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analects_book_4_part_3_chapter_4 [2018/11/02 07:09]
triptycho [Spook]
analects_book_4_part_3_chapter_4 [2019/05/17 13:51] (current)
triptycho [Rake]
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 Prev: [[analects_book_4_part_3_chapter_3|Opponents Level 3]] Prev: [[analects_book_4_part_3_chapter_3|Opponents Level 3]]
  
-The following tables provide a collection of [[opponent|opponents]] at [[level|level]] 4. 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]] 4. 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_5|Opponents Level 5]] Next: [[analects_book_4_part_3_chapter_5|Opponents Level 5]]
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 ^ [[analects_book_4_part_3_chapter_4#​bourgeois|Bourgeois]] ​ | Mook  | Debater ​ |  10  |  1d8  ^ ^ [[analects_book_4_part_3_chapter_4#​bourgeois|Bourgeois]] ​ | Mook  | Debater ​ |  10  |  1d8  ^
 ^ [[analects_book_4_part_3_chapter_4#​escort|Escort]] ​ | Mook  | Leader ​ |  11  |  1d6  ^ ^ [[analects_book_4_part_3_chapter_4#​escort|Escort]] ​ | Mook  | Leader ​ |  11  |  1d6  ^
-^ [[analects_book_4_part_3_chapter_4#​mischievous_fae|Mischievous Fae]]  | Mook  | Trickster ​ |  ​10  ​| ​ 1d8  ^+^ [[analects_book_4_part_3_chapter_4#​trasgu|Trasgu]]  | Mook  | Trickster ​ |  ​11  ​| ​ 1d8  ^
 ^ [[analects_book_4_part_3_chapter_4#​spook|Spook]] ​ | Mook  | Trickster ​ |  0  |  1d4  ^ ^ [[analects_book_4_part_3_chapter_4#​spook|Spook]] ​ | Mook  | Trickster ​ |  0  |  1d4  ^
 ^ [[analects_book_4_part_3_chapter_4#​chatterling|Chatterling]] ​ | Regular ​ | Antagonist ​ |  24  |  1d12  ^ ^ [[analects_book_4_part_3_chapter_4#​chatterling|Chatterling]] ​ | Regular ​ | Antagonist ​ |  24  |  1d12  ^
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 ^ Bourgeois ​ ^ Level 4 Opponent ​ ^ Mook  ^ Debater ​ ^ ^ Bourgeois ​ ^ Level 4 Opponent ​ ^ Mook  ^ Debater ​ ^
-^ WP: 10  ^ Initiative: 1d8  ^ Charisma: 1d6  ^  ^+^ 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.// ​ |||| | //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] ​ |||| ^ (Action) Sophistication [Charming] ​ ||||
-^  Argue | 1d10  |||+^  Argue | 1d12  |||
 ^  Special | Advance the Debate Counter one notch toward defeat, or two notches if the target played an Aggressive or Comical Reaction. ​ ||| ^  Special | Advance the Debate Counter one notch toward defeat, or two notches if the target played an Aggressive or Comical Reaction. ​ |||
 ^ (Reaction) Cliché [Comical] ​ |||| ^ (Reaction) Cliché [Comical] ​ ||||
-^  Rebuttal | 2d4  |||+^  Rebuttal | 1d10  |||
  
 \\ \\
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 ^ Chaplain ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Debater ​ ^ ^ Chaplain ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Debater ​ ^
-^ WP: 40  ^ Initiative: 1d8  ^ Charisma: 1d8  ^  ^+^ WP: 40  ^ Initiative: 1d8  ^ Charisma: 1d8  ^^
 | //This mid-ranking religious leader often leads services in smaller chapels or the churches of remote villages.// ​ |||| | //This mid-ranking religious leader often leads services in smaller chapels or the churches of remote villages.// ​ ||||
 ^ (Action) Scripture Reading [Aggressive] ​ |||| ^ (Action) Scripture Reading [Aggressive] ​ ||||
 ^  Argue | 3d4  ||| ^  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. ​ |||+^  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 perform ​a Rebuttal roll, advance the Debate Counter one notch toward defeat. ​ |||
 ^ (Reaction) Divine Calm [Charming] ​ |||| ^ (Reaction) Divine Calm [Charming] ​ ||||
-^  Rebuttal | 1d12  |||+^  Rebuttal | 1d10  |||
 ^  Special | If the target deals damage to the Chaplain, advance the Debate Counter one notch toward defeat. ​ ||| ^  Special | If the target deals damage to the Chaplain, advance the Debate Counter one notch toward defeat. ​ |||
 ^ (Strategy) Beseech ​ |||| ^ (Strategy) Beseech ​ ||||
-| An ally in an adjacent position Moves into the occupied position, even if Immobilized. Enemies cannot prevent this movement in any way.  ||||+| An ally in an adjacent position Moves into the occupied position. Enemies cannot prevent this movement in any way.  ||||
  
