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analects_book_1_chapter_7 [2019/05/10 12:56] triptycho [Analects Book 1 Chapter 7: Clothing] |
analects_book_1_chapter_7 [2019/08/14 08:31] triptycho [Angel's Garb] |
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^ [[analects_book_1_chapter_7#bandit_s_garb|Bandit's Garb]] | 2 | - | | ^ [[analects_book_1_chapter_7#bandit_s_garb|Bandit's Garb]] | 2 | - | | ||
^ [[analects_book_1_chapter_7#battle_uniform|Battle Uniform]] | 4 | - | | ^ [[analects_book_1_chapter_7#battle_uniform|Battle Uniform]] | 4 | - | | ||
- | ^ [[analects_book_1_chapter_7#black_garb|Black Garb]] | 3 | - | | + | ^ [[analects_book_1_chapter_7#black_garb|Black Garb]] | 2 | - | |
^ [[analects_book_1_chapter_7#blue_cape|Blue Cape]] | 2 | - | | ^ [[analects_book_1_chapter_7#blue_cape|Blue Cape]] | 2 | - | | ||
+ | ^ [[analects_book_1_chapter_7#chausses|Chausses]] | 1 | - | | ||
^ [[analects_book_1_chapter_7#dancer_s_garb|Dancer's Garb]] | 3 | - | | ^ [[analects_book_1_chapter_7#dancer_s_garb|Dancer's Garb]] | 3 | - | | ||
- | ^ [[analects_book_1_chapter_7#detective_s_vestments|Detective's Vestments]] | 1 | - | | ||
^ [[analects_book_1_chapter_7#dress_uniform|Dress Uniform]] | 4 | - | | ^ [[analects_book_1_chapter_7#dress_uniform|Dress Uniform]] | 4 | - | | ||
- | ^ [[analects_book_1_chapter_7#engineer_s_overalls|Engineer's Overalls]] | 2 | - | | + | ^ [[analects_book_1_chapter_7#engineer_s_overalls|Engineer's Overalls]] | 1 | - | |
- | ^ [[analects_book_1_chapter_7#evangelist_s_outfit|Evangelist's Outfit]] | 5 | - | | + | ^ [[analects_book_1_chapter_7#evangelist_s_outfit|Evangelist's Outfit]] | 3 | - | |
^ [[analects_book_1_chapter_7#explorer_s_outfit|Explorer's Outfit]] | 2 | - | | ^ [[analects_book_1_chapter_7#explorer_s_outfit|Explorer's Outfit]] | 2 | - | | ||
- | ^ [[analects_book_1_chapter_7#faethread_dress|Faethread Dress]] | 5 | - | | + | ^ [[analects_book_1_chapter_7#faethread_dress|Faethread Dress]] | 3 | - | |
- | ^ [[analects_book_1_chapter_7#flattering_dress|Flattering Dress]] | 4 | - | | + | ^ [[analects_book_1_chapter_7#flattering_dress|Flattering Dress]] | 2 | - | |
^ [[analects_book_1_chapter_7#furs_and_leathers|Furs and Leathers]] | 1 | - | | ^ [[analects_book_1_chapter_7#furs_and_leathers|Furs and Leathers]] | 1 | - | | ||
^ [[analects_book_1_chapter_7#gambeson|Gambeson]] | 1 | - | | ^ [[analects_book_1_chapter_7#gambeson|Gambeson]] | 1 | - | | ||
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^ [[analects_book_1_chapter_7#greaves|Greaves]] | 1 | - | | ^ [[analects_book_1_chapter_7#greaves|Greaves]] | 1 | - | | ||
^ [[analects_book_1_chapter_7#green_tunic|Green Tunic]] | 2 | - | | ^ [[analects_book_1_chapter_7#green_tunic|Green Tunic]] | 2 | - | | ||
+ | ^ [[analects_book_1_chapter_7#heraldric_coat|Heraldic Coat]] | 1 | - | | ||
^ [[analects_book_1_chapter_7#high_fashion|High Fashion]] | 3 | - | | ^ [[analects_book_1_chapter_7#high_fashion|High Fashion]] | 3 | - | | ||
^ [[analects_book_1_chapter_7#initiate_robes|Initiate Robes]] | 1 | - | | ^ [[analects_book_1_chapter_7#initiate_robes|Initiate Robes]] | 1 | - | | ||
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^ [[analects_book_1_chapter_7#professional_wear|Professional Wear]] | 1 | - | | ^ [[analects_book_1_chapter_7#professional_wear|Professional Wear]] | 1 | - | | ||
^ [[analects_book_1_chapter_7#red_cloak|Red Cloak]] | 2 | - | | ^ [[analects_book_1_chapter_7#red_cloak|Red Cloak]] | 2 | - | | ||
- | ^ [[analects_book_1_chapter_7#silk_bliaut|Silk Bliaut]] | 1 | - | | ||
^ [[analects_book_1_chapter_7#silver_mantle|Silver Mantle]] | 2 | - | | ^ [[analects_book_1_chapter_7#silver_mantle|Silver Mantle]] | 2 | - | | ||
