Rule Book

  • Dice Game

    God Marked is a Table Top Role-Playing Game (TTRPG) which can be done in person or online. The game consists of two groups: The Players & The Light Bringer. The Players make characters to interact with the world and go on a journey. The Light Bringer is the worlds engine, they either make an Epic of their own or use a pre-made one to lead the Players through the story. The game functions best when the Players & The Light Bringer work together and respect one another to make a game everyone can enjoy.

    Dice is integral part of this game, but you can also have battle maps, and miniatures as well. But the most important thing to play this game is imagination.

  • When to Roll Dice

    Dice aren’t always needed to achieve results, there should be a good balance between roleplaying & dice rolls. The Light Bringer may not have NPCs roll for actions they make that are outside of combat, but have players roll when they are trying to do something they might not always succeed on.

    The D20 is the most common die used in God Marked, it is mainly used for skills, attacks and certain spells. For Skills, roll a D20 and add the chosen skill’s modifier. You get a modifier for each skill that is 1 tenth of your large skill number. For example, if a player wants to understand what kind of plant they are looking at, ask the player to roll a d20 + their medicine modifier. The other dies tend to be used when dealing damage or casting spells.

    Roll Checks

    During a traditional game you will have to do roll checks, meaning you will roll the d20, add the appropriate Skill Modifier and try to get over the roll check number determined by the GM. Figuring out the right number can get tricky for the Light Bringer, Roll Averages help with that (See Light Bringer Toolkit). Sometimes rolling against another persons roll can be opposing rolls, and sometimes it is dependant on the persons PAC, LAC or MAC.

    Hidden Changes

    Say there was something hidden in a room and it's under the bed at a 12 Dice Check. To reward roleplay if instead of just rolling Perception, you say "My character looks under the bed reaching their hand under to feel for anything." The dice check might lower. The lowering is done by the GM and they don’t tell the player how much it lowered by or even if it did. This award system doesn't always need to be used but is good to encourage roleplay no matter what the Skill is!

    This can also be added to Combat to lower enemy PAC LAC or MAC. Say you have a Fire champion they use the explosion power, move towards the enemy then attack with their weapon. This creativity and strategy to attack might lower the opponent's PAC when they try to defend.

    Group Rolls & Helping

    Sometimes the players will be in situations where you have the group roll together or they might try to all do the same thing. For Skill rolls it helps to let only one person do the roll, and let the other players Help! Players help by adding half their Diplomacy Modifier or the Modifier of that specific skill to the roll. So for example, instead of everyone rolling to look around the room, the character with highest Perception will roll, the other characters who have good Perception will add half their Modifier to the roll, and the players who might have bad Perception but a bit in Diplomacy will add that to the roll. 

    Rolling with help can only be done between all players that are together and working on the same thing at the same time. Some rolls can’t be helped and are up to the Light Bringer. 

    Another use for group rolls it to have the person who is the worst at the Skill roll. The other players can still able to help them. For example stealth if the group is all together the worst person at hiding will get everyone caught.

    Picking & Hacking

    Within the world of God Marked people will have things locked or protected with magic. These interactions act a bit differently then the normal roll check. Depending on the complexity of the lock or the runes you want to hack, determines how many successes you need. You will roll that many d4s, when you roll a four it counts as success. If it’s picking a lock, you can reroll as many d4s has your stealth modifier and if it’s hacking a rune, you can reroll has many d4s as your arcana modifier. Still let your players roll a D20 before doing so to see if they get a Crit!

    To Hack a rune you must be within the place the rune has been written. 

    When you start, you roll as many of the die that is required to hack/pick. Any that weren’t success, you can then reroll. You can only reroll as many dies equal to your modifier to hack/pick. To start a hack/pick is an action and to reroll is an action this is also an activity you may focus on. 

    Others can help with this action allowing them to do rerolls equal to half their modifier they help with, unless they have the helper perk.

    Crits

    When you roll a natural 20, meaning you get a 20 on the die that is known as a crit. If it is a skill roll, roll another D20, if you get above a 10 you get to add a +1 to your large number on that skill and if it’s another 20 you get to add +2 to the large number of that skill. If you roll below a 10, you don’t increase your skill amount.

