State of the Patreon: December

Another month, another State of the Patreon.  Where are we as 2017 closes out?

November, for views, was a disaster.  I haven’t been this low in views since I started Psi-Wars (perhaps the first couple of months were worse, but this is definitely the worst month of 2017).  Why was it so bad?  Well, I cut my posting rate from 4 a week to 2 a week, and for a few weeks in the middle, due to illness, I failed to promote my posts across various social media platforms, and with the Philosophy series I’ve been giving all of my material to my Patrons up front, which means they don’t view it as much.  It might also be that Divine Masks was just a less interesting philosophy for most people, but I’ve heard some vocal interest in it, so I suspect it’s more the first three.

Am I worried?  No.  My Patreon is up again, which suggests to me that interest hasn’t dropped.  I’ve halved the posting schedule and thus halved my views, I think it follows pretty logically. Moreover, there’s nothing I can really do about this right now.  Slowing my posting schedule means I can take up side projects and continue to produce material at a reasonable pace while being a responsible husband and father. If circumstances change, I may go back to my previous pace, but I think I have to accept that this is the new normal.

Nevertheless, my approach is already paying dividends.  In December, I have the Cult of the Mystic Tyrant almost complete.  By “almost complete” I mean that I have more than enough material to fill up the month, but that I keep thinking of new ideas that I’m not sure if they should be Patreon specials, or if I should keep going with the Cult of the Mystic Tyrant into January.  We will see!

So, for you faithful viewers, I have the Cult of the Mystic Tyrant this month, including a minimum of:

  • An Introduction, including a discussion of the Sith, Thomas Hobbes, Friedrich Nietzsche and GURPS Cabal
  • Cultural Context, including how the Cult went from a Ranathim imperial cult to a pan-galactic conspiracy.
  • The Beliefs of the Cult of the Mystic Tyrant, which will dive into their moral and metaphysical nihilism as well as their views on the state.
  • The Symbolism of the Cult of the Mystic Tyrant, including their initiation rites and their master/slave relationships
  • The Cult and Conspiracy, a look at their global organization and their conspiratorial sub-organizations.
  • The three schisms of the Cult, including the imperial cult of Anthara, the criminal conspiracy of Satra Temos, and the grey path of the former Knight of Communion, Revalis White
I have more, but I’ll get back to you on how I intend to release it.
For you, my dear patrons, I already have one post up for you on a new expansion for Anti-Psi, Negative-Psi, which seeks to expand the utility of Anti-Psi from just screwing with psions and moving it into something broadly useful, more closely themed with Broken Communion, and with a more complex relationship with the rest of Psi.  It was inspired by a discussion on Discord and, in part, by Darth Nihilus as a “wound in the Force.”  This is available now for all $1+ patrons! Check it out!
Soon (at the latest, when the Intro for the Cult of the Mystic Tyrant drops), I’ll decide how I want to put together the Mystic Tyrant document and it will be available to all $3+ patrons.  It will either contain the additional material that I’m working on directly, as an addendum later (when it finishes), or they’ll be stand-alone Patreon specials for all $3+ patrons.  One way or another, you’ll have them.  They may (no promises!) include:
  • Psionic Styles unique to the Cult
  • Martial Styles unique to the Cult
  • New Communion Paths carved out of Communion by the self-serving will of its Transcendent Masters
  • Transcendent Powers available to the Transcendent Masters of the Cult (I already have a first draft of this document).

By the end of December, I will have a poll on the fourth schism of the Cult of the Mystic Tyrant: the current Galactic Emperor and the true power and philosophy behind his throne!  This will be available to all $5+ patrons!

So, I’ve been busy!  This month should be hopping! I hope you enjoy reading this stuff as much as I wrote it.  If you’re a patron, my family and I want to thank you for supporting me while writing this blog, especially as the Christmas season comes up.  I hope you, all of you, enjoy what I have in store for you.

Neo-Rational Disciplines

Unlike the philosophies of the Akashic Mysteries and True Communion, Neo-Rationalism doesn’t have a strict set of disciplines deeply associated with its philosophy. Nonetheless, Neo-Rationalists have, over time, applied their deeply scientific approach to combat, social interaction and even to defeating their ultimate nemesis, psychic powers. While not every Neo-Rationalist institute teaches all of the following disciplines, especially depending on what specific branch of Neo-Rationalism the institute adheres to, but the following represent the most common Neo-Rationalist disciplines.

