Revised
https://drive.google.com/file/d/0B7cav44145d9MHFlSzZPTldYaDQ/view?usp=sharing
Revised
Grand Masters of Fantasy Compendium Classes ver1.0…
Grand Masters of Fantasy Compendium Classes ver1.0…
Dunsany Dreamer,Howard Hero, Tolkien Terror, Lovecraft Lunatic & Lieber Legend!
https://drive.google.com/file/d/0B7cav44145d9MHFlSzZPTldYaDQ/view?usp=sharing
H.P. Lovecraft Lunatic
H.P. Lovecraft Lunatic
If you have experienced the supreme horror at nature’s cosmic indifference and cruelty to man or simply watched to many John Carpenter films in a row you may take the following move when you next level up:
Eldritch Whispers
When you take a moment to listen to the insane whispers that are always murmuring at the back of your mind, you take +1 to Spout Lore.
Once you’ve taken “Eldritch Whispers,” the following moves count as class moves for you. In addition to your normal list of moves you may choose from this list when you level up:
Non-Euclidean Geometry
When you are hopelessly lost and call upon the alien energies coursing through your mind, roll +Int.
On a 10+, no matter which way you go you’ll make progress towards your destination.
On a 7-9, you get out, but not where (or even when) you wanted.
On a 6-, you end up somewhere nasty, or come out at just the wrong time.
Jedi Mind Trick
People find it very hard to avoid doing what you want them to. When you speak persuasively with an NPC you are not currently in combat with nor acting aggressively towards and then give them an order roll +CHA. On a 10+ they do it and don’t hold it against you. On a 7-9 they still do it, but they’ll probably be upset about it after the fact. On a miss, your charm backfires – they will react in a very negative fashion and know you tried to charm them.
The Oldest and Strongest Emotion is Fear
When you telepathically interfere with a target’s senses with terror, roll+WIS.
On a 10+, the target’s senses are wholly overridden – gripped by terror, scrambled by fright, or entirely overwhelmed with horror – for several minutes. On a 7-9, the target is merely disoriented and confused.
Mythos Vision
As a person touched by the Mythos you can see things man was not meant to know. Illusionary magics have no effect on you, and you can immediately perceive the true form of all shape shifting and/or supernatural creatures such as doppelgangers, lycanthropes, etc.
Robert E. Howard Hero
Robert E. Howard Hero
If you travel to Hyboera (or California) and return safely; converse with a tribe of Amazons (or Kennedys) unenslaved but befriended or perform an act of courage even the callous deity Crom(or Arnuld Schwarzenegger) would approve of you may take the following move when you next level up:
Lethal Weapon
You are never unarmed—your body, and each of your limbs, is a weapon (hand, 0 weight), just as good as any other.
Once you’ve taken “Lethal Weapon,” the following moves count as class moves for you. In addition to your normal list of moves you may choose from this list when you level up:
Drinking Buddies with the Cast of the Expendables
When you share a drink with someone, you may parley with them using CON instead of CHA.
Shoot First, Han Solo
You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.
Hellhound on Your Trail, Mr. Oswald
Once you have shed someone’s blood, or they have shed yours, you can track them anywhere. No matter where they go you can always find them.
Pirates and Thieves are Friends (GOP Fundraiser)
When you recruit from a bustling port or a den of thieves, any hirelings you find will take loot, plunder, and pillage as payment, no matter what else they desire.
Lord Dunsany Dreamer
Lord Dunsany Dreamer
If you travel to the Dreamlands and return safely; converse with a tribe of Zoogs and are not eaten or read the scrolls of Hypnos and are not driven mad you may take the following move when you next level up:
Astral Projection
When you project your mind from your body choose two to describe your mind’s form (it’s always insubstantial):
• It’s invisible
• It moves quickly
• Its senses are not clouded
Your mental form can roam the physical world for as long as you like. While it does your body lies comatose. While in your mental form you have no access to your body’s senses.
Once you’ve taken “Astral Projection,” the following moves count as class moves for you. In addition to your normal list of moves you may choose from this list when you level up:
There is No Spoon
You have a ward that is proof against arcane magic. This could be something you wear, like a bracelet or an amulet, or it could be a procedure of limited duration—a potion you prepare, symbols painted on your skin, etc.
When you are targeted by magic while under the protection of your ward, roll+CON.
•On a 10+, you are unaffected by the magic.
•On a 7-9, you can either suffer the effect to a lesser degree or exhaust yourself and mark debility of your choice.
Life is just a Dream
When you take your Last Breath, Death will always offer you a bargain, even on a 6-. If you don’t keep your end of it, you’ll still live, but Death will claim your soul the next time you are reduced to 0 HP.
Knowledge from Dreams
When a subject evokes the hazy memory of a portentous dream, you can sprout lore with WIS instead of INT.
Imaginary Friend
Your contract grants you dominion over a summoned Dreamlands creature. It is a Hireling that follows your orders to the best of its abilities, describe it.
Choose a base:
* Protector +1, Warrior +2, Loyalty +2
* Adept +2, Priest +1, Loyalty +2
* Burglar +1, Tracker +2, Loyalty +2
* Minstrel +2, Warrior +1, Loyalty +2
If it dies or is otherwise unavailable, it summons itself to your side on the next sunset, alive and unharmed
Working on a compendium class for a new campaign.
