As a Support action, you may make a TN 1 Command check to regoup. If you succeed, your army removes 1 panic + 1 per bonus success.
In the Fire Stance: When you succeed on a check, you count as having one additional bonus success for each Strife symbol on your kept dice.
In the Fire Stance: When you succeed on a check, you count as having one additional bonus success for each Strife symbol on your kept dice.
Details
Description: You command your troops to regroup and support an allied contingent.
Activation: As a Support action, as Leader you may make a TN 1 Command check targeting one friendly leader’s cohort.
Effects: If you succeed, your army removes 1 panic, plus 1 additional panic per bonus success. If you succeed or fail, the target counts as having your assistance on their next check before the end of the scene.
If a character making a check receives assistance from one or more others, the character making the check rolls one additional skill dice per assisting character who has 1 or more ranks of the skill in use, and one additional ring dice per assisting character who has 0 ranks in the skill in use.
Activation: As a Support action, as Leader you may make a TN 1 Command check targeting one friendly leader’s cohort.
Effects: If you succeed, your army removes 1 panic, plus 1 additional panic per bonus success. If you succeed or fail, the target counts as having your assistance on their next check before the end of the scene.
If a character making a check receives assistance from one or more others, the character making the check rolls one additional skill dice per assisting character who has 1 or more ranks of the skill in use, and one additional ring dice per assisting character who has 0 ranks in the skill in use.
Opportunity Uses |
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* |
Reduce the TN of the next Social check another character makes before the end of the scene by 1. |
* + |
The enemy army suffers 1 panic per * spent this way. |
* * |
When performing an Attack action against the cohort of an enemy leader with vigilance lower than or equal to * spent this way, after its effects are resolved, inflict a critical strike with severity equal to the deadliness of one of your weapons on that leader. |
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. |
Rally Shuji Opportunities
Stirring the Embers (rANK 1 sHUJI)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ Choose a target and one of their known distinctions per * spent this way. Until the end of the scene, when that advantage applies to a check, the target may reroll up to three dice (instead of two).
*+ Choose a target and one of their known distinctions per * spent this way. Until the end of the scene, when that advantage applies to a check, the target may reroll up to three dice (instead of two).
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.