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Last Sentinels PDF

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100% found this document useful (2 votes)
819 views64 pages

Last Sentinels PDF

Uploaded by

axel Martinez
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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JASON PRICE’S

JASON PRICE’S
JASON PRICE’S

LAST SENTINELS is a GM-less storytelling tabletop roleplaying


game for three to fourplayers.

Aone-shotgame lasts up to fourhours,andacampaigncanlast


six to eight sessions.

Play to tell the story of the Sentinels; giant, humanoid mechs


capable of wielding devastating weapons and performing agile
manoeuvres in zero gravity.

This game is focused on one rookie Sentinel pilot who escapes


the besieged planet of AUGUR-V on a titanic starship with their
remaining people. Defend these survivors against over-
whelming odds as the vast NewAlliance fleet pursues them.

But your protagonist is doomed. Their story ends when they


succumb to the intense pressures of expectation, duty and
high-stakes combat against a relentless foe.

Written by: Jason Price (alwayscheckers.itch.io)


Cover art and logo by: Torben Boekemeyer
(https://torbenboekemeyer.me/)
Layout design by: Lone Archivist (https://lonearchivist.com/)
Edited by: Will Jobst (https://willjobst.carrd.co/)
Game design inspired by: Polaris: Chivalric Tragedy At Utmost
North by P.H. Lee (p-h-lee.itch.io/polaris)
Themes inspired by: Mobile Suit Gundam, Neon Genesis
Evangelion, Battlestar Galactica and Star Wars
JASON PRICE’S

Tips Before Playing 01


Starting The Game 03
Prologues I-II 03
Prologues III-IV 05
How To Play 07
Overview 07
Roles 11
Assets 13
Key Phrases 15
Characters 19
Ending The Game 23
Examples Of Play 27
Player Resources 39
Setting Glossary 40
Game Term Glossary 41
Starting Assets 43
Key Phrase Reference Sheet 47
Player Sheet 49
Variant Rules 51
SAFETY TOOLS ///02
If you’re playing LAST SENTINELS in person,
FILM RATING
you’ll need:
Before playing, talk aboutwhich film rating
› one printed copy of the Player Sheet
(e.g.‘PG’,‘R’,‘18’) you’d all like your story to
› two printed copies of the Key Phrase
follow, if your game were to be made into a
Reference Sheet
film.
› two six-sided dice
› pencils and erasers Discuss what the decision means, especially in
terms of violence, language and sexual
If you’ve purchased LAST SENTINELS,you can
content. Respect the table’s decision.
download the player sheet and Key Phrase
reference sheets at: alwayscheckers.itch.io/ The film rating is just a start, players should
last-sentinels. also raise specific issues that should be
avoided entirely.
SAFETYTOOLS
X-CARD
In LAST SENTINELS, players have lots of
freedom to create their own stories and The X-Cardwas originally developed by John
solutions. Stavropoulos.

There’s a competitive element to the game. The X-Card is a way to remove content from a
One player’s aim is to bring about the game.
protagonist’s downfall by creating tough
If anyone feels the story has taken a turn
choices, deadly scenarios and inner conflict.
they’re uncomfortable with, they can simply
This means there are many themes that could tap a physical card on the table or type an X in
come up during play that some players may the chat online.
not be comfortable exploring.
No questions need to be asked, although the
Safety tools are designed to ensure everyone player may explain if theywish.
is having fun before, during and after each
If someone uses the X-Card, players should
game. Here are two suggested safety tools
respect it and immediatelywork to alter the
that may help.
storyline or even skip to a new scene.

It’s important that using the X-Card is not a big


deal and it shouldn’t be reserved for big issues.
initializationSEQUENCE///
PROLOGUES ///04

PROLOGUE I-II
I: Thousands of years from now, in a place far II: But the rulers of AUGUR-V soon grew
beyond our stars, Earth is but a distant legend. complacent, blinded by the success of their
So begins the story of how the people of expansion. They failed to notice the embers of
AUGUR-V once ruled a thousand planets but rebellion being stoked. It spread like wildfire
lost it all. through secret channels and hushed
meetings.
The endless trade wars that plagued human
space colonies were finally won through A plot was soon hatched to overthrow the
AUGUR-V’s breakthrough creation of the President and unite the four Great Houses
Sentinels, giant humanoid mechs capable of against AUGUR-V. After all, the Sentinel pilots
wielding devastating weapons and perform- and their fleets had forged the empire with
ing agile manoeuvres in zero gravity. sweat and blood while their rulers lived in
luxury and built monuments to lost heroes.
To reflect their status, each Sentinel was given
the name of a mythical god from an ancient It did not take long for rumours of these
time. They required gifted young pilots, able treacherous ambitions to reach the President.
to form the neural connections required to The four Sentinel Primes were summoned to
tame the temperamental reactors inside each AUGUR-V under the guise of a war council.
mech. Upon arrival they were seized and sentenced
to death as traitors. But they would not go
With these living weapons in their ranks,
quietly.
AUGUR-V became the seat of power. They
connected up the colonies with a system of Insiders, loyal to the four Great Houses,
Beacons; huge warp gates that allowed travel instead orchestrated a daring escape. Lucius,
between star systems many light-years apart. Aurelia, Gaia and Saul fled in their Sentinels,
but not before executing a desperate final act
To ensure the loyalty of their vast military, the
of sabotage. The Beacons surrounding
President named four of the strongest pilots
AUGUR-V went dark and their gateway to the
as Sentinel Primes. Lucius, Aurelia, Gaia and
galaxywas closed.
Saul; each Sentinel Prime was given command
of a Great House bearing their name and a Orbital engineers consulted ancient texts,
share of the empire. This ensured the rulers of dredged from the deepest data archives, but it
AUGUR-V retained control while stockpiling was to no avail. The Beacons remained unlit
the lion’s share of the galaxy’s resources. and their people were alone, cut off from their
glorious empire.
///05 LAST SENTINELS

PROLOGUE III-IV
III: Years became decades and the rulers of IV: A war fleet of unfathomable scale
AUGUR-V gradually stopped looking to the descended upon AUGUR-V, casting a deep
stars. Prominent figures whispered to each shadow across the sky. Frantic ground-to-fleet
other in quiet corridors that they may never calls were answered with grand proclamations
again travel the Beacons in search of their lost of a New Alliance, uniting the four Great
worlds. After all, they had everything they Houses of Lucius, Aurelia, Gaia and Saul. A
needed to live well and nobody to challenge thousand distant worlds and the Sentinel
their rule. pilots who watched over them were unified by
one false belief—AUGUR-V had abandoned
Theircitizens began to experience a new era of
them.
peace and prosperity. Towering cities and
silver palaces were built in the absence of war. The assault was brutal. Stretched planetary
A new generation was raised, loyal to the defence forces were caught unprepared as
President. They soon forgot the conflict that their Sentinel hangars were targeted and
preceded them and stories of the four Great destroyed. The planet was quickly overrun,
Houses were consigned to history. and the orders went out; erase all trace of
AUGUR-V and anyone loyal to the President.
The Sentinel pilots who had remained loyal to
Desperate survivors evacuated to ten huge
AUGUR-V soon became obsolete. No longer
spacecraft; Titan-class starships originally
required to project their formidable power
builtfortravelling the Beacons and populating
across the stars; many of their Sentinels sat in
new worlds.
dusty hangars or were given to mundane
civilian tasks. Only four starships survived the launch and
made it through the orbital barricades—
These mightywar machines fell silent. Many of
Phalanx, Gladius, Centurion and Colossus.
the original pilots retired quietly as the years
Each carried a small battalion of defence craft
passed. Promising new pilots continued to be
and a few Sentinels that were somehow
identified and registered; but with few
salvaged during the assault.
conflicts to truly test themselves, the
Sentinels became symbolic relics of a bygone
age of warfare.

