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analects_book_1_chapter_4 [2019/02/14 07:56]
triptycho [Piloting]
analects_book_1_chapter_4 [2019/05/10 12:24] (current)
triptycho [Analects Book 1 Chapter 4: Exploration Expertise]
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 [[analects|Back to Analects Table of Contents]] [[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]].+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 ====== ===== Exploration Expertise Table ======
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 ^ [[analects_book_1_chapter_4#​scouting|Scouting]] ​                   | Survival ​   |     ​3 ​   | ^ [[analects_book_1_chapter_4#​scouting|Scouting]] ​                   | Survival ​   |     ​3 ​   |
 ^ [[analects_book_1_chapter_4#​taming|Taming]] ​                       | Survival ​   |     ​3 ​   | ^ [[analects_book_1_chapter_4#​taming|Taming]] ​                       | Survival ​   |     ​3 ​   |
 +^ [[analects_book_1_chapter_4#​tracking|Tracking]] ​                   | Survival ​   |     ​3 ​   |
  
 \\ \\
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 | This Reaction cannot be played against Traps. If the result of the opposed roll is a tie, this Reaction gains **Defense:​** 1d6.  ||| | This Reaction cannot be played against Traps. If the result of the opposed roll is a tie, this Reaction gains **Defense:​** 1d6.  |||
 ^  Endure | 1d6  || ^  Endure | 1d6  ||
-^  Special | Your Hand Limit increases by until the end of your next turn.  ||+^  Special | Gain +Mind.  ||
  
 \\ \\
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 ^  Inflict | 1d8  || ^  Inflict | 1d8  ||
 ^  Damage | 1d4  || ^  Damage | 1d4  ||
 +^  Special | Restore your Power. ​ ||
 ^ (Reaction) Mettle ​ ||| ^ (Reaction) Mettle ​ |||
 ^  Endure | 1d6  || ^  Endure | 1d6  ||
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 \\ \\
 ==== Athletics ==== ==== Athletics ====
 +
 +Gain Fatigue Resistance 1.
  
 ^ Athletics ​ ^ General Exploration Expertise ​ ^ Wealth: 2  ^ ^ Athletics ​ ^ General Exploration Expertise ​ ^ Wealth: 2  ^
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 | This Reaction cannot be played against Seekers. You do not suffer any penalties to the Endure dice as a result of swimming. ​ ||| | This Reaction cannot be played against Seekers. You do not suffer any penalties to the Endure dice as a result of swimming. ​ |||
 ^ Endure ​ | 1d6  || ^ Endure ​ | 1d6  ||
 +^ Special ​ | Restore your Resilience. ​ ||
 ^ (Strategy) Skilled Climber ​ ||| ^ (Strategy) Skilled Climber ​ |||
-| Play a Strategy from an equipped ​tool that aids in climbing. You may draw a card.  |||+| Play a Strategy from an equipped ​Tool that aids in climbing. You may draw a card.  |||
  
 \\ \\
 ==== Archeology ==== ==== Archeology ====
- 
-This Expertise can only be used in dungeon settings. 
  
 ^ Archeology ​ ^ Navigation Exploration Expertise ​ ^ Wealth: 3  ^ ^ 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.// ​ ||| | //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 ​ ||| +^ (Action) ​Expedition ​ ||| 
-| This Action ​can only be played against ​Obstacles.  ||| +| This Action ​cannot ​be played against ​Seekers. Increase the Inflict dice level by 1 if the target is an Obstacle that does not Persist.  ||| 
-^  Inflict | 1d10  ||+^  Inflict | 1d8  ||
 ^  Damage | 1d8 (Piercing 1)  || ^  Damage | 1d8 (Piercing 1)  ||
-^ (ActionSafety Gear  ||| +^ (StrategyMitigation ​ ||| 
-A target ​Environ is Weakened until the end of its next turn.  ||| +An Environ ​or Trap in your occupied region suffers -1 Power, or -2 Power if this is a dungeon setting.  ||| 
-^ (ReactionRuins Awareness ​ ||| +^ (InterruptTrained Eye  ||| 
-^  ​Endure ​1d8  ||+^  ​Trigger ​You trigger an Interrupt from a Trap (you may play this Interrupt on your turn). ​ || 
 +^  Effect | Immediately play //​Mitigation//​ against the Trap.  ||
  
