This is a part 2 of my personal attempt to make a TTRPG suitable for the world of Hollow Knight.
In addition to just dry rules text, I will also be providing some designer commentary for specific parts, which will be done in red text like so. I also went back and added commentary to part 1 of the series, so check it out even if you have already read it and especially if you haven't.
In this one, we'll continue exploring character creation and do a deep dive into the Trait system.
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Sinsin |
HKRPG: Bug Bones Edition
Traits
There are many different species of bugs, all of which have their own unique Traits that define them.
Like I mentioned in part 1, the idea of not using a set list of species came up extremely early in the development of the original Hollow Knight RPG, pretty much before the actual development had even begun. While there are explicitly named species of bugs in Hollow Knight (snails, bees, mantises), the majority of the characters you encounter in the game only have a passing resemblance to real-life insects, and even the ones that are named are heavily anthropomorphized.
Instead of restricting players to select few species, we decided it would be much more appropriate and "OC-friendly" (which we considered to be a big draw of the system) if the theoretical representation of any potential bug species could be made quite literally out of insect parts. Those parts ended up being called Traits.
Unfortunately, the end product ended up being more flawed than I expected. Physical Traits like Mandibles and Pincers, used to represent the actual anatomy, had to battle for attention with mental Traits, like Civilized or Feral (which probably shouldn't have been a Trait in the first place). However, the worst mistake was making Attribute Increases into Traits.
Traits had two limiting factors: the bug's Hunger score (the more Traits you had, the more food you had to eat every day) and the hard limit of 7 Traits max. In most cases, for most characters, Attribute Traits ended up being simply too good not to take, so they started taking up real estate that could've been used for more interesting and flavorful options. Worst of all, PCs of players who didn't take an Attribute Trait ended up being visibly weaker that the PCs of those who did. All in all, taking an attribute Trait was essentially mandatory, and not taking one was a trap option that wasn't always clear to a new player.
Pick 1 to 3 Traits from the following list for your bug. If you pick less than 3, you gain an extra skill rank for every Trait you skipped.
The original Trait system had Traits with different Hunger costs (essentially point-buy). Something as powerful as Flight would cost 4 Hunger, while Luminous, the ability to emit light akin to a firefly's, would only cost 1, and a drawback Trait like Carnivore (which prevented the PC from eating plant matter) would cost -4 Hunger, providing more points to pick pricier Traits with.
In addition, some Traits also had sub-Traits, which modified their parent Traits and could be taken at an extra cost, but didn't count towards the 7 Trait limit. For example, the 1 Hunger Camouflage Trait had a much pricier 3 Hunger sub-Trait called Active Camouflage, allowing the bug to adapt their natural camouflage to the current environment instead of being limited to a single one.
Now, combine this with the fact that we had over 100 Traits to pick from and you can see how this could create confusion and choice paralysis in a new player. A part of it was fun, sure, but ultimately it lead to players treating their characters less like characters and more like (eugh) builds.
So, in order to address my issues with the original system, I decided on the following:
- Traits will be used to represent specific, mostly physical insect qualities of the whole species and not of a particular character (i.e. no more attribute increases or mental Traits).
- The Trait limit will be significantly lowered to avoid players creating total monstrosities, ensuring that any potential combination of Traits could plausibly represent a character in the world of Hollow Knight (less choices, more impactful choices).
- There will be no negative Traits.
- There will be no differently priced Traits, each Trait should be as desirable as any other Trait (very much echoing Arnold's sentiment about incomparables).
- Each Trait should strive to be equally useful to most PCs, no matter their Size, Skills, Path ranks or any other chosen building blocks (again, echoing Arnold).
(Note: as an artist, I tend to think design-first of potential characters, and believe that drawing a bug first and THEN trying to represent that drawing with Traits is the best approach to making PCs in this game).
Boiling down 100+ Traits to only 36 was very much an iterative process, which you can tell by my Miro board:
Most of the initial list of Traits |
Second iteration, note some of the more sauceless/niche Traits being put to the side |
- 11. Acid Spit – You can spit globs of boiling acid at your enemies. This is a 1Q light ranged (4″) weapon that ignores all DR.
