Actions

Difference between revisions of "Charisma"

From Harath Rules

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| You are naturally charismatic. People are drawn to you when you speak.
| You are naturally charismatic. People are drawn to you when you speak.
|-
|-
| Benefit:
| Gameplay:
| Each level adds 1 bonus die to any Fast Talk, Diplomacy, Politics, or Negotiation roll.
| Each level adds 1 <u>bonus die</u> to any Fast Talk, Diplomacy, Politics, or Negotiation roll.
|}
|}
Typical modifiers to rolls with this Ability:
Situational modifiers can add <u>bonus dice</u> or <u>penalty dice</u> when rolling for this Ability. Sample modifiers are:
* Popularity of topic
* Popularity of topic
* Audience&#8217;s feelings about speaker
* Audience&#8217;s feelings about speaker
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<blockquote>
<blockquote>
Yolanda is trying to convince Marty, a good friend who works as a castle guard, to look the other way while she sneaks into the castle. She has Fast Talk=4 and Charisma=3. Because of the conflicting stresses on Marty (help a buddy vs. do your job well), the GM assesses no bonus or penalty levels to her roll. Yolanda rolls 7 dice (4 for Fast Talk + 3 bonus dice for Charisma). She gets 3 Ss, so Yolanda has very little difficulty convincing Marty to help her out.
Yolanda is trying to convince Marty, a good friend who works as a castle guard, to look the other way while she sneaks into the castle. She has Fast Talk=4 and Charisma=3. The GM decides that conflicting stresses on Marty (help a buddy vs. do your job well) cancel each other out, and so assesses no bonus or penalty levels to her roll. Yolanda rolls 7 dice (4 for Fast Talk + 3 bonus dice for Charisma). She gets 3 Ss, so Yolanda has very little difficulty convincing Marty to help her out.
</blockquote>
</blockquote>


[[Category:Abilities and Disabilities]]
[[Category:Abilities and Disabilities]]

Revision as of 15:33, 17 January 2021

Cost: 5 CP/level
Description: You are naturally charismatic. People are drawn to you when you speak.
Gameplay: Each level adds 1 bonus die to any Fast Talk, Diplomacy, Politics, or Negotiation roll.

Situational modifiers can add bonus dice or penalty dice when rolling for this Ability. Sample modifiers are:

  • Popularity of topic
  • Audience’s feelings about speaker

Yolanda is trying to convince Marty, a good friend who works as a castle guard, to look the other way while she sneaks into the castle. She has Fast Talk=4 and Charisma=3. The GM decides that conflicting stresses on Marty (help a buddy vs. do your job well) cancel each other out, and so assesses no bonus or penalty levels to her roll. Yolanda rolls 7 dice (4 for Fast Talk + 3 bonus dice for Charisma). She gets 3 Ss, so Yolanda has very little difficulty convincing Marty to help her out.