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Making a Character in most RPG's can be pretty daunting.. that's why we've provided a handy-dandy guide to 'How To Make Your Character'; however? Making a character in Dungeon World (the game system used by Mhirdrun) is actually relatively easy once you've chosen a Race and Character Class.

1) Enter your Race and Class into the HUD:

Race and Class are pretty important in Dungeon World; both within the RP setting, and the mood of the character you plan to play. It is recommended you try to choose a different class than most of your allies. Race heavily plays into the politics of RP, and it's required that an individual read the history of the race they're planning to play.

Click the gear option on the HUD, and hit 'Race'.

Choose a Standard Class and write Down, Copy & Paste or Otherwise Record your Starting Moves from your Class.

 

Click the gear / config option on the HUD, and hit 'Race'.
Type your 'Race' into the Race Field.

  • Type your 'Race' into the Race Field.

  • Click the gear option on the HUD, and hit 'Class'.

  • Type your 'Class' into the Class field.

 

2. Add your stats to the HUD.

Your stats are a strong determining factor of what you are 'good at' in Dungeon World.

 

Click the 'Gear' button again, and enter 'Setup' mode. You have six stats.

Assign each of the following scores to a different Stat in any order you wish:

  • Scores

    • +3

    • +2

    • +2

    • +1

    • +1

    • +0

  • Stats

    • Strength (STR)

    • Dexterity (DEX)

    • Constitution (CON)

    • Intelligence (INT)

    • Wisdom (WIS)

    • Charisma (CHA)

 

3. What's My Grit?

Your grit is your character's overall physical training. Characters with high grit generally have more physical combat ability, hit points, and weapon damage, and carrying capacity.


While in Setup Mode, click your 'Grit' button. (The red crossed swords) and enter your Class's Grit score. See individual Classes for Grit Score. You click this button to roll your damage when you hit someone with a weapon.

 

Examples:

  • Wizard has a Grit Score of 6.

  • Fighter has a Grit score of 10.

 

4. What's My Hitpoints?

Your Hitpoints are basically a measurement of how much damage your character can sustain before being defeated or killed. A character who runs out of hitpoints from lethal damage must roll a 'Last Gasp' move. Deceased characters can be ressurrected; although returning from the other side can permanently change them.

 

While in Setup Mode, Click your Hitpoints. Enter your CONx2 + Grit + 10.

Add your Constitution x2 to your Grit -- then add 10 to determine your character's total Hit points.

  • Example: A CON of 2 and a Grit of 8 would be 22 Hitpoints.

 

5. What's My Mana?

Your mana is basically your total magical ability. You must have mana equal to a spell's level in order to cast a spell.

 

While in Setup Mode, Click 'Mana'. Add your Level (Level 1) plus one, to determine your Mana. (Two mana at Level One. Three mana at Level two, etc.)  Characters capable of spell-casting have 1 Mana + 1 Per Character Level.

  • A Level 2 Character has 3 Mana.

  • A Level 5 Character has 6 Mana.

  • A Level 8 Character has 9 Mana.

  • Etc.

 

6. Weight and Carry Capacity.

Weight in the Mhirdrun HUD isn't just a flat 'weight'. It's also the general awkwardness and unweildiness of an item to carry around with you. Your Grit and your Strength determine how much your character can carry.

 

While in Setup Mode, Open your inventory, and click 'Weight'. Add your STR score x2 to your Grit for your total carry capacity.

 

Add double your Strength to your Grit to determine your Carry Weight.

 

7. Adding Your Starting Moves To Your Character

Moves are basically what set your character apart from other characters. While all classes have access to all basic moves - you are required to post all the moves your character has on your character sheet, although you only need to parts that are relevant. Your character gains one racial move, and all of your class's starting moves at level 1. Every level thereafter, your character may gain another move from their class.

 

While in Setup Mode, click on any of the Move Icons and click 'Edit'. You may then copy and paste an entire move *and* it's title into the provided space. An 'add' feature has been added in case you run out of space, so you can add additional text if the entire move won't fit. (Just enter the move, and save it, then hit 'Add' and paste what's left. You can do this multiple times if you wish.)

