Your patron has a plan for you. At the start of each mission, roll +Strange.
Your faith is physical. Reduce all incoming harm by 1 (passive). When you are at Dying (7 harm), this reduction becomes 2, something keeps you from crossing over.
When you place your hands on someone injured and focus your faith, roll +Tough.
When you channel divine power into a strike against something unholy, corrupted, or fundamentally wrong, roll +Tough.
When you bless a location, object, or person, describe what you do and roll +Strange.
You can always sense the presence of genuinely evil, corrupted, or supernaturally wrong entities nearby (passive). For precise location or nature, roll +Strange.
When you confront a dark, corrupt, or evil entity and assert divine authority, roll +Tough.
When you take harm willingly, throwing yourself in harm's way, accepting punishment you could have avoided, mark the harm taken. At any point this scene you can spend that harm as +1 forward per point on any roll. Maximum 3 stored at once.
When you create a protected space for your team, declaring a location safe through faith and effort, roll +Strange.
Your faith radiates. Allies within arm's reach gain +1 armor against supernatural harm (passive).
Your belief is a foundation nothing can crack. When an external force, power, magic, psychic pressure, or circumstance, tries to alter your convictions, values, or sense of self, it fails automatically. You can be hurt. You cannot be changed against your will.
(1/mission)
When a teammate has just died or is at the threshold, you may attempt to bring them back. Roll +Strange.
(1/session)
Once per session, ask for help from whatever watches over you. Describe what you need. The GM will tell you if it's granted and what form the answer takes. It won't be exactly what you asked for, but it will be what you need.
Before any roll, take a moment to pray. Take +1 on that roll. You can only use this if you haven't already acted this scene. No roll required.
When you stand firm against a supernatural threat, roll +Strange.
When you channel purifying energy into a corrupted, cursed, or possessed person or object, roll +Strange.
When you channel divine energy outward in a burst, roll +Tough.
When you pray specifically for the safety of one ally before the mission begins, that ally gains +1 armor against supernatural harm for the mission. No roll required.
When you extend your protection to cover a teammate entirely for one scene, roll +Tough.
(1/session)
When a teammate would reach Dying (7 harm) within your line of sight, you may immediately intervene. Roll +Strange.
### Improvements, At 5 XP, Choose One
### Advanced Improvements, After 5 Improvements, Choose One
Your faith provides. But faith and a blade beats faith alone.
Choose one weapon:
Choose two additional items:
Your primary stat is TOUGH: +2
Distribute the following among your remaining 9 stats: