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Knave: OSR RPG Toolkit Guide

Knave is a rules toolkit for old school fantasy RPGs without classes. It aims to have high compatibility with other OSR games, be fast to teach and easy to run, and avoid classes so characters are not pigeonholed. Abilities are key - all rolls use the six standard abilities. It also uses an optional player-facing rolling system and assumes copper as the standard currency unit. The document provides instructions on character creation, including ability scores, equipment, traits and starting information.

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80% found this document useful (5 votes)
1K views11 pages

Knave: OSR RPG Toolkit Guide

Knave is a rules toolkit for old school fantasy RPGs without classes. It aims to have high compatibility with other OSR games, be fast to teach and easy to run, and avoid classes so characters are not pigeonholed. Abilities are key - all rolls use the six standard abilities. It also uses an optional player-facing rolling system and assumes copper as the standard currency unit. The document provides instructions on character creation, including ability scores, equipment, traits and starting information.

Uploaded by

Elder Cunha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Be n Mi lton

Character Creation
PCs have six abilities: Strength, Dexterity, Constitution, Intelligence,
1bonus.
Wisdom, and Charisma. Each ability has two related values: a defense and a
When creating a PC, roll 3d6 for each of their abilities, in order. The
lowest of the three dice on each roll is that ability’s bonus. Add 10 to find its
defense.
KNAVE is a rules toolkit created by Ben Milton for running old school fantasy
RPGs without classes. Adding, subtracting and modifying rules is both expected After you’ve finished rolling, you may optionally swap the scores of two abilities.
and encouraged. Knave’s features include:
Example: You roll a 2, 2, and 6 for Strength. The lowest die is a 2, so your PC’s Strength has a
High compatibility with OSR games. If you have a library of OSR bestiaries, bonus of +2 and a defense of 12. Repeat this process for the rest of the abilities.
adventure and spell books, little or no conversion is needed to use them with
Knave.
PCs start with 2 days of rations and one weapon of their player’s choice. Roll
Fast to teach, easy to run. If you are introducing a group of new players to OSR
games, Knave allows them to make characters and understand all the rules in 2and equipment.
on the Starting Gear tables on the following page to determine starting armor
minutes.
No classes. Every PC is a Knave, a tomb-raiding, adventure-seeking ne’er-do-well PCs have a number of item slots equal to their Constitution defense, and items
who wields a spell book just as easily as a blade. This is an ideal system for players they carry must fit into available slots. Most items take up one slot, but some take
who like to switch up their character’s focus from time to time and don’t like being up more. Some small items can be bundled together into a single slot. Ask the
pigeonholed. A PC’s role in the party is determined largely by the equipment they referee if you are unsure.
carry.
Armor comes with an armor defense value. Note that value on your character
Abilities are king. All d20 rolls use the six standard abilities. The way that ability sheet with its corresponding Armor bonus (always 10 less than the defense). If the
scores and bonuses work has also been cleaned up, rationalized, and made
consistent with how other systems like armor work. PC is not wearing any armor, their armor defense is 11 and their armor bonus is
+1.
Optional player-facing rolls. Knave easily accommodates referees who want the
players to do all the rolling. Switching between the traditional shared-rolling
Roll 1d8 to determine your PC’s starting and maximum hit points. A PC’s
model and players-only rolling can be done effortlessly on the fly.
Copper standard. Knave assumes that the common unit of currency is the copper
3exploration
healing rate is 1d8+ Constitution bonus. Their exploration speed is 120ft per
turn, and their combat speed is 40ft per round.
penny. All item prices use this denomination and approximate actual medieval
prices.
Invent or roll the rest of your PC’s traits, such as their physique, face, skin,
A list of 100 level-less spells.
4 hair, clothing, virtue, vice, speech, background, and alignment, using the
random tables on the following page. Choose a gender and a name for your PC,
Creative Commons Attribution 4.0 International License: You are free to share and adapt
this material for any purpose, including commercially, as long as you give attribution. but don’t get too attached. It’s a dangerous world out there.

