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Crosser

Crosser Crossers are men and women experts more than anybody else in land smuggling, especially through mountain passes, impassable rivers, swamps, woods, and all sorts of natural obstacles. Usually, they move alone or in very small groups, on foot, on horseback, or at most by leading a donkey, and they travel along paths and tracks unknown and hard to find by guards and soldiers. They are also known to be the perfect guides for anyone who wants to leave a region across guarded borders. Relyin

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Dispatch Rider

Dispatch Rider In a country oppressed by the Thousand Years' War, the martial professions and all the figures that have to do with battles and military campaigns in one way or another are often strictly codified and regulated. Dispatch riders are generally young people still not very useful in the weapons trade but who, like field attendants, pages, and squires, are part of bands and armies who provide support or service to the troops. In particular, dispatch riders are experts in traveling lo

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Enamored

Enamored The enamored is usually a member of a court or an important family who grew up immersed in the Courtly Love myth and environment and dedicated their younger years to courtships, games and amorous pastimes, poetry, attending banquets, receptions, salons, theatrical performances, and other aristocratic entertainment venues... Enamored are generally privileged, well-educated youths, experts in the liberal arts and sophisticated hobbies, raised to become flirts, diplomats, gigolos, and co

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Impresario

Impresario The Kingdom is crossed by ambulants, actors, puppeteers, itinerant singers, troubadours, bards, minstrels, acrobats, and all sorts of artists, not to mention those who always reside and perform in a specific city, in one particular theater, or their own ward. This confusing saraband of musicians, entertainers, and wanderers often leads to some Impresario, or crafty traffickers who know how to deal with commoners and gentlemen, full of connections and knowledge, and notably able to m

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Lucignolo

Lucignolo In a world where you can meet fairies, elves, turquoises, and all kinds of nonsense behind any corner, some mere mortals have reached a degree of awareness, confidence, and ability when it comes to dealing with these beings that allows them to use the best of both worlds to their advantage. Children exchanged by fairies for long or short periods, girls blessed by their godmothers, firstborns given to witches or elves as servants due to some pacts entered into by their parents, shephe

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Prelate

Prelate Prelates can be members of the Creed or other religious professions holding a key position, respect, or power. Still, they became Knaves for their own personal or secret purpose. Their titles can be the most various: abbots, abbesses, vicars, archimandrites, scabbots, priors, and chaplains, and up to the top of the respective hierarchy, such as ordinals and horoscopals. There's no particular distinction between men and women concerning high prelatures, even if specific orders are compo

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Relic Hunter

Relic Hunter Among those who dedicate themselves to the noble art of exploration and ruins, dungeon and catacomb looting, relic hunters are probably the most recognizable and appreciated community. Some of them are part of the Congregation of Reliquaries. The Creed's hierarchies send them out to find the mortal remains of the saints of the past, their objects, sacred instruments, weapons, and their magical artifacts of divine or angelic nature. Other times, it is a question of common grave rob

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Ambulant

Ambulant Grinders, umbrella menders, nomads, seasonal workers, wayfarers, street actors, thespians, harlequins, puppeteers, carnies, charlatans, relic peddlers, beggars, wandering clerics, students moving from one school to another, professional wanderers, toy makers, tinsmiths, milliners, Norcitans, lacklands, ziganes and caravankers, and all those who spend their lives moving from region to region looking for work or taking their itinerant shows around: these are ambulants. The presence and

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Brawler

Brawler In a Kingdom where brawls are as widespread as games of dice, brawlers love nothing better than constantly throwing themselves into fistfights and scuffles, which they often provoke deliberately. Demonstrating their strength and arrogance is the brawlers’ idea of fun and the lifestyle they have chosen. Skill Proficiencies: Intimidation, Performance Tool Proficiencies: Two types of gaming set Equipment: A brawl trophy (roll an additional Memorabilia), a map with a list of all y

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Finagler

Finagler The finagler is a bit of a symbol of the Kingdom’s civil life and bureaucracy: a fixer, a notary, a pettifogger, and a hack, a fine connoisseur of laws and red tape, and therefore perfectly capable of circumventing them, infiltrating the system, and turning it inside out. Halfway between public and private, the finagler is the go-to official for Knaves confronting the law, the nobility, and justice because – while being Knaves themselves – they are perfectly integrated into the system

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Fugitive

Fugitive Outcasts; prison, galley or forced-labor escapees; deserters from armies and mercenary companies; on the run after attacking a guard or an aristocrat: whether rumors about them are true or false, fugitives are accused of escaping from the Kingdom’s “justice”, and when they join a company, it’s because they have no other prospects. Skill Proficiencies: Stealth, Survival Tool Proficiencies: Thieves' tools Languages: Racket Equipment: A dagger, a memento from your past life, a

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Rover

Rover Rovers spend a large part of their lives in the free, natural manner traditional of feral communities and wolfcats, hermits, heretics, woodcutters, coalmen, shepherds, and the more isolated pagans. They are hunter-gatherers and their groups move with the seasons, drawing all their raw materials from the remains of animals or plants. The rovers’ cultures, skills, and knowledge are deeply influenced by their outdoor life, experience with wild territories, and communion with nature and its

