War in the Heavens: Dark Energy
Theurgic powers are a capacity to tap a universal power-source by attunement to the will of a body of believers and through skill at a ritual practice, in order to do things like heal the sick, banish evil, bless the crops, and so on.
There are several different paths, and using each path requires a skill.
Using a path also requires that an aspect, “Theurgic,” “Religious,” or “Hubris” be invoked. This is the only way to use Theurgic powers— they have to be the consequence of invoking a Theurgic aspect in a scene. Although, on rare occasion the game judge may let you invoke some other trait that is situationally appropriate and pertains to what you mean to accomplish with the Theurgic power.
Either way, it costs one Fate Point to invoke the trait, as usual. You can make one use of the Theurgic power as many times as you bought the Theurgic aspect, as usual with aspect invocation.
Theurgy is divided into several paths, one for each religion or faction. These include:
- Orthodox UCCS rites
- Sanctuary Aion UCCS rites
- Brother Battle UCCS rites
- Eskatonic UCCS rites
- Avestan UCCS rites
- Voavenlojhun (UCCS sect for Obun) rites
- Contemplative Gjarti (a mother earth goddess religion) rites
- Folk Gjarti rites
- Philosophical Gjarti rites
- Manja (a kind of necromantic ancestor worship for nobles) rites
- Hexery (common travelling folk rites)
- Banjak (Ur-ukar polytheism) rites
- Bintaru (traditional Ur-obun faith) rites
- Horuspication (Etyri divinatory) rites
Higher levels of skill give you access to more advanced rites within each path. At character creation you’re free to take as many paths as you want to buy skills for. It’s not un-heard-of for priests to dabble other religions and the occult.