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Post by broose on Jul 10, 2014 23:34:42 GMT
Compendium Classes
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Post by broose on Jul 11, 2014 0:26:37 GMT
Illusionist When you pay tribute to Miarma and gain access to her book of spells, you may choose the Silver Rites advanced move when you advance. From then on, you can choose any of the other moves in the class.
Silver Rites You gain access to the simplest of Miarma's spells. When you Make Camp, you can prepare one casting each of any of them. Their price in silver vanishes immediately. At any point, you may instantly release the prepared spell.
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Post by broose on Aug 18, 2014 5:49:30 GMT
Assassin When you carry out an order or contract to take someone's life, you gain access to the Perfect Crime advanced move. After taking it, you can choose any other move from the class.
Perfect Crime When you plan to assassinate someone, tell the GM your plan. They will tell you who you have to hire, what you have to buy, and what information you'll have to gather. If you fulfill these requirements, take +1 ongoing to all rolls as long as you stick to the plan.
Just an Accident When you kill a creature without a struggle, with no witnesses, you may choose not to leave behind any evidence.
Alternatively, you may choose to alter the crime scene and implicate another. Roll+INT: on a 10+, the evidence paints the person of your choosing as the murderer. On a 7-9, you'll have to use an object closely tied to that person to complete the deception.
Backup Plan With time, safety, and access to materials, you can convert any poison that isn't dangerous for you to use into a thrown weapon that explodes, releasing the poison as a gas.
Alternatively, you can choose to make a simple smoke bomb, which obscures vision.
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Post by broose on Sept 5, 2014 23:42:16 GMT
Bloodwarrior When you swear the sacred Irlan blood oath to a landed noble, you may choose the Martial Trance advanced move when you advance. From then on, you can choose any of the other moves in the class.
Martial Trance When surrounded by enemies, you may cut your oath scar back open (d6 damage, ignores armor) to gain 2 hold and enter a martial trance. For the rest of the battle, you may spend hold on the following actions: Fly into a rage, making your next attack effect every enemy in melee with you. Summon all of your strength, making your next attack forceful and +1d6 damage. Gracefully dodge or block an attack, negating the damage entirely.
Noble Cause When you speak truthfully about your mission and your intentions, take +1 forward to Parley with anyone who heard you.
Hold the Line When you are outnumbered, take +1 ongoing to Defend. In addition, any nearby allies take +1 forward when you successfully Defend.
Together We Ride When you Aid an ally with their attack, you may additionally roll your class damage to add to theirs.
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Post by broose on Sept 5, 2014 23:46:26 GMT
Monster Hunter When you slay a monster of legend, you may choose the You'll Make a Fine Pair of Boots advanced move when you advance. From then on, you can choose any of the other moves in the class.
You'll Make a Fine Pair of Boots After slaying a monster, with time and safety you may use part of its remains to craft a weapon, armor, or any other kind of equipment. Work with the GM to decide what tags and fictional effects the item should have, based on the monster being used.
Items crafted from weak monsters should be equal to or slightly better than what you might find in town. Legendary, or extremely powerful creatures, should yield items almost matching the power of magical enchantments.
But How Do They Taste With time and safety, you can create a set of rations from the remains of a slain monster. They weigh 1 and have 5 uses, and the GM will tell you another beneficial effect of eating them, based on the monster's powers.
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Post by broose on Dec 13, 2014 1:01:46 GMT
Sovereign When you become the ruler of a de facto independent land, all of the following moves become class moves for you, and may be taken at any level up.
Forth, and Fear No Darkness When you send a group of warriors under your command on a minor quest, roll+CHA. On a 10+, choose 3. On a 7-9, choose 2. On a 6 or less, you'll still choose 1, in addition to whatever the GM says. They succeed in your quest They make it back as quickly as possible Nobody catches wind of your plan They bring back a trophy of their victory, someone useful to you, or valuable knowledge, your choice
Noble Pursuits Choose one move from the Bard, Ranger, or Paladin classes. Treat your level as one lower for choosing the move.
Bring Me My Sword A squire from a minor house of nobles under your control joins you -- describe and name them. They are utterly devoted to you, and never question your orders. They start with three points you may allocate to any hireling skills you wish, and gain another after every level up and major victory.
Keep your little buddy safe. If they die, your next squire will have to start from the beginning.
Lend Me Your Ears When you give a grand speech to stir a crowd to action, describe a simple action you'd like them to take and roll+CHA. If they're your subjects, take +1. On a 10+, they do it with no problem. On a 7-9, they do it, but the crowd gets out of control -- the GM will describe how.
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