Sic Semper Tyrannis

Today are the Ides of March! And in honor of those, I have released Domen Meret, the Ranathim Imperial Cult, as a backer special.

When Ozamanthim began the tradition of the Ranathim Tyranny, he cast himself as the divine ruler of the Ranathim people. He used the power of Dark Communion and his own natural psychic affinity to enter into trances and to channel the divine aspect of the Mystical Tyrant into his proclamations. A cult of priests assisted him in the rituals of court, making his edicts more than the mere acts a ruler, but elevating them to the divine. Since the fall of the Tyranny, the original cult has largely faded away, but on a few scattered worlds one can still find the strangely masked and robed courtier-priests of the old way. Their centuries of ritual wrote the will of various tyrants into the fabric of Dark Communion, and sometimes, they have the power to channel these aspects of long dead rulers. Others remain ready and waiting for the return of a once and future dynasty, a return to the Cult of Ozamanthim.

For those interested in what being someone like Ozamanthim results in, I’ve released a new lens for the Mystical Tyrant Cultist, as well as divided up the Cult of the Mystical Tyrant into power-ups.

I’ve also released details on Divine Mask Cults as organizations.

Finally, for those interested in Domen Meret, the confluence between the Divine Masks and the Cult of the Mystical Tyrant, that ancient imperial cult that remains largely only as a historical curiosity, as well as a new Transcendent Path, the Path of the Faithful Vizier, you can find the backer posts here:

A Psi-Wars Historical Timeline IV: The Ranathim Tyranny

For those just joining us, these events occur before yesterday’s post.

The Ranathim Tyranny

~3000 to 2500 BD The Reign First Tyranny (The Galaxy)
(~2060to 1550 BDC Lithian; ~70to 85gcU Eldothic)

At the end of the Monolith War, the Ranathim Tyranny found itself in control of a powerful military, including secret access to the Deep Engine, war machines crafted of synthetic flesh and raging berserkers empowered by Dark Communion and the first psi-swords. The rest of the Galaxy hailed the Ranathim as heroes, and while they hated the bizarre experiments and otherworldliness of their Eldothic overlords, much of the Galaxy had come to depend on the trade routes created by the Eldothic Empire, which the Ranathim Tyranny essentially inherited. Thus began the rule of the first Galactic Tyranny. As with the Eldothic Empire, this was limited to the Arkhaian Spiral, the Umbral Rim, and the Galactic Core.
  • The Refugee Crisis: The Ranathim allowed scattered populations to return to their homeworlds, which made them very popular with races like the Keleni, but caused friction with races that had taken up those new areas. The great movement of peoples across the galaxy created a great deal of tension.
  • Ranathim Decadence: The Ranathim perched atop a galaxy-spanning empire, and no longer had to fight a war to access spoils. Slowly, the tough leadership of the Tyranny began to soften into decadence and corruption and officials used their position to access the most succulent of slaves or to line their pockets or gain false prestige by conquering some minor alien race.
  • Proliferation of Cults: The tension of the various cults within the Tyranny never really resolved during the existential crisis of the Monolith War, and those tensions grew greater as a pan-galactic exchange of ideas led to more and more cults, all with conflicting perspectives on similar ideas.
  • Eldothic Vengeance: The Eldothic Empire may have been destroyed, bu the Eldoth themselves proved extremely difficult to kill, thanks to their regeneration sarcophagi and the hidden power of their Deep Engine. Eldothic agents began to spread poisoned secrets, foment rebellion and draw in the corrupt and decadent with promises of occult power. They then turned these agents against the Tyranny, assassinating major officials and spreading disinformation and chaos.
  • The Rise of the Inquisition: The Tyrant, frustrated by heretical cults, Eldothic saboteurs and mass population movements, began to crack down on his own Empire. Once hailed as heroes, the Ranathim now deployed the very oppression that the Eldoth had represented.
  • Revolution: The inquisition did little to slow the crack-up of the Tyranny, and revolts began to spread as isolated alien populations or trade networks sought independence from the leash of Ranathim slavery.

~2500to 2100 BD The Broken Tyranny (The Galaxy)
(~2060to 1650 BDC Lithian; ~85to 98gcU Eldothic)

Eldothic Sabotage, revolts, internal dissension, palace coups and religious wars finally tore the Tyranny apart. A Rump state remained in the Umbral Rim, and it ostensibly still ruled over the entire extent of the Empire, with many warlords “ruling in its name,” but in practice, the Tyranny no longer had the military might to express its power and will. It became a largely ceremonial and religious institution while Trader Caravans, Gaunt remnants, Ranathim pirate lords, Keleni tribal kings and insurgent cults divided the empire among them. Still, the idea of the Mystical Tyrant remained a potent force.

2100-1000BD The Second Tyranny(The Galaxy)
(1147BDC to 1DC Lithian; 98to 132gcU Eldothic)

A new Mystical Tyrant dynasty arose, almost certainly under the leadership of Ozamanthim (whether this was Ozamanthim the First or Ozamanthim the Second is a point of historical contention). Under his leadership, the Cult of the Mystical Tyrant took true shape as a force of cynical imperial power. He created the Divine Masks system as a way of soothing internal tension and creating tighter bonds of empire. He used force to regain his empire, but he cemented the Tyranny with social and religious bonds that allowed everyone within the Tyranny to interact. Even so, he was never able to truly regain all of the Ranathim former holdings in the Arkhaian Spiral or in the Galactic Core closest to the Glorian and Sylvan rims.
  • The Spread of the Divine Masks: The idea of all cults unified spread like wildfire through the empire. For older cults, nothing changed, but younger cults sprang up on the nexus between cults. “Navare” healers began to spring up as ecumenical religious practices that allowed numerous lesser aliens to find a place for their own traditions and taboos. “Zathare” sorcerors began to look at the cults across the Tyranny as a source for occult truths, including the forbidden secrets of the Eldoth.
  • New Alien Powers: The interregnum had given new alien races a chance to spread and gain influence. This era sees the first mention of the Asrathi as gladiatorial slaves and pleasure slaves, and the Slavers as sport (hunted by Ranathim lords), gladiatorial slaves and, eventually, accountants and courtly advisors. This era also sees the first official contact between the Tyranny and the Mug when the Draco Cluster leaves eclipse in 2021 BDC. This results in an early war between the Tryanny and the Mug which the Tyranny won, and the Mug thereafter engaged in trade, especially for slaves and technology.
  • Eldothic Experimentation and the Awakening of the Adversary: Despite the dire warnings of Domen Khemet, the Ranathim Death-Cult who protected the Ranathim from the “Dead Gods” left over from the Eldothic depredations of the Galaxy, “Zathare” sorcerers experimented with Eldothic secrets in an effort to rekindle the wonders of the first tyranny. In so doing, they may have unlocked some of the safeguards placed over Adverserial or Corrupt powers, or may have played into the hands of a few immortal Eldothic agents. In any case, many of these expeditions end in silence, with their participants never heard from again.

1000BD The Dark Cataclysm (The Umbral Rim)
(1DC Lithian; 132gcU Eldothic)

Something causes the home-star of the Ranathim to go super-nova. In so doing, it creates a black-hole around which the shattered remnant of the Ranathim homeworld circles, now called “Styx.” The death of Styx triggers a cataclysm of hyperspatial storms and reshapes the hyperspatial routes of the Umbral Rim, and spreads a great nebula across the rim called the Umbral Veil, giving the arm its name.

1000BD to 500 BDThe Splintering and the Third Tyranny(The Umbral Rim)
(1 DC to 500DC Lithian; 132 to 148gc U Eldoth)

The Dark Cataclysm severs the Tyranny’s ability to control the full extent of its territory, and it promptly collapses practically overnight. The Mug manage to plunder numerous worlds of the Umbral Rim, forcing client races like the Slaver to isolate and protect themselves. The Traders form new trade ties in the Galactic Core, and the Ranathim Tyranny splinters into several fragments, as none can rule from the homeworld: one centers on Chronos in the Galactic Core (heavily Trader influenced), one from Rath in the Sanguine Stars (heavily Slaver influenced) and one from Sarai in the Corvus constellation (beset by the Mug (who invaded between 27 DC and 227 DC), and considered by historians to be the primary “legitimate” successor state).
None of these survive longer than 300 years before various succession crises or rising warlords force these too into collapse. The galactic core churns with instability until all vestiges of Ranathim power have faded, leaving only pirates, aliens and, especially, Traders. Ranathim power lasts a little longer in the Umbral Rim before it too splinters.
This era is concurrent with the spread of humanity, and the records of the first human slaves show up in Ranathim court records, all of Westerly stock.

Psi-Wars Atlas V – The Umbral Rim

Default Navigation Modifier: 4

Alternate Names: The Dark Arm.

The Umbral Rim invokes both dread and a sense of curious wonder. The veils of its nebulae shroud its worlds from sight, and its alien inhabitants exude an aura of exotic appeal. Its strange philosophies have swept the galaxy, and its inhabitants once ruled the galaxy.

Where the Glorian Rim is home to the least aliens, the Umbral Rim is home to the most, which makes this region of space a melting pot of cultures and genetics. The three most famous alien species to arise from the Umbral Rim are the sacred Keleni, who produced the True Communion philosophy, the vampiric and beautiful Ranathim, who conquered the Galaxy and produced ecstatic cults of Dark Communion, and the hungry and disgusting Slavers, who currently rule the Umbral Rim.

The dead system of Styx and its nebulae dominate the Umbral Rim’s astrography. Once the homeworld of the Ranathim, some secret and dread technology, suspected to be of Eldothic origin, caused their star to go supernova and collapse into a black hole. Its death shattered the hyperspace routes and cast a nebulous veil over the Umbral Rim. Its death also broke the Ranathim’s tyranny, and they fell from being a race who held others in slavery and into a race itself enslaved. Today, those Slavers ply the stars of the Dark Arm, demanding a tribute of flesh, trading in the alien races native to their region of space and coveting the chance to capture more exotic species, like Traders, the Nehudi or even humans!

