Psi-Wars Iteration 1 Bonus Post

I finished the first Iteration of Psi-Wars this week: I’ve designed it, I’ve developed it, and I’ve tested it.  I think it still needs more work, but it’s more playable than what we had two weeks ago, which was nothing at all.

Next week, I’ll move into Iteration 2, but before I do that, I wanted to thank those who have frequented my blog.  A creator draws inspiration from a good audience, and you guys have been great.  At your urging, I’ve collected the posts into a single bundle, and placed them here on my site, as a reference.  As the iterations grow, I will continue to reference them from that location, and bundle up a summary of my work in a single place, for those of you who want to do more than just read about me developing a setting, and actually play in it.

A final bonus treat: I always build a playlist to listen to as I’m doing setting work.  I find it helps focus my mind. If you’d like to listen to the music I listen to when I work, then let me offer a playlist of select songs (When people randomly offer music, I never know what I’m getting into, so let me say upfront: It’s mostly cinematic instrumental trailer music)

Psi-Wars: The First Iteration Playtest

pew pew pew

Now that we have a basic setting, we should go ahead and look at how it works.  A simple mental experiment is enough: By walking through how the game plays, we’ll see where there are holes, and where it performs well.  This will guide our next iteration of the setting.

We already have our three characters, the Space Knight Dun Beltain, the “Diplomat” Leylana Grey, and the Bounty Hunter Felinoid Kendra Corleoni.  We also have some basic, well-armored troopers.

Let’s fight!

While it won’t cover every aspect of our game (Chase scenes? Tense negotiations? Stealth?) combat is pretty central to our game, so a decent fight scene is pretty necessary for our game.

Setting the Stage

Leylana and her friends are on the Willow Star, a luxury cruise ship, when it is suddenly boarded by the sinister forces of the Empire!  Hyperlaser fire rocks the ship, explosions burst, and people run screaming, while Dun, Kendra and Leylana make their way to the escape pods.  Meanwhile, 6 troopers approach them!  Three are making a bee-line for our heroes, while three more are moving to flank them.

The three that make the frontal assault announce their presence by blasting open a wall with a charge, and then laying in fire on the heroes.

We start with 6 troopers, because 2-to-1 odds should be easily defeated by Psi-Wars heroes.  If it’s not, then we have a problem.  We’ll treat the troopers as mooks: They will not roll defense, they will not use fancy options, and a single point of damage will take them out.

Fight!

An explosion rips open the wall nearby, but moments before that, Dun and Kendra get a chance to roll their danger sense (Leylana lacks danger sense, and so can do nothing).  This doesn’t actually count as “Surprise!” since the characters expect trouble, they just don’t expect an exploding wall, and also, I don’t want to bother with the Mental Stun rules (in any case, all three have Combat Reflexes).
Kendra has an IQ of 11, and barely succeeds.  She knows to take cover and she fast-draws her guns.  Dun has an IQ of 12 and +1 ESP talent, so he rolls a 13 or less, and handily succeeds and also takes cover and readies his force sword.  Leylana is caught flat footed.
The soldiers blow the wall, which sends sharp (1d cutting) fragments bursting out.  Kendra and Dun are safe, but Leylana takes a hit for a total of 3 damage (2, no DR, and cutting bonus).

Turn 1

The troopers get to act first.
The troopers attack, each firing three shots. They are at a distance of 10 yards (-4 to hit) and fire three shots each. Kendra and Dun are in cover (-2 to hit exposed bits) and Leylana is exposed. They hit Kendra and Dun on a 8 or less, and Leylana on a 10 or less.  The soldiers miss Leylana and Kendra, but one trooper manages to hit Dun with all three shots.  Dun cannot attempt to parry (his forcesword isn’t activated, and even if it was, he lacks Parry Missile Weapon and Precognitive Parry.  That’s a serious oversight). All three shots hit the torso, but none penetrate its DR.
Kendra comes out of cover (pop-up attack, -0 for a gun-slinger), doesn’t actually move (+Acc to her shots). She makes makes a duel weapon attack (-4) at an enemy’s faceplate (-5) ten yards away (-4) and does the same with her left hand (-4) at a separate target.  She has effective skill 22, and with her penalties, she’ll hit on a 9 or less, or a 5 or less.  Both shots miss.
Dun activates his force sword. It will finish forming at the end of his turn.  He remains behind cover and sinks lower to avoid any further shots.
Leylana takes cover immediately, fast-draws her pistol (10, -3 from shock, and she barely succeeds), and then aims her pistol at one of the men, requiring her to expose her arm, head, neck and half her torso.

