The Priest of Morr

By Captain Cutlass

Morr is the God of Death and Dreams and the ruler of the Underworld. He is the guardian of souls after they have left their mortal shell, so he leaves dying itself to other, minor gods. He is one of the old gods who have existed long before Sigmar and the Empire's founding. His symbols are the raven, the scythe, the hourglass, the black rose and the stone portal. Dressed in the plain black robes of their faith, priests of Morr enter dungeons to insure the souls of those who have died safe passage and, more importantly, that the dead remain as such. Morr is respected and feared throughout the Old World for death is the natural end of all life. Priests of Morr don't enjoy killing, their main goal is to rescue undead from their curse, to deliver them to their god who rightfully holds claim over the deseaced.
These priests are often shunned and feared for their morbid fascinations and gloomy appearance but they can make a valuable addition to any adventurers party, especially when dealing with undead and necromancers. The blessings of these priests can strenghten himself and his allies while weakening and damaging their opponents.
 

"This is the Temple of Morr, who is the God of Death. We are priests of Morr. Bodies are what we deal with."
"I chanted the words of the ritual under my breath, my mind aware of nothing but their rhythm and the power they held, my hands moved in the sacred patterns of the ceremony. I had done this many times before. The body before me was nothing but a carcass, its soul already blessed and freed and fled to the afterlife. My job now was to seal the corpse, to make sure that no other entity could move in and take possession of the empty shell."

--From the papers of Dieter Brossmann, Priest of Morr


Morr,
True Lord of the souls of the Dead,
Blessed be Thy care.
To You we entrust our souls.
Guard them from those
Who, in despite of Your mercy,
Would hold them from Your grace
And bend them to unholy purpose.
As we face the Enemy,
Wrap our minds in
Your iron will,
That we may resist temptation.
Lend strength to our arms
That we may crush their bodies,
And return their souls to You
For true judgement.
Make our dreams
True visions of Your will,
That we may serve You faithfully,
In this life and the next.

--Morr prayer on the first page of the Book of the Dead

 

Starting as A Priest of Morr

The profile of a Priest of Morr is as follows:

Wounds 1D6+7
Move 4
Weapon Skill  3
Ballistic Skill 6+
Strength 3
Toughness 3 (4)
Initiative 1
Attacks 1
Pinning Roll 5+

Wounds

The Priest of Morr starts off with 1D6+7 Wounds.  Remember that when rolling Wounds, if you roll a 1, you may re-roll the dice, but if you roll a 1 a second time, you must keep it.

Equipment

Book of the Dead - This book is a combination of a list of people saved and buried by the priest, stories and prophesies about saints, information on various undead and his collection of blessings. He also uses it to perform burial rites that makes sure a dead person will remain untouched by the curse of undeath.

Black Rose Symbol - The Black rose symbolises the priests devotion to Morr, it is usually worn as a pendant around his neck. Black roses to most people signify death or hatred. But it really means farewell and overcoming of a long hard journey. They are often used at funerals. A single black rose might be sent by a close friend, and or loved one leaving for a war or on a journey from which he did not expect to return. An alternate meaning is 'slavish devotion' since a true black rose is impossible to produce. When the powers of the symbol are used the priest curries the favor of his god to keep someone out of Morr's realm, for now...
Once per adventure the Priest of Morr may use the divine influence of Morr to save himself, a friend or a loved one. Select one friendly model that is not on 0 wounds, The rose heals this model up to its starting wounds.
Hourglass of the End - The hourglass, sometimes with the addition of metaphorical wings, is often depicted as a symbol that human existence is fleeting, and that the "sands of time" will run out for every human life. Priests of Morr use it to vanquish undead.
Once per adventure the priest of Morr can turn his hourglass, this symbolic act represents the time left for undead before they are called to the realm of Morr. As long as the sands are running any nearby undead will be weakened.
When the Hourglass of the End is turned any undead on the same board section loses its regeneration ability, furthermore, all the undead will recieve 1 damage with no deductions whatsoever each round they remain in the same board section as the priest. These effects last until a 1 is rolled in the power phase.

