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====== Analects Book 4 Part 3: Opponents ====== [[analects|Back to Analects Table of Contents]] ===== Chapter 5: Level 5 ===== Prev: [[analects_book_4_part_3_chapter_4|Opponents Level 4]] The following tables provide a collection of [[opponent|opponents]] at [[level|level]] 5. For more information on their use in the game, see [[DM's Guide Chapter 3|DM's Guide Chapter 3: Running Scenarios]]. ===== Level 5 Opponents Table ====== ^ Opponent ^ Rank ^ Type ^ WP ^ Init ^ ^ [[analects_book_4_part_3_chapter_5#noisy_beast|Noisy Beast]] | Mook | Antagonist | 12 | 1d6 ^ ^ [[analects_book_4_part_3_chapter_5#obscurantist|Obscurantist]] | Mook | Debater | 12 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_5#proselytizer|Proselytizer]] | Mook | Leader | 13 | 1d10 ^ ^ [[analects_book_4_part_3_chapter_5#royal_attendant|Royal Attendant]] | Mook | Trickster | 13 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_5#beastly_demihuman|Beastly Demihuman]] | Regular | Antagonist | 28 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_5#shrewd_minister|Shrewd Minister]] | Regular | Debater | 24 | 1d10 ^ ^ [[analects_book_4_part_3_chapter_5#songcaster|Songcaster]] | Regular | Leader | 25 | 1d6 ^ ^ [[analects_book_4_part_3_chapter_5#deceptimancer|Deceptimancer]] | Regular | Trickster | 24 | 1d6 ^ ^ [[analects_book_4_part_3_chapter_5#spriggan|Spriggan]] | Regular | Trickster | 26 | 1d10 ^ ^ [[analects_book_4_part_3_chapter_5#local_hero|Local Hero]] | Mini-boss | Antagonist | 56 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_5#hobgoblin|Hobgoblin]] | Mini-boss | Debater | 46 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_5#ghostly_guardian|Ghostly Guardian]] | Mini-boss | Leader | 52 | 1d12 ^ ^ [[analects_book_4_part_3_chapter_5#court_wizard|Court Wizard]] | Mini-boss | Trickster | 50 | 1d8 ^ \\ ===== Level 5 Opponent Entries ===== ==== Beastly Demihuman ==== ^ Beastly Demihuman ^ Level 5 Opponent ^ Regular ^ Antagonist ^ ^ WP: 28 ^ Initiative: 1d8 ^ Charisma: 1d4 ^ ^ | //This demihuman may have limited command of language or might speak eloquently. However, a distrust of others and a tendency toward aggression is assumed regardless.// |||| ^ (Action) Growled Accusation [Aggressive] |||| ^ Argue | 1d12 ||| ^ Damage | 2d8 ||| ^ (Action) Growled Threat [Aggressive] |||| ^ Damage | 2d8 ||| ^ (Reaction) Distrust [Aggressive] |||| ^ Rebuttal | 2d4 ||| \\ ==== Court Wizard ==== ^ Court Wizard ^ Level 5 Opponent ^ Mini-boss ^ Trickster ^ ^ WP: 50 ^ Initiative: 1d8 ^ Charisma: 1d6 ^ ^ | //Court wizards employ their magic broadly in the service of liege and realm. While this can and does include solving broad magical problems, it also includes magical screenings and charms on those who visit, always seeking to secure the upper hand in negotiation and espionage.// |||| ^ (Action) Aura Reading [Charming] |||| ^ Range | 1 ||| ^ Argue | 3d4 ||| ^ Special | The target must reveal their hand. The target is either Impotent or Weakened until the end of their next turn (Court Wizard's choice). ||| ^ (Reaction) Mental Fog [Charming] |||| ^ Rebuttal | 2d6 ||| ^ Defense | 1d6 ||| ^ Special | Either the target is Disoriented until the end of their next turn, or advance the Debate Counter one notch toward defeat (target's choice). ^ (Strategy) Courtly Arguments |||| | Draw a card. Discard it immediately to advance the Debate Counter one notch toward defeat, or keep it and recover 1d4 lost WP. |||| \\ ==== Deceptimancer ==== ^ Deceptimancer ^ Level 5 Opponent ^ Regular ^ Trickster ^ ^ WP: 24 ^ Initiative: 1d6 ^ Charisma: 1d6 ^ ^ | //The term for this subset of illusion enthusiasts began as an epithet but was quickly embraced by the community. While all illusion magic fools one sense or others, deceptimancers delve deeper to create brief alternate realities, toy with short-term memories, and relax the brain's defenses against such things.