Tuesday, 10 December 2019

Less than 24 Hours left for Bastionland!

This is your last call!

Less than 24 hours left to back Electric Bastionland!

Head over and get your copy secured.

Sunday, 1 December 2019

Electric Bastionland is Live!

The Kickstarter for Electric Bastionland is now live!

Click below to head over and secure your copy.





What is Electric Bastionland?

You are desperate treasure hunters, thousands of pounds in debt with only a Failed Career behind you.



This is just one of the hundred Failed Careers you might start the game with. You might get something entirely different.






But your shared debt has bound you together, to do whatever it takes to make that big score.

How does this relate to Into the Odd?

Into the Odd is a game of industrial horror with fast character creation, simple rules, and flavour baked into every page of its tiny softback book. Electric Bastionland has the same speed and simplicity, but moves Bastion into the electric age, ramping up the flavour into a ~300 page hardback.



There's lots more advice and procedures for creating and running your own vision of Bastion, Deep Country, and the Underground. The whole book is illustrated by the brilliant Alec Sorensen, replacing those unsightly red rectangles in the screenshot above. He's got a unique style that suits Electric Bastionland down to a tee, and I think it's going to look quite unlike any other book out there.

Are the rules the same as Into the Odd?

It's essentially the same set of rules. There are Scars in place of the previous advancement system. These are lasting marks that make you stronger in the long run. Combat has been slightly tweaked to make ganging up on one target slightly less devastating. Things are still fast and deadly, but your death will be forecast a little more clearly.

Most importantly, all of the rules still fit on a two-page spread.



Electric Bastionland is live on Kickstarter now!








Friday, 29 November 2019

Dedicated Followers of Fashion

Clothes are sort of a big deal in modern Bastion. The trick is to look both classically timeless and effortlessly a la mode.

Alaine Crevatte’s Forum of Fine Suitery

After a lengthy relocation process, this cramped but extensive emporium specialises only in truly memorable apparel. Aside from their appearance, every article of clothing comes with a romantic story presented by Alaine himself.

The door rings a bell when you enter, but Alaine is already there waiting for the next customer. Between the overloaded rails and coats hanging from the ceiling there is barely room for four people inside. The air is heavy with ironing steam and peppery cologne.


Alaine Crevatte

Gangly but refined, every bit of his body carries some sort of accessory, scrap of fabric, or measuring device. He insists that you sit down and let him pour you a drink for his gasping, melodramatic tales that he has for every item in the shop. He refers constantly to his no-haggling-policy but caves in at the slightest disinterest from the potential client and dropping prices down to as low as 50% if he feels he is losing his audience.


The Chiotesta Collection (d6 x 30 each)

A range of hats so eye catching that the people you meet are barely able to take their eyes off it. Alaine keeps three in stock at any time. Roll 2d20 and combine for the specifics of each hat.


d20
Basic Form
Detail
1
Tricorne
Magpie Feathers
2
Top
Gold Leaf
3
Bowler
Taxidermied Mice
4
Flat
Roses
5
Stetson
Stained Glass
6
Fedora
Spider Webs
7
Balaclava
Pinned Butterflies
8
Tiara
Dangling Beads
9
Veil
Silverwear
10
Bearskin
Electric Lights
11
Fez
Exceptionally Wide Brim
12
Bonnet
Exceptionally Tall
13
Turban
Human Bones
14
Nightcap
Meteoric Rocks
15
Beret
Crystals
16
Helmet
Horse Hair
17
Fascinator
Bonsai Tree
18
Peaked
Clockwork
19
Sombrero
Candles
20
Pointed
Coral


While wearing the hat, anybody you meet always remembers the hat, but will not recognise you without the hat unless prompted.

Excelador Foundational Wear (£79 in stovepipe grey, £119 in a range of colours)

Sets of dense woolen underwear so comforting that anybody wearing them walks slightly taller. Rain seems to stick to them less, crowds part slightly, and upon perusing a restaurant menu a confident choice is made without hesitation. There is no greater sense of security that comes in such humble garments.

The wearer counts as having Armour 3 against anything that would cause CHA loss, but this new assuredness means they must always declare their action before any other players not also wearing the garments.

The confident self-assurance that Excelador Foundational Wear brings.