WEAPONS

The Priest of Morr is armed with a Bec de Corvin (literally Crow's Beak), it consists of a stylised hammerhead and spike mouted on top of a spear -like pole. The Bec is a 2-handed weapon that acts as a magical weapon and is able to attack in ranks just like a spear. When a 6 is rolled to hit the weapon doubles the priests Strenght. Otherwise the Bec deals the normal damage of 1d6+str. While wielding a 2 handed weapon the priest cannot use any other weapon.

Dagger, the dagger is usually used in rituals and ceremonies, such as the divination of animal entrails.
When used as a last resort the dagger deals 1d6+1 damage and may be thrown. It can be recuperated when the battle is over.

ARMOUR

Underneath his black robes of priesthood the priest wears a studded leather armour that gives him +1 toughness.

SPECIAL RULES

The priest or Morr has the following special rules:
 
I fear not death.
 
The priest of Morr has no fear of death, on the contrary he relishes it in all its aspects and forms, therefore he is immune to both Fear and Terror.
 
Purification.
 
The priest sanctifies his fellow warriors before venturing out for adventures. No dead warrior may ever be raised to undeath, turned into zombie or vampire, or be raised to undeath by any means.

Poor.
 
The Priest has vowed to forsake all worldy possesions as ordained by their church, except for what he needs to vanquish his foes, as such he must visit a temple of Morr every time he is in a settlement and donate 10% of his gold. See the info on settlements below.

Thirst for revenge.

In his quest for vengeance the priest hates all undead and necromancers.
When facing these arch -enemies he gets +1 Attacks and -1 to hit against them.

Ease the suffering.

The Priests of Morr have taught me many of their secrets. There are rites, powers that can be invoked to ease the suffering of those soon to pass through the Gates of Morr. Some of those powers are of benefit to the living as well as the dying. -Crone of Morr.
Once per turn the priest of Morr can heal a fellow warrior. To do this the warrior to be healed must have lost at least half of his wounds (rounded up). The priest rolls 1d6 under the current power phase and may heal a number of wounds equal to the number with which he beat the power die. For instance, the power die is 4, the priest rolls a 3, he can heal one wound.

PRIESTS OF MORR & TREASURE

The Priest may not wear any other armour other than Light armour, this means no armour that reduces movenment score, no plate, platemail, chainmail, in fact, anything with more metal that a studded leather is not usable by the priest. The exception to this is the use of a helmet, which is allowed.
He may not carry a shield. He will never use any other ranged weapons that throwing weapons or crossbows. He will never use sharp weapons such as swords but may use blunt weapons like the warhammer or mace.
He can use any treasure that the wizard can use, including scolls, etc..
 
The Golden Rule

The Golden Rule of Warhammer Quest that a roll of 1 always fails and a 6 always succeeds is not applicable when the priest has to roll under a certain number (like the Power die).

 

Advanced Rules

The rules in this section are used in conjunction with the Role-playing game. Many of the rules of the Priest of Morr are the same as those of other faiths, such as the Warrior Priest. As such the priest of Morr may forgo one of their blessings for another random blessing when he is created.

The Priest of Morr IN SETTLEMENTS

As well as the normal shops and Special Locations, the Priest of Morr may also seek out a Temple of Morr. Use the normal special location rules but add +1 to rolls to find this location.
The priest of Morr is a loner, often shunned when his services are not required. He will never visit another temple, the alehouse, gambling den or the fighting school. Furthermore when he visits a shop roll a d6, on a 1 or 2 he'll be charged 10% extra for anything he wants to buy.

Temple of Morr.

