====== Analects Book 4 Part 3: Opponents ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 4: Level 4 ===== Prev: [[analects_book_4_part_3_chapter_3|Opponents Level 3]] The following tables provide a collection of [[opponent|Opponents]] at [[level|level]] 4. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]]. Next: [[analects_book_4_part_3_chapter_5|Opponents Level 5]] ===== Level 4 Opponents Table ====== ^ Opponent ^ Rank ^ Type ^ WP ^ Init ^ ^ [[analects_book_4_part_3_chapter_4#outlaw|Outlaw]] | Mook | Antagonist | 12 | 1d6 ^ ^ [[analects_book_4_part_3_chapter_4#bourgeois|Bourgeois]] | Mook | Debater | 10 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_4#escort|Escort]] | Mook | Leader | 11 | 1d6 ^ ^ [[analects_book_4_part_3_chapter_4#trasgu|Trasgu]] | Mook | Trickster | 11 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_4#spook|Spook]] | Mook | Trickster | 0 | 1d4 ^ ^ [[analects_book_4_part_3_chapter_4#chatterling|Chatterling]] | Regular | Antagonist | 24 | 1d12 ^ ^ [[analects_book_4_part_3_chapter_4#intellectual|Intellectual]] | Regular | Debater | 20 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_4#rake|Rake]] | Regular | Leader | 22 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_4#conjured_image|Conjured Image]] | Regular | Trickster | 20 | 1d6 ^ ^ [[analects_book_4_part_3_chapter_4#templar|Templar]] | Mini-boss | Antagonist | 48 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_4#chaplain|Chaplain]] | Mini-boss | Debater | 40 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_4#smooth_talker|Smooth Talker]] | Mini-boss | Leader | 44 | 1d10 ^ ^ [[analects_book_4_part_3_chapter_4#gloomcaster|Gloomcaster]] | Mini-boss | Trickster | 42 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_4#restless_spirit|Restless Spirit]] | Boss | Antagonist | 95 | 1d10 ^ ^ [[analects_book_4_part_3_chapter_4#tactician|Tactician]] | Boss | Debater | 82 | 1d10 ^ ^ [[analects_book_4_part_3_chapter_4#aristocrat|Aristocrat]] | Boss | Leader | 88 | 1d12 ^ ^ [[analects_book_4_part_3_chapter_4#mindbender|Mindbender]] | Boss | Trickster | 80 | 1d10 ^ \\ ===== Level 4 Opponent Entries ===== ==== Aristocrat ==== Deckless Variant: At the beginning of each round, as long as the Aristocrat is not Confused or Muddled, choose two random enemies; the first is Impotent until the end of the round, and the second is Dazed until the end of the round. The same enemy cannot be chosen for both effects. ^ Aristocrat ^ Level 4 Opponent ^ Boss ^ Leader ^ ^ WP: 88 ^ Initiative: 1d12 ^ Charisma: 1d12 ^ Immune: Disoriented ^ | //Every society has some version of an aristocracy; non-feudal ones may have merchant oligarchs, wealthy clergy, or even a magocracy. This opponent can represent any individual of such wealth, education, and privilege.// |||| ^ (Action) Political Banter [Charming] |||| ^ Argue | 1d12 ||| ^ Special | The target must play their next Action against the Aristocrat. Advance the Debate Counter one notch toward defeat. ||| ^ (Reaction) Smooth Trick [Charming] |||| ^ Rebuttal | 2d6 ||| ^ Special | The target is Vulnerable until the end of the Aristocrat's next turn. ||| ^ (Strategy) Wear Down |||| | One target that must play their next Action against the Aristocrat suffers 2d6 damage. The same target cannot be selected multiple times in a round. |||| \\ ==== Bourgeois ==== ^ Bourgeois ^ Level 4 Opponent ^ Mook ^ Debater ^ ^ WP: 10 ^ Initiative: 1d8 ^ Charisma: 1d6 ^^ | //Wealthy city-dwelling members of the upper-middle class have such different lives from rural peasants and urchins that they may as well live in different worlds. Education grants an air of sophistication, furthering the sense of superiority among many of them.