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analects_book_2_chapter_3 [2019/01/07 09:12]
triptycho [Priest (variant)]
analects_book_2_chapter_3 [2019/05/14 08:17]
triptycho [Thespian]
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 [[analects|Back to Analects Table of Contents]] [[analects|Back to Analects Table of Contents]]
  
-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|Player'​s Guide Appendix B: Deckless Characters]].+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|Player'​s Guide Appendix B: Deckless Characters]].
  
 ===== Deckless Classes ===== ===== Deckless Classes =====
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 ==== Channeler ==== ==== Channeler ====
  
-^ Channeler ​ ^ Class (Deckless) ​ ^ HP: 15 (+3 at level up)  ^ Initiative: 1d8  ^ +^ Channeler ​ ^ Class (Deckless) ​ ^ HP: 15 (+3 at level up)  ^ Initiative: 1d8  ^ No Stat Changes ​ ^ 
-^ Acrobatics: 1d8  ^^ Training: Light Weapons, Light Shields, Light Armor, All Implements ​ ^^ +^ Acrobatics: 1d8  ^^ Training: Light Weapons, Light Shields, Light Armor, All Implements  ​^^^ 
-**Channel Power**  ​^^^^ +^ Channel Power  ​^^^^^ 
-| Gain the following Interrupt: ​ |||| +| Gain the following Interrupt:  ​||||| 
-^  ​**Trigger** | An enemy you can see plays a Strategy, Action, or Reaction that lacks the Gear keyword from their card.  ||| +^  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.  |||+^  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 ====
  
-^ Strategist ​ ^ Class (Deckless) ​ ^ HP: 17 (+4 at level up)  ^ Initiative: 1d10  ^ +^ Strategist ​ ^ Class (Deckless) ​ ^ HP: 17 (+4 at level up)  ^ Initiative: 1d10  ^ No Stat Changes ​ ^ 
-^ Acrobatics: 1d6  ^ Training: All Weapons, Light Shields, Light Armor, Medium Armor, All Implements ​ ^^^ +^ Acrobatics: 1d6  ^ Training: All Weapons, Light Shields, Light Armor, Medium Armor, All Implements  ​^^^^ 
-**Ploys and Directives**  ​^^^^ +^ 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. ​ ||||+| 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) ====
  
-^ Archer (variant) ​ ^ Class (Deckless) ​ ^ HP: 15 (+3 at level up)  ^ Initiative: 1d12  ^ +^ Archer (variant) ​ ^ Class (Deckless) ​ ^ HP: 15 (+3 at level up)  ^ Initiative: 1d12  ^ +1 Skill  ^ -1 Resilience ​ ^ 
-^ Acrobatics: 1d10  ^ Training: Light One-handed Weapons, Ranged Weapons, Light Shields, Light Armor, Medium Armor  ^^^ +^ Acrobatics: 1d10  ^ Training: Light One-handed Weapons, Ranged Weapons, Light Shields, Light Armor, Medium Armor  ​^^^^^ 
-**Sniper**  ​^^^^ +^ 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. ​ |||| +| 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**  ​^^^^ +^ 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. ​ ||||+| 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) ====
  
-^ Brute (variant) ​ ^ Class (Deckless) ​ ^ HP: 20 (+5 at level up)  ^ Initiative: 1d8  ^ +^ Brute (variant) ​ ^ Class (Deckless) ​ ^ HP: 20 (+5 at level up)  ^ Initiative: 1d8  ^ +1 Power  ^ +1 Skill  ^ -1 Resilience ​ ^ -1 Mind  ^ 
-^ Acrobatics: 1d8  ^ Training: Melee Weapons, Light Armor, Medium Armor  ^^^ +^ Acrobatics: 1d8  ^ Training: Melee Weapons, Light Armor, Medium Armor  ​^^^^^^^ 
-**Brute Force**  ​^^^^ +^ 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. ​ |||| +| 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**  ​^^^^ +^ 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. ​ ||||+| 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) ====
  
