TEXT: Version 0.54
  (11/11/2019)
  by Briar Sovereign
  (@weregazelle)
  
  A NOTE ON WORLDBUILDING
  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.
  2
  THANKS & FAQ
  
  3
  CONTENTS
  CONTENTS
  ARMOUR ASTIR: ASCENT
  4
  Playbooks
  4
  TACTICIAN
  5
  ALIGNED
  7
  HAUNTED
  9
  LEASHED
  11
  SCOUT
  13
  CAPTAIN
  15
  ENGINEER
  17
  DIPLOMAT
  19
  Astirs, Space & Gravity
  21
  Armour Astir: Advent
  Playtest Beta, October 2019©
  by Briar Sovereign
  
  4
  ARMOUR ASTIR: ASCENT
  ARMOUR ASTIR: ASCENT
  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.
  PLAYBOOKS
  ACES
  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.
  SUPPORTS
  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.
  
  TACTICIAN
  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)
  LOOK
  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: ________________
  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?
  STARTING MOVES
  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�c situations: if you �nd 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.
  5
  ARMOUR ASTIR: ASCENT
  APPROACH
  When fighting on foot, your approach is: arcane or elemental (choose one)
  
  6
  ARMOUR ASTIR: ASCENT
  Plans
  Tacticians are educated in the art of war, and fight according to preordained tactics in
  order to perform at their best. Unexpected situations are the bane of a good tactician.
  Whenever the party enters a dangerous situation, declare your plan to resolve it.
  If your plan is interfered with or prevented at any point, take the risk (perturbed,
  irritated, or vexed).
  If your plan succeeds, even accidentally, advance a GRAVITY clock with someone
  who didn’t think it would.
  ADDITIONAL MOVES
  When you take a new move from your playbook as an advancement, choose from
  the list below.
  Run Wild
  When you abandon a tactic and turn to your zeal instead, choose one of your
  prepared tactics - you no longer gain its benefit. You may then choose an option from
  the subsystems move without spending power.
  Overclocker
  When you make a move while piloting an Astir, you can roll +ZEAL instead of the
  usual Trait - if you do so, tick 'overheating' on your Astir. If it's already ticked, it
  destroys one of your systems - you are in peril (burnout).
  Consult Records
  You have a store of books and files on various subjects that you can consult for
  information when given time. Choose 1 subject you have almost perfect records of,
  and 2 you have extensive information on;
  •
  Civilian engineering
  •
  Military engineering
  •
  Popular culture
  •
  Natural flora and fauna
  •
  Unnatural flora and fauna
  •
  Military tactics
  •
  Nations/Factions (by specific)
  •
  General world history
  Indomitable
  If you are outside your Astir and fighting on foot, you can exchange blows and
  strike decisively with +ZEAL when attempting to cause physical harm.
  Part Of The Plan
  Whenever you roll a 10+, you may opt to instead take a reduced level of success. If
  you do so, hold 1, which you may spend at any point before the end of the Sortie to
  do one of the following;
  •
  Swap two of your Traits.
  •
  Increase your level of success on a move.
  Analyst [Requires: Consult Literature]
  You acquire a new source of knowledge, and choose 2 more subjects you have
  extensive information of to your consult records move.
  
  ALIGNED
  Through augmentation, medical treatments, or sheer force of will, you took control of
  your body and made it ideal. This is who you were meant to be, and they'll never take it
  away from you.
  +ZEAL (+1)
  LOOK
  You look: wild, cold, sharp, cocky or brash
  You wear: pilot jumpsuit, military uniform, dress uniform, casual attire
  Your augments are: shiny and chrome, not noticeable, military designs, plain and simple
  When you launch your Astir, you say: ________________
  Through augmentation, medical treatments, or sheer force of will, the Aligned seize
  control of their bodies and make it ideal. For some, this is the cost to pilot Astirs not
  designed in their image. For others, piloting is the cost - one more they’d happily pay
  to be their best self.
  To play an Aligned is to, depending on what your augments are and why you got
  them, invite questions about the body: about disability, transhumanism, being
  transgender, loss of bodily autonomy to the Authority or otherwise and so on. It might
  not be the focus of your campaign or even your character to tackle this in-depth, but
  you should at least think about the place of these things and the people affected by
  them in your world. It's also the playbook most indulged in mecha anime tropes, with
  moves like face to face, resonance, bullheaded and let loose all lending
  themselves to various kinds of hot-blooded action.
  Consider;
  •
  Where and how did you get your augments?
  •
  How are they made, and of what material? How rare are such things in your
  world? How noticeable are they?
  •
  Do people use a word other than ‘augment’?
  •
  Why did you choose to undergo augmentation? Did you choose?
  •
  How does the existence of Aligned relate to disability in your world?
  •
  Do your augments require maintenance or upkeep in some way?
  •
  What kind of reactions do people have to your augments?
  •
  Are your augments heavy or uncomfortable? Can they be removed?
  •
  How do your augments help your control an Astir? Do you use controls with them
  like usual, or do they interface directly into it somehow?
  •
  How often is the term Aligned used, if at all? Is it formal or informal? Do you have
  another word for yourself? Are there others who control Astirs in a similar way?
  STARTING MOVES
  You start with the augments move as well as two others from your Additional Moves.
  Augments
  Aligned control their Astir using alterations to their body, like artificial limbs, new
  organs, or treatments that influence their biology. These augmentations allow them to
  uniquely interface with Astirs, but otherwise do not interfere with your life unless you
  decide so. You’re exactly who you want to be, and your zeal only builds as that’s put
  to the test.
  Your ZEAL is increased by 1 for each danger you have (upto a max of +3).
  When someone you have GRAVITY with sees you be put in peril, advance it.
  7
  ARMOUR ASTIR: ASCENT
  APPROACH
  When fighting on foot, your approach is: profane or mundane (choose one)
  
  8
  ARMOUR ASTIR: ASCENT
  ADDITIONAL MOVES
  When you take a new move from your playbook as an advancement, choose from
  the list below.
  Higher Purpose
  If you are outside your Astir and fighting on foot, you can exchange blows and
  strike decisively with +CHANNEL when attempting to cause physical harm.
  Scour Existence
  You can exchange blows and strike decisively with +ZEAL when attempting to
  cause physical harm with Astir-mounted weapons. If you do so, tick 'overheating' on
  your Astir. If it's already ticked, it destroys one of your modules - you are in peril
  (burnout).
  Don’t Follow Me
  When you lead a Sortie with +DEFY, give everyone that follows Advantage to their
  next roll.
  Resonance
  When you would limit break to form a clear empathic bond with another, sharing
  your true feelings and ideals, choose 2 instead of rolling;
  •
  Your connection lasts a single, precious moment - time for little more than a short
  exchange.
  •
  They or someone else view it as a breach of trust or some kind of trick, and will
  hold it against you.
  •
  You miss something important while you’re together.
  Let Loose
  Whenever you gain a peril, exchange blows and strike decisively with Advantage
  until the end of the Sortie.
  Bullheaded
  You may take a risk to add +dangers to your next roll.
  Face To Face
  When you leave your Astir in the hopes another will do the same to meet you face to
  face, roll +TALK.
  On a 10+, NPCs will leave their Astir to face you. PC’s must weather the storm to
  refuse.
  On a 7-9, NPCs will leave their Astir to face you, but choose one;
  •
  Take the risk (entangled).
  •
  You have Disadvantage to moves against the other Channeler.
  •
  You are separated from your Astirs temporarily.
  PC’s may choose whether to leave their Astir or not - if they do, they pick one of the
  above for you.
  Realignment
  You undergo deeper alteration and enhancement to your body. Discuss what it is with
  your GM, and either choose a move from another playbook to represent its effects, or
  work with your GM to create a new one.
  
