Difference between revisions of "Charisma (ability stat)"
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In large degree, it's advisable for a DM to acknowledge that an exceptionally beautiful or affable individual freely traversing a late medieval setting, assuming roles such as [[Cleric (class)|cleric]], [[Bard (class)|bard]], [[Paladin (class)|paladin]] or [[Druid (class)|druid]], would be perceived as an anomaly. The world would respond to such a person with a mixture of unease and some degree of [[Awe|awe]]. | In large degree, it's advisable for a DM to acknowledge that an exceptionally beautiful or affable individual freely traversing a late medieval setting, assuming roles such as [[Cleric (class)|cleric]], [[Bard (class)|bard]], [[Paladin (class)|paladin]] or [[Druid (class)|druid]], would be perceived as an anomaly. The world would respond to such a person with a mixture of unease and some degree of [[Awe|awe]]. | ||
− | + | === Ugly (3 pts.) === | |
− | Reactions | + | Reactions are typically a blend of repugnance and horror, as their appearance is often characterised by features that are grotesque, frightful or ghastly. Their unusual colouration, accompanied by a foul odour and outward indications that hint of illness — even if none is present — are profoundly repellent and trigger an intense aversion in those who encounter them. Societies often treat such persons as omens of bad luck or curses. |
− | + | Such individuals often face harsh treatment, as their unattractive appearance often leads to behaviours characterised by manic tendencies, aggression, neediness and difficulties in clear communication, often attributed to the shape of their mouths and a lack of self-confidence. Others frequently respond with contempt, disrespect, abuse and verbal derision, making mockery a common and unfortunate response. Generosity is almost entirely absent when it comes to these individuals, and it's exceedingly rare for them to be offered opportunities to secure a livelihood, except in roles that are generally considered wretched or exceedingly unpleasant. They frequently become victims of individuals who heartlessly exploit their dire circumstances. In other cases, their appearance renders them too repulsive even to engage in begging, leaving them with no alternative but to resort to scavenging for [[Food|sustenance]]. | |
− | + | Occasionally, a few are taken under the wing of those willing to train them as [[Assassin (class)|assassins]], as that remains the sole character class that these individuals can aspire to become, given that no other profession sees fit to offer them training or acceptance. This urges such persons to acquire a great hate for society, such that criminal or murderous activities seem justified and satisfying. | |
− | + | === Ill-favoured (4 pts.) === | |
− | Reactions | + | Reactions to individuals of this nature typically involve a strong sense of aversion and a reluctance to engage with them, as those who are ill-favored often present themselves with visible physical disfigurements, signs of mental distress, or noticeable mutilations in their appearance. Many of them exhibit a deathly pallor, disheveled and straggling hair, off-set eyes, or carry a noticeable, unpleasant odor, which often prompts an initial response of abhorrence. Nevertheless, on rare occasions, there might be a slight softening of their appearance, compelling another person to feel a sense of pity for the unfortunate individual. |
− | Treatment | + | Treatment of these ill-favored individuals tends to be inflexible, as they cannot easily control their boorish mannerisms, unusual speech patterns, or their misuse of [[Language|language]]. They often find themselves shuffling from place to place, relying on handouts for survival and burdened with a pervasive sense of shame and loneliness. While there may be little outright hatred directed towards them, they are more commonly met with callous disregard. Yet despite the odds stacked against them, these persons tend to be less cringing, striving to adapt as well as they can with a challenging existence. |
− | Generosity | + | Generosity towards these ill-favored individuals is limited, with only rare instances of assistance during times of dire need. Some might find shelter in a drafty stable or behind a stoop, especially during harsh weather. However, opportunities for gainful employment are typically denied to them, leaving begging as their primary means of survival. As before, it remains that these individuals often gravitate towards the shadows, attracting the attention of assassins who seek individuals with the unique combination of characteristics necessary to shape them into heartless killers. |
− | + | === Base (5 pts.) === | |
