Showing posts with label knave. Show all posts
Showing posts with label knave. Show all posts

Monday, 25 November 2019

A Review of Mausritter

Mausritter is an RPG by Isaac Williams where you are adventuring mice. It's super-cute and packs a lot of tools into its 24 pages. The system is mostly based on Into the Odd, with additional mechanics taken from Knave and the Goblin Punch blog, and layout/usability ideas from Mothership and the Last Gasp Grimoire blog. Isaac also cites Mouse Guard and Mice & Mystics for theme and tone.

The game has a recommended price of US$3, which is more than fair, but if that's a financial burden, the author's set no minimum price.

Adventuring mice is not a new RPG theme, and if you broaden it to other small woodland animals, Bunnies & Burrows is nearly as old as D&D itself. So let's look at what sets Mausritter apart, and why I like it?

Rolling Up a Character

Making a character is simple and mostly random. The author has also provided a one-click online generator. Your starting equipment is determined for you in a way similar to Into the Odd, so you can get straight to the adventure.

You have three Ability Scores: Strength, Dexterity, and Will. For each score in order, roll 3d6 and drop the lowest die. You can then swap two scores.

This method produces scores in the following distribution, in case you want to houserule ability score arrays or point-buy. I like random chargen, but if a player hated it I'd let them take 7, 9, 10 (the three quartile points of the distribution) in any order.

You then roll on tables for:

  • Birthsign, which determines your disposition. Each has two qualities, softly divided into virtue and vice. e.g. Nurturing/Worrying.
  • Coat Appearance
  • Physical Detail.

Only a couple of entries on these tables give any obvious fictional advantage, so again, while randomly rolling on them is fun, letting players choose should be OK.

You then roll 1d6 for starting HP and starting Pips. HP is your capacity to avoid harm. Once it's depleted, damage goes onto one of your ability scores (typically STR). So an HP of 1 is less disastrous than in, say, B/X, but still scary.

You then cross reference your HP and Pips against a table to determine your Background, with gives you starting equipment. Like ItO, worse HP & pip rolls mean you start with better stuff. If you have bad/mediocre ability scores, you then roll on the table as well.

e.g. a mouse whose highest ability score is 8, and who starts with 1 HP and 2 Pips, was a kitchen forager before becoming an adventurer. They start with a shield & jerkin, cookpots, plus what all mice start with: torches, rations, and weapon of your choice. Because their highest ability score is 8, I roll again on the background table and choose one of the items it gives me. I roll (1, 4), and start with a healing spell from the Hedge witch background. Maybe I nicked it off them?

Unlike Into the Odd, the worse equipment given to characters who roll better doesn't include any negative entries like "debt" or "a missing arm". Just less obviously useful stuff like a felt hat.

And that's it! No complicated class features -- if you have a spell you'll need to quickly look over what it does, but the spellcasting rules are pretty simple too.

Core Mechanics

OK but what does a score of 9 mean? Mausritter uses d20-roll-equal-or-under. When outcome is in doubt, roll a d20, no modifiers. If you roll over your score, you fail. If you roll equal or below, you succeed. Situational advantage and disadvantage can apply. Advantage means rolling two d20 and using the lower roll, disadvantage means using the higher roll.

Yes, this means an average mouse will fail 55% of rolls, and the most gifted starting mouse will still fail 40% of rolls. Like many OSR games, if you have to roll at all, you've generally made a mistake or are in a desperate situation. I'll quote from the game,

When you describe your mouse doing something risky where the outcome is uncertain and failure has consequences, the GM will ask you to make a save against one of these ability scores.

You'll also have to roll saves to see if you're affected by a spell -- i.e. the risk isn't always player-directed, it be something the character is subjected to like modern D&D's understanding of a saving throw -- but the point still stands. Make a plan that's clever enough, and that accounts for the dangers the GM should be telegraphing to you, and you succeed without having to roll.

Equipment is recovered from adventure sites or bought/sold in mouse settlements. The inside-front-cover is a table of gear for sale in pips, the "standard currency of the mouse kingdom". Stuff for sale is your standard D&Dish nonmagical gear and dungeoncrawling tools, rethemed for mouse-sized characters. Notably the adventuring gear is divided into mouse-made and human-made categories. The latter is only available in mouse settlements near where humans live.

