Crime & Punishment


A large portion of the population makes a living or supplements its income through illegal activity. If this wasn't true, police would have a lot less to do. This article covers the kinds of crime and shady activity that turn a profit. It also tries to stick to "smaller" crimes. Big heists should be played out, not dismissed with a few skill rolls to pay for the monthly bills. Especially since the big heists are the ones that can land a character in jail for life, or get him killed.

Every month of game time between actual gaming sessions, the would be criminal must make checks against his skills. This determines how much he makes in a given month and determines if he is caught. The Margin of Success is important for income. Each month that a criminal is caught, his difficulty to avoid being caught goes up +1, while every month he is not caught, it goes down -1, stopping at the original base of 10 ("Honest, officer, I've gone straight!").

Bribery

If the character is unemployed, he is responsible for passing bribes from another criminal to some official, lawyer, employee, etc. If he is employed, he is taking bribes for turning a blind eye, leaking minor information, etc. His knowledge of who to talk to and how to maneuver in a legitimate setting make him valuable.

A successful roll vs. Streetwise is needed to secure the bribe, while a successful roll vs. Bureaucracy is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail. Either way, he gains no income this month and may lose his legitimate job.

Monthly Income in C-Bills: 75 + MoS x 75

Burglery

This character breaks into homes or businesses and steals items for resale at a later date or simply steals cash. His ability to get around locks and alarms is essential.

A successful roll vs. Security Systems is needed to be successful, while a successful roll vs. Streetwise is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail. Either way, he gains no income this month.

Monthly Income in C-Bills: 100 + MoS x 100

Hustling

This character is a rogue who uses his skill at games of chance to get by. Often, he loses at first in order to up the stakes. The biggest problem is if he meets a hustler that's better than him.

A successful roll vs. Gambling is needed to be successful, while a successful roll vs. Streetwise is needed to avoid being caught (if it's illegal) or to avoid angry gamblers (if it's legal). If the character is caught, he is fined or spends some time in jail (or is beaten and robbed). Either way, he gains no income this month.

Monthly Income in C-Bills: 75 + MoS x 75

Counterfeiting

This character can reproduce legal documents, including currency. Counterfeiting currency is a high risk job, though, and so most people prefer to produce documents for contacts on the street to buy.

A successful roll vs. Streetwise is needed to be successful, while a successful roll vs. Forgery is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail. Either way, he gains no income this month.

Monthly Income in C-Bills: 75 + MoS x 75

Embezzling

Although he has a legitimate job, this character has decided that his paycheck does not adequately compensate him for his labor. By working the books, he is able to skim some profit off of the top without (hopefully) being noticed.

A successful roll vs. Administration is needed to be successful, while a second successful roll vs. Administration is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail. Either way, he gains no income this month and is fired from his legitmate job.

Monthly Income in C-Bills: 75 + MoS x 75

Extortion

Implied threats or offered "protection" are both means to get money from small business owners. If the character in question looks like he can back up his statements, the shop owners may pay him what he asks.

A successful roll vs. Intimidation is needed to be successful, while a second successful roll vs. Streetwise is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail or is beaten by a rival (or the shopkeeper!). Either way, he gains no income this month.

Monthly Income in C-Bills: 50 + MoS x 50

Fencing

Thieves need a way to get turn stolen items into cash, and that's where a fence comes in. By paying the thief and then reselling the item to a legitimate pawnbroker or to the blackmarket, the fence is able to turn a profit. He runs the risk of being charged with dealing in stolen goods, though.

A successful roll vs. Appraisal is needed to be successful, while a second successful roll vs. Streetwise is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail. Either way, he gains no income this month.

Monthly Income in C-Bills: 75 + MoS x 75

Fixing

Some people have a knack for finding what other people want. The fixer deals in hard to find, stolen, or illegal items. He is the small businessman of the blackmarket. If he can't find it, he knows someone who can.

A successful roll vs. Scrounge is needed to be successful, while a second successful roll vs. Streetwise is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail. Either way, he gains no income this month.

Monthly Income in C-Bills: 50 + MoS x 50

Hacking

Although it was once not a term for illegal activity, hacking now refers to any computer savvy crime. The hacker can use his skills to defraud vidphone companies, skim money from bank accounts, steal credit codes, etc.

A successful roll vs. Computers is needed to be successful, while a second successful roll vs. Computers is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail (and loses his computer!). Either way, he gains no income this month.

Monthly Income in C-Bills: 100 + MoS x 100

Informing

One of the most dangerous "criminal" activities is being an informant. The informant is on the shady side of the law, but is a small fish. He passes information to the authorities in exchange for leniency in own dealings or for cash.

A successful roll vs. Streetwise is needed to be successful, while a second successful roll vs. Fast Talk is needed to avoid being caught. If the character is caught, he spends some time in jail or is severely beaten. Either way, he gains no income this month.

Monthly Income in C-Bills: 75 + MoS x 75

Prostitution

Although legal on some worlds, prostitution is frowned upon by most legal systems. This character sells their time as an escort, performing varying services for their client.

A successful roll vs. Seduction is needed to be successful, while a second successful roll vs. Streetwise is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail. Either way, he gains no income this month.

Monthly Income in C-Bills: 100 + MoS x 100

Thieving

The thief differs from the burgler in that a burgler enters homes and buildings seeking things to steal, while a thief does not. The thief pick pockets and shoplifts, stealing items as they present themselves.

A successful roll vs. Stealth is needed to be successful, while a second successful roll vs. Streetwise is needed to avoid being caught. If the character is caught, he is fined or spends some time in jail. Either way, he gains no income this month.

Monthly Income in C-Bills: 50 + MoS x 50


You'll note that the margin of failure for an amatuer is fairly high, and the income varies greatly. Also not addressed are the long term health hazards associated with several of these careers. The gamemaster should feel free to play up that aspect of things. Afterall, these careers aren't as clean cut as the dice rolls make them out to be.

Questions, Comments & Suggestions are welcome.

By Jeremey M. Davis


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