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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.
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