Swift Scouting
WaterDescrição
The line between a shinobi and a scout is mostly one of their current assignment. Yet, while traditional scouting can take days or weeks, sufficiently experienced survivalists who have lived in the wilds can undertake scouting missions much more quickly than typical observers. Shinobi must often spend long periods of time traveling Rokugan, hiding in the wilderness, or spying on targets on the road. As a result, many are intimately familiar with the sorts of environments found in those types of locations and can quickly
sweep an area to identify the points of interest inside it. Especially skilled shinobi are likely to leave traps behind for enemy scouts or forces in the area.
Regras
- Ativação
As a downtime activity, or once per scene as a Movement and Support action, you may make a TN 3 Survival (Water) check to scout the terrain around you. If you activate this technique in an urban environment or on the ocean, use Skulduggery or Seafaring instead, respectively.
- Efeitos
If you succeed, you discover all terrain qualities of the area around you (several miles in all direction during downtime, or the entire area in which the scene is occurring), as well as any fortifications in the area. Characters with vigilance lower than your Air Ring plus your bonus successes do not detect you during this time.
Novas oportunidades
Water (Downtime or Mass Battle): If you succeed, you may choose one part of the area (a single battle zone, if using the rules for battle zones) and add one of the following terrain qualities to that area: Confining, Dangerous, Entangling, Obscuring.
Water (Other Scene): If you succeed, you may choose a position in the area you scouted. Up to three range bands surrounding that position gain one of the following terrain qualities: Confining, Dangerous, Entangling, Obscuring.
Water +: You discover the location and composition of any enemy forces in the area led by characters with Air Ring lower than your vigilance plus spent this way.
Water : During your next turn, if you perform an action targeting an enemy cohort, ignore any fortification it is occupying. You may resolve effects as if you were inside that fortification.
Texto do livro
Fields of Victory · Chapter 2 : Defenders of the Empire › New Techniques › Ninjutsu · p. 105 p. 106
Mostrar o texto como impresso
The line between a shinobi and a scout is mostly one of their current assignment. Yet, while traditional scouting can take days or weeks, sufficiently experienced survivalists who have lived in the wilds can undertake scouting missions much more quickly than typical observers. Shinobi must often spend long periods of time traveling Rokugan, hiding in the wilderness, or spying on targets on the road. As a result, many are intimately familiar with the sorts of environments found in those types of locations and can quickly
sweep an area to identify the points of interest inside it. Especially skilled shinobi are likely to leave traps behind for enemy scouts or forces in the area.
Activation: As a downtime activity, or once per scene as a Movement and Support action, you may make a TN 3 Survival (Water) check to scout the terrain around you. If you activate this technique in an urban environment or on the ocean, use Skulduggery or Seafaring instead, respectively.
Effects: If you succeed, you discover all terrain qualities of the area around you (several miles in all direction during downtime, or the entire area in which the scene is occurring), as well as any fortifications in the area. Characters with vigilance lower than your Air Ring plus your bonus successes do not detect you during this time.
New Opportunities
Water (Downtime or Mass Battle): If you succeed, you may choose one part of the area (a single battle zone, if using the rules for battle zones) and add one of the following terrain qualities to that area: Confining, Dangerous, Entangling, Obscuring. Water (Other Scene): If you succeed, you may choose a position in the area you scouted. Up to three range bands surrounding that position gain one of the following terrain qualities: Confining, Dangerous, Entangling, Obscuring. Water +: You discover the location and composition of any enemy forces in the area led by characters with Air Ring lower than your vigilance plus spent this way. Water : During your next turn, if you perform an action targeting an enemy cohort, ignore any fortification it is occupying. You may resolve effects as if you were inside that fortification.
