The Trials of Man
Brief History:
In the beginning, the dragons were oppressing the mortals. Magic was the only thing keeping a few of them on a level playing field. Then the deities decided to meddle with the affairs of the mortals. They freed them from they draconic tyranny, but once they were done, they stayed.
The Trials of Man saw what was going on and thought that the mortals had been through enough. She decided to empower those who have had enough of outsiders interfering in their business. She is also known for helping teach mortals how to unlock the hidden potential inside them.
She doesn't hate magic users, she hates those that think the mortals are frail and need help making it through the world. The belief that mortals are much stronger than the other celestials and outsiders think has earned her the name "The God that Believes in You" from her followers.
She recognizes the irony of "Want deities out of your life? Well you should worship this one!". Which is why she does not require worship or offerings. She sees this interference as a necessary evil and when/if magic leaves this world, so will she.
Power Investiture
Power Investiture 1 (Acolyte): All of- Mental Strength (Will+0) or Exorcism (Will-2) [1]
- Chauvinistic (Mages) [-1]
- If you have Power Investiture for any other Celestial or Incantation Gift, you must take Vow (Freedom of the Masses) [-5] instead of Chauvinistic (Mages)
- Mental Strength (Will+3) or Exorcism (Will+1) [8]
- Mental Strength (Will+7) or Exorcism (Will+5) [24]
- Intolerance (Mages) [-5]
- If you have Power Investiture for any other Celestial or Incantation Gift, you must take Vow (Freedom of the Masses) [-5] instead of Intolerance (Mages)
- Mental Strength (Will+11) or Exorcism (Will+8) [40]
Dislike (Mages) [-1]: You won't generally get along with mages. You distrust them. But you are able to work with them if necessary. Those that notice your treatment of them react to you at -1.
Intolerance (Mages) [-5]: You may work with mages you know. You won't trust them, but you will work with them. Any mages you arent familiar with are not someone you will want to deal with at all. Those that notice your treatment of them can react anywhere from -1 to -5.
Vow (Freedom of ): You can never use your magic to hurt or oppress any innocent person.
Spells
Acolyte:
- Detect Magic: Determines whether any one object is magical.
- Mage Sense: Tells the caster whether some unseen magical item or creature is nearby.
Cleric:
- Mage Sight: Detect all magical items in your field of vision.
- Counterspell *: You may nullify any ongoing spell that you know of on a successful.
- Remove Aura: Removes the ability for spells like Aura and History to work on subjects.
Champion:
- Dispel Possession: Ends any Soul Rider, Possession spell or advantage, or their animal equivalents on the subject.
- Know True Shape: Tells the caster if the subject's visage or body has been altered by magic at all.
- Astral Block: No spirit or insubstantial being may cross an astral block's boundaries for the duration of the spell.
- Ward *: When cast immediately after a spell is thrown at its subject, this spell can prevent the opposed spell from working.
- Spell Shield: Spells cast through this area are possibly resisted.
- Dispel Magic: Negates other spells within the are if successful.
- Banish: Sends an extraplanar visitor back to its plane of origin. This can only be used by a caster in their home dimension.
- Teleport Shield: Makes it more difficult for a target to teleport or blink into or out of an area.
Zealot:
- Great Ward: As Ward (above) but protects any number of those who would have been affected by the attacking spell.
- Pentagram: Produce a magical barrier, which blocks hostile spells and magical creatures from passing in either direction. This does not keep any mages from passing through, but will block half-draconics and half-celestials.
- Drain Mana: Permanently remove all mana from an area.
- Drain Sanctity *: Permanently remove all sanctity of one kind of celestial from the area.
- Remove Curse: Nullifies any Curses placed on the subject.
Powers
These are advantages that you can buy because of your devotion to your diety.
