Knave++ RPG Player's Guide
Knave++ RPG Player's Guide
Player’s Guide
V1.1, https://themanwithahammer.blogspot.com/
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. Sections that list a source other than Knave (noted
throughout the text) are not necessarily covered under CCA 4.0. Check with their individual creators. See the
Appendix A: Links and Resources
Why Knave++? 2
Knave++ Features 2
Changelog 2
To Do 2
Combat 5
Death & Dismemberment 5
Stunts 9
Advantage in Combat 9
Critical Hits and Quality 9
Morale 9
Character Creation 28
Ancestry Table 28
Starting Gear 29
1
Why Knave++?
The solid Knave core remains: ascending d20 rolls tied to the 6 standard ability scores, item slots based on
constitution (and a general focus towards equipment), quick character generation, high compatibility with B/X and
other OSR games.
Knave++ Features
● Character Creation
○ Classic class features called Knacks. Abilities and powers that PCs can pick up.
○ Ancestries as a random table. A light way to imprint the game setting. These are specific to my
Maienstein/Stonehell game. List can be replaced with whatever Ancestries tingle your fancy. Or drop
them altogether. It's meant for flavor and a minor ability boost and drawback. Differentiation, nothing
○ more.¶
○ Playing the Game
○ Healing is slightly modified, and adds the concept of Snacks as quick healing bursts. Additional
rules for starvation.
● Combat
○ Alternative initiative system to have individual rolls for each PC and antagonist NPC group.
Henchmen always go last. Still rolled every round for extra randomness.
○ Easy to use death & dismemberment table when a PC drops to 0 HP.
● Spellcasting
○ Keep arcane level-less spellcasting, but replace the original list by the Magic Dice system from
GLOG. I really like the MD mechanic as a whole, and it's easy to stick to Knave.
○ Add cleric spells, called Prayers, which contrary to Magic User spells have no Miscasts/Dooms.
Reduced spell list, but more reliable. Flavor as herbs, bells, tablets, or some similar equipment that
eat up Item Slots, called Clerical Implements.
● Advancement
○ Advancement and experience taken from LotFP, and with different numbers to use on a
currency=XP game.
Changelog
● 23.12.2019: version 1.0. A baby is born.
● 06.03.2020: version 1.1. Minor changes throughout this version.
To Do
● Summary of rule terminologies: Advantage, Save, MD, turn, round, Knack, Ancestry, etc.
● Fatigue
● Ranged weapons range?
● Cover from ranged attacks
2
Playing the Game
Abilities
Each of the six abilities is used in different circumstances.
● STRength: Used for melee attacks and saves requiring physical power, like lifting gates, bending bars, etc.
● DEXterity: Used for saves requiring poise, speed, and reflexes, like dodging, climbing, sneaking, balancing,
etc.
● CONstitution: Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to
healing rolls. A PC’s number of item slots is always equal to their Constitution defense.
● INTelligence: Used for saves requiring concentration and precision, such as wielding magic, resisting
magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.
● WISdom: Used for ranged attacks and saves requiring perception and intuition, such as tracking,
navigating, searching for secret doors, detecting illusions, etc.
● CHArisma: Used for saves to persuade, deceive, interrogate, intimidate, charm, provoke, etc. PCs may
employ a number of henchmen equal to their Charisma bonus.
Item Slots
PCs have a number of item slots equal to their Constitution defense. Most items, including spellbooks, potions,
a day’s rations, light weapons, tools and so on take up 1 slot, but particularly heavy or bulky items like armor or
medium to heavy weapons may take up more slots. Groups of small, identical items may be bundled into the same
slot, at the referee’s discretion. 100 coins can fit in a slot. As a general guideline, a slot holds around 5 pounds of
weight.
Saving Throws
If a character attempts something where the outcome is uncertain and failure has consequences, they make a
saving throw, or “save”. To make a save, add the bonus of the relevant ability to a d20 roll. If the total is greater
than 15, the character succeeds. If not, they fail.
If the save is opposed by another character, then instead of aiming to exceed 15, the side doing the rolling must get
a total greater than the opposing character’s relevant defense score in order to succeed. If they fail, the opposing
side succeeds. This type of save is called an opposed save. Note that it doesn’t matter which side does the rolling,
since the odds of success remain the same.
Example: A wizard casts a fireball spell at a goblin, who gets a saving throw to avoid. This is resolved as an
opposed save using the wizard’s Intelligence versus the goblin’s Dexterity. The goblin may roll plus their Dexterity
bonus, hoping to exceed the wizard’s Intelligence defense or the wizard may roll plus their Intelligence bonus,
hoping to exceed the goblin’s Dexterity defense.
If there are situational factors that make a save significantly easier or harder, the referee may grant the roll
advantage or disadvantage. If a roll has advantage, roll 2d20 and use the better of the two dice. If it has
disadvantage, roll 2d20 and use the worse of the two dice.
3
Timekeeping
“You can not have a meaningful campaign if strict time records are not kept.”
5 Turn ends.
Reactions
When the PCs encounter an NPC whose reaction to the party is not obvious, the referee may roll 2d6 and consult
the following table.
Snacks can be taken throughout the day to heal some HP by consuming a ration. It takes a turn (10 minutes) to do
so, heals d6 + CON bonus, and is limited to once per day.
For every 24 hours without food, save against Constitution to prevent one Constitution point being lost. Without
water, save against Constitution to prevent Constitution being halved. After 0 Constitution, you die. These points get
recovered when you drink and eat again.
4
Combat
At the start of each combat round, determine initiative. There are two ways to determine this:
1. Simplified: At the start of each combat round, determine initiative by rolling a d6. On a 1-3, all of the
enemies will act first. On a 4-6 all of the PCs will act first. Henchmen and hirelings always go last. Reroll
initiative each round.
