When making art, a Water approach helps a character adapt a work—making works function in new ways by transforming them, translating works of literature and art into other languages or media, and reducing works to their component parts to serve as raw materials for a new piece.
Details
Water is an element of change, so for Artisan skills, the Water approach determines a character’s ability to reframe, combine, divide, or entirely transform their own creations and those of others. Whether this means translating a piece of literature, cutting down and remounting a blade for a new wielder, or remaking a piece of broken pottery completely by filling in the shattered seams with lacquer and powdered gold, adaptation is transformative and fluid.
A character uses Adapt when they want to:
A character uses Adapt when they want to:
- Break a piece down to serve as raw materials for a new work.
- Modify a creation to serve a different function.
- Reflect upon the other ways that a piece could function.
* |
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) |
* |
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. |
* |
Add a kept Ring Dice set to an * result to the next Artisan skill check you make before the end of the game session. |
Artisan + Water Shuji Opportunities
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None
Special Circumstance Opportunities
In the 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.
In Negotiations
** You break the tension with a well-timed joke or clever comment. You may ask one personal question of a character in the scene with a different social objective. The question must be unrelated to the subject of the negotiations. If the character answers honestly, they gain 1 momentum point toward their current objective and may ask you a personal question in turn. If they do, you gain 1 momentum point toward your current objective.
In Romance
** Your interaction is pleasant enough that your intended, not you, suggests another meeting within the next day or two. They offer you several options for the next time you and they spend personal time together; choose whichever you like the best, and don’t be late.
In Espionage
* You observe a clue or hint that indicates to you that information about your target or goal might also be found elsewhere. The GM reveals another viable avenue for espionage on the same subject, unrelated to your current operation.
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.
* * + 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.
* * 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.
* * + 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.
* * 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.