  HAUNTED
  There’s a fire in your eyes and ghosts at your back. This all has to end.
  +ZEAL (+3)
  LOOK
  You look: serious, haughty, caring, wise or zealous
  You wear: pilot jumpsuit, military uniform, dress uniform, religious garb
  Your aura is: blue and soothing, red and angry, green and energetic, amber and courageous
  When you launch your Astir, you say: ________________
  The Haunted are in touch with the ghosts of those that have died to conflict, both
  unfortunate victims and willing participants. They draw their zeal from their memories
  and embodiments of these people, and use it to demand a better tomorrow.
  While playing the Haunted, you have lots of moves that let you aid and protect other
  players, like safeguard and no more lost. Your high natural ZEAL of +3 also gives
  you a great chance of success on moves like limit break and not forgotten, but
  keeping this +3 will require you to hold your memories close.
  Consider;
  •
  Is your deity really divine in the supernatural sense, or just a godlike figure?
  •
  How formal is your religion/connection to your deity?
  •
  How well known is your deity?
  •
  How common are people like yourself? Are they called Paradigms, or something
  else?
  •
  What is the Cause’s relationship to faith?
  •
  What is the Authority’s relationship to faith?
  •
  What is your deity like? What do they demand, and what do they request?
  •
  What does giving service or worship to your deity look like?
  •
  What was your life like before the Cause?
  •
  How were you introduced to your deity?
  STARTING MOVES
  You start with the memories and empath moves as well as one other from your
  Additional Moves.
  Memories
  Instead of Ideals, write three Memories that represent people you have lost and what
  their beliefs or goals were. When you talk about the dead with someone or learn
  about those that they have lost, advance a GRAVITY clock with them if you have
  one. If you ever abandon or turn away from a Memory, replace it with an Ideal instead
  of crossing it off and taking an advance.
  Your ZEAL Trait is also reduced by 1 until you make amends in whatever way is
  appropriate for those memories that still remain.
  Example tenets might be:
  •
  Lumen died for me. I’ll never let anyone else do the same.
  •
  Noelle believed we should always show mercy to those that will accept it.
  •
  Marico would be heartbroken to see me kill without remorse.
  •
  I'm only here because Suhi thought everyone deserved a second chance.
  GEAR
  •
  1 Astir III
  •
  1 Holdout
  •
  Clothing appropriate for your
  look
  HOLDOUTS
  •
  Heavy Pistol I (ranged / bane, limited)
  •
  Sidearm I (ranged / small, defensive)
  •
  Knife I (melee / small, thrown)
  9
  ARMOUR ASTIR: ASCENT
  
  10
  ARMOUR ASTIR: ASCENT
  Empath
  Your connection to the spirits of others gives you a limited understanding of their
  emotional well-being, and you cannot help but feel as they feel. You find yourself
  drawn to others, and gain an additional action during Downtime that can only be used
  to give emotional care or guidance to a crewmember using the talk it out move.
  ADDITIONAL MOVES
  When you take a new move from your playbook as an advancement, choose from
  the list below.
  Speak With The Dead
  When you look to those that have passed for guidance, you may dispel
  uncertainties with +ZEAL. If you do so, on a 7-9 the information is still directly
  useful, but it is difficult to discern if your answer came from the intended person.
  Inspire Focus
  Once per Sortie, you may take a visible position over the battlefield and inspire
  confidence and clarity in your allies that see you - they each clear a risk and take
  Advantage to their next roll.
  No More Lost
  When you enter battle with a group of allies, give up to four people (including
  yourself) Advantage when they next bite the dust.
  Safeguard
  When you exchange blows and someone helps or hinders you, you can protect
  them from any harm they might suffer as a result. When you help or hinder
  someone who is exchanging blows, you can suffer any harm taken in their place.
  Take The Wheel
  When you let a ghost possess you to make use of their skills or knowledge, roll
  +ZEAL. On a 10+, they’ll do as you ask, and will return your body to you when you’re
  ready. On a 7-9, they’ll do as you ask, but you must convince or force them to leave.
  Not Forgotten
  When you openly and loudly advocate for something tied to a Memory, roll the
  highest of +TALK or +ZEAL. On a 10+, choose 2. On a 7-9, choose 1.
  •
  Your words reach people far beyond where your voice is heard.
  •
  Even those that would call you a foe are sympathetic.
  •
  There’s no immediate retaliation against you.
  On a 6 or below, your words are misinterpreted, co-opted, or misrepresented in a
  terrible way.
  Séance
  When you take time to attempt to prepare an area, allowing ghosts to manifest to
  everyone for a short time, roll +ZEAL. On a 10+, choose 2. On a 7-9, choose 1;
  •
  Only ghosts you allow access may manifest.
  •
  Ghosts may not be harmed or banished while in this space.
  •
  Beings within your prepared area cannot knowingly lie.
  
  LEASHED
  You belong to something. First it giveth...
  +ZEAL (+2)
  LOOK
  You look: dark, mysterious, shrouded, unsure or haunted
  You wear: pilot jumpsuit, military uniform, dress uniform, occult robes
  You’re marked by: religious icons, corporate branding, occult tattoos, strange mutations
  When you launch your Astir, you say: ________________
  Leashed are backed by an imposing benefactor, like a powerful corporation, an AI, real
  divinity, etc. Their zeal’s only as useful as their patron’s gifts, and most backers are looking for
  a return on investment. Patrons trade in Influence.
  While playing a Leashed, you trade Influence to your patron to activate a variety of moves,
  like for every occasion and borrowed power. These moves let you break the rules a little:
  altering weapon tags, automatically succeeding at rolls, and even using moves from other
  playbooks. Sponsorships gives you two moves at random per Sortie, but both whims and
  borrowed power give you some control over what you end up with.
  Consider;
  •
  What and who is your patron? Are they supernatural, or just powerful enough to seem so?
  •
  What is the nature of your relationship with your patron?
  •
  Are there other Leashed serving your patron? Are there other Leashed at all?
  •
  Is your bond with your patron forever, or will it expire?
  •
  What other kinds of entities exist that could be patrons?
  •
  Did forming this bond cost you anything now, or will it in the future?
  •
  What kind of reputation do Leashed have?
  •
  Does your patron have a direct connection to you, or do they act through agents?
  STARTING MOVES
  You start with the sponsorships and patron moves.
  Sponsorships
  At each dawn, you receive sponsorships from your patron. Roll on the list below two
  times to discern what powers you receive. They last until the next dawn.
  1 · Metered Psycodrive - You may give your patron 1 Influence to make a move with
  +ZEAL instead of the usual trait—when you do so, tick 'overheating' on your Astir. If it's
  already ticked, it destroys part of your Astir - you are in peril (burnout).
  2 · Digital Wizardry - You can have an Astir hacked into, locking it out of some of its
  systems. When you do so, roll +ZEAL. On a 10+, choose 2. On a 7-9, choose 1;
  •
  A Player or Rival cannot spend Drive to activate subsystems.
  •
  A weapon, tool or function stalls, malfunctions, and stops working.
  •
  The pilot cannot prevent you from communicating with them.
  3 · Indifference Protocols - You can mask yourself or an Astir you are attuned to against
  detection. When you do so, roll +ZEAL. On a 10+, you are disguised or cloaked in a fashion
  appropriate to your patron. On a 7-9, the Director will tell you a flaw with your disguise.
  4 · Reactive Shielding - You may give your patron 1 Influence to have Advantage when
  facing harm.
  5 · Fuel Injection - You may give your patron 1 Influence to make the subsystems move
  for free.
  6 · Reality Subjugation - When you use the overdrive move to alter the result of a roll, you
  may change both d6’s to the chosen Sub-trait rather than just one if you wish.
  GEAR
  •
  1 Astir III
  •
  1 Holdout
  •
  Clothing appropriate for your
  look
  HOLDOUTS
  •
  Heavy Pistol I (ranged / bane, limited)
  •
  Sidearm I (ranged / small, defensive)
  •
  Knife I (melee / small, thrown)
  11
  ARMOUR ASTIR: ASCENT
  
