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Knave 1 Battle Scar 6 Oily 11 Reeking 16 Sunburned Bucket 5 Oilskin trousers 10
A rules toolkit created by Ben Milton for running old school fantasy RPGs 2 Birthmark 7 Pale 12 Tattooed 17 Tanned Caltrops (bag) 10 Padlock and key 20
without classes. - questingblog.com. Original game licensed under 3 Burn Scar 8 Perfect 13 Rosy 18 War Paint Cards with an extra Perfume 50
Creative Commons Attribution 4.0 International License and has been 5
19 Ace
modified by the creator of this document for formatting purposes. 4 Dark 9 Pierced 14 Rough
Weathered Chain (10 ft.) 10 Pick 10
Requirements: At least one set of dice (d4, d6, d8, d10, d12 and d20), two
or more players (one Game Master and one or more players), pen and 10 Chalk (10 pieces) 1 Pole (10ft) 5
5 Makeup 15 Sallow 20 Whip Scar
paper. Pockmarked Chisel 5 Quill and ink 1
Feet Meter Square on map Hair Cookpots 10 Rope (50ft) 10
5 1.5 1 1 Bald 6 Disheveled 11 Limp 16 Ponytail Crowbar 10 Sack 1
10 3 2 2 Braided 7 Deadlocks 12 Long 17 Silky Drill 10 Saw 10
25 7.5 5 3 Bristly 8 Filthy 13 Luxurious 18 Topknot Face paint/makeup 10 Set of loaded dice 5
50 15 10 4 Cropped 9 Frizzy 14 Mohawk 19 Wavy Fake jewels 50 Shovel 10
5 Curly 10 Greased 15 Oily 20 Wispy Fishing rod/tackle 10 Small bell 20
Character Creation Clothing Glass marbles (bag) 5 Climbing Gear 1
Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, 1 Antique 6 Elegant 11 Foreign 16 Patched Glue (bottle) 1 Spike (iron) 5
and Charisma. Each ability has a defense and a bonus value. 2 Bloody 7 Fashionable 12 Frayed 17 Perfumed Grappling hook 10 Spike (wood) 1
Roll 3d6 for each ability (in order). Lowest dice of each roll is 3 Ceremonial 8 Filthy 13 Frumpy 18 Rancid Hammer 10 Spiked boots 5
your Ability’s Bonus. Ability’s defense is ability’s bonus + 10. 4 Decorated 9 Flamboyant 14 Livery 19 Torn Holy water 25 Spyglass 1000
Starting Equipment: 2 days of rations, one weapon of choice, 5 Eccentric 10 Stained 15 Oversized 20 Undersized Horn 10 Tar (Pot) 10
starting armor & equipment (Roll on the Starting Gear tables to Virtue Hourglass 300 Tent (3 man) 100
determine starting armor and equipment). 1 Ambitious 6 Disciplined 11 Honorable 16 Merciful Incense (packet) 10 Tent (personal) 50
Starting Equipment (my way): Pick a race. Gain the stuff under 2 Cautious 7 Focused 12 Humble 17 Righteous Iron tongs 10 Twine (300 ft.) 5
that race, plus 2 days rations. Roll on the tables below after that. 3 Courageous 8 Generous 13 Idealistic 18 Serene Ladder (10 ft.) 10 Water skin 5
Skjellgrvin: +1 Str, -1 Int, d10-class weapon. Reroll “None” on 4 Courteous 9 Gregarious 14 Just 19 Stoic Dark Cloak 200 Whistle 5
Helmets and Shields table. 5 Curious 10 Honest 15 Loyal 20 Tolerant Light
Mojibake: +1 Int, -1 Str, Sling, Spellbook. Vice Candle, 4 hours 1 Lantern 30
