(Friar by Edmond Wilfong, adapted by Derren Flood)


I would like to explain the background and journey of this new Profession concept. Many people have contributed to this through the exhaustive discussions on the Dragon Warriors* Yahoo Group, and with their ideas and works posted on the Dragon Warriors* Wiki site. The contributors are too numerous for me to remember or name individually. If you recognise your work among this, then please forgive my plagiarism, which is the sincerest form of flattery in this case. I make no claims to any material or wish to infringe the rights of others. The core of this work was written by Edmund Wilfong (see Friar Profession), and the Dragon Warriors* name and concept remains the property of Magnus Opus Press* and Dave Morris*. This is a suggested extension of the Friar Profession, written by Edmund Wilfong.

The Friar Profession was the result of a huge debate on the DW Yahoo Group, regarding the relevance, value, and the possible application, of a ‘priest’ profession within the game. Many are strongly opposed to the introduction of non canonical professions, and religions ones in particular. Anything resembling a D&D style Cleric was deeply unpopular. There was a view regarding the True Faith* especially, that ‘magic’ and ‘religion’ were mutually exclusive, and therefore had no place in that Faith’s Professions. There are canonical examples of magic and spirituality living together in both the Mystic* Profession (an aesthetic ‘Buddhist’ style of warrior monk), and the Elementalist* Profession (an ‘Old Faith’ Druidic priest). Others felt that to quantify the ‘divine’ powers of ‘faith’ in a profession would be theologically self defeating. Edmund gave a carefully considered, effective, and constructive answer to many of these issues – well done.

An extension of this debate, which was not fully discussed, was whether ‘Paladins’ could also find a place within the Lands of Legend*. Being another D&D archetype did not engender this profession to many. Previous Paladin Professions created and posted by Chris Loh and others, had been very powerful and resembled the Warlock* Profession rebranded. There is a valid argument for modifying a canon profession in this way, but as the Warlock is not my favourite profession I felt there was a need to redress the game balance from a different perspective. As the Friar Profession effectively addressed many of the ‘Priest’ issues, so too can similar issues surrounding the ‘Paladin’ be addressed in the Crusader Profession. The Crusader Profession is real and viable option for the ‘Warriors of God’ in DW, giving an interesting alternative to players concerning Military Holy Orders. It is in keeping with the game style, and maintains the essential game balance too. There is plenty of historical and canonical evidence to support their inclusion, and can be easily quantified as a natural progression to the Friar Profession.

Finally, I will only be discussing the ideal aims and behaviours of Crusaders in Military Holy Orders. I will not dwell on the cynical, corrupt, and ‘human’ nature of the reality, which is an ever present issue. This I will leave to your judgement in ultimately deciding whether or not to entertain my ideas. Pax Vobiscum.


There are many Crusader Orders present throughout the Lands of Legend*. Some are canonical, most are taken from history, and some have been created or adapted by myself and others. I will use the term knight and Crusader to describe those in military holy orders, but could equally mean knights, priests, monks, lay persons, men or women who are called to serve in their Order. Although this profession concentrates on True Faith* Orders, other faiths might also be represented here if required, with the appropriate changes. Below are some examples of True Faith* Military Holy Orders in the Lands of Legend*. The GM is welcome to ignore, amend, or create their own Orders, as are suitable for their own campaign styles and settings.

The Most Holy Order of Saint Rocheval of Ibrahim*. Fictional Order, author unknown. Known as ‘Gods Holy Warriors’ or Knights Paladin. This is the highest and most revered Holy Order in the True Faith*. Founded by Saint Rocheval, in Molasaria around 20 AS, who was believed to be a Disciple of The Saviour*. Gatanades* charged Rocheval with the ‘defence of the faithful against all evil’. Knights Paladin are not just called upon to be warriors, but diplomats, religious leaders, academics, and emissaries of their Church and their Country too. Only true ‘paragons of virtue’ are invited to join this Order. Crusaders who wish to join must prove their faith, piety, honour, valour, and devotion to duty before God and man. The Crusader must also receive the unanimous support of all other living Knights Paladin. Membership has only ever been awarded to elite knights or Crusaders of other Holy Orders. Their symbol is a Scarlet Pointed Cross on a White field, displayed on tabard and shield.

