Owen K.C. Stephens's Blog, page 104

January 31, 2018

Mega-Patrons and Monthly PDFs

Heya folks!

So, it’s no secret that a lot of Patreon campaigns lost a lot of pledges when Patreon announced they would be charging patrons more than their pledge levels. I added some emergency pricing tiers to prevent people from having to pay more to get the same rewards, but even so many people just left the platform entirely. So even though Patreon has decided not to change how they bill (for now, anyway), the damage is done.



While removing the no-longer needed emergency pricing levels, I decided I wanted my mega-patron level, where you get a monthly pdf of all the free content I release in a month, to be more affordable. So I’ve brought that down from $20 to $10.



And so you-all have some idea what those monthly pdfs of free content are like, I’m posting the August pdf on my Patreon sight, but leaving the post available for all my fans to enjoy! The amount of content I produce each month varies, but this gives you an idea what kinds of material to expect. This one has some old-school inspired material for Pathfinder (randomly acquired psionics, archetypes and hybrid classes for old 2nd ed muticlass character concepts such as the cleric/fighter/magic-user, cleric/fighter/thief, cleric/ranger, illusionist/thief, and more ), some Starfinder material (the pistol of tricks, belt of veskkind, folding torpedo minisub, trenchcoat of the bat, and more), and some of the extras each pdf includes (random supers ideas, essays on the game industry and my life intersecting with it, and random things like song lyrics, game night quotes, and every funny thing I posted over 31 days).



So check out the pdf and, if you want more like it, become a mega-patron today!
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Published on January 31, 2018 05:57

January 26, 2018

Buff Feat (for Pathfinder)

Since I did a Lithe feat, fair’s fair.


Let’s see how crazy this drives people.


Buff (1)

Your extremely tone and firm muscles protect you from the ravages suffered by some less well-defined individuals.

Prerequisite: Strength 13+

Benefit: For any calculation that normally uses your Constitution score or Constitution modifier, you may instead use your Strength score or Strength modifier.

Special: You may take the Intercept Blow feat without meeting its prerequisites, and may ignore any non-feat prerequisites for feats that have Intercept Blow as a prerequisite. You do not have a master, for purposes of this feat, but have a “key ally.” Whenever you first all for initiative in an encounter, you may declare any one creature to be your “key ally” for this feat.


Buff (2)

Your incredible stamina and unbreakable physique allows you to get more out of your frame.

Prerequisite: Constitution 13+

Benefit: For any calculation that normally uses your Strength score or Strength modifier, you may instead use your Constitution score or Constitution modifier.

Special: You may take the Intercept Blow feat without meeting its prerequisites, and may ignore any non-feat prerequisites for feats that have Intercept Blow as a prerequisite. You do not have a master, for purposes of this feat, but have a “key ally.” Whenever you first all for initiative in an encounter, you may declare any one creature to be your “key ally” for this feat.


This post brought to you by the backers of my Patreon.

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Published on January 26, 2018 15:21

Lithe Feat (for Pathfinder)

Let’s see how crazy this drives people.


Lithe (1)

Your strong personal style and flexible frame make you much more nimble that one would think at first glance.

Prerequisite: Charisma 13+

Benefit: For any calculation that normally uses your Dexterity score or Dexterity modifier, you may instead use your Charisma score or Charisma modifier.

Special: You may take the Narrow Frame feats without meeting its prerequisites, and may ignore any non-feat prerequisites for feats that have Narrow frame as a prerequisite.


Lithe (2)

Your flexible frame and strong personal style allow you to define your social interactions through your body movements.

Prerequisite: Dexterity 13+

Benefit: For any calculation that normally uses your Charisma score or Charisma modifier, you may instead use your Dexterity score or Dexterity modifier.

Special: You may take the Narrow Frame feats without meeting its prerequisites, and may ignore any non-feat prerequisites for feats that have Narrow frame as a prerequisite.


This post brought to you by the backers of my Patreon.


 

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Published on January 26, 2018 12:34

January 23, 2018

Really Wild West Science Agents (For Starfinder)

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The room smelled strongly of sulfur, with scorch marks covering one wall and the adjacent floor and roof. Something had clearly exploded, driving fragments of wood away from the burned wall and scattering shattered glass, torn pages, and bent metal implements across the small space.


Rosa Abascal crouched near what appeared to be the origin of the detonation, careful to keep only the soles of her feet in contact with the ground, and dragged one gloved finger through the residue. It was dry, but still bright red and shiny, the color of blood.


