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  B A S T I O N L A N D
  T H E T W E LV E FA I L E D C A R E E R S
  O F O D D M A S
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  2
  Bastion is about as far as you can imagine from having a
  dominant faith or dominant culture. Nobody agrees on
  anything, but everybody thinks that sharing is good.
  As you might expect, these two factors can rub up
  against each other from time to time.
  For as long as anybody remembers, various faiths,
  organisations, and borough councils have all agreed to
  share the conglomerated festival of Oddmas
  throughout the peak of winter.
  The few commonalities that most agree on are:
  •
  Be jovial and nice to people for a while.
  •
  Get warm, full, well watered.
  •
  Sing, play games, or just generally take it easy for a
  while.
  At least one of these ideals is sure to appeal to anybody
  in Bastion on some level, so most get involved even if
  they don’t care about any deeper meaning.
  Those that do hold it to be sacred are the ones that
  really can’t agree on things. Stories and ceremonies tend
  to be loose, bouncing around various common
  elements, rather than a consistent canon.
  Typical themes are:
  •
  Falling stars or visitors from above.
  •
  The sanctity of blood, children, and forgiveness.
  •
  Oranges, raisins, and lights of any sort.
  The most vigorous discussion tends to focus around
  what makes a suitable Oddmas beverage. Roll 2d6 to
  find out.
  THE
  ODDMAS
  SPIRIT
  AN ODDMAS DRINK
  1
  Treacly Rum
  Raw Egg and Nutmeg
  2
  Berry Wine
  Burnt Orange
  3
  Spiced Brandy
  Smashed Apple
  4
  Clove Tincture
  Effervescent Lemon
  5
  Nut Sherry
  Turkey Stock
  6
  Tawny Wine
  Salted Butter
  WRITING AND LAYOUT
  CHRIS MCDOWALL
  ART
  PUBLIC DOMAIN
  WRITTEN FOR
  ELECTRIC BASTIONLAND
  FIND OUT MORE
  AT BASTIONLAND.COM
  
  3
  RULES SUMMARY
  SAVES: Roll d20 equal or under an ABILITY SCORE.
  Turns:When unclear, characters must pass a DEX SAVE
  to be able to act before their opponents.
  Attacking:All players declare who they are attacking
  before any dice are rolled. Attackers roll the DAMAGE
  die dictated by their weapon, causing this much DAMAGE
  to the target.
  For multiple attackers or weapons roll all dice together
  and keep the single highest die.
  Bonuses: Roll the extra die noted e.g.“+d8”.
  ARMOUR:ARMOUR subtracts its score from DAMAGE
  against the wearer.
  IMPAIRED: Roll d4 DAMAGE only, and you cannot receive
  BONUS DAMAGE.
  DAMAGE: Lose that much HP. Any remaining DAMAGE is
  removed from STR.They must then pass a STR SAVE to
  avoid CRITICAL DAMAGE.
  CRITICAL DAMAGE: Unable to do anything but crawl
  until they are tended to and REST. Die if left for an hour.
  BLAST DAMAGE:Affect all targets in the area, rolling
  separately for each.
  Resting:A few minutes of REST restores all HP.
  Restoration:ABILITY LOSS and other serious ailments
  require a Specialist.
  ABILITY Loss: If a character has their STR score
  reduced to zero they are dead. If their DEX or CHA
  are reduced to zero the character is paralysed or
  catatonic respectively, and cannot act.
  Combat Manoeuvres:The side most at risk makes a
  SAVE to avoid consequences
  Death: Creates a new character, they join the group as
  soon as possible. Extra £1k Debt for the group.
  BULKY Items: Items that need two hands. Anyone
  carrying more than two BULKY items is reduced to 0HP.
  Deprivation: Someone DEPRIVED of a crucial need (e.g.
  food, water or warmth) cannot benefit from RESTS.
  Reaction:When a social reaction is uncertain, the
  character takes a CHA SAVE to avoid a negative reaction.
  Morale:The leader of a group must pass a CHA SAVE
  to avoid their followers being routed when they take
  their first casualty, or lose half of their total numbers.
  Retreat: Fleeing to safety under pursuit requires a
  DEX SAVE and somewhere to run to.
  SCARS: If an attack takes you to exactly 0HP, take a SCAR.
  Look up the amount of DAMAGE caused on the Scars
  Table to the right.
  SCARSTABLE
  DAMAGE CAUSED
  1
  Battlescar – A part of you is violently marked.
  Roll 1d6:
  1: Eye
  2: Cheek
  3: Neck
  4: Chest
  5: Stomach
  6: Hands
  Reroll your Maximum HP on d6 and keep the
  result if higher.
  2
  Shaken Nerves – You stammer and shake.
  After you take something to calm your nerves,
  reroll your Maximum HP on d6 and keep the
  result if higher.
  3
  Hobbled – Reduced to a limp until fixed.
  4
  Smashed Mouth –You spit teeth and blood.You
  look a mess until you see a dentist.
  5
  Bloody Mess –You need stitches.You are
  DEPRIVED until it’s done by a Specialist.
  Reroll your Maximum HP on 2d6 and keep the
  result if higher.
  6
  Punctured Organ – A vital organ is in a critical
  state. If you take CRITICAL DAMAGE before seeing a
  Specialist you die.
  If you get it seen to, reroll your Maximum HP on
  2d6 and keep the result if higher.
  7
  Maimed – A part of you is torn off.
  Roll 1d6:
  1: Nose
  2: Ear
  3: Finger
  4:Thumb
  5: Eye
  6: Chunk of Scalp
  8
  Torn Limb – A random limb is torn off or in
  need of amputation.
  9
  Splintered Mind –You are DEPRIVED until you
  spend a whole evening emotionally unloading.
  10
  Shattered Ego –You are dealt a humiliating
  blow.
  If you achieve revenge, reroll your Maximum HP
  on 3d6 and keep the result if higher.
  11
  Fractured Skull –You feel like a slightly
  different person. Reroll your CHA on 2d6.
  12
  Doomed to Die –You shouldn't have survived
  that.You have nightmares of your own death.
  If you fail your next SAVE against CRITICAL DAMAGE
  you die horribly. If you pass, remove this effect
  and reroll your Maximum HP on 3d6 and keep the
  result if higher.
  
