TEXT: In Armour Astir, actions are resolved using ‘moves’, which are rolls consisting of 2 d6’s
  and a single modifier, usually a Trait: one of 6 values that represent your character's
  core attributes.
  Generally, actions are resolved as such;
  1.
  The Player explains to the Director what it is they want to do (and narrates action
  where appropriate)
  2.
  The Director decides what move is appropriate.
  3.
  The Player rolls 2d6 and adds the noted Trait.
  4.
  The Director determines and narrates the outcome. Play continues.
  ADVANTAGE & DISADVANTAGE
  Sometimes you'll be asked to roll with advantage or disadvantage. This means to roll
  3d6 and take the highest or lowest 2 respectively. These do stack: if you have
  advantage from 2 sources, for example, you'd roll 4d6 and take the highest 2.
  Similarly, they cancel each-other out. If you have 2 advantage and 2 disadvantage on
  a roll, you have neither. Tags on equipment and moves are common sources of
  advantage & disadvantage, but your Director might also impose either where it
  situationally makes sense. The most dice you may roll at a time is 4, regardless of how
  much advantage or disadvantage you have.
  CONFIDENCE & DESPERATION
  Sometimes, a rule will say you act with confidence or in desperation. When acting
  with confidence, you are almost assured of your success: roll with 2 advantage, and
  ignore any disadvantage. When acting in desperation, you have a slim chance to
  claim an unexpected victory: roll with 2 disadvantage, and ignore any advantage.
  RISKS
  Risk (distracted) - Something has caught your eye, and it's very distracting. Maybe you
  could make some space and collect your thoughts?
  Risk (targeted) - Missile lock! Evade, evade! Could you counterspell the targeting
  systems, or put something between you and the missiles?
  Risk (suppressed) - You're being held at bay by suppressing fire. Maybe you could
  take them out, or find some cover.
  Risk (on fire) - Your Astir is on fire. It's really hot all of a sudden. You could find some
  water, or do something else to extinguish the flames.
  Risk (bleeding) - That's a nasty cut you've got - you could bandage it up, or try to close
  the wound with magic...
  Risk (chilled) - Brrr! You or your Astir are all frosty. Find a way to turn up the heat, or
  chip away that building ice.
  Risk (flirty) - Can love bloom on the battlefield? You're hoping, but maybe you just
  need a minute to cool off.
  Risk (scared) - Getting in an Astir can be pretty frightening. Maybe someone could talk
  you down, or maybe you just need to face your fear.
  Risk (disrupted) - Your Astir's systems have been messed up, knocked out of
  alignment, etc. You could magically re-align them, or manually open things up and fix
  the problem.
  Risk (angry) - That was too damn close! You're real mad about it! You could get rid of
  the target of your frustrations, or just try to get some space from them.
  PERILS
  Peril (exhausted) - You're running on empty. Little short of a real rest will fix that.
  Peril (wounded) - That's more than a little bruise or cut - you need real medical
  attention for this one.
  Peril (broken limb) - Whether it belongs to you or your Astir, this needs proper
  treatment - and for your Astir, maybe replacement.
  Peril (impaled) - You'd better leave that where it is. It's going to get in the way, but it'd
  get worse if you took it out...
  Peril (furious) - Something REALLY got to you, huh? You're mad in a way that sticks
  even when the fire dies down, and need some real time to work things out.
  Peril (bad rep) - Your reputation with someone or something has taken a real hit. It's
  going to be trouble until you do the work to fix things.
  Peril (in love) - It turns out love can bloom on the battlefield, and it's got you good.
  There's a few ways you could resolve this one.
  Peril (burnout) - Overheating has seared the inside of your Astir, destroying parts. This
  calls for some real internal repairs.
  RULES REFERENCE
  
  The Basic Moves are moves everybody has access to, regardless of their chosen
  playbook. You use Basic moves to do most things, unless your playbook provides a
  move that is more specific to the situation you’re in. Below is a quick summary of
  them, followed by some more detailed info with examples of their use.
  WEATHER THE STORM
  When you weather the storm to do something safely under pressure, roll;
  •
  +DEFY to dodge, tough it out or strong-arm your way through.
  •
  +KNOW to make it through with quick thinking or the ace up your sleeve.
  On a 10+, you manage to make it to safety.
  On a 7-9, you succeed but at some cost: your Director will ask you to settle for less,
  take a risk, or make a difficult choice.
  READ THE ROOM
  When you read the room to get insight on your situation, roll +SENSE;
  On a 10+, hold 3. On a 7-9, hold 1, and spend it 1-for-1 to ask the following questions.
