Don't look at me like that. I'm not the first to consider this.
Tuesday, 16 November 2021
To Baztium
Tuesday, 2 November 2021
Country Familiars
Bastion has its pets, vermin, working animals, and other creatures.
But out in Deep Country they'll tell you with glee that the big city doesn't have real Familiars.
Of course it does, Bastion has everything, but it's not worth having the argument. Just let them have this one.
Familiars
- Each is unique and named, but exists in many distant places at once (don't try and pull any tricks around this, it won't work).
- They visit each place to help one particular person with a specific desire.
- They keep their host focused on this one goal, to the detriment of everything else.
So it's a simple, straightforward deal. They use their unnatural powers to help you with a thing, no strings attached, and once it's done they'll get out of your life. Though, in most stories the thing is never really done, and the familiar usually ends up outliving their host.
And even though they're bound to help you free of charge, they still have hungers and hatreds, which they can be quite vocal about. You can just ignore them, of course, but often it just feels easier to keep them happy.
If a Familiar feels unwelcome or unappreciated their favourite trick is to hide, often inside a valuable object or somehow behind your ear or inside the black of your eye. They don't stop helping altogether, but things would be so much quicker if you just indulged their needs.
d20 | Form | Power |
1 | Coiling | Precognition |
2 | Smiling | Invisibility |
3 | Wallowing | Death Touch |
4 | Lounging | Resurrection |
5 | Preening | Telekinesis |
6 | Watching | Pestilence |
7 | Stalking | Scrying |
8 | Gliding | Curses |
9 | Crawling | Pyrokinesis |
10 | Guarding | Time Manipulation |
11 | Fluttering | Illusionism |
12 | Lurking | Telepathy |
13 | Scurrying | Memory Manipulation |
14 | Burrowing | Weather Control |
15 | Basking | Protection |
16 | Creeping | Conjuration |
17 | Camouflaging | Light Manipulation |
18 | Stretching | Shape Shifting |
19 | Drooling | Knowledge |
20 | Whimpering | Shadow Craft |
d20 | Hunger | Hatred |
1 | Coal | Metal |
2 | Fire | Plants |
3 | Rodents | Dullards |
4 | Velvet | Paintings |
5 | Youth | Salt |
6 | Secrets | Wind |
7 | Praise | Blood |
8 | Beauty | Religion |
9 | Bone | Mud |
10 | Sweetness | Wood |
11 | Silk | Music |
12 | Meat | The Elderly |
13 | Antiquities | Milk |
14 | Gold | Cattle |
15 | Spices | Stone |
16 | Books | Insects |
17 | Reflections | Fiction |
18 | Alcohol | Dogs |
19 | Birds | The Ugly |
20 | Fungus | Carvings |
Tuesday, 20 July 2021
Porcine Bastionland (or d12 Deep Country Pigs)
Somewhen between our industrial renaissance and this electrical epoch, the pig was banned from Bastion.
Although this was never properly repealed, it is now actively unenforced. Those that don't deal with bestial law have forgotten about it entirely.
But the pigs have always remembered.
Perhaps this is why the creature is so ubiquitous in the rural sprawl of Deep Country. Generations of exiled swines were welcomed into the lives of those that would do anything to contradict Bastion. But if there's one thing country folk like more than going against the city, it's going against each other, and soon every town was boasting of their specialist breeds.
Rivalries were roused, blood was drawn, towns were smashed aruin. Nowadays it's mostly arguments bellowed across streams, or a rare midnight walloping-raid. But the legacy lives on in the Pigs of Deep Country. Not those raised for slaughter, but those kept for more specialist purposes.
I spent an agonising two weeks riding the battered roads and rusted rails so that I could bring to you a mere fragment of this porcine phenomenon.
1. THE DRAFTON NULLITCH VOID BARMER
The densest living mass I have ever witnessed. Small animals are drawn into its gravity well, and even humans feel a gentle attraction. Can cause catastrophic scenes upon moving suddenly, so all efforts are made to keep them calm.
2. THE GREAT TRAVELLING POLE PIGGY, SNOFFERELLA
Lean, predatory hogs that attack the poor people of Burrysod at sunset every day, chewing on any bare legs they can find. By night they sneak into properties to gnaw on furniture and leave their mess in hidden places. The stories say that any attempt to fight back against these pests would only incur a greater wrath, so the locals try to make a game of it. I get the sense that their patience is beginning to wear thin.
This carnivorous breed lives in a symbiosis with the town's more intelligent birds. They drag carrion to the pigs, and are paid in silver from a hidden trove. It's not clear where the pigs are getting their riches from, but they have thwarted every attempt to locate it through a combination of wits and ruthless violence.
A truly gigantic hog, carrying itself with the lazy disinterest of a common cow. It possesses none of the noble snuffling or muckery of a pig, and something about it filled me with pure hatred. I have never felt such sudden desire to broadcast my distaste of a harmless creature, which the locals assured me was normal for the first time seeing the beast. Once a few days had passed I could no longer remember the cause of my animosity
9. OLD GRUNTER REBORN IN ASHER BREACON
I could not make sense of these things. They ate no swill, left no shit, made no sound. They were smooth as water, soft as bedding, and utterly passive in their behaviour. All they would do is occasionally move to smell some of the flowers left in their pen, the aroma appearing to inflate them ever so slightly. While they are never slaughtered, they are eaten when they die of natural causes, and such meat is rumoured to be the stuff of dreams. Upon asking if I could taste the meat, I was assured that it would never happen in my lifetime and promptly routed from town by armed militiamen. The high stone walls would keep the most persistent poachers at bay, but I wonder why they would permit me to glimpse at the promise of such succulence before casting me out.
