Idea: Gelatinous Oozes change shape from cubes as they age, and gain special powers, based on their shape.
Gelatinous Torus: Gets increased speed and Spring Attack
Gelatinous Pyramid: Gets Spell Resistance equal to 15 + CR
Gelatinous Reuleaux Triangle: Gains the power of two other oozes, selected as random.
Gelatinous Apollonian Gasket: Can cast enlarge and reduce person, even on oozes, at will
Gelatinous Hyperboloid: Can cast haste and slow at will, and time stop once per day
Gelatinous Lemniscate: Gains the ghost’s rejuvenation ability.
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Microsetting: The City of Hoard
I’ve been on a bit of a Starfinder RPG and general essay kick recently, but I’m still a big fan of fantasy RPG settings in general, and Pathfinder in general. So as a palate cleanser, here is a microsetting, the City of Hoard!
The City of Hoard
It’s not formally called “Hoard” of course. It’s listed as Draconis Rekai Achael in the old Imperial Charter of Settlements, Drakkenhelt in the dwarven tunnel-maps, and Aerivermaeli in the elven Songs of Places. Among the academic writings and speech of most dragons and draconic-oriented scholars, it’s Brarguren’s Canton, an acknowledgement that the mighty Brargured has carved out land acknowledged by other nations as hers, and hers alone. But even those learned individuals generally call it “Brarguren’s Hoard” in casual conversation, and from that long title most common folk have taken to just calling the city “Hoard.”
Brarguren was an active dragon in her youth, traveling extensively as soon as she ceased to be a wyrmling, claiming temporary territories, exploring lands with no sapient creature settling them. There are numerous credible accounts of her worldwide, suggesting she did not limit herself to any one continent or trade route. Many of those tales speak of her establishing herself on the edges of major civilizations, speaking to their scholars and acting as patron for their great artists. Though she spent no more than a few decades in any one place in her first few centuries of life, she was intellectually active and curious during these visits, each year doing as much research and learning as any member of the shorter-lived races could manage, and thus compiling numerous lifetimes of knowledge in just a few hundred years.
She gained cunning and power in equal measure. Early descriptions of her make it clear her coloration was “bright” and “metallic,” but never matched her to a single hue. She can breath fire, but has also proven to have draconic and magic talents that allow her to breath acid, and ice, and even frozen acid. She can access the power of sorcerers, druids, and even witches, leading some to suggest she has studied as a shaman. She is also a mistress of illusion, or transmutation (or both), and certainly her appearance in the past few centuries has shifted and changes enough to suggest she is keeping her true nature secret, though she always has the same piercing, nearly glowing, amber eyes.
No one is sure when she became fascinated by architecture, urban planning, and landscaping. Perhaps it was when she carried out a vendetta against the Order of the Broken Claw as a young adult, joining and leading armies to sack the order’s cities on both sides of an ocean. Perhaps her visits to the continents of the Ivory Empire, Jade Kingdoms, or the lands of the Spice Road as an adult and mature adult piqued her interest in how different cultures build and grow settlements. Certainly her Guild of Masons was established at that time, and she forged alliances with dwarves and elves both to aid and learn from their greatest artificers, fort-builders, and urban engineers and planners.
What is known for certain is that as an old dragon, more than 4 centuries ago, Brarguren stopped her regular travels and claimed her Canton, a rich land with access to ocean, trade, field, and ore. The land surely would have been claimed by some nation before her, located between small kingdoms and in a route between major empires as it was, if not for the gorynych that laired there, and the twisted mutant cult that worshiped it. Brarguren was not the first dragon to seek to destroy the wicked creature known as “The Three Sinners,” but she was the first to succeed in destroying the gorynych and scattering the cult.
And to mark her success, she claimed the piles and piles of treasure the Three Sinners and its minions had collected…. And built a city.
People claim that early on no one lived in Hoard, but of course that’s not true. Expending money as a waterfall expends water, Brarguren hired hundreds of planners and thousands of workers. Even before Hoard had a finished building, it has inhabitants. Nor where buildings the first permanent structures to be raised. Brarguren had roads laid, and aqueducts, canals, wells, and cisterns built, long before any buildings. She gave broad guidance to her lord architects, and insisted their plans be revised many times, but did little of the direct planning herself. The first city was to be designed to house 10,000 citizens in wealth and comfort, and to have a network of towns to support it, but she also demanded plans be in place for it to grow. Even the names of its major sections, “First Ward, Second Century Ward, Third Century Ward,” showed what her plans were for its expansion.
