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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 spend 1 Skill Point to play it. This replaces any previously-learned play 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, and you do not have to spend any Skill Points to play it.


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
Whenever you spend Skill Points to boost a dice entry, allies within range 1 gain 1 dice level to the same entry until the start of your next turn. As a Strategy, you may spend 1 Karma to have this effect instead grant 1 dice number until the end 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 spend one or more Skill Points to boost one or more entries on a ranged attack against a target that does not share occupied sections with any allies, increase the Hit dice level by 1 (in addition to any boosts from the Skill Points). If such an attack hits, gain 1 Skill Point.
Head Shot
When you 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
When you spend one or more Skill Points to boost one or more entries on a melee or thrown attack against a target that does not share occupied sections with any allies, increase the Damage dice level by 1 (in addition to any boosts from the Skill Points). If such an attack defeats the target, gain 2 Skill Points.
Critical Hit
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 when you spend Skill Points 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
Tactical Formation
Allies in your occupied section gain 1 additional Skill Point during their Draw Phase but cannot use their Strategy Phase to gain additional Skill Points. At level 6, allies gain 2 additional Skill Points instead.
Healer's Recovery
As a Strategy, you may spend 1 Skill Point to have you or an ally in your occupied section recover 1d4 lost HP or remove any 1 condition. You may spend multiple Skill Points in this manner from a single Strategy (but all on the same target). 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
Whenever you begin an Incantation, gain one Skill Point and increase your maximum Skill Point value by 1 until you stop incanting.
Shaman's Curse
As an Action, you may spend 1 Incantation charge (either at the start of your turn or in your Action Phase) to apply any of the following conditions to enemies you can see at a cost of 1 Skill Point per target: 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.
Double-cast
When you gain an Incantation charge, you may spend 1 Karma to gain an additional Incantation charge. You may spend both Incantation charges on a single Action, or you may play an additional Action also having an Incantation cost (the total of which you must still be able to afford).


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.
Warcasting
You may spend 1 Skill Point to grant Piercing 2 to a Damage entry you roll that lacks Piercing and/or spend 1 Skill Point to increase a Piercing value on a Damage entry you roll by 1. You may spend multiple Skill Points to stack Piercing increases.
Rapid Cast
At any time, you may spend 1 Karma to immediately gain an Incantation charge.


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).
One-on-One
When there are no allies in your occupied section and you spend one or more Skill Points to boost one or more entries on an Action or Reaction you play against an enemy in your occupied section, increase any Hit, Damage, and Miss entries by 1 level (in addition to any boosts from Skill Points).
Stuntmaster
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.
Layered Defense
Whenever any engaged enemy plays an Action against you, you may spend 1 Skill Point to 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 spend 1 Skill Point to play it. This replaces any previously-learned play 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, and you do not have to spend any Skill Points to play it.


Retainer

Retainer Craft (Deckless) EP: 17 (+4 at level up) Stealth Tokens: OC
Search: 1d6 Training: All Exploration Expertise
Loyal Service
Whenever you spend Skill Points to boost a dice entry, allies within range 1 gain 1 dice level to the same entry until the start of your next turn. As a Strategy, you may spend 1 Karma to have this effect instead grant 1 dice number until the end of the scenario.


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.
Direct Approach
When you spend one or more Skill Points to boost one or more entries on an Action played against an Obstacle, increase the Inflict dice level by 1 (in addition to any boosts from the Skill Points).
The Perfect Path
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.
Hunter's Shot
When you spend one or more Skill Points to boost one or more entries on an Action played against a Creature or Seeker, increase the Inflict dice level by 1 (in addition to any boosts from the Skill Points).
Beastmaster
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.
Navigator
When you deal damage with an Action against an Obstacle that Persists, you may spend 1 Skill Point to apply half the damage dealt (rounded up) to the EP totals for all allies in your occupied region. You may spend 1 Skill Point during an ally's turn to allow the ally to play an otherwise valid Assist or Interrupt.
Blessings of the Sea Gods
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.
Drill
You may spend 1 Skill Point to grant Piercing 2 to a Damage entry you roll that lacks Piercing and/or spend 1 Skill Point to increase a Piercing value on a Damage entry you roll by 1. You may spend multiple Skill Points to stack Piercing increases.
Seal Route
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
Sacred Chant
As long as there are no Seekers in your occupied region, you may at any time give any of your current Skill Points to an ally in your occupied region.
Pilgrim's Recovery
As a Strategy, you may spend 1 Skill Point to have you or an ally in your occupied region recover 1d4 lost EP or remove any 1 condition. You may spend multiple Skill Points in this manner from a single Strategy (but all on the same target). 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. You may spend 2 Skill Points to increase the dice number by 1. 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.
Thievery
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
In wilderness settings, increase your maximum Skill Points by 1.
Command Nature
As an Action, you may force any Creature or Environ in your occupied region to play an Action against a target of your choice. You may spend Skill Points to boost this Action as though it were your own.
Fae Ally
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
Whenever you spend Skill Points to boost a dice entry, allies within range 1 gain 1 dice level to the same entry until the start of your next turn. As a Strategy, you may spend 1 Karma to have this effect instead grant 1 dice number until the end 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 spend 1 Skill Point to play it. This replaces any previously-learned play 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, and you do not have to spend any Skill Points to play it.


