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Edsel
Nov 7th, '06, 09:25 AM
I'm cross posting this to the Dark Champions Forum as well.

In my Dark Champions campaign it is not uncommon for a character to do some undercover work. In cases like this the character needs to cover his tracks in a manner similar to what a False Identity would do. However, these are temporary situations in a couple of weeks the character will abandon the identity and never use it again. I am trying to figure out a way to model this. Perhaps some sort of custom Perk would work? Maybe this should be done by using a character's contacts?

Anybody done anything similar to this or have any ideas?

Vondy
Nov 7th, '06, 09:32 AM
I'm cross posting this to the Dark Champions Forum as well.

In my Dark Champions campaign it is not uncommon for a character to do some undercover work. In cases like this the character needs to cover his tracks in a manner similar to what a False Identity would do. However, these are temporary situations in a couple of weeks the character will abandon the identity and never use it again. I am trying to figure out a way to model this. Perhaps some sort of custom Perk would work? Maybe this should be done by using a character's contacts?

Anybody done anything similar to this or have any ideas?

I could be wrong, but I was under the impression that the False ID perk represents a well-developed, back-stopped identity the character could use, and not something created spontaneously. Using that logic, I would consider a short term false identity, unless it was "air-tight, high-quality, back-stopped by a non-PC (etc)" nothing more than a plot device, or the result of the correct skills (like forgery). If they get these temporary identities from an agency they work for, or some other frequently levereged source, then I think it would be sufficient for them to have the agency (or other source) as an contact with "useful skills and resources." This could also work for high-quality, back-stopped identities. I've leveraged organization style contacts and/or membership perks for plot advancing items quite a bit in my game (usually a combination of the two). If, however, you want to have a specific perk for this function, what about using Cramming as a template for a changeable False ID. Maybe something like: Variable False Identity, 5 points.

bigdamnhero
Nov 7th, '06, 01:08 PM
I've done it before as a Contact. But it wasn't something that came up too often. Really all the Contact did was provide fake IDs; the PC had to do the rest of the work himself.

If it was going to be a bigger part of the campaign, I think I'd be inclined to make it a Custom Perk: "Variable False ID." Given that a single, nigh-unshakeable "Deep Cover" ID only costs 2 points, I don't think I'd charge more than 3 or 4 points for a rotating not-designed-to-withstand-too-much-scrutiny Perk.

The other option would be to make it part of a "Fringe Benefit" for membership in whatever agency provides the fake identity. Or for that matter if it's a really common element of your game, why not just let all the PCs take it for free?

Edsel
Nov 7th, '06, 05:59 PM
I could be wrong, but I was under the impression that the False ID perk represents a well-developed, back-stopped identity the character could use, and not something created spontaneously.
Actually you are thinking of the Deep Cover Perk from page 81 of 5ER, it costs 2 points. The False Identity is a new Perk that can be found on page 85 of Dark Champions, it only costs 1 point. The False Identity is much like the Deep Cover but shallower. A new False Identity can be whipped-up in about a week whereas a Deep Cover takes months of work and is very in depth. Of course that also means that a False Identity is easier to detect if someone has a reason to dig very deep.

Now that I am home and able to read up on the specifics of a False Identity I see it is suggested, as an option, that the GM may give the character back his 1 point for a False Identity if it is blown so that the character can establish a new False Identity. It takes only a small leap to expand this rule a bit and allow a character to abandon one False Identity in order to establish another. This is probably the route that I will take. If the character is willing to spend a single point for a False Identity then he can trade it in for a new one when he decides the time is right.

Lucius
Nov 9th, '06, 03:09 AM
Hm.

What about a temporary true identity?

Lucius Alexander

The palindromedary wonders if there are people whose identities are ALL false

Edsel
Nov 9th, '06, 04:12 AM
All of my identities are true.

Eosin
Nov 9th, '06, 06:46 AM
All of my identities are true.

I happen to know that you are a cute lesbian couple. FAAKR!