Category Archives: Microsetting

The Icosantheon. No. 19 – Garuuhl

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

19. Garuuhl

Garuuhl is also known as the First Lich, the Bringer of Bottled Sorrow, and (especially where his veneration is allowed in major cities) the Preserver and the Fermented One. He is always depicted as a roughly 4-foot tall, lean, humanoid desiccated corpse, with a long, curved nose, bright white points of light for eyes, and durable clothing of resin-impregnated leather. His gauntlets are light gray leather and fingerless, with twisted mithral and adamantine thread at every seam and cuff. Though his throat, chest, and abdomen are normally covered with a leather work-coat, when opened it is revealed that fungus and mushrooms grow in his flesh at these places.

It is believed that this depiction of Garuuhl is so clear and consistent because, unlike most deities, he still visits his temples and shrines from time to time. All these places remain working distilleries, dairies, apothecaries, canneries, and herbalist shops, and the Preserver has been known to come to have some new discovery or process explained to him, or to loan out his gauntlets to a worthy student, or to set a cask or vat to ferment in a cave beneath a dread monastery for a few centuries, or to pluck a fungus from his flesh, and set it to grow in a corpse laying in the yard, and command it be left to grow. None of these events are frequent, but every few decades Garuuhl appears at some place that reveres him.

The First Lich is just that, the first mortal to achieve lichhood. What his species was prior to this is unknown, and it has been suggested he is anything from a shrunken human or elf to the frame or a thin dwarf, to a gnome, goblin or, or halfling. When asked, the god himself just notes he is a lich, and it’s hard to argue with that. While seeking a way to preserve his body forever, Garuuhl invented beer, ale, yogurt, wine, spirits, jam, and cheese.

It has been suggested that in his mad dash to exist forever, Garuuhl invented the things needed for civilization. He has shown uses for the caves beneath the earth, the things that grow in it, fire for cooking and tanning and fermenting, cold for freezing and drying. He is a god of dread and terrible knowledge, but also the wonders it can create.

There is no question that Garuuhl is evil. He cares only for his own researches and discoveries-and safety-and happily sacrifices anyone and anything that slows his desires. But there is also no question that his temples and monasteries are sources of great teaching, knowledge, and, and medicine. While most other gods oppose him (though Karrackar continues to simply try to convince the Fermented One to stop being a deific ass, and Tazoteot doesn’t much care what Garuuhl does as long as he keeps them and their worshipers well-supplied with narcotics as desired), they also accept that his contributions are more beneficial than harmful. But he also demands he be credited as the primary source of any discovery made by him or his followers, and rains horrors down on those who don’t acknowledge him.

From great evil can come knowledge that can be used for good. This neither changes that it was created through evil, nor that it’s main uses may be benevolent.

Even in lands where it is illegal to openly worship Garuuhl, as he is an evil deity, it is sometimes allowed to venerate him. His monasteries and temples sometimes operate openly, staffed not by “priests” but by “cantors” and “curates.” And, in truth, as long as they do his bidding, Garuuhl does not care if those he empowers and protects worship him, or not, though mostly to gain his divine power one must be willing to sacrifice all other entities at his command, which requires at least a non-good alignment.

*Garuuhl is Neutral Evil. He accepts the worship of entities of any alignment, but only non-good creatures can truly worship him. Some alchemists and wizards do venerate him as the source of much knowledge, while at the same time opposign his followers excessive experiments.
*Garuuhl’s colors are red, black, and white.
*His favorite weapon is alchemist’s fire.
*His favored animal is the bee.
*His servitors are alchemical inevitables and fiendish undead.
*His holy symbol is a knot of red fire, black ice, and white hide.
*His areas of concern are preservation, invention, discover, experimentation, and self-important.
*His domains are Death (undead), Earth (caves), Fire (smoke), Magic (alchemy), Plant (decay), and Water (ice)

His priests can take the bombs sect ion of the alchemy feature of alchemists in place of channel energy, and gain appropriate discoveries as feats. Spellcasters and alchemists who venerate, but do not worship him, can learn formulas to duplicate any spell from his granted domains as spells or extracts, but must never destroy or suppress knowledge of his church’s work, regardless of whether they try to stop it.



Icosantheon Index

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

This page is updated as new members of this divine collection are added.

2. Karrackar, Loremaster, Shade Dragon, and Kobold King. NG.

7. Ovinnec, the Wild Visitor. CG.

13. Tazoteot, the Demon God/Devil Goddess. N

19. Garuuhl, the First Lich, the Fermented One. NE



The Icosantheon. No 13 – Tazoteot

The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.

