Musings on the Psi-Wars Gun-Fu

 There’s a rule I’ve noticed about the Psi-Wars Community: if you mess with martial arts, you will get feedback.  The community seems to love the martial arts, and investigates the details of the styles with a fine tooth comb, more than anything else except, possibly, Communion.

So I wasn’t that surprised to see my inbox pop up with some thoughts and suggestions for more gun-fu and also more force sword forms.  So I thought I’d cobble together the feedback into a single place and discuss it.

Existing Gun Fu

Generally, the Gun Fu I’ve released has been well-received.
  • Coda Resolute is surprisingly popular. I suspect it’s the flavor and the low buy-in cost to be “cool.”
  • Undercity Noir is also quite popular. I think it, as well as the Graceful Form, need a bit more work, though.  Acrobatics is always a rather complex topic.
  • Imperial Markmanship hit with a dud as “Fine.” This is understandable.  It’s meant to be an unglamorous workhorse style.  I originally intended for it to be like Coda Resolute, with only two “levels,” but the price proved an insurmountable obstacle.  I think the fact that it raises both rifle and pistol at the same time also really slows progress, which is unfortunate.  I would like to give it a “Mozambique Drill” style trademark move, however, so this style will see a slight retouch.
  • The Way of the Rim was accepted with less fanfare than I expected.  It fits, and it’s suitable, and people like it, but I don’t think it really surprised people much.  The schtick of aim-then-draw rather than the other way around was uncontroversial.  I think it’ll see a lot of use, but not as much buzz as some of the others.
  • Shineido was the big star, which didn’t surprise me (that’s why I released it last), but the level of feedback and love it got actually managed to exceed my expectations. In fact, a lot of the request from other styles came from Shineido.

I think it’s worth unpacking why Shineido generated the excitement that it did.  Of course, everyone loves Gun Kata, and everyone loves the idea of inserting it into a setting with Jedi.  It’s the sort of kitchen-sink crazy that every RPGer seems to yearn for.  But I think there’s more going on here than that.

The Martial-Arts-As-Power-Ups, in my experience, tends to highlight what a martial art can do.  It’s one thing to see a list of appropriate traits, and it’s another to see a martial artist in action, especially when there are certain combinations that work especially well together. These Power-Up systems generate way more feedback than the previous martial arts I’ve done, even though they’re based on the same martial arts I already did, precisely because they make what those styles can do more visible.

 Shineido highlighted two things.  First: the power of math!  Thus far, the setting has focused almost exclusively on psychic abilities (and, by extension, Communion).  We have cybernetics and, eventually, bio-mods, but by-and-large, if you wanted to be “cool” you had psychic powers. Neo-Rationalism, instead, focuses on the power of pure genius and cinematic logic to create nigh-supernatural effects, which is an exciting idea, especially as a foil for the “superstitious” psychic powers.  It creates a nice tension. It’s always been there, but Shineido makes it more obvious.

Shineido is also an explicity anti-space-knight style.  You use it not just to cool cool in combat, but to duel with a space knight.  The imagery of that is nice, but the idea of creating someone who can defeat a space knight, (The “Psi-Hunters” concept are we referred to them in Iteration 3) is an interesting one people seem interested in exploring further.

New Gun Fu

Are there are any plans for a gun fu style that utilizes psionics similar to psionic force swordsmanship? -KZRK

I haven’t seen as many calls for new Gun Fu as I have for force sword forms, but there are definitely some calls. In particular, there’s a request for a Psionic Gun-Fu style.

