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ATRPG Chapter2 Sample v2
ATRPG Chapter2 Sample v2
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Ardaxian Names
From the planet Ardax, the Ardaxian names tend to be two
Ardaxians are humanoids with or three syllables and have a
skin of various shades of way of rolling off the tongue,
purple and hair of all ranges of favoring soft consonants.
color. They are of slender- Female names often pair
build, generally shorter height vowels together, and where a
than humans. Ardax is ruled by male name would use a
an aristocracy of noble houses, singular ‘s’, the same name
and members of the noble caste with a double ‘s’ would be a
are marked with various facial feminine moniker. Ardaxian
tattoos, while common surnames represent the house
Ardaxians go without such from which they descend.
markings.
Male Names
Ardaxians hold a love for Amulo, Brullus, Caelus,
community, finding strength in Derumel, Enricus, Farlio,
their connection to those Galeris, Ocaviter, Tulnus
around them. An Ardaxian that
belongs to a Noble House Female Names
wears that association with Palonia, Duroria, Maxina,
pride, with adults gaining Vilea, Lutaana, Darssala,
facial tattoos of their house's Arnessi, Trissala, Tarina
insignia. Common House
Ardaxians – while wielding House Names
less political and social power Halarean, Erilian, Paligius,
– are still no less fierce in their Dardascus, Aurn, Udorien,
devotion to their house. Even Teil, Surnis, Aetlin, Helsis,
Ardaxians who have chosen Druslin, Fein, Tigatus, Adraso,
the life of wanderers, Episo, Ignalus, Relm
explorers, and travelers show a
strong devotion to a house of Species Features
sorts – either to their home
house, or to the crew or Languages
company with which they Ardaxians know Galactic
travel. Trade as well as one additional
language of your choice.
Ardax is known across Council space for its
secrecy towards off-worlders. This planetary Size & Movement
secrecy exists because of the Ardaxian belief that Ardaxians have a size of 2 and a Movement of
preservation of culture is paramount to their 30ft.
identity as a society, and to their success in the
galaxy at large. Visitors to Ardax are forced to Social Butterfly
enter the planet through one of a dozen different You begin the game with one additional Contact
Gateway Cities, where the wait for Ardaxian of your choice (see Backgrounds later in this
customs release can take days or even weeks. But chapter). Additionally, when you succeed at the
the wait is not entirely unenjoyable – many Carousing downtime action, you may gain one
Ardaxian Common Houses make fortunes by piece of information as if you had succeeded a
providing queued visitors with all sorts of Research action, in addition to the normal action
entertainment. results.
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Ceralissian
A physically large and imposing race of
mammalian humanoids, Ceralissians stand
between six and seven feet tall, are broad-
shouldered. Hailing from the cold planet of
Ceraliss, the Ceralissians evolved from a
nomadic way of life and are among the most
religious of all the Council races – their
religious leaders also hold the highest positions
within their theocratic government.
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Minix
Generally between three and four feet tall, Minix Minix Male Names
come from the world of Narss and display a great Aldazar, Aditun, Orledan, Izarul, Zerazeth,
many feline qualities. Covered in fur of various Noldoro, Giderath, Edrozo, Rastera, Mardolo
colors, the Minix have developed incredibly
advanced senses, able to detect micro changes in Minix Female Names
air density on their sensitive whiskers. This also Illindra, Otylzia, Izrullu, Utiras, Muryne, Nyzria,
results in the occasional migraine headache in Imegyn, Zarnan, Hyldria
area of dense populations. Minix-founded
settlements tend to be sprawling blankets of low Species Features
buildings and wide streets, occupying a great Languages
array of landscape. Minix who spend Minix speak their native language of Narssian, as
considerable time among the cities of other well as Galactic Trade.
species, however, tend to wear sealed helmets
even while in breathable atmosphere. Size & Movement
Minix have a Size of 1 and a Movement of 30.
A traditional Minix believes that only the most
accomplished are worthy of authority over others, Secure Landing
and thus their society has become a meritocracy. You receive half damage from falling, and you
Minix schools and academies present a wide gain +5ft of Balance movement.
variety of studies for all prospective students, and
many Minix continue to learn for most of their Heightened Senses
lives. Basic education for Minis begins at three Your Wits + Awareness tests gain a bonus die.
