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analects_book_4_part_3_chapter_4 [2018/11/01 13:45]
triptycho created
analects_book_4_part_3_chapter_4 [2018/11/02 07:09]
triptycho [Spook]
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 \\ \\
 ===== Level 4 Opponent Entries ===== ===== Level 4 Opponent Entries =====
 +
 +==== Aristocrat ====
 +
 +Deckless Variant: At the beginning of each round, as long as the Aristocrat is not Confused or Muddled, choose two random enemies; the first is Impotent until the end of the round, and the second is Dazed until the end of the round. The same enemy cannot be chosen for both effects.
 +
 +^ Aristocrat ​ ^ Level 4 Opponent ​ ^ Boss  ^ Leader ​ ^
 +^ WP: 88  ^ Initiative: 1d12  ^ Charisma: 1d12  ^ Immune: Disoriented ​ ^
 +| //Every society has some version of an aristocracy;​ non-feudal ones may have merchant oligarchs, wealthy clergy, or even a magocracy. This opponent can represent any individual of such wealth, education, and privilege.// ​ ||||
 +^ (Action) Political Banter [Charming] ​ ||||
 +^  Argue | 1d12  |||
 +^  Special | The target must play their next Action against the Aristocrat. Advance the Debate Counter one notch toward defeat. ​ |||
 +^ (Reaction) Smooth Trick [Charming] ​ ||||
 +^  Rebuttal | 2d6  |||
 +^  Special | The target is Vulnerable until the end of the Aristocrat'​s next turn.  |||
 +^ (Strategy) Wear Down  ||||
 +| One target that must play their next Action against the Aristocrat suffers 2d6 damage. The same target cannot be selected multiple times in a round. ​ ||||
 +
 +\\
 +==== Bourgeois ====
 +
 +^ Bourgeois ​ ^ Level 4 Opponent ​ ^ Mook  ^ Debater ​ ^
 +^ WP: 10  ^ Initiative: 1d8  ^ Charisma: 1d6  ^  ^
 +| //Wealthy city-dwelling members of the upper-middle class have such different lives from rural peasants and urchins that they may as well live in different worlds. Education grants an air of sophistication,​ furthering the sense of superiority among many of them.// ​ ||||
 +^ (Action) Sophistication [Charming] ​ ||||
 +^  Argue | 1d10  |||
 +^  Special | Advance the Debate Counter one notch toward defeat, or two notches if the target played an Aggressive or Comical Reaction. ​ |||
 +^ (Reaction) Cliché [Comical] ​ ||||
 +^  Rebuttal | 2d4  |||
 +
 +\\
 +==== Chaplain ====
 +
 +^ Chaplain ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Debater ​ ^
 +^ WP: 40  ^ Initiative: 1d8  ^ Charisma: 1d8  ^  ^
 +| //This mid-ranking religious leader often leads services in smaller chapels or the churches of remote villages.// ​ ||||
 +^ (Action) Scripture Reading [Aggressive] ​ ||||
 +^  Argue | 3d4  |||
 +^  Special | Advance the Debate Counter one notch toward defeat. If the Argue result is maximum, advance the Debate Counter one notch toward defeat. If the target did not make a Rebuttal roll, advance the Debate Counter one notch toward defeat. ​ |||
 +^ (Reaction) Divine Calm [Charming] ​ ||||
 +^  Rebuttal | 1d12  |||
 +^  Special | If the target deals damage to the Chaplain, advance the Debate Counter one notch toward defeat. ​ |||
 +^ (Strategy) Beseech ​ ||||
 +| An ally in an adjacent position Moves into the occupied position, even if Immobilized. Enemies cannot prevent this movement in any way.  ||||
 +
 +\\
 +==== Chatterling ====
 +
 +^ Chatterling ​ ^ Level 4 Opponent ​ ^ Regular ​ ^ Antagonist ​ ^
 +^ WP: 24  ^ Initiative: 1d12  ^ Charisma: 1d8  ^  ^
