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)

Continue reading “Thoughts on Racial Personality Traits”

A Wiki Update: Ninja-Cats!

I’m having a rather interesting month so I didn’t have a wiki week poll, but I’ve still been hard at work. In particular, I had an art trade: someone drew some art for me in exchange for a cool assassin style for her Asrathi Psi-Wars character. This wasn’t as big an ask as it sounds, because I have wanted a new assassin styles to fill a very specific niche for awhile. However, it did result in much more material than I expected.

The big updates this month are:

Continue reading “A Wiki Update: Ninja-Cats!”

Hey Guys, Let's Annoy the Witch Cat: Bounty Hunters Design Diary Part II

Yesterday, in an effort to keep the blog from being empty and giving the impression that I’m not busy behind the scenes, I unveiled some of my thoughts on making an interesting and rather tailored challenge for a character who took Bounty Hunters as an enemy.  The point, of course, is not to single him out for having the temerity to take the Enemy disadvantage, but to use his Enemy disadvantage as a spring board to create some interesting NPCs, because I expect you’ll want to feature Bounty Hunters in your campaigns too, and why not have some ready, on-hand ones, even if these are rather specific.

But not every game is D&D, and even D&D doesn’t really benefit from making every single encounter as lethal as possible.  Yes, we can treat Bounty Hunters as random Boss encounters, but  we don’t have to.  An encounter, especially with something as “random” as a broad and general group of ill-defined enemies, offers us opportunities to explore and reveal some things about the setting.  Not every enemy needs to be lethal.  Some can really suck.  A weak opponent not only reveals something about the world, but makes the game feel less like a mechanical series of ever more difficult encounters and more like a real world to interact with.  And an inept enemy creates an interesting set of choices.  Sure, you could just, you know, kill them, but are you the sort of person who would do that? Or you can leave them alive to threaten you further and eventually they might get lucky.  Or you can try to talk them out of killing you.  But suddenly, you have a more interesting set of choices beyond just “kill or be killed.”

So, I propose we introduce a bounty hunter or, actually, a team of bounty hunters that isn’t constructed to be a thoroughly dangerous opponent, but an interesting NPC encounter that happens to involve a strong desire to kill you. I want to introduce a “newbie” bounty hunter.

How to Annoy a Witch Cat

Okay, so, simple enough, we create a weak opponent that our PC can easily trounce.  But, if we just do that, we leave our weak bounty hunter open to being killed.  We put in a ton of work and then Xerxes, that sinister space pirate, rolls his eyes, shoots him dead and walks on.  Boring, a waste of his time and ours.  So, we need to tempt him not to kill his opponent.  So, a better question is, then: how do we create a character that our Witch Cat won’t want to kill, despite them trying to kill the Witch Cat?
You make it a kid.  Or better, a couple of kids devoted to one another.  Even better, you make them misguided Asrathi kids who are hoping for a big break so they can chase their crazy dreams and they happen to see Xerxes as their ticket to the big time.  It’s not Xerxes, it’s just business.  Only they suck and they sort of need your help.  That should be at least tempting.
Of course, the point here is not to put a Xerxes in front of a couple of waifs in rags, one of whom has a knife that he halfheartedly tries to shiv Xerxes with.  They should represent a real threat.  Not a major threat, but not such an easy opponent that Xerxes can just roll his eyes.  Were they too easy to defeat, then Xerxes would just smack them around and set them on the straight and narrow path.  No, we want to create a scenario where he knows he could win by killing them, but he doesn’t want to, so he must put himself at serious risk by attempting to capture them.  His charity could result in their victory, creating an interesting choice.
There should be a consequence to not killing them. Mainly, they should become better.  This fits with a story of green hunters trying to make a name for themselves.  We can give them additional traits that the GM can start stacking onto them for each additional encounter as they learn with each fight.
There should also be a consequence for choosing to kill them: they should be very difficult to kill.  Easy to defeat, of course, but you’ll have to really go out of your way to kill them, and by making two of them, we create a situation where vengeance becomes more likely.  That way, we don’t just have to rely on Xerxes’ compassion to keep them alive, and we still get interesting play if he just blasts them.
So, some traits

