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. Water is used to Charm 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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* |
Add a kept Ring Dice set to an * result to your next Social check before the end of 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) |
* |
Remove 2 strife from yourself. |
*+ |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
** |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
Social + Water Shuji Opportunities
All In Jest (1)
Activation: When you make a Commerce (Water), Courtesy (Water), or Performance (Water) check:
*+: If you forfeited honor as part of the check in order to say something rude or appeal to your target’s base desires (greed, lust, laziness, etc.), regain 1 honor per * spent this way
*+: If you forfeited honor as part of the check in order to say something rude or appeal to your target’s base desires (greed, lust, laziness, etc.), regain 1 honor per * spent this way
Shallow Waters (1)
Activation: When you make a Social skill (Water) check targeting a character:
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
Well of Desire (1)
Activation: When you make a Courtesy (Water) check to present a gift to a target:
* To refuse your gift, your target must forfeit glory equal to your Water Ring. Additionally, if the gift is something that the target desires, the target also must suffer strife equal to its rarity to refuse it. If your target accepts the gift, reduce the TN of your next Social skill check targeting them by the rarity of the item (to a minimum of 1).
* To refuse your gift, your target must forfeit glory equal to your Water Ring. Additionally, if the gift is something that the target desires, the target also must suffer strife equal to its rarity to refuse it. If your target accepts the gift, reduce the TN of your next Social skill check targeting them by the rarity of the item (to a minimum of 1).
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.
In Negotiations
** You break the tension with a well-timed joke or clever comment. You may ask one personal question of a character in the scene with a different social objective. The question must be unrelated to the subject of the negotiations. If the character answers honestly, they gain 1 momentum point toward their current objective and may ask you a personal question in turn. If they do, you gain 1 momentum point toward your current objective.
In Romance
** Your interaction is pleasant enough that your intended, not you, suggests another meeting within the next day or two. They offer you several options for the next time you and they spend personal time together; choose whichever you like the best, and don’t be late.
In Espionage
* You observe a clue or hint that indicates to you that information about your target or goal might also be found elsewhere. The GM reveals another viable avenue for espionage on the same subject, unrelated to your current operation.