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The Falsify skill is used to manufacture counterfeit scenery and cover up physical truths, rather than to personally lie (which is the province of Bluff). This skill is used to cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items. This skill is common among street criminals and those who prefer to travel discreetly — and not under their own names.
Combat Actions: None.
Dramatic Conflict: None.
Sample Knowledge: Watermarks, holograms, and other signature e facets of international IDs, money, and documents (and the ways used to duplicate them); things forensic experts look for at a scene (and how to thwart them).

Cover up check

(Wis; Secret; Concentration, Gear (Cleaner Kit), Vision)
1 Minute • Base Error Range Per Forensic Mystery

With a successful Cover Up check against any Analysis/Forensics Challenge DC, you make it harder for someone to determine what happened in the area. For every 5 by which your result exceeds the DC, you may apply one of the following effects to the Challenge.

  • You may add 1 Challenge to the mystery (maximum +2 Challenges, or 10 Challenges per mystery).
  • You may increase the Challenge’s DC by 5 (maximum increase +20).
  • You may increase the Challenge’s error range by 1 (maximum increase +4).

Your result also becomes the Notice/Awareness or Search/ Perception DC for someone to spot your tampering.
Covering Your Tracks: You may also make a Cover Up check to cover your tracks, your result opposing any subsequent Survival/ Tracking checks made to trail behind you (see page 167).
Cooperative: Yes (maximum 5 helpers).
Synergy Skills: Bluff, Streetwise (in a city), Survival (in the wild).
Retry: Yes, but because the check is secret, you may be replacing a better result.
Threat: You’re thorough. You may apply two listed effects to the Challenge.
Critical Success: You’re meticulous. You may apply all three listed effects to the Challenge
Error: You’re sloppy. The GC may apply one of the following effects: 1 fewer Challenge (minimum 1 Challenge per mystery), decrease the DC by 5 (minimum DC 10), decrease the error range by 1 (minimum error range 1).
Critical Failure: You’re careless. The GC applies may apply 1 additional error effect per action die spent to activate the critical failure (maximum 4 error effects).

Disguise check

(Wis; Secret; Cross-Check, Gear (Disguise Kit), Hands-On, Vision)
Time Varies (Take 10/Take 20) • Base Error Range 1

You may use this skill check to change your appearance or that of someone else, adjusting features, adding or covering distinguishing marks, altering basic body shape, and the like. This check does not allow you to act like someone else — that requires a Bluff/Deception check.
The time required to build any Disguise is listed on Table: Disguises (see below).
Your Disguise check has no DC; instead, your result becomes the DC for anyone to realize you are disguised. Your check modifiers and error range — as well as those of the target — are modified as shown on the table.
Until you do something to draw attention to yourself while disguised, or move through an observed location (such as an area under surveillance or anywhere with an active Security force), no one may make a skill check to realize you are disguised. Once there’s a chance that someone might spot your disguise, the pserson or group may make a Notice/Awareness or Search/Perception check opposed by your Disguise result. The skill used depends on whether the observer is spending actions to pay attention or not.
If the observer succeeds, he realizes you are disguised; otherwise , he buys your façade — for the moment. The observer makes another check after he spends 1 hour in the disguise’s presence , then another after 2 hours in the disguise’s presence, then another after 4 hours in the disguise’s presence, and so on, until he realizes you are disguised or suffers a critical failure.
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills: Blend, Bluff, Bureaucracy (in a corporate or government environment), Sneak, Streetwise (in a city).
Retry: Yes, but because the check is secret, you may be replacing a better result.
Threat: : The time required to prepare the disguise is reduced to 1/2 standard (rounded down, minimum 30 seconds).
Critical Success: Your disguise is highly convincing. The error range of each skill check made to see through it increases by +2.
Error: At a point of the GM’s choosing while the character wears the disguise, one opponent sees through the façade and gains 1 half action surprise round against the character
Critical Failure: Your disguise is highly suspect. The threat range of each skill check made to see through it increases by +2.

