Mystical traditions
Each character's ability to use their mystical powers, if they have any, is governed by one Mystical Tradition. Classes that advance a character's Tradition advance whichever mystical tradition they have. If they haven't picked a Tradition, taking a class that advances it requires them to pick one.
The Traditions
Sealed Prodigy
Sealed Prodigies seal away their mystical powers, allowing them to release the powers later abruptly, enhancing theirselves as they do so.
They have Seals, which consist of a [ Durational ] power (that has a single creature target), and a regular or [ Ultra ] break power. The [ Durational ] power is inactive, until the Sealed Prodigy breaks a Seal by using the break power, activating the [ Durational ] power on theirself. The break power cannot be used again until the seal is resealed, which deactivates the [ Durational ] power again. Resealing takes 1 hour of concentration if it's [ Ultra ] or 1 round of concentration otherwise. Powers are chosen (including any augmentations to get them to the desired rank) when you gain the power.
Common Mystical Advancement: Gain a Seal with a Rank 2 [ Durational ] power and a Rank 4 break power.
Elite Mystical Advancement: Gain a Seal with a Rank 5 [ Durational ] power and a Rank 7 break power.
Paragon Mystical Advancement: Gain a Seal with a Rank 8 [ Durational ] power and a Rank 10 break power.
Legend Mystical Advancement: Gain a Seal with a Rank 11 [ Durational ] power and a Rank 13 break power.
Enchanter
Enchanters enchant creatures and objects with mystical energy, making them stronger, and can later release the energy from an enchantment for a powerful effect. They're the inverse of Sealed Prodigies, in a way.
They have Enchantments, which consist of a [ Durational ] power, and a regular or [ Ultra ] break power. The [ Durational ] power is active on whatever it's enchanting, and the Enchanter can break the Enchantment, ending it, to use the break power, cast as though the Enchanter was standing anywhere the [ Durational ] power covers, although they do not normally gain any vision of this. Once an Enchantment is broken, the Enchanter gets back the energies used in the enchantment, and can enchant something new, with 1 hour of concentration if it's an [ Ultra ] enchantment or the [ Durational ] power's normal casting time otherwise. Powers are chosen (including any augmentations to get them to the desired rank) when you gain the power.
Common Mystical Advancement: Gain the energy for a common Enchantment, and learn a common Enchantment, which has a Rank 3 [ Durational ] power and a Rank 3 break power.
Elite Mystical Advancement: Gain the energy for an elite Enchantment, and learn an elite Enchantment, which has a Rank 6 [ Durational ] power and a Rank 6 break power.
Paragon Mystical Advancement: Gain the energy for a paragon Enchantment, and learn a paragon Enchantment, which has a Rank 9 [ Durational ] power and a Rank 9 break power.
Legend Mystical Advancement: Gain the energy for a legend Enchantment, and learn a legend Enchantment, which has a Rank 12 [ Durational ] power and a Rank 12 break power.
Supplicant
Supplicants listen to the whims of the mystical powers they call on, and can only use powers in line with whatever the energies support at that moment.
They have Forms, which are holders for a regular or [ Durational ] power, and Whim Dice, which are dice they roll at the start of their turn and allocate to powers in order to use or maintain them.
After an 8 hour rest, the Supplicant's Forms are cleared, and they may freely fill their Forms with un-augmented powers of the Forms' ranks with 1 round of concentration. If they want to be able to maintain a [ Durational ] power more than once, they have to fill more Forms with that same power.
There are several different variations of Forms, each with its own limitations:
[2-]: This Form is the only one that can hold immediate action powers, lesser action powers, or powers that are used as an attack. It requires a Whim Die of 2 or less to be placed in it.
[Any]: This Form can be activated with a die of any roll.
[Even]: This Form can only be activated with an even numbered die. It gets augmented +1 Rank if the die is a 4, or +2 Ranks if the die is a 6.
[Odd]: This Form can only be activated with an odd numbered die. It gets augmented +1 Rank if the die is a 3, or +2 Ranks if the die is a 5.
[6]: This Form can only be activated with a 6, and it gets augmented +3 Ranks.
Any Form can hold [ Durational ] powers.