Then we get to the How to Play section. A quick summary of old-school player principles, then the core mechanics. Again, rolling dice is dangerous -- scheme with other mice to make plans that avoid rolling.

Combat and Healing

Attacks always hit. The attacker simply rolls weapon damage and subtracts it from the target's HP. Once that's gone, damage is applied to their Str score.

Weapon damage has no ability score modifiers. Damage dice range from d6 for small weapons to d10 for heavy weapons.

Since there's no to-hit roll, advantage/disadvantage doesn't apply here. Attacks that are impaired (e.g. firing into cover) always deal 1d4 damage, attacks that are enhanced (e.g. a backstab) always deal 1d12. You could houserule that the attacker instead rolls their normal damage die twice, taking the best/worst. I'm not sure why the author chose to do it this way.

Wearing armour (whether light or heavy) subtracts 1 from any incoming damage.

If damage reduces your Str score to 0, you die immediately. Otherwise, if an attack deals Str damage to you, you then make an Str save (using your now-reduced score). If you fail, you are knocked out and take the Injured condition. If you aren't tended to in 6 turns, you die.

Note "6 turns" here means the old-school "dungeon turn" of ~10 minutes. So if you take a wound, e.g. while exploring ahead on your own, you can survive an hour without treatment.

A short rest (one turn or 10 minutes) restores 1d6+1 HP. A long rest (one watch or 6 hours) restores all HP, or 1d6 to a damaged ability score if your HP is already full. A week's rest in safety clears all damage and most conditions. There is a healing spell, if you're lucky enough to have it.

Item Management

Since you have no class features, your abilities come down to creative use of what you carry.

Each character has an inventory with

  • a main paw and off-paw slot
  • two body slots. Worn armour goes here, or other things you want readily at-hand.
  • six slots in your pack. Items here take time to retrieve.

It looks like this:

You can carry more stuff than you have slots, but this leaves you encumbered.

You get these cute item cards to place in your slots:

Most are squares that take up one item slot on your sheet, but some items (armour, large weapons) are rectangles that take up two slots. The orientation of the rectangles is important -- you can't place a spear "sideways" on your sheet so it takes up a paw slot and a body slot, you have to wield it with both paws.

The card geometry is important! e.g. light and heavy armour provide the same defense, but light armour takes up your off-paw slot and one body slot, while heavy armour takes both your body slots. It's unclear whether you can rotate cards 90 degrees to fit sideways in your pack.

Importantly, conditions you might receive, like Hungry or Frightened, are also represented as cards that take up a slot. Hungry actually has no innate effect besides taking up a slot -- as you continue to go without food, you take more Hungry cards that further lower your carrying capacity.

Note that various item cards have three little dots to mark usage. This is a game that prioritises item bookkeeping instead of class features, but it tries to make that bookkeeping as easy as possible. Rations mark a dot whenever you eat a meal, torches every few dungeon turns. Ammunition is tested once after each fight, with a 3-in-6 chance of marking a dot. Spells also have dots, but work a bit differently.

You can store gear and your savings at a bank in any decent-size mouse settlement. Mice in settlements also generally deal in barter and IOUs rather than using pips for every transaction.

Advancement

Even though the game is classless, there are levels. Leveling up is really quick and can be done in a minute in the middle of a session, but doesn't give you anything beyond some extra resilience and maybe improved ability scores. You progress more or less linearly up to 4th level, with only slow improvement beyond that.

Like many player-directed sandbox games, leveling up is via XP. 1000 XP gets you to 2nd level, then 3000, 6000, and +5000 for each level thereafter.

You get XP for:

  • bringing treasure from dangerous places back to the safety of mouse settlements. 1 pip = 1 XP.
  • spending your pips on selfless improvements for the community. 10 pips = 1 XP. A nice touch!
  • This isn't explicit in the rules, but the NPC tables in the back of the book list how many pips an NPC may reward you with for doing them a favour or service. This could form a basis for awarding quest XP. It's up to the GM whether XP comes attached to reward pips (which incentivises doing favours for noblemice who'll pay you more), or is given when reward pips cannot be (e.g. the humble peasant mice have no pips to give you for saving them from a snake, so you get XP for it instead).

