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Mystery of Void

Ways: Guiding Hand Way (Motivation), Shining Spirit Way (Projection), Thought Weaver Way (Negotiation)
The Mystery of the Void contemplates what a being is beyond flesh and blood, be it the spirit, the ki, a persona, or simply the quintessence of life itself. Whatever it may be called in any culture, the Void Mystics are inevitably linked with death and life beyond it. Imbued with the means to defy the limits of the body both in life and death, Void Mystics learn to enter a space outside and between the mind, sensing psychic emanations and impressions such as fear, desire and pain of the living and the dead.
  The Mystery of Void may travel during his dreams. Doing so costs 1 rank of Mystery of Void per day. For each day the Mystic does this, he loses 1 rank of Mystery of Void until he is able to practice the Void Ritual associated with his order.   Adept: The Mystic can continue to act in this way even while incapacitated with the assumption that his Presence points are Endurance points, or other types of points.
Master: The Mystic can continue to act in this way, even while dead. Any Presence points used while incapacitated or dead are not replaced the following round.
Type

The Five Mysteries
 
Ways of Void
  • Guiding Hand Way (Motivation)
  • Shining Spirit Way (Projection)
  • Thought Weaver Way (Negotiation)

Skill Rules

A Skill may wagered to perform an Ability check.  This adds 50% Uncertainty to the wager.
 
A skill may be wagered to augment an Ability check. This adds 25% Uncertainty to the wager.
 
Skills are a sum of all the Abilities that a character has within that Skill category. Ranking up an Ability within that Skill ranks up the Skill as well.

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