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
    Equipment

    Equipment can be differentiated between Weapons, Worn Items, and Intangibles with the first three taking up space in your Physical Inventory, determined by Body. Intangibles take up space in Mental Inventory determined by Mind. Any equipment in addition to 1 Worn Item and 1 Ranged Weapon, 1 2-handed weapon, or 2 1-handed weapons counts as an Item.

    On your turn you can dedicate your actions to attempting to attack, attempting to dodge, or deflecting. One use of an attacking, dodging, or deflecting action allows for one attack, dodge, or deflect. If a target has not declared a dodge or deflect then they do not get a roll and if the attack is successful apply the stated damage.

    Ranged weapons must have the ammunition item in the off-hand resulting in both hands being occupied an attack roll of a 1 consumes the ammunition item.

    Two-handed weapons require both hands to wield the weapon as their name implies. Ranged Weapons and Two-handed weapons require using a Change: Equipment Action to open a hand in order to use Magic and Technology.

    Equipment cost Dosh, each Life Panel pays the amount of Dosh based on the Life Panel’s location. Actors can utilize Barter Encounters to trade Equipment found from Encounters as well as Treasure for Dosh.

    Equipment, and some specific Items can be improved during a Crafting Encounter from: Improved to Exceptional to Master-worked to Relic. Weapons that do damage have their damage increased by one per level level of improvement, while items that can be improved detail their improvement for each stage of enhancement in their description. In addition Broken or Shoddy Equipment can be Repaired during Crafting Encounters. One-handed Weapons
    [Attacks are Quick, Damage is 2, Range is Adjacent]

    • Unarmed [Always Armed {Attacks are brief and do 1 damage}] No Cost
    • Sword [Rending {If enemy attempts to dodge, they take 1 unavoidable damage}] Cost 2 Dosh
    • Hammer [Impact {If enemy attempts to deflect, they take 1 unavoidable damage}] Cost 2 Dosh
    • Hatchet [Momentum {Attacks quicken following attacks until the end of the turn] Cost 2 Dosh
    • Spear [Reach{Long Action to Action: Attack at Close Range}] Cost 2 Dosh
    • Lasso [Disarming {Damage is 1, Successful Attacks Attempt to Pilfer the Target’s Equipped Weapon}] Cost 1 Dosh
    • Club [Indistinguishable {Can’t be pilfered/blocked/made shoddy}] Cost 1 Dosh
    • Knife [Vital-strike {Attack rolls of 6 do 4 Damage}] Cost 2 Dosh
    • Buckler [Reflexive{While activated with a Quick Action , Deflect is Quickened. Deflect Ranged Rating 2, Damage is 1 for attacks}] Cost 2 Dosh
    • Shield [Sturdy {While activated with a Quick Action, First Deflection of the Encounter is Free Deflect Melee Rating 2, Damage is 1}] Cost 2 Dosh
    • Rapier [Parry {Successful Attacks reduce the next successful Melee Attack against you by 1d6 (1-4 One Damage, 5-6 Two Damage)}]
    • Puzzle-blade [Enigmatic{Successful Attack Rolls of 5-6 Attempt to Pilfer the weapon of the next Successful Melee Attack against you}]
    

    Two-handed Weapons [Attacks are Long and Damage is 3, Range is Adjacent]

    • Advanced Unarmed Combat [Dedicated] {Requires Knowledge of Martial Arts, A successful attack can copy any one or two-handed weapon’s trait, except for Buckler, Shield, Wreath of Shadows, and Bastion Shield.}
    • Pole-arm [Length-advantage{After attacking Deflect once as a free action}] Cost 3 Dosh
    • Great-ax [Destructive {Successful attacks cause a random equipment on the target to be blocked until the start of your next turn (3-4 Garb, 5 Off-hand, 6 Main-hand)}] Cost 3 Dosh
    • Long-sword [Expertise {After attacking Dodge once as a Free Action}] Cost 3 Dosh
    • Maul [Reliable {If the target successfully Deflects or Dodges they take 1 unavoidable damage}] Cost 3 Dosh
    • Staff [Tempo {After attacking Movement is Quickened until the start of your Turn} Cost 2 Dosh
    • Weighted-lasso  [Entangling {Successful attacks do 1 damage, knock the target down and grapple them until the end of your next turn}] Cost 2 Dosh
    • Scythe [Width {Successful attacks do 2 damage to the enemy & enemies adjacent to the target}] Cost 2 Dosh
    • Bastion Shield [Refuge {While activated with a Long Action Adjacent Allies and yourself deflect the next 2 damage until the start of your next turn, Damage is 1 for attacks} Cost 3 Dosh
    • Wreath of Shadows [Distraction {When activated with a Long Action Adjacent allies and yourself Dodge the next successful Attack against them, Damage is 1 for attacks} Cost 3 Dosh
    • Serrated Long Blade [Critical {Attack rolls of 5-6 do 4 damage}]
    • Double-ended-spear [Riposte {Successful attacks allow you do deal 1 Damage to each actor who successfully attacks you with a melee weapon until the start of your next turn}]
    

