Category Archives: Anachronistic Adventurers

Comic Book/Superhero Ideas

Sometimes when looking to create superhero worlds or adventures, all you need is an idea to run with. It could be a jumping-off point, a villain, a dead hero to draw the protagonist’s interest… just something that feels like it comes from a comicbook sensibility but (and this is the hard part) without being a direct ripoff or sharing a name with any character from mainstream comics.

So, here are a bunch.

I can’t claim they are all entirely original–many are intentionally based on existing tropes–or even that the names aren’t used in any comic/supers stories. But I developed them independently of other sources, and casual searches didn’t show parallel development of note.

These are designed for you home games or to spark new ideas original to you (though if you have some potential commercial use, feel free to drop me a line).

Aberzombie & Glitch.
Annoying, immoral preppy necromancer and technomancer who manipulate magic they barely understand, while stylishly dressed. Note that being shallow doesn;t automatically make these villains. they could be the kind of allies you avoid… until you absolutely need their help. Or even neutral to greater conflicts, and just sometimes dragged in on one side or the other.

AK.
A heavy weapons vigilante, mercenary, or assassin who uses an AK.

Anti-Vaxx.
A villain. A terrorist who takes the unscientific belief that vaccines are dangerous and to be avoided to extremes by killing those who perform/promote vaccines, and tries to prove they are ineffectual by spreading deadly contagious diseases among vaccinated communities.

BustDown.
A woman with classic “brick” powers (high strength and resistance to damage) and no fucks to give about other people’s opinions. She could be a dauntless hero, a bitter villain, a self-interested mercenary, or anything in-between.

Cannon’s Fodder.
A penal superhero unit of convicted criminals who can cut time off their sentences by performing high-risk missions for the government. Run by Captain Cannon, a hardass patriotic supersolider with a cybergun arm who does as he is told and rules over the ‘Fodder’ with iron discipline.
The Fodder are run by the Combine, and operate out of a mobile secret base ship called The Trough. Cannon’s Fodder are often B- and C-grade villains (and occasionally antiheroes, vigilantes, and heroes who ended up on the wrong side of something), but are quite a dangerous force combined with the gear the Combine can arrange for them, and Cannon’s tactical acumen and willingness to sacrifice the lives of his Fodder if that’s the only way to get the mission done.
Thus while you can use noteworthy villains for your campaign’s Cannon’s Fodder, you can also just grab any terms or names you think of to be the “current” team, repurposing any write-ups you already have to represent the B List. (For example, the Feb 2019 team might include Bear Man, Deadnought, Killer Kaiman, Layaway, Punching Judy, Sister Sirocco, Spotlight, and Tigerdrake.)

Clutch.
A highly trained spy and combatant, who has luck that increases as the chance of failure goes up.

Colorguard.
A team of 5 teens who can transform into powered, color-coded versions of themselves. Anywhere from Power Rangers to Sailor Scouts. Could be heroes, villains, or just an annoyance.

Crunk.
A berserker who gains size, strength, and resilience (including to mental powers) as he becomes angry. Most likely an antihero.

Doctor Dank.
A rogue genius pharmacologist who gains massive psychic powers when high. could be an antihero, a villain, or just an unreliable hero.

Gat.
A pulp-era-style detective or hit man who is happy to pit his/her skills and a single common handgun (the “gat”) against whatever superpowers foes have.

Hardcore.
What if the Punisher had Batman’s training, resources, and skills?
That would be Hardcore.

Knacker.
The Knackerman, or Knacker, is a supernatural force who clears corpses from roadways and public spaces, and repurposes them as revenants. Usually the Knacker just gives abused animals a chance to return and punish their abusers, or sometimes save a beloved human in trouble. But sometimes Knacker brings back cars, or toys… or people.

Lag.
Can slow down anyone or anything, so all actions and reactions take longer.

Mr. Untouchable
A mastermind crime boss, who is known to also have powerful connections to legitimate political authorities such as mayors, judges, and law enforcement–though no one knows exactly what those connections are. the combination of ruthless underworld agents and corrupt politicians and agents and moles makes him (or her, regardless of the name), well, untouchable.

Obeastity.
A massively overweight werebear. Might be a cuddly hero, but might also be a bitter villain jaded from years of mockery and abuse.

Psychic Stripling Samurai Snakes.
Five sibling anthropomorphic snakes with mental powers and samurai training.
(Some of these ideas are less original than others.)

QED.
The world’s best detective, an unassuming pulp-era style investigator in a trench coat and fedora. QED can take apparently unrelated facts and use them to describe events that must have occurred to cause the known facts, thus revealing things that seemed unknown or unknowable.

Rick Rekt.
A feared, immortal assassin. When you truly need someone to suffer, you Get Rekt.

The Shark Brothers.
Card Shark, Loan Shark, and Pool Shark, three mobster brothers with bites that can sever gun barrels, each with their own specialty in crime.

The Skeptic.
The idea of someone who neutralizes mutant/metahuman powers is fairly common. This idea puts a slight spin on that, as someone who neutralizes all forms of magic.

The Relics.
A “family” of superbeings who are evolved and sentient magic items from mythology. Some, such as the swords Durandal, Gram, and Nothung, and the rings Andvarinaut and Draupnir, were forged directly by the sorcerer/smith Weyland while others, such as Fragarach, Mjolnir,  Nemean, and Tarnkappe, were reforged/rewoven by Weyland to grant them sapience, sentience, and human forms.
The Relics are reincarnated if slain, so while some have been active and alive for centuries, others are born as aparently normal humans, and then begin to gain powers of the reliquary nature sometime between their 12th and 18th years. Relics are not as a group entirely good or bad. Some, such as Durandal, appear to always be driven to work for justice. Others, such as Draupnir, seem to always seek power and wealth above all else.
And all sense that they exist to serve some great purpose in Weyland’s plans… which he refuses to talk about, though he calls them his “true children” and often aids them if they are in serious danger.

Wayland.
The ancient nordic sorcerer/smith of Germanic myth, though his origins are neolithic and he has survived to the modern era. Forged or reforged the Relics, causing them to be true living beings. Wayland is not evil, per se, and isn’t willing to see the world devastated, but his own plots and plans that take place over a scale of centuries, and mostly doesn’t care about “petty” issues like crime and justice.
Generally opposed by his equally immortal, but not quite as skilled, son Verlandsson, who mostly just hates his father and wants to stop the elder’s plans whatever they are, whatever the cost. Verlandsson is sometimes aided by his grandfather Vade, a giant and sorcerer/smith, who mostly just wants to be left alone.

WiFi.
Able to send and receive any broadcast signal. Makes an excellent “Overwatch/Quarterback/Ally in the chair” character, for good or ill, but could also be a badass in their own right with equipment and skills any superhero-level human can achieve, plus the WiFi power. Or, could have a swarm of drones. Or, all of the above.

Wolfshead.
In ancient Rome, someone who was banished from civilization was marked with the brand of the Wolf’s Head, meaning they could be hunted and killed as if a rogue wolf. One of those branded criminals turned it into a badge of honor, forming the Church of Crime and becoming the first popelike Wolfshead of All Crime.

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

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Really Wild West Class Features: Envoys

We covered why it’s a good idea to offer some campaign-specific class features for the Really Wild West (index of articles here) Campaign Hack for Starfinder in our first such article, which went over soldier class features. We continue to explore the classes with new class features for the envoy.

There are numerous Western and pulp-adventure tropes that work for an envoy character in the Really Wild West, including merchants, cattle barons, carpetbaggers, snake-oil salesmen, reporters, tourists and vacationers from Back East (be they sightseers, big game hunters, or displaced nobles struggling to carve out a new empire), diplomats, traders, and activists, to name just a few!

