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
    Skill Abilities

    Skills

    Within the Realm of Bastions, here are those who dedicate themselves to the mastery of: martial arts, rhetorical devices,knowledge of person & place, persuasion, or the arts of subterfuge. The Tou'Ka are known for their wide array of combat Techniques, in addition to the constantly training Bastion City Guard. From the Nobles of Inner Bastion to the politicians of Ot'Ka the Social arts are perfected and even weaponized. Knowledge comes in many forms from the Geography & Humanoid knowledge of the Nat'Ka to the knowledge of Magic in the Church to Mechanics in the Skyward Monolith. The masters of Subterfuge are more difficult to find but for those dedicated enough they can be found in the Sewers of Middle Bastion & Phen'Ka however there are fleeting rumors of a specialized agent of chaos associated with the Pinies who can get anything from anywhere no matter the security. Combat Technique • Precise strike (Long Action: Attack, If Attack hits target cannot Dodge or Deflect until the start of your next turn) • Sundering strike (Long Action: Attack, If Attack is Successful Target cannot use Technology or Automaton Abilities until the start of your next turn) • Disrupting strike (Long Action: Attack,If Attack is Successful Target cannot use Magic or Ancient Way Abilities until the start of your next turn) • Feint (Long Action: Attack, Attacks are Quickened until the end of next round) • Throw (Free Action, Melee Attacks and Pharmacology Abilities have a range of Close until the end of your turn, Weapons used in an attack are removed from your Inventory but can be obtained again using Action: Physical Interaction) • Off-hand proficiency (Free Action, A successful Action: Attack uses two equipped One-hand weapons’ Damage and Trait.) • Battle Trance (Free Action ,until the end of the round successful melee attacks deal Body in damage & ranged attacks can be used at a Long range, cannot Dodge or Deflect until the start of your next turn) • Battle Flow (Quick Action, Dodge or Deflect action this round & Dodging or Deflecting is Quickened until the end of the next round) • Restrain (Quick Action, Body vs Body Opposed Roll to Grapple & Slow an Adjacent Target until the start of your next turn) • Attune Weapon (Free Action, the next successful attack does Spirit in damage, you cannot use Attune Weapon, Sustain, or Magic Abilities until the end of your next turn.) Social (May also use Action: Speak with any Social ability usage with anyone in a Close Range, Can be used in place of Speaking during a Social Encounter, if the ability affects a NPC a Spirit v Spirit opposed roll is required.)

    • Convince (Quick Action, Spirit vs Mind opposed roll, to change disposition)
    • Rhetoric (Quick Action, Mind vs. Mind opposed roll, to change disposition)
    • Coerce (Quick Action, Spirit vs Body opposed roll, to change disposition )
    • Rally (Long Action, Heal target by Roll 1d6 2-5 is 1 Stamina, 6 is 4 Stamina, if a 1 is Rolled the target cannot be affected by Rally for the remainder of the encounter)
    • Command (Long Action, Target’s next action is quickened)
    • Demoralize (Long Action, Target’s next action is slowed)
    • Insult (Long Action)(Roll 1d6 2-5 is 1 Damage, 6 is 4 Damage, if a 1 is Rolled the target cannot be affected by Insult for the remainder of the encounter)
    • Emotive Body Language (Long Action) (Spirit vs Body opposed roll against Critters to change disposition)
    • Battle Plan (Long Action)(May change the order of the Actors within your turn section, starting at the beginning of the next Round.)
    • Politician (Long Action) (Next round all social Abilities affect everyone within adjacent range)
    

    Knowledge

    (May also use Action: Speak with any Knowledge of … ability usage to communicate your knowledge with anyone in a Close Range)

    • of Geography (Quick Action, During Exploration Tone Roll Opposed Roll against Player who chose Setting if higher the PAs learn the Round of the next Environmental Hazard, During Combat Tone your next Movement action is Quickened)
    • of Critters (Long Action, Can use trained Critters, they may use the same amount of actions as you & act immediately after the use of this Ability, can also be used as an Identify Action on Critters giving knowledge of all their active Abilities and disposition.  During Encounters may use this to Make a Request to Tame a Critter above Indifferent.)
    • of Humanoids (Quick Action, Can be used as an Identify Action on all of the Target’s Gifts and Skilled Abilities in Combat Tone, Can discern a target’s disposition during Social Tone by rolling a 1d6 with 1-3 a failure with no penalty and 4-6 a success, and In Exploration Tone can  Roll Opposed Roll against Player who chose Setting if yours is higher the PAs learn the Round of the next Active Hazard)
    • of Mechanics (Quick Action, During Combat Can be used as an Identify Action on all of the Target’s Automaton Systems and Technology Abilities) (Long Action, During Social Encounter if Repair Tools are equipped with Material Goods or Improving Material Goods you can use a long action to roll a 1d6 during a Crafting Encounter. 1 is a failure consuming the repair tools & Goods, 2-5 is a partial success consuming the Goods, and 6 is a success consuming the Goods) 
    • of Occult (Brief Action, Body Attribute is equal to Mind Attribute until the end of turn, can be used as an Identify Action all of the Target’s Ancient Ways Abilities)
    • of Magic (Quick Action, Can be used as an Identify Action on all of the Target’s Spell Abilities, if Focus Staff is equipped can use a Long Action to use Magic associated with the Staff )
    • of Healing (Quick Action, restores Mind attribute in Stamina of one adjacent target, required to rouse an Unconscious actor)
    • of Spiritual (Brief Action, Spirit Attribute is equal to Mind Attribute until end of turn)
    • of Lore (Quick Action, Can be used as an Identify Action on All of the Target’s Equipment(Weapons, Garb and Inventory Items), During Social or Combat Encounters can consume one Intangible to resolve an Active Obstacle or apply the stated effects of to a target. During an Exploration Encounter Roll Opposed Roll against Player who chose Setting if higher the PAs learn the Round of the next Intentional Hazard)
    • of Martial Arts (Quick Action, Copies the Perceive Action, if Advanced Unarmed Combat is equipped can use a Long Action to copy the Perceive & Attack Action.  Can use a Long Action to recite a relevant Code of Honor to Speak & use Body in place of Spirit until the end of your next turn.)
    

    Subterfuge

    • Grift (Long Action, Randomly copies a Social skill until the end of the turn using your Body instead of Spirit on the Opposed Roll [1-2 = Convince, 3-4 = Rhetoric, 5-6 = Coerce], Adjacent Range)
    • Hiding (Quick Action, Body vs Mind Opposed Roll for any Adjacent Actors, Undetectable until the end of next round)
    • Dirty Trick (Quick Action, Disengage until the start of next round)
    • Waylay (Quick Action, Next round can make one Melee Attack as a Free Action)
    • Pickpocket (Long Action Attack, if your Melee attack is successful receive 1 Dosh)
    • Gadget Manipulation (Quick Action, During Exploration Tone can Resolve an Intentional Obstacle. During Combat Tone, Body vs. Body Opposed Roll to force the target’s next Technology or Automaton System Ability to be Long Action, Adjacent Range)
    • Contingency (Quick Action, Recovers the last consumed Item in the Encounter)
    • Nimble (Quick Action, Moving and Dodging are quickened until the end of the next round)
    • Pilfer (Quick Action, Body v Body Opposed roll, on a tie or success, Can move one equipment or item from the target to you, if you do not have inventory space for the equipment you may drop it to the ground or Throw it if that ability is equipped, Adjacent Range)
    • Essence Sap (Quick Action, Spirit v Spirit Opposed Roll, Target’s Magic & Ancient Way abilities are slowed, your Magic & Ancient Way Abilities are quickened until the end of next turn, Adjacent Range)