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 Void Stance: You do not receive strife from Strife symbols on your kept dice. You can still receive strife from other sources.
In the Void Stance: You do not receive strife from Strife symbols on your kept dice. You can still receive strife from other sources.
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 |
|
* |
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. |
* * |
Ignore the effects of one condition you are suffering until the end of your next turn. |
* * |
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 |
|
* |
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
|
Void Martial Technique Opportunities
|
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 [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 Open-Hand Style (Rank 2 Kata)- Unarmed + Snaring 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. 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. |
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. |
Special Circumstance Opportunities
Against Tainted Threats
** 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.