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Hollow Knight: Into the Unknown

Normtrooper43

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1 Introduction
Welcome to Into the Unkown (ItU). This is a tabletop roleplaying game that attempts to provide a
framework for players to go on their own adventures in the world of Hollow Knight. A world of brave bugs
and perilous forces, of fallen kingdoms and rising heroes. ItU draws heavily on the original Hollow Knight
but of course, Hallow Nest is but one kingdom in a potentially vast world of bugs and their civilisations.
Players of this game should not feel limited to simply roleplaying within the lore and setting of Hollow
Knight. By all means, create your own kingdoms and worlds to explore. The rules within this booklet are
designed to allow you to create your own characters with a variety of skills and abilities.
ItU is so named because the world of Hollow Knight is described as quite vast, and yet we the players
still know very little about that wider world. So in a way, this game is about exploring the unknown. It’s
about inventing stories within a world we have all come to love and sharing those stories with each other.

2 Character Creation
Creating a character is a multiple step process that involves making a number of choices about how your
character will play mechanically in the game. The actual aesthetic for the character is really up to you,
and it does not influence the way your character will play.

2.1 Bug Types


The first choice a player needs to make is which type of bug they will play. Each type of bug comes with
pros and cons. While some types will be better mechanically for certain types of classes, there are no class
restrictions based on bug types.

1. Urbanite: Urbanites is a catch all term for bugs that have grown accustomed to living in cities or
settlements. Largely, these bugs have given up the trappings and struggles of living in the wilds, and
instead embraced the different struggle of urban life. While many of the bugs will still take up arms,
they do so with crafted weapons and armours, rather than claws and teeth.

(a) +1 to all Social checks when talking to other Urbanite bugs.


(b) Your character starts with an additional 100 Geo.

2. Mantis: The Mantis tribes are a collection of tribes that form under the leadership of powerful
warrirors. Insular and fiercely independent, the Mantis are considered semi-civilised. They do build
settlements, of a sorts, but are equally likely to take what they need from their more settled cousins.
Despite their reputations, Mantis can always be found in all corner of the world, lending their
ferocious claws to struggles worthy of their time.

(a) +1 to all Skill checks when fighting other non-Mantis characters.


(b) -1 to all Social checks, to a minimum of 1 die.

3. Snail: The Snail Tribes are a strange collection of reclusive individuals who are often associated
with magic. The truest extent of their powers is largely unknown to anyone outside their tribes, but
occasionally, a snail will be seen in the company of other bugs, most often to lend their arcane might
to causes both great and small.

(a) Can reroll 1 die when making checks that involve Soul.
(b) -1 to all Speed checks, to a minimum of 1 die.

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4. Moth: The Moth Tribes are rarely seen, even in comparison to the Snail Tribes. Some speculate they
were spawned by an ancient force but eventually turned from it, causing their decline. The truth of
the matter may be lost to history but there are still some moths left in the world who can bring their
strange abilities to bear.

(a) +1 to all Will checks.


(b) +1 to all Soul checks.
(c) -1 to all Speed checks, to a minimum of 1 die.
(d) -1 to all Skill checks, to a minimum of 1 die.

3 Statisticss
These are the statistics (stats for short) that describe every character in the game. When you are creating
a character, your character will be made by choosing how to spend a limited number of points on each
category. There are some restrictions that you have to abide by, but for the most part you can spend the
points as you wish.

1. Masks: Masks are the health system for ItU. Whenever a character takes a wound, they will lose
temporarily lose a mask. If your character loses all of their masks, they will enter into a wounded
state, where the next wound will be fatal. If that happens, you may have to roll a new character.
Your character can regain their lost masks through a variety of methods including items, spells or
environmental effects. By default, all characters come with 2 masks.

2. Skill: Skill is a measure of your character’s skill at arms with a wide variety of weapons. The more
Skill you have, the more likely you will be able to hit your opponents. The value listed represents
a number of d6 dice that are used when making attacks (a skill check). Certain weapons will have
requirements for their usage and you should refer to the weapons section.