Now, I’m not shy about my love of the film Push, which is definitely a huge inspiration on Psi-Wars, and the moment he suggested it, I immediately thought of the TK Gun Fight from Push.  I think it would do a lot to cement how different Psi-Wars can be from Star-Wars. There are, however, a couple of problems that need to be overcome.
The first problem is that Psionic styles are a nightmare.  Psionic Force Swordsmanship needs another pass, and it was already one of the most difficult ones to design. You have to make a lot of assumptions about what characters are capable of.  For example, if you take EK then while Psionic Force Swordsmanship still has some value for you, but a lot of its moves are locked away.  What psychic power would Psionic Gun Fu use? TK? That’s cool for the guns and moving them around, but it won’t help you deflect blaster shots.  EK? That’ll let you deflect blaster shots and maybe super-power your gun, but it won’t let you wave your blaster around in the air in a cool way.  What about something else entirely, like an ESP or Telepathic Gun Fu style?  See, it opens up a can of works, and whatever choice we pick, the psychic power creates a hurdle to overcome: if you don’t have one of the powers associated with Psionic Force Swordmanship, the style is blocked off to you; but anyone can learn one of the other styles.  Thus, this is inherently a niche style that most people won’t care about and it takes more than the usual amount of work.
The second problem is where do you put it? We haven’t hard “Free floating” styles since Iteration 4.  Our styles have been grounded in the cultures that created them: Shineido is associated with Denjuku and the Shinjurai Royal Family.  The Furious Form is associated with the Satemo of the Umbral Rim.  Who would use this psionic gun-fu? It probably wouldn’t be the maradonians, as they see the force sword as a badge of honor.  You might see some psychic additions to the Coda Resolute, but aristocrats generally didn’t settle their differences with that style.  What about aliens?  Well, we don’t really associate the Ranathim or the Keleni with blasters. We might see a “temple maiden” concept for the Keleni, but they’ll be closer to commandos than to gunslingers (though it must be said that telepathically linked commandos might be scarier than Combat Geometrics). The Asrathi are associated with Probability Manipulation, and that’s worth touching on a bit more in Undercity Noir, but I don’t think that’s what KZRK had in mind. We have no PK- or EK-using aliens.  So who gets this?
One concept I do want to touch on at some point are non-space-knight, non-sage psychics.  I see Psi-Wars as a bit like Rifts in how it handles psychic powers: sure, there are mystics and knights out there, but there are also “mind melters,” rare and unexpected talent erupting somewhere like an X-men, with the Empire trying to register and/or imprison them, and space knights trying to recruit, but powerful “rogue” psychics who lack force sword training or who don’t live in temples or don’t pretend to be witches should definitely be a part of the setting, and this style might suit them well.  But other than these vague ideas, I’m not sure how to solidify it yet.

New Force Sword Forms

(H)ow about a force swordsmanship style that takes a more scientific approach similar to Shineido or Combat Geometrics? -KZRK

I think it speaks volumes for the popularity of force sword forms that when I introduce gun-fu, people use it as a platform to ask for more force sword forms. But there’s more meat here than just “I want more force sword forms.”  As we noted above, Shineido highlights that you can gain “cool powers” from math, science and logic in Psi-Wars, and given that people use “cool powers” to upgrade their force sword fighting.

Using math to be a better fencer is definitely not the craziest idea. In fact, we already have a style that does it: La Verdadera Destreza on GURPS Martial Arts page 158.  Of course, the math does nothing, but we could try to introduce some elements.  We could borrow some of the elements from La Verdadera Destreza and mix them with the essential kendo that underlies all force sword forms and toss on some of the Math tricks of Shineido.

But where would we put it in the setting?  The Shinjurai wouldn’t use a force sword, and a Maradonian wouldn’t use Neo-Rationalism? Where would we find such a character?

Maybe a branch of the imperial knights would work for the scientific force swordsmanship, since the empire is governed by the same philosophies that gave rise to combat geometrics -KZRK

There are actually several factions that would meld force swordsmanship and Neo-Rationalism.  KZRK is correct in pointing out that Imperial Knights might do it.  Another faction that might use it would be House Tan-Shai.  After all, they are neo-rationalist to their core, and lack psychic powers (being anti-psi themselves), but need to be able to win force sword duels, as they’ve been tangled up in Maradonian culture.