- 12. Ancient Blood – Lifeblood courses through your veins. As a major action, you may heal another bug by feeding it your blood. Spend HD and restore [sum] Hearts to it, while taking [sum]/2 (rounded up) damage yourself.
- 13. Aquatic – Your body is especially adapted for living underwater. You may breathe water and swim at full Speed.
- 14. Bloodsucker – You may feed on the blood of other bugs. 1 HD worth of fresh blood counts as a ration for you, and your bite is a 1Q light weapon that heals 1 Heart when you deal damage. If your bite is already a weapon, it becomes medium and gains that ability.
- 15. Burrower – You can burrow through loose earth and other soft materials at half Speed. In addition, you also have 6″ of tremorsense to help you navigate.
- 16. Camouflage – Your appearance allows you to blend in in a certain natural environment (pick one at the start), granting Advantage to any stealth rolls as long as you stand still. You may also gain 1 Fatigue to adapt to the natural environment you’re currently in.
Ancient Blood might be the only Trait in the list that is truly Hollow Knight-specific, the rest are much more generic.
- 21. Climbing – You can crawl across walls and ceilings at full Speed, as if you were walking on the ground. If you're interrupted while climbing, you must make a GRACE roll or fall.
- 22. Darkvision – Your eyes pierce the darkness, allowing you to see when there is no light. However, they glow faintly, making you stand out against the shadows.
- 23. Extra Arms – You have an additional pair of arms to hold things with, with all that entails.
- 24. Extra Legs – You have more than one pair of legs, which provide you superior stability. You ignore difficult terrain and cannot be forcibly moved against your will.
- 25. Flight – You can take to the air for up to 10 minutes at the cost of 1 Fatigue. However, if you're disrupted mid-flight, you must make a GRACE roll or fall.
- 26. Fluffy Coat – Your fluff is especially thick and insulating, allowing you to suffer no negative consequences from extreme temperatures. Additionally, you can stash up to 1 Slot of items within your fluff.
My attempt at "balancing" Darkvision was by introducing a drawback in the form of glowing eyes, which also matches nicely with some the character designs in Hollow Knight.
Since I decided to remove Trait prices, one of the challenges was making sure that the Traits are roughly equally interesting and somewhat comparable in perceived power (although I doubt I really achieved that here). Usually game-breaking Flight was thus changed to not only cost Fatigue (I stole that from someone's blogpost that had a birdfolk race that could fly at the cost of a ration, but I can't seem to find which blog it was, so please let me know if you know!), but also to last for the equivalent of a dungeon turn.
On the opposite end of the spectrum, some flavorful, but less exciting Trait options, like Fluffy Coat, were given an extra mechanical benefit to balance things out.
- 31. Hibernation – At will, you can slow your bodily functions to a near-death state, allowing you to convincingly appear dead. While in this state, you require no sustenance as long as you remain still.
- 32. Horn – You have an imposing horn (or multiple) to charge with. It is a 1Q heavy weapon that attacks with Disadvantage unless used after moving.
- 33. Iron Guts – You can consume rotten food, and venoms and poisons affect you like alcohol – intoxicating but otherwise harmless.
- 34. Leaping – Your powerful legs allow you to jump a distance up to your full Speed.
- 35. Luminous – You can emit a steady glow, illuminating a 4″ radius around you at will.
- 36. Mandibles – Your bite is a 1Q light weapon that inflicts venom (roll MIGHT (2) or move at half Speed for 1 round).
Like with Fluffy Coat, Hibernation needed an extra benefit to justify taking it, so it also became the Play Dead Trait. I'm actually kinda proud of this one!
Iron Guts seems like a more interesting and fun take on poison resistance/immunity, if you ask me.
- 41. Molting – You can painlessly detach your limbs. When you spend HD to heal, you molt, regrowing all missing limbs and leaving a hollow exoskeleton behind.
- 42. Obscuring Cloud – As a major action, for 1 Fatigue you can release a static cloud of dense particles around yourself with a 2″ radius, making it difficult to see through.