3. Charm: Charm is a measure of your character’s ability to talk to others and influence them. While
combat is a part of the game, ItU is also about the social experience of adventuring and characters
who are bad at communicating with others, will find themselves with few friends in the dangerous
world. The value listed represents a number of d6 dice that are used when making skill checks.

4. Intellect: Intellect is a measure of your character’s ability to reason about the world and perform
complicated tasks. Most bugs that the players create are possessed of some degree of intellect, but
far fewer bugs are capable of performing truly complicated tasks like engineering or magic. The value
listed represents a number of d6 dice that are used when making skill checks.

5. Will: Will is a measure of how strong the character’s internal drive is. Many bugs live rather placid
lives (even those that live by their nails) and few are strong willed. Will therefore represents the
internal strength that allows a bug to stay true their convictions. The value listed represents a
number of d6 dice that are used when making skill checks.

6. Soul: Soul is a magical energy that pervades all living bugs. While most bugs will never use or even
understand their Soul energy, a rare few with magical affinity can harness it to cast all manner of
fantastic spells and abilities. Soul in the game is represented as d6 pool that can be drained or grown
based on the actions of the character. It is used to cast spells. By default, all characters start with
0.

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7. Speed: Speed represents the mobility of a character as well as their physical prowess in terms of
jumping or climbing. While it most refers to their legs (2 or otherwise) some characters can gain the
ability to fly and move faster. Speed is also used in determining a character’s initiative in combat.
The value listed represents a number of d6 dice that are used when making skill checks.

8. Armour: Armour represents the capacity of a character to resist damage. It does not necessarily only
refer to forged protection but can also refer to the natural strength of their shell or other protections
as well. The value listed represents a number of d6 dice that are used when making skill checks. A
character may only one type of armour at a time and at most, use one weapon and a shield. Certain
weapons preclude the use of a shield at the same time.

A new character starts with 5 points. They can spend these points as they wish in the Skill, Charm,
Intellect, Will or Speed.

3.1 Stat Checks


The primary mechanism of the game is the stat check. While ItU is a game about roleplaying, and you
should be encouraged to roleplay as much as possible, ultimately the skill check is what decides whether
your ideas succeed or fail.
The basic mechanism of a stat check is to tally the amount of d6 dice indicated by the stat being
checked. The d6 will be rolled and each die with a value of 4+ counts as a success. Rolls of 1-3 count as
failures.
There are two types of stat checks: opposed and unopposed. The former involves two parties rolling
the appropriate number of dice and comparing the number of successes. The winner of the stat check is
the one who has the most successes. Ties will favour the person initiating the check.
The latter type involves rolling the appropriate amount of dice and simply trying to better a given
number of successes. Unless otherwise stated, a stat check can only be attempted once.
The type of stat used for the check will be given when making the check but sometimes a player will
have the freedom to choose their preferred stat. Modifiers may be applied that change the nature of the
check in some way but the basic format is largely unchanged.

4 Proficiencies and Abilities


Beyond a character’s base stats are their abilities and proficiencies. The former refers to specific capacities
that a character can do that they would not normally be able to do otherwise whereas the latter refers to
learned capacities (more often relating to weapons and tools) that a character can learn. While there is
a general list, many of these are specific to the character classes. Proficiencies and abilities that pertain
to the prestige classes will be detailed there. When levelling up, a character can choose to learn anything
listed here that they do not previously know. If there are requirements that must be met, they will be
detailed in the entry.

4.1 General Proficiencies


1. Small Shield: Able to use a small shield.

2. Nail: Able to use a nail.

3. Staff: Able to use a staff.

4. Dagger: Able to use a dagger.

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5. Claw: Able to use claws.
6. Climbing: +1 to Speed when climbing surfaces.
7. Navigate: +1 to Intellect when trying to determine directions.
8. Swimming: Able to survive swimming in non-toxic water.

