User Tools

Site Tools


analects_book_1_chapter_9

Analects Book 1 Chapter 9: Items

Back to Analects Table of Contents

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

Combat Items Table

Exploration Items Table

Interaction Items Table

Combat Item Entries

Acid Bang

Acid Bang Combat Item Wealth: 3
This round container is filled with rather mundane acid. The key component is a small explosive that projects the acid outward once thrown.
(Action) Hurl
Area Attack
Thrown 1
Damage 1d12 (Piercing 3) Acid


Alchemical Fire

Alchemical Fire Combat Item Wealth: 2
This small glass jar contains a special and dangerous substance that bursts into flame upon contact with the air.
(Action) Hurl
Area Attack
Thrown 1
Damage 1d8 (Piercing 2) Fire


Amorphous Bottle

Amorphous Bottle Combat Item Wealth: 2
This early alchemical attempt to grant ghostlike phasing to people didn't quite succeed, but it nonetheless grants some ethereal movement quality.
(Strategy) Open
Gain +2 Skill.


Bead of Bolt Drinking

Bead of Bolt Drinking Combat Item Wealth: 1 Treasure
When crushed, this magic bead grants its user the temporary ability to absorb lightning energy. It then reforms after several minutes.
(Reaction) Crush
This Reaction can only be played against Actions that deal Lightning damage. Recover lost HP equivalent to the Lightning damage dealt by the Action and suffer no Lightning damage.


Bead of Caustic Deflection

Bead of Caustic Deflection Combat Item Wealth: 1 Treasure
Crushed bits of this magic bead allow the holder to momentarily deflect incoming acid, splashing at nearby foes. The bead magically reforms.
(Reaction) Crush
This Reaction can only be played against Actions that deal Acid damage. You may redirect the incoming Acid damage as you wish among any entities within range 2 that you can see.


Bead of Entanglement

Bead of Entanglement Combat Item Wealth: 2 Treasure
Crushing this small bead summons a mass of spectral vines that grab and hold everything nearby into place. The bead magically reforms later.
(Action) Crush
All entities are Grabbed.


Bead of Flame Dancing

Bead of Flame Dancing Combat Item Wealth: 1 Treasure
This red-tinged bead can be crushed to let its user meld into flames, flinging from their surface with safety. The bead reforms magically after a time.
(Reaction) Crush
This Reaction can only be played against Actions that deal Fire damage. You take no Fire damage. You may Move 1.


Bead of Ice Weaving

Bead of Ice Weaving Combat Item Wealth: 1 Treasure
Crushing this bead releases a fog that teleports ice magic, crafting it into temporary barriers. Time and concentration are needed to restore the bead.
(Reaction) Crush
This Reaction can only be played against Actions that deal Ice damage. You take no Ice damage. You may Block up to 3 section borders that you can see until the end of the target's next turn; they do not need to be adjacent.


Bottled Rainbow

Bottled Rainbow Combat Item Wealth: 1
This alchemical attempt to copy the properties of the legendary Rainbow Bridge resulted in a completely different, though still useful, creation.
(Strategy) Blessing of Color
Gain +2 Mind.


Fairy Dust

Fairy Dust Combat Item Wealth: 1
True fairy dust is collected from rare flowers in fae realms, though a synthetic version with similar properties has been discovered by alchemists.
(Strategy) Sprinkle
A target in your occupied section restores their Skill.


Guard Tablet

Guard Tablet Combat Item Wealth: 1
Old versions of this chewable tablet had a horrible bitter taste that was so bad it wound up as distracting as the malady it was addressing.
(Strategy) Administer
A target in your occupied section restores their Resilience.


Healing Herbs

Healing Herbs Combat Item Wealth: 1
While general herbalism requires training and practice, techniques for application of common healing herbs are well known in most societies.
(Strategy) Heal
A target in your occupied section recovers 1d6 lost HP.


Healing Potion

Healing Potion Combat Item Wealth: 3
This concentrated restorative requires both alchemy and herbalism to properly brew, somewhat boosting its price and rarity.
(Strategy) Heal
A target in your occupied section recovers 2d6 lost HP.


