Rules

Knavehack is Knave: Second Edition but hacked up and rewritten to suit my table. It blends in ideas from a handful of other OSR systems and is designed to be quick, simple, and classless. Your equipment defines your role, your loot defines your XP, and your improvisation defines your success.

Ability scores

Player characters (PCs) have six ability scores, each rated from 0 to 10:

  1. STR: physical power, e.g. climbing, lifting, melee attacks.

  2. DEX: agility, e.g. dodging, sneaking, picking pockets, sleight of hand, lock-picking.

  3. CON: heartiness, e.g. resist poison, cold, general resilience. PCs have 10 + CON item slots and can take that many wounds before dying.

  4. INT: cunning, e.g. alchemy, magic use. INT improves the effectiveness of spells and PCs can cast INT spells per day.

  5. WIS: perception, e.g. ranged attacks, foraging, navigation, spell resistance.

  6. CHA: personality, e.g. persuasion, coercion. PCs can have a number of companions equal to their CHA.

Skill checks

Roll a d20, adding the ability score relevant for the check and any optional modifiers. If the skill check is greater than the difficulty class (DC) the check succeeds.

DC ranges from 11-21, where 16 is considered average difficulty.

Create a character

1. Record ability scores

Distribute 3 points between your PC’s ability scores. More than 1 point can be placed in the same score. Or, let fate decide by rolling 3d6, with each die adding 1 to the ability score matching the number it rolled.

Example: rolling 3-5-5 means CON (the 3rd ability) is 1 and WIS (the 5th ability) is 2. All other abilities have a score of 0.

2. Record secondary stats

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

3. Pick two careers

Roll or pick two careers. You gain those careers’ items, as well as any of the following that you can carry: 3d6×10 coins, rations, a 50’ rope, 2 torches, any armor pieces or weapons and a quiver of 20 arrows. If the PC has any points in INT, they may receive a random spell book for each point.

4. Record armor

PCs have Armor Points AP equal to their number of armor pieces and an Armor Class AC equal to AP + 11.

5. Finishing touches

Name and describe your character.

Combat

Movement and distance

There are 4 abstract ranges for measuring distances: Close, Nearby, Far-Away and Distant.

A character can move somewhere Nearby as part of an action, performing that action at any stage of the move. They can forgo their action and move somewhere Far-Away instead. Anything beyond Far-Away can be classified as Distant and would take 3 moves to get to.

CLOSE NEARBY FAR AWAY
0 - 5ft 5 - 60ft 60 - 120ft

Initiative

Initiative is determined via a CHA vs. CHA check between the two leaders of each side. The leader is the party member closest to the confrontation. When a side acts, all its creatures, in any order, may move (up to Nearby) and take one other action such as attacking, casting a spell, moving, maneuvering, etc

Armor Class

Armor class (AC) represents combat resilience, in the form of armor absorbing a blow, influencing a dodge, or otherwise avoiding damage. A character's base AC is 11 (unarmored). Every additional armor point gained from equipment is added to a character's AC.

Attacking

Make a check using STR (for melee attacks) or WIS (for ranged attacks) against the defender’s armor class. If the check succeeds, the attack is successful and damage is rolled.

Maneuvers

Maneuvers are tactical combat choices that exchange damage for utility. Possible maneuvers include disarming, pushing, stunning, blinding, breaking gear, tripping, pickpocketing, climbing, restraining, or anything else the GM agrees is plausible. They can only cause damage indirectly (e.g., pushing an enemy off a ledge) and are resolved with an appropriate ability check.

Power attacks

After a successful attack roll but before rolling for damage, PCs can opt to make a melee attack a Power Attack. Power Attacks double the number of damage dice rolled in exchange for breaking the weapon.

Damage and wounds

Hits deal damage equal to 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 immune to that type, it deals no damage.

Damage is subtracted from HP. At 0 HP, each point of damage “wounds” an item slot from highest to the lowest. Items in wounded slots are dropped and cannot be re-filled until the wound is healed.

Direct damage

Direct damage bypasses HP and adds wounds directly. It deals triple HP damage to creatures that don’t have slots, like monsters.

Healing

HP fully heals each morning after two watches of sleep and a meal the night before (consuming a ration). While in a safe haven, this also heals one wound.

If a player is interrupted during a watch due to a random encounter, roll a CON check the next morning with a DC based on the severity of the encounter (11 on average). If the PC fails, that character gains no health but still expends a ration.

Death

PCs die when all of their slots are filled with wounds. Monsters and NPCs die at 0 HP.

