Tuesday 10 April 2018

Cutting Edge Mercenaries of Bastion

Bastion's hired guns are known for seeking the most unusual equipment of the electric epoch. Sometimes they enjoy their signature weapon a little too much.

Each of these is available for hire, £5 for a day's work where they'll do the following:
  • Follow you into dangerous places.
  • Generally follow orders.
  • Think that their favourite gadget is the perfect solution to any problem.
Each Mercenary comes with their own specialist equipment. If this is damaged or lost they always blame their employer, immediately ceasing their service and pursuing financial compensation in Mercenary Court. 

HASTER SMUZZ
DEX 15, 10hp, Trench Armour (1), Baton (d6).
Orbalaster: Bulky, Functions as either a Crossbow (d6) or Rifle (d8) or can fire one of three specific combination rounds. He generally carries one of each.
Salt Charge: Blasts out a fluorescent salt-like powder. Anybody within the blast that is currently Wounded is overcome with pain and instantly incapacitated.
Wild Charge: Blasts out a red mist, any animals in the blast become immediately violent towards the nearest other being.
Null Charge: Blasts out an impenetrable darkness lasting a few minutes. Nothing more complex than a bow can function in the darkness.
DOVVET DERAUMA
STR 15, 10hp, Quarry Armour (1), Two Hatchets (d6 each).
Absorption Engine: Bulky. Chest mounted device that activates when she causes Critical Damage to an opponent. The victim is sucked into the jet-like hole and sprayed out as a bloody mess.
As a secondary function the engine allows very slow, careful flight and can be fed inorganic matter to spit out a d6 Blast of shrapnel.
CANS GUTTANINE
10hp, CHA 5, Two Chop-Swords (d6 each).
Spirit Bombs: Each of these contains the canned essence of some alien spirit. Cans isn't sure which one is which, so roll d6 when he throws one. Once the spirit is released it cannot be returned and does nothing besides lash out.
1: Abyss Spirit: 10hp, De-Pressurisation Touch (d10 ignore Armour, explode on Critical Damage).
2: Iceberg Spirit: 12hp, Icy Form (Armour 2), Crush (d10 to all in a line).
3: Smog Spirit: 6hp, d6 Choke to all within, Immune to physical attacks but disperses if left alone.
4: Pickling Spirit: 8hp, Acidic Splash (d6 Blast), Anything killed is preserved and delicious.
5: Heat Spirit: 12hp, Glowing Metal Body (Armour 3), Heat Ray (d8), longs to be cooled down which causes it to become peaceful.
6: Razorwire Spirit: 10hp, Metal Form (Armour 2), Lash (d6 to all adjacent), Anybody taking Critical Damage is pulled in to be kept safe.

VEX VENTOM
10hp, STR 18, Spiked Armour (1), Combat Chain (d8).
Sludge Gun: d6, Fires a glossy black semi-solid material that can be used in unusual ways.
- Can be sprayed onto a surface to make it bouncy as a trampoline.
- Can be fired into water to create floating platforms.
- Can be fired into fire to explode in a d6 blast.
- Can be bounced around corners for trick shots.
- Can be fired onto an electrified surface to animate the sludge briefly. It thrashes around for three rounds before collapsing (3hp, d6 thrash).
- Can be fired onto the chest of a sleeping person to give them horrible nightmares.
- Can be fired into Acid to neutralise it.
- Can be fired into Alcoholic liquid to make it burst into flames and develop a new complex taste.

SPITCH TINDLE
10hp, Tin Armour (1), Boot Dagger (d6).
Turbo-Cannon: Bulky, also functions as a Shield (+1 Armour). Can be fired on three different modes.
Safe: d6 Blast. A spray of small rounds.
Turbo: 2d6 Blast. Twice the normal fire rate. If the rolls match the weapon jams and is unusable until the next Rest. 
Ultra: Three 3d8 Blast. Thrice the fire rate with hot-rounds interspersed. If two dice match it jams, if all three match it explodes in a d12 blast. 
FINO BANEMANE
10hp, DEX 5, Brass Armour (1), Dagger (d6).
Trace-Rifle: d6, Bulky. Instead of normal fire, can shoot a Trace-Marker that marks the target unless they pass a DEX Save. The Trace Rifle causes d10 damage when it attacks Marked targets and annihilates them in a miniature black hole when it causes Critical Damage.  

