Okay, I actually finished this class off a little while ago and posted it on reddit – apparently I never posted the…

Okay, I actually finished this class off a little while ago and posted it on reddit – apparently I never posted the…

Okay, I actually finished this class off a little while ago and posted it on reddit – apparently I never posted the final version up on here.

Given that mpelletier has gone to the trouble of posting a list of classes up on reddit I guess I should at least make sure there’s an up to date version available.

And so I present the Ectomancer. Essentially a not-inherently-evil Necromancer with a name blatantly stolen from Jim Butcher.

https://www.dropbox.com/s/25kwk9w4r25kn7q/Ectomancer%20v1.6.pdf?dl=0

EDIT: Updated to v1.6.

9 thoughts on “Okay, I actually finished this class off a little while ago and posted it on reddit – apparently I never posted the…”

  1. I’d put in the drawbacks the “classic” – your casting draws unwelcome attention, the GM will tell you what.

    It’s a great way to avoid immediate cost (essence or – 1 forward), but to ask for complications soon. Also, great chance for GM’s moves.

  2. About Phantom Guard: do you think we should have the Stats on the Shade? Because I see its used to attack the enemies. Or, do you think it should be fully managed by the GM, so he narratively should choose to kill it, or kill the enemy who is coming?

  3. About Ghostly Possession: as I see, you take damage if you die in the possessed corpse, so… How many HPs does the corpse have?

    Also, can you enter in a dragon corpse? Can you fly, or spit fire, with that?

  4. Hey Andrea! Some excellent feedback and questions, I’ll respond properly (and update to a v1.6 with any changes I make) later today when I can have a proper look.

  5. Okay, so I’ve rather belatedly (sorry, new laptop has kept me distracted) gone through your feedback and made some amendments.

    I definitely like the addition of “unwanted attention”. I’ve also reworded Death’s Knell to make it ongoing and to add some vague end conditions.

    I wasn’t sure on Ghostly Walk but I’ve reworded it to (hopefully) make it read a bit better.

    Phantom Guard I have deliberately left vague, my understanding is that NPC versus NPC combat in Dungeon World is just dealt with narratively. If it was something that fought alongside the PC then I’d make it more like a hireling but I’m happy with it as is.

    I’ve added Hit Points to Ghostly Possession but I think the line “do not automatically gain access to any moves which might require special training” covers other moves. Personally I’d let the PC justify moves but leave the final decision to the GM.

    Link has been updated to v1.6 of the Ectomancer.

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