Hazards and statuses

Equipment and item slots

PCs have 10 + CON item slots for holding weapons, armor, loot, and animal companions. Most items, including groups of small items that could fit in one hand, take up one slot. Two-handed items take two slots. As a baseline, 500 coins use a full slot.

When a PC takes wounds, they lose item slots equal to the number of wounds inflicted. If all item slots are filled with wounds, the PC is dead.

All costs in the below item tables are in coins (c). 10c is the wage for a day of unskilled labor.

Basic items

Item Cost # per item slot
Arrows (20) 5c 1-20
Bear trap 50c 1
Caltrops (one bag) 50c 1
Crowbar 25c 1
Cloak 2c 1
Common clothing 4c 1
Grappling hook 50c 1
Gem Varies 1-10
Ink (jar) 8gp 1
Iron spikes (12) 1c 1-12
Lantern 25c 1
Ladder 5c 1
Mirror 7c 1
Oil (flask) 25c 1
Padlock (2 keys) 20c 1
Paper (1 sheet) 1c 1-25
Pole 25c 1
Quill 5c 1
Rations (3) 5c 1-3
Rope, 60' 5c 1
Torch 5c 1
Tent (1 person) 10c 1
Thieves' tools 25c 1
Tinderbox, flint and steel 5c 1

Weapons

Weapon Cost Item slots Range Damage Hands
Axe, mace, dagger, sword 50c 1 Close d6 1
Greatsword, battleaxe 100c 2 Close d8 2
Warhammer 200c 3 Close d10 2
Sling (one-handed) 50c 1 Nearby (60') d4 1
Bow (two-handed) 100c 2 Far away (120') d6 2

Armor

PCs can wear up to 7 pieces. A shield can only be equipped with a one-handed weapon.

Armor Cost Item slots Armor points Hands
Shield 100c 1 1 1
Helmet 100c 1 1 -
Gambeson 100c 1 1 -
Mail shirt 200c 1 1 -
Breastplate 500c 1 1 -
Arm plate 500c 1 1 -
Leg plate 500c 1 1 -

Spellcasting

A spellbook takes up an item slot and contains a single spell. Spellbooks cannot be created or copied by PCs and must be found while exploring dungeons or stolen from other magic users.

Casting spells

Casting a spell takes one action. Each spellbook can only be used once per day, but PCs can use a number of spellbooks per day equal to their INT.

Spell saves

When a spell targets an unwilling creature with a level higher than the spell, they may make a check vs. the spell’s level. On a success, the spell’s effect is halved. If they succeed by 10+, the effect is nullified.

Spell generator

Generate a random spell from Knave first edition (view all).

Substitute INT with the caster's INT score. Unless otherwise noted, all spells with ongoing effects last up to INT×10 minutes, and have a range of up to 40 feet. If a spell directly affects another creature, the creature may make a save to avoid it.

Leveling up

PCs are awarded 1 experience point (XP) for each coin (c) worth of treasure recovered from dungeons and returned to civilization, split evenly between all PCs who assisted.

PCs gain a level when they hit an XP threshold detailed in the table below. When a PC levels up, they gain 1 point to three of their ability scores, randomly chosen or picked by the player. The PC also increases their maximum HP by d6.

Don't reset XP to zero after leveling, Knavehack tracks total XP.

level xp total hp title
1 0 1d6 Wretch
2 2000 2d6 Lowlife
3 4000 3d6 Hoodlum
4 8000 4d6 Fool
5 16000 5d6 Dastard
6 32,000 6d6 Cad
7 64,000 7d6 Gadabout
8 125,000 8d6 Rogue
9 250,000 9d6 Jack
10 500,000 10d6 Knave

Dungeon adventure

Time and turns

Time in the dungeon is measured in game turns that approximate to 10 minutes. When combat begins, the time scale changes to combat rounds, which are about 10 seconds long.

PCs automatically detect traps and map their environment.

Resource expenditure

Resources (like torches) have lifetimes measured in ticks. For example, a torch might have 12 ticks, roughly 2 hours of in-game time. A lantern full of oil might have 36.

At the end of each game turn, record a tick. When a resource has reached its maximum ticks, that resource is exhausted (e.g. extinguished).

Random encounters

Once every three game turns, roll a d6. A 1 result means the players encounter a randomly generated creature or distraction in the following turn.

That encounter appears 2d6 x 10 ft. away from the players.