The nebulae and the broken hyperspace routes make travel through the Umbral Rim difficult, but not impossible if one is familiar with the region. A successful roll of Area Knowledge (Umbral Rim) grants a +2 to Navigation rolls, while a successful roll of Area Knowledge for a specific constellation within the Umbral Rim grants a +4.

The Umbral Constellations

  • The Hydrus Constellation: The sacred worlds of the Keleni and the Templar; the origin of True Communion
  • The Corvus Constellation: Skirting the edges of the Shroud, these worlds are the most accessible of the deep Umbral Rim
  • The Shroud: The heart of the great nebula the covers the Dark Arm, where the dead world of Styx rules.
  • The Sanguine Stars: The far end of the Umbral Rim, and heart of the Slaver Empire.

For Companion (or better) Patrons, you can vote on what worlds you’d like to see more of here.

    The Hydrus Constellation

    Default Navigational Modifier: 2

    Alternate Names: The Tangled Expanse, the Templar Stars

    The semi-aquatic Keleni call the Hydrus Constellation home. They slowly built up their civilization and colonized the worlds of the Hydrus while cultivating their connection with True Communion and bringing its sanctity to their worlds. When the Eldothic Empire conquered the Hydrus Constellation, they scattered the Keleni, leaving their worlds open to the conquest of later empires. As a result, though these worlds originally belonged to the Keleni, few Keleni can be found there today.

    The Hydrus Constellation lies at the boundary between the Galactic Core and the Umbral Rim, making it a vital region for both trade and war, and it has changed hands several times, falling first to the Eldoth, then to the Ranathim Empires, then to the Alexian Dynasty; when a pirate cartel captured it from the Alexian Dynasty and began to enslave the remaining Keleni, those aliens and humans who had become followers of True Communion rose up in the Communion Crusade and liberated the Hydrus Constellation, forming the original Templar State and founding the Order of the Templars of Communion. During the era of the Galactic Federation, House Elegans ruled it and, today, the Empire controls the Tangled Expanse.

    The worlds of the Hydrus constellation tend to be warm, tropical and very wet.

    • Samsara (Alahari): Default Navigational Modifier: +2. The most famous world of the Hydrus Constellation, it is the most easily accessible world of the Umbral Rim, and served as the capital of the Templar Worlds and then, after their fall, of House Elegans. Its notorious canal city, Maon, rises from a great and shallow sea beneath the watchful gaze of a mountain and its temple to Communion. Scattered among is canals and narrow buildings, one can find great pleasure barges, roving gangs, self-flagellating cults, and aliens of every stripe and sort. Something shadowy tames the wild garden of crime in the city: while prostitution, gambling and drugs might run rampant across it, relic smuggling, slavery, racketeering and murder struggle to take hold. The street whispers that a shadowy Templar order called the Dark Vigil secretly governs the organized crime of Samsara, determining what it will allow, and quietly eliminating what it will not. The Empire technically rules this mess of a world, but its governors struggle to make heads or tail of its chaos.

    • Temjara: Default Navigational Modifier: 2. The oceanic homeworld of the Keleni now lies largely empty. Small communities of Communion faithful have gathered to maintain its island temples, and pilgrims from all over the galaxy make their way to see the birthplace of their faith and to meditate in its temples. The Empire controls Temjara, and maintains a small presence at its orbital starports. They’ve cut off access to the world by anyone but themselves, including pilgrims or requests by the Keleni to resettle the world.
    • Temuka, the Promised World: Default Navigational Modifier: 10. Keleni prophecy speaks of Temuka, the promised world. According to these prophecies, the sanctity of True Communion pervades Temuka, and it can speak to its inhabitants, or even to the truly faithful. It shrouds itself, preventing any travel to it except by the worthy. On the great day when the faithful have achieved oneness with True Communion, Temuka will open its arms and welcome them to settle on its shores and mountains. Most modern scholars don’t take the claims of Temuka, with its magic powers and secret cities, seriously, but many faithful search the stars of the Hydrus Constellation for it.

    The Corvus Constellation

    Default Navigational Modifier: 3

    Deeper in the Umbral Rim, resting near its spinward edge, not far from the Syvlan Rim, the Corvus Constellation skirts around the Shroud, making it one of the more navigable parts of the Umbral Rim. While its worlds tend to be marginal, the fact that one can actually reach them makes them a popular destination for merchants and empires alike.

    • Sarai: Default Navigational Modifier: +1. The nexus world of the Corvus Constellation lies not too far from the Hydrus Constellation. Having recently liberated it from the Slaver Empire, this world represents the deepest extend that the Valorian Empire has pressed their influence into the Umbral Rim. Deserts, savannah, great mountains and fertile river valleys make up most of Sarai, and its population of mostly Ranathim attempt to scratch out an existence there. Recently freed, the Empire has allowed the Ranathim a measure of self-rule, and they even have a king, a largely ceremonial boy-emperor under the thumb of his “wife,” the high priestess of the Ranathim ecstasy cult of pleasure and freedom, Domen Sefelina. The Ranathim have come to see Sarai with hope, as a new homeworld to which they might go, and the Imperial Governor struggles to restrain their alien impulses, and to prevent his own soldiers from falling under the sway of beautiful Ranathim dancing girls or the intoxicating effects of their drugs and wine.

    • Hekatomb (The Hungry World): Default Navigational Modifier: -3. Deep in the Corvus Constellation lies a dangerous world that, according to some, the Slaver race worships as a god. Strange monsters roam its jungles, and the quicksand of its swamps suck hungrily at one’s feet. A dark psychic presence lingers over the entire world. The slavers import slaves by the hundreds to their great ziggurat city, and then ceremonially release them into the wilds of the planet, which devours them like a sacrifice. Its dark psychic presence make it attractive to those who walk the paths of Communion. Ranathim psychics sometimes travel to the world to seek mastery over the power of Hekatomb, while rumors persist of a Templar master who used the darkness of Hekatomb to hide his or her presence and that they live there to this day, awaiting an era that needs them.

    The Shroud

    Default Navigational Modifier: 6

    Alternate Names: The Lethean Expanse

    Styx and its nebula lies at the heart of the Umbral Rim and, in fact, give it its name. The shroud covers many constellations, but when speaking of the shroud, the denizens of the Umbral Realm mean its heart specifically, that ominous dark region where the black sun that once blazed over the homeworld of the Ranathim churns malevolently. Hyperspatial storms ravage the region, and its nebulae foil sight and sensors, making piracy a very real threat. Few journey into the Shroud by choice.

    • Styx: Default Navigational Modifier: 2. In their native tongue of Lithian, the Ranathim call the black hole of Styx, “Natlan Khemet” the desiccated husk that revolves around it, “Teragant,” though they rarely name either, for they have a superstition against naming the dead, and their world is dead. But not destroyed, for despite the power of the supernova, their world somehow survived. To be sure, it lies shattered, with a tail of broken planetesimals and fragments behind it, but slightly more than half of the planet still retains its rounded shape and even some of its atmosphere. Volcanoes wrack its surface and great fissures split it. Great Ranathim cities lie in shattered ruins, with toppled monoliths and cracked pyramids. The Death Cult of the Ranathim guard its surface, protecting any who would approach from the nightmarish psychic aura that now dominates the planet.

    • Moros (Nuthijant), the Plague World: Default Navigational Modifier: -6. Plague regularly sweeps through the Umbral Realm, often made worse by the fractured infrastructure, the humanitarian crises caused by rampant piracy and Slaver raids, and the treatment that slaves suffer, especially when they outlive their usefulness and their masters discard them. Some plagues fester permanently in those who catch them, condemning them to a lifetime of misery, while others will linger for a month or so before perishing in agony. Those who suffer used to turn to the Hydrus constellation, hoping that the Keleni sages and, after them, the Templar space knights, could use the power of Communion to heal them. Today, with only a xenophobic Empire in the Hydrus constellation, they turn to Moros. When the Slavers ordered a purge of sickly slaves, some fled into the shroud and found this frosty world and settled out of desperation. Something of a colony has arisen on the world, one tended most strongly by the compassionate cult of sin eaters, Domen Venalina, who offer succor to the sick, and bring comfort to the dying. Their white-clad temple, with its wind chimes and idol to the Pure Lady, greet all those who come to the world.

    • Tarvagant: Default Navigational Modifier: -6. The ancient Ranathim empire stole the secrets of thanatokinesis from the Eldoth and used them to forge an artificial race of dead flesh, the Gaunt. While hardy, only a handful of the Gaunt, the True Tarvathim, are truly immortal, and none can reproduce on their own. One such True Tarvathim, a queen named Lady Maktelina, rediscovered the world of Tarvagant, an old industrial world that held the laboratories and flesh-vats where the artificial flesh of the Gaunt was first crafted. She has rebuilt the machinery and uses it create more Gaunt as well as mastering the other, lost technologies of the Flesh, making this something of a homeworld for that wretched race.

    The Sanguine Stars

    Default Navigational Modifier: 4

    Deep in the Umbral Rim, near its fringe, dim red stars cast a baleful glow on the mists of the Shroud. These stars, though small, boast worlds with rich mineral wealth and hyperium deposits. They served the Ranathim empire as a foundry, and today serve as the basis and capital of the Slaver Empire.

    • Rath, The Blade Shrine (Lithamere): Default Navigational Modifier: +0. This majestic space station circles the brightest red star of the constellation, called “Lithamere” by the Ranathim, and “Rath” by other cartograhers. Lithamere is the star sacred to the Ranathim god of vengeance, and the Blade Shrine is His holiest temple. This served as the home of the cult of vengeance, Domen Sonostrum, and the asteroid belts and gas giants of the system became fodder for its rampages across the Umbral Rim. The Slaver Empire seized the Rath system, despite the best efforts of the pirate-cult, leaving them to rage in impotence as the Slavers desecrated and retooled the shrine into their capital, filling it with gladiatorial arenas, dancing girls and their own triumphant parades. For the Slavers, the conquest of Rath allowed them to spit in the faces of the Ranathim who had oppressed their people for so long.

