, unless that interest is the vast majority, it will split the community, and I don’t want to do that unless strictly necessary.

So, to summarize: I know about the problem, it’s an issue I’ve wrestled with for years, I have some plans, those plans are still in motion. If there is a change, it will almost certainly not result in the total closure of the server, but I might need to recruit a few hands to help manage things in case I lose access. There will be some sort of Discord alternative coming for the Psi-Wars server, but I cannot say, for sure, when. It will not result in the total closure of the Discord server, but act as a community alternative.

Thoughts on Racial Personality Traits

I’ve been so busy with Eldoth stuff behind the scenes, but a discussion popped up in my Discord that was so interesting I thought about posting one of my patented multi-post diatribes there, but then it occurred to me that I’m not posting to the blog enough, so I thought I would post it here. This is likely one of those “Things Mailanka always says” and I’m sure I’ve discussed it before, but it’s always fun to return to favorite old topics.

Context: Asrathi Impulsiveness

Someone pointed out that the Asrathi lack the appropriate Social Stigma that all aliens in Psi-Wars should have, due to the dominance of a xenophobic empire, which reduces their cost by 5 points to 15 points. While Psi-Wars has no specific set point value for the racial templates of their alien racial templates, but I do aim for 25 or less, as 25 points is the cost of a power-up, and I tend to treat racial templates as a power-up, as that fits the aesthetic of space opera. So, someone proposed removing their Impulsiveness disadvantage, and this triggered a discussion I found interesting.

For additional context, the Asrathi are the “Catfolk” race of Psi-Wars. Their template is largely cribbed from various “Cat-folk” sources, including Dungeon Fantasy, GURPS Basic and GURPS Bio-Tech, and given that this is a moving target, their traits have changed a lot over time, as I settle on what they should look like. However, they have become increasingly unique to Psi-Wars and the particulars of design and philosophy has begun to turn them from something generically “GURPS” to something specific to Psi-Wars, which is part of where this discussion comes from.

This post is mostly me musing on whether Impulsiveness belongs on the template (Spoiler: my conclusion in the end is that it does, but feel free to follow me on the journey)

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Backer Preview: Eldothic Weapons

I’m not dead, I’m just very busy.

Sorcery is always such an extensive endeavor, as you have to build the domain along with the spells, and for this set of the Deep Engine, I’m busy with all Eldothic Technology. This is one of the reasons I stopped everything to work on the Deep Engine, because there’s no way to really talk about parts of the Galactic Core and the whole of the Arkhaian without talking about the Eldoth (For the same reason you can’t talk about the Umbral Rim without the Ranathim), so I’ve been busy.

Normally what I should do in cases like this is blog out what I’m doing, but how can I do that when all my current work is hidden (for now) behind a paywall? So I think for awhile, I’ll be posting previews, discussions and thoughts on Deep Engine tech as backer posts. I’ve reached a point where I’m comfortable sharing some of the tech, and the first such post is out, this time starting with Cenotaphic weaponry, the military arms of the Eldoth and their client races, such as the Arkhaians and the Karkadann. This post is available to all $3+ backers.

10 Years of Psi-Wars

It’s 2026. Happy New Year! I wanted, originally, for this post to just be a one year retrospective, but I double checked and, in fact, we’re now officially 10 years into Psi-Wars, so I can’t let that go unremarked. In retrospect, I should have had something cool planned for this moment, but Psi-Wars remains a side-hobby I do when I’m not working or parenting, so alas, I have nothing special planned for this year, other than to carry forward with what I’ve been doing.

Continue reading “10 Years of Psi-Wars”

All I Want for Christmas: Kronos Faction 2: The Indigo Brotherhood (and the Crimson League)

So, yesterday I dropped the least interesting of my faction ideas for Kronos. Today, I drop my favorite: the Indigo Brotherhood.

The Indigo Brotherhood is old. It takes to Undercity Noir 1, where a member of the faction helped out one of the Ranathim PCs escape from her Bloodsider pursuers. I didn’t have a strong idea of what they were like that point, other than that I knew:

  • They were psychic
  • They were a rebel faction
  • They were inspired by the Indigo Academy for the Gifted

This Indigo Academy was, of course, a reference to a secretive catspaw cult of the Cult of Revalis White, which dates back to Iteration 6.

What exactly they were like, I had several different conflicting ideas, not all of which made it in.

The earliest inspiration was an idea for Telepathic Blaster Combat that combined the teamwork of the Final Form with the tactical precision of Combat Geometrics. I liked the idea of this being a highly coordinated group of scrappy rebels using their telepathy to outmaneuver the Empire. The problem I had with this idea is that, first of all, the Indigo Brotherhood teaches more than just Telepathy, as it teaches everything, and second, there’s another rebel faction that I think would do far better at this sort of thing (The Warmaidens).

The second inspiration came from my work with cybernetics. I wanted an Ergokinetic Cyber-Mysticism that allowed the psychic to interface with their cybernetics and make them more powerful, a cybernetic equivalent to the Keleni breathing forms. The problem, again, was the Brotherhood teaches more than just Ergokinesis. I could have two different styles, but what about the other psychic disciplines? And how big is this organization going to be?! So this was spun off into its own organization.

The third idea came from Mob Psycho 100, probably one of the best psychic anime I’ve ever seen (and I’ve seen quite a few!). The character above used a toy sword as a focus for their psychic power, and it was a great example of these sort of quirky psychic powers that felt like something unique and a hook on which I could base a style, except it had the problem of “how do I even define something like that?” I can just tell you to apply a Gadget limitation to a psychic power and call it a focus, but that doesn’t let you rapidly make a character, and doesn’t tell that much a story about the organization. I still liked the idea.

The final inspiration was the powers-system of To Be Hero X, an excellent Chinese/Japanese super-hero “anime.” While I’m not convinced the power system makes as much sense as the writers think it does, the “trust/fear” system of the setting interfaces neatly with Communion, especially some speculations as to how it could work. An extremely canny individual with a deep understanding of Communion could manipulate events to make certain psychics align with a Communion Path, and then super-charge their connection with it by broadcasting their feats to a sufficiently large population, say, the population of Kronos. They’d need to arrange for dramatic narratives, rivalries and arrange for situations where a hero was needed, but the result, if handled well, could fasttrack a psychic onto some unconscious form of Communion.

If we combined these last two concepts into the idea of a school for psychics, and a secret rebellion, and I think we’ve got something GMs can really use.

“So they’re the X-men?”

No! They’re not the… look…. I’m… okay fine.

So, I wasn’t setting out to make the X-men. I do a lot of deep dives into psychic sci-fi, and one thing I’ve noticed is that it hit its peak around the same time as the X-men were being made, and if you stop and go back and look at the X-men, the parallels are obvious. There is lots of secret conspiracy experiments on rare, advanced people who have unique abilities to manipulate the world around them, and much of the story turns on telepathy and other psychic abilities, and the technologies that augment them. And when you take those psychic powers to their natural extreme, they start looking a lot like super-powers (in fact, there is a nWoD 2.0 game, Deviant, which focuses on, among other things, psychics, and you bet you can make super-heroes with that).

There’s really no way to create an underground school for illegal psychics that doesn’t vibe like the X-men. Rifts had similar vibes because it tried a similar thing. Of course, I didn’t need to then split the group into two factions, but there were other reasons for that. But on the other hand, their focus on experiments, psychic drugs, conspiracy theories, the edge of indoctrination, all pulls the vibe back towards the paranoid paranormal sci-fi of the 60s and the 70s that I was aiming for.

With my innocence established, I would like to pitch that having super-heroes in Psi-Wars might not be such a bad thing. Psi-Wars is, like most space opera settings, is designed to be a trope stew, where a samurai and a cowboy team-up to fight a dragon and rescue a princess. Why not add super-heroes into the mix?

Kronos is also the perfect place to put them. It’s highly urbanized, the ideal haunt for “super-heroes,” and if you take the psion template and its inherent weirdness, mix it with the concepts of a psychic focus, the inherent self-deception of the Indigo Brotherhood, the media manipulation, and the drugs and experimentation in a night city saturated in crime and neon, I think, I hope, we have something Psi-Wars players can mess with. It’s also an organization that brings psychics to the fore as more than just discount sorcerers, which is how I’ve seen people use them.

They’re also a nice contrast to yesterday’s post: from the intolerance of Silver Faction to the idealism of the Indigo Brotherhood.

The Indigo Brotherhood

The Indigo Brotherhood is broken into two pieces: the Organization and the Esoteric Style

With the Organization, I tried to replicate the ideas from the Slaver cartels by including some sample NPCs; between those, some implications of the various powers and the tasks the needed by the organization, and the agendas/storyhooks, I hope this gives people enough to easily drop into the organization and get started.

The Indigo Academy was a struggle, because it could potentially teach anything, but I wanted to capture the thrust of what sort of training they generally do, and give some “worked examples” if powers they might teach.

