Charisma: This is the "dump" stat. This is why I listed it first. And yes, for years, I treated this like a non thing. Lately, I have been calling for more and more charisma rolls. First, let me explain how I see charisma. It is the "strength of one's personality." It is not their looks, or beauity. So ugly people can have high charismas, just as beautiful people can be ciphers. It is both inward and outward. Its that effeffable trait that makes people gravitate towards you, and instills you will some inner self worth. Due to this, charisma is the hardest attribute to use, describe, and role play.
Here are some of the things I use it for.
Cool: Sometimes things may get a bit hairy, especially in a fight. The GM can make a call that the player must make a cool roll. They add their Charisma and Experience level and roll against a die 20. If the die roll exceeds their "cool" score, then they start to panic. Each die roll higher than their cool score gives them a minus of one for the rest of that turn.
Example, Joe is in a fight, he makes a cool roll. His charimsa is 10 and is first level. So his "cool" score is 11. He rolls a die 20 and rolls a 13. He failed by 2 and suffers a -2 on ALL die rolls until he gets another cool roll on his inbetween phase. ( That roll also suffers a -2, its harder to regain your composure when you are panicking!) Hope he rolls well, as these penalties are cumulative!
If you are called to make a cool roll and roll a natural 1, then you are Resolute and are immune from any other cool rolls for the rest of that scene. Furthermore you get a Charisma bonus roll. Unfortunatly, if you roll a natural 20 on a cool roll, you are so freaked out that you can't do anything for the rest of the scene, and will only fight to defend yourself from direct attack at the worst penalty your score allows, and with no dodge, tumbling, or level modifiers! Since this is really bad, Karma is allowed to avoid it. So if you roll a natural 20 and fail at your Karma roll, be prepared to sit this fight out.
Snap out of it! A comrade can calm down a panicking buddy by making a Charisma roll vs their own score. They roll a d20 and if the roll is lower than their charisma they can add the number of successes to the poor guy freaking out. This will temperarliy higher the guy loosing his cool's "cool score" for the purpose of that save. This takes an action to do.
Intimidate You want to scare someone into giving up a fight, or to give you some information then you try to intimidate them. You are then forcing the other guy to make a Cool roll. The Intimidator then rolls Cd20. If he succeeds ( rolls lower than his charisma score) then he get to take the amount UNDER his score and add it to the die roll of the sucker he is trying to scare. Badass tries to intimidate Fred. Badass's charisa is 17. He rolls d20 and gets a 5. He succeed by 12! Fred must add 17 to his die 20 roll to stay cool. Fred's charisma is only 9. He rolls a 3. He would have succeeded but Badass forced his die roll to be increased by 12. This means he "rolled" a 15 which is higher than Fred's charisma. Fred looses his cool, AND suffers a -6 on all his die rolls. Fred would be smart to give Badass what he wants!
Inspire: By spending an action talking to his troops, a great leader can inspire his teammates to "go for the gold"! The formula is this. Charisma-20d20. This means unless your charisma is atleast 21 you can't do this! Ok, Captain America calls Avengers Assemble and then tells them they can do it. His charisma is 35. 35-20=15. He rolls d20. He rolls a 7 So he succeeded by 8! All those on his side, get a bonus of 8 free Karma points for their next action. This cost the good Captain his action, but it should be worth it.
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