Crime Adventure Pack
Crime Adventure Pack
Setting Information
- The world is stitched together by secrets, favors, and encrypted silence — a place where cameras blink like insects and every kindness is a transaction waiting to turn.
- The time is now, or something close to it — a present blurred by screens and sleeplessness, where systems grow too big to fight and too hollow to trust.
- The setting is a fractured cityscape, watched by drones and ruled by contracts, where syndicates sign NDAs and disappearances are logged with timestamps and polite denials.
- Power flows through backdoors and burner phones, and trust is the rarest currency — offered slow, spent fast, and never without collateral.
- Crime is layered and intimate — a fusion of hustle, hunger, and network latency. Nothing is clean, just practiced, rehearsed, and monetized.
- Identities are worn like masks, discarded when burned — killers deliver groceries, whistleblowers vanish in firewalls, and loyalty lasts until the next download.
- Law enforcement is brittle and blurred — bought, borrowed, or just too exhausted to matter. Some serve syndicates, some serve ideals, most serve the clock.
- This world doesn’t want justice. It wants leverage — and your story begins when someone pulls the wrong string.
Character Traits
Concepts
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Burned Undercover | Street-Level Fixer | Idealist Turned Enforcer | Disgraced Detective | Blackmail Victim | Reluctant Killer |
| 2 | Corrupt Politico | Ex-Gang Counselor | Ghost in the System | Dirty Evidence Handler | Community Protector | Outsourced Interrogator |
| 3 | Veteran Safehouse Keeper | Info Broker on Parole | Sleeper Asset | Compulsive Arsonist | Smiling Debt Collector | Former Informant |
| 4 | Loyal to the Wrong Person | Inside Man at Risk | Family-Tied Dealer | Off-the-Books Surgeon | Cage Fighter for Hire | Operative with a Code |
| 5 | Reformed but Hunted | Bagman with a Secret | Cop-Killer in Hiding | Vigilante Hacker | Driver with a Dead Past | Fixer for the Wealthy |
| 6 | Ex-Syndicate Heir | Witness on the Run | Masked Avenger | Broker of Dirty Secrets | Pawn in a Larger Game | Fugitive from a Ghost Town |
Skills
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Shadowing | Close-Quarters Combat | Cold Reading | Safe Cracking | Getaway Driving | Lie Detection |
| 2 | Jury Rigging | Firearm Handling | Emotional Manipulation | Surveillance Craft | Digital Intrusion | Pressure Tactics |
| 3 | Forensic Intuition | Lock Bypass | Rapid Assessment | Weapon Improvisation | Concealment Techniques | Reading a Crime Scene |
| 4 | Smooth Talking | Fear Induction | Cover Identity Creation | Code-Switching | Access Spoofing | Navigation of Urban Terrain |
| 5 | Explosive Setup | Trauma Response | Infiltration Planning | Threat Analysis | Blackmail Logistics | Wiretap Installation |
| 6 | Trail Cleanup | Evasion Techniques | Interrogation Expertise | Pickpocket Reflexes | Intuition for Weak Spots | Disguise Under Pressure |
Frailties
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Haunted by a Past Case | Addicted to Risk | Uncontrollable Flashbacks | Bound by a Personal Oath | Estranged from Loved Ones | In Too Deep with the Wrong People |
| 2 | Trusts the Wrong People | Unwilling to Kill | Known to the Authorities | Secretly Being Blackmailed | Lives Under a Stolen Identity | Prone to Self-Destruction |
| 3 | Afflicted by Nightmares | Misjudges Intentions | Susceptible to Intimidation | Trapped by Debt | Still Loyal to a Dead Partner | Obsessed with One Last Job |
| 4 | Seeks Redemption at Any Cost | Flash Temper | Reacts Poorly to Authority | Emotionally Numb | Carries a Traitor’s Guilt | Fear of Being Watched |
| 5 | Keeps a Dangerous Secret | Reckless Protector | Constantly Dissociates | Identity Crisis | Afraid of the Truth | Obsessive Need for Control |
