Charlatans include not just phony fortune-tellers, cult gurus, and fake “intuitives,” but also TV “psychics,” stage magicians who scrupulously call their feats “illusions,” and so on. Cynical “New Age” authors and newspaper astrologers should use Writer (p. 44). An amusing roleplaying challenge is the quack sorcerer, who conceals his ignorance of the occult as he slips deeper and deeper into a horror adventure. This template describes the basic charlatan, soon to be in over his head.
■Attributes:
ST 10 [0];
DX 12 [40];
IQ 12 [40];
HT 10 [0].
■Secondary Characteristics:
Dmg 1d-2/1d;
BL 20 lbs.;
HP 10 [0];
Will 10 [-10];
Per 11 [-5];
FP 10 [0];
BS 5.50 [0];
BM 5 [0].
■Advantages: Charisma 2 [10] or Voice [10]. ● 15 points chosen from among Alcohol Tolerance [1], Allies (21-50 deluded fans, cult members, etc.; Built on 25%; 9 or less) [10], Ally (Trained accomplice; Built on 75%; 15 or less) [9], Ambidexterity [5], Attractive [4], Autotrance [1], Charisma [5/level], Danger Sense [15], Fashion Sense [5], Flexibility or Double-Jointed [5 or 15], High Manual Dexterity 1-3 [5/level], Honest Face [1], Intuition [15], Luck [15], Patron (Wealthy sucker or producer; 9 or less; Equipment +100%; Minimal Intervention -50%) [15], Sensitive or Empathy [5 or 15], Serendipity 1 [15], Smooth Operator 1 [15], Social Chameleon [5], or Voice [10].
■DisAdvantages: Secret (Charlatan) [-5]. ● -25 points chosen from among Addiction [Varies], Callous [-5], Compulsive Lying [-15*], Cowardice [-10*], Delusion (“I have real magic powers”) [-5 to -15], Enemy (Previous victims or rival charlatan; Rival; 9 or less) [-5], Greed [-15*], Overconfidence [-5*], Selfish [-5*], or Trickster [-15*].
● Alternatively, take the full -30 points as Epilepsy [-30].
■Primary Skills: Acting and Fast-Talk, both (A)
IQ+1 [4]-13.
● One of Escape or Sleight of Hand, both (H)
DX [4]-12; Fortune-Telling (any), Occultism, Performance, or Public Speaking, all (A)
IQ+1 [4]-13; Hypnotism (H)
IQ [4]-12; or Detect Lies (H)
Per [4]-11.
■Secondary Skills: Three of Filch (A)
DX [2]-12; Pickpocket (H)
DX -1 [2]-11; Gesture or Makeup, both (E)
IQ+1 [2]-13; Disguise, Gambling, Holdout, Lockpicking, or Smuggling, all (A)
IQ [2]-12; Artist (Scene Design), Forgery, Mimicry (Speech), Psychology, or Ventriloquism, all (H)
IQ-1 [2]-11; Sex Appeal (A)
HT [2]-10; Breath Control (H) HT-1 [2]-9; Meditation (H) Will-1 [2]-9; Body Language (A)
Per [2]-11; or 2 points to raise one of those skills by a level.
■Background Skills: One of Savoir-Faire (High Society or Police) (E)
IQ+1 [2]-13; Carousing (E) HT+1 [2]-11; or Observation (A)
Per [2]-11.
* Multiplied for self-control number; see p. B120.
□Customization Notes
Some charlatans -- e.g., “psychic motor” hoaxers, fake mediums, and stage escapists -- may have skills like Carpentry, Mechanic, or even Engineer.