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FAKE IDs =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ALL fake ID cards must have a roll and a +Note to be considered IC. The player rolls Dexterity+Forgery (diff 6) to determine how good the ID is. If the player has no Forgery stat, they roll Manipulation+Streetwise (diff 6) to find someone (PC or NPC) capable of creating the fake ID for them. If an NPC is used, a Judge must roll 5 dice (plus successes on the previous roll; diff 6) to determine how good the ID is, and MUST +Note it as follows, with information denoted by < > to be added by the Judge. +note/add <Player Name>/<Fake Name> ID=An ID card with a picture, name and address of <Full Fake Name>, who is <age>. <#> successes were rolled to make the ID card. It requires <#> successes on a roll of Perception+Investigation or Forgery (diff #) to suspect this ID card of being false. It requires <# + 1> or more successes on a roll of Perception+Investigation or Forgery to be certain the card is fake. Difficulty of the detection roll is 7 minus the rating of Police Procedure or Forgery. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Return to News Files |