Mountebank (FiD)
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The Mountebank is a master of deception, a charismatic fraudster who uses trickery, false promises, and sleight of hand to manipulate others. Whether selling snake oil, performing fake miracles, or swindling the gullible, the Mountebank thrives on the art of the con. They are equally at home in both bustling marketplaces and royal courts, using charm, misdirection, and illusion to pull off grand schemes.
An adaptation of the Slide. In D&D this would be a charisma focused rogue, but the match is far from exact.
Special Abilities
In addition to the listed powers, you have access to these special abilities.
- Rook's Gambit: Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.
- Cloak & Dagger: When you use a disguise or other form of covert misdirection, you get +1d to rolls to confuse or deflect suspicion. When you throw off your disguise, the resulting surprise gives you the initiative in the situation.
- Ghost Voice: You know the secret method to interact with a ghost or demon as if it was a normal human, regardless of how wild or feral it appears. You gain potency when communicating with the supernatural.
- A Little Something on the Side: At the end of each downtime phase, you earn +2 stash.
- Like Looking into a Mirror: You can always tell when someone is lying to you.
- Mesmerism: When you Sway someone, you may cause them to forget thatit's happened until they next interact with you.
- Subterfuge: You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.
- Trust Me: You get +1d vs. a target with whom you have an intimate relationship.
Sly Friends
- ˄ ˅ Bryl, a dealer.
- ˄ ˅ Batzso, a mercenary captain.
- ˄ ˅ Klyra, a tavern owner.
- ˄ ˅ Nyryx, a prostitute.
- ˄ ˅ Harker, a jail-bird.
Items
- ☐ Fine hand weapon.
- ☐-☐ Fine heavy weapon.
- ☐ Fine scary weapon or tool.
- ■ Manacles & chain.
- ■ Rage essence vial.
XP
- Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
- You addressed a challenge with deception or influence.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Consort 1
- Sway 2
- 4 points by choice, no higher than 2 in any one