We offer four new envoy improvisations, and two new envoy expertise talents.

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Envoy Improvisations [Any level]

Factor (Ex): You have a factor, a CR 0 NPC that helps make arrangements for you. The factor doesn’t even go adventuring for you, and generally doesn’t even travel with you, preferring to handle your affairs by telephone, telegraph, Babbage-Bell message, and courier. You can only communicate with your factor when you have access to a settlement or the Babbage-Bell Grid.

Your factor can handle one request at a time, and all requests take at least 24 hours. A factor can research a question (taking time to take 20, with a +1 bonus, thus answering anything a DC 21 check can find), make travel arrangements or housing (ensuring you get the needed number of seats or rooms at a location, at the normal cost), keep your funds secure (and wiring them to banks and stores as you direct), make inquiries about location conditions and agents (making a Diplomacy check to gather information with a bonus equal to 5 + your level), and do such minor tasks as receiving and sending mail, looking after objects you end to them, and whatever else the GM considers appropriate. They are not a spellcaster, crafter, famous personage, or combatant in any way.

In some cases when dealing with officials or members of high society, the GM may grant you a circumstance bonus to Diplomacy checks to do things such as ask for an audience or open negotiations if you do so through your factor.

Have Thing, Will Travel (Ex): (Sense-dependent) You possess one weapon that you are well-known for carrying, or that is itself recognizable (either as a unique weapon, or as one of a class of renowned weapons). You can choose what weapon this is each time you gain a new level, and if lost you can replace it with another weapon with 24 hours of adjustments and spreading rumors.

You can draw this weapon without taking an action as part of any move action or full action, and as part of rolling for initiative. When you draw the weapon in this way outside of combat or in the surprise round of combat, you may make an Intimidate check to demoralize a single creature within 30 feet of you also without taking an action. Any creature within 60 feet of you when you do this is immune to this ability of yours for 24 hours.

Put A Price on their Head (Ex): You can put a bounty on a foe, dead or alive, to encourage bounty hunters, law agents, allies, sellswords, and gunslingers to make their best effort against that target. You can only do this in a settlement with a Babbage-Bell station, and you must either make a Successful DC 15 Diplomacy check to accuse the target of a crime you reasonably believe they have committed, or have the GM make a Bluff check in secret (DC 15 + 1-1/2 target’s CR, +10 if viewed as friendly by the settlement, +20 if viewed as helpful) to accuse them of something believable, with the ability only working on a successful check.

You must offer at least 100 credits for the target, to be brought to justice dead or alive. You must pay ¼ of this amount in advance. The GM then makes a secret Diplomacy check for you (DC 15 + 1-1/2 target’s CR). If it is successful, within 24 hours everyone who could reasonably have heard about the bounty gains the benefit of your Get ‘Em improvisation when attacking the target, even if you are not present. On a failed check there is no benefit, but you do not know if the check succeeded until you witness someone attack the target.

The bonus lasts 30 days, and you can then renew it by doubling the bounty (and paying 25% of the new amount in advance). If you learn the check failed, you can make a new check my doubling the bounty. If you do not renew a bounty, you cannot set a new bounty on the same target for 30 days.

If someone brings in the target and claims the bounty, you must pay it, or you cannot use this ability again in the same territory (generally an area the size of a US state) until you do so.

You must have Get ‘Em to select this improvisation.

References (Ex): You have a series of references you can use as your bona fides in certain segments of society. These may be names of people who will vouch for you (and who you can describe well enough to convince others such vouchsafing is likely), passwords and phrases, physical letters of recommendation or letters of credit, secret handshakes, or any combination of similar methods. You know exactly which references to call on in what circumstances, allowing you to benefit from these to a degree other characters can’t match.

Select a “reference alignment” within one step of your own alignment. When dealing with official members of an organization with an alignment within one step of your reference alignment, or officials or people with influence in a settlement with an alignment within one step of your reference alignment, you can make a Diplomacy check to change the attitude of that character as a move action by calling on your references. This only works once (ever) per character, and only if the character is unfriendly or indifferent toward you. (Hostile creatures don’t care what your references are, and friendly or helpful creatures already like you well enough not to care either).

Additionally, in a settlement with an alignment within one step of your reference alignment, treat your character level as 1 higher for purposes of determining what you can buy.

Expertise Talents

Interlocutor (Ex; Culture): You know a number of languages, and can often work out how to communicate with someone who only knows a language related to yours. You gain a number of bonus languages equal to your ranks in Culture (increasing whenever you put an additional rank in Culture).

When you meet someone who speaks a language, but with whom you do not share a common language, you may roll your expertise die (by itself). On a result of 1-5 you have no special advantage communicating with the target. On a result of 6 or 7, you have found a related language and can convey very simple concepts with a minute of work. On a result of 8 or more, you find a common language similar enough to easily communicate basic concepts.

Look Harmless (Ex; Bluff): If you do not have a weapon or obviously dangerous item or spell readied for use, and a creature has never seen you make an attack, rather than add your expertise die to a Bluff check, you can make a Bluff check as a standard action to convince the target you are no threat. This is a Bluff check to lie, but it does not take a modifier for the target being hostile or unfriendly. If the check succeeds, and there is any other target in line of sight making attacks against the target or the target’s allies, the target does not attack you, favoring attacking more dangerous-looking foes.

This immediately ends if you are witnessed take any action that works against the target’s best interests, or aiding the target’s foes. If you target gives you instructions (such as “don’t move!”) and you do not follow them, you must make another check with a cumulative -5 penalty for every instruction you have not followed.

If you attack the target while it believes you are harmless, it is treated as flat-footed against your first attack.

In the coming weeks, we’ll look at class features for the rest of the Starfinder core classes, to give them Really Wild West-specific options!

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

Really Wild West Class Features: Soldiers

A big part of the point of making the Really Wild West (index of articles here) a Starfinder Campaign Hack is that it means most of the rules we need for weird-science-and-fantasy-infused-western stories already exist. While the RWW Index has lots of special rules subsets for things like high noon showdowns, renown, gambling, and so on, the majority of the game’s basic rules, including classes, skills, feats, and even most equipment, are largely unchanged.

However, as with any campaign setting, there are good reasons to add some new class options to a Really Wild West campaign, to allow players to make Western-themed characters that are appropriate in the Weird West of a Martian-invaded Earth of 1891, which might not fit in a more traditional (or official) science-fantasy setting. We already touched on a few campaign-specific themes and rules for theosophy and psychic powers, but it’s also worthwhile to create some class-specific new options to help players make some iconic weird-west concepts.

We start with soldier class features, focusing on some new gear boosts and two new fighting styles.

(And, of course, the other advantage of making this setting Starfinder-compatible is that you can take new material like this, and use it in other settings if you want to. 🙂 )

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Soldier

Gear Boosts

Shootist (Ex) You add your level to damage done with small arms, in addition to any other bonuses you get (including your Weapon Specialization bonus). You cannot add this damage at the same time you are adding any other ability that only works with a subcategory of weapons that includes small arms or operative weapons.

Shotgun Fit (Ex) You can custom-fit a shotgun so it’s trigger pull, balance, but plate, and position match your frame and shooting style perfectly. This precise a fit requires you to do maintenance on a shotgun, so it must be in your possession for 24 hours before this ability applies, and you can only keep a maximum of two shotguns adjusted to use this ability on at a time.

When using a custom-fit shotgun firing shot, you halve the damage penalty it takes for range.

THAT’s a Knife! (Ex) You add your level to damage done with operative weapons, in addition to any other bonuses you get (including your Weapon Specialization bonus). You cannot add this damage at the same time you are adding any other ability that only works with a subcategory of weapons that includes small arms or operative weapons.