When you level up, you:

  • roll a d20 for each of your ability scores. If you roll greater than that ability score, increase it by 1.
  • roll d6 equal to your new level (maximum of 4d6). If the result is greater than your current max HP, it becomes your new max HP. Otherwise, increase max HP by 1.
  • You also get a resource called Grit, which is basically virtual inventory slots you place conditions in before they start taking up your real inventory slots. It maxes out at 3.

Spells!

Like in Knave, each spell is represented by a physical item taking up an inventory slot. Spells (beyond any you start with) must generally be recovered as treasure or stolen. Though since they can be sold, presumably you can sometimes buy them?

Spells have three usage dots. When you cast a spell, you choose how much power to cast it with, up to the number of unmarked dots. Roll that many d6 to determine effect. Higher rolls are a stronger effect, but will also cause dots to be marked, or cause you to take Will damage.

Each spell has a unique ritual that must be conducted to coax the spirit back into the item and clear usage dots. e.g. Ghost Beetle (a spell similar to Tenser's Floating Disc) is recharged by burying the spell tablet in a beetle graveyard for three nights.

This is a really cool alternative to the level-less Vancian system that Knave uses for its spells, particularly if you like magic to carry some risk.

GMing Tools

The GMing section has some standard OSR principles: let players find their own adventure, present the world honestly, telegraph danger, be an impartial arbiter, reward bravery. It also tells you to make the world seem huge -- they characters are mice!

It then suggests a few tools, like an X-in-6 roll for luck-based events outside the characters' control, various possible consequences for failing a save (besides damage), weather tables, random encounter rolls, reaction and morale rules, all the usual old-school stuff.

NPC creatures have ability scores similar to player characters, probably a special power or two. Each also has a 1d6 table unique to that creature, e.g. NPC mice have 1d6 Rival Mouse Adventurers, Ghosts have 1d6 Ghostly Powers, Faeries have a list of 1d6 Agendas. I love this idea, it really emphasises how these creatures are intended to be used.

Then there's instructions for creating a hexcrawl, with a prepopulated example so you can start playing immediately.

The rest of the book is a bunch of random tables for hex contents, landmarks, mouse settlement details, adventure sites and their denizens, adventure seeds, and NPC mice.

The last page is a quick reference sheet summarising basic mechanics and the rules for resting and spellcasting.

Some example rolls:

Adventure Site

Construction: Noblemouse's country manor Ruination: Disease Inhabitants: Rat King's warband ...Searching For/Protecting: The last scraps in a picked-over ruin Secret: Monolith humming with arcane energy

Mouse Settlement

Name: Figdale Size: Village (150-300 mice) Inhabitants: Spend their days lazing by a stream Notable Feature: Ornate gate guarded by statues Event: Wizard tower arrives on tortoise-back (!)

An NPC mouse:

Name: Sorrel Grant Position: Common Birthsign: Mother (nurturing/worrying) Appearance: bent-twig walking stick Quirk: quick, erratic speech Wants: Power

Adventure Seed:

a Mouse Matriach's home is under attack, the antagonist is very drunk.

Why This Game May Not Be Your Cup of Tea

Now for some things that may mean this game isn't your cup of tea. Or possibly that it's more your cup of tea?

