Owen K.C. Stephens's Blog, page 93
December 5, 2018
Horrifically Overpowered Star-Feats
Very soon, RGG will be releasing Starfarer’s Codex: Horrifically Overpowered Feats.
And it’s my fault.
This is, obviously, a new entry in the Horrifically Overpowered line of game supplements, bringing the world of OP to Starfinder-compatible games. And while it WILL update many of the old Pf-edition OP feats, that’s not all the book has.
Oh heavens no.
It is SO much worse than that.
“How bad could it be?” you ask. Pretty bad. game-breakingly bad. You should never allow ANY of these into your campaign.
Seriously, let me show you.
Here’s just a few examples of Horrifically Overpowered Star Feats.
Ain’t Got Time To Bleed (Horrifically Overpowered)
You can rest when you’re dead.
Benefit: As a full action, you can use any option available to you that normally takes 10 minutes. You are subject to all the other restrictions of the action (it’s fast not free, get real).
Ancestral Plasma Canon
You have an item your family has carried into star battle with star demons for star centuries.
Benefit: Select one category of item that is not consumed when it is used, such as a small arm, heavy weapon, light armor, an armor upgrade, or a technological, hybrid, or magic item. Each time you gain a new character level, this item is upgraded to any item of the same category you wish with an item level no greater than your character level +2. If the item is lost or destroyed, it or a replacement returns to you no later than the next time you gain a character level.
Resolved (Horrifically Overpowered)
No one is more resolved than you are.
Benefit: The Resolve Point cost of any ability or option that requires Resolve Points is one lower than normal for you. If that makes the Resolve Point cost 0 or less (yeah, or less—if you are allowing THIS option, who KNOWS what you’ve allowed into your campaign?!) you can still only use the ability if you have at least 1 Resolve Point remaining in your Resolve Pool.
If you want to make me stop writing such ridiculous pandering products which appeal only to power gamers and bring shame on my reputation as a professional, feel free to join my Patreon, in the hopes the money will distract me and put an end to this terrible idea.
Or… I mean back me and tell me to write more. As long as you give me money, I don;t care what you ask me to do.
December 3, 2018
Hill Person — Cinematically Inspired Class for Pathfinder
The hill people are as much a culture as an occupation. They have traditions and customs different from civilization, but those off-the-norm backgrounds come with powers that are just as different from the standards of society. Hill people often suffer from significant wonderlust, and it is not unusual for them to spend many years adventuring. However, they dislike committing violence, and generally look for places they can safely travel, or companions they can safely travel with. However on the rare occasion they are pushed to defend those they love, their powers to do so are significant.
Despite not fitting any of the classic roles of heroes, most groups who have a hill person as an ally are delighted to have their knowledge, good cheer, and not a small bit of luck along even in the darkest of times. And hill people are rugged and sturdy enough (though they mostly don’t look it) to survive even the most dangerous of adventures without being a significant drain on their allies.
Hill people are, obviously, inspired by one of my favorite fantasy movies. (And they aren’t the first thing the movie inspired.)
Alignment: Any
Hit Die: d12
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less, and one pie.
Class Skills
The hill person’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all, each skill taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
Table: Hill Person
Level BaB Fort Ref Will Special
1st +0 +2 +2 +2 Hill shape, knack, lack the power to do harm, organize notes
2nd +1 +3 +3 +3 Luck of the hill folks 1/day
3rd +2 +3 +3 +3 Knack
4th +3 +4 +4 +4 Luck of the hill folks 2/day
5th +3 +4 +4 +4 Knack
6th +4 +5 +5 +5 +1 hill shape luck of the hill folks, 3/day
7th +5 +5 +5 +5 Knack
8th +6/+1 +6 +6 +6 Luck of the hill folks 4/day
9th +6/+1 +6 +6 +6 Knack
10th +7/+2 +7 +7 +7 Luck of the hill folks 5/day
11th +8/+3 +7 +7 +7 Knack
12th +9/+4 +8 +8 +8 +1 hill shape, luck of the hill folks 6/day
13th +9/+4 +8 +8 +8 Knack
14th +10/+5 +9 +9 +9 Luck of the hill folks 7/day
15th +11/+6/+1 +9 +9 +9 Knack
16th +12/+7/+2 +10 +10 +10 Luck of the hill folks 8/day
17th +12/+7/+2 +10 +10 +10 Knack
18th +13/+8/+3 +11 +11 +11 +1 hill shape, luck of the hill folks 9/day
19th +14/+9/+4 +11 +11 +11 Knack
20th +15/+10/+5 +12 +12 +12 Hill lord, luck of the hill folks 10/day
Class Features
The following are class features of the hill person.
