Didn’t someone come up with a Compendium Class handling the boring buying of investment properties, and receiving…

Didn’t someone come up with a Compendium Class handling the boring buying of investment properties, and receiving…

Didn’t someone come up with a Compendium Class handling the boring buying of investment properties, and receiving returns? Our Slayer just bought a bunch of hovels and wants to become a Slum Lord.

Please bear in mind that this is being written by someone who hasn’t played and was asking for clarification to…

Please bear in mind that this is being written by someone who hasn’t played and was asking for clarification to…

Please bear in mind that this is being written by someone who hasn’t played and was asking for clarification to understand the rules, like, yesterday (and probably won’t get to play soon, baby due any week).

I was thinking about how Dungeon World and the Dungeon Crawl Classics RPG’s wizard patrons could be used in tandem, and this is what I’ve got so far:

Patron-Bound

When you engage in the required rituals to commune with a supernatural patron (demon, demigod, or alien entity) and pledge your service in exchange for power, you may take this move the next time you level up:

Invoke Patron – When you call upon your patron to bolster your power, roll +Wis. *On 10+, choose two. *On 7-9, choose one. *On 6-, your calls fall on deaf ears.

*You gain +2 forward to cast a spell

*Your patron doesn’t give you a task to complete

*You don’t gain patron taint (mutation)

As long as you have a task for your patron incomplete, you cannot call on them for further power.

If you have invoked the name of your patron in exchange for power, the next time you level up you can take a Patron spell in place of a regular spell. All patrons have a 1st, 3rd, and 5th level spell.

I don’t get a whole lot of time for prep, so guys, I need some help.

I don’t get a whole lot of time for prep, so guys, I need some help.

I don’t get a whole lot of time for prep, so guys, I need some help.

The Bard was examining an enormous crystal that a necromancer had used to bind an unknown number of ghosts to haunt/guard an old fortress. She wanted to find a way to free them and be certain they would move on to their proper rest.

Snake eyes.

Now she is the anchor, and both she and the ghosts realize that the best way to get to grade A warrior heaven is not by going quietly into the night, but by sticking around with her to more or less right the wrongs against them throughout the world. Mostly in taking revenge against the necromancer and his allies.

The other PCs are concerned that she might go insane as some of the ghosts had been a little psychotic after their time bound to a horrible undead state. They should be substantially, but not completely, right about that.

So I need a Compendium Class for a spirit anchor trying to help these ghosts write the wrongs against them and the woojy powers she may be able to employ with their aid, all while fighting to stay sane.

Write some moves, go! And thanks in advance for all the great ideas I know you’ll have.

The Lookout

The Lookout

The Lookout

Third in a series of “heist books” — compendium classes that I’m going to be trotting out at Origins to run a little scenario called “Temple of One: What’s Yours Is Divine”. It’s about a bunch of monsters teaming up to rob the living daylights out of an interfaith temple of all the sunlover gods.

Just a first draft, so I’d appreciate feedback.

So one of the ten- (possibly eleven-)year-olds in a game I run wrote this gunslinger compendium class and sent it to…

So one of the ten- (possibly eleven-)year-olds in a game I run wrote this gunslinger compendium class and sent it to…

So one of the ten- (possibly eleven-)year-olds in a game I run wrote this gunslinger compendium class and sent it to me, completely unbidden and without warning. I now present it to you for feedback.

http://dungeon-elementary.tumblr.com/post/85211015175/the-gunner-dw-compendium-class-by-a-10-year-old

I’m a fanboy of the Indiana Jones/adventure archaeologist trope.

I’m a fanboy of the Indiana Jones/adventure archaeologist trope.

I’m a fanboy of the Indiana Jones/adventure archaeologist trope. I had previously tried to combine the bard and thief playbooks to make something that would suite this style, but I wasn’t satisfied with the result. So, here’s a CC instead for someone who enjoys exploration with a hint of danger.

The Archaeologist

When you discover a long-lost artifact and either return it to it’s rightful place or donate it to a museum, you may choose this move when you level up:

Professor

When you closely examine an artifact, ask the GM two questions from the following list:

– Who created this object?

– What is the purpose of this object?

– Who would find this object valuable?

– How is this object dangerous to me?

– How is this object activated?

If you have the move Professor, these count as a class moves for you, you may take them when you level up:

Tenured Professor

Gain the “Grand Histories of the World” field of knowledge, as per the Bardic Lore move. Additionally, when you try to decipher a language or symbol you don’t fully understand, roll+INT. *On a 10+ you figure it out. *On a 7-9, you get the general idea, but the GM will withhold a detail from you.

Clever Explorer

You gain the Trap Expert move from the thief playbook, and you may use INT instead of DEX for this move. Additionally, when you avoid the effects of a trap, you cannot get a 6-, treat that as a 7-9.

Why’d it Have to be Snakes?

When you Spout Lore about a monster, on a 12+ you may ask the GM any one question about the subject.

Whip Tricks

You can use a whip to strike or grab unattended objects within reach distance of you, and you can use a whip as a grappling hook if you have something suitable to grab onto with it. (Note: I’m not 100% on this move. It’s very iconic, but I wonder if I should add the ability to do these things without Defying Danger. But then it would become to easy to trip and disarm foes in combat.)

Simon Belmont

Requires: Whip Tricks

You may use your whip as a weapon with a range of reach. When you Defy Danger by using a whip, take +1.

The Mole

The Mole

The Mole

Second in a series of “heist books” — compendium classes that I’m going to be trotting out at Origins to run a little scenario called “Temple of One: What’s Yours Is Divine”. It’s about a bunch of monsters teaming up to rob the living daylights out of an interfaith temple of all the sunlover gods.

Just a first draft, so I’d appreciate feedback.