Ruins of Old
Argues for survival
Argues for survival
The focus argues for survival is based on the focus interprets the law (CSR 139). The focus is adapted as a house rule to better fit the ruins of old campaign setting. It is changed to be a debate or diplomacy type focus instead of its court room focus in the cypher system rulebook.
Argues for survival:
Humanoids compete for the scarce resources of the ruins of old. Most would rather pick a fight to determine who comes away with fresh drinking water. You master a different approach. You know how to engage others in a discussion and you know how to win a discussion. You are a master of strong reasoning and are well known for your ways with words. You look sharp and well groomed. You know that looks can aid in getting the respect you need to work your wonders.
Choose one of the following:
- Pick one other PC. That character seriously hurt someone in an altercation, but you got the other PC off the hook without consequences. She may feel grateful or ashamed.
- Pick one other PC. You once mediated a negotiation between this character and another party. The negotiations failed horribly. You are unsure whether your participation influenced the results.
- Pick one other PC. You once blackmailed this character. The character is unaware it was you.
- Pick one other PC. You convinced the character to help you out when you were in a dicey situation. You could feel indebted to the character, or refuse to acknowledge the character’s help.
Minor effect suggestion:
The target is confused, causing it to stumble and drop whatever it’s holding.
Major effect suggestion:
The target can’t believe what you just said and is dazed and unable to take actions for a round as it tries to reconcile your statement with reality
You’re trained in tasks related to persuasion, deception, and detecting the falsehoods of others. Enabler.
Knowledge of others:
You’re trained in the local or cultural customs. You are trained in tasks relating to etiquette, culture and tradition. Enabler.
Debate (3 intellect points):
In any gathering of two or more people trying to establish the truth or come to a decision, you can sway the verdict with masterful rhetoric. If you are given one minute or more to argue your point, either the decision goes your way or, if someone else effectively argues a competing point, the difficulty of any associated persuasion or deception task is decreased by two steps. One minute to initiate.
When you help someone with a task related to diplomacy, bluff, intimidation or deception, you always reduce the difficulty of the task by one step regardless of your own skill at that task. Enabler.
You gain +1 to your intellect edge.
Talk it over (3 intellect points):
You convince a target to talk it over. A target is prevented from taking any action (including attacking or defending itself from an attack) for one round. Each additional time you attempt this ability against the same target, you must apply one more level of effort than you applied on the previous attempt. Action.
No one knows better:
You are trained in two of the following skills: persuasion, deception, intimidation, etiquette, knowledge in one area, or seeing through deception. If you choose a skill in which you’re already trained, you become specialized in that skill instead. Enabler.
You add 5 points to your intellect pool.
You gain a level 4 follower who is mostly interested in learning from your reasoning skills, but who might also help you in other areas. Enabler.