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Write down all your items in your item slots on your Item Costs

Knave character sheet.


5 Cruel 10 Irascible 15 Rude
Speech
20 Whiny
All prices are in copper pennies. Payment for things like
A rules toolkit created by Ben Milton for running old Armor: Armor items have a defense and a bonus value. The 1 Blunt 6 Droning 11 Mumbling 16 Dialect ships, real estate, and so on usually takes the form of trade
school fantasy RPGs without classes. - questingblog.com. defense value is listed in the rules. Add up all values to find 2 Booming 7 Flowery 12 Precise 17 Slow goods, favors, or oaths of fealty rather than coins.
Original game licensed under Creative Commons Attribution total Armor Defense. Armor Bonus is Armor Defense – 10. If 3 Breathy 8 Formal 13 Quaint 18 Squeaky
4.0 International License and has been modified by the Tools and Gear
the PC is not wearing any armor, their Armor Defense is 11 4 Cryptic 9 Gravelly 14 Rambling 19 Stuttering
creator of this document for formatting purposes. Air bladder 5 Lens 100
and their Bonus is +1. 5 Drawling 10 Hoarse 15 Rapid-fire 20 Whispery
Requirements: At least one set of dice (d4, d6, d8, d10, Bear trap 20 Lock picks 100
HP: Roll 1d8 to determine starting and maximum Hit Points. Background
d12 and d20), two or more players (one Game Master and Bedroll 10 Manacles 10
Speed: Exploration speed :120ft/turn. Combat speed: 1 Alchemist 6 Cleric 11 Magician 16 Performer
one or more players), pen and paper. Bellows 10 Metal file 5
40ft/turn. 12 Mariner 17
Feet Meter Square on map 2 Beggar 7 Cook Black grease 1 Mirror (small, silver) 200
Traits: Roll or choose other traits: Pickpocket
5 1.5 1 Block and tackle 30 Musical instrument 200
Physique 13
10 3 2 3 Butcher 8 Cultist 18 Smuggler Book (Blank) 300 Nails (12) 5
1 Athletic 6 Hulking 11 Short 16 Stout Mercenary
25 7.5 5 4 Burglar 9 Gambler 14 Merchant 19 Student Book (Reading) 600 Net 10
2 Brawny 7 Lanky 12 Sinewy 17 Tiny Bottle/vial 1 Oilskin bag 5
50 15 10 5 Charlatan 10 Herbalist 15 Outlaw 20 Tracker
3 Corpulent 8 Ripped 13 Slender 18 Towering Bucket 5 Oilskin trousers 10
Character Creation 4 Delicate 9 Rugged 14 Flabby 19 Willowy Misfortunes
1 Abandoned 6 Defrauded 11 Framed 16 Perused Caltrops (bag) 10 Padlock and key 20
Abilities: Strength, Dexterity, Constitution, Intelligence, 5 Gaunt 10 Scrawny 15 20 Wiry Cards with an extra Perfume 50
Statuesque 2 Addicted 7 Demoted 12 Haunted 17 Rejected 5
Wisdom, and Charisma. Each ability has a defense and a Ace
Face 3 13
bonus value. Roll 3d6 for each ability (in order). Lowest dice 8 Discredited 18 Replaced Chain (10 ft.) 10 Pick 10
1 Bloated 6 Elongated 11 Impish 16 Sharp Blackmailed Kidnapped
of each roll is your Ability’s Bonus. Ability’s defense is Chalk (10 pieces) 1 Pole (10ft) 5
