Category Archives: Starfinder Development

Owen Explains It All — Predictive Math for Starfinder

Before we get to any OGL content, an editorial aside:

First, this blog has spoilers for Foundation — the book series and miniseries. So if you want to avoid those, don’t read this.

Second, you may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do an episode every two weeks, picking new things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game.

We have a logo and everything!

If you haven’t already gone and watched the November 8th, 2021 episode, we talk about various versions of Issac Asimov’s Foundation. Specifically, how it is build on psycho-history, a fictional “soft science” that allows perfect mathematical predictions of the far future using predictive models of trillions of humans (and doesn’t work for smaller numbers of people, much as you can accurately model the spreading of a gas cloud, but cannot predict where a specific molecule of that cloud will go).

And all of that leads me to M-PSI, as OGL content

Mathematical Predictive Statistic Indices

Also known as M-PSI, Mathematical Predictive Statistic Indices is the science of using vast quantities of data about past events to predict the outcome of future events. M-PSI is not perfect—it models probabilities, not absolutely, and it requires trillions of points of reference in past similar events before it can make useful predictions about future outcomes. Thus it is a science that can only be developed by Elder Societies, those cultures that have actively existed and keep records for millions of years, allowing them to build up indices of enough situations to have comparable examples for nearly any occurrence.

While most ancient cultures that developed M-PSI collapsed millions of years ago, some left the indic3s themselves, allowing specialists in certain kinds of mathematics to use them in a predictive manner. Learning M-PSI is extremely difficult, and is modeled by requiring characters to take feats to have a useful grasp of the techniques.

M-PSI 101
You can use pure the math of Mathematical Predictive Statistic Indices to determine how to interact with and define the real world.
Prerequisite: 1 rank Profession (Mathmetician)
Benefit: Select two of the following skills; Computers, Engineering, Life Science, Physical Science. You can make a Profession (Mathematician) check in place of any check for the selected skills.
Special: You can select this feat more than once. Each time, you must choose 2 different skills from the list.

P-PSI 201
You can use pure the math of Mathematical Predictive Statistic Indices to predict the future.
Prerequisite: M-PSI 101, 4 ranks Profession (mathmatician)
Benefit: As long as you have access to a tier 0 or higher computer (such as a datapad), you can use M-PSI to actually predict future events. Doing so takes 1 minute, requires the expenditure of 1 Resolve Point, and is an extraordinary ability. The stress of M-PSI on any sapient brain is considerable, limiting how often the technique can be used. Once you complete use this feat, you cannot do so again until after you next recuperate*.

If you have 4 or more ranks of Profession (mathematician) your M-PSI formula can duplicate the effects of a 1st-level Akashic tutor spell.

If you have 7 or more ranks of Profession (mathematician) your M-PSI formula can duplicate the effects of a predict foe spell, except once you take a minute to perform the M-PSI formula, the benefit lasts until expended or you again use this feat for a M-PSI ability.

If you have 10 or more ranks of Profession (mathematician) ) your M-PSI formula can duplicate the effects of a probability prediction spell, except once you take a minute to perform the M-PSI formula, the benefit lasts until expended or you again use this feat for a M-PSI ability.

If you have 13 or more ranks of Profession (mathematician) your M-PSI formula can duplicate the effects of a divination spell. This takes 1 hour, and can only be done 1ce per day.

Expanded Post

This is an Expanded Post, with the rules for nanite IDs (an item inspired by the Foundation miniseries, rather than the books) available to my Patrons, who provide me with the support that makes these posts possible. If you aren’t already a member of my Patreon, sign up and all the Expanded Posts to date become available!

Name Brands for Starfinder Campaigns

Sometimes a GM just wants a few names to drop into a campaign to help give a sense of a lived-in universe. Here are 5 name brands for use in your Starfinder campaigns, focusing on being interesting and memorable, rather than worrying much about game rules. Though if a GM wants to add the kinds of manufacturer rules presented in Starfinder Armory, these are great brands to that kind of additional work.

Each brand is presented in the following format.

Name: The brand’s common, public-facing name.

Tagline: The marketing phrase most associated with the brand. Much to advertising companies’ frustration, this may or may not be from any of the last few marketing campaigns. For example, Skitter-Minder’s “Need a hand? Have six!” targline is literally more than a century old, and despite there being 11 different ad campaigns since it was last used, it’s still the phrase everyone thinks of

Business ventures: Name brands are generally associated with one or more business ventures, be that stores, goods for sale, or services. A brief description of each brand’s most common ventures is listed here, though sometimes a brand will try to branch out in weird ways, like Rezort beast jerky, or Uberdar-clowns for children’s parties.

