Knave Booklet

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At a glance
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The key takeaways are that Knave is a rules-light RPG system without classes where characters are defined by their equipment and abilities. It is compatible with many OSR games and aims to have fast character creation and an easy to understand ruleset.

Characters have six abilities - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma - which are determined by rolling 3d6 for each. Ability scores provide a bonus and defense value. Starting equipment is determined by rolling on tables. Abilities increase by 1 each level up to a maximum of +10.

Some of Knave's distinguishing features include being classless where all characters are called 'Knaves', compatibility with many OSR games, fast character creation, and an emphasis on the six abilities to determine success on d20 rolls.

knave

ben milton
knave
KNAVE is a rules toolkit created by Ben Milton
for running old school fantasy RPGs without
classes. Adding, subtracting and modifying
rules is both expected and encouraged. Knave’s
features include:

High compatibility with OSR games. If you have


a library of OSR bestiaries, adventure and spell
books, little or no conversion is needed to use
them with Knave.

Fast to teach, easy to run. If you are introducing


a group of new players to OSR games, Knave
allows them to make characters and understand
all the rules in minutes.

No classes. Every PC is a Knave, a tomb-raiding,


adventure-seeking ne’er-do-well who wields a
spell book just as easily as a blade. This is an
ideal system for players who like to switch up
their character’s focus from time to time and
don’t like being pigeonholed. A PC’s role in the
party is determined largely by the equipment
they carry.

Abilities are king. All d20 rolls use the six


standard abilities. The way that ability scores
and bonuses work has also been cleaned up,
rationalized, and made consistent with how
other systems like armor work.

Optional player-facing rolls. Knave easily


accommodates referees who want the players
to do all the rolling. Switching between the
traditional shared-rolling model and players-
only rolling can be done effortlessly on the fly.

Copper standard. Knave assumes that the


common unit of currency is the copper penny.
All item prices use this denomination and
approximate actual medieval prices.

A list of 100 level-less spells.

Creative Commons Attribution 4.0 International


License. You are free to share and adapt this
material for any purpose, including
commercially, as long as you give attribution.

Designer commentary. The rules include


designer comments explaining why each rule
was written the way it was, to aid in hacking
the game.
character
PCs have a number of item slots equal to their
Constitution defense, and items they carry
must fit into available slots. Most items take up

creation
one slot, but some take up more. Some small
items can be bundled together into a single slot.
Ask the referee if you are unsure.

Designer’s Note: Item slots make tracking encumbrance very

1
PCs have six abilities: Strength, Dexterity, fast and easy, which is important since resource management
Constitution, Intelligence, Wisdom, and is an important aspect of the game. They also represent
Charisma. Each ability has two related character customization slots, since what a Knave is carrying
values: a defense and a bonus. When creating a goes a long way towards determining their playstyle and role
PC, roll 3d6 for each of their abilities, in order. in the party.
The lowest of the three dice on each roll is that
ability’s bonus. Add 10 to find its defense. Armor comes with an armor defense value.
Note that value on your character sheet with its
After you’ve finished rolling, you may corresponding Armor bonus (always 10 less
optionally swap the scores of two abilities. than the defense). If the PC is not wearing any
armor, their armor defense is 11 and their
Example: You roll a 2, 2, and 6 for Strength. The lowest die is armor bonus is +1.
a 2, so your PC’s Strength has a bonus of +2 and a defense of
12. Repeat this process for the rest of the abilities. Designer’s Note: “Armor defense” is essentially the same
concept as armor class in most OSR games. It’s been renamed to
Designer’s Note: “Ability defense” is my term for what is emphasize the connection between the way it and ability
normally called ability scores. I refer to them this way to make defenses work. The armor bonus exists in order to allow
it clearer how they work during opposed saves, explained later. combat to be run entirely player-facing, as explained in the
combat section.
The rolling mechanic will make most abilities

3
start at 11/+1. The bonus and defense of three Roll 1d8 to determine your PC’s starting
abilities will rise by 1 point each time the PC and maximum hit points. A PC’s healing
gains a level, up to a maximum of 20/+10 by rate is 1d8+ Constitution bonus. Their
level 10. This puts everything on an intuitive exploration speed is 120ft per exploration turn,
ten point scale, and is intended to mirror the and their combat speed is 40ft per round.
way that attack bonuses, hit dice, and saving
throws in most OSR games increase by about Designer’s Note: All hit dice are assumed to be d8s in Knave,
one point per level. for PCs, NPCs, and monsters. This simplifies the game and
keeps things compatible with the stats in most OSR books. Note

2
PCs start with 2 days of rations and one that a PC’s Constitution bonus is not added to their hit point
weapon of their player’s choice. Roll on rolls. Referees who don’t want starting PCs to be quite as
the Starting Gear tables on the following fragile might want to allow starting HP to be rerolled if it is
page to determine starting armor and below 5.
equipment.

