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analects_book_4_part_3_chapter_2 [2018/12/11 11:31]
triptycho [Suspicious Guard]
analects_book_4_part_3_chapter_2 [2019/05/17 12:52]
triptycho [Wordsmith]
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 Prev: [[analects_book_4_part_3_chapter_1|Opponents Level 1]] Prev: [[analects_book_4_part_3_chapter_1|Opponents Level 1]]
  
-The following tables provide a collection of [[opponent|opponents]] at [[level|level]] 2. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]].+The following tables provide a collection of [[opponent|Opponents]] at [[level|level]] 2. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]].
  
 Next: [[analects_book_4_part_3_chapter_3|Opponents Level 3]] Next: [[analects_book_4_part_3_chapter_3|Opponents Level 3]]
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 ^ [[analects_book_4_part_3_chapter_2#​smart-ass|Smart-ass]] ​        | Mook      | Trickster ​ |   ​8 ​ |  1d8  ^ ^ [[analects_book_4_part_3_chapter_2#​smart-ass|Smart-ass]] ​        | Mook      | Trickster ​ |   ​8 ​ |  1d8  ^
 ^ [[analects_book_4_part_3_chapter_2#​charmer|Charmer]] ​        | Regular ​     | Antagonist ​ |  16  |  1d6  ^ ^ [[analects_book_4_part_3_chapter_2#​charmer|Charmer]] ​        | Regular ​     | Antagonist ​ |  16  |  1d6  ^
-^ [[analects_book_4_part_3_chapter_2#​tough|Tough]]         | Regular ​     | Antagonist ​ |  17  |  1d6  ^+^ [[analects_book_4_part_3_chapter_2#​rascal|Rascal]]         | Regular ​     | Antagonist ​ |  17  |  1d6  ^
 ^ [[analects_book_4_part_3_chapter_2#​student|Student]] ​        | Regular ​     | Debater ​ |  15  |  1d10  ^ ^ [[analects_book_4_part_3_chapter_2#​student|Student]] ​        | Regular ​     | Debater ​ |  15  |  1d10  ^
 ^ [[analects_book_4_part_3_chapter_2#​raconteur|Raconteur]] ​ | Regular ​     | Leader ​ |  16  |  1d8  ^ ^ [[analects_book_4_part_3_chapter_2#​raconteur|Raconteur]] ​ | Regular ​     | Leader ​ |  16  |  1d8  ^
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 ^ [[analects_book_4_part_3_chapter_2#​mystic|Mystic]] ​ | Mini-boss ​ | Trickster ​ |  26  |  1d12  ^ ^ [[analects_book_4_part_3_chapter_2#​mystic|Mystic]] ​ | Mini-boss ​ | Trickster ​ |  26  |  1d12  ^
 ^ [[analects_book_4_part_3_chapter_2#​prisoner|Prisoner]] ​ | Boss  | Antagonist ​ |  68  |  1d8  ^ ^ [[analects_book_4_part_3_chapter_2#​prisoner|Prisoner]] ​ | Boss  | Antagonist ​ |  68  |  1d8  ^
-^ [[analects_book_4_part_3_chapter_2#​magistrate|Magistrate]] ​ | Boss  | Debater ​ |  ​61  ​| ​ 1d12  ^+^ [[analects_book_4_part_3_chapter_2#​magistrate|Magistrate]] ​ | Boss  | Debater ​ |  ​59  ​| ​ 1d12  ^
 ^ [[analects_book_4_part_3_chapter_2#​wise_hermit|Wise Hermit]] ​ | Boss  | Leader ​ |  64  |  1d8  ^ ^ [[analects_book_4_part_3_chapter_2#​wise_hermit|Wise Hermit]] ​ | Boss  | Leader ​ |  64  |  1d8  ^
 ^ [[analects_book_4_part_3_chapter_2#​shopkeep|Shopkeep]] ​ | Boss  | Trickster ​ |  60  |  1d10  ^ ^ [[analects_book_4_part_3_chapter_2#​shopkeep|Shopkeep]] ​ | Boss  | Trickster ​ |  60  |  1d10  ^
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 ^ (Action) Issue Challenge [Aggressive] ​ |||| ^ (Action) Issue Challenge [Aggressive] ​ ||||
 ^  Range | 1  ||| ^  Range | 1  |||
-^  Argue | 1d10  ||| +^  Argue | 1d8  ||| 
-^  Damage | 1d8  ||| +^  Damage | 1d6  ||| 
-^  Special | All enemies in the target'​s occupied position ​are Hindered until the end of their next turns.  |||+^  Special | All enemies in the target'​s occupied position ​suffer -2 Skill.  |||
 ^ (Reaction) Authority [Aggressive] ​ |||| ^ (Reaction) Authority [Aggressive] ​ ||||
-^  Rebuttal | 2d4  ||| +^  Rebuttal | 1d8  ||| 
-^  Special | Advance the Debate Counter one notch toward defeat. The Bandit Captain ​may draw a card.  |||+^  Special | Advance the Debate Counter one notch toward defeat. The Bandit Captain ​gains +1 Power.  |||
 ^ (Strategy) Criminal Honor  |||| ^ (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.  ||||+| The Bandit Captain and allies within range 1 restore their Skill. Allies in the occupied position ​gain +Power.  ||||
  