  • there's no incredibly novel mechanics or unique theme in this game, only the tried-and-tested rejiggered into a fresh, cohesive whole. If you prefer games on itch to explore radical design space, or be hyper-focused on a particular experience, this isn't it.
  • there's no metanarrative currency or any other way to ameliorate a bad roll.
  • there's no mechanics, or GM advice, around testing the characters' beliefs, like there is in Mouse Guard. Similarly, there's no rule (beyond XP for community improvement) that disincentivises being a murderhobo. That's left to in-fiction stuff like villages ostracising you and other adventurers hunting you down.
  • The creatures of the setting have baked-in morality. If you're not a fan of games that cast all rats as wicked brutes, or all cats as cruel and overweening, you'll get less use out of some of the GM-facing material.
  • If you want character abilities outside of what stuff they carry, or hate any form of item management (even the easy visual version this presents) then I don't know how you made it this far??????
  • If you want a ruleset that rewards players for making the "badass" play like charging in to fight the scorpion one-on-one, uhhh, this isn't the game for you. The scorpion will snip their head off! This is the ruleset where you try to negotiate with the scorpion (from a safe distance!), avoid it altogether, or lure it under a cinderblock you've positioned atop a ditch.
  • The dying rules may not be to your taste. This is easily changed -- just temporarily incapacitate mice, have them captured, or forced to retire from adventuring instead of character death.
  • Finally this game requires a full set of polyhedral dice. You could hack it so that all player-facing stuff is d20 & d6 only -- the other dice only get used for weapon damage -- but as with D&D expect some slowdown if you're playing with ppl who can't tell a d8 from a d10 at a glance.

Summary

  • a great melding of Into the Odd and Knave with ideas borrowed from other authors/bloggers
  • The illustrations throughout are adorable, print-friendly and set tone well
  • Monsters and GM tables are dense with setting detail.
  • If you're at all familiar with OSR games, you already know how to run this.
  • If you're not, it has a good summary of GMing principles, avoids the peculiarities of retroclones, and has straightforward, classless player-facing rules.
  • Like all good OSR games, it's eminently hackable, reskinnable, and adaptable.
  • Unlike a typical B/X clone, characters are a bit more resilient to damage at 1st level, though attacks always hit. Beginning spellcasters can cast a spell more than once.

This game is great. It's a steal at $3.

The OSR has a bit of a reputation for producing rehashes of OD&D/BX and/or Keep on the Borderlands, and edgelord "body-horror lair of the tiddy-hydra" stuff. So it can be hard to draw outsiders' attention to great work that they might enjoy. Mausritter is one of the games I will now point to as an example of what the OSR is capable of.

Sunday, 27 January 2019

Intangible Resources, a houserule for Knave

This is adapted from Throne of Salt's rules for Backgrounds. It's written for Knave, but is easily applicable for D&D.

A knave might have knowledge or social standing that they accrued before they join the campaign. These rules are intended for open-world, sandbox game with significant time spent in settlements. But in the event your dungeoncrawl one-shot spins off into a longer campaign, you can always go back and generate these resources for whichever knaves survive.

Generating a Knave's Resources

  1. Add together your knave's Int, Wis, and Cha bonuses.

  2. Roll that many d6. For every natural 1, put a point in Authority. For every natural 2, put a point in Renown, and so on.

  3. Further increases or losses will come about as appropriate during gameplay.

Resource Roll Table
Die Result Resource Type
1. Authority - Influence within regions/social spheres where you have political power. May let you requisition resources, get better treatment from officials, etc.
2. Reputation - As Authority, but where you don't have direct political power.
3. Languages - Can you communicate with the goblins without resorting to pantomime? Can you decipher the ancient scroll? Can you understand the metaphor behind the sphinx's literary references?
4. Secrets - Knowing the truth behind the curtain.
5. Lore - Knowing the location of a forgotten temple, the properties of a legendary magic item.
6. Divine Favour - Are you in good stead with the gods? Will they pull your arse out of the fire when your plan goes to shit?

e.g. Susan rolls up a new knave, getting Int +1, Wis +2, Cha +1. She then rolls four d6, and gets 1, 1, 6, 1. She notes an Authority score of 3, and a Divine Favour score of 1.

Susan decides her knave is the bastard daughter of the local lord. She cannot inherit title (hence turning to adventuring) but has almost as much social standing as a trueborn daughter would. She prays regularly but isn't particularly pious.

Using Resources

Some possibilities:

  1. Roll-Under for Success. Roll a d6 when you want to draw on a resource. A roll equal or below your rating is a success.

  2. Burn a Point for Success. You cannot roll, the only way to draw on these resources is to permanently cross off a point.

  3. Burn a Point for Advantage. Permanently cross off a point to gain advantage on an ability score roll. You can retroactively use this on a roll you have failed.

  4. Roll Under or Burn. Roll a d6, as with variant 1. If the roll fails, you may decide to succeed anyway by burning a point, as with variant 2.