EATABLES

“It’s digestible.”

The EATABLES brand makes cheap, shelf-stable, bland food that can be safely consumed by 417 known sapient species, are legal in all known settlements and worlds, and are acceptable foodstuffs under 2,639 sets of religious rules. The two most common product lines are EATABLE Paste (a nutrient goo that comes in squeeze tubes), and EATABLE Wafers (flat disks that dissolve in the mouth, and if mixed with water can be turned into EATABLE Paste).

On the one hand, no one is happy to end up with just EATABLES as rations. on the other hand, everyone prefers it to starving, and they are dense, last centuries without spoilage, and are gentle on the stomach.

Gathicca

“Always formal. Always comfortable. Always durable. Always… Gathicca.”

Gathicca is a fashion clothing brand that originally focused on the kalo fashionista market, but has since spread to dozens of other cultures. Because intermixing societies from scores of worlds can make it difficult to determine what is “formalwear,” Gathicca has had surprising success by simply claiming anything made by Gathicca is always considered formal. While there’s no real basis for such a claim, it makes diplomatic dinners between different species so much easier, it’s just generally been accepted without challenge.

Rezort Ammo

“Fight down to your last Resort!”

Rezort brand ammo is literally resizing ammunition. It costs the same as heavy rounds, but can be loaded into weapons that accept small arms rounds, longarm rounds, scattergun shells, darts, flechettes, and heavy weapon rounds. Sadly it can’t act as petrol or batteries, but hey.

Many emergency kits include 20 Rezort rounds.

Skitter-Minders

“Need a hand? Have six!”

Skitter-Minder is a trademark associated with two linked but different business ventures. The first, and most popular, is the Skitte-Minder line of virtual personality digital assistants. Available both as independent datapad-like devices and programs you can upload to any tier 1 or higher computer, the Skitter-Minders are famously helpful and deferential-that latter a fact some actual skittermanders object to as perpetuating a stereotype. The Skitter-Minder’s main claim to fame is that each pda displays no more than six areas of concern on its front screen-one for each digital hand. While you can open more screens to see additional areas of concern, the Skitter-Minder philosophy is that really, if you need help with more than six ongoing concerns at once, you need something more than a pda. The most popular model of Skitter-Minder is a plush, furry, 6-armed datapad that doubles as a pilow.

Skitter-Minder’s second business is Critter-Manders, small stores often located in open-air shopping complexes and starports, where a living person (the “Critter”) can be hired on an hourly basis for assistance with nearly anything. The critters aren;t experts in everything, but famously are great at using InfoSpheres to find people who ARE experts in nearly any topic. Critters happily assist with everything from minor repairs to wording poetry and love-letters. They may not be the best at what they do, but if you think you need help, they can probably find it.

Ironically, there are almost no skittermanders involved in the Skitter-Minder companies.

Uberdar

“Divine Prices. Secular Requirements.”

Essentially, Uberdar makes slightly cheaper versions of everything AbadarCorp makes, at roughly the same level of quality. While many people suggest that spoofing a god’s name is a bad idea for a corporation, priests of Abadar note that as long as Uberdar doesn’t also duplicate their trade dress, the practice is fair and approved by the god of commerce.

Patreon
Enjoy this article? Want to support my ability to write things like it? Join my Patreon!

Me, NaNoWriMo, and 52-in-52

I keep wanting to try to participate in National Novel Writing Month, and it almost never works out. That’s sad to me, because there is an energy, expectation, and support system in place for NaNoWriMo’s goal of writing 50,000 words in 30 days that makes it ever-so-slightly easier to get a lord of wordcount produced in November than times where you’re doing it largely alone. The groundswell of support, suggestions, public accountability, and even people talking about hard times they are having can help buoy a writer past obstacles that might stop them on other months.

But, yet again, I can’t do NaNoWriMo this year, because if I have any spare capacity beyond my regular monthly writing contracts and obligations to people depending on me for projects to move forward so they can make money on the labor they’ve already put into them, it has to go into 52-in-52.

You remember 52-in-52, right? It was my big swing at doing something new, announced in November 2019. The idea was to produce one new product every week in 2020, with each product being released in four different versions–on each for Pathfinder 1e, Pathfinder 2e, Starfinder, and D&D 5e. It was a big, ambitious subscription model and something I knew would take all my focus.

Obviously since I am still talking about needing to work on it nearly two years later, it did not go as planned.

