Monthly Archives: March 2018
When running a Really Wild West game, which takes Starfinder Roleplaying Game concepts and sets them in a weird west version of the real world in 1891, one of the questions that can come up is where the nonhuman species come from. Given how much cultures and nations and lone people can interact, overlap, and move around, any individual character can obviously be from anywhere—in real-world history it’s easy to find Japanese expatriates in Manila and Mexico in the early 1600s, so ethnicity, nationality, and geography aren’t always as linked as typical examples of each might suggest.
But a question remains of where the most common cultures and ethnicities of various nonhuman species are found. It’s a bad idea to replace entire real-world ethnic groups with nonhumans, since that erases the possibilities of real-world options and may tell a player that their actual ancestry isn’t important enough to keep, but if we are presenting a world where dozens (or even hundreds) of species are sharing the planet, it makes sense to consider where our fictional species fit reasonable well with real-world culture, and key those as major cultural and population centers for kasatha and lashutna and others.
This is especially important for the Starfinder Roleplaying Game species. It’s easy to place dwarves, elves, gnomes, haflings, half-elves, and half-orcs in the European areas that inspired them and that lots of fantasy and modern games have drawn from to build fictional cultures for them. You can assume they all overlap with humanity 100%, or make the major population centers line up with the countries you think make interesting matches—perhaps dwarves are German and elves are French. Or perhaps dwarves are French, elves are Germanic, and gnomes Russian or Scandinavian, and orcs Spanish. There’s enough fiction and game material with those races to make it easy to build or match cultures to serve as backgrounds for them.
But there’s not nearly as much material to draw on for androids (especially as Really Wild West envisions them), vesk, or ysoki, and even less for kasatha and lashunta. Since the Really Wild West is set in an alternate version of the real world, if I want to place these new species somewhere I need to either think of places where I can add them to the existing populations, or add new places. I could slap a few new small continents—Atlantis. Lemuria, and Mu come to mind—in the middle of oceans to give me new space for new cultures if I wanted to, but that’d take a lot more effort than I am looking to do just to create some cultural touchstones.
It seems perfectly reasonable in a campaign setting that adds multiple new sapient, sentient species to a fantasy version of the real world to have those species be tied primarily to specific regions or cultures, so that is the approach I took here. That leaves the question of where to place each of these species primary population centers, and for that I looked at each in turn to determine what core feature or concept helps define each and how those can be integrated into existing real-world regions.
I used real-world art references for the art order representing clothing and styles for these new species. That’s not to suggest that all of the Starfinder Roleplaying Game species come from only these regions or look like the characters below, but it’s a baseline to give GM and players something to draw from.
Over the next few posts I’ll give some details where each of these new species is being centered in the world of Really Wild West, and why, beginning with the androids.
Androids in the Really Wild West (far left) are visually and culturally notably different from androids in standard Starfinder Roelplaying Game campaigns. Given the 1890s aesthetic of the RWW, androids are presented as old-school robots, closer to Metropolis than Blade Runner. They could never pass for human. They function with the same rules, but the definition of android in this campaign is closer to “humanlike in form” than “machine that passed for human.”
Complex machines claiming to be automatons and clockworks did exist in the era, perhaps the most famous of which is the chess-playing automaton created in 1770 by Wolfgang von Kempelen of the Hapsburg Empire, who usefully for our purposes also created a speaking machine. While von Kempelen’s chess-playing machine was not a true automaton (it hid a chess player in its integral cabinet), that looks a fine origin for our manlike machines. If the first automatons were created in 1770 in the Hapsburg empire, they can easily have spread to be much farther and wider by 1891. The Austro-Hungarian Empire that formed out of the Austrian Empire that followed the Hapsburg Empire is a European melting pot, and numerous immigrants from that region moved to New York City, Pittsburgh, and Chicago early in the 1800s, and then were part of the century.