Turn 2

Only Leylana is exposed enough to attack, but only half of her torso is showing: the troopers will hit her on a 8 or less.  None of the shots hit.
Kendra pops back out for her shot.  She gains her accuracy bonus because she is a Gunslinger.  This time she makes a shot with her right hand at the trooper’s legs (-2) who is ten yards away (-4).  She has an effective skill of 17.  She hits (Troopers do not defend), and she rolls 14 damage The Trooper’s legs have an effective DR of 12, so the shot penetrates.  A single point of damage is enough to remove him.  He goes down.
Dun’s blade has materialized.  Before he can say what he’ll do, the GM asks him to roll Danger Sense.  He does so and succeeds and “has a bad feeling about this.”  He looks to the side just in time to see the three flanking soldiers, who fire at the unprotected party. No shot hits (by GM fiat: In 3e, it was known as the “Imperial Stormtrooper Marskmanship Academy” rule) and Dun charges them. He is able to cover the distance in one turn and make an attack (-5 Move and Attack) for a 9. He misses, but he certainly has their attention.
Leylana fires at the faceplate of one of the troopers (-5) who is 10 yards away (-4). She gains +5 accuracy from her aiming, so she has an effective skill of 9 or less. She hits!  Her weapon does 10 damage vs the effective DR of 4, dealing enough to take him out.  One trooper remains. She crouches again,

Turn 3

The remaining trooper (of the first set) waits for Kendra to pop up before firing.
The three troopers with Dun attempt to fight Dun.  All three attack him.  He’s one yard away from all three, so not in CQB, thus they have no penalties.  All will hit on a 14 or less. All three hit.  Dun chooses to parry all three.  Because he’s trained by a master, he’s at -2 per parry, not -4.  He manages to parry the first attack, but not the other two.  This “parrying” parries the weapons, not the blaster beam.  The force sword also damages anything it parries… including the guns!  The troopers gun is sliced in half (a mook weapon will be destroyed with a single point of damage, but practically, a blaster carbine has about 7 hp and DR 4, and the force sword does an average of 28 damage and reduces the DR to 1. This is sufficient to force a few survival checks with the weapon, so I have no problem shorthanding all of that by declaring it dead).  The remaining two attacks deal 9 attack to the leg (effective DR of 12) and 14 to the torso (effective DR of 20), thus deal no damage to Dun.
Kendra rises up and fires at the faceplate(-5) of the remaining trooper (-4) with her right-hand pistol (+5 acc).  Before she can attack, though, the trooper gets to fire (he Waited).  She is partially exposed (-2) and 10 yards away (-4). He hits on an 8 or less.  A success!  She needs to dodge, and she does so on a 9 or less but fails.  The shot hits her light clamshell, reducing its effective DR to 12, and deals 9 damage… not enough to penetrate the armor. She’ll hit on a 13 or less. She does so, and inflicts 20 damage vs his effective DR of 5, which is more than enough to remove him from play.
Dun makes an All-Out Attack (Double) against the two remaining armed troopers.  He’ll hit on a 14 or less. Both attacks hit, and one is a critical (“Treat any damage as a major wound”)!  His attacks deal 33 and 32 damage vs their effective DR of 20, both doing more than enough damage to remove them (the critical hit fellow is severed in half and dies gurgling).
Leylana turns and aims her pistol at the remaining, unarmed trooper.

Turn 4

The remaining unarmed trooper drops his useless, smoking weapon, and flees.  Kendra rises to pursue him, but Dun lifts his hand to stop her. “Let him go.” He says.

Thoughts

I had expected this fight to go quicker, honestly.  Six mooks should be a cake-walk for our heroes.  Instead, it was a bit of a struggle, but partially because the characters are poorly built, often with very inefficient choices foisted upon them by the Space templates.  I wanted Kendra to be a dual-wielder, but the Bounty Hunter template had no such options, and she wasn’t able to deal with the problem with her own skill.  Thus, she’s better off making direct shots.  She turned out to be much less impressive than I expected, and came in second behind Dun for effectiveness.
Leylana was less useless than I thought she would be.  I assumed her pistol would be unable to deal with the hardsuits, but the hardsuits proved to be a mixed bag: If you can aim for a hit location, they’re too easy to kill, but if you can’t, they’re too hard to kill. Leylana had no problem aiming.  Also, the troopers proved to be terrible shots (thanks to not aiming).  She’s the only one to take any damage (a total of 3, reducing her to 9 HP).
Dun proved far more capable than I expected, though most of his defense came from his armor, which was not my original intent for a Space Knight.  Clearly, the space knights need work.  That said, the force sword far exceeded my expectations.  He utterly destroyed opponents who got into melee range with him.  I’m less worried about melee characters keeping up with blaster characters in this setting, though I should note that I started the enemy very close to the group and I did this expressly to make melee and pistol-based combat more viable, which suits our Star-Wars knock-off.
The troopers weren’t very dangerous, probably because carbines just don’t have enough punch. On the other hand, a single tossed grenade might have ruined everyone’s day.  They seemed threatening enough to me to be a believable threat, while still relatively easily defeated.
Having seen this in action, I’m more pleased than I thought I would be.  If I sat down with a group of players who knew nothing about GURPS, I expect they’d have a pretty good time with these characters and these rules.  The First Iteration works. The Space Templates do what they set out to do, Ultra-Tech provides enough material for a decent fight scene, and GURPS, as the backing ruleset, makes for some dramatic and exciting fight scenes.

