40 thoughts on “Hello everyone!”

  1. For some reason the font gets wrecked and page layout is messed up when you have all the documents out at once, so click on a class, then “open” at the top centre of the page if you want to see a class by itself in all its glory.

    Also: Tell me if any of them are set to private, they shouldn’t be, with any luck!

  2. dark knight is brilliant and i WILL make a halfling batman hehe

    immovable rock is RP gold for the right player (they all are really, but this has some brillaint up and down sides that i see a good player making into epic moments and great story moments)

    also the arcane libraian is perfect for one of my players

  3. Andrew Murphy Haha! Awesome idea, maybe with musclebound orc Hireling named Robin?

    Yeah, I feel like the Rock is the way forward in my design, its a really bold move for the player to be one. You could say… it sets their character in stone!

    I like that player! Let me know if they ever get around to using it.

    One more thing! I’ve thrown in a new class, the Plucky Kid.

  4. Tony Ferron “You could say… it sets their character in stone!” HAHA 

    you should make a CC “the living PUN” have all the moves be pun based 

    “lets rock!”

    when you mimic the motions of an electric lute solo, a majestic tone comes from the beyond, as well as a shower of boulders

    10+ roll d4+1 damage for all targets who can hear this tone

    7-9 as above but include all friendly targets

    also a massive orc batman is a must… as a bard-esc joker (kender ofc)

  5. oh man! “Agent of Chaos” such flavour!

    and “Juggling Act” flavour rich version of the DnD 5e monk skill! <3

    dude not just blowing smoke, but think this is awesome, well done

  6. Is that something the 5e monk can do? Cool!

    Thank you for your time, they’re just for fun to be honest, the only one that is going to see use with my group is the Practical Magus. 

  7. yeah the 5e monk can catch projectiles and throw back, its kinda half of what peope love the monk for atm (at least in my circle)

    yeah i like that they have a little RP trigger

    im going to use them as once you hit level 10, you sharpie out all the moves you didnt take on your class,

    but going to print off all the trigger sentances and let people know what they are, and if they trigger one they can have the CC and level up from there (but not with XP just 1 per session)

  8. Nice! I might make a couple more if I get the chance, I have a few ideas for some more serious classes.

    As for the triggers, feel free to change them a bit to suit your players.

  9. Tony Ferron this one is quite obscure for me:

    Guidance of Wisdom

    The one who chose you for this quest can 

    communicate with you telepathically over great 

    distances. When you look over something and have 

    time to wait for their reply, roll+WIS and take +1 

    to Spout Lore.

    Are you meaning that I roll+WIS+1 in place of the standard roll+INT? 

    Or, are you meaning that I roll+WIS, and if I have a success, then I add +1 to the subsequent standard roll+INT? (the latter is very roll-heavy, and not very well built).

  10. Card Shark has little “scope” (you can use it in the fiction, for a narrative auto-won bet, but I don’t think you built it with this scope in mind). In comparison, the successive move Rags to Riches to Rags is quite similar, and has more scope. 

  11. Black Cat needs an Hireling, AND creates a bad reputation… Quite limited and negative, in the log run. Maybe a more general move, that gives you protection on the “random rolls”, something like “when the GM has to choose a character that suffer a trap, an ambush (maybe the first one of the group), a dark encounter etc., he CANNOT choose yours”. Or something similar. The bad reputation COULD come in play, in fiction, but shouldn’t penalize too much the character.

  12. All Have a Name

    “If you pass on an opportunity to further this quest, you lose the bonus.”

    Excuse me, I have a limited comprehension of english language, and I can’t grasp this phrase. Could you re-phrase for me?

  13. With a Fine Tooth Comb

    “On a 6-, you damage it, take -Intelligence from its worth.” This part is so-so. Maybe a simple “you damage it, the GM tells you the new value, or you discover a dark truth of this treasure, the GM tells you what is it”.

    So the GM has more freedom with failures.

  14. Cliff Hanger

    “● You grab hold of an enemy and throw them down.” This kind of moves are “bad”, ’cause if the player choose THIS specific point, he can create weird fiction (what if there aren’t enemies in this scene?) OR he HAS to avoid this choice (because of course there aren’t enemies in this scene).

    Maybe could be something more “generic”, like “You come up solid and unheard; get an advantage on an enemy nearby (describe it), or take +1 forward for the following move nearby the cliff.”

