In the strange, Spin identity is a twist a spinner can use to convince intelligent creatures that you are someone else. Its a relatively expensive use of your intellect pool. Disguises can be an asset to the relevant roll.
How is using this mechanically different than a normal persuasion attempt, which any one could try as an Intellect task aided by, perhaps, persuasion training? Does Spin Identity provide a reduction in difficulty? Or, does it allow you to convince people of your identity in normally impossible situations?
I get the idea here: the spinner is really good at fooling people. I'm just a little confused how the Spin Identity twist is suppose to be applied mechanically. I want to make sure spinners feel that they can do something cool and unique, and something that is worth the Intellect pool cost of 2+.