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Analects Book 3 Chapter 3: Deckless Roles

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The following entries provide a collection of deckless roles and role variants you may choose from. For more information on their use in the game, see Player's Guide Appendix B: Deckless Characters.

Deckless Classes

Channeler

Channeler Class (Deckless) HP: 15 (+3 at level up) Initiative: 1d8
Acrobatics: 1d8 Training: Light Weapons, Light Shields, Light Armor, All Implements
Channel Power
Gain the following Interrupt:
Trigger An enemy you can see plays a Strategy, Action, or Reaction that lacks the Gear keyword from their card.
Effect You learn the triggering Strategy, Action, or Reaction and may use it once before the end of the scenario, replacing any previously-learned option of the same type. You may spend 1 Karma to keep the triggering Strategy, Action, or Reaction for the remainder of the scenario, even if you learn a new option of the same type.


Strategist

Strategist Class (Deckless) HP: 17 (+4 at level up) Initiative: 1d10
Acrobatics: 1d6 Training: All Weapons, Light Shields, Light Armor, Medium Armor, All Implements
Ploys and Directives
Allies within range 1 increase all their Hit and Miss dice levels by 1. This ability cannot stack with other Strategists. As a Strategy, you can spend 1 Karma to have this bonus also apply to Damage and Defense dice levels for the remainder of the scenario.


Archer (variant)

Archer (variant) Class (Deckless) HP: 15 (+3 at level up) Initiative: 1d12
Acrobatics: 1d10 Training: Light One-handed Weapons, Ranged Weapons, Light Shields, Light Armor, Medium Armor
Sniper
When you make a ranged attack against a target that does not share occupied sections with any allies, increase the Hit and Damage dice levels by 1. When you make an attack, you may spend 1 Karma to have the attack automatically hit and reroll the Damage dice once, keeping either result.


Brute (variant)

Brute (variant) Class (Deckless) HP: 20 (+5 at level up) Initiative: 1d8
Acrobatics: 1d8 Training: Melee Weapons, Light Armor, Medium Armor
Brute Force
Increase the Damage dice level by 1 on melee and thrown Actions you play from equipped weapons whenever none of your allies are in the target's occupied section. As a Strategy, you may spend 1 Karma to have your next Damage dice roll be automatically maximized, and until the start of your next turn, increase the Damage dice level by 1 on melee and thrown Actions even if one or more allies are in the target's occupied section.


Healer (variant)

Healer (variant) Class (Deckless) HP: 15 (+3 at level up) Initiative: 1d10
Acrobatics: 1d6 Training: Light Weapons, Light Shields, Light Armor
Healer's Recovery
You may spend a Strategy to have you or an ally in your occupied section recover lost HP equal to your level + 2 or remove any 1 condition. You may spend 1 Karma to apply this effect to yourself and all allies in your occupied section.


Shaman (variant)

Shaman (variant) Class (Deckless) HP: 14 (+2 at level up) Initiative: 1d8
Acrobatics: 1d8 Training: Light Weapons, Talismans
Prayer Casting
Increase your Miss and Defence dice levels by 1 while you are Incanting. As an Action, you may spend 1 Karma and 1 Incantation charge (either at the start of your turn or in your Action Phase) to apply any of the following conditions to each enemy you can see: Confused, Dazed, Debilitated, Grounded, Hindered, Muddled, Vulnerable, and Weakened. If you spend 2 Incantation charges, you can additionally choose from Controlled, Disoriented, Immobilized, Petrified, and Stunned. You may choose a different condition for each target. The conditions last until the start of your next turn.


Sorcerer (variant)

Sorcerer (variant) Class (Deckless) HP: 14 (+2 at level up) Initiative: 1d8
Acrobatics: 1d8 Training: Light Weapons, Focuses
Familiar
Gain a third hand slot. You may spend 1 Karma to immediately gain an Incantation charge at any time.


Swashbuckler (variant)

Swashbuckler (variant) Class (Deckless) HP: 20 (+5 at level up) Initiative: 1d10
Acrobatics: 1d10 Training: Light One-handed Weapons, Light Armor, Light Shields
Duelist
Whenever you voluntarily Move on your turn, you may perform a Block immediately after finishing the Move (without spending a Strategy to do so). Whenever you share your occupied section with no allies and only one enemy, increase your Hit, Damage, and Miss dice levels by 1 against that enemy. As a Move, you may spend 1 Karma to force any allies and enemies in your occupied position to Move, so long as one enemy remains in the section with you. Enemies cannot prevent this forced movement in any way unless the Move would cause them to suffer damage (such as from falling).


Warrior (variant)

Warrior (variant) Class (Deckless) HP: 17 (+4 at level up) Initiative: 1d8
Acrobatics: 1d6 Training: Melee Weapons, All Shields, All Armor
Martial Engagement
During your Action Phase, you can select an enemy in your occupied section to engage. Until the start of your next turn or until you Move, engaged enemies cannot play Actions against your allies unless the Action includes you as a target. Any prior effects restricting targets are canceled. This effect ends if you are defeated or a new effect restricts targets. You may pay 1 Karma upon engaging a foe to have the engagement last until the end of the scenario or you are defeated, even if you Move, though no other effects may restrict the enemy's targets. Whenever any engaged enemy plays an Action against you, you may play Reactions from both an equipped shield and equipped armor; after any Miss dice are rolled, choose one of the two to take effect.