  4
  
  5
  FAILED
  CAREERS
  1. Roll 3d6 each for STRength,
  DEXterity, and CHArisma.
  2. You also have d6HP and
  d6 pounds in cash.
  3. Finally, roll d12 for your Failed
  Career.
  Whatever you find in your Failed
  Career represents your past.You may
  cling to it as it drifts from your life or
  turn your back on it entirely.
  If you desire extra information on any
  abilities or equipment then have a
  discussion with the group and the
  CONDUCTOR makes the call.
  Sample names are optional, and your
  appearance can differ wildly from the
  illustrated example.
  The youngest player consults the
  Debtholder listed on their entry.The
  whole group owes that individual or
  organisation £10,000 as their shared
  debt.
  For the CONDUCTOR, this section is
  your library of inspiration. Don’t let it
  lie unused after characters are
  generated.
  Bastionland is defined by its people
  and their stories, and there are
  hundreds of examples in the pages
  that follow. Use these people to spark
  your ideas for characters, locations,
  gossip, and events. Raid their
  possessions for Oddities and
  equipment.Take their names and their
  stories for your own.
  In the illustrations, every face in the
  background could be your next
  supporting cast member. Every distant
  location could be your next scene.
  Bastionland’s spirit is infused into
  every page in this chapter. Put it to
  use.
  
  6
  Sent to learn the ways of the tree under one of their own
  Now you share an unbreakable bond
  SAMPLE NAMES: ALECTOR, PERDI,VERRO, FAZIS.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Patchy Productions: A company that claims to offer any service imaginable, with little expertise in any.You all have
  membership to their exclusive club for multi-lane entrepreneurs.The service is terrible.
  1.APPRENTICE TO A PAIREDTREE
  
