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Charlatan

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The character is a charlatan who uses deception and trickery to make money by performing magic tricks for villagers.

The character portrays themselves as a wizard or magic user but uses deception rather than true magic.

The character starts with abilities like Misdirection, Sleight of Hand, and a Bag of Tricks containing props for magic performances.

"Most of these rubes wouldn't know a real wizard if one

came along and turned them into a duck. So, I come


through a town, put on a little show, make a few coins.
Everybody wins. I leave with full pockets, and they get
a story to tell for the rest of their lives about their brush
with the mystic. As a matter of fact, I'd say they get the
better end of this whole deal. Now if you'll excuse me,
it seems the villagers want to present me with some
honorary pitchforks."
NAME LOOK
What do you call yourself? It's not the name you were born with. Kind Eyes, Shifty Eyes, or Unremarkable Eyes
Choose a title and a name, and then combine them: Immaculate Hair, Disheveled Hair, or Hooded
Title: Great, Wise, Sage, Wonderful, Fantastic, Amazing Scholar's Robes, A Cheap Suit, or Traveler's Clothe
Name: Erasmus, Mentok, Circe, Timea, Zadrox, Larry The Body of Penn, The Body of Teller, or The Body of Houdini
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STRENGTH DEXTERITY CONSTITUTION IINTELLIGENCE WISDOM CHARISMA

WEAK -1 SHAKY -1 SICK -1 STUNNED -1 CONFUSED -1 SCARRED -1

STR D EX CO N INT WI S CH A

YOUR MAX HP IS
DAMAGE D8 ARMOR HP CURRENT
MAX +
6 CONSTITUTION

ALIGNMENT STARTING MOVES


Chaotic Con Artist
Engage in some (relatively) harmless mischief. Whenever you attempt to sell a useless item, talk yourself out of trouble with an
Neutral authority figure, or try to convince someone you are more powerful than you truly are,
Profit from deception. roll +CHA. If you roll a 10+, you are succesful and you gain +1 forward to the next move
taken to decieve the same target. On a 7-9 you are still succesful, but the GM wil tell you
Good
that one of the following has happened:
Expose a fraud.
• Your lie leads to another, which requires a new roll
Evil • Suspicion
When you con someone, take everything they have, even if you • Unwanted attention
don't need it.
Misdirection
RACE Take +1 on moves in combat intended to distract your opponent.

Dwarf Sleight of Hand


The drunker, the better. When you use your parley or con artist When you pick a lock, conceal a small object from view, pick a pocket, or escape
moves and alcohol is involved, take +1. restraints roll +DEX. On a 10+ you succeed unnoticed, on a 7-9 you are still succesful, but
the GM will offer you two options between suspicion, danger, or cost.
Elf
People just assume you are magical. When you make an obvious Bag of Tricks
display of 'magic' powers, you get one hold that you can use on a Your bag of tricks contains various props, such as 'magic' wands, powders that change the
future attempt to decieve someone who sees you. color of fire and smoke, crystals, and tarot cards. As long as your bag of tricks is in your
Halfling possesssion, you also have a supply of the following useful items:
You have an honest face. Take +1 when you try to decieve • Flash Paper creates a quick burst of bright flame. Can be used in combat (close)
someone you just met. to blind an enemy for 30 seconds.
Human • Smoke Bombs fill an area roughly the size of a small room full of thick smoke.
You are a dropout. You can either cast cantrips as a wizard, or Creatures in the affected area can only see 2 feet in front of them.
rotes as a cleric. • Fireworks come in two basic types. Cherry bombs may be thrown (near) and
Gnome do 1d10 damage. Rockets take a minute to set up, do 2d6 damage, and follow an
You have a knack for staying out of sight. Take +1 to defy danger erratic path so take a -1 penalty to all volley rolls. This penalty increases to -2
by hiding. if the target is far. All fireworks are very loud.

BONDS
Fill in the name of one of your companions in at least one:
I once ran a scam in _____________ hometown, but I don't
think they recognize me.
_____________ likes to pretend they are honest, but I know a
scoundrel when I see one.
_____________ thinks we are allies, but I'm just stringing them
along for a score.

The Charlatan LEVEL


XP
GEAR
Your load is 9+STR. You have your bag of tricks (1 weight), dungeon rations
(5 uses, 1 weight), a traveling hat (0 weight), and 2d6 coins.
Choose one:
Leather armor (1 armor, 1 weight)
Bag of books (5 uses, 2 weight)
Choose your arms:
Dagger (hand, 1 weight)
Staff (close, 2 handed, 1 weight)
Choose two:
3 throwing daggers (thrown, near, 0 weight)
Antitoxin (0 weight), a healing potion (0 weight)
and poultices and herbs (1 weight)
Adventuring gear (1 weight)
Halfling pipeleaf (0 weight)

ADVANCED MOVES
When you gain a level from 2-5, choose one of these moves: Skeptic
When you use logic and reason to discern realities, roll +INT.
Juggler
Take +1 to volley and +1 damage with thrown weapons. When you gain a level from 6-10 choose one of these moves, or from
Patent Medicine the 2-5 list.
Reverses Baldness! Improves your sex appeal! Cures all diseases of the The Long Con
body and mind, guaranteed! It'll fix your asthma too. Okay, maybe Take +1 ongoing to all moves intended to deceive someone who has
not, but it does heal 1d4+your level hitpoints, and you can make two fallen victim to your con artist or fortune teller moves until your
doses a day. deception is discovered.
Cowardice
When you defy danger by running away or hiding, add+1 to your
Pyromancer
You've mastered the theatrical use of fire, and picked up some nasty
roll.
tricks to use in combat. As long as you have your bag of tricks you can
Master of Disguise roll +DEX to throw a burst of fire in an arc (close, 2d6 damage, ignores
You have added a disguise kit containing various wigs, makeup, etc. to armor). You also get +1 to volley any flaming objects.
your bag of tricks. It will take you approximately one hour to create a
convincing disguise, and any needed clothing or accessories must be Well Read
found separately. Your appearance will not give away your disguise, Requires: A Little Knowledge is a Dangerous Thing
but your actions may. Take +1 to all spout lore rolls, and get twice as many uses out of books.
Fortune Teller Troupe
When you tell a mark their future, roll +CHR. on a 10+ they will Requires: Master of Disguise
believe you, and act as if that is their fate until your prediction is You may apply your disguises to others
proven wrong, or you are shown to be a fraud. On a 7-9 you are still
successful, but the mark will be suspicious and look for reasons to Factotum
disbelieve you. You can learn one move from another class, treating your level as one
A Little Knowledge is a Dangerous Thing lower. You can't learn real magic. This move may be taken twice.
When you roll a 7-9 on a spout lore attempt, you may ask your GM to
Just a Misunderstanding
give you two pieces of information instead on one moderately useful
Requires: Cowardice
one. One of these pieces of information will be true, and useful. The
When you are outnumbered, you get +1 armor and +1 defy danger.
other will be completely wrong.
Don't Bullshit a Bullshitter Master Magician
When you discern realities to sniff out a lie, take +1 Replaces: Nothing Up My Sleeve
You get +2 on sleight of hand rolls.
Knave of all Trades
Take a move from another class, treating your level as one lower. You Desperate Lie
can't learn real magic. When one of your schemes is discovered, you have one last chance to
tell a whopper and convince your mark it was all a misunderstanding.
Nothing Up My Sleeve You get one chance to roll a 10+. This roll never gets any kind of
You get +1 on sleight of hand attempts. bonus.
Behind You!
You or an ally get +1 forward to hit an opponent you have distracted
in combat.

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