Table: Disguises
Disguise/SituationTime
Required*
Check
Modifier**
Error Range
Increase**
Mimicking a Specific Person
Changes moderate details (e.g. buy wig, change all clothes, etc.) 2d4 minutes +0/+0 +0/+0
Changes major details (e.g. adopt accent, change walk, etc.) 3d4 minutes –4/+0 +1/+0
Changes height (up to 5% taller or shorter)† +2d6 minutes –4/+0 +1/+0
Changes weight (up to 5% heavier or lighter) +2d6 minutes –4/+0 +1/+0
Changes age (per age category of difference) † +2d6 minutes –4/+0 +1/+0
Changes skin color† +2d6 minutes –4/+0 +1/+0
Changes sex +3d6 minutes –6/+0 +2/+0
Observer
Doesn’t know the character or specific person being mimicked +0/+0 +0/+3
Knows the character or specific person being mimicked by sight or as an acquaintance +0/+0 +0/+0
Knows the character or specific person being mimicked as a friend or associate +0/+2 +0/+0
Knows the character or specific person being mimicked as a close friend or partner +0/+6 +0/+0
Knows the character or specific person being mimicked as family +0/+10 +0/+0
Paid to observe, but doesn’t really care what he finds +0/–4 +0/+1
Suspicious that someone might be disguised +0/+4 +0/+0
* These random times simulate materials at hand in any given situation. The GC may divide the result by 2 in a well-stocked area or multiply it by 2 or more in a location with few or no options.
** Apply the modifiers to the left of the slash to the character creating the disguise, and to the right of each slash to the observer.
† These options require a disguise kit.
 

Forgery check

(Int; Secret; Concentration, Cross-Check, Gear (Forgery Kit), Hands-On, Vision)
Time Varies • Base Error Range 1

You may use this skill check to create a cover identity, false document, simulated object, or piece of doctored media. The time required to do any of these things is listed on Table: Forgeries (see below).
When creating a cover identity, your Forgery check’s DC is based on the identity’s Power Rating, as shown on the table. When making any other forgery, your Forgery check has no DC; instead, your result becomes the DC for anyone to see through the façade, and your check modifiers and error range — as well as those of the target — are shown on the table.
Until the forgery comes under scrutiny, or passes through an observed location (such as the postal service of any government installation), no one may make a skill check to see through the façade. Once there’s a chance that someone might see through your forgery, the person or group may make a Notice/Awareness or Search/Perception check opposed by your Forgery result. The skill used depends on whether the observer is spending actions to pay attention or not.
If the observer succeeds, he sees through the façade; otherwise , he buys it — for the moment. The observer makes another check after he spends 1 day in the forgery’s presence, then another after 2 days in the forgery’s presence, then another after 4 days in the forgery’s presence, and so on, until he sees through the façade or suffers a critical failure. Also, if the forgery can be used to do something (e.g. a false katana may be used to attack), the observer may make an additional check each time someone uses the forgery.
Cooperative: Yes (maximum helpers equal to your Charisma bonus, minimum 0).
Synergy Skills: Analysis, Bureaucracy (when creating any document, cover identity, or art object native to a corporate or government environment), Cultures (when creating any document, cover identity, or art object native to a focus area), Electronics (when creating a simulated electronic device), Mechanics (when creating a simulated mechanical device), Science (when creating any simulated item typically created with a Science focus), Streetwise (when creating any document, cover identity, or art object native to a city).
Retry: Yes, but because the check is secret, you may be replacing a better result.
Threat:The time required to complete the forgery is reduced to 1/2 standard (rounded down, minimum 20 minutes).
Critical Success: Your forgery is highly convincing. The error range of each skill check made to see through it increases by +2.
Error: : At a point of the GM’s choosing while the character uses the forgery, one opponent sees through the façade and gains 1 half action surprise round against the character
Critical Failure: Your forgery is highly suspect. The threat range of each skill check made to see through it increases by +2.