The Covid pandemic is part of the reason why, along with moving twice in 2020, being hospitalized, having friends die, losing a beloved pet–seriously, it’s been among the roughest 24 months of my life. I tried to allow for complications and interruptions on the schedule I had for creating 108 game products in a year, but I never could have guessed at even half the things that were going to hit during that production time.

And this was not a Kickstarter, or some other crowdfunding campaign, where the entire budget is covered in advance. The idea was a classic pre-order, with enough money from early orders to get started, followed by ongoing sales to keep funding the project as it went along. I had carefully noted that my plan was to personally write or develop each product in the line. That meant if I fell behind on writing things, I could hire writers I knew to take on one or more parts of the project. I had a decade of sales information to extrapolate from, so I was confident that I could get things done that way if I had to. I was covered… as long as a major economic disaster didn’t have a huge impact on how much money people spent on tabletop rog products on a scale even ten years of sales data couldn’t predict.

Cue sad trombone.

So, that’s why now, ten months past the original deadline, the project is still only about half-finished. Under any other circumstances, I’d consider doing more than 100 game products cover 4 different gam systems over two years to be a triumph of productivity. But I promised customers a series of products, and while I can’t change history so those things arrive on-time, I can make sure everyone who pre-ordered gets everything I promised them.

So, what does all that have to do with NaNoWriMo? Well, I’m going to produce 50,000 words of 52-in-52 this month.

No, that won’t be all the rest of what is missing. Nor is it really what NaNoWriMo is about. But it’ll be closer to doing NaNoWriMo than I have been able to try in recent years, and 50k words produced towards overdue subscriptions will go a long way towards providing material I am dedicated t putting in people’s hands.

So, I’ll be tracking my Na52WriMo at the beginning of each day. It’ll be in the form of Words Prepared for layout/Words Turned Over to Layout (Words Sent to Subscribers)/50,000. So if I have 1,000 words prepared but none turned over yet, that’d be 1,000/0/0/50k. I’ll update each weekday, with the stats from the previous day.

It won’t fix things being late, but it will move a lot of materials forward on this much-overdue subscription model.

Owen Explains It All — Command Voice and Sonic Weapons for Starfinder

Before we get to any OGL content, an editorial aside:

First, this blog has spoilers for Dune — the book, both movies, and the miniseries. So if you want to avoid those, don’t read this.

Second, you may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do an episode every two weeks, picking new things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game.

We have a logo and everything!

If you haven’t already gone and watched the October 25, 2021 episode, we talk about various version of Frank Herbert’s Dune. Specifically, how it’s very much a skill-based setting, with the Voice, Prana-bindu training, and the Weirding Way as taught and learned abilities. We also spoke about David Lynch’s 1984 Dune movie, which replaced much of that with raw technology, in the form of “Weirding Modules,” which still required training as the words used impacted its effectiveness.

And all of that leads me to Command Voice and Sonic Weapons, as OGL content

Command Voice Feats

The brain of any sentient is designed to take in information, process it, decide what it means, and use that to form a mental picture of what reality is and what actions should be taken. Normally, speech is processed as a form of information that must be carefully analyzed and considered before being accepted. However, with extensive training it is possible to change the pitch and intensity of the spoken word such that short commands bypass a brain’s normal analysis portion of taking in information, and accept it as a decision made by the target’s own mind. This is known as the Command Voice.

Command Voice
You can cause the weak-willed to briefly obey you.
Prerequisites: Charisma 13, 5 ranks of Diplomacy, 5 ranks of Intimidate.
Benefit: You can expend 1 Resolve Point to use the bully task of the Intimidate skill as a full action, rather than the normal 1 minute. The creature is only bulled for 1 round, plus 1 round for every 5 by which your check exceeds the DC.
Special: An envoy can take Command Voice as an envoy skill expertise, without meeting its prerequisites.

Greater Command Voice
Your command over can cause the weak-willed to briefly obey you.
Prerequisites: Charisma 15+, Command Voice, 8 ranks of Diplomacy, 8 ranks of Intimidate.
Benefit: You can use Command Voice as a standard action (though it still requires you to expend a Resolve Point). Alternatively you can use Command Voice without expending a Resolve Point, but take a -10 penalty to your Intimidate check when you do so. When using Command Voice, if you exceed the normal DC by 5, the target does not realize you bullied it and it’s attitude towards you does not change as a result of it. If you exceed the normal DC by 10, the bullying lasts for 1 minute.
Special: A character with 5 or more envoy levels and Command Voice can take Greater Command Voice as an envoy skill expertise without meeting its prerequisites.

