.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 |
|
* |
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) |
* |
Remove 2 strife from yourself. |
* + |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
* * |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
March Technique Opportunities
--
None
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.
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.
* * + Your charm wins over even enemies. For each * * spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context -- it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won't stop bloodshed altogether once blades have been drawn.
* * With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.
* * + Your charm wins over even enemies. For each * * spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context -- it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won't stop bloodshed altogether once blades have been drawn.
* * With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.