TEXT:  
  There are many tales to be told, too many for even one bard to recount. 
  Sagas are third-party supplementary products and adventures for the 
  Torchbearer RPG that have been reviewed and approved by Burning Wheel 
  Headquarters.
  On the Powers of the Mind and Those Who Wield Them. 
  by Jared A. Sorensen, illustrated by “Calamity” Jon Morris
  Astral Knights
  Astral Knights
  
  Concept & Design 
  Jared A. Sorensen  
  Additional Development  
  Thor Olavsrud  
  Art  
  “Calamity” Jon Morris  
  Torchbearer Concept  
  Thor Olavsrud  
  Thanks 
  Thor Olavsrud, Luke Crane and Radek Drozdalski 
  Special Thanks 
  George Lucas. He knows why. 
  Torchbearer © 2014 Thor Olavsrud. 
  This game is based on previous work by Luke Crane. 
  Astral Knights © 2016 Jared A Sorensen / Memento Mori Theatricks.  
  Torchbearer is published by the Burning Wheel, New York, NY 11102  
  www.TorchbearerRPG.com | www.burningwheel.com  
  www.memento-mori.com | calamityjonsave.us 
  Version: tb_astral_knights_r7
  Credit Due
  Torchbearer Sagas Commercial Term Sheet 
  This is a plain language license for those who wish to create material for the 
  Torchbearer roleplaying game for commercial digital publication. The license is 
  between the authors, Luke Crane and Thor Olavsrud, and the licensee. 
  1. This license grants the holder the right to create new supplementary material for 
  the Torchbearer roleplaying game. The licensee may use Torchbearer rules and terms 
  except when such use would reprint artwork or large or key sections of text of the 
  rulebook. Character and monster statistics and descriptions are excepted and may be 
  reprinted.  
  1a. Supplementary material eligible for the license includes but is not limited to: 
  adventures, new artwork, monster statistics, town events, camp events, twists, 
  weapons, spells and prayers, skills, traits, towns, traps, magic items and 
  character classes  
  2. To be eligible for the Torchbearer Sagas commercial license, the licensee must use 
  the associated logos and trade dress to designate the publication as part of this license.  
  3. All Torchbearer Sagas products must be submitted to the authors for editorial 
  review prior to publication. The authors reserve the right to decline to grant the 
  license for reasons including
  but not limited to: poor presentation, offensive content or poor fit for the Torchbearer 
  rules.  
  4. The license we are granting is to sell supplementary publications in a digital format 
  at a price determined by the license holder. No fee or royalty will be paid by the 
  licensee to the authors. 
  5. The authors make no claim to the copyright of the licensed work except in areas 
  limited by this license. All rights to trademarked terms are retained by the authors.  
  6. We reserve the right to revoke this license at our discretion. If the license is 
  revoked, the material must remove all reference to Torchbearer and the authors, 
  including logos, rules and trade dress.
  
  The Astral Knight 
  Astral Knights are humans with psionic abilities; wandering warrior-monks able to tap into the energy of the higher planes. 
  The Path of Light 
  Knights who walk the Path of Light are selfless and compassionate. They believe in mercy, justice, the sanctity of life and 
  that all living beings possess inherent goodness. Their Light Path psionic disciplines are used to heal and protect. 
  Astral Knight Class Overview
  Astral Knight Starting Options
  Class
  Astral Knight of the Light
  Special Skill
  Choose one of the following skills and give it a 
  rating of 3: Criminal, Haggler, Pathfinder, 
  Survivalist
  Raw Abilities
  Will 5, Health 3
  Empathic
  You’re attuned to the emotions of those around 
  you, able to detect subtle cues other cannot. But 
  this sensitivity can also overwhelm you if you’re 
  not careful in volatile situations.
  Skills
  Psionicist 3, Fighter 2, 
  Healer 2, Mentor 2,  
  Scholar 2, Scout 2
  Starting Weapon
  Choose one: Astral Saber, Glaive or Bladestaff. 
  Starting Trait
  Empathic
  Alignment
  Any
  New Skill: Psionicist 
  The Psionicist skill incorporates meditation, posture and breath 
  control to allow the use of psionic disciplines. Anyone can learn 
  the Psionicist skill but only characters with sensing Nature may 
  learn psionic disciplines or initiate a psionic duel. 
  Psionicists may use incense, herbs and potions from Healers and 
  Alchemists to enhance their abilities.  
  Suggested Help for Psionicist: Psionicist 
  Beginner’s Luck for Psionicist: Will 
  Psionicist Factors 
  By spending a check or Instinct to meditate during camp phase, 
  characters with the Psionicist skill may gain +1D towards a single 
  test during this phase or the next adventure phase. If not used 
  before the next camp phase, this bonus die disappears. 
  Meditation: a Nature test, a skill test, a Will test, a Health test, a 
  Circles test
  
