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Goblin Kin for His Majesty the Worm

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This system has been such an inspiration for me and I've already begun brewing for it without even having played yet. I've been making denizens, a dungeon level, and most recently this new Kin for players to choose. Once I finish my monsters and dungeon level I'll probably post those as well. Orc Kin: Goblin Goblin Talent: Vengeful Terror Woe betide those who would wrong you. When this talent becomes Wounded, the foe who dealt the wound now takes Piercing Damage from your Attacks until the end of your next turn. If you wound the foe who wounded you, their disposition automatically changes to fear (unless it was already fear or terror, then it becomes terror.) Goblin Arete Goblins, unlike other Orcs, have different conditions to fulfill to gain their Arete. Goblins gain Arete by performing the following deeds: Steal candy (or similar) from a baby (or similar) Scam, con, or wheedle something of great value from a person who needs it more than you Find and cherish an item tha...

Alternate Spellcasting Rules for Knave 2e

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I can't stop hacking Knave 2e. I think it's compulsory at this point; I honestly don't believe the Knave 2e rules even need this. This is really only something your game will want if you want magic to feel unpredictable  and  dangerous . I used Shadowdark and DCC as my main inspirations, but this system is still less punishing than those (I think, at least). Notably absent are the mishap tables from those games.  Casting Spells:  Casting a spell takes one action. The character makes an INT check with a starting DC of 12, and fills one of their inventory slots with Fatigue (Fatigue counts as a wound but is cleared after two watches of sleep anywhere). If they succeed the check, the spell takes effect, the DC for the next check increases by 2, and they may cast another spell when they have an action to do so.  If they fail the check, the spell still takes effect, but the character may not cast any more spells until they sleep for two watches, which will also reset...

Maleficence adapted for Knave 2e

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I love the Maleficence mechanic as seen in Errant by Ava Islam and Gus L's Fistful of Crystals , so I decided to do an adaptation for Knave 2e. I think almost none of the spells already contained within the ruleset deal any damage, which is the perfect environment for this mechanic to be implemented. I also added an optional Overload mechanic which I hope will lead to some exciting, difficult decisions at the table. Maleficence Spell books may be used to cast Maleficence once per day instead of the spell contained within. The caster exerts their mental energy to attempt to force raw arcane energy from the book into a magical attack. The caster makes an INT check of DC 16. If they succeed, the attack hits a target(s) within 40'. It deals 1d6+INT damage to a single target or (1d6+INT)/2 to a group of clustered targets. If failed, the caster can choose to either A) have the Maleficence succeed but at the cost of filling one of their inventory slots with Fatigue which is cleared a...

Random Magic Items for Knave 2e

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I threw together a little subsystem for making random magic items using the tables in Knave 2e. The page numbers referenced are from the final version pushed out on Kickstarter on February 8, 2024. If an updated version is published and the page numbers change, I'll try to remember to come back and update them. In instances where the user is called to reference the Spell Formulae table, the intent is to go through the spell generation process outlined on p. 27 using whichever result is rolled on the Spell Formulae table. Edit 5/17/24: I've removed staves from the table as they are essentially the same as spell books but you can hit someone with them, which basically just makes them a magic weapon. To replace that entry, Spellbook and Chaos spellbook have been broken into separate entries. Edit 8/22/24: I've reverted chaos spellbooks to allow a choice for whether to use Spell Formulae or Spells as is written in the Knave 2E manual. A chaos spellbook appeared in the game I...

FMC Basic - Randomized Treasure Hoards

So FMC Basic by Marcia B. rules. The simplicity really speaks to me, especially when it comes to generating treasure rewards. But I'm a sucker for randomization, and I suspect it will seem odd to players that every treasure hoard will come out to an exact number of thousands of coins. Additionally, I like the idea of portions or all of treasure hoards occasionally being a valuable object that takes up a single slot while being worth more than the usual 100 coins that fit into a single inventory slot. So here is my attempt to add those features to the treasure hoard generation with just a few simple die rolls and coin flips. First start with the base number of coins for your treasure hoard as outlined by the FMC Basic rules. Next calculate (100 x 1d4 x average party level) and then tempt fate. If the flip is won, add that amount to the hoard. If the flip is lost, subtract that amount. Finally roll 1d8 and consult the table below 1-3. Hoard is entirely coins as normal 4-6. A quarter ...