The Bastion

Brief History:

The Bastion is a "no nonsense" kind of Celestial. When the dragons had been driven back, he knew the mortals would need to be able to defend themselves from each other. The Bastion taught them how to properly defend themselves from mortals and the other creatures that now inhabited Choradesa.
The Bastion believes that a rigid structure for society is essential for a civilization to prosper. He believes that everyone should follow whatever set of rules are in place in a society. Whether they are good or bad, they must be followed to the letter if the society has any hope of prospering.
He dispises the Outsiders because they are frequently trying to undermine his efforts to make a just society. Many of them incentivise the use of underhanded tactics to manipulate or erode what he believes to be the foundations of civilization. The Primals are barely better. They may have freed the mortals from the dragons, but they do not believe in laws and order.
The Bastion ditests misdirection and dishonesty. He values a well established and executed set of rules. It doesn't even matter what the rules are. As long as you've got a lot of them and enforce them, it's a society the Bastion will look upon approvingly.


Sanctity Levels

  • None: None Naturally
  • Low Sanctity: Outside "Claimed" land
  • Normal Sanctity: Outside "Claimed" land
  • High Sanctity: In "Claimed" land where the Bastion is the primary Celestial in their culture
  • Very High Sanctity: In a Sanctuary to the Bastion


Power Investiture

Power Investiture 1 (Acolyte): Both
  • Shield (DX-1), Armoury (Body Armor) (IQ-1), or Observation (Per-1) [1]
  • Vow (Honesty), Honesty, or Vow (Law of the Land)
Power Investiture 2 (Cleric):
  • Shield (DX+2), Armoury (Body Armor) (IQ+2), or Observation (Per+2) [8]
Power Investiture 3 (Champion): All of
  • Shield (DX+6), Armoury (Body Armor) (IQ+6), or Observation (Per+6) [24]
  • Vow (Honesty) or Honesty [-5]
  • Vow (Law of the Land) [-5]
Power Investiture 4 (Zealot):
  • Shield (DX+10), Armoury (Body Armor) (IQ+10), or Observation (Per+10) [40]

Vow (Honesty): Must never blatantly lie. This is a less serious version of Honesty and you cannot benefit from both[-5]
Vow (Law of the Land): Must know the laws of the land they occupy and follow them to the letter. [-5]

Spells

Acolyte:

  • Continual Light: Cause a light to emit from an object.
  • Minor Healing: Restore a small amount of missing Hit Points.

  • Alertness: Increases all the subject's Sense rolls.
  • Nightingale: Makes a door, section of floor, etc. very "noisy". This will automatically alert the caster.
  • Sense Foe: Tells you if the target has any hostile intent. If cast over an area, it can say if there's anyone who is hostile, but not who is hostile.
  • Vigil: Allows the subject to skip a night's rest.

  • Block: Give yourself an amount of DB for defending against one attack.
  • Hardiness: Adds DR for the purposes of one attack.
  • Hold Fast: Negate knockback from any source.

Cleric:

  • Might: Temporarily increase target's ST.
  • Vigor: Temporarily increase target's HT.

  • Rear Vision: The subject can see all around themselves.
  • Sense Danger: Tells the caster if any immediate danger is nearby or going to be nearby very soon.

  • Deflect Missile: Deflects one missile that is about to hit the subject including any missile spells.
  • Magelock: Locks a door magically.

Champion:

  • Armor: Adds DR to a living subject.
  • Force Dome: Repels any physical force or missile spell. Nothing can enter except light.
  • Force Wall: Creates a shimmering barrier, which physical forces and missile spells cannot cross.
  • Missile Shield: Turns any missiles harmlessly aside by the tiniest fraction needed to ensure they miss the subject.
  • Return Missile: Causes one missile (including spells) about to hit the subject to turn back upon the attacker.
  • Shield: Conjures an invisible shield that increases DB from attacks from the front.

  • Mystic Mist: Produce a dense, opalescent fog that confuses anyone entering it. Those entering the fog risk getting confused for the duration of the fog.

Zealot:

  • Reverse Missiles: Turns any ranged attack (including missile spells) back upon the attacker.
  • Utter Dome: Like Force Dome, but protects against physical and magical attacks.
  • Utter Wall: As Force Wall, but spells cannot be cast across the wall.

