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Analects Book 1 Chapter 4: Exploration Expertise

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The following tables provide a collection of exploration expertise you may purchase or equip. For more information on their use in the game, see Player's Guide Chapter 7: Gear and Wealth.

Exploration Expertise Table

Expertise Type Wealth
Adventuring General 2
Athletics General 2
Bodybuilding General 2
Mindfulness General 2
Wanderlust General 2
Burglary Mechanical 3
Calculation Mechanical 3
Legerdemain Mechanical 3
Tinkering Mechanical 3
Trapsmithing Mechanical 3
Academics Mysticism 3
Fortunetelling Mysticism 3
Harp Casting Mysticism 3
Meditation Mysticism 3
Umbramancy Mysticism 3
Archeology Navigation 3
Astronomy Navigation 3
Cartography Navigation 3
Pathfinding Navigation 3
Piloting Navigation 3
Bravery Survival 3
Hardiness Survival 3
Herbalism Survival 3
Scouting Survival 3
Taming Survival 3


Exploration Expertise Entries

Academics

Academics Mysticism Exploration Expertise Wealth: 3
Only the upper class can afford advanced educations, though sometimes a teacher may take in a talented pupil from the middle or lower class.
(Action) Hypothesize
Inflict 1d8
Damage 1d6
Special You may draw a card.
(Reaction) Broad Knowledge
This Reaction cannot be played against Traps. If the result of the opposed roll is a tie, this Reaction gains Defense: 1d6.
Endure 1d6
Special Your Hand Limit increases by 1 until the end of your next turn.


Adventuring

Adventuring General Exploration Expertise Wealth: 2
“Nothing ventured, nothing gained” is the mantra of daring souls on the cusp of a grand discovery as well as that of fools who won't see tomorrow.
(Action) Venture Forth
Increase the Damage dice level by 2 against Creatures.
Inflict 1d8
Damage 1d4
(Reaction) Mettle
Endure 1d6
Special You may draw a card.


Athletics

Athletics General Exploration Expertise Wealth: 2
Songs sing of Lasah the Quick, who once ran for three days to warn a city of an impending dragon attack, then collapsed dead from exhaustion.
(Action) Distance Running
Move 1. Gain +1 Fatigue Weakness until the end of the next round.
(Reaction) Athletic Evasion
This Reaction cannot be played against Seekers. You do not suffer any penalties to the Endure dice as a result of swimming.
Endure 1d6
(Strategy) Skilled Climber
Play a Strategy from an equipped tool that aids in climbing. You may draw a card.


Archeology

This Expertise can only be used in dungeon settings.

Archeology Navigation Exploration Expertise Wealth: 3
Each passing year brings discovery of ruins of ancient Pheron; each discovery brings a new wave of explorers; and each wave brings fresh corpses.
(Action) Ancient Architecture
This Action can only be played against Obstacles.
Inflict 1d10
Damage 1d8 (Piercing 1)
(Action) Safety Gear
A target Environ is Weakened until the end of its next turn.
(Reaction) Ruins Awareness
Endure 1d8


Astronomy

This Expertise cannot be used in dungeon settings.

Astronomy Navigation Exploration Expertise Wealth: 3
For some, studying the night skies is a science. For some, it is worship of The Star Painter. And for some, it is a means to survive.
(Action) Star Map
This Action cannot be played against Seekers.
Inflict 1d8
Damage 1d8
Special Recover 1 lost EP. Increase this recovery to 3 at level 6.
(Reaction) Unerring Navigation
If an ally in your occupied region is attacked, you may discard a card to allow the ally to play this Reaction. You may discard a second card to increase the Endure dice level by 1.
Endure 1d8


Bodybuilding

Gain Fatigue Resistance 1.

