In Argosa, the workings of the gods, eternal and impossibly distant, are beyond the grasp of mere mortals. Whilst generally safer than arcane [[sorcery]], communing with beings older than time remains a perilous proposition. **To invoke a Blessing:** - The Cultist must **speak** clearly, and have **line of sight** to the target. - If the Cultist has **Favour**, they may spend it to **automatically** invoke the blessing. If a **spell-like effect** is involved, make a Will (Divine Lore*) check instead of Int (Arcane Lore*) to determine the spell result. Treat a failure as an ordinary success instead. - If the Cultist does not spend Favour, a **Will (Divine Lore*) check** is required and treated like a spell casting check. If a [[Dark and Dangerous Magic|DDM]] effect triggers, roll on the *Divine Rebuke* table instead of the [[Dark and Dangerous Magic|DDM]] table. A **Divine Rebuke** might reflect faltering faith, punishment for a past or future sin (of the Cultist, their ancestor, or progeny), misinterpretation of a lesser tenet, interference from the Veil, dark forces striking at the agent of an opposing power, and so on. **Roll 1d100** on the table below to determine the nature of the rebuke. As noted in the descriptions, some effects require a **Rite of Atonement** to absolve. Such rebukes are unaffected by mortal magic short of *Forbidden Wish.* | 1d100 | Divine Rebuke | | ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1-2 | **Dark Interference.** Roll on the *[[Dark and Dangerous Magic\|Dark & Dangerous Magic]]* table. | | 3-4 | **Broken Icon.** Your holy symbol no longer functions and appears tarnished, cracked, or faded. Atonement ends the rebuke. | | 5-6 | **Mark of Shame.** A holy brand burns itself onto your face, hand, or chest, clearly indicating your divine disfavour. Atonement heals the brand overnight. | | 7-8 | **Divine Warning.** You are wracked by a momentary heart attack (1d6 Con loss). | | 9-10 | **Bear Witness.** You catch a glimpse of your patron’s true form and suffer a random Madness. Atonement ends the rebuke after 1d4 months. | | 11-12 | **Trappings of Wealth.** Any coins, gems, and trinkets on your person turn to worthless rust, stone, or sand. | | 13-14 | **Dark Interference.** Roll on the *[[Dark and Dangerous Magic\|Dark & Dangerous Magic]]* table. | | 15-16 | **The Flesh is Weak.** You are overcome with exhaustion, causing 1d4 Str loss. | | 17-18 | **And The Lord Taketh Away.** You unlearn a random blessing. Atonement ends the rebuke. | | 19-20 | **Soul Cleansing.** You lose 1 level until the end of the adventure. | | 21- <br>24 | **Confess.** You immediately fall to your knees, dropping whatever you are holding, clasping your hands together in obeisance. Your next action is spent praying for forgiveness. | | 25-26 | **Speak In Tongues.** You speak only in meaningless babble for 1d6 months (may still invoke blessings). Atonement ends the rebuke. | | 27-28 | **Frail of Spirit.** Your divine connection frays, causing 1d4 Will loss. | | 29-30 | **Shameful Pride.** Your skin manifests ugly boils, causing 1d4 Charisma loss. The condition heals in 1d4 months. | | 31-32 | **Plague of Flies.** Lingering in the open attracts an abundance of flies, gnats, mosquitoes, locusts, etc., to your person. Atonement ends the rebuke. | | 33-34 | **No Respite.** You gain no benefit from Short Rests until the next dawn. | | 35-38 | **Unbidden Heresies.** Dark interference clouds your thoughts, causing 1d4 Int loss. | | 39-40 | **Test of Devotion.** You cannot invoke blessings until you enact five different tenets. Atonement ends the rebuke. | | 41-42 | **Ancestral Reckoning.** You suffer a 2-point penalty when invoking blessings until you perform the *Consecrated Ground* Rite of Atonement at a place special to your ancestors. | | 43-44 | **Holy Edict.** You are subject to a one-sentence command that you must obey before you may invoke Blessings again (GM determines details). Atonement ends the rebuke. | | 45-48 | **Tears of Blood.** You weep blood for 2d6 rounds (*[[Near Blind]]*). | | 49-50 | **Empty Vessel.** You lose all memory of the last 48 hours. No mortal magic can reverse this effect. | | 51-52 | **No Light But Mine.** Torches, lanterns, and other small mundane light sources are extinguished within Melee range of yourself for 1d6 months. Atonement ends the rebuke. | | 53-54 | **Gift of Truth.** You cannot intentionally lie for 1d6 months. | | 55-56 | **Trial By Combat.** In an impending battle, enemies target you above all others (GM decides when). | | 57-58 | **Unwelcome Avatar.** An agent of your patron possesses your body for 2d6 minutes. It pursues your patron’s ends, heedless of any consequences to you. | | 59-60 | **Sacred Visions.** Holy hallucinations impede your real-world vision, causing you 1d4 Perc loss. | | 61-64 | **Forbidden Truth.** You learn a disturbing cosmic truth, which inflicts a random Madness. | | 65-66 | **Second Chance.