Swindler | |
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.] |