Knave Draft

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GM Duties Player Duties

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

Assign +1s to the PC’s ability scores (either manually or randomly)


until the total of all scores is +3.

PCs start at level 1 with 0 XP. They have 10+CON item slots and
d6 Hit Points.

Create a name and roll, pick, or invent some character traits.


physical traits

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.

Each side in a check has a score from 0-10, such as:


 an ability score: Used for PCs and creatures. If the creature
does not have ability scores, use its level, half its level, or 0,
depending on how good would be at the action (GM’s call).
 a difficulty score assigned by the gm: Used for
environmental obstacles. The default difficulty score is 5.
 armor points: Used by the defending side in an attack.
The GM can apply +5 bonuses or -5 penalties to either side’s
scores, based on situational factors. Factors include the task’s
difficulty, the PC’s approach, time spent, tools used, or the PC
having a related career. Note that careers cannot modify attacks.

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.

Checks are not necessary for a PC to recall lore. PCs automatically


know all common knowledge and any specialized knowledge
within their careers. Anything else must be discovered in-game.

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.

hitting enemies: An attack is a check using the attacker’s STR


(for melee) or WIS (for ranged) vs. the defender’s armor points.
On a hit, the attacker deals damage to the defender. If the check’s
total is 20 or higher, the attacker may also attempt a free maneuver.
ranged attacks: The defender must be within range and clearly
visible, and the attacker cannot be in melee. PCs should track
ammunition like arrows with tally marks on their quiver’s slot.
sneak attacks: Melee attacks against unsuspecting, vulnerable
What the encounter is currently doing will depend on the creature
foes get a bonus to hit and deal direct damage. If the target is truly
type, environment, etc. Use the table below as inspiration.
defenseless, an attack should kill them immediately.
modifiers: The combatants’ scores may be modified by
positioning, ganging up, weapon types, aiming, visibility, cover,
foe size, range, surprise, elevation, etc.

Hits reduce the defender’s HP by a roll of the weapon’s damage die.


If an enemy is weak to the type of damage being dealt, it deals
direct damage. If they are resistant to it, it deals no damage.
power attacks: Before rolling for damage, creatures can decide
to make the attack a power attack. This doubles the number of
damage dice rolled but breaks the weapon. Power attacks cannot be
used with unbreakable weapons or natural weapons like fists.

Maneuvers include disarming, pushing, stunning, blinding,


breaking gear, tripping, pickpocketing, climbing, restraining, etc.
Maneuvers must be plausible given the situation and can only
cause damage indirectly (i.e. pushing an enemy off a ledge). They
are resolved with an appropriate ability check. PCs get a +1 bonus
 dungeons and cities: 2d6 × 10 feet to maneuver checks for each of their empty slots.
 wilderness: 4d6 × 30 feet

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).

Use common sense when determining the effects of the weather.


Rain soaks the PCs and their equipment, creates mud, and can
cause flooding. Wind can kick up dust, create noise, and make
ranged attacks difficult. Fog reduces visibility. Severe weather can
travel speed: 6 miles per watch. Speed is halved when travelling add +1 damage to Fatigue results on the Journey Hazard Die,
in darkness, through difficult terrain, or in severe weather. It is especially if PCs are not dressed appropriately.
doubled when using a road or riding a mount. Travelling for more
than 3 watches in a day deals 1 direct damage per additional watch
unless they succeed at a CON check.
navigation: It is up to the party to find their way from location to
Signs
When the Hazard Die indicates that the party has found a sign,
location, using roads, trails, maps, directions, or local guides. If the first roll a creature from an appropriate random encounter list and
terrain or weather is disorienting, the GM may require a WIS then roll or pick what sign of that creature they find. Alternatively,
check (rolled in secret) to see if the party accidentally moves in a reveal a clue to something hidden nearby.
random direction.

hidden features: The party can spend a watch exploring an area


of about 30 square miles (a six-mile hex) to automatically reveal
any significant areas of interest that wouldn’t be noticed by simply
passing through (an overgrown ruin, a hidden pool, etc.)
secret features: Secret features (buried treasure, a hidden door
into a mountain) should have corresponding clues and can only be
found by the PC’s describing what they do.

