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For Starfinder: Jet Jutsu
The idea of developing a fighting style specifically designed to benefit a jetpack or other movement-boosting device is certainly not a new one, but it’s not something I have seen apply to the Starfinder Roleplaying Game. While this might grow to be a whole series of fighting techniques for soldiers to operative specializations, for the moment I’m just starting with a couple of combat feats.

For the following options, “jetpack” applies to any armor upgrade or technological, hybrid, or magic item that gives you a flight speed, or gives you a bonus to Athletics checks made to jump (including items that increase your land speed enough that the increased speed gives you a bonus to Athletics checks to jump). “Using” the jetpack means being able to activate it and expending any battery power, use duration, fuel, or similar consumable required to gain the flight or bonus to Athletics checks to jump. You don’t actually need to take an action to do this, it is part of whatever action is required in the Jet Justsu option.
Jet Back (Combat)
Benefit: When you are attacked by a foe you observing (see States of Awareness), as a purely defensive reaction you can use your jetpack to dodge out of the way. You can move up to half your land or fly speed, and gain a +4 circumstance bonus to your AC against that one attack, and to any Reflex save required by the attack. On your next turn, you must take a Move action to recover as your first action. If you are prevented from doing this (such as if you are stunned), you fall prone. You are also off-target until the end of your next round.
Jet Punch (Combat)
Benefit: You can use your jetpack as part of a charge. You do not take a -2 penalty to your attack roll as with a normal charge, but your penalty to AC increases by -2 (normally to -4 AC). You add half the item level of your jetpack, to a maximum of half your ranks in Piloting, to your damage on a a successful attack.
You may also want to take Jet Charge, Mobility, Sky Jockey, and Spring Attack as part of your Jet Justsu techniques.
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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 7, part 3)
Wrapping up the after-action report for Session Seven of the Really Wild West: Doomstone campaign. The Knight rangers have headed out in their converted Martian Excavationg Machine, now known as The Armadillo, to the Montana city of Hellgate as part of their quest to find and defeat Professor Barkane Adrameliche, who has become the darkling Lord, the Venom King.
But first, they want to check in on the family of the ogre ranch-hand and ally Bo Hoss, who live near Rexburg and stopped communicating with him months ago, though they only ever sent him messages once a season.
Notes adapted from the notes of my wife Lj, a player in the game, and told from her point of view.
>>Later on May 6th day we come to Rexburg.
The Knight Rangers decide to visit Bo Hoss’s family before going in to Rexburg. The ogre clan live in a small valley between Rexburg and Hibbard, in the vents of a mostly-dormant shield volcano.
· There’s a Pony Express post at the edge of the valley, which looks abandoned. An investigation reveals an old smell of blood in the floor – a Kasatha was stabbed and bled to death right there – no blood drops leading out of the shack. It’s been at least 7-8 months since the pony has been here, and no foot prints nearby for months.
· The post itself has a hobo mark on it – means this place is unfriendly and unsafe
· Strongly smells of vulture-like bird – either a large flock or a huge roc visits here every few days but is smart enough to clean up their sign (only their scent gives them away)
· Place is clean and packed like they left it on purpose
· The Soldier and Operative, both with DaVinci Wings, take to the air and scout the valley.
o The soldier determines that there is wildlife, but they are all acting like there are predators around. He finds and talks to a fisher (a weasellike mustelid) using speak with animals. It says there are “big, death birds” – they crow and dance and speak all the wrong words. They’re all feathered, but they talk to fleshy people
o The operative sees at the other end of the valley, beyond the volcano, there is a creepy looking lodge up in the side of the mountainside, in a wetland area. It’s old and rundown, but there’s a light on. Between 100-200 years old, or maybe just a really hard 40 years. Smells of at least two half-elves.
Drive the Armadillo in, but it can’t make it up the mountain to the vents where Bo Hoss’s family live. There are carved-in stairs the Knight Rangers take to get up.
· There are old stones here carved with South Pacific language, which no PC speaks
· Also some larger, new stones carved in a very different language
· We see someone inside the cave – a Bo Hoss-like ogre– carving on the wall.
· There is a vrock overseeing him. It sees us and screeches – it’s on
FIGHT!
· The operative shoots and misses, but startles the vrock.
