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Arrival Table

Arrival Table 1. (or less) Weary to Their Bones The journey has taken a heavy toll on the spirits of the band. The paths they have followed have shown them little that is good and have left them feeling tired and without hope. The memories of any good fortune they may have experienced along the way now seem distant and intangible. Each member of the company must make a Wisdom saving throw, (DC 12 + Peril Rating of the Journey) to avoid receiving 2 points of strife. If their path has

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Journey Rules

Journey Rules A Band will often roam across the countryside and beyond during their jobs. But traveling is not simply a means of getting to a destination, nor something to be undertaken lightly. A great part of the life of a knave is spent on the road. Often, what distinguishes a knave from a common villager is the skills they possess to help them survive while on a journey. Knaves make various ability checks along the way, to deal with the various perils that may occur, as well as to

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Notoriety

Notoriety Notoriety represents the reputation of a single Knave and influences a whole variety of interactions with the rest of the Kingdom. The higher the Bounty of a Knave, the greater the respect other Knaves will show them, and the greater the fear they will be able to provoke in those who face them: commoners, bourgeois, bigwigs, whatever. Rank Total Bounty Job Hazard How Widely Known Notoriety

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Weapons

Weapons Your class grants proficiency with certain weapons, representing the weapons you have been trained to use. Different weapons deal different amounts of damage, have different properties, and can be used to attack from different ranges. Melee weapons are held or thrown, while ranged weapons propel ammunition great distances. When making an attack with a weapon, you add your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus, if a

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Knave's Rest

Knave's Rest The Knaves of the Kingdom regard resting in a different way than adventurers do elsewhere. Short Rest A short rest is a period of time of at least 8 hours, 6 of which must be spent asleep. The remaining hours can be spent doing light activities, nothing more strenuous than reading, writing, talking, binding wounds, eating, or standing watch. If this period is interrupted by strenuous activity for more than an hour, such as walking, fighting, or casting spells, the knaves ga

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Favors

Favors Given the nature of their occupations, Bands and Knaves might often get in trouble with the law. When this happens, the company usually tries to help them out. Each Knave can ask for a number of Favors up to the highest Notoriety they have achieved, otherwise, they contract a 100 gp debt with the company. This debt must be repaid to their leader as soon as possible. No Knave can ask for new Favors until their debt is paid. Ransom. A Knave or one of their comrades may be kid

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Bounty Hunters

Bounty Hunters Because guards are seldom strong or well-organized enough to deal with Bounty Brothers and mainly take it out on the poor or the most heinous Infamous, the Knaves’ most relentless enemies are Bounty Hunters. These investigators, vigilantes, mercenaries, and persecutors are independent of regional powers, and have made a business out of collecting Bounties: a profession as dangerous as it is profitable, especially if you go after Knaves of a certain caliber. However, Bounty Hu

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Misdeeds

Misdeeds It is possible (indeed, it is pretty easy) that, during the Job phase, Knaves will commit further misdeeds or may be generically pronounced guilty of them. However, the attribution of the new misdeeds and the Bounty and Notoriety increases do not take place until during the next Rollick phase because Kingdom Justice is slow and cumbersome. Here is a list of the misdeeds that can be attributed to the Knaves along with the related Bounty Value: Misdeeds

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Basic Combat Maneuvers

Basic Combat Maneuvers Melee combat is not always an exchange of weapon attacks—sometimes you are trying to subdue, not kill. Other times, you may want to do something else other than damage your target in order to gain an upper hand. Several other basic combat maneuvers are presented below. These can be used to help adjudicate other improvised actions, following a similar structure and using similarly weighted effects. A basic combat maneuver sometimes forces a target to make a saving th

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Royal Bounty

Royal Bounty While the Kingdom’s Knaves united and came to identify themselves collectively as “Bounty Brothers”, the guards, judges, and bounty hunters who were after them did not stand around and watch. The Kingdom’s laws governing the attribution of bounties, misdeeds, crimes, and sentences were sanctioned about a century ago by Queen Menalda. This shrewd ruler founded, among other things, the Queen's Guard and what is now commonly called the “Royal Bounty”, a convoluted and elephan

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Grandluxuries

Grandluxuries Improving the Den, making it more comfortable, and sprucing it up with a series of useful services and tools differentiates a bunch of beggars from a successful company. Since the primary beneficiaries of the Den's goods and amenities are the Bands themselves, it's their duty to provide the funds for things like Grandluxuries. Knaves can invest the loot found or earned on the job to choose which Grandluxuries to build or upgrade. Each Grandluxury is divided into three pro

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The Den

The Den Knaves need a comfortable and secure place to retire and de-stress between one job and another. Usually, even if the guards or some competing Bands know where the Company's Den is, a web of tacit agreements between the Kingdom Justice and the Bounty Brotherhood ensures that no one ever upsets the apple cart while the Knaves take refuge in their Dens. Just as Companies may not be composed of thieves and criminals only, but also of friars, miraculists, guiscards, soldiers, street acto

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Bounty Brothers, Mavericks, and the Infamous

