Something I made for one of my players.
When you con someone, profit from it, and get away with it, you can take the following move the next time you gain a level.
When you confuse someone with nonsense, misdirection, or fast talk, roll +CHA. On a 10+, you choose one. On a 7-9, choose one anyway but they’re going to get suspicious pretty quickly.
• They don’t get in your way.
• They do something for you.
When you have Flim-Flam Artist, the following moves count as class moves for you.
When you read a person, roll +CHA. On a 10+, ask three questions from the list below. On a 7-9, ask one. Take +1 forward when acting on the information. On a 6- ask one anyway, but the GM will tell you something that isn’t true; mark XP if you follow through on it anyway.
• What do you want?
• How can I get you to _____?
• What are you afraid of?
• Are you hiding something?
• What weakness or flaw can I exploit?
When you make something that looks important or valuable but isn’t, roll +CHA. On a 10+, it looks important or valuable and holds up to a close inspection. On a 7-9, it’ll hold up to a casual inspection, but someone’s going to notice something amiss sooner or later.
A Different Name in Every City
When you enter a settlement where you’ve used an alias in the past (your call), roll +CHA. On a 10+, your cover is intact and you’ve got a useful reputation here. On a 7-9, your cover is intact and your reputation is pretty useful, but someone in town has figured out that you aren’t who you say you are.