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
    Glossary
      Glossary of Terms
    
    
    • Blocking:  When an Active Ability is blocked it cannot be used but still takes up a Ability space, if you do not know the targets active Abilities (identify with knowledge skills or to be the target of an inform action) the Actor being targeted by the Block effect chooses what Active Ability is Blocked.
    • Broken: A broken equipment Ability cannot be equipped until it is repaired during the appropriate encounter.
    • Consumable: A Consumable item is removed from your inventory when used with an Action
    • Disposition Change: a hidden qualifier for a NPA, changed by social Abilities, above Indifferent has a Disposition Number than can be used in place of a roll during a request:  [Combative ↔ Hostile ↔ Irritated↔ Avoidant ↔ Annoyed ↔ Indifferent ↔ Curious[2] ↔ Receptive[3] ↔ Friendly[4] ↔ Helpful[5] ↔ Loyal[6]].
    • Drain: Stamina that is Drained cannot reduce an Actor to 0 Stamina.
    • Equipment Rating: The total rating of all Equipment and any Abilities explicitly affecting it.
    • Flying: An Actor that is Flying is considered Close Range to anyone on the ground and cannot be targeted by Melee or Adjacent ranged Actions/Abilities.
    • Grapple: Body vs Body opposed test when applied, if the target fails Movement and Dodge Actions are Blocked as long as the Grapple is Sustained.
    • Identify: Choose one Actor’s Active Ability appropriate to the knowledge skill used to be revealed.
    • Knocked Down: The actor is forcibly moved from a standing position to being on the ground, while on the ground all Actions & Abilities other than Movement are Slowed, returning to a standing position requires a Movement Action to stand.
    • Obscured: Ranged Attacks passing through an Obscured Space or targeting an Actor in an Obscured Space require a 6 for a Successful Attack.
    • Opposed dice roll:  If an action calls for an Opposed roll, the Player Controlled Actor & Non-Player Controlled Actor both roll a 1d6 dice.  If the Player Controlled Actor wins the Ability affects how described, if the Non-Player Controlled Actor wins the Ability does not affect.  If the Opposed roll states an associated stat that is added to the 1d6. Ties are rerolled between those that tie.
    • Partial Success:  Two Partial Success is equivalent to a Success.
    • Pilfer: Body v Body Opposed roll, a tie or success for the actor attempting to Pilfer results in a success, moving the targeted equipment from the target to the actor attempting to pilfer. If they have no available inventory the equipment falls to the ground instead.
    • Quicken: Specified action is one step faster [Blocked → Long → Quick → Brief → Free].
    • Shoddy: If a 1 is rolled during a Shoddy Weapon’s Attack it becomes Broken, Shoddy Garb reduces the Actor’s Social Encounter Opposed Rolls by 1.
    • Slowed:  Specified Action is one step slower [Free → Brief→ Quick → Long → Blocked].
    • Technical Aptitude Test:  Roll 1d6 at the start of each Encounter to determine the Action required for Tech Abilities this round: on a 1-3 are a  Long Action, 4-5 Quick Action, and 6 Brief Action.
    • Temporary: Lasts 1 round and cannot be Sustained.
    • Undetectable:  Cannot be Targeted by any Actor unless that Actor uses a Perceive action first, unaffected by Active Obstacles.
    

