Monthly Archives: July 2021
Hero Points for Starfinder
Hero points are a mechanic that allows players to “edit” the events of an encounter and the rules of the game to a limited degree. They give heroes the ability to do the amazing things heroes do in scifi fiction, but with specific rules for doing so, and they encourage players to make the sort of choices fantasy heroes do in those stories, in order to get more Hero points. This set is based on an article I did on alternate Hero points for Pathfinder 1e, tweaked as needed for the differences between PF1 and Starfinder.
A GM decides where or not to use Hero points, and while it’s most common for that to be done on a per-campaign basis, it needn’t be. A GM could allow Hero points only when the PCs are involved in something they have strong feelings about, or only in climactic plotline-ending scenes. Alternatively, a GM might use Hero points when a player can’t make it to a game session, to give the remaining characters a power boost, or use it for day-in-the-life game sessions when combat and life-or-death situations are unlikely but the GM would like to encourage players to get involved in telling social stories.
(This is an Extended Post, with additional material including rewritten versions of the Hero Point Feats from the APG made available exclusively on my Patreon, for my supporting Patrons.)
Hero points are a pure power up for characters, but they are also a way for the GM and players to have a rules-based back-and-forth with what moments each consider important to the ongoing story. Some groups like having some ability to edit events to be closer to what they want, while others feel it takes focus away from the risk-and-reward feel of the game rules. The most important thing is to find what a GM and their game group are comfortable with, and do that. These Hero points are based on those from the M&M game and those presented in the PF1 APG.
HERO POINTS FOR STARFINDER
Players start each game session with 2 Hero points. During the adventure they get opportunities to earn more Hero points. Unspent Hero points don’t carry over to the next session; the heroes start out with 2 points again. Use them or lose them!
Unless otherwise noted, spending a Hero point is a reaction that takes no action (thus not restricting your other reactions). You can spend Hero points for any of the following:
EXTRA ACTION
You can spend a Hero point to gain an additional standard action on your turn (this is an exception to the rule that Hero points are normally a reaction), or to gain an additional Move action at any time. You cannot combine multiple extra actions into a full round action.
One Hero point allows you to re-roll any die roll you make and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the re-roll is always a result of 11-20). You must spend the Hero point to improve a roll before the GM announces the outcome of your initial roll. You cannot spend Hero points on die rolls made by the GM or other players.
REUSE
You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
You can spend a Hero point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. It might be a way out of the villain’s fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain’s weakness. It’s up to the GM exactly how much help the players get from inspiration and how it manifests, but since Hero points are a very limited resource, the help should be in some way significant.
You can spend a Hero point to recover faster. A Hero point allows you to immediately remove an asleep, bleeding, burning, confused, dazed, dazzled, fascinated, fatigued, flat-footed, off-kilter, off-target, prone, shaken, sickened, or staggered condition, without taking an action.
Spending a Hero point to recover also lets you convert a cowering condition into frightened, panicked into frightened, frightened into shaken, exhausted condition into a fatigued condition; convert a stunned condition into a staggered condition, or convert a nauseated condition into a sickened condition.
You can also use a Hero point to overcome the limitations of the blinded, broken, deafened, encumbered, energy drained, entangled, grappled, overburdened, or paralyzed condition for 1 round. This does not end the condition, and you cannot move from a spot the condition roots you to, but you ignore all its other effects until the beginning of your next turn.
You can spend a Hero point to automatically gain one success in saving against an affliction.
You can spend a Hero point to have healing that would normally only apply to Hit Points to heal Stamina points instead. (You can divide the healing as you wish between HP and SP).
RESOLVE
If you are out of Resolve, you may spend Hero points in place of Resolve points. You may spend a mix of RP and Hero points if you need to spend more Resolve points that your current total, as long as you leave yourself with no RP after the expenditure.
MINOR SCENE EDITING
A player may offer the GM a Hero point to make a minor edit to a scene. For example, if the player wants to use Barricade, Amplified Glitch, or a junk spell in a scene where the GM has ruled the materials needed don’t already exist, the player might offer the GM a Hero point in order to add a pile of discarded electronics cases in an alley. Minor editing should always make sense, should never bypass an encounter entirely, and is entirely at the discretion of the GM. If the GM does not edit the scene as requested, the player retains the Hero point.
