Binding invocations into expendable vessels takes time, patience, and skill, requiring a Downtime action. For wards, this skill is Composition, though other skills might be used. The check uses the same Ring and TN as the invocation contained.
Details
Preparation for Wards:
Number: A shugenja can have only one prepared invocation at a time by default.
Activation: Anyone holding the prepared invocation can unleash it via its listed activation, described during its creation.
Channeling: Channeling cannot be done to prepare an invocation unless multiple sequential downtime periods are permitted.
Spiritual Backlash: If a Shugenja's check generates 3 or more Strife on kept dice on an invocation, they receive spiritual backlash. This backlash happens at the location the invocation is being prepared.
- Skill: Composition
- Ingredients: Calligraphy Set, 1 bu of parchment
- Activation: A ward can be placed on any surface to which it can be affixed. On the ward is written a condition, specifying circumstances under which it is unleashed. When the ward's condition is fulfilled, the invocation activates at its current location.
Number: A shugenja can have only one prepared invocation at a time by default.
Activation: Anyone holding the prepared invocation can unleash it via its listed activation, described during its creation.
Channeling: Channeling cannot be done to prepare an invocation unless multiple sequential downtime periods are permitted.
Spiritual Backlash: If a Shugenja's check generates 3 or more Strife on kept dice on an invocation, they receive spiritual backlash. This backlash happens at the location the invocation is being prepared.
- They take 3 fatigue
- They cannot use invocations of that same element until the end of the scene
- Air: The GM chooses up to two additional characters in range who become targets, or the GM may pick a player to choose, for an NPC.
* |
Opportunity Uses |
* * + |
When cast, Choose one additional target per * * spent this way |
* + |
When cast, Treat the maximum range of this technique as 1 higher per * spent this way |
* |
When cast, Reduce the TN of the next Movement action check you make by 1. This effect persists until the end of your next turn. |
* * + |
When cast, If this technique can target characters other than you, choose additional target per * * spent this way. |
* * + |
When cast, If this technique targets all characters in an area, choose 1 character in range to exclude as a target per * * spent this way |
Opportunity Uses |
|
* |
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. |
Air Invocation Opportunities
--
None
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).
In Contested Territory
* You discern subtle signs of incoming trouble and can take steps to avoid it. The next time you enter a conflict scene this session, you may add a kept die showing * to your initiative check.
** You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this session, after initiative has been determined, choose one character in the scene. On that character's next check, they must reroll all results containing non-explosive Success symbols.
** You create a clever disguise or ruse to get the jump on potential foes. The next time you enter a conflict scene this session, after initiative has been determined, choose one character in the scene. On that character's next check, they must reroll all results containing non-explosive Success symbols.