Category Archives: Anachronistic Adventurers

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!

I’m Forming a Posse!
Okay, not exactly. But posts like this are only possible with the support of my patrons, through my Patreon page! This one is sponsored by the fine folks at the starjammersrd.com! (Which includes a page with all the rules needed to make your own creatures!)

If you like these posts, why not become a patron too!

Advertisements

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
If you are enjoying any of the articles on this blog (or any of the videos on my YouTube channel), please consider adding a drop of support through my Patreon campaign!

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.

Starfaring Species in Really Wild West (part 3 and finale)

This is the third and final part of a series of articles looking at how to contextualize the starfaring species of the Starfinder Roleplaying Game into the world of the Really Wild West, a setting hack that uses the science-fantasy rpg for a campaign with magic, monsters, and weird science in an alternate Earth in 1891.

When looking at the Starfinder Roleplaying Game species for things I can use to tie them to a fantasy-science-fiction-pulp version of the real world, sometimes I have gone with cultural or game ability elements… and sometimes I have leaned on fantasy versions of biology, as is the case with shirren, vesk, and ysoki.

RealWildWest-Races-color-01

Shirren

Shirren are big bugs, which means they should have evolved someplace that supports larger arthropods. The largest land-dwelling arthropod currently in existence on Earth is the coconut crab, which is found on islands in the Indian and Pacific Ocean. Assuming they originated in the same regions in the timeline of the Really Wild West, shirren would have built their own island cultures (perhaps in conjunction with other species, perhaps not), and spread in Ancient times as trade blossomed throughout the Indian Ocean. This takes our ancient shirren to China, Egypt, India, Java, Somalia, and southeastern Europe. While they would have spread worldwide from there, I assume those regions along old trade routes going through the Indian Ocean still have the largest, most integrated populations of shirren. That gives me guidance on what cultures they might be drawn from, and what traditions they could have, without claiming something small-minded like “Arabs are shirren” (which erases real Arabs and eliminates numerous cultural advancements, historical figures, and real-world ethnicities from being part of RWW, and is also pretty structurally racist).

Vesk

Australia leads the world in reptile biodiversity, so that’s where I am having my vesk evolve. That has vesk populations being tightly concentrated in Australia, New Zealand, and surrounding islands. I’m guessing I’ll need to add a frontier wars or “Lizardman War” (as the colonial powers call it) between the British Empire and various vesk groups at some point, and chances are the vesk lost. But by now, they’re at least partially integrated, and some will have travelled throughout the British Empire, despite suffering a fair amount of racism. While vesk likely have a lot of native culture that impacts their fashion, those that travel abroad are likely to adopt Western clothing sensibilities when in western nations, including the Really Wild West.

Note that this is a change from my original thoughts on vesk, which was to make them the product of Doctor Moreau’s anthropomorphization of animals. I can hold on to that idea for more minor species (as I add them), but it ended up feeling too limited for a “core” species, and had some connotations I wasn’t comfortable with.

Ysoki

In the real world, rodents are populous on every continent except Antarctica. They date to the Paleocene on the supercontinent of Laurasia, spread across landmasses, crossed oceans, and pretty well got everywhere (even Australia) on their own, without human intervention.

So as much as I am tying most starfaring species to specific region of the Really Wild West? Ysoki are everywhere.

And they got there first.

With cheek pouches as built-in bags (allowing them to carry goods—even water—long distances before the invention of sacks or gourd-bottles), bonuses to Stealth and Survival, and darkvision? Ysoki were the main competition with humanity for global domination. Much as there were Neanderthals and other cousins to homo sapiens sapiens who didn’t make it, there were multiple lines of ysoki through the ages, though none of this is well understood in the RWW year of 1891.

In general, every culture has a ysoki element to it. There are sure to be exceptions—Egyptian cat-worshipers may not have taken to ysoki citizens, some ysoki clans likely existed in regions without significant human presence.

But the core assumption in Really Wild West is that ysoki are everywhere from the most remote, paleolithic cultures, to the suit-wearing bankers of New York.

Speaking of context!

Articles like this are only possible with the kind support of my Patrons, through my Patreon. For example this article is sponsored in particular by Copper Frog Games! (Artistic Games for All!)

Starfinder Species in Really Wild West (Part 2)

We went over why it’s worthwhile to consider where the species from the Starfinder Roleplaying Game have major population centers in the world of Really Wild West (and why we won’t be using them as stand-ins to replace the humans of any real-world culture) in the first post in this series, where we also looked at the RWW take on androids. We continue our look at this idea with the kasatha and lashunta. It’s worth repeating that these touchstones are designed as one set of options, not absolute rules. Just as humans from differing ethnic and cultural backgrounds can be found on every continent, so too can our new sentient, sapient species be found in every culture of the Really Wild West.

RealWildWest-Races-lines-02.png

Kasatha

Since one of the big defining traits of kasatha is that they have 4 arms, there’s an obvious temptation to have kasatha be linked to Hinduism, because of the prevalence of multiarmed deities in Hindu. However, Hinduism is a massive, modern religion with tens of millions of worshipers, in which things like what a deity carries in each arm can be important, and about which I am not an expert.

Looking to tie the multiarmed aspect to something less crucial than gods, Greek mythology has numerous multiarmed humanoids such as the Gegenees, and Hecatonchires. Though these are presented as giants, that just also gives me a place for Shobads. And there’s lots of ancient and closer-to-18901 history involving Greeks that is fascinating and interesting, which can help serve as context for kasatha players.

So if the Greek empires were all mix of human and kasatha, by the modern era of Really Wild West that can be expected to have large populations throughout Europe, northern Africa, and western Asia. Greek ships were visiting the Americas by the early 1600s, and a significant Greek community developed in New Orleans during the 1850s. By the 1890 there were tens of thousands of Greeks in North America alone, many of them from the Ottoman Empire.

Lashunta

One of the defining traits of lashunta is their telepathy, which makes placing them in the world a bit tricky, because what westerns think of as telepathy doesn’t really have any notable real-world equivalents, even in theory or fiction, prior to the 1800s, which is too late to form a culture from that is well established by 1891. However, the Japanese idea of ishin-denshin (literally “”what the mind thinks, the heart transmits”) certainly seems similar to telepathy. That idea seems to have developed in China where it has links to traditions of Zen Buddhism.

So, having lashunta have developed in Asia, with strong populations in places where Zen Buddhism is prevalent (China, Japan, Korean, Vietnam) gives cultural texture to how the actual power of telepathy in Really Wild West might have been viewed in varying real-world cultures. It’s important to note that lashunta don’t replace any of those real-world cultures or the religious and philosophical advancements they created. But it does give context for how to view a fictional species in a historic framework. And all those nations have rich histories that include massive exploration, trade, and diplomacy as well as immigration which can place an Asian-origin lashunta anywhere in the world a player wants to be from (even before allowing for lashunta families who may have migrated from those nations centuries ago).

Sponsored Post

This post was sponsored by the fine folks at http://www.starjammersrd.com/, an online rules repository for the Starfinder Roleplaying Game, who support me through my Patreon! Check out their site, and mine!

Starfinder Species in Really Wild West

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.

RealWildWest-Races-color-01

Android

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!

Patreon Plug!

Enjoy this post, or anything else I write? Feel free to check out my Patreon for cheap, simple ways to support me doing more!

More Gunslinger Abilities (for Starfinder)

To add on to yesterday’s gunslinger abilities, here are some drawn from a gunslinger archetype (one of which requires you take the Gunslinger Feat to access… at least for now). These work for normal Starfinder Roleplaying Game campaigns, or the Really Wild West setting hack.

While I’ll release full rules for these as an actual product, for now note that whether you use the archetype or feat to access these, you can only select abilities with two different possessive title forms. In other words if you take a “Gunslinger’s X” and “Ace Shooter’s X” abilities, you can’t also take an ability titled “Blatherskite’s X” (as there will be many more possessively titled abilities in the final product).

New Gunslinger Abilities:

Ace Shooter’s Resolve (Ex): [3rd level] As long as you have at least 1 Resolve Point, you can make a ranged attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

Ace Shooter’s Vigilance (Ex): [7th Level] As long as you have at least 1 Resolve Point, your ranged attacks to not provoke attacks of opportunity.

Ace Shooter’s Pinning Shot (Ex): [15th level] When firing a small arm, longarm, or heavy weapon that uses darts or arrows (such as a crossbolter) you can make 1 attack as a full action to give the weapon the entangling special weapon property.

Patreon Boost!
Liked this? (Or anything else I have written?) Then Support my Patreon!
(My patrons already got their own exclusive preview of the larger work, with three abilities drawn from the blatherskite archetype of the gunslinger!)

Really Wild West Gunslinger (for Starfinder)

So, of COURSE, the Really Wild West has to have gunslingers, and since RWW is a setting hack for the Starfinder Roleplaying Game, that means I need gunslingers for that game… at least up to 10th level (RWW’s current cap).
That said, a big part of the fantasy gunslinger class is that it gives access to firearms, and makes them less-terrible and less-unreliable choices. Since small arms, longarms, and sniper rifles aren’t terrible choices and are easy to gain access and proficiency with, there’s no need for a class that takes up a lot of its abilities fixing those fantasy-rules-related issues. Also, RWW is the kind of setting where a mechanic, mystic, or even solarian could all be gunslingers, so why restrict the concept to just one class?
I’m working on a longer version of the Starfaring Gunslinger rules that will cover some archetypes and go to 20th, but that’s likely to actually be a full product. This is a preview.

There are two ways to get gunslinger abilities: the gunslinger archetype, and the gunslinger feat. You can use both, if you wish.

Gunslinger Archetype
You are more than proficient with guns, you are focused on them to a degree most gun users can neither duplicate nor understand.
Special: You must be proficient with small arms, longarms, or sniper rifles to take this archetype.
Gunslinger Ability: At 2nd, 4th, and 6th level you may choose to take gunslinger abilities as alternate class features (using the normal archetype rules).
If you make this choice more than once, each time after the first that you make it you gain two gunslinger abilities, rather than one. (Thus if you selected this option at all three level, you’d have five total gunslinger abilities.)

Gunslinger Feat
You are a master of slinging guns.
Prerequisites: Proficiency with small arms.
Benefit: Select one gunslinger ability.
Special: You can select this feat more than once. Each time, you select a new gunslinger ability of your character level or less.

Gunslinger Abilities
Regardless of how you gain your gunslinger abilities (feat or archetype), you can only select a gunslinger ability of your level of less. Unless it specifies otherwise, you can’t select a gunslinger ability more than once.

Gunslinger’s Dodge (Ex): [1st Level] You gain an uncanny knack for getting out of the way of ranged attacks. Once per day when a ranged attack is made against you, you can move 5 feet as a reaction; doing so grants you a +2 bonus to AC against the triggering attack. This movement is not a guarded step. Alternatively, you can drop prone to gain a +4 bonus to AC against the triggering attack.
Once you use this ability, you cannot use it again until you spend 1 Resolve Point to regain Stamina Points taking a 10-minute break, or regain your daily abilities. You can also use this even when it is expended by spending 1 Resolve Point.

Gunslinger Initiative (Ex): [3rd Level] As long as you have at least 1 Resolve Point, you gain the following benefits. First, you gains a +2 bonus on initiative checks. Furthermore, if you have the Quick Draw feat, your hands are free and unrestrained, and the small arm is not hidden, you can draw a single firearm as part of your initiative check.

Gunslinger Specialization (Ex): [3rd Level] When you take the attack of full attack action with a small arm, without using any class feature or feat that increases attack rolls or damage, you add damage equal to 1-1/2 your level to damage done with small arms (instead of Weapons Specialization’s normal bonus for small arms of half your level).

