Friday, 19 December 2014

Ten Things to Remember about Bastion

Bastion is Old

Nobody alive remembers when Bastion wasn't the hub of mankind. Trends have come and gone, buildings have risen and crumbled, and regimes have fought to rule every corner of the city with one failure after another.

Bastion is Difficult

Nobody will help you out of the goodness of their heart. Even when they're on your side, they want their own things. Some people are even just out to mess with you.

Bastion is Ugly

If somebody builds a beautiful building, somebody will build a brutalist prison next to it, or maybe brown weed will crawl up its marble walls. Smog paints everything green-grey, and nothing stays pretty for long.

Bastion is Confusing

Nobody knows who's in charge. Lots of people claim to be, but the city is too large to rule. For every possible claim there are at least two rivals.

Bastion is Full of Obstacles

Getting from one street to the next can be an hour long slog through knee-deep sewage, or a twisted crawl over a skybridge. There are taxes and tolls for everything, and every imaginable law is being enforced by someone or other.

Bastion is Full of Lies

Don't believe everything you hear about Bastion. Often it's a rumour. More often, it's worse.

Bastion is Always Changing

Fashions, property ownership, slang, laws, culture. Everything is always changing.

Bastion is Unplanned

Maybe it was once, but now the layout makes no sense at all. Who builds a school next to a brothel? Who points the main artillery guns inward on the city?

Bastion is an Environmental Nightmare

Smog, rivers of sludge, tanks of molasses. If there's a waste product, Bastion has it. The weather is all over the place. Steaming hot summers, and frozen winters. Droughts, and monsoons. Don't expect to see the stars all that often.

Bastion is Over-Engineered

If there's a possible problem, a dozen rival engineers have tried to solve it. There are too many tram networks, and none of them work well. Underground walkways, elevators, automatic stairways, most of them not maintained well. Factories churn out things that nobody needs.

Source: Inverting the 10 Principles of Good Design

Wednesday, 17 December 2014

New Release - The Oddvent Oddpendium!

The Oddvent Oddpendium is a a 22 page compilation of material for Into the Odd, including:
- Three Adventure Sites.
- Random Tables from What's on that Island? to I push the glowing red button!
- Three new types of character for players to try out.
- Odd Encounters and Strange Arcana.

You can download it for free here, and it will soon be packaged in with the Into the Odd PDF release.
http://goo.gl/AdxmrJ

This is a combination of existing blog material and brand new content. All art is by my own hand.

Enjoy!

Bastion's Favourite Gum Brands

Chewing gum is huge in Bastion. Some flavours are designed for freshness, others are designed to show off how tough the chewer is with bolder flavours. A pack of five sticks costs 10p, and enthusiasts relish opportunities to trade rarer flavours.

