I’m trying to pull together a Compendium class in time for our next session (so by Friday).

I’m trying to pull together a Compendium class in time for our next session (so by Friday).

I’m trying to pull together a Compendium class in time for our next session (so by Friday). I need to give it a suitable name, and pick the moves. The description though needs to be something like:

“Aracheen, the Kobold’s Spider Goddess of Hidden Knowledge, who dwells within of a web of lies and deceit, whose children found throughout the world seek knowledge and rumours and whose venom causes madness, visions and glimpses of ones own fate has laid her eggs beneath your skin. The next time you level up you may pick this move:”

Any suggestions?

7 thoughts on “I’m trying to pull together a Compendium class in time for our next session (so by Friday).”

  1. I really like “host of the divine spawn” as a name.

    I’m tempted to make one of the Class Moves a character retiring move to represent the eggs hatching.  The nice thing about doing this is the player is completely in control of when/if the eggs hatch.

    Using the 10th level ‘Retire to Safety’ as a guide: The big advantages to choosing that move is the player gets to define a permanent aspect of the world (their characters place in it). I’m thinking the ‘egg hatch’ move really needs to offer their character a permanent status in the world (some sort of in game monument, something which the can interact with and think ‘I did that’) and give the players a fair bit of narrative control over the results of the event. Perhaps their knowledge becomes part of Aracheen, and they get to define how her personality changes? Perhaps they get to play a custom playbook for one of her children. I’m not sure but its an idea I’m playing with.

    I’m also tempted to play with traits which offer spider like characteristics – nimble climbing, night vision, the ability to recover well from a fall and land on your feet, possibly even some sort of web like ability.

    That’s not Aracheen’s main trait though. Its been established in game that she is a horder of knowledge. That information is all she really cares about, that every spider in the world is potentially a spy for her but she views knowledge as a weapon and is particularly deceitful. Hence I suspect some of the abilities have to be about lies, deceit, eavesdropping or spying.

    Perhaps the first ability could be a straight eavesdropping move. Something like: 

    When you stand within a room listening to two or more NPC without drawing attention to yourself, roll+Cha. ✴On a 10+ choose 3. ✴On a 7-9 choose 2.

      The NPCs talk freely revealing their next action

      They reveal the location of something hidden

      They reveal their intent

      They reveal something causing them discontent

      They reveal what they wish for

      They fail to notice the eavesdropper

    When you eavesdrop on a PC, roll+Cha. ✴On a 10+ choose 2. ✴On a 7-9 choose 1.

    * If they reveal a secret which complicates their life, they mark experience

    * If they reveal a secret which complicates their life, they take +1 forward 

  2. My idea: 

    Make an alternate last breath move. 

    The spiders in your body don’t just simply hatch. They change you! 

    So basically every time you die you emerge into a cocoon and come out with new mutations. You can only have 6 mutations before you are a full half-god spider creature. 

    Everytime you “die” you roll a last breath type move. 

    On a 10+ you can either choose to get a new spider-mutations of your choice or just be okay. 

    On a 7-9 you get 1 mutation of the GMs choice.

    On a 6- you get 2 mutations of the GMs choice.

    Then make 1 move like Petition+Guidance from the Cleric. 

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