− | + | As a person lacking moral fibre, reactions toward this individual are marked by a hesitation to outright shun them, yet a strong inclination to push them along in an effort to relieve themselves of the person's unwanted presence. The base character exhibits a vulgar appearance, often appearing unclean with a lingering whiff of odor. Their disagreeable countenance and posture often evoke sharp displeasure or dismay in others, who urge them to move on and tend to their own affairs elsewhere. While distaste is relatively rare, it is not uncommon for others to react with discomfort or annoyance at the individual's presence. | |
− | Treatment includes distaste and an urge to cross the street | + | Treatment of the base individual often includes distaste and an urge to cross the street or take alternate routes to avoid encountering them, although not everyone feels this way. Their presence can elicit daily jests at their expense, though these jests are generally good-natured rather than cruel in intent. Additionally, some members of the community habitually treat the person as "a part" of their surroundings, though this sense of familiarity is born more out of routine than genuine warmth or affection. |
− | + | This mixed reaction is often accompanied by a degree of sympathy, occasionally supported by small acts of charity. Some may offer a coin or provide directions to a nearby proprietor where the base person can acquire a bit of bread, reflecting a subtle acknowledgment of their circumstances and a willingness to extend a helping hand. | |
+ | |||
+ | This generosity, albeit limited, permits the base individual to engage in open beggary, occasionally even experiencing moments of kindness from passersby. However, aside from this, no other substantial opportunities are readily available to them, except for a modest permission to secure a permanent shelter, albeit an unpleasant one. As before, it remains a rare exception that only assassins would consider offering them the chance to advance in levels, seeing potential in their unique characteristics. | ||
==== Homely (6 pts.) ==== | ==== Homely (6 pts.) ==== |
Revision as of 20:45, 2 October 2023
Charisma | Adjustment to Morale | Max. # Henchmen |
---|---|---|
3-4 | +3 | 1 |
5 | +3 | 2 |
6 | +2 | 2 |
7 | +2 | 3 |
8 | +1 | 3 |
9-11 | nil | 4 |
12-13 | nil | 5 |
14 | -1 | 6 |
15 | -2 | 7 |
16 | -2 | 8 |
17 | -3 | 9 |
18 | -3 | 10 |
Charisma is an ability stat measuring the character's combined physical appearance, persuasiveness and personal magnetism. The attribute spans a spectrum that ranges from a lack of positive characteristics to an impressive array of social acumen. In the course of interactions with non-player characters (NPCs), including hirelings, followers, ordinary individuals, officials and a diverse array of creatures and monsters, the outcome is determined through the individual's charisma.
The table shown indicates the adjustment to the standard morale of hirelings and followers, and also the maximum number of henchfolk that a character can ultimately receive as they gain levels. These latter are considered fanatically loyal additions to the levelled character's entourage; their loyalty is unaffected by the liege's charisma. Note that the henchfolk number also applies as the maximum number of henchfolk, or henchfolk of henchfolk, can attend the player character while running in the campaign.
It's essential to understand that an increase in morale does not signify improvement; rather, it indicates the number on a 2d6 roll that must be achieved for a non-player character to maintain their resolve in combat.
Contents
- 1 Trait Spectrum
- 1.1 Ugly (3 pts.)
- 1.2 Ill-favoured (4 pts.)
- 1.3 Base (5 pts.)
- 1.3.1 Homely (6 pts.)
- 1.3.2 Plain (7 pts.)
- 1.3.3 Commonplace (8 pts.)
- 1.3.4 Neighbourly (9 pts.)
- 1.3.5 Friendly (10 pts.)
- 1.3.6 Affable (11 pts.)
- 1.3.7 Warm-hearted (12 pts.)
- 1.3.8 Social (13 pts.)
- 1.3.9 Chivalrous (14 pts.)
- 1.3.10 Fair (15 pts.)
- 1.3.11 Beautiful (16 pts.)
- 1.3.12 Graceful (17 pts.)
- 1.3.13 Bewitching (18 pts.)
The assessment of charisma aims to gauge the influence of the ability stat on how others respond to the individual, their spontaneous interactions and the degree of generosity which strangers convey to the character on account of their general looks and personality. Towards this end, an explanation of charisma follows, in which each point value is described in detail. These generalised descriptions can then serve as foundational insights into the traits that individuals would likely possess, matching their particular charisma stat. This serves as a starting point for further extrapolations and a deeper understanding of the characteristics associated along the spectrum of 3 to 18 points.
