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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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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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Natural Born Assault Trooper

Natural Born Assault Trooper You are a veteran who has fought many times in the front lines. You do not fear death, and you have charged well entrenched troops many times, sustained only by your faith in the Ternal Father or in your foes’ ineptitude. You gain the following benefits: Increase your speed by 10 feet. You have advantage on saving throws against the frightened condition. If you move at least 20 feet straight toward an enemy, you can use a bonus action to make a

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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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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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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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Money

Money There are many currencies, ancient coins, chicken feed, and items of exchange circulating up and down the Kingdom’s cart tracks. A gold piece is the average day’s wage for a skilled artisan such as a tailor, carpenter, or armorer. They are commonly called "aureos" or "big pieces". A silver piece is half a day’s wages for an unskilled laborer. The most important and common exchanges are made in silver coins, and each region of the Kingdom has its own mint. In the Kingdom of the

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Misty Step

Misty Step 2nd-level (conjuration; arcane, chaos, movement, teleportation) Class(es): Sorcerer, warlock, wizard Casting Time: 1 Bonus Action Range: Short (30 feet) Target: Self Components: V Duration: Instantaneous You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.

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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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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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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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Minor Illusion

Minor Illusion Cantrip (illusion; arcane, chaos) Class(es): Bard, sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Area: 5-foot cube Components: S, M (tinderbox and small mirror) Duration: 1 minute This spell creates a sound or image of an object. The illusion disappears if dismissed or you cast the spell again. You may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change t

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Message

Message Cantrip (transmutation; arcane, communication) Class(es): Bard, paladin, sorcerer, wizard Casting Time: 1 Action Range: Long (120 feet) Target: One creature Components: V, S, M (scrap of paper) Duration: 1 round You point and whisper your message at the target. It alone hears the message and may reply in a whisper audible only to you. You can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The

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Mending

Mending Cantrip (transmutation; arcane, transformation, utility) Class(es): Bard, cleric druid, paladin, sorcerer, wizard Casting Time: 1 minute Range: Touch Target: One object Components: V, S, M (fragment of equine bone) Duration: Instantaneous You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.

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Medicinals

Medicinals Not everyone has access to magical healing spells. The following herbal remedies and potions may be commonly available from apothecaries and herbalists. Drinking or administering a potion or remedy takes an action.  Knack dice granted by the use of medicine can only be gained from that type of medicine once between long rests. Adderwort Roots. Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain a knack die on Constitut

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Materials

Materials The materials your gear is made from determine its effectiveness, durability, ease of repair, and aesthetic. The following are some of the materials that your gear may be made from. Material Description Weight Cost Properties Repairability Adamantine As weighty as iron, as flexible as steel, and harder than both, adamantine is the most durable material for weapons and armor, as

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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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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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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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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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Maintenance

Maintenance Like all gear, mundane weapons and armor wear out over time, and keeping them in good working order requires maintenance and repair. Regular day-to-day maintenance is assumed—your bowstring is oiled, your blade is sharpened, and your armor is polished. However, Knaves frequently encounter unusual events that are exceptionally hard on gear that may require a DC 10 maintenance check (or DC 15 if the stress was particularly severe). If you are proficient with the tools required t

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Magicance

Magicance Prerequisite: Ability to cast spells You know how to make the most of your arcane arts and other buffooneries in combat, distinguishing yourself from your peers: charlatans, slickers, and hexers. You gain the following benefits: You don’t have disadvantage on attack rolls to hit with a ranged spell attack when there is a hostile creature within 5 feet of you. You ignore a spell’s verbal component.

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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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Magic Missile

Magic Missile 1st-level (evocation; arcane, attack, force) Class(es): Sorcerer, wizard Casting Time: 1 Action Range: Long (120 feet) Target: Up to three creatures Components: V, S Duration: Instantaneous A trio of glowing darts of magical force unerringly and simultaneously strike the targets, each dealing 1d4+1 force damage. Cast at Higher Levels. Evoke one additional dart and target up to one additional creature for each slot level above 1st.

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Mage Hand

Mage Hand Cantrip (conjuration; arcane, utility) Class(es): Sorcerer, warlock, wizard Casting Time: 1 Action Range: Short (30 feet) Components: V, S Duration: 1 minute A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it. You can use an action to control the hand and direct it to do any of the following:  manipulate an object. open an unloc

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