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analects_book_1_chapter_6

Analects Book 1 Chapter 6: Tools and Mounts

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

Tools Table

Mounts Table

Tool Entries

Advanced Lockpick Set

Advanced Lockpick Set Tool Two-handed Wealth: 4
These common lockpicks require a bit of specialized instruction to master, but they can work on a variety of locking mechanisms.
(Action) Lockpick
Lockpick 1d6


Balance Stick

Balance Stick Tool Two-handed Wealth: 1
Though it has a simple appearance, this acrobat's tool is carefully crafted to have a near-perfectly even weight throughout each bit of its length.
(Action) Improvised Weapon
Hit 1d6
Damage 1d4
(Strategy) Balance
Until the end of your turn, your Acrobatics attempts gain +1d4.


Basic Lockpick Set

Basic Lockpick Set Tool Two-handed Wealth: 2
These simple lockpicks are cheap and easy to use, but they're typically only used for similarly cheap locks.
(Action) Lockpick
Lockpick 1d4


Dark Mote

Dark Mote Tool One-handed Wealth: 7
This strange crystal seeps darkness outward like a spiraling fog, swallowing the light from flame and other common sources.
(Strategy) Activate
The Dark Mote is activated. While the Dark Mote is activated, its occupied section or region becomes dark. Tools, the Luminous property, and natural light cannot override this darkness, but any other effect that provides light overrides the Dark Mote. This effect persists even if the Dark Mote is dropped.
(Strategy) Deactivate
The Dark Mote is deactivated.


Expert Lockpick Set

Expert Lockpick Set Tool Two-handed Wealth: 6
These are the professional tools used by master burglars at the top of their craft. They're more difficult for lay people to acquire and master.
(Action) Lockpick
Lockpick 1d8


Glowstone

Glowstone Tool One-handed Wealth: 3
This beautiful gem radiates light like a lantern, but it's easier to carry and manipulate, making it favored by the wealthy.
(Strategy) Activate
The Glowstone is activated. While the Glowstone is activated, it provides light to its occupied section and all adjacent sections or to its occupied region. This effect persists even if the Glowstone is dropped.
(Strategy) Deactivate
The Glowstone is deactivated.


Grappling Hook

Grappling Hook Tool Two-handed Wealth: 2
These tools are used by thieves and storming troops alike for scaling walls. Adventurers use them for mountains, caverns, ruins debris, and more.
(Strategy) Attach [Combat]
Attach the Grappling Hook to a section border with a height value greater than 0 and less than 4. The border can now be climbed with Acrobatics vs 1d6. The Grappling Hook is unequipped and dropped; collecting the Grappling Hook ends this effect.
(Strategy) Attach [Exploration]
Until the start of your next turn, you and all allies gain 1 dice level to all entries played against a chosen Climbing Obstacle blocking a border in your occupied region.


Hemp Rope

Hemp Rope Tool Two-handed Wealth: 1
Good, sturdy rope is fairly standard adventurer gear. Even if you aren't expecting to do any climbing, there's always some sort of use for it.
(Strategy) Lower [Combat]
Attach the Hemp Rope to a section border with a height value greater than 0 and less than 4. You must be standing on the higher section to attempt this. The border can now be climbed with Acrobatics vs 1d6. The Hemp Rope is unequipped and dropped; collecting the Hemp Rope ends this effect.
(Strategy) Rope Climbing [Exploration]
Until the start of your next turn, you and all allies gain 1 dice level to all entries played against a chosen Climbing Obstacle blocking a border in your occupied region.


Magnifying Glass

Magnifying Glass Tool One-handed Wealth: 2
These hand lenses were originally designed to aid in reading. Sleuths and delvers use larger versions adapted for uncovering secrets and evidence.
(Strategy) Peer
Until the end of your turn, increase your Search dice level by 1.


Oil Lantern

Oil Lantern Tool One-handed Wealth: 2
This common lantern provides light through burning oil to create mundane flame. It's simple and reliable, though more expensive to fuel than torches.
(Action) Light
The Oil Lantern is lit. While the Oil Lantern is lit, it provides light to its occupied section and all adjacent sections or to its occupied region. This effect persists even if the Oil Lantern is dropped.
(Action) Douse
The Oil Lantern is no longer lit.


Pitons

Pitons Tool Two-handed Wealth: 1
These metal spikes can be hammered into surfaces to assist in climbing. Alchemical pitons can attach automatically for faster application.
(Strategy) Apply [Combat]
Attach the Pitons to a climbable section border with a height value greater than 0. The climb difficulty dice level is reduced by 1. The Pitons is unequipped and dropped; collecting the Pitons ends this effect.
(Strategy) Apply [Exploration]
Until the start of your next turn, you and all allies gain 1 dice level to all entries played against a chosen Climbing Obstacle blocking a border in your occupied region.