Narssian years and continues until a Minix is 13, Additionally, increase the Doom cost for the GM
at which point they may choose to either enter the to interrupt your turn in combat by 1.
workforce or continue schooling. The more terms
spent in advanced education, and the better
their performance in those terms, the higher
position a Minix can expect to attain right
out of school.
Names
Traditional Minix names are always three
syllables, borrowing one syllable from each
parent and ending with a unique syllable.
The name Bazara, for instance, would take
‘Ba’ from their mother Banora, ‘za’ from
their father Mizalos, and the final ‘ra’ as a
unique syllable to finish out the name.
Minix lack surnames.
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Palorian
From the planet Bratirin, the Palorians
are traditionally very reptilian in
appearance - long, crocodile-like
snouts, small, dark eyes, scales, and
natural claws on their feet and hands.
Their natural affinity for dryer
climates makes them excellent at
overland travel, as they consume less
food and water than most others.
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Operator – You see standard drones as clunky Damage. Aspects that focus on damage do just
and cumbersome. Instead, you employ an ever- that – deal damage. They can often make quick
growing swarm of microdrones on your enemies. work of most enemies.
Protector – You are trained to be a bulwark for Support. Support Aspects have an array of buffs
your crew, keeping them together and alive. and boons to apply to their allies, as well as
removing damage, wounds, and stress where
Star Sorcerer – You are a strange phenomenon, possible.
born with a connection to the mystical forces that
bind the celestial bodies of the universe. You Tank. If an Aspect is built to get face to face with
embody the life cycle of the stars themselves. their enemies, they will often have the Tank role.
Tanks soak and prevent damage. A good Tank
Swashbuckler – Your confidence and your will command enemy focus, allowing their allies
panache are your weapons. Well, those and the the freedom to move about unhindered.
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Athletics, Awareness, Navigation, Piloting, Stealth When creating an Agent, you gain access to a
Athletics, Awareness, Engineering, Savvy, Stealth pool of Guile equal to your Agility value. After
Awareness, Analysis, Operate, Stealth, Survival you roll an Influence or Stealth test, you may
Athletics, Awareness, Influence, Medicine, Savvy
spend 1 Guile to reroll all dice used in that test.
3. Select your Talent You must keep the new total. Your Guile will also
Agents provide you with three starting Talents, of gain additional uses as you gain additional Agent
which you choose one and record on your character Talents.
sheet. See Agent Talents on the following page.
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5th Level Talents been drawn to you, such as by the actions of your
crew, you are considered to have a natural Stealth
When you ascend to fifth level, choose one of the
value of 16. This value may only be used if there
following Talents and add it to your character
are other people around you for you to blend in
sheet. Or, you may instead choose another Talent
with, such as in a local dive bar, walking along a
from a previous level, rather than choosing one of
public sky pier, or in the middle of a crowded
the talents listed below.
street. This natural stealth value cannot be used if
you, or you and your crew, are the only
Chink in the Armor individuals in a certain location, such as breaking
Action: Full Action into a docked frigate after hours, or finding a
Description: On your turn you may spend your hiding spot in a warehouse.
Full Action and make an Agility melee or
ranged attack against an Armored target within Dirty Trick
range of your equipped weapon. If the attack is
Requires: Combat Trick
successful, you may spend 1 Guile to ignore
Action: Passive
Armored when resolving this attack.
Description: When you successfully deal damage
to an enemy with your Combat Trick, you may
Deactivation spend 1 Guile to force that enemy to make a Wits
Action: Full Action Resistance test or gain the Blinded condition.
Description: On your turn you may spend your
Full Action and make an Agility melee or Expertise
ranged attack against a Powered target within
Action: Passive
range of your equipped weapon. If the attack is
Description: Select two of your skills with a
successful, you may spend 1 Guile and reduce the
value of 1 or more. You may spend Guile to reroll
damage you deal to 1. If you do, you hit the target
tests for the chosen skills, as described in the
in a weak spot, disrupting their defenses for a
Resources section above.
short time. Until the end of the next round, the
target is considered to have basic defenses.