13. Tazoteot
Deity of all sensuality and sexual thought. Tazoteot is also known as the Divinity of 10,000 Forms, because as deity of all forms of sensuality they cannot be contained by a single gender or shape. However, in all but 13 of their 10,000 forms, Tazoteot has glossy black lips.

Tazoteot is also know as the Demon God or Devil Goddess, because their original pantheon, the Cthonic Gods, all became fiends in the Ancient Times during the Discovery of Sin and turned to evil. But, as deity of ALL sensuality, Tazoteot refused to abandon their good followers. When the Cthonic Gods lost their true divinity and were bound to serve the eldest Daemons, only Tazoteot escaped their fate. However, Tazoteot retains considerable power drawn from fiends of all kinds as a result of this ancient history.

Tazoteot demands their followers acknowledge all forms of physical delight, but does not require them to embrace or perform any act a given worshiper does not wish to. They are unique in that they allow followers of any alignment–though Tazoteot is True Neutral themself, they does not care what ethos or goals their worshipers embrace as long as they do so with respect to pleasure.

Tazoteot does, however, forbid their worshipers from acting upon each other in any way without consent. This is poorly understood by other churches, that refer to it as the Silken Sanctuary.

*Tazoteot’s colors are black, gold, and crimson.
*Their favored weapon is unarmed/natural attacks.
*Their favored animal is the jaguar.
*Their servitors are the werejaguar witches, the forvlakke.
*Their holy symbol is a pillar within a ring, or a ring within a pillar.
*Their areas of concern are animal husbandry, birth, pleasure, relationships, sex, and truth.
*Their domains are Animal (fur), Charm (lust), Community (family), Destruction (torture), Healing (medicine), and Liberation (self-realization).

They also have special Fiendspeakers priests of any alignment can also access the Evil subdomains of Daemon, Demodand, Demon, Devil, and Kyton–though not the standard evil domain–and use the spells and powers of those domains without any automatic affect on their alignment (though if they use those powers to commit evil, that still impacts their alignment normally).


Ten Unlikely FOX/Disney Mash-Ups, Ranked!

So, as of today, Disney owns the FOX catalog of movies and television fiction.

Sure, that means LOTS more characters enter the Marvel Cinematic Universe, and Star Wars: A New Hope distribution rights now go back to Lucasfilm. Those are the “mainstream” stories about this merger.

But Disney had made TONS of money building linked cinematic universes and rebooting properties in the past 15 years.

So, what are some unlikely but now technically possible combinations of new FOX acquisitions and old Disney properties they could try?

Here are Ten, ranked from worst to best.

10. Program of the APES (Planet of the Apes/TRON)

When an uplifted chimpanzee finds an old, independent research facility…. Nope. I can’t do it. Some great tastes just do NOT taste great together!

9. DIE HARD Wore TENNIS SHOES (Die Hard/The Computer Wore Tennis Shoes)

The only reason this isn’t the worst idea on this list is that I COULD see a way to do this as a parody… and Program of the APES really is a worse idea.

8. Serenity Witches (Firefly/Witch Mountain)

I mean, it might be fun just to see Browncoats’ heads explode. Mal and the Serenity must help a couple of psychic kids escape their government pursuers and return to the frontier planet Witch Mountain.

7. Swiss Family Robinson ALIEN

Yes, it’s a reach, but hear me out. In the future a family of explorers, with one famous example of being stranded, get stuck when their colony ship crashes on a deserted planet. They set about trying to survive already harsh conditions, when one of the animals finds this leathery egg…

Alien is at its best as either full-on military action, or small, isolated horror. Why not try that second one again?

(But if you do… yeah let’s NOT actually mention Swiss Family Robinson)\

6. Flight of the AVATAR

Do a straight-up remake of Flight of the Navigator, but with a Na’vi kid.

This is a heartless cash grab idea. Those always do well, right?

5. My X-FILES Project (X-Files, My Science Project)

A group of teens find the junkyard where the government sticks all the alien gadgets and gizmos that were stolen away to make sure the FBI team known as the X-Files can’t prove they exist. Now the X-Files are closed down, and it’s up to the kids to use the alien tech they have recovered to investigate other strange phenomenon.

Okay… I’d at least give this one a try.

4. Predator: Black Hole

I’m not saying there’s any tonal or aesthetic justification to linking these properties. I’m just saying if I get a movie post with Maximilian facing off against a Predator, and the tagline “The Most Dangerous Hunter Needs the Most Dangerous Hunting Grounds,” with the Cygnus and a black hole in the background?