    In Combat, Crits work differently, you still do what’s above but the second roll determines what kind of crit it would be.

    1 No Effect. Roll damage as if there wasn’t a crit.

    2-5 Max Damage. You deal the max damage of all your die added together.

    6-10 Second Roll. You roll all your damage die twice adding them together

    11-16 Double Damage. You double the damage of what you’ve rolled

    17-19 Double Max Damage. You deal double the amount of what your max damage would be.

    20 Triple Maximum Damage. You deal triple the amount of what your max damage would be

    When you roll a 1 on your attack roll in combat you fail the attack all together making it the other teams turn.

    Bonuses
    & Penalties

    Throughout you will see abilities mention Bonuses & Penalties there are different kinds listed below on what they mean.

    Bonus:  +2
    Bonus+: +5
    Penalty: -2
    Penalty+: -5

  • Every character has movement, movement is equal to 10 + your Agility Modifier, every round of Combat you replenish your movement. You use your movement to move spaces, each space costing one of your movements.  Moving through Water, climbing or trying to jump gives you the slowed condition. 

    Jumping

    There are two kinds of jumps: standing or running. A standing jump is equal to 1/4th your movement, and a running jump is equal to half your movement.  When you want to jump you spend an action to do it, if you have moved before spending that action it’s a running jump, if you haven’t it’s just a standing jump.  You may increase the amount of spaces you move when you jump by rolling a reflex roll. If it was a standing jump you gain extra movement equal to 1/4th the dice roll and if running you gain extra movement equal to half the dice roll.

    Falling

    Sometimes you don’t notice there is nothing under your feet and then you will start to fall. When you first start to fall you get to do one action before you drop 100 spaces then you or anyone else is able to react. Others can take reaction to when you first fall.   The damage you take when you fall depends on if it’s controlled or not. You ignore the first 5 spaces you fall, then for every 2 spaces you fall your take a d6 of blunt damage to a max of 30d6s. If you controlled the fall you only take half the total damage rolled.   If someone chooses to catch you they take half the damage and you take the other half.  Additionally when shoving someone and they hit someone they and the thing they hit both take half the damage of a d6 for every 2 spaces they move.

    All this damage is special called collusion damage.

  • The size of something determines a lot about the thing, especially when it comes to rules like Shove, Grapple. Clashing and Tripping or how much space your abilities take up. The general rule of thumb is you can’t shove, grapple or trip anything that is two sizes bigger than you. If you grapple someone 2 spaces smaller you suffer no disadvantages from doing so.

    Your abilities grow in size equal to 1/4 your own size, abilities with no size will gain a size of a sphere. Line albitites will add that size to their width, cone abilities will add it to all and same with sphere abilities. When clashing you also add 1/4 your size to your roll.

    Sizes are determined by the space you take up if something is one space big that means they have a diameter of 1 space, I use metres as a space in game and then in the real world spaces that are about 3 cm big, you can use any measurements that work better for you and your game! 

    Sizes are broken down based on how many spaces big something is but there are some tiers they can enter counting on how many spaces they are that can give them benefits and debuffs depending. All God Marked Characters start with a size of one.

    Tiny

    Tiny objects and creatures are so small they are less then half a space big and count for anything smaller then that too even being the size of a nail. Tiny things take no damage on indirect hits, are able to hide anywhere even without cover & take double damage on all direct hits. Tiny creatures count as anything with negative size.

    Small

    Small objects and creatures are half a space big they gain no benefits compared to medium creatures besides counting as one size smaller then them. Small is 0 Size.

    Medium
    A medium creature is 1 Size.

    Large

    A Large Enemy is about 2 to 4 size.

    Huge
    A Huge enemy is able to be five, six or seven size. They gain double the amount of health.

    Giant
    A Giant Enemy is able to fill a 8-20 Size. They also gain an additional damage die their martial weapons.

    Massive 

    Massive is the size for things that rival Skyscrapers, these enemies might even be the battle map themselves, they gain all the properties a Giant enemy has.

    Scaling Giants

    Once an enemy becomes Giant you can start to climb them and fight on their body. While on a Giant enemy you gain a bonce to your attack rolls, every time they move you must make an Acrobatics check equal to 10 + their size if you fail you fall off of them. You can only move half your movement when climbing an enemy. Some abilities the enemy has might not be able to reach you while you are on them too. 

