This document provides an overview of the mechanics for playing a tabletop roleplaying game where players take on the role of grifters and con artists in a fantasy setting. It describes character classes like Thief, Artificer, Bard, Seer and Fighter that are skilled at different aspects of deception. It also outlines how to build a character by assigning stats and choosing a race. The document explains how to set up a "con" or deception by selecting a mark to target based on their desires and vices. It provides rules for players taking turns in planning and executing steps of the con and rolling dice based on their character's stats, with increasing levels of suspicion from the mark if steps fail. The goal is
This document provides an overview of the mechanics for playing a tabletop roleplaying game where players take on the role of grifters and con artists in a fantasy setting. It describes character classes like Thief, Artificer, Bard, Seer and Fighter that are skilled at different aspects of deception. It also outlines how to build a character by assigning stats and choosing a race. The document explains how to set up a "con" or deception by selecting a mark to target based on their desires and vices. It provides rules for players taking turns in planning and executing steps of the con and rolling dice based on their character's stats, with increasing levels of suspicion from the mark if steps fail. The goal is
This document provides an overview of the mechanics for playing a tabletop roleplaying game where players take on the role of grifters and con artists in a fantasy setting. It describes character classes like Thief, Artificer, Bard, Seer and Fighter that are skilled at different aspects of deception. It also outlines how to build a character by assigning stats and choosing a race. The document explains how to set up a "con" or deception by selecting a mark to target based on their desires and vices. It provides rules for players taking turns in planning and executing steps of the con and rolling dice based on their character's stats, with increasing levels of suspicion from the mark if steps fail. The goal is
This document provides an overview of the mechanics for playing a tabletop roleplaying game where players take on the role of grifters and con artists in a fantasy setting. It describes character classes like Thief, Artificer, Bard, Seer and Fighter that are skilled at different aspects of deception. It also outlines how to build a character by assigning stats and choosing a race. The document explains how to set up a "con" or deception by selecting a mark to target based on their desires and vices. It provides rules for players taking turns in planning and executing steps of the con and rolling dice based on their character's stats, with increasing levels of suspicion from the mark if steps fail. The goal is
In the world’s dungeons and frontiers, adventurers risk their lives for riches and glory. That’s not where your skills lie. Instead you’ll forge wands, relics and treasures, find a mark too greedy to ask questions, and flog it to them before they see through your deceptions. Building your Grifter Pick your Class Assign stats pick your Race Thief: Skilled at shadowcraft, Divide 8 points between these: Human: Once per con, reveal a sneaking, stealing items Grace: Social skills and ally within the mark’s and planting objects. keeping your cool. organisation and lower Artificer: Skilled at enchantment, Knowhow: Obscure lore and Suspicion by 1. identifying magic, and arcane knowledge. Dwarf: With 5 minutes of building props. Wits: Quick thinking handling a magic item Bard: Skilled at illusions, and rapid action. you understand its getting the mark’s Skulduggery: Stealth, thievery enchantment and get +1 interest and allying and ambushes. dice creating a forgery. their suspicions. Elf: Your refined aura makes Seer: Skilled at divination, Pick your Day Job people assume you’re planning a con, and Get +1 dice when your job applies. wealthy and high-class. judging truth and lies. Bodyguard, Monster, Smith, Goblin: Failures when sneaking Fighter: Skilled at martial arts, Priest, Dungeoneer, Barkeep, about don’t raise fighting, breaking Aristocrat, Tailor, Farmer. suspicion - goblins are things and guarding. anonymously shifty.
The Con Getting things done
The first step is to get your mark. The GM will roll When it’s your character’s turn in the plan, say what or pick from the table below to build them up: you’re doing and the GM will say what stat to roll. 1. Roll one six-sided dice per point in the stat. Mark Desires... Vice 2. If any dice are on or under Suspicion, increase Lich Trophies of Eating souls Suspicion by one. conquest 3. If any dice are above Suspicion, you succeed. The GM narrates what your success looks like, and High Priest Paintings Narcotics you hand off to the next member of the crew. Empress Holy relics Wrath 4. If you don’t succeed, the GM will say what goes wrong. Say which member of the crew steps in to Mobster Arcane tomes Domination keep the con running. General Elven artefacts. Gambling The GM may ask you to roll for the actions you take Wizard Duelling swords Fine clothing as you set up or move on from your step of the con. and wands These rolls work the same, but don’t raise Suspicion. Each class has their own kind of magic. When you The mark starts at Suspicion 1. use it, you can reroll results of 1. If the roll still fails, Together you have the skills to take them for all the GM describes how the magic goes out of control. they’re worth. Make a plan that uses each class. If every step is complete, the con succeeds! Narrate what you do with your cut, and either raise a stat by Example cons: 1 or get a higher-status day job. Get the mark to invest in a joint venture, then let them steal the venture’s worthless fruit. Suspicion Bribe an angel to rig divinations in your favour. Here’s what each level of Suspicion looks like: Control the sage they use to appraise your forgery. 1: You don’t register on the mark’s radar. 2: They go to a friend or ally for advice. Salt a hoard with genuine treasure to it look valuable. 3: They bring in outside experts to advise them. Show an item to the mark, get a ‘third party’ to talk 4: They send minions to put pressure on you. up its value, then let them buy it from you. 5: They threaten you with the law, exile, death etc. 6: They cut ties and secure their assets: con is over. By James Iles patreon.com/ufopress