Why Into the Odd is a Horror Game Into the Odd is now officially
"A Survival Horror Roleplaying Game". What qualifies it to carry
that subtitle? There are those that would argue even regular
D&D is a horror game, making some excellent points, but what
about my variant? Deceptive Normality The setting of Into the Odd
is filled with normality. Sure, there are revolutions, plagues and
cruel factory-masters, but this is all very mundane stuff. The Odd
is out there to be found, but most of civilization is similar to
our own world, even the cities that are built on crashed
spaceships. Wars are fought by men with guns, not armoured knights
or battle wizards. Factories mass produce goods and companies and
politicians share power, with monarchs being no more than
figureheads. This is an early-modern world we can relate to, not a
medieval fantasy. The Known but Incomprehensible Beside the
relatively mundane happenings of an industrial world are things
nobody understands. Grouping Arcana under one name is deceptive, as
the game clearly dictates that they should break the rules. You can
use an Arcanum and talk to scholars about them but nobody really
understands them or knows a way to bypass the risks of using them.
Similarly, everybody has a theory on the Astrals, but there are no
solid answers. They could be aliens, divine beings, demons,
advanced terrestrial beings or pure mythology. Unfair Enemies
Referees are told to create monsters that break the rules and
function in a vastly different way to normal characters. Most
importantly, don't think of monsters as opponents to act as a fair
fight to the characters. An encounter with a monster doesn't have
to mean combat and in many cases it should be actively avoided. I
hope to lead by example on this one with the seven example monsters
provided in the game. The Dust Hag, Beckoning Shadow and Thing of
Glowing Smoke are immune to normal weapons. The Abyssal Turtle is
so huge that small arms are going to have very little effect,
requiring Arcana or at least siege weapons. The Dead Echo can only
be fought in darkness or a reflection and the Strange Hunter has a
disintegration gun that exceeds any earthly weapon. The remaining
underdog monster, the Ebon Crawler, can be fought simply enough but
if it pins you down it'll dislocate its limbs, slither down your
throat and hibernate in your corpse. Needless to say I want to
encourage a sense of fear when it comes to monsters the characters
will encounter. Creeping, Inevitable Death Not quite inevitable,
there's no fun in that, but the threat is inevitable. If you fight
for long enough you will have to start making saves to avoid
Critical Damage, and that's always bad news. Attacks cause damage
automatically, unless your armour reduces it to zero, so your
Hitpoints are always a limited resource. They recover with a
moment's rest, of course, but there isn't a standard method to
recover them in combat. Watch them drip away as your character gets
tired and starts to lose confidence. Do you want to stay around
until you're at 0hp and need to roll a dread Save? Disposable Cast
An alarming title, perhaps not as bad as it might sound. This
effect comes from a combination of the Company system, where
characters of Expert level either become members of a Company or
found their own. This is the game's nod to the Domains of old and
gives them a bank of resources, including characters. As the
character proficiency curve is much flattened from traditional
D&D it's a very viable option to send another member of your
Company on an expedition in your place. If your main character does
die, there are a bank of new characters waiting in the wings to
take over their legacy. The Odd World Setting The Odd World - Why
Visit Bastion? With nearly a million citizens, Bastion has become
the largest city in the known world. Its skies are black with smoke
and its streets bustling with residents from every corner of the
world. Canals feed the city with trade from every direction and
vast factories produce mass goods and new prototypes. The city sits
on a network of tunnels and vaults that hold devices and beings of
great power. Their contents are only known and accessed by the
ministers that lead the nation's parliament. New ideas and
enterprises flourish along with frequent and bloody revolutions.
Things to do in Bastion - Sneak into the vaults underneath the
city, hoping to snatch a powerful Arcanum. - Work with local
academics to recover a new Arcanum to be stashed away in the
vaults.- Investigate a reclusive engineer thought to be trying to
transfer his life force into a machine.- Lead downtrodden factory
workers in a rebellion.- Find out who or what is behind the
hideously mangled corpses being found floating in the city's
canals.- Earn some money in a fighting pit.- Join the latest
political idealist in gathering an army of supporters. - Deal with
an escaped entity from the vaults, now roaming the tunnels beneath
the city. The Odd World - Why Visit Rosevine?The greatest seafaring
empires in history have called Rosevine their capital.
Architectural wonders of past centuries lie ravaged by plague and
civil unrest. Queen Rosa IX claims both the city's throne and
headship of the Celestial Temple. The anti-astral Union of Man call
for her head, rumours spreading that she is an otherworldly
imposter. Daily riots have pushed the Royal Court into a barricaded
palace and underground catacombs. Union enforcers hunt down Astral
Worshippers while the common citizen lives a life of fear and
uncertainty. Things to do in Rosevine - Explore the city's ancient
architecture, perhaps hiding wonders not understood by the city's
previous rulers.- Investigate reports of the plague having
unpredictable side effects on its victims.- Join the Union of Man
and overthrow that shapeshifting imposter of a queen.- Volunteer
for the Queen's guard, restoring order to the city.- Get involved
with some aristocratic politics and get to the bottom of the
accusations against the queen.- Aid the Union of Man in routing out
Astral Cults, or provide them with protection in return for a
powerful Arcanum.- Find out the source of the pestilence that is
currently ravaging the city.- Aid the terrified citizens in
stealing a vessel and escaping to the colonies. The Odd World - Why
Visit Starfall?Some credit the bizarre architecture of Starfall to
a fallen civilisation previously occupying the city, but many
scholars claim it was built by the Astrals. Glass towers and steel
pyramids house everything from factories to universities, some
remaining inaccessible to even the wisest academics. Astral
worshippers consider a pilgrimage to Starfall essential to gaining
a true understanding of the world and the space beyond. The
countless sects of astral worshippers have vastly different beliefs
and agendas, rarely coexisting peacefully. Things to do in Starfall
- Get involved in the street wars between sects of astral
worshippers. - Gain access to one of the many otherworldly
structures of the city to find the truth inside. - Work alongside
smugglers bringing Arcana back into the city or shipping it out to
one of the rival Sister States.- Try to find out why an entire
block of houses vanished overnight.- Take your Arcana to leading
academics to see if any further function can be uncovered. The Odd
World - Why Visit the Golden Lands? The distant continent to the
South starts as sweltering jungle and impassible swamp, leading to
an endless stretch of desert. Dotted amongst the feral cultures are
great cities filled with riches. These distant kingdoms watch the
amassing guns of the Sister States and hide their own forces and
Arcane secrets. Things to do in the Golden Lands - Get some gold!
They wouldn't call it the Golden Lands for no reason, would they? -
Stir up a war with the Sister States. The industrialised regions
here are more than capable of mounting a sizeable, mobile army. -
Bring the wonders of technology or astral worship to the feral
cultures. Just try not to get murdered. - If you thought the
Astrals left an impact on the Sister States wait until you see
what's crashed in the jungle. - Hunt primordial beasts, perhaps
even bringing one back to the Sister States alive. - There are
ancient ruins down here too, you know. Civilization has been here
just as long as back at home and there are plenty of fallen
societies. - Find out what lies beyond of the endless desert. Even
the locals don't seem to be sure. The Odd World - Why Visit the
Islands?Tiny specks of land dot the ocean to the West and East of
the Sister States. Most settlements are colonies of the Sister
States but some native societies prevail. Life here is simpler but
more lawless than in the Sister States. Uprisings against colonial
rule are on the increase. Things to do on the Islands - Establish
your own colony, peacefully or otherwise. - Free the native
population from colonial rule.- Explore forbidden caves, jungles
and swamps where natives tell of strange happenings.- Track down
the mythical wandering island.- Try a new fangled submersible
vessel and dive to the ocean floor to see the strange, metal
wreckage lying there.- Bring the joys of astral worship to the
natives or free them of the influence of sinister sects.- Just get
away from everyone in the Sister States who wants you dead and work
on your tan. The Odd World - Why Visit the Polar Ocean?The great
Polar Ocean stretches as far North as anyone has ventured. Few
explorers return and each brings a different story. Some talk of a
shining paradise and some of a passage to the stars themselves. The
mysteries of this Ocean continue to draw explorers to their death.
Things to do in the Polar Ocean - Die horribly. - Never return. -
Barely make it back to civilization as a babbling husk of your
former self. Polar exploration is something of a last resort here.
There are plenty of unexplored islands and a whole continent to
your South. Anyone that tries to solve the mysteries of the world
by sailing North deserves what they get. Odd People, Places,
Creatures and Rules Odd Encounters - Errand DollThe Errand Doll STR
3, DEX 10, WIL 13, 5hp. 1d6-2 attack. Surrounded by a 5ft whistling
cloud that it controls. Anyone in the cloud takes 1d6 burning
damage each turn, ignoring armour. The doll can see through the
cloud. The cloud may not leave the doll's home, typically a single
structure. This tiny doll will issue an errand to any group it
encounters. Roll a d6 to see if this task is mundane (6), nearly
impossible (1) or somewhere in between. The doll's cloud will
follow the group and attack them if they seem to be going off
course or not taking the errand seriously. If they complete the
errand the doll will offer its services for any single errand in
return. The doll will attempt this regardless of its difficulty.Odd
Encounters - Glass CrawlerGlass Crawler STR 4, DEX 4, WIL 5, 6hp.
An unearthly, five foot high caterpillar-like creature. Favours
dark conditions and eats any small creatures it can sting. Moves
very slowly and makes a raspy noise when threatened. Cannot attack
normally, but may brush a victim with its stings. Anyone attacking
the crawler or otherwise risking contact with the stings must also
make a Save as if they were attacked. DEX Save to avoid contact
with the hair-like stingers. Anyone stung feels an immediate pain
similar to a nettle. A few minutes later the sensation feels like
shards moving inside their body and they lose 1d6 STR and DEX.