Sonic Weapons

Faiet Module

Faiet Modules are hybrid magic item weapons that use the power of specific words or sounds, and converts them into killing energy. They are the ultimate expression of the Faiet Way, a method of influencing and controlling creatures through the use of specific tones of voice and combinations of phrases that bypass much of the psychological defense of a target. However, Faiet Modules take those sounds and convert them into physical harm far beyond some tool of coercion or deceit.

(Faiet Module art by Jacob Blackmon)

In addition to a small hand-held emitter, a Faiet Module has a throat mic, which must be worn to use the weapon. The price is included in the price of the module, and it can be added to armor without taking up an upgrade slot. If the operator of the Faiet Module is for some reason unable to speak or make a sound as loud as a shouted word, the module cannot be used to attack,

The results from attacking with a Faiet Module are only partly about accuracy and combat acumen. A great deal of the successful use of a such a module depends on the ability to accurately create the needed killing words, and to do so in rhythm with the sounds of a conflict. As a result, despite being small arms Faiet Modules cannot be used to perform trick attacks (the misdirection required for trick attacks is not compatible with the voice control and forthrightness needed to create effective killing words), and rather than the normal Weapon Specialization a character gains bonus damage equal to their ranks in Bluff, Culture, Diplomacy, or Intimidate (whichever is higher). A character that has no ranks in Bluff, Culture, Diplomacy, or Intimidate can’t use a Faiet Module at all.

Faiet Modules target EAC, despite doing both sonic and bludgeoning damage. Additionally Faiet Modules have the sound-dependent weapon special property.

New Weapon Special Properties

Sound-dependent: If a target cannot hear you when you attack with a sound-dependent weapon, it cannot be harmed any sonic damage dealt by that weapon. Thus, for example, they don’t deal sonic damage in a vacuum. However, if the weapon does more than one damage type (such as a Faeit Module dealing both sonic and bludgeoning damage), the weapons can still deal the non-sonic portion of the damage.

Sonic Small Arms
WEAPONLVL$DAMRNGCRITCapacity/
Usage
BULKSpecial
Faiet Module, Mummer14001d6 S & B30 ft.Wound20/1LSound-dependent
Faiet Module, Eulogy42,5001d10 S & B40 ft.Wound20/1LSound-dependent
Faiet Module, Epitaph76,5002d6 S & B40 ft.Wound20/1LSound-dependent
Faiet Module, Lament1128,0004d6 S & B40 ft.Wound40/2LSound-dependent
Faiet Module, Dirge15100,0006d6 S & B40 ft.Wound40/2LSound-dependent
Faiet Module, Requiem19625,0009d6 S & B50 ft.Wound100/4LSound-dependent

Expanded Post

This is an Expanded Post, with the rules for Warpboxing (another item inspired by the same sources) available to my Patrons, who provide me with the support that makes these posts possible. If you aren’t already a member of my Patreon, sign up and all the Expanded Posts to date become available!

ShadowFinder Organizations: The Black

Again, some legal stuff.

Nothing on this page is OGL. This is a post of Community Use content of Paizo materials.

Obviously there’s going to be a “ShadowFinder Society” as an in-world group in the upcoming Starfinder Infinite product, the ShadowFinder Core Book. But that’s far from the only group dealing with the issues created by the Shadowblast. One of the more potent is the elite collective known as the Black.

The Black

The Black is among the most powerful coalitions of spellcasters and scientists on either Rasputin’s Legacy Earth or Golarion, and they work ceaselessly to build ways for their members and others to comfortably exist in other planes, and to find ways to cross in and out of the Shadowblast (and to a lesser extent, other planes of existence). They do insist that any who make use of the transportation they can sometimes provide be respectful and considerate of the new plane traveled to, but also believe that locking creatures behind planar barriers inevitably lead to inequality and tribalism. When the Black finds a subjugated group trapped in an alternate plane, they often focus their efforts one stablisg routes for those under the yoke toescape, moving them to new planes of reality if necessary.

While most people aware of it consider the battle against the Shadowblast to be a war of light against darkness, the Black philosophically take the other approach. They see it as a battle of true dark against the dim, hazy, often tricky gloom of shadow. To members of the Black, the problem with quantifying everything as light and dark is that light often causes shadows, and within those shadows illusion and misperception can run rampant. They further see than many groups have a illumination-at-any-cost rule, claiming the ends justify the means, and this often leads to tyranny and abuse as warriors of the light cross ethical lines to destroy any darkness-themed creature they encounter. The methodology of the Black is different, seeking to understand the nature of things and then seek a solution built from that understanding.