The Brother

  • Rogue Hunter: He’s not a true bounty hunter, he just pays close attention to the bounties.  He lacks a license, which means he technically can’t arrest you and the cops can stop him.  He hopes to make a score that will make a Lodge sit up and notice and hire him and thus ensure that he gets his license, but he doesn’t have one yet.
  • Asrathi: Of course
  • Obsession: He’s the one who really wants to become a hunter and is lost in the dream of it
  • Gullible: He’s a big dreamer, so naturally he’s buying all the things he can to “look cool,” but some of his gear is surely substandard and he’s likely easily tricked.  He is, after all, just a kid.
  • Unluckiness: This might seem like a terrible trait to pair with a bounty hunter that we’re going to throw at a Witch Cat, but that’s rather the point.  Maybe our hunter would make it if he just caught a break.  Yet, he never seems to.  Perhaps the Witch Cat could even cure his perpetual unluckiness… The only downside is that this isn’t a great NPC trait, as it relies on the GM deciding when it happens, but if the GM wants terrible things to happen to an NPC, they just do… So we might allow the players to contribute suggestions for bad luck.  It might be fun!
  • Hard to Kill: Obviously, he’s going to be at risk of death a lot, yet he never seems to die.  We might pair it with some Rapid Healing and other traits that make him more likely to spring back after defeat.  We might also consider Extra Life with limitations that require it to be used in a way that seems plausible, like a set of coincidences that keep him alive.
  • Code of Honor or Pacifism (Cannot Harm Innocents): The point, of course, is to be the best bounty hunter, but we have an idealistic idea of what it means to be a bounty hunter.  So we follow the niceties that many other “real” hunters neglect. He’s not a bad guy, he just happens to be your enemy.
  • Natural Talent: He has real potential.  Most PCs will optimize their character, but you can get a lot of interesting mileage out of not optimizing your character: characters with Talent 4 for skills they don’t have (or barely have), or too much DX for the amount of skills they have.  If we give our Asrathi boy an extremely high DX, he’ll have a lot of unrealized potential.
  • Total Lack of Skill: Paired with this, we should have sufficiently low skills that the character is fairly easy to beat.  I think we should be aiming at a BAD of 2 or 3, so skill 12-13 where possible.
  • Flashy Skills: Our Asrathi has cinematic ideas of what it means to be a bounty hunter, so likely focuses on “cool” skills: Acrobatics, Karate, parkour, and moves and techniques that make him fast, allowing for lots of quick, light, inept strikes. He might even have a Showoff Quirk, forcing him to take as many penalties as possible even when it’s not necessary.  He shouldn’t have highly effective skills though: no feint, no highly lethal targeted attacks, no sniping from a distance.
  • Ally (Sister): He’s part of a pair of hunters. They come as a package deal.  The fact that his sister has his back is fundamental to the character. 
  • Sense of Duty (Sister): They’re in this together, and he’ll do whatever it takes to keep her safe, whatever her flaws.  Just as long as it doesn’t interfere with his bounty hunting, of course.
What about Overconfidence?  Well, the problem isn’t that he thinks he can do it, the problem is that he desperately wants to do it.  He knows he’s outclassed, but he feels he doesn’t have a choice.  He needs this.  What about Daredevil? Well, that would give him a bonus for punching above his weight, and his problem is that he lacks those bonuses.  It’s tempting to go the other direction: Low Self Image, where if he has everything lined up, he does great, but the moment things start to go south, they really go south for him.  I think Low Self-Image is a criminally underutilized disadvantage, but I’m not sure it’s the right choice here.

The Sister

The sister needs to be both a contrast and complement to the brother.  She needs to represent the other side of the coin, keep him stable, but also help explain why he is the way he is.