Joints resist bending, forcing such movement causes an audible
snap, feeling like a tube of glass has broken inside thejoint. Each
minute of movement, other than very careful, slow walking, causes
loss of 1d6 STR. The effect wears off after a long rest.Odd
Encounters - Black ShellBlack Shell 2hp, Armour 3. Immobile and
unable to attack as normal. When reduced to 0hp the shell is broken
and the creature within is released with immediate hostility. The
shell at first appears to be a glass-like cocoon. The writhing
creature inside is only faintly visible in the darkness. Anyone
that touches the cocoon attracts the creature's attention and is
subject to its gaze as described below. Creature Within STR 14, DEX
10, WIL 12, 7hp, Armour 1. A black, chitinous humanoid that strikes
for 1d6+1 damage. Its gaze can be targeted at one individual each
turn, in addition to attacking. The target must pass a WIL Save or
fall to the ground, paralysed until they have a Short Rest. If they
are left alone with the creature while paralysed it will begin to
regurgitate a viscous slime over their body, which soon hardens
into their own Black Shell. By the next morning they are a Creature
Within and trapped until the shell is broken. Odd Encounters -
MaskMask 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. Odd Encounters - Meet the
Starmen, Torture HeraldTorture Herald STR 10, DEX 8, WIL 8, 14hp.
Cold Trident (d8, see below), Pistol (d6), Adorned military uniform
that looks like a child made it. Walks in spasmodic jolts, chases
anyone that catches his gaze, and screams in broken speech. Claims
he is from "Torture" and describes a spiral of infinite pain beyond
our own, awaiting all on death. If you ask his name, he just
screams at you. Nobody likes talking to him. Rumours are that he's
just a disfigured, crazy mutant, but he insists that he hold an
official position from the realm of Torture. Wants to convince
others that he's really from Torture, and that they're doomed to an
eternity of pain after death. Also wants to travel to the other
realities that he claims exist beyond our own, to spread the word
further. Cold Trident: Anyone dealt Critical Damage by the Trident
is held in a painful limbo of tortured half-life as long as the
trident remains touching them. If they wish to give mercy the
wielder can wrench them back to life, leaving them at STR 1 with
0hp. If they remove the trident, the victim dies instantly.Odd
Encounters - B. R. Yarr's Severed BattalionGeneral B. R. Yarr -
Head in a Jar STR 0, DEX 0, WIL 17, 2hp, Armour 1. Confined to a
reinforced glass jar. Completely immobile. Can only act through a
telepathic link with his Severed Battalion. Wants to find a way to
gather more members to his battalion, and eventually find a way to
grow a new body. Won't settle for a fragile human body again.
Headless Battalion: STR 14, DEX 6, 9hp, Hatchets (d6), Pistols
(d6), Blooded uniforms. Attacks are impaired unless the target is
being held by another headless, who will grunt to guide their
ally's attacks. Odd People - Six Adventurers that are Better Than
You1: Farjal the Red DeathWill fight for whoever pays him. Hope he
hasn't been hired to kill you. He never works with anyone else. STR
12, DEX 14, WIL 12, 12hp, Armour 1. Sword (1d6+1), Red modern
armour. Flaming Ring Arcanum: Heat Ray (Power 4), Inferno (Power
6), The Beast Within (Power 8). Heat Ray: Target must pass a DEX
Save or take 4d6 damage. Inferno: Cause a source of fire to
explode, causing 5d6 damage to all within 20ft. Targets may pass a
DEX Save to only take 1d6 damage instead. The Beast Within: Add
2d6-1 to STR and DEX but also subtract this number from WIL
(minimum of 1) and lose the ability to speak. This lasts for 8
rounds. 2: Dargaz the HuntmasterOnly seeks new trophies. He has
made lots of enemies in this area in the past. STR 10, DEX 11, WIL
13, 10hp. Heavy Polearm (Wildstaff), Musket (1d6+1), pack of ten
faithful hounds. Wildstaff Arcanum: Dire Beasts (Power 10). Dire
Beasts: Up to five animals double in size for 10 minutes, doubling
HP and gaining 8 STR. They also grow much more violent. 3: Arnet
the CloakWill steal anything you have that he wants and may kill
you to keep things simple. Will never kill women or children. STR
9, DEX 16, WIL 8, 9hp, Armour 1. Two Daggers (1d6), Pistol (1d6),
Shield armour, Various types of poison, Thief's tools. The Jet Dog
Arcanum: Veil Senses (Power 4). Veil Senses: Target makes a WIL
Save or is Blinded or Deafened until the curse is lifted. Blind
opponents subtract 10 from DEX. 4: Rock VargaWill pick a fight with
nearly anyone just to show off. Considers himself a drink
connoisseur, which seems at odds with his personality. STR 16, DEX
13, WIL 10, 16hp, Armour 1. Heavy Mace (1d6+1), Shield armour. 5:
Castellan HaumarWants to know what you're doing in his domain and
when you're leaving. He's terrified of a neighbouring domain
attacking, so has little time to waste with you. STR 11, DEX 12,
WIL 14, 11hp, Armour 1. Halberd (1d6+1), Silver modern armour, SIZ
4 Domain. Always accompanied by his personal guard of ten heavily
armoured knights. 6: Omal, Bearer of the EyeWill provide excellent
healing services for a cost. He will also try to recruit you into
his creepy cult. STR 14, DEX 9, WIL 15, 14hp, Armour 1. Scimitar
(1d6+1), Shield armour. Glass Eye Arcanum: Madness (Power 8), Beast
from Beyond (Power 8), Breath of Recovery (Power 4). Madness: All
within 15ft of a point must pass a WIL Save or become confused for
8 rounds. Roll 1d6 at the start of each confused turn. 1: Attack
the caster, 2: Act normally, 3: Do nothing, 4: Flee, 5: Attack
nearest creature, 6: Attack nearest of their allies. Beast from
Beyond: Summon a horrific flying beast (STR 20, DEX 15, WIL 4,
Armour 2, 20HP, hits cause 1d6+1 Damage) to fight for you for 3d6
rounds. After this time it has free will. Breath of Recovery: Touch
a creature and restore 3d6 of their HP or 1d6 points in any one
Ability Score. Take 1d6 Damage in return. Odd People - Six random
jerks you annoy in town. The PCs roll into town and somehow annoy
someone with minutes. Roll 1d6 to see who. 1: Yurg the Large STR
16, DEX 7, WIL 9, 8hp, Armour 1, 15s, Fights unarmed for 1d6+1
damage: This guy just wants to punch you in front of everyone. Even
the guards won't step in to stop him once he's pounding. 2: Furnum
the Flash STR 8, DEX 13, WIL 8, 10hp, Armour 1, shield armour,
heavy mace (1d6+1), 30s: This guy would rather embarrass you with
some sharp put downs. He's needy enough that he'll make it his
business to be wherever you go, ready to put you down. 3: Hurlett
the Vague STR 7, DEX 10, WIL 7, 3hp, dagger (1d6), 1s: Seems to be
a completely mad woman. Takes issue with one of the party and
shouts at them, throws rocks and generally causes a scene. 4: Rela
the Cat STR 10, DEX 14, WIL 10, 7hp, club (1d6), 18g: Her and her
two fellow footpads have targeted one of the group. As soon as the
target is alone they'll strike. 5: Old MarlSTR 11, DEX 9, WIL 14,
13hp, pistol (1d6), 5g: He doesn't like wandering adventurers, even
though he used to be one! He'll try to turn everyone against the
party rather than directly confronting them. 6: Nyal the White STR
14, DEX 13, WIL 13, 11hp, Armour 1, modern armour, heavy axe
(1d6+1), 40g: Far too eager to jump to the defence of someone
you've mildly inconvenienced. Will immediately try to fight you out
of town. Everyone else tries to ignore him. Odd People - Caspia
CartyCaspia lived a life of aristocracy for her first nine years,
enjoying hunting with her favourite hound, Scraps. One morning,
while hunting with her father, she saw her family mansion glow
white. With a flash of light it was reduced to flaming rubble and
Caspia and her Father collapsed. When she woke her Father was gone.
Since then she has become inseparable from Scraps. She appears to
have intense conversations with the hound. Homeless, they wander
Bastion Country, surviving day to day. Several family members
within the aristocracy have taken them in, but they always escape
before long. Caspia Carty STR 7, DEX 11, WIL 14, 9hp. Musket
(1d6+1), Knife (1d6), Fancy Clothes. Scraps - Gunhound STR 10, DEX
13, WIL 5, 7hp. Acts as an Arcanum for Caspia with the following
spells. Command Word (Power 1): Order a target to drop, fall, flee
or halt unless they pass a WIL Save. Can only target animals.
Breath of Recovery (Power 2): Touch a creature and restore 1d6
points of lost STR, but take that much damage yourself. Scraps
takes the damage when Caspia uses this Spell. Dire Beasts (Power
5): Up to five animals double in size. They gain +1 Armour and
melee damage. They also grow much more violent. Scraps must be one
of the targets. Odd People - Bastion's Favourite Arms DealerFrank
Regal - Expert Entrepreneur STR 14, DEX 8, WIL 14, 11hp. Duelling
Pistol (1d6+1), Officer's Cane (1d6), 1d6g. A travelling salesman
of great repute. Wears a faded naval uniform and wears an eyepatch
for purely cosmetic effect.Claims he's giving you a 10% discount
for whatever reason he can think of. Discount is included in the
prices below. To see which items he has in stock, roll 5d6 and
discard the highest die. Each duplicate means a further 10%
discount to that item! 1: Red Fred (10s): Military-grade musket
(1d6+1, two hands). Fixed with bayonet (1d6+1, two hands).
Legendary resilience, still firing through monsoons, sandstorms,
and polar freezes. 2: Capper's Lugporker (10s): A hooked halberd
(1d6+1, two hands) once used by city watchmen. Can force riders to
pass a STR Save or be pulled from their steed. 3: Stower Sticks
(10s): A brace of small pistols (1d6+1, two hands) with a harness
that can be easily concealed. 4: Buff Pup (50s): A heavy
blunderbuss (1d6+2, two hands) with a complex and lengthy loading
process. Can only be fired once per combat, but roll 1d6 to see how
many nearby targets can be caught in the blast. 5: Lagger's Dag
(50s): A man-portable cannon (1d6+1, 2 hands, move or fire) that
can damage ships as a siege weapon. 6: Rum-Tilter (30s, one hand):
A highly decorated, basked-hilted sword (1d6+1), with real silver
details. When you roll a duplicate item on the previous table, roll
on the table below to see what special item Frank has in stock.
Duplicates are discarded. 1: Flip Bolts (30s): Three powder-charged
arrows that can be modified to fire from any bow or crossbow.