Spyglass

Spyglass Tool Two-handed Wealth: 4
If you are able to find a good vantage point, you can avoid having to scout ahead by just taking a look through your handy spyglass.
(Strategy) Far Sight
Reveal the exits, Environs, and Obstacles of an adjacent region you can see. This does not reveal anything Hidden.


Torch

Torch Tool One-handed Wealth: 1
Cheap torches are little more than wrapped sticks. Nicer torches are made of metal with shielded sconces for a bit of safety and ease of use.
(Action) Light
The Torch is lit. While the Torch is lit, it provides light to its occupied section and all adjacent sections or to its occupied region. This effect persists as long as the Torch is equipped and lit.
(Action) Douse
The Torch is no longer lit.


Wax Candle

Wax Candle Tool One-handed Wealth: 1
Candles are easy to handle, coming in a wide variety of shapes and sizes. However, no standard candle can offer more than a faint light on its own.
(Strategy) Light
The Wax Candle is lit. While the Wax Candle is lit, it provides light to its occupied section, or it permits its user to see within the current region as if it were lit. This effect persists as long as the Wax Candle is equipped and lit.
(Strategy) Douse
The Wax Candle is no longer lit.


Mount Entries

Heavy War Horse

You cannot climb or swim.

Heavy War Horse Mount Wealth: 7
This strong, reliable horse is donned in heavy barding. The breed and training are intended for use by a knight as heavy cavalry.
(Action) Cavalry Charge [Combat]
Move 1. Then, play a melee Action from an equipped weapon against a valid target. The Action gains +1d4 Damage.
(Reaction) Horse Armor [Combat]
You can only play this Reaction once per scenario.
Miss 1d12
Defense 1d8
(Action) Horse Riding [Exploration]
Move 1.


Kelpie

Gain the Aquatic keyword. Your Move speed becomes 2 when swimming. You cannot climb.

Kelpie Mount Wealth: 5
Also known as a water horse, these shapeshifting beasts are excellent swimmers even when burdened with a mounted rider.


Light War Horse

Your combat Move speed becomes 2. You cannot climb or swim.

Light War Horse Mount Wealth: 6
This quick horse is bred and trained for use as light cavalry. It lacks protective barding, but it makes up for this with speed and agility.
(Action) Ride-by Attack [Combat]
Play a melee Action from an equipped weapon against a valid target. After the Action is resolved, Move 1.
(Strategy) Horse Riding [Exploration]
Move 1.


Otternix

Gain the Aquatic keyword. You may wield two-handed weapons. You cannot climb, and your Acrobatics dice level is reduced by 1.

Otternix Mount Wealth: 5
This large, furry, aquatic mammal is associated with the fae. It is believed that they either bred or outright created the playful creature.
(Action) Dazzling Lights [Combat]
The target section is lit until the start of your next turn.
Area Attack
Range 2
Incantation 1
Special The target is Dazed until the start of your next turn.
(Strategy) Sparkling Lights [Exploration]
Your occupied region is lit until the start of your next turn.


Pegasus

You cannot climb or swim.

Pegasus Mount Wealth: 11
This rare winged horse is among the most coveted - and expensive - of mounts. They are iconically paired with heroic knights in art and tale.
(Strategy) Winged Steed
Fly 1.
(Action) Air Cavalry [Combat]
Fly 1. Then, play a melee Action from an equipped weapon against a valid target. The Action gains +1d4 Damage.


Riding Dog

You cannot climb upward. Creatures and Seekers have their Hidden dice levels reduced by 1 against you.

Riding Dog Mount Wealth: 4
Dogs large and docile enough to carry a rider are rare, well-trained, and expensive. They do make for very loyal steeds.
(Strategy) Dash
Move 1.
(Action) Dog Bite [Combat]
Hit 1d8
Damage 1d8


Riding Horse

Your Move speed becomes 2 when you are not swimming. You cannot climb.

Riding Horse Mount Wealth: 4
This common riding horse is loyal and dependable, but it lacks any specialized training or equipment for war.


War Bear

War Bear Mount Wealth: 8
Taming a bear is very hard. Training a bear for battle requires skills beyond the mundane. The result is a mount that terrifies most foes.
(Action) Bear Charge [Combat]
You may Move 1, ignoring any Blocks, before making the attack. You can play this Action without making an attack if you wish.
Hit 1d12
Damage 1d12
(Reaction) Bear Hide [Combat]
If the attack hits, this Reaction becomes unusable for the remainder of the scenario.
Miss 1d10
Defense 1d2
(Strategy) Bear Riding [Exploration]
Move 1.
analects_book_1_chapter_6.txt · Last modified: 2018/10/30 08:25 by triptycho