You study ethics, metaphysics, and the meaning of things—making you surprisingly hard to manipulate. ## Tier 1 (Philosophy 1+) * Contemplative Calm – Mark a die as Persistent; on success, remove 1 Slight or Fatigue. * Logical Argument – Gain +1 die on Persuasion when using reasoned appeals. * Doubt the Premise – Once per scene, force a target in Social Conflict to reroll a success by undermining their logic. ## Tier 2 (Philosophy 2+) * Inner Compass – You may ignore 1 Corruption die’s whispers per scene. * Ethical Edge (Philosophy/Empathy) – You may shift a target’s attitude by one step through moral reasoning. * Existential Pressure – Once per scene, inflict 1 Slight by forcing a target to question their own beliefs. ## Tier 3 (Philosophy 3+) * Unshakable Resolve – You may ignore the first failed Spirit roll each scene. * Thought Duelist – Gain +1 die when debating opponents on existential topics. * Insightful Skeptic – You may reroll one failed die per session when resisting magical illusion or deception. ## Tier 4 (Philosophy 4+) * Clarity of Mind – Once per session, remove all Slights or Corruption whispers from yourself. * Voice of Reason – Allies in Presence meters gain +1 die on Social rolls if you’re supporting them. * Philosopher’s Insight – You may retroactively declare you foresaw a potential outcome; gain +2 dice on a key roll.