    • Wyrmwood (Litha Temkor): Default Navigational Modifier: -4. Alone among the Sanguine Stars, Wyrmwood burns a strange and eerie green rather than red as a result of some interaction with the mists of the Shroud. The world beneath its baleful green eye gave birth to the ugly, vermiform race that now rules the Slaver Empire. Thick, turgid seas covers the surface with only a few swampy landmasses rise above the oceans. Humidity and heat thicken the atmosphere to a cloying miasma that smells of rotten fish and most races find the world intolerably sweaty. The ziggurat-cities of the Slavers rest on the bedrock of their shallow seas, with high tide bringing slow waves to lap at the feet of pedestrians in its streets. While the Slavers hail from this world, they do not rule from it. Instead, they treat it as a world of commerce and tourism for their kind, with many successful overseers bringing their slaves and wealth with them to the planet when they choose to retire.

    • The Blood Moon of Charybdis (Saton): Default Navigational Modifier: -4. Hidden deep within the nebula of the shroud is a small and unremarkable red dwarf. An enormous “hot jupiter” gas giant orbits it, with one side eternally facing the star with an eye of smoldering red, and the rest of its cloudy atmosphere coal black. Orbiting the gas giant is a planet-sized moon, dusted red with rust from is iron-rich interior: the Blood Moon of Charybdis. The world is sufficiently insignificant and hard to reach that the Slaver Empire ignored it, and thus unintentionally made it a haven for every alien refugee in the constellation. The outcast cult of vengeance first seized it, turning it into a staging ground for their eventual efforts to retake their sacred shrine. Later, lost tribes of Keleni, outsider Ranathim, lost Gaunt and other races took shelter on the surface. Today, Ranathim pirates regularly launch raids from it, and then vanish back the mists of the Shroud.

    Patreon Post: More Transcendent Principles

    At the culmination of the Cult of the Mystical Tyrant, I released three “transcendent principles,” visions that followers of the path of the Mystical Tyrant could attempt to enforce upon the world to grant themselves unique powers.  Since then, I’ve had discussions with Patrons and fans alike about additional possible Transcendent Principles, and I wanted to share a preview of two more: Acausality (which allows the manipulation of time) and Inhumanity (which allows the manipulation of the mystic himself).

    This post is available to all $3+ patrons. If you’re a patron, check it out!  If not, as always, I’d love to have you!

    Patreon Post: the Cult of the Emperor

    The Cult of the Mystic Tyrant has existed for millennia, though its form has changed over time from an imperial cult of a sacred king to a nihilistic philosophy to a deeply personal morality.  With the rise of the Valorian Emperor, the Cult has changed again into a movement of imposed rationality, vision and progress.  As the Valorian Emperor’s fist has closed around the Galaxy, so too has he come to dominate the remnants of the Cult of the Mystic Tyrant, with only a few splinter sects still in defiance of his ideology.

    Last month, my Patrons voted on the fourth Schism of the Mystical Tyrant: the Cult of the Emperor; yesterday, I gave you the results.  Today, I give you the actual cult, including how to handle it as a lens on the Cult of the Mystic Tyrant esoteric skill, what oaths it demands, what its symbolism is, and its “mask” conspiracies within the Empire.

    This post is available to all Fellow Travelers ($3+, as a preview).  If you’re a patron, check it out.  If not, I’d love to have you!

    Patreon Post: The Cult of the Emperor – Poll Results

    Last month, I had a poll of the last schism of the Cult of the Mystic Tyrant: The Cult of the Emperor.  Herein, you guys voted not just on what the substance of the Cult was, but who the Emperor is, who the War Hero was, and who the Emperor’s Hand is.

    Today, those results are revealed!  Behold the Emperor unveiled.  This Patreon Post is available to all Fellow Travellers ($3+ patrons); If you’re a patron, check it out; if not, as always, I’d love to have you!

    Patreon Special: Domen Khemet, the Ranathim Cult of Death

    Last month, at the culmination of the Divine Masks, I offered my Patrons a poll to choose the fourth and last Cult of the Divine Masks: the Cult of Death.  Those poll results are in now, including Domen Khemet, a fully detailed version of the Cult, ready for play. The cult utilizes the Broken Communion miracles detailed in Tuesday’s patreon post about Broken Communion ghosts.  Further, it has a unique relationship with the Cult of the Mystic Tyrant, as Anthara, the founder of the Cult of the Mystic Tyrant once swore an oath to them that the later cult broke, so be sure to check those elements out too.

    This post is available to all $3+ patrons, as it represents a preview.  The Patreon Post contains a discussion of the votes and my thoughts on them, as well as the completed cult.  If you’re a patron, check it out!  If you’re not, as usual, I’d love to have you.  Enjoy!

    Transcendent Principles: The Truths of the Cult of the Mystical Tyrant

    The Path of the Mystic Tyrant is a path of transcendence. Those who walk that path violate the norms of the world and show that new things, never thought possible before, can be made to be true through the will of the Tyrant. This allows those who follow the path of the Mystic Tyrant to achieve unparalleled power, but at a cost.

    Transcendent Powers are a new power-set available only to followers of the Cult of the Mystic Tyrant. Characters with Transcendent Master or Illuminated may freely learn or create them; other characters may use a Communion Oath to learn a transcendent power, provided a master is willing to teach it to him.

    Transcendent Powers consist of the principle and the powers. The principle represents the world-view that the Tyrannical Master has imposed upon the world and represents a “category” or “container” of individual abilities, similar to how a psionic power contains numerous abilities associated with it. To gain access to a principle, a character needs an appropriate Transcendent Principle perk, after which he may gain any associated Transcendent Powers. Characters may only gain the Transcendent Principle perk if they have the Transcendent Master or Illuminated trait, or learn it from someone who does.

    Transcendent Powers represent the effects of internalizing the Transcendent Principle. The character so completely believes the vision and so thoroughly changes the world with it that he is fundamentally changed. Thus, characters do not use Transcendent Powers, they have Transcendent Powers. Transcendent Principles can also grant access to new miracles, typically the miracles of Broken Communion paths, or entirely new miracles that the character may invoke.

    While beyond the scope of most Psi-Wars games, the GM can allow characters with Transcendent Master or Illuminated to invent new principles and powers, using the Philosophy skill. A new principle is an Amazing invention, while a new power associated with a principle the character already knows is an Average invention.

    All Transcendent Powers come with a Transcendent Power modifier worth -10%. All Transcendent Powers come with drawbacks worth no more than a -5% nuisance. Additionally, Transcendent Powers have one of two additional limitations: the character must either have a Communion Oath, or their powers are vulnerable to Communion Miracles. Characters with a Communion Oath must stay true to their Oath, or lose their power immediately; restoring the power requires a week’s worth of adventuring or a minor quest to prove one’s restored dedication to the Oath. Alternatively, for characters without Communion Oaths (generally Transcendent Masters or Illuminated characters), the transcendent power may be countered through the use one of the following miracles:

    Restore True Order

    Reaction Required: Very Good

    Learned Prayer Prerequisite: True Communion 11

    Learned Prayer Cost: 19 points

    The character taps into the consensus of natural reality embedded within True Communion and, with a touch, uses it to rip apart the tissue of lies and aberrations that makes up the Mystical Tyrant’s transcendent vision. Upon the completion of this prayer, the next time the character touches a target, he may choose to roll a quick contest of Meditation vs the target’s Will. If he succeeds, the target loses all of his Transcendent Powers for a number of minutes equal to his margin of victory; if he fails, the target loses all of his Transcendent powers for the next minute.

    Alternately, the character may touch the subject of a Transcendent Power (typically a miracle gained via a Transcendent Principle) and disrupt that miracle, ending its effects on the subject.

    Statistics: Neutralize (Cosmic, No Die Roll Required +100%; Divine -10%) [95]

    Unleash Paradox

    Reaction Required: Good

    Learned Prayer Prerequisite: Broken Communion 9, (Broken Communion Path) Legendary Reputation 2.

    Learned Prayer Cost: 11 points

    Corruption: 12 points

    The transcendent principle of the mystical tyrant threatens to unravel reality and feed Broken Communion. With a miracle, the character can unleash that potential. Upon invoking this miracle, the mystic must touch the target and roll a quick contest of Meditation vs the target’s will. If the mystic wins, the target suffers 3d corruption and loses access to their powers for a number of minutes equal to his margin of success. If the target wins, the miracle has no effect and fades.

    Alternately, the character may touch the subject of a Transcendent Power (typically a miracle gained via a Transcendent Principle) and disrupt that miracle, ending its effects on the subject; this does not inflict corruption on either the target nor the character using the Transcendent Power.

    Unleash Paradox can only be invoked by characters on a path to which the transcendent principle is vulnerable.

    Statistics: Neutralize (Broken Path -25%, Link +10%) [43] + Innate Attack 3d (Fatigue; Accessibility: target must have a Transcendent Principle compatible with the character’s path -80%; Broken Path -25%; Corruption +0%; Link +10%; Malediction +100%; Reach, Melee -30%) [8]

    The Principle of Amortality

    Ever since Anthara made his devil’s bargain with the Ranathim Cult of Death, the Cult has sought to overcome and escape Death, and their whispered promises of the secrets of immortality have drawn many into the fold.

    The Principle of Amortality represents the closest the Cult has come to true immortality. The principle argues that death is not real. The tyrant asserts his will, claiming that death is a choice made by fools who do not recognize any other option, or that the Tyrant, himself, is just too important or powerful to suffer the same fate as mere mortals. The principle goes beyond mere immortality, though, and contends that no afterlife exists and that ghosts aren’t real. For the masters of this principle, death does not exist.

