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Have you ever needed to elude someone, but couldn't because they
knew what you looked like? If so, Disguise may be just what you
are looking for.
Disguise will allow a character to conceal their identity, with
varying degrees of success. It is easy to disguise yourself so
that you can't be recognized from a faded Polaroid; it is difficult
to disguise yourself so that your best friends cannot recognize
you.
Disguises will generally have a difficulty of 0 (although the GM
may rule otherwise in cases of extreme costumes). There may be
modifiers applied.
Sample modifiers to Disguise check:
| Access to professional materials | +20
| | No mirror | -20
| | No materials available | -40
| | Limited time (less than 5 minutes) | -20
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Since characters tend to know themselves fairly well, it is hard
for them to fool themselves. Therefore, the GM rolls all Disguise
skill checks. If the result is within 25 of the effective skill
level (either way), the character is satisfied with the result.
If the check passes by more than 25, the character is pleased with
the result. If the check fails by more than 25, the character is
not pleased with the result. In the case of critical successes
and failures, the character will be very pleased (or displeased)
with the result.
After making the roll, the GM will subtract the roll from the
character's effective skill level (including difficulty and modifiers),
and record this number somewhere. If the skill check succeeds,
this number will be positive; if it fails, this number will be
negative.
When the disguise comes into play, the character who is being
deceived gets an INT check to see through the disguise. The
difficulty applied to this INT check will be the number recorded
earlier for the disguise. The GM will also assign any modifiers
that seem appropriate.
Sample modifiers to INT check:
| Character is in shadows | 25
| | Victim has never seen character | 40
| | Victim is character's brother | -50
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If the INT check succeeds, then the deceit has failed to some
extent. If the check fails, the disguise was successful.
If the disguise is being used in conjunction with some other
skill (eg. Con Artist), make the victim's INT check against the
Disguise first, and then modify their check against the other skill
by the amount the first check passed or failed by.
Dirk has a Disguise skill of 78, and a Con Artist skill of
64. He is going to attempt to con another character, who has an
INT of 59.
Dirk plans this caper well in advance, so the GM decides to
allow a modifier of 30, to take into account the fact that appropriate
materials may be secured. The GM then makes Dirk's Disguise check
against a skill of 108(=78+30), and rolls a 42. The difference is
66(=108-42), which is recorded for later reference. 66 is greater
than 25, so Dirk is pretty pleased with the results.
Some time later, the con attempt is made. The victim must
make an INT check to see through the disguise at -7(=59-66), which
is very difficult (the 5% minimum comes into play here). He rolls
a 15, which is a failure by 22(=15-(-7)=15+7). When he makes an
INT check against the con attempt, there will be a modifier of -22
applied by the GM.
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