4.2 Warrior
4.2.1 Warrior Abilities
1. Shield Bash: Pass an opposed skill stat check to stun an enemy in combat, reducing their initiative
by half.

4.2.2 Warrior Proficiencies


1. Large Shield: Able to use a large shield.
2. Hardened Shell: Able to wear Hardened Shell. Only one armour set may be worn at a time.
3. Nail Lance: Able to use a nail lance.

4.3 Seeker Abilities


1. Barter: Pass a Charm stat check to reduce merchant prices by 10%.
2. Dark Senses: +1 to Skill when fighting enemies in low-light conditions.

4.3.1 Seeker Proficiencies


1. Pinblade: Able to use a pinblade.
2. Advanced Swimming: Able to survive swimming in toxic water.

4.4 Shaman
4.4.1 Shaman Abilities
1. Make Potion: Pass an Intellect stat check to fabricate a potion from gathered ingredients.
2. Sense Life: Pass a Will stat check to sense if there are nearby creatures.
3. Channel Energy: In combat, pass a Will stat check to restore all lost Soul.

4.4.2 Shaman Proficiencies


1. Pinblade: Able to use a pinblade.

4.5 Outcast
4.5.1 Outcast Abilities
1. Zealous: +1 d6 to Skill when attacking enemies who are not also outcasts.
2. Second Wind: When reduced to 0 Masks, gain 1 free mask instantly. This only happens once per
combat.

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4.5.2 Outcast Proficiencies
1. Survival: Grants +1 d6 when taking Will stat checks to resist negative effects of being in the wilds.
2. Advanced Survival: It replaces Survival. Grants +2 d6 when taking Will stat checks to resist negative
effects of being in the wilds.

5 Classes
ItU makes use of a class based system. The player’s class determines a lot of their abilities, and future
capacities in terms of what they can develop into as their character levels up. There are 4 basic classes
that a player can choose from when creating a character.
Each class has a choice of a prestige class that a player will unlock when they reach level 5. This will
be explained in its own section.

5.1 Warrior
Warriors are the backbone of the great armies of the many bug kingdoms. Armed with little more than
basic weapons and armour, most will die and be thrown into unmarked graves. Some, however, will
eventually rise to become great heroes.
A warrior has the following:
1. Nail Proficiency
2. Small Shield Proficiency
3. Simple Shell Proficiencys

5.2 Shaman
Shamans are the rare bugs who have some understanding of the hidden magics of the world. Most will
be practitioners of rituals and rites customary to their tribes but some might be enrolled in formalised
academies in the larger cities. While their powers may be basic, they may grow into the great mystics of
the world.
A shaman has the following:
1. Staff Proficiency
2. Soul Value of 2.
3. They may choose 2 spells from the General Spell list.

5.3 Seeker
Seekers are bugs who are not content to merely toil from day to day in their simple lives. They are driven
by an intense curiosity about the world and yearn to see what lies beyond the gates of their villages. Most
will perish in the dark corners of the world, but those that survive become masters of the lands, and privy
to secrets few will ever know.
A seeker has the following:
1. Nail Proficiency
2. Climbing Proficiency
3. Navigate Proficiency

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5.4 Outcast
Outcasts are bugs who have been exiled, willingly or otherwise, from their previous society. It may be
because they be members of a strange cult, followers of a dark entity or just yearn for the simplicity of the
wilds. Few will do more than disappear into the shadows of the world, but those that do not, may become
powerful scions of a new world.
An outcast has the following:

1. Claw Proficiency

2. Zealous Ability

3. Survival Proficiency

6 Combat
This section describes how combat in ItU works. The combat system itself is designed to be fairly straight-
forward but players are encouraged to add additional complexity if they feel it appropriate.