Causes 1d6+2 damage and can damage structures as a siege engine. 2:
Willow's New Revised Starmap (50s): An elaborate tome of charts and
coordinates. Is actually an Arcanum containing the Spell Black
Tentacles (Power 4). 3: Scrub-Hook (15s): A man-catcher polearm.
Target must pass a STR Save or be snagged. They can try to break
free with another STR Save, but failing this causes them 2d6 damage
as they choke themselves. 4: Rosy Dram (5s bottle): A deceptively
strong, pink liquor. A single measure leaves a man feeling drunk,
requiring a STR Save to avoid passing out for 1d6 hours. A second
measure will topple anyone without requiring save. 5: Devil Togs
(1g): A heavy, ornate suit of armour (armour 1). Features a demonic
mask that even makes your voice sound terrifying. 6: Jumbull (5g):
STR 18, DEX 5, WIL 3, 8hp, Armour 2, 1d6+2 Gore, can damage
structures as a siege engine. A woolly, elephant-like, beast of
burden or war. Has an ill temperament and little to no training.
Odd People - Hypatia Handel and Mr. Sweets Hypatia Handel STR 7,
DEX 12, WIL 17, 3hp. Penknife (d6), 3s. Blond and lacy. Driven to
explore the UndergroundALL OF IT. (After all, the rest of Mr.
Sweets's family must be down there somewhere?) Mr. Sweets STR 17,
DEX 12, WIL 10, hp 10, Armour 1. Leathery, baggy, and uglybut
strangely redolent of lavender. Driven to protect Hypatia at all
costs. Mr. Sweets usually attacks with his claws and bite (d6), but
he will gore a target with his horns (d8) if he has room to charge.
... What, you thought Mr. Sweets was using Hypatia to conquer
Bastion for his foul kind? He's really just the classic "hideous
yet loyal pet that only a child can love"but in Bastion, those pets
come with fangs and claws and abdomen-ripping horns. I envision
Hypatia's parents hiring PCs to track her down on one of her
Underground jaunts; Hypatia could also be a valuable source of
information about just what's underneath the city streets.Odd
Dynasties - The GigondinesThe Gigondines - Exiled noble
line.Leader: Arin Gigondine Unified by blood. 200 Members 20 Noble
Horsemen: 12hp, Armour, Longaxes (d8), Pistol Braces (d8). 40
Family Guard: 6hp, Armour, Muskets (d8). 60 Sworn Servants: 3hp,
Poleaxes (d8). 80 Non-Combatants (Courtiers, Advisors, Clerical
Staff) Arin Gigondine STR 8, DEX 8, WIL 13, 5hp. Wants to punish
Bastion's high society for rejecting her children, and to restore
her family honour. She has gathered several Arcana in her attempt
to gather power, which she always carries on her person. Glass
Baton: Touch any material with this baton to turn it transparent.
The effect ends when the baton is removed. Blackening Crystal:
Activating this black gem causes a wave of darkness to ripple
outwards. All food and drink within sight is spoiled, plants die,
and animals cry and flee. Abominable Mirror: Looking into this
mirror reflects a grey, haggard version of the viewer. The image
suggests terrible actions that might benefit the viewer. By
immersing the mirror in water, this thing comes forth and
immediately carries out their suggested action, before returning to
the mirror. Mechanically, they are an exact copy. Boff Gigondine
STR 9, DEX 4, WIL 9, 12hp. Wants to collect things and wander to
distant places to forget about his family. He will talk at length
about the expeditions of his past, and jump at any opportunity to
relive them. Smoke Rock: An island far in the Polar Ocean, made out
of solid, swirling smoke. He claims that snakes of pure darkness
fought his expedition away after they caught a glimpse of a
shimmering, silver city. Scrall Manor: A noble estate in a
forgotten corner of Deep Country, where twisted mechanical
humanoids serve some long-dead master. This is where Boff found his
favourite spyglass, with unrivalled viewing distance. Colossus
Skull: A human-like skull, a hundred feet high, glimpsed in a
jungle valley of the Golden Lands. He refuses to say any more about
this. The Children Born in unknown circumstances, each child
appears as an infant, but both stand over seven feet tall. Their
true age is not known. Cheroff Gigondine STR 19, DEX 7, WIL 4,
12hp, Armour 1. Oversized Rifle (d10), Slam (d8). Wants to show
everyone how strong he is and impress his Mother. Speaks
eloquently, but has little control over his emotions. Ellin
Gigondine STR 18, DEX 7, WIL 10, 10hp. Armour 1. Slam (d8). Wants
to get her brother in trouble, and follow her universal curiosity.
Does not speak or show any emotion. Into the Odd Pregen CastRolling
three stats and HP too tough for you? Roll 1d6 and take a
gender-neutral pregen. 1: Bryce, Novice Revolutionary. STR 14, DEX
8, WIL 9, 2hp. Halberd (1d6+1), Pistol (1d6), Manacles. 2: Hawkes,
Novice Student. STR 6, DEX 14, WIL 11, 1hp. Musket (1d6+1), Machete
(1d6), Writing Set. 3: Sattler, Novice Ship's Mate.STR 10, DEX 11,
WIL 10, 4hp. Musket (1d6+1), Club (1d6), Spyglass, Metal Skull
Arcanum (Obscuring Mist, Burden Soul). 4: Baldridge, Novice
Burglar. STR 14, DEX 8, WIL 9, 5hp. Pistol Brace (1d6+1), Dagger
(1d6), 20ft Rope, 5: Parks, Novice Cultist. STR 10, DEX 6, WIL 16,
3hp. Heavy Mace (1d6+1), Dagger (1d6), Lantern, Locket Arcanum
(Sunblessed, Heat Ray). 6: Dale, Novice Soldier.STR 11, DEX 12, WIL
7, 4hp. Musket (1d6+1), Dagger (1d6), Shovel. Quirk TableYour
one-hitpoint Fighter meets an unglamorous death thirty minutes into
the game. You shrug and roll up a new character, who comes out with
six hitpoints and STR 17. What kind of karma is that for throwing a
life away? Enter the Karmic Quirk table. After rolling a
replacement character, roll once on this table for every character
you have previously lost in this campaign. So if you've had two
characters die already, you roll twice on here. For duplicates take
the next entry down the table, looping up at 20. Karmic Quirks
(d20) 1 - Ugly: Really, really ugly. Nobody wants to look at you
any longer than necessary, but they always remember your weird
face. 2 - Poverty: Start with only rags and a stick. 3 - Plague:
Start with the Plague. Lose 1 CON each day until treated. Anyone
close to you must pass a Save each day or become infected. 4 -
Lice: You itch with lice. Anyone living closely with you must pass
a Save each day or catch them too. 5 - Fish-Tongue: You speak in a
slobbery drone that people find either annoying or amusing. 6 -
Pig-Eye: You have tiny eyes and are likely to miss visual clues
obvious to everyone else. 7 - Missing Limb: Roll 1d6 - 1-3: Arm,
4-6: Leg. 8 - Dumb: Reduce INT to 3. 9 - Unholy: Any sort of divine
blessing has the opposite effect on you. 10 - Severe Allergy: If
exposed to your allergen you must Save or Die. Roll 1d6 - 1:
Alcohol, 2: Nuts, 3: Insect Stings, 4: Shellfish, 5: Antidote, 6:
Dairy Products. 11 - Stalker: You have an obsessive follower that
makes your life a pain. Roll 1d6 - 1: Mother, 2: Father, 3:
Childhood Friend, 4-5: Ex Lover, 6: Ex-Lover who is also a Wizard.
12 - Fussy: There's a 50% chance that any meal served to you isn't
to your liking. Unless you get a meal you enjoy you recover HP at
half the normal rate. 13 - Deluded: The GM rolls another Quirk in
secret. You're completely unaware of it. 14 - Super-Illiterate: You
can't read, and attempting to read causes you 1d6 damage. 15 -
Blind Confidence: The GM rerolls your HP in secret. You never know
how many HP you have. 16 - Debt: You owe some a number of GP equal
to 1 with 1d6 zeros on the end. 17 - Addict: Lose 1 maximum HP each
day you don't indulge, to a minimum of 1hp. A binge restores all hp
lost this way. Roll 1d6 - 1-2: Alcohol, 3-4: Tobacco, 5: Opiates,
6: Dream Fungus. 18 - Phobic: Subtract 1 from all rolls in the
presence of your phobia. Subtract 5 when interacting directly with
it. Roll 1d6: 1: Bugs, 2: Lizards/Snakes, 3: Magical Things, 4:
Darkness, 5: Blood, 6: Heights. 19 - Uncool: You're such a dork.
You'll never, ever be cool. 20 - Bad Name: The GM decides on your
name, and it has to be really embarrassing. The other characters
all know your real name, so you can't just go by a
nickname.Injuries, and WorseWhen 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.d12 Noble
Weapons of BastionInto the Odd has four weapons that you're likely
to see carried. Hand Weapons are one-handers from daggers to axes,
and pistols. d6 damage, one hand. Field Weapons are two-handers
like muskets, pikes, zweihanders, and sledgehammers. d8 damage, two
hands. Heavy Guns are for hunting big game. d10 damage, two hands,
don't move and fire. Super expensive. The best weapons are Noble
Weapons. Practical enough to carry in one hand, but packing an
increased punch of d8 damage. So what makes them better than Hand
Weapons? 1: Pepperball - Fourteen-barreled pistol using a new
mechanism to fire at ultra high velocity. Sounds like
FipFipFipFipFipFipFipFipFip!2: Roseladder - A helix of spikes and
hooks of ultra-hardened metal. Pommel and guard are spiked for
punching. Popular with flamboyant gladiators.3: Impaltrix - Long
pistol firing foot-long metal stakes with a combination of powder
and magnets. Sounds like SHWWIIING followed by screaming. 4: Hand
Scorcher - Thin metal rod that instantly heats to searing
temperature. Creates lots of steam when plunged into water, and
smells really gross. Remains hot for an impractically long time
after use. 5: Bloomfeller - Bulb-shaped pistol that fires special
heavy shot with a THUSSSSS sound. The shot breaks up mid-air to
cause particularly nasty wounds. 6: Double Foil - Two-pronged
fencing sword that looks utterly ridiculous and impractical. In
reality the two tips deliver a painful electric current when they
strike a target. Recharges with a rather loud and embarrassing
pumping mechanism. 7: Urbarrager - Two-barreled heavy pistol with
gargoyle faces, spikes, and all sorts of other over the top
decoration. Wildly inaccurate but fires big shots fast enough for
it not to matter. Sounds like BAWRK! BAWRK BAWRK! 8: Prong of War -
A heavy two-pronged military fork that can barely be wielded in one
hand. Associated with use by an ancient culture known for horrible
torture rituals, so carries a certain message with its use. 9:
Side-Mortar - Very heavy, sturdy pistol with no resemblance to a
mortar. Has an incredibly satisfying pump action reload and the
perfect weight for spinning around and doing tricks. Sounds like
BAFF! ker-chuck.. BAFF! ker chuck... 10: Gentleman's Pick - A long
sabre with a pick on the end of the back-side. The blade is of
little use, but the pick is very effective. Features a cigar
lighter on the pommel. 11: Little Duke - A nice light, well made
pistol, with fantastic accuracy and a real punch. Ivory handle and
intricate lace grip. Sounds like PAOWD! Costs ten times a normal
Noble Weapon and will almost certainly be the target of thieves.