The Poor Knights of the Temple of Ibrahim*. Historical Order, adapted by Derren Flood. Known as the Knights Templar. Founded in Ibrahim* by Saint Bernard of Clairveux to act as a headquarters and focal point for all pilgrims in the Holy Land. These Crusaders are among the most devout, the most militant, and the most zealous in the True Faith*. This Order is charged with protecting all True Faith* pilgrims and crusaders travelling through the Holy Lands. Their symbol is a Red Cross on a White field, displayed on tabard and shield.

The Holy Order of Saint Sycrata of Ibrahim*. Fictional Order, adapted by Derren Flood. Known as the Knights Hospitallar. Founded by Saint Sycrata in Ibrahim* also around 20 AS. Saint Sycrata was a physician and Disciple of Gatanades* The Saviour*, who was named after the famous Emphidian* physician of antiquity. These Crusaders are among the best physicians in the True Faith*, practicing the ancient Emphidian* traditions of Sycrata (see the Herbalist Profession). This Order is charged with building and operating hospitals throughout the Holy Land, ministering to anyone who needs help, irrespective of race or creed. Their symbol is a White Cross on a Black field, displayed on tabard and shield.

The Worshipful Order of Saint Wythan*. Canonical Order, author Dave Morris. Known as the Knights Capellar*. These are the financiers of the Crusades in the Holy Land, operating a ‘modern’ banking system throughout the True Faith* countries of Legend. This Order is charged with the economic stability and funding of all Crusades operations. Their symbol is an Indigo 8-Pointed Star* on a White field, displayed on tabard and shield.

The Holy Teutonic Order of the Blessed Virgin of Ibrahim*. Historical Order adapted by Derren Flood. Known as the Teutonic Knights. Founded in the Hospital of the Blessed Virgin in Ibrahim*, built by the order to serve wounded crusaders and pilgrims. Only high born noblemen from Kurland* may join this order, to the exclusion of all others. This order resembles the Hospitallar knights above, but only administers to its own members first, and other True Faith* crusaders. Their symbol is a Black Cross on a White field, displayed on tabard and shield.

The Holy Selentium* Imperial Guard. Canonical Order, author Dave Morris. Known as the Tamorian Cataphract*. This ancient Order of the Selentine Army dates back to before The Saviour*. Originally a cavalry unit of the Legions, now they form the Emperors personal body guard, recruited from the finest warriors that the Empire has to offer. This elite guard have produced several knights of renown who have joined many Holy Orders, including the Most Holy Knights Paladin. Although not strictly a Holy Order, the Tamorian Cataphract* are included due to their elite status and reputation. They bear the Emperors personal Coat of Arms, displayed on tabard and shield.


The Patron Saint of several True Faith* Orders is Archangel Michael, the Commander of God’s Army of the Heaven Host. Archangel Michael is the ‘Paragon’ of the Virtues of faith, piety, honour, valour, and devotion to duty before God. The Archangel is usually depicted wearing a full harness of plate with a sword in one hand, and a set of scales in the other hand. The sword represents the power and authority of God, while the scales represent the meeting of justice. Iconography also shows the Archangel slaying a great Dragon, often thought to be the ‘earth dragon’ of Medhir mythology, representing the eternal fight of Good against Evil. These Orders aim to follow the righteous example of the Archangel. This is done by following a Code of Honour, which contain Strictures on behaviours and practices, and lists the Virtues of the Archangel that are to be emulated by those in the Order.
“By your deeds shall you be known.” Taken from True Faith* Scripture. The penalties for breaking any part of this code could be severe, and range from an apology or extra tithe, to excommunication from the True Faith* itself! Individual cases should be left to the GM to decide, however a period of repentance and reflection is usually included, taken in the form of an act of penitence, fasting or a vigil at a holy shrine.


