"May the moon bless your dreams and the stars sooth your slumber" - Common Astral Farewell --- # Introduction The Astrals trace their [[Astral History|history]] to somewhere among the stars. As such, they are endlessly fascinated by their movements. They generally trend towards a higher level of psychic awareness and are known for their intuitive ability to read others, especially each other. They pride themselves in structure, rules, and law, emphasizing the order in all things. ## Physiology Astrals are humanoid, with skin tones ranging from the darkest of blue to the lightest of azure. Their hair is monochrome, ranging from black to white, usually some form of grey or silver. They are horned, ranging from short stubs, to wide curls, to tall spires, almost all of them perfectly symmetrical and well formed. Astral lifespans tend to range from 150 years - 200 years. Astrals find it very difficult to produce offspring. Genetically, most Astrals are hermaphrodites and the difficulty of producing offspring means that traditionally, their society pressures the average Astral to bear children. Most Astrals manage to have a single child in their life time, but there are a few that have two. More than two children are extremely rare. However, because the society often pressures all Astrals to attempt to bear children, their society has learned to accept that plenty of Astrals are not interested in raising a family. Thus, while there are still plenty of nuclear families, it is not uncommon to grow up in a community home. In Astral communities, there is a large support for raising children communally, and plenty of Astrals neither know their parents, nor have a troubled concern over their parentage. Lineage is de-emphasized, and family is stressed as the lasting bonds made as one matures. ## General Culture While they are compassionate, Astrals try to compartmentalize society and duties. Exceptions are always allowed, but it usually results in significant redtape aftermath. Bureaucracy hangs heavy in heavily Astral populated cities, as scholars and lawyers bicker and debate over the legalese of ridiculously unnecessary edge case rulings, which are always fruitless, as judges and juries often ignore the markings of quill and ink to reach morally proper solutions. The system is highly inefficient, but the facade remains. Astrals are sticklers to tradition and enjoy their ceremonious pomp, without actually limiting their empathy to the past. Despite the theatrics of law, Astrals tend to be rather spiritual. Meditation and prayer are usually important activities in their day to day life, and they often wear golden circlets and bracelets, which signify the paths traveled by the stars and comets. # Statline [[Entities|Entity Type]]: Folk, Celestial [[Size and Weight]]: Medium, Middleweight [[Move|Speed]] +0m [[Vulnerabilities and Resistances|Resistance]]: [[Elysia]], [[Miasma]], [[Cathexis]] [[Vulnerabilities and Resistances|Vulnerabilities]]: [[Fire]], [[Entities|Draconic]], [[Earth]] +1 [[Constitution|Stamina]], +1 [[Dexterity|Sensitivity]], +2 [[Wisdom|Fortitude]] [[Dusksight]] - 12 meters [[Bloodbound]] # Auxiliary Facets Both Astral Auxiliary Facets are exclusive ## Messenger Astrals are highly intuitive, and understand their allies easily. When you acquire the Messenger [[Facets|facet]], you read your allies well enough to know precisely what they are thinking. When you see a willing creature, you may read their thoughts. Your stare conveys your own thoughts to allies that know you well. You also have advantage on checks to attempt to calm emotions, whether through persuasion or through medicine. ## Night Wanderer [[Astrals]] feel attuned to the night sky. They typically wake at noon, and go to bed when the sun rises. When you acquire Night Wanderer, you are completely at ease during the night. Your natural [[Dusksight]] increases to 18 meters and you gain [[Advantage|advantage]] for stealth attempts made in the cover of night. You also gain advantage when making checks related to navigation by the stars. # Heavenly Affinities Shortly after Astrals are born, they find themselves attuned to one of the eight heavenly bodies. This can affect their eye