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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
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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