Category Archives: Anachronistic Adventurers

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.

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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.

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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.

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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.

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Really Wild West Dragon Guns (For the Starfinder Rolplaying Game)

In the Really Wild West setting hack for the Starfinder Roleplaying Game, flame guns have been the most common form of energy-weapon for decades, and have a history going back centuries in the Quin Dynasty of China. While the great stability of government and vast, settled agrarian economy of the Qing and previous Ming Dynasty could have led to a great divide between the advanced of science and technology between China and European and American nations, the greater number of theosophic traditions in China (which, truthfully, significantly predate and are the origin of later western theosophy) and number of spiritual threats, from oni to dragons to kaiju, ensured that even with fewer conflict and greater stability, the constant need for innovation kept China on pace during the 1700s and 1800s. Further, victory over European powers in the Opium War, coupled with a strong global demand for Chinese silks and other goods and the looming threat of a Sino-Japanese War has kept the Qing government strongly invested in military technology, and placed their agents, allied merchants, and envoys in most major cities around the world—many carrying advanced flame weapons for self-defense.

The first flame-projecting weapons were double-piston pump naphtha flamethrowers used in 919 AD in China, known as pen huo qi or “spray fire devices.” There were generally large and slow-operating, deployed on wheeled carts, but their benefit against enemies lacking energy weaponry is not to be dismissed, and while some supernatural threats are immune to fire, those that are not are often more easily burned than stabbed or shot by projectiles. The pen hou qi were replaced by smaller and smaller units, until the modern single-person portable flamethrower was developed by famed statesman, general, and Confucian scholar Zeng Guofan in the mid-1800s. Flame pistols and flame rifles drew the attention of numerous other world militaries, but were generally seen as oddities too volatile for field use until the War of the Worlds, when flamethrowers proved to be among the cheapest and most reliable mass-produced energy weapons. Germany has done the best job creating their own designs for modern flame weapons, but their models remain behind the Chinese dragon guns.

In North American, numerous forms of flamethrowers were rushed into production to equip military units in the War of the Worlds… and were then suddenly no longer in significant demand when the Martians died unexpectedly on their own. These surplus guns, mostly local reproductions of German designs, can generally be bought on civilian markets in larger cities. Even more often, flame weapons are often found in the hands of communities with large Chinese immigrant populations, often in camps of near-slave labor imported for building and expanding railroads (which remain a major priority for most North American governments fearing a second Martian invasion and unable to move troops and vehicles quickly across their sprawling continent) and in major cities with trade ties, especially on the West Coast. Many small Chinese weaponworks shops have popped up to supply their superior designs of flame weapons, sometimes only to those of Chinese decent, but in other cases to anyone with the credits to pay for one in advance.

RealWildWest-DragonPistol with Text 72dpi

Table Small arms
One-Handed Weapons
Level   Price        Damage        Range    Critical             Capacity          Usage    Bulk  Special

Flame

Flammenpistole
1          90             1d3 F            30 ft.      Burn 1d6        20 petrol        5             L        —

Haoxian dragon pistol
2          450           1d4 F            20 ft.      Burn 1d4        20 petrol        4             L        Line, unwieldy

Flammenschwert
3          1,100*     1d6 F            30 ft.      Burn 1d6        20 petrol        5             L        —

Chaofeng dragon pistol
4          1,850*     1d6 F            20 ft.      Burn 1d6        20 petrol        4             L        Line, unwieldy

Suanmi dragon pistol
5          2,700*     2d4 F            20 ft.      Burn 2d4        20 petrol        4             L        Line, unwieldy

Yu dragon pistol
6          4,000*     2d4 F            30 ft.      Burn 2d4        40 petrol        4             L        Line, unwieldy

Zhayu dragon pistol
8          9,000*     2d6 F            20 ft.      Burn 2d4        40 petrol        4             L        Line, unwieldy

Yazhai dragon pistol
9          13,000*   2d6 F            30 ft.      Burn 2d6        40 petrol        4             L        Line, unwieldy

Zhurong god pistol
10        17,500*   2d8 F            30 ft.      Burn 2d6        40 petrol        4             L        Line, unwieldy

*Only 1,000 of this price can be covered in credits. The rest of the price must be covered using renown, as covered in the rules for Renown and Gear.