“You see Agent Abascal?” The agitated man behind her was obviously nervous, but Rosa had found Americans were often nervous around her. Honestly, most men were nervous around her. An inevitable consequence of her badge and gun. But he sounded sincerely frightened, and has not tried to move closer to her, even when she turned her back on him. It was a risk she could only take because she trusted her partner to react faster than any fat businessman, though she also had her other hand close enough to the knife in her boot to handle any aggression herself if necessary.


But the American wasn’t moving any further into the room than the doorway, and he nearly vomited out his loud concerns.


“You smell it, don’t you Agent? Brimstone! And with these strange books and idols and runes? Satanists have infiltrated my mine, and summoned demons! I’d have called a marshal, but…”

But, thought Rosa, this close to the border we’d arrive faster. Or he had hoped we’d fail to notice something.


The room darkened slightly, and Rosa turned to see her partner, Agent Garza, stepping past the nervous American. She raised her fingertip, to let Garza see the mix of residual blasting powder and powdered stellar metals. He grunted, and nodded past the door to the scrublands beyond.


“Looks like a small group kept their horses in a nearby arroyo until recently.” Garza spoke in Esperanto, as was his habit. The Científicos’s rules on the use of the new hopefully universal lingua franca weren’t official yet, but Garza always liked to be just ahead of the rules.


“But the horses were scattered a day or two ago, and only one set of hoofprints are deep enough to have had a rider,” Garza finished.


Rosa nodded. She had kept one eye on the American, and not only did she not think he understood Esperanto, she was pretty sure he didn’t realize it wasn’t Spanish. That meant he was unlikely to give anything away with a reaction to Agent Garza’s report, but Rosa was fairly sure he didn’t know anything he wasn’t saying. His fear at the thought of demons seemed as genuine as it was unwarranted.


Rosa stood, and showed the American her fingertip, though she knew he was unlikely to grasp the relevance.


“Not demons, señor. Demolitions. Whoever stayed here was experimenting with a mix of stellar ores and explosives. Cavorite, most likely, or potentially even red mercury.”


The American looked confused, and then relieved. Rosa took out a small hand kerchief, and thoroughly cleaned her glove’s fingertip.


“So… there’s nothing to worry about!” The American seemed pleased. “You can return to your side of the border and…”


Agent Garza interrupted, speaking in English.


“No, sir. There’s no sign of planar visitors, but that’s far from saying there’s no danger. Such metals are rare and expensive. For someone to have had enough to leave this much residue, “he gestured to the scorchmarks covering half the cabin’s interior “almost certainly means he found a Martian fighting machine, or possibly an embankment machine, and scavenged from it.:


Rosa nodded, and she folded her kerchief, and laid it on the broken remains of the room’s table.


“If there’s more such metal, whoever experimented here might salvage enough for a bomb that could threaten a town or small city. Or, worse, there might be canisters of black smoke, or dormant red weed. It’s crucial we find the machine before anything left with it is activated or unleashed.”


“But…” the Amercian paused. “If the trail leads further into Texan territory… “


Rosa was already headed to her horse.


“If there’s a significant threat to the region as a whole, science agents are empowered by our government to operate wherever necessary.”


Her glove’s fingertip burst into flame, and the fire quickly began to spread to the ruined table. The cabin was on a patch of bare dirt, and bordered on three sides by rock. The flames would eliminate the cabin and any residues, and spread no farther.


In a world where weird science and theosophic magic are real, of course positivism cannot deny the existence of strange powers. What it CAN insist on is a rigorous testing of such powers and an analysis of how they function. In the Really Wild West, it has become crucially important for governments and major agencies to be able to tell the mysterious from the mystic, and the revolutionary from the disastrous. Among those with the best track record and reputation for such needs are the science agents of the Mexican Porfiriate.


Science Agent Archetype


Science agents are special federal law officers who work directly for the Científicos, the government council of scientist ministers and directors who are guiding Mexico into a new age of rationalism and modernity. They act as investigators, law keepers, trackers, spies, troubleshooters, and paramilitary advisers. They are respected as one of the great peacekeeping forces in North America, on par with the Canadian Mounties, Dread Templars, Justicers, Pinketons,Texas Rangers, and U.S. Martials.