Tilohhitl: +1 Wis, -1 Cha, Bow, extra general gear roll (table is 1 Aggressive 6 Deceitful 11 Lazy 16 Suspicious Lamp oil, 4hours 5 Tinderbox 10
player’s choice). 2 Arrogant 7 Flippant 12 Nervous 17 Vain Torch, 1 hour 1 10
Iklapa: +1 Dex, -1 Int, d6-class weapon, 1 random of Lockpicks, 3 Bitter 8 Gluttonous 13 Prejudiced 18 Vengeful Clothing
Dark Cloak, or Climbing Gear. 4 Cowardly 9 Greedy 14 Reckless 19 Wasteful Poor 10 Furs 5000
Armor Roll Once 5 Cruel 10 Irascible 15 Rude 20 Whiny Standard 50 Winter 100
1-3 4-14 15-19 20 Speech Noble 3000
Spellbook Gambeson Brigandine Chain 1 Blunt 6 Droning 11 Mumbling 16 Dialect Food
Helmets and Shields Roll Once 2 Booming 7 Flowery 12 Precise 17 Slow Travel rations, 1 day 5 Garlic, bunch 1
20 3 Breathy 8 Formal 13 Quaint 18 Squeaky
1-13 14-16 15-19 Grain, 1 bushel (8 4
Helmet and Animal feed, 1 day 2
None Helmet Shield 4 Cryptic 9 Gravelly 14 Rambling 19 Stuttering gal.)
Shield
5 Drawling 10 Hoarse 15 Rapid-fire 20 Whispery Bacon, side of 10 Herbs, 1 bunch 1
Dungeoneering Gear Roll Twice
Background Bread, 1 loaf 1 Lard, 5 lbs. 1
1 Rope, 50ft 6 Crowbar 11 Lantern 16 Pole, 10ft
1 Alchemist 6 Cleric 11 Magician 16 Performer Cheese, 1 lb. 2 Onions, 1 bushel 8
2 Pulleys 7 Tinderbox 12 Lamp oil 17 Sack
2 Beggar 7 Cook 12 Mariner 17 Pickpocket Cider, 4 gallons 1 Salt, 1 bushel 3
8 Grapp.
3 Candles, 5 13 Padlock 18 Tent 13 Cod, whole 20 Spices, 1 lb. 100
hook 3 Butcher 8 Cultist 18 Smuggler
Mercenary Eggs, 24 1 Sugar, 1 lb. 12
4 Chain, 10ft 9 Hammer 14 Manackles 19 Spikes, 5
4 Burglar 9 Gambler 14 Merchant 19 Student Flour, 5 lbs. 1 Wine/ale, bottle 1
5 Chalk, 10 10 Waterskin 15 Mirror 20 Torches, 5
5 Charlatan 10 Herbalist 15 Outlaw 20 Tracker Fruit, 1 lb. 1
General Gear 1 Roll Once
Misfortunes Animals
1 Herbal Kit 6 Saw 11 Fishing rod 16 Net
1 Abandoned 6 Defrauded 11 Framed 16 Perused Chicken 1 Hawk 1000
2 Bear trap 7 Bucket 12 Marbles 17 Tongs
2 Addicted 7 Demoted 12 Haunted 17 Rejected Cow 100 Horse, riding 1000
3 Shovel 8 Caltrops 13 Glue 18 Lockpicks
13 Horse, war 1000
4 Bellows 9 Chisel 14 Pick 19 Metal file 3 Blackmailed 8 Discredited 18 Replaced Dog, hunting 50
Kidnapped 0
5 Grease 10 Drill 15 Hourglass 20 Nails
4 Condemned 9 Disowned 14 Mutilated 19 Robbed Dog, small but vicious 20 Ox 300
General Gear 2 Roll One
5 Cursed 10 Exiled 15 Poor 20 Suspected Donkey/pack horse 300 Pig 30
11 Fake
1 Incense 6 Bottle 16 Face paint Alignment Goat 10 Sheep 15
jewels
1-5 Law 6-15 Neutrality 16-20 Chaos Lodging
7 Climbing 12 Blank
2 Sponge 17 Whistle Bed, per night 1 Hot bath 2
Gear book Abilities Private room, per night 2 Stabling and fodder 2
3 Lens 8 Spyglass 13 Card deck 18 Instrument Strength: Used for melee attacks and saves requiring physical
4 Perfume 9 Tar pot 14 Dice set 19 Quill & ink Meal 2
power, like lifting gates, bending bars, etc.