Table Longarms
Two-Handed Weapons
Level   Price        Damage        Range    Critical             Capacity          Usage    Bulk     Special

Flame

Flammengewehr
1          110           1d3 F            50 ft.      Burn 1d6        20 petrol        4             1        —

Haoxian dragon rifle
2          750           1d4 F            40 ft.      Burn 1d4        20 petrol        5             1        Line, unwieldy

Flammenlanze
3          1,300*     1d6 F            50 ft.      Burn 1d6        20 petrol        4             1        —

Chaofeng dragon rifle
4          1,900*     1d6 F            40 ft.      Burn 1d6        20 petrol        5             1        Line, unwieldy

Suanmi dragon rifle
5          2,800*     2d4 F            40 ft.      Burn 2d4        20 petrol        5             1        Line, unwieldy

Yu dragon rifle
6          4,100*     2d4 F            50 ft.      Burn 2d4        40 petrol        5             1        Line, unwieldy

Zhayu dragon rifle
8          9,100*     2d6 F            40 ft.      Burn 2d4        40 petrol        5             1        Line, unwieldy

Yazhai dragon rifle
9          13,150*   2d6 F            50 ft.      Burn 2d6        40 petrol        5             1        Line, unwieldy

Zhurong god rifle
10               17,800*     2d8 F          50 ft.           Burn 2d6   40 petrol   5                  1                  Line, unwieldy

Table Heavy Weapons
Two-Handed Weapons
Level   Price        Damage        Range    Critical             Capacity     Usage         Bulk            Special

Flame

Flammenkanone
1          110           1d3 F            15 ft.      Burn 1d6        20 petrol        5             2        Line

Haoxian dragon canon
2          750           1d4 F            20 ft.      Burn 1d4        20 petrol        10          2        Blast, unwieldy

Flammewaffe
3          1,300*     1d6 F            20 ft.      Burn 1d6        30 petrol        5             2        Line

Chaofeng dragon canon
4          1,900*     1d6 F            20 ft.      Burn 1d6        30 petrol        10          2        Blast, unwieldy

Suanmi dragon canon
5          2,800*     2d4 F            20 ft.      Burn 2d4        40 petrol        10          2        Blast, unwieldy

Yu dragon canon
6          4,100*     2d4 F            30 ft.      Burn 2d4        50 petrol        10          2        Blast, unwieldy

Zhayu dragon canon
8          9,100*     2d6 F            30 ft.      Burn 2d4        60 petrol        10          2        Blast, unwieldy

Yazhai dragon canon
9          13,150*   2d6 F            40 ft.      Burn 2d6        60 petrol        10          2        Blast, unwieldy

Zhurong god canon
10               17,800*     2d8 F          30 ft.           Burn 2d6   60 petrol   5                  10               2                  Blast, unwieldy

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Really Wild West Lightning Guns (For the Starfinder Roleplaying Game)

In the Really Wild West setting hack for the Starfinder Roleplaying Game, lightning guns were experimented with by numerous inventors and scientists throughout the mid- and late 1800s, but the technology for focusing and directing electricity beyond a wire lead was consistently lacking for purposes of a practical weapon. The advancement of theosophy, though seen as the study of the spiritual and supernatural, proved to be the major breakthrough in lightning weaponry. Theosophy proved that inanimate objects could have the impression of events, thoughts, or even natural phenomena permanently infused into them. This lead to the idea of having the event of a lightning strike infused into a focusing orb, which could then ‘convince” electricity built up within a device to fire outward in a (roughly) predictably way. While many inventors sought to find the best material and theosophic infusion for practical lighting guns, it was the Menlo park workshop of Thomas Edison that ultimately created the “Menlo Storm” standard of “recording” the event of a lightning strike into a focusing orb and using that to store and focus electricity as part of a weapon.

