User Tools

Site Tools


analects_book_1_chapter_7

This is an old revision of the document!


A PCRE internal error occured. This might be caused by a faulty plugin

====== Analects Book 1 Chapter 7: Clothing ====== [[analects|Back to Analects Table of Contents]] The following tables provide a collection of [[clothing|clothing]] 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]]. ===== Clothing Table ====== ^ Clothing ^ Wealth ^ Treasure ^ ^ [[analects_book_1_chapter_7#adept_robes|Adept Robes]] | 4 | - | ^ [[analects_book_1_chapter_7#alchemical_swimwear|Alchemical Swimwear]] | 5 | - | ^ [[analects_book_1_chapter_7#athlete_s_tights|Athlete's Tights]] | 1 | - | ^ [[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#black_garb|Black Garb]] | 3 | - | ^ [[analects_book_1_chapter_7#blue_cape|Blue Cape]] | 2 | - | ^ [[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#engineer_s_overalls|Engineer's Overalls]] | 2 | - | ^ [[analects_book_1_chapter_7#evangelist_s_outfit|Evangelist's Outfit]] | 5 | - | ^ [[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#flattering_dress|Flattering Dress]] | 4 | - | ^ [[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#gothic_garb|Gothic Garb]] | 3 | - | ^ [[analects_book_1_chapter_7#greaves|Greaves]] | 1 | - | ^ [[analects_book_1_chapter_7#green_tunic|Green Tunic]] | 2 | - | ^ [[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#marching_uniform|Marching Uniform]] | 4 | - | ^ [[analects_book_1_chapter_7#master_s_robes|Master's Robes]] | 7 | - | ^ [[analects_book_1_chapter_7#moonsilk_gown|Moonsilk Gown]] | 2 | - | ^ [[analects_book_1_chapter_7#official_s_outfit|Official's Outfit]] | 2 | - | ^ [[analects_book_1_chapter_7#peasant_rags|Peasant Rags]] | 0 | - | ^ [[analects_book_1_chapter_7#performer_s_costume|Performer's Costume]] | 2 | - | ^ [[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#silk_bliaut|Silk Bliaut]] | 1 | - | ^ [[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#tropical_wear|Tropical Wear]] | 1 | - | ^ [[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#wayfarer_s_garb|Wayfarer's Garb]] | 2 | - | ^ [[analects_book_1_chapter_7#whimsical_finery|Whimsical Finery]] | 1 | - | ^ [[analects_book_1_chapter_7#winter_coat|Winter Coat]] | 1 | - | ^ [[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#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 | \\ ===== 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 take damage while you are incanting. || ^ **Effect** | Roll 2d6. 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.// ||| \\ ==== Athlete's Tights ==== Increase your Acrobatics dice level by 1. Once per scenario you can reroll an Acrobatics attempt. ^ 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: 3 ^ | //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.// ||| \\ ==== 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. ^ Dancer's Garb ^ Clothing ^ Wealth: 3 ^ | //Whether hypnotic, mesmerizing, or seductive, there's a garb for every style of dance.// ||| \\ ==== Detective's Vestments ==== Increase your Search dice level by 1. Once per scenario you can reroll a Search attempt. ^ Detective's Vestments ^ Clothing ^ Wealth: 1 ^ | //Professional sleuths are rare outside of the largest cities. Their distinctive apparel makes them recognizable even in smaller villages.// ||| \\ ==== 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: 2 ^ | //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. ^ Evangelist's Outfit ^ Clothing ^ Wealth: 5 ^ | //These blessed vestments only have power when worn by one with the spiritual strength to match their desired fortitude.// ||| \\ ==== Explorer's Outfit ==== This card can only be used in dungeon settings. ^ 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. You may perform a Search or change equipped Gear. ||| \\ ==== Faethread Dress ==== Gain Cold and Heat Resistance 1. ^ Faethread Dress ^ Clothing ^ Wealth: 5 ^ | //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 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. ^ 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.// ||| \\ ==== 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 take 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 take damage while you are incanting. || ^ **Effect** | Roll 3d6. 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.// |||| \\ ==== 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 ==== 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 1 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.// ||| \\ ==== Wayfarer's Garb ==== This card can only be used in wilderness settings. ^ 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. 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 1 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 ==== This card can only be used in civilization settings. ^ 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. 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.// |||

analects_book_1_chapter_7.1550526142.txt.gz · Last modified: 2019/02/18 13:42 by triptycho