Tuesday, June 11, 2019

Adventuring Good Dogs

Haven't posted in a bit~ here, have some Good Bois.

Dungeon Beagle- Small but very loud hunting hound. Can cast knock by howling and barking for an entire dungeon turn (about 10 minutes). Impossible to cage and very difficult to train, but respond well to treats and ear scratches. Breeders are rare and specialized.

Fencing Hound- One of the Sword-Wizards most curious inventions in the recent years. Can wield a variety of blades effectively using only it's teeth. Independent and protective. Mercenary companies will sometimes "lend" out their trained Fencing Hounds to adventuring groups for a slightly cheaper rate than a man-at-arms. While the mercenary hounds are quite capable fighters, their lack of hands and bipedal legs can come at a disadvantage in the strange environments that dungeoneers often find themselves in.

Wraith Boxer- Large white dogs with a curious mutation: each one is deaf, and they can hurt ghosts. Breeders of Wraith Boxers tend to have a regional variation of hand-signed commands that they use to train the playful and energetic dogs. They are fantastic ghost-hunters and their immunity to a banshee's killing screech has made them popular companions for those looking to scavenge the places where those haunts may lurk. Some rare and expensive cross-breeds can smell magic auras or demons as well.

Samson's Mastiff- Look like a 200 pound mop with legs. Blessed with impossible strength and youth as long as their hair is uncut and they don't come into physical contact with the dead. Also possess a strange wisdom regarding battle-tactics, riddles, and chess. Several of the generals during the Age of Swords were in fact armored mastiffs. Incredibly rare and practically sentient. Many societies would equate forced bondage of a Samson's Mastiff to slavery.

Like this handsome boy but with dreadlocks

Design notes:

Dungeon Beagles - I enjoy giving players tools with drawbacks. A repeatable knock effect is pretty powerful but being super noisy seems like an appropriate limiter- though it would be hilarious if some players could figure out how to use this to break into a mansion or something. Based off my own beagle, who continuously figures out inexplicable ways to escape any enclosure.

Fencing Hound - Sif doggos. I like giving granular options for hirelings. Fencing Hounds would be somewhere on the price scale between "random lamp-holder hobo" and "semi-capable man-at-arms" and also give some interesting flavor to the world.

Wraith Boxer - Fairly straightforward but specific skill set. If a location has a banshee problem then maybe get a few of these to help. Their teeth should be able to effect ghost-type-things just fine.

Samson's Mastiff - Haven't gotten to play wargroove yet but I like the dog general. Heavily based off ArnoldK's Brynth Hounds and the biblical Nazarite.  Maybe it's a surprise boss, or a Really Good Dog with a Strength score of 20 as long as it meets the criteria mentioned. The "can't touch dead" restriction should probably only extend to sentient humanoids and undead.

See Dans excellent list at Throne of Salt for even more good dogs.

Sunday, May 19, 2019

10 Monster Setting - Dreadshores

(All of the creatures I chose come from Paizo's Bestiary 3, made for the Pathfinder Roleplaying Game).

Pick a semi-intelligent humanoid (could be goblins, ape men, subhumans, etc.). - Pukwudgie
Pick an undead. - Sea Bonze
Pick a giant/ogre/troll race. - Hekatonkheires
Pick a type of great wyrm or lizard. - Grootslang
Pick something aerial. - Stymphalidies
Pick something to lurk in the water. - Globster
Pick something from another dimension (demon, gith, illithid). - Grodair
Pick an ancient fey race. - Rusalka
Pick a classic creature from Greek mythology (medusa, satyr, minotaur, etc.). - Faun
Pick some foul crawly thing that infests the underworld - Sea Anenome

Copyright Wizards of the Coast

The Dreadshore is a bleak and misty place. Humanity clutches to the rotted, barely habitable shores of the poisoned waters of the Rotlake.

Pukwudgies - Goblin-like creatures who crawl from the Rotlake. Covered in Sea-Urchin spines that animate any humans they kill into zombies. Treated as pests of the worst sort and the reason that inhabitants of Dreadshore go out of their way to kill any sea urchins they find on the off chance they could be pukwudgie eggs. Pukwudgies constantly steal from and harass human settlements.

