When communicating, an Earth approach helps a character reason with other people, getting them to think rationally, set aside their emotions, and remember duties and responsibilities. It is also used for instruction, keeping subordinates in line, and maintaining order.
Details
The Earth Ring is cautious and grounded. When used with a Social skill to influence others, it is rational and conciliatory, counseling a slow, thoughtful approach to problems. It is useful to get someone to measure twice before cutting, as the saying goes, or to get them to consider all available information before drawing their sword. A speaker using this approach appeals to reason and obligation rather than passion and desire, reminding the listener of their duties or the risks they face should they act rashly.
A character Reasons with someone when they want to:
A character Reasons with someone when they want to:
- Convince that person to listen to reason rather than emotion.
- Soothe that person’s emotions.
- Comfort that person.
- Instill discipline in that person.
- Get that person to wait rather than acting rashly.
- Get that person to uphold an existing oath rather than pursuing their personal desires
* |
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) |
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
*+ |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
** |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
* |
Increase the TN of the next Social check another character makes before the end of the scene by 1. |
Social + Earth Shuji Opportunities
Ancestry Unearthed (1)
Activation: When you make a Scholar skill (Earth) or Social skill (Earth) check targeting a character:
* You know one sworn oath the character’s family took in the past, and whether or not they have broken or bent it
* * You know one secret of the character’s family that they would prefer be forgotten, and have perhaps even worked to bury.
* * * You know something the character does not even known about their own ancestry.
* You know one sworn oath the character’s family took in the past, and whether or not they have broken or bent it
* * You know one secret of the character’s family that they would prefer be forgotten, and have perhaps even worked to bury.
* * * You know something the character does not even known about their own ancestry.
Stonewall Tactics (1)
Activation: When making a Social skill (Earth) or Martial skill (Earth) check targeting a character:
*+ Increase the TN of any check the target makes that does not target you by 1 per * spent this way. This effect persists until the beginning of your next turn.
*+ Increase the TN of any check the target makes that does not target you by 1 per * spent this way. This effect persists until the beginning of your next turn.
Weight of Duty (1)
Activation: When making a Social skill (Earth) check targeting a character:
* Learn one way the target fears failing as a samurai
* * Learn the target’s giri
* Learn one way the target fears failing as a samurai
* * Learn the target’s giri
Look Out! (Rank 3 Shuji) - Resist Only
Activation: When you make a check to resist an effect
* + : One character per * spent this way may immediately switch to a stance of their choice.
* + : One character per * spent this way may immediately switch to a stance of their choice.
Special Circumstance Opportunities
In Shadowlands
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible
things as the revelation of a secret mahō-tsukai or the summoning of an
oni. The next time you suffer strife this scene, you suffer 2 fewer
strife, to a minimum of 0.
While Tainted
** No mortal concern can
slow you, as you already endure worse than most can even imagine. For
the rest of the scene, whenever you suffer fatigue reduce the value
suffered by 2, to a minimum of 0.
In Negotiations
*** Your uncompromising dedication to your bottom line stalls the conversation. Choose a character in the scene: that character cannot gain momentum points toward any social objective until the end of your next turn.
In Romance
** An offhand comment reveals that you and your intended share some common ground: an odd hobby, a favorite actor, or a core belief. Make three suggestions to your intended’s player; they must tell you which one it is. You and your intended may each remove 2 strife.
In Espionage
*+ You locate an excellent hiding place, either a place where no one questions your cover identity or a concealed location no one checks. While hiding in this location, you reduce the TN of your checks to avoid notice by * spent this way
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.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.
* Not even the chaos of war or the strangeness of foreign lands can faze you. Reduce the TN of the next check you make to deal with an unfamiliar situation or opponent by 1.
* You hold fast to the thought of home while in distant locals and dangerous situations. You may remove 1 strife for each condition you are currently suffering.