Trade (Copyist) for Forgeries Rules

By Brolthemighty, in Dark Heresy House Rules

Alright, so after having seen that you can use Trade (Copyist) for forgeries, I decided to give it a try. I assumed that there would be rules for it, at least in the IH Crafting section. Boy was I wrong. There really isn't any rules for it, and it's driving me crazy.

I have a Noble with it in a current game, and we came up with the idea that I would use that to start insinuating myself into the underworld to give myself a cover....but we can't really find rules on the whats and hows. Here's what we've come up with so far, but it's only the barest of a start.

Quality:

Best Quality, -30: Confers a -30 to the person attempting a Scrutiny Test in order to discern that its a fake.

- I was throwing around an idea of having to pass an awareness test or something in order to REALIZE you might need to check it to be fake. In essence something like: "You receive the ID, make an awareness check. You passed? Something just doesn't seem right about this ID, make a Scrutiny check now."

Good Quality, ??:

Common Quality, -0: Base quality of product. No bonuses, no minuses.

Difficulties: (Based off of the table in IH, however, I have no idea what to populate each difficulty list with. In IH, the examples go from pretty simple like engraving, to "top of the class" like Modifying power armour. However, I'm not sure the equivalents for doing forgeries. Anyone have ideas?

Easy (+30)

Routine (+20)

Ordinary (+10)

Challenging (+0)

Difficult (-10)

Hard (-20)

Very Hard (-30)

I'm thinking that for the difficulties, it's tied in to what they'll be used for. Like the security protocols that they'd have to be able to pass through without much trouble. Easy being just a visual inspection (kinda like an ID check at the door of a club,) whereas Very Hard would be a full ID check or something. I may have to tie in Tech-Use for Difficult-Very Hard in order to incorporate the tech side of the Administratum and such. Not sure really. That's where you guys come in. I need ideas, lol!

That's all I've got right now. Again, really have just barely scratched it. Oh, and costs. Both for the raw materials, as well as for the services.

I was also unsure of how to handle the Scrutiny tests. If a forgery is passed, it means that it looks like the original. So how do you balance the whole Scrutiny vs. Forgery, or do you leave that to the Quality of the item. Like, if I went for a Best Quality, Very Hard, it would have a -60 to my test, which is hella hard to make........I'm just not sure how to handle all of it.

Treat the scrutiny as an Opposed test, where the roll by the Forger is made before it is challenged. So you roll your Trade (Copyist) check. A Failure indicates you slipped and streaked the whole thing with ink or what have you, some generally obvious ruination of the whole thing. If you succeed, it means you make at least a passable imitation of the original. Keep track of the degrees of success. Then, when you try to use it, the other person rolls their Scrutiny Test (assuming they have a reason to check it, I'd liken this to a Driver's License - If you're just using it to buy a beer, it wouldn't be challenged and just auto-pass, but if you're getting charged with murder and it's your I.D. that would definitely warrant a Scrutiny, with a bonus based on the data it's checked against).

That's the way I was thinking of it as well. With the higher the quality being harder to detect. I've got a few more of the details hashed out, I'll add them up later today. Also, instead of trying to really nail down all of what is possible with forgeries, we're just going to keep it more in general ideas, where when the time comes to make something, the GM will simply assign a difficulty. That way, we're not getting bogged down too far in the details.