Sea Bonze - Strange, ethereal undead who haunt any boats still upon the Rotlake after nightfall. Known to offer strange games of chance or riddles to sailors on the promise of not sinking their vessels. The reason why no business is done on the Rotlake after sunset.

Hekatonkheires - The many armed colossal mutants who stalk the fields on the boundary of the Dreadshores. Eat humans. Their presence prevent travel further inland, keeping humanity trapped on the Dreadshores.

Grootslang - Strange cross between an elephant seal and a snake. Venomous tusks combined with monstrous strength makes even simple travel impossible when they swarm to the shores during their mating season. However, their blubber is an important source of fuel for industry and helps stave off the killing frost of winter.

Stymphalidies - Man-eating giant pelican-cranes with metallic feathers. Hunted by humans known as Fletchers who use their feathers to make weapons. An important resource of the Dreadshore, as there are no mines or other reliable sources of metal.

Globster - Foul elementals made from the Rotlake itself. Form when too much refuse and corpses collect into a single part of the Lake. Junk-trawlers work tirelessly to prevent them from spawning and sell any usable scrap in one of the many shore markets.

Grodair - A strange, inter-dimensional mutant fish that crawls on tentacles made of purified water. A bulbous, magical sac pulsates from beneath its spine. This organ can contain thousands of gallons of fresh water. Schools of Grodair will often appear somewhere along the Dreadshore and attempt to lazily make their way into the Rotlake. Grodair are absolutely vital to the citizens of Dreadshore as their magical sacs are the only source of drinkable water.  Hunters called Morticians carefully kill and extract Grodair water-organs without rupturing them, as doing so would waste the precious water and can cause a disastrous flood.

Rusalka - Strange, beautiful creatures also known as the Drowned Folk. Come in two varieties. The first are savage cave-dwelling witches who sometimes offer dark pacts of protection for one of the lonely towns on the Dreadshore. The second are cruel nobles who ride in carriages drawn by all manner of monstrous rot-lake mutants. Sometimes, desperate would-be heroes will attempt to rob the carriage of a Rusalka, as legend has it that their jewelry can grant the wearer powerful magical abilities.

Fauns - A cross between a satyr and a mermaid. Descendants of the Capricorn and one of the only sane creatures able to dwell in the waters of the Rotlake. Rarely ever interact with humans. Their tears are said to be an important ingredient to creating a Philosopher's Stone.

Sea Anemones - The underwater caves of the Rotlake are said to possess many treasures, but the every Diver knows the dangers they possess. The anemones within produce a strange, powerful hallucinogen that makes those affected see only the welcoming arms of their most beloved- instead of the toxic lashes of these skeletal horrors.

Copyright Wizards of the Coast

The Humans of Dreadshore

What they look like: Somber. Muscular. Long, clumped, gray hair covered in salt and brine. Men usually have unkempt beards. Almost everyone smokes a pipe.

What they wear: Long raincoats. Heavy boots. Head coverings of either a tricorne cap or a hood.

What they sound like: Efficient. Pragmatic. Words are whispered if close or shouted over the crashing waves. No evocative or romantic phrases.

Thursday, May 2, 2019

My First Dungeon Contest

So I made this with a friend for the One Page Dungeon Contest~

Some Thoughts On The Process

  • It is very, very difficult to make content look nice on one page when you have no experience doing so
  • Having even one person to work with creatively can help with motivation and fill in any gaps in the creative process. I can't draw, so it was super cool to be able to submit something with any original art at all
  • With as long as I've been GMing (about a decade now) it's still weird for me to put together something so formal onto paper for other people to read and GM. Almost all of my content for personal games has been a mish-mosh of disorganized notes and scribbled margins, so having something I've "finished" and can look at as "complete" is weird.