    Glossary of Actions

    • Absorb (Free Action Defender is healed rather than damaged, must be unlocked by a specific Ability)
    • Ascent (Quick Action while Flying to become Far from an Actor on the Ground)
    • Attack (Action speed based on weapon type, Roll a d6 1-2 miss while 3-6 hit, action depends on weapon, ranged weapons cannot attack through an Actor)
    • Break Free (Quick Action to end a Grapple with a Body vs Body Opposed Roll, if you win the Opposed Roll you Succeed, if you fail you get a partial Success. Can be used on another Actor that is grappled to assist them in breaking free)
    • Change Equipment (Brief Action, Exchange one active Equipment Ability (1 one-handed weapons/item, 1 two-handed weapon/item, or 1 worn item) for another Equipment Ability.  Also used to draw or stow a weapon and to open a hand for Magic or Technology)
    • Change Magic or Ancient Way Technique (Quick Action, Exchange one active magic or Ancient Way Ability for another Active Ability)
    • Change Skill (Brief Action, Exchange one active skill Ability for another active Ability)
    • Change Technology or Automaton Upgrade (Quick Action, Exchange one active Technology or Automaton Ability for another active Ability)
    • Deflect (Long Action Reduce the next successful Attack’s Damage by the total Equipment Rating appropriate for the Attack [Melee, Ranged, Magic])
    • Descent (Quick action while Flying to become Close or Adjacent to an Actor on the Ground)
    • Disengage (Your next Action is Free and must be Dodge, Deflect or Movement even if those actions are Blocked or Slowed, cannot Attack until the start of your next turn)
    • Dodge (Long Action, Body vs Body Opposed Roll against the next successful Attack, if you roll equal to or higher than the Attacker the Attack becomes a miss)
    • Identify (Long Action, choose an Ability used by the Target, Mind v Mind Opposed Roll Reveals the Ability, including the details of the Ability, and allowing it to be targeted by a Block Ability, if the Target wins the Opposed Roll there is no effect.  If the Target has not used any Abilities the Target may choose which Ability to reveal if they lose the Opposed Roll.)
    • Movement (Brief Action, the Actor chooses a reference point like another Actor or an Aspect of the Setting and moves towards or away, they way the actor moves is described.  Each Movement is one step on the distance spectrum. If an actor is on the ground they must use movement to stand.)
    • Maintain Consciousness (Long Action, roll 1d6 A roll of 1-2 results in the Actor slipping into unconsciousness, a 3-4 resulting in a Partial Success, and a 5-6 being a full success resulting in the Actor regaining 1 Stamina.)
    • Perceive (Long Action, Roll a d6 1-3 fails to detect while 4-6 succeeds in perceiving one Undetectable actor)
    • Request (Long Action, Opposed roll, if your roll is equal to or higher than the target and the target’s disposition is Indifferent or higher the request is accepted. If indifferent or below then the targets disposition is decreased one step and the request denied. If the target rolls higher then the request is ignored and their disposition is lowered by 1 step.  The Actor making the Request can choose to use the target’s Disposition Number instead of rolling, the target can reply.)
    • Scout (Long Action, Opposed Roll, During Exploration this action reveals the presence of any Active obstacles)
    • Study (Long Action, Opposed Roll,  During Exploration this action reveals the presence of any Intentional obstacles)
    • Survey (Long Action, Opposed Roll, During Exploration this action reveals the presence of any Environmental obstacles)
    • Speaking (Brief Action, A statement up to two sentences if speaking to a PA they may offer a short reply, can use a Quick Action to make a Spirit v Spirit Opposed Roll for Positive Disposition Shift on a PA win or Negative for a NPA win.)
    • Sustain (Brief Action to extend the duration of one Action/Ability, that has the Sustain trait, until the start of the next round)
    • Recite (Quick Action at a Close Range to use an Intangible item on a target)
    • Rest (Long Action, During a Relaxing Encounter with Supplies each Actor in the encounter can use this action to recover 1d6 Stamina, without supplies an Actor only regains 1 Stamina)
    • Retreat (Long Action, During a Combat Encounter if all of the PAs are Distant from all of the NPAs then this action can be taken to end the Encounter with no Treasure Rolls/Life Path Experience)
    • Trudge Through (Long Action, During an Exploration Encounter if each PA has taken 5 Movement Actions then this action can be taken to end the Encounter with no Treasure Rolls/Life Path Experience and each Actor is drained 1 Stamina)
    • Silence (Long Action, During a Social Encounter if each PA has used the Speaking action once then this action can be taken to end the Encounter with no Treasure Rolls/Life Path Experience)
    • Physical Interaction (Quick Action, During an Encounter this Action allows an Actor to physically move an Adjacent Actor [NPAs must be Grappled or fail a Body v Body Opposed Roll], Equipment, or an aspect of the Setting from one place to another within Close range. In addition this Action allows you to use an Item in your Inventory)