  7
  WHICH TREE EMERGES FROM THE GROUND WHEN YOU RING YOUR BELL?
  £1
  MistletoeVine: Can strangle with its vines (2xd6) and force its poisonous berries into the victim’s
  mouth on CRITICAL DAMAGE, causing violent sickness and loss of d6 STR.
  £2
  Moose Spruce: Charges out of the ground to ram a single victim (d10 DAMAGE) or break open any
  wooden obstacle. It takes the tree an hour or so to recover from this before it can charge again.
  £3
  Vicious Juniper: Sprouts gently from the ground, bearing delicious smelling berries.Anybody eating them
  develops violent anger towards anybody else looking at the tree.
  £4
  June Apple: Casts a warm glow under its branches.Anybody underneath can recover their Ability Scores
  if they spend an uninterrupted hour relaxing, enjoying the fruit, and praising the tree.
  £5
  Leaden Pear: Its fruit turns to impossibly heavy lead a moment after being plucked. No known means
  can move the fruit after this transformation.
  £6
  Hamfruit Bush: Releases a hammy stink over a wide area, attracting carnivorous animals.
  HOW HAS THE TREE PAIRING CHANGED YOU?
  1HP
  The Rooted Way: If you focus for a moment you root your feet in place. No power at all can move
  you, but you are still damaged as normal.
  2HP
  Barkskin: If you do the right ritual before going to sleep, you wake up with a layer of bark over your
  skin, which can be shed with a little help.This removes any toxins or other ailments from your body.
  3HP
  Photosynthesis: Basking in the sun for an hour leaves you feeling well-fed.
  4HP
  Treetongue: You can ask a tree a question, but must lick it to taste the answer.
  5HP
  Autumortality: Each night you painlessly shed some small body-parts, typically an ear, some hair, a few
  fingers.They grow back by the morning.
  6HP
  Evergreen Evolution:You don’t age, but one day you’ll still die. In practical terms it just means you
  generally look extra healthy and youthful.
  YOU GET
  Pruning shears (d6), tree-calling bell (see below).
  
  8
  Blessed are the shelled
  Enlightened are the slow
  SAMPLE NAMES: MULLEN, POP, HOVEN,ARBISON.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  The Crushing House: The wealthy bring luxury goods here to see them crushed into small cubes.You each have a
  small cube that was once a valuable item.
  2.TURTLE DEVOTEE
  
  9
  WHYTURTLES?
  £1
  Their Shell:You can retract your head into your body, still able to breathe but not able to see or hear
  anything.
  £2
  Their Colour: With some focus you can turn your skin and clothes faintly green, enough to blend in well
  with greenery.
  £3
  Their Slowness: When you are touching another being they cannot move faster than your own slow
  walk.
  £4
  Their Long Life: You have learned many turtle-stories from the last century.You can talk about historical
  events from this period as if you were there.
  £5
  Their Amphibiosity:You can breathe in water.
  £6
  Their Flavour:You were given the honour of eating a turtle that died of natural causes after a long and
  happy life. Replace your Shucking Knife with a Funerary Shucker (d8, +d8 vs shelled creatures, BULKY)
  WHY NOTTORTOISES?
  1HP
  TOO Shelly: Take a Tortoise Shield (+1 ARMOUR).
  2HP
  TOO Green:Your melee attacks get +d6 against anything as green as a tortoise or more green.
  3HP
  TOO Slow: Your melee attacks get +d6 against anything as slow as a tortoise or slower.
  4HP
  TOO Long-lived: Your melee attacks get +d6 against any living thing older than you.
  5HP
  TOO Dry: Your melee attacks get +d6 against any living thing that cannot swim.
  6HP
  TOO Delicious:Your melee attacks get +d6 against any living thing that you know to be delicious.
  YOU GET
  Shucking knife (d6), shell armour (ARMOUR 1).
  
  10
  The adventurous diner grows tired of the common birds
  You specialised in the fanciest of fowl
  SAMPLE NAMES: ERNARD, CORNEL, CRAY, ODILE.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Micro Newfield: A small town that claims independence within the walls of Bastion.Take £100 in special Newfield-
  Pounds that can only be spent there in their single, extremely poorly-stocked shop.This money cannot be used to
  pay your Debt.
  3.FANCY POULTERER
  
