User Tools

Site Tools


analects_book_4_part_3_chapter_2

Analects Book 4 Part 3: Opponents

Chapter 2: Level 2

Prev: Opponents Level 1

The following tables provide a collection of Opponents at level 2. For more information on their use in the game, see DM's Guide Chapter 3: Running Scenarios.

Next: Opponents Level 3

Level 2 Opponents Table

Opponent Rank Type WP Init
Goon Mook Antagonist 9 1d4
Cynic Mook Debater 7 1d6
Lackey Mook Debater 8 1d8
Gossip Mook Leader 8 1d8
Smart-ass Mook Trickster 8 1d8
Charmer Regular Antagonist 16 1d6
Rascal Regular Antagonist 17 1d6
Student Regular Debater 15 1d10
Raconteur Regular Leader 16 1d8
Wordsmith Regular Trickster 16 1d8
Tribal Chief Mini-boss Antagonist 35 1d8
Suspicious Guard Mini-boss Debater 30 1d8
Bandit Captain Mini-boss Leader 32 1d10
Mystic Mini-boss Trickster 26 1d12
Prisoner Boss Antagonist 68 1d8
Magistrate Boss Debater 59 1d12
Wise Hermit Boss Leader 64 1d8
Shopkeep Boss Trickster 60 1d10


Level 2 Opponent Entries

Bandit Captain

Bandit Captain Level 2 Opponent Mini-boss Leader
WP: 32 Initiative: 1d10 Charisma: 1d10
This leader of outlaws takes a direct and straightforward approach to discussion.
(Action) Issue Challenge [Aggressive]
Range 1
Argue 1d8
Damage 1d6
Special All enemies in the target's occupied position suffer -2 Skill.
(Reaction) Authority [Aggressive]
Rebuttal 1d8
Special Advance the Debate Counter one notch toward defeat. The Bandit Captain gains +1 Power.
(Strategy) Criminal Honor
The Bandit Captain and allies within range 1 restore their Skill. Allies in the occupied position gain +1 Power.


Charmer

Charmer Level 2 Opponent Regular Antagonist
WP: 16 Initiative: 1d6 Charisma: 1d10
This smooth-talker turns enemies into friends, chipping away at their willingness to disagree. Such talents can be used for good or for ill.
(Action) Disarming Compliment [Charming]
Argue 2d4
Damage 1d6
Special The target suffers -1 Power and -2 Resilience.
(Reaction) Topic Change [Charming]
Rebuttal 1d6
Damage 1d6
Special The target may choose to suffer -3 Mind in lieu of suffering damage. This decision may be made after the Damage roll.


Cynic

Cynic Level 2 Opponent Mook Debater
WP: 7 Initiative: 1d6 Charisma: 1d4
Getting through to someone predisposed into thinking whatever you're suggesting is a lie or impossible is quite the trick.
(Action) Wry Observation [Comical]
Argue 1d10
Damage 1d6
Special Advance the Debate Counter one notch toward defeat. The Cynic gains +1 Mind.
(Reaction) Satirical Counter [Comical]
Rebuttal 1d6
Damage 1d2
Special The target suffers -1 Mind.
(Interrupt) Parting Dig
Trigger An enemy deals enough damage to the Cynic to defeat it.
Effect The triggering enemy suffers -3 Resilience.


Goon

Goon Level 2 Opponent Mook Antagonist
WP: 9 Initiative: 1d8 Charisma: 1d4
The goon represents common criminals or low-ranking members of shady organizations. They rely entirely on the hierarchy to protect and guide them.
(Action) Biting Words [Aggressive]
Damage 1d8
Defense 1d2
(Reaction) Scoff [Comical]
Rebuttal 1d4
Special The target suffers -1 Resilience and -1 Skill.


Gossip

Gossip Level 2 Opponent Mook Leader
WP: 8 Initiative: 1d8 Charisma: 1d8
The utterly disinterested can be even more discouraging and frustrating conversation partners than the disagreeable. This person has something very different they'd rather be talking with you about.
(Action) Carry On [Charming]
Argue 1d8
Damage 1d4
Special The Gossip gains +2 Resilience and +2 Skill.
(Reaction) Don't Stop Talking [Comical]
Rebuttal 1d8
Damage 1d6


Lackey

Lackey Level 2 Opponent Mook Debater
WP: 8 Initiative: 1d6 Charisma: 1d4
Sidekicks such as these offer little of their own in discussion. If they're kept around, it's probably due to some other skillset they provide.
(Reaction) Withdraw [Comical]
The target's Action loses any Special entry. The target may force the Lackey to Move 1 The Lackey suffers -1 Skill.
Defense 1d2
(Assist) Opportune Comment
Trigger An ally in the occupied position deals damage to an enemy with an Action.
Effect Advance the Debate Counter one notch toward defeat.


Magistrate

Deckless Variant: Whenever an enemy advances the Debate Counter toward victory without playing an Action, the Magistrate gains +2 Power.

