Knave Draft
Knave Draft
Knave Draft
places: Create environments for the PCs to explore. Seed these Take as much work off of the GM’s shoulders as you can. Show up
environments with treasures to collect, enemies to fight, devices to on time, bring snacks, learn the rules, keep session notes, draw
tinker with, people to talk to, wonders to gawk at, terrors to flee, maps, be ready for your turn, and tell the GM your short and long-
problems to solve, and powder-keg situations to explode. term plans so they can have material ready.
people: Give NPCs and monsters personalities, loyalties, and
motivations, and entangle their lives together.
fitting in: Talk to the GM and the other players to make sure
things: Create tools, spells, weapons, and magical artifacts that your PC meshes with the setting and tone of the game. Avoid
evoke wonder and promote creative problem solving. creating inter-party conflicts unless the other players agree.
standing out: Give your PC some distinctive features that set
them apart from the other characters. Note that it’s fine to play
facilitate: Host the game like you’d host a party. Present
very in-character or to treat your character more like a pawn.
opportunities, but let the players guide the action.
Doing voices is optional. Find a way to play that you enjoy.
check in: Check in with the players to make sure everyone
(including you) is having a good time. If not, adjust the game or
have a conversation about the campaign’s expectations. take initiative: Work with the other players to set your own
goals and make your own fun rather than waiting for it to come to
you.
arbitrate: Be impartial and consistent when you make rulings.
ask questions: Information is the lifeblood of the game. Get as
The players should be playing against the world, not against you.
much of it as you can. Search rooms, experiment, consult sages, etc.
Roll dice in the open, unless the PCs would not know the results.
apply tactical infinity: Treat the campaign setting as if it was
verisimilitude: Strive to pull the players into the world by
real and turn the world to your advantage. No detail is simply
making it a living, internally consistent place. Use random tables
“flavor.”
and generators to keep things fresh and surprising.
scheme: Avoid risky plans that require you to roll dice. Instead,
when to roll: Never roll dice when common sense tells you the
create plans so clever and airtight that success is certain. Use
logical outcome.
psychology, magic, equipment, NPCs, and the environment to
reward player creativity: Allow the players’ actions to have a overcome obstacles rather than your ability scores.
major impact on the campaign, especially when they come up with
think ahead: Remember that your actions can have long-term
ingenious solutions that bypass or eliminate obstacles.
consequences and NPCs will remember what you’ve done. Rash or
reveal the world: Give the players plenty of information about impulsive actions can come back to haunt you.
what is happening in the game world. When in doubt, give them
fight dirty: Avoid getting into fights where you don’t have the
more. Without information, players cannot make smart choices.
upper hand. Combat in Knave is neither balanced nor fair, so if you
signpost danger: The more dangerous a thing is, the more must fight, fight like your life depends on it.
obvious it should be. Don’t penalize players with consequences
they could not have avoided.
Embrace your character’s death when it happens and roll up a new
PC to take their place. Losing a PC makes for great stories, lets you
maintain urgency: Time is a resource for players, so it should be try out new characters, and can thrust the party into unexpected
tracked carefully. Wasting it should have consequences. situations.
calendar: Make a calendar and track the days. What are other
NPCs and factions up to while the players are adventuring? What
holidays are NPCs celebrating? What threats are growing closer?
The rules are your servant, not your master. If a rule isn’t working
the way your group likes, talk to them about it and then tailor
things to fit.
Knave Creation
careers
PCs start at level 1 with 0 XP. They have 10+CON item slots and
d6 Hit Points.
personality traits
Roll or pick two careers from the following list. You gain those
careers’ items, as well any of the following you can carry: 3d6×10
coins, 2 rations, a 50’ rope, 2 torches, a shield, a helmet, any armor,
any weapon and a quiver of 20 arrows.
