Aetherway
Aetherway
1
Welcome to the Aetherway
THE AETHERWAY is a network of pathways, portals, and passages linking
countless planets and planes. It remains more affordable than commissioning a
vessel and charting a route directly through the aether, but a wrong turn may leave
one abruptly ejected into alien environments. Travelers are advised to bring
companions and an umbrella.
THIS IS A ROLEPLAYING GAME for two or more players. One takes on the role of
game moderator (hereafter “GM”), playing the supporting cast and describing the
world. Each other player controls a character embarking upon a strange journey,
embracing whatever adventures await. You will need two six-sided dice—ideally, a
pair for each player. Sometimes you roll “2d6” (add them together), and sometimes
you roll “d66” (one for the tens place, the other for the ones place, for a two-digit
list item, from “11” to “66”).
THIS GAME IS COMPATIBLE with materials produced for both the Tunnel Goons
and Troika! RPGs. Fans and publishers have created a wealth of adventures and
character options for each of these games. As Aetherway is a game about traveling
between strange and diverse worlds, you can combine materials willy-nilly. The
“Rules of Play” (opposite page) adapt Tunnel Goons rules to make it easy to run
Troika! materials, and additional “Detailed Rules (based on Troika!)” (p. 13–14) are
available at the end of this booklet. In other words: Use Aetherway to run Troika!
adventures with Tunnel Goons rules (or vice versa), to supplement your Troika!
game with 36 new backgrounds, or to randomly generate strange people and
places for any RPG you like.
ESTABLISH EXPECTATIONS & BOUNDARIES before play. It’s just a game, so being
kind to other people is more important than “rules” or “creativity.” Much as a dinner
host checks guests’ cuisine preferences and allergies, your group should agree upon
the tone and note content that’s off-limits. Will there be death? Flirting? Slapstick?
Make sure everyone has a shared understanding of what kind of game it will be so
that everyone has a good time. During the game, if something uncomfortable
unexpectedly comes up, any player should feel comfortable vetoing things and/or
redoing scenes. See the Tabletop RPG Safety Toolkit (http://bit.ly/
ttrpgsafetytoolkit) for additional techniques.
PLAY IS A CONVERSATION in which the GM describes the world and its denizens,
and asks, “What do you do?” Other players describe how their characters act. The
GM may present a published adventure, prepare their own scenario before play, or
improvise based on characters’ backgrounds or random setting elements (p. 7–11).
Everyone cooperates to have fun.
Aetherway (v1.0) is by Jason Tocci, based on Tunnel Goons by Nate Treme and Troika! by
Daniel Sell. Aetherway is an independent production of Pretendo Games and is not
affiliated with the Melsonian Arts Council or Highland Paranormal Society.
1
Rules of Play
CHARACTER CREATION: Each player rolls a d6 for the tens place, and another for
the ones place, and looks up that number on Character Backgrounds (p. 3),
recording all Skills, Possessions, and Special abilities noted. Write down that your
Stamina starts at 10, and your Inventory holds up to 8 Possessions. (List tiny items
like jewelry and “Possessions” like a Black Cat’s “sleek black coat” under “Other
Possessions,” without limit.) Players may also elect to start a character with a
satchel or rucksack, torch or lantern, and provisions.
ACTION ROLL: When an action’s success is uncertain, a player rolls 2d6, adds the
value of a relevant Skill (if any), and adds +1 for each relevant Possession. (If a
situation only tests their luck, they roll 2d6 plus nothing.) If the total is equal to or
greater than the action’s Difficulty, it succeeds. Most actions are Easy (8), Moderate
(10, the default), or Hard (12), at the GM’s discretion. Characters played by the GM
have only a Difficulty score, not Skills, but the GM might adjust their Difficulty ±2 for
things they’re especially good at.
STAMINA: If a character fails at an action that risked physical danger, they lose
Stamina equal to the difference between the Difficulty and the roll. At 0 Stamina,
they die (or, in a game with a lighter tone, abandon their travels to retire). Their
player creates a new character to introduce as soon as danger has passed—perhaps
a trusted acquaintance, or a hapless stranger stumbling out of a one-way portal.
Characters regain all lost Stamina by spending the night in a safe spot. The GM’s
characters use their Difficulty as their Stamina. (Lowering their Stamina thus makes
them easier to beat.)
