Astrologers train for years on reading the stars to know how their movements, positions, and qualities affect the lives of people. Astrological interpretation varies by culture, but in the region of Starfall, there are two major variations. Among the native folk, astrological interpretation is based on twenty figures of nature that are reflected in the stars. Among the colonials, most use the imperial standard, which is based on an ancient nature religion that was destroyed and assimilated into imperial culture.
Imperial standard:
| Constellation | Month | Hour | Year | Description | Element | General Meaning |
|---|---|---|---|---|---|---|
| The First Tree | Patienta 11 - Temperantia 3 | 12:01 a.m. to 1:30 a.m. | 1735, 1751, 1767 | The first tree whose seeds created every other tree | Wood | Generation, beginnings, longevity |
| The Green Shield | Temperantia 4 - Temperantia 26 | 1:31 a.m. to 3 a.m. | 1736, 1752, 1768 | A folk hero who had a shield made of green metal who slew an evil dragon | Metal | Bravery, determination, sacrifice |
| The Druid | Temperantia 27 - Pudicitia 18 | 3:01 a.m. to 4:30 a.m. | 1737, 1753, 1769 | A keeper of ancient lore who taught many ancient heroes | Nature | Wisdom, knowledge, cunning |
| The Bearer of the Firmament | Pudicitia 19 - Mens Humilis 11 | 4:31 a.m. to 6 a.m. | 1738, 1754, 1770 | A giant who caught the sky when it fell | Wind | Strength, endurance, protection |
| The Three Dancers | Mens Humilis 12 - Diligentia 3 | 6:01 a.m. to 7:30 a.m. | 1739, 1755, 1771 | Three women dancing as lovers, fated to dance forever after being killed as witches | Moons | Grace, love, communion |
| The Daughter of the World | Diligentia 4 - Diligentia 26 | 7:31 a.m. to 9 a.m. | 1740, 1756, 1772 | The first daughter of Mother Shem who named all the animals | Animal | Learning, growing, understanding |
| The Observers | Diligentia 27 - Operatio 18 | 9:01 a.m. to 10:30 a.m. | 1741, 1757, 1773 | Eight stoic figures tasked with recording all of history | Time | Witnessing, analysis, the past |
| The River Raft | Operatio 19 - Humanitas 10 | 10:31 a.m. to 12 p.m. | 1742, 1758, 1774 | A hero whose raft carried them from river to river on a quest for a magical egg | Water | Flowing, transitions, urgency |
| The Great Boar | Humanitas 11 - Prudentia 2 | 12:01 p.m. to 1:30 p.m. | 1743, 1759, 1775 | A giant boar who helped a hero find food when it was most needed during a quest, giving his life to help the hero in the end | Earth | Nourishment, giving, sharing |
| The Pouring Pitcher | Prudentia 3 - Prudentia 24 | 1:31 p.m. to 3 p.m. | 1744, 1760, 1776 | A pitcher used to water a flower garden that grew a legendary blossom | Flower | Restoration, purification, renewal |
| The Tricow | Prudentia 25 - Caritas 17 | 3:01 p.m. to 4:30 p.m. | 1745, 1761, 1777 | A three-headed cow grazing on the stars, a symbol of the three astral bodies (sun, moons, stars), the cosmos itself | Star | Universality, oneness, containing multitudes |
| The Mouth of the Worm | Caritas 18 - Fides 8 | 4:31 p.m. to 6 p.m. | 1746, 1762, 1778 | The mouth of the great worm that will devour the universe, the great light of the end | Light | Ending, all-consuming, finality |
| The Headless Reader | Fides 9 - Fides 31 | 6:01 p.m. to 7:30 p.m. | 1747, 1763, 1779 | A figure whose knowledge was unheeded, a figure of darkness | Shadow | Forewarning, dangerous knowledge, insight |
| The Five Brothers | Concordia 1 - Concordia 23 | 7:31 p.m. to 9 p.m. | 1748, 1764, 1780 | Five heroic brothers who embodied different characteristics, but all working together in a way that complemented each other | Storm | Complementary skills, unity, community |
| The Mother of Many | Concordia 24 - Sobrietas 18 | 9:01 p.m. to 10:30 p.m. | 1749, 1765, 1781 | Mother Universe's face in the stars | Chaos | Love, acceptance, nurturing |
| The Burning Scorpion | Sobrietas 19 - Patienta 10 | 10:31 p.m. to 12 a.m. | 1750, 1766, 1782 | A scorpion whose sting burned like flame who killed a cruel tyrant who mocked it | Fire | Self-actualization, self-defense, self-esteem |
| Constellation | Description | General Meaning | Notes |
|---|---|---|---|
| The Bowl of the Galaxy | A bowl from which the universe spilled | Creation, beginnings, empathy | |
| The Clever Thief | The thief who steals the moon each month for the new moon | Cunning, trickery, swiftness | |
| The Crescent Priestess | A priestess who healed the fledgling moons | Insight, reflection, energy | |
| The Voice of Twilight | The singer whose song reverberates from the dawn of time | Harmony, rest, heart | |
| The Allmother | The mother of mothers who gave birth to all the peoples of the moons | Giving, strength, acceptance | |
| The Bearer of the Firmament | The great fish who carries the universe on its back | Endurance, patience, constance | |
| The Hammer of the Universe | The hammer that shaped the universe, wielded by a cosmic smith | Power, creativity, warmth | |
| The Navigator | The lost navigator who guides the ships through the infinite | Guidance, mind, sense of place | |
| The Infinite Blade | A blade given to a legendary hero, a sword that is said to never break, never end | Bravery, ferocity, prowess | |
| The Jewel Cutter | A maker of stars | Beauty, presence, precision | |
| The Huntress | A huntress who whose arrows killed the destroyer bull | Determination, equality, love | |
| The Tricow | A three-headed cow whose milk makes the galaxy | Bounty, provision, body | |
| The Old Whale | An ancient velikkit whale whose wisdom guides the peoples of the moons | Wisdom, support, prudence | |
| The Twice Deep Maw | The two-mouthed crocodile that lives in the asteroid belt | Consumption, aspiration, defense | |
| The Duskywing | A lepidopteran whose wings brings the dusk | Grace, going with the flow, transitions | |
| The Dancing Sisters | Three sisters dancing around the cosmos | Connection, movement, coordination | |
| The Wolf Pack | A pack of wolves whose howls call across the cosmos | Community, family, communication | |
| The Cosmic Serpent | A serpent that comes out of the depths of a blackhole | Resistance, gravity, fertility | |
| The Gateway Beyond | A gateway that leads to what is beyond the universe | Endings, change, soul | |
| The Warring Beetles | Two beetles who fight, creating meteors, comets, and asteroids | Conflict, chance, perspective |
Type: Puzzler
A basu is a wielder of elemental chaos who uses a puzzle box infused with anumun, the fluid from before the dawn of time that caused the universe to exist in the first place. The box responds to elemental energies and the wielder, randomly reconfiguring and releasing different powers. The most effective elemental power is that of elemental chaos, and the only one that does not work with it is natural law.
