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Bravo

Bravo Bravos are fighters specialized in city life and in operating among commoners, criminals, and guards of all kinds, rather than in the wilderness, on the battlefields, or in dungeons filled with monsters.  A bravo is a fighter who has specialized in the protection of a big fish, in intimidation methods, and in the surveillance of places and people: in short, the perfect hitter, gorilla, and henchman on some rich patron's payroll. Hired swords, bodyguards, hitmen on the edge of the law,

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Friar

Friar Numerous amongst the population, friars and nuns represent another aspect of the Creed’s presence in the daily life of the Kingdom. In particular, among the Kingdom’s many monastic rules – which include the limping, beggar, mendicant, itinerant, praying, preaching, minorite and minorbrained, hermit, barefoot, and chained orders – friars most often encountered in bands and engaged in legal-ish jobs are those of the Brawly Orders. Many of these ascetics are simple brothers and sist

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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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Gadgeteer

Gadgeteer The Kingdom is not just a land of scoundrels, condottieri, friars, and noblemen: the cities and main academies are not short on artists, inventors, jewelers, watchmakers, and architects capable of creating the highest and most fascinating works of genius. In particular, those who specialize in precision watchmaking, in the creation of devices and ramshackle objects, and the invention of gadgets and mechanisms of all kinds are called Gadgeteers. Just as architects and scholars

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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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Brigand

Brigand In a world of constant warfare and rivalry among the upper crust, petty noblemen, knights, and hungry peasants, the brigand is often seen as the people’s true champion against debt collectors, excisemen, burgomasters, and finaglers. While brigands are undeniably bandits, robbers, and street thugs in their own right, these rascals are frequently much better for commoners than “their lordships”, who traditionally live off their backs like parasites. Throughout the Kingdom there m

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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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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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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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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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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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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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Harlequin

Harlequin They say that the first “harlequin” was a certain Alichino (“bentwings”), a malebranche escaped from Inferno and rumored to have started roaming the Kingdom with a company of street actors, bringing villages an unprecedented type of performance with colorful costumes, gibes, take-downs, pranks, and pirouettes. His showy attire and dark, mask-like face paved the way for all future Harlequins, the costumed characters of the Comedy of Art, performers of canovaccio shows on stage and

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Guappo

Guappo In the variegated and multiform underworld of the Kingdom, the guappo represents the flamboyant, boastful, and pompous rascal, often even charismatic and good-hearted. In common people's eyes, the guappo is more like a street musician, an entertainer, a ladies' man, or a "wrongs' rectifier" than a street Knave. Guappi are skilled in knife duels and enemies of the bullies, the guards, and the most overbearing criminals. In daily life, they serve as popular singers, storytellers, and a

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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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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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Shoddy

Shoddy In Brancalonia, everyday objects come at the normal cost, as per common price lists. However, Knaves are generally short of money, and “poor equipment” is all they can afford. Shoddy items and services are badly crafted and offered by crooks and scoundrels. They have an unreliable appearance, uninviting taste, or ambiguous smell, and they always look ready to fall apart on first use. Indeed, poor equipment costs way less than standard-quality gear (a tenth of the price). Objec

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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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Gallant Knight

Gallant Knight These aristocrats, courtiers, and knights are devoted not to a cause or to an abstract ideal, but rather to Courtly Love, and in particular, to the affection of a specific Lady or Sire, who have made them their "servants". It is almost always a real social contract and a court custom, in which the Knight and Paramour tell each other secrets, provide advice, converse, and keep company with one another. Still, there are cases in which Gallant Knights have accomplished great deeds

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Languages

Languages Your knaves’ race, class, and background will determine the languages they speak. Here are the main languages used in the Kingdom, in order of importance: Vernacular. Despite the numerous regional dialects, jargons, and local variants, the Kingdom’s inhabitants all speak and understand Vernacular, the common language in use from the Crown Mountains to the Charybdean Sea. Most people can also read and write, at least well enough to sign documents, read plates, signs, and bountie

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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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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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Benandante

Benandante Long before saints, supersticians, and miraculists began to roam the Kingdom’s countryside, people were protected from hags, devils, monsters, and phantasms by the benandante, who still fulfill this role, despite the considerable competition. These good forest sorcerers straddle the boundary between the spiritual, human, and wild realms. Benandante (Good Walkers) often adore the Ternal Father, but along with this figure of the Creed they usually worship old pagan gods now in de

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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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Dreadful Tale

Dreadful Tale 1st-level (enchantment; attack, psychic, sound) Class(es): Bard Casting Time: 1 Bonus Action Range: Short (30 feet) Target: One creature Components: V Duration: Concentration, up to 1 minute Saving Throw: Wisdom negates You tell a disturbing tale that only one creature of your choice within range can hear, shocking it with psychic energy generated by the spell. On a failed save, the target becomes rattled for the duration. At the end of each of the target's

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