When making art, an Earth approach lets a character restore damaged items. This governs the character’s ability to repair items and perform upkeep. It also covers related tasks, such as archival and storage.
Details
The Earth Ring represents a character’s tendency toward cautious, well-considered approaches that show due respect for history, so the repair and upkeep of art is governed by the Earth approach to Artisan skills. The creation of art is a monumental task, but so is its maintenance and preservation. Even for arts that exclusively create ephemeral works of beauty, tools must be maintained and records must be kept so that future artisans in the tradition can understand and reflect upon the achievements of the past.
A character uses Restore when they want to:
A character uses Restore when they want to:
- Restore a damaged or degraded work of art to its previous state.
- Perform routine maintenance on a work of art.
- Store or transport a work of art safely
* |
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 |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
* + |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
* * |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
* |
If you succeed, add the Durable quality to an item that you are restoring. |
Artisan + Earth Shuji Opportunities
Look Out! (Rank 3 Shuji) - Resist Only
Activation: When you make a check to resist an effect
* + : One character per * spent this way may immediately switch to a stance of their choice.
* + : One character per * spent this way may immediately switch to a stance of their choice.
Special Circumstance Opportunities
In the Shadowlands
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible things as the revelation of a secret mahō-tsukai or the summoning of an oni. The next time you suffer strife this scene, you suffer 2 fewer strife, to a minimum of 0.
While Tainted
** No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.
In Negotiations
*** Your uncompromising dedication to your bottom line stalls the conversation. Choose a character in the scene: that character cannot gain momentum points toward any social objective until the end of your next turn.
In Romance
** An offhand comment reveals that you and your intended share some common ground: an odd hobby, a favorite actor, or a core belief. Make three suggestions to your intended’s player; they must tell you which one it is. You and your intended may each remove 2 strife.
IN Espionage
*+ You locate an excellent hiding place, either a place where no one questions your cover identity or a concealed location no one checks. While hiding in this location, you reduce the TN of your checks to avoid notice by * spent this way
In Contested Territory
* * * You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this session, after initiative has been determined, choose one character in the scene. On that character's next check, they must reroll all results containing non-explosive Success symbols.
* 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.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.
* 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.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.