d100
Brand (Flavour)
d100
Brand (Flavour)
d100
Brand (Flavour)
1
Stoveman's (Smoke)
39
Cubo (Chicken Stock)
77
Humpback (Whale)
2
Grazer (Lamb Bone)
40
Blossom (Daisy)
78
Warrior-Woman (Persimmon)
3
Snap! (Fermented Cabbage)
41
Devourer (Locust)
79
Brett's (Barnyard)
4
Steamer (Lobster)
42
Minister (Steak Pie)
80
Top Guy (Bonfire)
5
Ferro's (Iron)
43
Spender (Bloodworm)
81
Savage (Cut Grass)
6
C-O (Carrot)
44
Spud (Potato)
82
Grinder (Black Pepper)
7
Irwin's (Venomous Snake)
45
Cosmo (Cranberry)
83
Banker (Coin)
8
Caver (Algae)
46
Liquid Fire (Tiger Musk)
84
Tingler (Orange)
9
Pratt's (Volcanic Rock)
47
Wooster (Anchovy)
85
P-Pee (Plantain)
10
Keah's (Caraway)
48
Rolly Polly (Louse)
86
Bac-Tac (Tobacco)
11
Ardan's (Pig Liver)
49
Blue Cab (Menthol)
87
Poxo's (Sage)
12
Tuffun's (Stonefish)
50
Prof Smull (Cream)
88
Woosh (Strong Onion)
13
Burra (Cow Blood)
51
Hive (Mixed Bug)
89
Stocky (Oxtail)
14
Pilky's (Toad)
52
Battle's (Duck Fat)
90
Senior (Squid Ink)
15
Windy (Hedgehog)
53
Curer (Malt)
91
Kingmaker (Molasses)
16
Aura (Hard Cheese)
54
Yellow-Ace (Egg)
92
Ryo (Coriander)
17
Student (Beetroot)
55
Bank's (Ice)
93
Hump (Lemon)
18
Checker (Seaweed)
56
Festival (Parrot)
94
Blackhill (Cedar)
19
Top (Leather)
57
Union (Eagle)
95
Motherload (Coal)
20
Prop (Juniper)
58
Hint (Terror-Bird)
96
Slab (Brick)
21
Golden (Saffron)
59
Sucka (Bull-Juice)
97
Bomb (Pomegranate)
22
Lost Island (Dust)
60
Maverick (Shark-Fin)
98
Fog (Anise)
23
Black Magic (Chicken Skin)
61
Queen (Spider-Venom)
99
Old Money (Rice)
24
Rave (Chilli)
62
Sunset (Snail)
100
Luxury! Roll d12 (see below)
25
Blackpod (Vanilla)
63
Raider (Cuttlefish)
+1
Amethyst (Hazelnut)
26
Index (Pear)
64
Victim (Quicksand)
+2
Emerald (Praline)
27
Spiceboard (Cumin)
65
Double-Gold (Soft Cheese)
+3
Ruby (Chocolate)
28
Shar's (Pickled Lime)
66
Delight (Wasp)
+4
Penny (Toffee)
29
Ultra (Hemp)
67
No-Wing (Maggot)
+5
Ruby (Strawberry)
30
Wester (Hot Ginger)
68
Soaker (Tadpole)
+6
Sapphire (Coconut)
31
Ghost (Clay)
69
Man-o-War (Jellyfish)
+7
Topaz (Caramel)
32
Cornelius (Elephant Trunk)
70
Firebomb (Guano)
+8
Onyx (Mint)
33
Red Wings (Sheep Bile)
71
Groff (Sea Breeze)
+9
Lazuli (Clove)
34
Deep Joe (Octopus Brain)
72
Mylin (Pike)
+10
Citrine (Honey)
35
Dead Tim (Chestnut)
73
Sublime (Sea Urchin)
+11
Quartz (Coffee)
36
Dirigible (Crab-Bird)
74
Hunter (Gunpowder)
+12
Diamond (Almond)
37
Guardian (Rust)
75
Whistler (Salad Leaf)


38
Marketplace (Mole)
76
Roller (Potted Hare)




Odd Encounters - Mask

Mask
STR 14, DEX 18, WIL 12, 14hp, Armour 1. Featherless-Wing (d6).
Wants to find out everything about you, and lie about its identity.
A 9ft tall, unnaturally elegant, creature. Resembles a white, featherless bird. Will create an elaborate, false, backstory for itself and claim grand powers that it does not possess. If a anyone bows to it, and proclaims "You speak the truth", it will gain whatever false powers it has claimed in the presence of that individual only.
Cannot, under any circumstances, reveal the truth about its identity, or admit to lying.



Tuesday, 16 December 2014

Injuries, and Worse

+Joe Banner has inspired me to push out this option for anyone that thinks Into the Odd isn't horrible enough.

When you suffer Ability Score loss, but survive, roll on the appropriate table for the Ability Score that you lost points in. Common sense determines if they're permanent or temporary. If unsure, it's 50/50.



STRENGTH (from physical attacks)
1: Gushing wound. Lose a further 1d6 STR every turn until patched up. 
2: Maimed. Roll 1d6 and lose 1: Head, 2: Hand, 3: Arm, 4: Leg, 5: Ear, 6: Eye. 
3: Spinal Tear. Any STR loss from this attack is permanent. 
4: Whatever caused the harm is lodged inside you. It causes another 1d6 STR loss if it's not pulled out carefully. 
5: Punctured Lung. You wheeze loudly forever. 
6: Brain Hit Bad. Lose 1d6 WIL permanently. 
7: Concussion. You act like a dope for the rest of the day. 
8: Ruined Arm. You cannot use a random arm for anything. If you lose your good arm, attacks with your off-hand are Impaired until you get used to it in d20 Months. 
9: Broken jaw. You can't talk properly until it heals. 
10: Crushed ribs. If you take further STR loss before your next Full Rest, you take an additional 1d6 damage. 
11: Choked. You can't breath without assistance, and will die in 1d6 turns unless somebody helps you. 
12: Flesh Wound. It's not all that bad. Wicked scar too. 

STRENGTH (from other sources)
1: You throw up a lot. 
2: You have the shivers at the slightest cold. 
3: Foaming mouth. 
4: Lose clumps of hair. 
5: Your complexion goes all gross and yellow. 
6: Bad reaction! The STR loss is permanent!
7: You become so sickly that you can never regain lost STR. 
8: One eye dies. 
9: Half of your face falls immobile. 
10: Hair turns grey/white/to-dust. 
11: Impotent. 
12: You shake it off! ARGH!! RARRR! I'M HARDCORE. 