The fact that numerous creatures of the Shadowblast hate their existence within it is, to the Black, those Shadowblastoi’s primary motivation for violent and dangerous assaults into the Material Plane. If the creatures of the Shadowblast could be freed of the pain regions of their own home plane cause them, or given a way to travel to other realities without needing sacrifices, and rituals, and riots, the Black believe harmonious co-existence could be achieved. Further, given some planar slivers are nearly infinite in their scape, surely if any creature could move to any realm of reality that would end the need to fight over territory, resources, and borders.

Many groups consider the Black hopelessly naïve, insisting that evil is real and absolute, and that seeking ways to comfort the enemy is treasonous to the Material Plane itself. In general, agents of the Black acknowledge evil is real and most be opposed – they simply decry any effort to categorize all of any one species, region, or even plane of existence as inherently evil. After all, if even angels and fall and devils can be redeemed, is that not proof that each individual must be judged on their own merits, rather than as broad categorizations? And, if so, doesn’t that mean any system that encourages valuation based on group factors itself inherently unable to create true equity and justice?

Most other large-scale groups aware of the Shadowblast see the Black as a branch of the enemy at worst, or dangerous fools at best. As a result, the  Black keep their membership tightly controlled, with only senior members of their collective allowed to engage in recruitment, and only the most competent of veteran planar travelers considered for membership. Until someone has a number of significant deeds to their name, the Black feels it’s premature to try to judge them by those deeds. However, individual agents of the Black often act as patrons and allies to less-connected or inexperienced hunters, healers, and researchers, both to build independent networks of useful allies, and to keep tabs on those who might someday be considered for inclusion in the Black.

The official positions of the Bannerfolk, Lighthouse, and ShadowFinder Society is to treat the Black as too dangerous to get involved with, but that position is not universal among the actual members of those organizations. There are individuals among those groups who hear a ring of truth in the philosophy of the Black, and are at least willing to hear out the proposals made by its agents.

(Yep, more art of Jacob Blackmon’s you don’t get to see the full version of until the book is done!)

Want to ask questions about ShadowFinder? See a huge backlog of game stuff in articles? Just like my stuff and want to support its creation? Check out my Patreon!

ShadowFinder: The Shadowblast

So, first some legal stuff.

Nothing on this page is OGL. This is a post of Community Use content of Paizo materials.

One element of the upcoming Starfinder Infinite product, the ShadowFinder Core Book, is the demiplane known as the “Shadowblast.” Obviously that demiplane gets a fairly lengthy writeup in the Core Book, but I haven’t talked much about what it’s actually like in these previews, So, here’s an excerpt about one of the Shadowblast’s regions. (And yeah, “Shadowblastoi” get an entry as well, but the short version is that they are creatures stuck in the Shadowblast, who want to get out.)

Shadowblast Regions

The Shadowblast is often described in terms of an ocean, with Beachheads, Shallows, Reefs, the Faraway, and the Deeps.

Beachheads

“Beachheads” are areas literally overlapping with another plane (so a creature not bound to the Shadowblast can simply walk from the Shadowblast into the overlapped plane, and a ShadowWalker could walk from that plane into the Shadowblast). A creature that is not a ShadowWalker could walk right past the overlap with nothing more than a sense of something weird going on. But a ShadowWalker on the Material Plane might take a wrong turn and go from their own world to the Beachhead, without having any idea why the city around them suddenly looks like a mostly-abandoned ruin. A ShadowWalker can also walk from the Beachhead back to their own Plane… if they know what route will take them back, and if the Beachhead doesn’t fade away first.

(A Shadowblast Beachhead that overlaps a major Material Plane city. Art by David Edwards)

A Beachhead overlapping the Ethereal or Astral plane generally looks like a fog or mist.Those connected to elemental planes are often a mix of that element and ruined vehicles or land. Those overlapping slivers of infernal planes often seem to be endless buildings with offices dedicated to sin and torture, and fiendish residents sometimes don’t notice the difference until the Beachhead fades.

Beachheads are temporary, and generally caused by massive amount of undirected energy (ranging from mass death to nuclear power meltdowns and interrupted rituals) or planar or astrological conjunctions. They may last as little as a few minutes, or as long as a few months. The area near the overlap on the connected plane is usually lightly-populated and/or hard to reach. Things from the Shadowblast yearn to escape it, and seek Beachheads—often causing trouble for the denizens of the connected plane. However, many powerful Shadowblastoi cannot pass through unless a Beachhead is reinforced, which requires energy—emotional, magical, or technological—to be released chaotically on the other plane. Some beachheads need specific kinds of energy, while others grow stronger with anything from a rock concert to a political riot to a wildfire.