This is the second, officially detailed rebel organization of the setting (though Mech Mob could use some revisiting)

All I want for Christmas: Kronos Factions 1: Silver Faction

I asked my backers to give me a month to write what I would like, and they kindly obliged by giving me the space I need to do what has weighed on my mind for awhile. In fact, since I’ve been working on the Trader Band, I’ve thought about Kronos a lot, and rather enjoyed fleshing out this part of the Psi-Wars galaxy (and this approach to fleshing it out, so I might do it more often for other parts of the galaxy). I have noticed some holes in the faction structure of Kronos, not that every niche needs to be filled, but there were a few I really wanted to touch on, three to be precise. I haven’t finished the third yet, and I might shift it to be a broader faction, and it might not be finished by the new year but the other two are done, and today, I present the least interesting of the three. Tomorrow, I’ll present the most interesting (to me) of the three.

A Gap In Tolerance

This first faction arose from a discussion with Autumn Rain about the Shinjurai of Kronos. I was discussing how the Shinjurai of Kronos are more tolerant than the Imperials, and thus better at administrating the highly heterogeneous environment. To me, Kronos reminds me a lot of Hong Kong: a highly successful port full of crime, innovation and a melting pot of multiple different groups rubbing shoulders while an older administration tries to keep the piece and a newer administration comes in and imposes its will. Naturally, the older administration had a better handle on keeping a lid on the tensions, and the newer administration stokes tension. I think if you look at the history of Kronos and the role the Shinjurai played in it, that makes sense.

Except Autumn Rain pointed out that when Ren Valorian conquered the world, the lore states there was a riot in which many members of alien minorities were killed and their businesses ruined. Ah. Hm. Good point!

I can go back and change that, of course, but I don’t think I should. I think it’s possible for both to be true. You can have a highly tolerant society that has adapted to living with multiple cultures and the tension that comes with it, but also have large parts of that society that does not tolerate others. In fact, if you look at some of the major factions of Kronos (the Bloodsiders, the Asrathi mafia) ethnic tension is written in. It’s a challenge, and not everyone handles it as well as others. Shouldn’t that apply to the Shinjurai too?

I had a long post diving into the sociology of how a larger group can be both highly tolerant yet have large factions that are not at the same time, but I don’t think I’ll waste time with that. Suffice it to say that I think it’s plausible for both to be true.

The problem, though, is we don’t really talk about this faction of Shinjurai and/or Kronos natives that aren’t as high minded when it comes to inter-ethnic harmony. Who were the people who rose up against the aliens of Kronos? What do they do now? How do they feel about the Empire? I would expect the Empire would at least tacitly encourage this sort of thing, because of Ranathim, Asrathi and Shinjurai are fighting one another, they are not fighting the Empire. It would also give me one more criminal faction, and the seedy underbelly of Kronos can’t have too many criminal organizations.

Silver Faction

And so, I came up with Silver Faction. The initial inspiration was the Freikorps of (post WW1) Germany and their equivalent Silver Shirts of the US: a group of people who align with the dictatorial government, but where that government acts with the legitimacy of the state, these “Brown shirts” act as a vigilante arm. They serve an important role in dictatorship: an authoritarian government exerts top down control, but struggles to convince people that a person’s neighbors all agree with the dictator, which is a vital part of control. Having uninformed people who exuberantly and violently act out the wishes of the government implies that the government aligns with the will of the people, and also intimidates dissenters into silence, fearing that their neighbors agree with the violence of these pro-government gangs.

If you dig around in such groups, you can find they infiltrate prisons where the act as informers for the government, and fertile recruitment grounds for the military and security forces of the regime. The Empire already forcibly recruits prisoners into their services, why not also have a mercenary company that recruits the most fanatically loyal and “misguided” members of the prison populace and pitches them into the most dangerous battles as a sort of cannon fodder? That seems historically plausible.

The downside of such a group is that even if they’re ostensibly doing what the government wants, they’re an uncontrolled group of criminal, vigilante extremists. Sure, it’s arguably useful to the dictator to have “self-policing communities” this way, but a group that violently destroys businesses, even the businesses of the disenfranchised, harms the economy. Sometimes, the government needs to handle political dissent carefully, lest they trigger a mass uprising, and having a frustrated vigilante group step in and force the issue by murdering the guy in his home may trigger the very problems the regime hoped to avoid. GURPS Mass Combat accurately notes that Fanaticism is a double edged sword, producing amazing results, but locking in the administration of those units into the most straightforward courses of action.

Worse, it is also inevitable that the faction produces “losers.” When the Nazi party rose to power, the Freikorp became the SS and SA, that is, they were recruited and folded into the government, but the vigilante actions didn’t stop! If someone is fanatically devoted to your ideals, and they are effective, talented, fit and useful, you recruit them. The only reason someone would serve in Silver Faction rather then the military or the Imperial ministry is that they’re unsuitable. So you get a weird dichotomy of these being the most devoted followers of the Emperor, but also some of the worst.