That said, the Templates in Space are very sparse, more starting points full of core elements than really fully fleshed-out characters.  They also lack the optimization that we see in later templates, like those from DF.  We’re also missing some really vital stuff, like decent psi powers and martial arts.  We could also afford to vastly expand this setting.  We have one alien, a handful of templates, and a smattering of tech.

You could run Psi-Wars this way, but I want more.  I think I can do better.

Psi Wars: Troopers 1.0

If we’re going to playtest, we need someone for our heroes to fight!  Since Storm Troopers are the classic opponents in Star Wars, we’ll use heavily armored troopers, and see how our characters fare against them.  We’ll just use a simplified version of the Trooper template, and then gear them up.

Troopers

ST 11
DX 12
IQ 10
HT 11
HP 11
Will 10
Per 10
FP 11
Speed 6
Move 6
SM 0
Dodge 10  Parry 10 
DR 100 (torso) 60 (limbs) 36 (Skull) 24 (face)
Blaster Carbine (14): 5d(5) burn sr, Acc 10, Range 500/1500, RoF 3 (17 shots), bulk 3, rcl 1
Punch (12): 1d-2 cr, C
Plasma Grenade (12): 6dx4 burn sur exp, 30 yards
Traits: Combat Reflexes, Fit, Bloodlust (15), Code of Honor (Soldier’s). IR Vision, Hearing 
Protection, Small Radio, Biomedical sensors, micro-climate control, filter mask, sealed.
Skills: Soldier-12, Driving-12, Explosives-10, Computer Operation-10, First Aid-10
Class: Human

Notes

I’ve gone ahead and given them plasma grenades, but the Trooper template doesn’t actually have Thrown Weapons or Throwing, which is definitely an oversight.  Also, the blaster carbine doesn’t actually do enough damage to penetrate a hardsuit (neither does a rifle in fact), unless we shoot for the faceplate or the limbs.  Scary!  We might need to address that when we look at technology.  I wasn’t sure what disadvantages to give them, so I just made them more likely to go for the kill than take prisoners, and gave them a code of honor, but it’s honestly not that important.  The rest are details from their armor.  They seem a bit tough, actually, for mooks. I’m worried that while Luke, Han and Leia could mow through troopers, Dun, Kendra and Leylana will find them tougher nuts to crack.  Of course, treating them as mooks will help (Storm Troopers weren’t exactly weak, they just sucked when they went up against the Big Damn Heroes).
Also, I would have formatted this as a table, but that doesn’t seem to be an option with Blogger.

Psi Wars:"Lady" Leylana Grey 1.0

We have two combat characters, now we need a space princess, only GURPS Space doesn’t have space princesses.  A spy is more interesting anyway, so we’ll make a femme fatale super-spy.

“Lady” Leylana Grey, Super Spy

Drawn into Darkness by Tara Phillips

Attributes

ST 10 [00]
DX 12 [40]
IQ 12 [40]
HT 10 [00]

Secondary Characteristics

Dmg 1d-2/1d; BL 20 lbs; HP 12 [4]; Will 12 [0]; Per 13 [5]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]

Advantages

Security Clearance [5]
Photographic memory [5]
Social Chameleon [5]
Indomitable [15]
Smooth Operator +1 [15]
Hard to Kill +2 [4]
Status +3 [15]
Honest Face [1]
Attractive [4]
Luck [15]
Combat Reflexes [15]

Disadvantages

Duty (Agency, 12 or less) [-10]
Curious (12 or less) [-5]
Overconfidence (12 or less) [-5]
Secret (Undercover Agent) [-20]

Skills

Area Knowledge (Capital World) IQ+2 [4]-14
Current Affairs (High Society) IQ+2 [4]-14
Law (Galactic) IQ [4]-12
Acting IQ+3* [8]-15
Beam Weapons (Pistol) DX+1 [2]-13
Detect Lies Per [4]-13
Diplomacy IQ+1* [4]-13
Intelligence Analysis IQ [4]-12
Expert Skill (Political Science) IQ [4]-12
Computer Operation IQ [1]-12
First Aid IQ [1]-12
Savoir-Faire (High Society) IQ+1* [1]-13
Fast-Draw (Pistol) DX+1* [1]-13
Judo DX [4]-12
Disguise IQ [2]-12
Stealth DX [2]-12
Connoisseur (Fashion) IQ [2]-12

