Difference between revisions of "RPG/Charmer"

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Latest revision as of 22:29, 16 July 2025

<< Back to Galactic Facets

Charmer
Specialty Music
Subjects Language, Math, Magic
Faction Castaways Treaty Systems
Level HP MP Special Abilities
1 7 13 Demoralizing Presence -1
2 14 26 Mediate 1, Speech Tactics +1
3 21 39 Wear Down 1, Warning +1
4 28 52 Demoralizing Presence -2
5 35 65 Mediate 2, Speech Tactics +2
6 42 78 Wear Down 2, Warning +2
7 49 91 Demoralizing Presence -3
8 56 104 Mediate 3, Speech Tactics +3
9 63 117 Wear Down 3, Warning +3
10 70 130 Demoralizing Presence -4

Special Abilities

Demoralizing Presence -X: The mere presence of a charmer is enough to reduce the effectiveness of their enemies' support abilities and even hinder their ability to work as a team. By spending 5 MP per turn, a single character who is within vocal range of the charmer, regardless of whether or not they could actually hear that charmer, loses up to X worth of bonuses provided by another character to all their rolls. This cannot reduce a bonus to a negative number, but it may completely cancel out some bonuses. If multiple sources are granting stacking bonuses to that character, the total is only reduced by X once, rather than once for each source, as the ability affects the target themselves rather than sources. This does not affect bonuses granted by spells, as the spell's magic is techincally the source rather than another character, but it does affect many abilities, even if they cost MP. The charmer may split this penalty between multiple targets, but each additional target requires another 5 MP per turn.

Mediate X: X times per encounter, a Charmer may spend 15 MP and their speak action to make a special infatuate action that targets a single character. They may only make one such attempt against any single character, but they may target any character, regardless of their sexuality, and they will be affected as though by an infatuate, with the exception that their allegiance is moral rather than romantic. When the infatuate roll is made, the GM may apply a bonus of up to +5 to the roll if the charmer and its target have similar moral views, or a penalty of up to -5 if the charmer and its target have vastly different moral views. How a charmer gauges their opponent's views is up to the GM and the charmer's own strategy.

Wear Down X: A charmer can attempt distraction attempts multiple times before their targets become used to their varied speaking tactics. The first X distraction attempts of any type do not count towards the cumulative penalty applied to multiple distraction attempts against the same target during an encounter.

Speech Tactics +X: A charmer gains extensive experience in their preferred methods of communication, and this is represented by a +X bonus divided as the charmer chooses between infatuation, infuriation, and intimidation attempts. The division of the bonus is chosen when the charmer gains their level, and cannot be changed until the charmer gains a higher version of this ability, upon which they may completely redistribute the points as they wish.

Warning +X: A charmer may spend their speech action and 10 MP to give a single other character that can hear them a +X bonus to all their oppose rolls for the round.

MSF High RPG
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