When communicating, an Air approach can enable a character to trick others by using subtlety and cleverness to imbue their words with multiple meanings or obscure the truth. It allows a character to convince others of a statement, deceive (by direct dishonesty or omission), imply secondary intentions, and control what information others have. While not always malicious, it is always manipulative on a certain level.
Details
The Air Ring represents a character’s subtle control over their outward countenance and choice of words, as well as their attention to the priorities and façades of others. Thus, the Air approach for a Social skill is Trick, which allows the character to lie, persuasively convey information, and draw out the faults and features of others from the subtle cues they display. Tricking someone does not always mean lying to them directly—it might mean manipulating them into thinking something is their own idea by subtly suggesting it, playing devil’s advocate to get them to solidify their position, saying something in a deniable way, or just leaving off a piece of information that might complicate the situation too much—but it is always a form of manipulation, even if it is not malicious.
A character Tricks someone when they want to:
A character Tricks someone when they want to:
- Get that character to believe something untrue, partially true, or only technically true.
- Obscure a key truth from that character.
- Deflect that character’s attention away from someone or something.
- Convey an idea to the character in a deniable way.
- Imply something to that character without stating it outright.
* |
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. |
* |
Learn if the honor, glory, or status attribute of a character in the scene is higher, lower, or equal to yours. |
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 the 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.