But the majority of Shadowblastoi that pass through a Beachhead are sucked back into the Shadowblast when the Beachhead closes. The amount of energy to keep a Beachhead open slowly increases with time, so a permanent Beachhead seems impossible. Even so, the Shadowblastoi desperate to escape their demiplane keep trying to find new forms of energy or magic to make a Beachhead last, or be able to create one at-will. Since the planar barriers are thinnest between the Shadowblast and the Material Plane around Lost Golarion and Rasputin’s Legacy Earth, those are the places Shadowblastoi most often seek to invade (though certainly efforts to wedge open Beachheads to other planes are also undertaken).

Want to ask questions about ShadowFinder? See a huge backlog of game stuff in articles? Just like my stuff and want to support its creation? Check out my Patreon!

ShadowFinder Mundane Gear Rules Preview

Yesterday, I previewed a new type of feat coming in the Starfinder Infinite ShadowFinder book. (And the awesome cover!) Today, I’m teasing some general rules designed to cover the use of everyday mundane equipment.

[H2]Mundane Equipment Rules

Not everything listed as mundane equipment has detailed descriptions or specific rules associated with it. Mostly, this is because I assume we all know what a smart phone, alarm clock, and ball-point pen are. I certainly could go into excruciating detail on how long  a line, in linear feet, you can draw with the ink in one ball-point pen, and the differences between disposable ones, refillable, and collectable. But I decided not to do that.

Because I don’t want to.

Seriously, modern gear mostly doesn’t need a ton of rules behind it. You have a pdf ruleset you had to be online to buy, so you have access to the Internet. If you need to know how many ounces of ink are in a typical ball-point pen, or the burn rate of scented candles, or if polypropylene rope floats (hint: it does), you can take 15 seconds online to look it up.

But while many games may end up needing to know one of those things, once, in a specific weird circumstance, the overwhelming majority won’t need to know any of the rest of the trivia I could fill a modern equipment section with. So, I don’t want to take the time, or space, or make people read through it all, just to cover the rare corner case with well-defined facts and rules.

Instead, I’d prefer to give some general rules on how to determine if a character’s effort to use a piece of equipment in a specific way works. That puts the GM and players on roughly the same page about the chances of success when you try something off-the-wall, and can be used regardless of what mundane equipment is involved. ShadowFinder is about facing weird threats in mysterious circumstances at strange locations, not careful tracking of modern mundania.

[H3]Professional Use

So, what rules DO I think make sense for modern gear we’re either all familiar with, or able to easily look up with the marvel of online search engines? Simply put, rules that determine if a character can successfully do what they want with a piece of equipment. To keep that short and simple, I’m going to use Skill checks as the baseline for gear success, breaking into XX easy steps for the GM to go through.

[H4]1. Is There Already A Rule For This?

Often, players will just want to use their equipment as a way to do typical adventuring things. If the attempted use is already covered by a Starfinder rule, just use that rule and assign a penalty or circumstance bonus as seems appropriate. Given how tight the success math is for most tasks, if you can attempt something with a piece of gear, it likely shouldn’t take more than a -2 penalty for being an off label use. Similarly, circumstance bonuses can be a little as +1 or +2, and should very rarely go above +5.

For example, E.Z.Wren is in a Parasol Consolidated Industries office waiting to talk to a compliance officer about evidence E.Z. has uncovered about PCI violating various consumer safety laws. Suddenly, instead of middle management, four chemghouls burst into the room. E.Z. makes a made dash for the conference room off the office, and gets inside and locks the door. But the chemghouls begin hammering the door, which won’t hold them long, and the only other way out of the conference room is the windows.

On the 23rd story.

E.Z. wants to smash a window open with a chair. That sounds like an improvised weapon, so the GM just treats the chair as an awkward club with a -4 penalty to attack rolls as with the standard improvised weapon rules. It takes a few swings, but E.Z. breaks one of the big window panes, and now has access to the outside of the building.

Unfortunately, it’s an all-glass sides modern high-rise and E.Z. doesn’t have any climbing equipment with him. Obviously, the building’s exterior isn’t perfectly smooth, but it seems likely to be a “relatively smooth surface with occasional handholds,” as defined by the Athletics skill (which covers climbing), so the GM rules it’s a DC 25 Athletics check, and given the height (240 feet, the GM decides), E.Z. would have to make a lot of checks to successfully make it to the ground.