-^ Healer (variant) ​ ^ Class (Deckless) ​ ^ HP: 15 (+3 at level up)  ^ Initiative: 1d10  ^ +^ Healer (variant) ​ ^ Class (Deckless) ​ ^ HP: 15 (+3 at level up)  ^ Initiative: 1d10  ^ +1 Resilience ​ ^ -1 Power  ^ 
-^ Acrobatics: 1d6  ^ Training: Light Weapons, Light Shields, Light Armor  ^^^ +^ Acrobatics: 1d6  ^ Training: Light Weapons, Light Shields, Light Armor, Medium ​Armor  ​^^^^^ 
-**Tactical Formation**  ​^^^^ +^ 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. ​ |||| +| 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**  ​^^^^ +^ 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. ​ ||||+| As a Strategy, you may spend 1 Skill Point to have you or an ally in your occupied section recover 1d4 lost HP or restore ​any 1 Stat Track. 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) ====
  
-^ Shaman (variant) ​ ^ Class (Deckless) ​ ^ HP: 14 (+2 at level up)  ^ Initiative: 1d8  ^ +^ Shaman (variant) ​ ^ Class (Deckless) ​ ^ HP: 14 (+2 at level up)  ^ Initiative: 1d8  ^ +1 Mind  ^ -1 Skill  ^ 
-^ Acrobatics: 1d8  ^ Training: Light Weapons, Talismans ​ ^^^ +^ Acrobatics: 1d8  ^ Training: Light Weapons, Talismans, Light Armor  ^^^^^ 
-^ Prayer Casting ​ ^^^^ +^ Prayer Casting  ​^^^^^^ 
-| Whenever you begin an Incantation,​ gain one Skill Point and increase your maximum Skill Point value by 1 until you stop incanting. ​ |||| +| 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  ^^^^ +^ 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.  |||| +| As an Action, you may spend 1 Incantation charge (either at the start of your turn or in your Action Phase) to reduce enemy Stat Tracks. You may choose ​any number ​of targets, but you must be able to see each of them. Each Stat Track reduction costs 1 Skill Point (but no additional Incantation charges regardless of number of enemies or Tracks). You may choose different Tracks for each target. If you spend 2 Incantation charges, ​reduce Stat Tracks by 2 for each Skill Point spent.  ​|||||| 
-^ Double-cast ​ ^^^^ +^ 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). ​ ||||+| 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) ====
  
-^ Sorcerer (variant) ​ ^ Class (Deckless) ​ ^ HP: 14 (+2 at level up)  ^ Initiative: 1d8  ^ +^ Sorcerer (variant) ​ ^ Class (Deckless) ​ ^ HP: 14 (+2 at level up)  ^ Initiative: 1d8  ^ +1 Power  ^ +1 Mind  ^ -1 Resilience ​ ^ -1 Skill  ^ 
-^ Acrobatics: 1d8  ^ Training: Light Weapons, Focuses ​ ^^^ +^ Acrobatics: 1d8  ^ Training: Light Weapons, Focuses, Light Armor  ^^^^^^^ 
-**Familiar**  ​^^^^ +^ Familiar  ​^^^^^^^^ 
-| Gain a third hand slot.  |||| +| Gain a third hand slot.  ​|||||||| 
-**Warcasting**  ​^^^^ +^ 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. ​ |||| +| 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** ^^^^ +^ Rapid Cast ^^^^^^^^ 
-| At any time, you may spend 1 Karma to immediately gain an Incantation charge. ​ ||||+| At any time, you may spend 1 Karma to immediately gain an Incantation charge.  ​||||||||
  
 \\ \\
 ==== Swashbuckler (variant) ==== ==== Swashbuckler (variant) ====
  
-^ Swashbuckler (variant) ​ ^ Class (Deckless) ​ ^ HP: 20 (+5 at level up)  ^ Initiative: 1d10  ^ +^ Swashbuckler (variant) ​ ^ Class (Deckless) ​ ^ HP: 20 (+5 at level up)  ^ Initiative: 1d10  ^ +1 Resilience ​ ^ +1 Skill  ^ -1 Power  ^ -1 Mind  ^ 
-^ Acrobatics: 1d10  ^ Training: Light One-handed Weapons, Light Armor, Light Shields ​ ^^^ +^ Acrobatics: 1d10  ^ Training: Light One-handed Weapons, Light Armor, Light Shields  ​^^^^^^^ 
-**Duelist**  ​^^^^ +^ 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).  |||| +Increase the Miss dice number of your base Reaction by 1 against enemies in your occupied section. ​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** ^^^^ +^ 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). ​ |||| +| 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** ^^^^ +^ 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). ​ ||||+| 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). Gain +2 Skill.  ​||||||||
  