6.1 Combat Basics


ItU is primarily a game played in the theater of the mind. This term simply means that the GM will
describe the world to the players and hard requirements for miniatures, maps etc are not needed. If you
prefer, you are more than welcome to include those elements but by reducing the requirements on the
players to start playing, I find this makes it more likely that people will have an easier time playing the
game.
Combat, therefore is represented by two sides. The players and the enemies both form into a side,
combat consists each character (enemy or player) taking a turn in an order determined by an initiative
order. When it is a character’s turn, they may do an attack on the enemy, use an ability or stat, cast a spell
or guard against the enemy. We assume that the characters can always move if necessary to accomplish
their attacks. If they cannot, for some reason such as distance, the GM will indicate that and what the
players could do.

6.2 Initiative
Initiative represents the quickness of a character’s responses in combat and their presence of mind to take
advantage of the battlefield’s conditions. When a combat starts, each character needs to take an initiative
roll. To determine your initiative value, roll all of the D6 indicated by your Speed stat and add the values
on each of the dice. This is your initiative order. If there are any ties with other characters, keep rolling
dice until the tie breaks.

6.3 Attacks
A character can attack any eligible enemy unit. Each character can, unless otherwise stated, make only
one attack for their turn. Select your target and you will take a stat check with the Skill stat. Once you
have selected a valid target, the enemy then has to choose their response. Only one response can be made
per attack.

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6.4 Responding to Attacks
Once an opponent has been targeted, they have two options for responding to the attack. The first is to
attempt to dodge the attack. The second is to attempt to absorb the attack with armour. This is referred
to as the active or passive defense respectively.
In the case of the active defence, you will take a stat check with your Speed stat and will succeed at
the check if you get more successes than the opponent, regardless of the amount of dice rolled. If you
succeed at the check, your character takes no damage as they evade the strike successfully. If they fail,
they will take damage. Furthermore, the amount of dice that you roll for the Speed stat check, is the
amount that your initiative value goes down by. This represents your character dashing or dodging or
otherwise evading the strikes of your opponent. Doing this diminishes the attention you can spend on the
battle and attacking your enemies.
With the passive defence, you will take a stat check with the Armour stat. You will succeed at the
check if you get more successes than the opponent, regardless of the amount of dice rolled. If you succeed
at the check, your character takes no damage as they evade the strike successfully. If they fail, they will
take damage. If the attack fails, the attacker loses 1 initiative. This represents them losing momentum
after a failed strike.

6.5 Damage
Every weapon has a damage stat listed for it. This is the number of D6 that need to be rolled to deal
damage. Each success removes 1 mask from the enemy. Rolls of a 1 do no damage at all. It is possible to
strike an enemy but still do superficial damage and this is what that represents. Rolls of a 6 do 2 masks
of damage to represent a critical hit. If a target is reduced to 0 masks, they enter into a wound state and
the next mask removed will kill them.

7 Spells
Provided a character has a Soul stat greater than 0, they are eligible to cast spells. While most characters
who can cast spells will be of the Shaman class, but it is theoretically possible for a character to develop
their Soul stat outside of the conventional channels. However, it is not enough to have a Soul stat. The
character also needs to know spells.

7.1 Casting
To cast a spell, you take a stat check with the Soul stat. Tally the number of successes that you get, and
if that value is greater than or equal to the required value for the spell, the spell is cast. Otherwise the
spell fails. Note that any rolls of a 1 result in temporarily losing 1 Soul. This does not affect the stat
permanently but represents the character burning through their Soul reserve in an unsustainable way.

7.2 Recovering Soul


The general way to recover Soul is by resting. Whenever the party takes a rest, as indicated by the GM,
all Soul is fully recovered. Other ways to recover soul will be detailed in their specific sections.

7.3 Spell List


Below is a list of spells that a character can learn. Learning a spell can be done in the same way as buying
stat increases or abilities when leveling. Some spells, called General Spells, are always available to learn.

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Other spells are specifically linked to their respective classes and can only be learned by a character of
that class. The casting value is given by the square brackets.

7.3.1 General Spells


1. Lumen Lamp[2]: Create a temporary lamp that allows the character to see in the dark. It will expire
within 1 hour of game time.

2. Fey Wings[4]: Allow the character to temporarily jump much higher than normal. They gain

3. Winter’s Embrace[3]: Choose a target and deal 1 mask of damage to them. If they survive the attack,
they lose d3 initiative.