We can assume that older androids are from the Austria and Hungary regions, and newer ones likely constructed in the big cities of New York City, Pittsburgh, and Chicago. At some point some form of Turing Test has developed, and androids have won recognition as “people” in the United States, Mexico, and most industrialized nations of the world. But they lack strong family roots, and are often looking for opportunities to make a life for themselves.
We’ll address the kasatha, lashunta, shirren, vesk, and ysoki soon!
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My post on a d6 each worth of species-based insults and exclamations for androids, shirren, humans, and ysoki from yesterday was much more popular than I expected (I picked up three new backers for my Patreon in one day).
So, even though no one asked for them, let’s round out the Starfinder Roleplaying Game core races with kasatha, lashunta, and vesk!
1. Faceless coward
4. Hipless freak
2. Bug-elf (or) Dwarf-beetle
1. Heatless lump lizard
3. Deathmongering war-worshipper
4. Walking suitcase
6. Cloac-er (Short for cloaca-frudder)
Species Specific Exclamations
3. By the long journey
6. Waster (or) Waste of Space (or) Useless Waste
5. Meritless (or) Unwarranted
6. It’s a Gift of Nothingness, and You Took It.
1. Loser (or) Coward
2. Weaponless Wonder
3. Timid Teeth
4. By the Three Blades!
5. Backstabber (or) Traitor (or) Backstab!
6. Cloac-er (Still short for cloaca-frudder)
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In a podcast I was doing, someone claimed they’d throw Patreon money my way if I’d post 1d6 (each) curse words for Androids, Ysoki, Shirren, and Humans. Not one to pass up a writing challenge that involves making money, I here I am doing that.
I’ve talked about fictional cursewords before and, while I wish it went without saying, it seems prudent to mention that there are pales fictional swearing shouldn’t go. Yes, people cuss. Yes, that can be a useful and interesting part of roleplaying. But especially when looking at species-based cussing, never bring gender, real-world ethnicity, socio-political position, religion, or anything else rooted in reality into it. We should be roleplaying to have fun, and that needs to stay away from language that uses real differences between us as insults or stand-ins for bad language.
No one should be so attached to fictional deity Klono that explaining Holy—Klono’s—Iridium—Intestines!” is going to upset anybody. But as soon as you use any real-world (or even thinly veiled from real world) elements in your cussing, you are risking other people’s feelings in the name of a drop of color for a not-real person, and that’s not cool.
With that said, here’s four d6 lists of:
1. Piece of Synth
3. Custom-built slave labor
*Assuming the android leaks white goo like the ones from Aline/Aliens do. This doesn’t have to be true, just a common cultural opinion.
**Based on dislike of the android renewal process
1. Boneless wonder*
3. Hiveless drone
*Assuming they have eskeletons
**A suggestion that the shirren is food, and belongs on a buffet.
1. Mindblind lashunta
4. Sweat factory
And then four 1d6 lists of:
4. Glitching (or) Son-of-Glich
6. Sagging (or) Wrinkled*
*Since androids don’t show signs of age.
1. Swarming (or) Swarmed (or) Swarm-mind
2. Repetitive (or) Predictable (or) just Reps!
5. Compound Stupid*
6. Webbing! (or) Webhole (or) Webtastic
*As in, stupid seen through a hundred compound eyes
3. Lose it! (or) Lost!
5. Twist (or) Twist You (or) This is twisted!
3. Itches (or) Itch-laden (or) Son-of-an-Itch!
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The Really Wild West (a Weird West setting hack for the Starfinder Roleplaying Game) is all about daring heroes who face terrifying odds, survive on sheer grit and gumptions, and fight their way back from apparently impossible situations. Of course the heroes game mechanics of the Starfinder Roleplaying Game take care of a lot of that theme, but some heroes are just better at rising to the challenge when they should normally be on their last legs. To help players who want to build heroes who are the linchpin of avoiding disaster when all hope seems lost, the Really Wild West has Dare Feats.
