Sometimes it pays to be bad in Kantas. Only sometimes, mind you. This DTA gives a character the chance to make some extra cash illegally, at the risk of arrest. The punishment for major crimes are however much more severe in Kantas.
Given the consequences, only some crimes against property can be carried out as a DTA. For fairness with other players, Crime as a DTA may only be carried out against NPCs.
Crime can always be done in Daring Heights or Port Ffirst. Crime against targets with a value of 100 gp or less (see below) can always be done in Stoneleaf or New Hillborrow.
With DTDM agreement, Crime can be done anywhere there's a viable target.
Other crimes—and crime against property—might still be committed by characters while adventuring. The Kantas Expanse is home to many different societies and independent settlements. Although no unified codex and policing force is in place against crime, most civilisations have codified the acts that are considered criminal.
If a character commits a crime in the midst of an adventure, its potential consequences will be resolved by the DMs either during or after the session.
A character must spend 1 Taxing DTA slot and at least 25 gp gathering information on potential targets to commit the intended crime. For the brazen few who aim for the biggest hauls, preparation can make the difference between your crime being a failure or a success.
If you have a target in mind, you can carry out the Tailing and Scouting DTA to try and get the edge on your mark. If successful, you can use the pieces of information gained as a modifier for the rolls you make in committing a crime. You can add a +1 bonus to all Crime checks for each piece of information obtained in a previous Tailing and Scouting Downtime activity to a maximum of +3. The Tailing and Scouting DTA must be carried out spending either a Light or Taxing DTA slot, immediately before the Crime DTA is carried out.
If the player decides to do this, the 25 gp needed to carry out the Crime DTA are considered paid if a Taxing DTA slot was used. The cost of the Crime DTA is instead halved in case a Light DTA slot was used.
The character must make a series of checks, with the DC for all the checks determined by the the amount of profit sought from the crime (see the Loot Value table). Successful completion of the crime yields a given amount of gold, 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 is successful, the character is caught and jailed. If you are repeatedly caught for your crimes, the DTDMs may rule that other adverse effects may be applied as you become known as a criminal. For example, a permanent +1 to future DC for the Crime DTA, or a permanent −1 to DTA Carousing check.
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.
Loot Value
DC | Value | Example | DC Increase |
15 | 50gp | Robbery of a struggling merchant | +1 |
20 | 100gp | Robbery of a prosperous merchant | +2 |
25 | 150gp | Robbery of a warehouse | +3 |
30 | 300gp | Robbery of one of the richest figures in town | +4 |
Characters carrying out this DTA with a trained pet might gain extra benefits. See the commands descriptions in the Pet Training section for details.
Crime is more fun when done together, therefore players may decide to carry out crime heists as a team. To do this there must be a minimum of two characters in the team, and all characters involved must be able to spend 1 Taxing Slot, be in the same location at the same time, and have agreed on the same Loot Value. Each character must make their own check in each of 3 rounds of skill checks. The first round Dexterity (Stealth), the second round Dexterity using Thieves’ Tools, and the third round with a choice of Intelligence (Investigation), Wisdom (Perception) or Charisma (Deception). In the third round different characters in the same team do not need to choose the same skill.
If half or more of the team pass the skill DC in a particular round of skill checks, it is counted as an overall success for the team in that round. If a team consists of only two characters, both must pass the DC for the skill check round to be an overall success.
If only one skill check round is successful the heist fails, but the characters escape. If two skill check rounds are successful the heist is a partial success, netting the characters half the value of loot. If all three skill check rounds are successful, the characters earn the full value of loot.
If the Tailing and Scouting DTA is performed the week prior, the bonuses gained from this only apply to the individual character who did the DTA. It does not apply to all characters in the team. Each character in a team is welcome to perform the Tailing and Scouting DTA the week prior, as you all prepare for your individual parts of the heist.
A life of crime is filled with complications. Roll on the Crime Complications table if the character succeeds on only one check. If the character has developed a name for themselves or there are other factors involved, the DTDMs might rule that a complication may occur also if the character succeeds on two checks.
If caught and arrested, The character must pay a fine equal to the profit the crime would have earned and must spend the rest of the DT week in jail followed by mandatory public service for each 25 gp of the fine. This service will be spent carrying out unpaid work for the council or Guild in charge in that locale. For the Character, this means they will be available to take part in adventures but will not be able to carry out any other DTAs until their public service is fulfilled.
The DTDMs may exceptionally decide to provide a tailored punishment depending on the nature of the crime committed or other external factors.
Each time you commit a crime in Kantas, you gain some infamy and the chances of being caught or your crime running into complications increases. For each successful Crime DTA you commit, the DC of your next Crime DTA increases by the value shown in the Loot Value table. These modifiers stack and affect your Crime DTA DC until you are arrested and serve jail time.
Alternatively, a Character may decide to lie low and let the attention fade off. For every consecutive DTA week not spent carrying out a Crime DTA, the modifier total is reduced by 1.
Crime Complications
d6 | Complications |
1 | You injure yourself in the process of trying to commit the crime, hampering your progress. You got away but need to spend the next week to fully recover. You lose your next available Taxing DTA slot while recovering. The gold value of your stolen loot is halved. |
2 | The stolen loot reserves you an unexpected surprise: a cursed item. The DTDMs will provide you with the item description. |
3 | You were seen or otherwise left some tell-tale clue behind that leads the Victim to you. They can’t prove you did it but they know you did. You lose all your contacts, if you have them from previous DTAs, and cannot make new ones for your next 2 available DTA slots. The gold value of your stolen loot is halved due to the extra discretion needed to fence it. |
4 | The stolen loot is not what you expected it to be. The items you obtained are extremely recognisable and any attempt to fence them will likely lead back to you. You may add one random trinket item from the Sample Trinkets Table in the Player’s Handbook, but obtain no gold as a result of this DTA. |
5 | You targeted someone who was under a local crime lord’s protection, who now wants revenge. You are beaten up by their thugs and your stolen loot is taken away. |
6 | Your victim calls in a favour from a guard, doubling the efforts to solve the case. Until you are caught, the DC Increase on your future Crime DTA is doubled and lying low takes twice as much. |