Grifter.



Running Cons.

Grifters can be found all over the wasteland, in settlements, ruined buildings, camps and Bases. Always trying to separate gullible marks from their hard-earned caps, Grifters master many arts from complex scams or Rigged card games to forgery and disguise. Using any tools, they can to get what they want.


Prompts.

Grifters can be any race. And any alignment though they tend to be neutral or evil

When creating a Grifter here are some things to consider.


What made you choose the life of a Grifter?
Are you working alone or as part of a group?
Where are you from?
What are your long-term goals?
Do you have any dark secrets?

Trait.

You can pick one trait from the list below that best suits your character, or roll 1D6 to randomly choose.

 

  1. I fall in and out of love easily, and am always pursuing someone.
  2. I have a joke for every occasion, especially occasions where humour is inappropriate.
  3. Flattery is my preferred trick for getting what I want.
  4. I'm a born gambler who can't resist taking a risk for a potential payoff.
  5. I lie about almost everything, even when there's no good reason to.
  6. Sarcasm and insults are my weapons of choice

Ideal.

You can pick one ideal from the list below that best suits your character, or roll 1D6 to randomly choose.

 

  1.  Independence. I am a free spirit – no one tells me what to do.
  2. Fairness. I never target people who can't afford to lose a few coins.
  3. Charity. I distribute the money I acquire to the people who really need it.
  4. Creativity. I never run the same con twice.
  5. Friendship. Material goods come and go. Bonds of friendship last forever.
  6. Aspiration. I'm determined to make something of myself.

Bond.

You can pick one Bond from the list below that best suits your character, or roll 1D6 to randomly choose.

 

  1. I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
  2. I owe everything to my mentor a horrible person who's probably rotting in jail somewhere.
  3. Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
  4. I come from a well-off family, and one day I'll reclaim my wealth and title from those who stole them from me.
  5. A powerful person killed someone I love. Someday soon, I'll have my revenge.
  6. I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.

Flaw.

You can pick one Flaw from the list below that best suits your character, or roll 1D6 to randomly choose.

 

  1. I can't resist a pretty face.
  2. I'm always in debt. I spend my ill-gotten gains on Chems and Girls faster than I bring them in.
  3. I'm convinced that no one could ever fool me the way I fool others.
  4. I'm too greedy for my own good. I can't resist taking a risk if there's money involved.
  5. I can't resist swindling people who are more powerful than me.
  6. I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.

Bonuses & Starting Equipment.

Important skills.
The 5 main skills for a Conman are.
Deception +5
Lock pick +5
Stealth +5
Pickpocket +5
Persuasion +5

 

Starting gear.

Worn Breifcase
Tattered Pre-war suit
Empty 1.5 litre plastic Bottle
Mess Tin
Single charge Holo Emitter
Fliplighter
1D6 bobbypins
Bottle of RazorGrain whiskey  containing 1D20 shots

Perk & Disadvantage.

Please select one of the four perks below for your character.

Master of Conversation.

whilst talking to an Npc you can make a perception skill Roll to attempt to learn more from your Targets body language and mannerisms. The information you learn not only Grant's an advantage to all charisma checks against the target but can also give you more specific information such as if the target seems to be hiding something, or if the target has a gambling or chem. addiction.

Master of Forgery.

You can spend 4 hours forging a document, you must have the document or have spent at least 1 hour examining it, you will also need the correct materials and will need to pass a DC check set by the difficulty of the task.

Master of Disguise (Self).

You can spend 30 minutes perfectly applying a disguise to make a yourself look like any similar race. The disguise is very high in quality and Requires a DC 150 check of any investigative or charisma based skill to determine that it is a disguise. while disguised you have advantage to all stealth and charisma checks . Additionally any Npc attempting to identify the disguised player has disadvantage. 

Master of disguise (Others). 

You can spend 1 hour applying a disguise too another pc or Npc, you can make this person look like anyone of the same Race. While in disguise the person has advantage to stealth and charisma checks made to hide their true identity. Additionally any Npc attempting to identify the disguised player has disadvantage. 

Disadvantage.

Over Confidence.

You believe your work and skill as a Grifter is unmatched and it would be impossible for somebody to catch you out or tell that your work is fake, you will fiercely deny it if somebody claims to have caught you in a lie and become infuriated.

Whilst infuriated you gain a Disadvantage on all skill Rolls for 1D4 hours. You may also react violently If the other party continues to push the claims that theyve caught you in a lie.



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