Outline of character creation!
This page is to be used as a codex and guide for making your chaacters! This world uses the KNAVE 2E by Ben Milton.
- Start with 3 points to put on any of the 6 abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.)
- Pick Species
- Pick Profession (If playing a guard make sure to apply the effects of leveling up)
- Pick a weakness.
You can download a character sheet from this link.
Atributes & Derivatives
Knave uses the standard Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma attributes, when starting your character you have three points to spend on them, you can invest them however you please, each point increasing the value by one. Once done we can calculate the rest of your character.
Wounds are 10 + CON. Wounds is the hard damage you take, it's hard to recover and can be a issue to deal with. Note that you can carry items upto your wounds! When you take wounds you have to drop items!
HitPoints is a d6 + CON, you add a d6 for each level but only add CON at creation! Hitpoints are your willingness and ability to stay and fight, droping to 0 dosn't mean death but you will go down!
Passage of Time
In this adventure one day in the real world will be one day in the game world! It's on the players to keep things moving, during game play we start at the "dungeon entrance" and end when we make it back home.
Species
- Mouse, Nimble Escape: Mice can disengage or move through an enemy’s space without provoking attacks of opportunity.
- Shrew, Community: Gain an additional +2 when taking action with an allies help.
- Ferret, Tunnel Runner: Ferrets can move through tight spaces and narrow tunnels without reducing their movement speed.
- Lizard, Stone Clinger: Lizards can climb sheer surfaces, such as walls and ceilings, without needing an ability check.
- Stoat, Fleet-Footed: Stoats have +15 movement speed.
- Beaver, Builder: Beavers can construct temporary barricades, bridges, or simple structures if they have the materials on hand.
- Weasel, Quick Strike: Once a day the weasel can make an extra attack as part of their action, but only with light weapons.
- Hedgehog, Defensive Curl: Hedgehogs can curl into a spiky ball as a reaction, gaining +2AP.
- Squirrel, Tree Leaper: Squirrels can climb difficult surfaces, including trees and walls, without needing an ability check.
- Otter, River Swimmer: Otters can move through water at their full speed and hold their breath for up to 5 minutes.
- Badger, Badger’s Resolve: When reduced to 0 hit points, badgers can remain conscious and act for one additional round before succumbing.
- Hare, Long Stride: Hares add 10' to their base movement speed, and once per combat, they can leap up to 20' as part of their movement.
- Mole, Burrower’s Instinct: Moles can detect vibrations in the ground within 30', giving them advantage on perception checks to notice hidden creatures underground.
- Rat, Vermin’s Cunning: Rats have +2 on saves against being frightened or charmed, reflecting their cunning and survival instincts.
- Fox, Ability: Trickster’s Guile: Foxes can use a bonus action to feint, granting +2 on their next attack roll against a target.
- Toad, Amphibious Leap: Toads can jump up to 15' in any direction without a running start and can breathe both air and water, making them adaptable to land and aquatic environments.
Profession
Professions are your starting "class" it defines your items and you also gain a +2 when rolling a task that relates to your profession. Playing to your profession can get you XP awards. You can pick to be a active guard or be a civilian.
Your profession gives you +2 when you make a test that directly involves it!
Guards
As a guard you start of stronger than a normal, level 2, character due to your training, pick on of the following professions, then pick a color and banner.
- Sentry: Spear d6, Wooden Shield AP1 and Torch.
- Scout: Shortbow d6 with 10 arrows, Leather Bracers AP1, Spyglass
- Gatekeeper: Halberd d8, Heavy Cloak, Ring of Keys
- Town Guard: Club d6, Lantern, Whistle
- Royal Guard: Longsword d8, Chainmail vest AP1, Badge of Office
- Hunter: Shortbow d6 with 10 arrows, Knife, Snare Trap
- Beast Wrangler: Whip d6, 50' rope, Leather Gloves AP1
- Vermin Exterminator: Shortsword d6, Bag of Caltrops, Vial of Poison
- Warden: Quaterstaff d8, Signal Horn, Net
- Champion: Greatsword d8, Medal of honor, Heavy boots AP1
Guard Colors
At the end of a guard's training they are awarded with a color, normally in the form of a cloak or band. This is given to the character by someone important in their training, mentor, someone they saved, lover ect. The color is based on the values the character best exhibits or what values the gifting character wants to see in them.
- Red: Represents prowess, valor and strength.
- Orange: Represents creativity and adaptability.
- Green: Represents youth and freedom.
- Blue: Represents wisdom, honesty, law and justice.
- Purple: Represents leadership
- Earthy: or brown Represents dependability.
- Black: Represents self-sufficiency.
- White: Represents purity and calmness.
- Gray: is a empty color with no meaning, awarded to those who found no-one significant in training.
Guard Banners
The banner is your regiment, it gives you an idea of your main duties
- The Thornwatch: Wildernees rangers and guards.
- Riverfangs: Mostly made up of otters and bevers they maintain and protect the waterways.
- Suncloaks: Chapions and heroes, beacons of hope in harsh seasons!
- Ironpaws: Settelment Guards and gatekeepers.
- Hunting Shadow: Monster and beast hunters.
Guard Weapons: Symbols of Legacy
Weapons in Mosswood are relics of the lost Grand Empire, rare and irreplaceable. With the art of forging weapons long forgotten, these tools of defense are steeped in history and reverence. Each remaining weapon is unique, its craftsmanship a reminder of a bygone era. As a guard, your weapon is more than a tool—it is a symbol of your role and an artifact that connects you to the past. To the villagers, such weapons inspire awe or fear, representing both protection and the shadow of old violence.
