Theism Devotees focus their worship FAR more specifically than communal worshipers or even Initiates -- they worship one diety within the pantheon to the exclusion of all others, and can learn to use the Feats within their diety's Affinities as magical abilities, either augmenting their mundane skills or as active abilities.
Requirements
To 'upgrade' from an Initiate (or to begin play as a Devotee), the player must:
- Meet all the requirements for an Initiate.
- Concentrate their Magic
- Possess one Personality Attribute that matches a Virtue of the Cult, and spend 3 hero points in ADDITION to the three required for becoming an Initiate.
As a result, they gain:
- Initiate of [Deity within Pantheon] changed to Devotee of [Deity within Pantheon]
- Devotees have all the benefits of a normal Worshiper and Initiate and can also use their Piety to call on their patron deity with a higher chance of success. They can also join specific sub-cults of the diety in question.
Magic Gained
- Characters who begin play as Devotees... gain all of the Feats under each affinity? (Unknown at this time -- Devotee is really the only 'advanced' religious practice that is achievable by a starting character, and as such isn't listed on p. 18.)
- Characters who become Devotees later in play gain three of the Feats under each of the Keyword's Affinities that he currently knows.
Multiple Devotions
- You may not be Devoted to two Deities at the same time, though it is possible to join 'sub-cults' of minor deities or Heroes that are seen as an extension of the Deity your are devoted to.
Virtues -- the Devotee can (in fact must) select at least one of the traits seen as 'good' or commonly found within their religion.
Magic Notes