- Mentor: Trained by a Master + Trials of Man Essence 10 [20]
You may call on a being from the Trials of Man's realm. This being is a master of all martial arts and melee weapons. You are able to train skills at an accelerated rate. Additionally, any Rapid Strikes you take with unarmed or melee weapons only take half the usual penalties (reduced to a -1 penalty for each attack if you have the appropriate Weapon Master advantage or Wildcard skill). If you parry multiple times with the same weapon, you take half of the penalties to do so as well.Requires Power Investiture 1 (The Trials of Man) - Mundane Barrier 1: Magic Resistance 1 (Improved) + Damage Resistance 2 (Magical Attacks) + Trials of Man Essence 3 [6]
You reject even the existance of magic whenever possible. Spells cast directly upon you are at a -1 to affect you. Additionally, any missile spells, objects hurled at you via magic, Imbuements that empower the weapon's damage, or enchantments that deal additional damage have their damage reduced by 2. This does not affect damage done by enchanted weapons, just the enchantment.Requires Power Investiture 1 (The Trials of Man) - Mundane Barrier 2: Magic Resistance 2 (Improved) + Damage Resistance 4 (Magical Attacks) + Trials of Man Essence 6 [12]
You reject even the existance of magic whenever possible. Spells cast directly upon you are at a -2 to affect you. Additionally, any missile spells, objects hurled at you via magic, Imbuements that empower the weapon's damage, or enchantments that deal additional damage have their damage reduced by 4. This does not affect damage done by enchanted weapons, just the enchantment.Requires Power Investiture 2 (The Trials of Man) - Mundane Barrier 3: Magic Resistance 3 (Improved) + Damage Resistance 6 (Magical Attacks) + Trials of Man Essence 9 [18]
You reject even the existance of magic whenever possible. Spells cast directly upon you are at a -3 to affect you. Additionally, any missile spells, objects hurled at you via magic, Imbuements that empower the weapon's damage, or enchantments that deal additional damage have their damage reduced by 6. This does not affect damage done by enchanted weapons, just the enchantment.Requires Power Investiture 3 (The Trials of Man) - Mundane Barrier 4: Magic Resistance 4 (Improved) + Damage Resistance 8 (Magical Attacks) + Trials of Man Essence 12 [24]
You reject even the existance of magic whenever possible. Spells cast directly upon you are at a -4 to affect you. Additionally, any missile spells, objects hurled at you via magic, Imbuements that empower the weapon's damage, or enchantments that deal additional damage have their damage reduced by 8. This does not affect damage done by enchanted weapons, just the enchantment.Requires Power Investiture 4 (The Trials of Man) - No Hiding: See Invisible + Trials of Man Essence 3 [12]
Anything that would normally be invisible, is now fully visible to you.Requires Power Investiture 2 (The Trials of Man) - Hunter of Mages 1: Detect: Spellcasters (Vague) + Trials of Man Essence 1 [4]
You are finely tuned to the presence of spellcasters. You may make a Concentrate Maneuver and make a Sense roll with a bonuse equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is someone with Incantation Gift or Power Investiture of any kind, you are alerted there is one nearby (you are able to ignore any know casters near you). On a critical success, you are given the direction to the nearest group and roughly how many there areRequires Power Investiture 1 (The Trials of Man) - Hunter of Mages 2: Detect: Spellcasters + Trials of Man Essence 2 [8]
You are finely tuned to the presence of spellcasters. You may make a Concentrate Maneuver and make a Sense roll with a bonuse equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is someone with Incantation Gift or Power Investiture of any kind, you given the direction to the nearest group and roughly how many there are (you are able to ignore any known casters near you).Additionally, you may attempt to analyze the target by making an additional Concentrate Maneuver and rolling against IQ with a bonus equal to your Power Investiture (Trials of Man) level. If successful, it will tell you what levels of Power Investiture they have in which Celestial and which Path or Imbuement skills they are most proficient in.Requires Power Investiture 2 (The Trials of Man) - Hunter of Mages 3: Detect: Spellcasters (Precise) + Trials of Man Essence 6 [14]
