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jokomaisu

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  1. jokomaisu

    General Announcements
    Welcome to the It's Always Sunny in Brancalonia campaign!
    Right now it is technically the It's Always Sunny in Brancalonia pre-campaign.
    I'll be using this Blog as a place to provide general announcements, updates about the Game Forum, and (hopefully) a weekly status on what I've been working on and what I still need to do to get this campaign started.
    Take a look around.
    Tell me what you think and ask me about anything!
    Don't have anything to say yet?
    That's fine.
    Just please leave a brief comment here so I know that I set this Blog up correctly and that you found it đŸ‘đŸŒ
    For the bounty!
  2. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time to get back to your weekly peek at the campaign progress!
    Let me tell you that taking a month off was exactly what I needed to recharge my battery for this campaign đŸ’Ș
    Although I spent most of my time away from this forum, I did get a few things added to the Compendium, made some updates, removed a couple of posts, and formatted the Race posts to be easier to read.
    I'm pleased to say that we are still on track to begin knave creation this month 👍
    I have a few more posts to add to the Compendium and updates to make before I let you all loose.
    There will be a limitation when it comes to knave creation. I will only allow one knave per combination of race/class/background/drive to be played in this campaign.
    Actually, it's not much of a limitation because that means there are over 98,000 knave possibilities đŸ˜Č
    That's all for now 👋
    Until next time...
    For the bounty!
  3. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    I had a busy week with work and family, but I spent some time working on the format for the Compendium. It was getting too long for my liking (my scrolling finger was getting overworked) 🐭
    I also started on the Companies and Bounty Brothers section of the Compendium. Only now it is called Knaves and Kingdom Justice. These posts will help explain all the good and bad of being a Knave.
    I would have gotten more done, but I started tweaking some things and adding new stuff. I've started to notice that the Brancalonia setting has some content that does not balance with the core rules. If you see anything in the Compendium that seems wildly off - whether it's over or underpowered, or the cost doesn't make sense - let me know 👍
    That's all for now 👋
    Until next time...
    For the bounty!
  4. jokomaisu

    Rules
    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. Relying on a crosser, in this case, means being led "to the other side" without being noticed or making anyone suspicious ... or disappearing forever into thin air! The most feared and priciest crossers in the Kingdom know the secrets of the Mistide and how to get goods and people in and out of Penumbria.
    Skill Proficiencies: Stealth, Survival
    Tool Proficiencies: Vehicles (land and water)
    Languages: Racket
    Equipment: A set of traveler’s clothes, a pouch containing 15 sp.
    Feature: Boundless
    A crosser is an expert in passing the borders between regions by land, avoiding checkpoints, environmental dangers, and problems of sorts, all while going unnoticed. This feature also extends to any Mistide crossing by land for which a crosser doesn't need to roll any survival check.
    Suggested Characteristics
    Crossers are often grouchy and lonely men and women, accustomed to spending days and nights in the open, traveling, escaping border guards, and marching for days in wild and desolate territories. Tough and experienced as smugglers and brigands, they combine these characteristics with an in-depth knowledge of the territory and the tricks useful for a life in the open. They are often highly respected among Knaves: you can find plenty of rogues, cutthroats, and thieves around every corner of the Kingdom, but those who possess the knowledge and skills of a crosser are much rarer.
  5. jokomaisu

    Rules
    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 long distances quickly and covertly, memorizing coded messages, crossing wild areas, dodging enemy patrols, and telling lies and misleading when stopped and interrogated.
    Skill Proficiencies: Athletics, Survival
    Tool Proficiencies: One type of game set, vehicles (land)
    Equipment: A rank insignia, a pouch containing a secret pocket for dispatches, a dice set or a poppycock card deck, a set of common clothes, a pouch containing 10 sp.
    Feature: Through Good and Bad Weather
    The whistling wind, the raging storm, a pair of shoddy shoes, and yet, if the captain gives the order, someone has to go out into the night to deliver orders and messages of primary importance. Dispatch riders have learned to be unstoppable, delivering their messages at any cost. When they travel, they ignore effects that slow movement if due to the climate's unfavorable conditions or the territory.
    Suggested Characteristics
    The character served as a dispatch rider during some military campaign that happened a long time ago, on behalf of a company or a real army, over a few months or even for many years. This activity has profoundly marked the Knave, for better or for worse: perhaps they're still connected to the ideals or factions of that long-ago war, to the comrades and commanders of the past, to the places that served as the setting for certain battles. Or, on the contrary, they've been shocked by such events. Maybe they realize they sided with the wrong flag for years, or they've become disillusioned with war in general. Regardless, the courage and determination showed in those situations, and the abilities acquired, will accompany the Knave throughout their lives.
  6. jokomaisu