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Weapon and Armor Proficiency
Hill people are proficient with all simple weapons and light armor, but not with shields.
Hill Shape (Su): At 1st level, a hill person gains the ability to turn himself into any Tiny or Small animal of no more than 1 HD (and back again) three times per day. This ability functions like the beast shape III spell, except as noted here. The effect lasts for 1 hour per hill person level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the hill person is familiar with. The hill person retains the ability to speak in this form, though he can also make sounds appropriate to the form, and speak to creatures of the same general grouping (canine, feline, avian, etc.) as determined by the GM as though using speak with animals.
You can also attempt to use this power on another target, in which case it functions as baleful polymorph. However, you must roll a natural 20 on a d20 for this to work. Otherwise you transform yourself into the desired creature, as if you had used the reflexive form knack. (Though you can use luck of the hill folk to try this roll multiple times).
A hill person can use this ability an additional time per day at 6th level and every six levels thereafter, for a total of six times at 18th level.
As a hill person gains in levels, this ability allows him to take on the form of larger and smaller animals and elementals as an extreme measure. Each form expends one daily usage of this ability, regardless of the form taken. Any time the hill person uses this ability to become anything except a Tiny or Small animal of 1 HD or less, it counts as making an attack for purpose of his Lack the Ability to Do Harm class feature.
At 6th level, a hill person can use hill shape to change into a Medium or Large animal or a Small elemental. When taking the form of an elemental, the hill person’s hill shape functions as elemental body I.
At 8th level, a hill person can use hill shape to change into a Huge or Diminutive animal, or a Medium elemental. When taking the form of an elemental, the hill person’s hill shape now functions as elemental body II.
At 10th level, a hill person can use hill shape to change into a Large elemental. When taking the form of an elemental, the hill person’s hill shape now functions as elemental body III. At 12th level, a hill person can use hill shape to change into a Huge elemental. When taking the form of an elemental, the hill person’s hill shape now functions as elemental body IV.
Lack the Power to Do Harm (Su): The hill people dislike violence, and are blessed by powerful good fortune when they avoid it while maintaining strong hill people traditions. A hill person gains a luck bonus to AC and saving throws equal to his Charisma bonus. However, if the hill person makes an attack (as defined by the invisibility spell), they lose this power for 24 hours. Additionally, if a hill person multiclasses to the point they don’t have more “hill person” levels than all other combined class levels, they also lose access to this power.
Organize Notes (Ex): All hill people have a pile of notes, generally in the form of a loose shuffle of papers and mementos, but they can take nearly any easily-recognizable form, which contain their thoughts on mystic incantations, cooking, and anything else they find important.
These are never organized.
Each day you try to organize your notes. You can only do this once per day, and only after getting 8 hours of rest. This takes one hour, and resets your daily class abilities. Also, if you have not attempted to organize your notes for more than 24 hours, you lose access to one randomly determined hill person knack, plus one additional knack for every additional 12 hours. These return once you properly attempt to organize your notes.
Hill Person Knacks: You gain one hill person knack at 1st level, and an additional knack at 2nd level and every level thereafter. You cannot take a knack more than once unless it says otherwise.
Actions Give You Weight (Su): Hill people often place themselves at risk to aid others. As a standard action you can give an ally within 30 feet the benefits of your Lack the Power to Do Harm class feature until the beginning of your next turn. If the ally makes an attack (as defined by the invisibility spell) during this time, they lose this benefit and cannot regain it for 24 hours.
General Knack: You gain one general feat (a feat that is not also any other kind of feat) for which you meet the prerequisites, as a bonus feat. You may take this knack more than once. Each time, you must select a different general feat.
Great Chooser of Roads (Ex): You and your allies increase your overland travel speed by 10%, and do not have it reduced for terrain.
Minstrel (Ex): You have learned some of the storytelling and singing art of the hill people. You know spells and have spells per day as a bard of 1/3 your class level. Your caster level is equal to your class level. You must be at least 3rd level to select this knack.
Narrow of Purpose (Ex): Hill people are capable to being very focused, directing all their attention to a single goal. You gain Skill Focus as a bonus feat. Each day when you try to organize your notes, you may select what skill this bonus feat applies to. This must be a skill you have ranks in.
Pack Mule (Ex): Hill people can be surprisingly hearty when carrying large piles of gear. Your carrying capacity is tripled.