Deckless Crafts

Geomancer

Geomancer Craft (Deckless) EP: 15 (+3 at level up) Stealth Tokens: OW
Search: 1d8 Training: All Exploration Expertise
Geomancy
Gain the following Interrupt:
Trigger A Creature, Environ, or Obstacle you can see plays a Strategy, Action, or Reaction from their card.
Effect You learn the triggering Strategy, Action, or Reaction and may use it once before the end of the scenario, replacing any previously-learned option of the same type. Actions learned from Environs can be played against any number of enemy targets in your occupied region. You may spend 1 Karma to keep the triggering Strategy, Action, or Reaction for the remainder of the scenario, even if you learn a new option of the same type.


Retainer

Retainer Craft (Deckless) EP: 17 (+4 at level up) Stealth Tokens: OC
Search: 1d6 Training: All Exploration Expertise
Loyal Service
Allies in your occupied region increase all their Inflict and Endure dice levels by 1. This ability cannot stack with other Retainers. As a Strategy, you can spend 1 Karma to have this bonus also apply to Damage and Defense dice levels for the remainder of the scenario. Whenever an ally in your occupied region moves through a defeated Obstacle that Persists, you can immediately Move with them, even if you haven't defeated the Obstacle, provided you have not yet Moved this round.


Delver (variant)

Delver (variant) Craft (Deckless) EP: 20 (+5 at level up) Stealth Tokens: OOD
Search: 1d12 Training: Navigation
Nose For Treasure
As a Strategy, you can detect if there are any hidden secrets to find in your occupied region. This does not reveal what the secret is or identify its Hidden roll. In dungeon settings, you also identify its Hidden roll. As an Action, you may pay 1 Karma to automatically defeat any Obstacle bordering your occupied region that lacks a Lock entry. If it Persists, it is defeated for you and all allies for the remainder of the scenario.


Hunter (variant)

Hunter (variant) Craft (Deckless) EP: 17 (+4 at level up) Stealth Tokens: OOW
Search: 1d10 Training: Survival
Hunting Weapons
You can play Actions against Creatures and Seekers in adjacent regions if you can see the target and there is no Obstacle blocking passage. When you do, Creature targets lose all entries on their Reactions other than Endure and Defense. In wilderness settings, the target also loses any Defense entry. Whenever you defeat a Creature, you may pay 1 Karma to instead impose the Controlled condition on the target for the remainder of the scenario, and the target recovers to maximum EP.


Mariner (variant)

Mariner (variant) Craft (Deckless) EP: 17 (+4 at level up) Stealth Tokens: OW
Search: 1d6 Training: Navigation
Seafarer
You do not suffer penalties to your Inflict, Endure, or Damage dice levels while swimming in exploration scenarios. Add your level to the EP of any friendly sea vehicle you occupy. As a Strategy, you may pay 1 Karma to grant you and each ally the Aquatic keyword until the end of the scenario, and any occupied sea vehicle recovers to full EP.


Mechanist (variant)

Mechanist (variant) Craft (Deckless) EP: 15 (+3 at level up) Stealth Tokens: OD
Search: 1d8 Training: Mechanical
Tool Belt
Gain a third exploration expertise slot. You may only equip a general exploration expertise in this slot. Any time you swap Gear in dungeon settings, you may also swap the expertise in this bonus slot. As a Strategy, you may pay 1 Karma to erect a makeshift barricade, functioning as a new Obstacle blocking a border in your occupied region. This barricade cannot play Reactions and has EP equivalent to your maximum EP value.


Pilgrim (variant)

Pilgrim (variant) Craft (Deckless) EP: 15 (+3 at level up) Stealth Tokens: OC
Search: 1d10 Training: Mysticism
Pilgrim's Recovery
You may spend a Strategy to have you or an ally in your occupied region recover lost EP equal to your level + 2 or remove any 1 condition. You may spend 1 Karma to apply this effect to yourself and all allies in your occupied region.


Thief (variant)

Thief (variant) Craft (Deckless) EP: 14 (+2 at level up) Stealth Tokens: OOC
Search: 1d12 Training: Mechanical
Silence and Shadows
Once per round, you can add +1d2 to any one roll you make. Increase the dice level by 1 each time you gain an even-numbered level. Decrease the dice level by 1 any time a Creature or Seeker succeeds on an Action against you; this can eliminate the bonus if the dice is reduced below d2. In civilization settings, ignore the first such Action. As a Strategy, you may pay 1 Karma to restore your Silence and Shadows ability to its initial value and gain 1 Valuable.


Witch (variant)

Witch (variant) Craft (Deckless) EP: 14 (+2 at level up) Stealth Tokens: OW
Search: 1d6 Training: Mysticism
Fae Pact
As an Action, you may force any Creature or Environ in your occupied region to play an Action against a target of your choice. In wilderness settings, increase the dice levels by 1 on such Actions. As a Strategy, you may pay 1 Karma to reveal the map, including all Obstacles, but no other challenges.


