KnaveX - GM Binder

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KnaveX

KnaveX Core v1.1


Contents
Introduction 3 Part 2: Playing the Game 11
Part 1: Character Creation 4 Abilities .................................................................................11
Determine Abilities ........................................................4 Item Slots .................................................................................11
Choose a Race ........................................................................4 Containers ........................................................................................ 11
Dragonborn .........................................................................................4 Time and Movement ....................................................... 11
Dwarf ....................................................................................................4 Saving Throws .....................................................................12
Elf ..........................................................................................................5
Goblin ...................................................................................................5 Reactions ................................................................................. 12
Gnome ..................................................................................................5 Combat ........................................................................................12
Halfling ................................................................................................ 5
Half-Orc ................................................................................................5 Unconsciousness and Death .................................13
Human ................................................................................................. 5 Stunts ...........................................................................................12
Tabaxi ...................................................................................................5 Advantage in Combat ...................................................13
Determine Starting Gear ........................................... 6
Critical Hits and Quality ...................................... 13
Hit Points ...................................................................................6
Morale ........................................................................................ 13
Choose a Race ........................................................................6
Healing ...................................................................................... 13
Traits .............................................................................................. 6
Physique .............................................................................................. 6 Monsters ................................................................................... 13
Face ...................................................................................................... 6 Advancement ........................................................................ 14
Skin .......................................................................................................7 XP for Treasure ............................................................................... 14
Hair .......................................................................................................7 XP for Achieving Goals ..................................................................14
Clothing ............................................................................................... 7 XP for Deafeating Monsters or Opponents ............................... 14
Virtue ....................................................................................................7 XP for Exceptional Role-Playing ..................................................14
Vice ....................................................................................................... 7 Knacks .........................................................................................15
Speech ................................................................................................. 7
Background .........................................................................................7 Magic ............................................................................................ 15
Misfortunes .........................................................................................7 100 Level-less Spells ..................................................... 15
Alignment ............................................................................................7
Duet Play ..................................................................................18
Starting Gear .........................................................................8 Damage Dice ....................................................................................18
Armor ................................................................................................... 8 Damage ............................................................................................. 18
Helmets and Shields .........................................................................8 Healing .............................................................................................. 18
Dungeoneering Gear .........................................................................8 Defying Death .................................................................................. 18
General Gear 1 ...................................................................................8 Experience ........................................................................................18
General Gear 2 ...................................................................................8 Henchmen ........................................................................................ 18
Item Costs 8 Thanks ........................................................................................ 18
Tools and Gear .................................................................. 8 Changes ..................................................................................... 18
Armor ..............................................................................................9
Weapons ........................................................................................ 9
Clothing ..................................................................................... 9
Herbs .............................................................................................10
Livestock ..................................................................................10
Provisions ................................................................................10
Religious Items ................................................................... 10
Tack and Harness .............................................................10
Transport .................................................................................10

Table of Contents
2
KnaveX
Potion Maker

Introduction

T
his book is a rules toolkit for running old school
fantasy RPGs without classes. Adding,
subtracting and modifying rules is both
expected and encouraged. KnaveX’s features
include:

High compatibility with OSR games. If you have a library of


OSR bestiaries, adventure and spell books, little or no
conversion is needed to use them with KnaveX.
Fast to teach, easy to run. If you are introducing a group of
new players to OSR games, KnaveX allows them to make
characters and understand all the rules in minutes.
No classes. Every PC is a KnaveX, a tomb-raiding, adventure-
seeking ne’er-do-well who wields a spell book just as easily as
a blade. This is an ideal system for players who like to switch
up their character’s focus from time to time and don’t like
being pigeonholed. A PC’s role in the party is determined
largely by the equipment they carry.
Abilities are king. All d20 rolls use the six standard abilities.
The way that ability scores and bonuses work has also been
cleaned up, rationalized, and made consistent with how other
systems like armor work.
Optional player-facing rolls. KnaveX easily accommodates
GMs who want the players to do all the rolling. Switching
between the traditional shared-rolling model and players-only
rolling can be done effortlessly on the fly.
Gold standard. KnaveX assumes that the common unit of
currency is the gold piece or coin. This is compatible with
most OSR games.
A list of 100 level-less spells
Creative Commons Attribution 4.0 International License:
You are free to share and adapt this material for any purpose,
including commercially, as long as you give attribution.

Introduction
3
KnaveX
PART I
Character Creation

Character Creation
1. Determine Abilities Dwarf
PCs have six abilities: Strength(STR), Dexterity(DEX), Bold and hardy, dwarves are
Constitution(CON), Intelligence(INT), Wisdom(WIS), and known as skilled warriors, miners,
Charisma(CHA). Each ability has two related values: a and workers of stone and metal.
defense and a bonus. Reroll CON or STR.
When creating a PC, roll 3d6 for each of their abilities, in
order. The lowest of the three dice on each roll is that ability’s Hearty: Advantage on resisting
bonus. Add 10 to find its defense. poisoning
and illness.
After you’ve finished rolling, you may optionally swap the
scores of two abilities.
2. Choose a Race
Choose a race for your character. You may choose to reroll Elf
one of the indicated abilities for your race and choose the Elves are a magical people of otherworldly
highest roll. Write the race’s special abilities on your character grace, living in the world but not entirely part
sheet. of it.
Dragonborn Reroll WIS or INT.
Dragonborn look very much like Elven Wisdom: Advantage on detecting lies.
dragons standing erect in humanoid
form, though they lack wings or a tail.
Reroll STR or CHA
Breath Weapon: Each creature
within 15' must make a Save vs DEX. Goblin
Damage is 1d6 on a failed Save, and
half damage on a successful Save. To Clever and destructive, that is the
use it again you must complete a long way of the goblin.
rest. Reroll DEX.
Nimble Escape: Impose
disadvantage on
incoming attacks
when ambushed.

