“You know high risk is high reward, and sometimes it pays to be bad. One day, I plan to pave my way to wealth!”
Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of possibly being caught and arrested. A character must spend 25 GP and 5 downtime days to gather information on the potential target before committing the crime.
- If another player wishes to tag along for the ride or provide advantage to any of the checks, the character with the lowest stealth, must make the stealth roll and spend the same number of downtime days.
- Features, items and spells are allowed. Spells are permitted as long as it can be maintained for a minimum of 4 hours.
How to Do Crime Downtime
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- To attempt the crime, announce the attempted DC in #downtime-log with all features and spells prefaced BEFORE rolling.
- Proceed to roll the following. Rolls must hit or pass the DC in order to be successful. Proceed to Check Success for the outcome of the rolls.
- Stealth check.
- Dexterity using thieves’ tools.
- Choice of Investigation, Perception or Deception.
DC | Value Acquired |
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10 | 50 gp, robbery of a struggling merchant |
15 | 100 gp, robbery of a prosperous merchant |
20 | 200 gp, robbery of a noble |
25 | 1,000 gp, robbery of an influential merchant in town |
Check Success is measured by how successful a character is. Refer to the list below for number of success’ the player makes with the value of loot acquired.
Check Success | Profit + Outcome |
---|---|
3 | 100% + Complication roll |
2 | 50% + Complication roll |
1 | 0% + Complication roll |
0 | 0% + Complication roll + Caught (spend 5 DTD per 25 GP in fines equal to attempted DC or pay a fine of the attempted DC prior to release.) |
Downtime Example: Marigold spends 5 MDT (20/30) to dip her toes into the life of crime (DC 10). She will use stealth, thieves tool check and investigation. She spends 5 GP in lifestyle.
Complications will arise when situations go south due to uncalculated mistakes. This activity has a 10% chance of complication.
For more information, click here for the Hostiles & Rivals.
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- Hostile Contacts give -1 on every skill check involving downtime. Characters are required to spend these until no hostile contacts remaining.
- Rival Contact give a permanent -1 to all checks involving the downtime performed by that character, until resolved.
D6 | Complication Outcome |
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1 | A bounty equal to your earnings is posted on a wanted poster. (Criminal title gained.) |
2 | An unknown person contacts you, threatening to reveal your crime if you don’t render a service. (Improvised work to resolve) |
3 | Your victim is financially ruined by your crime. (World news) |
4 | Upon leaving, you knock over a valuable item. To avoid drawing attention to yourself, pay your Tier multiplier to replace the item with an exact replica.1 Failure to pay will result in character suffering from a 0% chance. (Refer to chart above for outcome, sans the comp roll.) |
5 | You robbed someone who was under a local crime lord’s protection, and who now wants revenge. (Rival) |
6 | Your victim calls in a favor from an adventurer, doubling the efforts to solve the case. (Hostile) |
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- T1 (50 GP), T2 (200 GP), T3 (1,200 GP), T4 (3,000 GP)