Knave 2e Kickstarter Preview

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Kickstarter Preview

Check out the campaign on Kickstarter


The full version of the game (90+ pages) plans to include:
• 75+ random tables (d100) for generating any feature of a fantasy world, including
NPCs, regions, dungeons, monsters, spells, cities, and items.
• Easy-to-use procedures for dungeon crawling and wilderness travel that make
resources matter.
• Principles to guide DMs and Players.
• A list of 100 level-less spells focused on manipulating the world rather than damage.
• Dozens of illustrations by legendary OSR artist Peter Mullen.
• Rules for constructing your own buildings, resolving mass battles, carousing,
recruiting followers, gambling, training, and much more.
• Designer’s commentary explaining the rationale behind the rules.
Check it out on Kickstarter to learn more!
Ability Scores PC Creation
PCs have six abilities, each with scores record ability scores: The total of a
rated from 0 to 10. These scores are often new PC’s ability scores must equal 3.
added to checks (p. XX). A PC’s highest Players can determine their starting scores
ability scores helps determine the kind of themselves or let fate decide by rolling
character they are. 3d6. Each die adds 1 to the ability score
1. strength (str): The Fighter ability. matching the number it rolled.
Added to melee attacks and checks Example: rolling 3-5-5 means CON (the third
requiring power like climbing and lifting. ability) has a score of 1 and WIS (the fifth
2. dexterity (dex): The Thief ability. ability) has a score of 2.
Added to checks requiring agility and record secondary stats: PCs start at
reflexes like dodging, sneaking, picking level 1 with 0 XP. They have 10 + CON
pockets, sleight of hand, etc. item slots and d6 starting and maximum
3. constitution (con): The Adventurer Hit Points (HP).
ability. Important for every PC. Added to record careers: Roll or pick two
checks to resist poison, intoxication, cold, careers from the list on the facing page.
etc. PCs have 10+CON item slots and can You gain those careers’ items, as well any
take 10+CON wounds before dying. of the following that you can carry:
4. intelligence (int): The Magic-User 3d6×10 coins, 2 rations, a 50’ rope, 2
ability. Added to checks requiring torches, any armor pieces (p. XX), any
cunning, like crafting, lock picking, weapon (p. XX) and a quiver of 20
potion-making, etc. PCs can cast INT arrows. If the GM permits you to play a
spells per day. non-human character, they may grant you
a special ability in place of one of your
5. wisdom (wis): The Ranger ability. careers (e.g. Elves only have to sleep one
Added to ranged attacks and wilderness watch per night.)
checks like foraging and navigating.
finishing touches: Name your
6. charisma (cha): The Cleric ability. character and describe them. You may use
Added to social, initiative, and divine the NPC random tables (p. XX) if you
intervention checks. PCs can have a need ideas to help flesh them out.
maximum of CHA NPC companions.
careers and starting equipment
1 acolyte: candlestick, censer, incense 51 jailer: padlock, 10’ chain, wine jug
2 acrobat: flash powder, balls, lamp oil 52 jester: scepter, donkey head, motley
3 actor: wig, makeup, costume 53 jeweler: pliers, loupe, tweezers
4 alchemist: acid, mortar/pestle, 6 vials 54 knight: lady’s favor, banner, signet ring
5 antiquarian: old coin, flag, lore book 55 kidnapper: chloroform, manacles, hood
6 arcanist: spell book, arcane robes, chalk 56 lawyer: fancy robe, law book, certificate
7 architect: plumb line, level, ruler 57 locksmith: crowbar, picks, padlock
8 assassin: crossbow, garrote, soft boots 58 mason: chisel, hammer, chalk
9 astrologer: star charts, almanac, telescope 59 merchant: scales, strongbox, bag of spice
10 baker: rolling pin, flour bag, lard block 60 miner: pickaxe, lantern, pet canary
11 bandit: mask, manacles, caltrops 61 musician: 3 instruments
12 barber: scissors, hair oil, straight razor 62 naturalist: fossil, insect case, geode
13 beast tamer: whip, gloves, leash 63 officer: shoe polish, medal, spyglass
14 beekeeper: honey, mask, smoke bomb 64 oracle: tea leaves, tarot deck, crystal
15 blacksmith: hammer, bellows, tongs 65 orator: 100 marbles, bullhorn, wax tablet
16 boatman: 10’ pole, instrument, paddle 66 painter: linseed oil, pigments, brushes
17 bookbinder: sewing kit, glue, quill/ink 67 peddler: bucket, 300’ twine, mirror
