I’m currently working on a game that uses the Into the Odd/Electric Bastionland rules, but transplants the action into the fantasy genre. Depending on your mood, you can either pick the “weird” classes the game offers, or stay traditional and play one of the backgrounds of the original D&D game: cleric, fighting-man, magic-user or thief.
When you decide to play a cleric, you have two options:
- a) Play a traditional Cleric (uses item-bound spells, colored to fit their god)
- b) Play a Holy Person (prays each day and rolls to see what special power their god grants them for the day)
On day 1, he picks the Holy Number 7, rolls a d6 and his god grants him the ability to turn a target or himself immaterial for 1d4 rounds.
On day 2, he picks the Holy Number 5, rolls a d6 and gains armor 3 for this day.
On day 3 and 4, he picks the Holy Number 3, rolls a d6 and gains armor 3 for these days.
On day 5, he picks the Holy Number 7, rolls a d6 and his god forces a target to be spiritually fascinated by a piece of armor the Holy Man determines, effectively cutting any damage the target does does in half.
On day 6, he picks the Holy Number 8, rolls a d6 and, for this day, can either turn ten pieces of garment into Armor 1, or give ten targets Armor 3, or let ten persons resist poison successfully, or turn ten persons immaterial for 1d4 rounds.
On day 7, he picks the Holy Number 4, rolls a d6 and his armor and that of his companions permanently gain +1.
These results are all pretty generic. That’s intentional. The random effects still need to be dressed up in colorful description by the player. The Holy Man I wrote about here might see the effects of his god’s powers as divine light surrounding his body, while another Holy Man might be protected by the giant spiritual hands of his goddess.