14th Level Talents
Frigid Strike When you ascend to fourteenth level, choose one
Action: Full Action of the following Talents and add it to your
Description: On your turn, you may use your Full character sheet. Or, you may instead choose
Action to make an Agility melee or ranged another Talent from a previous level, rather than
attack against a target within range of your choosing one of the talents listed below.
equipped weapon. If the attack is successful, you
may spend 1 Guile to deal cryo damage for this Extended Trick
attack. Requirements: Combat Trick
Action: Passive
8th Level Talents Description: When you spend Guile to activate
your Combat Trick, you resolve one additional
When you ascend to eighth level, choose one of
attack. The extra attack provided by this Talent is
the following Talents and add it to your character
an unarmed Agility melee attack. You may
sheet. Or, you may instead choose another Talent
move up to 10ft before resolving this additional
from a previous level, rather than choosing one of
attack. This movement does not provoke attacks
the talents listed below.
or opportunity.
Blend In Hidden Shot
Action: Passive
Action: Passive
Description: You know how to stay out of the
Description: Ranged attacks you attempt while
limelight. As long as special attention has not
Hidden from your target gain a damage bonus of
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+3 (if you hit your target, increase the amount of 19th Level Talents
damage dealt by 3).
When you ascend to nineteenth level, choose one
of the following Talents and add it to your
Lightning Reflexes character sheet. Or, you may instead choose
Action: Passive another Talent from a previous level, rather than
Description: At the end of each of your turns, if choosing one of the talents listed below.
you have no Quick Actions remaining, you gain
one Quick Action. If not used, this Quick Action Calculating
is lost at the start of your next turn.
Action: Passive
Description: When you become Hidden in
17th Level Talents combat, you regain up to 2 spent Guile. Once this
When you ascend to seventeenth level, choose talent has been used, it may not be used again
one of the following Talents and add it to your until you complete a Downtime scene.
character sheet. Or, you may instead choose
another Talent from a previous level, rather than Ever Vigilant
choosing one of the talents listed below. Action: Passive
Description: You cannot be surprised while
Evasion conscious, and you always have a turn in combat
Action: Passive even if the rest of your crew is surprised.
Description: You gain a +1 bonus to your
Defense, and your Agility Resistance tests gain a Slippery
Bonus Die. Action: Passive
Description: On your turn, you may spend 1
Mentalist’s Bane Guile. If you do, for the rest of your turn, you do
Action: Passive not provoke attacks of opportunity.
Description: You gain a +1 bonus to your Mental
Defense, and your Wits Resistance tests gain a
Bonus Die.
Into Shadow
Action: Full Action
Description: While there are no enemies within
30ft of you, you may spend your Full Action and
1 Guile to become Hidden. When hiding in this
manner, only a Wits + Awareness test (16+) will
reveal you.
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Channelers are instruments of a higher power. All Channelers in action. Channelers often find
living things are connected to a cosmic being of themselves in positions of significant influence.
some sort, whether they know it or not. What Their force of will and social presence means
makes Channelers special is their ability to draw they have often enjoyed leadership roles of some
upon those connections to create supernatural sort. While most Channelers disapprove of the
effects. They pull on the Threads of the cosmos constructs of Core world corporatism, others
to accomplish great feats and miracles, or to bring embrace the system and ascend the ranks of the
unforgiving destruction on their foes. corporate ladder.
Not all Channelers are religious, or even spiritual. While they have the social capacity to survive and
The Channeler can see and manipulate the thrive as Colonial Administration, officers on a
threads which connect all life to one or more vessel, or even as battlefield commanders, most
cosmic entities. This is a fact of life for the Channelers tend to prefer the unofficial approach
Channeler, not a matter of belief or faith, towards leadership. You are more likely to find a
although some particularly spiritual Channelers Channeler acting as an advisor to a person in
see this fact as an indicator that they have some power than as the one in power. Channelers have
sort of divine purpose, depending on the entity a knack for finding and pulling on threads –
they are tethered to. whether those are from their cosmic connection
or from their relationships with others. All of this
The entities to which Channelers are connected boils down to mean that a good Channeler is a
are mysterious. They would be considered no good influencer, and each Channeler learns how
more than myths if their Channelers did not to use their skills in different ways.
manifest unique supernatural powers. Such
entities instill a variety of emotions in their Should you play a Channeler?