 \\ \\
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 ^ (Action) Disarming Compliment [Charming] ​ |||| ^ (Action) Disarming Compliment [Charming] ​ ||||
 ^  Argue | 2d4  ||| ^  Argue | 2d4  |||
-^  Damage | 1d8  ||| +^  Damage | 1d6  ||| 
-^  Special | The target ​is Vulnerable until the start of the Charmer'​s next turn.  |||+^  Special | The target ​suffers -1 Power and -2 Resilience.  |||
 ^ (Reaction) Topic Change [Charming] ​ |||| ^ (Reaction) Topic Change [Charming] ​ ||||
 ^  Rebuttal | 1d6  ||| ^  Rebuttal | 1d6  |||
 ^  Damage | 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.  |||+^  Special | The target may choose to suffer -3 Mind in lieu of suffering damage. This decision may be made after the Damage roll.  |||
  
 \\ \\
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 | //Getting through to someone predisposed into thinking whatever you're suggesting is a lie or impossible is quite the trick.// ​ |||| | //Getting through to someone predisposed into thinking whatever you're suggesting is a lie or impossible is quite the trick.// ​ ||||
 ^ (Action) Wry Observation [Comical] ​ |||| ^ (Action) Wry Observation [Comical] ​ ||||
-^  Argue | 1d8  ||| +^  Argue | 1d10  ||| 
-^  Damage | 1d2  ||| +^  Damage | 1d6  ||| 
-^  Special | Advance the Debate Counter one notch toward defeat. ​ |||+^  Special | Advance the Debate Counter one notch toward defeat. The Cynic gains +1 Mind.  |||
 ^ (Reaction) Satirical Counter [Comical] ​ |||| ^ (Reaction) Satirical Counter [Comical] ​ ||||
 ^  Rebuttal | 1d6  ||| ^  Rebuttal | 1d6  |||
 ^  Damage | 1d2  ||| ^  Damage | 1d2  |||
-^  Special | Advance the Debate Counter one notch toward defeat.  |||+^  Special | The target suffers -1 Mind.  |||
 ^ (Interrupt) Parting Dig  |||| ^ (Interrupt) Parting Dig  ||||
 ^  Trigger | An enemy deals enough damage to the Cynic to defeat it.  ||| ^  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).  |||+^  Effect | The triggering enemy suffers -3 Resilience.  |||
  
 \\ \\
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 ^ (Reaction) Scoff [Comical] ​ |||| ^ (Reaction) Scoff [Comical] ​ ||||
 ^  Rebuttal | 1d4  ||| ^  Rebuttal | 1d4  |||
 +^  Special | The target suffers -1 Resilience and -1 Skill. ​ |||
  
