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Expanded Adventurer 
Additional Compendium Classes for Dungeon World 
Designed by Trevor Murray & Ben Rosenbloom 
Dungeon World by Sage LaTorra & Adam Koebel 
 

The Ageless  2 

The Bloodmage  3 

The Celestial  4 

The Construct  5 

The Diamond  6 

The Geomancer  7 

The Hivemind  8 

The Hunter  9 

The Mutant  10 

The Revolutionary  11 

The Rider  12 

The Spy  13 

The Technomancer  14 

The Warchief  15 

The Wilder  16 

Expanded Adventurer is released under a Creative Commons Attribution CC-BY license 


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The Ageless 
COMPENDIUM CLASS
When you drink deep of the waters of life, the next time you level up you may choose this move:

☐ Timeless Body 
Your body no longer ages or deteriorates from natural causes, and you are filled with the world’s 
wisdom and age. You get a new stat called ROOTS which starts at +1. When you call upon your 
accumulated years and stability, you take +ROOTS forward to WIS or CON rolls. Then roll 
1d6. If the result is less than or equal to your ROOTS, you must give into your ancient nature, 
senility, tranquility, or patience. 
When you drink deep of a new spring of life, your ROOTS increases by 1. 
 
If you you have a Timeless Body the following moves count as class moves for you; you can choose
from them when you level up:
 
☐ Family Tree 
When you tap into your ancient lineage, you call forth the lingering souls of a number of your 
ancestors equal to your ROOTS who will give you their advice. 
 
☐ Old as the Hills 
When you sit down and while away the hours in a place of ancient history, the stones, trees, 
and dirt speaks to you of its history. 
 
☐ Thick Bark 
When you Defend, you may choose to gain armor equal to your ROOTS. Then roll 1d6. If the 
result is less than or equal to your ROOTS, you must give into your ancient nature, senility, 
tranquility, or patience. 
 
☐ Ancestral Recall 
When you Parley or Spout Lore with patience and plenty of time, take +ROOTS to the roll. 
 
☐ Sapsucker 
When you lay hands or roots on someone and absorb their years, roll+CON. On a hit, your 
ROOTS increases by 1. On a 10+ you drain their life and they take damage equal to your ROOTS 
and you heal that much. On a 7-9, they still take damage, but you retreat into your ancient nature 
and succumb to senility, tranquility, or peace.   

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The Bloodmage 
COMPENDIUM CLASS
When you write a magic spell in your own blood, the next time you level up you may choose this
move:

☐ Blood Magic 
When you first take this move, choose a spell from any class’s spell list of no greater level than your 
level+1. That spell lives in your blood. When you shed your own blood to release the spell within, 
take damage equal to the level of the spell and roll+CON. On a 10+ the the spell is successfully cast and you 
may cast the spell again later. On a 7-9 the spell is cast, but choose one: 
• You draw unwelcome attention or put yourself in a spot. The GM will tell you how. 
• The spell requires more of your blood - you take 1d6 extra damage. 
• After it is cast, your blood is weakened. You cannot cast the spell again until you Make Camp or Recover. 
 
If you you have cast Blood Magic, the following moves count as class moves for you; you can
choose from them when you level up:
 
☐ Blood Elemental 
When you shape blood into animate form, at least a liter or so, roll+INT. On a 7-9, you shape the 
blood into a creature at your command, which lasts for about an hour. Treat it as a character with access to 
the basic moves and a +1 in all stats and 1 HP. Its damage die is tied to the how much blood you used. On a 
10+, it has 1d4 additional traits. The blood can be yours or someone else’s, but it must be spilled first. 
Someone who has lost one liter of blood probably needs medical attention. Someone who has lost two 
liters is probably going to pass out and then die. 
• It’s talented. Give one stat a +2 modifier. 
• It’s durable. +2 HP for each level you have. 
• It’s powerful. +1 damage and it gains the forceful tag. 
• It’s intelligent, and capable of understanding complex commands. 
 
☐ Deep Cuts 
When you harm another with your magic, your magic opens wounds and cuts on your target, causing 
them to bleed. 
 
☐ Heart Stealer 
When you eat another creature’s heart, you learn all the spells that they knew in life, and can cast those 
spells with Blood Magic. 
 
☐ Exsanguinator 
When you call out to another’s still pumping blood, roll+INT. On a 7-9, you deal your damage to 
them, as their blood is pulled from their veins. On a 10+, you heal yourself for as much damage as you 
dealt, as you absorb their blood.   

