Charlatan

It’s Our Little Secret

Delinquent Warden

“You wouldn’t believe the trouble people can fall into with just a little push.” 

~ Vox, Krone Charlatan

What dead things lie buried in the basement? The Charlatan dives deep into the psyche of those nearby, prying into their minds for their deepest secrets. A manipulator of the mind, the Charlatan exploits their victims’ defects and weaknesses to bend them with an indomitable will. They are skillful rumormongers and propagandists, able to manifest illusions and read thoughts at will.

As the hybridization of the Delinquent and Warden Base Classes, the Charlatan fits the role of the subtle manipulator, one who can manifest illusions and mirages at will while moving behind the scenes through impressive guile, perceptive observations, and discrete sabotage. The trademark of a Charlatan is the ability to manifest sounds and images that only select targets can perceive, using the created distractions to isolate and exploit their victims before closing in for the kill. A Charlatan is a deceptive, shrewd mastermind that relies on persuasiveness, misdirection, and manipulation to seal the deal.

Historically Speaking

Charlatans can trace their practice to the earliest days of the Holy City of Requiem. Prophets of the Path that fell from grace were excommunicated from the faithful. Banished as an outcast pariah, the Charlatan would roam the lands, seeking to gain followers and exercise their spiritual authority while embracing the deceptive arts to thwart those that would confront them for their heresy. Their ability to inspire and control has given way to the foundation of many powerful, dangerous groups and institutions over the generations.

Often students of history or culture, the Charlatan draws on fruitful rhetoric to cut to the core of whoever lends an ear. The ability to spin a thread grants the Charlatan an inside line to the innermost desires of those around them, as listeners give away their deepest secrets while none the wiser.

The Modern Charlatan

There is no shortage of cautionary tales about false shepherds who have created cults, schemes, and plots of power, control, or death. Such stories influenced the next generation of Charlatans, as they utilized the tricks of their predecessors to yield more extraordinary accomplishments. Techniques such as using imaginary threats and mind-reading technologies became widespread amongst shady influencers worldwide.

Modern Charlatans can always turn to a Company for independent work, as they are shrewd diplomats, subtle influencers, and delicate infiltrators. A Charlatan that reaches the end of their career falls into a celebrity, propagandist, or priest role. Unscrupulous Charlatans surround themselves with dangerous sycophants, manipulating the masses to exploit them for personal gain as cult leaders, advisors, and clergy.

Class Features

The Charlatan’s Class Features are built around misleading others, creating illusions, and exploiting weaknesses. The Charlatan Class benefits from having high Skill, Will, and Charm Attributes.

Vitals

Hit Points Per Rank: +7

Action Points Per Rank: +4

Equipment Training

Weapons: Compound Lance, Hammer, Light Melee, Omni Kit, Staff, Sidearm, Thrown, Unarmed

Armor: Cloth Armor, Light Armor, Energy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Charlatan Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Culture/Deception

They gain a bonus to Class Ability Checks equivalent to half (½) of their Charlatan Rank. An additional Class Ability from the following list is chosen at Charlatan Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Intimidation, Investigation, Perception, Stealth, Tact

Charlatan Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Charlatans gain the most benefit from a high Charm Attribute, allowing them to assume the role of the Company face, enhancing multiple Class Features such as Indoctrine, providing a bonus to their Healing Modifier, and increasing their Culture, Deception, Intimidation, and Tact Ability Checks. Charlatan players also highly benefit from having a honed Will Attribute, enhancing Class Features such as Pretty Little Lies, improving their Force Armor, Effect Duration, and any Apothicine, Investigation, Nature, and Perception Ability Checks. Charlatan players can also benefit from a high Skill Attribute, enhancing their Ranged Attacks, their Physical Armor, their effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Charm (+2), Skill (+1), Grit (+1)—Pretty Little Lies, Shadowspeak

Rank Two (2). Pick (+1), Focus (+1)

Rank Three (3). Will (+1), Charm (+1)—Indoctrine

Rank Four (4). Pick (+1), Power (+1)

Rank Five (5). Charm (+1), Skill (+1), Will (+1)—Censor

Rank Six (6). Pick (+1), Focus (+1)

Rank Seven (7). Will (+1), Charm (+1)—Mastermind

Rank Eight (8). Pick (+1), Power (+1)

Rank Nine (9). Skill (+1), Grit (+1)

Rank Ten (10). Charm (+2), Skill (+1), Focus (+1), Will (+1)—Blackout

Pretty Little Lies

Beginning at Charlatan Rank One (1), the Charlatan gains a Precision Enhancement bonus equivalent to half (½) of their Will Attribute to any Deception Ability Checks made to lie, spread rumors, or send secret messages. Additionally, the Charlatan may use a Deception Ability Check instead of a Maneuver to Feint an enemy combatant.