The GM can give any player a Hero point to edit events in a way that goes against the player’s character without allowing die rolls, and in contravention of the normal rules or action order. For example, if an adventure calls for a villain to escape, and a PC has the villain grabbed, the GM can grant the player a Hero point and declare the villain wriggles free and dashes out of sight. If a PC manages to kill a major foe in a single blow, the GM can give that PC’s player a Hero point and state the foe miraculously blocked the attack at the last second.
A GM can also offer a player a Hero point as an inducement to have the player’s PC make a poor choice. This is always voluntary—the player decided whether to accept the Hero point and make the bad decision. For example, if a sketchy old man offers the PC an apple out of nowhere, and the player obviously rejects the iffy fruit, the GM could offer the player a Hero point if the PC takes and eats the apple instead. This should only be done in furtherance of the adventure, and obviously not if it means permanent negative consequences for the PC.
These options should never be used to make a character look incompetent or stupid, unless the player encourages that as part of their characterization of their PC.
If a player does something especially heroic, awesome, funny, or helpful, the GM may grant them an extra Hero point in response.
PATREON
There is an extended version of this article on my Patreon, available only to patrons. You can join for as little as the cost of a cup of coffee a month, and it’s one of my primary forms of support to put out my essays, letters, background, context, and of course game content in an effort to make the ttRPG industry a better place.
ALTERNATE HERO POINTS FOR PF1
Hero points are a mechanic that allows players to “edit” the events of an encounter and the rules of the game to a limited degree. They give heroes the ability to do the amazing things heroes do in fantasy fiction, but with specific rules for doing so, and they encourage players to make the sort of choices fantasy heroes do in those stories, in order to get more Hero points.
A GM decides where or not to use Hero points, and while it’s most common for that to be done on a per-campaign basis, it needn’t be. A GM could allow Hero points only when the PCs are involved in something they have strong feelings about, or only in climactic plotline-ending scenes. Alternatively, a GM might use Hero points when a player can’t make it to a game session, to give the remaining characters a power boost, or use it for day-in-the-life game sessions when combat and life-or-death situations are unlikely but the GM would like to encourage players to get involved in telling social stories.
Hero points are a pure power up for characters, but they are also a way for the GM and players to have a rules-based back-and-forth with what moments each consider important to the ongoing story. Some groups like having some ability to edit events to be closer to what they want, while others feel it takes focus away from the risk-and-reward feel of the game rules. The most important thing is to find what a GM and their game group are comfortable with, and do that.
These Hero points are based on those from the M&M game, and are intentionally more common and generally more powerful than those presented in the APG (though explicitly excluding the Cheat Death option, since having that tends to discourage Hero point spending for any other purpose). Even so, you can look to the APG rules on Hero points for more ideas on how and why you might use them. For example, these rules are not designed to be used with the Hero’s Fortune feat (APG), but you could combine them with such a feat if you wished.
(This is an Extended Post, with additional material including rewritten versions of the Hero Point Feats from the APG made available exclusively on my Patreon, for my supporting Patrons.)
HERO POINTS FOR PATHFINDER 1E
Players start each game session with 2 Hero points. During the adventure they get opportunities to earn more Hero points. Unspent Hero points don’t carry over to the next session; the heroes start out with 2 points again. Use them or lose them!
Unless otherwise noted, spending a Hero point is a reaction that takes no action (thus not restricting your other reactions). You can spend Hero points for any of the following:
EXTRA ACTION
You can spend a Hero point to gain an additional standard action on your turn (this is an exception to the rule that Hero points are normally a reaction), or to gain an additional Move action at any time. You cannot combine multiple extra actions into a full round action.
One Hero point allows you to re-roll any die roll you make and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the re-roll is always a result of 11-20). You must spend the Hero point to improve a roll before the GM announces the outcome of your initial roll. You cannot spend Hero points on die rolls made by the GM or other players.
REUSE
You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
You can spend a Hero point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. It might be a way out of the villain’s fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain’s weakness. It’s up to the GM exactly how much help the players get from inspiration and how it manifests, but since Hero points are a very limited resource, the help should be in some way significant.
You can spend a Hero point to recover faster. A Hero point allows you to immediately remove a bleed, confused, dazed, dazzled, fascinated, fatigued, prone, shaken, sickened, or staggered condition, without taking an action.