Bodybuilding General Exploration Expertise Wealth: 2
Once every three years, the greatest athletes from several nations gather together to compete in an array of games, trials, and battles.
(Action) Grit
Play an Action from your equipped Background. If the Action has a Defense entry, increase its dice level by 1; otherwise the Action gains Defense: 1d2.
(Reaction) Solid Physique
Defense 1d2
(Assist) Carry Burdens
Trigger An ally in your occupied region plays a Reaction.
Effect If the triggering Reaction has Defense dice, increase the dice level by 1. Otherwise the triggering Reaction gains Defense: 1d2.


Bravery

Gain Fear Resistance 1.

Bravery Survival Exploration Expertise Wealth: 3
“The highest peaks, darkest caverns, and thickest forests the knight-errant searched, for her quest could not be surrendered.”
- The Legend of Cerethe
(Action) Daring Maneuver
Inflict 1d6
Damage 1d8
Special A chosen ally in your occupied region gains Fear Resistance 1 until the end of the next round.
(Reaction) Bravado
If the target's Action has no Inflict entry, this Reaction gains Defense: 1d2.
Endure 1d4
Special You or an ally in your occupied region gains +1 Fear Resistance until the end of the next round.


Burglary

Gain Poison Resistance 1.

Burglary Mechanical Exploration Expertise Wealth: 3
Most believe the Thieves' Guild to be a rumor, or at most an exaggeration of local gangs. If it does exist, that's exactly what they'd want people to think.
(Action) Pick Lock
Lockpick 1d10
(Reaction) Padfoot
Increase the Endure dice level by 1 against Seekers and Traps.
Endure 1d6
(Strategy) Slip Through Danger
Until the end of your turn, increase your Endure dice levels by 1.


Calculation

Calculation Mechanical Exploration Expertise Wealth: 3
Even magic follows mathematical models, though they can get quite complex, and there are many different models to use depending on the magic.
(Action) Mathematical Analysis
You may change this Action's Inflict entry to be equivalent to the target's Endure entry. If you do, do not apply any bonuses or effects from any equipped Ritual for this Action.
Inflict 1d4
Damage 1d6
(Reaction) Compute Trajectory
You may change this Reaction's Endure entry to be equivalent to the target's Inflict entry. If you do, do not apply any bonuses or effects from any equipped Ritual for this Reaction.
Endure 1d2


Cartography

Cartography Navigation Exploration Expertise Wealth: 3
“When embarking on a journey, bring at least three maps. They'll all be wrong, but oft in different ways.”
-The Wayfarer's Almanac
(Action) Survey
This Action can only be played against Obstacles.
Inflict 1d8
Damage 1d8
Special The target is Vulnerable until you leave the region.
(Reaction) Charted Path
This Reaction can only be played against Environs. Environs must target you first.
Endure 1d8
Special The target is Debilitated until you leave the region, including for the remainder of this Action.


Fortunetelling

Fortunetelling Mysticism Exploration Expertise Wealth: 3
“The visions of apocalypse thus destroyed the god's mind. His old name was gone, and he was crowned The Augur of Perdition.”
-Ciu the Wise, “Of The Fall”
(Action) Foretold Danger
Inflict 1d6
Damage 1d6
Defense 1d2
(Reaction) Trick Fate
If the target's Action has a Damage entry, increase the Endure dice level by 2, but also increase the target's Damage dice level by 1.
Endure 1d6
(Strategy) Tarot Deck
Discard any number of cards. For each card discarded, you may draw a card.


Hardiness

Gain Heat Resistance 1 and Cold Resistance 1.

Hardiness Survival Exploration Expertise Wealth: 3
“Bring too much and you'll be weighed down; bring too little and you'll be caught unprepared for the hazards of the trail.”
-The Wayfarer's Almanac
(Action) Unimpeded Progress
If the target is an Obstacle, it cannot impose conditions on you with its Reaction.
Inflict 1d8
Damage 1d6 (Piercing 1)
(Reaction) Take Shelter
Defense 1d2
Special If the target is an Environ, increase the Defense dice level by 1.


