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Armour Astir: Advent vs Mouse Guard RPG

Compare Armour Astir: Advent and Mouse Guard RPG side by side. See differences in complexity, dice, genre, and more.

Armour Astir: AdventMouse Guard RPG
GenreFantasyFantasy
TagsMecha, Playbook-Driven, Fiction-First, Character-Driven, Narrative, Anime, Ship-Based, Collaborative, Mission-BasedCharacter-Driven, Atmospheric, Mission-Based
Core MechanicRoll 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.Roll a pool of d6s equal to your ability or skill: each die showing 4+ counts as a success. Meet or exceed the obstacle number to pass. Conflicts (fights, arguments, chases, negotiations) use scripted actions and disposition. Beliefs, Instincts, and Goals drive advancement. Play alternates between GM's Turn (missions and obstacles) and Players' Turn (personal goals and recovery).
Dice2d6d6 dice pool
ComplexityMediumMedium
AvailabilityFree core rulesPaid
Runnability3 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherBriar SovereignArchaia Entertainment
Year20242015
LanguagesEnglishEnglish
Best ForGroups who want PbtA-style mecha action framed as rebellion against oppressive authority, with equal emphasis on dramatic relationships and cockpit combat.Groups who love the Mouse Guard comics and want a mission-driven RPG where brave mice face nature, weather, and predators: with Burning Wheel's belief-driven mechanics in a streamlined package.
HighlightsSplits 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.Beliefs and Instincts mechanically drive play, versatile conflict system handles fights, debates, chases, and negotiations equally, streamlined Burning Wheel engine, well-integrated with the comics, included sample missions and 12 pre-made characters
ConsiderationsGroups 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.Tightly bound to the Mouse Guard setting, conflict scripting takes getting used to, limited character options, currently out of print