    Rules
    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 courtiers: prying skirmishes, complicated love "customs", jealous pranks, and dramatic heartaches are the kind of activities that essentially fill their nights and days. However, such occupations make their lives far less shallow than it may seem. In addition to the excellent education and cultural study that an enamored gains from their environment, their life is entirely dedicated to the building and managing of personal relationships which are aimed at highlighting the more charismatic and engaging ones, the most diplomatic and persuasive, those that will more efficiently obtain prestigious positions or lead their families in the future.
    Skill Proficiencies: History, Persuasion
    Tool Proficiencies: One type of musical instrument, calligrapher's supplies
    Languages: Draconian
    Equipment: A musical instrument (one of your choice), a collection of love letters, a book of poetry, ink (one-ounce bottle), an ink pen, a pouch containing 15 sp.
    Feature: Courtesy
    Accustomed to softness, kindness, and refinement of all kinds, the enamored use poetry, their urbane ways, grace, and flirtation to obtain small favors and privileges, especially among notables and bigwigs, or among kind-hearted people who are sensitive to coaxing and tearful verses. The enamored will always be welcomed and helped when in particular difficulty by those who hold values such as courtesy in high esteem, whether they belong to the common folk or higher classes. The enamored will always be granted food, accommodation, and essential support. Furthermore, if they can use their courteous ways, they're not subject to social disadvantages caused by shoddy equipment.
    Suggested Characteristics
    Enamored can often seem like naĂŻve young men or young ladies, spoiled and vacuous, engaged in pastimes and activities out of touch with everyday life. However, the most cunning and skilled among them can present themselves as fascinating, charming, clever manipulators, charismatic individuals, and passionate idealists. The most heroic enamored often become gallant knights, but all of them - in one way or another - fall into the most common categories of adult life and common Knaves.
  7. jokomaisu

    Rules
    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 manage a theatrical work, a company of actors, or a single virtuoso. The impresario is the meeting point between artists, clients, and the masses: there is not always a need for them, and many are incompetent or scammers, but the most skilled of them have really made the fortune of their protégés.
    Skill Proficiencies: Insight, Persuasion
    Tool Proficiencies: Two types of gaming sets
    Languages: Racket, Macaronic
    Equipment: A book containing aspiring stage performers names, a set of fine clothes, a pouch containing 20 sp.
    Shows and Scams
    Over the centuries and within the different Kingdom regions, the Impresarios have dedicated themselves to many diverse occupations, often ending up performing themselves when necessary or tricking a whole village and running away with the proceeds. An impresario chooses three types of shows to define the art forms in which they are more experienced.
    Street Theatre, mime actors and juggling Courtly, receptions and upper crust company Opera, concerts, ballets, and great stage performances Songs, madrigals, and street or chamber music Prestidigitation, curtain raising magic Marionette Theatre, puppets or shadow plays Circus and fighting matches Commedia dell’arte, dramas and monologues Sacred, religious performances Farce, pranks and scams Feature: The Art of Making Do
    You are used to facing unexpected events of all kinds, and you are always able to patch it up, somehow. For your three chosen art forms, you can improvise a series of components and put a valid representation or show together in no time.
    Suggested Characteristics
    From the worst circus barkers to the legendary Fox and Cat, the elves and turquoises’ impresarios, these smart showmen generally represent the meeting point between merchant and artist, between rogue and bard. Kingdom business people are known to be Occasia's most skilled fixers and greatest charlatans: broken promises, hidden conditions, terms and restrictions with ambiguous meanings, terrific, epochal scams
 it is also true that, if they are motivated and well paid, some impresarios could find and take trained elephants and dragons, platoons of artists and stagecoaches full of courtesans, to court in no more than three days. They say a good impresario could save a sinking lord's estate with a single, successful reception.
  8. jokomaisu