Powers

These are advantages that you can buy because of your devotion to your diety.
  • All Seeing: 360 Degree Vision + Scribe Essence 5 [21]
    You have eyes in the back of your head...figuratively. Whenever you wish, you can just "see" out of the back of your skull. You still Parry and Block at -2, but Dodge is unmodified and sneaking up on you is almost impossible.
    Requires Power Investiture 2 (The Scribe)



  • Sharpened Resolve: Higher Purpose + Bastion Essence 1 [4]
    Whenever you are attempting to defend someone on "claimed" land from someone who doesn't live in the same patch of "claimed" land, all die rolls are increased by 1. This means any skill or damage rolls to attack the interloper, any Active Defenses you perform when attempting to reach someone who's being attacked, attempts to Sacrificial Dodge, etc. are all at +1. The GM has the final say in whether a roll is affected. This does not stack with other forms of Higher Purpose.
    Requires Power Investiture 3 (The Bastion)



  • Shattered Defense 1: Innate Attack: Crushing 1 (Area Effect: 5 Yards in front of you + Double Knockback + Fragmentation 2 + Emenation + Trigger: Shield Breaking) + Bastion Essence 3 [8]
    When a shield you have readied is broken, it explodes if you want it to if it isn't made of ethereal silver or fiendish alloy. This completely ruins the shield and it cannot be fixed. The explosion affects anyone within 5 yards in front of you. Everyone affected immediately takes 1d crushing damage (doubled for the purposes of knockback) and takes another attack made by the shield at skill 15. The attack made by the shield does allow for an Active Defense, but if the attack connects, the target takes 2d cutting damage to a random part of the body.
    Requires Power Investiture 2 (The Bastion)
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  • Shattered Defense 2: Innate Attack: Crushing 2 (Area Effect: 5 Yards in front of you + Double Knockback + Fragmentation 2 + Emenation + Trigger: Shield Breaking) + Bastion Essence 5 [16]
    When a shield you have readied is broken, it explodes if you want it to if it isn't made of ethereal silver or fiendish alloy. This completely ruins the shield and it cannot be fixed. The explosion affects anyone within 5 yards in front of you. Everyone affected immediately takes 2d crushing damage (doubled for the purposes of knockback) and takes another attack made by the shield at skill 15. The attack made by the shield does allow for an Active Defense, but if the attack connects, the target takes 2d cutting damage to a random part of the body.
    Requires Power Investiture 3 (The Bastion)



  • Interception: Warp (Medium Encumberance + Blink + Accurate + Accessibility: Next to an Ally in Danger + Costs FP 2) + Bastion Essence 15 [50]
    You are able to leap to the aid of an ally who's in trouble. Whenever an ally within 10 yards of you is about to take damage, you may attempt an IQ roll. If you succeed, you may use your Active Defense this turn as Sacrificial Dodge to place yourself between your ally and the attacker, absorbing the attack instead of your ally. If you've made an All-Out Defense (Double Defense) the previous turn, you may also attempt any other Active Defense (except Dodge) to defend yourself.
    Every time you attempt this, it costs 2 FP. You must be able to see your ally when they are being attacked and you must be at Medium Encumberance or lighter. You cannot attempt to jump to an ally unless they are being actively attacked, no matter how serious the threat. You may also use this to Sacrificial Dodge and Drop at a distance.
    Requires Power Investiture 2 (The Bastion)



  • Antivenom 1: Resistant: Poison (+3 to HT roll) + Bastion Essence 1 [4]
    Poisoned weapons or venomous animals have less affect on you. Whenever rolling HT to resist poison, gain +3 to your roll.
    Requires Power Investiture 2 (The Bastion)
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  • Antivenom 2: Resistant Poison (+8 to HT roll) + Bastion Essence 1 [6]
    Poisoned weapons or venomous animals have less affect on you. Whenever rolling HT to resist poison, gain +8 to your roll.
    Requires Power Investiture 3 (The Bastion)
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  • Antivenom 3: Resistant Poison (Immunity) + Bastion Essence 3 [12]
    Poisoned weapons or venomous animals will never affect you! You don't even have to roll to resist.
    Requires Power Investiture 3 (The Bastion)



  • Shield Wall: Allies: Shield Golem (Summonable + Available without roll) + Bastion Essence 5 [16]
    You may summon a Shield Golem in an unoccupied hex within 1 yard of yourself or another Shield Golem ally. These golems will automatically Block any attacks made against them, but they cannot attack or move. Anyone you allow may walk past these golems without trouble, but anyone you don't cannot even attempt to Evade through them. They will remain until you dismiss them (each keeps a separate HP pool and heals naturally at 1 HP per day), they are banished, or their HP is reduced to 0. If a Shield Golem's HP is reduced to 0, they will be unavailable for an entire week.
    This package can be purchased up to 4 times max.
    Requires Power Investiture 3 (The Bastion)



