Guarding a target is a TN 1 Tactics check. Success increases the Guarded Target TN by 1 + 1 per 2 bonus successes.
In the Fire Stance: When you succeed on a check, you count as having one additional bonus success for each Strife symbol on your kept dice.
In the Fire Stance: When you succeed on a check, you count as having one additional bonus success for each Strife symbol on your kept dice.
Details
Description: You focus on warding off foes from yourself or an ally by positioning yourself defensively, taking cover, throwing strategically placed strikes, or even firing shots menacingly close to the enemy.
Activation: As a Support action using a readied weapon, you may make a TN 1 Tactics check targeting yourself or one other character within the weapon’s range.
Effects: If you succeed, you guard the target until the beginning of your next turn. Increase the TN of Attack checks against the guarded target by one, plus an additional one per two bonus successes
Activation: As a Support action using a readied weapon, you may make a TN 1 Tactics check targeting yourself or one other character within the weapon’s range.
Effects: If you succeed, you guard the target until the beginning of your next turn. Increase the TN of Attack checks against the guarded target by one, plus an additional one per two bonus successes
Opportunity Uses |
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* |
Choose another character in the scene; increase the TN of the next check they make before the start of your next turn if it does not include you as a target |
** |
Other characters must receive 2 strife to choose you as the target of their Attack and Scheme actions until the start of your next turn. |
Opportunity Uses |
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* |
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) |
* |
Inflame another character in the scene with your presence, causing them to receive 2 strife. |
*+ |
*+: Perform the task in a flashy way, drawing attention to yourself. Extra * attracts even more notice. |
** |
Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence. |
Guard Technique Opportunities
Crescent Moon Style (Rank 2 Kata)- Guard Action
Activation: When you perform Guard action (any Element):
* After a character at range 1–2 performs an Attack action targeting you or another character you are guarding, you may perform a Strike action with one readied Martial Arts [Melee or Unarmed] weapon targeting that character (if they are within your weapon’s range). This effect persists until the start of your next turn, or until you perform a Strike action this way
* After a character at range 1–2 performs an Attack action targeting you or another character you are guarding, you may perform a Strike action with one readied Martial Arts [Melee or Unarmed] weapon targeting that character (if they are within your weapon’s range). This effect persists until the start of your next turn, or until you perform a Strike action this way
Special Circumstance Opportunities
In Shadowlands
*+ You spur your comrades on with pleasing encouragement or biting criticism. One other character in the scene per * you spend this way reduces their next TN to resist physical hardship or the influence of the Shadowlands by 1.
Against Tainted Threats
*+ The righteous fury you display can cow even the most terrible of Tainted fiends. Each Tainted being in the scene gains 1 strife, plus 1 additional strife for every ** spent. If you are unaware if another character is Tainted, the GM should record this strife secretly.
While Tainted
** The furious power of Jigoku flows through you, granting you unnatural might. Add 1 kept Ring Dice showing a Strife result to the next Martial Arts check you make. This effect persists until the start of their next turn.