[Dungeon World] Siggrun the Cleric

edited June 2011 in Out-Of-Game
Siggrun, the 2nd level dwarven cleric


"If it needs doin', then we best be doin' it. No reason to put off to tomorrow what can be done today."

Kind Eyes, Bald (with a many-braided black beard showing flecks of gray), Common Clothes (maroon tunic cut at the shoulders, sturdy trousers and hobnail boots), Knobby Body (Siggrun is a fireplug of a dwarf)

Siggrun isn't the oldest member of the party, since there are two elves. But he certainly looks the oldest. Siggrun has been adventuring for a while, but recently came down with a bit of bad luck. His axe broke, his armor was ruined when he had to leave it at the bottom of a lake, his pony was killed and sacrificed to a goblin demigod while Siggrun ran for his life. All that Siggrun has left is his shield (which needs some serious dents worked out of it and the corner was ruined by something like acid) and some gold that he used to resupply, so now even that is gone.

Siggrun isn't the sharpest knife in the drawer, but he's amazingly patient with his party and works very, very hard. He feels most at home underground, but even above ground, he rarely complains. He mends things, even though he isn't too good with his hands. But, he's patient, and that often wins battles when stitching things together or mending broken things. Mostly, Siggrun takes satisfaction in the doing of a thing, in finishing something and being able to step back and admire the change he was able to bring to the world through his efforts.

For a cleric, he certainly isn't very mouthy about his religion. He seems to prefer spreading his religion by example rather than proclamation. Nobody's too sure about how his deity takes this approach.

(Siggrun is convinced there really is a dwarf egg).

Str: 15 (+1) Dex: 9 (+0) Con: 17 (+2) Int: 8 (-1) Wis: 11 (+0) Cha: 13 (+1)

Highlights (1st Session): GM - Con, Diana - Wis

HP is: 16

Damage is: d6

Load is: 7

Good
When you put the dead to rest or bring a friend back from the brink mark XP.

Comments

  • edited July 2011
    Moves
    Basic moves plus...

    Dwarf
    You are one with stone. You can ask to be granted a special version of Speak with Unliving as a first level
    spell, it only works on stone.

    TURN /COMMAND UNDEAD
    When you hold forth your holy symbol to the mindless undead before you, roll+Wis. On a hit, choose targets whose total level is less than your roll. If you are Good, you may distribute 1d12 damage amongst them.

    COMMUNE
    When you spend uninterrupted time in quiet communion with your deity, you lose any spells already granted to you and are granted new spells of your choice whose total levels add up to yours. You cannot be granted spells with tags, such as Death or Damaging.

    CAST A SPELL (WIS )
    When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7-9, the spell is cast, but choose one:
    * You draw unwelcome attention or put yourself in a spot, the GM will describe it
    * Your casting distances you from your deity, take -1 Ongoing to Cast a Spell until you Commune.
    * After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you Commune and have it granted to you.

    DEITY
    You serve and worship Morradin, who grants you spells.
    Choose your deity’s domain:
    * What Lies Beneath

    Choose two precepts of your religion:
    * Your religion has important sacrificial rights, add Petition: Oƒfering
    * Your religion believes in trial by combat, add Petition: Personal Victory

    DIVINE GUIDANCE
    When you fulfill one of your religions’ petitions, your deity grants you some useful knowledge or boon related to their domain, the GM will tell you what.

    2nd LEVEL ADVANCED MOVE:

    FIRST AID
    Cure Light Wounds does not count against your limit of granted spells.
  • edited June 2011
    Bonds

    Choose at least one statement and fill in the name of one of your companions.
    Ovid has insulted my deity, he told me he's read something about Morradin that was completely false.
    Elohiir has insulted my deity, he dismissed Morradin as one of the younger gods (he may have meant nothing of it)
    Astrafel is a good and faithful person, I trust them implicitly.
    I worry about the ability of Diana to survive.

    Elohiir the Fighter: +1
    Diana the Ranger: +1
    Astrafel the Bard: +1
    Ovid the Wizard: +1
  • edited June 2011
    (Gear and Gold to go here)

    0 Gold (none left over from Starting of 18, purchased Shield 5, Bandages 5, Dwarven Hardtack 2, Club 1, Adventuring Gear 5)

    Gear: (load = 6, carrying 6)
    Shield - +1 Armor, Carried, 2 Weight
    Club - Close, 2 Weight
    Adventuring Gear - Torches, Poles, Spikes, Other Misc. Gear, 3 Uses, 5 Gold, 1 Weight
    Bandages - 3 Uses, Slow, 0 Weight
    Dwarven Hardtack - Disgusting, Requires Dwarf, 7 Uses, 1 Weight
  • edited June 2011
    .
  • Cool stuff, Rich. This guy's had some bad luck huh.
  • Yeah, awful luck. (plus it explains how he could be a bit experienced and still have next to nothing)
  • Don't forget you can turn undead.
  • edited July 2011
    Nevermind, you just said that... haha. Turning looks pretty powerful, let's see how it plays.
  • edited July 2011
    Does an undead creature's armor apply against turning? That's counter-intuitive to me, but the Turn Undead move doesn't mention ignoring armor. If armor applies, it's really kind of unimpressive, since Siggrun wouldn't be able to drop more than two 1st level skeletons, even on a maximum damage roll.
  • edited July 2011
    I would say it does not apply, maybe if the armor is characterized as an unholy shield or something, but that's not the case here.
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