 +| //This especially annoying breed of Seelie fae lives mostly in enchanted forests, intercepting travelers to talk their ears off. It's usually preferable to humor them, as such forests take grave offense to unnecessary violence.// ​ ||||
 +^ (Action) Chit-chat [Comical] ​ ||||
 +^  Argue | 1d12  |||
 +^  Damage | 1d10  |||
 +^ (Reaction) Complain [Comical] ​ ||||
 +^  Rebuttal | 2d4  |||
 +^  Damage | 1d8  |||
 +^ (Strategy) Split  ||||
 +| The Chatterling loses half its remaining WP (rounded down). Another Chatterling appears in an adjacent position with total WP equal to this Chatterling'​s remaining WP and acts next in the Initiative order. The new Chatterling is Dazed until the end of its next turn. This Strategy can only be played if the Chatterling has more than 1WP remaining. ​ ||||
 +
 +\\
 +==== Conjured Image ====
 +
 +^ Conjured Image  ^ Level 4 Opponent ​ ^ Regular ​ ^ Trickster ​ ^
 +^ WP: 20  ^ Initiative: 1d6  ^ Charisma: 1d4  ^  ^
 +| //This illusory image usually takes on the appearance of a person. It's capable of engaging in limited conversation,​ usually answering specific questions about a particular topic.// ​ ||||
 +^ (Action) Visions and Illusions [Charming] ​ ||||
 +^  Range | 1  |||
 +^  Damage | 1d8  |||
 +^  Special | Choose to render the target either Debilitated or Vulnerable until the start of the Conjured Image'​s next turn.  |||
 +^ (Reaction) Scripted Response [Persuasive] ​ ||||
 +^  Rebuttal | 1d10  |||
 +^ (Strategy) Reappear ​ ||||
 +| Move to any position. This Move cannot be blocked by any means. The Conjured Image is Weakened until the end of its turn.  ||||
 +
 +\\
 +==== Escort ====
 +
 +^ Escort ​ ^ Level 4 Opponent ​ ^ Mook  ^ Leader ​ ^
 +^ WP: 11  ^ Initiative: 1d6  ^ Charisma: 1d12  ^  ^
 +| //Escorts function as bodyguards, often within establishments but occasionally on the road. They are charged with keeping guests where they belong.// ​ ||||
 +^ (Reaction) Stoicalness [Comical] ​ ||||
 +^  Defense | 1d8  |||
 +^  Special | If the target'​s Action advances the Debate Counter toward victory, the target suffers 2d4 damage. ​ |||
 +^ (Interrupt) Intercept ​ ||||
 +^  Trigger | An enemy fails a Charisma roll against the Escort. ​ |||
 +^  Effect | Advance the Debate Counter one notch toward defeat. ​ |||
 +
 +\\
 +==== Gloomcaster ====
 +
 +^ Gloomcaster ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Trickster ​ ^
 +^ WP: 42  ^ Initiative: 1d8  ^ Charisma: 1d4  ^  ^
 +| //Emotive magics are uncommon but not exactly rare. How they'​re wielded is entirely up to the emotional state of the caster. In this case, that state is... troubled.// ​ ||||
 +^ (Action) Brainclouds [Aggressive] ​ ||||
 +^  Range | 1  |||
 +^  Argue | 1d12  |||
 +^  Damage | 1d10 (Piercing 1)  |||
 +^  Special | Until the end of the scenario, the target suffers 1 damage (cumulative) every time they draw a card.  |||
 +^ (Reaction) Indifference [Comical] ​ ||||
 +^  Rebuttal | 2d4  |||
 +^  Defense | 1d4  |||
 +^ (Assist) Moodweaving ​ ||||
 +^  Trigger | An ally in an adjacent position plays a Reaction. ​ |||
 +^  Effect | The triggering ally's Reaction gains either +1 level to its Defense dice or Defense: 1d4.  |||
 +
 +\\
 +==== Intellectual ====
 +
 +^ Intellectual ​ ^ Level 4 Opponent ​ ^ Regular ​ ^ Debater ​ ^
 +^ WP: 20  ^ Initiative: 1d8  ^ Charisma: 1d4  ^  ^
