When communicating, a Fire approach lets a character incite others, engaging with their existing emotions and desires rather than their raw logic. The Fire approach can also be used to induce others to act on those emotions and desires in spite of obvious pitfalls or justified fears.
Details
A Fire approach to a Social skill seeks to persuade through emotional appeals and charisma, rallying others around exciting or novel ideas by inflaming their existing passions, desires, and fears. When deployed properly, it can get people to fall in line or rally behind a cause. However, such unsubtle approaches are not welcome in many courts, as this method risks running roughshod over propriety and obligation, both of which can become matters of life and death to a samurai. Further, a character cannot necessarily control the group they have Incited to act—stopping them once they are in motion might prove far more difficult than rousing them to a heedless course in the first place.
A character Incites someone when they want to:
A character Incites someone when they want to:
- Rouse that person’s emotions (positively or negatively).
- Get that person’s attention.
- Persuade that person to listen to emotion rather than reason.
- Get that person to ignore the potential consequences of a proposed plan.
- Get that person to prioritize their own desires instead of their oaths and responsibilities.
* |
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. |
* |
Reduce the TN of the next Social check another character makes before the end of the scene by 1. |
Social + Fire Shuji Opportunities
Dazzling Performance (3)
Activation: When making an Artisan skill (Fire), Games (Fire), or Performance (Fire) check:
*+ The next time you receive a glory award this scene, increase the amount you receive by 1. If there is a character of higher status in the scene, increase it by 1 per * spent this way instead.
*+ The next time you receive a glory award this scene, increase the amount you receive by 1. If there is a character of higher status in the scene, increase it by 1 per * spent this way instead.
Fanning the Flames (2)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ One target gains the Dazed condition per * spent this way.
* * +: One target gains the Enraged condition per * * spent this way
*+ One target gains the Dazed condition per * spent this way.
* * +: One target gains the Enraged condition per * * spent this way
Sear the Wound (5)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ Choose a known disadvantage of one of your targets per * spent this way. That disadvantage applies to all of the target’s checks until the end of the scene.
*+ Choose a known disadvantage of one of your targets per * spent this way. That disadvantage applies to all of the target’s checks until the end of the scene.
Sensational Distraction (1)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ When interacting with other characters, the target treats their vigilance as 1 lower per * spent this way; when interacting with you, the target treats their vigilance as 1 higher per * spent this way. This effect persists until the end of the scene.
*+ When interacting with other characters, the target treats their vigilance as 1 lower per * spent this way; when interacting with you, the target treats their vigilance as 1 higher per * spent this way. This effect persists until the end of the scene.
Stirring the Embers (1)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ Choose a target and one of their known distinctions per * spent this way. Until the end of the scene, when that advantage applies to a check, the target may reroll up to three dice (instead of two).
*+ Choose a target and one of their known distinctions per * spent this way. Until the end of the scene, when that advantage applies to a check, the target may reroll up to three dice (instead of two).
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.
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