Primary Attribute: 👁️ Mind
Class Complexity: Expert
The Astronaut is a fragile caster class focused on damage and spatial manipulation.
Roleplaying
You dream of stars and the vastness of space, of uncharted corners of the universe, and of this new planet’s place among them. You have applied your mental faculties to understanding a wide array of scientific fields, and have honed your body to withstand the vast power of gravity. You are an astronaut.
Ethos
Your character’s ethos represents the central quality that fuels their imaginative abilities. Whenever you fulfill your character’s ethos within a gaming session, the GM may award you a Legacy Point (LP). Choose one below, or write your own:
- The universe deserves to be understood. I gain inspiration from gaining new knowledge and solving great mysteries.
- The final frontier is no longer just outer space. Exploring this entirely new planet is my purpose.
- The ethical application of science and technology will propel our species forward. Whenever I help others with my advanced understanding of science, I feel fulfilled.
Mechanics
Hit Points
Astronauts have a base of 12 HP.
Each time you gain a Rank, add 2 to your HP, up to 20.
Armor
Astronauts do not wear armor. Instead, you manifest a spacesuit in the design of your choosing around your body. As you progress, this spacesuit grants you different protections and abilities.
Your spacesuit does not take up an item slot.
Skill Talents
You are talented in Knowledge: Engineering and Athletics.
The Path of Mastery
The Path of Mastery represents your characters journey to mastery over their imaginative abilities. You progress along the path through Experience Points (XP).
Rank 1
Cosmic Attunement
You begin each day meditating on the cosmic mysteries: the life-giving properties your planet’s sun or the vast emptiness of space. After you sleep or whenever you take a short rest you may attune to either Sun or Void.
When you attune to Sun, you gain ◎, and when you attune to Void, you gain ◉. Spending these resources on your abilities empowers them in different ways.
Neutron Fist
You concentrate cosmic energies around your fist and channel them into a mighty blow that warps reality.
You deal 1d8 damage.
Augment Sun (◉): Explosive Fist – You deal an additional 1d8 damage and Push your target.
Augment Void (◎): Grasping Claw – This ability becomes a 🏹 ranged ability. You Pull your target.
Nullify Gravity
Concentration
You nullify gravity’s hold over your target, rendering them Airborne.
Meteorite
Cost: 👁️👁️👁️
Ranged Ability
A fragment of a meteor descends from the sky, striking your opponent.
You deal 2d8 damage.
Augment: Sun – Singe your target.
Augment: Void – Chill your target.
Rank 2
Choose a Tier I Ability.
Choose a Spacesuit Modification.
Rank 3
Increase one of your attributes (💪, 👁️, ❤️, or 🎭) by 1.
Choose a Tier I Enhancement.
Choose a Subclass.
Choose a Subclass Trait.
Rank 4
Choose a Tier II (or lower) Ability.
Harmonic Resonance
Your meditations take you deeper and deeper into the cosmic mysteries of the Sun and the Void. Once per encounter, when you spend ◎ or ◉, you may convert it into its opposite polarity rather than consume it.
Rank 5
Choose a Spacesuit Modification.
Choose a Tier II (or lower) Enhancement.
Wormhole
Cost: 5
Concentration
You picture a location you have either seen in pictures or have been to that is less than 50 miles away, then tear a hole in the fabric of spacetime. You and your allies can step through the wormhole to appear instantly at your location.
Rank 6
Choose a Tier III (or lower) Ability.
Choose a Subclass Trait.
Rank 7
Increase one of your attributes (💪, 👁️, ❤️, or 🎭) by 1.
Choose a Tier III (or lower) Enhancement.
Rank 8
Choose a Spacesuit Modification.
Choose a Tier IV (or lower) Ability.
Rank 9
Choose a Tier IV (or lower) Enhancement.
Choose a Subclass Trait.
Rank 10
Choose a Tier V (or lower) Ability.
Master of Gravity
You have mastered gravity. You can fly at will.
Sublimities
[Sublimities are still in development.]
Sublimities are how you progress after reaching Rank 10. You no longer use experience, and instead gain progress through spending Legacy Points (LP) and achieving milestones.
Spacesuit Modifications
Note: Whenever you gain a new spacesuit modifications, you may also permanently add +1 Armor or +1 Magic Armor to your suit’s armor value.
- Anti-Gravity Boots: You modify your spacesuit’s boots, allowing them to resist gravity. You float rather than fall. Falling from any height does not confer damage. So long as you are far above a destination that is closer than distant and there is a clear path, you can jump there. If you carry a teammate while falling, you both suffer the effects of normal gravity, but only take half damage upon landing.
- Alien Analyzer: Your suit’s internal computer has been upgraded to perform rapid calculations on living organisms. Once per encounter, a technical readout to appear on the inside of your helmet’s visor about a target’s physical capabilities. You scry 1 of their ability cards or reveal one of their hidden stats.