Now, Hoard is 310 years old, a city of nearly 50,000, and one of the most powerful and wealthy trade cities in the world. Though Brarguren is the unquestioned owner and ruler of the city and the surrounding valley, including it’s roads, dozens of supporting towns and farms, minor auxiliary ports and shipyards in nearby islands, she rarely takes a direct hand in ruling or protecting it. The Canton Guard serve as both city guard in Hoard, and ranging military force throughout Brarguren’s lands, and the Dragonfire Wardens act as scouts, investigators, and game wardens further from the city. Both answer directly and separately to Brarguren, though their Lord Commanders (Guard Commander Alvric Krakarral—a human investigator—for the Guard, and Warden Commander Jealis Irontusk—a half-orc hunter—for the Wardens) are cagey about how how those reports are delivered. But 72 years ago when Brarguren devoured the then-Guard Commander Thurgen Thurgenis, the dragon made it clear she would react if her forces failed to report as she expected them to. Her lack of direct action since is taken as proof the Lord Commanders are doing as they are supposed to.
However, neither of those forces run the city (or any of the townships),and lack the power to makes laws or edicts. Laws are made only by Brarguren herself, and she hasn’t changed the short list of basic rules (outlawing slavery, insisting on equal basic rights for all sapient creatures, establishing the civil and paramilitary organizations in her lands) in almost a century. Edicts come from the Council of Stakeholders—made up of guild leaders, religious heads, neighborhood alders from Hoard and town magistrates from supporting settlements, representatives of the Guard and Wardens, hereditary members from important families, one judge from each court circuit, and ministers of various Hoard city offices—and are signed by the Marshal of the Exchequer (or become law without the Marshal’s signature if 2/3 of the Council of Stakeholders agree to do so after 90 days… which almost never happens).
The Marshal of the Exchequer acts as the chief executive of Hoard, oversees legal cases against any member of the Council of Stakeholders or judge within Hoard, and is in charge of the budget of the entire region. Since taxes are surprisingly low in Hoard, and city services are quite high, there’s a persistent rumor that the Marshal of the Exchequer pays for things directly out of some vast supply of wealth Brarguren has accumulated. While every Marshal of the Exchequer has always denied this is the case, and the city has had budget troubles many times over its three centuries of existence, the rumor remains common.
As for where such a vast pile of treasure might be kept… no one knows for certain. Brarguren dives into and flies out of the ocean harbor on most of the rare occasions she makes an appearance in the city itself, but no one has ever found any sign of an aquatic lair. The city center includes a massive, round, fortified building known as The Vault when used as a landmark, but it has no known entrance and its purpose is secret. The mountains that border the valley Hoard sits at one end of have numerous caves, but none have ever shown size of draconic habitation. Everyone agrees Brarguren must have at least one secret lair, but no one can agree on where it is, what it’s like, or how much treasure is piled up in it.
But it is known what treasure has gone into it, at least on some occasions. Brarguren does not directly defend Hoard or its lands, unless a threat arises so great only an old dragon could oppose it (such as the arrival of the Archtitan Oceator, more than two centuries ago), or when the Guard and Wardens have already suffered major losses and are clearly being overwhelmed (such as during the Wightblade Plague nearly a century ago). When she does become directly involved, however, she takes everything of value possessed by any foe she defeats—from Oceator’s Trident of the Wave-Gods to the ghost swords left over from the Plague. Hoard is safe from nearly any direct threat, but does not receive the spoils of war from foes it’s draconic owner finishes.
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Sometimes in the Really Wild West, you need to express your displeasure through violence, but you’re not wanting anyone to get killed over the issue. Maybe someone spilled your drink. Maybe someone hasn’t gotten the message to get out of town. Maybe they didn’t smile when they called out something vile. You don’t want blood on your hands, but you’re ready to bust a lip and blacken an eye.
You’re ready for a Brawl.
Though specifically designed for the Really Wild West setting hack, these rules can be used in any Starfinder Roleplaying Game campaign.