Some Hooks for the Tree

  • Goblin Raiders with weird looking gear have been harassing the villagers. Go put a stop to em. What, you want to be paid?? Fine, we'll give you a silver for every goblin head you bring back.
  • Someone important, maybe the King, is dying. Their shifty looking vizier says you can find the cure to their mysterious illness by killing the Leech-Lich
  • A Wizard wants to study some gravity magic and is putting out a Wytch-Guard Contract. The terms: Don't let their apprentice die while they study the Firefly Heart. They'll probably have to get pretty close to find anything substantial. As a bonus, they'll trade some junk spells for any preserved wild-life adventurers bring back.

Wednesday, April 3, 2019

GLOG Parasite-Race-as-Class Challenge

There was a challenge on the OSR Discord to make a Parasite-as-Class so...here we go.
Links to the other competitors:

Oblidisideryptch, Micah, Type1Ninja, James Young, Coalfiber, Lexi, Isaak Hill, Chuffer, Martin OWizards, and Wr3cking8a11


Rome apparently had some people who would live off the hospitality of others. Brood Parasitism is when a parasite relies on others to raise its young- like Cuckoos. This race/class is a combination of some of those Social Parasite roles.


The Cuckoo Folk have no recorded history of their own. Named after the enterprising and parasitic avian species, the Cuckoo Folk aren't involved in the upbringing of their own young. As such, they have no family structure or culture of their own, instead living off the hospitality of others.

They accomplish this through the use of unique pheromones exuded by their species. These pheromones elicit a peculiar reaction in the species' chosen "host"- they are treated as a close relative or family member, regardless of available evidence to the contrary.

Cuckoo Folk "hosts" will often brush aside even overwhelming evidence with casual remarks such as "They've always lived with us"- and if pressured further the hosts will eventually react with hostility towards the accuser. Host affection is so strong that a parent figure will choose to feed the Cuckoo Folk Parasite over their own children.

Cuckoo Folk appear to their host groups as member of the same species with a close family resemblance. To others outside their chosen groups, they appear as slender, pale figures whose only distinct feature is the moth-like antennae that sprout from their heads. They are also hairless, and tend to dress in cloaks and clothing that disguise their features so as to avoid suspicion when interacting with those other than their hosts.

There are limitations to the abilities of the Cuckoo Folk. Cuckoo Folk are limited to the number of designated "hosts" that they can manage at once, and as a result will typically limit themselves to interacting solely within a single "social circle" made up of their hosts - also called their Brood. Cuckoo Folk pheromone effects are occasionally known to fail to work in those without positive family structures- such as the rare orphan.

Due to their unique abilities, it is unknown exactly how many Cuckoo Folk live among the greater populace.

Art by Doodle & Dragons

Cuckoo Folk

Starting Equipment: See Brood
Starting Skill: d3 1. Pickpocketing 2. Hiding 3. (Brood)

A: Brood, Social Parasite, Familial Manipulation
B: +1 Brood, Muscle Mimicry
C: +1 Brood, Gray Man
D: +1 Brood, Alpha Cuckoo

For Every Template: +1 Charisma

Brood: At first level, choose or roll randomly to determine your Brood. You have advantage on Charisma checks made when interacting with members of your Brood, and they consider you to be and treat you like a close friend or family member, even if you have never met before. You gain access to an additional Brood you choose with each Cuckoo Folk template.

Social Parasite: Once per month, you may roll on the Carousing table for free as you mooch off of the hospitality of others. If a party member gains experience points from Carousing, you may gain an equal number of experience points without having to spend any money.

Familial Manipulation: During downtime, you may choose to live in the home of one of your Brood. If you do so, you do not have any downtime costs and do not have to pay for food or other daily expenses. Certain Broods may be able to offer other services as well, and will do so at cost or even for free if that is something they would do for a close friend or family member.

Muscle Mimicry: You can perfectly emulate a learn-able ability after seeing it performed once. You can only remember how to copy one thing at a time. Since spells are living, metaphysical beings that live inside brains you can't "copy" them, but this ability does apply to other magical effects such as rituals as long as you witness them being performed to completion.