    Those who master this principle can harness the powers of Death for their own purposes, or walk unmolested through a supposed haunting or, most critically, achieve some measure of immortality.

    Drawbacks: The powers of Amortality can be overcome by the Path of Death. Furthermore, all followers of the Path of Death immediately recognize anyone with the Transcendent Principle (Amortality) and react to them at -3. They know the contract between Anthara and the Cult of Death has been broken, and will seek to rectify it!

    Inviolate Soul

    23 points

    Mortals fear the lingering souls of the dead that haunt the world of the living, but the Inviolate Soul of Amortality does not, for he knows that ghosts cannot exist, and therefore, cannot hurt him. Ghosts cannot approach within a yard of him, and cannot affect him, or those within a yard of him, with their powers. The character need not do anything to use this power: it is always true.

    This power does not protect the character from non-ghost followers of the Path of Death.

    Statistics: True Faith (Chosen One; Cosmic, no active use required +50%) [23]

    Twisted Aura

    43 points

    Those who fear the dead claim that they can twist psionic energy, but the masters of this principle realize that the reverse is true: that twisted psionic energy creates the perception of ghosts. As proof, they can twist their own psionic energy, and teach others to do the same.

    The character emanates an aura of twisted energy with a radius of 2 yards. Anyone who uses psionic powers within this region, or uses psionic powers on anyone in this region suffer a -2 to their psionic skill rolls and any failures of a psionic skill counts as a critical failure. The character automatically exempts his own powers from this effect, and may exempt others, as he wishes.

    Statistics: Twisted Energy Generator (Advantageous; Selective Area +200%; Transcendent Power -10%) [43]

    Perks of Amortality

    Alien Path (Death as Dark Communion): You may access the Death path as though it was a Dark Communion path.

    Signature Miracle (Corrupt Ground; Corrupt Ground (Enhanced)): You gain a +1 to reaction rolls to use your signature miracle; this perk is leveled and may be purchased up to 4 times.

    Immortality

    The most fabled power of Amortality is some form of immortality. Such a thing, however, might not be possible or, if it is, it may have been achieved by a previous master and this master still lives to this day. The following presents three possible forms of immortality, each associated with one of the transcendent masters of the Cult.

    The Immortality of Anthara

    Anthara made a pact with the Cult of Death to serve and honor their laws. As a result, Anthara always knew he would die, but was able to create his escape in the fine print of that agreement. While he could not live forever, according to legend, he mastered the art of reincarnation. Upon his death, he used his powerful telepathic powers to possess and infect his direct descendants with his own mind, and has continued to do so from generation to generation, with varied results. With the death of Ranagant and the ascendance of the Cult of Satra Temos, the majority of his lineage died, but some bastard children scattered throughout the galaxy remained vulnerable to his possession and, according to legend, bides his time and restores his strength until the Cult of Anthara can find him and restore him to his throne.

    If the legends of Anthara’s immortality are true then the descendants of Anthara have the following traits:

    Heir of Ranathim 9 points

    Advantages: Bloodline (Anthara) [1], Racial Memory (Passive) [15]

    Disadvantage: Duty (Puppet of Anthara; 6 or less; Involuntary) [-7]

    New Traits

    Bloodline (Anthara): This works like the Bloodline perk, but proves to genetic analysis that the character descends from Anthara.

    Secret Miracle (Anthara’s Possession): The character has access to a unique miracle. See below.

    Anthara’s Possession

    Reaction Required: Excellent

    Learned Prayer Prerequisite: Dark Communion 15, Mystic Tyrant Legendary Reputation 4.

    Learned Prayer Cost: 32 points

    Anthara has the ability to invoke Dark Communion to swap his mind with that of a direct descendent, or anyone else who has been explicitly prepared for as a host for his mind. Once this miracle has been invoked, it cannot fail unless the mystic who invokes it wills it to fail. However, the target must be close enough that Long-Distance modifiers do not reduce his Meditation skill to below 3 (typically “on the same planet” is enough). Once initiated, the process takes a week, during which time omens begin to haunt the target: he sees the face of Anthara replacing his in mirrors, he begins to dream of being Anthara, people begin to refer to him as Anthara, or omens associated with the Cult of Anthara manifest themselves. Those with Occultism can recognize that the character is cursed, while those with Hidden Lore (Communion) can recognize that the character will soon be possessed by Anthara. The possession can be prevented with the same countermeasures one uses against ghosts: exorcism, protective talismans, etc. The miracle can also be defeated by using appropriate counter-miracles, such as Restore True Order. Killing the mystic that invoked the miracle also ends the effects of the miracle.

    If the miracle is not prevented from occurring, the mystic “swaps minds” with the target. He may choose to drop any skills or traits he has and replace them with those of his target. The possession is permanent, and as such, the character must pay for any improvements he gains.

    Variations of this miracle may exist if other masters have perfected it. For example, a player character who learns the miracle would be able to possess his own descendants, rather than the descendants of Anthara.

    Statistics: Possession (Assimilation +10%; Divine Path -15%; Ghostly Countermeasures -10%; Long Ranged 2 +100%; Mind-Swap +10%; Onset, 1 week or more -40%; Puppet Only -30%; Ranged +40%; Visible (Omens) -5%) [25]

    The Immortality of Satra Temos

    According to the lore of the Cult of Satra Temos, their founder never died. While Anthara had sworn an oath to Death, Satra Temos broke with the old ways and walked away from all of the old oaths of Anthara to forge a new reign of shadows and terror. He achieved a mastery of the Amortality principle, and transcended death by drawing life from Dark Communion itself.

    If this legend is true, then Satra Temos has the following traits (and others might learn it as well). It also means that Satra Temos is still out there somewhere. The Cult may be obsessed with uncovering his location, which only the Knights of Communion may know, leading to yet more strife between those two organizations.

    New Traits

    Immortality of Satra Temos: 25 points

    The character cannot be killed unless he is bodily destroyed, or he is killed, directly or indirectly, by an invocation of True Communion (such as Guide My Hand). He does not age, but he can only heal in places with High or Very High Sanctity, which means his seemingly dead body must be buried in a desecrated grave site.

    Statistics: Unkillable 1 (Achilles Heel; True Communion Miracles -10%) [45]; Unaging [0]; Unhealing (Partial; Not In Locations with Dark Sanctity) [-20]

    The Immortality of Revalis White

    For his treachery, Revalis White was eventually killed by the Knights of Communion; this fact is beyond dispute. Yet, despite this, legends of his continued survival continue, that he managed turned his mastery of all three forms of Communion into the ability to transcend death by returning as a ghost. In this form, he was able to pass on his secrets and take revenge on those who had killed him.

    If this legend is true, Revalis White may continue to guide his cult from beyond the grave. He might act as a mentor to promising masters of his cult, or as a terrifying, phantasmal final opponent to finally destroy the last remnants of this traitorous cult. It also means that those who follow him might be able to cheat death in the same way.

    The following traits assume the use of Broken Communion ghosts; they might not be suitable to player characters; in which case, consider the perk version instead of the full version.

    New Traits

    Haunting Death: Perk; see Pyramid #3/69, page 6.

    Immortality of Revalis White: 18 points

    After you die, you are guaranteed to return as a Broken Communion ghost. Your point value does not change, but you may redesign your character based on your new racial template (and given its high cost, you may have to acquire new disadvantages or remove old advantages). While not required, consider replacing psionic powers with similar, ghostly power.

    This form of immortality is subject to all the same limitations as any Transcendent Power, but if someone prevents your power from working or you violate your oath, this simply prevents you from returning as a ghost; it does not disrupt your ghostly state after the power has triggered, re-animating you.

    Statistics: Extra Life (Reanimation -20%; Transcendent Power -10%) [18]

    The Principle of Nihilism

    Philosophies spend an inordinate amount of time trying to sort truth from deception, the real reality from the illusions of our wishful thinking. The Master of the Cult, however, has realized that no such thing exists. No truth is greater than any other truth, and that truth is fundamentally subjective. His truth might not be the same as your truth, but both are equally valid. Moreover, when one tries to get at any objective truth, one must necessarily simplify, and thus all “objective” truths are nothing less than the very wishful thinking, usually tinged with subjective beliefs, that the philosopher accuses others of having.

    Masters of this principle can impose this subjectivity of truth onto the world (or, as they would put it, “reveal it to the world.”) They can strip the truth from things others hold to be self-evident, bring in confusion where others profess certainly, and enforce their own vision of the truth, even to the point of turning lies into truth.

    Drawbacks: The Path of Madness understands the principle of Nihilism all-to-well, and strips the Mystic Tyrant of all truth, leaving only chaos and madness. The Path of Madness can defeat or overcome the Principle of Nihilism. Furthermore, Mystic Tyrants with the Principle of Nihilism make the world less certain around them. The GM can make any roll that relies on information (criminology rolls to find a culprit; an intelligence analysis roll to guess the intent of an enemy, etc) automatically fail, not for the Mystic Tyrant himself, but for those around him. The GM should do this no more than once per session.

    Powers of Nihilism

    Amorphous Conviction

    21 points

    The cultist has learned that the precept of objective truth is false, that all truth is subjective, and that the cultist may choose what they sincerely believe in. The result is a malleable set of internally held convictions: the Cultist will believe whatever is convenient for himself at the moment, which makes reading what he truly believes very difficult!

    Any attempts to detect what the character truly believes automatically fail. This applies to attempts to uncover whether the character is lying, or what they truly believe, via the Body Language skill, Detect Lies skill, Empathy, Telepathy, or a Communion Miracle that detects the truth. The character may choose what the person attempting the detection learns. He may choose to reveal that he is lying, or that he is telling the truth, or that he believes he is telling the truth but has some doubts, etc.

