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Cyberpunk RED skill
Forgery
Key facts
- Stat
- TECH
- Category
- technique
- Linked Stat
- TECH
- Resolution
- 1d10 plus TECH plus skill level against a DV set by the situation. A natural 10 lets you roll again and add, a natural 1 makes you roll again and subtract.
- Typical use
- producing a false ID, copying a signature, or aging a document so it passes inspection.
Overview
Forgery is the craft of producing false documents that survive a second look: IDs, permits, certificates, signatures, and the paper trail that goes with them. In a world where access depends on credentials, a forger is the one who writes the key. It takes steady hands, the right materials, and knowledge of what a genuine document looks like, and it is the skill that most often turns a stuck plan into one that works.
How it works
Category: Technique
Tips and playstyle
Best for: Fixers, Techs, Medias, and any runner who needs a cover identity. Character concepts: Document artist in a back-alley shop, tech who prints credentials on the side, ex-clerk who knows the real forms, fixer with a drawer of identities. Synergies: Bureaucracy tells you what the real document looks like, Forgery makes the copy, and Conceal/Reveal Object hides the tools.
Frequently asked questions
Can Forgery fake digital credentials?
Physical forgery handles printed and written documents. Digital credentials fall to Electronics/Security Tech or a Netrunner.
What happens when a forgery is checked?
The better the roll and the better the materials, the higher the DV an inspector has to beat to spot it.
How high should I take it at creation?
Skills cap at 6 during character creation and 10 afterwards. Take it high if it defines your role, and around 2 to 3 if it is a supporting talent.