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
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.
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.
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.
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.
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.