Tight Grouping (Ex) When you make multiple ranged attacks at the same target in a single round, you gain a +1 bonus to the ranged attack rolls after the first one. If you attack a different target or make a melee attack, you don’t receive the tight grouping bonus for the rest of the round.

Fighting Styles

Cavalry

You may have been formally trained in cavalry tactics, or grown up on a ranch or in a culture where being mounted s a way of life, or be a skilled scorcher who learned to fight from a seat while running scouting missions against Martian Tripods.

Ready to Ride (Ex) [1st Level] You begin play with a light or heavy horse (or with the GM’s approval a similar creature using the same statistics, such as a bison,camel, or moose), or a safety bicycle. If it is lost, you may replace it at no chare at a major settlement, or when you gain a level.

If you begin play with a mount, you gain Expert Rider as a bonus feat, without needing to meet its prerequisites. If you begin play with a safety bicycle, you instead gain the Scorcher feat as a bonus feat, without needing to meet its prerequisites.

Mounted Combat (Ex) [5th] You gain a +10 ft. bonus to speed when using the mount of bike from the ready to ride ability.  Additionally, once per round when your mount or bike is hit by an attack or fails a saving throw, without taking an action you may make a Survival check (for a mount) of Pilot check (for a bike). If your check meets or exceeds the total of the attack roll against your mount or the DC of the saving throw, the mount is missed or considered to have made its saving throw.

Fight From the Saddle (Ex) [9th] You gain Mobility as a bonus feat, but only when using the mount or bike gained from the ready to ride ability. If you already have Mobility, you instead gain your choice of Shot on the Run or Spring Attack (only when using your mount or bike) as a bonus feat without having to meet its prerequisites.

Like the Wind (Ex) [13th] You bonus to speed when using the mount of bike from the ready to ride ability increases to +20 feet. Additionally, you can take 10 for Survival checks and Pilot checks regarding mounted combat and bicycles, even in combat or when stress or distraction would normally prevent you from doing so.

Cavalry Charge (Ex) [17th] When you are on a mount or using a bike, you take no attack penalty to attacks made when charging, and add a +4 bonus to damage done on a successful attack when charging.

Pugilist

Whether it’s street brawling, a formal martial art, boxing, Bartitsu, or a knack picked up from years of literally punching cows, you are particularly skilled at fisticuffs.

Improved Unarmed Strike (Ex) [1st Level] You gain Improved Unarmed Strike as a bonus feat, and when you gain this ability choose to either have your unarmed attacks not count as archaic weapons, or gain a +1 bonus to damage with unarmed attacks. You can make an unarmed attack without having a hand free as long as you are not immobilized and have one limb or your head free to move about.

Additionally you can make unarmed strikes using melee or ranged weapons, by using the weapon to smash a pommel or other blunt part of the weapon into your target. If the weapon has a fusion or weapons special property that is appropriate to apply to an unarmed attack, or is made of a special material, you add those effects to your unarmed attack.

Keep Your Guard Up (Ex) [5th] Your KAC against combat maneuvers is increased by +4.

Stunning Blow (Ex) [9th] You can hit a foe so hard they are briefly disabled. You take no penalty to your attack roll to do nonlethal damage to a target with an unarmed attack. Additionally, you can declare a unarmed attack to be a stunning blow in advance of your attack roll. If the attack hits, the target must make a Fortitude save (DC 10 +1/2 your soldier level + your key ability score modifier) or be stunned for 1 round. Once you attempt a stunning blow, you cannot do so again until you regain Stamina Points during a 10-minutes rest.

Sucker Punch (Ex) [13th] Once per turn you can make an attack of opportunity with an unarmed attack without taking a reaction. You can still only make attacks of opportunity when a target provokes one from you.

Flurry of Blows (Ex) [17th] When you take a full attack, you may make one additional attack at -8 to the attack roll, which must be an unarmed attack.

In the coming weeks, we’ll look at class features for all the Starfinder core classes, to give them Really Wild West-specific options!

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

 

 

Gambling in the Really Wild West (for Starfinder)

Gambling, and being a professional gambler, are common Wild West tropes, so the ideas ought to be supported in the Really Wild West setting hack for the Starfinder Roleplaying Game (which, after a long rest, is going to start getting regular support from me again!).

On the one hand, those rules ought to include some way to have dramatic gambling scenes for when a game of chance has become crucial to the plot. On the other hand, most people don’t want to have to be good gamblers to play the gambler character (any more than they want to have to be sharpshooters to play gunslingers).

So the rules should be simple, and play to the character sheet as much as the player, while retaining some dramatic tension.

Profession (gambler)

Step one is to explicitly allow “gambler” as an option for the Profession skill. In most cases, a character who wants to make money gambling just uses Profession (gambler). While all professional gamblers can pull from a broad toolbox to make money, the emphasis of their gambling style is determined by what ability score it’s based on. If the skill is Intelligence-based, the gambler depends primarily on knowing the odds and rules of the games, calculating the smart bet and using betting schemes to maximize wins and minimize losses. If the skill is Wisdom-based, the gambler depends more on reading other gamblers and trusting instinctive gut feelings on how to bet. If the skill is Charisma-based, the gambler depends more on bluffing, faking out other gamblers, or using a distraction to cover cheating.

Unlike most Profession skills, a character can make Profession (gambler) checks untrained *thought they cannot use it for the earn a living task if untrained). A player decides what ability score Profession (gambler) is based on when they take their first rank it in (and may choose any ability score if using it untrained).

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Casual Gambling

To make things slightly more interesting, a character with Profession (gambling) can use casual betting when making the skill check for the Earn a Living task. The player bets a number of credits equal to their Profession (gambler) skill +10. Then if their skill check for the task (which they may not take 10 on) results in a d20 roll of 2-5, their bet is lost and no money is earned. On a 6-10, they win back their bet, but do not earn any additional income. On an 11-15, they win back their bet and earn credits normally. On a 16 or higher, they win back their bet and earn twice as much as normal for a week’s work. On a natural 1, they lose the bet and lose the same amount of additional credits. (Overall this option is good deal for the player.)

Once a character has used this option for a week in a settlement and made money doing so, it’s not normally available again for at least a month (as locals have learned better than to play with the character). A GM may modify this rule for cities with lots of gambling, very large settlements, and times when numerous new potential gambling partners are appearing regularly.

Dramatic Gambling

Dramatic gambling is only used when the GM calls for it, and normally only when there’s more on the line than just credits. This is the option when the master villain insists on playing poker to see who wins the blood-soaked contract that sells a soul to a devil, or a neutral third party won’t sell the crucial material for a required ritual, but will gamble for it. Unless all the players are gamblers (or find interacting with the dramatic betting rules interesting), this should be as rare as any other focus most players can’t interact with—it’s fine as a spotlight scene or a change of pace, but you shouldn’t build regular encounters out of these rules unless your players know the campaign is going to have a gambling focus.

Dramatic gambling can be done with Bluff, Culture, Diplomacy, Profession (gambling), or Sleight of Hand (with potential consequences). Characters must make multiple checks during a dramatic gambling event, usually using at least two different skills. Most of these skills cannot be used more than once during a dramatic gambling event. The exceptions to this are Profession (gambling) and Sleight of hand, which may always be used. If a character decides to use Sleight of Hand they are choosing to cheat, and all participants and bystanders are allowed to make an opposed Perception check with a -5 penalty and, with a successful check, spot the character cheating.

The Stakes

Before any rolls are made, the gambling event’s stakes must be determined. This can be as simple as an amount of money risked by each participant, but for dramatic gambling events it’s equally likely to be some sort of plot point. For example, if the PCs are trying to convince the Cattle Duke of Montana to allow them to lay train tracks through his grazing lands, the Duke might decide the issue is settled by a high-stakes game of Red Dog, as represented by a dramatic gambling event. Similarly, if the specific player is trying to pick up a legendary item using renown, a GM might decide the final task needed to do so is a throw of the dice with Death herself… again, as a dramatic gambling event.

