DIPLOMAT
  In a world rife with magic there is still
the need of good honest negotiation
and diplomacy.  Diplomats are
empowered by their leaders to act on
their behalf and look out for the best
interest of the leader or ruler.  Very
skilled diplomats will often find
employment with the nobles or ruling
classes of a nation.  Adventuring
groups find the skill helpful in
negotiating and gauging the power and
influence of opponents.  Characters
must be skilled in reading, writing and
speaking two languages at rank 8
besides their original language before
they can become a diplomat.
  As men who rely on the power of words Diplomats are able to gauge the truth of a
statement that other makes, Diplomats begin with a
(5 X PC + 6% per rank) detecting
the truth of a statement.
They do not know the truth, only that a person is lying or
magically concealing the truth.  Conversely, Diplomats are able to lie in a most
convincing manner and can pull off a lie if the roll under (4 X PC + 6% per rank) – PC of
the victim.    Diplomats are able to forge documents as well as detect forgery.
 The base
chance of making a successfully forged document is 3 X MD + 5% per rank
minus various difficulty factors.
    -5% Commoner   -10% Low ranking guard or official   -15% Commander of Guards
    -15% Castle Guard   -20% Captain of Guard   - 20% Friend of forged signature      
     -25% High ranking official    -30% Sage familiar with customs of culture   
     -7% for each rank of opposing diplomat looking at document

     Diplomats know the danger of being a representative and so are trained with various
survival techniques.
Hide in tight space, 3 X AG + 3% per rank.   The Diplomat must
be able to fit into the space. Conceal item, the Diplomat may successfully conceal a small
item on his or her person that will not be detected by an ordinary search.  By rolling
under 3 X EN + 2% per rank they may even conceal an item within their body. How that is
done is left to the agreement of the player and the GM.  
Escape artist, 3 X MD + 3%
per rank – any difficulty factor assigned by GM.
 Feigned death from illness, the
diplomat may fake his or her own death by rolling under 3 X EN + 3% per rank. This will
include vomiting, nose bleeds and discharge of bladder and bowels to fake the death.  
Only a healer of rank 4 or higher can detect the death.  The Diplomat will appear to have
been the carrier of a plague and most people will not want to be anywhere near the
corpse.  Of course if the captors cut off the diplomats head it does not matter.  The Final
trick in the Diplomats arsenal is the ability to temporarily persuade.   This is not charming
or controlling the opponent but merely buying time to save the Diplomats neck or plan an
escape.  The Diplomat must roll under 4 X PC +6% per rank – opponent’s hostility level
to succeed in buying time. The Diplomat appeals to the strongest sense in a person to
buy them time wither it is good and virtuous traits or greed and power.  Opponent’s
hostility  modifies the chance of success,      -5% for suspicious  -10% angry and irritated
-20% ready to order arrest or imprisonment -30% ready to order death of diplomat.   
  Diplomats may purchase contacts in fashion similar to a Cavalier. Diplomat may
purchase various contacts within a city or nation if they are willing to pay the price.  The
Diplomat may have as many contacts as his rank, and must pay for them on a yearly
basis or loose them.  Contacts can provide information, occasionally offer assistance,
and create opportunities for the diplomat.
Small City Contact: 100 sp          Large City Contact: 200sp
Military Contact: 500sp                Guild Contact: 300sp
Religious Contact: 400sp            Underworld Contact: 500sp
Noble Contact: 1,000sp               Royal Contact: 2,500sp