Magistrate Level 2 Opponent Boss Debater
WP: 59 Initiative: 1d12 Charisma: 1d10
The Magistrate can represent a judge or similar legal authority figure. They are most commonly associated with governments and religious organizations.
(Action) Magistral Contemplation
The Magistrate gains +1 Mind and +1 Skill. If the Magistrate has 29WP or fewer remaining, it also gains +1 Resilience. This Action is non-hostile.
(Action) Command of the Law [Persuasive]
Range 1
Argue 1d8
Damage 1d6
Special The target suffers -2 Power. The target may immediately restore their Power; if they do, advance the Debate Counter one notch toward defeat.
(Reaction) Insufficient Evidence [Persuasive]
Rebuttal 1d6
Special Advance the Debate Counter one notch toward defeat.
(Strategy) Magistral Clarity
The Magistrate restores any one Stat Track.


Mystic

Mystic Level 2 Opponent Mini-boss Trickster
WP: 26 Initiative: 1d12 Charisma: 1d4
Mystics practice a set of relatively low-end illusion and mind-affecting magics. For the most part they don't cross the line into illegal spells, though that depends on the local society's specific laws on the matter.
(Action) Mind Fog [Charming]
Reactions cannot be played against this Action.
Range 1
Damage 1d4
Special The target suffers -2 Mind.
(Action) Eyes of Charm [Charming]
If the target plays a Reaction, the target suffers -2 Mind, and advance the Debate Counter one notch toward victory. Otherwise, the target suffers -3 Power.
(Reaction) Misdirect
The Mystic immediately swaps places with an ally within range 1. The target's Action is played against the ally instead.
(Strategy) Soothsayer's Whispers
Advance the Debate Counter one notch toward defeat. The Mystic suffers -3 Power.


Prisoner

Deckless Variant: The Prisoner must suffer 1d6 damage instead of discarding a card to play False Information. As an Interrupt, when an enemy advances the Debate Counter toward defeat, the Prisoner gains +1 Power.

Prisoner Level 2 Opponent Boss Antagonist
WP: 68 Initiative: 1d8 Charisma: 1d4
Interrogating captured prisoners can be a difficult process, but information gleaned can be worth the effort.
(Action) Stubborn Silence [Aggressive]
Reduce the Argue dice level by 1 if the target plays a Charming Reaction.
Argue 1d8
Damage 1d10
(Reaction) Refuse to Talk [Aggressive]
The Damage entry only applies against targets in the occupied position. Each time the Defense entry of this Reaction is rolled against a target in the occupied position, it is then decreased by 1 until the end of the scenario. Once decreased past 1d2 (ignoring any Resilience effects), it is gone.
Rebuttal 1d4
Defense 1d10
Damage 1d6
(Strategy) False Information
Discard a card: Advance the Debate Counter one notch toward defeat.


Raconteur

Raconteur Level 2 Opponent Regular Leader
WP: 16 Initiative: 1d8 Charisma: 1d6
While traveling musicians are common, so too are the storytellers who use traditional methods, puppet theater, or character acting to tell their tales.
(Action) Enthralling Tale [Comical]
Argue 1d8
Damage 1d4
Special The target suffers -1 Skill. The Raconteur gains +2 Skill.
(Reaction) Moral of the Story [Persuasive]
Rebuttal 1d8
Special Advance the Debate Counter one notch toward defeat.


Rascal

Rascal Level 2 Opponent Regular Antagonist
WP: 17 Initiative: 1d6 Charisma: 1d4
Rascals represent experienced criminals, bodyguards, or rank and file soldiers and bandits.
(Action) Brash Insult [Aggressive]
Argue 1d8
Damage 2d4
(Reaction) Petty Dismissal [Aggressive]
This Action loses its Defense entry against Aggressive Actions.
Defense 1d4
Damage 1d6


Shopkeep

Deckless Variant: The Shopkeep may only play Talk Fast once per round, and an enemy may perform the opposed Charisma roll regardless of the Shopkeep's WP and without paying any cost to do so. Rather than +1 Mind, the Shopkeep gains +1 Skill. If the Shopkeep's WP is 30 or less, Talk Fast instead reduces the Round Limit by 1 but cannot be played on the final round.

Shopkeep Level 2 Opponent Boss Trickster
WP: 60 Initiative: 1d10 Charisma: 1d12
Haggling usually doesn't tweak prices much, but sometimes a trader might be reluctant to buy or sell a particular thing, or prices may be strangely and unfairly inflated for various reasons.
(Action) Sales Pitch [Charming]
Argue 1d8
Damage 1d8
Special The target suffers -2 Mind.
(Reaction) Fair Prices [Persuasive]
Rebuttal 1d6
Special The target suffers -1 Skill if they are in the occupied position or -1 Power if they are not.
(Strategy) Talk Fast
Discard a card: Gain +1 Power and +1 Mind. If the Shopkeep has more than 30WP remaining, an enemy in the occupied position may discard a card to attempt an opposed Charisma roll to counter this effect with ties in the Shopkeep's favor; if the enemy wins the roll, the Shopkeep's card is still discarded.