  • When Chasing someone you start at a landmark; the person you are Chasing or running away from will be at a different landmark than you. Each Movement Action you spend brings you to a new landmark.

    A good way to represent this is have the players place their tokens on the board and make every space a different landmark. Try giving landmarks different obstacles that can get in their way.  

    You have Movement Actions equal to ⅕ rounded down of your Movement. Example: 15 Movement is 3 Movement Actions.
    Once everyone has expended their Movement Actions they must do an Endurance Save if you had spent all of your movement actions that round.  The Save starts at 10 and goes up by 1 after each round you expand all your movement actions If you succeed the Save or didn’t spend all your movement actions you regain all of them; if you fail, you regain all but one Movement Action. Every 5 under the Save is another Movement Action you lose.

    If there is a special obstacle at a space, let the players choose, within reason, what role they want to make. Have a Save set for the special obstacle and if they fail getting past the obstacle, then requires an extra Movement Action. Some obstacles could be straight-up blocks the players will have to go around. Always be willing to make this an option, but of course, it costs more Movement Actions.

    What if you want to slow someone down? If you use your Actions to make an Attack during a Chase scene, every Direct Hit you get off on someone will take away one of their Movement Actions next round. Spells that affect Actions keep their effects, and you still deal Damage. Indirect Hits count as Messing during Chases. 

    When you are at the same landmark as someone at the end of the round, if you still have a Movement Action you can use it to tackle them. Roll Athletics like it’s a Grapple. On a success you pin them to the ground; on a fail, you fall prone and have to use one of your Movement Actions to get back up.

    If you’re riding on a vehicle or animal, they will use their endurance for the rolls. When doing Chases and the mount is doing the moving, you can count your Actions like it’s Combat as long as you spend at least one to keep the mount steady.

    If you are transitioning from Combat into a Chase, the person running away must have all their Actions to do so. Everyone else only has as many Movement Actions as Actions they had left that round. If transitioning from Chase to Combat, you just treat it as entering a normal Combat encounter. 

    Finding your KPH

    To find how fast you’re going KPH, multiply your Movement by 4 for expanding all your Actions to Dash. Take that number, divide it by 10, then multiply by 3.6. For example, the basic Agility player with 6 Movements:

    10 x 4 = 40

    40/10 = 4

    4 x 3.6 = 14.4 

    This math is handy if people are able to take part in races against vehicles and shouldn’t be used to determine someone is just winning a Chase/Race.

  • 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. 

    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.

  • Champions have a second source of Light in them. This second source of power allows them to heal themselves a lot better than the average person. Of course Champions can’t regrow limbs, but are able to handle a fair deal of damage and come back. 

    There are three kinds of rests: Safe, Unsafe & Quick. 

    Safe rests are meet when you have food, shellter, Water and aren’t interrupted. These rests give you everything back, your Lumens, charages, health and all abilities come back. You must rest for 8 Ture hours, 6 of which must be spent sleeping. 

    Unsafe rests happen if you don’t meet all the needs for a safe rest or if your safe rest is interrupted, a normal unsafe rest takes 8 hours with 6 of it must be spent sleeping. You roll a d10 for every level you are and a d10 for every Medicine Modifier you have. This becomes your pool that can be split between your Health, Charges and Lumens. You regain your abilities too.

    Quick rests are the weakest rests; they take less than an hour, you roll a d10 for every level you are and a d10 for every Medicine Modifier you have, but you half the results you get. This becomes your pool that can be split between your Health, Charges and Lumens. You don’t regain your abilities though. You can perform two before having to take an Unsafe or Safe rest.

    If you have negative Medicine you instead roll d4s that take away from your rest pool.

    Tired State 

    The Tired State has 5 Levels each level you gain gives you a disadvantage. You gain Tired when you are brought to the Dim light state and then are healed out of it. All Tired goes away when you perform a Safe or Unsafe rest, only one state of tired goes away after a quick rest.

    Level 1: -2 to all Modifiers, all ACs, movement & range. 

