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SupportPlaybooks 0 6

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0% found this document useful (0 votes)
29 views5 pages

SupportPlaybooks 0 6

Uploaded by

Dimitri G
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE 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.

NAME
DEFY SENSE KNOW CLASH TALK
When fighting on foot, your approach is: mundane
YOU LOOK:
wild cold sharp cocky brash
YOU WEAR:
gleaming plate well-worn uniform survivalist’s gear rugged leathers
YOU FIGHT WITH:
brute strength dextrous moves practiced discipline raw tenacity
GEAR SCOUT WEAPON
1 Scout Weapon Astircleaver II (melee / bane, cleave, 2H)
2 Scout Equipment Crossbow+ II (ranged / infinite, blitz, 2H)
Any tier I weapons that feel appropriate Force Ballista II (sniper / reloading, ruin, 2H)
Clothes that match your look
SCOUT EQUIPMENT First Aid Kit (You can tend to basic injuries)
Maps and Charts (You can always find a route) Traps and Nets (You can always set up a defence
Gatherer's Tools (You can always feed your party) given time)

risk peril risk peril risk peril

MOVES
✔ Field Scout Pathfinding
You can wield tier II weapons without much difficulty, When you're leading a group that is travelling a long
can reload weapons easily while on the move or under distance, hold 3, and spend it 1-for-1 on the following
fire, and don’t need to bite the dust when threatened options while you travel;
by harm from a higher tier than you. • You lead the group past an area of difficult terrain
When you hold your own against Astirs or show without issue.
yourself completely above the rank-and-file, advance a • You find a comfortable, sheltered place to set up
GRAVITY clock with someone who sees you and is camp.
impressed. • You're familiar with the area; dispel uncertainties
regarding it or the things in it with Advantage.
Mobility • You find a shortcut, reducing the length of your
When you're fighting somewhere with the room to be journey but adding complications.
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 Strong As Hell
do one of the following; You can carry and wield tier III weapons by taking a
• Escape from something that binds, traps or impedes risk
you
• Acquire high ground or a defendable position Guerilla
• Get to somewhere or something before others can When you attempt to evade detection or sneak past
• Avoid an incoming source of physical harm. others, roll +KNOW. On a 10+, choose 2. On a 7-9,
choose 1, or choose 2 and take a risk.
Improvisation • You avoid detection.
At the beginning of a Sortie, hold 3. You may spend 1 • You find something hidden or forgotten.
hold to change your approach for a single move. • You find a good vantage point to strike a foe from.
Explain to your Director what you did or used to do • You find a way to allow others to follow you without
this. being detected.
Patch Job Team Player
When you cool off to remove a risk or the When you read the room, you may pass the
‘overheating’ tick from an Astir, you can do it in a few information you gain along and allow an ally to act with
moments rather than minutes, even while the Astir is Advantage instead of you.
still moving. Instead of the usual result, on a 7-9 you When you do so, you may start a GRAVITY clock with
attract unwanted attention. them or advance an existing one.
Natural Leader
When participating in a group move, you can always
make the roll in place of whoever has the lowest
relevant trait.
THE 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.

NAME
DEFY SENSE KNOW CLASH TALK
When fighting on foot, your approach is: mundane
YOU LOOK:
noble upright callow eager intimidating
YOU WEAR:
immaculate uniform casual clothes armoured clothing officer’s coat
YOU LEAD WITH:
gut feelings well-informed advice stoic instruction tested experience
GEAR ORNATE WEAPONS
2 Ornate Weapons Gilded Sidearm I (ranged / blitz, distinct)
1 Bonus Carrier Module Ruinlock I (ranged / profane, reloading, ruin)
Clothes that match your look Duelist’s Blade I (melee / bane, distinct)
Arcane Mantle I (ranged / arcane)
CARRIER MODULES
Construct Sensors (Can detect & identify II-V magical constructs approaching the Carrier) ■
Sending Stones (Can send long-distance messages quickly) ■
Construct Bay (Steed Golems for everyone) ■
Cloaking Rituals (Can hide the Carrier from sight)