| 6 | Can’t Leave the Game Behind | Compromised Morality | History of Violence | Emotionally Attached to a Target | Triggers Under Pressure | Internal Voices (Not Always Wrong) |
Gear
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Burn Phone | Compact Handgun | Cloned Keycard | Hidden Compartment Jacket | Audio Scrambler | Unregistered Vehicle |
| 2 | Forged Credentials | Remote Camera Drone | Trauma Kit | EMP Slap Patch | Burner Laptop | Clean Cash Bundle |
| 3 | Concealed Recorder | Tinted Surveillance Shades | Lock Override Tool | Signal Jammer | Digital Dead Drop | Fingerprint Copy Film |
| 4 | Kevlar-Lined Trenchcoat | Injection Gun (Sleep Agent) | Field Toolkit (Crack & Fix) | Black Market Comms Scanner | Disposable Microphones | “Evidence” Planting Kit |
| 5 | Custom Bug Detector | Prototype Listening Earpiece | Taser Glove | Throwaway Pistol | Cold Storage Wallet | Tamper-Proof Briefcase |
| 6 | Quick-Swap ID Pack | Silenced Snub Revolver | Tracker Dust Vials | Break-In Case (Picks, Cutter, Wedge) | Contact-Encrypted Notebook | Sharp Object of Sentimental Value |
Names
Female Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Ava | Nia | Carmen | Elise | Riley | Dana |
| 2 | Margo | Leila | Harper | Noemi | Sky | Bianca |
| 3 | Simone | Ivy | Jules | Tasha | Mira | Cassidy |
| 4 | Rowan | Alina | Zoey | Sienna | Quinn | Freya |
| 5 | Nyla | Cora | Hazel | Vera | Lennox | Fallon |
| 6 | Juno | Keira | Sasha | Delaney | Lola | Maren |
Male Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Jace | Malik | Theo | Luca | Dean | Carter |
| 2 | Elias | Nolan | Ramon | Kieran | Zane | Colby |
| 3 | Miles | Devon | Julian | Knox | Dante | Ezra |
| 4 | Rhys | Logan | Mason | Omar | Wade | Gideon |
| 5 | Cruz | Jaxon | Leo | Silas | Andre | Victor |
| 6 | West | Cairo | Dorian | Kai | Marcus | Bennett |
Surnames
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Mercer | Callahan | Vega | Ruiz | Monroe | Tate |
| 2 | Maddox | Holloway | Santana | Bishop | Quinn | Navarro |
| 3 | Rhodes | Durant | Moretti | Figueroa | Lowell | Castillo |
| 4 | Crane | Voss | Keller | Espinoza | Leclair | Rivas |
| 5 | Rosenthal | Blackwood | Delgado | Faulkner | Kane | Serrano |
| 6 | Ashford | Drummond | Reyes | Thorne | Calder | Marchand |
Nicknames
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Ghost | Redline | Nine | Vex | Trigger | Saint |
| 2 | Wires | Blink | Moth | Burner | Noose | Chrome |
| 3 | Prophet | Stitch | Zero | Bishop | Scorch | Wraith |
| 4 | Vice | Knuckles | Cross | Static | Gutter | Ivory |
| 5 | Cueball | Latchkey | Echo | Bender | Lucky | Silo |
| 6 | Nails | Sphinx | Jackdaw | Dash | Slick | Reaper |
Special Rules
Heat
Every action leaves a trace — a camera missed, a name overheard, a pattern noticed. Heat is the invisible pressure building around the protagonist as their operations draw the attention of law enforcement, rival crews, or someone worse. You can’t avoid heat forever — only manage it.
When your actions could raise suspicion, ask a closed question. Interpret the outcome as follows:
- No, and…: Your moves light up alarms across departments. Cops are on your trail, and someone else just got your name.
- No: You’ve been made — police eyes are narrowing in.
- No, but…: You dodge the badge, but another crew clocks your hustle.
- Yes, but…: You stay off the radar, but the measures you took raised other eyebrows.
- Yes: You keep it clean — no tails, no whispers.
- Yes, and…: Not only do you stay invisible, but your finesse earns quiet respect from both sides of the line.
Influence
No one survives alone. Whether you’re dealing with a fixer, a lieutenant, or a dirty city council rep, relationships are currency. Influence determines who has your back, who feeds you intel, and who turns a blind eye when it counts.
Building Relationships
When trying to establish trust or ties with a new faction or contact, ask a closed question:
- No, and…: It backfires — they now see you as a threat or nuisance.
- No: No trust, no traction. The door stays closed.