4
Invent or roll the rest of your PC’s traits,
Designer’s Note: Rolling for starting equipment dramatically such as their physique, face, skin, hair,
speeds up the character creation process, which is important if clothing, virtue, vice, speech,
you’re playing a high-lethality game like Knave. If you want background, and alignment, using the random
to permit shopping for equipment, however, have players roll tables on the following page. Choose a gender
3d6x20 to find their starting copper pieces. Note that spell and a name for your PC, but don’t get too
books are not normally available to new PCs, but you could attached. It’s a dangerous world out there.
always add “random spellbook” to the Dungeoneering Gear
table, or simply allow new PCs to roll a random spell in Designer’s Note: Randomizing most of a PC’s traits speeds up
exchange for not starting with any armor. character creation, but it also has the effect of creating
surprising, unique characters that most players wouldn’t think
to invent or play.+
traits
physique clothing
1. Athletic 8. Ripped 15. Statuesque 1. Antique 8. Filthy 15. Oversized
2. Brawny 9. Rugged 16. Stout 2. Bloody 9. Flamboyant 16. Patched
3. Corpulent 10. Scrawny 17. Tiny 3. Ceremonial 10. Stained 17. Perfumed
4. Delicate 11. Short 18. Towering 4. Decorated 11. Foreign 18. Rancid
5. Gaunt 12. Sinewy 19. Willowy 5. Eccentric 12. Frayed 19. Torn
6. Hulking 13. Slender 20. Wiry 6. Elegant 13. Frumpy 20. Undersized
7. Lanky 14. Flabby 7. Fashionable 14. Livery

face virtue
1. Bloated 8. Pinched 15. Sunken 1. Ambitious 8. Generous 15. Loyal
2. Blunt 9. Hawkish 16. Sharp 2. Cautious 9. Gregarious 16. Merciful
3. Bony 10. Broken 17. Soft 3. Courageous 10. Honest 17. Righteous
4. Chiseled 11. Impish 18. Square 4. Courteous 11. Honorable 18. Serene
5. Delicate 12. Narrow 19. Wide 5. Curious 12. Humble 19. Stoic
6. Elongated 13. Ratlike 20. Wolfish 6. Disciplined 13. Idealistic 20. Tolerant
7. Patrician 14. Round 7. Focused 14. Just

skin vice
1. Battle Scar 8. Perfect 15. Sallow 1. Aggressive 8. Gluttonous 15. Rude
2. Birthmark 9. Pockmarked 16. Sunburned 2. Arrogant 9. Greedy 16. Suspicious
3. Burn Scar 10. Pierced 17. Tanned 3. Bitter 10. Irascible 17. Vain
4. Dark 11. Reeking 18. War Paint 4. Cowardly 11. Lazy 18. Vengeful
5. Makeup 12. Tattooed 19. Weathered 5. Cruel 12. Nervous 19. Wasteful
6. Oily 13. Rosy 20. Whip Scar 6. Deceitful 13. Prejudiced 20. Whiny
7. Pale 14. Rough 7. Flippant 14. Reckless

hair speech
1. Bald 8. Filthy 15. Oily 1. Blunt 8. Formal 15. Rapid-fire
2. Braided 9. Frizzy 16. Ponytail 2. Booming 9. Gravelly 16. Dialect
3. Bristly 10. Greased 17. Silky 3. Breathy 10. Hoarse 17. Slow
4. Cropped 11. Limp 18. Topknot 4. Cryptic 11. Mumbling 18. Squeaky
5. Curly 12. Long 19. Wavy 5. Drawling 12. Precise 19. Stuttering
6. Disheveled 13. Luxurious 20. Wispy 6. Droning 13. Quaint 20. Whispery
7. Dreadlocks 14. Mohawk 7. Flowery 14. Rambling
starting
gear
background armor
1. Alchemist 8. Cultist 15. Outlaw 1-3 4-14 15-19 20
2. Beggar 9. Gambler 16. Performer No armor Gambeson Brigandine Chain
3. Butcher 10. Herbalist 17. Pickpocket
4. Burglar 11. Magician 18. Smuggler
5. Charlatan 12. Mariner 19. Student helmets & shields
6. Cleric 13. Mercenary 20. Tracker 1-13 14-16 17-19 20
7. Cook 14. Merchant
Helmet &
None Helmet Shield
Shield
misfortune
1. Abandoned 8. Discredited 15. Poor dungeoneering gear
2. Addicted 9. Disowned 16. Pursued
Roll twice on this table, and once on the following
3. Blackmailed 10. Exiled 17. Rejected two.
4. Condemned 11. Framed 18. Replaced
5. Cursed 12. Haunted 19. Robbed 1. Rope, 50ft 8. Grap. hook 15. Mirror
6. Defrauded 13. Kidnapped 20. Suspected 2. Pulleys 9. Hammer 16. Pole, 10ft
7. Demoted 14. Mutilated 3. Candles, 5 10. Waterskin 17. Sack
4. Chain, 10ft 11. Lantern 18. Tent

