Criminal: Charlatan (Advanced) (TP)
Grim Hollow: Campaign Guide p. 90 (Third Party)
- Competencias
- Deception
Rasgos
Criminal
Criminals serve and thrive off the seedy underbelly of society. While many people run afoul of the law, this background is for people who make their livelihoods entirely outside the law. Rarely respected or honored within society, Criminals often hide their true profession from others.
- Skill Proficiencies: Choose one from Acrobatics, Athletics, Deception, Intimidation, Sleight of Hand, Stealth.
- Languages: Thieves' Cant.
- Tool Proficiencies: Thieves' tools.
- Equipment: Thieves' tools, fake currency in a drawstring pouch to deter pickpockets, a set of dark common clothes including a hood, and 15 gp.
Charlatan
Charlatans can be seen in most markets separating fools from their hard-earned coin, and there is no shortage of fools. Some choose instead to exploit the upper class, claiming that the ignorance of spoilt children is far more lucrative, if a little riskier. Ranging from the lowliest of hustlers selling miracle cure-alls to the most audacious con artists, all charlatans have a knack for fooling those unfortunate enough to cross their paths.
- Skill Proficiency: Deception.
- Additional Equipment: a lockbox with a secret compartment, a forged Merchant's Guild membership certificate, imitation fine clothes.
False Identity
Upon spending an hour writing and talking to the right people, and succeeding on a medium-DC Charisma (Deception) check, you can create yourself a new identity with fake identification.
Rank 1 - Peddler
You are used to lying through your teeth, telling people whatever they want to hear in order to separate them from their money. It keeps you fed and one step ahead of the law, but you'll need a way to run bigger scams if you want to make real money.
Holdings:
- A stash of counterfeit items that you sell and scam people with.
- A secluded stoop that you use as a shelter against the elements near your place of "business"
Progression: You are recruited by a gang of Hustlers, or create your own group, to participate in more organized and larger-scale scams.
Rank 2 - Hustler
You have started to work in a group as a face man, expanding your "clientele" with more lucrative cons, such as passing off colored glass as gemstones, or bleeding wealthy marks dry with long cons.
Holdings:
- A group of miscreants that assist your cons, with whom you split the spoils of your larceny.
Progression: You must acquire or create plans for a large-scale con and procure the necessary elements.
Rank 3 - Con Artist
You have become more daring in your approach, orchestrating swindles that require planning, resources, and teamwork in pursuit of a big payday. You may set your gang about duplicating famous paintings to be sold in foreign cities, for example, or forging property title deeds in order to sell a building you do not own.
Holdings:
- A team of charismatic swindlers and skilled forgers who can recreate items at your request with great accuracy and detail.
- An unmarked warehouse in a disreputable part of town, where you can store and create forged items and oversee your operations.
Progression: Successfully executing a grand con that draws the outrage of a great noble household, religious faction, or other powerful institution. It also makes you famous among other criminals.
Rank 4 - Mastermind
You have become something of a legend within the underground. Up-and-coming swindlers approach you to learn at your feet. Whether you pass on your skills or fleece your new flock is up to you.
Holdings:
- Many detailed plans of cons you have devised or procured.
- A network of talented individuals who work at your behest, aiding you in orchestrating your ploys.
Profession Dice
Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:
Profession Die Table:
| Profession Rank | Profession Dice |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
Talents
Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.
Talent: Bounty Hunter
Whenever you make a Wisdom (Survival) to track Criminals, you can add your Profession Die.
Talent: Quick Fingers
Whenever you make a Dexterity (Sleight of Hand) check to place a small object on a humanoid or sneak something into their food or beverage, you can add your Profession Die to the roll.
Talent: Contortionist
Whenever you make a Dexterity or Dexterity (Acrobatics) check to squeeze through a small space or escape bonds, you can add your Profession Die to the roll.
Talent: Copycat
Whenever you make an Intelligence or Intelligence (Forgery Kit) check to forge or create a document, you can add your Profession Die to the roll.
Talent: Disciplinarian
Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Talent: Drunkard
Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Talent: Elusive
Whenever you make a Dexterity (Stealth) check to hide or blend into a crowd of humanoids that share your background, you can add your Profession Die to the roll.
Talent: Gambler
Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Talent: Grifter
Whenever you make a Charisma (Deception) check, and are attempting to pass off a fake object as authentic, you can add your Profession Die to the roll.
Talent: Heister
Whenever you make a Wisdom (Perception) check to spot traps, sentries, and other security measures, you can add your Profession Die to the roll.
Talent: Impressionist
Whenever you make a Charisma (Performance) or Charisma (Deception) check to mimic the mannerisms, voice, or appearance of another humanoid, you can add your Profession Die to the roll.
Talent: Interrogator
Whenever you make a Charisma (Intimidation) check to extract information from an enemy who is restrained, you can add your Profession Die to the roll.
Talent: Menacing Presence
Whenever you make a Charisma (Intimidation) check, and are interacting with Academics, Common Folk, or Seafarers, you can add your Profession Die to the roll.
Talent: Nimble Fingers
Whenever you make a Dexterity (Thieves' Tools) check to pick a lock, you can add your Profession Die to the roll.
Talent: Renowned
Whenever you make a Charisma (Persuasion) check, and are interacting with Military, Outlanders, or Criminals, you may add your Profession Die.
Talent: Ropesman
Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check to climb, move along, or jump onto ropes, you can add your Profession Die.
Talent: Sentry
Whenever you make a Wisdom (Perception) check while on watch duty or defending a fortification, you can add your Profession Die to the roll.
Talent: Urban Sprinter
Whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check while running away from a pursuer, or pursuing someone else, you can add your Profession Die to the roll.
Talent: Applied Leverage
When you make a Strength (Athletics) check to force open a door or container, you may add your profession die to the roll.
Talent: Charity Case
When you make a Charisma (Performance) check to fake an illness, injury, or other condition, you may add your profession die to the roll.
Talent: Looter
When you make an Intelligence (Investigation) roll to find hidden valuables, you may add your profession die to the roll.
Talent: Sticky Fingers
When you make a Dexterity (Sleight of Hand) check to snatch something quickly, you may add your profession die to the roll.
Talent: Vacant Expression
When you make a Charisma (Deception) check to feign ignorance and you are interacting with an Academic, Aristocrat, Clergy, or Militarist, you may add your profession die to the roll.
Otros datos
ancestry
Criminal