We have two types of actions: Manpower and Hero.
The number of Manpower actions increases as our Cult size does, and we have two currently. This is what the regular members of our cult is doing, and some actions need a minimum amount of our cultists to participate (an example would be when we first made the Flower Knights: You can't raise a defense forces without willing bodies). It does also have the side effect that our cultists may not always know where our best interests lie, but they are doing their best I promise.
Hero actions depend on the Hero in question, and we currently have Dana who can do two actions. Since Dana is a Good Girl, she also gets a bonus to any Charity or Preaching action she does, but can't be used for Infiltration actions as that is not a nice thing to do.
Hero actions are (at least as far as we've seen so far) more powerful than Cult actions. It should also be noted that you can still commit a Hero to those actions if you want. For example Dana taking centerstage when we first developed the Flower Knights helped mitigate the damage caused by a partial success.
We do also have Favour tokens (four currently) we can use to push some divine juice into actions that fall within our Domains. We can spend a point of Favour for each Domain an Action contains (For example, a Well Armed Militia has three Domains so we can spend up to 3 Favour on it) and each point spent grants a +10 bonus. It also allows for a Miracle if the total roll after bonuses reaches 100+, in which case we get blatantly supernatural goodies. Like the Corntato.
So to summarize, we have up to 4 actions we can take and 4 tokens of +10 we can allocate relatively freely between them. We might also choose to double down upon one or two actions by spending both Manpower and Dana on them if we want to mitigate the penalties of failure.