alignment 5. Chalk, 10
6. Crowbar
12. Lamp oil
13. Padlock
19. Spikes, 5
20. Torches, 5
1-5 6-15 16-20 7. Tinderbox 14. Manacles
Law Neutrality Chaos
1. Air bladder 8. Caltrops 15. Hourglass
2. Bear trap 9. Chisel 16. Net
3. Shovel 10. Drill 17. Tongs
4. Bellows 11. Fishing rod 18. Lockpicks
5. Grease 12. Marbles 19. Metal file
6. Saw 13. Glue 20. Nails
7. Bucket 14. Pick

1. Incense 8. Spyglass 15. Cook pots


2. Sponge 9. Tar pot 16. Face paint
3. Lens 10. Twine 17. Whistle
4. Perfume 11. Fake jewels 18. Instrument
5. Horn 12. Blank book 19. Quill & Ink
6. Bottle 13. Card deck 20. Small bell
7. Soap 14. Dice set
Pole (10ft) 5

item costs Quill and Ink


Rope (50ft)
Sack
1
10
1
Saw 10
All prices are given in copper pennies. Payment for Set of Loaded Dice 5
things like ships, real estate, and so on usually takes Shovel 10
the form of trade goods, favors, or oaths of fealty Small Bell 20
rather than coins. Soap 1
Spike (iron) 5
Spike (wood) 1
tools & gear Spiked boots
Spyglass
5
1000
Air Bladder 5 Tar (Pot) 10
Bear Trap 20 Tent (3 man) 100
Bedroll 10 Tent (personal) 50
Bellows 10 Twine (300 ft) 5
Black Grease 1 Waterskin 5
Block and Tackle 30 Whistle 5
Book (Blank) 300
Book (Reading) 600
Bottle/Vial
Bucket
1
5
light
Caltrops (bag) 10 Candle, 4 hours 1
Cards with an extra Ace 5 Lantern 30
Chain (10 ft) 10 Lamp Oil, 4 hours 5
Chalk (10 pieces) 1 Tinderbox 10
Chisel 5 Torch, 1 hour 1
Cookpots 10
Crowbar 10
Drill
Face Paint/Makeup
10
10
armor
Fake Jewels 50 Shield (Defense +1, 1 slot, 1 qual.) 40
Fishing Rod/Tackle 10 Helmet (Defense +1, 1 slot, 1 qual.) 40
Glass Marbles (bag) 5 Gambeson (Defense 12, 1 slot, 3 qual.) 60
Glue (bottle) 1 Brigantine (Defense 13, 2 slots, 4 qual.) 500
Grappling Hook 10 Chain (Defense 14, 3 slots, 5 qual.) 1200
Hammer 10 Half Plate (Defense 15, 4 slots, 6 qual.) 4000
Holy Water 25 Full Plate (Defense 16, 5 slots, 7 qual.) 8000
Horn 10
Hourglass 300
Incense (packet)
Iron Tongs
10
10
weapons
Ladder (10 ft) 10 Dagger, Cudgel, Sickle, Staff, &c. 5
Large Sponge 5 (d6 damage, 1 slot, 1 hand, 3 quality)
Lens 100 Spear, Sword, Mace, Axe, Flail, &c. 10
Lockpicks 100 (d8 damage, 2 slots, 1 hand, 1 quality)
Manacles 10 Halberd, War Hammer, Long Sword, 20
Metal File 5 Battle Axe, &c.
Mirror (small, silver) 200 (d10 damage, 3 slots, 2 hands, 3 quality)
Musical Instrument 200 Sling 5
Nails (12) 5 (d4 damage, 1 slot, 1 hand, 3 quality)
Net 10 Bow 15
Oilskin Bag 5 (d6 damage, 2 slots, 2 hands, 3 quality)
Oilskin Trousers 10 Crossbow 60
Padlock and Key 20 (d8 damage, 3 slots, 2 hands, 3 quality)
Perfume 50 Arrows (20) 5
Pick 10 Quiver (capacity 20) 10
clothing ships
Poor 10 Ship, high quality 720/ton
Standard 50 Ship, good quality 480/ton
Noble 3000 Ship, used quality 240/ton
Furs 5000 Ship, poor quality 120/ton
Winter 100 Raft 50
Fishing boat 500
Sloop 5000
food Caravel
Galleon
25,000
125,000
Travel rations (1 day) 5
Animal Feed (1 day) 2
Bacon, side of
Bread, 1 loaf
10
1
transport
Cheese, 1 lb 2 Carriage 320
Cider, 4 gallons 1 Cart 50
Cod, whole 20 Wagon 120
Eggs, 24 1
Flour, 5 lbs 1
Fruit, 1 lb
Garlic, bunch
1
1
henchmen
Grain, 1 bushel (8 gal.) 4 Wages are per day, not including food, supplies,
Herbs, 1 bunch 1 shelter, &c.
Lard, 5 lbs 1
Onions, 1 bushel 8 Laborer 1
Salt, 1 bushel 3 Scribe 2
Spices, 1 lb 100 Archer 3
Sugar, 1 lb 12 Mason 4
Wine/ale, bottle 1 Man-at-arms, on foot 6
Armorer or Blacksmith 8
Man-at-arms, mounted 12
animals Master Builder
Barber-Surgeon
15
25
Chicken 1 Knight 25
Cow 100
Dog, hunting 50
Dog, small but vicious
Donkey/Pack Horse
20
300
buildings
Goat 10 Hovel 120
Hawk 1000 Row House 1200
Horse, riding 1000 Craftsman’s House 2400
Horse, war 10,000 Merchant’s House 7200
Ox 300 House with Courtyard 21,600
Pig 30 Guildhall 32,600
Sheep 15 Stone Tower 48,000
Temple 75,000
Stronghold 100,000
lodging Cathedral
Imperial Palace
500,000
2,500,000
Bed, per night 1
Private room, per night 2
Meal 2
Hot bath 2
Stabling and fodder 2
playing the item slots

