← CHARISMA  ·  PLAYBOOK 1 OF 2
The FACE
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)
  • Taser (1 harm, nonlethal, concealable — plausible deniability)
  • A blade (1 harm — mostly for the look of it, but functional)

Choose two additional items:

  • A portable PA or amplifier (crowd control at scale)
  • A burner phone network (reach anyone, anywhere, untraceable)
  • Press credentials or professional cover (access to places you shouldn't be)
  • A fixer's contact book (names, numbers, what they owe you)
  • A tailored outfit for any occasion (+1 forward on first social roll in a new environment)
KNOWN ASSOCIATES / CONNECTIONS
They've seen you completely lose the room and watched you get it back. Ask them: did they believe you would?
You've publicly stood up for them when it cost you something. Ask them: do they feel they owe you?
They know which version of you is real. Ask them: do they like that person?
You've used your influence to open a door for them. Ask them: did they walk through it?
They're the person you'd call if everything went wrong publicly. Ask them: would they pick up?
You've performed for a crowd that included them. Ask them: what did they see that the crowd didn't?
You've told them a truth about yourself that you don't tell anyone. Ask them: what did they do with it?
They've refused something you asked them to do on your behalf. Ask them: was it the right call?
You've read a room and kept the information from them. Ask them: why, and do they know you did it?
They've seen you genuinely moved by something — not performed, real. Ask them: what was it?

YOUR STATS

Your primary stat is CHARISMA: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Face move
  • Take a move from another playbook
  • Add +1 to Charisma (max +3)
  • Add +1 to Intuition (max +3)
  • Add +1 to Smarts (max +3)
  • Add 1 to your harm track maximum
  • Your CALL IN A FAVOR move automatically succeeds on 7+ — no complications on partial success
  • Once per mission you may declare that a crowd or group already trusts you before you've said a word

Advanced Improvements (every 5 level-ups)

  • The Movement: Something you did or said became bigger than you. You have a following. The GM and you define its size and shape. It can be called on.
  • Legendary: Your reputation precedes you everywhere. You never need to establish credibility. People already know who you are and what that means.
  • Change playbook: You've grown into someone different.
  • Retire: You stepped back into private life. Tell the table whether they let you.