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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 | ^ [[analects_book_1_chapter_4#tracking|Tracking]] | 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 | Gain +1 Mind. || \\ ==== 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 || ^ Special | Restore your Power. || ^ (Reaction) Mettle ||| ^ Endure | 1d6 || ^ Special | You may draw a card. || \\ ==== Athletics ==== Gain Fatigue Resistance 1. ^ 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 || ^ Special | Restore your Resilience. || ^ (Strategy) Skilled Climber ||| | Play a Strategy from an equipped Tool that aids in climbing. You may draw a card. ||| \\ ==== Archeology ==== ^ 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) Expedition ||| | 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 | 1d8 || ^ Damage | 1d8 (Piercing 1) || ^ (Strategy) Mitigation ||| | An Environ or Trap in your occupied region suffers -1 Power, or -2 Power if this is a dungeon setting. ||| ^ (Interrupt) Trained Eye ||| ^ Trigger | You trigger an Interrupt from a Trap (you may play this Interrupt on your turn). || ^ Effect | Immediately play //Mitigation// against the Trap. || \\ ==== 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) Celestial Navigation ||| | This Action can only be played against Obstacles. ||| ^ Inflict | 1d8 || ^ Damage | 1d8 || ^ Special | The target suffers -1 Mind, or -2 Mind if it Persists. || ^ (Strategy) Star Eyes ||| | If you can see the sky, gain Darkvision until the end of your turn. ||| \\ ==== Bodybuilding ==== ^ 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 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. Suffer -1 Power. || \\ ==== Bravery ==== Gain Fear Resistance 1. ^ Bravery ^ General Exploration Expertise ^ Wealth: 2 ^ | //"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 ||| | Increase any Damage dice on the target's Reaction by 1 level. ||| ^ 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 | 2d4 || ^ (Reaction) Padfoot ||| | This Reaction cannot be played against Environs. ||| ^ Endure | 1d8 || ^ (Strategy) Cautious Steps ||| | Gain +1 Resilience. Suffer -1 Power. ||| \\ ==== 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. This removes any enhancement dice applied to the Inflict entry (such as from Rituals). ||| ^ Inflict | 1d4 || ^ Damage | 1d6 || ^ (Reaction) Compute Trajectory ||| | 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 || \\ ==== 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) Chart Path ||| | This Action can only be played against Obstacles. ||| ^ Inflict | 1d8 || ^ Damage | 1d8 || ^ Special | If the target persists, it suffers -2 Resilience. || ^ (Reaction) Survey ||| | This Reaction can only be played against Environs. Environs must target you first. ||| ^ Endure | 1d8 || ^ Special | The target immediately suffers -1 Power. || \\ ==== 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, its Reaction cannot reduce your Stat Tracks. ||| ^ Inflict | 1d8 || ^ Damage | 1d6 (Piercing 1) || ^ (Reaction) Take Shelter ||| | If the target is an Environ, increase the Defense dice level by 1. ||| ^ Defense | 1d2 || \\ ==== 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 suffers -2 Resilience. || ^ (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 suffers -2 Power. || ^ (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 restores any 1 Stat Track 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 suffers -2 Skill. 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 reduce your or your allies' Stat Tracks 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 || ^ Special | If you suffer no damage, gain +1 Mind. || \\ ==== 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 ||| | Restore your Mind or gain +1 Mind. Suffer -1 Power. ||| \\ ==== 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) Pioneer ||| | This Action can only be played against Obstacles that lack a Lock entry. ||| ^ Inflict | 1d8 || ^ Special | The target suffers -1d4 Skill. || ^ (Reaction) Find Shelter ||| | If the target is a Creature, this Reaction gains **Damage:** 1d6. ||| ^ Endure | 1d6 || ^ Special | Gain +1 Resilience. || \\ ==== 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 set its EP to 1 and its Mind to -5. || ^ (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 (Piercing 1) || ^ (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. ||| \\ ==== 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. || \\ ==== 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 ||| | This Action can only be played against Traps. The target suffers -3 Skill. ||| ^ (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 suffers -1 Resilience. || \\ ==== 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 -1 Resilience, -1 Skill, and damage equal to twice your level. ||| ^ (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 sources larger than a typical fireplace or that are external to the region. ||| \\ ==== 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 || ^ Special | If your Resilience is below its base, gain +1 Resilience. || ^ (Strategy) Sworn to the Path ||| | Restore your Skill and end any Grabbed condition you are subject to. |||

analects_book_1_chapter_4.1557516217.txt.gz · Last modified: 2019/05/10 12:23 by triptycho