The referee should decide on one of the above variants, or mix and match depending on situation and the risks/rewards.

e.g. you might decide that "the cheesemonger is having an affair with the town priest" is a pretty mundane secret, knowable with a d6-roll-under against Secrets. The True Name of a vengeful river spirit is a much more valuable secret that may require burning a point.

Consider:

  • How long is this planned campaign? If it's only a few sessions, then perma-burning points may not be a meaningful resource.
  • Are the players comfortable with the added complexity of remembering that ability score rolls are roll-high on d20 while want a high roll on a d20 while resource rolls are roll-low on d6?
  • How often do you want players to solve problems with resources, compared with equipment or spells? Variant 4 is relatively powerful, and shifts the game to be more about managing social connections.
  • How cool are you with a character who rolls a lot of one Resource effectively having a monopoly on that roll until they die or do something within the game fiction that reduces it? Requiring characters to burn Resource points is more likely to let everyone contribute.
  • Depleting Resources eventually means characters will need to adventure specifically to regain social capital.

Note that adding Resources to the game should never take away the ability of any knave to bribe the town guards, find information in a library, or any other action resolvable with an ability score roll. Ability scores are, after all, king.

Friday, 21 December 2018

Ten Puissant Relics for Knave and Other Games

These are written for Knave, intended to fill the niche of at-will magic abilities that 5e players (and tbh, most fantasy readers unfamiliar with the peculiarities of Vancian magic) often expect.

As such, the ones that deal damage are roughly balanced against that system's existing ranged weapons, often taking an extra item slot to account for non-combat utility, having worse quality, or having restrictions on their use.


My goals were:

  • call out a specific noncombat usage, without ruling out other creative possibilities. e.g. the Electromagnetic Gauntlet attracts ferrous objects, but could potentially also be short-circuited to start a fire (probably at the cost of immediate loss of quality)
  • try to write items that say something about the setting and the wielder’s relationship to it. A Carabid Ring is granted to every graduate of the arcane college of Entomon — are you a graduate or did you just shank one in an alley?
  • provide easily extractable mechanics information, but also write item descriptions using natural language, and as system-neutral as possible.
  • text I can release (once it’s fully-baked) under Creative Commons (CC BY 4.0), i.e. not based on the text of any 5e cantrips or anything else OGL.

Let me know if you find these useful, either in your Knave games or adapted to the game of your choice.


1. TABLET OF LAW

2 slots, 1 hand, quality ❑❑❑❑
Commune with Deity: 1 turn to cast, learn local deity’s commandment (tablet holds up to 5).
Speak Commandment: Int vs Cha, force creature to obey commandment for L turns.

This clay tablet still burns cold with the pale flame of its divine firing. Cuneiform marks corresponding to no mortal tongue swim across its surface, reflecting the laws of powerful local gods. If a city worships Jupiter above all others, the tablet will reflect this, but as one nears the city gates, the tablet may show Janus’s will instead.


The tablet’s bearer can spend 10 minutes to commune with the tablet and “fix” one of the local deity’s laws in an intelligible form. A deity might have multiple teachings, but the tablet can hold at most five. Fixing an additional law requires the tablet to “forget” a previous one.
 

The bearer can utter any of the tablet’s fixed laws to attempt to compel a creature to obey it for a short time.

2. SIX COWRIE SHELLS

1 slot, 1 hand, quality ❑❑❑❑❑❑ (each loss indicates a destroyed shell)
Illusory Monster: conjures random illusion, which disappears if struck. Caster can use action to direct illusion to move 40 ft and/or make a melee attack (caster’s Int vs Cha, d6 damage).

Six cowrie shells plundered from an enormous board game in some forgotten king’s tomb. When thrown, will conjure an illusory monster — the more shells that land aperture-up, the more dangerous-appearing the illusion will be. The illusion fools sight and hearing, but is intangible and cannot interact with objects.


Regardless of form, the illusion moves as fast as a human. The wielder can direct the monster to move and/or attack a creature. Being an illusion, it assaults the victim’s mind. The monster vanishes when struck with an attack, including harmless “attacks” like tossing a pebble through it.