** You may plead your case as to why your patron should intervene. If the GM agrees, a Cha check causes the intended blessing to occur. If failed, roll again with disadvantage. | | 67-68 | **Condign Affliction.** You manifest a random disease. Atonement ends the rebuke. | | 69-70 | **Soul Tithe.** You cannot invoke blessings until an enemy is reduced to zero hp by your hand. Reroll if contrary to your patron’s ethos. Atonement ends the rebuke. | | 71-72 | **Silent Torment.** You may not invoke blessings until the next dawn, and may never explain why (or the rebuke becomes permanent). | | 73-74 | **On Your Belly.** You are compelled to prostrate yourself upon the ground, dropping whatever you are holding. On subsequent turns, a *Luck* (Will) save is required to end the effect. | | 75-77 | **Stigmatic Flagellation.** You instantly manifest 1d8 + level damage. | | 78-80 | **Timely Offering.** Your weapon, shield, or armour breaks (even chance). If magical, the item is damaged instead and not usable until repaired. | | 81-82 | **Cast Out.** You suffer disadvantage on social checks as others instinctively shun you. Atonement ends the rebuke. | | 83-84 | **Toll of Mortals.** You age 3d6 years. No mortal magic can restore the lost years. | | 85-86 | **Redeeming Agony.** You are wracked with cleansing pain (1d4 Dex loss). | | 87-88 | **Struck Deaf.** You are deaf for 1d4 months. Atonement ends the rebuke. | | 89-92 | **I Summon Thee.** You vanish from existence for 1d6 rounds, then reappear within Close range of your original location (with no memory of where you went, but restore 1 *Luck*). | | 93-94 | **Struck Blind.** You are [[blind]] for 1d4 weeks. Atonement ends the rebuke. | | 95-96 | **Struck Mute.** You cannot speak or invoke blessings for 1d4 weeks. Atonement ends the rebuke. | | 97-98 | **Repent or Perish.** You lose 1d2 Con every dawn (not recoverable by any means) until dead at zero Con. Atonement ends the rebuke. | | 99 | **Final Judgment.** You die immediately in spectacular fashion (in a manner befitting your god, or perhaps an interfering alien force). A *Luck* (Will) save reduces you to zero hp instead. | | 100 | **Wrath of the Gods.** As *Unchain the World Eater* (p.231), centred on you. | --- ## Rites of Atonement In some instances, removing a *Divine Rebuke* requires the cultist to complete a Rite of Atonement. Some example rites are provided below; **roll 1d20** or choose from the table. Reroll or substitute rites inconsistent with the patron’s ethos. | d20 | Rite of Atonement | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Healing Host.** Spend 1d4 days tending to strangers’ physical injuries or illnesses. | | 2 | **Add to the Flock.** Convert a pagan or non-believer to the faith (GM decides the details). | | 3 | **Liturgy of the Word.** Preach to a congregation or crowd of strangers for 1d6 x 10 minutes. | | 4 | **Ministry of Compassion.** Spend 1d4 days counselling strangers, including treating or managing madness. | | 5 | **Blood Redemption.** Slay a dangerous foe single handed, then perform a 1d4 hour offering ritual (50 sp). | | 6 | **Seat of Worship.** Spend 1d8 days consecrating a new shrine or temple to honour your god. | | 7 | **Catechism.** Spend 1d4 days instructing novices in your hallowed ways. | | 8 | **Sanctum Sanctorum.** Spend 1d6 hours purifying a defiled shrine or temple (dedicated to your god or one of similar ethos, 100 sp in materials). | | 9 | **Bitter Flagellation.** Spend 1 hour a day painfully drawing your own blood. The ritual causes 1 Con loss per day for 1d8 days. | | 10 | **Restored Relic.** Retrieve, reinstate, or cleanse a lost relic, holy symbol, or other religious object of your god or one of similar ethos. | | 11 | **End the Accursed.** Personally slay a sapient creature faithful to an opposed god or other supernatural force. | | 12 | **Cloistered Contemplation.** You must sequester yourself for 1d4 months, studying holy scripture. | | 13 | **Transcendence.** Attain greater power within your order (rise in station, conferral of greater authority, obtain a special accolade, etc). | | 14 | **Render Their Idols Dust.** Destroy a relic, holy symbol, or other sanctified paraphernalia of an opposing god. | | 15 | **Pilgrimage.** Visit a distant shrine or temple to your god or one of similar ethos. | | 16 | **Tithe of Absolution.** Donate your share of treasure from the current adventure to your order or an unrelated charity. | | 17 | **Oppose the Misguided.** Take public action to discredit or disrupt the activities of a competing god’s agent. | | 18 | **Glorious Adornment.** Commission a statue, symbol, or other religious paraphernalia worth 1 x *Valuables B*, which is gifted to your order, charity, or a deserving stranger. | | 19 | **Holy Quest.** Complete a special task for another of your order, or in accordance with a vision. | | 20 | **Tear Down Their Temples.** Destroy or defile an altar, shrine, or temple to an opposing god. |