5 Horn 10 Twine 15 Cook pots 20 Small bell
Dexterity: Used for saves requiring poise, speed, and reflexes,
Item slots: PCs have a number of item slots equal to their Ships
like dodging, climbing, sneaking, balancing, etc.
Constitution defense. Items they carry must fit into available slots. Ship, high quality 720/ton Raft 50
Constitution: Used for saves to resist poison, sick-ness, cold, etc.
(See Item Slots section for more.) Ship, good quality 480/ton Fishing boat 500
The Constitution bonus is added to healing rolls. A PC’s number of
Write down all your items in your item slots on your character Ship, used quality 240/ton Sloop 5000
item slots is always equal to their Constitution defense.
sheet. Ship, poor quality 120/ton Caravel 25000
Intelligence: Used for saves requiring concentration and precision,
Armor: Armor items have a defense and a bonus value. The Galleon 125000
such as wielding magic, resisting magical effects, recalling lore,
defense value is listed in the rules. Add up all values to find total Transport
crafting objects, tinkering with machinery, picking pockets, etc.
Armor Defense. Armor Bonus is Armor Defense – 10. If the PC is Carriage 320 Wagon 120
Wisdom: Used for ranged attacks and saves requiring perception
not wearing any armor, their Armor Defense is 11 and their Bonus Cart 50
and intuition, such as tracking, navigating, searching for secret
is +1. Henchmen
doors, detecting illusions, etc.
HP: Roll 1d8 to determine starting and maximum Hit Points. Wages/day. Not including food, supplies, shelter,…
Charisma: Used for saves to persuade, deceive, interrogate,
Speed: Exploration speed :120ft/turn. Combat speed: 40ft/turn. Armorer/Blacksmit 8
intimidate, charm, provoke, etc. PCs may employ a number of Laborer 1
Traits: Roll or choose other traits: h
henchmen equal to their Charisma bonus.
Man-at-arms, 12
Physique Scribe 2
Item Costs mount.
1 Athletic 6 Hulking 11 Short 16 Stout
All prices are in copper pennies. Payment for things like ships, real Archer 3 Master Builder 15
2 Brawny 7 Lanky 12 Sinewy 17 Tiny
estate, and so on usually takes the form of trade goods, favors, or Mason 4 Barber-Surgeon 25
3 Corpulent 8 Ripped 13 Slender 18 Towering
oaths of fealty rather than coins. Man-at-arms, on
4 Delicate 9 Rugged 14 Flabby 19 Willowy 6 Knight 25
Tools and Gear foot
15
5 Gaunt 10 Scrawny 20 Wiry Herbal Kit 400 Lens 100 Buildings
Statuesque
Bear trap 20 Lock picks 100 Hovel 120 Stone tower 48000
Face
Bedroll 10 Manacles 10 Row house 1200 Temple 75000
1 Bloated 6 Elongated 11 Impish 16 Sharp
Bellows 10 Metal file 5 Craftsman’s house 2400 Stronghold 100000
2 Blunt 7 Patrician 12 Narrow 17 Soft
Black grease 1 Mirror (small, silver) 200 Merchant’s house 7200 Cathedral 500000
3 Bony 8 Pinched 13 Ratlike 18 Square
Block and tackle 30 Musical instrument 200 House with 250000
4 Chiseled 9 Hawkish 14 Round 19 Wide 21600 Imperial palace
Book (Blank) 300 Nails (12) 5 courtyard 0
5 Delicate 10 Broken 15 Sunken 20 Wolfish
Book (Reading) 600 Net 10 Guildhall 32600
grant the roll advantage or d isadvantage. If a roll has advantage, Saves: Since OSR monsters usually don’t come with ability scores,
Weapons & Armor roll 2d20 and use the better of the two dice. If it has assume that monsters have Ability Bonuses (for all abilities) equal
Weapons disadvantage, roll 2d20 and use the worse of the two dice. to their level, with the corresponding Ability Defenses. Example: A
Qua Cos typical 4 HD monster would have a bonus of +4 and a defense of
Items Damage Slots Hands
lity t Combat 14 in all of its abilities by default, unless modified by the referee.