Table: Forgeries
Forgery/SituationTime Required*DC/Check Modifier**Error Range Increase**
Cover Identity
Power Rating +1 4d6×10 minutes 15 +0
Power Rating +2 1d6 hours 20 +1
Power Rating +3 2d6 hours 25 +1
Power Rating +4 4d6 hours 30 +2
Power Rating +5† 1d6 days 35 +2
Power Rating +6† 2d6 days 40 +3
Power Rating +7† 4d6 days 45 +3
Power Rating +8† 1d6 weeks 50 +4
Power Rating +9† 2d6 weeks 55 +4
Power Rating +10† 4d6 weeks 60 +5
Doctored Media
Single minor alteration (e.g. adding a stationary object of Small Size or smaller to a video or picture) 1d4 hours +0/+0 +0/+0
Multiple minor alterations (e.g. adding several stationary objects of Small Size or smaller to a video or picture) 2d4 hours –2/+0 +0/+0
Single moderate alteration (e.g. swapping one character for another of same Size and body proportions in video or picture, changing one word of dialogue spoken away from the camera) 3d4 hours –4/+0 +1/+0
Multiple moderate alterations (e.g. swapping multiple characters for others of same Size and body proportions in video or picture, changing multiple words of dialogue spoken away from the camera) 1d4 days –6/+0 +2/+0
Single major alteration (e.g. changing who shot first, changing one word spoken directly at the camera, adding one person to a picture) 2d4 days –8/+0 +3/+0
Multiple major alterations (e.g. adding a CGI character, changing more than 10 words of dialogue, adding two or more people to a picture) 3d4 days –10/+0 +4/+0
Forged Document or Item††
Complexity DC 15 (e.g. a signature) 1d4 hours +0/+0 +0/+0
Complexity DC 16–20 (e.g. 1-page letter) 2d4 hours –2/+0 +0/+0
Complexity DC 21–30 (e.g. legal contract, federally-issued badge or uniform, etc.) 3d4 hours –4/+0 +1/+0
Complexity DC 31–40 (e.g. federally issued ID card, etc.) 1d4 days –6/+0 +2/+0
Complexity DC 41–50 (e.g. unique document or relic, etc.) 2d4 days –8/+0 +3/+0
Character Acquaintance With Cover ID/Media/Document/Item∆
No knowledge of document or object (Knowledge check result up to 10 or less than 1 hour spent studying the original document/object) 4 × base time∆∆ –10/+0 +4/+0
Fair knowledge of document or object (Knowledge check result of 11–20 or 1–2 hours spent studying the original document/object) 2 × base time –6+0 +2/+0
Strong knowledge of document or object (Knowledge check result of 21–30 or 3–5 hours spent studying the original document/object)    
Extensive knowledge of document or object (Knowledge check result of 31–40 or 6–8 hours spent studying the original document/object) 1/2 base time∆∆ +0/–6 +0/+2
Intimate knowledge of document or object (Knowledge check result of 41+ or more than 8 hours spent studying the original document/object) 1/4 base time∆∆ +0/–10 +0/+4
Observer
Knows a specific item being forged by sight +0/+0 +0/+0
Knows a specific item being forged as a friend’s belonging +0/+2 +0/+0
Knows a specific item being forged as a close friend’s belonging +0/+6 +0/+0
Knows a specific item being forged as a personal item +0/+10 +0/+0
Paid to observe, but doesn’t really care what he finds +0/–4 +0/+1
Suspicious that something might be forged +0/+4 +0/+0
* These random times simulate materials at hand in any given situation. The GC may halve the result in a well-stocked area or multiply it by 2 or more in a location with few or no options.
** Apply the modifiers to the left of each slash to the character creating the forgery, and the modifiers to the right of each slash to the observer.
† These options require a forgery kit.
†† The character must understand the language in which he is forging any document.
∆ When forging a document or item, you must either spend a minimum of 1 minute studying the original or thinking on the concept (with more time spent during this stage of the design translating into a greater chance of success), or make a Knowledge check about the document or object to determine what you know about it (and therefore what level of success you can achieve).
∆∆ Rounded down.