    Rules
    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, shepherdesses and cunning millers accustomed to living with funfellows, talking animals, and fairies, brave boys who have found access to Cuccaigne and went there to experience unforgettable adventures. all of these are often called “Lucignolo" (kindling), because they seem to retain a small amount of fairy sparkle in their eyes wherever they go.
    Skill Proficiencies: Deception, Persuasion
    Tool Proficiencies: Two types of game sets
    Languages: Racket
    Equipment: A set of common clothes, a pouch containing 15 sp, one additional Memorabilia.
    Feature: My Dinner with Fairies
    Accustomed to entering and exiting the Extravaganza's world without getting trapped in it by tricks or odd clauses, a lucignolo can find a meal and hospitality among the fairies when they want to, if they're in the right time and the right place. Moonlight banquets, boot-like or giant-snail-shaped houses, parties under the mushrooms, and little doors that appear and disappear along the slopes... Lucignolos know how to present themselves with the right attitude, how to ask respectfully for accommodation and help, and how to leave at the right time without being screwed for a thousand years in fairy-freakin-land. And that's quite impressive.
    Suggested Characteristics
    Lucignolos often have the sly gaze of those who have never had a hard time, the ways of those who have lived through so much that cannot be told anything, and the language of those who are accustomed to Extravaganza. Their familiarity with the fairy world's rulers and funny creatures may be innate, or it may derive from some childhood events, but they could also come out during adolescence or mature later as adults. Lucignolos appear as mortals among the fairy beings but are recognized as touched by the fairies among the commoners. For these reasons, they are often treated with caution and distrust by both worlds.
  9. jokomaisu

    Rules
    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 composed of specific genders and races. Even age or vocation is not discriminatory for a prelate: some designations are assigned to school-age children, others are offered to commanders, fighters, alchemists, scholars, hermits, and travelers for the most disparate merits, provided obviously that the recipients are declared believers and are committed to pursuing the purposes and dictates of their religion.
    Skill Proficiencies: Persuasion, Religion
    Languages: Draconian, unknown language
    Equipment: A golden holy symbol, a book of prayers, vestments, a pouch containing 25 sp.
    Feature: Deference and Influence
    Thanks to their prominent position, the prelate is held in high regard by the worshippers of their own religion, as well as welcomed in high society and places of worship, and generically recognized as a notable or even a big shot by the common folk. The prelate and his fellow Knaves can expect to receive hospitality in churches, sanctuaries, and monasteries. They can also ask for the help of followers of the same religion, as long as that help does not involve dangers and the prelate enjoys a good reputation among them.
    Suggested Characteristics
    The prelate can be the commanding chaplain of a knightly order, the abbess of a convent of fighting nuns, a tireless evangelizer who travels up and down the Kingdom's ruts trying to convert brigands, an ordinal that dedicated her life to the search for sacred relics, a holy hermit who seems to preach like a madman, a dressed-for-success astrologer that dedicates themself to Knave-jobs to show they can get their hands dirty, the prior or the patriarch of who knows what currently lapsed religious tradition, looking for new followers... the fact that formally they are bigwigs shouldn't represent a problem for anyone: after all, in the Kingdom, we are all ragamuffins anyway, and in the end, the difference between glory and mud is just a matter of one good or bad day!
  10. jokomaisu

    Rules
    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 robbers and mercenaries who do the same thing and then directly resell their findings to those in charge at the Creed. In any case, relic hunters must have a special license stamped by the Creed itself to dedicate themselves to such research officially. They are also required to provide complex documentation of authenticity and all details of the discovery and specifications of its conservation for each relic recovered in this way. The cult and trade of antiques, both sacred and profane, is in fact so widespread that it leads to an endless number of counterfeits, complete with special laws and sanctions for those who falsify such findings.
    Skill Proficiencies: Investigation, History
    Tool Proficiencies: Thieves’ tools, calligrapher's supplies
    Languages: Macaronic
    Equipment: A parchment case filled with study notes and maps, a crowbar, a set of traveler’s clothes, a pouch containing 10 sp.
    Feature: Relic Academic
    Thanks to your license, you can access the Creed's archives, studies, and collections of relics, along with the chronicles of known Saints and ancient descriptive tomes on the architecture and the martyrs of the past. This way, you can get information about relics and the locations where they might be found.
    Suggested Characteristics
    Relic hunters can be pious believers who carry out this mission as a vocation, or crafty opportunists for whom relics are nothing but a precious object of trade. There is no shortage of middle ground: there are those who are interested in the antiques for the power and the secrets they could give to their owners, the professionals who carry out this work with great seriousness and preparation, and those who have obtained the license and set out to explore ancient tombs to make the find of a lifetime!
  11. jokomaisu