  The Path of Darkness  
  Those who walk the Path of Darkness—the ambitious, the proud, the merciless— believe that weakness should be hunted 
  down and destroyed; that only the mighty deserve to rule. Their Dark Path is one of violence, destruction and domination. 
  Astral Knight Class Overview
  Astral Knight Starting Options
  Class
  Astral Knight of the Dark
  Special Skill
  Choose one of the following skills and give it a 
  rating of 3: Criminal, Haggler, Pathfinder, 
  Survivalist
  Raw Abilities
  Will 3, Health 5
  Focused
  You’ve learned to shut out of the noise of the 
  outside world, deadening you to its distractions. 
  Because of this, you possess an incredible ability 
  concentrate on a task but this focus makes you 
  oblivious to all other concerns.
  Skills
  Psionicist 4,  
  Fighter 3, Armorer 2, 
  Commander 2, Mentor 2
  Starting Weapon
  Choose one: Astral Saber, Glaive or Bladestaff. 
  Starting Trait
  Focused
  Alignment
  Any
  New Weapon: Astral Blades 
  Behold the astral blade—an elegant weapon from a bygone age; each one 
  comprised of a beam of psionic energy focused through a pair of gemstones 
  concealed within the hilt. Lacking physical blades, these weapons are incredibly 
  light and agile but require intense training to use safely. Most astral blades are 
  designed to be wielded like a sword but there are two common variations on the 
  standard design: the two-handed glaive and the twin-bladed staff. Other variants 
  exist but are much rarer.  
  As these blades are passed down from master to student, Astral Knights without 
  a mentor begin the game unarmed and must either locate or fabricate a blade of 
  their own to complete their training and become a true Knight at level 5. 
  General stats: Astral blades win on ties against mundane 
  weapons and bypass the protection of mundane armor. 
  • Saber: This sword form gives +1D to one action type (Attack, 
  Defend, Feint or Maneuver). The bonus sticks to that action type 
  for the remainder of the conflict.  
  • Glaive: This polearm grants +1D to Feint and +1D to Defend. 
  • Bladestaff: This staff-like weapon emits a blade from either end. 
  It grants -1D, +1s Attack and -1D, +1s Maneuver. The 
  lethality of this weapon makes it a favorite of those 
  who follow the Path of Darkness. 
  Untrained: Non-psionic characters—those without 
  sensing Nature—may use astral versions of familiar 
  weapons at -1s. 
  Inventory: Sabers are belt/weapon, carried 1; 
  glaives and staffs are carried 1 but require two 
  hands to wield.
  
  Crafting: To craft an astral weapon requires an ob 4 Armorer test and two gems per blade (valued 3D each). Repairs 
  require an ob 3 Armorer test. In order to complete the construction or repairs, a character with the Psionicist skill must make 
  the test or help on the test. The obstacle for crafting or repairing a bladestaff is +1 due to the double-bladed design. 
  Psionic Nature 
  After answering your Nature questions, replace one of your choice with Sensing. For example, a human with psionic ability 
  might have Boasting, Sensing, Running whereas an elf might have Singing, Remembering and Sensing. Sensing Nature is 
  required to learn and wield psionic disciplines. 
  Paths of Light and Darkness 
  Although Astral Knights start out on either the Path of Light or the Path of Darkness, they are not destined to remain so. 
  Every two levels (levels 3, 6 and 9), rewrite a Nature descriptor with either a Light Path or Dark Path descriptor based on 
  your character’s actions over the previous sessions. Sensing Nature cannot be overwritten. Once overwritten, a lost Nature 
  descriptor cannot be retaken. 
  Light Path descriptors: Negotiating, Self-Sacrificing 
  Dark Path descriptors: Dominating, Serving a Master 
  If you possess one Light Path descriptor but no Dark Path descriptors, you are on the Path of Light. 
  If you possess one Dark Path descriptor but no Light Path descriptors, you are the Path of Darkness. 
  If you possess two Light Path descriptors, you are on the Path of Light. 
  If you possess two Dark Path descriptors, you are on the Path of Darkness. 
  The Narrow Path 
  If you possess Sensing and both a Light Path descriptor and a Dark Path descriptor, you walk the Narrow Path—the Path of 
  Void and Balance. You may learn any discipline, regardless of its Path. 
  