    Statistics: Resistant to Detect Lies (Immunity, Rare; Cosmic, applies to all forms of sensing deception +300%; Selective Effect +20%; Transcendent Power -10%) [21]

    Shroud of Uncertainty

    27 points

    Psionic powers and Communion offer perfect knowledge of truths that the Cultist knows cannot be true, because nothing is true. The character and events taking placing within 2 yards of him apply a -5 to all attempts to see, detect or divine it with psionic- or communion-based powers, and this manifests and heightened uncertainty. Characters attempting to seek answers or to find things do not see “darkness,” but instead struggle to understand what they see, as they receive the sort of conflicting results typical of a very complicated situation or a simple failed roll. This makes the Cultists manipulation of their senses virtually impossible to detect!

    Statistics: Obscure 5 (Divination, Clairsentience and Detect +40%, Defensive +50%, Stealthy +100%; Affects only Psionic or Communion powers -10%, Transcendent Power -10%) [27]

    Unknowable Fate

    18 point

    Destiny represents the weight of the future dragging your character to an absolutely certain fate… but how can that be when the future cannot be known, and when no such thing as true destiny actually exists? The cultist who understands this becomes immune to destiny. No expenditures of impulse buy points from Destiny can affect him, whether it is used to purchase a successful use of a power against him, or to negate a success that the character had. Such characters also cannot have Destiny themselves.

    Statistics: Static (Cosmic, any origin +50%; One ability, Destiny -80%; Transcendent Power -10%) [18]

    Perks of Nihilism

    Alien Path (Madness as Dark Communion): You may access the Madness path as though it was a Dark Communion path.

    Signature Miracle (Dark Charisma, Mask of Madness, Fractured Reality): You gain a +1 to reaction rolls to use your signature miracle; this perk is leveled and may be purchased up to 4 times.

    Secret Miracle (Truth from Lies): You may access the Truth from Lies miracle, below.

    Truth from Lies

    Reaction Required: Good

    Learned Prayer Prerequisite: Dark Communion 7, Mystic Tyrant Legendary Reputation 2.

    Learned Prayer Cost: 7 points

    When it comes to sorting truth from lies, most people turn to real world events to tell them what is real and what isn’t, but how can one even trust the real world not to lie? The cultist can state a bald-faced lie and, conveniently, the world makes it true. After invoking this miracle, the GM may create a coincidence that makes a lie (specified by the player) true. The cultist has no direct control of how this occurs, and the GM is free to veto especially ridiculous ones (“I am immortal”), though generally the more absurd lies result in coincidences that make the lie technically true (“His birth name was ‘Immortal’”). Thus, this power is best used on subtle lies.

    Statistics: Serendipity (Accessibility, only to make a stated lie true -20%; Cosmic, needn’t be a plausible coincidence, +50%; Transcendent Power -10%; Wishing +100%) [33]

    The Principle of Autotheism

    The Cult of the Mystic Tyrant claims that no Gods exist, that the supernatural, as a distinct thing from the physical world, does not exist. Instead, all supernatural or divine phenomenon can be explained by the inherent psionic nature of the world and the will of great men. “The divine” is a manifestation of men, not gods.

    If no gods exist, the Cult may invent them, and when they do so, they invariably choose to be gods themselves, to declare themselves divine and worthy of worship. For them, Dark Communion is a mere extension of their own will. Their true potential comes rushing out in a torrent, and they may enact any miracle they wish at will. The price for this power is the need for worship and the danger that such hubris posses to the character.

    Drawbacks: The powers of Autotheism can be canceled with any True Communion miracle that can overcome a Communion miracle, or with a minor blessing of the Exiled Master. Furthermore, once per session, weird effects occur around the character that tend to reveal an unholy nature to the character and may seriously inconvenience those around him, as though reality is slowly breaking down for everyone but the self-declared god.

    Powers of Autotheism

    Instant Miracle

    9 points

    As the Master understands that he is inherently divine, then he does not need to “communion with Communion” to access a miracle: he simply wills it to be, and it is! The character may ignore the -2 to rolls for instant miracles.

    Statistics: Faster Prayers (See Pyramid #3/36 page 8; Transcendent Power -10%) [9]

    Unholy Power

    3 points per 5 ER

    The character can draw power from the unholy energy of Dark Communion itself! The character has energy reserves that only charge so long as he is in a site of High or Very High Dark Communion Sanctity. While in such a location he regains his energy at a normal speed of 1 point every 15 minutes. Outside of a site of High or Very High Dark Communion Sanctity, the character loses these energy reserves at 1 point per second. These energy reserves may be spent on any psionic power.

    Every 3 points spent on the trait produces 5 energy reserve points.

    Statistics: Energy Reserves (Psi; Special Recharge, High or better Dark Sanctity, Energy Bleed -80%) [0.6/level]

    Unholy Radiance

    45 points

    The master’s disdain for the sanctity of others is eclipsed only by his self-regard for his own inherent divinity. Wherever the character goes, he radiates divinity that allows him to treat the local Dark Sanctity level as one level higher than it normally is (thus, in normal circumstances, he behaves as though he were in a high Dark Communion Sanctity area, while he treats a low Dark Communion Sanctity area as normal, etc). This also means that he can never be in a “No Sanctity” area (he treats it as Low Sanctity).

    Statistics: Dark Sanctity Generator (As Mana Generator, but for Dark Communion Sanctity Level; Transcendent Power -10%) [45]

    Wild Radiance

    20 points

    The character does not rely on some external force for his miracles. He enacts them himself! As such, he does not need to rely on the uncertainty of Communion to afford him his miracles, he can simply dictate which miracle he wants! This enormous power, however, does not come without risks, for any wavering in confidence and connection in Communion can result in a spectacular lashback.

    Once per hour, when the character invokes Communion, he may choose to use Wild Radiance and roll the reaction roll normally. Any neutral or better (10+) reaction allows the character to choose any miracle he wishes to invoke (regardless of the required reaction). Any poor or worse (9-) reaction counts as a disastrous reaction! If character rolls poor or worse reaction, this does not count as the use of Wild Radiance for the hour, but any additional attempts to use the power apply a -1 to the reaction roll when using this power (in addition to any other penalties to reaction rolls picked up as a result of the previous, disastrous reaction).

    Statistics: Super Luck (Aspect, only Communion Reaction Rolls -40%; Fickle -20%; Nuisance Effect, Very Bad Reaction on failed Fickle check -10%; Transcendent Power -10%) [20]

    Perks of Autotheism

    Signature Miracle (Dark Majesty, Dark Power of the Id, Desecrate Ground, Greater Avatar of the Mystic Tyrant or Psychic Nova): You gain a +1 to reaction rolls to use your signature miracle; this perk is leveled and may be purchased up to 4 times.

    Secret Miracle (Dictate Fate): You may access the Dictate Fate miracle, below.

    Dictate Fate

    Reaction Required: Very Good

    Learned Prayer Prerequisite: Dark Communion 10

    Learned Prayer Cost: 13 points

    The character can use his godlike power to dictate the destiny of another. That character must be within a few yards (the better of Meditation or Will) yards of the character when the miracle is invoked. If so, the target automatically permanently gains either advantageous or disadvantageous Destiny (up to the invoker). The exact nature of the Destiny is up to the mystic; the most common use is to force the target onto a Path. This destiny remains unless the target is a player character who chooses not to pay points for it (in which case it fades at the GM’s discretion) or events conspire to grossly violate the destiny of the character.

    Statistics: Afflictions (Advantage, Destiny 3 +150%; Alternative Enhancement, Disadvantage Destiny 3 +3%; Cosmic, No Die Roll Required +100%; Extended Duration, Permanent (Unless not paid for or events grossly violate Destiny) +150%; Malediction +100%;) [61]

    The Transcendent Paths of the Cult of the Mystic Tyrant

    The Cult of the Mystic Tyrant excels at enforcing its will upon an entire population and upon the very physics of the world. Thus, it should come as no surprise that they can force Communion itself into the shape that they wish, and that they regularly do so to create new paths.

    The Cult of the Mystic Tyrant generally creates paths to serve its own purposes: to expand its power, to shape people’s destiny in such a way that suits them, or to grant themselves desired power. However, their mastery is imperfect, and they unintentionally create a backlash of destiny that can trap them down unwanted paths, or send someone’s destiny spiraling out of their control.

    A Transcendent Path works exactly as a normal path and often mix and mingle elements of other paths to create a new cohesive whole. They have prerequisites, symbols, milestones and miracles, just as any path would. The drawback of a transcendent path can be found in its symbols and its milestones.

    Most Transcendent paths have not one, but two opposing paths; this reflects the superiority of “natural” paths to “artificial” paths created by the Cult of the Mystic Tyrant. Transcendent Paths also have “corrupted” milestones, which reflect unintentional milestones creeping into their design as fate is exceptionally difficult to pin down. Transcendent Paths have normal milestones, which reflect the will of its creator, and one or more “Corrupted” milestones, which reflect how Destiny sees the true fate of the path; other than the themes involved, they are identical, and either can improve the Legendary Reptutation of the path-walker, and characters who fail to fulfill the milestone they face will find themselves ejected from the path.

    Some transcendent paths have more of these problems than other. The Cult of Anthara’s ill-fated experiment with the “True King” path, which was meant to weld the best of the Exiled Master with the Mystic Tyrant to create a king that was truly beloved by all and always right, failed so spectacularly that nobody studies it to this day. Nonetheless, two of the more successful paths are listed below.

    The Devoted Slave

    Alternate Names: The Puppet; The Champion; The Abducted Goddess

    By the time of the Cult of Satra Temos, the Cult of the Mystic Tyrant found the rebelliousness of Domen Sefelina and Domen Sonostra increasingly intolerable. They needed minions who would carry out their deeds, and they relied heavily on crime and slavery, two things the above mentioned Cults fought against fiercely.