    Level 2: -5 to all Modifiers, all ACs, movement & range

    Level 3: -7 to all Modifiers, all ACs, movement and range. 

    Level 4: -10 to all Modifiers, all ACs, movement and range. 

    Level 5: You go unconscious, in this state you drop whatever you were holding, you can’t get up until a rest happens. 

    Your ACs, movement & Range can’t go below 1.

  • This section is for all the rules that give the players an edge to take control over the story, of their Destiny.

    Awakening

    Every player character gets an Awakening. Once during the campaign when you feel an important character moment is happening, you can awaken a Perk or Power of your choosing. You can talk with the LightBringer about what your Awakening might be or even when you are able to achieve your Awakening. 

    This is to give the players some control when they feel an important character moment has happened. A player calls out when their Awakening happens and is instantly able to use the new Perk or Power. Awakenings should only happen once a game. 

    Deals

    While Awakenings are good for a free increase of power, sometimes you need to be able to give more than you have. 

    So why not make a deal for it?

    Deals can be made with the Lightbringer to achieve a goal your character might not be able to achieve. Using a power you don’t have Lumens for. Surviving a killing blow, achieving a roll you couldn’t normal are all things you can do with a deal, but you need to give something up in return. The cost of the power doubling, or even never using it again. Surviving a killing blow, losing a limb or even having your companion take the dying hit for you, not being able to get another companion after that point and losing the Perk, pushing that Skill beyond what you can do but losing ten points from it or even more. 

    Deals can be shoot down by the Lightbringer whenever, but after a deal has been agreed on a handshake or other way to signifie it must be made. 

    Deals are like putting a limit on your very Light for good. The purpose of the Mechanic is to let your players sacrifice their mechanics for interesting story beats. A character in game isn’t aware a deal has been made. 

    Losing Body Parts

    All Godmarked species have at least four limbs, eyes, ears etc. Some have more like tails, or wings. When you first make your character you can choose to have already lost any body part on your character with no negative drawback, if you choose, throughout the journey you could end up losing body parts through of course making a Deal.  Here are just some suggestions for if you end up losing a part of your body. 

    Hand/Arm: At base armaments and items require a hand to use. Losing an arm can result in you unable to hold two weapons at once or any two handed weapons. 

    Legs: Losing a leg can result in your movement cutting in half. 

    Wings: Losing a wing can result in you not being able to fly anymore. 

    Eyes: Losing an eye can cause your range to go down by 5 (If Moonling only 2)

    Ear: Losing an ear can cause your range to go down by 2 (If Moonling you lose 5)

    Destiny 

    The players are the protagonist of the story, they were destined to be here by the collective agreement to meet up and play GodMarked. When a new player is introduced or when a new Campaign starts in secret the Game Master rolls for the characters Destiny. You roll d20 for each player, or even allow them to roll but only you see, you don’t add any Modifiers. 

    Each character has their own Destiny, which they can use for any Ability, Attack or Save roll. They can choose to spend Destiny after the roll has been made and it’s been declared a success or failure/ Direct or Indirect hit. Each point of Destiny spent will increase a roll by one, subtracting that amount from that character’s  Total Destiny. Since players don’t know how much Destiny they have, they can ask to spend as much as they need to succeed. 

    Destiny can also be used to determine things that weren’t prepared. Does my character know about this? For example, I’m looking for anyone I recognize! Etc. Stuff that doesn't cause a specific skill roll. If the Game Master wishes they may roll a d20 in secret if it’s equal or lesser then the characters Destiny, the strings go in their favour. 


  • When you make your character you get points to go to your Special Skills and Skills. You start with 10 x your level in every Skill point. You can take away from a Skill and gain half the amount of points you take away to add to another Skill, You can’t cross over the special Skills & normal Skills though. Your Modifier for all these Skills are always 1/10th of the points you put into the Skill always rounded down

    Other things you get at level 1 are; You get 10 Spaces of Movement which you add your Agility Modifier too. 10 Spaces of Range which you add your Perception Modifier too. 20 Health you add your  Endurance Modifier too. 10 PAC you add your Athletic Modifier too, 10 LAC you add your large Arcana Modifier too, and 10 MAC you add your  Mind Modifier to & 10 Lumens if you’re a champion you add 5 more for every small Modifier you have in powers. 

