#4427
Priests get a +1 bonus to Charisma when they wear whichever cloak has the “ornamental cope” appearance.
Priests get a +1 bonus to Charisma when they wear whichever cloak has the “ornamental cope” appearance.
Various effects for armor pieces based on their randomized description:
When you complete the Quest and get recognition from your leader, you get 5-10 points of Charisma, because now you have a great reputation as a hero.
When you convert a cross-aligned temple’s altar, there is a Cha/100 chance that you also convert the priest along with it, and they become coaligned rather than angry.
Getting hit with acid can decrease Charisma.
Artifact pear that gives you +2 current and maximum Charisma when eaten.
Chatting with peacefuls with high Charisma can get them to tell you about what they’re carrying. The stated goal of this is so that the player can learn whether it’d be worth murdering them for their gear.
Increase the Charisma cap for elves to 21. Any Charisma score over 18 may automatically frighten monsters via being so unnaturally beautiful.
You can chat to the Minetown Watch to pacify them if they’re angry, but it requires high Charisma and Luck to pull off (and is never guaranteed). There probably also needs to be some limiting factor so that you can’t retry this.
Remove the player’s Intelligence as a factor in determining the outcome of a foocubus interaction. Instead, use Intelligence (or possibly Wisdom) rather than Charisma as the determining factor in whether they are able to say no to having a piece of armor removed.
Add another set of outcomes to interacting with a foocubus: raising your Charisma by one point if a good outcome, or subtracting a few points if a bad outcome.
The higher your charisma is, the more powerful conflict will be when you are generating it. Probably, it makes it harder for monsters to resist being conflicted.
Disfiguring poison that drains Charisma.
A small fraction of wearable items are generated with a “trendy” property, which is pre-identified and not hidden from the player. Trendy items have an increased base price and add one charisma when worn.
Stealing gloves (also possibly named “rogues gloves” or “gauntlets of thievery”). 0 base AC, and Rogues begin the game wearing a pair. When you hit a monster barehanded while wearing them, you deal no damage (and don’t train bare handed combat skill) but you get a Dex-versus-monster-AC chance of stealing a random non-equipped item or some gold out of their inventory. You can also attack a peaceful monster with them to attempt to steal something; in addition to the Dex-vs-AC roll, this requires passing both another Dex check and a Cha check for them not to notice. If the Dex check fails, you don’t steal anything successfully; if the Cha check fails, they notice (waking up if asleep) and get mad. If the stolen item is currently equipped, there’s no Cha check; the monster just gets alerted and angry.
Tomatoes, a type of comestible that you can throw at monsters to decrease their charisma (if they had charisma).
Party hat, a conical hat which increases Cha by 1 if uncursed, 2 if blessed, and decreases it by 1 if cursed.
If you have egg on your face, your Charisma is temporarily and sharply reduced, lasting until either you get hit by or immersed in water or #wipe with a towel. This could also apply to having cream pie on your face.
A possible addition is for monsters to throw random (non-cockatrice) eggs at you.
Another possible addition is to add a new “egg trap”, which fires eggs at you with the intention of getting egg on you.
Djinni released from bottles and water demons released from fountains don’t care about beatitude or depth for giving a wish; instead they will give the hero a wish if the hero is intimidating enough. “Intimidation” is based on stats like Charisma and XL, and the chance of successfully intimidating them increases as they do. Djinni from lamps are not affected by these rules.
Telling a vault guard you are Croesus or an alias might fail, depending on your Charisma. If it fails, the guard becomes hostile.
Random amulet appearance “necklace”, which apart from its regular amulet effect boosts Charisma when worn.
Wearing armor made of gold increases your Charisma by 1 or 2 for each piece worn (possibly even bypassing racial maximums).
Exercise or abuse Charisma as a result of consorting with foocubi.
Gradually, over time, you lose points of Charisma due to accumulating dirt and scars and generally looking worse. This can be fixed with the usual restore ability methods, by entering water (possibly sitting on fountains should do this), by getting hit by a rust trap (this only restores one point at a time), or by #wiping with a towel (which may have limited effectiveness).
Plumed helmets increase Charisma by 1.
You can convince peaceful intelligent monsters to join your cause (taming them) by chatting with them. The outcome depends on several factors: your respective alignments (lawfuls have a very hard time recruiting chaotic monsters), respective levels, respective races, your Charisma (which should be a large factor), and possibly others. Failing might turn the monster hostile, or do nothing. You only get one attempt per monster; if they don’t want to join you, trying again will never work. More complex behavior could possibly be implemented with the monster demanding something from you or making you do something before they will follow you. E.g. “I’ll only join you for 100 zorkmids,” or “Bring me the helms of three goblins to prove your worth!”
Internally, this would probably work by having a new flag “recruitable” on a monster, which is only set to true when a monster generates as peaceful (and is not set at all for certain monster types like shopkeepers and priests). Chatting first checks this flag: a taming attempt is only made if it is true, and it is set to false regardless of the taming outcome. Some peaceful monsters of a recruitable species could also generate with the recruitable flag as false.
To avoid this conflicting with existing #chat, there are a few options:
Additional temporary effects accompany drinking a potion of booze. The effects wear off when the confusion does (so if you extend it by, say, drinking a potion of confusion, the effects are prolonged). There is consensus that there should be both positive and negative effects; all of the following have been proposed:
Sell price depends on Charisma, whereas buy price does not. (Slightly more flavorful.)
Pets get a speed increase of (Cha + 6).
Tame monsters continue to hold grudges against each other, unless the master’s Charisma is high enough.
You can wear an empty bag over your head to blind yourself, but this sets charisma to 6. If you wear an oilskin sack on your head, it starts a strangulation timer. If you wear a bag of tricks on your head, you get YAFM and instadeath, or possibly it just constantly bites your head.