  • Rogue Hunter
  • Asrathi
  • Pitiable or Beautiful or Honest Face: The point of the pair is to invoke sympathy, and few things push someone to reconsider murder than being pretty or cute. I also think having a high reaction modifier is an underrated bounty hunter tactic that I’ve not seen used outside of Killjoys.  If the mark underestimates you, it’s easy for you to get close and use unarmed skills against them. She’s that sort of hunter.
  • Debt: One of the reasons her brother might be desperate for a big win is because his sister might have built up a big debt and have pressures on her from the underworld to drag her into things she really doesn’t want.  By hunting, they hope to pay it all back.
  • Compassionate: Like her brother, she’s good people (which is one of the reasons killing her should be hard).  She’s the sort of street rat that looks out for other street rats, even if it gets her into trouble.  She might also pick fights that she can’t win, hence why her brother has picked up some combat skills.
  • Smart: Where her brother is physical and skilled, she’s street smart and practical.  She’s good at manipulation and avoiding scams. Where her brother has a lot of potential to be good at the physical end of bounty hunting, she has a lot of potential for the mental end of bounty hunting, but like him, only actually has skill 12-13.
  • Thieving: Her hunger for material goods and class has led to a skillset in sticky fingers, which she can also turn to her benefit when helping her brother hunt.  She’s also stealthy and observant.
  • Scrapper: She’s competent at self-defense.  She can handle a blaster and if a drunk guy tries to get handsy with her, she can handle herself.  She’s not the real combat specialized of the pair, though.
  • Sense of Duty (Brother): Were it up to her, she wouldn’t be a bounty hunter, but a smuggler or a con-artist, or something even classier, like a performer. Circumstances have forced her into this line of work, but especially her brother’s passion.  She’s fiercely protective of him, and the people who try to manipulate him.  If he dies, she’ll seek vengeance.
  • Ally (Brother): They come as a paired set.

Together, they should make a nice one-two punch.  She can try to shadow, then dazzle and bamboozle Xerxes into an ambush, and he can try to capture (not kill, of course!) Xerxes.  They’ll fail, probably, and Xerxes will see through most of it, but it’ll be up to him to decide what to do with them.  They make a great warning shot, a reminder that he’s being hunted and a definite inconvenience, but not the “OMG I’m going to die!” of the previous bounty hunter.  Sometimes, non-stop death traps makes for a tedious set of encounters, and they make for a nice change of pace.

(Incidentally, you don’t have to make sub-par opponents “nice.”  The tension between “Do I kill them or not?” isn’t nearly as fun as hitting a player with an annoying little bastard that squirms his way out every time, only for them to finally pin them down and relish actually eliminating them. I personally think the sub-par opponent is underrated.  Yes, if your game lacks challenge people can lose interest, but constant high tension can be exhausting).

Hey guys, let's kill the Witch Cat

Pardon my silence.  Both of my children were born this month, and there’s Easter, and a quarantine, so I’ve been busy.  I’m also trying to figure out how to handle polls on multiple patron sites without spending $20 a month on the right to get more than a couple of answers, and I’m behind on my art comissions.

But the real reason I’ve been quiet is that a Patron asked me to work on bounty hunters, and they’re up there with Mystics and Space Knights for “You don’t know how much work you just asked for.” In any case, if you missed it, there’s a preview up for Subscribers and Patrons. One of the reasons it’s taking so long is that there’s a lot of reasonable “factions” and culture-groups that we might associate with bounty hunters and while we’ve worked out a ton of detail on mystics and space knights (and commandos and officers and etc) under the guise of working on philosophies and factions back in iteration 6, we haven’t really touched on bounty hunter or criminal factions yet, which are both things we really need to explore, but we only have so many hours in the day.