 \\ \\
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 ^ Astronomy ​ ^ Navigation Exploration Expertise ​ ^ Wealth: 3  ^ ^ 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.// ​ ||| | //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  ||| +^ (Action) ​Celestial Navigation ​ ||| 
-| This Action ​cannot ​be played against ​Seekers.  |||+| This Action ​can only be played against ​Obstacles.  |||
 ^  Inflict | 1d8  || ^  Inflict | 1d8  ||
 ^  Damage | 1d8  || ^  Damage | 1d8  ||
-^  Special | Recover ​lost EP. Increase this recovery to 3 at level 6.  || +^  Special | The target suffers -Mind, or -2 Mind if it Persists.  || 
-^ (ReactionUnerring Navigation ​ ||| +^ (StrategyStar Eyes  ||| 
-| 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.  ||| +| If you can see the sky, gain Darkvision until the end of your turn.  |||
-^  Endure | 1d8  ​||+
  
 \\ \\
 ==== Bodybuilding ==== ==== Bodybuilding ====
- 
-Gain Fatigue Resistance 1. 
  
 ^ Bodybuilding ​ ^ General Exploration Expertise ​ ^ Wealth: 2  ^ ^ 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.// ​ ||| | //Once every three years, the greatest athletes from several nations gather together to compete in an array of games, trials, and battles.// ​ |||
 ^ (Action) Grit  ||| ^ (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.  |||+| Play an Action from your Background. If the Action has a Defense entry, increase its dice level by 1; otherwise the Action gains **Defense:​** 1d2.  |||
 ^ (Reaction) Solid Physique ​ ||| ^ (Reaction) Solid Physique ​ |||
 ^  Defense | 1d2  || ^  Defense | 1d2  ||
 ^ (Assist) Carry Burdens ​ ||| ^ (Assist) Carry Burdens ​ |||
 ^  Trigger | An ally in your occupied region plays a Reaction. ​ || ^  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.  ||+^  Effect | If the triggering Reaction has Defense dice, increase the dice level by 1. Otherwise the triggering Reaction gains **Defense:​** 1d2. Suffer -1 Power.  ||
  
 \\ \\
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 Gain Fear Resistance 1. Gain Fear Resistance 1.
  
-^ Bravery ​ ^ Survival ​Exploration Expertise ​ ^ Wealth: ​ ^+^ Bravery ​ ^ General ​Exploration Expertise ​ ^ Wealth: ​ ^
 | //"The highest peaks, darkest caverns, and thickest forests the knight-errant searched, for her quest could not be surrendered."​ | //"The highest peaks, darkest caverns, and thickest forests the knight-errant searched, for her quest could not be surrendered."​
 \\ - The Legend of Cerethe// ​ ||| \\ - The Legend of Cerethe// ​ |||
 ^ (Action) Daring Maneuver ​ ||| ^ (Action) Daring Maneuver ​ |||
 +| Increase any Damage dice on the target'​s Reaction by 1 level. ​ |||
 ^  Inflict | 1d6  || ^  Inflict | 1d6  ||
 ^  Damage | 1d8  || ^  Damage | 1d8  ||
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 | //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.// ​ ||| | //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  ||| ^ (Action) Pick Lock  |||
-^  Lockpick | 1d10  ||+^  Lockpick | 2d4  ||
 ^ (Reaction) Padfoot ​ ||| ^ (Reaction) Padfoot ​ |||
-Increase the Endure dice level by 1 against ​Seekers and Traps.  ||| +This Reaction cannot be played ​against ​Environs.  ||| 
-^  Endure | 1d6  || +^  Endure | 1d8  || 
-^ (Strategy) ​Slip Through Danger ​ ||| +^ (Strategy) ​Cautious Steps  ||| 
-Until the end of your turn, increase your Endure dice levels by 1.  |||+Gain +1 Resilience. Suffer -Power.  |||
  
