Professional Documents
Culture Documents
Grifters
Grifters
Grifters
Artists of Deception
You are professional cons, and you deal in deception. While others may not understand it,
you are the aristocracy of crime, for who else has their victims rob themselves?
When you play grifters, you earn XP when you execute a con or deception.
What’s your big score, the one you can retire after?
Grifter Upgrades
✦ Quick Change: Each member of the crew can carry one additional one load item from
another crew member’s list for zero load (though this will not convey any expertise with
it)
✦ Friendly Relations: So long as you are not at war with anyone, you may pay one fewer
coin when you pay a tithe (minimum 1) and you may take +1d to incarceration rolls.
✦ Elite Rooks: All of you cohorts with the Rooks type get +1d to quality rolls for Rooks
related action.
✦ Play to Win: All members of the crew may pursue gambling to clear stress (in addition
to their own vice). Any time two or more members of the crew take this downtime
together, add one coin to the crew stash (plus 1 per crew member after the second).
Pick what faction is running the game, and take -1 to that relationship.
✦ Composed: Each PC gets +1 stress box. This costs 3 upgrades to unlock, not just one.
Extensive Friends on
Turf Lair Turf
Contacts the Force
GAMBLING DEN: During downtime, roll dice PUBLIC HOUSE: +1d to Consort and Sway
equal to your Tier. You earn coin equal to rolls onsite.
the highest result, minus your heat. Sometimes you want to go where you know
I am shocked, shocked! everybody’s name (and where you already know all
FINISHING SCHOOL: Your Rook cohorts get the exits).
+1 scale for Rook activities. EXTENSIVE CONTACTS: You get +1 die to
We breed a better class of criminal here. acquire asset rolls to acquire a cohort or a
service.
FRIENDS ON THE FORCE: You get +1d to
reduce heat. Even if you don’t know someone, you know someone
who knows someone.
It helps to know the routes and patterns of the local
constabulary, but it helps more to have a complete EXPERT NEGOTIATORS: You lose one less
list of birthdays, favorite beverages and family faction status (so -1 rather than -2 in most
situations. cases) when you seize a claim.
FINE TAILOR: You get +1d to the “I am confident that we can come to a mutually
engagement roll for deception and social beneficial arrangement.”
plans. ALL NIGHT PARTY PEOPLE: Your crew and
Oh, no no no, that hat will never do with those cohorts do not draw attention when
cuffs! traveling through or taking gather
information actions in any part of the city.
LISTENING POST: Gain +1d to gather
information on a score. You always have a place to go, and more
importantly always look like it’s where you should be
It’s an unpleasant, dank closet, but it’s an going.
unpleasant, dank closet that’s illicitly hooked into
every telegraph wire in the city.
LEGITIMATE BUSINESS: You get -2 Heat per
score.
‘Do you think it was a bit much that we named it
“Etam Itigel and sons?”’
The Detail
For the swindle, the blow-off is the means by which the crew will escape without getting
caught. Performing a swindle is fairly easy, but doing it in a way that does not immediately
turn to a violent (or legal) confrontation is the trick.
For the fraud, it will probably be worth the crews time to create the counterfeit as an asset,
but depending on the plan that may not be necessary.
For the heist, the twist is similar to the blow off - it’s the extra piece of information that
may make this the perfect job. Perhaps it’s a swap. Perhaps its a complicated web of lies
which keeps anyone from admitting the job happen.
New Abilities
These abilities may be acquired as veteran moves by any character. If these abilities have a
playbook in brackets after their description, they may be taken by new characters as part of
that playbook.
ELABORATE PLOTTER - If your plan for engagement is overly complex or contingent on
many factors, you may gain +1d on the engagement roll rather than taking -1d. [Spider]
CRAFTER OF SECRETS - You can craft elaborate lies to obscure your crews activities.