Channelers, and these emotions can influence the Consider playing a Channeler if any of the
Channelers’ motivations and goals. following resonate with you.
● You feel an undeniable pull to see the
Aspect Complexity wider universe.
● You believe your actions are guided
by a force greater than yourself.
● You like to have the option to learn
new skills, or to enhance the skills
The Channeler some challenge, with less direct
you already know.
Talent choices than an Agent or Mercenary.
● You often wonder – or dread – what
lies in the spaces between stars.
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Listed below are four recommended sets of starting A Channeler’s pool of Threads resets to full after
skills. Select one of these or create your own. each Downtime scene. At the start of each scene,
if a Channeler has fewer than their maximum
Awareness, Influence, Piloting, Savvy, Stealth number of Threads, they gain 1 Thread.
Athletics, Awareness, Medicine, Navigation, Savvy
Awareness, Analysis, Influence, Operate,
Navigation Cosmic Connections
Awareness, Athletics, Influence, Piloting, Savvy Choose one of the four Cosmic beings to whom
you are connected, as detailed below. Each
3. Select your Talent Cosmic Connection will inform the creation of
Channelers provide you with three starting Talents, of your character, as well as outline what changes
which you choose one and record on your character you make to your character as they advance in
sheet. See Channeler Talents on the following page. level.
Character Creation: Of the spells provided by
4. Select your Favored Downtime Action
How does your Channeler like to relax between your Cosmic Connection, choose three to know
missions? Select one of the Downtime Actions – at character creation and record these spells on
Carousing, Maintenance, Research, or Scrounging. your character sheet. Do not record the upgrades
for these spells.
5. Select your Cosmic Connection and Spells Level Up: Do each of the following once at 3 rd
Refer to the section to the right titled Cosmic level, 6th level, 13th level, and 16th level:
Connections. Read through that section and make all ● Choose two spells you know. Apply
necessary selections. one upgrade to each spell.
● Choose a new spell to learn.
6. Record your starting Resources
Refer to the section to the right titled Resources to
learn about the Channeler’s resource pool, Threads. The Elements of the Universe
While most Channelers get their powers from one
cosmic being or another, Elemental Channelers
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The Temporal Cosmos you were at the chosen point. While you are
perceiving in such a manner, you are Hidden (to
Enhanced Reflexes all characters in normal space as well as in the
area of your perception) and time in normal space
Action: Quick Action is brought to a halt until you finish.
Cost: 1 Thread ● Up to 24 hours in the past, in
Description: You spend your Quick Action to your exact position.
slow the flow of time around yourself. All Agility ● Up to 24 hours in the future, in
Resistance tests you attempt gain a Bonus Die, your exact position.
and you gain a +2 bonus to Defense. This effect ● Up to 100ft in any single
lasts until the end of the scene, or until you take direction from your exact
any amount of damage, whichever comes first. position (including through
Upgrades: walls, and other barriers).
• Improved Enhancement: Enhanced Upgrades:
Reflexes grants a +3 bonus to Defense • Quickened Glimpse: Glimpse Beyond
instead of +2. now uses a Free Action (once per round
• Reliable Enhancement: When you take on each of your turns) instead of your
physical damage while Enhanced Quick Action.
Reflexes is active, you may maintain the • Reliable Glimpse: After you use
effect if you succeed a Spirit Resistance Glimpse Beyond, you may test Spirit
test. Resistance. If successful, you regain the
Thread you spent to cast Glimpse
Folds in Space Beyond.
Action: Full Action
Cost: 1 Thread Paralytic Awareness
Description: You target yourself or a crew Action: Full Action
member within 5ft, and then choose an Cost: 1 Thread
unoccupied space within 50ft. You fold Description: You target one enemy within 30ft
spacetime around the target, causing them to and spend your Full Action. The target must
disappear from their current position and succeed at a Spirit Resistance test or gain the
reappear in the chosen space. Stunned condition as their eyes are opened to the
Upgrades: maddening infinity of the cosmos.
