Owen K.C. Stephens's Blog, page 64

July 5, 2020

The Dynasties of the Fantômonde

In the Fantômonde, there are five Dynasties that represent the five ways a terne may discover the phantom world. Upon accessing the Fantômonde for the first time, a percie is wise to find which Dynasty they used to expand their world. Once a percie knows this, they are referred to as a Scion of that dynasty.


Ankhar epitomize resilience, determination, and perseverance. They are seen as dull or stubborn by many other Scions, but Ankhar don’t give up easily and at the end of a trying time it is the Ankhar most likely to be left standing.


Mahgreis see pain and sadness as the best teachers for both themselves and others. They may be dismissed as broody and unempathic, but they wish to see the world as it truly is, and believe nothing of value is accomplished without sacrifice.


Peraseer are thoughtful, intuitive, and creative. They are sometimes accused by other Scions of being flighty or chaotic, but they are simply more likely to trust their instincts than obvious answers and will take the time they need to explore new thoughts or hunches before being comfortable with a plan.


Valdrakken take to power and violence. Scions of other dynasties often see them as brutish, short-tempered, and bloodthirsty, but when fighting begins most admit you want a Scion of Valdrakken on your side.


Whinnowhin appreciate things that are done right and done well, even thigns that other Scions look down upon. A Whinnowhin may be seen as uncreative or unambitious, but they simply wish things to actually get done, rather than wasting time trying to find fancier ways to accomplish needful tasks.

Not all percies learn their Dynasty. Some think of the traditions defining them as limiting or self-fullfilling prophecies. Others claim to be empowered my multiple Dynasties, despite the seers and mancers declaring that factually this never happens. And a few just don’t get around to it, spending more time focusing on their vocation, or trying to build a veil to remove themselves from the Fantômonde and wishing to renounce all elements of it.


Author’s Note:

I don’t know if I’ll ever touch this again, but it leaped into my head nearly fully-formed, so I wrote it down. If you DO want me to explore these ideas more, obviously the best way to let me know is to join my Patreon and say so!

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Published on July 05, 2020 18:22

July 3, 2020

Magus Multiclass ThemeType (For Starfinder)

We’re wrapping up this week of Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We were focusing on the classes from the COM — we did the biohacker Monday, the vanguard on Tuesday, and the witchwarper on Wednesday. You can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG.


That covers all the official Starfinder classes for now… but goodness knows there are some great Starfinder-compatible classes products by other companies, including my own Rogue Genius Games. We got a request to do the magus legacy class found in the Starfarer’s Companion. So, let’s apply the themetype treatment to that, shall we?


Multiclass ThemeType abilities marked with (Theme) occur when you reach the listed character level, regardless of what classes you have taken levels in. Those marked (Archetype) are gained only when you reach the listed level in the first character class you take levels in. However, it is also recommended that characters with a Multiclass ThemeType not be allowed to also use normal multiclassing rules (in which case the character’s character level and class level will always match).


A character cannot take class levels in the class that matches their Multiclass ThemeType.


[image error]

(art by Sonsogyeka)


Magus ThemeType

The idea of blending magic and combat has always appealed to you, and while you ultimately followed a different path, you learned enough of the arts of the magi to impact your tactics and options


Key Ability Boost (Theme, 1st level): At 1st level you gain a +1 to Intelligence. This acts as the normal +1 to ability score gained from a theme.


Theme Knowledge (Ex, Theme, 1st Level) You gain Mysticism as a class skill. If it is already a class skill, you instead gain a +1 bonus to all Mysgicism checks. You reduce the DC of Mysticism checks to identify magic weapons, fusions, and fusion seals by 5.


Minor Magus Magic (Sp, Archetype, 2nd Level): Select one 1st level magus spell. You can cast this spell once per day. Select two 0-level magus spells. You can cast these spells at will. Your caster level for all magus spells gained from this Multiclass ThemeType is equal to your character level, and you use your key ability score for all calculations that normally draw on the magus’s key ability score.


