Knave Character Sheet (A4)

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1 gold piece = 100 copper

Knave
Name Traits Roll from the Traits table or invent your own. Inventory 1 silver piece = 10 copper

……………………… Physique Face

……………………… ………………………
H. P. Skin Hair
Current Max
……………………… ………………………
Clothing Virtue

……………………… ………………………
Armor Vice Speech

Defense Bonus ……………………… ………………………


Background Misfortunes
+ ……………………… ………………………
Portrait
Alignment

Roll 1d8 to determine your PC’s Law Neutrality Chaos

STR starting and maximum hit points.

Defense Bonus
A PC’s healing rate is:
1d8 + Constitution bonus. Notes
+
Defense
DEX
When creating a PC,
roll 3d6 for each of
……………………………………………
Defense Bonus
their abilities, in
order. ……………………………………………
+ The lowest of the ……………………………………………
CON
three dice on each
roll is that ability’s
bonus, then add 10
……………………………………………
Defense Bonus
Defense to find its defense. ……………………………………………
+ After you’ve finished
INT rolling, you may ……………………………………………
swap the scores of
Defense Bonus two abilities. ……………………………………………
+ …………………………………………… A PC’s number of item slots is always equal to
their Constitution defense.
WIS …………………………………………… PCs start with 2 days of rations and one
weapon of their player’s choice.
Defense Bonus
Defense ……………………………………………
+ XP
Roll on the Starting Gear tables to determine
starting armor and equipment.
CHA ……………………………………………
……………
/1000
……………………………………………
Defense Bonus

+ LVL
……………………………………………
KNAVE RPG by Ben Milton (@benjamilt)
…………… This character sheet made by Ossian Borén (@ossianboren)
Combat Round Saving Throws
Cheat sheet Each combat round, roll a d6 for initative: If a character attempts something where the outcome is
uncertain and failure has consequences, they make a sav-
Abilities • 1-3 All enemies act first. ing throw, or “save”. To make a save, add the bonus of the
Each of the six abilities is used in different circumstances. relevant ability to a d20 roll. If the total is greater than 15,
• 4-6 All of the PCs act first (in any order)
Strength: Used for melee attacks and saves requiring physical the character succeeds. If not, they fail.
power, like lifting gates, bending bars, etc. On their turn, a character may move their speed (usually
40 ft) and take up to one combat action (casting a spell, If the save is opposed by another character, then instead
Dexterity: Used for saves requiring poise, speed, and reflexes, making a second move, making an attack, attempting a stunt, of aiming to exceed 15, the side doing the rolling must get
like dodging, climbing, sneaking, balancing, etc. or any other action deemed reasonable by the referee.) a total greater than the opposing character’s relevant
defense score in order to succeed. If they fail, the
Constitution: Used for saves to resist poison, sickness, cold, Attack opposing side succeeds.
etc. To make an attack, roll a d20 and add a bonus depending
on weapon type: If a roll has advantage, roll 2d20 and use the better of the
Intelligence: Used for saves requiring concentration and two dice. If it has disadvantage, roll 2d20 and use the
precision, such as wielding magic, resisting magical effects, • Melee : Strength bonus worse of the two dice.
recalling lore, crafting objects, tinkering with machinery,
picking pockets, etc. • Ranged : Wisdom bonus Healing
After a meal and a full night’s rest, PCs regain lost hit
Wisdom: Used for ranged attacks and saves requiring If the attack total is greater than the defender’s armor
points equal to a d8 plus their Constitution bonus.
perception and intuition, such as tracking, navigating, defense, the attack hits.
Resting at a safe haven restores all lost HP.
searching for secret doors, detecting illusions, etc. On a hit, roll the weapon’s damage die. A bonus damage
When a character reaches 0 HP, they are unconscious.
Charisma: Used for saves to persuade, deceive, interrogate, die of the may be added to the roll if the ideal weapon
When they reach -1 HP or less, they are dead.
intimidate, charm, provoke, etc. was used against an enemy type (for example, using a blunt
weapon vs. a skeleton). Magic
Spells are cast out of spell books, which must be held in
Stunts
Notes
both hands and read aloud. Each spell book can only be
Stunts are combat maneuvers such as stunning, shoving,
used once per day. You may only cast spells of your level
disarming, tripping, sundering armor, and so on. They are
or less.
resolved with a opposed save.
……………………………………… Advantage in Combat
When a spell allows for a save, make an opposed Intelli-
gence save against the defender’s relevant ability (usually
When a character has advantage against an opponent on
……………………………………… their combat turn, they may either:
Dexterity for ranged attack spells, Constitution for life-
draining spells, Intelligence for mind-altering spells, or
……………………………………… • Apply advantage to their attack roll or stunt against that
opponent.
Wisdom for Illusions)

……………………………………… • Make an attack and a stunt attempt in the same round


against that opponent, without advantage.
……………………………………… Critical Hits and Quality
……………………………………… If the attacker rolls a natural 20 or the defender rolls a
natural 1, the defender’s armor loses 1 point of quality
……………………………………… and they take an additional die of weapon damage.
If the attacker rolls a natural 1 or the defender rolls a
……………………………………… natural 20, the attacker’s weapon loses 1 point of quality.

……………………………………… Morale
When monsters and NPCs face more danger than they
……………………………………… were expecting, the referee will make a morale roll. If the
roll fails 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.

Version 1.0

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