// |||| ^ (Action) Sophistication [Charming] |||| ^ Argue | 1d12 ||| ^ Special | Advance the Debate Counter one notch toward defeat, or two notches if the target played an Aggressive or Comical Reaction. ||| ^ (Reaction) Cliché [Comical] |||| ^ Rebuttal | 1d10 ||| \\ ==== Chaplain ==== ^ Chaplain ^ Level 4 Opponent ^ Mini-boss ^ Debater ^ ^ WP: 40 ^ Initiative: 1d8 ^ Charisma: 1d8 ^^ | //This mid-ranking religious leader often leads services in smaller chapels or the churches of remote villages.// |||| ^ (Action) Scripture Reading [Aggressive] |||| ^ Argue | 3d4 ||| ^ Special | Advance the Debate Counter one notch toward defeat. If the Argue result is maximum, advance the Debate Counter one notch toward defeat. If the target did not perform a Rebuttal roll, advance the Debate Counter one notch toward defeat. ||| ^ (Reaction) Divine Calm [Charming] |||| ^ Rebuttal | 1d10 ||| ^ Special | If the target deals damage to the Chaplain, advance the Debate Counter one notch toward defeat. ||| ^ (Strategy) Beseech |||| | An ally in an adjacent position Moves into the occupied position. Enemies cannot prevent this movement in any way. |||| \\ ==== Chatterling ==== ^ Chatterling ^ Level 4 Opponent ^ Regular ^ Antagonist ^ ^ WP: 24 ^ Initiative: 1d12 ^ Charisma: 1d8 ^^ | //This especially annoying breed of Seelie fae lives mostly in enchanted forests, intercepting travelers to talk their ears off. It's usually preferable to humor them, as such forests take grave offense to unnecessary violence.// |||| ^ (Action) Chit-chat [Comical] |||| ^ Argue | 1d12 ||| ^ Damage | 1d10 ||| ^ (Reaction) Complain [Comical] |||| ^ Rebuttal | 2d4 ||| ^ Damage | 1d8 ||| ^ (Strategy) Split |||| | The Chatterling loses half its remaining WP (rounded down). Another Chatterling appears in an adjacent position with total WP equal to this Chatterling's remaining WP and acts next in the Initiative order. The new Chatterling's Mind is set to -3. This Strategy can only be played if the Chatterling has more than 1WP remaining. |||| \\ ==== Conjured Image ==== ^ Conjured Image ^ Level 4 Opponent ^ Regular ^ Trickster ^ ^ WP: 20 ^ Initiative: 1d6 ^ Charisma: 1d4 ^^ | //This illusory image usually takes on the appearance of a person. It's capable of engaging in limited conversation, usually answering specific questions about a particular topic.// |||| ^ (Action) Visions and Illusions [Charming] |||| ^ Range | 1 ||| ^ Damage | 1d10 ||| ^ Special | The target suffers -1 to a Stat Track of the Conjured Image's choice. ||| ^ (Reaction) Scripted Response [Persuasive] |||| ^ Rebuttal | 1d10 ||| ^ (Strategy) Reappear |||| | Move to any position. This Move cannot be blocked by any means. The Conjured Image suffers -1 Power. |||| \\ ==== Escort ==== ^ Escort ^ Level 4 Opponent ^ Mook ^ Leader ^ ^ WP: 11 ^ Initiative: 1d6 ^ Charisma: 1d12 ^^ | //Escorts function as bodyguards, often within establishments but occasionally on the road. They are charged with keeping guests where they belong.