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.]