Spending Opportunity in Times of War
Texto
The unprepared rarely survive war, and only those with the drive to seize an advantage when it presents itself thrive amid war’s chaos and danger. Whether driven by honor, glory, or merely survival, samurai at war must make use of every weapon in their arsenal.
GMs running war-focused games may use Table
3–9: Spending Opportunity in Mass Battles to give players additional means of spending in their games, or as inspiration for new options of their devising. The table focuses on the rules for Mass Battles found on page 274 of the core rulebook, but similar results could be used in other types of conflict scenes.
Table 3–9: Spending Opportunity in Mass Battles
COST | OPPORTUNITY
Air + | Choose an allied leader other than yourself. Reduce the TN of that leader’s next check for a Scheme action by 1 per spent this way. This persists until the end of the scene.
Air | Choose a leader in a fortification. That leader’s cohort loses the benefits of the fortification until the beginning of your next turn.
Earth + | Remove 1 panic from your army per spent this way.
Earth | Choose an allied leader other than yourself. That leader’s cohort cannot be targeted by Attack actions until the beginning of your next turn.
Fire + | The enemy army suffers 1 panic per spent this way.
Fire +
When performing an Attack action against the cohort of an enemy leader with vigilance lower than or equal to spent this way, after its effects are resolved, inflict a critical strike with severity equal to the deadliness of one of your weapons on that leader.
Water + | Choose an allied leader other than yourself. Reduce the TN of that leader’s next check for a Movement action by 1 per spent this way.
Water | Choose an enemy leader. That leader’s cohort cannot perform Movement actions until the beginning of your next turn.
Void + | Your army and each enemy army suffer 2 attrition per spent this way.
Void | When you perform a Support action, after its effects are resolved, you may immediately perform a Challenge action targeting an enemy cohort’s leader.
Void | Increase the army’s strength and discipline by 3. This persists until the end of the scene.
Table 3–10: Spending Opportunity in Contested Territory
COST | OPPORTUNITY
Air
You discern subtle signs of incoming trouble and can take steps to avoid it. The next time you enter a conflict scene this session, you may add a kept die showing to your Initiative check.
Air or
You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this game session, after Initiative has been determined, choose one character in the scene. On that character’s next check, they must reroll all results containing symbols.
Earth
Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
Earth | You hold fast to the thought of home while in distant locales and dangerous situations. You may remove 1 strife for each condition you are currently suffering.
Fire
A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
Fire +
As you incite your allies to great fervor, any number of them may remove 1 strife for each you spend. For each character affected, you receive 1 strife as you let your passion overtake you.
Water +
Your charm wins over even enemies. For each spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context—it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won’t stop bloodshed altogether once blades have been drawn.
Water
With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.
Void +
In all things, one can find balance, even in a duel of words or blades. You and a hostile character of the GM’s choice in the same scene each recover 2 strife for each spent in this way.
Void | You find serenity amid adversity. You discover a neutral meeting place, protective legal precedent, or similar safe haven applicable to your situation.
Texto do livro
Fields of Victory · Chapter 3: Acts of War › Spending Opportunity in Times of War · p. 138 p. 139
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The unprepared rarely survive war, and only those with the drive to seize an advantage when it presents itself thrive amid war’s chaos and danger. Whether driven by honor, glory, or merely survival, samurai at war must make use of every weapon in their arsenal.
GMs running war-focused games may use Table
3–9: Spending Opportunity in Mass Battles to give players additional means of spending in their games, or as inspiration for new options of their devising. The table focuses on the rules for Mass Battles found on page 274 of the core rulebook, but similar results could be used in other types of conflict scenes.
Table 3–9: Spending Opportunity in Mass Battles
COST | OPPORTUNITY
Air + | Choose an allied leader other than yourself. Reduce the TN of that leader’s next check for a Scheme action by 1 per spent this way. This persists until the end of the scene.
Air | Choose a leader in a fortification. That leader’s cohort loses the benefits of the fortification until the beginning of your next turn.
Earth + | Remove 1 panic from your army per spent this way.
Earth | Choose an allied leader other than yourself. That leader’s cohort cannot be targeted by Attack actions until the beginning of your next turn.
Fire + | The enemy army suffers 1 panic per spent this way.
Fire +
When performing an Attack action against the cohort of an enemy leader with vigilance lower than or equal to spent this way, after its effects are resolved, inflict a critical strike with severity equal to the deadliness of one of your weapons on that leader.
Water + | Choose an allied leader other than yourself. Reduce the TN of that leader’s next check for a Movement action by 1 per spent this way.
Water | Choose an enemy leader. That leader’s cohort cannot perform Movement actions until the beginning of your next turn.
Void + | Your army and each enemy army suffer 2 attrition per spent this way.
Void | When you perform a Support action, after its effects are resolved, you may immediately perform a Challenge action targeting an enemy cohort’s leader.
Void | Increase the army’s strength and discipline by 3. This persists until the end of the scene.
Table 3–10: Spending Opportunity in Contested Territory
COST | OPPORTUNITY
Air
You discern subtle signs of incoming trouble and can take steps to avoid it. The next time you enter a conflict scene this session, you may add a kept die showing to your Initiative check.
Air or
You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this game session, after Initiative has been determined, choose one character in the scene. On that character’s next check, they must reroll all results containing symbols.
Earth
Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
Earth | You hold fast to the thought of home while in distant locales and dangerous situations. You may remove 1 strife for each condition you are currently suffering.
Fire
A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
Fire +
As you incite your allies to great fervor, any number of them may remove 1 strife for each you spend. For each character affected, you receive 1 strife as you let your passion overtake you.
Water +
Your charm wins over even enemies. For each spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context—it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won’t stop bloodshed altogether once blades have been drawn.
Water
With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.
Void +
In all things, one can find balance, even in a duel of words or blades. You and a hostile character of the GM’s choice in the same scene each recover 2 strife for each spent in this way.
Void | You find serenity amid adversity. You discover a neutral meeting place, protective legal precedent, or similar safe haven applicable to your situation.