Thrown shells must be retrieved before they can be thrown again. Throwing fewer shells is possible should the owner so desire, or in the event some shells are lost or destroyed.
 

The following monster suggestions are from BX: Essentials: Monsters, number of shells landing aperture-up corresponds to monster Hit Dice (rounded down).
0 — normal rat, normal bat
1 — giant ferret, skeleton
2 — rock baboon, pit viper
3 — mountain lion, grey ooze
4 — dire wolf, wraith
5 — cockatrice, owl bear
6 — manticore, white dragon


3. CARABID RING

1 slot, 1 hand, quality ❑❑❑
Caustic Spray: Int vs Dex, 1d4 damage to up to 2 adjacent creatures/objects within 20 ft.
Animate Beetle: beetle-construct animates, can be given 3-word commands.

This fine silver ring is set with a life-size bombardier beetle carved from jet. It is given to all graduates of the College of Entomon, a magic school feared for their uncanny control over insects. As an action, the wearer can command the beetle to unleash a spray of boiling caustic fluid, or cause the beetle to animate and leave the ring. An animated beetle can carry 1 pound, and be given 3-word commands.


4. LEADEN SKULL OF THE DAMNED ALCHEMIST

2 slots, 2 hands, quality ❑❑❑
Transmute Object: Turn object to lead for 1 turn or until used again.
Transmute Creature: Int vs Con, 1d8 damage and slowed to 1/3 movement for 1 round. 40 ft range.

The skull of some wretched alchemist who erred in his attempt to create the Philosopher's Stone, the resulting Elixir of Life transmuting his bones to lead. A flicker of golden flame in its empty eye sockets indicates some remnant of the false Stone's power remains.


The wielder can hold the skull aloft and use its pale golden gaze to transmute an object to lead for 10 minutes or until the gaze is is directed elsewhere. Living creatures are more resistant, and will only partially transmute for a few seconds, if at all. A creature thus affected has its movement reduced to 1/3 of normal, and is effectively poisoned by the disruption to its physiology.


5. EMBROIDERY HOOP OF THE TOURMALINE COURT

1 slot, 2 hands, quality ❑❑❑
It takes 1 turn to prepare a usage of either of the following, but only 1 action to cast.
Glyph of Pain: Int vs Armour, d6 damage, 40 ft range.
Plush Conjuration: create plush version of an object, appears adjacent to you, lasts 1 turn.

A well-used pair of concentric whalebone hoops, holding taut a magic cloth woven from the fleece of the mythical Vegetable Lamb. Created as covert magical tools for the ladies in waiting of the Tourmaline Court, the secret of the hoop’s enchantment was lost when that kingdom fell.
 

The hoop is found with 3d6 feet of alchemically treated thread, enough to stitch that many motifs. Additional thread must be created in a safe haven, and costs 100 cp per foot.
 

Stitching a motif into the cloth takes 10 minutes. A completed motif immediately disappears, creating a magical effect. A motif can be left almost finished, only requiring a few seconds to complete and activate.

Knowledge of only two types of motif has survived. The Glyph of Pain is a crude sympathetic magic that can injure a nearby creature, while the Plush Conjuration causes a full-sized knitted facsimile of an object to leap forth from the cloth. This object is whatever is represented by the motif’s stitching, and can be no longer than 10 ft in any dimension. It is short-lived, soon decaying into motes of dust.


6. ELECTROMAGNET GAUNTLET

2 slots, 1 hand, quality ❑
Magnetic Pull: 1 action to cast, magnetically attracts wearer and an iron/steel object within 20 ft. Creatures holding such objects may resist (Int vs Str)
Discharge: 1 action to cast, Int vs Armour, d8 damage to a target within melee range

This heavy glove laden with voltaic piles and copper coils taps into the wielder's magical power to augment its crude application of natural philosophical principles. It regularly breaks down.
 

The wielder can attract an iron or steel object from up to 20 ft away. If the object is held by a creature, the creature can attempt to resist being disarmed. The wielder pulls lighter objects toward them, but is themself pulled toward heavier objects.

The wielder can also discharge a stroke of lightning against a target in melee range.


