Last Sentinels PDF
Last Sentinels PDF
JASON PRICE’S
JASON PRICE’S
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.
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.
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.
man_userOPERATIONS///
LAST SENTINELS
OVERVIEW ///08
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
ls_userPERMISSIONS///
ROLES ///012
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.
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:
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.
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.
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 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.
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///
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.
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
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
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…
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
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
ls_altCMD///
ls_altCMD///
ls_altCMD///
EXAMPLES OF PLAY ///038
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.
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.
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
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.
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.
SENTINELASSETS
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
PERSONALITYASSETS
ACHIEVEMENTASSETS
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...
Introduce offer.
THERE MUST BE
ANOTHERWAY
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
IT’SAGREED
SUGGESTIONS To Be Continued...
“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
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.
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.