Temples to Morr are always situated in or near places of burial, and are normally only used for funeral services. Temples are normally solidly-built, brooding structures, distinguished by a broad doorway with a heavy lintel-stone-- one of the symbols of the god. Despite the fact that the god is not a popular one, the doors to the temples of Morr are always open, like the doors to his kingdom. The temples are bare inside; any furnishings and accouterments are provided by those using the temples. The largest of the Temples (and greatest of mausoleums) of Morr is located in the Tilean city-state of Luccini.
Every time the priest visits this temple he must donate 10% of his gold or be denied entry. He must visit the temple before visiting any other location.
The Priest of Morr can spend some time here, reading, meditating and joining ceremonies and funerary rites. He may also make a donation worth 2D6x20 gold. If he does so, roll on the following table:

Roll 2D6 Effect
2 You have offended your god! For the next adventure you cannot use any blessings when the power die is 1. 
3 Morr is not listening or does not care for the priest.
4 The Priest feels that he has attracted the attention of Morr. He receives 1d6 'Blessing Points'. Each can be used to add +1 to a roll to cast a Blessing. These points are lost at the end of the next adventure.
5 One Blessing in the next adventure will automatically succeed, there's no need to roll for it. One use only
6 The Priest's Bec de Corvin becomes blessed by the Hunger of Morr, for the next adventure and does +1 damage.
7 Roll on the Blessings Table below. The Priest may use this Blessing once in the next adventure without having to roll for it.
8-10 The Priest's Bec de Corvin gains a special power (Roll on the table below).
11 The Priest receives a vision of an ancient undead evil, the next time he faces undead or necromancer and survives he may draw two extra treasure cards.
12 The Priest feels the divine influence of his god coursing through his body. For the next adventure he gets +1 to his Toughness and Willpower, this effect lasts until the end of the dungeon.

Special Powers of the Bec de Corvin*

Roll 1D6 Effect
1 The Bec de Corvin ignores 1 point of armour.
2 The Bec de Corvin will absorb the energies of one necromantic spell aimed at the priest once per adventure, rendering it useless.
3 The Bec de Corvin gives +1 to hit and damage to all dark elfs and other followers of Khaine.
4 The Bec de Corvin gives its wielder the Parry skill (starts at 6+).
5 Once per adventure The Bec de Corvin will channel the power of Morr toward an undead, pick an undead on the same board section who recieves (battle Level) times d6 wounds with no modifiers for toughness or armour.
6 The Bec de Corvin transforms into the Death Scythe and has +1 to hit and damage from now on.

*All special powers are cumulative and stack, so if you roll a 1 twice the Bec will ignore 2 points of armour.

Settlement Events

For various reasons the following settlement events are not applicable on the Priest of Morr:

Results
11 Investment
24 Circus
26 Betrothed
31 Drugged
34 Riotous living
41 Gambling
55 Debt

When one of these events occur, instead Roll 1d6 on the following table.
 

Roll 1D6 Alternate Settlement event
1 The Priest is poisoned by followers of Khaine, the god of murder and starts the next adventure weakened with -1 Toughness. The poison dissipates at the end of the adventure. 
2 The Priest encounters a wandering pilgrim dream prophet, he decides to donate 1d6 times 25 gold to his cause. Roll 1d6 again, on a 5+ the priest gains 1d6 faith points that he can use to add to his blessing rolls.
3 - 5 The Priest spends his day contemplating in meditation, at the end of the day he feels his faith reinforced and gains 1d6 faith points to use to add to his blessing rolls.
6 The Priest finds a haunted house in the settlement, he tries to exorcise it. Roll a d6, on a 4+ he succeeds and as thanks the local temple of Morr blesses his weapon, roll on the Bec de Corvin special power table

Note on Settlement event 61, Temple Donation, this will only occur if a Temple of Morr is present. If the priest did not roll for this special location yet he should do so now. When there's no Temple of Morr present use the above table of alternate events.

