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more than advantage once.

Either roll 2d6, 3d6 with Leveling Up Items


Knave Rats advantage, or GM decides no roll is needed. All PCs start at level 1. At the end of each session the GM All prices are in gold coins. Payment for things like ships,
Based on Ben Milton’s Knave and Maze Rats Both licensed under
Creative Commons Attribution 4.0 International License. Both games
Combat awards from 1 to 3 XP to all PCs. real estate, and so on usually takes the form of trade
have been modified by the creator of this game, u/Kalahan7 Initiative  Showed up to the game: 1XP goods, favors, or oaths of fealty rather than coins.
When combat breaks out, everyone must be sorted into an  Overcame a difficult challenge: 2XP Use the list of gold prices below as a guideline. Players may
Character Creation order so they each get to act and react in turn. Every player  Overcame an impressive challenge abilities: 3XP have to haggle for actual prices.
1. Abilities: You have a value for STRength, DEXterity, rolls +WIS (We don’t use dexterity because it’s a generally Items
When a player has enough XP, they level up.
CONstitution, INTelligence, WISdom, and CHArisma. Roll overpowered ability and it takes wisdom to know when and Category Cost
LVL XP Level Features
1d6 for each ability to determine ability score value. where your foe will strike) those that succeed, take their turn Common Items: Rope, candles, torch, etc. 1-5
2 2 +2 Max HP. +1 to two abilities
Ability Modifier Roll for Each before the opponents. Those that fail have to go after. 3 6 +2 Max HP. +1 Attack. +1 to one ability. Specialized Items: Bear trap, key, etc. 5-20
1 Ability +0 2-3 Ability 4-5 Ability 6 Ability +3 4 12 +2 Max HP. +1 to two abilities. Luxury Items: Book, mirror, potion etc. 20-100
+1 +2 Ambush Animals
If a group ambushes another group or NPC, it automatically 5 20 +2 Max HP. +1 Attack. +1 to one ability.
Optionally: Switch two ability values after rolling. Animal Cost Animal Cost
gets initiative as well as advantage on all attack rolls during 6 30 +2 Max HP. +1 to two abilities.
2. Item Slots: You have 10+STR Item Slots. Mule 20 Bloodhound 100
the first round. GM can decide that leader of the opposed 7 42 +2 Max HP. +2 Attack. +1 to one ability.
3. Starting Equipment: Roll on table to determine starting A PC’s abilities may never be higher than +4. Gaining Max Horse 5 Chicken 5
weapon category (pick a weapon from within that group might do a WILL roll to avoid this. Dog 5 Trained Falcon 1000
HP does not increase current health.
category), starting armor (describe your armor), and 6 Actions After reaching level 7, PC may retire to become an NPC.
Transport
random starting items. You also start with 2 days of rations. On each round, each character might move about 30ft/10m Transport Cost Transport Cost
Weapon Category Roll Once and take one action (or in different order). Actions can be Monster and NPC Stats Cart 30 Rowboat 50
1-4 Light 5 Heavy 6 Ranged attacking a target in range, casting a spell, drinking a Envision a monster or NPC and use the following to Wagon 100 Fishing Boat 500
Armor Category and Shield Roll Once potion, moving again, etc. determine its stats. Coach 250 Caravel 5000
1None 2 Light 4-6 Shield + Light Armor Health: Weak (1d6), Typical (2d6), Tough (3d6), Hulking Warship 10000
Items Roll Six Times Calculate total armor by adding base armor of 6 with worn (4d6), Colossal (6d6) Property
Roll 2d6 for each. 1st die determines group from the armor. +1 for shields, +1 for light-, +2 for heavy armor. Armor: Unarmored (6), Light Protection (7), Moderate Property Cost Property Cost
table, 2nd die determines item within that group. Protection (8), Heavy Protection (9), Nigh Impervious (10) Small House 1000 Fortified Outpost 25000
Animal Scent Chisel Grease Attacking Tavern 2000 Estate 50000
Roll 2d6 + Attack. Attack value depends on the used Note that Armor can also be used to represent a monster’s
Bear Trap Crowbar Hacksaw resistance to mundane weapons, or other factors that would Guildhall 5000 Castle 200000
Bedroll Fishing Net Hammer weapon and level. Heavy weapons: +1 total damage Manor 10000
dealt. Unarmed: -1 total damage dealt. Attacking with make it difficult to harm.
