Difference between revisions of "Charmer"

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*Charmers automatically get a 4 skill rating in [[Performing]] and start with a [[Brewing]] skill of 1.
 
*Charmers automatically get a 4 skill rating in [[Performing]] and start with a [[Brewing]] skill of 1.
 
*They also get 3 non-combat actions and 2 combat actions per turn during combat.  
 
*They also get 3 non-combat actions and 2 combat actions per turn during combat.  
*Charmers also have a bonus in upgrading [[Mental Resilience]] at a cost of 1000 [[Experience Points]] for 1 mental resilience point.
+
*can upgrade [[Toxic Resistance]] at a cost of 1000 [[Experience Points]] for 1 toxic resistance point.

Revision as of 05:12, 31 December 2020

Charmer icon.png

When all you have is a hammer, every problem resembles a nail. Killing and stealing will only get you so far. Some problems require a little more finesse. Enter the Charmer. These people excel at interpersonal relationships. Negotiating the best deal is the ultimate goal for the Charmer. Forging alliances and gaining access to valuable resources that were previously unavailable is why having a Charmer on your team is so important. They believe the key to survival is wheeling and dealing. These people are masters at the art of persuasion, and for situations where a delicate hand is required, the Charmer can deliver.

Base Traits

If you choose to go with a ready-made character of the Charmer Archetype, the base trait stats are as follows:

  • Aptitude - 6
  • Charisma - 7
  • Dexterity - 4
  • Perception - 6
  • Fortitude - 5
  • Strength - 5

Charmer Bonuses

  • Charmers automatically get a 4 skill rating in Performing and start with a Brewing skill of 1.
  • They also get 3 non-combat actions and 2 combat actions per turn during combat.
  • can upgrade Toxic Resistance at a cost of 1000 Experience Points for 1 toxic resistance point.