Character Creation
4
KnaveX
Gnome Tabaxi
A gnome’s energy and enthusiasm for Tabaxi are catlike humanoids driven by curiosity to collect
living shines through every inch of their interesting artifacts, gather tales and stories, and lay eyes
tiny body. on all the world's wonders. Ultimate travelers, the
inquisitive tabaxi rarely stay in one place for long. Their
Reroll CHA or INT. innate nature pushes them to leave no secrets uncovered,
Tinkerer: Advantage on rolls for creating no treasures or legends lost.
or
modifying, or repairing devices. Reroll DEX.
Darkvision: See in dim light for 60' like it is bright light,
and in darkness like it is dim light. Only see shades of gray
in darkness
Halfling Cat's Claws: Use your claws to make unarmed attacks to deal
The diminutive halflings survive in a damage equal to 1d4 + your STR bonus.
world full of larger creatures by avoiding
notice or, barring that, avoiding offense. 3. Determine Starting Gear
Reroll CHA or DEX. PCs start with 2 days of rations and one weapon of their
Merry Soul: Advantage on rolls to charm choice. Roll on the Starting Gear tables to determine starting
when using humor. armor and equipment.
PCs have a number of item slots equal to their CON
defense, and items they carry must fit into available slots.
Most items take up one slot, but some take up more. Some
small items can be bundled together into a single slot. Ask the
GM if you are unsure.
Half-Orc Armor comes with an armor defense value. Note that value
on your character sheet with its corresponding Armor bonus
Half-orcs’ grayish pigmentation, sloping (always 10 less than the defense). If the PC is not wearing any
foreheads, jutting jaws, prominent teeth, armor, their armor defense is 11 and their armor bonus is +1.
and towering builds make their orcish
heritage plain for all to see.
4. Hit Points
Reroll STR. Roll 1d8 to determine your PC’s starting and maximum hit
Orcish Frenzy: Once per session, count points(HP). Their exploration speed is 120ft per exploration
a
successful Attack Roll as a critical hit. turn, and their combat speed is 40ft per round.

5. Describe your Character


Choose or roll the rest of your PC’s traits, such as their
Human physique, face, skin, hair, clothing, virtue, vice, speech,
background, and alignment, using the random tables on the
Humans are the most adaptable following page. Choose a gender and a name for your PC, but
and ambitious people among the don’t get too attached. It’s a dangerous world out there.
common races. Whatever drives You will automatically succeed, or at least gain advantage,
them, humans are the innovators, on any saves that are related to your background.
the achievers, and the pioneers of
the worlds.
Reroll ability of your choice.
Human Cunning: May reroll the
initiative die
once per battle.

Character Creation
Three Items 5
KnaveX
Corner
6. Traits Clothing
Physique 1. Antique 8. Filthy 15. Oversized
2. Bloody 9. Flamboyant 16. Patched
1. Athletic 8. Ripped 15. Statuesque
3. Ceremonial 10. Stained 17. Perfumed
2. Brawny 9. Rugged 16. Stout
4. Decorated 11. Foreign 18. Rancid
3. Corpulent 10. Scrawny 17. Tiny
5. Eccentric 12. Frayed 19. Torn
4. Delicate 11. Short 18. Towering
6. Elegant 13. Frumpy 20. Undersized
5. Gaunt 12. Sinewy 19. Willowy
7. Fashionable 14. Livery
6. Hulking 13. Slender 20. Wiry
7. Lanky 14. Flabby Virtue
Face 1. Ambitious 8. Generous 15. Loyal
2. Cautious 9. Gregarious 16. Merciful
1. Bloated 8. Pinched 15. Sunken
3. Courageous 10. Honest 17. Righteous
2. Blunt 9. Hawkish 16. Sharp
4. Courteous 11. Honorable 18. Serene
3. Bony 10. Broken 17. Soft
5. Curious 12. Humble 19. Stoic
4. Chiseled 11. Impish 18. Square
6. Disciplined 13. Idealistic 20. Tolerant
5. Delicate 12. Narrow 19. Wide
7. Focused 14. Just
6. Elongated 13. Ratlike 20. Wolfish
7. Patrician 14. Round Vice
Skin 1. Aggressive 8. Gluttonous 15. Rude
2. Arrogant 9. Greedy 16. Suspicious
1. Battle Scar 8. Perfect 15. Sallow
3. Bitter 10. Irascible 17. Vain
2. Birthmark 9. Pierced 16. Sunburned
4. Cowardly 11. Lazy 18. Vengeful
3. Burn Scar 10. Pockmarked 17. Tanned
5. Cruel 12. Nervous 19. Wasteful
4. Dark 11. Reeking 18. War Paint
6. Deceitful 13. Prejudiced 20. Whiny
5. Makeup 12. Tattooed 19. Weathered
7. Flippant 14. Reckless
6. Oily 13. Rosy 20. Whip Scar
7. Pale 14. Rough Speech
Hair 1. Blunt 8. Formal 15. Rapid-fire
2. Booming 9. Gravelly 16. Dialect
1. Bald 8. Filthy 15. Oily
3. Breathy 10. Hoarse 17. Slow
2. Braided 9. Frizzy 16. Ponytail
4. Cryptic 11. Mumbling 18. Squeaky
3. Bristly 10. Greased 17. Silky
5. Drawling 12. Precise 19. Stuttering
4. Cropped 11. Limp 18. Topknot
6. Droning 13. Quaint 20. Whispery
5. Curly 12. Long 19. Wavy
7. Flowery 14. Rambling
6. Disheveled 13. Luxurious 20. Wispy
7. Dreadlocks 14. Mohawk

Character Creation
6
KnaveX
Blue Dragon Fight
Background General Gear 1 Back
Ball B
1. Alchemist 8. Cultist 15. Outlaw 1. Bottle 8. Caltrops 15. Hourglass
Bear
2. Beggar 9. Gambler 16. Performer 2. Bear Trap 9. Chisel 16. Net
Bell
3. Butcher 10. Herbalist 17. Pickpocket 3. Shovel 10. Pliers 17. Tongs
Bloc
4. Burglar 11. Magician 18. Smuggler 4. Backpack 11. Fish Rod 18. Lockpicks
Book
5. Charlatan 12. Mariner 19. Student 5. Ram 12. Ball Bearings 19. Metal File
Bottl
6. Cleric 13. Mercenary 20. Tracker 6. Saw 13. Sealing Wax 20. Nails
Box,
7. Cook 14. Merchant 7. Bucket 14. Pick
Box,
Misfortunes General Gear 2 Buck