Jar of Curses

Jar of Curses Combat Item Wealth: 4
These brittle clay jars may be filled with desecrated materials, remains of evil spellcasters, treated bits of demon, or similarly vile, unpleasant things.
(Action) Hurl
Area Attack
Thrown 1
Damage 3d4 (Piercing 4) Unholy


Purifying Flame

Purifying Flame Combat Item Wealth: 5
This powerful spell-in-a-satchet purifies evil-doers quite competently. Unfortunately it can similarly purify do-gooders with minimal discrimination.
(Action) Hurl
Area Attack
Thrown 1
Damage 4d4 (Piercing 5) Holy


Smelling Salts

Smelling Salts Combat Item Wealth: 1
This powerful compound restores mental alertness and can even be used to revive those who have fainted from panic or exertion.
(Strategy) Revive
A target in your occupied section restores their Mind.


Smoke Bomb

Smoke Bomb Combat Item Wealth: 1
Like most useful alchemical devices, this tool was discovered accidentally. Hundreds of years later, smoke still billows from the site of the experiment.
(Strategy) Toss
Entities cannot see into, out of, or through the occupied section until the start of your next turn. This effect stays in this section, even if you do not.


Sparkle Sand

Sparkle Sand Combat Item Wealth: 1
This coarser version of the popular powder is quick and easy to apply, though it's more expensive due to excess waste.
(Strategy) Sprinkle
A target in your occupied section restores their Power.


Stamina Wafer

Stamina Wafer Combat Item Wealth: 1
This ingestible alchemical concoction provides a very short-lived burst of energy. The taste isn't bad either, making it quite the popular snack.
(Strategy) Administer
Gain +2 Resilience.


Strength Wafer

Strength Wafer Combat Item Wealth: 1
This tasteless wafer temporarily boosts the wearer's strength and focus. As a result it's banned from most athletic competitions.
(Strategy) Administer
Gain +2 Power.


Vial of Concentrated Venom

Vial of Concentrated Venom Combat Item Wealth: 4
Undermarket alchemists take potent venom from monstrous creatures and extract the deadliest bits, increasing the bite per dose as well as the cost.
(Strategy) Apply
The next Damage you roll from an equipped Weapon gains +1d10 Poison.


Vial of Deadly Venom

Vial of Deadly Venom Combat Item Wealth: 5
Only the deadliest of creatures can supply this powerful venom, making it very rare and aggressively sought-after by high-end assassins.
(Strategy) Apply
The next Damage you roll from an equipped Weapon gains +1d12 Poison.


Vial of Diluted Venom

Vial of Diluted Venom Combat Item Wealth: 1
This venom, extracted from either a serpent or arachnid, is diluted with water both to stretch the supply and for the safety of the handler.
(Strategy) Apply
The next Damage you roll from an equipped Weapon gains +1d4 Poison.


Vial of Potent Venom

Vial of Concentrated Venom Combat Item Wealth: 3
This powerful venom is extracted from monstrous creatures, making it more difficult to acquire and relatively expensive to purchase.
(Strategy) Apply
The next Damage you roll from an equipped Weapon gains +1d8 Poison.


Vial of Standard Venom

Vial of Standard Venom Combat Item Wealth: 2
This common venom is unrefined but full strength. Relatively easy to manufacture, it's the most typical sort of poison found in the undermarkets.
(Strategy) Apply
The next Damage you roll from an equipped Weapon gains +1d6 Poison.


Volatile Vial

Volatile Vial Combat Item Wealth: 1
These vials are stored in specially treated leather containers capable of absorbing the brunt of the released energy in case of being struck while carried.
(Action) Hurl
Area Attack
Thrown 1
Damage 1d4 (Piercing 1)


Exploration Item Entries

Advanced Lockpick

Advanced Lockpick Exploration Item Wealth: 2
Disposable lockpicks are cheaper and easier to carry, but they're less reliable than a good quality set of professional tools.
(Strategy) Pick Lock
Lockpick 2d4


Basic Lockpick

Basic Lockpick Exploration Item Wealth: 1
These cheap expendable picks break easily, making them a simple but unreliable option for getting into locked places and things.
(Strategy) Pick Lock
Lockpick 1d6


Blessed Bread

Blessed Bread Exploration Item Wealth: 3
This consecrated bread is largely tasteless, but it quickly eliminates hunger and restores stamina, making it a treasure on the road.
(Strategy) Chew
You or an ally in your occupied region recovers 2d6 lost EP.


Connections

Connections Exploration Item Wealth: 1
You've invested time and coin into building a network of contacts throughout the region.
(Strategy) Rumors and Favors
Draw three cards. You can only play this card in civilization settings.


