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====== Analects Book 1 Chapter 6: Tools and Mounts ====== [[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]]. ===== Tools Table ====== ^ Tool ^ Hands ^ Wealth ^ ^ [[analects_book_1_chapter_6#battle_gadgets|Battle Gadgets]] | 1 | 2 | ^ [[analects_book_1_chapter_6#crowbar|Crowbar]] | 1 | 1 | ^ [[analects_book_1_chapter_6#dark_mote|Dark Mote]] | 1 | 4 | ^ [[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#oil_lantern|Oil Lantern]] | 1 | 2 | ^ [[analects_book_1_chapter_6#torch|Torch]] | 1 | 1 | ^ [[analects_book_1_chapter_6#wax_candle|Wax Candle]] | 1 | 1 | ^ [[analects_book_1_chapter_6#advanced_lockpick_set|Advanced Lockpick Set]] | 2 | 3 | ^ [[analects_book_1_chapter_6#balance_stick|Balance Stick]] | 2 | 1 | ^ [[analects_book_1_chapter_6#basic_lockpick_set|Basic Lockpick Set]] | 2 | 2 | ^ [[analects_book_1_chapter_6#expert_lockpick_set|Expert Lockpick Set]] | 2 | 4 | ^ [[analects_book_1_chapter_6#explorer_s_kit|Explorer's Kit]] | 2 | 2 | ^ [[analects_book_1_chapter_6#grappling_hook|Grappling Hook]] | 2 | 2 | ^ [[analects_book_1_chapter_6#hemp_rope|Hemp Rope]] | 2 | 1 | ^ [[analects_book_1_chapter_6#inscription_set|Inscription Set]] | 2 | 3 | ^ [[analects_book_1_chapter_6#musical_instrument|Musical Instrument]] | 2 | 2 | ^ [[analects_book_1_chapter_6#pitons|Pitons]] | 2 | 1 | ^ [[analects_book_1_chapter_6#spyglass|Spyglass]] | 2 | 3 | ===== Mounts Table ====== ^ Mount ^ Wealth ^ Treasure ^ ^ [[analects_book_1_chapter_6#heavy_war_horse|Heavy War Horse]] | 7 | - | ^ [[analects_book_1_chapter_6#kelpie|Kelpie]] | 5 | - | ^ [[analects_book_1_chapter_6#light_war_horse|Light War Horse]] | 6 | - | ^ [[analects_book_1_chapter_6#otternix|Otternix]] | 5 | - | ^ [[analects_book_1_chapter_6#pegasus|Pegasus]] | 11 | - | ^ [[analects_book_1_chapter_6#riding_dog|Riding Dog]] | 4 | - | ^ [[analects_book_1_chapter_6#riding_horse|Riding Horse]] | 4 | - | ^ [[analects_book_1_chapter_6#war_bear|War Bear]] | 8 | - | ^ [[analects_book_1_chapter_6#pledged_ptericorn|Pledged Ptericorn]] | 12 | Yes | ^ [[analects_book_1_chapter_6#pledged_unicorn|Pledged Unicorn]] | 8 | Yes | \\ ===== Tool Entries ===== ==== Advanced Lockpick Set ==== ^ Advanced Lockpick Set ^ Tool ^ Two-handed ^ Wealth: 3 ^ | //These common lockpicks require a bit of specialized instruction to master, but they can work on a variety of locking mechanisms.// |||| ^ (Action) Lockpick |||| ^ Lockpick | 2d4 ||| \\ ==== Balance Stick ==== The Balance Stick can receive Weapon Enchantments. ^ 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 | 1d8 ||| ^ Damage | 1d6 ||| ^ (Strategy) Balance |||| | Until the start of your next turn, your Acrobatics rolls that don't involve climbing or Grabs 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 | 1d6 ||| \\ ==== Battle Gadgets ==== ^ Battle Gadgets ^ Tool ^ One-handed ^ Wealth: 2 ^ | //These devices make various tactical operations more efficient and accessible. They must be customized for each individual use case.// |||| ^ (Action) Tools of War [Combat] |||| | Play a Strategy. |||| \\ ==== Crowbar ==== 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. ^ Crowbar ^ Tool ^ One-handed ^ Wealth: 1 ^ | //This stout metal tool is designed for opening things that are tightly shut. It also makes a nice makeshift bludgeon.// |||| ^ (Action) Improvised Weapon |||| ^ Hit | 1d6 ||| ^ Damage | 1d6 ||| \\ ==== 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: 4 ^ | //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 | 2d6 ||| \\ ==== Explorer's Kit ==== ^ Explorer's Kit ^ Tool ^ Two-handed ^ Wealth: 2 ^ | //This kit includes chalk, grid paper, small stones of even weight, strips of various textiles, and other knick-knacks valued when venturing into the unknown.// |||| ^ (Action) Extensive Preparation [Exploration] |||| | Play a Strategy. |||| \\ ==== 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 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] |||| | 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 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] |||| | 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. |||| \\ ==== Inscription Set ==== ^ Inscription Set ^ Tool ^ Two-handed ^ Wealth: 3 ^ | //Sigil magic is more widely practiced than most other forms given its relative simplicity. Proper tools and a manual are about all you need.// |||| ^ (Action) Inscribe Sigils [Exploration] |||| | Begin an Incantation; this Incantation is lost if you Move. At the start of your turn or during your Action Phase, you may spend an Incantation charge to play a valid Action. Increase the dice level by 1 for all entries on the Action, including any dice rolled as part of a text or Special entry. If you have Training in Mysticism, this also applies to any enhancement dice from Rituals. |||| \\ ==== 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. |||| \\ ==== Musical Instrument ==== ^ Musical Instrument ^ Tool ^ Two-handed ^ Wealth: 2 ^ | //Portable instruments are a common sight among both roving entertainers and well-to-do travelers.// |||| ^ (Action) Amuse and Distract [Interaction] |||| | Play a Strategy. |||| \\ ==== 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: 3 ^ | //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. You may wield Two-handed Melee Weapons. ^ 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, you may 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. Increase your Initiative dice 1 level in combat scenarios. 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 gains Light Sensitivity until the start of your next turn. || ^ (Strategy) Sparkling Lights [Exploration] ||| | Your occupied region is lit until the start of your next turn. ||| \\ ==== Pledged Ptericorn ==== Your Move speed becomes 2. You cannot climb or swim. Gain +1 Poison Resistance. ^ Pledged Ptericorn ^ Mount ^ Wealth: 12 ^ Treasure ^ | //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 |||| | Restore any one Stat Track. |||| ^ (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. |||| \\ ==== Pledged Unicorn ==== Your Move speed becomes 2 when you are not swimming. You cannot climb. Gain +1 Poison Resistance. ^ Pledged Unicorn ^ Mount ^ Wealth: 8 ^ Treasure ^ | //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 |||| | Restore any one Stat Track. |||| \\ ==== Pterippus ==== You cannot climb or swim. ^ Pterippus ^ 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 || ^ (Action) Bear Riding [Exploration] ||| | Move 1. |||

analects_book_1_chapter_6.1565722265.txt.gz · Last modified: 2019/08/13 11:51 by triptycho