 +| //The intellectual represents someone who is an expert in their field, typically highly educated. Of course, that field must be relevant to the current discussion.// ​ ||||
 +^ (Action) Expert Analysis [Persuasive] ​ ||||
 +^  Argue | 2d4  |||
 +^  Special | Advance the Debate Counter one notch toward defeat. The target is Dazed until the end of their next turn.  |||
 +^ (Reaction) Call the Fallacy [Persuasive] ​ ||||
 +^  Rebuttal | 1d10  |||
 +^  Special | The target'​s Action cannot impose any conditions on the Intellectual. ​ |||
 +^ (Strategy) Relevant Facts  ||||
 +| Until the start of the Intellectual'​s next turn, entities in the occupied position increase all Argue and Rebuttal dice levels by 1 on Persuasive Actions and Reactions. ​ ||||
 +
 +\\
 +==== Mindbender ====
 +
 +Deckless Variant: As long as the Mindbender is not Confused, Controlled enemies increase all dice (other than enhancement) on their Actions by 1 level. //Hazy Thoughts// text changes to the following: As long as at least one enemy is Confused or Controlled, advance the Debate Counter one notch toward defeat. The Mindbender cannot play this Strategy while Muddled.
 +
 +^ Mindbender ​ ^ Level 4 Opponent ​ ^ Boss  ^ Trickster ​ ^
 +^ WP: 80  ^ Initiative: 1d10  ^ Charisma: 1d10  ^ Immune: Confused, Controlled, Dazed  ^
 +| //Those who can master the art of mindbending are not simply trained, for not all are capable of this magic. Rare and specific natural talent is required. As mindbending is frequently outlawed under penalty of death, there have been multiple panic-driven inquisitions leading to mass murder.// ​ ||||
 +^ (Action) Mindbending Spell [Charming] ​ ||||
 +| The target wins ties. If the Mindbender fails the opposed roll, the target gains Immune: Controlled until the end of their next turn.  ||||
 +^  Argue | 2d6  |||
 +^  Special | The target is Controlled until the end of their next turn. The Mindbender is Stunned until the end of its next turn.  |||
 +^ (Reaction) Trail Off [Comical] ​ ||||
 +^  Rebuttal | 1d10  |||
 +^  Special | The target is Confused until the end of their next turn.  |||
 +^ (Strategy) Hazy Thoughts ​ ||||
 +| Discard a card: All enemies must discard a card or suffer 1d4 damage. ​ ||||
 +
 +\\
 +==== Mischievous Fae ====
 +
 +^ Mischievous Fae  ^ Level 4 Opponent ​ ^ Mook  ^ Trickster ​ ^
 +^ WP: 10  ^ Initiative: 1d8  ^ Charisma: 1d8  ^  ^
 +| //Any number of common and lesser fae fit this role, whether Seelie or Unseelie. Their main goal is having a bit of fun.// ​ ||||
 +^ (Action) Play Tricks [Comical] ​ ||||
 +^  Argue | 2d4  |||
 +^  Damage | 1d8  |||
 +^  Special | The target is Disoriented until the start of the Mischievous Fae's next turn.  |||
 +^ (Reaction) Appeal [Persuasive] ​ ||||
 +^  Rebuttal | 1d8  |||
 +^  Special | The target is Muddled or Stunned (their choice) until the end of their next turn.  |||
 +
 +\\
 +==== Outlaw ====
 +
 +^ Outlaw ​ ^ Level 4 Opponent ​ ^ Mook  ^ Antagonist ​ ^
 +^ WP: 12  ^ Initiative: 1d6  ^ Charisma: 1d6  ^  ^
 +| //Typical outlaws are blunt and direct, but many often have a rugged and independent sort of charm about them.// ​ ||||
 +^ (Action) Brashness [Aggressive] ​ ||||
 +^  Argue | 1d10  |||
 +^  Damage | 1d10  |||
 +^  Special | The target is Impotent until the start of their next Action Phase. ​ |||
 +^ (Reaction) Poise [Charming] ​ ||||
