Table of Contents

Charlatan

The Charlatan is a master of deception, a smooth talker who excels in manipulating others to achieve their aims. Whether using charm, guile, or outright lies, Charlatans thrive on convincing people that their fabricated stories are true, pulling off schemes and cons with impressive finesse. With a natural gift for reading people and understanding social dynamics, they can blend into any crowd or talk their way out of nearly any situation. Many Charlatans operate in the shadows, while others prefer the thrill of the spotlight, enjoying the chaos they sow in others' lives. They are often highly persuasive, using their talents to influence, deceive, and swindle to gain power, wealth, or protection.

A Charlatan's ability to manipulate can be put to use in a variety of rackets and schemes, with the most common being confidence games. These scams involve gaining a victim's trust, then using that trust to exploit them. Whether posing as a noble to scam a wealthy merchant or pretending to be an expert to fleece unsuspecting clients, the Charlatan thrives on making people believe they are something they are not. In the world of gambling, a Charlatan may rig games or employ sleight of hand to cheat at cards or dice, often with the help of accomplices who help distract the target. These activities might occur in backroom taverns, high-end gambling houses, or on the streets, depending on the Charlatan’s preferred setting.

Another common racket for a Charlatan is forgery. Using their sharp mind and deft hands, they can create fake documents, counterfeit currency, or even phony noble titles. The ability to forge official documents or manipulate seals and signatures gives them a considerable amount of power in a world where legitimacy can mean everything. In addition to these activities, a Charlatan might also operate as a street performer or con artist, using elaborate tricks and illusions to swindle onlookers out of their money. Whether through fortune-telling, magical demonstrations, or staged “miracles,” they use deception as their art, turning even the most mundane encounters into opportunities for gain.

Beyond just financial gain, many Charlatans enjoy the thrill of manipulating people, testing their ability to stay one step ahead. They might also use their skills to create complex webs of intrigue, using one lie to cover another, or using charm to get close to powerful individuals. Whether engaging in low-stakes scams or high-profile heists, the Charlatan is a master of exploiting their environment and bending it to their will, thriving in a world of deception and high-stakes risk.

Features

Stamina: A Charlatan begins play with 12 stamina, plus an amount equal to your Charisma bonus. A clever deception or a beguiling smile can make enemies hesitate or second-guess.

Recovery Dice: When you select Charlatan as your background, you gain two six-sided dice (2d8) as Recovery dice. This is in addition to any Recovery dice you gained due to your ancestry.

Defences: Add two training ranks to your Will defence.

Skills

Place one training rank in the Deception and Society skills. In addition, choose any three additional skills from the following list: Blades, Blunt Weapons, Crafting, Diplomacy, Insight, Intimidation, Perception, Performance, Sleight of Hand, Unarmed Combat. Place one training rank in each of the selected skills.

Maximum Effort

In the heat of a con, you throw caution to the wind, drawing on every ounce of charm, wit, and nerve to make your mark. When you make a Deception, Diplomacy or Intimidation skill check, you may choose to consume and roll a recovery die and add the result rolled to your skill check total. You may do so after rolling the 2d10, but must choose whether or not to do so before the Director reveals the success or failure of your attempt.

Traits

Choose two of the following traits, and add it to your character. In addition, the following traits are available to your character as Apprentice-tier traits.

The following traits are available to your character as Journeyman-tier traits, and may be selected starting at level five.

Starting Equipment

You begin play with the following equipment: