User Tools

Site Tools


analects_book_2_chapter_2

This is an old revision of the document!


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

====== Analects Book 2 Chapter 2: Destinies ====== [[analects|Back to Analects Table of Contents]] The following entries provide a collection of [[destiny|destinies]] you may choose from. For more information on their use in the game, see [[Player's Guide Chapter 2|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 on 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_2.1549640940.txt.gz · Last modified: 2019/02/08 07:49 by triptycho