There was nothing to hint at the dark days to


come when the Beacons lit up again.
systemBOOT
systemBOOT///
PROLOGUES ///06

systemBOOT///
These city-ships fled through the newly active
Beacons, each beginning a perilous new
journey through their former empire in search
of refuge. Any young citizens registered as
potential Sentinel pilots were swiftly
identified and hailed as a symbol of hope, the
last line of defence against the vast fleets that
would pursue them.

So began the hunt for the LAST SENTINELS of


AUGUR-V.
///07

man_userOPERATIONS///
LAST SENTINELS
OVERVIEW ///08

OVERVIEW SETTING UPTHE GAME


LAST SENTINELS is played out in a series of 1. Players first take turns reading each
conversations between two opposing players, section of the prologue out loud.
called scenes. The player who starts a scene 2. Assign roles and place the player sheet in
simply describes what happens. the middle of the play area. The Hope
chooses then writes down their name,
The opposing player can use a Key Phrase to
pronouns and Sentinel name.
interrupt a scene at any time and introduce
When playing in-person, the Hope is
offers that change your story or require tough
always sat opposite the Despair, with the
decisions.
Heart on their left and the Mind on their
They negotiate back and forth, using Key right.
Phrases, until they both agree to compromise, 3. Choose a starship name and write it on
or it’s settled with a dice roll. the player sheet: Centurion, Colossus,
Gladius or Phalanx.
The most decisive Key Phrases have a cost: a
4. Add fourAssets to the player sheet: Titan-
suitable Asset. Assets are an evolving set of
class Shielding in the Ship section, Pulse
resources, created as you play.
Rifle or Energy Swords in the Sentinel
Scenes may last as long as you like. But as you section, Brave in the Personality section
run out of suitable Assets and the story and Rookie Sentinel pilot in the
escalates, you’ll usually find scenes reach a Achievements section.
natural conclusion. Then it’s your opponent’s 5. The Hope rolls a six-sided die once on
turn to start a new scene from their each of the four Starting Asset tables:
perspective. Sentinel, Ship, Personality and Achieve-
ments. Add the four Assets to the player
The Hope is the main protagonist of LAST
sheet.
SENTINELS and is played by one of the players.
6. The Despair, the Heart and the Mind each
Each time the Hope loses a roll-off or is judged
name and add one Character to their
to have acted without courage, honesty,
section of the player sheet. Add their
compassion or self-control, they must make a
pronouns and a short line to describe
Strain roll to see if they progress along their
their role.
Doom tracker.

The Doom tracker acts as a timer to introduce


jeopardy and signal the end of the game.

man_userOPERATIONS///
///09 LAST SENTINELS

GAMEPLAY
1. The Hope begins the first scene; starting 5. The scene ends when the player taking
with the opening Key Phrase: “The people their turn decides they would like to end
of AUGUR-V had been cast into the stars, their story.
pursued by the vengeful forces of the New 6. During downtime between scenes, the
Alliance.But [Hope’s name] and [Sentinel’s Heart should first call out any Strain that
name] still offered them hope. was accumulated during the scene. The
This is their story.” Hope should roll a die once for each
2. They create a scene, describing what is Strain and add one mark to the Doom
happening from the Hope’s perspective. tracker on the player sheet each time they
The Despair, the Heart and the Mind play roll 1-3. If they roll 4-6, all Assets are
any Characters in their section of the refreshed and may be used in the next
player sheet, plus any relevant people you scene. Then, the Mind should update any
encounter. Assets that have changed. Finally, all
3. The Despair may interrupt the scene at players should add, remove or update any
any time with a Key Phrase and an offer. of their Characters if needed.
The Hope responds with a Key Phrase and 7. The Despair begins the next scene, then
an offer, until negotiations are ended. alternates scenes with the Hope as the
4. During each scene, the Heart should game continues.
judge and track Strain. If the Hope ever 8. When the Doom tracker hits 5 in between
acts without courage, honesty, com- scenes, the Despair must add a Sentinel
passion and self-control, even if it was Prime to their Characters. Add Lucius,
negotiated by the Despair, call it out and Aurelia, Gaia or Saul, then name their
note down one Strain. They also add one Sentinel. Whoever takes the next scene
Strain to their notes if the Hope ever ties must initiate an encounter or confron-
or loses a roll-off with the Despair after a tation with them.
player uses the Key Phrase: “Only Fate
Can Decide”.
OVERVIEW ///010

ENDING THE GAME


1. In every scene after the Doom tracker hits
5, both the Hope and the Despair may
offer death or another tragic ending for
the Hope during a negotiation.
2. If the Doom tracker hits 10, the Hope
must die or betray and abandon their
people in the next scene.
3. End the game with the final Key Phrase:
“And so the hope of [ship’s name] turned to
despair as the people mourned the LAST
SENTINEL of AUGUR-V.”
///011 LAST SENTINELS

ls_userPERMISSIONS///
ROLES ///012

ROLES THE HOPE


In LASTSENTINELS,each playeris assigned one The Hope’s aims are to drive the story forward,
of four distinct roles at the start of the game: explore the ship and explain how the
protagonist is feeling about the expectations
› THE HOPE
on them. Take decisive actions and learn how
The Hope plays the main protagonist of
to use your Sentinel. Negotiate to save the
the game; the doomed Sentinel pilot
protagonist and the people of AUGUR-V.
desperately trying to survive and protect
their remaining people. THE DESPAIR
› THE DESPAIR
The Despair’s aims are to introduce obstacles,
The Despair plays all the antagonists in the
enemies and tension. Build up enemy
game. Crucially, they also play threats in
Characters and explain the reasons for their
the environment, doubt in the Hope’s
actions. Create tough choices for the Hope.
mind and conflict among the people.
Negotiate to destroy the protagonist and the
› THE HEART
people of AUGUR-V.
The Heart plays Characters with a personal
connection to the Hope, like close friends, THE HEART
family and romantic interests.
The Heart’s aims revolve around when the
› THE MIND
Hope acts without courage, honesty,
The Mind plays Characters with a
compassion and self-control.Call itout,make a
hierarchical connection to the Hope, like
note and request a Strain roll between scenes.
authority figures, military colleagues and
Build up your Characters by introducing your
other civilians.
own dialogue, demands and motivations for
The Hope and the Despair take turns starting the Hope. Make suggestions for the story or
scenes and use Key Phrases. The Heart and the negotiations if the lead players falter.
Mind don’t start scenes or use Key Phrases.
THE MIND
If your group has players who are less familiar
The Mind’s aims come into playwhen someone
with the rules, less confident or looking for a
wants to exhaust or change an Asset; they
more relaxed game, offer them the Heart or the
decide if it should be allowed. Help to update
Mind.
Assets between scenes. Build up your
Let’s explore each role in a little more detail. Characters by introducing your own dialogue,
demands and motivations for the Hope. Make
suggestions for the story or negotiations if the
lead players falter.
///013 LAST SENTINELS