 \\ \\
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 | //Even magic follows mathematical models, though they can get quite complex, and there are many different models to use depending on the magic.// ​ ||| | //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 ​ ||| ^ (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.  |||+| You may change this Action'​s Inflict entry to be equivalent to the target'​s Endure entry. ​This removes ​any enhancement dice applied to the Inflict entry (such as from Rituals).  |||
 ^  Inflict | 1d4  || ^  Inflict | 1d4  ||
 ^  Damage | 1d6  || ^  Damage | 1d6  ||
 ^ (Reaction) Compute Trajectory ​ ||| ^ (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.  |||+| You may change this Reaction'​s Endure entry to be equivalent to the target'​s Inflict entry. ​This removes ​any enhancement dice applied to the Endure entry (such as from Rituals).  |||
 ^  Endure | 1d2  || ^  Endure | 1d2  ||
  
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 | //"​When embarking on a journey, bring at least three maps. They'​ll all be wrong, but oft in different ways." | //"​When embarking on a journey, bring at least three maps. They'​ll all be wrong, but oft in different ways."
 \\ -The Wayfarer'​s Almanac// ​ ||| \\ -The Wayfarer'​s Almanac// ​ |||
-^ (Action) ​Survey ​ |||+^ (Action) ​Chart Path  |||
 | This Action can only be played against Obstacles. ​ ||| | This Action can only be played against Obstacles. ​ |||
 ^  Inflict | 1d8  || ^  Inflict | 1d8  ||
 ^  Damage | 1d8  || ^  Damage | 1d8  ||
-^  Special | The target is Vulnerable until you leave the region.  || +^  Special | If the target persists, it suffers -2 Resilience.  || 
-^ (Reaction) ​Charted Path  |||+^ (Reaction) ​Survey ​ |||
 | This Reaction can only be played against Environs. Environs must target you first. ​ ||| | This Reaction can only be played against Environs. Environs must target you first. ​ |||
 ^  Endure | 1d8  || ^  Endure | 1d8  ||
-^  Special | The target ​is Debilitated until you leave the region, including for the remainder of this Action.  ||+^  Special | The target ​immediately suffers -1 Power.  ||
  
 \\ \\
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 \\ -The Wayfarer'​s Almanac// ​ ||| \\ -The Wayfarer'​s Almanac// ​ |||
 ^ (Action) Unimpeded Progress ​ ||| ^ (Action) Unimpeded Progress ​ |||
-| If the target is an Obstacle, ​it cannot impose conditions on you with its Reaction. ​ |||+| If the target is an Obstacle, its Reaction ​cannot reduce your Stat Tracks.  |||
 ^  Inflict | 1d8  || ^  Inflict | 1d8  ||
 ^  Damage | 1d6 (Piercing 1)  || ^  Damage | 1d6 (Piercing 1)  ||
 ^ (Reaction) Take Shelter ​ ||| ^ (Reaction) Take Shelter ​ |||
 +| If the target is an Environ, increase the Defense dice level by 1.  |||
 ^  Defense | 1d2  || ^  Defense | 1d2  ||
-^  Special | If the target is an Environ, increase the Defense dice level by 1.  || 
  
 \\ \\
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 ^  Inflict | 1d8  || ^  Inflict | 1d8  ||
 ^  Damage | 1d6  || ^  Damage | 1d6  ||
-^  Special | The target ​is Disoriented until the end of its next turn.  ||+^  Special | The target ​suffers -2 Resilience.  ||
 ^ (Reaction) Celestial Melody ​ ||| ^ (Reaction) Celestial Melody ​ |||
 | This Reaction cannot be played against Seekers. ​ ||| | This Reaction cannot be played against Seekers. ​ |||
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 ^  Inflict | 1d10  || ^  Inflict | 1d10  ||
 ^  Damage | 1d4  || ^  Damage | 1d4  ||
-^  Special | The target ​is Stunned until the end of its next turn.  ||+^  Special | The target ​suffers -2 Power.  ||
 ^ (Reaction) Mini Apothecary ​ ||| ^ (Reaction) Mini Apothecary ​ |||
 | Gain +1 Heat, Cold, Fatigue, Poison, and Acid Resistance until the attack is resolved. ​ ||| | Gain +1 Heat, Cold, Fatigue, Poison, and Acid Resistance until the attack is resolved. ​ |||
 ^  Defense | 1d2  || ^  Defense | 1d2  ||
 ^ (Strategy) Local Herbs  ||| ^ (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. ​ |||+| Discard any number of cards. For each card discarded, you or an ally in your occupied region ​restores ​any 1 Stat Track and recovers 1 lost EP, or 2 lost EP in wilderness settings. ​ |||
  