  Psionic Duels 
  The psionic duel is an age-old form of mental sparring used for centuries by the Elders to train the psionic abilities of their 
  warriors. The Knights practice their abilities in friendly contests, battles of will that end when their opponent yields from 
  exhaustion. But the Dark Ones know no such mercy and their duels often end with their adversaries crippled or slain.  
  Make a Psionicist test and add your Will to determine starting disposition. Those without sensing Nature may participate in a 
  psionic duel unarmed but may not initiate a duel of their own. Psionic duels may be initiated either as friendly Sparring 
  conflicts, last-one-standing Dueling conflicts or brutal Killing conflicts. Psionic duels do not advance the Grind. 
  Special condition rules: When entering a psionic duel, duelists with the angry gain +1s to their Attack actions while 
  duelists with the Afraid condition gain +1s to their Maneuver actions. 
  When using disciplines during psionic duels, you must first equip that discipline to use it as a weapon. 
  Skills and Abilities for Disposition
  Suggested Conflict Compromises
  Intent
  Roll
  Add to Rank GM Wins
  GM Loses: Compromises
  Sparring
  Psionicist
  Will
  You back off; the victory 
  belongs to your opponent
  The duel seems less than friendly—you 
  feel anger welling up from the dark places 
  in your soul. Your fatigue increases by 1.
  Dueling
  Psionicist
  Will
  You’re staggered; you fall 
  to your knees, weak and 
  exhausted—you may be 
  captured by your opponent
  You’re made hungry and thirsty or 
  exhausted from your efforts. You think 
  you took it too far and become afraid of 
  what you may do in the future. Your 
  opponent injures you during the duel.
  Killing
  Psionicist
  Health
  See Killing Is My Business (basic rules, p. 74)
  Psionic Duel Weapons
  Weapon
  Effect
  Psionic Blast
  +1D to Attack
  Psionic Shield
  +2D to Defend
  False Thoughts
  +1s to Feint or Maneuver
  Psionic Duel Skills
  Action
  Skill
  Attack
  Psionicist
  Defend
  Health
  Feint
  Psionicist
  Maneuver
  Will
  
  Astral Knight Level Benefits 
  Level 1 
  Apprentice: You may wield astral blades and all other weapons except for bows and crossbows. You start out on either the 
  Light Path or the Dark Path. You start with a single first circle discipline. Replace one of your starting Nature descriptors with 
  Sensing. You must possess, acquire or build an Astral Blade to progress past level 4. 
  Additional Level Benefits 
  You may learn one additional discipline from the “any” category or your chosen Path each time you gain a level. Disciplines 
  aligned with Light or Darkness must be learned from a Mentor—other disciplines may be self-taught. The Scholar obstacle to 
  learn a discipline is equal to its circle. Those on the Narrow Path may learn any discipline. 
  Level 3 
  At level 3, you may overwrite one of your Nature descriptors based on your actions during the game. You may choose a new 
  discipline or gain the ability to wear armor. 
  Armored: You may wear armor and helmets. Shields and heavy armor do not cause fatigue. Astral Knights on the Dark 
  Path favor menacing masks, helms or suits of black plate armor to help them intimidate their foes. 
  Level 6 
  At level 6, you may overwrite one of your Nature descriptors based on your actions during the game. You may choose a new 
  discipline or take on a student. 
  Student: You become the mentor to an apprentice Astral Knight. This student is on the same Path as you and may help 
  with your Path skills. Add +1D to your roll when your apprentice is helping. In a conflict, assign one of your hit points to 
  your student. If there are no extra hit points, then your apprentice can’t help. A student never acts on his own.  
  Level 9 
  At level 9, you may overwrite one of your Nature descriptors based on your actions during the game. You may choose a new 
  discipline or gain a heroic ability. 
  Heroic Ability: Choose Psionicist, Fighter or Mentor. That skill now succeeds on rolls of 3-6. 
  Level
  Fate
  Persona
  Astral Knight Level Benefit
  Title
  1
  0
  0
  +1 C1 Discipline
  Apprentice
  2
  3
  3
  +1 C1 Discipline
  Seeker
  3
  7
  6
  +1 C1 Discipline or gain Armored
  Squire
  4
  14
  9
  +1 C1 Discipline
  Wanderer
  5
  22
  12
  +1 C2 Discipline
  Knight
  6
  31
  16
  +1 C2 Discipline or gain Student
  Adept
  7
  41
  20
  +1 C2  Discipline
  Traveler
  8
  52
  24
  +1 C3  Discipline
  Teacher
  9
  64
  28
  +1 C3 Discipline or gain Heroic Ability
  Master
  10
  77
  32
  +1 C4  Discipline
  Elder
  
