"Business men, they drink my wine. Plowmen dig my earth. None will level on the line; Nobody offered his word" \- _All Along the Watchtower_, Bob Dylan --- # Introduction Swindlers, cheats, and quack practitioners, charlatans have horrible reputations among their ranks. Nevertheless, they stay one step ahead of their fellows with smooth [[Charisma]] and careful [[Dexterity]], even entrancing those who should know better. Because of these traits, Charlatans are great mediators for contacts between those who run the underground and those above the law. Charlatans are masters of setting up their own truths and versions of events, using their quick gab and fast hands to never let others know they’ve been fooled until its too late. ## Unique Playbooks While most classes have a single [[Aspects and Proficiencies|Aspect]] that is flexible in nature to twist and turn, Charlatans succeed specifically because their differing identities make them hard to recognize. Charlatans have three [[Main Glossary|Affinity]] tracks to pick their Aspects from, allowing for vastly different experiences from player to player. It should be noted that Charlatan players should not use their wily tricks excessively on their own party, without express permission. Players are not intended to have their fun at the expense of the enjoyment of the rest of the group. ## Six Degrees of Separation Charlatans typically have a wide network of contacts dispersed throughout the world, and are usually always running into acquaintances. That said, it's not always on good terms, and frankly, it's usually not. Despite that, charlatans have a good eye on how to leverage deals, and usually knows a person who knows a person who can accomplish any specialized transaction if one can just grease the right wheels. Certain facets have the designation “Six Degrees”, and only one can be guaranteed per session; so long as the move is considered narratively possible. # Aspect Affinities The Charlatan comes with three affinity tracks, and one aspect from each track may be chosen by the player. The three affinity tracks are Allures, Contacts, and Trades. ## Allure Affinity Charlatans are always surrounded by associates and work that send out red flags to anyone who becomes familiar with them. But better judgements are often overcome through charlatans' desirable qualities that help them win favors and smooth out bad situations. Many charlatans are said to have used their wiles to beguile Fortune herself. The Allure Aspects are: - [[Silver Tongue]] - [[Pretty Face]] - [[Calming Presence]] - [[Reliable Ear]] - [[Eye for Detail]] ## Contacts Affinity Charlatans are only effective if they can hold a captive audience, and each charlatan keeps their niche. While some attempt to blend in among their clientele as a supposed peer, others remain an enticing and enigmatic unknown, creating an attractive social pull. Whatever method they use, their chosen customers can't help but flock to them like flies to honey, The Contact Aspects are: - [[Seedy Underbelly]] - [[Guilds and Merchants]] - [[Laborers and Countryfolk]] - [[Captains and Jailers]] - [[Doctors and Lawyers]] - [[Nobles and Clergy]] ## Trade Affinity Good charlatans learn early on; the quickest way to make friends with someone is to offer them something they need, or at least, make them think they do. Charlatans take on certain lines of work that most others who live in public view would avoid, such as professional gambling or fencing stolen goods. Their career paths offer them unique experiences that lend a particular signature to the work they do. The Trade Aspects are: - [[Gambler]] - [[Fencer]] - [[Fraud]] - [[Broker]] - [[Grisarch]] - [[Fixer]]