When fighting, a Void approach enables a character to sacrifice their defenses, safety, or even intentionally suffer physical harm to accomplish their goals. The character moves instinctively, in tune with the rhythm of the cosmos. Without direction by any conscious thought, they do what is necessary for success, no matter the cost
Details
The Void approach to a Martial skill is formless, and it gives away no information. By being without form until the moment of action, it is entirely unpredictable. On the other hand, this approach is unable to take advantage of preparations. As a tactic, the Void approach can startle an enemy certain of their overwhelming advantage, causing them to reconsider a winning move. However, it is often an all-or-nothing gamble. A character who takes the Void approach to a Martial skill puts a certain part of their fate in the hands of the universe.
A character uses Sacrifice when they want to:
A character uses Sacrifice when they want to:
- Meet force without any resistance to create an opportunity.
- Act unpredictably.
- Move instinctively.
- Move without regard for their own life.
- Make an intentionally risky move to sow doubt in the opponent’s mind.
- Practice a technique that relies on centering oneself within the universe above all else.
- Leave the outcome of a strike to fate.
Opportunity Uses |
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* |
During the next Attack action check you make before the end of your next turn, ignore one terrain quality (see page 267) of your choice. |
* + |
During a Support action check, increase your Initiative value by 1 per * spent this way. This is for the whole conflict, not just this turn. |
* * |
Ignore the effects of one condition you are suffering until the end of your next turn. |
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. |
General Martial Technique Opportunities
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Void Martial Technique Opportunities
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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. 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. Wasp's Spite Style (Rank 4 Kata) - Ranged Only
Activation: When you make a Martial Arts [Ranged] check:
* * : If you did not succeed, choose another target at range 0–2 of your target with vigilance lower than or equal to your target’s. The new target suffers physical damage equal to your weapon’s base damage. 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. |
striking as Void (Rank 5 Kata)
Activation: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Void) check:
* Immediately switch to a different stance of your choice. * * If you fail, you may perform another action. This must be an action you have not yet performed this turn. You can only activate this opportunity once per round. Void Embrace Style (Rank 5 Kata)
Activation: When you make a Meditation (Void) check during a duel or skirmish:
* * Choose one character you can perceive, then secretly select a number. The next time you are dealt damage by that character or suffer a critical strike inflicted by that character, reveal the number you chose. If the number is higher than the damage or the severity of the critical strike (before any reductions), you suffer it as normal and this effect ends. If the number is lower than or equal to the damage or the severity of the critical strike, reduce it by that amount, to a minimum of 0. If you reduce it to 0, the character you chose suffers 5 strife. If you reduce the severity of a critical strike to 0 this way, you do not suffer it. This effect persists until the end of your next turn. |
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 Negotiations
*** You briefly shake someone’s conviction with a deep insight into their character or circumstances, causing them to speak without certainty. Until the end of your next turn, any momentum points they score are added to your current social objective instead of to their own.
In Romance
*** Due to circumstances beyond your control - a gust of wind or an earth tremor, perhaps -- you and your intended find yourselves unexpectedly aware of one another! Your intended decides what kind of contact it was, from a fateful meeting of the eyes to a brush of your hands against one another as you reach for a dropped scroll. They also decide how they react, although they will not blame you for anything untoward (after all, it wasn't your fault.)
In Espionage
* Your understanding of stealth clues you in on the possibility that you are not the first spy to pass this way. The GM reveals whether another spy has traversed your location and, if so, what trace they unwittingly left behind.
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.