 \\ \\
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 ^ Chatterling ​ ^ Level 4 Opponent ​ ^ Regular ​ ^ Antagonist ​ ^ ^ Chatterling ​ ^ Level 4 Opponent ​ ^ Regular ​ ^ Antagonist ​ ^
-^ WP: 24  ^ Initiative: 1d12  ^ Charisma: 1d8  ^  ^+^ 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.// ​ |||| | //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] ​ |||| ^ (Action) Chit-chat [Comical] ​ ||||
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 ^  Damage | 1d8  ||| ^  Damage | 1d8  |||
 ^ (Strategy) Split  |||| ^ (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. ​ ||||+| 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's Mind is set to -3. This Strategy can only be played if the Chatterling has more than 1WP remaining. ​ ||||
  
 \\ \\
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 ^ Conjured Image  ^ Level 4 Opponent ​ ^ Regular ​ ^ Trickster ​ ^ ^ Conjured Image  ^ Level 4 Opponent ​ ^ Regular ​ ^ Trickster ​ ^
-^ WP: 20  ^ Initiative: 1d6  ^ Charisma: 1d4  ^  ^+^ 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.// ​ |||| | //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] ​ |||| ^ (Action) Visions and Illusions [Charming] ​ ||||
 ^  Range | 1  ||| ^  Range | 1  |||
-^  Damage | 1d8  ||| +^  Damage | 1d10  ||| 
-^  Special | Choose ​to render the target either Debilitated or Vulnerable until the start of the Conjured Image'​s ​next turn.  |||+^  Special | The target suffers -1 to a Stat Track of the Conjured Image'​s ​choice.  |||
 ^ (Reaction) Scripted Response [Persuasive] ​ |||| ^ (Reaction) Scripted Response [Persuasive] ​ ||||
 ^  Rebuttal | 1d10  ||| ^  Rebuttal | 1d10  |||
 ^ (Strategy) Reappear ​ |||| ^ (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.  ||||+| Move to any position. This Move cannot be blocked by any means. The Conjured Image suffers -1 Power.  ||||
  
 \\ \\
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 ^ Escort ​ ^ Level 4 Opponent ​ ^ Mook  ^ Leader ​ ^ ^ Escort ​ ^ Level 4 Opponent ​ ^ Mook  ^ Leader ​ ^
-^ WP: 11  ^ Initiative: 1d6  ^ Charisma: 1d12  ^  ^+^ 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.// ​ |||| | //Escorts function as bodyguards, often within establishments but occasionally on the road. They are charged with keeping guests where they belong.// ​ ||||
 ^ (Reaction) Stoicalness [Comical] ​ |||| ^ (Reaction) Stoicalness [Comical] ​ ||||
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 ^ Gloomcaster ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Trickster ​ ^ ^ Gloomcaster ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Trickster ​ ^
-^ WP: 42  ^ Initiative: 1d8  ^ Charisma: 1d4  ^  ^+^ 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.// ​ |||| | //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] ​ |||| ^ (Action) Brainclouds [Aggressive] ​ ||||
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 ^ Intellectual ​ ^ Level 4 Opponent ​ ^ Regular ​ ^ Debater ​ ^ ^ Intellectual ​ ^ Level 4 Opponent ​ ^ Regular ​ ^ Debater ​ ^
-^ WP: 20  ^ Initiative: 1d8  ^ Charisma: 1d4  ^  +^ 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.//  ||||+| //The intellectual represents someone who is an expert in their field, typically highly educated. ​They are experienced with magic and adept at resisting illusions and charms.//  ||||
 ^ (Action) Expert Analysis [Persuasive] ​ |||| ^ (Action) Expert Analysis [Persuasive] ​ ||||
-^  Argue | 2d4  ||| +^  Argue | 1d10  ||| 
-^  Special | Advance the Debate Counter one notch toward defeat. The target ​is Dazed until the end of their next turn.  |||+^  Damage ​| 2d4  ||| 
 +^  Special | Advance the Debate Counter one notch toward defeat. The target ​suffers -1 Power.  |||
 ^ (Reaction) Call the Fallacy [Persuasive] ​ |||| ^ (Reaction) Call the Fallacy [Persuasive] ​ ||||
 +| The target'​s Action cannot reduce the Intellectual'​s Stat Tracks. ​ ||||
 ^  Rebuttal | 1d10  ||| ^  Rebuttal | 1d10  |||
-^  Special | The target'​s Action cannot impose any conditions on the Intellectual. ​ ||| 
 ^ (Strategy) Relevant Facts  |||| ^ (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. ​ |||| | 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. ​ ||||
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 ==== Mindbender ==== ==== Mindbender ====
  
-Deckless Variant: ​As long as the Mindbender ​is not ConfusedControlled 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.+Deckless Variant: ​Whenever ​the Mindbender ​forces an enemy to perform a play, all dice on the play increase ​by 1 level, and whenever such a play succeeds, the Mindbender gains +1 Skill. //Hazy Thoughts// text changes to the following: ​Advance ​the Debate Counter one notch toward defeat. ​Enemies may each suffer 1d2 damage to prevent the Debate Counter from advancing.
  