  11
  11
  WHAT BIRD DO YOU KEEP AS A PET?
  £1
  Mouthed Fowl: 2HP, STR 5, CHA 18.Actually talks quiet politely, and rather good at keeping people
  engaged in conversation.
  £2
  CrownTurkey: 4HP, STR 6. Other birds recognise the royal nature of this bird and give them due respect.
  £3
  Ailing Partridge: 1HP, STR 5. Seems to always be on the verge of death but cannot actually die,
  regenerating from any bodily harm.
  £4
  Crackerel: 2HP, STR 5. Can speak like a parrot but only knows an endless bank of terrible jokes.
  £5
  Chris the Bird: 3HP, STR 6. Quite a famous performing bird... Except this one you have is just an imitator,
  unable to perform in any way. Still, the likeness is uncanny.
  £6
  Rough Pigeon: 4HP, STR 8, d6 peck. Has no manners at all.
  WHO WAS YOUR CONTACT THAT ALLOWED YOU TO SOURCE SUCH FANCY BIRDS?
  1HP
  Travelling Spaceman: They taught you a star-song that people cannot help but join in with, even if they
  have never heard it before. It goes AAAAH-AH-AH-AAAAH-AH-AH-AAAH-AH-AH-AAAAH.
  2HP
  Pullet Park: Your personal bird is an unnaturally large variant. Double their STR, grant them a d8 Beak,
  and you can ride them.
  3HP
  The Bird BIRD (Breed Institute of Research and Development) Board: Take an Edibility Probe. If
  pushed into something it reveals whether it is safe for the wielder to consume and gives a general flavour
  profile.
  4HP
  Bubbly Mick: An annoyingly chirpy charmer that you got very good at tolerating.You can “tune out” any
  sound you wish at will, even the most harmful.
  5HP
  The Western Seventeen: The most feared gang of street-bird-dealers in their Borough.Take a
  concealed Bird-Gun (d6, Blast vs Birds only).
  6HP
  The Henquisition: A collection of Mock Fowl that hunt, trial, and sentence real birds for their perceived
  crimes.Take a Nodding Holder (Holds a subdued bird in place, granting it the ability to understand
  questions, but can only nod or not-nod in response, never knowingly lying.)
  YOU GET
  Poultry-scale (weighs and values any bird that sits on it), poulterer’s knife (d6, +d6 vs edible birds).
  
  12
  The canaries had a better union than you
  Even the miners liked them more
  SAMPLE NAMES: SUBBIT,ANTHRA, LIGNEY, SVALT.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Sir Ricarte of Precipice: Knight of Old Bastion granted functional immortality through his suit of polished armour.
  Take a signed photograph of Ricarte each.
  4. COALIE BIRD
  
  13
  13
  WHAT SIDE EFFECT HAVE THE FUMES HAD ON YOU?
  £1
  Tox-lung: If you concentrate hard then once per day you can belch out toxicity onto a nearby target.They
  immediately lose d6 STR.
  £2
  The Stefan Shakes: You vibrate slightly in the presence of airborne toxins.
  £3
  Natural Coal Monarch:You have a strange bond with coal. If you hold it in your hand for a moment it
  ignites.
  £4
  Silent as Night: You make no sound at all when moving in the dark.
  £5
  Eyes Made Out of Coal: Your eyes are all black, but you can see in the dark and spot weak points in
  natural stone.
  £6
  Red Nose: Looks pretty silly, some people might laugh and call you names.
  HOW DID YOU TRY (AND FAIL) TO ENDEAR YOURSELF TO THE MINERS?
  1HP
  M’Lady’s Prayer: If you chant this prayer at sunrise then you grant one ally a reroll of a single die to be
  used before sunset.
  2HP
  Never Ending Bells: Take a set of tuned hand-bells.
  3HP
  Fairytales of Bastion:You know a bunch of depressing stories.Take a bottle of whisky.
  4HP
  Cumulative Songs: You know a series of songs that essentially go on forever.
  5HP
  Oddmas Every Day: Take a festive outfit.You are DEPRIVED when not wearing it.
  6HP
  Heartbeat Step: When a friend calls your name in a time of need you materialise right next to them.
  YOU GET
  Small pick (d6), alarm whistle.
  
  14
  They say your fights weren’t real
  Your injuries say otherwise
  SAMPLE (OUT OF RING) NAMES: ALOIUS, FRANZIS, RODNEY, REYA.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  The Bandage Group: A self serving group of socialites fronting as a charity.Take a set of invites to a society event.
  5. GOLD RING GRAPPLER
  