Spending a Hero point to recover also lets you convert a cowering condition into frightened, panicked into frightened, frightened into shaken, exhausted condition into a fatigued condition; convert a stunned condition into a staggered condition, or convert a nauseated condition into a sickened condition.
You can also use a Hero point to overcome the limitations of the blinded, broken, deafened, energy drained, entangled, grappled, flat-footed, or paralyzed condition for 1 round. This does not end the condition, and you cannot move from a spot the condition roots you to, but you ignore all its other effects until the beginning of your next turn.
If at 0 or fewer Hit Points and dying, you can spend a Hero point to stabilize. If at 0 or fewer hit points and stable, you can spend a Hero point to become conscious and have positive hit points equal to half your level (equal to your level if you have Toughness or Endurance, equal to 1.5x your level if you have both).
MINOR SCENE EDITING
A player may offer the GM a Hero point to make a minor edit to a scene. For example, if the player’s character is set on fire in the middle of the street, the player might offer the GM a Hero point in order to add a trough of water to the street, so the PC can jump into it and extinguish themselves. Minor editing should always make sense, should never bypass an encounter entirely, and is entirely at the discretion of the GM. If the GM does not edit the scene as requested, the player retains the Hero point.
The GM can give any player a Hero point to edit events in a way that goes against the player’s character without allowing die rolls, and in contravention of the normal rules or action order. For example, if an adventure calls for a villain to escape, and a PC has the villain grabbed, the GM can grant the player a Hero point and declare the villain wriggles free and dashes out of sight. If a PC manages to kill a major foe in a single blow, the GM can give that PC’s player a Hero point and state the foe miraculously blocked the attack at the last second.
A GM can also offer a player a Hero point as an inducement to have the player’s PC make a poor choice. This is always voluntary—the player decided whether to accept the Hero point and make the bad decision. For example, if a sketchy old man offers the PC an apple out of nowhere, and the player obviously rejects the iffy fruit, the GM could offer the player a Hero point if the PC takes and eats the apple instead. This should only be done in furtherance of the adventure, and obviously not if it means permanent negative consequences for the PC.
These options should never be used to make a character look incompetent or stupid, unless the player encourages that as part of their characterization of their PC.
If a player does something especially heroic, awesome, funny, or helpful, the GM may grant them an extra Hero point in response.
PATREON
There is an extended version of this article on my Patreon, available only to patrons. You can join for as little as the cost of a cup of coffee a month, and it’s one of my primary forms of support to put out my essays, letters, background, context, and of course game content in an effort to make the ttRPG industry a better place.
Top Ten Modern Crystal Balls
I love stories that mix magic with a range of modern time periods and aesthetics. Inspired by some such stories, I’ve come up with some modern stand-ins to be used in place of crystal balls by urban, modern fortune-tellers.
Top Ten Things Modern Diviners Use as Crystal Balls
10. Magic 8-Ball
No one ever expects the Magic 8-Ball toy to be, you know, magic. But it’s a perfect place to hide your real scrying lenses, and already thematically aligned with divination energy.
9. Mirrors
They’re a classic, and remain a popular choice for modern spellcasters. however, the big wall-mounted mirror is no longer the standard for scrying mirrors, though some older models still exist. Instead scrying is more often done through bathroom mirrors (good for early morning divinations), car rear-view mirrors (especially for threats that are closer to you than they appear), and make-up compacts (which are particularly good for showing you your own faults).
8. Pocket Watches
While a few modern spellcasters have turned wristwatches and even step-trackers into crystal ball equivalents, its much more common to use pocket-watches for this. The practice dates back to the 1800s, when the devices were far more common, but the protective cover, larger viewing surface, and psychic link to conductors on railways (often built along ley lines) still make pocket watches better divination tools than more modern timepieces.
7. Mashed Potatoes
As homaged in the movie “Close Encounters of the Third Kind,” it turns out Starchomancy remains a powerful tool for foresight. Visions sometimes form within the mash itself, and other times the scryer finds themselves sculpting the vision received. The loss of scrying power is somewhat offset by the ease of acquiring and concealing the tools of divination.
This works best if you make your own mashed potatoes, but if you don’t have the time, store-bought is fine.