Friday 6 April 2018

Cageshacke's Valet-Guards

Cageshacke is an INTENSE borough of Bastion. Of course it's surrounded by an electrified cage, but some houses and boroughs also choose to have cages.

The main reasons you'd go there are to get in a fight or to hire a Valet-Guard, but before we get to them have a Spark Table for some ideas of what else is going on. 

SPARK TABLE (roll 2d20 and mash the results together)


D20

D20

1
Personal Vendettas
1
Jewelled Eggs
2
Pain Endurance Tests
2
Growth Drugs
3
Destroying Furniture
3
Excess Drinking
4
Being Buried Alive
4
Dying Young
5
Martial Arts
5
Rival Companies
6
Eating Raw Things
6
Humans vs Horses
7
Declaring a Champion
7
Censorship
8
Philosophy of Cages
8
Product Placement
9
Familial Betrayal
9
Personal Grooming
10
Barbed Wire
10
Massages
11
Angry Speeches
11
Breakfast Cereal
12
Corrupt Officials
12
Collectible Figurines
13
Animal Masks
13
Secret Identities
14
Resurrection
14
Loud Music
15
Climbing Challenge
15
Flag Waving
16
Electricity Worship
16
Humiliating Punishments
17
Cult of Personality
17
Being Thrown from Heights
18
Fire Worship
18
Fast Food
19
Celebrity Merchandise
19
Fake Black Magic
20
Blood Worship
20
Provocative Clothes


Valet Guards

These personal assistants have three very specific purposes that the fulfill all at once. If asked to do anything else they politely remind you that it isn't in their job description. 
  1. Hype you up to others, even when you aren't around.
  2. Help you get up or get to safety when hurt.
  3. Not fight directly, but get involved in distracting your opponents, throwing things to you, or attacking opposing valet-guards.
When you try to hire one roll two d6s for your options. In case of a duplicate you've just got one choice, take it or leave it. 

1: Bercker the Shield 
50p, 3hp, STR 15, Old Flail (d6), Crude Armour and Shield (Armour 2, both Bulky), Battered Face.
  • Will throw you her shield in the time of need.
  • If forced to fight, hits herself with her flail every time (roll separately for her attacking herself).
  • Boasts of your prowess in historical events you couldn't have possibly been alive for.
2: Silak Clothwurer
20p, 6hp, DEX 5, Hooked Staff (d8, Bulky), Grey Robes, Comically Fat. 

  • Prays to the Stars for favour at the worst times. 
  • Offers poetic guidance and put-downs for your opponents. 
  • Occasionally uses his hook to trip an unaware opponent. 

  • 3: Arden Ztyle
    80p, 4hp, CHA 15, Amplified Clarinet, Seemingly Endless Supply of Tiny Smoke Bombs, Animal-Print Clothes. 

  • Creates an entrance theme for you, played whenever you enter a room.
  • Utterly unable to take part in physical combat. 
  • Can throw a smoke bomb down to give you cover just in time. 

  • 4: Ruff Bellows
    20p, 3hp, CHA 3, Ornate Spear (d8), Horned Helmet. 

  • Shouts crude insults at opponents so loudly that she's hard to ignore.
  • Can throw her spear with pinpoint accuracy as long as it's not going to actually hit anybody. 
  • Says something great about you at first, but ruins it if left to talk for long.

  • 5: The Golmot Twins
    £1 for Both, 2hp, DEX 18, One Bladed-Glove Each (d6), Mirrored Clothes. 

  • Fling themselves acrobatically around without actually fighting. 
  • Can climb any surface quicker than most can run. 
  • If one twin dies, the other finally joins the fight with both gloves if they can (2 x d6)

  • 6: Donk Beedle
    50p, 6hp, CHA 14, Giant Drum and Beater (d6), Back Banner bearing your face.

  • Loudly announces your arrival, making exaggerated claims about your achievements. 
  • If your life is in danger, can smash with his drum for d10 damage, destroying it. 
  • The drum doubles as a cauldron for cooking delicious food, but refuses to let anybody but you eat it.