1. Abandoned 8. Discredited 15. Poor 1. Incense 8. Spyglass 15. Cook Pot Caltr

2. Addicted 9. Disowned 16. Pursued 2. Sponge 9. Tar Pot 16. Face Paint Cand

3. Blackmailed 10. Exiled 17. Rejected 3. Magnifying 10. Twine 17. Whistle Card
Glass Case
4. Condemned 11. Framed 18. Replaced 11. Fake Jewels 18. Instrument
4. Perfume Case
5. Cursed 12. Haunted 19. Robbed 12. Blank Book 19. Quill & Ink
5. Horn Chain
6. Defrauded 13. Kidnapped 20. Suspected 13. Card Deck 20. Bell
6. Bottle Chalk
7. Demoted 14. Mutilated 14. Dice Set
7. Soap Ches
Alignment
Item Costs Ches
1-5: 6-15: 16-20: Chise
Tools & Gear
Law Neutrality Chaos Cook
Coin
Starting Gear
Armor
1-3: 4-14: 15-19: 20:
No armor Leather Scale Chain

Helmets and Shields


1-13: 14-16: 17-19: 20:
None Helmet Shield Helmet and
Shield

Dungeoneering Gear
Roll twice on this table, and once on the following two.
1. Rope, 50ft 8. Grap. hook 15. Mirror
2. Block&Tackle 9. Hammer 16. Pole, 10ft
3. Candles, 5 10. Waterskin 17. Sack
4. Chain, 10ft 11. Lantern 18. Tent
5. Chalk, 10 12. Oil, flask 19. Spikes, 5
6. Crowbar 13. Lock 20. Torches, 5
7. Tinderbox 14. Manacles

Character Creation
7
KnaveX
Crowbar 5 gp Spike, iron 1 sp Dagg
Dice 1 sp Sponge 2 sp    (d6
Face Paint/Makeup 4 sp Spyglass 1000 gp Spea
Fake Jewels 1 gp Tar Pot 5 sp    (d8
Fishing Rod 1 gp Tent 2 gp Halbe
Grappling Hook 2 gp Throwing Dagger Case (holds 5 daggers) 50 gp    (d1
Hammer 1 gp Tinder Box, with flint & steel 1 gp Sling
Horn 3 gp Tongs 4 sp    (d4
Hourglass 25 gp Torch 1 cp Bow
Incense 1 gp Twine, 300’ 5 sp    (d6
Ink, 1 oz 10 gp Waterskin 1 gp Cross
Lantern 8 gp Whistle 5 sp    (d8
Lock 10 gp Arrow
Armor
Lockpicks 30 gp Quiv
Magnifying Glass 100 gp Shield 10 gp

Manacles 2 gp    (Defense +1, 1 slot, 1 quality)

Medicine Case (holds 5 medicines) 100 gp Helmet 15 gp

Metal File 2 gp    (Defense +1, 1 slot, 1 quality)

Mirror, steel 10 gp Leather 20 gp

Musical Instrument 30 gp    (Defense 12, 1 slot, 3 quality)

Nails, 10 5 sp Scale Mail 30 gp

Net 5 gp    (Defense 13, 2 slots, 4 quality)

Oil, flask 1 gp Half Plate 40 gp

Pliers 2 gp    (Defense 14, 3 slots, 5 quality)

Pick 2 gp Chain Mail 60 gp

Perfume 5 gp    (Defense 15, 4 slots, 6 quality)

Pole, 10’ 3 cp Full Plate 250 gp

Potion Case (holds 5 potions) 100 gp    (Defense 16, 5 slots, 7 quality)

Pouch, belt 2 gp
Weapons
Quill 2 cp
Quiver, 1 doz. arrows cap. 8 sp
Quiver, 1 score arrows cap. 12 sp
Quiver, 1 score bolts cap. 15 sp
Quiver, 2 score bolts cap. 1 gp
Ram, portable 4 gp
Rope, 50’ 4 sp
Sack 5 cp
Saw 10 gp
Scroll Case, Watertight (holds 5 scrolls) 100 gp
Sealing wax 5 sp
Shovel 2 gp
Soap 2 cp
Character Creation
8
KnaveX
Clothing Provisions Barge
Boat
Belt 3 sp Ale, pint 1 sp
Boat
Boots, high, hard 2 gp Beer, small, pint 5 cp
Cart
Boots, high, soft 1 gp Food, merchant’s meal 1 sp
Galle
Boots, low, hard 1 gp Food, rich meal 1 gp
Galle
Boots, low, soft 8 sp Grain, horse meal, 1 day 1 sp
Ship,
Cap 1 sp Mead, pint 5 sp
Ship,
Cloak 5 sp Rations, iron, 1 week 5 gp
Ship,
Girdle, broad 2 gp Rations, standard, 1 week 3 gp
Wago
Girdle, normal 10 sp Wine, pint, good 10 sp
Hat 7 sp Wine, pint, watered 5 sp
Robe 6 sp
Religious Items
Herbs Beads, Prayer 1 gp
Belladona, sprig 4 sp Incense, stick 1 gp
Garlic, bud 5 cp Symbol, Holy*, iron 2 gp
Wolvesbane, sprig 10 sp Symbol, Holy*, silver 50 gp
Symbol, Holy*, wooden 7 sp
Livestock Water, Holy*, vial 25 gp
Chicken 3 cp or Unholy
Cow 10 gp
Dog, guard 25 gp
Tack and Harness
Dog, hunting 17 gp Barding, chain 250 gp
Donkey 8 gp Barding, leather 100 gp
Goat 1 gp Barding, plate 500 gp
Hawk, large 40 gp Bit and Bridle 15 sp
Hawk, small 18 gp Harness 12 sp
Horse, draft 30 gp Saddle 10 gp
Horse, heavy war 300 gp Saddle Bags, large 4 gp
Horse, light war 150 gp Saddle Bags, small 3 gp
Horse, medium war 225 gp Saddle Blanket 3 sp
Horse, riding (light) 25 gp
Mule 20 gp
Transport
Ox 15 gp
Pigeon 2 cp
Piglet 1 gp
Pig 3 gp
Pony 15 gp
Sheep 2 gp
Songbird 4 cp