 \\ \\
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 | This Action can only be played against Seekers. ​ ||| | This Action can only be played against Seekers. ​ |||
 ^  Inflict | 1d8  || ^  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. ​ ||+^  Special | You may swap Gear. The target ​suffers -2 Skill. If this is the first time you have succeeded with this Action this scenario, gain a Valuable. ​ ||
 ^ (Reaction) Deft Fingers ​ ||| ^ (Reaction) Deft Fingers ​ |||
 ^  Endure | 1d6  || ^  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.  ||+^  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.  ||
  
 \\ \\
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 ^  Inflict | 1d10  || ^  Inflict | 1d10  ||
 ^  Damage | 1d4  || ^  Damage | 1d4  ||
-^  Special | The target cannot ​bestow conditions ​before the start of your next Action Phase. ​ ||+^  Special | The target cannot ​reduce your or your allies'​ Stat Tracks ​before the start of your next Action Phase. ​ ||
 ^ (Reaction) Clarity of Mind  ||| ^ (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. ​ ||| | 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  || ^  Defense | 1d4  ||
 +^  Special | If you suffer no damage, gain +1 Mind.  ||
  
 \\ \\
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 ^  Endure | 1d6  || ^  Endure | 1d6  ||
 ^ (Strategy) Contemplation ​ ||| ^ (Strategy) Contemplation ​ |||
-Draw two cardsYou are Immobilized until the end of the round. You cannot play this Strategy if you already moved this round.  |||+Restore your Mind or gain +1 MindSuffer -1 Power.  |||
  
 \\ \\
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 | //"I hate the term '​Pathfinder,'​ as if the path was just there waiting to be stumbled across. We make paths where there were none." | //"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// ​ ||| \\ -Sir Royder, Pathfinder// ​ |||
-^ (Action) ​Explore ​ ||| +^ (Action) ​Pioneer ​ ||| 
-| This Action can only be played against Obstacles. ​ |||+| This Action can only be played against Obstacles ​that lack a Lock entry.  |||
 ^  Inflict | 1d8  || ^  Inflict | 1d8  ||
-^  ​Damage ​1d10  || +^  ​Special ​The target suffers -1d4 Skill. ​ || 
-^ (Reaction) Find Path  ||| +^ (Reaction) Find Shelter ​ ||| 
-This Reaction cannot be played against Creatures. Allies in your occupied region can play this Reaction ​as if they had this Expertise equipped.  ||| +If the target is a Creature, ​this Reaction ​gains **Damage:** 1d6.  ||| 
-^  Endure | 1d8  || +^  Endure | 1d6  || 
-^  Special | Increase the dice level by of the next Inflict roll you make before the end of your next turn.  ||+^  Special | Gain +Resilience.  ||
  
 \\ \\
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 ^  Inflict | 1d8  || ^  Inflict | 1d8  ||
 ^  Damage | 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.  ||+^  Special | If the target would be defeated by the damage dealt, you may instead set its EP to 1 and its Mind to -5.  ||
 ^ (Reaction) Dominance ​ ||| ^ (Reaction) Dominance ​ |||
 | This Reaction can only be played against Creatures. ​ ||| | This Reaction can only be played against Creatures. ​ |||
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 | This Action cannot be played until you have played //Customize Gadgetry// within this scenario. ​ ||| | This Action cannot be played until you have played //Customize Gadgetry// within this scenario. ​ |||
 ^  Inflict | 1d8  || ^  Inflict | 1d8  ||
-^  Damage | 1d6  ||+^  Damage | 1d6 (Piercing 1)  ||
 ^ (Reaction) Protective Gadget ​ ||| ^ (Reaction) Protective Gadget ​ |||
 | This Reaction cannot be played until you have played //Customize Gadgetry// within this scenario. ​ ||| | This Reaction cannot be played until you have played //Customize Gadgetry// within this scenario. ​ |||
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 ^  Defense | 1d2  || ^  Defense | 1d2  ||
 ^ (Strategy) Customize Gadgetry ​ ||| ^ (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.  |||+| Choose one of Creatures, Environs, Obstacles, Seekers, or Traps. Actions and Reactions on this card can now only affect the chosen ​Challenge ​type.  ||| 
 + 
 +\\ 
 +==== Tracking ==== 
 + 
 +^ Tracking ​ ^ Survival Exploration Expertise ​ ^ Wealth: 3  ^ 
 +| //"The tracks of a beast tell of its life - a brief autobiography that soon fades into the nether."​\\ 
 +- Parcivel, Hunter of Dragons// ​ ||| 
 +^ (Action) Find Tracks ​ ||| 
 +| This Action can only be played against Creatures and Persisting Obstacles. ​ ||| 
 +^  Inflict | 1d8  || 
 +^  Damage | 1d8  || 
 +^  Special | You may perform a Search. ​ || 
 +^ (Reaction) Sense Threat ​ ||| 
 +| You suffer no penalties from being unable to see the target. Increase the Endure dice level by 1 in wilderness settings. ​ ||| 
 +^  Endure | 1d6  || 
 +^  Special | Gain +1 Power or +1 Skill.  ​||
  