Harp Casting

Harp Casting Mysticism Exploration Expertise Wealth: 3
“Intelligent and graceful fae creatures supplied strings for magic harps of old. This new method ends such slaughter.”
-Saint Ravenna the Artificer
(Action) Ghost Harp
This Action can only be played against Creatures and Seekers.
Inflict 1d8
Damage 1d6
Special The target is Disoriented until the end of its next turn.
(Reaction) Celestial Melody
This Reaction cannot be played against Seekers.
Defense 1d2
Damage 1d2
(Strategy) Soothing Melody
One ally in your occupied region recovers lost EP equal to half your level (rounded up). Seekers in your occupied region are Alerted.


Herbalism

Herbalism Survival Exploration Expertise Wealth: 3
“Imagine our surprise when we discovered that the final ingredient for triffid antidote was none other than snake oil.”
-Excerpt, “A History of Tinctures”
(Action) Lethargic Aromatics
This Action can only be played against Creatures and Seekers.
Inflict 1d10
Damage 1d4
Special The target is Stunned until the end of its next turn.
(Reaction) Mini Apothecary
Gain +1 Heat, Cold, Fatigue, Poison, and Acid Resistance until the attack is resolved.
Defense 1d2
(Strategy) Local Herbs
Discard any number of cards. For each card discarded, you or an ally in your occupied region heals any one condition and recovers 1 lost EP, or 2 lost EP in wilderness settings.


Legerdemain

Legerdemain Mechanical Exploration Expertise Wealth: 3
Sleight of hand is often used for performance and other simple tricks, but mastery of the art grants other practical applications.
(Action) Pickpocket
This Action can only be played against Seekers.
Inflict 1d8
Special You may swap Gear. The target is Debilitated until the end of the round. If this is the first time you have succeeded with this Action this scenario, gain a Valuable.
(Reaction) Deft Fingers
Endure 1d6
Special You may immediately play an Action or Strategy from an equipped item. If you have no equipped unused item, you may instead equip an item.


Meditation

Meditation Mysticism Exploration Expertise Wealth: 3
“And if meditation is the nexus of the mystic and the religious, then this tells us something of the nature of the soul.”
-Ando the Philosopher
(Action) Mantra
Inflict 1d10
Damage 1d4
Special The target cannot bestow conditions before the start of your next Action Phase.
(Reaction) Clarity of Mind
You must discard a card to play this Reaction. If you have a Ritual equipped, you may instead forego any bonuses or effects from the Ritual for this Reaction.
Defense 1d4


Mindfulness

Mindfulness General Exploration Expertise Wealth: 2
“Keeping notes, investigating details, and imbibing useful potions are all key elements to being aware of your surroundings.”
-The Wayfarer's Almanac
(Action) Self Care
Recover 1d4 lost EP. Increase the dice number by 1 at level 6.
(Reaction) Mindful Awareness
Increase the Endure dice level by 1 against Traps.
Endure 1d6
(Strategy) Contemplation
Draw two cards. You are Immobilized until the end of the round. You cannot play this Strategy if you already moved this round.


Pathfinding

This Expertise cannot be used in civilization settings.

Pathfinding Navigation Exploration Expertise Wealth: 3
“I hate the term 'Pathfinder,' as if the path was just there waiting to be stumbled across. We make paths where there were none.”
-Sir Royder, Pathfinder
(Action) Explore
This Action can only be played against Obstacles.
Inflict 1d8
Damage 1d10
(Reaction) Find Path
This Reaction cannot be played against Creatures. Allies in your occupied region can play this Reaction as if they had this Expertise equipped.
Endure 1d8
Special Increase the dice level by 1 of the next Inflict roll you make before the end of your next turn.


Piloting

This Expertise can only be used when you are a Passenger. The Vehicle gains +1 to each of its listed Resistances.

Piloting Navigation Exploration Expertise Wealth: 3
“The wings of his ornithopter grazed the canyon walls, but the creature giving chase was much less fortunate.”
-Excerpt, “Yann the Daring”
(Action) Drive
Inflict 1d10
Damage 1d8
(Strategy) Expert Pilot
Search your deck for any 1 Vehicle card and put it into your hand. Shuffle your deck afterward. This Strategy may only be played once per scenario.


