Marks

This is an optional rule, ask your GM if you are going to be using it.

Marks are a new system designed to give players more freedom within their boon selection. Each player has a number of mark slots based on their total level. 

Players gain access to marks based on numerous factors, but primarily through boons. 

The below list might be outdated, I have not updated it in a very long time.

Marks are now located on their respective boons' pages.

List of marks

1.8 Marks

Special Marks

Mark of the Wizard: (Mage 1) You have 1 extra MP. This MP cannot be used to cast a spell that costs more than 3 MP.

Mark of Intensity: (Mage 1) Your spells deal +1 damage on the first damage rolled as part of the spell.


Mark of Kinesis: (Telekinetic 1) Your spells that target a creature or object have +1 units of range.


Mark of Combination: (Elementalist 1) You may use infusions 1 additional time between rests.


Mark of Telepathy: (Telepath 1) The range of your level 1 ability from the Telepath boon is increased, allowing you to telepathically communicate with any creature you can see.


Mark of the Firebrand: (Pyrokinetic 1) Features from the Pyrokinetic boon deal +1 damage.

Mark of Fire: (Pyrokinetic 3) The Firebolt spell deals 1d6 damage instead of 1d4.


Mark of the Hydromancer: (Hydrokinetic 1) Spells that move a creature can move that creature an additional 1 unit.

Mark of the Typhoon: (Hydrokinetic 3) Whenever you move a creature, that creature takes 1 additional damage.


Mark of the Medusa: (Geokinetic 1) Whenever a creature gains DR from a spell cast by you from the Geokinetic boon, that creature gains an additional 1 DR.

Mark of Earth: (Geokinetic 3) Whenever you cast a spell, you gain 1 DR. This DR decays at a rate of 1 per end of round.


Mark of the Electromancer: (Electrokinetic 1) The first spell you cast from the Electrokinetic boon costs 1 MP less.

Mark of Thunder: (Electrokinetic 3) The Thunderbolt spell costs 1 MP less.


Mark of Healing: (Vitakinetic 1) Spells you cast that heal a creature heal an additional 1 HP.


Mark of Summoning: (Summoner 1) Your familiars gain +1 Max TS. This TS may only be spent on movement.

Mark of the Traveler: (Summoner 3) Teleporting to your familiar costs 0 TS.


Mark of the Spellsword: (Bladecaller 1) You have +1 to damage with attacks using your familiar.

Mark of Alliance: (Bladecaller 1) Creatures you are allied with have +2 to hit with attacks made using your familiar.

Martial Marks

Mark of Combat: (One-Handed Fighter 1) You have +1 to hit with weapon attacks.

Mark of the Brute: (One-Handed Fighter 1) Your weapon attacks deal +1 damage.


Mark of the Spearman: (Polearm Fighter 2) Your melee weapon attacks deal +2 damage against creatures 1 unit or more away.


Mark of the Pugilist: (Brawler 2) Your weapon attacks ignore 1 point of DR.


Mark of the Striker: (Two-Handed Fighter 2) Whenever you hit with a weapon attack, you may push the target 1 unit directly away from you. This movement cannot provoke opportunity attacks.


Mark of the Shield: (Defender 3) Whenever you hit a creature with a shield bash maneuver, you gain 3 DR against attacks from that creature until the end of the round.


Mark of the Tower: (Juggernaut 3) Creatures have -1 to hit you while you are wearing heavy armor.


Mark of the Archer: (Ranged Fighter 2) Whenever you make a weapon attack, you may choose to have +2 to hit and -1 to damage.


Mark of the Soldier: (Knight 3) You have +1 to DR.


Mark of the Fencer: (Duelist 2) Whenever you hit with a weapon attack, you may reduce the target's DR by 1 until the end of the round.


Mark of the Bandit: (Knifeman 2) When you hit a creature with a melee weapon attack, if that creature is carrying any credits, you may steal 1 credit from them and add it to your inventory.

Technical Marks

Mark of Ambush: (Sneak Attacker 3) You may deal sneak attack damage as though you attacked an enemy from behind on your first attack each combat.


Mark of the Sentinel: (Observer 1) Whenever a creature targets you to hit with a sneak attack for the first attack against you this combat, that creature has -1 to hit on that attack.


Mark of the Shadow: (Opportunist 1) Creatures have -2 to notice you when you are attempting to hide. 


Mark of Riposte: (Parry Master 1) Whenever you successfully parry an attack, you gain +1 to hit against the parried creature on your next attack.


Mark of the Daring: (Dodge Master 2) Whenever you move as part of a dodge maneuver, if you would end your movement inside of an enemy or ally's space, you may move an additional unit. This mark may only be used once per dodge maneuver.


Mark of the Artisan: (Craftsman 1) Whenever you craft an item, you may roll 2 d10s (0s are 0s, not 10s), if you roll an 18, you may choose one item from the crafting cost to not be expended. 


Mark of the Commander: (Tactician 3) Whenever you begin a round with an ally within 1 unit, you gain an additional 1 TS for that round.