A Crusader may only have enough personal wealth & equipment to enable the industrious performance of their duties. Any excess wealth should be given away, on donated to a suitable church or abbey. A Tithe of 10% of your gross income must be paid to the Church every season. A Crusader may only use up to 5 magical items or holy relics at any time. Any excess items should be given away, on donated to the Chapter, or other suitable Abbey church.


These are the guiding principles of all Crusaders, as exemplified by Archangel Michael.

You must obey the Code, Strictures, and Virtues of your Order. You must obey God’s Holy Law, and secular laws of man. “Preach the Gospel always, through your thoughts, words, and deeds.” Be on full of Wrath, but at peace with yourself and your neighbour.

You must always serve obey your Divine Lord (The Saviour*, and Almighty God), serve and obey your feudal lord and king, serve and obey your oath-sworn master (the Church or Order), and serve the People. “Safeguard the Helpless.”

You must always use polite etiquette at all times. Never swear or curse, insult others, blaspheme or use the Lord’s name in vain, or disrespect your peers and superiors (See the Ministration ability for further explanation). Be not full of Avarice, jealousy, or resentment.

You must “Speak the truth always, even if it leads to your death.” If speaking the truth would result in a breach of COURTESY or a conflict with Ministration, you may refuse to answer without sin, and keep your own council instead.

You must “Be without fear in the face of your enemies.” “Be brave and upright, that God may love thee.” “Do what you believe to be ‘right’, even if it leads to your death, this is courage.”

You must not accumulate goods or wealth, but seek charity by the Grace of God. Be not Proud, but magnanimous in victory, and gracious in defeat.

You must be generous of heart. “Forgiveness is a gift from God, share it.” “Be merciful to your enemies.” Use force only when no other avenue remains!” Pay your tithes and taxes “Give unto Man that which belongs to Man, and give to God that which belongs to God.” Be not Greedy of spirit, for the Lord provides sustenance to the righteous.

You must “Do no wrong!” Those in Orders must avoid even the appearance of impropriety, remaining pure in thought, word, and deed. Be not Gluttonous, “Do not covert thy neighbour’s possessions.”

Some Orders enforce celibacy before marriage. Some Orders only allow members to marry with permission, or on retirement, and only to a suitable lady. Be not Lustful, for the sins of the flesh weaken the spirit.

If you believe what you are doing to be ‘right’, do it gladly, whatever the consequences, even if you know you will fail in the attempt.” Be not Slothful, “All that evil needs to prevail is for good men to do nothing.” “For the Devil makes work for idle hands, his evil deeds to perform.”


This is an example of an oath of knighthood, which is also taken by many in Military Orders. “Be without fear, in the face of your enemies. Be brave and upright, that God may love thee. Speak the truth always, even if it leads to your death. Safeguard the helpless and do no wrong. This is your oath. Arise Sir [name], a knight of [Order].”


These base attributes reflect the spiritual and academic learning required in many Orders, balanced with the martial training supplied. ATTACK: 12 DEFENCE: 6
EVASION: 4 Health Points: 1D6+6
The Profession must have a Psychic Talent* of at least 9, allowing for a basic spiritual strength and resolve.


A Crusader's starting equipment varies depending on the Order in question, if they are a lay person or a priest, how militant they are, and where their talents lie. All knights begin with a lantern, flint-and-tinder, dagger, and backpack. They have an addition 15 florins for armour and 10 florins for weapons. They have an extra 6d6 florins as cash, or for better armour, weapons, shields, and any other equipment. The strictures of many Orders do not allow a knight to claim personal wealth or income, who must then live on the charity of others. This does not provide much equipment to start with, and may put the Crusader at a disadvantage. Some Orders often ‘loan’ armour and equipment to their Crusaders, claiming that this wealth still remains the property of the Order and not to the individual Crusader. The issue of Crusader's carrying wealth is therefore an Ecumenical matter, left to the Order or Church to decide, and one for further discussion!


Crusaders are often called upon to fulfil many roles, be they administrative, diplomatic, or military. As a result, not all Crusaders in Orders receive the same combat training as a canon Knight Profession. Unless the Crusader has ‘Armour Training I or II’, they suffer -2 penalty to ATTACK and DEFENCE for wearing Maille (Armour Factor 4), and -4 penalty to ATTACK and DEFENCE for wearing Plate armour (Amour Factor 5).