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Tough

Tough Toughs were born and raised amidst all manner of oppression, hardship, or violence, yet far from breaking them, these extreme living conditions tempered their mettle, making them as hard as steel. Having been exposed so directly to the harshest abuse and privations, no obstacle, fear, or hesitation will stop them now. Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set Languages: Racket Equipment: A pendant of Saint Marauda, a poppycock card

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Blazoned

Blazoned “I am Lady Arginna Monteschi Faviori, daughter of the Duke of Fakeep and Phonydale, first heir to the lands of Talltaleburg and Fictionaria! Don’t you recognize me? Here is my certificate, you peasant!” A blazoned is usually a noble from an unknown family without political influence, or maybe the thirdborn of a renowned house, devoid of true titles and lands, or the firstborn of a famous house that fell from grace a couple of decades ago, to be generous. A blazoned may vaunt

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Herbalist

Herbalist One of the most common arts among the populace is the lore of herbs and natural remedies, invaluable to heal injuries and illnesses, get by, and brew a good rotgut spirit in your own stable, far from the prying eyes of tax collectors. As Extravagant creatures and phenomena grow more and more frequent in the countryside and in the natural world, herbalists are specializing in low-ranking rural magic as well: They study as arcane initiates and trade with many fey and wild spirits

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Inspirited

Inspirited Nobody knows the true nature of the insane process of creation behind Marionettes, Manikins, and Boguses. Nobody actually knows how Arcimboldos, Nonexistents, and Cloven (or other similar wondrous beings) come to be, or how Malebranches, Seraphs, Paraghouls, and Bartered Ones are respawned in the world. Is there a greater power behind all this? Or maybe a magic power has gone awry. Why should a living puppet come out of a wooden log, or from the mound of rotten vegetables of a

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Slacker

Slacker How did you come to this in your life? Where did you go wrong? You didn’t, actually, as what you have “done” is just following someone else and living off the results of their success. You don’t feel the urge to do anything, you do not have any outstanding ability. No special feature whatsoever. And that’s the way you like it: why struggle when someone else can do the job for you and you can live and bask in their glory? What really matters is to find a party to exploit, and a ban

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Ancient Culinary Art

Ancient Culinary Art You are an expert in the Kingdom's culinary art, a long tradition handed down by aunties and grannies. You gain the following benefits: You gain proficiency with cook's utensils and add double your proficiency bonus to all checks made using them, instead of your normal proficiency bonus. Also, you treat shoddy cook's utensils as standard cook's utensils. You treat cook's utensils as improvised weapons you are proficient with. You can cook a special mea

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Apothecary

Apothecary Your knowledge of herbs and ancient remedies makes you an expert in preparing every kind of concoctions and decoctions capable of healing wounds, soothing pain, and facilitating rest. You gain the following benefits: You gain proficiency with the herbalism kit and the following artisan's tools: alchemist's supplies and brewer's supplies. At the end of a short rest, up to 6 creatures can add your proficiency bonus to the hit points regained by spending one or more Hit D

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Exceedingly Gifted

Exceedingly Gifted Prerequisite: Gifted Your Gift stands out even in comparison with the innate faculties of your own kind. You gain the following benefits: Increase your spellcasting ability score for the gifted spells by 1, to a maximum of 20. In addition to the spells granted by the Magical Influence trait, you learn a new 2nd-level spell that must belong to the same school of magic chosen for the Magical Influence spells. Magical Resonance now allows you to regain a 1

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Forest Companion

Forest Companion Prerequisite: Sylvan You have a special affinity with the forest, its balance, and its inhabitants, and you are able to create a unique bond with a wild animal; a bond of equality, friendship, and collaboration. You gain the following benefits: You add double your proficiency bonus to any Nature and Survival skill check, instead of your normal proficiency bonus. Through a ritual lasting 8 hours, you can create a bond with a friendly beast. That beast must be Med

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Jibber-Jabber

Jibber-Jabber Prerequisite: Charisma 13 or higher You are able to fool other creatures with an unrivaled combination of self-confidence, gab, and nonsense as if you were a high-ranking guard. You gain the following benefits: You gain proficiency in knowing crazy people don’t know they’re crazy and you know you’re crazy, therefore you’re not crazy and that is pretty crazy indeed. Savvy? You have 2 Jibber-Jabber dice, which are d4s. Use these dice to enhance your Jibber-Jabber. A

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Knave’s Pedigree

Knave’s Pedigree You grew up surrounded by scoundrels and villains. You know how to navigate shady environments and you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. Your Notoriety is considered 1 level higher when interacting with other Knaves. You speak, read, and write Racket.

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Malebolge Nostalgia

Malebolge Nostalgia Prerequisite: Malebranche Some malebranche do not entirely deny their past and sometimes dedicate themselves to reclaiming some of the powers and faculties lost after their Great Refusal. This kind of path is as long and difficult as the one that led them to humanity, but sometimes the results are much more… flashy! Both your Helltraits improve and increase in effectiveness: Hellwings. Your wings grow big and strong. You gain a flying speed of 20 feet. H

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