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Chapter 3: Primary Statistics [ | Introduction | Strength | Stamina | Agility | Speed | Beauty | Intelligence | Fortitude | Wisdom | Perception | Charisma | Making Stat Checks | ]
Charisma
This attribute reflects your character's ability to blend into social situations. Charisma can make you a great leader of the
people, persuading others with your ideas and beliefs. At higher levels, the character will naturally attract followers who believe in his cause.
Bonuses
At a charisma of 6, you distract +1 person or +10% of an audience. Repeat this bonus for every additional 2 points in charisma.
At a charisma of 6, add +2% to Charm and +4% Fear. Repeat this bonus for every additional point in charisma.
For every 4 points of charisma, add 1 to your charisma skill checks.
Penalties
At 4 or lower, many people will be quick to dismiss and misjudge this character.
At 2 or lower, this character is inept when trying to actively pursue social situations.
Basically, a character finds it difficult or impossible to succeed at social situations if they rely on their personality.
Charisma Values
|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Distract (pp)
|
0 | 0 | 0 | 0 | 0 | 1 | 1 | 2 | 2 | 3 |
3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 |
Distract (%)
|
0 | 0 | 0 | 0 | 0 | 10 | 10 | 20 | 20 | 30 |
30 | 40 | 40 | 50 | 50 | 60 | 60 | 70 | 70 | 80 |
Charm
|
-10 | -10 | -5 | -5 | +0 | +2 | +4 | +6 | +8 |
+10 | +12 | +14 | +16 | +18 | +20 | +22 | +24 | +26 | +28 | +30 |
Fear
|
-20 | -15 | -10 | -5 | +0 | +4 | +8 | +12 | +16 | +20 | +24 |
+28 | +32 | +36 | +40 | +44 | +48 | +52 | +56 | +60 |
Skill
|
0 | 0 | 0 | +1 | +1 | +1 | +1 | +2 | +2 | +2 | +2 |
+3 | +3 | +3 | +3 | +4 | +4 | +4 | +4 | +5 |
Flunkies - This number is equal to the Charisma stat. Simply put, these are people who would
try to help the character more than is necessary. When making a plea to a crowd, this is simply how many helpers the
character will likely attract. The helpers are only useful for mundane tasks and can barely do anything else with any competency.
If the character has an excellent Charisma, he may attract one or two useful Allies instead of a bunch of faceless henchmen.
Charm/Fear -
Charm and Fear are two separate rolls, but they are two sides of the same coin. It is a percentage penalty which
is applied when someone attempts to make a Resist Primal Nature (works as described in beauty section). You can make friends
or put fear into your opponent; what you choose will be important in future situations. Fear has something similar to Awe called
Horrify. These people will back down from you and will give you the right of way or perhaps scream; in either case,
they are genuinely terrified of your presence.
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