18 brewer: mash paddle, beer keg, hops 68 philosopher: staff, lantern, chalk
19 burglar: lockpicks, grappling hook, rope 69 physician: saw, scalpel, wine jug
20 butcher: cleaver, meat hook, bacon 70 pilgrim: staff, relic, letter of passage
21 candlemaker: 10 candles, lamp oil, wax 71 pirate: sextant, cannonball, grappling hook
22 carpenter: hammer, saw, box of nails 72 pit fighter: net, whip, wine jub
23 charlatan: costume, fake elixir, degree 73 playwright: quill/ink, skull, 10 candles
24 cobbler: leather roll, fancy shoes, tacks 74 poacher: animal scent, bow, 20 arrows
25 coachman: whip, lockbox, oilskin coat 75 poet: stationary, bell, perfume
26 cook: frying pan, salt, olive oil 76 priest: holy water, 10 stakes, prayer book
27 courier: oilskin bag, local map, lantern 77 prospector: 10 iron spikes, pickaxe, pan
28 courtier: perfume, wig, fan 78 puppeteer: confetti, puppet, sewing kit
29 cultist: dagger, ritual robes, amulet 79 rat catcher: cage, 10 rat traps, sack
30 cutpurse: knife, caltrops, sack 80 saboteur: air bladder, crowbar, bomb
31 dyer: 10’ pole, dyes, soap 81 sailor: beeswax, pullies, spyglass
32 explorer: sextant, spyglass, crampons 82 scout: signal flags, black grease, dice
33 falconer: bird cage, gloves, whistle 83 scribe: lamp oil, quill/ink, sealing wax
34 fence: short sword, file, sealing wax 84 sculptor: chisel, clay, calipers
35 fisherman: spear, net, fishing tackle 85 servant: sponge, silverware, poker
36 folklorist: prophecy, bones, scales 86 shepherd: crook, instrument, sling
37 gambler: rapier, card deck, dice 87 shipwright: drill, hammer, axe
38 gamekeeper: sling, horn, rope ladder 88 singer: mirror, makeup, locket
39 gardener: sickle, shovel, shears 89 smuggler: pulleys, rope, makeup
40 grave robber: saw, crowbar, pulleys 90 soldier: tent, card deck, shovel
41 gravedigger: shovel, pickaxe, bucket 91 spy: caltrops, poison, forged papers
42 groom: oats, horse brush, blanket 92 squire: torch, armor polish, trumpet
43 guard: halberd, livery, horn 93 tailor: sewing kit, scissors, soap
44 headsman: axe, hood, garrote 94 tattooist: soot pot, needles, 10 candles
45 herbalist: herbs, sickle, herb manual 95 thieftaker: bear trap, manacles, torch
46 hermit: staff, fungi, basket 96 thug: poison, knife, lamp oil
47 hunter: tent, bearskin, beartrap 97 torturer: drill, hourglass, 10’ chain
48 innkeeper: ladle, candle, cauldron 98 trapper: bear trap, 300’ twine, bear pelt
49 inquisitor: manual, vestments, pliers 99 watchman: lantern, trumpet, spear
50 investigator: journal, manacles, vial 00 woodcutter: axe, firewood, 50’ rope
Item Slots & Leveling Up
Wounds experience points: PCs are awarded 1
experience point (XP) for each coin (c)
slots: PCs have 10 + CON item slots to worth of treasure recovered from
record their equipment. Most items, dungeons and returned to civilization,
including groups of small items that could split evenly between all PCs who assisted.
fit in one hand, take up one slot. Items A dungeon can be any kind of remote,
that require two hands take two slots. 500 dangerous environment ripe for looting
coins use a full slot. 20 arrows in a quiver and exploring, such as castles, prisons,
use a full slot. lairs, and tombs. If you are using a pre-
damage: Damage a PC receives is made dungeon from another RPG that
subtracted from their HP. Once their HP uses copper, silver, gold, and platinum
reaches 0, each point of damage fills an coins (each worth 10 times the last), then
item slot with an appropriate wound count each gold coin as 1c.
(stabbed, frozen, burned, etc.), from the leveling up: At certain XP thresholds,
highest slot to the lowest. Items in an PCs gain a level, which adds 1 to three
wounded slot must be dropped, or the PC different ability scores. These scores can
will be immobilized. The GM may rule be picked by the player, chosen randomly,
that an item in an injured slots is damaged or a combination of both. Each level also
or destroyed, if appropriate. allows the player to reroll their PC’s HP
direct damage: Direct damage bypasses maximum using one additional d6. If the
HP and adds wounds directly. This occurs rolled total is not greater than their last
in situations where a creature’s combat maximum, add 1 to the last maximum.
skills would not protect them (e.g. when
falling or attacked unawares). Monsters
receive triple damage from direct damage,
level xp total hp max title
since they do not have item slots.
