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analects_book_1_chapter_6 [2019/02/18 14:27]
triptycho
analects_book_1_chapter_6 [2019/05/10 12:55]
triptycho [Analects Book 1 Chapter 6: Tools and Mounts]
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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 [[tool|tools]] and [[mount|mounts]] 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 [[tool|Tools]] and [[mount|Mounts]] 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]].
  
 ===== Tools Table ====== ===== Tools Table ======
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 ^ Tool                                                                       ​^ ​ Hands  ^  Wealth ​ ^ ^ Tool                                                                       ​^ ​ Hands  ^  Wealth ​ ^
 ^ [[analects_book_1_chapter_6#​crowbar|Crowbar]] ​                             |    1    |     ​1 ​   | ^ [[analects_book_1_chapter_6#​crowbar|Crowbar]] ​                             |    1    |     ​1 ​   |
-^ [[analects_book_1_chapter_6#​dark_mote|Dark Mote]] ​                         |    1    |        |+^ [[analects_book_1_chapter_6#​dark_mote|Dark Mote]] ​                         |    1    |        |
 ^ [[analects_book_1_chapter_6#​glowstone|Glowstone]] ​                         |    1    |     ​3 ​   | ^ [[analects_book_1_chapter_6#​glowstone|Glowstone]] ​                         |    1    |     ​3 ​   |
 ^ [[analects_book_1_chapter_6#​magnifying_glass|Magnifying Glass]] ​           |    1    |     ​2 ​   | ^ [[analects_book_1_chapter_6#​magnifying_glass|Magnifying Glass]] ​           |    1    |     ​2 ​   |
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 ==== Balance Stick ==== ==== Balance Stick ====
  
-The Balance Stick can receive ​weapon enchantments.+The Balance Stick can receive ​Weapon Enchantments.
  
 ^ Balance Stick  ^ Tool  ^ Two-handed ​ ^ Wealth: 1  ^ ^ 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.// ​ |||| | //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 ​ |||| ^ (Action) Improvised Weapon ​ ||||
-^  ​**Hit** 1d6  ||| +^  Hit | 1d8  ||| 
-^  ​**Damage** | 1d6  |||+^  Damage | 1d6  |||
 ^ (Strategy) Balance ​ |||| ^ (Strategy) Balance ​ ||||
-| Until the end of your turn, your Acrobatics ​attempts ​gain +1d4.  ||||+| Until the start of your next turn, your Acrobatics ​rolls that don't involve climbing or Grabs gain +1d4.  ||||
  
 \\ \\
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 ==== Crowbar ==== ==== Crowbar ====
  
-The Crowbar can receive ​weapon enchantments.+The Crowbar can receive ​Weapon Enchantments.
  
 Increase your Inflict and Damage dice levels by 1 for Actions you play against Obstacles that have a Lock entry. Such Actions gain Piercing 2, or increase any existing Piercing value by 1. Increase your Inflict and Damage dice levels by 1 for Actions you play against Obstacles that have a Lock entry. Such Actions gain Piercing 2, or increase any existing Piercing value by 1.
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 | //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.// ​ |||| | //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 ​ |||| ^ (Action) Lockpick ​ ||||
-^  ​**Lockpick** 1d8  |||+^  Lockpick | 2d4  |||
  
 \\ \\
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 | //These tools are used by thieves and storming troops alike for scaling walls. Adventurers use them for mountains, caverns, ruins debris, and more.// ​ |||| | //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] ​ |||| ^ (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. ​ ||||+| Attach the Grappling Hook to a section border with a height value greater than 0 and less than 3. 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] ​ |||| ^ (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. ​ |||| | 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. ​ ||||
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 | //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.//  |||| | //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] ​ |||| ^ (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. ​ ||||+| Attach the Hemp Rope to a section border with a height value greater than 0 and less than 3. 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] ​ |||| ^ (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. ​ |||| | 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. ​ ||||
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 ==== Heavy War Horse ==== ==== Heavy War Horse ====
  
-You cannot climb or swim.+You cannot climb or swim. You may wield Two-handed Melee Weapons.
  
 ^ Heavy War Horse  ^ Mount  ^ Wealth: 7  ^ ^ 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.// ​ ||| | //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] ​ ||| ^ (Action) Cavalry Charge [Combat] ​ |||
-| Move 1. Then, play a melee Action from an equipped ​weapon ​against a valid target. The Action gains +1d4 Damage. ​ |||+| Move 1. Then, you may play a melee Action from an equipped ​Weapon ​against a valid target. The Action gains +1d4 Damage. ​ |||
 ^ (Reaction) Horse Armor [Combat] ​ ||| ^ (Reaction) Horse Armor [Combat] ​ |||
 | You can only play this Reaction once per scenario. ​ ||| | You can only play this Reaction once per scenario. ​ |||
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 ==== Light War Horse ==== ==== Light War Horse ====
  
-Your combat Move speed becomes 2. You cannot climb or swim.+Your combat Move speed becomes 2. Increase your Initiative dice 1 level in combat scenarios. You cannot climb or swim.
  