Creature reactions

Some monsters and NPCs will have predetermined personalities and goals that will guide a GM when choosing their actions and feelings towards the characters. Those that do not, such as randomly encountered creatures, make a Reaction roll on the following table:

d12 Reaction
1-2 Attacks.
3-5 Hostile, may attack.
6-8 Uncertain, confused.
9-11 Indifferent, may negotiate.
12 Eager, friendly

Overland travel

Rations

Three rations take up one item slot. One ration is consumed for one day of travel. A single ration includes a complete day of food and water for a single PC.

PCs that fail to consume food for a day gain the Hungry status.

Foraging

Finding food takes a watch and requires passing a WIS check, with modifiers for weather, terrain, etc. On a success, a PC collects d6 rations.

Traveling

While traveling, days are divided into 6; four-hour watches: three for day, three for night. Most major actions (traveling, foraging, searching, etc. take one watch to complete).

PCs can move one six-mile hex per watch, up to three times per day. Each watch they travel after the third deals 1 direct damage to each PC unless they succeed at a CON check. Speed is halved in darkness, difficult terrain, or severe weather and doubled when riding.

On every watch, roll a d6 for random encounters. On a 1 result, an encounter occurs.

Navigation

If the terrain or weather while traveling is disorienting, the GM may require a WIS check of the party’s leader (which the GM rolls in secret) to see if they move to a random adjacent hex.

The party can spend a watch exploring the area of a six-mile hex to reveal any areas of interest (such as an overgrown ruin, hidden pool, etc.) that wouldn’t be noticed by passing through.

Downtime

In a safe haven, a PC may participate in downtime. Perhaps they want to extend a humble base of operations into a proper stronghold. Or, they may simply wish to gamble their savings, train a new career, or create potions with alchemy.

Gambling

The player wagers some money (up to a house limit), then the GM rolls a d6. The player then makes a choice; either bow out and forfeit half of their wager or try to roll higher on a d6 than the GM’s roll. If they roll and succeed, they double their money. If they fail, they lose their entire wager.

Career training

To gain a new career, a PC must find an expert in the field they wish to study and spend the required time and money. Gaining a career gives PCs career-related knowledge, the ability to attempt related tasks and a +5 on related non-combat checks.

common: Requires 1 month and 1000c (carpenter, hunter, fisherman, sailor, dyer, gardener, blacksmith, etc.).

uncommon careers: Requires 3 months and 5000c to attempt related tasks and an additional 3 months and 5000c to gain a +5 to related non-combat checks (burglar, acrobat, locksmith, grave robber, herbalist, tattooist, prospector, etc.).

rare careers: Requires 1 year and 30,000c to attempt related tasks and an additional year and 30,000c to gain a +5 to related non-combat checks (alchemist, lawyer, assassin, sculptor, folklorist, etc.).

Alchemy

Potions allow the drinker to produce a single significant magical effect. Potions with ongoing effects may last from a single 10-minute turn to several depending on the strength of the brew. The length of such potions is determined by the roll of a d6.

Brewing a potion requires a fire, a cauldron, ingredients, and four hours (one watch) of time. The player describes to the GM the desired effect of the potion and the ingredients used in its making. A minimum of 2 different ingredients must be used. The PC makes an INT check after the potion is approved by the GM. On success, the potion is created. Ingredients are lost no matter the outcome.

If the PC succeeds at brewing a potion by 10 or more, they manufacture the recipe for that potion. The potion no longer requires a brewing check so long as the same ingredients from the recipe are used.

Magical plants may also be used for potions, but they usually grow in dangerous or lost locations. Most potions are made from the organs of monsters that give them their special abilities, such as a dragon's lung (fire breathing) or a dragon's scales (fireproofing). Harvesting a monster part requires one 10-minute turn and the proper tools. Harvested body parts or plants take up at least one slot, due to the packaging and fluids they must be preserved in.

Monsters

Morale check

Monsters check morale during the breaking point of a battle. For example: after half of their forces are lost, after their leader is killed, or after they are attacked by something they fear.

If the monster rolls 2d6 greater than their MRL, the monster will flee or surrender.

Monster stats

AC: beat this number for a successful hit.

HD: monsters roll HD d8s for hit points. Use this number as the monster's level for skill checks.

ATK: number/type/damage of attacks in one round. Monsters armed with weapons typically deal d6 damage.

MRL: how likely the monster is to flee or surrender during combat (see morale check above).

NA: how many of this monster commonly appear together in a random encounter.

Anything else: special notes for abilities and tactics.

Bestiary