Trait Spectrum
Individuals with a low charisma typically evoke revulsion and aversion, receiving disdain and often ostracism or exclusion from social gatherings and organisations. Conversely, those with high charisma are met with warmth and intrigue, regarded as desirable, and allowed to frequently ascend to positions of authority and trust within various organisations.
The descriptions provided below only partially encapsulate player characters. Traits such as these described often need years of dedication to ascend the ranks and be recognised for their charisma. Thus, players should not assume that since their charisma matches a given description, that it means they too share in the benefits of it. Largely, these descriptions should apply to non-player characters ... while players are welcome to play up to the traits as written, using them as a guideline for how their character responds in given situations.
In large degree, it's advisable for a DM to acknowledge that an exceptionally beautiful or affable individual freely traversing a late medieval setting, assuming roles such as cleric, bard, paladin or druid, would be perceived as an anomaly. The world would respond to such a person with a mixture of unease and some degree of awe.
Ugly (3 pts.)
Reactions are typically a blend of repugnance and horror, as their appearance is often characterised by features that are grotesque, frightful or ghastly. Their unusual colouration, accompanied by a foul odour and outward indications that hint of illness — even if none is present — are profoundly repellent and trigger an intense aversion in those who encounter them. Societies often treat such persons as omens of bad luck or curses.
Such individuals often face harsh treatment, as their unattractive appearance often leads to behaviours characterised by manic tendencies, aggression, neediness and difficulties in clear communication, often attributed to the shape of their mouths and a lack of self-confidence. Others frequently respond with contempt, disrespect, abuse and verbal derision, making mockery a common and unfortunate response. Generosity is almost entirely absent when it comes to these individuals, and it's exceedingly rare for them to be offered opportunities to secure a livelihood, except in roles that are generally considered wretched or exceedingly unpleasant. They frequently become victims of individuals who heartlessly exploit their dire circumstances. In other cases, their appearance renders them too repulsive even to engage in begging, leaving them with no alternative but to resort to scavenging for sustenance.
Occasionally, a few are taken under the wing of those willing to train them as assassins, as that remains the sole character class that these individuals can aspire to become, given that no other profession sees fit to offer them training or acceptance. This urges such persons to acquire a great hate for society, such that criminal or murderous activities seem justified and satisfying.
Ill-favoured (4 pts.)
Reactions to individuals of this nature typically involve a strong sense of aversion and a reluctance to engage with them, as those who are ill-favored often present themselves with visible physical disfigurements, signs of mental distress, or noticeable mutilations in their appearance. Many of them exhibit a deathly pallor, disheveled and straggling hair, off-set eyes, or carry a noticeable, unpleasant odor, which often prompts an initial response of abhorrence. Nevertheless, on rare occasions, there might be a slight softening of their appearance, compelling another person to feel a sense of pity for the unfortunate individual.
Treatment of these ill-favored individuals tends to be inflexible, as they cannot easily control their boorish mannerisms, unusual speech patterns, or their misuse of language. They often find themselves shuffling from place to place, relying on handouts for survival and burdened with a pervasive sense of shame and loneliness. While there may be little outright hatred directed towards them, they are more commonly met with callous disregard. Yet despite the odds stacked against them, these persons tend to be less cringing, striving to adapt as well as they can with a challenging existence.
Generosity towards these ill-favored individuals is limited, with only rare instances of assistance during times of dire need. Some might find shelter in a drafty stable or behind a stoop, especially during harsh weather. However, opportunities for gainful employment are typically denied to them, leaving begging as their primary means of survival. As before, it remains that these individuals often gravitate towards the shadows, attracting the attention of assassins who seek individuals with the unique combination of characteristics necessary to shape them into heartless killers.
Base (5 pts.)
As a person lacking moral fibre, reactions toward this individual are marked by a hesitation to outright shun them, yet a strong inclination to push them along in an effort to relieve themselves of the person's unwanted presence. The base character exhibits a vulgar appearance, often appearing unclean with a lingering whiff of odor. Their disagreeable countenance and posture often evoke sharp displeasure or dismay in others, who urge them to move on and tend to their own affairs elsewhere. While distaste is relatively rare, it is not uncommon for others to react with discomfort or annoyance at the individual's presence.