// |||| ^ (Action) Deception Magic [Comical] |||| ^ Range | 1 ||| ^ Argue | 2d6 ||| ^ Special | The target is Controlled until the end of their next turn. ||| ^ (Reaction) Blanking Spell [Comical] |||| ^ Rebuttal | 1d10 ||| ^ Special | The target is Muddled until the end of their next turn. The target may discard a card to cancel this effect. ||| ^ (Strategy) Relaxation Charms |||| | An enemy within range 1 is Vulnerable until the start of the Deceptimancer's next turn. The Deceptimancer cannot play Actions against that enemy this turn. |||| \\ ==== Ghostly Guardian ==== ^ Ghostly Guardian ^ Level 5 Opponent ^ Mini-boss ^ Leader ^ ^ WP: 52 ^ Initiative: 1d12 ^ Charisma: 1d8 ^ ^ | //The undead have a (deserved) reputation for mindless violence and danger, but some like this apparition serve a noble purpose, often continuing a duty they held in life for centuries or even millenia afterward. A few hold on long enough for everything they were protecting to fall entirely into ruin and no longer need their protection, but protect they still do.// |||| ^ (Action) State Your Purpose [Aggressive] |||| | This Action can target two enemies. |||| ^ Argue | 2d6 ||| ^ Damage | 1d10 (Piercing 2) ||| ^ Special | The target must play their next Action against the Ghostly Guardian. ||| ^ (Reaction) Weigh Response [Persuasive] |||| ^ Rebuttal | 1d12 ||| ^ Special | Advance the Debate Counter one notch toward defeat. If the target was forced to play their Action against the Ghostly Guardian, they must discard a card (if able). ||| ^ (Strategy) Undead Aura |||| | One target without Fear Resistance is Dazed until the end of their next turn. The same target cannot be chosen twice in a row. |||| \\ ==== Hobgoblin ==== ^ Hobgoblin ^ Level 5 Opponent ^ Mini-boss ^ Debater ^ ^ WP: 46 ^ Initiative: 1d8 ^ Charisma: 1d6 ^ ^ | //This friendly Seelie fae attaches itself to a house inhabited by good-natured folk. It helps with odd jobs, but also protects against magical threats and unseen dangers. It does so with trickery and opposing magics rather than engaging in actual combat, as it has no battle skills to speak of. It can naturally read the Karma of others.// |||| ^ (Action) Hearth Covenant [Persuasive] |||| ^ Argue | 3d4 ||| ^ Defense | 1d8 ||| ^ Special | Advance the Debate Counter one notch toward defeat. If the Hobgoblin ends its turn without having played an Action from its hand, advance the Debate Counter another notch toward defeat. ||| ^ (Reaction) Duty [Aggressive] |||| ^ Rebuttal | 1d12 ||| ^ Defense | 1d4 ||| ^ (Strategy) Conscience Tap |||| | Discard a card: Enemies in the occupied position with 0 Karma or less must discard two cards or be Stunned until the end of their next turns. Enemies with 3 Karma or more are Debilitated until the end of their next turns. |||| \\ ==== Local Hero ==== ^ Local Hero ^ Level 5 Opponent ^ Mini-boss ^ Antagonist ^ ^ WP: 56 ^ Initiative: 1d8 ^ Charisma: 1d10 ^ ^ | //Feats of strength and bravery paired with a winning personality are hallmarks of the village hero. Such individuals are expected to stand up for the village against outsiders and other perceived threats.// |||| ^ (Action) Reject Outsiders [Aggressive] |||| ^ Argue | 2d6 ||| ^ Damage | 4d4 ||| ^ (Reaction) Pride [Aggressive] |||| | If the Local Hero has 30WP or more remaining, the target is Impotent for their Action. |||| ^ Rebuttal | 1d10 ||| ^ (Strategy) Bolstered By Friendship |||| | Until the end of the Local Hero's turn, //Reject Outsiders// gains **Special:** Advance the Debate Counter one notch toward defeat. This Strategy can only be played if there is at least one ally in the occupied position. |||| \\ ==== Noisy Beast ==== ^ Noisy Beast ^ Level 5 Opponent ^ Mook ^ Antagonist ^ ^ WP: 14 ^ Initiative: 1d12 ^ Charisma: 1d6 ^ ^ | //Representing pets, guard animals, and the like, the noisy beast keeps outsiders on edge and makes conversation rather difficult.// |||| ^ (Action) Bark, Growl, Hiss, Etc. [Aggressive] |||| | The target is Impotent for their Reaction. |||| ^ Damage | 1d12 ||| ^ (Reaction) Refuse Taming [Aggressive] |||| | The target is Impotent for their Action. |||| ^ Defense | 1d6 ||| ^ (Strategy) Animal Instincts |||| | The Noisy Beast recovers from all conditions. |||| \\ ==== Obscurantist ==== ^ Obscurantist ^ Level 5 Opponent ^ Mook ^ Debater ^ ^ WP: 12 ^ Initiative: 1d8 ^ Charisma: 1d8 ^ ^ | //A subset of elitist scholars, obscurantists believe that knowledge gets corrupted in the minds of those with insufficient education. In order to proect knowledge, they purposefully use uncommon language, complex literary references, and other tricks to make themselves harder to understand (and properly argue down).