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Electric Bastionland: What does not kill you, makes you stranger

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Electric Bastionland is finally out and I declare open season on hacks!

What does not kill you, makes you stranger

The world of Electric Bastionland is known to twist and change its inhabitants. Whenever a PC rolls a 20 on a save against the truly odd, they must roll on the Power Template table. After this, the Conductor rolls or chooses an appropriate Alteration, followed by a noun in theme with the harm inflicted upon them as an Aspect and combines those two into the Power Template. The table then together decides on an interesting manifestation of this power.

It is advised the Conductor does not adjudicate powers that make the PC considerably stronger, rather it should make them a more distinct character and populate their open-ended toolbox.

D20 Power Templates

1. Breath of [Alteration] [Aspect]
2. Natural [weapon] of [Alteration] [Aspect]
3. Natural [armor] of [Alteration] [Aspect]
4. [Alteration] aura of [Aspect]
5. [Alteration] arm of [Aspect]
6. [Alteration] leg of [Aspect]
7. Hair of [Alteration] [Aspect]
8. [Alteration] [Aspect] bones
9. Hand of [Alteration] [Aspect]
10. Blood of [Alteration] [Aspect]
11. New arm of [Alteration] [Aspect]
12. [Alteration] [Aspect]skin
13. [Alteration] [Aspect]speech
14. Vomit [Alteration] [Aspect] spawn
15. Morph into a [Alteration] [Aspect] form
16. [Alteration] [Aspect]sight
17. [Alteration] [Aspect] gaze
18. Spit [Alteration] [Aspect]venom
19. [Alteration] [Aspect] rage
20. Produce [Alteration] anti-[Aspect]

D20 Alterations

  1. Physical (D12): Pulsating, Shattering, Seeping, Agonizing, Sickening, Puncturing, Numbing, Protruding, Cleaving, Trembling, Twisting, Stiffening.
  2. Fire (D4): Burning, Scorched, Consuming, Uncontrollable.
  3. Lightning: Electrifying, Spasming, Branching, Quick.
  4. Water: Damp, Dripping, Flowing, Fluid.
  5. Earth: Earthen, Heavy, Tireless, Oily.
  6. Air: Gaseous, calm, invigorating, breathable.
  7. Unholy: Corrupting, Sulphurous, Heretical, Unhallowed.
  8. Holy: Illuminating, Sanctified, Hallowed, Shining.
  9. Psychic: Cerebral, Emanating, Frustrating, Imagined.
  10. Eldritch: Cosmic, Cyclopean, Slimy, Incomprehensible.
  11. Radiation: Radiating, Radioactive, Tumorous, Mutating.
  12. Alteration: Shifting, Polymorphing, Midas, Inverse.
  13. Necrotic: Undying, Rotting, Cartilaginous, Ethereal.
  14. Nature: Growing, Blooming, Thorned, Living.
  15. Acid: Bubbling, disassembling, acidic, digesting.
  16. Poison: Intoxicating, debilitating, poisonous, treacherous.
  17. Sonic: Deafening, reverberating, musical, Loud.
  18. Energy: Disintegrating, laser, Surging, charging.
  19. Technology: Wind-up, mechanical, cybernetic, calculating.
  20. Catch all: exploding, intelligent. Teleporting, Illusionary.

Example:

A PC is slowly being turned inside out by the Cruel Baron’s Bone Magnet, and unfortunately rolls a 20 on their Save.

The player must roll a power template which results in “Morph into a [Alteration] [Aspect] form”. Now the conductor will roll an Alteration, which results in “Blooming” and decides that either “Bone” or “Magnet” would make for fitting aspects, but decides on “Bone”. Inserting the Aspect and Alteration into the template yields:

“Morph into a Blooming Bone form”, 

Which the Conductor after some discussion decides will allow the player to unfurl their own body and expose their bones, believing it thematic that their body should adapt and learn to mimic this extraordinary event.

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