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The Study of Appeal

    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.
Appeal Backgrounds Bard (Costs 4 LP, requires 5 bINT)
    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. You receive 1 extra tier in Lore upon gaining 4 base tiers in Appeal.
    Suggested Abilities: Creative Performance, Cultural Engagement, Fundraising
Devotee (Costs 4 LP, requires 5 bINT)
    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.
    Devotees gain the Social Competence Ability as an extra benefit at 1st tier. You receive 1 extra tier in Lore upon gaining 4 base tiers in Appeal.
    Suggested Abilities: Debate Tactics, Counseling, Devoted Comrade
Negotiator (Costs 4 LP, requires 5 bINT)
    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. You receive 1 extra tier in Lore upon gaining 4 base tiers in Appeal.
    Suggested Abilities: Debate Tactics, Expert Argumentation, Persuasive Persistence
Ruffian (Costs 4 LP)
    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. You receive 1 extra tier in either Athletics or Close Combat upon gaining 4 base tiers in Appeal.
    Suggested Abilities: Intimidating Presence, Coercive Verbiage, Powerful Derision
Spy (Costs 4 LP, requires 5 bINT)
    Your training largely concerned the less honest, more clandestine techniques of manipulating people and gaining information. Perhaps you were educated by a city-state or unscrupulous company, or perhaps your methods were honed by a life of crime and cons. Your people skills are never an end in themselves - instead, people represent a useful tool to gain what you need, or an obstacle to your objectives you are adept at working around. The Studies of Lore and Technology can provide a character with the tools to stay out of sight; Appeal instead allows you to hide your true intentions within the plain sight of those around you.
    Spies gain the Social Competence Ability as an extra benefit at 1st tier. You receive 1 extra tier in Lore upon gaining 4 base tiers in Appeal.
    Suggested Abilities: Concealing Disguise, Attentive Interrogator, Synaptic Defiance
Talker     New to the arts of Appeal, you dabble in it only for practical purposes, or perhaps as a side project of an outgoing personality. You likely focus on other Studies, but have a need for "face skills" on occasion. While this Background is limited, it allows you free access to social competency, and can be easily upgraded later in life.
    Talkers gain the Social Competence Ability as an extra benefit at 1st tier. You are unrestricted by favoredness, but have a tier cap of 3.
    Suggested Abilities: Debate Tactics, Willful Defiance, Counseling

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 ✓
*Ability only counts as Devotee-favored for certain philosophiesAppeal 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, 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     Bard-favored
    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, take 2 strain and make a d20 social offense roll. 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 offense 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 offense roll for this Ability 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 take 20 strain 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 strain cost. 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 strain cost is reduced by 1/4 your tier.
    Emphasized: As Normal, but 1/2 your tier.
    Maximized: As Normal, but 3/4 your tier.
Attentive Interrogator     Spy-favored
    When you perform the lie detection social action in the context of a character answering your questions, they must add 1 Hindrance in the WILL roll to resist.
    Additionally, you gain a +TN of 3 in the social offense rolls for lie detection and persuasion. The context must be lie detection on a character answering your questions, or a persuasion attempt to get someone to reveal information.
Progression
    Normal: The +TN is increased by 1/12 your tier.
    Emphasized: The +TN is increased by 1/6 your tier.
    Maximized: The +TN is increased by 1/4 your tier. Borrowed Conviction    Negotiator-favored
    This Ability also counts as Devotee-favored if you adhere to Prismatic Unity.
    During a persuasion attempt, you may take 10 strain to render your side able to make a philosophical argument from the perspective of the other side's beliefs, without the argument being negated as lying if your side does not believe it. The other side is aware your side may not share their beliefs, but the argument is constructed legitimately.
    Additionally, any philosophical argument made using this Ability does not count as philosophical for the purposes of Incisive Rhetoric nor Zealot's Fire. You may take the strain for this Ability to gain this effect, even if you share beliefs with the other side.
Progression
    Normal: The strain cost is reduced by 1/8 your tier.
    Emphasized: As Normal, but 1/4 your tier.
    This Ability cannot be maximized.
Coercive Verbiage     Ruffian-favored
    During a persuasion attempt, if your side has an argument from threats and intimidation that is not negated, you may take 12 strain to gain a reactive +TN of 5 in your persuasion offense and defense rolls. The other side must also add 1 Hindrance to their persuasion defense rolls (in addition to that normally added from intimidation due to renown, if any). This latter effect applies even if you are not the character making offense rolls in a given round, but does not stack with the same Ability held by other characters on your side.
Progression
    Normal: The strain cost for the reactive +TN is reduced by 1/10 your tier.