The box always has a small hole in it into which energy or materials may be entered, which will trigger a reaction. The more energy or material, the more powerful the effect. The material must be elemental or mundane, it must fit into the box, and it must be natural rather than mortalmade or shaped, with some rare exceptions being those made via pure elemental magic and material.
Each material or energy will have a different effect on the magic released, but only a tendency toward it. For example, putting fire into the box will mean there’s more of a chance of a fiery result, less of a watery one, but not guaranteed. Sometimes it will make an effect more fiery than it might have been - generating a fiery branch instead of a living one, for example.
The amount placed into the box affects how many rolls are made. Pure anumun will allow for three d100 rolls and three random effects for a single dose, with no tendency or alteration of percentages. Natural law or materials imbued with it will have no effect. Everything else will give one d100 roll for a single dose (dosages vary by material, consult the GM, but a rule of thumb is 1 oz. or 1 fl. oz. per).
The basu is immune to all effects unless otherwise noted. Effects will differ if not on the moons.
| Roll | Effect | Mechanics |
|---|---|---|
| 1 | A plume of acid 30' long erupts from the box | Roll AWA to hit vs. ATH, damage 13/18/23/28 |
| 2 | A seed falls from the box and a plant appropriate to the region grows instantly out of the ground within 100' of the puzzler | GM determines plant; effect varies by plant |
| 3 | An animal crawls out of the box | GM determines animal; the animal is wild and not necessarily friendly, but more likely to be with the puzzler than not |
| 4 | A cone of 500' cubic feet of dry air erupts from the box | Roll AWA to hit vs. ATH, anyone hit rolls STR vs. 10/14/18/22 or suffers dehydration |
| 5 | A plume of burning ash 30' long erupts from the box | Roll AWA to hit vs. ATH, damage 11/16/21/26 |
| 6 | An asteroid 500' in diameter forms from out of the box | The asteroid drops if there is enough gravity (Grey Moon or Green Moon); everyone rolls dodge vs. escalating difficulty the closer to the puzzler they are - 25 if right next to puzzler, -1 for every 20' away they are; damage 40/50/60/70; puzzler is instantly teleported out of range unless they critically fail an AWA roll vs. 13; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
| 7 | The box fills the atmosphere around the puzzler with fresh air of density equal to the air around the puzzler in a 1000' diameter | Only causes damage to industrial beings; they are automatically hit, damage 16/16 |
| 8 | The box collapses and becomes a pinpoint blackhole | Everyone within 1000' rolls STR against a gravitational pull of 75; failure is instant death; puzzler is instantly teleported away unless they critically fail an AWA roll vs. 13 |
| 9 | Two effects fused together' | Roll a d100 twice more, the two effects are fused together into one |
| 10 | A blade drops from the box and splits the ground into a canyon 500' long, 100' wide, 100' deep in front of the puzzler | Anyone within range rolls dodge vs. an escalating difficulty depending on how close they are to the center of the canyon; 19 diff vs. ATH, -1 for every 4' they are away from the central line of the canyon; fall damage 20/27/34/41; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
| 11 | Stalagtites and stalagmites form as drops of water come out of the box and create them in the ceiling and floor instantaneously in a 40' diameter | Anyone within range rolls dodge vs. 13; puzzler is safe; damage 10/14/18/22 |
| 12 | A spirtz of anumun, power 8, comes out of the box | Roll a d100 once more to see what new affect the anumun creates |
| 13 | A 100' tall and 400' long escarpment forms in an arc from the puzzler after a spray of energy drops from the box | Anyone along the edge of the escarpment rolls dodge vs. 16 or suffers fall damage of 20/27/34/41 |
| 14 | A massive 200' diameter comet erupts from the box and flies into the sky | As the comet flies up, everyone within 200' rolls STR vs. cold damage 13; all who see it roll AWA vs. 15 to understand its portent |
| 15 | An image of a constellation forms (roll a d20 to determine which), and the legend they are based on forms to aid the puzzler | Each constellation will create a figure that fights on behalf of the puzzler then vanishes after 5 minutes |
| 16 | A corona of sunfire forms in a 30' ring around the puzzler | Everyone in range rolls dodge vs. AWA or suffers 17/24/31/38 fire damage and 13/18/23/28 radiation poisoning |
| 17 | A wave of radiation flows out of the box, flowing out 50' | Everyone within range rolls dodge vs. AWA or suffers 16/22/28/34 radiation poisoning |
| 18 | A drop falls from the box, forming a crater 30' wide and 50' deep | Anyone withing range rolls dodge vs. 13 or suffers 15/20/25/30 fall damage |
| 19 | Five basic tools form | Lever, inclined plane, wedge, screw, and wheel form, made out of elemental materials |
| 20 | The box unleashes a cryovolcanic eruption of icy mist, liquid ammonia, nitrogen, and methane 200' in height, falling in a 1000' radius | Anyone within range rolls dodge vs escalating difficulty based on proximity to puzzler - 25 for within 5', -1 diff for every 8' away they are; damage rating 18/24/30/36; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
| 21 | Three spinning orbs resembling the moons come out of the box and circle the puzzler | Each moon acts independently on the puzzler's turn, lasting for 9 minutes or until destroyed; Grey Moon has all skills and abilities of an arktos or moonwitch (player's choice); Green Moon has the skills and abilities of a wyrder or laochra (player's choice); White Moon has the skills and abilities of an irritologer or hyperscientist (player's choice) |
| 22 | A zone of pitch darkness forms around the puzzle in a 100' diameter | All skills, abilities, stats, or powers that require visual perception suffer -6 if in the zone unless they can see in the dark |
| 23 | A spike of sunlight as if from over the horizon comes out of the box, blinding everyone within 100' | Everyone within range rolls AWA vs. 13 or suffers -6 to visual perception for 1 round (tie), 10 rounds (NF), 30 rounds (SF), 60 rounds (EF), or permanently (CF) |