Character Creation
9
KnaveX
PART IIPlaying The Game

Playing the Game


Abilities Time and Movement
Each of the six abilities is used in different circumstances. Situations of intense action such as combat or when a
STRENGTH: Used for melee attacks and saves requiring character trips a trap are measured in rounds, each round
physical power, like lifting gates, bending bars, etc. lasts 6 seconds. On their turn, a character may move their
encounter speed (usually 40') and make one combat action.
DEXTERITY: Used for saves requiring poise, speed, and This action may be cast a spell, another move, an attack,
reflexes, like dodging, climbing, sneaking, balancing, etc. attempt a stunt, or any other action approved by the GM.
CONSTITUTION: Used for saves to resist poison, sickness, Less intense situations, such as exploring and mapping an
cold, etc. The CON bonus is added to healing rolls. A area equal to his/her movement speed(usually 120'),
PC’s number of item slots is always equal to their CON searching a 10'x10' area, checking an item for traps, resting,
defense. sneaking up on an enemy encampment, are measured in
turns, each of which represents 10 minutes.
INTELLIGENCE: Used for saves requiring concentration and When outdoors, a character may move his/her movement
precision, such as wielding magic, resisting magical speed read as yards per turn instead of feet..
effects, recalling lore, crafting objects, tinkering with To calculate how far a character may move in the
machinery, picking pockets, etc. wilderness in one day, convert the number of feet he or she
WISDOM: Used for ranged attacks, saves of willpower and may move in a turn to miles by dividing
by 5. The result is read
saves requiring perception and intuition, such as as miles.
tracking, navigating, listening, searching for secret doors, Characters' lives are not all action scenes. Some things take
detecting illusions, resisting fear, etc. a lot of time, such as journey 1,000 miles, library research,
create a golem, or waiting around a city. The GM passes this
CHARISMA: Used for saves to persuade, deceive, interrogate, time in hours, days, weeks or sometimes years, describing a
intimidate, charm, provoke, etc. PCs may employ a few things the characters might learn or do.
number of henchmen equal to their CHA bonus. At anytime needed the GM can always shift between time
measurements.
Item Slots
PCs have a number of item slots equal to their CON defense. Saving Throws
Most items, including spellbooks, potions, a day’s rations, light If a character attempts something where the outcome is
weapons, tools and so on take up 1 slot, but particularly heavy uncertain and failure has consequences, they make a Saving
or bulky items like armor or medium to heavy weapons may Throw, or “Save”. To make a Save, add the bonus of the
take up more slots. Groups of small items may be bundled relevant ability to a d20 roll. If the total is greater than 15, the
into the same slot, at the GMs discretion. 100 coins can fit in character succeeds. If not, they fail.
a slot. As a general guideline, a slot holds around 5 pounds of If the Save is opposed by another character, then instead of
weight. aiming to exceed 15, the side doing the rolling must get a total
greater than the opposing character’s relevant defense score
Containers in order to succeed. If they fail, the opposing side succeeds.
Containers take 1 slot. Containers can then hold more than 1 This type of Save is called a Contest. Note that it doesn’t
item of a kind in that slot, like a coin purse. Most containers matter which side does the rolling, since the odds of success
cannot hold another container, a backpack is an obvious remain the same.
exception. You may only have 1 container of a kind.
Ammo
Do not track mundane non-magical ammo such as crossbow
bolts, arrows, pebbles and bearings.
Playing the Game
10
KnaveX
Example Unconsciousness and
A wizard casts a fireball spell at a goblin, who gets an Save to
avoid. This is resolved as an Contest using the wizard’s INT
Death
versus the goblin’s DEX. The goblin may roll plus their DEX
When a character reaches 0 HP, they are unconscious. When
they reach -1 HP or less, they roll a Death Save, which is
bonus, hoping to exceed the wizard’s INT defense or the
d20+LVL, if the total is greater than 15, the character
wizard may roll plus their INT bonus, hoping to exceed the succeeds. If not, they fail.
goblin’s DEX defense. If they fail, they are dead. Players should roll up a new level
1 PC when their old one dies, and should rejoin the party as
soon as possible.
If there are situational factors that make a Save significantly If they succeed, their character is unconscious and suffers a
easier or harder, the GM may grant the roll advantage or permanent loss of 1 point of attribute, rolled randomly (d6) or
disadvantage. If a roll has advantage, roll 2d20 and use the overruled by most appropriate result of the wound that almost
better of the two dice. If it has disadvantage, roll 2d20 and use killed them. Depending on a type of wound they might well
the worse of the two dice. still bleed out in an hour or less if no one provides them
medical attention.
Reactions
When the PCs encounter an NPC whose reaction to the party Stunts
is not obvious, the GM may roll 2d6 and consult the following Stunts are combat maneuvers such as stunning, shoving,
table. disarming, tripping, sundering armor, and so on. They are
resolved with a Contest. They may not cause damage directly,
2 3-5 6-8 9-11 12 but may do so indirectly (for example, pushing an enemy off of
Hostile Unfriendly Unsure Talkative Helpful a ledge). The GM is the final arbiter as to what stunts can be
attempted in a given situation.
Combat Advantage in Combat
At the start of each combat round, determine initiative by Characters can gain advantage in combat by attacking a target
rolling a d6. On a 1-3, all of the enemies will act first. On a 4-6 that is unaware, on lower ground, off balance, disarmed,
all of the PCs will act first. Reroll initiative each round. distracted, or tactically disadvantaged in any significant way.
On their turn, a character may move their speed (usually 40 The GM, as usual, has the final say.
ft) and take up to one combat action. This action may be When a character has advantage against an opponent on
casting a spell, making a second move, making an attack, their combat turn, they may either A.) Apply advantage to their
attempting a stunt, or any other action deemed reasonable by Attack Roll or stunt against that opponent or B.) Make an
the GM. attack and a stunt attempt in the same round against that
Melee weapons can strike adjacent foes, but ranged opponent, without advantage.
weapons cannot be used if the shooting character is engaged
in melee combat. To make an attack, roll a d20 and add the Critical Hits and Quality
character’s STR or WIS bonus, depending on whether they
are using a melee or ranged weapon, respectively. If the During an Attack Roll, if the attacker rolls a natural 20 or the
Attack Roll total is greater than the defender’s armor defender rolls a natural 1, the defender’s armor loses 1 point
defense, the attack hits. If not, the attack misses. of quality and they take an additional die of damage (of the
Alternatively, an Attack Roll can also be resolved by the weapon’s type). If the attacker rolls a natural 1 or
the defender
defender rolling a d20 and adding their armor bonus, hoping rolls a natural 20, the attacker’s weapon loses 1 point of
to roll a total greater than the defense of the ability the quality. At 0 quality, the item is destroyed. Each point of quality
attacker is using. If they succeed, the attack misses. If they fail, costs 10% of the item’s cost to repair.
the attack hits.
On a hit, the attacker rolls their weapon’s damage die to Morale
determine how many Hit Points (HP) the defender loses. A
bonus damage die of the weapon’s type may be added to the Monsters and NPCs all have a morale rating, usually between
roll if the ideal weapon was used against an enemy type (for 5 and 9. When they face more danger than they were
example, using a blunt weapon vs. a skeleton). expecting, the GM will make a morale roll by rolling 2d6 and
comparing the result to the NPC’s morale rating. If the roll is
higher than the rating, the NPC will attempt to flee, retreat, or
parley. Morale rolls can be triggered by defeating half of an
enemy group, defeating a group’s leader, or reducing a lone
enemy to half HP. Other effects may trigger a morale roll at
the GM's discretion.

