Draw Steel skill
Religion
Religion is a skill in Draw Steel: Knowledge of gods, faiths, rites, and the institutions that carry them, plus divine phenomena.
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Key facts
- Characteristic
- Reason
Overview
Religion covers doctrine and practice: identifying which god a defaced shrine served, knowing the rites owed to a body before burial, recognizing a heresy by its symbols, understanding what a temple hierarchy will and will not permit. It is a Reason skill because it rests on study of texts, orders, and traditions. It comes up in temples and graveyards, over holy relics, during dealings with clergy, and whenever a supernatural event is claimed to be divine.
How it works
Characteristic: Reason. Skill group: Reason skills. Test: 2d10 + Reason; 11 or lower is tier 1, 12 to 16 tier 2, 17 or higher tier 3. Training grants a benefit and unlocks attempts untrained heroes cannot make. How it is used: Tier 3 names the faith, the rite, and its significance to the people involved. Tier 2 places it broadly. Tier 1 gives nothing, or a mistake that offends the faithful nearby. Edges and banes: Temple archives, visible iconography, or a faith you were raised in grants an edge (+2). A suppressed cult, a foreign pantheon, or deliberately obscured symbols imposes a bane (-2).
Tips and playstyle
Best for: Conduits and Censors, and parties whose adventures run through temples and holy ground. Character concepts: Sage career theologian, Censor of a militant order, an Aristocrat whose house sponsors a temple. Synergies: History for how a faith reached its present shape, Culture for how believers behave day to day, Magic Lore to tell a divine effect from an arcane one.
Frequently asked questions
Does Religion work for gods my hero does not worship?
Yes. It is comparative knowledge, and a Censor may know a rival faith's doctrine better than its own adherents do.
Can Religion identify undead or divine curses?
It identifies their doctrinal context and the rites that address them. Magic Lore or Monsters covers the mechanical side.