#Command Skill Details (指揮詳細)
Contents
Military Science, Negotiation, Intimidation, Bribery, Agitation, and Deceit. Move the battlefield with words, money, and authority.
Related Entries: Skill System · Skill List · Attributes §Wisdom/Presence
#Classification Overview
The 6 command skills primarily use Wisdom (智) and Presence (美), but Intimidation checks use Courage (勇). In combat, they handle squad command and enemy disruption; outside combat, politics and negotiation.
| Skill | Combat Use | Noncombat Use |
|---|---|---|
| Military Science | manipulate initiative, strengthen squads | strategy planning, military theory, castle analysis |
| Negotiation | recommend surrender to enemies, alliances | deals, diplomacy, hostage exchange |
| Intimidation | break enemy squad morale | interrogation, threats, lordly audiences |
| Bribery | bribe/turn enemies | bribes, information purchases, hiring mercenaries |
| Agitation | strengthen allied morale, enemy infighting | rouse the people, incite uprisings, spread rumors |
| Deceit | deception, luring, feigned tactics | forgery, disguise support, fraud, spy activity |
#Command and Maneuvers
Command skills do not attack directly, but they determine the quality of squad orders and the effectiveness of enemy disruption.
| Skill | Licensed Maneuver | Master Maneuver |
|---|---|---|
| Military Science | Change the First Move [Kata] — swap initiative order (2 Energy, 1/round) | Unified Command [Kata] — all allies Energy +2 during the initiative stage |
| Negotiation | Recommend Surrender [Kata] — recommend surrender to an enemy Elite | Persuasive Purchase Letter [Kata] — bribe and turn an enemy Minion squad |
| Intimidation | Roar [Kata] — enemy squad Cohesion -1 | Loss of Fighting Spirit [Kata] — enemy Elite Energy -3 |
| Bribery | Scatter Silver [Kata] — enemy Domination -2 with gold coins | Monetary Persuasion [Kata] — turn an enemy squad |
| Agitation | Raise Morale [upkeep] — all allied squads Cohesion +1 during lull | Rumor-Mongering [Kata] — enemy squad Cohesion -2 + unrest |
| Deceit | False Retreat [Kata] — induce enemy movement | Empty Threat [Kata] — nullify 1 enemy command order |
#Noncombat Scene Collection
#Military Science
| Situation | Check | Effect |
|---|---|---|
| Analyze weak points in an enemy castle | 2d10+Wisdom+Military Science >= 13 | GM reveals castle structure and defense placement |
| Optimize allied marching route | 2d10+Wisdom+Military Science >= 11 | Travel time -20% |
| Pre-combat briefing | 2d10+Wisdom+Military Science >= 13 | All allies gain Energy +1 in the first round |
Pre-combat briefing is one [upkeep] attempt made by one party representative before each combat begins. It cannot be retried immediately for the same combat. On success, every ally with Energy begins the first round with temporary Energy 1 above their listed maximum. Any unused excess expires at the end of that round.
#Negotiation
| Situation | Check | Effect |
|---|---|---|
| Negotiate a ceasefire with an enemy daimyo | 2d10+Presence+Negotiation >= 15 | Avoid combat. Conditional agreement. |
| Demand a discount from a merchant | 2d10+Presence+Negotiation >= 11 | Price -20% |
| Speak with a yoma (if the species can converse) | 2d10+Presence+Negotiation >= 13 | Information or a non-aggression agreement |
#Intimidation
| Situation | Check | Effect |
|---|---|---|
| Interrogate prisoner | 2d10+Courage+Intimidation >= target Courage+11 | Gain information |
| Tell a bandit group "get lost" | 2d10+Courage+Intimidation >= 13 | They retreat without combat |
| Secure speaking rights before a lord | 2d10+Courage+Intimidation >= 13 | Your opinion is adopted |
Sometimes one word is sharper than a blade.