| Guardian: When you protect an ally, take +1d to your resistance roll. When you gather info to anticipate possible threats, you get +1 effect. |
| Castigate (S): You can push yourself to momentarily halt or repel creatures. If your targets are proscribed by your faith you gain +1 effect to castigate them. |
| Share The Load: When an ally pushes themselves or activates an ability that requires them to spend stress, you can take half of their stress. |
| Prayer Healing: You can Sway your deity, patron or force to treat wounds or stabilize the dying. Everyone in your party takes +1d to healing treatment rolls. |
| Summon Ally (S): You can push yourself to summon an ally that is representative of your faith. |
| Syncretism: You can worship a second faith, as long as its decrees and proscriptions don't conflict with your current faith. When you use an ability that depends on your faith, you must choose one. |
| Judgement: You can push yourself to pronounce a judgement on a creature. All actions you make against them have +1d. If your target is proscribed by your faith you also gain +1 effect. Your target must know of your judgement for you to get this benefit. |
| | | Experienced: Pick an Experience special ability. |
| | | Multidisciplinary: Pick a special ability from another character playbook. |