I found a wrestler class based on a professional wrestler the other day.

I found a wrestler class based on a professional wrestler the other day.

I found a wrestler class based on a professional wrestler the other day. Now it’s gone. Does anyone know where I could find it or something similar?

A compendium class i came up with a while ago and recently rediscovered while i was browsing my computer:

A compendium class i came up with a while ago and recently rediscovered while i was browsing my computer:

A compendium class i came up with a while ago and recently rediscovered while i was browsing my computer:

Woodsman CC

When you have spent a week alone in the woods, with nothing but your wits and your bare hands, you may consider the Woodsman an available compendium class and may take Scrounge instead of one of your class’ advanced moves when you next level up.

———

STATS: Increase your max HP by 2, but not greater than 10+ your Constitution.

———

STARTING MOVES:

SCROUNGE

Whenever you Make Camp in a natural environment with plentiful flora and/or fauna, roll+ WIS. *On a 10+, you find enough resources for you and one other person in your party to have one ration, provided for you by the land. *On a 7-9, your findings are slim; you only have enough for one meal for one person. *On a miss, you might not have recognized many of the local abundances, but on the bright side, you found plenty of berries, roots, or small animals to eat- enough for everyone in your party!

Each person who partakes will be supplied with a ration’s worth of food, but their

stomach and intestines might not be too happy with them… at best.

———

2-5 ADVANCED MOVES

COMPENDIUM OF LEAVES

Take +1 to spout lore about any natural poisons or ailments brought on by natural means.

NATURAL REMEDY

When you look through the underbrush for emergency medical supplies, roll+ WIS. *On a 10+, you find enough to make either Poultices and Herbs (2 uses, slow, 1 weight) or a lesser healing potion (0 weight). Lesser healing potions can be used to heal yourself or someone else instantly of 5 HP. *On a 7-9, you find just enough to make one use of Poultices and Herbs (1 use, slow, 1 weight).

WORKSHOP IN THE WILDS

When you spend a few hours fashioning a weapon out of what you can find around you, roll+ WIS. *On a hit, you make a makeshift weapon from the list below, but *On a 10+, you are also able to repair one piece of armor or one weapon you have that is damaged.

-Shillelagh (close, 2 weight)

-Wooden Shield (+1 armor, 1 weight)

-Wooden Spear (Reach, thrown, 1 weight)

FOLLOW ME

When you undertake a perilous journey you can take two roles. You make a separate roll for each.

———

6-10 ADVANCED MOVES

HOME IN THE FOREST

Recovering in the forest counts as recovering under the care of a healer for you.

CAMOUFLAGE

When you keep still and quiet in natural surroundings, you cannot be detected by non-magical means.

VOICE OF THE WILDS

Though you cannot converse with them, you may parley with animals of the forest.

Here’s a Monk I made.

Here’s a Monk I made.

Here’s a Monk I made.

Lots of other Monk playbooks I’ve found seem to focus on a flow mechanic with a running tally of flow points & an emphasis on WIS. I like that idea but I thought I’d build something based on martial arts stances, a little more similar to the Arcane Duelist’s techniques. I’ve definitely taken some stuff from other Monk playbooks, all of which come up on a google search so consider that my plagiarism statement.

I don’t know if I expect anyone else to use this but maybe you’ll steal from it, the same way I stole from other people’s ideas. Here are a few notes anyway.

The Vow of Poverty is key to this class – no picking up sweet loot but rather power comes from within. Some of the the Advanced Moves are pretty powerful but they’re designed to balance the fact that you can’t wield any magic swords or armour etc.

I am aware that I’ve broken one of the basic principles of Dungeon World but I thought it was necessary. Normally you should never roll twice for a single action. I’ve put an INT roll in addition to the STR Hack & Slash roll for the Last Airbender move. I did this for a couple of reasons. First, this move is pretty powerful so there needed to have some risk similar to the way Wizards or Clerics can ‘forget’ spells but I still wanted to tie it to a physical Strength-based action. Secondly I thought it was important to force the character to spread their points a bit so they couldn’t just min/max with a couple of strong stats. STR & DEX are already obvious strengths for this class so it’s important to force the character to branch out to balance the power of this move, especially it’s level 8+ upgrade.

I stayed away from a WIS build for a couple of reasons too. Wisdom kind of represents magic in DW with the Wizard & Cleric already being classes that will have that strength. I want to differentiate inner strength & being in touch with the flow of the universe from magic. Intelligence feels like a very under-utilised stat so I thought it would be good to build a class that can bring that strength to the party with Spout Lore & quick thinking. Also, I had a character in mind & I really like the idea of a young character who thinks he is very wise but actually has a low Wisdom stat (you remember being a teenager & thinking you know everything, right?).