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The Celestial 
COMPENDIUM CLASS
When you take the heart of a star and are made part of the Celestial Court, the next time you
level up you may choose this move:

☐ Celestial Mantle 
You rule over a fraction of the night sky. Give your constellation a name and add it to the star 
map. When you tap into your constellation’s power, you shed your body for a time and 
become a being of pure light. While in this form, you are difficult to look at, you you can teleport 
yourself to your constellation or the Celestial Court at will, and you can shoot light from your 
fingertips. When you shoot starlight at your foes, you can Volley with pure energy, but you 
can’t choose to reduce your ammo. You can instead choose to take 1d6 damage as your burn 
brighter to fire a salvo of starlight. 
 
If you you have donned your Celestial Mantle, the following moves count as class moves for
you; you can choose from them when you level up:
 
☐ Solar Empire 
You are at the service of the Monarch of the Sun. They grant you their solar power, but you and 
your court are expected to answer your monarch’s call. Whenever you assume your stellar 
form, you take +1 ongoing as long as you are in direct sunlight. 
 
☐ Nuclear Fission 
When you call upon celestial fire, it bursts forth at your command - deal your damage to 
everything in the immediate vicinity. 
 
☐ Polaris 
While you can see the stars, you are never lost. You know exactly where you are, and how to get 
to the nearest place of stellar significance. 
 
☐ Invisible Cities 
When you carefully align terrestrial features with the stars, you manifest some part of your 
court in the world. Thereafter, changes to the sky or earth are reflected in the other. 
 
☐ Astral Retainer 
You have a servant from the stars, an envoy from your court beholden to you. Treat them as a 
character with access to all the basic moves, a +1 modifier to each stat, and HP equal to your level. 
They follow you as long as you act in the interest of your court.   

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The Construct 
COMPENDIUM CLASS
When your flesh and blood is replaced, with metal, magic, or technology, the next time you
level up you may choose this move:

☐ Prosthetic Power 
Choose which part of you that was replaced: 
• Heart: +1 CON. The first time each day you would take your last breath, instead you heal 1d4 HP 
• Arm: +1 STR. Your new arm is unnaturally strong and is a weapon with hand and forceful. 
• Eye: +1 WIS. You can see in the dark, very far away, microscopically, and record what you see. 
• Legs: +1 DEX. You can jump incredibly high or run incredibly fast. 
• Brain: +1 INT. Mind-affecting spells and moves don’t have any effect on you. 
 
If you you have Prosthetic Power, the following moves count as class moves for you; you can
choose from them when you level up:
 
☐ Cyborg Manifesto 
When you attempt to overcome a limitation inherent to your biological or artificial nature 
choose one: 
● Affirm your humanity via your relationships; assert one of your bonds with another player 
and they must Aid you. 
● Move beyond sentiment and embrace your future; erase one of your bonds with another 
player and take +1 forward. 
● Commit to a new understanding of yourself as a unique being; write a new bond with your 
prosthetic, or replace a bond with your prosthetic to write a new one and mark XP. 
 
☐ Turing Complete 
You can talk to machines. When you would Defy Danger with CHA, you can choose INT instead. 
 
☐ Multitool 
Your prosthetic has surprising additional uses. You can use your prosthetic to replicate any hand 
tool (like a shovel, scissors, etc) or handheld weapon. 
 
☐ Iron Person 
Your prosthesis now covers more of your body. You have +1 armor and you choose an additional 
part from Prosthetic Power. 
 
☐ Self-Assembler 
You can construct other prosthetics, just like yours or slightly different, out of the right materials. 
The GM will tell you what you’ll need.   

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The Diamond 
COMPENDIUM CLASS
When you find a gemstone from the heavens and embrace its magnificent power, the next time
you level up you may choose this move:

☐ Gem Weapon 
The gemstone has embedded into a part of your body and has made you one with its energies. Your skin 
takes on a hue in the spectrum of the gemstone. You can summon a weapon of light from your gemstone 
as long as you aren’t suffering any conditions. Describe it below. Write 3 tags for your weapon, with no 
number value on any tag exceeding 2. 
• ________________________________________ 
• ________________________________________ 
• ________________________________________ 
You cannot vanquish an enemy with your Gem Weapon. Any creature you would reduce to 0 HP 
is instead reduced to 1 and is completely exhausted. 
 