The alien race known as the Traders cross-pollinated extensively with Neo-Rational disciplines. Some practice Combat Geometrics, while some Neo-Rationalist humans attempt to master Hyperdimensional Meditation.

Neo-Rationalist Combat Geometrics 5 points

Alternate Names: Shineido

First practiced by the Shinei, the royal guard of the Shinjurai family, Combat Geometrics resulted from a centuries long analysis of blaster fights, sight-lines and human kinesthetics. The result is a technique that allows one to stand in the ideal point to avoid return fire, while knowing precisely where to fire without looking. Practitioners of Shineido learn to treat their blaster pistol as an extension of themselves, perfectly internalizing the orderly katas of Shineido until they see the fight as a rapidly spinning set of vectors, and they learn to act as quickly as they think.

Shineido practitioners master their bodies and their minds to the point where they become competitive with Maradonian space knights. Some of the most determined Shineido fighters, like Dawkins Nigh, pair the discipline with the Art of Noise to defeat Maradonian psionics. The style focuses on precision while maintaining the safety of the fighter. The style almost never makes sighted All-Out Attacks, and retains sufficient mobility to step out of the ideal zone of fire. Experts display an unnerving propensity of closing their eyes during a blaster fight, or not bothering to look at their opponent when attacking, simply moving in a machine-like manner as they cut their opposition down.

Combat Geometrics is a slightly tweaked version of Future Kill, from GURPS Gun Fu.

Skills: Beam Weapons (Pistol), Fast-Draw (Pistol), Mathematics (Geometry), Philosophy (Neo-Rationalism)

Techniques: Combat Art (Beam Weapons (Pistol), Dual-Weapon Attack (Pistol), Fast-Firing (Pistol), Flank Shot (Pistol), Immediate Action (Pistol), Precision Aiming (Pistol), Quick-Shot (Pistol), Targeted Attack (Pistol/Skull)

Cinematic Skills: Blind Fighting, Breaking Blow (Blaster), Flying Leap, Mental Strength, Invisibility Art, Zen Marksmanship (Pistol)

Cinematic Techniques: Blind Marksmanship, Timed Dodge, Whirlwind Attack (Pistol)

Perks: Akimbo*, Area Defense (Pistol)*, Bank Shot (Pistol)*, Cinematic Knockback (Pistol)*, Cool Under Fire, Cross-Trained (Pistol)*, Dead Eye (Pistol), Early Adopter (Pistol), Escape Vector*, Fastest Gun in the West, Gun Sense*, Gun Whisperer (Pistol)*, Infinite Ammunition*, Lightning Geometrics*, Off-Hand Weapon Training (Fast-Draw), Off-Hand Weapon Training (Pistol), Rule Exemption (Breaking Blow (Blaster) works against armor)*, Unusual Training (Blindfighting; Limited by Mathematics (Geometry)), Unusual Training (Zen Marksmanship; Limited by Mathematics (Geometry)), Pistol-Fist (Beam Weapons), Walking Armory*, Weapon Bond

*Requires Gunslinger

Optional Secondary Characteristics: Improved Basic Speed and Per

Optional Advantages: Acute Vision, Ambidexterity, Combat Reflexes, Enhanced Dodge, Extra Attack (Beam Weapons (Pistol) only -20%), Gizmo (Gun Fu only -20%), Gunslinger, Lightning Calculator or Intuitive Mathematician, Signature Gear, Unfazeable

Optional Skills: Acrobatics, Beam Weapons (SMG, Rifle, Projector), Connoisseur (Blasters), Holdout, Jumping, Meditation, Observation, Stealth

New Traits

Escape Vector: The character may make side-slip retreats against ranged attacks. Treat this as a lateral retreat that grants +1 to dodge against ranged attacks. You may also make a slip retreat (a forward retreat) for +1 to dodge or parry if doing so would move you into close combat with your opponent.

Lightning Geometrics: Characters with Lightning Calculator gain +1 to Blindfighting and Zen Marksmanship; Characters with Intuitive Mathematician gain +2 to Blindfighting and Zen Marksmanship.