  12
  ARMOUR ASTIR: ASCENT
  Patron
  You’re backed by a patron or benefactor, whose motivations are typically not
  something you can discern. While they are often content to let you run free with their
  gifts, they will sometimes require things of you - and when they can, they will exert
  their Influence to make sure their bidding is done.
  Your patron may spend their Influence like hold in order to do the following;
  •
  Help or hinder you, succeeding as if they had rolled a 10+.
  •
  Attempt to force you to do something; you may weather the storm to resist.
  •
  Re-roll your boons for the day.
  Whenever your Patron spends Influence, advance your GRAVITY clock with them.
  As long as you Patron has at least 1 Influence, your ZEAL Trait is set to +3.
  ADDITIONAL MOVES
  When you take a new move from your playbook as an advancement, choose from
  the list below.
  Need-To-Know Basis
  When you consult your patron for useful information, you may dispel uncertainties
  with +ZEAL. If you do so, on a 7-9 the information is still directly useful, but using it
  would cause some unforeseen complication entertaining or beneficial to your patron.
  Whims
  Your patron is unfathomable, and their interests obscure. Your Director should, once
  per Sortie, give you some minor goal or abstract requirement your patron demands of
  you - it should be doable within the session. If you complete it, at the next dawn you
  may choose your sponsorships instead of rolling. If you don't, give your patron 1
  Influence.
  After Images
  When you leave mirror images in your wake to distract your foes, roll +ZEAL. On a
  10+, choose 2. On a 7-9, choose 1, but your illusions also distract an unintended
  audience.
  •
  The images last until you stop sustaining them (otherwise they last up to a
  minute).
  •
  Your images affect anyone you intend to perceive them, rather than a single
  person.
  •
  You can create images that affect all the senses, rather than just sight.
  For Every Occasion
  When you use a piece of equipment to make a move, e.g using a weapon to strike
  decisively, you can ignore one of it's tags OR act as if it had an additional one of
  your choice. When you do so, give your patron 1 Influence.
  Relinquish
  If a part of your Astir is damaged or destroyed and you take a peril as a result, you
  may relinquish your sponsorships; losing them until you recieve sponsorships
  again but fixing that part and losing the peril. You cannot re-roll relinquished
  sponsorships.
  Share The Burden
  When you cool off you may choose to succeed as if you had rolled a 10+. If you do
  so, give your patron 1 Influence.
  Borrowed Power
  When you request help from your patron, roll +ZEAL and give your patron 1
  Influence. On a 10+, hold 3. On a 7-9, hold 1, or be in peril and hold 3. You may
  spend your hold at any point during the Sortie 1-for-1 to do the following;
  •
  Exchange one of your boons for one you didn't roll.
  •
  Help or hinder with +ZEAL.
  •
  Exchange blows whilst on foot with +ZEAL.
  •
  Use a move from another playbook (costs 2 hold).
  
  SCOUT
  Scouts are straightforward people. Trained in navigating any terrain and pathfinding
  for less mobile troops, scouts are often the eyes and ears for their Astir allies.
  LOOK
  You look: wild, cold, sharp, cocky or brash
  You wear: kevlar padding, well-worn uniform, survivalist’s gear or rugged leathers
  You fight with: brute strength, dextrous moves, practiced discipline, raw tenacity
  Scouts are more than the rank-and-file soldier. Trained to be fast, strong and
  capable, Scouts are the trailblazers and survivors that make it possible for everyone
  else to do their job. From sneaking into enemy territory to gather information to
  performing patch repairs on Astirs damaged in the field, a good Scout can work
  wonders.
  While playing a Scout, you have the fairly unique position of being someone who
  excels at fighting on foot in a world of Astirs. Thankfully, field scout lets you stand
  toe-to-toe with things higher tier than you, and also lets you use bulky, awkward
  equipment far more easily. Depending on the moves you take, a Scout can be a
  dangerous solo agent, leaning on moves like personal armoury and strong as hell,
  or a powerful team player with moves like natural leader and patch job.
  Consider;
  •
  Are Scouts common, or are you an exception ?
  •
  Do you have a tool or ability that helps you be mobile, or are you just agile?
  •
  What kind of reputation do Scouts have? Is fighting an Astir considered risky for you?
  •
  Who didn’t want you to fight?
  •
  Who encouraged you to fight?
  •
  How long have you been a soldier?
  •
  Were you trained or are you a natural fighter?
  •
  Where did you get your equipment?
  •
  What drives you to work on foot in a world of mechs?
  •
  Do you have a better relationship with regular soldiers due to not being a pilot?
  STARTING MOVES
  You start with the field scout move as well as two others from your Additional Moves.
  Field Scout
  You're an expert at managing operations in the field and supporting your allies. You’re
  agile and strong, you tend to notice things those in Astirs don't, and your size allows
  you access to spaces too small for them.
  You can wield tier II weapons without much difficulty, can reload weapons easily
  while on the move or under fire, and don’t need to bite the dust when threatened by
  harm from a higher tier than you.
  When you hold your own against Astirs or show yourself completely above the rank-
  and-file, advance a GRAVITY clock with someone who sees you and is impressed.
  GEAR
  •
  1 Scout Weapon
  •
  1 Infantry Weapon
  •
  2 Scout Equipment
  •
  Clothing appropriate for your look (it
  has either the armour or insulated tag)
  SCOUT WEAPONS
  •
  Astircleaver II (melee / bane, cleave,
  messy, 2H)
  •
  Bowgun II (ranged / infinite, loud,
  blitz, 2H)
  •
  Force Ballista II (sniper / magic,
  reloading, ruin, bulky, 2H)
  INFANTRY WEAPONS
  •
  Sword, Baton, Shovel I (melee)
  •
  Carbine I (ranged / 2H)
  SCOUT EQUIPMENT
  •
  Maps and Charts (You can always
  figure out a route)
  •
  Gatherer's Tools (You can always
  feed your party)
  •
  First Aid Kit (You can tend to basic
  injuries and wounds)
  •
  Mines & Tripwires (You can always
  set up a defence given time)
  13
  ARMOUR ASTIR: ASCENT
  
  14
  ARMOUR ASTIR: ASCENT
  ADDITIONAL MOVES
  When you take a new move from your playbook as an advancement, choose from
  the list below.
  Team Player
  When you read the room, you may pass the information you gain along and allow an
  ally to act with Advantage instead of you. When you do so, you may advance a
  GRAVITY clock with them if you have one.
  Mobility
  When you're fighting somewhere with the room to be acrobatic and mobile, roll
  +DEFY. On a 10+, hold 3. On a 7-9, hold 1. You can spend 1 hold at any time to do
  one of the following;
  •
  Escape from something that binds, traps or impedes you
  •
  Acquire high ground or a defendable position
  •
  Get to somewhere or something before others can
  •
  Avoid an incoming source of physical harm
  Personalised Armoury
  Choose up to 5 tags and add them to your equipment however you wish. Describe
  how you gained these new features or refined the designs of your equipment, and
  what made it possible. Bane counts as 3 tags for the purposes of this move, and ruin
  counts as all 5.
  Natural Leader
  When participating in a group move, you can always make the roll in place of
  whoever has the lowest relevant trait.
  Strong As Hell
  You can carry and wield tier II weapons while on foot, and the effects of field scout
  extend to them. If you take this move at character creation, upgrade a weapon of
  your choice to tier II.
  Patch Job
  When you cool off to remove a risk or the ‘overheating’ tick from an Astir, you can do
  it in a few moments rather than minutes, even while the Astir is still moving. Instead
  of the usual result, on a 7-9 you attract unwanted attention.
  Guerrilla
  When you attempt to evade detection or sneak past others, roll +KNOW. On a 10+,
  choose 2. On a 7-9, choose 1, or choose 2 and take a risk.
  •
  You avoid detection.
  •
  You find something hidden or forgotten.
  •
  You can set up for an ambush.
  •
  You find a way to allow others to follow you without being detected.
  Pathfinding
  When you're leading a group that is travelling a long distance, hold 3, and spend it 1-
  for-1 on the following options while you travel;
  •
  You lead the group past an area of difficult terrain without issue.
  •
  You find a comfortable, sheltered place to set up camp.
  •
  You're familiar with the area; dispel uncertainties regarding it or the things in it
  with Advantage during the journey.
  •
  You find a shortcut, reducing the length of your journey but adding complications.
  