| 24 | The heat of the lunar day spikes in a zone 200' around the puzzler | Anyone without heat protection in the zone rolls dodge based on proximity to the puzzler, 25 if within 5', -1 for every 8' away they are; heat damage 19/27/35/43; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
| 25 | A ray of white light flows out of the box, 50' long, and instantly kills any target it hits (and does not stop if it hits something, only at 50') | Roll AWA vs. dodge to hit, instant kill power 16/23/30/37 vs. WIL or STR, whichever is higher |
| 26 | A rippling wave flows out 50' around the puzzler and causes decay damage to all it hits | All within range roll dodge vs. 13 or suffer bodily decay damage 13/19/25/31 |
| 27 | A wrinkle ridge (dorsum) is formed as the box sprays the ground with teal water, 300' long, 50' tall, and 40' wide | Anyone along the edge of the dorsum rolls dodge vs. 16 or suffers fall damage of 20/27/34/41 |
| 28 | 5 cubic feet of moonstone forms | Well, you have a big chunk of moonstone that you can use now |
| 29 | A ball of flame erupts from the box and flies 50' in a direction of the puzzler's choice | Puzzler rolls AWA to hit; anyone within 20' of the target zone rolls dodge vs. that AWA or suffers 16/22/28/34 fire and concussive damage |
| 30 | An electromagnetic pulse flows out from the box in a 50' diameter | All electronics within range are instantly disrupted, rolling against a power of 16 |
| 31 | A 50' diameter patch of fungi forms after spores spout from the box | GM determines which elemental fungi grows; results vary |
| 32 | A plume of galactic milk spouts from the box, 30' long and 10' wide | Every elemental being within range is fully nourished and healed; infernal beings roll dodge vs. AWA or suffer 14/19/24/29 elemental damage |
| 33 | A wall of lunar ice forms around the puzzler, 10' radius, 20' tall, 5' thick | Anyone along the edges of the wall must roll dodge vs. 13 or suffer 8/12/16/20 fall damage; anything less than special success means they fall the direction closest ot them; better than that and they may choose which side they are on |
| 34 | A blade of teal glass forms from the box, making a +9/+9 blade that shatters after one use | The blade may be used by the puzzler or anyone within range to grab it |
| 35 | The box drops a gravity bomb that causes gravity to increase to a strength of 50 in a 20' diameter zone | Everyone within range except the puzzler without gravity protections rolls STR vs. 50 and suffers 13/18/24/31 crushing damage every round they remain in range |
| 36 | Silty water flows from the box, creating a puddle 10' in diameter | Anyone moving within the puddle rolls ATH vs. 8 or fall prone |
| 37 | Dusty haze comes out of the box in a 50' diameter | Anyone wiithin range suffers -3 to all skills, abilities, powers, or stats requiring visual perception |
| 38 | Coils of water come out of the box, snaking out in six directions, grabbing everyone within 30', and allowing the puzzler to know their emotions | Everyone within range rolls dodge vs. AWA; failure means they are grabbed and they must roll PRS to resist their emotions being read, with penalties for failure rate - none for tie, -1 NF, -3 SF, -6 EF, -9 CF |
| 39 | A pebble falls from the box and causes a hill 50' tall and 30' in diameter to form | Anyone within range rolls ATH vs. 15 or tumbles down the hill, suffering damage escalating by how close they were to the top (center); 15/20/25/30/35 for center; -1 per 5' from center; all who fall are rolled to the edge of the hill; all who succeed remain standing on the hillside |
| 40 | A wave of sunlight flows out in a 100' radius, and anyone it touches shines if they are honorable people | Anyone within range rolls dodge vs. AWA; failure means they roll PRS vs. 15 to hide their honor or dishonor from the puzzler, with penalties for failures, none for tie, -1 for NF, -3 for SF, -6 for EF, -9 for CF |
| 41 | A large predator appropriate to the region comes out of the box | GM determines predator; animal is wild and may or may not be helfpul, but is more likely to be helpful than not |
| 42 | An aura of silvery elemental lifeforce forms around the puzzler in a 30' radius, healing everyone within it | Puzzler rolls power of 16 vs. wound or illness level of those any range; if anyone wishes to dodge, it's ATH vs. AWA; undead suffer damage 16/21/26/31 |
| 43 | An intense blast of elemental light shines from the box, anyone within 50' rolls to not be blinded | Roll AWA vs. dodge to hit anyone within range; failure means rolling against 16/20/24/28 or be blind for 1 round, 3 minutes, 30 minutes, or permanently |
| 44 | A bolt of lightning flows from the box in front of the puzzler, hitting everything in a 100' line | Roll AWA vs. dodge to hit; lightning damage 20/26/32/38 |
| 45 | A grown tricow crawls out of the box | Tricow is wild and may or may not be friendly; is more likely to be friendly or not; roll a d4 - 1 means the tricow is female calf; 2 means tricow is male calf; 3 means tricow is sow; 4 means tricow is bull |
| 46 | A drop of molten rock is flung out of the box 50' in front of the puzzler | Roll AWA vs. dodge to hit; magma damage 22/28/34/40; anyone special hit or worse rolls STR vs. stun roll to see if the magma clings; cling repeats damage roll every round until cooled (varies by temperature of area); if cooled, target rolls STR vs. stun to try to break out |
| 47 | The box becomes intensely and strongly magnetic | Anything ferric within 50' rolls against a power of 16 or is drawn to the box; any sharp or large objects flying at the box require the puzzler to roll ATH or PRO to not be harmed by them |
| 48 | A pebble falls from the box and causes the ground within 500' of the puzzler to flatten to resemble the lunar maria | Anyone on ground above 'sea level' within range rolls ATH vs. 14 or suffers 13/17/21/25 fall damage; anyone below 'sea level' rolls ATH vs. 10 or falls prone as the ground rises; 'sea level' is the height of the ground directly under the puzzler |
| 49 | A cluster of 16 small orbs resembling the mesoplanets of the solar system come out of the box, each one circling the puzzler | Each mesoplanet has its own powers or abilities - Aram is a visionary; Ziezi is a naufragium; Asshur is a draquestrian; Arphaxad is a law-hammer; Elam is a numerologer; Lud is a weaponmaster (sword); Venok is a viledancer; Yeltara is a wraith; Bossetta is an imperator; Eltevra is an armstrong; Hijai is a mercator; Kena-Kunara is a survivalist; Nechozach is a priest of an unknown deity; Q'kzaaha is a plicator; Xaucha is a shadowweaver; Hieghedon is an arcanist; they last 5 minutes or until destroyed |