Bounty Hunters represent a whole host of interesting puzzles, especially in that they’re natural monster hunters (There’s even a lens for it: “Hired Gun”). A Bounty Hunter naturally specializes in their preferred prey, and so may have means of disposing of particularly troublesome aliens, robots or space monsters that the average person doesn’t have.  That is, after all, why you pay them!  But if we’re going to introduce Space Witchers, we need to think about monsters which, against, brings me back to a concept I’ve been tinkering with but haven’t had the time to really explore: Epic Psi-Wars. I’ve discussed it before, but the idea is that while running Psi-Wars for normal action heroes is fine (and the premise of many of its more procedural inspirations, such as Killjoys and Star Wars films like Rogue One or Han Solo), you can make the case for Psi-Wars-as-Monster-Hunters, also based on its less procedural inspirations (like the Old Republic or Metabarons).  In fact, the Action Genre itself does this, as Monster Hunters Sidekicks points out, as well as the finest action-genre RPG ever written: Nights Black Agents, which clearly illustrates how one migrates from a bog standard action story to a deeper thriller.

Bounty Hunters tend to straddle that line pretty well, especially in a space opera setting.  One session, they’re busting some guy out of prison, or taking down a crime  boss.  The next session, they’re using their specialized knowledge to kill a space vampire.  This lets them walk between the world of the smuggler and commando, and the world of the space knight and the mystic.  But this also means that in describing Bounty Hunters, I need to describe the things they hunt, and that means tackling some of the monsters of the setting, and that’s taking me awhile.  Apologies.

The other thing I’ve been thinking about, and the real point of this post, is that Bounty Hunters make amazing enemies.  Raymond Chandler famously said that his preferred technique for spicing up a story was to have two guys kick in the door and start shooting up the place whenever the story got stale.  In space opera, the two guys who kick in the door and start shooting the place up are, of course, bounty hunters.  They can reasonably show up at any time, they should always present a unique, flavorful challenge, and once you defeat them, you have to ask the question “Who put the mark on my head, and how do I get rid of it?”

Thus, I’ve been thinking about Bounty Hunters as a challenge.  I asked one of my friends to see if he could make one, but then I decided that was an unfair challenge, because I wasn’t sure how best to make one myself. It’s not enough to slap some stats together and have a guy shoot at people.  I mean, it is, but as we’ll see from the After Action Report of Tall Tales of the Orochi Belt, even a couple of BAD 1 Henchmen backed by 10 or so BAD 1 Mooks are not a serious challenge to starting PCs. We need more than big numbers: we need to think about what makes a bounty hunter a challenging encounter.  How can they be difficult and interesting to defeat.

We should be able to finish the following sentence: “This bounty hunter always get his man because…” or “This bounty hunter is unstoppable because…”

It just so happens that on of the PCs, Xerxes, an Asrathi Witch Cat, has Bounty Hunters as enemies, so I thought it might be an interesting exercise to explore how a Bounty Hunter might defeat that specific PC and how we can make it an interesting encounter. Come, and let’s muse together on how to murder on of my PCs.

How to Kill a Witch Cat

So, some background: Xerxes is a Morathi (Witch Cat) pirate.  The reason he has a bounty on his head is because he insists on attacking the Empire and stirring up trouble, hence his bounty.  The Enemy he has, specifically, is the [-20] version of “Medium group of lesser opponents” which, in that context, suggests a group of 100% point value opponents, so 250-300 or so points; starting Bounty Hunters, then (but reduced to -10 with a “6 or less” frequency of appearance so we don’t have to hassle him all the time).  We can easily justify at least one 300 point bounty hunter, which will be our focus.

With our basis settled, let’s look at what the bounty hunter needs to do: defeat an Asrathi Witch Cat.  That might seem like a weirdly specific thing, but I bet there’s call for it.  Per the Asrathi backstory, there’s a Pro-Asrathi, anti-Human movement, the “Asrathi Pride,” which hassles the Empire, and tend to look at the Witch Cats with awe and respect.  Meanwhile the rest of the galaxy, those that are superstitious at least, tend to fear the Morathi.  Thus, people who specialize in killing or capturing Witch Cats actually makes a lot of sense.