Foraging for food takes a watch and requires a WIS check,


modified by factors like weather, terrain, etc. On a success, the PC
collects d6 rations. Two rations fit in one item slot.
Delving Dungeon Shifts
While dungeon delving, time is divided into 10-minute segments When the Dungeon Hazard Die indicates a dungeon shift, the
called turns. Most major actions (moving, searching, fighting, dungeon environment changes in some way, similar to how
resting, etc.) take one turn to complete. weather affects the overworld. Each dungeon will have certain
shifts that make more sense for it, but GMs can also use the list
below as inspiration. If a dungeon doesn’t have any obvious shifts,
At the end of each turn, roll the Dungeon Hazard Die (d6). use minor effects like sounds, temperature shifts, wind, falling
debris, apparitions, or vermin.

crawl: The standard movement rate in a dungeon is 120 feet (24


five-foot squares) per turn. Characters moving at this speed
actually spend most of the time standing still and listening, testing
surfaces, and drawing maps. This allows the party to automatically
detect traps, map their environment, and avoid being surprised.
walking: 2,400 feet (480 five-foot squares) per turn. At walking
speed PCs will be surprised by all encounters and spring all traps.
running: 4,800 feet (960 five-foot squares) per turn. At running
speed PCs will be surprised by all encounters, spring all traps, and
cannot map their environment. Candles held while running go out.

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.

