Petty Crime

Locations: Town, city,village.

Characters can involve themselves in petty crimes, like stealing purses on a market place.

Those are handled with a simple sleight of hand roll, and one check can be made per mundane activity time spent in a busy location, like a market place or a busy tavern.

The character has advantage if he is an urchin, has the urchin background, or succeeds a specialized DC 20 (Deception) check using the Disguise Toolkit.
The character has disadvantage if he does not get advantage and is a foreigner at the location.

Any roll of 1 on any of those dice immediately brings Complications, as the crime is caught in the act or witnessed.

The haul is 1d4+INT Modifier GP (if the Sleight of hand result is 10 or more) and 2d6 SP.
On a Sleight of hand result of 20+, the haul dice are rolled twice (fat purse).

Petty Crime

5th Age Campaigns' home rules Grisix