Charisma Charisma is split into the subabilities of Leadership , which measures forcefulness of personality and how willing others are to follow the character’s lead, and Appearance , which gauges physical attractiveness, presence, and poise. Leon decides his character will have these Leadership and Appearance scores:

Strength 16
Intelligence 12
Stamina 15
Reason 11
Muscle 17
Knowledge 13
Dexterity 14
Wisdom 8
Aim 12
Intuition 10
Balance 16
Willpower 6
Constitution 12
Charisma 11
Health 12
Leadership 10
Fitness 12
Appearance 12

Leadership

A character with a high Leadership often may be a group’s leader, or at least its spokesman. Generals and those who can calm or incite a mob with a few words all have good Leadership scores.

Table 12: Leadership


Leadership
Loyalty
# of

Score
Base
Henchmen

3
–6
1

4
–5
1

5
–4
2

6
–3
2

7
–2
3

8
–1
3

9–11
0
4

12–13
0
5

14
+1
6

15
+3
7

16
+4
8

17
+6
10

18
+8
15

19
+10
20

20
+12
25

21
+14
30

22
+16
35

23
+18
40

24
+20
45

25
+20
50

Loyalty Base: This modifier is applied to henchmen’s loyalty scores (see the Dungeon Master® Guide). This modifier can be crucial during battles, where good morale is vital.

Max. # of Henchmen: This is the maximum number of permanent allies and retainers a character can attract. This does not affect the number of hirelings, mercenaries, or other servitors a character can have.

Proficiencies: This score is used as the base number for such nonweapon proficiencies as gaming and disguise.

Appearance

This determines the physical presence and attractiveness of the character. A character with a high Appearance score would be handsome or beautiful, perhaps even famous for outstanding looks (such as Helen of Troy).

Table 13: Appearance


Appearance
Reaction

Score
Adjustment

3
–5

4
–4

5
–3

6
–2

7
–1

8–12
0

13
+1

14
+2

15
+3

16
+5

17
+6

18
+7

19
+8

20
+9

21
+10

22
+11

23
+12

24
+13

25
+14

Reaction Adjustment: This number modifies the Reaction Roll made when a character interacts with NPCs and intelligent creatures for the first time (see the DMG). Obnoxious behavior can negate bonuses for a high Appearance score, just as solicitous manners can overcome a weakness.

Proficiencies: This score acts as the base number for proficiencies such as dancing and etiquette.

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