|Art by LadyofHats|
In the Knave spirit, I keep these rules to a bare minimum. Each species has an Ability Score requirement, an edge, and a flaw. This may seem somewhat minor in scope compared, say, to the OSE treatment of such creatures. However, once again, this is Knave, and Knaves tread lightly.
Below is a tentative list of species I may permit in my Knave campaigns:
Dwarf: minimum Constitution Defense of 13. Advantage on any roll related to construction or mining and searching for secret doors. Base speed is 30' rather than 40'.
Elf: minimum Charisma Defense of 13. Advantage on stealth rolls in natural surroundings. Suffer a -10% penalty to XP.
Geckofolk: minimum Dexterity Defense of 13. May effortlessly walk on walls; may walk on ceilings at half speed. May not use two-handed weapons due to size; may not climb or cling when wearing boots or gauntlets.
Gnome: minimum Intelligence Defense of 13. Knows one level 1 illusion spell - chosen one the player - requiring no inventory slot, which they may cast once a day per 2 levels of experience (e.g., a level 4 gnome can cast it twice). May not use two-handed weapons due to size.
Halfling: minimum Dexterity Defense of 13. Advantage on throws to pick pockets and other tricks of sleight of hand. Consumes twice as much food a day than other species.
Human: no Ability Score requirements. Neither an advantage nor a disadvantage. Default species.
Insectoid: minimum Dexterity Defense of 13. Immune, poison, disease, and ghoul paralysis. Disadvantage to any social rolls (other than intimidation) with other species.
Lizardfolk: minimum Strength Defense of 13. May hold breath for 10 minutes and swim effortlessly at 40' per round. May not wear helmets or boots designed for other species due to different morphology.
Orc: minimum Strength Defense of 13. May become enraged once per encounter, granting an advantage to Attack Rolls for 1d6 rounds. Disadvantage to any social rolls (other than intimidation) with other species.