Bounty Brothers, Mavericks, and the Infamous All Knaves roaming the Kingdom, all pillory scum that wanders the country, are part of the same large bunch of rogues known as “Bounty Brothers”. Their group is relatively informal: there are no registration fees, marks, or admission rituals, no special secret language other than what some characters may already know, nor is there a board of any kind. In short, all those who have a Bounty on their head listed in the Royal Registers, or did in the

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Talismancer

Talismancer Instead of Madame Jinx or some fiendish patron, certain warlocks draw power from celestial essences scattered throughout the earthly world, similar to shooting stars, but with extraordinary powers. From another point of view, those who manage to obtain, by chance or thanks to studies and research, one of these astral talismans acquire prodigious mystical powers that make them real warlocks, albeit linked to celestial powers. The name that these astral talismans have for the ho

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Swordfighter

Swordfighter The Thousand Years’ War is so deeply rooted in the peoples of the Kingdom that it is now considered the only possible way of life. The war’s facts, conduct, mercenary companies, lootings, and the aggravation caused by military sieges and campaigns, are all regulated down to the smallest detail. In this constant-conflict scenario, soldiers, warriors, squires, condottieri, infantrymen, crossbowmen, stormtroopers, sappers, knights, archers, army engineers, runners, scouts, and spi

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Svanzic Guard

Svanzic Guard The monks who roam the Kingdom are not just punch-happy friars who wander the dusty country roads, hermits expert in mystical wrestling who sat alone for years to meditate on pillars and columns, or abbots who give the commandments of the "Slap One Another" in the coolness of their monasteries. In fact, there are noble and sought-after monastic traditions, exclusive and secret, which represent, if you will, "the aristocracy" of the Brawly Orders of the Creed. The most famous o

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Superstician

Superstician Enchantresses and charmers, fascinating experts in hexes and sorceries, manipulators of Extravaganza and fairy tricks, thaumaturgists skilled in countering the powers of darkness, mischief, and the maledictions of jinxes, heresiarchs, hags, and phantasms. They’re called supersticians: masters of arcane arts, fey power, and secrets of superstition. Some are dark sorcerers who have dealings with infernal powers; others are devoted to the forces of good; others still follow the

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Rat Catcher

Rat Catcher In the largest and most convoluted cities of the Kingdom, the Rat Catcher profession is fairly widespread: in addition to what such a name suggests, this typical urban hunter deals with all sorts of pests, parasites, sewers and catacombs' beasts, carrion, and animated objects that don't want to stay where they belong, and even fairies and specters. The city, its dungeons, its cellars, its canals, its sewers, its catacombs, and its towers are the favorite hunting ground of t

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Pagan

Pagan While in other realms “barbarians” are invaders, foreigners, and marauders from beyond the borders who speak incomprehensible languages, pagans who live within the borders of the Kingdom have been here for centuries, sometimes since before the cities that surround them were even founded, and speak perfect Vernacular, though with distinctly recognizable accents. Like their fellows from Overmountain, the Kingdom’s pagans have chosen Rage (or, as they call it, “Violence”) as a way o

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Mountaineer

Mountaineer Far from cities, ports, and countryside, up the mountains among the mouflons, hircocervi, and ibex, isolated even from the Pagan Plain's barbarians and the woods, the mountaineers roam: extraordinary guides, explorers, and smugglers, agile as wild goats and silent as wolves, with their faithful flask always at their side. In wartime, squads of these rocks-peaks-and-precipices savvy individuals are hired as scouts, spies, dispatch riders, patrolmen, lookouts, and saboteurs, while

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Miraculist

Miraculist Barring pagans, heretics, followers of ancient cults, foreigners, and the like, the official religion of the Kingdom’s commoners is the Creed, which mainly centers around the worship of the Ternal Father, Saints of the Calendar, and Relics. The Creed, which spread over centuries following the Fall of Plutonia and gave birth to several secondary currents and schisms, is currently run by a very informal, respected, and peaceful clergy. Its hierarchy is headed by four patriarchs, 

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Matador

Matador Matadors are expert hunters. They capture beasts and monstrosities from the depths of the wilds, take them to cities, and sell them for combat, or to circuses, or as disturbing defenders for fortresses. They are also masters at fighting such monsters in arenas, well knowing how to hit, hurt, and infuriate their prey in a spectacular manner. In addition, matadors are skilled at training these creatures, and are gifted circus hucksters and entertainers, even during the cruelest arena

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Knight-Errant

Knight-Errant Beggars and paupers in dire straits are not the only people you meet in the streets of the Kingdom and in the Bounty Brotherhood. There are Knaves of noble descent, offspring of fallen families and cadet sons launching into adventures, with their high ideals, weapons and banners of their lineage in plain sight, and their rump on an old jade. Generally more cultivated than most of the populace, and armed with robust ambitions and moral principles, these rambling knights ar

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Jinx

Jinx Northerners by the name of warlocks who reach the lands of the Kingdom are better known south of the Crown Mountains as jinxes. They are powerful and feared conjurers, capable of casting curses and misfortunes with a mere sideways glance, a false and envious word, the touch of annoyance and remorse. All their power derives from “Madame Jinx”, the Misfortune that deflects human destinies toward the darkest outcomes, and against which even invocations of all the Saints of the Calendar

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