Shadowrun, Sixth World archetype
Face
Face is an archetype in Shadowrun, Sixth World: Negotiator and con artist who talks the team into the building and out of the consequences.
Last reviewed
Overview
The face runs the half of the job that happens before anyone loads a weapon. Meeting the Johnson, setting the payout, working the contacts, and walking through a checkpoint as somebody who belongs there. A good face turns a run that would have been an assault into a conversation and a signed badge. The archetype pays for itself literally: negotiation with the Johnson decides what the team is paid, so the face's Charisma and Influence ratings set everyone's income. Faces also carry the team's social risk, because being memorable is the profession, and every identity burned is one the group cannot use again.
How it works
Key Attributes: Charisma first, since it powers both social skills. Intuition for reading a room, and Willpower for holding a story when the pressure arrives. Key Skills: Influence for etiquette, leadership, negotiation, and intimidation, all under one rating. Con for acting, disguise, impersonation, and fast talk. Perception to notice the moment the mark stops believing you. Dice Pools: Charisma plus Influence or Charisma plus Con, counting each 5 or 6 as a hit. Negotiation and intimidation are opposed, so a well built Johnson pushes back with a pool of their own. Gear: Contacts, a lifestyle that supports the cover, wardrobe, and credentials. The fixer in your contacts list is worth more than any weapon you carry.
Tips and playstyle
Best for: Players who want the run's outcome decided in a bar two days before the run, and who enjoy improvising in character. Character concepts: A fixer who negotiates for a cut, an ex executive who kept every contact when she left, a grifter who has never used the same name twice. Synergies: Elves raise the Charisma ceiling this role lives on. Keep Influence and Con both rated, since one is spoken in your own name and the other is not, and coordinate with the decker so your cover identity holds up when someone checks the database.
Frequently asked questions
Does a high Influence rating pay more?
Yes. The negotiation with the Johnson runs on Charisma plus Influence, so the face's pool directly decides the team's fee for the job.
Influence or Con?
Influence covers moving people who know exactly who you are, including intimidation. Con covers being someone else. Most faces need both, because a fake badge and a real negotiation are different runs.
Is a face useless in combat?
Only if you build them that way. Nothing in the archetype stops you taking Firearms ranks, and many faces do, since a negotiation that collapses tends to collapse at close range.