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	<id>https://wiki.willtopowergames.com/index.php?action=history&amp;feed=atom&amp;title=Charisma</id>
	<title>Charisma - Revision history</title>
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	<updated>2026-10-12T23:36:50Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.willtopowergames.com/index.php?title=Charisma&amp;diff=851&amp;oldid=prev</id>
		<title>Robyn.Blaber: Created page with &quot;{{Infobox stat | stat                 = Charisma | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3be5461f-3334-4d65-6111-6f8369414b00/wiki#.png | caption              = Charisma is a being&#039;s ability to anticipate another&#039;s preferences and to align their behavior with those preferences. | parent_stat          = Mind | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value           =...&quot;</title>
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		<updated>2026-10-01T18:59:53Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Infobox stat | stat                 = &lt;a href=&quot;/Charisma&quot; title=&quot;Charisma&quot;&gt;Charisma&lt;/a&gt; | image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3be5461f-3334-4d65-6111-6f8369414b00/wiki#.png | caption              = &lt;a href=&quot;/Charisma&quot; title=&quot;Charisma&quot;&gt;Charisma&lt;/a&gt; is a being&amp;#039;s ability to anticipate another&amp;#039;s preferences and to align their behavior with those preferences. | parent_stat          = &lt;a href=&quot;/index.php?title=Mind&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Mind (page does not exist)&quot;&gt;Mind&lt;/a&gt; | child_stats          =  | stat_min             =          -10 | stat_max             =  | base_value           =...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox stat&lt;br /&gt;
| stat                 = [[Charisma]]&lt;br /&gt;
| image                 = https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/3be5461f-3334-4d65-6111-6f8369414b00/wiki#.png&lt;br /&gt;
| caption              = [[Charisma]] is a being&amp;#039;s ability to anticipate another&amp;#039;s preferences and to align their behavior with those preferences.&lt;br /&gt;
| parent_stat          = [[Mind]]&lt;br /&gt;
| child_stats          = &lt;br /&gt;
| stat_min             =          -10&lt;br /&gt;
| stat_max             = &lt;br /&gt;
| base_value           =            0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Charisma]] represents a character&amp;#039;s ability to influence others through personality, communication, confidence, presence, and social awareness. It governs feats of persuasion and personal influence, ranging from delivering a compelling speech to negotiating with a merchant, calming an angry crowd, or convincing a suspicious guard to allow the party to pass. A charismatic character may not always have the best argument, but they have an exceptional ability to make other people listen to it.&lt;br /&gt;
&lt;br /&gt;
[[Charisma]] can affect the outcome of social and rhetorical goals whenever a character&amp;#039;s interaction with other people matters. It may influence a character&amp;#039;s ability to negotiate a better price, secure an agreement, charm someone into cooperating with the party&amp;#039;s plans, inspire allies, deceive an opponent, or make a favorable impression upon strangers. [[Charisma]] is not necessarily beauty or friendliness. A character can be intimidating, commanding, entertaining, charming, diplomatic, or even unsettling and still possess considerable [[Charisma]].&lt;br /&gt;
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== [[Charisma]] Checks ==&lt;br /&gt;
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When performing a feat that relies upon persuasion, personal influence, communication, performance, or social interaction, the GM may ask for a [[Charisma]] Check. A basic [[Charisma]] modifier is zero, but charismatic characters such as [[Bard]]s, [[Borgainaelf]]es, or a [[Borgainaelf]] [[Bard]] may have high [[Charisma]] modifiers even at low levels of [[Power]].&lt;br /&gt;
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A [[Charisma]] Check is performed by rolling a 20-sided die, to which the [[Charisma]] bonus is added, or the [[Charisma]] penalty subtracted. A total roll of 11 or higher indicates success. Extremely difficult tasks may require a higher roll, as determined by the GM. Critical successes occur when the required total is reached or exceeded on a natural 20. This may inspire the GM to sweeten the outcome of the check. Conversely, a natural 1 is an automatic failure, even if the addition of a bonus would otherwise exceed the required roll. This Critical Failure may inspire the GM to impose additional consequences upon the failed feat of [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
Feats of [[Charisma]] are extremely varied and might include impressing a crowd with a song, negotiating lower tariffs at a city gate, convincing a merchant to accept a particular bargain, persuading a reluctant official to grant access, calming an angry person, inspiring allies before a dangerous undertaking, delivering a speech, telling a convincing lie, or intimidating someone into cooperation. &lt;br /&gt;
