Rank 2 (Untrained)
Smooth Disposition [Social Stance]: You act more sociable and open, making it easier to speak to others. You gain a (1 + Your Tier) bonus to checks when using Charm Skill Powers. However, others gain a similar bonus when using Guile Skill Powers on you.
Push Agreement [Social]: You may push an agreement onto one target, if you have an Extended Action (S) to speak to them. Once you have presented an agreement, spent time pressing it during the Extended Action, and they consider agreeing to it, you make a Charm check against a DC of Outcome + Target Level + Commitment + Target Intelligence + Target’s Attitude. This power cannot be used on creatures that are actively trying to fight you.
If you fail to live up to your part of the agreement and the target learns of your violation, they may break the agreement regardless of the time that has passed. They may also break the deal if the perceived Commitment of the task winds up being lower than the actual Commitment, typically achieved by lying to or misleading people. They may attempt to convince you to comply, depending on their temperament and the severity of your violation. In any of these cases, their Attitude towards you drops by at least 1 degree, depending on the severity of your transgression. Using this power more than once on the same creature within a 24-hour period causes their Attitude to permanently drop by 1 degree, before the request is made.
Agreements you push fall into one of four categories depending on its intended outcome: Favorable, Tolerable, Repugnant, or Suicidal. If you wish to push an agreement onto multiple targets, you must make a check for each individual. If both parties accept without pressing or falsehood, no checks are needed. If you know a target is lying about their intent to uphold the agreement, you may push them.
Critical Success: They agree to the deal and feel very positively about it. If the deal is Favorable, their Attitude towards you increases by 2 degrees; if it is Tolerable, it increases by 1. Moderate Success: They agree to the deal and feel good about it. If the deal is Favorable, their Attitude towards you increases by 1 degree. Success: They agree to the deal, and don’t feel strongly about it. Failure: They don’t agree to the deal, but don’t have hard feelings over it. Unless the deal is Repugnant, in which case their Attitude towards you decreases by 1 step, not going beyond Hostile. Moderate Failure: They don’t agree to the deal and are slightly offended. If the deal is Tolerable, their Attitude towards you decreases by 1 step; if it is Repugnant, it decreases by 2, not going beyond Hostile. Critical Failure: They don’t agree to the deal and are pissed off at you. If the deal is Favorable, their Attitude towards you decreases by 1 step; if it is Tolerable, it decreases by 2; if it is Repugnant, it decreases by 3, not going beyond Hostile. |
Agreement Outcome | Example | DC Modifier |
Favorable | The agreement would result in a boon to the target, such as extra resources or status. | +3 |
Tolerable | The agreement has no significant results for the target, such as asking for directions. | +6 |
Repugnant | The agreement would result in harm for the target, such as asking a guard to look the other way while you sneak past. | +9 |
Suicidal 1 | The agreement would result in serious harm or death for the target, such as asking them to hold a briefcase full of exploding Voltorbs. | +12 |
1 – You cannot Push Agreements of this Outcome unless you have the Push Suicidal Agreement power. |
Commitment1 | Example | DC Modifier |
Extreme | The request is nearly impossible to achieve, or is completely against their morals/ethics. | +8 |
Severe | The request is very difficult to achieve, or is slightly against their morals/ethics. | +6 |
Moderate | The request is somewhat difficult to achieve. | +4 |
Minor | The request is easy to achieve. | +2 |
Trivial | The request can be done almost immediately with little to no effort. | +1 |
1 – Commitment is how your target perceives the request to be. If your request happens to involve more Commitment than originally perceived, then the target has cause to break the deal. |
Target Attitude | Example | DC Modifier |
Murderous | Vitriolically hates you and tries to murder you on sight. If forced into conversation, will probably just scream at you. May stalk you, looking for a chance to hurt you. | +4 |
Hostile | Hates you and would probably beat you up if they could get away with it. | +2 |
Suspicious | Dislikes you and would passively frustrate your goals. | +1 |
Indifferent | Has no inclination to help or hinder you. | 0 |
Comfortable | Likes you and would assist if it’s convenient. | -1 |
Friendly | Likes you and would assist just because you asked. | -2 |
Devoted | Is devoted to you and tries to assist without being asked, even if it isn’t particularly helpful. May stalk you, looking for a chance to help you. | -4 |
Rank 3 (Novice)
Improve Person’s Attitude [Social]: As an Extended Action (S), you speak with a creature you can verbally communicate with, or otherwise share an activity with them. If this activity is interrupted, you must start over at a later time. At the end of the action, you make a Charm check with a DC of 3 + Target Level + Target’s Negative Attitude. If you are attempting to improve your standing with multiple targets, you must spend time with and make a check against each individual’s DC. If you succeed in getting a portion of the group to like you, the rest may accept you more readily. You may not retry this check on a creature during the same 24 hour period, but you may use it on someone multiple times over multiple meetings.
If you use this on someone who remembers you in a later encounter, their actual Attitude modifier is replaced by a +2 DC penalty. If you spend a lot of time with someone and get along well with them, no check is needed. If you can tell they are faking their growing rapport with you or aren’t liking you quickly enough, you may use this power. If you mistreat or disappoint someone while their attitude has been changed, they are likely to respond more negatively than before.
You can never bring someone beyond Friendly with this power.
