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 Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
In the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
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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* |
Add a kept Ring Dice set to an * result to your next Social check before the end of the scene. |
* + |
Choose an allied leader other than yourself. Reduce the TN of that leader's next check for a Movement action by 1 for each * spent this way. |
* * |
Choose an enemy leader. That leader's cohort cannot perform Movement actions until the beginning 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) |
* |
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. |
Rally Opportunities
Shallow Waters (RANK 1 sHUJI)
Activation: When you make a Social skill (Water) check targeting a character (Note: The character targeted is an ally):
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
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.