Mega-Charisma
Mega-Charisma represents the ultimate in personal charm
and appeal. A nova with this Mega-Attribute exudes such self-confidence, poise
and charm that she can win over just about anybody. Other people want to
like and to please her, and they do.
Characters with Mega-Charisma are naturally at home in
social situations. They carry themselves so well that they are the life of any
party. They are bon vivants par excellence; even if
they don't really feel like being at a party, they're able to mask their
feelings and seem extremely amicable to one and all.
• Stupendous: Even your worst enemies find you likable.
•• Amazing: You could spill food and drink all over
yourself and still seem elegant.
••• Incredible: Not even a tornado can ruffle your
feathers; even in the most trying situations you are poised and charming.
•••• Spectacular: Bitter, lifelong enemies will make
peace just to be able to spend time with you.
••••• Godlike: Even alien races find you fascinating and
personable.
Mega-Charisma
Enhancements
Enhancements that characters with Mega-Charisma may learn
or purchase include:
Commanding Presence
A nova with this enhancement is a born leader. When he
gives an order, people obey right away — even if it exposes them to harm. Even
when they are away from him, people remember his words and try their best to
fulfill his orders and live up to his example.
System: The nova's player receives three automatic
successes on any roll that involves commanding people or giving orders. This
bonus does not apply to attempts to persuade someone through reason or logic,
appeal to people on a personal level, or the like; it works only when the
character gives commands. The target of this enhancement may make whatever
rolls he normally could to resist the order, or spend a Willpower point to
refuse the order.
A nova with Commanding Presence does not necessarily have
to be formally authorized to give orders to someone for this enhancement to
work — he does not have to be the person's boss, commanding officer or parent.
He can simply give orders and wait for them to be obeyed — that's what this
power lets him do. However, if he is notably "beneath" the person —
an ordinary citizen trying to order a high-ranking governmental official
around, a corporal giving instructions to a major, or the like — the
Storyteller may reduce the bonus for the power, at his discretion, or give the
target a bonus on any rolls he makes to resist the order.
Dreadful Mien
When you really like someone, their anger or
disappointment can come as a crushing blow. Some Mega-Charismatic novas use
that phenomenon to their advantage. Their use their charm as a weapon — even in
combat, enemies want to like them, and that, combined with the force of the
nova's displeasure, makes it difficult for the enemy to attack.
System: The nova focuses his displeasure on one enemy,
and the player makes a Charisma roll. Each success achieved subtracts one
success from the victim's roll to hit the nova. If this cancellation results in
no net successes for the attacker, he misses the nova, having flinched and
pulled his attack aside rather than risk hurting such a likable fellow. A nova
using this enhancement who takes any violent or threatening actions toward the
target (as perceived by the target) while using it automatically negates its effects.
The nova may attack the target's friends and compatriots; however, this allows
the victim to make a Willpower roll to resist the successes scored by the nova.
If the nova has previously attacked the victim during the scene, increase the
difficulty for using Dreadful Mien by one per turn during which the nova
attacked the victim.
Dreadful Mien does not work at range. If the target is
more than three meters away from the nova, it is ineffective. The enhancement
costs one quantum point to activate, and the effects
last for the duration of the confrontation.
Natural Agitator
When people like you, sometimes they will do things for
you, or things that you ask them to do. That's doubly true for a nova with this
power. Since everybody likes him so much, they hang on his every word. If he
tells them to do something, they'll seriously consider it.
System: When he is speaking to a person, or even a crowd
of people, the nova can use this enhancement to persuade them to do things.
This enhancement's name derives from one of its obvious uses — sparking riots
and agitation. The player makes a Charisma roll. If he succeeds, the person or
crowd will do anything the nova says, so long as they would at least be
inclined to perform the action in question. For example, people are inclined to
buy food, so a nova could use Natural Agitator to convince them to buy all
their food at a particular store or restaurant.
If the nova scores more than one success, he may be able
to persuade the person or crowd to do things it wouldn't normally want to do —
start a riot, for example. However, the targets get to make Willpower rolls to
resist Natural Agitator; every success rolled cancels one of the nova's
successes.
The effects of Natural Agitator usually linger for about
an hour, or until someone else has the chance to talk some sense into the
victim(s). More subtle, agreeable, effects may last longer; extreme effects may
vanish almost as soon as the victims are out of the nova's presence.
For Natural Agitator to work, the nova must be physically
present to talk to the victims. The enhancement does not work over radio,
television or other broadcast media. The effects last for a single scene.
Seductive
This enhancement is the behavioral complement to Seductive
Looks. A nova who possesses it is able to
determine instinctively what behaviors a given individual finds sexy, desirable
and attractive — then unconsciously adopt those behaviors.
System: The nova must be close to (i.e., within 10 meters
of) his target, and the player must make a Charisma roll. If he succeeds, he
has determined what sort of behavior the target finds sexy — coquettishness,
self-confidence, sluttiness or vivacity. He
automatically adopts that behavior as his own, thus making himself even more
attractive than normal to the target.
While this enhancement is active, the player receives
three automatic successes on any roll to seduce or persuade the target. If
there is any question, it is the Storyteller's discretion as to whether the
bonus applies. Of course, this enhancement is based entirely upon behavior or
body language; it does not alter looks at all. Altering looks in that fashion
requires Seductive Looks. The two enhancements may be combined to create
an almost irresistibly attractive package for any victim.
Soothe
The nova is a natural at soothing others' jangled nerves.
Just being around him has a calming effect. He even makes it easier for normal
humans to cope with novas.
System: When the player spends a quantum point and makes
a Charisma roll, the character and everyone within 10 meters of him becomes
calm. Stress drains away, leaving people happier and calmer. No one affected by
Soothe (including the nova using it) can attack or take any other hostile
action unless the person either makes a Wits roll and scores more successes
than the nova achieved on his Soothe roll, or spends a point of Willpower to
overcome Soothe's effects.
Additionally, Soothe can help to overcome the effects of
Taint. For each success achieved on the Charisma roll, one point of Taint
possessed by any novas within the radius of effect is temporarily negated as
regards interaction with baselines within the affected area. The power lasts
for a scene. All effects of this enhancement disappear if an affected person
wanders beyond the 10-meter radius.