1 0 1d6 Wretch
death: PCs die when all of their slots are 2 2000 2d6 Lowlife
filled with wounds. Creatures without 3 4000 3d6 Hoodlum
slots, like monsters, simply die at 0 HP. 4 8000 4d6 Fool
5 16000 5d6 Dastard
healing: PCs’ hit points return to 6 32,000 6d6 Cad
maximum each morning, as long as they 7 64,000 7d6 Gadabout
slept for two watches and ate a meal the 8 125,000 8d6 Rogue
night before. If they are in a safe haven 9 250,000 9d6 Jack
they also heal one injury. 10 500,000 10d6 Knave
modifiers: The GM can apply +5
Checks bonuses for each advantage and -5
penalties for each disadvantage that the
When a creature attempts something
rolling player has on a check. (Example
risky, they make a check by rolling a d20
advantages: having a related career, a
and adding one of their ability scores. If
clever approach, extra time, the right
their total meets or exceeds a target
tools, etc.)
number set by the GM, they succeed.
social checks: In most cases, the
If a creature doesn’t have ability scores,
outcome of social interactions can be
the GM can use its level instead. If the
resolved with common sense and
creature seems like it would be bad at the
roleplaying, but in a risky situation the
action, use half its level or zero instead.
GM may call for a check. These are made
Don’t use checks to solve problems that using the PC’s CHA vs. the NPC’s WIS or
the player could solve with some CHA, depending on the context.
creativity and critical thinking. Some Modifiers may be applied based on the
actions may be impossible unless the PC target’s disposition and relationship to the
has the proper tools or training. PC, factional or moral alignment, the PC’s
setting the target number: Start phrasing, bribes, threats, etc.
with 11 and then add a difficulty rating lore checks: Checks are not necessary
from 0-10 (5 by default). If the check is for a PC to recall lore. PCs automatically
against another creature, the difficulty know all common knowledge and any
rating is equal to their relevant ability specialized knowledge covered by their
score or level. In an attack, the difficulty is careers. Any other knowledge must be
the target’s armor points (the target discovered in-game.
number in this case is called Armor Class.)
search checks: Hidden things are
reversing checks: Checks in Knave are either automatically discovered after
reversible, meaning that either side can be enough time is spent searching, or they
the one to roll. It is possible to play Knave cannot be found without taking in-game
with only the players rolling checks. actions. Obvious features of an area
Example: a goblin trying to strike a PC could should be described right away to PCs,
add its level to the d20, trying to hit the PC’s and details should be described as players
Armor Class (11 + the PC’s armor points). Or, ask questions and investigate. See pages
to reverse the roll, the PC could add their XX and XX for more information about
armor points to the d20, aiming for a target searching dungeon rooms or wilderness
number of 11 + the goblin’s level. The odds of hexes.
the goblin hitting are the same either way.
travel speed: PCs can move one six-
Traveling mile hex per watch, up to 3 times per day.
Each watch after the third deals 1 direct
watches: While on a journey, days are
damage to each PC unless they succeed at
divided into six four-hour watches: three
a CON check. Speed is halved when
for day, three for night. Most major
traveling in darkness, through difficult
actions (traveling, foraging, searching
terrain, or in severe weather. It is doubled
etc.) take one watch to complete.
when riding a mount.
the journey hazard die: At the end of each
navigation: If the terrain or weather is
watch, roll the Journey Hazard Die and
disorienting, the GM may require a WIS
apply the result.
check (rolled in secret) to see if the party
accidentally moves in a random direction.
d6 journey hazard die results
1 encounter: The party has an exploring: The party can spend a watch
encounter, usually rolled from a table exploring the area of a six-mile hex to
designed for the region or terrain type. automatically reveal any areas of interest
The GM determines the encounter’s (such as an overgrown ruin, a hidden
reaction, activity, distance from the pool, etc.) that wouldn’t be noticed by
party, and if they are surprised (p. XX.) simply passing through.
2 fatigue: Each party member takes 1 secret features: Secret features (such
damage unless they spend the next as buried treasure or a hidden door into a
watch resting. Damage may be higher mountain) should have corresponding
in severe weather or difficult terrain. clues revealed by exploring the hex. They
Ignore while camping. can only be found by the PCs interacting
3 depletion: Roll a d6 for each with the game world.
perishable item (rations, monster parts, foraging: Finding food takes a watch and
etc.). On a 1 it has expired and must be requires a WIS check, with modifiers for
thrown out. weather, terrain, etc. On a success, each
4 weather: The weather changes (p. PC collects d6 rations. One ration fills an
XX) or some local effect begins. item slot.
5 sign: The party finds a sign of the next
encounter (p. XX) or a clue to a secret.