When you remove heat, you may remove twice as much as normal, but the GM creates
a clock with a 6 wedge clock representing how well that secret is kept. If the clock is
ever completed, all of the heat is re-applied to the crew immediately. [Slide]
Assume Success
There is a certain arrogance to grifting - what else can you expect from criminals who rob
other criminals? This is something you’ll want to embrace in play - make audacious plans.
Engage jobs from an assumption that you are genuinely awesome enough to pull this off.
What that means in practice is that you generally do not want to start a con at the beginning,
but rather at the end. Rather than work your way through establishing an identity, layering
on the lies and working towards the payoff, start at the payoff. Backfill anything you need
with flashbacks. Lay down your foundation of lies, then busily try to keep them from falling
apart before the job ends.
Everybody Grifts
There is sometimes a temptation to think of grifting as a job solely for the Slides of the
world, and that the only way to have a team of grifters if if everyone spikes sway and
consort. There is a logic to this, but it a a very BORING logic, and best to have nothing to
do with it.
The most important thing to bear in mind is that any grift is a complicated, shifting machine
of deceptions. You are creating a temporary fictional world for the mark, and that requires
conspirators and coordination, which are not activities limited to the silver tongued. Every
area of specialty (and by extension, every crew member) can help shape that fictional world
with their expertise.
Mechanically, the role asset is created to help smooth this over a bit. The biggest advantage
of a role is that if your cutter looks like a big scary soldier, you can give them a role that
matches with that (bodyguard! enforcer! soldier!) and it just works without needing to bust
out the dice.
Flashbacks
Of course you can call flashbacks within flashbacks. This is a con. It’s a time honored
tradition. Players are even welcome to flash back to the same moment more than once to
explain what was actually going on then, if that suits their cunning plan.
Con Clocks
A very useful pair of clocks to keep running on a con are the mark’s suspicion and their buy
in. While these can be set up in opposition, it’s much more entertaining to race them.
Heat
Heat can seem odd for cons since it seems like a good con should generate zero heat,
especially if the mark isn’t going to pursue any revenge. However, it’s important to
remember that a con is a box tied tight with secrets - Heat also represents the risk that
someone is going to let something slip. As such, while Cons might end up on the low end
of average for heat, there is no need to be too conservative in doling it out.
Movies
THE STING - The greatest. Skip everything else and watch this 7 or 8 times, and you’ll be
fine.
OCEAN’S 11 - Confession: I’ve never seen the Sinatra version, but I’ve seen the Clooney/Pitt
version probably a dozen times. With the exception of Raiders of the Lost Ark, I am not
sure I can think of another fun movie that just keeps holding up. Oh, and the con/heist is,
of course, magnificent.
THE GRIFTERS - Look at that cast. Look at that screenwriter. Done.
NOW YOU SEE Me - The overlap between stage magic and confidence games is pretty wide,
and this film (and its sequel) turn that up to 11. I’m a little torn on this one - I think it
cheats a little bit on the cons by handwaving the magic, but it’s a great example of a
particularly bombastic style.
CATCH ME IF You Can - Based on the book of the same name, I especially endorse it after
reading the book so you get a sense of what’s going on.
THE BROTHER’S BLOOM - If you have not heard of one movie on this list, it’s probably this
one, and that is an outright tragedy.
MATCHSTICK MEN - Because Sean insisted, and enough people love it that I’m probably the
grinch here. Great performances, but the con itself didn’t grab me.
Books
THE BIG CON, David Maurer - iconic. This is the book about cons that everyone else on
this list read first. (Of course, Maurer was also a con, but his book is such a long established
con that it has earned some pride of place).
EASILY FOOLED, Bob Fellows - if you can find it, this pamphlet-sized booklet is the most
succinct summary of manipulation techniques I have found. If you can’t find it, consider
Lovell’s HOW TO CHEAT AT EVERYTHING.
CATCH ME IF YOU CAN, Frank Abagnale - Source for the movie of the same name.
THE MARK INSIDE, Amy Reading - This is the one I’m currently reading, and it’s marvelous.