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[[Charisma]] may also be useful when attempting to establish trust with a stranger, rallying a crowd behind a cause, distracting an opponent through conversation, or turning a hostile negotiation into a productive one. The GM should consider [[Charisma]] whenever the character&amp;#039;s success depends upon getting another person to think, feel, or act differently.&lt;br /&gt;
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== [[Charisma]] Saving Throws ==&lt;br /&gt;
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When something happens to a character that [[Charisma]] alone can mitigate, the GM may call for a [[Charisma]] Saving Throw. The player rolls a 20-sided die and adds their [[Charisma]] modifier to the roll. The resulting total indicates to the GM whether the character resists the effect or is subjected to the calamity requiring [[Charisma]].&lt;br /&gt;
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These kinds of attacks are uncommon but do occur, and often involve spells or powers that attempt to reshape the victim&amp;#039;s personality, confidence, identity, or sense of self. Examples might include:&lt;br /&gt;
&lt;br /&gt;
* Resisting being magically charmed.&lt;br /&gt;
* Resisting a supernatural attempt to inspire irrational devotion to another person or entity.&lt;br /&gt;
* Resisting magical intimidation or an overwhelming supernatural presence.&lt;br /&gt;
* Maintaining one&amp;#039;s sense of identity when confronted by a powerful psychic or spiritual influence.&lt;br /&gt;
* Resisting an effect that attempts to make the character feel worthless, powerless, or insignificant.&lt;br /&gt;
* Maintaining the will to act when a supernatural effect attempts to overwhelm the character with fear or submission.&lt;br /&gt;
* Resisting magical compulsion that conflicts with the character&amp;#039;s sense of self.&lt;br /&gt;
* Rejecting an unnatural influence attempting to turn the character against trusted companions.&lt;br /&gt;
* Maintaining confidence and composure when confronted by a supernatural entity attempting to dominate the character&amp;#039;s personality.&lt;br /&gt;
&lt;br /&gt;
A [[Charisma]] Saving Throw therefore represents more than simply being charming. It is a defense of the character&amp;#039;s sense of self and their ability to assert their own personality when another force attempts to alter it. Where [[Memory]] can reveal that an experience is false and [[Intelligence]] can sometimes determine how an effect works, [[Charisma]] may be what allows the character to say, in effect, No. That is not who I am.&lt;br /&gt;
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== Loss of [[Charisma]] ==&lt;br /&gt;
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A character&amp;#039;s [[Charisma]] may be diminished by disease, curses, special creature attacks, magical effects, psychic assaults, or other conditions that interfere with personality, confidence, presence, or the ability to influence others. A reduction in [[Charisma]] results in a corresponding reduction of the character&amp;#039;s [[Charisma]] modifier and may also cause the loss or suppression of powers that require a minimum [[Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent. A temporary reduction may disappear when the underlying condition has been overcome, while a permanent loss may alter how others respond to the character and make previously natural forms of social interaction considerably more difficult. Permanent losses of [[Charisma]] can be recovered over time by [[Power]]ing Up and converting [[Power]] to [[Charisma]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
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== Related Stats ==&lt;br /&gt;
{{LoreImage|https://imagedelivery.net/TNzzP2IqyQLYoHEs2ZN5aQ/e45cfb21-97c7-4f90-dc15-a2305791ad00/wiki#.png|350px|right}}&lt;br /&gt;
A character&amp;#039;s [[Charisma]] may be diminished by disease, curses, special creature attacks, magical effects, psychic assaults, or other conditions that interfere with personality, confidence, presence, or the ability to influence others. A reduction in [[Charisma]] results in a corresponding reduction of the character&amp;#039;s [[Charisma]] modifier and may also cause the loss or suppression of powers that require a minimum [[Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
The effects may be temporary or permanent. A temporary reduction may disappear when the underlying condition has been overcome, while a permanent loss may alter how others respond to the character and make previously natural forms of social interaction considerably more difficult. Permanent losses of [[Charisma]] can be recovered over time by [[Power]]ing Up and converting [[Power]] to [[Charisma]] in the Player&amp;#039;s Workshop.&lt;br /&gt;
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{{Copyright notice}}&lt;br /&gt;
[[Category:stat]]&lt;/div&gt;</summary>
		<author><name>Robyn.Blaber</name></author>
	</entry>
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