Bind Marksmanship (Hard)

Prerequisite: Blindfighting; Zen Marksmanship

Default: Blind-Fighting-6; May not exceed either prerequisite skill.

You may use Blind Markmanship to shoot enemies you cannot see. It is subject to the same penalties as Blind Fighting, but not Zen Markmanship.

Combat Geometrics Signature Moves

Focus: The Shineido pauses to focus, running the mental calculations for the entire room around him in an instant. Concentrate. On your next turn, roll Zen Markmanship-5; your attack that turn divides size and speed/range penalties by 3 (rounded down).

Forward Vector Cascade: The Shineido brings both of his blasters forwards and sends a withering hail of precisely targeted blaster bolts. The Shineido makes an Dual Weapon (-4) Fast-Firing (-4) attack against his opponent for a total ROF of 12 (+2). Roll Blaster Pistol (-6, -10 for the off-hand) per attack to hit; you may defend normally.

Lateral Vector: Without looking, the Shineido blasts opponents to either side of him. Make a Dual Weapon (-4) Blind Marksmanship (-6) Flank Shot (-2). Roll Beam Weapons (Pistol)-12 fo reach attack (an additional -4 for our off-hand attack). You may attack characters outside of your forward hexes and characters you cannot see. Your opponent defends normally. You defend at -2 and may retreat.

Reverse Vector: Make a bank-shot against a hard surface behind your opponent to attack him from behind. Make an banking (-2) attack. Roll Blaster pistol -2. Your opponent defends at -2 (treat this as a run-around attack). You may defend normally. Requires Bank Shot perk and an appropriate surface to bank your shot from.

Vector Cancellation: The Shineido steps to one side, escaping the primary attack vector. Make an All-Out Defense (Increased Dodge).

Vector Irruption: Step into close combat with your opponent and make a Beam Weapons (Pistol) attack with its Bulk Penalty. Your opponent may defend normally. You may defend normally, and you may parry any ranged attacks with your Beam Weapons (Pistol) skill while you remain in close combat range with your opponent.

Lateral Vector Cascade: Without looking, the Shineido blasts all opponents around him. Make a Whirlwind Attack (-6) Blind Marksmanship (-6) attack. Roll Beam Weapons (Pistol)-12 for each target; any critical failure means all remaining attacks are critical failures. You may not hit more than 12 targets (with two guns). If you succeed, you hit a random hit location. Your opponent defends normally. You may not defend or retreat.

Neo-Rationalist Psycho-Social Analytics 7 points

Psycho-Social Analytics arise from the work of Zeb Lancaster, a charismatic figure within the Neo-Rational community. In his work, Purifying the Mind, he argues that because the mind emerges from the biochemistry of the brain, that it can be “programmed” to react in specific ways, and that all minds do react in specific, predetermined ways to precise stimulus.

Psycho-Social analytics consist of two basic methodologies: mentorship and neuro-linguistic programming. Mentoring has become popular across various Neo-Rational schools of thought. A mentor and his student engage in long, grueling “mentoring” sessions where the mentor slowly indoctrinates the student in Neo-Rational beliefs. In the latter, the Psycho-Social analyst learns to identify key targets for manipulation and then use a carefully pitched voice and coded phrases to subliminally manipulate his target.

Despite its growing popularity, some on the edges of the Neo-Rational community argue that it amounts to a cult around Zeb Lancaster and his disciples. They find the rabid loyalty of Zeb’s followers disturbing, and argue that manipulating people into “rationality” like this is inherently unethical. Zeb, in return, argues that nothing could be more ethical than spreading rationality.

Skills: Philosophy (Neo-Rationalism), Public Speaking, Psychology, Sociology, Teaching

Techniques: Mind Modification (Any Neo-Rationalist or Psycho-Social Analytics optional disadvantages), Philosophical Argument (Neo-Rationalist), Sociometry

Cinematic Skills: Brainwashing, Persuade, Sway Emotions, Suggest

Cinematic Techniques: Beguilement

Perks: Honest Face, Skill Adaption (Mind Modification defaults to Teaching), Technique Mastery (Philosophical Argument), Unusual Training (Brainwashing; only voluntarily), Unusual Training (Persuade, Limited by Psychology), Unusual Training (Sway Emotions, Limited by Psychology), Unusual Training (Suggest, Limited by Psychology),

Optional Advantages: Charisma, Voice

Optional Disadvantages: Belief (Neo-Rationalism), Sense of Duty (Mentor or Neo-Rationalism), Fanaticism (Mentor, Neo-Rationalism)

Optional Skills: Expert Skill (Political Science), Intelligence Analysis, Mathematics (Statistics), Propaganda, Research

Optional Techniques: Going Viral

The Art of Noise: 5 points

Alternate Names: Destructive Skepticism, the God-Slayer’s Way.

