Faith opens doors—and closes others. ## Tier 1 (Theology 1+) * Doctrinal Knowledge – Mark a die as Effectful; on success, quote a relevant teaching to gain +1 die on your next Social action. * Blessed Sigil – You may prepare a simple blessing or charm that gives +1 die to allies resisting fear or possession. * Spot Heresy – Once per scene, you may identify false rituals or corrupt priests. ## Tier 2 (Theology 2+) * Clerical Favor – You may call on a local temple for sanctuary or supplies once per session. * Ceremonial Precision (Theology/Rituals) – You may remove the first penalty die from performing religious or magical rites. * Faith Anchor – Mark a die as Persistent; on success, allies in Presence meters ignore Slights from fear effects. ## Tier 3 (Theology 3+) * Invoke Parable – Once per scene, you may shift a target’s attitude one step by framing your appeal in their faith. * Minor Exorcism – Mark a die as Risky; on success, repel a lesser spirit for 1 round. Failure = 1 Slight. * Temple Network – You have contacts in religious orders; once per session, you may declare a local priest is a distant ally. ## Tier 4 (Theology 4+) * Sanctified Ground – Once per session, you may declare an area as hallowed, granting allies +1 die to Spirit rolls while in it. * True Belief – You ignore the first failed Spirit roll each scene. * Martyr’s Will – Once per session, take 1 Injury to remove 1 Corruption die from an ally.