User Tools

Site Tools


analects_book_2_chapter_2

Analects Book 2 Chapter 2: Destinies

Back to Analects Table of Contents

The following entries provide a collection of destinies you may choose from. For more information on their use in the game, see Player's Guide Chapter 2: Roles and Levels.

Destiny Entries

Chosen

Chosen Destiny
You have been hand-picked by one of the gods to serve their divine purpose, and you have accepted this charge. In exchange you have been granted greater powers.
[Combat] (Strategy) Ascension
Gain +1 Holy and Unholy Resistance until you are defeated or the scenario ends.
[Exploration] (Action) Blessed Walk
This Action can only be played against Obstacles. Gain +1 Fatigue and Fear Resistance until the Action is resolved.
Inflict 2d6
Damage 1d8
[Interaction] (Reaction) Virtue [Charming]
Ignore any 1 condition from the target's Action.


Daredevil

Daredevil Destiny
Where some rely in power, skill, or knowledge, it is daring alone that will etch your name into the legends.
[Combat] (Strategy) Fearless Foray
Increase all Damage you deal and the next Damage you receive by 1 dice level until the start of your next turn.
[Exploration] (Action) Dramatic Stunt
This Action can only be played against Obstacles. If you miss, deal the listed Damage to yourself.
Inflict 1d20
Damage 1d8
Special Gain +1 Fear Resistance until the end of your next turn.
[Interaction] (Strategy) Wild Card
Roll 1d2. On a result of 1, advance the Debate Counter one notch toward victory. On a result of 2, advance the Debate Counter one notch toward defeat, and you may draw a card.


Fae-loved

Fae-loved Destiny
Whether from a broad alliance or an intimate personal relationship, a deep allegiance with the fae confers all sorts of powers and advantages that only strengthen with time.
[Combat] (Strategy) Chromatic Screen
Until the start of your next turn, gain +1 to a Resistance of your choice.
[Exploration] (Action) Greater Affinity
In settings other than wilderness, this Action can only be played against Obstacles. Gain +1 Cold and Heat Resistance until the Action is resolved.
Inflict 2d4
Damage 1d8
[Interaction]
Increase your Charisma dice level by 1.


General of Legend

Gain training in any one of the following: heavy melee weapons, heavy ranged weapons, medium armor, light shields, any one implement type. Increase your Initiative dice levels by 1.

General of Legend Destiny
Your study of tactics has made you one of the premier minds in the field, and your genius will see you and your friends through the incredible trials that await you.
[Exploration] (Action) Make a Path
This Action can only be played against Obstacles.
Inflict 2d4
Damage 1d8
Special The target is Vulnerable until the start of your next turn.
[Interaction] (Strategy) General's Commands
Choose up to two allies; each ally may draw a card.


Guildmaster

Increase your Acrobatics dice level by 1.

Guildmaster Destiny
Your organization has expanded to the point where your power and influence are felt across the borders of nations. There is little you can't learn about or make happen.
[Exploration] (Action) Urbane Mastery
In settings other than civilization, this Action can only be played against Obstacles.
Inflict 2d4
Damage 1d10
[Interaction] (Strategy) Espionage
You may look at one enemy's hand.


Hero of the People

Keep your original Background. Choose a second Background. You may play entries from both. If both Backgrounds have either Strategies or Actions for a given scenario type (but not one of each), you may play both of them in your Strategy or Action phase respectively.

Hero of the People Destiny
You will never forget where you came from. Your humanity is the sole source of your strength, and your connection with loved ones will help you overcome anything.


Maven

Gain training in any one type of Interaction Expertise. Damage of your level or lower cannot cause you to lose your Incantation, and any Defense dice on your Gear, including any enhancement dice, cannot be reduced below 1d2 by Piercing.

Maven Destiny
Your singular focus on improvement of skill has opened the door to secrets of surpassing typical human limitations. An entire new world of possibility awaits you.
[Exploration] (Action) Master's Approach
This Action can only be played against Obstacles.
Inflict 2d4
Damage 1d8
Special Gain +1 to your Endure dice levels against Environs and Traps until the start of your next turn.


Peregrine

Gain training in any one type of exploration expertise. You can play Actions from expertise against Obstacles that cannot normally be played against Obstacles, and you may ignore any setting restrictions on Expertise. Increase your Search dice level by 1.

Peregrine Destiny
Extensive journeys have taught you many of the secrets this world has to offer. Continued exploration will only deepen your understanding of these mysteries.
[Combat] (Strategy) Forward Destiny
You gain immunity to Immobilized until the start of your next turn and remove any Grabbed, Grounded, and Immobilized conditions from yourself.
[Interaction] (Action) Polyglot
You may draw a card. You may play a Strategy from your hand or equipped Gear. This Action is non-hostile.


Sovereign

Sovereign Destiny
Whether a city-state, nation, or empire, you have attained the highest rank of leadership. From this point forward, every decision you make will permanently affect history.
[Combat] (Strategy) Monarch's Command
Up to two allies you can see may immediately perform a Block.
[Exploration] (Action) Retinue
You can only play this Action if you have at least 1 ally in your occupied region.
Inflict 2d6
Damage 1d8
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.
[Interaction] (Action) Royal Voice [Charming]
Range 1
Argue 1d20
Special The target is Hindered and Immobilized until the start of your next turn. You and an ally of your choice may each draw a card.
analects_book_2_chapter_2.txt · Last modified: 2018/10/30 08:27 by triptycho