TEXT:  
   
   
   
   THE VAMPIRE KILLER 
  Human: Ryonal, Sythnic, Trevor. Richard. 
   
  Dwarf: Clumbs, Rugard, Foltark. 
  CLOTHES:  Battle Dress, Traveling Clothes, Bare chested 
  EYES:  Strong, Barbaric, Kingly 
  HAIR:  Red Hair, Hooded, White Hair 
   
  Max (10+Consitution)            Current 
   Good 
  Slay a creature of the night 
   Neutral 
  Learn about a new monster or threat 
   
  Fill in at least one with the name of a companion, or 
  write your own. 
  _______________ has fought by my side before, 
  and I owe them one. 
   _______________ is watched by the darkness, I 
  must protect them.  
  _______________ would make a great ally against 
  the darkness 
   
   
   
   
   
   
   
   
   
   
   
   
  ALIGNMENT 
   Tools of the Trade 
  When you reach into your equipment to find the right tool for the job, roll+INT. *On a 10+, 
  Gain 3 Hold to spend on any of the below equipment. *On a 7-9, Gain 1 Hold to spend on any 
  of the below equipment *On a 6 or less, Gain 1 Hold, but something will go wrong with your 
  equipment. The GM will tell you what.  
   
  Throwing Dagger - Flies true, buying you a moment while the target deals with it  
   
  Throwing Axe - Sails high in the air, over cover and shields  
   
  Invisibility Potion - When drunk, grants momentary invisibility  
   
  Holy Water - Shatters on the ground, setting fire to any creatures of the dark in the 
  area.  
   
  Boomerang - Throw a large spinning boomerang that sweeps the room, tripping and 
  catching foes off guard 
   Whip Move 
  When you use your whip to cross a gap or get somewhere quickly, roll +DEX. *On a 10+, 
  you're there in an instant, no problem. *On a 7-9, you're there, but choose one:  
   
  A threat is waiting for you!  
   
  You can't get back the same way!  
   
  Your landing is precarious, and you take a tumble! 
   
   The Power of the Curse 
  As long as you are fighting a monster you have sworn to slay, you gain +1 armor 
   
  
   
   
   
  THE VAMPIRE KILLER 
  Max Load (8+STR)                   Current 
  You carry something. 
  Dungeon Rations (5 uses, ration, 1 weight) 
  Adventuring Gear (5 uses, 1 weight) 
  Your Whip (Precise, 1 weight) 
  Choose your defenses: 
   Inherited Knights Armor (2 armor, 2 weight, 
  clumsy) 
   Buckler Shield (1 armor, 1 weight) AND 
   
  Battle-skirt (1 armor, 1 weight) 
  Choose one: 
   2 Healing potions (1 weight) 
   An old Jewel 
   The Family Crest 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Ancient Weapon 
  Your whip has been passed down from 
  generation to generation. When you face a foe 
  that has felt its sting before, deal +1d4 damage 
   Empowered Tools 
  You learn how to build new equipment, add the 
  following to your equipment: 
   Fire Whip – Your whip is coated in a magical 
  fire for a short time 
   Watch – Time seems to slow for a moment, 
  only for you 
   Knowledge of the Dark 
  When you spout lore on a creature of darkness, 
  you reveal one weakness about the monster in 
  question. 
   Enough talk… 
  When you prepare to storm the lair of a creature 
  of darkness, describe one of their signature 
  deathtraps or minions. Take +1 forward against 
  dealing with them  
   Improved Whip 
  You spend some time enhancing your whip. Add 
  one of the following tags to your whip; Messy, 1 
  Piercing, Reach, Forceful 
   Whip Tricks 
  When you use your whip to trip or disarm an 
  enemy, roll +DEX. On a 10+, choose 2 On a 7-9, 
  choose 1. On a miss, choose 1, but you've put 
  yourself in a tight spot, the GM will tell you how. 
   You trip them, sending them to the floor 
   You pull whatever they’re holding out of 
  their hands 
   You clear the area, scattering nearby foes 
   An ally takes +1 Forward against the foe 
   
   A Miserable Pile of Truths 
  When another player comes to you for 
  advice on hunting monsters and beasts, 
  tell them what you know. If they act upon 
  your advice, they gain +1 forward and you 
  mark XP 
   Counter Attack 
  When you are knocked back, or to the 
  ground, you steel yourself and grip your 
  weapon. Gain +1 forward to your 
  comeback. 
   Stout Ally 
  You gain a hireling that fights with you in 
  your battle against the forces of darkness. 
  Describe them. They are functionally a 
  Keep Level Hireling, stat them as such 
   Die Monster! 
  When you call out to a monster and 
  declare your quest to vanquish evil, you 
  enter one-on-one combat with them. Gain 
  +1d4 damage against that target, and -4 
  against any other targets. The foe will not 
  break from attacking you until one of you 
  falls. 
   Speed Kills 
  When you perform a highly challenging 
  acrobatic move, you momentarily stun the 
  nearest foe you land beside as you surprise 
  them with your feat. 
   
   Legendary Weapon 
  Replaces: Ancient Weapon 
  Your whips sting has been felt throughout time. 
  When facing a foe who has heard of your 
  legend, deal +1d8 damage 
   Greater Empowered Equipment 
  Requires: Empowered Equipment 
  You learn how to build new equipment, add the 
  following to your equipment:  
   Javelin - A large spear that can be throw 
  through two targets or cover and pins the 
  first foe hit 
   Sacred Gauntlets - Fly at your foe with 
  great speed and deliver a furious sequence 
  of blows in an instant, skip defy danger to 
  get there.  
   Grenade - A small sphere that explodes 
  when thrown., knocking anyone in range to 
  the ground and deafening them for a 
  moment 
   Enhanced Whip 
  Replaces: Improved Whip 
  You bind magic and elements to the metal and 
  leather of your whip. Add one of the following 
  elements to your whip: Fire, Lightning, Ice, 
  Earth, Water, Wind, Light 
   The True Power of the Curse 
  Replaces: Power of the Curse 
  As long as you are fighting a monster you have 
  sworn to slay, you gain +2 Armor 
   
   Deadly Luck 
  There is always a convenient chandelier to 
  whip to, enough handholds to climb or wall 
  hanging to slide down. Whenever you make a 
  Defy Danger +DEX roll, you may describe a 
  convenient part of the building, room or scene 
   You don’t belong in this world! 
  Replaces: Die Monster! 
  When you call out to a monster and declare 
  your quest to vanquish evil, you pull them and 
  any minions nearby into one-on-one combat. 
  Gain +1d6 damage against the target. They 
  cannot break from your melee unless you allow 
  it.  
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Playbooks/Collections & Packs/Sandy Pug Games Playbooks/Vampire Killer.pdf