The Servitor Class

The servants of the Gods, great or small, on Hârn, operate as the emmissaries of deities who grant boons and miracles to their servants. The Gods themselves face unfathomable rules about when and how they can grant their support, and this lends itself rather well to the resolution mechanic used by Mystics in standard DW. Thus, servants of the Gods all use a Base + Rank – Power level = d20 chance of being able to continue to create effects.

Not all such practitioners are equally martial or spiritual, however. Thus, such practitioners must decide to use one of three schemes (often given for followers of specific deities):

Martial: Attack 12, Defence 6, Power Base 12, Health points: 1d6+6, Magical Attack: 12
Mix: Attack 12, Defence 5, Power Base 13, Health Points: 1d6+5, Magical Attack: 13
Spiritual: Attack 11, Defence 5, Power Base 14, Health Points: 1d6+4, Magical Attack: 14

Magical Defence: 4
Evasion: 3
Stealth: 13
Perception: 6

See elsewhere for customized lists.

Every 3 levels gained (5th, 9th etc.) these characters may choose a skill from the Warrior or the Assasin lists (most of the Assassin ones are actually appropriate). Each may be chosen only once.

Armour and Weapon creation
As Mystics.

Power Base: +1/rank
Health Points: +1 at even ranks (2nd, 4th, 6th etc.)
Attack: +1 at even ranks (2nd, 4th, 6th etc.)
Defence: +1 at even ranks (2nd, 4th, 6th etc.)
Magical Attack: +1/rank
Magical Defence: +1/rank
Evasion: +1 every 4 ranks gained (5th, 9th etc.)
Stealth: +1 every 3 ranks gained (4th, 7th etc.)
Perception: +1/rank

Powers and Invocations

Powers common to all Faiths
The Powers of Agrik
The Powers of Halea
The Powers of Ilvir
The Powers of Larani
The Powers of Morgath
The Powers of Naveh
The Powers of Peoni
The Powers of Sarajin
The Powers of Save-K’nor
The Powers of Siem


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