Caltrops Glass Marbles Hand Drill Attack: Untrained (+0), Trained (+1), Dangerous (+2), Weapons
Chain (10ft/3m) Glue Horn ranged weapon is impossible while in melee combat. Category Attack Slots Hands Quality Cost
Damage dealt is the difference between attack and armor. Masterful (+3), Lethal (+4)
Chalk Grappling Hook Iron Spikes Unarmed -1 0 1 - -
Subtract total damage from defender’s health. Strength: Weak (+0), Average (+1), Strong (+2), Powerful
Iron Tongs Metal File 10 Foot Pole (3m) Light: Axes,
Lantern and Oil Rations (3) Tinderbox (+3), Monstrous (+4)
Critical Hit Dexterity: Slow (+0), Average (+1), Nimble (+2), Swift daggers, short +0 1 1 3 20
Large Sack Rope (50ft/15m) Torch When rolling double sixes, total damage is doubled (or swords, flails,…
Lockpicks (3) Steel Wire Vial of Acid (+3), Blurred (+4)
other effect determined by GM) and the defender’s armor Heavy: Spears,
Manacles Shovel Vial of Poison Constitution: Weak (+0), Average (+1), Tough (+2), halberds, long +1 2 2 3 40
uses 1 point of quality. At 0 quality, the item is destroyed. Vigorous (+3), Unbreakable (+4)
Medicine (3) Steel Mirror Waterskin swords,…
Each point of quality costs 10% of the item’s cost to repair. Intelligence: Stupid (+0), Average (+1), Bright (+2),
Write equipment in item slots. Each item and rations will use Ranged: Bows,
1 slot. Consult the Weapons and Armor tables to find out Critical Miss Intelligent (+3), Brilliant (+4) +0 2 2 3 20-40
crossbows,…
how many slots are needed to hold onto those. If you do not During an attack, when a player rolls two 1s the attacker’s Wisdom: Foolish (+0), Average (+1), Keen (+2), Wise (+3), Armor
have enough item slots to fit all your starting items, decide weapon loses 1 point of quality. At 0 quality, the item is Enlightened (+4) Category Defense Slots Quality Cost
which starting items will be removed. destroyed. Each point of quality costs 10% of the item’s cost Charisma: Dull (+0), Average (+1), Appealing (+2), Base Armor 6 0 - -
4. Armor: Write down total Armor. Add up base armor of 6 to repair. Charismatic (+3), Mesmerizing (+4) Shield +1 1 1 10
with armor value of worn items. Shatter Shield Magic: While some monsters may have spells books like a Light Armor +1 2 3 100
5. Attack: Write down the attack value of your starting If the defender has a shield, they may choose to shatter it human, most are innately magical. These monsters do not Heavy Armor +2 4 6 400
weapon when attacked ignoring all damage. follow the normal spellcasting rules, and may have abilities Heavy Armor prevents getting advantage on DEX rolls or
6. Health: Your character begins with 4+CON current that are always active or that can simply be used at will. surprise attack rolls.
Death
health, 4+CON maximum health. Hirelings
7. Level and XP: You start with 0 XP and at level 1.
If Player Character has 0 Hit Points they are unconscious. Item Slots Profession Price Per Day
Roll+CHA to face Death on their next turn. If successful, the PCs have a number of item slots equal to 10+STR.
8. Characteristics: Define character appearance, PC regains 1HP and is no longer unconscious. If fail, the PC Servant 1-5
Most items, including spell books, potions, a day’s rations, Torchbearer 5-10
background, clothing, personality, virtue and vice. is slain. Player’s should create a new level 1 character or light weapons, tools and so on take up 1 slot. Particularly Guide 10-20
9. Name: Roll or choose a name for your character. takes over a level 1 NPC hireling. heavy or bulky items like armor or medium to heavy Sellsword 20-50
Making a Roll Healing weapons may take up more slots. Magician 100-200
When a player attempts a risky and difficult action, the GM PCs recover 1+CON HP when eating a meal and getting a Groups of small, identical items may be bundled into the
may call for a Roll. Roll 2d6+Ability. If result is 10 or full night’s rest. 24 hours in safe location restores all health. same slot. 100 coins can fit into 1slot. 1 slot can hold around
higher, it’s a success. If not, the GM describes how things One medicine restores 1+CON HP, once per day. 5lbs/2,5Kg.
go wrong. If risk of action is reduced due to preparation, or Players use Item Slots as a simple system to define their
situational factors the GM might grant advantage. Roll 3d6 characters. Magic users might carry many spell books but
instead of 2d6 and use the two highest dice. You can’t get have little room for heavy armor and weapons while
fighters might have no space for plenty of items.
12 Bird Person: Your arms turn into huge bird wings. 45 Leap: You can jump up to L×10ft/3m in the air. 77 Sniff: You can smell even the faintest traces of scents.
