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The Study of Appeal     Much like in English, the Concordic word for "appeal" has a double meaning. If someone makes an appeal, they are making an urgent request; someone skilled in this art might make a very convincing argument. Of course, a person might simply have appeal - someone many people find interesting or winsome. The Study of Appeal concerns itself with both possible meanings of the word. Take many tiers in this Study, and you might be interesting, attractive, charming, logically compelling, or just good at talking. Adventurers are already quite appealing to the cultures of Lur-Asko; those parties who know how to fully exploit this advantage will enjoy many benefits.
Stat Requirement to Enter Study: 4 bINT Notes for New Characters     This Study is useful for any character who wishes to appeal to others. It is capable of manipulating the weak-willed, providing useful encouragement to your fellow adventurers, or preventing you from making a fool of yourself in front of powerful NPCs. Appeal Backgrounds range from extensive prior training to unschooled improvising, making this a great Study whether you choose it as your first or enter it later.

Appeal Lore     The art of speaking to others is as old as language itself, and it defies any concise summary. The Study of Appeal, though, describes specific and deliberately-trained Abilities, which go beyond the average person's powers of communication. The most famous example in post-Fall Lur-Asko are the Bards, traditionally known for their profound songs and amazing musical prowess. However, any form of creative art - from music to writing to storytelling to painting - can be the tool they use to inspire others. All great Bards tend to become household names amongst commoners, and together their works become the “pop culture” of the continent.

    Other students of the Study of Appeal are less iconic, but probably more numerous and often more influential. Diplomats heavily learned in the Study of Culture inevitably turn to Appeal to actually apply what they know of foreign lands. Fanatics of various philosophies have their own flavors of Appeal with which to motivate their cohorts. Still other individuals, particularly adventurers, develop advanced social skills purely out of practical necessity, without even cracking open a single book on the art.

   Most (but not all) Appeal Abilities are related to social actions, with which you should familiarize yourself if you intend to excel in this Study.

Cultural Literacy     Some Appeal Abilities state "Requires cultural literacy." You have cultural literacy if you are either currently within your home culture, or you are under the effects of Modern Cultural Literacy (Culture). You are also considered culturally literate if any other party member currently accompanying you is culturally literate, as that character can assist you. See Social Actions for more on cultural literacy.
Appeal Backgrounds Bard (Costs 4 LP)
    Your Background did not come primarily from training, but is simply a part of the creative soul you've always been. Recently, you have begun developing these skills in the fine arts, seeking to join the ranks of Lur-Asko's legend-makers. In your party, it falls to you to brighten every somber moment and record every triumphant one, then retell such tales back in town... or perhaps belittle the tales of your rivals. Although music is the traditional majority art of Bards, you may choose any art form you wish.
    Bards gain the Social Competence Ability as an extra benefit at 1st tier.
    Suggested Abilities: Creative Performance, Cultural Engagement, Fundraising
Negotiator    Perhaps you have undergone formal education in conflict deescalation and resolution, or perhaps you're just a naturally conciliatory person. You know how to find common ground and make friends out of enemies... but that doesn't mean you don't know how to hold your own in an argument. Proven negotiators are often sought out by nobles and guilds, but adventuring provides a more exciting application of your skills; an enemy pacified is one less enemy that might demolish your party, and that's not even considering your profitable talents in the marketplace.
    Negotiators gain the Social Competence Ability as an extra benefit at 1st tier.
    Suggested Abilities: Debate Tactics, Expert Argumentation, Persuasive Persistence
Ruffian     Technically, bullying and intimidation fall under some formal definitions of Appeal, as they are effective ways to influence others. You certainly didn't learn your ways from an academic institution. Most likely, you learned by experience that throwing your metaphorical weight around can get you what you want. Your philosophy might guide what you want, or what you believe justifies your tactics, but your favorite Abilities concern themselves with raw fear rather than sophisticated argumentation.
    Ruffians gain the Social Competence Ability as an extra benefit at 1st tier.
    Suggested Abilities: Intimidating Presence, Coercive Verbiage, Polemics
Devotee     Philosophies can impact certain Abilities of every Appeal Background, but most do not rely mainly on philosophy for their technique. Devotees, on the other hand, pursue Appeal with fanatical purpose, dedicating themselves to advancing their cause and strengthening the resolve of their fellow adherents. Philosophy is Appeal, and Appeal is philosophy. Like-minded allies will find you a bottomless reserve of zeal and encouragement; those anathema to your beliefs will likely be far less impressed.
    Devotees must adhere to a philosophy, therefore this Background is only available for a starting character if your GM is doing an advanced start.
    Devotees gain the Social Competence Ability as an extra benefit at 1st tier.
    Suggested Abilities: Debate Tactics, Counseling, Devoted Comrade
Elite Background: Demagogue

