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Second Really Wild West Session — After-Action Report (Part Two)

After the first Really Wild West: Doomstone game session After-Action Report, and its Part Two follow-up, numerous people indicated they were excited to keep learning about the campaign as I run it. So, it’s two weeks later, I’ve run another session, and adapted notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”) as a quick report.

We did Part One yesterday. Here’s Part two. If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.

RWW Jerico Pistol

Still Day 4

After recuperating from the fight with monstrous Jerusalem Bugs, the PCs come to a fork in the road. One path leads to the Circle Axe Ranch, the other to the Vicious Hippogriff. There are five people on horses hanging out there, in the middle of the road.

  • When they get close enough, the PCs can see they are cowpokes, the one covered weapons and collar that covers his face, stopping the PCs. They won’t let the PCs pass. Nor will they tell us who they work for (just insisting it’s “the Ranch” without saying which one.)
  • The PCs move away to talk about our options. They glean some information about the cowpoke’s leader. -James “Burning Jack” Byrne,  a gun-for-hire. Wears fire-retardant gear and then covers himself in flammable material. Also, carries dynamite.
  • Burning Jack is clearly crazy.
  • PCs decide to go around, trusting their map and Brone Mallory the half-orc cartographmancer to get them through the badlands. T’ll come back later.

The map indicates that along the route to get to the Circle Axe while avoiding the trail there is–in the middle of nowhere, with no trail or nearby town or even apparent water sources–an inn the PCs can stay at called Tombspider Inn. Skill checks tell the PCs that a Tombspider is spider-based flesh golem construct with built in melee weapons for legs.

  • On the way there they find a ridge that has collapsed about  2 miles shorter than it should be accordign to the otherwise VERY recent and accurate map. Earthquake?

Tombspider Inn

The Inn is veru large and well-maintained… but tumbleweeds blow by right in front of it.

  • Kobold greets us at the door. Seems confused as to why we are here. Says he’s never actually had a customer. His name is Mr. Scrapgnaw.
  • Apparently, this inn was built so that people can fight “the Tombspider” when it returns. It’s been 110 years since the last appearance. Ulysses S. Abernathy was the last, and only, other name in the log book. This is the name of an engineer whose name is a brand of thingamabobs (UPBs) and who created the “phantom pocketwatch” spell. He also built this Inn, and corresponds by mail once every quarter or so.
  • Rooms are free since the PCs are on a quest. Tinned food. Room-temp drinks. Will take awhile to heat up the water for baths.
  • We all partake in the dark gray liquid from a keg marked with a dead dog. Tastes like rum and coke. Not bad!
  • Mr. Scrapgnaw says there’s not been an earthquake per se. Instead, he’s had wonky feelings over several nights recently. He thought it was just tommy-knockers.
  • Scrapgnaw shows the PCs where the Tombspider will supposedly appear in 1936. It’s down below the Inn in a cavern.
  • A rock covered in blood shows the symbol of the spider, but with guns for legs instead of blades.
  • Each Inn room is set up for many people, weapons, wash tubs, curtains, radiators, and gas lamps.
  • We forget to set watches and just enjoy the sleep and the fluffy beds.

Day 05

  • Breakfast: strong coffee, strong tea, cookies.
  • A few Pcs mention they now plan to retire here.

The PCs arrive at the Circle Axe Ranch

  • Sprawling fenced compound.
  • PCs stop at the gate where there is a tall, lanky elf woman. Waterlily.
  • She gets “Bo-hoss” a large ogre to take her post. He sports a rock bandoleer. (A broad leather strap with pockets for 8-10-inch smooth rocks perfect for him to throw)
  • Waterlily takes us to Forman Dwargus Hardfist
    • Hardfist carries a hand cannon (1-shot, 8-gauge shotgun pistol)
    • Has a complex timepiece with multiple functions
  • His family helped establish the ranch, and it was Hardfist’s mother who found the circle-axe the ranch is named for. She claimed it was an old Nordic relic, perhaps tied to the Hardfist family members who helped Leif Erikson explore North America.
  • As a stakeholder, he gets a cut of each Roundup. For the past three years, each time his cattle are separated out they, and not anyone else’s, keep getting eaten by a manticore. No one else ever sees it. If Hardfist can get one more good sale of his share of a roundup, he plans to retire.
  • It’s not the ranch owner’s family doing it.
  • Doesn’t seem to be a curse.
  • This all seems to have started when Felspark, the East Hudson Fur Trading Company representative, arrived as a guest at the Vicious Hippogriff ranch, which is also when relations between the two ranches went bad.
  • Not an illusion.
  • The fighter/mystic, who can both speak to animals and cast grave words, speaks with the skull 0.o
    • PCs hear scared moos from the skull
    • The fighter/mystic hears “Ow! Danger! Danger to the herd! I die.”
  • The skull shows signs of poison. The fenrin;s scent ability allows her to determine the poison is the same as that used by the serpentfolk on the train.

