These three Compendium Classes are going into the second Gears book. Each of these classes come from examples in the adventures themselves in a "see it then be it" way. Two things I'm really not sure about are the Artificer's Builder of Strange Things move and the Necromancer's Roll +Damage taken. With the Artificer it seems like it might be possible to build out of control (the GM price is meant to keep that from happening but is that enough?). The Necromancer's self damaging might be too far over the edge of what people expect from DW. Please, pull them apart and try to make me cry and then I'll do what I want anyway :)
Artificer:
When you have spent time tinkering and examining some piece of artifice you may take this move at your next level. (If you choose not to, you must fulfill the conditions again before having this option.)
Quick Fix: When you are faced with a broken piece of Artifice and determine to fix it name an item you posses. Destroying that item will allow you to repair the Artifice.
Once you’ve taken “Quick Fix”, the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.
Builder of Strange Things: When you want to craft a new piece of Artifice explain what it can do and what it looks like and the GM will tell you a price (maybe with some strings attached) and an amount of time. If accept that price and spend the time you get the piece of Artifice that you desired. If the Artifact you wish to build is an Artifact Creature you control it and choose it's stats from the list below:
• Damage 4, Intelligence 1, Armor 1, HP 10, Load 4
• Damage 8, Intelligence 2, Armor 0, HP 20, Load 0
• Damage 4, Intelligence 2, Armor 1, HP 10, Load 2
• Damage 8, Intelligence 1, Armor 2, HP 20, Load 0
For each point of Intelligence it can do these things independently:
Hunt, search, scout, guard, fight monsters, fight humanoids, perform, labor, travel
Always Tinkering: When you work on a piece of Artifice you have already built in an attempt to make it better the GM will tell you a price (maybe with some strings attached) if you pay it Roll +INT. On a 10+ hold 3, on a 7-9 hold 1, on a miss you have damaged your creation and it must be repaired before it is useful again. You may spend your hold, one-for-one, to do the following:
• Increase it's Damage +2
• Increase it's Armor +1
• Increase it's HP +5
• Increase it's Intelligence +1
• Increase it's Load +2
A Man of Machines: When you attempt to control a piece of Artifice that is under another's control Roll +INT. On a 10+ you are in complete control of the Artifice, on a 7-9 the Artifice does either it's damage or it's creators damage to you, on a miss is does either it's damage or it's creator's damage to you and is damaged beyond repair.
Templar:
When you have dedicated yourself to the cause of a deity and joined a holy order you may take this move when you level and have done something during the last level to forward the cause of your deity.
One of the Brotherhood: When you spend time consulting your god in prayer you will always know where the nearest encampment of followers of your deity reside.
Once you’ve taken “One of the Brotherhood”, the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.
The Armor of God: While wearing armor or a shield emblazoned with your Deities holy symbol add +1 to your armor.
Dedicated to the Cause: When you kill a creature that is in service to one of your deities enemies, mark experience.
The Sword of God: When you strike a creature that is in service to one of your deities enemies, deal +2 damage.
Necromancer:
When you spend time amongst the dead and undead coming to understand them you may take this move the next time you level. (If you choose not to, you must fulfill the conditions again before having this option.)
Call of the Dead: When you calm yourself and attempt to sense the dead Roll +WIS. On a hit you get a good sense of where the nearest dead or undead is. On a 10+ choose 1:
• You can tell if it is dead or undead
• You can tell how it died
• You get a sense of the bodies surroundings
On a miss you feel so strongly drawn to the body that you take -1 forward until you reach the body.
Once you’ve taken “Call of the Dead”, the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.
Masochist: When you intentionally injure yourself you can choose how much damage you inflict and a number of party members equal to that damage take +1 forward.
Control Undead: When you wound yourself in the presence of the undead Roll +Damage taken. On a hit, all of the unintelligent undead that are present immediately fall under your control and intelligent undead flea your presence until you heal the GM will tell you their stats. On a miss all of the undead present focus their attacks on you until dealt with.
Raise Undead: When you wound yourself and drop the blood over a dead body or bodies Roll + Damage taken, On a 10+ the undead rise and follow your commands. On a 7-9 the undead rise but are unresponsive until you wound yourself again in an attempt to Control Undead. On a miss the undead rise and want you dead to the exclusion of all others, they resist any attempt to control them. All undead have these stats:
Damage 4, Armor 1, HP 10, Load 2