Dawkins Nigh popularized the Art of Noise in his work, God-Slayer, which argued that psychic powers were real, but an inherently irrational intrusion upon the rational and should be fought on all fronts. While considered, rightly, a part of Fringe Rationalism, the Art of Noise is the most popular discipline to arise from Fringe Rationalism and has broad, if shallow, acceptance among the more militant arms of the Neo-Rationalist community.

The Art of Noice, at its core, relies on defeating the irrational with with the rational. Dawkins Nigh teaches the destructive skeptic to recognize psionics, and advocates a regime of constantly running mathematical equations in one’s head when faced with a known psion. At the next level, he argues for constantly “coding” ones thoughts via a personal code scheme, thinking in a sequence of internally meaningful, but externally nonsensical, numbers, so that any surface-level mind reader only comes away with meaningless numbers. At the highest level, Dawkins Nigh discusses how to “externalize the code,” by which he means to “project hyperrationality outward” to interfere with any psionic ability! He notes, however, that only the most rational mind can achieve this. Finally, he advocates a regime of procedures that check to see if anyone is currently psionically influencing you or has manipulated your mind.

Required Skills: Cryptography, Expert Skill (Psionics), Mathematics (Pure), Mind Block, Philosophy (Neo-Rationalism)

Cinematic Skills: Mental Strength

Psionic Skills: Interruption, Screaming, True Sight

Psionic Techniques: Coded Thoughts, Tiring Interruption, Tiring Scream

Perks: Lighting Thought-Coding; Personal Awareness, Simple Defense, Skeptic, Stabilizing Skill (Anti-Psi; Mathematics (Pure)), Standard Operating Procedure: Memory Check, Tolerance (Any Telepathic Power), Unusual Training (Mind Shield; Skill limited by Mathematics (Pure)).

Optional Traits: Will;

Optional Psionic Abilities: Interruption, Mind Shield, Screaming, True Sight

Optional Advantages: Eidetic Memory or Photographic Memory, Lighting Caclulator or Intuitive Mathematician, Unfazeable

Optional Disadvantages: Intolerance (Psions), Paranoia.

New Traits – Destructive Skepticism

Lightning Thought Coding: Characters with Lightning Calculator add +1 to Coded Thoughts; Characters with Intuitive Mathematician add +2 to Coded Thoughts!

Tiring Interruption

Prequisite: Interruption

Default: Interruption-5. May not exceed Interruption.

As Tiring Scream, but applies to Interruption. Any psi interrupted by your technique also loses 1 FP.

Coded Thoughts (Hard)

Prerequisite: Mind Block and Cryptography.

Default: Mind Block-6; Cannot exceed Mind Block skill.

See GURPS Supers page 38.

Anti-Psi Styles

In a world full of psionic powers, characters will seek to protect themselves from that power.  Mundane countermeasures (like Mind Block) exist and mundane characters will certainly seek to train themselves in its intricacies.  Anti-Psi characters will also seek to improve their talents, studying the art of anti-psi as deeply as psions study the arts of psi.

I originally designed the following styles with non-psions in mind.  They focus mostly on Expert Skill (Psion), Meditation and Mind Block.  However, given that Anti-Psi characters need something to counterbalance powers like True Communion or Psionic Witchcraft, I’ve added some Anti-Psi and Broken Communion powers as well.  Treat these as examples.  There might be simpler, smaller mundane styles, or more baroque and sinister anti-psi styles.

Mental Extinction: 3 points

Also called the hymn of the Void, this style focuses primarily on silencing all thought.  Characters learn to still their thoughts with Meditation, and therein, create a place of isolation that protects themselves from psychic intrusion.  What begins as a peaceful calm can be enhanced into a gaping void of thoughtlessness, which can be most disconcerting to stumble across for telepaths.  Masters of the technique have even gained something approximating a true Mind Shield.