 

You may now exit setup mode, by clicking the gear icon again.

 

 

8. Crafting/Poofing Your Starting Gear Into Existance

While we're not keeping track of individual coins in Dungeon World, it's assumed everyone has a little bit of money, and a bit of equipment that they've been using to perform their duties, work or living their life up to now. You can carry up to 10 objects.

 

While outside of edit mode, you can add items to your inventory by clicking one of your ten item slots. When you click an empty inventory slot, an icon for 'crafting' should appear. This allows you to add items to the game world, directly into your inventory which can be traded to other players. Items created by players are STRONGLY ENCOURAGED ... to follow the rules and descriptions of existing items from the inventory sheet, but there are cases where you may want to make an RP only item - such as a family signet ring, or an amulet honoring to your god, or a lost loved one or other fringe personal effect.

In general, try to make items similar to other items on the equipment list before you make anything custom or unique.

9.  My Armor and how it works

Your armor is a determination of how much damage reduction your character has from moves and worn items. This is a baseline determination of your character's 'standing around, doing nothing' defenses. If you are hit for 5 physical damage, but you have 3 armor, you take only 2 damage.

 

Note #1: Worn armors and some moves provide 'n Armor'. Which does not stack with other 'X Armor'. If you have multiple 'n Armor' values they do not stack.

 

Note #2: Shields and certain moves provide '+n Armor'. These stack with each other, worn armor and with 'N Armor', though you can only wield one shield at a time.

 

Determine your Armor. Your Armor is based on whatever you happen to choose to be wearing from the Equipment tab. Any piece of armor providing more than 1 Armor has the [Clumsy] tag. Some classes ignore the Clumsy tag on armor.

 

That is literally everything. An Example of a Level 1 Fighter is presented below for comparison and convenience.

 

Name: Joe

Level/Class: Level 1 Fighter

Race: Human

Armor: 3

  • Heavy Armor [2 Weight, 2 Armor, Clumsy]

  • Metal Shield [2 Weight, +1 Armor, +1 Reinforced]

Strength / STR: +3

Dexterity / DEX: +2

Constitution / CON: +2

Intelligence  / INT: +1

Wisdom / WIS: +1

Charisma / CHA: 0

Grit: 10

HPs: 24/24

MANA: 2/2

Carry Weight: 8 / 16     // Carrying the huge sword below, and armor and shield above. 3 weight free.

Weapon Master

Sinister huge sword with hooks and spikes, [Weight 4, Close, Messy, Forceful] 

  • Hooks and Spikes: Add Messy tag but +1 Weight

  • Huge: Add forceful tag but +1 weight.

Armored

You ignore the Clumsy tag on any armor you wear.​

 

Bend Bars, Lift Gates

Standard

When you are unbound and have a full range of motion for your limbs (e.g. you are not shackled, chained, or in a tight space), you can use pure strength to destroy an inanimate obstacle, roll+STR. You are unable to Bend Bars, Lift Gates when you have the 'weak' debility.

* On a 10+, choose 2.

* On a 7-9, choose 3.

* On a 6- gain the 'weak' debility.

  • A lot of noise is made. SOMEONE heard that!

  • Something of value is damaged, or you gain the Weak debility.

  • It takes a very long time for you to work at it.

  • You can fix the thing again without a lot of effort.

 

Second Wind

Free

Once during combat, you may draw on your experience as a veteran combatant to regain your will to fight.  Roll 2d6+CON:
On a 10+ choose 2
On a 7-9 choose 1
On a miss, you have overextended yourself.  Your will to fight is sapped.  You tire and become Vulnerable.
Heal 1d6 damage on yourself (you cannot use moves that give additional healing with this)
Remove one debility or disease from yourself
Remove one curse

 

Human Racial: Born Lucky

Requires: Human, Half-Elf, or Half-Orc

Once per day, you may choose to have someone re-roll their damage roll. Yours, or someone else's.

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