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.