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 Fire: Whenever this cohort or cohort leader inflicts panic on another cohort, increase the panic inflicted by 1.
If rolled with Fire: Whenever this cohort or cohort leader inflicts panic on another cohort, increase the panic inflicted 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 |
* |
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.