简介(Introduction)不是每个人都愿意接受法律的限制。从瓦瑞西亚人的城市(Varisia’s cities)中的斯扎尼家族(Sczarni)到传闻中由地下组织接管的切利亚斯(Cheliax)的后巷,罪犯和阴谋家们结成了秘密的同盟,虽然这些同盟会因时不时的背叛,权利的争夺和械斗而解体。甚至某些声誉良好的组织,例如探险者协会(Pathfinder Society)和雄鹰骑士团(Eagle Knights),在需要使用那些被社会的大部分人认为是危险或反感的资源和关系时,也会在必要时动用它们黑市的人脉。
即使是理想主义者和魔术师(wonder-workers)有时也会禁不住诱惑,进入法外天堂黑市中。在卡塔佩什(Katapesh)和乌斯塔拉夫(Ustalav),当领导者的行为(不管合理与否)引起民众的反对和恐惧时,它们利用这些非法的组织建立和保护它们的工作;在依莉森(Irrisen)和盖布(Geb),自由战士利用黑市的支持反抗暴君;至于说受迫害的宗教和信徒们,例如拉哈多姆(Rahadoum)中艾奧梅黛(Iomedae)的牧师和奈多(Nidal)里戴思娜(Desna)的传教士——它们必须小心翼翼的隐藏自己的行为和圣物,以免被没收或者受到更糟糕的待遇——也不得不经常与这些道德存疑的盗贼们打交道。
在本书中,玩家们能够发现地下经济中秘密的运转方式,包括内海地区和附近最著名和惊奇的黑市的描述。这样的非法场所里,冒险者可以使用新的休整期活动,通过组织一个犯罪组织或盗贼工会来建立后街或者黑巷的秩序。除此之外,本书还包含了一系列非法的内容,包括:毒药,死灵实验,诅咒遗物,成瘾药物,便携式陷阱和异端信仰的工具,所有这些都是被禁止的,而且对它们的主人和敌人来说同样危险。犯罪是危险的生意,因此,在本书中,同样提供了秘密的法术和走私者的技巧帮助玩家安全的在这个阴暗的世界中生存。
劇透 - :
Not everyone willingly accepts the limits of the law. From the Sczarni of Varisia’s cities to the underground organizations rumored to run Cheliax’s back alleys, criminals and conspiracies carve out secret alliances shaken by periodic betrayals, power grabs, and turf struggles. Even reputable groups like the Pathfinder Society and Eagle Knights make use of resources and connections that society at large may deem dangerous or distasteful, quietly buying from fences and privateers with black market connections when necessary.
Even idealists and wonder-workers are at times driven to the outlaw havens of black markets. Magical visionaries from Katapesh to Ustalav use these unauthorized enterprises to fund and protect their work even when the populace fears and opposes their methods (reasonably or not). In Irrisen and Geb, freedom fighters rely on black markets to support their efforts to undermine oppressors. Persecuted faithful and isolated cultists, such as Iomedaean clergy in Rahadoum and Desnan evangelists in Nidal, hide their practices and their relics for fear of confiscation and worse, relying on each other for safety—and just as often on the questionable honor of the thieves with whom they must deal.
In this volume, discover the secret workings of underground economies, including descriptions of the most infamous and wondrous black markets in and around the Inner Sea region. In illicit havens like these, adventurers can command a criminal organization or thieves’ guild to rule the back streets and dark alleys using new downtime
作为资源的黑市(Black Markets as Resources)通常而言,黑市的奸商是最财力雄厚的一群人,因此冒险者可以在这里买到它们需要但合法市场中没有货物,或者向黑市出售那些一般的商人负担不起的东西。传统的罪犯——包括逃税者、非法的宝藏猎人和合同杀手——也把这些不法的同伴视为它们最好的资源。在切利亚斯的前首都西冠城和艾巴萨罗姆的硬币区(Coins district of Absalom),无能的政府意味着黑市的关系往往是最快和最简单的完成任何事情的方法,即便是为公益也是如此。
对冒险家来说,许多非法的货物依然是重要的工具。因为众所周知的理由,成瘾药物、毒药、诅咒物品、危险的法术和盗贼工具通常在公开场合被禁止出售,但是这些物品对那些深入危险地牢面临到非凡挑战的英雄来说是必要的。不然,守序的英雄将被迫与罪犯联合。
对于任何权(fan)利(zheng)的(fu)敌(ren)人(shi)来说,黑市是一个无价的买卖货物和新装备的窗口。尤其那些对于权力来说极度危险的物品。如果你希望找到能够对抗盖布亡灵领主的物品,那个被称为“光之货车”的移动黑市也许是圣徽、治疗药剂或祝福魔杖唯一的来源。
同样的,当有钱人通过合法的手段掩盖事实真相时,寻求真理的人们往往会发现它们被视为罪犯,而且只有那些真正的犯法者愿意帮助它们(当然在一个合理的价格下)。那些最好的信息掮客,甚至包括那些能够完美的处理法律问题的律师和学识渊博的历史学家,通常只能过通过黑市找到;如果完全没有违法或者进行一些灰色地带活动的话,很少有人能够成为这些行业内的顶尖专家。
劇透 - :
Often, the unscrupulous traders of black markets have the deepest pockets, so adventurers turn to these merchants when the open market doesn’t have what they need or lawabiding merchants can’t afford to buy what they hope to sell. Conventional criminals—from tax dodgers to unlicensed treasure hunters to contract killers—also appreciate fellow outlaws as their best resources. In Cheliax’s former capital of Westcrown and the Coins district of Absalom, ineffectual government means that black market connections are often the fastest and easiest ways to get anything accomplished, even projects dedicated to the common good.
Many illegal goods are still vital and accepted tools for adventurers. Drugs, poisons, cursed items, dangerous spells, and thieves’ tools are often banned from public sale—with good reason—but may prove necessary to those who delve dungeons and face extraordinary challenges, driving otherwise lawful heroes to consort with criminals.
To any enemies of the powers that be, black markets are an invaluable outlet to sell goods and a source of new equipment, especially items deemed dangerous to those very powers. If you seek items to fight the undead overlords of Geb, the mobile black market known as the Wagons of Light is perhaps your sole source of holy symbols, cure potions, and wands of bless. Although this market is run by goodly clerics seeking to protect the living, in this evil land where the government is dominated by undead, the marketeers are outlaws.
Similarly, when wealthy powers use legal means to keep the facts buried, truth-seekers often find themselves criminals, and find only fellow lawbreakers are willing to help (for the right price, of course). The best information brokers, even those dealing in perfectly legal lore and history, are often available only through the black market; few get to be the best in such a trade without breaking a few laws or attracting criminal patrons.