- Echo Mapper: Your helmet pings out an ultrasonic pulse and overlays the terrain with glowing wireframes. Spend 👁️ or 🎭 to scan a location within distant range. You “see” its shape, entrances, and major objects as a 3D mental image, even through walls.
- Environmental Control System: Your spacesuit is equipped to handle hostile environments and the void of space. It provides you with oxygen in hostile and non-pressurized atmospheres for up to an hour, including underwater. You are immune to airborne poisons and diseases.
- Low Light Spectrum: You’ve enhanced your visor. When enabled, your vision bleeds into blues and purples as lightless corridors bloom with detail. You can see things near you when there isn’t a light source.
- Grappling Cable: You can shoot a cable from your wrist far away, where it affixes to a surface you can see. It can then detach and act as a rope you can traverse.
- Chameleonic Hexcells: Your suit has hexcells on its outside that intelligently mirror your surroundings. While standing still, you may become invisible.
- Thermal Barrier: Your suit is insulated. You gain resistance to fire damage or cold damage. You may take this suit upgrade twice.
Abilities
Tier 1
Falling Star
In order to use this ability, you must be above, far above, or distantly above your enemy. This ability does not count as a ranged ability.
You dive from above, converting your body into a shooting star and crashing down on your target. You deal 1d8+💪, (1 additional damage for each 💪 spent on this ability). If, instead, you are far above your opponent, you deal 1d8+2x💪 (2 additional damage for each 💪 spent). If, instead, you are very far above your opponent, you deal 1d8+3x💪 (3 additional damage for each 💪 spent).
You don’t take falling damage while using this ability.
Particle Cannon
Particle Cannon
Ranged Ability
You clap your hands together and splay your fingers out. For each 🎭 spent on this ability, you may have a thin particle beam shoot from one of your fingers, dealing 1d8 physical damage to their target. Each beam must strike a different target.
Augment Sun (◎): Plasma Cannon – Your damage ignores armor while also shredding 1 armor.
Augment Void (◉): Warp Cannon – You may appear right next to one of your targets after you damage them.
Sidereal Acceleration
Cost: ❤️❤️
You manipulate spacetime to allow an ally or yourself to travel great distances. Each time you would move, you move as if you are Sprinting.
Augment Sun (◎): Space Walk – You move so fast that the air feels solid beneath your feet. Your boots magnetically stick to it, and you are temporarily unaffected by gravity, rendering you Airborne. You can move in any direction.
Augment Void (◉): Phase Walk – You can phase through solid objects while moving.
Tier 2
Cold is the Void
Cost: 👁️👁️👁️
Concentration
You create a zone of frigid void around you. Anyone next to you is Chilled. Anyone who is still next to you at the end of the round is Frozen.
Tractor Beam
Ranged Ability
Concentration
A pencil thin line of gravity emerges from your wrist, attaching you to another object or person. The object or person can’t be larger than the average human being.
You choose either “come here” or “go there”. If the former, the object or person flies to you. If you choose “go there”, you fly to them.
So long as you concentrate on this ability, they must move with you when you move; or, vice versa, if you chose “go there”, you are dragged along when they move.
Augment Sun (◎): Giga Beam – You may use this ability on giant objects.
Augment: Void (◉): Unfailing Beam – Ignore all Doom dice when using this ability (this includes those incurred by increasing its range).
Meteor
Prerequisite: Fragmented Meteorite
Upgrade your Meteorite skill.
It now costs 👁️👁️👁️👁️.
A massive meteor descends from the sky and crashes down, dealing 2d8 fire damage to its target and anyone near its target. Each person caught in the blast is singed.
Augment Sun (◎): Meteoric Arena – The meteor forms crater upon impacting, raising 10-feet high walls around your target and anyone near them.
Augment Void (◉): Dimensional Safety Pocket – Only enemies are damaged.
Geodesic Dome
Cost: 4
Ritual
You create a dome-shaped shelter that provides protection for you and your allies. The structure has 50 HP and 10 armor. Any ally who enters the dome immediately regains 1d12 + X hit points, where X equals the amount of ❤️spent to activate this ability. The dome requires a clear 20-foot space to be deployed. Inside, it maintains a clean, breathable atmosphere, regardless of external conditions. Enemies cannot enter directly, but may eventually breach it by digging underneath or breaking it down through sustained physical force. The dome is firmly anchored and cannot be moved or affected by wind. It is completely immune to all forms of magical damage.
Tier 3
Bomb
Cost: 👁️👁️👁️👁️
Ranged Ability
You toss a bomb.
It explodes at the end of the round, dealing 4d8 damage to everything next to it.
Augment Sun (◎): Fiery Bomb – All those caught in the blast are singed.
Augment Void (◉): Gravity Bomb – Everyone near to the bomb is pulled to it.
Cosmic Armor
Concentration
The next 1d8+❤️ damage that would be dealt to you is instead nullified.
Augment Sun (◎): Shining Armor – The next attack or ability directed at you is weakened (it deals half damage, rounded up).
Augment Void (◉): Shadowy Armor – The next attack or ability directed incurs a doom die.
