Con Face

Con artist and social engineer.

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

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Multiclass NotesCon Faces can multiclass with Face and Fixer archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesCHA, INT
Prime RequisitesCHA, INT
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, 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

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleShort-Con Artist
will0
xp0

Grifter

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleGrifter
will0
xp1250

Confidence Man

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleConfidence Man
will1
xp2500

Long-Con Artist

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleLong-Con Artist
will1
xp5000

Con Face

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleCon Face
will1
xp10000

Master Grifter

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleMaster Grifter
will2
xp20000

Grand Con Face

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleGrand Con Face
will2
xp40000

Puppet Master

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titlePuppet Master
will2
xp70000

Shadow Puppeteer

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleShadow Puppeteer
will3
xp110000

High Puppeteer

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleHigh Puppeteer
will3
xp160000

Scheme Lord

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleScheme Lord
will3
xp220000

High Scheme Lord

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleHigh Scheme Lord
will4
xp280000

Void Grifter

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleVoid Grifter
will4
xp340000

High Void Grifter

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleHigh Void Grifter
will4
xp400000

Memory Thief

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleMemory Thief
will5
xp460000

High Memory Thief

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleHigh Memory Thief
will5
xp520000

The Unbelievable

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleThe Unbelievable
will5
xp580000

High Unbelievable

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleHigh Unbelievable
will6
xp640000

The Great Pretender

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleThe Great Pretender
will6
xp700000

Supreme Con Face

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Con Face
will6
xp760000

Special Abilities

The Long Game

FieldValue
level1
nameThe 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

FieldValue
level3
namePerfect 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

FieldValue
level5
nameExit 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.