Treatment of the base individual often includes distaste and an urge to cross the street or take alternate routes to avoid encountering them, although not everyone feels this way. Their presence can elicit daily jests at their expense, though these jests are generally good-natured rather than cruel in intent. Additionally, some members of the community habitually treat the person as "a part" of their surroundings, though this sense of familiarity is born more out of routine than genuine warmth or affection.
This mixed reaction is often accompanied by a degree of sympathy, occasionally supported by small acts of charity. Some may offer a coin or provide directions to a nearby proprietor where the base person can acquire a bit of bread, reflecting a subtle acknowledgment of their circumstances and a willingness to extend a helping hand.
This generosity, albeit limited, permits the base individual to engage in open beggary, occasionally even experiencing moments of kindness from passersby. However, aside from this, no other substantial opportunities are readily available to them, except for a modest permission to secure a permanent shelter, albeit an unpleasant one. As before, it remains a rare exception that only assassins would consider offering them the chance to advance in levels, seeing potential in their unique characteristics.
Homely (6 pts.)
Reactions may be a sniff of the air and a moderate displeasure; the homely person’s face and body is off-putting, being bent over, gangly and somewhat lopsided. They will have a cheerful smile, however and are seen to be only unfortunate; if met, they’re rarely acknowledged, and even more rarely noticed. Others will usually given them little to no attention.
Treatment would consist of benign disinterest. Others would pass on the street with a slight nod, if giving any notice at all. Still, no one challenges their presence in the community. Folk sell them goods, exchange with the person, give a tacit approval and speak well of the person, somewhat.
Generosity provides a form of necessary work, as a gong collector, rat catcher, gravedigger or similar occupation, too mean for an ordinary folk. Some will be levelled; a fighter that’s gone to war; a ranger acting as a gamekeeper; an independent friar; a small-time thief or assassin; perhaps a very private monk, mage or illusionist, in this latter case most likely from far away and without any ties. Most would know nothing of their levelled ability, as they will use their skills infrequently, not wishing to bring attention and perhaps frighten others, who would see them as a threat.
Plain (7 pts.)
Reactions are lukewarm and indifferent, with a tacit approval that the individual belongs as part of the scene. A mild greeting is normal. Often passed over but usually acknowledged. Plain individuals lack any sort of distinctive feature, with a modest mix of eyes, nose and mouth, suggesting rural habits, honest intents and an artless lack of pretension. They are nodded to or quietly acknowledged as they pass.
Treatment is cooperative, sometimes helpful; persons are likely to remain alone all their lives, but might become a helpmate to a commonplace person or act as a servant in a household. They will be gruff, impatient and bitter. Most know their name; others will listen to their opinions but will put little store by them; occasionally, to gain support, another might ask a plain person to give their opinion.
Generosity includes, as said, with opportunities to be a servant. Most often, they work for family. As mages and illusionists, they may set up a tiny, unobtrusive shop, that will receive few customers. Some are morticians. A cleric will be an unpleasant deacon, managing a few pupils. A fighter will be a private guard for a single employer ~ and never part of a larger entity, where they would not get along with others. A ranger is most likely to act alone in some capacity, as hunters or private wardens. Assassins or thieves would roam as solitary criminals. Most common plain persons would have mediocre, painstaking work to do, with little to look forward to day-to-day.
Commonplace (8 pts.)
Reactions will tend to be welcoming, if muted. While not noticed as an important person by any means, commonplace persons will be granted the same initial reception as anyone else. In appearance, they’re merely people. It will be noticed by such persons, perhaps because they come closer than those with less charisma, that there are “average folks” who are friendly and gentry who tend to overlook such persons. Commonplace persons will generally find love with others of their charisma and social standing.
Treatment is an everyday acceptance, as the individual will most likely have an extended family, responsibilities, a plot of land, a secondary skill, and compatriots of about the same level of charisma. Most others in their immediate orbit will treat them with belonging. Outsiders, particularly the gentry, will treat them with some level of disdain, as poor folks.
Generosity dictates their lives will revolve around work, seasonal events, births, deaths and little opportunity past their mundane lives. However, this offers a comfort, as well as knowledge that although their lives are dull, they are sound and productive. Most levels conform to their kind, performing what skills they have for the benefit of their kin. Clerics alone stand out; with this level of charisma, they are accepted as minor priests and functionaries inside the church system, though rarely do they ever become important and never do they preach to a wide congregation.