[H4]2. Can The Equipment Be Used This Way?

(There are more steps obviously, but this is a TEASRER PREVIEW, not an entire rules section!)

(Yes, there really are commercial sledgehammers available off-the-rack that are that big.)

Would You Like To Know More?

Want to ask questions about ShadowFinder? Would you enjoy access to a huge backlog of game stuff and articles? Simply want to support me creating more of these things? Check out my Patreon!

ShadowFinder Previews: Quirky Feats and the Cover WIP

Today, I am going to look at a new type of feat coming in the Starfinder Infinite ShadowFinder book.

Also, a peak at the W.I.P. cover for the Core Book.

Quirky Feats

Quirky feats are a special category of feats that represent something abnormal and strange, even when grading on the curve of exceptional heroes with extraordinary and magic powers. While combat and general feats can cover everything from having a bit of spellcasting ability (or enigma power), specialized training, or even a gaining a squox companion, Quirky feats are both more specialized and just plain stranger than that. Quirky feats like Branded By An Actual Artifact, Demon For A Hand, Doomed To A Horrific Fate, Literal Third Eye, and Skunk Stripe of Significance indicate some importance well beyond just the rule interactions they grant. A GM may well build cosmological details on Quirky Feats, such as having a door that can only be opened by a character who has the Demon for a Hand feat, or a creature that doesn’t get to use it’s DR and energy resistances against anyone with the Skunk Stripe of Significance.

Not all ShadowFinder games will have any Quirky feats. The GM and players should discuss if they want the kind of offbeat heroes these feats tend to create, and certainly don’t push the issue if a few players hate the idea. Try to make decisions that will help everyone enjoy the game. (In fact, always do that.)

Because Quirky feats are more attention-grabbing than normal feats, they follow some special rules.

First, a GM should feel free to give a character that doesn’t have a Quirky feat access to one as a bonus when it’s narratively appropriate. For example, if a PC tries to grapple the Shadowblastoi that is making off with the Amulet of Ra the entire campaign is built around, and fails, the GM might well tell the player their character can gain Branded By An Actual Artifact as a bonus feat, if the player wants. The GM should never force a Quirky feat on a PC without the player’s buy-in. They’re just too, well, quirky.

Second, a character that has a Quirky feat can’t select one using any of their normal feat choices. Once you are Doomed to a Horrific Fate, you already have plenty of weird, special things about your character. You don’t need to add a Frequent Heroic Breeze or Weird Eye That Means Something to such a character—leave some Quirky stuff for other people! Also, you can’t take a quirky feat another character in the same party has without GM approval, and the GM should get the other player’s approval. If everyone descended from the Witch Heather Spellgoode has a literal third eye, it makes sense for two characters that are siblings to both take it. But if one character ends up with a Demon For A Hand, it’s going to be weird if another character goes to Demon-For-A-Hand-R-Us and gets one for themselves.

In rare cases, a GM may have a plot point take away a Quirky feat that has previously been given as a bonus feat. If this is done, it’s polite to either replace it with another Quirky feat the player approves of (maybe being healed of the scar from being Branded By An Actual Artifact exposed you to energies that caused you to gain a Skunk Stripe of Significance), or grant a bonus feat slot the player can use to take anything their character qualifies for.

In even rarer cases, a GM might grant a character that already has a Quirky feat the opportunity to acquire another one, either as a bonus feat or as a feat they can select next time they gain a feat. This should only be done when it serves to drive the narrative forward, but GMs must use their best judgement on that.

(We’re still tweaking things, like I want my name on it, but the final version will look a LOT like this!)

Would You Like To Know More?

Want to ask questions about ShadowFinder? Would you enjoy access to a huge backlog of game stuff and articles? Simply want to support me creating more of these things? Check out my Patreon! This post has an Expanded Version on my Patreon as well, which talks a little about the design philosophy behind secret signs.

ShadowFinder Class Preview: The Enigma

Today, I am going to continue actual OGL rule examples of some material coming in the Starfinder Infinite ShadowFinder book.

I wanted a class to fill the “modern character with weird powers” niche so common in much of the inspirational media that has influenced the form ShadowFinder took. This is more than being a spellcaster, or even something the psionic themetype I wrote up can represent. I needed a class for firestarters, dead zones, shining, heckspawn, and mutants.

I needed a way for a PC to be an enigma. So that because the class.

Here’s a preview of some elements of this new, 100% Starfinder-compatible, character class.

(Yes, I have new ShadowFinder art for all 8 classes I’m supporting in the ShadowFinder Core Book. No, this one is not the enigma. Yes, you’ve seen the enigma digitized tease already. Guess which one it is?!)

