Looking for some feedback on a new Compendium Class I have written.

Looking for some feedback on a new Compendium Class I have written.

Looking for some feedback on a new Compendium Class I have written. The player has been wanting to play a “good necromancer” and had been told it was impossible. All right, challenge accepted.

In the story, his character had lost his arm to a ghoul that had had some knowledge of necromancy in life. This is the trigger for the class.

White Necromancer

When you survive Ghoul Fever, you may take the following move when you level up.

Speak with the Dead

When you speak with the dead, roll +CHA. On a 10+, the dead answers you in a way that is useful. *On a 7-9, you get an answer of some sort, it is up to you to make it useful. On a 6-, you learn why it is dangerous to speak with the dead.

Foolish Mortal

When you challenge the power of Death to create a magical effect, describe it. The GM will tell you the cost. If you persist in your hubris, pay the cost and then roll +INT. *On a 10+, the spell certainly helps you but choose one. *On a 7-9, the spell takes effect, but choose two:

• Your spell won’t last long – you’ll need to hurry to take advantage of it.

• Your spell affects either much more or much less than you wanted it to.

• Your spell has unforeseen side effects, and might draw unwanted attention.

• The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head.

Once you’ve taken Speak with the Dead/Foolish mortal, the following moves count as class moves and you may choose from this list whenever you level up.

Command Undead

When you focus your will to command a mindless undead creature, roll +INT. * On a 10+, the undead follows your command. *On a 7-9, the undead follows your command, but you draw unwelcome attention or put yourself in a spot. The GM will tell you how.

When you focus your will to command an intelligent undead, roll +CHA. *On a 7+, they choose one:

• Do what you say.

• Back away and then flee.

• Attack you.

On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.

Arise, Husk!

When you unleash necromantic power upon a suitable corpse, roll +INT. On a 10+, you have created a zombie or skeleton. On a 7-9, you have created a zombie or skeleton, but it has a flaw of some sort. The GM will tell you what. You may use this ability to renew a damaged minion.

The undead has the following features:

Protector 5

Warrior 2

Be Still!

When you unleash a wave of necromantic energy to disrupt undead, roll +INT. *On a 7+, you inflict 2d6 damage to undead only in the area around yourself. *On a 7-9, also choose one:

• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

• The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head.

Notes.

There will be a Front associated with this class with several dangers, each with its own grim portents. If he falls, this character might be the next big bad of the campaign.

The abilities that are not Foolish Mortal are things that seem to me to be not associated with evil, so there is no corruption incurred. The primary cost incurred by casting a spell using Foolish Mortal will be corruption. Corruption is tied to the adventure Front. Corruption can be reduced, primarily by role playing means. In this instance, the method really will matter.

Thank you for reading.

4 thoughts on “Looking for some feedback on a new Compendium Class I have written.”

  1. “Arise, Husk!” and “Be Still!” both just seem to be spells, which is fine, except you have a spellcasting move. Why take those moves when you can essentially accomplish those same tasks with the starting move?

    I like them though, especially Be Still– it is the perfect example of “White Necromancy”

    Arise, Husk is somewhat clunky in its wording, and not really fitting of a White Necromancer

    How i would design the class:

    1) Keep “Speak With Dead”, although word it something like: “7+: You get an answer that isn’t just rambling nonsense, 10+: the answer is either elaborately detailed or immediately useful”

    i like the 6- result

    2) Remove Foolish Mortal, at least as a starting move. I think as an advanced move it could work well.

    3) In keeping with the clerical necromancy theme (IE, Speak w/ Dead), make the other starting move almost word-for-word the Resurrect spell, whether you make them roll for it is up to you.

    4) Replace any uses of INT with CHA, or vice versa (if you view the class as more of a magic-user, go with INT, if it’s more of a bargainer with death, CHA)

    5) I like that you took the Turn Undead move down a different path with Command Undead, but i wouldn’t have it be two seperate moves. Something along the lines of “7+: mindless undead eagerly tend to your bidding, 10+: even intelligent undead find your command persuasive”

    I also never really liked the I Am The Law move, personally, although it is a good fit here

    6) Arise, Husk seems too mechanical of a move, as it makes use of the Hireling mechanics. Instead, i would say “10+: hold 3 over it, 7-9: you may either hold 1 over it or hold 2 and there is some major weakness or drawback to it. You lose a hold when you have it exert itself or when it takes damage. When you are out of hold, it disintegrates into ashes”

    7) Add a third option to only deal 1d8 of damage to Be Still!

  2. I dig it.

    To add, the setting and story depicts what is good and what is evil. Just something to ponder.

    I have a necromancer, and in our world there are no gods or demons. There isn’t a place to go or return to. Its a depressingly short existence and killing is by all means the absolute worst thing a being can do. Even evil people steer away from killing. So when healing doesn’t work, there are a special kind of people who can actual reverse death! These people are seen as the most majestic of all magic users. Some are even worshipped!

  3. Isn’t the Cleric basically a “good necromancer” in Dungeon World?

    Actually I had a campaign where one of the other characters really started questioning whether the Cleric was good or not when he started resurrecting a few fallen foes. A “good” alignment provides a nice starting point but it’s it more interesting to see how PCs & NPCs view the character’s actions?

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