So how do you do it?  The obvious answer is “Anti-Psi.”  After all, Witch Cats are Probability Manipulators, right? That’s how they get their bad reputation, right? Well, partly.  They have a deep connection to the Death Path of Broken Communion, which manifests as weird hauntings and curses that randomly manifest around them, hence their reputation for “Bad Luck.” Thus, it’s not enough to be anti-psi, one must know how to defeat Communion.  So how do you defeat a Communion Wielder?

All forms of Communion have counter-measures.  True Communion can be beaten by forcing your target to violate his own sacredness.  Broken Communion can be defeated by “mundane countermeasures,” superstitious protections like charms or circles of salt.  Dark Communion can only be beaten by other forms of Communion, which makes it both the weakest form of Communion and, for non-Communion-wielders, the strongest.  Fortunately, our opponent doesn’t wield Dark Communion.

The other way to beat a Communion Wielder, at least before my revision, was with Anti-Path modifiers.  If your opponent followed a particular path,  you just invoked the trappings of its opposite. Said differently, you laid out for communion the story of your opponent’s defeat.  If the Righteous Crusader must stand down before the law, then you must become the Law; if the Bound Princess is sacrificed unto the Hungry Beast, then you must become the Hungry Beast, and so on.  I’ve removed this as overly complicated, but I clearly need to bring it back in, because it serves a useful role.  I just need to think about it.  We can at least explore the basics of how such a character would operate.

So, our Hunter would need to know a good bit about Asrathi Culture (especially their funerary customs) to help him recognize a practicing Morathi (as opposed to just a particularly pale or dark Asrathi). He’ll likely be trained in recognizing psychics, or in occultism in general, to know how best to protect himself from luck manipulation powers.  In particular, he’ll probably want to simplify.  The more chaotic the environment, the more variables, the more “rolls of the dice,” the more likely something, somewhere, will turn up in the Morathi’s favor. Alternatively, you could swamp the Morathi in so much chaos that his little tweaks of fate don’t amount to nearly enough to save him.

To defeat death, the Bounty Hunter needs to at least understand the sorts of superstitions that would prevent Broken Communion from harming him.  He can also try to understand the “story” of the Path of Death and either undermine it, or bring it to its natural conclusion.  In particular, “Death surrounds the Morathi,” so this aids the Bounty Hunter: those nearest the Morathi have a higher chance of dying, and the Bounty Hunter can just “help it along” to eliminate the Morathi’s companions. Of course, eliminating a Witch Cat’s friends doesn’t help one eliminate, or capture, the Witch Cat.  But blackmailing him does!  We can contact the Witch Cat, explain that he needs to turn himself in, and suggest that otherwise, the people around him will start dying.  There’s nothing that the Witch Cat’s death powers can do to stop that: the whole point of a Witch Cat is to push death along!  We need to get the Witch Cat to realize that they’re their own worst enemy, and then surrender to the hunter.  Witch Cats that lack compassion can, instead, make enemies around them when the bodies start to mount, especially if it looks like accidents caused by the Witch Cat’s tendency to accidentally kill.

If it comes to a real fight, what sort of weapons is the Hunter best off using? Going over this description, it seems that you want either really, really reliable weapons, or weapons that cause a lot of collateral damage.  The latter is much more fun, so let’s look focus on explosive weapons, but not weapons prone to self-destruction (that makes it too easy for the Asrathi to kill you with a curse that forces a critical failure); a Rook & Law “Outlander,” both explosive and Reliable, looks perfect.

So, what traits might this bounty hunter have:

  • Will. One of the problems he’ll face will be Fright checks, but many of them will be Cosmic, so Unfazeable and Fearless won’t help him, but Will and Brave might: he might have a healthy respect for death, but be able to ignore it when the chips are down.
  • Occultism: He’s more likely to know about superstitions than he is the science of psychic powers.  Witch Cats, after all, aren’t very scientific. Hidden Lore (Communion) would be even better, but unlikely for a Bounty Hunter to have.
  • Psychology: He needs to focus on wearing the Witch Cat’s psyche down.  We need the Morathi to defeat himself.  So we need to understand what makes the Witch Cat tick, and how to exploit any psychological loop-holes.
  • Diplomacy: You’re never going to Intimidate a Witch Cat: they’ve seen some shit.  But you might be able to talk  them into seeing reason.  You might also go with Fast-Talk.  Note, though, they’re likely to have high Will, so the point of this is to carefully lay out what they need to do and why; influence attempts will likely fail (though not as badly as Intimidation), especially if backed up by Psychology.  Given that Xerxes is a pirate, Streetwise might work as well.  Savoir-Faire is unlikely be interesting: not many Asrathi Kings.
  • Asrathi Cultural Skills: If your goal is the manipulation of the Asrathi, it doesn’t hurt to know some of their theology or their basic cultural norms, to act as complementary bonuses to your manipulation attempts.
  • Traps: In addition to basic, functional combat skill, the Bounty Hunter will want to set things up so people die and it looks like the Asrathi did it. This will push his allies away from him and help him make enemies.  Traps can go wrong, of course, especially with Morathi luck working against them, but with enough of them, you can start to make a difference. It also puts you far away from the scene of the action when the Witch Cat’s luck starts to attack the traps.
  • Hand to Hand Skills: the final moments are almost certainly going to go to fisticuffs, as Asrathi have claws and excellent striking strength and will likely use both.  You don’t have to be an expert karateka, but having a decent guard against claws and being able to execute a Judo Parry would be nice.
  • Foresight: If you’re going to be the sort of person who lays out lots of traps, it would make sense that you tend to think ahead a lot.  Where a Witch Cat relies on Serendipity to save him, this Hunter will need to rely on his wits. 
  • Luck: It wouldn’t hurt to be lucky.  A Morathi’s probability manipulation powers will wreak havoc on unlucky characters or characters with only normal luck.  A very lucky person might just get enough lucky breaks to survive the bad luck hurled at them.
  • Delusions (Superstitious): A character who regularly fights against the forces of Broken Communion is probably better off being slightly paranoid than not paranoid.  After all, maybe tossing some salt over your shoulder, or wearing a talisman won’t help, but it won’t hurt either and it might help. Paranoid might not be a bad trait either.
  • Callous: If you’re going to be killing random people to get at one Witch Cat, you’re an asshole, and you need to be okay with that. You probably need to be a cold and calculating asshole, though, not a maniacal, sadistic one, because the latter has too many opportunities for things to go wrong which the Witch Cat’s luck will exploit.  Bloodlust might be okay too, but probably not Bully or Sadism and certainly not Overconfidence!
  • Intolerance (Asrathi): This is not strictly necessary, but pretty likely: if you make a living hunting down Asrathi, you’re probably not their biggest fans. A general intolerance of “Witches” might also work.

 For race, the most likely candidates to fit this profile are Asrathi, Ranathim or Human.  Asrathi, of course, already have all the requisite cultural traits, and have a pretty good understanding of what a Witch Cat is, and thus how best to defeat them.  They’re unlikely to be intolerant of their own kind (but it’s not impossible).  The Ranathim deal with evil forms of Communion all the damn time, and tend to be superstitious, and thus might reasonably have quite a few of the listed skills and traits.  They tend to be less “cool and collected” though, being driven by their passions, and they often find themselves saddled with bad luck for violating an oath, which creates an opportunity for the Witch Cat to exploit.  A human who has been at the wrong end of the Asrathi Pride movement might plausibly hate the Asrathi, and the “cold, calculating hunter” is a human specialty.  Of the three variants of mankind, it definitely wouldn’t be a Shinjurai (they look down their noses at superstition).  Maradonian might be possible, but he doesn’t really fit the above profile.  But a Westerly could be superstitious enough, and be close enough to the Asrathi to see their dark side.  They’re also the most likely to use an “Outlander” plasma carbine, so what we’re looking at is a human space cowboy who likes to think ahead and trap his prey, like a real hunter.

