Charisma Perks

Name Rank Charisma Required Level Required Description
Diplomat 1 1 +1 to persuasion checks. When trying and get someone to agree with you, on a failure you can get one immediate reroll for 2 PP.
Diplomat 2 1 3 +1 to persuasion checks. If you win a negotiation you never grant nuaisance to the other side (if applicable).
Diplomat 3 1 9 +1 to persuasion checks. While avoiding conflict you get one additional attempt on a draw.
Diplomat 4 1 18 +1 to persuasion checks. You can speak all languages you have a reasonable chance of knowing, and automatically learn any new language you encounter within 1 week of being exposed to it.
Diplomat 5 1 30 +1 to persuasion checks. Those who would be immune to your non-style charisma perks (such as feint, terrifying presence, etc.) Are now only resistant to such perks, unless they are Mindless in which case they are still immune.
Discerning 1 2 +1 to discernment. You may identify opponents using discernment instead of knowledge.
Discerning 2 2 4 +1 to discernment. You reduce the threshold for appraise checks by 1.
Discerning 3 2 10 +1 to discernment. When you roll a successful read situation/individual against a target while in conversation, you can pick up on the targets emotions.
Discerning 4 2 19 +1 to discernment. When identifying foes you may now identify one property for each hit, and even when you fail to identify a foe you may identify 1 property for every 2 hits.
Discerning 5 2 32 +1 to discernment. When you make a successful detect lie check against a target in conversation you may pick up their surface thoughts.
Bluff Master 1 3 +1 to bluff. Once per round You may feint as a move action. You do not get a free attack but may use your standard action as normal to make an attack. The attack must be made by the end of your turn to benefit from feint.
Bluff Master 2 3 5 You gain a +1 on bluff checks. You reduce the penalty for unusual disguises and outrageous lies by 2.
Bluff Master 3 3 12 +1 to bluff. You may now feint twice a round as a move action.
Bluff Master 4 3 21 +1 ti bluff. You can attempt to resist any ability to read your mind or influence your thoughts. You may use bluff to resist mind effecting and emotion effects.
Bluff Master 5 3 34 +1 to bluff. If you succeed with a net hit while resisting mind effecting or emotion affects with bluff you can trick the opponent into believing he has succeeded. If you win against a mind reading ability you can plant the thoughts you’d like into the one reading your mind.
Bully 1 4 +1 to intimidate. You are so menacing, when you hit with a power attack or combat maneuver you can spend 1 PP to attempt to scare the target you hit.
Bully 2 4 6 + 1 to intimidate. When you threaten people to keep quite on a draw they now do so for 1d6 days, and on net hits they stay quite permenantly.
Bully 3 4 14 +1 to intimidate. You become proficient on saves vs shaken, fear and terror.
Bully 4 4 23 +1 to intimidate. People you threaten no longer resent you.
Bully 5 4 35 You gain immunity to shaken, fear and terror.
Connected 1 5 +1 to contacts.You gather information in the half the amount of time and gather 1 additional unit of information with each successful attempt.
Connected 2 5 8 +1 to contacts. When controlling rumors you roll with proficiency as long as you are doing so in the first 24 hours, even if another person has already spread rumors.
Connected 3 5 18 +1 to contacts. When finding contacts to sell gear to reduve the threshold by 1.
Connected 4 5 27 +1 to contacts. You’re always on the VIP list, or at least know the right name to drop to gain it. When attempting to gain access you reduce the threshold by 1.
Connected 5 5 37 +1 to contacts. When finding contacts to buy gear from you reduce the threshold by 1.
Tycoon 1 6 +1 to barter.
Tycoon 2 6 9 Treat your lifestyle as 1 higher.
Tycoon 3 6 19 +1 to barter.
Tycoon 4 6 29 Treat your lifestyle as 1 higher.
Tycoon 5 6 39 +1 to barter and treat your lifestyle as 1 higher.
Charisma Style 1 7 You gain tier 1 charisma style
Charisma Style 2 7 10 You gain tier 2 charisma style
Charisma Style 3 7 20 You gain tier 3 charisma style
Charisma Style 4 7 30 You gain tier 4 charisma style
Charisma Style 5 7 40 You gain tier 5 charisma style
intervention 1 8 You can assist an ally in his time of need. You cannot encourage an ally more than once per round, and he cannot benefit from intervention for the same task twice (such as an extended test). For 7 AP and 1PP you can make an immediate action to encourage your ally. You can make a diplomacy roll to encourage your allies to action, and each hit adds 1 to the targets skill or accuracy dice pool.
intervention 2 8 11 When using intervention you may now use discernment, to increase an allies DV vs a specific opponent until the end of his turn. You reduce the action point cost of using intervention as an immediatr action by 1.
intervention 3 8 23 When using intervention you may now use bluff on an ally to convince him of his awesomness, and his target may add the hits to a saving throws. You may now use intervention as a standard action. When choosing this option there is no PP cost associated with it.
intervention 4 8 34 You may now use intervention to make an intimidate check, and your ally gets to add your hits to his soak vs an attack. You reduce the action point cost of using intervention as an immediate action by 1.
intervention 5 8 46 You may now expend 1 PP to use intervention as a move action. You reduce the PP cost of using intervention as an immediate action by 1.
Inspirational 1 9 You may inspire you and your allies to action. As a standard action you may inspire your allies to action. It costs 3 PP to start an inspiratian. You may maintain an inspiration each round for 1 PP, you need not spend an action any longet. You gain a sphere of influence of 5 hexes while inspiring, that your allies must be within to benefit from your inspiration. All allies in your sphere (including you) gain a +1 to all DV. Additionally, you can no longer be hurt by your allies attacks. Target’s can only benefit from 1 inspirational at a time.
Inspirational 2 9 12 Your sphere of influence increases to 10 hexes. All allies gain a +1 to armor while in your sphere. You may now choose to start your inspiration as a move action if you desire.
Inspirational 3 9 24 Your sphere of Influence extends 15 hexes. It costs 1 PP less to start an inspiration. Additionally, your allies can no longer be hurt by your attacks.
Inspirational 4 9 36 Your Sphere of influence extends 20 hexes. All allies now gain a +1 to accuracy while in your sphere. You may start inspiration as a free action if toy desire.
Inspirational 5 9 48 Your sphere of influence now extends 25 hexes. It now only costs no PP to maintain inspiration. Your allies in the sphere can no longer hurt each other unintentionally.
Companion 1 10 You gain a companion of a type appropriate to your campaign and character that’s approved by your GM. This companion is a tier 1 mook. He functions in all ways as a Mook but he calculates hit points as a principle. Issuing a command to a companion is a free action, and he continues to follow that command to the best of his abilities until commanded to do something else. You may only have 1 companion from any source. If your companion dies or you just want a new companion you can replace him at the start of the next session at the cost of a level of fatigue and a couple hours in the appropriate setting (such as nature, a machine shop or a tavern). If you gain a companion from another source he gains +1 to DV.
Companion 2 10 13 Your companion becomes a tier 2 mook. If you gain a companion from another source he gains a +1 to armor
Companion 3 10 25 Your companion becomes a tier 3 mook. If you gain a companion from another source he gains a +1 to accuracy. You no longer gain a level of fatigue when getting a new companion.
Companion 4 10 38 Your companion becomes a tier 4 mook. If you gain a companion from another source he gains a +1 to all saves.
Companion 5 10 50 Your companion becomes a tier 5 mook. If you gain a companion from another source he gains a +1 to fortitude

Charisma Perks

BASICS 2.0 underableedingsun