    Emphasized: As Normal, but 1/5 your tier.
    Maximized: As Normal, but 1/3 your tier.
Concealing Disguise     Spy-favored
    To use this Ability without added difficulty, you must have a disguise kit, which costs 50 coins and weighs 5 pounds (1 slot). This Ability allows you to conceal your personal identity at all ranges. Examples include everything from a change of hair color to an elaborate array of makeup and wardrobe changes.
    The quality of a given disguise is referred to as disguise factor. Your maximum disguise factor is 3 (before progression). It takes around 1 hour to prepare a disguise of your maximum disguise factor; you can spend a proportionally lesser amount of time to create a less-effective disguise. If you do not have access to a disguise kit, your maximum disguise factor is reduced to 25% (it can be reduced to 0). To create a disguise, you must take 10 strain. You must also take 5 strain per day to continue a long-term use of this Ability.
    You can also use this Ability to help disguise a less-proficient character. If they do not have this Ability, the maximum disguise factor is 50% of what it would be for yourself. If they do, the maximum factor is the average of both characters' maximums.
    Higher disguise factors are harder for other characters to see through. Only characters with some sort of vested interest in seeing through the disguise can actually attempt to do so. In other words, the disguised character’s true identity must potentially mean something to anyone attempting to see through the disguise. If individual identity is not important, this Ability is probably unnecessary against that character.
    To determine whether another character sees through the disguise, first consider if any penalties to the effective disguise factor will come into effect:   
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
After any penalties have been applied, consider the remaining disguise factor to determine what happens:
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
    Any required INT roll is always a blind roll. The detecting character gets no further chances to roll unless the disguise is altered or reduced in factor.
Progression
    Normal: Maximum disguise factor is increased by 1/4 your tier.
    Emphasized: Maximum disguise factor is increased by 1/2 your tier.
    Maximized: Maximum disguise factor is increased by 3/4 your tier.
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, but if successful, the character will remove 2 trauma. 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 is 4 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, take 10 strain 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 strain 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 remove 5 strain. A character cannot receive this effect of 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, take 10 strain 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 strain 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 take 20 extra strain 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 strain cost is reduced by 1/2 your tier.
    Emphasized: The strain cost is reduced by your tier.
    This Ability cannot be maximized.
Dangerous Listener     Negotiator-favored
    Spy-favored
    This Ability also counts as Devotee-favored if you adhere to Rationalism or the Dark Path.
    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
    Spy-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 take 9 strain to gain a reactive +TN of 3 in any roll valid for this Ability's normal +TN. This strain cost is reduced by 1/8 your tier.
    Emphasized: At any tier, you gain the reactive +TN from Normal. The strain 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 strain, while characters affected by your long exhortations remove 3 more strain. 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 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 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 strain, while characters affected by your long rebukes receive 3 more strain. 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 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    Maximized: As Normal, but 1/2 your tier.
Devotee's Mastery    Devotee-favored
    You may take 15 strain 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 offense rolls in persuasion, and social offense rolls for short or long rebukes when using Devoted Rival.
    Rationalism: Social offense or defense rolls on INT that are 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, 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.
Disguise Detection     Spy-favored
    This Ability gives you a +TN of 3 in INT rolls to see through any disguise.
Progression
    Normal: The +TN is increased by 1/4 your tier.
    Emphasized: The +TN is increased by 1/2 your tier.
    Maximized: The +TN is increased by 3/4 your tier.
Expert Argumentation     Devotee-favored
    Negotiator-favored
    Spy-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, provided it is rolled on INT. 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 social offense roll to rally, provided it is rolled on WILL.
    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 also counts as Devotee-favored if you adhere to Red Draconicism or Methodianism.
    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 take 10 strain and make a d20 social offense roll. 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 strain 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.
Impersonating Disguise    Spy-favored
    To use this Ability you must have a disguise kit, which costs 50 coins and weighs 5 pounds (1 slot). You must also have the Concealing Disguise Ability. This Ability allows you to not only hide your own identity, but to take on the identity of another.
    Obviously, this Ability requires you to know the appearance, voice, and general mannerisms of the individual you are impersonating. The one you are impersonating must be a member of your own species, or an antecessoroid intermediate hybrid one-half your own species.
    To use this Ability, follow the rules for Concealing Disguise, except that you must spend 3 hours and increase the strain cost to 20. You must take 10 strain per day to continue a long-term use of this Ability. You cannot assist another character using this Ability. Upon meeting any character with an interest in your true identity, follow the rules of Concealing Disguise first; if such a character sees through Concealing Disguise, they also see through this Ability.