Dryadfruit

Dryadfruit Exploration Item Wealth: 1
Despite its name, this flavorful fruit doesn't actually come from dryads. It is most frequently found within the forests of the fae, though.
(Strategy) Snack
A target in your occupied region restores their Skill.


Expert Lockpick

Expert Lockpick Exploration Item Wealth: 3
These effective picks will get through most normal locks, but they're only designed for single-use. As a result they're economical but unreliable.
(Strategy) Pick Lock
Lockpick 2d6


Gem of Seeing

Gem of Seeing Exploration Item Wealth: 1 Treasure
This extremely rare gemstone is infused with magic that temporarily grants supernatural senses, but it requires substantial concentration to maintain.
(Strategy) Revelation
You or an ally in your occupied region gains Sightless Vision until the end of the next round.


Glitterwine

Glitterwine Exploration Item Wealth: 1
This sparkling beverage is the result of alchemy applied to brewing. It's mostly an accident and the only positive result from the combination.
(Strategy) Sip
A target in your occupied region restores their Mind.


Herbal Tea

Herbal Tea Exploration Item Wealth: 1
Brewed from a mixture of traditional tea leaves and a collection of rare herbs, this tea lifts fatigue, soothes frustration, and restores alertness.
(Strategy) Sip
A target in your occupied region restores their Resilience.


Lodestone

Lodestone Exploration Item Wealth: 1
The magnetic properties of these special stones are invaluable for discerning which direction you're facing when underground.
(Strategy) Discern Direction
Draw three cards. You can only play this card in dungeon settings.


Meditative Incense

Meditative Incense Exploration Item Wealth: 2
A variety of incense can serve this function. Some come from alchemical labs, though the more popular forms are blessed within certain temples.
(Strategy) Burn
Gain +2 Mind.


Panacea

Panacea Exploration Item Wealth: 1 Treasure
This rare potion can cure any disease recently acquired, and the carafe even refills the substance on its own after a time.
(Strategy) Cure Disease
You or an ally in your occupied region recovers from any one Disease acquired during this scenario.


Potion of Competence

Potion of Competence Exploration Item Wealth: 2
The second step toward greatness is to gain enough experience to achieve a base level of competence. This concoction shortcuts that process somewhat.
(Action) Quaff
The next Damage roll you perform against an Obstacle gains +1d6.


Potion of Effort

Potion of Effort Exploration Item Wealth: 1
The first step toward greatness is putting in the effort needed to reach your goals. This concoction provides the energy and motivation to do so.
(Action) Quaff
The next Damage roll you perform against an Obstacle gains +1d4.


Potion of Prowess

Potion of Prowess Exploration Item Wealth: 5
The final step toward greatness is applying your mastery to the proper circumstance and situation. This potion grants such applied mastery.
(Action) Quaff
The next Damage roll you perform against an Obstacle gains +1d12.


Potion of Skill

Potion of Skill Exploration Item Wealth: 3
The third step toward greatness is improving your techniques through trial and error. This potion functions essentially as bottled knowledge.
(Action) Quaff
The next Damage roll you perform against an Obstacle gains +1d8.


Potion of Talent

Potion of Talent Exploration Item Wealth: 4
The fourth step toward greatness is making your efforts so instinctive that you habitually perform well. This potion creates such efficiency of action.
(Action) Quaff
The next Damage roll you perform against an Obstacle gains +1d10.


Prism Stone

Prism Stone Exploration Item Wealth: 2
Adventurers use these shining bits of crystal to mark the way through treacherous places. The magics are similar to that of the Fairy Fire spell.
(Action) Guide the Way
A target Obstacle suffers -2 Power and -2 Resilience. The target cannot play a Reaction against this Action.


Sparkle Powder

Sparkle Powder Exploration Item Wealth: 1
This popular refined substance, created from a combination of the alchemical and herbalist disciplines, reverses certain curses and afflictions.
(Strategy) Sprinkle
A target in your occupied region restores their Power.


Survival Pack

Survival Pack Exploration Item Wealth: 1
To survive out in the wilderness, you need supplies. Foraging is risky and takes time; best to bring the proper tools and essentials with you.
(Strategy) Browse
Draw three cards. You can only play this card in wilderness settings.


Sylph Water

Sylph Water Exploration Item Wealth: 2
Drawn from the springs of faery realms, this sparkling liquid grants an instinctive awareness of nearby dangers.
(Strategy) Sip
Gain +2 Resilience.


