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. Fire is used to Incite your target into giving away information.
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. Fire is used to Theorize about 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. Fire is used to Incite your target into giving away information.
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. Fire is used to Theorize about 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 (Fire) lets you figure out whether someone neglected to mention something important. However, it’s less useful against direct lies
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 (Fire) lets you figure out whether someone neglected to mention something important. However, it’s less useful against direct lies
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: Reduce the TN of the next Social check another character makes before the end of the scene by 1. |
Scholar: Extrapolate the motivations or desires of another character in the scene or wider situation. |
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) |
* |
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. |
Social + Fire Shuji Opportunities
Dazzling Performance (3)
Activation: When making an Artisan skill (Fire), Games (Fire), or Performance (Fire) check:
*+ The next time you receive a glory award this scene, increase the amount you receive by 1. If there is a character of higher status in the scene, increase it by 1 per * spent this way instead.
*+ The next time you receive a glory award this scene, increase the amount you receive by 1. If there is a character of higher status in the scene, increase it by 1 per * spent this way instead.
Fanning the Flames (2)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ One target gains the Dazed condition per *spent this way.
* * +: One target gains the Enraged condition per * * spent this way
*+ One target gains the Dazed condition per *spent this way.
* * +: One target gains the Enraged condition per * * spent this way
Sear the Wound (5)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ Choose a known disadvantage of one of your targets per * spent this way. That disadvantage applies to all of the target’s checks until the end of the scene.
*+ Choose a known disadvantage of one of your targets per * spent this way. That disadvantage applies to all of the target’s checks until the end of the scene.
Sensational Distraction (1)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ When interacting with other characters, the target treats their vigilance as 1 lower per * spent this way; when interacting with you, the target treats their vigilance as 1 higher per * spent this way. This effect persists until the end of the scene.
*+ When interacting with other characters, the target treats their vigilance as 1 lower per * spent this way; when interacting with you, the target treats their vigilance as 1 higher per * spent this way. This effect persists until the end of the scene.
Stirring the Embers (1)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ Choose a target and one of their known distinctions per * spent this way. Until the end of the scene, when that advantage applies to a check, the target may reroll up to three dice (instead of two).
*+ Choose a target and one of their known distinctions per * spent this way. Until the end of the scene, when that advantage applies to a check, the target may reroll up to three dice (instead of two).
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?