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analects_book_2_chapter_3 [2019/05/14 08:09]
triptycho
analects_book_2_chapter_3 [2019/05/14 08:17] (current)
triptycho [Priest (variant)]
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 ==== Geomancer ==== ==== Geomancer ====
  
-^ Geomancer ​ ^ Craft (Deckless) ​ ^ EP: 15 (+3 at level up)  ^ Stealth Tokens: OW  ^ No Stat Changes ​ ^ +^ 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.  ​|||| +^  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 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.  ​||||+^  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.  |||
  
 \\ \\
 ==== Retainer ==== ==== Retainer ====
  
-^ Retainer ​ ^ Craft (Deckless) ​ ^ EP: 17 (+4 at level up)  ^ Stealth Tokens: OC  ^ No Stat Changes ​ ^ +^ 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. ​ ||||
  
 \\ \\
 ==== Delver (variant) ==== ==== Delver (variant) ====
  
-^ Delver (variant) ​ ^ Craft (Deckless) ​ ^ EP: 20 (+5 at level up)  ^ Stealth Tokens: OOD  ^ +1 Power  ^ -1 Mind  ^ +^ 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.  |||| 
-^ Direct Approach  ​^^^^^^ +^ 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).  ​|||||| +| 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  ​^^^^^^ +^ 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.  ​||||||+| 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) ====
  
-^ Hunter (variant) ​ ^ Craft (Deckless) ​ ^ EP: 17 (+4 at level up)  ^ Stealth Tokens: OOW  ^ +1 Resilience ​ ^ -1 Mind  ^ +^ 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. ​ |||| 
-^ Hunter'​s Shot  ​^^^^^^ +^ 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).  ​|||||| +| 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 ​ ^^^^ 
-| 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.  ​||||||+| 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. ​ ||||
  
 \\ \\
 ==== Mariner (variant) ==== ==== Mariner (variant) ====
  
-^ Mariner (variant) ​ ^ Craft (Deckless) ​ ^ EP: 17 (+4 at level up)  ^ Stealth Tokens: OW  ^ +1 Skill  ^ -1 Power  ^ +^ 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. ​ |||| 
-^ Navigator  ​^^^^^^ +^ 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.  ​|||||| +| 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  ​^^^^^^ +^ 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.  ​||||||+| 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.  ||||
  
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 ==== Mechanist (variant) ==== ==== Mechanist (variant) ====
  
-^ Mechanist (variant) ​ ^ Craft (Deckless) ​ ^ EP: 15 (+3 at level up)  ^ Stealth Tokens: OD  ^ +1 Power  ^ -1 Resilience ​ ^ +^ 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. ​ |||| 
-^ Seal Route  ​^^^^^^ +^ 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.  ​||||||+| 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. ​ ||||
  
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 ==== Pilgrim (variant) ==== ==== Pilgrim (variant) ====
  
-^ Pilgrim (variant) ​ ^ Craft (Deckless) ​ ^ EP: 15 (+3 at level up)  ^ Stealth Tokens: OC  ^ +1 Mind  ^ -1 Power  ^ +^ 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 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.  ​||||||+| 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  ^ +1 Power  ^ +1 Skill  ^ -1 Resilience ​ ^ -1 Mind  ​+^ 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. 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.  ​||||||||+| 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. ​ ||||||
  
 \\ \\
 ==== Witch (variant) ==== ==== Witch (variant) ====
  
-^ Witch (variant) ​ ^ Craft (Deckless) ​ ^ EP: 14 (+2 at level up)  ^ Stealth Tokens: OW  ^ +1 Mind  ^ -1 Skill  ^ +^ 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  ​
-^ Agathion  ​^^^^^^ +^ Agathion ​ ^^^^ 
-| 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.  ​|||||| +| 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.  |||| 
-^ Fae Ally  ​^^^^^^ +^ Fae Ally  ^^^^ 
-| As a Strategy, you may pay 1 Karma to reveal the map, including all Obstacles, but no other challenges.  ​||||||+| As a Strategy, you may pay 1 Karma to reveal the map, including all Obstacles, but no other challenges. ​ ||||
  
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 ==== Agent ==== ==== Agent ====
  
-^ Agent  ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d6  ^ No Stat Changes ​ ^ +^ 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. ​ ||||
  
 \\ \\
 ==== Thespian ==== ==== Thespian ====
  
-^ Thespian ​ ^ Profession (Deckless) ​ ^ WP: 15 (+3 at level up)  ^ Initiative: 1d8  ^ No Stat Changes ​ ^ +^ 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) ==== ==== Bard (variant) ====
  
-^ Bard (variant) ​ ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d12  ^ +1 Skill  ^ -1 Mind  ^ +^ 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).  |||| 
-^ Bardic Wit  ​^^^^^^ +^ 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).  ​|||||| +| 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  ​^^^^^^ +^ 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.  ​||||||+| 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. ​ ||||
  
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 ==== Dignitary (variant) ==== ==== Dignitary (variant) ====
  
-^ Dignitary (variant) ​ ^ Profession (Deckless) ​ ^ WP: 17 (+4 at level up)  ^ Initiative: 1d10  ^ +1 Resilience ​ ^ -1 Power  ^ +^ 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 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.  ​||||||+| 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. ​ ||||
  
 \\ \\
 ==== Magician (variant) ==== ==== Magician (variant) ====
  
-^ Magician (variant) ​ ^ Profession (Deckless) ​ ^ WP: 14 (+2 at level up)  ^ Initiative: 1d8  ^ +1 Mind  ^ -1 Resilience ​ ^ +^ 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 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.  ​|||||| +| 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) ==== ==== Merchant (variant) ====
  
-^ Merchant (variant) ​ ^ Profession (Deckless) ​ ^ WP: 15 (+3 at level up)  ^ Initiative: 1d10  ^ +1 Skill  ^ -1 Resilience ​ ^ +^ 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, 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.  ​|||||| +| 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  ^ +1 Power  ^ +1 Mind  ^ -1 Resilience ​ ^ -1 Skill  ​+^ 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 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.  ​|||||||| +| 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). ​ ||||||
  
 \\ \\
 ==== Priest (variant) ==== ==== Priest (variant) ====
  
-^ Priest (variant) ​ ^ Profession (Deckless) ​ ^ WP: 23 (+5 at level up)  ^ Initiative: 1d8  ^ +1 Resilience ​ ^ +1 Mind  ^ -1 Power  ^ -1 Skill  ​+^ 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. ​ ||||||
  
 \\ \\
 ==== Scoundrel (variant) ==== ==== Scoundrel (variant) ====
  
-^ Scoundrel (variant) ​ ^ Profession (Deckless) ​ ^ WP: 20 (+5 at level up)  ^ Initiative: 1d8  ^ +1 Power  ^ -1 Mind  ^ +^ 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 ​ ^^^^ 
-| 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 +1 Power (after the play is resolved). If the Debate Counter is positive, this bonus applies regardless of the play's Trait.  ​|||||| +| 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 +1 Power (after the play is resolved). If the Debate Counter is positive, this bonus applies regardless of the play's Trait. ​ |||| 
-^ Thorough Ridicule  ​^^^^^^ +^ Thorough Ridicule ​ ^^^^ 
-| As a Strategy, you may pay 1 Karma to maximize all Damage dice you roll until the start of your next turn.  ​||||||+| 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_3.1557846591.txt.gz · Last modified: 2019/05/14 08:09 by triptycho