Badlands Citizen Theme (For Really Wild West)
We continue our look at the Really Wild West setting hack for the Starfinder Roleplaying Game with a new theme, for characters with ties to Badlands City.
Badland Citizen Theme [+1 Cha]
They say the people who live a year or two in Badlands City are just a little different from everyone else. Most locals will point out that the “Badlands Attitude” is far from universal… but if they’re being honest, they’ll also admit it’s not imaginary, either.
Theme Knowledge [1st]
You can’t live in a city created and rules by devils without learning a little about theosophy and theology. Reduce the DC of Mysticism checks to recall knowledge about evil outsiders and planes with evil attunement by 5. Mysticism is a class skill for you, though if it is already a class skill for the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. You also gain a +1 bonus to your Charisma score at character creation.
Twisted Truths [6th]
While the devils that still run important part of Badlands City can’t tell an untruth, they are masters of lies of omission, allowing others to leap to conclusions, and telling truths for ulterior motives. You have learned to take nothing at face value, and consider the implications of every statement. The DC of a Bluff check to convince you of an untruth when you are not suspicious of or attending carefully to the liar is 2 higher than normal, and it is not reduced by your having a friendly or helpful attitude toward the liar. Additionally, you gain a +2 bonus to Sense Motive checks made to detect deception.
Not Ready to Go [12th]
Even if you’ve never sold your soul to a devil for some benefit, you’ve considered it. And you while you have the sure knowledge there is a Hell that evil souls can be sent to, you can’t be sure what rules determine if you’re going. As a result, at the moment of death you find yourself with a wellspring of determination to not go just year. Add 10% to your maximum age. Additionally, once per day when dying you can stabilize without spending Resolve Points. However, when you do this you cannot spend Resolve to stay in the fight within also paying the normal Resolve Point cost to stabilize, or waiting 1 minute.
Devil’s Due [18th]
Try as you might, a little of the bargaining nature of the ladies and lords of Badlands City has seeped into your personality. Once per day if you take 10 minutes to make a deal with someone, you regain one Resolve Point. Also, once per day when you get what you had due as part of a fulfilled bargain, you regain one Resolve Point.
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Posted on December 27, 2017, in Game Design, Microsetting, Starfinder Development and tagged Game Design, Geekery, Really Wild West, Starfinder, Worldbuilding. Bookmark the permalink. Leave a comment.
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