All your worst fears about this beast are true and worse. For those seeking to recreate my journey, this is one to pass by.
Tuesday, 9 March 2021
Primordial Bastionland - IRON
The thing with Deep Country is you can always go deeper.
Beyond the knotted vastness of Massiff Country.
Who knows what lies even further than the Old Country of Auldskunterroy.
Forever deeper in both distance and time.
A sort of Primordial Bastionland.
Past the point where people haven't heard of Bastion, but to a place where Bastion cannot exist, because it's already a dream.
The promise of Baztium. A beacon of civilisation that will rise from this bleak existence.
But it doesn't exist. This place isn't there yet. It's stuck in the past.
Pinned in place with heavy iron.
The Way and the Word
The Way is the world as it is, a natural order of things. Fire, Stone, and Sky into Iron, Trees, and Stars.
Demons are manifestations of the Way, sent to deliver a message or challenge. We have Iron to strengthen us, Trees to protect us, and Stars to warn us.
The Word are the tricks we use to survive. Small crimes against the Way. Stories that hide lessons and lost knowledge. Secrets that put us above the horses and hounds, the thuzzards and leozards.
Charms, Curses, Callings.
Of all the interweaving threads of the Way, some say we'd be dead if not for Iron alone.
- They can be used as a normal weapon, typically equivalent to a Crude or Hand Weapon.
- They receive a Bonus when used in a specific situation.
- They tell you something about the sort of person that is carrying one.
- Rods: Simple weapons designed to concuss and break bones.
- Bellrod (d6, +d8 when at least one Monk is chanting alongside you)
- Marshersrod (d6, +d8 vs unmounted opponents while you are mounted)
- Bullsrod (Bulky, d6, +d10 vs a target with a lower STR than you)
- Stakes: Weapons designed to stab with a single piercing wound.
- Kannecstake (d6, +d8 vs a disarmed target)
- Chaserstake (Thrown, d6, +d8 vs a fleeing target)
- Witchiestake (d6, +d8 in a tunnel or other cramped environment)
- Biters: Weapons designed to deliver wide, slashing wounds.
- Muttbiter (Bulky, d6, +d10 vs doglike enemies)
- Cloffbiter (Bulky, d6, can attack two unarmed humanoid opponents)
- Vagabiter (Bulky, d6, +d10 vs humanoid opponents that are fighting unarmed or with a small improvised weapon)
- Hooks: Weapons designed to hook or drag opponents.
- Catahook (Bulky, d6, +d10 vs mounted opponents)
- Lunderhook (Bulky, d6, +d10 vs opponents wielding a shield)
- Torniehook (Bulky, d6, +d10 vs opponents with STR lower than your DEX)
- Mauls: Weapons designed to apply heavy impact to burst through armour.
- Splittermaul (d6, +d8 vs opponents with Armour 2 or higher)
- Buldersmaul (Bulky, d6, +d10 vs targets with DEX lower than your STR)
- Brekermaul (Bulky, d6, +d10 vs targets without a fully-metal shield or weapon to parry)
- Forks: Weapons with a split blade or spike to trap incoming attacks.
- Brotesfork (d6, +d8 vs opponents wielding a one-handed weapon)
- Shafferfork (Bulky, d6, +d10 vs opponents wielding two-handed weapons)
- Mekenfork (Bulky, d6, +d10 vs opponents that attacked you on their last turn)
- Hurlers: Weighted spears and javelins designed for launching forcefully.
- Shuckerhurler (Ranged, d6, +d8 vs opponents with a shell or other natural armour)
- Underhurler (Ranged, d6, +d8 vs an opponent that is charging you)
- Palleyhurler (Ranged, d6, +d8 vs opponents with 0hp)
- Poles: Weapons mounted on long poles.
- Heftpole (Bulky, d6, +d10 vs opponents that cannot move next to you)
- Braccenpole (Bulky, d6, +d10 vs opponents taller than you)
- Thistlepole (Bulky, d6, +d10 vs opponents you attacked last turn)
- Chains: Weapons that whip or ensnare opponents.
- Sherdchain (Bulky, d6, +d10 vs opponents that are trying to fight on the move)
- Duffschain (Bulky, d6, +d10 vs opponents with wings)
- Mawchain (Bulky, d6, +d10 vs opponents with jaws large enough to crush a person)
Wednesday, 1 April 2020
The Bastionland Manifesto
Break the barriers between your imagination and your game.
When you learn about a new game your mind races with what could be possible. The reality is often a compromise. I want to remove everything that stands in the way between how you imagine a game could be and how it plays at the table.
Tenets
Design for Tables
The games are meant to be played, not read like a novel. Books should be useful for having on the table during your game.
Break Barriers
The games ask for as little as possible from the players. Learning is easy, you don’t have to wait for the good stuff, and everybody is welcome.
See Rules as False Idols
Use dice mechanics and technical terminology as little as possible. Numbers are not the answer, and wherever possible plain speech is preferred.
Methods
Distillation
- Replace multiple rolls with one roll
- Replace boring rolls with interesting decisions
- Replace modifiers with dice variation
- Replace mechanical effects with diegetic effects
- Replace rules requiring referencing with principles to internalise
- Somebody reading the book should be hit with flavour even if they aren't going to play
- Flavour should be infused directly into the rules wherever possible
- Anything that could be forgettable can be infused with extra flavour
- If everything you need to use at once doesn't fit on a two-page spread then it's too complicated.
- If a concept can't be expressed as a short set of bullet points then it's too unfocused.
- If an idea would exclude people from the game then it can be replaced with something that doesn't.
Tuesday, 10 April 2018
Cutting Edge Mercenaries of Bastion
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.
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.






























