Grifter - Subclass
Sweet talker. Orator. Con man. You’re a charmer that makes your living on the graces and naivete of others. If there’s an ear to listen, you’re the person to call. You have a special way with words and are no stranger to charm. Grifters are commonly hustlers, escorts, negotiators, ship captains or politicians.
Persuasion
Your compelling arguments are especially convincing.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On rolls to change the opinion or stance of another character, gain a die.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
Performance
You have studied various performance arts to excellence.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- Choose two fields of performance from the below list
- Singing, dancing, storytelling, painting, playing an instrument, sculpting, or a field approved by the Judge.
- On rolls involving performance of your selected fields, gain a die.
- Low Wages: On an Apprentice Rationale Roll, you can spend a Downtime Action working and earn Pence equal to the Face of each Set you spend.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Mid Wages: On a Journeyman Insight Roll, you can spend a Downtime Action working and earn Sterling equal to the Face of each Set you spend.
- Choose two more fields from the list.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
- Choose two more fields from the list.
- High Wages: On a Master Insight Roll, you can spend a Downtime Action working and earn Ingots equal to the Face of each Set you spend.
Connections
Your network of peers stretches further than most.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- You gain an additional group of connections you can draw on for information, jobs, and supplies.
- Choose a group from the following list:
- Military -
- Clergy
- Criminal - Criminal organizations, smuggling rings, and illegal goods and services.
- Industrial - Tools, equipment and labor from the industrial sector.
- Merchants -
- Aristocracy - Surviving nobility of the Dämmerung.
- Law - Law Enforcement agencies and services
- The Elven Enclaves - The Dishonored houses and the associated enclaves within each major city.
- Clan Bhoridan - The last Dwarven clan and all affiliated allies
- Commoners - Peasants and other common folk.
- Sorcery - The Royal Academy of Sorcerous Arts and other schools teaching and researching sorcery.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- Choose another group from the above list
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- Choose two more groups from the above list
Deception
You are convincing when embellishing the truth.
- Apprentice Rank: This ability can be purchased for the first time to gain the Apprentice Rank.
- On Insight rolls to deceive others, you gain a die.
- Journeyman Rank: This ability can be purchased a second time to gain the Journeyman Rank.
- In all instances, gain two dice instead of one.
- Master Rank: This ability can be purchased a third time to gain the Master Rank.
- In all instances, gain three dice instead of two.
- Grift: On a Journeyman Insight Roll, you can spend a Downtime Action working and earn Sterling equal to the Face of each Set you spend.
- Legal Consequences: Double any wages made after you roll. If you fail to make wages, you are apprehended for a minor crime by local authorities.
Prima Donna
You are the star. The very center of attention and you know how to shine in the spotlight.
- Gain a die to performances, speeches, or other acts whenever you are the center of attention.
Nobody's Fool
fluff
- Gain a die to defend against persuasion, deception or intimidation attempts against you.
Servile Adulation
The art of a good segue isn't in the transition but how flattering the commentary becomes.
- Gain a die to rolls involving persuasion or deception so long as you keep flattering the character involved.
Intuition
Knowing things about people based soley on how they act and speak.
- On an Insight roll you can learn something about the subtext of an interaction or an glean understanding by observing a character. The more you want to know the harder the roll:
- Apprentice - basic details like nervous tick, or sweaty palms.
- Journeyman -