Basic Magus Magic (Sp, Archetype, 4th Level): Select two 1st level magus spells. You have two 1st-level magus spell slots per day you can use for any combination of the 1st-level magus spells gained from this Multiclass ThemeType. This replaces the 1st level spell you gained from minor magus. Also select a third 0-level magus spells. You can cast this spell at will.


Basic Spell Combat (Theme, 6th Level) You gain the spell combat class ability for spells from any class, but once you use it you cannot use it again until you expend a Resolve Point to regain Stamina Points following a 10-minute rest.


Minor Magus Arcana (Ex, Archetype, 6th Level) You gain one magus arcana. You treat your magus level as being 2/3 your character level for all arcana gained from this Multiclass ThemeType.


Improved Basic Spell Combat (Theme, 9th Level) When you use spell combat, your spell now does not provoke an attack of opportunity if it’s spell level is no greater than (1/3 your character level) -2.


Basic Arcane Weapon (Theme, 12th Level) You gain the arcane weapons class feature of the magus. You treat your magus level as half your character level.


Advanced Magus Magic (Sp, Archetype, 12th Level): Select one 2nd level magus spells. You can cast this spell once per day.


Full Spell Combat (Theme, 18th Level) There is no no limit to how often you can use spell combat.


Greater Magus Magic (Ex, Archetype, 18th Level) Select one 3rd level magus spell. You may cast this spell once per day.


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Published on July 03, 2020 10:16

July 2, 2020

Ranger Multiclass ThemeType (For Starfinder)

We’re continuing this week with Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We’re focusing on the classes from the COM. We did the biohacker Monday, the vanguard on Tuesday, and the witchwarper on Wednesday. You can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG.


That covers all the official Starfinder classes for now… but goodness knows there are some great Starfinder-compatible classes products by other companies, including my own Rogue Genius Games. Among the most popular of these is the legacy ranger class, which can be found in the Starfarer’s Companion. So, let’s apply the themetype treatment to that, shall we?


Multiclass ThemeType abilities marked with (Theme) occur when you reach the listed character level, regardless of what classes you have taken levels in. Those marked (Archetype) are gained only when you reach the listed level in the first character class you take levels in. However, it is also recommended that characters with a Multiclass ThemeType not be allowed to also use normal multiclassing rules (in which case the character’s character level and class level will always match).


A character cannot take class levels in the class that matches their Multiclass ThemeType.


Ranger ThemeType

You have always been at home in the wilderness. Your work or calling may have prevented you from focusing on your love of nature, but you remain comfortable and competent when you find yourself in the wild.


[image error]

(Art by Digital Storm)


Key Ability Boost (Theme, 1st level): Pick a ranger style. At 1st level you gain a +1 to the ability score linked to that style. This acts as the normal +1 to ability score gained from a theme.


Theme Knowledge (Ex, Theme, 1st Level) You gain Survival as a class skill. If it is already a class skill, you instead gain a +1 bonus to all Survival checks. You reduce the DC of Survival checks to endure severe weather and orienteering by 5.


Minor Ranger Ways (Ex, Archetype, 2nd Level) Select one ranger class skill. You gain 1 bonus rank in this skill, which cannot exceed your normal maximum skill ranks. You gain an additional bonus skill rank at 4th level, and ever even class level thereafter.


Minor Ranger Ways (Ex, Archetype, 4th Level) Select one ranger class skill you did not select with ranger ways. You gain 1 bonus rank in this skill, which cannot exceed your normal maximum skill ranks. You gain an additional bonus skill rank at 6th level, and ever even class level thereafter.


Basic Study Target (Theme, 6th Level) You gain the ranger study target class ability. Your bonus never increases beyond the base +1.


Minor Ranger Methodology (Ex, Archetype, 6th Level) You gain one ranger methodology, selected from the 2nd level ranger methodologies.


Minor Ranger Style (Theme, 9th Level) You gain the first ability of your ranger theme, treating your ranger level as half your character level.


Improved Ranger Style (Theme, 12th Level) You gain the second ability of your ranger theme.


Improved Ranger Methodology (Ex, Archetype, 12th Level) You gain one ranger methodology, selected from the 2nd or 8th level ranger methodologies.


Greater Ranger Style (Theme, 18th Level) You gain the third ability of your ranger theme, and now treat your ranger level as 2/3 your character level.


Greater Ranger Methodology (Ex, Archetype, 18th Level) You gain one ranger methodology, selected from the 2nd, 8th, or 14th  level ranger methodologies.


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Published on July 02, 2020 11:19

July 1, 2020

Witchwarper Multiclass ThemeType (For Starfinder)

We’re continuing this week with Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We’re focusing on the classes from the COM. We did the biohacker Monday, the vanguard on Tuesday, and you can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG. So today, we continue the trend and cover the witchwarper.


Multiclass ThemeType abilities marked with (Theme) occur when you reach the listed character level, regardless of what classes you have taken levels in. Those marked (Archetype) are gained only when you reach the listed level in the first character class you take levels in. However, it is also recommended that characters with a Multiclass ThemeType not be allowed to also use normal multiclassing rules (in which case the character’s character level and class level will always match).


A character cannot take class levels in the class that matches their Multiclass ThemeType.


[image error]

(art by sogsonyeka)


Witchwarper ThemeType

You have always seen flickers of other realities out of the corner of your eye, felt the breeze from parallel worlds, found yourself thinking about pasts that never happened. Unlike a true witchwarper you have never been able to devout yourself to the study and expansion of these powers, but they grow in small ways within you regardless.


Key Ability Boost (Theme, 1st level): At 1st level you gain a +1 to your Charisma score. This acts as the normal +1 to ability score gained from a theme.


Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain two of the following skills of your choice as class skills: Bluff, Diplomacy, or Mysticism. For each selected skill, if you have the skill as a class skill from other sources at 1st level, you instead gain a +1 bonus to that skill. Once these choices are made, they cannot be changed.


Minor Witchwarping (Sp, Archetype, 2nd Level): Select one 1st level witchwarper spell. You can cast this spell once per day. Select two 0-level witchwarper spells. You can cast these spells at will. Your caster level for all witchwarper spells gained from this Multiclass ThemeType is equal to your character level, and you use your key ability score for all calculations that normally draw on the witchwarper’s key ability score.


Basic Witchwarping (Sp, Archetype, 4th Level): Select two 1st level witchwarper spells. You have two 1st-level witchwarper spell slots per day you can use for any combination of the 1st-level witchwarper spells gained from this Multiclass ThemeType. This replaces the 1st level spell you gained from minor witchwarper. Also select a third 0-level witchwarper spells. You can cast this spell at will.


Minor Infinite Worlds (Theme, 6th Level): You gain access to the 1st-level infinite worlds power. If you attach this themetype to a spellcasting class, you can create those effects with your own spells. If you attack this is a themetype without spells, you can create the infinite worlds once per day as if using a spell with a spell level equal to 1/3 your class level.


Minor Paradigm Shift (Sp, Archetype, 6th Level): Select one paradigm shift from the list of 2nd level paradigm shifts.


Intermediate Witchwarping (Sp, Archetype, 9th Level): Select one 2nd level witchwarper spell. You may cast this spell once per day.


Improved Infinite Worlds (Theme, 12th Level): If you have attached this themetype to a spellcasting class, you gain access to the 2nd and 3rd level infinite worlds effects. If you have attached this to a nonspellcasting class, you gain access to 2nd level infinite worlds effect, and can now use the ability twice per day.


Advanced Witchwarping (Sp, Archetype, 12th Level): Select two 2nd level witchwarper spells. You have two 2nd-level witchwarper spell slots per day you can use for any combination of the 2nd-level witchwarper spells gained from this Multiclass ThemeType. This replaces the 2nd level spell you gained from intermediate witchwarping.


Greater Infinite Worlds (Theme, 18th Level): If you have attached this themetype to a spellcasting class, you gain access to the 4th level infinite worlds effects. If you have attached this to a nonspellcasting class, you gain access to 3rd level infinite worlds effect.


