Nobilis, page 127
The Chamomille Law:
"There is energy in adversity"
The section on Restrictions is most apt; miracle points (MPs) are paid to the Power when the restriction comes up. Some examples:
Cannot Cross Running Water
The character receives an MP when their inability to cross running water costs them precious time. If the time is not precious, they receive nothing; if the time they lose is crucial, they gain 2 or more MPs.
Cigarette Bond
The character is formally bound to befriend anyone with whom they share a smoke, and cannot resist an offer of a cigarette. This gives 1 MP when it binds the character to a nice Power, 2 MPs when it binds them to an enemy Power, and 3 MPs when it binds them to an Excrucian.
Compromised
Someone has specific information they could use to blackmail the Power. The player cannot tke this Restriction if some NPC already, to their knowledge, has the relevant information. This Restriction gives 1-3 MPs when the character is blackmailed into doing something, depending on the outrageousness of the request.
Honest
The character does not lie, and receives a MP when a lie would be very useful.
Players can request that the Hollyhock God (DM) arrange matters so that one of their restrictions comes into play (e.g. when an extra MP or two would be helpful). The value of a restriction can be adjusted during a campaign, if it is determined to be worth more or less than initially thought.
Miracle Points are used by Powers to create miraculous effects. It is a complex system, and can't really be equated with anything in D&D.