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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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.

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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

Reintroducing the Deep Engine: A Backer Post

We need to talk about the Eldoth. Outside of humanity, has three “foundational races” that represent certain core elements of the setting: The Keleni and their faith in Communion, the Ranathim, their sorcery and the Cult of the Mystical Tyrant and represent the selfishness of Dark Communion, and the Eldoth, who represent the eldritch weirdness of Broken Communion. With humanity detailed, we can discuss the Glorian Rim and the Galactic Core. The Keleni and Ranathim give us the Umbral Rim. We cannot discuss the Arkhaian spiral without talking about that region’s most influential race: the Eldoth.

Specifically, we must discuss the Deep Engine. This is the “sufficiently advanced” technology that the Eldoth wove into the fabric of space-time via the horrors of genocide and the haunting energy of mass graves. They channeled the spooky power of these horrors to allow them to travel across the galaxy, power their civilization and win their wars until the Galaxy, appalled by the nature of their civilization, turned on them and destroyed them in the Monolith War.

The death of Eldothic civilization did not end the Deep Engine. The strange necropoli of cenotaphic monoliths continue to pinion the power of the Deep Engine, allowing anyone who has the correct access (legitimately or, more often, stolen via trickery, deception and physical intrusion into the Deep Engine itself) to generate specific technological effects. The Ranathim would call this Sorcery. The Eldoth would scoff at such superstitious and backwards perspectives, but we’re going to side with the Ranathim on this one and treat it as a unique form of Sorcery.

The Oldest Sorcery

The Deep Engine is an old element in Psi-Wars, dating back to the foundational Iteration 6. Back then, I attempted to cobble together a simple system using the Runes of Power system from GURPS Powers: Weird Powers, but it never really took off. I think people found it too complicated. The simpler “Daemon” system seems to have been more popular. I took one look at all of this and concluded that, obviously, the way to fix this was to make it even more complicated.

I am probably being too hard on myself, but the Deep Engine has a problem in that the concept it represents does not lend itself to a quick, casual treatment. It represents some sort of sufficiently advanced technology, but how does that technology work? It has a powerful “hacker” metaphor, where sorcerers are like “thieves in the night” who find a way to break into the Deep Engine. Well, how do they do that? And what happens when they fail? And how do people who have legitimate access differentiate from those who do not? How does the Deep Engine allow Eldoth, who cannot have psychic powers, to use Psychic Sorcery? And when I introduced the concept of Daemons, the represented avatars of autonomous processes within the Deep Engine: Occult AI, in essence. So how do they work? Can you fight them? And I talk about the Deep Engine “Breaking down,” but in practice, what does that do? I mean, certainly, I can represent in games the way I did in Undercity Noir with lots of ghosts and weird weather, but how can I codify it?

Answering all of the questions made it obvious that what I described was a Domain. What makes the Deep Engine complicated is not the system associated with it, but the weight of all of these ideas and how they interact with the world, and how to make them directly accessible to players. Could I take the inherent complexity of the Deep Engine and make it accessible?

Sorcery should, in principle, allow me to do that. If you can understand Chivare and the Deep Engine works the same way, then you can understand the Deep Engine. Simple anough.

So let’s add in some more complexity. To me, the coolest thing about Sorcery is free spells, ideally rewarded through research and study, or occult adventures or spirit quests. I can easily cobble together a a few different schools of sorcery and say “See? The Deep Engine.” But I wanted to offer “free spells” that sorcerers could explore. For this, I expanded the concept of the Deep Engine Locus and this idea of occult hacking that I called, in my system, “Induction” where characters can gain access to the inner workings of a specific deep engine locus and pillage its secrets at the risk of raising the ire of the local security Daemons. If I combine with this with a “glitch” system, I think I’ve completed the picture of what the Deep Engine should be.

That single paragraph makes it sound easy, but what we’re functionally doing is creating a second, layered world over the first that only Deep Engine sorcerers interact with. The Deep Engine was always going to be such a world, but making the whole thing is such an exhausting process. I’ve been working on it for well over a year now.

Recently, though, thanks to some help from Jose Fernandez, I was able to compile some of my thoughts into a straightforward manner and streamline everything into a single document which, I hope, is not too overwhelming. There’s still more to discuss, but it’s a beginning and enough that one could start playing a Deep Engine Sorcerer now.

Releasing the Deep Engine

Because the Deep Engine is such a big topic, I must break it up into pieces. There are four “primary” schools of Deep Engine Sorcery. This release will include the first of the four: Whisper Sorcery, the sorcery that manipulates the telepathic neurocomm communication system the Deep Engine uses, which enables the sorcerer to “hack” into the Deep Engine and act as a communication relay hub for his friends. This release also comes with two smaller “Protocol” schools, Polarity Protocols which manipulate electro-magnetic fields and sub-atomic charges, and Subliminal Override protocols, which manipulate the subconscious, instinctive “lizard brain” of most organic beings. With this release, I’ll see what my feedback is like if this is a disastrous approach, or what changes I can make to make it more straight forward.

The future releases will expand both the available spells and protocols and the domain of the Deep Engine. The current plan is:

  • Daemonic Sorcery and additional details on the Daemons of the Deep Engine, and at least two more protocol sets.
  • Cenotaphic Sorcery and more details on the physical Deep Engine components and eldothic technology and at least two more protocol sets.
  • Glitch Sorcery and more detail on whatever remains for the Deep Engine (Glitch Daemons will probably drop with Daemonic Sorcery), at least one sample “Deep Engine Pattern,” and ideally the remaining Protocol sets.