ls_userTOOLS///
ASSETS ///014
Assets are how we record the Hope’s For example, if the Hope describes a scene
personality, achievements and available where they find or learn how to use a new
resources. This list changes and evolves weapon for their Sentinel, you could add it to
through play. their Sentinel Assets between scenes. The
Mind should manage Assets on the player
There are four types of Assets:
sheet and gets the final say.
› Sentinel: weapons, abilities and upgrades
› Ship: defences, status and personnel USINGASSETS
› Personality: traits, strengths and
The mostpowerful KeyPhrases require players
weaknesses
to use Assets. These are: Let’s End This and
› Achievements: skills, deeds and titles
There Must Be AnotherWay.
Assets can be used during negotiations to
To use an Asset, pick one from the player sheet
unlock decisive Key Phrases.
and explain how it helps. The Mind judges
NOTE: The Despair may also create and use whether the choice should be allowed. If not,
Assets. With creative thinking, any Asset has you must use a different Key Phrase or come
potential pros and cons that can be exploited. up with a more convincing reason to use the
Asset.
ADDINGASSETS
If it is allowed, add a cross to the Asset on the
During setup, add these four Starting Assets to
player sheet. That Asset is now exhausted, and
the player sheet:
it cannot be used until it is refreshed.
› Ship: Titan-class Shielding
To refresh all Assets, the Hope must make a
› Sentinel: choose either Pulse Rifle or
successful Strain roll in between scenes by
Energy Swords
rolling 4-6. If this happens, erase any crosses
› Personality: Brave
from your Assets. If the Hope fails a Strain roll
› Achievements: Rookie Sentinel Pilot
by rolling 1-3, they must instead add a mark to
The Hope also rolls a six-sided die once on the Doom tracker on the player sheet.
each of the Starting Asset tables, then adds
those fourAssets to the player sheet.

NOTE: Edit or create new Assets as you play,


based on what happens in your scenes.
Describe something you need and if it comes
to pass, add it to the player sheet during
downtime between scenes.
///015 LAST SENTINELS

ls_userCOMMANDS///
KEY PHRASES ///016

Key Phrases are the system that drives story, conflict and negotiation in LAST SENTINELS.

As you play, you’ll use a few ritual Key Phrases at specific times, to signal each phase of the game.
This is mostly just for flavour. But over time you should find this is a greatway to focus everyone’s
minds on the game or signal downtime.

Most importantly, players have a choice of Key Phrases they may use to introduce offers and
negotiate which parts of your story come to pass during scenes.

Some of these Key Phrases are ‘free’ and can be used any time to counter someone’s story with a
new offer or let fate decide what really happens. The most decisive or powerful Key Phrases
require you to exhaust an Asset and describe how it enables your offer.

RITUAL KEYPHRASES
This Key Phrase must be said to signal the This Key Phrase must be said to signal the end
start of the game: of every scene:

The people of AUGUR-V had been cast into To Be Continued...


the stars, pursued by the vengeful forces of
Finally,this KeyPhrase must be said to end the
the New Alliance. But [Hope’s name] and
game:
[Sentinel’s name] still offered them hope.
This is their story. And so the hope of [ship’s name] turned to
despair as the people mourned the LAST
This Key Phrase must be said to signal the
SENTINEL of AUGUR-V.
start of every scene:

And Now We Return To The Action...


///017 LAST SENTINELS

NEGOTIATINGWITH KEYPHRASES
The Key Phrases that players may use to negotiate during a scene fall under several broad
categories:

To interrupt a scene or respond to an offer: If the Heart or the Mind suggest something,
the Hope or the Despair may use either:
› On One Condition: Make an offer.An offer
is your chance to influence your › This Is Between Us For Now: ignore their
opponent’s scene and introduce penal- suggestion.
ties or changes to their story that work in › [My Heart] / [My Mind] Tells Me To Go
your best interests. With It: use their suggestion.
› Let’s End This: Exhaust an Asset. Make an
Part of the fun and skill of playing LAST
offer and prevent your opponent from
SENTINELS is using these Key Phrases
responding with On One Condition.
effectively to introduce problems, know when
› There Must Be Another Way: Exhaust an
to compromise or push your story.
Asset. Your opponent must create an
alternative offer. Choose one to respond You may use as many Key Phrases as you like.
to with a Key Phrase. But as the stakes rise, players will generally use
Assets to get their way or leave it to fate rather
To respond to an offer and end negotiations:
than continue the negotiation indefinitely.
› It’s Agreed: All previous offers become You’ll often find most scenes are created
part of your story. through negotiation rather than one player
› IWon’t LetThat Happen: May only be used describing everything going theirway.
to respond to On One Condition. Blocks
It may seem daunting at first but after reading
your opponent’s offer but you must also
through the examples of play and the Key
sacrifice your last offer or key story point.
Phrase reference sheet, the system should
› Only Fate Can Decide: Both players roll a
start to make sense.
six-sided die to see whose last offer is
true. If it’s a tie, the Despair wins. Each
time the Despair wins this roll-off, the
Hope must take a Strain roll between
scenes.

› See the KEYPHRASES


REFERENCE SHEET on
pgs. 47-48 (54-55).
LAST SENTINELS ///018
///019 LAST SENTINELS

w_userNAMES///
HOW TO PLAY ///020

In LAST SENTINELS, Characters are an evolving cast of people. You’ll encounter people on your
ship, in other locations you visit and through combat or scenes involving rival forces.

Significant Characters are added to the player sheet, and assigned to be played by the Despair,
the Heart or the Mind during scenes. The Hope only ever plays as one Character: the main
protagonist.

Characters may move to other players on the player sheet between scenes if their role in the story
changes. For example, a traitorous citizen may move from the Mind to the Despair.

ADDING OR REMOVING CHARACTERS


Although new Characters will be introduced When naming a character, consider using the
during scenes, you’ll only add or remove player name list found on page 40.
Characters on the player sheet at the
Between scenes, discuss as a group whether
beginning of the game and during downtime
you need to change, add or remove any
between scenes.
Characters, based on how the story has
During setup, the Despair, the Heart and the developed.
Mind each create one Character on their area
The Despair, the Heart and the Mind may each
of the player sheet. To create a character, give
have up to three Characters in their area of the
them a name and a short description. For
player sheet. If they ever have an empty area,
example: Virgil, President of AUGUR-V, or Pius,
create a new Character for them between
retired Sentinel pilot.
scenes.
///021 LAST SENTINELS

SENTINEL PRIMES
During the prologue you learn that the four The Despair should aim to reveal their chosen
Sentinel Primes were once trusted military Sentinel Prime’s reasons for betraying AUGUR-
leaders, loyal to the President of AUGUR-V. V and offer the Hope a choice to betray their
They each commanded part of the empire, people and join the NewAlliance.
known as a Great House, and piloted some of
From this point, it’s time to raise the stakes.
the most powerful Sentinels. But they be-
Both the Hope and the Despair may now offer
trayed the President and isolated AUGUR-V
death or an ending for the Hope during
from the rest of its vast empire when their plot
negotiations.
was discovered. They disappeared for many
years but have now returned at the head of the Although the Sentinel Primes betrayed the
ruthless NewAlliance fleet. people of AUGUR-V, their motivations and
personalities are yours to create. Name their
In LAST SENTINELS you’ll introduce one of
Sentinel using the list of names on page 42 and
these Characters as a main protagonist for the
provide a short description, as the keyword
Despair to play, even if you’ve established
may help you create their personalities,
other enemies in earlier scenes.
abilities or combat styles.
When the Doom tracker reaches 5, the Despair
adds a Sentinel Prime to their list of Charac-
ters,naming them Lucius,Aurelia,Gaia orSaul.

