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
    Ancient Way Abilities

    Ancient Ways

    The Ancient Ways refer to the myriad of traditions that date back to the beginning of each ‘Ka’s founding. The Nat’ka’ah is based on the earliest inscriptions read upon the World Tablet, they told how each living creature is of the same, and the difference between them are able to be manipulated. The Tou’ka’te is based upon the ideal of perfect presence of mind in any conflict, to channel this will into a weapon. The Phen’ka’ou are a tradition based upon the first people who scaled the Mountains of Madness and returned, with them they brought knowledge of a sacred ritual tool known as the ‘Ou. While the Ot’ka’kto is based upon the first representative of Ot’ka a known enjoyer of rare beverages that often gave her insight into the best course of action when faced with difficult choices.

    In order to gain access to a Learning Encounter with someone knowledgeable in the Ancient Ways a Convincing encounter with a member of the appropriate Faction must occur. Within that Convincing Encounter the PAs must succeed on a Request to “Show me to a master of the Ancient Ways”

    These Abilities are only able to be learned in the Setting they originate from, in addition each ability after the first requires one more Faction point (1st Ability requires 1 Faction, 2nd Ability requires 2, 3rd Ability requires 3, 4th Ability requires 4, etc.) Abilities that Block Magic Abilities also Block Ancient Ways.

    The Nat'ka'ah (Requires Knowledge of Critters, and Nat’ka faction)

    • Matter: (Long action, Max Stamina is = to Mind for 1d6 rounds)
    • Synthesis: (Long Action, replace your attributes & abilities with a Critter's (In the current encounter) taking on a Critter form until of the encounter, unable to use Action: Speak, Equipment or Abilities from your Human form after the duration ends.  You cannot use Synthesis on the same type of Critter until Synthesis is used on a different Critter type).
    • Duality: (Quick Action, revert to your Human-form, may use a free action to return to Critter form)
    • Finality: (Long Action,  maintain your current Critter form for 1d6 encounters, after that the Critter-form ends and cannot be taken again until you have used Finality on another type of Critter.)
    • Primal Suplex: (Long Action Attack, Choose to Move once and attack an adjacent target or attack a target Flying above you, if the attack is successful you may move the Target as if you succeeded on a Physical Manipulation opposed roll.)
    • Mimicry: (Quick Action, until the end of the next round when a Critter uses an ability you may choose to copy that action, at the start of your next turn you may use the same amount of Action to replicate the effects of the Mimicked ability)
    • Consciousness: (Long Action, Spirit vs Spirit Opposed roll to bring a target critter’s disposition to Indifferent until the end of the next round, sustainable on a successful Opposed Roll.)
    • Conception: (Long Action, Once per Encounter Knowledge of Critters can be used to resolve a current Active Obstacle)
    • Reflexes: (Long Action, Dodge using Mind instead of Body)
    • Ferocity: (Long Action Attack, if the damage from this attack knocks the target unconscious your attacks are Quickened for 1d6 rounds.)
    

    The Tou'ka'te (Requires Knowledge of Martial Arts and Tou’ka faction) • Of One Grip: (Brief Action, you may use Mind instead of body for Grapple & Pilfer opposed rolls until the end of your next turn) • Of One Hand: (Brief Action, Your next Attack is Quickened, Of One Hand cannot be used for 2d6 – Mind Rounds) • Of One Step: (Quick Action, your Movement is Quickened for Mind/2 Rounds) • Of One Body: (Long Action Attack, successful attacks allow you to deal Mind/2 in damage to the next actor that damages you with a Melee attack) • Of One Shield: (Long Action Attack, if successful you may change your next dodge or deflect to the opposite when an attack against you succeeds) • Of One Eye: (Brief Action, if your next attack roll is a 6 the weapon deals Mind in Damage) • Of One Soul: (Brief Action, after attacking a target your Deflects may use Mind instead of Equipment until the end of the next round) • Of One Breath: (Long Action, make a Throw Attack with an equipped one-handed weapon, the thrown weapon returns to you at the end of your turn) • Of One Will: (Long Action, make a Throw Attack with a Two-handed Weapon) • Of One Life: (Long Action, Instead of rolling to Maintain Consciousness you may become conscious with current stamina = Mind, after 1d6 rounds you return to 0 Stamina and must roll to maintain consciousness)

    The Phen'ka'ou (Requires Knowledge of Spirituality, and Phen’ka Faction ) • 'Ou: (Brief Action, in two empty hands the ‘Ou Censor appears from smoke, it may copy the Club or Staff Weapon Traits Attack an adjacent target with a Long Action, dealing 2 Damage on a successful attack, and applying any Resin or Oil, abilities to the target. All other Phen’ka’ou abilities require the ‘Ou to be in hand.) • Dan'del Resin: (Long Action, all Targets affected by the ‘Ou Smoke Restore 1 Stamina at the start of their turn, Duration is Mind Attribute in Rounds) • No'lien Resin: (Long Action, all Targets affected by the ‘Ou Smoke Drain 1 Stamina at the start of their turn, Duration is Mind Attribute in Rounds) • Ho'hou Resin: (Long Action, all Targets affected by the ‘Ou Smoke are Undetectable) • Fa'tni Oil: (Quick Action, until the start of your next turn, targets affected by the ‘Ou smoke have their first action slowed) • Bleu'si Oil: (Quick Action, until the start of your next turn, targets affected by the ‘Ou smoke have their first action quickened) • Va'ngh Oil: (Quick Action, duration is until the end of next round, targets Body and Mind are replaced by their Spirit)  • Trailing Stance: (Brief Action Movement & the 'Ou smoke effects all spaces you move through this turn) • Lobbing Stance: (Long Action Attack, a success deals 1 Damage and applies any Resin or Oil abilities to the target) • Fog Stance: (Brief Action, the 'Ou smoke effects all adjacent squares until the end of this turn)

    The Ot'ka'kto (Requires Knowledge of Occult, and Ot’ka Faction)

    • Gourd of Life and Death: (Brief Action, drink from the Gourd in your Hand, anyone drinking from the Gourd makes a Mind v Body opposed roll against themselves, if mind wins you are restored 1 stamina and the effects of any Ale or Spirit lasts until the start of your next turn, if Body wins it drains 1 stamina and the effect lasts until the end of the next round.)
    • Fire-belly Ale: (Quick Action, the Gourd is filled with an Ale that imparts the effect, successful attacks deal 1 fire damage and enemies who successfully attack you take 1 fire damage)
    • Dragon Spirit: (Quick Action, the Gourd is filled with a Spirit that imparts the effect, once per round you may use a Brief Action to attack a target in close range, success deals 1 fire damage, 3 fire damage on a roll of 6)
    • Frost Ale: (Quick Action, the Gourd is filled with an Ale that imparts the effect, successful attacks slow the targets movement, enemies who successfully attack you are slowed until the end of their next turn)
    • Ice Spirit: (Quick Action, the Gourd is filled with a Spirit that imparts the effect, you are slowed and restore 1d6 Stamina at the end of each round.)
    • Earthen Ale: (Quick Action, the Gourd is filled with an Ale that imparts the effect, Successful attacks create Elemental: Earth in all spaces adjacent to the target, enemies who successfully attack you restore 1 Stamina)
    • Bog Spirit: (Quick Action, the Gourd is filled with an Spirit that imparts the effect, Deflect the next successful attack against you, use Mind instead of Equipment)
    • Breeze Ale: (Quick Action, the Gourd is filled with an Ale that imparts the effect, Dodge the next successful attack against you using, Mind instead of Body)
    • Tornado Spirit: (Quick Action, the Gourd is filled with a Spirit that imparts the effect, once per round you may use a Brief Action to push all adjacent targets to close range and knock them down.)
    • Share drink: (Quick Action, You and one adjacent ally drink from the Gourd in your Hand.  anyone drinking from the Gourd makes a Mind v Body opposed roll against themselves, if Mind wins you are restored 1 stamina and the effects of any Ale or Spirit lasts until the start of your next turn, if Body wins it drains 1 stamina and the effect lasts until the end of the next round)