Changing Backgrounds    Changing Backgrounds is extremely difficult for characters with a long history in their existing social skills. All Backgrounds can change to one another, if the character pays 1 LP, plus the full LP cost of the new Background (if applicable), plus 1 LP for every 3 base tiers they have in Appeal.

    If a Demagogue loses their Background due to leaving Methodian philosophy, they may (and must) immediately change to another Background. However, until they pay the LP cost that such a change would normally incur, they suffer a -TN of 4 in all social offense and defense rolls.

Backgrounds & Training    All Appeal Backgrounds may receive training only from others of the same Background.

    All Appeal Backgrounds can find training in cities.

Ability Favoredness Chart

Negotiator  Bard
Ruffian
Devotee
Social Competence




Aggravating Distraction




Artistic Metaphor




Coercive Verbiage




Counseling




Creative Performance




Creative Relaxation




Cultural Engagement




Dangerous Listener




Debate Tactics




Devoted Comrade




Devoted Rival




Devotee's Mastery




Expert Argumentation

Fearless Presence




Fundraising




Incisive Rhetoric




Insightful Leadership
Inspiration




Intimidating Presence




Personnel Management
Persuasive Persistence




Polemics




Pop Culture References




Powerful Derision




Published Art




Scathing Conclusion




Unbaitable




Verbal Quick Draw
Willful Defiance




Written Slander




Appeal Abilities Social Competence     All-favored
    This Ability is automatically gained upon entering the Study of Appeal. It represents a variety of social skills - the ability to speak persuasively, confidently, winsomely, sincerely and/or authoritatively, depending on the situation. It provides a +TN of 2 in all social offense or defense rolls on INT, and removes the normal 1 Hindrance to social offense rolls when speaking to crowds. It also allows you to add 2 Hindrance to the social offense rolls for long exhortations or long rebukes to make them effective on multiple characters at once.
Progression
    Normal: For every 5 tiers, the +TN is increased by 1.
    This Ability cannot be emphasized or maximized.
Aggravating Distraction    Ruffian-favored
    As a verbal free action in combat, this Ability allows you to draw the attention of a sentient enemy you are engaged with who can hear and understand you, incentivizing them to attack you (typically, this Ability is used to protect your allies). To use this Ability, spend 2 insight and roll d12 on INT. If successful, on their next turn, that enemy must roll d6 on WILL before performing any major action that is not a direct attempt to harm you; if they fail, their turn ends without performing the major action. If you succeed on the INT roll by 10 or more, the enemy must roll d8 on WILL instead.
    Multiple characters using this Ability on the same enemy allow that enemy to attempt to harm any of the aggravating characters without making the WILL roll; consider only the largest-die WILL roll on their turn.
Progression
    Normal: You receive a +TN in the INT roll equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Artistic Metaphor     Bard-favored
    You are adept at weaving social or ideological messages into your art. Whenever you successfully use Creative Performance on a gathered crowd, you may spend 20 insight to choose one of the following effects:
    -The performance provokes local thought and conversation favorable to a persuasion attempt your party plans to make soon. The persuasion attempt must occur within 1 day, must be targeted at a gathered crowd in the same town or village, and must concern a persuasion goal known to you at the time of the performance. If all these criteria are met, 1 Hindrance is added to the defense rolls against your party's persuasion during that attempt.
    -The performance doubles as a slander attempt, with no further insight spent. You must still make the social offense roll for slander, but you may apply a +TN in that roll equal to 50% of the +TN that your Creative Performance applies to itself via progression. Your slander target cannot oppose your attempt if they are present (though they can attempt to undo the slander later, just as if they were not present). All other slander rules apply normally.
    -The performance doubles as an attempt to undo slander, with the same +TN as the above option. If your reputation with the crowd is currently Comical, the +TN is 100% of your Creative Performance progression +TN instead of 50%.
Progression
    Normal: The insight cost is reduced by 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Coercive Verbiage     Ruffian-favored
    This Ability allows you to spend 7 insight upon beginning a persuasion attempt to increase the amount of persuasion damage you may inflict via terror and negative reputation by 50%. If persuading as a group, only one use of this Ability is effective. You may use this Ability in group persuasion even if you are not the character who makes the first offense roll, spends the initial insight, or intimidates.
