


HIDDEN HOARD BASTION MANUAL
It's nothing new really, just a new take on Oddities, but it won't make much sense without examples, so let's hit up the classic D&D Monster Manual and see how I'd implement Implants there.

Imprints function in the same way as Oddities, but are part of a character’s physical being.Think of them as a simplified take on the Odd Marks that I experimented with in the past. I've explained it in the context of the original Into the Odd samples monsters.įor my own game prep, I'm referring to these character-altering abilities as Imprints. Scars and Oddities are easy to throw in there, but having a characters' adventures directly affect their growth is more tricky. There are growth opportunities everywhere.Every piece of growth is tied to a specific experience.Your character grows more interesting, not necessarily more powerful.Left in plain sight by somebody unaware of what they possess.įoreground Growth is a simple concept It can be broken down into three principles.Owned by somebody powerful, and held securely.Lost in an abandoned or dangerous Borough.As such, you can show players the map you have prepared, but only reveal the details through their own investigation. Nobody has a city map of Bastion, but smaller sections of the city often have maps or signs to help citizens get their bearings.

The same applies for attempts to explore further than your map currently extends. If the group want to get between two nodes by a different route, there is always a dark alleyway or inconvenient short-cut. More facilities can be added as you or the players need them, so flavour is more important here. List a couple of additional locations found around each Feature. Name each node after a Feature such as a significant building, park, or monument. Plan a Complication that comes with using each Route.ĭot a node at each point where routes cross, each corner, and each dead-end. Give each circuit at least one branch that leads to a dead-end. These can be walkways, tramways, canals, boulevards, or others. As such, Bastion is best mapped like a Rail Network.ĭraw two or more circuits or lines denoting different Transport Routes, ensuring they cross over. The exact geography of Bastion’s streets is less important than the route between key points.