    Starting at Higher Levels

    When you start at a higher level then 1 you can choose all your Perks for the skills you have at the level you start at & for your health it’s 20 + Small Endurance number for every level you are as you have set for the starting level. 

    Level 0 

    Alternatively you could start a game at Level 0 doing this would be quite simple just halve the amount of Skills you give your players. 5 in each Special Skill & 50 for the normal Skills. Also half their HP to 10 & only allow them to take one Perk.  

    Level Up

    When you level up you gain the 10 in every Skill that you can move around to the other ones, doing so halves the number you take out of one and give to another. You can’t move the Special Skills with the normal Skills and vice versa 

    Upping Athletics makes your PAC go up 10+Athletics Modifier. Upping Arcana makes your LAC go Up 10+Arcana Modifier. Upping your Mind makes your MAC go up 10 + Mind Modifier. 

    Your health goes up 20 + Small Endurance Modifier x your level.

    Good to remember every small Modifier in powers is another 5 Lumens and a new power. Every small Modifier in Magic is another 2 Charges and another Spell. Every small Modifier in Martial is another Maneuver and half your small Modifier is the amount of Stamina you get. 

    Make sure to check all your Perks and Skills to see if they give you anything else on a level up. On a level up you may also switch out your Powers, Manoeuvres, Spells & Runes to ones you think fit your character better. 

    Alternative Levelling Up 

    This is a good idea if you plan to start a longer God Marked epic but still wish to have your players level up often. 

    To Start, say the characters have gone through Level 0 or do a level 0 game. For level 1 half all the Skills they get again. 50 normal Skills 5 in each Special Skill, at this level give them a free Perk with no restrictions. Then for every level up half what they get again. 5 in each Special Skill, 25 Sskill points. On an even level up 2,4,6,8… Let them choose another Perk.  For health 10+ Small Endurance Modifier x their level. With this system a level 20 character is equal to a level 10.

  • 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.

  • Starting Combat

    Combat starts in two ways: 1. within a Combat area, the enemy can see you, you can see them - it's obvious you are going to fight. Or, 2. by surprise when someone attacks another sometimes out of the blue. Using proper hide rules, this can be an ambush. Once Combat starts you determine Initiative.

    Initiative is grouped up into teams how many forces are working together, everyone rolls Agility whoever rolls the highest makes it their teams turn. The person who rolled the highest can also go first or choose who on their team can go first, either when you are out of actions or don’t want to spend them all just yet you can past the baton to someone else on your team or even on the enemy team if all your teammates agree. 

    While its another teams turn you can still use reactionary abilities whenever you wish. There are ways to bring the Initiative back to your team, with a successful reaction. This will take the turn back to your team and allow you to act again. 

    At the end of every round everyone rolls Agility again to see who goes first.

    Actions

    During Combat you are given three Actions. Certain Abilities or conditions may change this. Actions are used whenever you’d like to do something within Combat. Some Actions can only be taken on your turn, while others can be used in reaction to something else. Either way, they always use one of your Actions.  During a Chase, you get Chase Actions equal to one-fifth of your movement. More information about Chases is listed in the Chase section. 

    Attacking

    Attacking is the most common Action taken in Combat. To Attack you use one of your Special Skills: in most cases you use Martial when using a weapon, Magic when casting a Spell and Divine when using your Powers. 

    Attacks are split between Physical, Light and Mental. Physical go against your opponent’s Physical Armour; Light against Light Armour, and Mental against Mental Armour. Physical and Light attacks can either be Ranged or Melee, while Mental attacks all work the same. Find more detail in the Attack rules section.

    Calm 

    When someone around you has to do a Mind Save, you can spend an Action to help them, adding half your Diplomacy  to the roll they do as long as they’re within your range. 

    Cure 

    When someone around you has to do an Endurance Save you can spend an Action to help them, adding half your Medicine to the roll they do as long as you’re right next to them. 

    Disengage

    When you are standing right next to an enemy, you are considered Engaged with them. While Engaged, you must be cautious; certain things might trigger an Opportunity. Things like Moving Away, Casting a Spell, or using two Actions in a row that aren’t attacking the enemy can all allow them to trigger Opportunity. To prevent this from happening on your turn, you can Disengage; but if the opponent Disengages they can’t take Opportunity on you. 