game
PCs have a number of item slots equal to their
Constitution defense. Most items, including
spellbooks, potions, a day’s rations, light
weapons, tools and so on take up 1 slot, but
particularly heavy or bulky items like armor or
medium to heavy weapons may take up more
abilities slots. Groups of small, identical items may be
bundled into the same slot, at the referee’s
Each of the six abilities is used in different discretion. 100 coins can fit in a slot. As a
circumstances. general guideline, a slot holds around 5 pounds
of weight.
• Strength: Used for melee attacks and saves
requiring physical power, like lifting gates, Designer’s Note: Using item slots makes encumbrance simple
bending bars, etc. enough that players will be willing to track it. Slots are also the
key to character customization, as a PC’s gear helps determine
• Dexterity: Used for saves requiring poise, who they are. Raising Constitution, therefore, will probably be
speed, and reflexes, like dodging, climbing, a priority for most characters.
sneaking, balancing, etc.

• Constitution: Used for saves to resist saving throws


poison, sickness, cold, etc. The Constitution
bonus is added to healing rolls. A PC’s If a character attempts something where the
number of item slots is always equal to their outcome is uncertain and failure has
Constitution defense. consequences, they make a saving throw, or
“save”. To make a save, add the bonus of the
• Intelligence: Used for saves requiring relevant ability to a d20 roll. If the total is
concentration and precision, such as wielding greater than 15, the character succeeds. If not,
magic, resisting magical effects, recalling lore, they fail.
crafting objects, tinkering with machinery,
picking pockets, etc. Designer’s Note: Requiring saves to exceed 15 means that new
PCs have around a 25% chance of success, while level 10
• Wisdom: Used for ranged attacks and saves characters have around a 75% chance of success, since ability
requiring perception and intuition, such as bonuses can get up to +10 by level 10. This reflects the general
tracking, navigating, searching for secret pattern found in the save mechanics of early D&D.
doors, detecting illusions, etc.
If the save is opposed by another character,
• Charisma: Used for saves to persuade, then instead of aiming to exceed 15, the side
deceive, interrogate, intimidate, charm, doing the rolling must get a total greater than
provoke, etc. PCs may employ a number of the opposing character’s relevant defense score
henchmen equal to their Charisma bonus. in order to succeed. If they fail, the opposing
side succeeds. This type of save is called an
Designer’s Note: In a system that relies so heavily on the six opposed save. Note that it doesn’t matter which
abilities, it’s important for each of them to play an important side does the rolling, since the odds of success
role, to discourage dump stats. Non-magical characters tend to remain the same.
dump the mental abilities, for example, so I increased their
usefulness. Example: A wizard casts a fireball spell at a goblin, who gets a
saving throw to avoid. This is resolved as an opposed save
using the wizard’s Intelligence versus the goblin’s Dexterity.
The goblin may roll plus their Dexterity bonus, hoping to
exceed the wizard’s Intelligence defense or the wizard may roll
plus their Intelligence bonus, hoping to exceed the goblin’s
Dexterity defense.