| 50 | A 4' long spike of sinawery metal erupts from the box | The box is a club with +4/+1 impact damage or 13/17/21/25 piercing damage |
| 51 | A 100 lb. meteorite comes out of the box and flies in a direction of the puzzler's choosing | Roll AWA vs. dodge to hit; damage rating 35/42/49/56 |
| 52 | A 10' diameter microbe-rich slime flows out of the box | Any non-elemental being who touches the slime rolls STR vs. 15 or is infected with a mild disease |
| 53 | A ripple of air flows out of the box (even where there is no air) in a 50' radius, allowing the puzzler to read the thoughts of everyone it touches | Anyone within range rolls dodge vs. AWA or must roll WIL vs. 15/20/25/30 to resist having their conscious thoughts read |
| 54 | A liquid metal skin flows out of the box, covering the puzzler, reflecting all esoteric energies directed at them | Puzzler has armor of +12/+12 liquid sinawery with esoteric reflectiveness power 20 |
| 55 | A chilling mist flows from the box in a 100' diameter | Anyone within range rolls ATH vs. escalating difficulty depending on proximity to the puzzler; within 5' is 25, -1 for every 4' further out; any non-elemental being suffers 13/17/21/25 cold damage and suffers -3 to visual perception-requiring skills, powers, abilities, or stats; puzzler gains +3 STH and can teleport instantly anywhere within the mist zone, which remains centered on their original position |
| 56 | A crescent blade, a gibbous helm, a halfmoon bowl, and a fullmoon shield drop from the box | Crescent blade is +6/+6; gibbous helm is +4/+4; bowl can store lunar magic power 16, 5 doses anumun, or 12 fl. oz. water; shield is +3/+3 |
| 57 | A wave of anumun flows out in a 20' diameter, allowing the puzzler to know the True Name of everyone it touches | Everyone within range rolls dodge vs. AWA or must roll their highest stat vs. power 25 or reveal their character sheet to the puzzler |
| 58 | A cloud of nebula dust 500' in diameter forms around the puzzler | Anyone within range rolls dodge vs. escalating difficulty depending on proximity to puzzler, 25 at center, -1 per 20' further away; failure means 15/21/27/33 radiation poisoning and -9 to any visual perception-requiring skill, stat, power, or ability; for every round someone is in the nebula, they must roll against the radiation poisoning again; anyone who suffers triple critical becomes part of the cosmic dust; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
| 59 | A delicious meal comes out of the box | Meal will be edible by the puzzler |
| 60 | A minuscule copy of the entire universe comes out of the box | Puzzler knows their exact cosmic position and rolls AWA+6 vs. STH of any person, place, or thing of anything within the universe that they know about to know their exact location in relation to the position of the puzzler (i.e., 1000' north of them, 5 lightyears that way, etc.) |
| 61 | A wave of heatless flame roils out from the box in a 30' range, allowing the puzzler to know what passions those touched have | Everyone in range rolls dodge vs. AWA or must roll PRS vs. 15/18/21/24 to resist the puzzler knowing their listed passion motivations |
| 62 | A set of 16 orbs resembling the planets of the solar system come out of the box and orbit the puzzler | Each planet acts independently on the puzzler's turn; they have the following abilities: Colos - wayfinder; Behial - weaponmaster (sword); Jahur - visardeur; Shem - mahra; Salit - mahra; Kruurach - petrologer; Avagen - gyroxene; Inoxuil - engourdissant; Gallyneg - magonian; Weptaram - law-hammer; Thurudrill - tempestarii; Mytoth - red mage; Daialoth - frostheart; Parsadus - metallowright; Unim - arcanist; Ane - recursor; they last for 5 minutes or until destroyed |
| 63 | A pebble falls from the box, creating a plateau 500' in diameter, 200' tall | Anyone along the edge of the plateau rolls dodge vs. 14 or suffers 15/21/26/31 damage |
| 64 | A zone of polar ice forms around the puzzler in a 500' diameter | Anyone within range rolls ATH if they move on the polar ice vs. 15 or falls prone; anyone within range rolls dodge vs. escalating diff depending on proximity to puzzler, 25 within 5', -1 for every 20' further out; suffering cold damage 11/16/21/26; re-roll every round they are in the zone if they have no cold protection; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range; puzzler remains safe in place if they have cold protection; puzzler is instantly teleported out of range unless they critically fail an AWA roll vs. 13 if they do not have cold protection |
| 65 | A pebble falls from the box and a mountain forms from it, erupting from the ground, 2000' tall, 1000' in diameter | Anyone within range rolls ATH vs. escalating difficulty depending on proximity to the puzzler; within 5' is 25, -1 for every 40' further out; failure means 20/28/36/44 fall damage if at center, -1 for every 100' feet further out; if they choose not to dodge, they may roll ATH vs. 16 to remain standing or suffer similar fall damage based on proximity to center; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range; puzzler remains stable at the peak of the mountain |
| 66 | A pebble falls from the box, forming a lunar rille 500' long, 30' high, and 50' wide | Anyone along the edge of the rille rolls ATH vs. 13 or suffers 10/13/16/19 fall damage |
| 67 | A powerful current of water flows out of the box in a 500' winding line | Puzzler may draw the line; length does not include windings; may only wind within 20' in width and must return to center every 50'; roll AWA vs. dodge to hit; 14/19/24/29 concussive damage and roll vs. stun to not be knocked prone; anyone knocked prone, stunned, or unconscious within it must roll vs. stun again to not be drowned (EF or CF on drowning rolls) |
| 68 | A cone 50' long and 30' wide of elemental salt erupts from the box | Roll AWA vs. dodge to hit; 7/11/15/19 rasping damage; anyone with an existing wound suffers 11/17/23/29 stun |
