Editing Shadowwalkers: Trait Sets, Mods, and Chargen

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:'''Elemental Master:''' You have mastered one of the four traditional elements: '''Earth, Air, Fire,''' or '''Water'''. The player must select one element to be his Primary element of Mastery. Any use of the other three elements is made at one die lower than this power is ranked at.
 
:'''Elemental Master:''' You have mastered one of the four traditional elements: '''Earth, Air, Fire,''' or '''Water'''. The player must select one element to be his Primary element of Mastery. Any use of the other three elements is made at one die lower than this power is ranked at.
  
βˆ’
:This power can be used to affect existing elements or to summon elements or elementals as well as enable the Mystic to survive contact with the element or immersion in the elemental plane in question.
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:This power can be used to affect existing elements or to summon elements or elementals as well as enable the master to survive immersion in the element or elemental plane in question.
  
 
:'''Telekinesis:''' The Mystic is able to can reach out with their mind and take hold of an object within their line of sight and lift or move it.  
 
:'''Telekinesis:''' The Mystic is able to can reach out with their mind and take hold of an object within their line of sight and lift or move it.  
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:: [[File:D0Ba.png|12px]] Effect die of [[file:d12a.png|24px|d12]] can lift '''~'''5000 lbs.
 
:: [[File:D0Ba.png|12px]] Effect die of [[file:d12a.png|24px|d12]] can lift '''~'''5000 lbs.
  
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:'''Walker of the Ways:''' The Mystic is able to open any gate between the realm they are in and a connecting realm (the gate must be there to be opened). Being able to open the gate does not guarantee survival in the realm beyond. Effect determines how long a gate stays open and how many may follow. Gates to the Astral Realm, the Neverwhen, and Faerie are usually not immediately lethal from an environmental standpoint, and Mystics are frequently equipped to survive the elemental realms.
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:'''Walker of the Ways:''' The Mystic is able to open any gate between the realm they are in and a connecting realm (the gate must be there to be opened). Being able to open the gate does not guarantee survival in the realm beyond. Effect determines how long a gate stays open and how many may follow. Gates to the Astral Realm, the Neverwhen, and Faerie are usually not immediately lethal from an environmental standpoint, and Mystics are frequently equipped to survive at least three of the elemental realms.
  
  

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