Charisma and Charm-Magic.
Note: All Charisma skills are Single-use.
Detect Charm:
[Base Cost : 5]
With the use of this skill, any character can detect if a person has
been affected, or is still being affected by Charm Magic. This includes
everything from Suggestion to the Divine
spell Possession.
Resist Fear
[Base Cost : 10]
The character can maintain control over his actions even when subjected
to the most intense terror, including magically induced fear.
Resist Charm:
[Base Cost : 10]
Resists anything that can reasonably classed as a Charm effect, including
certain Divine spells and intrinsic abilities.
Note that you can't resist something you are not aware of, anything
that only has a passive effect (eg Aura Reading) or anything for which
there is a specialised resist skill (eg, Conceal
Thoughts)
Lead Ritual:
[Base Cost : 15 ; Pre-req: A ritual]
This skill is normally only useful to Priests, who use it to lead their
worships, although certain mages have had occasion to learn it too.
Although it is not necessary to buy this skill for every ritual you
learn, it might be necessary to buy it again if a new ritual is radically
different from any others you know (a Shamanist ritual is very different
from a religious ceremony for example).
Feign Death:
[Base Cost : 10]
There are those who believe, and have demonstrated, that feigning death
is a matter of self-discipline only. With concentration, they can slow
their pulse and minimise their breathing to such an extent that any casual
inspection will suggest they are dead.
This skill will not fool anyone who is looking carefully, or anyone
with medical knowledge.
Suggestion:
[Base Cost : 10]
By careful choice of words, you make someone give more consideration
to your suggestion than they would otherwise. The effectiveness of the
suggestion depends on how much of a reason they have to refuse.
Confusion:
[Base Cost : 10]
By talking convincing nonsense, the Charmist can have the victim's
brain tied in knots, rendering him unable to string together a rational
sentence or focus on any issue. If given anything urgent and specific to
deal with (e.g. an attack) the victim will come to his senses.
This effect will only last for 30 seconds.
Comprehend:
[Base Cost : 7]
With simple words and extensive gesturing, the Charmist can communicate
with a person or creature that would not normally understand (through lack
of language, or lack of intelligence). No more than basic messages can
be conveyed though, and anyone for whom this skill is necessary will not
be affected by any other Charm skills.
Enthral:
[Base Cost : 10]
By holding the gaze of the victim and speaking hypnotically the Charmist
can effectively paralyse him. He is unable to do anything of note except
gaze at the Charmist unless something else forcibly grabs his attention
(e.g. being attacked).
This effect will only last for 30 seconds.
Entrancement:
[Base Cost : 12 ; Pre-req: Enthral]
By holding the gaze and speaking hypnotically, the character can put
his victim into a trance, making him very susceptible to suggestion. On
waking from the trance, the victim will remember everything, and will no
longer be effected by anything that was said.
Note that entrancement takes a few minutes. The victim must either
be willing, or be unable to resist, for that time.
Hypnosis:
[Base Cost : 20 ; Pre-req's: Entrancement,
Suggestion]
A more potent Entrancement. The
victim can be made to forget the trance, while still being under the effect
of any suggestions made, even after waking.
Intimidation:
[Base Cost : 10]
With suitable threats, the victim can be made to feel intimidated,
and will be wary of the Charmist (or of whoever the Charmist chooses).
They will be cautious, and will generally avoid confrontation. Note however
that some creatures/characters will act aggressively if they feel intimidated.
Command:
[Base Cost : 15 ; Pre-req's: Suggestion,
Intimidation]
By concentrating all his strength of will into one word, the Charmist
can force a victim to make a single action. They cannot resist the command
(except with Resist Charm) but can stop
immediately if it endangers them, or is something they cannot possibly
do. Otherwise they will carry out the command until it is complete, or
the Charmist has gone.
The actual command can only be one word, but up to three words of clarification
can be added.
Note that this is the only Charm Skill that can be utilised during
combat.
Dominate:
[Base Cost : 20 ; Pre-req's: Command,
Inspire]
The Charmist can now inspire such awe in a person that they will do
almost anything he asks. For up to an hour, they will do everything to
assist the Charmist, and attempt to please him in any way that befits their
character and abilities.
The actual effects of Dominate can vary. A goblin will become a slavish
lapdog, while a stronger character would become a staunch ally.
This skill requires a greater than average amount of role-playing from
the Charmist before it takes effect.
Possess:
[Base Cost : 25 ; Pre-req: Dominate]
By completely overbearing a person, the Charmist can subvert their
character to such an extent that they are utterly under his control. They
will not act except under the Charmist's command, and will do anything
asked of them, even even it means their own demise.
The victim has little will of their own and can show no initiative,
but the Charmist's character is so firmly imprinted on the victim's subconscious
that simple decisions can be made as if he were present.