2. Detailed: Each PC rolls a d6, as well as each opposing monster group. The referee calls numbers from 6 to
1, and the parts act accordingly. If there’s a tie between a PC and a monster group, the PC always acts first.
Henchmen and hirelings always go last, after number 1 was called out. Reroll initiative each round.
On their turn, a character may move their speed (usually 40 ft) and take up to one combat action. This action may
be casting a spell, making a second move, making an attack, attempting a stunt, or any other action deemed
reasonable by the referee. A round lasts roughly 10 seconds.
Melee weapons can strike adjacent foes, but ranged weapons cannot be used if the shooting character is engaged
in melee combat. To make an attack, roll a d20 and add the character’s Strength or Wisdom bonus, depending on
whether they are using a melee or ranged weapon, respectively. If the attack total is greater than the defender’s
armor defense, the attack hits. If not, the attack misses.
On a hit, the attacker rolls their weapon’s damage die to determine how many Hit Points (HP) the defender loses. A
bonus damage die of the weapon’s type may be added to the roll if the ideal weapon was used against an enemy
type (for example, using a blunt weapon vs. a skeleton).
Bleeding Out: A character who starts bleeding out can survive 1+ their CON bonus rounds. For example, a first
level character with +2 CON bonus bleeds to death in 3 rounds.
Dead Men Walking: Sometimes death is basically inevitable, but not immediate. This is referred to as being a Dead
Man Walking. As a Dead Man Walking, you get one more round to act in, and then you die. If you have a constitution
bonus, you get that many extra rounds. Nothing can be done to stop this. A Dead Man Walking’s death sentence is
merely slightly delayed, but still irrevocable.
1 Rips through some Injury fucks your It hurts like hell. Hurts like hell. Eye’s scorched. Nauseous and
internal organs. eye up. You take You lose your next You lose your You take –1 to can’t concentrate.
You’re Bleeding -1 to rolls to notice action. next action. Perception skill Until somebody
Out, but at a rate of things, and -3 to rolls and –3 to sets you down to
turns instead of attack rolls, since attack rolls, since fix what’s ailing
rounds you can’t see you can’t see you (spending a
properly. Takes properly. It will turn and passing
surgery to fix. take surgery to a Medicine skill
fix. roll), you’re
Fatigued.
2 Bullet’s impact ruins A nasty blow ruins Sharp blow to the Unconscious for Mouth and Your immune
a leg. With one leg, a leg. With one head knocks you tongue messed. system is horribly,
5
you can hop about leg, you're reduced unconscious for d12 rounds Near impossible horribly
or use crutches. to hopping about d12 rounds. to speak clearly. compromised.
Can’t run, and take or relying on Charm skill rolls You get a
–1 to your Athletics crutches. You can’t may be required permanent –3
skill and –3 to run, and take –1 to to communicate penalty to your
Saves against your Athletics skill through grunts Saves vs Poison.
Hazards. If both go, and –3 to Saves and gestures,
you're on the floor against Hazards. If and spell-casting The effect is
unable to get about both go, you're on is impossible permanent, until
at all. the floor unable to since it requires specialized magic
get about at all. precise or experimental
You might be able enunciation. The medicine is used
to fix this with a You might be able injury can be to fix it.
successful to fix this with a healed with a
medicine roll. A successful successful
broken leg will take medicine roll. A medicine roll and
a turn's worth of broken leg will take a week of rest.
first-aid to treat, and a turn's worth of
need a week to first-aid to treat,
heal up. If the roll to and need a week
treat the injury fails, to heal up. If the
the best you can roll to treat the
hope for is a injury fails, the
prosthetic. best you can hope
for is a prosthetic
leg.
3 The impact of the A particularly Knocked out for Knocked out for Face ruined, a Your blood is
bullet ruins an arm. savage wound d12 rounds by the d12 rounds by mess of burnt tainted, and your
You can’t use that ruins an arm. You blow, and when shock, and when scars. You’re ugly lungs don’t work
hand for anything. can’t use that hand you wake up you wake up as shit now. -1 to properly
Any skill rolls (such for anything. Any you’re groggy and you’re groggy enemy reaction anymore. You
as driving or maybe skill rolls (such as dazed. Fatigued and dazed. rolls when you’re recover more
athletics) that driving or maybe until somebody Fatigued until involved. -1 to slowly than
require the use of athletics) that spends a turn somebody Charisma saves. normal. You only
two hands reduces require the use of seeing to you, and spends a turn Needs get HP back by
its chance to two hands reduces passes a Medicine seeing to you, reconstructive sleeping, and if
succeed by 1. its chance to roll to do so. and passes a surgery to fix. you’re Fatigued
succeed by 1. Medicine roll to don’t get HP back
You might be able do so. at all even when
to fix this with a You might be able sleeping. The
successful to fix this with a effect is
medicine roll. A successful permanent, until
broken arm will take medicine roll. A specialized magic
a turn's worth of broken arm will or experimental
first-aid to treat, and take a turn's worth medicine is used
need a week to of first-aid to treat, to fix it.
heal up. If the roll to and need a week
treat the injury fails, to heal up. If the
the best you can roll to treat the
hope for is to injury fails, the
replace it with a best you can hope
prosthetic of some for is to replace it
sort. with a prosthetic of
some sort.