You are finely tuned to the presence of spellcasters. You may make a Concentrate Maneuver and make a Sense roll with a bonuse equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is someone with Incantation Gift or Power Investiture of any kind, you given the direction to the nearest group and roughly how many there are (you are able to ignore any know casters near you).Additionally, you may attempt to analyze the target by making an additional Concentrate Maneuver and rolling against IQ with a bonus equal to your Power Investiture (Trials of Man) level. If successful, it will tell you what levels of Power Investiture they have in which Celestial and which Path or Imbuement skills they are most proficient in. It will also tell you the distance to these people.Requires Power Investiture 3 (The Trials of Man) - Hunter of Undead 1: Detect: Undead (Vague) + Trials of Man Essence 1 [4]
You are finely tuned to the presence of undead. You may make a Concentrate Maneuver and make a Sense roll with a bonuse equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is an undead being of any kind, you are alerted there is one nearby (you are able to ignore any know undead near you). On a critical success, you are given the direction to the nearest group and roughly how many there areRequires Power Investiture 1 (The Trials of Man) - Hunter of Undead 2: Detect: Undead + Trials of Man Essence 2 [8]
You are finely tuned to the presence of undead. You may make a Concentrate Maneuver and make a Sense roll with a bonuse equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is undead being of any kind, you given the direction to the nearest group and roughly how many there are (you are able to ignore any know undead near you).Additionally, you may attempt to analyze a target by making an additional Concentrate Maneuver and rolling against IQ with a bonus equal to your Power Investiture (Trials of Man) level. If successful, it will tell you what is animating the corpse or controlling the spirit: Incantation Magic, Celestial Magic, or somthing else.Requires Power Investiture 2 (The Trials of Man) - Hunter of Undead 3: Detect: Spellcasters (Precise) + Trials of Man Essence 6 [14]
You are finely tuned to the presence of spellcasters. You may make a Concentrate Maneuver and make a Sense roll with a bonus equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is someone with Incantation Gift or Power Investiture of any kind, you given the direction to the nearest group and roughly how many there are (you are able to ignore any know casters near you).Additionally, you may attempt to analyze a target by making an additional Concentrate Maneuver and rolling against IQ with a bonus equal to your Power Investiture (Trials of Man) level. If successful, it will tell you what is animating the corpse or controlling the spirit: Incantation Magic, Celestial Magic, or somthing else. It will also tell you how far away you are from these beings.Requires Power Investiture 3 (The Trials of Man) - Hunter of Abominations 1: Detect: Abomination (Vague) + Trials of Man Essence 1 [4]
You are finely tuned to the presence of abominations. You may make a Concentrate Maneuver and make a Sense roll with a bonus equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is a mutated being of any kind, you are alerted there is one nearby (you are able to ignore any know abominations near you). On a critical success, you are given the direction to the nearest group and roughly how many there areRequires Power Investiture 1 (The Trials of Man) - Hunter of Abominations 2: Detect: Abomination + Trials of Man Essence 2 [8]
You are finely tuned to the presence of abominations. You may make a Concentrate Maneuver and make a Sense roll with a bonus equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is a mutated being of any kind, you given the direction to the nearest group and roughly how many there are (you are able to ignore any know undead near you).Additionally, you may attempt to analyze a target by making an additional Concentrate Maneuver and rolling against IQ with a bonus equal to your Power Investiture (Trials of Man) level. If successful, it will tell you what is mutating the creature or person: Incantation Magic, Celestial Magic, or something else.Requires Power Investiture 2 (The Trials of Man) - Hunter of Abominations 3: Detect: Abomination (Precise) + Trials of Man Essence 6 [14]
You are finely tuned to the presence of abominations. You may make a Concentrate Maneuver and make a Sense roll with a bonus equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is a mutated being of any kind, you given the direction to the nearest group and roughly how many there are (you are able to ignore any know undead near you).Additionally, you may attempt to analyze a target by making an additional Concentrate Maneuver and rolling against IQ with a bonus equal to your Power Investiture (Trials of Man) level. If successful, it will tell you what is mutating the creature or person: Incantation Magic, Celestial Magic, or something else. It will also tell you how far away you are from these beings.Requires Power Investiture 3 (The Trials of Man) - Hunter of Celestials 1: Detect: Celestial (Vague) + Trials of Man Essence 1 [4]
