Thieving and Crime
Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.
Requirements
Proficiency in thieves’ tools, disguise kit, or forgery kit and 2 research successes on the Research Downtime Activity that inform you of your target's location and daily routines. The avalible targets are listed on the Targets TableResource:
A character must spend 5DT and at least 25 gp gathering information on potential targets before committing the intended crime.Resolution
The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime. The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table. To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves’ tools, and the player’s choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).- If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend 1 DT for each 250 gp of the fine to get out of jail.
- If only one check is successful, the heist fails but the character escapes.
- If two checks are successful, the heist is a partial success, netting the character half the payout.
- If all three checks are successful, the character earns the full value of the loot.
Targets Table
| DC | Target | Haul |
|---|---|---|
| 10+ | Farmer | 50gp |
| 15+ | Merchant | 100gp |
| 20+ | Inn Keeper | 200gp |
| 25+ | Noble | 1000gp |
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