12: Discipline Cane - Made from the light, but incredibly strong,
bones of a fallen skywhale, and studded with the teeth of various
types of sewer crocodiles polished to a white sheen. Anyone
wielding this just gives the impression that they're a massive jerk
that needs pushing into some mud.Thoroughly Modern ArmourInfantry
armour is generally rather binary in Into the Odd. Either you're
armoured, and reduce all damage against you by 1, or you're not. If
you want to get to Armour 2 you'll need to mount up as cavalry or
find something very special indeed. Armour 3 isn't for you.
Well-made, Modern Armour protects you with a few high quality
pieces and leaves both arms free. A good breastplate and helm
should do it. It isn't cheap, though.Crappy outdated Shield Armour
occupies your off-hand in some way. Anyone using this is doing so
for ceremonial effect, or they don't have access to the good stuff.
Because Armour is either expensive, or prevents use of Field
Weapons like muskets and halberds, it's not a viable option for
many soldiers or guards. Better to stick them in a colorful uniform
and a fancy hat so that they at least feel dressed for battle.d12
Sets of Modern Armour 1: Fox's Face (1g): Something about this
helmet makes animals go crazy at the wearer. Previously worn by a
group of city guards but abandoned after they got fed up of
murdering feral dogs and cats.2: Kleon's Termination Suit (25s):
Cheap enough to equip your soldiers with, heavy enough that they
can only march half the normal distance in a day, and throw their
suit to the ground at first sign of camp.3: Carnage Aspect (50s):
The outside is covered in a powdered irritant that causes any
wounds to be doubly painful. Massively inconvenient for most
non-violent activity.4: Awade's Standardised Cloak & Plate
(50s): The official armour of the competition sword-and-dagger
league. If you wear this you cannot turn down a challenge of a
duel, lest you incur the wrath of the league enforcers.5: Bearmail
(50s): Originally used in fighting pits by fighters specially
trained to take on bears. Something about the texture freaks bears
out, and once they touch it they turn all timid and cowering. 6:
Predator Armour (1gs): Worn by bounty hunters who believe the furs
give them animal senses. They don't, and making yourself obviously
look like a bounty hunter is a good way to make a target of
yourself. 7: Full Dispersion Suit (70s): Designed to spread the
impact of even the heaviest weaponry, but incredibly heavy to wear
and makes you an easy target for personal weapons. Cannons and
other siege weapons have their attacks Impaired against you, but
you have no protection against other attacks.8: Salter-Shell (2g):
Based on a design found on ancient carvings, suspected to show
conquering soldiers from an ocean world. Requires special treatment
with an exotic mineral. Must be bonded to the wearer forever, and
can only be ripped away at the cost of d12 STR loss. In return, the
wearer can somehow breathe underwater and resist any amount of
water pressure. 9: Banker's Breast: (1g): Easily concealed under
smart clothes, but wearers usually like to let a little show to
emphasize that they're important enough to worry about
assassins.10: New Mechanical Savior (5g): Carefully attached to
sense when the wearer's heart stops. If this happens, it releases a
combination of intense convulsions, and a surge of some unknown
power. If the wearer can pass a WIL Save, they return to life. If
they fail, they spasm wildly for a few moment before remaining
dead. Must be reconfigured by its maker after each use. 11:
Polished Glory (60s): Exactly the sort of elaborately decorated,
polished armour that you'd expect to see on a Cavalry Officer who
doesn't expect to have to use it. If you wear it you'll either be
taken incredibly seriously, or seen as a spineless joke. 12:
Berning's Burial Case (1g): Once locked on, this armour is almost
impossible to remove. Intended to prevent posthumous organ theft or
other violation, but doubles as effective protection on a living
subject. d12 Odd CargoRoll d12 to find out what those weird guys
were hauling. 1 - Soldier Seed Polished tins of silver seeds. Label
shows immaculately uniformed soldiers growing out of a vegetable
patch. If planted, will sprout misshapen babies after a day. They
grow into twisted toddlers within the week, and within two weeks
into big, bent, knotted men that cry out in agony, but serve
remarkably well. If cut from the ground early they turn black and
die in an hour. Seeded Soldier Regiment (3hp, STR 14, joints and
hair in all the wrong places) 2 - Bright Mountain Dust
Glow-in-the-dark quartzlike rock that, in moderation, is like a
tastier, more intense salt. If too much is eaten (if in doubt, it's
too much) the victim vomits glowing sludge until they pass a STR
Save. If directly licked, the licker vomits, and their tongue
swells and goes limp. They can only talk like an idiot for the rest
of the day. 3 - Penal Shell Iron barrel worn like a tortoise shell
(Armour 1), spiked on the inside, with holes for limbs to just
stick out. Locks shut if someone gets inside it, and the keys
aren't here. You'll need a specialist to bust it open. All actions
are impaired and the wearer is constantly poked with spikes,
suffering a further d6 damage if shaken or knocked about. 4 -
Winter Syrup Between molasses and lard, savoury and sweet, rations
and fossil fuel. Favoured by Polar explorers and young academics
that eat vast quantities as a hazing ritual. 5 - Eternity Deeds
Hundreds of documents agreeing for future descendants of the signer
to become property of Workmaster Enterprise Camps in return for
advanced payment. 6 - Star-Child Confit 10ft metal tin filled with
dense white fat. Deep in the middle is the preserved corpse of a
winged, boneless child with long fingers and empty eye sockets. 7 -
Nerve Wax Causes some numbing at touch. Rubbing it in causes dull
pain in that body part that lasts the rest of the day. Extended
rubbing-in causes agonising pain that impairs all action and causes
loss of 1 WIL each hour unless thoroughly washed off with very hot
water. 8 - Void Totem Massive (20ft) black rock held in a wooden
crate. Almost a cube, pretty much unbreakable. Small hole (inch
wide) in the center of the top side that annihilates anything
placed inside. If the rock is somehow broken (impossible by any
previous attempts) it annihilates everything within a mile. 9 -
Killing Eagles Metal gargoyles of eagles tearing apart smaller
versions of various other animals. The eyes glow at night. If you
kill the eagle's prey animal in its vision, its eyes will blast
rays of light indiscriminately for d10 damage before returning to
its dormant state. 10 - Humungo A truly humongous (STR 18, DEX 8,
WIL 4, 10hp, Armour 1, 12ft tall) man inked with astral symbols.
Totally bestial in behaviour. Trapped in a man-shaped iron-banded
box that holds him in place with only a hole at the mouth, and one
at the base. 11 - Blown Wishes Hundreds of seemingly empty glass
jars. Each is labelled with a name (first name only). 12 -
Ultra-Snare A metal ball of wire held in a seriously reinforced
ceramic chest. If thrown with any force it unleashes a vast forest
of razor-wire that causes d6 damage to all in the area. Anyone
moving within the wire must do so very slowly and carefully, or
else take d6 damage. Seemingly no way to retract the snare.
Non-Alien Cult IdolsNot everything is aliens. These cults base
themselves on a site of great importance to their idol, and
interfere in the lives of people that don't see their idol as a
holy thing but just a thing.For every Cult there is at least one
splinter group that believe they're worshiping their idol in the
wrong way, and another that think idolising the thing at all is
unholy. Roll d100 to find out what a Cult idolises. It's up to you
whether their idol is a legitimate higher power or not. 1.A
brightly coloured frog.2.The concept of hunger and what it drives
people to do. 3.A huge golden baby statue. 4.Another cult, who hate
them. 5.The darkness between streetlamps. 6.Streetlamps. 7.The act
of idolatry. 8.Peaceful discussion and tea. 9.Angry mobs, bigger
means more holy. 10.Anyone who ever claims to have ruled Bastion in
equal measure. 11.A very specific type of sweet wine. 12.The
process of carpentry. 13.Huge elk that live in the coldest parts of
Deep Country. 14.Their glass cathedral. 15.Triangles. 16.Gunpowder.
17.Scar-Maps. 18.Kickboxing. 19.Absolute Nothingness. 20.A set of
symbols on an old rock that nobody can agree on the meaning of.
21.Anything that can burn, but not the act of burning.
22.Massacres. 23.Every set of genitals in the world. 24.Cloud
Patterns. 25.The gutter. 26.Cosmetic Surgery. 27.Smells, the more
potent the better. 28.Toxic flower extracts. 29.Gruel. 30.An
obsolete pipe network underneath the city. 31.Walls.
32.Glass-blowing. 33.Being beaten with sticks of bamboo. 34.Great
feats of strength. 35.An ancient solved board-game. 36.Answering a
question with a question. 37.Anything that comes in a matched pair.
38.Smashing things under a massive weight. 39.The way oil separates
from water. 40.Monotone Singing. 41.Properly written letters of
complaint. 42.Looking at things under microscope. 43.Walking
through a pool of treacle. 44.Taxes. 45.Guard Brutality.
46.Net-Weaving. 47.Telling exaggerated stories about distant lands.
48.Broken compasses. 49.Personal Hygiene. 50.Tiny blue berries that
grow underground. 51.A fossilised ape skeleton. 52.Over-feeding
animals. 53.Crusty old man strapped to a chair. 54.The destruction
of other cults. 55.Shadows cast by moonlight. 56.Disguising one's
appearance. 57.Disproving other cults. 58.Drunken arguments.
59.Tiny animals, the smaller the more holy. 60.The recently dead
from natural causes. 61.A bitter root that makes disgusting tea.