hidden features: PCs can spend a turn searching a room to


reveal any non-obvious features (a statuette inside a drawer, a
cracked tile, etc.) In dim light like candlelight, this takes two turns.
secret features: Secret features like hidden doors, a letter inside
a mattress, etc. should have corresponding clues but can only be
found through the players describing the PC’s actions.
Spellbooks
15. command: A creature obeys a single, INT-word command
that does not harm it.
16. comprehend: You are fluent in all languages for INT days.
A spellbook takes up a whole item slot and contains a single spell. 17. control plants: Plants within range obey you and gain the
They cannot be created or copied by PCs. ability to move at 5 feet per round.
18. control weather: You may alter the type of weather at will
casting spells: PCs can cast a spell from a spellbook by holding for INT watches. It takes 10 minutes to change weather types.
it in both hands and saying the correct incantation. Each spellbook 19. detect magic: You hear magical auras singing. Volume and
can only be used once per day, but PCs can use a number of harmony signify the aura’s power and refinement.
spellbooks per day equal to their INT. 20. disassemble: INT of your body parts may be detached and
leveled spells: Spells from classic fantasy adventure games often reattached at will, without causing pain or damage. You can
have levels from 1 to 9. PCs can only cast one of these spells if their still control them. Lasts for up to INT days.
INT is equal to or greater than the spell’s level. 21. disguise: You may alter the appearance of L humanoid
creatures for INT hours as long as they remain humanoid.
level-less spells: 100 spells without levels are included below. Attempts to duplicate other characters will seem uncanny.
When INT appears in their descriptions, replace it with any 22. displace: Make an object appears to be up to INT×10ft from
number up to the caster’s INT. This number counts as the spell’s its actual position.
level, if such a number is required. An “item” is an object able to be 23. earthquake: The ground begins shaking violently for INT
lifted with one hand, and an “object” is anything up to human size. minutes. Structures may be damaged or collapse.
Unless otherwise noted, all spells with ongoing effects last up to 24. elasticity: Your body can stretch up to INT×10ft.
INT×10 minutes and have a range of INT×10 feet. 25. elemental wall: A wall of ice or fire INT×40ft long, 5ft
chaos spellbooks: The GM can choose to use chaos spellbooks thick and 10ft high rises from the ground.
in the campaign, which are spellbooks that replace their spell with 26. filch: INT visible items teleport to your hands.
a random new spell at the dawn of each day. These spells can be 27. fog cloud: Fog spreads out in a INT×10ft radius from you.
picked from the level-less spell list or randomly generated. 28. frenzy: INT creatures erupt in a frenzy of violence.
29. gate: Open a gate to a random plane of existence.
saves: When a spell targets an unwilling creature, they may make 30. gravity shift: You can change the direction of gravity (for
DEX, CON, or WIS check vs. the spell’s level to reduce its effect yourself only) INT times.
(GM’s call). 31. greed: INT creatures develop an overwhelming urge to
possess a visible item of your choice.
32. haste: INT creatures have their movement speed tripled.
1. adhere: INT objects become extremely sticky. 33. hatred: INT creatures develop a deep hatred of another
2. animate object: INT inanimate objects obey your creature and wish to destroy it.
commands as best they can. It can walk 15ft per round. 34. hear whispers: L creatures can hear faint sounds clearly.
3. anthropomorphize: A touched animal either gains human 35. hover: An object hover, frictionless, 2ft above the ground. It
intelligence or human appearance for INT days. can support the weight of up to INT humanoids.
4. arcane eye: One of your eyes detaches and can fly around 36. hypnotize: A creature enters a trance and will truthfully
under your control. You can still see through it. answer INT yes or no questions you ask it.
5. astral prison: An object is frozen in time and space within 37. icy touch: A thick ice layer spreads across a touched surface,
an invulnerable crystal shell. up to INT×10ft in radius.
6. attract: INT+1 objects are strongly magnetically attracted to 38. illuminate: A floating light moves as you command.
each other if they come within 10 feet. 39. increase gravity: The gravity within INT×10ft triples.
7. auditory illusion: You can create illusory sounds that seem 40. invisible tether: INT objects within 10ft of each other
to come from a direction of your choice. cannot be moved more than 10ft apart from each other.
8. babble: INT creatures must loudly and clearly repeat 41. knock: INT mundane or magical locks unlock.
everything you think. They are otherwise mute. 42. leap: You can jump up to INT×10ft in the air.
9. beast form: You and your possessions transform into a 43. liquid air: The air within INT×10ft becomes swimmable.
mundane animal for up to INT days. 44. magic dampener: All magical effects have their effectiveness
10. befuddle: INT creatures of your choice are unable to form halved (does not affect duration, number of targets, or range.)
new short-term memories for the duration of the spell. 45. manse: A furnished house with INT rooms appears for 1 day.
11. bend fate: Roll INT+1 d20s. Whenever you must roll a d20 It contains no food or gear and does not count as a safe haven.
after casting the spell, you must choose and then discard one 46. marble madness: Your pockets are full of marbles, and will
of the rolled results until they are all gone. refill every round. Lasts for INT rounds.
12. body swap: You switch bodies with a creature you touch. If 47. masquerade: INT characters’ appearances and voices become
one body dies while the spell is ongoing, the other dies as well. identical to a touched character.
13. catherine: A woman wearing a blue dress appears for INT 48. miniaturize: You and INT other touched creatures are
