#Project:Ascension
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projectascension · 1 month ago
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Project:Ascension Character Sheet
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Since D&D is such a large name in the TTRPG space (and, to be honest, what made us make our own system in the first place) I'll explain a few things about our character sheet here using D&D references. Augments are your "Levels". Threat Level is calculated based on your characters stats. Toughness is "Armor Class" where you need to roll higher to "hit". The other defenses are "Active Defenses" that each have a unique way to mitigate damage. "Combat Maneuvers" is where you can summarize your attacks/Abilities for ease of reference. Frame Durability is basically your bones. But if a bone breaks, you lose that limb and everything in it.
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projectascension · 1 month ago
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Frames
Frames are what the "people" of the setting are. Frames can learn, grow, and push their limits.
Frames are the robotic remains of a humanity that died out long, long ago. Their metallic bodies are somehow able to think and feel as if they still have the heart and soul of what made humanity, well, human.
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projectascension · 5 days ago
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Thoughts
Something to be aware of while making a game: Sometimes the game is so fun you forget to work on the game and social media because you prepare game sessions and play too much....
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projectascension · 11 days ago
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How we Play
The way we've been running games of Project:Ascension is in a connected series of one-shot "Missions" wherein the characters gain resources to improve and upgrade themselves that carry over to the next Mission. We've found this style to be accommodating to the common problem of divers schedules. Even when schedules STILL can't line-up properly, and some players miss out on missions, we have a small "Catch-Up" mechanic where your character can still make a little bit of money through an "Odd-Job" when they miss out on a mission. (though you might get hit by a car while doing an Odd-job)
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projectascension · 14 days ago
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The Craft Skill
This skill is used for making things. With the right materials and a high enough roll, you can craft anything. This skill also allows you to heal allies and remove status effects from them.
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projectascension · 21 hours ago
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Mod Lyghtnyng (call me Lyght) here, I'm the guy who's been posting the stuff on this blog. Greetings, salutations, and well wishes to all! I am one of the devs of Project:Ascension, and I gotta say, it's been an insane journey doing this. We started putting the first words on paper on July 4th 2024, and our passion about this game has not waned one bit(passion about business stuff notwithstanding). Our main goal in making this system, which still is our goal, is to allow people to match game mechanics to their imagination. We've got a plethora of bits and bobs in the game to click together, all the while writing down our experience in playing it to provide a frame of reference for other players so they too can have a satisfying and fulfilling time playing. Game balance can be difficult, especially when you're trying to find ways for everyone's power fantasy to come to life and not outshine everyone else's. With Action Points and Energy to spend, and enough prompts and examples of other conditions to fulfill, I believe we've got a great foundation for any fantasy to feel great. It's only fun at the beginning if you're overpowered. To have a satisfying time, you need to feel you've earned your power, and that you continue to earn it. Of Course, every table is different. We completely understand this fact. Which is why we've got tools for Code Authors (Game Masters) to reference, and if needed, ignore completely. Project:Ascension was born from a need to homebrew.
Every character is a uniquely homebrewed creation.
I've got high hopes, big dreams, and ADHD. This is how I'm sharing it.
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projectascension · 10 days ago
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Character creation
Our game's mechanics work at their best when you've got an existing concept first. Our rules are adaptable to fit with just about any character idea. Balancing even the most powerful abilities with appropriate costs and conditions. ALL for the purpose of fulfilling fantasy without ruining everyone else's experience.
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projectascension · 12 days ago
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The Parkour Skill
This skill is what you use to keep yourself moving free! Jump off walls, double jump, wall run, avoid being stopped! Parkour does it! This skill also lets you hop onto larger units to hit them even harder!
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projectascension · 13 days ago
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The Leverage Skill
This skill is what lets you control the movement of others. If someone tries running past you, you can grab them to stop them in their tracks. You also use this skill to throw things. Throw a guy through another guy, smash them together! Lift really big things! MIGHTY POWER!!
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projectascension · 15 days ago
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The Adapt Skill
This skill is what lets you resist status effects and remove them. It additionally allows you to learn in the heat of combat and resist Durability damage. This skill is used to keep yourself at your best, shaking off anything that would slow you down.
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projectascension · 30 days ago
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Showcase!
We on Twitch! showing some basic stuff. Character Creation process and a simple one-shot! Original TTRPG https://www.twitch.tv/projectascensionofficial
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projectascension · 3 months ago
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Project:Ascension is a high Sci-Fi Tabletop Role-playing Game with a focus on giving numbers to imagination. As a classless system (Like “Wizards” or “Berserkers”), there is a large amount of flexibility for character creation. The foundations are simple, with amazing depth to explore for those canny enough to look for it. Describe your actions as you see fit, as your own flavor text helps set your capabilities when default explanations aren’t quite sufficient.
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projectascension · 1 month ago
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How we Started
Project:Ascension started, conceptually, as a D&D campaign we wanted to DM together. However, about halfway through the planning process, we realized we'd have to homebrew over half the entire campaign. So we decided, let's just make our own game. We use an Action Point system for turns because we felt limited by the "Action, Movement, Bonus Action, Reaction" that D&D has. We felt that a lot of D&D's class options were cool- BUT if you wanted to mix and match, multi-classing was terrible. So we set up a classless system.
We felt that tracking ammunition and spell slots (and spell slots were annoying in general) was a bother, so we combined it into an Energy resource to track.
We feel it's very important that you can really fit your character's backstory and personality with the character's stats, and so we've done that.
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projectascension · 1 month ago
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Something about Project:Ascension
something I'm consistently amazed about, despite having MADE the rules, is how INCREDIBLY balanced our game mechanics are. Sure, you may have a +30 to Hack, but you've had to ignore more than four other skills AND probably forgo defenses for that much in a skill. You may be able to bounce off walls, but how well can you resist status effects? What if someone needs healing? There are simply too many impactful stats to keep track of. You can do AMAZING and POWERFUL things, but every investment is a divestment.
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projectascension · 3 months ago
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Project:Ascension's Setting
Project:Ascension takes place on an Earth in the far future. It has been an eon since Humanity was the dominant intelligence, and the continents have recombined into Neo-Pangea. In Humanity’s place now stand Frames; Thinking, feeling, and independent robots residing within a lawless city that threatens to swallow those who step without purpose
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