  15
  15
  WHAT WAS YOUR IN-RING GIMMICK AND SPECIAL MOVE?
  £1
  The Puddinger - Pudding Slam : Target makes a STR Save. If they fail you smash them through a wall
  or piece of furniture for d12 DAMAGE. If they pass you’re knocked down and compelled to act knocked-out
  until the fight ends.
  £2
  Reverend Skull - Confession Choke: Cause CRITICAL DAMAGE to put the victim to a harmless sleep,
  confessing to a secret right before they pass out.
  £3
  Slaughter Shark - Feeding Frenzy: Target makes a DEX Save. If they fail you bite them and go into
  Feeding Frenzy.Your unarmed attacks do d8 DAMAGE each for the rest of the fight. If they pass you’re
  knocked down and compelled to act knocked-out until the fight ends.
  £4
  Platinum Rhinoceros - Diving Horn: If you attack by leaping from a height of at least 10ft you cause
  d12 DAMAGE but take d6 DAMAGE yourself.
  £5
  Doctor Bad -Viledriver: Only works on a target that is distracted by something else.The target takes
  d12 DAMAGE.
  £6
  Reptile the Lizard - Serpentplex: Causes d10 DAMAGE. If you roll 5+ you can repeat this attack on
  your next turn, otherwise you cannot use this move again for this fight.
  WHAT WAS YOUR OUT-OF-RING STRUGGLE?
  (DOES NOT AFFECT YOU IN A RING)
  1HP
  Brand Addiction: You are DEPRIVED if you spend a day without eating some of the chocolates, sweets, or
  cereal that carry the Gold Ring Grappler branding.
  2HP
  Turnbuckle-elbow: If you fall from greater than your own height you must pass a STR test or else one
  arm is useless until you see a medical expert.
  3HP
  Epiplaphobia: You are terrified of potentially weaponised furniture. Lose d8 CHA if forced to sit in a
  metal chair or use a wooden table.
  4HP
  Ladder-lung: When climbing you must focus on your balance so much that you cannot speak or breathe
  at the same time.
  5HP
  Kayfabe: When somebody calls you by your non-stage name you are DEPRIVED for the rest of the day until
  you avenge the slight somehow.
  6HP
  Entrance Block:When you enter a room with music playing you are DEPRIVED for the rest of the day if
  you not perform your ostentatious ring-entrance.
  YOU GET
  Colourful costume matching your gimmick, strong hands (2xd6 DAMAGE when fighting unarmed).
  
  16
  You were charged with calming the least-calm of birds
  Now your service is over
  SAMPLE NAMES:VISTIN, CHOVY,ALSASS, EMDON.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Cavalry Halters: An organisation that feel riding any animal is a form of abuse.Together you share loaned
  ownership of a mechanical steed. It’s unreliable, slow, and uncomfortable for the rider.
  6.GOOSEALLAYER
  
  17
  17
  WHAT WAS YOUR TOOL OF THE TRADE?
  £1
  Goose-Noose: d6, +d8 vs large waterfowl.
  £2
  Calming Horn: 50% chance to calm or enrage large waterfowl.
  £3
  Bed Bread: Anybody eating even a few crumbs becomes sleepy and placid.
  £4
  Winging-Axe: d6, specially shaped to be able to catch the wing of anything that tries to fly away from
  you, dragging it back down to earth.
  £5
  Bird-Dazzle Stick: A long pole with a flashing electric light at the end. Confuses birds for a moment.
  £6
  Goose-Hound: 4HP, can imitate the honk of an alpha-goose.
  WHAT PSYCHOLOGICAL SCAR DO YOU BEAR?
  1HP
  Anatidaephobia: Lose d8 CHA whenever you have to confront a water-fowl.
  2HP
  Specific attachment:You are emotionally bonded to one particular goose (3HP, d4 peck).They follow
  you casually but do not seem especially attached in return. If they die you are DEPRIVED until you give them
  a proper funeral.
  3HP
  Dread from above: You are DEPRIVED while under open skies, where a flock could descend on you at any
  moment.
  4HP
  Egg hatred: You physically cannot eat egg.Your body would reject it immediately.
  5HP
  Nest craving: You cannot sleep properly unless in a real or imitation bird’s nest.
  6HP
  Involuntary honk: When it is very important that you are quiet you must pass a CHA Save or else let
  out a loud honk.
  YOU GET
  Pecked neck and bill-bruises.
  
