This week, David & Jason welcome Fraser Simons, Scott Selvidge, and Michael Barford to the show!
What happened here recently?
Scenic Dunnsmouth and taking ownership of a weird setting (00:20)
What should I be on the lookout for?
The Arcane Compendium (11:28)
What here is not what it appears to be?
What here is useful or valuable to me?
The Sundered compendium class (31:59)
The Monster Hunter compendium class (40:59)
The Compendium Class contest recap (49:29)
The Revenant compendium class (52:50)
by Michael Barford
When you have passed beyond the Black Gate with revenge still burning in your heart, erupt from your shallow grave and grasp vengeance.
You may take this move immediately upon your resurrection:
Spirit of Vengeance
You have lost your sense of identity but have been granted a supernatural endurance. Erase your character's name and add 10 to your total HP.
If you are the Spirit of Vengeance these count as class moves for you; you can choose from them when you level up:
Your soul is guided by a solitary purpose. Erase your character's alignment and race and add this question to the Discern Realities list: “What is the quickest route to revenge?” When you act on the answer, in addition to gaining +1 forward, mark XP.
Your allies only get in the way of your mission. When you roll a 6-, you may erase one of your character's bonds and treat the result as a 7-9.
Your appearance is twisted by your strong desire. When you Parley, you don't need leverage if you erase one description of your look.
The moment you have been waiting for is finally here. When vengeance is at hand, you may successfully acquire it. Nothing will stand in your way. Destroy your character sheet (preferably with fire) and describe with great relish how your character achieves ultimate vengeance. Keep in mind; sometimes the best revenge is a life well lived.
by Fraser Simons
Whensoever you do something or witness something that irrevocably alters your sense of self, you are forever changed, revealing your true nature.
Your memories come back in a torrent. They claw and scrape at your mind, gaining only partial leverage on your fragile psyche. For now.
What is clear is this: you are not one of them. You never were and may never be. You fell or through yourself from another existence into this one and, when this happened, you sundered your past from yourself.
Now that past wishes to become present. And as it does, who you are now is slowly being overridden.
Did you belong to another plane? Are you the ghost or reincarnation of someone, or something, past? Why and how did you come to be here, and how have you changed?
The mystery is yours to unravel.
At the start of session, roll+CON. On a 10+ the DM holds 2. On a 7-9, the DM holds 1. They may spend this hold 1for1 during a session in order to do one of the following. The DM can also opt to give any of this hold to any other player during the course of the session, but never you:
- Give you a fleeting memory from your past that gives you +1 or -1 forward, they choose.
- Tell you something your other self wants you to do or say, if you do it, mark XP.
- When you roll a miss, take temporary control over you as your other self.
You may then take the following moves:
Whenever you discern your reality, you may also tell everyone how the person or situation elicits a forgotten memory from who you used to be in an attempt to unravel the mystery of who or what you were before.
The first time you speak to someone earnestly about the events that sundered you, or what is currently happening to your sense of self, you may ask them any one question in regards to it, and they must answer truthfully.
When you reveal enough about your other self to know its nature, take any move advanced or otherwise from any class, so long as the DM and you pick it together.