6. Fireball Whiskey
Long thought to just be catnip for college kids, it turns out cinnamon-infused spirits are a powerful medium for seeing visions, dating back to the temple of Apollo at Miletus. The bottle itself is most commonly used as the scrying surface, with the whiskey inside becoming briefly cloudy as it fills with visions.
A single drink of the whiskey can aid in divination, but more than that is a terrible idea.
5. Giant Novelty Dice
Though divination through casting lots with dice (a form of cleromancy) is common, using dice as crystal ball stand-ins is increasingly popular, using giant translucent dice the size of your fist or bigger. There is a direct correlation between the number of faces of the ide used, and both the complexity of the divination and the level of detail. A d6 may not tell you much beyond broad strikes, but it easily scryed with. A d100 takes much, much more effort, but a successful scrying gives you many fine details.
4. Cats
Yes actual, living, fur-covered cats. There is an entire school of scrying dedicated to feeding a cat a favorite feast, brushing them, luring them into a pillow, in a box, in a beam of sunlight, and then staring deep into their fur to foresee the future. While this is much harder to do on-demand than inanimate scrying tools, there are numerous curses and supernatural threats that can be detected by ailouromancy that other soothseeing methods miss.
3. Smart Speakers
While newer technology often takes time to be properly aligned with divination rituals, interactive smart speakers apparently come almost ready-made to be turned into crystal balls–though most use a purely auditory interface, rather than the old visions viewed without crystal-covered mists.
2. Stock Ticker
From 1870 to 1970, stock prices were broadcast via telegraph/telephone lines to stock tickers, then printed on ticker tape. While no one uses stock tickers anymore, many were enchanted during the near-century of their use, and those enchanted stock tickers are still powerful divination tools… especially if you want to predict financial news.
1. Old Computer Monitors.
The better the color and resolution, the better the vision you can get on it! Know someone with a pile of old computer monitors? They’re probably a modern spellcaster!
Or a hoarder.
Or both. Both is likely.
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The Biggest Secret of the ttRPG Industry
A lot of people are going to disagree with me, and that’s fine. But I firmly believe this is the most important secret within the ttRPG industry, as a whole. Obviously there are different secrets for any given company or game, but this is the one that you won’t hear about in reward ceremonies, podcasts, or social media acounts.
Ready?
You Never Hear About The Most Important People in the Industry.
But, you cry, I know all the streaming actors and GMs! I can quote 31 game writers’ names! I have memorized Shannon Appelcline’s 4-volume “Designer’s & Dragons” history of the industry!
And that’s great. Seriously, thanks for paying attention.
But do you know who was the producer of your favorite show? Which editors were leading the team for that award-winning game line? Who tracked the budget of the company, making sure bills were paid and paychecks cleared? Heck who shipped those books from the warehouse? Who planned and built the Gen Con booth? Who made the arrangements with the printer, managed the schedule, figured out the cost/benefit factors of printing 2,000 vs 3,0000 copies? Who wrangled the new post-Brexit VAT laws, or YouTube children-appropriate content rules?
Who was taking customer service calls, handling people who might get pissed off about a game for reasons entirely unrelated to its content, fun, quality, or creator? Who wrote the community engagement rules, safety policy, and editorial standards?
When a game company goes under, the reason is rarely “The game wasn’t fun,” or “The Lead Designer Left.” No, companies collapse because they didn’t prepare for a change between the value of international currencies, or a book was massively overprinted, or they hired too many people-or not enough people-and the schedule and budget couldn’t be manipulated fast enough to deal with changing market conditions.
Or everyone burned out, and just walked away.
For the industry to be an industry, rather than a haphazard series of vanity hobby options, there are support professionals dealing with the things that all industries need. Sourcing. Shipping. Editing. Marketing. Warehousing. Customer service.
And even within the industry, most people can name 5 designers for every editor they know, and 5 editors for every print buyer, customer service manager, or warehouse director.
And yes, for a lot of companies, people have to wear many hat. But if you know the name of the writer who happens to also handle print runs, but you don’t know they are the person arranging for book printing, that’s still an unknown print buyer.
And most of these kinds of jobs can be done in other industries, for more money and less customer vitriol. So, if you have any opportunity to interact with these crucial people who make the ttRPG industry possible?
Be nice. Say thanks.
Without them, there is no industry.