    Otherwise, proceed into the rules for this Ability. Your maximum disguise factor is 3 (before progression, and disregarding any progression to Concealing Disguise). Only characters with an interest in the identity you are impersonating (i.e. anyone who knows something about the character being impersonated) can attempt to see through Impersonating Disguise. First consider if any penalties to the effective disguise factor will come into effect:
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
    After any penalties have been applied, consider the remaining disguise factor to determine what happens, using the chart in Concealing Disguise.
    Any required INT roll is always a blind roll. The detecting character gets no further chances to roll unless the disguise is altered or reduced in factor.
    If your disguise is entirely successful, reputation and renown rules for your actions are resolved as if you were the individual you're impersonating.
Progression
    Normal: Maximum disguise factor is increased by 1/4 your tier.
    Emphasized: Maximum disguise factor is increased by 1/2 your tier.
    Maximized: Maximum disguise factor is increased by 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. During a persuasion attempt, if your side does not have an argument from philosophy or from intimidation, you may take 12 strain to gain a reactive +TN of 5 in any persuasion offense or defense roll on INT.
    Additionally, during any round in which you make your side's persuasion offense roll on INT, the other side must add 1 Hindrance during their defense roll. This Hindrance does not apply if the character making the defense roll also has this Ability, or if your side's arguments are not valid for the first part of this Ability (the defender's arguments do not matter).
Progression
    Normal: The strain cost for the reactive +TN is reduced by 1/10 your tier.
    Emphasized: As Normal, but 1/5 your tier.
    Maximized: As Normal, but 1/3 your tier.
Insightful Leadership     Negotiator-favored
    This Ability also counts as Devotee-favored if you adhere to Heritage Ascendancy or Post-Declarationism.
    This Ability allows you to increase your minimum strain by up to 20. For every increase 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 increase your minimum strain by another 10.
    Emphasized: As Normal, but every 3 tiers.
    This Ability cannot be maximized.
Inspiration     Bard-favored
    This Ability grants you a form of insight called bardic insight, which can be used to fuel any strain cost necessary to use your Appeal Abilities. It cannot be used to fuel Abilities from other Studies that inflict strain, nor for the strain costs listed in social action rules.
    Your maximum bardic insight is 8. To replenish bardic insight, you must first reduce your strain to 0. You then recover bardic insight at double the rate you would remove strain. If you were not at 0 strain but a 4-hour rest is more than enough to reach 0, the excess will "overflow" into bardic insight at a double rate.
Progression
    Normal: For every tier beyond 1st, your maximum bardic insight is increased by 1.
    Emphasized: Your maximum bardic insight is increased by 2 times your tier.
    This Ability cannot be maximized.
Intimidating Presence     Ruffian-favored
    This Ability also counts as Devotee-favored if you adhere to White Draconicism.
    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 social offense roll to intimidate, provided it is rolled on WILL.
    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
    During the persuasion social action, whenever the fourth round is completed but there is no winner (i.e. both sides have the same amount of defense roll failures), you may immediately take 10 strain to keep the persuasion attempt going for one more 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 strain 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.
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 take 8 strain to gain a reactive +TN of 4 in any social offense or defense roll.
Progression
    Normal: The strain cost is reduced by 1/12 your tier. The reactive +TN is increased by 1 at 18th tier.
    Emphasized: The strain cost is reduced by 1/6 your tier, The reactive +TN is increased by 1/9 your tier.
    Maximized: The strain cost is reduced by 1/4 your tier. The reactive +TN is increased by 1/6 your tier.
Powerful Derision    Ruffian-favored
    This Ability also counts as Devotee-favored if you adhere to Nihilism, Preamblianism, or Post-Declarationism.
    During a persuasion attempt, whenever you make your side's persuasion offense roll on WILL, 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 (though not illegal), and may invoke negative consequences in any context where intimidation would as well.
Progression
    Normal: At 6th tier, you gain the option to take 7 strain before making the offense roll 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 strain cost is reduced by 1/8 your tier. Strain cannot be used 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 strain option from Normal. The strain cost is reduced by 1/4 your tier. The strain 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 strain 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 strain, 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 strain you took for the project, divided by 20.
Progression
    Normal: The maximum strain per day you can take 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 take 10 strain upon "winning" a persuasion attempt to force characters take an extra 10 strain 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 decides whether to comply, and they are aware of its effect. It cannot add to the 8 strain received from simply failing a one-sided persuasion attempt.
Progression
    Normal: At 5th tier, you gain the option to take 20 strain instead of 10 to increase the WILL penalty for defying the successful persuasion by 1. The strain cost of both options is reduced by 1/5 your tier.