 ^ Mindbender ​ ^ Level 4 Opponent ​ ^ Boss  ^ Trickster ​ ^ ^ Mindbender ​ ^ Level 4 Opponent ​ ^ Boss  ^ Trickster ​ ^
-^ WP: 80  ^ Initiative: 1d10  ^ Charisma: ​1d10  ​^ ​Immune: Confused, Controlled, Dazed  ​^+^ WP: 80  ^ Initiative: 1d10  ^ Charisma: ​2d4  ^^
 | //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.// ​ |||| | //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] ​ |||| +^  Notes | If the Mindbender has 40WP or fewer remaining, it can roll Charisma to block enemy movement in any position, and when it Moves, it can suffer -1 Resilience to Move to any position rather than only adjacent ones.  ||| 
-The target wins ties. If the Mindbender fails the opposed roll, the target gains Immune: Controlled until the end of their next turn.  ​|||| +^ (Action) ​Dominate ​[Charming] ​ |||| 
-^  Argue | 2d6  ||| +^  Range  ||| 
-^  Special | The target ​is Controlled until the end of their next turn. The Mindbender is Stunned until the end of its next turn.  |||+^  Incant | 1  ​||| 
 +^  Argue | 1d12  ||| 
 +^  Special | The target ​suffers -2 Mind, or -1 Mind if the target has already suffered this effect this round ||| 
 +^ (Action) Mindbending ​ |||| 
 +The Mindbender ​may begin an Incantation. If there is at least one enemy in the occupied position, the Mindbender gains +1 Mind. This Action is non-hostile.  ​||||
 ^ (Reaction) Trail Off [Comical] ​ |||| ^ (Reaction) Trail Off [Comical] ​ ||||
 ^  Rebuttal | 1d10  ||| ^  Rebuttal | 1d10  |||
-^  Special | The target ​is Confused until the end of their next turn.  |||+^  Special | The target ​suffers -1 Skill.  |||
 ^ (Strategy) Hazy Thoughts ​ |||| ^ (Strategy) Hazy Thoughts ​ ||||
 | Discard a card: All enemies must discard a card or suffer 1d4 damage. ​ |||| | 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 ====
  
 ^ Outlaw ​ ^ Level 4 Opponent ​ ^ Mook  ^ Antagonist ​ ^ ^ Outlaw ​ ^ Level 4 Opponent ​ ^ Mook  ^ Antagonist ​ ^
-^ WP: 12  ^ Initiative: 1d6  ^ Charisma: 1d6  ^  ^+^ 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.// ​ |||| | //Typical outlaws are blunt and direct, but many often have a rugged and independent sort of charm about them.// ​ ||||
 ^ (Action) Brashness [Aggressive] ​ |||| ^ (Action) Brashness [Aggressive] ​ ||||
-^  Argue | 1d10  ||| +^  Argue | 1d12  ||| 
-^  Damage | 1d10  ||| +^  Damage | 2d6  ||| 
-^  Special | The target ​is Impotent until the start of their next Action Phase.  |||+^  Special | The target ​suffers -1 Power.  |||
 ^ (Reaction) Poise [Charming] ​ |||| ^ (Reaction) Poise [Charming] ​ ||||
 | This Reaction loses its Damage dice against Comical Actions. ​ |||| | This Reaction loses its Damage dice against Comical Actions. ​ ||||
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 ^ Rake  ^ Level 4 Opponent ​ ^ Regular ​ ^ Leader ​ ^ ^ Rake  ^ Level 4 Opponent ​ ^ Regular ​ ^ Leader ​ ^
-^ WP: 22  ^ Initiative: 1d8  ^ Charisma: ​1d12  ​^ ​ ^+^ WP: 22  ^ Initiative: 1d8  ^ Charisma: ​2d4  ^^
 | //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.// ​ |||| | //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] ​ |||| ^ (Action) Flirtatious Approach [Charming] ​ ||||
 ^  Argue | 1d12  ||| ^  Argue | 1d12  |||
 ^  Damage | 1d10  ||| ^  Damage | 1d10  |||
-^  Special | The target ​is Hindered ​and Immobilized until the end of their next turn.  |||+^  Special | The target and the Rake gain +1 Skill.  |||
 ^ (Reaction) Attractive Smile [Charming] ​ |||| ^ (Reaction) Attractive Smile [Charming] ​ ||||
-^  Rebuttal | 1d10  |||+^  Rebuttal | 1d12  |||
 ^  Damage | 1d6  ||| ^  Damage | 1d6  |||
 ^ (Interrupt) Really Getting Along [Automatic] ​ |||| ^ (Interrupt) Really Getting Along [Automatic] ​ ||||
-^  Trigger | An Immobilized ​enemy plays a Charming Action against the Rake.  ||| +^  Trigger | An enemy in the occupied position with Skill above their base plays a Charming Action ​or Reaction ​against the Rake, and the Rake's Skill is above its base.  ||| 
-^  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.  |||+^  Effect | The triggering enemy and the Rake can no longer voluntarily Move. The triggering enemy can only play Actions against the Rake until the Rake is defeated. The Rake 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, these effects immediately end.  |||
  