  Your hold lasts until you leave the current situation or it changes significantly.
  •
  Who has the upper hand here?
  •
  What is being overlooked here?
  •
  How does x really feel?
  •
  What are x's real intentions?
  •
  How is x at risk or in peril?
  On a failure, you may ask one of the above questions immediately, but the answer
  creates a problem or puts you in danger.
  Roll with advantage when you act on the answers to what you've asked.
  DISPEL UNCERTAINTIES
  When you dispel uncertainties by clarifying something unknown or answering a
  question, roll +KNOW;
  On a 10+, the Director will tell you something directly useful you know about the
  situation or subject at hand.
  On a 7-9, the Director will tell you something potentially useful, but it is up to you to
  discern how. The Director might ask you to explain how you know that information, or
  where you learned it.
  HELP OR HINDER
  When you help or hinder someone to influence their attempts to do something, roll
  +GRAVITY with them if you have one;
  On a 10+, they take advantage (help) or disadvantage (hinder) to their roll. On a 7-9,
  as above, but you become entangled in the consequences of their actions, and
  possibly cause them.
  WEAVE MAGIC
  When weave magic to do something taxing with your power, roll +CHANNEL;
  On a 10+, you manage to channel power the way you desired without ill effect.
  On a 7-9, you succeed, but your spell is twisted in an unexpected & dangerous way.
  COOL OFF
  When you take a moment in safety to cool off or help someone else do the same,
  declare a risk you want to get rid of and roll whatever Trait seems most appropriate;
  On a 10+, you/they erase a risk or untick ‘overheating’ from an Astir.
  On a 7-9, as above, but your moment of safety is interrupted.
  EXCHANGE BLOWS
  When you exchange blows with foes capable of defending themselves, roll +CLASH
  or +TALK, whichever is more appropriate, and advance a GRAVITY clock if you have
  one;
  On a 10+, either your opponent takes a risk, or you take a risk and put your opponent
  in peril.
  On a 7-9, both you and your target are forced to take a risk.
  STRIKE DECISIVELY
  When strike decisively against someone who is defenceless, roll +CLASH or +TALK,
  whichever is more appropriate;
  On a 10+, you strike true. Director characters are killed, forced to retreat or otherwise
  removed as a threat as per the fiction. Player characters should bite the dust.
  On a 7-9, you succeed as above, but choose 1;
  •
  You overreach or underestimate—take a risk.
  •
  You waste ammo or words, losing use a weapon until you can re-arm, or losing the
  weight of some bargaining chip or piece of leverage.
  •
  You strike carelessly, causing collateral damage beyond your expectations.
  BITE THE DUST
  When you’re defenceless or risk harm so severe you might bite the dust, roll +DEFY;
  On a 10+, they miss, hesitate, or you’re saved by sheer luck—you rally, and clear a
  risk if you have one.
  On a 7-9, retreat from the Sortie safely, or be put in peril.
  On a fail, that strike sure was decisive. Decide with your Director the consequences of
  what has happened to you - what was damaged? What have you lost? Who and what
  is changed by your defeat?
  If you survive, you are changed by your defeat. As well as the above, choose one;
  •
  Increase one of your Traits by 1 and reduce another by 1 (no Trait may be higher
  or lower than -/+3.
  •
  Choose a new playbook. Keep what moves you and the Director agree are truly
  part of your character, and discard the others. Replace them with the starting
  moves for your new playbook. You do not gain its starting equipment.
  HEAT UP
  When you push your Astir to it’s limits and start to heat up, tick ‘overheating’ and take
  advantage on the next move you make.
  
  There are a few other moves that don’t fit into the above categories. These are lead a
  Sortie, which is rolled once at the beginning of each Sortie to determine how the initial
  engagement goes, subsystems which is a move usable by any Channeler playbook,
  and B-plot which is a move usable by any Support playbook.
  LEAD A SORTIE
  When it's time for action and you lead a Sortie, decide who planned the mission and
  roll;
  •
  +Stake, if a Faction’s help is vital to the Sortie.
  •
  +KNOW, if you’re leading with wits or following a clever plan.
  •
  +CREW, if it was someone else aboard.
  •
  +DEFY, if you're heading into danger blind.
  On a 10+, you make it to the action unscathed. On a 7-9, the crew stumbles, misses
  something important, or is unprepared for what they meet.
  SUBSYSTEMS
  When you activate your Astir's subsystems, spend Mana 1-for-1 to do one of the
  following;
  •
  Power up an expended [Active] Astir part and use it again.
