Holocron

Crime

Wretched Hives · Entertainment and Downtime

Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.

Resources

A character must spend one workweek and at least 250 cr gathering information on potential targets before committing the intended crime.

Resolution

The character must make at least one, but up to three checks, and then consult the Crime Roll Modifier table below. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5. The player can choose to make a Dexterity (Sleight of Hand), Dexterity (Stealth), Intelligence (forgery kit), Intelligence (security kit), or Intelligence (slicer's kit) check, as appropriate to the crime they attempt. Each check can only be made once.

Crime Roll Modifier
Ability Check DC d100 Roll Modifier
10 +5
15 +10
20 +15
25 +20
30 +25

The d100 Roll Modifier is added to the percentile dice rolled for the Crime Results table, which is discussed below.

For instance, if the character makes a Dexterity (Stealth) check, and the result is 23, they can elect to keep that check, resulting in +15 crime roll modifier. If the character makes an Intelligence (security kit) check, and the result is a 6, however, they can choose to then make a Dexterity (Sleight of Hand) check. If the result of that check is a 19, and the character elects to keep it, they receive a +5 crime roll modifier, since the DC for each tier increased by 5 after the first check. If the character elects to make three checks, with the results being 8, 9, and 17, however, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, since they failed to meet a DC, they are caught and jailed.

Once the player has determined their crime roll modifier, they then roll percentile dice and consult the Crime Results table below.

Crime Results
d100 Result
40 or lower The robbery fails, but you escape.
41-70 You earn 500 cr by robbing a struggling merchant.
71-100 You earn 1,000 cr by robbing a prosperous figure.
101-110 You earn 2,500 cr by robbing a noble.
111 or higher You earn 10,000 cr by robbing one of the richest figures in town.

Complications

A life of crime is filled with complications. A character committing a crime has a 10 percent chance of triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.

This is a great opportunity to create a rival to the party, or involve a previous rival.

Crime Complications
d8 Complication
1 A bounty equal to your earnings is offered for information about your crime.
2 An unknown person contacts you, threatening to reveal your crime if you don't render a service.
3 Your victim is financially ruined by your crime.
4 Someone who knows of your crime has been arrested on an unrelated matter.
5 Your loot is a single, easily identifiable item that you can't fence in this region.
6 You robbed someone under the protection of a local crime lord, who now wants revenge.
7 Your victim calls in a favor from a guard, doubling the efforts to solve the case.
8 Your victim asks one of your adventuring companions to solve the crime.

Uptime

While crime is a very fun and engaging activity for a character to participate in, it is better executed using the three pillars of adventuring. The GM can determine that complications arise, as appropriate.