Progression
    Normal: The insight cost is reduced by 1/8 your tier.
    Emphasized: The insight cost is reduced by 1/4 your tier, to a minimum of 3. For every 3 tiers beyond 16th, the percentage (originally 50) is increased by 5.
    Maximized: The insight cost is reduced by 1/3 your tier, to a minimum of 3. For every 2 tiers beyond 10th, the percentage (originally 50) is increased by 5.
Counseling     Devotee-favored
    Negotiator-favored
    Using this Ability represents a conversation that helps another character deal with traumatic experiences during a safe rest day. When using this Ability, it modifies the social action rules for long exhortations - you cannot add Hindrance to make the exhortation effective on more than one character, and the one character must take the Acceptance type of social boost if the exhortation is successful. But if successful, the character will remove 2 trauma for every degree of social boost received. The effect on trauma remains even if the boosts are only canceling negative degrees, affecting another boost type due to maximum Acceptance, or being discarded due to maximum positive degrees. The trauma is not actually removed until the end of the day, and is only removed if it was a safe rest day.
    If used on a character who shares your philosophy, the trauma removed per degree of boost is 3 instead of 2. This Ability always reveals your philosophy to the recipient.
    If you use this Ability but fail the social offense roll by 10 or more, you retraumatize the other character, giving them 2 trauma.
Progression
    Normal: You receive a +TN in the INT roll for long exhortations when using this Ability equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Creative Performance     Bard-favored
    Requires cultural literacy if done for a crowd
    This Ability represents an exhibition of your creative skills; the details will look different depending on your chosen art form. Examples include playing a series of songs, telling a story, or talking about your painting. You can perform for your own party or other bystanders, or you can perform for a gathered crowd. To use this Ability, spent 10 insight and roll d20 on INT (this is not considered a social offense roll, and does not receive a +TN from Social Competence); if failed, you may try again at a cost of 10 insight per d20 attempt. A failed attempt consumes only a few minutes. A successful attempt (regardless of how many rolls it took) occupies approximately 30 minutes. The reactive +TN from using Willpower cannot be applied in the INT roll.
    If successful, all of your listeners may make a d20 social boost roll. A character cannot benefit from Creative Performance more than once per day. A successful use of this Ability also modifies the rules for Fundraising, if you have that Ability.
    You cannot benefit from your own use of this Ability.
Progression
    Normal: You receive a +TN in the INT roll equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Creative Relaxation     Bard-favored
    This Ability represents using your creative skills to relieve the constant stress of the adventuring life. You must use this Ability during one 4-hour rest of a safe rest day; if the day does not turn out to be a safe rest day, the Ability has no effect. First, spend 10 insight and roll d20 on INT (this is not considered a social offense roll, and does not receive a +TN from Social Competence); if failed, you may try again at a cost of 10 insight per d20 attempt. If successful, each character in your party (including you) removes 3 extra trauma at the end of the safe rest day. This Ability cannot be repeated (whether by yourself or others) during the same day for a larger effect; characters can only benefit from one use of Creative Relaxation at a time. The reactive +TN from using Willpower cannot be applied in the INT roll.
Progression
    Normal: You receive a +TN in the INT roll equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Cultural Engagement     Bard-favored
    Requires cultural literacy
    To use this Ability, you must spend 20 extra insight upon a successful use of Creative Performance you do for a crowd. Upon doing so, your Creative Performance has the following extra effects (as many as are applicable):
    -Your renown becomes fully effective in this city's region (if is isn't already), without the need to gain renown here. You may also make this effect apply to your fellow party members.
    -If done within 5 days of a gain of renown, roll a d6. If the result is less than or equal to the amount of that gain, you and your fellow party members immediately gain an extra 1 renown. This effect cannot be attempted again by anyone in your party until you have all gained more renown.