WHAT EVERY BODY IS SAYING, Joe Navarro - big caveats here - I think that beyond basic
active listening skills, “Reading body language” is mostly flimflam. HOWEVER, this is very
useful for the fiction of social interaction, because the various “tells” provide things for the
GM to narrate or to otherwise insert into play. Grab this (or any book on body language)
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and treat it like you would watching a cool fight scene in a movie - as a source to take things
from and apply to your game.
GAMES PEOPLE PLAY, Eric Berne - This is one of those very good books that has been
seminal to so much that has followed it that it can seem a little old hat, but if you’re really
looking to deep dive on human interaction, this is a foundational (and reasonably short)
read.
ALL MARKETERS ARE LIARS OR THIS IS MARKETING, Seth Godin - The inclusion of a
marketing book on this list may seem nonsensical (or it may seem entirely apt) but it serves a
specific purpose. Godin does a great job at talking about marketing in terms of storytelling
with specific emphasis on the stories we tell ourselves, and how to speak to those. This is
relevant because that is exactly what a con depends on - determining the story the mark tells
themself, and making your story work with that.
This list could be MUCH longer, since you can draw from books about networking, reading
the room, marketing, behavioral economics or psychology to find useful gems about cons.
With that in mind, I generally recommend looking to those books rather than “books about
cons”, since most of them are either repackaging Maurer or are cons themselves.
TV
WHITE COLLAR - While I heartily recommend shows like Hustle and Leverage for any
Blades game, White Collar is a treasure for the con enthusiast, since that’s the primary focus
of stories which must be kept tight enough to fit in a single episode. If you want to just
mainline con ideas, this may be the best single source.
BURN NOTICE - This is technically a spy show, but I include it as a useful reference about
cons because they are an essential part of how things play out. The main character does not
have James Bond gadgets or infinite Kung fu, but rather he outthinks and manipulates his
targets, and talks the audience through the process in a very satisfying way. In a similar vein,
if you can catch old episodes of The Rockford Files, it scratches a similar itch.
BRAIN GAMES - Particularly season 1. The show is about various bits of weirdness in the
human brain, which is to say it’s chock full of the things that con men exploit. Fun and
educational, with occasional appearances by Apollo Robbins.
THE SIMPSONS: THE Great Money Caper (s12 e7) - Really, it’s that good.
AMERICAN GODS - Putting this under TV rather than books because the cons stand out a bit
more on TV. I had not originally considered mentioning this, but Drew Stevens described it
as a Grifter/Cult crossover, and I really can’t argue with that.
Games
CRYPTOMANCER - Elves, wizards and expected fantasy trappings except all through the lens
of modern information security. http://cryptorpg.com/
CRIMEWORLD - By the aforementioned John Rogers, this is technically for Fate, but really it’s
usable for any game. https://www.evilhat.com/home/fate-worlds-volume-two-worlds-in-
shadow/
SKULLDUGGERY - by Robin Laws, this is the generic version of the system used in the Dying
Earth RPG, and it’s a treasure for a certain flavor of shenanigans.
Also, the LEVERAGE RPG is really good, if you can find a copy, but I am biased that way.
Wikipedia Ratholes
THE AFFAIR OF the Queen’s Necklace - https://en.wikipedia.org/wiki/
Affair_of_the_Diamond_Necklace
CASSIE CHADWICK - https://en.wikipedia.org/wiki/Cassie_Chadwick
GREGOR MACGREGOR - https://en.wikipedia.org/wiki/Gregor_MacGregor
CONFIDENCE TRICK - https://en.wikipedia.org/wiki/Confidence_trick (This adds a few
more bits of terminology like The Hurrah for those who dig such things)
LIST OF CONFIDENCE Tricks - https://en.wikipedia.org/wiki/List_of_confidence_tricks
Podcasts
THE GRIFT - http://thegriftpodcast.com/
HEIST PODCAST - https://heistpodcast.podomatic.com/
The Cast
In every con, there are a number of roles that need to be filled. Sometimes one grifter may
fill multiple roles, but the more faces you have in play, the better. The biggest danger with
this is that you cannot have someone show up twice in the con without risking the whole
game. If a crewmember shows up as a shill (say, pretending to be a bluecoat) early on, you
can’t have them show up later as a prospective investor and hope the mark won’t notice.