Talespinner's Ink

Talespinner's Ink Exploration Item Wealth: 1 Treasure
While writing tales with this magic ink doesn't grant the author precise control over the future, it does confer the ability to generate high drama.
(Strategy) Weave Tales
You and your allies gain +2 Power and suffer -2 Resilience.


Trail Rations

Trail Rations Exploration Item Wealth: 1
Crusty bread, nuts, and dried meats and fruits are the common cheap trail rations widely available.
(Strategy) Dry Snacks
A target in your occupied region recovers 1d6 lost EP.


Trainee Incense

Trainee Incense Exploration Item Wealth: 2
The aroma of this special incense promotes alertness when performing tasks. It's commonly used during training and by guards on long watch.
(Strategy) Burn
Gain +2 Power.


Triffid Nectar

Triffid Nectar Exploration Item Wealth: 2
This pungent yet sweet nectar is rather hazardous to collect, making it a valuable delicacy when used for culinary purposes.
(Strategy) Taste
Gain +2 Skill.


Vaccine

Vaccine Exploration Item Wealth: 1 Treasure
The alchemy and magics that power this rechargeable substance protect from any disease, but their effects are also short-lived and limited.
(Strategy) Prevent Disease
You or an ally in your occupied region is immune to the next Disease effect applied this scenario.


Interaction Item Entries

Alchemic Soda

Alchemic Soda Interaction Item Wealth: 1
This tasty beverage was designed to cure certain maladies, but the flavor and fizzy nature made it a big hit among merchants as a treat.
(Strategy) Drink
Gain +2 Power.


Blackmail Material

Blackmail Material Interaction Item Wealth: 2
It is irrelevant if the material is truthful. All you need is something that could convince others in order to make a proper threat.
(Action) Suggest Compromise [Persuasive]
If you fail the opposed roll, take 2d4 damage.
Argue 3d4
Special Advance the Debate Counter one notch toward victory.


Cheap Bribe

Cheap Bribe Interaction Item Wealth: 1
Being frugal with a bribe is risky and generally only works on the greedy or desperate.
(Action) Bribery [Charming]
You may add enhancement dice from your Augment to this Action.
Argue 1d6
Damage 1d4
Special The target suffers -1 Power, -1 Mind, and -1 Skill.


Coffee

Coffee Interaction Item Wealth: 1
In some cultures the coffee vendor is a noble profession, celebrated as a local hero upon delivery of the wondrous black nectar.
(Strategy) Sip
Draw 2 cards.


Common Bribe

Common Bribe Interaction Item Wealth: 2
There are few problems that can't be fixed by flipping enough coin.
(Action) Bribery [Charming]
You may add enhancement dice from your Augment to this Action.
Argue 1d8
Damage 1d6
Special The target suffers -2 Power, -2 Mind, and -2 Skill.


Docility Whistle

Docility Whistle Interaction Item Wealth: 1 Treasure
One of the rare cursed whistles, this one imposes a sense of calm agreeableness to both the user and its intended target.
(Action) Whistle [Comical]
You and an enemy in your occupied position suffer an amount of damage of your choice up to your current WP. The target may roll Defense against this damage. Advance the Debate Counter one notch toward defeat.


Drama Whistle

Drama Whistle Interaction Item Wealth: 1 Treasure
Most infamous of the cursed whistles, this small instrument has been responsible for escalated conflict, rapid engagements, and much more.
(Action) Whistle
Until the start of your next turn, all movements of the Debate Counter are doubled (in either direction), and the Debate Counter cannot advance to the minimum or maximum position. You cannot play this Strategy if the Round Limit will be reached at the end of this round. This Action is non-hostile.


Evidence

Evidence Interaction Item Wealth: 2
Common sleuthing gear includes alchemical lenses, several types of enchanted dust and dusting tools, and magic shells that can play back sounds.
(Strategy) Present Case
During your Action Phase on this turn, you can play both an Action from equipped Expertise as well as an Action card from your hand. Suffer -1 Skill.


Expensive Bribe

Expensive Bribe Interaction Item Wealth: 4
Everyone has a price. The question is whether that price is worth paying.
(Action) Bribery [Charming]
You may add enhancement dice from your Augment to this Action.
Argue 1d12
Damage 1d10
Special The target suffers -4 Power, -4 Mind, and -4 Skill.


