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Name:: The Hollow Knight
Name:: The Hollow Knight
Name : Lvl :
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Valshamir, XM-314, Yoshimitsu 16 (+2) / 15 (+1) / 13 (+1) / 12 (+0) / 9 (+0) / 8 (-1)
Look
Voice : Distant, Spectral, Mechanical, Echoing STR INT
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Helm : Close, Grimacing, Finely-worked, Smooth
Armor : Gleaming, Damaged, Exotic, Classic Strength : Weak ❏ -1 Intelligence : Stunned ❏ -1
Aura : Cold, Glittering, Unreal, Ghostly
Background
❏ Errant Knight
DEX WIS
When you undertake a perilous journey, share your
Dexterity : Shaky ❏ -1 Wisdom : Confused ❏ -1
memories and advice to the other members of the party, and
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they gain +1 forward to undertake the journey.
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directly instead of His Senechal. Maintenance kit. You can't do nothing more during that
On a 10+, the Seneschal of your Creator gives you a quest time.
to accomplish. Choose 1 boon that is bestowed on you. You You always need rest for your mind. When you settle in
can choose a second boon, but the GM will then give you a to rest, if you don't take at least 6 hours of rest, you become
vow to maintain until the quest is completed. You then Weak, Sick or Confused until you rest again.
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come back to the material world, stabilized. If you refuse the Of course, you can't wear armour other than the one that
quest, you get the result of 6-. serves as your envelope nor be separated from it.
On a 7-9, same as 10+, but you don't get the first boon. You
can get the second one while taking a vow. Veteran of a Thousand Battles
On a 6-, your soul will soon leave your armor and be lost in When you consult your accumulated knowledge about
limbo. All that will remain of you is an inanimate suit of a military subject, a battle situation, or the Divine War,
armor. Enjoy these last moments as you join the material you can use WIS instead of INT. Anyone who acts on your
world one last time. knowledge takes +1 forward.
When you fulfill the quest that has been given to you,
earn +1 Quest.
When you break your vow while on a quest, earn
-1 Quest.
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If you're dying (again) without having fulfilled a quest that
Then choose one of these two moves :
enchantment, etc.). rituals, and so on, they'll tell you what you need to know.
• A mark of divine authority.
• Senses that pierce lies. My Creator
• A voice that transcends language.
Examples of vows:
• Honor (forbidden: cowardly tactics and tricks).
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Quest
Quest Boons
Vows
Advanced Moves (Level 2+)
❏ Charge! ❏ Secret Paths and Ways
When you lead the charge in battle, those who follow You know places in the wilderness where secret paths lie
you into the assault take +1 forward. unseen. When you travel by a way that is beyond the
mortal world, roll +WIS. On a 10+, it leads where you want
❏ A Suit of Armor That Has Seen worse it to. On a 7-9, you or the GM must choose a difficulty:
When you let your armor take all the damage inflicted • Others find the way who did not know of it before.
on you, it is completely absorbed, but the value of your • The journey takes much longer than it seems to.
armor is reduced by 1. This value is reduced each time you • The way is long and hard. Each person who takes it must
choose this option. You can't reduce the value of your armor consume a ration or mark the debility weak.
to zero. • You encounter some danger upon the road.
A blacksmith can repair your armor by working for several
❏ Blacksmith
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hours, restoring its value.
When you settle in to rest, you can use your resting time
❏ Staunch Defender to repair a point of armor from a damaged piece of
When you defend, you always get +1 hold, even on a miss. protection, and still regain a quarter of your hit points. If you
do nothing, rest allows you to regain half your hit points.
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❏ Orison for Guidance If you have access to a blacksmith's forge, you can restore
When you sacrifice something of value to your Creator any armor, including yours, to its original state within a few
and pray for guidance, He tells you what He would have hours.
you do. If you do it, mark experience.
❏ Seasoned Soldier
❏ Hobo Signs When you aid an ally in a fight, they take +2 forward
When you discern realities in the wilderness or when instead of +1 as well as +1d4 damage if they deal damage
you enter a settlement for the first time, also ask one of during this action. When a hireling aids you in a fight, you
those questions: e deal +1d4 damage.
• How could I be accepted by the people here?
• How could I best attract attention here? ❏ Magic Armor
• How could I gain access to what is secret here? Your armor radiates the magic of your Creator, which gives
• What here is a source of evil? you +1 armor.
• Where could I best hide around here?
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If you discern realities about a location, you may ask one of ❏ Magic Shield
these questions instead of one from the normal list. Requires: Magic Armor
Your shield is imbued with the magic of your Creator,
❏ Voice of Authority which gives you +1 armor, unless it is magic and that magic
Take +1 to order Hirelings. does not fit the magic of your armor (the GM will tell you).
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Gear
You start with:
Armor (2 armor, worn, 0 weight)
Adventuring Gear (5 uses, 1 weight), Uses: ❏ ❏ ❏ ❏ ❏
Maintenance Kit (metal polish, oil, pliers, hammer ...) (1 weight)
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Choose a weapon:
❏ Long Sword (close, +1 damage, 1 weight)
& Shield (+1 armor, 2 weight)
❏ Zweihänder (reach, +1 damage, two-handed, 2 weight)