You walk into a room and something shifts. People want to follow you, trust you, perform for you, or impress you. You've spent years figuring out which of those
PERSONNEL FILE
STAT: CHARISMA PRIMARY: +2 ACCESS: OPEN
The Face · FILE CHARISMA
The FACE
PRIMARY: CHARISMA
HERO / ANTI-HERO / VILLAIN
You walk into a room and something shifts. People want to follow you, trust you, perform for you, or impress you. You've spent years figuring out which of those is most useful in a given situation.
SILVER TONGUE▼
When you have time to talk, genuinely converse, negotiate, persuade, rather than just quick-talk, roll +Charisma with +1. This extra bonus doesn't apply in combat or under immediate time pressure.
CROWD WORK▼
When you address a group, a crowd, a gang, a room full of people, and try to shift their mood or opinion, roll +Charisma.
10+: You have the room. They believe you, follow you, or turn on whoever you need them to.
7–9: You shift the mood in the direction you want, but not completely.
FREQUENCY▼
Your hearing is perfect and precise. You can identify people by voice, hear conversations through walls at normal speech volume, and detect electronic signals others would need equipment for. No roll required for normal applications. For extreme applications, roll +Intuition.
METHOD ACTOR▼
When you commit fully to a persona for a scene, roll +Charisma.
10+: Completely convincing, no one questions your identity or purpose.
7–9: Convincing, but one person in the scene remains uncertain.
SOCIAL CURRENCY▼
Your connections span industries and circles. Once per mission, name a type of person you need access to, a CEO, a politician, a gatekeeper, and roll +Charisma.
10+: You know someone. They'll see you.
7–9: You know someone adjacent who can broker a meeting, but it'll cost a favor.
THE HOOK▼
When you speak to someone for the first time and make a strong impression, roll +Charisma.
10+: They remember you favorably. Take +1 ongoing on all rolls involving them for the rest of the mission.
7–9: They remember you. It's complicated, the GM decides the flavor.
UNFORGETTABLE▼
(1/mission)
Make such a strong impression on one individual that they become a persistent contact. Roll +Charisma. On 10+, they'll help you willingly in future missions, no strings. On 7–9, they'll help but they'll want something back each time.
READ THE CROWD▼
When you perform or speak to a group of ten or more people, roll +Charisma.
10+: You know exactly what they want to hear and what will move them. Take +2 ongoing in all social interactions with members of this group.
7–9: You get a strong general read. Take +1 forward in your next social action with this group.
REFRAME▼
When a conversation is going badly, step in to reframe what just happened, a misunderstanding, a joke taken wrong, a different interpretation. Roll +Charisma.
10+: The negative impression is completely reversed.
7–9: The edge is taken off, they're neutral instead of hostile.
BY MY SIDE▼
When you fight directly alongside someone you've given orders to this scene, you both deal +1 harm.
INSPIRING WORDS▼
When you take time to speak with a teammate who is hurt, shaken, or demoralized, roll +Charisma.
10+: Clear 1 harm AND give them +1 forward.
7–9: Give them +1 forward only.
FIELD COMMANDER▼
When you coordinate two or more allies to act in the same moment, roll +Charisma.
10+: They act simultaneously and each takes +1 forward.
7–9: They act simultaneously but without the bonus.
MOTIVATE▼
Once per scene, before an ally makes a roll, you can give them a brief word of encouragement, strategy, or challenge. They take +1 on that roll. No roll required on your end.
I'VE GOT YOUR BACK▼
When you use the Protect Someone basic move, on a 10+ your ally is safe and you take only 1 harm instead of half. You've gotten very good at positioning yourself.
MORALE OFFICER▼
Once per scene, when a teammate fails a roll, immediately give them +2 forward on their next roll as you redirect their energy. No roll required.
CALL IN A FAVOR▼
When you reach out to someone who owes you, roll +Charisma.
10+: They come through completely — information, resources, access, or backup, your choice.
7–9: They come through but it costs you something in return, or they can only partially deliver. The GM picks which.
WE'VE BEEN HERE BEFORE▼
(1/session)
When your team faces a situation you've trained for or encountered before, declare it and roll +Charisma.
10+: Every teammate takes +2 forward on their first action this scene.
7–9: Choose three teammates, they take +1 forward on their first action.
STRATEGY▼
When you and your team spend time before a mission planning in detail, roll +Smarts.
10+: The plan is solid. Each team member takes +1 forward on their first roll of the mission.
7–9: The plan is solid but one thing you didn't account for, the GM introduces a complication.
NEVER LEAVE BEHIND▼
When a teammate is missing, captured, or cut off, you always know in which direction they are, a general sense that persists until they're safe. When leading a rescue, take +1 ongoing on all relevant rolls.
LAST STAND▼
When your team is broken, cornered, or about to fall apart and you refuse to let it end here, roll +Charisma.
10+: You fight through it. You and all allies who can hear you may each clear 1 harm and take +1 forward. You take 2 harm from the effort.
7–9: You hold it together for this moment. Allies take +1 forward on their next action only. You take 1 harm.
PERSONAL ASSESSMENT
FaceOpen, expressive, calibrated. You smile at exactly the right moment.
BodyPresence before physicality. You carry yourself like you're supposed to be here, wherever here is.
StyleWhatever reads best in the room. You don't have a default.
PresencePeople remember you. They're not always sure why.
InstrumentName your signature — your voice, an instrument, a way of speaking, a look. The specific thing you use when you need to move a room. ---
ORIGIN
You've been performing since before you could articulate what performing was.
Leadership found you. You didn't seek it. You're still deciding how you feel about that.
You survived something that should have broken you publicly. Instead it made people believe in you. You use that carefully.
You were nobody until one moment that made you somebody. You know it could reverse.
You have a gift you've never fully explained to yourself. You just know when people are ready to move, and you know how to move them.
GEAR & EQUIPMENT
You talk your way out of most things. For the rest, you have options.
Choose one weapon:
Concealed sidearm (2 harm — nobody expects you to be carrying)