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 Air Stance: Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
In the Air Stance: Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
Details
The Air approach to Martial skills is opportunistic and evasive, using agility and cunning to create and exploit openings. Maneuvering using Air allows the character to:
Range Bands
o. Touch (1-2 feet)
- Move precisely and subtly.
- Slip past a foe’s defenses into an advantageous position.
- Land acrobatically (and safely).
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 |
|
* |
Add a kept Ring Dice set to an * result to your next Martial skill check. |
* + |
During a Movement action check, up to 1 range band of any distance you move per * spent this way may be along a vertical surface. |
* * |
Increase the TN of the next Martial Arts [Ranged] check targeting you before the start of your next turn by 2. |
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) |
* |
Learn another character in the scene’s demeanor (if an NPC) and current strife. |
* + |
Act subtly to attract minimal attention in your efforts. Extra * makes the attempt even subtler. |
* * |
Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC. |
Movement Technique Opportunities
Skulk (Rank 1 Ninjutsu) - GM Optional Only
Activation: When you perform an Initiative or Attack (Air) (OR, by GM Option, a Move action) Check:
* If you are in Obscuring terrain, a crowd, or otherwise concealed from sight, one character with vigilance lower than or equal to your ranks in Skulduggery loses sight of you.
* If you are in Obscuring terrain, a crowd, or otherwise concealed from sight, one character with vigilance lower than or equal to your ranks in Skulduggery loses sight of you.
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
*+ You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per * spent this way
Against Tainted Threats
** Confronted with the horrors of the Taint, you remain alert and able to discern a weakness in your foe. Reduce the TN of your next check made to oppose or harm a Tainted character by 1, as you examine the threat before you and formulate an appropriate response.
While Tainted
** Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.