Charisma

Charisma
The personae tries to persuade a NSC to become nicer. the NSC can try to check higher then the personae to resist the attempt, if the persuasion goes against his belive. IF the personae fails critical, the NSC looks through the attempt.

Every NSC can only get persuades (or tried) once per day with the same persuasion, and only so many times before he walks away or worse..

Other uses:

Lie: The personae can tell a lie, the difficulty depends on the lie.

Hidden messages: The personae can try to give an unspoken message (or hidden in the words) to another player. both have to win a Charismacheck.

sub skill: culture
The personae tries to fit in, tries to impress with his knowledge about the habits and formal behavior.

Other uses:

sing: the personae tries to sing.

play music: the personae tries to play a music instrument

sub skill: negotiation
A friendly NSC gives you a discount. The discount is the difference of a comparative check of your personae and the NSC.

sub skill: ego
intimidate: The personae can use this, to make a NSC or enemie to back down or do something for the personae.

if it fails, the target might get a bonus on his attackchecks.

other uses:

Taunt: the target gets a malus of 1 level per critical step of the check as long the personae ist taunting. taunt needs 1 Order per action round