6 free: No effect.
lightning: Spooks animals and ignites
Weather things. Generally does not strike PCs (3d6
damage) unless they are asking for it.
changing the weather: At the start of
the game and whenever you roll the wind: Carries scents and makes ranged
Weather result on the Journey Hazard attacks difficult. Can reduce visibility if
Die, roll on the appropriate table below. rain or dust is present. Windstorms slow
Use common sense when deciding on movement, drown out sound, and blow
how the weather affects PCs. See the things over.
following suggestions. fog: Reduces visibility and disorients.
rain: Everything gets soaked. Heavy rain snow: Reduces visibility and slows
reduces visibility, disorients, slows movement. Heavy snow also disorients.
movement, drowns out sound, and creates
temperature: Hot and cold weather can
mud. May cause flooding and landslides if
increase the Hazard Die’s fatigue damage
it goes on for long enough.
to unprepared PCs. Freezing weather may
hail: Reduces visibility, disorients, slows cause damage every watch.
movement, and drowns out sound.
3d6 spring summer fall winter
3 Light Snow Windy, Cool Light Snow Blizzard
4 Hail Clear, Cool Hail Heavy Snow
5 Thunderstorm Hail Thunderstorm Snow, Wind
6 Wind and Rain Thunderstorm Wind and Rain Light Snow
7 Heavy Rain Heavy Rain Heavy Rain Sleet
8 Light Rain Light Rain Light Rain Light Rain
9 Light Rain Warm, Humid Light Rain Windy, Cool
10 Cool Warm Cool Cool
11 Warm Hot Warm Cold
12 Cold Hot, Humid Cold Freezing
13 Windy, Cool Windy, Warm Windy, Cool Windy, Cold
14 Windy, Cold Windy, Hot Windy,Cold Windy, Freezing
15 Windy, Warm Windy, Cool Windy, Warm Foggy, Cool
16 Cool, Foggy Cool Cool, Foggy Foggy, Cold
17 Cold, Foggy Cool, Foggy Cold, Foggy Foggy, Freezing
18 Windstorm Windstorm Windstorm Windstorm
wilderness regions wilderness structures
1 Ashland 51 Lava Field 1 Abbey 51 Lighthouse
2 Badland 52 Lava Tube 2 Altar 52 Logging Camp
3 Bamboo Forest 53 Loch 3 Amphitheater 53 Manor
4 Basalt Columns 54 Mangrove Swamp 4 Aqueduct 54 Market
5 Bay 55 Marsh 5 Archive 55 Memorial
6 Beach 56 Meadow 6 Asylum 56 Mill
7 Bluff 57 Mesa 7 Bandit Camp 57 Mine
8 Bog 58 Mire 8 Barn 58 Monastery
9 Boulder Field 59 Moor 9 Battlefield 59 Monolith
10 Brook 60 Mountain 10 Bell Tower 60 Monument
11 Butte 61 Mud Plain 11 Bonfire 61 Mosaic
12 Caldera 62 Oasis 12 Bower 62 Mule Track
13 Canyon 63 Oil Seep 13 Brazier 63 Obelisk
14 Cave 64 Pass 14 Cairn 64 Orchard
15 Cliff 65 Pasture 15 Cart Track 65 Outpost
16 Cloud Forest 66 Petrified Forest 16 Castle 66 Paved Road
17 Coniferous Forest 67 Pit 17 Catacomb 67 Pen
18 Copse 68 Plateau 18 Chapel 68 Pilgrim Camp
19 Crag 69 Pond 19 City 69 Pillar
20Crater 70 Prairie 20Cistern 70 Port
21 Creek 71 Quicksand 21 Convent 71 Prison
22 Crossing 72 Rainforest 22 Crossroads 72 Pyramid
23 Crystals 73 Rapids 23 Dam 73 Refugee Camp
24 Deciduous Forest 74 Ravine 24 Dirt Road 74 Road
25 Delta 75 Ridge 25 Dolmen 75 Ruin
26 Den 76 River 26 Dungeon 76 Shepherd Hut
27 Dunes 77 Riverland 27 Farm 77 Shrine
28 Dust Bowl 78 Rockslide 28 Ferry 78 Signal Tower
29 Fen 79 Salt Flat 29 Festival 79 Stable
30 Fjord 80 Salt Marsh 30 Fishing Hut 80 Statue
31 Floodplain 81 Savanna 31 Ford 81 Stone Bridge
32 Gas Vent 82 Scree Slope 32 Forester Lodge 82 Stone Circle
33 Geyser 83 Scrubland 33 Fort 83 Surveyor Camp
34 Glacier 84 Sinkhole 34 Gallows 84 Tavern
35 Gorge 85 Spring 35 Garden 85 Temple
36 Grotto 86 Steppe 36 Garrison 86 Toll House
37 Grove 87 Stream 37 Gate 87 Tomb
38 Gulch 88 Sulfur Spring 38 Gibbet 88 Tower
39 Heath 89 Swamp 39 Graveyard 89 Town
40 Highland 90 Taiga 40 Hamlet 90 Trader Camp
41 Hollow 91 Tar Pit 41 Hedge 91 Trail
42 Hoodoo 92 Thicket 42 Henge 92 Trap
43 Hot Spring 93 Tundra 43 Hermitage 93 Village
44 Ice Sheet 94 Valley 44 Hideout 94 Wall
