How to commit crimes
Illegal actions live in the crime module and usually require you to be in the right location, have enough energy, and pass skill checks, decisions, or mini-games.
Crime skill
The crime skill is the backbone of most illegal actions. Higher skill:
- Improves success odds on probability-based crimes
- Unlocks or softens harder variants (e.g. smoother pickpocket runs)
- Stacks with other relevant skills (e.g. driving for vehicle theft, persuasion where dialogue matters)
Train crime through repeated attempts and module-specific jobs or actions. Pair it with fitness skills if crimes often end in chases or fights.
Representative crime categories
| Theme | What you are doing | Risk profile |
|---|---|---|
| Theft | Pickpocket, shoplift-style flows | Police attention, fines, wanted days |
| Vehicles | Steal / joyride cars | High heat; chase decisions if spotted |
| Documents | Forgery / fraud-style actions | Skill gates; can spike wanted heavily |
| Smuggling | Move contraband | Often multi-step; failure adds crime days |
Exact action names and on-screen text appear in-game; this page describes systems, not every button label.
Success factors
- Skill level — directly affects many random chance checks on illegal actions
- Location & timing — some crimes only appear at night or in specific areas
- Status — low health/morale can block actions or make fights unwinnable
- Mini-games / decisions — failures often still apply partial penalties (money loss, injury, extra wanted days)
Failed crimes usually add remaining sentence even before arrest. Stacking wanted pressure before you are caught makes prison stays longer.
Risk / reward
Reward: money, items, quest progress, achievements, and story beats.
Risk: wanted flag, extended sentence, job loss on imprisonment, injuries, and long-term criminal record (see Criminal record).
Balance short-term cash against whether you can survive prison if caught — see Prison life.