  CAPTAIN
  Even the best of teams need guidance. Overlooking sorties from the Carrier’s helm,
  the Captain commands the crew and ensures those in the field get the help they need.
  LOOK
  You look: noble, upright, callow, eager or intimidating
  You wear: immaculate uniform, casual clothes, armoured clothing, officer’s coat
  You lead with: gut feelings, well-informed advice, stoic instruction, tested experience
  Responsible for the crew and their mission, the Captain provides support on missions
  by leading the crew and harnessing the Carrier’s equipment and weaponry. Captains
  can even provide temporary upgrades and refits for Constructs deployed on a sortie,
  or level their tactical know-how into better positioning on the battlefield.
  While playing a Captain, you're in command of the group's Carrier and its crew. This
  lets you roll several moves with the Carrier's +CREW trait instead of your own when
  commanding it - which is either a blessing or a curse, depending on what that
  CREW value is. Additionally, while at the helm of your Carrier you can take 4 dangers
  rather than 3 before you're defenceless, meaning you're tough to take down in a
  straight fight. All those hands on deck add up, after all. Many of your other moves
  revolve around supporting other players, like surprise requisition and fire support.
  Consider;
  •
  Were you formally schooled as a Captain? How exclusive are such schools?
  •
  Who appointed you Captain of this Carrier?
  •
  Have you served with another crew before?
  •
  Are you used to helming ships this big?
  •
  Have you served with a military before? Are you a commissioned officer?
  •
  What exactly is your place on the Carrier’s bridge?
  STARTING MOVES
  You start with the coordinator and in command moves, as well as one other from
  your Additional Moves.
  Coordinator
  When you roll a 10+ to help or hinder and choose to help, give increased level of
  success instead of Advantage.
  When you roll a 6 or below while rolling +CREW, advance a GRAVITY clock with
  someone who has put their trust in you.
  In Command
  You are the Carrier’s captain, and naturally have command of its crew. While at the
  helm of the Carrier, you may order the crew to;
  •
  Exchange blows and strike decisively with +CREW, using the Carrier’s
  weaponry.
  •
  Weather the storm with +CREW to perform evasive actions.
  •
  Read the room with +CREW to assess the battlefield.
  Additionally, both Carrier and crew are part of your character as far as risks and perils
  are concerned, just like an Astir is an extension of its channeler. To reflect the many
  minds and hands at work for you, you are defenceless at 4 dangers while at the helm
  of your Carrier, rather than 3.
  GEAR
  •
  1 Ornate Weapon
  •
  1 Bonus Carrier Module
  •
  Clothing appropriate for your look
  ORNATE WEAPONS
  •
  Engraved Revolver I (ranged / bane,
  limited, distinct)
  •
  Reaver Pistol I (ranged / reloading,
  dangerous, ruin, rare)
  •
  Dueling Sword I (melee / bane,
  decisive, distinct)
  CARRIER MODULES
  •
  Broad-beam Sensors (Can detect &
  identify II-V entities approaching the
  Carrier) ■
  •
  Encrypted Comms (Can send long-
  distance messages quickly) ■
  •
  Enhanced Armour (Carrier has
  armour) ■
  •
  Cloaking Systems (Can hide the
  Carrier from sight) ■
  15
  ARMOUR ASTIR: ASCENT
  
  16
  ARMOUR ASTIR: ASCENT
  ADDITIONAL MOVES
  When you take a new move from your playbook as an advancement, choose from
  the list below.
  Tactical Genius
  When you're supervising allies from afar during a Sortie, you can lever your tactical
  know-how into better positioning. Take 3 hold at the start of a Sortie, and spend it 1-
  for-1 to do the following;
  •
  Remove one risk from an ally.
  •
  Give an ally Advantage to their next move, describing how you advise or support them.
  •
  Have an ally appear somehow in a place they are needed.
  Force Multiplier
  You acquire something - a tool, ship upgrade, a caged malevolent sentience, etc -
  that allows the Carrier and it’s staff to operate far better than usual, but it has a
  downside. Once per Sortie you may increase your level of success on a move, but
  choose 1;
  •
  It whispers in your ear - change one of your Ideals to represent its demands.
  •
  It’s fragile and needs protecting. It grants no benefit while damaged or destroyed.
  •
  It takes up a lot of resources - spend 1 SUPPLY on it when someone leads a
  Sortie, or it stops working until you reawaken it by spending 3.
  Surprise Requisition
  When you dispatch supplies to another character or reveal something extra you had
  them deployed with all along, roll +CREW. On a 10+, choose 1 for free. On a 7-9, you
  had to requisition that gear personally - pay 1 SUPPLY, or advance a Faction’s
  GRAVITY clock as they do you a favour.
  •
  A weapon rendered unusable by damage or lack of ammo is replaced/rearmed.
  •
  A weapon gains the bane tag until the end of the scene.
  •
  A weapon gains the ruin tag for one shot or strike.
  •
  A piece of Gear or a Mod is delivered and can be used until the end of the Sortie.
  Fire Support
  When you provide instruction and call shots for the Carrier’s crew, you may
  exchange harm and strike decisively using +KNOW and the Carrier’s weaponry.
  Information Network
  When you have your crew search for information, you may dispel uncertainties with
  +CREW.
  When you contact your superiors for relevant intel, you may dispel uncertainties
  with +TALK.
  Resupply Priority
  Your Carrier gains 1 SUPPLY whenever you start Downtime.
  Human Resources
  When you read the room, you may also choose from the following questions;
  •
  What is the crew’s mood like?
  •
  Who is responsible for a problem onboard the Carrier?
  •
  What could be a problem for the crew in the immediate future?
  
  ENGINEER
  Between necessary repairs and wholly unnecessary tinkering, Artificers do their best
  to keep their allies equipped and their Astirs functioning.
  LOOK
  You look: tough, filthy, punky, weary or wise
  You wear: pristine overalls, casual clothes, patched jumpsuits, homemade armour
  Your handiwork looks: clean and utilitarian, fancy and artistic, like it barely holds
  together, unremarkable
  Artificers ensure that the Carrier and the Constructs it carries are in top condition,
  repairing and tinkering with them whenever the chance arises. While talented at
  putting new things together, an Artificer's expertise is just as easily applied to taking
  something apart. Artificers might be professionals, trained in the contstruction and
  repair of Astirs, or natural tinkerers who grew up making jury-rigged improvements to
  their town.
  While playing an Artificer, expert repairs lets you give everyoner else room to
  breathe during Downtime, and also lets you mend something with one of your traits
  in the event that the Carrier's CREW isn't very good. Aside from that, you have some
  very versatile options: arcane generator and from scratch let you acquire a
  CHANNEL trait and give you a powerful new way to use it alongside the norm, and
  combat engineer even lets you branch out into the Scout playbook easily.
  Consider;
  •
  Where and how did you learn your craft?
  •
  Are there others as skilled at working with Astirs as you in the Cause? What about
  the Authority?
  •
  How did you get involved with the Cause?
  •
  What was your life like before the Cause?
  •
  Have you always worked on Astirs, or did you hone your craft making something
  else?
  •
  Do you have a certain material or style that is considered tell-tale of your work?
  STARTING MOVES
  You start with the expert repairs and jury-rigger moves, as well as one other from
  your Additional Moves.
  Expert Repairs
  You’re an expert at fixing broken constructs, and gain an additional Downtime move
  which you can only spend to mend something. Additionally, you may mend
  something with +KNOW. When you tend to someone’s body or Astir, advance a
  GRAVITY clock with them if you have one.
  Jury-Rigger
  When you take random parts or objects and attempt to create something useful out of
  them, roll +KNOW. On a 10+, choose 3. On a 7-9, choose 2;
  •
  It fits the purpose you had in mind.
  •
  It stops working after hours, not minutes.
  •
  It doesn’t explode when it stops working.
  •
  It doesn’t look like garbage stuck together.
  GEAR
  •
  1 Engineer Tool
  •
  1 Transport or Service Frame II
  •
  Engineering Manuals (dispel
  uncertainties regarding construct &
  Astir design with Advantage)
  •
  Clothing appropriate for your look (it
  has either the armour or insulated
  tag)
  ENGINEER TOOLS
  •
  Hefty Wrench I (melee / bulky, bane)
  •
  Beamsaw I (melee / reloading, ruin,
  decisive)
  •
  Steelfuser I (ranged / infinite)
  17
  ARMOUR ASTIR: ASCENT
  