Playing the Game


11
KnaveX
Hirelings also make morale rolls when they aren’t paid, their
employer dies, or they face extraordinary danger. Morale may
also be improved by paying hirelings more and treating them Designer's Note
well. Due to the unified 1-to-10 scale of KnaveX,
monsters and NPCs essentially add their HD or level
Healing to any attacks or Saves they make. Obviously this
should be adjusted by the GM when it doesn’t
Healing can happen in different ways, typically by resting or make sense.
magical means, such as magical potions or oils.
Resting Advancement
Short Rest: When spending an hour to eat one full ration,
uninterupted (once per day), PC's recover d6+CON bonus HP. Whenever a PC accumulates enough XP, they gain a level. It
requires 2000 XP to reach level 2, 3000 to reach level 3, etc.
Long Rest: After a meal and a full night’s rest, PCs regain lost The GM should freely notify the PCs of how much XP
HP equal to a d8+CON bonus. different objectives are worth when asked.
When a PC gains a level, they roll a number of d8s equal to
Safe Haven: Resting at a safe haven (a place with a low risk of their new level to find their new HP maximum. If the result is
danger) restores all lost HP. less than their previous maximum, their maximum HP
increases by 1. They also raise the defense and bonus scores
Monsters of 3 different abilities of their choice by 1 point.
Abilities may
All monsters from OSR bestiaries should work as-is in never be raised higher than 20/+10.
KnaveX with no major conversion needed. Here are some XP for Treasure
guidelines.
For each 1 gp value of non-magical treasure the characters
Hit Dice/Hit Points: All monster HD can be assumed to be recover, the DM should give 1 XP to the party. XP are not
d8s unless otherwise specified. To get the monster’s HP, just given for magic items.
multiply the number of HD they have by 4 (or 5 if you’re
feeling mean.) XP for Achieving Goals
Armor: Monster AC (if ascending) is identical to Armor When the characters achieve a major goal,
award them XP. As
defense. If the AC is descending, subtract it from 19 (if it is a guideline, PCs receive 50 XP for low-risk accomplishments,
from OD&D or B/X D&D) or from 20 (if it is from AD&D) to 100 XP for moderate-risk accomplishments, and 200 XP for
find its ascending equivalent. high-risk accomplishments.
Attack Bonus: Any attack bonus given is unchanged, and can XP for Defeating Monsters or
be added to both melee and ranged attacks. If an attack bonus Opponents
is not given, assume that it is the same as the monster’s
number of hit dice. XP are also given for monsters killed or overcome by magic,
fighting, capturing or wits.
Damage: Damage remains the same.
Experience Points For Monsters
Morale: Morale rating remains the same. If a monster does not have an XP listed use the following
Saves: Since OSR monsters usually don’t come with ability method to determine XP.
scores, assume that monsters have ability bonuses equal to Add one Special Abilities Bonus for each of a monster's
their level, with the corresponding ability defenses. special abilities. Generally, a special ability is a power that can
be used in melee, but which is not characteristic of basic
survival skills.
Example
A typical 4 HD monster would have a bonus of +4 and a
defense of 14 in all of its abilities by default, unless modified
by the GM.

