Religions

These are times when knowledge of the workings and identities of the ancient Deities are better understood than ever. Religion is mostly an expression of what specific deity or deities of the vast pantheon you might dedicate yourself too, if any. Although many species and individuals might worry very little about faith, it is still a vital part of many lives. While morality among deities are extremely controversial and there are almost always exceptions, they are often divided into three levels: Benevolent, Neutral, and Malevolent. Their listed morality gives guidelines for the player and GM on how a player dedicated to a specific deity should act. If they choose to ignore that morality, the GM will decide the consequences in response. For example, an out of line priest might have added difficulty or even be completely cut off from accessing the divine powers of their deity until they atone. While the deities can take away, they can also give blessings to their faithful. Each deity has a list of three aspects of their identity that they often give as blessings to those devout and worthy enough.

Below the list of deities is the list of miracles that can be performed by priests and other classes

Deities

The Architect
Neutral God of Creation, Magic and Dominion
Holy Symbol: Brass Archway
The Architect is perhaps the oldest known god, the creator of most existing gods, and designer of nearly all aspects of the known multiverse. It is said that all of creation descended from himself or his designs, the gods and the Djinn. He shared magic to his faithful, which revealed powerful hidden controls of his universal mechanics. In time, he was killed by the very gods he created. Despite being long dead, his followers, divine power, and dominion still permeates the multiverse.
Blessings:
Blessing of Creation: Gain an advantage and add a bonus equal to 1/3 of your culture skill to all crafting and conjuration related rolls and numbered ability aspects.
Blessing of Magic: Gain a permanent bonus to all spellcraft rolls and numbered ability aspects equal to 1/2 your culture skill. Three times per encounter, gain an advantage to a spellcraft related roll of your choice.
Blessing of Dominion: Gain the Word of God , Fear of God , Bless or Get Thee Hence Miracle. You may perform a bonus command action each turn.
Incarnative Mutations:
Hand of the Architect: (Secondary action: Divine Crafting Conjuration; Once per turn; X stamina) Your hands and forearms glow with bright celestial light. Choose a crafting related class ability. You instantaneously perform this action, regardless of time or action required, and conjure this item, structure, etc within an unoccupied space within line of sight. This ability costs 1 stamina if the chosen ability was a secondary action or primary action, and stamina points equal to 2 per hour if it requires time instead of actions.
Voice of God: (Secondary action: Divine Focus) Gain a bonus to all command or bardic magic related ability aspects or rolls (except critical rates) equal to half your culture or captivation skill. You can also ignore the silenced condition unless inflicted by a divine ability, in which case the GM should enforce a contest roll to make an attempt to ignore it.
Runic Cascade: Your body becomes a magical conduit and glowing runic symbols course across your skin. If you do not have the mage culture species trait or magery perk, they temporarily gain one of these until the mutation wears off. Each turn, you choose to perform one spell of your choice as a free action or negate the stamina cost of one spell you cast this turn.
The Astral Dragon
Neutral Goddess of Judgement, Wisdom and Power
Holy symbol: Silver scales
The Astral Dragon is widely considered the second oldest god and the first living creation of the Architect. The extraordinary power, wisdom and judgement of the astral dragon made her the perfect partner to the Architect. She is widely perceived as surpassing her creator in these aspects. In response to the death of her creator, whom she had forewarned of the possible events to come, she is widely regarded as the successor to his dominion.
Blessings:
Blessing of Judgement: Gain the Divine Contract or Truth miracle. Gain a permanent bonus to your intuition skill equal to 1/2 your culture skill. Gain an advantage to intuition rolls.
Blessing of Power: Gain the Shatter, Earthquake, Wrath of God or Smite miracle. Gain a permanent bonus to your strength and toughness related skills equal to 1/3 of your culture skill.
Blessing of Wisdom: Gain the Words of Wisdom or Communion miracle. Once per round, gain a temporary bonus to a Kno, Int or Cha related roll of your choice equal to 1/2 of your culture skill.
Incarnative Mutations:
Astral Wings & Claws: You temporarily gain a large pair of cosmic patterned dragon wings and claws. Gain divine flight with acceleration equal to twice your speed skill and a max speed equal to 15x your speed skill until the end of the encounter. When making an unarmed melee strike, change your damage type to slashing or piercing and deal an additional 50% damage with the divine damage type.
