.As a movement action, a character may reposition their cohort to an adjacent zone. A character may make a TN3 Command check to move further.
Details
Activation: As a Movement action, you may reposition your cohort. You may make a TN 3 Command check to move further.
Effects: You move your cohort to an adjacent zone.
If you made the Command check and succeeded, you may then move your cohort one additional time to an adjacent zone, plus one additional time for every three bonus successes.
Notes on Zone Movement:
Cavalry: Cohorts with the Cavalry cohort ability do not suffer panic when leaving a battle zone with an enemy cohort.
Terrain Effects:
Open Terrain: Reduce the TN of Movement action checks by 1 (to a minimum of 1).
Confining Terrain: When a cohort occupies Confining terrain, other cohorts cannot move into the same area of terrain. For Advanced Battle rules: When a cohort occupies Confining terrain, other cohorts can enter the zone but cannot pass through it.
Entangling Terrain: Increase the TN of all checks to move and for Movement actions by 2.
Effects: You move your cohort to an adjacent zone.
If you made the Command check and succeeded, you may then move your cohort one additional time to an adjacent zone, plus one additional time for every three bonus successes.
Notes on Zone Movement:
- Cohort leaders cannot target other cohort leaders who are not in the same zone.
- Once during each cohort leader’s turn, before or after they perform an action, that leader may move their cohort to an adjacent zone.
- After a cohort leaves a zone, if that zone was occupied by an enemy cohort, the withdrawing cohort’s army suffers 5 panic.
Cavalry: Cohorts with the Cavalry cohort ability do not suffer panic when leaving a battle zone with an enemy cohort.
Terrain Effects:
Open Terrain: Reduce the TN of Movement action checks by 1 (to a minimum of 1).
Confining Terrain: When a cohort occupies Confining terrain, other cohorts cannot move into the same area of terrain. For Advanced Battle rules: When a cohort occupies Confining terrain, other cohorts can enter the zone but cannot pass through it.
Entangling Terrain: Increase the TN of all checks to move and for Movement actions by 2.
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) |
* |
Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring. |
* + |
Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra * gives an increasingly precise location for the supernatural occurrence. |
* * |
Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation. |
March Technique Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
** Though Jigoku’s power weighs heavily upon them, you are undeterred. By drawing on memories of the un-Tainted lands north of the wall, you can keep yourself focused and ignore all Strife results on your next check.
Against Tainted Threats
** or *** If the character spends**, they discern that the kami have fled, as well as the type of disturbance (mahō, kansen, or similar). If the character spends ***, they can also determine the total combat Military threat rating of all Tainted beings that caused the kami to flee.
While Tainted
**+ The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of * spent. For each * spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.
In Contested Territory
* * * You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this session, after initiative has been determined, choose one character in the scene. On that character's next check, they must reroll all results containing non-explosive Success symbols.
* + In all things, one can find balance, even in a duel of words or blades. You and a hostile character of the GM's choice in the same scene each recover 2 strife for each * spent this way.
* * You find serenity amid adversity. You discover a neutral meeting place, protective legal precedent, or similar safe haven applicable to your situation.
* + In all things, one can find balance, even in a duel of words or blades. You and a hostile character of the GM's choice in the same scene each recover 2 strife for each * spent this way.
* * You find serenity amid adversity. You discover a neutral meeting place, protective legal precedent, or similar safe haven applicable to your situation.