    -If your reputation type with the masses of your current city is Comical, you (and any party members with the same reputation) immediately gain 1 renown. A character can only gain renown via this portion of the Ability once per city per season.
Progression
    Normal: The insight cost is reduced by 1/2 your tier.
    Emphasized: The insight cost is reduced by your tier.
    This Ability cannot be maximized.
Dangerous Listener     Negotiator-favored
    Devotee-favored
    This Ability represents skill in observing the arguments of others, saving your own input for the most opportune moment. Whenever you are involved in a group persuasion attempt, but do not make the social offense roll for persuasion nor perform another social action this round, you may roll d20 on INT at the end of the round. This is not considered a social offense roll, and does not receive a +TN from Social Competence. If successful, the next time you make a social offense or defense roll for the persuasion attempt in future rounds, you receive a +TN of 2. You may not roll for this Ability again until you use the +TN. It is not a reactive +TN, and must be used in your next persuasion roll.
Progression
    Normal: The +TN provided by this Ability is increased by 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 your tier.
Debate Tactics    Devotee-favored
    Negotiator-favored
    This Ability provides a +TN of 3 in the social offense and defense rolls for the persuasion social action.
Progression
    Normal: At 5th tier, you may spend 9 insight to gain a reactive +TN of 3 in any roll valid for this Ability's normal +TN. This insight cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the reactive +TN from Normal. The insight cost is reduced by 1/4 your tier.
    This Ability cannot be maximized.
Devoted Comrade     Devotee-favored
    When using this Ability, it modifies the social action rules for both long and short exhortations. Short exhortations cost 50% the normal insight, while characters affected by your long exhortations receive 2 Easing in the social boost roll. Both short and long exhortations become ineffective on characters who do not adhere to your philosophy, and using this Ability reveals your philosophy to all listeners. You may still do normal exhortations by forgoing the use of this Ability.
Progression
    Normal: You receive a +TN in the INT roll for long and short exhortations when using this Ability equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Devoted Rival     Devotee-favored
    When using this Ability, it modifies the social action rules for both long and short rebukes. Short rebukes cost 50% the normal insight, while characters affected by your long rebukes receive 2 Hindrance in the social endurance roll. Both short and long rebukes become ineffective on characters who adhere to your philosophy, and using this Ability reveals your philosophy to all listeners. You may still do normal rebukes by forgoing the use of this Ability.
Progression
    Normal: You receive a +TN in the INT roll for long and short rebukes when using this Ability equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Devotee's Mastery    Devotee-favored
    You may spend 20 insight to produce a reactive +TN of 5 from your advanced knowledge of previous devotees' social tactics. The rolls in which the reactive +TN can be used depend on your philosophy:
    Nihilism: Social endurance rolls caused by defying a successful persuasion, and social offense rolls for short or long rebukes when using Devoted Rival.
    Rationalism: Social offense or defense rolls receiving a +TN from Debate Tactics.
    Heritage Ascendancy: Social offense rolls affected by Powerful Derision, social offense rolls for intimidation, and social offense rolls for long rebukes.
    Red Draconic: Social offense rolls for Fundraising, and social offense rolls to perform slander.
    White Draconic: Social offense rolls in persuasion, and social offense rolls for short or long rebukes.
    Dark Path: Social defense rolls in persuasion, social endurance rolls caused by defying a successful persuasion, and INT rolls for Dangerous Listener.
    Methodianism: Social offense rolls to gather a crowd, social offense rolls for short exhortations, and social defense rolls to defend from slander or undo slander.
    Preamblianism: Social offense rolls in haggling, and social offense rolls to perform slander.
    Post-Declarationism: Social offense rolls for rallying, and social offense rolls for short or long exhortations when using Devoted Comrade.
    Prismatic Unity: Social offense rolls for long exhortations, and social defense rolls to defend from slander or undo slander.
Progression
    Normal: The reactive +TN is increased by 1/8 your tier.
    Emphasized: The reactive +TN is increased by 1/4 your tier.
    This Ability cannot be maximized.
Expert Argumentation    Devotee-favored
    Negotiator-favored
    This Ability allows you to use complicated and daring tactics during a persuasion attempt. When you use this Ability in persuasion, you may add 1 Hindrance to your social offense roll. Your target must add the same amount of Hindrance to their social defense roll.