 \\ \\
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 | //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.// ​ |||| | //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] ​ |||| ^ (Action) Carry On [Charming] ​ ||||
-^  Argue | 1d12  ||| +^  Argue | 1d8  ||| 
-^  Special | The target is Debilitated ​and Hindered until the end of their next turn.  |||+^  Damage | 1d4  ||| 
 +^  Special | The Gossip gains +2 Resilience ​and +2 Skill.  |||
 ^ (Reaction) Don't Stop Talking [Comical] ​ |||| ^ (Reaction) Don't Stop Talking [Comical] ​ ||||
-^  Rebuttal | 1d6  |||+^  Rebuttal | 1d8  |||
 ^  Damage | 1d6  ||| ^  Damage | 1d6  |||
  
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 | //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.// ​ |||| | //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] ​ |||| ^ (Reaction) Withdraw [Comical] ​ ||||
-| The target'​s Action loses any Special entry. The target may force the Lackey to Move 1.  ||||+| 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 ​ |||| ^ (Assist) Opportune Comment ​ ||||
 ^  Trigger | An ally in the occupied position deals damage to an enemy with an Action. ​ ||| ^  Trigger | An ally in the occupied position deals damage to an enemy with an Action. ​ |||
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 ==== Magistrate ==== ==== Magistrate ====
  
-Deckless Variant: ​If an enemy advances the Debate Counter toward victory without playing an Action ​and the Magistrate is not Confusedit 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.+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 ​ ^ ^ Magistrate ​ ^ Level 2 Opponent ​ ^ Boss  ^ Debater ​ ^
-^ WP: 61  ^ Initiative: 1d12  ^ Charisma: 1d10  ^ Immune: Dazed  ​^+^ 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.// ​ |||| | //The Magistrate can represent a judge or similar legal authority figure. They are most commonly associated with governments and religious organizations.// ​ ||||
 ^ (Action) Magistral Contemplation ​ |||| ^ (Action) Magistral Contemplation ​ ||||
-Draw a card. This Action is non-hostile. ​ ||||+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] ​ |||| ^ (Action) Command of the Law [Persuasive] ​ ||||
-^  Argue | 1d10  ||| +^  Range | 1  ||| 
-^  Damage | 1d8  ||| +^  Argue | 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.  |||+^  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] ​ |||| ^ (Reaction) Insufficient Evidence [Persuasive] ​ ||||
-^  Rebuttal | 1d8  ||| +^  Rebuttal | 1d6  ||| 
-^  ​Defense ​1d2  |||+^  ​Special ​Advance the Debate Counter one notch toward defeat. ​ |||
 ^ (Strategy) Magistral Clarity ​ |||| ^ (Strategy) Magistral Clarity ​ ||||
-Remove ​any one condition currently affecting the Magistrate.  ||||+The Magistrate restores ​any one Stat Track.  ||||
  
 \\ \\
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 | Reactions cannot be played against this Action. ​ |||| | Reactions cannot be played against this Action. ​ ||||
 ^  Range | 1  ||| ^  Range | 1  |||
-^  Special | The target ​is Confused until the end of their next turn.  |||+^  Damage | 1d4  ||| 
 +^  Special | The target ​suffers -2 Mind.  |||
 ^ (Action) Eyes of Charm [Charming] ​ |||| ^ (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.  ||||+| 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 ​ |||| ^ (Reaction) Misdirect ​ ||||
 | The Mystic immediately swaps places with an ally within range 1. The target'​s Action is played against the ally instead. ​ |||| | 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 ​ |||| ^ (Strategy) Soothsayer'​s Whispers ​ ||||
-| Advance the Debate Counter one notch toward defeat. The Mystic ​is Stunned until the end of its turn.  ||||+| Advance the Debate Counter one notch toward defeat. The Mystic ​suffers -3 Power.  ||||
  
 \\ \\
 ==== Prisoner ==== ==== Prisoner ====
  
-Deckless Variant: The Prisoner must suffer 1d6 damage instead of discarding a card to play //False Information// ​and cannot play the Strategy if MuddledIf 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.+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 +Power.
  
