Monkey's Pathfinder RPG
In our game, there will be two types of story tokens: Group tokens, and Player tokens. Players may only use Player tokens for themselves. They can think of them a little bit like drama dice in 7th Sea. You get them as a reward for various things, and in turn you an use them to give yourself a little bit of good fate when you need it most. Group tokens on the other hand are used for the benefit of the group. These are much more rare, and generally have more lasting effects on the story.
Below you can find the options for each type of token. In the case of a Player token, a player can use one of these options at any time, as long as she has a token to spend. In the case of a Group token, the majority of the group must agree to use the token in any given situation before it can be spent.
Player tokens are gained in two main ways. First, players gain a player token at story milestones. Generally, you will get a player token each time you gain a character level, and as a reward for completing a story arc. These should happen less often as time goes on, but you’ll be able to balance out more down the line with the powerful skills your character knows. The second way you get a player token is by doing something cool. This could be pretty much anything. It might be a really great line. It might be roleplaying your way through a difficult situation. It might be coming up with a crazy plan in the heat of the moment and actually pulling it off. The final call is up to the DM (because we won’t be handing these out like crazy – they do have to be truly special moments), but the other players can certainly suggest a moment is worth consideration for another player to earn a token.
NOTE: A player cannot have more than half her current level in player tokens, rounded down, at any one time. If you would gain an extra but you’re full up, they will be lost. Consider spending them when they’re going to make a difference!
Here are the ways you can spend a player token:
- Immediately add one die of the primary type to a roll. Add this die to the previous die’s result, even if the fist die was a 1. Use the new, additive result. This is usually more effective for d20 rolls, but hey, if you want to add a d6 to a fire ball, go nuts.
- Add a standard action to your round. Any time during your round, you may take an additional standard action in addition to everything else you can normally do. This action follows all the normal rules for a standard action.
- Interrupt the flow of combat with your action. You can act immediately, no matter what else is going on. You take your normal action for the round (usually both a move and standard action). Your initiative changes to the current initiative, though if you interrupted somebody else mid-action they may still go first (if their initiative modifier is higher than yours). Whatever you do during this action applies immediately. If you kill someone before he is finished casting a spell – stinks to be him.
- Regain use of a spent ability. This will recall a known spell (whether it was prepared, not prepared) or a spontaneously cast spell slot. This can also refresh one use of a per-day ability, or one minute of a minutes-per-day ability. Alternatively, special abilities spent in rounds each day have their base number or the number associated with a stat modifier replenished.
- Cheat death. Generally, you can only spend a token in this way once during a story arc. The DM will let you know when it’s an option again. However, this is a get-out-of-jail free card. The DM can narrate the details in game, but one way or another, something that would otherwise kill you doesn’t happen. Furthermore, you will finish the round conscious and able to act of your own free will.
Group tokens are much more rare than player tokens, but can grant some fairly amazing bonuses that will benefit the whole group. As such, only the majority of the group can choose to allocate a group token. These tokens are awarded to the group in one of three ways: 1. Every even level, the group will gain one group token. 2. Any time everybody in the group spends themselves out of player tokens during the same session, the group will gain a group token (once per session max). 3. The DM may award group tokens for particularly special group efforts. These are usually out of game efforts, like group efforts toward food/beverages, special projects that somehow add to the game (where multiple people participate), or people somehow working together to just generally do something awesome for the group.
Note: The group cannot have more group tokens at one time then the total number of player characters actively playing at that time. Any group tokens that would be gained will probably be lost, so consider spending them on good opportunities or encounters.
Group tokens may be spent on the following benefits (one per token spent):
- A group token may be spent to add some extra items (or maybe just a lot of extra cash if the party’s desperate for funds) to those recovered from any challenging encounter. This has to be used on something like a “boss” or the stash that goes with an NPC with a reputation. It should not be used on random encounters or extras. The item or items awarded will be slightly random, but on the same power level as other typical items awarded in the encounter or session.
- A group token may be spent to solicit a hint from the GM. Generally, if the group is stuck on what to do next, or what would be beneficial to them, this token will somehow grant a streak of insight, some form of serendipity, or trigger an event that will provide some further clues. This isn’t an automatic cure to a difficult situation, but it should provide a little help from the cosmos.
- Pushing beyond limits: A group token can be spent to let the party attempt something not normally or strictly possible by the letter of the rules. Again, the DM is free to veto a proposed use of this token. However, reasonable requests are likely to be honored. For example, if a caster knows how to teleport but is just shy of the caster level required to take everybody in the spell, this might let her push her abilities and take an extra person along. Alternatively, an undead bloodline sorcerer who simply doesn’t know the language of the undead might tap deeply into his power and draw out this ancient speech from his blood for the scene. In short, this allows a bit of creativity for things that are not impossible in the circumstance. Don’t be fussy if the DM says no, but hey, if your group has a token to spend and needs a little leniency to make a crazy plan work, it never hurts to ask.