Charisma

Charisma is a skill in The Sims, The Sims 2, The Sims 3 and The Sims 4. In games prior to The Sims 2, it is a skill that has relatively little practical value outside of career advancement. In The Sims 2 and The Sims 3 it also increases the chance of positive results due to social interactions, such as joke telling and reduces the chance of being rejected. In The Sims 2: University expansion pack, Teens with high levels of Charisma are eligible for a special college scholarship.

Charisma points are primarily gained by talking to oneself in the mirror. In The Sims 3, Charisma can also be gained by talking and interacting with other Sims, as well as reading Charisma skill books.

In The Sims 3, certain interactions and rewards increase starting relationships, such as a Celebrity using a Charming Introduction will instantly have a new friend. Charisma skill-building requires friends and relationships to progress. Charismatic Sims learn the skill faster. In The Sims 4, Charisma is only one of the social skills, and is used to advance in Friendly and Normal social interactions (Comedy focuses on Funny interactions, while Mischief on the interactions of the same name).

Advancement

 * Sims who are teens or older can use a mirror or medicine cabinet to increase their Charisma by choosing "Practice Speech" or "Practice Romance." Sims with the Good trait have the option to Practice Speech For World Peace, and those with the Evil trait for can Practice Speech For World Domination.
 * Teens through Elders can practice being the 'Most Charismatic of them all"  at the magic mirror!
 * Toddlers can earn Charisma points by playing with the Rip Co. Wobbly Wabbit Head, which also provides Fun.
 * Toddlers also gain Charisma when they learn or sing the Nursery Rhyme.
 * Sims who are children or older can play with the Execuputter (the career reward for the Business career track) to increase their Charisma. The process will be sped up if the Sim receives lessons on the Execuputter from a Sim whose Charisma level is higher.
 * Sims who are children or older can study Charisma from the Books First for Learning bookshelf.
 * Using the Super Schlooper Bubble Blower.
 * Talking to birds and teaching them to talk.
 * Talking to the Face of Shakespeare bust.

Challenges

 * Celebrity
 * Celebrities are acquaintances with at least 25 local Sims. Celebrities are able to build relationships more quickly due to a hefty starting relationship bonus.


 * Personable
 * Personable Sims have learned at least 50 Traits of their friends and neighbors. They are able to learn traits more quickly when conversing with new people.


 * Super Friendly
 * Super Friendly Sims can honestly say they have at least 20 Friends. It seems like an impossibly large number of relationships to juggle, but for Super Friendly Sims, friendships never decay.


 * Everybody's Best Friend
 * To be Everybody's Best Friend, have at least 10 best friends. Your Friends skip Good Friend and jump immediately to Best Friends.


 * Comedian
 * Comedians have successfully told 100 jokes, which amounts to quite a few laughs. Jokes told by comedians rarely fall flat.

Opportunities

 * Charismatic Cash
 * Received: Random
 * Goal: Gain a skill point in Charisma
 * Reward: Money
 * Text: A local politician that's been keeping an eye on you thinks you should put in the effort to improve your Charisma skill. To make this worth your effort, you'll be paid to improve your Charisma skill by just one level. Seems like a good deal!


 * Smooth, Like Verbal Butter
 * Received: Reach Level 5
 * Goal: Use "Smooth Recovery"
 * Reward: Monetary
 * Text: Sims like you tend to get into a lot of conversations. Unfortunately, not every comment will land favorably upon the ears of its recipient, so you'll need to learn how to get out of sticky situations. Use Smooth Recovery to fix a social faux pas and you'll earn a little cash for your efforts.


 * A Charming Experiment
 * Goal: Assist Experiment at the Science Lab
 * Text: The Science Facility is conducting experiments to see if charming Sims can convince creatures to do things they don't necessarily want to do. This week, the scientists are paying cash to any Sim that can convince ants do dig holes in specific areas. Travel to the facility to show just how charming you really are.
 * Text: The Science Facility is conducting experiments to see if charming Sims can convince creatures to do things they don't necessarily want to do. This week, the scientists are paying cash to any Sim that can convince ants do dig holes in specific areas. Travel to the facility to show just how charming you really are.

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