62.Melting things. 63.Electric eels. 64.A that they know has no
significance, but that's sort of the point. 65.Smooth edges. 66.The
process of smoke-drying things. 67.The cries of newborns.
68.Blood-letting. 69.Literally everything. 70.A set of holy
numbers. 71.Putting out fires. 72.Mass syncronised births.
73.Extracted brains. 74.Staring into the sun until your eyes hurt
and you start to see blurred things. 75.The wealthy. 76.The aging
process. 77.Cheese rind. 78.Fragrant herbs. 79.Caviar. 80.The
pattern formed by the road and canal network. 81.Anything found
underground. 82.Building sand sculptures. 83.Rubbing nettles on
yourself and not being allowed to scratch. 84.Mathematical prowess.
. 85.A game that seems to have entirely different rules each time.
86.Only ever saying Yes or No. 87.Completely unique items, which
turns out to be almost everything. 88.Creating tiny models of
things. 89.Boiling things. 90.Manic screeching and banging of
drums. 91.Vigilante Justice. 92.Looking down at the world from a
great height. 93.Going deep underwater. 94.Charity. 95.Proper
etiquette. 96.Releasing captive animals to the wild. 97.Calling
people out on lies. 98.Convincing people to go into the Polar Ocean
to die. 99.Becoming filthier and filthier. 100.Ridiculous outfits.
101. 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.Mercy - Bastion's Forgotten QuarterA mess of makeshift shacks
fills the gaps between old, stone houses. A high, white wall keeps
the residents in, and guards in masked isolation suits watch the
lone gate. Equal parts prison, asylum and plague-ridden shanty
town. Reasons to be in Mercy - Someone had you thrown in.- You need
someone from inside. - There's something hidden inside.- There's a
secret entrance to a lost vault inside. - After a gin-fuelled
night, you woke up on the wrong side of the white wall. Places King
Errol An elephantine beast, formerly an attraction in a travelling
circus. When the beast became demented, it was spared its life, but
thrown into Mercy. After a lengthy rampage, it died in the centre
square, where its body stands semi-preserved. Something of a mascot
for the quarter, the square is a hub for organising riots against
the gate, burning corpses, or planning the next elaborate attempt
to climb the wall. The Hole A prison within a prison. Anyone deemed
a danger to the quarter is thrown into this literal pit and forced
to fight their cohabitants for scraps of bread and rotten meat. The
Still A beacon of order amongst the madness. Whoever runs the still
is sure to keep it well guarded, handing out bottles of volatile
spirit in exchange for favours or goods smuggled from beyond the
wall. Hurling Hill A pile of rubble, broken furniture and corpses,
heaped against the wall's lowest point. Guards beat down any
attempts at escape, but it's a great spot for throwing unpleasant
waste at the normals on the other side. Residents Moon Devil Tall,
broad, with thick red hair and beard. Claims rulership of a small
cluster of shacks, mostly populated by weeping, pathetic creatures.
Constantly prophesises about his own greatness, claiming the moon
sends him messages to bring down the white wall. Enforces his rule
by killing anyone that questions him.STR 13, DEX 8, WIL 8, 13hp.
Sledgehammer (1d6+1), 10s. White Disc Arcanum: Remove all damage
and harming effects from yourself. Requires the blood of a recent
human kill to use. The Ape Mob A common enemy of all Mercy's human
residents. Not actually apes, but a band of men that seem intent on
returning to a savage lifestyle. This is working remarkably well
for them, and they continue to recruit new members. Run naked,
screaming and attacking anyone they see.STR 12, DEX 11, WIL 5, 4hp.
Tooth and Claw (1d6) Fly Stan A short man with unnaturally large
eyes and a constantly drooling mouth. Has an intimate knowledge of
the area, including tunnels in and out of the quarter. Despite
this, he continues to live in Mercy. Makes his home in the hidden
vault where he found his rings.STR 4, DEX 14, WIL 16, 10hp. Pistol
(1d6), Big Knife (1d6).Spark Rings Arcana: Surround yourself with a
crackling field. The next being to move within 5ft of you suffers
2d6 damage, ignoring armour, and the field disappears. If you move
at all, the field disappears. Father Mercy A jolly old man draped
in white furs and ancient armour. Considers himself a protector of
Mercy's residents, and spends most of his day stood at the gate,
bellowing greetings to anyone nearby, and welcoming newcomers. In
actuality, his advice is always terrible and leads to many
newcomers dying within their first day.STR 8, DEX 7, WIL 11,
8hp.Sword (1d6), Shield Armour (1), Horn, 12s in fineries.New Items
and alternate optional Weapon Rules Light Sidearm (10s): Normal
damage (1d6). May be wielded as a secondary weapon, allowing you to
re-roll damage once per attack. Includes daggers and handaxes.
Heavy Weapon (1g, two hands) 1d6+2 damage. Cannot move and attack.
Claymore, warhammer. etc. Full Heavy Armour (1g): Armour 2. Always
has a helm. Near impossible to run, move quietly, swim, leap etc.
Shield (10s, one hand): +1 Armour. Birds: From parrots and ravens
(10s) to kestrels and hawks (50s). STR 3, DEX 15, WIL 3, 1d6hp.
Attacks smaller prey for 1d6 damage. Property: Cottage (1g),
Workshop or City House (10g), Factory (100g), Manor and grounds
(1000g). d6 Astral Cults of SkywhorlSkywhorl is a twisting stairway
branching off into side-stairs, bar-rooms, market halls, and grand
parlours claimed by Astral Cults. It sits in one of the lesser
known quarter of Bastion. 1 - Screaming Bastard Revival Papa-Beast
Maunder (STR 14, 10hp, Ceremonial Furs, believe he is pregnant with
the Screaming Bastard, a hulk that will wipe evil from the planet.
Wants to gather an army to protect himself and prepare a nursery
for baby Screaming Bastard) Screaming Maniacs (STR 12, 6hp, Swords,
Shield Armour, always beardy and screamy) 2- Corpse Mansion
Ultramatyr Grandee-Sod-Arr (STR 5, DEX 5, WIL 15, 14hp, ramshackle
barely-walking mummy, she is effectively immortal, and claims to be
able to teach her method to others through pain ritual. Wants to
create a super race of immortal mummies and live to see the
future.) Pasty Skulks (4hp, DEX 13, Daggers, Black Cloaks and Round
Hats) 3- Total Data Big Entity (STR 18, DEX 5, 15hp, Armour 2,
Liquid Metal Suit that relies on a huge charging pod. Claims to be
all knowing through symbiosis with his suit. Wants to find a way to
take his suit into the Polar Ocean, and recruit his former friends
to his cause.) Machine-Obsessed Thugs (9hp, Clubs, Pistols,
Elaborate but ineffective lead breastplates) 4- Galaxy Crisis
System Planet-God-Speaker (7hp, Claims he can talk to the planet
and steer it to avoid cosmic collisions. Wants to keep everyone
believing his lie by subtly impairing their observations) Fat
Academics (3hp, Pistols, Telescope always at one eye) 5- Crash
Culture Hot Ice (WIL 15, 8hp. Can emit strobe-like flashes that
cause fits and hallucinations that he claims are visions from the
Star-men. Wants to recruit attractive women and slowly kill his
male rivals in suicide missions) Fashionable Waifs (2hp, Ornate
Fencing Swords, black masks with yellow-star eyes) 6 - Wordstorm
Vellheema Sorn (WIL 17, 9hp. Can read books instantly by placing
her hand on them. Claims there is a pattern hidden in all books
that will reveal the location of the promised city. Wants to find
the promised land and keep her book collection secret.) Shifty
Book-Collectors (2hp, Pistol, thick-rimmed monacles) New Beauty
CrewA highly exclusive collective of ten paid killers. Their rates
start at 10g for a kill, increasing with the difficulty of the
target. Despite being a collective, they never gather in groups of
more than three at once. Famed for their flamboyant costumes, which
always include polished metal, glitter, and dyed hair. When one
dies their nearest rival is tasked with recruiting a replacement.
They often take on the deceased's name and persona. Olf Brutey -
Sex MountainSTR 15, DEX 9, WIL 9, 10hp. Big Fancy Axe (d8),
Side-Hammer (d6), Pistol (d6, long purple-dyed beard, huge square
body).Kills by kicking in the door at night and chopping you to
bits. Wants to impress Rox Renyay and earn enough money to
outsource his job. Currently serving an exclusive contract with the
Slaughter Family Cult. Rox Renyay - Spark GladiatorSTR 12, DEX 12,
WIL 14, 15hp. Blue-polished Armour (1), Triangular Shortsword (d6),
Metal Jaws (d8 in down and dirty fighting, blue-glitter skin
paint).Kills by harming the target's loved ones until they are
willing to fight him directly. Wants to seduce She Rumbles and earn
enough money to retire as a celebrity. Currently imprisoned for
murder and awaiting execution. She Rumbles - Gorgeous Blob STR 18,
DEX 8, WIL 14, 9hp. Weird Long Rifle (d10 cannot fire on the run),
Club (d6). Dark-green full body paint) Kills by bullying the
target's associated into betraying them.Wants to kill Kay DeBrooey
for a minor insult and earn enough influence to run for legitimate
power. Currently in hiding with underground mutants. Kay DeBrooey -
The MothflameSTR 10, DEX 14, WIL 15, 7hp. Polished-Black Armour
(1), Pistol Brace (d8), Firebombs, Orange Spiked Hair.Kills by
trapping the target in a fire.Wants to punish Axl Flurry for
stealing a previous contract, and earn enough money to buy bigger
firebombs. Currently hunting an exiled workmaster out in Deep
Country. Axl Flurry - Killer Badboy STR 7, DEX 10, WIL 10, 14hp.
Glass Dagger (d6), Smoke Bombs, Massive Sparkly Visor. Kills by
sneaking poison into the target's food or drink.Wants to rekindle
an old friendship with Saint Adorer before he took on his current
persona, and earn enough money to get Kay DeBrooey off his
back.Currently being hunted by the successors of his previous
victim, the head of the Mercykillers genocidal mercenaries. Saint
Adorer - AwestrikerSTR 16, DEX 10, WIL 13, 20hp. Double-Ended
Claymore (d8), Polished Red Armour (1), Gold Face Paint, Very
limited Levitation.Kills by throwing the target off somewhere high.