· The centaur paladin charges and shouts “I name thee demon!” The Knight Rangers conclude it’s a demon.
· The vrock screams and causes fear, though no one in the area is affected
· It slams its beak into the paladin for a LOT of damage. It seems to be augmented.
· The cartograthurge technomancer moves up to see if the new stones are doing something that may effect the ogres
· The ogre, being now free to move as he will, turns to the stones at the entrance and starts to chisel away the runes yelling “NO!” with each blow
· The soldier PC spots another figure down the other tunnel
· The vrock dances and creates a cloud of spores, affecting everyone but the soldier, who is out of range. The centaur paladin grows pustules on her skin from it – blech – but just ignores the penalties and keeps fighting.
· The technomancer says the menhirs are summoning rocks – brings more demons here, and infuse the area with demonic energy. The ogre keeps trying to destroy it, but it’s taken months to make and is resistant to destruction.
· The roboticist engineer and her drone joins in to destroy the menhir with the ogre, using her engineering knowledge to help break up its structure. They speed up the destruction quite a bit
· The figure the PC soldier spotted down another tunnel is a half-elf male with a red, glowing pentagram over one eye who has a wavy-bladed dagger and a pistol. He waves his dagger in the air to cast a spell while he fires. A screaming bullet fires past the Soldier, the bullet crying out obscenities in Infernal.
· The ogre hits one of the runes on the menhir (natural 1 on a skill check to damage it), and it disintegrates his chisel and damages him mildly.
· The fenrin Operative bounty hunter moves into the tunnel near , sees another set of stones and alerts the cartograthurge technomancer. Operative shoots the vrock, but the attack bounces.
· The roboticist mechanic moves into the tunnel to deal with the second menhir. She spots three more ogres manacled and gagged deeper in the tunnel, and lets the other OCs know.
· Te half-eld cultist and PC Soldier exchange gunfire in a different tunnel. The half-elf staggers to behind a third menhir in that tunnel, and smears his blood on the menhir – his eyes roll up – he chants in Ancient Sumarian and keeps firing at the Soldier. His bullet missed, but the soldier felt the vileness of it as it passed
· The Operative bounty hunter moves over to the bound ogres, and identifies that their manacles happen to be compatible with her manacle keys. Ha! She unlocks one, tells it to free the others.
· The centaur paladin continues to solo the vrock but has to lay on hands for herself – she was running too ragged. It’s smite evil lance strikes against fiendishly-empowered beak bites.
· The technomancer successfully breaks the front menhir. Half the sense of fiendish energy infusion in the area goes away.
· The mechanic begins to dismantle the second menhir
· The soldier (able to ignore the half-elf’s cover), shoots him again – this time, killing him
· The first menhir broken, the ogre who was attacking it picks up a rock and assists the centaur paladin fight the vrock by flanking it with her. The ogre takes an attack of opportunity from the Vrock to get into position and is bloodied (runs out of stamina), but doesn’t seem to care.
· The centaur paladin bloodies the vrock – woohoo! Then it smashes her with its beak again, bloodying her.
· The technomancer unleashes his steampunk bee-bots (the spell “microboat assault) at the vrock, distracting it
· With Engineering and her drone’s strength, the mechanic roboticist destroys the second menhir, ending the “evil temple” feel entirely, inside this tunnel. The vrock is visible weakened.
· Soldier, Technomancer, and Mechanic PCs move on to break the third menhir in the other tunnel, byt the dead halg-eld cultist.
· The manacled ogres frees themselves and follow the fenrun Operative into battle. Second.
· Aided by the Operative and the orges, the centaur paladin finally does in the vrock. It diminishes into ropey cords of muscle, pus, and rot before it disappears.
· A second vrock is spotted flying this way. The Knight rangers and freed ogres destroy the remianing menhir, and wait for it to arrive. It is visibly weaker than the first vrock, and faulters when the last mehir is destroyed.
·During the wait, the freed orgres explain two half-elves arrived months ago and summoned a vrock on a stormy knight. Then the vrock captured the ogres and forced them to make the new, evil mehirs. When three were done, the vrock did a dance that turned on half-elf into a second vrock. Then they began being forced to make more menhirs, to turn the last half-elf into a vrock, so the three vrocks could then open a gate to the Abyss.
