She is a priestess governing over a holy house. Her order offers aid and succor to weary travellers and the sick. Players will design the deity’s portfolio, deciding which realm of civilization is dedicated to it and what is important to the people of the faith.

Class Moves:

Professional compassion: you can choose to roll+sharp instead of
roll+Hx when you help someone who’s rolling.

Battlefield grace: while you are caring for people, not fighting, you get +1armor.

Healing touch: when you put your hands skin-to-skin on a wounded
person and open your magic to them, roll+will. On a 10+, heal 1 segment.
On a 7–9, heal 1 segment, but you’re acting under fire from your patient’s
brain. On a miss: first, you don’t heal them. Second, you’ve opened both
your brain and theirs to the world’s magic, without protection
or preparation. For you, and for your patient if your patient’s a fellow
player’s character, treat it as though you’ve made that move and missed the
roll. For patients belonging to the MC, their experience and fate are up to
the MC.

Touched by death: whenever someone in your care dies, you get +1will
(max +3).

Visions of death: when you go into battle, roll+will. On a 10+, name
one person who’ll die and one who’ll live. On a 7–9, name one person who’ll
die OR one person who’ll live. Don’t name a player’s character; name NPCs
only. The MC will make your vision come true, if it’s even remotely possible.
On a miss, you foresee your own death, and accordingly take -1 throughout
the battle.

Divine protection: your gods give you 1-armor. If you wear armor, it stacks.

Leave No One Behind
When you aid another in battle, don’t roll Hx. You help them as though you’d hit the roll with a 10. If you’ve advanced this move, feel free to roll anyway, but ignore any result that’s less than 10+. This move does not apply if you are instead interfering in battle.

You have a reputation as a beacon of hope. When you share with another player’s character your vision and your methods, roll+Will. On a 10+, hold 3 over them. On a 7-9, hold 2 over them. Whenever you like, you can spend your hold, 1 for 1, to have them mark experience, typically for taking actions that follow your example. On a miss, they hold 1 over you, on the same terms.


Here, At the End of All Things Alcarda