This brings up another concept such a style would likely seek to explore: the Stance Breaker Form. A core element of Shineido is defeating space knights.  This style might do the same, and wuxia is full of stories of a style that’s built around defeating the elements of a particular style (or “all styles,”), a “Stance Breaker Form.” Those who created this style would have wanted to beat space knights on their own ground, and would have had the data to do it. They would have analyzed all their styles incessantly and sought the weaknesses of each.  This would make the style a bit like the Simple Form in that it seeks to understand all forms, though it would likely focus on Maradonian styles.  I had a similar concept with the Skairosian styles, and I could borrow some of those ideas and use them here, but with more of a mathematical twist.
This puts the style into an interesting niche as a “Dark Mirror” style, which I always like: it’s the style you would give to characters who are designed to defeat or mirror the PCs. If you are a Maradonian Space Knight (one of the most popular concepts), then a Tan-Shai space knight is your “Dark mirror” able to exploit the weaknesses of your style and shut down your psychic powers. Imperial Knights would also represent a good “Dark mirror” to the style.
And we even had a good idea what it would look like: the aggressive flexibility of the Simple Form, the anti-Maradonian techniques of the Skairosian forms, the mathematic schtick of Shineido, and echoes of La Verdada Destreza.  I think it could work.

Abstract Wealth Retrospective

I’ve had a busy week (expect me to not respond much for the next while: my son is sleeping poorly which exhausts my wife, and the second little one requires a lot of attention too, so if I’m not working, I’m sleeping and if I’m doing neither, I’m probably looking after kids, so I snatch wht time to write that I can).  Thus, I was unable to announce my posts, but my discord picked them up anyway, and had quite a few thoughts.  I wanted to share them here and respond to them, so they can all be collected in one spot.

If I don’t get to your comment, it’s probably because there was too much discussion going on (the topic really blew up!) so I couldn’t get to everything.  I’m picking out stuff that catch my interest sequentially.

Why Gear at All?

I definitely don’t disagree with anything said in today’s Meditations on Gear post, but I wonder if it begins to pull at a particular thread in Psi-Wars & GURPS in general
I don’t want to overstate anything, but it seems to me that the impulse to provide all the awesome worked examples of vehicles tech and weapons we have in Psi-Wars is exactly at odds with what is posited in today’s post
if the gear in Psi-Wars is largely handwaved, why detail precisely what different armor models are available?  why not just have “light, medium, and heavy”
or instead of several corporations with different takes “blaster pistol,” just have a basic pistol
it seems to me that if upgrading one’s gear is counter to the tone and themes of the setting, a lot of the nitty-gritty tech and hardware stuff becomes redundant…”Who cares exactly how fast my ship is, I bought the ‘fast’ ship at character creation and it should go exactly as fast as it needs to for the story to happen”
anyway, not meant as a criticism, just some thoughts I had while reading…apologies if this was all discussed in the original exchange and I missed it -Mwnrc

No need to apologize.  I think this sort of question is deeply important.  After all, if we’re doing something that adds no value, then what are we doing with our time?  Gear is taking up a ton of my time, so why bother with it instead of working on, I dunno, Communion rules or playtests or anything else more useful?

What Mwnrc argues is, incidentally, pretty true of basic GURPS and older iterations of Psi-Wars.  We had a “blaster,” all that cool armor was just “Combat Hardsuit” and you can see similar things in GURPS: we have “Broadswords” and “Heavy Pistols.”  It’s a pretty common approach, especially in games where this sort of thing matters (World of Darkness, FATE Core, etc).  Given that my Meditations on Gear argues against gear being important, why wouldn’t we treat Psi-Wars the same way?

Well, we could and we did!  So why have I become more and more detailed in my approach?

 It’s also fun to pick and see how different weapons interact with stuff, especially for badguys I don’t care about.   And it’s fun for players to see their cool weapon choice available.
If I have say 5 different Tie fighters I can give my X-Wing pilot more varied throwdowns – Kalzazz

Characters tending to keep the gear they start with isn’t incompatible with there being distinctions between similar items. In fact, choosing whether you have an Imperial blaster rifle or an old frontier rifle tells you something about the character. Imperial gear is well engineered but hard to maintain, and reflects the industrial might of the Empire. The old frontier rifle isn’t as flashy, but it’s rugged, probably been handed down from generation to generation, and reflects the greater independence of the frontier.
You might distill these down to being blaster rifles with the precision engineering or rugged construction traits, but in doing so you’d lose part of that characterization. 

