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[Let's Read] Brancalonia: Spaghetti Fantasy Setting
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<blockquote data-quote="Libertad" data-source="post: 8328182" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/dqYPNtV.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>This chapter is super-short, but covers some important rules in addition to new items.</p><p></p><p><strong>Shoddy Equipment</strong> reflects the hand-me-down, well-worn gear favored by Knaves, common folk, and others short on goods. Such poor equipment is obviously inferior in some way: food smells unappetizing, animals are old or lame, armor is dented and roughly held together, and so on. Basically tools and general equipment break when a check involving them fails by 5 or more, shoddy weapons come apart on a natural 1 and impose disadvantage on all attacks until it’s kit-bashed back together with an action, and shoddy armor comes off in pieces on a critical hit (shields go flying out of the user’s hand), imposing a -2 AC until the pieces are retrieved and put back together with an action. Horses, mounts, and other types of animals who are shoddy become lame and suffer a 10 foot movement penalty on a natural 1 on ability checks.</p><p></p><p>There’s even shoddy material components for magic, although they merely alter a spell’s appearance rather than its actual effects. Summoned monsters look grotesque or comically ridiculous.</p><p></p><p>So casters suffer the least from these rules, basically.</p><p></p><p>For items not covered by the above, there’s a small list of sample malfunctions, ranging from increased DC for related checks to containers leaking stored items that are lost during travel. Every piece of equipment obtained during character creation is considered to be shoddy.</p><p></p><p>There’s also Counterfeit equipment, which doesn’t have any special rules beyond the fact they look like common equipment but function as shoddy equipment. There’s a list of sample counterfeit equipment and what common purposes they’re used for in the Kingdom along with costs. One can make a lot of money as a forger, although being caught carries some hefty additions to one’s Bounty Value: usually four times the value of the authentic version of the item.</p><p></p><p><strong>Brancalonian Equipment</strong> covers new weapons, armor, and adventuring gear. At a mere one page, there’s not a lot. We have two martial versions of common peasant tools (martial mattocks and pitchforks), a matador’s tongue which is a whip that lets one gain advantage on certain checks (Acrobatics, Athletics, and Animal Handling/Intimidation when relating to beasts), and a Schiavona which is a basket-hilted sword that is like a longsword but can deal piercing as well as slashing damage. Scudetto is a parade shield with the emblem of a city’s heraldry, favored by fans and athletes of Draconian Football games (+1 AC but grants +1 to Charisma checks with members of the appropriate city). Our new piece of adventuring gear, Saddle of the Damsel in Distress, has a hidden mechanism that can shift the rider sideways to make them look like they’re unbalanced (grants advantage on related Deception checks).</p><p></p><p><strong>Concoctions</strong> are 11 consumable items often used for recreational and medicinal purposes. They vary in price from just a few gold pieces to as much as 20. They all have one or more beneficial effects while drunk and sometimes side effects. For example, Concoction of Might grants advantage on all Strength checks and doubles base carrying capacity, Dead Water can restore 1d4+1 hit points but imposes the poisoned condition for 1 minute on a failed Constitution save, Hair of the Dog lets one re-roll a saving throw against a disease or poison, and Presinthe allows one to make contact with a dead spirit or another otherworldly entity, possibly bestowing answers to a question on a successful Intelligence save or dealing psychic damage and temporary insanity on a failed one.</p><p></p><p>Concoctions can be shoddy as well, and we’re provided with a d10 table of negative effects that occur when such a tincture is imbibed.</p><p></p><p>All of the equipment above has costs listed in gold pieces. I’m unsure if these tables are meant for adoption into other worlds or are in line with the default setting, but I’m leaning towards the latter. As to why, the Dead Water concoction is very cost-efficient for healing in comparison to the base Potion of Healing if its 3 gp value is 3 sp.