Playing the Game


12
KnaveX
Monster HD Base Value Special Ability Bonus
At levels 2, 4, 6, 8 and 10 PC's can choose a knack, but only Acrob
raise 2 abilities, instead of 3. balan
Under 1 5 1 Ale
1 10 3 An
and n
1+ 15 4 An
2 20 5 intera
ideas
2+ 25 10 Arm
3 35 15 weap
3+ 50 25
Ass
use it
4 75 50 Ba
4+ 125 75
fighti
creat
5 175 125 Be
5+ 225 175 gives
canno
6 275 225 comb
6+ 350 300 Bo
dama
7 450 400 befor
7+ 550 475 Bu
hide i
8 650 550 and fi
8+ 775 625 Bu
9 900 700
imme
Ca
9+ to 10 1000 750 attack
10+ to 11 1100 800 Ch
disgu
11+ to 12 1250 875 Co
12+ to 13 1350 950 re-rol
Dis
13+ to 14 1500 1000 you d
14+ to 15 1650 1050 STR
Ha
15+ to 16 1850 1100 to say
16+ to 17 2000 1150 saves
17+ to 18 2125 1350
on CH
He
18+ to 19 2250 1550 prope
19+ to 20 2375 1800
point
Ins
20+ to 21 2500 2000 advan
every
For every Hit Die over 21, add 250 points to both the base Nim
value and the bonus. Any Hit Die with a plus (+) is counted as comb
the next higher category (thus 23 + 1 HD = 24 HD). Me
Credit: D&D Rules Cyclopedia inven
Ori
XP for Exceptional Role-Playing becom
When a player performs an exceptional piece of role-playing, Par
they get XP equal to 1/20 the base number of points he needs else t
to get to the next level. once
Par
Knacks chara
mimi
Knacks represent skills, perks, feats,
proficiencies, talents,
advantages and traits that allow characters to perform
specialized tasks.
Playing the Game
13
KnaveX
Performance: Instead of attack, you beguile an audience with In KnaveX, PCs may only cast spells of their level or less, so 16. Co
a performance. Lesser foes will stop and observe for as long a level 3 PC could only cast spells of level 0 to 3. Spells are co
you continue or until attacked. Worthy foes require a CHA cast out of spell books, which must be held in both hands and
save to be affected. read aloud. Each spell book can only be used once per day.
Photographic Memory: You can recall anything you have Importantly, each spell book only holds a single spell, and
seen or heard in the past month, and relay that info onto each spell book takes up an item slot, so if a PC wants to be
others. able to cast a wide variety of spells, they’ll have to fill most of
Pick Pocket: Advantage when attempting to steal an item their inventory with spell books.
off the body of another character. PCs are unable to create, copy or transcribe spell books. In
Poison Sniffer: Advantage on all saves to tell if an object is order to gain new spell books, PCs must adventure for them,
poisoned, and what poison it is. by either recovering them from dungeons or looting them
Pugilist: Your bare hands count as both a d6 weapon and a from other magicians. The higher the level of the spell book,
shield. the rarer and more valuable it is. PCs openly carrying high
Rampage: When you kill an opponent in melee combat you level spell books are likely to be hounded by bandits and
can immediately attack the closest foe within 5 ft as a bonus wizards looking to “acquire” them.
action. When a spell allows for a save, make an INT contest against
Repel Unholy: Instead of attack, you can immediately force the defender’s relevant ability, usually DEX for ranged attack
the unholy to make a morale roll with a penalty equal to your spells, CON for life-draining spells, INT for mind-altering
level, even if they are incapable of fear. spells, or WIS for Illusion
Specialized: Pick an ability score. Whenever you make a
save using that ability, add a bonus of your HD to the roll. 100 Level-less Spells
Swashbuckling: You are skilled with a style of fighting
known as swashbuckling. When dual wielding and wearing no If you prefer spells that are level-less and scale up as the
armor, add your DEX bonus to your Armor Defense. caster becomes more powerful, use the list below. In the
Throwing: Any thrown weapon has a +1 to Attack Rolls if following spells, “L” is a number equal to the caster’s level, an
the target is within 30 feet. item is an object able to be lifted with one hand, and an object
Tracking: Advantage on all saves when tracking and when is anything up to human size. Unless otherwise noted, all
attempting to identify a creature by it's tracks. spells with ongoing effects last up to L×10 minutes, have a
Weaponmaster: You always gain advantage in combat with range of up to 40', and take 1 round to cast. If a spell directly
a designated weapon. affects another creature, the creature may make a contest to
avoid it (as described previously). Success reduces or negates
the spell’s effects.
Magic
1. Adhere: Object is covered in extremely sticky slime.
Magic Weapons 2. Animate Object: Object obeys your commands as best it
When a magic weapon is used, the user adds the magical can. It can walk 15' per round.
adjustment to both Attack Rolls and damage rolls. 3. Anthropomorphize: A touched animal either gains human
intelligence or human appearance for L days.
Potions 4. Arcane Eye: You can see through a magical floating
eyeball that flies around at your command.
Potions are found in small 1 ounce vials. Unless stated 5. Astral Prison: An object is frozen in time and space within
otherwise, any potion lasts 1d6+6 turns. Only the DM should an invulnerable crystal shell.
know the exact duration. The entire potion must be drunk, 6. Attract: L+1 objects are strongly magnetically attracted to
taking one round. A potion may be sipped to discover its type each other if they come within 10'.
and then used later. 7. Auditory Illusion: You create illusory sounds that seem to
If a character drinks a potion while another potion is still in come from a direction of your choice.
effect, that character will become sick and will be unable to do 8. Babble: A creature must loudly and clearly repeat
anything (no save) for 3 turns and neither potion will have any everything you think. It is otherwise mute.
further effect. 9. Beast Form: You and your possessions transform into a
Healing Potion: Drinking
this potion will restore 1d6+1 lost mundane animal.
hit points or will cure
paralysis. 10. Befuddle: L creatures of your choice are unable to form
new short-term memories for the duration of the spell.
11. Bend Fate: Roll L+1 d20s. Whenever you must roll a d20
Magic Oils after casting the spell, you must choose and then discard
Magic oils are similar to potions, except that oils are applied one of the rolled results until they are all gone.
externally rather than drunk. 12. Bird Person: Your arms turn into huge bird wings.
13. Body Swap: You switch bodies with a creature you touch.
Spells If one body dies, the other dies as well.
14. Catherine: A woman wearing a blue dress appears until
The spell lists from any old-school RPG will work perfectly end of spell. She will obey polite, safe requests.
well in KnaveX, provided that they go up to 9th level. There 15. Charm: L creatures treat you like a friend.
are many free lists of classic spells available online.
Playing the Game
14
KnaveX
17. Comprehend: You become fluent in all languages. 47. Magic Dampener: All nearby magical effects have their 76. Sn
18. Control Plants: Nearby plants and trees obey you and gain effectiveness halved. as
the ability to move at 5' per round. 48. Manse: A sturdy, furnished cottage appears for L×12 m
19. Control Weather: You may alter the type of weather at will, hours. You can permit and forbid entry to it at will. yo
but you do not otherwise control it. 49. Marble Madness: Your pockets are full of marbles, and 77. Sn
20. Counterspell: Make an INT contest against the INT of the will refill every round.
caster of a nearby spell. You may do this out of turn as a 50. Masquerade: L characters’ appearances and voices
reaction, or against an ongoing magical effect. On a become identical to a touched character.
success, you may cancel the spell. 51. Miniaturize: You and L other touched creatures are
21. Deafen: All nearby creatures are deafened. reduced to the size of a mouse.
22. Detect Magic: You hear nearby magical auras singing. 52. Mirror Image: L illusory duplicates of yourself appear
Volume and harmony signify the aura’s power and under your control.
refinement. 53. Mirrorwalk: A mirror becomes a gateway to another
23. Disassemble: Any of your body parts may be detached and mirror that you looked into today.
reattached at will, without causing pain or damage. You 54. Multiarm: You gain L extra arms.
can still control them. 55. Night Sphere: An L×40' wide sphere of darkness
24. Disguise: You may alter the appearance of L characters at displaying the night sky appears.
will as long as they remain humanoid. Attempts to 56. Objectify: You become any inanimate object between the
duplicate other characters will seem uncanny. size of a grand piano and an apple.
25. Displace: An object appears to be up to L×10' from its 57. Ooze Form: You become a living jelly.
actual position. 58. Pacify: L creatures have an aversion to violence.
26. Earthquake: The ground begins shaking violently. 59. Phantom Coach: A ghostly coach appears until end of
Structures may be damaged or collapse. spell. It moves unnaturally fast over any terrain, including
27. Elasticity: Your body can stretch up to L×10'. water.
28. Filch: L visible items teleport to your hands. 60. Phobia: L creatures become terrified of an object of your
29. Fire Wall: A straight wall of ice or fire L×40' long and 10' choice.
high rises from the ground. Creatures of less than 4 HD 61. Pit: A pit 10' wide and L×5' deep opens in the ground.
cannot break through. Creatures of 4 HD or more can 62. Primeval Surge: An object grows to the size of an
break through, but take 1d6 points of damage. Undead and elephant. If it is an animal, it is enraged.
cold-using creatures take double damage while breaking 63. Psychometry: The GM answers L yes or no questions
through. about a touched object.
30. Fog Sphere Creates a 20' radius Sphere of fog on a point 64. Pull: An object of any size is pulled directly towards you
within 60'. The Spheres area is heavily obscured. A wind of with the strength of L men for one round.
moderate or greater speed (at least 10 mph) can disperse 65. Push: An object of any size is pushed directly away from
it. you with the strength of L men for one round.
31. Frenzy: L creatures erupt in a frenzy of violence. 66. Raise Dead: L skeletons rise from the ground to serve you.
32. Gate: A portal to a random place opens. They are incredibly stupid and can only obey simple
33. Gravity Shift: You can change the direction of gravity (for orders. Skeletons have 1 HD, unless otherwise
yourself only) up to once per round. appropriate, then a skeleton has the same HD as the
34. Greed: L creatures develop an overwhelming urge to original creature.
possess a visible item of your choice. 67. Raise Spirit: The spirit of a dead body manifests and will
35. Haste: Your movement speed is tripled. answer L questions.
36. Hatred: L creatures develop a deep hatred of another 68. Read Mind: You can hear the surface thoughts of nearby
creature or group of creatures and wish to destroy it. creatures.
37. Heal: Heals 1d6+1 HP to any living creature. Can cure 69. Repel: L+1 objects are strongly magnetically repelled from
paralysis, but will not then cure any HP. May be cast on the each other if they come within 10'.
caster's own body. The spell will never increase HP to 70. Scry: You can see through the eyes of a creature you
more than the normal amount. touched earlier today.
38. Hear Whispers: You can hear faint sounds clearly. 71. Sculpt Elements: All inanimate material behaves like clay
39. Hover: An object hovers, frictionless, 2' above the ground. in your hands.
It can hold up to L*200 lbs. 72. Shroud: L creatures are invisible until they move.
40. Hypnotize: A creature enters a trance and will truthfully 73. Shuffle: L creatures instantly switch places. Determine
answer L yes or no questions you ask it. where they end up randomly.
41. Icy Touch: A thick ice layer spreads across a touched 74. Sleep: L creatures with 4+1 HD or less fall into a light
surface, up to L×10' in radius. sleep for 4d4 turns. It only affects creatures within a 40'
42. Illuminate: A floating light moves as you command. square area chosen by the caster. Sleep will not work on
43. Invisible Tether: Two objects within 10' of each other undead or very large creatures. Any sleeping creature will
cannot be moved more than 10' apart. awaken if slapped, kicked, or shaken. A sleeping victim can
44. Knock: L nearby mundane or magical locks unlock. be killed a with a single blow of any edged weapon,
45. Leap: You can jump up to L×10' in the air. regardless of hit points. Victims get no saving throw.
46. Liquid Air: The air around you becomes swimmable. 75. Smoke Form: Your body becomes living smoke.