 \\ \\
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 | //Common trapsmiths make simple devices for hunting purposes, but the elite craft elaborate dangers to defend vaults and tombs of the wealthy.// ​ ||| | //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  ||| ^ (Action) Disarm Trap  |||
-A Trap in your region is Dazed and Stunned until the start of your next Action ​PhaseIf it is immune to either condition, it is Debilitated and Weakened until the start of your next Action Phase.  |||+This Action ​can only be played against TrapsThe target suffers -3 Skill.  |||
 ^ (Reaction) Trap Knowledge ​ ||| ^ (Reaction) Trap Knowledge ​ |||
 | This Reaction can only be played against Traps. ​ ||| | This Reaction can only be played against Traps. ​ |||
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 ^  Endure | 1d8  || ^  Endure | 1d8  ||
 ^  Damage | 1d2  || ^  Damage | 1d2  ||
-^  Special | The target ​is Vulnerable until the end of your next turn.  ||+^  Special | The target ​suffers -1 Resilience.  ||
  
 \\ \\
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 | //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.// ​ ||| | //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  ||| ^ (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.  |||+| You must spend your Move to play this Action. Phase 1. Suffer ​-1 Resilience, -1 Skill, and damage equal to twice your level. ​ |||
 ^ (Reaction) Shadow Meld  ||| ^ (Reaction) Shadow Meld  |||
 | This Reaction can only be played against Creatures and Seekers. You suffer no penalties from insufficient lighting. ​ ||| | This Reaction can only be played against Creatures and Seekers. You suffer no penalties from insufficient lighting. ​ |||
 ^  Endure | 1d8  || ^  Endure | 1d8  ||
 ^ (Strategy) Light to Darkness ​ ||| ^ (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. ​ |||+| Extinguish any one light source in the occupied region, even if it is magical. This Strategy cannot extinguish light from sources ​larger than a typical fireplace ​or that are external to the region.  |||
  
 \\ \\
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 ^ (Action) Wander ​ ||| ^ (Action) Wander ​ |||
 | Increase the Damage dice level by 1 against Obstacles, or by 2 if the Obstacle Persists. ​ ||| | Increase the Damage dice level by 1 against Obstacles, or by 2 if the Obstacle Persists. ​ |||
-^  ​**Inflict** | 1d6  || +^  Inflict | 1d6  || 
-^  ​**Damage** | 1d6  ||+^  Damage | 1d6  ||
 ^ (Reaction) Awareness ​ ||| ^ (Reaction) Awareness ​ |||
-^  ​**Endure** | 1d6  ||+^  Endure | 1d6  || 
 +^  Special | If your Resilience is below its base, gain +1 Resilience. ​ ||
 ^ (Strategy) Sworn to the Path  ||| ^ (Strategy) Sworn to the Path  |||
-Remove any Hindered and Immobilized conditions from yourself ​and any allies in your occupied region.  |||+Restore your Skill and end any Grabbed condition you are subject to.  |||
  
analects_book_1_chapter_4.1550159813.txt.gz · Last modified: 2019/02/14 07:56 by triptycho