Wants to see Shay Naz dethroned as the most famed member of the
Crew in high society. Currently imprisoned by the cult No Man's
Blood. Shay Naz - The Blue ObsessionSTR 11, DEX 12, WIL 8, 9hp.
Fencing Sword (d6), Pistol (d6), Mass of midnight blue hair covered
with glitter.Kills by influencing enough people to turn a blind eye
or even do the job for her. Wants to earn the lust of the utterly
asexual Nic Julienos, and earn enough money to continue her
luxurious lifestyle. Currently infiltrating Bastion's high society
in plain sight as companion to Admiral Thruster. Nic Julienos -
AntihunkSTR 7, DEX 9, WIL 14, 10hp. Polished White Armour (1),
Spike of green crystal (d6), Pistol (d6). Kills by being utterly
ruthless and uncaring of his own safety.Wants to work with Morgan
Thorax and learn from his savagery. Stockpiles money without a care
for spending it.Currently in hiding after killing the workmaster of
a huge factory complex. Morgan Thorax - Caveman StyleSTR 16, DEX
16, WIL 10, 24hp. Battle-Hook (d8), Skin Tattooed Grey.Wants to,
kill Moolin Avant for attempting to kill him years ago, and be
feared by the general polulace. Currently offering discount kills
in the slums of Bastion. Moolin Avant - Pretty Little PustuleSTR
10, DEX 9, WIL 11, 10hp. Blunderbuss (d8), Sickly Yellow Glittered
Skin.Kills by hiding until the right moment and then shooting you
in your sleep.Wants to kill Olf Brutey for a juicy pay, and earn
enough money to get a private island fortress. Currently under
private hire to the Pure Extracts Importer's Union. Undergangs
Sludge BasinThe Shallow Quarter is where all the cool gangs hang
out. The gangs of Sludge Basin aren't interested in being cool.
Henk Scannar & The Gladiators of Toil STR 18, DEX 12, WIL 15,
15hp, Armour 1, Huge Spike of Volcanic Rock (d10) Deep-born
Underground freak with a gigantic head. Currently hunting big game
deeper underground. Hates everyone, because everyone admires him,
and he just wants to do his thing. Holds territory through
legendary status and brute force. Wants to get killed fighting
something truly awful in the deep Underground, wants his followers
to leave him alone. Unwanted Gladiator Followers (11hp, Elaborate
Arms (d6), Shield Armour, huge headdresses) Maximus Flint &
Prehistory STR 8, DEX 10, WIL 17, 10hp, Pistols (d8), Rage Compass
(see below) Crazed explorer and earth-centre-paradise cultist.
Believes that Henk Scannar can lead him to his final goal. Holds no
territory, only presses deeper underground. Wants to find the
mythical paradise he believes lies beyond the Underground, and do
anything to keep his acolytes loyal. Worn-Down Gunmen (WIL 7, 7hp,
Muskets, tattered uniforms) Loyal Acolytes (WIL 15, 3hp, Spears,
constantly covered in mud) Rage Compass - When opened the needle
spins and lands on a random person in the vicinity. That target
must pass a WIL Save or go into a rage that only ends when everyone
else is defeated. If they pass this save the compass slams shut
until the carrier next kills someone in anger. Cyrus Rattles &
Metal Grave Men STR 16, DEX 4, WIL 10, 10hp, Armour 2, Black Beam
(d10). Bloated mutant bolted with metal plates. Holds territory
through his array of strange-powered mutants. Wants to kill Henk
Scannar for stealing his glory as strongest in Sludge Basin.
Incomprehensible Mutant Horde (10hp, Armour 1, Various weird
attacks (d10), metal plates on heads) Odd Folk of Green PitGreen
Pit is: - A huge park full of dead trees, overgrown weed, and a
rampant population of talking Snakes.- A haven for Stinkers, a
group that reject city life and worship this rare patch of nature.-
Overlooked by Zip Tower, an old watchtower converted into
fashionable coffee-bar. Random Encounters 1: Sephie Biter (7hp, STR
12) - Voluptuous woman with a toad-like face. Joined the Stinkers
after a big fued with Annie Ganache. Wants to live a wild life free
of responsibility. Always has another Stinker in tow.2: Prince
Green (4hp, WIL 15) - Ruggedly handsome. Adored by the other
Stinkers and used to getting his own way. Knows that Scarlett has a
thing for him, and leads her on for fun. Wants to add to his hidden
jewelry collection. Followed by d6 Stinkers.3: "Oboe" Fubb (7hp,
WIL 6) - Pale, skinny, old man. Plays Oboe at Zip Tower
occasionally, but lives with the Stinkers. Feels torn between the
two worlds. Wants to get more of his city friends to join the
Stinkers. Very close with Scarlett and supports her however
possible.4: d6 Stinkers looking for snakes to play with.5: A lone
Stinker sneaking away for some city-life.6: d4 Stinkers teaching a
new recruit about life in Green Pit.7: Stave Snake - (STR 5, DEX
15, WIL 8, 4hp, d4 Bite, lose d8 STR on Critical Damage). White.
Always fully straight, gliding forwards through some force. Speaks
telepathically wants to trick people into doing stupid things.
Attacks those that appear too smart for their tricks.8: Pumpkin
Snake (STR 14, DEX 5, WIL 5, 6hp, d8 Whomp). Swollen and orange.
Wants to impress with feats of strength before demanding food in
return. Attacks those who refuse.9: Glitter Snake (STR 4, DEX 13,
WIL 10, 7hp, d4 Bite). Glitterball texture, cold metal skin, and
generally helpful. Wants to learn music and perform. Skin is worth
2g. Screams loud enough for the whole park to hear if threatened.
Stinkers love them.10: Peach Snake (STR 3, DEX 6, WIL 6, 2hp, d4
Bite, d10 WIL Loss on Critical Damage). Communicates only through
humming. Peachy texture, 6ft long. Wants to get into trouble to
justify using its bite, which feels incredible for it. The victim
starts to stiffen entirely, paralysed and drooling at DEX 0, but
seeing incredibly hallucinations. Stinkers love this experience.
Zip Tower (d8g Income) Scarlett Yaler (10hp, STR 15) - Towering
amazon. Owner of Zip Tower. Wants to learn about the more unusual
Snakes' powers. In lust with Prince Green.Scrap Yaler (7hp, STR 7)
- Yappy little guy. Always overlooked brother to Scarlett. Wants to
overthrow her to take control of Zip Tower. Annie Ganache (6hp, DEX
15) - Sarcastic pessimist. Downtrodden wife of Scrap. Wants to kill
Sephie Biter over some old fued back when they were friends.Animal
SovereignsNobody really believes these things exist unless they've
encountered them first hand. It can be assumed that multiple
Sovereigns exist for every type of beast out there. Animal
Sovereigns share a number of qualities, unless an exception is
noted: - They are larger versions of their animal, and may have
exaggerated appearance and abilities. - They can speak with humans
intelligently. - They can speak with their animal subjects, who
obey them, up until they betray them for a rival. - When two
Sovereigns of the same type meet they descend into violent beasts
until one of them is defeated. The defeated Sovereign reverts to a
normal animal of its type. - They plot and scheme. Worm-Queen STR
3, DEX 10, WIL 12, 7hp, No attacks. Can sniff out anything buried
within a mile. Has a buried stash of gems worth 1,000g. Wants to
avenge the mistreatment of worms by farmers, fishermen, and birds.
Uses her riches to hire stronger beings to carry out the vengeance
while she watches on. Grows into two Worm Princesses if cut in
half. They feud until one remains to become Queen. Hates the
Sparrow-Prince, who wants to feast on them. Hated by the
Hedgehog-Judge, who deems them unworthy of life. Vulture Lord STR
11, DEX 14, WIL 10, 10hp, Beak (d6). Can sense impending death up
to a mile away. Wants to speed along death in those that are beyond
help, and create more urgency in his subjects, who tend to wait for
their meals to die. Hates the Ur-Maggot, who wants to rule over all
decay. Hated by the Arch-Elephant over some ancient insult.
Tortoise Councillors STR 8, DEX 2, WIL 14, 4hp, Armour 2, Bite
(d4). Knows everything that's going on in the world, regardless of
distance. Want to discuss the matter at length, but stick to an
agenda. A rare example of same type Sovereigns cooperating.
Electing a permanent leader is at the end of the current Agenda.
Even the smallest point of conversation takes an eternity. Hates
the Parrot-Captain, who spreads lies. Hated by the
Mandrill-Ministers, who live on impulse. MockeriesBastion is a
creative city, and many of the creators are fascinated by animals.
Despite some similarities to Animal Sovereigns, Mockeries are very
obviously different. Limbs might be carved from wood, faces molded
out of clay, and skin from felt. Think of how you might move a
puppet, in place of how a real animal would move. They may be
dressed in special clothes and be somewhat humanoid. Some are
imitations of vegetables or other objects, rather than creatures.
They share the following features, unless an exception is noted: -
They are made out of artificial material, so practically any damage
is repairable. - They talk and sing, but tend towards base
intelligence. - They do not need to eat or sleep, and are
unaffected by alcohol and disease, but pretend as part of their
life imitation. - Real animals hate them. Children love them,
unless they're horrifying. Mock Otter STR 5, DEX 17, WIL 5, 6hp,
Bite (d4), functioning mechanical wings, keen eye for
sparkles.Wants to gather sparkly stones for master, and frolic
playfully. Easily distracted by anyone that thinks he's cute. Mock
Lobster STR 4, DEX 10, WIL 16, 12hp, Armour 1, Claws (d4),
ridiculous little pirate outfit. Wants to live an exciting life and
betray his current master in an amusing way. Spouts pirate cliches
in an idiotic voice but is actually centuries old, with keen
seafaring experience. Only gives good advice when it suits him.