Greater Witchwarping (Sp, Archetype 18th): Select one 3rd level witchwarper spell. You can cast this spell once per day.


Want More?

If you want more Starfinder content, or value anything I write on this site, please back my Patreon! Even just the cost of a cup of coffee a month is a huge help.

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Published on July 01, 2020 11:44

June 30, 2020

Vanguard Multiclass ThemeType (For Starfinder)

We’re starting this week with Multiclass ThemeTypes, which give you some abilities of a second character class but counts as both your theme and as an archetype for the first class you take levels in. We’re focusing on the classes from the COM. We did the biohacker yesterday, and you can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG.


Multiclass ThemeType abilities marked with (Theme) occur when you reach the listed character level, regardless of what classes you have taken levels in. Those marked (Archetype) are gained only when you reach the listed level in the first character class you take levels in. However, it is also recommended that characters with a Multiclass ThemeType not be allowed to also use normal multiclassing rules (in which case the character’s character level and class level will always match).


A character cannot take class levels in the class that matches their Multiclass ThemeType.


[image error]

(art by sogsonyeka)


Vanguard ThemeType

While you lack the in-depth level of training and devotion of a full vanguard, you have studied the supernatural arts of manipulating entropy, and apply it to your pursuits. This does not give you the mighty entropic strike vanguards possess, or their extreme level of durability, but it can swing situations in your favor in ways your foes do not expect.


Key Ability Boost (Theme, 1st level): At 1st level you gain a +1 to your Constitution score. This acts as the normal +1 to ability score gained from a theme.


Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain either Acrobatics or Athletics as a class skill. If you have both of these as class skills from other sources at 1st level, you instead gain a +1 bonus to one of the two skills. Once these choices are made, they cannot be changed.


If you select Acrobatics, you may use your Acrobatics skill bonus as your Athletics skill bonus, and are considered trained in Athletics. If you select Athletics, you may use your Athletics skill bonus as your Acrobatics skill bonus, and are considered trained in Acrobatics.


Minor Entropic Pool (Su, Archetype, 2nd Level): You gain a limited form of the vangaurd’s Entropic Pool ability. This acts as the entropic pool, but with the following modifications.


*When combat begins, you do not gain an Entropy Point (EP)at the beg8nning of your first action. Your maximum entropy pool is 2 EP.

*You only gain entropy points by taking or receiving a critical hit in combat, or taking a full action to charge.

*You do not gain a bonus to AC for having an EP in your entropic pool.

*You can expend your EP to increase your speed, as outlined in the entropic pool class feature, or to add +1d4 damage to an unarmed attack.


Minor Mitigate (Ex, Archetype, 4th Level): You can now use EP for a weakened version of the vanguard mitigate ability. You only reduce damage by an amount equal to half your class level.


Basic Aspect (Ex, Archetype, 6th Level): Select one vanguard aspect. You gain the aspect insight of that aspect.


Basic Discipline (Ex, Theme, 6th Level): You gain one vanguard discipline, selected from the list of 2nd level vanguard disciplines. You treat your character level as your vanguard level for all vanguard disciplines gained from this themetype.


Improved Aspect (Ex, Archetype, 9th Level): You gain aspect embodiment of your aspect.


Improved Discipline (Ex, Theme, 12th Level): You gain one vanguard discipline, selected from the list of 2nd or 6th level vanguard disciplines.


Improved Entropic Pool (Ex, Archetype, 12th Level): Your entropic pool now gains EP in all the normal ways, and has a maxmum of 4 EP.


Greater Discipline (Ex, Theme, 18th Level): You gain one vanguard discipline, selected from the list of 2nd, 6th, or 10th level vanguard disciplines.


Greater Aspect (Ex, Archetype 18th): You now gain the aspect catalyst of your aspect, but not the improved aspect catalyst.