If you you wield a Gem Weapon, the following moves count as class moves for you; you can
choose from them when you level up:
 
☐ Diamond Body 
Your entire body takes on the density and fortitude of crystallized stone. You gain 1 armor and are 
immune to nonmagical heat and cold. 
 
☐ Reflected Replication 
When you channel the light of your gemstone to create reflections of yourself, mark off one of 
your Gem Weapon’s tags and you create 1d4 reflections that overlap your person. When you would take 
damage that a reflection could take instead, roll 1d4. On a 3 or higher, a reflection is destroyed and you 
take no damage. Your Gem Weapon’s tags can be restored with a few hours of special care. 
 
☐ Radiant Form 
You can turn your body into a form of pure light. You shine away even magical darkness and creatures 
sensitive to radiance cannot bear your presence. After leaving this form, you can change aspects of your 
physical appearance. 
 
☐ FUSION 
When you connect deeply to someone you have a bond with, the two of you form a single character 
emblematic of your relationship. This lasts until either of you chooses to end it, or you disagree strongly 
with each other. Treat the new character as though it’s both yours and the other player’s - you’ll have to 
come to consensus to make any moves. In addition, while you are fused, the new character is large, has 
reach and any other tags appropriate to your relationship. Your Gem Weapon might change as well, and 
when you deal damage you use both fused characters’ damage dice.   

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The Geomancer 
COMPENDIUM CLASS 
When you bond with the primal magic that created the world, the next time you level up, you
may choose this move:

☐ Geomancy 
When you call out to the terrain around you to infuse you with magic roll+CON. On a 
10+, you get 3 hold. On a 7-9, 2 hold. On a 6-, 1 hold, in addition to whatever the GM says. Spend 
hold 1-for-1 to make a magical move connected to the terrain. When you spend or lose all your 
hold, the land exacts its price. When you leave the biome you are in, you lose all hold. 
 
If you you have Geomancy, the following moves count as class moves for you; you can choose
from them when you level up:
 
☐ Rain Man 
You can spend 1 hold from Geomancy to make the weather whatever you want. Large storms or 
other impressive weather effects might not take place immediately, but will roll in before long. 
 
☐ A Person For All Seasons 
While exposed to the elements, the season always counts as part of the terrain for the purposes 
of Geomancy - you can spend hold from Geomancy to make a magical move related to the season. 
 
☐ Terraform 
When you reshape the landscape to your whim, spend 1 Geomancy hold and roll+WIS. On a 
hit, tell the GM what you’ve changed about your immediate surrounds - mountains rise, rivers 
divert, oceans part. On a 7-9, the GM will introduce a dangerous and pressing complication that 
your changes bring about. 
 
☐ Elemental Attunement 
When you Spout Lore or Discern Realities about the environment or primal magic, on a hit 
the GM will also tell you what you notice or know about the subject that would be useful to you 
for wielding Geomancy - you take +1 forward to act on that answer. 

   

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The Hivemind
COMPENDIUM CLASS
When you are joined to a group of minds but retain your identity, the next time you level up you
may choose this move: 
 
☐ Assimilate 
When you reach out telepathically to subsume a weaker mind, roll+CHA. On a 10+, that 
creature is brought into the hive. On a 7-9 also, but choose one: 
• Their mind is broken. 
• They resist direct control. 
• You are made vulnerable to them. 
 
If you have the move Assimilate, the following moves count as class moves for you; you can
choose from them when you level up:

☐ The Swapper   
When you concentrate on one of the hive, you may swap bodies with that member of the 
Hivemind. You inhabit their body, and they yours. They must agree to the swap. 
 
☐ Might of the Masses 
When you call upon the might of the hive, roll+CHA. On a hit, you are invigorated, and gain 
hold equal to the number of members of the hive. Spend hold 1-for-1 to increase a roll by 1 (but 
not more than once per roll), cure a debility, or regain 1 hp. You lose all hold when your focus is 
broken, the hive is displeased or distracted, you otherwise lose connection On a 7-9, some of the 
hive enter your mind to help. On a miss, your body is not yours to command. 
 
☐ Mind Vector 
When you travel to a civilization the hive has never been before, roll+WIS. On a hit, you 
absorb the thoughts of the locals well enough to get along. On a 10+, you are also made aware of 
notable local figures who might be vulnerable. On a miss, you are met with hostility and fear, and 
everyone around is telepathically made aware of your presence. 
 