The Quest for the Nine Piece Suit (Worth £1k each, priceless as a set)

The story goes that a great tailor had eight sons and one daughter. Upon becoming ill, the children decided to craft him a suit to be buried in, each striving to create the perfect example of that item. Despite working independently, the combined suit was a perfect match. Upon trying it on, the tailor was filled with life and went on to outlive each one of his children, burying each one in the article of clothing that they crafted.

Several decades later, rumours abound that all nine items are in circulation in Bastion’s most exclusive fashion retailers, each one held in secret by a jealous business owner longing to lay claim to the complete suit. 

If you befriend him, Alaine will reveal that he possesses the Vest, a deep blue waistcoat of the highest quality, silk and triple-lined in felt. 

But where are the others?

If you ask around...

The Shirt is locked in the vault of The Silken Glove, Aggilette Bracer’s highly fashionable bar 
and fashion-show venue.

The Collar is worn in plain sight by the Machinist evangelist, Brockman Gaiter.

The Jacket was bought at an Exhumauction by down-on-her-luck travelling salesperson, Gale Galloon.

The Coat is on display in the Museum of Clothed Statues, where famous articles of clothing are presented on repurposed ancient sculptures. Modelling the jacket is an angelic figure with its wings smashed off. Security is extremely tight.

The Trousers are in the private collection of curiosity collector, Seymora Flounce. She has a legion of inept servants trying to find the other pieces.

The Sporran is held by Alaine’s former business partner and bitter rival, Epaula Tette. Her rival shop has long gone out of business, but she occasionally wears it on visits to the shop just to taunt Alaine.

The Sash still lies buried with the Tailor’s Daughter. The graveyard she was buried in has sunk deep into the underground.

The Scarf was formerly owned by Alaine, but on his last ever day off a part-time shop assistant sold it to a very strange lady. She was tall enough that she had to hunch under the doorframe. She spoke in a rumbling song. Her eyes were like pools of golden ink. She left a large enough tip that the shop assistant has comfortably retired. Alaine suspects The Scarf now lies among the Living Stars.



A Hat Enthusiast Society on a day trip to visit the Tailor's Grave.

Friday, 1 November 2019

Electric Bastionland Sparks to Life



What is Electric Bastionland?

You are desperate treasure hunters, thousands of pounds in debt with only a Failed Career behind you.



This is just one of the hundred Failed Careers you might start the game with. You might get something entirely different.






But your shared debt has bound you together, to do whatever it takes to make that big score.

How does this relate to Into the Odd?

Into the Odd is a game of industrial horror with fast character creation, simple rules, and flavour baked into every page of its tiny softback book. Electric Bastionland has the same speed and simplicity, but moves Bastion into the electric age, ramping up the flavour into a ~300 page hardback.



There's lots more advice and procedures for creating and running your own vision of Bastion, Deep Country, and the Underground. The whole book is illustrated by the brilliant Alec Sorensen, replacing those unsightly red rectangles in the screenshot above. He's got a unique style that suits Electric Bastionland down to a tee, and I think it's going to look quite unlike any other book out there.

Are the rules the same as Into the Odd?

It's essentially the same set of rules. There are Scars in place of the previous advancement system. These are lasting marks that make you stronger in the long run. Combat has been slightly tweaked to make ganging up on one target slightly less devastating. Things are still fast and deadly, but your death will be forecast a little more clearly.

Most importantly, all of the rules still fit on a two-page spread.



Electric Bastionland is live on Kickstarter now!




Tuesday, 30 July 2019

Monster Flashback

Since this blog is now over 10 years old I've been looking back through cringes of shame at those early posts. Is there any merit in that old material? Can I recycle it in an act of blog meta-digestion?

Let's pull the monsters from this post and see if I can make them better as encounters for Electric Bastionland. Back when I wrote that post I was thinking about monsters as entries in a monster manual rather than making them inspiring chunks of the world to throw down onto your table.

My main considerations are going to be:
  • Cut down all that prose and rub it into the actual workings of the monster through their moves. 
  • Make them more impactful and scary.
  • Give them a bit more nuance beside just being something new to fight.
Nightmare art taken from GANBreeder

Blood Servants (formerly Bloodlings)



STR 5, DEX 5, CHA 5, 5hp. d6 Needle-Swords, Bloated Bodies.
  • Waddle about serving their Blood Master in disgusting body-horror chores.
  • Bicker with each other about who Master loves most of all (he loathes them all).
  • If reduced to STR 0: Explode in a shower of burning blood (d6 Blast) invigorating their Master (restore their STR). 
Floating Corpse - Not-Quite-Right Dead Forms



STR 8. No HP, but automatically pass Saves vs Critical Damage. You have to hack them down to STR 0.