A Brawl is specifically a fight where no one is trying to kill anyone else. Common examples of this are bar fights, campside tussles, and pugilist exhibitions. A brawl stops being a brawl as soon as anyone involved switches to lethal intent, generally by drawing a true weapon (as opposed to an improvised weapon). Even if you draw a weapon with the intent of using it in a nonlethal fashion, such as pulling a pistol to use in pistol-whipping foes, the very fact it is being brandished changes the tenor of the conflict, and it goes from a brawl to a normal fight.
In a Brawl, no one has escalated he fight to lethal levels. As a result, the fight goes a little differently. First, everyone is more focused on hitting than avoiding hits, so everyone gets +2 to attacks, and takes a -2 penalty to KAC. Second, unarmed damage increases to 1d6 + Strength bonus + a special Weapon Specialization bonus equal to level. (A character with Improved Unarmed Strike may skip these bonuses and penalties and add their normal dice of damage on top of this, and a character with special unarmed Weapon Specialization, such as a vesk, may use it instead).
A character can attempt to use an improvised weapon, such as a bottle to crack over someone’s head, or a chair to smash over their back. An improvised weapon takes a move action to ready, it adds +1d6 brawl damage, you lose the +2 bonus to brawl attack rolls, and if you ever miss a foe’s KAC by 5 or more, or do maximum damage, the improvised weapon breaks.
As long as the Brawl is still in effect, no attack can do more than 1 Hit Point of damage, even if a target is out of Stamina Points. Instead, whenever a character takes even a single Hit Point, the character must make a Fortitude save (DC 15 + total damage of the attack that deal Hit Point damage) or be stunned. If the target misses this save by 5 or more, they are instead Knocked Out for 1d4 rounds.
You can use 0-level spells as part of a Brawl, but anything higher level counts as drawing a weapon. And once someone draws a weapon, the Brawl switches immediately to normal fight rules.
A character trained in Bluff or Diplomacy can try to Hold Off a Brawl for a round, preventing anyone from attacking them. This is a standard action and requires a check with one of those two skills to be made against each potential attacker, with a EDC equal to 15 + target’s CR. With a successful check, the attacker must either escalate to a lethal attack, or pick a new target.
Getting into a Brawl is generally overlooked by local authorities in frontier regions. The difference between punching and kicking and hair-pulling vs shooting with guns and stabbing with knives is well understood. It’s a public annoyance, rather than a potential murder. However, anyone who escalates a Brawl to a lethal conflict is seen as a thug at best, and a criminal guilty of attempted murder at worst.
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A Mare’s Leg is a lever-action rifle cut down so it can be carried in a (large) custom holster and held and fired with one hand.
For purpose of Really Wild West (a weird western setting hack for the Starfinder Roleplaying Game), any longarm can be cut down to be a Mare’s Leg, with an hour’s work and a successful Engineering check (DC 10 +1.5x the item level of the longarm). This causes it to become a small arm. You can also buy a Mare’s Leg version of a rifle anywhere you could buy a longarm 2 levels higher than the item level of the desired Mare’s Leg (though you may have to wait a day as one is custom built), at a cost of 120% of the longarm base price.
Base damage does not change, but Weapon Specialization applies as a small arm. A Mare’s Leg’ range increment is cut in half, attacks and any skill check to use trick attack with it suffer a -2 penalty, and any other penalty that applies to attack rolls with it also apply to trick attack skill checks. It has a Strength minimum equal to 10 + ½ its item level, and for every point of Strength you are below this minimum you take a -1 penalty to attack rolls (if you use a Mare’s Leg in two hands you increase your effective Strength by 5 for meeting this minimum).
Design Note: A Mare’s Leg is not an ideal weapon choice for many characters. It’s not a strict damage upgrade for characters most likely to be able to overcome the attack penalty and Strength minimum, and places penalties on the main use of character who can use it as a strict upgrade (operatives). It’d be very useful for some specific character builds, such as a high Strength envoy, drone mechanic, mystic, or technomancer… all of whom don’t have a lot of synergy from having a high Strength.
All of this is intentional. The Mare’s Leg is not a common item (it likely never existed in the real Old West), but it’s cool looking and iconic. It’s an interesting piece of gear to carry as a high-power back-up, or to add a tweak to otherwise quirky character designs, and that’s what it’s designed for.
Also, Really Wild West only goes through 10th level, so if you use these rules in a typical Starfinder game, it may have unexpected consequences when entering higher-level campaigns.
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