This skill requires a long period of successive Dominates.
Beguile:
[Base Cost : 5]
The opposite of Intimidation. With
suitable fluttering of eyelids, the victim is made to feel at ease with
the Charmist, and thus be more willing to assist.
Etiquette:
[Base Cost : 5]
The art of acting as if you belong amongst those of high society, a
kind of specialist Beguile.
Streetwise:
[Base Cost : 5]
The art of acting as if you belong amidst street culture and low lives,
another kind of specialist Beguile.
Calm:
[Base Cost : 5]
With soothing words and assurances, the Charmist can calm down characters
and diffuse tense situations. Any hostile people will lower their weapons
and may even become neutral, especially if Inspire
is used. This will not work in mid-battle, or on berserkers.
Inspire:
[Base Cost : 10]
With a suitably stirring speech, the Charmist can raise the spirits
of a specific person, inspiring them to follow his example.
A neutral character will join you, an enemy will become fairly neutral.
A hostile enemy will not be affected.
Leadership:
[Base Cost : 10]
With another suitably stirring speech, the Charmist can raise the spirits
of those he leads. This is most often used to insight greater efforts in
battle.
Leadership has no effect on anyone not already recruited, or at least
sympathetic to the cause.
Bloodlust:
[Base Cost : 20 ; Pre-req: Leadership
OR Inspire]
An especially virulent form of Leadership
or Inspire. Those the Charmist leads will
charge for their foes and fight with no regard for their own mortality,
not stopping until all their foes have fallen.
Oration:
[Base Cost : 15 ; Pre-req's: Inspire,
Leadership]
By combining the recruiting techniques of Inspire,
and the mass appeal of Leadership, the
Charmist can sway a whole crowd in his favour, directing them to do anything
he pleases (within reason)
This skill can be used as a mass Inspire,
or a mass Suggestion, even a form of Bloodlust
(but only if you have that skill too) but cannot be anything too
subtle or subliminal.
Taunt:
[Base Cost : 5]
With a suitably vitriolic collection of insults, the Charmist can cause
a single foe to target him specifically, ignoring any easier targets in
an effort to reach him. It often makes the victim reckless.
Taunt has the opposite effect of Inspire:
enemies attack, neutrals become hostile, and allies become neutral (at
best).
Challenge:
[Base Cost : 10]
Similar to Taunt, but focused on the leader
of an opposing force. If the victim refuses the Challenge, his force
is affected as by Intimidation, while
the Charmist's force is affected as by Leadership.
If the Challenge is accepted, the two partake in a duel. The winner's
force gets affected as per Bloodlust, the
loser's force gets affected as per Fear.
Conceal Truth:
[Base Cost : 10]
The Charmist's way with words is such that he can lie with an effectiveness
that will fool any detection.
Conceal Thoughts:
[Base Cost : 15 ; Pre-req: Conceal Truth]
The Charmist has developed his mental discipline to such an extent
that he can shield himself from any attempts at Mind-Reading, or if he
prefers, can convey a false picture.
Read Truth:
[Base Cost : 15]
The Charmist is so knowledgeable in the art of deceit that he can spot
when others are lying, and extrapolate the truth (to a point).
Read Emotion:
[Base Cost : 20 ; Pre-req: Read Truth]
By observing body language and tone of voice, the Charmist can discern
a person's emotional state. This includes the detection of deceit, but
will say nothing as to the nature of the deception.
Read Mind:
[Base Cost : 25 ; Pre-req: Read Emotion]
A more experienced Charmist can do more than read emotions, but can
actually discern the thoughts of a person. Only the surface thoughts can
be discerned, and Conceal Truth will seriously
hamper things (Conceal Thoughts will,
of course, block this skill).
Telepathy:
[Base Cost : 25 ; Pre-req: Read Mind,
Conceal Thoughts]
Once the Charmist knows what actions indicate certain thoughts in others,
he can duplicate them himself. If he then amplifies the actions and expressions,
he can convey his thoughts to another person (if they are watching him
carefully) without the need for words. If he uses Read
Mind simultaneously, a rudimentary conversation can be held silently.
Bluff:
[Base Cost : 10]
With enough gall, a Charmist can convince someone that he knows what
he is talking about. This skill is often used for pretending you know someone
you don't or for pretending you are allowed somewhere you are not.
Note that Read Mind can be of great
assistance here.
Invisibility:
[Base Cost : 25 ; Pre-req's: Bluff, Read
Mind]
Invisibility is the art of not being noticed unless you want to be.
Essentially, if you act as if you have every right to be doing what you
are doing, then people will not stop you, or even notice anything untoward.
After the event, they may realise that you were there.
A Det. Hidden will
suffice to spot an 'invisible' Charmist.
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