Designer’s Note: An ability’s defense score is essentially its


average roll. Requiring the rolling side to beat the opposing
defense allows contests to be settled more quickly, eliminates by the defender rolling a d20 and adding their
the possibility of ties, and allows the game to be run with armor bonus, hoping to roll a total greater
players doing all of the rolling if they so choose, since the odds than the defense of the ability the attacker is
of success are the same no matter which side rolls. using. If they succeed, the attack misses. If they
fail, the attack hits.
If there are situational factors that make a save
significantly easier or harder, the referee may Designer’s Note: In other words, attacks are resolved the same
grant the roll advantage or disadvantage. If a way as opposed saves, just using Armor in place of an ability.
roll has advantage, roll 2d20 and use the better
of the two dice. If it has disadvantage, roll 2d20 On a hit, the attacker rolls their weapon’s
and use the worse of the two dice. damage die to determine how many Hit Points
(HP) the defender loses. A bonus damage die of
Designer’s Note: The referee is of course free to impose the weapon’s type may be added to the roll if
positive or negative modifiers rather than use the advantage the ideal weapon was used against an enemy
system, but most players seem to enjoy it and it simplifies the type (for example, using a blunt weapon vs. a
math. skeleton).

reactions When a character reaches 0 HP, they are


unconscious. When they reach -1 HP or less,
When the PCs encounter an NPC whose they are dead. Players should roll up a new level
reaction to the party is not obvious, the referee 1 PC when their old one dies, and should rejoin
may roll 2d6 and consult the following table. the party as soon as possible.
2 3-5 6-8 9-11 12
Hostile Unfriendly Unsure Talkative Helpful stunts
Stunts are combat maneuvers such as stunning,
combat shoving, disarming, tripping, sundering armor,
and so on. They are resolved with a versus
At the start of each combat round, determine save. They may not cause damage directly, but
initiative by rolling a d6. On a 1-3, all of the may do so indirectly (for example, pushing an
enemies will act first. On a 4-6 all of the PCs enemy off of a ledge). The referee is the final
will act first. Reroll initiative each round. arbiter as to what stunts can be attempted in a
given situation.
Designer’s Note: Using simple group initiative speeds up

advantage in combat
combat, keeps all of the players engaged, and avoids
bookkeeping. Rerolling initiative every round makes combat
more dangerous, since it’s possible for one side to go twice in a
row. Characters can gain advantage in combat by
attacking a target that is unaware, on lower
On their turn, a character may move their ground, off balance, disarmed, distracted, or
speed (usually 40 ft) and take up to one combat tactically disadvantaged in any significant way.
action. This action may be casting a spell, The referee, as usual, has the final say.
making a second move, making an attack,
attempting a stunt, or any other action deemed When a character has advantage against an
reasonable by the referee. opponent on their combat turn, they may
either A.) Apply advantage to their attack roll
Melee weapons can strike adjacent foes, but or stunt against that opponent or B.) Make an
ranged weapons cannot be used if the shooting attack and a stunt attempt in the same round
character is engaged in melee combat. To make against that opponent, without advantage.
an attack, roll a d20 and add the character’s
Strength or Wisdom bonus, depending on
whether they are using a melee or ranged
weapon, respectively. If the attack total is
greater than the defender’s armor defense, the
attack hits. If not, the attack misses.

Alternatively, an attack roll can also be resolved


critical hits and monsters
All monsters from OSR bestiaries should work
quality as-is in Knave with no major conversion
needed. Here are some guidelines.
During an attack roll, if the attacker rolls a
natural 20 or the defender rolls a natural 1, the Hit Dice/Hit Points: All monster hit dice can
defender’s armor loses 1 point of quality and be assumed to be d8s unless otherwise
they take an additional die of damage (of the specified. To get the monster’s hit points, just
weapon’s type). If the attacker rolls a natural 1 multiply the number of hit dice they have by 4
or the defender rolls a natural 20, the attacker’s (or 5 if you’re feeling mean.)
weapon loses 1 point of quality. At 0 quality,
the item is destroyed. Each point of quality Armor: Monster AC (if ascending) is identical
costs 10% of the item’s cost to repair. to Armor defense. If the AC is descending,
subtract it from 19 (if it is from OD&D or B/X
Designer’s Note: The slow degradation of their gear is another D&D) or from 20 (if it is from AD&D) to find
resource clock ticking down during long dungeon raids its ascending equivalent.
alongside hit points, spells, torches, and so on.
Attack Bonus: Any attack bonus given is
unchanged, and can be added to both melee and
morale ranged attacks. If an attack bonus is not given,
assume that it is the same as the monster’s
Monsters and NPCs all have a morale rating, number of hit dice.
usually between 5 and 9. When they face more
danger than they were expecting, the referee Damage: Damage remains the same.
will make a morale roll by rolling 2d6 and
comparing the result to the NPC’s morale Morale: Morale rating remains the same.
rating. If the roll is higher than the rating, the
NPC will attempt to flee, retreat, or parley. Saves: Since OSR monsters usually don’t come
Morale rolls can be triggered by defeating half with ability scores, assume that monsters have
of an enemy group, defeating a group’s leader, ability bonuses equal to their level, with the
or reducing a lone enemy to half HP. Other corresponding ability defenses.
effects may trigger a morale roll at the referee’s
discretion. Example: A typical 4 HD monster would have a bonus of +4
and a defense of 14 in all of its abilities by default, unless
Hirelings also make morale rolls when they modified by the referee.
aren’t paid, their employer dies, or they face
extraordinary danger. Morale may also be Designer’s Note: Due to the unified 1-to-10 scale of Knave,
improved by paying hirelings more and monsters and NPCs essentially add their hit dice or level to
treating them well. any attacks or saves they make. Obviously this should be
adjusted by the referee when it doesn’t make sense.

