·Arcane Background(Miracles)(Human) Arcane Skill: Faith (Spirit)Starting Power Points: 10 ; Starting Powers: 2 ; Those who draw on miracles are priestly types or holy champions. Their power comes from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals.
►►Protector: Those who cast miracles are champions of their particular religions. Good priests vow to protect the innocent, fight evil, and obey all other tenets of their particular religion. Evil priests typically vow to defeat those who oppose their religion, or simply to cause as much misery and strife as possible. The player and Game Master should come up with a simple list of what is important to the character’s religion and use this as a guide. Champions who violate their beliefs are temporarily or permanently forsaken by their chosen deity. Minor sins give the character a –2 to his Faith rolls for one week. Major sins rob him of all arcane powers for one week. Mortal sins cause the character to be forsaken until the penitent hero
completes some great quest or task of atonement to regain his lost powers.
·Champion(Good) (2HindrancePoints) Champions fight the forces of darkness . They add +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
·CounterAttack(Demonic Pact):Fighters with this Edge know how to respond instantly to an enemy’s mistakes. Once per round, the character receives one free Fighting attack against one adjacent foe who failed a Fighting attack against him. This attack is made at –2, and the Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuvers), and may not be combined with Frenzy or Sweep. It may be used with the Defend maneuver, but not Full Defense