Reflexive Form (Su): If the result of an attack is a critical hit, or causes you to be unconscious or dead, as an immediate action you can expend one daily use of your hill shape ability to turn yourself into a tiny 1 HD animal. This causes the attack to miss entirely, but you are stuck in that shape for 1d4 rounds.
Rushed Flight (Su): Once per day you can expend one daily use of your hill shape ability to turn into a fireball that flies through the air at a speed of 1,000 miles per hour. You can do nothing but fly during this time, and if you touch down, hit an object, or are stopped or slowed down at any point the effect ends. Navigation in this form is difficult, and requires a Survival check with a DC equal to 10 +1 per 100 miles travelled.
Short in Stature (Ex): You are particularly slight of build, even for one of the hill people. While your weapon and equipment use, space, reach, and movement are determined by your true size category, for all other purposes you calculate your modifiers as if you were one size smaller.
Sweet tooth (Ex): Many hill people are strongly drawn to sweets, from gooseberry pies to nut bars. However, they do not carry such things themselves, and do not wish to pay for them. You are one such hill person. If you acquire a dessert through a skill check (Bluff, Diplomacy, Sleight of Hand, and Stealth are most common), once during the next 24 hours you can use that skill check result in place of any failed skill check for a skill you have at least as many ranks in. If you acquire a new dessert with a new skill check before you use the old one, you can keep the new check in reserve if it is better, but you may only have one in reserve at a time. Once you use this ability to replace a skill check, you can’t use it again until you organize your notes.
Wide of Vision (Ex): Hill people are often very alert to their surroundings. You gain a bonus to Perception checks equal to half your class level (minimum +3). Additionally, if you succeed at a Perception check to act on a surprise round, you may choose to limit yourself to a move action while warning your allies within 60 feet of the danger you spotted, allowing them to also act on the surprise round.
Wishful Banter (Ex): Hill people are excellent at cheering people up and imagining better circumstances. Over the course of one minute, you can daydream about better circumstances for yourself, and a number of willing allies equal to your Charisma bonus (who must be willing to discuss things they would prefer with you). You and those allies each gain a +1 morale bonus to one d20 check made in the next 24 hours. The decision to use this bonus must be made prior to the check. The bonus increases to +2 at 5th level, and by an additional +1 for every 5 levels thereafter.
Luck of the Hill Folk (Su): Things just tend to go well for hill people, and their allies, and tend to go badly for those who wish them harm. Beginning at 2nd level, once per day as a swift or immediate action after a d20 roll of a creature within 60 feet has been determined to be a success or failure, you may immediately force the die to be rerolled. The new roll is used to determine if the original roll was successful or note. This second roll gains a bonus or penalty (your choice), equal to 1, +a value equal to 1/5 your level.
You gain an additional use of this ability at 4th level, and every 2 levels thereafter.
Hill Lord (Su): At 20th level if the hill person would lose the lack the power to do harm class feature due to making an attack or taking a hill form that isn’t a 1 HD or less animal, he can decide not to lose the benefits of the ability by expending a daily use of luck of the hill folk. This leaves the hill person clear to attack and take any desired form for 1 minute.
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November 23, 2018
TOP TEN Alternate “TPK” Terms
Sometimes things don’t go well in an RPG, and all the player characters die. This sad event is often known as a Total party Kill, or TPK.
But what ELSE could you call it, if someone asks you what your game was like the day after a wipeout?
TOP TEN ALTERNATIVES TO CALL THE GAME IF IT WAS A TPK
10. The ultimate validation of our sense that our characters faced real risks during gametime.
9. Teambuilding exercise to all travel beyond the pale.
8. Once-in-a-lifetime investment prospect involving buying a farm together.
7. Impressive group effort to push up ALL the daisies.
6. Six-way tie of the world “playing opossum” championships.
5. Story-driven opportunity for everyone to make new characters.
4. Achievement of biological function zero.
3. The “Last Stand of the Swiss Guard” memorial game session.
2. An involuntary change of the campaign to an all-outer-planes petitioners game.
1. Unscheduled playtest of the we are all dead and dying and not coming back rules.
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November 16, 2018
Pathfinder Template: Boss Monster
A template for 1st ed Pathfinder, to turn a foe into a Boss Monster.
CR: +2
Initiative: If a boss’s total initiative is less than 15, it changes to 15. If that would cause it to go last in the first full round of combat, it’s initiative improves until it goes next-to-last.
