Striking is a TN 2 Martial Arts Check. Success deals damage equal to Weapon Base Damage + Bonus Successes - Armor Resistance, or a Critical Strike.
In the Air Stance: Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
In the Air Stance: Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
Details
With a Strike action, you make an attack against a single foe.
Activation: As an Attack action using one readied weapon, you may make a TN 2 Martial Arts check using the appropriate skill for the weapon, targeting one character within the weapon’s range.
Effects: If you succeed, you deal physical damage to the target equal to the weapon’s base damage plus your bonus successes
The target of the Attack automatically defends, unless they spend avoid to receive a Critical Strike OR their Fatigue is greater than their Endurance
When defending they receive Fatigue equal to [Weapons Base Damage]+Bonus Successes -[Armor Resistance].
If the target of the Attack fails to defend against damage, they suffer a critical strike with a severity value normally determined by the Deadliness of the weapon used. When the target suffers a critical strike, they must make a TN 1 Fitness check to mitigate its effects (using a ring of their choice in a narrative scene, or the ring their stance dictates in a conflict scene). If they succeed, they reduce the severity by 1 plus their bonus successes on the check (to a minimum of 0). They then take the result based on the Results of Critical Strikes Table.
Once per game session, after a player character rolls dice to resist a critical strike, they may parry the blow directly, putting the brunt of the impact on one of their readied weapons. They may reroll all of their dice for the check, and the weapon they used for the shattering parry gains the Damaged quality as its edge chips or cracks.
Activation: As an Attack action using one readied weapon, you may make a TN 2 Martial Arts check using the appropriate skill for the weapon, targeting one character within the weapon’s range.
Effects: If you succeed, you deal physical damage to the target equal to the weapon’s base damage plus your bonus successes
The target of the Attack automatically defends, unless they spend avoid to receive a Critical Strike OR their Fatigue is greater than their Endurance
When defending they receive Fatigue equal to [Weapons Base Damage]+Bonus Successes -[Armor Resistance].
If the target of the Attack fails to defend against damage, they suffer a critical strike with a severity value normally determined by the Deadliness of the weapon used. When the target suffers a critical strike, they must make a TN 1 Fitness check to mitigate its effects (using a ring of their choice in a narrative scene, or the ring their stance dictates in a conflict scene). If they succeed, they reduce the severity by 1 plus their bonus successes on the check (to a minimum of 0). They then take the result based on the Results of Critical Strikes Table.
Once per game session, after a player character rolls dice to resist a critical strike, they may parry the blow directly, putting the brunt of the impact on one of their readied weapons. They may reroll all of their dice for the check, and the weapon they used for the shattering parry gains the Damaged quality as its edge chips or cracks.
Opportunity Uses |
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* |
Add a kept Ring Dice set to an * result to your next Martial skill check. |
* * |
Increase the TN of the next Martial Arts [Ranged] check targeting you before the start of your next turn by 2. |
* * |
If you succeed, you inflict a critical strike on your target with severity equal to your weapon’s deadliness. |
* + |
With Razor-Edged Weapon: Treat the deadliness of this weapon as 1 higher per * spent this way. |
* + |
With Snaring Weapon: One target of the attack with vigilance lower than or equal to the * spent this way suffers the Immobilized condition. |
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) |
* |
Learn another character in the scene’s demeanor (if an NPC) and current strife. |
* + |
Act subtly to attract minimal attention in your efforts. Extra * makes the attempt even subtler. |
* * |
Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC. |
General Martial Technique Opportunities
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Air Martial Technique Opportunities
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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 Only
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. |
Breath of wind (Rank 1 Kata)
Activation: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Air) check:
* + One target of your action must resist with a TN 3 Fitness check (Earth 4, Fire 1) or suffer the Disoriented condition and fatigue equal to their shortfall. Increase the TN of the check to resist by 1 per * spent this way. striking AS Air (Rank 1 Kata)
Activation: When you make a Martial Arts [Melee, Ranged, or Unarmed] (Air) check:
* + Reserve one of your rolled dice, plus one additional die per * * spent this way. These dice become dropped dice. When making a check with the same skill before the end of your next turn, you may roll one fewer RING DICE per reserved RING DICE and one fewer SKILL DICE per reserved SKILL DICE, then add the reserved dice to your roll. These dice count as rolled dice, but are added set to the results they had when they were reserved. Skulk (Rank 1 Ninjutsu)
Activation: When you perform an Initiative or Attack (Air) Check:
* If you are in Obscuring terrain, a crowd, or otherwise concealed from sight, one character with vigilance lower than or equal to your ranks in Skulduggery loses sight of you. Clouds Parted by Steel (Rank 2 Shuji)
Activation: When you make a Strike action check:
* + If your target's vigilance is lower than your ranks in Sentiment + * spent this way, choose one of the advantage/disadvantage types: interpersonal, mental, or physical. If your target has one or more advantages or disadvantages of that type, you learn what they are. |
Special Circumstance Opportunities
In ShadowlandS
*+ You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per * spent this way
Against Tainted Threats
** Confronted with the horrors of the Taint, you remain alert and able to discern a weakness in your foe. Reduce the TN of your next check made to oppose or harm a Tainted character by 1, as you examine the threat before you and formulate an appropriate response.
While Tainted
** Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.