Primordial Breath: (Secondary action: Divine Spray; 3 stamina) You spew a prismatic fire-like breath onto your victim, Choose a target within 3x your culture skill in meters. On a hit, this target and any targets of your choice within a 1 meter radius take divine damage equal to your culture skill.
Eyes of Judgement: You temporarily gain a pair of glowing draconic eyes. You gain a temporary bonus to intimidation, perception, intuition equal to half your culture skill. You also temporarily gain dark and hyperspectral vision.
Karneth
Malevolent God of War, Destruction and Fear
Holy symbol: Bloody skull with crossed spears
Karneth is infamous for leading the war against, and ultimately killing, the Architect. His unbridled rage and incredible strength and intelligence cause even the gods to fear him. The other gods attempt to keep a loose alliance with, and appease Karneth often. His innumerable collection of treasures and offerings are considered a small price to pay, as there has been no force in existence yet to confront him that he could not destroy. He often gives these gifts to his wife, Rogia, the Goddess of excess, wealth, and pleasure.
Blessings:
Blessing of Destruction: Gain the Wrath of God, Plague, Hellfire or Fire & Brimstone miracle. Increase all damage you cause by 30%.
Blessing of Fear: Gain advantage to all intimidation related rolls. Gain the Divine Darkness, Swarm of Insects, or Fear of God miracle, or become immune to fear.
Blessing of War: Gain a bonus to all hit, damage and defense rolls equal to 1/4 your culture skill. Gain the Smite, Crucify, Stonewall or Divine Shield miracle.
Incarnative Mutations:
War Tempered Body: Your skin temporarily begins to turn black as coal and heavily scarred. Reduce all non-divine or affliction damage you take by 1/2 your toughness skill (before DR) or by 30% (before DR). Use whichever gives you the better result. While in this form, gain a bonus to fear contests equal to 1/2 your toughness skill.
War god’s Strength: Your muscles temporarily grow extremely dense and powerful. Temporarily increase your strength skill by +10 or multiply it x2 (whichever gives you a higher result.)
Apocolyptic Aura: You temporarily exude a fiery aura of destruction with a radius equal to your culture or health skill in meters. Light around you becomes smokey, dimmed, and hazy in your presence, only lit by the fires which begins to engulf everything around you . Increase all damage inflicted by yourself and allies within your aura by 20%. Any non-ally target (and their possessions) catch fire, dealing divine heat damage equal to your intuition or culture skill immediately when first entering the aura and at the end of each turn while still in the aura.
Yong-Sei
Malevolent Goddess of Death, Decay and Undeath
Blessing of Death: Gain the Death Touch or Aura of Death miracle. Gain advantage to death saving throws, and your enemies suffer a disadvantage to death saving throws. Deal +60% bonus damage when you or a targeted enemy is dying (at or below zero HP).
Blessing of Undeath: Gain the undead species type, or +10 HP if you have it already. Gain your choice of a free undead species perk or the Raise Dead miracle.
Blessing of Decay: Gain the degenerate, or plague miracle. On a touch, or after a successfully hit attack action, you may reduce that targets stamina points and HP by 1d4, or inflict acid damage to that target equal to 1/3 your culture skill for 1d4 turns.
Holy Symbol: White Hourglass
Incarnative Mutations:
Caustic Wake:
Reaper Transformation:
Hand of the Returned:
Yalamuri
Benevolent Goddess of Life, Nature and the Wild
Blessing of Life:
Blessing of Nature:
Blessing of the Wild:
Pohedron
Neutral God of Games, Luck and Competition
Blessing of Luck:
Blessing of Games:
Blessing of Competition:
The Grand Master
Benevolent Digital God of Machines, Unity and Knowledge
Blessing of Knowledge:
Blessing of Machines:
Blessing of Unity:
Skisar
Neutral God of Evolution, Change and Progress.
Blessing of Evolution:
Blessing of Change:
Blessing of Progress:
Cavald
Neutral God of Fire, Light and Industry
Blessing of Light: All light and heat beam sources or abilities you control have advantage to all rolls. Any illuminating items or abilities you control have 5x their normal radius or distance. Gain the Let There Be Light or Holy Light miracle.
Blessing of Fire: Gain the Hellfire, Fireproof, or Fire & Brimstone miracle. After dealing fire damage, deal bonus divine fire damage equal to 30% of the damage you dealt (before DR). Gain fire resistance equal to your divine favor score.
Blessing of Industry:
Rogia
Neutral Goddess of Wealth, Excess and Pleasure
Blessing of Wealth:
Blessing of Excess:
Blessing of Pleasure:
Alseya
Benevolent Goddess of Freedom, Water and Travel
Blessing of Freedom:
Blessing of Water:
Blessing of Travel:
Ures
Malevolent God of the Void, Cold and Madness
Blessing of the Void:
Blessing of Cold:
Blessing of Madness:
Aloshi
Malevolent Goddess of Deception, Manipulation and Envy
Blessing of Deception:
Blessing of Manipulation:
Blessing of Envy:
Murum
Benevolent Goddess of Courage, Compassion, and Protection
Blessing of Courage:
Blessing of Compassion:
Blessing of Protection: Gain the Divine Shield miracle.
Alivra
Benevolent Goddess of Love, Synergy, and Healing
Blessing of Love:
Blessing of Synergy:
Blessing of Healing: Gain the Faith Healing and Purify miracle. Increase the result of all healing rolls by 50%.