Gray Man: You can temporarily "disappear" into a group of three or more. Onlookers, even those outside of your Brood, will not recognize you and you will be treated as if you belonged to the group as a whole. This ability can be used to blend in to any group you choose, but members of the group may recognize your true nature if they are not a member of your Brood. This ability lasts as long as each group member is within five paces of one another or until one of the group members speaks to you directly.

Alpha Cuckoo: Your pheromones are no longer limited to your Brood. You can always choose to appear as a close friend or family member to everyone in sight, and will escape suspicion even in the most unlikely of situations. You can walk into secret meetings and dine at the table of kings without anyone being the wiser. Members of your Brood will treat you as they would treat a trusted superior rather than a close friend or family member.

The fat one is you in bird form

d20 Broods 

Brood (Equipment, Skill)
1Nomadic Group of Traveling Musicians (Fiddle, Music)
2Clergy of Major Religious Organization (Holy Symbol, Religion)
3Cult (Heretical Holy Text, Religion)
4Knitting Circle of Wealthy Elderly Women (Knitting Needles, Diplomacy)
5Students of the Local Wizard's College (Text Book, Arcana)
6Fashion Enthusiasts (Roll of Fabric, Dressmaking)
7National Poet Society (Terrible Poem, Writing)
8Opera Singers (Popular Aria, Singing)
9Food Critics (Notebook, Cooking)
10The Local Militia (Helmet, Law)
11Lawyers (Fancy Wig, Law)
12Doctors (Jar of Leeches, Medicine)
13Refugees of a Specific War (foreign holy symbol, Survival)
14A tribe of Wood Elves (effigy carved from Iron Wood, Survival)
15Peasant Farmers (Hoe, Farming)
16Fundraising Socialites (Noble's Clothing, Diplomacy)
17A Dwarven Clan (Bellows, Smithing)
18Retired Crusaders from the last Holy War (fake medal of valor, Diplomacy)
19Rebel Cell (3 fireworks, Hiding)
20Servants of the local Baron (set of silverware, Deception)

Note: Broods are all over the place on purpose- I intended it so that each GM could customize a few for their own setting. As a loose rule, a brood probably shouldn't have much more than 80 or so people in it, so for larger groups the Brood abilities might only work on members from a particular region, for example.

Also, I've never really done a GLOG class before, so no clue if this is balanced or not, but I hope it'll at least be fun to try!

