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. Void is used to Enlighten 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
- 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.
Opportunity Uses |
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* |
Discern the objective of another character in the scene. |
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) |
* |
Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring. |
*+ |
Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra * gives an increasingly precise location for the supernatural occurrence. |
** |
Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation. |
Social + Void Shuji Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
** Though Jigoku’s power weighs heavily upon them, you are undeterred. By drawing on memories of the un-Tainted lands north of the wall, you can keep yourself focused and ignore all Strife results on your next check.
Against Tainted Threats
** or *** If the character spends**, they discern that the kami have fled, as well as the type of disturbance (mahō, kansen, or similar). If the character spends ***, they can also determine the total combat Military threat rating of all Tainted beings that caused the kami to flee.
While Tainted
**+ The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of * spent. For each * spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.
In Negotiations
*** You briefly shake someone’s conviction with a deep insight into their character or circumstances, causing them to speak without certainty. Until the end of your next turn, any momentum points they score are added to your current social objective instead of to their own.
In Romance
*** Due to circumstances beyond your control - a gust of wind or an earth tremor, perhaps -- you and your intended find yourselves unexpectedly aware of one another! Your intended decides what kind of contact it was, from a fateful meeting of the eyes to a brush of your hands against one another as you reach for a dropped scroll. They also decide how they react, although they will not blame you for anything untoward (after all, it wasn't your fault.)
In Espionage
* Your understanding of stealth clues you in on the possibility that you are not the first spy to pass this way. The GM reveals whether another spy has traversed your location and, if so, what trace they unwittingly left behind.