Each time the Crusader increases in Rank, they receive the following bonuses;
+1 to both ATTACK and DEFENCE each time the character increases in rank.
+1 to the character's Health Points score each time he increases in rank.
+1 to MAGICAL DEFENCE each time the character increases in rank.
+1 to EVASION at 5th rank, +1 at 9th rank, and finally +1 at reaching 13th rank.
+1 to STEALTH at 4th rank, +1 at 7th rank, +1 at 10th rank, and finally +1 at reaching 13th rank.
+1 to PERCEPTION at 3rd rank, +1 at 5th rank, +1 at 7th rank, and +1 at every other rank.


The original skills based advancement of the Friar Profession, created by Edmond Wilfong, was almost certainly derived from the new style of the Assassin* Profession, shown in Dragon Warriors*, Magnus Opus Press* 2008. I have developed this method to show the teaching and training of the varies individual Crusaders Orders described above. Many Orders are very prescriptive in their methods of training, some less so. Here are some examples of the training that a 1st rank Crusaders might receive from these Orders. At 1st Rank, the Crusader always starts with two Charisma choices, one Combat Training choice, and one Skill choice.

  • The knights Paladin abilities depend on their previous experiences, have a free choice of any further abilities, within the structure prescribed below.
  • The knights Templar usually start with the Charisms of ‘Piety’, and ‘Under the Cross’, the Combat Training of ‘Armour Training’, and one skill of their choice.
  • The knights Hospitallar usually start with the Charisms of ‘Piety’, and ‘Lay Hands on the Sick I’, one Combat Training of their choice, and the skill of ‘Herbalism I’. Hospitallars should select gains in ‘Herbalism’ whenever allowed.
  • The Knights Capellar* usually start with the Charisms of ‘Ministration’ and ‘Discernment’, the Combat Training of ‘Appraise Enemy’, and the skill of ‘Legends and Folk Lore’.
  • The Teutonic Knights usually start with the Charisms of ‘Piety’, and ‘Lay Hands on the Sick I’, the Combat Training of ‘Armour Training’, and the skill of ‘Chirurgy I’.
  • The Tamorian Cataphract* usually start with the Charisms of ‘Ministration’, and ‘Under the Cross’, the Combat Training of ‘Armour Training’, and the skill of ‘Track’.

The Crusaders may then make the following choices, at the increases in rank shown;
At 2nd Rank, gain one additional Skill. At 3rd Rank, gain one Combat Training, and an additional Skill.
At 4th Rank, gain one Charism, and one additional Skill.
At 5th Rank, gain one Combat Training, and one additional Skill.
At 6th Rank, gain one additional Skill.
At 7th Rank, gain one Charism, one Combat Training, and one additional Skill.
At 8th Rank, gain one additional Skill.
At 9th Rank, gain one Combat Training or an additional Skill.
At 10th Rank, gain one Charism or an additional Skill.
At 11th Rank, gain one Combat Training or an additional Skill.
At 12th Rank, no choices are gained.
At 13th Rank, gain one Charism or an additional Skill.
No More Choices are gained from 14th Rank or onwards.


The skills of Crusaders involve endurance, fortitude, knowledge, and discipline. A few of these technically classify as Charismata, in terms of the Church's definition of the term, but only as they are practiced. For example, the skill of Chirurgy qualifies as a Charism of Mercy. The Crusader will gain skills as described above, depending on their preferences, and that of their Order. Skills marked with X may be taken a second time. Skills marked with XX may be taken many times.

Chirurgy X: By attending the wounded, the Crusader mends them. The Crusader must have chirurgeon's tools (costing 40 florins) in order to practice this, and it requires 6d20 minutes of time. When this time is complete, the victim suffers one Health Point of damage. The Crusader then makes a roll of Intelligence - on a success, the character will not be required to wait four days before beginning to heal. Daily healing will begin immediately (24 hours later). This may be attempted but once per day on a single person normally, but if the victim is injured after this technique is successfully used, the Crusader may attempt it another time. This may be taken a second time, in which case attempting Chirurgy upon someone will only cause a Health Point of damage on an Intelligence failure.