hours. She will obey polite, safe requests. reduced to the size of a mouse.
14. charm: INT creatures develop a liking for another creature 49. mirror image: INT illusory duplicates of yourself appear
and wish to befriend it. under your control.
50. mirrorwalk: A mirror becomes a gateway to another mirror 83. telekinesis: You may mentally manipulate INT inanimate
that you touched today. items as if you were holding them. Lasts for INT rounds.
51. multiarm: You gain INT extra arms. 84. telepathy: You can project your thoughts into the minds of
52. night sphere: An INT×40ft wide sphere of darkness anyone within INT×40ft.
displaying the night sky appears. 85. teleport: An object disappears and reappears on the ground
53. objectify: INT willing creatures become inanimate objects of in a visible, clear area up to INT×40ft away.
your choice. 86. thaumaturgic anchor: Object becomes the target of the
54. ooze form: INT creatures become living jellies. next INT spells cast within 120 feet of it.
55. pacify: INT creatures develop an aversion to violence. 87. thicket: A thicket of trees and dense brush up to INT×40ft
56. phantom coach: A ghostly coach appears until end of spell. wide sprouts up over the course of one round.
It moves unnaturally fast over any terrain, including water. 88. time jump: An object disappears as it jumps INT×10 minutes
57. phobia: INT creatures become terrified of an object. into the future. When it returns, it appears in an unoccupied
58. pit: A pit 10ft wide and INT×10ft deep opens in the ground. area nearest to where it left.
59. primeval surge: An object grows to the size of an elephant. 89. time rush: Time within the spell’s range moves 10× faster.
If it is an animal, it is enraged. 90. time slow: Time within the spell’s range moves 10× slower.
60. psychometry: The referee answers INT yes or no questions 91. true sight: You see through all nearby illusions.
about a touched object. 92. unravel: Make an INT check vs. the level of an ongoing
61. pull: An object of any size is pulled directly towards you with spell. If you succeed, the spell is cancelled. If you fail, the spell
the strength of INT men for one round. continues you cannot attempt again.
2
62. push: An object of any size is pushed directly away from you 93. upwell: A spring of seawater appears. It produces 100ft of
with the strength of INT men for one round. water per minute.
63. raise dead: INT skeletons rise from the ground to serve you. 94. vision: You can add one object to what INT creatures see.
They can only obey simple orders. 95. visual illusion: A silent, immobile illusion of your choice
64. raise spirit: The spirit of a dead body manifests and will appears, up to the size of a bedroom. It’s quite convincing.
answer INT questions (if it knows the answers). 96. ward: A silver circle 40ft across appears on the ground. INT
65. read mind: You can hear the surface thoughts of INT nearby things that you name cannot cross it.
creatures. 97. web: Your wrists can shoot thick webbing.
66. repel: INT+1 objects are strongly magnetically repelled from 98. whirlwind: You create a vortex of air INT×10ft wide that
each other if they come within 10 feet of one another. picks up and whirls items. Can be used to deflect missiles.
67. scry: You can see through the eyes of INT creatures you 99. wizard mark: Your finger can shoot a stream of ulfire-
touched earlier today. colored paint. This paint is only visible to you, and can be seen
68. sculpt elements: All inanimate material behaves like clay in at any distance, even through solid objects.
your hands. 100. x-ray vision: You can see through INT feet of material.
69. shroud: INT creatures are invisible until they move.
70. shuffle: INT creatures instantly switch places. Determine
where they end up randomly. The GM can generate new spell names by rolling 3d6. Each die
71. silence: All sound is deadened within INT×10ft of you. provides 0 to 3 words that are strung together to create the spell’s
72. sleep: d6 creatures of level INT or less fall into a light sleep. formula. Replace each bracketed word in the formula with a result
73. smoke form: Your body becomes living smoke. from the corresponding tables on the next page to create the spell
74. snail knight: 10 minutes after casting, a knight sitting name.
astride a giant snail rides into view. He is able to answer most
questions related to quests and chivalry, and may aid you for
INT days if he finds you worthy.
75. sniff: INT creatures can smell even the faintest scents.
76. sort: Inanimate items sort themselves according to INT
categories you set. The categories must be visually verifiable.
77. spectacle: A clearly unreal but impressive illusion of your
choice appears, under your control. It may be up to the size of
a palace and has full motion and sound. Lasts for INT days. For example: if 1, 3, 2 was rolled on the 3d6, the formula would be
78. spellseize: Cast this as a reaction to another spell of level [Name 1][Name 2]’s[Effect][Form]. Replacing the words with
INT or less going off to make a temporary copy of it that you table results might generate “Quasithrax’s Mutating Arrow”. The
can cast at any time before this spell ends. GM and players work together to determine the spell’s effects.
79. spider climb: You can climb surfaces like a spider.
80. summon cube: You may summon or banish a 5ft cube of
earth 5 times per round. Lasts for INT rounds. New cubes
must be affixed to the earth or to other cubes.
81. summon idol: A carved stone statue up to 20 feet tall rises
from the ground.
82. swarm: You become a swarm of crows, rats, or piranhas. You
only take damage from area effects.
Alchemy
Harvesting a monster’s body part requires 10 minutes and butchery
tools. The most useful organs are the ones that produce the
monster’s special abilities. For example: A dragon’s lung (fire
breathing) or a dragon’s scales (fireproofing). Each monster part
has a level equal to the monster’s level.
Each part takes up at least one slot, due to the packaging and fluids
it must be preserved in. Large parts may fill more slots.

