Category Archives: Starfinder Development

Upcoming Starfinder-Compatible Products from RGG

Next month, Rogue Genius Games is going to be leaping into the Starfinder-compatible market, with what we hope are the first of a long line of exciting quality products. More details will be available as we get closer to release, but I did want to show off what we are planning, and how they are looking.

The Starfarer’s Companion has tons of material for players and GMs, including computers, starships, feats, races (Aasimar, Catfolk, Deoxyians, Dhampirs, Grippli, Ifrit, Kitsune, Kobolds, Mechanoi, Nagaji, Oreads, Samsarans, Suli, Sylphs, Tengu, Tieflings, Undine, Vanaras, Vishkanya, and Wayangs) and classes (Bard, Cleric, Magus, Paladin, Ranger, and Wizard).

Starfarer's Companion Cover 72dpi

We’re also releasing a 1st-level introductory adventure for 4-6 players, Blood Space & Moon Dust!

GA Blood Space and Moon Dust Cover 72dpi

And of course it seems likely that once the game is out, some Starfinder material will find it’s way onto this blog, and into my Patreon. 😀

It’s exciting times!

Setting Sketch; Wild, Wild East

In 1863, the Lost Continent of Mu rises from the Pacific Ocean, taking up a vast section of what was once open water. Despite being submerged for millennia and being covered in numerous ruins, some of its native white Nacaal people still exist in a degenerate form. Rather than the source of ancient wisdom and the origin of people from the Aztecs to the Egyptians, the Nacaal are revealed to have been traders and culture thieves, who spread ideas they encountered among one people to far-off partners while claiming original authorship.

With the Civil War raging, America is barely able to send any expeditions to Mu, though some naval forces are sent. The Second Mexican Empire, established by France and supported by Roman Catholic clergy, is suffering its own fighting and lacks the will or resource to make more than token expeditions into Mu. Other great powers, including much of Europe, the Ottoman Empire, and Russia have great interest in a new continent, but are hard-pressed to gain access needed to explore it.

Some nations make immediate pushes into the new land. Japanese Emperor Kōmei and the Shogonate, locked in a power struggle over the fate of Japan and its dealings with the west, both send expeditions immediately, both public and secret, to secure this new land that vastly reduces their fishing territories. The British Empire, especially elements with ties and resources in Australia, also rush to declare the new land terra nullius (“land belonging to no one”). Peru, economically dependent on guano exports that cannot last forever, also makes a major push to colonize Mu, followed quickly (though less successfully) by Chile.

New resources discovered on the continent include the liquid metal “vril,” which can expand the mind of some people (suggested to be most likely to work on those with bloodlines dating back to the people who traded with, and were betrayed by, the original Nacaal), gravity-neutralizing cavorite, and the industrially-crucial vulcanium, which has the highest tensile strength of any known metal, despite a relatively low compressive strength and typical shear strength. Control of the “New East” is seen as crucial for any nation or company. The Singer Corporation is the first of a few enormous multinational companies to take a huge gamble to invest in this newest world, and the technology it could lead to.

The year is now 1868. Less than 1/5th of Mu has been thoroughly explored. Explorers from japan and Australia have established significant stronghold, but begin to question if they want to continue to take orders from their homelands. The United States, in a desperate bid to catch up in the race for Mu, pays the way of thousands of potential explorers, settlers, miners, and ranchers to sail from nearly any American port to New Houston, the only major US city on Mu, as long as they swear to support a US claim to any lands they settle. Samurai, cowboys, drovers, explorers, inventors, vaqueros, theosophists, spies, settlers, and traders all flock to a nearly lawless land, where any may develop odd powers from exposure to vril, or just pick up expert skills in an attempt to survive in…

The Wild, Wild East.
Samurai. Sixguns. Steam. Psychics. Adventure.