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The Charm Skills are as follows:

  • Personality (used when strength of character will determine the outcome of a situation)
  • Leadership (used to reflect the character's ability to lead)
  • Diplomacy (used to attempt a diplomatic solution to a situation)

Personality (PER)

This Skill reflects the strength of the character's emotional, attitudinal and behavioral response patterns, and is used in place of traditional RPG skills such as Willpower. Specializations include any skill that requires strong force of personality (such as debating, resisting torture, etc.). A Personality Check may be made as a precursor to any Diplomacy, Cunning or Intimidation Check, with the degree of success or failure adding to the DC of the subsequent Check.

Leadership (LED)

This Skill reflects a character’s ability to lead others in a given situation, used to rally others or to organize a group into a functioning team. It can also be used whenever it seems like a group is about to degenerate into factions. This Skill is typically subject to circumstantial DC adjustments; for example, a character trying to whip an unruly mob into shape is likely facing unfavorable circumstances. Specializations include specific situations wherein leadership may be important (such as commanding a ship or leading a squad of marines against heavy enemy fire). Leadership Checks may be made as a precursor to any Command Check (with the exception of Security), with the degree of success or failure adding to the DC of the subsequent Check.

Diplomacy (DIP)

This Skill reflects how diplomatic the character is and how skillful they are at employing diplomatic techniques. Use of diplomacy can get a character out of many hostile situations and can help bring two previously unfriendly groups together in friendly co-existence. This Skill is typically subject to circumstantial DC adjustments; for example, any Terran attempting to negotiate a truce with a Kilrathi is likely facing unfavorable circumstances. Specializations include signing treaties, opening dialogue, pacifying hostile aliens, and so forth. Diplomacy Checks may be made as a precursor to any Negotiate or Intimidate Check, with the degree of success or failure adding to the DC of the subsequent Check.


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