I’m about to playtest this sheet in an upcoming campaign, starting in a couple of days. I’ve GM’d a couple of campaigns now & one of my players is stepping up to the plate so that I can actually experience being a PC. I’ve worked with him to get the “OK” to play this sheet so hopefully I’ve got the balance right & I won’t mop the floor with his monsters or outshine the other PCs too much.

This is the version I’m going to play but I’d still appreciate any comments since it’s my first custom class. If you’re going to steal from me, let me know what you liked & didn’t or if you do play this sheet, let me know how it goes.

https://drive.google.com/file/d/0B_nEHiZewWx_MmwyRUJUTFZfOG8/view?usp=sharing

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.

My first Compendium Class is for our Sylvan World game.

My first Compendium Class is for our Sylvan World game.

My first Compendium Class is for our Sylvan World game. It intends to establish a knightly code and flavor for characters wanting to protect the Woodland Realm.

Any comments?

Sylvan knight

When you make a vow to uphold the chivalric virtues and protect the forestland realm, this compendium class becomes available.

Starting move:

Knight of the Realm

When you take action protect someone or something, you gain +1 ongoing as long as your actions are virtuous and brave.

Advanced moves:

Champion of the Woods

The creatures and beasts of the wilderness feel kinship to you. Unless provoked they will always be friendly or neutral to you and your party.

Favour of the Wilds

If you are not wearing any armor, by concentrating for a moment, you may summon an armor of branches, leaves, stone and moss. Treat this as 2 armor.

Herbal Remedies

Whenever you make a camp or forage in the wilderness, you always gain poultices and herbs.

Spirit Sight

Gifted with the sight of the spirits, you always see through illusions and physical changes and may determine which creatures are from other Planes.

I’ve posted an update of some of the changes I’m making to my Helltamer compendium class here:…

I’ve posted an update of some of the changes I’m making to my Helltamer compendium class here:…

I’ve posted an update of some of the changes I’m making to my Helltamer compendium class here: http://vindexus.net/2017/03/28/corrupting-the-helltamer-binding-world-update-5/

I’m going to try out a system where the Helltamer tracks “corruption”. The spells that they get to cast scale with corruption, so more corruption = more powerful spells. However they’ll sometimes have to fight the powers of hell, and a higher corruption makes it harder and more dangerous.

http://vindexus.net/2017/03/28/corrupting-the-helltamer-binding-world-update-5/

Question for Victor Julio Hurtado or anyone familiar with Dwarfare Games Mage playbook:

Question for Victor Julio Hurtado or anyone familiar with Dwarfare Games Mage playbook:

Question for Victor Julio Hurtado or anyone familiar with Dwarfare Games Mage playbook:

I’m super confused about Ranks. Here’s what I understand:

You start with 3 ranks you can apply to any school you wish; on a level up you gain +1 Rank in a previously researched school.

You get a list of abilities for each school you’ve researched, and you can upgrade those using Rank – but it costs 3 Ranks to get there, and then that school is maxed out. So really, schools only have two sets of spell-lists; the ones you get when you start, and then the second set when you spend 3 rank.

However, you can only “spend” all 3 rank within a school at levels 6-10; before that you’re treading water, gaining rank.

Is that correct?

Let’s say I have a Mage that put all her Rank into Abjuration at the start, she couldn’t “spend” all 3 to become an Abjurer, and get the final spells list? She’d have to wait until level 6, right? Is this meant to encourage research into other schools?

Thanks

I am looking for three types of compendium classes that I hope others can help me find.

I am looking for three types of compendium classes that I hope others can help me find.

I am looking for three types of compendium classes that I hope others can help me find.

1. A noble

2 . A Con Artist

3. An escape artist

Goatkin compendium class

Goatkin compendium class

Goatkin compendium class

My Dungeon World group has been traversing the Three Faces of Penny Lantern’s Perilous Almanacs. In our game, the Goatkin elder was replaced by a diabolical witch known as the Mother, who is tied into the fiction generated by the players. She lived in the desecrated monastery, raising her goatkin children, biding their time until the planets collide when they would sweep down into the valleys and slake their thirst for chaos.

Thing is, the Bard made a pact with the Mother, and he grew horns. When the Mother was killed in an ensuing battle, the Bard’s player asked to reach further into the transformation and began chanting the incantation the Mother marked him with.

So, my idea of the compendium class is that it combines three ideas: The satyr-like lust for wine and revelry, the Billy Goats Gruff idea of being tough against trolls, and the diabolical spirit of the Baphomet. I’m thinking of adding two moves for each aspect.

Game night is tonight, and I’m working on it now. Feel free to comment, suggest moves, or heap your scorn upon it:

https://docs.google.com/document/d/10R3qns5PGMnoqr8dIED3kFXUxAcDGbiYA8Z4t3MnmmU/edit?usp=sharing

Thanks in advance for any ideas or feedback! I’ll try to post another comment when I’m wrapping it up.