 ^ Light War Horse  ^ Mount  ^ Wealth: 6  ^ ^ 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.// ​ ||| | //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] ​ ||| ^ (Action) Ride-by Attack [Combat] ​ |||
-| Play a melee Action from an equipped ​weapon ​against a valid target. After the Action is resolved, Move 1.  |||+| Play a melee Action from an equipped ​Weapon ​against a valid target. After the Action is resolved, Move 1.  |||
 ^ (Strategy) Horse Riding [Exploration] ​ ||| ^ (Strategy) Horse Riding [Exploration] ​ |||
 | Move 1.  ||| | Move 1.  |||
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 ==== Otternix ==== ==== Otternix ====
  
-Gain the Aquatic keyword. You may wield two-handed ​weapons. You cannot climb, and your Acrobatics dice level is reduced by 1.+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  ^ ^ Otternix ​ ^ Mount  ^ Wealth: 5  ^
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 ^  Range | 2  || ^  Range | 2  ||
 ^  Incantation | 1  || ^  Incantation | 1  ||
-^  Special | The target ​is Dazed until the start of your next turn.  ||+^  Special | The target ​gains Light Sensitivity ​until the start of your next turn.  ||
 ^ (Strategy) Sparkling Lights [Exploration] ​ ||| ^ (Strategy) Sparkling Lights [Exploration] ​ |||
 | Your occupied region is lit until the start of your next turn.  ||| | Your occupied region is lit until the start of your next turn.  |||
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 | //​Ptericorns may willfully bind to one person who makes a sacred pledge in return. Such ptericorns are not tamed and will not subject to being traded.// ​ |||| | //​Ptericorns may willfully bind to one person who makes a sacred pledge in return. Such ptericorns are not tamed and will not subject to being traded.// ​ ||||
 ^ (Strategy) Alicorn ​ |||| ^ (Strategy) Alicorn ​ ||||
-Recover from any harmful conditions.  ||||+Restore ​any one Stat Track.  ||||
 ^ (Strategy) Winged Steed  |||| ^ (Strategy) Winged Steed  ||||
 | Fly 1.  |||| | Fly 1.  ||||
 ^ (Action) Air Cavalry [Combat] ​ |||| ^ (Action) Air Cavalry [Combat] ​ ||||
-| Fly 1. Then, play a melee Action from an equipped ​weapon ​against a valid target. The Action gains +1d4 Damage. ​ ||||+| Fly 1. Then, play a melee Action from an equipped ​Weapon ​against a valid target. The Action gains +1d4 Damage. ​ ||||
  
 \\ \\
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 | //Unicorns may willfully bind to one person who makes a sacred pledge in return. Such unicorns are not tamed and will not subject to being traded.// ​ |||| | //Unicorns may willfully bind to one person who makes a sacred pledge in return. Such unicorns are not tamed and will not subject to being traded.// ​ ||||
 ^ (Strategy) Alicorn ​ |||| ^ (Strategy) Alicorn ​ ||||
-Recover from any harmful conditions.  ||||+Restore ​any one Stat Track.  ||||
  
 \\ \\
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 | Fly 1.  ||| | Fly 1.  |||
 ^ (Action) Air Cavalry [Combat] ​ ||| ^ (Action) Air Cavalry [Combat] ​ |||
-| Fly 1. Then, play a melee Action from an equipped ​weapon ​against a valid target. The Action gains +1d4 Damage. ​ |||+| Fly 1. Then, play a melee Action from an equipped ​Weapon ​against a valid target. The Action gains +1d4 Damage. ​ |||
  
 \\ \\
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 ^ (Action) Bear Charge [Combat] ​ ||| ^ (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.  ||| | 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  || +^  Hit | 1d12  || 
-^  ​**Damage** | 1d12  ||+^  Damage | 1d12  ||
 ^ (Reaction) Bear Hide [Combat] ​ ||| ^ (Reaction) Bear Hide [Combat] ​ |||
 | If the attack hits, this Reaction becomes unusable for the remainder of the scenario. ​ ||| | If the attack hits, this Reaction becomes unusable for the remainder of the scenario. ​ |||
-^  ​**Miss** | 1d10  || +^  Miss | 1d10  || 
-^  ​**Defense** | 1d2  || +^  Defense | 1d2  || 
-^ (Strategy) Bear Riding [Exploration] ​ |||+^ (Action) Bear Riding [Exploration] ​ |||
 | Move 1.  ||| | Move 1.  |||
  
analects_book_1_chapter_6.txt · Last modified: 2021/04/14 13:20 by triptycho