Thursday, 28 June 2018

Odd Remedies

Pills, Oils, and Vapo-Rubs are big business in Bastion.



While there's a lot of sugar and brick-dust being sold, some of those chemists are actually onto something.

These are all experimental, so you can get them for free if you're happy to have someone in goggles observe your response to the dosage, and sign a standard waver of course.


Roll d12
1: Buff Spray - Applied rectally, feels ice cold.
- Restores STR
- 50% chance to lose all of your teeth with each use.

2: Cadaver Wax - Applied to skin, smells like corpses.
- Restores DEX
- 50% chance that the smell never fades.

3: Gudgeon-Snuff - Taken nasally, leaves a yellow patch around your nose.
- Restores CHA
- 50% chance that the nose stain is permanent.

4: Amoeba Essence - Taken intravenously.
- Restores all Abilities.
- 50% chance that you become dependent with each use. While dependent you are Deprived on any given day when you haven't had a hit.

5: Jazz Butter - Must be dissolved into a hot bath and soaked in for an hour. Smells sweaty.
- You can sprint as quickly as the fastest humans for the rest of today.
- 50% chance that your feet are incredibly slippery for the rest of the day, making barefoot walking impossible.

6: Brittle Green - Spread onto the stump as a goo which hardens. Smells like bad limes.
- One lost limb will grow back slowly over a week.
- 50% chance that the limb is a gross lizard limb.

7: Reality Drops - Tiny black capsule taken orally.
- Restore a lost sense.
- 50% chance to lose another sense.

8: Blood Buddies - Small red blob of flesh, rubbed into chest.
- Gain d6 temporary HP. Use them before your own hp and once they're gone they're lost forever.
- 50% chance that your body rejects the buddy and it forms into a small angry fleshling (3hp, d6 bite).

9: Goodnight Kiss - White powder applied to forehead.
- Restore the recently dead to life for a few moments.
- 50% chance that they explode messily on their second death.

10: Satchdragon Root - Spicy piece of bark to be brewed with hot water.
- Create a cool, collected demeanor for the next hour.
- 50% chance that the hour ends with uncontrollable outbursts of swearing and truth-bombs.

11: Digger's Spritz - Fizzy drink, actually delicious.
- Instantly cure any sort of stomach illness.
- 50% chance to immediately vomit explosively.

12: Mystiquerol - Syrup taken into ear.
- Instantly cure any sort of nervous condition.
- 50% chance that you develop a foreign accent.





Wednesday, 27 June 2018

Small Tables

Sometimes you need to put something together for a game tonight and none of the modules on your shelf feel like the right fit. Throwing together a Route Map is relatively fast, but you're also going to want some random tables, most obviously some Encounters.

I've gone from using d20 to d6 and everything in between. My list of needs for a random encounter table is:
  • Make an area feel alive and non-static.
  • Project the character of an area.
  • Have at least one really dangerous entry to encourage the players to keep moving. 
  • Be better than something I can just make up on the fly.
I like d20s for things like Spark Tables where you want to generate a number of unique results, but for Encounter tables I'm moving closer to the following model.

Roll d6
1-3: Common. Three variations on a single encounter either carrying out different actions or varying slightly in composition.
4-5: Uncommon. Two variations of a more unusual encounter, again varying in behaviour or composition.
6: Rare. Something weird and likely dangerous. 

Now you can really dig down into making six great entries, rather than spending your whole prep time filling up a d20 table with just-okay entries.

Let's do some examples.

The Yelling Mountain: A little piece of Hell in coldest Deep Country.


Roll d6

  1. 4 Coil Men (5hp, Electric Stave d8, long-chinned mask) parading their wealth boastfully (three multi-coloured gems worth £20 each, one smaller one worth £10). One is carrying a device wired up to the gems that can cause them to expode (d10 blast) at the push of a button. He'd rather die in the blast than let you steal his wealth. 
  2. 10 Coil Men (as above) on the trail of somebody wealthier than you, hoping to rob them.
  3. 1 Coil Man (as above, name is Julio) separated from his group and starting to doubt that a life of robbery and boasting is as rewarding as he'd hoped. 
  4. Jaw-Goat (6hp, d6 Butt, Painfully Itchy Pelt, Ice Cold Horns, both effects increase after death) gathering bones for its nest. Not so interested in your bones.
  5. 6 Young Jaw Goats (4hp, then as above) butting each other and trying to establish a social hierarchy. 
  6. Hand of the Mountain (15hp, Armour 2, d10 Smash) Here to reclaim anything mineral for the mountain. Appears out of the Earth and returns back to it if you cross water or a canyon. 