Bard (variant)

Bard (variant) Profession (Deckless) WP: 17 (+4 at level up) Initiative: 1d12
Charisma: 1d10 Training: Diplomacy
Bardic Performance
When the Debate Counter is positive, your maximum Skill Points increases by 1. When the Debate Counter is negative, your maximum Skill Points decreases by 1 (to a minimum of 1).
Bardic Wit
When you spend one or more Skill Points to boost one or more entries on a Comical Action or Reaction, and the target's opposing play (if any) does not have the Comical trait, increase your Damage dice level by 1 (in addition to any boosts from the Skill Points).
New Paradigm
Once per scenario, you may spend 1 Karma to increase the round limit by 2 and reset the Debate Counter to 0. You and all allies may reposition freely.


Dignitary (variant)

Dignitary (variant) Profession (Deckless) WP: 17 (+4 at level up) Initiative: 1d10
Charisma: 1d12 Training: Diplomacy
Silver Tongue
Whenever you make a roll from a Persuasive Action or Reaction, treat each individual dice result of 1 as though it were a 2.
Dignitary's Recovery
As a Strategy, you may spend 1 Skill Point to have you or an ally in your occupied position recover 1d4 lost WP or remove any 1 condition. You may spend multiple Skill Points in this manner from a single Strategy (but all on the same target). 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. As an Action, you may spend 1 Incantation charge (either at the start of your turn or in your Action Phase) to apply any of the following conditions to enemies within range 1 at a cost of 1 Skill Point per target: Confused, Dazed, Debilitated, Hindered, Immobilized, Muddled, Vulnerable, and Weakened. If you spend 2 Incantation charges, you can additionally choose from Controlled, Disoriented, Impotent, and Stunned. You may choose a different condition for each target. The conditions last until the start of your next turn.
Telepathic Strategem
As a Strategy, spend 1 Karma to grant 3 Skill Points to yourself and all allies. At level 6 this gain improves to 6 Skill Points.


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.
Miser's Touch
If you have an unused item equipped, you may at any time gain Skill Points equal to the item's value, and the item is considered used. If you have a used item equipped, you can spend Skill Points equal to the item's value to play an entry on the item as though it were unused.


Occultist (variant)

Occultist (variant) Profession (Deckless) WP: 17 (+4 at level up) Initiative: 1d6
Charisma: 1d6 Training: Illusion
Unnerving Aura
Whenever you lose Skill Points during your Discard Phase as a result of being over your maximum, you may deal 1 damage to an enemy within range 1 for each Skill Point lost. Increase the damage dealt by 1 whenever you gain an even-numbered level.
Déjà Vu
As a Strategy, pay 1 Karma. Until the end of the scenario, the first Skill Point that you and each ally spends each round is recovered once the play is complete (even if over the maximum).


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.
Sermon
You may spend 1 Skill Point per target to affect any number of enemies in your occupied position with your Spread the Word ability.


Scoundrel (variant)

Scoundrel (variant) Profession (Deckless) WP: 20 (+5 at level up) Initiative: 1d8
Charisma: 1d6 Training: Streetwise
Intimidating Presence
When you spend one or more Skill Points to boost one or more entries on an Aggressive Action or Reaction, increase the Damage dice level by 1 (in addition to any boosts from the Skill Points). If the Debate Counter is positive, this bonus applies regardless of the play's Trait.
Thorough Ridicule
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: 2019/01/07 09:15 by triptycho