Engineering: Orders are known for their great fortresses, and hospitals throughout the Holy Land. Crusaders who are skilled in this regard know their way around a building project, and can oversee many others. When contributing to any building project, the construction time is reduced by 10%. The Crusader can also recognise engineering features when they see them, and gain a +2 bonus to PERCEPTION and EVASION to notice fixtures, devices, and features of an artificial environment.

Folk Remedy X: The Crusader is learned in time-honoured methods of dealing with arcane troubles, and carry around special, easy-to-gather trinkets that are effective against the mystical when used properly. The Crusader will gain a +1 bonus to his MAGICAL DEFENCE. This Skill may be taken a second time for an additional +1 bonus.

Herbalism XX: If using the HERBALISM factor, the Crusader gains a HERBALISM factor of 10 (modified by Intelligence, as usual). They do not gain points in this per Rank, but gain +1 to this factor whenever they take this skill another time, which can be taken up to once per Rank. This is recommended for Knights Hospitallar.

Labour: These Crusaders are more resilient, more enduring, and more devoted than most. Crusaders with this Skill may carry two additional items against their encumbrance limit.

Legend and Folk Lore: The Crusader knows much of legends and folklore. Anything of legendary status (dragons, powers of very famous holy relics, etc.) will be known to the Crusader, at least in passing. Details and knowledge of less well-known subjects can be gained by a successful Intelligence roll, modified by how rare the knowledge is. The Crusader might be able to identify the characteristics of a magical item, or might learn the powers and weaknesses of a certain faerie creature.

Track X: The Crusaders may track foes or game across open country, as the canonical Knight* or Barbarian* Profession. This Skill may be taken a second time, giving the Knight a +2 bonus on all tracking-related PERCEPTION rolls.

Vigil: Crusaders with this skill are accustomed to ascetic traditions, including self-flagellation, fasting, privation, and sleep deprivation. Crusaders are able to survive for twice as long without food or water (suffering only half the detriment of a normal person), and can remain in Vigil for 48+2D12 hours before the mandate of sleep. A full 12 hours of sleep will be needed to recover from this privation. Crusaders with this skill gain +1 Health Point, and gain a +2 bonus to their MAGICAL DEFENCE against any spell that would induce weakness, fatigue, or sleep. Note the Vigil cannot be used to travel through hostile environments without food or water, but must be taken in one place. The Crusader must remain in this place, a holy shrine for example, for the entire duration of the Vigil, which can be ended by the Crusader at any time.


The True Faith* is presently pursuing a Crusade against the Ta’ashim Faith* in the Holy Lands. As a consequence many knights, priests, and lay practitioners, pursue careers as Crusaders. Some are trained in the arts of war as their Militant Orders dictate, or because they guard a community against some threat. Such Crusaders are not as versatile as the canonical Knight* Profession. Crusaders may defer these choices in favour of an additional skill choice instead. Abilities marked Xmay be taken a second time, and those marked XX may be taken many times.

Appraise Enemy: As the Warlock* Profession ability of the same name. The Crusader must have an Intelligence of 11 or more to take this ability. Crusaders often take this training to represent the insight and experience they have into the nature of others.

Armour Training X: The knight may wear armour up to a suit of full Maille (AF4) without suffering penalty. If full plate armour is worn, the Knight suffers a -2 penalty to ATTACK and DEFENCE while in it. This may be taken a second time for the use of any armour.

Expert Parry: As the canonical Knight* Profession ability of the same name. The Crusader must first have the Armour Training ability in order to take this ability too.

Ride Warhorse: As the canonical Knight* Profession of the same name. The Crusader is trained to ride a warhorse in combat, to devastating effect.

Weapon Group Training XX: The Crusader chooses one of the Main Weapon Groups. When fighting with weapons in that group, the Crusader gains a +2 bonus to ATTACK. This may be taken multiple times, once for each Weapon Group. This may seem excessive to some, and an advantage over the Knight* but it does historically reflect the Military Orders as shock troops.