If the stakes are money, the winner gets to double their stake, and everyone else loses their stake (any “unwon” money goes to the house, which is never a PC). If the stakes are more plot driven the GM should be clear about the consequences of winning and losing. The PCs convince the Cattle Duke to allow their train through his territory if they win, and lose any chance of a peaceful settlement of the problem if they lose. The PC wins a legendary weapon from Death with a win, and gains a temporary negative level with a loss.

Stakes should also include the cost of folding. A character can fold until the Final Reveal. Normally folding costs you half your stakes, though for dramatic gambling where the stakes are more conceptual, the GM should just establish stakes that are half as bad as loosing (the Duke won’t work with you, but will allow you to keep trying to find a new deal he likes better. Death doesn’t give you the legendary item, but the negative level only lasts 1d6 days.)

The First Deal

Once stakes are set, the First Deal is made. This represents how good a position each participant begins with in the gambling. This need not be one hand of cards, or even cards at all. It could represent luck in the first spin of a roulette wheel, how good information about a horse is, or the value of an initial die roll in a gambling dice game.

Each participant in the event rolls a d20 in secret. The die is set aside for the moment. The First Deal is used to determine the final winner of the dramatic gambling event, but not yet.

No abilities that affect d20 reroll can be used on another character’s First Deal, including things like rerolls, unless the character using the ability has successfully Read the d20 result first. Any participant can attempt to Read another participant’s First Deal with a successful use of the detect deception task of Sense Motive check. This can be attempted once after the First Deal, once after the First Deal, and once after the Raise Round, each time looking at a single participant’s First Deal. On a successful check, the raw d20 result of the First Deal is revealed. Once you use Sense Motive to attempt to Read a First Deal you can’t use Sense Motive for any other purpose during the dramatic gambling event.

The GM can ask to see anyone’s First Deal die result, but can’t have NPCs act based on that knowledge without successfully using an ability to Read it.

Raise Round

After the First Deal, comes the Raise Round. Each player makes one d20 roll in the open. Then, from lowest die result to highest, each participant chooses a skill to add the bonus of to d20 roll. Characters can only use their ranks + ability score for this bonus, unless they state they are using some other rule that affects it, such as a class feature, feat, racial ability, spell, or item. (Using spells or items is always considered cheating, and requires a Stealth check opposed by all bystander’s and participant’s Perception checks, to do so without being noticed). Any such ability that affects a die roll or skill bonus can only be used once at any point in the dramatic gambling event. If an operative decides to add operative’s edge to a skill check for the Raise Round, it cannot be used again in the Final Round, even for a different skill.

Once each participant has done this, and the current result of all the raise Round skill checks are known, in the same order characters may choose if they wish to change to a new skill (perhaps one with a higher bonus), or to add an ability that can impact the Raise Round skill check. If anyone does so, another round of potential chances to skills used and class features is taken, repeating until all players pass.

Any skill or ability used in this process cannot be used again in the Final Round.

The winner of the Raise Round is allowed to roll an additional d20, in the open. In the Final Round, that player can use his original First Deal d20 check, or the new d20 roll. This decision need not be made until all the Final Round actions are completed, and everyone’s First Deal is revealed.

If two or more character’s Raise Round skill check totals are tied for the highest total at the end of the Raise Round, whichever character got to that total first wins the round.

At any point in the Raise Round, a participant may Fold, in which case they lose half their stakes (or suffer the more minor penalty, for dramatic gambling events with nonmonetary stakes.)

Final Round

In the Final Round, participants go in reverse order of the order used in the Raise Round. Each participant chooses a skill and declares what their total bonus for that skill is, but do NOT yet reveal what their total is with their First Deal die.

As with the Raise Round, after every participant has declared a skill and any abilities they wish to use to boost it, another round is held where characters may swap to new skills or add new abilities. After each round, characters may Fold, as with the Raise Round.

After everyone passes, everyone in the same order decides to Fold or Call.

Everyone who Calls reveals their First Deal d20 roll, adds their total bonus, and the highest total wins. Whoever won the Raise Round may swap to their second d20 roll in place of their First Deal roll after seeing everyone else’s total. In case of a tie, the character with the highest number of ranks in their chosen skill wins (better good than lucky). If there is still a tie, everyone tied rolls a d20 and the highest result wins.

Example of Play

Alex (a soldier), Janye (an operative), and Stan (an envoy) are playing out a dramatic gambling event. They establish stakes, 100 credits each.

Each of them makes a First Deal roll. Alex gets a 4, Jayne a 7, and Stan a 17, but none of those die results are revealed.

Alex decides to attempt to Read Stan’s First Deal die roll. Alex makes a Sense Motive check, opposed by Stan’s Bluff check. Alex succeeds, and learns Stan’s hidden die roll is a 17. Alex now can’t use Sense Motive for any purpose in this dramatic gambling event other than attempting another Read check after the Raise Round.

For the Raise Round, Alex, Jayne, and Stan each make another d20 roll this time in the open. Alex gets a 15, Jayne an 11, and Stan a 10. Since Stan rolled the lowest, he is the first to declare a skill total. Since he knows he has a 17 as his First Deal, he decides to use a lower skill here and states his using Diplomacy, which is +8, for a Raise Round total of (d20 roll 10 + 8) 18.

Jayne goes next. She has Profession (gambling) at +12, and is an operative with another +2 from operative’s edge. She can use Profession for both her die rolls, but can only apply her operative’s edge to one of them. Knowing she has a First Deal roll of 7, she’d like to win the Raise Round to get a reroll, but hopes she won’t have to use operative’s edge to do it. So she uses her Profession skill without her+2 operative’s edge, getting a total of (d20 roll 11 +12) 23.

Alex has a Raise Round result of 15, and knows his First Deal result is 4 and Stan’s is 17. His best skill is Culture, which is +12, and his second-best is Diplomacy, which is +9. He feels he must get the reroll in the Raise Round to have any hope of winning, and isn’t sure using Diplomacy is good enough. It would get him a 24, better than  Jayne’s current total, but if she has any abilities to boost her result she could beat him. Alex decides to use his Culture to get a total of (d20 roll 15 +12) 27.

Everyone has a chance to change their skills now, again beginning with Stan. Stan decided he wants to prevent Alex or Jayne from getting the reroll from winning the Raise Round, even if he doesn’t need it, so he switches to his Bluff, which has a +12 bonus and gives him the option of adding a +1d6+1 expertise die. Stan decided to use the expertise die now, and rolls a (1d6 roll 4 +1) 5, giving him a +17 bonus for this skill check. That gives him a (d20 roll 10 +17) 27 total as well. However since Alex got that result first, he wins the tie.

No one else wants to use any other skills, so Alex wins the Raise Round. He makes a d20 Raise Roll in the open, getting a 12. Now he can use either his original First Deal result of 4, or his Raise Roll of 12, for the Final Round.

On the Final Round, participants go in reverse order of their Raise Round totals (Jayne 23, Stan 27, Alex 27). Each announced their skill total, but does not yet reveal their First Deal die. Jayne knows Alex has a Raise Roll result of 12 he can use, and she knows her own First Deal roll is a 7. She declares she is using Profession (gambling) again, which gives her a +12 bonus, and that she is using operative’s edge (there’s no reason not to), for a total of a +14 bonus.

Stan used his best skills (Bluff and Diplomacy) and his skill expertise class feature, so his best remaining option is to use his weaker Sense Motive skill, at +7.

Alex knows he has a Raise Roll of 12, but his best remaining skill is diplomacy at +9.

No one has any additional abilities to add or better skills to switch to, the everyone passes.

Jayne then must decide to Fold or Call. She has a skill bonus of +14 and a First Deal die roll of 7, so she knows her total is 21. She also knows Alex has at least a 12 (his visible Raise Roll) and a bonus of +7, also a 21. She thinks she has more ranks in Profession (gambling) than Alex has in Diplomacy, so she calls.

Stan has a skill bonus of +7, and a First Deal die roll of 17, for a total of 24. But he is afraid Jayne’s much higher skill bonus makes her more likely to win. He folds, and loses half his stakes (50 credits).

Alex thinks Jayne must have a really bad First Deal die roll, so he Calls.

Jayne and Alex then reveal their totals. They are tied at 21, but Jayne DOES have more ranks in her skill than Alex has in his, so she wins. Alex loses all his stake, and Jayne doubles her stake.

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American Fighter: An Analogy as Superhero History

American Fighter was born Roy Wood to an unwed mother in 1925. Of Irish/German descent, he showed no particular faults or aptitudes as a child, getting unremarkable grades and managing well enough for a child with first no father, then a largely absent step-father, who left the family by the time Roy was 15. He was remembered as a shy boy who worked in a car shop and sang in the school glee club.

He graduated from high school in 1943, and immediately enlisted in the United States Marines. Ordered to a Repair and Overhaul unit in the Pacific, he was exposed to a mix of experimental gasses from secret super-soldier programs being run at the same facility. His skin, uniform, and helmet became significant more resilient, able to bounce small arms fire and even survive antimaterial and anti-tank munitions. He was immediately given a nom de masque of American Fighter, and sent into much of the worst island fighting. Though American Fighter is often depicted in posters and art of the era standing with the heroes of Liberty Force who operated in Europe, he never served with them, and only rarely met any of Liberty Force’s members.

In 1946 he was discharged, and moved to Los Angeles to live with his mother. He tried to join the Liberty Guard, a national hero teams forming at the time, but was rejected for low academic standards. When he was spotted by a scout for the Universal utility corporation, which was interested in creating hero teams to protect their own interests and garner positive P.R., he was signed to a lengthy U.U. “taxi hero” contract. The taxi heroes were paid on a per-mission basis and assigned to regions and teams as determined by U.U’s Hero Relations department.

American Fighter was initially assigned to the Coastal Crimefighters, who largely opposed the Undertow Gang of underwater pirates. While he was always assigned back-up or support roles, he also received training from Universal Utility handlers in public speaking, judicial law, small unit tactics, horseback riding, and etiquette. As he was photogenic he also came to be featured heavily in hero-themed magazines, despite his relatively minor activity level. Through the late 1940s and into 1952, he also worked with the Freedom Hawks, Hero Cadets, and on loan as one of the Big Man’s “irregulars”

In 1952, American Fighter was assigned as the team leader of the Furious Five, with the more experienced heroine Talavera as the team secretary and unofficial second-in-command. Talavera had worked with American Fighter in the Freedom Hawks, and had a career that went back to before WWII. The Five quickly grew to be too popular to keep as a single unit, and each was moved to taxi hero roles in other groups for part of every year from 53-55, with American Fighter serving as second-in command for the Hero’s Horizon and then standing as the leader of the Law Breed when founder Golden Blade was injured in the line of duty.

In 1953, a new villain struck the we coast. Known only as the Obsession, this mastermind combined complex heists with random acts of mayhem and violence and terrorist attacks using clouds of psychotropic drugs that made coordinated responses by local authorities almost impossible. The Obsession began to co-opt and unify organized crime west of the Rockies, and Universal Utility suffered multiple significant thefts and kidnappings for ransom. U.U. turned all its Hero Relations resources to bringing the Obsession to justice. In a Los Angeles raid on August 4, 1954, American Fighter was part of a small team that breached the Obsession’s base of operations, and American Fighter delivery the knockout blow to the crazed villain—immediately elevating himself to major hero status.

By 1955 American Fighter was voted one of the ten most popular and effective heroes in American by Modern Hero Magazine. Universal Utility immediately made him the focus of multiple teams, including the newly-renamed Fighting Five, the Freedom Brigade, and the Giants of Justice.

However, his popularity waned within a decade. By 1965 the Fighting Five and Giants of Justice had been disbanded, and American Fighter had been moved to “emeritus” status in the Freedom Brigade, to make room for new heroes such as Repulsor, Fast Cat, Chiller, and Doctor Phoenix.

During this time it became well known in the hero community that American Fighter was gay. He was discrete about his privacy, and little attention was publicly paid to the question at the time. His handlers as U.U. worked strenuously to keep his private life out of the public eye.

American Fighter left the Fighting Five (which disbanded a few years later, though numerous revivals have been attempted) when his U.U contract ended, and tried live as an agent of S.T.E.E.L. (Special Taskforce on Espionage and Enforcement of Law), and then as one of the Strangefellow, and finally as the leader of the Second Chances (a time-travelling group that worked to fix minor disasters in such a way as to not affect history in any other major way). Though none of these efforts were considered noteworthy at the time, the Second Chances have in recent years come to be considered one of the few truly successful time-travelling hero teams.

Moving back to traditional hero teams, American Fighter joined The Undefeated, a team of U.S. heroes operating overseas in 1969. The team was fairly well-known as successful, but their operations had a high financial and political cost, and they were disbanded in 1971. From ’71 to ’77, American Fighter settled down in San Francisco, and operated with the Heroine Saint Angel as part-time, local heroes taking on minor regional issues. He and Saint Angel married, but quietly divorced in ’76, though still working as crimefighting partners for a year after that.

A lifetime of heavy drinking and smoking began to take its toll in the late ‘70s and early 80s. American Fighter participated in a number of one-time mass hero operations, but could not catch on as a permanent member of a hero team. He notably took part in the Avalanche Wars in 1978 and the Martian Campaigns in 1980. An effort was made to build a new team around him, the Devlin Dogs, in 1981, including adding Fighting Youth to the rooster, the son of American Fighter and Saint Angel from before their marriage as a teen sidekick. However, multiple bypass heart surgery sidelined American Fighter a few months after the team launched, and though he returned to it after recover, the team disbanded within a year after that.

He joined the Dynasty of Warriors in 1984, but was clearly past his prime and often contributed little to major conflicts.

Unknown to the public, American Fighter was diagnosed with HIV in 1984, just one year after the initial identification by scientists of the HIV virus. The hero kept the disease secret for many months while working with old colleagues to search for a cure. His health was visible declining. Rumors began to spread that he had liver cancer, but eventually his publicist announced that American Fighter had AIDS. As one of the first well-known American heroes to be publicly diagnosed with AIDS, this sparked a national debate about his sexuality and the disease.

American Fighter died in October, 1985, of infections related to the AIDS virus.

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Mare’s Leg for Really Wild West (in Starfinder)

A Mare’s Leg is a lever-action rifle cut down so it can be carried in a (large) custom holster and held and fired with one hand.

For purpose of Really Wild West (a weird western setting hack for the Starfinder Roleplaying Game), any longarm can be cut down to be a Mare’s Leg, with an hour’s work and a successful Engineering check (DC 10 +1.5x the item level of the longarm). This causes it to become a small arm. You can also buy a Mare’s Leg version of a rifle anywhere you could buy a longarm 2 levels higher than the item level of the desired Mare’s Leg (though you may have to wait a day as one is custom built), at a cost of 120% of the longarm base price.

Base damage does not change, but Weapon Specialization applies as a small arm. A Mare’s Leg’ range increment is cut in half, attacks and any skill check to use trick attack with it suffer a -2 penalty, and any other penalty that applies to attack rolls with it also apply to trick attack skill checks. It has a Strength minimum equal to 10 + ½ its item level, and for every point of Strength you are below this minimum you take a -1 penalty to attack rolls (if you use a Mare’s Leg in two hands you increase your effective Strength by 5 for meeting this minimum).

Design Note: A Mare’s Leg is not an ideal weapon choice for many characters. It’s not a strict damage upgrade for characters most likely to be able to overcome the attack penalty and Strength minimum, and places penalties on the main use of character who can use it as a strict upgrade (operatives). It’d be very useful for some specific character builds, such as a high Strength envoy, drone mechanic, mystic, or technomancer… all of whom don’t have a lot of synergy from having a high Strength.

All of this is intentional. The Mare’s Leg is not a common item (it likely never existed in the real Old West), but it’s cool looking and iconic. It’s an interesting piece of gear to carry as a high-power back-up, or to add a tweak to otherwise quirky character designs, and that’s what it’s designed for.

Also, Really Wild West only goes through 10th level, so if you use these rules in a typical Starfinder game, it may have unexpected consequences when entering higher-level campaigns.

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High Noon Showdown Rules for Really Wild West

Two characters stand facing one another, guns holstered, eyes squinting, hands twitching.

In a moment, one will likely be dead.

A moment of drama common to any Western setting, so the Really Wild West setting hack should support it. But how, using the Starfinder Roleplaying Game rules, where one shot is rarely lethal?

HIGH NOON SHOWDOWN

The High Noon Showdown rules apply whenever two sides agree to a shootout, whether that’s standing in the street waiting for each other to flinch, or a formal timing quickdraw content. A Showdown may apply to just two characters, or to two opposing groups, Tombstone-style.

The Showdown has a number of Prequel Round, which represent the time squinting and staring each other down. In each Prequel round, a character involved in the Showdown can take one action. If any character takes an action not on this list, or a character outside the Showdown interacts with the characters in the Showdown in any way, the Prequel rounds end and the showdown goes straight to resolution.

Prequel Rounds

Prequel actions are taken once per prequel round, in any order. Each player and the GM notes what action each character plans to take, then those actions are all revealed and resolved.

The Prequel action options are as follows:

Demoralize: You can use the Intimidate skill to demoralize a foe involved in the Showdown using the normal skill rules, though no talking is required. Once a foe is demoralized, the shaken condition lasts for all Prequel Rounds. If the Intimidate check is good enough for the condition to normally last more than one round, any extra rounds are applied after the Showdown resolution.

Fake Out: You can make a Bluff check to feint a foe, or any skill check needed for a trick attack. If you succeed, the target will be flat-footed and/or subject to your trick attack for the attack that is made at the Showdown resolution, but not for targeting dice earned through targeting.

Stand Confident: If you have extraordinary abilities that apply bonuses to your allies or penalties to your foes that don’t require you to move or attack (most common with envoy characters), you can use one of these. Like demoralizing, one round of duration lasts through all the Prequel rounds, with any remaining duration kicking in after the Showdown resolution.

Targeting: You can target one foe involved in the Showdown. This is an attack roll, but you don’t roll it yet. You just note you have a targeting die on a foe. You can build up as many targeting dice as you wish on foes, but they don’t take effect until the Showdown resolution and, of course, your foes can be building targeting dice on you at the same time.

End Showdown: You can end the Showdown. Everyone gets to finish their Prequel actions for this Prequel Round, then you move to resolution.

Resolution

At the resolution of the showdown, everyone draws their weapon and shoots (or takes some other action that requires no more than 1 standard action, such as casting a spell). All involved characters make Initiative checks. Characters with Quick Draw gain a +10 bonus to this check. If a character is adjacent to a foe, or willing to take the modifiers for a charge, a melee attack can be made instead, but this places a -10 penalty on that character’s initiative check.

The character with the highest initiative goes first and then resolution actions are taken in descending initiative order as normal. However, anyone killed or incapacitated by a resolution action still gets to take their resolution action if their initiative is within 5 of the action that killed or incapacitated them. (The actions are so close to simultaneous the bullets cross mid-air).

When you attack a foe as your resolution action, you make a single attack roll. If that attack hits, you also roll all your targeting dice, using the same attack modifier. For each targeting die that scores a hit, you do an additional 1d10 damage of the same type (1d6 damage if using an area affect or multiple-target attack). Any targeting dice you have against other targets are lost.

Normal Combat

After the resolution of the Showdown, any surviving characters enter normal combat. The first round of the combat is a surprise round, with characters that make a Perception check equal to the highest initiative result of the resolution round able to take one action. The exception to this is any character that took the end showdown action in the final Prequel Round. These characters automatically get a full round of action in the first combat round after the Showdown.

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Starfinder Monster Design and Really Wild West Bestiary—Rattle-Cat

We already looked at some general guidelines for building monsters for the Starfinder Roleplaying Game with the Grizzly Boar, an entry for the eventual bestiary for the Really Wild West setting hack which uses the combatant array for monster creation. Now, we’re going to look at building a monster using the expert array.

The Rattle-Cat

RWW-Rattlecat-color-01

A Rattle-Cat is a predator and scavenger unique to North America, though it’s range on the continent is much broader than the snake it shares some characteristics with (likely due to it’s fur coat and warm-blooded nature). Rattle-Cats are ambush predators, depending on speed, stealth, and a mastery of terrain to get near their prey, before dashing out to bite and poison potential prey or threats. They also use their menacing rattle to intimidate any creature that poses a potential threat, a warning much of North American wildlife knows well enough to heed, and to drive away competition from potential scavenged kills, such as dead herd animals and carrion.

Rattle-Cats often travel alone as wandering creatures, but also sometimes form territorial packs (known as a “dirge of rattle-cats”) of up to 12-16 members, ruled over by the eldest female in the pack. They lay eggs which hatch big-pawed cubs with stubby tails, who can already move about and inject venom within an hour of hatching. A rattle-cat can be trained with some success if raised from hatching, making the eggs valuable in certain markets.

Building and Defining an Expert

The actual rules for building and defining a monster using the expert array are the same as those for any other creature, but the nature of the expert array means the emphasis needs to be different. An expert has a lower attack roll and does less damage per attack than a combatant, and has a slightly lower KAC and about 10% fewer hit points. In exchange, it gets a higher ability DC, base spell DC, and more master skills.

That means when deciding if a creature should use the combatant or expert array, the GM needs to ask “is the core conceit of this creature one that leans heavily on skills or abilities with save DCs?” (You use the spellcaster array if you creature is primarily a spellcaster—that’s pretty straightforward. Anything that is a straightforward fighting monster should be a combatant. But if some creature’s concept is built on special effects or opposed skill checks, it works better as an expert. It’s not able to deal or soak quite as much damage in a stand-up fight, but it is more likely to have the skills needed to be a noncombat threat to PCs, and it’s abilities are harder to resist.

So when building our template graft, we should have a fairly heavy focus on things that work well with complementary skills, and/or that have a save DC of some kind. Once we know the core abilities for the creature, it’s still possible to easily create a graft we can apply to the right array and type and/or subtype grafts to produce a version of the monster at any CR. Using the same format as we did for the Grizzly Boar template graft, here’s the graft for the Rattle-Cat.

Rattle-Cat TEMPLATE GRAFT
Required Array: Expert
Required Type: Animal
Alignment: Neutral
Size: Small (CR 1/3-CR 1/2), Medium (CR 2-CR 11), or Large (CR 12+)
Speed: 30 feet (Small), 50 feet (Large) or 60 feet (Huge)
Ability Score Modifiers: Strength, Dexterity, Wisdom
Special Abilities: 1-Poison bite (see Rattler Poison). 2-Rattle (see Rattle special ability). 3-Evasion. 4-Cloaking field (as the operative exploit). Bonus- Spring Attack (as the feat).
Skills: Master– Acrobatics, Intimidate, Stealth; Good-Athletics, Survival
Attacks: Melee (bite, with poison; critical: injection +2), no ranged.