4 Deep wound, you’re Bleeding Out. An A particularly The damage has Four damage has Bleeding Out
Bleeding Out. artery’s been cut savage blow ruins seriously jarred dealt enough from the nose
Blood’s fountaining or there’s a huge a leg. With one your respiratory damage to your and eyes, but at a
everywhere. injury in your torso leg, you're system, throat and lungs rate of turns, not
reduced to preventing you that you can’t rounds.
hopping about or from breathing breath properly.
relying on properly and You’re probably
crutches. You possibly sending coughing up
can’t run, and take you into cardiac blood, suffocating
–1 to your arrest. You’re or otherwise
Athletics skill and probably struggling to stay
–3 to Saves spasming, alive. It counts as
6
against Hazards. If suffocating or Bleeding Out,
both go, you're on otherwise although
the floor unable to struggling to stay depending on the
get about at all. alive. It counts as injury might not
Bleeding Out, actually involve
You might be able although blood loss. On
to fix this with a depending on the top of this, since
successful injury might not you can’t breathe
medicine roll. A actually involve properly, you’re
broken leg will blood loss. Fatigued until you
take a turn's worth stop bleeding.
of first-aid to treat, On top of this,
and need a week since you can’t
to heal up. If the breathe properly,
roll to treat the you’re Fatigued
injury fails, the until you stop
best you can hope bleeding.
for is a peg leg.
5 Leg ruined Leg ruined A particularly The shock Five damage Your body is
completely. completely. nasty blow ruins damages your ruins your manual trying to vent the
Severed, hanging Severed, hanging an arm. You can’t mental faculties. dexterity. Your poison from it.
by sinews, or just a by sinews, or just a use that hand for The brain trauma fingers are burnt You sweat foul
mess. Reduced to mess. Reduced to anything. Any skill gives you a –1 to useless nubs, smelling blood,
hop about or relying hop about or rolls (such as penalty to all your or reduced to Bleeding Out at
on crutches. Can’t relying on driving or maybe skills, and a –3 masses of scar a rate of turns,
run, and take -3 to crutches. Can’t athletics) that penalty to all your with no sense of not rounds. Until
Dexterity Saves. If run, and take -3 to require the use of rolls on a d20. touch. You take “you stop
both go: on the floor Dexterity Saves. If two hands You’ll need -3 to attack rolls bleeding out,
unable to move. It both go: on the reduces its chance serious brain and reduce the you’re also
can’t be fixed floor unable to to succeed by 1. surgery to fix it. chance of any Fatigued.
without magic or move. It can’t be skill roll requiring
dangerous fixed without magic You might be able manual dexterity
experimental or dangerous to fix this with a (Athletics to
medicine. Also experimental successful climb, most
Bleeding Out. medicine. Also medicine roll. A Crafting or
Bleeding Out. broken arm will Medicine rolls
take a turn's worth and so on) by 1.
of first-aid to treat,
and need a week
to heal up. If the
roll to treat the
injury fails, the
best you can hope
for is to replace it
with a prosthetic of
some sort.
6 Horrible wound gets Horrible wound Sharp blow to the Shock knocks Senses ruined. Something’s
rid of your arm. gets rid of your head knocks you you out cold for Nose burnt away, ruptured.
Severed, hanging arm. Severed, out cold for d12 d12 rounds. Brain inner ears ruined. Bleeding Out.
by sinews, or a hanging by sinews, rounds. Brain trauma gives you Deaf and can no Stuff spewing out
mess. Can’t use or a mess. Can’t trauma gives you a -3 penalty to all longer smell or of your mouth is
that hand for use that hand for a -3 penalty to all your rolls on a taste properly. black and acrid.
anything. Can’t be anything. Can’t be your rolls on a d20. You’ll need Your perception
fixed without magic fixed without magic d20. You’ll need serious brain skill is reduced by
or dangerous or dangerous brain surgery and surgery and 1. Can’t properly
experimental experimental rehabilitative rehabilitation to cast spells.
medicine. Bleeding medicine. therapy to recover. fix it. Bleeding Out.
Out. Bleeding Out.
7 Shot in the head Nasty head Suffered internal Suffered internal Lungs burnt Bleeding Out,
but somehow wound. damage. damage. away, and so is from your mouth
survive. Bleeding Unconscious for Bleeding Out. Bleeding Out. your face. -1 to and eyes, and
Out, blood gushing d12 rounds, and Pretty good Pretty good enemy reaction even if you
from ears and Bleeding Out from chance you’ll be chance you’ll be rolls when you’re survive you get a
mouth. -3 penalty to the head. coughing up coughing up involved. -1 to -3 penalty to your
7
all your rolls on a blood, or else blood, or else Charisma saves. Con saves. The
d20. Need brain bleeding from the bleeding from the Bleeding Out, effect is
surgery and eyes or mouth. eyes or mouth. and can’t breath permanent, until
rehabilitative properly. magic or
therapy to recover. experimental
medicine is used
to fix it.
8 A bullet tears your A blade through Horrible brain Horrible brain Skin basically Too much nasty
throat wide open or the skull, or torso injury. Bleeding injury. Bleeding gone, and your stuff in your body,
goes through your torn open. Dead Out, blood Out, blood body is covered and it can’t cope.
lung. Dead Man Man Walking. gushing from ears gushing from in horrific burns. Dead Man
Walking. and mouth. -3 ears and mouth. Dead Man Walking.
penalty to all your -3 penalty to all Walking.
rolls on a d20. your rolls on a
Need brain d20. You’ll need
surgery and brain surgery and
rehabilitative rehabilitative
therapy to recover. therapy to
recover.
9 Messed up badly! Messed up badly! Irreparable and Your respiratory More ash than Your organs are
Flesh ripped to bits, Flesh ripped to fatal damage to system seizes up flesh at this point, shutting down.
bones shattered. bits, bones your brain. Dead completely, and but still clinging to Dead Man
Dead Man shattered. Dead Man Walking. death is not far life for a little Walking. Plus,
Walking. Also, Man Walking. off. Dead Man longer. Dead spend the next
knocked Also, knocked Walking. Man Walking. round vomiting
unconscious for a unconscious for a Also, knocked everywhere, and
round from the round from the unconscious for a lose your chance
shock of your shock of your round. to act.
injuries. injuries.
