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 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
The Fire approach to a Martial skill idealizes direct and devastating force, against which few foes would dare stand firm. Maneuvering using Fire allows the Character to:
Range Bands
o. Touch (1-2 feet)
- Move rapidly and heedlessly.
- Force their foe to meet them head-on.
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 |
|
* |
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 |
* + |
During an Attack action check, increase the TN of the next check the target makes to resist a critical strike they suffer before the start of your next turn by 1 per * spent this way. |
* * |
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 |
|
* |
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. |
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
*+ 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.