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====== Analects Book 1 Chapter 4: Exploration Expertise ====== [[analects|Back to Analects Table of Contents]] The following tables provide a collection of exploration [[expertise|expertise]] you may purchase or equip. For more information on their use in the game, see [[Player's Guide Chapter 7|Player's Guide Chapter 7: Gear and Wealth]]. ===== Exploration Expertise Table ====== ^ Expertise ^ Type ^ Wealth ^ ^ [[analects_book_1_chapter_4#adventuring|Adventuring]] | General | 2 | ^ [[analects_book_1_chapter_4#athletics|Athletics]] | General | 2 | ^ [[analects_book_1_chapter_4#bodybuilding|Bodybuilding]] | General | 2 | ^ [[analects_book_1_chapter_4#mindfulness|Mindfulness]] | General | 2 | ^ [[analects_book_1_chapter_4#wanderlust|Wanderlust]] | General | 2 | ^ [[analects_book_1_chapter_4#burglary|Burglary]] | Mechanical | 3 | ^ [[analects_book_1_chapter_4#calculation|Calculation]] | Mechanical | 3 | ^ [[analects_book_1_chapter_4#legerdemain|Legerdemain]] | Mechanical | 3 | ^ [[analects_book_1_chapter_4#tinkering|Tinkering]] | Mechanical | 3 | ^ [[analects_book_1_chapter_4#trapsmithing|Trapsmithing]] | Mechanical | 3 | ^ [[analects_book_1_chapter_4#academics|Academics]] | Mysticism | 3 | ^ [[analects_book_1_chapter_4#fortunetelling|Fortunetelling]] | Mysticism | 3 | ^ [[analects_book_1_chapter_4#harp_casting|Harp Casting]] | Mysticism | 3 | ^ [[analects_book_1_chapter_4#meditation|Meditation]] | Mysticism | 3 | ^ [[analects_book_1_chapter_4#umbramancy|Umbramancy]] | Mysticism | 3 | ^ [[analects_book_1_chapter_4#archeology|Archeology]] | Navigation | 3 | ^ [[analects_book_1_chapter_4#astronomy|Astronomy]] | Navigation | 3 | ^ [[analects_book_1_chapter_4#cartography|Cartography]] | Navigation | 3 | ^ [[analects_book_1_chapter_4#pathfinding|Pathfinding]] | Navigation | 3 | ^ [[analects_book_1_chapter_4#piloting|Piloting]] | Navigation | 3 | ^ [[analects_book_1_chapter_4#bravery|Bravery]] | Survival | 3 | ^ [[analects_book_1_chapter_4#hardiness|Hardiness]] | Survival | 3 | ^ [[analects_book_1_chapter_4#herbalism|Herbalism]] | Survival | 3 | ^ [[analects_book_1_chapter_4#scouting|Scouting]] | Survival | 3 | ^ [[analects_book_1_chapter_4#taming|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_4.1550159813.txt.gz · Last modified: 2019/02/14 07:56 by triptycho