When a PC takes command of a cohort in this division, they may make a TN 3 Command check using a ring of their choice. With a success, the cohort gets a bonus depending on the ring chosen, and adds 1 to the division's discipline for each bonus success.
If rolled with Earth: Whenever panic is inflicted on this cohort, reduce the amount of panic incurred by 1.
If rolled with Earth: Whenever panic is inflicted on this cohort, reduce the amount of panic incurred by 1.
Details
Description: You take command of a cohort in this division.
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, the cohort (and therefore entire division) adds 1 to the division's discipline for each bonus success for the battle.
Each cohort in this army confers one of the following abilities upon its leader:
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, the cohort (and therefore entire division) adds 1 to the division's discipline for each bonus success for the battle.
Each cohort in this army confers one of the following abilities upon its leader:
- Infantry: When you perform an Assault action, you may spend * in the following way:
* +: If you succeed, deal one additional casualty. You may not spend more * in this way than your ranks in Command. - Cavalry: Reduce the panic incurred by disengaging from an enemy cohort to 2. When you perform an Assault action, you deal 1 panic per bonus success, up to your ranks in Survival.
- Archers: If this cohort did not perform an Assault action in the round before, it may choose an enemy cohort it is not engaged with as the target of an Assault action. When you perform a Reinforce action, you deal 1 panic per bonus success, up to your ranks in Tactics.
- Vanguard: When you perform an Assault action, if you succeed, add a number of bonus successes equal to your ranks in Martial Arts (Melee). You take fatigue equal to the number of strife results kept on any Assault action check you make. If you become Incapacitated during the mass battle, you gain a minor scar adversity of your choice. There may only be one Vanguard cohort in a division.
- Mystics: After you perform a Rally or Reinforce action, if you succeed, remove casualties or panic from your army equal to your ranks in Theology. Once per scene, this cohort may choose an enemy cohort it is not engaged with as the target of an Assault action.
- Support: When performing the Rally action, if you succeed, add a number of bonus successes equal to your ranks in one Artisan or Trade skill of your choice.
- Siege Specialists: When this cohort's leader generates momentum toward a strategic objective to seize a fortification, they generate 2 additional momentum points toward that objective.
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 |
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
* + |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
* * |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
Rally Shuji Opportunities
Ancestry Unearthed (Rank 1 Shuji)
Activation: When you make a Scholar skill (Earth) or Social skill (Earth) check targeting a character (Note: The character targeted is an ally):
* You know one sworn oath the character’s family took in the past, and whether or not they have broken or bent it
* * You know one secret of the character’s family that they would prefer be forgotten, and have perhaps even worked to bury.
* * * You know something the character does not even known about their own ancestry.
* You know one sworn oath the character’s family took in the past, and whether or not they have broken or bent it
* * You know one secret of the character’s family that they would prefer be forgotten, and have perhaps even worked to bury.
* * * You know something the character does not even known about their own ancestry.
Weight of Duty (Rank 1 Shuji)
Activation: When making a Social skill (Earth) check targeting a character (Note: The character targeted is an ally):
* Learn one way the target fears failing as a samurai
* * Learn the target’s giri
* Learn one way the target fears failing as a samurai
* * Learn the target’s giri
Special Circumstance Opportunities
In Shadowlands
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible things as the revelation of a secret mahō-tsukai or the summoning of an oni. The next time you suffer strife this scene, you suffer 2 fewer strife, to a minimum of 0.
While Tainted
** No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.