Why was there an update?


Armor Astir has been moving along and I have not been keeping this playbook up to date! Of course, as the game this playbook is to be used with changes, that means this playbook must change as well.  A friend who was looking over the Baccentian Guide with a player from their home game informed me that one of the advances: The Chant, was no longer usable. The downtime rules  had changed to the point where the language was incompatible, and even if some legwork would done, could be construed into moments where if all players cooperated, an entire division could be absolutely obliterated. 

Frankly I thought this was hilarious, and very representative of the kind of power I want this playbook to put in the hands of players. However,  diving deeper into the themes I would tease out of the playbook's concept to enshroud such an action is something that Armor Astir already handles quite well: The Soldier advance named Nightmare of Solomon. 

With that in mind, I returned to the initial idea of the downtime scene and took it into a new direction. No longer is it focused on the connection between Guides. Instead it is concerned with the ephemeral and mystical nature of dreams. Have you ever dreamed of something horrible? Maybe you would like to dwell on that, or share it through the game when you use this new advance. (This advance can also be found in the new pdfs, but is provided here in this devlog in case you'd rather not download the files all over again)

DREAMS

You gain a new Downtime Scene: Dreams
The leading player communes with other guides through their dreams. The power of the Torpere may spill through to nearby dreamers, revealing visions fair or foul. The leading player rolls +Sense. On a 10+ every player may spend a token in this scene. On a 7-9 only the leader or director may spend tokens in this scene. On a 6- only the director may spend tokens in this scene. 

Depending on the result, you can spend a token to: 
• Describe a Torpere rampaging in another region. A faction must be tapped to reign it in, but a Division loses 1 grip from a pillar or faction.
• Hear the Torpere whisper the name of a member of the crew, then demand sustenance in the same breath. That crew member may subtract 2 ticks from any of their Gravity clock to take an extra cantrip until the end of the next sortie.
• Predict a cataclysm that will strike before anyone wakes. It could be an earthquake, a torrential downpour, or a vicious wind. In the next sortie, one rival will start with a new risk: “Battered.”
• Describe how the Guide resembles their Torpere in a new way. The Guide then advances their Torpere’s Gravity clock, and the gravity clock shared with the character of the player that chose this option.

I'm quite busy out here with many things to do, so I hope that you understand that because I write these things for fun, they are not projects that I am really interested in vigorously pursuing balance for. Yet when somebody shows an interest in my work and contacts me about it, I am immediately taken with their questions. That is to say, if there is something you find wrong with this advance, or any aspect of the playbook, let me know! I can not promise it will be changed, but I do promise an in-depth conversation about my intention, your opposition, and where we might go from there. 

~ Scampir

Files

Torpere2022May21Pages.pdf 951 kB
May 22, 2022
Torpere2022May21Spreads.pdf 935 kB
May 22, 2022

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