THE CON
A social engineering simulator. You play the attacker in live scripted conversations — build rapport, weaponize psychology, and extract the objective before your mark's suspicion hits 100. Every debrief shows exactly which levers you pulled and how the mark should have stopped you.
The Attacker's Playbook — 6 Levers of Influence
Social engineering is not lying — it is weaponized psychology. Robert Cialdini catalogued the levers; con artists and red teams pull them every day:
- Authority — "This is IT Security / the CEO's office." People obey titles.
- Urgency — "The server goes down in 10 minutes." Panic bypasses verification.
- Liking & Rapport — people help people they like. Names, empathy, shared complaints.
- Reciprocity — do a small favor first; the mark owes you one.
- Social Proof — "Everyone on your floor already did this."
- Commitment — small yeses snowball into big yeses. Each harmless answer lowers the guard for the next ask.
The rules of the game: two meters track the mark's state. SUSPICION at 100 = you're burned. RAPPORT unlocks softer paths. Extract the objective to win. The best operators win with suspicion below 40 — a GHOST rating.
Suspicion15
Rapport20
is typing