Charlatan
Charlatan
Charlatan
STR D EX CO N INT WI S CH A
YOUR MAX HP IS
DAMAGE D8 ARMOR HP CURRENT
MAX +
6 CONSTITUTION
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.
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.