10-15 Headshot! You’re Decapitation, Head caved in like Shock stops all You are Convulse,
dead. totally ruined a watermelon. life signs in one consumed by the festering boils
chest, skull Killed instantly. fell swoop. Dead. flames. Killed appear on your
smashed to bits. instantly. body. You’re
Instant death. dead and it’s not
pretty.
16+ Dead, ripped to bits You’re not much Squashed into a Obliterated by the You’re dead and Dead, your body
in a hail of more than chunky pulpy mess; barely force of the the corpse is no longer able to
arrows/bolts. salsa. Dead, and anything left to shock, leaving burnt to oblivion. hold together
What’s left is hardly not enough left to bury or reanimate. only a smell of Nothing but under the toxic
intact enough to bury or reanimate. Dead. smoke and ashes or gunk is strain. It’s
bury or reanimate. ozone. There’s left behind. Dead. probably not a
not even enough good idea to try
left to bury or reanimating the
reanimate. Dead. corpse
Players should roll up a new level 1 PC when their old one dies and should rejoin the party as soon as possible.
The referee may decide that minor characters, monsters, or NPCs simply die at 0 HP.
Stunts
Stunts are combat maneuvers such as stunning, shoving, disarming, tripping, sundering armor, and so on. They are
resolved with a versus save. They may not cause damage directly, but may do so indirectly (for example, pushing
an enemy off of a ledge). The referee is the final arbiter as to what stunts can be attempted in a given situation.
8
Advantage in Combat
Characters can gain advantage in combat by attacking a target that is unaware, on lower ground, off balance,
disarmed, distracted, or tactically disadvantaged in any significant way. The referee, as usual, has the final say.
When a character has advantage against an opponent on their combat turn, they may either A.) Apply advantage to
their attack roll or stunt against that opponent or B.) Make an attack and a stunt attempt in the same round against
that opponent, without advantage.
Morale
Monsters and NPCs all have a morale rating, usually between 5 and 9. When they face more danger than they were
expecting, the referee will make a morale roll by rolling 2d6 and compare 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 referee’s discretion. There are situational circumstances where the referee may decide to
apply bonuses or penalties to morale (from -2 to +2).
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 well.
9
Magic and Spellcasting
PCs are unable to create, copy or transcribe spell books. In order to gain new spell books, PCs must adventure for
them, by either recovering them from dungeons or looting them from other magicians. The higher the level of the
spell book, the rarer and more valuable it is. PCs openly carrying a high number of spell books are likely to be
hounded by bandits and wizards looking to “acquire” them.
When a spell allows for a save, make an opposed Intelligence save against the defender’s relevant ability, usually
Dexterity for ranged attack spells, Constitution for life-draining spells, Intelligence for mind-altering spells, or Wisdom
for Illusions.
To cast a spell, select a number of Magic Dice (MD) you wish to invest, roll them, and add the numbers together. A
PC that has taken the Student of the Arcane Knack gains Magic Dice (MD) to fuel their spells. The MD gained are equal to their
Level. Most spells depend on the number of [dice] invested and the [sum] they show. If you roll doubles, see the
Mishap section. If you roll triples, see the Doom section.
Dice that roll 1-3 return to your casting pool and can be used again that day. Dice that roll 4-6 are removed from your
casting pool for the day. Your MD return if you get a good night's sleep (a Rest).
10
Spell List
Please consult the following list of 100 Orthodox Spells. Realize that this is by no means an exhaustive list of
spells, just the better known and somewhat documented spells that a starting wizard might know. Adventuring will
prove this list incomplete and obsolete.
1. Bartholomew's Pit 48. Saw and Plane Tree 93. Alberecht's Unreliable Disintegrator
2. The Razor Spiral 49. Glorious Starburst 94. Squelch
3. Oxhold's Lament 50. Identify Owner 95. Everland's Perfectly Reproduceable
4. Negasonic Ray Test
51. Become Delicious
5. Summon Candles 96. Sonorous Seeker
52. Cube of Spell Splitting
6. Perilous Bridge 97. Dredge
53. Entangling Smoke
7. Wending Bolt 98. Rolling Spark
54. Capture Wind
8. Thunderclap 99. Pyre
55. Enfeebling Sigil
9. Compartmentalize Mixture 100. Cascade of Power
56. Redwyn's Excellent Clamp
10. Master Ludwig's Guiding Lights 57. Light's Own Scourge
11. Roaring Flames 58. Scamper's Bouncing Sphere of
12. The Astrolger's Helper Destruction
11
32. Scuttle 78. Wellingbert's Obsessive Expertise
33. Gelatinous Form 79. Mirror Item
34. Transfer Exhaustion 80. Lock Joints
35. William's Fingerbreaker 81. Suspend Objects
36. Geld Animal 82. Hone
37. Draw Heat 83. Wernher's Embafflement
38. Thurmond's Prolonged Bombardment 84. Ultralucent Paint
39. Visualize Madness 85. Lavin's Pathclearing Servant
40. Cuspit's Swarm of Irritating Vermin 86. Battering Beam
41. Cone of Dense Foam 87. Circle of Noise
42. Weighty Sphere 88. Ulrich's Forceful Sigil
43. Duelist's Wings 89. The Automatic Marching Mule
44. Screaming Teeth 90. Shrikeblast
45. Beatific Scrying 91. Sympathetic Resonance
46. Glamour of Servitude 92. Cacophony
47. Ulric's Beam of Blindness
Mishaps
If you roll doubles while casting a spell, roll on your school's mishap table. Unless otherwise specified, the spell still
works. Magic is dangerous; this was just a hiccough or misfire.