  18
  ARMOUR ASTIR: ASCENT
  ADDITIONAL MOVES
  When you take a new move from your playbook as an advancement, choose from
  the list below.
  Augmenter
  When you work on a project during Downtime, you may fill an additional clock
  segment on a result of 10+ or 7-9.
  You may work on a project to create and install magical enhancements or
  alterations to living creatures.
  Nanofabricator
  You’ve built a powerful device, small enough to be worn on your back or at your hip,
  that can quickly fabricate physical objects from a liquid raw material. When you tap
  into it to create something long-lasting fast, roll +KNOW. On a 10+, you can create
  something as big as a tower or as complex as a lock, and it takes but a few minutes
  of work. On a 7-9, choose 1;
  •
  You are unable to create any sturdy materials, and everything you have built is
  fragile.
  •
  It takes much longer than usual.
  Fuel Optimisation
  When someone leads a Sortie, hold 3. You may spend this hold 1-for-1 to let an ally
  make the subsystems move for free.
  Field Testing
  You’re used to testing out new equipment, and can easily get to grips with new tech.
  You have Advantage when trying to use, analyse, or figure out something about
  unfamiliar equipment, constructs, or similar magical machinery.
  It’s A Prototype
  Once per Sortie, you may reveal what prototype upgrade you’ve made to a Astir that
  you reasonably had access to recently. When you do so, choose 2;
  •
  You didn’t have to disassemble anything else for parts.
  •
  Your invention doesn’t draw unwanted attention to you.
  •
  The upgrade burns out at the end of the Sortie, rather than after one use.
  •
  Using the upgrade isn’t dangerous is any way.
  Combat Engineer
  You supplement your Artificer training with something more conventional - choose a
  move from the Scout list instead and a piece of Scout Equipment.
  Wirecutters
  When you get close and use your expertise in machinery to try and break a machine,
  you may exchange blows and strike decisively with +KNOW using the following
  profile;
  •
  ‘Hacking’ III (melee / slow, ruin)
  
  DIPLOMAT
  Not every war is fought with weapons. For a Diplomat, the battlefield is a boardroom,
  the landmines are a host’s hospitality and the only weapon you need is a winning smile.
  LOOK
  You look: noble, refined, experienced, naive or slick
  You wear: military dress, mostly disguises, luxury fashion, recognisable uniform
  You have a reputation for being: fair and trustworthy, sly and wily, unpredictable, bold and pushy
  Diplomats are the kind of people that bring factions together and negotiate the
  impossible. They definitely never ever spy on anybody; instead, they meet with other
  important people face to face to achieve with words the kind of things that a legion of
  men couldn’t with blades. The pen is their sword, and none of them have ever
  knocked a man out before stealing his uniform to pass as a guard.
  While playing a Diplomat, you have a lot of power to set the rules of a social situation
  with moves like under the table and bureaucrat. You're also very good at
  subterfuge, both by manipulating people and by stabbing them when they aren't
  looking, with a suite of moves including sharp tongue and sharper knives.
  Consider;
  •
  Are you actually a diplomat? Do you hold any official office?
  •
  How long have you been with the Cause? Were you part of it before joining this
  crew?
  •
  What’s your stance on violence?
  •
  What is your network of connections like? Do you have one?
  •
  What motivates you during this conflict? What are your goals?
  •
  What’s the most danger you’ve been in before?
  •
  What does diplomacy mean to you? How do you go about it?
  •
  Have you ever negotiated with the Authority before?
  STARTING MOVES
  You start with the negotiator and under the table moves, as well as one other from
  your Additional Moves.
  Negotiator
  You may read the room with +TALK when mediating or taking part in a
  conversation/discussion. When you successfully negotiate or advocate for something
  important to you, advance a GRAVITY clock with another party in the discussion.
  Under The Table
  When you set up a clandestine meeting, choose 2;
  •
  There’s no risk of an ambush or interference.
  •
  Third parties aren’t privy to the contents of the meeting.
  •
  All parties are willing to discuss in good faith.
  GEAR
  •
  1 Diplomacy ‘Tool’
  •
  3 ‘Diplomacy’ Tools
  •
  Clothing appropriate for your
  look
  DIPLOMACY ‘TOOLS’
  •
  Stun Gun I (ranged / small,
  defensive, restraining)
  •
  Dueling Sword I (melee /
  bane, decisive, distinct)
  •
  Monoknife I (melee / bane,
  small, thrown)
  'DIPLOMACY' TOOLS
  •
  Audio Bugs (overhear anyone during
  Downtime near a bug you’ve hidden - they’re
  fragile)
  •
  Lockpicks (Useful for picking locks,
  unsurprisingly)
  •
  Silencer (Removes all noise from a tier I
  weapon)
  •
  Chameleon Clothing (Clothing can magically
  change colour and design)
  •
  Agents (take shore leave with Advantage
  when searching for info or evidence)
  •
  Transport (You have a mount/vehicle that’s
  fast and quiet - probably a tier II construct)
  19
  ARMOUR ASTIR: ASCENT
  
  20
  ARMOUR ASTIR: ASCENT
  ADDITIONAL MOVES
  When you take a new move from your playbook as an advancement, choose from
  the list below.
  Sharp Tongue
  When you exchange blows with +TALK, on a roll of 12+ your opponent is put in
  peril.
  Sharper Knives
  Daggers and other small weapons are your forte; you can always keep at least one
  concealed on your person, no matter how well checked, and you strike decisively
  with Advantage while using one to cause harm. This might extend to improvised
  weapons, also. You probably struggle not to show off or toy around with knives in
  casual situations. It’s unsettling.
  Stir The Crowd
  When you attempt to inspire dissent against the Authority, roll +TALK. On a 10+,
  choose 1. On a 7-9, choose 2, or let your Director choose 1.
  •
  It takes a tragedy to truly galvanise people.
  •
  In doing so, you become known and targeted.
  •
  You have no control or influence over any acts of protest.
  •
  People feel better, but nothing really changes.
  Bureaucrat
  When you would exchange blows with +TALK to slow someone down or distract
  them with regulations, bylaws, or whatever piece of red tape you can think of, you
  also choose one from the below even on a fail.
  •
  You’re not lying - they’ll really be in trouble if they don’t listen to you.
  •
  You can hold them up for more than a brief moment.
  •
  They won't remember or recognise you.
  •
  You don't need to take a risk.
  Irrefutable
  When you argue or advocate for something and back up your point of view with hard
  evidence or facts, hold 1. When you reach 3 hold, you may spend them to strike
  decisively with +TALK against someone who isn’t defenceless.
  Connected
  When you meet someone of note, roll +TALK. On a 10+, you’re familiar with them,
  and you may choose whether their view of you is positive or negative. On a 7-9, as
  previous, but the Director decides how they think of you.
  Shree Klime
  During Downtime, you may also prepare an alias or disguise when you plan &
  prepare. Most people will believe you are who you say you are, unless you're
  disguised as someone they're very familiar with, or they are given reason to
  thoroughly check your person or any identification. You may spend the hold from
  making plans 1-for-1 to supplement your disguise with the following;
  •
  You have ID that is either legitimate or so well faked it is impossible to tell the
  difference.
  •
  There's a reason or expectation for someone fitting your disguise to show up.
  •
  You've had something useful planted ahead of time - select a weapon or piece of
  equipment (one you have access to) to be hidden just where you'll need it.
  
  ASTIRS, SPACE & GRAVITY
  Without magic, Astirs are a little different. You still have a lot of freedom in terms of
  design—this is far future, after all—but your Astirs are probably made of conventional
  materials like metal alloys and plastics, and could probably be broadly described as
  machines.
  This isn't to say they all need to be simple humanoid mechs, though. As long as it's
  something you can get in, pilot, and when challenged give maybe at least one good
  reason it's a mech, it's a mech. Armour Astirs can be mobile armours just as easily as
  mobile suits.
  Generally speaking, the rules and mechanics outlined in The Carrier & Astirs still
  apply, but some Astirs might be built specifically for use in atmosphere or in space,
  and communication is assumed to take the form of audio and video feeds rather than
  telepathy. In the below tables, all the example weapons and Astir systems have been
  translated to sci-fi equivalents you could use instead of making your own, which you
  should still feel free to do. Most mechanics do not need changing, other than the
  removal of the magic tag. Though, if needed by your setting, it could be re-purposed
  or replaced with a tag representing certain kinds of technology distinct from others—
  nano, biotech, etc.
  To save you some time in case you don’t feel like doing it for yourself, below you’ll
  find all the equipment and weapon tables from the Gear, Carrier & Astir sections re-
  fluffed to line up with a sci-fi setting.
  TIER I MELEE KITS
  Guard’s Standard I (melee) M
  Not so much the fare of soldiers as that of peace-keepers and guards. A simple
  hand-to-hand weapon and cheap body armour.
  Might also contain: a lighter and cigarettes, identification, restraints
  Agent’s Kit I (melee / small, thrown) M
  Concealed blades and microfibre mesh. Simple, quiet, and discreet.
  Might also contain: a lockpick, binoculars, petty cash
  Breaching Gear I (melee / bane, cleave, messy, 2H) E
  Super-heated, for cutting through armour, walls, and a broad swathe of other things.
  Paired with the armour to back up a more brash approach.
  Might also contain: a grenade, a crowbar, goggles
  Fencer’s Attire I (melee / bane, decisive, distinct) M
  A thin, pretty blade, good for slipping between armour plates. A metallic weave
  added to clothing provides some light protection for the discerning noble.
  Might also contain: a mark of office, a masquerade mask, the keys
  Sapper’s Kit I (melee / blast, fragile, ruin) A
  A remotely triggered explosive. Won’t make the biggest holes, but it’ll make ‘em
  through an Astir. The specialised armour provided gives a degree of safety.
  Might also contain: fuses and charges, medical patches, a knife
  21
  ARMOUR ASTIR: ASCENT
  
