Con Artist
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.
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.
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


Total Cost of Package
Cost Options
var 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.

Package Deals
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)

Package Deals
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


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.]