Rattle (Ex): The tip of a rattle-cat’s tail makes a disturbing, rhythmic noise that most creatures other than rattle-cats and rattle-snakes find disconcerting. As part of a move action, a rattle-cat can rattle its tail to make an Intimidate check to demoralize all foes within 60 feet. Once a creature has been demoralized by this function of a Rattle-Cat’s rattle ability, it cannot be affected again for 24 hours. A Rattle-Cat can also make an Intimidate check to demoralize any creature that can hear it as a standard action.

Rattler Poison

Type poison (injury); Save Fortitude (DC set by array and CR)
Track Constitution; Frequency: 1/hour for 12 hours
Special: Multiple bites cannot move target down the Constitution track more than once per hour.
Cure: 2 consecutive saves

So, you can see that one major element of the rattle-cat is its poison, which it applies with every bite. Given how the poison rules in the Starfinder Roleplaying Game this could be extremely deadly very quickly, but the special restriction means that after the first bite you are just taking damage until the 2nd or subsequent hour. If untreated, the 12 hour duration makes you likely to die without treatment… which is exactly what we’re looking for in a poisoned Really Wild West creature, to help drive storylines. The poison is both a combat enhancer, and an after-combat driver of story and plot.

The Rattle ability is built off Intimidate skill rules, which works well with our Expert build. However, the Rattle-Cat is also well positioned to be a mobile ambush threat, with high Acrobatics and Stealth values as well. A combatant would have trouble being a major threat with Acrobatics and Intimidate and Stealth, all of which can call for checks with DCs based on the competence or skill of the foe. With evasion and the cloaking field, higher CR Rattle-Cats are even tougher to flush out, and the bonus Spring Attack feat (given for the same reason we gave the Grizzle-Boar a bonus ability) and high speed allows them to make hit-and-run attacks from cover in the wild.

A Rattle-Cat written up as a combatant would be more dangerous in a stand-up fight, but less able to use the tactics and abilities that make it interesting.

Here we bring the whole thing together for a CR 3 Rattle-Cat.

RATTLEE-CAT          CR 3          [EXPERT]
XP 800
N Medium Animal
Init +2 Senses low-light vision; Perception +8
DEFENSE     HP 35
EAC 14; KAC 15
Fort +4; Ref +4; Will +6
OFFENSE
Speed 50 ft.
Melee bite +9 (1d4+7 P plus rattler poison)
Offensive Abilities rattle
STATISTICS
Str +4; Dex +2; Con +0; Int -4; Wis +1; Cha +0
Skills Acrobatics +13, Athletics +8, Intimidate +13, Stealth +13, Survival +8
Languages none

Rattle (Ex): The tip of a rattle-cat’s tail makes a disturbing, rhythmic noise that most creatures other than rattle-cats and rattle-snakes find disconcerting. As part of a move action, a rattle-cat can rattle its tail to make an Intimidate check to demoralize all foes within 60 feet. Once a creature has been demoralized by this function of a Rattle-Cat’s rattle ability, it cannot be affected again for 24 hours. A Rattle-Cat can also make an Intimidate check to demoralize any creature that can hear it as a standard action.

Rattler Poison
Type poison (injury); Save Fortitude (DC 14)
Track Constitution; Frequency: 1/hour for 12 hours
Special: Multiple bites cannot move target down the Constitution track more than once per hour.
Cure: 2 consecutive saves

So that brings us through two of the three arrays, while helping to build a set of unique threats for the Really Wild West (though these monsters can be used in any Starfinder Roleplaying Game campaign). We still need to discuss the Spellcaster array, and maybe take a look at class grafts, in upcoming articles!

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Starfinder Theosophy and Psychic Powers for Really Wild West

While magic and full-blown spells are known to exist in the pulp-fantasy 1891 for the Really Wild West setting hack of the Starfinder Roleplaying Game, and considerable study in codifying their scope and limitations has taken place over the past century, they are not the only supernatural powers available to delvers into the occult. With the growth of Theosophy, and the radically increased communication between various cultures and esoteric traditions in the Age of Steam, numerous wise folk, parapsychologists, charismatic preachers, shamans, and madmen have become practicing psychics, able to use the power of their minds to impact the world around them.
There powers are represented with a feat, Practicing Psychic, which gives access to a series of additional tasks that can be performed with the Mysticism skill, known as “Mysticism skill unlocks.”

PRACTICING PSYCHIC
You have opened your third eye, learned the ancient ways, mastered the fourth circle of the Secret Masters, attuned your chi, met your fylgja, gained your Doctorate of Theosophy, or otherwise become adept in manipulating the phrenic energies of the mind.
Benefit: Mysticism is a class skill for you. If it is a class skill from some other source than this feat, you instead gain a +1 bonus to Mysticism checks. You do not have to meet the Charisma requirement of the Minor Psychic Power feat, or any feat that has that as a prerequisite. Additionally, you can select one Mysticism Skill Unlock. Once made, this choice cannot be changed.
Special: You can take this feat more than once. Its effects do not stack. Instead, each time you take it after the first, you gain two additional Mysticism Skill Unlocks.

MYSTICISM SKILL UNLOCKS
The tasks you can perform using the Mysticism skill if you have gained access to them through Mysticism Skill Unlocks (such as from the Practicing Psychic feat)—automatic writing, cloud minds, dowsing, faith healing, hypnotism, psychometry, and thought transference—are detailed below. Several of these tasks have sub-tasks you can attempt if you have access to the main skill unlock.

AUTOMATIC WRITING
You can produce mysterious writing that pertains to the immediate future, either under the influence of enigmatic guiding spirits or by unleashing your subconscious intuition.
Once per week, you can spend 1 hour posing questions while your hand unconsciously scribbles messages of varying legibility and accuracy. At the end of this hour, you attempt a Mysticism check to decipher the meanings of these messages. If successful, you gain information as though you had used augury, except the time frame of the information gathered can be up to a week in advance (but the longer it is, the more likely the GM is to conclude the contemplated action will bring both good and bad consequences, since consequences become more difficult to predict further out).
If you have 10 or more ranks in Mysticism, you can attempt a higher DC check to instead gain information as though you had used divination. The chance of successfully producing coherent or meaningful writing from any of these effects equals 60% plus 5% for every 1 by which your check result exceeds the DC (to a maximum of 90%). You must choose which DC you’ll try to meet before attempting the check. The GM rolls the check and d% roll secretly, so that you can’t tell whether the messages are accurate.

Writing Results  Ranks Required DC
As augury spell  1             20
As divination spell            10           30

CLOUD MINDS
You can cloud the minds of thinking creatures so they don’t realize where you are. As a standard action you can make a Mysticism check and a Stealth check, using the lower of the two checks as a Stealth check to hide against any thinking creature (but not traps or mindless creatures) without needing cover or concealment. You can even speak without creatures being able to find you without a successful perception check. This ability lasts until the end of your next turn, but creatures get a +10 bonus to Perception checks to notice you on the next round. This is a mind-affecting, sense-dependent effect.

