Defaults: IQ-6 or Religious Ritual (same)-4
Theology (IQ/Hard) is the study of a particular religion: its gods, cosmology, doctrines, scriptures, etc. Requires specialization by religion. Typically, there are no defaults between religions, but the GM may permit a default at -4 or so for systems that have similar origins or one is derived from the other.[1]
Alternatively, you may study the similarities and differences between religions, i.e. Theology (Comparative). This can let you default to many religions but at -5 to each.
Main Uses[]
- Knowing neat stuff about a religion/mythos/cosmology
- Monster Hunters often learn theology (and possibly some Hidden Lore) to learn the rules and limitations of the creatures they're looking for--demons, fae, ghosts, etcetera. [2]
- Making moral decisions (important for Clerics)
- Impressing other members of the faith (or getting into debates!)
- Impressing supernatural beings with your knowledge of their favorite things
- or, as an "influence skill" to gain favor with a higher power[3]
In Dungeon Fantasy / DFRPG[]
- A Per-based Theology (Druidic) roll can detect the telltale signs of "wildmen", who make special markings along their territory.[4]
- Theology (any relevant) can identify Spirit Guardians of temples and holy (or unholy) sites.[5]
Study and Belief[]
A character does not necessarily believe in the religion they're studying. For instance, a world-traveling member of the Duncorne Foundation or ISWAT may need knowledge on many religions. [1]
Talents[]
- Close to Heaven includes Theology as one of its very priesty set of skills
As A Job[]
- Any priest or holy-person at TL1+ will need Theology and Religious Ritual for their religion (at a mild skill-12) Earlier TL0 religions need only Religious Ritual.[1][6]
Streamlining[]
- In some campaigns, you might create a sort of "What's that unholy thing?" skill that combines Theology, Occultism, Philosophy and Hidden Lore from a given religion. Only a handful of monsters that are key to the religion are mentioned, so it works as a knowledge skill without covering every monster, and lets the team Cleric leverage their knowledge against unholy foes!
- Likewise, Religious Ritual, Symbol Drawing, Ritual Magic and Public Speaking could be bundled together as "Rites and Responsibilities"!
References[]
- ↑ 1.0 1.1 1.2 Basic Set, p.226
- ↑ Monster Hunters 1: Champions, p.16
- ↑ Divine Favor, p.9
- ↑ DFRPG: Monsters, p.60
- ↑ DFRPG: Monsters, p.52
- ↑ Banestorm, p.211