Charisma (POSP)

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Charisma is split into the subabilities of Leadership, which measures forcefulness of personality and how willing others are to follow the character's lead, and Appearance, which gauges physical attractiveness, presence, and poise. Leon decides his character will have these Leadership and Appearance scores:
Strength 16 	Intelligence 12
Stamina 15 	Reason 11
Muscle 17 	Knowledge 13
Dexterity 14 	Wisdom 8
Aim 12 	Intuition 10
Balance 16 	Willpower 6
Constitution 12	Charisma 11
Health 12 	Leadership 10
Fitness 12 	Appearance 12
==Leadership==
:For other uses, see Leadership (disambiguation).
A character with a high Leadership often may be a group's leader, or at least its spokesman. Generals and those who can calm or incite a mob with a few words all have good Leadership scores.
 Table 12: Leadership
LeadershipScore	LoyaltyBase	# ofHenchmen
3 	–6 	1
4 	–5 	1
5 	–4 	2
6 	–3 	2
7 	–2 	3
8 	–1 	3
9–11 	0 	4
12–13 	0 	5
14 	+1 	6
15 	+3 	7
16 	+4 	8
17 	+6 	10
18 	+8 	15
19 	+10 	20
20 	+12 	25
21 	+14 	30
22 	+16 	35
23 	+18 	40
24 	+20 	45
25 	+20 	50
Loyalty Base: This modifier is applied to henchmen's loyalty scores (see the Dungeon Master® Guide). This modifier can be crucial during battles, where good morale is vital.
Max. # of Henchmen: This is the maximum number of permanent allies and retainers a character can attract. This does not affect the number of hirelings, mercenaries, or other servitors a character can have.
Proficiencies: This score is used as the base number for such nonweapon proficiencies as gaming and disguise.
==Appearance==
This determines the physical presence and attractiveness of the character. A character with a high Appearance score would be handsome or beautiful, perhaps even famous for outstanding looks (such as Helen of Troy).
 Table 13: Appearance
AppearanceScore	ReactionAdjustment
3 	–5
4 	–4
5 	–3
6 	–2
7 	–1
8–12 	0
13 	+1
14 	+2
15 	+3
16 	+5
17 	+6
18 	+7
19 	+8
20 	+9
21 	+10
22 	+11
23 	+12
24 	+13
25 	+14
Reaction Adjustment: This number modifies the Reaction Roll made when a character interacts with NPCs and intelligent creatures for the first time (see the (DMG)). Obnoxious behavior can negate bonuses for a high Appearance score, just as solicitous manners can overcome a weakness.
Proficiencies: This score acts as the base number for proficiencies such as dancing and etiquette.