Playing the Game


15
KnaveX
78. Sort: Inanimate items sort themselves according to
categories you set. The categories must be visually
verifiable.
79. Spectacle: A clearly unreal but impressive illusion of your
choice appears, under your control. It may be up to the size
of a palace and has full motion and sound.
80. Spellseize: Cast this as a reaction to another spell going
off to make a temporary copy of it that you can cast at any
time before this spell ends.
81. Spider Climb: You can climb surfaces like a spider.
82. Summon Cube: Once per second, (6 times per round) you
may summon or banish a 3'-wide cube of earth. New cubes
must be affixed to the earth or to other cubes.
83. Swarm: You become a swarm of crows, rats, or piranhas.
You only take damage from area effects.
84. Telekinesis: You may mentally move L items.
85. Telepathy: L+1 creatures can hear each other’s thoughts,
no matter how far apart they move.
86. Teleport: An object disappears and reappears on the
ground in a visible, clear area up to L×40' away.
87. Thaumaturgic Anchor: Object becomes the target of every
spell cast near it.
88. Thicket: A thicket of trees and dense brush up to L×40'
wide suddenly sprouts up.
89. Time Jump: An object disappears as it jumps L×10
minutes into the future. When it returns, it appears in the
unoccupied area nearest to where it left.
90. Summon Idol: A carved stone statue the size of a four
poster bed rises from the ground.
91. Time Rush: Time in a 40' bubble starts moving 10 times
faster.
92. Time Slow: Time in a 40' bubble slows to 10%.
93. True Sight: You see through all nearby illusions.
94. Upwell: A spring of seawater appears.
95. Vision: You completely control what a creature sees.
96. Visual Illusion: A silent, immobile, illusion of your choice
appears, up to the size of a bedroom.
97. Ward: A silver circle 40' across appears on the ground.
Choose one thing that cannot cross it: Living creatures,
dead creatures, projectiles or metal.
98. Web: Your wrists can shoot thick webbing.
99. Wizard Mark: Your finger can shoot a stream of ulfire-
colored paint. This paint is only visible to you, and can be
seen at any distance, even through solid objects.
100. X-Ray Vision: You gain X-Ray vision.

