Really Wild West (Weird West for Starfinder)
I am on vacation, so I may post a bit less for a couple of weeks than I have on average this month… so I thought I’d leave you with an entire microsetting. It even has an index page that lists and organizes all the articles that came after this one, the Really Weird West index.
This is Victoriana Pulp Weird West Adventure.
The year is 1891. The place is somewhere in North or South America, generally far from established law. In 1890, the War of the Worlds happened. That’s over, but wow has tech taken a leap forward.
This is a campaign played using the Starfinder Roleplaying Game with the following adjustments.
*The game’s top level is 10th, not 20th. After 10th you get +1 RP, +3 SP, +3 HP, +1 feat, and +2 skill points every 20,000 XP, and ability score upgrades every 100,000, but your class level doesn’t change.
*Humans are most common, with legacy races (many of whom look a lot like humans) and Starfinder core races second-most common (though with entirely terrestrial origins). Other races are rare and usually the result of accidents or experiments (such as Dr. Moreaux’s creation of catfolk and uplifted bears… )
*All magic is theosophy. But it still works just like in the rulebook. It’s been a round a long time, and is well-understood in many older cultures already, but is becoming more codified in the Western nations in recent years.
*Everything is analog, but all abilities that work on technology work on everything that isn’t exclusively magical.
*“Credits” is just shorthand for “credit on the bank,” meaning you have US dollars and lines of credit. Gold and silver coins get used too. All prices are the same, but represent a unifed currency exchange that exists because of the Babbage-Bell Grid, which allows room-sized computer “difference engines” in major cities to communicate over telegraph lines.
*Shock weapons are lightning guns, flame weapons are flamethrowers, lasers are heat rays (from Martian tech). They always have a maximum of 10 shots (adjust usage accordingly).
*Projectile weapons are pepperboxes (four shots, but add +2 damage to every die of damage), revolvers (six shots, but +1 to attacks), or tube-fed (eight shots).
Cryo, plasma, sonic, and untyped ranged weapons are rare and are often available only as weird loot from adventures (but see the mad genius feat, below). They are generally called Freeze Guns, Heaters, and Thunder Guns.
*No one much wears armor. You get a bonus to EAC equal to your level, and a bonus to KAC equal to your level +2. If you are proficient with heavy armor, you get an additional +1 bonus to EAC and KAC, and if you are proficient with powered armor, you get an *additional* +1 bonus to EAC and KAC. You can wear armor—light armor costs 100 credits and gives +1 to KAC, with a max Dex of +5 and an armor check penalty of -1, while heavy armor costs 150 and gives +2 to EAC and KAC, with an armor check of -3 and a -5 ft. speed adjustment.
*You can wear armor upgrades as “gizmos.” These are steampunky/theosophic devices that do weird stuff. Force fields are Etheric Shields. Jump jets are Jack’s Spring-Heels. Jetpacks are DaVinci Wings. Get creative. But it takes skill to use more than one gizmo at a time. You can use at once one gizmo, plus one for every kind of armor you are proficient with, +1/3 character levels.
*Computers are too big and bulky to be of any use to anyone but people operating out of stationary huge houses and mad geniuses (see the Mad Genius feat), but there is a Babbage/Bell grid of difference engines using telecom wires to send and receive info. These work like Infospheres, but work on hard wires.
*Augmentations and upgrades exist, but are normally only available as treasure (but see the Mad Genius feat). These things are steampunk as heck.
*Technological items exist, and are steampunk/Martianpunk tech-but there’s no broadcast/receiving technology. You can have a comm unit… but it only works when hooked up to a Babbage/Bell telecom wire (some of which do cross various badlands, to keep cities in communication with each other). You can generally buy such things.
*Magic items and hybrid items exist, but are generally only available as treasure (but see the Psychic feat, below).
*Vehicles exist, they are just all steampunk. Big airships and sea ships also exist, and use the starship rules (but damage against characters from big airship weapons is x2, not x10).
*Other purchases exist, and can generally be purchased, they’re just more rustic and snake-oil sounding.
*UPBs are Ulysses’ Paraphernetic Bobimathings, a famous universal construction gizmo created a decade ago by the legendary (but never seen) inventor Ulysses S. Abernathy. Any number of them is a total of 2 bulk. They otherwise work like normal UPBs.
You may select no more than one genre feat, from the list below. At 5th level you may select a second genre feat, if no one else in the campaign has taken it.
A Contact in Every Port
Benefit: In every settlement you come across, you have at least one local (at neither the bottom nor top of the social ladder) who is helpful towards you. These may be old flames, pen pals, admirers of your work, a spy network, the last citizens of the lost subterranean empire you were queen of, or whatever else you decide to define them as. Even if you abuse these allies and reduce their attitude towards you, it goes back up one step (to a maximum of helpful) every time you gain a level.
Benefit: When you are adjacent to a target in a secluded area where the target cannot see or hear any of its allies or your allies, any nonlethal damage the target takes in a surprise round before the target acts is quadrupled. If any of these conditions end you cannot use this feat again on the same target until you have gotten an attitude or friendly with the target, or if the target does not realize you are the same person when you next are adjacent to it in seclusion.