    Rules
    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 constant transit of ambulants across the Kingdom’s cities and villages is a common occurrence, and they are mostly viewed with interest and curiosity, as a breath of fresh air in people’s humdrum life. Constantly on the move, these wanderers have very variegated cultures, but also many common traits: the lack of roots, songs and prayers of the road, pleasure in a freer life, and strong sense of communion between travelers, compared to their non-migratory counterparts, the “paisàn”.
    Skill Proficiencies: Performance, History
    Tool Proficiencies: A set of artisan's tools
    Languages: Racket
    Equipment: A jewel dedicated to Saint Pathrick, a set of traveler’s clothes, and a pouch containing 15 sp.
    Feature: Tales of the Road
    Whatever group, profession, or community you belong to, like any other ambulant, you know a lot of legends, rumors, and tales collected on the road and gathered over the years. Whenever you collect one or more rumors, you get an additional one. You always have advantage on all checks related to finding or traveling on Roads to Nowhere.
    Suggested Characteristics
    Ambulants have backgrounds as varied as any “villager”: they can be fascinating blue-eyed Ziganes from the sea; rustic Norcitans who lend their services as wandering butchers; harlequins and puppeteers ever in search of a new square to perform in; formal itinerant bankers; crafty charlatans, or honest tinsmiths. In all of them burns an on-the-road restlessness, not unlike that of sailors... a sedentary existence is too boring to live!
  12. jokomaisu

    Rules
    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 your hometown’s Dives, a set of common clothes, and a pouch containing 15 sp.
    Feature: Master Beater
    You acquired full mastery of the knowledge of taverns and inns, the "battlefield" where the sacred art of brawling was born. All the revelry and the bare-handed fighting made you the formidable brawler and the opponent of the rare hubris you are today. You gain 1 additional move slot.
    Suggested Characteristics
    A full-blown champion of slaps and squabbles, arm wrestling, and other dive games, the brawler wallows like a fish in the glittering sea of challenges and nocturnal free-for-alls, often drawing the highest bets, but also the most aggressive kingpins.
  13. jokomaisu

    Rules
    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 and know how to interact with, persuade, and corrupt everyone else: guards, Royal Bounty agents, and big shots.
    Skill Proficiencies: Investigation, Persuasion
    Tool Proficiencies: Forgery Kit
    Languages: Macaronic
    Equipment: A copy of your home region’s book of laws, a bottle of black ink and a pen, a parchment, a set of fine clothes, and a pouch containing 20 sp.
    Feature: Trouble Solver
    You have a comprehensive knowledge of the laws and the mechanisms related to the functioning (or malfunctioning) of the Kingdom’s Justice. You are the right Knave when it comes to "fixing" not-too-serious legal disputes. You can remove one of your Misdeeds or that of a member of your company. In order to do that, a cost equal to the Bounty value of the Misdeed you want to remove must be paid. This feature must be used before the Misdeed is added to a character's Bounty by the authorities.
    Suggested Characteristics
    Finaglers are colorful characters who often speak Macaronic or technical jargon, know all sorts of quibbles, codicils, and loopholes, and constantly come up with alternative and contradictory interpretations of laws and customs. They love precision and order, read and write perfectly, and are fond of pointing this out. They tend to act aloof and see themselves as superior to the more common Knaves, and in companies they typically cover the roles of accountants, notaries, scribes, and yeomen.
  14. jokomaisu

    Rules
    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 set of traveler's clothes, a pouch with 10 sp.
    Feature: Outcast
    Your Bounty is higher than usual, due to a serious misdeed that has been (fairly or unfairly) attributed to you, along with some aggravating factors. Roll once on the following table and add the result to your misdeeds.
    d10 Outcast Misdeed d10 Outcast Misdeed 1 Evasion 6 Assault of a Guard 2 Desertion 7 Sedition 3 Betrayal 8 Riot 4 Public Execution 9 Brigandage 5 Resisting Arrest 10 Pillage Your Bounty increases by 100 gp.
    Suggested Characteristics
    Fugitives are Knaves hunted early in the game, with Bounties probably higher than their companions’. They could be poor wretches unjustly accused of wrongdoings they never committed; people who rebelled against injustice; idealists who sided against guards and pretentious nobility; or downright criminals who won’t let others push them around.
  15. jokomaisu

