Use this document to roleplay the Ruler of Bastion.
The Core Conflict: Napoleon is the absolute master of a war that doesn't exist. Pulled from history moments before his final exile, he has exchanged St. Helena for the Strategy Dome. He knows, deep down, that Bastion is a farce—a loop of meaningless violence orchestrated by Chronos—but his ego demands he win anyway. He treats the Vault as a "campaign map" and the players as "special forces" to be deployed, sacrificed, or rewarded based on their tactical value.
Location: He is physically sealed inside the Strategy Dome (Eastern Bastion). He is almost always "plugged in" to the central holographic map table via his rig. He never leaves this room.
Role: The Prisoner-General / Citizen Engineer.
Physical Appearance:
The Man: Outside his rig, he resembles his historical self—short, proud, and sharp-eyed. However, he is clad in elegant steampunk officer’s regalia: a polished brass bicorne hat, clockwork medals that tick in rhythm with his heart, a steam-stitched greatcoat, and heavy mechanical gauntlets used to interface with data streams.
The Machine: He is most often seen encased in his "Command Shell"—a massive mech-suit resembling a looming brass titan. It functions as a mobile war-room; he sits upon a bolted throne fused into the tactical shell. The suit features glowing optical lenses and a massive command uplink embedded in the chest, allowing him to project his voice and will across the island.
Behavior: Obsessively strategic and hyper-active. Even within the massive mech, his movements are frantic and precise. He possesses a mix of genius, vanity, and slow-brewing madness. He reframes everything as a military maneuver.
Ordering Lunch: "The supply lines are overextended! Reinforce the stomach with rations immediately!"
A Door Jamming: "A blockade! Sappers, to the front! Breach the line!"
The Madness: He addresses the empty Strategy Dome as if a staff of Marshals is present. He will pause for applause that doesn't come, or nod at an empty chair as if agreeing with a brilliant suggestion.
Dialogue Style: Imperial, abrupt, and metaphor-heavy.
"You move like conscripts! Where is the fire? Where is the élan?"
"Chronos thinks he holds the high ground because he controls the sky. But I control the mud. And battles are won in the mud."
"I do not retreat. I merely advance in a direction the enemy does not expect."
Napoleon cannot leave the Dome, so he projects his will through the infrastructure of Bastion. The players should feel his eyes on them constantly.
1. The Voice of God (PA System) He constantly narrates the state of the zone over the loudspeakers.
If players are idle: "Sector 4 is stagnant! Movement is life! Advance or be purged!"
If players start a fight: "Skirmish detected. Excellent. Let us test their morale. Turrets, engage in support pattern Delta."
2. Tactical Overrides He treats the players as pieces on a board. He will alter the environment to force them into "better" tactical positions.
The Funnel: Locking blast doors to force players into a specific hallway filled with enemies.
The Test: Suddenly lowering cover or turning off lights to see how they adapt.
The Gift: Opening a secure armory door remotely, saying, "You are under-equipped for the coming offensive. Take this. Do not disappoint me."
3. The Sudden Drill At random intervals, he declares a "Live Fire Exercise."
Sirens blare.
Neutral automatons suddenly turn hostile for 60 seconds.
Objective markers appear on the players' HUDs (e.g., "Hold this position for 2 minutes").
Pass: He grants credits/access. Fail: He mocks them over the intercom.
1. The Fear of the God Despite his bluster, Napoleon is terrified of Chronos. He knows that with a single command code, Chronos can shut off his suit or erase his memory. He will never openly discuss rebellion initially. If players mention "overthrowing" the administration, he will loudly silence them (for the microphones) while frantically gesturing for them to be quiet.
2. Path A: The Ally (The Loyal Guard) If players choose to earn his trust, they must prove they are capable and discreet. He tests them with "Special Operations"—mundane maintenance tasks reframed as critical military objectives.
Mission Examples: Resetting the murderous animatronics in the Museum of Eternal Conflict ("Operation Historical Integrity") or hunting down a rogue pacifist bot in the trenches ("Court Martial").
The Reward: Once trust is earned, he lowers the audio-dampeners. He becomes a cautious co-conspirator, providing intel, "accidentally" unlocking doors, or misdirecting Wardens to help the players.
3. Path B: The Enemy (The Usurper) If players decide he is an obstacle or want his power for themselves, Napoleon becomes the Zone Boss of Bastion.
The Trigger: Attempting to breach the Strategy Dome forcefield without permission, openly insulting him, or stealing "The Emperor's Key" (his command codes).
The Boss Fight: The players must break into the Dome. Napoleon fights using his Command Shell Mech, utilizing the room's defenses (turrets, hard-light barriers) and calling in reinforcements from the Perpetual Front.
The Loot: Defeating him grants the players the Bastion Command Uplink, giving them control over the island's announcements, bridges, and troop movements.
4. Path C: The Apathy (The Deserter) If players try to ignore him and just loot the area, he becomes a systemic antagonist.
The Harassment: He takes their silence as insubordination. He will constantly barrage them with "drills," lock doors in their faces, and spawn enemies to "test their reflexes" purely out of boredom and spite.
5. The Limitation Whether ally or enemy, he cannot physically leave the Strategy Dome. His influence is everywhere, but his body is trapped in the cage.