-Nemoricus

These guys have nailed the core of why I detail gear: because players care about it!  My core points with Meditations on Gear were that Psi-Wars shouldn’t have:

  • Detailed inventory management where if its not written down, you don’t have it
  • A constant cycle of upgrades based on the loot that you find.
Instead, you carefully define your character in detail, getting exactly the character that you want, similar to how supers work: you get exactly the character you want to the dot, but then your character changes very little or not at all.
Could you do this without a highly detailed set of stats on your gear? Yes!  I chose a picture of various lightsaber hilts from Star Wars because it’s often my experience that die-hard fans have preferences for lightsabers, which they liked best, and they can pick them out of a line-up.  They often have opinions on what their lightsaber would look like, from hilt to blade.  Does any of this really matter? Are red blades more damaging than blue blades? Are blue blades more defensive than red blades? Nope.  It’s purely fluff, but it matters, and people care about it.  So we can have two characters in Psi-Wars both with “Generic force sword” that describe them in excruciating detail and that’s enough.  If we were playing Fate, I might even allow an aspect on each weapon to further individualize it.
Given all this, why bother? Mostly because players like it.  You don’t need all those guns in GURPS High Tech, even in a typical Action game a +1 here and a -1 there won’t mean squat.  And yet gun-nuts pick over the tables until they find their preferred weapon (and get annoyed if they can’t find their preferred weapon).  The same would be true in Psi-Wars: players will want to express the nature of their character via the details of their gear: the frontiersman will want a rugged blaster, the techie will want a sophisticated blaster, etc, and GURPS being GURPS, these players will want it to have excruciatingly detailed differences, and will want these to be consistent.  They’ll explore the world through their tech.
As Nemoricus says, this drive is not the same as what I discuss in Meditations on Gear.  If I may compare and contrast D&D and GURPS Dungeon Fantasy, D&D is pretty obviously driven towards gear upgrades, but its gear is less detailed than GURPS gear is.  However, it has a built in progression system, with flat magical bonuses per weapon that really lends itself to weapon progression (Broadsword -> +1 Broadsword -> +2 Broadsword, etc) while that progression is less clear in GURPS, and it’s entirely possible to start GURPS DF with a better sword than you’ll ever find throughout the rest of your DF playthrough, if you invest enough points into signature gear.
What matters is that we have a place where we focus our attention, what matters.  We don’t want to distract our readers with too many customization options (some default “Just grab this and go” should be present, ideally) especially for things that don’t matter.  What matters? As Nemoricus points out: guns, armor, specialist tool kits (a hacker’s computer, a spy’s infiltration kit, etc).
I think Mwnrc has exactly the right attitude with this comment:

by way of example, I’ll use Knights of the Old Republic.  in KOTOR, you can loot lightsaber crystals to upgrade the stats of your weapon.  It’s all very fiddly and classic D&D stuff.  In Psi-Wars, we might write stats for a dozen different crystals, all of which offer slightly different mechanical abilities and, depending on how we fluff them, opportunities to characterize your weapon.
In the Star Wars films, Luke uses his father’s saber until it is lost and then builds a new one.  If the crystals existed at all in a setting based purely on the films, they wouldn’t matter past character generation because they would never be used except at that time.  At that point, I think it is worth asking how much time and energy it is worth investing in a multitude of crystal options.

 We should think twice about such an option.  The crystals make for great loot, and KOTOR is built around loot, but Star Wars isn’t, so you never have scenes where Luke stoops over some recently defeated badguys, finds some lightsaber crystals and upgrades his weapon.  This is one reason when people talk about modding starfighters or gear, I hesitate, because I’m not sure that’s a step we should take.  I’m not sure it fits at all.

I should also add that we can overstate these extremes.  A typical action character has their signature gun, and it’s good enough, but that doesn’t mean their character won’t evolve or grow. I’m not saying that a commando will never ditch his imperial blaster for a tricked out syntech weapon.  Similarly, I can imagine a poor Street Knight with a cobbled together force sword who manages to earn a place among a noble house wouldn’t upgrade to full armor and a nicer force sword.  I’m saying that climbing the ranks of gear shouldn’t be a major focus for our character: no Iron -> Silver -> Gold that you see in a lot of RPGs.