    Rules
    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 phenomena.
    Skill Proficiencies: Animal Handling, Athletics
    Tool Proficiencies: Herbalism kit
    Languages: Petroglyph
    Equipment: A staff, an animal bone pendant, colored pigments, a set of traveler clothes, and a pouch with 10 sp.
    Feature: Wild Comfort
    You know how to move with respect for the creatures inhabiting the wildlands. This awareness allows you to avoid unpleasant encounters. You and up to five other people can travel across any wild territory without encountering hostile beasts. This feature does not affect different kinds of encounters.
    Suggested Characteristics
    Rovers experience life among civilized peoples as a wolf would amidst domesticated dogs, and they often feel alien in a world made of cities, farmland, and “civil” customs. Instinctively, they feel more akin to animals in chains or cages than to their owners. Far from living “in the State of Nature”, rovers have a vast and complex culture that involves living in the wilderness, away from walls, roads, or stone houses – a life they constantly miss whenever they find themselves sleeping in a flea-ridden bed with a ceiling a mere few feet from their head.
  16. jokomaisu

    Rules
    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 deck or another game, a set of common clothes, and a pouch with 15 sp.
    Feature: Hard Mug
    You look so damn tough and intimidating that everyone you meet instantly realizes that you're no joke. When you interact with others using your Notoriety, you consider it 1 level higher.
    Suggested Characteristics
    In the Kingdom, the toughest of the tough come from Penumbria, the most violent and dangerous region in the Sinister Boot; many others originate from the worst neighborhoods of the worst cities in the Kingdom, from the depths of the poorest and most remote countryside, and from the most forbidding and isolated communities. The tough aren’t necessarily bad, but they’re certainly used to dealing with the bad guys, and should never be crossed lightly.
  17. jokomaisu

    Rules
    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 an ancient and worthy lineage, but they are still a nobody until they manage to sell themselves properly to the rest of the people. Their titles are still used as leverage that might provide them with true and practical benefits. In short, a blazoned is a living scam, smoke in the eyes of mankind.
    Skill Proficiencies: Deception, Intimidate
    Languages: Draconian, Macaronic
    Equipment: A questionable certificate of nobility, a rusty noble seal, an expired pass permit, a patched noble outfit, a purse with 25 sp.
    Feature: High and Mighty Voice
    A blazoned is a seasoned swindler who can obtain any certificate and grant they like. You can add your notoriety bonus to your Charisma (Deception) checks.
    Suggested Characteristics
    A flood of pretentious words, sometimes just for the sake of using them, or to confound those around you. Not just mere jibber-jabber, but a high and noble exercise in style: This is the mantle a Blazoned takes on themselves. A silver tongue is therefore a paramount skill to a blazoned, as little or nothing remains of their original house: a name, an emblem, and a lot of vague words.
  18. jokomaisu

    Rules
    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 of the realms. Sometimes these herbalists become sorcerers or hexers, other times they become alchemists and apothecaries. A few of them even specialize in rustic cuisine, high gastronomy, or curdlemancy.
    Still, most herbalists remain just simple healers who produce natural essences and perfumes by themselves: perfumers, greengrocers, and gardeners, men and women with green thumbs and brown pinkies who know how to work with earth, plants, and grafts.
    In recent times, especially in the Free Towns in the North, herbalists have gathered to establish guilds and minor arts, founding two main corporations that have a presence both in towns and in smaller settlements.
    Practicalists are herbalists closer to traditional lore and methods. They may look less organized and sophisticated, but they can rely on a good dose of common sense, traditional recipes, and useful remedies to take care of the commoners.
    Herbailiffs, or “bailiffs of herbs”, are a modern and experimental branch. They research new methods to mix worthless weeds to obtain scents and essences, in order to create more expensive and alluring remedies, often devoid of any special quality. They are therefore more appreciated by officials, merchants, and fashion lovers with too many coins in their purses.
    Skill Proficiencies: Medicine, Nature
    Tool Proficiencies: Alchemist’s supplies, healer’s kit
    Equipment: Worn gloves, healer’s kit, pouch with 10 sp.
    Feature: Practicalist or Herbailiff
    An herbalist chooses one of the two following features when they select this background, representing two different herbalist corporations.
    Practicalist Lore: As a practicalist herbalist you can produce poultices that increase the uses of a healer’s kit to a total number of uses equal to your proficiency bonus. Until you finish a long rest, you can’t use this feature again.
    Herbailiff Lore: As an herbailiff herbalist, you can use pellitory, leaves, cabbage, and other weeds to brew a special concoction for a maximum of 5 doses. When a creature drinks a dose of your concoction, it gains a number of temporary hit points equal to your Charisma modifier. Until you finish a long rest, you can’t use this feature again.
    Suggested Characteristics
    Herbalists are usually experts on plants and herbs. They use their resources to practical purposes, and sometimes study the arcane side of nature, although they might not be able to master its most arcane, divine, or extravagant facets. At a closer look, once you consider their goals and activities, practicalists and herbailiffs are very different figures, juxtaposed in many ways. The former care about sharing, tradition, and taking care of the people, while the latter aim to gain riches and social renown through clever tricks.
  19. jokomaisu