DOWSING
You channel mysterious forces in the nearby environment to locate hidden resources. Once per day, you can follow a dowsing rod’s movements to locate a particular type of location. Each attempt requires 10 minutes of intense concentration, after which you attempt the Mysticism check with the DC listed on the table below. The maximum range at which you can detect anything using dowsing is 400 feet + 40 feet per rank in Mysticism you possess. The rod’s directions persist for up to 10 minutes. You choose a particular target each time you dowse, and get the following information on a successful check.
Find Water: The dowsing rod points toward the largest source of fresh water within range, including aquifers, lakes, ponds, and springs.
Grave Dowsing: The dowsing rod points in the direction of the largest burial site, cairn, or tomb within range.
Locate Metal and Gems: You concentrate on a specific metal or mineral. On a successful check, the dowsing rod points to the largest quantity of the selected mineral within range.

Dowsing Target DC
Water    15
Grave    20
Mineral 25

FAITH HEALING
You apply esoteric principles to temporarily suspend or remove afflictions (curses, drugs, diseases, and poisons). You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can’t use faith healing on yourself.
Suspend Affliction: You treat one curse, disease, drug, or poison affecting a creature. You enter into a deep trance for 1 hour while you treat the subject, after which you attempt your Mysticism check (with a DC equal to the afflictions DC, or 25 for afflictions without save DCs). If the check is successful, you suspend the effects of the affliction by 1 hour, plus 1 hour for every 5 by which you exceed the DC. This time doesn’t count against the effect’s duration (if any). The affliction can still be cured by other means while it’s suspended.
Remove Affliction: You can attempt to permanently remove an affliction in an 8-hour ceremony, after which you attempt a Mysticism check, with a DC equal to the DC to suspend it +15. If your check succeeds the affects is suspended, and the sufferer can attempt another saving throw using the original DC to permanently cast off the effect.

HYPNOTISM
You use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories. You can use hypnotism once per day. Hypnotism requires one minute of calm, uninterrupted interaction—it is impossible in crowded rooms, loud areas, and anyplace where both you and the subject aren’t free to take 10 on most skill checks—though you cannot take 10 on skill checks to hypnotize a subject unless the subject is both aware and cooperating with the attempt.
The DC of a Mysticism check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion), sense-dependent, language-dependent effects.
Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Mysticism check. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature rather than being obvious about it with a willing target, but the DC is 10 higher.
If the check is successful, you implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the suggestion is one the subject would not perform for a creature it had a reaction of Indifferent toward, once it has an opportunity to act on the suggestion  it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier.
This is a mind-affecting, sense-dependent effect.
Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Mysticism check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.
This is a mind-affecting, sense-dependent effect.

PSYCHOMETRY
You can read the psychic impressions left on objects or in places by previous owners and events.
Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Mysticism check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate.
If you attempt to use psychometry on an item affected by a spell or effect that hides its true nature or history, you automatically learn all the false information imprinted by the spell or effect. You must also attempt a Will save (DC 15 +1/2 the level of the creature that created the spell or effect). If you succeed at this save, you realize the implanted information was false, and can determine the true information as well. On a failed save, you believe the implanted information is true.

THOUGHT TRANSFERENCE
Once per round without taking an action, you can make a Mysticism check to attempt to pass a secret message without speaking. If you exceed the DC by 5 or more, the recipient can send a secret message back to you in the same way. Only creatures with the thought transference skill unlock, limited telepathy, or telepathy can make opposed Sense Motive checks to attempt to learn the gist of the message. The DC for this increases by +10 if you attempt to use it on creatures you are not currently perceiving, and +20 if you attempt to us it on creatures a mile or more away.

PATREON
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Really Wild West Bestiary: Gulchers

Of course you can use any creatures from the Starfinder Alien Archive as threats in a Really Wild West campaign, but in most cases you’ll want to reflavor them to something more appropriate for it’s 1891 aesthetic and technology level.

It’s useful to dream up brand-new threats as well of course, to get foes hat are unique to the dangerous world of pulp theosophy and super-science that is Really Wild West. Here is a very RWW-themed undead, which may be encountered alone or in mass numbers as dictated by the plot. If you want to make different of higher-CR gulchers, just take any undead and replace one of its offensive powers with bad off, add false life, lower its EAC by 2 and raise its KAC by 1.

GULCHER (CR 1)
XP
400
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE
HP
24
EAC 9; KAC 14
Fort +3; Ref +3; Will +3; DR 3/magic; Immunities undead immunities
OFFENSE
Speed
30 ft.
Melee pitchfork (or other tool) +8 (1d6+5 P; critical: bad off) or
Ranged revolver +6 (1d6+1 P)
Special Attacks bad off (DC 11)
STATISTICS
Str
+4; Dex +2; Con —; Int +0; Wis +1; Cha +0
Skills Athletics +10
Other Abilities unliving
SPECIAL ABILITIES
Bad Off (Su)
A gulcher is imbued with the bad times that lead to its sorry state, and can sometimes inflict its bad luck and sad-sack existence on those it hurts. Any attack from a glucher that scores a critical hit causes the target to feel down and out, gaining the sickened condition for 24 hours, or until the target receives a morale bonus (to anything) or is the recipient of a Diplomacy check to improve their attitude.
A gulcher can also attempt to inflict its bad off ability on a creature as a standard action, creaming in contagious misery. Used this way the ability is sense-dependent and the target can negate it with a successful DC 11 Will save.
A DC 11 Mysticism check can identity the nature of a creature being bad off, and reveal the circumstances that negate this effect. Bad off is a curse effect.

False Life (Ex)
A gulcher that doesn’t realize its own true nature is not affected by spells or abilities that only target undead.
ECOLOGY
Environment
any
Organization solitary, pair, posse (3–12), or settlement (13+)

Gulchers are undead that appear to be gaunt, dirty, badly-tended humans, often dressed in patched and worn prairie clothing, though they can also have the appearance of drovers, gunfolk, miners, merchants, gunfolk, and native people can also become gulchers. Most have sallow skin, yellowed, crooked teeth, stringy hair, and sullen or bloodshot eyes. A few appear jaundiced.

Gulchers are most often normal people who went through a time of despair, tribulation, hunger, and pestilence, and died. But they didn’t notice. Things had been so bad, for so long, that dying would be a relief, and gulchers just don’t expect anything to get better.

As long as a gulcher is unaware it has become an undead, it goes about the dreary and colorless motions of living a life. It eats, if food is available, lies in bed and doesn’t realize it never sleeps, sucks down duststorms and doesn’t realize it should choke. In this state, the gulcher isn’t affected by powers that only effect undead, but it also isn’t immune to fear and emotion effects, and takes the penalties for being shaken at all times (though this is more a dreary lack of verve than true fear).

All this changes if the gulcher is made aware of its state. The easiest way to do this is to deal piercing or slashing damage to it – gulchers have thick, black blood and realize the horrible truth of their state if they see their own tarlike vitae. Evidence of their lifeless existence, lack of food, lack of sleep, and so on, can also be used to convince a gulcher it is no longer living with a DC 15 Diplomacy check. Once it knows that even the peace of the grave is denied it, a gulcher is slowly consumed with a desire to make everyone and everything as pained and hopeless as its own existence.

It’s not unknown for entire towns to become gulchers, often during thunderdusts, droughts, and locust plagues. Sometimes one or two take the gray journey, and their desire to cause misery slowly kill off everyone else in town. Othertimes a real bad situation takes out near everyone most all at once. And sometimes, a drakul, ghul, black spirit, or other bigtime black hat decided to take over a town as a base of operation, and intentionally nurses the despair that causes god-fearin’ folk to become the things other folk fear.

In very rare cases, gulchers perform a useful service, such as toiling at a mostly-played out mine that would be pointless for living creatures to port the food and water needed to operate, operating rickety barges on distant rivers with little traffic, or slowly clearing stones from areas that might, in a few decades, be worthwhile farmlands. Of course, these gulchers are also likely to be angered by the sight of anyone doing better than they, and may drown passengers, or dump scorpions into their sleeping blankets.