Compendium Class: Faetouched

Compendium Class: Faetouched

Compendium Class: Faetouched

When you eat of goblin fruits and return to the mortal world, you may take this move when you level up:

Trickster’s Bargain: When you exchange promises with someone, you may sweeten the deal with hold, up to a maximum of the number of Bonds you have with each other + 1. They may spend one hold to reroll a throw of the dice. You gain one hold on them for each hold they spend in this way. You may spend one hold to make the person fail a move outright without rolling. If this leads to them suffering injury or embarrassment, you mark XP. If either of you fail to uphold your promise to the other, that bargainer loses all hold and cannot gain more for some time: the GM will tell you how long.

Once you’ve taken Trickster’s Bargain, the following moves count as class moves for you. You may also choose from this list whenever you level up:

Haggler of Heart’s Price: Your Trickster’s Bargain move improves as follows:

– You always gain a minimum of 3 hold, even if you share fewer than two Bonds.

– The recipient of the hold gains the additional option of spending a hold for +1 forward.

– You gain the additional option to spend one hold to force the person to make a basic or class move in a manner of your choosing. You mark XP according to the same criteria as forcing a fail.

Friend of the Court: You take +1 ongoing against fae creatures, so long as you and your allies raise no violence against them.

Glamourweaver: Once per day, you may enchant a mundane object, handful of trash, etc. to appear to all senses as gold or other valuables worth 50 coins. The illusion melts away at sunrise.

This is my first attempt to write a Compendium class.

This is my first attempt to write a Compendium class.

This is my first attempt to write a Compendium class.

Critique is welcome.

Arch-Mage

When you have used your arcane prowess to defeat a legendary monster and you have reached 5th level, you can become an Arch-Mage. There is no formal announcement by your peers. If you truly deserve the title, everyone just knows.

Call the Wizards’ Council

When you put forth the call and gather the great wizards of your world to council, roll + your level.

On a 12+, they gather and will listen to you, heeding your wisdom. +1 forward for all social rolls during this council.

10+ they gather and will listen to you are done speaking until bickering and feuding.

7-9 they gather and begin bickering and feuding immediately.

On a miss, none respond or maybe just one or maybe they respond angrily.

Craft your Artifact

When you have gathered the arcane ingredients necessary to create an artifact (a meaningful piece of a creature of at least 12 Hit Points, a rare mineral and a ), the GM will let you know what you need to do on this list in order to complete the artifact, checking off 1 to 4 options:

__You need the aid of a mythical beast of great renown.

__You need the aid of a legendary hero/villain/rival

__You need one more ingredient that is in a dangerous locale.

__You need the blood/heart/bone/tooth/eye of a monster or god.

__The skills of a master craftsman.

When you are done the GM will co-create the item with you, though the GM has the final say.

Create your Spell

Once a level, when you have a few months and access to an arcane library to do the proper research you may create a spell. Each time you use this spell, the level of the spell you may attempt to create goes up by 1.

Write the spell as you would like it to work. The GM may veto it, so get it into good form so that the GM is a fan of it.

Once the draft is finished, roll + INT.

12+ The spell works better than intended.

On a 10+ The spell works as intended and has a charming side-effect that reflects your own personal views or history.

On a 7-9 The spell works as intended but has some side-effects that could make life difficult for the caster.

On a miss, the spell is a bane to all who cast it.

The GM will let you know how it works and the final draft of the move as it should be written on your character sheet.

Name your spell!

Apprentice

When you find an NPC or PC who would make an appropriate apprentice to an Arch-Mage, ask them if they would like to be your apprentice, tell them what they will have to do in order to become a journeyman, swear oaths and begin your lessons.

Ask your apprentice their thoughts on the best course of action and if you follow their advice, take +1 forward while pursing that course of action. Mark experience if you are not successful in your pursuit and take time to discuss the apprentice’s advice and its consequences. 

What is needful

+1 for any roll in which you pursue non-magic, non-violent solutions to problems.

Wizardly Wisdom

Players gain 1XP when they take your advice about arcane matters.

Subtle and Quick to Anger

When you witness someone abusing magic in a foolish manner and you unleash your wrath upon them, roll +CHA.

12+ They must stop their abuse or  else suffer your wrath, you take +2 forward for as long as their foolery continues. 

10+ They must stop their abuse or  else suffer your wrath, you take +1 forward for as long as their foolery continues.

7-9 You take +1 for your next action against them opens you up to an attack from them.

Grey to White

When you return from the Black Gates, you may choose 1:

__ Change your name and get rid of a class move and replace it with a move from a different Class.

__ Change your name and re-make your character in a different Class at the same level.

__ A Greater Power sends you back to accomplish one goal. Take +1 when you are directly pursuing that goal and once it is achieved, leave the mortal world forever.

I put together Django-based compendium class.

I put together Django-based compendium class.

I put together Django-based compendium class. Check it out. English is not native for me, so please correct my mistakes if there are any,

Bounty Hunter 

When you hunt a sentient person to bring it dead or alive, you may take this move when you level up.

Place the Bait

When you disguise and play on person’s desires to get closer to your target, roll +CHA. On 10+ hold 4. On 7-9 hold 2.

The hold is spent one-by-one when something of the following happens:

* you use your deception as a leverage

* the person deceived gets into trouble because of your lies

* there’s an indication of your fraud

* significant time passes

Spend all your hold to get a drop on target. When the hold is out, you’re uncovered.

Once you’ve taken Place the Bait, 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.

Fastest Arm in the West

When you unsheathe your weapon and strike in a moment’s notice, no one unarmed gets a chance to react.

The Professional

Take a move from ranger or bard class list

Sheer Determination

When you designate a target, write a Bond with it.