healing
After a meal and a full night’s rest, PCs regain
lost hit points equal to a d8 plus their
Constitution bonus. Resting at a safe haven
restores all lost HP.

Designer’s Note: Constitution bonuses do not affect maximum


hit points like in most OSR games, but it is a big help when it
comes to healing.
advancement
Whenever a PC accumulates 1000 XP, they
gain a level. As a guideline, PCs receive 50 XP
for low-risk accomplishments, 100 XP for
moderate-risk accomplishments, and 200 XP
for high-risk accomplishments. The referee
should freely notify the PCs of how much XP
different objectives are worth when asked.

Designer’s Note: This is the way I run advancement because


it’s simple and easy to understand. Of course, swapping in
milestone advancement, session advancement, or an XP-for-
coin system works perfectly well. If using XP-for-gold or silver,
note that a gold piece is 100 copper, and a silver piece is 10
copper.

When a PC gains a level, they roll a number of


d8s equal to their new level to find their new
HP maximum. If the result is less than their
previous maximum, their maximum HP
increases by 1. They also raise the defense and
bonus scores of 3 different abilities of their
choice by 1 point. Abilities may never be raised
higher than 20/+10.

Designer’s Note: You can also raise abilities randomly if you


want. My preferred method is to roll a d20 for each ability, in
any order, raising that ability by 1 if the roll is less than that
ability’s defense. Keep cycling through the abilities, stopping
when three abilities have advanced, and skipping any abilities
that have maxed out. In this method, natural talents will tend
to advance faster than weaknesses, which makes PCs more
varied and specialized.
magic 100 level-less spells
The spell lists from any old-school RPG will If you prefer spells that are level-less and scale
work perfectly well in Knave, provided that up as the caster becomes more powerful, use
they go up to 9th level. There are many free the list below. In the following spells, “L” is a
lists of classic spells available online. number equal to the caster’s level, an item is an
object able to be lifted with one hand, and an
In Knave, PCs may only cast spells of their level object is anything up to human size. Unless
or less, so a level 3 PC could only cast spells of otherwise noted, all spells with ongoing effects
level 0 to 3. Spells are cast out of spell books, last up to L×10 minutes, and have a range of up
which must be held in both hands and read to 40 feet. If a spell directly affects another
aloud. Each spell book can only be used once creature, the creature may make a save to avoid
per day. Importantly, each spell book only it (as described previously). Success reduces or
holds a single spell, and each spell book takes negates the spell’s effects.
up an item slot, so if a PC wants to be able to
cast a wide variety of spells, they’ll have to fill 1. Adhere: Object is covered in extremely sticky slime.
most of their inventory with spell books.
2. Animate Object: Object obeys your commands as
Designer’s Note: It’s always seemed odd to me that spell levels best it can. It can walk 15ft per round.
don’t correspond to PC level in most OSR games. Well, now
they do. I also took the abstract notion of spell slots and turned 3. Anthropomorphize: A touched animal either gains
them into something concrete; PCs can cast as many spells as human intelligence or human appearance for L
they can physically carry. Boost Constitution if you want your days.
PC to carry around that mobile library.
4. Arcane Eye: You can see through a magical
PCs are unable to create, copy or transcribe floating eyeball that flies around at your command.
spell books. In order to gain new spell books,
PCs must adventure for them, by either 5. Astral Prison: An object is frozen in time and space
recovering them from dungeons or looting within an invulnerable crystal shell.
them from other magicians. The higher the
level of the spell book, the rarer and more 6. Attract: L+1 objects are strongly magnetically
valuable it is. PCs openly carrying high level attracted to each other if they come within 10 feet.
spell books are likely to be hounded by bandits
and wizards looking to “acquire” them. 7. Auditory Illusion: You create illusory sounds that
seem to come from a direction of your choice.
When a spell allows for a save, make an
opposed Intelligence save against the defender’s 8. Babble: A creature must loudly and clearly repeat
relevant ability, usually Dexterity for ranged everything you think. It is otherwise mute.
attack spells, Constitution for life-draining
spells, Intelligence for mind-altering spells, or 9. Beast Form: You and your possessions transform
Wisdom for Illusions. into a mundane animal.