  • Arena 1: Innate Attack: Crushing 2 (Area Effect: 4 Yards + Persistent + Wall + Extended Duration: x10) + Bastion Essence 6 [28]
    As an Attack Maneuver, you can create sections of wall in every hex 2 yards away from you (this will leave 1 yard between your hex and your wall). The wall is 1 yard wide, and 4 yards tall. If there is a wall, barrier, or any other kind of obstacle that is in the way of a wall section being created, the wall is fused with the object temporarily without compromising its structural integrity. This wall lasts for 100 seconds, until all sections have been destroyed, or you attempt to use Arena again.
    Any living things that are in a hex the wall is being created in must move out of the way. If both sides of the hex are clear, they must make a DX check to decide whether they want to be inside or outside the arena. If they fail, you decide where they go. If they have no options, the section of wall is not created.
    The wall has 8 DR, and if a 1 yard section of the wall takes 2 or more Hit Points of damage (piercing and impaling attacks do 1/2 damage) then the wall must make an HT 12 roll minus the total damage it's taken or collapse. at 6 Hit Points worth of damage, the wall section fails without a roll.
    Requires Power Investiture 2 (The Bastion)
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  • Arena 2: Innate Attack: Crushing 2 (Area Effect: 8 Yards + Persistent + Wall + Extended Duration: x10) + Bastion Essence 6 [28]
    As an Attack Maneuver, you can create sections of wall in every hex 3 yards away from you (this will leave 2 yards between your hex and your wall). The wall is 1 yard wide, and 4 yards tall. If there is a wall, barrier, or any other kind of obstacle that is in the way of a wall section being created, the wall is fused with the object temporarily without compromising its structural integrity. This wall lasts for 100 seconds, until all sections have been destroyed, or you attempt to use Arena again. You may use the radius of Arena 1 if you choose to.
    Any living things that are in a hex the wall is being created in must move out of the way. If both sides of the hex are clear, they must make a DX check to decide whether they want to be inside or outside the arena. If they fail, you decide where they go. If they have no options, the section of wall is not created.
    The wall has 9 DR, and if a 1 yard section of the wall takes 2 or more Hit Points of damage (piercing and impaling attacks do 1/2 damage) then the wall must make an HT 12 roll minus the total damage it's taken or collapse. at 6 Hit Points worth of damage, the wall section fails without a roll.
    Requires Power Investiture 3 (The Bastion)
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  • Arena 3: Innate Attack: Crushing 2 (Area Effect: 16 Yards + Persistent + Wall + Extended Duration: x10) + Bastion Essence 7 [32]
    As an Attack Maneuver, you can create sections of wall in every hex 4 yards away from you (this will leave 3 yards between your hex and your wall). The wall is 1 yard wide, and 4 yards tall. If there is a wall, barrier, or any other kind of obstacle that is in the way of a wall section being created, the wall is fused with the object temporarily without compromising its structural integrity. This wall lasts for 100 seconds, until all sections have been destroyed, or you attempt to use Arena again. You may use the radius of Arena 1 or Arena 2 if you choose to.
    Any living things that are in a hex the wall is being created in must move out of the way. If both sides of the hex are clear, they must make a DX check to decide whether they want to be inside or outside the arena. If they fail, you decide where they go. If they have no options, the section of wall is not created.
    The wall has 10 DR, and if a 1 yard section of the wall takes 2 or more Hit Points of damage (piercing and impaling attacks do 1/2 damage) then the wall must make an HT 12 roll minus the total damage it's taken or collapse. at 6 Hit Points worth of damage, the wall section fails without a roll.
    Requires Power Investiture 3 (The Bastion)



  • Resilient 1: Damage Resistance 5 (Ablative + Tough Skin) + Bastion Essence 1 [4]
    You have an extra HP pool with 5 points. If you are about to lose normal HP, you would lose this instead. HP lost from this is not subject to wounding modifiers. Any follow-up attacks or poisons damage this HP, then it still affects you as if it damaged your real HP. This HP pool recovers at the same rate as you would heal normally.
    Requires Power Investiture 1 (The Bastion)
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  • Resilient 2: Damage Resistance 10 (Ablative + Tough Skin) + Bastion Essence 2 [8]
    You have an extra HP pool with 10 points. If you are about to lose normal HP, you would lose this instead. HP lost from this is not subject to wounding modifiers. Any follow-up attacks or poisons damage this HP, then it still affects you as if it damaged your real HP. This HP pool recovers at the same rate as you would heal normally.
    Requires Power Investiture 2 (The Bastion)
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  • Resilient 3: Damage Resistance 15 (Ablative + Tough Skin) + Bastion Essence 3 [12]
    You have an extra HP pool with 15 points. If you are about to lose normal HP, you would lose this instead. HP lost from this is not subject to wounding modifiers. Any follow-up attacks or poisons damage this HP, then it still affects you as if it damaged your real HP. This HP pool recovers at the same rate as you would heal normally.
    Requires Power Investiture 3 (The Bastion)
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  • Resilient 4: Damage Resistance 20 (Ablative + Tough Skin) + Bastion Essence 4 [16]
    You have an extra HP pool with 20 points. If you are about to lose normal HP, you would lose this instead. HP lost from this is not subject to wounding modifiers. Any follow-up attacks or poisons damage this HP, then it still affects you as if it damaged your real HP. This HP pool recovers at the same rate as you would heal normally.
    Requires Power Investiture 4 (The Bastion)