  18
  Born in the water, you took an oath never to step on land or vessel
  Something has forced you to renounce that solemn pact
  SAMPLE NAMES: TRUDJEN, ZEPIA, PAPLON, OSCROWL.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Union of Waitresses and Wrappers: Take a selection of self-adhesive bows and tags.
  7.SWORN SWIMMER
  
  19
  19
  HOW DID YOU DEFEND YOURSELF IN THE WATER?
  £1
  Pet Shark: 5HP, d8 jaws. Can tolerate fresh-water but obviously can’t follow you on land.
  £2
  Harpoon Gun: d8, BULKY. Comes with its own steel wire.
  £3
  Dunk-Grappling: When you fight in water with an enemy that cannot breathe underwater your melee
  attacks get +d8.
  £4
  Martial Anchor: d8, +d6 in water, BULKY. On Critical CRITICAL DAMAGE when fighting in water you can
  release the anchor to send the victim down to the abyss.
  £5
  Aquacannon: d8 Blast, BULKY. Only works when you’re in water attacking a target on land.
  £6
  Weed Snare: d6, can be used in melee or thrown. If you roll 5+ the target is snagged and cannot move
  from their position, but can still attack normally.
  WHAT DROVE YOU ASHORE?
  1HP
  Hatred of Fish: Regain a point of CHA each time you watch a fish die.
  2HP
  Hunger for Fruit: You can smell and identify fruit from a great distance.
  3HP
  Doomed Romance: Take a Locket with photograph.You are DEPRIVED each hour you do not spend a
  moment looking at it mournfully.
  4HP
  Enemies in the Water: If you ever go in the sea you’re immediately set upon by an old foe.
  5HP
  Motivational Lobster: Sits on your shoulder and gives encouraging noises if you think about doing
  something that might ruin your life.
  6HP
  Eternal Hypothermia:You are DEPRIVED unless warming yourself next to a fire or other source of
  warmth.
  YOU GET
  Fantastic lungs (you never really tire or get out of breath).
  
  20
  You’ve had the worst life
  So that others didn’t have to
  SAMPLE NAMES: TUBO,VAYS,TUNKATE, SQUIRT.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Society for the Protection of Dry Burglars: You each get a Safety Helmet (protects against objects dropped
  from directly above) and Grip Shoes (grips to even the most slippery surfaces).
  8.MALADY MILKER
  
  21
  21
  WHAT METHOD ALLOWS YOU TO MILK MALADIES FROM OTHERS?
  £1
  Temporary Conjoinment: If you sleep in contact with another person you wake up conjoined to them.
  This wears off after a day, but during that time you absorb any harm that comes to them.
  £2
  EthicalVampirism: If you drink somebody’s blood you can absorb any toxins or illness from them.
  £3
  Ailment Assault:You can punch an ailment out of somebody if they let you, but they lose d4 STR.
  £4
  Observational Empathy: When you witness somebody suffer an injury, STR loss, or a Scar, you may
  take that negative effect instead.
  £5
  Karmic Leeching:Whenever you roll the worst result possible on a die, note down one Karmic Credit.
  You can spend these at any point to allow somebody else to reroll a single die. If you try and cheat this
  with irrelevant rolls then the Karmic system ignores you.
  £6
  Causal Editing: If somebody provides you with a written report of something bad that happened to
  them you can spend a few hours editing it to have it happen to you instead.
  WHAT SIDE EFFECT HAS ALL THIS HAD ON YOU?
  1HP
  Quantum Immunity: If you die, but your body is left relatively intact somewhere unobservable, you
  return the next day.
  2HP
  Pitiful Aura: If you are alone, no being ever perceives you as a threat.
  3HP
  Omen-sense: When something bad is about to happen you get a few seconds warning in the back of
  your head.
  4HP
  Cursed Blessing: You can give one being per day your Blessing.Their attacks and attacks against them
  both get +d12 for the rest of the day.
  5HP
  Vengeful Recovery: When you take CRITICAL DAMAGE you can choose to fight on and make an
  immediate attack. If you cause CRITICAL DAMAGE or kill your opponent then you shake off any further harm,
  if you do not then you die.
  6HP
  Luck Aversion: When you roll the best possible result on a die you suffer a painful cramp and are
  DEPRIVED until you either take DAMAGE or fail a Save.
  YOU GET
  Tragic diary.
  