Even with the Menlo Storm standard, early lightning guns were heavy, expensive, and not particularly superior to traditional firearms. However, many of those drawbacks became irrelevant when the Martian tripods attacked and turned out to be almost entirely immune to most kinetic attacks. Short of artillery, only energy weapons had any notable effect on tripods and the Martians other weapons of war. Suddenly it didn’t matter how limited lightning guns were, they were the go-to weapon for anti-tripod forces.

As is often the case when war breaks out, the technology used to fight quickly improved. German-born inventor Charles Proteus Steinmetz made numerous adjustments to lighting weapon technology, though his name remains not nearly as well-known as that of Edison. Steinmetz’s battery and coupling technology were quickly retrofit to nearly all lightning gun designs, and his own weapon designs were in field trials when the Tripods came crashing down worldwide, and the need for such specialty crafted high-end weapons ended. Westinghouse created a few commercial models based on Steinmetz’s designs, but simplified for mass production, though these remain less popular than the Menlo Park models. Steinmetz’s various field prototypes remain the most powerful lightning guns in existence, but they are exceedingly difficult to find.

RealWildWest-LightningPistol with Text 72dpi

Table: Small Arms

One-Handed Weapons

Level   Price        Damage        Range    Critical             Capacity          Usage    Bulk

Shock

Spark gun, Westinghouse light
1          250           1d4 E            30 ft.      Arc 1                20 charges     4             L

Lightning pistol, Menlo arc
2          750           1d6 E            40 ft.      Arc 2                20 charges     5             L

Spark gun, Westinghouse heavy
3          1,400*     1d6 E            40 ft.      Arc 1d4           20 charges     4             L

Lightning pistol, Menlo storm
4          2,100*     1d6 E            50 ft.      Arc 1d6           40 charges     5             L

Lightning pistol, Menlo custom
5          3,000*     1d4+1d3 E   50 ft.      Arc 1d6           40 charges     5             L

Proteus pistol, Perun
6          4,200*     1d8 E            60 ft.      Arc 1d6           40 charges     5             L

Proteus pistol, Zeus
8          9,300*     1d10 E          60 ft.      Arc 1d6           40 charges     5             L

Proteus pistol, Ukko
9          13,250*   2d6 E            60 ft.      Arc 1d8           40 charges     5             L

Proteus pistol, Thor
10        18,000*   3d4 E            60 ft.      Arc 2d6           40 charges     5             L

*Only 1,000 of this price can be covered in credits. The rest of the price must be covered using renown, as covered in the rules for Renown and Gear.

Table: Longarms

Two-Handed Weapons
Level   Price        Damage        Range    Critical             Capacity          Usage    Bulk

Shock

Spark rifle, Westinghouse light
1          275           1d6 E            40 ft.      Arc 1                20 charges     4             1

Lightning rifle, Menlo arc
2          800           1d8 E            50 ft.      Arc 2                20 charges     5             1

Spark rifle, Westinghouse heavy
3          1,500*     1d8 E            50 ft.      Arc 1d4           20 charges     4             1

Lightning rifle, Menlo storm
4          2,200*     1d8 E            60 ft.      Arc 1d6           40 charges     5             1

Lightning rifle, Menlo custom
5          3,300*     1d10 E          60 ft.      Arc 1d6           40 charges     5             1

Proteus rifle, Perun
6          4,600*     1d12 E          60 ft.      Arc 1d6           40 charges     5             1

Proteus rifle, Zeus
8          9,900*     1d12 E          60 ft.      Arc 1d6           80 charges     5             1

Proteus rifle, Ukko
9          14,250*   2d6 E            60 ft.      Arc 2d4           80 charges     5             1

Proteus rifle, Thor
10        19,000*   3d4 E            60 ft.      Arc 2d6           80 charges     5             1

Table: Heavy Weapons

Two-Handed Weapons
Level   Price        Damage        Range    Capacity     Usage         Bulk            Special

Shock

Spark canon, Westinghouse light
1          275           1d6 E            40 ft.      20 charges     4             2        explode (5 ft.), unwealdy

