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Analects Book 1 Chapter 7: Clothing

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

Clothing Table

Clothing Entries

Adept Robes

Adept Robes Clothing Wealth: 4
The most interesting feature of these robes is the cowl. The wearer can see straight through it as if it wasn't there at all.
(Interrupt) Concentration
Trigger You suffer damage while you are incanting.
Effect Roll 2d8. If this result is greater than the damage suffered, you do not lose your Incantation.


Alchemical Swimwear

Gain the Aquatic keyword.

Alchemical Swimwear Clothing Wealth: 5
This expensive alchemically-treated outfit transforms when submerged in water, granting fins, scales, and water-breathing to its wearer.


Angel's Garb

At the start of a scenario, instead of drawing cards, you may search your deck for any 1 card and put it into your hand. Shuffle your deck afterward. You can only use this effect so long as you have at least 1 Karma.

Angel's Garb Clothing Wealth: 2 Treasure
“The newly-ascended patrons then bestowed unto their loyal servants even grander blessings.”
-Excerpt from “The First Age”


Athlete's Tights

Base Skill +1 in combat scenarios.

Athlete's Tights Clothing Wealth: 1
This competitive outfit provides maximum freedom of movement and grip aides to reduce slipping.


Bandit's Garb

Increase your Argue and Rebuttal dice levels by 1 whenever you play an Aggressive Action or Reaction.

Bandit's Garb Clothing Wealth: 2
Outfits commonly associated with criminal elements can evoke apprehension through an implied threat of violence.


Battle Uniform

Increase HP by 1 per level. When you spend your Strategy Phase to draw a card in combat scenarios, and the card you draw is a Strategy, you may immediately play it. This effect does not apply if you played a Strategy that allowed you to draw a card, or if you drew more than one card.

Battle Uniform Clothing Wealth: 4
This enchanted officer's uniform grants all the benefits of typical underarmor without the bulk and discomfort common to mail and quilted doublets.


Black Garb

You provide one additional Stealth Token.

Black Garb Clothing Wealth: 2
Scouts, thieves, and spies all make use of dark clothing to enable safer observation from within the blanket of shadows.


Blue Cape

Increase any Damage dice you roll by 1 level whenever the damage type is Ice. Gain Fire Weakness 1 and Lightning Weakness 1.

Blue Cape Clothing Wealth: 2
Songs sing of a youth that misunderstood this cape's ice powers, haughtily went out into the snow wearing little else, and promptly froze to death.


Chausses

Base Resilience +1 in combat scenarios.

Dancer's Garb Clothing Wealth: 1
These mail breeches provide additional protection for the legs, whether worn on their own or beneath other armor.


Dancer's Garb

Increase your hostile Mind and Skill reductions by 1.

Dancer's Garb Clothing Wealth: 3
Whether hypnotic, mesmerizing, or seductive, there's a garb for every style of dance.


Devil's Garb

At the start of a scenario, you may discard your initial hand and draw a new hand of cards in its place. You can only use this effect so long as you have 0 Karma or less.

Devil's Garb Clothing Wealth: 2 Treasure
“Many of the strong who failed to ascend retreated to hidden corners of creation to yet resist, becoming Devilkind.”
-Excerpt from “The First Age”


Dress Uniform

Increase WP by 1 per level. When you spend your Strategy Phase to draw a card in interaction scenarios, and the card you draw is a Strategy, you may immediately play it. This effect does not apply if you played a Strategy that allowed you to draw a card, or if you drew more than one card.

Dress Uniform Clothing Wealth: 4
This elegant and stately outfit uses rare alchemically-treated threads to make it lighter and more vibrant.


Engineer's Overalls

Gain an additional Accessory slot.

Engineer's Overalls Clothing Wealth: 1
These sturdy clothes are packed with pockets and include a number of modular elements designed to connect to and hold a variety of devices.


Evangelist's Outfit

Gain Fatigue and Fear Resistance 1. Whenever you spend your Strategy Phase to draw in exploration, you may gain +1 to any one Stat Track that is below its base value.

Evangelist's Outfit Clothing Wealth: 3
These blessed vestments only have power when worn by one with the spiritual strength to match their desired fortitude.


Explorer's Outfit

Explorer's Outfit Clothing Wealth: 1
These clothes are designed to withstand sharp rocky surfaces, permit mobility, and readily store a variety of tools needed for exploring caves and ruins.
(Action) Study
Draw a card. If this is a dungeon setting, you may perform a Search or swap equipped Gear.


Faethread Dress

Gain Cold and Heat Resistance 1. Whenever you spend your Strategy Phase to draw in exploration, you may gain +1 to any one Stat Track that is at its base value.

Faethread Dress Clothing Wealth: 3
Most fae creatures live comfortably in relatively extreme temperatures. This colorful dress imparts the same tolerance to its wearer.