| 69 | A cloud of moon dust 50' in diameter comes out of the box | Anyone within range suffers -3 to any roll requiring visual perception; anyone within range rolls any used or passive magical power vs. power of 13 or has it reflected back at them |
| 70 | A cloud of smoke 50' in diameter comes out of the box | Anyone within range suffers -3 to any roll requiring visual perception; anyone within range rolls dodge vs. 11 or suffers 11/16/21/26 choking damage |
| 71 | A lb. of lunar soil drops from the box | You have a pound of loose lunar soil to do with as you will |
| 72 | A white mist flows from the box in a 50' diameter, allowing the puzzler to see the souls of all who it touches | Anyone within range rolls dodge vs. 13 or must roll highest stat vs. power of 16/21/26/31 or have their soul seen by the puzzler, which will reveal all their magical powers and motivations |
| 73 | A super loud sound emanates from the box, anyone within 100' rolls against it to not be deafened or stunned | Anyone within range rolls against escalating difficulty based on proximity to the box; 25 within 5', -1 for every 4' further out; sonic damage 13/18/23/28; deafness lasts 1 round for tie, 10 rounds for NF, 5 minutes for SF, 1 day for EF, permanent for CF; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
| 74 | A blast of starfire erupts from the box 50' in a direct line | Roll AWA vs. dodge to hit; radiation poisoning 13/17/22/28 |
| 75 | A blast of cold air comes from the box, freezing any it hits into stasis, in a 50' diameter | Roll AWA vs. dodge to hit; cold damage 14/19/24/29, EF or CF stun means target is locked in stasis |
| 76 | A blast of hot steam erupts from the box in a 50' direct line | Roll AWA vs. dodge to hit; heat damage 16/20/25/31 |
| 77 | A pebble falls from the box and opens a chasm 50' in diameter deep into the sublunar realm | Depth varies by height; it will open to nearest cave directly below the puzzler; roll a d100 to determine depth if not already established or unless GM decides to dictate; 1-20 is measured in feet x 100; 21-40 is measured in yards x 100; 41-60 is measured in miles; 61-80 is measured in miles x 10; 81-100 is measured in miles x 100; anyone in range rolls ATH vs. 15 or suffers fall damage 14/19/24/29, +6 for every level of depth up from 1-20 on the d100; puzzler is instantly teleported out of range unless they critically fail an AWA roll vs. 13; |
| 78 | A wave of sunfire in a 100' diameter flows from the box | Roll AWA vs. dodge to hit; heat damage 20/26/32/38; radiation poisoning 15/20/25/30; target rolls AWA vs. 15 or is blinded for 1 round (tie), 10 rounds (NF), 10 minutes (SF), 10 hours (EF), permanently (CF) |
| 79 | A pebble falls from the box and causes a 500' diameter earthquake around the puzzler | Everyone within range rolls ATH vs. power of 19 or falls prone; all objects over 5' tall roll similarly or fall over; anyone within range of a falling object roll ATH vs. 13 or suffer varying damage depending on object; anyone prone rolls ATH -6 to dodge; prone-ness is determined first |
| 80 | A 300' diameter thunderstorm flows out of the box | Everyone within range rolls dodge vs. AWA or is hit by lightning on the second round of the storm's existence (puzzler immune); lightning damage 17/24/31/38 |
| 81 | A stream of ecru water flows out of the box in a winding 500' line, instantly aging anyone it touches | Puzzler may draw the line; length does not include windings; may only wind within 20' in width and must return to center every 50'; roll AWA vs. dodge to hit; target rolls STR vs. power of 10/14/20/27 or age 5d20 +0 for tie, +3 for NF, +9 for SF, +15 for EF, +21 for CF years instantaneously |
| 82 | A zone of tropical humidity and heat forms out of the box in a 500' diameter | Anyone in range rolls dodge vs. escalating difficulty if they do not have heat protection; 25 for within 5', -1 for every 20' further away; rolling STR vs. 9/14/19/24 or suffer exhaustion and dehydration (-1 tie, -3 NF, -6 SF, -9 EF, -12 CF); any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
| 83 | A 100' diameter zone of snow forms around the puzzler | Anyone in range rolls dodge vs. escalating difficulty if they do not have cold protection; 25 for within 5', -1 for every 4' further away; cold damage 8/13/18/23; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
| 84 | A pyroclastic bomb erupts from the box and is hurled 500' in any direction the puzzler chooses | Anyone within 200' diameter of the target location rolls dodge vs. escalating difficulty basd on proximity; 25 for within 5', -1 for every 20' further away; concussive, fire, and poison damage 18/24/30/36 |
| 85 | Arrows of flame fly out of the top of the box, falling around the puzzler in a 500' radius | Anyone within range rolls dodge vs. AWA or suffers 15/21/27/33 fire damage |
| 86 | A zone of water 100' diameter and 10' deep forms around the puzzler | Anyone within range rolls ATH or swimming vs. 9 or must roll not to drown - 10/15/20/25 |
| 87 | A rainstorm 300' in diameter comes out of the box | Anyone within range will roll ATH vs. +3 for every round for every movement after the first round or slip and fall |
| 88 | A dustdevil comes out of the box | Roll AWA vs. dodge to hit; wind, concussive, and rasping damage of 20/27/34/41 |
| 89 | A wind (even if there is no air) comes out of the box and hits like a gale in a 300' line | Roll AWA vs. dodge to hit; wind and concussive damage of 17/22/27/32 |
| 90 | A zone 500' in diameter drops to the coldest lunar winter temperatures | Anyone in range rolls dodge vs. escalating difficulty if they do not have cold protection; 25 for within 5', -1 for every 20' further away; cold damage 19/24/29/34; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
| 91-100 | A burst of moonlight comes from the box in a 500' diameter | Anyone in range rolls dodge vs. escalating difficulty if they do not have cold protection; 25 for within 5', -1 for every 20' further away; any failure means rolling any active or passive magical power or ability vs. 13/19/25/31 or have it reflected back on them; anyone who fails is blinded (1 round tie; 1 minute NF; 1 hour SF; 1 day EF; permanent CF; and roll WIL vs. 13/19/25/31 or suffer intense delusions; any successful dodge from outside normal movement range of dodger takes -3 for exhaustion to all rolls for rounds equal to the movement used over their normal movement range |
Blue mages wield elemental water magic.
