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Mighty Mutants of Mirage City
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==Mutants In Disguise== Mutant animals are not human and have no legal rights. Although the existence of mutant animals is common knowledge, they are rare enough that most people will never see one, and sightings of mutants occasionally make the news. A mutant animal wandering the streets openly will attract attention, much of it unfriendly; for this reason, most mutant animals are adept at disguises. A disguise attempt requires some sort of clothing that covers most of the character, such as a long dress and wig or a trenchcoat and fedora. Disguising yourself takes about five minutes and requires a Smarts roll. You can attempt a rushed disguise check in one round, which imposes a -2 penalty on the Smarts roll. Other modifiers might apply if you have a good- or poor-quality disguise, or if you have plenty of time to check the details. A disguise automatically stands up to casual inspection; you can walk down the street without any problems. When you are interacting with someone who has reason to be suspicious, to examine you closely, or who the GM otherwise thinks would have a chance to penetrate your disguise, the other character makes a Notice roll. If you failed your Smarts roll, the Notice roll is made at +2; if you succeeded with a raise on your Smarts roll, the Notice roll is at -2. Success on the Notice roll means that the character sees something that makes them suspicious, but they do not immediately recognize you as a mutant animal; success with a raise means they recognize your nature immediately. Combat is hard on disguises. If a character engages in melee combat, their disguise is assumed to be ruined, and they must re-disguise themselves afterwards if they wish to remain incognito. Other strenuous activity may also ruin disguises, at the GMβs discretion. Characters who wish to remain disguised are advised to keep a backup disguise handy.
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