Scouting

Scouting Survival Exploration Expertise Wealth: 3
One folk story tells of a hunter who met his wife when she freed him from his own snare. Versions change genders and in one case makes one a bear.
(Action) Ten-foot Pole
Until the start of your next Action Phase, Interrupts on enemy Traps are not triggered by you moving, entering a region, or Searching, and you are notified if you would have otherwise triggered such a Trap. You may perform a Search.
(Reaction) Hiding Place
This Reaction can only be played against Creatures and Seekers. Increase the Endure dice level by 1 against Seekers.
Endure 1d8


Taming

Taming Survival Exploration Expertise Wealth: 3
While many wild beasts can only be partially tamed through a years-long process, short-term control can be asserted with a bit of patience.
(Action) Beast Handling
This Action can only be played against Creatures.
Inflict 1d8
Damage 1d8
Special If the target would be defeated by the damage dealt, you may instead choose to set its EP to 1 and impose the Controlled condition until the end of the next round.
(Reaction) Dominance
This Reaction can only be played against Creatures.
Endure 1d8
Special You may immediately play Beast Handling against the target.


Tinkering

Tinkering Mechanical Exploration Expertise Wealth: 3
The recent resurgence of the tinkering craft has many scholars fearful of another Thrane Castle disaster. Some societies still outlaw the practice.
(Action) Activate Gadget
This Action cannot be played until you have played Customize Gadgetry within this scenario.
Inflict 1d8
Damage 1d6
(Reaction) Protective Gadget
This Reaction cannot be played until you have played Customize Gadgetry within this scenario.
Endure 1d8
Defense 1d2
(Strategy) Customize Gadgetry
Choose one of Creatures, Environs, Obstacles, Seekers, or Traps. Actions and Reactions on this card can now only affect the chosen challenge type.


Trapsmithing

Trapsmithing Mechanical Exploration Expertise Wealth: 3
Common trapsmiths make simple devices for hunting purposes, but the elite craft elaborate dangers to defend vaults and tombs of the wealthy.
(Action) Disarm Trap
A Trap in your region is Dazed and Stunned until the start of your next Action Phase. If it is immune to either condition, it is Debilitated and Weakened until the start of your next Action Phase.
(Reaction) Trap Knowledge
This Reaction can only be played against Traps.
Endure 1d8
(Reaction) Snares
This Reaction can only be played against Creatures and Seekers.
Endure 1d8
Damage 1d2
Special The target is Vulnerable until the end of your next turn.


Umbramancy

Umbramancy Mysticism Exploration Expertise Wealth: 3
Shadow magic is uniquely taxing on the body. This only gets more intense as one's skill in the craft improves, sparking much debate and research.
(Action) Shadow Leap
You must spend your Move to play this Action. Phase 1. Suffer damage equal to twice your level. You are Immobilized and Vulnerable until the end of the next round.
(Reaction) Shadow Meld
This Reaction can only be played against Creatures and Seekers. You suffer no penalties from insufficient lighting.
Endure 1d8
(Strategy) Light to Darkness
Extinguish any one light source in the occupied region, even if it is magical. This Strategy cannot extinguish light from the sun, the moon, stars, large glowing surfaces, or flames larger than those in a typical fireplace.


Wanderlust

Wanderlust General Exploration Expertise Wealth: 2
“No guide is needed for the common roads. But the side paths that call to your inquisitive nature? We are here for that, friend.”
-The Wayfarer's Almanac
(Action) Wander
Increase the Damage dice level by 1 against Obstacles, or by 2 if the Obstacle Persists.
Inflict 1d6
Damage 1d6
(Reaction) Awareness
Endure 1d6
(Strategy) Sworn to the Path
Remove any Hindered and Immobilized conditions from yourself and any allies in your occupied region.
analects_book_1_chapter_4.txt · Last modified: 2019/02/14 07:56 by triptycho