When fighting, a Water approach lets the character shift to make the circumstances and surroundings work for them. It seeks the path of least resistance for greatest efficacy. Those taking a Water approach in battle seek to redirect incoming energy rather than expending energy of their own.
Details
The Water approach to a Martial skill focuses on meeting force with softness and softness with force. Instead of attempting to overcome a foe at their strongest point, the Shift approach relents until the moment the foe overextends, then turns to crushing power in an instant. A character practicing this approach slides past obstacles fluidly, without expending energy unnecessarily. The greatest vulnerability of the Water approach to a Martial skill is an enemy who can afford to wait. To capitalize on the use of the Water approach to its fullest, the opponent must give the character force to redirect against them.
A character uses Shift when they want to:
A character uses Shift when they want to:
- Redirect force rather than stopping it.
- Move via the most expedient path.
- Use their foe’s energy against them.
- Slide through tight spaces or shifting crowds.
- Practice a technique that relies on flexibility above all.
Opportunity Uses |
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* |
Remove 1 fatigue. |
* + |
During an Attack action check, ignore 1 point of target’s physical resistance per * spent this way. |
* * |
Move 1 range band. |
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) |
* |
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. |
General Martial Technique Opportunities
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Water 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. Fierce Badger Style (Rank 3 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. |
Crashing Wave Style (Rank 4 Kata)
Activation: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Water) check:
*+: One target of your action must resist with a TN 3 Fitness check (Earth 1, Fire 4) or suffer the Bleeding condition and fatigue equal to their shortfall. Increase the TN of the check to resist by 1 per * spent this way. Striking as Water (Rank 1 Kata)
Activation: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Water) check:
* + Your target treats their physical resistance as 1 lower per * spent this way. This effect persists until the end of your next turn |
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 Negotiations
** You break the tension with a well-timed joke or clever comment. You may ask one personal question of a character in the scene with a different social objective. The question must be unrelated to the subject of the negotiations. If the character answers honestly, they gain 1 momentum point toward their current objective and may ask you a personal question in turn. If they do, you gain 1 momentum point toward your current objective.
In Romance
** Your interaction is pleasant enough that your intended, not you, suggests another meeting within the next day or two. They offer you several options for the next time you and they spend personal time together; choose whichever you like the best, and don’t be late.
In Espionage
* You observe a clue or hint that indicates to you that information about your target or goal might also be found elsewhere. The GM reveals another viable avenue for espionage on the same subject, unrelated to your current operation.
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.