When someone has been seen, they are considered to be “burned” and need to be careful
that if they’re seen again it’s consistent with past appearances.
With that in mind, the most common roles in a con are:
The MARK, as noted, is the person being conned
The FACE is the person running the con. If they’re running the con on their own, they pick
up all necessary roles. Ideally, they should not be the first point of contact with the Mark –
that’s the job of the roper.
The ROPER is the person who pulls the mark into the con in the first place, usually by making
the mark the “winner” of a smaller scam. A rookie mistake is to expect the roper to be the
one who runs the con, but in a good con, the roper is the one who introduces the mark to
the face (often over their apparent objection) and at some point the mark will throw the
roper under the bus (metaphorically, we hope) in order to get closer to the true con.
A SHILL exists to validate the con. They may be someone else trying to get the same thing, or
an apparent enemy of the face. A con my have multiple shills, and they reinforce the idea
that the con (and its associated urgency) is real. Despite the name, the shill very rarely
provides direct support of the con, but rather provides implicit reinforcement.
The FALSE MARK is a specific flavor of shill and is a useful role for snagging a certain kind of
Mark, particularly the kind who think themselves very smart (which is most of them). The
false mark is the target of fake con which the real mark is getting drawn into.
THE ROPE
The ROPE is the means by which the mark is drawn into the con. In a short con you might
be able to walk up to someone with your fake goods, but a savvy mark (the only valuable
kind) expects deception, and will range from unapproachable to merely incredibly leery of
the pitch.
It is because the mark is going to be most skeptical of any initial contact that we separate the
role of the roper from the face, so the roper can take the fall in a way that reinforces the
face’s stance.
The exact approach for the rope is usually connected to the angle, but it’s not the angle itself
- that is necessary for the con. Instead it tends to rely on old fashioned research of the
mark’s interests and habits to make sure that coincidence favors the con.
A good roper delivered multi-layered deception - they need to be a good enough deceiver to
be able to appear much less capable than they are. The ideal roper seems a bit sketchy and
confident that they are smarter than the mark, but has also overlooked some opportunity
that someone smarter (that is, the mark). The roper can’t be so obnoxious that the mark
avoids them entirely, but obnoxious enough that the face and the mark can bond over what
an idiot they are.
The point of the rope is, effectively, to start the conversation. It engages the mark and lays
the groundwork for the rest of the con while giving the mark a convenient place to point
their skepticism
Example: If you have a second person in a short con, then one of you is usually going to be the roper.
Consider a simple con, like trying to sell a “winning” lottery ticket. If Alice approaches Bob and says “I
have this ticket that’s worth $400, but the guy running the lottery is going to break my legs if he sees me. If
you buy it off me for $200, then you can cash it in and we both profit!” then that is not likely to convince
Bob, who will rightly be suspicious of this stranger. However, suppose Carol “overhears” the conversation
and steps in, accusing Alice of fraud and demanding to see the ticket. Upon seeing the ticket she announces
that these are bogus numbers, tears up the ticket and threatens violence upon Alice, who runs off. While it
may look like Alice was the con, really she was just the Roper, setting up Carol.
THE SCORE
Once the hooks are far enough in, the mark should be enthusiastically trying to pay the
grifter, and that moment of truth is the score, when the deed is finally done. Money changes
hands, secrets are revealed and everything wraps up.
Importantly, no matter how well the con has been run, this is when the mark is going to be
the most suspicious (and dangerous) but if the con is well prepared, this is one more
advantage to be leveraged, by providing what the mark expects.
