The Con Face is the person who walks into a corporate arcology with a stolen identity, walks out with the quarterly earnings report, and makes the security chief thank them for the visit. In the Nine's corporatocracy, every transaction is a negotiation and every negotiation has a mark. The Con Face finds the mark. The Con-Face sells a version of events at the price the room will bear, and is three systems away before the audit lands. The Kadiss grid is both their obstacle and their tool: every identity verification, every financial transaction, every social connection is a data point that can be forged, exploited, or turned. A good Con Face maintains a portfolio of identities and knows exactly which one opens which door. They operate on the Edge chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor) because their survival depends on reading the room, not reading the battlefield. Light armour. The Will poor save is the class's hidden vulnerability: the Con Face who believes their own lie is a Con Face who is about to get caught. Prime requisites: CHA and INT.
Rules Reference
Field
Value
Armor Allowance
Light
Bab Tier
three-quarters
Base Skill Points
8
Hd
d6
Hd Sides
6
Max Level
20
Multiclass Notes
Con Faces can multiclass with Face and Fixer archetypes. Non-humans use simultaneous multiclassing rules.
Primary Abilities
CHA, INT
Prime Requisites
CHA, INT
Save Tiers / Fortitude
poor
Save Tiers / Reflex
good
Save Tiers / Will
poor
Weapon Allowance
Pistol, Knife, Concealable weapons
Notes
Archetype Niche: The Con Face is the party's long-term social weapon. The Long Game provides a structured confidence scheme system with escalating rewards -- Approach (intel), Build (access), Payoff (assets). Perfect Lie defeats supernatural truth-detection, making the Con Face the only character who can lie to a psion's mind-reading and have it hold. Exit Strategy is the ultimate escape clause -- when the con collapses, the Con Face gets the party out clean. The Con Face's niche is winning the social war, not the social battle -- they play for weeks, not rounds.
Level Table
Short-Con Artist
Field
Value
bab
0
fortitude
0
level
1
reflex
2
skillPoints
32
title
Short-Con Artist
will
0
xp
0
Grifter
Field
Value
bab
1
fortitude
0
level
2
reflex
3
skillPoints
8
title
Grifter
will
0
xp
1250
Confidence Man
Field
Value
bab
2
fortitude
1
level
3
reflex
3
skillPoints
8
title
Confidence Man
will
1
xp
2500
Long-Con Artist
Field
Value
bab
3
fortitude
1
level
4
reflex
4
skillPoints
8
title
Long-Con Artist
will
1
xp
5000
Con Face
Field
Value
bab
3
fortitude
1
level
5
reflex
4
skillPoints
8
title
Con Face
will
1
xp
10000
Master Grifter
Field
Value
bab
4
fortitude
2
level
6
reflex
5
skillPoints
8
title
Master Grifter
will
2
xp
20000
Grand Con Face
Field
Value
bab
5
fortitude
2
level
7
reflex
5
skillPoints
8
title
Grand Con Face
will
2
xp
40000
Puppet Master
Field
Value
bab
6
fortitude
2
level
8
reflex
6
skillPoints
8
title
Puppet Master
will
2
xp
70000
Shadow Puppeteer
Field
Value
bab
6
fortitude
3
level
9
reflex
6
skillPoints
8
title
Shadow Puppeteer
will
3
xp
110000
High Puppeteer
Field
Value
bab
7
fortitude
3
level
10
reflex
7
skillPoints
8
title
High Puppeteer
will
3
xp
160000
Scheme Lord
Field
Value
bab
8
fortitude
3
level
11
reflex
7
skillPoints
8
title
Scheme Lord
will
3
xp
220000
High Scheme Lord
Field
Value
bab
9
fortitude
4
level
12
reflex
8
skillPoints
8
title
High Scheme Lord
will
4
xp
280000
Void Grifter
Field
Value
bab
9
fortitude
4
level
13
reflex
8
skillPoints
8
title
Void Grifter
will
4
xp
340000
High Void Grifter
Field
Value
bab
10
fortitude
4
level
14
reflex
9
skillPoints
8
title
High Void Grifter
will
4
xp
400000
Memory Thief
Field
Value
bab
11
fortitude
5
level
15
reflex
9
skillPoints
8
title
Memory Thief
will
5
xp
460000
High Memory Thief
Field
Value
bab
12
fortitude
5
level
16
reflex
10
skillPoints
8
title
High Memory Thief
will
5
xp
520000
The Unbelievable
Field
Value
bab
12
fortitude
5
level
17
reflex
10
skillPoints
8
title
The Unbelievable
will
5
xp
580000
High Unbelievable
Field
Value
bab
13
fortitude
6
level
18
reflex
11
skillPoints
8
title
High Unbelievable
will
6
xp
640000
The Great Pretender
Field
Value
bab
14
fortitude
6
level
19
reflex
11
skillPoints
8
title
The Great Pretender
will
6
xp
700000
Supreme Con Face
Field
Value
bab
15
fortitude
6
level
20
reflex
12
skillPoints
8
title
Supreme Con Face
will
6
xp
760000
Special Abilities
The Long Game
Field
Value
level
1
name
The Long Game
description: The Con Face can initiate a confidence scheme against a target (individual or small organization). The scheme has three stages: Approach (DC 15 Deception, 1 hour -- the introduction, the first impression, the bait), Build (DC 20 Deception, 1 day -- the trust-building, the shared secret, the manufactured crisis), and Payoff (DC 25 Deception, 1 week -- the extraction). At each stage, the Con Face extracts escalating value: Approach yields information or 100 rek, Build yields an introduction to a more important target or 500 rek, Payoff yields a major asset (ship registration, property deed, corporate credential) or 2000 rek. A failed check at Approach means the target is suspicious (future Deception checks -2). Failure at Build or Payoff means the scheme collapses and the target becomes hostile. The Con Face can maintain a number of simultaneous schemes equal to CHA modifier (minimum 1). At level 6, the scheme DCs decrease by 5. At level 12, by 10. The Long Game is the Con Face's rek engine: every successful scheme is a quarter's worth of Legion payroll, extracted from a mark who does not know they have been played.
Perfect Lie
Field
Value
level
3
name
Perfect Lie
description: When the Con Face tells a lie, even supernatural means of detecting falsehood (Fold telepathy, truth serums, polygraph machines) register the lie as truth unless the interrogator succeeds on an opposed check (their relevant skill or ability vs the Con Face's Deception). The Con Face can maintain one Perfect Lie at a time (the 'keystone' of their current con -- the one lie that holds the whole structure together). At level 8, two simultaneous Perfect Lies. At level 14, the Con Face can implant a Perfect Lie that the target remembers as their own thought (the target truly believes they came up with the idea). This is the ability that makes Con Faces valuable to intelligence services and terrifying to anyone who relies on telepathic security screening.
Exit Strategy
Field
Value
level
5
name
Exit Strategy
description: When a Con Face's scheme is exposed or a social encounter turns hostile, the Con Face can activate Exit Strategy as an immediate action. The Con Face and up to 4 allies within 30 feet gain +10 feet movement for 1 minute, cannot be tracked for 1 hour (the Con Face knows how to lay a false trail), and any active BOLOs, arrest warrants, or Kadiss flags against the Con Face are downgraded by one severity level. At level 11, Exit Strategy also removes the party from active sensor tracking for 1 hour. At level 17, the Con Face can activate Exit Strategy as a free action when combat begins (triggering before initiative is rolled). The Con Face always knows the exit before they know the entrance. This is not paranoia; it is professionalism.