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:
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STR: physical power, e.g. climbing, lifting, melee attacks. -
DEX: agility, e.g. dodging, sneaking, picking pockets, sleight of hand, lock-picking. -
CON: heartiness, e.g. resist poison, cold, general resilience. PCs have 10 +CONitem slots and can take that many wounds before dying. -
INT: cunning, e.g. alchemy, magic use.INTimproves the effectiveness of spells and PCs can castINTspells per day. -
WIS: perception, e.g. ranged attacks, foraging, navigation, spell resistance. -
CHA: personality, e.g. persuasion, coercion. PCs can have a number of companions equal to theirCHA.
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.
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Modifiers are gained/lost in increments of 5.
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There are no knowledge checks.
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Opposing hit dice (HD) from a monster/NPC may be used as DC.
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.
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On a 21+, the attacker may additionally succeed at a free maneuver.
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On a natural 1, the weapon breaks.
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Careers never add bonuses to attacks or maneuvers.
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Ranged attacks cannot be made while in melee.
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Melee attacks against unsuspecting foes always hit and deal direct damage.
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
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fire: 1d6 direct damage per round. On fire: 2d6 direct damage per round. Immersed in lava: instant death.
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drowning: PCs can hold their breath for 30 seconds + 30 seconds for each point of
CON. After this, they pass out and must pass aCONcheck every round or die. -
freezing: 1 direct damage per 10-minute turn unless the PC passes a
CONcheck. -
lightning: 3d6 direct damage.
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falling: 1d6 direct damage per 10’ fallen. If at least three of the dice roll a 6, the PC is instantly killed.
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hungry: PCs who go hungry carry fewer items. -1 item slot for every day without food. When all item slots are exhausted, the PC starves to death.
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thirst: Each day without drinking water applies a -5 penalty to all checks. After three days, pass a
CONcheck every day or die. Assume that the PCs are finding water to drink as they travel, unless they are in a very arid environment. -
sleep deprivation: For each day without sleep, apply -5 to all checks. After two days, make a
WIScheck every watch or pass out for three watches. -
intoxication: Make a
CONcheck every hour that a PC drinks alcohol. If they fail, they become drunk and take -5 to all checks until the next day. If a creature fails theCONcheck two hours in a row, they pass out for two watches (8 hours).
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
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bandit: AC 13, HD 1, ATK d6, MRL 8, NA: d8. Likes to ambush.
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wolf: AC 13, HD 2, MOV fast, ATK d6, MRL 8, NA 2d6. Prefers to surround and flank.
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dire wolf: AC 14, HD 4, MOV fast, ATK 2d4, MRL 9, NA 1d4.
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hellhound: AC 14, HD 3, ATK bite (d6) or breath (3d6), MRL 9, NA 2d4. Breath weapon is a cone of flame.
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giant scorpian: AC 15, HD 4, ATK 2 claws (d10) and 1 stinger (d6 + poison), MRL 11, NA d6. Succeed a
CONcheck or die from the stinger's poison. -
giant frog: AC 12, HD 3, ATK d4 (bite) or ATK d6 (spit), MRL 9, NA d4. 15' sticky tongue. On ranged hit, drags and bites. On 20+, swallows target, dealing d6 damage a round until the toad dies. Immune to acid.
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slime: AC 11, HD 4, MOV slow, ATK 2d4, MRL n/a, NA d4. Engulf: touched targets are engulfed and must escape via STR check. 2d4/round.
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gnoll: AC 15, HD 2, ATK d6, MRL 8, NA 1d6. Wander in tribes.
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ghoul: AC 14, HD 2, ATK 2 claws (d4) and 1 bite (d4), MRL 11, NA 1d6. Those hit by a ghoul's bite or claw attack must succeed a
CONcheck or they're paralyzed for 2d8 turns. -
lizard person: AC 15, HD 2, ATK 1d6 + 1, MRL 11, NA 2d4. Always receives a +1 to melee damage thanks to tremendous strength.