作为冒险机会的黑市(Black Markets as Opportunities for Adventure)冒险者有许多参与黑市的方法。不管原因为何,这些冒险都涉及了权威认定的违法的力量和行为。通常包括:来自犯罪团伙持续的威胁、被大量剥削的利润或那些法外之人遭到的掠夺。在任何黑市当中,信任是最重要的东西,即便是一个盗贼团伙也会严格遵从他荣誉的准则,他们只会在某个贪婪的当事人带着城镇守卫敲响你的门,或者是一个不满意的商人背后组织的怒火被引发时才行动。不过,就如同一般的市场一样,访问者可能会认为抢劫相对于交易而言是一种更快和更简单的方法。
每一个黑市都需要商品的交易,这些交易带来了大量的工作机会。那些为黑市工作的走私者、伪造犯和勇敢的镖师成为了黑市经济的支柱。这些大胆的家伙们为黑市提供了稳定的货源。一些受信任的中间商也能找到开拓新路线的工作,它们可以充当诱饵或者成为黑市货物的其他来源。
绝大多数的黑市都需要代理人来处理那些黑市和合法市场之间的事情。某些合法的市民可能需要只有黑市才能提供的服务,代理人可以帮助他远离那些黑市里的骗子和强盗们;与此同时,代理人也可以让那些公民在离开黑市后闭紧嘴巴。于此同时,有时候,当罪犯们回到他们的老巢当中,无法取得来自合法层面的帮助时——例如患上了奇怪的疾病或者诅咒物品——代理人也可以帮助他们接触那些守法的牧师或法师解决这个问题。
对于那些正直的公民来说,黑市提供了一个可以刺探和揭露权威黑幕的机会。当局也可能为那些举报黑市的人提供奖励,但是绝大部分政府都缺乏足够的人员和能力去真正取缔一个黑市,黑市可以轻易的改头换面再次出现。不过,如果英雄们试图一劳永逸的解决黑市的问题,那么他们就必须渗透进黑市组织当中并揭发其真正的领导人,或者解决能够让黑市存活下来的社会弊病。
劇透 - :
Adventurers can get involved with black markets in many ways. Each of these risky operations requires protection from whatever authority keeps it illegal. Most also feel the constant pressure of outside criminal groups or monsters hungry for a cut of the profits, or eager to prey on those living outside of the law’s protection. Trust is the one commodity not for sale in any black market, and even if your band of thieves lives by a strict code of honor, it takes only one greedy client to bring the town guard knocking on your door, or one dissatisfied vendor to call down a rival syndicate’s wrath. And as with any market, visitors may decide that robbery is faster and easier than haggling.
Every black market needs wares delivered or collected, presenting a chance to work on the road. The smugglers, forgers, and brave caravan guards who perform these tasks form the backbone of any illegal economy. These bold conspirators provide a steady supply of contraband. Trusted agents may also find work scouting new routes, acting as decoys or running shipments on their own.
Most black markets need respectable go-betweens to settle affairs between the shadow world they occupy and the rest of the world. A law-abiding citizen in need of help only the black market can provide may need an advocate to protect her from the robbers and swindlers who call that market home—and that advocate may later need to protect the black-marketeers themselves from the citizen’s loose lips. At the same time, criminals sometimes back themselves into a corner, and find themselves unable to call upon the legal authorities for aid or protection. A criminal with an odd disease or cursed item could likely use help getting in touch with the sort of lawful priest or mage who might be able to solve the problem.
For upstanding citizens, black markets represent a chance to champion the authorities by sniffing out and exposing its activities. The authorities might offer rewards for anyone who exposes the markets’ lawbreaking, but most lack sufficient personnel or inside knowledge to truly shut down a black market, as most underground economies simply change venues when discovered. Instead, stalwart heroes looking to end such a criminal enterprise must infiltrate the market and expose its leaders, or else address the societal ills that make black markets so profitable.
黑市的种类(Perceptions of Black Markets)不同地域的不同人民对于黑市有着不同的感情。尽管在一个国家内对待黑市的方式类似,但是不同的城市和不同的市民依然造就了五花八门的黑市。
一个强大的
共产主义权威主义或者道德感的国家,例如切利亚斯(Cheliax)、安多安(Andoran)或五王山脉(Five Kings Mountains),把黑市视为他们的社会之耻。在这些国家中,很少有人敢于与它们交往。犯罪组织依然存在,但是普通民众很少会把他们视为英雄。城市当中依然存在黑市,但是那里是惯犯、革命家、间谍或外来人口的领地。如果这样的黑市能够长久的存在下去,那一定是在官方的默许之下,或者是一位有权势的黑市领导者。
来自
利益至上重商主义国家的人民,例如艾巴萨罗姆(Absalom)、杜鲁玛(Druma),卡塔佩什(Katapesh)和卡蒂亚(Qadira),对这些市场的存在习以为常。即使是那些守法的公民同样认为,非法或令人厌恶的商品并不意味着没有买家和卖家。这些地方的政府把他们的精力投入到对黑市活动的罚款而不是抓捕上。绝大多数的市民听到黑市的存在只是耸耸肩,根据他们的道德准则,有些人会远离这些地方,而有些人对这些地方充满好奇。
在那些充斥着腐败的
资本主义国家和地区,例如河谷诸国(River Kingdoms)、塔尔多(Taldor)和切利亚斯的西冠城(Westcrown in Cheliax),黑市是生活中不可避免的一部分。普通市民可能在黑市里购买重要但是难以找到的货物,富人们则是用“合理”的价格购买罕见的奢侈品。罪犯、商人、甚至在这些地区的整个市场都可能将他们的利润作为利益交换付给当局,以换取当局对这些非法行为的保护。
那些散布自己的理念或散播阴谋的
帝国主义强权国家,例如安多安(Andoran),切利亚斯(Cheliax)和塔尔多(Taldor),经常利用其对手的黑市获取利益。在外国的土地上,对于间谍来说,黑市是一个珍贵的,可以用于躲藏、补给和寻找盟友的联络点。加上一些背后的支持和巧妙的宣传,那些黑市中的犯罪组织就可以在敌国的土地上洒下反抗的种子。
那些
文明古国拥有悠久历史和失落宝藏的国家,例如纽梅利亚(Numeria)和奥斯里昂(Osirion),往往会下大力气整治和清除那些黑市,因为黑市可能会引发国家内部文物的潜在的大量的损失。有些人可能受到权利和财富的诱惑而加入黑市,但是其他的人民都痛恨那些掠夺他们国家历史文物和财富的外国人。因此这些国家的人民对待黑市的人是两极化的,要么友善,要么敌对。
劇透 - :
Black markets provoke emotions of every sort. Despite trends in a nation as a whole, the opinions of individual cities and individual citizens naturally run the gamut.