- No, but…: You’re shut out — but catch a glimpse of how they operate.
- Yes, but…: You make a connection, but it’s fragile — they’ll want more.
- Yes: You earn trust. The line is open.
- Yes, and…: They not only welcome you in, but toss you a favor to prove it.
Maintaining Relationships
Even solid ties erode without care. When trying to keep a relationship stable:
- No, and…: Trust collapses — they turn hostile or walk away.
- No: You’re ghosted. Nothing changes, and that silence grows.
- No, but…: Still distant, but you learn something from the static.
- Yes, but…: The bond holds, but it takes sweat — or sacrifice.
- Yes: Things stay good. Business as usual.
- Yes, and…: You reinforce the bond and get something unexpected in return.
Gaining Information
When tapping contacts for intel:
- No, and…: No answers, and now they’re spooked — or pissed.
- No: No usable info. You hit a wall.
- No, but…: You walk away empty, but spot a thread worth pulling.
- Yes, but…: You get intel — partial, outdated, or incomplete.
- Yes: You get exactly what you need.
- Yes, and…: The info is solid — and they offer backup, access, or protection.
Interrogation
Getting someone to talk — or break — isn’t just about pressure. It’s about reading them, cornering them, or saying exactly what they feared you’d say. When extracting information from a suspect, source, or ally under stress:
- No, and…: They shut down, dig in, and maybe call for help.
- No: Stonewall. They give you nothing.
- No, but…: You don’t get what you wanted — but you get a sliver of something else.
- Yes, but…: They talk — but it costs them, and they might resent it.
- Yes: They talk. You get what you came for.
- Yes, and…: They open up fully — and tell you something you didn’t even know to ask.
Factions
1. The Syndicate
- Concept: Logistics Front Disguised as Enterprise
- Skills: Smuggling Routes, Silent Leverage
- Frailty: Overextended Operations
- Gear: Burner Contracts, Warehouse Keys
- Goal: Keep the system running quietly and profitably
- Motive: Control the invisible infrastructure of crime
- Nemesis: Disruptors who introduce chaos or visibility
2. The Internal Affairs Bureau
- Concept: Fractured Oversight Agency
- Skills: Surveillance Audits, Pattern Recognition
- Frailty: Internal Sabotage
- Gear: Compromised Reports, Bodycam Archives
- Goal: Root out corruption — selectively
- Motive: Restore (or reframe) legitimacy from within
- Nemesis: Their own department’s rank-and-file loyalty web
3. The Patchwork
- Concept: Decentralized Street Alliance
- Skills: Flash Mobilization, Urban Camouflage
- Frailty: No Central Leadership
- Gear: Signal Apps, Painted Masks
- Goal: Claim unpoliced space and shape it
- Motive: Territory, autonomy, and symbolic victories
- Nemesis: Developers, media, and old-school gangs alike
4. The Development Commission
- Concept: Legal Front for Strategic Displacement
- Skills: Rezoning Pressure, Legal Obfuscation
- Frailty: Public Scrutiny
- Gear: Sealed Bids, Donor Lists
- Goal: Convert contested neighborhoods into controlled assets
- Motive: Capital expansion under civic branding
- Nemesis: Embedded communities and local saboteurs
5. The Signal
- Concept: Weaponized Media Ecosystem
- Skills: Narrative Control, Info Doxxing
- Frailty: Internal Agenda Clashes
- Gear: Anonymous Sources, Target Profiles
- Goal: Dominate the public perception battlefield
- Motive: Influence outcomes by shaping the story
- Nemesis: Leaks, live feeds, and uncontrollable witnesses
6. The Wreckage
- Concept: Legacy Crime Family on the Decline
- Skills: Old School Intimidation, Clean-Up Crews
- Frailty: Outdated Tactics
- Gear: Rolodex, Rusty Shotgun
- Goal: Reclaim lost territory and respect
- Motive: Pride, memory, survival
- Nemesis: The Syndicate, who buried them in the first place
NPCs
Detective Mara Vélez
- Concept: Compromised Homicide Detective
- Skills: Pressure Interviews, Pattern Reading
- Frailty: Deeply Entangled
- Gear: Old Badge, Private Burner