  22
  ARMOUR ASTIR: ASCENT
  TIER I RANGED KITS
  TIER I EQUIPMENT
  Infantry Gear I (ranged / 2H) M
  A short rifle, often used for hunting game, small predators, and fascists.
  Standardised armour will hold against likewise fire.
  Might also contain: basic tools, identification, a knife
  Sidearm Kit I (ranged / small, defensive) M
  A small, reliable gun and protective underlays, popular with pilots.
  Might also contain: lucky charms, photographs, suit patches
  Officer’s Gear I (ranged / bane, limited) A
  A hefty handgun, chambered for something or other, and a personal shield emitter.
  Money buys a lot of things.
  Might also contain: an engraved lighter, medals, a jaunty hat
  Assault Kit I (ranged / infinite, distinct, blitz, 2H) M
  A high-magazine submachine gun or something similar, and custom body armour.
  Perfect for those that like to stay mobile and deadly.
  Might also contain: a combat knife, flashbangs, short-range communicator
  Anti-Astir Kit I (sniper / reloading, ruin, bulky, 2H) M
  Bulky and slow to fire, Anti-Astir Rifles are nonetheless often handed to ground
  forces and treated like they even the odds. Unless you’re a certain deserter, that’s
  rarely the case.
  Might also contain: flashbangs, a little fuel, an anti-tank mine
  Armour I (+ward)
  Helps keep you intact, usually.
  Communicator I (small, fragile)
  A simple device that allows the user to communicate with others at long distance.
  Uses publically available networks, and thus often unreliable.
  Construct Sensor I (bulky)
  Circular tables with a surface constructed of an array of enchanted steel pins. The
  pins independently slide up and down when unregistered Constructs are detected in
  a certain radius, creating a rough three-dimensional relief of oncoming forces. The
  height of raised pins correspond to the size of a detected constructs, and larger
  tables with denser arrays allow for more precise reliefs.
  Latch I (small)
  Electromagnetic handles, Latches are typically used by ground forces to hitch a ride
  on mechs that don’t have room for them to ride inside of. Also available as a pair of
  weaker Latches, built into a glove and boot, so that the wearer may simply hold a
  hand and foot against metal surface to attach to it.
  Grappling Hook I (Advantage when climbing or grappling)
  A small sturdy grip attached to a barrel loaded with an steel hook, which is propelled
  by pressured gas. An attached cord can then be reeled in, allowing the holder to
  quickly relocate.
  Invisibility Cloak I (limited, fragile, makes you invisible)
  Generally speaking, doing just about anything is cooler if you’re invisible when you
  do it.
  
  TIER II WEAPONS
  TIER II FRAMES
  Autoblade II (melee / bane, cleave, messy, 2H)
  And you thought a manual sword could cut pretty well.
  Might also be: Blowtorch, Enchanted Broadsword, Bolt Gauntlets
  Chaingun Turret II (ranged / blitz, infinite, mounted, 2H)
  An emplaced gun, capable of blisteringly high rates of fire. A huge ammo supply
  keeps it firing for extended periods.
  Might also be: MG Turret, Point Laser, Multi-Crossbow
  Coil Rifle II (ranged / decisive, reload, bane, 2H)
  A large, reinforced rifle, intended for use by Frames as a defence against enemy
  Astirs. A bow to fight dragons with.
  Might also be: Arbalest, Flame Staff, Greatbow
  Seeker Charges II (ranged / guided, blitz, defensive, 2H)
  Small self-propelled explosive charges. Their relatively weak payload can be
  overcome by launching them in salvos.
  Might also be: Orbiting Motes, Multimissile, Command Bracelets & Drone
  Autoframe II M
  •
  Mounted MG II (ranged / defensive, mounted)
  Autoframes are small armoured frames designed to offer protection and mobility to a
  single person and come in a variety of different forms. Motorbikes and powered
  armours are among the most popular designs.
  Might also be: Armoured Horse, Motorbike, Personal Shuttle
  Transport Frame II (ward, bulky) M
  •
  Cargo Hold II (Secure and spacious)
  For moving things from point A to point B - just make sure you have an escort.
  Might also be: Van, Trader Caravan, Cargo Shuttle
  Service Frame II M
  •
  Frame Fists II (melee / small, blitz)
  •
  Coil Rifle II (ranged / decisive, reload, bane, 2H)
  Service Frames were originally built for industrial purposes, though they began to
  disappear from catalogs after being often refitted for combat in labour disputes.
  Might also be: Loader Frame, Exo-suit, Industrial Drone
  Tank Frame II (ward) M
  •
  Main Cannon II (sniper / blast, messy, bane, mounted)
  •
  Light MG I (ranged / infinite, distinct, mounted)
  Protected by heavy metal plating and equipped for varied terrain, Tanks are still a
  mainstay of most ground forces, even in this age of Astirs.
  Might also be: Tank, Fighter Jet, Artillery Platform
  23
  ARMOUR ASTIR: ASCENT
  
  24
  ARMOUR ASTIR: ASCENT
  CARRIER MODULES
  ASTIR GENERATORS (CORES)
  Mechanics Lab (Adds new Astir Extras to choose from)
  ■
  Logistics Lab (Adds new Astir Extras to choose from)
  ■
  Infirmary (mend something with Advantage when treating physical injuries
  or illnesses once per Downtime)
  ■
  Cargo Bay (Can store up to 10 SUPPLY)
  ■
  Defence Batteries III (ranged / blitz, mounted)
  ■
  A Big, Vulnerable Weakpoint (+1 Drive to all Astirs)
  ■■■
  Advanced Tools (work on a project with Advantage once per Downtime)
  ■
  Mess Hall (overhear with Advantage once per Downtime)
  ■
  Officer Quarters (talk it out with Advantage once per Downtime)
  ■
  Historical Records (plan & prepare with Advantage once per Downtime)
  ■
  Engineering Workshop (mend something with Advantage when repairing
  damage to an Astir once per Downtime)
  ■
  Crew Quarters (+1 CREW)
  ■■
  Fresh Produce (+1 CREW)
  ■■
  Simulator Pods (+1 CREW)
  ■■
  Perfect Grade - A perfect-grade generator, capable
  of outputting incredible amounts of power. Makes
  even Aces feel a little too safe.
  0 Drive
  0 Drive
  7 Reserve
  9 Reserve
  Master Grade - A master-grade generator, with
  excellent power-gen. Almost takes the edge off.
  1 Drive
  2 Drive
  5 Reserve
  6 Reserve
  Real Grade - A real-grade generator, with an
  average power output. Don’t worry—you’re good
  enough to make up the difference, right?
  2 Drive
  3 Drive
  3 Reserve
  4 Reserve
  High Grade - They call it high-grade in the
  catalogue, but don’t let that fool you. I hope you have
  more fight in you than this does.
  3 Drive
  4 Drive
  1 Reserve
  2 Reserve
  
  ASTIR FRAMES
  Armoured - An armoured frame, designed to shrug
  off monstrous blows and weather all kinds of storms
  even after external armour has been destroyed.
  +armour
  -2 Reserve
  Weaponized - A frame that contains some kind of
  weapon built-in to it, streamlining the flow of power
  to it.
  1 Weapon Mount,
  -1 Reserve to
  weapon cost
  -1 Reserve
  System-linked (4/6) - A frame that gives primary
  power priority to a specific subsystem, allowing an
  Ace to quickly activate it.
  Provides a Sub-
  trait of
  4 or 6 for
  overdrive
  -2/4
  Reserve
  Transforming - A frame endowed with the ability to
  shift between two forms quickly, making for a
  versatile Astir.
  +aerial OR
  +aquatic
  -1 Reserve
  Efficient - A frame designed to move energy from
  the generator to an Astir's systems as easily as
  possible, meaning less is lost in the process.
  Provides Reserve
  +2
  Reserve
  Baneful - A frame featuring secondary energy
  packs, that can be rerouted to weapons in moments
  of need.
  +bane once when
  you use
  overdrive
  0 Reserve
  Dampening - A frame designed to dampen or
  compensate for certain perilous circumstances that
  a pilot might find themselves in.
  A specific peril of
  your choice is
  reduced to a risk
  for you instead)
  -1 Reserve
  Standardised - A standardised frame, making use
  of common parts and maintenance techniques.
  mend something
  with Advantage
  when repairing
  this Astir
  0 Reserve
  Modular - A modular frame, designed to be used
  with a variety of external equipment and engineered
  for maximum compatibility.
  Provides
  Reserve, -2 to
  Reserve cost of
  Mods
  +1
  Reserve
  Cooling - A cooling-based frame, capable of
  dispersing the heat generated when pushing an Astir
  to the limits.
  Don’t take peril
  (burnout) when
  this is destroyed
  by overheating
  0 Reserve
  25
  ARMOUR ASTIR: ASCENT
  
