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analects_book_4_part_3_chapter_3

Analects Book 4 Part 3: Opponents

Chapter 3: Level 3

Prev: Opponents Level 2

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

Next: Opponents Level 4

Level 3 Opponents Table

Opponent Rank Type WP Init
Accomplice Mook Antagonist 10 1d4
Shrill Objector Mook Debater 9 1d6
Assistant Mook Leader 10 1d8
Fool Mook Trickster 9 1d6
Servant Mook Trickster 9 1d4
Ruffian Regular Antagonist 21 1d8
Scholar Regular Debater 17 1d10
Organizer Regular Leader 19 1d8
Disciple Regular Trickster 18 1d6
Glamoured Beauty Regular Trickster 19 1d6
Warlord Mini-boss Antagonist 40 1d8
Emissary Mini-boss Debater 34 1d8
Entertainer Mini-boss Leader 37 1d10
Talking Animal Mini-boss Trickster 38 1d6


Level 3 Opponent Entries

Accomplice

Accomplice Level 3 Opponent Mook Antagonist
WP: 10 Initiative: 1d4 Charisma: 1d4
This person finds strength in numbers. Unfortunately, wit is nowhere to be found regardless of numbers.
(Action) Gang Up [Aggressive]
Argue 2d4
Damage 1d10
Special The target suffers -2 Resilience.
(Reaction) Blank Stare [Aggressive]
Damage 1d4
Special If the target's Action advances the Debate Counter toward victory, the Accomplice may remove itself from play to prevent the Debate Counter's movement. Damage still applies.


Assistant

Assistant Level 3 Opponent Mook Leader
WP: 10 Initiative: 1d8 Charisma: 1d8
From an interaction perspective, the assistant's job is to screen unwanted people away from the VIPs in order to save them time and effort.
(Action) The Boss Is Busy [Aggressive]
Argue 1d10
Damage 1d6
Special The target suffers -1 Power and -1 Skill.
(Reaction) Wasting Your Time [Persuasive]
Rebuttal 1d10
Damage 1d4


Disciple

Disciple Level 3 Opponent Regular Trickster
WP: 18 Initiative: 1d6 Charisma: 1d8
Disciples include mid-ranking clergy, common folk of exceptional faith, and new missionaries still learning the basics of thaumaturgy.
(Action) Religious Argument [Persuasive]
If the target plays a Persuasive Reaction, increase the Argue dice level by 1.
Argue 2d4
Damage 1d8
Special The target suffers -2 Power.
(Reaction) Strong Faith [Aggressive]
This Reaction loses its Defense dice against Charming Actions.
Rebuttal 1d8
Defense 1d4
Special The Disciple gains +1 Resilience.
(Strategy) Blessing
An ally within range 1 recovers 1d4 lost WP and restores any one Stat Track.


Emissary

Emissary Level 3 Opponent Mini-boss Debater
WP: 34 Initiative: 1d8 Charisma: 1d8
This mid-ranking diplomat delivers messages and negotiates relatively minor treaties and agreements.
(Action) Negotiate [Persuasive]
Argue 1d12
Special Advance the Debate Counter 1d2 notches toward defeat. If the target played a Persuasive Reaction, the Debate Counter advances only one notch toward defeat.
(Reaction) Deflect [Charming]
Increase the Rebuttal dice level by 1 against Aggressive Actions.
Rebuttal 2d4
Special The Emissary gains +1 Mind.
(Interrupt) Aghast
Trigger An enemy defeats an ally with an Aggressive or Comical Action.
Effect Advance the Debate Counter one notch toward defeat.


Entertainer

Entertainer Level 3 Opponent Mini-boss Leader
WP: 37 Initiative: 1d10 Charisma: 1d10
This entertainer is a step above the common tavern musician. The most successful find themselves employed by the local aristocracy.
(Action) Engrossing Performance [Comical]
Argue 1d12
Damage 2d4
Special The target suffers -2 Skill. The Entertainer gains +1 Skill.
(Reaction) The Show Must Go On [Comical]
Rebuttal 1d10
Defense 1d2
(Assist) Supporting Play
Trigger An ally within range 1 rolls the maximum on an Argue and wins the opposed roll.
Effect Advance the Debate Counter one notch toward defeat.


Fool

Fool Level 3 Opponent Mook Trickster
WP: 9 Initiative: 1d6 Charisma: 1d6
Whether the town drunk or a novice jester for a minor noble, the fool tends to transform polite conversation into impromptu shows filled with the random and the unexpected.
(Action) Antics [Comical]
Range 1
Argue 1d10
Damage 1d8
Special The target must discard a card (if able).
(Reaction) Nonsensical Riddles [Comical]
Rebuttal 1d8
Special The target must discard a card (if able).


