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!”

Wiki Update: Spies, Mystics and Bad Luck

Apparently, it’s been ages since I posted about a wiki update on my blog. This is likely the result of a migration and being caught up in various campaigns and that damn Tyrannic ships post that took forever. My blog has the last post in march, so let’s see if we can do some catching up.

The Spy

I’ve added the Spy template. This was definitely a case of “What took so long?” It required a little revisiting of the rank structure of Maradonian houses to bring them more in line with the new rank structures that have proliferated across organizations in Psi-Wars, and I needed to integrate some of the new hacker rules into the spy template. But I needed it done, because I noticed people using the old It5 version only because I hadn’t updated it to the new format, and I wanted to have it in place for Undercity Noir 2 (as 1 is rapidly winding down) and one of the prospective Wanderers of Dhim players would like to play as a Mithanna Spy.

The Mystic

So I finally found a way to write mystics that I don’t hate. The biggest issue with Mystics is the wonky pricing of Communion, which is 15 for level one, then 5 per level, then suddenly 10 per level, then suddenly 15 per level and so on. Worse, I had hoped to have certain groups with Unconscious Communion and other groups with normal Communion, and I wanted to have smooth transitions between the two, but that doesn’t work. At least not unless you have really chunky upgrades, then it works out fine. So I finally settled on 50-point power-ups. That does mean your “masters” of a mystical art are deeply invested in their art, but that lines up with the costs.

I’ve written up a draft power-up structure for three forms of the Divine Masks and for True Communion, and a first draft of the Akashic Mysteries, but I wanted to see what it would look like to have an actual mystic. Can I write it as one single template? Answer: No! No way. There’s a lot in common across all Mystics that I can see: they’ll have basically the same statline and likely very similar primary skills (except for specialization) but from there it becomes as wildly different as druids are from wizards and priests. I can’t even make just the Divine Masks fit into one template! But I’ll see if I can find some way to organize it to make it easier for players to see the connections between them.

While none of those templates are out, I’ve made some updates on the Divine Masks, particularly details on Domen Sefelina and their mystical power-ups. Next are some martial arts associated with them and then their final template. My plan is to roll out Domen Sonostrum and Domen Khemet next (Venalina is important, but I would argue the least popular of the four cults). I’m starting with the Divine Masks because it serves my Dhimian campaign and, more importantly, because the Divine Masks is one of the least important mystic sets, with True Communion and the Mystical Tyrant as the most important (Akashics somewhere in between, and Neo-Rationalists pondering whether they even belong among mystics).

Part of this has also involved updating Communion miracles a little. In particular, I want to round out the lower-price learned prayers because I notice that’s where most gameplay exists: players can easily buy those, rely on them happening often, and the GM is more likely to allow those to come out. So I wanted to make sure everyone had some luck, charisma and Blessed (Heroic Feats) variation. Most of this has impacted Broken Communion which has gained a few new miracles (Broken Confidence, Servant of Unreality and Moment of Broken Truth), and will likely see some Blessed (Heroic Feats) coming soon. The other forms have received a little love, but less than Broken Communion, because I’ve noticed that Broken Communion is far more popular than I expected, and I wanted to give it a little more utility.

Knives!

Third, I’ve released the Universal Edge, the fifth Assassin martial art. I discussed it more extensively in yesterday’s post. This has a more “Westerly” than the other assassin styles, and is directly inspired by Riddick, so if you wanted a more brutal, tough-guy assassin style, this is the one for you. This has also been integrated into the Assassin template.

Vithanni, again

Ahh, everyone’s favorite “obscure” race that’s my eternal headache. After some deep introspection, I decided to reduce the price of IQ for the Vithanni from 20 to 15. While I still argue that there’s definitely 20 points of value still in IQ for them, the problem is that Aura because such a good value for them that you’d be a fool to take one to access IQ. A slight discount makes a high IQ, low AU Vithanni at least a plausible, instead of laughable, build. This required going through each template adjustment and re-working things, but the result is far more pleasing. I’ve also integrated the Spy into their adjusted templates.

See You Next Month?

This month isn’t as dominated by a swarm of sessions like the last few have been, so I should have a bit more time to get some writing done, so with luck, some more material should be coming out, and I’ll try to be better about the updates (but a 2 month estimate might be more plausible)

Wiki Highlight: Universal Edge

Riddick will kill you with his teacup

Ages ago, when I started work on the Assassin, I posed a question to the group: do the melee characters of Psi-Wars, who are not space knights, just get the benefit of the cinematic experience, or do they use such advanced techniques and weapons that they’re equivalent to a force sword in lethality. The answer, overwhelmingly, was the latter, which put me on a course of exploring numerous possible weapons that could be potentially lethal for an assassin, including the Ceramic Katana and the Monowire Whip, and some others that have yet to make it onto the wiki, or to even be written, such as the so-called Nuclear Knife. Each of these had an extensive write-up that I wrote for backers, as both a brainstorming experience, and a sort of designer’s note.

But I didn’t have much in the way of techniques, other than perhaps Reaver’s Hand (Yes, based on that Reaver’s Hand; it’s not the first Rice martial art to make it into Psi-Wars). Still, there was one idea that had long stuck with me, and I had written up the basics during that burst of creativity, but never posted it because I ran into troubles and set it aside.

The core of the idea was the exploit the Better Improvised Weapons rules from Pyramid #3/88 “The End is Nigh” and create a style wherein any household item could be turned into a lethal weapon by the assassin. Rather than find a way to sneak in with their ceramic katana or monowire whip or nuclear knife, they would walk in unarmed and murder their target with whatever they could find on hand. This in turn was inspired by John Wick’s attempt to explain the “Riddle of Steel” (a quote which I am unable to find), in which he asked something like:

“With what weapon is Riddick most lethal? A) a gun, B) a blade, C) a teacup, D) I’d rather not fight Riddick at all, thank you!”

I’m not convinced that actually addresses the actual riddle of steel, but the comment stuck with me. Some assassins are so dangerous, it doesn’t matter what weapon the wield. They are the weapon.

You can check out the new style, Universal Edge, here.

Continue reading “Wiki Highlight: Universal Edge”

Wiki Update: Dreamy Assassins

 

It’s not all been Fun and Space Bestiaries at Mailanka’s Musings; I still have a wiki to run, after all, and promises to fulfill to backers.  So I wanted to take a moment to quickly highlight a couple of major updates to the wiki.

Releasing the Balloon People: Dream Control

Every month, I offer a poll on what Patreon exclusives to release, and once again we have another “rare psionic power”, this time an expanded version of Dream Control, which puts us up to three rare psionic powers! 
I worked out Dream Control as part of the creation of House Harrow, as I wanted to explore alternate Psychic Vampires, one that would feel distinct from the Ranathim, so I found myself delving into Dream Theft, but if we’re going to have Dream Theft, we might as well get into the rest of the Dream Control powers, and this suggested a willowy, dreamy Maradonian Noble that didn’t quite fit what I had in mind for House Harrow. This resulted in them becoming a genetic muddle, with the hidden Orphean bloodline lurking in their mutt DNA.  I also wanted to integrate some of the Labyrinthine imagery, as Akashic oracles seem to often dream of the labyrinth which provides them with insights. This doesn’t literally send them to the physical labyrinth, of course: this isn’t astral projection, though that’s an interesting idea.  
In any case, what came out is what I would consider a fairly modest set of abilities, and one you could use for a character.  Unlike Probability Manipulation or Machine Telepathy, I don’t think I’ve seen anyone take it; it is, after all, fairly niche and largely amounts to telepathy with a less convenient vector.

Assassins

And this is likely the one you’ve been waiting for.  Assassins could have gone in numerous directions, but I wanted them to be the Space Ninja to the Space Knight’s Space Samurai.  Where the Space Knight was mystical, psychic, and focused on defense and forthright defense of the innocent, the Assassin was focused on stealth and murdering targets from the shadows.  This could be done with a blaster rifle from afar, but that feels too easy and not especially ninja like, at least not in the cinematic sense of the ninja. We expect someone who uses nunchucks or kusari or shuriken to defeat their opponents: the cinematic ninja uses exotic weapons, and each ninja is often different, specializing in their own particular weapon.  Shouldn’t space ninjas do the same?
The current version of Reaver’s Hand

Melee Weapons in Psi-Wars

There’s another reason to want to stop and focus on exotic melee weapons: Psi-Wars is a melee oriented game.  Oh, sure, people have blasters and shoot at one another, but they often do it no farther than about 20 yards, often much closer: you can shoot someone in a space port bar, but chances are, with a little effort, they can punch you too.  And the Space Knight is more iconic of Psi-Wars than the Bounty Hunter (though not by that much I think), so as fun as shootouts between bounty hunters and criminal scum would be, so would a duel between a space knight and some weird assassin wielding a strange, alien weapon.  More than that, we expect to see ax-wielding primitive aliens, or gladiators armed with dual alien khopesh and so on.  
So melee weapons matter in Psi-Wars.  Which means I should put some effort in thinking my way through useful melee weapons, and I even wrote a post about it ages ago.  The core conclusion, based on feedback from my readers, was that we needed a solution that made melee weapons awesome.  Rather than just give melee weapons special treatment (though it should be noted that the tight confines of Psi-Wars and other rules do already heavily favor melee weapons), we should make melee weapons that justified their place on an ultra-tech battlefield.  Weapons like the Force Sword and the Neurolash baton already did this. Vibroweapons somewhat justified it, but mostly as a cheap alternative.  What else could justify it?
The answer has been an ongoing series of ideas that have mostly been geared towards assassination, because that was the template I’ve been working on, but I’ve been coming up with a mess of ideas, some more practical than others.  As a result, the melee weapon has been slowly broadened out and now has its own specific page.  The biggest change are new rules for weapon breakage, mostly to simplify force swords striking targets, and a heavily updated section on the Psi-Sword (so updated I’ve considered making it IT its own section).
As noted, this has been mostly geared towards the Assassin so far, but I don’t think every melee weapon would necessarily fit the Assassin, who focuses on stealthy, glass cannon, one-hit kills rather than heroic last-stands or battlefield tactics. I also think there are melee weapons, and specialists that would use them, that don’t fit as either assassins or space knights.  The staff-wielding, temple-guardians of the Keleni, the gladiators of the Lithian arenas, the spears and war-axes of the Nehudi, the vibro-wire halberds of the Jackalmen of the Umbral Rim, the Pit Fighters of the deep undercity of Kronos and so on.  I think there’s room for a Warrior template: if the Assassin is the ultimate realization of a DX-focused melee fighter in Psi-Wars, perhaps the Warrior would tilt the balance more towards ST (though not completely; even the Big Guy of Action 3 had generous DX).  They’d need some work, though, and they’re not the focus of today’s post.

The Assassin’s Weapons

So what do we have for the assassin? I showcased a lot of ideas for backers over the past few months, and these were the ones that stood out and seemed to fit the niche the best… for now.

Monowire

The most successful of the backer posts had to do with my worked version of Monowire Mugging. But where Monowire Mugging focused on the stasis switchblade (which is a very interesting weapon) I wanted to explore the “razor floss” depiction we often see in anime and sci-fi.  The result was the Gossamer Art, which has a strong emphasis on traps, entanglement and strangling people with razor-sharp wire.  Of the new styles, I’d say it’s the most unapologetically ninja-like. The rest either borrow elements from other niches or could be used by, for example, a Warrior or a Space Knight in the right context.  The Gossamer Art, though, is a style that only really works for an assassin. It’s not great at parrying attacks or attacking a hardened target that’s prepared for your attack, though it does deal surprisingly well with groups of (unarmored) opponents.  To me, it also evokes a certain amount of terror: a Gossamer Assassin, and their razor wire, could The current version of Reaver’s Handbe lurking anywhere!
The Monowire Whip is an interesting weapon that I hadn’t really looked at before. Even Monowire Mugging doesn’t really look at the Monowire Whip as a whip. Which is a shame, because there are all sorts of interesting things you can do with a whip.  Hopefully, this art will give that humble weapon a little more attention.

The Ceramic Katana

One of the reasons I started working on melee weapons was to find some way to get a cybersamurai in the game. The proper katana is so embedded in the imagery of space opera and sci-fi that it even managed to make it into Star Wars Visions which featured a Sith Hunter who inexplicably wore sheaths just to maintain the proper image of a katana!  
The core benefit I saw to a proper katana was the ability to apply strength directly, which meant it could reach higher levels of damage than the force sword (well, to a point; ST damage does cap out, after all, at triple the ST value).  Monowire also has an armor divisor of 10, rather than 5, which means it has superior armor penetration, though a monowire sword looks more like a cheese knife than a katana, but we can fudge and call it a monomolecular edged weapon (Nanothorn is probably even more accurate, but I didn’t want to mess with corrosive damge). The only remaining problem is that the weapon needs to stand up to the force sword’s destructive potential, and we can justify that with some form of beam adapted armor coating the blade.  Why not make Beam Adapted armor if that’s an option? Let’s not think about that too much right now, other than to note several forms of Psi-Wars armor (like Battleweave) is already optimized for dealing with blasters and force swords. But the result is a sword that can leverage the ST of a genetically engineered super-samurai, or a cyborg, into higher armor penetration than a force sword and can deflect blaster bolts without being destroyed. 
All it needs is a style that teaches its use: Seven Vector Swordsmanship. The “Seven Vectors” is inspired by Musashi’s five circles, but used in a Shinjurai-coded context. I originally called it “Seven Vector Kendo” but that overemphasized Japanese origins, and “Seven Vector Swordsmanship” has a nice alliterative quality to it.  It’s a deeply traditional style with a great deal of focus on meditation and repetitive, almost ceremonial trademark moves, as one might expect for a largely obsolete art.  I understand that a force sword is a superior melee weapon in most cases, and so Seven Vector Swordsmanship reflects that. It also has a strong emphasis on predicting the outcome of one-on-one combat (predictionism being a signature Shinjurai  trick) and on defeating force swordsmen, which suits the role of an assassin as a Space Knight spoiler.
Is it really an Assassin Art, though? Well, we tend to imagine ninjas as wielding katanas, so in that sense, yes. It also has an emphasis on one-on-one combat, which is ideal for an assassin, and it’s a silent and dark weapon, which is useful for an assassin. Some have pointed out that it could stand to have a “disappear” trick, though I have a harder time justifying it for seven vector than I did for Combat Geometrics, as it’s more focused on small scale combat rather than analyzing the sight-paths of everyone in a room.  So, yes, a warrior or a variant space knight could certainly stand to use Seven Vector Swordmanship, but that’s not a deal breaker for including it on an Assassin.  After all, more than one character template can use a martial art.

The Psi Blade

It’s a shame that the force sword is already the ideal assassin’s weapon — Shinanoki

Far in the past, I made Janura, a martial art for the Keleni inspired primarily by the Sicarii zealots of the last days of the Roman Occupation of Judea, but also by the Hashashin and the Assassins of Assassin’s Creed: a style of brazen, daylight murder that risks the martyrdom of the assassin and has strong, religious connotations to it.  It was largely for this style that I included the Psi-Bade, the shorter Psi-Sword, in Psi-Wars at all. The Janura on the wiki is mostly just a power-up update of the old Iteration 6 version.  We have a Janura user in Undercity Noir, so there have been updates based on his feedback too.
Some people have pointed out that Sefelka Sonostra, the martial art of the Lithian Satemo, would make a great assassin martial art, and that’s true!  It’s actually my intention to include it in the Assassin Template at some point.  I’d like to do a small pass on the style first.  As noted with Seven Vector Swordsmanship, it’s possible for a martial art to be available to more than one template.  The only real problem with Sefelka Sonostra is that it relies on you having psychic powers to power its precognitive defense, which the Assassin isn’t guaranteed to have.

Psychic Vampirism

Of course, some assassins will have psychic powers!  I’ve always liked the idea of a psychic assassin, and the Ranathim, with their innate psychic vampirism, seem especially adept at it.  Christopher Rice wrote a psychic martial art for Psychic Vampirism and I, as a backer, got it, and I loved it. It deserved a power-up suite!  Which I gave it, here. It deserved to be in Psi-Wars itself, but it proved too unwieldy to do as written, and it’s not practical to expect someone to emphasize every aspect of Chris’s work.  So, as with other examples of me borrowing inspiration from his material, my final version got “cut up.” In particular I focused on Reave itself, rather than grappling, steal life, etc.  The result is very much a Death Touch style. I have one move in the style that still references Chris’s original and I claim for the style itself, for the original composition, that you need Chris’s stuff. This isn’t strictly true, as what I’ve done branches off from his original content and does some new things.  But please don’t fault me for trying to funnel traffic towards one of the creators who regularly very useful material to Psi-Wars!
The current version of Reaver’s Hand is an attempt to integrate the power directly into the martial art, as opposed to requiring you to get it before buying the style.  That makes it more self-contained.  I may expand on this with other styles too, so that a psionic martial art is actually its listed cost: if a 300-point assassin can be an Adept of one style, he can be an Adept of Reaver’s Hand as well without needing to go hunt down the points for Reave on its own.  It’s also different from the backer version, which emphasized pressure points and pressure secrets, which is still a concept I like very much, but it pulled the style in too many directions and required me to make questionable mechanics, such as perks that were probably okay, but mostly in the context of the character already possessing a means to bypass armor and if that means exists, why not just use that means, rather than trying to justify making other skills useful? Alas, this probably means we’ll never see Pressure Points or Pressure Secrets see use in Psi-Wars because a psionic power is better and more appropriate, but that’s also rather the nature of Psi_Wars and its emphasis on advantages over magical skills.

But What About…

Backers have been treated to the Nuclear Knives of Acheron, and some people on the discord may have heard rumors of Sliverblade, aka the “Riddick can kill you with a teacup” style.  I have others too. These four are where the Assassin begins, but it won’t be the end. When will I get to them? I don’t know, my plate is pretty full, and the Assassin has taken long enough, and these styles take a long time to write, and I didn’t want to slow down the release of the Assassin. But I do intend to revisit them!

The Assassin

So here we have it: the Assassin. With this release, we have only the Spy, Commando and Mystic to catch up to the original Iteration 5 templates.  Templates like Occultist or Warrior may come later.
The point of the assassin is, of course, to showcase these exotic weapons and to combine it with stealth.  There’s really not much more to the character than that, other than the ability to think ahead, trap foes, and possibly to be gorgeous for no real reason (If you can see the assassin to know how hot she is, she’s not doing her job! But the “sexy ninja” is a time-honored tradition by this point, I suppose, and Psi-Wars unabashedly embraces the naughty aesthetic of old pulp novel covers, so I can hardly complain about sexy ninjas. It likely comes from eyebrow-waggling discussions of a ninja’s flexibility, or perhaps some vague assertions that they might seduce their target to get close to them to kill them).
I’ve had some complaints about the “Pet Ninja.” No, they don’t murder your space dog or space cat.  I’ve often heard the term “pet” applied to a character who is devoted to a particular character, and very useful to that character: “Your pet bounty hunter” or “your pet assassin.” Assassins seem the most likely to find themselves in this role, answering directly to some powerful character, and I created a lens to reference that.  I’ve also heard the term “pocket” to describe that sort of character too, so I might change it to that, but for now, I like the term.

Assassin 2.0

So far, M’elena has proved that the Assassin template works well enough.  The assassin has Stealth 18, and sufficient DX and skill to hit an 18 in any combat skill she chooses to focus on.  The only remaining concerns are power-ups, and three immediately spring to mind.  First, just like the Bounty Hunter, there’s certainly a “stealth component” to appearing helplessly beautiful, so she also has access to the Femme Fatale power-up, exactly as the Bounty Hunter.  Second, some players might prefer to see the assassin as a sniper.  While I want to keep the assassin focused on melee, the base template has a minimum of 20 points in melee skills which means someone who takes the Sniper power-up will still be competent at hand-to-hand combat.  Finally, some assassins might want to focus on the most traditional of assassin techniques: Poison.

Assassin 2.0: 250 points

Attributes: ST 11 [10], DX 15 [100]; IQ 11 [20]; HT 11 [10]

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 12 [5]; Per 11 [0]; FP 11 [0]; Basic Speed 7.00 [10]; Basic Move 7 [0].

Advantages: Craftiness +2 [10], Luck [15], Weapon Master (Single Weapon type) [20].Choose a total of 25 points from the following: +1 ST [10], +1 DX [20], +1 IQ [20], +1 HT [10], +1 to +3 Will [5/level], +1 Basic Speed [20], +1 to +3 Basic Move [5/level], Acute Senses (Any) [2/level], Ambidexterity [5], Brave [1], Combat Reflexes [15], Contact Group (Criminal or Assassins; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15], improve Craftiness to +3 or +4 [5/level], Danger Sense [15], Daredevil [15], Enhanced Dodge 1 [15], either Fearlessness [2/level] orUnfazeable [15], Fit or Very Fit [5 or 15], Flexibility or Double Jointed [5 or 15], Forgettable Face [1], Gizmo 1-3 [5/level], Honest Face [1], Night Vision 1-9 [1/level], Perfect Balance [15], Resistant to Poison +3 or +8 [3 or 5], Serendipity 1-2 [15/level], Signature Gear [Varies], Improve Weapon Master [Varies] or replaceWeapon Master with Trained by a Master [30] for +10 points, Wild Talent 1 [20], Zeroed [10], or Upgrade Luck [15] to Extraordinary Luck [30]

Disadvantages: Choose -20 points from among Bloodlust [-10*], Callous [-5], Code of Honor (“Fight Fair”, “Finish the Job”) [-5], Duty (Spy agency, Assassination Cult, Extremely Hazardous Materials, 9, 12 or 15 or less) [-10, -15 or -20], Fanaticism (Employer; Assassination Cult) [-15], Greedy [-15*], Intolerance (Specific race/organization) [-5], Jealousy [-10], Obsession (Kill a specific target) [-5], Overconfidence [-5*], Pacifism (Cannot Harm Innocents) [-10], Secret (Killer for hire) [-20] orSocial Stigma (Criminal Record) [-5], Workaholic [-5]; Choose another -30 points from among Appearance (Unattractive or Ugly) [-4 or -8], Bad Temper [-10*], Bully [-10*], Clueless [-10], Disturbing Voice [-10], Loner [-5*], No Sense of Humor [-10], Oblivious [-5], On the Edge [-15*], Paranoia [-10], Shyness [-5 to -10], Trademark [-5 to -15], Vow (Never use a blaster) [-10],

Primary Skills: Stealth (A) DX+3* [4]-18; Karate (H) DX [4]-15; Judo (H) DX [4]-15; Jumping (E) DX [1]-15, Climbing (A) DX-1 [1]-14, Acrobatics (H) DX-1 [2]-14 and Escape (H) DX-1 [2]-14;

Secondary Skills: Beam Weapons (Pistol) DX [1]-14; Choose three from from Camouflage (E) IQ+4* [4]-15, Housekeeping or Savoir-Faire (High Society, Servant or Mafia) both (E) IQ+2 [4]-13, Acting, Holdout or Shadowing all (A) IQ+3* [4]-14, Animal Handling (Guard Alien), Electrician, Electronics Operation (Security), Fast-Talk, Lockpicking, Smuggling or Traps all (A) IQ+1 [4]-12, Expert Skill (Conspiracy Theory), Intelligence Analysis or Poison all (H) IQ [4]-11, Carousing or Swimming both (E) HT+2 [4]-13, Running or Sex-Appeal both (A) HT+1 [4]-12, Observation (A) Per+1 [4]-12.

Background Skills: Computer Operation (E) IQ [1]-11; Vacc Suit (A) DX-1[1]-14; Navigation (Hyperspace) (A) IQ-1 [1]-10, Pilot (Starship) (A) DX-1 [1]-14. Choose 20 points from a background lens;

Martial Arts: A total of 20 points on skills, perks and techniques from one of the following styles: Space Ninjutsu, Art of the Blade, Rim Forceswordsmanship, Vibro-Knife combat.