Monday, March 25, 2019

20 Questions for Stone & Shell

Jeff's 20 Questions for (my non-canon version of) Stone & Shell
  1. What is the deal with my cleric's religion?
    -Its a bit complicated at the moment since a Basilisk has been ascended to divinity and turned all the other gods to stone. Long story short, your powers still work, but god can't come to the phone right now. Also the number of raving prophets on the steps of temples has increased tenfold.
  2. Where can we go to buy standard equipment?
    -Most places have some sort of general goods store. "Archeology" (tomb-raiding) is seen as a lucrative but disdainful profession taken up by desperate vagabonds, but just like the parable of the richest men in the Gold Rush being the ones that sold shovels, so are the most profitable businesses today being the ones that sell ten-foot-poles.
  3. Where can we go to get platemail custom fitted for this monster I just befriended?
    -The New Horned Ones are used to working with non-standard forms and could easily tailor something to you, though it'll probably be expensive. Ori would be a good place to start looking. If you find yourself near their homelands, the Dwarves or an Iron Priest could probably make some custom gear for you as well.
  4. Who is the mightiest wizard in the land?
    -Both the Last Witch and the Dust Lord lay claim to the legacy of the First Wizard, but let's hope we never have to find out which one of them is actually stronger.
  5. Who is the greatest warrior in the land?
    -THE UTTERSWORD and it's Exalted Knights are literally unbeatable in direct combat. The Chitinous Elves and their strange tech probably aren't too far behind though.
  6. Who is the richest person in the land?
    -Likely the Last Witch, what with the titanic industries of the New Horned Ones and all the paid debt that Ori rakes in from centuries of smart investment.
  7. Where can we go to get some magical healing?
    -Good luck finding someone who can waggle their fingers and close your wounds. Us common folk do things the old fashioned way- leeches and poultices. There are some rare folk out their who can do it though, maybe you're one of them?
  8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
    -Say your prayers or go see a good doctor who'll probably tell ye the same thing. Though for some of the rarer stuff you might be able to track down an expert who may or may not be insane enough to have tackled your unique ailment before.
  9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
    -The New Horned One's got all sorts of guilds and consortiums you can look into. Horned One's in general've been working magic since they were born from the roses of the Spellgarden. If you survive the trip to Smog you can probably find someone to teach you some lightning magic. A Gamble-Freak den probably has a few spells in the pot if you's willing to risk your soul too.
  10. Where can I find an alchemist, sage or other expert NPC?
    -Any proper city'll have all of those. If you ain't near a city, you might come across a wandering Bale of Elves who have the info you need- and even if'n they don't, they should be able to point you to a Bale that does.
  11. Where can I hire mercenaries?
    -Seedy Taverns, mostly. Most towns have a drunk or two willing to hold your light for a few pennies a day. There's also Chitinites if you need a proper expert at killing, though they don't come cheap. Magpie's (A breed of Siryn- call them Swiftlets if you don't want to offend) are the best damn guides if you wanna do any proper adventurin tho. A Cat or Hobgoblin vet will also be happy to scout for you and aren't quite as expensive, and you can find those pretty much anywhere you could find a human.
  12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
    -You'll need a permit for anything bigger than a knife in any city run by the Ambassadors or the BRR (blue-ribbon republic). No one else gives a shit.
  13. Which way to the nearest tavern?
    -There are so many, you can't throw a cat without hitting one.
  14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
    -The BRR has a bounty on Orcs and their war-breeds. Exalted Knights already wiped out all the proper beasties on this continent, but if you want to earn a noble's patronage and take a trip to the Hidden Continent there's probably plenty of exotic monsters to skin and trophy there. If you survive and return you'd be the first, and could probably retire at your leisure.
  15. Are there any wars brewing I could go fight?
    -The Dusk Lord's Undead are getting, ah, rambunctious. Plenty of keeps doing their best to hold the line, but the BRR still refuses to admit there's a problem. 
  16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
    -Plenty of Arenas too- Gamble-Freaks tend to run the underground joints which are deadlier but pay better. Proper arenas are held top-side for the citizens enjoyment and tend to pay in fame and influence rather than cash, but to the right person those can all be practically the same.
  17. Are there any secret societies with sinister agendas I could join and/or fight?
    -You know, there's whispers of this dragon cult called Unbound Avarice. Might be nothing, though.
  18. What is there to eat around here?
    -An ungodly amount of turkey and boar. Plenty of fish and cheese if you're in Ori. Other places have specialty cuisines, but you can almost always buy a roasted turkey. It's terrible unless you somehow supply your own spices.
  19. Any legendary lost treasures I could be looking for?
    -My, where to start with that one...There's the Crystal Palace, with it's supposed infinite labyrinth of treasure and riches, but that's in the middle of a volcano and The Gilded One doesn't take kindly to outsiders in general.
    There's the Iron Throne, which commands the legendary Iron Company. It's...somewhere.
    Then there's Nexus, a whole city of wizards that up and vanished.
    That's not even mentioning the Ark, the Cold Stairs, the First Homes...any one of these places could give you a king's treasury if you survived.
  20. Where is the nearest dragon or other monster with Type H treasure?
    -Probably in a dungeon. They're almost as plentiful as taverns.

    (Apologies for the delay in posts. Life's been worrisome than normal as of late and I've got many projects at once all up in the air.)

Monday, February 25, 2019

First Thoughts on Tempered Legacy

David Schirduan released a great new game on his website called Tempered Legacy. I thought the concept was really neat and I had enough thoughts about it that I wanted to make a post.

TL:DR it's great and free and you should go check it out!

