View Full Version : False Identity/Deep Cover Resource Pool
Sociotard
Mar 14th, '09, 07:24 AM
What do you think about the idea of making a fifth resource pool for fake ID's? Of course, characters would still have to have the skills (Forgery, Acting and Disguise) to make and use new identities, but buying a new ID every week (for spies, con-men and similar characters) would get expensive.
Vondy
Mar 18th, '09, 05:33 AM
What do you think about the idea of making a fifth resource pool for fake ID's? Of course, characters would still have to have the skills (Forgery, Acting and Disguise) to make and use new identities, but buying a new ID every week (for spies, con-men and similar characters) would get expensive.
The fourth resource pool category "miscellaneous points" already covers this possibility (See: DC 154). It says miscellaneous points should be defined one way and generally set, but adds: "In some cases (for example, characters who can disguise themselves and forge credential and licenses), quicker switches may be acceptable." Insofar as it was genre apropos and true to character concept I'd allow it.
Addenda: I was thinking about this and realized I don't allow this carte blanche. Instead, I require players to preset what perk the points represent (fake identity, deep cover, contacts), but allow the "special effect" (for false identities that would be the details of the false identity assumed) perk to remain undefined until a play situation arises in which the player desires to invoke it.
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