 ^ Prisoner ​ ^ Level 2 Opponent ​ ^ Boss  ^ Antagonist ​ ^ ^ Prisoner ​ ^ Level 2 Opponent ​ ^ Boss  ^ Antagonist ​ ^
-^ WP: 68  ^ Initiative: 1d8  ^ Charisma: 1d4  ^ Immune: Stunned  ​^+^ WP: 68  ^ Initiative: 1d8  ^ Charisma: 1d4  ^^
 | //​Interrogating captured prisoners can be a difficult process, but information gleaned can be worth the effort.// ​ |||| | //​Interrogating captured prisoners can be a difficult process, but information gleaned can be worth the effort.// ​ ||||
 ^ (Action) Stubborn Silence [Aggressive] ​ |||| ^ (Action) Stubborn Silence [Aggressive] ​ ||||
 | Reduce the Argue dice level by 1 if the target plays a Charming Reaction. ​ |||| | Reduce the Argue dice level by 1 if the target plays a Charming Reaction. ​ ||||
-^  Argue | 1d12  |||+^  Argue | 1d8  |||
 ^  Damage | 1d10  ||| ^  Damage | 1d10  |||
 ^ (Reaction) Refuse to Talk [Aggressive] ​ |||| ^ (Reaction) Refuse to Talk [Aggressive] ​ ||||
-^  Rebuttal | 1d6  |||+| 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  ||| ^  Damage | 1d6  |||
 ^ (Strategy) False Information ​ |||| ^ (Strategy) False Information ​ ||||
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 | //While traveling musicians are common, so too are the storytellers who use traditional methods, puppet theater, or character acting to tell their tales.// ​ |||| | //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] ​ |||| ^ (Action) Enthralling Tale [Comical] ​ ||||
-^  Argue | 2d4  ||| +^  Argue | 1d8  ||| 
-^  Special | The target ​is Immobilized until the end of their next turn.  |||+^  Damage | 1d4  ||| 
 +^  Special | The target ​suffers -1 Skill. The Raconteur gains +2 Skill.  |||
 ^ (Reaction) Moral of the Story [Persuasive] ​ |||| ^ (Reaction) Moral of the Story [Persuasive] ​ ||||
-^  Rebuttal | 1d10  |||+^  Rebuttal | 1d8  |||
 ^  Special | Advance the Debate Counter one notch toward defeat. ​ ||| ^  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 ==== ==== 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 textit reduces ​the round limit by but advances the Debate Counter two notches toward victory. If the Shopkeep is not Confused, //Fair Prices// gains **Damage:** 1d10.+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 +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 ​ ^ ^ Shopkeep ​ ^ Level 2 Opponent ​ ^ Boss  ^ Trickster ​ ^
-^ WP: 60  ^ Initiative: 1d10  ^ Charisma: 1d12  ^ Immune: Disoriented  ​^+^ 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.// ​ |||| | //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] ​ |||| ^ (Action) Sales Pitch [Charming] ​ ||||
-^  Argue | 1d10  ||| +^  Argue | 1d8  ||| 
-^  Special | The target ​is Impotent until the end of their next turn.  |||+^  Damage | 1d8  ||| 
 +^  Special | The target ​suffers -2 Mind.  |||
 ^ (Reaction) Fair Prices [Persuasive] ​ |||| ^ (Reaction) Fair Prices [Persuasive] ​ ||||
-^  Rebuttal | 2d4  ||| +^  Rebuttal | 1d6  ||| 
-^  Special | The target ​must discard a card (if able).  |||+^  Special | The target ​suffers -1 Skill if they are in the occupied position or -1 Power if they are not.  |||
 ^ (Strategy) Talk Fast  |||| ^ (Strategy) Talk Fast  ||||
-| Discard a card: Draw two cards.  ||||+| 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.  ||||
  
 \\ \\
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 ^ (Action) Wisecrack [Comical] ​ |||| ^ (Action) Wisecrack [Comical] ​ ||||
 ^  Argue | 1d8  ||| ^  Argue | 1d8  |||
-^  Damage | 1d6  ||| +^  Damage | 1d8  ||| 
-^  Special | The target ​is Dazed until the end of their next turn.  |||+^  Special | The target ​suffers -2 Resilience.  |||
 ^ (Reaction) Whatever [Aggressive] ​ |||| ^ (Reaction) Whatever [Aggressive] ​ ||||
-| The target ​is Impotent for this attack.  ||||+| The target's Action cannot advance the Debate Counter toward victory.  |||| 
 +^  Defense | 1d2  ​|||
  