Spells 13 Body Swap: You switch bodies with a creature you 46 Liquid Air: The air around you becomes swimmable. 78 Sort: Inanimate items sort themselves according to
Casting Spells touch. If one body dies, the other dies as well. 47 Magic Dampener: All nearby magical effects have categories you set. The categories must be visually
Spells are cast out of spell books, which must be held in both 14 Catherine: A woman wearing a blue dress appears their effectiveness halved. verifiable.
hands and read aloud. Each spell book can only be used until end of spell. She will obey polite, safe requests. 48 Manse: A sturdy, furnished cottage appears for L×12 79 Spectacle: A clearly unreal but impressive illusion of
once per day. Each spell book takes up an item slot and can 15 Charm: L creatures treat you like a friend. hours. You can permit and forbid entry to it at will. your choice appears, under your control. It may be up
only hold 1 spell, so if a PC wants to be able to cast a wide 16 Command: A creature obeys a single, three-word 49 Marble Madness: Your pockets are full of marbles, and to the size of a palace and has full motion and sound.
variety of spells, they’ll have to fill most of their inventory command that does not harm it. will refill every round. 80 Spellseize: Cast this as a reaction to another spell
with spell books. 17 Comprehend: You become fluent in all languages. 50 Masquerade: L characters’ appearances and voices going off to make a temporary copy of it that you can
Gaining Spells 18 Control Plants: Nearby plants and trees obey you and become identical to a touched character. cast at any time before this spell ends.
PCs are unable to create, copy, or transcribe spell books. gain the ability to move at 5ft/1.5m per round. 51 Miniaturize: You and L other touched creatures are 81 Spider Climb: You can climb surfaces like a spider.
PCs can only get spells by recovering them from dungeons 19 Control Weather: You may alter the type of weather at reduced to the size of a mouse. 82 Summon Cube: Once per second, (6 times per round)
or looting them from other magicians. The higher the level of will, but you do not otherwise control it. 52 Mirror Image: L illusory duplicates of yourself appear you may summon or banish a 3ft/1m wide cube of
the spell book, the rarer and more valuable it is. PCs openly 20 Counterspell: Make an opposed Intelligence save under your control. earth. New cubes must be affixed to the earth or to
carrying high-level spell books are likely to be hounded by against the Intelligence of the caster of a nearby spell. 53 Mirrorwalk: A mirror becomes a gateway to another other cubes.
bandits and wizards looking to “acquire” them. You may do this out of turn as a reaction, or against an mirror that you looked into today. 83 Swarm: You become a swarm of crows, rats, or
Saves ongoing magical effect. On a success, you may cancel 54 Multiarm: You gain L extra arms. piranhas. You only take damage from area effects.
If a spell directly affects another creature, the creature can the spell. 55 Night Sphere: An L×40ft/12m wide sphere of darkness 84 Telekinesis: You may mentally move L items.
make a save by making a roll with the appropriate 21 Deafen: All nearby creatures are deafened. displaying the night sky appears. 85 Telepathy: L+1 creatures can hear each other’s
modifier. 22 Detect Magic: You hear nearby magical auras singing. 56 Objectify: You become any inanimate object between thoughts, no matter how far apart they move.
 Dexterity for ranged attack spells Volume and harmony signify the aura’s power and the size of a grand piano and an apple. 86 Teleport: An object disappears and reappears on the
 Constitution for life-draining spells refinement. 57 Ooze Form: You become a living jelly. ground in a visible, clear area up to L×40ft/12m
23 Disassemble: Any of your body parts may be 58 Pacify: L creatures have an aversion to violence. away.
 Intelligence for mind-altering spells
detached and reattached at will, without causing pain 59 Phantom Coach: A ghostly coach appears until end of 87 Thaumaturgic Anchor: Object becomes the target of
 Wisdom for Illusion or damage. You can still control them. spell. It moves unnaturally fast over any terrain, every spell cast near it.
Compare the result with a caster’s roll+INT. If the target’s 24 Disguise: You may alter the appearance of L including water. 88 Thicket: A thicket of trees and dense brush up to
roll is higher than the caster’s roll the spell’s effect is characters at will as long as they remain humanoid. 60 Phobia: L creatures become terrified of an object of L×40ft/12m wide suddenly sprouts up.
negated or reduced. GM Decides. Attempts to duplicate other characters will seem your choice. 89 Time Jump: An object disappears as it jumps L×10
Spell Effects uncanny. 61 Pit: A pit 10ft/3m wide and L×5ft/1.5m deep opens in minutes into the future. When it returns, it appears in the
“L” Modifier: These 100 spells can be cast at any level. The 25 Displace: An object appears to be up to L×10ft/3m the ground. unoccupied area nearest to where it left.
“L” is a number equal to the caster’s level. from its actual position. 62 Primeval Surge: An object grows to the size of an 90 Summon Idol: A carved stone statue the size of a four
Items and Objects: “Items” can be lifted with one hand. 26 Earthquake: The ground begins shaking violently. elephant. If it is an animal, it is enraged. poster bed rises from the ground.