  • Float silently, patrolling along a set route.
  • Bump harmlessly against intruders, making a gross mess and distracting from other tasks.
  • In the presence of the Dark Wizard that animated them they errupt in a flailing spasm (d8 claws)

Spider Dragon


STR 18, 15hp, Pale Chitin (Armour 2). Bristling Multi-Jaws (2d8) and Thrashing Limbs (d6 Blast).

  • Ceaselessly seek juicy cattle to drag back to their web-lair.
  • Spray a sticky web-acid (d10 Blast, anyone taking STR Damage is webbed until cut free from the outside) once per day.
  • Cower in fear from even the smallest bird.

Monday, 29 July 2019

Thursday, 16 May 2019

Electric Devices

Bastion is Electric now. There are still Oddities we don't understand, whether they're from Alien visitors, the output of Underground Machines, or just things that shouldn't exist. However, electric power has opened up a new market for fantastic devices that we actually understand (for the most part).

You've got just about anything you can slap a battery onto, or hook up to the electric grid, but this is all super-new and this is Bastion so remember those golden rules:
  • Everything is Here
  • Everything is Complicated
  • Everything is Shared
Radios crackle their signal from a huge aerial, every borough broadcasting its own ultra-local programming.

Telephones go through a switchboard and if you want to use it you have to go and tell your neighbour to hang up.

Tramways run on live wires that double up as pigeon-traps.

Television is a tiny black and white screen on a huge humming box, or else you'll have to risk a smoky cinema with a fire-hazard projector and overpriced snacks.

But you're a Treasure Hunter with a huge debt, so you probably don't care too much about home appliances. You're here for the portable stuff.

Electric stuff is usually improved over non-electric versions but usually comes with a downside. Most commonly they require some sort of charge through batteries or more unusual means.

When you Rest, roll 1d6 for each battery-powered item you've used since the last Rest.
1: It's dead. You're out of batteries, and need to find somewhere you can buy more or get some charge.
2-3: Last reload. You've rubbed your batteries to get a last bit of life from it. You can use this one more time before it runs out.
4-6: Charged. You're fine.

Electric Weapons

Magnetic Rifle (Bulky, d8, +d10 vs targets wearing metal armour). Bullets are super-magnetised, meaning any attacks in metal-rich environments are Impaired as they veer wildly.

Jaw Axe (d6, if this causes a Scar or STR Damage you can always choose to take off a limb)

Vacuum Cannon (Bulky, d8 shot OR suck, pulling any targets in the cone that fail their STR Save towards you) Extremely loud no matter which setting you use.

Electric Tools

Rad-Halo: While worn you have perfect recall of everything you've seen or heard while wearing the halo. You can also perform arithmetic as fast as a calculator. You lose d6 CHA every time you:
- Put on the Halo
- Use the Halo to recall a memory
- Use the Halo to perform arithmetic

Slumber Box: Anybody enclosed in this coffin-like box is lightly bombarded with shocks until they pass out. They can only be woken by opening the box, and users report an incredibly restful sleep.

Cremato-Scan: Two spikes wired up to a small console. Putting them both into a corpse will ignite the remains with high voltage, burning it to a crisp in a matter of minutes. The console then prints out a small paper report showing the following facts about the victim:
- Their last meal
- Distance and direction of the last place they slept
- Their number of siblings.

Electric Armour

Puffer Suit: The wearer can trigger the Puffer Mechanism at any time. They are immobile but gain Armour 2 and anybody currently engaged in melee is shocked for d6 damage, ignoring armour. Deflating the puffer mechanism takes 5 minutes and requires a helper.

Breacher Armour: Armour 2. Cannot even move without power. With a decent run up this armour can smash through a brick wall. 

Concussion Armour: Armour 1. When an attacker causes Critical Damage to you they are blasted backwards for d10 damage.

Electric Vehicles

Electrocycle: Its heavy battery is powered by riding the bike normally. One hour of normal riding charges enough power for a few minutes of noisy blazing.

Spark-Luge: Essentially a metal tray that can be rigged onto a rail or tramline and thrust one very brave passenger along it at dangerous speeds.

Altobrella: A chunky umbrella that opens up like a helicopter's blades. Extremely limited maneuverability, only really takes you straight up or on a controlled descent.