Theism Initiates tend to focus their worship more specifically than communal worshipers -- they primarily worship one diety (but not to the exclusion of all others), and can learn to use the Affinities of that Diety as magical abilities, augmenting their mundane skills.
Requirements
To 'upgrade' from a Worshiper to Initiate (or to begin play as an Initiate), the player must spend 3 hero points (or a combination of HP and freebie slots during character creation) to gain:
- Initiate of [Deity within Pantheon] -- defaults to level of "Worship [Pantheon]
- Initiates have all the benefits of a normal Worshiper, 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 Initiates gain all of the Keyword's affinities at 17. (p.18)
- Characters who become Initiates later in play gain one of the Keyword's affinities for 'free' at a rating of 13.
- Initiates are not required to Concentrate their magic, however.
Multiple Initiations
- You may (depending on the religion) be initiated into the worship of more than one deity at the same time, provided there aren't any conflicting obligations between them.
- Concentrating allows Common Magic Feats to be used Actively, though sometimes the religion may frown on the use of some common magic feats. (An initiate still can't use the religion's Affinity Feats until he becomes a Devotee.)
Other skills worth getting
- Soul Vision -- how a Initiate or Devotee senses and identifies magic or Otherworld entities nearby (default resistance of 14, normally).
Virtues -- the Initiate can select any of the traits seen as 'good' or commonly found within their religion.
Magic Notes