    Ranged Weapons
    [Attacks are Long, Range is Close and Damage is 2]{Must have the ammunition item, Uses 2-hands, attack rolls of 1 consume ammunition}

    • Revolver [One Handed,Only counts as 1-handed ] Cost 4 Dosh
    • Canister Launcher [Concussive {Damage is 1, the target and any actors adjacent are knocked down and their next movement action is slowed, attack rolls of 1-3 consume ammunition} Cost 4 Dosh
    • Flintlock Blunderbuss [Scattershot {Range is Adjacent and does damage to everyone in front of you, attack rolls of 1-2 consume ammunition}] Cost 3 Dosh
    • Crossbow [Ballistic {Successful hits do 2 damage to a second target that is adjacent & behind the target attacked}] Cost 2 Dosh 
    • Bow [Practiced Hand {After a Successful Attack, your next Attack is Quickened}] Cost 2 Dosh
    • Musket [Fire & Forget {After attempting an attack you can move once as a free action}] Cost 3 Dosh
    • Sling [Resourcefulness {Damage is 1, Attack Rolls of 1 do not consume ammunition, attack rolls of 6 do 2 Damage}] Cost 1 Dosh
    • Compound-Bow [Arcing {Ignores the effects of Obscure, Earth: Shaping, and Bastion Shield}] Cost 2 Dosh
    • Flintlock Rifle [Precise{If target attempts to dodge they receive 1 unavoidable damage}] Cost 3 Dosh
    • Flintlock Pistol [Piercing {If target attempts to deflect they receive 1 unavoidable damage}] Cost 3 Dosh
    • Flintlock Hand-Cannon [Over-loaded {Damage is 4, Range is Adjacent, attack rolls of 1-3 consume ammunition}] Cost 3 Dosh
    • Mortar [Artillery [Range is Far, Ignores the effects of Obscure, Earth: Shaping, and Bastion Shield, always consumes ammunition] Cost 4 Dosh
    

    Items (# of items in inventory is equal to body, if an item is stackable it only takes up one inventory space)

    • Large Tool: [Long action to mitigate an environmental obstacle, consumable] Cost 1 Dosh
    • Improving Material Goods [Requires Knowledge of Mechanics & Repair Tools,  Used to upgrade equipment, consumable] Cost Improved: 2, Exceptional: 4, Masterful: 6, or Relic: 8 Dosh
    • Small Tools [Long action to mitigate an intentional obstacle, consumable, stackable] Cost 1 Dosh
    • Travel bag [Increases your Inventory by 3, multiple bags do not increase your Inventory, can be improved to increase the additional Inventory provided by 1] Cost 2 Dosh
    • Caravan [Requires a Trained Critter to use, allows you to use the Critter’s Body for additional Inventory] Cost 2 Dosh
    • Repair Tools [Requires Knowledge of Mechanics,Using Material Goods you can turn a Broken or Shoddy item into a normal one. Using Improving Material Goods can change the equipment to (Improved → Exceptional → Masterful → Relic)] Cost 1 Dosh
    • Ammunition [Required for a range attack, is consumed on an Attack roll of 1, stackable] Cost 1 Dosh
    • Food/Drink [Restores Stamina based on quality, a foraged meal may be 1 while an expensive inner city meal may restore 5, consumable, stackable] Costs Variable Dosh, Cost = Stamina Restored
    • Canister Air/Water [Large capacity pressurized water tank & hoses, Can hold 10 kg of air or 40L of water which counts as Element: Water] 1 Dosh, fully replenished for 1 Dosh
    • Supplies A bit of food, water, a portable means of getting sleep, shelter, alcohol, dried Tassalroot, and more. Supplies are essential to a Relaxing encounter and are a reliable way of recovering to full strength. [Each Actor in the Relaxing encounter can use a Long Action to Restore 1d6 Stamina, consumable] 1 Dosh
    • Focus Staff [Uses both hands, may attack copying the Staff equipment, Requires Knowledge of Magic, this item can be upgraded rather than increasing the damage, at Base level it can copy one Creation spell but they cannot be sustained,  Improved it can copy one Removal Spell or one Creation Spell but they cannot be sustained, Exceptional can copy one Magic Ability but they cannot be sustained, Masterwork any Magic Ability Copied can be sustained, Relic the copied Magic Ability is cast at the start of any Encounter.] Costs 2 Dosh 
    • Trained Critter [Does not take up Inventory Space, Choose a Critter with 1-2 Active Abilities to have as an Item, can be upgraded to add another 2 attribute & One Active Ability (Two Active Abilities at Relic)] Costs 2 Dosh 
    
