Really Wild West Index
Posted by okcstephens
Since it looks like I’m going to be working on Really Wild West campaign and setting hack for Starfinder on and off for the foreseeable future, in order to keep it usable I’m creating (and will maintain as new articles are written) an Index that lists and organizes the existing articles.
(Logo by Perram, pistol art by Jacob Blackmon)
These are descriptive of the setting, though they may include rules elements.
Really Wild West
>Read This First. 🙂
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 Weird West setting hack for the Starfinder Roleplaying Game, with theosophy (magic), fantasy and sci-fi races, guns, and strangely advanced technology. Includes tips on how to hack the Starfinder Roleplaying Game rules to better suit the Weird West genre (like how to avoid everyone having to wear armor to be effective), as well as some feats unique to the setting.
>After my first session actually running this game, I added some worldbuilding notes.
Putting the “Steam” and “Punk” in Really Wild West
>I quite intentionally don’t describe RWW as a “steampunk” setting, but is it one? What is steampunk, anyway? A think piece about a popular genre and this setting’s place in it… or outside of it.
>Some examples of what the Really Wild West might be like by other great creatives!
Starfinder Species in Really Wild West
Shirren, lashunta, vesk… where are these new species from in a game about an 1891 Weird West? We start by looking at androids.
Kasatha and lashunta.
Shirren, vesk, and ysoki.
>A city built by Hell and ruled by devils… and one of the safest places in the West.
Badlands Resident Theme
>A theme for people from Badlands City
Dread Templar Archetype
>Badlands City produces devil-trained officers of the law who focus on punishment and vengeance.
>Is your character from back East? Then this is your theme.
>There is more than just a surface world in the Really Wild West. From a literaly Hollow Earth to different planes of reality, there is a lot of terra incognita.
The Mexican Porfiriate and the Technopolitan Theme
>Mexico is a rising technological superpower, governed by war heroes and scientists. Includes the Technopolitan theme.
>Short fiction and an archetype for Mexico’s famed peacekeepers of rationality.
>It’s a weird world, and there are groups trying to use that to their advantage one way or another.
Plot Hooks and Inspirational Media
> Want to know what kinds of adventures Really Weird West characters may have? Here’s a list of 20 plot hooks and a list of inspiration media that helped set the tone for the setting.
These are primarily about rules, though they are designed specifically for Really Weird West.
Notes on new species options in RWW.
>Centaurs — Notes on centaurs in the RWW setting at the end of the article.
>Fenrin — In the world of the Really Wild West, there are talking, telekinetic dogs who are an accepted part of society.
Really Western Class Features
>RWW-specific new class feature options, though obviously they’ll work for other Starfinder-compatible games!
Envoy — New improvisations, such as Put A Price on Their Heads, and expertise talents, such as “Look Harmless.”
Operative — A few new exploits.
— A few exploits more.
Soldier— New gear boosts, and the Cavalry and Pugilist fighting styles.
>An alternate class for the solarian that is more on-genre for Really Wild West.
Key Ability Scores and Resolve
>Really Wild West is a cruel setting with pulpy characters. That takes a tweak of some core rules to support properly.
Theosophy and Psychic Powers
>While spells and magic are an established part of the 1891 of the Really Wild West, it’s also possible to gain psychic powers such as clouding minds and psychometry through the Practicing Psychic feat.
Renown and Gear
> Rules for using character renown to buy higher-level gear, allowing money rewards to remain the same regardless of character level.
Keepsakes and Baubles
>In a world where magic, theosophy, alien science, and spiritualism are all real, you take a lucky penny seriously! All PCs start with one, and may collect others.
>Sometimes you need a sword that is a rifle. Or a tetsubo that is a shotgun.
>Weapons that throw fire onto your foes have their origins in China and are 1,000 years old.
>Big iron clubs, for to smash thins with.
>It’s not the west, really weird or otherwise, without lassos.
>One of the more common energy weapons available in the Really Wild West.
>Shotguns in Really Wild West work a little different than the big blast weapons of the Starfinder Roleplaying Game.
>Yep. Just plain-old whips.
>Pistol-cut rifles never really existed in the Old West… but they’re iconic, and we have a LOT of things that never existed in the real Old West, so…g
New Critical Hit Effects
>Some ideas I came up with while workin on RW weapons.
>The setting doesn’t use armor upgrade rules, but all that cool equipment is still available, in the form of gizmos!
Technology and Equipment
>What is there, what’s the background for advanced tech in the 1890s, and some more Wild West themed gear.
>In the real-world 1890s, “scorchers”–bicycle riders (male and female) who sat-forward on the diamond-frame bikes–were considered a social menace.
In the Really Wild West, scorchers hold a different place in society.
>0 and 1st level
Bar Fights and Beatdowns
>The Brawl rules apply when there’s a lot of fighting, but no one is trying to kill anybody.
>Gambling, and being a professional gambler, are important parts of many Western narratives, so they are also an important part of the Really Wild West, with their own rules subsystems.
>Two new tasks, to hold things at bay and dishearten entire towns.
>Horses are more common than self-powered vehicles in the Really Wild West.
Running a Train Fight
>Some notes on how I handled running a fight on a train.
>Two sides face off in the street, hands twitching near holstered guns…
A (so far very short) list of Starfinder Roleplaying Game-compatible monsters to popular your Really Wild West adventures!
>Massive alpha predators of North America. This article also gives some guidelines on how to create monsters in general for the Starfinder Roleplaying Game.
>These poor folks died in the harsh conditions of the frontier. They just don’t know it.
>Venomous ambush-predator common to North America, as well as an article discussing how to best utilize the Expert array when creating monsters for the Starfinder Roleplaying Game.
>Long a major threat to South Asian, natural born western rakshasa are now also one of the greatest dangers adventurers may encounter in North America. This is also an article discussing how to best utilize the Spellcaster array when creating monsters for the Stafinder Roleplaying Game.
>Undead who are both immune to, and fear and hate, the damage type that killed them.
Special rules for foes in Really Wild West.
>A way to have an evil posse, or other band or gang, to pose a significant but easily-put-down threat for your PCs to face in large numbers.
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About okcstephensOwen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.
Posted on January 16, 2018, in Adventure Design, Adventure Sketch, Anachronistic Adventurers, Game Design, Microsetting, Starfinder Development and tagged Adventure, Game Design, gaming, Geekery, Index, PC Options, Really Wild West, Starfinder, Worldbuilding. Bookmark the permalink. 6 Comments.