AAAscent.pdf

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Version 0.54
(11/11/2019)
by Briar Sovereign
(@weregazelle)
While this game doesn’t include a pre-written setting you are expected to play, that’s
not to say these rules are completely free of any details outside the mechanics.
These are intended to establish a feel for the game that will serve as a starting point
for your own world—some core elements that you can build around. ‘Armour Astirs’
rather than mechs, ‘Channelers’ rather than pilots—these things are there to inspire
and set an identity, and you should feel free to change all of them if the world you and
your fellow players are exploring demands something different, or if you already have
a setting you’re bringing these rules to.
Replacing magic itself is a little trickier, but it’s doable. The alternate sci-fi playbooks
for Armour Astir: Ascent replace +CHANNEL with +ZEAL, a more abstract
representation of various sources of strength, and also rename or replace several
magic-centric moves. The example weapons in
Gear & Tools
have suggestions for
non-fantasy alternatives.
A N
OTE
O
N
W
ORLDBUILDING
T
HANKS
& FAQ
2
C
ONTENTS
A
RMOUR
A
STIR
: A
SCENT
Playbooks
TACTICIAN
ALIGNED
HAUNTED
LEASHED
SCOUT
CAPTAIN
ENGINEER
DIPLOMAT
Astirs, Space & Gravity
4
4
5
7
9
11
13
15
17
19
21
Armour Astir: Advent
Playtest Beta, October 2019©
by
Briar Sovereign
3
C
ONTENTS
A
RMOUR
A
STIR
: A
SCENT
Ascent is an alternative sci-fi themed rule set for Armour Astir, comprised of reworked
playbooks, some new assumed fiction about Astirs and how they work, and a new set
of example Astirs. Where Armour Astir: Advent is about fantasy worlds rife with magic
that mingles with and gestures towards future technology, Ascent is the opposite. In
Ascent, Astir pilots fight over the fate of planets and galaxies in high-tech Astirs,
pitting power that might as well be arcane against each other in the hope for peace.
In Ascent, the Basic and Downtime moves stay the same with the exception of
weave magic,
which is re-themed into;
Limit Break
When you rely on your zeal to line up a miraculous shot, predict something you could
never have known, or otherwise do something beyond human possibility, you're
attempting to limit break. When you do so, roll +ZEAL;
On a 10+, you manage to achieve your goal without any extra ill effect.
On a 7-9, you succeed, but it is exhausting to do or has dangerous consequences.
P
LAYBOOKS
A
CES
Anyone can climb in an Astir and pull a lever or two - it takes zeal to be an Ace. While
they have their differences, all Aces are more than capable in a fight. When the odds
are against them, only an Ace has the
drive
to make it through.
TACTICIAN ALIGNED
HAUNTED LEASHED
Overdrive
When you push through a bad situation with your Drive, spend it 1-for-1 to do one of
the following;
• Do something surprising, replacing a d6 result with one of your Astir’s Sub-traits.
• Reveal something you already knew and take Advantage on a move.
• See something nobody else did, asking one question from the
read the room
list.
• Grit your teeth and bear the heat, unticking ‘overheating’ on your Astir.
S
UPPORTS
Supports are a varied group, but are generally people with less of a direct combat
focus than Aces. While they’re all capable of holding a gun, most Support Roles have
an area of expertise best put into practice off the battlefield. When a Sortie doesn’t
call for their skill-set, they can instead take part in the
b-plot
with the move below.
SCOUT CAPTAIN
ENGINEER DIPLOMAT
B-Plot
When you take part in the
b-plot
rather than be involved in a Sortie, name one or two
Director characters that accompany you and hold 3. During the Sortie, you may
spend it 1-for-1 to do the following;
• Give another player increased level of success on their next move, but complicate
things for yourself.
• Deny an NPC from appearing during the Sortie - they’re busy, possibly with the
same thing as you.
• Spend some time and take a Downtime move.
• Cut away from the Sortie during a moment when time is precious, giving everyone
room to think.
4
A
RMOUR
A
STIR
: A
SCENT
Fighting can be chaotic, dangerous, and unerringly unpredictable. But with a good
plan, and a practised move or two, you won’t need luck on your side.
ZEAL (+2)
TACTICIAN
L
OOK
You look:
smart, bookish, wily, anxious or imposing
You wear:
pilot jumpsuit, military uniform, dress uniform, fancy robes
Your style is:
quiet and understated, bold and blunt, openly devilish, plain and matter-
of-fact
When you launch your Astir, you say: ________________
A
PPROACH
When fighting on foot, your approach is:
arcane
or
elemental
(choose one)
Tacticians are careful, prepared combatants. This is most apparent in their use of
‘tactics’ - plans of action thought out in advance of a Sortie. Most Tacticians typically
attain their skills through formal study, and while good at making plans and full of
useful knowledge, they often don't deal well with surprises.
Playing a Tactician often means calling your shot, either through your choice of
tactics or through plans you make in the heat of action. Once you have advanced
and can take new ones, other moves like
overclocker
and
run wild
make it easier to
respond to situations you haven't prepared for.
Consider;
• Where did you get such a good understanding of tactics?
• Is this something open and public, like an academy, or private, like training
passed down through a family lineage?
• Was where you studied connected to a military, or the Authority in any way?
• What does preparing your tactics entail?
• Where did you get your Astir? Is it stolen from a military force? A family heirloom?
Does it belong to the Cause?
S
TARTING
M
OVES
You start with the
plans
and
prepare tactics
moves.
Prepare Tactics
You have a practised set of tactics you use to enhance your piloting talents. Discuss
what they are with your Director and where you perform them. When someone
leads
a Sortie,
choose 2 tactics you had time to prepare;
• A
realigning
tactic - Increase one of your Traits by 1 and reduce another by 1 (no Trait may be
higher or lower than -/+3)
• A
contingency
tactic - Specify three speci�½c situations: if you �½nd yourself in one of them, increase
your level of success on your next roll by one, and this ritual expires.
• An
adaptation
tactic - When you fail a roll, take Advantage on your next one.
• An
observational
tactic - When you
read the room,
you may ask questions of a broader situation
than here and now.
All rituals expire after the Sortie, and you lose their effects when that happens.
A
RMOUR
A
STIR
: A
SCENT
5
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