Abilities Experience
Abilities have scores ranked from +0 to +10 and are frequently 1 XP is awarded for every coin (1c) worth of treasure recovered
added to ability checks. A PC’s highest abilities help determine the from dungeons and returned to civilization, split evenly between
kind of character they are. all PCs. If you are using a traditional dungeon with platinum, gold,
silver, and copper coins, each gold coin is worth 1c in Knave.
strength (str): The Fighter ability. Added to melee attacks
and checks requiring raw power like climbing and lifting.
dexterity (dex): The Thief ability. Added to checks requiring
agility and reflexes like dodging, sneaking, picking pockets, Neutralizing a monster (usually by killing it) grants 10 XP per
sleight of hand, etc. monster level, split evenly between all PCs who assisted.
constitution (con): The Adventurer ability. Added to checks
to resist poison, sickness, cold, etc. PCs have 10+CON item slots
and can take 10+CON injuries before dying.
intelligence (int): The Magic-User ability. Added to checks
requiring cunning, like crafting, picking locks, brewing potions,
etc., and sets the number of spells the PC can cast per day.
wisdom (wis): The Ranger ability. Added to ranged attacks and
checks requiring focus and willpower.
Exploring an important location for the first time grants XP as
charisma (cha): The Cleric ability. Added to social, morale,
shown below, split evenly between all PCs who are present.
and initiative checks. Sets a PC’s maximum NPC companions.
Races
PCs are assumed to be human. However, if the GM wants to
permit PCs to be non-human races, they may replace one of their
careers with a special ability (examples below). The GM has final
Levels
say over which abilities, if any, are appropriate for the setting.
You gain a bonus when resisting mental effects.
You only have to sleep for one watch per night in order to heal.
You can see in starlight and moonlight as easily as day.
You make no sound while travelling outdoors.
You gain a bonus to hiding as long as you stay still. At certain XP thresholds, PCs gain a level, which increases the
You are immune to fire. number of dice they roll to recover HP as well as adding +1 to
You can smell gold within 40 feet. three different ability scores (handpicked or chosen randomly).
You can dig as fast as 10 men.
Your hands and feet stick to walls.
You can imitate any voice you’ve heard in the last 24 hours.
You can understand the speech of animals.
Slots & Injury Hazards
PC character sheets have item slots numbered from 1 to 20, but the fire: 1d6 direct damage per round
PC only has access to the first 10+CON of them. on fire: 2d6 direct damage per round
lava: Instant death
slot size: A slot holds about 5 pounds or 2 kilos. Most items take
drowning: Creatures can hold their breath for 30 seconds (3
up one slot, but larger items make take up two or more, and packs
rounds) for each point of CON. After this point, they pass out
of small items can be bundled together into a single slot.
and must make a CON check every round or die.
cold water: Characters immersed in freezing water must
make a CON check every minute. If they fail, they take 1 direct
Any damage a PC takes is subtracted from their HP. Once HP damage.
reaches 0, each point of damage fills an item slot with an lightning: 3d6 direct damage
appropriate injury. For example: Pierced, Slashed, Bludgeoned, falling: Creatures take 1d6 direct damage per 10 feet fallen, to
Hungry, Thirsty, Burned, Exhausted, Frozen, etc. Slots with an a maximum of 10d6 direct damage.
injury in them cannot be used to hold items.
direct damage: Direct damage bypasses HP and imposes injuries
directly. This occurs when a creature’s combat experience and hunger: Not eating prevents PCs from rerolling HP.
stamina would not protect them (e.g. when falling or attacked thirst: After one day of not drinking, PCs have a penalty on all
unawares). Monsters receive triple damage from direct damage, checks. After three days, they must make a CON save or die
since they do not have item slots or injuries. every hour.
sleep deprivation: After one night without sleep, PCs have a
death: PCs die when all of their slots are filled with injuries.
penalty on all checks. For each day they are sleep deprived, they
Creatures without slots, like monsters, simply die at 0 HP.
take an additional 1d6 damage from fatigue caused by the Hazard
Die. If this damage would cause an injury, they instead fall asleep.
drunkenness: Each hour a PC spends drinking, they make a
An item breaks if its slot receives an injury that it is susceptible to. CON check. On a failure, they are drunk and take d6 damage. If
For example, a bludgeoning injury from a mace would break a this damage causes an injury, they pass out after marking that
potion bottle but it wouldn’t affect a coil of rope. injury. A drunk character has a penalty on all checks.
Each morning PCs reroll their hit points and heal one injury, as unarmed attacks: d4 damage
long as they slept for two watches and ate a meal the night before. improvised weapons: d4-d8 damage depending on their size.
