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Impersonation
| [Charisma + Expression and Manipulation + Subterfuge]: Making others believe that you are someone they know and trust is a wonderful, if extremely risky, method of obtaining a great deal of useful information. Even if your character has the perfect disguise and knows a great deal about the person being impersonated, it all comes down to how well the character can pull it off. The best actors can impersonate someone's dear friend, while someone nervous, timid or simply unskilled cannot even become someone's long-lost third cousin believably. Impersonation requires two rolls. First it is necessary to look, sound and move like the target. A Charisma + Expression roll (difficulty 8) is required to obtain the desired appearance. If the character does not have access to the target or, at minimum, extensive visual and audio recordings of the target moving, the difficulty of this roll increases by at least one. Access to someone who has spent a significant amount of time with the target and who can help correct any obvious mistakes will reduce the difficulty level by one or two. One success gives a basic resemblance, but three or more successes help the character pass inspection by anyone who knows the target well. Five or more successes means that even the target's own parents won't know the difference. If the character can manage to keep interactions to casual greetings and nods of acknowledgment, no further rolls are necessary. However, the character will likely be called on to actually pass as the target while interacting with individuals who know the target.
When the character interacts with someone, the player must make a Manipulation + Subterfuge roll with a difficulty based on how well the person knows the target. Casual acquaintances only require a difficulty of 5, coworkers and ordinary friends usually require a difficulty of 7, and spouses, long-term friends and similar people raise the difficulty to 8 or 9. A failure on this roll reflects odd, incongruous behavior. At this point, the player must roll again in a roll resisted the
observer's Perception + Alertness (difficulty 6). Success mollifies these fears, while another failure or a botch on either roll reveals the character to be an imposter. |
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