  Psionic Disciplines 
  Psionic disciplines are spell-like abilities that use the Psionicist skill. Like prayers, psionic disciplines don’t advance the Grind. 
  Astral Knights do not have to memorize their disciplines, but each time a discipline is used, add +1 to the character’s fatigue
  —increasing the recovery factor for the exhausted condition. Recovering from exhausted removes all fatigue. 
  Spell-like Disciplines 
  Astral Knights and other beings capable of wielding psionic disciplines may learn psionic versions of certain magician spells. 
  Use the Psionicist skill in place of the Arcanist skill. Psionicists may not use scrolls. 
  • Supernal Vision—called Astral Vision 
  • Lightness of Being—called Levitation 
  • Eye of Omens—called Clairvoyance 
  • Veil of the Chameleon—called Invisibility 
  • Puissant Suggestion*—called Mind Trick 
  • Lightning Step*—called Speed of Thought; this discipline only affects the user 
  • Hammer of Heaven*—called Lightning Storm; only available to those on the Dark Path 
  * taken from the Torchbearer spells playtest PDF 
  First Circle Disciplines 
  Inner Sight 
  Path: Any 
  You are able to sense what cannot be seen and are attuned to your environment, enabling you to perceive hidden dangers. 
  You  may reduce light penalties and concealment obstacles for the duration. 
  Inner Sight Factors 
  Light penalty reduction: +1 ob per -1s penalty (light penalty not be reduced lower than 0) 
  Sense danger: opposed Psionicist versus Scout to sense an ambush 
  Duration: one turn, one conflict, one phase 
  Quietude 
  Path: Light 
  Using your powers of concentration, you focus your mind to drive away fear, anger and doubt. Use Psionicist instead of Will 
  to recover from angry or afraid. Characters possessing this discipline may meditate to reduce their fatigue factors in camp. 
  Meditation: each success reduces the fatigue factor by 1; this requires a check or Instinct as per the normal rules. 
  Psionic Blast 
  Path: Dark 
  You focus your Will into a knife-like point, driving it into your opponent’s mind like a spearpoint. For the duration of a Kill or 
  Drive Off conflict, the Astral Knight may use the Psionicist skill to Attack. This includes rolling or helping with starting 
  disposition. Mundane armor has no effect on Psionic Blast. Only psionic shields, magical armor and spells or prayers provide 
  protection. This discipline may also be armed like a weapon during a psionic Sparring, Dueling or Killing conflict to gain 
  +1D to Attack. 
  Telekinesis 
  Path: Any 
  Within a Kill, Capture or Drive Off conflict, you may use the Psionicist skill to Maneuver. Telekinesis may also be used to 
  retrieve a thrown or disarmed weapon after an action but this adds +1 to your fatigue. Outside of a conflict, you may use this 
  discipline to psionically throw, lift, push or pull an object (see size and number factors). Objects may not be carried aloft using 
  this discipline. 
  Telekinesis Factors  
   
   
   
  Size: handheld items, two-handed items, people, large items, stone slabs and columns, X-wing fighters  
  Number: +1 ob for each item past the first 
  
  Second Circle Disciplines 
  Arcing Blade 
  Path: Any 
  You gain the ability to hurl your weapon like a hand axe or spear, allowing you to strike a distant opponent. Throwing 
  changes an independent test to a versus test against any weapon but a bow, crossbow or sling. You are disarmed until you 
  equip another weapon or retrieve your thrown weapon. This discipline’s effect lasts for the duration of the conflict. 
  False Thoughts 
  Path: Any 
  You shroud your thoughts and feelings, concealing them from opponents with sensing Nature. You may equip this as a 
  weapon during a psionic duel to gain +1s to Feint or Maneuver, or gain +1s during any test to hide your true intentions. 
  Mind Probe 
  Path: Dark 
  You force yourself inside your victim’s mind, laying bare their innermost thoughts. Make a Psionicist test versus the target’s 
  Nature. The information you may withdraw is based on your Margin of Success. May be opposed by False Thoughts. 
  Psionic Shield 
  Path: Light 
  You build a rampart inside your mind to protect yourself from psionic attacks. You may equip this like a normal shield to add 
  +2D to your Defend action in a psionic duel or when targeting by a Psionic Blast in a Kill, Capture or Drive Off conflict. You 
  may also use Psionic Shield against Mind Probe or any other form of mental domination or influence, gaining +2D to resist. 
  Mind Probe Chart
  MoS
  Effect
  1
  Discern a Level 3 trait or sense intent (to deceive, for example)
  2
  Discern a Nature descriptor or an Instinct
  3
  Discern a level 2 trait or a Belief
  4+
  Discern a level 1 trait or a Goal
  