The next scene for either the Hope or the


Despair, depending on whose turn it is, must
be a direct meeting or confrontation between
a Sentinel Prime and the Hope, however you’d
like to initiate it.
LAST SENTINELS ///022
///023 LAST SENTINELS
HOW TO PLAY ///024

LAST SENTINELS is always a tragic tale.

The Hope begins as a zealous, rookie pilot, determined to save their people. But they face
overwhelming odds, crushing pressure and a relentless foe.

Strain and Doom act as a timerto introduce a main antagonist forthe Despairto play and provide
opportunities to end the game.

Strain represents how events in your story are affecting the Hope’s resolve.

Doom represents how the Hope’s fate is inevitable and it’s just a matter of time until their tragic
death or shocking betrayal.

WHEN TO MAKEA HOWTO MAKEA


STRAIN ROLL STRAIN ROLL
Strain rolls are triggered during scenes but are To make a Strain roll, the Hope should roll a
rolled during downtime between scenes. six-sided die between scenes:

Two events lead to a Strain roll: › 1-3: Strain has taken its toll on the Hope.
Increase the Doom tracker by one.
› The Hope has acted without courage,
› 4-6: The Hope resists the effects of Strain.
honesty, compassion or self-control. The
All Assets are immediately refreshed and
Heart judges when this has happened,
can be used again in the next scene.
even if it was negotiated into the story by
the Despair. The Heart needs to call this
out and keep track during a scene.
› The Hope or the Despair use Only Fate
Can Decide; a Key Phrase that triggers a
roll-off. If it’s a tie or the Hope loses the
roll-off, they must make a Strain roll. The
Heart should keep track of what happens
during each roll-off.
terminateSESSION///

Long scenes might trigger several Strain rolls.


///025 LAST SENTINELS

DOOM TRACKER
Doom is a measurement of time within LAST From 5 to 9 Doom, the effects of war and
SENTINELS. At the beginning of the game, the struggle now weigh heavily on the Hope.
Doom tracker starts at 0. When the Doom Both the Hope and the Despair may offer
tracker hits 10, the game must end. death or a tragic ending for the Hope at any
time during a scene. If it happens, this ends
Each time the Hope fails a Strain roll, they add
your game.
one Doom to the tracker and move a step
closer towards the end of their story. If Doom hits 10, the game is over. The Hope
must die or betray and abandon their people
From 0 to 4 Doom, the game progresses as
in the next scene. Describe how this plays
normal as the Hope’s ideals are challenged by
out, then end your game with the Key Phrase:
the reality of their situation. Neither the Hope
“And so the hope of [ship name] turned to
or the Despair may offer death or any kind of
despair as they mourned the LAST SENTINEL
end for the Hope (or their Sentinel) at this
of AUGUR-V”.
point.

When Doom hits 5, the next scene must


include a meeting or confrontation with one
of the four Sentinel Primes who lead the New
Alliance: Lucius,Aurelia, Gaia or Saul.

doomTRACKER///
› DOOM TRACKER from the
Player Sheet on pgs. 49-50 (56-57).
LAST SENTINELS ///026
///027 LAST SENTINELS

cat_v_sessionLOGS///
EXAMPLES OF PLAY ///028

Before playing LAST SENTINELS, it may help


to read through these examples of play.

They cover some of the main scenarios that


will arise as you play, including setting up the
game, creating scenes from the Hope and the
Despair’s perspectives, a combat scene,
updating the playersheet between scenes and
ending the game.

Scenes may last as long as you like, and some


group’s games will finish faster than others.
These are just short examples to give you an
idea of how everything can work together.
///029 LAST SENTINELS

EXAMPLE I: SETTING UPTHE GAME

Sarah, John, Jess and Mike sit down to play John: (Despair): The rest of us need to create
LAST SENTINELS in person. one Character for our area of the player sheet.
There’s a list of names—we just need a short
Sarah: So we’ve read the prologue out loud
line to describe their role. We can learn more
and I hope you’re feeling inspired! We need to
about them as we play if you’re not sure right
assign roles. Can I play the Hope? Who else
now!
knows the rules?
Jess (Heart): Alright, I think Titus has a younger
John: I’ve had a quick read-through and I think
sister called Cassia (she/her) who also made it
I get it.
onto Colossus! He always feels responsible for
Jess: You should play the Despair then John. looking after her.

John (playing the Despair): Great! John (Despair): I’d like to add a New Alliance
Sentinel pilotwho’s been assigned to find your
Jess: I didn’t have time, sorry! I like the sound
ship by his leaders. Let’s call him Aldous (he/
of the Heart though—I get to judge Sarah’s
him).
actions.
Mike (playing the Mind): I like the name Pius
Mike: It’s been a long day, I’m happy to play
(he/him)—I reckon he’s an old, retired Sentinel
whatever’s left!
pilot on the Hope’s starship.
Jess (playing the Heart): That makes you the
Sarah (Hope): Awesome! Looks like we’re all
Mind…you’re in charge of updating our Assets
set to start. Where’s that Key Phrase reference
on the player sheet.
sheet...?
Sarah (playing the Hope): Okay, so John sits
opposite me and Jess you’re on my left. The
player sheet goes in the middle. First, I need to
name the Hope. Let’s go with Titus (he/him)
and his Sentinel can be JUNO. There’s four
Starting Assets to fill in and I need to roll up
four more Assets from these tables and fill
them in.
EXAMPLES OF PLAY ///030