Shadowspeak

Beginning at Charlatan Rank One (1), the Charlatan’s Retribution inflicts Sneak Attack Damage when the target is vulnerable to a Sneak Attack. Shadowspeak bypasses any typical equipment requirements for Sneak Attacks performed this way.

Indoctrine

Beginning at Charlatan Rank Three (3), the Charlatan can manifest illusions at will. When displaying an illusion, the Charlatan must make a Deception Ability Check to determine its efficacy. The generated fantasies are indistinguishable from reality but are entirely ethereal; however, unlike other illusory abilities, the images of Indoctrine are only perceivable by those chosen by the Charlatan, with different observers being none-the-wiser. Anyone that witnesses or interacts with the illusion must pass a Force Save or Investigation Ability Check (whichever is greater) to discern reality. Illusions created by the Charlatan in this way can only exist within the Radius of their Aura, dissipating into nothingness upon leaving its envelope. Additionally, the Charlatan’s Aura no longer provides a Rally Enhancement bonus to Force Saves within its Radius.

Censor

Beginning at Charlatan Rank Five (5), as a Force Impact, whenever the Charlatan inflicts damage to a target with Shadowspeak, the target is afflicted with the Stifled Miscognition, inhibiting their ability to use Heroics for the Charlatan’s Effect Duration in Rounds. A Force Save negates the Miscognition. Failing the Force Save interrupts the Heroics being used by the target immediately, wasting any actions or Action Points spent in the attempt.

Mastermind

Once at Charlatan Rank Seven (7), the Charlatan’s Aura will incur a Break Miscognition penalty equal to half (½) of the Charlatan’s Charm Attribute to the Force Saves of non-friendly beings within its Radius. In addition, the Charlatan can read the surface thoughts of anyone they can perceive within the Radius of their Aura.

Blackout

As a master Charlatan, at Charlatan Rank Ten (10), once per eight (8) hour rest period, the Charlatan can manifest an area of total sensory deprivation for their Effect Duration in Rounds, centered on the Charlatan for the complete duration. As a Full Action, the Charlatan exudes artificial darkness to encompass the entirety of their Aura Radius. Everyone, comrades included, within the Radius of Blackout suffers from total sensory loss, meaning they lose any sense of sight, touch, hearing, smell, or taste while they stay within the Radius. This effect also negates Sensory Enhancements such as Scent, Nightvision, or Vibralocate, in addition to preventing any form of psychic or technological communications from penetrating the darkness. Everyone within the Radius suffers from the Blinded, Deafened, and Silenced Injuries for the Effect Duration. Any machines, mechanical creatures, or digital devices within the Radius suffer from the Jammed Condition for the Effect Duration. Observers outside the area of effect can only see complete artificial darkness within the Radius.

Charlatan Perks

Deceiver

Prerequisite: Pretty Little Lies

The Ability Check Bonus of Pretty Little Lies applies to any Ability Checks made to create a disguise or create a forgery. 

Speech Redacted 

Prerequisite: Shadowspeak

You Shadowspeak temporarily inflicts the Silenced Injury on the Target for your Effect Duration in Rounds.

Propagandist

Prerequisite: Indoctrine

Your Illusions created through Indoctrine can persist outside of your Aura’s Effective Radius for your Effect Duration in Rounds. 

False Heroes

Prerequisite: Censor

The Stifled Miscognition of Censor is now an automatic success against your Target.

Prying Mind

Prerequisite: Mastermind

Your attempts to Read Thoughts are automatically successful if the Target does not have additional mental protections.

Void Fill

Prerequisite: Blackout

You may select any number of Creatures within the Radius of Blackout to be unaffected by the Darkness. 

Charlatan Heroics

Distracted Edge

Prerequisite: Charlatan(Rank 1)

AP Cost: 10

Action Type: Reaction

Range: Adjacent

As a Reaction to successfully performing the Feint Maneuver on an Adjacent Target, you can follow up your Feint with a Melee Weapon Attack. If successful, your Attack inflicts your normal Weapon Damage and your Sneak Attack Damage to your Target. 