*: Modified by self-control value

1: +2 from Craftiness

Craftinesscan be found on page 9 of Power-Ups 3: Talents and in GURPS Action.

Femme-Fatale 25 points

As Bounty Hunter Femme Fatale.

Sniper 25 points

Skills: Beam Weapons (Rifle) DX+5 [16]-20
Choose 9 points of the following perks, cinematic skills, techniques or the previous skills:
Perks: Dead Eye [1], Gun Shtick (Next Time It’s Your Head orStone Cold Killer) [1], Gun Whisperer (Rifle) [1], Weapon Bond [1]
Techniques:Masked Shooting (Rifle) [1-2], Quick Shot (Rifle) [1-6], Targeted Attack (Rifle/Skull) [2-8], Targeted Attacked (Rifle/Vitals) [2-4]

Poisoner 25 points

Advantages: Resistant to Poison +8 [5]
Skills: Poisons (H) IQ+4 [16]-15;

Other Traits: Divide 4 points among Chemistry, Naturalist or Pharmacy (Synthetic), all (H) IQ [4]-11 or Gizmo 1 (Poison-Related, -20%) [4]; 

M'elena Blackheart, Alien Slave-Assassin 1.1

I wanted to give Vesper Tane an assassin as a dragon, and I wanted her to be an alien. A space elf would be ideal, but existing elf templates are a little too attached to the fantasy milieu to work out of the box, so I chose an Avatar (Female) template from Bio-Tech (though I’m obviously ignoring the “Taboo Trait (Aggression)”, for the purposes of Bloodlust; her master has clearly broken her of any reluctance to kill). That makes her a race highly sought after for slavery, an obvious parallel to the twi’lek race. Thus, she has a slave background at this point, one more submissive than Kendra’s, representing her shortly before Vesper Tane cut her chains.

This gives us a chance to see both a high-cost alien racial template (66 points!) paired with the assassin template to see how things work out at 300 points. The net effect is a highly competent assassin. Her extraordinary DX means she can get by with very few points on her skills. Because of her improved DX, I did shift some points around, so she could score some Combat Reflexes, but everything else has remained the same. The result is a combatant who can go toe-to-toe with nearly anyone, and is swift and flexible enough to get there in short order.  She does the job, though I’ll be curious to see how well she does against someone like Kendra.
Unlike the previous characters, I went ahead and worked out the gear on M’elena.  Her greatest constraint isn’t money (I spent less than $15,000 on her gear) but weight.  Presumably, she enjoys a closet full of alluring slave-garments and probably has a few robots at her disposal, but I didn’t cover them.  I picture her in a full, skin-tight battleweave suit, with a mask and helmet covering her face and hair and making her look inhuman and she stalks her prey in almost complete silence except for the hum of her blades.

This is the second version of this incarnation, focusing more completely on Brawl and improving her focus on Signature Moves.

M’elana Blackheart, Alien Slave-Assassin, 300 points

Attributes

ST 11 [10]
DX 16 [100]
IQ 11 [20]
HT 13 [10]

Secondary Characteristics

Dmg 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 12 [5]; Per 11 [0]; FP 11 [0]; Basic Speed 7.25 [0]; Basic Move 7 [0]

Advantages

 Avatar (Female) [66]
Combat Reflexes [15]
Craftiness +2 [10]
Cultural Familiarity (Avatar-Race) [1]
High-Heeled Heroine [1]
Higher Purpose (Serve Master) [5]
Language (Avatar-Race/Native) [0]
Language (Galactic/Accented) [4]
Luck [15]
Off-Hand Weapon Training (Shortsword) [1]
Style Familiarity (Art of the Blade) [1]

Weapon Master (Vibroblade) [20] 


Disadvantages

 Selfless (12 or less) [-5]
Bloodlust (12 or less) [-10]
Duty (to Master, 9 or less, Hazardous) [-15]
Social Stigma (Valuable Property) [-10]

No Sense of Humor [-10]