Blue mages gain the power to control elemental water by communing with it. They submerge themselves in the largest nearby bodies of water, tying an iron jug to their bodies to weigh them down, letting the waters fill their lungs, and release themselves to it. Their mentors or other supporters are there to help them if they fail, but if they succeed, engaging in a deep trance while drowning, they become one with the waters. When they are brought back up, if they can drink the water collected in the iron jug, they may gain even more magic. They are trained for years to learn how to do this, and many are severely injured in the process.
To be worthy of being a blue mage, one must understand the lore and be at one with the flow of the water. One must be an ally to the waters of the world, one who will not despoil them, one who is not an enemy to Mother Shem. And one who is attuned to the tides.
During the drowning rites of a blue mage, they wear special rags made of simple fabric (never anything magical). When they emerge from the waters, these rags are collected by the others present and the student is toweled off (unless it's an underwater culture, then they are rubbed down with mud). After the student is dry, they are questioned about their experience. If they are found to have passed the test, the rags are sent to their room, home, etc. If they are found to have failed, the rags are saved for them for their next try. The towels are buried in the mud until the next time the moon is full (whichever full moon they are under). The rags are kept as the blue mage's armor, giving them instant access to the elemental magic permanently encased in them and protection from fire.
If the blue mage has hair, their hair will also be permanently imbued with elemental water. If they submerge it in water, they will be able to better control the flow if the water flows through their hair.
Though they use an iron jug during their initiation, they transfer new water to use into shell-encrusted jugs, jars, or other vessels. They also use aquatic shells, pearls, fishscales, and frogskins in their magic.
Some common abilities include the following:
Water control: any water can be controlled by a blue mage, but moving water is easiest. They can urge it onward, change its direction, or fling it about, even turning it into other forms (ice, for instance).
Purify water: if they breathe into the water, they can purify it of pollutants in a 30’ diameter circle.
Waterbreathing: a blue mage need only suck on their own hair or on a piece of their rags to be able to breathe underwater. This will also make them adjust to the pressure and cold easily.
Fluid body: a blue mage in their rags can stretch their bodies a little beyond normal and increase their own athleticism greatly.
Aquaspeech: any underwater beings can be communicated with by blue mages if they spend even a short amount of time with them.
Improved swimming: blue mages in their rags become much better swimmers very quickly.
Water form: powerful blue mages can merge with currents for brief periods, though they risk losing themselves to it.
Sense currents: the blue mage can place any part of their body in flowing water and know things about it.
Shift current: their touch makes the currents turn, slow down, speed up, or reverse.
Rippling splash: a quick slap to the water, will cause both the water and the sound to ripple outward, making the sound seem like it is coming from far away and causing minor disruption to the waters nearby.
Murky waters: by shaking up the water in a bottle or other object, they can turn it dark, then wash it over an object to make it less noticeable.
Turbulent wake: churning the waters in the wake of a vessel with their hands creates a disruptive, dangerous wake that others must take precaution to sail through.
Rising swell: striking the water with a fist will create a large wave that heads off in the direction of the strike.
Quiet tide: sprinkling water from their water-carrier into the waters ahead of a vessel while approaching the shore will mask the sound of their approach.
Diluvian wall: pouring a gallon of water out around them creates a flood going in all directions, waters rising 6" per round, leaving only a circle of 10' of dry ground around the blue mage.
Steam blast: holding a mouthful of water and spewing it out creates a 30’ cone of hot steam.
Summon wave: if near a body of water, they can gesture and move with it to build up waves of different sizes.
Tidal attunement: if they live near the ocean, they can attune to the tides via meditation, gaining different senses depending on the level of the tide.
Alter salinity: if they whirl the water around a little, they can change it from fresh to brackish to saltwater or vice versa.
Rain dance: they can perform a little dance to bring a little rain, but not a thunderstorm.
Waterheart: blue mages can submerge in water and have empathic senses.
While they can affect ice and snow, it is much harder than liquid water. Vapor is harder as well, save for their steam blast ability.
If a blue mage visits specific kinds of natural bodies of water, they may gain other abilities:
Ocean or sea: tsunami.
River, stream, creek: sensing magical currents.
Lake, pond, pool: aquafauna sense.
Wetland: plant speech.
Lagoon, bay, gulf: fish form.
Strait or channel: water armor.
Rain puddle: teleporting between puddles.
