Charisma Skills
Beg
Bluff
Brainwash
Bribe
Charm
Clowning
Diplomacy
Disguise
Etiquette
Fast Talk
Gaming
Gather Info
Interrogate
Intimidate
Sing
Beg - This proficiency serves two functions. First it allows the character to pose convincingly as a beggar; success is automatic, so no proficiency check needs to be made. This function is used most by Assassins, Bounty Hunters and Spies in the pursuit of their assignments. A character can also use begging to procure a very minimal daily income. Success requires first that there be people to beg from—people with money to give. A character in an abandoned castle or a recently pillaged village are virtually assured of failure. Impoverished regions might have greater negative modifiers—but then, so might affluent areas with traditions of stinginess.
Bluff - Bluff is the skill of making the outlandish seem credible. It covers acting, trickery and subterfuge. Favourable and unfavourable circumstances weigh heavily on the outcome of a bluff. 2 circumstances can affect the character: the bluff is hard to believe, or the action the target is asked to take goes against his self interest, nature, personality, orders or the like. A successful bluff indicates that the target reacts as desired for a short time or believes what the character wanted him to believe. Bluff can also be used to mislead an opponent in melee combat so he cant dodge the next attack.
Brainwash - This is the ability to subvert the will of another being to obey and believe whatever the character wishes him to believe. This involves wearing down the victim's WIS and can take weeks.
Bribe - Bribery is an act usually implying money or gift given that alters the behaviour of the recipient in ways not consistent with the duties of that person or in breach of law. Bribery constitutes a crime and is defined as the offering, giving, receiving, or soliciting of any item of value to influence the actions of an official or other person in discharge of a public or legal duty. The bribe is the gift bestowed to influence the recipient's conduct. It may be any money, good, right in action, property, preferment, privilege, emolument, object of value, advantage, or merely a promise or undertaking to induce or influence the action, vote, or influence of a person in an official or public capacity. One must be careful of differing social and cultural norms. Expectations of when a monetary transaction is appropriate can differ from place to place. Tipping for example, is considered bribery in some societies, while in others the two concepts may be interchangeable. Characters know who to bribe, what to offer and how to go about it.
Charm - A character uses this skill to persuade an NPC to do something that isn't in the NPC's best interest. It can involve reasoned argument and false logic, or simply throwing a verbal smoke screen to get the target to hesitate. Sometimes it can take the form of a bargain but often the character has no intention of fulfilling his/her part of the bargain. Note: You can not make an NPC do something that is against their alignment. When a character makes a Charm attempt, determine a difficulty number for the attempt, depending on how likely the target is to believe the player character (all penalties are cumulative). You can use the number rolled as an indication of the degree of success; if it's much higher than the victims (at least twice as much), the victim may volunteer additional help, and may never realize he/she has been had. If it's close, the victim may do as asked, then realize he she has been duped as the player character walks away.
Clowning - The character is skilled in visual humour, slapstick and crude jokes. They can also tell amusing stories, anecdotes and jokes. The medieval equivalent is more than just a teller of jokes. The jester literally “play the fool,” in that the object is to make oneself look like an idiot. On a physical level this involves being able to trip over their own feet, look incredibly clumsy, and take pratfalls (all without seriously injuring oneself.) The jests themselves are verbal jokes, part of conversations that a jester may have with himself, or with others (usually while pretending to be someone else.) The idea is to always have the humour on two levels, the overt funny stuff that even the most ignorant observer will find funny, and a more sophisticated, biting, sardonic humour that only those in the know will understand. Jesters also know how to create jokes, put together comedy scenes, and assemble “situation” comedies. Traditionally jesters wear foppish clothing that is a mix of mismatched colours and patterns. Most successful jesters are considered to be wise counselors, and are respected for being the only member of a court who can tell the monarch that he is acting like an idiot without getting himself beaten, killed or imprisoned. This is usually done by playacting at being monarch and exaggerating any foolish or wrongheaded moves or decisions (while funny, this is not usually done in public, but privately).
Diplomacy - The character is skilled in dealing with people, from etiquette and social graces to a way with words and public speaking. In negotiations participants roll opposed diplomacy checks and the winner gains the advantage. This can also be used to resolve situations when 2 advocates plead opposite cases in a hearing before a third party. Changing others' attitudes with diplomacy takes at least one full minute. Use this skill to ask the local baron or ambassador for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren't supposed to be.
Disguise - The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight, and race. A successful proficiency check indicates that the disguise is successful, while a failed roll means the attempt was too obvious in some way. The character can also disguise himself as a member of another race. In this case a -7 penalty is applied to the proficiency check. The character may also attempt to disguise himself as a specific person with a -10 penalty to the proficiency check. These modifiers are cumulative.
Etiquette - This proficiency gives the character a basic understanding of the proper forms of behaviour and address required in many different situations especially those involving nobility and persons of rank. Thus the character will know the correct title to use when addressing a duke, the proper steps of ceremony to greet visiting diplomats, gestures to avoid in the presence of dwarves, etc. For extremely unusual occurrences a proficiency check must be made for the character to know the proper etiquette for the situation (an imperial visit, for example, is a sufficiently rare event). However, having the character know what is correct and actually do what is correct are two different matters. The encounters must still be role-played by the character. Knowledge of etiquette does not give the character protection from a gaffe or faux pas; many people who know the correct thing still manage to do the exact opposite.
Fast Talk - Fast-talk is the art of distraction and conning. If a successful proficiency check is made the fast-talker is able to get away with whatever scam he is attempting. He gains +1 to his roll for every 1 point the victim's INT is below 10. However he is -1 for every 1 point the victim's INT is over 15. The DM may also introduce modifiers according to the difficulty or plausibility of what the character is attempting. Targets of Intelligence 3 or less are so dim that attempts to fast-talk them fail automatically because they can't follow what's being said. This allows a character to gain time by rambling nonsensically. Victims stand dumbfounded, wondering whether the player is insane, drunk or nuts.
Gaming - The character knows most common games of chance and skill, including cards, dice, bones, draughts, and chess. When playing a game, the character may either play out the actual game or make a proficiency check, with success indicating victory. If two proficient characters play each other, the one with the highest successful die roll wins. A character with gaming proficiency can also attempt to cheat, thus gaining a +1 bonus to his success chance. If the proficiency check for the game is 17 or above, however, the character has been caught cheating.
Gather Info - This proficiency represents the ability to make contacts, collect gossip and rumours, question informants and otherwise get information from people. A character with this proficiency in appropriate circumstances will be aware of any major rumours circulating among the lowlife of an area; and with a successful proficiency check specific information about a person or place can be gathered (the GM must decide how specific the information is).
Interrogate - This skill includes training in the questioning of prisoners, captives and informers, and the assessment of that information.
Intimidate - This is a talent for bending people to your will by scaring the living daylights out of them. NPCs who are intimidated are quite likely to do what they're told out of fear. On the negative side they are also very likely to harbour much resentment against the character that intimidates them. The NPCs will keep their resentment hidden—until the first chance to avenge their pride arises. If successful the NPC is convinced that the character is ready and capable of making his life miserable—if not immediately, then in the near future.
Sing - The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living. No proficiency check is required to sing. The character can also create choral works on a successful proficiency check.
| Skills | Charisma | Constitution | Dexterity |
| Intelligence | Strength | Wisdom |