☐ Fractured Consciousness 
When you shatter yourself and inhabit several bodies at once, you can copy your mind into 
several weaker or willing minds. Each copy decreases your INT, WIS, and CHA by -1. Your copies 
are your characters - they use your stats and you say what they do. You can only create more 
copies so long as one of your INT, WIS, or CHA is +1 or greater. 
 
☐ Distributed Processing 
When you would take your last breath while connected to the hive, you may move your 
consciousness into the body of another member of the hive. You’ll have to share with that body’s 
original occupant.   

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The Hunter
COMPENDIUM CLASS
When you dedicate yourself to the eradication of a particular brand of enemy, the next time
you level up you may choose this move: 
 
☐ Favored Enemy 
Name the (type of) enemy that you are dedicated to defeating:  
• ____________________________________________ 
When you slay your Favored Enemy, mark XP and mark one Slain. You may spend x Slain to 
take +x forward on a roll involving your Favored Enemy. You can’t have more than 3 Slain at a 
time, and you can’t have a bonus to a roll greater than +4. 
 
If you have a Favored Enemy, the following moves count as class moves for you, and you can
choose them when you level up.
 
☐ Nowhere to Run 
When you run down your Favored Enemy, roll+CON. On a 10+, choose 2. On a 7-9 choose 1. 
• You don’t stray too far from your allies. 
• Your target doesn’t make it to favorable terrain. 
• You get the drop on them with an attack. 
 
☐ Nowhere to Hide 
When you search for your Favored Enemy in familiar terrain, roll+INT. On a 10+, you find 
fresh tracks, an active lair, or the enemy themself. On a 7-9, you find a clue to your enemy’s 
whereabouts, but they find a clue that you’re looking for them. 
 
☐ Nowhere to Live 
When you deal damage to your Favored Enemy, you deal additional damage equal to your 
Slain.  
 
☐ Endless Hatred 
You can hold up to 5 Slain, but you can’t spend more than 3 on a roll. 
 
☐ Monster Hunter World 
When you have the time, safety, and tools, you can turn the corpses of your favored enemies into 
weapons and armor. These items have additional tags from your enemies’ tags, the GM will tell 
you which.   

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The Mutant 
COMPENDIUM CLASS
When you are transformed into a genetically unstable creature, the next time you level up you
may choose this move:

☐ Forced Evolution 
You have 1 Mutation. When you manifest a beneficial trait, spend 1 Mutation and roll+CON. 
On a 10+, you grow or develop that trait. On a 7-9, it happens, but your body painfully contorts to 
make it happen - take damage equal to your level. When you consume living biomatter, you get 1 
Mutation. You can’t have more than 3 Mutation at one time, and you can’t have more than 3 
mutations at one time - if you’d take on a fourth mutation, choose which one you lose. 
 
If you you have Forced Evolution, the following moves count as class moves for you; you can
choose from them when you level up:
 
☐ Chestburster 
When you would take your last breath, if you have at least 1 Mutation, you can spend 1 
Mutation to instead have a little mutant burst forth from your body. You immediately die. Your 
mutant clone will develop to maturity in a few days. It’s you again, with all your moves and old 
level and stats, maybe a few changes. 
 
☐ Kafkaesque 
When you spend a week in uninterrupted sleep, you emerge from your cocoon a beautiful, 
terrible new thing. You can have 4 Mutation and 4 mutations at once 
 
☐ Survival of the Fittest 
When you roll a 12+, you may spend 1 Mutation to immediately manifest a trait, no roll required. 
 
☐ Progenitor 
Your mutations can blend animal, plant, fungus, or even alien dna (and qualities) if you’ve 
consumed the relevant biomatter.

   

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The Revolutionary  COMPENDIUM CLASS


When you take up the cause against tyrants and oppression, the next time you level up, you may
choose this move: 
 
☐ Let’s See Action 
When you incite sympathizers to join your cause, roll+CHA. On a 10+, you rally a small 
group of willing people to follow your lead to complete a specific task. On a 7-9, you’ll need to 
compromise with your group or take only a handful of true believers. 
 
If you you have the move Let’s See Action the following moves count as class moves for you; you
can choose from them when you level up:
 
☐ New World Order 
When you uproot an established authority, you and your followers take +1 ongoing to 
establish and protect the new community until a new authority is installed. 
 
