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Secrets - Sky God Faith

Secret of Civic Virtue
The Book of Light calls higher virtues that may only be fulfilled through society CIVIC virtues. These are Abilities just like the natural virtues, except that they are always associated with two Pools. JUSTICE (I, R), for example. With this Secret the character may learn these more complex virtues.
Secret of Spiritual Virtue
The Book of Light calls the singular highest virtue by the name of SPIRITUAL, as it may only be fulfilled in communion with God. The spiritual virtue is an Ability just like other virtues, except that it is always associated with three Pools. With this Secret the character may learn SPIRITUALITY (V,I,R).
Requirement: SECRET OF CIVIC VIRTUE
Secret of the Axiom
A character with this Secret may gain Blessings. Either he asks for one with PRAY (V), or has an AXIOMATIC REVELATION with an appropriate virtue Ability. In the former case the player chooses the Blessing (designing it with the Story Guide if necessary), while in the latter the Story Guide chooses a Blessing that relies on the virtue in question. Either way, the Blessing costs an Advance.
Cost: 7 minus the check result in Ability-appropriate Pool
Requirement: Have no vices.
Secret of Monastic Life
The character’s Pool spend caps for all of his Virtue Abilities are raised by one, akin to the SECRET OF CONDITIONING. This Secret may be picked multiple times.
Secret of Hagiography
The character can learn Blessings from accounts of the BOOK OF LIGHT (R) and other holy writings. The Story Guide chooses what is available; the player has the right to refuse suggestions equal to the level of success in the Ability check.
Cost: 1 Reason per activation, cumulative
Secret of Deaconate
The character is a church official in charge of a parish. He can replace the Ability requirements of any Blessing with his knowledge of the BOOK OF LIGHT (R) and PRAY (V) when leading the congregation, as assigned by the Story Guide.
Cost: 1 Pool associated with the original virtue per check, cumulative over the scene.

Blessings

Blessing of Spirit Strike
The character can see and strike his opponent’s spirit in combat. This not only allows fighting with spirits, but also renders conventional armor useless against the character; does nothing against spiritless targets, though. Use a COMPASSION (I) check against misguided opponents and VALOR (V) against evil; the check result difference against the opponent’s RESIST (R) becomes persistent bonus dice in conflict against this one opponent. The result can be made into an Effect to extend its duration.
Cost: 1 Pool associated with the Ability.
Blessing of Lowden the Judge
The character can unearth the truth by divine insight. Use an HONESTY (R) check when merely penetrating lies or misdirection and a JUSTICE (I,R) check to garner information currently unknown to witnesses. The outcome provides the character with pertinent facts equal to the check result regarding a moral dilemma.
Cost: 1 or 2 Pool associated with the Ability, depending on the usage.
Blessing of Light
The character may make himself or a held token shine with unearthly light. Use an HONESTY (R) check for a revealing light or a VALOR (V) check for a blinding one. The check result may be used as penalty dice against creatures of the night.
Cost: 1 Pool associated with the Ability.
Saintly Blessing
The character can distribute his own Secrets (Blessings included) as Blessings to others, with the player redesigning them to accord with the theology (appropriate use of Virtues, Pool costs, etc.). Any Secret so distributed is lost to the character himself, unless the recipient pays an Advance for it. Use SACRIFICE (V,I) when touching the recipient and SPIRITUALITY (V,I,R) if doing this at the moment of Transcendence. In the latter case the character is literally taken to the Sky, and the player may take his time to distribute the character’s Blessings as he pleases to anybody in Near.
Cost: 2 Pool associated with SACRIFICE (V,I) or 3 with SPIRITUALITY (V,I,R).
Blessing of Healing
The character can heal others of their ills with a preternatural force that makes things whole. Use a COMPASSION (I) check for physical injuries and HONESTY (R) for others. This may only be done immediately after noticing the injury; hesitation closes the window.
Cost: 1 Pool associated with the Ability.