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Shadowrun, Sixth World skill

Con

Con is a skill in Shadowrun, Sixth World: Acting, disguise, impersonation, and the fast talk that walks a team past a checkpoint.

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Key facts

Attribute
charisma

Overview

Con is the lie you can hold under pressure. It covers assumed identities, disguise, playing a role for hours, and the quick fiction that explains why you are standing in a restricted corridor holding a toolbox. It differs from Influence in intent. Influence works on people who know who you are; Con works on people who must believe you are somebody else. Faces carry both, and everyone else wants a rank so the cover story survives one follow-up question.

How it works

Linked Attribute: Charisma Dice Pool: Charisma plus Con, rolling d6s and counting every 5 or 6. Opposed Rolls: Usually contested by the target's own perception and social pools, not a fixed threshold. Support: A forged SIN, a matching outfit, and a plausible reason to be there all lower what the roll has to carry.

Tips and playstyle

Best for: Faces first, then anyone who works infiltration jobs where the crew walks in through the front door. Character concepts: A grifter who has never used a real name, an ex-corporate recruiter, an actor who found a better paying stage. Synergies: Influence closes the deal, Stealth covers the parts of the building your cover does not reach, and Electronics keeps the fake credentials scanning clean.

Frequently asked questions

What is the difference between Con and Influence?

Influence persuades as yourself. Con persuades as somebody else, and it is what carries a disguise or a false identity.

Can a non-face character get by with one rank?

One rank plus decent Charisma survives a question at a door. Anything longer needs the specialist.