Abstract Wealth Woes

Anyway, I think an abstract wealth system could do a lot to formalize what is already the defacto situation and patch other parts. It has real challenges though. One thing that I find distasteful about most abstract wealth systems is that they make purchase sequencing relevant
If you know that you want to buy a given basket of goods, there shouldn’t be an incentive to buy them in a particular order. In part because that’s obnoxious, and in part because it disproportionately affects some players who pay less attention to these sorts of details 

-Shinanoki

Those who know me and my history with games with doubtless notice a similarity between a lot of my design choices and Exalted, and Abstract Wealth is a good example of it.  Exalted has a resource system where anything less than your resource value could be purchased “for free,” while anything at your resource level reduced your resource level.  So, imagine a character who wants to buy a cost 1, cost 2, and cost 3 item and he has resources 3: if he buys the cost 3 item, his resources will drop to 2, and if he buys the cost 2 item, his resources will drop to 1, and then if he buys the cost 1 item, he will have no resources.  On the other hand, if he buys the cost 1 and 2 item, he’ll have resources 3 still and then if he buys the cost 3 item, he’ll have resources 2.  So, depending on the order you buy your items in, you could have resource 2 or 0 left over.  That’s a pretty stark difference.
The GURPS Abstract Wealth system has less of a problem here, but you can get weird things like if I have a threshold of $1000 and I want to buy 5 $201 items, if I buy all five as one chunk, then it’s an Expensive purchase and permanently reduces my threshold.  If I buy each of them individually, I end up with a -5 to all future purchases for the remainder of the adventure.  If I buy 4 of them as a chunk and then one individually, I end up with a -2 to all future purchases for the remainder of the adventure.
All models are wrong, some models are useful, as Douglas Cole is a fan of saying.  Whatever system we choose will have some problems with it, and Abstract Wealth is no different.  The common refrain against that is “Well, don’t twink,” but I always find that unhelpful.  “Twinks” tend to be people with a “Tester” mentality, and those are highly useful for pointing out flaws (or unexpected features) in your game.  By contrast, a lot of people don’t see emergent traits (they’re often hard to spot) and only realize their mistake much later, and can feel unfairly punished.  So this sort of thing might not happen… but it might!  How do you deal with it when you do? How do we decide the abstraction is useful to us?
First, this is why we playtest, to see where kinks happen and how well things work out.  The intent is to take away a lot of fussing with the details.  To me, the trick is to see, broadly speaking, if you can get something or not, and you have a variety of means at your disposal, all of which require a die roll (thus unifying mechanics nicely).  For example, there aren’t many positive modifiers in the Abstract Wealth system.  Should there be?  Like if I try to purchase a single $201 item, given that its less than half my threshold, should I get a bonus on it?   And what’s the best way to handle serial purchases (It might seem silly, but it’ll come up: “I need X.  Okay, I have X.  Oh! I forgot!  I need Y!”).
Personally, I recommend having “shopping trips” in one chunk.  They tend to be anyway, and being free-formish with the abstract wealth system.  It lends itself well to it.  Maybe people who buy something close to, but not quite at, their trivial threshold should get a bonus to their roll.  Maybe if people barely go over their threshold, you could give them a big penalty but let them keep their wealth level.  The idea is to dispense with excel sheets and shift it to the same sort of negotiation that you get over lots of things that the table. That might mean we should get rid of the permanent drop in wealth, or find some way to handle it that feels fairer.