  15. Any Heaven in a Storm

    “On a 7-9, you take +1d8 damage forward, and affront the god for your unfaithful arrogance. Take -1 ongoing to Any Heaven in a Storm.”

    affront = maybe “FACE” or “CONFRONT”

    Also, -1 ongoing, forever? You could put “-1 ongoing until you make camp”, or, “until you make amends (make something good for that god)”.

  16. Bastion in Audacity

    “As long as you are spreading your coin around in a tavern or place of entertainment, you can get away with saying anything, to anyone.

    Maybe I can’t understand the meaning of the move. What do I use the move for?

  17. Andrea Parducci 

    Thank you for reading through so many Andrea. I will look at the moves now…

    Guidance of Wisdom: You can speak to a person (comes with the class) in your mind. When you have a lot of time, such as when there is no danger present, you take +1 to Spout Lore and roll with WIS. I will change the wording now.

    You’re right about Card Shark, I’m dropping that move in favour of a question asking move. I like Black Cat though, save yourself at the expensive of a Hireling, and slowly lose friends. It invokes the seedy gambler life, and of course, you don’t have to take it if you’re a good aligned gambler.

    A better version of All Have a Name:

    When a GM character lays dying and you watch over them, roll+WIS.

    On a 10+, they survive, debilitated by the experience.

    On a 7-9, they’ll die soon, unless a great work of healing is undertaken.

    If they die, when you take a vow to avenge their death, while you take actions that directly pursue this goal, take +1 ongoing. The GM will determine which actions qualify for this bonus. When you have satisfied your vow, mark 1 experience.

    Goblin King: True. 🙂

    It Belongs in a Museum: Changed to the classic “unwelcome attention”.

    With a Fine Tooth Comb: Changed. I prefer your idea!

    Aw, I like throwing monsters off cliffs though! I’ve gotten rid of that option, if the fiction says you can throw an enemy down, I’d just let a player do it anyway!

    Any Heaven in a Storm has be altered, I must have changed it just after you read it. Affront means to offend the laws or morals of a person.

    Bastion in Audacity: You are a drunk! You can call the king a fool, tell a woman she is ugly, and as long as you are spending your money and drinking beer, you’re not treated too badly. It is not powerful at all. Do I know someone who wants that move? Of course!

    Thank you again for reading them, a lot of these compendium classes are silly!

  18. Tony, I love to give feedback (I have no truths in my hand, just suggestions, of course!). I doubly love it when I found lot of super interesting stuff like those you made. Kudos for that again. Also, it’s free 😀

    When I have time I hope to finish a deep read of the other classes too.

  19. Smoke Rings Adding new bonds is something you should award carefully (read of the bonds economy in the “create classes” part of the manual). Having so many bonds could damage the game. Maybe you could think about something like “immediately rewrite a bond” or “remove an useless bonds with another, and write the new one with the smoker”.

    Tower of Art

    ● It is enchanted with defencive runes.

    Defensive?

     

    Stretchy

    “unless you are willing to take 1d4 damage due to the strain…” I’d add “ignore armor”.

    “Additionally, when you Hack and Slash, add the above effects to the Move.” This is not clear. Do I add the mechanic of push pull in Hack&Slash, or simply now I can hit enemies within that distance? (so, 10+ my attacks gain Near tag, 7-9 My attacks gain Reach tag and Near tag if I take 1d4 ignore armor damage)

    If the correct answer is the latter, then I’d simply add a clarificative phrase like the one I wrote between parentheses.

    Slingshot Is you range Near? Maybe Far, too? Maybe if you reach Far distance, you could take 1d8 (or 1d10?) damages?

    NO ONE HURTS MY FRIENDS!

    Powerful! Maybe you could substitute the holds mechanic with a straight roll+STR.

    On a 10+, you fuel with your HPs like per your rules.

    On a 7-9, you fuel suffering, so 2 HPs for every +1 damage gained.

    Usually monsters, even powerful ones have few HPs, AND characters regain HPs easily (potions, clerics, bards, damage absorbing abilities etc.).

    It Don’t Mean a Thing Powerful. Maybe you could ask for a debility or a straight -1 ongoing until they make camp, for DEX and STR rolls.

    In a Sentimental Mood

    You could rephrase to:

    On a hit, choose one:

    On a 10+, the mood is particularly strong and lasts long after you’re gone. 

    As it Should Be

    “● +1 to Hack and Slash / Defend.” Is this “forward” too?

  20. Damn! I had a big answer but something went wrong.

    I’ve had a look at the Rubber Devil. It was made quickly (in five minutes), so it deserved more care to begin with.

    For NO ONE HURTS MY FRIENDS! I have changed it to:

    You can spend your own HP in a heated battle to provide additional damage to your next attack.

