Run a short con in 10min; +5 Persuasion & Deception; reroll failed opposed check once/encounter.
The character has run a hundred small grifts and a dozen big
ones. The character may run a short con (mark, setup, payoff)
in 10 minutes of focused play instead of the standard hour.
The character gains +5 to Persuasion and +5 to Deception checks
when both are being used in the same encounter as part of a
con. Once per encounter, when an opposed social check
(Persuasion, Deception, or Intimidation) fails, the character
may declare a reroll (must accept the second result).
Rules Reference
Field
Value
Combat Action
Category
social
Runtime / Classification
passive-conditional
Runtime / Duration
Runtime / Effect Kind
other
Runtime / Magnitude
Runtime / Trigger
run a short con in 10 minutes of play (instead of 1 hour)
Runtime / Uses
Notes
Special: Stacks with Fast Talk (the Fast-Talk move-action deception stacks). Does not work against marks who have psionic Truth-Sense or who are under active magery surveillance. The 10-minute runtime assumes the mark is local and the props are already acquired. Illegal in Core and most jurisdictions.
Benefit
condition: run a short con in 10 minutes of play (instead of 1 hour)
Field
Value
condition
run a short con in 10 minutes of play (instead of 1 hour)
modifier
0
target
con-runtime
condition: +5 to Persuasion checks made as part of a con
Field
Value
condition
+5 to Persuasion checks made as part of a con
modifier
5
target
persuasion-con
condition: +5 to Deception checks made as part of a con
Field
Value
condition
+5 to Deception checks made as part of a con
modifier
5
target
deception-con
condition: once per encounter, reroll one failed opposed social check (Persuasion/Deception/Intimidation)
Field
Value
condition
once per encounter, reroll one failed opposed social check (Persuasion/Deception/Intimidation)