Flattering Dress

Whenever you play a Charming Action or Reaction, the target's Damage dice levels are reduced by 1 for any opposing Action or Reaction they play that is not also Charming.

Flattering Dress Clothing Wealth: 2
A look this good requires custom fitting by a professional. It doesn't come cheap, but it pays dividends.


Furs and Leathers

Increase EP by 1 per level.

Furs and Leathers Clothing Wealth: 1
This hardy outfit is made entirely of animal skin, fur, and leather. It confers a wild look, but it can handle the rigors of the trail.


Gambeson

Increase HP by 1 per level.

Gambeson Clothing Wealth: 1
This thick padded jacket, stuffed with shredded cloth and animal hairs, adds extra protection to armor. However, it's bulky, hot, and uncomfortable.


Gothic Garb

Increase your hostile Power and Resilience reductions by 1.

Gothic Garb Clothing Wealth: 3
Outfits can convey power, fearsomeness, and imposition on their own. Many are subtly enchanted to enhance these effects in others.


Greaves

When you spend your Strategy Phase to draw a card in combat scenarios, and the card you draw is a Strategy, you may immediately play it. This effect does not apply if you played a Strategy that allowed you to draw a card, or if you drew more than one card.

Greaves Clothing Wealth: 1
These felt-padded metallic guards offer additional protection for the knees and shins. This grants greater flexibility with your stance in battle.


Green Tunic

Increase any Damage dice you roll by 1 level whenever the damage type is Acid. Gain Poison Weakness 1.

Green Tunic Clothing Wealth: 2
Long tunics denote high status. This magic tunic is deceptively short, prefered by sorcerer-assassins for blending in with the common folk.


Heraldic Coat

Base Power +1 in combat scenarios.

Heraldic Coat Clothing Wealth: 1
Proudly displaying the symbol of your family, clan, nation, religion, or other organization inspires bravery and a sense of duty to succeed.


High Fashion

High Fashion Clothing Wealth: 3
This unique clothing custom created by a leading designer rarely fails to impress, though it takes a lot of work to pull it off successfully.
(Action) Glitter [Charming]
Discard 5 cards: Advance the Debate Counter one notch toward victory.


Initiate Robes

Initiate Robes Clothing Wealth: 1
These robes are more than just uniform. They serve to boost the concentration of neophyte spellcasters, an important trait in such a demanding discipline.
(Interrupt) Concentration
Trigger You suffer damage while you are incanting.
Effect Roll 1d8. If this result is greater than the damage suffered, you do not lose your Incantation.


Marching Uniform

Increase EP by 1 per level. When you spend your Strategy Phase to draw a card in exploration scenarios, and the card you draw is a Strategy, you may immediately play it. This effect does not apply if you played a Strategy that allowed you to draw a card, or if you drew more than one card.

Marching Uniform Clothing Wealth: 4
These enchanted clothes grant the wearer enhanced longterm stamina while still offering freedom of movement.


Master's Robes

Master's Robes Clothing Wealth: 7
These robes bear powerful enchantments to steady the spellcasting of the wearer. Typically restricted to arcane guildmasters due to status and rarity, copies and stolen sets are occasionally found elsewhere.
(Interrupt) Concentration
Trigger You suffer damage while you are incanting.
Effect Roll 3d8. If this result is greater than the damage suffered, you do not lose your Incantation.


Moonsilk Gown

Gain the Luminous keyword.

Moonsilk Gown Clothing Wealth: 2
This softly-glowing silk comes from spiders found within the realms of the fae. It must be alchemically treated in order to weave into clothing threads.


Official's Outfit

Your Persuasive Actions gain Special: Draw a card. Your Persuasive Reactions gain Special: The target must discard a card (if able).

Official's Outfit Clothing Wealth: 2
Looking the part goes a long way toward establishing an aura of authority.


Peasant Rags

Gain 1 Wealth when you equip Peasant Rags. You must pay 1 Wealth to remove Peasant Rags.

Peasant Rags Clothing Wealth: 0
If the Peasant Rags are forcibly removed or destroyed while equipped, you must discard 1 Wealth immediately, going into debt if necessary.


Performer's Costume

When you win an opposed roll with a Comical Action or Reaction that does not advance the Debate Counter, you can choose to allow your target's Action or Reaction to take effect as if there was no opposed roll. If you do, advance the Debate Counter one notch toward victory.

Performer's Costume Clothing Wealth: 2
Performer costumes are highly specialized depending on the type of performance for which they are intended and the personality of the wearer.


Professional Wear

Increase WP by 1 per level.

Professional Wear Clothing Wealth: 1
These are the fine clothes of the master artisan, the merchant lord, or the lesser aristocrat. Fashion takes precedence over function.


Red Cloak

Increase any Damage dice you roll by 1 level whenever the damage type is Fire. Gain Ice Weakness 1 and Lightning Weakness 1.