Weapon Skill XX: As the Knight ability of the same name, but the Crusader knight must choose a weapon that falls within his Weapon Group Training already chosen. This Combat Training may be taken multiple times, once for each different weapon.


Those in True Faith* Orders might gain considerable advantages from the spiritual gifts imbued by their faith, called Charismata. Charismatic characters gain many advantages, such as the ability to perceive the supernatural, the power to smite demons, the ability to cure the sick, and even the ability to call down the Word of the Almighty. The Crusader may defer any Charism choice and select another Skill instead. Charismata marked with X may be taken a second time. Charismata marked X might be taken three or more times.

Piety: This is a measure of a Crusaders spiritual strength and conviction of faith. The Crusader can attempt to ward off infernal creatures like Vampires, by presenting a crucifix at them. This works in the same way as a Vampire’s Mesmerism ability. A Crusader rolls 4d6 + his rank, and if successful will ward off the infernal, which is now inviolate to the Crusader until midnight.

Cast out Devils: The Crusader is able to perform a direct magical attack upon infernal creatures. This is treated as an ordinary action, with the Crusaders Attack against the targets Magical Defence. This has a ‘range’ of 10m and inflicts 1d6 HP of damage. Armour does not help in any way, even if magical. This will function on any such creature, even if normally immune to harm from any but certain implements. It is also useful in destroying a possessing devil, since this power can do no harm to the possessed victim.

Discernment*: This power of the spirit is considered fundamental by many. With it, the Crusader may see spirits as clearly as they see tangible, solid things. However, nothing will truly identify the spirit as immaterial unless it looks somehow unnatural - the spirit of a monk that continues to walk the grounds he maintained in life might look perfectly ordinary until another monk points out that he died thirty years hence. Taken a second time, the Crusaders eyes are now keen to the movements of the Celestial Host. He can tell if a spirit or creature is Angelic by nature or Infernal. Note that faerie creatures, hags, and most undead are neither Angelic nor Infernal.

Exhortation: Crusaders bearing this Charism are able to bring encouragement to others. Those allied to the Crusader, or anyone of their choosing, within 10m are made sterner by the presence of the Crusader. They gain a +2 bonus to their Rank for morale rolls and fright checks. Note that the Crusader himself doesn't benefit from this Charism.

Lay Hands on the Sick X: The Crusader no longer suffers from natural diseases. Taken a second time, the crusader can cure diseases in others, useable once per day. The Crusader is not immune to curses, or magical created illnesses, but may use this ability to treat or cure them.

Prophecy: This Charism is one of the most commonly known outside the clergy. With it, the Crusader gains wisdom from Heaven itself. Once per day, the Crusader may save on Psychic Talent* with 3d10. If successful, the Crusader gains some insight into an event in the past, present or future, near or far off. This functions as the Oracle or Divination Sorcerer* spells, save that only one piece of information is granted and the Crusader doesn't ask so much as passively receive the information. Essentially, this Charism is mostly under the GM's control.

Ministration: The Charism of ministry is considered very important by the Church. With it, the Crusader is comfortable in many social surroundings. Although the Crusader might find certain environments distasteful (being among cannibals might leave them ill at ease), they are able to pass reasonably conversantly among any cultural group of man. This allows them to avoid minor gaffs and faux pas, or if they happen, they are deemed "acceptable" and ignored. This even allows integration with intelligent nonhuman creatures, like Elves or Gnomes, provided they are not already hostile to the character. In these cases, if it is possible that a human might be "warned off" rather than attacked, it will happen that way to this character. Note that this only helps on "first impressions" - if the Crusader is known to be dishonourable or hostile, this ability will not help, and he will be treated accordingly.

Under the Cross: A Charism often taken by nobles and gentry is leadership. This Charism allows the Crusader to wield the cross as a standard. The ability is cumulative with Piety, so that a Crusader will be able to roll and additional die (5d6) when warding off infernal creatures with a crucifix. In addition, if the Crusader holds aloft a large cruciform standard, they are considered to be "presenting" it as a crucifix towards any creature susceptible that are nearby. Finally, anyone within 10m of the Crusader while he holds the standard aloft will gain a +1 bonus to morale rolls and fright checks. This is cumulative with Exhortation, and like Exhortation the Crusader himself doesn't benefit from this. The standard will require two hands to carry, unless the Crusader has Strength 16 or greater.