45 Jungle 95 Volcanic Plain 45 Highway 95 Watchtower
46 Knoll 96 Volcano 46 Hunter’s Camp 96 Watermill
47 Lagoon 97 Wasteland 47 Hunting Lodge 97 Well
48 Lair 98 Waterfall 48 Inn 98 Windmill
49 Lake 99 Wetlands 49 Keep 99 Wizard Tower
50 Lakebed 00Whirlpool 50 Library 00Wooden Bridge
wilderness traits wilderness themes
1 Amber 51 Lonely 1 Blessings 51 Mutation
2 Ashen 52 Misty 2 Blindness 52 Outsiders
3 Bewitching 53 Murmuring 3 Blood 53 Pageantry
4 Black 54 Mysterious 4 Bones 54 Paranoia
5 Blasted 55 Oozing 5 Books 55 Poison
6 Blessed 56 Overgrown 6 Brains 56 Priests
7 Blighted 57 Perilous 7 Chaos 57 Prophecy
8 Bloody 58 Petrified 8 Children 58 Rats
9 Boiling 59 Phantasmal 9 Collapse 59 Refugees
10 Bright 60 Puzzling 10 Combat 60 Restless Dead
11 Broken 61 Ravaged 11 Confusion 61 Revenge
12 Burning 62 Ravenous 12 Corpses 62 Riches
13 Cerulean 63 Restless 13 Corruption 63 Rituals
14 Clouded 64 Savage 14 Creation 64 Rival Factions
15 Cracked 65 Scorching 15 Criminal Activity 65 Sacrifice
16 Creeping 66 Screaming 16 Crows 66 Savage Fury
17 Crimson 67 Shadowy 17 Cults 67 Secret Knowledge
18 Cursed 68 Shattered 18 Curses 68 Serpents
19 Dark 69 Shifting 19 Death 69 Shadows
20Dead 70 Shining 20Decay 70 Skulls
21 Desolate 71 Shivering 21 Disease 71 Slavery
22 Divine 72 Shrouded 22 Divination 72 Slime
23 Doomed 73 Silent 23 Dragons 73 Smoke
24 Echoing 74 Silver 24 Drowning 74 Songs
25 Eerie 75 Singing 25 Echoes 75 Souls
26 Elder 76 Sinister 26 Eyes 76 Spiders
27 Eldritch 77 Sinking 27 Faces 77 Stasis
28 Emerald 78 Sleeping 28 Feasting 78 Statues
29 Endless 79 Sliding 29 Fog 79 Summoning
30 Eternal 80 Stoney 30 Gateways 80 Survival
31 Fallen 81 Stormy 31 Ghosts 81 Teeth
32 Fearsome 82 Sunken 32 Gods 82 Tentacles
33 Fell 83 Swarming 33 Hands 83 Tests and Trials
34 Forbidden 84 Sweltering 34 Holy War 84 The Moon
35 Forgotten 85 Thorny 35 Hunger 85 The Night
36 Forsaken 86 Thundering 36 Hunting 86 The Stars
37 Frozen 87 Torrential 37 Imprisonment 87 The Sun
38 Ghostly 88 Twisting 38 Invasion 88 Thorns
39 Glittering 89 Unquiet 39 Invention 89 Trickery
40 Gloomy 90 Vanishing 40 Inversion 90 Tyranny
41 Golden 91 Vast 41 Judgement 91 Vampires
42 Grim 92 Violet 42 Lies 92 Voids
43 Haunted 93 Wandering 43 Light 93 Water
44 Hidden 94 Watching 44 Locks 94 Whispers
45 Holy 95 Whispering 45 Madness 95 Wild Growth
46 Infested 96 White 46 Memory 96 Wine
47 Iron 97 Withered 47 Mirrors 97 Winter
48 Jade 98 Wondrous 48 Mob Rule 98 Wolves
49 Jagged 99 Writhing 49 Mouths 99 Worms
50 Loathsome 00Yellow 50 Music 00Zealotry
encounter activities
Encounters 1 Ambushing 51 Harvesting
Use the following rules when the PCs 2 Arguing 52 Hauling
come across a random encounter. 3 Awarding 53 Healing
4 Beautifying 54 Hiding
distance from party: In confined 5 Befouling 55 Igniting
environments with limited visibility like 6 Begging 56 Infiltrating
dungeons, encounters appear 2d6 × 10 feet 7 Besieging 57 Initiating
from the PCs when their initial distance is 8 Birthing 58 Instructing
unclear. In the wilderness or other wide- 9 Blessing 59 Kidnapping
10 Brawling 60 Looting
open spaces, they appear 4d6 × 30 feet
11 Brewing 61 Mapping
away. 12 Building 62 Marrying
surprise: If an encounter occurs within 13 Burgling 63 Mourning
80 feet of the party, the closest PC should 14 Burying 64 Murdering
make a WIS check against the closest 15 Camping 65 Packing
encountered creature. If one side wins by 16 Capturing 66 Pardoning
17 Carving 67 Parleying
5 or more, they have surprised the other
18 Celebrating 68 Patrolling
side. The surprising side will act first in 19 Chasing 69 Performing
combat and gains a +5 bonus on all 20Cleaning 70 Planning
combat checks during the first round. 21 Clearing 71 Planting
activity: The current activity of the 22 Climbing 72 Playing
