Charisma
Overview
Charisma is your natural charm and social skills; your ability to use your looks to make friends or get what you want.
Charisma can be used to draw attention to yourself so that you might be selected to do something before someone else. You can also use it to talk one or more people out of doing something to avoid a fight. Finally, Charisma can be used to raise characters' Affection toward you and lower it toward other characters. Charisma is rolled for gainst Willpower.
Modifiers
There are a number of things that can affect the success rate of Charisma rolls. Acting GM/Owner/Ref can choose to add a penalty or bonus depending on circumstances that are left up to their judgment.
- Affection Bonus: Due to being inherently distrustful of you, people with 1* or 2* affection for you get a +10 bonus to their Willpower roll against your Charisma.
- Affection Penalty: Due to being inherently trusting of you, people with 6* or 7* affection for you get a -10 penalty to their Willpower roll against your Charisma.
- Gender Bonus: Due to not being attracted to your gender (note that gender does not denote biological characteristics here), some characters have a bonus of 10 Willpower against your Charisma rolls.
- Gender Penalty: Due to being attracted to your gender (note that gender does not denote biological characteristics here), some characters suffer a penalty of 10 to their Willpower against your Charisma rolls.
- Distraction: Due to you not having the full attention of a character, your Charisma rolls are lowered by 10.
- Distress: Characters in a state of panic or distress are more open to suggestion and suffer a -15 penalty to their Willpower roll against your Charisma.
- Inebriation: Characters that have their judgment in some way impaired suffer a -25 penalty to their Willpower roll against your Charisma.
- Distrust: Characters against which you have failed Charisma attempts against get a +20 bonus to their Willpower roll against your Charisma for each time you have failed. The number of these bonuses they get decreases each day by 1.
Uses
Charisma can be used to perform various actions in both RP and battle. Please keep in mind that none of these actions can be used with regard to a Deathmatch unless you have the + in Charisma.
Outside Battle
Go Getter: This is the ability to draw attention to yourself when a choice between people must be made. For example, who to send out to accomplish a certain task. You can use this to attempt to make yourself be chosen. This has a Difficulty Level of 1, raised by 1 for each level below 4 Affection your target has you at.
Puppy Dog Eyes: This ability allows you to make lesser commands or requests seem a bit nicer when someone else is trying to get something. When someone else uses Speechcraft to try to convince someone to do something that has a Difficulty Level below 4, you can use your Charisma to say "pretty please" (or something else like that, if you really want) and raise their SPC roll by 10. This is usable twice per RP or Quest.
Befriend: This skill allows you to get on the good side of someone and become on rather good terms with them. If successful, the target's Affection for you is raised by 1 for the duration of the Quest or RP. This does not work if the target has you at an Affection level below 4.
Endorsement: This skill allows you to put in a good word for another character and raise another character's outlook on them. If successful, the target's Affection for the character in question goes up by 1 for the duration of the quest or RP. This does not work if the target has the character in question at an Affection level below 4.
Gossip: This skill allows you to convince someone to lower their outlook on another character. If successful, the target's Affection for the given character is lowered by 1 for the duration of the Quest or RP. This does not stack. The Difficulty Level of this is 2 by default and is raised by 1 for every level about 4 Affection they have the target character at. This can only be used once per day.
Back Down: You attempt to force someone to back down or dissuade them from doing something. This can also be used to plead for your life. This has a minimum Difficulty Level of 3, and the DL increases by 1 for every level below 4 Affection the character has you at.
Pacifism: You use your charisma to talk an enemy out of a fight. This can be used to stop an enemy that wants to fight you and avoid a battle. Note that this cannot be used on deathmatches unless you have the charisma. This has a minimum Difficulty Level of 3, and the DL increases by 1 for every level below 4 Affection the character has you at.
Charm: The most notorious charismatic feat is the charm. You use the best of your abilities and charm a target, usually an enemy. This only works on characters who are attracted to your gender and/or species. If this succeeds, they're caught in your charm and are struck with charm at the start of their next battle with you. This has a Difficulty Level of 2 and cannot be used on characters who have less than 4 Affection for you. If they do not go into battle with you before two weeks have passed, this wears off.
Intimidate: See article: Intimidate
- Intimidate is an ability that can be used with either Charisma, Strength, or Speechcraft. It allows you to startle or panic someone, putting them into a state of Distress and making them more susceptible to Charisma, Speechcraft and Deceit rolls. For more information, see its article.
In Battle
Target Swap (Reaction): When you're attacked, you use this to make the enemy target someone else. Obviously, this doesn't work if you're the only target. This takes up 15 Stamina and is considered a reaction only usable once per battle. This has a Difficulty Level of 2.
Call Out (Reaction): When an ally is attacked, you can use this to make the enemy target you instead. All damage and effects are redirected to you, regardless of range. This requires 15 Stamina and is considered a reaction only usable once per battle. This has a Difficulty Level of 2.
Ceasefire: You persuade everyone to stop fighting. Until your next turn, nobody is allowed to perform offensive techniques. Costs 30 STM and has a Difficulty Level of 6. Only usable once per battle.
With MAX Charisma
With 100 Charisma besides modifiers, you gain this ability.
Morale Boost (Ability): You can use this to boost the morale of your allies, raising their stats by 5 per level of mastery for 1d3 rounds. This is only usable when you are below 50% of your maximum HP and can be used only once per battle. (Cumulative, not once per person.) Costs a quick action and 15 Stamina.
The Charisma Plus
The plus in Charisma allows you an additional 25 in charisma rolls. Additionally, this allows you to expand the usage of Charisma into deathmatches.
Skills |
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Physical: Athletics • Stealth • Strength |
Mental: Awareness • Harvesting • Perception • Willpower |
Social: Charisma • Deceit • Speechcraft |
Craft: Blacksmithing • Chemistry • Enchantment • Engineering • Gunsmithing |
Special: Angelic Runes • Infernal Runes |