Aether Nexus vs Armour Astir: Advent
Compare Aether Nexus and Armour Astir: Advent side by side. See differences in complexity, dice, genre, and more.
| Aether Nexus | Armour Astir: Advent | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Mecha, Tactical, Collaborative | Mecha, Playbook-Driven, Fiction-First, Character-Driven, Narrative, Anime, Ship-Based, Collaborative, Mission-Based |
| Core Mechanic | Roll d20 under an aspect (Stone, Flux, Aether, or Hearth) to succeed on tests. Favor and hindrance work like advantage/disadvantage (roll 2d20, pick better or worse). Knights pilot Apparatus (mechs) with resource dice: Armor Die reduces damage, Damage Die deals it, and Nexus Die represents the bond with allies: rolling max on the Nexus Die triggers a powerful Nexus Surge but downgrades the die. Battles play out on a span-based battlefield with tactical positioning. | Roll 2d6 + trait (6 stats from -3 to +3): 6- is a miss, 7-9 is a partial success, 10+ is a full success. Advantage and disadvantage add or remove a die (up to 4d6 total), keeping the best or worst two. Confidence upgrades 1s to 6s; desperation downgrades 6s to 1s. Channeler playbooks pilot Astirs using the CHANNEL trait for magic-related moves, while support playbooks contribute through B-Plots and Carrier upgrades. |
| Dice | d20 + d4–d12 | 2d6 |
| Complexity | Medium | Medium |
| Availability | Paid | Free core rules |
| Runnability | 5 of 5 book tools | 3 of 5 book tools |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Absolute Tabletop | Briar Sovereign |
| Year | 2025 | 2024 |
| Languages | English | English |
| Best For | Groups who want a fantasy mecha experience: knight pilots bonded to towering Apparatus through a shared Nexus, battling Oghdra horrors across the floating Fragments of a shattered world called Eskhara. | Groups who want PbtA-style mecha action framed as rebellion against oppressive authority, with equal emphasis on dramatic relationships and cockpit combat. |
| Highlights | Fills a fantasy-mecha niche with detailed lore, 10 playable kin and 16 Apparatus frames offer character variety, Nexus Die creates risk-reward tension, span-based combat is tactical without requiring a grid, built on The Black Hack's proven core | Splits playbooks into Channeler (mech pilot) and Support roles so non-pilots are mechanically distinct rather than sidelined. Conflict Turns provide a structured large-scale warfare system layered on top of individual scenes. Four optional campaign settings provide ready-made factions, mission hooks, and example Astirs as starting points. Confidence/desperation mechanic adds dramatic stakes beyond standard PbtA outcomes. |
| Considerations | Tightly bound to the Eskhara setting: hard to use outside it, moderate complexity with many subsystems (conditions, augments, boons, arsenal points), requires investment to learn unique terminology, combat-focused sessions may overshadow exploration and social play | Groups must collaboratively define their Authority, Cause, and Carrier before play begins, though four optional settings are included as starting points. Channeler and support playbook split means the party must coordinate roles during character creation. Rules for Astir construction and Conflict Turns add mechanical weight beyond typical PbtA games. |