encountered creatures depends on the 23 Collecting 73 Praying
24 Competing 74 Preaching
creature type, environment, etc., but the 25 Convening 75 Processing
most important thing is to have them 26 Cooking 76 Questioning
doing more than just waiting for the PCs 27 Courting 77 Repairing
to arrive. It should feel like they have a life 28 Crafting 78 Rescuing
outside of the adventure. Use the table to 29 Cursing 79 Resting
the right as inspiration or roll on it, 30 Dancing 80 Rioting
ignoring results that don’t make sense. 31 Defacing 81 Robbing
32 Defending 82 Sacrificing
reaction: If the encounter’s reaction to 33 Delivering 83 Scavenging
the party isn’t obvious, the GM may roll 34 Destroying 84 Scouting
2d6 on the following table to determine 35 Dousing 85 Searching
their attitude. Note that the PCs’ actions 36 Dressing 86 Selling
can cause this to change quickly. 37 Dueling 87 Singing
38 Dying 88 Sleeping
2d6 npc reaction 39 Eating 89 Summoning
2 Kill the PCs 40 Escaping 90 Surrendering
3 Injure or capture the PCs 41 Escorting 91 Swimming
4 Harass or rob the PCs 42 Excavating 92 Swindling
5 Insult, threaten, or command the PCs 43 Executing 93 Tending
6 Avoid the PCs 44 Feasting 94 Threatening
7 Ignore the PCs 45 Fighting 95 Tracking
8 Follow or observe the PCs 46 Fleeing 96 Trading
9 Politely question the PCs 47 Foraging 97 Training
10 Share information with the PCs 48 Fortifying 98 Traveling
11 Perform minor favors the PCs 49 Gambling 99 Wandering
12 Ask to join the PCs’ party 50 Guarding 00Worshiping
using relics: Relics add +5 to checks
Divine Magic where they are used against the Patron’s
enemies or in service of their goals.
patrons: Patrons are powerful magical
beings (often incorporeal) who grant Relics can also be used to ask for direct aid
some of their power to PC through the related to a patron’s domains by vowing
use of relics. They might be petty gods, some service in return. The GM may
saints, nature spirits, outsiders, etc. GMs decide that the patron accepts the PC’s
should treat patrons like NPCs, giving request, rejects it, bargains with them, or
them goals, enemies, personalities, and so that a CHA check is required to convince
on. Each patron has one or two domains it them. Regardless of the outcome, each
is most concerned with, either positively relic can only be used in this way once
or negatively. You can use the spell before it must be re-blessed at the patron’s
generator tables (p. XX) as inspiration shrine.
when deciding on a patron’s powers. vows: Common vows include sacrificing
shrines: Patrons have shrines dotted HP, slots, ability scores, money, weapons,
around the landscape. PCs may freely armor, or undertaking a mission for the
communicate with a patron at their shrine patron (see the mission tables on p. XX).
assuming they have the patron’s favor and favor: PCs that takes actions contrary to
one of their relics. a patron’s goals or who do not fulfill their
relics: Relics are magical items that are promises to their patron may incur
bound to the service of a particular disfavor. Disfavor could mean anything
patron, usually found in dungeons or at from a mild rebuke to the patron cutting
shrines. A relics might be a symbol of the off access until the PC has properly
patron, a weapon, an article of clothing, atoned. In extreme cases, the patron could
or even a piece of the patron’s body like smite the PC personally or send their
their skull or hair. A PC’s item can also be followers after them.
converted into a relic through the patron’s On the other hand, PCs who take pains to
blessing. They always take up at least one stay in a patron’s favor and accomplish
item slot. their goals may be rewarded with unique
blessings, additional relics, or followers.
