When fighting, a Fire approach relies on a burst of power, speed, or agility to overwhelm a challenge in one fell swoop. Such tactics are aggressive, no-holds-barred displays of force that crush defenses and frighten onlookers. A Fire approach to battle can be observed in the burst of adrenaline to fight or flee, the kiai of an attack move in the martial arts, or the battle cries of a host of Matsu Berserkers.
Details
The Fire approach to a Martial skill idealizes direct and devastating force, against which few foes would dare stand firm. By abandoning caution, the Overwhelm approach hopes to win the battle in the mind, guaranteeing victory of the body. It moves through obstacles with the swiftness and fury of a wildfire, breaking through barriers rather than circumventing them. The Fire approach is frequently meant to inspire confusion or panic; at its heart, it is always unrelenting, pressing the foe at every turn so that they cannot regroup or stabilize. However, the risks of the Fire approach are obvious: any gap in the onslaught is a vulnerability that a cunning enemy can exploit, and a character taking the Fire approach might be defeated by their own strength turned against them.
A character uses Overwhelm when they want to:
A character uses Overwhelm when they want to:
- Meet force with opposing force of their own.
- Move rapidly and heedlessly.
- Break objects and obstacles with brute might.
- Force their foe to meet them head-on.
- Practice a technique that relies on power above all.
- Terrify an enemy through aggressive action.
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. |
General Martial Technique Opportunities
|
Fire Martial Technique Opportunities
|
Crescent Moon Style (Rank 2 Kata)- Guard Action
Activation: When you perform Guard action (any Element):
* After a character at range 1–2 performs an Attack action targeting you or another character you are guarding, you may perform a Strike action with one readied Martial Arts [Melee or Unarmed] weapon targeting that character (if they are within your weapon’s range). This effect persists until the start of your next turn, or until you perform a Strike action this way Coiling Serpent Style (Rank 2 Kata) - Snaring Only
Activation: When you make a Martial Arts [Melee] or Martial Arts [Unarmed] ( Any Element) check using a Snaring weapon:
* +: Choose one weapon a target has readied; that weapon cannot be used for Attack actions. This effect persists until the end of your next turn. * * +: One target of your action per * * spent this way becomes Immobilized. Iron Forest Style (Rank 2 Kata) - Polearm only
Activation: When you make a Martial Arts [Melee] check using a polearm:
* + The area in range of your weapon counts as Dangerous terrain for one target of your action per * spent this way. When an affected character attempts to move closer to you, they must make a TN 4 Fitness check (Air 2, Water 5); if they fail, they cannot advance. This effect persists until the start of your next turn. Open-Hand Style (Rank 2 Kata)- Unarmed + Snaring Only
Activation: When you make a Martial Arts [Unarmed] check using a weapon with the Snaring quality
* * +: One target of your action per * * spent this way must switch to a different stance of your choice. Targets of silhouette 3 or greater may resist with a TN 3 Fitness check and ignore this effect if they succeed Rushing Avalanche Style (Rank 2 Kata)- Blunt Only
Activation: When you make a Martial Arts [Melee] check using a blunt weapon:
* If you fail with a shortfall of two or less, your target suffers physical damage equal to your ranks in Fitness. * If you succeed and your target is Prone, increase the damage you deal by your ranks in Fitness. Spinning Blades Style (Rank 2 Kata)- 2 Weapons Only
Activation: When you make a Martial Arts [Melee] or Martial Arts [Unarmed] Attack action check, if you have a second readied weapon you did not use for the attack:
* +: You must spend * equal to your target’s Vigilance to activate this technique. You use your second readied weapon against one target of your action, inflicting physical damage equal to its base damage. If that target is Dazed, increase this damage by your ranks in the skill you used for the check. Veiled Menace Style (Rank 2 Kata)- One-Handed Only
Activation: When you make a Martial Arts [Melee] or Martial Arts [Unarmed] Attack action check using a weapon in a one-handed grip:
* +: If you succeed, choose one unaware or Disoriented target of your action. That target suffers a critical strike with severity equal to your weapon’s deadliness plus 1 per * spent this way beyond the first. Hawk's Precision (Rank 1 Kata)- Ranged Only
Activation: When you make a Martial Arts [Ranged] check:
* + Treat the range of the weapon as 1 higher per * spent this way, to a maximum of range 6. Pelting Hail Style (Rank 2 Kata)- Ranged Only
Activation: When you make a Martial Arts [Ranged] check:
* + Choose a number of other characters at range 0–2 of your target equal to * spent this way. Each chosen character receives strife equal to the base damage of your weapon. Bonebreaker Style (Rank 5 Kata)- Cumbersome Only
Activation: When you make an Attack action check with a Cumbersome Weapon:
* *: If your target would suffer a critical strike as a result of this check, instead of making a check to resist, they suffer the severity 5–6: Debilitating Gash result. Piercing Bolt Style (Rank 3 Kata)- Ax/Polearm Only
Activation: When you make an Attack action check using an ax or polearm:
* : Treat the deadliness of your weapon as increased by the number of range bands you have traveled this round, and if you threw it, add the number of range bands it has traveled this round. Swirling Tempest Style (Rank 5 Kata)- Blunt/Polearm Only
Activation: When you make a Martial Arts [Melee] action check with a Blunt Weapon or Polearm:
* +: Choose one character in range of your weapon other than your target with vigilance lower than or equal to * spent this way. That character suffers physical damage equal to your weapon’s base damage. You may activate this * multiple times, choosing a different character each time. Thunderous Blows Style (Rank 2 Kata)- Blunt Only
Activation: When you make an Attack action check with a Blunt Weapon:
* * +: One character at range 0–1 of your target per * * spent this way receives 1 fatigue, or 3 fatigue if they are suffering the Dazed condition. TWin STreams Style (Rank 3 Kata)- TWo Sword/Two Ax Only
Activation: When you make a Attack action check using a sword or ax, if you have another readied weapon in the same category:
* *: If your target suffers a critical strike as a result of this check, increase its severity by the deadliness of your other readied weapon. Fierce Badger Style (Rank 2 Kata)- Unarmed Only
Activation: When you perform a Martial Arts [Unarmed] Check:
* + If the target is immobilized, they receive 1 strife per * spent this way. * + If the targets' silhouette and vigilance both are lower than or equal to * spent this way, the target is thrown 2 range bands in a direction of your choice and suffers 3 fatigue. Thicket's Embrace Style (Rank 3 Kata)- Unarmed Or Fitness
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. Shattering Tide Style (Rank 3 Kata)- Unarmed Only
Activation: When you perform a Martial Arts [Unarmed] Check:
* If you succeed, and both you and your target are in Confining or Dangerous terrain, treat the damage and deadliness of the weapon you used as 1 higher for each kept Strife result. * * If both you and your target are in Confining or Dangerous terrain, your target suffers the Dazed condition. |
Disappearing World Style (Rank 4 Kata)
Activation: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Fire) check:
* + One target of your action must resist with a TN 3 Fitness check (Air 4, Water 1) or suffer the Dazed condition and fatigue equal to their shortfall. Increase the TN of the check to resist by 1 per * spent this way. sTRIKING AS fIRE (Rank 1 Kata)
Activation: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Fire) check:
* + The next time your target suffers a critical strike, increase its severity by 1 per * spent this way. 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.
In Negotiations
** You set someone else on the defense with fast-paced questions and demands. Choose a demand or statement another character in the scene has made. Their player (or the GM, for NPCs) must tell you any hidden motivations behind that demand or statement.
In Romance
** A detail of your appearance catches your intended’s interest. Their player must tell you which of your physical attributes they find most captivating. You and your intended each receive 1 strife, and you each reduce the TN of your next Social skill check by 1.
In Espionage
*** A stray motion of yours catches the attention of a person or creature—but unexpectedly, they are sympathetic or helpful to you when they notice you. Who are they, and how do they offer to help? Do they think you are someone you’re not?
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.