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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