DEXTERITY
1: You've got the shakes forever. Lose 1d6 DEX to a minimum of 1. 
2: You'll never dance again. 
3: You can't stand up quickly anymore. 
4: Spasms whenever least convenient, unless you pass a WIL Save. 
5: Cannot walk at all without a stick. 
6: Hobble for the rest of your life. 
7: Comatose. Attempt a WIL Save after d20 days to restore movement. 
8: Balance is shot. Require DEX Saves for things that aren't even difficult ordinarily. 
9: You can't turn your neck anymore. 
10: One eye permanently closed. 
11: Slack tongue. You sound like an idiot. 
12: You drool if you're not careful. 

WILLPOWER
1: Stammer. 
2: You need a drink to steady your nerves, otherwise you have the shakes. 
3: You have a phobia of whatever did this to you. WIL Save to confront it again. 
4: Surge of idiotic heroism. You can only act if it's suitably stupid and heroic, until you get a short rest. 
5: You become an incredibly picky eater. WIL Save to avoid vomiting any meal. 
6: Insomnia. You only benefit from Full Rests if you pass a WIL save and get some sleep. 
7: Sensitivity. Sudden, loud noises cause you to lose 1d6 WIL. 
8: Delusion. From now on the Referee rolls all your dice and keeps track of your scores, damage etc. in secret. 
9: Obsession. You cannot benefit from Long Rests until you confront whatever did this to you and get revenge. 
10: Anxiety. You cannot benefit from rests until you're somewhere completely, 100% safe, and not even slightly dangerous. 
11: Trigger Happy. Whenever there's a surprise, and you're armed, you must pass a WIL Save to avoid attacking the surprising thing. 
12: Hallucinations, only when you're alone, and you can only find out if they're real by touching them. 

Monday, 15 December 2014

How Bad is Bastion Today?

Roll d8 on each table at the start of every morning, afternoon, and evening in Bastion.



How Bad is the Traffic?
(d6 in Morning, d8 at other times)
1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 
4: Road Rage. Drivers have turned to crazed fighters, horses run feral, and burning carriages litter the street. 
5: Gridlock. Nobody can get anywhere. 
6: Slow: Getting anywhere by road takes forever. 
7: Jerks Everywhere. Everyone's driving like a jerk. 
8: Not That Bad! You can get around without much trouble. 


How Bad is the Smog?
1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 
4: Choking. Better get underground! Lose 1 STR for every minute of exposure. 
5: Grey-Out. You can't see your hand in front of your face. Everything is filthy once it clears. 
6: Hazardous. The lamps are on, and you can just see to the other side of the street. 
7: Smoggy. You can just make out the top of buildings. 
8: Not That Bad! Remarkably clear! 


How Bad are the Ragamuffins?
1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 
4: Feral. They've deteriorated into a pack of wild beasts!
5: Out in Force. They're out to pickpocket and mug whatever and whoever they can. 
6: Pranking: They've got a plot to make you look like an idiot. 
7: Plotting. They're all meeting up Underground.
8: Not That Bad! They might even help for a shilling. 


How Bad are the Drunks?
(d10 in morning, d8 in afternoon, d6 at night)
1-3: Things worsen by one step. If this is the first roll, treat as a 5. If things can't get worse, they find a way. 
4: Street War Soldiers are clashing with drunk rioters in the streets. Bars are being burnt down, and it's open warfare in Bastion!
5: Brawling: They're fighting each other in large groups. 
6: Rowdy: Breaking into places to steal more drink. 
7: Up to No Good. Bellowing, fighting, and pissing everywhere. 
8+: Not That Bad! They're almost singing in tune. 



Into the Odd Supplements

Some musings on Into the Odd Supplements for 2015
Into the Odd is a game about going on expeditions. Typically a small group. The goal is to find Arcana and wealth, and advance through the experience levels to become more competent. Common problems are environmental hazards, monsters, and traps. The main risk is a horrible death.
This is the game where you can make your fortune.  


Bastion is a game about carving your place in a city too large to rule. The goal is to extend your influence through wealth, military power, or manipulation. Common problems are rival enterprises, enemies in powerful places, and nasty things coming up from the Underground.
This is the game where you can turn your fortune into a legacy. 


Golden Lands is a game about leading mass expeditions containing many organised detachments of troops, and at least one ship. The goal is to find the most powerful lost Arcana, and wealth beyond measure. Common problems are hostile lands, large-scale monsters, and depleting resources and morale. The main risk is leading thousands of men to their deaths, or having them shoot you in the back before then.
This is the game where you can throw all your power and fortune on one big job before dying in a crystal jungle.