2 Blunt 7 Patrician 12 Narrow 17 Soft 4 14 Mutilated
abbility’s bonus + 10. 9 Disowned 19 Robbed Chisel 5 Quill and ink 1
3 Bony 8 Pinched 13 Ratlike 18 Square Condemned
Optionally: After rolling all abilities, swap the values of two 5 Cursed 10 Exiled 15 Poor 20 Suspected Cookpots 10 Rope (50ft) 10
abilities. 4 Chiseled 9 Hawkish 14 Round 19 Wide Crowbar 10 Sack 1
5 Delicate 10 Broken 15 Sunken 20 Wolfish Alignment
Starting Equipment: 2 days of rations, one weapon of 1-5 Law 6-15 Neutrality 16-20 Chaos Drill 10 Saw 10
choice, starting armor & equipment (Roll on the Starting Skin Face paint/makeup 10 Set of loaded dice 5
Gear tables to determine starting armor and equipment). 1 Battle Scar 6 Oily
11 Reeking 16 Abilities Fake jewels 50 Shovel 10
Sunburned Strength: Used for melee attacks and saves requiring Fishing rod/tackle 10 Small bell 20
Armor Roll Once
2 Birthmark 7 Pale 12 Tattooed 17 Tanned physical power, like lifting gates, bending bars, etc. Glass marbles (bag) 5 Soap 1
1-3 4-14 15-19 20
No armor Gambeson Brigandine Chain 3 Burn Scar 8 Perfect 13 Rosy 18 War Paint Dexterity: Used for saves requiring poise, speed, and Glue (bottle) 1 Spike (iron) 5
Helmets and Shields Roll Once 14 Rough 19 reflexes, like dodging, climbing, sneaking, balancing, etc. Grappling hook 10 Spike (wood) 1
4 Dark 9 Pierced
Weathered Constitution: Used for saves to resist poison, sick-ness, cold, Hammer 10 Spiked boots 5
15-19 20
1-13 14-16 5 Makeup 10 15 Sallow 20 Whip Holy water 25 Spyglass 1000
Shield Helmet and etc. The Constitution bonus is added to healing rolls. A PC’s
None Helmet Pockmarked Scar
Shield number of item slots is always equal to their Constitution Horn 10 Tar (Pot) 10
Dungeoneering Gear Roll Twice Hair Hourglass 300 Tent (3 man) 100
defense.
1 Rope, 50ft 6 Crowbar 11 Lantern 16 Pole, 10ft 1 Bald 6 Disheveled 11 Limp 16 Ponytail Incense (packet) 10 Tent (personal) 50
2 Braided 7 Deadlocks 12 Long 17 Silky Intelligence: Used for saves requiring concentration and
2 Pulleys 7 Tinderbox 12 Lamp oil 17 Sack precision, such as wielding magic, resisting magical effects, Iron tongs 10 Twine (300 ft.) 5
8 Grapp. 13 Padlock 3 Bristly 8 Filthy 13 Luxurious 18 Topknot Ladder (10 ft.) 10 Water skin 5
3 Candles, 5 18 Tent 4 Cropped 9 Frizzy 14 Mohawk 19 Wavy recalling lore, crafting objects, tinkering with machinery,
hook picking pockets, etc. Large sponge 5 Whistle 5
14 5 Curly 10 Greased 15 Oily 20 Wispy Light
4 Chain, 10ft 9 Hammer 19 Spikes, 5 Clothing Wisdom: Used for ranged attacks and saves requiring
Manackles perception and intuition, such as tracking, navigating, Candle, 4 hours 1 Lantern 30
5 Chalk, 10 10 Waterskin 15 Mirror 20 Torches, 5 1 Antique 6 Elegant 11 Foreign 16 Patched Lamp oil, 4hours 5 Tinderbox 10
7 12 Frayed searching for secret doors, detecting illusions, etc.