1 2
Traits Virtue
1.
2.
Ambitious
Cautious
6.
7.
Disciplined
Focused
11.
12.
Honorable
Humble
16.
17.
Merciful
Righteous
Physique 3. Courageous 8. Generous 13. Idealistic 18. Serene
4. Courteous 9. Gregarious 14. Just 19. Stoic
1. Athletic 6. Hulking 11. Short 16. Stout
5. Curious 10. Honest 15. Loyal 20. Tolerant
2. Brawny 7. Lanky 12. Sinewy 17. Tiny
3.
4.
Corpulent
Delicate
8.
9.
Ripped
Rugged
13.
14.
Slender
Flabby
18.
19.
Towering
Willowy
Vice
1. Aggressive 6. Deceitful 11. Lazy 16. Suspicious
5. Gaunt 10. Scrawny 15. Statuesque 20. Wiry
2. Arrogant 7. Flippant 12. Nervous 17. Vain

Face 3.
4.
Bitter
Cowardly
8.
9.
Gluttonous
Greedy
13.
14.
Prejudiced
Reckless
18.
19.
Vengeful
Wasteful
1. Bloated 6. Elongated 11. Impish 16. Sharp
5. Cruel 10. Irascible 15. Rude 20. Whiny
2. Blunt 7. Patrician 12. Narrow 17. Soft
3. Bony 8. Pinched 13. Ratlike 18. Square Speech
4. Chiseled 9. Hawkish 14. Round 19. Wide
5. Delicate 10. Broken 15. Sunken 20. Wolfish 1. Blunt 6. Droning 11. Mumbling 16. Dialect
2. Booming 7. Flowery 12. Precise 17. Slow
Skin 3. Breathy 8. Formal 13. Quaint 18. Squeaky
4. Cryptic 9. Gravelly 14. Rambling 19. Stuttering
1. Battle Scar 6. Oily 11. Reeking 16. Sunburned
5. Drawling 10. Hoarse 15. Rapid-fire 20. Whispery
2. Birthmark 7. Pale 12. Tattooed 17. Tanned
3. Burn Scar 8. Perfect 13. Rosy 18. War Paint Background
4. Dark 9. Pierced 14. Rough 19. Weathered 1. Alchemist 6. Cleric 11. Magician 16. Performer
5. Makeup 10. Pockmarked 15. Sallow 20. Whip Scar 2. Beggar 7. Cook 12. Mariner 17. Pickpocket

Hair 3.
4.
Butcher
Burglar
8.
9.
Cultist
Gambler
13.
14.
Mercenary
Merchant
18.
19.
Smuggler
Student
1. Bald 6. Disheveled 11. Limp 16. Ponytail 5. Charlatan 10. Herbalist 15. Outlaw 20. Tracker
2. Braided 7. Dreadlocks 12. Long 17. Silky
3. Bristly 8. Filthy 13. Luxurious 18. Topknot Misfortunes
4. Cropped 9. Frizzy 14. Mohawk 19. Wavy 1. Abandoned 6. Defrauded 11. Framed 16. Pursued
5. Curly 10. Greased 15. Oily 20. Wispy 2. Addicted 7. Demoted 12. Haunted 17. Rejected

Clothing 3.
4.
Blackmailed
Condemned
8.
9.
Discredited
Disowned
13.
14.
Kidnapped
Mutilated
18.
19.
Replaced
Robbed
1. Antique 6. Elegant 11. Foreign 16. Patched 5. Cursed 10. Exiled 15. Poor 20. Suspected
2. Bloody 7. Fashionable 12. Frayed 17. Perfumed
3. Ceremonial 8. Filthy 13. Frumpy 18. Rancid Alignment
4. Decorated 9. Flamboyant 14. Livery 19. Torn 1-5: 6-15: 16-20:
5. Eccentric 10. Stained 15. Oversized 20. Undersized Law Neutrality Chaos