    • quartz242 [she/her]
      hexagon
      ·
      3 years ago
      Equipment pt.2

      Intangibles Each Intangible can only be used once per encounter using the Recite Action a Quick Action at a Close Range. The number of intangibles in mental inventory is equal to mind. [Can be improved to provide one additional use per encounter for each stage of improvement or one additional use for consumable Intangibles]

      • Song: Spirit vs Spirit Opposed Roll, During Social Encounter improve the Target’s disposition two levels if successful, no affect if unsuccessful. 2 Dosh
      • Joke: Mind vs Spirit, During Social Encounter, to Slow the target until the end of your next turn. 2 Dosh
      • Anecdote: Mind vs. Spirit, During Social Encounter, improve the Target’s disposition two levels if successful, no affect if unsuccessful. 2 Dosh
      • Poetry:  Spirit vs. Spirit, During Social Encounter can choose to Quicken or Slow the target until the end of their next turn. 2 Dosh
      • Gossip: Spirit vs. Spirit, During Social Encounter, to Slow the target until the end of your next turn. 2 Dosh
      • Secret: During Exploration Encounter, can Resolve one Active Obstacle, consumable. 2 Dosh
      • Fact: Mind vs Mind, During Social Encounter, improve the Target’s disposition two levels if successful, no affect if unsuccessful. 2 Dosh
      • Directions: Can Resolve one Environmental Obstacle, can be used before the Obstacle is triggered with a previous successful Survey/Knowledge of Geography roll to identify the Obstacle, when obtained the Storyteller assigns a specific Setting that the Directions are used for. Attempts to use Directions on a Setting other than the specified one require Knowledge of Geography active and a 1d6 roll by the actor with a 6 resulting in successful use. 2 Dosh
      • Orders: Mind vs Spirit on success the target accepts a request regardless of their disposition, no affect on failure. 2 Dosh
      • Ultimatum:  Spirit vs Spirit on success the target accepts a request regardless of their disposition, no affect on failure. 2 Dosh
      

      Garb [Items marked with an * are able to be improved increasing their numerical value by 1 for each stage of improvement]

      • *Shadowed Attire [Ne'er-do-well {Start the Encounter Undetectable for 1 Round} 2 Dosh 
      • *Composite Armor [Bespoke Confidence {Max Stamina = 3}] 4 Dosh
      • *Fancy Clothes [Suave {+1 in Social Encounter Opposing Rolls}] 3 Dosh
      • *Null Clothes [Resistant{Deflect Magic Rating 2}] 3 Dosh
      • *Ballistic Vest [Ceramic shell {Deflect Ranged Rating 2}] 3 Dosh
      • *Metal Armor [Absorptive {Deflect Melee Rating 2}] 3 Dosh
      • * Urban Attire [Pockets {Increase your Inventory by 2}] 2 Dosh
      • Robes [Ensorcelled {The First Magic Ability of each Encounter is a Free Action}] 2 Dosh
      • Adventuring Clothes [Lucky {Each Encounter you can Dodge roll the first Successful Attack against you}] 2 Dosh
      • Utility Suit [High-tech {Technical Aptitude Tests are 1 Long, 2-4 Quick and 5-6 Brief} 2 Dosh
      • Frontier Attire [Holster{First Attack in an Encounter is Quickened}] 2 Dosh
      • Bandoleer Vest [Quiver {Ammunition doesn’t take up Inventory space}] 4 Dosh
      • Integration Suit [Interphase {Automaton Activation is a Free Action}] 4 Dosh