Knave is all about equipment. Those sweet Item Slots define so much... and present a limit on what and how much can be carried out of the dungeon. But why stop there? Why, indeed, should a single attribute, Constitution, dictate gear interaction? Why not all six of them?
Let's have a look at the following table.
Score | Name | What For? |
---|---|---|
Charisma bonus | Patron Slots | Hirelings. Mounts, animal companions, beasts of burden, pets, familiars. |
Constitution defense | Item Slots | Equipment, gear, weapons and armor. |
Dexterity bonus | Handy Slots | How many of the top item slots can be interacted with quickly during combat. |
Intelligence bonus | Mind Slots | Languages. Magic dice. Areas of knowledge |
Strength bonus | Encumbrance Slots | Act as extra item slots, but then encumbered. Negative HP fills them with grievous wounds. When all filled with wounds, PC dies. |
Wisdom bonus | Spirit Slots | Attuned magical items. Faith dice. Areas of knowledge. |
Patron Slots
PCs may employ a number of hirelings equal to their Charisma bonus. Alternatively, a patron slot can be used for a mount, animal companion, beast of burden, pet, or familiar.
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.
Handy Slots
PCs have a number of handy slots equal to their Dexterity bonus. These are pouches and items that can be accessed with a swift movement, even in the heat of conflict. Mark the top item slots in the character sheet as handy slots. Swapping those during combat does not require a round of search as usual. Items can be rearranged at any time when out of danger.
Mind Slots
PCs have a number of mind slots equal to their Intelligence bonus. A character can learn a foreign language, filling one of their mind slots. The character can verbally communicate with fluency (granting a 3d6 keep 2 roll to reactions if used), read tomes and inscriptions, etc. In addition, wizards, sorcerers, witches, and other magic-user characters that receive magical training can fill a mind slot with a magic die. This allows them to fuel their spells and enchantments.
Lastly, a character can specialize in an area of knowledge that can aid
them in their adventures. See below*.
Encumbrance Slots
PCs may carry items in addition to their item slots equal to their Strength bonus (essentially acting like additional item slots), but they are encumbered when doing so. This will slow them down, make it harder to flee from combat, and so on.
When a character reaches 0 HP, they apply any additional damage into their encumbrance slots. Doing so immediately drops any item in that encumbrance slot, filling it with a grievous wound. Having wounds makes the character encumbered, and gives them disadvantage on all saves. When all slots are wounds, the character dies. With a night of rest and sleep one grievous wound slot can be recovered.
Spirit Slots
PCs have a number of spirit slots equal to their Wisdom bonus. Magic items and artifacts are a burden to the soul. They can be placed in a spirit slot instead of an item slot, freeing the latter. Also, priest and cleric characters can fill a spirit slot with a faith die. This allows them to say prayers and call spiritual favors.
Lastly, a character can specialize in an area of knowledge that can aid them in their adventures. See below*.
*A character can specialize in an area of knowledge that can aid
them in their adventures. They can use either a mind or spirit slot, in this case they are interchangeable. Doing so adds +2 to a relevant save when applying said expertise (if
the referee agrees in the particular application). A maximum of 3 mind
slots can be filled with the same area of knowledge. Note that an area of knowledge could apply to a loosely related task, in which case the save is done at disadvantage. For instance, knowing draconic history might be beneficial when dissecting a slain dragon's heart, but only partially so.
Example areas of knowledge could be alchemy, architecture, draconic history, heraldry, foraging, traps&devices, medicine, appraise valuables, etc. Feel free to come up with your own, together with your referee.
This article will see some revision, when I add my thoughts on training costs for areas of knowledge, languages, and magic dice. Faith dice will probably require donations, services, costly pilgrimages, etc.
very interesting. I'll keep this as an image for the future
ReplyDeleteThis is brilliant.
ReplyDeleteOne question: "When a character reaches 0 HP, they apply any additional damage into their encumbrance slots." How much damage is one encumbrance slot worth? If I get knocked to 0 HP and the spillover is 6 damage, does that fill one slot or two? 10 damage? 20?
Thanks!
DeleteI aimed to just apply every additional HP to one individual encumbrance slot. This is probably fine at low levels, you just give each character 0-9 additional HP this way until they're really dead, compared to regular Knave.
But probably making each of these slots worth Level HP could make for more heroic play.