Rover
This ability has no cost, but can only be cast once per day.
Ritual
You’ve spent time constructing a compact, multi-legged ground exploration rover. The slim, small machine is stored in the back of your suit. With a tap on your wrist console, it deploys. It can travel up to thirty miles, overcoming most difficult terrain, and scan or interact with the environment. The rover can:
- Send pictures of the area back to you
- Transmit audio messages from you or allies
- Carry a small item
- Activate a switch or terminal
- Open some doors, windows, and hatches, depending on size
- Scan for hazards
- Create a distraction
Strategic Delay
Refresh an additional die next turn. If it is a 👁️ die, add +4 to whatever value is rolled. For all other dice, add +2.
Eclipse
Cost: 6
Concentration
Ritual
You block out the sun in a mile radius, causing it to appear as if it were nighttime.
Augment Void (◉): Lunar Eclipse – This ability costs 4 less.
Tier 4
Parabolic Spacetime Curve
Cost: 🎭 🎭 🎭
Teleport to a location near you.
Augment Void (◉): Spacetime Folds – Also turn invisible.
Cosmic Portents
Cost: 4 or 🎭 🎭
Concentration
Ritual
Scry 2 against each enemy at the start of an encounter.
Nova
Cost: 7
You explode, dealing 6d8 fire damage to everyone near you and 2d8 fire damage to yourself.
Augment Sun (◎): Deal an additional 2d8 damage to enemies.
Solar Halo
Cost: ❤️❤️❤️ or 💪💪💪
Concentration
You gain resistance to fire damage. If you already resistant to fire damage, instead fire damage heals you.
Whenever you take damage, you deal 2d8 fire damage to your attacker. They are singed.
Augment Void (◉): Polar Halo – You instead deal 3d8 cold damage, and your opponents are Chilled.
Tier 5
Incinerate
Cost: 9 + ◎
You manifest the full concentrated power of the Sun. Your target takes 1d100 fire damage.
Time Dilation
Cost: 9 + ◉
Concentration
You alter the very fabric of spacetime around you. Re-build your dice pool. All abilities can be used as instants during this encounter.
Enhancements
Tier 1
Fragmented Meteorite
Your Meteorite skill now strikes two targets.
Elemental Augmentation
Whenever you spend Sun (◎) on an ability, if the ability does damage, it does an additional 1d8 fire damage.
Whenever you spend Void (◉) on an ability, if the ability does damage, it does an additional 1d8 cold damage.
We Have Liftoff
Whenever you use Nullify Gravity, it also Pushes your target.
Brawny
Your non-ranged abilities that deal damage deal an additional 1d4 damage.
Tier 2
Winter’s Bite
Whenever you Chill or Freeze an enemy, they become Vulnerable to cold damage (cold damage is doubled against them).
Protection Beam
Whenever you target an ally with Tractor Beam, they gain 1 Temporary Armor.
Space Station
Geodesic Dome now costs 2 less and creates a sphere that can float in the sky, unaffected by gravity.
Sidereal Mastery
You may target two additional targets with Sidereal Acceleration.
Tier 3
Time Mastery
Your Strategic Delay can be cast for free once each encounter.
Shoddy Engineering
At your command, your Rover can explode, dealing 3d8 damage to everyone next to it and destroying itself in the process.
Nightside Regeneration
You and all other players heal 2d8 HP whenever you use Eclipse, so long as you are outside.
Masterful Engineering
Your Bomb ability costs 👁️👁️ less to cast.
Tier 4
Galactic Insight
When you use Cosmic Portents, instead Scry 4 against each enemy at the start of an encounter.
Supernova
Your Nova ability costs 1 less, does 8d8 fire damage to everyone near you and 3d8 fire damage to yourself.
Solar Halo
Cost: ❤️❤️❤️ or 💪💪💪
Concentration
You gain resistance to fire damage. If you already resistant to fire damage, instead fire damage heals you.
Whenever you take damage, you deal 2d8 fire damage to your attacker. They are singed.
Augment Void (◉): Polar Halo – You instead deal 3d8 cold damage, and your opponents are Chilled.
Quest: Spaceship
[Quests are still in development]
You are determined to craft a ship that reveal the mysteries of your new solar system and act as a vehicle or even a home. Each time you sleep, so long as you have the tools and materials listed below, you complete 1 of 4 steps required to construct your ship’s chassis and tires.
Chassis and Tires
As soon as you have acquired the following materials as well as a precision toolkit, you may begin work on your ship’s chassis and tires:
- two tons of whitesteel
- rubber
- a welding torch
- bolts, rivets, fasteners, nuts, and screws
Body
As soon as you have acquired the following materials as well as a precision toolkit, you may begin work on your ship’s body:
- clockwork bones
- blackglass panels
- one ton of whitesteel
- paint and decals
Engine
As soon as you have acquired the following materials as well as a precision toolkit, you may begin work on your ship’s engine:
- microforged pistons and cylinder housing
- an arc spark core
- an imaginative fuel tank and control manifold
- rune-etched heatsinks