Gear

Formal Dress: $1500, 2 lbs
Blaster Pistol: 3d(5) Acc 5, RoF 3, Bulk -2, rcl 1; $2200,  1.6 lbs
Tiny wrist-mounted radio: 5 mile range; $50, 0.05 lbs

Notes

No Encumbrance
Dodge: 9, Parry (Judo) 10.
I found Leylana’s template similarly constrained and I found it difficult to really give her a sense of character.  So, all of the templates seem too simplistic.  She seems competent enough, though not particularly combat focused, but we expected that.  While she’s obviously good at moving among the upper classes, no options existed for actual status or wealth, so I have her merely faking it. Moreover, every “super spy” character out of GURPS Space is going to look almost exactly like Leylana above.  Again, Space has given us a template that’s “alright, I guess” but not one that allows for much personalization.

I also note that most of the templates have slightly inflated HP, likely to make them more survivable. 

Psi Wars: Kendra Corleoni 1.1

If we’re going to have not-Star Wars, then we need some aliens. Sparriels would be my first choice, especially since they just came out and this would be a great opportunity to plug a great book, but given that I originally said that you should need nothing but the core books, space and ultra-tech, I have limited myself to those books for selecting an alien.  I could roll one up out of Space, but that would take too long to explain, so I’m going to use Felinoids from GURPS Characters (B261).  Everyone loves cat-girls, right? No?  Well, blame Pulver, then.

I chose to make her a bounty hunter because we need another combat character that contrasts with Dun Beltain, an agile, ranged fighter vs his tough, melee focus, and bounty hunters are generally the most badass non-Jedi characters, making her excellence believable.

Kendra Corleoni, Bounty Hunter

Attributes

ST 10 [10]
DX 13 [40]
IQ 11 [20]
HT 11 [10]

Secondary Characteristics

Dmg 1d-2/1d; BL 20 lbs; HP 11 [2]; Will 11 [0]; Per 12 [5]; FP 11 [0]; Basic Speed 6.0 [0]; Basic Move 7 [5]

Advantages

Felinoid [35]
Legal Enforcement powers [5]
Gunslinger [25]
Luck [15]
Danger Sense [15]

Disadvantages

Code of Honor (Pirate’s) [-5]
Jealousy [-10]
Greed (12 or less) [-15]
Obsession (Bring in the slavers who took her family) (12) [-5]

Skills

Criminology (A) IQ+1 [4]-12
Law (Galactic) IQ+1 [8]-12
Streetwise IQ+1 [4]-12
Intimidation (A) Will [2]-11
Research IQ [2]-11
Shadowing (A) IQ+1 [4]-12
Brawling (E) DX+2 [4]-15
Beam Weapons (Pistol) (E) DX+4 [12]-17
Fast-Draw (Pistol) DX+2* [2]-15
Computer Operation (E) IQ+1 [2]-12
First Aid (E) IQ+1 [2]-12
Fast-Talk IQ [2]-11

Gear

Tiny wrist-mounted radio: 5 mile range; $50, 0.05 lbs
Two Heavy Blaster Pistols: 4d(5) burn sur, Acc 5, RoF 3, Bulk -3, Rcl 1, (6.6 lbs, $12,000)
Bioplas body suit and light clamshell armor: DR 75/65 (torso), 15/5 elsewhere, (15 lbs, $2400)
Gloves, Boots: 3 lbs, $200

Notes

Light Encumbrance
Dodge: 9, Parry (Brawl) 11.
Kendra was just as constrained with her options as Dun was, but I feel her character makes more sense.  Her disadvantages hint aa a tragic past very suitable for a space Bounty Hunter.  She’s suitably epic in combat (Skill 17, with Fast-Draw 15 and Gunslinger), and I suspect she will eclipse Dun, highlighting how problematic Space Knights might turn out to be.  I’m not sure how useful Criminology will be, but we’ll see.  I’m also not entirely pleased with Bioplas as an armor, but we’ll see how that works out.  Gunslinger is, of course, underpowered with just GURPS Basic.  I’ll be using the improved one from High Tech and Gun Fu, which is effectively errata.

EDIT: Kalzazz pointed out a mistake in the character.  She’s under by five points (which had previously been in her basic speed).  In keeping with the rest of the Space templates, this has been rectified in a terribly ineffecient manner XD

Psi Wars: Sir Dun Beltain 1.0

For starters, we’ll need a Space Knight, because Psi-Wars is nothing without a Space Knight.  Our standard rules for Space Knights will be the 150 point Space Knight template from GURPS Space, paired with 50 points worth of cinematic traits and psionic abilities.