Raise the Stakes

When you use your deception as a leverage to Parley and pile up more lies in process, on 10+ get one more hold.

One of my players pulled off a ritual to seize control of the Wild Hunt last session (long story) and I put together…

One of my players pulled off a ritual to seize control of the Wild Hunt last session (long story) and I put together…

One of my players pulled off a ritual to seize control of the Wild Hunt last session (long story) and I put together a Compendium Class to handle her accomplishment. I’m not that experienced with Dungeon World yet, though, so I thought I’d put it up here for suggestions.

Master of the Wild Hunt

When you gain control of the Wild Hunt, you may take this move when you level up.

Release the Hounds!

When you order the Wild Hunt to pursue and destroy a foe, roll +CHA. On a 10, pick 2. On a 7-9, pick 2 and gain a point of Fey. On a miss, the hunt goes spectacularly awry. 

Only the named target is pursued

The Hunt will pursue the target even into cities and near, though not within, temples

The Hunt returns with the imprisoned soul of the hunted

The Hunt does not demand payment

If your Fey ever exceeds your Wisdom, you give in to the power of the Otherworld. You lose your racial move and your alignment becomes Lawful: Ironically punish a wicked mortal. 

Once you’ve taken Release The Hounds!, 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.

See the wicked

When you look at a person, you see what sins play a major role in their life, if any. Noticing this is unavoidable, as long as you still have the power of sight. Your Fey goes up by 2, and these points can never be lost.

Reality’s Backroads

Whenever you act as the scout on a Perilous Journey, you may lead the group through a short cut in the Otherworld. This shaves some time off the trip, and you will always roll a 7 on the Scout roll. Taking this move raises your Fey score by 1 and this point can never be lost. 

Immortal Nature

As long as you are actively hunting a named target, you never fatigue or need sleep. Also, you cease aging. Your Fey score goes up by 1 and this point can never be lost. 

Imprison the Sinful

When you defeat and kill a wicked foe, you may imprison their soul in a bauble. From there, you can communicate with them via the bauble. As long as they are imprisoned, the can never be raised and their spirt is blocked from all other magical communication. If you desire, you can send the soul to the underworld to be punished on your behalf. This releases your control on the soul and reduces your Fey score by 1. 

Another compendium class I whipped up while still working on the Alchemist base class, it occurred to me that…

Another compendium class I whipped up while still working on the Alchemist base class, it occurred to me that…

Another compendium class I whipped up while still working on the Alchemist base class, it occurred to me that compendium classes, with their focus on providing a shorthand how experiences while adventuring changes you, would be perfect for various ‘contagious’ monsters, in this case the werewolf. Comments and criticism are appreciated, I think I’ve gotten a little better at creating moves but I’m sure I’ll still make mistakes.

Sharing another Compendium Class based on a character type from the Monster Blood Tattoo novels for criticism and…

Sharing another Compendium Class based on a character type from the Monster Blood Tattoo novels for criticism and…

Sharing another Compendium Class based on a character type from the Monster Blood Tattoo novels for criticism and review. This time it’s the mind-bending Wit, the subtler counterpart of the fulgars.

Hello folks, new poster here to offer up a compendium class I whipped up based on a character type from the…

Hello folks, new poster here to offer up a compendium class I whipped up based on a character type from the…

Hello folks, new poster here to offer up a compendium class I whipped up based on a character type from the excellent D.M.Cornish’s Monster Blood Tattoo novels. I’m looking for criticism, I’m not sure if I’ve constructed the moves correctly as I was working to emulate an existing archetype and getting it to fit in the Dungeon World rules. I did deliberately break one of the rules in that the core move generates hold that the other moves make use of, but that’s not necessarily a bug unless there’s a particular reason why that wouldn’t work.

Hope you like it!

I played a Monte Cook variant of D&D 3.5 some years ago called Arcana Evolved.

I played a Monte Cook variant of D&D 3.5 some years ago called Arcana Evolved.

I played a Monte Cook variant of D&D 3.5 some years ago called Arcana Evolved. In AE, you could take racial levels for your race, which gave some pretty sweet benefits as well as giving some cultural heritage to your character.

I thought that Compendium Classes could be used for the same in DW. Of course, this will make assumptions about the setting, but DW already embraces a high fantasy meta-setting. Thoughts?

A Compendium Class for lovers of mystic black cats, shoulder-dragons, and wily companion ferrets.

A Compendium Class for lovers of mystic black cats, shoulder-dragons, and wily companion ferrets.

A Compendium Class for lovers of mystic black cats, shoulder-dragons, and wily companion ferrets.

Originally shared by Sabe Jones

Created for a player in my Dungeon World game tonight:

Compendium Class: Greymalkin

When you befriend and name a small animal during your adventures, you may take this move when you level up:

Bonded Familiar: You may write Bonds with your animal friend. Create one immediately upon taking this move. While you maintain at least one Bond with an animal, you can converse with it: you speak plainly and it understands you, and its meows or chirps or grumbles are mystically translated into language in your mind. If the animal undertakes a task for you that triggers a move requiring an attribute roll, it rolls +the number of Bonds you have with it in place of the modifier normally used.

Once you’ve taken Bonded Familiar, the following moves count as class moves for you. You may also choose from this list whenever you level up:

Witching Whelp: If your familiar rests with you while you Commune or Prepare Spells, it may memorize one spell of its own from your list, of a level up to your level – 2.

The Critter Who Walks Through Walls: Your familiar is transformed into a creature of spirit and shadow. It can become insubstantial for a few minutes at a time, and if killed, it melts away into ethereal energy only to return to health by your side the next time you Make Camp or Recover.

Opinionated Pet: Anyone who can hear the familiar’s vocalizations understands it as speech, not just you.