HP: Double total HP
Boss Action: At the end of each round, the Boss gains an additional full-round action. It cannot use this to run, charge, or double-move if it has already done any of those things this turn.
Boss Bash: As a full-round action, a Boss can move itself up to its move and damage all creatures adjacent to it at any point as if it had hit them with a melee attack. If the boss had some kind of limitations on its movement they do not affect this action, but are still in place after it takes this action. This movement does not provoke an attack of opportunity. Alternatively, it can expend a spell or spell-like ability to damage these creatures equal to 1d6 per spell level +1d6 per 2 caster levels.
This ability looks and is described differently based on what the boss is, and does damage of a type the boss can normally do.
Boss Options: Anything other than boss bash that the boss can do a limited number of times per day, or per minute, or per round, it can do twice as often.
Boss Resilience: If a failed saving throw would normally cause a boss to be helpless, unconscious, dead, or paralyzed, and the boss still has the boss action ability, the failed saving throw instead just strips the boss of its boss action for 1d4+6 rounds.
Treasure: Give double treasure.
There you go! All the boss’s numbers and abilities are in the range PCs can deal with, but it’s twice as tough and dangerous, and harder to pin down or isolate!
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November 14, 2018
A Sorcerous Schema
I have seen a lot of interesting power-share cosmologies for magic. I enjoy exploring how magic might work, and find settings that have a codified, interesting schema of how magic works/is utilized often get my imagination going the most.
So, here’s one I don’t recall ever seeing before (though that certainly doesn’t mean it doesn’t exist).
Everyone has a maximum amount of magic capacity. Let’s say it’s on a scale from 1-100.
That power determines the strength of any spell you cast. It can never improve. If you are born a 32, you are a 32 forever.
That power is divided equally among all the spells you know.
So if you are a 32 and you know one spell? You cast it at power level 32. But if you know two spells? No matter what you do, once you know two spells, you cast them both at power level 16.
And never more or less than that.
Spells are fairly narrow. A ball of fire spell is not the same as a small spark from your thumb. If you know a ball of fire, you can’t dial it back to less than your maximum.
Some people have such weak magic capacity they can’t learn more than 1-2 spells, or the results will be so weak as to be useless.
Other people have such a powerful magic capacity that only knowing one spell is dangerous.
Of course, some governments probably want a few capacity-100 spellcasters that know just one army-crushing offensive spells.
Other spellcasters prefer having a wide range of minor powers, because while each spell is less powerful, they are more likely to have a useful spell for any given situation.
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November 9, 2018
Updated List of Very Fantasy Words
The most recent update to the Revised, Partial List of Very Fantasy Words can be found here!
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Writing Basics: Index Page
The “Writing Basics” line of articles is my effort to codify some things that are fairly fundamental to writing in the tabletop RPG industry, but which aren’t generally taught in schools or discussed much in how-to forums and convention panels. These are things I’ve mostly had to pick up over the years, which I would have loved a short primer on when I was getting started (or, in some cases, even ten years into my RPG writing career).
As this line of articles grows, some folks have asked me if I will cover a topic that… I already covered!
Right. Social media is NOT a steady, reliable, or easily searched information distribution mechanism.
So, to help anyone who might wonder what topics I have already cover, here’s the Writing Basics Index Page, with a short description and link to each article in this series. I’ll update this page as I keep writing these.
From Nothing to a Game Book: What is the process that leads from nothing to a company publishing a finished book? This is my best stab at a high-level, rough overview. It is, at best, a sketch that covers a lot of different ways this happens, but there are companies that add steps, or skip steps, or do things in a totally different order.
Paginations and Wordcounts: In this installment of Writing Basics I take a brief look at two related subjects that freelance writers often don’t need to worry too much about, but that are extremely important to the RPG industry overall—paginations and wordcounts.
Introductions: This covers the topic of “Introductions,” by which I specifically mean the text at the beginning of a product, book, chapter, or section (likely with its own header—these things are often interconnected), that explains what’s actually in that section of text. Ideally, it’s interesting to read, gives the reader some idea of what information is coming and why, and gives some context how that material connects to other books/products/chapters/ or sections of text.
Headers: Headers are the big titles of sections of books that tell you (roughly) what content is in that section. If you want a quick overview of what headers are, how to mark them in a manuscript (which, I should note, is actually “however your publisher tells you to,” though the [H1]- and [H2]-style designations are pretty common if not universal), go check out Rogue Genius Games’ “RGG Writer Guidelines,” which discuss headers and how to let your editor and layout artist know where they should in your manuscript.