  26
  ARMOUR ASTIR: ASCENT
  ASTIR SYSTEMS
  Faulty/Old System - “Go, funnels! And then nothing
  happened, can you believe it? He says the alignment labs
  sent us a faulty mech. Faulty mech? I think they sent us a
  faulty rookie!”
  Generate 1
  point of Drive
  at the start of
  a scene.
  -2
  Res.
  Armour - A simple, but effective way of adding more
  protection to an Astir. Some Channelers swear by thicker
  armour, saying mobility simply can't be relied on.
  +armour
  -2
  Res.
  Sub-trait (4/6) - Examples below;
  • Optimised Sink Diagnostics (Sub 4)
  Refined diagnostics accommodate for drift in an Astir’s sink
  control systems.
  • Immunofield (Sub 6)
  Immunofields are, in practice at least, simple devices. They
  project a localised defensive field that is capable of deflecting
  incoming projectiles by meeting them with an equal kinetic
  force.
  Provides a
  Sub-trait of
  4 or 6 for
  overdrive
  -2/4
  Res.
  Twin-link - Two is better than one.
  -defensive/
  decisive,
  +versatile,
  +2H or
  +limited
  -1
  Res.
  Peril Reduction - Examples below;
  • Nanofabricators (Losing Astir limbs is only a risk for you -
  they grow back)
  Damage sustained. Beginning production queue.
  • Failsafe Channels (Damaged or blocked comms is only a
  risk for you)
  Hear you loud and clear, 9th. Everyone else went quiet.
  A specific peril
  of your choice
  is reduced to
  a risk for you
  instead.
  0
  Res.
  Heat Condenser (1/2) - Stopping to vent heat during a fight
  can make you a sitting duck - it makes sense then, that many
  pilots who could care less about managing it carefully opt to
  invest in heat condensers.
  Don’t take
  peril (burnout)
  when this is
  destroyed by
  overheating
  0/-1
  Res.
  Backup Conduits - Additional conduits that supplement an
  Astir’s power generator. Simple and effective.
  Provides
  Reserve
  +2
  Res.
  Sink Rack - A rack that stores and coordinates sink drones.
  Originally sync drones, but misheard and incorrectly
  transcribed at a crucial moment in history.
  Holds and
  comes with
  one set of
  Sinks of your
  choice
  -2
  Res.
  Extra Arms - While adding extra arms to an Astir is child’s
  play, properly coordinating them in such a way that they’re
  useful for fine manipulation is much more complex.
  Two extra
  arms & hands
  -2
  Res.
  
  ASTIR MELEE WEAPONS III
  Astir Fists III (melee / small, blitz)
  Every Astir can fall back on its fists, but they don’t make for graceful
  brawlers.
  Might also be: Concealed Blades, Close-Range Vulcans, Mining Drill
  0 Res.
  Sword/Mace/Axe & Shield III (melee / defensive, 2H)
  An Astir-sized melee weapon paired with a shield makes for a reliable
  combination.
  Might also be: Flame Jets, Shielded Gauntlets, Energy Field
  0 Res.
  Nanoblade III (melee / small, thrown, decisive)
  Short (for an Astir) blades honed to a microscopic edge, nanoblades are
  often worked into Astir fists or arm plating for quick deployment.
  Might also be: Throwing Glaive, Charged Hatchet, Enchanted Kunai
  -1 Res.
  Greatarm III (melee / cleave, decisive, slow, 2H)
  Even in this age of bullets and fusion engines, few things strong in the face
  of a ten-tonne hammer.
  Might also be: Godbuster, Laser Flail, Industrial Saw
  -1 Res.
  Beam Saber III (melee / bane)
  A simple projected-energy sword with a built-in power supply. Some pilots
  tweak their output settings in the field for a broader or thinner beam.
  Might also be: Forceblade, Thermal Cutter, Pneumatic Hammer
  -2 Res.
  Chain Mines III (melee / cleave, bane, dangerous, limited)
  High-yield mines attached to a flexible cable, that can be set to detonate on
  impact or on a delay after detaching onto a target. Rarely useful for more
  than a single foe, but a devastating weapon in skilled hands.
  Might also be: Novawhip, Plasma Cable, Storm Gauntlet
  -2 Res.
  Thermal Lance III (melee / bane, decisive, set-up)
  Heat-projection lances designed to punch through armour plating, thermal
  lances are near-useless at close quarters given their length and balance and
  require a thrusting motion to attain the piercing power they're known for.
  Might also be: Ceremonial Pike, Heavy Estoc, Pile Bunker
  -2 Res.
  9-Beam Blade III (melee / magic, ruin, fragile)
  This long blade features nine high-intensity, short-range beam emitters
  oriented in the same direction, forming a single ruinous edge. The inbuilt
  power source is long-lasting, but fragile in its construction.
  Might also be: Decay Lance, Null-space Projector, Hi-Beam Saber
  -4 Res.
  27
  ARMOUR ASTIR: ASCENT
  
  28
  ARMOUR ASTIR: ASCENT
  ASTIR RANGED WEAPONS III
  Vulcan III (ranged / defensive)
  High fire rate and a small size make vulcans a reliable backup, but they lack
  in penetration power.
  Might also be: Manapistol, Mining Laser, Point-Defense Turret
  -1 Res.
  Shellcannon III (ranged / cleave, blitz, bulky, 2H)
  Shellcannons are effectively up-scaled shotguns, designed for reliability and
  fitted with an adaptive fire system capable of accepting various sizes and
  kinds of ammunition. A modular construction also allows the weapon itself
  to be easily repaired or modified.
  Might also be: Heavy Bowgun, Assault Cannon, Flechette Launcher
  -2 Res.
  Bullpup III (ranged / infinite, 2H)
  Bullpups are the workhorse of most armies when it comes to arming Astirs.
  Lightweight hi-cap magazines make them a good fit for rookies.
  Might also be: Machine Gun, Arc Staff, Recycler Rifle
  -2 Res.
  Seeker Array III (sniper / guided, mounted)
  Often mounted on an Astir’s shoulder to leave their hands free, seeker
  arrays fire a dizzying cluster of micro-missiles that can be guided by an Astir
  rather than its pilot.
  Might also be: Chaser Missiles, Lock-On Beam, Automortar
  -2 Res.
  Plasma Bazooka III (ranged / blast, bane, 2H)
  Plasma Bazookas launch an ionized gas projectile that reacts explosively on
  impact. This explosion is capable of scouring away the armour on most Astirs.
  Might also be: Rocket Launcher, Fireball Cannon, Reactor Rifle
  -3 Res.
  Brimstone Rockets III (ranged / bane, mounted, reloading)
  Short-range rockets arranged in paired racks, 'stones are a common and
  potent weapon when it comes to arming Astirs.
  Might also be: Grenade Launchers, Acid Pods, Plasma Mortar
  -3 Res.
  Beam Rifle III (ranged / bane, 2H)
  Once thought to be the most destructive weapons possible, beam
  technology is now most commonly seen in this Astir-scaled format.
  Might also be: Chemical Jet, Basilisk Lance, Plasma Repeater
  -3 Res.
  Mega Rifle III (sniper / ruin, limited, reloading, 2H)
  Long, bulky rifles, the recoil of which is felt even by Astirs. While some balk
  at taking a heavy single-shot weapon into the field, others point to the ability
  to cut through Carrier hulls as a valuable upside.
  Might also be: Single-Cast Rifle, Beam Sniper, Abyss Gun
  -5 Res.
  