    Rules
    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 greengrocer in the market? Nobody can answer such questions, except Ternal Father or, maybe, the Fairy Godfather.
    Those who spring to life in this way cannot tell if there was ‘something’ before that moment, much like a newborn. Still, they come into this world as adults, in full physical and mental form. The origin of an inspirited’s experiences, abilities, mood, personality, preferences, and notions remains a mystery. And yet, this mystery does not prevent an Arcimboldo or a Nonexistent from using spells and weapons like a normal human who had to spend their whole life to attain that level of mastery. In your face, humans! Take that!
    Unlike their kin who have immediately adapted to the world around them and imagined or chosen a different background, the inspirited chose to focus immediately on the conundrum of their nature and developed special proficiencies, such as that in the mysterious Unknown Language, the secret code that hints at the mysteries of creation itself.
    Skill Proficiencies: Arcana, Insight
    Languages: Lingua Ignota, Racket
    Equipment: A leftover from your native place, a strange receipt detailing an unknown purchase, a pouch with 15 sp.
    Feature: Unknown Past, Violent Future
    A man without a past is a man without bonds and loved ones, but also a man without rivals and enemies. You start with 2 fewer Misdeeds, but all your Misdeeds produce a bounty with two additional coins every time you commit one.
    Suggested Characteristics
    The very essence of an inspirited is shrouded in mystery and confusion. Many people may treat it normally, but more often than not, people resent those who are “born learned”. Children, on the other hand, always like to know and to play with a “weird guy”. An inspirited shares no common trait with others of its kind. Indeed, they are often very different from one another.
  20. jokomaisu

    Rules
    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 band of knaves will do just fine.
    In many ways, the slacker is the quintessential soul of Brancalonia: a never-do-well with no ambitions, a lazy nobleman, a certified layabout, a buffoon with no redeeming qualities, an idle ruffian, a commoner with no qualities.
    The slacker does not contribute any benefit to a Band, but they contribute a unique gift, their utter, unrestrained laziness, which they have refined into a true form of art. A slacker never feels like doing anything, and they need a huge incentive just to get out of bed in the morning.
    Equipment: An inherited heirloom, a stolen jacket, a mismatched certification, a pouch with 30 sp that fell into your hands in a sheer stroke of luck.
    Feature: The Art of Opportunism
    You can turn a failed ability check or saving throw into an automatic success for yourself, at the expense of an allied creature within 10 feet and that you are able to see. That creature will have disadvantage on its next check or saving throw, as the slacker stole its opportunity. Until you finish a long rest, you can’t use this feature again.
    Suggested Characteristics
    Your knowledge and proficiencies are just like everybody’s, but you just don’t feel like putting them to good use, and you have to be persuaded to take care of even the smallest tasks.
  21. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    The 17 backgrounds have been added to the Compendium 🙌 You will probably notice that Personality, Ideals, and Bonds are missing. Your Drive replaces all of these.
    I'm excited for you all to see the Drives because they are the reason why your character is a knave. The Drive is who your knave is at their core. It also describes the circumstances when your knave receives Inspiration.
    I've started working on Drives. I hope to knock out Drives and Feats before next weekend because I will be busy then (Mother's Day).
    That's all for now 👋
    Until next time...
    For the bounty!
  22. jokomaisu

    Rules
    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 meal that makes the consumer gain a number of temporary hit points equal to their Constitution modifier (minimum of 1). Once you use this feature, you must finish a short or long rest before you can use it again. By examining food or drinks for 1 minute, you can tell if they are poisoned or if they carry any disease.
  23. jokomaisu

    Rules
    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 Dice. You can use a healer's kit to allow a creature to make a new saving throw to eliminate the effects of a disease or a poison. You gain proficiency in the Medicine skill if you don't already have it, and you add double your proficiency bonus to Medicine checks, instead of your normal proficiency bonus.
  24. jokomaisu

    Rules
    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 1st level spell slot or a 2nd level spell slot or one more use of your Magical Influence cantrip, 1st level spell, or 2nd level spell.
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