Final Checks for RPG Manuscripts: In this entry, I going to talk about the all the work you should be doing after you are done writing, but before you turn over the manuscript. These last checks are often the difference between a polished manuscript that gets people’s attention, and a barely-useful mess that requires significant work from your developer/editor/producer/publisher to bring up to their standards.
Check the Rights to Anything You Use in Publishing: This is SUPER basic, but I see smart people get it wrong all the time.
Impostor Syndrome: A lot of creatives have it. I have it. Here are some of my coping mechanisms, in case any of that is useful to someone else (and, you know, why would it be given that I clearly have no idea what I am talking about).
Got a Writing Basic you’d like to see covered? Want to support the time it takes me to write things like this? You can request the first and help with the second by joining my Patreon, for as little as a few bucks a month!
November 8, 2018
Writing Basics: Paginations and Wordcounts
In this installment of Writing Basics I’ll take a brief look at two related subjects that freelance writers often don’t need to worry too much about, but that extremely important to the RPG industry overall—paginations and wordcounts.
These are good examples of the kinds of topics I never got much training about in school, and had to pick up as I went through my career. While early on I didn’t ever need to work with these much, the time came when I was trusted enough to begin to get jobs that DID require me to make calculations based on these elements, and I was woefully under-prepared for it. Luckily I managed to find some people willing to explain the core skills to me before I messed anything up too badly, but it would have been useful (to me, and my developers and editors) if I’d understood how these tools are used, and connected, long before I had to be able to create them myself.
In concept a wordcount is extremely simple—it’s the number of words a project needs to fill. There used to be lots of ways commonly used to calculate the word count of work you’ve finished, but nowadays most people just use the wordcount in their word processor program of choice. That’s fine… as far as it goes. I’ll note that since the industry standard in my experience is Office Word, you want to make sure your program of choice calculates a file’s word count in roughly the same was Word does, so if you developer asks for 1,500 words, your computer agrees with their computer on how close you are to hitting that.
Calculating what wordcounts should be in advance is more complicated, and we’ll get to that after we briefly discuss paginations.
A pagination is a document that lays out the specific pages of a book. It is used to determine what content goes on what page. The most common form I am used to is usually an Excel file or similar document that actually has a cell for each page, in which you list what’s on that page. Let’s do a super simple example, for an 8-page book on halfling war baking, as a table.
Title Page
Page 1
Credits
Table of Contents
Page 2
Introduction
½ page art
Page 3
Halfling War Baking History
Page 4
War Baker Archetype
¼ page art
Page 5
Equipment: Battle Muffins
¼ page art
Page 6
Glossary
Index
Appendix 1
Page 7
½ page ad
OGL
Page 8
Page 1 is the first page of the book separate from the cover, and is therefore a right-hand page. That’s why there is a blank entry to the left of it—when I open this 8-page book, the first thing I’ll see (after endpaper, which doesn’t count for our purposes but is sometimes printed on and would be listed as “front inside cover” in that case) is the inside of the front cover on the left, and the titles page on the right.
After that everything is 2-page “spreads.” Pages 2 and 3 will open with 2 on the left and 3 on the right. That means by looking at my pagination, I know that when reading the book you can see those two pages at the same time. This is extremely useful when determining where art goes—you don’t need art on every page. You don’t even need art on every 2-page spread. But you do want art fairly evenly distributed throughout an RPG book, or it becomes a dreaded “wall of text.”
Now obviously you don’t need a table of contents AND a glossary AND an index AND an appendix in an 8-page product. But when planning a physical book, you need to know how many pages your final product will be, and things like this take up space, and often can’t be written until so late in the process there’s no way to just flow them into a layout program and see how much room they eat up. By creating a pagination, you can leave room for these before they are written. Of course that means you need to know how much room you need for them, and that’s often a guessing game based on experience. But at least with a pagination, you have a chance to allot space for these things.
Now that we have a basic pagination, we can look at word count. While this is also a bit of a guessing game, there are factors we can depend on to get much closer than if we just use some generic round number. (That said, I use 22,000 words per 32 8.5×11 page of a 32-page or larger book when I can’t do a pagination for some reason, and while it’s not perfect, it’s often close enough for back-of-napkin calculations).