The spell being used might include its own Mishap table, especially if it’s not from the 100 Orthodox Spells above.
Use that one if that’s the case. Otherwise, roll a d6 and consult the following:
1. MD only return to your pool on a 1-2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. Permanent if you fail.
4. Lose 1 MD for 24 hours.
5. Agony for 1D6 rounds.
6. Cannot cast spells for 1d6 rounds.
Dooms
If you roll triples while casting a spell, one of your school's Dooms takes effect. Each school has 3 dooms. The third
doom is invariably fatal or worse. All wizards walk a dangerous path. They burn their souls like candles, and in doing
so, court damnation.
The spell used might include its own list of Dooms. Use that one if that’s the case. Otherwise, roll a d3 and consult
the following:
1. Lose the ability to cast spells for 1 day.
2. Lose the ability to cast spells for 3 days.
3. Lose the ability to cast spells permanently.
12
Clerical Prayers
Clerics, priests, paladins, zealots and holy individuals fuel their powers by saying Prayers to their deity, god(s) or authority. More
reliable power than an arcane wizard could ever dream of. A PC that has taken a sacred oath, and taken the Blind Faith Knack,
is able to use Clerical Implements (CI). These take the form of bells, candles, herbs or similar tools, and are the fuel of these
divine Prayers. You could design some CI for your game this way.
CI are rare and obscure items. They can't be crafted or bought, but could be traded, found, or retrieved. To a fellow priest or
scholar they are invaluable. To most peasants, useless trinkets.
Saying a Prayer requires an Action (unless otherwise specified), and the CI held on one hand when doing so. The rest of the CI
can easily sit on the backpack and still be serviceable. Each CI takes up an Item Slot. The more CI carried, the more numerous
and stronger the available Prayers become. Note that some Prayers require a Save during the saying (WIS Save, unless
otherwise specified in the Prayer description). In addition, the character level has to be equal or higher than the number of CI
required for a certain Prayer. Otherwise, there are no restrictions and all Prayers are automatically available.
Example: Merrick the priest is Level 3 and has 4 Clerical Implements. They can use any of the 15 Prayers in the lists below up to
and including "3 Clerical Implements".
After using any number of CI for a Prayer, do a WIS Save. On a fail, lose the ability to use those CI again until you rest for the
night. If the number rolled on the save die is equal or lower than the number of CI used, that number of CI break completely (the
bells crack, the incense rots, the candles melt, etc.), and you lose those items.
Spells marked with an * are reversible, and can be used in either form, separated with |. Some spells have a varying [Level] value
of the Cleric saying the Prayer. A round is 10 seconds, a turn 10 minutes.
1 Bless* 1 No|Yes 40’ Creature of your choice gets +1 to hit and +1 to save vs fear
minute/[Level] effects (incl. morale)|Bane is opposite
1 Cure Light Permanent No|Yes Touch Heal d6 + [Level] HP from a creature OR remove one
Wounds* temporary condition (stunned, deafened, blinded)|Deal d6 +
[Level] HP to a creature. Double if undead.
1 Divine Ceremony Special No Touch Choose one of the following. Each can only be done once
(Saying time: 1 on a creature:
hour) ● Funeral: preserve a dead body for [Level] days
from becoming undead.
● Join: willing creature joins your faith. They gain
advantage on next [Level] saves.
● Wedding: marry two willing creatures. +1 to saves
for next [Level] days as long as within 40'.
1 Purify Food & Permanent No 30’ [WIS bonus] portions of food & water edible|non-edible
Drink*
1 Remove Fear* Special No|Yes Touch Subject on effect of Fear, can do a Save adding your
[Level]|Touch a creature and cause them to do an opposed
Save, or they run hysterically for [Level] rounds in Fear.
2 Command 1 round/[Level] Yes 20’ One word command to a creature that can hear you.
Opposed save their CHA vs your WIS. On fail they must
13
follow command as best they can. No directly harmful words
(e.g. die, jump (off cliff)).
2 Delay Poison Instantaneous Yes Touch Creature that was poisoned in the last 24 hours gets a Save
to resist.
2 Resist Cold* 1 round/[Level] No|No Touch Temporary immunity to minor cold|fire weather conditions
(e.g. blizzard, dessert). +3 to saves against major cold|fire
effects (e.g. fireball). Reduce [Level] damage from such
sources .
2 Silence 15’ Radius 2 Yes 150’ 30' diameter area of absolute silence. No spellcasting
rounds/[Level] possible. Stationary area if object targeted. If creature
targeted, they get opposed save.
3 Dispel Magic Instantaneous Yes 120’ Save WIS for spell to work. Affects a 20' area. All spell
effects in the area end. If spell is targeted at creature or
object, they lose the ability to create magical effects for
[Level] turns (includes magical potions). Creatures can do
an opposed save to avoid.
3 Remove Curse* Instantaneous Yes|Yes 20’ Save to remove one curse from an object or creature. Does
not remove the curse from the object, but allows a creature
to take it off (shield, weapon, armor).|Bestow curse if
creature fails opposed save. Referee has to agree on
effects. Examples: -2 to Saves, -4 to hit, etc.
3 Sacrifice* Instantaneous No|Yes Touch Transfer any number of HP from Cleric to the target
creature|Drain 1d6 + [Level] HP to the Cleric. The creature
gets a save.
3+ Summon Avatar* 1 round/[Level] Yes|Yes 40’ This Prayer requires strenuous concentration. If at any point
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during the duration you take damage, do a Save. On a
failure, the spell ends.
