Charisma

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Charisma

Knack Tier Prerequisite Cost Roll Effect
Benefit of the Doubt 1 1L Roll Charisma instead of Manipulation when lying.
Unimpeachable Reference 2 Benefit of the Doubt 1L Cha + Emp Allow others who speak in your name to add your successes to their Charisma rolls.
Borrowed Credibility 3 Unimpeachable Reference 3L Cha + Aca Grant others your Epic Charisma successes when they are following your instructions.
Widespread Appeal 2 Benefit of the Doubt 2L Use Benefit of the Doubt on multiple targets.
Blessing of Importance 1 1L Restore one point of someone else’s Willpower.
BFF 2 Blessing of Importance 1L Completely refill someone else’s Willpower pool.
Believe Your Own Press 3 BFF Regain a point of Willpower when giving Willpower to others.
Freeze Out 3 BFF 3L Cha + Com Cause someone to be completely socially ostracized.
Charmer 1 1L Cha + Pre Become charming and difficult to dislike.
Boys Will Be Boys 2 Charmer 1L Cha + Pol Convince others to forgive you for a misdeed.
Crowd Control 2 Charmer 1L + 1W Cha + Pre Calm a large crowd of lower-Legend beings.
Calm the Savage 3 Crowd Control 3L Cha + Emp Calm everyone in your vicinity and prevent conflicts.
Pied Piper 3 Crowd Control 1L + 1W Cause all mortals that see you to follow you.
Divine Figurehead 4 Pied Piper 1L + 1W Cha + Pre Cause everyone in your vicinity to gather around you and begin celebrating.
Snap Out of It 2 Charmer 3L + 1W Cha + Com Temporarily snap others out of mind-altering effects or states.
Engender Love 3 Snap Out of It 3L + 1W Cha + Pre Cause someone to fall instantly and completely in love with you.
Hapless Cool 1 1L Never look bad in front of others, even when making mistakes.
Theme Music 2 Hapless Cool 2L Gain dice equal to your Epic Charisma successes to all rolls as your theme song begins to be played.
Peak Performance 3 Theme Music 1L Perform a feat so impressively that anyone who attempts it after you takes negatives.
Inspirational Figure 1 1L Restore a point of Willpower to listening mortals by making a speech.
Instant Seminar 2 Inspirational Figure 2L Grant temporary ability dots to a mortal.
Paragon of Virtue 3 Instant Seminar 2L Give others one of your virtues by giving a speech.
Natural Leader 2 Inspirational Figure Buy Animal Ken, Art, Command and Presence for half price.
Preach On 2 Inspirational Figure 1L Refill any listening mortals’ Willpower pools by giving a speech.
Attention Please 3 Preach On 2L Cause everyone you can see to hear you perfectly.
Filibuster 3 Preach On 3L Cha + Pre Prevent others from leaving or interrupting you when you are speaking.
Never Say Die 1 When knocked down, restore Willpower equal to the damage you take to your comrades.
Final Countdown 2 Never Say Die 1L Give comrades dice equal to your Epic Charisma successes when you are knocked out.
Custom Knacks
Eminent Likability 2 Charmer Add Charisma dots as dice to your MDV.
Untouchable Presence 3 Eminent Likability Calculate MDV with Epic Charisma successes instead of Legend.

ATTENTION PLEASE

Prerequisite: Preach On
Cost: 2 Legend per use
Dice Pool: None
No matter how noisy, crowded or confusing things might be, everyone hears the Scion with this Knack when she wishes to be heard. Whenever she chooses to spend the requisite cost, everyone within her range of vision (though not necessarily her line of sight – those in a house she could see, for example, would hear her even if they were inside and out of sight) automatically hears her when she speaks for the rest of the scene.

BELIEVE YOUR OWN PRESS

Prerequisite: BFF
Cost: None
Dice Pool: None
The Scion with this Knack is so skilled at bolstering his companions’ spirits and lightening their hearts that he can’t help but feel good about himself in turn. Whenever he uses a Knack that grants Willpower to another person, he may gain one point of Willpower himself as he basks in the contact high of inspiring others.

BENEFIT OF THE DOUBT

Prerequisite: None
Cost: 1 Legend per use
Dice Pool: None
By flashing a smile or letting the force of her personality simply wash over a person, the Scion with this Knack may influence their credulity; as long as she makes a specific effort to encourage someone to believe her, the person in question does their very best to grant her the benefit of the doubt as to whether or not it is true, even if she would reject it from any other, less charismatic source. If the Scion is required to roll to make her story be believed, she may roll Charisma + Empathy instead of Manipulation + Empathy.