At the start of the Supplicant's turn, they may free Whim Dice from any forms that have Whim Dice in them, ending any [ Durational ] powers that were powered by those Forms, then roll all their free and expended dice. In order to use a power, the Supplicant must put one of their rolled dice into an empty slot in that Form as part of the action to use it. If the Form power is [ Durational ], the die is now occupying the Form, otherwise the die is merely expended and the Form is free to potentially use again.
To use more powerful Forms, or weaker Forms more powerfully, the Supplicant needs more powerful dice.
Common Whim Dice can only be used in Rank 1 Forms.
Elite Whim Dice can only be used in Rank 1 or 4 Forms; in a Rank 1 Form they augment the power +3 Ranks.
Paragon Whim Dice can only be used in Rank 1, 4, or 7 Forms; in a Rank 1 or 4 Form they augment the power +3 Ranks.
Legend Whim Dice can be used in any Forms; in a Rank 1, 4, or 7 Form they augment the power +3 Ranks.
Common Mystical Advancement: Gain a Rank 1 Form and a Common Whim Die.
Elite Mystical Advancement: Gain a Rank 4 Form. Gain an Elite Whim Die, or upgrade two Common Whim dice to Elite.
Paragon Mystical Advancement: Gain a Rank 7 Form. Gain a Paragon Whim Die, or upgrade two Elite Whim Dice to Paragon.
Legend Mystical Advancement: Gain a Rank 10 Form. Gain a Legend Whim Die, or upgrade two Paragon Whim Dice to Legend.
Channeler
Channelers simply spend more time to use stronger powers.
Seeker of the Balance
Seekers of the Balance keep their different elements of power opposed to each other, alternating between them in pursuit of stability.
Stance Master
Stance Masters associate sets of personal enchantments and active powers together, changing what mystical powers they can use by entering a different stance with different enchantments.
A Stance Master has four stances, each of which consists of some [ Durational ] powers (that have a single creature target) which are automatically active on the Stance Master while they're in the stance and last until they leave it, and some regular powers which they can use while in that stance. The stances are referred to as A, B, C, and D. Powers are chosen (including any augmentations to get them to the desired rank) when you gain the power.
When an advancement lets you get a [ Durational ] or regular power for two stances, you don't have to make both be the same kind.
Common Mystical Advancement: Gain either a Rank 3 [ Durational ] power or a Rank 2 regular power for two of your stances. On odd-numbered times you advance A and B, and on even-numbered times you advance C and D.
Elite Mystical Advancement: Gain either a Rank 6 [ Durational ] power or a Rank 5 regular power for two of your stances. On odd-numbered times you advance A and B, and on even-numbered times you advance C and D.
Paragon Mystical Advancement: Gain either a Rank 9 [ Durational ] power or a Rank 8 regular power for two of your stances. On odd-numbered times you advance A and B, and on even-numbered times you advance C and D.
Legend Mystical Advancement: Gain either a Rank 12 [ Durational ] power or a Rank 11 regular power for two of your stances. On odd-numbered times you advance A and B, and on even-numbered times you advance C and D.
Tokenist
Tokenists imbue small tokens with power, some of which can be called upon again and again, while others are expended on use.
After an 8 hour rest, all the tokenist's tokens lose their energy and the tokenist may imbue objects anew with 1 round of Concentration. Tokens can be any kind of object, and don't have to be the same objects each time, but the tokenist has to touch and focus on a specific token to use it, so it's usually wise to choose small identifiable objects.
A token can either be Weak, meaning that it is not expended on use, or Strong, meaning that it is expended on use but may be an [ Ultra ] or [ Durational ] power. If it's a [ Durational ] power, it lasts until the tokenist's rest next depletes their tokens.
Token powers are freely chosen when they're imbued from the list of mystical powers the character has access to. All augments to them to bring them to the desired rank must be chosen when the token is imbued.
Common Mystical Advancement: Gain a Weak Rank 1 token, or a Strong Rank 4 token.
Elite Mystical Advancement: Gain a Weak Rank 4 token, or a Strong Rank 7 token.
Paragon Mystical Advancement: Gain a Weak Rank 7 token, or a Strong Rank 10 token.
Legend Mystical Advancement: Gain a Weak Rank 10 token, or a Strong Rank 13 token.
