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 Post subject: [RULE] Identity
PostPosted: Mon Feb 07, 2011 1:26 pm 
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Location: Cayey, Puerto RIco
In this topic we are going to present the ways to disguise a character's identity. Let's start with the skills used and the rules.

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Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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 Post subject: Re: [RULE] Identity
PostPosted: Mon Feb 07, 2011 1:27 pm 
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Bluff (Cha)
Check: A Bluff check is opposed by the target’s Sense Motive check when trying to con or mislead. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can work against the character: The bluff is hard to believe, or the action that the bluff requires the target to take goes against the target’s self-interest, nature, personality, or orders.

If it’s important, the GM can distinguish between a bluff that fails because the target doesn’t believe it and one that fails because it asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the target’s Sense Motive check succeeds by 10 or less, then the target didn’t so much see through the bluff as prove reluctant to go along with it. If the target’s Sense Motive check succeeds by 11 or more, he has seen through the bluff, and would have succeeded in doing so even if it had not placed any demand on him (that is, even without the +10 bonus).

A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1 round or less), or the target believes something that the character wants him or her to believe.

A bluff requires interaction between the character and the target. Targets unaware of the character can’t be bluffed.

Example Circumstance Sense Motive Modifier
The target wants to believe the character. -5
The bluff is believable and doesn't affect the target much one way or the other. +0
The bluff is a little hard to believe or puts the target at some kind of risk. +5
The bluff is hard to believe or entails a large risk for the target. +10
The bluff is way out there; it's almost too incredible to consider. +20


A bluff is not the same thing as a lie. A bluff is a quick prevarication intended to distract, confuse, or mislead, generally only for the short term. A bluff is not intended to withstand long-term or careful scrutiny, but rather to momentarily deter an action or decision. Bluffs involve attitude and body language. Bluffs often include lies, but they usually aren’t very sophisticated and aren’t intended to deceive the target for more than a few moments.

A lie, on the other hand, is a simple misrepresentation of the facts. Body language and attitude aren’t a big part of communication. The lie may be very sophisticated and well thought-out, and is intended to deceive a character at least until he or she discovers evidence to the contrary. A character should not make a Bluff check every time he or she utters a lie.

Feinting in Combat: A character can also use Bluff to mislead an opponent in combat so that the opponent can’t dodge the character’s attack effectively. If the character succeeds, the next attack the character makes against the target ignores his or her Dexterity bonus to Defense (if the opponent has one), thus lowering his or her Defense score. Using Bluff in this way against a creature of animal intelligence (Int 1 or 2) requires a –8 penalty on the check. Against a nonintelligent creature, feinting is impossible.

Creating a Diversion to Hide: A character can use Bluff to help him or her hide. A successful Bluff check gives the character the momentary diversion needed to attempt a Hide check while people are aware of the character. (See the Hide skill) Sending a Secret Message: A character can use Bluff to send and understand secret messages while appearing to be speaking about other things. The DC for a basic message is 10. Complex messages or messages trying to communicate new information have DCs of 15 or 20. Both the sender and the receiver must make the check for the secret message to be successfully relayed and understood.

Anyone listening in on a secret message can attempt a Sense Motive check (DC equal to the sender’s Bluff check result). If successful, the eavesdropper realizes that a secret message is contained in the communication. If the eavesdropper beats the DC by 5 or more, he or she understands the secret message.

Whether trying to send or intercept a message, a failure by 5 or more points means that one side or the other misinterprets the message in some fashion.

Try Again?: Generally, a failed Bluff check makes the target too suspicious for the character to try another bluff in the same circumstances. For feinting in combat, the character may try again freely.

Special: A character can take 10 when making a bluff (except for feinting in combat), but can’t take 20.

A character with the Deceptive feat gets a +2 bonus on all Bluff checks.

Time: A bluff takes at least 1 round (and is at least a full-round action) but can take much longer if the character tries something elaborate. Using Bluff as a feint in combat is an attack action.

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
============================================


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 Post subject: Re: [RULE] Identity
PostPosted: Mon Feb 07, 2011 1:27 pm 
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Disguise (Cha)
Check: A character’s Disguise check result determines how good the disguise is. It is opposed by others’ Spot check results. Make one Disguise check even if several people make Spot checks. The GM makes the character’s Disguise check secretly so that the character is not sure how well his or her disguise holds up to scrutiny.

