Okay, so I made an Inator, but it feels more like I just wrote up a whole ass new mechanic for this quest instend.
Deep-Cover-Inator: One of the things you always jealous of Perry for was his skill at disguises. You think you're talking to a regular platypus when suddenly, (gasp) PERRY THE PLATPUS?! So, you made this Inator to keep up with him. Unfortunately, you never had the chance to use it against him, but you can still put it to good use.
When this Inator is rolled, pick a Hero unit and a known faction. Starting next turn, that unit will infiltrate that faction under a fake identity, complete with an appropriate disguise. The unit will then provide Doof with intel every turn they're there, with the amount of information provided based on their identity's current place in the hierarchy of the faction (initial hierarchy place based on a d10 roll). Each turn, the unit must roll a Intrigue check, with the difficulty increasing the higher up the hierarchy they are. If they pass, they remain undetected this turn and may stay another turn, but if they fail, their cover is blown and they must abandon the identity by the next turn. The first roll has a +10 bonus due to the disguise, but subsequent rolls will be based solely on the unit's stats and traits.
In addition, the unit has a completely different set of Personal Actions while undercover. The exact nature of these actions varies depending on the unit and faction chosen as well as placement on the hierarchy, but are generally geared towards obtaining status and influence within the faction, gaining new channels of information and manipulating/sabotaging the faction's actions. They can also still National Actions, but only a small selection of them due to having to work remotely (Intrigue actions, in particular, will all be locked out for balance reasons). Should the need arise, the unit may also chose to leave the identity on their own accord at any time, letting them immediately take any National or Quest Action in exchange for less intel. In such a case, at the end of the turn the unit can either permanently retire the identity or return to it in exchange for taking a malus for the next Intrigue check (with the malus' value increasing each time this option is taken).