// |||| ^ (Reaction) Stoicalness [Comical] |||| ^ Defense | 1d8 ||| ^ Special | If the target's Action advances the Debate Counter toward victory, the target suffers 2d4 damage. ||| ^ (Interrupt) Intercept |||| ^ Trigger | An enemy fails a Charisma roll against the Escort. ||| ^ Effect | Advance the Debate Counter one notch toward defeat. ||| \\ ==== Gloomcaster ==== ^ Gloomcaster ^ Level 4 Opponent ^ Mini-boss ^ Trickster ^ ^ WP: 42 ^ Initiative: 1d8 ^ Charisma: 1d4 ^^ | //Emotive magics are uncommon but not exactly rare. How they're wielded is entirely up to the emotional state of the caster. In this case, that state is... troubled.// |||| ^ (Action) Brainclouds [Aggressive] |||| ^ Range | 1 ||| ^ Argue | 1d12 ||| ^ Damage | 1d10 (Piercing 1) ||| ^ Special | Until the end of the scenario, the target suffers 1 damage (cumulative) every time they draw a card. ||| ^ (Reaction) Indifference [Comical] |||| ^ Rebuttal | 2d4 ||| ^ Defense | 1d4 ||| ^ (Assist) Moodweaving |||| ^ Trigger | An ally in an adjacent position plays a Reaction. ||| ^ Effect | The triggering ally's Reaction gains either +1 level to its Defense dice or Defense: 1d4. ||| \\ ==== Intellectual ==== ^ Intellectual ^ Level 4 Opponent ^ Regular ^ Debater ^ ^ WP: 20 ^ Initiative: 1d8 ^ Charisma: 1d4 ^^ | //The intellectual represents someone who is an expert in their field, typically highly educated. They are experienced with magic and adept at resisting illusions and charms.// |||| ^ (Action) Expert Analysis [Persuasive] |||| ^ Argue | 1d10 ||| ^ Damage | 2d4 ||| ^ Special | Advance the Debate Counter one notch toward defeat. The target suffers -1 Power. ||| ^ (Reaction) Call the Fallacy [Persuasive] |||| | The target's Action cannot reduce the Intellectual's Stat Tracks. |||| ^ Rebuttal | 1d10 ||| ^ (Strategy) Relevant Facts |||| | Until the start of the Intellectual's next turn, entities in the occupied position increase all Argue and Rebuttal dice levels by 1 on Persuasive Actions and Reactions. |||| \\ ==== Mindbender ==== Deckless Variant: Whenever the Mindbender forces an enemy to perform a play, all dice on the play increase by 1 level, and whenever such a play succeeds, the Mindbender gains +1 Skill. //Hazy Thoughts// text changes to the following: Advance the Debate Counter one notch toward defeat. Enemies may each suffer 1d2 damage to prevent the Debate Counter from advancing. ^ Mindbender ^ Level 4 Opponent ^ Boss ^ Trickster ^ ^ WP: 80 ^ Initiative: 1d10 ^ Charisma: 2d4 ^^ | //Those who can master the art of mindbending are not simply trained, for not all are capable of this magic. Rare and specific natural talent is required. As mindbending is frequently outlawed under penalty of death, there have been multiple panic-driven inquisitions leading to mass murder.// |||| ^ Notes | If the Mindbender has 40WP or fewer remaining, it can roll Charisma to block enemy movement in any position, and when it Moves, it can suffer -1 Resilience to Move to any position rather than only adjacent ones. ||| ^ (Action) Dominate [Charming] |||| ^ Range | 2 ||| ^ Incant | 1 ||| ^ Argue | 1d12 ||| ^ Special | The target suffers -2 Mind, or -1 Mind if the target has already suffered this effect this round. ||| ^ (Action) Mindbending |||| | The Mindbender may begin an Incantation. If there is at least one enemy in the occupied position, the Mindbender gains +1 Mind. This Action is non-hostile. |||| ^ (Reaction) Trail Off [Comical] |||| ^ Rebuttal | 1d10 ||| ^ Special | The target suffers -1 Skill. ||| ^ (Strategy) Hazy Thoughts |||| | Discard a card: All enemies must discard a card or suffer 1d4 damage. |||| \\ ==== Outlaw ==== ^ Outlaw ^ Level 4 Opponent ^ Mook ^ Antagonist ^ ^ WP: 12 ^ Initiative: 1d6 ^ Charisma: 1d6 ^^ | //Typical outlaws are blunt and direct, but many often have a rugged and independent sort of charm about them.