 \\ \\
 ==== Warrior (variant) ==== ==== Warrior (variant) ====
  
-^ Warrior (variant) ​ ^ Class (Deckless) ​ ^ HP: 17 (+4 at level up)  ^ Initiative: 1d8  ^ +^ Warrior (variant) ​ ^ Class (Deckless) ​ ^ HP: 17 (+4 at level up)  ^ Initiative: 1d8  ^ +1 Resilience ​ ^ -1 Mind  ^ 
-^ Acrobatics: 1d6  ^ Training: Melee Weapons, All Shields, All Armor  ^^^ +^ Acrobatics: 1d6  ^ Training: Melee Weapons, All Shields, All Armor  ​^^^^^ 
-**Martial Engagement**  ​^^^^ +^ 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. ​ |||| +| 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** ^^^^ +^ 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. ​ ||||+| 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.  ​||||||
  
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 ^ Geomancer ​ ^ Craft (Deckless) ​ ^ EP: 15 (+3 at level up)  ^ Stealth Tokens: OW  ^ ^ Geomancer ​ ^ Craft (Deckless) ​ ^ EP: 15 (+3 at level up)  ^ Stealth Tokens: OW  ^
-^ Search: 1d8  ^^ Training: All Exploration Expertise ​ ^^ +^ Search: 1d8  ^^ Training: All Exploration Expertise ​ ^ No Stat Changes  ​
-**Geomancy**  ^^^^+^ Geomancy ​ ^^^^
 | Gain the following Interrupt: ​ |||| | Gain the following Interrupt: ​ ||||
-^  ​**Trigger** | A Creature, Environ, or Obstacle you can see plays a Strategy, Action, or Reaction ​from their card.  ||| +^  Trigger | A Creature, Environ, or Obstacle you can see plays a Strategy, Action, or Reaction. ​ ||| 
-^  ​**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.  |||+^  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 ​may be played against any number of 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 play of the same type, and you do not have to spend any Skill Points to play it.  |||
  
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 ^ Retainer ​ ^ Craft (Deckless) ​ ^ EP: 17 (+4 at level up)  ^ Stealth Tokens: OC  ^ ^ Retainer ​ ^ Craft (Deckless) ​ ^ EP: 17 (+4 at level up)  ^ Stealth Tokens: OC  ^
-^ Search: 1d6  ^ Training: All Exploration Expertise ​ ^^^ +^ Search: 1d6  ^ Training: All Exploration Expertise ​ ^ No Stat Changes  ​^^ 
-**Loyal Service**  ^^^^+^ 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. ​ |||| | 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. ​ ||||
  
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 ^ Delver (variant) ​ ^ Craft (Deckless) ​ ^ EP: 20 (+5 at level up)  ^ Stealth Tokens: OOD  ^ ^ Delver (variant) ​ ^ Craft (Deckless) ​ ^ EP: 20 (+5 at level up)  ^ Stealth Tokens: OOD  ^
-^ Search: 1d12  ^ Training: Navigation ​ ^^^+^ Search: 1d12  ^ Training: Navigation ​ ^ +1 Power  ​-1 Mind  ​^
 ^ Nose For Treasure ​ ^^^^ ^ 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 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.  ||||
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 ^ Hunter (variant) ​ ^ Craft (Deckless) ​ ^ EP: 17 (+4 at level up)  ^ Stealth Tokens: OOW  ^ ^ Hunter (variant) ​ ^ Craft (Deckless) ​ ^ EP: 17 (+4 at level up)  ^ Stealth Tokens: OOW  ^
-^ Search: 1d10  ^ Training: Survival ​ ^^^+^ Search: 1d10  ^ Training: Survival ​ ^ +1 Resilience  ​-1 Mind  ​^
 ^ Hunting Weapons ​ ^^^^ ^ 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. ​ |||| | 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. ​ ||||
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 | 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). ​ |||| | 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 ​ ^^^^ ^ 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 scenarioand the target recovers to maximum EP.  ||||+As an Action, you may pay 1 Karma to instead ​set a target ​Creature'​s Mind to -5. In wilderness settings, the Creature'​s Mind does not recover from -5. This Action is non-hostile.  ||||
  