Nations with a strong sense of authoritarianism or moral rectitude, such as Cheliax, Andoran, and the Five Kings Mountains, view black markets as disgraces to proper society, and in such nations, fewer citizens dare associate with them. Criminal organizations exist, but the common folk rarely romanticize outlaws. The cities still have black markets, but they are the domain of scofflaws, revolutionaries, spies, and foreigners. If such a black market survives for long, it likely has some form of semiofficial agreement with local authorities or powerful patrons.
People from more profit-minded nations, such as Absalom, Druma, Katapesh, and Qadira, are less offended by these markets, recognizing that just because a product is illegal or distasteful doesn’t mean it won’t have buyers and sellers, even among otherwise lawful citizens. Authorities in these places focus on enforcing fines against violators without worrying about the endless task of eliminating them altogether. Most citizens merely shrug at the existence of these vendors, pointing the curious toward or away from noteworthy locations, depending on how their moral compasses align.
In places where a certain amount of corruption is commonplace, such as the River Kingdoms, Taldor, and Westcrown in Cheliax, black markets are an unavoidable fact of life, and ordinary citizens likely visit them to buy vital but hard-to-find goods or uncommon luxuries at affordable prices. Criminals, merchants, and even entire markets in these areas likely pay a cut of their profits to local authorities in exchange for turning a blind eye to their illegal activities.
Nations invested in intrigue and spreading their own vision of the world, such as Andoran, Cheliax, and Taldor, take advantage of black markets inside rival nations.On foreign soil, a black market is a valuable blind spot in the enemy’s vision, where their agents can hide, resupply, and find allies. With a little tacit support and clever propaganda, criminal organizations can prove fertile ground in which to plant the seeds of future schemes and networks of contacts.
Nations with valuable artifacts and lost treasures, such as Numeria and Osirion, devote much effort to finding and eliminating black markets because they represent the potential loss of extremely potent weapons or symbols. Some citizens may be tempted by the power or wealth these items represent, but others hate foreigners who dare to fleece their nation of its riches by exporting their history and culture. As result, citizens may be highly polarized, immediately either friendly or hostile, should they discover
a visitor’s black market dealings.
黑市规则(Black Market Rules)黑市为那些精明的冒险家们提供了一种更具风险的方式进行赚钱的交易,或是找到特殊的宝藏。
黑市数据(Black Market Stat Blocks)黑市与一般城镇相比,提供了更具价值的物品和更强力的施法者服务,但是,除非另有说明,这些和物品和服务相比于普通市场价格而言更加昂贵(+50%)。不论买家或卖家是否是罪犯,是否上缴了税款,物品和服务是否是被禁止或偷盗得来的,只要在黑市进行买卖本身就是违法的。
黑市与定居点的数据表格是类似的(GMG204),除了在这里列出的内容以外,他们的功能也是类似的。黑市必须开设在至少201个永久居民以上的定居点(小城镇或更大)内,黑市的人口永远不能超过定居点人口的一半。移动市场把距离他最近的定居点视为他所在的定居点。一个黑市数据表格由后述内容组成。
名称(Name):首先阐述黑市的名称
阵营和类型(Alignment and Type):几乎所有的黑市阵营都与它所在的定居点不同,黑市内大部分人员的阵营与黑市阵营而不是定居点阵营相差一阶以内。黑市的阵营不影响他的调整值;所有的黑市都有+1的腐败和犯罪调整值。黑市的类型指的是他的大小,大小分为:隐蔽处(hideout),贼窝(den),庇护所(hotbed),地下街市(underbelly),地下市场(underground),和地下王国(underword)。黑市的类型会确定多个属性(见表格:黑市属性)
准入检定(Access):这是搜集黑市信息和进入黑市的交涉检定DC。成功的检定将能够发现进入黑市的方法,如果检定失败但结果低于DC4点或以内,则你可以发现黑市的存在并且知道他的属性,但不知道如何进入。如果检定失败且高于5点或以上,则你将受到当地势力的额外的注意,或者引导至一个错误的方向,该检定只能每天进行一次不能重试。GM可以将检定失败且高于5点以上的结果导向一个随机遭遇,可能来自于当地的罪犯对于PC好管闲事的惩罚或当地政府对于PC试图搜寻非法货物的质疑。不管成功与否,为了在酒馆打听消息或者贿赂当地人,每次尝试都需要花费2d4gp。
成功的知识(地方)检定可以揭露黑市的一般信息,以及其中最有名的货物,如果鉴定失败且在5点以内,则可以打听到黑市的谣言。
调整值(Modifiers):黑市的调整值累加在其定居点的调整值之上。
特质(Qualities):除了定居点的特质以外,黑市有着其本身的特质。重复的(Duplicated)特质不相互叠加。
危险度(Danger):黑市的危险度取决于他的类型,加上他定居点的危险度。黑市的危险度适用于在其附近和在其中的遭遇。
灾祸(Disadvantages):除了定居点的灾祸以外,黑市有着其本身的灾祸。重复的灾祸不相互叠加
政府(Government):该项列出了黑市是如何运营的。绝大多数黑市是无政府的或由秘密组织运营。重复的政府调整值不会叠加
人口(Population):这个数值代表了在常驻黑市进行买卖或维持黑市运行的人员数量。其中大多数人都是隐蔽起来的。
重要NPC(Notable NPCs):本部分会列出重要NPC在黑市中的角色,姓名和简单的介绍。
基础购买价值/购买限额/施法服务/次级/中级/高级物品(Base Value /Purchase Limit/Spellcasting/Minor Items/Medium Items/Major Items):这些数值由黑市类型决定
表:黑市数据表格类型 | 人口范围 | 准入检定DC | 调整值 | 特质 | 危险度 | 购买限额 |
(Type) | (Population Range) | (Access DC) | (Modifiers) | (Qualities) | (Danger) | (Purchase Limit) |
隐蔽处 | 30或更低 | 12 | 0 | 1 | 5 | 4,000gp |
贼窝 | 31-120 | 15 | 0 | 1 | 10 | 8,000gp |
庇护所 | 121-400 | 18 | +1 | 2 | 10 | 16,000gp |
地下街市 | 401-1200 | 20 | +1 | 2 | 15 | 35,000gp |
地下市场 | 1201-4000 | 25 | +2 | 3 | 15 | 75,000gp |
地下王国 | 4001或更多 | 30 | +2 | 3 | 20 | 150,000gp |
表:可购买的魔法物品和施法服务类型 | 基础购买价值 | 次级物品 | 中级物品 | 高级物品 | 施法服务 |
(Type) | (Base Value) | (Minor) | (Medium) | (Major) | (Spellcasting) |
隐蔽处 | 1,000gp | 3d4个物品 | 1d6个物品 | - | 3 |
贼窝 | 2,000gp | 3d4个物品 | 2d4个物品 | 1d4个物品 | 4 |
庇护所 | 4,000gp | 4d4个物品 | 3d4个物品 | 1d6个物品 | 5 |
地下街市 | 8,000gp | 4d4个物品 | 3d4个物品 | 2d4个物品 | 6 |
地下市场 | 16,000gp | * | 4d4个物品 | 3d4个物品 | 7 |
地下王国 | 32,000gp | * | * | 4d4个物品 | 8 |
*在这个等级的黑市上,几乎所有物品都可供购买。
劇透 - :
A black market sometimes offers more valuable items and more powerful spellcasting services than the settlement in which it is found, but such items and services cost half again more (+50%) than their normal market price unless noted otherwise. Black markets by their very nature are illegal, whether because the sellers and buyers are criminals, local taxes and tariffs aren’t paid, or the items or services are banned or stolen.
