Torn Forgery Guide: Every Project, Skill Multiplier and Safe Route to CS 100
Forgery has more material components than any other crime in Crimes 2.0, and the deepest project structure. You pick a document to fake, work through four to twelve steps, and collect the finished item, with each step costing 5 nerve and consuming tools or materials.
The crime punishes ambition harder than most. Critical failures do not just cost you a step, they roll back progress, and the skill multiplier on the final step applies to crits too. A failed Passport at the last hurdle hurts far more than a failed Driver's Licence. This guide ranks every project by multiplier and safety, and gives two routes to CS 100 depending on whether you want the products or just the levels.
How projects work
Pick a project, work its steps in order, collect the forged item at the end.
Every step costs 5 nerve
Projects run from 4 steps to 12, so a single completion costs between 20 and 60 nerve before any failures. Each step also consumes one or two components, meaning a full project can eat twenty materials.
Steps carry risk labels
Some steps are marked risky and are more likely to fail. Some are marked dangerous and are very likely to fail. These markers are the main thing separating a safe project from a nerve sink.
Some steps have cooldowns
Printing a document or waiting for paint to dry locks the project until the timer expires. You cannot rush it, so running several projects in parallel is the natural way to play.
Some tools lock during use
Printers lock during Printing steps, and Sand locks during Mold Forming and Casting. If you want parallel projects, you need duplicate copies of those two specifically.
Buy a second printer early if you intend to run projects side by side. It is the single most common bottleneck.
How crime skill works here
This is unusually simple, and it drives every decision in the crime.
All regular steps pay the same
Regardless of risk level, project, step type or materials used, every non-final step grants identical crime skill. There is no such thing as a more valuable middle step.
Only the final step differs
Completing a project applies a multiplier based on which project it was. That multiplier is the entire reason to choose one project over another.
The multiplier cuts both ways
A critical failure on the final step is multiplied too. This is why the Passport, at 750%, is genuinely dangerous rather than simply slow.
All 14 projects
Ranked by unlock level. Read the multiplier and safety columns together, never separately, because the highest multipliers sit on the least reliable projects.
| Project | Unlock | Steps | Final multiplier | Safety |
|---|---|---|---|---|
| Driver's Licence | Start | 4 | 200% | Safe |
| Parking Permit | Start | 4 | 200% | Safe |
| Concert Ticket | Start | 4 | 200% | Moderately unsafe |
| Diploma | CS 25 | 4 | 250% | Moderately unsafe |
| Birth Certificate | CS 25 | 5 | 300% | Unsafe |
| License Plate | CS 25 | 6 | 400% | Risky |
| Prescription | CS 50 | 4 | 250% | Safe |
| Skeleton Key | CS 50 | 4 | 300% | Risky |
| Travel Visa | CS 50 | 5 | 350% | Unsafe |
| ID Badge | CS 50 | 5 | 350% | Unsafe |
| Bank Cheque | CS 75 | 6 | 350% | Unsafe |
| ATM Key | CS 75 | 6 | Unknown | Risky |
| Police Badge | CS 75 | 7 | 450% | Risky |
| Passport | CS 75 | 12 | 750% | Unsafe |
Reading that table
Three projects stand out, for different reasons.
Prescription is the hidden gem
Four steps, a 250% multiplier, and the only project above 200% rated safe. At CS 50 it is comfortably the best risk-adjusted option in the crime.
Passport is a trap for most players
Twelve steps at 5 nerve each is 60 nerve minimum, it is rated unsafe, and its 750% multiplier applies equally to a critical failure at the end. Losing a Passport at step eleven costs more than several completed Driver's Licences were worth.
Travel Visa is the sensible mid-game target
Five steps, 350%, unsafe but manageable at higher skill. It is the standard recommendation for CS 50 onwards precisely because it balances multiplier against step count.
Two routes to CS 100
Both work. Pick based on whether you want forged products at the end or simply the levels.
Route 1: Driver's Licences all the way
Four steps, safe, and almost no material cost. You will reach maximum skill with very few critical failures. The cost is nerve, considerably more of it than the alternative, and you finish with none of the forged items used in later crimes and organised crimes.
Route 2: Licences to CS 50, then Travel Visas
Run Driver's Licences until Travel Visas unlock at CS 50, then switch. This maximises both progression and profit without the material costs of Passports. If you want License Plates for future crimes, swapping to them around CS 90 costs little progression.
Route 2 is the better default. Route 1 only wins if materials are scarce or expensive for you.
Avoid risky-step projects while levelling
Anything that reduces crit frequency speeds you up more than a higher multiplier does. Sticking to the first three projects early, then the safe higher-tier ones, beats chasing multipliers you cannot land.
How failures work
Forgery handles negative outcomes differently from every other crime, and mostly in your favour.
Ordinary failures only cost materials
A failed step consumes whatever consumables it was going to use and nothing else. No jail, no hospital, no skill loss.
Critical failures roll back progress
How far depends on the project and the step. A crit mid-project typically undoes one or two steps. A crit at the end can scrap the project entirely, or for documents send you back to the printing stage.
You can lose the tool you were using
Occasionally a crit destroys the tool in play, such as a printer during printing or a perforator while finishing a concert ticket. Keep spares of the tools you rely on.
There is no jail in this crime
Forgery has no known jail outcomes, and going by in-game reporting it is not expected to gain any. That makes it unusually safe to grind while doing other things.
The tools
Tools are permanent and reused across projects. This is the shortlist worth acquiring first, grouped by how much of the crime they unlock.
| Tool | Used in |
|---|---|
| Printer | Everything except metalworking projects |
| Scissors | About half of all projects |
| Hand Drill | All metalworking projects |
| Embosser | Aluminium Plates, Travel Visas, Bank Cheques, Passports |
| Fountain Pen | Birth Certificates, Diplomas, Prescriptions, Bank Cheques |
| Crucible, Double Cut File, Polishing Pad, Sand | Skeleton Keys, Police Badges, ATM Keys |
| Graver | ID Badges, Police Badges, ATM Keys |
| Typewriter | Birth Certificates and Prescriptions |
| Perforator | Concert Tickets and Bank Cheques |
| Magnifying Glass | Enhancer: +5% CE and CS. Shoplift the Jewelry Store with all security active |
The two honor bars
One is a grind, the other is a two-hour trick.
Documented Success: reach CS 100
Either route above gets you there. Route 2 is faster in nerve terms.
Assembly Line: ten of the same project on cooldown at once
Printing steps do not count. The clean method is to reach CS 25 and start ten License Plates, because step two, Background Painting, carries a one-hour cooldown. That is a comfortable window to line all ten up.
This is the one honor bar in Crimes 2.0 that can be finished in a single sitting once you have the materials ready.
Materials and medals
Two practical notes to finish on.
Industrial burglary is your supply line
Most components come from burgling industrial targets, with the rest from city stores, overseas shops, or as unique outcomes from other crimes. Stockpiling before starting a project stops you stalling halfway through.
Counterfeiting medals are better farmed elsewhere
Forgery shares the Counterfeiting category with Bootlegging, which is far more efficient for medal counts because every action there counts regardless of nerve. Play Forgery for skill, products and honor bars.
Skill multipliers are approximations from limited community data rather than confirmed values, and the ATM Key multiplier remains unmeasured. Safety assessments are aggregate ratings across all steps in a project and individual steps vary. Success rates improve with crime skill, so difficult projects become more viable as you level. Torn rebalances Crimes 2.0 regularly.