The fire kami are ferocious and direct, and invocations of fire can be equally ferocious. These prayers are some of the most destructive a shugenja can summon. Good Fire offerings are kindling, paper, ash, or small flammable objects.
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
- Fire: The technique targets each character in range. At the GM's discretion, the terrain at range 0-2 catches ablaze, becoming Dangerous.
* |
Opportunity Uses |
* + |
Treat the maximum range of this technique as 1 higher per * spent this way |
* + |
If this technique can target characters other than you, choose additional target per * spent this way. |
* |
Reduce the TN of the next Attack action check you make by 1. This effect persists until the end of your next turn. |
* + |
Increase the TN of checks to resist this effect by 1 per * spent this way |
* * + |
One target per * * spent this way must resist with a TN 3 Fitness check (Air 4, Water 1) or suffer the Burning condition. |
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) |
* |
Inflame another character in the scene with your presence, causing them to receive 2 strife. |
* + |
Perform the task in a flashy way, drawing attention to yourself. Extra * attracts even more notice. |
* * |
Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence. |
Fire Invocation Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
*+ You spur your comrades on with pleasing encouragement or biting criticism. One other character in the scene per * you spend this way reduces their next TN to resist physical hardship or the influence of the Shadowlands by 1.
Against Tainted Threats
*+ The righteous fury you display can
cow even the most terrible of Tainted fiends. Each Tainted being in the
scene gains 1 strife, plus 1 additional strife for every ** spent. If you are unaware if another character is Tainted, the GM should record this strife secretly.
While Tainted
** The
furious power of Jigoku flows through you, granting you unnatural
might. Add 1 kept Ring Dice showing a Strife result to the next Martial
Arts check you make. This effect persists until the start of their next
turn.
In Negotiations
** You set someone else on the defense with fast-paced questions and demands. Choose a demand or statement another character in the scene has made. Their player (or the GM, for NPCs) must tell you any hidden motivations behind that demand or statement.
In Romance
** A detail of your appearance catches your intended’s interest. Their player must tell you which of your physical attributes they find most captivating. You and your intended each receive 1 strife, and you each reduce the TN of your next Social skill check by 1.
In Espionage
*** A stray motion of yours catches the attention of a person or creature—but unexpectedly, they are sympathetic or helpful to you when they notice you. Who are they, and how do they offer to help? Do they think you are someone you’re not?
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.
* * 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).
* + 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.
* * 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).
* + 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.