Black markets have stat blocks similar to those of settlements (Pathfinder RPG GameMastery Guide 204) and function as settlements except as noted here. A black market is tied to a settlement that must have at least at least 201 inhabitants (small town or larger), and its population can never exceed half its settlement’s population. A mobile market uses the nearest settlement as its host settlement for the purpose of its statistics. A black market stat block is organized as follows.
Name: The black market’s name is presented first.
Alignment and Type: A black market’s alignment almost always differs from that of its settlement, and the majority of the black market’s workers and regulars are within one step of the market’s alignment rather than the settlement’s. A black market’s alignment does not affect its modifiers; all black markets instead apply +1 Corruption and Crime modifiers. The type is indicative of the black market’s size, whether it’s a hideout, a den, a hotbed, an underbelly, an underground, or an underworld. A black market’s type determines many of its statistics (see the tables below).
Access: This is the DC of the Diplomacy check to gather the information required to learn about and access the black market. Success reveals how to visit the black market. Failure by 4 or less reveals the market’s existence and best-known attributes but not how to access it. Failure by 5 or more attracts unwanted attention or a false lead, and the check cannot be retried for 1 day. The GM might rule that failure by 5 of more results in a random encounter, with criminals who shake down nosy PCs or authorities who question the PCs’ search for illegal goods. Regardless of success, each attempt costs 2d4 gp since PCs must buy drinks or otherwise bribe informants.
A Knowledge (local) check against the black market’s access DC reveals general information about the black market and its best-known patrons; failure by 5 or less reveals rumors of its existence.
Modifiers: A black market’s modifiers are cumulative with those of its settlement.
Qualities: A black market’s qualities are in addition to those of its settlement. Duplicated qualities don’t stack.
Danger: A black market’s danger value from its type is added to that of its settlement and applies nearby as well as within the black market itself.
Disadvantages: A black market’s disadvantages are in addition to those of its settlement. Disadvantages duplicated by both a black market and its host settlement don’t stack.
Government: This entry lists how the black market is run. Most black markets are anarchies or run by secret syndicates. Modifiers for government types duplicated between a black market and its host settlement don’t stack.
Population: This number represents the number of people who regularly sell, buy, or otherwise maintain contact with
the black market. Most are not present at any given time.
Notable NPCs: This entry lists the key NPCs’ roles, names, and abbreviated statistics.
Base Value, Purchase Limit, Spellcasting, and Minor Items/Medium Items/Major Items: These values are set by the black market’s type.
黑市特质(Black Market Qualities)除了定居点的特质,黑市还可能有如下额外的特质:
多样经济(Diverse Economy):这类黑市广泛吸引了不同类别的商人。(经济+1,基础购买价值提高20%,双倍的可购买魔法物品)
移动黑市(Mobile):这类黑市在其定居点中不断变化位置,或者干脆就是由一个流浪的商队组成(准入检定DC+3,经济-1,文化+1)
官方默许(Official Understanding):这类黑市被政府当局默许,守卫可能由政府指派,采取秘密的方式来保护黑市,或者守卫接受私人贿赂来保证黑市的安全。(准入检定-8,腐败+1,秩序+3)
受迫害(Persecuted Enclave):这类黑市可能由反对政府的宗教所把持,或者是由社会中受到歧视的那部分人所开设。(准入检定+2,腐败、犯罪和经济-1,基础购买价值提高20%)
秘密(Secretive):这类黑市很难被外界发现(准入检定DC+2)
专业市场(Specialized Market):这类黑市专注于经营某些物品或服务。(在相关主题上文化+2,相关物品或服务上的基础购买价值和购买限额提高50%)
黑市灾祸(Black Market Disadvantage)除了定居点的灾祸,黑市还可能有如下额外的灾祸
暴力(Violent):怪物或者暴力犯乐于光顾那些远离政府保护的黑市(经济、秩序和社交-2,危险+10)
黑市专长黑市的顾客可能会拥有下列这些专长:
黑市交易高手(Black Market Dealings)你走在暗巷之中,秘密的与他人交易专长效果:你在进入黑市的准入检定的交涉中获得+4加值,且你无需为此付费。如果你没有失败10或以上,则你不会受到准入检定的失败惩罚。
除此之外,你可以用交涉技能寻找定居点或黑市内的富商。如果你希望在黑市内寻找,那么DC等于黑市的准入检定DC;如果你希望在定居点内寻找,那么DC等于黑市的准入检定DC+5(如果没有黑市,那么DC=30,玩家可以将定居点的犯罪调整值作为额外加值)。如果检定成功,你可以把当前的黑市或定居点视为成大一级的存在,决定基础购买价值,可购物品数量和购买限额。如果当前定居点已经是都会,则所有的次级和中级魔法物品均可购买,高级物品提高到3D8个,基础购买价值提高到32000GP,购买限额提高到200,000gp。如果当前黑市已经是地下王国,则所有的次级和中级魔法物品均可购买,高级物品提高到4D8个,基础购买价值提高到64000gp,购买限额提高到300,000gp。该专长不与其他能够提高黑市或定居点类型的专长叠加(例如黑市客户(Black Market Connections)UC盗贼天赋)。你每周只能进行一次检定。
黑市侦探(Black Market Sleuth)你在搜寻罪犯的交易上有着敏锐的眼光先决条件:交涉1级,知识(地方)1级
专长效果:在进入黑市或寻找与黑市有联系的人的交涉检定上,你可以双骰取高。在关于黑市、罪犯或与他们有直接联系的人的知识(本地)检定上,你可以双骰取高。在都市环境下,你可以利用交涉检定而不是生存检定来追踪那些试图在街道里隐蔽的人。
犯罪同伙(Connected Criminal)你是一个犯罪艺术大师先决条件:知识(本地)5级
专长效果:进入黑市的交涉检定只需要花5d4分钟。当你处于黑市当中时,你的交涉、哄骗、表演和手上功夫可以将黑市的犯罪调整值作为额外加值。
这些加值适用于休整期活动(UCa 84)和在黑市中赚取资本的技能检定中。对你来说,黑市的每日资本限额(capital spending limits)提高5点。
谨慎走私者(Wary Smuggler)你非常善于在政府的监管之外交易先决条件:觉察5级,巧手5级,隐匿5级
专长效果:你在将非武器的小物体隐藏在身体里、旅行用的载具或动物的时候,巧手检定获得+5加值。你在都市环境下的觉察,巧手和隐匿检定总是可以取10。
劇透 - :
Black Market Dealings
You walk dark alleys and trade in secrets.
