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Charm (Call of Cthulhu 7th Edition)

Skills

Definition

Charm represents your ability to influence others through personal magnetism, warmth, humor, and likability. Unlike Persuade (which uses logic) or Fast Talk (which uses deception), Charm relies on making people genuinely like you and want to help. In Call of Cthulhu's 1920s setting, Charm is a powerful social tool. A charming investigator can talk their way past receptionists, win the trust of suspicious locals, and make allies quickly. Charm works best in face-to-face interactions where your personality can shine—it's about creating a personal connection rather than constructing an argument or spinning a lie.

How it works

**Base Value**: 15% **Key Uses**: - Making a good first impression - Winning trust and cooperation - Defusing tense social situations - Getting people to open up and share information **Special Rules**: Charm is one of four social influence skills (with Persuade, Fast Talk, and Intimidate). The Keeper decides which is appropriate based on the approach. Charm effects can fade if the target realizes they've been manipulated.

Tips

**Build Advice**: Invest in Charm if your investigator is the group's social face. High APP enhances roleplay opportunities with Charm. **Occupation Synergies**: Works well with Psychology to read people before charming them, and Persuade for when logic is needed alongside warmth. **Character Concepts**: Dilettante, socialite, salesperson, con artist, clergy, entertainer.

Frequently asked questions

When should I use Charm vs Persuade vs Fast Talk?

Use Charm when being likable and warm. Use Persuade when making logical arguments. Use Fast Talk when deceiving or pressuring quickly. Each approach fits different situations and NPCs respond differently to each.

Does Appearance (APP) affect Charm?

APP doesn't mechanically modify Charm rolls, but a high APP supports the narrative of being charming. Keepers may give bonus dice for especially appropriate approaches.