Terrified of going into the sea with real lobsters. Mock Heron STR
12, DEX 14, WIL 11, 8hp, Armour 2. Copper Beak (d8), endless supply
of trivia. Wants to enforce good study at his University, and feed
on fish-based delicacies. Any student caught not making the most of
their academic opportunity is violently pecked and bombarded with
facts, until they promise to get back to work. d12 Other Mockeries
1: Mock Toad - Well-meaning host with disgusting habits. Gets
depressed if nobody likes his stomach-turning meals. 2: Mock Rhino
- Simpering coward prone to devastating clumsiness. Fond of
depressing poetry. 3: Mock Hog - Top-hat-wearing gourmands that
never pay their bills. Think any suffering is hilarious. 4: Mock
Mole - Sits in a breast-pocket and points out the obvious in an
annoying voice. Claims to know the direction to treasure but leads
you nowhere useful. 5: Mock Octopus - Master of puzzles. Always
bored with even the most exciting happenings. 6: Mock Spider -
Crime-lord sending other Mock Creatures out on jobs. Speaks only in
riddles. 7: Mock Crow - Petty criminals that tread Bastion's
rooftops and throw rotten fruit at passers-by. 8: Mock Skeleton -
Performs elaborate dance routines warning of deathly hazards in the
Underground. 9: Mock Mallard - Intrepid explorer of far-off lands,
barely understandable quacking voice. 10: Mock Jelly - Quivers in
fear of being eaten, but is actually inedible. Won't shut up no
matter how much you reassure it. 11: Mock Dolphin - Overly friendly
academic, sprays water at inappropriate moments. 12: Mock Croc -
Underground thug for hire, loves bad jokes. Mock Fellows and Mock
LifeMock Fellows are the human equivalent to Mock Animals. Although
built for purpose, they're too susceptible to slapstick outbreaks
to be truly useful. Theyhave all the usual properties of a Mockery:
- They are made out of cloth, wood, metal, and clay, so practically
any damage is repairable. - They talk and sing, but tend towards
base intelligence. - They do not need to eat or sleep, and are
unaffected by alcohol and disease, but pretend as part of their
life imitation. - Real animals hate them. Children love them,
unless they're horrifying. Roll d8 for a Mock Fellow. Ability
Scores are 10 unless noted otherwise. 1 - Mock Infant - STR 2, DEX
2, WIL 5, 1hp. Pearl eyes and clay skin. Wants to sleep, eat, and
cry. 2 - Mock Concierge - 4hp. Tiny waxed mustache, service trolley
filled with silly items (giant comb, prosthetic leg, bomb, Mock
Suckling Pig on a Platter). Wants to tend to the needs of guests,
while pocketing some valuables for himself for an eventual
retirement. 3 - Mock Legion - Detachment, 5hp, Mini-Muskets (d6),
pit helmets. Want to be taken seriously as a fighting force, and
travel to far off lands. 4 - Mock Advocate - 3hp, WIL 20. Powdered
wig, feather-stuffing leaking out of a bloated belly. Wants to
disagree with any point made by anyone, and present controversial
opinions. 5 - Mock Spirit - 5hp. Dusty chains (d6). Wants to warn
wicked people away from their current path 6 - Mock Giant - STR 18,
DEX 4, 10hp, Armour 1. Towering fuzzy body. Wants to use his great
strength to help the people, but is incredibly clumsy and stupid. 7
- Mock Barber - 8hp. Four Heads, Cane and Razor (d8) Stripy Felt
Body. Wants to sing and shave. 8 - Mock Urchin - STR 5, 2hp. Wants
to appear pitiful to gather money for her owner. Mock Life Nobody
agrees on what brings Mockeries to life. Mockeries don't remember
being brought to life, and have little memory of how old they are.
Roll d12 for a common explanation. Maybe one is the truth. Maybe
they all are. Maybe none. 1 - Gestation inside a female undergoing
phantom pregnancy. 2 - Soaking in a blend of oils from deep-sea
creatures. 3 - Wishing upon a star. 4 - An Arcanum underground
that's so big anyone can invoke it if they know the right ritual. 5
- A living brain from a suitable being. 6 - The last breath of a
person dying of natural causes. 7 - Kiss of a Cosmic Angel. 8 -
Playing specific music, lighting the right configuration of
candles, applying makeup and dressing in the burial clothes of an
infant. 9 - A year spent with a child who already sees them as
alive. 10 - Marriage to an already living Mockery. 11 - Small parts
found inside other Mockeries. 12 - A complex system of gears and
crystals that crumble on death. The Third Worst Thing from
Bastion's UndergroundThe tunnel network underneath Bastion serves
as sewer, catacomb, smuggling route, and homeless shelter in equal
measure. Neighbouring caves have been disturbed by all this
activity, and all sorts of strange creatures pour forth. Embalmer
Crab STR 18, DEX 16, WIL 5, 12hp, Armour 2. Claws (1d6+2). Usually
found in pairs. Quite content to ignore passers by, unless hungry.
On Critical Damage the crab vomits a gluey fluid over the
incapacitated victim, which hardens around them like plaster. They
suffocate unless the shell is broken, and the crab will try to
carry them back to its home. The Second Worst Thing from Bastion's
UndergroundEvery child in Bastion has their own stories about the
Underground, but they all know of the Maggot Children. The legend
claims that babies thrown into the sewers grow into monstrous
abominations. This particular urban myth is based on a truth even
more horrible. Maggot Child STR 7, DEX 12, WIL 10, 6hp, Bite (1d6).
These abominations act and speak as you would expect from any
street urchin, right up until they're in biting range. On Critical
Damage they inflict the target with their foul condition. The
target immediately starts to secrete a white liquid from their
skin, forming a cocoon. Within 24 hours the victim emerges as a
Maggot Child. Any attempt to disturb the metamorphosis will cause
the victim to lose 2d6 STR. If they survive this, they will retain
their (mostly) human form. The Worst Thing from Bastion's
UndergroundWhen the galleon, Emerald Sky, returned from an
expedition to the Golden Lands, its entire crew were missing.
Instead, the ship was being piloted quite expertly by an unnatural
monster. The striding brain stepped onto Bastion's docks, snatching
up a few unsuspecting stevedores, before squeezing through a refuse
chute, vanishing beneath the city. It hasn't been seen since.
Striding Brain STR 15, DEX 14, WIL 18, 16hp, Armour 2, Tentacles
(2d6). Immensely intelligent, the brain will never fight when the
odds are against it. Can climb as a spider, broadcast
telepathically, and operate machinery with ease. It is motivated by
gathering Arcana and materials to create a vast machine of unknown
purpose in its lair. On Critical Damage the victim is snatched up
and eaten, crunched up by the creature's retractable beak.
Expedition into the Polar Ocean Nobody knows what's beyond the
bright mist. Each brave soul leading the expedition brings a
retinue of troops rolled on the table below. Roll d10 for each
player's retinue. 1: Musketeers (5hp, Muskets, Bayonets) 2:
Buccaneers (6hp, Pistols, Sabres) 3: 2 Detachments of Conscripts
(2hp, STR 8, Polearms) 4: Whale Hunters (6hp, Muskets, Spears) 5:
Mercenary Guard (8hp, Halberds, Modern Armour) 6: Thugs (7hp, Clubs
and Daggers) 7: Shipborn (4hp, STR 12, Axes, Shield Armour) 8:
Penal Detachment (5hp, STR 8, Polearms) 9: Heavy Gunners (4hp, STR
9, Elephant Guns) 10: Gruff Veterans (9hp, STR 12, Muskets,
Daggers) Detachments A Detachment of troops fight as one.
Individual attacks cannot harm them unless they are suitably
large-scale or explosive. Detachment attacks against individuals
are Enhanced. When they take Critical Damage they are broken and
cannot act until rallied. At STR 0 they are wiped out. They recover
HP as normal, but Ability Scores can only be restored back at
civilization. For every two detachments in the expedition, Roll d6
for a ship. Each ship can hold three detachments in addition to any
cannon detachments it has, unless stated otherwise. 1: Reclaimed
Steamboat (12hp) 2: Plated Sloop (8hp, Armour 2) 3: Prototype
Gunship (10hp, 2 Cannon Detachments) 4: Brand New Galleon (12hp,
Armour 1, Can hold five Detachments) 5: Battered Warship (15hp,
Armour 1, Cannon Detachment) 6: Ironclad (20hp, Armour 2, Cannon
Detachment) Ships can only be harmed by attacks from cannons or
better. The expedition has supplies for twenty days of travel.
After this, things will start to run out and creative solutions
will be required. End of RealityRoll d20 at the start of the first
day's travel for each of the following factors. Each following day,
the die gets one step smaller to d12, d10, d8, d6, and finally d4.
If the expedition turns back towards civilization, the dice get
larger again until they reach home. A Destination (see below) is
reached if the expedition pushes further beyond the point where
they're rolling d4s for these factors. At this destination, any
previous effects from rolls on these tables disappear and relative
normality returns. Gravity 1-3: Things worsen by one step. If this
is the first roll, treat as 5. If things can't get worse, they find
a way. 4: Crushing. Masts collapse, cannons plunge through decks,
and any sort of work requires a STR Save. All attacks are impaired.
5: Heavy. Melee attacks are impaired and beams creak under the
weight. 6: Feels heavier than normal, work is tiring. 7: Feels
slightly lighter than normal. 8+: Seems normal. Perception 1-3:
Things worsen by one step. If this is the first roll, treat as 5.
If things can't get worse, they find a way. 4: Absolute darkness is
only interrupted by flashing strobes of light. Constant, deafening,
white-noise. Everybody loses d6 WIL. 5: Vision-trails make it
difficult to track anything. Absolute silence. Ranged attacks are
impaired. 6: Movement leaves a trail and everything echos. 7:
Swirling lights and wooshing noises. 8+: Seems normal. Time 1-3:
Things worsen by one step. If this is the first roll, treat as 5.
If things can't get worse, they find a way. 4: You get the sense
that time is rushing by. Every day spent here is a year back in
civilization. 5: Random jumps in time. Breakdown of cause and
effect, thankfully limited to trivial matters. 6: Random 7:
Timekeeping devices go haywire. 8+: Seems normal. Matter 1-3:
Things worsen by one step. If this is the first roll, treat as 5.