Word of Wisdom: It is given to many Crusaders to be teachers and leaders, and the Word of Wisdom is a Charism that manifests these gifts. The Crusader must spend his action speaking to someone in particular. For as long as the Crusader continues speaking and motivating that person, that person will gain a +2 bonus to all rolls in which his Rank, Psychic Talent, or Intelligence are factors. He also gains a +2 bonus to Magical Attack and Magical Defence.


These abilities may not be best suited to Crusaders, but are included here for the completeness of the Friar Profession. The GM is free to exclude these abilities if necessary .

Drink Any Deadly Thing XX: The Friar rolls one fewer die when resisting poisons. Thus, to resist a weak poison the knight need only roll 1d6 less than or equal to his Strength, while a strong poison is resisted on a roll of 3d6 less than or equal to his Strength. This may be taken a second time, removing another die (and immunizing the character to weaker poisons). It has similar effects when taken a third and fourth time. If a Friar rolls no dice for a poison, then the venom cannot have any harmful effect, even if it would normally have an effect on a successful resistance. Taken four times, the Friar is considered totally immune to any poison.

Succour to the Weak X: The Friar is able to endure serious physical and mental hardship. Any reversible characteristic damage the character suffers will disappear the round after it is caused (irreversible characteristic damage is unaffected). Taken a second time, the Friar is able to heal others of reversible characteristic damage by touching them.

Speaking in New Tongues X: The Friar may make Intelligence roll to speak a given language for one minute. The character's Intelligence is at -2 if the language is Complex, and -5 if it is Abstruse, but a Simple language grants a +3 bonus. If taken a second time, the arcane languages becomes available to the character. Upon attempting to read a magical scroll, an Intelligence roll at -5 must be made. If successful, the character will know what spell is on the scroll and, may cast the spell from the scroll (provided the scroll is designed to allow this). This does not provide any understanding of the Arcane tongue, merely the ability to emulate the powers.

Taking up Serpents: The Friar will not be attacked by any beast unless the beast is threatened. He can even handle the creatures (or a creature's young), and provided this is done with care the creature will not be put ill at ease. Injuring or actively threatening a creature, its young, a member of its pack, or similar will break the effect, and creatures trained to attack may still attack (the creature gets a morale check to do so - failure means it will flee or otherwise fail to attack). Magical beasts might be susceptible to this, but if the GM rules that a particular beast is susceptible they will automatically get a morale roll to resist.

Working of Miracles XX: This Charismata is particularly rare!. Upon taking it, the Friar is able to call upon a single miracle. This cannot be purely for personal gain - although the Friar is not barred from gaining benefit from a miracle, it has to be to defend the weak or helpless, protect the faithful, hold back the infernal, or do something else the Good Lord would especially wish to see done. The exact nature of the miracle is up to the GM. The Friar must roll his Psychic Talent or less on 2d10. If it fails, the Friar can attempt to bring a miracle on subsequent rounds. If it succeeds, there is no resistance to it - whatever the Good Lord wishes to happen will happen, and all the players and the GM put their dice down while the GM narrates the miracle. Once used, this Charism cannot be used again without taking it as a Charism another time - each time it is taken grants only one miracle. Note that if it can be confirmed that the Friar has done this three times, this may qualify the character for cannonisation as a saint!

Background - Parent's Class 1d100 Nobility 01-05 Entertainer 69-72 Gentry 06-25 Freeman 73-82 Townsfolk: Craft 26-33 Serf 83-85 Townsfolk: Profession 34-39 Cottar 86-91 Townsfolk: Trade 40-46 Slave 92-96 Townsfolk: Menial 47-55 Charcoal Burner 97-98 Townsfolk: Riffraff 56-63 Other 99-00 Merchant 64-68 Crusaders in Military Holy Orders receive a 10% bonus to the base chance of being literate.

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