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Published on June 30, 2020 11:28

June 29, 2020

Biohacker Multiclass ThemeType (for Starfinder)

Character concepts don’t always fit neatly into just one character class. Sometimes you want to play a a reality-warper who has also studied diplomacy, a spy who has studied just enough biological engineering to consider it one more tool in her toolbox, or a soldier with mystic martial powers. Starfinder offers three broad tools for adjusting a character to fit such concepts—themes (to represent background training), archetypes (to represent a different path than a typical member of a class), and multiclassing (to represent training in more than one role). Generally exactly the right balance of those options can make nearly any character concept work.


But it can take a lot of effort.


Maybe, if they were all blended into one definitive all-encompassing option, a broad range of new character concepts could be made easier and faster to write up. A way to indicate that a character has been working to add a second career to their primary training for most of their life, and plans to continue to blend the things represented by multiclassing, theme, and archetype. Something that takes some of the advantages of multiclassing, and places them in the slots of additional abilities normally granted by themes and archetypes. In short, a Multiclass ThemeType.


MultiClass ThemeTypes


A Multiclass ThemeType gives you some abilities of a second character class, but counts as both your theme (preventing you from gaining any other theme, and requiring you to select the ThemeType at 1st level) and as an archetype for the first class you take levels in (requiring you to give up some abilities of your primary class, as normal for an archetype). You can pick up the pdf of multiclass themetypes for all the classes from the Core Rulebook at DriveThruRPG. But, the concept has not yet been used for the new classes from COM — biohacker, vanguard, and witchwarper. So, this week we’ll look at those.


Multiclass ThemeType abilities marked with (Theme) occur when you reach the listed character level, regardless of what classes you have taken levels in. Those marked (Archetype) are gained only when you reach the listed level in the first character class you take levels in. However, it is also recommended that characters with a Multiclass ThemeType not be allowed to also use normal multiclassing rules (in which case the character’s character level and class level will always match).


A character cannot take class levels in the class that matches their Multiclass ThemeType.


While ThemeTypes can be used in any Starfinder campaign, they are particularly appropriate for the mash-up world of the Really Wild West setting hack.


[image error]


(art by David Edwards)


Biohacker ThemeType

You have studied the arts of biohacking enough to be able to apply some of their techniques and secrets in your day-to-day life. You’re not a master of biohacking, but you know enough to have a few surprises up your sleeve.


Key Ability Boost (Theme, 1st level): At 1st level you decide if your biohacking was more instinctive, or more studious. If instinctive, you gain a +1 to your Wisdom score. If studious, you gain a +1 to your Intelligence score. This acts as the normal +1 to ability score gained from a theme.


Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain either Medicine or Life Science as a class skill. If you have both of these as class skills from other sources at 1st level, you instead gain a +1 bonus to one of the two skills. Once these choices are made, they cannot be changed.


If you select Medicine, you may use your Medicine skill bonus as your Life Science skill bonus, and are considered trained in Life Science. If you select Life Science, you may use your Life Science skill bonus as your Medicine skill bonus, and are considered trained in Medicine.


Minor Biohacks (Ex, Archetype, 2nd Level): You gain a limited form of the biohacker’s minor biohack ability. You can use a minor booster or minor inhibitor a number of times per day equal to the modifier of the ability score your gained a bonus to with your key ability boost for this themetype (minimum 1/day). You do not have a full custom microlab but do have enough expertise to attune a number of creatures equal to 3 +your key ability score, to allow you to deliver biohacks to the attuned creatures using ranged injection weapons without making an attack roll under the same circumstances a biohacker can, using the same attunement rules as the customer microlab.


Basic Biohacks (Ex, Archetype, 4th Level): You can now use a basic booster or basic inhibitor. This counts against your total minor biohacks you can use per day. Once you use a basic booster or basic inhibitor, you cannot use that biohack again until you have expended a Resolve Point to regain Stamina Points following a 10-minute rest.


Basic Field of Study (Ex, Archetype, 6th Level): Select one biohacker field of expertise. You gain access to that field of study’s booster or inhibitor (your choice). Using this counts against your total uses/day of minor biohacks. Once you use a the field of study’s booster or inhibitor, you cannot use that biohack again until you have expended a Resolve Point to regain Stamina Points following a 10-minute rest.


