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
Tough 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 61 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 1d10
Damage 1d8
Special All enemies in the target's occupied position are Hindered until the end of their next turns.
(Reaction) Authority [Aggressive]
Rebuttal 2d4
Special Advance the Debate Counter one notch toward defeat. The Bandit Captain may draw a card.
(Strategy) Criminal Honor
The Bandit Captain and allies within range 1 recover from any Hindered or Immobilized conditions. Allies in the occupied position increase their next Damage dice level by 1.


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 1d8
Special The target is Vulnerable until the start of the Charmer's next turn.
(Reaction) Topic Change [Charming]
Rebuttal 1d6
Damage 1d6
Special The target may choose to become Muddled until the end of their next turn 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 1d8
Damage 1d2
Special Advance the Debate Counter one notch toward defeat.
(Reaction) Satirical Counter [Comical]
Rebuttal 1d6
Damage 1d2
Special Advance the Debate Counter one notch toward defeat.
(Interrupt) Parting Dig
Trigger An enemy deals enough damage to the Cynic to defeat it.
Effect The triggering enemy is Disoriented until the start of their next turn or the next hostile Action played against them is resolved (whichever comes first).


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


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 1d12
Special The target is Debilitated and Hindered until the end of their next turn.
(Reaction) Don't Stop Talking [Comical]
Rebuttal 1d6
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.
(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: If an enemy advances the Debate Counter toward victory without playing an Action and the Magistrate is not Confused, it can lose 1d6 WP to cancel the advancement. Magistral Contemplation advances the Debate Counter one notch toward defeat instead of allowing the Magistrate to draw a card; however, it can only be played once per round and cannot be played if the Magistrate is Muddled. Magistral Clarity cannot be played if the Magistrate is Confused or Muddled.

Magistrate Level 2 Opponent Boss Debater
WP: 61 Initiative: 1d12 Charisma: 1d10 Immune: Dazed
The Magistrate can represent a judge or similar legal authority figure. They are most commonly associated with governments and religious organizations.
(Action) Magistral Contemplation
Draw a card. This Action is non-hostile.
(Action) Command of the Law [Persuasive]
Argue 1d10
Damage 1d8
Special The target is Debilitated and Weakened until the end of their next turn. The target can remove these conditions at the start of their next turn but must advance the Debate Counter one notch toward defeat to do so.
(Reaction) Insufficient Evidence [Persuasive]
Rebuttal 1d8
Defense 1d2
(Strategy) Magistral Clarity
Remove any one condition currently affecting the Magistrate.


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
Special The target is Confused until the end of their next turn.
(Action) Eyes of Charm [Charming]
If the target plays a Reaction, the target is Controlled until the end of their next turn, and advance the Debate Counter one notch toward victory. Otherwise, the target is Stunned until the end of their next turn. The Mystic cannot play this Action against the same target on its next turn.
(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 is Stunned until the end of its turn.


Prisoner

Deckless Variant: The Prisoner must suffer 1d6 damage instead of discarding a card to play False Information and cannot play the Strategy if Muddled. If the Prisoner is not Confused or Dazed and an enemy advances the Debate Counter toward defeat, it can choose to recover 1d4 lost WP or increase its next Damage dice level by 1.

Prisoner Level 2 Opponent Boss Antagonist
WP: 68 Initiative: 1d8 Charisma: 1d4 Immune: Stunned
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 1d12
Damage 1d10
(Reaction) Refuse to Talk [Aggressive]
Rebuttal 1d6
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 2d4
Special The target is Immobilized until the end of their next turn.
(Reaction) Moral of the Story [Persuasive]
Rebuttal 1d10
Special Advance the Debate Counter one notch toward defeat.


Shopkeep

Deckless Variant: The Shopkeep may only play Talk Fast once per round, only when not Muddled, and cannot play it on the final round. Instead of the listed text, it reduces the round limit by 1 but advances the Debate Counter two notches toward victory. If the Shopkeep is not Confused, Fair Prices gains Damage: 1d10.

Shopkeep Level 2 Opponent Boss Trickster
WP: 60 Initiative: 1d10 Charisma: 1d12 Immune: Disoriented
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 1d10
Special The target is Impotent until the end of their next turn.
(Reaction) Fair Prices [Persuasive]
Rebuttal 2d4
Special The target must discard a card (if able).
(Strategy) Talk Fast
Discard a card: Draw two cards.


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 1d6
Special The target is Dazed until the end of their next turn.
(Reaction) Whatever [Aggressive]
The target is Impotent for this attack.


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 1d8
Defense 1d4
(Strategy) Lots of Questions
Advance the Debate Counter one notch toward defeat. Enemies can choose to each take 1 damage to cancel the Debate Counter movement.


Tough

Tough Level 2 Opponent Regular Antagonist
WP: 17 Initiative: 1d6 Charisma: 1d4
Toughs 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


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
(Action) Appeal to Tradition [Persuasive]
Argue 1d8
Damage 1d4
Special Advance the Debate Counter one notch toward defeat.
(Reaction) Cultural Misunderstanding [Charming]
Increase the Damage dice level by 1 against Charming Actions.
Rebuttal 1d8
Damage 1d4


Wise Hermit

Deckless Variant: If the Wise Hermit is not Confused or Muddled, it can, as a Strategy, force all enemies to either discard a card, 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 Immune: Disoriented
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 takes 1d4 damage.
Argue 1d12
(Action) Greater Wisdom [Aggressive]
Argue 1d8
Special The target is Impotent and Weakened until the end of their next turn. If the target played a Comical Reaction, they can cancel one of these conditions immediately.
(Reaction) Unimpressed [Aggressive]
Rebuttal 1d8
Damage 1d6
Special If the target is Immobilized, advance the Debate Counter one notch toward defeat.


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
Choose an ally within range 1. The next time the ally deals damage before the start of the Wordsmith's next turn, increase the ally's Damage dice number by 1.
(Reaction) Redefine the Argument [Persuasive]
Rebuttal 1d8
Special If the target's Action has Damage dice but no Argue dice, reduce the Damage dice by 1 level.
analects_book_4_part_3_chapter_2.txt · Last modified: 2018/12/11 11:31 by triptycho