Example: Kit attacks a robot with a Difficulty of 10. Kit’s player rolls an 8 on 2d6 and
adds +2 from their Sword Fighting Skill, +1 from a sword, and +1 from a shield. Twelve
minus 10 is 2, so the robot takes 2 damage, lowering its Difficulty to 8. If Kit’s total
had been 6, Kit would’ve lost 2 Stamina (10–8 = 2).
INVENTORY: Each item held in excess of your Inventory limit (which, again, starts at
8) deducts 1 from all your action rolls. Small items of the same kind (like arrows) can
be bundled in 1 slot together.
MAGIC: Characters can cast spells they are Skilled at with an action roll (10
Difficulty—or an opponent’s Difficulty—by default). On a failure, the caster loses
Stamina equal to the difference between the roll and Difficulty. On a roll of double
1’s, the spell is miscast. The GM may improvise an effect, or consult the Magical
Mishaps list (p. 12) to choose or randomly roll for an effect.
2
Character Backgrounds
11 BLACK CAT The witch is dead, so you are no longer a familiar, and are free to
roam. Skills: 3 Sneak, 2 Acrobatics, 2 Tracking, 1 Cat Fighting, 1 Climb, 3 Jinx
spell (plague target with seemingly coincidental annoyances for a day).
Possessions: Claws, night vision, sleek black coat. Special: You have d6+3 Lives.
At 0 Stamina, lose 1 Life and regain 1 Stamina.
12 CHANGELING You have words for your biological parents. Skills: 2 Second
Sight, 2 Sneak, 2 Ventriloquism, 2 Illusion spell (+2 Difficulty per extra target).
Possessions: Plain outfit, shillelagh. Special: Test your luck to say, “That’s not
me, it’s a bundle of sticks and mud. I’m elsewhere.”
14 CIRCUS SOLOIST As the traveling show fell apart, you covered more and more
roles, until only you remained. Skills: 3 Acrobatics, 2 Knife Throwing, 2
Strength, 1 Beast Taming, 1 Biting Heads off Small Animals. Possessions: Tight
outfit, throwing knives, whip, swallowable sword.
15 CLOCKWORK ASSASSIN You are supposed to deactivate after the job is done.
You have other ideas. Skills: 3 Violence, 1 Climb, 1 Repair, 1 Sneak. Possessions:
Clockwork innards, metal shell, telescopic eyes, grappling-hook arm, crossbow
arm, spare parts. Special: Use spare parts to regain Stamina. Someone must
wind your key daily, else you deactivate.
3
24 ELECTRIC PRIEST Programmed to pray, so you don’t have to.™ Skills: 3 Ministry,
3 Healing, 1 Exorcism spell (cast out possessing spirits), 1 Jolt spell (electric
shock, ignores armor). Possessions: Vestments, rod of office, metal body, self-
repair function.
25 EX-CONVICT You served your time, but do you have marketable talents
beyond Aetherway robbery? Skills: 3 Brawling, 2 Crossbow Fighting, 2 Dagger
Fighting, 2 Disguise, 2 Sneak. Possessions: Leather gambeson and breeches,
marker from a criminal who owes you.
26 FALLEN STAR Assuming a humanlike shape was easy enough for one with
aeons-old cosmic power. Reclaiming your place in the heavens may prove more
difficult. Skills: 3 Awareness, 3 Second Sight, 3 Flash spell (test luck vs.
blindness for d6 minutes). Possessions: Perpetual glow, hot touch. Special: At
0 Stamina, a mini-nova incinerates everything within 3 paces.
31 FROG NOBLE You’re too far removed from the throne to expect an arranged
marriage to cure the family curse, but perhaps you’ll find purpose—or “the
one”—on the road. Skills: 3 Jump, 2 Tongue Lashing, 2 Sword Fighting.
Possessions: Exquisite sword, gleaming armor, signet ring, tailored finery,
adhesive tongue, powerful legs. Special: You are amphibious.
32 FUGITIVE CULTIST Did the demon stalker let you live, or did you escape? Skills:
1 Head Butt, 1 Furtive Stabbing, 3 Necromancy spell (ask the dead 1 question), 2
Summon spell (conjure a named demon). Possessions: Sacrificial dagger,
blood-red robes, bag of fingers, horned goat head where your human head
used to be.
33 GENTEEL APE Whether you travel on business or on holiday, you shall brook
no insult nor stereotype. Skills: 3 Climbing, 2 Strength, 2 Etiquette, 1 Duelling, 1
Fisticuffs. Possessions: Cane-sword or duelling pistol, prehensile toes, long
arms, silver pocket watch, fine suit and hat.