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. 


  • Wednesday, 21 March 2018

    Two Electric Bastiards and The Underground

    The text of Electric Bastionland is very nearly completed, after which it goes out of my hands and things like artwork and layout can start happening. We're a way off from release yet, but here are a few more sneaky previews.

    A couple of Failed Careers, and two pages from the Underground section. Note that the Human Flotsam background is the sort of thing you get if you roll exceptionally well on your Ability Scores.







    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.

    Tuesday, 7 November 2017

    Electric Modernity (and Spark Tables)

    Bastion has been modern for a long time. This is the next step.


    If you can think of something from the modern world, it's here, but in an old fashioned style. Slow, expensive, but extravagant cars. Rudimentary computers usually built for one specific task with clunky, room-sized hardware. Amplified instruments blasting out youth music.

    The rule of thumb is "Early 20th Century" but remember this isn't alternate history. Bastion isn't London or Tokyo or New York, but you can pull whatever you like from any city on Earth, leaving behind the unwanted bits. If you want 1940s culture, you don't have to include the Second World War. It doesn't matter if cavalry became obsolete in our world, you can put them in there alongside the flamethrowers and mortars.

    Politics, Religion, and Philosophy are three sides of a whole. People clothe their agendas and ideals in whichever of the three best suits them. Faith is less about the subject of your worship, more about what you do in their name.

    Everything is shared. Nobody can run all of Bastion, so everything gets split up. Councils have overlapping authorities, there are public services for everything, and taxes are inevitable. If there's a problem, at least two people have tried to solve it. Less organised socialism, more a web of entangled responsibilities and authorities that nobody knows how to unravel.

    One of the key ways I'm presenting the setting in Electric Bastionland is through Spark Tables.

    You roll 2d20, taking the two results and smashing them together for inspiration.


    d20
    Spark One
    Spark Two
    1
    Pastry
    Society
    2
    High-Rise
    Factory
    3
    Smoked
    Art
    4
    Bombed
    Canal
    5
    Fat
    Tourism
    6
    Luxury
    Lizard
    7
    Wild
    Graveyard
    8
    Broken
    Council
    9
    Prototype
    Slum
    10
    Artisan
    Music
    11
    Paper
    Distillery
    12
    Murder
    Youth
    13
    Electric
    Office
    14
    Glass
    University
    15
    Dirty
    Museum
    16
    Repurposed
    Crowd
    17
    Disputed
    Debt
    18
    Burnt
    Chimney
    19
    Overgrown
    Heap
    20
    Loud
    Tonic

    This is a general Spark Table for Bastion, so you could use the results as the foundation for a place, person, event, or object.

    Let's give it a go.

    PLACE: Rolled 11 and 16 - Paper Crowd

    The Bill-Nest
    Atop rickety scaffolding, crowds of desperate people bring paper invoices, arrears, and debt ledgers, pinning them into the ever growing birdnest-like structure. 
    Urban myth claims that vengeful birds will see these and descend to murder cruel debt-chasers. This rarely happens, but more often the gathered mob decide to take matters into their own hands.

    PERSON: Rolled 4 and 12 - Bombed Youth

    Ram Totem - Radical Noise Poet
    Wiry, tall-haired young man with cheap metal prosthetic leg and arm down his left side. Lost both limbs in a revolution, and now spits the controversial view of suggesting we all just accept things the way they are. Yells his muddled poetry in youth hotspots, usually getting heckled in return.

    EVENT: Rolled 6 and 15 - Luxury Museum

    The Common Man's Museum of Bastion (Informally The COMMMB)
    Formerly a respectful memorial to the working class of Bastion, recently bought out by a conglomerate of wealthy factory owners. 
    Now depicts workers as lazy morons, but provides visitors with luxury facilities (including an especially good bar). As a result, it is currently under constant assault from protesters.