 \\ \\
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 ^ Mariner (variant) ​ ^ Craft (Deckless) ​ ^ EP: 17 (+4 at level up)  ^ Stealth Tokens: OW  ^ ^ Mariner (variant) ​ ^ Craft (Deckless) ​ ^ EP: 17 (+4 at level up)  ^ Stealth Tokens: OW  ^
-^ Search: 1d6  ^ Training: Navigation ​ ^^^+^ Search: 1d6  ^ Training: Navigation ​ ^ +1 Skill  ​-1 Power  ​^
 ^ Seafarer ​ ^^^^ ^ 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. ​ |||| | 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. ​ ||||
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 ^ Mechanist (variant) ​ ^ Craft (Deckless) ​ ^ EP: 15 (+3 at level up)  ^ Stealth Tokens: OD  ^ ^ Mechanist (variant) ​ ^ Craft (Deckless) ​ ^ EP: 15 (+3 at level up)  ^ Stealth Tokens: OD  ^
-^ Search: 1d8  ^ Training: Mechanical ​ ^^^+^ Search: 1d8  ^ Training: Mechanical ​ ^ +1 Power  ​-1 Resilience  ​^
 ^ Tool Belt  ^^^^ ^ 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.  ||||+| 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  ^^^^ ^ 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. ​ |||| | 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. ​ ||||
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 ^ Pilgrim (variant) ​ ^ Craft (Deckless) ​ ^ EP: 15 (+3 at level up)  ^ Stealth Tokens: OC  ^ ^ Pilgrim (variant) ​ ^ Craft (Deckless) ​ ^ EP: 15 (+3 at level up)  ^ Stealth Tokens: OC  ^
-^ Search: 1d10  ^ Training: Mysticism ​ ^^^+^ Search: 1d10  ^ Training: Mysticism ​ ^ +1 Mind  ​-1 Power  ​^
 ^ Sacred Chant  ^^^^ ^ 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. ​ |||| | 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 ​ ^^^^ ^ 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. ​ ||||+| As a Strategy, you may spend 1 Skill Point to have you or an ally in your occupied region recover 1d4 lost EP or restore ​any 1 Stat Track. 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) ====
  
-^ Thief (variant) ​ ^ Craft (Deckless) ​ ^ EP: 14 (+2 at level up)  ^ Stealth Tokens: OOC  ^ +^ Thief (variant) ​ ^ Craft (Deckless) ​ ^ EP: 14 (+2 at level up)  ^ Stealth Tokens: OOC  ​^^
-^ Search: 1d12  ^ Training: Mechanical ​ ^^^ +^ Search: 1d12  ^ Training: Mechanical ​ ^ +1 Power  ​+1 Skill  ^ -1 Resilience ​ ^ -1 Mind  ​
-^ Silence and Shadows ​ ^^^^ +^ 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. ​ |||| +| 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 ​ ^^^^ +^ Thievery  ​^^^^^^ 
-| As a Strategy, you may pay 1 Karma to restore your Silence and Shadows ability to its initial value and gain 1 Valuable. ​ ||||+| As a Strategy, you may pay 1 Karma to restore your Silence and Shadows ability to its initial value. Gain 1 Valuable. Your current ​and base Skill values increase by +1; your base Skill may reach +3 from this effect. If this is a civilization setting, gain another ​Valuable.  ​||||||
  