I suspect I can release once every two months, but we’ll see.

These will start as Backer Posts, but they are previews and will eventually be available to all readers. They’ll be available for all $3+ subscribers; I may make it available for $1 $3 (Patreon will not allow cheaper than that, sorry) as a single download on sites that allow that sort of thing. This drop includes: Deep Engine Sorcery, Deep Engine Loci, Whisper Sorcery, Polarity Protocols and Subliminal Override Protocols. The total content is a bit over 25k words.

Feedback

If you are a reader, I would very much appreciate any feedback I can get. In particular:

  • What did you think?
  • Can you understand it?
  • Do you think you could make a Deep Engine Sorcerer?
  • Is the Deep Engine induction roll simple enough that it doesn’t slow your game down?
  • Do you think the 6-protocol libraries of the Deep Engine Loci? Do you think they’re large enough? Should I add a set of “common” protocols to each?
  • How do you feel about the Daemonic Security Response system?
  • How do you feel about the Glitch system?
  • What are you missing in the system?

There are several components I’d like to add as we move forward, but I don’t want to sheer weight of it to slow it down, and then drop a 150k word bible on everyone and demand they read the whole thing to understand it. It should be at least tolerably playable now with these three schools of sorcery.

Sample Loci

One of the core elements of the Deep Engine is that it involves interaction between the sorcerers and loci of the Deep Engine. It would be helpful to have at least something to play with. Without a huge array of protocols, the scope must be necessarily narrow, but here’s three Deep Engine Loci located on Kronos that Deep Engine sorcerers might start with. The details for how these stats work can be found in the Deep Engine Locus document.

These loci are not final, and subject to change.

The Shield Spire

This central spire of Grand Nexus is the most prominent and powerful Deep Engine locus on Kronos. It is the one to which most Deep Engine sorcerers on Kronos are aligned.

Power: 15

Glitch: 6 or less (Critical Failure)

Glitch Theme: Corruption

Protocols:

  • Electron Beam (Polarity)
  • Anti-Polarity Field (Polarity)
  • Polarity Cycling (Polarity)
  • Subliminal Cloak (Subliminal Override)
  • Dominance Aspect (Subliminal Override)
  • Local Aversion (Subliminal Override)

Connected Loci: The Storm Spire (Kronos), the Dead Spire (Kronos)

The Storm Spire

A spire located at the heart of the “Eye of Kronos,” a perpetual hurricane that sometimes brings it torrential rains into Grand Nexus.

Power: 12

Glitch: 12 or less (15+)

Glitch Theme: Surge (Secondary: Noise)

Protocols:

  • Neural Network Investion (Polarity)
  • Pulsar Beam (Polarity)
  • Wrench Portal (Polarity)
  • Polarity Affinity (Polarity)
  • Polarity Overcharge (Polarity)
  • Polarity Storm (Polarity)

Connected Loci: The Shield Spire (Kronos), the Dead Spire (Kronos)

The Dead Spire

A spire located in the arctic region, it is widely considered lethally haunted, and restricted from common travel.

Power: 9

Glitch: 15 or less (14+)

Glitch Theme: Dead (Secondary: Ice)

Protocols:

  • Fear Blast (Subliminal Override)
  • Subliminal Pariah (Subliminal Override)
  • Sleeper’s mark (Subliminal Override)
  • (Three hypothetical Necrokinetic Protocols)

Connected Loci: The Storm Spire (Kronos), the Storm Spire (Kronos)

What Even Is A Word of Power?

I hate apologizing for being sick, because it feels like an excuse, but I offer it as an explanation for my absence. I have been wrestling with a bad viral infection for a month. It’s still bad enough that I can’t work, and I’m taking it easy, but one of the things I do when I take it easy is write what I want as a sort of soothing comfort, so I’m producing material, just not releasing it. My apologies for that. I will be back up and running at some point, and then more material will come out! I have not abandoned the project.

But I had a thought that I wanted to explore further, and a blog post seemed a good way to do that, and a way to show you that I’m still alive.

The Deep Engine and Words of Power

So, I’m working on Deep Engine Sorcery, and I’ve hit some breakthroughs. I’m reaching the point of actually releasable content, so that’s exciting. I have at least one nearly fully realized school of sorcery for it, in fact, though I want at least two more smaller ones before I reveal it, because all of this interlocks in a way that needs to be presented in a block before people understand what’s going on (why is my sorcery sooo biiiig?!).

One of the original ideas I had for the Deep Engine was the Word of Power, originally from GURPS Cabal, but repeated in GURPS Thaumaturgy. Because the written and spoken word, information, is so essential to the Deep Engine, giving it a “Word of Power” system to the Deep Engine felt like an interesting idea. The original intent of a Word of Power is that you’re speaking in the Language of God that He used when creating the world, and thus creating similar effects, but uncontrolled (because, you know, you’re not God). I don’t think I can justify such an extreme take with the Deep Engine, but I love the idea of the occult tactical nuke, and I can’t think of a better place for it than the Deep Engine in Psi-Wars. Perhaps they’re some form of Priority Override, where you trigger a massive, uncontrolled response from the Deep Engine, sort of like how with a computer, you can use Power Word “sudo.” Power Word: Kill has an entirely different connotation in a Linux system! (“sudo kill -9!”)

So while I’m not 100% certain I’ll include it, I really like the idea, but whenever I try to use it, I run into some problems.

Continue reading “What Even Is A Word of Power?”