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. 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.
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.
The most famous example of Appeal specialists 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. The greatest 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 Lore 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, while more subtle users of the Study take advantage of its ability to mislead and conceal one's intentions. Still other individuals, particularly adventurers, develop advanced social skills purely out of practical necessity, without even cracking open a single book on the art.
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 (Lore). 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.Changing Backgrounds Changing Backgrounds is difficult for characters with a long history in their existing social specialty. 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.
Backgrounds & Training Talkers may receive training from any Background. All other Appeal Backgrounds may receive training only from others of the same Background.
All Appeal Backgrounds can find training in cities.
Ability Favoredness Chart| Bard | Devotee | Negotiator | Ruffian | Spy | |
| Social Competence | ✓ | ✓ | ✓ | ✓ | ✓ |
| Aggravating Distraction | ✓ | ✓ | |||
| Artistic Metaphor | ✓ | ||||
| Attentive Interrogator | ✓ | ||||
| Borrowed Conviction | ✓* | ✓ | |||
| Coercive Verbiage | ✓ | ||||
| Concealing Disguise | ✓ | ||||
| Counseling | ✓ | ✓ | |||
| Creative Performance | ✓ | ||||
| Creative Relaxation | ✓ | ||||
| Cultural Engagement | ✓ | ||||
| Dangerous Listener | ✓* | ✓ | ✓ | ||
| Debate Tactics | ✓ | ✓ | ✓ | ||
| Devoted Comrade | ✓ | ||||
| Devoted Rival | ✓ | ||||
| Devotee's Mastery | ✓ | ||||
| Disguise Detection | ✓ | ||||
| Expert Argumentation | ✓ | ✓ | ✓ | ||
| Fearless Presence | ✓ | ✓ | |||
| Fundraising | ✓ | ✓* | ✓ | ||
| Impersonating Disguise | ✓ | ||||
| Incisive Rhetoric | ✓ | ||||
| Insightful Leadership | ✓* | ✓ | |||
| Inspiration | ✓ | ||||
| Intimidating Presence | ✓* | ✓ | |||
| Personnel Management | ✓ | ✓ | ✓ | ✓ | ✓ |
| Persuasive Persistence | ✓ | ||||
| Pop Culture References | ✓ | ||||
| Powerful Derision | ✓* | ✓ | |||
| Published Art | ✓ | ||||
| Scathing Conclusion | ✓ | ✓ | |||
| Spy's Holography | ✓ | ||||
| Synaptic Defiance | ✓ | ||||
| Unbaitable | ✓ | ||||
| Urban Evasion | ✓ | ||||
| Verbal Quick Draw | ✓ | ✓ | ✓ | ✓ | ✓ |
| Willful Defiance | ✓ | ✓ | ✓ | ||
| Written Slander | ✓ | ✓ | |||
| Zealot's Fire | ✓ |
| Situation | Effect on disguise factor |
| You have gone a long time without "touching up" the disguise with your disguise kit. | -1 per day |
| The detecting character has previously met you. | -1 (acquaintance) -3 (friend or party member) -8 (close friend or loved one) |
| The detecting character has darkeye. | -8 |
| The detecting character has clairvoyance. | -15 |
| You are being physically examined for signs of disguise (either willingly or while restrained). | -15 |
| Effective disguise factor | Result |
| 0 or less | The disguise is ineffective |
| 1-2 | Detecting character must roll d6 on INT to see through the disguise |
| 3-4 | Detecting character must roll d12 on INT to see through the disguise |
| 5-6 | Detecting character must roll d20 on INT to see through the disguise |
| 7 or more | The disguise is effective, with no chance for a roll |
| Situation | Effect on disguise factor |
| You have gone a long time without "touching up" the disguise with your disguise kit. | -1 per day |
| The detecting character not only knows of, but is actually acquainted with the person you are impersonating. | -1 (acquaintance) -5 (friend or party member) -30 (close friend or loved one) |
| The above situation applies, and you have been using this Ability around them for a long time. | -2 per day |
| You are impersonating a character of the opposite sex. | -5 |
| The disguise involves adopting or negating the appearance of an intermediate hybrid. | -5 |
| You are impersonating a character with a condition that radically changes their appearance, such as vampirism, or negating such an appearance for yourself. | -6 |
| The detecting character has darkeye. | -8 |
| The detecting character has clairvoyance. | -15 |
| You are being physically examined for signs of disguise (either willingly or while restrained). | -15 |