    They conceived of the Path of the Devoted Slave as an answer to the influence of the rebellious cults, but especially Domen Sefelina. It sought to turn rebelliousness into a failure, and loyal service to the Cult as a powerful reward. The result resonated better than the Cult expected, with many caught up in the romance of service to a dark power, and remains a viable path to this day. However, over time, the rebelliousness of its oppressed paths crept into the Path of the Devoted Slave: masters who treat their Devoted Slaves poorly find themselves uniquely vulnerable to adherents of this path.

    The Path traditionally refers to its followers with feminine pronouns, primarily because this path was conceived of as an answer to the feminine path of the Beautiful Fool. It should not be seen as a primarily feminine path, however: the Cult regularly encourages its male servants to follow this path, and the followers of the path more often tend to be devoted warrior-champions or cunning spies than beautiful and seductive saboteurs.

    The story told to Cultists who choose to follow this path is that it eventually leads to mastery; this is not a feature of the Path itself, as it focuses entirely on service and devotion to a master. To become a master, one will need to step off the path and enter into another path (typically the Path of the Mystic Tyrant). Those who cling to the Path of the Devoted Slave too long typically either die in the service of their master, or slay him.

    Prerequisites

    As with all paths, following the Path of the Devoted Slave requires an additional -5% pact modifier “Disciplines of Faith (Ritualism)”, representing how the character must spend every moment of his life carefully engaging in the symbolism of the Devoted Slave.

    Furthermore, the Devoted Slave must have a minimum of -10 points worth of Duty to a single master. The details of the service very, and often exceed the minimum of -10. Fanaticism and/or Sense of Duty are common, but not strictly required.

    Finally, a Devoted Slave is an exceptional physical specimen. She must have above average physical traits, which may be superior Appearance, superior physical attributes (ST, DX or HT) or High Pain Threshold. The character should have at least 50 points worth of such traits.

    Symbols

    Color: Drab brown or iron grey

    Regalia: Immodest clothing, the mark of the master (a sigil, a brand, etc), the mark of slavery (slave collars, chains, manacles, gladiatorial armor, etc)

    Tools: The lash; chains; gladiatorial weaponry; the force sword

    Locations: A prison; a torture chamber; a gladiatorial arena; in the presence of the master.

    Opposing Paths: The Mystic Tyrant (Dark Communion) and the Bound Princess (True Communion): The Mystic Tyrant rules over the Slave, who must always obey the will of her master and thus always fall under his sway. The Bound Princess represents a voluntary surrender into service to others, while the Slave is a corruption of that value. As such, the Princess can purge the nature of the service, purifying it into something transcendent.

    Opposed Path: The Beautiful Fool (Dark Communion). The Cult of the Mystic Tyrant forged the path of the slave explicitly to undermine the power of the Beautiful Fool, to help draw their rival cult, Domen Sefelina, into their circle of influence. The slave manages to succeed at that by turning slavery from something abhorrent and unnatural into a natural destiny for those who walk the path.

    Milestones

    • The Devoted Slave chooses to indulge in an unrighteous passion, such as revenge or debauchery. The Master warns her against this course of action. She ignores him, and as a direct result of her choices, she finds herself facing dread consequences. The Master rescues her at the last moment, and the Devoted Slave acknowledges his wisdom and swears loyalty to him.
    • The Master commands the Devoted Slave to undertake a task she finds morally questionable (one that might have her kill a former friend, or betray a former organization). Nonetheless, she chooses to obey her master, and sheds her previous morality in favor of fulfilling her Master’s wishes. As a result, she achieves a great victory and gains enlightenment, understanding why her master wished to do this, and advances her spiritual/psionic power as a result.
    • While in the service of her Master, the Devoted Slave achieves a great success and gains access to a great power (a conquest, a legendary artifact, etc). The Devoted Slave faces the choice of keeping the power for herself and betraying her master, or sacrificing it to her master. If she does the former, she will fail before her master’s might and lose her great power. If she sacrifices her newfound power to her master, he will magnify it and return it to her. Either way, she remains under his power.
    • The Devoted Slave’s master faces certain death. Only the sacrifice of the Devoted Slave can save him. Thus, she binds herself and sacrifices herself to Death, and in so doing, saves her master’s life.

    Corrupted Milestones

    • The master lies to the devoted slave about something deeply important to the devoted slave. At first, the devoted slave believes her master. An outsider (a long-lost ally to the devoted slave, or an enemy to the master) reveals the lie to the devoted slave, and overcomes her objections with irrefutable proof, thus convincing her of the Master’s duplicity and gaining a measure of her loyalty. The master will not learn of this event until it’s too late to do something about it.
    • If the Master takes his Devoted Slave into his intimate confidence (that is, brings her closer to him than is merely required by their professional relationship), the Devoted Slave will then be able to learn a secret that could destroy both her Master and the power structure he uses to support his regime. She does so and is able to keep her knowledge successfully hidden from her master. Should she choose to reveal it to another, her master will never learn of the betrayal until too late.
    • After a disagreement between the Master and the Devoted Slave, if the Master expresses his dominance by punishing the Devoted Slave and reminding the Devoted Slave that she will forever be bound to him, the devoted slave will realize that her only recourse for freedom is the death of her master. Should the Devoted Slave choose to strike her Master down, she will succeed in killing him. In his death throes, he scars her in some way, but after his death, she is freed.

    Associated Talents

    Allure: [5/level] (Lesser Primordial Expertise). Found in GURPS Power-Ups 3: Talents, on page 6(and GURPS Fantasy).

    Craftiness: [5/level] (Lesser Primordial Expertise). Found in GURPS Power-Ups 3: Talents, on page 9 (and GURPS Action and Psis).

    Natural Athlete: [10/level] (Greater Primordial Expertise). Found in GURPS Power-Ups 3: Talents, on page 13.

    Associated Powers

    Slavish Beauty

    Reaction Required: Neutral

    Learned Prayer Prerequisite: Dark Communion 4, Legendary Reputation (The Devoted Slave) 1

    Learned Prayer Cost: 3 points

    The character embodies those features and traits that those who see her wish to possess and control; Slavish beauty might emphasize the sexual desirability of a character to someone of the opposite gender, while it might emphasize the usefulness of the character as a gladiator, spy or laborer. In all cases, Slavish Beauty has the downside that people who witness it tend to react in a specific way: they will assist the character in an effort to get something from the character, or find a way to possess her.

    Statistics: Appearance (Trascendent, Glamour Will-5%, Divine, Path -25%, Nuisance effect: induces desire to possess character -10%) [12];

    Wisdom of the Master

    Reaction Required: Neutral

    Learned Prerequisite: Dark Communion 5, Legendary Reputation (The Devoted Slave) 1

    Learned Prayer Cost: 4 points.

    The Devoted Slave acts as her master’s hand, which means she must know the will of her master. Through this miracle, she may gain telepathic communication with her master, no matter how far away he is, communicating her current circumstances to him, and receiving whatever advice, orders or wisdom he wishes to project back to her.

    Statistics: Mindlink (Master; Cosmic, Interstellar Distance +50%; Divine Path -25%) [7] + Mind Reading (Accessibility, Projected Thoughts Only -20%; Accessibility: Master Only -80%; Link +10%; Divine Path -25%) [6] + Telesend (Accessibility: Master Only -80%; Divine Path -25%; Link +10%) [6];

    The Master’s Power

    Reaction Required: Neutral

    Learned Prerequisite: Dark Communion 6, Legendary Reputation (The Devoted Slave) 1

    Learned Prayer Cost: 5 points.

    Once per day, the Devoted Slave can draw upon the power of her Master. She is flooded with his glory and can achieve impressive, though not impossible, feats. This grants the Devoted Slave a one-time Psionic Energy reserve of 24, enough to allow for Godlike Extra Effort up to 12 times the power of the character’s normal use of Extra-Effort. However, after the power has been used up, or an hour passes (whichever occurs first), the power is gone, and she may only access it to perform actions her master would approve of, and if she is in good standing with her master.

    If this power is taken as a Learned Prayer, the Energy Reserve regenerate at a pace of one point per hour (thus, a full day to completely fill up again)

    Statistics: Psionic Energy Reserves 24 (Divine Path -25%, Provided by Master -40%; Slow Recharge, 1 point/hour -20%, Nuisance: Can only be used when completely filled -10%) [24]

    Strength from Pain

    Reaction Required: Good

    Learned Prayer Prerequisite: Dark Communion 7, Legendary Reputation (The Devoted Slave) 2

    Learned Prayer Cost: 7 points

    The master and his enemies often force the Devoted Slave through adversity and pain, but the Master knows that this is to strengthen his devoted slave. When faced with adversity, the Devoted Slave can reach deep into Communion and draw enormous physical strength from the wells of her own pain.

    As Power of the Abyss (Enhanced) (Pyramid #3-36, page 11) but with the additional Path modifier, without DR 1, added High Pain Threshold, and it can only be activated when the Devoted Slave is in a crisis of some sort.

    Statistics: Blessed 6 (Heroic Feats; Divine, Path -25%; Emergencies Only -30%) [27] + High Pain Threshold (Divine Path -25%, Emergencies Only -30%) [6];

    Offering of Self

    Reaction Required: Good

    Learned Prerequisite: Dark Communion 8, Legendary Reputation (The Devoted Slave) 2

    Learned Prayer Cost: 8 points.

    By her nature, the Devoted Slave offers herself up to her master and to others to be used. By laying her hands upon another, she can take the wounds, afflictions and diseases of the other and bear it herself. In principle, this miracle is intended for the Master alone, but nothing prevents a Devoted Slave from using it on another.

    Statistics: Healing (Cosmic, No Die Roll +100%; Divine Path -25%; Empathic -50%) [38]

    Avatar Templates

    Lesser Avatar of the Devoted Slave

    Additional Point Cost: 0 points

    The psion retains his own personality, but gains channels the skills associated with the Devoted Slave, becoming a physical specimen, mastering the art of seductive performance, and finding herself able to fade easily into the background and become whomever she needs to be to succed at her mission.

