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===Charm Skills=== ------------------------ ====Disguise==== ACTIVE The ability to pass as someone else. If you just want to be someone besides who you currently are, its a simple Disguise check opposed by a Notice check from anyone who pays you too much attention. If you try to disguise as a specific person, there is a modifier on the roll based on how well you knew that person, and how similar to them you look: :Twin/Doppelganger: +6 :Look similar: +0 :Vaguely similar: -2 :Completely different: -6 :Different size: -4 per size difference :Know them inside out: +2 :Know them well: +0 :Know them in passing: -4 :Never met them: -8 ====Perform [specialize]==== ACTIVE Perform lets you do various acts of entertainment. ====Persuasion==== ACTIVE Persuasion is used to convince people that you are correct, and that they should follow your suggested course of action. Persuasion is rolled against Willpower. Persuasion has modifiers based on how good your point is. :Believable: +2 :Understandable: +2 :Logical: +2 :Something they want to hear: +2 :Something they expect to hear: +2 :Evidence: +4 :Unbelievable: -2 :Incomprehensible: -2 :Logical Fallacy: -2 :Something they don't want to hear: -4 :Something they don't expect to hear: -2 It should be noted this ability can not make them do anything you want them to do. Even if you can convince them you're right, they may not do the suggested action, especially if it is against their interests. ====Tease==== ACTIVE The ability to enrage others by pointing out their flaws and using clever insults. You can tease someone to enrage them. You can spend an action to roll an opposed check against their Willpower roll. If you win, they become Angry towards you. If you beat them by 10 or more, they become Enraged. These effects last for 1 round per point you beat their Willpower by. See Conditions for rules on Angry and Enraged. ====Trick==== ACTIVE The ability to lie or deceive someone. Trick is opposed by Notice. Trick can be used to lie, distract, or feint. Feinting takes an action and an opposed Notice check. If you win, you gain a bonus on your next Attack against that target. This bonus is equal to the amount you beat their Notice check by. If you win by 10 or more, they also become Surprised after your attack, until their next turn. Distracting takes an action and an opposed Notice check. If you win, they lose 1 action during their next turn, or lose a prepared action. If you win by 10 or more, they lose their entire next turn, and become Surprised. See Conditions for rules on Surprised. When lying, Trick has modifiers based on how believable your lie is. :Believable: +2 :Understandable: +2 :Logical: +2 :Something they want to hear: +2 :Something they expect to hear: +2 :Evidence: +4 :Unbelievable: -2 :Incomprehensible: -2 :Logical Fallacy: -2 :Something they don't want to hear: -4 :Something they don't expect to hear: -2 ------------------------
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