domains symbols
01 Acid 51 Mountains 1 Antlers 51 Key
02Alchemy 52 Murderers 2 Arrow 52 Knot
03 Bees 53 Music 3 Axe 53 Lamp
04 Beggars 54 Oratory 4 Bear 54 Leaf
05 Betrayal 55 Performance 5 Bell 55 Lightning bolt
06 Birds 56 Poison 6 Bird 56 Lock
07 Blades 57 Priests 7 Blood drop 57 Mask
08 Blood 58 Prisoners 8 Book 58 Moon
09 Blossoms 59 Rage 9 Boots 59 Nut
10 Children 60 Rain 10 Bow 60 Octopus
11 Clay 61 Revenge 11 Bowl 61 Ox
12 Clouds 62 Revolution 12 Branch 62 Pen
13 Commerce 63 Roads 13 Brazier 63 Pincer
14 Courage 64 Royalty 14 Cauldron 64 Pine cone
15 Cowards 65 Rust 15 Chain 65 Planet
16 Craftsmanship 66 Salt 16 Chariot 66 Rabbit
17 Crows 67 Sand 17 Circle 67 Rat
18 Darkness 68 Secrets 18 Cloud 68 Ring
19 Deserts 69 Serpents 19 Coin 69 Roots
20Destruction 70 Silence 20Comb 70 Scorpion
21 Disease 71 Slaves 21 Constellation 71 Scales
22 Doors 72 Sleep 22 Crab 72 Scroll
23 Dreams 73 Smoke 23 Cross 73 Serpent
24 Duels 74 Soldiers 24 Crown 74 Shield
25 Eagles 75 Spiders 25 Crystal 75 Sickle
26 Earthquakes 76 Swamps 26 Dagger 76 Skull
27 Fire 77 Tailors 27 Deer 77 Snail
28 Fish 78 The Blind 28 Diamond 78 Snowflake
29 Forge 79 The Elderly 29 Dice 79 Spear
30 Fungi 80 The Future 30 Doll 80 Spinning wheel
31 Gluttony 81 The Grave 31 Eye 81 Spiral
32 Gossip 82 The Harvest 32 Fangs 82 Square
33 Greed 83 The Hearth 33 Feather 83 Staff
34 Healing 84 The Hunt 34 Fish 84 Star
35 Horses 85 The Law 35 Fist 85 Sun
36 Hunger 86 The Sea 36 Flower 86 Sword
37 Illusions 87 Thieves 37 Fountain 87 Talons
38 Jealousy 88 Thorns 38 Fox 88 Tentacle
39 Language 89 Travelers 39 Frog 89 Throne
40 Lava 90 Trees 40 Fruit 90 Tooth
41 Libraries 91 Trickery 41 Gate 91 Torch
42 Light 92 Truth 42 Goat 92 Tree
43 Lightning 93 Tundra 43 Hammer 93 Triangle
44 Love 94 Tunnels 44 Hand 94 Turtle
45 Luck 95 Vermin 45 Heart 95 Wave
46 Machines 96 Walls 46 Helmet 96 Web
47 Madness 97 Wind 47 Hook 97 Whale
48 Mazes 98 Wine 48 Horn 98 Whip
49 Miners 99 Winter 49 Horse 99 Wings
50 Mirrors 00Wolves 50 Hourglass 00Wolf
potioneffects
Alchemy 1 Telepathy 51 Smelling
harvesting: Harvesting a monster's 2 Telekinesis 52 Taste
body part requires 10 minutes and the 3 Clairvoyance 53 Eagle Vision
4 True Poison 54 Micro Vision
proper tools. The most useful organs are 5 True Glue 55 Lycanthropy
the ones that produce the monster's 6 True Acid 56 Levitation
special abilities, such as a dragon's lung 7 True Grease 57 Flight
(fire breathing) or a dragon's scales 8 Grow 58 Gravity
(fireproofing). Magical plants can also be 9 Shrink 59 Anti-Gravity
harvested, although they usually grow in 10 Healing 60 Repulsion
dangerous or lost locations. Body parts or 11 Rot 61 Clone
plants harvested take up at least one slot, 12 Love 62 Mutation
due to the packaging and fluids they must 13 Hate 63 Raise Dead
14 Rage 64 Heartlessness
be preserved in. 15 Fear 65 Silence
brewing: Brewing a potion requires a 16 Joy 66 Loudness
fire, a cauldron, ingredients, and one 17 Paranoia 67 Beast Speech
watch (four hours) of time. The player 18 Prophecy 68 Bird Speech
describes the effect and duration of the 19 Courage 69 Grub Speech
20Invisibility 70 Dead Speech
potion they are trying to make, along with
21 Strength 71 Fish Speech
the ingredients to be used (usually 22 Speed 72 Metal Speech
monster parts, but in theory they might 23 Jumping 73 Plant Speech
use any rare substances with the right 24 Climbing 74 Stone Speech
properties). If the GM approves the 25 Swimming 75 Hypnotism
attempt, the PC makes an INT check. The 26 Intangibility 76 Tongues
PC adds +5 to the check for each watch 27 Forgetfulness 77 True Sight
they spend working on the potion after 28 Petrification 78 Water Walk
the first, (+10 maximum). On a success, 29 Polymorph 79 Ventriloquism
30 Gills 80 Youth
the potion is created. The parts are lost no
31 Webs 81 Age
matter the outcome. If the PC succeeds at 32 Claws 82 Mold Stone
the check by 10 or more, they have 33 Long Tongue 83 Mold Metal
created a recipe for that potion and no 34 Four Arms 84 Mold Flesh