Most science agents train at the Hall of Science in Mexico City, though it is also possible for a science agent to take a single deputy cadet and train them, with either method taking between 1 and 4 years depending on the cadet’s aptitude and previous education. All science agents must swear to apply the scientific method over intuition or superstition, and to protect Mexico in specific, and humanity, rational thought, and science in general. There is no other official requirement, and the Porfiriate’s insistence on promotion and decision-making based on evidence-based investigation has lead to a series of standards cadets must meet that do not include any gender, religion, age, or level of formal education. Anyone who can pass the strenuous entrance exams, which focus on logical thought (but not specific previous knowledge of any scientific principles), determination, and basic physical ability, may attempt to become a science agent. Roughly 1 in 5 cadets finish the course, but that number includes equal numbers of men, women, urbanites, and rural citizens.


Science agents are often given great latitude to track down potential threats, and often operate outside of Mexico. There legal authority to do so is questionable at best, but their strong reputation causes most honest folks to give the silver-eagle badges of the science agents some leeway as long as they aren’t committing crimes themselves.


Alternate Class Features


Scientific Method (Ex): At 2nd level, a science agent has learned enough about how theosophy, Martian technology, psychic phenomenon, planar creatures, and advanced science work to be able to examine an area and determine if anything in it is magical. This functions as detect magic, except it is an extraordinary ability. Additionally, a number of times per day equal to the science agent’s key ability score bonus, she can attempt to identify an item’s function as the identify spell, but as an extraordinary ability and using a character level check in place of a Mysticism or Engineering check. A science agent also gains a +2 bonus to AC and saving throws against attacks and effects from a specific object she successfully identified.


At this level a science agent also learns Esperanto and either English or French.


Keen Observer (Ex): At 4th level a science agent may choose from one of two abilities. The first is an insight bonus equal to half her character level to checks with any two of the following skills: Diplomacy, Perception, Sense Motive, and Survival. If either selected skill is not a class skill, it becomes a class skill. If the science agent has a feat that grants an insight bonus to either of these skills, she may retrain that feat immediately, or at the beginning of any future level, for a feat she meets the prerequisites for at 4th level.


Alternatively, the science agent may choose to gain blindsense (sound) with a range of 30 feet and blindsense (scent) with a range of 10 feet.


The choices made with this ability cannot be changed.


Patreon


Not only is Really Wild West growing, it’s starting to get its own custom art! Obviously that takes money, so if you want to see more of it, you can throw a couple of dollars a month into my Patreon!


thanks for your support!

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Published on January 23, 2018 09:00

January 19, 2018

Really Wild West Key Ability Scores and Resolve (for Starfinder)

Characters in the Really Wild West campaign have some drawbacks due the rules of the setting hack, when compared to standard Starfinder Roleplaying Game PCs. Some equipment is rarer. Weapon capacities are lower. Information less accessible. These are minor restrictions, but if the players are being asked to take on threats designed for standard threats and monsters from the standard RPG, they need to have some balancing factor to make up for the slight changes the campaign enforced.


Some of that can be done with the campaign’s genre feats, but those don’t work for everyone, and don’t quite make up the difference.


The rest is handled with a change to Key Ability Scores, and Resolve.


Key Ability Scores


Really Wild West is designed to allow for over-the-top, heroic characters common to the old pulp stories. These often include oddball characters with unexpected characteristics. Genius sharpshooters. Spellcasting card sharps. Singing cowboys with the gift of gab. Making characters like this should be encouraged in Really Wild West, but it can be difficult to focus on two disparate elements of a character without making them a little less effective. Normally that’s fine, the game doesn’t require optimized heroes, but since Really Wild West already restricts other options a bit, it’s best if heroes aren’t also put at any disadvantage for wanting to make characters outside the typical mold.


Thus, the first time you take a class level in Really Wild West, you may select any one ability to be your Key Ability Score. Dexterity-based mechanic? Sure, your nimble fingers let you build clockworks no one else can master. Constitution-based mystic? Your psychic powers draw directly from your physical endurance. Charisma-based soldier? Singing cowboy.


In addition to determining how you calculate your Resolve Points, your Key Ability score becomes the ability all your class features use for calculations. A Constitution-based mystic uses her Constitution modifier to determine bonus spells, spell DCs, and connection power Cs, for example. This doesn’t impact how you calculate skill points, or anything based on the general rules of the game (such as EAC, KAC, melee attack bonus, and so on). But for things listed under class features in the class’s 20-level table, switch from whatever ability score is listed to your chosen Key Ability Score.


Resolve Points


The Really Wild West can be deadly and grueling, and its heroes need to be more resolute to survive. PCs gain +2 Resolve Points at 1st level, and an additional bonus Resolve Point at 3rd, 6th, and 9th level.


Patreon

This post made possible by my awesome patrons. Want to help support this blog? Check out my patreon!


 

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Published on January 19, 2018 07:37

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