I had an idea for a Chosen One Compendium Class, one who is mentioned in prophesy in some major way. So far I’ve only thought of a couple of moves. Anybody else have any ideas?
The Chosen One
When you are revealed to be the one spoken of in a prophesy and accept that knowledge, you must take this move:
Prophetic Fame
When you enter a settlement, roll+Cha. On a 10+, somebody in town will recognize you as the one from prophecy. On a 7-9, somebody dangerous will recognize you.
After that, you may take these advanced moves in addition to your class moves when you gain a level.
Tipping the Scales
Fate has her eye on you, and wants nothing more than to fulfill your prophesy. When you take an action which has a direct connection to the prophesy of you, you do not fail on a 6-. Instead, you count it the same as you would a 7-9 result.
Divine Insight
When Discerning Realities, you may also ask the GM “In what way is this important to the prophecy?”
Fate’s Strings
When you take your Last Breath, you are taken to the realm of Fate rather than Death. (I don’t know what to do here at all, but it just seemed to fit that this event would happen for a Chosen One. What would Fate do, though?)
Let me know what you think and share any ideas you have!
I think Tipping the Scales would be somewhat too much of a static move. Boring. Maybe something like: on a 6-, treat it like a 7-9, but something horrible about the prophecy is now revealed to you?
The other ones are COOL, man!
What about prophetic dreams?
Here’s a thought on an alternate way to do it: the first move lets you make bonds with Fate or your prophecy, then make Tipping the Scales let you roll+Bond to do something that’s in line with your prophecy and -Bond if its against it.
hey! Why going against the prophecy should be punished?
The bonds-with-fate idea however is AWESOME!
My Own Destiny
When you deny your fate, roll+Bonds with Fate (should we just call it +Fate for short?). On a 10+, you reshape the prophecy at your own will. On a 7-9, something else happens right now and the prophecy holds true.
Ooh, doing +Fate made me think of perhaps cribbing the Dragonslayer CC. You get Fate as a new stat that starts at +1, when you do something that helps fulfill the prophecy you roll+Fate instead of whatever. Then roll 1d4, if the result is equal to or more than your Fate, you feel compelled to further fulfill it at all costs (anything else is Defying Danger). When you complete an important part of the prophecy, increase your Fate by 1.
Bane of the Threshold Guardian
When you encounter a significant obstacle to the fulfillment of your Prophecy, ROLL+CHA.
10+ You learn it’s greatest weakness and pick one.
7-9 Pick one.
-You find a way to avoid it, for now.
-If it can be reasoned or bartered with, you will know.
-You find an ally against it
-You alone can command it’s attention
I like what you guys are thinking for bonds with Fate or adding a Fate stat! That really helps add a unique feature, make the player really feel separate.
For Bane of the Threshold Guardian, I really like it. Just curious, though, why would you roll+CHA? Maybe that gives more reason to add a +Fate stat.
Prophetic Dreams sounds like a great addition. Maybe a move to make sense of them? Something like: On a 10+ you get a clue to the next challenge of the prophesy. On a 7-9 you get a related image but no concrete information. On a miss the dream troubles you greatly.
Tyler MacDonald
It seemed most like the fighter’s move “Heirloom” which also use CHA.
This is all great stuff. I’m interested to see what you finally settle on. The Bonds with Fate stuff is just great.