How to Play Doing Things - Fighting Things - Quick Guide
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System Stuff Skill List - Class List - Permissions List - Stunts List
GM Information Bestiary - Random Injury Table - Worldbuilding
Battle Cunning Thought Charm
Fighter Rogue Scholar Diplomat
Barbarian Assassin Sage Spy
Knight Gleeman Tactician Chevalier
Sorcerer Druid Summoner Namer
Monster Enchanter Abjurer Priest
Warrior Monk Ranger Wizard Skald
Specialist Classes
Soldier Thief Mage Leader
Martial Artist Wanderer Loremaster Performer

Class Information

Class Primary Archetype Secondary Archetype Required Permission
Gleeman Cunning Charm None

The Gleeman is a travelling entertainer (and sometimes conman). Though many lay claim to the title, there are as many kinds of Gleeman as there are Gleemen. They depend on sleight-of-hand and flashy tools to win the day.

Tools of the Trade:

  • Smoke Bomb- Once per session, roll Stealth regardless of location, even in Combat.
  • Fireworks- Once per day, roll Mechanics to penalize an attacker by blinding them.
  • Firebreather- Once per battle, blow fire at a target, forcing them to roll a Reaction Time of +2 or higher to avoid being burnt.
  • Hidden Knives- Once per battle, throw an unexpected knife at an enemy by rolling Stealth instead of Combat. The target may defend with either Reaction Time or Notice (whichever is higher).
  • Kafta Leaf- Once per day, chew a bitter Kafta Leaf to clear out one Physical stress and one Mental stress. Does not affect injuries. Cannot be used by anyone other than the Gleeman.

Performer Stunts:

  • Acrobat- Use Stealth in place of Athletics for movement.
  • Combat Acrobat - [Requires Acrobat] Use Stealth in place of Reaction Time for melee attacks.
  • Minstrel- Use Mechanics to perform with any instrument, and use Counsel instead of Knowledge when recalling a piece of lore.
  • Stage Magic- Gain a +2 to Provoke when inspiring awe or fear in non-magical persons. 
  • Story Teller- Add half your Stealth rounded down to Persuade and Provoke rolls.
  • Card Sharp- Gain a +2 to Stealth checks relating to sleight-of-hand. Also, you may use a normal playing card as a weapon.

Starting Stunts

Bag of Tricks Once per day, declare that you have a useful item as if you had spent a Fate Point to do so.
Tools of the Trade [Requires Bag of Tricks] Choose two tools from the Gleeman's Tools of the Trade list.
Performer [Requires Bag of Tricks or Cutting Deep] Choose one of the stunts from the Gleeman's Performer list.

Class Specific Stunts

Well-Rounded [Requires Performer] Choose a second stunt from the Gleeman's Performer list.
Full Stock [Requires Tools of the Trade] Gain the use of two more stunts from Tools of the Trade.
Tricks Beyond Count [Requires Bag of Tricks] Gain an additional two uses of Bag of Tricks.