Mystic Traits & Traditions in The Galaxy of the Third Breath | World Anvil
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Mystic Traits & Traditions

Mystic Traditions are a series of quasi-prestige traits that permits a character to increase their mystical abilities in a specific mystical discipline. They are designed to build on one another to create greater power as the hero earns the traits for their specific mystic tradition. Every mystic tradition has three levels - a low level, a mid level, and a high level practitioner. The names may change, depending on the specific tradition, but typically they are - apprentice, journeyman, master.   While there is no rule that would prohibit a character from learning from more than one school of mystic arts, most mystic traditions guard their secrets jealously and do not instruct those that do not share their ideals. GMs should be very careful in permitting players to learn from more than one tradition.   There are literally a countless number of ways that the inhabitants of the Galaxy have learned to manipulate their mystical abilities. GMs are encouraged to work with their players to create a mystic tradition that suits the style of gameplay that both the players and GM wish to have in the campaign. The following are some of the more common mystic traditions and their corresponding Traits in the Galaxy of the Third Breath -   Dol Vorso Sages- the loose collection of mystics (mostly Mesutaani) focus on tracking down wrong doers and discovering the truth.   Sage: A Sage is a mystic who has completed their apprenticeship under a mentor and permitted to wear the Mist Eye badge. A character must have the Innate Power trait. A Sage has access to the following spells -
  • Hide in the Mist - 1 action to cast, Standard Test - you are shrouded by an invisible mist, making you unseen by all eyes. Gain Advantage to all Stealth rolls for as long as you concentrate. If cast with Disadvantage, you can hide your entire team in this fashion.
  • Mark Your Quarry - 1 action to cast, Standard Test - you can place an invisible mark on another. Range is within your sight line. You feel the pull of the mark and can follow the target as long as the makr is active. The mark will remain on the target until dispelled by you or the target moves more than 1 km away from you.
  • Shield of Mist - 1 action to cast, automatic success – you count as having taken the Evade action and as having the Shield-Bearer Trait until your next turn.
  • Eye for Danger - automatic, all the time - you gain the Ambush Specialist feat.
  Senior Sage: A Senior Sage has typically been actively practicing for quite some time, and has mastered the basic forms and started to become familiar with more complex techniques. A character must first have taken the Sage Trait in order to take this Trait. A Senior Sage obtains access to the following spells -
  • Telekinesis – 1 action to cast, [Special Test] - As an action you may move any object weighing as much as you without Testing. To hurl it violently, you must make a successful Standard Test. To hurl any object heavier than you, you must make a successful Test with Disadvantage.
  • Words in the Mist - free action to cast, Standard Test - this spell permits you to uneeringly know if another person is lying. If successful, a lying person's words will show as orange-black smoke that can be seen only by you.
  • Eye for Clues - automatic, all the time - you gain the Detective feat.
  • Move in the Mist - free action to cast, [Special Test] - at the start of combat, you roll Initiative with Advantage and add all three dice together for your initiative score.
  Master Sage: A Master Sage has mastered all of the complexities of piercing the web of lies and deception that sentient species weave around themselves and discerning the truth in nearly any matter. A character must first have taken the Senior Sage Trait in order to take this Trait. A Master Sage obtains access to the following spells -
  • Pronounce Judgment - 1 action to cast, Standard Test - you pronouce judgment against another. Upon a success, the target performs all actions at a Disadvantage (include combat rolls) until they can make a successful saving throw.
  • Mists of Truth - 10 minutes to cast , Standard Test - through an elaborate ritual and mediatation, you can pierce the veil and answer one question. However, often the answer might simply lead to more questions, as true truth is often elusive.
  • Hear their Guilt - 1 action to cast, Standard Test - you can "hear" the guilty thoughts of your target through a succesful test. You can continue to listen for as long as you concentrate. Telepathic races will be aware of your invasion of their mind and may attempt to repel you through a successful saving throw.
