Finally, I’m taking a look at the starting moves for the Seether, the chthonic shaman class chosen by my wife.
You are wise woman in touch with the dark energies of the earth. Through trance-like seething, you channel the mysteries of the deep, the ways of fire, and serpent magic.
You are able to focus your energies to make your touch red-hot. Extended contact can cause organic materials to combust.
You fall into a trance and send your fetch into the deep earth to find answers. On a 7+ you can ask a single question of the GM. Anything below 7, the denizens of the deep earth notice your presence.
When you are engaged in conflict with another, you can cause your body to tremble and shake with the movements of the serpent. You can choose to either quick strike for a +1 on Hack and Slash or whip out of harms way to defend for +1.
You know things from deep beneath the earth and gain +1 on all discern realities or spout lore moves when dealing with the underworld and things that grow there.
Wolf Feral Class
Thunder Priest Class
Here is a quick view of the Thunder Priest class chosen by the other son.
You are devoted to the warrior god thunder, Thor, and have learned to channel some of the natural powers of the storm.
You are a large presence, particularly when you have a full belly. People hang on your every word and feel compelled by your boisterous tales. When you attempt to discern realities or parley with others while eating and drinking, you get +1 on the roll.
Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll +TOUGH. 10+ choose 3 below. 7-9 choose 2.
- It doesn’t take a very long time
- Nothing of value is destroyed
- It is not too noisy
- You can fix without a lot of effort
When you touch a being with your hand, you can channel the thunder from inside to push them away from you.
You can charge a metal weapon with lighting to do an additional +1 damage.
Signs of Battle
When you attempt to discern realities when you come upon a scene where a battle has occurred, you gain +1
I borrowed the Bend Bars, Lift Gates move directly from the Fighter playbook. I’m not 100% sure if I am going to keep it the same. I’m curious if the multiple options would work well for the boys or not. It might be something that changes as we play the game. Flexibility will be key.
I gave this class two more investigative abilities because the play may lend itself to more combat and I want to give him other options.
Wolf Feral Class
A quick look at the wolf feral class, played by one of my sons.
When making a class playbook for them, I am cognizant to keep descriptions simple, but mindful to not dumb things down. Each class will have some core move which will assist them in either investigation or conflict resolution outside of combat.
Here are some of the starting moves for the class. I may add one or two more after I get some of the other classes set up.
You are a member of the Ulfhednar, an order of humans who can channel the powers of wolves. You wear a pelt that gives you the senses, reflexes, and ferocity of the wolf.
Your senses are those of a wolf. In particular, hearing and smell are much more sensitive than normal humans. Darkness does not hinder you, but loud noises and strong smells may make it difficult to focus.
When you try to bite someone or something, it is extremely painful. You can hold someone tightly with your iron jaws.
You can move silently and quickly like a wolf, covering large distances with preternatural speed.
When you follow the trail of a living being, you roll +CLEVER +1 On 7+ you are able to follow until conditions change. On 10+ you are able to gather information about your quarry.