If the character doesn’t draw any attention to him or herself, however, others don’t get to make Spot checks. If the character comes to the attention of people who are suspicious, the suspicious person gets to make a Spot check. (The GM can assume that such observers take 10 on their Spot checks.)

The effectiveness of the character’s disguise depends in part on how much the character is attempting to change his or her appearance.

Disguise Modifier
Minor details only +5
Appropriate uniform or costume +2
Disguised as different sex -2
Disguised as different age category -21
1 Per step of difference between the character's age category and the disguised age category (child, young adult, adult, middle age, old or venerable)


If the character is impersonating a particular individual, those who know what that person looks like automatically get to make Spot checks. Furthermore, they get a bonus on their Spot checks.

Familiarity Bonus
Recognizes on sight +4
Friend or associate +6
Close friend +8
Intimate +10



Try again?: No, though the character can assume the same disguise again at a later time. If others saw through the previous disguise, they are automatically treated as suspicious if the character assumes the same disguise again.

Special: A character can take 10 or take 20 when establishing a disguise.

A character without a disguise kit takes a –4 penalty on Disguise checks.

A character with the Deceptive feat gets a +2 bonus on all Disguise checks.

A character can help someone else create a disguise for him or her, treating it as an aid another attempt.

Time: A Disguise check requires 1d4 x10 minutes of preparation. The GM makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter, depending on circumstances.

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
============================================


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 Post subject: Re: [RULE] Identity
PostPosted: Mon Feb 07, 2011 1:27 pm 
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Forgery (Int)
Check: Forgery requires materials appropriate to the document being forged, and some time. To forge a document the character needs to have seen a similar document before. The complexity of the document, the character’s degree of familiarity with it, and whether the character needs to reproduce the signature or handwriting of a specific individual, provide modifiers to the Forgery check, as shown below.

Factor Check Modifier Time
Document Type
Simple (typed letter, business card) +0 10 min.
Moderate (letterhead, business form) -2 20 min.
Complex (stock certificate, driver’s license) -4 1 hr.
Difficult (passport) -8 4 hr.
Extreme (military/law enforcement ID) -16 24 hr.

Familiarity
Unfamiliar (seen once for less than a minute) -
Fairly familiar (seen for several minutes) +0
Quite familiar (on hand, or studied at leisure) +4
Forger has produced other documents of same type +4
Document includes specific signature -4

Some documents require security or authorization codes, whether authentic ones or additional forgeries. The GM makes the character’s check secretly so the character is not sure how good his or her forgery is.

The Forgery skill is also used to detect someone else’s forgery. The result of the original Forgery check that created the document is opposed by a Forgery check by the person who examines the document to check its authenticity. If the examiner’s check result is equal to or higher than the original Forgery check, the document is determined to be fraudulent. The examiner gains bonuses or penalties on his or her check as given in the table below.

Condition Examiner's Check Modifier
Type of document unknown to examiner -4
Type of document somewhat known to examiner -2
Type of document well known to examiner +0
Document is put through additional tests1 +4
Examiner only casually reviews the document1 -2
1 Cumulative with any of the first three conditions on the table. Apply this modifier along with one of the other three whenever appropriate.

A document that contradicts procedure, orders, or previous knowledge, or one that requires the examiner to relinquish a possession or a piece of information, can increase the examiner’s suspicion (and thus create favorable circumstances for the examiner’s opposed Forgery check).

Try Again?: No, since the forger isn’t sure of the quality of the original forgery.

Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language-dependent.)

A character can take 10 when making a Forgery check, but can’t take 20.

A character with the Meticulous feat gets a +2 bonus on all Forgery checks.

A character without a forgery kit takes a –4 penalty on Forgery checks.

Time: Forging a short, simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes per page or longer.

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
============================================


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 Post subject: Re: [RULE] Identity
PostPosted: Mon Feb 07, 2011 1:28 pm 
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Perform (Cha)
This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below.

The number of Perform categories is kept purposely finite. When trying to determine what Perform skill a particular type of performance falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.

Check: The character is accomplished in some type of artistic expression and knows how to put on a performance. The character can impress audiences with his or her talent and skill. The quality of the character’s performance depends on his or her check result.

The eight Perform categories, and the qualities each one encompasses, are as follows.

Art: The character is a gifted actor, capable of performing drama, comedy, or action-oriented roles with some level of skill.

Dance: The character is a gifted dancer, capable of performing rhythmic and patterned bodily movements to music.