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The Performative End of Being a Creator
You can think of this as an unusually long #RealGameIndustry entry.
If you are depending on the game industry for your full income, and you do not have a full-time job with benefits, necessity means at least part of what you are doing to performative.
Performing to build a community. Performing to gain name recognition. Performing to seem more fun and interesting, on the assumption that makes your products seem more fun and interesting.
Given how many of us came into gaming to escape what we saw as societal and clique-based requirements for shallow performative interactions, this is often a bitter irony. Indeed, while most of us are too smart to complain publicly, this can result in annoyance or anger as what we see as the “pretty popular people” being successful in their performance to a degree we cannot match (often directly measurable in how much money those people can raise compared to how much experience they have or how much content they have created.)
Especially as a mentally ill, socially-awkward, depressive introvert, it often strains my coping mechanisms and ability to put on a false face to their absolute limits. Social media is both a blessing and a curse in this regard. The ability to use text to put forth an idealized, entertaining self helps create a buffer between my depression and my need to be a performative creator. However, those very tools also demand constant attention to remain an effective part of my mandatory performance.
And at that, I have a much easier time as a cis white hetero male, because there are faults and failings I can have which are seen as quirky, or the stereotype of the grumpy writer. Creators in more marginalized groups often don’t get that slack. They both have much more cause to be scarred by social interaction, and must maintain a more perfect performance to reap the same benefits I do.
Even my ability to make discussions of my illnesses, failings, and annoyances part of my public persona is made easier by my role as an elder whitebeard. I have seen women, and minorities, and LGBT creators all with as much or more experience as I have been shouted down as clearly unstable for daring to say the same things I am allowed to state largely without consequence.
Nor do I foresee anything of this changing in a major way. The need to be performative to be successful as an independent appears to be baked into the industry (and full time jobs that pay something like the median income for their area are so rare as to be unicorns). That means the only part of this likely to change is the unfairness that performative need puts on marginalized creatives.
That fight is worth fighting. But it’s going to take hard work and time to make significant progress.
Meanwhile, the demands for performance keep changing and increasing, as technology drops the barriers between creator and consumer.
I work hard to remain relevant. And I see no time when I’ll be able to stop working at that without falling into an at-best-niche position. Which means my coping mechanisms for my trauma, depression, and other issues must include being able to maintain the performance–at least for regular, short bursts– even when I am fighting to not just curl up under the covers and give up on it all.
This is like climbing a wall, endlessly. If you ever fully give up you don’t just fail to make progress. You may be able to rest in a cradle for a time, or depend on your ropes. But those things can only hold you for a brief time. Eventually you’ll fall, and then you don’t just drop a little. You lose a huge percentage of your progress, and can damage yourself and your career, even kill it, as you smash things on the way down.
Keeping yourself in a place where people will see you and your work so they even might buy it is a grind, on top of the grind of creating enough work to survive even if people see enough of it.
You don’t have to have answers for all of this as you start. But to rise above a certain level, you must begin to work it out eventually.
When people sometimes suggest I take on too much, I want to yell at them that if I only do 75% as much work, I won’t get 75% of the result. I’ll get 50%, or less. If you try to microwave popcorn and you put it in for 60 seconds, you don’t get half the popcorn you’d get if you microwaved it for 2 minutes. Your work is all at least partially wasted if you can’t back it up with enough PR, backstock, and previews to maintain brainshare in an audience with tons of other, better-funded, better-advertised options.
I don’t have solutions for many of the problems these issues bring up. But it’s better for newer creators to be aware of the potential minefield and prepare for it, than have it come as a surprise for them. If you just want to create on your own terms and enjoy whatever success happens to come your way, and not try to pay the rent, cover medical insurance, and put food on the table purely through ttRPG efforts, you can largely ignore this. And if you find a way around it, I heartily congratulate you. And there are different levels of this performative need, with some folks managing much more success than I with much less performance put in.
But be aware of the potential drain on your time and energy.
Speaking of Performing
Part of the performative need is to drive people to platforms you can monetize, like my patreon. There is an extended version of this article on my Patreon, available only to patrons. You can join for as little as the cost of a cup of coffee a month, and it’s one of my primary forms of support to put out my essays, letters, background, context, and of course game content in an effort to make the ttRPG industry a better place.