One of the things you need for an accurate wordcount is a finalized layout style. This is one of the reasons freelancers often don’t have to worry about figuring out their own wordcount—they would have to work with the layout artist to know the book’s fonts, styles, headers, and so on. But once you know how words are going fit onto a page, you can just count the words in 20 or so pages using those layout parameters (with no art or tables), and divide by 20, and that’s your rough per-page wordcount. Let’s say a page of nothing but normal words turns out to be 900 words per page for your graphic design. That means an 8-page book would be 7200 words, right?
Well, no.
Again, go to our pagination. We know the title page is just going to be the title of the book. The credits and table of contents are going to take up some words, but those aren’t part of the wordcount we need a freelancer to provide. Same with the glossary, index, and appendix—we need to remember those need to be done, but they aren’t the same as the halfling war baker material. The OGL is a bunch of words, and it’s super-important the writer work with us to make it accurate, but that’s not part of a project’s normal wordcount either.
The actual meat of this book is pages 3, 4, 5, and 6. That would mean a wordcount of 3600… except we already know there’s going to be art on those pages. A half page of art will reduce a page’s wordcount by, well, half… approximately. (This is all just an effort to get the best approximations we can—someday I may get into developing to fit, copyfit, layout to fit, and so on.) So with one ½-page piece of art and two ¼-page pieces of art, I lose a whole page worth of wordcount.
That means if I want to assign this to a freelancer to write, or I want to have a good idea how long it’ll take me to write, the core part of this book is 2700 words. Specifically, the introduction is 450 words, the history is 900, the archetype is 450 (and that ½ page art had better be a visual of that archetype), and the battle muffins take up 675.
There are also lots of other problems a pagination can help you avoid. Let’s say, for example, that my freelancer comes back to me and says they want to take 150 words from the introduction, 150 from the history and 150 from the muffins, to add 450 words on dwarven war baking. That’s easy in a word-processor, but with the pagination I can see if I think I’d have any place to put that. Now I could just have the introduction end a paragraph before the bottom of that page, then begin the history, and have a tiny bit of it on page 3, and have it run most of the way (but not all the way) through page 4… but everything is becoming a mess.
There are good reasons a lot of publishers won’t let you do this. That’s outside the scope of this article, but you can see how knowing what goes on each page helps plan out any changes that get proposed as the writing progresses.
It’s also useful for placing art, ordering art if you need to do that before the text is done, keeping track of tasks like creating tables of content, and so on.
And, hopefully, it helps show why developers and editors love writers who can get within 2-3% of their exact wordcount. If I ask someone for 1500 words on war muffins, giving me 1800 words isn’t really doing me any favors. In fact, it makes work for me. That’s often less work than if someone only gives me 1350 words out of 1500, but I am still happier if I get 1475 to 1550.
With things designed only for a web blog post or an e-book, these hard wordcounts are often much less important. But paginations and the wordcounts they generate remain common tools of the industry, and even if you aren’t working with them yet it’s useful to know how they function.
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November 7, 2018
Why I Don’t Strictly Self-Censor My Writing
I do not accept the logic that says I must keep my political, personal, and professional online presences separate.
This is not to say I think the people who do make those distinction, at whatever level of firewalling they choose, are making a bad or wrong choice. Indeed, I suspect for quality of life, it’s often a smarter decision. I have enough stress trying to navigate the often zealous opinions the online community has on game design and the business of games before I add my political and personal opinions to the mix. And that’s allowing for the pretty high level of insulation I enjoy from people’s ability to actually harm me online. I’m not bulletproof by any means, but I am in a more stable and secure place in my career than many people.
I’ve seen the replies some of my colleagues get from posting political and personal thoughts online. I don’t blame any of them if they conclude the risk, or the emotional toll, is too great.
And there are consequences to deciding to talk about politics, and mental health, and ethics in public using the same channels and methods I use to discuss game design and funny geeky memes. People who are fans of my game industry work often engage with me in a very different way than they engage with people who are primarily being political advocates or primarily doing slice of life posts. That difference can be a good thing, but it can also result in a feeling of betrayal or anger if someone finds my game-related thoughts strike them differently than my other thoughts, or if they dislike all my work and see it overlapping arenas where they feel I should not be heard.
Angry and hateful messages directed at my privately are the most common response I see. Sometimes someone speaks ill of me in public forums (often that I’m not in, though I attribute that more to how big the internet is, rather than any effort to avoid me when discussing me), which may begin a multiple-party conversation about me. Less often (but with increasing regularity recently), someone sends complaints about me to an employer or associate of mine and tries to get me censured, fired, or blackballed.