Smart-ass

Smart-ass Level 2 Opponent Mook Trickster
WP: 8 Initiative: 1d8 Charisma: 1d6
Everyone knows one. Everyone sometimes is one.
(Action) Wisecrack [Comical]
Argue 1d8
Damage 1d8
Special The target suffers -2 Resilience.
(Reaction) Whatever [Aggressive]
The target's Action cannot advance the Debate Counter toward victory.
Defense 1d2


Student

Student Level 2 Opponent Regular Debater
WP: 15 Initiative: 1d10 Charisma: 1d6
With the limitations on access to education, those who make it as scholarly students have either high capabilities or a lot of money. The latter often contributes to the former.
(Action) Simple Premise [Persuasive]
Argue 2d4
Special Advance the Debate Counter one notch toward defeat.
(Reaction) Thoughtful Retort [Persuasive]
Rebuttal 1d8
Special If the target's Action is not Comical or Persuasive, advance the Debate Counter one notch toward defeat.


Suspicious Guard

Suspicious Guard Level 2 Opponent Mini-boss Debater
WP: 30 Initiative: 1d8 Charisma: 1d6
You and your party may or may not actually be up to no good, but all that really matters is what you can convince the relevant authorities of.
(Action) Interrogate [Aggressive]
Argue 1d10
Damage 1d4
Special Advance the Debate Counter one notch toward defeat.
(Reaction) Suspicion [Aggressive]
Rebuttal 1d6
Defense 1d4
(Strategy) Lots of Questions
Advance the Debate Counter one notch toward defeat. Enemies may each suffer 1 damage to cancel the Debate Counter movement.


Tribal Chief

Tribal Chief Level 2 Opponent Mini-boss Antagonist
WP: 35 Initiative: 1d8 Charisma: 1d8
There is little understanding of the ways of the various tribes throughout the land, but there is much misinformation about them. This can lead to unfortunate results even from well-meaning adventurers.
(Action) Brash Insult [Aggressive]
Argue 2d4
Damage 1d12
Special The target suffers -1 Skill.
(Action) Appeal to Tradition [Persuasive]
Argue 1d6
Damage 1d6
Special Advance the Debate Counter one notch toward defeat. The Tribal Chief gains +1 Resilience.
(Reaction) Cultural Misunderstanding [Charming]
Increase the Damage dice level by 1 against Charming Actions.
Rebuttal 1d6
Damage 1d4


Wise Hermit

Deckless Variant: The Wise Hermit can, as a Strategy, force all enemies to either suffer -1 Mind, suffer 1d4 damage, or unequip an equipped Expertise. Each enemy may choose which effect to suffer, or they may choose as a group to instead advance the Debate Counter one notch toward defeat and suffer no other effects. If the Wise Hermit has already played this Strategy this round, it also suffers 1d4 damage when it plays this Strategy.

Wise Hermit Level 2 Opponent Boss Leader
WP: 64 Initiative: 1d8 Charisma: 1d10
While most hermits are arguably not wise, tales abound of those possessed of great knowledge and intellect who left society for a variety of very good reasons. Until now, such things probably did seem like mere stories.
(Action) Straightforward Question [Persuasive]
If the Wise Hermit loses the opposed roll, it suffers 1d4 damage.
Argue 1d12
Special The target suffers -2 Skill. The target must choose an ally outside their occupied position (if any) to suffer -1 Resilience.
(Action) Greater Wisdom [Aggressive]
Range 1
Argue 1d8
Damage 1d4
Special The target suffers -2 Power, or -1 Power if they played a Comical Reaction. The target must choose an ally outside their occupied position (if any) to suffer -1 Mind.
(Reaction) Unimpressed [Aggressive]
Rebuttal 1d6
Damage 1d6
Special If the target's Skill is below its base, advance the Debate Counter one notch toward defeat.
(Interrupt) Reason For Leaving [Automatic]
Trigger The Wise Hermit is reduced to 32WP or fewer for the first time this scenario.
Effect The Wise Hermit immediately gains +3 to all Stat Tracks.


Wordsmith

Wordsmith Level 2 Opponent Regular Trickster
WP: 16 Initiative: 1d8 Charisma: 1d6
Tricky arguments, good-sounding non-sequiturs, and woven rhetorical nonsense are all tools of the oft-too-clever wordsmith.
(Action) Surgical Emphasis
An ally within range 1 gains +3 Power. This Action is non-hostile.
(Reaction) Redefine the Argument [Persuasive]
If the target's Action has Damage dice but no Argue dice, reduce the Damage dice by 1 level.
Rebuttal 1d6
analects_book_4_part_3_chapter_2.txt · Last modified: 2019/05/17 12:52 by triptycho