  22
  The incorrect need correcting and shaming
  The ignorant must be kept behind the gate
  SAMPLE NAMES: SCOTUS,ALQUIN, PESTA,ABALARD.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Foundation for Slain Riders: Take a stuffed toy horse wearing mourning clothes.
  9.LAYMAN DUNCER
  
  23
  23
  HOW DID YOU SHAME YOUR VICTIMS?
  1HP
  Dummy Cap: If placed in somebody’s head they cannot fathom a way to remove it and cannot use
  words longer than two syllables.
  2HP
  Mind Weight: Small lead weight with a hook. If hung on somebody’s person without them knowing they
  feel a general sense of having forgotten something, unable to focus on any other task.They will never find
  the weight unless somebody points it out to them.
  3HP
  Mocking Bird: A green walking-bird (2HP) that quietly mimics anybody arguing with you.
  4HP
  Scattered Acolytes: If you ever get into a public argument one of your acolytes appears to clap and
  cheer your points, regardless of how good they are.
  5HP
  Rhetoric Onslaught: You can keep any argument going long enough that you technically win. If your
  opponent keeps arguing they lose d6 CHA after the first few minutes, d8 CHA after an hour, and d10
  CHA after a day. If they are still arguing after that you lose d12 CHA.
  6HP
  The List: You keep a list of everybody that you have corrected. Note down your Top 3.Their attacks
  against you are IMPAIRED.
  HOW ARE YOU SO WELL VERSED IN PEDANTRY?
  £1
  Studied Under a Master: They still follow you (4HP, STR 5, CHA 5) but only offer criticism, no help or
  guidance.
  £2
  Raised in a Library: If you ever need to find a specific book somewhere you can do so in d6 minutes.
  £3
  Bibliovore:You can eat a page from a book to get the general gist of it. Eating the whole thing gives a full
  understanding but takes a while and requires condiments and wine.
  £4
  Nothing Else Going on inYour Life: You are an utter personality vacuum. Nobody remembers you or
  can bear to pay attention to you for more than a passing moment.
  £5
  Bred forThisVery Purpose: You can smell when somebody is speaking about a topic they are not fully
  versed in.The stronger the ignorance the more disgusting the odour.
  £6
  Sent to a School with Experimental Levels of Strictness: You no longer feel physical pain.
  YOU GET
  Rebuking cane (d6, +d8 if you had just corrected a factual error by the target).
  
  24
  The modern musician has no need for instruments
  Just the right box of wires and tape
  SAMPLE NAMES: LYON,TADDEUS, CHILHAUS, LORENZ.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Donna Lightning: A Mock Reindeer obsessed with electric augmentations. Each take a Shock Ring (d8, ignore
  ARMOUR, one charge only).
  10.LADY/LAD-A-LOOPIN
  
  25
  25
  WHAT’S YOUR SUB-GENRE?
  £1
  Frosty-Hop:When you play your music nobody can move faster than a light jog, but they also can’t stand
  still.
  £2
  Post-Steam: When you drop the bass all non-electric machines stop working until the end of the track. If
  they are steam powered they blow steam everywhere. Monocles fall.
  £3
  Vapey-Sad: Anybody that listens to the entirety of one of your tracks feels the joy leave their body.Any
  sort of desire of motivation they had is lost until they have a lie down and a cry.
  £4
  Aauwugh!: +d10 DAMAGE when you make an improvised attack that involves breaking a piece of
  machinery or furniture.
  £5
  Hot Potato:Your beats are hot enough to cook vegetables in the area.
  £6
  Prancerdance: The music sounds good, but anybody trying to dance to it looks ridiculous and loses d10
  CHA.
  WHAT’S YOUR PRIZED PIECE OF EQUIPMENT?
  1HP
  Echo Gloves:You can “record” an action with your right hand, such as pushing a button or punching
  somebody.When you click your left hand, that action repeats even if you are nowhere near it.
  2HP
  Phase Pump: Causes reality to drift just out of phase with itself. Everybody in sight of you must pass a
  CHA Save or fall into an existential sickness.Things snap back to normal after a moment, smacking you for
  d10 DAMAGE of realignment-whiplash.
  3HP
  Crowd Shifter: You can increase or decrease the perceived size and intensity of a crowd from 10-300%.
  Things snap back to normal when the track ends.
  4HP
  Static Overdrive: Has three settings:
  Blender:After a few moments any non-living organic matter trembles to a mush.
  Cruncher:After a few moments any ceramic or glass shatters.
  Muffler:After a few moments anybody listening finds their voice is distorted beyond recognition for the
  next hour.
  5HP
  Visual Doubler: When you play, an immaterial double of you appears.You control its actions, but it
  vanishes as soon as either of you stops playing.
  6HP
  Wham-Button: You can compress a whole track into one beat.Anybody hearing it is deafened for the
  next few minutes while their brain catches up.
  YOU GET
  Mobile tape-player and electric speakers, reel-hook (d6).
  