Progression
    Normal: For every 6 tiers beyond 3rd, you may add an additional 1 Hindrance to your offense roll.
    Emphasized: The total amount of Hindrance added to your offense roll from this Ability may be up to 1/3 of your tier.
    This Ability cannot be maximized.
Fearless Presence     Ruffian-favored
    Devotee-favored
    This Ability increases the amount of terror removed by 4 when you perform the rallying social action.
Progression
    Normal: For every 4 tiers, the amount of terror removed is increased by 1, and you receive a +TN of 1 in the INT or WILL roll to rally.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Fundraising     Bard-favored
    Negotiator-favored
    Requires cultural literacy
    This Ability represents a plea to a gathered crowd in a city for funds during a campaign. Your character is always free to ask anyone for money via normal roleplaying, but this Ability observes the various cultural expectations necessary to make this appropriate and effective on crowds.
    This Ability may be used by itself, in which case you must spend 10 insight and make a social offense roll of d20 on INT. You receive a +TN depending on your reputation:
    Benevolent: +TN equal to 150% of your renown
    Oppressive, Audacious: +TN equal to your renown
    Impersonal, Comical: +TN equal to 50% of your renown
    Barbaric: No +TN
    If you succeed, the amount by which you succeeded on the INT roll becomes the coin you gather for every 100 people in the crowd.
    Alternatively, this Ability may be used immediately after you successfully use Creative Performance. In this case, there is no insight cost, and you receive 3 Easing in the INT roll.
    You can use Fundraising in a city once every 10 days with no added difficulty. You can also use it more frequently - up to once per day per city - but you must add 2 Hindrance to the INT roll for every Fundraising attempt you have made in the city within the last 10 days.
Progression
    Normal: You receive a +TN in the INT roll equal to 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Incisive Rhetoric     Negotiator-favored
    This Ability represents skill in focusing your arguments, wearing people down with modest but hard-to-refute insights. If you make a social offense roll for the persuasion social action and decide to use this Ability, you cause the opposing side to add 1 Hindrance to their social defense roll, at the cost of reducing the persuasion damage you inflict if they fail to 50% (perform this math after any other increases to persuasion damage, such as from Polemics). You cannot simultaneously use this Ability with Powerful Derision.
Progression
    Normal: At 7th tier, you gain the option to spend 9 insight to increase the Hindrance to 2. This insight cost is reduced by 1/10 your tier.
    Emphasized: At any tier, you gain the insight option from Normal. The insight cost is reduced by 1/5 your tier.
    Maximized: As Emphasized, except the insight cost is reduced by 1/3 your tier.
Insightful Leadership     All-favored
    This Ability allows you to reduce your maximum insight by up to 20. For every reduction of 10, you consider your Appeal tier to be 1 higher for the purposes of calculating your crew leadership.
Progression
    Normal: For every 6 tiers, you may reduce your maximum insight by another 10.
    Emphasized: As Normal, but every 3 tiers.
    This Ability cannot be maximized.
Inspiration     Bard-favored
    This Ability grants you an extra reserve of insight called inspiration. It is tracked separately from your normal current and maximum insight; your maximum inspiration is 8. Whenever you replenish normal insight, you replenish an identical amount of inspiration. Inspiration functions identically to insight in fueling your Appeal Abilities. Whenever you must spend insight, you may choose to spend normal insight, inspiration, or a mix of both. Inspiration cannot be used to fuel Abilities from other Studies that use insight, nor for the insight costs listed in social action rules.
Progression
    Normal: For every tier beyond 1st, your maximum inspiration is increased by 1.
    Emphasized: Your maximum inspiration is increased by 2 times your tier.
    This Ability cannot be maximized.
Intimidating Presence     Ruffian-favored
    This Ability increases the amount of terror inflicted by 4 when you perform the intimidation social action.
Progression
    Normal: For every 4 tiers, the amount of terror inflicted is increased by 1, and you receive a +TN of 1 in the INT or WILL roll to intimidate.
    Emphasized: As Normal, but every 2 tiers.
    Maximized: As Normal, but a number of times equal to 3/4 your tier.
Personnel Management     All-favored
    This Ability allows you to consider your renown to be 1 higher for the purposes of calculating your crew leadership. If your renown is less than 8, it instead causes your renown to count as 8 for that purpose.