Spaceships

This one is a complicated topic.  
First, how often do we see space combat coming up?  That really depends on the group.  If they’re all fighter aces, then “basically all the time.”  If they’re all Diplomats, Spies and Space Knights, then “basically never.”  My default is to assume the “9 or less” default value of “Often enough that it’s not weird, but not something you’d see every session.”
The second question is flat monetary value (the old model) vs the signature ship (the new model).  The advantage of the flat amount is that it could be modified by your wealth value: a rich man is more likely to have a great and mighty ship than a poor man, who is more likely to have some crop-duster equivalent.  With signature ships, this goes out the window, but it should be noted that “signature” traits always offer a flat amount, so that’s normal.  What I like about the patron-version of Signature Vehicles is that it scales better.  Affording a ship that costs 10× another ship, under the old system, costs 10× as many character points.  Under the new one, it costs +5 points.  That feels better to me.
This has a knock-on effect that people are far less likely to purchase a spaceship out of pocket, but to be fair, most people won’t pick up a spaceship out of pocket.  It’ll usually be given to them as a manifestation of their association with a powerful organization (A powerful corporate overlord is wealthy, but that’s not the reason he has a giant ship: that giant ship belongs to the company that he runs).  That said, with sufficient wealth, you might be able to pick up a ship “out of pocket.”
As for modding vehicles, whew.  This is one I struggle with.  On the one hand, as I’ve said before, I don’t really want people fussing that much over their gear.  That said, fussing over your spaceship fits the genre to an extent.  Han spent an entire film trying to fix the Falcon, and Poe Dameron displayed some sweet mods of his X-wing in the Force Awakens, so I can see it, but then we slam into problem two, which is that vehicles aren’t very easy to mod in GURPS.  GURPS Spaceships has the modularity to allow you to pull one component out and add another, but it lacks the detail to really make it matter.  By contrast, the vehicles system has the detail to make it matter, but lacks the modularity to make that easy. On top of that, how would you price it?  If a Starhawk is 10 points out of the box, what is it with slightly better handling or +10% speed? 10 points? 15 points? 11 points? Aaargh!  
So I’m not even sure how I’d make this one work.  Right now, I wouldn’t worry about it (its niche anyway), but I’ll think on it some more.

A Comment on Commentary

I always try to read commentary.  I sometimes miss it (especially on the blog, as Google doesn’t always alert me, and Blogger is a slowly collapsing house), but I always try to read it. It’s valuable feedback, and it’s what drives a lot of my design choices.  I don’t always agree with people, but even the complaints represent a data-point that I can use.  A lot of the vehicle rewrites came from wanting to better incorporate people’s feedback regarding space combat and how they seemed to see their characters (people with customized fighters, for example, seems pretty common!). 
People who disagree with me also represent alternate perspectives on the game.  When I say “I don’t want X” or “I want Y” I’m trying to explain why I make the design decisions that I make. I am not telling you how to run your game.  Kalzazz triggered a lot of this discussion because he was talking about “saving up for a new force sword.”  This whole discussion is not to say that he musn’t run a game where people save up for force swords.  It’s to say that I wouldn’t run the game that way, that my focus isn’t on people constantly upgrading their gear, and it’s not a major thing I’m going to support.  But if Kalzazz wants to run his game that way, that’s his right; my job is to facilitate games.  I can’t facilitate all games, but I need to know what people are going to run.  If I start to notice a demand for upgradeable force swords with complex crystal upgrade systems and loot-tables, then maybe I should reconsider my approach.
I had another discussion, often rather heated, about morality in Psi-Wars, which inspired me to think about dramatic poles and moral choices in Psi-Wars, and I’d still like to write an article on it.  It also inspired some of the ideas that led, for example, to the new Debt mechanic.
So, by all means, disagree with me.  I’m just one guy writing a setting, but you’re the one who has to put it into practice with your campaign!  And tension, disagreement and limitation can fuel creativity.  They certainly fuel mine!
What I especially like about the feedback was that my Meditation on Gear really hit the mark, because it got people thinking about how they would use gear in a game, what they would want it to do, and how different models could be applied (“If gear doesn’t matter, why detail it so extensively?  And if we’re going to detail it, why not explore an upgrade path?”) to create different sorts of gameplay.  That sort of thinking is really what I wanted to encourage with that article.
Psi-Wars is a bit of a muddle because its inspiration is a bit of a “kitchen sink setting”, and people treat it as such.  People are going to run a variety of adventures, so the boundaries of clean design get fuzzy (Imperial commandos fighting rebels in a jungle really changes a lot of these constraints compared to Templars fighting Tyrants, or psychic space princesses sipping wine while trying to politically outmaneuver a Slaver and forge an alliance).  This does mean you can find conflicting design goals in Psi-Wars, so if you notice those conflicts, good!  You start to see some of the break lines, and some of the places where I get especially exasperated, and why this game is taking so long to flesh out.
But please, don’t apologize for pointing out incongruences or things that you think could use improvement.  Man, I love my community and Psi-Wars has become much better for it. Sure, I get annoyed and my impulse is to defend my choices, but that’s because I’m human!  Just be patient and we’ll get there.

