W-C Rep - MoS - Keeper - M'Hael - Amyrlin Seat - MoN


Grey Ajah Benefits
 Introduction:
The following is a list of the Grey Ajah Benefits and weaves. Those listed as secrets are accessible only through direct role-play with the person who holds the secret. Ajah Secrets are not generally passed on outside of the Grey Ajah.

[Benefits Listing][Benefit Types and Tiers] [Benefit Information] [Benefit Form]


Tier 1:


Grey Ajah Weaves (Set)
Lazy scribe:
Weave three thin flows of Air and an even thinner flow of Spirit around a pen or quill, whichever is available. The quill will write as the weaver dictates, but will still need to be dipped in ink as it runs out. Unless the weave is removed, the quill will not write while a hand is touching it, so keep hold of it unless you want interruptions recorded!
Focus of empathy
A web of Spirit, and an identical one of Air, laid precisely over an object, will give off a low, colored glow, visible only to the one who forms the weave. The color will indicate the level of anxiety or emotion felt by a person holding or wearing it. Perfect for sneakily placing on a ring or brooch worn by someone adept at giving nothing away. Often used by newer Greys, those well versed in Daes Dae'mar would have little need.

OOC: Think of the mood rings you can win in arcades that go by the heat of your hand, but accurate! White = utter calm, red = passion and so on.

Chameleon Tendencies:
Pull out strong threads of Air, and lace them around strands of Fire. Then use alternate thin and thick flows of Water to pull the weave together and wrap it around yourself. Non-channelers will find their eyes slide past you as long as you remain still and silent, unless they concentrate hard on you. This weave leaves all but the most observant believing they simply have not noticed you, avoiding the attention caused by removing an Invisibility weave and appearing in mid-air.

Adapted from Leanna Sedai's Invisibility Weave from the Advanced One Power Class.

Reinforced Documents:
Thickly weaving threads on spirit, earth and water into a pattern within a document, and tying it off in a special way(A thick border of all three threads), helps keep a document from casual wear and tear. Also makes it much harder to catch on fire.
Variation on Reinforced Documents:
By altering the flows of water and adding a touch of fire, a thin thread woven last and interlaced between the other flows, the document can be protected from fire and water.
Quick Sand:
May be used to spring a trap, but has been used to hide another object inside the platform he was on. Good for hiding documents during a Siege if you do not have arms to carry the document. (j/k)

Description: Weave Water and Earth together and send it into the ground until it is similar to quick sand.


Intimidation
The use of one's presence and choice of words to threaten or ensure deference or ensure compliance. This may be an outright threat (such as censure from the current ruler) or a more subtle force of personality.

Secret Weaves (set), see: Head Clerk
Encryption
This must be woven very precisely

Channel Air, Spirit and Water in equal measure, forming the flows of Spirit and Air into a finely meshed net.
Weave the flow of Water through the gaps and hold the flows.
Channel another, finer, thread of Spirit and thread it in and out of the net.
Keep careful track of this thread, as it decides which variation of the weave it will become. This should not be more than five or six loops until the channeler is familiar with the weave.
Tie off the flows and place the weave on a document.
Immediately the letters will scramble, jumbling into a nonsensical sequence.

By placing the last thread of Spirit differently, the letters will rearrange into a different order. It is possible to make a written key, but impractical given the number of variations.

To decipher the code, lie the same weave over the document, but with the last flow of Spirit reversed, i.e. last loop first and so on. Only whoever wove the encryption weave will know how to place this thread. If they fail to remember the weave correctly, or someone else tries to guess, the document will burst into flame without warning.

Suggestion
Fine flows of all five elements must be channeled, a web of Spirit overlain with a web of Air, twisted around each other and overlain in turn with a web of Water. Touches of Fire and Earth must be interlaced through the weave, and more threads of Spirit. These last should be left trailing out of the weave until it has been placed on the subject. Momentary confusion will take hold as soon as the weave is laid, and then the remaining threads of Spirit should be allowed to fall into place. The weave will look like the most intricate of laces.