Benefit: You gain a +4 bonus on Diplomacy checks to access black markets and do not pay the gp cost to do so. You suffer no consequences for failing the check unless you fail by 10 or more.
In addition, you can use the Diplomacy skill to locate merchants who have deeper pockets in a black market or settlement. If you are looking inside a black market, the DC is equal to the black market’s access DC. If you are looking more widely in
a settlement, use the black market’s access DC + 5 (if a settlement has no black market, the DC is 30; PCs can apply the settlement’s Crime modifier to their checks). If successful, you can treat the black market or settlement as one step larger for the purposes of base value, items available, and purchase limit. If the settlement was already a metropolis, nearly all minor and medium magic items are for sale, as well as 3d8 major magic items; the base value is 32,000 gp; and the purchase limit is 200,000 gp. If the black market was already an underworld, nearly all minor and medium magic items are for sale, as well as 4d8 major magic items; the base value is 64,000 gp; and the purchase limit is 300,000 gp. This benefit does not stack with other ways to increase the effective size of a black market or settlement (such as the black market connectionsUC rogue talent). You can attempt this check only once per week.
Black Market Sleuth
You track the dealings of criminals with an expert eye.
Prerequisites: Diplomacy 1 rank, Knowledge (local) 1 rank.
Benefit: You roll twice and take the better result on Diplomacy checks to access black markets or learn about anyone who has contact with black markets. You can roll twice and take the better result on Knowledge (local) checks to recall information about black markets, criminals, and people directly connected to either. You can search for people trying to disappear in a community, attempting a Diplomacy check to track a target rather than a Survival check, but only within an urban environment.
Connected Criminal
You are a master of criminal commerce.
Prerequisite: Knowledge (local) 5 ranks.
Benefit: Attempting a Diplomacy check to access a black market requires only 5d4 minutes of effort. You can apply the Crime modifier of a black market you have accessed to Bluff, Diplomacy, Profession, and Sleight of Hand checks to make
money within the market itself.
This bonus applies to skill checks to covertly perform downtime activities (Pathfinder RPG Ultimate Campaign 84) and to checks to earn capital in black markets. You treat the capital spending limits of black markets as 5 higher than their listed value.
Wary Smuggler
You are skilled at trading without the government’s approval.
Prerequisites: Perception 5 ranks, Sleight of Hand 5 ranks, Stealth 5 ranks.
Benefit: You gain a +5 bonus on Sleight of Hand checks to conceal small, non-weapon objects on your body, or on a single animal or vehicle with which you are traveling. While in urban areas, you can always take 10 on Perception checks, Sleight of Hand checks, and Stealth checks.
格拉利昂的黑市黑市可以在任何规避法律的地方找到。每一个在本书中描述的黑市都包含其数据和一个与其相符合的背景特征(trait)。任何在本书中新出现的特质和灾祸都以星号(*)标识出来。
黄昏市场(The Dusk Market)从成瘾药物、毒药到驯化的怪兽甚至是奴隶,在西冠城(Westcrown)内的黄昏市场销售各种违法的货物。为了躲避地狱骑士中邢架骑士团(Order of the Rack)的追捕和城市中游荡的怪物,它坐落在另外一个宏伟的废墟当中,每晚在日落时分开市。
黄昏市场的艺术(社交)(Dusk Market Bribery (social)):你通过观察黄昏市场中的商人与西冠城市守卫队之间的交易学会了贿赂的艺术。当你贿赂守卫、官员或补偿召唤生物时,降低5%你花费的金币.
黄昏市场
守序邪恶(LE) 地下市场
准入检定 20
腐败+6,
犯罪+6,
经济+3,
秩序-2,
文化+3,
社交+2
特质:移动市场*,恶名昭著,官方默许*
危险+25
人口统计
政府 秘密结社
人口 1,501(1,162 人类,223 半身人,102 提夫林,50 其它)
重要NPC腐败的守卫队长 杜马尼斯·伊可(混乱邪恶 男性提夫林 6级战士)
怪物猎人 麦克斯塔瑞·贝拉娜 (绝对中立 女性人类 8级游侠)
市场交易
基础购买价值 20,800 gp ;
购买限额 112,500 gp ;
施法服务 7级
次级物品 所有可用;
中级物品 4d4;
高级物品 3d4
夜色集市(The Nightstalls)卡塔佩什的夜色集市出售非法以及有争议的货物,包括绝大部分城市中的奴隶交易和成瘾药物,以及那些走私货
夜色集市的精明(社交)(Nightstalls Navigator (social)):长时间在夜色集市中的探索让你领略到了他的无穷变化,在搜集信息时你的交涉检定获得+2加值,在关于犯罪活动的知识(地方)检定时获得+2加值,于此同时,你可以把这两个技能中的其中一个作为你的本职技能。