Dagger, cudgel, sickle, Initiative: At the start of each combat round, determine initiative
staff…
d6 1 1 3 5
by rolling a d6. On a 1-3, all of the enemies will act first. On a
Usage Dice
Sword, spear, mace, Sometimes, it may be difficult to determine how much of a
d8 2 1 3 10 4-6 all of the PCs will act first. Reroll initiative each round.
axe, Flail… resource remains. The most common example is how long a torch
Actions: On their turn, a character may move their speed (usually
Halberd, war hammer, will take to burn out. In this case, the following system may prove
d10 3 2 3 20 40 ft) and take up to one combat action. This action may be
long sword, battle axe useful. Start the resource in question at a die, from d4 to d20.
casting a spell, making a second move, making an attack,
Sling d4 1 1 3 5 Every time the resource is used, roll the die. If the die shows a 1
attempting a stunt, or any other action deemed reasonable by the
Bow d6 2 2 3 15 or 2, step the resource down by one die. When a 1 or 2 is rolled
referee.
Crossbow d8 3 2 3 60 on the d4, the resource is exhausted fully. On average, starting
Range: Melee weapons can strike adjacent foes, but ranged
Quiver, capacity 20 arrows 10 at a d4 yields 2 uses, d6: 5, d8: 9, d10: 14, d12: 20, and d20:
weapons cannot be used if the shooting character is engaged in
Arrows, 20 5 30. Candles should start at d6, Torches at d8, and Lanterns at
melee combat.
Armor d10.
Make an attack: Roll a d20 and add the character’s Strength or
Items Defense Slots Quality Cost Wisdom bonus, depending on whether they are using a melee or Magic
Shield +1 1 1 40 ranged weapon, respectively. If the attack total is greater than The spell lists from any old-school RPG will work perfectly well in
Helmet +1 1 1 40 the defender’s Armor Defense, the attack hits. If not, the attack Knave, provided that they go up to 9th level. There are many free
Gambeson 12 1 3 60 misses. lists of classic spells available online.
Brigandine 13 2 4 500 Alternatively, an attack roll can also be resolved by the defender Casting spells: PCs may only cast spells of their level or less, so a
Chain 14 3 5 1200 rolling a d20 and adding their armor bonus, hoping to roll a total level 3 PC could only cast spells of level 0 to 3. Spells are cast out
Half plate 15 4 6 4000 greater than the Ability Defense (Strength or Wisdom +10) the of spell books, which must be held in both hands and read aloud.
Full plate 16 5 7 8000 attacker is using. If they succeed, the attack misses. If they fail, the Each spell book can only be used once per day. Importantly, each
Item Slots attack hits. spell book only holds a single spell, and each spell book takes up
PCs have a number of item slots equal to their Constitution Damage: On a hit, the attacker rolls their weapon’s damage die an item slot, so if a PC wants to be able to cast a wide variety of
Defense. to determine how many Hit Points (HP) the defender loses. A bonus spells, they’ll have to fill most of their inventory with spell books.
