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!

  • quartz242 [she/her]
    hexagon
    ·
    3 years ago
    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.

    • Creation (Creates 5kg [3 body/6 Stamina, 0 mind, 0 spirit,] of Element: Earth, sustainable)
    • Rock Equipment (Copy a One-Handed Weapon or Tool  until the end of the round and make an Attack, sustainable) 
    • Pathing (The Next Action: Movement is a Free action and adjacent Element: Earth moves with you & is sustained until the end of turn, sustainable)
    • Ensnaring Mud (Movement and Dodging are Slowed for all Targets in Element: Earth until the end of your next turn, sustainable)
    • Magnetic (Attacks and Deflecting are Slowed for all Targets in Element: Earth until the end of your next turn, during Social Encounters you may prevent Disposition loss from any of your Social Opposed Roll failures)
    • Acid (Consumes one instance of Element: Earth and a Target’s equipment is blocked & until the end of the next turn & made shoddy, can be used to grant a Partial Success against Intentional Obstacles)
    • Removal (removes Element: Earth, When used on an Environmental Obstacle grants a Partial Success in resolving)
    • Bolster (Your Stamina is equal to Spirit, sustainable)
    • Sculpting (Consumes one instance of Element: Earth to create a wall that Deflects the next 6 Ranged or Melee Damage adjacent to the wall, sustainable)
    • Earthen shield (Targets in Element: Earth can use their Spirit instead of Equipment when Deflecting, sustainable)
    

    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.

    • Creation (Creates 5 L of Element: Water [2 body/4 Stamina, 0 Mind, 0 Spirit], sustainable, if used on Element: Fire it is absorbed, can be used on a Canister to restore 5L of Water.)
    • Shaping (Consumes one instance of Element: Water to make a wall Deflecting the next 4 Magic Damage close to the Wall, sustainable)
    • Removal (Removes one instance of Element: Water, if a Target is on the Element: Water they take 2 Damage, can be used on a Canister to remove 5L of Water.)
    • Phase Change Freeze: (Consume one instance of Element: Water to create Ice Slowing one Target adjacent to the Element:Water consumed until the end of your next turn)
    • Phase Change Steam: (Consume one instance of Element: Water to create Steam dealing Spirit in damage to one Target adjacent to the Element:Water consumed)
    • Essence Arc (Target’s Adjacent to Element: Water have their Magic Abilities range increased to Far Range until the end of your next Turn)
    • Homeopathy (Consume a one instance of Element: Water to restore [Your Spirit + Target Spirit] in Stamina to one Target Close to the Element:  Water)
    • Spread (Element: Water spreads to one Adjacent space and sustains all Adjacent instances of Element: Water, sustainable)
    • Current (Enemies Adjacent to Element: Water are knocked down and have their movement Slowed until the end of your next Turn)
    • Essence Flux (Enemies Adjacent to Element: Water have their Magic and Ancient Way Abilities Slowed, during Social Encounters affected enemies have their Disposition Improved.)
    

    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.

    • Creation (Create one instance of Element: Fire the size of a hand, [1 body/2Stamina, 0 mind, 0 spirit], sustainable, if a target occupies the space it takes 1 damage at the start of its turn)
    • Spread (Element: Fire spreads to one Adjacent space, sustaining all adjacent instances of Element: Fire, sustainable)
    • Leap (One instance of Element: Fire moves to another space within a Close distance dealing 2 Damage to a Target in that space )
    • Fire Burst (One instance of Element: Fire spreads in all Adjacent directions dealing 2 Damage to any targets in that space.  All instances of Element: Fire become mundane at the start of your next turn)
    • Flare-up (Consumes all instances of Element: Fire to deal Spirit in Damage to any Targets touching Element: Fire)
    • Cauterizing Blaze (Consumes one of instance of Element: Fire to heal Spirit in Stamina of a target sharing the same space)
    • Overheat (Consumes one instance of Element: Fire to block one of a target’s Technology or Automaton System Abilities until the end of next turn)
    • Smoke (Consumes one instance of Element: fire to create a space of Temporary Obscure in the same space as the fire)
    • Melt (Consumes one instance of Element: Fire to make one of the Target’s Equipment Shoddy for 1d6 Rounds, can be used to grant one partial success against Intentional Obstacles.)
    • Essence Burn (Consumes one instance of Element: Fire to block one of a target’s Magic or Ancient Way Abilities, during Social Encounters that target’s Disposition cannot change until the end of next turn)
    

    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.

    • Projection (Deal 2 ranged damage to a Target and all Targets behind the first in a Close Range)
    • Draft (All targets adjacent to a Target in Close range takes 2 ranged damage)
    • Lift (Target is Flying air until the end of next turn, while the target is Flying they are Immune to the effects of Environmental Obstacles)
    • Air Burst (2 Physical damage to all Adjacent Targets to you)
    • Velocity (Abilities except for Velocity are Quickened until the end of your turn)
    • Obscure Self (Until the end of the next round you are Obscured and can use Spirit instead of Body when dodging, can be used to grant a Partial Success against Active Obstacles)
    • Whirlwind (All targets in Adjacent squares are knocked down and pushed to Close range)
    • Stillness (All Ranged Attacks in the encounter are Slowed until the start of your next turn.)
    • Pressure Manipulation: (Can restore or remove Spirit in Air to a targeted Canister.)
    • Mental Clarity (Until the end of your next turn your Mind attribute is = to your Spirit attribute. Speaking to change a target’s disposition and Requests are Quickened.)