The document describes rules for character creation and leveling up in an old-school fantasy roleplaying game. Players generate ability scores totaling 3 and choose two starting careers that provide equipment. Characters have hit points equal to 1d6 and item slots equal to 10 + their constitution score. They gain experience points by recovering treasure from dungeon crawls. Leveling up increases ability scores and allows rerolling hit point maximum with an extra d6. The system aims to make resources like equipment and hit points matter in a simple yet engaging way.
The document describes rules for character creation and leveling up in an old-school fantasy roleplaying game. Players generate ability scores totaling 3 and choose two starting careers that provide equipment. Characters have hit points equal to 1d6 and item slots equal to 10 + their constitution score. They gain experience points by recovering treasure from dungeon crawls. Leveling up increases ability scores and allows rerolling hit point maximum with an extra d6. The system aims to make resources like equipment and hit points matter in a simple yet engaging way.
The document describes rules for character creation and leveling up in an old-school fantasy roleplaying game. Players generate ability scores totaling 3 and choose two starting careers that provide equipment. Characters have hit points equal to 1d6 and item slots equal to 10 + their constitution score. They gain experience points by recovering treasure from dungeon crawls. Leveling up increases ability scores and allows rerolling hit point maximum with an extra d6. The system aims to make resources like equipment and hit points matter in a simple yet engaging way.
The document describes rules for character creation and leveling up in an old-school fantasy roleplaying game. Players generate ability scores totaling 3 and choose two starting careers that provide equipment. Characters have hit points equal to 1d6 and item slots equal to 10 + their constitution score. They gain experience points by recovering treasure from dungeon crawls. Leveling up increases ability scores and allows rerolling hit point maximum with an extra d6. The system aims to make resources like equipment and hit points matter in a simple yet engaging way.
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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