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It's not a crime to dress like a nun! I wasn't even in the convent to steal anything this time, I just wanted to get laid.
If you're an adventurer that likes solving problems in ways that don't involve stabbing and you don't mind lying your ass off to do it, Charlatan is a highly useful class. Masters of disguise exist in almost any setting, making this class also easy to conceptually justify.
Charlatan | Pretend to be something you're not. | |
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caret-right | Alter Ego | Create alternate identities. |
caret-right | Face Artist | More efficient and universal disguisery. |
caret-right | Impersonation | Look like somebody specific. |
caret-right | Possum | Play dead. |
caret-right | Zero | Become utterly boring. |
Enterprises | Charlatan School Entertainment |
Social | plus-circleDisguise: You make yourself not recognizable as yourself through the use of makeup, latex, illusion or similar aesthetic trickery. You can freely change your perceived coloration, age, weight, ethnicity, sex, or similar. You cannot change your perceived species or radically change your body type, nor can you make yourself look precisely like another creature who already exists. Your voice, scent, and mannerisms remain unchanged. minus-circleSelf Only: Part of your immense skill with disguises stems from your intimate familiarity with your own face/body. You cannot craft convincing disguises for anyone other than yourself. minus-circleSlow Application: It takes a few minutes of continuous work to apply a disguise. You can remove a disguise as a single action. minus-circleSkin-Deep: Your disguise only works when nobody examines it too closely. Makeup tends to smudge off, wigs go askew, etc. If you partake in too much physical activity, get soaked in water, get intimate with somebody, or some similar circumstance your disguise is ruined. The GM decides when and if this happens and will probably warn you of the potential for such if possible. minus-circleCheck-Based: Roll a trigger die when you encounter anybody who's familiar with you. If the result is 5+, they don't recognize you; if not, then they see through the disguise. Once you've fooled a given creature once, they stay fooled until the end of the session. |
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caret-right | Alternative | plus-circleRoguish Deflection: If you get recognized, you can distract whoever's about to spot you right before they can put it together. This allows you to retry if you'd like. minus-circleSupply Cost: Every time you avoid getting recognized after a botched disguise check, you must spend 1 Supply or one use from a Mojo Catcher item. |
Social | plus-circleAlter Ego: You can create an alternate identity for yourself you can switch to by switching up your disguise. Your alternate identity has their own name, reputation and everything required to exist (if you play in a setting with social security numbers and credit cards, your alternate identity has their own). plus-circleFlawless Mask: When in disguise as a specific alter ego, you cannot be recognized as yourself and no longer need to make Disguise checks when encountering others who are familiar with you. plus-circleRenewable: You can burn an alternate identity or create a new one at any time. You have no limitation on how many alternate identities you can have at once. minus-circleFraudster's Price: It takes a fair bit of time and effort to set up an entire alternative identity that won't fall apart on close inspection. Creating a new identity costs 5 Supply, but once set up it never expires or becomes unusable unless you want it to. |
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Utility | plus-circleQuick Change: You can change disguises as a single action rather than requiring a few minutes. | |
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Utility | plus-circleShared Disguisery: You can disguise somebody else as quickly and well as you disguise yourself. | |
Utility | plus-circleFashionista: You can provide any sort of clothing, uniform or costume on demand. Doing so requires a few minutes as you dig through your collection. | |
Utility | plus-circleMorph: The disguise is either incredibly durable or actually physically changes your body somehow (making it biological in nature rather than mere trickery). In any case, your disguises cannot be ruined by any external circumstances. plus-circleSmells Right: Your scent is changed to match your disguise. plus-circleMore Versatility: You can disguise yourself as a similar or related species. For example, a human could be disguised as an elf or a chimp but not as a squid. You gain no special qualities or abilities of your new form, only its shape and appearance. |
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Social | plus-circleMirroring: You can craft disguises that look exactly like another creature that already exists. You must be familiar with the creature you are impersonating in order to disguise yourself as them. plus-circleMimickry: You disguise also alters your voice and your mannerisms. minus-circleIncreased Danger: When disguised as a specific other individual, you run the risk of being discovered (and thus need to make disguise checks when encountering) not only by those who are familiar with you, but also those who are familiar with the one you are impersonating. |
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caret-right | Alternative | plus-circleInfiltrator: At any time during a session, you can go off on your own (effectively removing yourself from the party and proceedings temporarily). Later, you can declare that some chump background character in the vicinity of the rest of your party reveals themselves as you in disguise. For instance, when your party is facing off against Lord Toastwanker you could interrupt the proceedings by saying that Toast-Henchman #3 was actually you all along and immediately stab Lord Toastwanker in the back. minus-circleCheck Required: Roll a disguise check when you reveal yourself: if the result is a failure whoever you were impersonating immediately shows up right as you pull off the disguise (and they may have brought help). Unlike normal disguise checks, you cannot spend Supply/Mojo Catcher uses to get a second chance at this one. minus-circleParty-Bound: You can't choose to reveal yourself anywhere except in the vicinity of the rest of your party (so if they failed to get past the toast-guards, so did you). While you are gone the game goes on without you and you don't have any direct effect on the proceedings until you rejoin by revealing your disguise. minus-circleSupply Cost: Every time you drop out of the proceedings to go undercover, you must spend 1 Supply or one use of a Mojo Catcher item. |
Utility | plus-circleJuliet's Repose: You can convincingly pretend to be dead through self-hypnosis, chemical assistance or other trickery- your heartbeat slows, your breathing lessens, and your temperature drops. When a creature examines your “corpse”, make a disguise check to hide the fact that you're faking it. You remain fully aware while feigning death and can stop at any time. minus-circlePut Yourself Under: Faking your own death requires a few minutes of uninterrupted concentration to pull off. |
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caret-right | Alternative | plus-circleI Am Slain: You can pretend you are dead instantly at any time, including as an immediate reaction to taking damage (so you can make it look like the damage killed you). minus-circleSupply Cost: Every time you instantly “drop dead”, you must spend 1 Supply/Mojo Catcher use. |
Social | plus-circleCunning Worm: You know how to disguise yourself as no one in particular- somebody so boring and unremarkable that they're difficult to notice. While disguised as a zero, you are generally ignored by everyone and nobody will be likely to even remember you were there. Enemies in combat target you last or don't bother to target you at all unless you give them good reason to. If you enter a crowd, you effectively disappear. minus-circleWide Response: Passing as a zero is trickier than normal disguises, and provokes a disguise check from every creature you come in contact with (not just those who are already familiar with you). Roll a maximum of one check a round and use its results no matter how many creatures you come in contact with. minus-circleAct A Dullard: If you do anything memorable, exciting or interesting (such as defending yourself in combat) your disguise is instantly ruined. |
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Charlatan School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. |
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Entertainment | The settlement has interesting shows and distractions for adventurers to unwind with. Adventuring parties can spend 1 Supply per party member to take in a show together, resulting in +1 XP for all participants. Doing this a second time during a session costs 2 Supply per party member for +1 XP each, a third time costs 3 Supply per party member, and so on. |