Mountebank (FiD)

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The Mountebank is a master of deception, a charismatic trickster who uses promises, and sleight of hand to manipulate others. Whether selling snake oil or doing diplomacy, 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

  1. 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.
  2. Cosmopolite: You know all the common languages of the setting and can improvise communication in languages you don't know. Gain increased effect on Resolve actions when speaking to someone who knows your language as a second language in their own language.
  3. Mesmerism: When you Sway someone, you can cause them to forget that it happened until they next interact with you.
  4. Mirror Truth: You can always tell when someone is lying to you.
  5. 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.
  6. Something on the Side: At the end of each downtime phase, you earn +2 stash.
  7. Subterfuge: You may expend your special armor to resist a consequence from suspicion or persuasion, or to push yourself for subterfuge.
  8. 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 clothes & jewelry.
☐ Fine disguise and cosmetics kit.
■ Fine loaded dice, trick cards.
☐ Disguised weapon.
☐, ☐, ☐ Bottle of fine drink or snake oil.

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

Gather Information

  • What do they intend to do?
  • How can I get them to [X]?
  • Are they telling the truth?
  • What are they really feeling?
  • What do they really care about?
  • How can I blend in here?
  • What's really going on here?