Crime & Stealth¶
"There's three ways to take a thing that isn't yours. Quiet, loud, and stupid. The quiet way you practice. The loud way you survive. The stupid way is doing either one in front of a guard."
Crime in Ghelmyon is a real system, not a flavour menu. Every lift, every shakedown, every shadow you duck into rolls against the world: who's watching, how hot the street already is, and - increasingly - who you're stealing from. This is the reference for taking what isn't yours and living with it.
At a glance¶
| Sneaky theft | steal <npc> / pickpocket <npc> |
| Confrontational | rob <npc> (aliases: mug, hold up, burgle) |
| Go unseen | hide, then sneak <direction> |
| Resolution | A d100 skill check - roll over the threshold to succeed |
| Who notices | Guards, witnesses, and a per-location "crime heat" memory |
| It follows you | Bounty, notoriety, and wanted posters |
| Hard limits | No crime in safe areas, on guards, or on essential NPCs |
The two ways to take¶
Quiet - steal / pickpocket¶
Lifting a purse or palming an item off an NPC who never knows you were there. The check is your sneak-thievery against their alertness, modified by the time of day and how crowded the room is. Lift gold and it reads as a pickpocketing; lift a carried item and it's a heavier theft that's more likely to alert shopkeepers.
- Success: you walk away with the goods and nobody the wiser.
- Failure with no witnesses: a quiet miss - you didn't get it, but nobody saw.
- Failure with witnesses: they react. A shopkeeper shouts; a guard draws.
Loud - rob¶
Confrontation. You step up, you make a demand, you take what they hand over. Robbery uses Intimidation backed by Strength against the target's Strength - bigger risk, bigger haul.
- Success: 30–60% of their gold (50–80% on a critical) plus a chance at an item.
- Failure: the target turns hostile and fights back.
- Fumble: any disguise you're wearing is blown, guards are alerted, and a bounty lands on your head.
Either way, the victim turns hostile and their trust in you is gutted. Robbery is never a secret.
Who's watching¶
Three systems decide whether you get away with it:
- Guards. A guard at the scene means a sneaky theft is caught on sight, and a robbery target who is a guard just attacks you. Guards near the spot make every roll harder.
- Witnesses. Any awake, present NPC can witness a crime. Some go hostile, some merely raise the alarm - and every witness remembers your face, which feeds notoriety and gossip.
- Crime heat. Each location accumulates heat as crimes happen there. A hot street is a harder street - hit the same shop twice in an hour and the second job is far riskier than the first.
Modifiers you can play around¶
| Situation | Effect |
|---|---|
| Night | Easier - darkness is cover |
| Wilderness | Easier - few witnesses |
| Market | Harder - crowds have eyes |
| Near a guard post | Harder |
| High crime heat | Harder - the street is already watching |
Going unseen - hide & sneak¶
Before you act, you can disappear. hide is a free action - it costs
you no time and doesn't advance the world. But it only works if no one
is actively watching: an awake NPC sharing the room will see you try.
Sleeping, distracted, or turned-away NPCs don't count.
- A failed hide is silent - your boots scrape gravel, but nobody heard. No bounty, no alarm.
- Once hidden,
sneak <direction>moves you while staying in the shadows. If someone's watching the way out, you can't slip past; if the room is clear, you go.
Stealth stacks with theft: a successful hide makes the lift that follows much easier, and lets you cross a watched room to reach the mark.
Stealing from someone who trusts you¶
This is the part most games skip. The consequences of a property crime scale with your relationship to the person you wrong.
- A stranger or enemy - baseline. Rob a bandit who already hates you and the town guard barely shrugs; you may even earn a nod from their enemies.
- A friend - it cuts deeper. The reputation fallout roughly doubles, and the game marks it as a betrayal - because it is.
- Family - worse still. The fallout roughly triples, and word gets out: a scandal sheet records that you were seen lifting from your own blood. People remember.
The lesson is diegetic, not punitive: the world treats who you betrayed as seriously as what you took. A clean career thief learns to work strangers and leave the people who'd vouch for them alone.
When it follows you home¶
Crime doesn't end when you leave the room.
- Bounty. Serious crimes post a price in the local town. Carry a bounty and some doors close - and some people won't deal with you at all.
- Notoriety. Witnesses spread your description. The more faces that saw you, the more your name precedes you.
- Wanted posters. Check
wantedto see who the authorities are hunting - including, sometimes, you. (Bounty-hunting the other names on that board is a living in itself; see the bounty system.)
What you can't do¶
The engine refuses outright in a few cases - these aren't failed rolls, they're hard "no"s:
- Safe areas - no crime in places flagged safe (temples, your own home, certain sanctioned spots).
- Essential NPCs - quest-givers and trainers can't be robbed; the story needs them alive and talking.
- Guards - rob one and you've started a fight, not a robbery.
- In combat - finish the fight first.
- The dead - use
search bodyinstead.
See also¶
- Combat 101 - for when the quiet way goes loud
- Verb cheat-sheet - every command at a glance
- In-game:
?rob,?steal,?checks,?wanted