Forgery: Difference between revisions

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m Created page with '{{Skill}}{{/TL}} {{IQ/Hard}} ''Defaults:'' {{IQ-6}} or {{Counterfeiting-2}}. This is the ability to create falsified documents (identity cards, passports, etc.). It is not tau...'
 
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''Modifiers:'' [[Equipment modifiers]]; +3 if you merely altered a genuine document; -5 if you did not have a sample to copy. The GM may also assign modifiers based on the severity of the inspection; a routine border check, for instance, would give a +5 bonus.
''Modifiers:'' [[Equipment modifiers]]; +3 if you merely altered a genuine document; -5 if you did not have a sample to copy. The GM may also assign modifiers based on the severity of the inspection; a routine border check, for instance, would give a +5 bonus.
{{Criminal/Street Skill}}
{{Spy Skill}}


[[Category:Artist-5]]
[[Category:Artist-5]]

Latest revision as of 09:26, 19 January 2014

/TL

IQ/Hard

Defaults: IQ-6 or Counterfeiting-2.

This is the ability to create falsified documents (identity cards, passports, etc.). It is not taught except by intelligence agencies and the underworld – although you can always study it on your own.

The time required to create a forgery ranges from days to weeks (GM decides). When you use a forged document, make your Forgery roll each time it is inspected – unless you roll a critical success on your first attempt. Failure means someone spots the forgery.

Some tasks require DX-based skill rolls, in which case modifiers for High Manual Dexterity or Ham-Fisted apply. The GM may allow Forgery to default to a suitable Artist specialty at -5 if you are doing the work entirely by hand.

Modifiers: Equipment modifiers; +3 if you merely altered a genuine document; -5 if you did not have a sample to copy. The GM may also assign modifiers based on the severity of the inspection; a routine border check, for instance, would give a +5 bonus.