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Analects Book 2 Chapter 1: Backgrounds

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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.

Background Entries

Fae Lineage

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
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


Faith Seeker

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
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.


Gambler

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
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


Laborer

You can play Reactions against falling damage. Only Defense entries from such Reactions apply.

Laborer Background +1 Resilience -1 Skill
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


Legacy of the Merrow

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


Minstrel

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.


Patrician

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.


Reformed Criminal

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


Religious Ascetic

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


Street Urchin

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


Toolmaker

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.


University Graduate

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.


Vagabond

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).
analects_book_2_chapter_1.txt · Last modified: 2019/05/14 07:32 by triptycho