I worry the faction will feel like a bad copy of the Empire. They would naturally fetishize imperial equipment and tactics, but also necessarily perform them worse. Fighting them would be like fighting the Empire, only far easier, and with them doing even worse things. If the Empire defeats you, they’ll arrest you and interrogate you and toss you in a prison. If Silver Faction defeats you, they’ll kill your family and burn your house down. Is there anything Silver Faction offers that the Empire already doesn’t?

Well, I think so, at least enough to justify a relatively quick faction page. It says something useful about the setting, in that not all the people ruled by the Empire disagree with it; some strenuously agree with it, and I think this is a truth about dictatorship that not enough fiction tackles: yes, it is the nature of dictatorship to deceive its populace into thinking more people agree with it than really do, but that doesn’t mean nobody agrees with it! Also, having an inferior copy can be useful for certain games, especially low power. Psi-Wars has “degrees of threat” based on its BAD, and BAD 0 to 2 is good for starting characters or sidekick campaigns. Finally, having “the Empire, only slightly different” is useful, in the same way that having multiple different Maradonian Houses is useful. After all, PCs in the core will often fight “the Empire” and having slightly different flavors of it keeps the game from growing stale. In this case, it’s much more integrated into the criminal world, and a Asrathi Mafioso can kill Silver Faction members with relatively impunity in a way that they can’t kill Imperial Security.

But I wanted at least one twist, and I dove into religion to find it. I figure Silver Faction has either accidentally configured itself into an Imperial Cult, or has been manipulated into it by members of the Imperial inner circle who understand how Communion works, even if these guys don’t. This gives us some interesting Communion Oaths and hints at how we might tie them into bigger campaigns, as spies and Imperial Knights find ways to manipulate these chumps into rampaging with their strange power at a specific enemy as a distraction for their real agenda.

“Can I Play A Racist Asshole?”

I felt awkward writing the character considerations. These guys are clearly bad news. Even if you want to depict Ren Valorian as an ultimately good man who is using ruthlessly practical means to save the Galaxy from itself, I find it hard to justify these guys. They undermine whatever good he’s doing with their fanaticism. And, of course, if you want to depict the Empire as bad, there’s nothing redeemable about these guys. So I wanted to talk about why I went into detail on the character considerations.

First, I have no idea what you guys are doing. Just because I see a faction as irredeemable doesn’t mean they are. As a rule, I don’t tell you what you are or are not allowed to play, unless templates become too unwieldy (hence “no PC dragons” which is more about “I don’t know how to support that” than “I find that morally repugnant.”) People see things I don’t, and may notice some elements, an approach, that I’m missing. People often come up with interesting ideas I don’t think of. Perhaps you may want to play a former member of one of these factions who still bears some of the Oaths, and is struggling to expand his or her worldview now that they’re out of the cult-like environment. Finally, a lot of people slice my ideas up and extract the marrow and use it for other things. Perhaps they’ll see the oaths and concepts and translate it to something else more PC friendly.

Second, I regularly make deep character details for groups and factions that I see as unplayable. Slavers get a ton of details, even though I doubt anyone actually wants to play them (naturally, some people do, because of course, but in that case, see point one). Even if a faction is intended as an NPC faction, GMs often build NPCs as PCs first, and so those “PC options” are really NPC options, explaining how an elite Silver Faction fighter might work.

This is the real reason I wanted this section, not to assuage guilt at writing an abhorrent faction (I, after all, write a lot of abhorrent factions. We need bad guys!), it’s to point out the design behind their oaths and to make some suggestions. While they have a point cost, I designed them to make for interesting encounters: it gives you henchmen that will refuse to die, minions whose minds rebel when you try to read them, fighters who tend to cause your non-imperial weapons to malfunction, or a thug who pauses and sniffs the air and then instantly recognizes your alien presence. I primarily gave them these powers to make them interesting, unusual encounters.

I want to finish with a suggestion: even if you want to run an Empire-focused game, where the Empire is more “morally grey” than absolutely bad, I suggest keeping these guys as bad guys. After all, “morally grey” suggests shades of good vs evil. Yes, there are imperial soldiers heroically sacrificing themselves to save people from the genocidal wrath of the Cybernetic Union, or fleet admirals who are seizing hellish slave worlds in the Umbral Rim and liberating the aliens there while doing everything they can to preserve the Lithian past. But on the other end of the spectrum, you have selfish, entitled, small-minded people who resent the success of everyone who doesn’t look like them, who see you and your insignia and your years of service, and then grin and jab a thumb at their overweight belly and say “We’re the same.” No matter how worthy your cause is, there’s always someone who takes it way too far, and these are those guys for the Empire