Charmer

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The Charmer is one of six core Archetypes in the Rainwall system. Charmers are best at persuasion and negotiating. They love people, and like being the center of attention. They are salesmen. They operate best with high Charisma and Social Influence scores. The three sub-types for the Charmer are Ambassador, Courtesan, and Priest.

Description

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.

Charmer Sub-Types

  • Ambassador - The Ambassador is a skilled negotiator. They prefer to solve problems through reason and persuasion, and can mediate with the best of them. They know how to form and leverage alliances to bring everyone closer to a mutually-beneficial agreement.
  • Courtesan (or Courtier) - The Courtesan/Courtier is a master at court intrigue. They operate best when blending in with high society, and are capable of holding the attention of anyone. They are captivating, cultivated, and savvy.
  • Priest (or Priestess) - The Priest/Priestess understands that the world will always need the comfort of a higher power, and they are just the person to act as go-between. They are both charismatic and wise, and they seem to know just how to attract a following.

Base Traits

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

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.
  • can upgrade Influence skills at a cost of 2000 XP for 1 skill point.

Charmer Tricks

The following Archetype Tricks are available only to Charmers.

  1. Angelic Appeal - other people will only attack the Charmer after another in their party has been attacked first
  2. Drunken Master - allows them to reap the full benefits of alcoholic consumables while limiting the negative effects by 1
  3. Lullaby - can sing a single person to sleep except during combat
  4. Pants on Fire - +2 Luck points toward any rolls while attempting to lie or bluff
  5. Rapid Fire - can fire off 2 arrows for 1 Action Point
  6. Recruiter - +1 Luck point toward any rolls while attempting to hire goons
  7. Rock Star Confidence - +1 Luck point toward any rolls while Performing
  8. Roll Cameras - +1 Charisma score while Acting in situations where getting caught would result in a high likelihood of death
  9. Sex Machine - +1 Luck point toward any rolls while seducing
  10. Yield to Me - +2 Luck points toward any rolls while attempting to persuade enemy combatants to surrender