BFF

Prerequisite: Blessing of Importance
Cost: 1 Legend per use
Dice Pool: None
No stranger to socializing, the Scion with this Knack is simply so engaging and enjoyable to be around that the very act of treating someone else like a friend bolsters them, making them feel better by association. By speaking a kind word, acting chummy, or otherwise treating someone else as a comrade, the Scion may refill their entire Willpower pool as their self-worth experiences a temporary boost. If he chooses to use this power on a mortal, the Scion may additionally grant them an extra point of Willpower past their usual maximum, which remains until spent; once the mortal has spent all his or her Willpower points, they are automatically refilled one more time by the lingering effects of the Scion’s goodwill. This Knack may only be used on a single target once per day.

BLESSING OF IMPORTANCE

Prerequisite: None
Cost: 1 Legend per use
Dice Pool: None
By reminding a target of their importance in the overall scheme of things, the Scion with this Knack may bolster flagging spirits and bring renewed determination to his allies. By spending the requisite cost and giving his subject a compliment or miniature pep talk, he may restore a number of their Willpower points equal to his number of Epic Charisma dots; if he chooses to bestow this largesse upon a mortal, the lucky recipient regains his or her entire Willpower pool, buoyed by divine encouragement. This Knack may only be used on a single target once per day.

BORROWED CREDIBILITY

Prerequisite: Unimpeachable Reference
Cost: 3 Legend per use
Dice Pool: Charisma + Academics
Sometimes the best way to convince someone of something is to let someone else do it. If the Scion with this Knack wishes to let someone else take center stage – whether to give them their moment in the sun, avoid undue notice herself, or even put them on the spot for any potential backlash – she may choose to temporarily lend them her own charismatic flair, giving them her godly force of engaging personality for any social rolls they attempt. She must instruct her target in exactly how she wishes for them to speak or behave in a given situation; she might explain how to convince castle guards to let them inside, or how to behave at tea with the queen. Once she has done so, for a number of days equal to the Scion’s successes, her target may add the Scion’s automatic successes from Epic Charisma instead of their own to all non-activation Charisma rolls he or she makes that follow the Scion’s instructions. Should the target attempt to use this Knack’s power in a situation not specifically covered by the Scion’s instructions, or in an attempt to intentionally work against the Scion in some way, it does not work and he or she finds that only his or her natural Charisma is at work.

BOYS WILL BE BOYS

Prerequisite: Charmer
Cost: 1+ Legend per use
Dice Pool: Charisma + Politics
It’s impossible to remain angry with the Scion who possesses this Knack; he simply won’t let you. By spending the requisite point of Legend and making some disingenuous comment, gesture, or even just a cheeky grin, the Scion communicates that sometimes these things just happen, and convinces those faced with him to laugh it off without the anger or need to pursue consequences they might normally feel, letting him get off scot-free (or at least with minimal punishment) for even the most rambunctious of misbehavior. Those whose family members or close friends the Scion has outright injured or otherwise hurt may gain bonuses when rolling to resist this power. Though convincing those without a Legend rating is a simple matter of a single point of Legend, averting the wrath of more powerful creatures is more difficult, and requires the Scion to spend an amount of Legend equal to half his Epic Charisma dots when he uses this Knack.

CALM THE SAVAGE

Prerequisite: Crowd Control
Cost: 3 Legend per use
Dice Pool: Charisma + Empathy
The Scion with this Knack has a presence so powerful that it may calm the most ferocious of creatures and give the most determined of heroes pause when she decides to exercise it. Once this power is activated, the Scion’s influence extends around her in every direction for a distance equal to five times her total number of Epic Charisma dots in yards, and anyone within that radius will find it next to impossible to take aggressive action or even to insult another person or idea. Those affected may spend a point of Willpower once per minute in order to add successes to an extended resistance roll against the Scion’s successes in an attempt to shake off the knack’s effects.

CHARMER

Prerequisite: None
Cost: 1 Legend per scene
Dice Pool: Charisma + Presence
The Scion with this Knack can simply turn on the charm, enhancing his friendly and enjoyable presence immensely. Those interacting with him are inclined to treat him fondly and help him if they are able, though they will not act in a manner dangerous or uncomfortable for themselves. Friends become his devoted allies, neutral parties become bosom companions, and even enemies are inclined to look on him with an unprejudiced eye. If at any point the Scion injures someone else while using this Knack, all those who witness his action may immediately make another resistance roll as they may be shocked into breaking free of his influence. At the end of the Scene, the Scion’s increased likeability fades and any repressed emotions in those nearby surge back at full intensity.