Flask of Ale

Flask of Ale Interaction Item Wealth: 1
This cheap social lubricant comes in many varieties, though it's rare to see more than a few available at a time in any one place. Each locale has its specialty.
(Strategy) Quaff
Recover 2d4 lost WP. Suffer -1 Mind.


Flask of Fairy Wine

Flask of Fairy Wine Interaction Item Wealth: 3
Scholars rigorously debate whether this drink was in fact invented by the fae. Regardless, its potency is quite high despite its delicate sweet flavor.
(Strategy) Quaff
Recover 1d20 lost WP. Suffer -1 Mind.


Forged Documents

Forged Documents Interaction Item Wealth: 1
The trickiest part of the forgery process is replicating the official seal. The easiest way to do this is purchase stolen seals from the black market.
(Action) Profess Authenticity [Persuasive]
If you fail the opposed roll, take 1d4 damage.
Argue 1d10
Special Advance the Debate Counter one notch toward victory.


Garlic

Garlic Interaction Item Wealth: 1
This pungent plant provides protection against supernatural enthrallment as well as the more mundane form.
(Strategy) Nibble
A target in your occupied position restores their Mind.


Idea Whistle

Idea Whistle Interaction Item Wealth: 1 Treasure
One of the rare cursed whistles, this one causes an extreme rush of social inspiration, but short-term memory takes a massive hit.
(Action) Whistle
Until the end of your next turn, entities that draw cards draw 3 cards at the start of their turns rather than 1, but their Hand Limits are reduced to 1. These effects override any from Mind levels and other effects. This Action is non-hostile.


Mint Candy

Mint Candy Interaction Item Wealth: 1
Precious mints convey both fresher breath and a sharper mind, making them a valuable part of the diplomat's kit.
(Strategy) Chew
A target in your occupied position restores their Resilience.


Mojo Berries

Mojo Berries Interaction Item Wealth: 1
These berries are widely believed to confer success at romantic endeavors. They do alleviate social anxieties, so that's not too far from the truth.
(Strategy) Eat
You or an ally in your occupied position restores their Skill.


Peace Leaf

Peace Leaf Interaction Item Wealth: 2
After famously helping to avert a ruinous civil war, use of this plant became a part of diplomatic rituals within the Kingdom of Ilenia.
(Action) Smoke
Gain +2 Resilience.


Perfume

Perfume Interaction Item Wealth: 2
Popular tales hold that alchemy was discovered by a perfumer who happened upon compounds that provided more than pleasant aromas alone.
(Strategy) Apply
Gain +2 Skill.


Prayer Offering

Prayer Offering Interaction Item Wealth: 2
Each diety has a suite of preferred offerings to select from. Very few dieties accept no physical offerings at all.
(Strategy) Offering
Gain +2 Mind.


Quality Bribe

Quality Bribe Interaction Item Wealth: 3
Bribes are most effective with the right information. What works on one may offend another. That information, too, tends to come at a price.
(Action) Bribery [Charming]
You may add enhancement dice from your Augment to this Action.
Argue 1d10
Damage 1d8
Special The target suffers -3 Power, -3 Mind, and -3 Skill.


Royal Seal

Royal Seal Interaction Item Wealth: 3
Such seals are incredibly difficult to come by. Is this a stolen or copied seal? Or did you earn this through legitimate means?
(Action) Royal Command [Persuasive]
If you fail the opposed roll, take 3d4 damage.
Argue 3d6
Special Advance the Debate Counter one notch toward victory.


Secret Message

Secret Message Interaction Item Wealth: 1
There exist many ways to covertly send messages to nearby allies. A popular one involves breaking a small shell in a pocket to grant temporary telepathy.
(Strategy) Relay Message
You cannot play an Action this turn. During your Action Phase, choose an ally. That ally may immediately play an Action from your equipped Gear or from your hand, even if the ally lacks Training or Abilities to play the Action.


Sparkle Tonic

Sparkle Tonic Interaction Item Wealth: 1
Derived from an herbal and alchemical powder made into a drink, this terrible-tasting tonic gives a short boost to linguistic wit and social alertness.
(Strategy) Gulp
A target in your occupied position restores their Power.


Tincture of Clear Thought

Tincture of Clear Thought Interaction Item Wealth: 1 Treasure
This alchemical concoction requires very rare ingredients. As such it's rarely found in stores, instead made to order when ingredients are supplied.
(Strategy) Use
Discard your hand. Draw 5 cards.
analects_book_1_chapter_9.txt · Last modified: 2019/08/06 08:06 by triptycho