☐ Breaker of Chains 
When you free someone from oppression or injustice, you may immediately roll to Recruit 
them. Your hirelings always accept liberating others as payment. 
 
☐ Fight Club 
When you and your revolutionaries fight the power, roll+CON. On a 10+, you get 3 hold. 
On a 7-9, 2 hold. On a 6-, you get 1 hold, in addition to whatever the GM says. While you’re in 
the fight with people to command, spend hold 1-for-1 to  
• Take something (the initiative, their position, a weapon)  
• Break something (their hold, their confidence, their institution) 
• Make something (an opening, an ally, a difference) 
 
☐ Champion of the Cause 
Whenever you roll a 12+, your victory moves the cause forward in a powerful, unexpected way. 
Work together with the GM to decide what it is.   

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The Rider 
COMPENDIUM CLASS
When you obtain a mount to ride into battle, the next time you level up, you may choose this
move:

☐ Born to Ride 
You have a mount. It has the tag fast and two other tags of your choice that describe it. When you 
use your mount’s special qualities to assist you in a roll, mark off which tag you’re using and 
take +1 to the roll. When you give your mount the care and attention it needs, it regains all 
of its tags. 
 
If you you are Born to Ride, the following moves count as class moves for you; you can choose
from them when you level up:
 
☐ Cavalier Attitude 
Your mount gains the tag armored. When you take damage while on your mount, you can 
mark off any tag to ignore the damage completely - your mount takes it instead. 
 
☐ Speed Racer 
When you use maximum speed to get somewhere before anyone else, roll+DEX. On a 10+, 
you’re there with time to spare - although perhaps not much. On a 7-9, your opponents are 
closing in or your mount is compromised in some way, your choice. If you mark off your mount’s 
fast tag, you can make this move as though you rolled a 10+. 
 
☐ Knight’s Best Friend 
Write a bond with your mount (even if it’s inanimate). When you put yourself in danger to 
keep your mount safe, hold 1. Spend hold to have your mount show up anywhere, just when 
you need it most. 
 
☐ Reconnaissance Rider 
When you Undertake a Perilous Journey and ride ahead, you take +1 to the roll and you can 
act as both the scout and trailblazer, using the same roll for both.   

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The Spy 
COMPENDIUM CLASS
When you are made the secret agent of some group or force, the next time you level up you may
choose this move:

☐ Gather Intelligence 
When you case a location for valuable information, roll+INT. On a 10+, you find the where 
the information is and remain undetected. On a 7-9, your intrusion has been detected, and 
someone is hot on your trail. 
 
If you you have the move Gather Intelligence the following moves count as class moves for you;
you can choose from them when you level up:
 
☐ Many Faces 
When you adopt a new identity, roll+CHA. On a 10+, most people will accept your new 
identity without any scrutiny. On a 7-9, you’ll be met with decent suspicion and must earn the 
trust of others. 
 
☐ Secret Dossier 
When you Spout Lore about a person of importance or power, on a hit, the GM will always 
tell you some secret of theirs you can use against them. 
 
☐ In-N-Out 
When you infiltrate a guarded location, you always find the secret way in - no one will know 
you’re there unless your actions reveal your presence. 
 
☐ Queue 
When you use adventurer’s gear, you can mark five uses to produce a device your HQ made just 
for the occasion, with the GM’s approval. 
 
☐ I Never Really Was On Your Side 
At any time you may remove yourself from the scene. You may reappear at any time, declaring 
which GM character you were disguised as, with the GM’s approval.   

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The Technomancer  COMPENDIUM CLASS


When you find or are chosen by an incredible technological device, the next time you level up,
you may choose this move:

☐ Technomagic 
Your device is capable of incredible things. It has 3 charges, which it regains at the rate of one per 
eight hours. If your device takes damage, it goes offline for 24 hours. When you manipulate a 
piece of technology, you may spend 1 charge to upgrade that object or automate its function. 
 
If you have Technomagic, these count as class moves for you; you can choose from them when you
level up:
 
☐ Light Show   
When you command your device to fire, spend 1 charge and it fires defensive 
countermeasures. These deal 1d10 damage. 
 
☐ Force Field 
When you or your device would take damage, you may spend 1 charge to create a forcefield 
and negate that damage.  
 
