Once during their turn, before or after performing an action, a character may move 1 range band. Note that moving this way is not an action. A character may also move one range band with a Maneuver Action. If they choose, they may make a TN 2 Fitness check to move two range bands, plus one additional range band per two bonus successes.
In the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
In the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
Details
The Water approach to a Martial skill focuses on meeting force with softness and softness with force. Maneuvering using Water allows the Character to:
A character uses Shift when they want to:
Range Bands
o. Touch (1-2 feet)
A character uses Shift when they want to:
- Move via the most expedient path.
- Slide through tight spaces or shifting crowds.
Range Bands
o. Touch (1-2 feet)
- Sword (1-2 yards)
- Speer (3-4 yards)
- Throw (5-10 yards)
- Bow (11-100 yards)
- Volley (100+ yards)
- Sight (more than a few hundred yards)
Opportunity Uses |
|
* |
Remove 1 fatigue. |
* + |
During an Attack action check, ignore 1 point of target’s physical resistance per * spent this way. |
* * |
Move 1 range band. |
Opportunity Uses |
|
* |
If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach). |
* + |
Remove 1 strife you gained from this check per * spent this way. |
* * |
Provide assistance to the next character to attempt a check to accomplish something similar |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Remove 2 strife from yourself. |
* + |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
* * |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
Movement Technique Opportunities
Thunderous Hooves Style (Rank 4 Kata) - Mounted Only
Activation: When you make a Fitness check as part of a Movement action while mounted, you may spend in the following way:
* +: One character at range 0 of your ending position per * spent this way suffers fatigue and strife equal to your mount’s silhouette unless they choose to immediately move 1 range band away from you.
* * *: Your mount may perform a Strike action with your assistance, targeting one character at range 0
* +: One character at range 0 of your ending position per * spent this way suffers fatigue and strife equal to your mount’s silhouette unless they choose to immediately move 1 range band away from you.
* * *: Your mount may perform a Strike action with your assistance, targeting one character at range 0
Thicket's Embrace Style (Rank 3 Kata)
Activation: When you perform a Martial Arts [Unarmed] or Fitness Check:
* If you are in Entangling or Obscuring terrain, reduce the TN of the next attach check you make by 1 (to a minimum of 1). This effect persists until the end of your next turn.
* * If you are in Entangling or Obscuring terrain, you may ignore its negative effects. This effect persists until the end of your next turn.
* If you are in Entangling or Obscuring terrain, reduce the TN of the next attach check you make by 1 (to a minimum of 1). This effect persists until the end of your next turn.
* * If you are in Entangling or Obscuring terrain, you may ignore its negative effects. This effect persists until the end of your next turn.
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.