Spirit

Spirit is the abstract concept that encompasses all the different forms of power granted by belief, magic, spirits and everything supernatural and divine. What grants spirit to characters depends on their religion.

Characters can use Spirit points to use powers that they know. Characters can spend or lose more Spirit than they have, but they cannot have less than zero Spirit, instead they will gain as much Corruption as how much Spirit they spend or lose that they did not have. But, gaining Spirit does not reduce Corruption."The supernatural is a fickle and incomprehensible thing. Some brave men and women try to control it, to study it and to understand it; but all they can achieve is to let it flow through them. And while it is empowering like nothing else, it is also dangerous, and it can turn against you as fast as it was helping."

Gaining Spirit
Characters can gain Spirit points from achieving or performing their Rituals. At the end of a Scene in which a character has performed one or more Rituals, he can choose either to gain one Spirit or to Transcend."He (Jesus) replied, “Because you have so little faith. Truly I tell you, if you have faith as small as a mustard seed, you can say to this mountain, ‘Move from here to there,’ and it will move. Nothing will be impossible for you.” - Matthew 17:20"

Transcend
Perform a hard Rites Check (6).

Then, after the check is resolved and regardless of the Check’s result, the GM must openly discard a card from the top of the deck, the card’s value is how much Spirit the player should write down he has gained on his character sheet.

But that is not necessarily the truth, the result of the Check will say how much Spirit he has truly gained - which will only be known to the GM, who will take note of it on the GM’s sheet. NOTE: The difference between both values represents the character’s lack of understanding of the supernatural and the grander schemes behind the magical powers; a lack of understanding of the rites and foolishness can drive characters to use more Spirit than they have and they’ll pay the price for it.
 * Critical success: Twice as much.
 * Normal success: The card’s value.
 * Phyrric success: One less.
 * Failure: Zero.
 * Critical failure: Lose instead of gain the card’s value.

REMEMBER: Only the GM should know the true result of the Check and the true Spirit of each character.

NOTE: A character might lose more Spirit points that he gains from a Check, reducing his Spirit pool accordingly.