The framework is the foundation of the story your group will be telling in Armournaut, it also informs the type of characters each player makes and gets everyone on the same page about what to expect. This is an opportunity for the game master to discuss with the group what kind of story they want to engage in as well as the logistics behind the sessions. Deciding on a framework together will also impact how players earn XP and mechanically develop their characters. Frameworks are comprised of the following 3 components:
Tier: the scale of the narrative, what threats you will be facing and how much XP players get at character creation.
Progression: how you earn XP and develop your characters
Story: the flavour of the adventure the group is embarking on, it determines the initial characteristics of the setting and informs the overarching aims of the group.
There are three main types of progression you can select for your Framework:
Sessional Progression: this is where player characters are collectively awarded d6 XP at the end of each session. they can spend this immediately or bank it to spend or more costly improvements to their character. This makes for steady even progression throughout the story.
Collaborative Milestone Progression: this is where each player individually devises a goal for them to achieve, these goals can be big or small but their primary role is to create individual motivations. Players will also collaborate on making a group milestone, something within their mutual interests. Like session progression d6 XP is awarded at the end of each game session. Completing a milestone also adds XP equal to tier (1-5 per milestone). However XP can only be spent once each milestone (individual and group) has been completed. Once this is done then the group selects new milestones. This type of progression rewards. This progression encourages exploration of the motivations of each member and rewards groups that cooperate well with faster progression.
Mission Barter Progression: In the mission barter framework, each mission is given a specific value in XP as well as additional rewards that players are aware of before undertaking it. Players can also ask for extra objectives or higher difficulty in order to earn more XP. This can be role played as negotiating the contract that the PCs will undertake for their client.
In Armournaut there are tiers of play that are core to determining many aspects of your game. For GM’s they help you gather an understanding of how to construct encounters and what sort of capabilities your players will roughly have. For players a tier directly determines your starting XP as shown below.
Characters start any game of armournaut at rank 1 unless specified by the gm. Ranks go from 1-5 and determine how many abilities a character can have along with the amount of bonus die they add from talents and backgrounds. Players increase rank when they accrue 10 xp and achieve narrative objectives.
After a framework has been created and mutually agreed upon by the GM and players then it is time for players to create their individual characters. If you are a player this starts with picking a background. This is a broad reflection of your characters history and is meant to provide inspiration to help form a coherent back story and motivations. It also provides you with a background ability, small bonuses to your characters skills, options for starting gear and money.
Specifically backgrounds provide:
Core Attributes
You can select a number of skills equal to the sum of your rank and tier under these attributes to receive +1 bonus die for tests. Additionally, when performing tests with your core attributes (attribute test, not skill tests), you add +1 to the result of rolled dice.
Background Ability
During character creation the first ability you select is your background ability. Select 1 ability from any skill within your core attributes. You regain uses of this ability on a 4+ result of a chronicle die rather than a 6+.
Assets
Assets can be apparel, armor, weapons, vehicles, equipment or narrative assets that your background provides.
Criptoscrip
This refers to the amount of currency your character starts with provided by their background.
Background Downtime actions
This refers to a downtime action unique to your background that you can use to gain unique benefits