A Con Artist lives a life of duplicity and grift, always looking for an angle, a
sucker, a score. Con Artists typically focus on social interaction, and are expert
manipulators of the unwary. In the ideal con the mark never sees it coming, and
by the time they realize they've been swindled the con artist is gone.
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Con Artists take on many different roles and develop at least a superficial knowlege
of various things; if they can't sell their cover their con will fail. Thus no two
con artists know exactly the same things but they are all by necessity consumate bullshitters.
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Cost
|
Ability
|
55
|
Rapscallion Package Deal
|
19
|
Swindler Package Deal {recoup 6 points from Conversation and Persuasion}
|
5
|
Quick Study: Cramming
|
6
|
Facile: +3 w/ Acting
|
4
|
Convincing: +2 w/ Persuasion
|
4
|
Silver-tongued: +2 w/ Conversation
|
1
|
Lettered: Literacy w/ Native Language
|
6
|
Choose 6 Points of Knowledge and / or Professional Skills
|
100
|
Total Cost of Abilities
|
Value
|
Disadvantages
|
0
|
None
|
100
|
Total Cost of Package
|
Cost
|
Options
|
var
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Enemies: Con Artists with any time in the trade may have made one or more enemies,
some of whom might even be actively hunting them down.
|
var
|
Wanted: Con Artists may be wanted in one or more municipalities.
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Rapscallions
are those who are off the straight and narrow either in fact or in spirit.
Alert to opportunity, quick witted and cagey, Rapscallions have a solid core
of potential allowing them to adapt to whatever course fate presents them. |
They represent both the best and worst of Rogues, for they are naturally
talented but often choose to put that talent to primarily selfish ends |
Cost |
Ability |
6 |
Quick: +2
DEX |
2 |
Fleet: +1" Run |
3 |
Quick Witted:
+3 INT |
3 |
Glib: +3 PRE |
4 |
Determined: +2
EGO |
3 |
Alert: +1 All
PER |
1 |
Hard Bargainer:
+1 to Resist Bargaining |
1 |
Blas: +1 to
Resist Oratory |
1 |
Immovable: +1
to Resist Persuasion |
1 |
Tight-lipped:
+1 to Resist Conversation |
1 |
Resistance: +1
to Resist Interrogation/Questioning |
10 |
Puissant: +1
Overall Level |
3 |
Bribery |
3 |
Conversation |
3 |
Persuasion |
3 |
Streetwise |
2 |
Survival: Urban |
3 |
Trading |
1 |
WF: Short
Blades |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
1 |
Literacy w/ Native Language |
3 |
Well Connected |
var |
Contacts |
var |
Favors |
var |
Successful: Money |
var |
Street Credibility:
Reputation Perk |
var |
Established: Base(s) |
var |
Established: Followers |
2 |
Thieves' Cant: (Language;
basic conversation; literate) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-5 |
Social Limitation: Prior
Conviction
(Got caught at some point in the past and has done some
time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Rogues (More Powerful, Group, Professional, Unaware, Outdo) |
By Court Fool
|
Swindlers are thieves who use charm to defraud a victim. They can work low value
targets in the street or set up complex high value targets.
|
Cost
|
Ability
|
5
|
Charismatic: +5 PRE
|
3
|
Deceptive: Acting
|
3
|
Personable: Conversation
|
3
|
Persuasive: Persuasion
|
3
|
Socially Adept: High Society
|
3
|
Socially Observant: Analyze: Disadvantages
|
1
|
Student of Human Behavior: SS: Human Behavior
|
2
|
KS: Scams (General)
|
2
|
PS: Swindler (General)
|
25
|
Total Cost of Abilities
|
Value
|
Disadvantages
|
0
|
None
|
25
|
Total Cost of Package
|
Cost
|
Options
|
3
|
False Identity: Disguise 11-
|
3
|
Forger: Forgery 11-
|
3
|
Lady's Man: Seduction 12-
|
3
|
Pick Pocket: Sleight Of Hand 11-
|
6
|
Befuddle: Mind Control 5d6 (25 Active Points); 1 Recoverable Charge (-1 1/4), Extra
Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Incantations (Complex;
-1/2), Requires A Persuasion Roll (-1/2), Does Not Provide Mental Awareness (-1/4)
|
3
|
"Look Out Behind You": +1 SPD (10 Active Points); 1 Recoverable Charge (-1 1/4),
Incantations (Complex; -1/2), Requires A Persuasion Roll (-1/2) [Notes: This is
essentially a distraction that allows an extra action.]
|