Despite all that, I am still firmly convinced that discussing all these topics, as I find I have thoughts worth sharing about them, is the right thing for me. First, no one is forced to find or read my online thoughts. I don’t use official game company venues for anything not game related (not even the tiny game company I run). Reading through my blogs, twitter, and Facebook posts, or watching my YouTube videos, is an entirely voluntary activity. If anyone doesn’t like what I have to say, or how I say it, or how I moderate the online spaces under my control, they are free to go elsewhere.
I also don’t feel that someone who spends money on products that I benefit from financially has bought anything beyond my work within that book. Even backers of my Patreon are paying to encourage my content and make suggestions, not to own any right to censor me. I do not owe any public group more of my time or headspace just because they buy the things that pay for my career.
Even if what they dislike is how my politics or personal experiences influence what or why or when I write, their right to have an opinion does not equal their right to try to dictate mine. As long as I own the impact of my writing, I feel entirely free to write what I feel is most important, or most fun, or most helpful, as I am moved to do so. As I rule, I welcome public feedback. When that feedback shows me a segment of the public is using my online space to do harm, or arguing in bad faith, or even just pissing me off, I also reserve the right to stop taking that feedback.
Not every opinion is equally valid or valuable. The right of people to speak in their own space, or even to do so free of government censorship, is not the same as a right to force me to listen. As I note, people are free to tune me out. And, online, I am free to mute them.
While I do not believe my writing has any major impact on the world, where it does have an impact I believe it has on the balance been more good than evil. Not the least of that good is that when I get something badly wrong, expressing my thoughts gives people a chance to offer how I am mistaken, and allows me to examine such claims. I have changed my mind about a lot of things over my life, from the crucial to the trivial, and expect to change my mind about many more before I go silent.
I hope some people gain comfort from my writing now and then. I hope some find inspiration. I hope some are amused. I hope some are edified.
I hope some snort, roll their eyes, and wonder why they still talk to me.
But on every topic where I have something I am ready to say, I plan to say it. And accept the (generally very minor) consequences of doing so.
It’s fairly common for people to tell me they think I have gone too far.
Certainly once or twice, I have.
That makes me wiser and gives me a broader experience base to draw from when deciding what I am ready to say in the future.
It does not convince me to stop saying all these things.
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October 29, 2018
Starfinder Archetype: Xorarcan Centurion
The proud warrior species of the Xorarcan, and rules for using them as a player character species, were introduced here. While all Xorarcans are resilient, and those raised in the native tradition of Xorarcan warriors are all feared in battle, the legend of the unstoppable Xorarcan champions largely comes from encounters with their elite centurions.
Xorarcan centurions train to harden body and mind, and hone themselves to battle-ready perfection. They are a tradition that evolved from the shock soldiers of he Overlords, who forced Xorarcans to sacrifice their lives fearlessly to gain even small advantages over the Overlord’s enemies. While those shock troops often died before becoming veterans, over generations of endless combat, and some horrific experimentation by the Overlords themselves, the surviving Xorarcans learned to survive even nearly-impossible battlefield conditions. With the Overlord’s empire collapsed, the Xorarcans take pride in reclaiming this brutal period in their history, and applying the lessons learned through endless war for cruel masters to achieve their own goals.
A Xorarcan centurion expects to be the point of the spear, the first into the breach and the last off the battlefield. They train not for a single method of combat, but to be prepared for any adversity, and to seek out foe’s weaknesses and maximize allies’ strengths.
Xorarcan Centurion (Archetype)
You have spent your life training to be the ultimate combatant. Much of that training is pure skill and martial technique, but some is also calling upon the changes wrought to your lineage by the Overlords when they used Xorarcans as shock troopers and cannon fodder. While your hate for the long-lost Overlords is as great as any native of Xorarca, you have reclaimed some of the horrors they inflicted upon your ancestors to better serve those you hold dear.
Only members of the Xorarcan species, or characters with the Xorarcan Warrior theme, can take the Xorarcan Centurion archetype.
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Centurion Traits: At levels 2, 4, 6, 9, 12, and 18, a Xorarcan centurion may choose to take a centurion trait as an alternate class feature (using the normal rules for archetypes), or may instead gain the normal class feature for their class and level. Once this choice is made at each level, it cannot be changed. Each centurion trait may be selected only once unless it states otherwise.