    Grappling

    In Combat, it might be beneficial to grab an opponent and keep them locked in for your allies to beat up. On your turn, use an Action to grab your opponent, and use roll Athletics against their pack. If you succeed you and they gain the Restrained Condition; with the caveat that you can still move half your Movement and spend an Action to make the person you grappled use the Protect reaction on you.  On your enemy’s turn they can spend an Action to make an opposing roll again. If they repeat this roll they gain a Plenty; repeat it again, a Plenty +.  Grappling is Shatterable. 

    For Grappling entities much larger then you, you may work together with your team to pin the entity. If the companied size of everyone equals that of the entities you will have it grappled.

    Help

    Help Actions can be done to assist those around you when they are making a Skill Check, but not an Attack. Add half of your score for that Ability or use half your Diplomacy. Someone must accept Help for the Help Action to work. The Lightbringer can determine if the Help Action can’t be taken. Some general rules: you must be next to the person you are helping or at least be within range of them.  The Help Action is great to use outside of Combat and should be used during group rolls; for example; Looking Around or Everyone Hiding. 

    Hiding

    Hiding is a way to gain advantages in Combat. On your turn you can spend an Action to hide yourself or something, you roll a Stealth check against the opponent’s passive Perception. To hide you must be Obscured from the person you are hiding from, or be able to come off as being defeated. As long as you are Obscured you stay hidden from the opponent. You can move around half your Movement. 

    When you successfully Hide, you gain a Bounce + to your Attack roll. As long as the Attack is direct, the opponent can’t use Reactions against your Attack. Once you’ve Attacked someone you count as being Revealed to your opponents and must Hide again unless you defeat the opponent.  

    If you enter Combat hidden and land a direct hit on an enemy, you cause everyone on the opposing team to gain the Dazed condition. This is called an Ambush. 

    How’s it Looking?

    Once per round, a player can call to make a Medicine Check against the opponent’s Stealth Passive to get a general idea on how the opponent is looking. If they are over ¾ HP they are good; 2/4 alright; ¼ bloodied and when in the Dim Light state. 

    Interact

    The Interact Action is a catch-all Action whenever you want to interact with anything: press a button, use an item, pick a pocket, open a door, etc. Interacting with someone costs an Action and sometimes might cause you to do a Roll Check to see if it will succeed.

    Look

    Sometimes in combat someone or something is hidden from you, you can spend an action to roll Perception to spot something hidden. 

    Move 

    You can spend additional Actions to replenish your Movement. 

    Opportunity 

    Opportunity is a special Reaction, in which it can’t be used as one you must spend an action on Opportunity, it triggers when someone does one of the following things while they are within Melee range to your character: Try to move away from you, or passed you, try to use a Ranged Attack on you, try to cast a Spell (Magic), or spend two Actions in a row not attacking you. You get to do a special Attack on them with a +2 to roll. With an Indirect Hit, you deal no damage, while on a Direct Hit brings the turn back to your team.  

    Shove 

    You can spend an Action to Shove an opponent. Roll Athletics against your opponent's PAC. On a Direct Hit they are moved back one space + another space for every size larger you are then them.

    Team Attack

    When someone calls for a Team Attack, choose a target on the battlefield; as many allies as you want can join this team attack as long as they aren’t standing in an adjacent space to an enemy that is not the team attacks target. The person who calls the Team Attack will do the Attack roll and everyone else will help that roll with the Help Action (without spending an Action). The person who calls the Team Attack determines the Armour class the Team Attack is going against. Everyone in the Team Attack loses as many Actions as they spent on their own Attack.

    Each character may take part in a Team Attack once around, Mental attacks can’t be used in a team attack.  Great for having lots of enemies act when they’re attacking one target. 

    Trip

    You can roll an opposing Acrobatics check versus your opponent’s Acrobatics or Athletics to try to trip them up. When they are Tripped, they fall prone. 

    Reactions

    When an Action is used against you, you may use a Reaction. You have infinite Reactions, but after your first you gain a -1 every time you use another Reaction this resets every new round.  Reactions have the benefits of denying Damage, but each one has a risk to it. You always have the choice to just take the hit. You can choose to spend one of your Actions with your Reaction to ignore any negatives you might have and give you a +2 to the roll. 