 

Training

As well as the usual profile changes as the Priest becomes more accurate and powerful in combat, the Priest gains more Blessings and may use more than one per turn. The changes are shown on his Battle Level table, where the first number is the total number available and the second is the number of Blessings he can attempt in one turn. Regardless of whether the Blessing succeeds or not, he may only attempt each one once per turn.
When determining which new Blessing the Priest has received, roll on the following table, re-rolling any duplicates.

11-13 Death Holds No Fear. (7+)
The Priest blesses his fellow Warriors, insuring them that there is no need to fear the inevitability of death.
Whilst this blessing is in effect, all Warriors adjacent to the Priest are immune to the effects of fear and terror. This blessing remains in effect as long as the power die is more than one, as soon as the power die is one the affected warriors will be subject to fear and terror rules as normal. Note that this blessing will have no effect on warriors already under the effects of fear or terror.
14-16 Hand of Morr. (7+) 
The Priest can channel the natural equilibrium of Morr, undoing dark magics which disrupt the flow of life and death.
One undead model adjacent to the priest recieves 1d6+ the priests willpower in damage, with no deductions for toughness or armour.
21-23 Presence of Morr. (8+)
The priests invokes the presence of Morr, calling the god's attention to any foe that disrupts his calling. To the abominations of the night, Morr's presence is particularly potent, his words anathema to their essence.
Any monsters within 2 squares of the priest recieve 1 wound with no deductions for anything, including monster special rules like dodge, ignore pain, etc... If these monsters were ethereal, undead or deamonic they recieve 3 wounds instead of one.
24-26 Soul Fire. (8+)
The priest calls upon his deity to reclaim the sheep lost to his flock. A translucent fire engulfs the cursed and consumes their soul.
Pick an undead monster on the same board section as the priest. It, and all adjacent undead to it recieve a strenght 4 hit, with no deductions for armour.
31-33 On Death's Door. (8+)
The priest may intercede with his diety on behalf of a member of the warrior group who recieved a mortal wound.
Any Warrior within Line Of Sight of the priest that is on 0 wounds can be revived, if the blessing succeeds place these warriors on 1 wound instead of 0. The priest gains 10 experience point per warrior saved in this manner.
34-36 Face of Death. (8+)
The Priest's face distorts and transforms into a hideous skull that emanates dark and powerful energies.
The Priest has the special ability: fear, any monster of the same battle level or lower is automatically under the effect of fear, all other monsters may resist by rolling 1d6+ battle level, they need to roll higher than the priests battle level to resist. The Fear remains in effect as long as the power die is more than one.
41-43 I am Death! (9+)
To serve the will of Morr is truly a worthy cause. In times of drastic need, the priest can beseach Morr for aid, imbuing himself with a fraction of his master's strength.
The priest fights with +1 WS, +1 A and gains Magic Immunity 6+. The priest must pass a willpower test (7+) at the start of his turn, or the prayer ends.
44-46 The Reaper Collects. (10+)
The Priests robes billow as if caught in fierce winds. His weapon transforms into the Death Scythe that wreaks havoc among his enemies.
The priests weapon transforms into the Death scythe, he trades in all his attacks to make a single attack that hits on a roll of 2+ and deals 1d6+6 damage, for each attack sacrificed thus beyond the first, add +2 to the damage.
51-53 Winds of death. (10+)
The Priest summons a dark wind from beyond the grave, said to be the breath or Morr himself that blows through the very soul.
Everyone, friend and foe alike, that is on the same board section as the priest must roll a toughness test that beats the priests blessing roll+ his willpower. When this test is successfull the model will recieve the priests willpower in damage with no deductions for armour. When this roll fails the model will recieve 1d6+ the priests battle level with no deductions whatsoever for toughness armour or special abillities.
54-56 Render The Final Rest. (11+)
One of the most powerful blessings of the priest of Morr is used for excorsisms and to remove the taint from hauntings, ghostly possessions and such. Its frequently used in funerary rites to make sure the soul departs to the right place beside Morr.
All undead, necromancers and deamons adjacent to the priest must roll 1d6 under its toughness or suffer the priests battle level times d6 damage.
61-63 Benediction of Morr's Wrath.  (11+)
The priest calls upon the powers of his god to help and protect him and his allies in times of dire need.
Upon speaking this Blessing, the priest and all adjacent Warriors are immune to the following monster special rules: Assasinate, Chill, Deamonic, Ethereal, Fatal Damage, Greater Deamon, Plague, Poison and Tomb Rot. The blessing remains in effect untill the next power die of one.
64-66 Aspect Of Death. (12+)
After calling this sanctification the priest transforms into an aspect of his deity: The Grim Reaper, his cloak billows, his face turns into a death's head and his weapon transforms into a shiny black scythe.
This blessing lasts untill the next power die of 1, the priest can no longer perorm any blessings untill he transforms back to his normal self. For the duration of the blessing the priest gains the following abilities: +1 Move, +1 to Pinning, +1 To Hit, +2 Strenght, +2 Toughness, +1 Attack, cause Fear to monsters 5+. The scythe has all the abilities of his Bec de Corvin + adds a Damage Dice on a to hit roll of 5+.

