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!
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)
Castle System (Requires Zol’ka Faction)
Lotus System (Requires Den’ka Faction)
Wind-runner System (Requires Skyward Monolith Faction)