3 4
Starting Gear Item Costs
All prices are given in copper pennies. Payment for things like ships, real estate, and so on
Armor usually takes the form of trade goods, favors, or oaths of fealty rather than coins.
1-3:
No Armor
4-14:
Gambeson
15-19:
Brigandine
20:
Chain
Tools & Gear
Air Bladder 5 Lens 100
Helmets and Shields Bear Trap 20 Lockpicks 100
1-13: 14-16: 17-19: 20: Bedroll 10 Manacles 10
None Helmet Shield Helmet and Shield Bellows 10 Metal File 5
Black Grease 1 Mirror (small, silver) 200
Dungeoneering Gear Block and Tackle 30 Musical Instrument 200
Roll twice on this table, and once on the following two. Book (Blank) 300 Nails (12) 5
Book (Reading) 600 Net 10
1. Rope, 50ft 6. Crowbar 11. Lantern 16. Pole, 10ft
Bottle/Vial 1 Oilskin Bag 5
2. Pulleys 7. Tinderbox 12. Lamp Oil 17. Sack
Bucket 5 Oilskin Trousers 10
3. Candles, 5 8. Grap. Hook 13. Padlock 18. Tent
Caltrops (bag) 10 Padlock and Key 20
4. Chain, 10ft 9. Hammer 14. Manacles 19. Spikes, 5
Cards with an extra Ace 5 Perfume 50
5. Chalk, 10 10. Waterskin 15. Mirror 20. Torches, 5
Chain (10 ft) 10 Pick 10
General Gear 1 Chalk (10 pieces)
Chisel
1
5
Pole (10ft)
Quill and Ink
5
1
1. Air Bladder 6. Saw 11. Fish. Rod 16. Net
Cookpots 10 Rope (50ft) 10
2. Bear Trap 7. Bucket 12. Marbles 17. Tongs
3. Shovel 8. Caltrops 13. Glue 18. Lockpicks Crowbar 10 Sack 1
4. Bellows 9. Chisel 14. Pick 19. Metal File Drill 10 Saw 10
5. Grease 10. Drill 15. Hourglass 20. Nails Face Paint/Makeup 10 Set of Loaded Dice 5
Fake Jewels 50 Shovel 10
General Gear 2 Fishing Rod/Tackle 10 Small Bell 20
Glass Marbles (bag) 5 Soap 1
1. Incense 6. Bottle 11. Fake Jewels 16. Face Paint
Glue (bottle) 1 Spike (iron) 5
2. Sponge 7. Soap 12. Blank Book 17. Whistle
Grappling Hook 10 Spike (wood) 1
3. Lens 8. Spyglass 13. Card Deck 18. Instrument
Hammer 10 Spiked boots 5
4. Perfume 9. Tar Pot 14. Dice Set 19. Quill & Ink
Holy Water 25 Spyglass 1000
5. Horn 10. Twine 15. Cook Pots 20. Small Bell
Horn 10 Tar (Pot) 10
Hourglass 300 Tent (3 man) 100
Incense (packet) 10 Tent (personal) 50
Iron Tongs 10 Twine (300 ft) 5
Ladder (10 ft) 10 Waterskin 5
Large Sponge 5 Whistle 5

5 6
Light Clothing Horse, riding
Horse, war
1000
10,000
Armorer or Blacksmith
Man-at-arms, mounted
8
12
Candle, 4 hours 1 Poor 10
Ox 300 Master Builder 15
Lantern 30 Standard 50
Pig 30 Barber-Surgeon 25
Lamp Oil, 4 hours 5 Noble 3000
Sheep 15 Knight 25
Tinderbox 10 Furs 5000
Torch, 1 hour 1 Winter 100
Lodging Buildings
Armor Food Bed, per night 1 Hovel 120
Shield 40 Travel rations (1 day) 5 Private room, per night 2 Row House 1200
(Defense +1, 1 slot, 1 quality) Animal Feed (1 day) 2 Meal 2 Craftsman’s House 2400
Helmet 40 Bacon, side of 10 Hot bath 2 Merchant’s House 7200
(Defense +1, 1 slot, 1 quality) Stabling and fodder 2 House with Courtyard 21,600
Bread, 1 loaf 1
Gambeson 60 Guildhall 32,600
Cheese, 1 lb 2
(Defense 12, 1 slot, 3 quality)
Brigandine 500 Cider, 4 gallons 1 Ships Stone Tower 48,000
Cod, whole 20 Temple 75,000
(Defense 13, 2 slots, 4 quality) Ship, high quality 720/ton
Eggs, 24 1 Stronghold 100,000
Chain 1200 Ship, good quality 480/ton
(Defense 14, 3 slots, 5 quality) Flour, 5 lbs 1 Cathedral 500,000
Ship, used quality 240/ton
Half Plate 4000 Fruit, 1 lb 1 Imperial Palace 2,500,000
Ship, poor quality 120/ton
(Defense 15, 4 slots, 6 quality)
Garlic, bunch 1 Raft 50
Full Plate 8000
Grain, 1 bushel (8 gal.) 4 Fishing boat 500
(Defense 16, 5 slots, 7 quality)
Herbs, 1 bunch 1 Sloop 5000