Responding to Typhoon Commentary

So, I’ve had some comments about the Typhoon, some praise, some criticism, some response to questions and some surprised gasps.  I wanted to take a moment to address them and discuss some thoughts that arose from them.

I want to thank everyone participating in the discussion, and if you’re not already on Discord, where most of the conversation seems to take place, I highly recommend you join us!

“Twelve hours of fuel?  Amazing that Typhoons have such long endurance profiles for a ship with no life support!”

This, personally, was the most interesting.  I’m not sure if my discussion of how spaceships might project power in Psi-Wars was public or Patreon-only, I think the former, but let me re-iterate it a bit and compare how the Typhoon operates to real-world craft.
First, of course, space is big.  I don’t think the human mind is really built to handle that sort of thing.  Us pop-sci fans like to swagger around like we know a damn thing about it, but when I ran some numbers for the comparison I’m going to make a couple sentences below, I was astonished by the results; I knew it, but I didn’t know it.  Star Wars does not reflect reality. We know this, of course, but it’s pretty staggering how little we understand that.  I think we tend to think something along the lines of “Tokyo to NYC is far, Earth to Mars is farther, the Sun to Alpha Centauri is even farther,” as though these are orders of magnitude, when the difference is staggering. If you had a futuristic ship that could travel from NYC to Tokyo in an hour, you would have a ship travelling at 10,000 km per hour (or nearly 2 miles per second).  The same ship would take eight  months to reach Mars, and half a million years to reach Alpha Centauri.
How we tend to intuitively grasp the Solar System.
This is from space.com, btw.
Star Wars, and most Sci-Fi, fails to show us reality because we struggle to intuitively understand it, and understanding it is not the main focus of the story.  Star Wars is not about the struggles of interstellar travel, or even interplanetary travel, but a meditation on good and evil and on authortarianism vs liberty.  If you really sit down and watch Star Wars and try to gauge distances and speeds, you’ll find it impossible.  Ships are in hyperspace “for awhile,” with no distances given (and when given, they’re ad-libs by actors that accidentally treat them as units of time), and when they land on a planet, you just see the planet looming, the ship moving towards it, and then we cut to it landing.  Did that flight take an hour? A minute?  A few seconds?  We can only guess, and more to the point, it’s not relevant.
Is that wrong? No! Psi-Wars is really no different.  I don’t actually care how long things take.  Space travel is just how we excuse going from one interesting location to another, and how we justify swooping, explosion-filled space battles.  For example, someone points out that a 2-hour flight time for a Typhoon to get to its target is “a lot of narrative dead-time.” Only if you play it out!  You wouldn’t.  Your imperial pilot gets his orders, hops into his Typhoon, launches, “dot dot dot” then arrives at his target and then has his space battle.  It’s as much dead-time as your hour-long drive down the interstate in a horror-game inspired by Supernatural, or the dead-time in the original Star Wars when our heroes were soaring towards Alderaan.  I don’t think your players really care, I certainly don’t care, so if you don’t care, don’t worry about it.
But if I don’t care, why did I spend a whole post discussing how ships place themselves around a world, and give Typhoon’s hour-long flight times?  I’m a big believer in “showing your work in math, hiding your work in English.”  If I’m going to build Typhoons in GURPS Vehicles, I need to answer all of the questions it asks me, including “how much fuel do you carry?”  This requires thinking how the ship would operate if this wasn’t a cinematic adventure, in the same way that the Maserati your action character just had his chase scene in has a miles-per-gallon value worked out in its statline, and was designed to have a smaller carbon footprint than last  year’s model.  They don’t matter, until they do, until the player asks questions like “How long until I need to refuel,” or “Can I get there from here in time and without needing to refuel?”  The answers need to be there, even if you don’t actually need them. The work needs to be done, even if we bury it beneath the cinematic narrative, because the player and the GM actually experiencing it don’t need it.
So, I worked out the numbers that I did, and it came to most interdiction missions maxing out at a range of 2500 miles, or 2.5 hours of travel by Typhoon (a bit less, actually, as it’s a pretty zippy craft).  These numbers are based on actual planetary sizes, which are also pretty huge.  In principle, I could have given it 6 hours of fuel instead of 12, because 2.5 hours to get there, 2.5 hours to get back, and 1 hour to fight should be plenty, and if I’ve learned anything from building GURPS Vehicles, every ounce of material and volume counts, but the Typhoon was already astonishingly small, most of its fuel is in its wings anyway, which are still mostly empty space, hyperium fuel is extremely efficient and thus very light for the range it gives you, so why not give the craft some additional wiggle room just in case?
But does it even make sense for pilots to fly for such extended periods of time?  The pilot will be in a car-seat-sized cockpit in a vacuum suit, with no supplies, for hours.  Well, I did some homework, and the average air-time for a modern flight mission is 1-2 hours; that’s much shorter than my 5-6 hour mission time, but that’s a maximum mission time.  For example, if you need to fly down to a planet for some reason, this will take an average of half an hour (depending on how high up your carrier is positioned).  He also has access to a vastly more comfortable set of controls and environmental suit than a modern pilot, and modern pilots can fly for longer. and often do with ferry missions, or any mission that requires in-air fueling.  So the times here aren’t too crazy.
I do want to highlight one major difference that I see between Star Wars and Psi-Wars, however.  Star Wars always depicts their fighters within spitting distance of capital ships.  Your mission duration is in minutes because you typically launch directly into the fight.  This is almost never true in the real world, as even in WW2, most of your pacific air battles did not take place within close proximity of the carrier: you wouldn’t even be able to see your carrier.  The advantage of a carrier over a battleship is that the former can express firepower over the horizon. A Psi-Wars fighter pilot’s missions are more like Wing Commander, where you launch, and then travel to some specific point far away, and engage your enemies there.  When the Dark Horse tramp  freighter tries to smuggle down onto a planet, the vehicle that intercepts him is not an Imperial Dreadnought, but a wing of Typhoons.