  •
  Divine your situation, asking one question from the read the room list.
  •
  Disperse away excess energy, fully unticking ‘overheating’ on your Astir.
  B-PLOT
  When you take part in the b-plot rather than be involved in a Sortie, name one or two
  Director characters that accompany you and hold 3. During the Sortie, you may spend
  it 1-for-1 to do the following;
  •
  Give another player increased level of success on their next move, but complicate
  things for yourself.
  •
  Deny an NPC from appearing during the Sortie - they’re busy, possibly with the
  same thing as you.
  •
  Spend some time and take a Downtime move.
  •
  Cut away from the Sortie during a moment when time is precious, giving everyone
  room to think.
  GROUP MOVES
  When everyone would be performing the same move (like all weathering the storm to
  get away from a big blast of magic), or if multiple people want to help out with
  something (since usually only one person can help or hinder a move), you should
  instead make it a group move.
  When performing a group move, the person participating with the lowest relevant trait
  makes the roll, but anybody participating counts as doing so - thus, any bonuses to
  rolls that have, like advantage or hold they can spend, applies to the group move. A
  chain is only as strong as its weakest link, but good teamwork can shore up any
  weaknesses.
  Everyone participating in a group move may advance GRAVITY clocks with other
  participants if they have them.
  GRAVITY clocks represent relationships and attachments you have with people and
  with groups. They’re not measures of how much someone loves or hates you - they
  are countdowns to when a relationship is challenged, confronted or addressed. What
  this looks like is up to you and the other party - it might be an admission that you want
  a different kind of relationship, a commitment to things continuing as they are, or you
  accepting that the relationship should be over entirely - but it should be significant.
  GRAVITY clocks don’t have to be positive - they are for star-crossed lovers just as
  much as fierce rivals meeting on the battlefield time after time. If it seems like the
  forces of the universe are dragging two people together often, it might be GRAVITY.
  GRAVITY clocks are 6 segment clocks, and start empty. They are shared between two
  players or a player and the Director (representing a Director character or a faction/
  group), and represent their relationship and how those characters see eachother. You
  don’t need an GRAVITY clock for everyone you meet - you should save them for your
  character’s relationships you want to focus on and explore in play. For this reason, you
  may only be part of 3 GRAVITY clocks at a time, as well as 1 for your Rival should you
  acquire one.
  When you start a new GRAVITY clock, choose a word or short phrase that sums up
  the relationship, and give it a value of +0. Whenever you make a move involving the
  other party of a clock, you may add the clock’s value instead of the normal Trait. If you
  do so, advance the clock. You can start a new clock whenever it feels appropriate.
  FILLING GRAVITY CLOCKS
  When a GRAVITY clock is filled, the relevant players have three choices;
  •
  They may redefine the relationship; take an advancement, start a new GRAVITY
  clock, and increase its value by 1 (to a max of +3).
  •
  They may commit to the relationship; increase its value by 1 (to a max of +3), and
  take an advancement. Circle the filled clock - it can’t be advanced anymore. When
  you take action that ends this relationship, like sacrificing yourself for your beloved
  or betraying the person you’re supposed to be loyal to, succeed as if you rolled a
  10+ and cross out that clock forever.
  •
  They may abandon the relationship; both parties take an advancement and erase
  their GRAVITY clock, freeing up a spot for a new one.
  This change doesn't need to be shown the second the clock fills, but it should be
  represented in play. If it doesn't happen during the Sortie, you gain a free talk it out
  (more on that and other Downtime actions on page 31) during the next Downtime to
  explore the change in more detail instead - this could be played as a flashback scene
  if appropriate.
  SPOTLIGHT
  Whenever you fail a move (that is, you roll a 6 or below), you may take a point of
  Spotlight. Once you 6 Spotlight, you may spend it at any time to take centre stage and
  immediately gain an Advancement. If you take a move, you may act with confidence
  to use it right now.
  
  Between Sorties, player characters have time to themselves on the Carrier to rest,
  recuperate, and do their own thing. This is referred to as Downtime, and the moves
  they use during it are the Downtime moves. You may use GRAVITY clocks on
  Downtime moves by involving other characters in the ‘scene’, whether handle it in
  abstract or actually play it out.
  Each player may make TWO moves per Downtime, unless something specifies
  otherwise, but before you can do that everyone should take a moment to...