4. Bolt [6]: Choose a target and deal d3 masks of damage to them.

5. Vine Guard[2]: Choose a friendly character and give them +1 to their Armour Stat.

6. Heal[2]: Choose a friendly character and restore 1 mask to them.

7.3.2 Scholar Spells


1. Shield[3]: Choose a friendly character and give them +2 to their Armour Stat.

2. Battle Aura[4]: Choose a friendly character and give them +1 to their initiative or +1 to their Skill
Stat.

3. Flare[5]: Create a large flash of light. Enemy characters must roll 5+ on a d6 to avoid losing 2
initiative.

4. Blazing Heart[6]: Choose a target and deal 3 masks of damage to them.

5. Create Illusion[7]: Create an illusory version of the character. Enemy characters must pass an
Intellect stat check in order to attack the caster. If the check is failed, the illusion is attacked and
the attacker loses d6 initiative. The illusion is dispelled then. If the attack fails, then the illusion
remains in play until the caster casts another spell or performs an attack.

7.3.3 Sage Spells


1. Entangle[3]: Choose a target enemy character. This unit loses 2 initiative. On a roll of 5+, the
character takes 1 mask of damage.

2. Life Seal[4]: Choose a friendly character to benefit from the Life Seal. If this character takes any
damage, the caster suffers the damage instead. The Life Seal is then removed.

3. Root Mind[4]: This character gains 2 d6 on Intellect stat checks when in an environ that contains
plant life.

4. Purify[5]: This spell can be used in combat to remove a negative status effect on a friendly character.
Out of combat, this spell can be used to remove types of corruption from items or areas depending
on the discretion of the GM.

5. Life Ward[6]: Choose a friendly character to benefit from the Life Ward. If this character takes any
damage, the damage is negated in its entirety. The Life Seal is then removed.

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7.3.4 Soul Warrior Spells
1. Teleport[4]: Out of combat, this character can teleport themselves a short distance within line of
sight on a successful cast. In combat, this character gains D6 initiative.

2. Soul Orb[5]: Choose a target and deal 1 mask of damage to them. Gain 1 Soul on successful cast if
the target character is killed. This is temporary and will be lost when the combat ends.

7.3.5 Voidborne Spells


1. Void Tendril[5]: When cast, this unit gains the weapon Void Tendril. It causes 2 masks of damage
on a successful hit.

2. Abyssal Terror[6]: When cast, all enemy characters in combat must pass a Will stat check or lose d3
initiative.

3. Shadow Form[7]: When cast, the character gains the following profile. This will last until the end of
the combat. Every character must pass a Will stat check or lose D3 initiative.

7.3.6 Cultist Spells


1. Beguiling Song[4]: Outside of combat, this character can reroll a Charm stat check against a target
of the song.

8 Equipment
This section details the various pieces of equipment that exist in the game. When you are building your
character, you start with 500 Geo. You can spend it however you want to, provided you have the funds
and meet the requirements for the items. This is not an exhaustive list of every possible item and you
should always consult with your DM about adding custom items.

8.1 Weapons
1. Claws: Damage 1. Requires Claw Proficiency. You cannot be disarmed of this weapon. Cost: 0 Geo.

2. Nail: Damage 1. Requires Nail Proficiency. Cost: 50 Geo.

3. Staff: Damage 1. +1 Intellect when taking the appropriate stat check. Requires Staff Proficiency.
Cost: 100 Geo.

4. Superior Nail: Damage 1. Requires Nail Proficiency. +1 to your Skill stat when attacking with this
weapon. Cost: 500 Geo.

5. Great Nail: Damage 2. Requires Great Nail Proficiency. Cost 750 Geo. -1 to your Skill stat when
attacking with this weapon. Cannot benefit from a shield while using.

6. Nail Lance: Damage 1. Requires Nail Lance Proficiency. Cost 800 Geo. You can suffer -1 to your
Skill stat when attacking to increase the damage to 2. Cannot benefit from a shield while using.

