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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