EXAMPLE II: OPENING SCENE

We join ourplayers as Sarah begins the opening Mike (Mind): Sure, I think that makes sense!
scene as the Hope. They open with the ritual
John (Despair): Okay here’s the alternative
Key Phrase that signals the start of every game
then...On One Condition, this part of the
of LAST SENTINELS.
galaxy is home to the New Alliance’s military
Sarah (Hope): Ok I’m ready! Let’s see...The HQ. It’s heavily patrolled by enemywarships.
people of AUGUR-V had been cast into the
Sarah(Hope): Neitherare great,butI preferthe
stars, pursued by the vengeful forces of the
second option...It’s Agreed. Titus glances out
New Alliance. But Titus and JUNO still offered
of the viewport and sees hundreds of distant
them hope.This is their story...
blinking lights. Each one could represent an
The starship Colossus emerges from the enemy warship capable of alerting the New
Beacon into a quiet part of the galaxy. The Alliance to their position. It was only a matter
silence is a shock after the frantic rush to of time.He’s suddenlyaware of his sisterCassia
escape AUGUR-V. Titus breathes deeply as he softly sobbing beside him and turns to
gathers his thoughts. comfort her: “It’s okay, we’re safe for now
Cassia”.
John (Despair): Hang on...On One Condition,
it’s strangely quiet as you’re in a desolate part Jess (Heart): “Our people will never be safe
of your former empire, far from any populated again Titus, I heard what President Virgil said
planets. You’re unlikely to find anywhere to when he spoke to you—AUGUR-V is gone and
hide here. only a few starships made it off the planet.Why
did he come and find you so quickly?”
Sarah (Hope): On One Condition, the New
Alliance have no idea where the Beacon jump Sarah (Hope): “They somehow salvaged one
has taken us.We’re at least safe for now. Sentinel during the evacuation—it’s called
JUNO. I was identified years ago as a potential
John (Despair): On One Condition, New
pilot, but I never thought it would come to
Alliance scouts are stationed at every Beacon.
anything. They want me to report to the
They’ve spotted Colossus and sent word to the
Assembly immediately…” I think that’s a good
nearest fleet.
place to finish the first scene.
Sarah (Hope): There Must Be Another Way, I’ll
To Be Continued...
exhaust the Starship Engineers Ship Asset—a
few of them made it onboard and they quickly
wenttowork installing a signal cloaking device.
Is that okay Mike? The Mind has to decide.
///031 LAST SENTINELS

EXAMPLE III:
BETWEEN SCENES
We join our players during their first period of Sarah (Hope): Nice! I don’t think we need to
downtime between scenes. If needed, Jess make any more changes. Titus is still acting
should ensure any Strain rolls are taken and bravely and he hasn’t piloted his Sentinel yet.
update any Characters. If needed, Mike should Did we add any new Characters in that scene?
update any Assets. Anyone can make
Jess (Heart): Yes! President Virgil is onboard
suggestions about what has changed.
Colossus. Let’s add him to Mike’s list of
Sarah (Hope): So now we’ve finished the first Characters.
scene, let’s see if anything needs to be
John (Despair): I think we’re done then! I guess
changed on the player sheet before John starts
it’s my turn to start the next scene. Time to
the next scene.
introduce Aldous, my New Alliance Sentinel
Jess (Heart): Titus hasn’t taken any Strain yet so pilot.
no need for any Strain rolls. I think we should
Mike (Mind): Don’t forget, the Starship
add ‘Cassia’s Guardian’ under Personality
Engineers Asset was exhausted in the last
Assets though! Titus’s conversation with his
scene, so nobody can use it until it refreshes.
sister shows she’s important to him and he’s
I’ll mark it with a cross on the player sheet so
promised to protect her. Plus, JUNO’s keyword
we don’t forget.
is Guardian, so it feels thematic! Mike gets the
final say as the Mind…

Mike (Mind): Cool with me. I think we should


also add the ‘Starship Asset: Signal Cloaking
Device’. Itwas negotiated into your story.

Sarah (Hope): Yeah I like it. Everyone else


happywith that?

John (Despair): Yep I’m happy to add those—


I’m sure I can use Titus’s connection to his
sister to my advantage at some point!
EXAMPLES OF PLAY ///032
Aldous grabs his battered helmet and glares at
EXAMPLE IV: them. “Launch starfighters and prepare
THE DESPAIR’S TURN APOLLO for combat.”
We join our players as John begins a scene
Sarah (Hope): On One Condition: Aldous
from the Despair’s perspective. He opens with
knows his wife Sabina was an engineer on
the ritual Key Phrase that signals the start of a
AUGUR-V’s Titan-class starships. In fact, she’s
scene and focuses on Aldous, an experienced
definitelyworking on Colossus now.
Sentinel pilot who has pledged themselves to
the NewAlliance. John (Despair): Okay, let me think about that
one...
John (Despair): And Now We Return To The
Action... Aldous stood alone on the bridge of Jess (Heart): Perhaps you could offer On One
his warship, Ovation, lit by a flickering Condition: Sabina still loves Aldous and has
hologram of Lucius. “Of course Lucius, we always been watching the stars and waiting for
have eyes on the Beacon now. If any starship APOLLO to return?
made it to this system, we’ll find it and inform
John (Despair): I like it... My Heart Tells Me To
you at once.” The room darkens as the
Go With It... Sabina would rather sabotage
hologram disappears.
Colossus than watch Aldous die if he ends up
Sarah (Hope): On One Condition: Before he fighting Titus.
leaves, Lucius says: “Do not fail us, Aldous. I
Mike (Mind): I don’t think there’s really any
know you once had a family on AUGUR-V, but
Assets thatwill help you Sarah...
we can’t afford anyweakness”.
Sarah (Hope): I think you’re right. Alright
John (Despair): On One Condition: Aldous
then... I Won’t Let That Happen. That cancels
replies: “You have my total commitment. I
both of our last two offers. Sorry Jess, I know
gave up my family when AUGUR-V abandoned
you wanted to play Sabina...
us on that desolate planet decades ago. My
allegiances are to the House of Lucius now.” Jess (Heart): Never mind, she might be added
to the story again later!
Sarah (Hope): I’m happy to go with that for
now. It’s Agreed. John (Despair): Very well. Aldous waits for the
Sentinel engineers to clear the hangar, then
John (Despair): Alarms blare out and some of
launches APOLLO out of Ovation alongside a
the crew rush up to Aldous and salute. One
group of NewAlliance starfighters.He heads to
stammers out: “Sentinel, we have visual
the last place Colossus was sighted.
reports of a Titan-class starship in our system.
It seems to be blocking our signals.” To Be Continued...
///033 LAST SENTINELS

EXAMPLEV:ACOMBAT SCENE

We join our players later in their game, during Mike (Mind): The deep voice of Geraint, the
some downtime between scenes. The Doom Gold Squadron leader, crackles to life through
tracker has hit 5 and John must add one of the your speakers. It’s hard to hear him properly
Sentinel Primes to his list of Characters. Sarah through the radio static and laser fire. “Titus,
must introduce them into the next scene, but we need your fire support now! We’re getting
the Hope is locked in combat. swarmed! Where the hell are you?”

John (Despair): I’ll add Lucius since I’ve John (Despair): On One Condition... Geraint’s
already hinted at him in earlier scenes. His desperate message is interrupted by an
Sentinel can be NYX which has the keyword explosion and the connection is severed.Titus
Night. I think the keyword reflects that NYX is is unable to communicate with the elite
huge, dark and ominous. It also reflects starfighter team.
Lucius’s brooding personality. But it’s your
Sarah (Hope): Hmm, I can live with that for
turn Sarah, so you get to introduce him…
now…It’s Agreed…Titus raises JUNO’s Pulse
Sarah (Hope): Okay, I can work with that! We Rifle and unleashes a huge barrage of precise
left Titus in his Sentinel, with battle raging all laserfire.It completelywipes out the firstwave
around him. The vanguard of the New Alliance of advancing enemy starfighters and allows
fleet had arrived and was advancing on Gold Squadron to regroup.
Colossus…And NowWe ReturnToTheAction...
John (Despair): Let’s End This…I’d like to
Titus flips down JUNO’s HUD to try and lock
exhaust the Rookie Sentinel Pilot
onto an enemy, but the sheer number of
Achievement Asset. The sheer scale of this
darting red crosses is overwhelming. The
battle has caused Titus to panic, especially
green lights of Colossus’s remaining
now he’s lost the ability to communicate with
starfighters barely register on his screen. Titus
his experienced allies. His scattered laser fire
pushes the HUD away, adjusts his mech’s
may wipe out the starfighters, but it also clips
trajectory and arcs towards the closest group
one of Colossus’s main engines. The engine
of flashing lights. “Gold Squadron, does
ignites with a huge explosion that rocks
anyone read me?”
everyone on board and slows the Titan-class
ship’s movement to a crawl.
EXAMPLES OF PLAY ///034

Sarah (Hope): Hmm, then I’ll also say…Let’s


End This…I’ll exhaust my Advanced Targeting
Sentinel Asset.Titus may be a rookie, but JUNO
is easily capable of avoiding such catastrophic
friendly fire! I don’t reallywant the ship to take
damage.