    Additionally, this Ability increases the maximum XP Net Worth of your crewmembers (normally 60) by 10. Progression increases it further. If multiple characters in a party have this Ability and the party is using group crew leadership, the increases from this Ability stack for the entire group.
    Regardless of increases from this Ability, a crewmember's XP Net Worth can never exceed 180. If maximum Net Worth is decreased due to the loss of this Ability or a character in the group who had it, crewmembers exceeding the new maximum must reduce their Net Worth (losing Study tiers, if necessary) by the following day.
    This Ability never affects the other limit on crewmember XP Net Worth, which is 25% of your own (or of the highest Net Worth character in a party using group crew leadership).
Progression
    Normal: For every 4 tiers, the effect on maximum XP Net Worth is increased by 5.
    Emphasized: As Normal, but every 2 tiers.
    This Ability cannot be maximized.
Persuasive Persistence    Negotiator-favored
    Whenever your side is making a persuasion attempt and the opposing side avoids persuasion damage for the second consecutive round (which would normally end the attempt), you may immediately spend 10 insight to keep the attempt going for one more round (or longer, if your side inflicts persuasion damage during that round). In group persuasion, you may use this Ability even if you did not make the last (or any) social offense roll.
    This Ability can be used multiple times during a single persuasion attempt, but only once per character (before progression). It cannot be used more than three times by the same side in one persuasion attempt, regardless of progression or of how many characters have it.
Progression
    Normal:  For every 12 tiers, the insight cost is reduced by 1, and you may use this Ability an additional time in the same persuasion attempt,
    Emphasized: As Normal, but every 6 tiers.
    Maximized: As Normal, but every 4 tiers.
Polemics     Devotee-favored
    Ruffian-favored
    This Ability increases the persuasion damage you inflict in a successful persuasion "hit" by 3. In addition, any character(s) you target with a long rebuke must add 1 Hindrance in the social endurance roll.
Progression
    Normal: The effect on persuasion damage is increased by 1/4 your tier. At 18th tier, the effect on long rebuke social endurance rolls is increased by 1 Hindrance.
    Emphasized: The effect on persuasion damage is increased by 1/2 your tier. For every 9 tiers, the effect on long rebuke social endurance rolls is increased by 1 Hindrance.
    Maximized: The effect on persuasion damage is increased by 3/4 your tier. For every 6 tiers, the effect on long rebuke social endurance rolls is increased by 1 Hindrance.
Pop Culture References     Bard-favored
    This Ability represents talent in using people and events from well-known legends to more easily communicate your points or defend your assertions. It allows you to spend 8 insight to gain a reactive +TN of 4 in any social offense or defense roll.
Progression
    Normal: The insight cost is reduced by 1/12 your tier. The reactive +TN is increased by 1 at 18th tier.
    Emphasized: The insight cost is reduced by 1/6 your tier, The reactive +TN is increased by 1/9 your tier.
    Maximized: The insight cost is reduced by 1/4 your tier. The reactive +TN is increased by 1/6 your tier.
Powerful Derision    Ruffian-favored
    During a persuasion attempt, you may make the social offense rolls for persuasion on WILL instead of INT if you wish. When you do so, you gain the following two effects for the opposing character's defense roll:
    -If your WILL is greater than their INT, they may not use the +TN or reactive +TN from Debate Tactics in the roll
    -If your INT is greater than their WILL, they may not use the +TN from Willful Defiance in the roll
    While this Ability does not need to be performed alongside intimidation, its insulting and abrasive nature is just as inappropriate in polite society, and may invoke negative consequences in any context where intimidation would as well.
Progression
    Normal: At 6th tier, you gain the option to spend 7 insight before making the attack to add 1 Hindrance to your target's defense roll, provided their INT or WILL (or both) are low enough to be subject to the normal effect of this Ability (even if they do not have the Ability they would lose the +TN use of). This insight cost is reduced by 1/8 your tier. Insight cannot be spent in this Ability if the opponent is already adding Hindrance from Expert Argumentation and/or the effects of a positive reputation.
Emphasized: At any tier, you gain the insight option from Normal. The insight cost is reduced by 1/4 your tier. The insight option has the same restrictions.
    This Ability cannot be maximized.
Published Art    Bard-favored