- Goal: To solve a cold case that implicates her own unit
- Motive: Guilt, and a debt she can’t pay off
- Nemesis: Internal Affairs and whoever scrubbed the original files
Frank “Vice” Bellamy
- Concept: Nightclub Operator & Info Broker
- Skills: Liquor Licenses, Silent Surveillance
- Frailty: Thinks Everyone Talks Eventually
- Gear: Panic Button Under the Bar, Memory Wall
- Goal: Stay valuable to every side without picking one
- Motive: Survival via manipulation
- Nemesis: His own muscle, who wants to go independent
Lily Knox
- Concept: Burned Informant with Nowhere to Run
- Skills: Eavesdropping, Route Mapping
- Frailty: Running on Fear and Speed
- Gear: Prepaid Minutes, Backup SIMs
- Goal: To disappear without anyone knowing she did
- Motive: Her kid is living under someone else’s name
- Nemesis: A fixer she ghosted — and who never forgets
Nicholas “Cage” Tran
- Concept: Precision Smuggler with Ties to Old Crews
- Skills: Entry Logistics, Custom Forgery
- Frailty: Can’t Say No to Old Friends
- Gear: Shipping Manifests, False Papers with Real Signatures
- Goal: Pull off one final exit job that clears three names
- Motive: He owes more than money
- Nemesis: A former client who got burned and blames him personally
Daisy Quell
- Concept: Black-Hat Activist with a God Complex
- Skills: Network Exploits, Psychological Profiling
- Frailty: Needs an Audience
- Gear: Encrypted Tablet, Preloaded News Drops
- Goal: To make a very public example of a very powerful person
- Motive: Validation wrapped in ideology
- Nemesis: The Signal, whose media ops she’s about to expose
Max Harrow
- Concept: Ghost Broker of Untraceable Weapons
- Skills: Custom Loadouts, Whisper Networks
- Frailty: Reckless with People, Never with Product
- Gear: Designer Gloves, Case of Burner Vouchers
- Goal: To disappear into a private island built on blood deals
- Motive: To finally have something that can’t be taken
- Nemesis: A clean-suit contractor who got sloppy and lived
Opponents
Corrupt Officer
- Concept: Compromised Law Enforcement
- Skills: Interrogation, Procedural Navigation
- Frailty: Blackmail Vulnerability
- Gear: Service Weapon, Confidential Access Codes
- Goal: Protect their racket without losing their badge
- Motive: Stay in control of both sides of the law
- Nemesis: Anyone who exposes them to daylight
Street-Level Boss
- Concept: Local Power Broker
- Skills: Fear Management, Network Loyalty
- Frailty: Known and Traceable
- Gear: Burner Collection, Custom-Made Jacket
- Goal: Lock down territory through respect and fear
- Motive: Prove they’re untouchable — again
- Nemesis: Rival crews and restless lieutenants
Contract Operative
- Concept: Freelance Enforcer
- Skills: Covert Entry, Close Quarters Combat
- Frailty: Hunted by Past Clients
- Gear: Silenced Sidearm, Shifting Alias
- Goal: Complete the job without leaving a shadow
- Motive: Reputation keeps the work coming
- Nemesis: Any job that feels personal
Courier Mule
- Concept: High-Risk, Disposable Asset
- Skills: Urban Navigation, Concealment
- Frailty: Desperate and Disposable
- Gear: Hidden Compartment Bag, One-Way Phone
- Goal: Deliver without asking questions
- Motive: Money, pressure, or protection
- Nemesis: The package — whatever it really is
Precision Thief
- Concept: Technical Break-In Specialist
- Skills: Alarm Disabling, Escape Routes
- Frailty: One Last Score Mentality
- Gear: Lockpick Kit, Heat Sensor Mask
- Goal: Get in, get out, stay gone
- Motive: Cash, challenge, or both
- Nemesis: Motion detectors, backstabbers, and overconfidence
White-Collar Predator
- Concept: Invisible Manipulator
- Skills: Paper Trails, System Exploits
- Frailty: Believes They’re Safe
- Gear: Secure Terminal Access, Plausible Deniability
- Goal: Drain the system without ever being noticed
- Motive: Greed reframed as “efficiency”
- Nemesis: Data leaks, subpoenas, and whistleblowers
Locations
The Lockup Level
- A hidden detention zone buried beneath a civic complex, used for unofficial interrogations and deniable detentions.