  • Subdue the Condemned - 1 action to cast, test with Disadvantage - upon a succesful check, you can command a target to surrender to your authority. The target gets a saving throw to resist your commands; if in combat, they test with Advantage (unless otherwise Disadvantaged).
 
Protectors of HYL - This mystical order was formed to ptotect and defend others, although for a price.   Protector: A Protector is a mystic who has completed their training at the Cathedral and is ready to accept missions to protect and defend others. A character must have the Innate Power trait. A Protector has access to the following spells -  
  • Resolute Shield - 1 action to cast, automatic success – you count as having taken the Evade action and as having the Shield-Bearer Trait until your next turn. On a successful Standard test, you can cover another person instead.
  • Heal the Innocent - 1 action to cast, Standard Test - If successful, the target creature is healed for 2 Hit Points. This Trait can also be used to cure poison, disease, and other physical ailments within reason. You must be next to the creature to heal it; you cannot heal yourself.
  • Telekinesis – 1 action to cast, [Special Test] - As an action you may move any object weighing as much as you without Testing. To hurl it violently, you must make a successful Standard Test. To hurl any object heavier than you, you must make a successful Test with Disadvantage.
  • Oathbound Connection - 1 action to cast, [Special Test] - As an action you may connect your life to your target. If the target is willing to make the conenction, the Test is made with Advantage; if the target is unwilling, the Test is made Disadvantage. Once a connection is established, it lasts until the Protector next rests. During combat, the Protector can split and share any damage taken between Protector and target.
  Experienced Protector: an Experienced Protector has typically been actively practicing for quite some time, and has mastered the basic forms and started to become familiar with more complex techniques. A character must first have taken the Protector Trait in order to take this Trait. An Experienced Protector obtains access to the following spells -  
  • Sense Danger - automatic, all the time - you gain the Ambush Specialist feat.
  • Always Armed - 1 action to cast, Standard Test - a successful test permits you to create a Light Melee weapon from mystical energy. Once created, the weapon continues to exist as long as you concentrate.
  • Defiant Vision - 1 action to cast, automatic success - You do not suffer Disadvantage for having your sight impaired. This lasts for an entire combat or for one hour of non-combat time.
  • A Good Offense - 1 action to cast, Standard Test - A successful cast strikes a foe, doing light ranged damage.
  Master Protector: a Master Protector has mastered the art of defense, both of others and themselves. A character must first have taken the Experienced Protector Trait in order to take this Trait. A Master Sage obtains access to the following spells -  
  • Be Somewhere Else - 1 action to cast (reaction), Standard Test - on a successful test, you can teleport a Oathbound target up to 5 squares away. As a reaction, you can teleport the target away from an attack before it is rolled. You can teleport yourself in the same manner, but only on a successful test with Disadvantage.
  • Shield Wall - 1 action to cast, test with Disadvantage - a successful test shields your entire party with mystical energy, giving all allies (and yourself) Cover against all foes in one direction.
  • Create Object - 1 action to cast, [Special Test] - As an action you may creat an object out of mystical energy. For objects small than you, the test is Standard, for objects larger (up to the size of a starfighter), the test is made with Disadvantage. The object is solid and occupies physical space. It can move, but does not have complex internal parts. For example, a Protector can create a tank which can move, but will not shoot.
  • Ghost Martyr - free action, automatic - if a Protector dies in combat (fails his Death saving tests), they fall, only to rise on their next turn as a Ghost Martyr, an undead creature. Your undead body is slow to act, and you can only take 1 action each turn. You are incorporeal - you appear to have a physical form, but it isethereal and intangible. This allows you to pass through physical objects and any successful attack gives youa test at Disadvantage to avoid. Successful attacks cause you to lose your turn, instead of taking damage. You remain a ghost martyr until either the combat is over, or your oathbound target is killed.