34 GOD BOTHERER You are on a mission to show people the truth of the gods,
whether they like it or not. Skills: 3 Oration, 3 Religion, 2 Persistence, 1 Healing,
1 Second Sight. Possessions: Conservative suit, book of scripture or A Field
Guide to Deities, god whistle (only audible to gods; test your luck to see if any
answer and/or are terribly annoyed).
35 HEAD IN A JAR Hopefully some other character agrees to carry the jar. Skills: 3
Awareness, 3 Speech. Possessions: Fluid-filled jar. Special: You can be affixed
to a headless body. If it is killed, test your luck to roll off and survive with 1
Stamina. You must return to the jar within an hour.
4
36 HOBO You get by on improvisation and a positive attitude. Skills: 2 Awareness,
2 Run, 3 Make Do, 3 Odd Jobs. Possessions: Harmonica, spoon, handkerchief,
shabby suit. Special: Test your luck in a new place to see if it has hidden hobo
signs you can read for clues about it.
43 LOST ASTRONAUT It’s not clear how to get back to where space feels blissfully
empty. Skills: 3 Astrogation, 2 Fly, 1 Raygun Fighting, 1 Analysis. Possessions:
Space suit, jetpack, raygun, scanner.
45 MUSHROOM DIPLOMAT It’s an open secret that the Fungal Kingdom’s oft-
detained diplomats are a pretense to find more fertile soil. Skills: 3 Diplomacy,
2 Stick Fighting, 2 Sneak, 1 Appear Harmless. Possessions: Diplomatic pouch,
walking stick, spongy body, spores (induce coughs).
46 MUTANT EXILE Shunned from your homeland for being different. Skills: 1
Disguise, 1 Sneak. Possessions: Hooded robes, quarterstaff, 2 visible mutations
(animal senses, thick hide, third arm, prehensile tail, quills, lobster claw, gills, eye
stalks, fangs, or caustic spit).
51 OSTENSIBLY REPENTANT DEMON If you found a road out of hell, wouldn’t you
take it? Skills: 3 Deception, 1 Unarmed Fighting, 1 Fly, 1 Second Sight, 1 Fear
spell, 5 Possess spell (temporarily control a weak-minded body). Possessions:
Claws, jagged teeth. bat-like wings.
52 PLAGUED PILGRIM You are sworn to scatter a saint’s ashes on a distant world.
Just don’t huff them all first. Skills: 3 Frighten, 1 Projectile Vomit. Possessions:
Robes, bells, chain, urn of sacred ashes (test your luck when you inhale them to
attempt a miracle; run out of ashes on two 1’s).
5
54 POSTGRADUATE WIZARD You should have chosen a dissertation topic with
fewer ley lines and rare components. Skills: 2 Arcane Research, 2 Conjure Fire
spell, 2 Shape Water spell, 2 Move Stone spell. Possessions: Divining rod,
academy robes, ash wand, unfinished manuscript.
55 RENEGADE LIBRARIAN Returning with new rare books might get you out of
the late fees for what you took on the way out. Skills: 3 Book Learning, 1
Appraisal, 1 Arcane Languages. Possessions: Baxter’s Interplanar Bestiary, The
Hitchhiker’s Guide to the Aetherway, grimoire of spells you are still trying to
decipher, robes, quill and parchment.
56 RESTLESS SPIRIT You won’t get a good night’s sleep until buried in the soil of
your homeland. Finding your remains would help. Skills: 3 Second Sight, 1 Fly, 3
Poltergeist spell (move things mentally), 5 Possess spell (temporarily control a
weak-minded body). Possessions: Spectral rags and chains. Special: Only
magic, spirits, and salt can touch you.
61 SKY SAILOR You know the routes between the stars—but without a ship, you’re
stuck on the Aetherway like everyone else. Skills: 3 Pilot, 2 Astrogation, 2
Climb, 2 Shooting, 1 Strength, 1 Swim. Possessions: Harpoon gun, knife,
parachute, spyglass, warm and loose clothes.
63 STREET FIGHTING FISH They say when a koi reaches the top of a waterfall, it
becomes a dragon—but when a betta bests a man in unarmed combat, it
grows arms and legs and tours the worlds picking fights. Skills: 5 Swim, 4
Brawling, 3 Strength, 2 Intimidation. Possessions: Gills, fins, elaborate tattoo,
loose trousers.
