083 - Relics 7

Martyred Saint Reliquaries

A special set of celestial-divinity themed relics from a "Saintess" millennia ago. In order to use these sacred objects, you'll require Ministration equal to the number of relics you acquire +1. So, to take one relic requires Minist-ration 2. To complete the Grail requires Ministration 6.

Set Bonus - 2: Ministration is half-off rounding down and stacking. You may cosmetically alter your magics as light-based. You can "Bank" acts of service to use for summoning later without concern for "payment" after use.

Set Bonus - 4: *Ministration does not count against the magic-ladder of prerequisites. It does not count against the limit of 1 Rank 6 magic either, and you advance it to R6 for free once it hits R5. *You may take the Epic Relic.


Martyr's Eye

Cost: SET -8

A golden eye inset among filigree as though it were citrine inset in a gold relief. While possessing the eye, you are shielded from Divination effects (rank scaling). For the full benefits, you must replace one eye with that of the Martyr's Eye. It connects with your senses so you may use it as your own, but it cannot be blinded by neither light or darkness, seeing in "gold-scale", gold echoes (like a "stand") reveal any creature's true forms if transformed, as well as seeing reality in a similar manner when illusion or manipulation alters perception, and in similar manner shows not spirits but divinity-invisible avatar, archon, and godling beings, so long as their rank doesn't eclipse yours.


Martyr's Hand

Cost: SET -8

A hand (to elbow) of fine gold detailing, as light as lifting a paper crane. It's a gold-mythril alloy. No natural diseases or pestilence can exist within 30m of this relic. Replacing your own limb with it, it behaves perfectly replacing the natural limb. The "Martyr's Hand" provides the conceptual ability to grab things. Meaning, so long as you intend to do so and have a reasonable perception of how you would do it, you may grab it, including a minor supernatural pull and timing augment. You can grab a lightning bolt for example, grab a spirit, grab a light ray. Grab someone's shadow. You may even reach through something to grab something else, such as a possessing entity, or bad dream.


Martyr's Hair

Cost: SET -12

Golden hairs that glow like sunbeams, as soft as cloud. It cannot be cut by any means. It acts like a wig, as though still attached to a scalp... Wrapping a wound in the hair causes the wound to heal fully by the time you can unwrap it. Wearing the hair sees it secure itself and meld with your own to overtake it entirely, even hair elsewhere matching. In doing so you have perfect prehensile control over the hair down to the individual strand to the degree you can emulate objects including outfits. It extends to reach within 15m and self-regenerates instantly if managed to be damaged. You may treat it as a magic to fuse with other magics to imbue it with Life/Light as harmony magic or simple cosmetic-theme shifting.


Martyr's Heart

Cost: SET -12

A still beating heart of gold. Proximity to the exposed heart provides universal high mana charge by the beat. It can sink in through the chest to replace ones own heart, increasing mana capacity to Very High. If something is already granting you Very High, then Great. Great making High equivalent to Low on this scale. The excess mana is stored within the heart, and your blood, which becomes thick and golden with luminance proportional to mana reserve. The blue of blood vessels would look gold, glowing with mana. While at max mana capacity, your blood becomes a viable ingredient for Rank 4 alchemy, 5 with all set relics or Cosmic Pearl passive. Once implanted, you cannot die until the heart is destroyed.


Martyr's Grail

Cost: SET -20

To even see it requires the Martyr's Eye, else you'd see a physical plain clay cup the Grail is "anchored" to, as it's entirely constructed of unseen intangible divinity. The Grail's presence alone causes increasing discomfort and desire to leave proportional to how far someone is away from the commands as per Celestial Code they are. Devils can't even bring themselves to think about the location unless highly motivated. The location can be considered a mobile "Sacred Site" as per Simple Holy Knight. Viewing the Grail relays the idea of "[crown=grail]". Undergoing the proper ceremony for implanting the Grail in yourself requires the full set, to gain the SAINT class. Any children you produce will be considered demi-gods who gain one of your magics or perks as an innate ability, and one from the father. Narratively, you gain attention and a right-to-interact with beings of the Divine Sphere, where normally they'd be limited. They can still only interfere via cooperation, agreements, "games", and so on.