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 ^ Witch (variant) ​ ^ Craft (Deckless) ​ ^ EP: 14 (+2 at level up)  ^ Stealth Tokens: OW  ^ ^ Witch (variant) ​ ^ Craft (Deckless) ​ ^ EP: 14 (+2 at level up)  ^ Stealth Tokens: OW  ^
-^ Search: 1d6  ^ Training: Mysticism ​ ^^^ +^ Search: 1d6  ^ Training: Mysticism ​ ^ +1 Mind  ​-1 Skill  ​
-Fae Pact  ​^^^^ +Agathion ​ ​^^^^ 
-In wilderness settings, increase ​your maximum Skill Points by 1.  ||||+Put an Agathion Token in your starting region. You may Move the Agathion Token once per round (separate from your own Move); the Token may Move through Persisting Obstacles you have defeated. You are treated as though you also occupy the Agathion Token'​s region, except that Environs cannot target you through the Agathion Token. You must still reach any goal region yourself. Each rest, choose Aquatic, Darkvision, or Flying; you gain this keyword in the Agathion'​s region.  ||||
 ^ Command Nature ​ ^^^^ ^ 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.  |||| | 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.  ||||
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 ^ Agent  ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d6  ^ ^ Agent  ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d6  ^
-^ Charisma: 1d10  ^ Training: All Interaction Expertise ​ ^^^ +^ Charisma: 1d10  ^ Training: All Interaction Expertise ​ ^ No Stat Changes  ​^^ 
-**Promotion**  ^^^^+^ 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. ​ |||| | 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. ​ ||||
  
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 ^ Thespian ​ ^ Profession (Deckless) ​ ^ WP: 15 (+3 at level up)  ^ Initiative: 1d8  ^ ^ Thespian ​ ^ Profession (Deckless) ​ ^ WP: 15 (+3 at level up)  ^ Initiative: 1d8  ^
-^ Charisma: 1d8  ^^ Training: All Interaction Expertise ​ ^^ +^ Charisma: 1d8  ^^ Training: All Interaction Expertise ​ ^ No Stat Changes  ​
-**Character Study**  ^^^^+^ Character Study  ^^^^
 | Gain the following Interrupt: ​ |||| | Gain the following Interrupt: ​ ||||
-^  ​**Trigger** | An enemy you can see plays a Strategy, Action, or Reaction that lacks the Gear keyword from their card.  ||| +^  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.  |||+^  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.  |||
  
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 ^ Bard (variant) ​ ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d12  ^ ^ Bard (variant) ​ ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d12  ^
-^ Charisma: 1d10  ^ Training: Diplomacy ​ ^^^+^ Charisma: 1d10  ^ Training: Diplomacy ​ ^ +1 Skill  ​-1 Mind  ​^
 ^ Bardic Performance ​ ^^^^ ^ 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).  |||| | 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).  ||||
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 ^ Dignitary (variant) ​ ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d10  ^ ^ Dignitary (variant) ​ ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d10  ^
-^ Charisma: 1d12  ^ Training: Diplomacy ​ ^^^+^ Charisma: 1d12  ^ Training: Diplomacy ​ ^ +1 Resilience  ​-1 Power  ​^
 ^ Silver Tongue ​ ^^^^ ^ 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.  |||| | 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 ​ ^^^^ ^ 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. ​ ||||+| As a Strategy, you may spend 1 Skill Point to have you or an ally in your occupied position recover 1d4 lost WP or restore ​any 1 Stat Track. 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. ​ ||||
  