Red Cloak Clothing Wealth: 2
The special pigments that give these cloaks their power come from the fire-breathing Salamander, making their harvest a dangerous task.


Robe of the Factotum

Whenever you rest, you may swap your Background for any other Background. If you have multiple Backgrounds, you may swap all of them. If you have no Background (for instance because you have a Destiny instead), this has no effect. If you unequip the Robe of the Factotum, you revert to your original Background(s).

Robe of the Factotum Clothing Wealth: 1 Treasure
Past lives of others who have worn these magic robes seep into whoever wears the enchanted garment, serving as both a blessing and a curse.


Robe of Many Fates

Whenever you rest, you may swap your Destiny for any other Destiny. If you have no Destiny (for instance because you have a Background instead), this has no effect. If you unequip the Robe of Many Fates, you revert to your original Destiny.

Robe of Many Fates Clothing Wealth: 3 Treasure
Only a being of demigod level or beyond can create robes of such power. The gods take great care in monitoring their possession and use.


Silver Mantle

Increase any Damage dice you roll by 1 level whenever the damage type is Holy. Decrease any Damage dice you roll by 1 level whenever the damage type is Unholy. Gain Unholy Weakness 1.

Silver Mantle Clothing Wealth: 2
While silver is the most common color for such consecrated mantles, there is nothing requiring them to be such. Variation is found here and there.


Traveler's Cloak

When you spend your Strategy Phase to draw a card in exploration scenarios, and the card you draw is a Strategy, you may immediately play it. This effect does not apply if you played a Strategy that allowed you to draw a card, or if you drew more than one card.

Traveler's Cloak Clothing Wealth: 1
This sturdy hooded cloak is a quintessential garment for journeys, whether they're through the woods, into the caves, or within the alleys.


Tropical Wear

Gain Heat Resistance 2 and Cold Weakness 1.

Tropical Wear Clothing Wealth: 1
Clothing for jungles and islands tends toward the minimalist, while desert garbs consist of loose, light robes that ward off sun and sand.


Tumbler's Costume

Any falling damage you receive is reduced 1 dice level.

Tumbler's Costume Clothing Wealth: 3
This specialized outfit mixes freedom of movement, joint padding, and performance art all into one attractive package.


Violet Mantle

Increase any Damage dice you roll by 1 level whenever the damage type is Unholy. Decrease any Damage dice you roll by 1 level whenever the damage type is Holy. Gain Holy Weakness 1.

Violet Mantle Clothing Wealth: 2
Dark violet was the color of the sorcerer-kings of Old Vectany. After their fall, it became associated with impurity, much to the chagrin of its dyemakers.


War Cloak

Base Mind +1 in combat scenarios.

War Cloak Clothing Wealth: 1
Designed for battle rather than travel, this sturdy leather cloak easily hooks to armor and provides quick access to weapons and other needed things.


Wayfarer's Garb

Wayfarer's Garb Clothing Wealth: 1
This comfortable clothing is worn by scouts, hunters, and travelers, particularly in the forests, mountains, and swamps of the world.
(Action) Assess Route
Draw a card. If this is a wilderness setting, you may perform a Search or change equipped Gear.


Whimsical Finery

When you spend your Strategy Phase to draw a card in interaction scenarios, and the card you draw is a Strategy, you may immediately play it. This effect does not apply if you played a Strategy that allowed you to draw a card, or if you drew more than one card.

Whimsical Finery Clothing Wealth: 1
These clothes represent the eccentric garb of entertainers and vain nobles. They tend to be alternately flowy and restrictive.


Winter Coat

Gain Cold Resistance 2 and Heat Weakness 1.

Winter Coat Clothing Wealth: 1
This thick hooded coat, packed and lined with furs or other insulations, can ward off most common winter weather.


Work Vest

Work Vest Clothing Wealth: 1
This handy vest, part of a general civilian worker outfit, includes pockets with easy access for carrying common trade tools.
(Action) Check Options
Draw a card. If this is a civilization setting, you may perform a Search or change equipped Gear.


Yellow Vestments

Increase any Damage dice you roll by 1 level whenever the damage type is Lightning. Gain Fire Weakness 1 and Ice Weakness 1.

Yellow Vestments Clothing Wealth: 2
The yellow color is required by the enchantment, but it needn't cover everything. Some sorcerers hide the yellow on the inside for secrecy or taste.


Zephyr Cape

Gain the Flying keyword in exploration scenarios. Base Resilience -1 in exploration scenarios.

Zephyr Cape Clothing Wealth: 4
This wispy cape converts into airy wings that grant some basic flight, but it's too slow for combat. The wearer is exposed to other vulnerabilities as well.
analects_book_1_chapter_7.txt · Last modified: 2019/08/14 08:31 by triptycho