Showing posts with label aliens. Show all posts
Showing posts with label aliens. Show all posts

Tuesday, 19 May 2020

Intergalactic Bastionland - The Living Stars

In Electric Bastionland the Living Stars serve as a relatively blank slate. A source for weird alien stuff to drop into Bastionland and a canvas for locations that don't fit anywhere else.

It wasn't always going to be that way.

Originally I was going to give them an eight-page section just like Bastion, Deep Country, and the Underground. Principles, Spark Tables, Touchstones, and procedures for mapping and conducting there. I had that section partly written when I realised there was just too much redundancy there. If you had an idea for a weird city, that could go in Bastion or one of the Failed Cities. If you wanted a weird wilderness then Deep Country has more than enough room for it. If you want weird space-time-bending locations then the Underground is already built for that.

I wanted Bastionland to a place where you could find a home for any of your ideas, and having the Living Stars as a quarter of that setting felt like it was muddying the waters too much, so I decided they would be more useful as an open canvas.

But I knew I'd come back to them.

Just like the other parts of Bastionland the Living Stars can be seen as a sort of mirror to Bastion itself. While Bastion is chaos under a veil of order, the Stars are a rigid skeleton of order fleshed in chaos. However, the more I think about this part of the setting, the more I think they could be seen as mirror to the whole of Bastionland instead.


The general concept for the Living Stars is:

  • It’s not like real space.
  • Everything is changing and moving.
  • Each star represents something, has an agenda, and the means to act on it.

But just like Electric Bastionland, it's going to be broken down into three separate areas with their own part in the whole. At the moment they have loose placeholder names.

The Sprawl
The space between Stars is anything but empty. A web of paths between Stars, dotted with stopping-points, wandering planets, cosmic debris, and fellow travellers. Some of them might be useful, some want to make your journey more difficult, but they all want something.
  • Things are strangely familiar.
  • Everybody is on a Journey.
  • Everybody needs something.







The Light
The places that exist in the full light of a Star. Worlds, structures, things that don't quite fit in either. They're all connected to their Star, maybe even born out of it. Whatever the Star represents is reflected in these places. The rules are clear, though born out of an alien logic. You're fine here as long as you follow them. Those that find the right Star claim to have found a sort of heaven
  • Everything is alive.
  • It welcomes travellers that follow the rules.
  • Those that serve the Star have variable interpretations of the rules.







The Dark
Out of the Light, off the beaten-path of the Between, it's all bad. There's no sugarcoating this. No silver-lining. If Bastionland has a Hell, this is pretty close. You'd better have a good reason for being here and a solid plan for getting out.
  • Everything is terrifying.
  • Anything living here was banished here.
  • Nothing wants to be here.





The Rest of Bastionland
The Living Stars exist above Bastionland, but it's isn't quite that simple. Remember that the Living Stars don't behave entirely like our own version of space. It's a three-dimensional space, but it's not always clear which way is down as in "back down to Bastionland".

  • Bastion's position beneath the Stars isn’t quite clear.
  • The Underground connects Bastionland to the Stars, but not the Stars to each other.
  • Wondering if this person is from Bastion? Don't worry, they'll tell you. 

Friday, 15 December 2017

Alien Dojos

There's a bit of a fad in Bastion for Alien Martial Arts. You give it a cosmic sounding name, claim you learned it under a foreign star, or get a visiting Alien to play along, and rake in the money from your students.

I'm here to tell you their techniques are real, and you can learn them.



If you go to one lesson you're an Initiate. This costs 2p each week, and you have to keep going every week or you lose the technique.

After each session roll 2d6. If this is less than the number of sessions you've attended then you graduate to Student and get a better version of your technique. Now it costs you 10p a week and you still have to keep going or else you lose it.

Once you're a Student you can challenge the Master to a contest. If you beat them, you become Master, but if you lose you're expelled forever and the techniques are blasted from your mind. There can only ever be one Master. Now you get to claim the payments from your students and initiates!

Oh and they all use some stupid meta-gamey gimmick, so use these only if you want your game to get real stupid.

Kaffee-Beetle Kombat
Initiate: When you fight with a pair of Bugchuks (d6 each) you throw them one after the other. You can reroll the second die as many times as you are able to before the first die stops moving.
Student: As above but when your first die stops moving the Referee must reroll it, giving you more time to reroll the first die. 
Master: As above but you can throw the first die anywhere you like, even off the table.



Mor-Dur-Murder Style
Initiate: When you attack with a weird alien throwing knife (d6), place a d8 in the centre of the table showing 1. Throw, trying to knock the d8 to a higher number. If the d8 remains at 1, treat that as your roll, otherwise take the highest value between the two dice.
Student: As above but replace the d8 with two stacked d8s showing 1.
Master: As above but replace the top d8 with a d12 showing 1.

Bafistan Fist Fighting
Initiate: Roll d6 for each fist you attack with by throwing them into the air and punching them. If either rolls off the table, or you fail to punch either of them, count your roll as 1.
Student: As above, but add as many d6 as you dare.
Master: As above, but combine any 6s you roll, to a maximum of 12 damage.



Five Way Stick
Initiate: When fighting with a Martial Stick (d6, Bulky) stack 5d6 in front of you and try to flick the top die from the stack. If any other than the top tie fall, fail and treat the roll as 1. Continue down the stack until you fail or choose to stop.
Student: As above but replace the bottom die with a d12. 
Master: As above but, from build your stack of five dice using any dice you like, up to d12.

Rhythm of the Starbusta
Initiate: Put some music on. Something with an obvious rhythm. Count along with the beat, most typically counting to 3 or 4. When you fight with a Meteor Hammer (d6), throw your die at something that will make an obvious noise (sturdy glass, gong). If you strike the object on the final count of the bar you're fine, otherwise you miss. 
Student: As above, but if you succeed then double the value on the die.
Master: As above but if you succeed you can throw another d6, continuing until you either fail or decide not to throw. You must decide this before the end of the next bar. You only keep the result of the last die you threw.