User Tools

Site Tools


analects_book_2_chapter_2

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
analects_book_2_chapter_2 [2019/02/08 07:49]
triptycho [Daredevil]
analects_book_2_chapter_2 [2019/05/14 07:40] (current)
triptycho
Line 3: Line 3:
 [[analects|Back to Analects Table of Contents]] [[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]].+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 ===== ===== Destiny Entries =====
Line 9: Line 9:
 ==== Chosen ==== ==== Chosen ====
  
-^ Chosen ​ ^ Destiny ​ ^ +Cancel the first two levels of Stat Track loss you suffer each scenario. 
-| //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 ​ ^^ +^ Chosen ​ ^ Destiny ​ ^ +1 Mind  ^ 
-| Gain +1 Holy and Unholy Resistance until you are defeated or the scenario ends.  ​|| +| //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.// ​ ||| 
-[Exploration] ​(Action) Blessed Walk  ^^ +^ (Action) Blessed Walk  ​^^^ 
-| This Action can only be played against Obstacles. ​Gain +1 Fatigue and Fear Resistance until the Action is resolved.  || +| This Action can only be played against Obstacles. ​Immediately gain +1 Fatigue and Fear Resistance until the start of your next turn.  ​||| 
-^  Inflict | 2d6  | +^  Inflict | 2d6  ​|
-^  Damage | 1d8  | +^  Damage | 1d8  ||
-^ [Interaction] (Reaction) Virtue [Charming] ​ ^^ +
-| Ignore any 1 condition from the target'​s Action. ​ ||+
  
 \\ \\
 ==== Daredevil ==== ==== Daredevil ====
  
-^ Daredevil ​ ^ Destiny ​ ^ +Whenever you roll the maximum value in an opposed roll, gain +1 Power. 
-| //Where some rely on power, skill, or knowledge, it is daring alone that will etch your name into the legends.// ​ || + 
-^ [Combat] (Strategy) Fearless Foray  ^^ +^ Daredevil ​ ^ Destiny ​ ^ +1 Power  ^ +1 Skill  ^ -1 Resilience ​ ^ 
-Increase all Damage you deal and the next Damage you receive by 1 dice level until the start of your next turn.  ​|| +| //Where some rely on power, skill, or knowledge, it is daring alone that will etch your name into the legends.// ​ ||||| 
-[Exploration] ​(Action) Dramatic Stunt  ^^ +^ (Action) Dramatic Stunt  ​^^^^^ 
-| This Action can only be played against Obstacles. If you miss, deal the listed Damage to yourself. ​ || +| This Action can only be played against Obstacles. If you miss, deal the listed Damage to yourself.  ​||||| 
-^  Inflict | 1d20  | +^  Inflict | 1d20  ​|||
-^  Damage | 1d8  | +^  Damage | 1d8  ​|||
-^  Special | Gain +1 Fear Resistance until the end of your next turn.  | +^  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 ====
  
-^ Fae-loved ​ ^ Destiny ​ ^ +Your Charisma rolls gain +1d4. After you suffer typed damage that you lack Resistance to, gain +1 Resistance to that type until the end of the scenario. 
-| //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 ​ ^^ +^ Fae-loved ​ ^ Destiny ​ ^ +1 Mind  ^ +1 Skill  ^ -1 Power  ^ 
-Until the start of your next turn, gain +1 to a Resistance of your choice.  ​|| +| //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.// ​ ||||| 
-[Exploration] ​(Action) Greater Affinity ​ ^^ +^ (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.  || +| In settings other than wilderness, this Action can only be played against Obstacles. ​Immediately gain +1 Cold and Heat Resistance until the start of your next turn.  ​||||| 
-^  Inflict | 2d4  | +^  Inflict | 2d4  ​|||
-^  Damage | 1d8  | +^  Damage | 1d8  ||||
-^ [Interaction] ​ ^^ +
-Increase your Charisma dice level by 1.  ​||+
  
 \\ \\
 ==== General of Legend ==== ==== General of Legend ====
  
-Gain training ​in any one of the following: ​heavy melee weaponsheavy ranged weaponsmedium armorlight shields, any one implement ​type. Increase your Initiative dice levels by 1.+Increase your Initiative dice levels by 1. Gain Training ​in any one of the following: ​Heavy Melee WeaponsHeavy Ranged WeaponsMedium ArmorLight Shields, any one Implement ​type.
  