Faction: Ministration

Service: Acts of Heroism. You may and must take the Celestial Code Heroic Quest and must take an Outsider or Hespatian companion and redeem them into an obviously good person.

Celestial: You summon Archangel Icarus as seen. You acquire the benefits of Simple Holy Knight, including the "end-text" bonuses. You must take Exorcist, with which you are able to purge Far Corruption from people, while your Wards can eliminate it from the environment if it isn't too saturated, Divine Script can repel outsiders and seal weakspots, and you may similarly use Hallowed Halls to patch Aether Shears.

After cleaning corruption a while, you may take A or B if you haven't already, from R5.


Saintess

The SAINTESS is a once-an-age improbability. This Class requires the full Martyr set and is obtained once the set is completed and integrated with yourself. This is a "Secret" unlock and, not a standard option. Normally it requires a perfect soul living a perfect life, but with the help of the Martyr's reliquaries and the Celestial Code, you've achieved a kind of low-ascension.

You retain your previous class. As this is more of a "prestige class", it doesn't alter "starting power", but your CAP is now 140, or 150 for Wizards and Slayers.

The Saintess has two additional GROWTH methods. Service and Propagation. Service works like Focus and Might, and is as described in Ministration, meeting these requirements for Ministration results in Growth. So long as you meet 5 Rank 1 services, you gain 1 Growth for that day. 4 Rank 2 services. 3 Rank 3. 2 Rank 4. 1 Rank 5. This can stack up to gaining 5 Growth in a day. Propagation on the other hand, means you gain Growth similar to Favor. Whenever your offspring or someone you mentor (with more involvement) raises their max ranking, ie; acquires their first Rank X magic, you gain Propagation equal to their max rank, which can be traded 1-1 for Power. If you are a woman, also gain Propagation on birth equal to the Rank of the father/other parent, and gain 1 Service per day while pregnant. Male Saints are fine, this is just innate to that.

Advantage:
The Relic Set becomes part of your True-Form, inseparable and healing accounts for them. A Saintess is thought to have absolute immortality, they cannot be erased or destroyed so long as they do not betray the Virtues, to maintain the standards laid out by Ministration and Celestial Code. Their physical body will continue to regenerate even with the absence of any trace of it, as it regenerates from nothing through the spirit. The spirit regenerates through the psyche. The psyche regenerates through the body. This occurs imperceptibly fast, fully reforming where they stood, or in the nearest unoccupied space, even as their previous body turns to paste on the wall behind them from some effect. A Saintess is a mix of mind-body-spirit into one whole. They can selectively have visibility or full tangibility or intangibility across all 3 layers of reality, save for things which can see or interact with the divine. You gain a space for a 5th affinity, one of which must be Life. A Saintess only dies to the same extraordinary situations that can kill the gods, but eventually they'll ascend further, welcomed into the Divine Sphere usually through a divine marriage.

You may instead ritually place the Martyr Relics in a tomb with yourself. Using your mana and meditation, the relics recombine and resurrect the Martyr as a Companion. You retain Set Bonuses.


Saint Adina bavt'Neriah

Class: Saintess
Power: ?/10 | Teamwork: ?/10 | Sociability: ?/10 | Morality: ?/10 | Ranking: 10

Adina was the last known Saintess. Long before the Celestial Code began, she sacrificed herself in the process of erasing a Far God's existential record at the cost of embedding its metaforma into the layers between her body, mind, and spirit. She in effect became the Far God... To finish the job, she separated her essence across multiple relics in a way that would prevent the corruption, a bit like gerrymandering the influences, at the cost of her own nonexistence... unless...?

Positives:

Negatives:

+/- She is as close to a perfect human being as possible in a technical and conceptual sense, she adapts as needed.

Adina has Alch 5, Fire 5, Life 6, Monst 6, Minist 6

Powered by Forestry.md