· Most Knight Rangers take cover to fight the vrock, but the centaur paladin and the ogres stand in open view to draw it in.
· The second vrock arrives at half health since there are no menhirs, and he’s trying to get to the third one.
· Paladin charges, Operative and Soldier shoot, Technomancer uses the beebots, Mechanic sics her drone on it, so the vrock is flanked by drone and paladin. Orgres pick up and throw rocks they have prepared for their home’s defense.
· Vrock is outmatched, though it does ignore magic missiles cast by the technomancer thanks to Spell Resistance, and on a critical hit inflicts a bleed effect on the drone. It dies, much less impressively than the first vrock.
AFTERMATH
· The ogres are Bo Ghun, Bo Ghran, Bo Deir, and Bo Fo. There are 20 total in the Bo clan (babies grow to full size within 2 years). They invite the Knight Rangers to eat and rest.
· PCs check out the shack at the end of the valley first — was an abandoned cult house. Find a demonic text telling them how to summon a vrock. The cultists were still 5 months from completing the rocks needed to summon the third vrock, but needed the ogre’s exert stone-carving skills to do it. They told the local townsfolk that the post had been destroyed and that the ogres would come into town to get their mail, townsfolk didn’t care enough to check on why the ogres never did that.
LOOT: Magical Sumerian wavy-bladed dagger; sixteen sets of size-large manacles; demonic text (which is put in a lead-lined safe n the Armadillo the mechanic deigned for radioactives, but will work great for magic too)
· The ogres give the Knight rangers us a return letter for Bo Hoss.
· When the Knight Rangers get into Rexburg to mail the letter to Bo Hoss, they tell local officials that because they ignored the inquiry about the Bo clan, demons nearly overran the world.
XPs: 1300
20,270 current total, (23,000 to 7th)
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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 7, part 2)
Continuing the after-action report for Session Seven of the Really Wild West: Doomstone campaign. The Knight rangers have headed out in their converted Martian Excavationg Machine, now known as The Armadillo, to the Montana city of Hellgate as part of their quest to find and defeat Professor Barkane Adrameliche, who has become the darkling Lord, the Venom King.
Notes adapted from the notes of my wife Lj, a player in the game, and told from her point of view.
>>Campaign Day 31
· About an hour after we set out, we see Waterlily (a ranch hand from the Circle Axe Ranch) riding up behind us
· We pull over and she hands us a large, fancy, international letter that arrived right after the Knight Rangers left the Circle Axe.
o Formal Eastern European letter
o Carries appreciation and amazement at our accomplishments from Princess Allegra Gullveig of Stythencia (a tiny Tiefling City-state in Eastern Europe in the Carpathian Mts. near Transylvania).
o She wrote and sent it, referring to the Knight Rangers by name, about six hours after we decided on our group name. Info doesn;t travel that fast without magic.
Camping first night, spot a glow-in-the-dark figure on a horse coming toward the camp. Skeletal man in law officer duds, with a badge that says he is “Deputy D. Nails.” His horse is bandaged like a mummy and has a necklace of severed heads. As the figure approaches it gets cold and snow begins to fall – not cloudy
· The heads – there are at least three – are from men who fled when the Knight rangers attacks the Venom King’s forces at Neblin Hill.
· He says he’s taking over after Deputy B. Hill was recalled. He’s hunting the grave jumper (Venom King).
· We trade information. The Knight Rangers learn the Prof. has split himself in to two – flesh and bone – but they’re right next to each other. He’ll be at full strength in 180 days from tonight if not stopped – he needs a specific conjunction to accomplish this so it cannot be rushed. His vulnerability is the metal from coffin nails, not silver or cold iron, that have been used to keep bodies in the ground.
· If the Venom King isn’t brought down soon, “the Marshall” will come down to earth personally and get him.