Skills: 44
Acrobatics (H) DX-1 [2]-15
Animal Handling (Guard Animal) (A) IQ+1 [4]-12
Beam Weapons (Pistol) DX [1]-14
Brawling (E) Dx+2 [4]-18
Climbing (A) DX-1 [1]-15
Computer Operation (E) IQ [1]-11
Dancing (A) DX [2]-16
Escape (H) DX-2 [1]-14
Fast Draw (Sword) DX+1* [1]-17
Holdout (A) IQ+3* [4]-14
Judo (H) DX [4]-16
Jumping (E) DX [1]-16
Navigation (Hyperspace) (A) IQ-1 [1]-10
Observation (A) Per+1 [4]-12
Pilot (Starship) (A) DX-1 [1]-14
Savoir-Faire (Servant) (E) IQ+1 [2]-12
Sex-Appeal (A) HT+3* [2]-14
Shadowing (A) IQ+3* [4]-14
Shortsword (A) DX+3 [12]-19
-Bind (H) N [4]-19
-Dual Weapon Attack (H) N [5]-19
Stealth (A) DX+4* [4]-18
Vacc Suit (A) DX-1 [1]-15
Gear
Budget: $50,000
Encumbrance: 23.15
Combat Infantry Helmet: DR 35/25, skull and face, $2000, 5 lbs
Battleweave bodysuit: DR 20 (limbs and torso),$900, 6 lbs
Battleweave gloves: DR 10, hands, $30, neg
Two vibro-blades (18): 2d+3(5) cut, reach 1, Parry 13, $8000 6 lbs
Tiny wrist-mounted radio w Encryption chip: 100 mile range, $700, 0.05 lbs
Light grapple gun: +1 to climbing, $650, 5 lbs
3 expendable jammers: -10 to electronics operations (Comms), $150, -0.75
Hand-held holographic communicator w Encryption Chip: $800, 0.15 lbs
Data Reader: $20, 0.1 lb
Signature Moves

Test of Mettle: Make a Defensive (-2 damage) Set-up (-4) attack against your opponent’s torso (-0). Roll 15 or less. Your opponent defends normally. Deal 2d+3(5) cutting damage if you hit. You defend at +1, and your opponent defends at -2 against you on his nextturn.

Proof of Arms: Step into Close Combat (-4) and make a Bind attack against your opponent’s weapon (This willwork against a force sword, as it locks the crossguard to the force sword hilt). Roll 15 or less to hit. Your opponent defends normally (weapons without reach C may not parry in close combat). While bound, neitherr weapon can attack or parry, and both characters are at -2 DX. Your opponent may attempt to free himself with a contest of ST- or DX-based weapon skill against your Bind skill. You may defend normally (though you may not parry in close-combat).
Display of Force: Having bound (-2) your opponent’s weapon, make a Hammer-Fist(-1) attack to his face (-5). Roll Brawl-8 (10). Your opponent defends at -1 (from being bound). If you hit, deal 1d cr, and any shock damage forces a stun check. Setup: You have bound your opponent’s weapon while in close combat.
The Art of Defense: After making a parry with one vibro-blade, make a defensive (-2 damage) counterattack(-5) with your second vibroblade at your opponent’s arm (-2). Roll shortsword-7 (12). Your opponent defends at -2. If you hit, deal 2d+3(5) cut damage to the arm. You defend at +1. Setup: You parried your opponent’s attack last turn.

The Art of Deception: Make a defensive dual-weapon attack feint (+0) with one vibro-blade, and then attack your opponent’s torso with the other. Roll a quick contest of Feint (19) vs your opponent’s best melee skill. Make a Shortsword attack (19). Apply the margin of success as a penalty to your opponent’s defense. If you successfully hit, deal 2d+3(5) cut damage to your opponent’s torso. You defend at +1.

Cross-blade Execution: Make an All-Out (Strong, +2 damage) Dual Weapon against your opponent’s neck (-5). Roll Shortsword-5 (14)and then either Shortsword-5 (14). Your opponent defends normally. If you hit, deal 2d+7(5) cut damage for each attack, and double all damage that gets past DR.No Encumbrance Dodge: 11, Parry (Vibroblade) 13, Parry (Judo) 11