.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) |
* |
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. |
March Technique Opportunities
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None
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.
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.
* * A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
* + As you incite your allies to great fervor, any number of them may remove 1 strife for each * you spend. For each character affected, you receive 1 strife as you let your passion overtake you.
* * A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
* + As you incite your allies to great fervor, any number of them may remove 1 strife for each * you spend. For each character affected, you receive 1 strife as you let your passion overtake you.