Questions about operative false identities


Rules Questions

Scarab Sages

Ok first off if this belongs in advice sorry I went back and forth in which forum to post it finally decided on rules as it is a question about the rules.

Moving on I've been playing around with a number of concepts and noticed this in the operative . . .

Once per day as a full action, so long as you have access to an upgraded comm unit, a datapad, or any other type of computer, you can produce a false identity complete with forged documents, an official identification card or badge, and a minimal infosphere presence. As normal when creating forged documents, you must attempt a Computers skill check to create the forgery, and any creatures scrutinizing any of your documents can attempt an opposed Computers check to detect the forgery, with all the normal DC modifiers for other circumstances.

1) Can you take 10 or 20 on this?

2) Are these identities suitable for long term use e.g. an operative is studying a target before action and may be using their identity as Joe the Janitor for months or years before moving against their target?

3) Since false identities are specific special features for operatives can you use forgery to create a false identity normally albeit taking longer? Couldn't see anything about this in forgery. You can create a passport but it doesn't mention a full identity with history.

4) Would this forged identity have a history e.g. school records, maybe a few minor offenses to not look too clean, etc?


1) It's a full action, not a generic use of the skill, so no 10 or 20. Note that you can still just make a false identity the hard way and likely take 10 on that (20 might set the locals on your trail).

2) It is a false identity... I assume it can be used as such. Though better hope you roll well or get a low security job. I don't think it includes a deep background check.

3) The usual use of the skill would technically be different checks for each document (passport, ID, recent utility receipt, spacebook profile.) It could easily take several days of work, but you should at least be able to take 10 on those checks. Also, any character should be able to do so.

4) The operative full action, probably not. It seems to be ID, spacebook profile, and other documents assumed to be on hand at all times. I think you would need to take the long route if you want actual school records and criminal records beyond just maybe resume on linkdinspace.

Scarab Sages

Thanks, I don't recall seeing rules on false identities except as this and a police operatie infiltrator. I'll need to take another look but even forge documents didn't really seem to have the whole false identity route as part of its skill.


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Senko wrote:
Thanks, I don't recall seeing rules on false identities except as this and a police operatie infiltrator. I'll need to take another look but even forge documents didn't really seem to have the whole false identity route as part of its skill.

It's not because that's really more of a campaign specific use of the skills rather than a generic every session use.

Honestly, if I knew my players wanted to go that way, I'd rig a session with various social and skill encounters to get them their complete false identity rather than a few skill checks.

Scarab Sages

Fair enough the only ones I've seen have always been class abilities in starfinder and pathfinder so I'm not sure I'd personally let someone do it without a class ability if someone else had previously played something that had it. I'd be worried it'd invalidate the class abilities specific for that. Here I'd rather expand the operative abilities and have them find a fixer as an adventure hook but that's veering into house rule territory.


I don't see how being able to create a false identity "normally" would take away from this ability. This ability lets you pull one out of your pocket, for free, once a day every day. Creating a false identity of equivalent depth really should normally take a *lot* more time, effort, and probably also money than "one full action". . . and you'd need to decide on all the details beforehand. With this you could walk to an office you wished to infiltrate, spend ten seconds around the corner from the entrance, and then go "Hey. John Doe, Reputable Businessman, I'm here to look into setting up a contract with you guys." That's the kind of resource that should do things like "You'd need to roll Bluff or Diplomacy, but now you just succeed", or "This would normally be impossible, but now you actually can try to Bluff or Diplomacy your way in".

Scarab Sages

Metaphysician wrote:
I don't see how being able to create a false identity "normally" would take away from this ability. This ability lets you pull one out of your pocket, for free, once a day every day. Creating a false identity of equivalent depth really should normally take a *lot* more time, effort, and probably also money than "one full action". . . and you'd need to decide on all the details beforehand. With this you could walk to an office you wished to infiltrate, spend ten seconds around the corner from the entrance, and then go "Hey. John Doe, Reputable Businessman, I'm here to look into setting up a contract with you guys." That's the kind of resource that should do things like "You'd need to roll Bluff or Diplomacy, but now you just succeed", or "This would normally be impossible, but now you actually can try to Bluff or Diplomacy your way in".

Good point I think I can work with this.


Pathfinder Starfinder Roleplaying Game Subscriber

My two cents:

1) If in a relaxed environment, I don't see why someone wouldn't be able to take ten. Trying to squat down and hide while not being observed by an opponent because you are also donning/activating a disguise is a bit different from doing the same while sipping coffee before crossing the street to the building you intend to infiltrate. Taking 20, however, negates the point of being able to do all this in 6 seconds. It's an operative thing; presumably they have an app or the like that they've put together for themself that they hit a few drop down menus on to select a handful of options, and then click go. On the flip side, if I were the GM and an operative with this ability wanted to take extra time to make sure the options made sense and/or expand on them to maximize their chance of success, I'd likely give them a circumstance bonus to the take 20 check over someone without this ability. I personally like to reward foresight and planning, but that's just me.

2) Same as Garretemander, with the additional note that I'd assign a small chance that each time someone looked at the credentials, or someone different examined them, there would be an additional roll to see if the operative is discovered. Part of why I would reward additional preparation.

3) Others have covered this fully already.

4)It does say a minimal infosphere presence on a normal use of the ability. I'd say that's mostly up to the GM, mostly that they ask exactly what you did put on the infosphere, with only 60 seconds to verbally describe what there is to simulate the limited presence. But see my answer on taking 20.


1) Can you take 10 or 20 on this?

To get into the bar, yes. To get past the Destroyatron Armageddon class Security bot? Not so much. (Without the operatives take 10 ability or something similar)

2) Are these identities suitable for long term use e.g. an operative is studying a target before action and may be using their identity as Joe the Janitor for months or years before moving against their target?

Seems to work? I mean I would never want an ability designed to make a fake identity WORSE at making the fake ideneity than just a computers check.

Of Course, long term things are probably going to require multiple skill checks and Bob the janitor increasing their online presence.

3) Since false identities are specific special features for operatives can you use forgery to create a false identity normally albeit taking longer? Couldn't see anything about this in forgery. You can create a passport but it doesn't mention a full identity with history.

No. That's the rumor monger fallacy* that because a special ability exists to do a thing that you need the a special ability to do the thing. This ability lets you do it FASTER.

Create forgery is an explicit use of the computers skill and it takes 1d4 minutes. This lets you do it in 6 seconds. I'm not sure HOW often you'd need the fake ID that fast but I don't think its very often.

4) Would this forged identity have a history e.g. school records, maybe a few minor offenses to not look too clean, etc?

If you were making a criminal ID yes.

*Denying the antecedent? I think is the technical term. If a Sign says "No purple dragons allowed" conversationally that would Imply that green dragons are Ok. Logically the status of green dragons is unknown.

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