// |||| ^ (Action) Obscure Language [Aggressive] |||| ^ Argue | 1d12 ||| ^ Special | Advance the Debate Counter two notches toward defeat. The target may discard a card to cancel one notch of advancement or two cards to cancel both. ||| ^ (Reaction) Vague Language [Persuasive] |||| ^ Rebuttal | 1d8 ||| ^ Defense | 1d4 ||| \\ ==== Proselytizer ==== ^ Proselytizer ^ Level 5 Opponent ^ Mook ^ Leader ^ ^ WP: 13 ^ Initiative: 1d10 ^ Charisma: 1d10 ^ ^ | //In lesser company this missionary might command the entire conversation, but here they are relegated to a minor role of religious appeals on the side, largely as a distraction.// |||| ^ (Action) Spread the Word [Charming] |||| ^ Argue | 2d6 ||| ^ Damage | 1d10 ||| ^ Special | The target must play their next Action against the Proselytizer. ||| ^ (Reaction) Fervent Belief [Charming] |||| ^ Rebuttal | 1d10 + 1d2 ||| ^ Defense | 1d4 ||| ^ Special | Advance the Debate Counter one notch toward defeat. ||| \\ ==== Royal Attendant ==== ^ Royal Attendant ^ Level 5 Opponent ^ Mook ^ Trickster ^ ^ WP: 13 ^ Initiative: 1d6 ^ Charisma: 1d10 ^ ^ | //While the role of attendant may seem minor, such individuals are nonetheless a part of the royal court and wield a respectable amount of influence.// |||| ^ (Action) Courtly Trappings [Non-hostile] |||| | A target ally recovers 1d4 lost WP. |||| ^ (Reaction) Held Tongue [Charming] |||| | The target is Impotent for their Action. |||| ^ Defense | 1d6 ||| ^ (Assist) Invoke Proceedings |||| ^ Trigger | An ally within range 1 deals damage with an Action that does not advance the Debate Counter. ||| ^ Effect | Advance the Debate Counter one notch toward defeat. ||| ^ (Assist) Issue Decree |||| ^ Trigger | An ally within range 1 plays a hostile Action that does not deal damage. ||| ^ Effect | The triggering Action gains **Damage:** 1d12. ||| \\ ==== Shrewd Minister ==== ^ Shrewd Minister ^ Level 5 Opponent ^ Regular ^ Debater ^ ^ WP: 24 ^ Initiative: 1d10 ^ Charisma: 1d6 ^ ^ | //Quick thinking and comprehensive smarts helped this minister advance to a relatively high ranking. With sufficient ambition, even greater heights are certainly possible.// |||| ^ (Action) Insightful Point [Persuasive] |||| ^ Argue | 3d4 ||| ^ Special | Advance the Debate Counter one notch toward defeat. ||| ^ (Reaction) Clever Counter [Persuasive] |||| ^ Rebuttal | 1d10 ||| ^ Special | Advance the Debate Counter one notch toward defeat. ||| \\ ==== Songcaster ==== ^ Songcaster ^ Level 5 Opponent ^ Regular ^ Leader ^ ^ WP: 25 ^ Initiative: 1d6 ^ Charisma: 1d10 ^ ^ | //This particular discipline grew from simple animal charming tricks in human societies, though the fae have always possessed various forms of it.// |||| ^ (Action) Enchanted Flute [Charming] |||| ^ Range | 1 ||| ^ Argue | 1d12 ||| ^ Special | Force the target to Move into the Songcaster's occupied position if they are not already present. The target is Hindered, Impotent, and Weakened until the end of their next turn. ||| ^ (Reaction) Wall of Sound [Comical] |||| ^ Defense | 1d8 ||| ^ Damage | 1d6 ||| ^ Special | The target is Immobilized until the end of their next turn or the Songcaster is defeated (whichever comes first). ||| ^ (Interrupt) Dissonant Notes |||| ^ Trigger | An enemy fails an opposed Charisma roll against the Songcaster. ||| ^ Effect | The triggering enemy suffers damage equal to the Songcaster's Charisma roll. ||| \\ ==== Pixie ==== ^ Pixie ^ Level 5 Opponent ^ Regular ^ Trickster ^ ^ WP: 26 ^ Initiative: 1d10 ^ Charisma: 1d12 ^ ^ | //These diminuitive musical fae are not associated with either the Seelie or Unseelie courts. Some say their independence is because they are not true faeries but rather a similar sort of being, while others suggest the existence of a secret third Pixie court, sometimes with all sorts of bizarre conspiracies attached to it.// |||| ^ (Action) Faery Music [Comical] |||| | This Action can target any number of enemies. |||| ^ Range | 2 ||| ^ Argue | 1d12 ||| ^ Special | The target is Confused until the start of the Pixie's next turn. The Pixie may force the target to Move 1. ||| ^ (Reaction) Fickle Nature [Comical] |||| ^ Rebuttal | 1d10 ||| ^ Damage | 1d10 ||| ^ (Strategy) Soothing Breath |||| | An ally in the occupied position recovers 1d4 lost WP and is healed of any one condition. ||||

analects_book_4_part_3_chapter_5.1541454732.txt.gz · Last modified: 2018/11/05 13:52 by triptycho