Charm

A character's charm attribute represents their social grace, conversational skill, good looks, and general presence amongst others. A character's charm attribute provides the limit for how many eidolons a character can attune to simultaneously (see Devices). Common uses for charm as a basic check include:
  • Lying and exaggerating in a believable way.
  • Convincing others of the truth, importance, or urgency of something.
  • Social elegance, manners, and expected behaviors.
The charm attribute also provides the following generic actions that all players can take:
Barter • Action
Attempt to haggle with a merchant or otherwise conduct an off-the-cuff business transaction. Make a Charm vs Wits check against a nearby character; if successful, they will grant you a 10% discount on any wares they were already willing to sell. This action can also be used to convince someone to sell something they might not normally have - add 3 difficulty to the check, and if successful, they agree to a sale but at an increased cost of 50% over its normal value. A character cannot be the target of more than one Barter attempt per encounter, and any agreements made will be considered null and void at the end of each encounter.
Distract • Action
Make a distracting noise or motion targeting a nearby character. Make a Charm vs Wits check; if successful, that character suffers +3 Difficulty on all checks they would make that involve noticing another character in the next minute. This will have no effect if the other character is making no attempt to disguise their movements or intentions.
Notes: A character is naturally disguised in low-light situations, heavily crowded areas, or other similar environments that make observation naturally challenging. If no such situations exist, the character must be attempting to sneak or otherwise remain undetected for this to have an effect.
Sleight of Hand • Action
As a fast action, make a Charm vs Wits +1 check; if successful, you manipulate the location of a tiny object from one location to another, both of which must be adjacent to you. This can be used to pick a pocket, conceal or steal an item, etc. The check must be made against any character that might reasonably notice the action - note that the object will be moved regardless of failure, only the detection of the action is in question. If picking a pocket, only the target might notice; if stealing an object from a cart, anyone nearby might notice, but decrease the Difficulty by 2 for anyone who is not adjacent to you or the item.