Brewing a potion requires a fire, a cauldron, ingredients, and one


watch (four hours) of time.
1. The player describes the effect and duration of the potion they
are trying to make, along with the monster part or parts they
wish to use. The parts must be related to the desired effect and
the GM must approve the proposal.
2. The PC makes an INT check vs. the combined level of the
monster parts being used. The PC may add +5 to their check for
each watch they spend after the first working on the potion up
to +10. On a success, the potion is created and the parts are lost.
On a failure, the potion fails and the parts are lost.
3. If the PC succeeds at the check by 10 or more, they have created
a recipe for that potion and no longer need to make a brewing
check to make that potion when using those exact ingredients.

Potions allow the drinker to produce a single significant magical


effect. If the effect is ongoing (like invisibility) it lasts for 10
minutes. Weak ongoing effects may last for an hour or even a day
if it is very weak. A drop of a potion gives a clue as to its effects.
If the players find or buy a potion you can either use one of the
effects below or generate it using the magic tables. The free
“Alchemy and Oozes” supplement by Arnold Kemp (Goblin Punch)
for the GLOG rule set is an excellent resource.
Adventure Gear Combat Gear
Most items take up one slot, unless they require two hands to hold, Weapons with reach can strike foes up to 5 feet away and can be
in which case they take up two. See the exceptions below: used from the second rank.
 Rations and torches use ½ of a slot.
 500 coins can fit in 1 slot.
 Multiple small items of the same kind, like arrows, candles, sling
stones, etc., can be bundled together into one slot.
 Clothing, footwear, jewelry, backpacks, sacks, etc. do not take up
slots. Armor does, though (see each entry).

Most common tools and items cost 5 (or d10) coins.


Black grease, cauldron, pot of glue, sponge, tinderbox, soap, iron
spike, wooden stake, twine (30’), candle, sack, potion bottle,
bucket, chisel, cooking pot, crowbar, fishing kit, hammer, horn,
saw, shovel, iron tongs, grappling hook, pickaxe, whistle,
Missile weapons have a short range and long range. Short range is
waterskin, pole, torch, rations (1 day), 100 marbles, 100 caltrops,
the farthest a weapon can shoot without penalties, and long range
100 chalk pieces, 100 nails, air bladder, steel hand mirror, quill and
is its maximum range.
ink, dice and cups set, bell, bedroll, bear trap, bellows, block and
tackle, blank book, chain (10’), drill, rope (50’), spiked boots,
manacles, net, oilskin bag, tent, lantern, lock and key, deck of cards,
makeup kit, incense, lockpicks, hourglass, instrument, spyglass, etc.

PCs can wear multiple armor items, as long as each is different.


Add up armor points to find the total AP. For example, a PC
wearing a Helmet, Gambeson, and Breastplate would have 3 AP.
Foes trying to hit him would need to roll 14 (3+11) or higher.
Humanoid creatures take up 40 slots. The weight of what they are
carrying is usually ignored for simplicity, but can be added in at the
GM’s discretion.
Society Clothing
All costs in Knave are measured in coins (c). 10 coins is the The following are approximate prices are for full sets of clothing.
standard wage for a day of unskilled labor. More expensive clothing tends to be made of rare materials, or
require the expertise of master craftsmen.
The social level of a character’s clothing can significantly impact
There are seven main social levels in Knave, listed below. By NPCs’ reactions. Dressing above one’s station can bring trouble if
default, all PCs start as Destitute. the PC is found out and underdressing can invite mockery.

Use the chart below if a player wants to order custom-made


clothing. ×10 materials can be found in towns, ×100 materials in
cities, and ×1000 materials in the largest metropolises. The total
cost of the custom outfit helps determine its appropriate social
level, using the guidelines above.

Use this table to look up the wages for NPCs or when determining
a PC’s lifestyle during downtime.

A social level’s daily, monthly, and yearly cost of living also


corresponds to what that social level would consider to be a minor,
moderate, and major gift or bribe.
Structures Dungeons
The following values are approximate. The building’s condition, The costs below are for excavating a 5 foot square in a dungeon,
importance, size, etc. can dramatically affect its value. assuming the ceilings are 10 feet high. A team of four workers can
excavate two dungeon squares of material per day.

The following chart shows the cost per 5 foot square for enhancing
bare carved rooms with different dungeon styles.

 Renting a building: 1% of its value per month.


 Sleeping in a common room at an inn: 2c per night.
 Sleeping in a private room at an inn: 10c per night.