risk peril risk peril risk peril


MOVES
✔ Coordinator Force Multiplier
When you roll a 10+ to help or hinder and choose to You acquire something - a tool, a ship upgrade, a
help, give increased level of succes instead of caged malevolent sentience, etc - that allows the
Advanatage. Carrier and it’s staff to operate far better than usual,
When you roll a 6 or below while rolling +CREW, but it has a downside. Once per Sortie you may
advance a GRAVITY clock with someone who has put increase your level of success on a move, but choose
their trust in you. 1;
• It whispers in your ear - change one of your Ideals to
✔ In Command represent its demands.
You are the Carrier’s captain, and naturally have • It’s fragile and prone to being damaged or broken.
command of its crew. While at the helm of the Carrier, • It takes up a lot of resources - spend 1 SUPPLY on it
you may order the crew to; when someone leads a Sortie, or it stops working
• Exchange blows and strike decisively with until you reawaken it by spending 3.
+CREW, using the Carrier’s Armament.
• Weather the storm with +CREW to perform evasive Human Resources
actions. When you read the room, you may also choose from
• Read the room with +CREW to assess the the following questions;
battlefield. • What is the crew’s mood like?
• Who is responsible for a problem onboard the
Additionally, both Carrier and crew are part of your Carrier?
character as far as risks and perils are concerned, just • What could be a problem for the crew in the
like an Astir is an extension of its channeler. You are immediate future?
defenceless at 4 dangers while at the helm of your
Carrier, rather than 3. Surprise Requisition
When you dispatch supplies to another character or
Tactical Genius reveal something extra you had them deployed with
When you're supervising allies from afar during a all along, roll +CREW. On a 10+, choose 1 for free.
Sortie, you can lever your tactical know-how into On a 7-9, you had to requisition that gear personally -
better positioning. Take 3 hold at the start of a Sortie, pay 1 SUPPLY, or drop 1 Stake from a Faction as they
and spend it 1-for-1 to do the following; spread themselves thin to help you.
• Remove one risk from an ally. • A weapon rendered unusable by damage or lack of
• Give an ally Advantage on their next move, ammo is replaced/rearmed.
describing how you advise or support them. • A weapon gains the bane tag until the end of the
• Have an ally appear somehow in a place they are Sortie.
needed. • A weapon gains the ruin tag for one shot or strike.
• A piece of Gear is airdropped and can be used until
Resupply Priority the end of the Sortie.
Your Carrier gains 1 SUPPLY whenever you start
Downtime. Information Network
When you have your crew search for information, you
Fire Support may dispel uncertainties with +CREW.
When you provide instruction and call shots for the When you contact your superiors for relevant intel,
Carrier’s crew, you may exchange harm and strike you may dispel uncertainties with +TALK.
decisively using +KNOW and the Carrier’s
Armament.
THE ARTIFICER
Between necessary repairs and wholly unnecessary tinkering, Artificers do their best to keep their allies equipped and their
Astirs functioning.

NAME
DEFY SENSE KNOW CLASH TALK
When fighting on foot, your approach is: mundane

YOU LOOK:
tough filthy punky weary 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
GEAR ORNATE WEAPONS
2 Artificer Tools Heavy Wrench I (melee / bane)
1 Transport or Service Golem II Beam Cutter I (melee / reloading, ruin, decisive)
Construct Manuals (dispel uncertainties Steelfuser I (ranged / elemental)
regarding construct & Astir design with Advantage) Alchemical Gel I (Advantage when cooling off to
Clothing that matches your look

risk peril risk peril risk peril

MOVES
✔ Expert Repairs From Scratch [Requires: Arcane Generator]
You’re an expert at fixing broken constructs, and gain When you tap into magical power to create something
an additional downtime move which you can only long-lasting quickly, roll +CHANNEL. On a 10+, you
spend to mend something. Additionally, you may can create something as big as a tower or as complex
mend something with +KNOW if you wish. When you as a lock, and it takes but a few minutes of work. On a
tend to someone’s body or Astir, advance a GRAVITY 7-9, choose 1;
clock with them if you have one. • You must overclock your generator to do so - reduce
your CHANNEL to -1.
✔ Jury-Rigger • You are unable to conjure any sturdy materials, and
When you take random parts or objects and attempt to everything you have built has the fragile tag.
create something useful out of them, roll +KNOW. On • The work is taxing - take the peril (exhausted).
a 10+, choose 3. On a 7-9, choose 2;
• It fits the purpose you had in mind. Field Testing
• It stops working after hours, not minutes. You’re used to testing out new equipment, and can
• It doesn’t explode when it stops working. easily get to grips with new tech. Take Advantage
• It doesn’t look like garbage stuck together. when trying to use, analyse, or figure out something
about unfamiliar equipment, constructs, or similar
Augmenter magical machinery.
When you work on a project during Downtime, you
may fill an additional clock segment on a result of 10+ It's A Prototype
or 7-9. Once per Sortie, you may reveal what prototype
You may work on a project to create and install upgrade you’ve made to a Astir that you reasonably
magical enhancements or alterations to living had access to recently. When you do so, choose 2;
creatures. • You didn’t have to disassemble anything for parts.
• Your invention doesn’t draw unwanted attention.
Arcane Generator • The upgrade burns out at the end of the Sortie,
You’ve built a magical device, small enough to be worn rather than after one use.
on your back or at your hip, that generates arcane • Using the upgrade isn’t dangerous is any way.
power for you. When you start it up, roll +KNOW. On a
10+, you are considered to have CHANNEL at +2. On Combat Engineer
a 7-9, you have CHANNEL at +1 instead. This lasts for You supplement your Artificer training with something
the duration of a Sortie. more conventional - choose a move from the Scout list
instead and a piece of Scout Equipment.
Should the generator be broken or damaged you lose
your CHANNEL score, and if you are currently piloting
an Astir the connection is severed (meaning it shuts
down). It has the magic and distinct tags.
Counterspell
When you use your expertise in magical machinery to
try and break a construct or magical mechanism, you
may exchange blows and strike decisively with
+KNOW using the following profile;
• Counterspell III (melee / slow, ruin)
THE 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.