夜色集市
中立邪恶(NE) 地下王国
准入检定 22
腐败+6,
犯罪+5,
经济+6,
秩序-1,
文化+2,
社交+2
特质:多样经济*,官方默许*,繁荣
危险+20
人口统计
政府 秘密结社
人口 5,623(4,708 人类,247 矮人,191 半精灵,172 半身人,114 侏儒, 93 半兽人50 其它)
重要NPC盾之代理人 法蒂玛·杰伦-阿布拉(中立邪恶 女性人类 6级盗贼)
奴隶主 爵士 奥斯林·克拉里昂 (守序邪恶 男性半精灵 8级望族)
市场交易
基础购买价值 48,000 gp ;
购买限额 225,000 gp ;
施法服务 8级
次级物品 所有可用;
中级物品 所有可用;
高级物品 8d4
红丝路(The Red Silk Route)红丝路横穿了艾巴萨罗姆的硬币区,它的标志就是那些红色丝绸制的旗子。它最吸引人的地方就是各式各样的
愉♂悦娱乐活动。硬币区的那些懈怠的守卫很少关注红丝路中发生的犯罪行为,这个黑市有着他自己的警卫。
红丝路的诚意(社交)(Red Silk Frankness (social)):你从那些爽快人——硬币区保持秩序的盗贼工会中——学会了如何用“真诚”避免麻烦。你在减少他人敌意或教唆他人进行非法活动的交涉检定上获得+5加值。交涉总是视为你的本职技能。
红丝路
绝对中立(N) 地下市场
准入检定 17
腐败+6,
犯罪+5,
经济+6,
秩序-1,
文化+2,
社交+2
特质:官方默许*,战略要地,旅游景点
危险+15
人口统计
政府 秘密结社
人口 3,129(1,909 人类,326 侏儒,291 半精灵,267 半身人,155 矮人, 88 精灵,29半兽人,61 其它)
重要NPC豪爽的工会管理人 杰斯特先生(守序中立 男性半身人 11级诗人)
代币守卫队指挥官 凯斯·芬奇女士 (绝对中立 女性人类 7级骑將)
代理人 安内特·麦提玛 (守序邪恶 男性半精灵 9级卡莉斯翠的牧师)
市场交易
基础购买价值 24,800 gp ;
购买限额 75,000 gp ;
施法服务 7级
次级物品 所有可用;
中级物品 4d4;
高级物品 3d4
玷污大厅(The Tarnished Halls)在这个市场内,宝藏猎人,走私者和工匠在没有科技联盟的干扰下交易着古旧的技术和外星野兽。
玷污大厅的速度(战斗)(Tarnished Halls Runner (combat)):你与血鳝海盗一起躲避着科技联盟的巡逻。当你移动至少10英尺且使用火器和科技武器时,你获得+1背景加值AB,同时在对抗这些武器时你获得+1闪避AC。这些加值持续到你的下一轮开始时。
玷污大厅
混乱邪恶(CE) 庇护所
准入检定 20
腐败+4,
犯罪+5,
经济+2,
秩序-6,
文化+1(+3对外星货物和技术),
社交+2
特质:恶名昭著,专业市场*(外星货物和科技)
危险+30;
灾祸 暴力*
人口统计
政府 秘密结社
人口 228(167 人类,19 半身人,13半兽人,8自动人,7矮人,5兽人,4鼠人,5其它)
重要NPC血鳝海盗指挥官 卓肯达·库鲁达尔(中立邪恶 女性人类 6级杀手)
盗贼技术专家 塔兰德·哈兰特 (混乱中立 女性自动人 9级术士)
市场交易
基础购买价值 4,000 gp(外星货物或科技 6000gp) ;
购买限额 24,000 gp(外星活物或科技 32,000) ;
施法服务 5级
次级物品 4d4;
中级物品 3d4;
高级物品 1d6
光之货车(The Wagons of Light)这个在盖布境内的移动黑市内拥有圣徽、善良的自由牧师、打击亡灵的武器和便携式的正能量物品。尽管光之货车通常在梅吉塔尔的附近出现,但它们也常常变换地点。
隐秘信徒(信仰)(Covert Channeler (faith)):你在光之货车的导师教会了你如何快速的隐藏圣徽。你可以用一个迅捷动作拔出或收起圣徽。
光之货车
中立善良(NG) 贼窝
准入检定 18
腐败-5,
犯罪+1,
经济-1,
秩序+0,
文化+3,
社交-2
特质:移动黑市*
危险+10;
灾祸 诅咒缭绕
人口统计
政府 秘术团体
人口 101(81 人类,9 半身人,6吸血裔,5其它)
重要NPC布道者 乌拉尔·穆哈瑞姆(中立善良 男性人类 11级塞恩蕾的战争祭祀)
戴思娜的先导者 伊克斯拉·欧贝格 (绝对中立 女性吸血裔 7级盗贼)
市场交易
基础购买价值 2,000 gp ;
购买限额 8,000 gp;
施法服务 5级
次级物品 3d4;
中级物品 2d4;
高级物品 1d4
巫术市场(The Witchmarket)巫术市场是由一群通过原初世界(First World)传送门访问格拉利昂的其它地点的精类商人开设的。这些商贩们有时候会提出一些古怪的交换条件,例如特殊的魔法物品,购买者的寿命或者仅仅是一碗牛奶。
巫术的证明(魔法):你常常受到那些棘手的精类魔法效果的影响,你在对抗巫术或精类生物的法术和类法术能力上获得+2意志加值。
巫术市场
混乱中立(NG) 地下街市
准入检定 22
腐败+4,
犯罪+0,
经济+2,
秩序+3,
文化+1,
社交-1
特质:多样经济*,灵场
危险+15;
人口统计
政府 霸主统治
人口 537(297 精类,55 鬼婆,43侏儒,37精灵,34人类,17半精灵,44其它)
重要NPC马车巫婆 阿吉斯(守序邪恶 女性绿鬼婆 13女巫)
豪克斯特·维塔莱恩 (混乱中立 男性萨特羊人 4级诗人)
市场交易
基础购买价值 11,200 gp ;
购买限额 42,000 gp;
施法服务 8级
次级物品 8d4;
中级物品 6d4;
高级物品 4d4
黑市休整期(Black Market Downtime)即使在冒险之间,黑市依然充满了阴谋,机会和麻烦。盗贼工会、阴影组织和所有其他黑市的组织都可以使用UCa第二章的休整期规则。
黑市花费限制(Black Market Spending Limits)与定居点一样,黑市也有其花费限制,这代表了一天内你可以获得多少帮助。黑市使用其所在定居点的花费限制,尽管他可以超出定居点的正常限制。在这种情况下,所有超出定居点正常资本的花费限制都只能应用于黑市的行为和活动中。下表展示了黑市的物资、影响力和劳动力的每日花费限制。
黑市类别 | 每日花费限制 |
| (物资,影响力或劳动力) |
隐蔽处 | 5 |
贼窝 | 10 |
庇护所 | 15 |
地下街市 | 25 |
地下市场 | 35 |
地下王国 | 50 |
休整期与队伍(Downtime and Teams)在
休整期活动章节UCa所列出的那些休整期活动同样可以由玩家的团队(team)
1完成。团队不能在同一天内同时进行赚取资本或其它的休整期活动。当团队试图进行这些休整期活动时,使用与其赚取资本相同的检定加值进行一次检定。多个队伍可以在休整期活动的检定上合作,合作检定使用最高的加值,并且增加一个队伍就可以额外获得+2加值(最高+4)。在特定类型资本没有加值(a listed bonus)的团队无法在那个类型的资本上合作或尝试检定。
那些派遣它们的团队去做台面下工作的玩家将他们的雇员暴露于危险之中。如果一个团队在休整期活动的检定失败了4点或更少,那个团队处于
曝光(reported)状态。如果失败了5点或更多,团队将被
击溃(broken up)。
1:这里玩家的团队的是UCa中所指的玩家所创立的团队,如辅祭(Acolyte)、学徒(Apprentice)等,并非是游戏玩家本身的团队
曝光(Reported):当任务失败了,一个进行非法活动或秘密谈判的队伍需要保持低调。一个在休整期活动失败的团队可能被政府拘留、失去信心、或者不得不躲开那些愤怒的对手,该团队将在2d6天内失去作用。控制曝光的团队的玩家可以花费1天休整期以一个成功的哄骗检定帮团队缓颊(DC=20+定居点或黑市的腐败或法律调整值,取决于队伍的麻烦是来源于罪犯或法律),团队失去作用的时间降为1d6天。根据情况,GM可以采用不同的技能检定,例如专业(律师)能够对被当地守卫逮捕的团队起作用
击溃(Broken Up):危险的犯罪生涯有时候不会有好下场,任何在休整期活动检定上失败5点或以上的团队将被击溃——成员死亡,被监禁,或背上了犯罪的恶名。如果控制被击溃团队的玩家在交涉或威吓检定上成功(DC=20+定居点或黑市的犯罪调整值),她还可以挽救足够的资源——设备,重要信息和那些活着的团队成员——将招募相同团队的资源减半。
劇透 - :