What PCs want to know

  • When is the next cattle round up? (Anytime — it’s been delayed until hardfist could get some help)
  • Where could the serpentfolk and a manticore be hiding?
  • What’re the forces that link the serpentfolk, manticore, and East Hudson Fur Trading Company together after? Water rights aren’t enough for this much trouble.
    • Other ranch may want the water, so they let the manticore folk use the land.
    • Venom King … what’s he after?
    • What have the tripods awoken? Did the black gas seep down and wake something up?
    • What if they’re headed to the hollow world?
    • And the Trading Co would have a monopoly on the passage to the hollow world from the USA.
  • Hardfist is convinced none of his people are leaking information.
  • There were supposedly invisible rattlesnakes in these parts. “Smoke snakes.”
  • The are given the seasonal bunk house to work out of.

XPs: 400 each (PCs now at  11,050, need 15,000 to reach 6th)

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Second Really Wild West Session — After-Action Report (Part One)

After the first Really Wild West: Doomstone game session After-Action Report, and its Part Two follow-up, numerous people indicated they were excited to keep learning about the campaign as I run it. So, it’s two weeks later, I’ve run another session, and adapted notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”) as a quick report.

If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.

Chimera Kid

(Sketch of the Chimera Kid by Jacob Blackmon. The Kid is a figure in RWW: Doomstone the PCs have heard about, but not yet me. Jacob is awesome at capturing character designs in sketches like this, and you can hire him to do it for your characters!)

Session 02

The player running the human mechanic roboticist can’t make it to the game session, but wants us to proceed. That character is determined to have to stay behind in Cheyenne to repair her drone, and will be escorted to the ranch the PCs are heading to in a few days, when the Fonts & Bismark patrol comes back into town so they have spare people to do it. Since everyone wants to play, no one picks at the logic of this too much.

Most PCs stay at Mr. Satin’s Satin’s House of Refined Delights. Discover there is a bastet Norwegian Forest Cat named Caesar who is a professional cuddler. Fantastic purrer and snuggler. From a line of French pillow warmers (on his mother’s side) and a Bostonian chimney-sweet (literally crawls into a chimney and cleans it by moving through it, using token Spell to clean himself off when he’s done).

Day 3

PCs gather at the Fonts & Bismark station-house in Cheyenne to pick up the gear they are being given. Station Chief Adler introduces them to a new potential companion — Brone Mallory, a half-orc cartographer technomancer with a Doctorate in Theosophy from Oxbridge University, who is a mail-order theosopher who was hired to help survey the border between the Circle Axe and Vicious Hippogriff ranches. But the survey company went bankrupt while Mallory was in transit, so now he is between jobs. PCs agree to bring him along.

PC skill checks suggest he may have connections to the “Brone,” Normandy orc warcasters from the 900s AD, and possible the Mallory family of humanblooded spells-for-hire that operate around the Appalachians.

PCs decide to head to Circle Axe first. On their way north out of town, they are accosted by a human man with 4 mechanical arms run by a steam abckpack (in addition to his own 2 arms) grooming utensils. He declares he is “Beardcutter Ben, the Shaver’s Friend,” and makes his sales-pitch

  • He claims to be able to solve any problem we have.
  • Centaur Paladin buys a ring of oral hygene
  • Human Fighter/Mystic buys ten water pills (each pill turns into 1 gallon of water)
  • PCs get Beardcutter Ben’s calling card – a small gear-clockwork that when plugged into the Babbage-Bell grid tells you his last known location (he’s a wandering peddler)
  • He offers us a free sample of “Walking Meat” (gum). Says he can;t get anyone to buy it, but it makes long foot travel more pleasant. The human fighter/mystic accepts a piece. It tastes like unseasoned pot roast.

The PCs head north. It’s two day’s travel to the Circle Axe.

