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
    Technology Abilities

    Technology

    In the Realm of Bastions Technology has developed in part from the Elemental Magic and in part from the greatest inventors of the Realm. The Four main disciplines of Technology that are prominent in Bastion are described below, Pharmacology’s center of research is based in Bastion City. The noble house of Kabir once known for their Tassalroot Brewery has shifted directions in the past couple of generations towards developing other means by which to manipulate the Mind, Body, and Spirit using their connections to Phen’Ka. Hydraulic technology was pioneered by the lake folk of Den’Ka primarily in use of massive hydraulic bridges that control access to Den’Ka. Pneumatics was pioneered by the Inventor of the Skyward Monolith, but stolen blueprints has allowed Ot’Ka to make a name for themselves in the same field. While Materials used to be a closely guarded secret of the Zeu'Ka house Al'Zarar smugglers were able to bring most of the techniques to Inner Bastion a few years ago. This cemented Al’Zarar in the upper echelons of Inner Bastion and protected the Noble house from acquisition by the Daro Group allowing them to aid the Star Consortium. Anyone with the proper Mind attribute, access to blueprints, Dosh, or influence & a tutor can learn how to create and operate the Technology of Bastion.

    Equipped Technology Active Abilities requires a Technical Aptitude Test at the beginning of the Encounter and a Free Hand at the beginning of your Turn to be able to use.

    Pharmacology

    From the Phen’Ka to the Southeast to Bastion City; Pharmacology is an essential technology in the lives of many within the Realm of Bastion, commonly taking the form of the recreational used Hallucinogen or the medically used Pain Reducer, or Curative. Requires an Action to apply the stated effect on an Adjacent Range Target. When the Target is a NPA it is a Mind v Body Opposed Roll to apply. At the end of any Pharmacology ability the target is drained 1 Stamina.

    • Hallucinogen  (Mind & Body are equal to Spirit) [Duration until end of next round]
    • Pain reducer (At the start of each round your Current Stamina is = 3) [Duration = Mind]
    • Stimulant (All of targets actions are quickened) [Duration until end of next round]
    • Sedative (All of targets actions are slowed) [Duration until end of next round]
    • Essence Tincture (Target’s next Action is a Free Action, they cannot use Magic Abilities for the Duration) [Duration is until the start of your next turn]
    • Curative (Removes Poison and Restores 1 Stamina each round, if unconscious target becomes conscious, duration = to Mind)
    • Poison (Removes Curative and Drains 1 Stamina each round, if unconscious the target cannot roll to maintain consciousness until the Poison’s duration ends , duration = to Mind)
    • Skin-shield (The next Successful Attack against a Target is Deflected with Target’s Mind in place of Equipment, Movement is Slowed) [Duration until end of next turn]
    • Numbing Agent (Target cannot Deflect, the Next 1 Damage received is Absorbed) [Duration until end of next round]
    • Muscle-relaxer (Target cannot Dodge, the Next 1 Damage received is Absorbed) [Duration until end of next round]
    

    Hydraulics

    First developed and perfected by the Den’Ka Hydraulics has become essential to the Automatons of Bastion City and the Skyward Monolith. So much so that both Factions offered a large amount of Dosh & Material Goods to the Ot’Ka and Tou’Ka to attempt to take the Hydraulic technology of Den’Ka by force. Requires an Action to activate or deactivate. While activated a Hydraulic Active Ability provides it’s stated benefits and consumes on yourself and uses the stated amount of water at the end of the round. If there is no water then the system overheats draining 1d6 stamina.

