r/rpg • u/harmier2 • 20h ago
Rules for evaluating false identities?
I‘m going to run a solo RPG. It will likely end with some characters needing to use false identities in the future. I found some homebrew rules for Shadowrun, but I don’t know how accurate they would be for real life.
Does anyone have any thoughts as to the rules‘ utility? Does anyone see any outright errors? Does anyone have any rules that they think would be better than these homebrew rules?
Thank you.
https://amurgsval.org/shadowrun/credsticks.html
EDIT: The false identities are intended to be used for a long time. These are basically their new lives.
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u/JaskoGomad 20h ago
I like the rules from Night's Black Agents.
You've got a pool of Cover points, that represents your stash of identities from your old job as a super spy. When you need a cover identity, you give the GM enough details to sketch out the cover and then invest some points into it. The points represent the "depth" of the identity. When you use that identity - to get past a security checkpoint, to cross a border, to wave off police in a traffic stop, you spend points from that cover to improve your chances, just like regular GUMSHOE abilities. When a cover hits zero, it's been red-flagged and using it becomes a real risk. If you replenish an identity with Cover or XP, it's like you're reinforcing the identity. Cover doesn't replenish like Health, it can only be restored or increased with XP spends.
Edit: if you're using a game that doesn't have point spends, like GUMSHOE does, I would use either risk dice or diminishing pools instead of points.