1. Abilities

Sanatius

Raphael is...


Higher Purpose (Heal the Sick)If, in the GM’s judgment, you are unfaltering in your pursuit of your Higher Purpose, you get +1 to all die rolls that pertain directly to the pursuit of your cause. If you deviate from your Higher Purpose, you lose this bonus...  and the GM is free to penalize you for bad roleplaying just as if you had ignored a Code of Honor.
Power Investiture 1 (Healing)Increasing your PI level will increase your effectiveness with spells and unlock new ones.
Holy Faith Healing Your power works by channeling spiritual energy. This lets you cure anyone the spirits or gods deem worthy of healing, regardless of race. However, you (and possibly your subject) must behave in a manner consistent with the interests and moral codes of your supernatural allies, or this ability will not work. 

You have the ability to heal others. You must be in physical contact with the subject. To activate your power, concentrate for one second and make an IQ roll. Roll at -2 if the subject is unconscious.

You can use Healing in two ways:

Heal Injuries: On a success, you can heal any number of HP. This costs you 1 FP per 2 HP healed (round up). Failure costs 1d FP, but you can try again; critical failure also causes the recipient 1d damage. Even 1 HP of healing will stop bleeding. By rolling at -6, you can repair a crippled but whole limb if you completely heal the HP lost to the crippling injury. For instance, to heal a hand crippled by 4 points of damage, make an IQ-6 roll and spend 2 FP. Each healer gets only one attempt per crippled limb. Healing cannot restore lost limbs or bring back the dead.

Cure Disease: This requires an IQ roll at a modifier determined by the GM – from +1 for the common cold to -15 for AIDS. The FP cost is equal to twice the penalty, minimum 1 FP. For instance, it would cost 6 FP to cure a disease that calls for an IQ-3 roll. If used more than once per day on a given subject, apply a cumulative -3 per successful healing of the same type (injury or disease) on that subject. This penalty accumulates until a full day has passed since the most recent healing.

HonestyYou must obey the law, and do your best to get others to do so as well. In an area with little or no law, you do not “go wild” – you act as though the laws of your own home were in force. You also assume that others are honest unless you know otherwise. This is a disadvantage, because it often limits your options! Make a self-control roll when faced with the “need” to break unreasonable laws; if you fail, you must obey the law, whatever the consequences. If you manage to resist your urges and break the law, make a second self-control roll afterward. If you fail, you must turn yourself in to the authorities!
Sense of Duty (Christians), and Sense of Duty (The Sick & Injured)You feel a strong sense of commitment toward a particular class of people. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help.

Holy Advantages
Holy is a modifier that you can apply to many of the advantages you take (requires approval).  Holy abilities depend on the possessor living a virtuous life. If  he  transgresses, he loses his power – although his god won’t endanger him  unless  the  sin  is  terrible.  To  recover  his  power,  he  must offer significant penance:  2 wealth, a full month of fasting, a major quest, etc. When a Holy ability requires a roll, add your level of Power Investiture to it.  Making an advantage "Holy" makes it cost 10% less.

Playing a Sanatius
  • You can think of the disadvantages that come with this template as "prerequisites" for the archangel's faith in you. If your character ever develops in such a way that you lose those disadvantages... it won't be pretty. 
  • It costs 32 points to apply this template. 

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