Sir Dun Beltain

Armored by John Gwolf

Attributes

ST 11 [10]
DX 13 [60]
IQ 12 [40]
HT 11 [10]

Secondary Characteristics

Dmg 1d-1/1d+1; BL 24 lbs; HP 12 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 6 [0]; Basic Move 6 [0]

Advantages

Social Regard (Respected) 2 [10]
Trained by a Master [30]
Combat Reflexes [15]
Luck [15]
ESP Talent +1 [5]
Danger Sense (ESP -10%) [14]

Disadvantages

Duty (To the Knightly Order, Extremely Hazardous, 15 or less) [-20]
Honesty (15 or less) [-5]
Pacifism (Cannot Harm Innocents) [-10]

Skills

Force Sword DX+1 [4]-14
Judo DX [4]-14
Pilot (Starship) DX-1 [1]-12
Beam Weapons (Pistol) DX+1 [2]-14
Electronics Operation (Comms) IQ [2]-12
Law (Galactic) (H) IQ [4]-12
Navigation (Hyperspace) IQ [2]-12
Leadership IQ [2]-12
Savoir-Faire (Dojo) IQ [1]-12
Stealth DX [2]-13
Computer Operation (E) IQ [1]-12
First Aid (E) IQ [1]-12
Gear:
Blaster Pistol: 3d(5) Acc 5, RoF 3, Bulk -2, rcl 1; $2200, 1.6 lbs
Combat Hardsuit: DR 100/60; $10,000, 30 lbs
Combat Infantry Helmet: DR 36/25; $2,000, 5 lbs
Force Sword: 8d(5), Reach:1, 2; $10,000, 2 lbs
Notes:
Light Encumbrance
Dodge: 9, Parry (Force Sword) 11, Parry (Judo) 10.
Dun is a rather typical knight. He stands for good and honor and justice, blah blah.  He’s pretty competent in combat, though he lacks the typical high-flying martial arts Star Wars fans would expect of a Jedi.  I’ve given him a hardsuit to compensate for that, and to make him a little more “knightly.”  He’s also really short on psionic powers.  I found the template rather restrictive, with few options, and some of the requirements were odd.  Why would all space knights know how to Navigate?  Why would they all have Stealth?  Why would they need to have a single (one, no more, no less) Electronics Operation skill?  Also, Battlesuits are an option.  That’s… a fascinating idea, but not one particularly well-suited to force sword wielders, as strength is irrelevant for them.  Finally, I took the option for Trained by a Master, but the template includes no options to really exploit it: No Flying Leap, no Power Blow, no Mental Strength or Body Control.
We’ll see in the playtest how well he works, but this already suggests to me that the standard templates, while “alright,” could certainly stand to be better, especially for a space knight.

Psi-Wars: The First Iteration

First Contact by Adam Burn
A friend of mine once asked me “How do you create complicated settings?”

To which I said “Start simple and work your way up from there.”

As promised in my previous post, I want to create a Star-Wars knock-off setting called “Psi-Wars,” using the readily available material in GURPS, and that as I create the setting, I want walk you through my process so that if you want to build your own setting, you have a worked example to play with.

The mantra of design is “fail faster.” The faster you have a working model you can play with, the sooner you can tinker with it, find out what’s wrong with it, and then fix it. Thus, we want something to play with as soon as possible, and we must accept that our first attempt will be flawed.  I also believe that we should not attempt to create the entire setting in one go.  Instead, we should start with a simple core, and then as we iterate, we can add more and more complexity with each cycle until we have iterated enough to have a completed setting. So we’re going to build a quick, imperfect setting, one that you can use as soon as you’ve finished reading this post, and then as this series goes on, we’ll make it even better.
For the first step, we’ll need GURPS Characters and Campaigns, GURPS Space and GURPS Ultra-Tech.  This will cover everything for this iteration, though you’ll quickly see it leaves some gaps in our setting that we’ll need to paper over in later iterations.

Psi-Wars: The Concept

What is Psi-Wars?  It’s a knock-off of Star Wars, which is itself an odd mixture of chambara storytelling set in a world war 2-inspired conflict thinly dressed with the trappings of space opera.  We want space samurai fighting space nazis to protect the space princess of space England from being kidnapped, all to the wooshing sounds of space fighters and the pyrotechnics of physically implausible laser beams.
This is a deeply cinematic universe, one in which the good guys wear white and the bad guys wear black (or brown and white, but you get the idea), where a few plucky heroes can bring down an entire space station, and the villain randomly kills his minions because he’s ticked off.  This is a universe full of death traps for the heroes to escape, melodrama, and slow-motion fight-scenes.  The players, whether they are straight up good-guys, golden-hearted rogues, or tortured villains on the path to redemption, are Big Damn Heroes who will eventually save the day.