 
Shasa-Vaht - This order of Myrr mystics focuses their powers on understanding and controlling the flow of Time.   Acolyte: Acolytes have successfully completed their training and are practitioners of their mystical art. A Shasa-Vaht Acolyte obtains access to the following spells -
  • Shield of Slowed Time - 1 action to cast, automatic success – you count as having taken the Evade action and as having the Shield-Bearer Trait until your next turn.
  • Accelerate Another – 1 action to cast, Standard Test – one ally gets 1 extra action. Test with Disadvantage to give all allies within 30 feet 1 extra action.
  • Slow the Foe – 1 action to cast, Standard Test – 1 opponent rolls attacks at Disadvantage for 1 round.
  • Timeview – 1 action to cast, Standard Test – If successful, gain one detail about the history of an object or location you can touch or see. You can only do this once per item.
Senior Acolyte: a senior Acolyte has typically been actively practicing for quite some time, and has mastered the basic forms and started to become familiar with more complex techniques. A character must first have taken the Shasa-Vaht Acolyte Trait in order to take this Trait. A Senior Acolyte obtains access to the following spells -
  • Stopped for a Second – 1 action, standard Test. You cause one target to lose an action on their next Turn.
  • Move in a Moment – 1 action, standard Test. Upon a success, you stop time for 6 seconds, permitting you to move up to 10 squares away before time starts up again. To everyone else, it looks as it you instantaneously teleported to that spot.
  • Arrow of Aging – 1 action, test with Disadvantage. A successful cast strikes a foe and ages them, doing light ranged damage and causing them Disadvantage to all rolls for 1 round.
  • Cloaked out of Time – 1 action, standard Test. A successful test lets you slip in between the moments of real time to move silently. Gain Advantage to all Stealth rolls for as long as you concentrate. If cast with Disadvantage, you can hide your entire team in this fashion.
Mestre: a Mestre has mastered all of the complexities of Time and is able to manipulate the very flow of Time itself. A character must first have taken the Shasa-Vaht Senior Acolyte Trait in order to take this Trait. A mestre obtains access to the following spells - ???  
Shepherds - formed during the First Dark Age, Shepherds empower their martial skills with mystical energy. Their nickname, "the ultimate do gooders" is an apt one.   Brevet Shepherd: a Brevet Shepherd has mastered the basic techniques of the Shepherd Creed and are ready to begin helping others in the galaxy. Brevet Shepherds have access to the following powers:
  • Spirit Blade Defense – using a standard action, a Shepherd can infuse their crystal blade with energy, transforming it into a Psychic Spirit Blade. Spirit Blades are light melee weapons. Once ignited, maintaining the power in the blade takes a minimum concentration, freeing the Shepherd up for other actions. If a Shepherd is knocked unconscious or dies, the Spirit Blade’s energy fades and dies, becoming a simple crystal rod once again. While ignited, the Spirit Blade grants the Shepherd Cover, like the special action.
  • Enhance – Test. If successful you gain Advantage on your next Test. By Testing with Disadvantage, you can grant this to an Ally.
  • Fearless – Gains Advantage in Tests to oppose fear attacks.
  • Hardy – gains the Diehard trait
Shepherd: a Shepherd has typically been actively practicing for some time, and has mastered all basic forms and started to become familiar with more complex techniques. A character must first have taken the Bevet Shepherd Trait in order to take this Trait. A Shepherd obtains access to the following powers:
  • Parry & Riposte – Test with Disadvantage to deflect attack. If successful, may make an attack at Disadvantage.
  • Telekinesis – As an action you may move any object weighing as much as you without Testing. To hurl it violently, you must make a successful Test. To hurl any object heavier than you, you must make a successful Test with Disadvantage.
  • Lay on hands – standard test to heal another character 2 points. Test with Disadvantage to heal everyone within reach.
  • Spirit Blade Offense – After igniting their Spirit Blade, a Shepherd can attack with Disadvantage; if the attack is successful, the Spirit Blade does 2 points of damage. Cannot be used if the attack would already be at Disadvantage.
Master Shepherd:

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