Most items, including spell books, potions, a day’s rations, light damage die of the weapon’s type may be added to the roll if the Casting Spells: A character may cast spells of a given level a
weapons, tools and so on take up 1 slot. Particularly heavy or ideal weapon was used against an enemy type (for example, number of times equal to (character level)/(spell level), rounding
bulky items like armor or medium to heavy weapons may take up using a blunt weapon vs. a skeleton). down, however in order to cast from the same spellbook again in
more slots. Groups of small, identical items may be bundled into Death: When a character reaches 0 HP, they are unconscious. a day, they must make an Int save, or risk losing a point of Con,
the same slot. 100 coins can fit into 1slot. 1 slot can hold around 5 When they reach -1 HP or less, they are dead. Players should roll which can be regained at a rate of 1 point per rest. This can only
pounds. up a new level 1 PC when their old one dies, and should rejoin the be attempted once per spellbook, per day
party as soon as possible. Gaining spells: PCs are unable to create, copy or transcribe spell
Explanation of Particularly Useful Items Stunts: Combat maneuvers such as stunning, shoving, disarming, books. PCs can only get spells by recovering them from dungeons
Most items on this list are self explanatory, however some have an tripping, sundering armor, and so on. They are resolved with an or looting them from other magicians. The higher the level of the
(optional) more defined utility. An Herbal Kit allows the user to opposed save. They may not cause damage directly, but may do spell book, the rarer and more valuable it is. PCs openly carrying
make an Int save to mend someone, giving HP equal to so indirectly (for example, pushing an enemy off a ledge). GM high level spell books are likely to be hounded by bandits and
d8+(Target’s Con bonus). On a 1, there is a 10% chance the kit has final say in what stunts can be attempted in a given situation. wizards looking to “acquire” them.
is ruined, and a failed save gives 10% chance of causing 1HP of Advantage: When a character is attacking a target that is Gaining spells (my way): A PC may create a spellbook by
damage to the target. Lock picks open normal locks unaware, on lower ground, off balance, disarmed, distracted, or spending a week studying to create such an artefact, costing
automatically, and exceptional locks on a successful Dex save. A tactically disadvantaged in any significant way (GM has final 1000 coppers per spell level. A PC may not create a spell above
natural one causes the picks to break on a 1 in 6. A Dark Cloak say) they may either A.) Apply advantage to their attack roll or level 5, those are the object of adventure. Upon completion of
allows a character to hide in shadows, requiring onlookers to stunt against that opponent or B.) Make an attack and a stunt this period, the GM randomly determines or otherwise chooses a
make a Wis save to notice them. Climbing Gear allows a attempt in the same round against that opponent, without spell for the PC to acquire. A PC may choose to create a Holy
character to scale rough surfaces automatically, and otherwise advantage. Symbol (Cleric spell), a Rune Stone (Druid spell), a Spellbook
unscalable surfaces on a Dex save. A failed save causes the Critical Hits & Quality: If the attacker rolls a natural 20 on their (M-U spell), or a Pendulum ( Illusionist spell).
character to fall, and take 1d4+(1 per 10ft fallen) damage. attack roll, or the defender rolls a natural 1, the defender’s armor Saves: When a spell allows for a save, make an opposed
Assume the character falls from half the height of the full climb. loses 1 point of quality and they take an additional die of Intelligence save against the defender’s relevant ability, usually
damage (of the weapon’s type). If the attacker rolls a natural 1 or
Advancement Dexterity for ranged attack spells, Constitution for life-draining
the defender rolls a natural 20, the attacker’s weapon loses 1
Getting XP: Whenever a PC accumulates 1000 XP, they gain a spells, Intelligence for mind-altering spells, or Wisdom for Illusions.