Mike (Mind): That seems like a good use of


those Assets! Go ahead.

John (Despair): Alright, then I think…Only Fate


Can Decide…we’ll roll for it! I’ve rolled a 5.

Sarah (Hope): I’ve only rolled a 4, so Colossus


has taken some serious damage! But at least I
still took out those starfighters. I guess Titus
really is beginning to panic in the heat of
battle.

Jess (Heart): Just calling out that you’ll need to


take two Strain rolls after this scene. You lost a
roll-off and it doesn’t sound like Titus is still
acting with self-control to me…

Sarah (Hope): Seems fair! As the smoke clears


from the barrel of JUNO’s Pulse Rifle, Titus
looks on in horror at the destruction he’s
caused. He regains some composure and
boosts towards Colossus, but is blocked off by
a huge, dark shape he’d somehow failed to
notice against the backdrop of space. It moves
unlike any other enemy he’s encountered. A
quick scan reveals it to be a Sentinel with a
name that causes his blood to run cold: NYX.

To Be Continued…
///035 LAST SENTINELS

EXAMPLEVI:AFINAL SCENE
John (Despair): Pretty cool! But I really don’t
We join our players towards the end of their
want JUNO to reach Justice... Let’s End This...
game of LAST SENTINELS as John prepares to
I’ll exhaust the Slayer of Lucius Achievement
begin a scene. Sarah has kept the Hope alive
Asset. Justice focuses all their fire on the
and even managed to take out Lucius, a
incoming Sentinel. They’ve seen what JUNO is
Sentinel Prime, during an earlier scene. But
capable of at close quarters. The people
victory came at a cost and the end is near.
onboard Colossus watch as JUNO explodes in
John (Despair): So one more Doom would a blinding flash, sending shockwaves through
push the tracker up to 10 and end the game. the crowd.
Let’s see...And NowWe Return To The Action...
Jess (Heart): “Noooo,Titus!” -fake scream-
The starship Colossus continues to drift,
crippled by the damage caused during Titus’s Mike (Mind): I think I’ll allow the use of that
epic battle with Lucius. Despite losing their Asset. It makes sense that the New Alliance
leader, the New Alliance flagship Justice flagship would be desperate to avenge
continues to pound Colossus’s remaining Lucius’s death!
shields with a barrage of laser cannon fire.
Sarah (Hope): Ouch, then I guess... Only Fate
Sarah (Hope): Hang on... On One Condition... Can Decide... we’ll roll for it. That’s a 2 for me
Titus, in his damaged Sentinel JUNO, launches and John has a...2! Butthe Despairwins a tie.So
a final desperate counter-assault alongside John’s offer is true and that’s how Titus dies...
the last few starfighters.
John (Despair): About time! I was worried
John (Despair): On One Condition... as they you’d roll a 6 again...
leave the hangar the entire group are
Sarah (Hope): As Titus felt JUNO fall apart
evaporated by the sheer volume of laser fire
around him, he thought of his people back on
coming from the NewAlliance ship.
Colossus and what would become of his sister
Sarah (Hope): Hmm... that seems a bit of an Cassia. He closed his eyes and dreamed he was
anticlimax... Let’s End This... I’ll exhaust my back on AUGUR-V. Does anyone want to add
Blast Shield Sentinel Asset to ensure JUNO anything before I end the game?
withstands the onslaught and makes it out.
Titus grits his teeth and powers towards
Justice,with Energy Swords drawn.
EXAMPLES OF PLAY ///036

Mike (Mind): President Virgil turned away


from the blast. With Titus gone, he knew his
people would look to him for leadership.
Colossus’s shields could not hold out for
much longer. “Send the signal to Justice. I
surrender with immediate effect.” He hoped
his political value would save his people from
total annihilation, but he knew his fate was
sealed.

Sarah (Hope): And so the hope of Colossus


turned to despair as they mourned the LAST
SENTINEL of AUGUR-V.
///037 LAST SENTINELS

PLAYTO HAVE FUN MAKE BOLD STATEMENTS


LAST SENTINELS is designed to tell a tragic LAST SENTINELS works best when players
tale.Bythe end,yourprotagonistwill give their make bold statements about their character’s
life attempting to save many others or betray actions, thoughts and intentions. Be clear
and abandon their people. about what you want to happen and don’t be
afraid to go big.
Despite this, this game is also a tale of bravery,
duty, camaraderie, love and defying the odds For example, instead of saying:
until the end. It’s best to approach the game
“Titus shoots JUNO’s Pulse Rifle at the
with no intention of ‘winning’. Play with the
incoming starfighters...”
aim of having fun and creating a memorable
story together. or “Titus enters the room and attempts to get
the President’s attention.”
Although there are some serious themes in the
setting, you should also be able to laugh Aim for something like:
together at the creative twists and turns of
“Titus raises JUNO’s Pulse Rifle and unleashes
your negotiations. Take a break if you’re stuck
a barrage of precise laser fire that completely
or feel the need to discuss where your story is
wipes out the incoming star-fighters.”
heading.
or “Titus storms in and pushes aside the
guards. Everyone turns to look at him.”

This provides more opportunities for your


rival player to negotiate an interesting out-
come and pushes the story forward at a faster
pace.

ls_altCMD///
ls_altCMD///
ls_altCMD///
EXAMPLES OF PLAY ///038

IT’S NOTALLABOUT COMBAT


Some of the most interesting scenes will LAST SENTINELS is about the many possible
happen when you focus on the people of answers to the following questions:
AUGUR-V and their story. Your starship is a
› How does the Hope become the Sentinel
huge, moving city, full of power struggles,
pilot and learn how to use it?
hidden agendas and intertwining relation-
› How do the people of AUGUR-V treat the
ships. Visit planets or outposts within your
Hope? With reverence, jealousy or fear?
former empire, both hostile and sympathetic,
› Who are your enemies on the ship and
and interact with their inhabitants.
among the New Alliance? What are their
The Sentinel will always be needed at some motivations?
point to help defend the people and your › What planets, ships and outposts of the
starship. But whenever you can, focus on the former empire do you encounter? Do
human pilot and how their past life on AUGUR- they help or hinder your attempts to
V and new status as the Hope affects how escape the NewAlliance fleet?
people treat them. › Why did the four Sentinel Primes betray
AUGUR-V?
grep_userCACHE///
PLAYER RESOURCES ///040

NAMES
This list is to help name any Characters you add to the player sheet.