General Gear 1 Roll Once 2 Bloody 17 Perfumed Charisma: Used for saves to persuade, deceive, Torch, 1 hour 1 10
11 Fishing Fashionable
1 Airbladder 6 Saw 16 Net interrogate, intimidate, charm, provoke, etc. PCs may Clothing
rod 3 Ceremonial 8 Filthy 13 Frumpy 18 Rancid
employ a number of henchmen equal to their Charisma Poor 10 Furs 5000
2 Bear trap 7 Bucket 12 Marbles 17 Tongs 4 Decorated 9 Flamboyant 14 Livery 19 Torn
bonus. Standard 50 Winter 100
3 Shovel 8 Caltrops 13 Glue 18 Lockpicks 5 Eccentric 10 Stained 15 Oversized 20
Noble 3000
4 Bellows 9 Chisel 14 Pick 19 Metal file Undersized
Food
5 Grease 10 Drill 15 Hourglass 20 Nails Virtue
Travel rations, 1 day 5 Garlic, bunch 1
General Gear 2 Roll One 11
1 Ambitious 6 Disciplined 16 Merciful Grain, 1 bushel (8 4
11 Fake 16 Face Honorable Animal feed, 1 day 2
1 Incense 6 Bottle gal.)
jewels paint 2 Cautious 7 Focused 12 Humble 17 Righteous
Bacon, side of 10 Herbs, 1 bunch 1
12 Blank 3 13 Idealistic
2 Sponge 7 Soap 17 Whistle 8 Generous 18 Serene Bread, 1 loaf 1 Lard, 5 lbs. 1
book Courageous
4 Courteous 9 Gregarious 14 Just 19 Stoic Cheese, 1 lb. 2 Onions, 1 bushel 8
13 Card Cider, 4 gallons 1 Salt, 1 bushel 3
3 Lens 8 Spyglass 18 Instrument 5 Curious 10 Honest 15 Loyal 20 Tolerant
deck Cod, whole 20 Spices, 1 lb. 100
14 Dice set 19 Quill & Vice
4 Perfume 9 Tar pot 1 Aggressive 6 Deceitful 11 Lazy 16 Suspicious Eggs, 24 1 Sugar, 1 lb. 12
ink Flour, 5 lbs. 1 Wine/ale, bottle 1
5 Horn 10 Twine 15 Cook pots 20 Small bell 2 Arrogant 7 Flippant 12 Nervous 17 Vain
13 Fruit, 1 lb. 1
Item slots: PCs have a number of item slots equal to their 3 Bitter 8 Gluttonous 18 Vengeful
Constitution defense. Items they carry must fit into available Prejudiced
slots. (See Item Slots section for more.) 4 Cowardly 9 Greedy 14 Reckless 19 Wasteful
Animals Armor roll has advantage, roll 2d20 and use the better of the two comparing the result to the NPC’s morale rating. If the roll is
Chicken 1 Hawk 1000 dice. If it has disadvantage, roll 2d20 and use the worse of higher than the rating, the NPC will attempt to flee, retreat,
Armor or parley.
Cow 100 Horse, riding 1000 Items Defense Slots Quality Cost the two dice.
Dog, hunting 50 Horse, war 10000 Morale rolls can be triggered by defeating half of an
Dog, small but vicious 20 Ox 300
Shield +1 1 1 40 Combat enemy group, defeating a group’s leader, or reducing a
Helmet +1 1 1 40 Initiative: At the start of each combat round, determine lone enemy to half HP. Other effects may trigger a morale
Donkey/pack horse 300 Pig 30 Gambeson 12 1 3 60
Goat 10 Sheep 15 initiative by rolling a d6. On a 1-3, all of the enemies will roll at the referee’s discretion.
Birgandine 13 2 4 500 act first. On a 4-6 all of the PCs will act first. Reroll initiative Hirelings also make morale rolls when they aren’t paid, their
Lodging Chain 14 3 5 1200
Bed, per night 1 Hot bath 2 each round. employer dies, or they face extraordinary danger. Morale
Half plate 15 4 6 4000 Actions: On their turn, a character may move their speed may also be improved by paying hirelings more and
Private room, per Stabling and 2 Full plate 16 5 7 8000
2 (usually 40 ft) and take up to one combat action. This action treating them well.
night fodder
Meal 2 Item Slots may be casting a spell, making a second move, making an Healing: After a meal and a full night’s rest, PCs regain lost
Ships PCs have a number of item slots equal to their Constitution attack, attempting a stunt, or any other action deemed hit points equal to a d8 plus their Constitution bonus. Resting
Ship, high Raft 50 Defense. reasonable by the referee. at a safe haven restores all lost HP.