Dare feats only become active when you run out of Resolve Points, and go back to being inactive when you regain any Resolve Points. Each also has a method for restoring Resolve Points, which also causes the feat to be inactive (until and unless you run out of Resolve again).Dare feats don’t have prerequisites—they can be taken by any character from the plucky young librarian searching for a stolen tome in the rough frontier, to the grizzled veteran of the War of the Worlds who has seen too much horror to be shaken when things go south.
In addition to their listed effects, all characters with Dare feats gain a +1 bonus to saves against fear effects for each Dare feat they possess when they are out of Resolve Points.
Frantically Nimble (Dare)
When the chips are down, you gain a surge of evasiveness.
Benefit: While this dare is active, you gain a +1 bonus to AC. You regain 1 Resolve Point when you are attacked and missed in three consecutive rounds by a significant enemy (the attacks need not come from the same enemy) without being hit in any of those rounds.
Out for Blood (Dare)
You can fight like a cornered rat.
Benefit: While this dare is active, if your attack has a critical hit effect, your attack roll is a natural 19 (a “19” shows on the die), and you meet or exceed your target’s AC, your attack applies its critical hit effect (though it does not do double damage as a critical hit normally does). If you score a normal critical hit against a significant enemy, you regain one Resolve Point.
Run Like Hell (Dare)
When the going gets tough, you can really get going.
Benefit: While this dare is active, your speed increases by 10 feet, you are not flat-footed when taking the run action, and you can take the run action even through difficult terrain or when you can’t see where you are going. You regain 1 Resolve Point if a significant enemy takes an attack of opportunity provoked by you moving out of a threatening space, and the attack misses.
Vigilante Shooter (Dare)
You’ll jump through hell to turn the tides of a bas situation.
Benefit: While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making any Reflex saving throw and take the higher result. You regain 1 Resolve Point when you succeed at a Reflex saving throw forced by a significant enemy while using this dare.
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Since no one is expected to wear armor in the Really Wild West setting hack for the Starfinder Roleplaying Game, “armor upgrades” aren’t really part of the setting. However, everything that functions as an armor upgrade in the core rules is still available- it just exists in the form of an advanced speculative principles device that builds off stellar alloys, theosophic imbuement techniques, compression gears, heat-ray crystal capacitors, vril, or some other weird science from ancient ruins, Martian wrecks, lost civilizations, or mad scientists.
These are commonly know as “gizmos.”
Gizmos are most common among people who operate on the fringes of society, be they adventurers, bandits, mad scientists, or peacekeepers who have to deal with all those other categories. Gizmos often have a very steampunk aesthetic, with bronze a common material (thanks to its theosophic and anti-corrosion properties), leather straps, buckles, and some nice detail work.
Anyone can use a single gizmo, but it takes skill to use more than one gizmo at a time, or to even have more than one rigged properly to be used simultaneously. You can have ready (and in use at one time) one gizmo, plus one for every kind of armor you are proficient with (the main use of armor proficiency in Really Wild West), plus one additional gizmo per 3 character levels. Armor upgrades that take two armor upgrade slots count as two gizmos for this limit once translated into the RWW. Rigging up a gizmo for use, or putting one way, takes 6 rounds.
Here are the Really Wild West gizmo names and descriptions for Starfinder Roleplaying Game armor upgrades. Each gizmo functions the same way as the armor upgrade it is modeled after (listed in parenthesis), except as noted in each description below.
Aetheric Shields (Force Fields)
Aetheric shields are tiny aetheric generators retooled to work in reverse—rather than taking aetheric currents from the ethereal plane and turning them into electricity, they take electricity and turn them into an aetheric flow that surrounds and (modestly) protects the wearer. The power crystal of an aetheric shield turns the color of the force field it emulates.
Amazing Martian Fighting Shield (titan shield)
This is just one example of the names people use when they take a plate of stellar alloy from a Martian fighting machine, and add straps, and turn it into a shield. It’s big and heavy, so if you use it, you can’t do anything else with that arm.