There’s also a small glossary with some quick references to help you remember a few important
aspects of the setting.

CHARACTER NAMES
Abraham, Albina, Aldous, Appius, Augusta, Cai, Cassia, Cato, Cecilia, Cyrus, Decima, Drusilla,
Evander, Felix, Flavia, Giova, Geraint, Horatius, Julius, Laelia, Lucretia, Marcellus, Mariana,
Maximus, Numeria, Octavia, Pius, Portia, Priscilla, Quintus, Romulus, Remus, Rufus, Sabina,
Sergius, Sirius,Tanaquil,Tatiana,Tiberius,Valentina,Virgil,Vitus

SETTING GLOSSARY

AUGUR-V The Hope’s home planet. Once the seat of power in the galaxy, it became
a peaceful if decadent societywhen cut off from their former empire.
Now destroyed or occupied by the NewAlliance.

Beacons A series of huge warp gates that link up your former empire to enable
quick travel over long distances.

Centurion, The fourTitan-class starships that escape AUGUR-Vwith the Hope’s


Colossus, remaining people onboard. Each made a different jump through the
Gladius & Beacons to begin their own desperate journey.
Phalanx
Great Houses The four quarters of the AUGUR-V empire. Each is named after and ruled
over by one of the four Sentinel Primes. For example, the House of Lucius.

Lucius, The four Sentinel Primes and leaders of the NewAlliance. Once betrayed
Aurelia, their people by plotting to overthrow the President. Now back to wipe
Gaia & Saul out all traces of AUGUR-V and any loyal Sentinels.

Sentinels Colossal humanoid mechs, able to wield devastating weapons and


perform agile manoeuvres in zero gravity. Piloted by gifted humans who
are identified as suitable candidates.

Sentinel Prime Once a title earned through great deeds and given by the President.
Each Prime was given a Great House to lead.
///041 LAST SENTINELS

GAME TERM GLOSSARY

Assets Managed by the Mind.Assets are an evolving list of resources that may
be used to enable the most decisive Key Phrases.They’re written on the
player sheet and updated in the downtime between scenes.Assets are
marked with a cross when used to show that they’ve been exhausted.All
Assets are refreshed by a single successful Strain roll.

Characters Characters are an evolving cast of people.They’re played by the Heart,


Mind or Despair, depending on their relationship to the Hope’s
persistent Character.They’re written on the player sheet and updated in
the downtime between scenes.

Doom Doom acts as a timer to raise the stakes and eventually end the game.
One Doom is added to the tracker for each failed Strain roll in the
downtime between scenes.When the Doom tracker hits 5, a main
protagonist is added to the Despair’s Characters. From this point on,
players may offer the death or betrayal of the Hope to end the game. If
the Doom tracker hits 10, the Hope must die or betray their people in
the next scene to end the game.

Key Phrases Key Phrases are used during scenes to interrupt your rival player’s story
with an offer that gives you the advantage, pushes your agenda or
penalises them for getting theirway.Your opponent may respond with a
Key Phrase and a new offer until negotiations are ended. Some Key
Phrases require you to exhaust an Asset while others are free. Ritual Key
Phrases are only said at certain times to signal the start or end of
downtime and the game.

Scenes The Hope and the Despair take turns creating scenes from their
Character’s perspective. Begin and end each scene with ritual Key
Phrases that let other players knowwhen you’re telling the story.

Strain Tracked by the Heart. One Strain is gained each time the Hope is judged
by the Heart to have acted without courage, honesty, compassion or
self-control. One Strain is also gained if the Hope ties or loses a roll-off
with the Despair after someone uses the Key Phrase ‘Only Fate Can
Decide’. For each Strain gained during a scene, the Hope must make a
Strain roll in the downtime between scenes. On 1-3, add one Doom to
the tracker. On 4-6, refresh all Assets.
PLAYER RESOURCES ///042

SENTINELS
Each Sentinelwas given the name of a mythical Roman god of Earth.The associated keyword may
provide inspiration for their design, abilities,weaponry or even the pilot’s personality.

SENTINEL NAME KEYWORD SENTINEL NAME KEYWORD


APOLLO Light JUNO Guardian

AURORA Dawn JUPITER Thunder

BACCHUS Revelry MARS Spear

BELLONA Sword MERCURY Trickster

CAELUS Sky MINERVA Wisdom

CERES Harvest NEMESIS Retribution

CUPID Love NEPTUNE Earthquakes

CYBELE Wild Animals NYX Night

DIANA The Hunt PLUTO Death

FAUNUS Forests SATURN Wealth

FLORA Flowers TERRA Earth

FORTUNA Luck VENUS Beauty

JANUS Time VULCAN Fire


cat_userCACHE///
///043 LAST SENTINELS

PLAYER RESOURCES: STARTINGASSETS


At the start of the game,whoeverhas been assigned to play the Hope should roll once on each
of these four tables to establish their four Starting Assets.They should then write them down
on the associated section of the player sheet.

SENTINELASSETS

ASSET DESCRIPTION EXAMPLE PROS EXAMPLE CONS


1. Advanced Upgraded system that Take on large groups, Could malfunction,
Targeting allows multiple pinpoint accuracy, difficult to operate,
targets to be locked identifying threats risk of sabotage

2. Beam A long weapon, with a Can be used for both Difficult to retrieve,
Spear laser tip capable of melee and ranged long and unwieldy,
piercing most armour combat uses up a lot of power

3. Blast A large shield, held in Protects the Sentinel, Extra weight, makes
Shield one hand, capable of protects others, you slower, could be
blocking incoming withstand huge blasts shattered
fire
4. Nova A large shoulder- Very powerful blast, Friendly fire, long
Cannon mounted cannon, take out large targets, charging time, useless
fires a devastating shoulder-mounted up close
beam
5. Missile A shoulder-mounted Take out many One-use per battle,
Rack smart launcher, fires targets, fire and forget unable to lock on,
many small missiles shoulder-mounted can’t pierce shields

6. Booster Small burst thrusters Allows quick bursts of Introduces weak


Jets mounted on the legs movement, evasive spots, explosive fuel,
and back of the tactics, escaping losing control
Sentinel melee
SHIPASSETS

ASSET DESCRIPTION EXAMPLE PROS EXAMPLE CONS


1. Starship AUGUR V’s top Fixing ship damage, Sabotaging the ship,
Engineers starship engineers creating new malfunctioning
and facilities are upgrades, improving repairs, bickering
available onboard facilities team
2. Sentinel AUGUR V’s top Fixing Sentinel Sabotage, targeted
Engineers Sentinel engineers damage, creating by enemies, very
and facilities are new upgrades, elderly
available onboard Sentinel training
3. Gold AUGUR-V’s veteran Defending the Overextending, not
Squadron team of starfighter starship, supporting obeying orders,
Starfighters pilots are available Sentinel, easily destroyed
onboard experienced fighters
4. Medical AUGUR-V’s top Healing a Sentinel Failing to save
Corp physician team and pilot, comforting people, demanding
med facilities are civilians, helping supplies, stubborn
available onboard people in need
5. Multilaser Each side of the Defending the Imprecise firing arc,
Batteries starship has a battery starship, take out friendly fire, huge
of lasers to defend it small targets, resource drain
deterring threats
6. Void Your starship has A hidden weapon, Creates black holes,
Torpedoes destructive devastating blast, volatile cargo,
torpedoes available take out large targets unable to launch
to launch
///045 LAST SENTINELS