Working on a compendium class for a new campaign. Playing with it as a way to invite player input on fronts. Looking for feedback before I introduce it to the table. A few moves are designed specifically for the Bard:
Spidermouth Prophet
When you learn the forbidden language of the elder Spiders, gain the move “Spidermouth Prpphecy.” You may take any of the subsequent moves as advanced moves when you level up:
Spidermouth prophecy
When you learn this move, declare three portents of the Spider Queen’s return. Make them as cryptic as you like, but you will know when they come to pass.
[ ] Who must die?
[ ] What lost relic must be recovered?
[ ] What temple, palace or monument must be destroyed?
When a portent comes to pass, declare how it fullfills the prophecy and mark it off.
When you parley with someone using the Queen’s return as leverage, take +portents to your roll.
Calling the swarm
When you petition the eight-legged masses with an offering of blood, they will obey your command.
Silk blessing
When you aid an ally with your arcane art, add “+3 armor forward” to your list of possible effects.
Blood scry
When you taste the blood of a thinking creature, ask the GM what memory it contains.
Edict of poison
When you grant an ally bonus damage with your arcane art, you may also enhance their attack with the effect of any known touch poison.
You also gain knowledge of the following poisons:
Recluse venom (touch): causes painful, disfiguring blisters around the affected area
Widow’s bite (touch): causes the targeted area to spasm or go limp
Ebonfang’s bile (touch): causes immediate numbness in the targeted area
Runic web vigilance
When you draw the rune of vigilance on a place, roll+INT. With 10+, hold 2, with 7-9 hold 1. Spend your hold to:
-observe the place from afar, as though you were present there
-gain +1 forward to discern realities or defy danger within the place
The GM may spend your hold to tell you when someone intrudes upon that place.
Runic web trap
When you draw the runic circle of capture on a place and wish to trap a creature within it, roll+INT. With 10+, you may keep them trapped as long as you maintain your concentration. With a 7-9, choose one:
-They won’t stay bound for long
-You are also bound in place
Player’s Compendium?
Player’s Compendium?
I seem to have lost my copy of the Player’s Compendium that had several compendium classes in it like The Blob and The Awakened Mind among others. Can’t seem to find it with my Google-Fu. If anyone could be so kind as to share or post a link to it I’d be greatly appreciative.
Thanks!
First Vault World Compendium Class; any suggestions for better/more interesting moves, or move names?
First Vault World Compendium Class; any suggestions for better/more interesting moves, or move names?
————————-
GLOWING ONE
————————-
When you are a ghoul and experience a truly immense amount of radiation (from direct nuclear blast, spending a few months inside a reactor or at ground zero, spending days inside of a functioning reactor, etc.), the next time you level up you may choose this move:
RAD-SINK
When you are exposed to radiaton, roll 2d6+CON. On a 10+, hold 3. On a 7-9, hold 2. On a 6-, hold 1, and the GM will tell you what happens. You may spend this hold, one for one, to do the following:
>Heal yourself of 1d4 damage
>Cause 1d4 points of radiation damage to everything within reach
>Contaminate your immediate area with radiation
If you have Rad-Sink, these count as optional moves for you; you can choose from them when you level up:
MELTDOWN
You may spend a hold from Rad-Sink to create a hand-sized burst of energy, hot enough to melt steel, causing 1d10 damage.
EMP
You may spend a hold from Rad-Sink to blast an electronic machine with EMP; choose whether it loses 1d10 hit points or malfunctions (the GM chooses the malfunction).
RAD-SPONGE
When you use Rad-Sink, you may choose to take one extra hold to deplete the ambient radiation from your surroundings, affecting an roughly equal to your level in meters.
FOLLOWERS OF THE GLOW
When you use the Recruit move, you may declare that you’re only looking for ghouls to gain +1 to the roll.
MUTUALLY ASSURED DESTRUCTION
You may spend a hold from Rad-Sink to create an intense burst of heat and energy, dealing 1d12 damage to everything within reach, but you lose an equal amount of hit points.
This one is going to generate some controversy. Fun? Not fun? I’m honestly not sure.
This one is going to generate some controversy. Fun? Not fun? I’m honestly not sure.
The Traitor
When you willingly ally or collaborate with the enemies of Northwatch, you immediately gain this move:
Double Agent
Before the beginning of a session, you can secretly ask the GM one question. If it is something your collaborators would realistically know about, the GM will answer you, as much as they know. The GM will then tell you what they ask in return from you. If you do it by the end of the session, mark XP. If not, you cannot use this move again until you do something to regain their trust.
If you are a Double Agent, you MUST choose from the following moves when you level up, you can no longer pick moves from your other playbooks or compendium classes.
Sleeper Agent
Gain a non-multiclass move from your original base playbook.
Coward
When you Run Away, you choose one less option, even on a 6-.
Saboteur
You may instead ask a service of your collaborators instead of a question. Except them to make a greater demand of you in exchange, however.
Judas’ Kiss
When you stab your allies in the back or set them up to die, roll+CHA. *On a hit, you get away with it and can escape to betray again, assuming no one survives to tell the tale. *On a 7-9, you leave behind some physical evidence of your betrayal. *On a 6- there can be no redemption; you become a villain under the GM’s control.
An Offer You Can’t Refuse
When you do not fulfill a request made by your collaborators, they will come for you. If you survive, and can convince the rest of the group to trust you again, you can discard this compendium class and all of its moves.
Anyone seen a Stormlight Archive based/similar class e.g.
Anyone seen a Stormlight Archive based/similar class e.g. Knight Radiant or Windrunner? The Stormlight Archive is a series by Brandon Sanderson and the abilities are cool.. would love to play one in DW