Charm

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(see also Interpersonal Skills: Disambiguation)

 Charm (15%) 

Charm takes many forms, including physical attraction, seduction, flattery, or simply warmth of personality. Charm may be used to compel someone to act in a certain way, but not in a manner completely contrary to that person's normal behavior. Charm is opposed by the Charm or Psychology skills.

Charm may be used for bargaining, to haggle the price of an item or service down. If successful, the seller is won over and they may well reduce the price a little.

Opposing skill/Difficulty level:

See Charm, Fast Talk, Intimidate, and Persuade Skills: Difficulty Levels

Pushing examples: overtly flattering the target with affection; presenting an expensive gift; building trust by imparting a secret.


 * Remember this about being charming: if the investigator begins to take an alternative approach, the Keeper may ask for a different skill to be used; if threats are used, it may become Intimidate; or if a protracted discussion ensues, it may become Persuade. Switching from one to the other to gain a second roll still constitutes a pushed roll.

Sample Consequences of failing a Pushed roll: the target takes offense and will have nothing further to do with you; the target is associate in some way with your enemies and, while they may play along with you, they also inform on you; a third party intercedes to prevent you from chatting up their girl.


 * If an insane investigator fails a pushed roll, they fall head over heels in love with their target and will act as if the target had successfully used a Dominate spell upon them.