When communicating, a Water approach helps a character charm others, gregariously building a rapport with them. It allows a character to instill desires and emotions in others, uncover the existing desires of others, and win people’s sympathy.
Details
Flexibility and change are the domain of the Water Ring, so Charm, the Water approach for Social skills, revolves around fostering positive emotions in others toward oneself. This approach is frequently based around mutual understanding, sympathy, and shared feelings, or at least the facsimile of these.
A character Charms someone when they want to:
A character Charms someone when they want to:
- Get that person to like them.
- Build a pleasant rapport with that person.
- Offer their sympathies to that person.
- Instill a new desire for something (or someone) in that person.
- Win that person’s sympathy.
* |
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) |
* |
Remove 2 strife from yourself. |
*+ |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
** |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
* |
Add a kept Ring Dice set to an * result to your next Social check before the end of the scene. |
Social + Water Shuji Opportunities
All In Jest (1)
Activation: When you make a Commerce (Water), Courtesy (Water), or Performance (Water) check:
*+: If you forfeited honor as part of the check in order to say something rude or appeal to your target’s base desires (greed, lust, laziness, etc.), regain 1 honor per * spent this way
*+: If you forfeited honor as part of the check in order to say something rude or appeal to your target’s base desires (greed, lust, laziness, etc.), regain 1 honor per * spent this way
Shallow Waters (1)
Activation: When you make a Social skill (Water) check targeting a character:
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
Well of Desire (1)
Activation: When you make a Courtesy (Water) check to present a gift to a target:
* To refuse your gift, your target must forfeit glory equal to your Water Ring. Additionally, if the gift is something that the target desires, the target also must suffer strife equal to its rarity to refuse it. If your target accepts the gift, reduce the TN of your next Social skill check targeting them by the rarity of the item (to a minimum of 1).
* To refuse your gift, your target must forfeit glory equal to your Water Ring. Additionally, if the gift is something that the target desires, the target also must suffer strife equal to its rarity to refuse it. If your target accepts the gift, reduce the TN of your next Social skill check targeting them by the rarity of the item (to a minimum of 1).
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or
body, shaking off disorientation or even injury. You remove one of the
following conditions: Dazed, Disoriented, Immobilized, Intoxicated,
Lightly Wounded, or Prone.
In Negotiations
** You break the tension with a well-timed joke or clever comment. You may ask one personal question of a character in the scene with a different social objective. The question must be unrelated to the subject of the negotiations. If the character answers honestly, they gain 1 momentum point toward their current objective and may ask you a personal question in turn. If they do, you gain 1 momentum point toward your current objective.
In Romance
** Your interaction is pleasant enough that your intended, not you, suggests another meeting within the next day or two. They offer you several options for the next time you and they spend personal time together; choose whichever you like the best, and don’t be late.
In Espionage
* You observe a clue or hint that indicates to you that information about your target or goal might also be found elsewhere. The GM reveals another viable avenue for espionage on the same subject, unrelated to your current operation.
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.
* * + Your charm wins over even enemies. For each * * spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context -- it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won't stop bloodshed altogether once blades have been drawn.
* * With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.
* * + Your charm wins over even enemies. For each * * spent, one hostile character within the scene becomes friendlier toward you. What exactly that means depends on context -- it may defuse an imminent conflict, or encourage your foes to try to take you alive, but it won't stop bloodshed altogether once blades have been drawn.
* * With cunning, you flow smoothly from one conclusion to the next. You learn of one key feature, fortification, or terrain quality present in the surrounding area, and whether or not enemies have passed through recently.
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