The Tale of Zastra the Practicing Chemist (Electric Bastionland)


I'm using my blog today to create a character using the rules of Electric Bastionland (aka Deeper Into The Odd), for a game I'm planning to participate in this evening. I thought I'd go through the process here on the blog, and use the end character. I may even follow up with some commentary on how he gets on in the end.

I should note that the projected game is not taking place in Bastion itself. My character Zastra has in fact left Bastion due to debts owed to the Sweeps' Union. He will be taking part in a game of Silent Titans instead.

There are three attributes in this game: Strength, Dexterity and Charisma. You roll 3d6 for each.

  • STR (14)
  • DEX (11)
  • CHA (11)
Zastra starts the game with 1 Hit Protection (!) and 1 New Pound in currency. Not very much. He's left the rest behind in Bastion.

Zastra's Failed Career is based on his highest ability score versus his lowest, 14 vs 11, which gives him career 53. He is a Practicing Chemist. A truly modern profession. He's almost qualified to do it. He owes money to the Sweeps' Union, and so is strictly forbidden from going on any rooftops until his debt is paid. He knows they have eyes everywhere.

He has with him a long knife (d6 damage) and a big flask of metal eating acid. It does not work on any other material. He also has some 'ultimate solvent' in a test tube: this can dissolve any matter it touches, and there is enough here to dissolve a fist-sized amount. He has not left Bastion with very much.

As this character is looking a little vulnerable, I decide to roll up a Lackey using the rules in Electric Bastionland, just in case my main PC dies in the game, always a possibility. This is Kraber:

  • STR (5)
  • DEX (8)
  • CHA (3)
Kraber comes ready equipped with a Sabre which does d6 damage. He has 1 HP too. Excellent.



And so on to the action. Zastra and Kraber found themselves on a staircase winding around the inside of what looked like a tower, with a huge whirlwind blowing up the centre of it, full of what looked like some kind of detritus. Above them, on a landing, was a half man, half pig character, flanked by four gorillas toting tommy guns, who was ranting at them. Around them on the steps were a half man, half stag figure, a soldier in a red coat with a musket, and a woman wearing a close-fitting dark clothes.

Shooting from above meant they had to take cover, and swiftly. Kraber was hit and fell of the steps down into the depths of the tower. The rest scattered, and found a door leading off the tower, which took them out onto the deck of a ship. Dead on the deck were several people wearing the dark habits of monks. Some of them seemed to be cyborgs of some kind. Luckily there were several weapons, bolt action rifles, littered around. Zastra took one. 

Behind the ship, fastened by a rope, was a small motor boat, but it was taking on water and the seas looked rough. The woman, Pixie Realism, investigated the depths of the ship, finding a rope ladder leading down into the darkness, but fastened by what looked like webs made from rubbish, or plastic bags. As she climbed down she quickly realised that her activity was attracting the attention of something out in the darkness, so she speedily retreated.

In the middle of the ship was a big wooden tower, with a bell at the very top. It was around 100 feet high. Using ropes and grapples the adventurers managed to climb it, but with difficulty, especially for the stag man Godbolt Stag Star. They made it to the top, however, and marvelled at the huge bell they found there. Beyond the tower, they could see a door open in mid air. Efforts to navigate around the edge of the belfry proved too dangerous, and they group chose the safer option of climbing back down the tower.

A return to the inside of the tower showed that the pig and two of his simian bodyguards had disappeared, but two remained. An exchange of gunfire followed, and both gorillas died in the firefight, although some of the adventurers, including Zastra, took hits. But the rifles and Pixie's Baretta provided valuable in this exchange.

The team decided to investigate another door off the tower, which showed what looked like the parts of a giant clock suspended in the darkness. This did not seem to offer a ready escape. They heard screaming below them - it sounded like the luckless Kraber, so they resolved to rescue him. He was in the basement of the 'tower' being wrapped up in rubbish by a huge mechanical spider thing. Luckily the team had retrieved a grenade from one of the dead gorillas which they duly dropped on the metal creature, damaging it severely and forcing its retreat. Kraber was duly rescued, and they proceeded back up to the summit of the tower...

Next time: of pigs, silver ants, empty skulls, and an arrival at Ellesmere...

Comments

  1. Having not run or played Into the Odd yet, I'm not sure how important HP is. You have lots of STR points, so can take a few hits, but we'll see how it goes!

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