    I recommend having a piece of scrap paper beside you to make checks to keep track of every Reaction you use. 

    Clashing

    Clashing is a way to not just avoid Damage, but to deal Damage to the person who attacked you. When you are attacked you can use an attack of your own to Clash the opponent as long as their attack roll would deal damage or counts as a Shove, Grapple, Touch or Trip. Whoever rolls the highest wins the Clash 

    (It’s good practice to tell a player they are going to be attacked before rolling so they can decide if they are going to React.)

    If you win your Clash, you do no Damage if it’s an Indirect Hit and half on a Direct Hit. If you lose a Clash and the opponent has an Indirect Hit it becomes Direct; and a Direct Hit for them gains their Damage Modifier again. 

    You can Clash Melee Attacks with Melee Attacks, but Range Attacks can only be clashed with Melee Attacks. If you want to deal Damage after winning a Clash against a Ranged Attack, you must be able to reach the opponent with your remaining Movement. Ray Attacks such as Lines or Cones can only be clashed by other Ray Attacks. 

    Dodging

    Dodging is one of the ways you can avoid all Damage from an Attack. You will do a contested roll against the attacker’s roll using your Acrobatics if you Dodge out of the way, and can move two spaces. To Dodge an Attack you must be able to move away from the Attack with those two  spaces of Movement. Moving away with a Dodge doesn't cause an Opportunity.

    Mercy

    When an enemy is about to attack, you can do an opposing Diplomacy roll to beg for your life. This goes against the opponents MAC, dose not work on entities who are acting with dishonourable motives or have no sense of honour.

    Protect

    This reaction while counts to the reactions you’ve used that round doesn't require a roll. As long as you have movement to spare you may get in front of a hit for your ally taking the damage for yourself. The person attacking gets a +2 added to their attack for hitting you.

    Attack & Damage Types

    There are three main Attack types in God Marked: Physical, Light and Mental. Abilities that are Attacks will say what kind of Attack they are. Weapons by standard are Physical.  

    Attack Roll: An attack roll is any roll that goes agasint someones PAC LAC or MAC. 

    Physical Attacks: Go against the opponent’s PA (Physical Armour)

    Light Attacks: Go against the opponent’s LA (Light Armour) 

    Mental Attacks: Go against the opponent’s MA (Mental Armour). You can’t Dodge or Clash a Mental Attack.  

    There are many different Damage types in God Marked. Abilities will state what Damage type they are if you deal one type of damage equal to someone’s focus threshold and over 25 points of damage they will gain a condition if stated.

    Abyssal: Adds to another making it ignore residences or immunities. 

    Blunt: Dazed Condition.

    Collision: This special damage type comes from when two entities or objects hit each other.

    Fire: Burn condition.

    Frigid: Restricted condition.

    Lightning: Paralyzing condition

    Poison: If poison damage can either stand on it’s own or add to another damage type, if added to another damage type or something that causes a condition the poison will make the condition last multiple rounds. A cure action or an endurance opposed roll must be made against the set skill level determine by 10+ the modifier used to cause the condition.

    Celestial:  Celestial Damage adds to another, making it ignore resistances or immunities.

    Stab: Pierced condition.

    Slash: Bleeding condition.

    Armour, Hits & Defence

    When you first build a character on your sheet, you will see three different types of Armours: Physical, Light and Mental. Each base starts at 10, adding your Athletics mod to Physical, Arcana mod to Light, and Mind mod to Mental. When you are attacked, an enemy is trying to get over your Armour; if they do, they get a Direct Hit; if they don’t they get an Indirect Hit. 

    Direct Hits mean you do full Damage; Indirect Hit means you take half damage.

    Defence: You don’t start with any Defence but there is one for each Armour. Whenever someone on their roll goes under your Defence and then with their Modifiers doesn't beat your Armour, they deal no Damage or do no effects to you at all with an Ability. Defence can’t go above 20. 

    Armour Health is a second health bar you can gain. You can’t stack Armour Health, only gaining it from one source. If your normal HP is 0, Armour Health won’t bring you back from the Dim Light state.