  • Last Stand 1: Damage Resistance 2 (Only at 0 or less + Force Field) + Bastion Essence 1 [6]
    When you are reduced to 0 or lower Hit Points, you will be protected by a divine barrier that surrounds your entire body. This gives you 2 DR and makes you shimmer slightly.
    Requires Power Investiture 2 (The Bastion) and CANNOT be taken with the Berserk Disadvantage
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  • Last Stand 2: Damage Resistance 4 (Only at 0 or less + Force Field) + Bastion Essence 2 [12]
    When you are reduced to 0 or lower Hit Points, you will be protected by a divine barrier that surrounds your entire body. This gives you 4 DR and makes you shimmer slightly.
    Requires Power Investiture 3 (The Bastion) and CANNOT be taken with the Berserk Disadvantage
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  • Last Stand 3: Damage Resistance 6 (Only at 0 or less + Force Field) + Bastion Essence 3 [18]
    When you are reduced to 0 or lower Hit Points, you will be protected by a divine barrier that surrounds your entire body. This gives you 6 DR and makes you shimmer slightly.
    Requires Power Investiture 4 (The Bastion) and CANNOT be taken with the Berserk Disadvantage



  • Second Wind: Extra Life + Bastion Essence 5 [20/Life]
    When you fail a Death Roll, you may choose to reinvigorate you body at any time. When you choose to revive (even right after you fail your Death Roll), your body is pumped full of divine energy. You're healed to full HP and are in any posture you choose with any equipment you need readied. If you have missing limbs, eyes, digits, etc. and enough unspent character points, you may buy off these disadvantages now.
    When you use this advantage, you use up the extra life and it must be bought again. If you have already reached 50 Bastion Essence, you may still purchase the package for 20 points, but you do not apply any more Essense Disadvantages because of it.
    Requires Power Investiture 3 (The Bastion)



  • Volley Fire: Innate Attack: Impaling 1 (Area Effect: 4 Yards + Persistent + Overhead + Increased Range: x5 + Bombardment: Hits on 14 + Can be Blocked + Accessibility: Only Outside + Requires Recharge: 1 hour) + Bastion Essence 5 [15]
    As an Attack, you may target an area within 500 yards from you (gain +3 if you spend a turn aiming and +4 if you're targeting a hex on the ground) and roll to hit with Innate Attack. For the next 10 seconds, everyone is attacked with a skill of 14 every second. If the attack hits, the target takes 1d impaling damage and cover does not protect. Targets take half damage if they are more than 50 yards from you.
    These attacks cannot be Dodged, but if you have a Shield or Cloak, they can be Blocked. This ability can only be used once per hour and only outside.
    Requires Power Investiture 3 (The Bastion)

Essence Disadvantages

Followers who gain Bastion Essence begin to look more like the denizens of the Bastion's Realm. Their skin, scales, fur, or feathers become metalic and bronze in color. People who spend a lot of time around these people tend to feel a bit safer, but a bit colder as well.
Every 5 points of Bastion Essence gives others a +1 to a Religion roll to identify the celestial you follow. Coreligionists will react to you at +1 per 5 points of Bastion Essence (max +5) and people opposed to your religion will react to you at -1 per 5 points of Bastion Essence (max -5).
Every 10 ranks of Bastion Essence requires you to take a rank of one of the disadvantages below.


Disadvantage Description
Dependeny (Claimed Land)
This can only be taken 3 times
You must spend atleast some time in Claimed Land. This Disadvantage comes in 3 ranks:
  • Once a Season: Lose 1 HP per 3 days after leaving.
  • Once a Month: Lose 1 HP per day after leaving.
  • Once a Week: Lose 1 HP per 6 hours after leaving.
Enemies (Saboteurs)
This can only be taken 2 times
A group of Ne'er-do-wells that are attempting a heist or assassination soon that view you as a potential obstical, or a group that has heard of you and wish to make the life of future Ne'er-do-wells a little bit easier. This Disadvantage is a group of less powerful people Hunting you and your party. If you kill them, they will be replaced by another from the same organization:
  • Attacks on a 9 or less
  • Attacks on a 12 or less
Insomniac
This can only be taken 2 times
You have trouble falling asleep. You occasionally take long-term fatigue damage that can only be recovered with a full night's rest. This affects you every 3d days (2d-1 if taken a second time). The GM rolls this number in secret.
Paranoia
This can only be taken 1 time
You don't trust anyone except close friends easily. You treat everyone else with suspicion and distrust. Most people don't really like this and treat you at -2.



Blessed Items

These are standard items that you might find for sale in a temple of The Earth Shaper. They are not Enchantable however.

  • The Invalid's Holy Symbol (Small): 25 SP ($250) 0.25lbs