All ideas tagged "charisma"

#4427

 · 
vanilla

Priests get a +1 bonus to Charisma when they wear whichever cloak has the “ornamental cope” appearance.

#4233

 · 
vanilla

Various effects for armor pieces based on their randomized description:

  • Buckled boots and old gloves: cost (and sell for) twice as much in a shop.
  • Hiking boots: prompt before walking into known pits or holes.
  • Mud boots: autocurse when worn.
  • Padded gloves and visored helmet: +1 to AC.
  • Tattered cape: -1 to Charisma.
  • Ornamental cope: +1 to Charisma.
  • Opera cloak: some sort of bonus when using musical instruments.
  • Plumed helmet: +1 to Charisma, -1 to Dexterity (or have these adjustments multiplied by its enchantment).

#4156

 · 
vanilla

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.

#4064

 · 
vanilla

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.

#3802

 · 
vanilla

Getting hit with acid can decrease Charisma.

#3520

 · 
vanilla

Artifact pear that gives you +2 current and maximum Charisma when eaten.

#3479

 · 
vanilla

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.

#3354

 · 
vanilla

Increase the Charisma cap for elves to 21. Any Charisma score over 18 may automatically frighten monsters via being so unnaturally beautiful.

#3202

 · 
vanilla

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.

#2789

 · 
vanilla

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.

#2723

 · 
vanilla

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.

#2638

 · 
vanilla

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.

#2484

 · 
vanilla

Disfiguring poison that drains Charisma.

#1881

 · 
object properties patch

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.

#1863

 · 
vanilla

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.

#1847

 · 
vanilla

Tomatoes, a type of comestible that you can throw at monsters to decrease their charisma (if they had charisma).

#1845

 · 
vanilla

Party hat, a conical hat which increases Cha by 1 if uncursed, 2 if blessed, and decreases it by 1 if cursed.

#1773

 · 
vanilla

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.

#1764

 · 
vanilla

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.

#1749

 · 
vanilla

Telling a vault guard you are Croesus or an alias might fail, depending on your Charisma. If it fails, the guard becomes hostile.

#1458

 · 
vanilla

Random amulet appearance “necklace”, which apart from its regular amulet effect boosts Charisma when worn.

#1204

 · 
object materials patch

Wearing armor made of gold increases your Charisma by 1 or 2 for each piece worn (possibly even bypassing racial maximums).

#1105

 · 
vanilla

Exercise or abuse Charisma as a result of consorting with foocubi.

#1034

 · 
vanilla

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).

#963

 · 
vanilla

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:

  • Recruitment attempts only happen when you use the m movement prefix before chatting. This has the disadvantage of not being very discoverable.
  • Chatting to recruitable monsters could bring up a menu of possible things to discuss with them, one of which is recruiting and another of which is regular chatting. This has the advantage of being extended to other possible interactions in the future.
  • After the regular chat interaction occurs, you are asked if you would like to try recruiting them. There could be an option that disables this prompt.

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:

  • A damage bonus, or even double damage
  • Temporary HP
  • An accuracy penalty (or a Dexterity penalty)
  • Slight reduction of speed
  • Temporary cold resistance (debatable; if possible it should probably make you not feel cold attacks but still take regular damage from them)
  • Attacking an enemy makes you automatically keep fighting it until one of you is dead
  • Monsters are treated as having higher charisma (currently no monsters are treated as having charisma at all, but this could also hurt or nullify your ability to refuse a foocubus removing your clothes)
  • You may pass out when the confusion ends, and end up with a hangover when you wake up. (Not described what the effects of a hangover would be). You may also find yourself suddenly on a different level when you wake up.
  • You are protected from gaze attacks due to not being able to focus enough to meet someone’s gaze.
  • If you’re a dwarf, the effects get magnified
  • If there is any such thing as a player-is-scared effect, it is canceled when you drink the booze and blocked while you’re under the influence. This goes for however long the confusion persists, so you can extend it by drinking potions of confusion if you want.
  • Any AC from your armor is nullified (this would also contribute to monk “drunken boxing” proposals, since monks don’t usually have as much armor AC)

Sell price depends on Charisma, whereas buy price does not. (Slightly more flavorful.)

#393

 · 
vanilla

Pets get a speed increase of (Cha + 6).

#308

 · 
FIQHack

Tame monsters continue to hold grudges against each other, unless the master’s Charisma is high enough.

#42

 · 
vanilla

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.