You attempt to foster or quell an idea, emotion, or desire in a person. 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. Air is used to Trick your targets.
Details
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. Additionally, if applicable, apply one of the following modifications to the TN based on the skill you use on the check:
Potential Objectives Using Persuade
Special Action
Whispers of Court (Rank 1 Shuji)
Activation: As a Scheme action, you may make a Courtesy (Air) check targeting each character in the scene. The TN of this check is equal to the lowest vigilance among your targets.
Effects: If you succeed, you create a rumor that sweeps across the room like a storm. Everyone in the scene hears it, and characters with vigilance lower than your bonus successes even come to give it some credence. If spreading a rumor is your social objective in an intrigue, you score momentum points equal to your Air Ring plus your bonus successes.
Air *: Learn one other rumor that is spreading in the current scene.
- Command: You present a plan with authority, sweeping your targets along with all the confidence a lord should have among their vassals. If each target’s status rank is lower than yours, decrease the TN of this check by 1.
- Courtesy: You present a proposal backed by honeyed words and clever implications—perfect for dealing with one’s superiors, but perhaps overly deferential when addressing equals or subordinates. If each target’s status rank is higher than yours, decrease the TN of this check by 1.
- Games/Performance/Other Skills: You offer a diversion from the affairs at hand, turning the conversation to a less pressing topic. If each target’s status rank is equal to yours, decrease the TN of this check by 1. Effects: If you succeed, you add one momentum point toward an appropriate social objective, plus one additional momentum point for every two bonus successes. Further, any narrative ramifications of your check resolve.
Potential Objectives Using Persuade
- Appealing to a Person or a Group
A target is persuaded by accumulating momentum points equal to or greater than the Focus attribute of the target, modified by the GM for stubbornness and innate resistance. For each successful Social Skill Check, the character gets one Momentum Point. At the GM’s discretion, bonus successes might translate into additional momentum points. If another character has accumulated greater momentum points at that time, the target is persuaded to that character's point of view instead. In the case of a tie, the character with the highest status wins. If the target retires before the objective is completed, this objective cannot be completed. - Discrediting Someone
The character attempts to inflict strife upon a target in the scene by using * or specific techniques on them related to social skills. The character is successful if the target becomes compromised and unmasks (forfeiting glory equal to their glory rank) or retires from the intrigue. If the target retires due to other reasons before the objective is completed, this objective cannot be completed. - Spreading a Rumor
A rumor is spread by accumulating momentum points equal to or greater than the Vigilance attribute of the character in the scene with the highest status, modified by the GM for their disposition toward the rumor in question. No two of those Social Skill checks can target the same character. If the character fails at two consecutive checks to spread the rumor, it fails to take root and the objective cannot be completed.
Special Action
Whispers of Court (Rank 1 Shuji)
Activation: As a Scheme action, you may make a Courtesy (Air) check targeting each character in the scene. The TN of this check is equal to the lowest vigilance among your targets.
Effects: If you succeed, you create a rumor that sweeps across the room like a storm. Everyone in the scene hears it, and characters with vigilance lower than your bonus successes even come to give it some credence. If spreading a rumor is your social objective in an intrigue, you score momentum points equal to your Air Ring plus your bonus successes.
Air *: Learn one other rumor that is spreading in the current scene.
Opportunity Uses |
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* |
Learn if the honor, glory, or status attribute of a character in the scene is higher, lower, or equal to yours. |
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).