Hey there, if I pinged you that is because you had expressed interest in play-testing Realm of Bastions (TTRPG). If you are interested and want to make a character go for it, I'll be capping the amount of people in a single play by post campaign to 4 so if there is more interest I'll run more than one.
Included in the post and subsequent comments will be a game description, lore description, mechanic description, character generation process, and relevant materials for that.
As always if you have interest in reading the whole (250) page .pdf please message me and I'll give the download link.
The Realm of Bastions core rule-set will always be pay what you can as it is important to provide this to anyone who is interested in playing.
Realm of Bastions is a classless & race-less table top role-playing game that promotes shared story-telling. The world that it is based on explores many conflicts in society that are relevant even today, and the encounters may bring up a range of emotions. The Realm of Bastions is aesthetically inspired by Western, Science Fiction, and Fantasy genres exploring some conflicts present in those genres.
The Realm of Bastions is similar yet distinct from the modern world, and will contain themes relating to Technology vs. Magic, tradition vs. innovation, oppressors vs. oppressed, urban vs. rural, among others.
Each Encounter can be designed collectively as an entire group, a single person, or any number in between. The game is designed so that every part of the table top role playing experience can be done so through the Encounter building tools.
The intent of the game is to build friendship through the experiencing of challenging, gritty Encounters while role-playing characters that are capable yet vulnerable. Each player will make difficult choices with their character both in a narrative sense as well as within the mechanics of the game itself.
The game uses a large amount of options to create Actors and then Encounters for which to role-play these characters. The group of players then weave these Actors and Encounters together to create a shared narrative while progressing the Abilities of the Actors.
In the Play by post I will be creating the encounters, I will use another post as the "play by comment" post, this one is where I would like your character to be posted.
In the format of:
Name:
Statistics
Body:
Mind:
Spirit:
Current/Max Stamina: /
Life Paths Experienced:
Active Ability Pool:
Physical Inventory:
Mental Inventory:
Faction Limit:
Faction Points:
Dosh:
Equipment/Items:
Abilities:
Background
For each Life Path experienced please include one to two sentences describing the way the Life Path contributed to the development of the character. In addition please include a physical description of the character.
I'll provide a sample character to help make this more clear.
This is one of the first few times I have run this with others so please be patient and ask as many questions as you can they help me!
Magic Abilities
Magic
Anyone with strong enough willpower can learn the ways in which Essence manifests in the Realm of Bastion. One can use words, gestures, or a frame of mind to weave the Essence that generate the Magic spells described below. When learning a new spell one must seek out a capable magic user to learn from. While there are rumors of ancient Texts, and poems that are able to impart Magic techniques without guidance they are useless. There is an Ascendant of each element, a conduit of the Element itself upon the realm of Bastion. The Ascendant of Earth merged with the Worm in a ritual that resulted in the Cataclysm of Zol’Ka. The Ascendant of Water is the the Speaker of the Lake in the Den’Ka region who merged with the symbiont Thoughtfish, The Ascendant of Fire is the Firebird which consumes the Essence of a single powerful mage to keep the Dragon’s Maw Volcano inactive within the region of Zeu’Ka. The Ascendant of Air is the Sky Pirate Ombtu who made a pact with Living Cloud trapped within the Sky Ship “The Flourish”. Together they Captain the singular Sky Ship that can fly without the use of Pneumatic Technology or Air Magic.
Magic Abilities require a free hand, are Close Range and are a Quick Action unless modified or otherwise stated. All Magic targeting a target below Indifferent requires an opposed roll (Spirit vs. Spirit) Magic that does not state it is sustainable is considered Temporary, and only one Magic Active Ability can be sustained each round.
Any Element conjured by a Magic Ability remains but if the Magic is not Sustained it ceases to be (At the end of the turn after the spell was cast) Element: (Earth, Fire, Water) instead becomes a mundane version. Mundane fire will quickly snuff out unless on a material explicitly described as flammable. Spells that require an Element version of an element cannot use a mundane version in lieu of.
Earth
The denizens of Zol’Ka and Nat’Ka are regarded as the masters of Earth magic in the Outers but within Bastion City the Church makes frequent use of Earth magic to maintain houses, streets, and the very important walls of Bastion City.
Water
The Phen’Ka life on the Trickle and the Den’Ka life on the lake combined with their traditions results in the mastery of Water magic but it can be found in almost every civilization within the Realm of Bastions as the creation of drinking water is of utmost importance to all the people. In addition Water Magic is often used to heal the wounds and illness of the people, yet true masters are few and far between.
Fire
Regarded with more disdain than the other areas of Magic, due to the destructive nature of it. Zeu’Ka are the undisputed masters of Fire Magic, however there are actually more users of Fire Magic within Bastion City but they are relegated to becoming a Scorched One or going into hiding.
Air
Between the First and Second Desert Wars the Living Cloud did not aid a singular region or clan rather pick and choose people to embody the Element of Air. These people banded together as the first masters of Air Magic known as Sky-Pirates. Utilizing Air Magic to pilot the first air-ships, small single person crafts that they used to take from the rich and give to the poor, becoming prosperous and beloved. That is except by Bastion City who allied with Ot’Ka to create the Wind-runners that hunted the Sky-Pirates into near extinction. Now the last Sky-Pirates have banded together on a single ship under Ombtu. Despite their roguish beginnings users of Air magic are now essential to the bustling Air-ship trade between Ot’Ka, Bastion City, and Skyward Monolith.