  Third Circle Disciplines 
  Combat Awareness 
  Path: Any 
  Your mind is open to reality, enabling you to anticipate your opponent’s actions during physical combat or psionic duels. 
  Those on the Path of Light gain +1s to the Defend action. Those on the Dark Path gain +1s to Attack. This is in addition to 
  bonuses or penalties from weapons. Combat Awareness must be activated before the conflict begins and lasts until it’s 
  resolved. 
  Deflect Missile 
  Path: Any 
  With but a gesture, bolts and arrows are cast harmlessly aside. Weapons with the ability to turn independent tests to versus 
  tests (hand axes, bows, etc.) lose this ability when facing off against you. 
  Force Choke 
  Path: Dark 
  You can psychically grasp your victim and crush the life out of them through force of will. Test your Psionicist against their 
  Health or Nature. If successful, they gain one condition (in order) for each Margin of Success: Afraid, Exhausted, Injured. If 
  they are higher on the Order of Might, you suffer a penalty of -1s for each rank they are above your own. An injured 
  opponent up to +1 higher Might may be killed using this discipline. 
  Psychic Surgery 
  Path: Light 
  You may channel your inner light to knit flesh and bone and drive out illness. It’s an ob 3 Psionicist test to remove the sick 
  condition from you or someone else. An ob 4 Psionicist test will remove the subject’s injured condition. 
  
  Fourth Circle Disciplines 
  Astral Ghost 
  Path: Any 
  You may transport your consciousness to the Astral Plane for short periods of time. While on the Astral Plane, you may 
  move instantly from place to place and appear on the Material Plane as a glowing blue apparition. Your actions on this plane 
  do not take time, though your physical body is affected by the Grind whenever your allies make tests. In this way you’re 
  limited to the amount of time you may spend away from your body—eventually it will become hungry and thirsty, exhausted, 
  etc. until its eventual demise.  
  Astral Ghost Effects  
  While in astral form, the character appears as they would in the physical world but cannot physically interact with anything. 
  Your astral form is unaffected by the hungry and thirsty, exhausted or injured conditions. You do not suffer from fatigue while 
  in this form. While on the Astral Plane, you may travel freely and instantly to any place not protected by magical wards. You 
  may choose to be seen or remain invisible. You may be banished from the astral plane or engage in psionic duels.  
  Self-Sacrificing Nature 
  The long-deceased Elders dwell on the Astral Plane where they guide the living through dreams and visions. A character with 
  self-sacrificing Nature may use this discipline to escape to this higher state of being upon their death. Once this is done, they 
  may not be returned using magical prayers or artifacts. Elders may return to the Material Plane in spirit form to communicate 
  with those with sensing Nature once per adventure. 
  Precognition 
  Path: Any 
  You can see into the future and are able to exert change upon it. You may choose either twist or condition for a failed test 
  when acting alone or at the forefront of the test (i.e. you’re the one rolling the dice). During any conflict, you may make a 
  Psionicist test against your opponent’s Will or Nature. Success means you can change your Defend to a Maneuver or your 
  Feint to an Attack after your opponent’s action is revealed. 
   
  
  There are many tales to be told, too many for even one bard to recount. 
  Sagas are third-party supplementary products and adventures for the 
  Torchbearer RPG that have been reviewed and approved by Burning Wheel 
  Headquarters.
  Jared A. Sorensen is a game designer living in New York City.  
  Website: memento-mori.com  
  “Calamity” Jon Morris is a Washington-based cartoonist, designer, writer,  
  two-fisted king of the hobo jungles and world-famous performing internet ape. 
  Website: calamityjonsave.us
  
SOURCE: textdata/thevault/Torchbearer/Sagas/Torchbearer Sagas - Astral Knights.pdf