Blue mages are sometimes used on ships. Captains and crews look the other way, ignoring the illegal magic use.
PRO / ATH +3 STR -1 AWA +3 WIL +2 PRS / STH /
| Star | Description | Abilities |
|---|---|---|
| Kyel Ennasrion | The chief star of the Kyel cluster; bright and powerful; wise and heroic | Protective abilities, such as forcefields, star-metal shields and armor, and auras |
| Sol Aestate | Nearby star that shines brighter in the summer months | Warmth and heat abilities; more powerful in summer; some healing abilities |
| Sol Felicitos | Nearby blue and violet star that is said to be lucky | Abilities to alter fortune and luck |
| Miquelon | The "breathing star" (it pulses, fades, and brightens) | Cosmic and astral magical abilities |
| Kyel Sothasil | Twinned with Palyrus, smaller star in the Kyel cluster, considered a scholar | Astrological abilities and magic, scholarly and intelligent |
| Kyel Palyrus | Twinned with Sothasil, smaller star in the Kyel cluster, considered a warrior | Astrological abilities and magic, combative and navigational |
| Kyel Tithiana | Ancient star in the Kyel cluster; used for tracking cosmic time | Astrological abilities and magic and some temporal magic |
| Kyel Shezeralaq | Medium star in the Kyel cluster; patron of artisans | Astrological abilities and magic, crafting and creative |
| Kyel Harchem | Medium star in the Kyel cluster, patron of shipwrights | Astrological abiliteis and magic, shipmaking and navigational |
| Kyel Tellurian | Medium star in the Kyel cluster, important in astrology | Greater astrological abilities and magic, more of a researcher than mage |
| Kyel Hyparia | Large star in the Kyel cluster, considered a leader | Astrological abilities and magic, respectful and insightful |
| Kyel Yviqarim | Medium star in the Kyel cluster, important in astrology | Greater astrological abilities and magic, more of a mage than a researcher |
| Kyel Viviane | Medium star in the Kyel cluster, considered a warrior | Astrological abilities and magic, combative and skilled |
| Kyel Yshael and Kyel Kyemechos | Twinned medium stars in the Kyel cluster, considered traitors | Radiation abilities |
| Sol Invictus | The invincible sun, nearest star, a powerful warrior | Solar magic and combat abilities, temporary invincibility |
| Orbital body | Title | Type | Acendancy | Mask feature | Power | Description |
|---|---|---|---|---|---|---|
| Colos | The Messenger | Lava/iron planet | Fides 17 - Concordia 5 | Wings along the edges | Super speed | +6 speed |
| Behial | The Warrior | Lava/lead planet | Concordia 6 - Concordia 29 | A bloodstain | Increased prowess | +3 PRO |
| Jahur | The Temptress | Stormy green planet | Concorida 30 - Sobrietas 23 | A green leaf | Seductive aura | +3 seduction/PRS |
| Salit | The Blue Jewel | Ocean planet, twin to Shem | Sobrietas 24 - Patienta 20 | A blue jewel | Primordial generation | Create one natural object |
| Kruurach | The Stone Giant | Stone megaplanet | Patienta 21 - Temperantia 14 | A brown stone | Raw strength | +6 STR |
| Avagen | The Eye | Red desert planet | Temperantia 15 - Pudicitia 9 | An eye | Visions of chaos | GM-dictated vision |
| Inoxuil | The Mindflayer | Jungle toroidal planet | Pudicitia 10 - Mens Humilis 4 | Tentacles | Mindflaying | Steal thoughts or AWA from a target psionically, roll WIL |
| Gallyneg | The Happy Marble | Super puff | Mens Humilis 5 - Mens Humilis 27 | Marbles | Happy clouds | Clouds that cause euphoria, power 16 |
| Weptaram | The Marshal | Gas giant | Mens Humilis 28 - Diligentia 22 | A sceptre | Commanding presence | +3 command/PRS |
| Thurudrill | The Duke | Gas giant | Diligentia 23 - Operatio 16 | A net | Summon storms | Summon a thunderstorm 500' wide |
| Mytoth | The Duchess | Gas giant | Operatio 17 - Humanitas 10 | A crown | Repelling shield | A magical forcefield that has power 16 against any esoteric energy |
| Daialoth | The Ice Giant | Ice giant | Humanitas 11 - Prudentia 4 | Ice or an approximation | Freezing blast | A 50' blast of frost, damage rating 15/21/27/33 |
| Parsadus | The Knight | Iron megaplanet | Prudentia 5 - Prudentia 28 | A sword | Increased toughness | +3 toughness |
| Unim | The Wanderer | Irregular mystery planet | Prudentia 29 - Caritas 22 | Pink crystal | Super stealth | +6 STH |
| Ane | The Daughter | Tiny icy marble | Caritas 23 - Fides 16 | A small dot | Repeating moment | Return to the start of a round or go back in time one minute |
Dust-covered mages who wield the elemental power of moon dust. They wield it through moonstones.
All dust mages must learn dust magic from another who knows it or from some elemental being. Part of their training is to learn about dust and stone, geology and lunar science, and the geological history of the moon they are on.
Dust mages start their magical education by being buried alive while fully awake and naked (being given a narrow tube to breathe through) while their mentor performs a ceremony. The dust that covers them after this must not be washed off. They remain buried until their mentor releases them (usually 12 hours). While naked and caked in dust, they must also seek out their own moonstone. A good mentor will have hidden one nearby or performed the ceremony where one may be found; a cruel one will not. Once the dust mage finds the moonstone, the dust covering them is absorbed into their bodies, and they begin training on how to wield the elemental magic of moon dust. After years of training, they are usually able to adequately control moon dust and stone with their magic. Common abilities include the following:
Shaping : shaping lunar stone requires throwing dust on it, then willing it to change. Difficulties vary by the amount of shaping done and the timeframe.
Purifying the moons: removing pollutants from a patch of ground is done by lying atop it and breathing into the dirt. A patch of ground 30’ in diameter is an 8 difficulty.
