Barbarian | Bard | Cleric | Commoner | Druid | Fighter | Paladin | Ranger | Shaman | Thief | Witch | Wizard
"If you define yourself by your power to take life, your desire to dominate, to possess, then you have nothing."
Knights, Warrior-Priests, Heroes, Zealots
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An Avatar fitting your race.
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Read the lore for your character's race.
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Choose a God and be familiar with Mechanics of Religion (Choosing a Religion under Advanced Play Guides)—or make up your own, lesser deity using the guidelines under "Deity."
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Be familiar with the Religion in Mhirdrun page (Lore), and the lore of your chosen deity.
Grit is 8.
Your carry weight is equal to STRx2+Grit.
Your hitpoints are CONx2+Grit+10.
Your damage is 1dGrit.
Lay on Hands (CHA)
When you touch someone else, skin to skin, and pray for their well-being , roll+CHA.
✴On a 10+ you heal 1d8 damage or remove one disease or debility.
✴On a 7–9, they are healed, but the damage, disease or debility is transferred to you.
✴On a miss, you lose access to this ability until you rest.
Colt and Bolt
Your training among the clergy of your church has included both martial, mounted combat, and the supernatural means of turning undead. These are supernatural effects.
Colt
Standard
Choose a species:
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Wolf, Warg, Cougar, Bear, Dog, Mule, Horse (it doesn't have to be these animals exactly, so long as it is mundane, native to local, temperate climates, and no more massive than a horse). Depending on its type, it may not be desired or acceptable in the limits of a town or city.
You have a supernatural connection with this animal, which serves as your loyal riding mount. You can’t talk to it per se but you can communicate emotions at any range and it usually acts as you wish it to. When you and your mount study the same thing, you take +1 to Discern Realities.
You can only have one animal companion at a given time—this includes mounts, ranger pets, and familiars. If you later take another move which would provide you with a different animal companion, you must select one move to apply; you can't have both!
Bolt
Standard
When you hold your holy symbol aloft and call on your deity for protection, roll+CHA.
✴On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.
✴On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
Armored
You ignore the Clumsy tag on any armor you wear.
In, You Dogs
Standard
When you beat upon your chest tauntingly, roll+CHA.
✴On a 7+, you choose one:
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The target must attack whom you dictate on their next turn (cannot be an ally of theirs)
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The target must attack you on their next turn.
✴On a 10+, you also take +1 forward against them.
✴On a miss, they do as they please and you take -1 forward against them.
Crushing Morale
Standard
Your presence on the battle-field makes the strongest opponents doubt themselves. Roll+CHA
On a 10+, hold 2.
On a 7-9, hold 1.
On a miss, gain no hold and take -1 ongoing to Crushing Morale until the following dawn.
Spend hold 1-for-1 freely in your turn to give anyone who doesn't attack you a -1 forward to their action.
Deity
You serve and worship some deity or power which grants you your powers. In order to gain abilities from a deity you must:
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Fulfill its requirements
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Abide by its vows
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Refrain from casting its forbidden spells (if you ever gain access to spells)
When you level up you may also pick a domain offered by your deity (see the bottom of the deity's page). You can gain one domain from level 2-5 and a second from level 6-10; this is gained as a level-up move, and so replaces the class and advanced moves below.
If you fail the requirements of your deity, break your vows, or cast a forbidden spell, you lose the benefit of Vows, and lose all spells and moves gained from your deity, until you have atoned: see the Choosing a Religion page under Advanced Play Guides for more.
If you wish you may invent a lesser deity to worship in Mhirdrun, give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain (note—these have no correlation to the other God Domains, and you may not "build a god" from existing domains):
⃞ Healing and Restoration
⃞ Bloody Conquest
⃞ Civilization
⃞ Knowledge and Hidden Things
⃞ The Downtrodden and Forgotten
⃞ What Lies Beneath
Choose one precept of your religion:
⃞ Your religion preaches the sanctity of suffering, add Petition: Suffering
⃞ Your religion is cultish and insular, add Petition: Gaining Secrets
⃞ Your religion has important sacrificial rites, add Petition: Offering
⃞ Your religion believes in trial by combat, add Petition: Personal Victory
My God Will Protect Me
Free Move
You are protected by divine power. So long as you honor the vows and requirements of your deity, once per encounter, when you take damage you can grit your teeth and accept the blow. If you do, you take no damage but instead suffer a debility of your choice. If you already have all six debilities you can’t use this move. This is a supernatural ability.
When you gain a level from 2–5, you may choose one of these moves:
Divine Favor
Requires: My God Will Protect Me
You gain the Cast a Spell Cleric move, and all spells from the Cleric spell list up to level 3. You can cast using CHA instead of WIS.
Charge!
Requires: Colt and Bolt
When you lead the charge into combat while riding your mount, those you lead take +1 forward until your next turn!
Setup Strike
When you hack and slash, choose an ally. The enemy counts as vulnerable against that target. This lasts only until your next turn.
Tandem Strike
Requires & Replaces: Setup Strike
When you Hack & Slash an enemy, choose an ally. They take +1 forward against your enemy and that their next attack ignores armor. This lasts only until your next turn.
Holy Protection
Requires: Paladin
Take +1 Armor as long as you maintain your Vows.
Voice of Authority
Requires: In, You Dogs
When you force an enemy foeman to do your bidding through provocation, take +1 on the roll, so long as you keep your vows.
Hospitaller
When you heal with a Cure Wounds spell or Lay on Hands, add +1d4 healing to it.
Staunch Defender
When you Defend, a miss counts as 7-9 instead.
Multiclass Dabbler
Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.
When you gain a level from 6–10, you may choose one of these moves or the level 2–5 moves.
Aura of Protection
Requires: My God Will Protect Me
Free
During combat, you can select up to three allies; they take +3 Forward to their next Saving Throw.
Evidence of Faith
Requires: Divine Favor
When you see divine magic as it happens, you can ask the player or story-teller which deity granted the spell and its effects. They must answer truthfully. Take +1 when acting on the answer.
Ever Onward!
Requires and Replaces: Charge!
When you lead the charge into combat, those you lead take +1 forward and +2 armor until your next turn.
Divine Authority
Replaces and Replaces: Voice of Authority
When you give commands, using I Am The Law take +1 on the roll, so long as your orders are in keeping with tradition, the law, or the tenets of your god. When you roll a 12+ those who obey transcend their moment of fear or doubt and carry out your order with particular effectiveness or efficiency. They take +1 Ongoing until the task is completed.
Perfect Hospitaller
Requires and Replaces: Hospitaller
When you heal with a Cure Wounds spell or Lay on Hands, add +2d4 healing to
Indomitable
When you suffer a debility (even through My God Will Protect me) take +1 forward against whatever caused it.
Aegis
Requires and Replaces: Holy Protection
Take +2 Armor as long as you maintain your Vows.
Aegis of the Templar
Requires: Staunch Defender
You are allowed to use "Defend" against magical attacks and spells. On a 10+, half of your armor value counts against its spell damage.
My God Is My Rock And My Bulwark:
Requires and Replaces: Staunch Defender
When you Defend;
A 7-9 is treated as a 10+
A miss is treated as a 7-9.