  ASTIR SINKS (FAMILIARS)
  ASTIR MODS
  Backup Supplies - It never hurts to pack extra.
  Resupply
  yourself or
  someone else
  once per Sortie
  0 Res.
  Ruin Reserves - The most volatile of munitions are best
  carried in small numbers.
  +ruin once per
  Sortie,
  +dangerous
  -1 Res.
  Bane Reserves - In mercenary groups where finances
  are of concern, some pilots settle for bane-reserves to
  make up for a less powerful armament.
  +bane once per
  Sortie
  0 Res.
  Beam Flag - For when absolutely everyone on the
  battlefield needs to know what you fight for, and where
  you are standing. Surprisingly dangerous to the touch.
  It’s bright!
  0 Res.
  Max Reserves - A large, external energy pack or
  container of ammunition, intended to counteract the
  limited uptime of some Astir weaponry.
  +infinite /
  -limited to one
  weapon
  -1 Res.
  Risk Reduction - Examples below;
  • Imaging Lenses (Immune to risks from natural darkness)
  The number one cause of failed night operations is badly-
  adjusted imaging lenses. Make sure an engineer sees to yours.
  You are immune
  to a specific risk
  of your choice.
  0 Res.
  External Condenser - Stopping to vent heat during a
  fight can make you a sitting duck - it makes sense then,
  that many pilots who could care less about managing it
  carefully opt to invest in heat condensers.
  Don’t take peril
  (burnout) when
  this is destroyed
  by overheating
  0 Res.
  Sentinel Sink III (ranged / bane, limited)
  Sentinel sinks have a short operation lifespan but a powerful, armour-piercing
  primary armament. Pilots talented in the instinctive art of drone operation often
  attest to their value.
  Might also be: Assault Funnel, Fire Spirits, Attack Drones
  Comet Sinks III (ranged / blast, dangerous, limited)
  Unpopular among Astir pilots due to the microfeedback received when operating
  sinks, Comets nonetheless see common use as a powerful, easily-replaced
  explosive.
  Might also be: Remote Bombs, Volatile Elements, Lev-Grenades
  Rivet Sink III (ranged / restraining, defensive, fragile)
  Rivet Sinks restrain foes with a hail of flash-heated metal bolts. Lacking in armour
  penetration, but good for jamming joints and suppressive fire.
  Might also be: Glue Turret, Labour Drones, Medusa Heads
  29
  ARMOUR ASTIR: ASCENT
  
  30
  ARMOUR ASTIR: ASCENT
  ASTIR MODS (REQUIRES MECHANICS LAB)
  ASTIR MODS (REQUIRES LOGISTICS LAB)
  EXAMPLE ASTIRS III
  INF-EZ III
  GEN: REAL
  DRIVE
  2
  RESERVE
  0/5 OVERHEATING
  FRAME: EFFICIENT
  SYSTEM: SUB-TRAIT
  +2 Reserve
  SOUND DAMPENING (4)
  Designed for small-unit operations, the INF-EZ is probably the
  market leader when it comes to ‘stealth’ Astirs. A
  comprehensive suite of sound dampening technologies helps
  this huge metal machine sound like a much smaller metal
  machine, and an expensive (but fairly standard) hacking up-
  link helps remove problems that cannot be riddled with bullets.
  Mv: HACKING UPLINK
  The additional option is
  added to overdrive;
  •
  Deactivate one
  automated security
  measure.
  MOD: SF. ORNAMENT.
  CARRIED
  Bullpup III (ranged / in�nite, 2H)
  +1 Drive once per Sortie
  SHEATHE
  Nanoblade III (melee / small, thrown, decisive)
  Camouflage Kit - Camouflage Kits are a mix of
  equipment, spray-paints and tools useful for hiding an
  Astir. Far more effective anywhere but open areas.
  Disguise a
  stationary Astir
  0 Res.
  Med Patches - Adhesive, antibacterial patches that keep
  wounds clean whilst also providing a fast-acting painkiller.
  Advantage when
  cooling off to
  relieve physical
  harm
  -1 Res.
  Superficial Ornamentation - I swear, they put this stuff
  on just so stray rounds can take it off again.
  +1 Drive once
  per Sortie
  0 Res.
  Ship-Class Explosive III - The kind of explosive that
  can put a hole in a large, armoured spaceship is maybe
  not the kind to carry around, but you do you.
  (melee / set-up,
  ruin, blast,
  dangerous)
  0 Res.
  Backlash Charges - Armour designed to meet impacts
  with an opposing explosion. This distributes the force
  more equally or something—ask an engineer.
  Increase a
  result of 6- on
  exchange
  blows to a 7
  once per Sortie.
  -1 Res.
  Full Armour - External plating, added on top of an Astir’s
  own. Heavy, and often blocks important design elements.
  +armour,
  +clumsy until
  destroyed/
  removed
  -1 Res.
  External System (4/6) - Examples below;
  • Titanic Cavalry (Sub 4)
  Alright, alright. Hear me out. What if we built a really big horse.
  • Apocalypse Shield (Sub 6)
  A hefty, heavily reinforced shield capable of withstanding
  world-ending impacts.
  Use
  subsystems to
  replace a dice
  result with a
  relevant Sub-
  trait value
  -1/3
  Res.
  
  RAMPART MK2 III
  GEN: PERFECT
  DRIVE
  0
  RESERVE
  0/7 OVERHEATING
  FRAME: ARMOURED
  SYSTEM: OLD SYSTEM
  +armour
  +1 Drive at the start of a Scene
  While intended as a back-line Astir meant of defending more
  vulnerable assets, this second iteration of the Rampart sees
  regular front-line use due to its trademark reactive armour
  resulting in flashy, explosive clashes. Its age unfortunately
  leaves most active units unreliable and in need of heavy
  maintenance.
  Mv: REACTIVE ARMOUR
  When you absorb a peril
  with your armour, you
  can in�ict that peril back
  on your attacker if
  they’re close to you.
  MOD: BACKUP SUPP.
  CARRIED
  Blade & Shield III (melee / defensive, 2H)
  Resupply yourself or
  someone else once per
  Sortie
  SHEATHE
  Brst. Rockets III (ranged / bane, reloading, mounted)
  ¼ MASTER III
  GEN: PERFECT
  DRIVE
  0
  RESERVE
  0/8 OVERHEATING
  FRAME: MODULAR
  SYSTEM: EXTRA ARMS
  Provides Reserve, -2 to Reserve cost of
  Mods
  Two extra arms & hands
  ¼Masters are a line of refurbished construction mechs re-
  purposed for battlefield transport. Coming standard with
  multiple reinforced munition bins, secondary storage for
  higher-grade munitions, and even a secondary pair of arms for
  carrying and using transported weaponry in emergencies, the
  ¼Master is a common sight even in small mercenary outfits.
  Mv: MULTIMAG CASES
  You can cool off to
  resupply another Astir or
  your own with any ammo
  they need.
  MOD: RUIN RESERVES
  CARRIED
  Beam Saber III (melee / bane)
  +ruin once per Sortie,
  +dangerous
  CARRIED
  Shellcannon III (ranged / cleave, blitz, bulky, 2H)
  MOUNTED
  Vulcan III (ranged / defensive)
  HALF-COURT III
  GEN: MASTER
  DRIVE
  1
  RESERVE
  0/5 OVERHEATING
  FRAME: WEAPONIZED
  SYSTEM: HEAT CONDENSER
  1 Weapon Mount, -1 Reserve to weapon cost
  Don’t take peril (burnout) when this is destroyed
  by overheating
  Named for an archaic sports term from the middle-ages, the
  Half-Court excels at long-range bombardment. While guided
  weaponry often leaves the user open when fighting multiple
  targets (calculating complex firing angles is hard enough for
  one moving target), the Half-Court features a tailor-made
  secondary AI that is solely responsible for managing split-firing
  solutions.
  Mv: SPLITFIRE AI
  +cleave to all weapons.
  MOD: RUIN RESERVES
  CARRIED
  Seeker Array III (sniper / guided, mounted, cleave)
  +ruin once per Sortie,
  +dangerous
  MOUNT
  Bullpup III (ranged / in�nite, mounted, cleave)
  31
  ARMOUR ASTIR: ASCENT
  
SOURCE: textdata/thevault/Armour Astir (PbtA)/Playtest Materials/AAAscent.pdf