- Possible encounters: Off-duty cops making private deals, disappeared detainees, ghost records, informants under duress
Crossline Pier
- A collapsed and condemned dock outside the customs grid, favored by smugglers, divers, and those moving untagged cargo.
- Possible encounters: Freelance fixers, armed lookouts, contraband handlers, desperate witnesses
Apartment 7G
- A supposedly empty unit in a quiet mid-rise; inside: tracking gear, old case files, and traces of someone living off-grid.
- Possible encounters: Surveillance tech, hidden caches, paranoid squatters, encrypted audio diaries
The Refinery Flats
- An informal zone in a former industrial area — now part refuge, part staging ground for dissidents, runners, and burned contacts.
- Possible encounters: Community medics, armed locals, whistleblowers in hiding, scavenger crews
The Horizon Lobby
- A spotless corporate atrium open 24/7, with no guards — just silent drones and a concierge AI. Everything here is recorded.
- Possible encounters: Corporate operatives, private security contractors, tech liaisons, data leakers on the move
The 3rd Rail
- An abandoned subway tunnel used for off-grid transit, backroom meetings, and the occasional body dump.
- Possible encounters: Tunnel guides, exile militias, rogue couriers, engineers who never left
Adventure Seeds
| D66 | Adventure Seed |
|---|---|
| 11 | Witness a gangland execution and decide whether to vanish, intervene, or sell what you saw. |
| 12 | Infiltrate a high-security prison to extract a burnt informant before the guards catch on. |
| 13 | Sabotage a rival crew’s supply chain before their enforcers trace it back to you. |
| 14 | Protect a high-profile investor during a volatile arms negotiation with unknown players. |
| 15 | Track a serial killer who leaves old case files at every crime scene. |
| 16 | Steal a hard drive from a corrupt official before their bodyguards or blackmailers do. |
| 21 | Clear your name after waking up next to a corpse and a gun you don’t remember owning. |
| 22 | Steal a prototype device from a corporate lab rigged with traps and loyalty scanners. |
| 23 | Breach a rival gang’s underground vault to plant a tracker — and maybe take something else. |
| 24 | Recover a stolen painting for a collector who definitely didn’t acquire it legally. |
| 25 | Escort a high-value witness across city blocks controlled by rival factions. |
| 26 | Disrupt a black-market arms deal without getting photographed, traced, or killed. |
| 31 | Intercept a rogue operative carrying intel that could unravel a whole syndicate. |
| 32 | Get a terrified witness to court without losing them to fear, bribes, or bullets. |
| 33 | Sneak into a sealed federal site and extract the only copy of a buried dossier. |
| 34 | Retrieve a cursed relic from a lockdown vault before the buyer changes their mind. |
| 35 | Recover a package stolen mid-transfer before your employer assumes you ran with it. |
| 36 | Find the trail of a crooked cop — or erase the evidence before someone else does. |
| 41 | Survive a bank heist from the inside when the job goes wrong and the exits seal. |
| 42 | Track a bomb courier across the metro before the device reaches its target. |
| 43 | Extract an ally from a gang safehouse without alerting the entire block. |
| 44 | Lure out the assassin hunting you — and decide whether to run, talk, or kill. |
| 45 | Recapture a violent escapee whose contacts go higher than yours. |
| 46 | Recover a missing weapons shipment before someone sells it back to your client. |
| 51 | Protect a philanthropist during a gala with too many cameras — and too many enemies. |
| 52 | Wake up bloody, hunted, and wiped — with 15 minutes to remember what happened. |
| 53 | Rescue a hostage who’s worth more dead than alive. |
| 54 | Steal a sealed crate from a gang warehouse before they realize what’s really inside. |
| 55 | Rescue a teammate being used as leverage — or take their place. |
| 56 | Break into a rival syndicate’s HQ and walk out with proof of their next move. |
| 61 | Escort a whistleblower out of the city while both factions hunt you. |
| 62 | Help a bleeding stranger on your doorstep — or ignore the call that drags you into something big. |
| 63 | Hit the docks before the port shipment goes dark — and everyone turns on each other. |
| 64 | Uncover who ordered the judge’s murder before the investigation gets buried. |
| 65 | Discover you’ve been exposed as a mole mid-operation — and now everyone’s watching. |
| 66 | Extract a deep-cover asset from enemy hands before they break — or flip. |