 \\ \\
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 ^ Smooth Talker ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Leader ​ ^ ^ Smooth Talker ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Leader ​ ^
-^ WP: 44  ^ Initiative: 1d10  ^ Charisma: 1d12  ^  ^+^ 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.// ​ |||| | //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] ​ |||| ^ (Action) Smooth Segue [Charming] ​ ||||
 ^  Argue | 2d6  ||| ^  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.  |||+^  Special | Force the target to Move 1. Then, Move into the same position. Enemies cannot prevent this movement in any way. The target ​suffers -1 Skill.  |||
 ^ (Reaction) Slippery Commentary [Charming] ​ |||| ^ (Reaction) Slippery Commentary [Charming] ​ ||||
 ^  Rebuttal | 1d12  ||| ^  Rebuttal | 1d12  |||
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 \\ \\
 ==== Spook ==== ==== 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 ​ ^ ^ Spook  ^ Level 4 Opponent ​ ^ Mook  ^ Trickster ​ ^
-^ WP: 0  ^ Initiative: 1d4  ^   ^+^ 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.// ​ |||| | //These spirits do not manifest directly, instead spreading strange messages often in riddle form, or manipulating the environment in some haunting manner or other.// ​ ||||
 +^  Notes | 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.  |||
 ^ (Action) Spooky Whispers [Aggressive] ​ |||| ^ (Action) Spooky Whispers [Aggressive] ​ ||||
 | This Action targets a random enemy in any position. ​ |||| | This Action targets a random enemy in any position. ​ ||||
-^  Argue | 1d10  ||| +^  Argue | 1d12  ||| 
-^  Damage | 2d4  ||| +^  Damage | 1d10  ||| 
-^  Special | If the target lacks Fear Resistance, they are Impotent and Weakened until the end of their next turn.  |||+^  Special | If the target lacks Fear Resistance, they suffer -2 Power.  |||
  
 \\ \\
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 ^ Templar ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Antagonist ​ ^ ^ Templar ​ ^ Level 4 Opponent ​ ^ Mini-boss ​ ^ Antagonist ​ ^
-^ WP: 48  ^ Initiative: 1d8  ^ Charisma: 1d6  ^  ^+^ 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.// ​ |||| | //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] ​ |||| ^ (Action) Righteousness [Charming] ​ ||||
 | If the target plays a Persuasive Reaction, increase the Argue dice level by 1.  |||| | If the target plays a Persuasive Reaction, increase the Argue dice level by 1.  ||||
-^  Argue | 2d6  |||+^  Argue | 2d4  |||
 ^  Damage | 3d4  ||| ^  Damage | 3d4  |||
 ^  Defense | 1d4  ||| ^  Defense | 1d4  |||
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 ^  Defense | 1d4  ||| ^  Defense | 1d4  |||
 ^ (Strategy) Holy Inspiration ​ |||| ^ (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.  ||||+| Discard a card: The Templar ​and an ally within range 1 gain +1 Power ​|||| 
 + 
 +\\ 
 +==== Trasgu ==== 
 + 
 +^ Trasgu ​ ^ Level 4 Opponent ​ ^ Mook  ^ Trickster ​ ^ 
 +^ WP: 11  ^ Initiative: 1d8  ^ Charisma: 1d8  ^^ 
 +| //The Trasgu ​is a Seelie goblin with a pointy red hat and a distinctive hole in its left handIt is usually benign but causes mischief when agitated, and its pride won't permit it to stand down if confronted.// ​ |||| 
 +^ (Action) Play Tricks [Comical] ​ |||| 
 +^  Argue | 1d10  ||| 
 +^  Damage | 1d12  ||| 
 +^  Special | The target suffers -2 Resilience. ​ ||| 
 +^ (Reaction) Appeal [Persuasive] ​ |||| 
 +^  Rebuttal | 2d4  ||| 
 +^  Special | The target suffers -2 Power or -2 Mind (their choice).  ​|||
analects_book_4_part_3_chapter_4.1541167750.txt.gz · Last modified: 2018/11/02 07:09 by triptycho