 +| This Reaction loses its Damage dice against Comical Actions. ​ ||||
 +^  Rebuttal | 2d4  |||
 +^  Damage | 1d4  |||
 +
 +\\
 +==== Rake ====
 +
 +^ Rake  ^ Level 4 Opponent ​ ^ Regular ​ ^ Leader ​ ^
 +^ WP: 22  ^ Initiative: 1d8  ^ Charisma: 1d12  ^  ^
 +| //The rake uses their comely features and natural charm to pursue romantic and platonic relationships alike. Some adapt these skills for use in various forms of espionage.// ​ ||||
 +^ (Action) Flirtatious Approach [Charming] ​ ||||
 +^  Argue | 1d12  |||
 +^  Damage | 1d10  |||
 +^  Special | The target is Hindered and Immobilized until the end of their next turn.  |||
 +^ (Reaction) Attractive Smile [Charming] ​ ||||
 +^  Rebuttal | 1d10  |||
 +^  Damage | 1d6  |||
 +^ (Interrupt) Really Getting Along [Automatic] ​ ||||
 +^  Trigger | An Immobilized enemy plays a Charming Action against the Rake.  |||
 +^  Effect | The triggering enemy is Immobilized and Impotent and can only play Actions against the Rake until the Rake is defeated. The Rake is Immobilized and Weakened and can only play Actions against the triggering enemy until the triggering enemy is defeated. If the enemy and the Rake are no longer in the same position, all of these effects immediately end.  |||
  
 \\ \\
 ==== Restless Spirit ==== ==== Restless Spirit ====
  
-Deckless Variant: As a Strategy, the Restless Spirit can suffer 1d6 damage in order to increase its Damage dice by 1 level until the start of its next turn. As a Strategy, the Restless Spirit can add the following to its //​Distrust//​ Reaction until the start of its next turn: **Special:​** Advance the Debate Counter one notch toward defeat.+Deckless Variant: As a Strategy, when not Confused, the Restless Spirit can suffer 1d6 damage in order to increase its Damage dice by 1 level until the start of its next turn. As a Strategy, when not Muddled, the Restless Spirit can add the following to its //​Distrust//​ Reaction until the start of its next turn: **Special:​** Advance the Debate Counter one notch toward defeat.
  
 ^ Restless Spirit ​ ^ Level 4 Opponent ​ ^ Boss  ^ Antagonist ​ ^ ^ Restless Spirit ​ ^ Level 4 Opponent ​ ^ Boss  ^ Antagonist ​ ^
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 ^  Rebuttal | 1d10  ||| ^  Rebuttal | 1d10  |||
 ^  Damage | 1d4  ||| ^  Damage | 1d4  |||
 +
 +\\
 +==== Smooth Talker ====
 +
 +^ Smooth Talker ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Leader ​ ^
 +^ WP: 44  ^ Initiative: 1d10  ^ Charisma: 1d12  ^  ^
 +| //This slick individual is adept at getting their way with buttered words and quick wit. Such people make talented traders, politicians,​ and spies.// ​ ||||
 +^ (Action) Smooth Segue [Charming] ​ ||||
 +^  Argue | 2d6  |||
 +^  Special | Force the target to Move 1. Then, Move into the same position. Enemies cannot prevent this movement in any way. The target is Hindered until the end of their next turn.  |||
 +^ (Reaction) Slippery Commentary [Charming] ​ ||||
 +^  Rebuttal | 1d12  |||
 +^  Damage | 1d8  |||
 +^  Special | Advance the Debate Counter one notch toward defeat. ​ |||
 +^ (Strategy) Convincing Rhetoric ​ ||||
 +| Discard a card: Advance the Debate Counter one notch toward defeat. The Smooth Talker suffers 4 damage. ​ ||||
 +
 +\\
 +==== Spook ====
 +
 +The Spook does not occupy any position, cannot be targeted by Actions, and cannot be defeated. If no allies with WP remain, the scenario ends.