 

Roleplay Guidelines


Followers of Morr always have much work, at times their efforts seem pointless as many dead return from their graves, especially at battlefields and in places remote from civilisation. From the lands of Nehekhara, Naggaroth, The Dark Lands, The Land of the Dead, The Vampire Kingdoms and The Badlands countless undead seep into the lands of men. Many of these create undead of their own or bear with them the secrets of necromancy. Most of the priests of Morr deal with the sanctification and protection of the cemetaries and burial grounds in the empire of Man, the few that venture into the unknown to battle their hated foes act like a drop on a hot plate.
As such the Priest will frequently be a gloomy, dark person who knows his actions will have little effect on the overall sheme of things but will nevertheless pursue his goals with the stubborn determination and iron will of a wardog. The priest's utter devotion and total fanaticism can make him a great ally when his goals are the same. When something or someone prevents him from attaining his goals however the priest will be a harsh and cunning enemy. Because many of these goals are of the same nature as the Inquiqition the Priest will be at ease in the company of Witchhunters, Flaggelants, Priests of Sigmar and Shallya and other inquisitor -like warriors.
As well as Death, Morr's influence extends into dreams, and some Priests of Morr are powerful prophets, dreaming of events to come, or recieving messages as they sleep. In a moderated campaign, the GM may desire to impart information to the warriors via a dream. This could be simple information (the orc scout is hiding in the north woods) or a cryptic, image-laden vision that must be understood (a weasel lies trapped under a rock, biting a stone root that loops around its body...)

Based on various sources on the web (mostly Mordheim stuff). Thanks to the Custodian and OldWarrior for their feedback.

 

Priest of Morr BattleˇLevel Table

BL

Gold

Title

M

WS

BS

S

DD

T

W

I

A

L

WP

Pin

Blessings

1

0

Zealot

4

3

6+

3

1

3

1D6+7

1

1

0

3

5+

3/1

2

2000

Priest

4

3

6+

3

1

3

2D6+7

1

1

1

3

5+

4/1

3

4000

Priest

4

3

6+

3

1

3

2D6+7

1

2

1

4

5+

5/1

4

8000

Priest

4

4

5+

3

1

3

3D6+7

2

2

2

4

5+

5/1

5

12000

Friar

4

4

5+

4

2

4

3D6+7

2

2

2

4

4+

5/2

6

18000

Friar

4

4

5+

4

2

4

4D6+7

2

3

3

5

4+

6/2

7

24000

Friar

4

5

5+

4

2

4

5D6+7

3

3

3

5

4+

7/2

8

32000

Friar

4

5

5+

4

2

4

5D6+7

3

3

3

5

3+

7/3

9

45000

Abbot

4

5

4+

4

3

5

6D6+7

4

3

3

6

3+

8/3

10

50000

Abbot

4

5

4+

4

3

5

6D6+7

4

3

3

6

3+

9/3