Stonespeech: speaking to the moons itself is a profound power of earth mages that requires long hours of meditation in mudflows, deep caves, or buried to the neck in dirt.
Lunaompass: a dust mage can sense a specific target of dust or stone by holding their moonstone up and focusing on it. Examples include sensing gemstones, a specific geographical feature, or a specific kind of stone.
Stone wall: a dust mage can create a stone wall around them 25’ long (usually in an arc), 8’ tall, and 18” thick by slamming their moonstone into the ground.
Rille leaping : a dust mage can leap from rille-top to rille-top by stamping their feet while holding their moonstone aloft.
Reinforcing stone: making stone stronger, more compacted, more resistant to magic or impacts is done by moving dust onto it and then willing it to absorb and strengthen.
Cave sense: sensing where caves are and how far they go can be done just by touching the nearest stone, closing one’s eyes, and focusing.
Canyon sounding: knowing the size of a canyon by shouting into it and listening to the echoes.
Calm the grounds: if the moon shakes, a dust mage of considerable power can calm it by tamping their feet upon the ground.
Fissuring: a dust mage can create a fissure in ground up to 100’ long by sacrificing a moonstone.
Petrify/crystallize: to cause something to petrify or crystalize, the dust mage must cast dust upon the target while the moon they are on is full.
Crumble: a dust mage can make stone crumble or decay if they have enough power and some stones to crash together.
Cliff step: a dust mage can step to the top or bottom of a cliff instantaneously and without falling or climbing if they are barefoot and holding their moonstone, and if the cliff is less than 1,000’ tall.
Rockfish: "rockfish" is the state of being able to treat solid rock as if it were water. This elite skill is only possible if the dust mage is covered in gem dust.
Stoneskin/bones: turning one's own skin or bones to moveable, living stone in order to make oneself better able to resist attacks is done by using dust to cover oneself and then channeling power from the moonstone for a minute or more.
Lunar strength: the dust mage may bury themself under the ground for 12 hours and come out with +3 STR for four days.
Mountain walk: dust mages can rub dust on their feet or the feet of a target and make it easier to traverse mountains, including walking up steep slopes, resisting cold and air pressure changes, and alleviating fear of heights. This must be re-applied each hour.
Avalanche: dust mages may call down an avalanche while in the mountains by bracing themself on a slope and holding their moonstone out, focusing, and pulling. This may break their legs if they are not careful, and if they really fuck up, the avalanche might hit them.
Tectonic shift: one of the most potent weapons of an earth mage, they can create small tremors or massive earthquakes by commanding the tectonic plates themselves, usually by slamming their hand as hard as they can into the ground and channeling not just the dust magic in their moosntone, but as much as they can from around them and from themselves, which may kill them if they are not careful.
Dust form: to take the form of living dust or stone completely risks not being able to return (and thus becoming unliving dust or stone), but it allows the dust mage to channel more dust magic than otherwise, and is thus used in extreme circumstances. It requires the dust mage break their moonstone, thus losing it.
Lava (molten stone) and ice (which is technically a rock) can be affected by dust mages, but they are much more difficult to wield.
Dust mages do not wash the dust from their bodies. They let it magically absorb to give them powers. If they lose their moonstone, they lose their abilities. As they use their magic, they must regenerate it by returning to the dust and ground periodically.
PRO -2 ATH -2 STR +2 AWA +1 WIL +3 PRS -2 STH +1
To do this, they must first commune with fungi. This requires burying themselves beneath a bed of fungi and sleeping there for six days with no food or water save what nature provides. They then must rise up without washing off any of the fungi, which will be growing into them, and going under a new or full moon to bleed into another bed of fungi of a different species. They repeat this process every month for thirteen months. If they survive, they will begin to understand fungi deeply and sense their magical properties. They will also permanently have mushrooms growing out of parts of their bodies, whom they speak to and hear answers from that never make sense and are only audible to themselves. This is never distressing to them.
In this state, they can speak to and understand other fungi as well, and with those abilities, they can coax fungi to create many strange effects:
Mycelium communication: the mycologer can mark any six people as part of their mycelium network and silently communicate with them.
Strange visions: the mycologer can hallucinate and see unexpected things.
Molding spread: the mycologer spreads mold with their touch.
Spore cloud: a cloud of spores 20’ in diameter floats away from the mycologer.
Poisonous wind: mycologers can unleash a cloud of poison that flows like the wind, 5’ diameter cylindrical blast 100’ long.
Liquifying acid: mycologers can spew a stream of acid from fungi in a flat 20’ cone, damage level 10/14/18/22.
Mycologers are not at all understood or even known about well enough to be persecuted.
PRO / ATH -1 STR +1 AWA +3 WIL +2 PRS -2 STH +1
Tempestarii are weather mages who use folk traditions for their magic. They are distrusted around the world, but they are also often found in villages where they are paid to keep bad weather away.
The most basic thing a tempestarii can do is direct the weather. Targeting weather at an area requires merely nudging storm clouds or winds, usually, which requires using a vane, a special staff tipped with a weather vane (usually but not always made of bronze). The vane must be attuned every day to the local weather by letting it "soak" in the weather for the first hour after dawn (or the first hour after midnight if in a place where the sun does not rise or does not set within a 24 hour timeframe). After soaking the vane, in order to direct the weather, the tempestarii must take the vane to the highest place they can find (the closer to the clouds, the better), and then sacrifice something--animal, vegetable, or something of personal value--with either a bronze knife or hammer. In order to direct the weather from that position, they must then take nine coins and place them on the ground in a circle around themselves, then tap the bottom of the vane to the coins in the direction they wish to direct the weather. If their will is powerful enough, it will work.
They have up to six of the following to start:
Other spells may be possible. Consult the GM.
Large, loud bells, especially church bells, will dissipate a tempestarii's storms if run twelve times in the midst of the storm. Flowers blessed by any legitimate faithful and tied to a post in an area targeted by a tempestarii will protect crops from their magic.
PRO / ATH +1 STR -1 AWA +2 WIL +4 PRS -1 STH -2
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