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Finger of Fate

Finger of Fate Cantrip (divination; chaos) Class(es): Bard, cleric, sorcerer, warlock, wizard Casting Time: 1 Reaction Range: Medium (60 feet) Target: One creature Components: V, S Duration: Instantaneous When you see a creature making a saving throw, an ability check, or an attack, you point at it and whisper words of good luck. The target must succeed on a Wisdom saving throw, or it will have disadvantage on its current saving throw. If the creature succeeds on the saving

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Augury

Augury 2nd-level (divination; communication, divine, scrying) Class(es): Cleric Casting Time: 1 Minute Range: Self Components: V, S, M (divinatory items worth at least 25 gold) Duration: Instantaneous With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. You will receive one of the following:  Fortunate omen (good results) Calamity

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Miscellaneous Gear

Miscellaneous Gear The many essentials that make adventuring into the unknown possible: Acid. You can use an action to splash the contents of this vial onto a target within 5 feet of you or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane aci

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Concoctions

Concoctions The people of the Kingdom love to prepare and consume spirits, tinctures, tonics, and concoctions of all sorts, especially if they are illegal and made with makeshift tools: from herbalist friars dedicating entire dormitories to the most sophisticated and careful preparation, to mountaineers cooking the typical Hair of the Dog in rough stables, next to the donkey shelters. In any case, all concoctions' unique formulas guarantee them excellent additional properties that other liqueu

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Class Brawl Features

Class Brawl Features Class Brawl Feature Benandante Beast Slap. As an action, you can make an attack (Wisdom) to deal 1 whack and the target becomes frightened of you. Bravo Counterattack. As a reaction, if a creature makes an attack that targets you, you can make a strike against that creature. If you hit, the creature makes the attack against you with disadvantage. Brigand Sne

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Magic Moves

Magic Moves Protection from Kicks and Blows. As an action, choose a willing creature you can see; all beatings and moves made against that creature have disadvantage until the end of its next turn. Fetor Spray. As an action, you can make an attack (Intelligence, Wisdom, Charisma). If you hit, the move deals 1 whack and the target is poisoned. Insane Scream. As an action, you can choose a creature that becomes frightened of you. Eyes on Me. As an action, you can choose a c

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General Moves

General Moves Bouncer. As a reaction, when you’re successfully hit by an attack, you can make an attack roll (Strength or Dexterity) against your opponent. If you hit, the target is stunned. Clothesline. As an action, you can make an attack (Strength or Dexterity). If you hit, the move deals 1 whack and the target is knocked prone. Diving Drop. As an action, you can make an attack roll (Strength or Constitution). If you hit the target, the move deals 1 whack and the target is s

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Marionette

Marionette In bygone times, marionettes were extraordinarily rare, but in recent centuries their presence has become increasingly common in the Kingdom’s cities, theaters, and companies, along with that of marottes and other artifact creatures made of triflewood, aka “turquoise wood”. Once grown exclusively in the most remote recesses of the town of Cuccaigne and impossible to find, this material is now being cultivated in various places around the Kingdom – with the turquoises’ authorization

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Arcimboldo

Arcimboldo In many ways, an Arcimboldo is the mirror image of a nonexistent: while the latter is an empty vessel enshrouding a non-existence made of ideals and passions, the former is a jumble of matter that has become alive and sentient, growing a form of existence out of all the pieces it’s made of. Much like a nonexistent, an Arcimboldo is never (well, almost never) built or assembled by someone else. Its pieces meld together and manifest a form of life by themselves, maybe as a secondary e

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Paraghoul

Paraghoul There are rumors of every kind about the Paraghouls, and not all of them are edifying. Indeed, almost none is. The most widespread describe them as hidden rulers and strategists of the ghouls and other lesser undead, lords of a remote and infamous underground kingdom known as Yuckesville, proverbially famous as the destination you wish on your rivals and nuisances. Actually, a Paraghoul is just someone who somehow managed to cheat death and came back with a semblance of life aft

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Wolfcat

Wolfcat Probably spawned by Extravaganza, these beings have been roaming the Kingdom since the early centuries of the Thousand Years’ War, as there seem to be no records of their presence earlier, in Empire days. While some believe they came from Frangia or Altomagna, scholars from those lands claim the contrary, so the mystery remains unsolved. The size of catpards and linxes, wolfcats are felines that have adopted human-like posture, language, and skills, and are also similar in their c

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Malebranche

Malebranche Malebranche are literally devils. Former subjects of Lucifuge, they proclaimed the Great Refusal and left Inferno to walk out in the open under the sun and stars again. With the end of their infernal service, they lost many of their previous supernatural powers and most of their inhuman traits, becoming almost-ordinary humans, barely marked by minor beast-like peculiarities and instincts. Even their memories from before they left the underworld and their knowledge of an eternity of

