Death Singer Overview

The chosen souls who defy the unknown, outside the safety of settlements. Their destiny is death, and they measure their life in songs. All death singers are blessed by a master – an entity of light or dark, or something in between, who has chosen them as their champion. Each master grants their champions powers and blessings, and, most notably, saves them from dying. This is something many masters use as a bargaining tool to keep their puppet loyal and faithful. If a death singer’s spirit becomes too corrupted, however, their master can’t – or won’t – save them anymore, leaving them to face True Death just like all other souls. Being a death singer puts you in the spotlight of all powers in Fracture. souls fear you, fallen angels envy you, and even the primordial powers of Eternals and Worm Gods are curious about the peculiar irregularity in their cosmic force you represent.


QUALITIES - There are six qualities, each influencing different skills and stats. Quality values are used in checks when there are no specific skills for the action.
SKILLS - There are nine skill trees, each with a governing quality.
STATS - Three main stats - life [HP], sanity [SAN], and aura [AUR] that determine your resistance to the perils of this world.
EXPERT TRUTHS - A permanent truth added to each quality and skill every 20 steps (20, 40, 60…)
FEATURES -


Qualities

PHYSIQUESPEEDCOGNITIONDRIVECHARISMASPIRIT


PHYSIQUE [PHY]

BRUTE STRENGTH - ENDURANCE - BUILD

Physique is used to determine your maximum [HP] and your starting values in warfare skills. Physique checks are used when you use pure strength to lift or break things. If you have high Physique, you’re likely to be bulky and strong.

SPEED [SPD]

REFLEXES - AGILITY - DEXTERITY

Speed is used to determine your starting values in movement and shadowry skills. Speed checks are used when you try to do something fast or precise. If you have high Speed, you’re likely to be dexterous and agile.

COGNITION [COG]

KNOWLEDGE - MENTAL REACTION - PROBLEM SOLVING

Cognition is used to determine your starting values in crafts and literacy skills. Cognition checks are used when you put your logical thinking or mental abilities into practice. If you have high Cognition, you’re likely to be smart and have a great memory.

DRIVE [DRV]

WILLPOWER - FORTITUDE - DETERMINATION

Drive is used to determine your maximum [SAN] and your starting values in Infernal Survival skills. Drive checks are used when you try to endure something. If you have high Drive, you’re likely to be determined, feisty, and stubborn.

CHARISMA [CHA]

LIKABILITY - PRESENCE - SOCIAL SKILLS

Charisma is used to determine your starting values in affinity and perception skills. Charisma checks are used when you affect other souls with your presence. If you have high Charisma, you’re likely to be charming and attentive to your surroundings.

SPIRIT [SPR]

MYSTICISM - ATTUNEMENT - INNER LIGHT

Spirit is used to determine your maximum [AUR] and your starting values in arcane arts skills. Spirit checks are used when you die and when you interact with aether or unlight. If you have high Spirit, you’re likely to be inherently connected to the mystical forces.


Skills

skills are the characters’ main way to perform actions. Here you will find the description of how each skill is used in Astro Inferno. Beneath each skill’s description are examples to inspire the creation of expert truths, as well as tips on how [+] can be used for aspects, extra actions, and requirements.

There are nine skill trees, which are categories that group together related skills, each with a governing quality. The governing quality only matters during character creation. Whenever something affects a skill tree, it means it affects all skills within it. If you get a bonus of +3 in Affinity, you get to increase all skills within that skill tree with +3.

skill
AFFINITY [CHA]- A soul’s ability to communicate and relate to other souls and sentient entities.
ARCANE ARTS [SPR]- A soul’s knowledge of the occult and arcane powers.
CRAFTS [COG]- A soul’s knowledge of how to deal with materials and items.
INFERNAL SURVIVAL [DRV]- A soul’s ability to stay alive in Fracture.
LITERACY [COG]- A soul’s knowledge of various topics about Fracture.
MOVEMENT [SPD]- A soul’s ability to move around in less conventional ways.
PERCEPTION [CHA]- A soul’s ability to interpret thoughts and feelings.
SHADOWRY [SPD]- A soul’s ability to do things without anyone noticing.
WARFARE [PHY]- A soul’s ability to deal damage and handle their weapons in conflict.

Stats

LIFE [HP]

Life keeps track of health and fatigue, meaning how much damage you can take before dying. [HP] threshold is how much life you can lose in a single instance without suffering a perennial wound.

SANITY [SAN]

Sanity keeps track of mental health and distress, meaning how much stress you can endure before losing control to your inner demon. [SAN] threshold is how much sanity you can lose in a single instance without having to satiate some of your inner demon’s desires.

AURA [AUR]

Aura is your resistance to unlight and its derivatives, meaning how much darkness your body can take before being corrupted. [AUR] threshold is how much aura you can lose in a single session without suffering from unlight sickness and become a monster.


Expert Truths

You gain a new expert truth in each quality and skill every 20 steps (20, 40, 60, etc.). Create the truth yourself under the supervision of the GM. Expert truths work just like other truths and are always associated with your character. They can be a specialization that makes the related quality or skill more useful in certain circumstances or a characteristic you develop from embodying that quality or skill to the point that it emerges in some way, even when it is not specifically being used.

example expert truths Always lands on the feet, can recite the complete bible, has a really long and sensitive nose, always pretty, arm wrestling champion, smells of sulfur, always carries around a bunch of lab equipment, once hit a pigeon in the eye from a mile away, has a sister in Bloody Venice, owns a small curiosity shop in Babylon, has a soiled servant called Ivan, can imitate 12 kinds of birds, great kisser, knows most of the bars in the Citadel…


Features