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 Water: Whenever casualties are inflicted on this cohort, reduce the amount of panic incurred by 1.
If rolled with Water: Whenever casualties are 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 |
|
* |
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 |
* |
Remove 2 strife from yourself. |
* + |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
* * |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
Rally Opportunities
Shallow Waters (RANK 1 sHUJI)
Activation: When you make a Social skill (Water) check targeting a character (Note: The character targeted is an ally):
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.