Weapons Lard, 5 lbs


Onions, 1 bushel
1
8
Caravel
Galleon
25,000
125,000
Dagger, Cudgel, Staff, etc. 5 Salt, 1 bushel 3
(d6 dmg, 1 slot, 1 hand, 3 quality)
Spear, Sword, Mace, Axe, etc. 10
Spices, 1 lb 100 Transport
(d8 dmg, 2 slots, 1 hand, 3 quality) Sugar, 1 lb 12 Carriage 320
Halberd, War Hammer, 20 Wine/ale, bottle 1 Cart 50
Long Sword, Battle Axe, etc
(d10 dmg, 3 slots, 2 hands, 3 quality) Animals Wagon 120

Sling
(d4 dmg, 1 slot, 1 hand, 3 quality)
5 Chicken 1 Henchmen
Cow 100 Wages are per day, not including food, etc.
Bow 15
(d6 dmg, 2 slots, 2 hands, 3 quality) Dog, hunting 50 Laborer 1
Crossbow 60 Dog, small but vicious 20 Scribe 2
(d8 dmg, 3 slots, 2 hands, 3 quality) Donkey/Pack Horse 300 Archer 3
Arrows (20) 5 Goat 10 Mason 4
Quiver (capacity 20) 10 Hawk 1000 Man-at-arms, on foot 6

