Crime

Money can be stolen, conned away, or otherwise disreputably obtained. A chemist might pawn off less-than-legal substances to a waiting black market. Someone with lots of talent with computers might steal the identities of others online and use it to enhance their own bank accounts. For the less mentally proficient, there's always the simple application of fighting ability and intimidation. Politicians use their skills to siphon off money in a less-than-reputable manner all of the time. In fact, most skills have some profitable, illegal application.
 * These applications generally boil down to two types: Stealing and Other.
 * Two rolls are required to successfully attain the funds. The primary roll represents finding a victim or customer, depending on the nature of the crime. The secondary roll represents successfully using the skill to get the money.
 * The primary roll is usually either Wits or Manipulation plus either Larceny or Streetwise. Use Wits if the selection process did not involve talking to the victim or customer. Use Larceny in the case of victims and Streetwise in the case of customers.
 * Examples:
 * Pickpocketing: Wits + Larceny > Larceny + Dexterity
 * Embezzling Funds: Wits + Larceny > Intelligence + Academics
 * Shoplifting: Wits + Larceny > Dexterity + Stealth
 * Mugging: Wits + Larceny > Strength + Brawl
 * Armed Robbery: Manipulation + Larceny > Dexterity + Weaponry/Firearms
 * Extortion: Manipulation + Larceny > Presence + Intimidation
 * Misappropriation of Tax Money: Manipulation + Larceny > Wits + Politics
 * Hacking an ATM or computer: Wits + Larceny > Intelligence + Computer
 * Auto Theft: Wits + Larceny > Dexterity + Drive
 * Selling Miscellaneous Contraband: Manipulation + Streetwise > Manipulation + Streetwise
 * Selling Drugs: Manipulation + Streetwise > Intelligence + Science
 * Giving Illegal Prescriptions: Manipulation + Streetwise > Intelligence + Medicine
 * Street Racing: Manipulation + Streetwise > Dexterity + Drive
 * Taking Bribes: Manipulation + Streetwise > Wits + Politics
 * Dogfighting: Manipulation + Streetwise > Composure + Animal Ken
 * Assassination: Wits + Streetwise > Strength/Dexterity + Brawl/Weaponry/Firearms
 * Sex Work: Manipulation + Streetwise > Presence + Expression
 * Making Counterfeit Money: Wits + Streetwise > Intelligence + Craft
 * With these pools in mind, to get resources and items from crime, simply write a normal RP about it, doing the appropriate roll:
 * Primary Roll Results
 * Dramatic failure: Immediate notice by the police
 * Failure: You cannot find a victim for your crime or a taker for your illegal wares/services
 * Success: You find a target or interested customer
 * Exceptional Success: You find an idiot ripe for exploitation or someone in the higher echelons of thug life or corruption, whichever is ideal for your case. Police roll half of what they would've normally rolled to notice you at the end.
 * Secondary Roll Results
 * Dramatic failure: Whatever you were doing suddenly goes very, very wrong, and you are hurt, exploited, or worse. You probably lose a lot of money. Ask a storyteller to intervene.
 * Failure: You have a bad night and earn no money.
 * Success: You earn money equal to your successes.
 * Exceptional Success: You have a good night or hit the jackpot, earning twice as many dots as successes.
 * At the end the storyteller will do a roll based on evidence left for police to notice. If the police are successful, they will probably arrive to arrest your character. It is possible to resist arrest. A successful arrest results in jail time for your character.


 * Using Advantages for Crime
 * Sometimes one might commit a crime that would be off the radar of the actual police because it primarily involves deeds forbidden by one's organization. Perhaps a boxer accepted bribes to throw a game and his coach found out. Maybe a bright student took money to write another student's essay and got caught. Maybe a vampire inadvertently tried to entrance a werewolf into giving up his cash and brought down the wrath of the pack on all the vampires in the region. These are special cases and failures in them will be handled by the Storytellers.