Ide Emissary School: Ide Emissaries
Reprinted w/out permission from Way of the Unicorn
Benefit: +1 Awareness
Beginning Honor: 2 + 5 boxes
Outfit |
None given Considered Unicorn shugenja |
|
Skills |
Commerce, Courtier, Etiquette, Horsemanship, Kenjutsu, Law, Sincerity |
|
Note |
The daimyo of the Moto family, Moto Terumori, forbids anyone in his family from joining this school; not that any of them want to go. |
Techniques | ||
Rank 1 |
The Ide student is shown how to let her soul shine in every action. Whenever the emissary makes a skill roll in a social situation, add her Honor to the result. Whenever the GM makes a random roll to determine someone's initial reaction to the emissary, the roll should be similarly adjusted. Also, the emissary is taught to reflexively mimic and be responsive to local customs. She may make an Awareness+Etiquette roll against a TN of 20 to avoid making a faux pas, even if the character is not aware of the existence of a taboo. | |
Rank 2 |
The student has learned that every detail is important, and takes great care to observe and remember everything. The character may make a simple Intelligence roll to remember anything that was said and done during a meeting. The TN of this check depends on the importance of the event and the significance of the action: recalling something the Emperor said on his birthday is only a 5, while remembering what one opponent's aide said to another at an impromptu meeting is a TN of 30. Also, the emissary can gather important clues about the person she is negotiating with by looking around, assimilating details. Make a simple Perception+Investigation roll. The better the roll, the more clues to the person's personality are gained. Obviously, it is harder to gain clues when meeting someone in a dark alley than it is when meeting them in their house during the daytime. | |
Rank 3 |
The emissary is well attuned to the ebb and flow of negotiation, and can sense when the current shifts. If the situation turns violent or something else is about to happen that the emissary doesn't like, she may be able to react. The emissary can make a simple skill check using her Awareness against a TN equal to the sum of the Void+Sincerity of the opponent (whoever initiates the undesired activity) x5. If this roll succeeds, the emissary can take one action before anything else happens. Ide merchants use this skill to proactively attack thieves or cheats, while diplomats use it to move behind their bodyguards or grab someone valuable to their enemy to use as a shield. | |
Rank 4 |
At this level, the emissary has learned to see past the surface to the truth within. This is done by paying acute attention to tangible clues (dilation of the eyes, unconscious habits, slight alterations in tone of voice) as well as by more esoteric spiritual methods which defy explanation. The Sincerity skill may no longer be used against the emissary, nor do those opposing her in negotiations receive any benefit from magical enhancements. Furthermore, whenever someone tells a lie to the emissary, she may make an opposed Investigation versus Sincerity skill check to discern the truth of the matter. For each five points of success the emissary scores, she learns one true fact. | |
Rank 5 |
By this point, the emissary has perfected the art of peace. She has incredible presence, and her calm and assured demeanor make her an island of serenity in even the worst of storms. She may use her personal presence as her defense. As long as she does not raise a hand in violence, anyone who wishes to do her harm must make an opposed roll pitting his Willpower against her Awareness to see if he can do so, after he declares his intent. The emissary rolls additional dice equal to her Void, but may only keep dice equal to her Awareness. If the attacker succeeds in his roll, he may attack the emissary without penalty. If he fails, he forfeits that action, and all other actions taken against her this turn. |