point of quality. At 0 quality, the item is destroyed. Each point of
level. As a guideline, PCs receive 50 XP for low-risk quality costs 10% of the item’s cost to repair. Bonus: Guns
accomplishments, 100 XP for moderate-risk accomplishments, and Morale: Monsters and NPCs all have a morale rating. When they Firearms may prove an exciting addition to any campaign, and
200 XP for high-risk accomplishments. The referee should freely face more danger than they were expecting, the referee will
my players have a particular fondness for them, so I have
notify the PCs of how much XP different objectives are worth when make a morale roll by rolling 2d6 and comparing the result to the
asked. included a rudimentary system for their use here. Black powder
NPC’s morale rating. If the roll is higher than the rating, the NPC
Gain a level: When gaining a level roll a number of d8s equal to will attempt to flee, retreat, or parley. comes in a powder-horn, with a usage die of d20, and musket
their new level to find their new HP maximum. If the result is less Morale rolls can be triggered by defeating half of an enemy balls are so incredibly cheap as to be practically free, being able
than their previous maximum, their maximum HP increases by 1. group, defeating a group’s leader, or reducing a lone enemy to to be formed by simply heating lead over a campfire. Thus, their
They also raise the defense and bonus scores of 3 different half HP. Other effects may trigger a morale roll at the referee’s amount is not tracked. Guns should be rare curios, created by
abilities of their choice by 1 point. Abilities may never be raised discretion. lone tinkerers and proud craftsmen, and used mostly by the more
higher than 20/+10. Hirelings also make morale rolls when they aren’t paid, their eccentric cutthroats and adventurous types. They should not be
employer dies, or they face extraordinary danger. Morale may freely available for purchase. Consider giving them out with
Reactions also be improved by paying hirelings more and treating them similar frequency and circumstance as low-level magic items.
When the PCs encounter an NPC whose reaction to the party is well. Weapons
not obvious, the referee may roll 2d6 and consult the following Healing: After a meal and a full night’s rest, PCs regain lost hit Qua
table. Items Damage Slots Hands Cost
points equal to a d8 plus their Constitution bonus. Resting at a lity
2 Hostile 6-8 Unsure 12 Helpful safe haven restores all lost HP. Musket d12 3 2 2 1500
3-5 Unfriendly 9-11 Talkative
Pistol d10 2 1 2 1200
Converting OSR Monsters
Saving Throws All monsters from OSR bestiaries should work as-is in Knave with
Pepperbox d8 2 1 1 2000
If a character attempts something where the outcome is uncertain Powder horn, capacity d20 black powder 35
no major conversion needed. Here are some guidelines.
and failure has consequences, they make a saving throw, or Black powder, capacity d20 20
Hit Dice/Hit Points: All monster hit dice can be assumed to be d8s
“save”. Firearms suffer their first quality reduction on a natural 1 or 2, to
unless otherwise specified. To get the monster’s hit points, just
To make a save: add the bonus of the relevant ability to a d20 multiply the number of hit dice they have by 4 (or 5 if you’re represent their incredibly temperamental nature. However,
roll. If the total is greater than 15, the character succeeds. If not, feeling mean.) quality does not require money to repair, only twenty minutes to
they fail. Armor Defense: Monster AC (if ascending) is identical to Armor clear the fouled barrel. Both a Musket and a Pistol require 3d4
To make an opposed save: If the save is opposed by another Defense. If the AC is descending, subtract it from 19 (if it is from rounds spent to reload, making them cumbersome to use more than
character, then in-stead of aiming to exceed 15, the side doing OD&D or B/X D&D) or from 20 (if it is from AD&D) to find its once during combat. A Pepperbox is an early type of repeating
the rolling must get a total greater than the opposing character’s ascending equivalent. firearm, which holds from 3 to 6 (GM’s choice per-weapon)
relevant defense score in order to succeed. If they fail, the Attack Bonus: Any attack bonus given is unchanged, and can be barrels which may be fired before reloading.
added to both melee and ranged attacks. If an attack bonus is not
opposing side succeeds. Note that it doesn’t matter which side
given, assume that it is the same as the monster’s number of hit
does the rolling, since the odds of success remain the same.
dice.
Advantage and disadvantage: If there are situational factors Damage: Damage remains the same.
that make a save significantly easier or harder, the referee may Morale: Morale rating remains the same.