64 TINKER People along the Aetherway trade for a lot of technology they have no
idea how to maintain. Skills: 5 Tinkering, 3 Appraisal, 2 Barter. Possessions:
Small tools, glasses with magnifying lens, pouches clinking with spare parts,
heavy wrench (suitable for bludgeoning), wind-up beetle automaton that
follows simple instructions.
66 WASTELAND REFUGEE You wandered until you found a world that wasn’t
destroyed, but wandering is still all you know. Skills: 3 Awareness, 3 Junk
Fighting, 2 Run, 1 Locks, 1 Tracking, 1 Trapping. Possessions: Scrap armor with
tire pauldron, stop sign shield, lead pipe club, shiv, metal mask.
6
Pathways One Might Take
Paths through the aether and portals between worlds are varied and strange, but
usually well marked. When it’s time travel between worlds, the GM might roll d66 on
the list below to describe the next leg (or leap) of the journey.
31 A balloon ride through purple clouds that obscure huge, black tentacles
32 A stone, moss-covered portal ring, big enough to fly a castle through
33 A large hole in the trunk of an oak tree, with a rope ladder hanging out
34 A gargantuan frog, opening its mouth to reveal a tongue with footprints
35 An open grave under a headstone carved with a weather-worn map
36 A tire swing on a rope hanging from a distant branch of the World Tree
51 Aether as thick and cold as water, with bubble stations offering free air
52 Thousands of monkey bars
53 A comet with six chairs, completing a daily circuit, boarded in motion
54 A mirror leading to a space full of mirrors, some painted with directions
55 An extremely slow conveyor belt
56 A gargantuan bird that swallows travelers whole to disgorge farther on
7
Places One Might Visit
The GM can introduce the characters to any world they can imagine, including those
in published adventures. To improvise a new place, however, roll d66 on each of the
lists below to generate a couple of its characteristics.
8
People One Might Meet
The GM can populate the worlds as they see fit—but should they need inspiration,
roll d66 once each on the lists below to generate local cultures, communities, and
persons characters might encounter in their travels.
9
Creatures One Might Encounter
Not every encounter along the Aetherway—or upon the various worlds it leads to—
will be with intelligent folk. The GM may wish to roll d66 once each on up to three
lists below to combine characteristics for a strange creature.
10
Reasons to Travel
Every character background has motivation to travel, and travelers typically need
no special reason to band together in this game beyond “it’s dangerous to go
alone.” Here are some additional reasons, drawing on the earlier lists.
51 Your lost love is getting married to a cad in a place, and you must stop it
52 A package for you went to a place instead, and you must retrieve it
53 You collect hard-to-find, unsafe-to-use action figures across the worlds
54 A creature barks at you excitedly—your friend fell down a well? Let’s go!
55 Star-crossed lovers in different places need help passing secret notes
56 You’ve inherited an estate from an eccentric person in a strange place
11
Magical Mishaps
If a character rolls double 1’s when attempting to cast a spell, it goes badly. The GM
can improvise a result, roll on this list for inspiration, or pick a fitting element from
below at their discretion.
11 Affects somebody the caster prefers not to affect instead of the target
12 Sucks magic out of the caster—no more spells until after a night’s rest
13 Wracks caster’s body with pain—lose +1 Stamina
14 Psychic pain costs d6 Stamina from anyone thinking about the caster
15 Boom deafens caster and anyone else close enough for conversation
16 Caster and all in line of sight struck colorblind for d6 days
41 Everyone is now somewhere else, and can’t remember the last 13 hours
42 Caster’s arms and legs grow to be half again as long as before
43 Gourds—some quite firm and heavy—rain from the sky for a few hours
44 Target becomes frictionless, still subject to inertia, for several seconds
45 Local gravity doubled within a kilometer for the foreseeable future
46 Caster loses depth perception, but can touch things 13 meters away
61 Thorny flowers grow from the caster’s skin (must be pruned regularly)
62 Chatty mouth speaking in an unknown language appears in caster’s palm
63 Caster’s fingers on one hand all replaced with fully functional tongues
64 13 eyes appear randomly around caster’s body, moving but not usable
65 Caster’s voice now sounds like they’re far away, in an echoing cavern
66 A new Aetherway portal suddenly opens nearby
12
Detailed Rules (based on Troika!)
