You gazed upward—and something answered.
Astrologers always seek knowledge, and what greater mystery is there than fate? Your eyes are turned to the heavens, seeking primordial signs older than gods. The stars are not lights in the dark. They are minds—vast and ancient—whose constellations whisper meaning and madness alike. Now, when you speak, the air stills. Wherever you gaze, omens take shape. Your will bends reality.
The truths you carry are not meant for mortal minds. Let others seek glory. You glimpse what lies beyond.
Roll a d6 to determine the sign of which you were marked.
Broken Wheel. Cycles broken, you seek to defy prophecy.
Bleeding Eye. Truths without mercy, you reveal what others wish not to see.
Hollow Crown. Destined for greatness in death, but tragedy in life.
Twin Serpents. Duality and contradiction: you speak truth and falsehood with equal measure.
First Flame. Hoping for simpler times, you chase the first ember to restore purity.
Stranger. A constellation not known in any sky. You were chosen, but not by anything from this world.
Have you learned the fates you desired? If so, were they disappointing?
What secret did the stars reveal that nearly broke you? The hour of your own death? The collapse of a kingdom? A great doom foretold?
Who taught you to gaze upon the skies? A revered sage? A laughing madman? An oracle who vanished at dawn?
While choosing the Astrologer as your vocation during quickstart, you gain the following benefits.
Wisdom or Cunning.
Craft, Divine, Attune, Sense, Charm.
Supplies: Stardust, Deck of Cards
Harvest: Firebloom Rose, Waterskin
Runes: Comet
Chronicles: Lost Sky Chart
Carrying out harsh judgements brings you happiness.
You are prey to something—you are sure of it.
Your truths help make your character unique, making them stand out as heroes worthy of song. During character creation, choose 2 truths from the list below.
An advanced telescope that can be used to watch the cosmos or be folded into a pocket spyglass. Use to see across vast distances.
You employ the stars to navigate the wilderness. Burn to discover some secret of your surroundings.
You've learned to meditate rather than sleep, making you far more aware while others are resting.
Your lungs are infused with the endless winds of the far realm, allowing you to hold your breath indefinitely. Breathing it out manifests as Frost damage at range.
An adorned lantern fueled by cosmic dust. Illuminates the surrounding area in a blue haze, revealing both spirits and illusions.
Your presence feels uncanny to others but awe-inspiring during the night sky. At day or indoors, your checks made to influence others are cursed. At night or under the sky, those checks gain an edge.
A robe adorned with your favored constellations, to shield you from harm. Gain two Resistances from Burn, Freeze, or Shock.
You can project a field of force that shields from harm. Strain to grant yourself or a Near ally resistance to an attack.
Through an esoteric ritual, you have born a mystical creature that aids you in your research and travels. You can enter its mind to utilize its senses.
Arcane sigils bloom across your skin, giving birth to pale crystals. You can pulse this brand to loose shards of crystals, dealing Salt damage at range.
Occasionally, you hear the whispers of spirits: warnings, their last words, and sorrows. Burn to enter the spirit realm for the rest of the encounter.
The gifts of fate are extended to material things. Strain to discover a Close object's past.
This dial points north. Strain to momentarily point towards what you seek.
You see fragments of prophecies in the night sky. Each day at dusk the GM gives you cryptic signs of what is to come within the next 24 hours.
This artifact is used to center your spirit. You gain Resistance to Psychic damage as well as any intrusion on your mind. Strain to stabilize a magical or spiritual disturbance nearby.
Your mind lets you manipulate the placement of items and objects. You can move such Near things with your mind.
You find the power to alter reality in all kinds of places. Consume a Chronicle to create a related Rune.