Charm

Charm is a measure of a character’s knack for impressing people and swaying their reactions. The acting character’s attitude is key in distinguishing between this and other types of Interaction skills. Charm requires the Acolyte to assume a non-hostile attitude and not make any explicit or implicit threats. Instead, the character’s persuasive efforts are dependent upon perceived generosity and good intentions. Such an approach may be completely foreign to some Acolytes, who find persuasion more appealing when matched with force or logic. Others, particularly those who come from luxury or who are masters of manipulation, might use this as their favoured approach to all problems. Often, bonuses or penalties can result from a character’s appearance and style of dress. Refer to Chapter VIII: Narrative Tools for more information on social interaction

Special uses for charm
When Charm is used against an opponent (such as to change his mood) it is an Opposed test (see page 24). Charm is opposed by Willpower

When to use Charm as a GM
The GM can call on a player to use the Charm skill when they want to make someone like them for whatever reason, they would like to distract someone by drawing their focus away from others, or they are gathering information from locals/strangers. Some example modifiers include
 * +30: Subject is already very friendly or loyal, or the character is obviously harmless.


 * +20: Subject is friendly or the character adds incentive such as a bribe.
 * +10: Subject is naturally talkative or the character is of a favoured gender or social class.


 * +0: Subject is ambivalent to the character, or has no prior reason to do what the character suggests.


 * –10: Subject does not want to be bothered or the character is clearly being rude or aggressive.


 * –20: Subject is suspicious of the character or the character is heavily and visibly armed.


 * –30: Subject is actively hostile or the character has previously wronged the subject.