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 ^ Magician (variant) ​ ^ Profession (Deckless) ​ ^ WP: 14 (+2 at level up)  ^ Initiative: 1d8  ^ ^ Magician (variant) ​ ^ Profession (Deckless) ​ ^ WP: 14 (+2 at level up)  ^ Initiative: 1d8  ^
-^ Charisma: 1d8  ^ Training: Illusion ​ ^^^+^ Charisma: 1d8  ^ Training: Illusion ​ ^ +1 Mind  ​-1 Resilience  ​^
 ^ Stage Magic  ^^^^ ^ 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.  ||||+| You may 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 reduce enemy Stat Tracks. You may choose ​any number ​of targets ​within range 1. Each Stat Track reduction costs 1 Skill Point (but no additional Incantation charges regardless of number of enemies or Tracks). You may choose different Tracks for each target. If you spend 2 Incantation charges, ​reduce Stat Tracks by 2 for each Skill Point spent.  ||||
 ^ Telepathic Strategem ​ ^^^^ ^ 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. ​ |||| | 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. ​ ||||
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 ^ Merchant (variant) ​ ^ Profession (Deckless) ​ ^ WP: 15 (+3 at level up)  ^ Initiative: 1d10  ^ ^ Merchant (variant) ​ ^ Profession (Deckless) ​ ^ WP: 15 (+3 at level up)  ^ Initiative: 1d10  ^
-^ Charisma: 1d8  ^ Training: Streetwise ​ ^^^+^ Charisma: 1d8  ^ Training: Streetwise ​ ^ +1 Skill  ​-1 Resilience  ​^
 ^ Haggler ​ ^^^^ ^ Haggler ​ ^^^^
-| As a Strategy, ​you can advance the Debate Counter one notch toward victory ​and put a Haggle Token into play. Then take Xd4 damagewhere 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.  ||||+| As a Strategy, ​as long as there is at least one Opponent in your occupied position, ​advance the Debate Counter one notch toward victory, ​but suffer -2 Power and -2 Skill. You may pay 1 Karma to avoid these penalties and additionally reduce any one mook or regular within range 1 to 1 WP.  ||||
 ^ Miser'​s Touch  ^^^^ ^ 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. ​ ||||+| 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. ​ ||||
  
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 ==== Occultist (variant) ==== ==== Occultist (variant) ====
  
-^ Occultist (variant) ​ ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d6  ^ +^ Occultist (variant) ​ ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d6  ​^^
-^ Charisma: 1d6  ^ Training: Illusion ​ ^^^ +^ Charisma: 1d6  ^ Training: Illusion ​ ^ +1 Power  ​+1 Mind  ^ -1 Resilience ​ ^ -1 Skill  ​
-^ Unnerving Aura  ^^^^ +^ 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. ​ |||| +| Whenever you lose Skill Points during ​the 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  ^^^^ +^ 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). ​ ||||+| 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).  ​||||||
  
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 ==== Priest (variant) ==== ==== Priest (variant) ====
  
-^ Priest (variant) ​ ^ Profession (Deckless) ​ ^ WP: 23 (+5 at level up)  ^ Initiative: 1d8  ^ +^ Priest (variant) ​ ^ Profession (Deckless) ​ ^ WP: 23 (+5 at level up)  ^ Initiative: 1d8  ​^
-^ Charisma: 1d10  ^ Training: Thaumaturgy ​ ^^^ +^ Charisma: 1d10  ^ Training: Thaumaturgy ​ ^ +1 Resilience  ​+1 Mind  ^ -1 Power  ^ -1 Skill  ​
-^ Spread the Word  ^^^^ +^ 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. ​ |||| +| 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 ​ ^^^^ +^ 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. ​ ||||+| You may spend 1 Skill Point per target to affect any number of enemies in your occupied position with your Spread the Word ability.  ​||||||
  
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 ^ Scoundrel (variant) ​ ^ Profession (Deckless) ​ ^ WP: 20 (+5 at level up)  ^ Initiative: 1d8  ^ ^ Scoundrel (variant) ​ ^ Profession (Deckless) ​ ^ WP: 20 (+5 at level up)  ^ Initiative: 1d8  ^
-^ Charisma: 1d6  ^ Training: Streetwise ​ ^^^ +^ Charisma: 1d6  ^ Training: Streetwise ​ ^ +1 Power  ​-1 Mind  ​
-**Intimidating Presence**  ​^^^^ +^ 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 lessincrease ​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.  ||||+When you spend one or more Skill Points to boost one or more entries ​on an Aggressive Action or Reaction, ​and your play succeeds, gain +Power (after the play is resolved). If the Debate Counter is positivethis 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: 2019/05/14 08:17 by triptycho