I’m in!

And no one knows what to do with either franchise, so why not give it a shot?

3. Muppet Night at the Museum

Hear me out!

All you need is for the Museum where exhibits come to life to have a travelling Muppet display be installed, and hilarity ensues! Let’s face it, Night at the Museum could use a threequel, and Disney doesn’t know what to do with the Muppets anyway. And Miss Piggy karate chopping soldiers of all eras has some promise for comedy.

2. Kingsman/Pirates of the Caribbean

Look, Disney is GOING to make more PotC movies. If one of the new characters is a tailor, who gets a huge pirate treasure an uses it to begin training other tailors as super-spies? That’s a win.

1. The Orville/The Cat From Outer Space

This one is a no-brainer, but it should also be more an Easter Egg in an Orville two-parter, or MAYBE for “The Orville The Movie.”

But you can’t convince me a race of psychic cats isn’t perfect for The Orville.


Ice Age “Live Action” Remake

Ice Age lost some steam, but still has lots of fans and great actors in its key roles. Just give us photo-real CGI prehistoric beasts, and people will pack the theaters.

This is the ONE idea on this page I think has any chance whatsoever of actually happening.

(Though if Disney wants to pay me to explain how ANY of these ideas could work, I’m available!)

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StarBarians: The Saturday Morning Campaign Hack

Welcome StarBarians! You are the heroic defenders of the world of Barbarth, the most important Science-Fantasy world in the universe! You must oppose Lichlor, the undead technomancer tyrant, and his hoard of villainous themed villains.

StarBarians is a silly, high-action campaign hack for the Starfinder Roleplaying Game.

Male Alien Thug-color

(All art by the spectacular Jacob Blackmon!)

Character creation:

You are 2nd level. You’re never going to gain any levels until the very last adventure (whenever the GM says that is), when you pop up to 4th and get a new costume! This is a fast and silly game, there’s no need to worry about things like experience points. Or continuity. Or whether your feet are in sync with the rate the ground is going by.

Before racial modifiers, your ability scores are one 18, one 16, one 14, one 12, one 10, and one 8. Alternatively you can have one 20, four 10s, and one 8, or three 14s and three 12s. Assign as desired, but if you have an 18 or 20 in any ability score, no one else should. Be adults, work it out.

You get all the benefits of any one suit of armor of your choice that is 3rd level or less. You aren’t WEARING that armor, of course. You’re a StarBarian! You run around in a fur loincloth or (for some reason) skintight Victorian suit. But you get the benefits. If you want an armor upgrade, pick it as an item below, and just strap it on. It’s fine. Jump jets over fur boots is perfect for StarBarians.

You get ONE item of your choice of 5th level or less. this is your THEMED ITEM. You can never lose it for longer than the duration of 1 fight. It should have a name. Lichlor and his minions will try to steal it periodically, They never succeed. This item can be a suit of armor if you like, in which case you get its benefits instead of your baseline 3rd level armor when you wear it.

You get THREE other items of your choice of 3rd level or less.

You get 9 other items of your choice of 1st level.

Female Alien Rogue-color

If you selected a ranged weapon, its item level is 2 lower. All weapons with usage above 1 never run out of ammo or batteries. All weapons and items with a usage of 1 or that are 1-shot count as 3 items, but are fully restored at the beginning of each game session.

Each game session you can use the StarBarian Power to do two spectacular things (two different things, one each). This is because you have a StarBarian Stone. Lichlor is always trying to steal StarBarian stones. He never succeeds, and you can’t lose yours. Ever.

Starbarian Powers are based on class, can be performed whenever an appropriate roll or even occurs, and take no time.


Treat a failed Int/Wis/Cha skill or ability check as if you had rolled a 20 on your d20.

Allow an ally who failed any d20 roll or check to treat it as if they had rolled a 15 on their d20.



Succeed at any one Engineering check

Drone: Allow your drone who failed any d20 roll or check to treat it as if they had rolled a 15 on their d20.

Exocortex: Treat any failed attack roll as if you had rolled a 15 on your d20.


Treat any failed saving throw of yours as if you had rolled a 20 on your d20.

Restore yourself or one ally to full health, ending all conditions.


Treat a failed Str/Dec/Con skill or ability check as if you had rolled a 20 on your d20.

Force a foe who succeeded on any d20 roll or check to treat it as if they had rolled a 5 on their d20.



Take an extra round of action.