    • Intuitive Mitigation System (Deflecting is Quickened, can use ½ of Mind rounded up instead of Equipment While Deflecting,  uses 1L of water)
    • Impact Absorption Mesh (Deflect Melee Rating +1, uses 1L of water)
    • Temperature Controlled Apparatus (Deflect Spell Rating +1, uses 1L of water)
    • Upper Hydraulic Reinforcing Lines (May use Mind instead of Body for Grapple, and Pilfer Opposed Rolls, uses 1L of water)
    • Core Stabilization System (At the start of your Turn Current Stamina is = to ½ of Mind rounded up and One Action Activates or Deactivates all Equipped Hydraulic Abilities uses 2L of water) 
    • Replenishment System (Restores 1d6 L in Water / round)
    • Steam Vents (Adjacent Range around Self are Obscured, uses 4L of water, may use 1 Dosh to emit scented steam that prevents Actors from having their Disposition lowered on failures in Social Encounter Opposed Rolls)
    • Ballistic Gel Layer (Deflect Ranged Rating +1, uses 1L of water)
    • Life Support (Restores 1 Stamina, if unconscious will restore consciousness uses 2L of Water)
    • Lower Hydraulic Reinforcing Lines (First Action: Movement each turn is a Free Action, uses 1L of water, cannot be knocked down)
    

    Materials

    Originally the pride of Zeu’Ka this area of Technology is the newest to make it’s way to Bastion City where it is now the source of income for Al’Zarar Noble House. Bastion City’s Guard have been eager to obtain this Technology since the Second Desert War but have been unsuccessful, for now. Requires an Action to apply the effect listed to an Adjacent Target’s Equipment until the end of next round. Range is Adjacent

    • Enflame (Weapon) [Successful attacks create Elemental: Fire on the target’s space {+1 damage on successful attacks}]
    • Ever-Cold (Weapon) [Successful attacks Slow the target until the end of the next round{+1 damage}]
    • Pressure Conduit (Weapon) [Long action for an attack roll against a target up to Far range away, 5-6 are a success dealing Mind in Physical Damage {+1 damage}]
    • Diamond Core (Worn) [+1 spell Deflection, +1 on Social Encounter Opposed Rolls]
    • Obsidian Coating (Worn) [Absorbs the next 3 Damage received]
    • Phased (Worn) [+1 physical Deflection, next Deflect is quickened]
    • Light-weight (Worn) [Can Disengage once per round]
    • Exploding (Weapon) [Can throw to copy the Ability Fire: Burst]
    • Telescoping (Worn) [+1 Ranged Deflection, next Dodge is quickened]
    • Attracting (Weapon) [If item is thrown to you will return at the end of the round]
    

    Pneumatic

    Developed by the Inventor during the Second Desert War, Pneumatic Technology was integral to the victories over the Phen’Ka during the Second Desert War. The peace established the Skyward Monolith. Afterward the Ot’Ka were able to negotiate a payment from the usually reserved Inventor, and bargained to obtain more of the Pneumatic technology from the Inventor during the Third Desert War. Requires an Action for each activation of a Pneumatic Active Ability and immediately uses the stated amount of Air from the canister. If there is insufficient Air in the Canister then the Ability is blocked.

    • Pneumatic Wrist Stabilizer [1kg, Until the end of next turn 2-Handed Weapons & Ranged Weapons only use one hand, Self Range]
    • Pneumatic Grenade [Consumes 2kg Air, Copy Air: Burst centered on target within Close Range]
    • Puff Boots [Consumes 2kg Air, The next Dodge is a Free Action & uses Mind instead of Body, Self Range]
    • Pneumatic Bolt Launcher [Consumes 1kg of Air, Copy Crossbow equipment until the end of this round Ability and make one attack at Shot Range, if the target tries to dodge you can use Mind instead of Body]
    • Quick Release Pressurized Joints [Consumes 2kg of Air, Attacks are Quickened until the end of next turn, Self Range]
    • Pneumatic Weapon [Consumes 1kg of Air, Copy a One-Handed Weapon until the end of this round and make one attack at Adjacent Range, if the target attempts to dodge you can use Mind instead of Body]
    • Ambient Pressure Equalizer [Restores 1d6 kg of air once this round and again next round, Self Range, not speaking during Social Encounters is not awkward.]
    • Rapid Pressure Accelerator [Consumes 2kg of Air, Successful Pneumatic Attacks do Mind Attribute in Damage until the start of your next turn]
    • Jet-pack [Consumes 5kg of Air, You are Flying until end of next turn, while flying you are Immune to the effects of Obstacles]
    • Rapid Applicator Tool [Consumes 2kg of Air, The next Technology Ability or Item can be Activated with a Free Action instead of the result of the Technology Aptitude Test or Physical Interaction]