· Deputy Nails heads away toward Montana
Campaign Day 32
· Pass through Rollings, WY
· Get to Rock Springs, WY
o Stop here to camp and resupply
Day 33
· Eden, Farson, Boulder, and Pinedale, WY – all of which are wrecks – wiped out during the WotW
· Stop at a battlefield on our path – the centaur paladin stops to honor the dead
Day 34
· Come to a pass through the mountains – gorgeous
· Stop in Hoeback
Day 35 (fifth travel day – May 5th)
· Idaho Falls, far eastern Idaho – decent sized town
· Bear River too deep to cross in the Armadillo
· Use the cattle bridge and end up in the edge of town
· A crowd gathers, looking at the amazing converted Martian tech. Begin to cheer, because they think the Knight Rangers took it from the Martians
· Cartographothurge Technomancer gets off to resupply
· Centaur paladin gets on the train station platform and tells a tale of defeating the forces of the Venom King’s snakeperson allies, who are quickly dubbed “the Scorpion Gang.” Though she tells the tale accurately, the crowd is already making it bigger that she tells
· We head out five miles from town to camp
· A handful of horsemen come out to us – five
o Three young men, one older man, and a middle-aged woman
o Professor Virgil, and students from the Eastern Idaho Technical College
o They want to ask about the Armadillo
o They brought us potatoes au gratino They talk to the technomancer roboticist, talking to dawn and learning from her. Invite her to come lecture whenever she likes
Campaign Day 36, which is determiend to be May 6th
· Around noon, we spot a herd of brontosauruses.
· We slow down and drive by at a safe distance
· Soldier outlaw with DaVinci wings goes out and flies over them – sees the babies
· The technomancer sketches his heart out
Later that day, the Knight rangers reach Rexburg, and head to the nearby shield volcano to visit Bo Hoss’s family.<<
What do they find!? We’ll discover that tomorrow, in part 3!
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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 7, part 1)
After nearly a month break, I finally ran by Starfinder-Really Wild West-Doomstone campaign again, and people have been asking about getting to see the after-action report. So here’s a write-up adapted from notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”), mostly in second person, as a report for Session Seven!
You can find Session One here: Part One, Part Two.
Session Two here: Part One, Part Two.
Session Three here.
Session Four here.
Session Five here: Part One. Part Two.
Session Six here.
If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.
A lot happened in this one, so it’s been broken into multiple blog posts.
>>We’ve traded the digging bits of the Martian Embanking Machine we captured (that had already been partially-converted by Professor Adrameliche, who turns out to be the Venom King) to the Circle Axe Ranch in exchange for the parts, materials, tools, and assistance we need to convert it into our base of operations. Conversion takes two weeks, during which time we are guests of the Circle Axe. The group decides on a group name (the Knight Rangers), and name the soon-to-be-finished mobile base of operations “The Armadillo.”

The local Fonts and Bismarck Station Chief, Adler, comes to visit and receive a briefing on the Knight Ranger’s recent activities. Agrees to use official Fonts and Bismarck channels to make inquiries about whether Professor Adrameliche has been seen in Montana. Also helps discover that the Professor’s style of technological invention is very similar to that found in several train robberies (performed with the aid of a robotic derailing machine) performed a few years back that accrued a great deal of cash.
Since the Knight Rangers believe the Professor is in Montana, the fenrin operative bounty hunter looks up bounties in Montana.
· The situation is complicated, with the state new to the Union and in a very unstable place due to massive damage from Martian Walkers during the War of the Worlds. Various Copper Kings (like cattle barons, but for copper) are in near-open warfare and set bounties on each other, many with local (though not legal) support. State bounties are legal, but often lack local support and are likely to anger one or more factions. Mostly only official Federal bounties are seen to have the weight needed to be legal and not likely to bring reprisals.
· An exception is that the rare bounty placed by “Gotham Jo” – Josephine Fiery, are also respected throughout Montana.
o She is a madam and business owner of a hurdy gurdy house in Helena
o She’s married to a man who’s present, but not in charge. In fact she seems to have him under her thumb, with lcoals knowing not to allow him to drink or gamble.
o has a reputation for taking care of her employees, and only put out bounties on those who have wronged her people, never on an ex-employee
· There are currently no active bounties safe to take
Knight rangers made some inquiries about Beard-cutter Ben (who sold them “walking meat,” a chewing gum that turned out to attract the Monstrous Jerusalem Bugs that attacks the PCs back in Session Two.
· Upon hearing they are looking for him, he shows up at the ranch to apologize and offer us refunds and reparations. He got the material from the East Hudson Fur Trading Company. He will never do business with them again, and he’s spreading word that it’s bad, hired a lawyer to sue the EHBFTCo.