7. MOON STONE

2 slots, 2 hands, quality ❑❑❑❑
Tidal Control: Manipulate water level of lake, sea or ocean by up to 5 ft
Moonbeam: Int vs Dex, d8 damage, must be line of sight between moon and creature

This pearlescent sphere holds mysterious power over the moon. Stolen from a colonised people. They want it back.


The stone has power over the tides, and can call down a baleful moonbeam onto a creature, searing their flesh with a cool radiance.


8. QUICKSILVER SHARD

4 slots, no hands, quality ❑❑❑
Shard Kinesis: move/reshape shard within melee range, can support or exert 5 lb (1 slot) of force.
Forceful Blow: Int vs Armour, d10 damage, melee range.

This alien metal has great inertial mass, but transfers its gravitational mass to its wielder. It thus hovers next to them, but can be telekinetically moved with subtlety, or swung as a powerful bludgeon.


Being a liquid, it can only support 5 pounds of material before surface tension breaks and the material falls through. It is similarly limited in the sustained pressure it can exert when telekinetically pushed against a surface.
 

Unlike mundane quicksilver, it does not alloy with metals.

9. BOTTLED SPIRITS

1 slot, 2 hands, quality ❑ (depleted quality can be restored with a living sacrifice)
Psychic Miasma: Int vs Cha, 1d4 damage
Ghastly Ageing: Int vs Con, target ages 2d20 years for 6 turns or until used again

This odd bottle’s glass surface is etched with geometric binding patterns almost invisible to the eye. A dense purple fog swirls within.


Uncorking the bottle releases a spirit of despair, afflicting a nearby creature. It can either psychically assail its victim, or cause it to age magically. A magically aged creature will age 2d20 years for 1 hour or until the bottle is used again. This can't kill a creature, but it may affect its physical stats negatively, positively (e.g. a child, a dragon) or not at all (e.g. an elven young adult).
 

Occasionally the spirits grow restless, and will cease obeying the bottle’s owner until an intelligent creature is sacrificed in their name.

10. IRON ROSE

2 slots, 1 hand, quality ❑❑❑
Draw Blood: Int vs Con, d8 damage, 40 ft range, creature must already be physically wounded.
Collect Blood: Attracts spilt blood within a 40 ft radius

This rose-shaped haematite crystal exerts an uncanny pull on nearby spilt blood. Any who wield it can even draw blood forth from an open wound with a mere thought. The crystal digests any blood it touches, adding iron to its mass — eventually it will divide in two and spirit one daughter away to find a new master. It knows to do this while unseen.

Thursday, 27 September 2018

Knave Houserules

I intended to publish this shortly after Knave's release. Oh well, hopefully it'll be of interest to the growing community.

Houserules covered below the cut:
  1. Odds of Success & Vocations
  2. Death & Dying
  3. Races
  4. Backstab / Sneak Attack
The next post will cover Spellcasting and Cantrips. But first, some context.

Knave is a new rules framework (i.e. not a complete game) by Ben Milton. You can check out its product page or his  youtube video explaining some of its features and rationale.

@valzi has an excellent blog post listing various hacks, houserules, and resources he and others have made.

I've written a spreadsheet that randomly generates a 1st-level knave.

I think with some tweaks, Knave has real potential to appeal to people who otherwise wouldn't be into OSR games. Basically, I think a lot of people out there, perhaps introduced to D&D through streaming/podcasts or because friends are playing, are looking for a game that avoids the character build and tactical combat aspects of 5e, but who also want rarer lethality and more frequent spellcasting than the typical BX clone.

Knave could be the foundation for that game. It has enough mechanical similarity with 5e that it's easy to learn, but discards everything that bogs down the game (as judged by dead air on podcasts I listen to). Knave gets rid of, among other things:
  • modifiers to damage
  • bonus actions
  • a skill list
  • spell levels not lining up with character levels
  • long-winded class abilities and spell descriptions
  • any rules distinction between ability checks, attack rolls and saving throws
  • proficiency bonus
So below the cut are some ideas to fulfil this design goal.
    For now the following calls all d20 rolls "saving throws" in line with Knave regardless of whether they'd be an attack roll, saving throw or ability check in 5e parlance. I would change this for a published standalone product, but for a bunch of houserules I think consistency is important.