Charm Skill Examples #
Persuasion #
Persuasion is your skill in guiding others to agree with your viewpoint or convincing them to do something for you. It is a subtle art, and often involves negotiation, bargaining, and sometimes, a little flattery. Your persuasive abilities can help you make allies, navigate political situations, or even talk your way out of trouble.
When you use Persuasion, choose one of the following actions:
- [1] Convince an individual to believe a reasonable truth.
- [2] Sway a group of people towards your viewpoint.
- [3] Negotiate terms of an agreement to be more favorable to you.
- [3] Persuade a crowd to support you in a cause.
- [2] Calm a hostile situation and prevent a potential conflict.
Roll Charmd6 + Persuasiond6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your persuasive tactics raise suspicions in some.
- You’ve promised more than you can deliver.
- You attract unwanted attention or interest.
- Someone critical to your plan remains unconvinced.
- You inadvertently reveal more information than intended.
On a Failure, the GM will choose a the consequence based on how risky the action was.
Deception #
Deception is your ability to convincingly lie, disguise the truth, or mislead others. A skilled deceiver can spin tales that keep others guessing, create convincing disguises, or feign emotions and reactions. Your ability to deceive can get you out of sticky situations, or occasionally into them.
When you use Deception, choose one of the following actions:
- [1] Tell a believable lie to an individual.
- [2] Maintain a convincing disguise or fake identity.
- [2] Create a diversion to distract attention.
- [3] Convince a group of people of a complex lie.
- [3] Implement a grand scheme of deception.
Roll Charmd6 + Deceptiond6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Someone sees through a part of your lie.
- Your deception attracts unintended consequences.
- You’ve made a promise you’ll have to keep.
- Someone critical to your plan remains skeptical.
- You inadvertently reveal a truth you wanted to hide.
On a Failure, the GM will choose a consequence based on how risky the action was.
Storytelling #
Storytelling is your skill in entertaining, educating, or engaging an audience with narrative. You know how to captivate listeners with a good tale, bringing characters to life with your words, and conveying emotions that resonate with your audience. Storytelling isn’t just for entertainment - a well-told story can influence opinions, stir emotions, and even change the course of events.
When you use Storytelling, choose one of the following actions:
- [1] Entertain a small group with an engaging tale.
- [2] Convey a moral or message through a parable to an audience.
- [2] Distract a group with a captivating story.
- [3] Move a crowd emotionally with a powerful narrative.
- [3] Change the general opinion of a large group through a well-told saga.
Roll Charmd6 + Storytellingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your story is well-received, but someone in the audience misconstrues the message.
- Your story stirs up strong emotions, perhaps stronger than intended.
- You inadvertently offend someone in the audience.
- Your story attracts unwanted attention.
- Your story accidentally reveals information you intended to keep hidden.
On a Failure, the GM will choose a consequence based on how risky the action was.
Diplomacy #
Diplomacy is your ability to manage relationships, mediate conflicts, and negotiate between different parties. As a diplomat, you strive to find common ground, promote cooperation, and ensure that all voices are heard. This skill is particularly valuable in tense political situations, trade negotiations, or any situation where different interests are at play.
When you use Diplomacy, choose one of the following actions:
- [1] Mediate a small dispute between individuals.
- [2] Facilitate a negotiation between different parties.
- [3] Promote peaceful relations with a hostile individual or group.
- [3] Broker a deal or treaty between large factions.
- [4] Prevent an all-out conflict between powerful groups.
Roll Charmd6 + Diplomacyd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- You manage to resolve the situation, but one party is not entirely satisfied.
- Your efforts help but also draw attention, possibly from unwanted parties.
- You resolve the current situation, but another dispute arises.
- The resolution works for now, but it’s clearly temporary.
- You’ve inadvertently favored one party over another, which could lead to future issues.
On a Failure, the GM will choose a consequence based on how risky the action was.
Intuition #
Intuition is your ability to understand or know something without conscious reasoning. It’s your gut feeling, your sixth sense. You can’t always explain why you know what you know - you just do. Your hunches are often accurate, and you’ve learned to trust them.
When you use Intuition, choose one of the following actions:
- [1] Get a read on a person or situation, picking up on underlying vibes.
- [2] Predict an individual’s immediate actions based on a gut feeling.
- [2] Sense danger or unease within an area, often before others.
- [3] Have a strong hunch about a major event or situation.
- [1] Feel a significant change in the atmosphere, indicative of a drastic or supernatural event.
Roll Charmd6 + Intuitiond6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your intuition is correct, but it’s a little late.
- You read the situation accurately, but it’s more complicated than you first thought.
- You misinterpret your intuition, misunderstanding the details.
- Your intuition draws you into a situation you might have avoided.
- Your intuition puts you at odds with logical or popular opinion.
On a Failure, the GM will choose a consequence based on how risky the action was.
Street Smarts #
Street Smarts is your knowledge and experience of surviving and thriving in urban environments. You know how to navigate the city, where to find what you need, and how to deal with the locals. You’re savvy to the unspoken rules and customs of the streets, and you know how to stay out of trouble - or get into it, if that’s what you need.
When you use Street Smarts, choose one of the following actions:
- [1] Navigate the city streets, avoiding dangerous areas and finding the quickest routes.
- [2] Find a contact, item, or information on the streets.
- [2] Blend in with the locals, making yourself inconspicuous in a crowd.
- [3] Understand and utilize the criminal underworld for your purposes.
