[GP 1] The Compendium of Classes

Text: Creative Commons Attribution 3.0 Unported licence.

Artwork: The Man Who Lived, Wikimedia Commons, public domain (in USA).

The Compendium of Classes

The Bone Knight

A compendium class by Giovanni Lanza

When you collect several skeletons and form a suit of armor from them, then perform the Ritual of the Deathless to bind it to your flesh, you may take this move the next time you level.


You form a suit of armor made of bones that fuses to your flesh. This has 3 armor and 4 weight. In addition, undead treat you as one of their own.

If you have the move exoskeleton, these count as class moves for you; you can choose from them when you level up.

Skeletal Servitor

You animate a skeleton to serve you. Treat it as a hireling with one of the following skills:

  • Burglar 3

  • Protector 3

  • Warrior 3

Your servitor has no Loyalty or Cost. If it is ever destroyed, you can reanimate it in a couple of days.

Skeletal Entourage

Requires: Skeletal Servitor

You animate another skeleton servitor. Choose a different skill for this hireling.

On a Pale Horse

When you summon skeletal steeds for you and your companions and you ride them like devils through the wild, treat it as rolling 10+ on the trailblazer roll to Undertake a Perilous Journey.

Death Never Eats, Never Sleeps

Your link to the undead grants you vitality. When a move tells you to mark off a ration, ignore it. In addition, you are immune to sleep and can gain the benefits of making camp with a few hours spent mending your exoskeleton.

The Flatliner

A compendium class by Marshall Miller

When you intentionally draw your last breath, you may take this move the next time you level, if you survive.

Face of Death

Write an additional bond with Death; this bond can be resolved as usual if you so desire. Hereafter, when you write a new bond, you may write it with Death. When you take your last breath you roll +bond with Death.

After you have seen the face of Death, these count as class moves for you; you can choose from them when you level up.

Devil’s Advocate

When you hold a dying person in your arms, you too see what lies beyond the Black Gates of Death’s Kingdom and you may use your bond with them or with Death to aid or interfere as they take their last breath.

At the Crossroads

When you draw your last breath and roll a 10+, it’s not your time. Before you stabilize, you may offer Death a bargain on your own terms. Use your mortal coil as leverage when you parley.

Dead Eyes

When you discern realities, you can see as Death sees all things. In addition to the normal questions, you may also ask:

  • Whose time draws nigh?

  • Whose time has not yet come?

The Psychopomp

A compendium class by Parker D Hicks

When someone you love dies and you accept Death’s decisions as final, you may take this move the next time you level.

The End is Important in All Things

Death’s word is law. You no longer have access to the last breath special move.

When you die, your weapons and armor become relics of great power. Roll +nothing. ✴ On a 10+, all 3. ✴ On a 7–9, choose 2. ✴ On a miss, choose 1, but a great undead power will mark the relics for perversion and destruction (and the GM makes a move as normal).

  • The relic glows when undead are far or closer.

  • The relic burns undead flesh (grants +1 armor or +1 damage against undead)

  • The relic seeks unerringly to end undeath (grants +1 ongoing against undead)

If you have the move the end is important in all things, these count as class moves for you; you can choose from them when you level up.

Last Rites

When you have a few peaceful moments with a corpse, you can ensure it will never rise again.

Music of the Dead

When you strike the chimes to banish lost souls, roll +CHA. ✴ On a 10+, any undead in the area take 1d8 damage and are stunned as Death reaches back for them. ✴ On a 7–9, the chimes pull all who can hear them: undead take 1d6 damage and the living are shaken as a vision of Death (perhaps theirs?) flashes before their eyes.


Once per day, you may shut your eyes, approach the Gate, and call a spirit to its other side. If you have time and focus, you may call anyone you knew in life. If you are rushed or distracted (by the clash of swords, perhaps), you may only call on those who died near your present location. Any spirit you call will speak with you honestly, but you may only speak 27 syllables in the common tongue to it.

While you are communing, your body is empty and vulnerable. If you suffer any harm while communing, your séance is broken and you may not attempt another today.


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