    Emphasized: At any tier, you gain the strain option from Normal. The strain cost of both options is reduced by 1/3 your tier.
    Maximized: As Emphasized, but the strain cost of both options is reduced by 1/2 your tier.
Spy's Holography    Spy-favored
    If you have a device or Ability capable of generating illusions of 3 complexity, this Ability allows you to use them to augment a disguise you have created via Concealing Disguise or Impersonating Disguise. For as long as you maintain the illusion, your disguise factor is increased by 1, as long as your illusion strength is at least 1.
    Anything that reduces illusion strength may also reduce the effect on disguise factor. You may only use this Ability on yourself, not other characters (even if you have assisted them with their disguise). Because the illusion is so closely tied to your own movements, you may maintain it as a free action, even if this is not the action you normally need to maintain a 3-complexity illusion.
Progression
    Normal: The effect on disguise factor is increased by 1/4 your tier, to a maximum of illusion strength.
    Emphasized: The effect on disguise factor is increased by 1/2 your tier, to a maximum of illusion strength.
    Maximized: The effect on disguise factor is increased by 3/4 your tier, to a maximum of illusion strength.
Synaptic Defiance     Spy-favored
    You receive a +TN of 2 in the WILL roll to resist the lie detection social action, and your WILL counts as 1 higher for the purposes of resisting any form of telepathy.
Progression
    Normal: The +TN vs. lie detection is increased by 1/4 your tier, and the effect on WILL vs. telepathy is increased by 1/10 your tier.
    Emphasized: As Normal, but 1/2 and 1/5 your tier.
    Maximized: As Normal, but 3/4 and 1/3 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. You also gain a +TN of 2 in the social defense rolls against slander or to undo slander.
Progression
    Normal: The INT/WILL effect is increased by 1/3 your tier, and the +TN is increased by 1/6 your tier.
    Emphasized: As Normal, but 2/3 your tier, and the +TN is increased by 1/3 your tier.
    This Ability cannot be maximized.
Urban Evasion     Spy-favored
    Through minor disguises and inconspicuous movement, you are able to utilize a modified version of Medium or High Stealth amidst urban crowds and busy streets: you do not appear suspicious to everyone, as characters in higher stealth levels normally do. When you use the effects of this Ability, you may apply all +TNs and Abilities normally relevant to stealth rolls, but you make the stealth rolls on INT rather than DEX. You must apply the normal TN modifier based on WGT. You do not actually reduce your true visible range, but only the range at which you can be distinguished from the masses by anyone looking for you. You may also use infiltration rules to move through the streets of a city where you are wanted by the authorities or otherwise searched-for, without needing a true disguise; consider only those actively looking for you (such as guards) to be "patrols" for the purposes of infiltration rules.
    This Ability is not usable when city streets are mostly vacated, such as at night or during certain crises. It also does not cause masses of characters to function as clutter for the purposes of visible range rules; resolve clutter levels as normal for the urban environment. It is not effective in villages, even if a crowd is assembled.
    If you wish to truly reduce your visible range, you must enter true Medium or High Stealth as a separate action, which ends the effects of this Ability. You also lose the effects of this Ability and revert fully to Low Stealth if you are attacked, with no stealth roll to avoid this.
    This Ability cannot be used by or shared with a mount, nor used while mounted. Unlike normal stealth levels, those affected by this Ability are not thwarted by thermal vision, unless you are non-organic and thus notably different from the crowd's temperature. Darkeye and clairvoyance are unaffected, as normal.
Progression
    None. This Ability cannot be emphasized or 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
    Spy-favored
    You are adept at remaining unfazed by opposing arguments through sheer willpower. This Ability gives you a +TN of 4 in the social defense rolls against the persuasion social action, provided you roll on WILL. Your WILL penalty from defying a successful persuasion is also lessened by 1.
Progression
    Normal: The strain you receive from defying a successful persuasion is reduced by 1/6 your tier.
    Emphasized: As Normal, but 1/3 your tier.
    This Ability cannot be maximized.
Written Slander     Bard-favored
    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 strain preparing and distributing the materials; the strain 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 strain 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.
Zealot's Fire    Devotee-favored
    During a persuasion attempt, if your side has an argument from philosophy genuinely matching your beliefs, you may take 12 strain to gain a reactive +TN of 5 in any persuasion offense or defense roll. Additionally, if such an argument is in play, you become able to apply the reactive +TN from using Willpower in persuasion offense or defense rolls, but only during the first round of persuasion.
Progression
    Normal: The strain cost for the reactive +TN is reduced by 1/10 your tier.
    Emphasized: As Normal, but 1/5 your tier.
    Maximized: As Normal, but 1/3 your tier.

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