Brone writes down the lyrics to a song Sawyer sings on the trail, and does a couple of sketch portraits of her.

At camp the first night, shortly after sundown, the PCs see a figure approach them, with points of light for its eyes, and his mount’s eyes.

  • Skeletal male, humanoid, casually walking toward us. Rifle on shoulder. Pauses at 100ft.
  • He comes from the North, and is headed into town.
  • Wears a deputy’s badge with a skull on it — not a symbol anyone recognizes
  • Smells of turned earth, ashes, and heather
  • PCs can’t identify what he IS, but conclude he’s not an undead
  • He says he is “Deputy B. Hill,” works for “The Marshall.” Someone has “grave jumped,” and he thought it might be one of them — but now that he is here, he sees they are all on “the right side of the dirt.” His prey keeps covering its tracks, “Like a snake shedding its skin fer feathers.”
  • PCs suggest he (might*be hunting the same foe they are looking for. Offer to maybe help. Deputy Hill says he’ll mention the PCs to The Marshall. If Deputy Hill can’t track down the grave-jumper himself, the Marshal may send a less discerning senior deputy, Or a full posse, which can cause “collateral damage.”
  • Deputy Hill rides off, calmly. Later, his horse’s footprints disappear with soft, eerie sounds.

Day 04

A green meteor crosses the sky in the morning. East to West. In the Northern sky. No one is sure what it is, though it could be sky metal.

  • The human fighter/mystic seems to be permeated with a carrion smell, though only the fenrin operative bounty hunter can smell it (has scent).Fighter/mystic’s mouth is dry and foul.
  • Token Spell doesn’t help.
  • The cavalier’s ring of oral hygiene doesn’t help either.
  • Players determine this is an affect-effect of the Walking Meat gum, Determine to Have Words with Beardcutter Ben when they get back to town.

About half a day from the ranches, monstrous Jerusalem Bug (size Small) burst from the ground and attack, focusing on the fighter/mystic at first. PCs ID that these bugs burrow and eat carrion.

  • PCs look at real-world pictures of Jerusalem Bugs, and declare them “A Big ol Bucket of Nope”
  • The PCs identify these eight creatures are Rowdies (first time I have used those rules in a game).
  • They bite and spit entangling resin. Also, rub their legs together making static electric jolts and dust clouds.
  • Fighter/mystic moves to not be surrounded, suffers a knockdown crit. Draws a long knife to fight rather than pistol (has Cleave and there are many AoO possible with so many melee foes)
  • PCs roll BADLY, and the Jerusalem Bugs get multiple knockdown crits.
  • Brone Mallory, the half-orc technomancer, mostly just maintains microbot assault through the whole fight, but the margin makes a difference several times.
  • Tough fight. The fenrin operative bounty hunter loses all Stamina Points, though the player identified she kept taking unnecessary risks.
  • PCs win. Fighter-Mystic heals fenrin operative bounty hunter’s Wound damage, and then most characters take 10 minutes and expend Resolve to regain Stamina Points.

End Part One!

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Fire-Breathing Robodino for Starfinder

Okay, so we did a quick robodino kitbash, and compiled the rules for it in one place. But folks still want more robodinos! What’s a game design blogger to do?

Give ’em what they want!

The “Tyrannocyber Wrecks” is a slightly more complex animal-to-robot conversion. We followed the steps outlined yesterday, but we have gone a bit further. We added an integral ranged weapon appropriate for a CR 9 combatant array, and removed swallow whole and replaced it with a fire breath weapon using the guidelines for the universal creature rule. (I’m not sure who decided tyrannosaurus robots breath fire, but it’s a well-known science-fantasy trope. 🙂 ) Since we gave it ranged weapons, we updated the skills and the ability scores to be standard for a CR 9 combatant and adjusted the initiative and melee damage to match.

This is the work of maybe 10 minutes instead of 5, but it gives us a more complex example of a kitbashed foe!