NAME
DEFY SENSE KNOW CLASH TALK
When fighting on foot, your approach is: mundane

YOU LOOK:
tough filthy punky weary 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
GEAR DIMPLOMACY 'TOOLS'
1 Diplomacy ‘Tool’ Frost Charms I (ranged / restraining, elemental)
3 ‘Diplomacy’ Tools Fencing Blade I (melee / defensive, distinct)
Clothing that matches your look Arcane Dagger I (melee / bane, small, arcane)
'DIPLOMACY' TOOLS Shimmershape Clothing (Clothing can magically
Listenbugs (overhear anyone during Downtime change colour and design)
near a bug you’ve hidden - they’re fragile) Agents (take shore leave with Advantage when
Lockpicks (Useful for picking locks) searching for info or evidence)
Silencing Matrix (Removes all noise from a tier I Transport (You have a mount/vehicle that’s fast and
weapon) quiet - probably a tier II construct)

risk peril risk peril risk peril

MOVES
✔ Negotiator Stir The Crowd
You may read the room with +TALK when mediating or When you attempt to inspire dissent against the
taking part in a conversation/discussion. When you Authority, roll +TALK. On a 10+, choose 1. On a 7-9,
successfully negotiate or advocate for something choose 2, or let your GM choose 1.
important to you, advance a GRAVITY clock with • It takes a tragedy to truly galvanise people.
another party in the discussion. • In doing so, you become known and targeted.
• You have no control or influence over any acts of
✔ Under The Table protest.
When you set up a clandestine meeting, choose 2; • People feel better, but nothing really changes.
• There’s no risk of an ambush or interference.
• Third parties aren’t privy to the contents of the Beaurocrat
meeting. When you would exchange blows with +TALKto slow
• All parties are willing to discuss in good faith. someone down or distract them with regulations,
bylaws, or whatever piece of red tape you can think of,
Sharp Tongue you also choose one from the below even on a fail;
When you exchange blows with +TALK, on a roll of • You’re not lying - they’ll really be in trouble if they don’t
12+ your opponent is put in peril. listen to you.
• You can hold them up for more than a brief moment.
Sharper Knives • You don’t seem suspicious.
Daggers and other small weapons are your forte; you • You don't need to take a risk.
can always keep at least one concealed on your person,
no matter how well checked, and you strike decisively Shree Klime
with Advantage while using one to cause harm. You During Downtime, you may also prepare an alias or
probably struggle not to show off or toy around with disguise when you make plans. Most people will
knives in casual situations. It’s unsettling. believe you are who you say you are, unless you're
disguised as someone they're very familiar with, or they
Connected are given reason to thoroughly check your person or
When you meet someone of note, roll +TALK. On a 10+, any identification. You may spend the hold from making
you’re familiar with them, and you may choose whether plans 1-for-1 to supplement your disguise with the
their view of you is positive or negative. On a 7-9, as following;
previous, but the GM decides how they think of you. • You have ID that is either legitimate or so well faked it
is impossible to tell the difference.
Irrefutable • There's a reason or expectation for someone fitting
When you argue or advocate for something and back up your disguise to show up.
your point of view with hard evidence or facts, hold 1. • You've had something useful planted ahead of time -
When you reach 3 hold, you may spend them to strike select a weapon or piece of equipment (one you have
decisively with +TALK against someone who isn’t access to) to be hidden just where you'll need it.
defenceless.
NAME +0

Weapon (range / tags)

Weapon (range / tags)

+0 +0 +0
GRAVITY
ASTIR & MISC

Additional Move #1 Additional Move #2

Additional Move #3 Additional Move #4

NOTES, GEAR, ETC.

When you earn an advancement, you may choose from the


options below;
IDEALS
• Choose a new Move from your playbook (up to 3).
• Increase a Trait by 1, to a max of +3.
• Rewrite as many of your Ideals as you want.
Once you have marked off 3 of the above, you can choose
from the additional options found in the 'Advancement'
section of the Armour Astir: Advent core book.

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