Designing the Space Campaign: the Core Activity

When building a campaign, pause for a moment to consider the “core activity,” the default thing you’ll do a given, generic session. If you flip to page 7 of your copy of GURPS Space, we have their guidelines for designing a campaign.  What does Psi-Wars look like?
Star Wars tells, roughly, three sorts of stories:
  • (Starship troopers) Military stories featuring soldiers fighting dramatic and often tragic planet-side battles.
  • (Ace pilots) Military stories featuring ace pilots in small space-fighters taking on much larger opponents in wildly kinetic fights.
  • (Agents of Terra) Espionage stories where a handful of agents need to either uncover a plot or enact a plot of their own to sabotage an enemy installation, rescue one of their own, or bring stolen plans back to base.
We might call Star Wars a straight-forward action-movie with the trappings of space opera, but generally, it tends to be rather specifically focused on those three things.  It tends to lack the heists, computer hacking or police investigations we might find in more typical action movies.  We should probably add a more Martial Arts-like “uncover lost kung fu techniques” quests and grudge matches, but we’ll worry about that in a later iteration.
Similarly, while the above seems driven by politics and economics (the action in the Star Wars prequels were initiated by trade concerns), those tend to play a back-seat role.  Princess Leia might be a diplomat, but her peace negotiations are never the center of the story. Likewise, the negotiations between the trade federation and the jedi council is a thinly veiled excuse to get our wuxia heroes onto an enemy ship so they could blow away droids in totally cool battles.
We don’t have to keep things like this, but for now, this means Psi-Wars should remain focused on military action (It’s about a war with psi).  This is a game about physically fighting bad guys with military-scale weapons, on land or in space, in secret or in the open, by any means necessary.  We need politics and economics, but only as a motivator for these actions, not as a central component of the game.

Designing a Space Campaign: the Setting

Next, the book asks us to look at scale and scope.  Star Wars is set throughout an entire galaxy, which absolutely brims with alien life.  Not once have I seen a character in Star Wars don a vacuum suit and step out onto a lifeless world.  Even asteroids have giant space worms on them.  That said, Star Wars seems to return again and again to the same planets, and while it describes a vast scale, we rarely see it.  Star Wars claims to be vast, but this seems more of an excuse to add whatever aliens or new planets it wants, at some later time than a real investigation into what life in a galactic society might be.
Thus, it seems sufficient for now to say that Psi-Wars should cover numerous star systems, and that it should have plenty of alien races, and that the scope of the game covers the rise and fall of interstellar civilizations and polities.
For more specific elements, we have the interstellar governments.  Star Wars has “the Republic” and “The Empire.”  GURPS Space lacks a “Republic,” but an Alliance or a Federation could easily work as one.  Given the more centralized nature of the Republic, a Federation will probably work best.  Our Federation, if it matters, will be a (Utopian?) Representative Democracy with Control Rating 3, while the Empire will be a Control Rating 6 (mwahahaha) Dictatorship.  We could go into additional details, but this is already too much for our first iteration.
For factions/organizations within each interstellar civilization, it isn’t our intent to exquisitely define each facet of our society, but we can browse through the organizations section of GURPS Space (starting on page 202) and see if anything jumps out at us:
Diplomatic Corps: Star Wars featured Princess Leia, who was described as a diplomat.  Negotiations might not be central to the action of the game, but diplomats and their presence often initiate action.  The heroes may need to rescue them, or escort them to a new world.  They seem to make more sense for the Federation than for the Empire, as the Federation seems to invite new worlds to join them, while the Empire simply conquers them, but asking someone to surrender seems preferable to wasting unnecessary military resources when negotiation might be enough.  For now, it’s enough to know that each faction has a diplomatic corps.
Space Navy: Obviously, in a game featuring space fighters and giant star destroyers, we need space navies!  These are certainly worth additional detail, and Space has a discussion of armies and navies, their purposes and their ranks.  We don’t need to get into that level of detail yet (it’s enough at this stage to say that someone is “Oh, I don’t know, a Military Rank 3 lieutenant”), but we know that this is a game-space that might need more detail.
Security and Intelligence Agency: Spying is also pretty central to Star Wars, and given that espionage is one of our core activities, it makes sense that spy agencies and those that defend against them might be of extreme importance in our campaign.  Again, each side would have one.
Space Patrol: If we have spies, then we have people regularly interacting with criminals.  Star Wars also featured bounty hunters, implying yet more law enforcement details, though we never see an actual space cop in the series.  There’s no reason we can’t have one, or at least consider its importance.  Perhaps its folded into our Security Agency, or perhaps it is an aspect of the Space Navy, or perhaps they are separate.  We can return to it later, but it’s clearly an element worth paying attention to.
Independent Organizations: Non-governmental organizations might proliferate in our Psi-Wars setting.  Corporations aren’t that important in Star Wars, but someone is making all of those star destroyers.  Mercenary Companies also don’t show up in Star Wars often, but there’s no particular reason that a setting that features war might not also feature mercenaries.  Criminal organizations are  must in this setting, featuring spies, smugglers, mobsters and criminal gangs.  Arguably, Star Wars has always had three factions: the Republic, the Empire, and Organized Crime (which was the premise behind Star Wars: Empire at War).  A psionic institute might fit well in a game featuring psi.  While not noted, the Jedi order was an independent religious order.  We might have the same sort of thing in our setting.

