We all know Opportunities are a very versatile and deep thing in this game.
There are probably hundred of "examples" to choose from, from the simple "remove 1 strife" to the ultra niche "you get an extra 10% discount on your next purchase".
My players and I found that using so many Opportunity tables, on top of all the options that Techniques or Equipments will grant you, is simply too overwhelming and sometimes, gameable. Nobody is having fun looking through multiple tables to figure out how to use their opportunities on each of their rolls.
Sure, some checks might have "special" opportunity usage set by the adventure/gm and that is perfectly fine!
Also, all the thematic/narrative usage are also perfectly fine (ie: using Air opportunities to be more "graceful").
So, here is what we came up with:
Disregard all the opportunity tables in the books(including sourcebooks) aside the General one on p.328(corebook), and the one for Invocations on p.191(corebook). Then, we adjusted the General opportunity table to include a few more options.
This leave a very simple, yet deep enough, "reference sheet" for us to spend opportunity on, while keeping the game at a good pace.
Here is the only opportunity table we use in our game alongside the one for invocations on p.191
If anybody wants to raise a flag about something that seems "unbalanced" it would be very welcome.
The idea is to have all elements fun and balanced and different. While keeping the opportunity usage broad enough to be usable relatively regularly.
ANY:
: If you failed, determine the easiest way... (same as corebook)
+: Removed 1 strife you gained from this check... (same as corebook)
: Provide assistance... (same as corebook)
AIR:
: Learn demeanor and strife... (same as corebook)
+: Act subtly... (same as corebook)
: Establish a new detail on an NPC... (same as corebook)
: Add a kept Ring Dice set to an
result to your next check before the end of your next turn.
: Increase the TN of the next Martial Arts [Ranged] check targeting you before the end of your next turn by 1.
EARTH:
: Reassure another character... remove 2 strife... (same as corebook)
+: Act carefully... (same as corebook)
: Establish a small preparatory action... (same as corebook)
: During a support, scheme, or movement action check, Increase your physical resistance by 1 until the start of your next turn.
: Ignore the Entangling or Dangerous terrain qualities for that check.
FIRE:
: Inflame another character... they receive 2 strife... (same as corebook)
+: Perform the task in a flashy way... (same as corebook)
: Establish an absence... (same as corebook)
: Choose another character in the scene; increase the TN of the next check they make before the end of their next turn by 1 if it doesn't include you as a target.
: Other characters must receive 1 strife to choose you as the target of their Attack and Scheme actions until the start of your next turn.
WATER:
: Remove 2 strife from yourself... (same as corebook)
+: Perform the task efficiently... (same as corebook)
: Establish a piece of terrain... (same as corebook)
: Remove 1 fatigue from yourself, to a minimum of half your endurance.
: During an attack action check, Ignore 1 point of the target's physical resistance.
VOID:
: Choose a ring other than Void. reduce the TN of your next check by 1 if it uses that ring. (same as corebook)
+: Sense supernatural... (same as corebook)
: Establish a fact about your character... (same as corebook)
: During a support, movement, scheme or attack check, Increase your Initiative value by 1.
: Ignore the Obscuring terrain quality for that check.