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.
Note: As a Downtime Action, prepared Fire Invocations do not benefit from Fire Stance bonus successes.
Note: As a Downtime Action, prepared Fire Invocations do not benefit from Fire Stance bonus successes.
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
- Fire: The technique targets each character in range. At the GM's discretion, the terrain at range 0-2 catches ablaze, becoming Dangerous.
* |
Opportunity Uses |
* + |
When cast, Treat the maximum range of this technique as 1 higher per * spent this way |
* + |
When cast, If this technique can target characters other than you, choose additional target per * spent this way. |
* |
When cast, Reduce the TN of the next Attack action check you make by 1. This effect persists until the end of your next turn. |
* + |
When cast, Increase the TN of checks to resist this effect by 1 per * spent this way |
* * + |
When cast, One target per * * spent this way must resist with a TN 3 Fitness check (Air 4, Water 1) or suffer the Burning condition. |
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) |
* |
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. |
Fire Invocation Opportunities
--
None
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?
In Contested Territory
* * * 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.
* * A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
* + As you incite your allies to great fervor, any number of them may remove 1 strife for each * you spend. For each character affected, you receive 1 strife as you let your passion overtake you.
* * A clever theory fills in the gaps in your knowledge. You may immediately attempt a Scholar skill check of your choice to learn about your current situation or an NPC who is present, lowering the TN by 1 (to a minimum of 1).
* + As you incite your allies to great fervor, any number of them may remove 1 strife for each * you spend. For each character affected, you receive 1 strife as you let your passion overtake you.