Designing a Space Campaign: Metaphysics

Star-Wars has the Force.  Psi-Wars, of course, must have Psionics.  For now, simply use the Psionics rules out of GURPS Characters, and limit characters to ESP, Telepathy and Psychokinesis (though Pyschic Vampirism might make for a wicked “dark-side” power)

Designing a Space Campaign: the Technology

A sci-fi campaign lives and dies by the technology available to it.  In my experience, one should avoid trying to grab everything in the Ultra-Tech book: Less is more, when it comes to ultra-tech.  Hit on the key points that you want in your setting and avoid the rest for now.
For Psi-Wars, we need FTL travel. GURPS Space discusses this starting on page 37. The obvious choice, based on Star Wars, is Hyperspace travel.  The default speed for FTL travel is 1 day/parsec, but that might be a bit slow, so let’s consider 1 hour/light year (at this speed, it would take about 12 years to go from one side of the galaxy to another, or ~300 years to get to the Andromeda galaxy).  We also need some limitations, so how about this:  Before you go into hyperspace, you need to make Navigation (Hyperspace) roll, which takes 30 minutes.  Failure means your ship gets lost.  A hyperdrive needs maintenance after every “skip” and that maintenance roll takes an hour.  Too much missed maintenance means your engine needs to make an HT roll when you attempt to go into hyperspace.  Failure results in a strange whining sound and a failure to enter hyperspace.
Psi-Wars should also feature FTL communication (assume instant communication anywhere within the galaxy, though distances farther than, say, 100 light years might have degraded quality and/or require Electronics Operations (Comms) rolls.  Things like nebulas, “ion storms” or other useful hand-wavy excuses can also impede communication).  Furthermore, to assist in our whole “war” scenario, we need to be able to see a ship coming: FTL sensors allow for detecting ships in hyperspace, which allows for people to predict their exit point, and to mount defenses.
The setting is a retro-tech/safe-tech TL 11^ setting, which is the closest fit to Star Wars.  Specifics (see Ultra-Tech) include:
  • Power: Fusion power
  • Computers: Robots (which use neural nets: Intelligence is a hardware principle, not a software principle, so if you destroy a robot’s body, you also destroy its mind.  This also means that robots are not easily reprogrammable, though they can be wiped and “trained”) and simple, non-intelligent computers.
  • Gravity: Artificial gravity and contra-gravity (or “hover-tech”)
  • Sensors: Hyperspectral binoculars and vehicle-mounted ultrascanners
  • Communication and Media: Radio communication for individuals. Large FTL arrays (mounted on satellites or large ships) for interstellar communication.  Hologram projectors certainly exist, though they are obviously holograms and cannot be used to fool people.
  • Tools: Use standard tool kits.  Use Plasma torches for welding.
  • Security: Electronic locks, bioscanners, ultrascanner portals, hyperspectral cameras, neural disruption fields (agony only), electronic cuffs and neuronic restraints (agony only).  Oh, and of course, power dampers for those pesky psis.
  • Intrusion: Characters can break through electronic locks either by using at toolkit to sabotage the lock, or by using an electronic lockpick.  Smugglers can use deception chips to fool portal scanners.
  • Surveillance: Use bugs and homing beacons.
  • Weapons: Blasters, obviously.  We can also include Rainbow Lasers for sniper weapons or assault weapons, and TL 10^ plasma weapons for heavy “space shotguns.”  For heavier ordinance, we use Plasma explosives or EMP rounds, which we can use as (smart) hand grenades, or as missiles in an Infantry Missile Launcher.  If we use chemical weapons or posions, we use either Lethal Nerve Gas/Poison, or Sleep Gas/Poison.  For melee weapons, we use Super-Fine weapons, Vibro-Weapons, Neurolash Batons (agony only) and, of course, Force Swords.
  • Armor: For light armor, we’ll use Bioplastic but ignore the smart matter rules for now, as we need something that will defend against blasters.  For heavier armor, we’ll use the Combat Hardsuit with Combat Infantry helmet.  We’ll set aside battlesuits for now.  We can use barrier force screens (but we’ll set aside conformal screens for now, as well as force wards and force bucklers).
  • Medicine: Use standard rules for TL 11 medicine.  Ignore the special gadgets for now.
  • Cybernetics: Limited to anything marked “bionic.”  You can get a replacement arm, eye or heart, but you cannot get a ripsnake or cyberhair, etc.
  • Vehicles: all “grav” vehicles use the pressor technology described on UT 230.  This means they cannot “fly,” but they have doubled endurance.
    • Grav Bike
    • Grav Jeep
    • Grav Tank (but reduce its speed to 5/50)
  • Spaceships: We don’t have any spaceships in our “set” of books, but if you’ve got access to the Spaceships series, then you can add the following to your game:
    • Dark Horse-Class Free Trader (SS2 p7)
    • Betelgeuse-Class Super Freighter (SS2 p8)
    • Alpha Shuttlecraft (SS2 p20)
    • Empire-Class Dreadnought (SS3 p10)
    • Sword-Class Heavy Cruiser (SS3 p14)
    • Tiger-Class Frigate (SS3 p 18)
    • Viking-Class Planetary Assault Carrier (SS4 p9)
    • Typhoon Space Fighter (SS4 p11)
    • Starhawk Star Fighter (SS4 p12)
    • Banshee-Class Drop Ship (SS4 p 17)

