You attempt to learn more information about a person, location, or event within the setting, either by interacting socially with others and observing their reactions , or observing the area and the people around you and comparing it to your studies and experience.
To engage with a target to draw out information, as a scheme action, you make a Social skill check verses that target. The TN of the check is equal to the Target's Vigilance. Air is used to Trick your target.
To learn information by studying an area and the people in it, you make a Scholar skill check with a relevant skill. The TN of the check varies but is generally equal to the Target's Vigilance. Air is used to Analyze this information.
To engage with a target to draw out information, as a scheme action, you make a Social skill check verses that target. The TN of the check is equal to the Target's Vigilance. Air is used to Trick your target.
To learn information by studying an area and the people in it, you make a Scholar skill check with a relevant skill. The TN of the check varies but is generally equal to the Target's Vigilance. Air is used to Analyze this information.
Details
To Draw Out Information:
To draw out information from a person or group of people, as a Scheme action, you make a Social skill check targeting one or more characters who can hear you. The TN of the check is equal to the highest vigilance among your targets.
To See through Lies:
To lie to someone directly, an opponent needs to make a Social Skill check with a TN of the character's Vigilance. If the opponent succeeds this check, the character cannot tell if they are lying offhand. However, they are not obligated to believe them if they think there is evidence against them. If they still harbor suspicions, they may make a sentiment check to find a crack in the lie. Sentiment (Air) lets you know whether someone lied directly, but if they constructed their lie carefully enough, it might not help you get your answer.
Potential Objectives Using Observe
To draw out information from a person or group of people, as a Scheme action, you make a Social skill check targeting one or more characters who can hear you. The TN of the check is equal to the highest vigilance among your targets.
To See through Lies:
To lie to someone directly, an opponent needs to make a Social Skill check with a TN of the character's Vigilance. If the opponent succeeds this check, the character cannot tell if they are lying offhand. However, they are not obligated to believe them if they think there is evidence against them. If they still harbor suspicions, they may make a sentiment check to find a crack in the lie. Sentiment (Air) lets you know whether someone lied directly, but if they constructed their lie carefully enough, it might not help you get your answer.
Potential Objectives Using Observe
- Discern Someone's Qualities
A target's qualities are discerned by accumulating momentum points equal to or greater than the Vigilance attribute of the target, modified by the GM for cleverness and evasiveness. The GM also determines a number of social checks that can be allowed for that person. For each successful Social Skill Check, the character gets one Momentum Point. If the target's maximum number of social checks is reached before the momentum points can be reached, or if the target retires from the scene before completion (after completing their own objective or otherwise), this objective cannot be completed. At the end of any round in which a character accumulates the requisite points, the character learns up to three of the following about their target: social objective, ninjō, giri, composure, endurance, one advantage, one disadvantage.
There are also shuji and opportunities that can reveal qualities and history to the character. - Investigate a Populated Environment
An intrigue may be used to investigate events, locations, or people within a populated environment such as a court room, city street, village, etc. The population present are asked about events that have occurred, the place they live, or the history of a person they know. An environment is investigated in this fashion by accumulating momentum points determined by the GM depending on the hostility of the population and the type of investigation. The GM must also determine a number of turns that the population will allow themselves to be questioned in. In addition, an opponent may work to prevent or cover up the investigation by trying to Influence the population not to speak to the investigators or to provide false information. For each successful Social Skill Check, the character gets one Momentum Point. Momentum points can come from either successful social or Scholar skill checks, but no two checks may target the same person. For each successful Social or Scholar Skill Check, the character gets one Momentum Point. If the crowd stops being willing to be interrogated and/or having their environment being searched, or the opponent has higher momentum points when the characters achieve their target momentum, the investigation has been foiled and this objective cannot be completed. If the characters succeed, the GM reveals the information relevant to their investigation.
Opportunity Uses |
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* |
Social: Learn if the honor, glory, or status attribute of a character in the scene is higher, lower, or equal to yours. |
* |
Scholar: Learn a something about a character who created or used an item related to the scene (such as one of their advantages or disadvantages of the GM’s choice that affected their creation or use of the item). |
Opportunity Uses |
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* |
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. |
Social + Air Shuji Opportunities
Artisan's Appraisal (2)
Activation: When assessing an object or performance with an Artisan skill (Air), Performance (Air), or Games (Air) check:
* Choose a ring; learn the value of that ring for the creator or performer and all advantages and disadvantages attached to that ring that are not of the curse type
* If the creator or performer is an NPC, learn their demeanor.
* Choose a ring; learn the value of that ring for the creator or performer and all advantages and disadvantages attached to that ring that are not of the curse type
* If the creator or performer is an NPC, learn their demeanor.
Cadence (1)
Activation: When you make a Social skill (Air) check:
* Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who possesses this technique
* * Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who does not possess this technique.
* Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who possesses this technique
* * Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who does not possess this technique.
Rustling of Leaves (1)
Activation: When you make a Social skill (Air) check to spread a rumor:
* Increase the TN of any check to trace the rumor back to you by 2 per * spent this way
* Increase the TN of any check to trace the rumor back to you by 2 per * spent this way
The Wind Blows Both Ways (3)
Activation: When you make a Courtesy or Performance (Air) check targeting another character:
* +: The next time the target receives a glory award, increase the glory they gain by 1 per * spent this way. This effect persists until the end of the scene. Air
* +: The next time the target forfeits or stakes glory, increase the glory they must forfeit or stake by 1 per * spent this way. This effect persists until the end of the scene.
* +: The next time the target receives a glory award, increase the glory they gain by 1 per * spent this way. This effect persists until the end of the scene. Air
* +: The next time the target forfeits or stakes glory, increase the glory they must forfeit or stake by 1 per * spent this way. This effect persists until the end of the scene.
Bend with the Storm (5)
Activation: When you make a Social skill (Air) check targeting another character:
* Choose an advantage or disadvantage. The target comes to believe that you possess that advantage or disadvantage without your having to expend noticeable effort or state it directly. Further, the target believes that you do not know you have given this advantage or disadvantage away. If you do anything that could call this misconception into question, any character may resist with a TN 5 Sentiment check (Earth 6, Fire 3) to discern that the advantage or disadvantage is not real. This effect persists until the target is faced with incontrovertible evidence or succeeds on the check to resist in the face of cracks in your façade.
* Choose an advantage or disadvantage. The target comes to believe that you possess that advantage or disadvantage without your having to expend noticeable effort or state it directly. Further, the target believes that you do not know you have given this advantage or disadvantage away. If you do anything that could call this misconception into question, any character may resist with a TN 5 Sentiment check (Earth 6, Fire 3) to discern that the advantage or disadvantage is not real. This effect persists until the target is faced with incontrovertible evidence or succeeds on the check to resist in the face of cracks in your façade.
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).