7 8
Playing the Game
does the rolling, since the odds of success remain the same.
Example: A wizard casts a fireball spell at a goblin, who gets a saving throw to avoid. This is
resolved as an opposed save using the wizard’s Intelligence versus the goblin’s Dexterity. The goblin
may roll plus their Dexterity bonus, hoping to exceed the wizard’s Intelligence defense or the wizard
may roll plus their Intelligence bonus, hoping to exceed the goblin’s Dexterity defense.
Abilities If there are situational factors that make a save significantly easier or harder, the
Each of the six abilities is used in different circumstances.
referee may grant the roll advantage or disadvantage. If a roll has advantage, roll
� Strength: Used for melee attacks and saves requiring physical power, like lifting gates, 2d20 and use the better of the two dice. If it has disadvantage, roll 2d20 and use the
bending bars, etc. worse of the two dice.
� Dexterity: Used for saves requiring poise, speed, and reflexes, like dodging, climbing,
sneaking, balancing, etc. Reactions
� Constitution: Used for saves to resist poison, sickness, cold, etc. The Constitution When the PCs encounter an NPC whose reaction to the party is not obvious, the
bonus is added to healing rolls. A PC’s number of item slots is always equal to their referee may roll 2d6 and consult the following table.
Constitution defense.
2 3-5 6-8 9-11 12
� Intelligence: Used for saves requiring concentration and precision, such as wielding Hostile Unfriendly Unsure Talkative Helpful
magic, resisting magical effects, recalling lore, crafting objects, tinkering with
machinery, picking pockets, etc.
� Wisdom: Used for ranged attacks and saves requiring perception and intuition, such as Combat
tracking, navigating, searching for secret doors, detecting illusions, etc. At the start of each combat round, determine initiative by rolling a d6. On a 1-3,
all of the enemies will act first. On a 4-6 all of the PCs will act first. Reroll initiative
� Charisma: Used for saves to persuade, deceive, interrogate, intimidate, charm, each round.
provoke, etc. PCs may employ a number of henchmen equal to their Charisma bonus.
On their turn, a character may move their speed (usually 40 ft) and take up to one
combat action. This action may be casting a spell, making a second move, making
an attack, attempting a stunt, or any other action deemed reasonable by the
Item Slots referee.
PCs have a number of item slots equal to their Constitution defense. Most items,
including spellbooks, potions, a day’s rations, light weapons, tools and so on take Melee weapons can strike adjacent foes, but ranged weapons cannot be used if the
up 1 slot, but particularly heavy or bulky items like armor or medium to heavy shooting character is engaged in melee combat. To make an attack, roll a d20 and
weapons may take up more slots. Groups of small, identical items may be bundled add the character’s Strength or Wisdom bonus, depending on whether they are
into the same slot, at the referee’s discretion. 100 coins can fit in a slot. As a general using a melee or ranged weapon, respectively. If the attack total is greater than the
guideline, a slot holds around 5 pounds of weight. defender’s armor defense, the attack hits. If not, the attack misses.
Alternatively, an attack roll can also be resolved by the defender rolling a d20 and
adding their armor bonus, hoping to roll a total greater than the defense of the
Saving Throws ability the attacker is using. If they succeed, the attack misses. If they fail, the attack
hits.
If a character attempts something where the outcome is uncertain and failure has
consequences, they make a saving throw, or “save”. To make a save, add the On a hit, the attacker rolls their weapon’s damage die to determine how many Hit
bonus of the relevant ability to a d20 roll. If the total is greater than 15, the Points (HP) the defender loses. A bonus damage die of the weapon’s type may be
character succeeds. If not, they fail. added to the roll if the ideal weapon was used against an enemy type (for example,
using a blunt weapon vs. a skeleton).
If the save is opposed by another character, then instead of aiming to exceed 15,
the side doing the rolling must get a total greater than the opposing character’s When a character reaches 0 HP, they are unconscious. When they reach -1 HP or
relevant defense score in order to succeed. If they fail, the opposing side succeeds. less, they are dead. Players should roll up a new level 1 PC when their old one dies,
This type of save is called an opposed save. Note that it doesn’t matter which side and should rejoin the party as soon as possible.

9 10
Stunts Monsters
Stunts are combat maneuvers such as stunning, shoving, disarming, tripping, All monsters from OSR bestiaries should work as-is in Knave with no major
sundering armor, and so on. They are resolved with a versus save. They may not conversion needed. Here are some guidelines.
cause damage directly, but may do so indirectly (for example, pushing an enemy
off of a ledge). The referee is the final arbiter as to what stunts can be attempted in Hit Dice/Hit Points: All monster hit dice can be assumed to be d8s unless
a given situation. otherwise specified. To get the monster’s hit points, just multiply the number of
hit dice they have by 4 (or 5 if you’re feeling mean.)

