The air kami are fickle and capricious beings, but none are nimbler or more subtle. They can bestow lightness of step, nimbleness of mind, and the ability to enhance or obscure sight. Good Air offerings are incense, feathers, and flowers.
Details
Offerings: If a shugenja makes a material offering alongside an invocation may reroll up to 3 rolled dice showing blank results.
Importuning: A shugenja who knows one or more invocations may choose one invocation they have not learned (even if they do not meet the prerequisites) and make an offering to the kami responsible for that power. If the offering is good enough, the character may cast the invocation, but the TN is increased by 1 + 1 for each school rank by which the prerequisite exceeds the character's current school rank.
Channeling: When making a check to perform an invocation, after kept dice are chosen, the character may choose to channel any number of kept dice. Instead of resolving the effect, the character reserves the dice and their results.
During the next turn, if they perform an invocation of the same Element, they may roll one fewer skill dice for each skill dice reserved and one fewer ring dice for each ring dice reserved, then adds the channeled dice they had reserved.
In a conflict, they may channel any number of times. Outside of a conflict, they may channel only once, and it doubles the time the invocation takes.
If the shugenja performs any action other than an invocation of the same Element from which they channeled, or if they become Dazed, Silenced, or Unconscious, the reserved dice are lost.
Spiritual Backlash: If a Shugenja's check generates 3 or more Strife on kept dice on an invocation, they receive spiritual backlash.
Importuning: A shugenja who knows one or more invocations may choose one invocation they have not learned (even if they do not meet the prerequisites) and make an offering to the kami responsible for that power. If the offering is good enough, the character may cast the invocation, but the TN is increased by 1 + 1 for each school rank by which the prerequisite exceeds the character's current school rank.
Channeling: When making a check to perform an invocation, after kept dice are chosen, the character may choose to channel any number of kept dice. Instead of resolving the effect, the character reserves the dice and their results.
During the next turn, if they perform an invocation of the same Element, they may roll one fewer skill dice for each skill dice reserved and one fewer ring dice for each ring dice reserved, then adds the channeled dice they had reserved.
In a conflict, they may channel any number of times. Outside of a conflict, they may channel only once, and it doubles the time the invocation takes.
If the shugenja performs any action other than an invocation of the same Element from which they channeled, or if they become Dazed, Silenced, or Unconscious, the reserved dice are lost.
Spiritual Backlash: If a Shugenja's check generates 3 or more Strife on kept dice on an invocation, they receive spiritual backlash.
- They take 3 fatigue
- They cannot use invocations of that same element until the end of the scene
- Air: The GM chooses up to two additional characters in range who become targets, or the GM may pick a player to choose, for an NPC.
* |
Opportunity Uses |
* * + |
Choose one additional target per * * spent this way |
* + |
Treat the maximum range of this technique as 1 higher per * spent this way |
* |
Reduce the TN of the next Movement action check you make by 1. This effect persists until the end of your next turn. |
* * + |
If this technique can target characters other than you, choose additional target per * * spent this way. |
* * + |
If this technique targets all characters in an area, choose 1 character in range to exclude as a target per * * spent this way |
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 |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Learn another character in the scene’s demeanor (if an NPC) and current strife. |
* + |
Act subtly to attract minimal attention in your efforts. Extra * makes the attempt even subtler. |
* * |
Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC. |
Air Invocation Opportunities
--
None
Special Circumstance Opportunities
In Shadowlands
*+ You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per * spent this way
Against Tainted Threats
** Confronted with the horrors of the
Taint, you remain alert and able to discern a weakness in your foe.
Reduce the TN of your next check made to oppose or harm a Tainted
character by 1, as you examine the threat before you and formulate an
appropriate response.
While Tainted
** Your newfound cunning is
able to redirect attention away from you, potentially concealing your
Tainted nature or letting you avoid scrutiny. The TN of the next check
made to scrutinize you or your actions is increased by 1.
In Negotiations
**+ Your careful verbal trap ensnares someone in a position in which they must either give up ground or give you a boon. They must offer you a minor concession unrelated to your current social objective unless they give up 1 momentum point per ** spent this way
In Romance
** The conversation turns to mutual friends or acquaintances. Name a character you and your intended both know. They must tell you what they think of that character, revealing one of that person’s advantages or disadvantages.
In Espionage
*+ Your subtlety allows you to step out of sight of people, whether by hiding in a crowd or within convenient terrain. Designate a number of Minion NPCs equal to * spent this way or a single Adversary NPC with vigilance lower than or equal to * spent this way. Those characters lose sight of you (and do not notice your absence unless actively looking for you).
In Contested Territory
* 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.
** 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.
** 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.