Solar Weapon: Treat any one solar weapon attack that failed as if it had automatically hit and done maximum damage. Apply any critical effect, though don’t double your damage.

Solar Armor: Negate all effects of any one successful attack against you.


Treat any failed attack roll as if you had rolled a natural 20 on your d20.

Replace any one damage roll you make, or that is made against you, with either maximum or minimum damage (your choice)


Force a foe to treat any successful saving throw against an effect of yours as if they had rolled a 5 on their d20.

End any one magic or technological effect with a duration.


Lichlor is a 4th level Technomancer with a +2 bonus to every roll he makes. But he always does minimum damage, and the duration of all his effects is a maximum of 1d4 rounds. No matter how often you defeat him, he always escapes.

Robot Juggernaut-color

His Themed Minions are CR 2 NPCs. They always escape between adventures.


Special Rules

No one ever dies. If you should have died, you are just unconscious.

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Short Fiction: Weftwork

Vanre felt consciousness creep into her body like an unwelcome guest. She resisted the lure to open her eyes, or stretch her muscles, focusing instead on the warm, soft quilts piled above and below her… but to no avail. The very act of trying to find a way to stay asleep sent her mind racing through options, which inevitably meant she was awake now. Keeping her eyes closed was an act of rebellion rather than a viable tactic.

A soft scraping above her did cause her eyes to flutter open of their own volition, and her brain was immediately fully alert. Dim light leaked in through the shuttered window, casting dusky shadows across the wooden beams of her bedroom ceiling. The poor visibility was not, however, nearly enough to conceal the enormous arachnid clinging to the wooden boards above her.

Its body was more than a yard long, from it’s eight glossy black eyes and furred mandibles to the rainbow-striped abdomen. It’s eight legs spanned nearly the whole room, the longest set of fore-mid arms just inches from touching the ceiling’s corners ten feet apart. Most of the body was thickly furred, with only the orblike eyes, sharp fangs, and the leg’s numerous small claws at the tips and joints not covered in the bright pelt.

As Vanre’s eyes opened, the huge spider tilted, so it’s inhuman face lowered suddenly to be right over her head.

“Floor too cold again, Senneh?” Vanre asked with concern.

The spider’s shorter aft-mid legs dropped from the ceiling and waved meaningfully, the many clawtips forming precise, complex shapes.

Can you see me? The hand-sigils were fast and smooth, better than most webfolk Senneh’s age managed.

Vanre smiled. “I can hardly miss you, darling. You take up the whole ceiling. Just because my eyes can only look at one thing at a time doesn’t mean I’m blind to obvious things.”

I am never sure. There was none of the little wiggling clawtips that would suggest Senneh was joking. The floor was much too cold. Even with the old weavings you convinced the steward to give me, my joints ached. Water is becoming solid outside. Why do your kind live here? I liked our previous school much more.

Vanre sat up in bed, reaching up to rub Senneh’s face, enjoying how thick and soft the webfolk’s fur was.

“It’s a major port, nine months out of the year. And this is about as far south as the uriphants are willing to come. They don’t understand why we are willing to live places where water ever isn’t solid. Finding one place for all five civilized peoples to come together isn’t easy. Eleanear is about as good as it gets. And the Empire only allows one school for advanced magic.”

But it is COLD. Senneh used one of her fore-mid legs to repeat the last sigil, to give her complaint more emphasis.

Vanre stood, feeling the very chill air on her skin. She dared a very minor spell to freshen her skin, then began pulling on her uniform, hung neatly on a rack next to her bed.

“It is cold, sweetling. I’m sorry. If you want, you can just sleep in here until summer. We can even burn some charcoal in the brazier at night.”

You do not mind?

Vanre smiled. “Not at all. I don’t use the ceiling for anything.”

Vanre’s eyes drifted to her tiny desk, in the room’s corner, where an open book was covered in her own handwriting. The tight runs were interspersed with illustrations of webs, spinnerets, and weaving patterns.

Vanre’s smile grew. “Not yet, anyway.”

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What is “Common”?

Okay, for gameplay reasons I am totally down with a “Common” tongue, as is frequently presented in RPG campaigns, especially fantasy RPGs.

But what IS it?

Without changing any rules at all, you can help give a campaign world some interesting backstory by explaining why there is a “common language.”

Here are 20 examples, built on tropes common to d20 fantasy games.

“When the mighty empire of Te Essar collapsed, its official language was already known to most of the world, and became the common language of trade and diplomacy.”