7. Pinblade: Damage 2. Requires Pinblade Proficiency. Cost 1000 Geo. +1 to your Skill stat when
using this weapon.

8. Nail Cleaver: Damage 3. Requires Nail Cleaver Proficiency. Cost 1500 Geo. -2 to your Skill stat
when attacking with this weapon. Cannot benefit from a shield while using.

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9. Dagger: Damage 1. Cost: 10 Geo. If the target is unaware of the attack (Eg. they are attacked
before combat formally starts) , a critical hit is scored on a roll of 4+.

8.2 Armour
1. Simple Shell: +2 to Armour Stat. Requires Simple Shell Proficiency. Cost: 125 Geo.

2. Hardened Armour: +5 to Armour Stat. -2 to Speed Stat. Requires Hardened Armour Proficiency.
Cost: 800 Geo.

3. Heirloom Plate: +9 to Armour Stat. -4 to Speed Stat. Requires Heirloom Plate Proficiency. Cost:
2000 Geo.

8.3 Items
1. Lantern: Grants limited vision in very dark environs. Cost 50 Geo.

2. Additional Pouches: Increase storage capacity +1 per pouch. Cost 15 Geo.

3. Quill and Ink: Can be used to record information. Cost 25 Geo.

4. Mining Tools: Can be used to mine for Ore. Requires a successful Skill check. Cost 30 Geo.

5. Small Shield: +1 to Armour Stat. Requires Small Shield Proficiency. Cost 75 Geo.

6. Large Shield: +3 to Armour Stat. -1 to Speed Stat. Requires Large Shield Proficiency. Cost 250
Geo.

7. Great Shield: +5 to Armour Stat. -3 to Speed Stat. Requires Great Shield Proficiency. Cost 500
Geo.

8. Travelling Cloak: +1 when taking stat checks to resist the effects of a harsh environment. Cost 100
Geo.

9 Final Touches
So now your character is almost finished. The only thing left to do is decide on your character’s looks,
name and background. Once that is complete, your character will be ready to go out adventuring.

10 Character Levelling
ItU makes use of a milestone based levelling system. What this means is that your characters do not need
to track every experience point. Rather, the GM will mark major achievements of your party’s campaign
progress by awarding you a level up. When you level up, your character will get 3 more points to spend
on improving your stats or purchase new proficiencies and abilities whose cost and requirements will be
listed on the specific item.
You can also increase both your Soul and Mask, but it costs 2 points to increase either by 1. The other
stats will increase by 1 for each point you spend. The current maximum level cap is 10, however this is
not a hard requirement. Players are free to continue leveling as they see fit.

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11 Prestige Classes
The prestige class represents the player character starting down a path of mastery that will greatly expand
their power and abilities. Prestige classes represent the great pinacle of what each base class can achieve
but every prestige class has pros and cons.
A player does not necessarily need to take a prestige class when they reach level 5 but it is recommended
if they want to unlock additional options, skills and abilities for their character.

11.1 Warrior
These are the 3 prestige classes for the warrior class.

11.1.1 Gladiator
Some bugs crave the adoration and thrill of gladitorial combat. The Colusseum of Fools is one such place
near the Kingdom of the Pale King. Bugs of all sorts flock to the bloody fighting pits and arenas and few
ever leave. Those that do, emerge with a plethora of combat skills and training. Gladiators in particular
specialise in fighting multiple options with a variety of special and sometimes exotic weapons. If it can
kill, a Gladiator has used it on some unfortunate bug.

11.1.2 Defender
Most of the kingdoms of the world will have companies of knights that serve the shields for their kingdom.
The Defender is a bug who has taken this literally. Training extensively with increasingly heavy armour,
these bugs are possessed of a tremendous strength and stamina to suffer any harm in defence of what they
care about. Defenders are defensive specialists who wear specialised armour that greatly protects them.
While they do generally less damage, they also have a number of support abilities to maximise their staying
power.