Anti-Psi characters expand this power, creating endless mental landscapes of nothing in which one can become lost, or even blanking themselves completely, not just to telepathy, but to all psionic perception.

Required Skills: Meditation, Mind Block
Additional Psionic Skills: Psi Shield, Para-Invisiblity
Additional Skills: Mental Strength, Mind Shield
Techniques: Deep Trance, No-Mind
Psionic Techniques: Mind Trap
Perks: Gaze into the Abyss, Patience of Meditation, Personal Awareness, Special Exercise (Requires Mind Block and Meditation 15: May purchase Mind Shield), Special Exercise (No-Mind doesn’t require Invisibility Art)

Optional Advantages: Danger Sense, Mind Shield.

The Principle of Noise: 5 points

This more scientific approach to psionic defense seeks first to understand how psionics works, and then seeks to uncover it where it is found, and then finally to use advanced-yet-intuitive principles to hide thoughts.  This allows the psi-hunter to openly hunt for nearby psis without tipping his hand as to what he is doing, though anyone reading his mind will certainly notice his unusual way of thinking.  This sort of defense tends to be a natural outcropping of societies where individuals take on heavy mathematical tasks (think “Mentats as psi-hunters”).
Anti-Psi characters learn to expand upon this principle, taking the random numbers generated by the psychic cryptography technique and blasting it all around them.  The result showers those who interact with the anti-psi technique with weathering and mentally exhausting meaninglessness.
Required Skills: Cryptography, Expert Skill (Psionics), Mathematics, Mind Block
Additional Skills: Mental Strength
Additional Psionic Skills: Interruption, Screaming
Techniques: Coded Thoughts, Tiring Scream
Secret Technique: Tiring Interruption
Perks:Personal Awareness, Simple Defense, Skeptic, Special Exercise (May purchase Mind Shield), Tolerance (Any Telepathic Power), Stabilizing Skill (Anti-Psi; Mathematics), Standard Operating Procedure: Memory Check.
Optional Traits: Will;
Optional Advantages: Eidetic Memory, Intuitive Mathematician

New Techniques – Art of Noise

Tiring Interruption: Defaults to Interruption-5. May not exceed Interruption.
As Tiring Scream, but applies to Interruption. Any psi interrupted by your technique also loses 1 FP.

The Way of the Grey Mask: 5 points

This technique focuses on being someone else.  The practitioner doesn’t learn to hide his thoughts so much as pretend he is someone else.  They learn to bury their secrets beneath persona so richly created, they temporarily forget who they actually are!  This is obviously a preferred technique among spies and shapeshifters.
In fact, this anti-psi technique is a faded remnant of a now-lost Cult to the Murmuring Angel.  Anti-psi practitioners learned to perfectly emulate someone else, even gaining a weird, twisted version of that person’s powers, if they have any.  Broken Communion assists them by making their lies more believable, changing their features to match their internal image, and blanking the mind with horrifying images.  If one joins the Cult of the Grey Mask, they lose who they were, and slowly begin to lose any sense of identity to the corrosive power of the Path of Madness.
Required Skills: Acting, Dancing, Meditation, Mind Block
Additional Psionic Skills: Psionic Overload
Secret Psionic Skills: Power Theft
Additional Skills: Mental Strength, Mind Shield
Techniques: Camouflaged Mind-Block, Communion, Deep Trance, Mind Trap, No-Mind, Penance, True Sight
Additional Psionic Techniques: Crippling Attack (Overload), Crippling Attack (Precision Attack),
Secret Psionic Techniques: Improved Theft (Anti-Psi Power Theft), Precision (Anti-Psi Power Theft)
Learned Prayers: Servant of Unreality, Broken Window, Mask of Madness
Perks: Avatar, Body Discipline (Dancing), Controllable Disadvantage (Mind-Block Based; Delusions (False Memories) or Split Personality), Personal Awareness, Secret Power (Power-Theft as Anti-Psi), Secret Prayer (Mask of Madness without following the Path of Madness)
Optional Advantages: Compartmentalized Mind
Optional Skills: Occultism, Theology