Keyboards: The character is a musician gifted with a talent for playing keyboard musical instruments, such as piano, organ, and synthesizer.

Percussion Instruments: The character is a musician gifted with a talent for playing percussion musical instruments, such as drums, cymbals, triangle, xylophone, and tambourine.

Sing: The character is a musician gifted with a talent for producing musical tones with your voice.

Stand-Up: The character is a gifted comedian, capable of performing a stand-up routine before an audience.

Stringed Instruments: The character is a musician gifted with a talent for playing stringed musical instruments, such as banjo, guitar, harp, lute, sitar, and violin.

Wind Instruments: The character is a musician gifted with a talent for playing wind musical instruments, such as flute, bugle, trumpet, tuba, bagpipes, and trombone.

Result Performance
10 Amateur performance. Audience may appreciate your performance, but isn’t impressed.
15 Routine performance. Audience enjoys your performance, but it isn’t exceptional.
20 Great performance. Audience highly impressed.
25 Memorable performance. Audience enthusiastic.
30 Masterful performance. Audience awed.


Try Again?: Not for the same performance and audience.

Special: A character can take 10 when making a Perform check, but can’t take 20.

A character without an appropriate instrument automatically fails any Perform (keyboard), Perform (percussion), Perform (stringed), or Perform (wind) check he or she attempts. At the GM’s discretion, impromptu instruments may be employed, but the performer must take a –4 penalty on the check because his or her equipment, although usable, is inappropriate for the skill.

Every time a character takes the Creative feat, he or she gets a +2 bonus on checks involving two Perform skills the character designates. See the feat description for more information.

Time: A Perform check usually requires at least several minutes to an hour or more.

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
============================================


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 Post subject: Re: [RULE] Identity
PostPosted: Mon Feb 07, 2011 1:33 pm 
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From the Equipment Chapter (d20 Modern):

Fake ID Fine - See text Illegal (+4)
Fake ID: Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the skill of the forger. Typically, a forger has 1 to 4 ranks in the Forgery skill, with a +1 ability modifier. When a character purchases a fake ID, the GM secretly makes a Forgery check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The purchase DC of a fake ID is 10 + the forger’s ranks in the Forgery skill.

Forgery kit Small 3 lb. 12 -
Forgery Kit: This kit contains everything needed to use the Forgery skill to prepare forged items. Depending on the item to be forged, a character might need legal documents or other items not included in the kit.

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
============================================


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 Post subject: Re: [RULE] Identity
PostPosted: Mon Feb 07, 2011 1:54 pm 
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House Rules and Other Considerations:

Disguising as a real person:
When a character disguises as a real person he must find out about the person, by studying him, copying his manerism adn speach paterns, using the same clothes as the original person and many other small details. Skills that give synergy to Disguise: A character who has five or more ranks on one of the following skills can get a +2 synergy bonus on his Disguise check. The skills are: Bluff, Knowledge (Behavior Sciences), Perform(Act) and Research (finding out about the person been faked). If the character doesn't have the Knowledge (Behavior Sciences) or Research skills another character can make an aid another check and help him.

Disguising as a fake person:
Creating a false identity needs a combination of acting the invented character and backing it up with the correct documentation. Skills that give synergy to Disguise: A character who has five or more ranks on one of the following skills can get a +2 synergy bonus on his Disguise check. The skills are: Bluff, Knowledge (Behavior Sciences) and Perform(Act).

Disguising your identity (custome):
Using a mask or custome to disguise your identity is the same as preparing a disguise with a "take 20" check. Hiding the face (i.e.: wearing a mask) gives a equipment bonus of +4 in the disguise check. Characters that act with a disguise of this type had a separated reputation bonus for the "alter ego" or "secret identity".

Forgery Synergy to Disguise:
A fake ID can give a equipment bonus of +4 to a disguise check.

Skills that give Sinergy to Forgery:
A character who has five or more ranks on one of the following skills can get a +2 synergy bonus on his Forgery check. If he doesn't have the skills another character that has the skill can make an aid another check (with the specific skill) and give the bonus to the character making the forgery skill. The skills are: Craft (Writing), Computer Use (creating false leads or using computers in the forgery process) and Research (finding out about the person been faked).

_________________
Everyone thinks I'm half crazy, but they know only half of the truth.
============================================
Mario A. A. R. Keeping the dice rolling since 1986.
============================================


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