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Shoddy


jokomaisu

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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).

Objects and Tools
When using shoddy objects or tools, you always run into inconveniences. From time to time, and depending on the item being used and on the situation, an effect can occur; also, if any check involving shoddy equipment fails by 5 or more, the object breaks.

Weapons
When you attack with a shoddy weapon, if the d20 roll is a 1, the weapon comes apart. All your subsequent attacks are made with disadvantage. This effect lasts until you use an action to fix the weapon.

Armor
Shoddy armor fall apart, literally. Whenever an enemy hits you and the d20 roll is a 20, a piece of armor flies off and the base Armor Class provided by the shoddy armor decreases by 2. If you hold a shield, it will be the first to fly out of hand. The effect lasts until you retrieve the lost pieces and use an action to fix it.

Horses, Mounts, and Animals
When making a check with shoddy mounts, if the d20 roll is a 1, the animal will become lame, and will no longer be able to proceed, for 24 hours. A shoddy mount also has a 10 ft lower speed than a typical animal of the same type.

Concoctions
When made with shoddy tools or ingredients, even Concoctions end up being just as shoddy. In this case, at the time of use, whoever takes it must roll 1d10 on the Inconvenience table below, and get one of the following drawbacks.

Table: Inconveniences

d10 Inconveniences
1 Nauseating Stench. The concoction is unapproachable. Its container also must be thrown away.
2 Scam. The concoction looks just fine, smells and tastes as it should, but it has no effect whatsoever.
3 Bad Smell. A Knave’s breath and scent are always pretty questionable, to say the least. However, after taking this tonic, they get even worse!
4 Thundering Flatulence. Something in the concoction that was still fermenting is now causing annoying noises.
5 Heavy. The concoction has the correct effect, but it's hard to digest. The character can't seem to be able to rest properly and will not get the benefits of the next short rest.
6 Miracle of Saint Franciscab. The character's old wounds begin to scab again, creating an unpleasant itchy effect. The character is incapacitated for 1 minute, as it's impossible not to scratch the scabs.
7 Coma-coction. One minute after taking the concoction, the character must succeed on a DC 16 Constitution saving throw, or fall unconscious for 1d4 minutes.
8 Spots and Blemishes. The character's skin starts showing weird spots and bumps that will last for 1d4 days.
9 Poisoning. The character is poisoned until they finish a short or long rest.
10 Mystical Visions. The character is incapacitated for 2d4 minutes; in that same period of time, they can understand the Unknown Language and appear to be conversing with invisible beings.

Shoddy Magic
Magical components are expensive and rare. That's why those in the Kingdom capable of casting spells and miracles usually employ a poor version of actual magic. This often leads to accidents and weird effects, which have affected the reputation of magic users, who are accused of unpredictability and oddity, as well as quackery, the prerogative of beggars, and equated with operetta wizards, and country superstitious.

The effects of shoddy components and materials alter the spells' appearance, but not their practical functioning. For example, a familiar summoned with shoddy components may have a funny or grotesque appearance; a fireball could smell of rotten eggs.

All the Rest
For all the things that are not listed above, shoddiness manifests itself in countless different ways, and it's hard if not impossible to create an effect for every situation. When a character uses a shoddy-whatever, one of the following effects could occur according to the situation and the object involved:

Small Incident. A funny inconvenience with no consequences.

Difficulty Increase. If a check must be made, its DC will increase or decrease unfavorably.

Malfunctioning. Shoddiness leads to unexpected malfunctioning.

Damaged. After being used, the item becomes damaged and needs to be repaired before it can be used again.

Not Working. If the item is consumable or has a limited number of uses (for example: vials of acid, flasks of holy water, or a healing potion), roll 1d6: on a roll of 4 or higher the item functions normally, otherwise the item reveals itself as a bad imitation and is useless or wasted.

Annoyingly Inconvenient. An unfortunate inconvenience, such as a quiver leaking 1d4 arrows carried during travel, or having rations become soaked and inedible due to a leak in the boat while crossing the river.

Shoddy Equipment and Social Relationships
In addition to all the effects described above for the different types of equipment, when you use shoddy items and services, you might provoke disgust, annoyance, distrust, and rejection in notables and bigwigs. When a Knave conspicuously uses clothing, weapons, services, armor, mounts, adventure items, concoctions, potions, or poor spell components in front of high-ranking or wealthy people, they will always see the Knave as a cheap, untrustworthy beggar. A penalty or disadvantage may be applied to Charisma checks.


Edited by jokomaisu (see edit history)

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