- [2] Influence or manipulate the street dynamics to your advantage.
Roll Charmd6 + Street Smartsd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- You achieve your goal, but you’ve attracted the attention of a local gang.
- You navigate successfully, but unknowingly cross into someone’s territory.
- You find what you’re looking for, but it comes with strings attached.
- You blend in, but a local troublemaker takes interest in you.
- Your manipulation of the street dynamics has unintended side effects.
On a Failure, the GM will choose a consequence based on how risky the action was.
Animal Handling #
Animal Handling is your skill in understanding, communicating with, and controlling animals. With this skill, you can calm a spooked horse, understand a bird’s call, or even convince a bear to leave you in peace.
When you use Animal Handling, choose one of the following actions:
- [1] Calm or soothe a domestic or wild animal.
- [2] Gain understanding or communication with an animal, such as understanding their emotional state or basic needs.
- [2] Guide or command a trained animal to perform a task.
- [2] Train an untrained animal to follow a basic command.
- [2] Convince a wild or aggressive animal to not attack or to leave the area.
Roll Charmd6 + Animal Handlingd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- The animal obeys but is wary and may not obey future commands.
- The animal understands your command, but it takes longer than expected.
- The animal calms down, but it’s noticeably skittish and may bolt at sudden movements or noises.
- The animal becomes overly attached to you, following you persistently.
- You manage to train the animal, but it only responds to you specifically.
On a Failure, the GM will choose a consequence based on how risky the action was.
Bartering #
Bartering is your ability to negotiate trades and exchanges, often without the use of currency. You’re skilled at assessing the value of items, spotting potential deals, and convincing others to see things your way.
When you use Bartering, choose one of the following actions:
- [1] Assess the value of an item or lot of items.
- [2] Negotiate a trade that’s in your favor.
- [2] Spot a potential deal or valuable item in a market or stash.
- [2] Convince a merchant to give you a discount.
- [3] Broker a significant trade deal or establish a trade connection.
Roll Charmd6 + Barteringd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- You make the deal, but it attracts unwanted attention.
- You get the discount, but the merchant holds a grudge.
- You spot the valuable item, but so does a rival.
- You broker the deal, but the other party demands a favor in return.
- You assess the item correctly, but miss a hidden feature or defect.
On a Failure, the GM will choose a consequence based on how risky the action was.
Etiquette #
Etiquette is your understanding of social norms, manners, and proper behavior. You know how to act in a variety of situations, from a casual tavern meeting to a formal royal ball. With this skill, you can navigate social settings with ease, earning respect and avoiding faux pas.
When you demonstrate Etiquette, choose one of the following actions:
- [1] Blend into a social setting without drawing attention.
- [2] Make a favorable first impression on someone.
- [3] Navigate a complex social situation, such as a diplomatic negotiation or courtly intrigue.
- [4] Correctly follow the strict rules of a formal event.
- [5] Gracefully handle a social gaffe or diffuse a tense social situation.
Roll Charmd6 + Etiquetted6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- You blend in, but fail to make any notable connections.
- You make a good impression, but someone else becomes jealous or suspicious.
- You navigate the situation, but someone questions your motives.
- You follow the rules, but miss a key social cue or piece of gossip.
- You diffuse the situation, but someone still holds a grudge.
On a Failure, the GM will choose a consequence based on how risky the action was.
Performance (Singing) #
Performance (Singing) is your skill in performing songs and music with your voice. Your beautiful melodies and evocative lyrics can entertain crowds, inspire companions, or even soothe savage beasts.
When you perform a Song, choose one of the following actions:
- [1] Sing a simple tune to entertain a small group.
- [2] Perform a ballad that tells a story, captivating a larger audience.
- [1] Use your voice to inspire courage or hope in your allies, granting them +1 Lucky Dice.
- [2] Perform a complex aria that stirs deep emotions in those who listen.
- [3] Sing an ancient melody that has a mystical effect, such as calming a wild creature or making plants grow faster.
Roll Charmd6 + Performanced6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your song is well-received, but it attracts unwanted attention.
- Your ballad captivates the audience, but stirs up some strong emotions.
- Your inspirational song helps, but leaves you vocally strained and needing rest.
- Your aria moves the audience, but some interpret the emotions differently than you intended.
- Your mystical melody works, but drains your energy significantly.
On a Failure, the GM will choose a consequence based on how risky the action was.
Bluff (Charm Ability) #
Bluff is your ability to convincingly lie, deceive, or mislead others. With this skill, you can convince others of falsehoods, hide your true emotions or intentions, or feign ignorance about certain matters.
When you attempt to Bluff, choose one of the following actions:
- [1] Tell a small lie that affects a minor detail of a conversation or interaction.
- [2] Feign ignorance or innocence when confronted about something you did.
- [2] Convince someone to believe a moderate falsehood that could affect their actions or decisions.
- [3] Maintain a large-scale deception over a long period of time.
- [3] Construct a massive lie or facade that could alter the course of major events.
Roll Charmd6 + Bluffd6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- Your lie is believed, but someone becomes suspicious of your behavior.
- Your feigned ignorance convinces the other party, but they keep a closer eye on you in the future.
- Your moderate falsehood is accepted, but it leads to unforeseen complications.
- Your long-term deception holds, but maintaining it becomes increasingly difficult and exhausting.
- Your massive lie takes hold, but it begins to spiral out of your control.
On a Failure, the GM will choose a consequence based on how risky the action was.