// |||| ^ (Action) Brashness [Aggressive] |||| ^ Argue | 1d12 ||| ^ Damage | 2d6 ||| ^ Special | The target suffers -1 Power. ||| ^ (Reaction) Poise [Charming] |||| | This Reaction loses its Damage dice against Comical Actions. |||| ^ Rebuttal | 2d4 ||| ^ Damage | 1d4 ||| \\ ==== Rake ==== ^ Rake ^ Level 4 Opponent ^ Regular ^ Leader ^ ^ WP: 22 ^ Initiative: 1d8 ^ Charisma: 2d4 ^^ | //The rake uses their comely features and natural charm to pursue romantic and platonic relationships alike. Some adapt these skills for use in various forms of espionage.// |||| ^ (Action) Flirtatious Approach [Charming] |||| ^ Argue | 1d12 ||| ^ Damage | 1d10 ||| ^ Special | The target and the Rake gain +1 Skill. ||| ^ (Reaction) Attractive Smile [Charming] |||| ^ Rebuttal | 1d12 ||| ^ Damage | 1d6 ||| ^ (Interrupt) Really Getting Along [Automatic] |||| ^ Trigger | An enemy in the occupied position with Skill above their base plays a Charming Action or Reaction against the Rake, and the Rake's Skill is above its base. ||| ^ Effect | The triggering enemy and the Rake can no longer voluntarily Move. The triggering enemy can only play Actions against the Rake until the Rake is defeated. The Rake can only play Actions against the triggering enemy until the triggering enemy is defeated. If the enemy and the Rake are no longer in the same position, these effects immediately end. ||| \\ ==== Restless Spirit ==== Deckless Variant: As a Strategy, when not Confused, the Restless Spirit can suffer 1d6 damage in order to increase its Damage dice by 1 level until the start of its next turn. As a Strategy, when not Muddled, the Restless Spirit can add the following to its //Distrust// Reaction until the start of its next turn: **Special:** Advance the Debate Counter one notch toward defeat. ^ Restless Spirit ^ Level 4 Opponent ^ Boss ^ Antagonist ^ ^ WP: 95 ^ Initiative: 1d10 ^ Charisma: 1d6 ^ Immune: Stunned ^ | //Restless spirits can arise naturally or from the intervention of a necromancer, though the natural method is not well understood. Some are malevolent, while others were simply horribly wronged. Most are angry and distrustful of the living.// |||| ^ (Action) Lasting Anger [Aggressive] |||| ^ Argue | 2d6 ||| ^ Damage | 2d8 ||| ^ Special | If the target played a Charming Reaction, advance the Debate Counter one notch toward defeat. ||| ^ (Action) Haunt [Aggressive] |||| ^ Argue | 1d12 ||| ^ Damage | 1d10 Fear ||| ^ Special | Reduce the target's maximum hand size by 1 (to a minimum of 1) until the end of the scenario. ||| ^ (Reaction) Distrust [Aggressive] |||| | Increase the Damage dice number by 1 against Persuasive Actions. |||| ^ Rebuttal | 1d10 ||| ^ Damage | 1d4 ||| \\ ==== Smooth Talker ==== ^ Smooth Talker ^ Level 4 Opponent ^ Mini-boss ^ Leader ^ ^ WP: 44 ^ Initiative: 1d10 ^ Charisma: 1d12 ^^ | //This slick individual is adept at getting their way with buttered words and quick wit. Such people make talented traders, politicians, and spies.