Lightning canon, Menlo arc
2          800           1d8 E            50 ft.      20 charges     5             2        explode (5 ft.), unwealdy

Spark canon, Westinghouse heavy
3          1,500*     1d8 E            50 ft.      20 charges     4             2        explode (5 ft.), unwealdy

Lightning canon, Menlo storm
4          2,200*     1d8 E            60 ft.      40 charges     5             2        explode (10 ft.), unwealdy

Lightning canon, Menlo custom
5          3,300*     1d10 E          60 ft.      40 charges     5             2        explode (10 ft.), unwealdy

Proteus canon, Perun
6          4,600*     1d12 E          60 ft.     40 charges     5             2        explode (10 ft.), unwealdy

Proteus canon, Zeus
8          9,900*     1d12 E          60 ft.      80 charges     5             2        explode (10 ft.), unwealdy

Proteus canon, Ukko
9          14,250*   2d6 E            60 ft.      80 charges     5             2        explode (15 ft.), unwealdy

Proteus canon, Thor
10        19,000*   3d4 E            60 ft.      80 charges     5             2        explode (15 ft.), unwealdy

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Putting the “Steam” and “Punk” in Really Wild West

I haven’t referred to the Really Wild West setting as “steampunk,” because to me it’s a distinct Fantasy Weird West genre, rather than a “true” steampunk setting. Of course, steampunk is as much an aesthetic as a literary genre (certainly true now, regardless of its origins), and part of my issue with calling RWW steampunk is that I am going much more for a western aesthetic than a steampunk one. I’d also want to parse out the distinctions between steampunk, gearpunk, cogpunk, diselpunk, pulp, weird west, fantasy, and a bunch of other things related to speculative fiction settings of the late 1800s before I was comfortable referring to (or marketing) my setting as “steampunk.”

But, there certainly is going to be significant overlap between people who are interested in Really Wild West, weird west, and those who are interested in steampunk. And, ultimately, I suspect the weird west, pulp, and steampunk genres are very much like La Belle Époque, the Gilded Age and the Victorian Era—they aren’t the same, and it’s hard to pin down exactly what is unique to each and what is shared, but there’s certainly a lot of intersection.

Classically, one element of steampunk is that steam-engine level technology is capable of much more advanced devices than in the real world, allowing more modern devices to exist in larger, bulkier, brass-rivet covered steam versions. I’m not depending much on steam as the main technology of Really Wild West, because my setting advances electricity and magic as much as it makes steam more efficient. There are some things common to steampunk stories in RWW, such as Babbages (or “difference engines”) that are gear-driven computers (that can communicate over the Babbage-Bell Grid, creating a kind of primitive internet), and massive airships acting as floating cruisers and battleships, but in most cases those are using an imaginary technology developed from the inclusion of a form of advanced theosophy (magic) in the setting, or reverse-engineered from Martian tech after the War of the Worlds, rather than super-efficient steam. Steam engines exist, but RWW isn’t the steam age anymore. Aetheric engines are more important than steam turbines.

On the other hand, the “punk” elements of steampunk, as a social movement, make sense for my Really Weird West setting. Not all steampunk settings borrow the “punk” part of cyberpunk, but I think it’s worth remembering as a spine of the body that includes so many related and overlapping ideas. Much of the “punk” part of cyberpunk is about wanting to live free of mainstream society’s constraints and refusing to acknowledge the legitimacy of social expectations. That certainly borrows from the punk musical and cultural movements of the real world 1970s and 1980s, but in cyberpunk, that rejection is often frames in terms of the collapse of the benefits of society and, with cybernetics and AIs commonplace, asking what it even means to be human.

Some steampunk settings have their own versions of this punk-ness, while others just focus on the dashing heroes of society, whether they are the champions of wealth and aristocracy you’d expect to be promoted by society itself, or plucky underdogs of low station who rise to fame and power… and then generally become not only accepted parts of mainstream society but also proof that anyone of sufficient quality can succeed by bootstrapping, and thus a backhanded claim that the rules of society should be respected because they include opportunity to improve yourself if you are properly deserving. I find this to be especially true of steampunk set in or based on the 1800s US.

