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The following entries provide a collection of Backgrounds you may choose from. For more information on their use in the game, see Player's Guide Chapter 2: Roles and Levels.
Your Charisma rolls gain +1d2. After you suffer typed damage that you lack Resistance to, gain Resistance 2 to that type and +1 Weakness to every other type until the end of the scenario.
Fae Lineage | Background | +1 Skill | -1 Power |
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Blood of the fae runs through your veins, however thinly. Results include a stronger connection with nature and slightly exotic, comely features. | |||
(Action) Affinity | |||
In settings other than wilderness, this Action can only be played against Obstacles. | |||
Inflict | 1d6 | ||
Damage | 1d6 |
If your Resilience is +2 or lower, you may skip drawing cards in your Draw Phase to gain +1 Resilience.
Faith Seeker | Background | +1 Mind | -1 Skill |
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Whether on a spiritual journey or a missionary's quest, your life is, or at least was, guided by a search for religious truth. | |||
(Action) Seek Truths | |||
This Action can only be played against Obstacles. | |||
Inflict | 1d8 | ||
Damage | 1d4 | ||
Special | You or an ally in your occupied region may draw a card. |
Whenever you roll the maximum value in an opposed roll, gain +1 Power. Whenever you roll the minimum value in an opposed roll, suffer -1 Resilience.
Gambler | Background | +1 Power | -1 Resilience |
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You live for risk and have acquired a knack for turning luck into advantage. Hopefully the day your luck runs out is still well ahead of you. | |||
(Action) You Only Live Once | |||
This Action can only be played against Obstacles. If you miss, deal the listed Damage to yourself. | |||
Inflict | 1d12 | ||
Damage | 1d6 |
You can play Reactions against falling damage. Only Defense entries from such Reactions apply.
Laborer | Background | +1 Resilience | -1 Skill |
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You've lived the simple life, with hard work and meager rewards. A change of direction has come for you, however, whether or not you wish for it. | |||
(Action) Press Forward | |||
This Action can only be played against Obstacles. | |||
Damage | 1d4 | ||
Defense | 1d2 |
Once per scenario, at the start of your turn, you may gain the Aquatic keyword until the start of your next turn.
Legacy of the Merrow | Background | +1 Skill | -1 Resilience |
---|---|---|---|
Tales speak of a race of merfolk known as the Merrow who intermingled with humans. Traces of their blood linger for generations. | |||
(Action) Blood of the Merrow | |||
This Action can only be played against Obstacles. If you are swimming, increase the Inflict and Damage dice levels by 1. | |||
Inflict | 1d6 | ||
Damage | 1d6 |
Once per scenario, a Strategy you play that only affects you also affects one ally you can see.
Minstrel | Background | No Stat Changes |
---|---|---|
Years as a traveling entertainer have given you a number of tricks you can use to survive in a variety of situations. | ||
(Action) Travel Song | ||
This Action can only be played against Obstacles. | ||
Inflict | 1d6 | |
Damage | 1d6 | |
Special | The next hostile Action played against the target has all dice levels increased by 1. |
Once per scenario, you may skip your Strategy Phase in order to grant an ally an immediate Strategy Phase as though it is their turn. Afterward, turn order proceeds to your Action Phase as normal.
Patrician | Background | +1 Power | -1 Skill |
---|---|---|---|
Having been born into a family of wealth and power, you enjoyed the privilege of an excellent education and tutoring in leadership in particular. | |||
(Action) Entourage | |||
You can only play this Action if you have at least 1 ally in your occupied region. | |||
Inflict | 1d8 | ||
Damage | 1d4 | ||
Special | Until the start of your next turn, Creatures and Seekers will only play Actions against you if there is no other valid target or their Actions target multiple entities. |
At the end of your turn, if you dealt no damage and played no Actions with Damage entries during that turn, you may draw a card.
Reformed Criminal | Background | +1 Resilience | -1 Power |
---|---|---|---|
A youth misspent doing crimes has left you with empathy for the downtrodden but a sharp rejection of your former ways and methods. | |||
(Action) Shady Past | |||
This Action can only be played against Obstacles. If the target's Reaction can cause you to lose a Stealth Token, you may reroll the Inflict dice once. | |||
Inflict | 1d6 | ||
Damage | 1d6 |
Cancel the first level of Stat Track loss you suffer each scenario.
Religious Ascetic | Background | +1 Mind | -1 Power |
---|---|---|---|
Either a religious upbringing or career has resulted in years of your life devoted to prayer, ceremony, and spirituality. | |||
(Action) Dogmatic Approach | |||
This Action can only be played against Obstacles. Immediately gain +1 Fear Resistance until the start of your next turn. | |||
Inflict | 1d6 | ||
Damage | 1d6 |
Whenever you succeed on an opposed roll with Skill dice, you may draw a card.
Street Urchin | Background | +1 Skill | -1 Mind |
---|---|---|---|
Surviving the streets as an orphan was not easy, but it's granted you a number of useful skills for navigating the urban jungles. | |||
(Action) Urbane Agility | |||
In settings other than civilization, this Action can only be played against Obstacles. | |||
Inflict | 1d6 | ||
Damage | 1d6 |
Whenever you equip a Tool, you may immediately play one Strategy from the newly equipped Tool.
Toolmaker | Background | +1 Power | -1 Mind |
---|---|---|---|
You've spent years of your life making things, and much of your current gear is stuff of your own design rather than off-the-shelf junk. | |||
(Action) Toolbox | |||
This Action can only be played against Obstacles. | |||
Inflict | 1d8 | ||
Damage | 1d4 | ||
Special | You may swap equipped Gear or play an Action from a Tool that is already equipped. |
Damage of your level or lower cannot cause you to lose your Incantation, and your Defense dice cannot be reduced below 1d2 by Piercing.
University Graduate | Background | +1 Mind | -1 Resilience |
---|---|---|---|
Universities are rare, and their graduates are prestigious. Most universities focus on engineering, arts, history, and the magical crafts. | |||
(Action) Educated Approach | |||
This Action can only be played against Obstacles. | |||
Inflict | 1d8 | ||
Damage | 1d4 | ||
Special | Gain +1 to your Endure dice levels against Environs until the start of your next turn. |
Whenever you must roll dice in order to Move or escape a Grab, add +1d4 to the roll.
Vagabond | Background | +1 Resilience | -1 Mind |
---|---|---|---|
By choice or necessity, you've spent much of your life traveling from place to place. These travels have taught you much about people and survival. | |||
(Action) Scavenge | |||
This Action can only be played against Obstacles. | |||
Inflict | 1d8 | ||
Damage | 1d4 | ||
Special | Gain +1 Mind or +1 Skill (your choice). |