Summon Avatar
1
This is the only Prayer that allows you to use more CI at saying time. Minimum is 3, but you can go above that.
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Dismiss Avatar
3 Speak with Dead 1 turn No 10’ Corpse answers up to [Level] questions (sometimes
cryptically) with knowledge it had in life. This is imprinted
knowledge "stored" in the body.
4 Consecrate Land* Permanent No|No 300’ Choose an area [Level]x10' in diameter. It becomes holy
(Saying time: 1 land. +3 to any Turn Undead and +1 to saves against fear.
hour) Undead also suffer -1 to all rolls.|Opposite effect can
neutralize an area, or desecrate it.
4 Create Water Permanent No 20’ [Level] gallons are created with the saying (1 gallon suffices
for one day for 3 creatures). Containers are needed.
4 Cure Serious Instantaneous No|Yes Touch Heal 2d6 + [Level] HP from a creature OR remove one
Wounds* condition (stunned, deafened, blinded, paralyzed)|Deal 2d6
+ [Level] HP to a creature. Double if undead.
4 Detect Lie Instantaneous No 0 Determine if any one statement made to you in the past
hour was true or false. Honest mistakes are not detected as
lies, nor are untrue statements made by charmed or
bewitched individuals, for they know not what they say.
4 Spell Immunity 1 turn/[Level] Yes Touch Make a WIS save. On success, target gains resistance
against spell and spell-like abilities: Advantage to such
Saves. On fail, it is Disadvantage. Duration can be divided
with up to [Level] targets.
5 Commune 1 turn Yes 0 You get in direct contact with your authority. You get to ask
(Saying time: 1 [WIS bonus/2] (rounded up) questions with "yes" or "no"
turn) answers. During the spells duration, you are incapacitated in
a trance. After you are done, Save or fall in a coma for
[Level] hours.
5 Create Food Permanent No 10’ Create 3x[Level] rations that rot in the next 24 hours. Saying
Purify Food & Drink extends duration by another 24 hours.
5 Insect Plague 1 turn Yes 300’+[ A 60' diameter swarm of locusts are summoned, which
WIS heavily obscure the area. 9HD creature with 3 attacks
bonus] dealing d3 damage (double damage if unarmored).
x10’ Creatures of 2HD or less in the area must make a morale
check when this spell is cast. Every turn, do a WIS save. On
a fail, the locusts turn to dust.
5 Raise Dead* Instantaneous Yes|Yes Touch Restore to life a deceased humanoid, that has been dead no
longer than [Level] days. Soul has to be willing. They come
back with 1 lost level (or HD). Undead can't be restored this
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way. Spell can't bring back someone who died of old. Do a
WIS save. On a fail, the spell consumes a random life within
40' of the subject.|Opposed save against touched creature.
If failed, they are killed instantly. Otherwise, they take 2d8
damage. Undead can't be affected this way.
5 True Seeing 1 round/[Level] No Touch Target sees things as they actually are. See through normal
and magical darkness, secret doors, illusions, invisible
creatures, transmuted, etc.
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After the Adventure
Sold Treasure Becomes Experience
One experience (XP) point is gained for each Silver Shilling of treasure spent. This is the only way to gain XP.The
following will gain the characters wealth, but they do not count for XP purposes:
The referee should freely notify the PCs of how much XP different objectives are worth when asked.
Whenever a PC accumulates (1000 times their next level) XP, they gain a level. So for example, to gain level 2, a
level 1 PC needs to accumulate 2000 XP. To attain the level, the PC has to be back in town, or in a similarly secure
location.
Division of Experience
Each surviving player character receives an equal percentage of all experience gained from treasure that was
obtained through a collaborative effort. Any NPC who willingly chooses to take combat risks or exploration risks
(such as going first into an unexplored room) also receives an equal share of experience.
(1-2) Great Weapon Fighter When wielding a two-handed weapon, reroll damage < 3. Keep the second result.
(1-3) Protector Sacrifice your Action to absorb damage inflicted on an adjacent ally. STR save for
half-damage.
(1-4) Riposte When a creature misses you with a melee attack, make an immediate counter-attack.
This does not cost you your normal Action. Only possible once/round.
(1-5) Shield Master ● Advantage on STR attempts to knock an opponent prone w/a shield bash.
● When an effect allows a DEX save for half damage, take no damage if you
save as your shield absorbs the blow (-1 quality to shield).
(1-6) Two-Weapon Fighting When you hit a foe while wielding two weapons, roll damage for both and apply the
higher.
(2-1) Berzerker When reduced to 0HP, become frenzied and continue fighting for a number of rounds
equal to your [Level]. You always attack the nearest creature whether friend or foe.
Afterwards, make a CON save. On a fail, roll on the Death and Dismemberment table.
(2-2) Pugilist Your fists and feet count as martial weapons and inflict 1d4+[STR bonus] damage.
(2-3) Girded Loins You have Advantage on saves made to resist fear and mind bending effects.
(2-4) Favor of The Gods Once a day as a free action you can heal [CHA bonus] HP.
(2-5) Muscle Armor CON is your Armor Defense when you wear no other armor. May wield a shield or
helmet.
(2-6) Cleave When you strike and kill a foe immediately make another attack on an additional
adjacent foe. Cannot be “daisy-chained” through a mob.
(3-1) Hunter’s Mark As a free action once per day, mark your target as living on borrowed time. You have
Advantage on your next [Level] attacks against them.
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(3-2) Deft Quartermaster Your rations, potions, and equipment from the Dungeoneering Gear in the Starting Gear
section can be bundled two to an inventory slot.
(3-3) Survivalist You thrive in the Wilds protecting the realms of Man from the horrors that lurk in dark
wood and deep cave. You have Advantage on saves to track, navigate, hunt, and forage
in the wilderness.