· We ask him to tell us when he finds out more information
· As part of reparations, ask him to give discounted shaves for law enforcement. He also gives some cash.
Station Chief Adler reports Professor Adremeliche has been spotted in three places in Montana in the last 60 days.
· Helena, the capitol (It is 680 miles from here – if Knight Rangers go there, can visit Bute-Silverbow on the way. Economy fueled by lead, silver, and gold mining. Capitol buildings under construction. Most millionaires per capita in the US. Many movers and shakers – includes Gotham Jo. The Copper Kings who are so influential elsewhere in the state have very little control here. Population 13,000. No real bad part of town. Almost no unemployment. The rich people compete in charitable giving.)
· Butte-Silverbow (Closest to the Knight Ranger’s current location – 450 miles. Population of 15,000 – biggest city in Montana. Center of War of the Worlds refugees in the state. Major EHBFTCo. base of operations–no Fonts and Bismarck office there. Center of where the Copper Kings are waging war against each other. Center of the Asteroid Mining Co. – mine adamantine and other star metals. Growing copper industry. Center of Martian tech research in the state. Two scummy red light districts. Grimy and smoke-filled. Gangs based on foreign national or ethnic origins divided up the town, most with ties to one or another Copper King.)
· Hellgate (800 miles from here – due to limitations on moving the Armadillo through mountains and damaged infrastructure from the War of the Worlds, have to go around a forest to get there. Third largest city in Montana – pop. 3,400. In Hellgate Valley [Sections of which were choked with bones due to French fir traders fighting with natives, which is how it got its name. Fur trade has moved out.] Now largely trades in lumber. Home of Hellgate University [oldest in the state and includes the only accredited and licensed school of necromancy not in Eastern Europe]. Next to the Rattlesnake Mts. One of only two places in the world with a Badlands City embassy.
Most information comes from Station Chief Allison Flynn of Helena, Montana.
· Her information was gathered under the radar. She is convinced Professor Adrameliche is connected with one of the power structures in the state. Found a picture of him for us – he wears black with accents of the same green as the Venom King. He is, of course, the Venom King. Mechanical arm. Cane with human bones and a green skull pommel – [Likely the Venom King’s actual bones.] Eyes = black with tiny, green dots
The Knight Rangers decide they are going to visit the university in Hellgate first, to see if they can find a way to put down the dead spirit that is the Venom King, and who now seems to inhabit Professor Adrameliche.
· We can make 40-50 miles per day in the Armadillo. Get to the university in 16 days using an alternate route. Our route will take us through Yellowstone, Idaho Falls, Salmon, Hamilton, Lolo, then Hellgate
Around Day 10 into the 14 days it takes to put together the Armadillo. Dwargus invites us up to the big house for supper and new. Circle Axe has been granted 75% of the disputed lands they were arguing with the vicious Hippogriff Ranch – including Neblin Ridge.
· Dwargus gives us a Federal salvage deed for the Armadillo from the Sixth Federal Circuit Court in Ohio. It might be overturned, but it should at least take a court case to do so.
· Mention that Texas Helium Magnate Tex Tanner has sent word he’s sending a representative to make an offer to buy the Armadillo… but the rep won’t arrive until two days after the Knight Rangers have left. We decide not to wait for him.
Around Day 12 into the 14 days elven ranch hand Waterlily wants to talk to us. She mentions the Ogre ranch hand Bo Hoss has a problem he doesn’t want to bother us with. His family lives in a shield volcano near Rexberg, Idaho. Communication with them has ceased. Dwargus sent an inquiry – got no information. They’re all ogres – only a few speak English – mostly immigrants of Pacific Islander descent.
A Shirren lady comes to measure Liam for some clothes. As a sensate, she asks if she can lick the Armadillo. The Knight rangers are okay with it, and she experiences 15 new flavors she’s never tasted before. In thanks, she gives us all spider silk umbrellas (+2 KAC/EAC against liquid-based attacks if held, but only 1 HP and takes damage if attack it is used against does any damage).
On Campaign Day 31 – it’s time to head out to Hellgate
· The roboticist mechanic and operative bounty hunter are the best drivers, with the cartogramancer technomancer a close third.
· The centaur paladin can drive, but her armor gives her penalties
· The others we set up on rotation to learn
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