Reported: A team performing an illegal activity or negotiating with disreputable sorts may need to lie low when it fails at a task. A team that fails a downtime activity heck may be detained by the authorities, lose confidence, or go into hiding from angry rivals, becoming unavailable for 2d6 days. The character who controls the reported team an spend 1 day of downtime attempting to ease feelings with a successful Bluff check (DC = 20 + the settlement or black market’s Corruption or Law modifier, depending on whether the team is in trouble with other criminals or with he law, respectively) to reduce the team’s exile to 1d6 days. Depending on the circumstances, the GM may allow different skill checks to reduce a team’s exile—a Profession (barrister) check may be useful in freeing a team detained by the local guard, for example.
Broken Up: The dangers of a criminal life sometimes lead to bad ends, and any team that fails a downtime activity check by 5 or more is broken up—its members are dead, imprisoned, or simply putting crime behind them. If the character who controls the broken-up team succeeds at a Diplomacy or Intimidate check (DC = 20 + the settlement or black market’s Crime modifier), she can salvage enough resources— equipment, notes, and surviving team members—to reduce the capital cost of recruiting an identical team by half.
休整期活动(Downtime Activities)本节描述了在休整期可以进行的许多不法活动。更多不法的休整期活动可以在
玩家伴侣:军团与同伴PZO9457中找到
辩解(Alibi):以一个哄骗检定(DC=15),你或者一个团队可以花费一天休整期来干扰一个正在进行或即将进行的调查。这使得你在任何说服他人你没有涉及到某个发生在过去48小时内或即将发生在未来24小时的某个特定事件的哄骗检定获得+2加值。你可以花费1点影响力使的该加值变为+5.
胁迫(blackmail):你可以花费一天休整期去挖掘某人的违法秘密。为了找到这样的秘密,你或者团队必须通过一个DC等于10+目标HD+目标魅力调整值的的交涉(搜集信息)或影响力检定。如果检定通过,你可以花费每10gp/HD去找到这样的秘密。
你可以在任何时间展示这个秘密,使你在对目标的某个威吓检定上获得+5环境加值。一旦检定成功,目标的对你的态度将保持友善1d6天,而不是1d6 × 10分钟,随后其态度每天下降一级,直到变为敌对。或者,当你在恫吓你的目标(见下文)时,你可以展示该秘密,使得你在恫吓目标的威吓检定上自动成功。一旦秘密被使用,你就不能再次使用它。
恫吓(coerce):以一个成功的威吓或影响力检定(DC=15+目标的HD+目标的感知调整值),你或者你的团队可以用一天休整期恫吓某个人或团队。如果成功,你可以强迫那个人或团队为你进行一次休整期活动,或者完全停止活动一天。不管你成功或失败,目标的态度变为不友善。
我找到了我敌人的秘密,我对我的敌人恫吓,敌人对我的态度上升一级强制命令(Enforce Order):你的团队在一天之内可以保证黑市客人和供应商的相对安全。强制命令需要一个DC等于黑市准入检定的影响力或劳动力检定。检定成功将使得黑市的秩序在24小时内提高2点,且危险降低10点。当由你执行强制命令时,商人和顾客可能会找你解决内部的纷争或外面的问题(例如外来的盗贼或不识货的守卫)
盗取(Heist):你的一个或更多忠诚的团队
潜伏(见下文)在一个组织或产业内,准备窃取珍贵的物品或信息。你必须花费一天休整期,以一个成功的估价或察言观色检定(DC=20+定居点或黑市的秩序调整值)来组织理想的人员并提供他们目标的必须信息。
在下一周的任何时间,你组织的一个或多个团队可以进行盗窃,以一个熟练工作的赚取资本检定进行。因为这些资本是从其他组织内偷来的,你不需要为此付出通常需要的gp花费。你的团队必须通过DC=20的赚取资本检定,否则他们将失败并且陷入
曝光或
击溃状态。进行盗取魔力资本的检定会受到-5减值。
不管成功与否,你的目标都会怀疑你涉及了这起事件。你可以通过成功的哄骗检定来消除你的嫌疑,
辩解(alibi,见前文)或
混淆证据(manipulating evidence, 玩家伴侣:军团与同伴
PZO9457)可以帮助你。如果试图进行一个不容易被人怀疑的盗窃行为,你的团队必须先进行
潜伏(见下文)
潜伏(Infiltrate):你花费一天休整期将你的团队渗透至其它组织中,为你提供信息或偷取资源。这么做需要一个成功的易容或哄骗检定,其DC等于20加上定居点或黑市的犯罪(犯罪组织)、秩序(执法机关或军事组织)、社交(政府或商业组织)的调整值。当潜伏在其他组织内时,你的团队可以尝试为你进行赚取资本的检定,这次检定可以使用任何潜伏组织内的资源和设施提供的加值,然而不能使用团队加值,你依然需要为此支付一定的资金。除此之外,你的队伍可以用一天的休整期尝试一次赚取资本的检定,将其结果视为对相关组织搜集信息的交涉检定,并将其信息回报给你。
任何队伍可以在其组织中潜伏一周时间。如果你的检定结果超过DC5点以上,那么可以多潜伏一周时间。你可以每周进行一次潜伏活动,让你的团队能够潜伏更长时间。一个潜伏的团队不能为你进行其他的休整期活动。
除了赚取资本或搜集信息,一个潜伏的团队可以花费一天进行一次
盗取(Heist,见前文) 。这将结束这次潜伏行动,但是不会引发对你或你组织的怀疑。被盗取的目标必须通过一个DC=20的觉察检定(调整值为你团队赚取资本加值
1)才能发现与你有关的证据。如果这次觉察检定失败5点或以上,目标甚至不会发现他们被窃贼光顾了。
1:赚取资本加值原文是Earning bonus,我的理解是团队中Earning一栏的加值。
走私(Smuggle):你的团队可以进行一次运输活动(见下文),但是运输的是非法货物或者没有缴税。走私需要花费额外的一天运输时间,并且最终的休整期活动检定DC需要加上定居点的秩序调整值。
街头暴力(Street Violence):你命令你的团队追捕,恐吓或杀死一个特定的,CR至少低于你人物等级3点以上的团队或生物。以一个成功的劳动力检定(DC=11+双倍的目标CR或赚取资本加值),目标生物或者团队将被威吓或受伤,不能进行任何休整期活动1d6天。如果你的检定结果超过5点或以上,目标生物将被捕获或被杀死,团队将被
击溃 运输(Transport):你派出你的团队,将特别的物品、人员或资本从一个地点运送到另外一个地点。那个团队在运输期间无法进行其他的休整期活动(至少一天)。在运输结束时,成功的休整期活动检定(DC=5+运输时间)意味着那个团队将其货物安全及时的送达。如果检定失败,意味着团队遭到了抢劫或者其成员私吞了货物,你损失了一半的货物。如果失败5点或以上,意味着团队被
击溃或者其成员见财起意,你损失了你的团队和所有值钱的运输品。
劇透 - :
Alibi
With a successful DC 15 Bluff or Influence check, you or a team can spend 1 day of downtime to interfere with a current or future investigation. This applies a +2 bonus to any Bluff check to convince others you were uninvolved in a specific event of your choice that happened in the past 48 hours or will happen within 24 hours. You can spend 1 point of Influence to increase this bonus to +5.
