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Charisma

Skill Rate: Staggered

Uses:

Request:  Make a Charisma check against your target. Use the following charts to find the DC:

Attitude Modifier

Attitude

Behaviour

+8

Hatred

Will take first opportunity to kill, discredit, or otherwise hurt you physically or otherwise

+4

Hostile

Will actively try to speed your demise

+2

Unfriendly

Wouldn't mind seeing you go

0

Neutral

Socially expected behaviour

-2

Friendly

Will help, within reason

-4

Helpful

Will take risks to help you

-8

Ally

Always has your back. Will risk life to protect you.

Circumstance

Modifier (add any that apply)

Request

+10

Most likely result in death

+4

Extremely dangerous

+2

Risky or unpleasant

-1

Simple, safe, and quick

-2

Very simple and very safe

-2

Likely in the target's best interest*

-4

Obviously in the target's best interest*

*Or at least, the target believes it's in his best interest.

Then add the target's Will. That is the DC.

If you succeed, you convince your target to do something. If multiple parties are vying for something, then they all make checks and the highest (assuming it beats the original DC) is successful.

Deceive : Make a Charisma check against your target's passive Perception DC + the target's Attitude Modifier (to show how much they trust you) plus a circumstance modifier based on the believability of the lie. If you succeed, your target believes what you are saying. This check takes no action by itself, it is simply made as part of the action of talking.

Disguise Modifier

Situation

-1

Different Racial Background but same race

-2

Different Race or Gender

-4

Different Race and gender

+2

You have ID or other "proof" of your fake identity

+1

You are in the appropriate uniform (if applicable)

Disguise:  You can use Charisma to disguise yourself as someone else. When you are trying to convince someone you are someone else, make a Charisma check against the target's Passive Perception DC. A success indicates that they believe your disguise. Depending on what you are disguising yourself as, you may apply some of the following modifiers to your Charisma check:

The GM may give the observer a modifier of +1 to +3 based on how well the observer knows the person you are disguised as, and a +1 modifier if they have reason to believe there is a spy in the midst.

Provoke: This is a deliberate attempt to convince someone not to like you. Make a Charisma check as a full-round action against a target who can hear and see you. The DC is equal to the target's minimum Will minus their current attitude plus your desired attitude. So, the DC to drop someone with a Will of 9/3 from Friendly to Unfriendly is 7 (3 +2 +2). Provoke can only be used to decrease the target's attitude.

Charm: This is a deliberate attempt to get someone to like you. Make a Charisma check as a full-round action against a target who can see and hear you. The DC is equal to the target's minimum Will minus their current attitude plus your desired attitude. So the DC to change someone with a Will of 9/3 from Neutral to Helpful is 7 (3 +2 +2). Charm can only be used to increase the target's attitude.

Techniques:

  1.   Challenge: You challenge your foe to single combat. Your target must already be hostile to you, or for some other reason fighting you or your allies. Make a Charisma check against the target's Will minus their attitude modifier. This is a 4SA. If you succeed, they must fight you, and not your allies. Your target continues to fight you until one of you is victorious. If anyone other than you takes visible hostile action against your target, they become free to act as they wish.
  2.   Combat Banter: With this technique, you can make Charm checks in 2 seconds instead of 6.
  3.   Counter: As an immediate action, when a character attempts to deal morale damage to an ally or allies, you may make a Charisma check. If the result of your Charisma check is higher than the morale damage, then the attempt is negated. Your allies must be able to see and/or hear you for Counter to work.
  4.   Inspire Group: [Requires Inspire] Requires Inspire. You may instead inspire all within 6 m on an Inspiration attempt. Roll one die and apply it to all targets.
  5.   Inspire Legion:   [Requires Inspire Group] Requires Inspire Group. You may inspire all allies in view who can hear you and/or see you (including via radio, TV, or magical communication).  Roll one die and apply it to all targets.
  6.   Distinctive Personality: Choose one use of Charisma: request, deceive, disguise, provoke, charm, or inspire. You get a +1 bonus to that use of Charisma. This decision may not be changed unless the GM agrees that you have gone under major character development.
  7.   Inspire : Make a Charisma check against one target's Minimum Will as a 4SA.  If you succeed, they remove one morale penalty. This is a morale effect. The GM may grant you a circumstance modifier to your check (+1 to +3) if you have a truly spectacular inspiration speech/method/etc. (ex. You just killed the marauding giant king by running it through with your nation's standard). Alternatively, you may get an equivalent penalty (you just tried to run the giant king through with the standard and made a fool of yourself.). You may not inspire yourself. You may not Inspire any character who has no morale penalties. The target must be able to see and/or hear you clearly (may require a Perception Check). A character may only be inspired once per turn.
  8.   Potent Inspiration:   [Requires Inspire] Inspired creatures instead remove 2 morale penalties.
  9.   Razor Wit: With this technique, you can make Provoke checks in 2 seconds instead of 6.
  10.   Swindle:   [Requires 4 ranks in Charisma] Whenever you buy goods from a character who is Friendly or better, you can pay 10% less.

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