Psi-Wars Characters

Now that we have a core setting to play with, we need to fill it with characters.  GURPS Space has plenty of templates in the back.  A few leap out at me as pertinent for Psi-Wars:
  • Astronomer (With Fighter Jock lens): 120 points.  Examples include Poe Dameron and Luke Skywalker (from A New Hope).
  • Bounty Hunter: 120 points.  Examples include Boba Fett.
  • Con-Artist (Gambler): 100 points. Examples include Lando Calrissian.
  • Security Officer (With Field Marshal lens): 135 points. No examples exist in Star Wars, but the idea of a space sheriff seems particularly fitting to the genre.
  • Spy (With Superspy lens): 150 points. No examples exist in Star Wars (though Leia has some spy-like trappings), but a spy certainly fits the central activity that we’re trying to create.
  • Soldier:
    • Ranger Lens: 130 points
    • Infantry (with Elite, Veteran or Officer lens); 150, 130 or 145 points, respectively.
  • Space Knight: 150 points.
At a glance it seems clear that our point total is 150 points, but the Space templates are minimal and lack many of the more cinematic elements necessary to make Psi-Wars work.  So, I propose instead lifting the total to 200 points.  Every character should get Combat Reflexes and Luck if they wish, and the Space Knight needs ~30-50 points worth of Psionic Powers (chosen from the GURPS Characters book, from the Telepathy, ESP or Psychokinesis powers).

Aliens

If we’re a setting that brims with aliens, then we need some aliens.  But where do we get them?  GURPS Space has rules for rolling up your own aliens, which you can use.  Or you can borrow the templates from GURPS Characters (such as the Felinoid), or from other works, like GURPS Aliens Spariels, or the alternate-human templates from GURPS Bio-Tech (with a little window-dressing, you can turn them into humanoid aliens).
Aliens might have their own language.  Consider “Galactic Common” as the standard language for any alien that can speak “English,” as in the movies.  Other aliens will have their own language, which characters (especially diplomat-types) can learn.

Robots

Ultra-Tech sports quite a few robot templates, but they still need a little work.  We know that Star Wars treats droids as valuable property, so we’ll attach “Social Stigma (Subjugated) [-20]” to all our Robot characters.  Furthermore, assuming the robot is sapient or a character, they should all have Volitian AI with Non-Reprogrammable for [42] points.  Most robots will have Sculpted [0] bodies.  When purchasing a robot brain, double the cost for a “Neural net.”  This means that destruction of the robot brain destroys the unrecoverable robot mind as well.
Available robot bodies are:
  • Android (UT 41)
  • Housebot (UT 69)
  • Contragrav Scout Robot (UT 80)
  • Techbot (UT 85-86)
  • Combat Android (UT 167)
  • Walking Tank Warbot (UT167-168)
  • Vertol (Contragrav) Warbot (UT167-168)
  • Nursebot (UT 202-203)
Most of these will be unsuitable as characters for now, and they lack default skill packages and calculating the cost will be a bit of a pain, but it gives you enough direction to create background elements or interesting opponents.  Assume they have a few pertinent skills at DX or IQ.

Psi-Wars!

And there we have it, our psi-wars first-draft.  It has a few clear holes: It lacks spaceships, the powers are simplistic and the characters are probably too underpowered for what we have in mind.  Our technology is indistinct and we have no fleshed out organizations or factions.  All we have is a fairly generic setting, which is fine for starters.  You could use this to improvise additional details or, as we’re going to do, you can flesh it out and add additional details as we go along, but this represents a solid starting point.