^ [[analects_book_1_chapter_7#traveler_s_cloak|Traveler's Cloak]] | 1 | - | | ^ [[analects_book_1_chapter_7#traveler_s_cloak|Traveler's Cloak]] | 1 | - | | ||
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^ [[analects_book_1_chapter_7#tumbler_s_costume|Tumbler's Costume]] | 3 | - | | ^ [[analects_book_1_chapter_7#tumbler_s_costume|Tumbler's Costume]] | 3 | - | | ||
^ [[analects_book_1_chapter_7#violet_mantle|Violet Mantle]] | 2 | - | | ^ [[analects_book_1_chapter_7#violet_mantle|Violet Mantle]] | 2 | - | | ||
+ | ^ [[analects_book_1_chapter_7#war_cloak|War Cloak]] | 1 | - | | ||
^ [[analects_book_1_chapter_7#wayfarer_s_garb|Wayfarer's Garb]] | 2 | - | | ^ [[analects_book_1_chapter_7#wayfarer_s_garb|Wayfarer's Garb]] | 2 | - | | ||
^ [[analects_book_1_chapter_7#whimsical_finery|Whimsical Finery]] | 1 | - | | ^ [[analects_book_1_chapter_7#whimsical_finery|Whimsical Finery]] | 1 | - | | ||
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^ [[analects_book_1_chapter_7#work_vest|Work Vest]] | 2 | - | | ^ [[analects_book_1_chapter_7#work_vest|Work Vest]] | 2 | - | | ||
^ [[analects_book_1_chapter_7#yellow_vestments|Yellow Vestments]] | 2 | - | | ^ [[analects_book_1_chapter_7#yellow_vestments|Yellow Vestments]] | 2 | - | | ||
+ | ^ [[analects_book_1_chapter_7#zephyr_cape|Zephyr Cape]] | 4 | - | | ||
+ | ^ [[analects_book_1_chapter_7#angel_s_garb|Angel's Garb]] | 2 | Yes | | ||
+ | ^ [[analects_book_1_chapter_7#devil_s_garb|Devil's Garb]] | 2 | Yes | | ||
^ [[analects_book_1_chapter_7#Robe of the Factotum|Robe of the Factotum]] | 1 | Yes | | ^ [[analects_book_1_chapter_7#Robe of the Factotum|Robe of the Factotum]] | 1 | Yes | | ||
^ [[analects_book_1_chapter_7#Robe of Many Fates|Robe of Many Fates]] | 3 | Yes | | ^ [[analects_book_1_chapter_7#Robe of Many Fates|Robe of Many Fates]] | 3 | Yes | | ||
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^ Adept Robes ^ Clothing ^ Wealth: 4 ^ | ^ 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.// ||| | | //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** ||| | + | ^ (Interrupt) Concentration ||| |
- | ^ **Trigger** | You take damage while you are incanting. || | + | ^ Trigger | You suffer damage while you are incanting. || |
- | ^ **Effect** | Roll 2d6. If this result is greater than the damage suffered, you do not lose your Incantation. || | + | ^ Effect | Roll 2d8. If this result is greater than the damage suffered, you do not lose your Incantation. || |
\\ | \\ | ||
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^ Alchemical Swimwear ^ Clothing ^ Wealth: 5 ^ | ^ Alchemical Swimwear ^ Clothing ^ Wealth: 5 ^ | ||
| //This expensive alchemically-treated outfit transforms when submerged in water, granting fins, scales, and water-breathing to its wearer.// ||| | | //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 ==== | ==== Athlete's Tights ==== | ||
- | Increase your Acrobatics dice level by 1. Once per scenario you can reroll an Acrobatics attempt. | + | Base Skill +1 in combat scenarios. |
^ Athlete's Tights ^ Clothing ^ Wealth: 1 ^ | ^ Athlete's Tights ^ Clothing ^ Wealth: 1 ^ | ||
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You provide one additional Stealth Token. | You provide one additional Stealth Token. | ||
- | ^ Black Garb ^ Clothing ^ Wealth: 3 ^ | + | ^ 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.// ||| | | //Scouts, thieves, and spies all make use of dark clothing to enable safer observation from within the blanket of shadows.// ||| | ||
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^ Blue Cape ^ Clothing ^ Wealth: 2 ^ | ^ 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.// ||| | | //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 ==== | ==== Dancer's Garb ==== | ||