“Why did you give Typhoon’s comm-scrambling equipment? that seems more the sort of thing a dedicated E-ship would do.”

There’s a lot of value in scrambling your enemy’s comms, especially if you want to trap him and keep him from calling for help, and it’s the sort of thing you definitely see in Star Wars, the sort of thing that prevents you from just “transmitting the plans.”  But that said, the vehicles that seem to do the scrambling are the hulking Star Destroyers.  Pirates would also profit heavily from it.  A typhoon pilot might be too busy fighting to actively worry about comm-scrambling, and has better things he can put his weight-allotment towards.  I think it’s a good point, and I’ll take the suggestion going forward: the comm-scrambler is off the next version of the typhoon and the Starhawk.

“Missiles? Yes! No!  I don’t know!”

There’s varied opinion on missiles, which matches my own internal indecision.  Points for it are that missiles provide flexibility, and this is true.  If you load for plasma burst,  you’re better at “space dominance” combat, if you load for plasma lance, you’re better at “strike” roles, or CAS missions, and if you load for torpedoes, you can take out enemy warships.  All it costs you is weight, and some of your streamlining.
A point against it is that it might violate the idea of a “disposable” ship (maybe), that it violates the feel of the TIE-fighter (certainly true!), that it’s added complexity for the pilot (maybe), and that the Typhoon “Breaker” is really your missile-carrying fighter (Definitely!).  I think the “Breaker” will change, as I want to simplify the Imperial vehicular array a bit, and mix it with the CAS ship I had previously built, and I want it to have a more prominent role in Psi-Wars than the TIE-Bomber had in Star Wars (I don’t think I ever saw it participate in any space battle).
Personally, I’d like to see how they perform in space battle before I find out if missiles are necessary or not.  I will say that if missiles are necessary to be effective in combat, then I’ll change things until that’s not true.  A blaster-focused craft should be as effective as a missile-based craft, just at different roles.  I will also note that “strikes” are not part of the Typhoon’s profile. It’s a light fighter, more recon and interception than CAS and taking out enemy warships.  This makes me lean against equipping them with isomeric torpedoes, which means the heaviest missile I would allow them to carry is 100mm.