During Bard Week I created six compendium classes of varying quality, each representing a different kind of performance. The concept was that the entry move should be a boost to Arcane Performance, and the rest should just be related to the type of performance, even if only vaguely.
The compendium classes are, in order of creation:
Formatting style is ruthlessly stolen from Tim Franzke, the guy who normally makes all the compendium classes. You should check his content out as well! You can find it here. Don’t forget to bookmark!
If you are going to use any of them in a game, or already does, then give me a message and tell me how it plays!
This is a Compendium Class I promised Tim Franzke on G+ to do a week or two ago. Sorry for the wait buddy!
The intend of this Compendium Class is to mimic Talrand, a merfolk “sky summoner” from the Magic: the Gathering card game:
Summoner of Sky and Sea
When you have received the blessing of The Water Wyrm, the next time you gain a level you can choose this move instead of a move from your class:
Serpents of the Sky
When you are in danger and call to the skies for aid, roll+INT. *On a hit , a Drake Hireling, with Warrior 1 and large enough to carry a rider, comes to your aid. *On a 10+, it has Warrior 2 instead. *On a miss you still get one in addition to whatever the GM says. They leave when their services are no longer needed.
After you have taken the Serpents of the Sky move, the following moves count as advanced class moves for you and may be taken upon level-up:
Trident of Salt
When you call upon the power of salt, a trident made entirely out of salt appears in your hand. It has reach. roll+INT. *On a 10+, choose 2 from the list below. *On a 7-9, choose 1.
- You avoid paying the price of the Sea.
- It deals +2 damage.
- It has the mystic tag.
When the trident leaves your hand, it crumbles and disappears.
The mystic tag means that you add your INT when rolling for Hack & Slash instead of STR.
Master of Tides
A fast, black frigate obeys your every command. You can call it forth in any larger body of salt water, and it will descent to the depths again at your whim. It needs no crew to operate, but it has a captain’s cabin and hammocks for 20 crew members. It also sports a cargo bay that can support 2000 weight of cargo. Once it descents, any remaining cargo is lost to the sea, along with all the unfortunate guests still on or below deck.
Release the Kraken
When you _take on the form of the octopus_, roll+INT. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says.
You gain all physical qualities of a giant octopus and gain the large tag, though your stats do not change. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form. You can spend your hold one for one to make the moves below:
- Pin someone down.
- Move something heavy.
- Spray ink.
- Hide with camouflage.
A not so long time ago, I played a one-shot where the players went through some sewers. I asked them where they wanted to go, and just said they arrived.
The game as a whole was pretty awesome, but that sewer thing just began bugging me afterwards. I think it would have been more fun to resolve with a custom move, so I’ve come up with one, just for kicks.
The sewers of Davenport
When you enter the sewers of Davenport, say where you want to go, and roll+INT. Take +1 if you have a map of the sewers. *On a 10+, you get there, no trouble. *On a 7-9, you get where you want to go, but choose two:
- You avoid getting attacked by the Sewer Lads gang on your way.
- You find your way before you have to Make Camp.
- You convince the guard to unlock the sewer grate for you without a bribe.
The first “minor consequence” for the 7-9 result comes from the fiction; there was a lot of gangs roaming the slums around town, from which there was easy access to the sewers. The third also comes from the fiction, because we had established that there were corrupt guards, guarding the entrances to the sewers, mainly to prevent people from sneaking in to the Noble’s District, which was under a lockdown. The middle option just “made sense” to me somehow, that the sewer was a maze to navigate.