Your weapon is deeply personal, tied to your journey and identity. Who entrusted it to you—a mentor, an elder, or someone beloved? What makes it special—an engraving, a name, or the memories it carries? And how do you recognize it among others—a unique marking, a chipped blade, or a token tied to its hilt? Your weapon is part of your story, a legacy you carry into the world as both a protector and a link to the enduring mission of the Guard.
In Knave, you have the option to perform a power attack, this deals more damage but breakes the weapon too! The safeguarding of weapons will play a major part of this adventure!
Civilians
As a civilian your a normal everyday townsfolk and start at level 1.
- Farmer: Pitchfork d6, Sack of seeds, Rations (3)
- Beekeeper: Jar of Honey, Bee Smoker, Small Hive Box
- Shepperd: Sling (with 10 bullets'), Whistle, Warm Cloak
- Carpenter: Hand Axe d6, Bag of Nails, Measuring Rope
- Brewer: Barrel of Drink, Large stirring spoon d6, Sack of Hops
- Blacksmith: Hammer d6, Tongs, Lump of Iron
- Herbalist: Mortar and Pestle, Pouch of Herbs, Bandages
- Merchant: Scales, Ledger book, 10 coins
- Baker: Rolling pin d6, Loaf of Bread, Bag of Flour
- Weaver: Portable spinning wheel, bolt of fabric, needle and thread
- Fisher: Fishing rod, net, bucket of bait
- Wanderer: Walking stick d6, Bedroll, Map
- Scholar: Book of lore (Player picks specific topic), Ink and Quill, Scroll Case
- Cook: Pan d6, Spice Pouch, Jar of Honey
- Builder: Mason's Hammer d6, Chalk, Trowel
- Boatman: Oar d8, Coil of Rope, Small raft
- Doctor: 3 Bandages, Bag of candy, Ice Pack
- Writer: Book your working on, Ink and Quill, Formal Outfit
- Musician: Instrument of choice, Tuning fork, Sheet music
- Florist: Bouquet of flowers, Pruning Scissors d6, Bag of seeds
Binds and Bonds: The Civilian's Story
As a civilian in Mosswood, your character’s life is shaped by both Binds and Bonds—the struggles they face and the ties that keep them rooted in their settlement. These elements add depth to your character, making their motivations and challenges feel real and personal.
- Binds are the troubles your character is dealing with. Is their business failing, or are they haunted by past mistakes? Perhaps they owe a debt, have a fraught relationship with a neighbor, or are struggling to meet the expectations of their role in the community. Your Bind adds tension and stakes to your character’s life.
- Bonds are what keep your character in the settlement. These could be their family, the work they love, or a sense of duty to their neighbors. Maybe they dream of a better future for their children or feel bound by a promise to protect something precious. Your Bond provides purpose, anchoring your character in the world and the story.
By defining both Binds and Bonds, you’ll create a civilian character who is complex and connected, with a personal stake in the world of Mosswood. These elements shape your role in the story, providing opportunities for growth, conflict, and triumph.
Weakness
Each character has a weakness pick only one weakness. Playing to your weakness can award you XP!
Ability Weakness
- Small Stature: You are smaller than most of your companions, making it harder to wield large weapons or carry heavy loads. Your STR is reduced by 2, you also can not use heavy items.
- Fragile Health: You are more prone to illness or injury than others. Your CON is reduced by 2.
- Distracted Mind: You have trouble focusing on details or keeping track of your surroundings. Your WIS is reduced by 2.
- Clumsy: You have trouble with coordination, leading to accidents at the worst times. Your DEX is reduced by 2.
- Stupid: You struggle with complex ideas, puzzles, or strategies, and often miss obvious solutions. Your INT is reduced by 2, you can't read or write.
- Ugly: Your appearance is notably unpleasant or off-putting, making it harder to gain others' trust or favor. Your CHA is reduced by 2 and you can't have followers.
Situational Weakness
- Timid: You are easily frightened and prone to hesitation in dangerous situations. You face disadvantage to rally, fear and bravery checks.
- Code of Honor: You have a strong moral code that prevents you from taking certain actions (e.g., lying, stealing, or abandoning an ally). You must refuse any course of action that violates your code, even if it’s tactically advantageous.
- Enemy of the Wild: You have a phobia of or enmity with a particular type of animal (e.g., snakes, birds of prey, or wolves). You suffer disadvantage or penalties when facing this type of creature, and you must make a Courage check to remain calm when encountering them.
- Heavy Foot: You are louder than normal and roll with a -4 to sneak.
- Gluttonous: You need double rations.
- Ill-Tempered: When insulted, frustrated or challenged make a WIS12 check to remain calm.
- Heavy Sleeper: You take longer to react during nighttime ambushes or disturbances. (2 Turns to wake up fully)
RP Weakness
- Gullible: You believe everything your ever told by your allies.
- Superstitious: You hesitate or refuse to act in situations you deem “unlucky” (e.g., crossing black cats, breaking mirrors, entering dark places).
- Greedy: You value wealth, treasures, and shiny things above all else, often at the cost of your morals.
- Bad Reputation: You have a bad name, NPCs are less likely to trust you.
- Curious: You cannot resist investigating strange or mysterious things, even to your detriment.
- Overconfident: You tend to overestimate your abilities and rush into situations without fully considering the risks.
- Softhearted: You are deeply empathetic and find it hard to harm others, even enemies. You can not kill.
Age Weakness
- Young: Gain +1 to STR or CON but lose 1 in CHA, WIS and INT.
- Old: Gain 1 in WIS or INT but lose 1 in CHA, STR and CON.