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Making a Master of Disguise

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MrParaduo

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« on: <04-04-12/1130:09> »
So, I'm trying to make a non-magical master of disguise--but don't know what kind of stats, augmentations, contacts, and/or gear to give him. Does anyone have advice?

Aria

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« Reply #1 on: <04-04-12/1236:25> »
There's a bioware package that allows you to change your face in a similar way to the nanopaste disguises...would be the place to start I think.
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The Big Peat

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« Reply #2 on: <04-04-12/1255:04> »
I forget the bioware packages, but -

Intuition and Charisma will be the most important stats. Agility follows shortly afterwards.

Skills wise I'd suggest Disguise (duh), Palming, Artisan (Acting speciality), and Con and Articulation. And Forgery.

Henzington

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« Reply #3 on: <04-04-12/1356:22> »
if you want to make fake ids etc you will need someone either you or a party member with electronic and cracking skill groups as the best disguise in the world will only get you so far without a decent forged id and/or rif tags
Whenever I am at a loss for I should do, I ask myself what would Michael Weston do?

UmaroVI

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« Reply #4 on: <04-04-12/1516:54> »
You want a (low-rating) False Front bioware system (augmentation) [because it lets you change things like your body mass], and then use Latex Face Masks [which give a better bonus, assuming you have solid skills yourself]. You need good Disguise, and good Computer+Edit. It's probably a good idea to combine this with hacking and facing because of the overlap.

Xzylvador

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« Reply #5 on: <04-06-12/0606:27> »
Women's Modez (shoes from Attitude, there's a mail version called LUX Loafers or something, AFB) give a +1 to disguise, allowing you to change heel-height to appear smaller/taller I suppose.
Fiberoptic Hair might be useful for on-the-spot appearance changes too. (Doesn't give a mechanical benefit though).
One thing I always found a good option was getting a nanohive installed and getting full-body max-rating nano-tattoos. This allows you to be anything from a tattooed black guy to a crispy-clean albino in a matter of seconds. (Or green, blue, any color, any pattern, even with movement)
For clothes, there's options to have color-changing clothes (if you want it quickly, get ruthenium polymer mods). Or wear holowear (Attitude), there's one that's almost good at non-being-transparent and you could replicate pretty much any outfit.
And cybereyes with cosmetic mods to change lenses...
A lot of these things don't give mechanical benefits (no rules that they give +'s to disguise), but talk to your GM about it. If  Lonestar cops are chasing a 2m tall green-spike haired black guy in a long black trench coat but when you round the corner in a few seconds you turn into a 1.90m tall white guy with swastika tattoos wearing a white robe with pointy hat, a good GM might have them run right past you.

The Big Peat

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« Reply #6 on: <04-06-12/1156:04> »

A lot of these things don't give mechanical benefits (no rules that they give +'s to disguise), but talk to your GM about it. If  Lonestar cops are chasing a 2m tall green-spike haired black guy in a long black trench coat but when you round the corner in a few seconds you turn into a 1.90m tall white guy with swastika tattoos wearing a white robe with pointy hat, a good GM might have them run right past you.

While that's a very valid point, I imagine most law enforcement bodies in the SR universe are cottoning onto that trick anyway - and of course, it does nothing for anything tracking you by scent/camera/a watcher spirit.

I can recommend the scent eradicating cigarettes in... Arsenal? for the former, but for the rest of it - keep running until you're really sure you've lost them!

Blue_Lion

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« Reply #7 on: <04-07-12/0935:01> »
Spy games has some good ones for him. Finger print morphing, jigsaw skull, and face case. Any of those whould help.

MrParaduo

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« Reply #8 on: <04-09-12/1328:47> »
Wow, thanks for all the info, guys! This really help! :D

Xzylvador

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« Reply #9 on: <04-10-12/1427:53> »
Oh, one thing I forgot though:
For all the options available to a mundane peron to fool other mundanes or sensors, never forget that many mages will see right through any disguise with Assensing.

rasmusnicolaj

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« Reply #10 on: <04-11-12/0108:34> »
Maybe you could take the Spirit Pact quality to help against that?

Regards
Rasmus
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UmaroVI

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« Reply #11 on: <04-11-12/1801:51> »
That is both true and not true. Remember that mages only get very specific information from Assensing. They can, for example, tell if/how cybered you are and make educated guesses as to what you have - but they don't know exactly what you have (and it's pretty hard to spot bioware). They can get your general emotional state - but it isn't mind-reading. They can tell you are mundane and not a Technomancer, neither of which is really that bad.

Now, some of this can burn you. If you're disguised as a guy with 5.7 essence, and you have 2.4 essence, and someone assenses you moderately well, the jig is up, so be careful with that. However, it's not that hard to look like everybody else to Assensing.

Xzylvador

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« Reply #12 on: <04-11-12/1909:55> »
Not only that. Two hits on Assensing lets the mage know:
Quote from: SR4A
If you have seen the subject’s aura before, you may recognize it, regardless of physical disguises or alterations.
That's a tricky one to fool. It's like a fingerprint, right there to see for any mage. (Mages themselves can get metamagic to alter their auras, even to resemble that of others. Afaik, mundanes can't.)