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The Hollow Knight XP :

a Dungeon World playbook (Next Level at 7+current level)

Name : Lvl :

Names : Alar, Babrè Bayan, Bonne-Garde, Chester, Dubán, Stats


Eight, Gidéon, Ino, Kagami, Kavacha, Khetaka, Treize, Assign these scores to your stats :

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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.

❏ Emissary of the Valley


When you enter a settlement for the first time and
CON CHA
announce yourself as an Emissary of the Valley, roll
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+CHA. On a 7-9, you are welcomed as it should be (according Constitution : Sick ❏ -1 Charisma : Scarred ❏ -1
to the customs of the location and its relations with the
Valley), and you must choose one of these options: max HP : max HP = 10 + Constitution
• Someone important here is hostile to the Valley.
• An Emissary of the Valley is already here, someone with HP :
whom you are on bad terms.
• You draw the malicious attention of a faction.
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On a 10+, you are welcomed as it should be (according to


the customs of the location and its relations with the Valley). Damages : D10
Besides, someone here is bringing you help.
Armor :
❏ Mercenary
You've got +1 when you parley with mercenaries,
soldiers or the military. Bonds
Sa

Alignment ❏ ______________'s attitude is strange and confusing.


❏ Good ❏ ______________ always puts himself in danger. I have to
Leave a place in a better condition than it was in when you protect him from himself.
arrived.
❏ ______________ makes me feel like I'm seeing someone
❏ Neutral from the distant past.
Defeat an enemy thanks to the aid from allies, or thanks to
the aid provided to allies. ❏ I crossed swords with ______________, and we still don't
know who the better fighter is.
❏ Lawful
Fulfill a promise to protect someone during a dangerous ❏ ______________'s faith seems to be tied to the faith I have
journey or situation. in my Creator.
Starting Moves
You have these three moves :

Abandoned by Your Creator Animated Armor


Replaces : Last Breath You are an animated suit of armor, a relic of an ancient
When you're dying, you find yourself before the heavenly divine war, abandoned on this world by your Creator. You
kingdom of your Creator (the GM will describe it). Roll no longer suffer hunger and thirst, but you feel the blows on
+Quest. your armor.
On a 12+, the Creator recognizes you as His own child and Physical healing and poisons have no effect on you. You
welcomes you into His kingdom, where you belong. Your learned how to repair yourself the suit of armor that is your
journey ends here, but you can refuse His proposal and body. You regain 1 HP for each half-hour you spend
instead get the same result as 10+, but from your Creator repairing and taking care of your suit of armour with your

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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 :

❏ A Port in the Storm


When you return to a civilized settlement you've
visited before, tell the GM when you were last here. They'll
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was previously entrusted to you, you will instead receive tell you how it's changed since then. Additionaly, at your
useful information (10+) or an incentive to act more quickly option, name a person you met here or something you left
and effectively (7-9). behind.

Examples of boons: ❏ Wide-Wanderer


• An unwavering sense of direction to _____________. You've traveled the wide world over. When you arrive
• Invulnerability to ___________ (e.g. edged weapons, fire, someplace, ask the GM about any important traditions,
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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).
Sa

• Piety (required: observance of daily holy services)


• Valor (forbidden: suffering an evil creature to live)
• Truth (forbidden: lies)
• Hospitality (required: comfort to those in need, no matter
who they are)

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)
Sa

Choose a weapon:
❏ Long Sword (close, +1 damage, 1 weight)
& Shield (+1 armor, 2 weight)
❏ Zweihänder (reach, +1 damage, two-handed, 2 weight)

Choose two options:


❏ Wrapped banner of a forgotten battalion (1 weight) GP
❏ Souvenir of the Divine War (0 weight)
describe it (jewelry, statuette, common object, trophy...)
❏ Armor Spikes (hand, 1 weight)
❏ Old map of a forgotten land (0 weight) (100 GP = 1 Weight)
❏ Your Creator's cult symbol (0 weight)
❏ Formal attire of the Valley (1 weight) Load

Max load (12+STR) :

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