Battle Meditation (Ex): You have learned the ancient Xorarcan techniques of mind over body, and can force your physical form to obey your will. At the beginning of your turn you have a 50% chance of ending any bleed effect you are suffering. Additionally, you can imbibe one serum or medicinal (or poison, if you wish), and have the effects delayed as your metabolism holds off any changes wrought by the material. As a move action, you can have the serum, medicinal, or poison take its normal effect on you. Once you use this ability in this way, you cannot do so again for 24 hours.
Combat Training: You gain one bonus combat feat. You must meet its prerequisites normally. You may take this alternate class feature more than once. Each time, you must select a different bonus combat feat.
Crusader’s Blade (Su): Your ancestors were exposed to eldritch energies as part of the Overlord’s efforts to turn them into better shock troops. You have learned to access those energies to melee weapons you use. You may cause any melee weapon you attack with to have the block, bright, and penetrating special weapon properties.
Dimensional Blade (Ex): Your ancestors were exposed to strange dimensional energies as part of the Overlord’s efforts to turn them into better shock troops. You have learned to access those energies to empower attacks you make. Your melee attacks gain the force descriptor. The first ranged attack you make each round also gains the force descriptor. This does not change the AC your attack targets or its damage type (if any), but does generally allow you to affect incorporeal targets normally.
Flight Pack (Ex): You have recovered an ancient Xorarcan flight pack, and restored it to at least partial function. You can attach it to any suit of armor you wear with 10 minutes of work. This does not take an armor upgrade slot. If you do not have a flight speed, this acts as if you had a 1st level flight spell cast on you, and in zero G you are always considered to be adjacent to an object that allows you to push off it and gain a +4 bonus to Acrobatics checks made in relation to the Moving in Zero G rules.
If you do have a fly speed, your flight pack also increases your maneuverability by one step. If you already have perfect maneuverability, instead you gain a +10 bonus to your fly speed.
Incorruptible (Ex): you have hardened yourself to resist and throw off all efforts to weaken or debase your body. When you make a successful saving throw against an affliction (curse, disease, or poison), you are cured of that affliction. Any damage already inflicted by the affliction must be restored or fade normally.
Ironclad (Ex): You have learned to leverage the joints, lockouts, and hard plates of armor to your benefit when lifting or carrying items. You treat your Strength at 4 higher for purposes of meeting armor proficiency feat prerequisites, and using heavy. When wearing light armor, your carrying capacity is calculated as if your Strength was 2 higher. When wearing heavy armor, your carrying capacity is calculated as if your Strength was 4 higher and you treat your Strength as being 4 higher when determining your effective Strength for wielding heavy weapons.
Martial Prowess (Ex): You have mastered several Xorarcan fighting techniques. Your melee attacks have the disarm and trip special weapon properties. They also have the staggered critical hit effect. If they already have a critical hit effect, when you score a critical hit you may choose between the attack’s normal critical effect, and staggered. If the attack normally has the staggered critical hit effect, you may choose to instead apply the stunned critical hit effect.
Spirit of Xorarca (Su): You can channel the spirit of the harsh world Xorarcans call home to imbue your attacks with lethal forms of energy. Once per day as part of making an attack, you can choose to add the corrosive, flaming, frost, shock, or thundering weapon fusion to one weapon you are attacking with. If you are of chaotic alignment, you may instead add the anarchic fusion. If you are of lawful alignment, you may instead add the axiomatic fusion. If you are good aligned you may instead add the holy fusion. If you are evil aligned, you may instead add the unholy fusion.
This fusion does not count against the weapon’s maximum number of fusions, and can be applied to a weapon of any item level (or your unarmed attacks). The fusion only functions with attacks you make. The fusion lasts until you next regain Stamina Points during a 10-minute rest, though you may suspend it for any attack you do not wish to use it.
If you have already used this ability for the day, you may spend a Resolve Point to use it again. A weapon cannot have more than one fusion from this ability active at a time—if you use it on a weapon that already has such a fusion, the older fusion from this ability ends.
You must have the crusader’s blade, dimensional blade, or martial prowess centurion trait in order to select this centurion trait.
Wallbreaker (Ex): You have trained yourself to overcome the limits of physical exhaustion and trauma, a limit known in Xorarcan philosophy as “the inner wall.” You gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.
Additionally, as a move action you can recover a number of Stamina Points equal to your character level. Once you have used this ability in this way, you cannot do so again until you have recovered Stamina during a 10-minute rest.
Warrior Spirit (Ex): You can call upon the legendary Xorarcan determination to overcome great adversity. Once per day when you fail at an attack roll or saving throw, as a reaction you may immediately reroll the failed attack or save with a bonus equal to your character level.
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