// |||| ^ (Action) Smooth Segue [Charming] |||| ^ Argue | 2d6 ||| ^ Special | Force the target to Move 1. Then, Move into the same position. Enemies cannot prevent this movement in any way. The target suffers -1 Skill. ||| ^ (Reaction) Slippery Commentary [Charming] |||| ^ Rebuttal | 1d12 ||| ^ Damage | 1d8 ||| ^ Special | Advance the Debate Counter one notch toward defeat. ||| ^ (Strategy) Convincing Rhetoric |||| | Discard a card: Advance the Debate Counter one notch toward defeat. The Smooth Talker suffers 4 damage. |||| \\ ==== Spook ==== ^ Spook ^ Level 4 Opponent ^ Mook ^ Trickster ^ ^ WP: 0 ^ Initiative: 1d4 ^^^ | //These spirits do not manifest directly, instead spreading strange messages often in riddle form, or manipulating the environment in some haunting manner or other.// |||| ^ Notes | The Spook does not occupy any position, cannot be targeted by Actions, and cannot be defeated. If no allies with WP remain, the scenario ends. ||| ^ (Action) Spooky Whispers [Aggressive] |||| | This Action targets a random enemy in any position. |||| ^ Argue | 1d12 ||| ^ Damage | 1d10 ||| ^ Special | If the target lacks Fear Resistance, they suffer -2 Power. ||| \\ ==== Tactician ==== Deckless Variant: Enemies suffer 1d8 damage whenever they deal damage to the Tactician as long as the Tactician is not Muddled. ^ Tactician ^ Level 4 Opponent ^ Boss ^ Debater ^ ^ WP: 82 ^ Initiative: 1d10 ^ Charisma: 1d8 ^ Immune: Confused, Dazed, & Impotent ^ | //A tactician of such skill as this is likely well-reknowned, potentially in the employ of a powerful monarch or warlord.// |||| ^ (Action) Relevant Knowledge [Persuasive] |||| ^ Argue | 1d12 ||| ^ Special | Advance the Debate Counter one notch toward defeat. The next Action or Reaction the target plays that is the same Trait as the Reaction they just played (if any) has all dice levels reduced by 1. ||| ^ (Reaction) Inferior Approach [Aggressive] |||| ^ Rebuttal | 1d10 ||| ^ Special | Advance the Debate Counter one notch toward defeat. ||| ^ (Interrupt) Nothing to Offer |||| ^ Trigger | An enemy ends their turn without playing an Action. ||| ^ Effect | The triggering enemy suffers 1d12 damage. ||| \\ ==== Templar ==== ^ Templar ^ Level 4 Opponent ^ Mini-boss ^ Antagonist ^ ^ WP: 48 ^ Initiative: 1d8 ^ Charisma: 1d6 ^^ | //Charged with the defense of temples, holy sites, and traveling religious leaders, templars are champions of their faith and difficult to talk around.// |||| ^ (Action) Righteousness [Charming] |||| | If the target plays a Persuasive Reaction, increase the Argue dice level by 1. |||| ^ Argue | 2d4 ||| ^ Damage | 3d4 ||| ^ Defense | 1d4 ||| ^ (Reaction) Strong Faith [Aggressive] |||| | This Reaction loses its Defense dice against Comical Actions. |||| ^ Rebuttal | 1d10 ||| ^ Defense | 1d4 ||| ^ (Strategy) Holy Inspiration |||| | Discard a card: The Templar and an ally within range 1 gain +1 Power. |||| \\ ==== Trasgu ==== ^ Trasgu ^ Level 4 Opponent ^ Mook ^ Trickster ^ ^ WP: 11 ^ Initiative: 1d8 ^ Charisma: 1d8 ^^ | //The Trasgu is a Seelie goblin with a pointy red hat and a distinctive hole in its left hand. It is usually benign but causes mischief when agitated, and its pride won't permit it to stand down if confronted.// |||| ^ (Action) Play Tricks [Comical] |||| ^ Argue | 1d10 ||| ^ Damage | 1d12 ||| ^ Special | The target suffers -2 Resilience. ||| ^ (Reaction) Appeal [Persuasive] |||| ^ Rebuttal | 2d4 ||| ^ Special | The target suffers -2 Power or -2 Mind (their choice). |||