The Concept

The "framework" that the rules layout are about as straightforward as can be: you are a magic weapon. You are held by a unique wielder. If your wielder dies (which, assuming regular OSR lethality, is to be expected sooner rather than later), then you inherit something from them: Either their History (which work like skill tags and let you do things), their Temperament (which represents their personality but also have some unique mechanical benefit) or their Spell (if they have one). You then get picked up by another wielder and continue the adventure, or switch to a different one entirely depending on how much time has passed and the whims of the player/GM.

Accompanying the game is a set of very neat little random generators which generate Wielders and Weapons. The generators assume a Knave ruleset but are broad enough that they could be tacked onto pretty much any ttrpg with a little tweaking.

Some Thoughts

  • I love the implementation of a "roguelike" framework here. The rules are very light and scream "Hack Me!" I'm also very eager to see how it holds up for "duet" style play since David calls out the game as "working surprisingly well" for that type of game.

  • The advancement mechanic is very interesting; you are always forced to take something from a wielder if they die and only have 5 "slots", so as written the "weapon" seems like it hits a wall pretty quickly. 

  • I would personally add in some sort of ability advancement involving gaining some more traditional weapon abilities. Something that lets you advance in a more traditional method and make use of all those +1 weapons and their equivalents. Maybe the weapons can eat gold or other magic weapons to gain new abilities or something.

  • Something I considered was to make the weapon able to hold 6 things, but then instead of choosing what to give up you just rolled a d6 (still getting to decide which thing to inherit from the dead wielder, just not what slot it goes into). This method would trade out what I imagine might be some interesting roleplaying bits as the weapon agonizes over which wielder part they "forget" but also keeps a weapon from min-maxing 

  • Out of the "Health and Hirelings" section, I think I like the "Health Pool" option the best. It strikes a good balance of resource tracking and staying in the fight. The hirelings option might work for me with some sort of randomizer tool, like a given party has "1d4-1" hirelings generated about the same way as characters. Right now I'd probably run some variation of "Health Pool" with everyone at the table tracking their hit points individually, and taking Emmy Allen's "Horrible Wounds" when they hit zero. That way TPK's are a bit more rare but when they happen, all the weapons are affected equally. Also, lasting consequences of fights means that even if you don't all die, your wielders will likely become less effective over time.

  • While I love the generators and they let you pick up and play a game super quick, I would personally include a light weapon-creation element if I were to run this since you'll keep your weapon forever (unlike your Wielder). Having different tables with broad weapon types might be a good compromise, with options for "ranged", "swords", "knives" etc. I can also picture "themed" games where everyone get's a variety of muskets or exotic weapon types from different areas of the world. I wanna play a tetsubo in a samurai themed game

  • The "passage of time" is a good framework but feels a little out of place without more context. I'd probably run a variant rule of: "When your group of Wielders all perish, roll 1d100. That's how many years have passed before you are picked up again". Alternatively you can just move to a different area/dungeon if the players are through which is pretty neat.

None of these are really meant to be broad suggestions, just more scattered thoughts I had that show how hackable the game is and all the different dials you can tweak.


Also, here's some random "plot hooks" I had for games, since some players of mine might have a harder time coming up with goals for a hunk of sentient metal.

  • The Legendary Shards: You/your fellow weapons are the "descendants" forged from pieces of a legendary weapon such as Excalibur or Blackrazor. You long to make a name for yourself, either earning legends for your own right or claiming the mantle of your "forebear". Many other sentient weapons made from these shards exist, and they will actively seek out and oppose you as they attempt to steal your power for themselves so they may ascend to legendary status.
  • The Guardian Blades: You were pulled from a stone, granted by a Lady of the Lake, or forged by no hand of man or elf. While you are free to pursue your own desires, your purpose is to defend a given land or nation from invaders and evil, from within and without. Should you find yourself in a far-away land or refuse to defend your home, it will inevitably fall to foreign invaders or other dark influences.
  • The Haunted: This one would only work for more dedicated games and I'd only do it with players I know or had played with before. Tell your players to make characters together in a setting of your choice, but dont specify what system you'll be playing. Try and get them to fill out as much detail as you can about their characters background. Then have the game fade in from black and tell each player that they are conscious, but unable to move. They feel cold, and then they feel a hand grasping around their "throat?" ("handle? You don't have a handle? or is it more like a ...hilt??"). They are the characters they made, but after suffering a TPK and possessing the weapons they held. The campaign revolves around them coming to turns with their unlife, possibly seeking resurrection or otherwise trying to finish whatever unfinished business their character had in life. You could also turn it into a "whodunnit?" mystery if they don't remember how they died.
  • Mammon's Collectors:  You work for a greedy demon or otherworldly entity. You are a warlock's blade, granted to agents of your dark master in return for a portion of their treasure ("and of course, their soul, but when has that been of any use?"). You don't remember your past and may decide to attempt to overthrow your boss after amassing enough power. Everyone who inherits or finds you will always be someone who has made a pact with your master. 