Basic Theorem (Ex, Theme, 6th Level): You gain one biohacker theorem, selected from the list of 2nd level biohacker theorems. You treat your character level as your biohacker level for all biohacker theorems. gained from this themetype.


Improved Field of Study (Ex, Archetype, 9th Level): You gain your field of study’s booster or inhibitor (whichever you did not select for the basic field of study). Using this counts against your total uses/day of minor biohacks. Once you use a the field of study’s booster or inhibitor, you cannot use that biohack again until you have expended a Resolve Point to regain Stamina Points following a 10-minute rest.


Improved Theorem (Ex, Theme, 12th Level): You gain one biohacker theorem, selected from the list of 2nd level or 8th level biohacker theorems.


Greater Field of Study (Ex, Archetype, 12th Level): You gain the breakthrough of your field of study. If it is a biohack, it counts against your total uses/day of minor biohacks and once you have used it you cannot use that biohack again until you have expended a Resolve Point to regain Stamina Points following a 10-minute rest.


Greater Theroem (Ex, Theme, 18th Level): You gain one biohacker theorem, selected from the list of 2nd level, 8th, or 14th level biohacker theorems.


Unlimited Minor Biohacks (Ex, Archetype 18th): Your minor booster and inhibitors are no longer limited to a specific number per day. Your other biohacks remain limited to a daily number equal to the modifier of the ability score your gained a bonus to with your key ability boost for this themetype (minimum 1/day).


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Published on June 29, 2020 10:07

June 26, 2020

The Game Industry “In These Uncertain Times”

[image error]

(Photo by Tab10)




I’m interrupting this week’s at-your-table game content to discuss the state of the industry. We’ll get back to fund stuff, but this is important.


I’ll start with some recent history.


The 2016 eat coast blizzard made a noticeable negative impact on print RPG sales. Stores were shut down, people did not go out. It hurt. Companies suddenly were not selling like they had been, but expenses didn’t go down at all. While it didn’t drive anyone major into bankruptcy, it did have serious impacts. Budgets were slashed. Plans for new hires were axed. Raises were cancelled. Projects were scaled back. Not necessarily at every game company–some had very deep pockets from parent companies or investors and could just take the hit — but more companies than not had to change plans to survive.


Sales of PDFs did not see a significant uptick. Sales did not spike to higher-than normal levels after the snow melted and life got back to normal. Inventory for products created just before the blizzard did sit around longer. Some never sold. The expected money that would have been made that season was just gone.


Obviously the past few months have been worse. Worse for publishers, worse for companies, distributors, and individual creators.


But if the current upward pandemic infection trends continue and/or a second wave is bad? It doesn’t have to be the whole country to kill already struggling companies. The 2016 blizzard was a bit less than 1/3 of the US population, and everyone knew it couldn’t last. But it’s economic impact on gaming was widespread and serious.


There’s a reason so many ads currently begin with “In these uncertain times.” No one knows when a vaccine is coming. No one knows how bad the current rising numbers are going to get, or if they will spike again in the fall. In the US, there does not seem to be any national plan to handle this pandemic. Some places are depending on voluntary steps. Others are mandating masks.


Unlike 2016, there’s could reason to fear the impacts could keep going, or get worse, for a year. I hope a vaccine comes out before that, but I can’t depend on it. Not as a writer, and not as a citizen trying to pay the bills.


So even as governments open for business, sales are still down. They are improved over total lockdown, obviously, but companies aren’t getting the lost money from the lockdown back. Ever. The blows taken in the next few months don’t have to be as bad as the lockdown in order to kill stores and companies, and drive creators out of the industry forever, because everyone already took several serious financial hits.