-^ General of Legend ​ ^ Destiny ​ ^ +^ General of Legend ​ ^ Destiny ​ ^ +1 Power  ^ +1 Resilience ​ ^ -1 Skill  ^ 
-| //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.// ​ || +| //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  ^^ +^ (Action) Make a Path  ​^^^^^ 
-| This Action can only be played against Obstacles. ​ || +| This Action can only be played against Obstacles.  ​||||| 
-^  Inflict | 2d4  | +^  Inflict | 2d4  ​|||
-^  Damage | 1d8  | +^  Damage | 1d8  ​|||
-^  Special | The target ​is Vulnerable until the start of your next turn.  | +^  Special | The target ​suffers -1 Resilience.  ||||
-^ [Interaction] (Strategy) General'​s Commands ​ ^^ +
-Choose up to two allies; each ally may draw a card.  ​||+
  
 \\ \\
 ==== Guildmaster ==== ==== Guildmaster ====
  
-Increase your Acrobatics dice level by 1.+Whenever you succeed on a Skill Dice opposed roll, you may draw a card and look at any one enemy'​s hand.
  
-^ Guildmaster ​ ^ Destiny ​ ^ +^ Guildmaster ​ ^ Destiny ​ ^ +1 Skill  ^ 
-| //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.// ​ || +| //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 ​ ^^ +^ (Action) Urbane Mastery  ​^^^ 
-| In settings other than civilization,​ this Action can only be played against Obstacles. ​ || +| In settings other than civilization,​ this Action can only be played against Obstacles.  ​||| 
-^  Inflict | 2d4  | +^  Inflict | 2d4  ​|
-^  Damage | 1d10  | +^  Damage | 1d10  ||
-^ [Interaction] (Strategy) Espionage ​ ^^ +
-| You may look at one enemy'​s hand.  ||+
  
 \\ \\
 ==== Hero of the People ==== ==== 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.+Keep your original Background. Choose a second Background. ​Effects, including base Stat changes, apply from both. You may play Actions from both of them during ​your Action ​Phase.
  
-^ Hero of the People ​ ^ Destiny ​ ^ +^ Hero of the People ​ ^ Destiny ​ ^ No Stat Changes ​ ^ 
-| //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.// ​ ||+| //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 ==== ==== 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.+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 ​ ^ +^ Maven  ^ Destiny ​ ^ +1 Mind  ^ +1 Skill  ^ -1 Resilience ​ ^ 
-| //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.// ​ || +| //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 ​ ^^ +^ (Action) Master'​s Approach  ​^^^^^ 
-| This Action can only be played against Obstacles. ​ || +| This Action can only be played against Obstacles.  ​||||| 
-^  Inflict | 2d4  | +^  Inflict | 2d4  ​|||
-^  Damage | 1d8  | +^  Damage | 1d8  ​|||
-^  Special | Gain +1 to your Endure dice levels against Environs and Traps until the start of your next turn.  |+^  Special | Gain +1 to your Endure dice levels against Environs and Traps until the start of your next turn.  ​||||
  
 \\ \\
 ==== Peregrine ==== ==== 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.+Whenever you must roll dice in order to Move or escape a Grab, add +1d6 to the roll. Gain Training ​in any one type of Exploration Expertise. You can play Actions from Expertise ​against Obstacles that normally ​cannot ​be played against Obstacles, and you can ignore any setting restrictions on Expertise. Increase your Search dice level by 1. 
 + 
 +^ Peregrine ​ ^ Destiny ​ ^ +1 Resilience ​ ^ 
 +| //Extensive journeys have taught you many of the secrets this world has to offer. Continued exploration will only deepen your understanding of these mysteries.// ​ |||
  
-^ 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 ====
  
-^ Sovereign ​ ^ Destiny ​ ^ +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. 
-| //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 ​ ^^ +^ Sovereign ​ ^ Destiny ​ ^ +1 Power  ^ 
-| Up to two allies you can see may immediately perform a Block.  ​|| +| //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.// ​ ||| 
-[Exploration] ​(Action) Retinue ​ ^^ +^ (Action) Retinue  ​^^^ 
-| You can only play this Action if you have at least 1 ally in your occupied region. ​ || +| You can only play this Action if you have at least 1 ally in your occupied region.  ​||| 
-^  Inflict | 2d6  | +^  Inflict | 2d6  ​|
-^  Damage | 1d8  | +^  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. ​ | +^  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: 2019/05/14 07:40 by triptycho