Friday, February 22, 2019

Class Options: Mini-Kits for Knave

In my previous post I forwarded some ideas about how to handle classes in a "knave" style format.

Not mentioned there is the fact that I briefly toyed with "class kits" that replace the random item generation portion of Knave with more structured but still limited choices, but I really like the mishmosh of adventuring gear you get as is.

So I had this idea of "mini-kits", extremely minor abilities you choose and which don't detract from the broader Knave framework.

Here's what I've got:

Carvergirl: Roll for skill and trinket. You begin with Cavehtung as a language.

Reprobate Mage: Roll for (illegal) spell known. One hand is tattooed and easily recognizable as holding an illicit spell. You begin with a small makeup kit and gloves.

Scholar: Roll for school. You begin with a specialized reference manual.

Oracle: Roll for divination type. You are missing  (d4) 1. a finger 2. an ear 3. an eye 4. several teeth. You traded it for your knowledge. You begin with an implement you use to perform your mancy.

Condottiere: Roll for extra attack circumstance. You begin with documents allowing you to legally carry weapons in populated settlements.

The last one is the only one that's remotely original, but I stole most of the table from DIE TRYING.

Here it is (made with the assistance of the OSR discord!)

Extra Attack:

  1. At disadvantage
  2. Nonlethally
  3. When grappling
  4. When target is flanked
  5. When target is frenzied
  6. When target is prone
  7. When you hit
  8. When you miss

Condottiere showed up as a synonym for mercenary as I was searching for class names. Wikipedia tells me it refers specifically to Italian mercenary captains. I like the idea that at one point the word only applied to captains but now applies to pretty much anyone with these documents and has lost much of it's prestige.

The classes so far all meet the criteria I was looking for or didn't know I had:

1. They are minor enough not to interfere with Knave's framework or playstyle
2. They are distinctly flavorful
3. They have some sort of random element, meaning that multiple people could pick the same one and end up with different abilities.

I'm pretty satisfied I've covered a variety of playstyle types with these. Carvergirls cover a weird trifecta of rogue/ranger and even druid if you get root magic. Reprobate Mages and Oracle are similar to Wizards/Clerics in that they deal with the occult but get minor enough abilities and drawbacks that they don't overshadow the other choices. Condottiere covers a "fighting man" type. 
Scholars are fairly distinct. They make a great option for the know-it-all archetypes and also gives a bonus mode of leveling up. 
But any of these choices could become a full fledged wizard with enough spells, knowledge, and a fancy robe and hat. 

Some final thoughts:

I'm considering adding one more class, though I'm not sure what it might be. Having an even 6 would be perfect for a d6 roll when you couldn't choose or if there was some reason to pick one randomly. I'm thinking of making it possibly fill in the same niches left by the carvergirl- so some unique twist on a roguish or ranger-guide type of character. 
This might also add a neat way to add new classes to the campaign: the table expands with more powerful classes as the party meets new and unique groups, but for the most powerful one's you have to roll on the table to even have a chance at getting.

Early and half-baked ideas for the 6th class include: something like a mix of ardent from 4e and the spiritualist from Pathfinder, some sort of very mundane "pet" class, some sort of "wild" survivalist, some sort of pickpocket.

Let me know what you think! What would you do differently? Would you enjoy getting to choose between these "classes" in a campaign? What do you think the final mini-kit should be?