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When two people are linked through more than mere acquaintance, one of you can take Grief, and both of you will gain its benefits, using the same bond. If you have Grief you can take another move from this list, but you cannot exceed the number of moves from this list that your partner has by more than 1.

 

All moves in this class are gained simultaneously so long as one of the partners devoted a move to it. However, both partners must ALTERNATE taking moves in this class in order to advance in it (partner 1 takes a move, then partner 2 takes the next move). If your Bond dies, remove all abilities from this Compendium Class. You do not get to re-choose other abilities; you knew the risks of companionship in such dark times!

Bonded

You have a supernatural sense of your partner's condition at all times. If they are ever in mortal danger, even if they themselves don't realize it, you will sense something is wrong; if they cry out your name in duress, you will hear distantly and be able to pinpoint the source if you are in the same zone, no matter what condition you are in. If you are not in the same zone, you will intuitively know which zone theyw ere in when they ran into trouble.
Choose one of the following bonds with your partner:

  • Battle Buddies:

When your Bond is at or below 1⁄2 health, and is in immediate danger, take +1 to all rolls against the source of that danger, and -1 to all rolls unrelated to attacking that danger, until the danger has been neutralized.

  • Blood:

Older- You’ve got their back, and set a good example. You gain +1 armor when taking a blow in defense of your younger relative, and +1 to all WIS Defy Danger and Saving Throw rolls while in their presence.
Younger- Your older relative has taught you well, and you imitate them as best you can. When in their presence, take +1 to defy danger and saving throws.

  • Lovers:

You know each other better than anyone else and can communicate easily with one another. Once per encounter, with a knowing nod, smile, or special signal, grant your Bond +1 forward when attempting a task with you. Your lover doesn't need to cry out your name in duress for you to hear it; they need only to think it.

 

Don’t Go Where I Can’t Follow

Requires: Bonded

When your Bond rolls for Last Gasp in your presence, they take +2; this stacks with other bonuses for Last Gasp.

 

Penny for Your Thoughts

Requires: Bonded

You know your bond well enough to predict what they are thinking. So long as you can see one another, once per encounter you can silently ask a question, and they may silently answer; if they wish not to answer they can make a Saving Throw (+WIS), but while you will know they have hidden something from you, they will not know you have tried to probe them.

 

Roshambo

Requires: Bonded

When you and your bond both spend time planning a course of action before an encounter, each of you roll 1d3. Whoever gets higher, wins, and their first move used in that encounter can't fail; a miss on that move counts as a 7. The loser takes +1 to their next Roshambo; they lose this bonus the next time they win a Roshambo.

We Get to Share It

Requires: Bonded

When you use the Defend move in defense of your bond, you can divide the damage any way you desire between the two of you and take +1 forward against their attacker.

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