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Sylvan

Sylvan Last specimens of a race of hominids with traits more feral and rustic than those of the common human, sylvans have always lived alongside humans when the latter left the mountains and forests to found cities. Compared to common humans, sylvans have much thicker body hair in specific places: on the men’s chest and back, on women’s groin, and on the arms and legs of both; their head is often covered in a thick mane of hair. Their body is more agile and muscular, their features fierc

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Human

Human Humans are by far the largest population in the Kingdom and, for that matter, in the rest of Occasia and the Orb. Along with their more common variants, such as sylvans, gifted, and morgants, humans are also supposedly the only self-aware species in the known world, while the others all have magical and supernatural (or subnatural, unnatural, preternatural, or paranatural) origins. Or so they think, but beings such as pantegans, mandrakes, and wolf-cats totally disagree. One way or

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Gifted

Gifted As a species, the gifted are not distinct from humans; rather, they are individuals of the human race who are either born with a special “gift”, or acquire it during their lifetime under various circumstances, and usually bear a visible mark of their exceptionality. Almost as numerous as the gifted themselves, the traditions regarding their birth and the reason for their unique powers, innate or otherwise, include being: descendants of a malebranche or a turquoise; conceived during

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Morgant

Morgant Morgants are commonly considered “demi-giants”, though whether they truly descend from giants remains a mystery, given that such legendary beings have not been seen around the Kingdom for at least five hundred years, during which morgants have remained unchanged. What’s more, numerous folktales and legends speak of ancient kingdoms and communities of millenary morgants from which the current specimens are said to descend, indicating that these beings are probably another human species

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Nonexistent

Nonexistent The outward appearance of nonexistents is mostly that of empty clothes, armor, or cloaks, wandering alone as knights, paladins, thieves, sorcerers, and so on. To avoid upsetting the populace, they are careful to cover themselves up so that the void under their capes or mantels is concealed. They manage to speak normally by using ventriloquism of some sort, walk and move like ordinary people, and perceive the surrounding world through senses similar to human ones. When their garment

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How to Brawl

How to Brawl Being non-lethal disputes by definition, Brancalonian brawls are regulated by simple rules that replace the typical cycle of combat. A brawl basically works like combat, but introduces significant differences regarding the actions you can take each turn, and how hit points, damage, and movement are calculated. Note: During a brawl, you cannot use class abilities (such as Class Spells, Extra Attacks, etc.), but you are allowed to take advantage of passive features (such as Una

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Placing Prophesies

Placing Prophesies In the Bounty Kingdom taking bets is often forbidden, and those who do so risk pillory and imprisonment. To overcome this minor setback, the Knaves of Penumbria have come up with a solution that has spread through the Kingdom like wildfire. They don’t take bets: they make prophecies. Placing prophecies is an optional way for Knaves to scrape together a few extra coins during a job. A prophecy is a prediction of something that will happen either before evening or on t

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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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Poisons

Poisons While some poisons require exotic or expensive ingredients, many effective versions can be obtained or made with little effort. The following poisons may be commonly available from apothecaries and herbalists. Applying a poison takes an action. A creature immune to the poisoned condition is immune to any effects from poisons. Curare. You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency

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Mounts

Mounts From the mighty warhorse to the humble pack mule, mounts can be an integral part of your battle plan or simply a way to carry your excess gear. This section concerns the cost, upkeep, and carrying utility of your mounts. In order to be used as a mount, a creature must be at least one size category larger than you, and must have an Intelligence score of 4 or lower. You may be able to convince creatures with a higher Intelligence score to let you ride them, but they are considered in

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Survival Gear

Survival Gear Adverse weather and gnawing hunger can claim just as many lives as monsters and traps. The following items are necessities when facing inhospitable environments and harsh journeys: Bedroll. This essential commodity provides insulation and comfortable sleep on rocky, wet, or uneven terrain. Blanket. Provides warmth while resting in cold environments.  Climbing Gear. A climbing gear set includes special pitons, boot tips, gloves, and a harness. You can use the climbi

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Pets

Pets While most pets are likely to be acquired over the course of an adventure there is always the possibility of finding places with animals and magical beasts for sale. Use the price guide below for finding your band's new furry (or scaly/feathery) friend. Common PetsBat 5 gp Boar 5 gp Camel 50 gp Cat 5 sp Crab 5 gp Draft horse 50 gp Eagle 50 gp Frog 2 gp Goat 3 gp Hawk 25 gp Lizard 1 gp Mastiff 25 gp Mule 8 gp Owl 10 gp Pony 30 gp Rat 1 sp Raven 30 gp

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Tools

Tools Many trades and crafts require special tools or sets of tools needed to do things like to pick a lock, paint a portrait, or brew a potion. Any character can use a tool kit, but many characters also gain proficiency with specific tools. When you are proficient, you add your proficiency bonus to any ability checks made with them. Tool use is not tied to any single ability score and your Narrator may decide your work may require any sort of ability check. For example, you may be a

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