Invocation
When you call out for your deity's aid in a time of need, choose a Blessing and roll +WIS. On a 10+, your deity will intervene on your behalf - the GM will tell you how. On a 7-9, your deity will grant your Blessing, but you will also need to choose a Requirement. Blessing
• Your invocation manipulates the realm your deity Controls.
• Your invocation commands something your deity Represents.
• Your invocation bolsters your deity's Worshippers.
• Your invocation rebukes your deity's Enemies. Requirement
• Your invocation is obvious and immediate, drawing attention to you.
• The intervention is subtle or takes a while to manifest.
• Your deity demands something in return. The GM will tell you what.
• The divine experience leaves you dizzy with euphoria (or terror). You take -1 ongoing to
Invoke until you have time to pray quietly for a while.
Divine Ward
When you call upon your deity for protection for yourself or an ally, roll +WIS. On a 10+, grant two of the following effects to the subject of your prayers. On a 7-9, grant one, and your prayers draw unwanted attention.
• Take +2 Armor forward
• Heal 1d8 damage
• Take +1 forward to Defy Danger
• An approaching enemy is driven back
Lead the Flock
When you preach to a mob, roll +CHA. On a 10+, hold 3. On a 7-9, hold 1. On a miss, the mob turns on you. Spend your hold 1-for-1 on the following:
• bring people forward and deliver them to you.
• bring forward all their precious things.
• unite and fight for you.
• fall into a frenzy of emotion: joy, sorrow, or rage, as you choose. • go quietly back to their lives.