Faceman

The Faceman is the spokesman of any group.  This is the natural trickster and confidence man.


Alignment: Any, but tend toward Chaotic.
Hit Die: d8.
Action Points: 5
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Wealth Bonus: +5


Class Skills


Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (None), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Taunt (Cha)


Table: The Faceman

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +0 +0
+2
Doublespeak, 1,000 Faces
+1 +2
2 +1 +0 +0
+3
Cold Read (2x)
+2 +2
3 +2 +1 +1
+3
Quick Change (2x)
+2 +2
4 +3 +1 +1
+4
Masks
+3 +3
5 +3 +1 +1
+4
Backup I
+3 +3
6 +4 +2 +2
+5
Smooth Operator (1x)
+3 +3
7 +5 +2 +2
+5
Quick Change (4x)
+4 +4
8 +6/+1 +2 +2
+6
Masks
+4 +4
9 +6/+1 +3 +3
+6
Backup II, Smooth Operator (2x)
+5 +4
10 +7/+2 +3 +3
+7
Bald-Faced Lie (1x)
+5 +5
11
+8/+3
+3
+3
+7
Cold Read (3x), Quick Change (6x)
+5
+5
12
+9/+4
+4
+4
+8
Masks, Smooth Operator (3x)
+6
+5
13
+9/+4
+4
+4
+8
Backup III
+6
+6
14
+10/+5
+4
+4
+9
Doppelganger
+7
+6
15
+11/+6/+1
+5
+5
+9
Quick Change (8x), Smooth Operator (4x)
+7
+6
16
+12/+7/+2
+5
+5
+10
Masks
+7
+7
17
+12/+7/+2
+5
+5
+10
Backup IV
+8
+7
18
+13/+8/+3
+6
+6
+11
Smooth Operator (5x)
+8
+7
19
+14/+9/+4
+6
+6
+11
Cold Read (4x), Quick Change (10x)
+9
+8
20
+15/+10/+5
+6
+6
+12
Masks, Bald-Faced Lie (2x)
+9
+8


Class Features


All of the following are class features of the faceman:

Weapon and Armor Proficiency: Facemen are proficient with personal firearms.

Doublespeak:
As a free action, you may spend 1 action die to improve or worsen a target’s disposition toward you and each of your allies by 1 point for the duration of the current scene. This point can affect either Dedicaton or Loyalty. This ability may not target any one character more than once per scene, nor improve the chosen attribute to higher than 4.

1,000 Faces:
You are a master of disguise and duplicity. At Level 1, you have three false identities that you can use, each with its own history, occupation, and false documentation to prove all of it.  You do not gain any skills or special abilities as part of this identity, so it would be wise to not choose identities that you cannot reasonably portray.  The level of these identities can be any level up to your own Faceman class level.  As you increase in level, You may choose whether or not each of your identities increases in level as well.  An identity can never increase more than one level each time you increase one level in the Faceman class, so any time you choose not to increase the level of an identity, that increase is lost completely.

Cold Read:
At Level 2, once per session when you first encounter a character, you may ask the GM two personal questions about the character. This requires 1 free action. Sample questions include “What does the man in the suit do for a living?” and “What is the lady’s favorite author?” The target may conceal an answer by spending 1 action die per question ignored. Once a target has spent an action die to ignore a question, you may not re-ask that character that question using this ability for the duration of the current mission. At Levels 11 and 19, you may use this ability 1 additional time per game session.

Quick Change:
At Level 3, twice per session, you may make a Hide or Disguise check that would ordinarily require 2d4 minutes or less as a free action, ignoring any kit requirements. At Levels 7, 11, 15, and 19, you may use this ability 2 additional times per session.

Masks:
You’re a master of deception, able to hide your motives and even your identity under layers of misdirection. At Levels 4, 8, 12, 16, and 20, you may choose 1 of the following abilities. Bonus Feat may be chosen multiple times.  Each of the other abilities may be chosen only once.
  • Convincing: Once per session, you may spend 1 action die to force an opponent to re-roll a successful skill check that would penetrate your disguise or cover. You may not use this ability to force an opponent to re-roll a critical success.
  • Favor for a Favor: You may use your connections to elicit assistance from someone within an organization who is otherwise resistant to bribery. When you make any Diplomacy check to bribe someone, you may bribe honorable characters without penalty. The skill check results and costs are determined as standard, except that the bribe money is not paid to the target but rather used to assist him in a way that he finds morally acceptable. You may use this ability a number of times per mission equal to your starting action dice.
  • Fake It: You may credibly pretend to possess a skill that you don’t actually have, gaining a +20 bonus with Bluff checks made to feign its use. This does not actually allow you to use the skill — it merely allows you to act like you can. Thus, you could stand next to an operating surgeon and pretend to know what’s going on, but you couldn’t perform the surgery yourself. This effect lasts for 10 minutes. You may use this ability a number of times per session equal to your starting action dice.
  • Follow My Lead: Through a mixture of fast-talk and convincing performance, you can shield your allies from scrutiny. Whenever you’re present with a teammate who’s in disguise, the teammate gains an insight bonus with his Disguise check result equal to your Charisma modifier (minimum +1).
  • Old Debts: Each friend summoned with your backup ability shows up in only 1d4 hours and his Permanence attribute may be 0.
  • Bonus Feat: You may choose one of the following feats as a bonus feat: Contact, Improved Initiative, Skill focus (any of your Faceman class skills), Skill Focus (any Charisma skill).

Backup I:
You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. He shows up within 1d6 hours.  The friend is a Tier 1 temporary contact, and his Permanence attribute must be -1.

Backup II:
At Level 9, you may use this ability up to 2 times per session and the friend is a Tier 2 contact.

Backup III:
At Level 13, you may use this ability up to 3 times per session and the friend is a Tier 3 contact.

Backup IV:
At Level 17, you may use this ability up to 4 times per session and the friend is a Tier 4 contact.

Smooth Operator:
You’re tremendously versatile, able to effectively blend into any social situation. At Level 6, once per mission during the Intel Phase, you may gain a temporary Skill Focus feat targeting any Charisma-based skill until the end of the current mission. At Levels 9, 12, 15, and 18, you may use this ability 1 additional time per mission.

Bald-Faced Lie:
Starting at Level 10, once per session when you tell 1 lie to any NPC, the NPC believes it as truth for a number of minutes equal to your class level. After this time, the target may begin to question the lie, depending upon the current circumstances (and per the GM’s discretion). This ability may not support any statement the target absolutely knows to be a lie (e.g. “the sky is green” when it’s a clear day and you’re both outdoors). If you use this ability on an NPC of equal or higher career level, the NPC may make a Will save (DC 10 + your class level). With success, he sees through your deception when it’s presented. At Level 20, you may use this ability up to 2 times per session.

Doppelganger:
At the top of your game, you may perform a perfect imitation. At Level 14, once per mission, you may choose 1 alternate identity from your 1,000 Faces ability. While operating in this persona, you replace your character sheet with that of the target character, including all attribute scores, feats, and skills. If this ability is used in a setting involving birthrights, mysticism, psionics, or other “powers,” you may not replicate any of these powers. Likewise, you may not benefit from any implanted gear or permanent modifications possessed by the character being mimicked (such as implanted gadgets, augmentations, and chemical enhancements), unless you actually posses such modifications yourself. Finally, you may not copy a character of a different species, nor may you copy another character’s Doppelganger ability.