Redacted

Prerequisite: Charlatan(Rank 2) 

AP Cost: 20

Action Type: Shadowspeak

Effect Duration: Rounds

As a part of your Shadowspeak Class Feature, in addition to the other effects of Shadowspeak, your Target is inflicted with the Silenced Injury for the Effect Duration. 

Phantasm

Prerequisite: Charlatan(Rank 3) 

AP Cost: 30

Action Type: Full Action

Range: Aura

Effect Duration: Rounds

As a Full Action, you can utilize your Indoctrine Class Feature to manifest a terrifying illusion, inflicting the Fear Miscognition on all that can perceive your Illusion within the Radius of your Aura. Affected Targets can attempt a Force Save or Investigation Ability Check(whichever is greater) against your Deception Ability Check to Negate the Miscognition. As a Standard Action, you can maintain an Active Phantasm Illusion for an additional Turn at Half(½) the Action Point Cost, forcing a new iteration of Saves from Affected Targets. Targets that fail a Save while already afraid will instead suffer the Panicked Miscognition for the Effect Duration. 

Satiate

Prerequisite: Charlatan(Rank 4) 

AP Cost: 40

Action Type: Full Action

Range: Aura

As a Full Action, you can utilize your Indoctrine Class Feature to manifest a comforting Illusion, inflicting the Enthralled Miscognition on all that can perceive or interact with your Illusion for as long as it persists. Affected Targets can attempt a Force Save, or Investigation Ability Check against your Deception Ability Check to Negate the Miscognition. As a Standard Action, you can maintain an Active Satiate Illusion for an additional Turn, causing any Targets within your Aura to attempt an extra Save to resist its alluring effects. 

Erasure

Prerequisite: Charlatan(Rank 5) 

AP Cost: 50

Action Type: Censor

As an Alternate Use of your Censor Class Feature, if successful, in place of the Stifled Miscognition, you can remove the triggering Heroic Action from your Target’s Heroic Slot List, requiring your Target to Meditate during a Rest Period to regain access to that Heroic Action. 

Advert Storm

Prerequisite: Charlatan(Rank 6) 

AP Cost: 60

Action Type: Full Action

Range: Aura

As a Full Action, you can utilize your Indoctrine Class Feature to manifest a storm of pop-up advertisements that plague Targets of your choice within your Aura, inflicting the Indecisive Miscognition until the end of their next Turn. Affected Targets can attempt a Force Save or Investigation Ability Check(whichever is greater) against your Deception Ability Check to Negate the Miscognition. As a Standard Action, you can maintain an Active Advert Storm for an additional Turn for Half(½) of the Action Point Cost, extending the Miscognition for Targets that have already failed a Save and requiring a new Save from any Unaffected Targets. 

Doublespeak

Prerequisite: Charlatan(Rank 7) 

AP Cost: 70

Action Type: Censor

As a part of the successful use of your Censor Class Feature, your Target also suffers the Confusion Miscognition for the Effect Duration.

Killing Floor

Prerequisite: Charlatan(Rank 8) 

AP Cost: 80

Action Type: Full Action

Range: Aura

As a Full Action, you can utilize your Indoctrine Class Feature to manifest an Illusion that surrounds Targets of your choice within your Aura with hostile intent, inflicting the Outlaw Miscognition until the end of their next Turn. Affected Targets can attempt a Force Save or Investigation Ability Check(whichever is greater) against your Deception Ability Check to Negate the Miscognition. As a Standard Action, you can maintain an Active Killing Floor Illusion for an additional Turn for Half(½) of the Action Point Cost, extending the Miscognition for Targets that have already failed a Save and requiring a new Save from any Unaffected Targets. 

Sleeper Cell

Prerequisite: Charlatan(Rank 9) 

AP Cost: 90

Action Type: Ritual(One Hour)

As a Ritual at a War Table during a Rest Period, you can spend One(1) Hour attempting a Deception Ability Check to implant an activation word into a Noncompliant Target while removing any memory of their programming. At a later time, if the Target hears you speak the Code Word, you will receive total control over your Target’s Actions through the Possession Miscognition until your next Rest Period. The Target can attempt to resist your power at the time of activation with a Force Save against your Deception Ability Check made during indoctrination. A successful Save will return all memories of the programming to your Target.  

Anomaly

Prerequisite: Charlatan(Rank 10) 

AP Cost: 100

Action Type: Blackout

As part of your Blackout Class Feature, you can store your Active Blackout, temporarily halting its effects until later. Then, you can resume or break the impact as a Rapid Action until it has persisted for the entire Effect Duration.