However, the imaginary 1891 of Really Wild West is a time of rapid societal change, whether that’s the impact of Reconstruction and the Progressive Era of the United States, the turn toward science and rationality of the Porfiriate of Mexico, or the removal of Otto Von Bismark from power in Germany. On top of those real-world social pressures, the setting of Really Weird West is dealing with the cognitive impact of magic being codified as real by the Theosophic Society over the past generation and proof of alien life (and both its technological superiority and desire to kill us) in the War of the Worlds just a year earlier. While polite society in major urban centers is trying to pretend nothing has changed, in their hearts people know better. Literature, science, music, poetry, and acceptable social behavior have all changed, and many people are actively rejecting its rules which, to be fair, are based on those of the real world at the time and thus include a lot of objectively terrible racism, sexism, classism, and bigotry.

In the frontier lands, that change is even more pronounced. Where lawlessness is more common, society has less power to enforce both its good and its bad dictates. Sure, lawless lands often include a lot of robbery, fraud, assault, and murder, but they also have weaker social codes insisting everyone fall in line with societal expectations. Not no social codes of course—each town, business, cattle barony, and gang can have its own society requirements no less strict and merciless than those of “Back East.” But while that means people can’t automatically be free of bigotry and racism, it also means they don’t have to go as far to get away from it. Given how dangerous it is to live outside of town that might be a short trip into a shallow grave, but the option exists.

That very danger also means that people who refuse to follow the norms of society, but who have a particular set of skills, can find more than one place that will accept them at least as long as there’s a problem they can fix. It’s no coincidence that this sounds like the plot of numerous classic Westerns, but it’s also the plot of numerous cyberpunk stories. In many ways the gunslinger is the original “punk” character concept… and before that the samurai, and local hero highwayman, and some Greek heroes. Punk heroes, as independent experts who thrive outside the system, can exist in the largest numbers in campaign settings where society has a weakened grip. In cyberpunk this is often because corporations have grown to be so powerful that they can challenge the government-controlled legally defined societies, and virtual reality is competing with meatspace, and the gaps between those factors are shadowy realms where expertise is more important than adherence to societal standards. In a Western, Really Wild West included, there’s a similar conflict between the expansive, technocratic societies and the less mechanized and more sparsely-spaced aboriginal societies as well as the rapid expansion of new forms of transformation and communication into areas with vast untamed stretch of exploitable natural resources. RWW, of course, adds magic, an alien invasion, and weird science to the mix to create even more instability, and larger shadows where the punk character concept comfortably fits.

If Really Wild West promotes the idea that exceptional people can rise above their stations and become heroes, it must acknowledge that doing so often means bucking the systemic oppression directed at numerous minorities. Certainly, if a group would rather not deal with such real-world issues, and the players would have more fun playing whatever they want without considering how people from a world based on the heavily-flawed real world of 1891 would react to them, they can do that. But asking a group to all agree not to take the expected real-world biases and bigotry too far may be more than everyone can handle, so there are also explicit notes within the campaign where any character background is explicitly appropriate. Specifically, even in the small amount of material written so far, the Dread Templars and Science Agents are both groups that accept anyone with the skills of a player character, and both are respected and established part of the campaign world. Being a punk who is part of a group may be a tad counter-intuitive, but it’s not really any different than imagining a cyberpunk hacker as part of a real-world collective like Anonymous.

All that said, I’m not likely to begin calling Really Wild West “steampunk,” but I won’t tell anyone else who does that they’re wrong. 😊

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Really Wild West Science Agents (For Starfinder)

Science Agents

The room smelled strongly of sulfur, with scorch marks covering one wall and the adjacent floor and roof. Something had clearly exploded, driving fragments of wood away from the burned wall and scattering shattered glass, torn pages, and bent metal implements across the small space.

Rosa Abascal crouched near what appeared to be the origin of the detonation, careful to keep only the soles of her feet in contact with the ground, and dragged one gloved finger through the residue. It was dry, but still bright red and shiny, the color of blood.