longer need to make a brewing check to 35 Stinger 85 Beast-form
make it when using those exact 36 Zombie Blood 86 Bird-Form
ingredients. 37 Vampirism 87 Fish-Form
38 Burrowing 88 Vermin-Form
potion effects: Potions allow the 39 Cloudkill 89 Fire-form
drinker to produce a single significant 40 Understanding 90 Ice-form
magical effect. If the effect is ongoing (like 41 Dark Vision 91 Gas-form
invisibility) it lass for 10 minutes. Weak 42 X-Ray Vision 92 Ooze-form
ongoing effects may last for an hour or 43 Infravision 93 Heat-Proof
even a day if it is very weak. A drop of a 44 Ultravision 94 Cold-Proof
potion gives a clue as to its effects. If the 45 Sleep 95 Lightning Proof
players find or buy a potion you can either 46 False Life 96 Spell Proof
47 Career 97 Fire-Breath
use one of the effects to the right or
48 Grandeur 98 Ice-Breath
generate something using the magic 49 Gold Sense 99 Acid-Breath
tables. 50 Hearing 00Lightning Breath
Monsters Bestiary
creating monsters: Use the tables on bandit: AP 2 (AC 13), LVL 1, HP 4, ATK
the following pages to generate ideas for 1 (damage by weapon), MOV 40’, MRL 8,
monsters, or just use monsters from other NA d8 (3d10). Prefer to ambush.
traditional adventure games, which are skeleton: AP 1 (AC 12), LVL 1, HP 4,
fully compatible with Knave. The ATK 1 (damage by weapon), MOV 20’,
examples in the following bestiary serve MRL 12, NA 3d4 (3d10). Silent. Immune
as a guide. to biological or mental affects.
monster stats: Monsters only have a orc: AP 2 (AC 13), LVL 1, HP 4, ATK 1
few statistics to keep track of: (damage by weapon), MOV 40’, MRL 6,
• armor: Like PCs, Monsters have NA 2d4 (d6×10). Takes -5 in full sun.
Armor Points ranging from 0 to 10. The owl bear: AP 3 (AC 14), LVL 5, HP 20,
target number needed to hit that ATK 2 claws (d8) and 1 bite (d8), MOV
monster (Armor Class) is equal to 40’, MRL 9, NA d4 (d4). Deals +2d8
AP+11. Both are given for a monster in damage when both claws hit one target.
case players want to reverse the roll.
• level: A monster’s level represents the rust monster: AP 6 (AC 17), LVL 5, HP
number of d8s rolled to determine its hit 20, ATK 1 (dissolves metal), MOV 40’,
points (or you can simply multiply the MRL 7, NA d4 (d4). Attracted to metal.
level by 4 or 5). A monster’s level is also gelatinous cube: AP 0 (AC 11), LVL 4,
the default ability score that you add to HP 16, ATK 1 (2d4 and paralyze for 2d4
all checks it makes. If a monster seems turns on a failed CON check), MOV 20’,
like it would be bad at a check, use half MRL 12, NA 1 (0). Immune to lightning
of its level or zero instead. In other and cold. Has +5 on surprise checks.
traditional adventure games, a monster’s dragon: AP 9 (AC 20), LVL 10, HP 40,
level is sometimes called its Hit Dice. ATK fire breath (90’ cone, damage equals
• attacks: The number and types of HP), or 2 claws (1d8) and 1 bite (4d8),
attacks the monster can perform in one MOV 30’ (80’ flying), MRL 10, NA d4
round, along with the amount of (d4). Enjoys flattery.
damage each attack can deal.
• movement: The number of feet a troll: AP 4 (AC 15), LVL 7, HP 28, ATK
monster can move in a combat round. 2 talons (d6) 1 bite (d10), MOV 40’, MRL
Usually 40’, the same as PCs. 10, NA d8 (d8). Fears fire. Recovers 3 HP/
• morale: Ranges from 2 to 12, with 7 round. Revives 2d6 rounds after death.
being the average. The higher the Fire or acid damage lowers its max HP.
rating, the less likely the monster is to mimic: AP 2 (AC 13), LVL 7, HP 28, ATK
flee during combat. 1 pseudopod (3d4), MOV 30’, MRL 9, NA
• number appearing: How many of 1 (0). Mimics objects, then attacks. +5 on
these monsters are encountered surprise checks. Sticky.
together, when this is not specified by basilisk: AP 4 (AC 15), LVL 6, HP 24,
the GM or the adventure. The first ATK 1 bite (d10) 1 gaze (petrify if CON
number is for dungeons, the second is check is failed), MOV 20’, MRL 9, NA d6
for the wilderness. (d6). Characters take -5 to attacks when
avoiding its gaze.

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