11.1.3 Nailmaster
While most bugs who fight will use nails, very few ever come close to mastery of the weapon and its many
complexities. Those rare bugs who do, are referred to as Nailmasters. Choosing one weapon to master
in their life, Nailmasters are often reclusive, studying in remote parts of the world and taking few if any
students to further their craft. In combat, the Nailmaster is a whirlwind of motion and an economy of
efficiency, striking as they need to and parrying the strikes of lesser foes. The Nailmaster focuses on seeking
out and dueling the greatest champions in single combat.

11.2 Shaman
There are 3 prestige classes for the Shaman:

11.2.1 Sage
Most magic users recognise that harmony with the natural world is the key to mastering the use of magic.
As a result, the most wise and learned of bugs will walk the path of the Sage. Typically patient, a Sage
will master powerful use of Soul to cast spells designed to protect or heal the damage in the world, be it
body or brain. Whilst their combat prowess is somewhat diminished, few foes would ever get on the wrong
side of a Sage.

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11.2.2 Scholar
All mystics must be curious about the nature of the world. Scholars, by virtue of their persistence, are able
to spend their time secluded in towers and academies actually pondering the question. Many will rarely
get more than headscratching, but the most promising students will often find their powers bolstered by
arcane experiments. This comes at a heavy price, but few can stand against a Scholar if their ire is roused.

11.2.3 Soul Warrior


It is rare to find a scholarly bug who places much stock in the martial arts. Soul Warriors are the exception.
Equally dedicated to the art of the pinblade and mastering a combat focused magic. This makes them
tremendous, although rare foes, for few bugs are capable of learning both. Soul Warriors represent a
compromise with more martial prowess than their peers, but a limit to their magical power.

11.3 Seeker
There are 3 prestige classes for the Seeker:

11.3.1 Cartographer
After enough wandering, some Seekers realise that there is profit to be had in their wandering through the
world. Rather than absently wandering, they will take up the quill and parchment and construct extensive
maps of the places they visit, and find success in selling them to others. Map making is a dangerous game,
and any good cartographer will carry many items and aides to help them chart the unknown.

11.3.2 Thief
For some seekers, the ultimate curiosity is to be found in the lockboxes and safes of wealthy bugs. These
bugs spend their days wandering the cities (and sometimes ruins) of the world, learning to unlock and
extract the wealth of others. This is a dangerous game, and they play it well but most of their skills lie in
avoiding fights in the first place.

11.3.3 Wanderer
For some seekers, the thrill of adventure never really dies down. Rather than commit to a single path,
a Wanderer will pick up a wide variety of skills in both cities and the wild, that allow them to continue
their lifestyle. While it is hardly glamorous, many a kingdom has been saved by the nail of Wanderer just
passing through onto some other adventure.

11.4 Outcast
There are 3 prestige classes for the Outcast:

11.4.1 Wildblood
Most urban bugs deride those bugs who shun civilisation. The Wildbloods, however, feel the urban bugs
are docile and weak. They congregate in wild places, shunning even the use of nails, preferring their own
claws and talons. Wildbloods are ill at ease in the cities of the world, but they are masters the wilds, and
will defend their homes with ferocious vigour.

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11.4.2 Cultist
Religion is not an alien concept to the many kingdoms of the world, but there are still stranger cults
and beliefs that some may find. These cultists gather in furtive meetings, and practice their dark rituals.
This can grant them a tremendous power, but always a price as the Cultist finds that their patron makes
increasingly tougher demands on them. It matters little to the Cultist as they have long forsaken their
soul.

11.4.3 Voidborne
Some bugs whisper of a strange power buried within the depths of the world. Of a roiling sea of abyssal
darkness. While most sane bugs dismiss this as baseless rumours, sometimes a bug will be found whose
body is saturated in this dark energy. The process irrevocably changes the bug who is quickly shunned
from society as their new powers begin to manifest, to what end, no one can truly say.

12 Credits
Cover Image: Vincent Bisschop - ArtStation

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