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
    Automaton System Abilities

    Automaton Systems

    Automaton Systems are the pinnacle of Technology & Magic development in the Realm of Bastions. They are around 90kg in weight and around 2m in height with the limbs roughly 3x the size of an average person, usually a sleek metallic color due to the alloy used to harness Magic Essence. The first developed System was the Wind-runner system tested by the Ot’Ka after development at the Skyward Monolith, the Castle System was a reward for the Zol’Ka nation for their allegiance during the Third Desert War, the Zeu'Ka were able to smuggle out some Blueprints and construct their own variant the Firebird. The Lotus System was developed independently and first revealed during the final battle of the Third Desert War, developed in conjunction between the Speaker of the Lake and the top tinkerers of Den'Ka.

    These Abilities are only able to be learned in the Setting they originate from, during the Learning encounter when you attempt to Upgrade your Automaton System you must have Knowledge of Mechanics equipped and roll 1d6 + your Mind against 2d6, if you roll higher you gain access to the new Ability, if you roll lower you still gain access to the new Ability but your Automaton System sustains the difference in Damage.

    Requires a Quick Action to Activate the System at the start of each encounter and a Quick Action to Deactivate a System to use other Abilities.

    While the System is activated use the System Stamina which is equal to the Operator’s Spirit.  When System Stamina is = 0 Cannot use Automaton System Abilities until it is Repaired during a Crafting Encounter while Knowledge of Mechanics is Active. While a System is activated non-system Abilities and Equipment Cannot be used, except for the benefits of Garb. Action: Movement is a Quick Action while in an Automaton System, all Automatons can use the Unarmed Attack as a Quick Action Dealing 1 Damage. Only one type of Upgrade may be active for each area (System, Head, Body, Legs, R-hand Sphere, L-hand Sphere). Abilities that affect another actor and are not attacks are Spirit v Spirit opposed rolls. While in an Automaton system your social opposed rolls are -2. Abilities that Block Technology Abilities also Block Automaton Systems.

    Firebird system (Requires Zeu’Ka Faction)

    • Five-feather System Upgrade: (Long Action System Activation you have 5 Feathers, each time a Sphere is used a feather is used to add damage, 1st , 2nd & 3rd Feather Used is +2, and the 4th & 5th Feather used is +0, when all feathers are used the System takes 1d6 damage each time another Sphere is used.) 
    • Three-feather System (Long Action System Activation you have 3 Feathers, each time a Sphere is used a feather is used to add damage, 1st Feather used is +3, 2nd Feather is +1, and the 3rd Feather is +0, the system does not overheat when the last feather is used.) 
    • Pyro-kinetic Processing Unit (Head): (Quick Action, Can move an Element:Fire space to another close to it.) 
    • Heat Sensing Unit (Head): (Brief Action, may use the Perceive Action against any Close Target)
    • Plumage Array (Body): (Quick Action, Next Successful Attacker is Dealt Damage = to # of Feathers)
    • Eruption Array (Body): (Long Action, Can use all feathers to deal that # of damage to all adjacent actors)
    • Trail-blaze Assemblage (Legs) (Quick Action, Next Movement is Quickened, Adjacent Spaces where finish moving now have Element:Fire in them)
    • Scorcher Assemblage(Legs): (Quick Action, Successful Attacks against targets creates Element:Fire in their space.) 
    • Fire: Ember-sphere (Quick Action Melee Attack, Deal 1 Damage) 
    • Fire: Magma-sphere (Uses the R-hand & L-Hand Upgrade areas, Long Action Melee Attack Deal 3 Damage), 
    • Fire: Inferno-sphere (Long Action, Ranged Attack Close Range Burst of 1 Damage to targets adjacent to attack target), 
    • Fire: Plasma-sphere (Quick Action Ranged Attack Close Range dealing 1 Damage)
    

    Castle System (Requires Zol’ka Faction)