Deckless Professions

Agent

Agent Profession (Deckless) WP: 17 (+4 at level up) Initiative: 1d6
Charisma: 1d10 Training: All Interaction Expertise
Promotion
Allies within range 1 increase all their Argue and Rebuttal dice levels by 1. This ability cannot stack with other Agents. As a Strategy, you can spend 1 Karma to have this bonus also apply to Damage and Defense dice levels for the remainder of the scenario.


Thespian

Thespian Profession (Deckless) WP: 15 (+3 at level up) Initiative: 1d8
Charisma: 1d8 Training: All Interaction Expertise
Character Study
Gain the following Interrupt:
Trigger An enemy you can see plays a Strategy, Action, or Reaction that lacks the Gear keyword from their card.
Effect You learn the triggering Strategy, Action, or Reaction and may use it once before the end of the scenario, replacing any previously-learned option of the same type. Swap the direction of any Debate Counter moves. You may spend 1 Karma to keep the triggering Strategy, Action, or Reaction for the remainder of the scenario, even if you learn a new option of the same type.


Bard (variant)

Bard (variant) Profession (Deckless) WP: 17 (+4 at level up) Initiative: 1d12
Charisma: 1d10 Training: Diplomacy
Bardic Performance
Increase your Damage dice level by 1 whenever the target's Reaction has a Trait other than Comical. Increase your Argue and Rebuttal dice levels by 1 whenever your Action or Reaction has the Comical Trait. Once per scenario, you may spend 1 Karma to increase the round limit by 2.


Dignitary (variant)

Dignitary (variant) Profession (Deckless) WP: 17 (+4 at level up) Initiative: 1d10
Charisma: 1d12 Training: Diplomacy
Silver Tongue
You may spend a Strategy to have you or an ally in your occupied position recover lost WP equal to your level + 2 or remove any 1 condition. You may spend 1 Karma to apply this effect to yourself and all allies in your occupied position.


Magician (variant)

Magician (variant) Profession (Deckless) WP: 14 (+2 at level up) Initiative: 1d8
Charisma: 1d8 Training: Illusion
Stage Magic
You can spend your Action Phase to incant. At the start of your next turn, if your Incantation is not interrupted, apply any of the following conditions to each enemy within range 1: Confused, Dazed, Debilitated, Hindered, Immobilized, Muddled, Vulnerable, and Weakened. If you pay 1 Karma, you can additionally choose from Controlled, Disoriented, Impotent, and Stunned, and advance the Debate Counter one notch toward victory (only once, not per target). You may choose a different condition for each target. The conditions last until the start of your next turn.


Merchant (variant)

Merchant (variant) Profession (Deckless) WP: 15 (+3 at level up) Initiative: 1d10
Charisma: 1d8 Training: Streetwise
Haggler
As a Strategy, you can advance the Debate Counter one notch toward victory and put a Haggle Token into play. Then take Xd4 damage, where X is equal to the number of Haggle Tokens in play. You cannot use this ability to move the Debate Counter farther than halfway between 0 and the victory position. You may pay 1 Karma to additionally reduce any one mook or regular within range 1 to 1 WP and ignore the restriction on Debate Counter movement.


Occultist (variant)

Occultist (variant) Profession (Deckless) WP: 17 (+4 at level up) Initiative: 1d6
Charisma: 1d6 Training: Illusion
Unnerving Aura
As a Strategy, you may deal damage equal to half your level rounded down + 1 to an enemy within range 1. If you do, you are Confused until the start of your next turn. You may pay 1 Karma to prevent the Confused condition and instead gain Immune: Confused until the end of the scenario.


Priest (variant)

Priest (variant) Profession (Deckless) WP: 23 (+5 at level up) Initiative: 1d8
Charisma: 1d10 Training: Thaumaturgy
Spread the Word
Whenever you deal damage to an enemy or advance the Debate Counter toward victory, choose an enemy in your occupied position. That enemy must include you as a target for its next hostile Action. This effect ends if you are defeated, you no longer share occupied positions, or a new effect restricts the enemy's targeting. You may pay 1 Karma to have this effect last until the end of the scenario or you are defeated, even if you no longer share occupied positions, though no other effects may restrict the enemy's targets. Increase your Rebuttal and Defense dice levels by 1 whenever you play Reactions against targets forced to target you with their Actions.


Scoundrel (variant)

Scoundrel (variant) Profession (Deckless) WP: 20 (+5 at level up) Initiative: 1d8
Charisma: 1d6 Training: Streetwise
Intimidating Presence
If the Debate Counter is positive, increase the Damage dice level on all your Actions and Reactions by 1. If the Debate Counter is at 0 or less, increase the Damage dice level on your Aggressive Actions and Reactions by 1 instead. As a Strategy, you may pay 1 Karma to maximize all Damage dice you roll until the start of your next turn.
analects_book_2_chapter_3.txt · Last modified: 2018/10/30 08:27 by triptycho