Critical Success: You positively shift their Attitude with you up to 1 step for the next month. Moderate Success: You positively shift their Attitude with you by 1 step for the next week. Success: You positively shift their Attitude with you by 1 step for the next 24 hours. Failure: Their Attitude does not change. Moderate Failure: They take it the wrong way and negatively shift their Attitude by 1 step for the next 24 hours, but no farther than Hostile.Critical Failure: You grievously offend them, negatively shifting their Attitude with you by 1 step permanently. |
Flirt [Social, Charm]: As a Standard Action, you may attempt to charm a target with your wit or good looks. The Base DC for this check is 6 + Target’s Level + Target’s Negative Attitude. If this power is used as an Extended Action (S), replace ‘rounds’ with ‘hours’. If it is used as an Extended Action (L), replace ‘rounds’ with ‘days’.
Critical Success: The target is Charmed for 1 round per 2 points your check exceeded 6 over the DC. Moderate Success: The target is Mesmerized for 1 round plus your Tier. Success: The target is Infatuated for 2 rounds plus your Tier. Failure: The target is not impressed. |
Rank 4 (Adept)
Delay Aggression [Social, Charm]: As a Standard Action, you may try to delay a hostile creature from attacking you and your allies. Make a Charm check with a DC of 3 + Highest Opponent Level + Leader’s Intelligence + Worst Negative Attitude Within Group. You affect members of the group based on your check result, starting with those members of the lowest level first. A creature who has been attacked by you and your allies is immune to this power for the rest of the encounter, although they still count as part of the group for determining the DC of this power.
Affected targets pause their aggression for 2 rounds and will not approach within 10 meters (or come closer if they are already within this distance) or take offensive actions on their turn, although they may take defensive or supporting actions. If you wish to delay them after that point, you must succeed on the opposed check again or give them some other reason not to attack, such that they change their mind on their own. Any obvious attempt at escape or aggressive action automatically ends this effect, leaving the group free to do as they like.
Critical Success: You affect all creatures of a Tier 1 higher than your own. Moderate Success: You affect all creatures of a level no greater than your own. Success: You affect all creatures of a level no greater than yours minus 2. Failure: You affect all creatures of a Tier below you, and only for 1 round. Moderate Failure: You affect no one and probably get attacked. |
Tell Me About Yourself: You know where to find an enemy’s Weak Spot [S]. As a Full Action, you may try to locate it by making a DC 5 + Target’s Level Charm check. This power also works on objects that have Weak Spots [S] (somehow).
Moderate Success: You discover all of your target’s Weak Spot [S], if they have multiple. If that Weak Spot [S] is common to a species (such as Whismur hating Intimidation), then you know that Weak Spot for all members of that species. Success: You discover one of your target’s Weak Spot [S], if they have one. If that Weak Spot [S] is common to a species (such as Whismur hating Intimidation), then you know that Weak Spot [S] for all members of that species. Failure: You do not learn the Weak Spot [S], but may try again. Moderate Failure: You mistakenly identify the wrong spot and are so confident about it that you cannot try again until you encounter that target again after an hour has passed. |
Rank 5 (Expert)
Push Group Agreement: When you use the Push Agreement power, you can try to push it onto a group instead of an individual. This functions as the Push Agreement power, except that the DC instead becomes Highest Opponent Level + Commitment + Leader’s Intelligence + Worst Negative Attitude Within Group. A successful check binds the entire group to the outcome, and will prevent any unconvinced members from trying to sabotage or obstruct the agreement.
Improve Group’s Attitude: When you attempt to Improve Person’s Attitude, you can do so with an entire group rather than an individual. This functions as the Improve Person’s Attitude power, except that the DC instead becomes 5 + Highest Opponent Level + Leader’s Intelligence + Worst Negative Attitude Within Group. A successful check adjusts your rapport with the entire group as indicated in the check results.
Rank 6 (Master)
Purge Aggression [Social, Charm]: When you successfully Delay Aggression, any creature you affect that is a Tier below you ceases any desire to fight you at all. They won’t stand aside and let you do what you like if they have reason not to, but they will resist fighting with you and may stop others on their team from fighting as well.
Push Suicidal Agreement [Social, Charm]: You may push agreements that would result in serious harm or death to a creature. These are still considered Repugnant agreements. If they are a member of a group that you are trying to push the agreement on, the bonus is added to the DC.
Rank 7 (Grandmaster)
Serene Voice: As a Standard Action, you can make a Charm check to suppress [Morale], [Rage], [Confusion], and [Charm] effects on other creatures within a radius of 2 meters per your Charm Rank. Effects that you benefit or suffer from are excluded from this, but otherwise all effects in range are targets of this power, including friendly effects. Each effect has a DC equal to 6 + (Three times the Tier of the status). You make a single check and compare it to each DC to determine if and how well the effect is suppressed.
Critical Success: You dispel the effect completely and the target may not suffer it again for 3 full rounds. Moderate Success: You suppress the effect for this round, and may suppress it for 2 more rounds without another check, provided you spend an Interrupt Action to do so. Success: You suppress the effect in your target for this round. Failure: Nothing happens, but you may try again. Moderate Failure: You cannot attempt to suppress this instance of the effect in the future. |
Rank 8 (Virtuoso)
Purge Enmity [Social, Charm]: When you successfully Purge Aggression, any creature you affect that is a Tier below you has their Attitude shifted positively by one degree, to a maximum of Comfortable. They don’t necessarily become your ally, but may try to convince any remaining hostile members of the group to just let you go about your business. All [Charm] effects you inflict last ten times longer than normal.