  26
  You followed the ancient tradition of rousing vermin through music
  You also roused public complaints
  SAMPLE NAMES: SHANTER, PAYCE, HEMPING, FERRULE.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Vancer & Prixen Comet Studies: Take shared ownership of a BULKY telescope.
  11.PRIMAL PIPER
  
  27
  27
  WHAT SPECIAL ATTACHMENT DO YOUR PIPES HAVE?
  £1
  Flame Belcher: d8 Blast.
  £2
  Siren Whistle:You have an attract mode instead of a repel mode.
  £3
  Polyphone: Can be played on both Attract and Repel modes simultaneously, causing vermin in the area
  d6 CHA loss each turn in confusion.
  £4
  Buffer-Bag: You can queue up five minutes of playing and leave the pipes to play themselves.
  £5
  Hypnode: Puts vermin to a gentle sleep, as long as they’re not already on edge.
  £6
  Jangle Bells: No way to keep these things quiet while moving around.
  WHY DID YOU GET SO MANY COMPLAINTS?
  1HP
  Volume: Your pipes can be heard across an entire Borough.
  2HP
  Dance: Your pipes cause involuntary dancing in humans, most of which don’t want to encourage you.
  They can still act under their own will, but must dance at the same time.
  3HP
  Costume: Your outfits cause eye-strain to anybody looking at you for a prolonged amount of time.
  Ranged attacks against you after the first are IMPAIRED.
  4HP
  Violence: When you play your pipes there’s a 1-in-6 chance the vermin are stirred into a violent rage
  instead of the intended effect.You cannot do this on purpose.
  5HP
  Growth: When you play your pipes there’s a 1-in-6 chance the vermin grow to a monstrous size instead
  of the intended effect.You cannot do this on purpose.
  6HP
  Children: Human children are affected by your pipes as if they were vermin.
  YOU GET
  Set ofVermin-Pipes (can attract or repel vermin when played).
  
  28
  You were charged with the tuning of all large bells and drums
  The modern ear cares less for such tuneful precision
  SAMPLE NAMES: DAMZEDI, MINGON,TEMBER, GREYTOM.
  IF YOU ARE THE YOUNGEST PLAYER
  THE WHOLE GROUP IS £10K IN DEBT TO...
  Little Ron: A mock pony that seems nice enough but has some horrifying contacts in Bastion’s worst circles. Sends
  you encouraging postcards throughout your journey, with hints of menace.
  12.DRUMBELLEER
  
  29
  29
  WHERE DID YOU DO YOUR MOST DANGEROUS WORK?
  £1
  Towers: You can climb external stonework like a spider.
  £2
  Temples: You understand a good amount about any faith just by looking at the architecture of their place
  of worship.
  £3
  Schools: You have learned a noise that terrifies children. It even works on young animals.
  £4
  Barracks: Take a concealed rifle (d8, BULKY, takes a turn to assemble/collapse) and grenade (d8 Blast).
  £5
  Council Halls: You’re owed a small favour by one person in every Borough Council in Bastion.
  £6
  Arenas: Take a trident (d8, BULKY) and net (DEX Save to dodge or remove.Attacks against netted targets
  get +d6).
  WHICH INSTRUMENT DID YOU KEEP FOR YOURSELF?
  1HP
  Tension Snare: Performing a drum-roll on this before somebody attempts something genuinely risky
  allows them to roll the Save twice and keep the best result.
  2HP
  Ominous Glockenspiel: If you play this quietly in a minor key people feel unsettled. If they are alone
  and can hear the music they start to make idiotic decisions out of fear.
  3HP
  Dinner Gong: Striking this causes any animals or children in earshot to run to you, expecting food.
  4HP
  PortableTimpani: Has a lovely low rumble and wheels allowing it to be pushed around. Doubles as
  storage, but this ruins the sound somewhat.
  5HP
  Sharpened Cymbal: Can be thrown (d8).
  6HP
  Jug-Bell: Can be blown or rung. Easily disguised as a normal jug.
  YOU GET
  Multi-setting tuning fork.
  
  WHEREVER YOU
  FIND THE ODD
  IT FEELS LIKE
  BASTIONLAND
  
SOURCE: textdata/thevault/Electric Basionland/Electric Bastionland - The Twelve Failed Careers of Oddmas.pdf