PCs cannot sleep or heal while in a dangerous environment. They always break on a hit.
injuries: Normally one injury is removed, but some injuries may one-handed and ranged weapons: d6 damage
heal slower, require special treatment, or never truly heal at all. two-handed weapons: d8 damage
legendary weapons: d10 damage
hit points: When rerolling hit points, PC roll a number of d6s giant weapons: d12 damage
equal to their level, minus one d6 for each day they have spent
outside a safe haven after the first one. The total becomes their
new HP total, if it is higher than their current HP.
Checks
A check resolves a risky situation between a PC and another
creature or obstacle. Most actions a PC takes are not risky, and
even risky actions can be made safe by breaking them down into a
series of safe steps. Some actions may require PC to have the
proper tools or training. Problem solving challenges should
generally be resolved by critical thinking rather than checks.
To make a check, one side rolls a d20 and adds their score, trying to
meet or exceed 11 + the other side’s score. If they do, they succeed,
if not, they fail. Either side can do the rolling to resolve the check.
Example: A level 1 goblin tries to hit a PC with 4 armor points (4 AP).
The goblin has no ability scores, so it uses its level in place of Strength.
gm rolls: The GM rolls d20 + 1 (from the goblin’s level), trying
to meet or exceed 15 (11 + 4 from the PC’s armor). If they
succeed, the PC is hit. If not, the PC’s armor protects them.
player rolls: The player rolls d20 + 4 (from their PC’s armor),
trying to meet or exceed 12 (11 + 1 from the goblin’s level.) If
they succeed, the PC’s armor protects them. If not, they are hit.
Social checks are made using the PC’s CHA vs. the NPC’s INT,
WIS or CHA, depending on the context. Common modifiers
include the target’s disposition and relationship to the PC, factional
or moral alignment, the PC’s phrasing, bribes, threats, etc.
Searching for hidden things usually does not require a check. They
are either automatically discovered after spending enough time
searching, or they cannot be found without taking specific actions.
See the Dungeoneering section.
Encounters Combat
When the PCs encounter a creature whose initial reaction to the Combat is broken into 10-second turns, during which each side
party is not obvious, the referee may roll on the following table. will get to act. On a side’s turn, all of its creatures may move up to
their movement speed (usually 40 feet) and take one other action,
such as attacking, casting a spell, moving again, attempting a
maneuver, etc. Decide which side acts first by making a CHA vs.
CHA between the side’s leaders.
Players can call for a morale check when their enemies are at a
If the encounter occurs within 80 feet of the party, the two closest breaking point, such as when the foe drops to half HP (if alone),
creatures from each side should make a WIS vs. WIS check. If one loses half of their allies, loses their leader, is ambushed, or is
side wins by 10 or more, they have surprised the other side. The attacked by something they fear.
surprising side will act first in combat and gains a bonus on all Morale checks use a PC’s CHA vs. the enemy leader’s WIS, with
combat checks during the first round. modifiers for the situation, the NPCs’ disposition, the PC’s
reputation, etc. On a success, the NPCs flee in a panic or
unconditionally surrender. On a failure, the PCs must wait for a
different breaking point to try again.
Journeys Weather
While on a journey, days are divided into six watches: three for changing the weather: At the start of the game and whenever
day, three for night. Each watch is four hours long. Most major you roll the Weather result on the Journey Hazard Die, roll 3d6 for
actions (travelling, foraging, etc.) take a watch to complete. the current season to determine the weather.
At the end of each watch, roll the Journey Hazard Die (d6).
If the party finds itself in total darkness they cannot use their map
to navigate and most actions will be difficult or impossible.
torches: Illuminate general shapes within 40 feet, and details
within 10 feet. Two torches fit in a slot.
candles: Illuminate general shapes within 20 feet, and details
within 5 feet. One candle will generally last for a dungeon crawl.
lanterns: As candles, but they cannot be blown out. Uses a slot.
Use this table to look up the wages for NPCs or when determining
a PC’s lifestyle during downtime.
The following chart shows the cost per 5 foot square for enhancing
bare carved rooms with different dungeon styles.