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Mystery of Wind

A Mystic may pay Willpower to remove heft. If the Mystic can reduce his heft to 0 using available Willpower, the Mystic is considered weightless. In this state a Mystic may move through the air just as he would walk on the ground. The Mystic may make held items or equipped items weightless this way, but the objects do not remain weightless when he drops, throws or otherwise disposes of them.   The Mystery of Wind may be used to stave off the need for breath. Doing so costs 1 rank of Mystery of Wind per day. For each day the Mystic does this, he loses 1 rank of Mystery of Wind until he is able to practice the Wind Ritual associated with his order.   The power level of any Wind weather hazard the Mystic is within is added either to or against the Mystic's movement score while using Mystery of Wind.   Adept: The Mystic may pass through non-magical barriers as though he were incorporeal while at 0 heft but is still vulnerable to damage.
Master: The Mystic can completely dematerialize and rematerialize at 0 heft and does not pass through any spaces between the two points.
Type

The Five Mysteries

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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