- | Increase the dice level by 1 for all entries on Actions you play that can impose any of the Confused, Controlled, Dazed, Debilitated, Muddled, or Stunned conditions on a target. You must not be wearing armor to gain this benefit. | + | Increase your hostile Mind and Skill reductions by 1. |
^ Dancer's Garb ^ Clothing ^ Wealth: 3 ^ | ^ Dancer's Garb ^ Clothing ^ Wealth: 3 ^ | ||
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\\ | \\ | ||
- | ==== Detective's Vestments ==== | + | ==== Devil's Garb ==== |
- | Increase your Search dice level by 1. Once per scenario you can reroll a Search attempt. | + | 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. |
- | ^ Detective's Vestments ^ Clothing ^ Wealth: 1 ^ | + | ^ Devil's Garb ^ Clothing ^ Wealth: 2 ^ Treasure ^ |
- | | //Professional sleuths are rare outside of the largest cities. Their distinctive apparel makes them recognizable even in smaller villages.// ||| | + | | //"Many of the strong who failed to ascend retreated to hidden corners of creation to yet resist, becoming Devilkind." |
+ | \\ | ||
+ | -Excerpt from "The First Age"// |||| | ||
\\ | \\ | ||
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Gain an additional Accessory slot. | Gain an additional Accessory slot. | ||
- | ^ Engineer's Overalls ^ Clothing ^ Wealth: 2 ^ | + | ^ 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.// ||| | | //These sturdy clothes are packed with pockets and include a number of modular elements designed to connect to and hold a variety of devices.// ||| | ||
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==== Evangelist's Outfit ==== | ==== Evangelist's Outfit ==== | ||
- | Gain Fatigue and Fear Resistance 1. | + | 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: 5 ^ | + | ^ 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.// ||| | | //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 ==== | ||
- | |||
- | This card can only be used in dungeon settings. | ||
^ Explorer's Outfit ^ Clothing ^ Wealth: 1 ^ | ^ 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.// ||| | | //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** ||| | + | ^ (Action) Study ||| |
- | | Draw a card. You may perform a Search or change equipped Gear. ||| | + | | Draw a card. If this is a dungeon setting, you may perform a Search or swap equipped Gear. ||| |
\\ | \\ | ||
==== Faethread Dress ==== | ==== Faethread Dress ==== | ||
- | Gain Cold and Heat Resistance 1. | + | 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: 5 ^ | + | ^ Faethread Dress ^ Clothing ^ Wealth: 3 ^ |
| //Most fae creatures live comfortably in relatively extreme temperatures. This colorful dress imparts the same tolerance to its wearer.// ||| | | //Most fae creatures live comfortably in relatively extreme temperatures. This colorful dress imparts the same tolerance to its wearer.// ||| | ||
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==== Gothic Garb ==== | ==== Gothic Garb ==== | ||
- | Increase the dice level by 1 for all entries on Actions you play that can impose any of the Disoriented, Hindered, Immobilized, Impotent, Vulnerable, or Weakened conditions on a target. You must not be wearing armor to gain this benefit. | + | Increase your hostile Power and Resilience reductions by 1. |
^ Gothic Garb ^ Clothing ^ Wealth: 3 ^ | ^ Gothic Garb ^ Clothing ^ Wealth: 3 ^ | ||
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^ Green Tunic ^ Clothing ^ Wealth: 2 ^ | ^ 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.// ||| | | //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.// ||| | ||
\\ | \\ | ||