Babbage Scope (targeting computer)
A Babbage scope takes readings through numerous small lenses, tracks information through a small built-in brass Babbage analytical engine, and predicts where partially concealed targets most likely are.
Crystal Goggles (Infrared Sensors)
The same crystal technology that makes Martian heat rays possible can be turned into red-lenses goggles, that allow you to see heat. Among the most common of gizmos, since you can make several from a smashed Trip’s heat rays.
DaVinci Wings (Jetpacks)
It turns out with energized cavorite (an antigravity metal that can have its gravity- neutralizing properties boosted with an electrical current) and compression gears, some of DaVinci’s designs for powered flight can function.
Dragonhide Duster (thermal capacitor)
While killing true dragons is rarely both practical and moral, drakes and other draconic creatures can be a serious threat in the frontier, and once slain their hides easily take to theosophic infusion to become clothing that stays warm, but never gets hot.
Doctor Cavor’s Resplendent Repellent Field (deflective reinforcement)
Dr. Cavor, the woman who created Cavorite and who has had the most success with Martial technology involving stellar alloys, has built just a few of these prototype devices, that normally take the form of a large metal gauntlet with several crystals and dials. It can push anything away, rather than just alter gravity as most Cavorite devices do.
Float Pack (force pack)
Though it is extremely rare for one of the few Martian flying machines to have one of it’s floater units removed while still functional, when that task is accomplished, a spectacular backpack-style device that allows amazing flight can be crafted from it.
Gas Mask (filtered rebreather)
The threat of Martian Black Smoke forced every nation of the Earth to seek better ways to protect against airborne poisons. Since Really Wild West doesn’t use armor like the core rules do, this gas mask can be considered to work for 5 weeks (though you can break that down into 35 periods of 24 1-hour increments), and then need significant cleaning and refurbishment (costing 10 credits per hour restored). It only applies to inhaled diseases and poisons, though the same cost could be applied to a Diving Helmet and Suit.
Gun Carriage (Automated Loader)
Of use only to wearers of Iron Soldier suits or Tripods (powered armor), a gun carriage is a system of complex clockwork systems that can eject casings and ammo belts, and reload new ones.
Huckster’s Sheath (quick-release sheath)
A spring-loaded sheath designed to be kept up the sleeve, and often considered a sign of low moral character.
Hush Coat (sonic dampener)
This short, leather jacket has gear-shaped metal studs arranged unevenly along its surface, and a dial control at the wrist. It uses a small aetheric generator and retuned Martian heat-ray crystals to creates sounds that perfectly muffle sounds made by the wearer.
Iron Hercules (load lifter)
The Iron Hercules ™ is a compressed air pistol-driven exoframe powered by an aetheric generator to increase your carrying capacity. Also called a “pocket mule” when built and sold by dastards who don’t have the right to the patent.
Jack’s Spring-Heels (jump jets)
Compressed pneumatic pistols running along the calf (and anchored to protective knee braces) drive down, sending you up (or forward). One of the most popular gizmos first designed by Professor “Gentleman Jack” Jersey.
Leyden Gears (backup generator)
These reverse-engineered compression gears are strapped to the arms or legs (or both), and turn your movement into electricity to recharge a battery. It can be connected to a battery belt.
Radium Belt (radiation buffer)
Designed from devices created by Mdm Curie, radium belts protect you from the “poison metals” called radioactive by learned types.
Storm Grommets (electrostatic field)
Storm grommets are small metal rings that can be attached on outwear, with each grommet connected by a high-conductivity wire to a capacitor battery, allowing you to both absorb electrical damage and create an electrical field that shocks anyone that touches you.
Temporal Adjustor (haste circuit)
Only pocket-watches created by famed punctualist Phileas Fogg are capable to being imbued theosophically with the concept of “saving time” that is so powerful, it actually allows the user to temporarily slow all the rest of the universe.
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