Disguise Kit

By CapnSkillet, in Star Wars: Edge of the Empire RPG

I am very new to EotE and hope to run my first game in the near future as a GM. I only have two players but want to encourage them to focus on RP in this game instead of stats and numbers. One of my players is playing Pash, the smuggler, for the beginner game. I decided to give him a disguise kit along with his other starting gear, to give more options for non-combat ways of handling situations.

My question is this: If the character has a disguise kit, should a boost be added to any skullduggery check for disguise, or is the kit simply required to make the check in the first place?

My opinion is that someone can try to disguise themselves with random things they find, but if they have a disguise kit with makeup, false noses and ears, etc. then there should be a much more likely chance for the disguise to work. I'd like to hear others' thoughts.

Since it doesn't say it might just be up to you. The two most common bonuses would be either to negate the setback die imposed by not having the right tools for the right job, or to go ahead and grant a boost die.

A basic disguise kit could only have makeup and such which could negate the setback, but something a bit more pricey would certainly add a boost.

In short, it's up to you.

I'd err on the positive and make it a boost (right tool for the job rule?).

Success is almost always more fun the failure.

Edited by Col. Orange

If you want to encourage the player to use it, then the kit should grant a Boost. Boost dice are a great way to make players feel more comfortable trying new approaches.

You can also suggest to the player that they get really creative when describing the disguise process, or tell them that the kit they've got is a high-end model (perhaps which periodically needs to be restocked), or any other excuse for the Boost die.