The Storm Has a Name
Use: Macro skill.
Sample specializations: Seduction, “making friends”, establishing
trust, gaining respect
Charm represents the ability to change the attitudes of
acquaintances and onlookers. Characters with a high charm value
can turn enemies into friends and friends into devoted followers.
Characters generate a charm total against the willpower or Mind
value of the target character. Successful use of charm improves
the attitude of the target character toward the charming character.
Failures with charm though can make things worse!
Charm can require a significant amount of time; at least five
minutes spent communicating with the target if not longer. The
more time spent on a charm, the more effective it might be and the
longer the effects may last. The complete rules for the use of charm
can be found in Chapter Four.