CROWD CONTROL

Prerequisite: Charmer
Cost: 1 Legend and 1 Willpower per scene
Dice Pool: Charisma + Presence
By speaking a few soothing phrases or just letting herself be a calming presence in the scene, the Scion with this Knack may calm the hysteria of others. After spending the requisite cost, she may calm a large group of people from the heights of panic or violent mob-mentality, returning them to normalcy and reason; she may affect up to three people for every success she gains on a Charisma + Presence roll. Should another Scion attempt to seize control of the crowd’s emotions with an opposing power, the two must make an opposed Charisma + Presence roll. The Scion may only use this Knack on beings of Legend less than or equal to half her own (rounded up).

DIVINE FIGUREHEAD

Prerequisite: Pied Piper
Cost: 1 Legend and 1 Willpower per use
Dice Pool: Charisma + Presence
Exuding divine charisma from his very pores, the Scion with this Knack may cause an instant party, riot, rave, or event to spring up around him. Everyone within his general area is susceptible to suddenly deciding to initiate an event or celebration around him, abandoning whatever else they might have been doing, unaware that this is anything but their own idea. Mortals fall instantly and completely under the Scion’s spell, while even divine beings must resist or find themselves equally swept up (and even those who do resist still feel an inclination to find the Scion and participate, though they are no longer forced to do so). The revelry continues for a number of days equal to the Scion’s Charisma; during this time, no one involved need rest, but when the sun rises and his spell is broken all involved become immediately exhausted from the effort.

ENGENDER LOVE

Prerequisite: Snap Out of It
Cost: 3 Legend and 1 Willpower per use
Dice Pool: Charisma + Presence
Now able to tug on her target’s very heartstrings, the Scion with this Knack may literally cause others to fall in love with her. If she successfully overcomes her target’s resistance, they fall instantly, hopelessly, and completely in love with her for a number of days equal to her threshold successes. The target retains free will and may act on his or her own for the duration, but will still do his or her best to make the Scion happy and earn his or her love (possibly even via violent means); after the allotted time has run out, they will instantly return to whatever emotion they felt toward the Scion before this Knack was used, and will retain full knowledge and memory of the time while they were under her sway.

FILIBUSTER

Prerequisite: Preach On
Cost: 3 Legend per use
Dice Pool: Charisma + Presence
As any good politician knows, just saying what you want to say is half the battle, and the Scion with this Knack always has that down pat. As long as she does not pause in her speech for more than give seconds, she may speak without interruption for as long as she wishes, making truly epic speeches, tirades, and declarations possible. Anyone wishing to interrupt her in any manner, including leaving before the speech has concluded, must spend one point of Willpower and make a contested roll against the Scion’s successes. Any being within earshot of the acting Scion may make this roll reflexively at the beginning of the speech.

FINAL COUNTDOWN

Prerequisite: Never Say Die
Cost: 1 Legend per use
Dice Pool: None
Sometimes encouragement just isn’t quite enough. The Scion with this Knack knows how to turn defeat into victory, and exercises his charismatic abilities to aid his fellow warriors just when the going gets tough. Any time that the Scion is about to lose consciousness and uses Never Say Die, he may also spend the Legend cost for Final Countdown in order to give any others in the scene a number of bonus dice for their next action equal to his Epic Charisma auto-successes.

FREEZE OUT

Prerequisite: BFF
Cost: 3 Legend per use
Dice Pool: Charisma + Command
Just as a Scion with Epic Charisma can cause those around him to be haplessly enraptured by his charm, so too can he wield that social influence against others with a thought. By spending the requisite Legend cost and making a dismissive gesture, mouthing an insult, or even simply snubbing a person, the Scion with this Knack ensures that they will be totally socially ostracized for a number of days equal to his threshold successes (his target resists with an opposed Charisma + Command roll). If the unfortunate target is an important figure or leader, he will suddenly find his people less cooperative and his ranks full of gossip and disrespect; if he’s just some schmuck on the street, he’ll find himself outright shunned and reviled wherever he goes.

HAPLESS COOL

Prerequisite: None
Cost: 1 Legend per scene
Dice Pool: None
No matter what the Scion does or how many things he fails at, if he has this Knack he maintains an aura of cool suavity. He may also activate this power reflexively if the he wishes to mitigate the social effects of a mistake or accident when it happens.