720/ton Range: Melee weapons can strike adjacent foes, but
quality Most items, including spell books, potions, a day’s rations, Converting OSR Monsters
Ship, good Fishing boat 500 light weapons, tools and so on take up 1 slot. Particularly ranged weapons cannot be used if the shooting character is
480/ton All monsters from OSR bestiaries should work as-is in Knave
quality heavy or bulky items like armor or medium to heavy engaged in melee combat.
with no major conversion needed. Here are some guidelines.
Ship, used Sloop 5000 weapons may take up more slots. Groups of small, identical Make an attack: Roll a d20 and add the character’s
240/ton Hit Dice/Hit Points: All monster hit dice can be assumed to
quality items may be bundled into the same slot. 100 coins can fit Strength or Wisdom bonus, depending on whether they are be d8s unless otherwise specified. To get the monster’s hit
Ship, poor Caravel 25000 into 1slot. 1 slot can hold around 5 pounds. using a melee or ranged weapon, respectively. If the attack
120/ton points, just multiply the number of hit dice they have by 4 (or
quality total is greater than the defender’s Armor Defense, the 5 if you’re feeling mean.)
Galleon 125000 Advancement attack hits. If not, the attack misses. Armor Defense: Monster AC (if ascending) is identical to
Transport Getting XP: Whenever a PC accumulates 1000 XP, they Alternatively, an attack roll can also be resolved by the Armor Defense. If the AC is descending, subtract it from 19
Carriage 320 Wagon 120 gain a level. As a guideline, PCs receive 50 XP for low-risk defender rolling a d20 and adding their armor bonus, (if it is from OD&D or B/X D&D) or from 20 (if it is from
Cart 50 hoping to roll a total greater than the Ability Defense AD&D) to find its ascending equivalent.
accomplishments, 100 XP for moderate-risk
Henchmen (Strength or Wisdom +10) the attacker is using. If they Attack Bonus: Any attack bonus given is unchanged, and
Wages/day. Not including food, supplies, shelter,… accomplishments, and 200 XP for high-risk
succeed, the attack misses. If they fail, the attack hits. can be added to both melee and ranged attacks. If an
Laborer 1 Armorer/Blacksmith 8 accomplishments. The referee should freely notify the PCs attack bonus is not given, assume that it is the same as the
Damage: On a hit, the attacker rolls their weapon’s
Man-at-arms, 12 of how much XP different objectives are worth when
damage die to determine how many Hit Points (HP) the monster’s number of hit dice.
Scribe 2
mount. asked. Damage: Damage remains the same.
defender loses. A bonus damage die of the weapon’s type
Archer 3 Master Builder 15 Gain a level: When gaining a level roll a number of d8s Morale: Morale rating remains the same.
may be added to the roll if the ideal weapon was used
Mason 4 Barber-Surgeon 25 equal to their new level to find their new HP maximum. If the Saves: Since OSR monsters usually don’t come with ability
against an enemy type (for example, using a blunt weapon scores, assume that monsters have Ability Bonuses (for all
Man-at-arms, on result is less than their previous maximum, their maximum HP
6 Knight 25 vs. a skeleton). abilities) equal to their level, with the corresponding Ability
foot increases by 1. They also raise the defense and bonus
Buildings Death: When a character reaches 0 HP, they are Defenses. Example: A typical 4 HD monster would have a
scores of 3 different abilities of their choice by 1 point. unconscious. When they reach -1 HP or less, they are dead.
Hovel 120 Stone tower 48000 bonus of +4 and a defense of 14 in all of its abilities by
Abilities may never be raised higher than 20/+10. Players should roll up a new level 1 PC when their old one default, unless modified by the referee.