- 43. Panoramic Vision – The construction of your eyes grants you 360-degree vision and the ability to see twice as far as most bugs. You are also immune to being ambushed, and may act as usual during a surprise round.
- 44. Pheromones – You release subtle chemical signals that those around you can sense. You gain +1 to reaction rolls and can send simple, wordless messages to nearby bugs.
- 45. Pincers – You have powerful pincers instead of hands. Each pincer is a 1Q medium weapon that ignores 1 point of DR. However, you suffer Disadvantage on rolls requiring fine manipulation.
- 46. Poisonous – You are poisonous. Any creature that makes direct contact with you on a successful attack is afflicted with a poison (roll MIGHT (2) or lose 1 MIGHT for a day). Most wild predators will avoid attacking you if possible.
Note how Panoramic Vision has a pretty generic name instead of being a specific insect part. Naming it something like Compound Eyes would mean that a character that would have compound eyes now MUST take this Trait to be properly represented, which is a pretty big choice considering the amount of Traits you get. A more generic name means that it could represent not only compound eyes, but also something like eyestalks, without requiring separate Traits for each, while characters who don't have the Trait could still have those body parts as flavor.
(This is the same reason why Flight is not called Wings, by the way.)
As for Obscuring Cloud, I decided that most of the active Traits should cost Fatigue (which takes up an inventory slot) instead being limited to X/day like they usually are in OSR games. This seemed like a more organic approach, and would let more "bestial" characters that don't use bulky armor or weapons to benefit from them more.
- 51. Prehensile Tongue – You have a long, flexible tongue that can extend up to 4 inches to grab objects. In combat, it's a 1Q medium reach weapon.
- 52. Proboscis – Your proboscis is especially sharp. Your bite is a 1Q light weapon that counts as being in your hand for the purposes of dual-wielding.
- 53. Scent – Your sense of smell is exceptionally sharp. After meeting a bug, you can recognize their scent and track where they’ve been, as well as detect their presence on objects or other creatures.
- 54. Scythe Arms – You have sharp blades instead of hands. Each scythe is a 1Q medium weapon that can be used as a shield for Parries, but you suffer Disadvantage on rolls requiring fine manipulation.
- 55. Slime Trail – As a minor action, you can move up to your Speed while secreting a trail of sticky slime (difficult terrain) wherever you step for 1 Fatigue.
- 56. Song – You communicate through high-pitched sounds that carry over long distances. Only bugs who have been taught your song can understand its meaning.
Prehensile Tongue is more "frog" than "bug", but at this point I was running out of new Trait ideas to fill out all 36 of them.
- 61. Spinneret – As a major action, you can produce 6″ of silk rope or cover a 2×2″ area with sticky webs (difficult terrain) for 1 Fatigue.
- 62. Squishy – Your body is soft and flexible, allowing you to squeeze through gaps as small as an average bug’s head.
- 63. Tough Shell – Your shell is especially tough, providing 1 DR. However, this doesn’t stack with armor, and armor you would still choose to wear must be tailored to your shell.
- 64. Venomous Stinger – You have a stinger. It is a 1Q medium weapon that inflicts the target with venom (roll MIGHT (2) or get staggered, only being able to make one action next round).
- 65. Vocal Mimicry – You can perfectly mimic the voices of bugs you’ve heard before, as well as other sounds.
- 66. Water Treading – You can walk across the surface of water at full Speed as easily as walking on solid ground.
Example Bug Species
I potentially might expand this list in the future, but for now the idea was to showcase that you could represent pretty much any insect you want with only two Traits, potentially taking a third one if you wish.
- Bee: Flight, Venomous Stinger
- Snail: Tough Shell, Slime Trail
- Beetle: Tough Shell, Horn
- Mantis: Scythe Arms, Climbing
- Spider: Spinneret, Climbing
- Moth: Flight, Fluffy Coat
- Flea: Bloodsucker, Leaping
- Crab: Pincers, Aquatic
- Ant: Pheromones, Scent
- Cicada: Burrower, Hibernation
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In the next part, I'll show my take on character advancement and explain the supposed gameplay loop of the system.
If I manage to do that before disappearing forever into the Silksong mines, that is.