If you want professional ttRPG material in the future, there are things you can do, now and in coming months,


Support your local stores if you safely can. Some stores are doing curbside pickup, some are doing delivery.Some are allowing a small number of people wearing masks in at a time. I don’t want anyone to risk their health for games, but if your safety measures allow for contactless delivery, and you have the money, those stores are still hugely important. They sell more, total, than online places (yes, including Amazon). And they bring more new people into the industry.


Support game companies. Buying from a local store absolutely counts, but if that’snot an option for you for whatever reason, look to see if the publisher has their own online store. Look to sign up for mailing lists and get special offers. If you have to buy through online stories, try to find a game-specific store you like and buy through them. The huge distributors don;t care about RPGs, and they’ll survive or not with no regard to how many dice and game books they move.


Finally, support game creators directly if you can. Even those who have full-time on-staff positions with game companies often make ends meet by taking on additional freelance… and that freelance is greatly reduced right now because game companies are tightening their belts. If you have a creator you particularly like or enjoy the work of, find if they have a Patreon, of Ko-fi, or other means of receiving money.


Because if the stores go, the game companies will suffer. if the game companies go, the creators will suffer. And if the creators go?


Then there’s much less chance the game content YOU want will even be created.


And, yes, I have a Patreon. I am a full-time freelance and contract writer now. I pay for my own insurance, pay my own social security and self-employment taxes, have to make quarterly payments on income tax, and then try to pay all my bills with what’s left of the money made on words.


So if you found this article at all informative, or enjoy any of my content, or just want to toss a coin to your writer, please consider doing so at my Patreon. https://www.patreon.com/OwenKCStephens

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Published on June 26, 2020 15:38

The Game Industry”In These Uncertain Times”

[image error]

(Photo by Tab10)




I’m interrupting this week’s at-your-table game content to discuss the state of the industry. We’ll get back to fund stuff, but this is important.


I’ll start with some recent history.


The 2016 eat coast blizzard made a noticeable negative impact on print RPG sales. Stores were shut down, people did not go out. It hurt. Companies suddenly were not selling like they had been, but expenses didn’t go down at all. While it didn’t drive anyone major into bankruptcy, it did have serious impacts. Budgets were slashed. Plans for new hires were axed. Raises were cancelled. Projects were scaled back. Not necessarily at every game company–some had very deep pockets from parent companies or investors and could just take the hit — but more companies than not had to change plans to survive.


Sales of PDFs did not see a significant uptick. Sales did not spike to higher-than normal levels after the snow melted and life got back to normal. Inventory for products created just before the blizzard did sit around longer. Some never sold. The expected money that would have been made that season was just gone.


Obviously the past few months have been worse. Worse for publishers, worse for companies, distributors, and individual creators.


But if the current upward pandemic infection trends continue and/or a second wave is bad? It doesn’t have to be the whole country to kill already struggling companies. The 2016 blizzard was a bit less than 1/3 of the US population, and everyone knew it couldn’t last. But it’s economic impact on gaming was widespread and serious.


There’s a reason so many ads currently begin with “In these uncertain times.” No one knows when a vaccine is coming. No one knows how bad the current rising numbers are going to get, or if they will spike again in the fall. In the US, there does not seem to be any national plan to handle this pandemic. Some places are depending on voluntary steps. Others are mandating masks.


Unlike 2016, there’s could reason to fear the impacts could keep going, or get worse, for a year. I hope a vaccine comes out before that, but I can’t depend on it. Not as a writer, and not as a citizen trying to pay the bills.


So even as governments open for business, sales are still down. They are improved over total lockdown, obviously, but companies aren’t getting the lost money from the lockdown back. Ever. The blows taken in the next few months don’t have to be as bad as the lockdown in order to kill stores and companies, and drive creators out of the industry forever, because everyone already took several serious financial hits.


If you want professional ttRPG material in the future, there are things you can do, now and in coming months,


Support your local stores if you safely can. Some stores are doing curbside pickup, some are doing delivery.Some are allowing a small number of people wearing masks in at a time. I don’t want anyone to risk their health for games, but if your safety measures allow for contactless delivery, and you have the money, those stores are still hugely important. They sell more, total, than online places (yes, including Amazon). And they bring more new people into the industry.