Benevolent Miracles

Faith Healing
(Command or secondary action: Prayer Miracle (12); Heal) Select a target of your choice within line of sight. That target regains HP equal to your culture skill +2d10.
Mastery A
Intensive Prayer
If you perform Faith Healing as a primary touch action. when performing it as this action, it now heals HP equal to your twice your culture skill + 4d10.
Mastery B
Healing Circle
If you perform Faith Healing as a primary action, you may heal all targets of your choice within up to your culture skill in meters.
Bless
(Primary action: Miracle (18); Benevolent) Choose a target within line-of-sight to become blessed. Increase all rolls made by this target by +1d6 until the end of the round. You cannot bless a target more than once at a time. A blessing and a curse on the same target with cancel each other out.
Mastery I
Improved Blessing
When a target is blessed, use 2d4 instead of a 1d6.
Mastery II
Effortless Blessings
You may bless with a secondary action instead of a primary.
Mastery II
Mass Blessing
You may now bless all targets of your choice within a radius equal to your culture skill in meters.
Fear of God
(Command or secondary action: Miracle (18); Fear)
Force an immediate intimidation contest of your culture skill vs willpower against a target of your choice. If the target is immune to fear, ignore this immunity, but with an advantage to resist.
Wrath of God
(Secondary action: Miracle (14); Malevolent)
Gain damage advantage for the duration until the beginning of your next turn.
Mastery I
Bolster the Faithful
Choose an additional target for Wrath of God. This target gains damage advantage for the duration of their turn.
Curse
(Primary action: Miracle (16); Malevolent)
Choose a target within line of sight to be cursed. Decrease all rolls made by this target by 1d6 until the end of the encounter. You cannot curse a target more than once at a time. A blessing and a curse on the same target with cancel each other out.
Mastery I
Improved curse
When a target is cursed, use a 2d4 instead of a 1d6.
Mastery II
Effortless Curse
You may bless with a secondary action instead of a primary.
Mastery II
Mass Curse
You may curse all targets of your choice within a radius equal to your divine favor score in meters.
Word of God
(Command action: Mind Control)
Sacred Ground
Desecrate
(Primary action: Miracle (18); Malevolent)
Purify
(Primary action: Divine Miracle; Cost: 1 stamina) This miracle can clear air or water or any impurities or additives, or eliminate the effect of potions, drugs, alcohol, poison, radiation, nausea, or sickness on one target.
|Mastery I
Relinquish Control
Purify can now also end active mind-control and hex effects.
Divine Shield
(Secondary action: Miracle (20); Benevolent)
Babel
Speak in Tongues
Make Whole
Darkness
Calm
Shatter
Silence
Truth
Divine Contract
Raise Dead
Blind
Plague
Hellfire
Food for Faith
Fireproof
Let There Be Light
Speak with Dead
Get Thee Hence
Holy Light
Walk on Water
Cure Disease
Great Wind
Flight
Shape Water
Flash Freeze
Bind
Banish to Hell
Poison
Aura of Death
Spellwane
Communion
Astral Projection
Swarm of Insects
Resurrection
Stonewall
Banish
Spiritcall
Degenerate
Words of Wisdom
Divine Inspiration
Control Weather
Cripple
Repulse
Crucify
Madness
Earthquake
Fire & Brimstone
Bind Soul
Homeward
Death Touch
(Secondary action: Miracle; Death, Hex, Malevolent) If you touch a living target that has zero HP or less, the target instantly dies. Once per encounter, you may use this miracle on a living target dealing divine affliction damage equal to 2x your divine favor score.
Mastery I
You may now use Death Touch twice per encounter on living targets.

Religions

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