Electric Bastionland

Playing the Game

The Goal: You are treasure hunters. The Conductor gives you a tip-off to a piece of treasure somewhere dangerous. Your goal is to bring it back for sale.

Saves: A Save is a roll to avoid danger from a risky action or situation. Roll d20. If you roll equal or under the appropriate Ability Score you pass. A roll of 1 is always a success and 20 always a failure.

Turns: On their side’s turn, each individual can move and perform one action. When it is unclear which combat side should act first, each character must pass a DEX Save to be able to act before the opponents.

Attacking: All players declare who they are attacking before any dice are rolled. Attackers roll the Damage die dictated by their weapon, causing this much Damage to the target.

Attackers wielding two weapons roll Damage for both and keep the highest single die.

Multiple attackers targeting the same opponent roll their Damage together and keep only the highest single die.

Armor: Armor subtracts its score from the result of any Damage rolls against the wearer. It can never be higher than 3.

Impaired: Attacks that are Impaired, such as firing through cover, or fighting in handcuffs, roll d4 Damage only, and cannot receive Bonus Damage.

Damage: When an individual takes Damage, they lose that much HP. If they take more Damage than their remaining HP they are wounded, and any remaining Damage is removed from their STR score. They must then pass a STR SAVE to avoid Critical Damage.

Combat Tips

Bonuses: Under certain circumstances an attack receives a Bonus, noted as +d6, +d8 etc. This is rolled as an extra attack against the same target. Remember that only the highest single die causes Damage. Attacks against a completely helpless target always receive +d12.

Critical Damage: A character that takes Critical Damage is unable to do anything but crawl until they are tended to by an ally and have a Rest. They die of their injuries if left untended for an hour.

Blast Damage: Attacks marked with Blast affect all targets in the appropriate area, rolling separately for each target. They range from explosive or automatic weapons to giant sweeping limbs. If in doubt as to how many targets can be affected, roll the weapon’s die.

Resting: A few minutes of Rest and a drink restores a character’s HP, but risks a wandering encounter.

Restoration: Ability Loss and other serious ailments require the aid of a Specialist Service to recover. Free services exist, but quick fixes cost money.

Ability Loss: If a character has their STR score reduced to zero they are dead. If their DEX or CHA are reduced to zero the character is paralysed or catatonic respectively, and cannot act until their Ability is restored. They must be carried to safety.

Combat Manoeuvres: If the players want to do something like disarm or trip someone in combat, the side most at risk makes a Save to avoid consequences.

Death: When a character dies, the player creates a new character. Find a way to have them join the group as soon as possible. Here, quickness is required over realism. Remember, a new character replacing a dead one results in a £1k Debt for the group as an administrative fee.

Bulky Items: Generally, items that need two hands to carry, or are otherwise awkward, count as Bulky. Anyone carrying more than two Bulky items is reduced to 0HP.

Deprivation: Someone Deprived of a crucial need (e.g. food, water or warmth) cannot benefit from Rests.

Oddities: Characters acquire devices with unusual abilities as they explore the world. These Oddities do not require a roll to use, but generally they have a very specific power, limited number of uses, or carry some other disadvantage.

Reaction: When a social reaction to a character is uncertain, the character must pass a CHA Save to avoid a negative reaction.

Morale: The leader of a group must pass a CHA Save to avoid their followers being routed when they take their first casualty, or lose half of their total numbers. This applies to opponents and allies but not player characters.

Retreat: Fleeing to safety under pursuit requires a DEX SAVE and somewhere to run to.

Assumed Ability Scores: Any Ability Score not listed is treated as 10.

Detachments: Large groups of combatants fighting together are treated as a Detachment.

Structures and Vehicles: Structures and Vehicles reduced to 0HP are wrecked, and all within suffer d6 Damage.Weapons unsuitable for causing structural Damage have their attack Impaired.

HP is restored by minor repairs, but Wrecked vehicles and structures require lengthy Specialist repair. Colliding vehicles both take d6 Damage. If there is a major weight difference, the heavier gets a +d12 Bonus. Vehicles take no Damage for running over soft targets like people.

Scars: If an attack takes you to exactly 0HP, take a permanent Scar. Look up the amount of Damage caused on the Scars Table.

Specialists can mostly cover up a Scar, but something always remains.

People

Key Principles

Memorable Individuals

The Nameless Crowd

Everything can be a Person

Names

Mockeries

Key Principles

Mock Talents

Theatrical Nature

Exceptions

Machines

Key Principles

Forms

Protocol

Creations

Aliens

Key Principles

Living in Bastion

Lost in Deep Country

Cosmic Variety

Monstrosity

Key Principles

Making a Monster

Unique Beings

Hunters and Followers