    Conditions

    Conditions are things placed onto your character that will cause effects to them either good or bad. Conditions unless stated otherwise in an ability last until your teams first turn next round. 

    Bleeding: When you have the bleeding condition every space you move or are moved  you take a d6 of damage. 

    Burn: The burn condition causes the person with it to take the attack modifier of whoever causes it to damage every action that is spent.

    Confusion: When under this condition all direct hits count as indirect, when you make an indirect hit you end up doing the attack to yourself and a crit fail you end up hitting an ally. 

    Dazed: When hit with the dazed condition you can’t take any actions are forced out ofd your team's turn and can only act once everyone else has spent their actions. 

    Heavily Obscured: With this condition your range is changed to 1, you have a plenty + to all your Perception checks and attacks. When you have this condition you deal no damage/no effects on indirect hits. Anyone can hide from you. 

    Immune: the Immune condition means you are immune to a certain damage that it specifies. 

    Paralyzing: When paralyzed you lose an action and your movement. When you do a save against the condition every 5 under the save is another action you will lose. 

    Resistant: When you are resistant to something you take no damage on indirect hits and half on direct. 

    Restrained: While Restrained you are unable to move, you can use weapons, but can’t add your  Martial to the roll or damage Modifier & when casting a spell you count as disarmed from your focus . You can still use powers. All attacks on a Restrained enemy count as a direct attack. You can spend only one action a round to try to break out of the restraints. If someone is Restrained for 3 rounds in a row without breaking free, they can no longer try to break out. If the last opponent is restrained and they have no way of attacking anyone, combat ends.

    Obscured: With this condition your range is halved, you have plenty on all Perception checks.

    Pierced: A pierced targets PA & LA go down by half the Modifier of whatever pierced them. 

    Slowed: A slowed creature has to spend double their movement to do anything, on a flying creature they fall from the Sky when slowed is infected.

    Cover

    When behind an object that is at least 2 tall and a space wide, you are covered. Ranged attacks can’t go through cover, as well AOE won’t hit you unless they specifically go around Cover.  Characters 2 sizes larger count as cover to characters smaller then them. Cover also breaks line of sight good for hiding.

    Damage of Objects

    Objects in God Marked do damage when thrown, dropped or otherwise hit someone in some way with force. Objects do damage based on size if it's not a weapon. Objects hit everything based on the size they are. 

    A one space sphere does a d6, you add a d6 for each space bigger the object becomes. Once it makes it past 10 space spheres it will do double damage. When attacked with an object you can use anything with an object breaker to try and break the object before it hits you.

    Dim Light State

    When a character hits 0hp they enter the Dim Light State, when you enter this state a few things happen. Any powers you were using that don’t leave permanent effects shatter, for example a Metal champions vehicle would shatter, but not a wall they made with mold metal. 

    You also get a choice when you enter this state to Lay, Stand, or Final blow.

    Lay: If you choose to lay you are prone, if you get attacked you can’t be killed unless it goes over your respective Armour Class, you get one action and move half your movement. If you stay rested for three rounds you exit the dim Light state with one hp but a state of tiredness. Most enemies aren’t out for murder and will tend to leave you alone if you leave them alone in this state. 

    Stand: If you choose to keep fighting you keep all your movement and actions, you can’t be killed unless its a direct hit or equal to your focus threshold. 

    Lay & Stand are an agreement between the players and gm. If the player chooses to rest they’re saying they don’t want to die here, if the player chooses to keep fighting they’re saying they’re willing to take the risk of death. Try to respect this & make it clear if your players are going into a fight where resting isn’t an option. 

    Final Blow: You can do one last attack that counts as a Supermie critical no matter what. You die after this. 

    Team Work

    Your greatest tool in combat is Team work there are two way working as a team can really help sway the path of battles that aren’t just team attacks.

    Surrounding

    You are able to surround enemies in God Marked making combat against them easier. You gain a plus 1 to your attack roll for every additional person that is one space from the enemy when you attack. Up to a plus 5 in total. 

    Dogging

    Alternatively, you gain a plus one for every different teammate who attacks in a row un interrupted on the same target, up to a plus 5 in total.