    Statistics: In addition to the standard Lesser Avatar Template abilities, add the following traits: +3 Allure (Divine -0%) [15] and Optional Rule: Talent may exceed +4 [1]; +3 Craftiness (Divine -0%) [15] and Optional Rule: Talent may exceed +4 [1], +3 Natural Athlete (Divine -0%) [30] and Optional Rule: Talent may exceed +4 [1].

    Greater Avatar of the Devoted Slave

    Additional Point Cost: 12 points

    The psion becomes the incarnation of the Devoted Slave. In addition to the typical, overwhelming power of any Communal Avatar, her aura and features blur into a terrifying, monstrously-beautiful visage, and she becomes an extension of her master. She is in constant contact with her master, who directly controls her actions (she has no say as to what she does). Additionally, she becomes physically far more powerful, gaining +2 ST, DX and HT (and, as a result, gains +1 Basic Speed and Basic Move) and gains +10 energy reserves, which allows her to gain two energy reserve points per turn!

    Statistics: In addition to the standard Greater Avatar Template abilities, add the following traits: Appearance (Transcendent; Divine -0%, Universal +25%, Impressive, Glamour Will-5 -5%) [24], Terror (Divine -0%) [30]; Mindlink (Master; Cosmic, Interstellar Distance +50%; Divine Path -25%) [7]; +2 ST [20]; +2 DX [40]; +2 HT [20]; Mind Reading (Accessibility, Projected Thoughts Only -20%; Accessibility: Master Only -80%; Link +10%; Divine Path -25%) [6]; Telesend (Accessibility: Master Only -80%; Divine Path -25%; Link +10%) [6]; Psionic Energy Reserves 10 [30], Duty (to Master; Always; Involuntary; Extremely Hazardous) [-15], Slave Mentality (Directly Controlled) [-40].

    The Prodigal Knight

    Alternate Names: The Grey Knight; the Path of Infinite Paths; the Threshold Walker; the God of Thresholds; the God of Dawn and Dusk.

    Revalis White remains a controversial figure among both the Cult of the Mystic Tyrant and the Knights of Communion in that he embodied the best of both philosophies and fundamentally betrayed both ideologies. Revalis preached a “path of infinite paths,” wherein he argued that enlightenment came from walking all paths and rejecting none. In so doing, he forged himself the path of the Prodigal Knight and his disciples followed him on this path-of-all-paths.

    The Prodigal Knight accepts power and enlightnement from whatever source he can find it, which makes the path of the Prodigal Knight unique, in that it can be walked from any form of Communion: it may be a True Communion Path, a Dark Communion Path or a Broken Communion Path. If the walker of the path changes his form of Communion, this does not violate his Path! However, the nature of his miracles and their restrictions depend on the form of Communion he is currently attuned to: When using True Communion, he must adhere strictly to his morals; when using Dark Communion, his miracles are vulnerable to the miracles of Broken Communion; when he uses Broken Communion, his miracles all cause Corruption.

    Prerequisites

    As with all paths, following the Path of the Prodigal Knight requires an additional -5% pact modifier “Disciplines of Faith (Ritualism)”, representing how the character must spend every moment of his life carefully engaging in the symbolism of the Prodigal Knight.

    Furthermore, the Prodigal Knight must have conflicting loyalties, or must explicitly have loyalties to none. Typically, this might manifest as enemies from two sides of a conflict, Duty of Sense of Duty to two opposing sides (or a Secret duty to a faction outside of the faction he serves), or Code of Honor, a Vow or some other self-imposed disadvantage that conflicts with the faction to which he belongs.

    Symbols

    Color: Grey or silver

    Regalia: A hooded cloak; a mask; symbols from two clashing legacies

    Tools: A force sword

    Locations: Dusk or dawn; a repurposed historical site (such as a holy temple desecrated and claimed by an invader; a conquered capital, etc); a point where a character can have two feet, symbolically, in two different worlds (such as a doorway, with one foot “outside” and the other “inside.”); a road.

    Opposing Paths: The Righteous Crusader (True Communion) and Madness (Broken Communion): The Righteous Crusader knows right from wrong and slays all of those who deviate. At his core, the Righteous Crusader exists to defeat the heresy of the Prodigal Knight. Madness is a risk that those who follow all paths always face, as they must internalize contradiction, and the result is that they become incomprehensible to others and, perhaps, even to themselves.

    Opposed Path: The Mystic Tyrant (Dark Communion). The greatest weakness of the Mystic Tyrant is his refusal to accept the wisdom of others. The Prodigal Knight sees the value in the words of others tries to draw power from all sides, rather than just his own.

    Milestones

    • The Moral Authority tasks the Prodigal Knight with overcoming some great crisis. On his quest, the Prodigal Knight discovers a forbidden secret, power or artifact that the moral authority has condemned. The Prodigal knight claims this forbidden power and uses it to overcome the great crisis.
    • The Enemies of the Moral Authority reveal to the Prodigal Knight the existence of forbidden secrets, powers or artifact that require morally abhorrent acts to gain and control. The Prodigal Knight acquires the forbidden power without violating his own moral code, revealing the flawed understanding of the Enemies of the Moral Authority.
    • The moral authority commands the Prodigal Knight to commit a morally abhorrent act, revealing the inherent hypocrisy within the moral authority. Rather than accept the command, the Prodigal Knight turns against the moral authority and destroys them.
    • The Prodigal Knight must contest with an opponent reminiscent of himself, but who lacks the moral flexibility of the Prodigal Knight, and thus the Prodigal Knight is able to use techniques that his opponent never would. Rather than destroy him, the Prodigal Knight spares his opponent.

    Corrupted Milestones

    • The Prodigal Knight uncovers an important truth: He has gone mad. A forbidden power that he accepted tricked him when he accepted it, and has deluded him in some manner. At least one his previous milestones was a lie. Consumed by the forbidden power, the Prodigal Knight becomes a puppet to the dark power and metaphorically dies, or is destroyed by an enemy reminiscent of himself, but with less flexible morals.

    Associated Talents

    Truth Seeker: [5/level] (Lesser Primordial Expertise). Found in GURPS Power-Ups 3: Talents, on page 17.

    Occultist: [10/level] (Greater Primordial Expertise). See section 2.

    Associated Powers

    Inured Mind

    Reaction Required: Neutral

    Learned Prerequisite: (Any) Communion 5; Legendary Reptuation (Prodigal Knight) 1.

    Learned Prayer Cost: 4 points.

    The Prodigal Knight, wisely or foolishly, fears nothing, as he has seen all things. With this blessing, the Prodigal Knight cannot be frightened, by anything, even soul-blasting terror. This power lasts for an hour, or until it protects the character from one fright check, whichever is longer.

    Statistics: Unfazeable (Cosmic +50%, Divine Path -25%) [19]

    Guide My Hand

    Reaction Required: Good

    Learned Prayer Prerequisite: (Any) Communion 7, Legendary Reputation (The Prodigal Knight) 2

    Learned Prayer Cost: 7 points

    As Guide My Hand (Pyramid #3-36, page 12) but with the additional Path modifier. This reflects the Prodigal Knights’s aptitude with all weapons! Remember, Weapon Masters have exceptional defaults!

    Statistics: Weapon Master (All; Divine, Path -25%) [34]

    Psychic Nova

    Reaction Required: Good

    Learned Prerequisite: (Any) Communion 7; Legendary Reputation (Prodigal Knight) 2.

    Learned Prayer Cost: 7

    Once per day, the Prodigal Knight can draw upon the power of Dark Communion. It floods him with power, allowing him to achieve exceedingly impressive, though not impossible, feats. This grants the Prodigal KNight a one-time Psionic Energy reserve of 24, enough to allow for Godlike Extra Effort up to 12 times the power of the character’s normal use of Extra-Effort… or whatever else the Psion likes. However, after the power has been used up, or an hour passes (whichever occurs first), the power is gone.

    If this power is taken as a Learned Prayer, the Energy Reserve regenerate at a pace of one point per hour (thus, a full day to completely fill up again)

    Statistics: Psionic Energy Reserves 24 (Divine Path -25%, Slow Recharge, 1 point/hour -20%, Nuisance: Can only be used when completely filled -10%) [33]

    Aura of True Sight

    Reaction Required: Very Good

    Learned Prerequisite: (Any) Communion 10, Legendary Reputation (Prodigal Knight) 3.

    Learned Prayer Cost: 14 points.

    After making a successful Meditation roll, Communion allows the Prodigal Knight and his nearby disciples and allies to comprehend truth rather than to rely on the frail, faulty flesh of their eyes. In this state, the mystic and his allies can see invisible entities, and see through any illusion or deception. The Prodigal Knight may apply a -5 to his Meditation roll to expand the effect out to 4 yards away. On a failed meditation roll, the mystic can spend a point of fatigue (or psionic energy reserves) and try again on the next turn. This lasts for the remainder of combat, or an hour, whichever is shorter.

    Statistics: Aura of True Sight (see Pyramid #3-19 page 10)

    Dark Power of the Id

    Reaction Required: Very Good

    Learned Prayer Prerequisite: (Any) Communion 11, Legendary Reputation (The Prodigal Knight) 3

    Learned Prayer Cost: 6 points

    The Power of the Id flows through the Prodigal Knight, granting him access to any psychic ability! As a general or specific miracle, it grants the Prodigal Knight any psychic ability the GM sees fit and the skill to use, and it lasts for the duration of one particular task (that can be one roll, or one series of interrelated rolls at the GM’s discretion). As a general rule, the point-cost of the new ability should be no higher than about ¼ the point-value of the Prodigal Knights’ Communion (about 20 points at (Any) Communion 11, or 50 points at (Any) Communion 16, etc). As a learned prayer, once per day, the Prodigal Knight may substitute a psychic power worth up to ¼ the value of his (Any) Communion for his (Any) Communion, and may use that power at IQ.