Row house 1200 Temple 75000
Craftsman’s
2400
Stronghold 100000 Reactions dies, and should rejoin the party as soon as possible.
Magic
house When the PCs encounter an NPC whose reaction to the Stunts: Combat maneuvers such as stunning, shoving,
disarming, tripping, sundering armor, and so on. They are The spell lists from any old-school RPG will work perfectly
Merchant’s house 7200 Cathedral 500000 party is not obvious, the referee may roll 2d6 and consult well in Knave, provided that they go up to 9th level. There
House with the following table. resolved with an opposed save. They may not cause
21600 Imperial palace 2500000 damage directly, but may do so indirectly (for example, are many free lists of classic spells available online.
courtyard 2 Hostile 6-8 Unsure 12 Helpful
pushing an enemy off a ledge). GM has final say in what Casting spells: PCs may only cast spells of their level or
Guildhall 32600 3-5 Unfriendly 9-11 Talkative
stunts can be attempted in a given situation. less, so a level 3 PC could only cast spells of level 0 to 3.
Weapons Saving Throws Advantage: When a character is attacking a target that is Spells are cast out of spell books, which must be held in both
Weapons If a character attempts something where the outcome is unaware, on lower ground, off balance, disarmed, hands and read aloud. Each spell book can only be used
Items Damage Slots Hands Quality Cost uncertain and failure has consequences, they make a saving distracted, or tactically disadvantaged in any significant once per day. Importantly, each spell book only holds a
Dagger, cudgel, throw, or “save”. way (GM has final say) they may either A.) Apply single spell, and each spell book takes up an item slot, so if
d6 1 1 3 5
sickle, staff… To make a save: add the bonus of the relevant ability to a advantage to their attack roll or stunt against that opponent a PC wants to be able to cast a wide variety of spells,
Sword, spear, d20 roll. If the total is greater than 15, the character or B.) Make an attack and a stunt attempt in the same round they’ll have to fill most of their inventory with spell books.
d8 2 1 3 10
mace, axe, Flail… succeeds. If not, they fail. Gaining spells: PCs are unable to create, copy or
against that opponent, without advantage.
Halberd, war To make an opposed save: If the save is opposed by transcribe spell books. PCs can only get spells by recovering
Critical Hits & Quality: If the attacker rolls a natural 20 on
hammer, long d10 3 2 3 20 them from dungeons or looting them from other magicians.
another character, then in-stead of aiming to exceed 15, the their attack roll, or the defender rolls a natural 1, the
sword, battle axe The higher the level of the spell book, the rarer and more
side doing the rolling must get a total greater than the defender’s armor loses 1 point of quality and they take an
Sling d4 1 1 3 5 additional die of damage (of the weapon’s type). If the valuable it is. PCs openly carrying high level spell books are
opposing character’s relevant defense score in order to
Bow d6 2 2 3 15 attacker rolls a natural 1 or the defender rolls a natural 20, likely to be hounded by bandits and wizards looking to
Crossbow d8 3 2 3 60 succeed. If they fail, the opposing side succeeds. Note that it
doesn’t matter which side does the rolling, since the odds of the attacker’s weapon loses 1 point of quality. At 0 quality, “acquire” them.
Quiver, capacity 20 arrows 10 the item is destroyed. Each point of quality costs 10% of the Saves: When a spell allows for a save, make an opposed
Arrows, 20 5 success remain the same.
item’s cost to repair. Intelligence save against the defender’s relevant ability,
Advantage and disadvantage: If there are situational
Morale: Monsters and NPCs all have a morale rating. When usually Dexterity for ranged attack spells, Constitution for
factors that make a save significantly easier or harder, the they face more danger than they were expecting, the
referee may grant the roll advantage or disadvantage. If a life-draining spells, Intelligence for mind-altering spells, or
referee will make a morale roll by rolling 2d6 and Wisdom for Illusions.

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