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 Void: Once per battle, the cohort leader may add one bonus success to any one check.
If rolled with Void: Once per battle, the cohort leader may add one bonus success to any one check.
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 |
* |
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. |
Rally Technique Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
** 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.