Charm

Charm

Your natural charisma. You can use this to delight, persuade and seduce people.

Die Effects

d6

Die Effect

1

Annoyed.

2

Half Annoyed. Bump.

3

Nothing.

4

Half Success.

5

Half Success.

6

Success. Half Critical.

Keywords

  • Annoyed: Charm, Coerce or Deceive rolls on that character are rolled with one less die for a Stretch.

  • Success: Counts as 1 Success to overcoming a Skill Challenge.

  • Critical: Counts as an additional Success to overcoming a Skill Challenge.

Examples

  • A Player tries to persuade a band of brigands to let the party pass without bribing them, so they roll Charm.

  • A Player tries to catch the attention of a policeman by rolling Charm. On a success, they'll engage in small talk while other Players try to do something behind their back.

  • A Player is performing a party trick to get on the good side of some local kids. The Conductor may have them roll Charm to see how well it works.

  • The Conductor may have the other Players roll Charm to see how well they are received at an important noble's dinner party.

Conductor's Note

You may also tally up Annoyed for additional consequences. A character can only be so annoyed before they leave or become aggressive.