
Abilities
Abilities
Abilities encompass a variety of different things within God Marked. Powers, Perks, Spells, Weapon Arts and Manoeuvres all count as Abilities. This section describes a variety of Abilities.
Passive: Some abilities are Constant Passives that are always active on your character.
Actions: This will tell you how many Actions it requires to use that Ability ranging from 1 - 5. There are a few different Actions. It will even say if an Ability can be used as a Reaction.
With Action: These Abilities don’t cost an Action if they are used with other Abilities.
Reaction: These abilities can be used as a reaction.
Resources: How many Resources the Ability requires to use.
Upcasting: These abilities can be upcasted the basic rule of thumb is you can upcast up to your modifier going beyond is overexerting you can find those rules below.
Depending: This just means the amount of resources you spend is depending on what the ability describes.
Type: The type of ability counts on how it works different abilities have different requirements on how they can hit their target.
Self: The Ability only affects the one who uses it.
Touch: You must touch the target you want to use this ability on.
Target: This ability can effect anyone within your range they can’t be reacted to.
Emitting: The Ability starts from the caster to it’s target going out to your range
Ray: These abilities start from yourself and go out a certain distance depending on their type Line (Up to your range) Cone (Half your range 45-degree angle) or Sphere (one-quarter of your range)
Size: Is how big the ability is.
Attack: Determines what Armour the Ability rolls against, if any.
Damage: Identifies what kind of Damage the Ability causes, if any.
Shatterable: These Abilities linger in effect; the Caster can end them at any time for free. It will break if your Focus threshold is reached.
Focus: These Abilities linger, but require you to use an Action every round to keep up. You can only have one focus ability up at a time. Will break if your Focus threshold is reached.
Hold: Hold abilities linger, doing their damage die when first active then damage equal to your casting modifier for every action spent while someone is inside, if your attack roll would be an indirect, they take half that damage. You can only have one hold ability activated at a time, when activated you have the slowed condition. When it is the enemy‘s turn, you may still turn to face moving enemies within your hold ability. Taking an action or reaction that isn’t using the hold ability ends it, additionally if your damage threshold is met the hold ability ends.
An action spent to prevent the hold ability from hurting you will not count to the damage that is dealt to you. You can also clash a Hold ability, successfully clashing it when it’s first used prevents it from being held, additionally when it’s your turn you may use a hold ability against another one using an action to clash it even if it has been held for a while.
Lingering: Lingering abilities use the same personable as hold abilities they tend to not be able to move and will deal casting modifiers of an effect depending on the ability.
You can’t be under the effect of the same Ability at the same time unless it’s specifically stated otherwise.
Companion Rules
The Companion table is for building your Companions, whatever they might be. Building a Companion is like building a character: they will always be half your level, unless taken from a perk, rounded down no less than level 1, and they don’t get Perks; instead they get Talents listed below. The amount of Talents is equal to half your Modifier to make the Companion.
When a Companion drops to 0 they can choose to Lay or Stand, just like yourself.
Companions can’t take negatives and don’t have Stamina or Runes.
Decrease Size: You can decrease the size of your Companion. Make sure to check out the size rules if they gain anything. Can be taken more than once.
Increase Size: You can increase the size of your Companion. Make sure to check out the size rules if they gain anything. Can be taken more than once.
Flight: Your companion has a Flight speed.
Command: You can use your Actions to make your Companion do something
Perk: Your Companion gains a Perk. You can’t take the Companion Perk.
Skilled: Gain 25 more Skill points. Can be taken more than once.
Connection: You can see and hear through your companion while you Focus on them.
Aid: With this Talent your Companion is able to aid you in different ways. When your Companion is with you, you can choose one Skill and when you roll for that Skill, you use the Companion’s Skill instead of your own. The companion will also give you the benefits of that skill being aided example aiding agility allows you to use your Companions movement to move. Companions can still act on their own, you only have the benefits of Aid if they are attached to you.
Actions: Your Companion gains another Action. (Can be taken twice.)
Self destruct: The Companion explodes, dying after it dose this dealing an amount of d10 equal to the level of the Companion + your modifier for making it.
Focus and Shatterable
Focus spells/power require attention; you must spend an action every round to keep the spell working. You can’t have more than one Focus spell active, and if you take a ¼ of your total hp in one attack you need to make a Mind save on a failure your spell/power ends.
Shatterable spells/powers don’t require your full attention to work, but when you take ¼ of your max hp, you need to make a Mind save. on a failure your spell/power ends.
When you rest all Focus & Shatterable abilities end.
Resources
Each Special Skill gives you its own unique Resource, Divine gives you Lumens you get at base for being a champion 10 Lumens + half your large Modifier. For abilities that can be upcasted you can upcast to your power Modifier at minimum one, going beyond that deals damage to you a d10 for every Lumen you upcast minus your small power Modifier. If you run out of Lumens you take a d10 for every Lumen you want to spend - your small power Modifier.
Magic gives you Intent you gain 10 Charges at base plus double small Magic Modifier. You can upcast a spell for as many Charges as your small Magic Modifier, you can spend an extra action to double the amount you’ve upcasted without expending more Intent.
Martial gives you Stamina at base you gain 2 Stamina + half your small Martial Modifier. You can spend as much Stamina as you like, if you are out of Stamina you can take a d10 for every Samina you want to spend - your small Martial Modifier of damage.
For abilities that can heal yourself you can’t use them without Resources, you can use them on other people but it would be like eating yourself to sustain yourself.
Rituals
Rituals can be performed by anyone with a Magic score or the little mage perk. To perform a ritual you require an item that has significant amount of light that reflects the light of the Ritual you wish to perform & if it’s of a spell you don’t have on your spell list some instructions on how to do so. You can perform any spell as a ritual giving you the benefits as if you casted the spell with 15 resources.
When you cast a ritual you set up a ritual sight, the size of your sphere range, five actions must be performed within this area and the items to cast the spell must be within this area including the target of the spell. You don’t have to consistently pour your actions into the ritual but it can’t go a round of combat without actions being spent on it. Others with a Magic score or little mage can help you perform the ritual by spending their actions.