.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.
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
* + |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
* * |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
March Technique Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible things as the revelation of a secret mahō-tsukai or the summoning of an oni. The next time you suffer strife this scene, you suffer 2 fewer strife, to a minimum of 0.
While Tainted
** No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.
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.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.