    Statistics: Wild Talent (Aspect, Psionic only -20%, Divine, path -25%) [11], as alternative ability, and Unusual Background (May use Dark Communion as basis for Psychic Wildcard Power) [5], as a static trait.

    Avatar Templates

    Lesser Avatar of the Prodigal Knight

    Additional Point Cost: 0 points

    The psion retains his own personality, but gains channels the skills associated with the Prodigal Knight. He becomes a fearless warrior, able to use any weapon and any technique, and he excels at getting to the heart of any mystery, whether he seeks to bring a crime to light, or seeks to uncover a forbidden secret.

    Statistics: In addition to the standard Lesser Avatar Template abilities, add the following traits: +3 Occultist (Divine -0%) [30] and Optional Rule: Talent may exceed +4 [1], +3 Truth Seeker (Divine -0%) [15] and Optional Rule: Talent may exceed +4 [1], Fearless +3 [6], Guide My Hand [39].

    Greater Avatar of the Prodigal Knight

    Additional Point Cost: 28 points

    The psion becomes the incarnation of the Prodigal Knight. In addition to the typical, overwhelming power of any Communal Avatar, his aura and features blur into a terrifying, monstrously-beautiful visage, he brims with occult power (Gaining +10 energy reserves, which allows him to regenerate two energy reserve points per turn), and he and everyone within 2 yards of him can see the world as it truly is. However, he finds himself unable to prevent himself from remarking on the flaws in others’ ideologies, or blatantly engaging in offensive behaviors to the ideologies of those around him.

    Statistics: In addition to the standard Greater Avatar Template abilities, add the following traits: Appearance (Transcendent; Divine -0%, Universal +25%, Impressive, Glamour Will-5 -5%) [24], Terror (Divine -0%) [30], Aura of True Sight [70]; Psionic Energy Reserves 10 [30]; Odious Personal Habit -2 (Heresy) [-10].

    Psionic Disciplines of the Cult of the Mystic Tyrant

    The Cult of the Mystic Tyrant concerns itself with more than just warfare. Beyond its mastery of Dark Communion, It requires the subtlety and majesty of Telepathy to enforce its dominion and secrecy and thus teaches many of its members in the arts of hiding their own thoughts, in controlling the thoughts of others and in ferreting out traitors and destroying them.

    Discipline of Kings: 8 points

    Most of the Cult of the Mystic Tyrant has moved past the ritualistic rulership of the Cult of Anthara, but nonetheless found many of its psionic techniques useful, and folded in the style and approach of the Ranathim’s psionic leadership with their own brand of social manipulation.

    The Discipline of Kings is taught to anyone the Cult wants to move into a leadership position, and most Masters have learned at least the basics of the style before they reached the rank of Master. It focuses on a domineering form of social manipulation, where the character’s sheer weight or presence can seize control of a room and hold the gaze of others and extract concessions through polite intimidation. It then augments it with telepathic abilities, namely Aspect and Suggestion, allowing the character to directly control others.

    Most schools also work the expand the characters’ facility with telepathy and teach students general principles of diplomacy, law and administration, and some go even further and include more of the Cult of Anthara’s ritualism.

    This is both a Psionic Style and a Civil Style. In addition to the normal benefits of Psionic Style Familiarity, the Style Familiarity for the Discipline of Kings grants the character a +1 to resist influence attempts from influence skills learned via this style.

    Required Skills: Intimidation, Leadership, Philosophy (Mystical Tyranny), Politics, Public Speaking, Savoir-Faire (High Society)

    Required Psionic Skills: Aspect

    Additional Psionic Skills: Mind Shield, Suggestion,

    Techniques: Aura Extension (Aspect), Dangerous Request (Savoir-Faire), Elevated Speech (Savoir-Faire), Expansion (Mind Shield), Hinting (Intimidation, Politics or Savoir-Faire), Independent (Suggestion), Pressed Attack (Suggestion)

    Cinematic Techniques: Beguilement (Politics or Public Speaking), Power Gaze (Intimidation)

    Perks: Avatar, Cloaked, Fearsome Stare, Haughty Sneer, Honest Face, High-Heeled Heroine, Penetrating Voice, Ping, Soft-Spoken, Style Adaption (Cult of Anthara).

    Optional Traits: Charisma, Fashion Sense, Fearlessness, Indomitable, Telepathy Talent, Voice

    Optional Skills: Administration, Brainwashing, Diplomacy, Law (Any), Leadership, Propaganda, Psychology, Strategy

    The Discipline of Secrecy: 4 points

    By far the most common of the Cult of the Mystic Tyrant disciplines, some masters insist that their slaves learn it as part of their induction into the Cult proper. The Cult is well-aware of how easily others break to torture or mental intrusion, and given True Communion’s facility with telepathy, see it as utterly imperative that their members be able to protect their minds.

    The Discipline of Secrecy involves a deep dive into his psionics work, and how interrogation works, and how to defeat both. It involves no knowledge of anything sensitive to the Cult, and thus may be taught to junior members in safety, though it does make them more resistant to the Cult’s own inquisitors. Masters of the technique go beyond merely feigned innocence, careful double checking to see if their mind has been infiltrated and careful double-think that prevents a superficial mind-reading from learning of their true intentions, and begins to expand telepathic awareness and adds hostile techniques that can trap those who would read the target’s mind.

    Required Skills: Acting, Expert Skill (Psionics), Mind Block

    Additional Psionic Skills: Mind Shield

    Cinematic Skills: Mental Strength

    Techniques: Camouflaged Mind-Block, Notice Psi Use

    Additional Psionic Techniques: Mind Trap

    Perks: Bug Hunter, Honest Face, Personal Awareness, Special Exercise (Mental Strength for resisting Telerecieve only).

    Optional Advantages: Hard to Subdue, High Pain Threshold, Perception, Will

    Optional Skills: Electronics Operation (Security, Surveillance), Escape, Fast-Talk, Gesture, Observation, Search

    The Discipline of Silence: 7 points

    The Cult of the Mystic Tyrant demands secrecy. Even when it rules openly, it buries many of its true policy decisions, alliances and powers behind layers of secrecy so as best to monopolize power. It guarantees this secrecy through the use of some of its most dreaded slaves: the inquisitors.

    An inquisitor must have a facility with Telepathy, and the Discipline of Silence gives detailed instruction in the art of mind-reading, especially probes. This is combined with interrogation skill and Detect Lies to perfectly learn whether or not someone has betrayed the Cult, or whether a particular target knows anything about the Cult. This is usually combined with training in investigative skills, so the inquisitor can determine whether there has been a breach.

    Once a breach has been discovered, the inquisitor must silence those who know or who betrayed the Cult. The latter typically involves death, and many inquisitors study combat skills as part of a separate discipline, though they often learn infiltration techniques to get close to their prey. The former typically involves training in intimidation, mind wiping (to erase memories), and forgery techniques to either fabricate evidence that points the authorities in a different direction, or they learn to destroy evidence so nobody can prove the involvement of the Cult.

    This is both a Psionic Style and a Civil style. Those who have the Style Familiarity Perk for the Discipline of Silence, in addition to gaining the usual benefits of Psionic Style Familiarity, gain a +1 to resist interrogation, lie detection and intimidation attempts by a fellow inquisitor.

    Required Skills: Detect Lies, Expert Skill (Psionics), Interrogation, Intimidation, Shadowing

    Required Psionic Skills: Telerecieve

    Additional Psionic Skills: Instill Fear, Mental Surgery, Mind Clouding, Mind Wipe, Telepathy Sense, Telescan

    Techniques: Bulk Compensation (Mind Clouding), Deep Probe (Telereceive), Group Scare (Instill Fear), Indirect (Group Scare), Mass Wipe (Mind Wipe), New Approach (Instill Fear, Telereceive), Notice Psi-Use, Quick-and-Dirty (Mental Surgery)

    Cinematic Skills: Mental Strength

    Perks: Fearsome Stare, Forgettable Face, Intimidation Factor, Soft-Spoken

    Optional Traits: Craftiness, Eidetic Memory, Perception, Telepathy Talent, Zeroed

    Optional Skills: Brainwashing, Electronics Operation (Media), Expert Skill (Conspiracy Theory), Forensics, Forgery, Holdout, Housekeeping, Intelligence Analysis, Observation, Psychology, Search, Smuggling, Stealth

    New Traits

    Perks
    Soft-Spoken: See GURPS Social Engineering, page 79

    Techniques

    Beguilement

    Hard

    Default: Prerequisite Skill-5

    Prerequisite: Voice and any of Diplomacy, Fast-Talk, Performance, Politics, Public Speaking, Sex Appeal or Singing; May not exceed default skill.

    See Pyramid #3-54 “Social Engineering” page 6

    Dangerous Request

    Hard

    Default: Savoir-Faire (High Society)-3

    Prerequisite: Savoir-Faire (High Society); May not exceed default skill.

    See Pyramid #3-54 “Social Engineering” page 5

    Elevated Speech

    Average

    Default: Savoir-Faire (High Society)

    Prerequisite: Savoir-Faire (High Society); May not exceed default skill+5.

    See Pyramid #3-54 “Social Engineering” page 5

    Hinting

    Hard

    Default: prerequisite skill

    Prerequisite: Any Influence Skill; May not exceed default skill+6.

    See GURPS Social Engineering page 81

    Hinting

    Hard

    Default: prerequisite skill

    Prerequisite: Any Influence Skill; May not exceed default skill+6.

    See GURPS Social Engineering page 81

    Notice Psi Use

    Average

    Default: Expert Skill (Psionics)

    Prerequisite: Expert Skill (Psionics); May not exceed default skill+5.

    You may replace Per or Per-Based Expert Skill (Psionics) with Per-based Notice Psi-Use when using the “Noticing Psi Use” rules from GURPS Psionic Powers from pages 11-12.