“The deity Commonos wished all people to trade stories, and gave them a single language in which to do so.”

“The eldritch Power Words, Glyphs, and Sigils used in so many spells require significantly study to use to their full mystic potential, but their common forms are easy enough to learn, and taught to populations worldwide as a method for seeking those with a spark of spellcasting talent.”

“The Plane of Shadow is a reflection of all that occurs on the Material Plane, including all language. The Shadow Tongue is a simplified amalgam of all mortal tongues, and can be vaguely understood by any literate person.”

“The Logos Prima was invented by a travelling bard centuries ago, and carefully designed to be easily learned by anyone, from any culture. It has a single, unified spelling and sentence structure, and avoids elements that make some languages more difficult to learn, such as tonality and gendered nouns, and has a simplified structure to allow it to be picked up quickly.”

“It’s a virus. Exposure to the sound, or the sight of it, allows it to creep into your mind, and infect your thoughts with its syntax, and vocabulary.”

“They come once in each generation, to every library and school above a given size. The Solresolut, the Inevitables of Communication. Immortal teaching machines, they offer the language of the Law of the Spheres to any who will learn it, then leave the laws themselves behind. Ignorance of the law is no defense, but every mortal is given a fair chance to learn them.”

“When the world was young, the Cyclops discovered art, and architecture, and language. They built mighty fortresses and huge henge that could predict the seasons. No one knows why these cyclopean ruins were abandoned, but their uses to ancient cultures to know when to plant, when to migrate, when the moon would eat the sun ensured that the basics of what was written upon them would be learned worldwide.”

“The angels spoke Enochian, the tongue of the heavens. Devils taught it to man, to ensure they would be ready to bargain for even more knowledge.”

“It turns out if a demigod archmage genie gets annoyed enough with translation errors in her mail order service, she’ll wish ‘there was one Common language almost everyone knows’.”

“The self-replicating Printing Press Golems nearly destroyed the world. But from their ruined movable type, a single common alphabet was born… ”

“Look, humans can interbreed with almost anything. If it;’s a less common or less popular combination, we just call it a half-whatever. half-dragon. half-angle. half-orc. If it’s happened enough to develop its own culture, it gets a new name. Minotaur. Centaur. Harpy. As a result, the most popular human languages are taught to a LOT of wondering offspring…”

“The first Riddle of the Sphinx was a grand mystery for centuries. It was taught in every academy, studied by every sage. Given how crucial context is to understanding and solving riddles, it’s native tongue was taught alongside it, to ensure no nuance was lost in translation.”

“When madmen worldwide all babble and scream in the same language, it’s worth knowing what that language is, and what they are saying.”

“The Grand Trickster demanded that all understand his jests, and the skalds sought out to ensure this could be so, though it take carrying his words to every corner of the world.”

“When the gods made mortals, they gave them language. That which best spoke of rock was adopted by the dwarves. That which best spoke of wealth was adopted by the dragons. And that which best spoke of toil was adopted by the workers, crafters, and servants of the world.”

“They come to every port and trading post, in creaking ships and caravans of twisted beast. They are known by their brightly painted masks they never remove, and overly-sweet perfume scents masking a hint of rotting flesh beneath their faded robes. They buy, and sell, and trade, and make many wealthy, but they do it all in just one language. If you wish to do business with the Traders, you must learn this common trade tongue.”

“In the first seasons, the beasts all knew two languages, which gave them dominion over the material world and the spirit realm. The tool-makers stole the common words of material dominion from the beasts, and became ascendant. Now druids guard the spirit dominion language closely, and forbid that it be taught to any but those of their own order.”

“The wind whispers, the river mutters. Fires spit and curse, and the earth groans. Early people could rarely master all of any elemental tongue, but ususally learned a few key phrases from each, forming them into a set of common words and phrases that were almost universal.”

“Common? You mean Khelvish? Sure, it’s common where you are from, in the lands between the Basalt Mountains and Shallow Sea. A few folks ’round these parts know it, too. But if you want to be able to talk to everyone in these parts, you’d best learn Fworven, or at least Low Glett.”

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Comic Book/Superhero Ideas

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

So, here are a bunch.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Really Wild West Class Features: Envoys

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

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

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


Envoy Improvisations [Any level]

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

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

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

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

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

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

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

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

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

You must have Get ‘Em to select this improvisation.

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

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

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

Expertise Talents

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

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

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

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

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

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

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Really Wild West Class Features: Soldiers

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

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

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

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



Gear Boosts

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

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

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

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

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

Fighting Styles


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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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