Pistol-Whip (Ex): [3rd Level] You can use your small arm, longarm, or sniper weapon as a melee weapon. Select a bludgeoning basic melee weapon with an item level lower than your ranged weapon. Treat your ranged weapon as this melee weapon for purposes of threatening spaces, making attacks of opportunity, and dealing damage, but grant it the knockdown critical hit effect (replacing any critical hit effect it normally has). When used in this way, the weapon still benefits from any weapon fusions it has that would apply to an unpowered bludgeoning melee weapon.

Utility Shot (Ex): [3rd Level] If you have at least 1 Resolve Point, you can perform all of the following utility shots. Each utility shot can be applied to any single attack with a ranged weapon, but you must declare the utility shot you are using before firing the shot.
Blast Lock: You make an attack roll against a lock within the first range increment of your ranged weapon. A Diminutive lock usually has AC 15, and larger locks have a lower AC. The lock gains a bonus to its AC equal to its item level. Hold portal grants a +5 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is undamaged. It can still be unlocked by successfully performing this deed, by using the Computers or Engineer skills.
Scoot Unattended Object: You make an attack roll against a Tiny or smaller unattended object within the first range increment of your ranged weapon. For this purpose, a Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, you do not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin.
Stop Bleeding: You expend one usage of a ranged weapon and then press the hot barrel (or hot energy vent, or power cable, or some other part of the weapon that heats when it uses energy or fires) against yourself or an adjacent creature to staunch a bleeding wound. This ends a single bleed condition affecting the creature. You can do this in place of an attack (as a standard action, or part of a full action allowing multiple attacks).

Dead Shot (Ex): [7th Level] As a full action, you can expend 1 Resolve Point to make a single ranged attack, rolling your attack twice and using the better of the two results. This functions with Gunslinger Specialization and can be combined with the full action to aim and fire a sniper weapon, but does not work with any other class feature or feat that increases attack rolls or damage.

Startling Shot (Ex): [7th Level] If you have at least 1 Resolve Point left, when you successfully use covering fire or harrying fire against a creature, you also cause it to be flat-footed for 1 round.

Targeting (Ex): [7th Level] As a full action, you can make a single ranged weapon attack and choose part of the target’s body to aim at. If you hit, you inflict the following effects depending on the part of the body aimed at. If a creature does not have one of the listed body locations, the GM can determine if it has an equivalent body part or not [and may require a Perception or Life Sciences check (DC 15 +1-1/2 target’s CR) for you to know and recognize such an equivalent]. Creatures immune to critical hits or critical hit effects are immune to this ability.
Once you use this ability, you cannot use it again until you spend 1 Resolve Point to regain Stamina Points taking a 10-minute break, or regain your daily abilities. You can also use this even when it is expended by spending 1 Resolve Point.
Arms: On a hit, the target takes no damage from the hit but drops one held item of the your choice that it can drop, even if the item is wielded with two hands.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso causes any critical hit effect your weapon possesses to be triggered on an attack roll of 18 or better (the die shows an 18, 19, or 20) that hits the target’s AC, even though an 18 or 19 is not a critical hit.
Wings: On a hit, the target is damaged normally, and must make a Fly check (DC 15 + 1-1/2 your base attack bonus) or fall 20 ft.

This post brought to you by the City of Seven Seraphs, so check it out! They are a sponsor from my Patreon Campaign!

(My patrons also got their own exclusive preview of the larger work, with three abilities drawn from the blatherskite archetype of the gunslinger!)

 

Dare Feats in the Really Wild West (for Starfinder)

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

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.

Dare to Become a Patron!
Yep, I double dog dare you, to support the creation of content on this blog! 😀

Gizmos in Really Wild West (for the Starfinder Roleplaying Game)

Gizmos
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.

RealWildWest-Equipment001-color-01

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.

ENJOYING THESE POSTS?
Whether it’s new material for the Pathfinder Roleplaying Game, my Really Weird West setting hack, notes on how to succeed as an RPG writer, or just my random blatherings, everything on this blog is only possible because of my Patrons! If you want to see more of this material, check out my Patreon campaign!