Mecharex

(Art by vexworldwide)

ROBODINOSAUR, Tyrannocyber Wrecks

Tyrannocyber Wrecks             CR 9

XP 6,400
N Gargantuan construct (technological)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +17

DEFENSE             HP 145

EAC 22; KAC 24
Fort +10; Ref +7; Will +7
Immunities construct immunities; unliving

OFFENSE

Speed 40 ft.
Melee bite +22 (2d10+15 S; crit. bleed 2d6)
Ranged integrated salamander-class burner +19 2d10+9 F, line, crit burn 2d6)
Space 20 ft.; Reach 20 ft.
Offensive Abilities breath weapon (60-ft. cone, 10d6 F, Reflex DC 16 half, usable every 1d4 rounds)

STATISTICS

Str +6; Dex +4; Con —; Int +0; Wis +0; Cha +3
Skills Athletics +17, Intimidate +22
Languages Common, Draconic

ECOLOGY

Environment any
Organization solitary, pair, or pack (3–6)

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More Robodinos for Starfinder

So… apparently robot dinosaurs for Starfinder are popular!

Who knew?

Okay, even through the whole point of Monday’s article was to make it easy for folks to create their own kitbashed creatures, I’ll offer a few more robodinos since so many people asked for them.

To put the dino-to-robodino “template” all in one place, here’s what you need to do to your stat block:

Change type from “Animal to “Construct (technological)”
Add darkvision (60 feet).
Set Constitution to —
Reduce Fortitude save by -4
Reduce Reflex save by -4
Reduce Will save by -2
Add “construct immunities” and “unliving”
Increase all attacks by +1

Let’s do my obvious favorite–the mechabrontosaurus.

Mechabronto

(Art by PatSM)

ROBODINOSAUR, Mechabrontosaurus

Mechabrontosaurus, CR 10

XP 9,600
N Gargantuan construct (technological)
Init +0; Senses darkvision (60 ft.), low-light vision; Perception +19

Defense          HP 165

EAC 23; KAC 25
Fort +12; Ref +7; Will +8
Immunities construct immunities; unliving

Offense

Speed 30 ft.
Melee tail +22 (2d10+18 B; critical knockdown)
Space 20 ft.; Reach 20 ft.
Offensive Abilities trample (2d10+18 B, DC 17)

Statistics

STR +8; DEX +0; CON +5; INT -4; WIS +1; CHA -2

Ecology

Environment any
Organization solitary, pair, or herd (3–12)

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Quick Kitbashing Starfinder Monsters

Sometimes you want a new foe your players haven’t seen before, or that perfectly fits a need in your adventure. (I’ve been doing this fairly often as I prepare to run Really Wild West games, for example). But you don’t want to take the time to build a minor foe from scratch.

Luckily, in Starfinder, reskinning and kitbashing new foes can be quick, easy, and do a great job of creating new enemies.

Let’s say you want a new robot foe for your PCs to tangle with. A robot dinosaur, perhaps?

Let’s make a velocirobot.

Robodino

(Art by DM7)

Since the dinosaur, dromeaosaurid is pretty close to a velociraptor, let’s start with that. First, we take away anything it shouldn’t have. So, the dromeaosaurid is an animal. That means it got low-light vision, and a +2 bonus to Fort and Ref saves. Since our velociraobot is a construct rather than an animal, we strip those out.

Next we add what a construct gets. So darkvsion and low-light, set Con to –, -2 to all saves, and +1 to all attacks. That’s all we *have* to do to make this rules-correct. (If we’d done things with subtypes, we could go through those too… but the Robot Dragon entries suggest we can also just blur those lines if we want to).

And now, in less than 5 minutes, we have a custom robot!

ROBODINOSAUR, VELOCIROBOT

Velocirobot    CR 3
XP 800
N Medium construct (technological)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE                HP 45

EAC 13; KAC 15
Fort +2; Ref +3; Will +0
Immunities construct immunities; unliving

OFFENSE

Speed 50 ft.
Melee talons +12 (1d6+5 S; critical bleed 1d6) or bite +12 (1d6+5 P)
Offensive Abilities pounce

STATISTICS

Str +2; Dex +3; Con –; Int –4; Wis +1; Cha +0
Skills Acrobatics +8, Stealth +13

SPECIAL ABILITIES

Pounce (Ex) When a velocirobot charges, it can also make a full attack.

ECOLOGY

Environment any
Organization solitary, pair, or pack (3–12)

Robodino2

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First Really Wild West Session — After-Action Report (Part 2)

Apparently there REALLY IS a big demand to hear more about my first session of “Really Wild West: Doomstone.” You can read Part One (which covers the first fight on a train) here, and may find some useful context from the campaign notes I developed from this session.

Disintigration Ray

After the fight, the PCs introduce themselves, and compare notes.