(3-4) Trick-Shot Targets only receive half of their normal cover bonus. When you shoot into melee enemy
combatants count as two combatants for the purposes of randomly determining who you
hit.
(3-5) Night Vigil When camping, you can gain advantage on the encounter die after describing your
watch routine and setting up a perimeter by means of your choosing.
(3-6) Skirmisher Immediately after you are attacked in melee, you can move up half your speed without
provoking opportunity attacks. Once per round.
(4-1) Acrobat You gain Advantage on saves to balance, climb, leap, and tumble.
(4-2) Burglar You gain Advantage on saves to hide in shadows, move silently, and climb.
(4-3) Backstab! When you attack a foe with a melee weapon who is already engaged by an ally inflict an
additional 1d6 per [Level] damage. You attack with Advantage if you attack from hiding.
(4-4) Dungeoneer You have Advantage on DEX saves to disable traps, assuming you have the proper
tools. Three times per day you may ask any of the following questions and must be
given an honest answer:
(4-5) Lucky AF Once per day you may reroll a Critical Fail or force a foe to reroll a Critical Success that
would affect you.
(4-6) Evasive MF [Level] times per day, you can reduce damage taken by your [DEX bonus] (if you can
see its source).
(5-1) Blind Faith Take a sacred oath with your faith/authority. You gain the ability to use Clerical
Implements (bells, candles, herbs or similar), and gain one. You can use it with one
hand to say Prayers.
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(5-2) Turn Undead [Level] times per day, force up to [WIS bonus] HD worth of undead to make a morale
check using your action. Apply a negative modifier equal to your [WIS bonus] to the
check.
(5-3) Pacifist Whenever you get a reaction roll to resolve a situation that could end up in combat, if
you and your allies remain calm, the roll is with Advantage.
(5-4) Hammer of The Authority Grant Advantage to any morale checks your retainers/hirlings/acolytes make as your
below a holy litany and lay waste with your warhammer.
(5-5) Sacred Feast Out of combat you can bless Rations or Snacks that are meant to regain HP with your
Clerical Implements. Creatures add your [WIS bonus] to their HP healed.
(5-6) Witch Hunter You smell the presence of Magic Users, Witches, or other Clerics.
(6-1) Bear Strength Gain +2 Item Slots. This allows you to go above the 20 Item Slots limit.
(6-2) Gliding Wings You have gliding appendage wings below your arms. You don't take any damage from
falling, as long as you can extend your arms.
(6-3) Owl Eyes Gain darkvision. Useless the moment there’s a light source present (sunlight, torch,
candle, lamp).
(6-4) Spider Feet For [Level] turns per day your bare hands and feet allow you to walk on vertical surfaces
or upside down without the need of equipment or saves.
(6-5) Animal Talk You can verbally communicate with animals as if you shared a language. This doesn't
make them smart.
(6-6) Forest Step You can step from one tree to another, as long as they are on the same
grove/forest/garden, [Level] times per day.
(7-1) Student of the Arcane Gain 2 random spell books. You have a number of Magic Dice (=MD) equal to your
[Level]/2 rounded up. All saves associated to casting arcane spells are based on your
INT.
(7-2) Sword Wizard You can cast spells while wielding a weapon in one or both of your hands. You still need
the spell books/scrolls/magic items on your own inventory.
(7-3) Manifold Cerebrum You have Advantage on INT Saves vs magical attacks/effects.
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(7-4) Companion Gain a mystical cat (darkvision) , mouse (burrow), squirrel (climb) or toad (swim)
companion with [Level] HP. You can communicate with it telepathically as long as you
can see it. If it dies it can be re-summoned spending a night’s work.
(7-5) Spell Tattoos Your skin is covered with tattoos of magical glyphs. Anyone who sees them knows what
you are. Gain one random spell (roll [INT bonus] times and choose one). Whenever you
cast this spell, do so with +1MD (this die doesn't return to your pool). You still require
MD and free hands to cast the spell.
(7-6) Chaos Mage Gain one random spell to cast from your mind per day. Each morning roll [Level] random
spells and pick one to store for the day. Whenever you cast this spell, do so with +1MD
(this die doesn't return to your pool). You still require MD and free hands to cast it.
(8-1) Read Leaves Assuming you have water, a pot, and tea, you can spend 1 turn every morning
performing this ritual. Roll a d20 and store that number. You can replace a result on a
d20 from a creature you can see (yourself, allies, or foes) once that day with the stored
number. You do this after learning the roll, but before knowing the outcome.
(8-2) Familiar You gain a mouthless humanoid, magically created with mud and sticks. d8 + [Level] HP.
Doesn't eat or drink, but needs to breathe. Follows all your commands, although it's
extremely incompetent in combat. You can resummon your familiar 1/day.
(8-3) Spell Eater Once per day when a spell is targeted at you, you negate the spell's effects. Do A CHA
save. On success, you absorb the spell and can cast it once as if it were your own, with
the MD the rival intended for the casting. On a fail you need to eat double the rations for
one day. You can only have one eaten spell at any time.
(8-4) Devil's Contract If someone makes a bargain with you and breaks it you instantly know about it. If you
have their signature on the bargain you know how to locate them by general location
(North, East, up down, etc.)
(8-5) Hint/Jinx Once per turn do a CHA Save when another creature you can see attempts an action
that requires a d20 roll. On success, add(hint)/subtract(jinx) your CHA bonus to the roll.
On a failure, you lose [Level] HP. You do this after learning the roll, but before knowing
the outcome.
(8-6) Alter Ego Choose a second persona of your same Ancestry, regardless of features, sex and age.
You can shapeshift to that persona a total of [CHA bonus] hours per day.