Chandeliers and Rigging
Benefit: As long as there are hanging ropes, lights, sails, rafters, trees, or similar dangling objects nearby, you have a fly speed of 30. If you end any turn not within 20 feet of a dangling object, you must land or you fall.
Benefit: Rather than suffer frightened or panicked conditions, you simply take the penalties of the shaken condition. Additionally even when confused or mind controlled, you never attack yourself or an ally unless you wish to.
Benefit: You may use your Charisma modifier (rather than Strength or Dexterity) when making attack rolls with weapons, and add your Charisma modifier (in addition to any other ability score that applies) to damage rolls with weapons.
Prerequisite: Engineering as a class skill.
Benefit: Select one technology type: cryo, plasma, sonic, untyped ranged weapons, computers, or augmentations. You can create such items using the normal Starfinder item creation rules. You also get a pool of one item per character level of such things for your personal use (which no one else can make work), but your total item levels worth of such items cannot exceed double your ranks in Engineering. You can swap out what items you have each day, but new items don’t come with full loads of fuel, batteries, or ammunition.
You can select a second category if you are 5th level or higher, and a third at 10th.
Prerequisite: Mysticism as a class skill
Benefit: You can create magic items using the normal Starfinder item creation rules (and hybrid items, if you have enough ranks in engineering for them). You also get a pool of one item per character level of such things for your personal use (which no one else can make work), but your total item levels worth of such items cannot exceed double your ranks in Mysticism. You can swap out what items you have at each new character level, or with 30 days of downtime.
Benefit: You gain 5 additional maximum Resolve Points.
Benefit: Whether you are a gunsmith, or veteran soldier, or just weirdly lucky, you almost always have access to special weapons. If you have access to your normal equipment and have not lost that since you were in a typical town, you have access to one weapon of your level, one weapon of your level -2 (if the result is 1 or more), and one weapon of your level -4 (if the result is 1 or more). You may select weapon normally only available as treasure.
These special weapons may have double the normal usages, or reroll one damage roll per combat, or have one weapon fusion it qualifies for. If you wish, you may give up one of these special weapons to instead apply an additional benefit from this list to one of your remaining special weapons. You can swap out your special weapons at a major settlement or weapon cache.
Nearly every time-period appropriate fiction works in this setting. The heroes are part of a worldwide tradition of larger-than-life figures, and after 1st level can generally expect to be accepted as noteworthy experts in the field of adventure, if nothing else.
This is a world where Sherlock Holmes is world famous and alive, secretly waging a war with Professor Moriarty and aided by Nick Carter and Inspector Donovan. Nikola Tesla and Thomas Edison publicly wage thought wars for scientific superiority, though Marie Curie is actually making more headway with Martian technology and Beatrix Potter has mastered the hybrid red weed the Martians brought with them. Dr. Moreau is busy with his experiments somewhere in the Pacific, Dr. Jekyll wanders the world looking for a cure, Old Shatterhand works to bring justice to the badlands, Sir Henry Curtis explores Africa (ignoring the fact people already live there), retired Otto Lidenbrock has established multiple routes to the center of the earth with his nephew Axel (though Gräuben Lidenbrock runs most of the expeditions, as her husband Axel is too afraid to make the journeys), and Professor Challenger just received his degree.
In Australia the age of the bushrangers has largely ended, though Ned Kelly still runs a group of armored outlaws seen by many as local heroes. The rapid industrialization of many of the nation’s major cities, and a growing depression, is also leading to rising nationalism, rising cries for independence, and sadly growing racism against Asian immigrants and the continent’s aborigines.
In Canada the Dominion of Canada is just a generation old, and still struggling to settle land disputes with the US and between its own provinces. The Mounties are less than 20 years old, the Yukon gold rush is strong, and there is not yes a single unified code of law for the nation.
In Mexico military hero Porfirio Díaz rules as president over a stable, growing, wealthy Mexico. He rules with the aid and advice of the científicos (“scientists”), who reject religious ideas and mysticism to focus on scientific method and the accumulation of knowledge… though the Maximillian monarchy was just a generation ago.
In Japan Emperor Meiji overseas the transition of a nation from feudal power to modern power, and though samurai have had many of their privileges removed they still exist and the last samurai conflict was within a generation.
In the United States, there are still unsettled territories, though not as many as their used to be, and while veterans of the civil war have grown rare and aged, veterans of the War of the Worlds are now common. While the Indian Wars are mostly over, the indigenous peoples have been conquered by force, smaller military conflict still occur. A Ghost Dance ritual on the Northern Lakota reservation at Wounded Knee, South Dakota, led to the Army’s attempt to subdue the Lakota but, for now, the Lakota remain present and in control of the reservation without federal interference within their borders.
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Posted on December 22, 2017, in Anachronistic Adventurers, Game Design, Microsetting, Starfinder Development and tagged Adventure, gaming, Geekery, Genre Feats, Really Wild West, Starfinder, Worldbuilding. Bookmark the permalink. Leave a comment.
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