Thus, at the end of the day, we have a plasma shotgun wielding space cowboy who wears a lot of talismans and is superstitious and is deeply familiar with the imagery of death.  He carefully studies his prey and asks around about them, builds a psychological profile, then begins to create “accidents” around the target to spook them and their comrades, and then finds some way to contact them, from a distance, to force a surrender.  During the final confrontation, he peppers the area with traps that will cause a ton of collateral damage and death, and wields his shotgun and his unarmed skills to take out the outmaneuvered Asrathi.  He likely prefers to kill his prey rather than capture them (no chains or anti-psi collar is going to stop Broken Communion), but if pressed, he has some sigils or something that suppress the ghostly power of broken communion.

Most of Xerxes’ skills are 14-16 (he’s got higher, but they’re all in space combat stuff).  BAD 5 would be enough to flatten him to a coin flip without overwhelming him, and is a plausible skill level for a 250-300 point Bounty Hunter

Wiki Showcase: the Asrathi

Psi-Wars has always been an “Aliens Everywhere” setting, and one of the things I did to show this was grabbing random templates from any book (in this case, the felinoid template from GURPS basic) and slotting it into the game (as the racial template for Kendra Corleoni).  When it came time to discuss how to design aliens, I naturally returned to the felinoids again for a quick expansion, to show how particular approaches to alien racial design might work in Psi-Wars. In short, I created them as a worked example of what you, dear reader, could do when importing a race into the game.

And that was that.

But over the last few  years, someone would drop me a message about a Psi-Wars game they were running, and a common comment was that someone was playing as a felinoid, especially a “witch cat,” the subrace prone to probability manipulation proved quite a popular addition.  I felt a touch guilty that they remained this half baked “I worked on it for a day” set of racial templates without even a proper name, so I slapped the name “Asrathi” (a portmanteau of “Aslan” and “Kilrathi”) cryptically on my wiki and hoped people would figure it out.  That was until I announced Tall Tales of the Orochi Belt and someone commented that they’d like to play as, you guessed it, an Asrathi Witch Cat.  So, I ran a poll: how “canon” did they want the Asrathi race? Were they fine with them as some race mentioned on my blog?  Did they want to see the blog details ported to the wiki? Did they want to give them a place on the setting on par with the Ranathim, Keleni or Eldoth?  The answer came back a pretty firm “We definitely want them to get the full treatment on the wiki, but they don’t need to be as setting-important as the main three races”

So, I present the Asrathi as a full, “canon” race.  I still see them as fairly minor in the major scheme of things.  They’re not the elves or dwarves of the setting, but when you walk into a cantina in a backwater system, in addition to the weird, overly slender bug-girl, and the hulking lizard-guy, and the horny, red-skinned elf-thing, there’s a cat person.  This is their story.

I’ve naturally made a few changes.  A non-exhaustive list includes:

Favoring the DF template over the original GURPS material

I was paging through all the various felinoid templates, and I noticed that Dungeon Fantasy’s looked almost exactly like the original GURPS basic template, but removed a lot of stuff that either shouldn’t have been there or didn’t need to be there, and added a few traits that were fun, like their water phobia.  So the new template folded those changes in. 

I kept Combat Reflexes off for the same reason I did last time: it inflates the cost of the template and most occupational templates that need it already have it.  If you’re a commando Asrathi, you have combat reflexes, congratulations.  If there were some way to “stack” combat reflexes in an organic and obvious way, then I would have left it in: an Asrathi Gunslinger might have faster reflexes than most gunslingers, but as it stands, all Gunslingers, Asrathi or otherwise, are pretty equally fast, and so you end up doing something like Asrathi characters cost 40 points, but their occupational templates cost 15 points less? All you really end up doing is creating Asrathi civilians with Combat Reflexes.