 +
 +^ Spook  ^ Level 4 Opponent ​ ^ Mook  ^ Trickster ​ ^
 +^ WP: 0  ^ Initiative: 1d4  ^  ^  ^
 +| //These spirits do not manifest directly, instead spreading strange messages often in riddle form, or manipulating the environment in some haunting manner or other.// ​ ||||
 +^ (Action) Spooky Whispers [Aggressive] ​ ||||
 +| This Action targets a random enemy in any position. ​ ||||
 +^  Argue | 1d10  |||
 +^  Damage | 2d4  |||
 +^  Special | If the target lacks Fear Resistance, they are Impotent and Weakened until the end of their next turn.  |||
  
 \\ \\
 ==== Tactician ==== ==== Tactician ====
  
-Deckless Variant: Enemies suffer 1d8 damage whenever they deal damage to the Tactician.+Deckless Variant: Enemies suffer 1d8 damage whenever they deal damage to the Tactician ​as long as the Tactician is not Muddled.
  
 ^ Tactician ​ ^ Level 4 Opponent ​ ^ Boss  ^ Debater ​ ^ ^ Tactician ​ ^ Level 4 Opponent ​ ^ Boss  ^ Debater ​ ^
-^ WP: 82  ^ Initiative: 1d10  ^ Charisma: 1d8  ^ Immune: Confused, Dazed, & Impotent ^+^ WP: 82  ^ Initiative: 1d10  ^ Charisma: 1d8  ^ Immune: Confused, Dazed, & Impotent ​ ^
 | //A tactician of such skill as this is likely well-reknowned,​ potentially in the employ of a powerful monarch or warlord.// ​ |||| | //A tactician of such skill as this is likely well-reknowned,​ potentially in the employ of a powerful monarch or warlord.// ​ ||||
 ^ (Action) Relevant Knowledge [Persuasive] ​ |||| ^ (Action) Relevant Knowledge [Persuasive] ​ ||||
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 ^  Trigger | An enemy ends their turn without playing an Action. ​ ||| ^  Trigger | An enemy ends their turn without playing an Action. ​ |||
 ^  Effect | The triggering enemy suffers 1d12 damage. ​ ||| ^  Effect | The triggering enemy suffers 1d12 damage. ​ |||
 +
 +\\
 +==== Templar ====
 +
 +^ Templar ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Antagonist ​ ^
 +^ WP: 48  ^ Initiative: 1d8  ^ Charisma: 1d6  ^  ^
 +| //Charged with the defense of temples, holy sites, and traveling religious leaders, templars are champions of their faith and difficult to talk around.// ​ ||||
 +^ (Action) Righteousness [Charming] ​ ||||
 +| If the target plays a Persuasive Reaction, increase the Argue dice level by 1.  ||||
 +^  Argue | 2d6  |||
 +^  Damage | 3d4  |||
 +^  Defense | 1d4  |||
 +^ (Reaction) Strong Faith [Aggressive] ​ ||||
 +| This Reaction loses its Defense dice against Comical Actions. ​ ||||
 +^  Rebuttal | 1d10  |||
 +^  Defense | 1d4  |||
 +^ (Strategy) Holy Inspiration ​ ||||
 +| Discard a card: Until the end of the Templar'​s turn, the //​Righteousness//​ Action gains **Special:​** An ally within range 1 can immediately play an Action. The Templar is Confused until the end of its turn.  ||||
analects_book_4_part_3_chapter_4.txt · Last modified: 2019/05/17 13:51 by triptycho