Charisma (ability stat)

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An ability stat, the measure of the character’s combined physical appearance, persuasiveness and personal magnetism, ranging from a dearth of positive characteristics to an impressive range of social acumen.

Dealings with NPCs, including hirelings, followers, ordinary persons, officials and a wide variety of creatures and monsters will ultimately be resolved through an interactive mechanic composed of conflict cards.

As henchmen are considered fanatically loyal and are run by the player characters, their loyalty is not affected by their liege’s charisma.

The table shown indicates charisma’s adjustment to standard morale, as well as the maximum number of henchmen that a character can ultimately receive as they gain levels. Remember that an increase in morale is not an improvement, as it indicates the number on 2d6 that must be thrown in order for a non-player character to maintain its will to fight.

Description of Values

Measuring charisma is an effort to quantify the effects the ability stat has upon the reactions of others, their spontaneous treatment of the individual and their overall generosity to award the individual with opportunities and status. Low charisma individuals are met with revulsion and distaste, treated with disdain and usually ostracized or left out of social gatherings and organizations. High charisma individuals are met with liking and interest, are treated as desirable and often rise to positions of authority and trust within organizations.

The increase in charisma from ugly to bewitching compounds benefits that each amount of charisma above that level also enjoys (except where it is superseded by a more rewarding benefit). Creatures are capable of being particularly cruel to individuals of low charisma, whatever they might do; while often awarding those of high charisma more than they really deserve, as they often do little to earn it.

The descriptions below only partly describe player characters. For such persons as those detailed here, it will often take years of commitment to rise through the ranks and be discovered for their charisma. Those with very high charismas, above 14, will be much less common than the dice might imaginably dictate. Some may be born with a 16 or more charisma, but a harsh life, accidents, poor health, disease and other consequences may severely diminish their potential. Only those charismatic who are born at least partly to privilege will remain so long enough to enjoy it. Players, of course, fall into this category. They, too, are unusual, even those whose fathers and mothers were common (though the character background generator adjusts their backgrounds with their charisma).

In large degree, it is suggested that a DM recognize that an extraordinarily beautiful and pleasant person moving about a late medieval or early modern world casually, as a cleric, bard, paladin or druid, would likely be seen as something of a freak. The list below is intended to effect that depiction.


Ugly (3pts)

Reactions to such persons will often be a mixture of repugnance and horror, as ugly persons are generally misshapen, frightful and even ghastly in appearance. Unusual color, a rank odour and outward signs that are suggestive of disease (even if no disease is present) is repellent and produces a strong aversion.

Treatment is harsh, as the ugly character tends to be manic, aggressive, needy and often unable to make themselves clearly understood, often due to the shape of their mouths and their lack of confidence, others will treat them with contempt, disrespect, abuse and verbal derision. Mockery is a common response.

Generosity is utterly lacking for such persons; it is extremely rare that they are given a place or means to make a living, unless it is in some role that is wretched or very unpleasant. They are often the victim of some person who cruelly exploits their dreadful condition. Otherwise, they are often too ugly to even beg, and are thus reduced to scavenging for food. Some are taken in and taught to be assassins ~ the only character class such persons can aspire to be, as no other profession would be moved to train them.


Ill-favoured (4 pts.)

Reactions are often a strong dislike and disinclination to interact with such persons, as the ill-favoured often appear to be physically damaged, demented or mutilated in appearance. Often deathly pale, possessed of straggling hair, off-set eyes or a strong odour, the response is usually abhorrence. However, there is a softening of the appearance occasionally, that will move another person to a sense of pity for the poor creature.

Treatment is inflexible, as the ill-favoured character cannot help their boorish mannerisms, their odd-pitched speech and their corrupt use of language; they are shuffled from place to place, living by handout, forced to feel ashamed for themselves and friendless. But there is little hate; merely callous disregard. As ever, only assassins would train such a person to level status.

Generosity permits very little. They may knock on a door in very poor times. Some will let them find shelter in an airy stable or behind a stoop. No employment would be given; only beggary is available. As before, such persons drift into the orbit of assassins, who look for persons like this with the other necessary characteristics to become heartless killers.


Base (5 pts.)

Reactions possess a hesitation to shun the person, but still to push them along so as to relieve themselves of the person’s unwanted presence. The base individual is vulgar in appearance, unclean, a whiff of odour, while disagreeable in face and posture. While distaste is rare, others will be sharply displeased or dismayed at the individual’s presence, urging them to move on and mind their business elsewhere. This is often said with some sympathy, supported by some small bit of charity … a copper coin or a direction to a proprietor to get the base person a bit of bread.

Treatment includes distaste and an urge to cross the street rather than meet the individual, but not everyone feels that way. There is daily humour at the expense of the person, but it is jovial, not cruel. Others treat the person as “a part” of their community, though from habit rather than warmth.

Generosity allows for open beggary, which even allows the person to be treated with momentary kindness. No other place would be given, except for a modest permission to allow them a permanent shelter, though an unpleasant one. Even now, only assassins would train the person to have a level.


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.