“You see Agent Abascal?” The agitated man behind her was obviously nervous, but Rosa had found Americans were often nervous around her. Honestly, most men were nervous around her. An inevitable consequence of her badge and gun. But he sounded sincerely frightened, and has not tried to move closer to her, even when she turned her back on him. It was a risk she could only take because she trusted her partner to react faster than any fat businessman, though she also had her other hand close enough to the knife in her boot to handle any aggression herself if necessary.

But the American wasn’t moving any further into the room than the doorway, and he nearly vomited out his loud concerns.

“You smell it, don’t you Agent? Brimstone! And with these strange books and idols and runes? Satanists have infiltrated my mine, and summoned demons! I’d have called a marshal, but…”
But, thought Rosa, this close to the border we’d arrive faster. Or he had hoped we’d fail to notice something.

The room darkened slightly, and Rosa turned to see her partner, Agent Garza, stepping past the nervous American. She raised her fingertip, to let Garza see the mix of residual blasting powder and powdered stellar metals. He grunted, and nodded past the door to the scrublands beyond.

“Looks like a small group kept their horses in a nearby arroyo until recently.” Garza spoke in Esperanto, as was his habit. The Científicos’s rules on the use of the new hopefully universal lingua franca weren’t official yet, but Garza always liked to be just ahead of the rules.

“But the horses were scattered a day or two ago, and only one set of hoofprints are deep enough to have had a rider,” Garza finished.

Rosa nodded. She had kept one eye on the American, and not only did she not think he understood Esperanto, she was pretty sure he didn’t realize it wasn’t Spanish. That meant he was unlikely to give anything away with a reaction to Agent Garza’s report, but Rosa was fairly sure he didn’t know anything he wasn’t saying. His fear at the thought of demons seemed as genuine as it was unwarranted.

Rosa stood, and showed the American her fingertip, though she knew he was unlikely to grasp the relevance.

“Not demons, señor. Demolitions. Whoever stayed here was experimenting with a mix of stellar ores and explosives. Cavorite, most likely, or potentially even red mercury.”

The American looked confused, and then relieved. Rosa took out a small hand kerchief, and thoroughly cleaned her glove’s fingertip.

“So… there’s nothing to worry about!” The American seemed pleased. “You can return to your side of the border and…”

Agent Garza interrupted, speaking in English.

“No, sir. There’s no sign of planar visitors, but that’s far from saying there’s no danger. Such metals are rare and expensive. For someone to have had enough to leave this much residue, “he gestured to the scorchmarks covering half the cabin’s interior “almost certainly means he found a Martian fighting machine, or possibly an embankment machine, and scavenged from it.:

Rosa nodded, and she folded her kerchief, and laid it on the broken remains of the room’s table.

“If there’s more such metal, whoever experimented here might salvage enough for a bomb that could threaten a town or small city. Or, worse, there might be canisters of black smoke, or dormant red weed. It’s crucial we find the machine before anything left with it is activated or unleashed.”

“But…” the Amercian paused. “If the trail leads further into Texan territory… “

Rosa was already headed to her horse.

“If there’s a significant threat to the region as a whole, science agents are empowered by our government to operate wherever necessary.”

Her glove’s fingertip burst into flame, and the fire quickly began to spread to the ruined table. The cabin was on a patch of bare dirt, and bordered on three sides by rock. The flames would eliminate the cabin and any residues, and spread no farther.

In a world where weird science and theosophic magic are real, of course positivism cannot deny the existence of strange powers. What it CAN insist on is a rigorous testing of such powers and an analysis of how they function. In the Really Wild West, it has become crucially important for governments and major agencies to be able to tell the mysterious from the mystic, and the revolutionary from the disastrous. Among those with the best track record and reputation for such needs are the science agents of the Mexican Porfiriate.

Science Agent Archetype

Science agents are special federal law officers who work directly for the Científicos, the government council of scientist ministers and directors who are guiding Mexico into a new age of rationalism and modernity. They act as investigators, law keepers, trackers, spies, troubleshooters, and paramilitary advisers. They are respected as one of the great peacekeeping forces in North America, on par with the Canadian Mounties, Dread Templars, Justicers, Pinketons,Texas Rangers, and U.S. Martials.

Most science agents train at the Hall of Science in Mexico City, though it is also possible for a science agent to take a single deputy cadet and train them, with either method taking between 1 and 4 years depending on the cadet’s aptitude and previous education. All science agents must swear to apply the scientific method over intuition or superstition, and to protect Mexico in specific, and humanity, rational thought, and science in general. There is no other official requirement, and the Porfiriate’s insistence on promotion and decision-making based on evidence-based investigation has lead to a series of standards cadets must meet that do not include any gender, religion, age, or level of formal education. Anyone who can pass the strenuous entrance exams, which focus on logical thought (but not specific previous knowledge of any scientific principles), determination, and basic physical ability, may attempt to become a science agent. Roughly 1 in 5 cadets finish the course, but that number includes equal numbers of men, women, urbanites, and rural citizens.

Science agents are often given great latitude to track down potential threats, and often operate outside of Mexico. There legal authority to do so is questionable at best, but their strong reputation causes most honest folks to give the silver-eagle badges of the science agents some leeway as long as they aren’t committing crimes themselves.

Alternate Class Features

Scientific Method (Ex): At 2nd level, a science agent has learned enough about how theosophy, Martian technology, psychic phenomenon, planar creatures, and advanced science work to be able to examine an area and determine if anything in it is magical. This functions as detect magic, except it is an extraordinary ability. Additionally, a number of times per day equal to the science agent’s key ability score bonus, she can attempt to identify an item’s function as the identify spell, but as an extraordinary ability and using a character level check in place of a Mysticism or Engineering check. A science agent also gains a +2 bonus to AC and saving throws against attacks and effects from a specific object she successfully identified.

At this level a science agent also learns Esperanto and either English or French.

Keen Observer (Ex): At 4th level a science agent may choose from one of two abilities. The first is an insight bonus equal to half her character level to checks with any two of the following skills: Diplomacy, Perception, Sense Motive, and Survival. If either selected skill is not a class skill, it becomes a class skill. If the science agent has a feat that grants an insight bonus to either of these skills, she may retrain that feat immediately, or at the beginning of any future level, for a feat she meets the prerequisites for at 4th level.

Alternatively, the science agent may choose to gain blindsense (sound) with a range of 30 feet and blindsense (scent) with a range of 10 feet.

The choices made with this ability cannot be changed.

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Really Wild West Key Ability Scores and Resolve (for Starfinder)

Characters in the Really Wild West campaign have some drawbacks due the rules of the setting hack, when compared to standard Starfinder Roleplaying Game PCs. Some equipment is rarer. Weapon capacities are lower. Information has less accessibility. These are minor restrictions, but if the players are being asked to take on threats designed for the standard RPG rules and monsters using the normal Challenge Ratings, there needs to be some balancing factor to make up for the slight changes to PC power levels the campaign enforced.

Some of that can be done with the campaign’s genre feats, but those don’t work for everyone, and don’t quite make up the difference.

The rest is handled with a change to Key Ability Scores, and Resolve.

Key Ability Scores

Really Wild West is designed to allow for over-the-top, heroic characters common to the old pulp stories. These often include oddball characters with unexpected characteristics. Genius sharpshooters. Spellcasting card sharps. Singing cowboys with the gift of gab. Making characters like this should be encouraged in Really Wild West, but it can be difficult to focus on two disparate elements of a character without making them a little less effective. Normally that’s fine, the game doesn’t require optimized heroes, but since Really Wild West already restricts other options a bit and it encourages playing character concepts that are a bit wackier than normal, it’s best if players aren’t also put at any disadvantage for wanting to make characters outside the typical mold.

Thus, the first time you take a class level in Really Wild West, you may select any one ability to be your Key Ability Score. Dexterity-based mechanic? Sure, your nimble fingers let you build clockworks no one else can master. Constitution-based mystic? Your psychic powers draw directly from your physical endurance. Charisma-based soldier? Brilliant leader, dashing pugilist, or even a singing cowboy.