The following chart shows the cost to build a 5 foot square of


different building types, assuming 10 foot ceilings. The fastest rate
a building can be built is 10 squares per day.
The cost of a room in a building or dungeon equals the cost of that
room’s dungeon style or room style, times the room’s multiplier.
Players can of course also choose to build rooms not on this list, in
which case the GM should use it as a guideline.
Followers Warfare
hirelings: 300c/month, level 0, 1 HP, 0 AP, 10 item slots. They Each of the following units cost 100,000c per month and are of
assist with safe dungeon crawling tasks like hauling equipment and roughly the same fighting power. Scale the cost, fighting power,
treasure. They will not do any dangerous tasks like fighting or and number of men in a unit proportionally.
disabling traps and will hang back from the rest of the party. They
 1 master battle wizard
must make morale checks at breaking points (which include danger
 3 battle wizards
of any kind), but may add their employer’s CHA. Any number of
 25 elite cavalry
them can be hired.
 50 veteran cavalry
mercenaries: 600c/month, level 1, d8 HP, 4 AP, 10 item slots.  100 trained cavalry
They will not follow PCs into dungeons, but will otherwise fight  200 untrained cavalry
for them. They must make morale checks at breaking points, but  50 elite foot soldiers or archers
may add their employer’s CHA.  100 veteran foot soldiers or archers
 200 trained foot soldiers or archers
experts: Cost varies, level 1, d6 HP, 10 item slots. Experts are
 400 untrained foot soldiers or archers
professionals who will only provide services within their area of
expertise. They make a morale check any time they face danger
beyond what their specialty involves, but may add their employers
CHA. To determine wage, decide if the expert sought is common 1: tally fighting power: Tally the fighting power of each side’s
(found in villages, 600c/month), uncommon (found in towns, units. Poor morale or position halve a unit’s fighting power, while
1200c/month), rare (found in cities, 1800c/month) or super rare strong morale or position double a unit’s fighting power. Or simply
(found in metropolises, 2400c/month). eyeball it! The important thing is not exact numbers but how
strong each side is relative to the other.
companions: Usually level 1, d6 HP per level, 10 item slots. They
are generated like a PC, do not make morale checks, and will fight Each side’s leader may make an INT or CHA check. On a success,
to the death for their PC employer if required. GMs should they increase their side’s fighting power by 50%. On a failure, they
generate a number of unique companions ahead of time for the reduce their side’s fighting power by 50%.
PCs to encounter and recruit. They take a half share of any treasure 2: establish bonus: Determine how much stronger the stronger
and XP found and can gain levels over time. They will only follow side is than the weaker side. This provides the bonus the stronger
PCs of a higher level. A PC’s CHA sets their maximum number of side will use during the upcoming battle checks.
companions.
 Up to 50% stronger: +2
 Up to twice as strong: +4
 Up to three times stronger: +6
To determine the number of hirelings and mercenaries available at
 Up to four times stronger: +8
a village, roll two d10s. The smaller result is the number of
 More than four times stronger: +10
mercenaries available, and the larger die is the number of hirelings.
Multiply these numbers by 2 if at town, by 10 if at a city, and by 3: battle checks: The stronger side makes three checks using the
100 if at a metropolis. Reroll this every month. above bonus, aiming to get 11 or better.
The number of companions available is up to the GM. Usually the 4: pick results: Each success during the battle checks allows the
party runs into them as chance encounters. stronger side to pick one result from the list below. Each failure
allows the weaker side to pick one result. The same result can be
See the chart below to find the number of a given type of expert at
picked multiple times. Both sides must make all of their picks in
a settlement. For example, a town is assumed to have two of every
secret and then reveal them simultaneously.
common expert and one of every uncommon expert.
 capture: An enemy NPC is captured.
 loot: A enemy item is captured.
 slay: The enemy side loses 10% of their forces.
 cancel capture: Cancel one opposing “Capture” result.
 cancel loot: Cancel one opposing “Loot” result.
 cancel slay: Cancel one opposing “Slay” result.
The side that picks the most results (no matter what the picks are
or how they are resolved) is the battle’s winner and forces the other
side to withdraw from the field.

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