Advantage in Combat Armor: Monster AC (if ascending) is identical to


Armor defense. If the AC is descending, subtract it
Characters can gain advantage in combat by attacking a target that is unaware, on from 19 (if it is from OD&D or B/X D&D)
lower ground, off balance, disarmed, distracted, or tactically disadvantaged in any or from 20 (if it is from AD&D) to find its
significant way. The referee, as usual, has the final say. ascending equivalent.
When a character has advantage against an opponent on their combat turn, they Attack Bonus: Any attack bonus given is
may either A.) Apply advantage to their attack roll or stunt against that opponent unchanged, and can be added to both melee
or B.) Make an attack and a stunt attempt in the same round against that and ranged attacks. If an attack bonus is
opponent, without advantage. not given, assume that it is the same as the
monster’s number of hit dice.
Critical Hits and Quality Damage: Damage remains the same.
During an attack roll, if the attacker rolls a natural 20 or the defender rolls a Morale: Morale rating remains the same.
natural 1, the defender’s armor loses 1 point of quality and they take an additional
die of damage (of the weapon’s type). If the attacker rolls a natural 1 or the Saves: Since OSR monsters usually don’t come
defender rolls a natural 20, the attacker’s weapon loses 1 point of quality. At 0 with ability scores, assume that monsters have
quality, the item is destroyed. Each point of quality costs 10% of the item’s cost to ability bonuses equal to their level, with the
repair.. corresponding ability defenses.
Example: A typical 4 HD monster would have a bonus
Morale of +4 and a defense of 14 in all of its abilities by
default, unless modified by the referee.
Monsters and NPCs all have a morale rating, usually between 5 and 9. When they
face more danger than they were expecting, the referee will make a morale roll
by rolling 2d6 and comparing the result to the NPC’s morale rating. If the roll is Advancement
higher than the rating, the NPC will attempt to flee, retreat, or parley. Morale rolls Whenever a PC accumulates 1000 XP, they gain a level. As a guideline, PCs receive
can be triggered by defeating half of an enemy group, defeating a group’s leader, or 50 XP for low-risk accomplishments, 100 XP for moderate-risk accomplishments,
reducing a lone enemy to half HP. Other effects may trigger a morale roll at the and 200 XP for high-risk accomplishments. The referee should freely notify the
referee’s discretion. PCs of how much XP different objectives are worth when asked.
Hirelings also make morale rolls when they aren’t paid, their employer dies, or When a PC gains a level, they roll a number of d8s equal to their new level to find
they face extraordinary danger. Morale may also be improved by paying hirelings their new HP maximum. If the result is less than their previous maximum, their
more and treating them well. maximum HP increases by 1. They also raise the defense and bonus scores of 3
different abilities of their choice by 1 point. Abilities may never be raised higher
Healing than 20/+10.
After a meal and a full night’s rest, PCs regain lost hit points equal to a d8 plus their
Constitution bonus. Resting at a safe haven restores all lost HP.

11 12
8. Babble: A creature must loudly and clearly repeat everything you think. It is
Magic otherwise mute.
The spell lists from any old-school RPG will work perfectly well in Knave, 9. Beast Form: You and your possessions transform into a mundane animal.
provided that they go up to 9th level. There are many free lists of classic spells 10. Befuddle: L creatures of your choice are unable to form new short-term memories
available online. for the duration of the spell.
11. Bend Fate: Roll L+1 d20s. Whenever you must roll a d20 after casting the spell, you
In Knave, PCs may only cast spells of their level or less, so a level 3 PC could only must choose and then discard one of the rolled results until they are all gone.
cast spells of level 0 to 3. Spells are cast out of spell books, which must be held in 12. Bird Person: Your arms turn into huge bird wings.
both hands and read aloud. Each spell book can only be used once per day. 13. Body Swap: You switch bodies with a creature you touch. If one body dies, the other