You are finely tuned to the presence of Celestials. You may make a Concentrate Maneuver and make a Sense roll with a bonus equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is a celestial being of any kind, you are alerted there is one nearby (you are able to ignore any know celestials near you). On a critical success, you are given the direction to the nearest group and roughly how many there areRequires Power Investiture 1 (The Trials of Man) - Hunter of Celestials 2: Detect: Celestial + Trials of Man Essence 2 [8]
You are finely tuned to the presence of Celestials. You may make a Concentrate Maneuver and make a Sense roll with a bonus equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is a celestial being of any kind, you given the direction to the nearest group and roughly how many there are (you are able to ignore any know celestials near you).Additionally, you may attempt to analyze a target by making an additional Concentrate Maneuver and rolling against IQ with a bonus equal to your Power Investiture (Trials of Man) level. If successful, it will tell you what realm the creature or person is from.Requires Power Investiture 2 (The Trials of Man) - Hunter of Celestials 3: Detect: Celestial (Precise) + Trials of Man Essence 6 [14]
You are finely tuned to the presence of Celestials. You may make a Concentrate Maneuver and make a Sense roll with a bonus equal to your Power Investiture (Trials of Man) level and a penalty based on their distance from you. If there is a celestial being of any kind, you given the direction to the nearest group and roughly how many there are (you are able to ignore any know celestials near you).Additionally, you may attempt to analyze a target by making an additional Concentrate Maneuver and rolling against IQ with a bonus equal to your Power Investiture (Trials of Man) level. If successful, it will tell you what realm the creature or person is from. It will also tell you how far away you are from these beings.Requires Power Investiture 3 (The Trials of Man) - Cleansing Fury: Higher Purpose + Trials of Man Essence 1 [4]
Whenever you are in combat with any people or creatures that you have bought a Hunter package for, all die rolls are increased by 1. This means any attack rolls being made, any damage rolls from the attack rolls, any Resist attempts, any Active Defenses rolls, or any rolls to Identify the targets of your malice. The GM has the final say in whether a roll is affected.Unike other Higher Purposes, this does stack with other forms of Higher Purpose. You won't gain a +2 vs an undead mage however. If the target has any of the tags that you are hunting, you gain a +1 to those rolls.Requires Power Investiture 3 (The Gala) and at least one of the Hunter packages above - Swift Justice 1: Enhanced Move 0.5: Ground (Only Towards Hunted Enemies) + Trials of Man Essence 1 [6]
If you are running towards any person or creature that you have purchased a Hunter package for, you may increase your running speed by 50% only when running towards them. This may be bought as Enhanced Move 0.5: Air if you wish.Requires Power Investiture 2 (The Trials of Man) and at least one of the Hunter packages above - Swift Justice 2: Enhanced Move 1: Ground (Only Towards Enemies with Incantation Gift or Power Investiture) + Trials of Man Essence 2 [12]
If you are running towards any person or creature that you have purchased a Hunter package for, you may double your running speed when running towards them. This may be bought as Enhanced Move 1: Air if you wish.Requires Power Investiture 3 (The Trials of Man) and at least one of the Hunter packages above - Magic Static 1: Affliction (Penalize Magic 1 + Baleful Song + Doesn't Require Concentration + Affects Insubstantial) + Trials of Man Essence 5 [21]