Playing the Game


16
KnaveX
Duet Play Example
You can play KnaveX with just 2 people, a GM and a PC, with A potion that the module says will heal d6+1 damage would be
just a few minor changes. rolled as a “reversed” damage die, curing from 1 to 2 hit points
GMs should be careful about having more than one PC in for a hero.
an adventure when using these rules, they will probably be far
too powerful for the adventure.
After every fight or occasion of injury, the hero can take 5
Damage Dice minutes to bandage themselves and rest. This first aid will
ALL damage rolls are modified, traps monsters, falling debris, cure up to 2 HP, but not above the total before the combat or
random injuries, etc. If a Damage Roll includes more than one injury, nor will it repair damage suffered from Defying Death.
die, do not add them together, modify each die face, then add
them. Defying Death
When the hero is confronted by a failed save against a
Roll Damage hopeless situation or an impassable barrier, they may choose
1 0 HP
to Defy Death. This lets them escape their situation or bypass
an unavoidable condition though it dangerously taxes their
2-5 1 HP reserves of luck.
6-9 2 HP When a PC Defies Death, they suffer 1 damage die for every
level they possess. The first time they dodge doom, they roll
10+ 4 HP d4 for each level. The next time, they roll d6, then d8, and then
d10 for each further attempt. If the damage inflicted by this
Any modifiers to damage are all applied to any one die in reduces them to 0 HP, they are instead left at 1 HP and
the Damage Roll. whatever they were trying to avoid affects them normally.
Experience
Example
A lone hero earns only a quarter of the normal XP for their
A PC wielding a Sword of Cleaving +1 and uses the Berserker deeds, reflecting the fact that they have fewer hands to divide
Knack (+2 damage) would roll the sword's d8 Damage Dice the treasure.
and add 3 to the die of his choice.
Henchmen
If the Damage Roll was 5, the hit would do 2 HP of damage,
5+3=8, 8=2 HP.
Henchmen and retainers can be employed as normal, but they
are treated as monsters for purposes of combat damage. A
minion with 1 hit die is slain by one point of damage.
If a flat amount of damage is given, then 1 HP of damage is
done for each full four points. Caltrops that inflict 1 HP of
damage round down to 0 HP, being too trivial to threaten a
lone hero.
Damage
Damage received by PCs is taken off their HP as normal.
Damage received by NPCs is taken off their Hit Dice
instead of HP. If a 1 HD creature takes 1 point of damage, it is
killed by its foe.
Round monster hit dice to the nearest whole number. ½ hit
dice, 1-1 hit dice, and 1+2 hit dice creatures all count as 1 hit
die. High-level NPCs are assumed to have HD equal to their
level.
If a monster is killed, the PC can spend the remaining damage
injuring another foe, within range, of equal or less Armor
Defense than the creature killed.
Healing
Healing dice and effects are treated just if they were damage
dice, but adding to, not subtracting from HP, healing as many
HP as they would have inflicted points of damage.

Playing the Game


17
KnaveX
Solo Play 1 Appears
2 Alters the location
I chose and modified these simple solo play rules to be played
using Knave RPG ruleset. 3 Helps the hero
4 Hinders the hero
Overview
5 Changes the goal
Create your Hero
This can be done as simply or as complex as you like. The 6 Ends the scene
more complex it is, the more detail you will have to work with
and some answers may come easier to you. The more simple Put the Twist Noun and Twist Action together to get a two-
it is the more surprises will be in store. You can't lose. word sentence. What this means is up to you based on the
goings on.
Declare the setting Once the scene ends in some way (the Hero's goal is met or
Describe your game world. Again, you can do this as complex failed), take a breath.
or basic as you like. Roll a d6 to get the next scene
Set your first Scene 1-3 Dramatic scene
This is a short description of where the Hero is and what's
happening.
####Come up with a Scene Goal for the Hero 4-5 Quiet Scene
This will determine when the scene is over, whether he 6 Meanwhile…
achieved the goal or not.
Begin asking questions!
A dramatic scene means the action doesn't let up!
A quiet
scene means there is no immediate danger, probably a good
A question can be either an Inquiry or an Action outcome. chance to gather intel or discover more about the characters
Questions must be in a yes/no answerable format. or situation.
A Meanwhile scene is a remote location, and
does not involve the Hero! This should be treated as a twist by
Rules rolling dice and kept quite short.
For Each Question Some random generators and lists may be helpful, such as
Roll a d6 (Apply advantage and disadvantage to the roll as the ones in Mythic or other solo engines.
needed, choosing the most appropriate roll.):
Credits:
1 No And Adapted from Tiny Solitaire Soldiers
2 No
3 No But (something Yes-like)
4 Yes But (something No-like)
5 Yes
6 Yes And

"And" means even better/worse than you expected.


"But"
means there is a limited effect or a drawback.
Roll a d6. This is the Twist Die. If it comes up a 1, there is a
twist to the scene.
Roll a d6 to get the Twist Noun:
1 NPC
2 PC
3 Organization
4 Physical event
5 Emotional event
6 Item

Roll another d6 to get the Twist Action:

Playing the Game


18
KnaveX
Thanks
Almost none of this publication is original. Bits and pieces
have been scrounged from here and there and everywhere.
Most of it I don't know who to credit, but I would like to. If you
see something here you want to be credited for, please contact
me so I can thank you.
First and foremost thanks to Ben Milton of Questing Beast
Games for making Knave.
GMBinder for the nice interface to create such a document.
Knave community on Google+.
Bitly for the short URLs used to create this document.
Knave and OSR RPG community on Discord.
Changes
• Changed to a gold monetary standard.

• Added Races.

• Abbreviated Abilities.

• Changed "Saving Throws" to "Ability Checks".

• Added artwork

• Added a Death and Unconsciousness Rule.

• Added Knacks.

• "Ability Checks" back to to "Saving Throws". Saving throws


is a more common term.
• Added Time & Movement rules.

• Container Rule

• Ammo rule

• Advancement & XP clarification

• Removed Designer Notes, added Duet Rule

• Added healing rules & medicines

Playing the Game


19
KnaveX
Dead
Guy

KnaveX
KnaveX is a free, easy to play, rules lite rpg. Knave is
reminiscent of Old School games, but also had a 5e feel. It's
the best of both worlds in one.

KnaveX
  This document was lovingly created
using GM Binder.

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