Enigma

An enigma has power, but no one (not even the enigma) is sure why. Unlike spellcasters or combatants, it is not a trained or learned power, and unlike warlocks it is not part of some bargain for power from otherworldly forces. That doesn’t mean the enigma can’t train to use their powers more effectively, or that it might not have been bestowed by an entity beyond the enigma’s understanding, but no science or mystic research has yet to understand enigmas’ abilities, and the growing number of enigmas is seen by many groups as a rising threat.

An enigma has often had to hide for much of their life, at least early on. Their powers are hard to control when they first manifest, and can both disrupt the stability of a support group and attract attention from others. It’s not unusual for an enigma to be the product of some mysterious experiment who escaped, and to be hunted by their former keepers. Others seem to bloom with power on their own, but organizations exist who wish to find the source of that power, even if they have to cut it out of the enigma. As a result, many enigmas learn to be self-sufficient when young, both in urban and wilderness settings.

Once enigmas grow into their abilities, most groups consider opposing an enigma directly to be too dangerous, though organizations with more reach and resources may feel differently. An enigma does well to forge bonds with allies to ensure anyone interest in knowing how they manipulate energy, form, or even reality itself sees that the enigma is not alone, and has friends who will come after them if they disappear.

Hit Points: 6
Stamina Points: 6

Key Ability Score
Cha

While no one knows where the power that makes enigmas comes from, the fact that it fueled by their own force of personality seems clear. Enigmas may be bold or shy, honest or deceptive, friendly or hostile, but they all have the strong sense of self that makes them naturally apt at interpersonal relationships. Your Charisma determines the save DCs of your various enigma powers, and is thus your key ability score.

Class Skills

The enigma’s class skills are Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Medicine (Int), Mysticism (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand(Dex), Stealth (Dex), and Survival (Wis)

Skill Points at each Level: 6 + Int modifier.

Proficiencies

Armor

Light armor

Weapons

Basic melee weapons, small arms.

(Yes, I am ending this preview before the class features table on purpose!)

Would You Like To Know More?

Want to ask questions about ShadowFinder? Would you enjoy access to a huge backlog of game stuff and articles? Simply want to support me creating more of these things? Check out my Patreon! This post has an Expanded Version on my Patreon as well, which talks a little about the design philosophy behind secret signs.

ShadowFinder Spells

Okay, let’s do an actual OGL rule example of some material coming in the Starfinder Infinite ShadowFinder book.

Since ShadowFinder is a new Play mode that focuses on a more modern aesthetic and theme, I want to add some things–like spells–that tie into that theme. These are simply ways for characters to feel more “Supernatural Kindred Stalker” than “Guardians of the Trek Wars.”

Here’s an example:

(Art by grandfailure)

Secret Signs [Technomancer 2]
School divination
Casting Time 1 round
Range personal
Duration instantaneous

Casting secret signs can tell you whether entering a specific commercial or public space that has signage (such as a store, restaurant, library, subway terminal, and so on) is likely to be helpful for accomplishing a specific goal you wish to accomplish there (such as buying a specific item, being able to travel to a given destination, finding a friend of yours, finding a police officers, and similar goals). You must have the specific goal in mind when you cast the spell, and it gives you information above every public or commercial location in your line of sight by changing how you see their signs, indicating good results with positive emojis (smiley faces, thumbs up, etc.), and difficult or unlikely locations with negative emojis.

The chance for successfully receiving a meaningful reply is 85%; this roll is made secretly by the GM. A result may be so straightforward that a successful result is automatic, or it may be so complicated as to have no chance of success. If the secret signs succeeds, you get one of four results.

*Thumb’s Up (if the location will probably aid in the goal).
*Thumb’s Down (if the location likely won’t aid in the goal).
*Shrug (If the location may aid, but such aid is dangerous, expensive, or hard to find once within the location)
*WTF (for locations that have neither especially good nor especially bad results).

If the secret signs isn’t successful, you get the “nothing” result. A spellcaster who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful casting.

The secret signs can only predict about 30 minutes into the future, so anything that might happen beyond that time frame does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. Multiple castings of secret signs by the same creature about the same goal in the same region use the same die result as the first casting.

Would You Like To Know More?

Want to ask questions about ShadowFinder? Would you enjoy access to a huge backlog of game stuff and articles? Simply want to support me creating more of these things? Check out my Patreon! This post has an Expanded Version on my Patreon as well, which talks a little about the design philosophy behind secret signs.