Knave Booklet
Knave Booklet
Knave Booklet
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:
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.
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
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.
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.
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: 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.
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.
__________________ __________________
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.