FORGER (#7/31, #342/365) [POT]
STAMINA : 7
ATTACKS: 1
WEAPON: See below
ARMOUR: 1 in 6 chance of a Leather Jack
DAMAGE MODIFIER: None
HABITAT: Towns, Plains
NUMBER ENCOUNTERED: 1
TYPE: Humanoid
REACTION: Neutral
INTELLIGENCE: High
Also known as the Counterfeiter, the FORGER is a tricky individual who uses their artistic or crafting skills to fabricate gems, jewellery, coinage, monetary documents, titles, deeds and other indicators of wealth and status. This is done in order to illicitly obtain all of the benefits of such fraudulent largess (and none of the downsides, at least until they get caught), or, more often, sell them on to others that desire similar things, who may or may not know what they are buying is counterfeit.
Forgers may have originally been, or still are, legitimate artisans such as jewellers, limners, scribes and idol-makers, but now use their skills for the devious purposes of illegal replication of capital assets. They will be wearing work or travel clothes, with a 1 in 6 chance of a Leather Jack, and armed with a weapon rolled for on the table below.
Roll Weapon Type
1-2 Club
3-4 Dagger
5-6 Shortsword
All Forgers have at least 1 point in Bargain, Con, Etiquette and Evaluate Special Skills. Otherwise, they can vary somewhat depending on what goods they are selling, but usually act as general or specialist traders, running their irregular business 'on the side'. To determine the size and extent of the Forger's current enterprise, roll on the table below:
Roll Grade Enterprise Staff Goods Notes
1 1 Pedlar 1 1-3 Chance of Draft Animal: 1-3
2 1 Barrow or Cart 1 1-6 Chance of Draft Animal: 1-4
3 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3
4 2 Stall 1-2 2-7 Chance of Draft Animal: 1-3
5 4 Small Shop 1-6 2-12 Chance of Draft Animal: 1-2
6 6 Shop 2-12 3-18 Chance of Draft Animal: 1-2
If the Forger has a Draft Animal roll on table below to determine what:
Die Roll Draft Animal (roll or choose depending on Habitat type)
1 Donkey
2 Mule
3 Horse
4 Pony
5 Water Buffalo, Desert Bison or Oxen
6 Camel
To determine the type of counterfeit property the Forger trades in, roll a die on the table below:
Roll Forgery Type
1 Gemstones
2 Jewellery
3 Objects d'Art
4 Coins
5-6 Paper (roll again below)
First Roll Second Roll Paper Forgery Type
1-2 1 Treasure Map
1-2 2 Magic Scroll
1-2 3 Merchant Pass
1-2 4 Letter of Credit
1-2 5 Letter of Introduction
1-2 6 Scroll of Civic Pardon
3-4 1 Warrant Scroll
3-4 2 Deed of Purchase
3-4 3 Tradesman's Guild Permit
3-4 4 Sea Charts
3-4 5 Miner's Permit
3-4 6 Adventurer's Permit
5-6 1 Envoy's Papers
5-6 2 Trader's Permit
5-6 3 Event Invitation
5-6 4 Holding Titles
5-6 5 Dominion Titles
5-6 6 Social Status Titles
To determine the amount of counterfeit goods a Forger currently possesses, roll on the following table to determine how many different units of goods the Forger has for sale:
Forger Location Units of Different Goods
City 3-18
Town 2-12
Village 1-6
Pedlar* 1-3
* Pedlars are wandering traders. Assume prices the same as village costs.
If not already established, the type of each unit can be determined by rolling on the appropriate tables in Chapters 3 and 4 of Encyclopedia Arcana: Volume 1.
Finally,
depending on the type of counterfeit goods, roll the dice to determine the
units of goods of each type that the Forger has for sale.
Type of Goods Units of Goods
Gems and Jewels 1-6
Jewellery 1-3
Objects d'art 1-3
Coins 4-24
Paper 1-3
Forgers are found across Titan, typically running a shop or stall in the market area of a town or city, the bigger the better. They offer prayers to a range of deities including Vlada, God of Wealth, Verlang, God of the Forge, and the nameless God of Thieves, hoping that one day their efforts will pay off and they will strike it rich enough to retire. Some say the scribe and lawyer Jalal Armen of Port Blacksand (see Blacksand, p. 71) can forge 'grey' documents on the side, but surely they jest, for why would such a respected member of the Temple District court such a potentially fatal and risky business?