Importantly, each spell book only holds a single spell, and each spell book takes up dies as well.
an item slot, so if a PC wants to be able to cast a wide variety of spells, they’ll have 14. Catherine: A woman wearing a blue dress appears until end of spell. She will obey
to fill most of their inventory with spell books. polite, safe requests.
15. Charm: L creatures treat you like a friend.
PCs are unable to create, copy or transcribe spell books. In order to gain new spell 16. Command: A creature obeys a single, three-word command that does not harm it.
books, PCs must adventure for them, by either recovering them from dungeons or 17. Comprehend: You become fluent in all languages.
looting them from other magicians. The higher the level of the spell book, the 18. Control Plants: Nearby plants and trees obey you and gain the ability to move at 5
rarer and more valuable it is. PCs openly carrying high level spell books are likely feet per round.
to be hounded by bandits and wizards looking to “acquire” them. 19. Control Weather: You may alter the type of weather at will, but you do not
otherwise control it.
When a spell allows for a save, make an opposed Intelligence save against the
20. Counterspell: Make an opposed Intelligence save against the Intelligence of the
defender’s relevant ability, usually Dexterity for ranged attack spells, Constitution caster of a nearby spell. You may do this out of turn as a reaction, or against an
for life-draining spells, Intelligence for mind-altering spells, or Wisdom for ongoing magical effect. On a success, you may cancel the spell.
Illusions. 21. Deafen: All nearby creatures are deafened.
22. Detect Magic: You hear nearby magical auras singing. Volume and harmony signify
100 Level-less Spells 23.
the aura’s power and refinement.
Disassemble: Any of your body parts may be detached and reattached at will,
If you prefer spells that are level-less and scale up as the caster becomes more without causing pain or damage. You can still control them.
powerful, use the list below. In the following spells, “L” is a number equal to the 24. Disguise: You may alter the appearance of L characters at will as long as they remain
caster’s level, an item is an object able to be lifted with one hand, and an object is humanoid. Attempts to duplicate other characters will seem uncanny.
anything up to human size. Unless otherwise noted, all spells with ongoing effects 25. Displace: An object appears to be up to L×10ft from its actual position.
26. Earthquake: The ground begins shaking violently. Structures may be damaged or
last up to L×10 minutes, and have a range of up to 40 feet. If a spell directly affects
collapse.
another creature, the creature may make a save to avoid it (as described
27. Elasticity: Your body can stretch up to L×10ft.
previously). Success reduces or negates the spell’s effects. 28. Elemental Wall: A straight wall of ice or fire L×40ft long and 10ft high rises from
1. Adhere: Object is covered in extremely sticky slime. the ground.
2. Animate Object: Object obeys your commands as best it can. It can walk 15ft per 29. Filch: L visible items teleport to your hands.
round. 30. Fog Cloud: Dense fog spreads out from you.
3. Anthropomorphize: A touched animal either gains human intelligence or human 31. Frenzy: L creatures erupt in a frenzy of violence.
appearance for L days. 32. Gate: A portal to a random plane opens.
4. Arcane Eye: You can see through a magical floating eyeball that flies around at your 33. Gravity Shift: You can change the direction of gravity (for yourself only) up to once
command. per round.
5. Astral Prison: An object is frozen in time and space within an invulnerable crystal 34. Greed: L creatures develop an overwhelming urge to possess a visible item of your
shell. choice.
6. Attract: L+1 objects are strongly magnetically attracted to each other if they come 35. Haste: Your movement speed is tripled.
within 10 feet. 36. Hatred: L creatures develop a deep hatred of another creature or group of creatures
7. Auditory Illusion: You create illusory sounds that seem to come from a direction of and wish to destroy it.
your choice. 37. Hear Whispers: You can hear faint sounds clearly.