The subject will be more open to whatever the weaver says, but only for a short time and will still require measures of persuasion.


Forgery
The ability to mimic the hand and written 'voice' of an official to create false documents, missives, commands, and decrees.

Scandals
Knowledge of the inner workings and scandals within high nobility, kings, queens, and even among Tower officials. Best used in conjunction with Intimidation, Persuasion, Negotiation, or Daes Dae'mar Mastery.



Tier 2:


Allies
Established connections with informants and people in positions of power.

Negotiation
The Negotiator's skill of resolving disputes, bringing conflicting parties to a mutually agreeable course of action, bargaining for individual or collective advantage, or crafting outcomes to satisfy various interests. This skill forms alternative dispute resolutions with three basic elements: process, behavior and substance. Process refers to the context of the negotiation, the parties, their tactics, and the sequence of the stages in which they all play out. Behaviors concern the communication styles the parties adopt. Substance refers to what the parties are negotiating over - the agenda, the issues/positions/interests, the options, and the agreement(s) reached at the end. Negotiators employ tactics such as negotiation hypnosis, straightforward demands, setting preconditions; as well as more deceptive approaches such as cherry picking. Negotiation is used on a smaller scale than Diplomacy.

Bluff
As in games of stones or cards, the skill of misdirecting the listener's expectations. A bluff can make the outrageous or untrue seem plausible. A bluff can also compensate for lack of information or power and still persuade the listener believe the bluff.

Diplomacy
The Diplomat's skill of conducting negotiations between representatives of groups or entire countries. Peace-making, trade, war, economic, and broad cultural matters are covered in such discussions - the end result being treaties drafted to be endorsed by heads of state (kings, queens, Amyrlin Seats, M'Haels, the Empress, the Mistress of the Ships, etc.)

Persuasion
The employment of social influence to guide the listener towards the adoption of an idea, attitude, or action by rational and symbolic (although not always logical) means. This is a problem-solving tool relying on 'appeals' rather than to strength (ex: an appeal to a Queen's conscience, or an Aeilman's ji'e'toh, or a warrior's sense of honor). Persuasion is a step below manipulation. The six 'weapons of influence' are: reciprocation, commitment and consistency, social proof, authority, liking, and scarcity. Although, propaganda may also be utilized under the art of persuasion.

Knowledge of Languages
Fluency in one language in addition to the common tongue (examples: traditional Seanchan, Aiel Maiden Hand-talk, Domeran [the Old Tongue], & Sharan). This Benefit must be earned separately for each additional language. Resources: Domeran, English to Old Tongue Dictionary, The Compleat Old Tongue.



Tier 3:

Daes Dae'mar Mastery
Mastery of the Game of Houses or the Great Game. The mastery of all skills under persuasion, manipulation, negotiation, diplomacy, bluff, and intimidation. Used for political purposes and self-advancement and promotion of one's Ajah or the Tower a a whole. A Master of Daes Dae'mar knows how to interpret the motives of others with acuity and manipulate the others even without their awareness.

Law Lore
The quality of being well-versed in the law (and customs as strong as law) of a particular land or group of people. Those with this Benefit of the Grey Ajah can even quote the law from memory. This Benefit must be earned separately for each country or peoples which has its own set of laws and customs.

Orator
The mastery of rhetoric, the skill of not only persuading the audience to agree with a point, but also to motivate action through manipulation of emotion. The orator is well aware of the direction that action will take. Additionally, orators speak credibly and in relation to the law or directly to the affected persons, always with an eye towards the audience's happiness. The audience is thus well-disposed towards the orator and ill-disposed towards his/her opponents. Techniques include magnifying and minimizing facts, misdirection, and refreshing memory through vivid description. The performance aspect is drawn from experience and study of poetry and music in order to inspire emotion.