  • According to the Transit and Portage Guild’s bylaws, since the PCs were instrumental in defending Old Number Seven, they have the right to a payment from the train. The acting conductor (the halfling porter) offers them a cut of the valuables from the robbers, or passes for free rides any associated vehicle in perpetuity (the end date on the passes is officially “Kingdom Come.” Every PC decides to take lifetime free travel.
  • The soldier/mystic says he’s gonna talk to Vardalos, the dead Kasatha. PCs all follow, The soldier/mystic casts “grave words,” and the corpse says the following:
    • Stormfront rolling
    • The grass is all blue
    • The venom king has returned – the signet ring
    • My manticore gang – on the revolvers
    • All is lost
    • The teacup is in the meadow
    • Bandersnatch
  • One of the Fonts & Bismark agents confirms a theory of the centaur paladin that the robbers wanted to send the train over the cliff and recover the item from the bottom of the gorge.
  • The soldier/mystic goes to see Vardalos’ *very* strict and loyal pony, which he can talk to. Discover’s the pny’s training means it accepts help from and takes orders from only who its owner approves. It’s owner is now dead, but the owner had allowed the porter to feed it, so it takes orders from the porter. No PC or the porter wanting the pony, it’s decided to give it to the nice Moyer family (1 father and 5 kids, headed to a farm owned by the father’s sister, in Kansas for a fresh start. The mother died during the War, and the father need help raising the kids).
  • The mechanic roboticist helps with the bridge – cuts the repair time in half

PCs arrive in beautiful Cheyenne – which was sacked by Martians.\Is the state capital… but the state and its capital are a mess. Notes about the city:

  • Opera house biggest building left in town, serves as city hall for now.
  • The Tivoli building is almost finished as new construction. It is a Pabst beer distribution center, and has “Mr. Satin’s Satin’s House of Refined Delights (an all-race, all-gender brothel) on the second floor.
  • There is a cheap, reliable Cheyenne Citizen Hostel
  • Also some homes that will let a room

The Fenrin Bounty Hunter checks on new Bounties:

  • Chimera Kid is now worth 650c as of yesterday
  • Bounty for “That Goddamn Manticore” 1000c posted by Ranch Master Dwargus Hardfist (a dwarf), go to the Circle Axe Ranch for more information

General:

  • This place is crawling with bounty hunters, assassins, guns fire hire, bodyguards, ugh-me-toughs
  • Why? No clue.
  • Old Blue (a fenrin bloodhound on the sheriff’s porch) says a “Year and a day” ends in a couple of weeks
    • Records house burned to the ground, lots of people died, so there is a lot of land no one knows who owns it. It was decided you can lay claim to land it and if no one has a better claim within a year and a day, it’s yours. Those first year-and-a-day claims come up in a few weeks, and everyone is expecting there to be some trouble over it.

The PCs are invited to a meeting with Fonts & Bismark Station Master Ralston Adler (who turns out to be in a wheelchain) at 5pm, to discuss the mysterious package the bandits tried to steal.

  • The Item is being held for a client who’s coming to get it (no details on who or when available). The item is a Martian crystal (tripod’s power core)
  • Nineteen duplicates were shipped at the same time for security. Eight were attacked
  • About the scrap of paper
    • The handwriting appears to be that of one Felspark Klein – elf woman Regional Director for East Hudson Fur Trading Co. She is new to the position (her predecessor died choking on a chicken bone).
    • She is staying at Vicious Hippogryph Ranch, adjacent to Circle Axe
    • Significant disagreement about who owns what plots of land
      • Biggest area of dispute has all the water
    • Adler agrees to get the PCs a copy of an excellent map of that area (+4 to know where we are)
  • Adler also knows that Dwargus hardfist of the Circle Axe has been claiming for months that a Manticore is loose in Wyomingn and feeding on ONLY his cattle

PCs decide to go check it out. They will wait until the map is ready before they take off to see about this manticore, and checkout Felspark Klein.

Fonts & Bismark agrees to equip the PCs with horses and supplies. Also note that a couple of other people are asking about these events, and if Adler is convinced they are assets, he’ll diect them to the PCs in the morning to see if the PCs want to join up with them.

End of game. XPs: 650 per PC.