Glamoured Beauty

Glamoured Beauty Level 3 Opponent Regular Trickster
WP: 19 Initiative: 1d6 Charisma: 1d10
While glamours are capable of giving anyone an appearance of beauty, some charming folk are exceptionally adept at incorporating it into their presentation.
(Action) Illusory Enhancements [Charming]
Argue 1d10
Damage 1d10
Special The target suffers -1 Mind. The Glamoured Beauty gains +1 Skill.
(Reaction) Spellpainted Visage [Charming]
Rebuttal 1d8
Damage 1d4
Special The target suffers -1 Mind.
(Strategy) Enthrall
An enemy in the occupied position suffers -1 Mind.


Organizer

Organizer Level 3 Opponent Regular Leader
WP: 19 Initiative: 1d8 Charisma: 1d12
Governments, criminal organizations, and movements all need individuals capable of organizing members into effective operational units.
(Action) Direction [Non-hostile]
An ally in the occupied position that is not a Leader gains +1 Power and cannot be the target of enemy Actions until the start of the Organizer's next turn or until the Organizer is defeated. Comical Actions ignore this restriction.
(Reaction) Planned Response [Persuasive]
Rebuttal 2d4
Damage 1d8


Ruffian

Ruffian Level 3 Opponent Regular Antagonist
WP: 21 Initiative: 1d8 Charisma: 1d4
A step above common street thugs, ruffians represent confident and accomplished criminals, experienced mercenaries, and even rival freelancers.
(Action) Threats and Jabs [Aggressive]
This Action can target any number of enemies in the occupied position.
Argue 2d4
Damage 1d8
(Reaction) Rebuke [Aggressive]
This Reaction loses its Damage entry against Comical Actions.
Rebuttal 1d8
Damage 1d6


Scholar

Scholar Level 3 Opponent Regular Debater
WP: 17 Initiative: 1d10 Charisma: 1d6
Scholars are highly respected in most societies. High education is already rare, and a choice to continue with scholarly pursuit rather than using that education to pursue power and wealth results in generally high esteem.
(Action) Learned Commentary [Persuasive]
Argue 1d12
Special Advance the Debate Counter one notch toward defeat.
(Reaction) Factual Challenge [Persuasive]
Rebuttal 1d8
Special If the Scholar wins the opposed roll by three or more, or if there is no opposed roll, advance the Debate Counter one notch toward defeat.


Servant

Servant Level 3 Opponent Mook Trickster
WP: 9 Initiative: 1d4 Charisma: 1d6
Mostly tasked with menial jobs, a servant trusted enough to participate in discussions alongside their employer must be one with some intellect or wisdom worth drawing upon.
(Action) Servitude [Non-hostile]
An ally within range 1 gains +1 Power and +1 Resilience. An enemy within range 1 suffers -1 Resilience.
(Reaction) Humility [Charming]
Rebuttal 1d6
Defense 1d4
(Strategy) Wry Observation
An ally within range 1 has Argue and Rebuttal dice levels increased by 1 until the start of the Servant's next turn.


Shrill Objector

Shrill Objector Level 3 Opponent Mook Debater
WP: 9 Initiative: 1d6 Charisma: 1d4
This obnoxious individual accents relatively reasonable arguments with a loud voice and rather over-the-top rhetoric.
(Action) Loud Complaint [Aggressive]
Increase the Piercing value to 4 against Reactions that are not Aggressive.
Argue 2d4
Damage 1d7 (Piercing 1)
Special Advance the Debate Counter one notch toward defeat.
(Reaction) Protest [Persuasive]
Rebuttal 1d8


Talking Animal

Talking Animal Level 3 Opponent Mini-boss Trickster
WP: 38 Initiative: 1d6 Charisma: 1d8
This is an otherwise normal animal that can, for some reason, talk. There is a story behind each one - familiars, permanently shapeshifted people, fae influence, or unique circumstances. Such animals tend to display startling wisdom.
(Action) Cleverness [Charming]
Argue 1d10
Damage 1d10
Special The target suffers -2 Mind. The Talking Animal gains +1 Mind.
(Reaction) Unexpected Insight [Persuasive]
Rebuttal 1d8
Special If the target's Action is Aggressive, the Talking Animal may discard a card to force the target to discard a card (if able).


Warlord

Warlord Level 3 Opponent Mini-boss Antagonist
WP: 40 Initiative: 1d8 Charisma: 1d6
Independent military leaders tend to be strong-willed, ascerbic motivators.
(Action) Rally the Troops [Charming]
Argue 1d10
Damage 2d4
Special The Warlord's allies gain +1 Power.
(Action) Confrontation [Aggressive]
Argue 1d10
Damage 1d12
Special If the Warlord wins the opposed roll by 4 or more or there is no opposed roll, advance the Debate Counter one notch toward defeat.
(Reaction) Menacing Presence [Aggressive]
The target's Power is treated as though it were 1 less (minimum -3) for their Action.
Rebuttal 1d6
Damage 1d6
analects_book_4_part_3_chapter_3.txt · Last modified: 2019/05/17 07:38 by triptycho