• Quickened Folds: Folds in Space uses a Upgrades:
Quick Action instead of a Full Action. • Broadened Awareness: Paralytic
• Broadened Folds: Folds in Space now Awareness may now target up to X
targets a number of individuals equal to enemies within 30ft, where X is your
the Channeler’s Spirit value, as long as Spirit value.
all are within 5ft of each other. All • Disrupting Awareness: Paralytic
chosen individuals reappear within 5ft of Awareness has the chance to destroy the
each other. mind of an affected enemy. Each enemy
targeted by Paralytic Awareness who
Glimpse Beyond rolls a result of 9 or lower on their Spirit
Action: Quick Action Resistance test immediately takes 10
Cost: 1 Thread mental damage.
Description: You may spend your Quick Action
and 1 Thread to bend spacetime around yourself, Quickened Aging
allowing you to perceive reality as if you were in Action: Full Action
a different time or place. When you cast this spell, Cost: 1 Thread
specify one of the following options listed below. Description: You choose an enemy within 30ft
For the next minute, you perceive the world as if who must succeed at a Might Resistance test.
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Restrict Motion
Action: Full Action
Cost: 1 Thread
Description: You choose an enemy within 30ft
and force that enemy to make an Agility
Resistance test. If failed, the target gains the
Restrained condition.
Upgrades:
• Broadened Restrict: Restrict Motion
may now target up to X individuals
within 30ft, where X is your Spirit value.
Targeted Wormhole
Action: Quick Action
Cost: 1 Thread
Description: When you or a crew member within
30ft would take damage from a ranged physical
attack, you may spend your Quick Action to open
a wormhole in spacetime between the projectile
and its intended target, causing the attack to miss.
Upgrades:
• Reaching Wormhole: Targeted
Wormhole’s range increases from 30ft to
60ft.
• Redirecting Wormhole: When
Targeted Wormhole is used, you may
spend 1 additional Thread to open the
other end of the wormhole near an
enemy, causing the ranged attack to
strike that enemy instead. The targeted
enemy must also be within the range of
this spell.
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Filled to the brim with cybernetic upgrades, Cybermancers in action. Cybermancers have a
Cybermancers are two steps ahead of other way with tech, and this deep technological
cybernetically enhanced individuals. Whether understanding means that they are often
their rig consists of powerful software or surrounded by all manner of devices, vehicles,
unmatched hardware, whether it is a sleek gear, and systems. Cybermancers from the Core
aesthetic or literally cobbled together, could be on the R&D team of a mega-corporation,
Cybermancers are part organic, part machine, and or maybe they fled their former employers with
all power. some experimental tech.
Such mastery over both biology and technology The powers of a Cybermancers are nearly
can create a number of effects that simple ‘meat- indecipherable to others, and while a wary ship
heads’ would only understand as magic. But these captain may recognize the skill a Cybermancer
effects are not magic. Instead, they are physical has, they may still not promote that Cybermancer
manifestations of a powerful combination of to Chief Engineer out of fear of what the
digital code powered by the biological processes Cybermancer is capable of.
of the Cybermancer. The greater their physical
fitness and health, the further they can push their Cybermancers on the Outer Rim tend to be
programming and the more they can accomplish. unpredictable and wild in their actions and
motives – the term ‘gear crazy’ being thrown
Cybermancers also greatly customize the way in around by meatheads. In truth, Cybermancers on
which these programs appear. Two different the Rim are not bound by the cybernetic
Cybermancers could execute the same program, restrictions and regulations of the Core and
and it would look vastly different from one to the Midrim.
next. A Cybermancer could write their programs
to appear as beams of neon lights shooting forth Should you play a Cybermancer?
from their outstretched hands, while another Consider playing a Cybermancer if any of the
could write theirs to resemble holographic following resonate with you.
animals charging at their targets. For the ● You treat every obstacle as if it were
trappings of Cybermancer powers, the stars are a puzzle.
the limit. ● You like to mix and match different
actions to create customizable
Aspect Complexity effects.
● Others treat your skills with
machines and computer software as
if it were a magical gift.
The Cybermancer’s excessive modularity make it ● You have the right tools for any job,
one of the most challenging Aspects in the game. you just don’t always bring them
with.