Blackmail
You can spend 1 day of downtime to learn an incriminating secret about someone. To learn a secret about your target, you or a team must succeed at a Diplomacy (gather information) or Influence check with a DC equal to 10 + target’s Hit Dice + the target’s Charisma modifier. On a successful check, you can pay 10 gp per Hit Die to learn the secret.
You can reveal this secret at any time to gain a +5 circumstance bonus on a single Intimidate check against your target. On a successful check, the target’s attitude remains friendly toward you for 1d6 days, rather than 1d6 × 10 minutes, then degrades by one category each day until the target’s attitude become hostile. Alternatively, you can reveal a secret while coercing your target (see below) to automatically succeed at your Intimidate check to coerce that target. Once a secret has been revealed, you can’t use it again.
Coerce
You or your team uses 1 day of downtime to browbeat a person or team with a successful Intimidate or Influence check (DC = 15 + target’s Hit Dice + target’s Wisdom modifier). If you succeed, you can coerce the foe to perform a downtime activity on your behalf, or no activity for 1 day. Whether you succeed or fail, the target’s attitude becomes unfriendly.
Enforce Order
Your team keeps the black market relatively safe for customers and vendors for 1 day. Enforcing order requires a successful Influence or Labor check against the black market’s access DC. Success raises the black market’s Law modifier by 2 and reduces its Danger by 10 for 24 hours. While your agents enforce order, merchants and patrons might approach you to resolve internal disputes or address outside concerns (such as unaligned thieves or nosy guards).
Heist
One or more of your loyal teams infiltrate (see below) an organization or property to steal valuables or information. You must spend 1 day of downtime and succeed at an Appraise or Sense Motive check (DC = 20 + settlement or black market’s Law modifier) to assemble the ideal recruits and provide them the necessary information on their target.
At any point in the next week, your assembled team or teams can perform their heist, attempting a check to earn capital as if performing skilled work. Because this capital is stolen from another organization, you do not need to pay the associated gp cost for earning capital. Assembled teams must succeed at a DC 20 check to earn capital, or else they fail and are reported or broken up. Performing a heist to generate Magic capital imposes a –5 penalty on this check.
Regardless of the result, your target suspects your involvement. Blame can be deflected with a successful Bluff check, which may benefit from an alibi (above) or manipulating evidence (Pathfinder Player Companion: Cohorts and Companions 26). To perform a heist without arousing too much suspicion, your team must first infiltrate it (see below)
Infiltrate
You spend 1 day of downtime to insert one of your teams into another organization to feed you information or steal resources. Doing so requires a successful Disguise or Bluff check against a DC of 20, modified by the settlement or black market’s Crime (for criminal organizations), Law (for law enforcement and military organizations), or Society (for governments and businesses) modifier. While infiltrating another organization, your team can attempt checks to earn capital on your behalf, using any non-team bonuses provided by the infiltrated organization’s facilities and resources; you must still pay any associated cost for earning capital. Alternatively, your team can spend 1 day of downtime to attempt a check to earn capital and treat the result as a Diplomacy check to gather information regarding the organization, reporting the discoveries to you.
An infiltrating team remains ensconced for 1 week, plus 1 week if you succeeded at your initial check by 5 or more. You can perform the infiltrate activity up to once per week to maintain a team’s infiltration for extended periods. An infiltrating team can perform no other downtime activities on your behalf.
Instead of earning capital or gathering information, an infiltrating team can spend 1 day to perform a heist (see above). This ends the infiltration, but deflects any suspicion away from you or your organization; the target of the heist must succeed at a DC 20 Perception check (modified by the earning bonus your team used) to find any evidence of your involvement. Targets that fail their Perception checks by 5 or more don’t realize they were robbed.
Smuggle
Your team performs a transport activity (see below), but moves illegal goods or circumvents normal taxes and fees. Smuggling adds 1 additional day to the travel time, and the final downtime activity check DC is modified by the settlement’s Law modifier
Street Violence
You order a team to capture, intimidate, or slay a target team or creature with a CR at least 3 less than your character level. With a successful Labor check against a DC of 11 + double the target’s CR or earning bonus, the target creature or team is intimidated or injured, and is unable to engage in any downtime activities for 1d6 days. If your team succeeds by 5 or more, the target creature is instead captured or killed, or the target team is broken up
Transport
You dispatch a team to move specific items, people, or capital from one place or organization to another. The team becomes unavailable for the duration of the trip (minimum 1 day). At the end of its journey, a successful downtime activity check by the assigned team (DC = 5 + days traveled) means their goods arrived safely and intact. On a failure, the team is robbed or skims off the top, losing half the cargo’s value. If its check fails by 5 or more, the team breaks up or goes rogue, and you lose both the team and the valuables it was transporting.