====== Analects Book 2 Chapter 2: Destinies ====== [[analects|Back to Analects Table of Contents]] The following entries provide a collection of [[destiny|Destinies]] you may choose from. For more information on their use in the game, see [[Player's Guide Chapter 2|Player's Guide Chapter 2: Roles and Levels]]. ===== Destiny Entries ===== ==== Chosen ==== Cancel the first two levels of Stat Track loss you suffer each scenario. ^ Chosen ^ Destiny ^ +1 Mind ^ | //You have been hand-picked by one of the gods to serve their divine purpose, and you have accepted this charge. In exchange you have been granted greater powers.// ||| ^ (Action) Blessed Walk ^^^ | This Action can only be played against Obstacles. Immediately gain +1 Fatigue and Fear Resistance until the start of your next turn. ||| ^ Inflict | 2d6 || ^ Damage | 1d8 || \\ ==== Daredevil ==== Whenever you roll the maximum value in an opposed roll, gain +1 Power. ^ Daredevil ^ Destiny ^ +1 Power ^ +1 Skill ^ -1 Resilience ^ | //Where some rely on power, skill, or knowledge, it is daring alone that will etch your name into the legends.// ||||| ^ (Action) Dramatic Stunt ^^^^^ | This Action can only be played against Obstacles. If you miss, deal the listed Damage to yourself. ||||| ^ Inflict | 1d20 |||| ^ Damage | 1d8 |||| ^ Special | Gain +1 Fear Resistance until the end of your next turn. |||| \\ ==== Fae-loved ==== Your Charisma rolls gain +1d4. After you suffer typed damage that you lack Resistance to, gain +2 Resistance to that type until the end of the scenario. ^ Fae-loved ^ Destiny ^ +1 Mind ^ +1 Skill ^ -1 Power ^ | //Whether from a broad alliance or an intimate personal relationship, a deep allegiance with the fae confers all sorts of powers and advantages that only strengthen with time.// ||||| ^ (Action) Greater Affinity ^^^^^ | In settings other than wilderness, this Action can only be played against Obstacles. Immediately gain +1 Cold and Heat Resistance until the start of your next turn. ||||| ^ Inflict | 2d4 |||| ^ Damage | 1d8 |||| \\ ==== General of Legend ==== Increase your Initiative dice levels by 1. Gain Training in any one of the following: Heavy Melee Weapons, Heavy Ranged Weapons, Medium Armor, Light Shields, any one Implement type. ^ General of Legend ^ Destiny ^ +1 Power ^ +1 Resilience ^ -1 Skill ^ | //Your study of tactics has made you one of the premier minds in the field, and your genius will see you and your friends through the incredible trials that await you.// ||||| ^ (Action) Make a Path ^^^^^ | This Action can only be played against Obstacles. ||||| ^ Inflict | 2d4 |||| ^ Damage | 1d8 |||| ^ Special | The target suffers -1 Resilience. |||| \\ ==== Guildmaster ==== Whenever you succeed on a Skill Dice opposed roll, you may draw a card and look at any one enemy's hand. ^ Guildmaster ^ Destiny ^ +1 Skill ^ | //Your organization has expanded to the point where your power and influence are felt across the borders of nations. There is little you can't learn about or make happen.// ||| ^ (Action) Urbane Mastery ^^^ | In settings other than civilization, this Action can only be played against Obstacles. ||| ^ Inflict | 2d4 || ^ Damage | 1d10 || \\ ==== Hero of the People ==== Keep your original Background. Choose a second Background. Effects, including base Stat changes, apply from both. You may play Actions from both of them during your Action Phase. ^ Hero of the People ^ Destiny ^ No Stat Changes ^ | //You will never forget where you came from. Your humanity is the sole source of your strength, and your connection with loved ones will help you overcome anything.// ||| \\ ==== Maven ==== Damage of your level or lower cannot cause you to lose your Incantation, and any Defense dice on your Gear, including any enhancement dice, cannot be reduced below 1d2 by Piercing. ^ Maven ^ Destiny ^ +1 Mind ^ +1 Skill ^ -1 Resilience ^ | //Your singular focus on improvement of skill has opened the door to secrets of surpassing typical human limitations. An entire new world of possibility awaits you.// ||||| ^ (Action) Master's Approach ^^^^^ | This Action can only be played against Obstacles. ||||| ^ Inflict | 2d4 |||| ^ Damage | 1d8 |||| ^ Special | Gain +1 to your Endure dice levels against Environs and Traps until the start of your next turn. |||| \\ ==== Peregrine ==== Whenever you must roll dice in order to Move or escape a Grab, add +1d6 to the roll. Gain Training in any one type of Exploration Expertise. You can play Actions from Expertise against Obstacles that normally cannot be played against Obstacles, and you can ignore any setting restrictions on Expertise. Increase your Search dice level by 1. ^ Peregrine ^ Destiny ^ +1 Resilience ^ | //Extensive journeys have taught you many of the secrets this world has to offer. Continued exploration will only deepen your understanding of these mysteries.// ||| \\ ==== Sovereign ==== You may skip your Strategy Phase in order to grant an ally an immediate Strategy Phase as though it is their turn. Afterward, turn order proceeds to your Action Phase as normal. ^ Sovereign ^ Destiny ^ +1 Power ^ | //Whether a city-state, nation, or empire, you have attained the highest rank of leadership. From this point forward, every decision you make will permanently affect history.// ||| ^ (Action) Retinue ^^^ | You can only play this Action if you have at least 1 ally in your occupied region. ||| ^ Inflict | 2d6 || ^ Damage | 1d8 || ^ Special | Until the start of your next turn, Creatures and Seekers will only play Actions against you if there is no other valid target or their Actions target multiple entities. ||