Home > Rulebook > Religion & Theology > Divine Powers > Divine Marking
You apply a Divine Mark to a target.
Prerequisites: Rank 2 in your religion.
TP Cost: 1 HP Cost: 25
Descriptors: Physical Range: 1m
Components: E

You put a divine mark on a target, all Rituals you cast will affect this target, they are unaware if they have this mark unless the caster of the ritual tells them so.

Special Effects

Honour – Creates a Mark of Honour, Target gains determination on themselves.

Luck – Creates a Mark of Luck, automatically rerolling any bad or good roll (Caster’s choice)

Protection – Creates a Protection Mark, Attacks have a 5% chance to automatically miss.

Community – Creates the Mark of Community, at random, you automatically succeed against a Social action against a target.

Greed – Creates the Greed Brand, all items cost x2 more, but all items sell for x2 more.

Beauty – Creates a Beauty Mark, granting a +10% to all Social actions made to persuade others.

Life – Creates the Life Brand, the Caster knows the physical condition of one affected by this brand.

Prophecy – Creates the Fate Brand, The GM comes up with the parameter for this brand based on the caster’s choice.

Information - Creates a Tracer Mark, the caster knows where the marked target is at all times, and can choose to feel the senses of the target (e.g. hearing, tasting, seeing) at will.

Death – Creates the Death Brand, all undead creatures can see this creature from 1km away and are immediately hostile.

Justice – Creates the Justice Brand, which grants a +25% bonus when persuading officers of the law.