</p><p></p><p><strong>Magical Junk</strong> gives us 16 new magic items ranging from common to legendary rarity. They’re often considered junk by professional spellcasters due to having side effects that make them less than ideal or hard to take seriously. A few interesting ones include Boring Essay of the Kingdom of Extravaganza (lets one pay half cost for scribing spells into spellbook but to non-attuned looks like the most dull treatise ever written), the Dagger of Terror (screams “Run, they wanna stab ya! Run!” whenever someone makes an attack with it), Moody Weapon (weapon changes to a random type of weapon when a natural 1 is rolled for attacking with it), Saint Eathan’s Cutlery (treats any edible item as one ration and grants +5 bonus on rolls when competing in a Brancalonian Buffet game), and the Vintner’s Chalice (can remove poison and disease from any fluid placed inside, provided the attuned person waves it around, smells the liquid, and tastes it with a classy and concentrated look).</p><p></p><p><strong>Memorabilia</strong> are objects that have no commercial value or straightforward use. They are never shoddy and every Knave has one automatically during character generation. They can be used once (and only once) to provide an unpredictable effect of the owner’s choice provided that said effect doesn’t stretch logic too much. There’s a 1d50 table of sample Memorabilia that includes a variety of strange things: a pair of mismatched boots that happen to be a perfect fit for the Knave’s feet, a ravenbar which is just a larger-than-normal crowbar, a Corkscrew of Wonders that causes bottles of bad wine to explode if uncorked, and a magical triflewood lute that can memorize up to eight songs “but has no intention of doing so.”</p><p></p><p><strong>Thoughts So Far:</strong> This is perhaps the shortest chapter of Brancalonia, but it still has a good amount of material. I’m quite fond of the concoctions, as they allow PCs to have a variety of purchasable potion-type equipment beyond the basic healing one. The weapons and armor provide for some flavorful and cheap gear, although the Matador’s Tongue may be a bit too good given the advantage on some common skill rolls. Anyone who specializes in shoves, grapples, and tumbling through an enemy’s reach is going to want to use this weapon.</p><p></p><p>The Magic Junk and Memorabilia are quite amusing and do a good job at emulating the strange nature of Extravaganza and the charmed lives that Knaves lead. I’ve elaborated on my distaste for the Shoddy rules in the prior chapter, so I won’t repeat them here, but I do like how the chapter goes into some detail for PCs who want to be involved in the trade of forgery and counterfeiting.</p><p></p><p><strong>Join us next time as we learn how to run a Spaghetti Fantasy campaign in Running Brancalonia!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8328182, member: 6750502"] [center][img]https://i.imgur.com/dqYPNtV.png[/img][/center] This chapter is super-short, but covers some important rules in addition to new items. [b]Shoddy Equipment[/b] reflects the hand-me-down, well-worn gear favored by Knaves, common folk, and others short on goods. Such poor equipment is obviously inferior in some way: food smells unappetizing, animals are old or lame, armor is dented and roughly held together, and so on. Basically tools and general equipment break when a check involving them fails by 5 or more, shoddy weapons come apart on a natural 1 and impose disadvantage on all attacks until it’s kit-bashed back together with an action, and shoddy armor comes off in pieces on a critical hit (shields go flying out of the user’s hand), imposing a -2 AC until the pieces are retrieved and put back together with an action. Horses, mounts, and other types of animals who are shoddy become lame and suffer a 10 foot movement penalty on a natural 1 on ability checks. There’s even shoddy material components for magic, although they merely alter a spell’s appearance rather than its actual effects. Summoned monsters look grotesque or comically ridiculous. So casters suffer the least from these rules, basically. For items not covered by the above, there’s a small list of sample malfunctions, ranging from increased DC for related checks to containers leaking stored items that are lost during travel. Every piece of equipment obtained during character creation is considered to be shoddy. There’s also Counterfeit equipment, which doesn’t have any special rules beyond the fact they look like common equipment but function as shoddy equipment. There’s a list of sample counterfeit equipment and what common purposes they’re used for in the Kingdom along with costs. One can make a lot of money as a forger, although being caught carries some hefty additions to one’s Bounty Value: usually four times the value of the authentic version of the item. [b]Brancalonian Equipment[/b] covers new weapons, armor, and adventuring gear. At a mere one page, there’s not a lot. We have two martial versions of common peasant tools (martial mattocks and pitchforks), a matador’s tongue which is a whip that lets one gain advantage on certain checks (Acrobatics, Athletics, and Animal Handling/Intimidation when relating to beasts), and a Schiavona which is a basket-hilted sword that is like a longsword but can deal piercing as well as slashing damage. Scudetto is a parade shield with the emblem of a city’s heraldry, favored by fans and athletes of Draconian Football games (+1 AC but grants +1 to Charisma checks with members of the appropriate city). Our new piece of adventuring gear, Saddle of the Damsel in Distress, has a hidden mechanism that can shift the rider sideways to make them look like they’re unbalanced (grants advantage on related Deception checks). [b]Concoctions[/b] are 11 consumable items often used for recreational and medicinal purposes. They vary in price from just a few gold pieces to as much as 20. They all have one or more beneficial effects while drunk and sometimes side effects. For example, Concoction of Might grants advantage on all Strength checks and doubles base carrying capacity, Dead Water can restore 1d4+1 hit points but imposes the poisoned condition for 1 minute on a failed Constitution save, Hair of the Dog lets one re-roll a saving throw against a disease or poison, and Presinthe allows one to make contact with a dead spirit or another otherworldly entity, possibly bestowing answers to a question on a successful Intelligence save or dealing psychic damage and temporary insanity on a failed one. Concoctions can be shoddy as well, and we’re provided with a d10 table of negative effects that occur when such a tincture is imbibed. All of the equipment above has costs listed in gold pieces. I’m unsure if these tables are meant for adoption into other worlds or are in line with the default setting, but I’m leaning towards the latter. As to why, the Dead Water concoction is very cost-efficient for healing in comparison to the base Potion of Healing if its 3 gp value is 3 sp. [b]Magical Junk[/b] gives us 16 new magic items ranging from common to legendary rarity. They’re often considered junk by professional spellcasters due to having side effects that make them less than ideal or hard to take seriously. A few interesting ones include Boring Essay of the Kingdom of Extravaganza (lets one pay half cost for scribing spells into spellbook but to non-attuned looks like the most dull treatise ever written), the Dagger of Terror (screams “Run, they wanna stab ya! Run!” whenever someone makes an attack with it), Moody Weapon (weapon changes to a random type of weapon when a natural 1 is rolled for attacking with it), Saint Eathan’s Cutlery (treats any edible item as one ration and grants +5 bonus on rolls when competing in a Brancalonian Buffet game), and the Vintner’s Chalice (can remove poison and disease from any fluid placed inside, provided the attuned person waves it around, smells the liquid, and tastes it with a classy and concentrated look). [b]Memorabilia[/b] are objects that have no commercial value or straightforward use. They are never shoddy and every Knave has one automatically during character generation. They can be used once (and only once) to provide an unpredictable effect of the owner’s choice provided that said effect doesn’t stretch logic too much. There’s a 1d50 table of sample Memorabilia that includes a variety of strange things: a pair of mismatched boots that happen to be a perfect fit for the Knave’s feet, a ravenbar which is just a larger-than-normal crowbar, a Corkscrew of Wonders that causes bottles of bad wine to explode if uncorked, and a magical triflewood lute that can memorize up to eight songs “but has no intention of doing so.” [b]Thoughts So Far:[/b] This is perhaps the shortest chapter of Brancalonia, but it still has a good amount of material. I’m quite fond of the concoctions, as they allow PCs to have a variety of purchasable potion-type equipment beyond the basic healing one. The weapons and armor provide for some flavorful and cheap gear, although the Matador’s Tongue may be a bit too good given the advantage on some common skill rolls. Anyone who specializes in shoves, grapples, and tumbling through an enemy’s reach is going to want to use this weapon. The Magic Junk and Memorabilia are quite amusing and do a good job at emulating the strange nature of Extravaganza and the charmed lives that Knaves lead. I’ve elaborated on my distaste for the Shoddy rules in the prior chapter, so I won’t repeat them here, but I do like how the chapter goes into some detail for PCs who want to be involved in the trade of forgery and counterfeiting. [b]Join us next time as we learn how to run a Spaghetti Fantasy campaign in Running Brancalonia![/b] [/QUOTE]
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