INSPIRATIONAL FIGURE

Prerequisite: None
Cost: 1 Legend per use
Dice Pool: None
By giving a short inspirational speech or encouraging monologue, the Scion with this Knack may fill her listeners with a renewed sense of hope and purpose. Any mortal she wishes who is actively listening to her recitation regains one point of Willpower (though this may not increase anyone’s Willpower pool past their usual maximum); listeners must also be able to speak the same language or otherwise understand the Scion’s speech in order to benefit from it.

INSTANT SEMINAR

Prerequisite: Inspirational Figure
Cost: 2 Legend per use
Dice Pool: None
The Scion with this Knack is so inspiring that he fills others with the urge to learn from his example, making him an excellent teacher while he remains with his pupil. By giving a short explanation, he may impart one of his abilities to as many mortal students in his area as he wishes for the remainder of the scene, in place of their own prowess in that skill; at Hero level, he may impart three dots of an ability, whereas at Demigod he may share five and at God he may bestow a full seven. He can only provide additional knowledge if he has it; students who are already more skilled than the Scion in a given ability cannot gain any new knowledge from this Knack.

NATURAL LEADER

Prerequisite: Inspirational Figure
Cost: None
Dice Pool: None
Some people are simply born gifted leaders of men, and the Scion with this Knack knows instinctively what to say, when to say it, and how to use it to the best effect. The experience cost for her to learn the Animal Ken, Art, Command, and Presence abilities is halved.

NEVER SAY DIE

Prerequisite: None
Cost: None
Dice Pool: None
The Scion with this Knack knows how to keep his comrades going even when things look grim; by giving them an encouraging smile, gesture, or shout just when he has been knocked off his feet, he keeps their morale up, restoring a number of points of Willpower equal to the damage he has just taken to any comrades within range. He may use this power only once per scene, when he has been struck in combat and knocked down, and he may not give anyone Willpower beyond their normal maximum, but he may use it as often as these conditions are met, and may even activate it reflexively as he is knocked unconscious.

PARAGON OF VIRTUE

Prerequisite: Instant Seminar
Cost: 2 Legend per use
Dice Pool: None
By giving a short spiel or rousing speech on one of her Virtues, the Scion with this Knack may cause others to feel it as well, encouraging them to follow her in her course of action. Any mortals listening when she activates this Knack immediately gain her full pool of the Virtue in question for the rest of the scene, while beings with a Legend rating gain one point in the Virtue, whether or not they would normally possess it.

PEAK PERFORMANCE

Prerequisite: Theme Music
Cost: 1 Legend per use
The Scion with this Knack is so impressive that it is nearly impossible to compete with him when it comes to showmanship. Whenever he chooses to spend the requisite point of Legend, the Scion may perform an action that is so impressively executed that anyone else who saw him do it suffers from extreme insecurity when attempting to do the same thing afterward, losing a number of successes from their attempts to do so equal to the difference between the Scion’s Epic Charisma successes and their own as they realize that the Scion’s action was so magnificent that they couldn’t possibly measure up. This only applies to the specific action in question (i.e., the lifting of a particular rock, not the lifting of all rocks everywhere), and this Knack may only be used in non-combat situations; competitions, speeches, or the creation of art, for example, are all perfect arenas in which the Scion may demonstrate his effortless superiority.

PIED PIPER

Prerequisite: Crowd Control
Cost: 1 Legend + 1 Willpower per use
Dice Pool: None
Like the legendary figure from which this Knack takes its name, a Scion that possesses it is catnip to mortals, amassing an adoring following over a short period of time once he has activated it. Mortals that see him (in person; this Knack does not work remotely) will instantly abandon what they are doing and follow him happily wherever he goes for a number of days equal to his Charisma (though they will not put themselves in harm’s way); they require no rest while doing so, but once the Scion’s influence wears off they become exhausted by their exertions. This Knack always ends exactly at sunrise.

PREACH ON

Prerequisite: Inspirational Figure
Cost: 1 Legend per use
Dice Pool: None
The Scion with this Knack surpasses even the most skilled of mortal orators, able to fill her listeners with renewed purpose and brimming verve. By giving a speech of a suitably heroic nature and spending the requisite Legend cost, she may restore the full Willpower pool of any listening mortals, as well as granting them one additional point of Willpower above their usual maximum, which remains until it is spent.