Neighbourly (9 pts.)
Reactions will be a strong salutation, followed by several interested questions before personable matters are dropped in favour of other things. A neighbour is rugged, fine to look at, with a gentle charm. No strong bond is evident, but even with strangers there’s a sense by appearance, expression and stance that this is at least a fellow countryman, individual or person of similar breeding to the norm. Some consideration is paid by the gentry to a neighbour; but a stranger among the gentry will give no notice. A neighbour might find love among others with a point more in charisma and a social standing slightly higher.
Treatment is a low-born respect, as they have excelled somewhat among their commonplace peers. They’re given the best tables at the worker’s tavern, they are respected by guards and by officials. Their weddings are usually publicly celebrated; and at festivals they are often chosen first to compete in games. To the gentry, they are treated as peaceable, but rarely are their names remembered.
Generosity permits these lower middle class persons are upstanding members of their guilds, town watchmen and minor officials. Some are farmer leaders and foremen; most are not, and at best lower level authority is all a few are offered. They do lead healthy lives, however, and can usually trace their family half a dozen generations, at least, into the past.
Friendly (10 pts.)
Reactions to such persons will be a strong hail, with others going out of their way in public places to make sure a greeting occurs. A friendly fellow smiles, is easy to talk to, will laugh at a joke and is open to what others want to talk about. They will be more sympathetic, causing others to express their like and appreciation often. Friendly persons find committed love among others up to a 12 charisma, with a fair status above their own. They may dabble in relationships with persons up to 14.
Treatment is kindness, as they pass on the street. Well spoken of, they are friendly with guards and officials, Gentry are apt to notice them and converse for a moment or two.
Generosity enables them to become relatively successful, giving them strong houses, yards, comforts for their children and contact with family in other parts. They are more in low-level positions of authority, particularly in guilds; a reeve or hayward might be friendly, as well as a head guard, a local apothecary, a kindly minister or a willing scout and guide.
Affable (11 pts.)
Reactions by others, upon greetings, will include genuine concern for the affable person’s situation, while others will certainly beg the person’s good wishes. Folk will gather as they appear at a tavern or in the market place, to share stories. These persons may find committed love from anyone, and are often courted.
Treatment often includes others that laugh at their jokes and see them as important residents in the community, or as interesting persons that are passing through. Buying a drink for an affable person is a common request.
Generosity enables them to set up independent workshops or become senior members of guilds, while they are often approached with duties for the village or local quarter. They will often agree to become toastmasters or to head a small welcoming committee. Levelled persons are celebrated for their skills and are often encouraged to send their children to distant places for training.
Warm-hearted (12 pts.)
Reactions will be to approach the individual with concerns for the person’s welfare and situation, most likely offering a good meal upon greeting if known to the area, in an attempt to share company with the person. Others will be anxious to share news, tell the latest gossip and positively remark on the warm-hearted person’s appearance and anything new they might see.
Treatment encourages these people to sit and converse, which they will do while their friends will assume their workload. Warm-hearted people provide emotional sustenance and encouragement to others, who treat them as special benefactors.
Generosity will make allowances, so that in times of hardship they are given welfare and support, both for them and their families. They are rarely evicted; someone will find a way to create work for them or pay their rent. If necessary, they will be given light duties to perform on behalf of the town. In general, however, they rise to be important leaders of guilds, associations and collectives. Many will use their personalities to ensure receiving training when they are quite young.
Social (13 pts.)
Reactions will be for strangers to notice the person as they move up the street and to introduce themselves politely, even if they are strangers. Those of 8 or less charisma will hang back, intimidated. If known to the area, invitations to important events will often occur, with promises that a special table will be arranged, or a space at the head table. The gentry will view the individual as one of their own.
Treatment insists they have a special set of gifts that enable them to liaison between different customs and circles, as they are welcomed often even by those with which they share little in common. They are listened to fervently, their words are considered to be truth and rarely are they successfully questioned in public.
