Fallout 76-Perks-Magnetic Personality

Magnetic Personality
Fallout 76 perk

Level requirement: 13

Ranks

Gain 1 Charisma for each teammate, excluding yourself.
Cost: 1
Effect:
c:
+ teammates * 1
if team
Gain 2 Charisma for each teammate, excluding yourself.
Cost: 2
Effect:
c:
+ teammates * 2
if team

Complementary perks

Taking One For The Team
Enemies take 10% more damage when they attack you, if you're on a team.
Similar conditions
1
Rad Sponge
When affected by rads, you periodically heal 80 rads on nearby teammates.
lvl
44
Similar conditions
1
Bodyguards
Gain 6 Damage and Energy Resist (max 18) for each teammate excluding you.
lvl
5
Similar conditions
1
Friendly Fire
Teammates hit by your flame weapons regen health briefly (no Molotov).
lvl
48
Similar conditions
1
Inspirational
When you are on a team, gain 5% more XP.
lvl
2
Similar conditions
1
Philanthropist
Restore some of your teammates hunger and thirst when you eat or drink.
lvl
39
Similar conditions
1
Squad Manuevers
Run 10% faster when part of a team.
lvl
37
Similar conditions
1
Strange in Numbers
Positive mutation effects are 25% stronger if teammates are mutated too.
lvl
42
Similar conditions
Legendary Charisma
+1 CHR and +1 CHR Perk Points. Perk Points cap at 15.
Similar stats
1
Hard Bargain
Buying and selling prices at vendors are better.
lvl
7
Similar stats