18 lines
No EOL
1.4 KiB
Markdown
18 lines
No EOL
1.4 KiB
Markdown
Faith opens doors—and closes others.
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## Tier 1 (Theology 1+)
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* Doctrinal Knowledge – Mark a die as Effectful; on success, quote a relevant teaching to gain +1 die on your next Social action.
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* Blessed Sigil – You may prepare a simple blessing or charm that gives +1 die to allies resisting fear or possession.
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* Spot Heresy – Once per scene, you may identify false rituals or corrupt priests.
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## Tier 2 (Theology 2+)
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* Clerical Favor – You may call on a local temple for sanctuary or supplies once per session.
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* Ceremonial Precision (Theology/Rituals) – You may remove the first penalty die from performing religious or magical rites.
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* Faith Anchor – Mark a die as Persistent; on success, allies in Presence meters ignore Slights from fear effects.
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## Tier 3 (Theology 3+)
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* Invoke Parable – Once per scene, you may shift a target’s attitude one step by framing your appeal in their faith.
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* Minor Exorcism – Mark a die as Risky; on success, repel a lesser spirit for 1 round. Failure = 1 Slight.
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* Temple Network – You have contacts in religious orders; once per session, you may declare a local priest is a distant ally.
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## Tier 4 (Theology 4+)
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* Sanctified Ground – Once per session, you may declare an area as hallowed, granting allies +1 die to Spirit rolls while in it.
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* True Belief – You ignore the first failed Spirit roll each scene.
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* Martyr’s Will – Once per session, take 1 Injury to remove 1 Corruption die from an ally. |