Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-14-2015, 07:57 AM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default [Basic] Skill of the week: Disguise, Disguise (Animals) and Makeup

Disguise is the IQ/A TL skill of changing your appearance using clothing, makeup and prosthetics. You don't need it for simple disguises like changing clothes, but for more comprehensive work, this is the skill. Assuming a disguise takes 30-60 minutes and a Disguise roll. It takes equipment modifiers (Basic has disguise kits), including -5 for no equipment, +4 for Elastic Skin, -1 to -5 for impersonating someone very different to yourself, and penalties for different build, unnatural features and some specific disadvantages. Differences in SM usually mean automatic failure. The defaults are IQ-5 and Makeup-3. If there's more than one species in a setting, cross-species penalties for similar species are -2 to -4, and each target species requires its own specialisation. I think that means that Joe Human needs Disguise (Elf) to try disguising himself as one, and he suffers the cross-species penalty.

To fool someone that you aren't yourself, or that you're someone they know, via disguise, win a quick contest of Disguise against their Perception, Criminology or Observation. They may get to use other skills, depending on circumstances. If you also need to use Acting as part of the disguise, you only have to roll the worse of the two skills. This piece of the RAW refers to "person or group" in a way that makes sense for Acting, but not Disguise, unless you're actually allowed to make a single Disguise roll against a group, in contradiction of the rules under Disguise. Social Engineering sorts this out and has better rules for combining Acting, Disguise and Mimicry.

Disguise (Animals) is a separate IQ/A skill, with no default to or from ordinary Disguise, intended for deceiving non-sapient animals. It's largely about dressing in animal skins and disguising your scent, and is used for low-tech hunting. The modifiers are +2 for approaching from downwind, -1 per animal in the group above 1 (-1 per extra 10 for herd animals) -1 to -3 for old disguise skins, and +1 to +3 for a successful Naturalist roll to behave correctly, or -1 to -3 for a failed one.

Makeup is the IQ/E TL skill of stage makeup. I suspect the crucial difference is that it doesn't attempt to make you look like someone else - actors tend to be egotistical - but like a version of you that's plausible for the part you're playing. This could plausibly be changed to an optional specialisation of Disguise, which would give it the right difficulty. The defaults are IQ-4 and Disguise-2; there are no listed modifiers, but equipment modifiers seem reasonable, while most of the Disguise modifiers don't apply, because you aren't actually trying to fool anyone. Social Engineering uses Makeup as the skill for faking the signs of injury.

Disguise is a common template skill for spies, assassins, and the like, but rarely a primary skill. Makeup is rarer. Action 2: Exploits usefully clarifies the difference between disguising yourself as "not you", or as someone specific. Bio-Tech has Plasti-Skin, usable for Disguise, Disguised Appearance surgery, and Polykeratin Disguise. Crusades has the original Assassins, for whom Disguise was a primary skill. DF16 has more about Disguise (Animals), and Fantasy has Makeup as a skill for making temporary magical tattoos. High-Tech provides more disguise equipment, although the advanced stuff takes a long time to use. Horror: Madness Dossier provides the Perfect Facial Recognition perk, +2 to penetrate Disguises. Magic provides Illusion Disguise, and the illusion spells it modifies. Monster Hunters has the clearest rules on disguise equipment. There are talents, perks, quirks and wildcard skills that include or affect Disguise, and Makeup, in the appropriate Power-Ups volumes. Powers has abilities that aid disguise, including an interesting variation on Elastic Skin, done as a Glamour; Enhanced Senses has abilities that aid in penetrating disguises. Psionic Powers has astral disguises and countermeasures, and the Mold Flesh power, which does very fine disguises, rather permanently. Supers has rules for maintaining a secret identity, which is easier than impersonating someone else. Ultra-Tech has more equipment for Disguise, some of it very effective, and Zombies covers disguise as a zombie, and its drawbacks.

I haven't used Disguise much in a game. In the WWII secret agents game, we tend to rely on having correct enemy uniforms, language, Savoir-Faire (Military) and so on, although that may be running out of steam as we do operation after operation; one party member has Disguise, which we've used on people we were trying to smuggle out of enemy territory.

What have you done with Disguise that was cool?
johndallman is offline   Reply With Quote
 

Tags
basic, disguise, makeup, skill of the week

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:53 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.