  CHECK IN
  When you finish a Sortie and return to the Carrier to figure out what’s next, it’s time to
  check in with each-other not as your characters, but as players. Is everyone happy
  with how the game has gone since the last downtime? Does anyone want to discuss
  the safety tools you’re using, and maybe amend any lines/veils etc? Does anyone
  have thoughts or comments on how the game is progressing, and what they might
  want to see more or less of?
  After you’ve checked in, everyone can choose and make their two Downtime moves.
  OVERHEAR
  When you wait in the corridor, tap into someone else's sending stone, or otherwise
  become privy to information you’re not supposed to (intentionally or not), you're
  attempting to overhear. When you do so, roll;
  •
  +CREW to consult ship records, books or other recorded information.
  •
  +SENSE to listen out for exchanges, out-loud thinking, or generally eavesdrop.
  On a 10+, you aren’t noticed or detected, and may choose 2. On a 7-9, choose 2, but
  someone takes notice of you.
  •
  What you learn changes how you think about someone—start or advance a
  GRAVITY clock with them.
  •
  Roll with Advantage in the next Sortie while acting on what you learned.
  •
  You make progress on learning something larger—start a clock to represent this
  progress, or advance an existing one as per work on a project. You may work on
  a project to perform research towards this clock as if it were a normal project.
  TALK IT OUT
  When you try to ease tensions, make a connection or spend time with other characters
  during Downtime, you’re trying to talk it out. When you do so, declare one or more
  characters you would like to have a scene with, and roll +TALK;
  On a 10+, everyone in the scene holds 3. On a 7-9, they hold 1, as does the Director.
  This pool is shared between them (except for the Director, who keeps their 1 to
  themselves), and during the scene anyone can spend it 1-for-1 to do the following;
  •
  Remove a peril of social or emotional origin from another character.
  •
  Add to or excuse a character from the scene—or invite a player to enter/leave.
  •
  Roll with advantage next time you plan & prepare.
  MEND SOMETHING
  When you attempt to repair a damaged Astir, suture wounds, or take the rest you need
  to recover from that last Sortie, you’re attempting to mend something. When you do
  so, roll +CREW;
  On a 10+, clear a peril of mechanical or physical origin from a character or construct.
  On a 7-9, as above, but you use up parts—pay 1 SUPPLY, or take disadvantage to
  mend something until you do.
  SHORE LEAVE
  When you try to purchase something at a market, look for trouble in neutral turf, or
  otherwise leave the safety of the ship to do something on foot during Downtime, you’re
  taking shore leave. When you do so, roll +TALK, and take;
  •
  Disadvantage if what you want is limited or hard to find
  •
  Disadvantage if you want to skip a queue for something
  •
  Disadvantage if what you want is illegal or restricted here
  •
  Advantage if you’re willing to accept lower quality
  •
  Advantage if what you want is abundant or easy to find
  •
  Advantage if what you want is useless or a burden to the owner
  On a 10+, you find what you were looking for if it’s available, without any problems. On
  a 7-9, you find what you’re after, but there’s a complication, trouble, or even a fight
  involved to get it.
  WORK ON A PROJECT
  When you take part in long negotiations, start building something from scratch, or
  otherwise put effort towards a longer-term endeavour, you’re trying to work on a
  project. If you’re starting a new project, explain it to your Director and they will start a
  clock to represent it. When you work on a project, roll +KNOW;
  On a 10+, fill in two empty segments of the clock. On a 7-9, fill in one empty segment.
  On a 6-, you suffer a setback of some kind—either remove one filled segment, or
  scrap the project for parts and take advantage next time you work on a project.
  PLAN & PREPARE
  When you review orders for the next Sortie, go over scouting reports and maps, or
  otherwise attempt to prepare the crew for what comes next, you’re trying to plan &
  prepare. When you do so, roll +KNOW;
  On a 10+, choose 2. On a 7-9, choose 1. On a 6 or below, choose 1, but some
  element of your preparation or planning will backfire or fail during the Sortie.
  •
  During the next Sortie, you will have the opportunity to recover 1 dropped Stake
  and give it to a Faction of your choice.
  •
  During the next Sortie, you will have the opportunity to acquire up to 3 SUPPLY.
  •
  The next lead a Sortie roll is made with advantage.
  •
  All players hold 1. You may spend your hold during the next Sortie as if it were
  hold gained through one of your basic or playbook moves.
  Only one player may plan & prepare per Downtime. Players may give up one of their
  Downtime actions to assist: if one does so, take advantage. If two do so, act with
  confidence.
  
SOURCE: textdata/thevault/Armour Astir (PbtA)/Playtest Materials/DirectorReference.pdf