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First Really Wild West Session — After-Action Report

A number of people have asked for more details about the train fight in the first Really Wild West game session (with the campaign entitled “Really Wild West: Doomstone”), so I have adapted notes taken by my wife Lj who is playing a fenrin operative bounty hunter named “Sawyer.” Some context may also be available from the campaign notes I developed from this session.

RWW Good Doggo

(“Sawyer,” by Jacob Blackmon)

I specifically set up this fight to bring the player characters together with a common interest. Here’s the set-up.

PCs:
Female Fenrin Operative Bounty Hunter (Seeking a bounty)

Female Centaur Paladin Mercenary (Seeking an ancient evil, the Venom King)

Female Human Mechanic Roboticist (Seeking to access Martian tech found in the field, rather than the picked-over scraps she can get hold of back East) – has stealth drone mechanical dog, “Pinion”

Male Human Soldier/Mystic  Criminal (Seeking to tip the balance for past bad deeds)

1891 – Spring

  • The Fenrin bounty hunter is looking for the Chimera Kid, who he shot a federal judg. The Kid is a Ksatha missing one of his four arms. Fights with poison pistol, flame pistol, ram-headed hammer.
  • Currently tracking Gavra Vardalos, a previous associate of the Kid, who is headed West on the Old Number Seven train out of St. Louis. Vardalos wears a black bandito mask with a green scorpion tail. Vardalos seems to be waiting for something.

Evening of day two – around 36 hours into the trip – as the sun sets

  • Alarm bell goes off as the train comes to an emergency stop
  • Bridge is out ahead. Fresh damage.
  • This might be what Vardalos was waiting for
    • He gets up and says he’s gonna check on his pony
    • Fenrin bounty hunter gets on top of the train and follows
  • The porters arm themselves
  • Vardalos says his pony needs medicine and wants to get into the baggage car
    • A halfling porter takes him around the outside to the caboose
  • Gunshots ring out from within the back of the train

FIGHT!

  • Just after the porter knocks on the caboose door, Vardalos attempts to kill him. Vardalos has two sabers enhanced with jury-rigged Martian heat-ray crystals. The distinctive sound of them powering up can be heard throughout the train, and including by the mechanic roboticist. Fenrin bounty hunter jumps down to stop vardalos.
  • The halfling caboose porter rolls under the train and pulls down a shield with a gun port from the bottom of the caboose, then locks his gun into it
  • The centaur paladin, suspicious of Vardalos’s possible involvement because of the scorpion-tail mask, also comes to stop him.
  • A stamer trunk turns out to be a mimic, and attacks a Fonts & Bismark agent guarding a package in the boxcar.
  • Outside the train, thin lizardfolk step out of the air – serpentfolk (5) from a hidden reality. Everyone not already engaged helps fight them off.
    • They shoot old revolvers. Poisoned bullets.
  • The mechanic roboticist and Pinon run to the back of the train to investigate the Martian tech sounds, and run into the Fonts & Bismark agent fighting against the steam trunk mimic. Stop to help.
  • The caboose door rotates out, revealing an old, beat up robot breakman, with a 2ft spanner
    • Moves to attack the serpentfolk who is attacking the porter
  • When Vardalos dies, his body writhes and breathes out a green vapor
  • As serpentmen overpower the conductor guarding the engine, soldier criminal comes running up the center of the train, shooting it from 2 cars away and preventing it from powering up the train and running it over the broken bridge into a gorge below.

ON VARDALOS: 2 manticore stamped revolvers; 2 jury-rigged Martian metal sabres; 350 credit chips issued from the East Hudson Fur Trading Co.; under a glove a signet ring with a scorpion tail with a green teardrop signet stone; scrap of paper with Fonts & Bismark Service# written on it – these go on whatever F&B is shipping that the mimic went for. The scrap has a watermark from the EHFTco. The fenrin bounty hunter can confirm it’s not written in Vardalos’ handwriting.

At the end of this introductory fight, the fenrin bounty hunter wants to follow up on the clues around Vardalos to see if they lead to the Chimera Kid. The centaur paladin wants to follow up because the green vapor and scorpion-tail clues are her best lead to find the cult of the Venom King. The mechanic roboticist wants to follow up because somehow Vardalos got access to fresh Martian heat-ray technology. The soldier/mystic wants to follow up because this seems like a good opportunity to earn some karmic balance.

The session didn’t end there of course.