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^ Initiate Robes ^ Clothing ^ Wealth: 1 ^ | ^ 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.// ||| | | //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** ||| | + | ^ (Interrupt) Concentration ||| |
- | ^ **Trigger** | You take damage while you are incanting. || | + | ^ 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. || | + | ^ Effect | Roll 1d8. If this result is greater than the damage suffered, you do not lose your Incantation. || |
\\ | \\ | ||
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^ Master's Robes ^ Clothing ^ Wealth: 7 ^ | ^ 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.// ||| | | //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** ||| | + | ^ (Interrupt) Concentration ||| |
- | ^ **Trigger** | You take damage while you are incanting. || | + | ^ Trigger | You suffer damage while you are incanting. || |
- | ^ **Effect** | Roll 3d6. If this result is greater than the damage suffered, you do not lose your Incantation. || | + | ^ Effect | Roll 3d8. If this result is greater than the damage suffered, you do not lose your Incantation. || |
\\ | \\ | ||
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\\ | \\ | ||
- | ==== Silk Bliaut ==== | ||
- | Increase your Charisma dice level by 1. Once per scenario you can reroll a Charisma attempt. | ||
- | |||
- | ^ Silk Bliaut ^ Clothing ^ Wealth: 1 ^ | ||
- | | //This fine garment is largely affiliated with the aristocracy or similar groups of power.// ||| | ||
- | |||
- | \\ | ||
==== Silver Mantle ==== | ==== Silver Mantle ==== | ||
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==== Tropical Wear ==== | ==== Tropical Wear ==== | ||
- | Gain Heat Resistance 1 and Cold Weakness 1. | + | Gain Heat Resistance 2 and Cold Weakness 1. |
^ Tropical Wear ^ Clothing ^ Wealth: 1 ^ | ^ Tropical Wear ^ Clothing ^ Wealth: 1 ^ | ||
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\\ | \\ | ||
- | ==== Wayfarer's Garb ==== | + | ==== War Cloak ==== |
- | This card can only be used in wilderness settings. | + | 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 ^ | ^ 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.// ||| | | //This comfortable clothing is worn by scouts, hunters, and travelers, particularly in the forests, mountains, and swamps of the world.// ||| | ||
- | ^ **(Action) Assess Route** ||| | + | ^ (Action) Assess Route ||| |
- | | Draw a card. You may perform a Search or change equipped Gear. ||| | + | | Draw a card. If this is a wilderness setting, you may perform a Search or change equipped Gear. ||| |
\\ | \\ | ||
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==== Winter Coat ==== | ==== Winter Coat ==== | ||
- | Gain Cold Resistance 1 and Heat Weakness 1. | + | Gain Cold Resistance 2 and Heat Weakness 1. |
^ Winter Coat ^ Clothing ^ Wealth: 1 ^ | ^ Winter Coat ^ Clothing ^ Wealth: 1 ^ | ||
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\\ | \\ | ||
==== Work Vest ==== | ==== Work Vest ==== | ||
- | |||
- | This card can only be used in civilization settings. | ||
^ Work Vest ^ Clothing ^ Wealth: 1 ^ | ^ 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.// ||| | | //This handy vest, part of a general civilian worker outfit, includes pockets with easy access for carrying common trade tools.// ||| | ||
- | ^ **(Action) Check Options** ||| | + | ^ (Action) Check Options ||| |
- | | Draw a card. You may perform a Search or change equipped Gear. ||| | + | | Draw a card. If this is a civilization setting, you may perform a Search or change equipped Gear. ||| |
\\ | \\ | ||
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^ Yellow Vestments ^ Clothing ^ Wealth: 2 ^ | ^ 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.// ||| | | //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.// ||| | ||