“Objects” is anything up to human size. Structures may be damaged or collapse. 63 Psychometry: The referee answers L yes or no 91 Time Rush: Time in a 40ft/12m bubble starts moving
Duration: Unless noted otherwise, all spells with ongoing 27 Elasticity: Your body can stretch up to L×10ft/3m. questions about a touched object. 10 times faster.
effects last up to L×10 minutes. 28 Elemental Wall: A straight wall of ice or fire 64 Pull: An object of any size is pulled directly towards 92 Time Slow: Time in a 40ft/12m bubble slows to 10%.
Range: Unless noted otherwise, all spells have a range of L×40ft/12m long and 10ft/3m high rises from the you with the strength of L men for one round. 93 True Sight: You see through all nearby illusions.
up to 40ft/12m. ground. 65 Push: An object of any size is pushed directly away 94 Upwell: A spring of seawater appears.
Spell List 29 Filch: L visible items teleport to your hands. from you with the strength of L men for one round. 95 Vision: You completely control what a creature sees.
1 Adhere: Object is covered in extremely sticky slime. 30 Fog Cloud: Dense fog spreads out from you. 66 Raise Dead: L skeletons rise from the ground to serve 96 Visual Illusion: A silent, immobile, illusion of your
2 Animate Object: Object obeys your commands as best 31 Frenzy: L creatures erupt in a frenzy of violence. you. They are incredibly stupid and can only obey choice appears, up to the size of a bedroom.
it can. It can walk 15ft/5 per round. 32 Gate: A portal to a random plane opens. simple orders. 97 Ward: A silver circle 40ft/12m across appears on the
3 Anthropomorphize: A touched animal either gains 33 Gravity Shift: You can change the direction of gravity 67 Raise Spirit: The spirit of a dead body manifests and ground. Choose one thing that cannot cross it: Living
human intelligence or human appearance for L days. (for yourself only) up to once per round. will answer L questions. creatures, dead creatures, projectiles or metal.
4 Arcane Eye: You can see through a magical floating 34 Greed: L creatures develop an overwhelming urge to 68 Read Mind: You can hear the surface thoughts of 98 Web: Your wrists can shoot thick webbing.
eyeball that flies around at your command. possess a visible item of your choice. nearby creatures. 99 Wizard Mark: Your finger can shoot a stream of ulfire-
5 Astral Prison: An object is frozen in time and space 35 Haste: Your movement speed is tripled. 69 Repel: L+1 objects are strongly magnetically repelled colored paint. This paint is only visible to you, and can
within an invulnerable crystal shell. 36 Hatred: L creatures develop a deep hatred of another from each other if they come within 10ft/3m. be seen at any distance, even through solid objects.
6 Attract: L+1 objects are strongly magnetically attracted creature or group of creatures and wish to destroy it. 70 Scry: You can see through the eyes of a creature you 100 X-Ray Vision: You gain X-Ray vision.
to each other if they come within 10ft/3m. 37 Hear Whispers: You can hear faint sounds clearly. touched earlier today. Random Spell With d6
7 Auditory Illusion: You create illusory sounds that seem 38 Hover: An object hovers, frictionless, 2ft/0.5m above 71 Sculpt Elements: All inanimate material behaves like Roll a d6.
to come from a direction of your choice. the ground. It can hold up to L humanoids. clay in your hands. 1-3: Roll 1d6 again, reroll on a 6. The result gives you the
8 Babble: A creature must loudly and clearly repeat 39 Hypnotize: A creature enters a trance and will 72 Shroud: L creatures are invisible until they move. “ones” digit.
everything you think. It is otherwise mute. truthfully answer L yes or no questions you ask it. 73 Shuffle: L creatures instantly switch places. Determine 4-6: Roll 1d6 again, reroll on a 6. The result +10 gives you
9 Beast Form: You and your possessions transform into a 40 Icy Touch: A thick ice layer spreads across a touched where they end up randomly. the “ones” digit.
mundane animal. surface, up to L×10ft/3m in radius. 74 Sleep: L creatures fall into a light sleep. Do the same steps again to get the “tens” digit.
10 Befuddle: L creatures of your choice are unable to form 41 Illuminate: A floating light moves as you command. 75 Smoke Form: Your body becomes living smoke. Put the “tens” digit next to the “ones” digit to get the spell
new short-term memories for the duration of the spell. 42 Increase Gravity: The gravity in an area triples. 76 Snail Knight: 10 minutes after casting, a knight sitting number.
11 Bend Fate: Roll L+1 d20s. Whenever you must roll a 43 Invisible Tether: Two objects within 10ft/3m of each astride a giant snail rides into view. He is able to If you roll "10" twice, you rolled 100.
d20 after casting the spell, you must choose and then other cannot be moved more than 10ft/3m apart. answer most questions related to quests and chivalry,
discard one of the rolled results until they are all gone. 44 Knock: L nearby mundane or magical locks unlock. and may aid you if he finds you worthy.

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