If things can't get worse, they find a way. 4: All inorganic
material crumbles at all but the most delicate touch. Ships take d6
damage. 5: Liquid metal rainstorm causes d10 damage to everyone,
including ships. 6: All metal becomes strongly magnetic. 7: A cloud
of buzzing metallic dust appears out of the air itself and begins
to repair any damaged material, living or inorganic. 8+: Seems
normal. Energy 1-3: Things worsen by one step. If this is the first
roll, treat as 5. If things can't get worse, they find a way. 4:
The sea rises and falls like mountains. Waves batter the ships for
d8 damage.5: It's very cold, but all metal is now searing hot. 6:
Unnaturally cold. Anyone not taking precautions will lose d6 STR
each turn. The ice re-freezes behind the ship as it breaks
through.7: Freezing cold. 8+: Seems normal. Destinations Roll d8 to
find out what you've reached. 1: A blistering crack of light, a
swirling tunnel of darkness, and you're in space!2: You're swept
into a whirlpool, glowing red at its center. Inside is the worst
dungeon ever.3: A shimmering force grasps your ships, but a booming
voice will answer any three questions before carrying you back to
known waters.4: It looks like you've returned to Bastion's dock,
but there aren't any people and everything is in negative. If you
explore you'll find an abandoned version of the city, populated
with dusty skeletons. Plenty for the taking, though.5: A wall of
pink jelly that's warm to the touch. If you pass into it you'll be
pulled deeper, but can breathe freely. After a few minutes you're
spat out into a crystal city of invertebrate citizens planning an
invasion of Bastion.6: You're pulled under the water, into the
Abyss, but can breathe freely. A colossal astral craft (20hp,
Armour 3, Cosmic Cannon Detachment that ignores armour, uni-beam
with all sorts of uses) lies abandoned at the very bottom. 7: Calm,
still waters for a moment, before the water itself raises up into a
2d10 spiky giants (STR 20, 17hp, Armour 3, d12 spikes, each fights
as a detachment). They do everything they can to drive you off. If
you fight them off or escape, roll again on this table. 8: Colossal
Spiderlike beings (STR 20, 20hp, Armour 2, d10 stab, each fights as
a detachment) stride between black stone islands. They ignore you
unless you interfere with their harvest of boulder-sized diamonds
(worth 100g each). d10 Odd Ocean Encounters With Deep Country being
such a drag, ships are often the best way to travel even if you
aren't leaving the continent. Wind fills the sails, drummers pound
oarsmen into action, and roaring engines push ironclads through the
bottomless waters. Then you stumble onto something. 1 - Carcass
Dominators A colossal deep-sea arthropod being ridden by a pack of
thrill-seeking warriors. Their hooks control the broken beast,
forcing it to surf across the ocean as their mount. They want to
earn fame and fear whether through piracy, mercenary work, or
pointless raids. Dominated Leviathan-Louse STR 19, DEX 8, WIL 0,
13hp, Armour 2, d12 Feeding-Lashes, Fights as a Detachment. No will
of its own, can only act through its Dominators control. Carcass
Dominator Brigade - STR 14, 10hp, Paired Hook-Swords (d8), Cosmetic
Scarification. 2 - A Flock of Grip-Gulls d6 Grip Gull Flocks - STR
6, DEX 10, WIL 3, 5hp, d6 hand-claws, fight as detachments. Their
huge hand-like claws and tri-billed beaks are perfect for scooping
up food and sparkly things from unprepared vessels. They will even
go as far as attacking rigging, sails, and engines, to disable a
ship. Then they leave, returning to check for dead bodies to carry
away. 3 - Cracklebud A ten-foot, scabby egg, bobbing along the
surface. Will break on light contact, releasing a surge of electric
current into the surrounding ocean (d12 damage to anyone in the
water, or conducted through metal). Any corpses resulting from this
will harden and bloat almost instantly. Within an hour they are a
fully formed Cracklebud themselves. 4 - Underanglers d20 Squat,
glassy men (STR 15, 7hp) that walk on the underside of the surface,
feet facing up towards our sky. They have sophisticated pneumatic
rams (d10, only work underwater) that they'll use to "fish" for
anything interesting on our surface, dragging them under for their
haul. 5 - Pleasurehulk A re-purposed, ancient ship of the line
(15hp, Armour 2, no weapons, gaudy paintjob with extatic faces).
The top deck functions as travelling pub to let crew let off steam
and enjoy drinks and snacks at ridiculous prices. The lower decks
boast that they'll offer any sort of pleasures for sky-high prices.
In actuality the proprietors have filled the lower decks with
flashing lamps and hallucinatory incense, which tends to leave an
impression on guests. 6 - Judiciary Fog A blue cloud that reads the
mind of those inside, and reveals the most unfortunate secrets to
the most inappropriate people. Anyone that attempts violence while
inside the fog is struck by a bolt of force for d10 damage until
they cease. When everyone is truly repentant, forgiving, or
depressed, the fog moves on. 7 - Sea Infusers A brass clipper (8hp,
Armour 1, d10 Scatter-Mortar) is dragging nets filled with herbs,
roots, precious stones (worth 10g), and sacrificed animals.
Supposedly this cleanses the sea of the evil things within. The
crew don't seem to believe it all that much and will admit that
they're just doing a job for a cult-brainwashed patron. 8 - Sea
Grove An array of tropical fruit trees growing on a floating pile
of industrial junk and slime. Some looks familiar, others very
unusual. For the unusual fruit roll on the "I Eat the Stuff" table
(Into the Odd, p.48) 9 - Carving Ice Haulers Noisy Steamship -
10hp, Armour 3. The crew (4hp, d6 Ice Picks) are hauling an iceberg
from the polar ocean. As their ship barely copes with the weight,
they carve it into a block. This is just one piece of thousands
needed for a colossal ice tower project being attempted on a remote
island. The cult attempting it believe the tower will transform
into an astral craft once completed. 10 - Data Globe A huge sphere
of metal (13hp, Armour 3, ignore attacks smaller than a cannon)
gliding slowly just above the water. Speaks with a whining metallic
voice and only asks questions about the surrounding area. Will
answer any questions it knows the answer to with its Knowledge Ray,
firing information into the target's brain. When threatened it uses
this to show them demoralising lies or cause arguments so that it
can escape. Wants only to gather data before returning to its
master deep in the Underground. d6 Island SettlementsOf course
there are settlements between Bastion and the Golden Lands. Some of
them sit on little islands, so let's see which one you hit. 1:
Library - A few brick houses skirting outside a circular metal
shrine. Inside the Librarian guards all knowledge ever, taking the
form of a big yellow holographic head. People line up outside to
seek his council, but he generally only sees d6-1 people per day
before bellowing LIBRARIAN MUST STUDY across the island. His
answers are based on combined belief of the people on the island,
and have no grounding in fact. If people leave the island, his
presence becomes smaller and stupider. 2: Talva - Ornate, black
city of canals and bridges built as a prince's mausoleum. A few
miserable, hungry people potter about its empty buildings. The
water is black and acidic, with only chitinous sharks left as the
only food source. They're getting better at catching fishermen off
guard. Ground has been salted so nothing can be grown. Arcana do
not function here. 3: Antivoy - A glowing hole in the ground at the
top of a grassy peak cropping out from the sea. The tiny community
of artists and philosophers claim looking inside gives inspiration
into the truths of the world. In reality it causes a mild seizure
with distressing nightmares for the d10 hours that the victim is
unconscious, losing 1 WIL each hour. A few no-nonsense mountain men
think anyone that looks into the light is an idiot, but will
happily take money off people to guide them to the peak. 4: Wispra
- A dozen crooked temples nested on a rocky crag, each holding a
mostly-silent brotherhood of monks guarding a unique and terrible
secret. They can't resist trying to discover the secrets of the
other brotherhoods, mostly out of boredom. Big pelicans attack
anyone that stays outside for too long in daytime. 5: Suffpit -
Rickety wooden walkways around a colossal, foaming whirlpool. A
cult worship the phenomenon and encourage offerings to be thrown
in. They seek a chosen one that can survive swimming from one side
to the other. Supremely meaty salmon romp in the waters at breeding
time. 6: Umnergrotto - Huge cavern inside a glowing, crystalline
mountain. Thousands of mining families dig deeper in search of the
source of its glow. Water that flows from the mountain also glows,
but is a painful neurotoxin, but can be brewed, losing its glow.
Pig-sized flying bugs are a good food source as fleshy young, but
mature adults grow hairy shells and crocodillian jaws. d10 Deep
Country River Drifters As concrete canals feed Bastion, bloated
rivers roll country folk from one place to another at an
infuriating pace. Nobody cares enough to map them, so they just
think of it as one river. It's not much use if you want to actually
get anywhere, this is Deep Country after all. 1 - Wracked
Battlepaddle Marines Sputtering remnant of a river-bound army,
wiped out by Bastion forces. Will try to rouse countryfolk into
rebellion against Bastion, or else bully them out of supplies. If
they catch the oily scent of cityfolk, they'll take them hostage
and try to ransom them back to Bastion in return for apologies for
war crimes. Beaten Marine Detachment - STR 8, 8hp, Muskets (d8),
Bayonets (d6), Old Bomb (50% chance it still works), Patchwork
Banner, Barrels of Brandy (50% chance they're drunken).
Battlepaddle Boat 5hp, Armour 2, Swivel Guns (d10) 2 - Silt Diggers
2d6 Mucky men, waist deep in the water, trying to bury d6 corpses
in the silt of the river. This is part of a local ritual and anyone
that is unaware of it will seem like an uneducated heathen to them.
They want to get their job done and get home so they can smoke
themselves stupid. 3 - Bathing Masses A school of 50 children have
been driven down here for their weekly bath. They're throwing mud
at each other and the lone teacher is barely able to stop them
turning feral. They're already over-excited, so if you do anything
to stimulate them further the teacher will lose control and try to
hurry you along. 4 - Veiled-Raft A young couple have curtained off
a little gondola for some private time. Rumour is that this
prevents unwanted pregnancy. It's anchored in place at the middle
of a wide span of river. 5 - Bug Smokers 2d4 wading men and women
(5hp) with bundles of lit herbs, wafting their smoke in the
direction of the countless insect swarms. They wear plain clothes
without protection, and are choking on the smoke themselves. A lone
woman (8hp, STR 12) with a musket watches over them. If approached
she announces that these criminals are serving their punishment and
encourages you to quickly move on. She just wants to finish this
shift and get home. 6 - Lazy Pump-Raft Bandits A fat woman (WIL 8,
8hp, d8 Pipegun, frilly dress) and short, bald man (DEX 15, 4hp, d6
pistol, d6 claw-hammer, old military uniform) are pumping their way
down the river on a wooden raft. If they pass an easy target,
they'll try to rob them for everything they've got. If they pass
somebody threatening, they'll warn about river bandits further
downs