13 14
38. Hover: An object hovers, frictionless, 2ft above the ground. It can hold up to L 73. Shuffle: L creatures instantly switch places. Determine where they end up
humanoids. randomly.
39. Hypnotize: A creature enters a trance and will truthfully answer L yes or no 74. Sleep: L creatures fall into a light sleep.
questions you ask it. 75. Smoke Form: Your body becomes living smoke.
40. Icy Touch: A thick ice layer spreads across a touched surface, up to L×10ft in radius. 76. Snail Knight: 10 minutes after casting, a knight sitting astride a giant snail rides
41. Illuminate: A floating light moves as you command. into view. He is able to answer most questions related to quests and chivalry, and
42. Increase Gravity: The gravity in an area triples. may aid you if he finds you worthy.
43. Invisible Tether: Two objects within 10ft of each other cannot be moved more 77. Sniff: You can smell even the faintest traces of scents.
than 10ft apart. 78. Sort: Inanimate items sort themselves according to categories you set. The
44. Knock: L nearby mundane or magical locks unlock. categories must be visually verifiable.
45. Leap: You can jump up to L×10ft in the air. 79. Spectacle: A clearly unreal but impressive illusion of your choice appears, under
46. Liquid Air: The air around you becomes swimmable. your control. It may be up to the size of a palace and has full motion and sound.
47. Magic Dampener: All nearby magical effects have their effectiveness halved. 80. Spellseize: Cast this as a reaction to another spell going off to make a temporary
48. Manse: A sturdy, furnished cottage appears for L×12 hours. You can permit and copy of it that you can cast at any time before this spell ends.
forbid entry to it at will. 81. Spider Climb: You can climb surfaces like a spider.
49. Marble Madness: Your pockets are full of marbles, and will refill every round. 82. Summon Cube: Once per second, (6 times per round) you may summon or banish a
50. Masquerade: L characters’ appearances and voices become identical to a touched 3-foot-wide cube of earth. New cubes must be affixed to the earth or to other cubes.
character. 83. Swarm: You become a swarm of crows, rats, or piranhas. You only take damage
51. Miniaturize: You and L other touched creatures are reduced to the size of a mouse. from area effects.
52. Mirror Image: L illusory duplicates of yourself appear under your control. 84. Telekinesis: You may mentally move L items.
53. Mirrorwalk: A mirror becomes a gateway to another mirror that you looked into 85. Telepathy: L+1 creatures can hear each other’s thoughts, no matter how far apart
today. they move.
54. Multiarm: You gain L extra arms. 86. Teleport: An object disappears and reappears on the ground in a visible, clear area
55. Night Sphere: An L×40ft wide sphere of darkness displaying the night sky appears. up to L×40ft away.
56. Objectify: You become any inanimate object between the size of a grand piano and 87. Thaumaturgic Anchor: Object becomes the target of every spell cast near it.
an apple. 88. Thicket: A thicket of trees and dense brush up to L×40ft wide suddenly sprouts up.
57. Ooze Form: You become a living jelly. 89. Time Jump: An object disappears as it jumps L×10 minutes into the future. When it
58. Pacify: L creatures have an aversion to violence. returns, it appears in the unoccupied area nearest to where it left.
59. Phantom Coach: A ghostly coach appears until end of spell. It moves unnaturally 90. Summon Idol: A carved stone statue the size of a four poster bed rises from the
fast over any terrain, including water. ground.
60. Phobia: L creatures become terrified of an object of your choice. 91. Time Rush: Time in a 40ft bubble starts moving 10 times faster.
61. Pit: A pit 10ft wide and L×5ft deep opens in the ground. 92. Time Slow: Time in a 40ft bubble slows to 10%.
62. Primeval Surge: An object grows to the size of an elephant. If it is an animal, it is 93. True Sight: You see through all nearby illusions.
enraged. 94. Upwell: A spring of seawater appears.
63. Psychometry: The referee answers L yes or no questions about a touched object. 95. Vision: You completely control what a creature sees.
64. Pull: An object of any size is pulled directly towards you with the strength of L men 96. Visual Illusion: A silent, immobile, illusion of your choice appears, up to the size of
for one round. a bedroom.
65. Push: An object of any size is pushed directly away from you with the strength of L 97. Ward: A silver circle 40ft across appears on the ground. Choose one thing that
men for one round. cannot cross it: Living creatures, dead creatures, projectiles or metal.
66. Raise Dead: L skeletons rise from the ground to serve you. They are incredibly 98. Web: Your wrists can shoot thick webbing.
stupid and can only obey simple orders. 99. Wizard Mark: Your finger can shoot a stream of ulfire-colored paint. This paint is
67. Raise Spirit: The spirit of a dead body manifests and will answer L questions. only visible to you, and can be seen at any distance, even through solid objects.
68. Read Mind: You can hear the surface thoughts of nearby creatures. 100. X-Ray Vision: You gain X-Ray vision.
69. Repel: L+1 objects are strongly magnetically repelled from each other if they come
within 10 feet.
70. Scry: You can see through the eyes of a creature you touched earlier today. Thanks
71. Sculpt Elements: All inanimate material behaves like clay in your hands. Knave was made possible due to the encouragement, feed-back and assistance of
72. Shroud: L creatures are invisible until they move. Patreon supporters. https://www.patreon.com/questingbeast.

15 16
Physique: Virtue:
Name: Face: Vice:
Skin: Speech:
Level XP: Hair: Background:
Clothing: Misfortunes:

Roll For Item Slots


Max Current Defence Bonus
Hit Points

Armor
1 11

2 12

Condition: Type:
3 13

Defence Bonus
4 14
STR
5 15

DEX 6 16

CON 7 17

INT 8 18

9 19
WIS
10 20
CHA mark max carry
Notes:
Syst e m D e sign
Be n Mi lton

C ov e r & In t e r ior A rt
Pe r pl e x i ng R ui ns

L ayout A da p tation
Phlv x / Sign um Nox

Ch a r ac t e r Sh e et
Ba se d on t h e wor k
of D e cl a n J K e a n e

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