color, or show up as a blemish on their skin, or in rare cases, can affect their hair color. The eight heavenly bodies and their associated elements are: ## Affinity: Helis Astrals attuned to the sun, [[Leoht]], are immune to [[Lumen]]. They take the following facet: ### Glimmer Once per day, for a single hour, entity may create either a sphere of light around them or a beam that projects in front of them filled with [[Lexos]] [[Lumen]]. This light is the equivalent of sunlight. The sphere may have a diameter up to 4 meters, and the beam may have a distance up to 8 meters. ## Affinity: Mensis Astrals attuned to the moon, [[Mensis]], are immune to [[Flux]]. They take the following facet: ### Reflection Once per day, as a free reaction, you may reflect one projectile or [[Damage|Beam]] that would strike you, just as the moon reflects the light of the sun. Additionally, you find yourself calmed by the moonlight. When lit by the moon, you always remain calm and are immune to mental afflictions such as [[Fear]]. ## Affinity: Quavis Astrals attuned to the heavenly body [[Quavis]] are [[Vulnerabilities and Resistances|resistant]] to [[Water]]. They take the following facet: ### Redox [[Main Glossary|1.d]], you may touch an [[iron]] object you can hold in your hand and rust it away through oxidation. Additionally, [[Main Glossary|1.d]], you may touch a creature suffering from an [[Afflictions|affliction]] and remove it. ## Affinity: Nefel Astrals attuned to the heavenly body [[Nefel]] are [[Vulnerabilities and Resistances|resistant]] to [[Air]]. They take the following facet: ### Turbulence [[Main Glossary|1.d]], as a [[Actions|Full Action]], you can affect the air above you to become tumultuous and unpredictable for one minute. Flying [[Entities|entities]] within 16 meters distance, and 16 meters above, must make an [[Agility]] [[Save]] DC16 or else be forced to land. Furthermore, [[Main Glossary|1.d]], as a free action, you may double your speed until the end of your next turn. ## Affinity: Cinis Astrals attuned to the heavenly body [[Cinis]] are [[Vulnerabilities and Resistances|resistant]] to [[Fire]]. They take the following facet: ### Ember Once per day, for a single hour, you can detect heat within a twenty meter radius. You can detect heat through walls and floors; however, areas of high heat will be difficult to read. In addition, once per day, as a free reaction, you may ignore one source of fire damage until the end of your next turn. ## Affinity: Fulmus Astrals attuned to the heavenly body [[Fulmus]] are [[Vulnerabilities and Resistances|resistant]] to [[Volt]]. They take the following facet: ### Pulsar Once per day, as a free reaction, you may send a quick pulse of electricity through a material you touch. If the material is conductive, all beings must attempt a DC16 [[Strength|Stalwart]] [[Save]] or else recoil from the material, but do not take any damage. Furthermore, pulsar can be used to stabilize a dying [[Entities|entity]], recovering them to [[Hitpoints and Willpower|enervation]]. ## Affinity: Paglas Astrals attuned to the heavenly body [[Paglas]] are [[Vulnerabilities and Resistances|resistant]] to [[Ice]]. They take the following facet: ### Retrograde Once per day, you halt the progression of energy ([[Substance]], [[Mana]], or [[Cathexis]]), that you can detect with your immediate senses, using a [[Invention|Ingenuity]] check, interacting with it on a Cathectic measure. The intensity of the energy is placed upon you rather than its standard object of progression, and stays this way until you fail a [[Constitution|Stamina]] check. You must make a check every 5 minutes, with the DC increasing at the Narrator’s discretion. ## Affinity: Gebis Astrals attuned to the heavenly body [[Paglas]] are [[Vulnerabilities and Resistances|resistant]] to [[Earth]]. They take the following facet: ### Orbitar Once per day, for a minute, you may invoke small pieces of rock and debris nearby to encircle you into an orbit. Your [[Defense Rates and Armor|BR]] increases by 2 and projectile attacks against you are made at disadvantage. Furthermore, any creature that attempts a close-range melee attack upon you takes 1 [[Damage|Blunt]] damage from the debris.