☐ Sufficiently Advanced Technology 
When you ask your device for a magic effect, spend 1 charge and roll+INT. On a 7-9, the GM 
tells you what spell your device casts to accomplish the effect you asked for. On a 10+, the effects 
are doubled. On a miss, your input must not have been specific enough. 
 
☐ Reconstitution 
When you command your device to fix something, spend 1 charge and your target is repaired 
or healed of 2d6 damage. 
 
☐ Industrial Revolution 
When you integrate your device into another machine, that machine is powerfully upgraded 
and gains a new function in line with your device’s properties. The GM will tell you the extent of 
the upgrade. Once the upgrade is complete, your device returns to you. 

   

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The Warchief 
COMPENDIUM CLASS
When you acquire a gang of violent, warlike minions, the next time you level up you may choose
this move:

☐ Gang Violence 
You have a gang, maybe fifteen grunts or so, ready to do violence at your command. It has these tags; 
small, savage, hungry. Give your gang a name, or don’t. 
Choose 2 strengths: 
• You’ve got about thirty gang members - average instead of small 
• Your gang knows how to behave - disciplined instead of savage 
• Your gang is nomadic, and travels light - add mobile 
• Your gang can take care of themselves - stable instead of hungry 
• Your gang is well protected - 1 armor 
• Your gang has access to arcane secrets - add magical 
Choose 1 vulnerability: 
• Your gang is loose-knit, and people come and go as they choose 
• Your gang is in significant debt to someone powerful 
• Your gang is filthy and unwell 
• Your gang is fraught with internal power struggles 
When you try to get your gang to do what you want, roll+STR. On a hit, they do it. On a 7-9, 
choose 1. 
• They do exactly as you say. 
• They don’t fight back. 
• You don’t have to make an example out of anyone. 
 
If you you’ve committed Gang Violence, the following moves count as class moves for you; you
can choose from them when you level up:
 

☐ Charismatic Leader 
You can command your gang with CHA, if you want. You get +1 when you Parley with your gang in 
the background. 
 

☐ Flamethrower Guitars Not Included 


Your gang acquires a mode of transportation of your choice. If they didn’t have mobile before, they do now. 
If they were already mobile, give your transport any other tag, with GM’s approval. 
 

☐ War Hero 
When you sate your gang’s appetite, or lead them to glorious, epic victory, change or add any one tag 
for your gang. 
 

☐ You Win or You Die 


Your gang is a recognized political power. When you request a power’s presence, roll+STR. On a 10+, 
they send a delegation with armed guards. On a 7-9, they show up in force.   

https://docs.google.com/document/d/18Bk0bhDfUhiDAXLo6QAm1J-X2Mug-Cll1B_9_OvIOTU/edit 15/16
A Compendium Class by Trevor Murray and Ben K Rosenbloom. CC-BY. Template designed by J.D. Lindsay 
16 
4/15/2019 Expanded Adventurer PDF Ready - Google Docs

The Wilder 
COMPENDIUM CLASS
When you swear to the spirit of the bestial wilds that you will protect the natural world, the
next time you level up you may choose this move:

☐ Wildling 
Your soul is sworn to the wilds. When you call out to a beast no stronger than you are, it answers, 
and will follow your commands until you call out to another. 
 
If you you are a Wildling, the following moves count as class moves for you; you can choose from
them when you level up:
 
☐ Uplift 
When you touch a willing beast, you may grant it intelligence. Decrease your INT, WIS, and 
CHA by 1 until you end this effect. The beast you touched is elevated to sapience and can 
communicate, if not in human tongue then by its actions. You can’t uplift more than one beast at a 
time. 
 
☐ Menagerie 
You can command up to three beasts at once. 
 
☐ Primal Beast 
You can call out to, communicate with, and command elementals and spirits of nature. In 
addition, when you channel the elements of nature through your bestial companion, 
choose an element. That beast manifests that element. 
 
☐ Soul Warden 
When a beast dies in your presence, you can keep that beast's soul. When you use a beast’s soul 
to empower yourself, release the soul, and you get +1 ongoing to the stat that beast embodies 
until the soul departs for the black gates. 
 

https://docs.google.com/document/d/18Bk0bhDfUhiDAXLo6QAm1J-X2Mug-Cll1B_9_OvIOTU/edit 16/16
A Compendium Class by Trevor Murray and Ben K Rosenbloom. CC-BY. Template designed by J.D. Lindsay 

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