You sing, hum, play your instrument, etc. to activate this ability. Anyone who comes within 2 yards of you must succeed a Quick Contest of Will with you (the target has a penalty equal to your Power Investiture level) or take a -1 penalty to all casting rolls. This includes all Celestial Magic spells, Incantation Spells, and Imbuements. This song affects insubstanial beings as well.You must be playing music or singing the entire time, but this doesn't require a Concentrate manuever. You must just be able to sing, whistle, dance, play an instrument, etc. while you are doing whatever it is you want to do. Anyone affected by this ability will suffer the penalty for a minute or until you stop using the ability.Requires Power Investiture 1 (The Trials of Man) and Singing, Dancing, or Musical Instrument skill of 12+ - Magic Static 2: Affliction (Penalize Magic 2 + Baleful Song + Doesn't Require Concentration + Affects Insubstantial) + Trials of Man Essence 5 [22]
You sing, hum, play your instrument, etc. to activate this ability. Anyone who comes within 2 yards of you must succeed a Quick Contest of Will with you (the target has a penalty equal to your Power Investiture level) or take a -2 penalty to all casting rolls. This includes all Celestial Magic spells, Incantation Spells, and Imbuements. This song affects insubstanial beings as well.You must be playing music or singing the entire time, but this doesn't require a Concentrate manuever. You must just be able to sing, whistle, dance, play an instrument, etc. while you are doing whatever it is you want to do. Anyone affected by this ability will suffer the penalty for a minute or until you stop using the ability.Requires Power Investiture 2 (The Trials of Man) and Singing, Dancing, or Musical Instrument skill of 14+ - Magic Static 3: Affliction (Penalize Magic 4 + Baleful Song: 4 Yards + Doesn't Require Concentration + Affects Insubstantial) + Trials of Man Essence 7 [29]
You sing, hum, play your instrument, etc. to activate this ability. Anyone who comes within 4 yards of you must succeed a Quick Contest of Will with you (the target has a penalty equal to your Power Investiture level) or take a -4 penalty to all casting rolls. This includes all Celestial Magic spells, Incantation Spells, and Imbuements. This song affects insubstanial beings as well.You must be playing music or singing the entire time, but this doesn't require a Concentrate manuever. You must just be able to sing, whistle, dance, play an instrument, etc. while you are doing whatever it is you want to do. Anyone affected by this ability will suffer the penalty for a minute or until you stop using the ability.Requires Power Investiture 3 (The Trials of Man) and Singing, Dancing, or Musical Instrument skill of 16+ - Magic Static 4: Affliction (Penalize Magic 8 + Baleful Song: 4 Yards + Doesn't Require Concentration + Affects Insubstantial) + Trials of Man Essence 8 [34]
You sing, hum, play your instrument, etc. to activate this ability. Anyone who comes within 4 yards of you must succeed a Quick Contest of Will with you (the target has a penalty equal to your Power Investiture level) or take a -8 penalty to all casting rolls. This includes all Celestial Magic spells, Incantation Spells, and Imbuements. This song affects insubstanial beings as well.You must be playing music or singing the entire time, but this doesn't require a Concentrate manuever. You must just be able to sing, whistle, dance, play an instrument, etc. while you are doing whatever it is you want to do. Anyone affected by this ability will suffer the penalty for a minute or until you stop using the ability.Requires Power Investiture 4 (The Trials of Man) and Singing, Dancing, or Musical Instrument skill of 16+
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Holy Items
These are standard items that you might find for sale in a temple of The Earth Shaper. They are not Enchantable.
- The Trials of Man's Holy Symbol (Small): 25 SP ($250) 0.25lbs
- The Trials of Man's Holy Symbol (Medium): 1 EP ($1,000) 0.5lbs
- The Trials of Man's Holy Symbol (Large): 4 EP ($4,000) 1lb
- The Trials of Man's Holy Symbol (Grand): 16 EP ($16,000) 2lbs
A small talisman inscribed with a ASDFASDFASDF. When someone is holding this, their Trials of Man Sanctity Level is increased to the highest of the local Mana Level or Sanctity Level of another celestial up to Low Sanctity.
A medium talisman inscribed with a ASDFASDFASDF. When someone is holding this, their Trials of Man Sanctity Level is increased to the highest of the local Mana Level or Sanctity Level of another celestial up to Normal Sanctity.
A large talisman inscribed with a ASDFASDFASDF. When someone is holding this, their Trials of Man Sanctity Level is increased to one level higher than the highest of the local Mana Level or Sanctity Level of another celestial up to High Sanctity.
A large talisman inscribed with a ASDFASDFASDF lined with gold. When someone is holding this, their Trials of Man Sanctity Level is increased to one level higher than the highest of the local Mana Level or Sanctity Level of another celestial up to Very High Sanctity.