ST has been repriced in Psi-Wars, especially Striking ST, and this definitely rebalanced some costs for the template as well, and this had to be integrated into the template.

Integrating Bio-Tech

Bio-Tech has its own felinoid template, the Felicia, though here Pulver pulled no punches and gave us super-powered and super-sexy space cats.  I’ve integrated a lot of traits there not as core template traits (that would make their template cost a few hundred points) but as “common traits,” suggestions for how to build your character.  I did integrate the Felicia’s improved Basic Speed trick, though I’ve allowed you to take “Bestial” instead of “Super horny and anime-esque hungry” if you prefer.

Name all the things

The Felinoids are now “Asrathi.”  
The “Predatory Felinoid” is now “Jagarathi,” and they have some serious striking ST.  Between their Striking ST and the Primal Rage power-up, they can clock in at 4d-1 cut damage with their claws, but this is in a setting where people regularly wear DR 20 underwear, so it’s not nearly as OP as it sounds (but it does mean that they can toss around an average of 2 yards of knockback when they flip out).  Where the standard Asrathi is typically the sexy cat-girl or the cute cat-boy, I wanted room for those who liked the weretiger sort of character and the Jagarathi fit that niche nicely.
I like the name “Witch Cat” well enough, but we need a decent sounding name to fit them, so I’ve added “Morathi” as an “in-setting” name for them, though I still refer to them as “Witch Cats” in the text.

It’s all about the Witch Cats

Given their popularity, in addition to a name, I’ve dived into them in a little more depth. Now, in addition to people avoiding them for bad luck, we have them as revered by certain segments of the Asrathi population; I’ve removed their unusual background perk that allows them to access Probability Manipulation (it’s a feature, given that Probability Manipulation is now canon) and just left them with their latency.  I’ve also given them a couple of power-ups that people can take that could represent uncontrolled probability manipulation, lending them a tragic and spooky aura.
I’ve also created a fully discussion of the Death Walkers and a set of power-ups for them.  For now, this is going to remain as a Patreon Special, because I’m feeling my way through the mystical power-ups and trying some things out.  Once I’ve got everything ironed out, then expect to see them on the wiki.

A glimpse of cat-culture

We need to see at least a little culture for our race.  But how much?  People often ask me of they have their own language or their own customs.  Upon reflection, I decided that they largely don’t.  They’re one of those races whose culture has been largely dissolved by the rest of the galaxy.  I’ve added an “Asrathi Pride” movement, those who seek to recreate the old ways (more akin to the modern neo-pagan revival movement than, say, some arch-conservative group that managed to retain its culture this whole time), for those who want to emphasize the idea of Asrathi as having their own culture, or who want an interesting source of tension between the reactionary Pride and the more culturally diverse Asrathi scattered across the galaxy.
If we’re going to have cat people, we need some stand in for catnip, thus “Asrathi Mint” or “Matatabi vine,” based on some research into the more obscure versions of catnip.  Naturally, this is a sacred drug, so we need a darker version, something like… skooma!  Only we’ll call it “Kuruma” and it’ll act a lot like Opium.
Finally, I feel bad for giving the Asrathi claws that they really can’t use in a setting where everyone wears DR 20 underwear.  Those claws are there because they’re in the core templates that I’m borrowing from, and it’s realistic, and it’s also realistic that they’d be, ah, situational.  But we can improve that, and an obvious option would be for enhanced cybernetic claws.  I think super-fine carbide claws with an armor divisor of 3 is not unbelievable, but it’s also not good enough, but I feel “vibro” claws just aren’t going to work.  So, we conjure up some weird form of collapsed silver (“Argentium?”) and give it to them as an armor divisor 5 claw with a bonus per die, like super-fine weapons.  Suddenly that 4d-1 turns into a 4d+3 and inflicts some real damage, even against light armor.