Tango Mentira (KIA)
Human swashbuckling con-artist
22nd Flamerule, 1759 The Year of the Fateful Handshake
Knocked unconscious and flung into the river by Seeker Malleus after a winning play of the game of “Extraction” arranged by the Lord High Seekers. Rescue attempted by S0-DLR while other members of the party continued the game but were unsuccessful.
Class: Rogue (swashbuckler)
Body type: Slender, slightly malnourished
Complexion: Naturally pale with perpetually red cheeks and freckles from spending a lot of time in the sun.
Hair: Long, straight, bright red, wears it out.
Eye colour: Blue
Outfit: Top hat with goggles and cards tucked into the rim.
Defining characteristic: Scar down her left eye.
Personality traits: She’s a born gambler and can’t resist taking a risk for a potential payoff. Everything’s a game to her, which is great, considering she cheats at all games.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.
In addition, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for
the Sneak Attack class feature still apply to you.
At 9th level, your charm becomes extraordinarily beguiling.
As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Ath letics) check you make during the same turn.
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
Background: Tango Mentira grew up in the human slums of a City with her family of con artists.
Father (45yo) – Alpha Mentira
Mother (40yo) – Kenna Mentira
Brother (24yo) – Zulu Mentira
Twin sisters (15yo) – Delta and Echo Mentira
Sister (10yo) – Indigo Mentira
Brother (4yo) – Oscar Mentira
Her older brother Zulu left to join the rebellion, leaving her his old sword. His best friend Blade (nicknamed for his superior swordsmanship) taught her the basics of sword fighting and she practices daily in the hope of following Zulu one day. Her father has taught her how to read people in order to manipulate them.
Sometimes being a lowly human doesn’t help to convince people you’re trustworthy. In these situations being seen as a well-to-do elf can help to go that extra mile to see the con through. For these situations Tango has adopted a false identity called Audacia Faux’Duende , which literally means Audacity False’Elf. She likes to leave clues for the most perceptive of fools. This makes her feel vindicated in tricking them.
However, the last time she became Audacia, the con went terribly wrong and the wife of a Dragonborn died. Tango hasn’t taken on the persona of her well-to-do elf since, and lives in fear of the repercussions catching up with her or her family.
Before ending up at the Academy, she spent her days in the marketplace with her father and the twins involved in some scheme or another to provide for the family. Each member specializes in different scams.
Alpha: convinces people worthless junk is worth their hard-earned money.
Zulu: (used to) cheat at games of chance in taverns.
Delta & Echo: insinuate themselves into people’s lives to prey on their weakness and secure their fortune, aka “the long lived con”.
Indigo: shaves coins and forges documents from home.
Kenna is a stay at home mum and Oscar is too young.
When Tango turned 18, her family couldn’t support her any longer so her father sold her to the Academy.
Ideals: Aspiration – She’s determined to make something of herself.
Bonds: She fleeced the wrong person and must work to ensure they never cross paths with her or those she cares about.
Flaws: She’s convinced no one could ever fool her the way she fools others, and can’t resist swindling those more powerful than her.
Quirks: Can turn anything into a game.
Driving motivation: Making money to send back to her family.
1) The Dragonborn whos wife died in a con-gone-wrong when she was posing as Audacia.
2) Law enforcement of City
3) Rival con-artist, also known as “Zulu’s crazy ex girlfriend”.
(1) Rebel’s contact her brother used.
2) Someone within the law enforcement that’s been paid off for when they get arrested.
3) PI they paid off to know who’s looking for them.
1) Tavern owner/family friend. Allows her family to scam their patrons and takes a cut.
2) Blade (self given nickname), Zulu’s best friend, who taught her the basics of sword fighting.