 \\ \\
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 ^  Special | Advance the Debate Counter one notch toward defeat. ​ ||| ^  Special | Advance the Debate Counter one notch toward defeat. ​ |||
 ^ (Reaction) Suspicion [Aggressive] ​ |||| ^ (Reaction) Suspicion [Aggressive] ​ ||||
-^  Rebuttal | 1d8  |||+^  Rebuttal | 1d6  |||
 ^  Defense | 1d4  ||| ^  Defense | 1d4  |||
 ^ (Strategy) Lots of Questions ​ |||| ^ (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. ​ ||||+| Advance the Debate Counter one notch toward defeat. Enemies ​may each suffer ​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 ====
  
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 ^  Argue | 2d4  ||| ^  Argue | 2d4  |||
 ^  Damage | 1d12  ||| ^  Damage | 1d12  |||
 +^  Special | The target suffers -1 Skill. ​ |||
 ^ (Action) Appeal to Tradition [Persuasive] ​ |||| ^ (Action) Appeal to Tradition [Persuasive] ​ ||||
-^  Argue | 1d8  ||| +^  Argue | 1d6  ||| 
-^  Damage | 1d4  ||| +^  Damage | 1d6  ||| 
-^  Special | Advance the Debate Counter one notch toward defeat. ​ |||+^  Special | Advance the Debate Counter one notch toward defeat. The Tribal Chief gains +1 Resilience.  |||
 ^ (Reaction) Cultural Misunderstanding [Charming] ​ |||| ^ (Reaction) Cultural Misunderstanding [Charming] ​ ||||
 | Increase the Damage dice level by 1 against Charming Actions. ​ |||| | Increase the Damage dice level by 1 against Charming Actions. ​ ||||
-^  Rebuttal | 1d8  |||+^  Rebuttal | 1d6  |||
 ^  Damage | 1d4  ||| ^  Damage | 1d4  |||
  
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 ==== Wise Hermit ==== ==== 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.+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 ​ ^ ^ Wise Hermit ​ ^ Level 2 Opponent ​ ^ Boss  ^ Leader ​ ^
-^ WP: 64  ^ Initiative: 1d8  ^ Charisma: 1d10  ^ Immune: Disoriented  ​^+^ 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.// ​ |||| | //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] ​ |||| ^ (Action) Straightforward Question [Persuasive] ​ ||||
-| If the Wise Hermit loses the opposed roll, it takes 1d4 damage. ​ ||||+| If the Wise Hermit loses the opposed roll, it suffers ​1d4 damage. ​ ||||
 ^  Argue | 1d12  ||| ^  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] ​ |||| ^ (Action) Greater Wisdom [Aggressive] ​ ||||
 +^  Range | 1  |||
 ^  Argue | 1d8  ||| ^  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.  |||+^  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] ​ |||| ^ (Reaction) Unimpressed [Aggressive] ​ ||||
-^  Rebuttal | 1d8  |||+^  Rebuttal | 1d6  |||
 ^  Damage | 1d6  ||| ^  Damage | 1d6  |||
-^  Special | If the target is Immobilized, advance the Debate Counter one notch toward defeat. ​ |||+^  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.  |||
  
 \\ \\
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 | //Tricky arguments, good-sounding non-sequiturs,​ and woven rhetorical nonsense are all tools of the oft-too-clever wordsmith.// ​ |||| | //Tricky arguments, good-sounding non-sequiturs,​ and woven rhetorical nonsense are all tools of the oft-too-clever wordsmith.// ​ ||||
 ^ (Action) Surgical Emphasis ​ |||| ^ (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.  ||||+An ally within range 1 gains +3 PowerThis Action is non-hostile.  ||||
 ^ (Reaction) Redefine the Argument [Persuasive] ​ |||| ^ (Reaction) Redefine the Argument [Persuasive] ​ ||||
-^  Rebuttal | 1d8  ||| +| If the target'​s Action has Damage dice but no Argue dice, reduce the Damage dice by 1 level. ​ ​|||| 
-^  Special ​| 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