SNAP OUT OF IT

Prerequisite: Charmer
Cost: 3 Legend and 1 willpower per use
Dice Pool: Charisma + Command
When things look darkest and his comrades have been overwhelmed by supernatural forces, the Scion with this Knack can get them back on their feet, inspiring them to drag themselves back into action for a little while just for him. By performing some action to capture his target’s attention (slapping, shaking or just screaming, “Pull yourself together, man!”) and spending the requisite cost, the Scion may attempt to snap his target out of any mental or social power that is currently rendering them inactive. If he overcomes the successes scored by the user of the power with his own, his target immediately gains a number of ticks of action equal to his threshold successes (they may act immediately on the first tick that the Scion breaks them out of it), after which, if the power is still in effect, they are unable to go on in spite of the Scion’s help and succumb to it again. The Scion may only use this Knack to snap others out of effects that render them inactive; he can temporarily restore sense to someone afflicted with Crawling Chaos, but he cannot stop someone suffering from Engender Love from continuing in their devotion to the object of their affections.

THEME MUSIC

Prerequisite: Hapless Cool
Cost: 2 Legend per scene
Dice Pool: None
Some people are just so pervasive that when you hear a certain song, you instantly think of them. The Scion with this Knack is one of those people, and there is a specific song that is associated with her that just seems to pop up anywhere she goes. If there is a radio, chamber orchestra, elevator loudspeaker, or any other music-playing agency nearby, the Scion may spend the Legend cost to cause it to start playing her chosen song, which will continue playing in a loop until she wishes it to stop. While the song is playing, the Scion may add her auto-successes from Charisma as extra dice to all Charisma, Manipulation or Appearance rolls, and, should she attempt a stunt that is thematically appropriate to the song playing, that stunt will receive double its normal number of bonus dice. Due to the constant reminder of the Scion’s divine (or just really awesome) presence, however, all Fatebinding rolls pertaining to her will be at a difficulty of -1 while the song is playing.

Changing one’s theme music is extremely difficult, so Scions are advised to think carefully on their choice; once chosen, the song can only be changed when more Fatebound people or worshipers of the Scion associate the new song with her than the old one, at which point she may spend 5 points of Legend to make the change permanent. However, this knack may be purchased more than once, so it is possible for a Scion to have several different theme songs to choose from.

UNIMPEACHABLE REFERENCE

Prerequisite: Benefit of the Doubt
Cost: 1 Legend per use
Dice Pool: Charisma + Command
Instead of taking point for every problem, the Scion with this Knack may step back and let someone else do the talking for a change, surreptitiously lending them his support. By spending the requisite cost, he may impart to a target the ability to use his own formidable Charisma for a number of days equal to his successes, temporarily giving them his own power to encourage credulity in others. In order to ensure that his target is believed, the Scion must either personally vouch for him in the presence of the person he wishes to convince or otherwise give him some recognizable token to show that he comes in the Scion’s name; thereafter, the target may at any time invoke the Scion to use his successes from Epic Charisma instead of her own when making non-activation Charisma rolls to specifically carry out the Scion’s orders or acting in his interests. The target must spend one point of Willpower each time he or she calls upon the Scion’s Charisma in this way.

WIDESPREAD APPEAL

Prerequisite: Benefit of the Doubt
Cost: 2 Legend per use
Dice Pool: None
The Scion with this Knack is so effortlessly likeable, impressive or intimidating that she evokes an instant mob mentality in those around her, allowing her to treat them as a single being, united in their awe of her. She may spend the requisite cost to attempt to convince any number of people in a single scene of something as if using the Benefit of the Doubt Knack on each one.

EMINENT LIKABILITY

Prerequisite: Charmer
Cost: None
Dice Pool: None
The best defense is a good offense. This Scion’s force of personality is so strong that anyone who attempts to exert influence over him has to first work through the influence he has on them. He may add his dots in Charisma to his MDV. This Knack may only stack with two other Tier 2 resistance Knacks.

UNTOUCHABLE PRESENCE

Prerequisite: Eminent Likability
Cost: None
Dice Pool: None
Even the most convicted or begrudging of Gods or Titan-kin are unable to help the healthy respect they have for the Scion’s utter strength of self and personhood. She may use her automatic successes in Epic Charisma instead of Legend when calculating MDV. This Knack does not stack with Weaver of Webs, Disorienting Countenance, Audit Self, Parapet of the Mind, or Crazy Like a Fox.

Charisma

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