This is often the most convoluted part of things, so let’s back up a bit here. At this point, the
mark hands over the macguffin, whatever it may be. The mark is almost certainly expecting
something in return, and they’re absolutely not going to do anything overtly stupid like trust
that they’ll get paid back without some serious security. Unfortunately, since this is a con,
that payback isn’t coming, so how is this handled?
First, this must feel like a victory for the mark. If it’s just a transaction, then they are less
likely to make mistakes. This needs to be offering them a payoff that they’re invested in,
achieved only because they are so smart/cunning/tough/awesome. Small stakes are fine for
setups and small cons, but for the final score, there needs to be some real emotional
substance in play.
Second, the crew should make sure something goes wrong. Specifically, something that the
mark would expect will go wrong. If the mark expects betrayal, then there should be
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betrayal. If he expects attack, there should be an attack. This reinforces the rightness of
things to the mark while at the same time introducing complications which may force the
mark to be less careful than he might otherwise be. The “problem” should force things to
be done faster, or require that security precautions be taken. Or (depending on the blow off)
it may keep the transaction from happening at all.
The trick is, the score is only half the equation - without the blow off, it’s guaranteed to fail,
so the details of the score depend on the blow off.
Example: Carol’s score is pretty boring. She offers to pay Bob off for a quarter of the value of the ticket
(it’s all the money she has on her!) but Bob, cunning guy that he is, won’t be ripped off, and instead will pay
her some amount (probably a third to a half). Money changes hands and they go their separate ways.
Instead, let’s look at David, who is about to hand over a briefcase full of money for a priceless artifact.
Edna has a fake artifact which will pass cursory inspection, but it will absolutely not pass the more rigorous
tests that David’s personal expert will subject it to. This means that Edna needs to do one of three things.
1. Get the money away from David before things change hands.
2. Get the money but keep the test from happening
3. Screw up the test in some way
How should we approach it? Well, let’s look at the Blow Off to decide.
Example: To tie it all together, Let’s use the classic example, familiar to fans of The Sting – the wire
scam. The con is to convince the mark to hand over a giant pile of money by convincing him to bet on a game
that he thinks is secretly rigged (the angle is the mark’s greed). Note that we now have an answer to wonder
what circumstances the mark would give up money, so now we come to the question of how to emulate that.
Well, we need to get him into our fixed betting parlor of course, and we need him to believe that the fix is
legit.
Now we have action. We need to set up the fake parlor, we need to rope him into it, and we need him to
believe it’s a sure thing. Some of that we can do right away, but how do we get him into our gambling parlor?
Well, that’s another con. A smaller one. We find someone who owes him money (or maybe borrow some
money then wait till the threats come) and then suddenly pay back all debts and interest. Our mark’s a clever
man – the payback is fine, but he’s going to be really interested in how this guy (our roper) suddenly has
money. He’s going to find out about this betting parlor, and he won’t take no for an answer.
Notice something here: The mark is operating under a sense of false proactivity. If we sent in the roper to
tell him about the gambling parlor, he’d be suspicious as hell. But since we sent the roper in to not tell him
about it, he is going to trust any data he extracts because it comes from him.
Once we’ve got the hook in, the roper introduces him to grifter, who doesn’t want another partner, so the mark
is going to have to force the grifter to accept him (further reinforcing the mark’s belief that he is in control).
Once that happens, the mark sees some wins, but they’re small – frustratingly so. The opportunity for a huge
score is obvious, but small timer’s like the roper don’t see it.
But the big score requires a big bet, so the mark needs to put up some money to match the (bogus) amount the
grifter is putting forward. Everything is going great until the bluecoats raid the place and take everything. The
mark is nearly arrested, but escapes thanks to the help of the grifter. In the end, both have lost it all, but the
mark is grateful, and they go their separate ways.
But, of course, that was the blowoff. The bluecoats were fake, lead by the outside player, and the mark’s
money is safely in the hands of the crew, while the mark is going on his way convinced that the grifter is a
stand up citizen.