Charisma (PSR Supplement)
Common Hazards
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Charisma is one of the six ability scores.
Charisma represents confidence, bravery, and willpower. It portrays your ability to influence others with your words and actions. High Charisma often correlates with charm, eloquence, or a commanding personality.
Charisma Checks
A Charisma check arises when you take the Influence action, and virtually any time you try to sway others. Possibilities include:
- Deception. Tell a convincing lie or otherwise manipulate the truth. Pull off a can job. Spread gossip.
- Insight. Navigate a tricky social situation. Mediate as a neutral third party between two enemies.
- Intimidation. Intimidate others whether through overt threats, physical actions, or subtle wordplay
- Performance. Deliver a good joke. Tell a captivating story. Entertain others. Act, as in a stage play. Improv with a musical instrument. Deliver an impressive performance for an audience, or overcome stage nerves
- Persuasion. Dissuade violence, or instigate it. Foster friendships. Make a cordial request with proper etiquette. Gather rumors.
- Secrets. Commune with spirits or other paranormal entities.
- Wilderness. Convince a beast you mean it no harm.
Will Saves
The higher modifier between your Knowledge and Charisma is added to your Will saving throws.
Charisma Mark
Your Charisma mark equals: 8 + PB + Charisma modifier.
Spellcasting
If you cast spells through faith, belief, emotion, or the force of your personality, saves against these spells are made against your Charisma mark. Often this includes divine spells and ancestral spells.
If you make an attack using one of these spells, you add your Charisma modifier to the attack roll alongside your PB. No modifier is added to the damage roll.