    • Barrier System Upgrade: ( Long Action System Activation Deflect the next 3 Melee damage received)
    • Rampart System Upgrade: (Long Action System Activation Deflect the next 3 Ranged damage) 
    • Reinforced Combat Circuitry (Head): (Free Action, if your Attacks are Slowed, they are now Quickened.)
    • Environmental Facade Sensor (Head): (Long Action, you become Undetectable until you use the Movement Action)
    • Defense Redundancy Array (Body): (Long Action, Restores the Barrier or Rampart Damage Deflect)
    • Environmental Adaptability Chassis (Body): (Quick Action, Restore System Stamina by 1d6)
    • Locomotor Stability Assemblage (Legs): (Quick Action, if Knocked Down may stand and your next Movement Action is quickened)
    • Magnetic Tethering Assemblage (Legs): (Long Action, Any Flying Targets within a Far range are pulled to the ground & knocked down)
    • Earth: Terra-sphere (Quick Action to create a wall of earth Deflecting the next 2 Melee/Ranged damage adjacent to the wall, may use another Quick Action to increase the amount Deflected by 1.)
    • Earth: Crystalline-sphere (Quick Action Melee Attack dealing 2 Damage) 
    • Earth: Tremor-sphere (Long Action to Slow all enemies Close to you) 
    • Earth: Magnetic-sphere (Long Action to pull all enemies Far from you, Close to you)
    

    Lotus System (Requires Den’ka Faction)

    • Wave System Upgrade: (Long Action System Activation,  Absorbs the next 2 Damage received.)
    • Pitol System Upgrade : ( Long Action System Activation, the next 4 Damage you deal restores 4 System Stamina) 
    • Kinetic Interference Antenna (Head) (Quick Action, Blocks the last used Automaton Ability by a target within far range) 
    • Hydraulic Integration Circuitry (Head): (Free Action, May Activate Hydraulic Abilities while using an Automaton System)
    • Ambient Viscosity Modulator (Body) : (Quick Action to Absorb the Next 1 Damage) 
    • Externalized Viscosity Modulator (Body): (Quick Action to Absorb the Next 1 Damage dealt to a target close to you) 
    • Ambient Pressure Modulation Assemblage (Legs): (Long Action to Slow Movement for Targets  Far from you) 
    • Pressurized Movement Assemblage (Legs):  (Long Action to Fly, cannot Ascend) 
    • Water: Genesis-Sphere (Quick Action to restore 1d6 Stamina or 1d6 System Stamina to Adjacent Target) 
    • Water: Bubble-sphere (Quick Action, you and a target in Far range are Slowed)
    • Water: Ice-sphere (Quick Action Melee Attack dealing 2 Damage), 
    • Water: Hydro-Sphere (Quick Action Ranged Attack dealing 1 Damage)
    

    Wind-runner System (Requires Skyward Monolith Faction)

    • Zephyr System Upgrade: (Long Action System Activation, Dodging is Quickened until end of the encounter)  
    • Mist System Upgrade: (Long Action System Activation, you are Undetectable and Obscured until the end of the next round)
    • Pneumatic Integration Processor (Head): (Free Action, May use Pneumatic Abilities)
    • Dexterity Processing Unit (Head): (Free Action, May use Weapons Instead of Spheres in L-Hand & R-Hand)
    • Ascension Chassis (Body) (Quick Action, to Copy Uplift ability on self only)
    • Alacrity Chassis:  (Brief Action, Next Action is Quickened)
    • Movement Redundancy Assemblage (Legs): (Free Action, if Movement is slowed, it is now Quickened)
    • Attack Redundancy Assemblage (Legs): (Free Action, Unarmed Attacks Deal 2 Damage)
    • Air: Pressure-Sphere (Quick Action Ranged Attack Dealing 2 Damage to a Target in Close Range) 
    • Air: Cyclone-Sphere (Quick Action Ranged Attack Dealing 1 Damage to the target and knocking down & away to Close range any adjacent targets) 
    • Air: Lightning-Sphere (Long Action, Ranged Attack Dealing 2 Damage to a Target in Far Range) 
    • Air: Smoke-Sphere (Long Action to make a target Undetectable and all Adjacent spaces to them Obscured until the end of the next round)