Create believable fake documents, credentials, or small objects to deceive, bypass, or manipulate.
Roll 1d100 + Forgery skill vs. DR 100 + Modifiers
You create a fake that passes inspection under the circumstances.
–10 to –30 DR if the document is informal, common, or unlikely to be scrutinized
+10 to +40 DR if official, includes rare seals/signatures, or will face verification
+15 to +40 DR if replicating rare or valuable items (art, jewels, historical objects)
+10 DR if working under time pressure or without access to reference materials
Falsifying travel documents to pass through a restricted port gate:
DR = 100 + 20 (official seal) = 120. Roll = 128 → SR = 28 → Success: You’re waved through.
Forgery allows the skilled deceiver to manufacture convincing fakes—whether documents, seals, credentials, or crafted items. Success depends on both technical execution and your understanding of what convinces others: correct paper texture, signature placement, historical accuracy, or digital authentication protocols.
This skill is not about artistry but plausibility. A forged ID doesn’t need to impress—just to avoid notice. Used creatively, Forgery can open doors, redirect suspicion, or mislead adversaries entirely. But failure often has legal, social, or deadly consequences.
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