Doji Courtier School: Doji Courtiers
Reprinted w/out permission from Way of the Crane
Benefit: +1 Awareness
Beginning Honor: 3 + 5 boxes
Outfit |
(All items are of fine quality) tanto, kimono, small iron box, traveling pack, steed, 15 koku |
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Skills |
Courtier, Etiquette, Heraldry, Manipulation, Oratory, Sincerity, any High skill |
Techniques | ||
Rank 1 |
The Doji courtier is part of a tremendously large system of give-and-take between the Clans, a system which has resulted in the collection of "favors" from various families and individuals. Often, the Crane will intercede in political situations on behalf of other clans, and from this will gain certain political compensation. A Crane diplomat begins at rank one with the ability to exchange these favors - either on the his own behalf or for another. Each chart on the favor tables for the Crane show examples of political favors which the Crane Clan can call upon. At the courtier's first school rank, they must be from the rank one favor table; at the second school rank they may be from either the rank one or two favor tables, and so on. The courtier may call upon a maximum number of favors per adventure equal to their Air+School Rank. | |
Rank 2 |
A second rank courtier has gained a great amount of control over their emotions, enough so that they can affect others with them - for good or ill. Through the study of a person's motivations and desires, the courtier gains a certain influence over that person's mental state - be it one of levity, depression, or fear. The ability to influence people's emotions is a powerful one, and can change people's reactions or alter how they perceive their surroundings. Certainly, it can make someone more sympathetic to the courtier's cause, or it can foster trust towards the courtier. With the use of this skill, the courtier attempts to change a person's emotional state to one more useful to the courtier's goals. A courtier who shifts a person's emotional state towards anger while telling them of an imminent Lion army's invasion might cause their audience to react poorly toward any Lion Clan members they come in contact with later, even to the point of offering their services to those opposing the Lion. In order to be successful, the courtier must spend a minimum of five minutes talking to their target, and make a successful contested Awareness roll. | |
Rank 3 |
Beginning at this rank, the courtier has the ability to challenge another person's action with a test of honor. The courtier can do this a number of times per day equal to the courtier's school rank. Before an action has been rolled by the target (any action, from an etiquette roll to an attack roll), the courtier may may challenge the target. If the courtier's honor challenge is successful, the action of the other character immediately becomes a failure, no matter what the roll. | |
Rank 4 |
At this rank, the courtier has gained such mastery over the political niceties of the court that such things become almost effortless. When the courtier is using Etiquette, Manipulation, Heraldry, Oratory, or Sincerity, they no longer need to roll. Their attempts are automatically successful. The courtier gains no raises when they are using this skill - if they wish to add raises for the skill, they must still roll, but a failed roll in that case is considered to be a base success, without the bonuses the raises would have applied. This technique may not be applied to contested rolls. | |
Rank 5 |
Once the courtier achieves Rank 5, it is a simple matter for them to gain friends and allies. They can make someone's reaction of them more favorable, even going so far as to assuage any warlike or offensive feelings. If the person is trying to influence has a Willpower less than or equal to that of the courtier, the courtier can automatically manipulate their actions. If they have a Willpower greater than the courtier, they must still make a successful Willpower+Etiquette roll against a TN of the courtier's Willpower x5. If successful, they have found a way out of the courtier's manipulation. |