You may wish to use these more detailed rules if you are familiar with Troika!, if you
enjoy more random character creation and progression, or if you prefer greater
mechanical differentiation between weapons. The Initiative, Luck, Attacking, and
Inventory rules can also be substituted into the simpler rules.
ROLL UNDER: When an action’s success is uncertain, roll 2d6 on or under your Skill,
plus an Advanced Skill if you have one that applies. If you use an Advanced Skill,
make a tick mark to remind you later it may be Getting Better.
ROLL VERSUS: When attempting something opposed by someone else, roll 2d6
and add your Skill and Advanced Skill. The higher total wins.
LUCK: When the GM or an ability tells you to test your luck, roll 2d6 on or under
your Luck score, then reduce Luck by 1. On failure, you suffer consequences. You
may test your luck in combat to attempt to break a tied roll in your favor, or to add
2 to your Damage Roll on a successful attack. Rest 8 hours to regain 2d6 Luck.
INITIATIVE: Write each character’s name on 2 note cards. (Henchmen only get 1
card; creatures played by the GM may get a different number at the discretion of
the GM or an adventure module.) Write “End of Round” on 1 card, and shuffle all
into a stack, face-down. During combat, draw a card to see who acts next, removing
it from the stack. Reshuffle all cards when “End of Round” is drawn. On your turn,
you may take an action and move 12 meters.
ATTACKING: Whoever wins a roll versus in an attack rolls d6 and subtracts the
target’s Armor modifier (if any). Look for the result of that number with that
weapon on the “Damage Rolls” table, and subtract the result from the target’s
Stamina. Double 6’s is a mighty blow, doubling Stamina damage, and double 1’s is a
fumble, adding +1 to the winner’s Damage Roll.
ARMOR: Armor reduces a Damage Roll (before consulting how much Stamina is
lost) by a fixed amount, to a minimum of 1. Targets are either Unarmored (0),
Lightly Armored (-1), Modestly Armored (-2), or Heavily Armored (-3). Using a
shield offers an an additional -1 to the Damage Roll.
13
INVENTORY: You have 12 slots to carry things; carrying more incurs a penalty of 4
to all rolls. Large items take 2 slots; armor takes twice as many slots as its
protective value. Small items, like arrows, can be bundled together into 1 slot. To
retrieve something fast, roll 2d6 over the item’s position on your inventory.
HEALING: Sleep 8 hours to regain 2d6 Stamina. Eat a provision to regain 1d6
Stamina (up to 3 times a day). You cannot have more Stamina than your max.
SPELLS: To cast a spell, roll under or versus as appropriate, and lose Stamina equal
to the spell’s casting cost. (For the sake of convenience, all spells noted in
Aetherway have a casting cost equal to their Skill values.) Rolling double 1’s
prompts a roll on Magical Mishaps (p. 12).
GETTING BETTER: When you rest, choose up to 3 Advanced Skills or Spells with a
tick next to them. If you roll 2d6 over your current Advanced Skill + Skill total, it
increases by 1. (Roll two 12’s in a row to increase an Advanced Skill that has already
reached 12 or more.) Afterward, remove all ticks from your sheet.
DAMAGE ROLLS 1 2 3 4 5 6 7+
Axe 2 2 6 6 8 10 12
Bow (2-handed) 2 4 6 8 8 10 12
Club 1 1 2 3 6 8 10
Crossbow (2-handed) 4 4 6 8 8 8 10
Fusil (2-handed, ignores 1 armor) 2 4 4 6 12 18 24
Greatsword (2-handed) 2 4 8 10 12 14 18
Hammer (ignores 1 armor) 1 2 4 6 8 10 12
Knife 2 2 2 2 4 8 10
Mace (ignores 1 armor) 2 4 4 6 6 8 10
Maul (2-handed, ignores 1 armor) 1 2 3 6 12 13 14
Pistolet (ignores 1 armor) 2 2 4 4 6 12 16
Polearm (2-handed, ignores 1 armor) 2 4 4 8 12 14 18
Shield 2 2 2 4 4 6 8
Staff 2 4 4 4 4 6 8
Sword 4 6 6 6 6 8 10
Unarmed 1 1 1 2 2 3 4
Small beast 2 2 3 3 4 5 6
Modest beast 4 6 6 8 8 10 12
Large beast (ignores 1 armor) 4 6 8 10 12 14 16
Gigantic beast (ignores 1 armor) 4 8 12 12 16 18 24
14
Pretendo Games