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Running a Really Wild West fight on a Train (in Starfinder)

For tonight’s Really Wild West game, I drew out the train “Old Number Seven” on a very simple 1-square-is-30-feet scale. That got the whole (short, 12-car) train onto one map, and character tracked where they were (inside a car, on top of a car, or outside the cars) on that map whenever they were not dealing with anyone in melee.

If greater resolution was needed, each car and its immediate surroundings were drawn on their own flip-tile. We actually only had to do that twice, and while I was initially worried about running one fight at two scales, my (brilliant, veteran) players had no trouble figuring it out or moving PCs seamlessly between them.

It also meant the fight took place over a distance hundreds of feet long, which I could never have gotten onto a single game table. Things like firearm range increments and who was more effective in melee had real tactical impact. (And we got some awesome cinematic moments like the centaur paladin in full plate charging down the length of the outside of the train, the fenrin bounty hunter flinging herself off the caboose’s roof to tackle a foe, and the human soldier running along a train car, civilians huddling for safety as his command at the sides of the car, while he fired at a foe in the aisle of the next car over… and hits!).

It also really helped drive home the genre of this campaign. Sure there were kastha… and snakemen… and centaurs and spells and pistol shots. But it was a fight on a steam train stopped by a blown-up bridge as brigands attacked it.

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New Critical Hit Effects for Starfinder

As I work on running my first Really Wild West campaign, and write up weaponry for it, I find myself using new critical hit effects.

I’ll present a weapon list later I presume, but here are some new crit hit effects for GMs doing their own homebrew weapons.

RWW Weapons

(Art by warpaintcobra)

New Critical Hit Effects

Alternate Crit
When you score a critical hit, you may apply either its normal critical hit effect, or its alternate critical hit effect (listed in parenthesis), at your preference.

AoO (Attack of Opportunity)
Scoring a critical hit with the weapon causes the target to provoke an attack of opportunity from you. Normally only melee weapons have this critical hit effect.

Trauma
A weapon with a trauma crit does double normal damage to living thing on a critical hit, to a minimum of its maximum normal damage.

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Knackhacks — Consumable access to tricks and exploits for Starfinder.

So, we’ve increased access to spells withspell guns and runethrowers, and then hex rounds and wandshells. Which might leave spellcasting classes saying :”Hey, those are our class features! It’s not like we can buy a potion of operative exploits!”

But in a galaxy with mnemonic enhancers, why CAN’T get you other some class features as 1-shot consumable items?

Introducing Knackhacks.

Knackhack(art by meenkulathiamma)

Knackhacks                               Item         Credit
Item                                            Level         Cost        Bulk
Knackhack, 2nd-level knack          3             325         L
Knackhack, 6th-level knack           7             750         L
Knackhack, 10th-level knack       11          3,250         L
Knackhack, 14th-level knack       15        17,500         L

Knackhacks
Knackhacks are 1-shot, consumable hybrid cyberdivinations that interface with armor to grant temporary access to techniques and abilities referred to as “prowesses.” A prowess may be a biohacker theorem, envoy improvisation, mechanic trick, operative exploit, or soldier gear boost. There are limitations to which of these prowesses you can use.

A knackhack slots into an otherwise-empty armor upgrade slot. It takes a full round to insert or remove a knackhack, but there’s no skill check or equipment required. A knackhack can only contain a prowess available to a character with a class level lower than the knackhack‘s item level. The prowess operates with a character level equal to the knackhack‘s item level. You can only benefit from one knackhack at a time.

The prowess granted by a knackhack cannot have a Resolve Point cost. It also cannot be on that requires or modifies a class feature or piece of equipment you do not have. For example, a character with no levels in biohacker could not use a knackhack to gain prowess with the theorems of field dressing (which requires a custom microlab) or hampering inhibitor (which requires the ability to use basic inhibitors). However, a non-biohacker character could gain prowess with painful injection, strange anatomy, toxic skin, treat condition, or treatment mastery. (By the same token a biohacker could use a knackhack to gain access to field dressing as a prowess.)

If the prowess has a limited number of uses (per day or other time period), or a limited number of uses that reset when you expend a Resolve Point to regain Stamina Points following a 10-minute rest, then you gain a single use of it with the knackhack (taking whatever action the prowess normally takes), and it is then expended. If it is an ability that grants passive bonuses or van be used at will, it takes a standard action to activate the knackhack, and then the prowess is available for 1 minute.

You cannot create a knackhack unless you have the prowess it grants.

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