Designer’s Note: Note that spell books can be easily re-skinned 10. Befuddle: L creatures of your choice are unable to
as rune stones, clay tablets, potions, scrolls, or whatever else fits form new short-term memories for the duration of
your campaign. If you wanted a more dangerous, low-magic the spell.
setting for example, you could make spell books potions or
scrolls that are only used once and then lost forever. The 11. Bend Fate: Roll L+1 d20s. Whenever you must roll
random spell generator found in my other game, Maze Rats, a d20 after casting the spell, you must choose and
can be useful for generating ideas for new spells. then discard one of the rolled results until they are
all gone.

12. Bird Person: Your arms turn into huge bird wings.

13. Body Swap: You switch bodies with a creature you


touch. If one body dies, the other dies as well.
14. Catherine: A woman wearing a blue dress appears 34. Greed: L creatures develop an overwhelming urge to
until end of spell. She will obey polite, safe requests. possess a visible item of your choice.

15. Charm: L creatures treat you like a friend. 35. Haste: Your movement speed is tripled.

16. Command: A creature obeys a single, three-word 36. Hatred: L creatures develop a deep hatred of
command that does not harm it. another creature or group of creatures and wish to
destroy it.
17. Comprehend: You become fluent in all languages.
37. Hear Whispers: You can hear faint sounds clearly.
18. Control Plants: Nearby plants and trees obey you
and gain the ability to move at 5 feet per round. 38. Hover: An object hovers, frictionless, 2ft above the
ground. It can hold up to L humanoids.
19. Control Weather: You may alter the type of
weather at will, but you do not otherwise control it. 39. Hypnotize: A creature enters a trance and will
truthfully answer L yes or no questions you ask it.
20. Counterspell: Make an opposed Intelligence save
against the Intelligence of the caster of a nearby 40. Icy Touch: A thick ice layer spreads across a
spell. You may do this out of turn as a reaction, or touched surface, up to L×10ft in radius.
against an ongoing magical effect. On a success, you
may cancel the spell. 41. Illuminate: A floating light moves as you command.

21. Deafen: All nearby creatures are deafened. 42. Increase Gravity: The gravity in an area triples.

22. Detect Magic: You hear nearby magical auras 43. Invisible Tether: Two objects within 10ft of each
singing. Volume and harmony signify the aura’s other cannot be moved more than 10ft apart.
power and refinement.
44. Knock: L nearby mundane or magical locks unlock.
23. Disassemble: Any of your body parts may be
detached and reattached at will, without causing 45. Leap: You can jump up to L×10ft in the air.
pain or damage. You can still control them.
46. Liquid Air: The air around you becomes
24. Disguise: You may alter the appearance of L swimmable.
characters at will as long as they remain humanoid.
Attempts to duplicate other characters will seem 47. Magic Dampener: All nearby magical effects have
uncanny. their effectiveness halved.

25. Displace: An object appears to be up to L×10ft from 48. Manse: A sturdy, furnished cottage appears for
its actual position. L×12 hours. You can permit and forbid entry to it at
will.
26. Earthquake: The ground begins shaking violently.
Structures may be damaged or collapse. 49. Marble Madness: Your pockets are full of marbles,
and will refill every round.
27. Elasticity: Your body can stretch up to L×10ft.
50. Masquerade: L characters’ appearances and voices
28. Elemental Wall: A straight wall of ice or fire L×40ft become identical to a touched character.
long and 10ft high rises from the ground.
51. Miniaturize: You and L other touched creatures are
29. Filch: L visible items teleport to your hands. reduced to the size of a mouse.

30. Fog Cloud: Dense fog spreads out from you. 52. Mirror Image: L illusory duplicates of yourself
appear under your control.
31. Frenzy: L creatures erupt in a frenzy of violence.
53. Mirrorwalk: A mirror becomes a gateway to
32. Gate: A portal to a random plane opens. another mirror that you looked into today.