Generosity encourages them to set aside labour entirely and be organizers, courtiers, hosts, social reformers, political leaders and others like voices. They are very busy. They move behind doors where those with less charisma would hardly be allowed. They exist in large enough numbers that they make up the majority of the cultural hoi polloi. Those lacking skills may still move in these corridors, though less well ~ somehow, on charm, they get by.
Chivalrous (14 pts.)
Reactions of all persons, except the gentry, will be somewhat intimidated, but nevertheless very welcoming. There will be a distinct use of genuflection (show deference) from those of 10 or less charisma, while others will hail and engage in short, polite conversations. Invitations, when they occur, will occasionally arise from the middle classes and the gentry, but the lower classes will be satisfied to gaze on the person from afar. Shopkeepers will rush to please.
Treatment of these persons is a mixture of homage and appreciation for their contributions. These are especially celebrated entities whose capabilities outweigh the gentry around them. They move about in carriages, with retainers and hangers-on, with others who appeal to them for moments of their time.
Generosity enables them to become captains of the guard, respected courtiers, persons in charge of the finances and running of the area; though of course, subordinate to aristocrats with titles. Those without special knowledge or wisdom are given duties that fit their limited skills.
Fair (15 pts.)
Reactions of the non-gentry will be muted and deeply respectful, accepting company if it is given but never seeking to impose. The gentry will, if given the opportunity, seek to adopt the person, bringing them around to the house, introducing them to children of marriageable age, encouraging the person to begin in business or some other respectable activity. The gentry will, in fact, be something of a pest in this regard.
Treatment begins to reflect the relative rarity of these persons. As persons of consequence, they do not have to work so hard as their lesser peers to be heard in the halls of power. Even if they are not especially bright, they are usually found a place, as they are a pleasure to be near, for persons of great stature.
Generosity allows many who do not have skills to marry into the upper echelons. Some may obtain power through less savoury means, as gigolos and courtesans ~ but most exploit their skills while around them, they are celebrated for their personalities alone.
Beautiful (16 pts.)
Reactions will be strong and highly appreciative. Most persons, even the gentry, will tend to give space and respectfully give acknowledgement. All persons, from the shopkeeper up to and including the gentry, will show varying levels of making room, giving attention or otherwise dashing about as they serve and attend to the person. The single exception will be persons with legitimate power and title, who will view the person as a person to know and to engage with.
Treatment demonstrates that these are likely the most beautiful persons that ordinary people will ever see in person. Even at that, they are rarely viewed directly; most of the time, they will protect their appearance with privacy, not because they are truly threatened, as they usually surrounded, but rather because their beauty disturbs persons.
Generosity ensures that most of them are directly connected with court or with persons of power and title. Generally, they will escape the provinces for the comparatively comfortable life to be had in capitals. They may be enlightened persons of consequence, or they may surrender that to become manipulators behind the scenes, moving less attractive persons as puppets.
Graceful (17 pts.)
Reactions will be distant; most persons, except those with power and title, will consider themselves inadequate to hold discourse with the person. Less attractive persons will be pushed out of the person’s presence; an aura of space will expand around the person should they go anywhere. Those with power and title will suggest paths towards marriage or political power.
Treatment is hushed and reverential. It will be difficult to speak directly to lesser persons, who will describe themselves as unworthy. The degree of intimidation others feel will be very high.
Generosity will lead them to become lords and ladies through marriage, or by gifts bestowed upon them. Paladins will be profound, unusually prized members of court, as their appearance is startling and tends to strike even courtiers with astonishment.
Bewitching (18 pts.)
Reactions will be something approaching awe. It will be generally held belief that a person cannot be so charismatic without having some special powers, to charm, beguile or fascinate persons out of all safety. In some quarters among the gentry, there will be an unspoken, strong resentment, that may be problematic in the right circumstances. Lower establishments will refuse to serve, considering themselves unworthy. An ordinary life is possible only through disguise.
Treatment is exceptional and mystifying. Such persons are probably never ordinarily seen by even gentry; their incongruous presence is eerie and unnatural. Even kings and queens are made humble by their appearance and their personalities. Because of this, persons of this appearance are vulnerable. They will often wear a mask or covering of some type, to minimize their outward effect.
Generosity of their charisma enables them to become master manipulators behind the scenes. A few become usurpers. Each is an entity onto themselves, defying categorization.
See Player Characters