Support game companies. Buying from a local store absolutely counts, but if that’snot an option for you for whatever reason, look to see if the publisher has their own online store. Look to sign up for mailing lists and get special offers. If you have to buy through online stories, try to find a game-specific store you like and buy through them. The huge distributors don;t care about RPGs, and they’ll survive or not with no regard to how many dice and game books they move.


Finally, support game creators directly if you can. Even those who have full-time on-staff positions with game companies often make ends meet by taking on additional freelance… and that freelance is greatly reduced right now because game companies are tightening their belts. If you have a creator you particularly like or enjoy the work of, find if they have a Patreon, of Ko-fi, or other means of receiving money.


Because if the stores go, the game companies will suffer. if the game companies go, the creators will suffer. And if the creators go?


Then there’s much less chance the game content YOU want will even be created.


And, yes, I have a Patreon. I am a full-time freelance and contract writer now. I pay for my own insurance, pay my own social security and self-employment taxes, have to make quarterly payments on income tax, and then try to pay all my bills with what’s left of the money made on words.


So if you found this article at all informative, or enjoy any of my content, or just want to toss a coin to your writer, please consider doing so at my Patreon. https://www.patreon.com/OwenKCStephens

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Published on June 26, 2020 15:38

June 25, 2020

Anti-Eugenics

Eugenics, as a concept, is evil. It does real harm.

Things that promote it are problematic-at-best.

That includes a lot of my very favorite entertainment options, from many RPGs to the Lensman series.

I need to do better in not just supporting it, but fighting it.



And, related.


The game balance of the Starfinder Roelplaying Game is perfectly maintained if EVERY character, regardless of playable species, gets to choose between +2 to one ability score, or +2 to two scores and -2 to one score.


I may just make that my default from now on.

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Published on June 25, 2020 15:35

Filling out the GammaFinder/FreedomFinder Tiered Powers (for Starfinder), Part 4

This whole week is about adding tiered powers to the list we have for use in GammaFinderFreedomFinder, or any other Starfinder-compatible campaign setting.


As I am sure you could predict yesterday, today we do retrocognition.


[image error]


(art byJacob Blackmon)


Retrognition

You can look backwards in time to witness past events, though like any sense it is imperfect, can be tricked or fail to note specific details, and has greater difficulty with things further away.

Tier 1: You can look into the past to learn about creatures, items, civilizations, and nearly anything else. You can take 20 on skill checks to recall knowledge without access to an InfoSphere or similar database. This takes one minute, during which time you are flat-footed.

Tier 2: You can invoke your retrocognition as a spell-like ability to look into the past of a person, place, or object. You choose if this functions as akashic download, detect affliction, detect magic, or detect tech. If the spell you select has a spell level equal or greater to 1/3 your character level, this is a major invocation. If the spell level is lower, it is a minor invocation. You can only perform one major invocation once per day. You can perform another minor invocation after you expend 1 Resolve Point to regain Stamina Points following a 10-minute rest.

You do not need any materials mentioned in a spell your retrocognition functions as.

Tier 3: Invoking your retrocognition can now function as comprehend customs, detect augmentation, detect radiation, identify, or know coordinates.

Tier 4: Invoking your retrocognition can now function as recall, scan environment, or share memory.

Tier 5: Invoking your retrocognition can now function as hologram memory.

Tier 6: Invoking your retrocognition can now function as discern lies.

Tier 7: Invoking your retrocognition can now function as commune with nature or commune with planet.

Tier 8: Invoking your retrocognition can now function as retrocognition.

Tier 9: Invoking your retrocognition can now function as the vision.

Tier 10: You gain a +4 bonus to your effective caster level when your ability functions as the retrocognition spell. At caster level 21+, you can look back one century per minute, though only the most impactful event of each century is revealed.


WANT MORE MATERIAL LIKE THIS?

I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.


Thanks, everyone.

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Published on June 25, 2020 12:23

Owen K.C. Stephens's Blog

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