    This Ability allows you to begin a work of art fit to be immortalized in Lur-Asko's bardic lore. You may contribute up to 10 insight per day to working on this project (there is no time requirement; your character is presumed to work on it during their downtime). After you have contributed at least 500 insight, you may spend one day in any major city selling your work to a publishing guild. When complete, this will earn you an amount of coin equal to your Appeal tier, multiplied by the amount of insight you contributed to the project, divided by 20.
Progression
    Normal: The maximum insight per day you can use for the project is increased by 1/2 your tier.
    Emphasized: As Normal, but 100% of your tier.
    This Ability cannot be maximized.
Scathing Conclusion     Devotee-favored
    Ruffian-favored
    This Ability allows you to spend 10 insight upon "winning" a persuasion attempt to force characters take an extra degree of social injury if they do not comply with the persuasion. In group persuasion, you may use this Ability even if you did not make the last (or any) social offense roll, but only one character may use this Ability. The use of this Ability must be decided before the defeated character makes their social endurance roll, and they are aware of its effect before deciding whether to comply.
Progression
    Normal: At 5th tier, you gain the option to spend 20 insight instead of 10 to add two extra degrees of social injury instead of one. The insight cost of both options is reduced by 1/5 your tier.
    Emphasized: At any tier, you gain the insight option from Normal. The insight cost of both options is reduced by 1/3 your tier.
    Maximized: As Emphasized, but the insight cost of both options is reduced by 1/2 your tier.
Unbaitable    Negotiator-favored
    This Ability allows you to always consider your INT and WILL to be 2 higher when resolving the effects of another character's use of Powerful Derision against you. If you also have Willful Defiance, you may apply that Ability's normal +TN to the social defense rolls against slander or to undo slander.
Progression
    Normal: The INT/WILL effect is increased by 1/3 your tier.
    Emphasized: The INT/WILL effect is increased by 2/3 your tier.
    This Ability cannot be maximized.
Verbal Quick Draw    All-favored
    You may gain a +TN of 6 in any turn order roll. However, if you use this Ability, the only actions you may take during the first round of combat are verbal actions. These actions may be part of any Ability or combat-usable social action, with the exception of Sorcerer Abilities or any Ability with "Tactical Analysis" in the title. You must decide the use of this Ability before making the turn order roll. No other Abilities with "Quick Draw" in the title may be used simultaneously.
Progression
    Normal: The +TN is increased by 1/3 of your tier.
    Emphasized: The +TN is increased by 2/3 of your tier.
    Maximized: The +TN is increased by your tier.
Willful Defiance    Devotee-favored
    Negotiator-favored
    You are adept at remaining unfazed by opposing arguments through sheer willpower. This Ability gives you a +TN in the social defense rolls against the persuasion social action; the amount of the +TN is equal to 50% of your WILL, to a maximum of 4. You also take 1 less degree of social injury as a result of defying a successful persuasion attempt against you.
Progression
    Normal: At 5th tier, you may spend 10 insight to apply a reactive +TN to the social endurance roll caused by defying a successful persuasion. The amount of the reactive +TN is equal to the normal +TN this Ability gives to defense rolls. This insight cost is reduced by 1/6 your tier.
    Emphasized: At any tier, you gain the reactive +TN from Normal. The insight cost is reduced by 1/3 your tier.
    This Ability cannot be maximized.
Written Slander    Devotee-favored
    This Ability allows you to competently perform the slander social action via writing - sometimes by pamphlet or journalistic interview, often by various notices posted in public spaces. Both slandering others and undoing slander are usable with this Ability. You do not need to gather a crowd; consider the crowd size to be Large when resolving the slander rules. Instead, you must spend 4 hours, 10 coins, and 10 insight preparing and distributing the materials; the insight cost is in addition to that of the normal attempt to perform or undo slander. When slandering, add the Hindrance for slander victims not being present to defend themselves (as well as any other Hindrance that would normally apply). You receive a +TN of 4 due to the more comprehensive arguments and lingering timeframe that the written word allows. This +TN applies to both the social offense roll to slander, and the social defense roll to undo slander. No other slander rules are changed.
Progression
    Normal: For every 12 tiers, the insight cost is reduced by 1, and the +TN is increased by 1.
    Emphasized: As Normal, but every 6 tiers.
    Maximized: As Normal, but every 4 tiers.

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