PERSONALITYASSETS

ASSET DESCRIPTION EXAMPLE PROS EXAMPLE CONS


1. Creative You’re inventive, Entertaining others, Not seeing danger,
vibrant and soulful bringing positivity, overly trusting,
new ideas and secretly melancholy
solutions
2. Intimidating You emit an aura of Winning arguments, Feared, not loved,
presence and gaining respect, making enemies,
authority spreading fear becoming a target
3. Studious You’re smart, Picking up new skills, Socially awkward,
pragmatic and a finding solutions, false learnings, quiet
quick learner empire historian voice
4. Patriotic You’re dedicated to Pushing yourself to Blind to the truth,
AUGUR-V the limit, not easily stubborn to a fault,
swayed, empathy for used as a tool
your people
5. Wealthy You’re classy, refined Fits into high Not used to
and a good society, expensive hardship,
communicator possessions, family disrespected, lacking
connections empathy
6. Outsider You’re different, Unique skills, Never listened to,
gifted, a maverick unlikely seen as a loner,
connections, acting selfishly
inventive solutions
PLAYER RESOURCES ///046

ACHIEVEMENTASSETS

ASSET DESCRIPTION EXAMPLE PROS EXAMPLE CONS


1. Defender of You fought in Respected by Traumatic memories,
AUGUR-V defence of your civilians, saved your known to enemies,
home planet during loved ones, Sentinel scars of battle
the assault experience
2. Gold You’re supported by Inspirational leader, Overprotective, duty
Squadron a renowned team of hot-shot aim, count bound, inter-squad
Leader AUGUR-V starfighters on loyal backup arguments
3. Palace You’re a hand-picked Helpful connections, No real power,
Honour bodyguard for the combat experience, emotionally distant,
Guard President melee expert overconfident
4. Engineers You’re skilled at Repair and build Tech errors, easily
Corp fixing mechanical tech, Sentinel/ distracted, dislikes
issues and building starship skills, robot attention
new things companion
5. Olympian You have exceptional Great coordination, Easily recognised,
physical abilities, incredible stamina, weak in other areas,
above most humans unusual proficiencies haunted by failure

6. Pop Star You’re a famous face, Charming, able to Stage fright, not
beautiful, and loved manipulate, loyal taken seriously,
by millions fans weird fans
KEYPHRASESREFERENCESHEET
Opponent may respond with
After using this Key Phrase... ON ONE CONDITION
one of these Key Phrases...

ON ONE CONDITION LET’S END THIS

Introduce offer.
THERE MUST BE
ANOTHERWAY

LET’S END THIS

ONLYFATE
Introduce offer. CAN DECIDE
Opponent may not respond
with “On One Condition”.
Roll off.
Tie = DespairWins.
THERE MUST BE
ANOTHERWAY
IWON’T LET
THAT HAPPEN

Opponent provides alternative.


Listen to new offer & choose one
Both player’s last
to respond to with a Key Phrase.
Offers cancelled.

IT’SAGREED

JASON PRICE’S All previous offers


are now true.
RITUALKEYPHRASES
LEGEND To start the game:

The people ofAUGUR-V had been cast into


Free To Use
the stars,pursued by the vengeful forces of
the New Alliance. But [Hope’s name] and
[Sentinel’s name] still offered them hope.
Free & Ends
This is their story.
Negotiations

Must ExhaustAsset To start every scene:

Free & Ends Negotiations And Now We Return To The Action...


ButAdds Risk Or Penalty

To end every scene:

SUGGESTIONS To Be Continued...

If the Heart or the Mind To end the game:


make a suggestion, choose:

And so the hope of [ship’s name] turned to


despair as the people mourned the LAST
SENTINEL of AUGUR-V.
“MYHEART/MIND
TELLS ME TO GOWITH IT”

Use their suggestion.

“THIS IS BETWEEN
US FOR NOW”
ls_userCOMMANDS//
Ignore their ls_userCOMMANDS///
suggestion. ls_userCOMMANDS///
PAIR///

starSHIP///

shiplASSETS///
character:
character:
character:
theHEART///

personalityASSETS///

name:

pronouns:

sentinel:

theHO
OPE///
theDE

character:

character:

character:

JASON PRICE’S
sentinelASSETS///

doomTRACKER///
achievementASSETS///

wall_usrROLES///
character:

character:

character:

theMIND///
///051 LAST SENTINELS

The basic rules forLASTSENTINELS are designed forfourplayerswhowould like


to learn the game and play a one-shot over an evening or two.

But with a few small changes, you can play with three players, or experienced
players can run a campaign that lasts around 6 to 8 sessions.

THREE PLAYER RULES


To play LAST SENTINELS with three players, You could also use these rules if a player drops
the Heart and the Mind should both be played out of your regular game.
by a single player.

This player has sole responsibility for judging


when a Strain roll is needed, when Assets may
be used and should play all their associated
Characters in scenes.
VARIANT RULES ///052

CAMPAIGN RULES
A campaign-length game of LAST SENTINELS The main difference in a campaign is that each
revolves around multiple protagonists, each Hope and their Despair only create one scene
controlled by a different player. each before moving on. Resolve the downtime
after each scene, then rotate to the next player
Each protagonist has escaped the besieged
around the table and place their player sheet
planet of AUGUR-V on a different starship and
on the table.
their ability to pilot a Sentinel sees them
become the Hope for their remaining people. Each player should also confront a different
Sentinel Primewhen theirDoom trackerhits 5,
Instead of playing as a team, this works like an
although you could break this rule if it makes
anthology story that’s told with shifting
sense in your story.
Characters. Everyone takes turns playing as
the Hope in their story. Players take on a The game ends when the last Hope’s story
different role for each other, depending on ends. You may find some players end their
where they sit. The player sheets are laid out game much faster than others, through choice
on the table to show which roles everyone or bad luck. But that’s okay!
plays. For example, the Despair is always
sitting opposite the Hope.

Each player will progress from rookie Sentinel


pilot to their tragic end, following the normal
rules of the game. Each player gets their own
player sheet and fills it in as the Hope, creating
their own Sentinel pilot, starting Assets and
choosing a different starship to call home.

Each player plays through their own story arc


as the Hope for the people onboard. It’s
advised that your Characters should not meet
or team up. Each player is on their own
chmodUSR///

journey, although your group may have shared


history to reference and you’re all in the same
universe.
JASON PRICE’S
JASON PRICE’S

LAST SENTINELS is a GM-less You’ll focus on one rookie Sentinel


storytelling TTRPG for three or four pilot who escapes the besieged planet
players. It uses a system of key of AUGUR-V on a titanic starship.
phrases where players negotiate the They must defend their remaining
story and take on different roles as people from the vast New Alliance
the main protagonist, their enemies fleet that pursues them.
and other minor characters.
But your protagonist is doomed.
Play to tell the story of the Sentinels; Their story will end when they
giant, humanoid mechs capable of succumb to the intense pressures of
wielding devastating weapons and expectation and high-stakes combat
performing agile manoeuvres in zero against a relentless foe.
gravity.

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