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Wealth and Equipment
PCs have a number of item slots equal to their Constitution 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 referee if you are unsure.
The standard currency is Silver Shillings. All prices are given in Silver Shillings. Payment for things like ships,
real estate, and similar usually takes the form of trade goods, favors, or oaths of fealty rather than coins.
The exchange rate is 1 Golden Crown (gc) = 10 Silver Shillings (ss) = 100 Copper Pieces (cp).
Lists below are approximativeorientative. Expect to pay extra in rural areas, or simply have the oh-so-desired item
unavailable.
Tools & Gear (A-L) Price Tools & Gear (M-Z) Price
Cookpots 10 Sack 1
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Crowbar 10 Saw 10
Iron Tongs 10
Large Sponge 5
Lens 100
Lockpicks 100
Light Price
Lantern 30
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Tinderbox 10
Armor comes with an armor defense value. Note that value on your character sheet with its corresponding Armor
bonus (always 10 less than the defense). If the PC is not wearing any armor, their armor defense is 11 and their
armor bonus is +1.
Armor Price
Weapons Price
Dagger, Cudgel, Sickle, Staff, etc. (d6 damage, 1 slot, 1 hand, 3 quality) 5
Spear, Sword, Mace, Axe, Flail, etc. (d8 damage, 2 slots, 1 hand, 3 quality) 10
Arrows (20) 5
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Clothing Price
Poor 10
Standard 50
Noble 3000
Furs 5000
Winter 100
25
Donkey/Pack Horse 300 Pig 30
Goat 10 Sheep 15
Lodging Price
Meal 2
Hot bath 2
Raft 50 Cart 50
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Guildhall 32600
Hirelings
A quest needs doing. Time to gather the troops. Your ability to enlist individuals into your dangerous endeavours is
tightly balanced between how good your offer is, how dangerous the task sounds, and how good the chances of
survival are.
PCs may employ a number of hirelings equal to their Charisma bonus.
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 well.
Laborer / Torchbearer 1
Scribe 2
Archer 3
Mason 4
Man-at-arms, on foot 6
Armorer or Blacksmith 8
Man-at-arms, mounted 12
Master Builder 15
Barber-Surgeon 25
Knight 25
Consumables
Usual consumable adventuring gear can be packed together as follows, all of the following taking up 1 Item Slot:
5 Rations = 5 Torches = 10 Candles = 1 Waterskin (5 days of water) = 3 flasks of oil = 1 Item Slot.
Rations and water get tracked on a one by one basis by the players. Starving out is a real threat.
Light sources are also an important part of dungeon exploration and survival. When the game is tracked on a turn
by turn basis during this phase of the game, sources such as torches, candles and lanterns also get depleted.
This is a result on the encounter die handled by the referee. If such a result comes up, players only have to
remember that torches get consumed after two such calls, and candles or lanterns have four calls. This emulates
the duration of 1 and 4 hours respectively.
Otherwise, if the game slows down to a wider turn tracking (say, 8 hours) the upper limits from the table above apply
(Torch: 1 hour, Candle: 4 hours, Lantern: 4 hours).
A pack of 20 arrows for ranged weapons such as bows or crossbows could also run out. If you roll a natural 1 on
the attack roll, the arrows get depleted, and there is only one “last arrow” in the quiver. So basically there are
three states: 20 arrows (full), “last arrow” (one attack left), depleted.
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Character Creation
1. Roll on the Ancestry Table.
Note that the table provided here is representative of the population of the Maienstein area (Stonehell
game).
2. PCs have six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability
has two related values: a defense and a bonus. 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 bonus. Add 10 to find its defense.
After you’ve finished rolling, you may optionally swap the scores of two abilities.
3. Pick one option from the Knacks for Knaves list. If you can’t decide, roll a d86, and consult the result.
4. PCs start with 2 days of rations and one weapon of their player’s choice. Roll on the Starting Gear tables
on the following page to determine starting armor and equipment. Rules on the Wealth and Equipment
section.
PCs have a number of item slots equal to their Constitution 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 referee if you are unsure.
Armor comes with an armor defense value. Note that value on your character sheet with its corresponding
Armor bonus (always 10 less than the defense). If the PC is not wearing any armor, their armor defense is
11 and their armor bonus is +1.
5. Roll 1d8 to determine your PC’s starting and maximum hit points. A PC’s healing rate is described in the
Healing section. Their exploration speed is 120ft per exploration turn, and their combat speed is 40ft per
round.
6. Invent/roll your PC’s traits (physique, face, skin, hair, clothing, virtue, vice, speech, background, alignment).
Choose a gender and name for your PC, but don’t get too attached. It’s a dangerous world out there.
Ancestry Table
2 Faun CHA Eat half as many rations Cannot tell the direct, blunt truth
3 Spiderling INT Can secrete 30' of rope per day Cannot see more than 30'
4-5 Dwarf CON No penalties for broken or hilly terrain Pervasive, unique stink
6-8 Human Choice Start with 1 extra Dungeoneering Gear Disadvantage to resist being mutated or
item transformed
9-1 Halfling DEX Can have 2 Snacks** per day instead of 1 -2 Inventory Slots
0
11 Molekin WIS Can crawl through narrow spaces Save vs Fear when alone
12 Jotun STR Can see details at a great distance Massive. Disadvantage to stealth rolls
* A Bump means that at character generation you give a +1 to the bonus and defense of the relevant ability.
** See Healing & Food
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29
Starting Gear
Armor / d20
4: Perfume 9: Tar pot 14: Dice set 19: Quill & ink
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Appendix A: Links and Resources
There are countless games, blog posts, Knave hacks, and other sources where I’ve drawn inspiration from (or
straight up lifted sections).
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