33. Gravity Shift: You can change the direction of 54. Multiarm: You gain L extra arms.
gravity (for yourself only) up to once per round.
55. Night Sphere: An L×40ft wide sphere of darkness 75. Smoke Form: Your body becomes living smoke.
displaying the night sky appears.
76. Snail Knight: 10 minutes after casting, a knight
56. Objectify: You become any inanimate object sitting astride a giant snail rides into view. He is
between the size of a grand piano and an apple. able to answer most questions related to quests and
chivalry, and may aid you if he finds you worthy.
57. Ooze Form: You become a living jelly.
77. Sniff: You can smell even the faintest traces of
58. Pacify: L creatures have an aversion to violence. scents.

59. Phantom Coach: A ghostly coach appears until end 78. Sort: Inanimate items sort themselves according to
of spell. It moves unnaturally fast over any terrain, categories you set. The categories must be visually
including water. verifiable.

60. Phobia: L creatures become terrified of an object of 79. Spectacle: A clearly unreal but impressive illusion of
your choice. your choice appears, under your control. It may be
up to the size of a palace and has full motion and
61. Pit: A pit 10ft wide and L×5ft deep opens in the sound.
ground.
80. Spellseize: Cast this as a reaction to another spell
62. Primeval Surge: An object grows to the size of an going off to make a temporary copy of it that you
elephant. If it is an animal, it is enraged. can cast at any time before this spell ends.

63. Psychometry: The referee answers L yes or no 81. Spider Climb: You can climb surfaces like a spider.
questions about a touched object.
82. Summon Cube: Once per second, (6 times per round)
64. Pull: An object of any size is pulled directly towards you may summon or banish a 3-foot-wide cube of
you with the strength of L men for one round. earth. New cubes must be affixed to the earth or to
other cubes.
65. Push: An object of any size is pushed directly away
from you with the strength of L men for one round. 83. Swarm: You become a swarm of crows, rats, or
piranhas. You only take damage from area effects.
66. Raise Dead: L skeletons rise from the ground to
serve you. They are incredibly stupid and can only 84. Telekinesis: You may mentally move L items.
obey simple orders.
85. Telepathy: L+1 creatures can hear each other’s
67. Raise Spirit: The spirit of a dead body manifests thoughts, no matter how far apart they move.
and will answer L questions.
86. Teleport: An object disappears and reappears on the
68. Read Mind: You can hear the surface thoughts of ground in a visible, clear area up to L×40ft away.
nearby creatures.
87. Thaumaturgic Anchor: Object becomes the target of
69. Repel: L+1 objects are strongly magnetically repelled every spell cast near it.
from each other if they come within 10 feet.
88. Thicket: A thicket of trees and dense brush up to
70. Scry: You can see through the eyes of a creature you L×40ft wide suddenly sprouts up.
touched earlier today.
89. Time Jump: An object disappears as it jumps L×10
71. Sculpt Elements: All inanimate material behaves minutes into the future. When it returns, it appears
like clay in your hands. in the unoccupied area nearest to where it left.

72. Shroud: L creatures are invisible until they move. 90. Summon Idol: A carved stone statue the size of a
four poster bed rises from the ground.
73. Shuffle: L creatures instantly switch places.
Determine where they end up randomly. 91. Time Rush: Time in a 40ft bubble starts moving 10
times faster.
74. Sleep: L creatures fall into a light sleep.
92. Time Slow: Time in a 40ft bubble slows to 10%.
93. True Sight: You see through all nearby illusions.
thanks
94. Upwell: A spring of seawater appears.
Knave was made possible due to the
95. Vision: You completely control what a creature sees. encouragement, feedback and assistance of my
Patreon supporters.
96. Visual Illusion: A silent, immobile, illusion of your
choice appears, up to the size of a bedroom. https://www.patreon.com/questingbeast.

97. Ward: A silver circle 40ft across appears on the A special thanks is due to everyone from the
ground. Choose one thing that cannot cross it: Living DIY DND community on Google+.
creatures, dead creatures, projectiles or metal.
This game was made using the free fonts
98. Web: Your wrists can shoot thick webbing. Crimson Text and Sebaldus-Gotisch.

99. Wizard Mark: Your finger can shoot a stream of Cover art The Tomb of the Rosicrucian by Hablot
ulfire-colored paint. This paint is only visible to you, Knight Browne (Phiz)
and can be seen at any distance, even through solid
objects.

100. X-Ray Vision: You gain X-Ray vision.


random tables
__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.
__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.
random tables
__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.
__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

__________________ __________________
1. 8. 15. 1. 8. 15.
2. 9. 16. 2. 9. 16.
3. 10. 17. 3. 10. 17.
4. 11. 18. 4. 11. 18.
5. 12. 19. 5. 12. 19.
6. 13. 20. 6. 13. 20.
7. 14. 7. 14.

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