    When you go all out against an enemy that has attacked an ally, roll+STR.

    On a 10+, you deal +1 damage forward for every 2 HP spent.

    On a 7-9, you deal +1 damage forward for every 5 HP spent.

    No one is meant to really use The Smooth Cat, it is just a reference to blues, swing and jazz music.

    As it Should Be: The list has been made clearer.

    Have a great day Andrea!

  21. “No one is meant to really use The Smooth Cat, it is just a reference to blues, swing and jazz music.”

    😀 I noticed that. However, it’s a common manga/anime trope the super cool hero/villain, that fights/dodges while dancing, or while keeping his wierdly-cool stance. One Piece, Bizzarre Adventures of JoJo are the first ones coming to mind.

    With a little reskin I could find good use for that class too!

  22. Tremor Sense I’d add a “You or an ally get +1 forward when acting on the answer” at the 10+ result. So now you have infos AND a little bonus for the first break-in tactic (eventually).

  23. Way of the Seer

    Of course, your move is nice. However, could be more “specific” to ask a question from the standard Discern Reality list, about the immediate future (7-9) or about the actual front (10+). This can help the Master, I think, to have more freedom for the answers.

    Take this example: a character with your move asks: “will I succeed to meet the Duke today?”

    How can you answer, as master? If you say “No”, then the actions that the party will do tomorrow will have no weight in the fiction (mabye a thief could bring the Duke out his house. Maybe the cleric could make a speech for the Seer etc.). If you say “Yes”, you also are making big assumptions in the fiction.

    If the player could just choose from the list (ie. “give me something useful”), the master could say “tomorrow the Duke will be in the main square, easily reachable”, or “tomorrow the Duke will have extra guards ’cause he’s afraid”. So the player could build plans and fiction on the answers.

    Or, you could try to give a sense for all this wall of text, and rethink the whole thing 😀

  24. Knife Throwing Act

    “… Additionally, you always have at least one more throwing dagger with the tags hand, thrown, near, 0 weight regardless of how many you’ve already thrown.”

    I’d put “in standard situations”, or “when you have freedom of movement and your stuff with you” to better define the ability.

    Also, I’d remove the “hand” tag. So they are thin, throwing knives, not suitable for standard hand-to-hand fighting. So you can only use’em like throwing weapons.

  25. Did You Hear the One About…

    😀 ok, this one is over the top. If you want a more playable one, you should put something like:

    You take -1 forward if at least a player groans.

    You take +1 forward if at least a player laughs.

    (side note: It’s difficult to think about a player groaning ’cause you insulted “an enemy”)

  26. BĂ©ot

    Maybe you should put something about bad consequences if you are forced to give up, or taking too much time / safety. Lose the face, -1 ongoing until you make something to regain the honor or something alike.

    Mundgripe MĂĄran

    – You hold them in place, solid as a rock.

    – You grant an ally +1 forward against them.

    – You place them in a lock that hinders their abilities, whether magical or mundane.

    These choices in the list are so-so, ’cause many players could argue that if you “hold them in place solid as a rock”, they should have a good bonus to make an action against the locked enemy (so no use for the “+1 forward against them” choice) – ie. as a Master, if a character is rock grappling an enemy, I’d let a friend of the grappler to deliver damages even without a Hack&Slash roll.

    Let’s take the “You place them in a lock that hinders their abilities” choice: how you can block their abilities so well, and still have need for “hold them in place, solid as a rock” choice? So I could impede a wizard, or a demon, to attack, cast etc. but they can move around?

    Maybe you could put different choices, something like “You still have freedom with movements, so you are not easily attacked by the grappled friends” or “You can use the grappled as human shield, choose 1 enemy cannot use any ability on you, unless they can target the shield too” or “You can easily keep the grapple with just 1 hand, you can do other actions with the other one”

    Of course, write this thing better. It’s the usual words mess.

  27. GĂŠĂ° a Wyrd Swa HĂ­o Scel

    Sorry, I can’t understand the move.

    1st, you create a scar in fiction. (sidenote: why to not wait until the 1st debility comes in play, to get it?)

    2nd, “you accept a debility as part of fate”, so, when you take a debility in play, you can’t remove it?

    3rd, you don’t get the -1 for that debility.

    Is this the meaning of the move??

    Also, let’s take the Barbarian’s Samson move (or other moves that use the debility mechanic). How it interacts with this Wolf move?

  28. Tony Ferron I’m thinking of expanding my Minimal Playbooks with a huge collection of CC inserts. Would you mind if I used these and minimalized them?

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