In addition to determining how you calculate your Resolve Points, your Key Ability score becomes the ability all your class features use for calculations. A Constitution-based mystic uses her Constitution modifier to determine bonus spells, spell DCs, and connection power DCs, for example. This doesn’t impact how you calculate skill points, or anything based on the general rules of the game (such as EAC, KAC, melee attack bonus, and so on). But for things listed under class features in the class’s 20-level table, switch from whatever ability score is listed to your chosen Key Ability Score.

If you take any additional character classes after your first, those use the normal key ability score options. You get to personalize how one class works, but after that you need to follow the same limitations everyone else does.

Resolve Points

The Really Wild West can be deadly and grueling, and its heroes need to be more resolute to survive. PCs gain +2 Resolve Points at 1st level, and an additional bonus Resolve Point at 3rd, 6th, and 9th level.

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Scorchers for Really Wild West (in Starfinder)

In the real-world 1890s, “scorchers”–bicycle riders (male and female) who sat-forward on the diamond-frame bikes or “safety bicycles” that were coming out for the first time at about that time–were considered a social menace. They were considered to be too aggressive, and moving too fast. Editorials held them up as examples of the decline of society. Special anti-scorcher police units were established.

In the Really Wild West, scorchers hold a different place in society, because they were crucial in many efforts to scout out and track Martian tripods during the invasion, operating initially within large towns and cities, but soon finding ways to use stellar metals and gearing scavenge from fallen walkers to make A-frame bikes that worked well in rougher terrain such as prairies. Scorchers are still seen as too aggressive and willing to go too fast, but it’s accepted that while scorchers aren’t fit for polite society, they do serve a useful function for military and police units.

Below we present a typical Really Wild West safety bicycle, and a feat that turns a rider from merely someone who can ride a 2-wheeler into a true Scorcher.

Safety Bicycle
Item Level 2; Price 30; Bulk 4
A safety bicycle grants you a +10 enhancement bonus to your land speed, and has an armor check penalty of -4 and max Dexterity bonus to AC of +4 (treating it like armor for these purposes—if actually wearing armor use the worse value of the bicycle or armor, then make it 1 worse). The bulk of a bicycle (and up to 1 bulk of material placed on it) does not count against your encumbrance limit when you are riding it or pushing it, only if you are carrying it.
Mounting or dismounting takes a move action or a DC 15 Pilot check. You must make a Ride check to stay mounted whenever you take damage (DC 10 + the item level or spell level of the attack, or 10 + level for natural and unarmed attacks), and automatically fail to stay mounted if someone successfully performs a trip combat maneuver against you or a sunder combat maneuver against your bicycle.
You must succeed at a DC 15 Pilot check to use a bicycle with just 1 hand, and a DC 20 pilot check to do so with no hands. You must also succeed at a DC 15 Pilot check to use a bicycle in difficult terrain. If you fail a Pilot check to use or stay mounted on a bicycle, you fall prone and take 1d4 bludgeoning damage.

Scorcher
You are a master with the new A-frame style of safety bicycle, doing things with it no one expected.
Prerequisite: Pilot 1 rank.
Benefit: When in terrain that does not require Athletics checks to move through, having a bicycle simply grants you +15 feet of land speed. You take no penalties to any other checks, don’t need to make Pilot checks to remain mounted when damaged, don’t need to keep a hand free, and don’t need to take extra time to mount or dismount. Additionally you may make Pilot checks in place of Acrobatics checks while mounted. No one can attack your bicycle while you are riding it.
If you take a double move or run, and you have at least one hand free to help control your bicycle, you double its bonus to your move rate.
If forced to carry your bike, you treat its bulk as half its actual bulk value and take no other penalties (even if climbing or swimming). You may use your Pilot skill check in place of your Engineering check (and your ranks of Pilot in place of your ranks in Engineering), in regards to bicycles.
If you select this feat at first level, you gain a safety bicycle for free. Regardless of when you gain it, if you have access to your equipment and tools and the basics requires to build or maintain a bicycle, you are assumed to have a safety bicycle after 24 hours of work.

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