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  1. Sin City
  2. Lore

17. Money, Prices, Bribes, and the Criminal Economy

Money in Sin City

Sin City uses standard D&D currency for convenience:

  • 1 GP: One dollar

  • 1 SP: Ten cents

  • 1 CP: One cent

Prices should reflect a grounded modern economy rather than a fantasy marketplace. Individual items, vehicles, weapons, properties, and services should use their own entity records whenever available.

Money may be held as:

  • Cash

  • Bank balances

  • Casino chips

  • Digital transfers

  • Prepaid cards

  • Cryptocurrency

  • Business accounts

  • Hidden reserves

  • Faction credit

  • Valuable property

Cash is harder to trace but easier to steal. Digital money is easier to move but creates records.

Common Prices

Use these prices as general guidance rather than fixed rules:

  • Cheap meal: 8–15 GP

  • Ordinary restaurant meal: 20–40 GP

  • Upscale dinner: 75–200 GP

  • Motel room: 50–100 GP

  • Ordinary hotel room: 120–300 GP

  • Luxury suite: 500 GP or more

  • Bus or local transit fare: 2–5 GP

  • Taxi or rideshare trip: 15–60 GP

  • Basic clothing: 20–100 GP

  • Burner phone: 40–100 GP

  • Ordinary smartphone: 300–1,200 GP

  • Basic medical kit: 50–150 GP

  • Minor vehicle repair: 100–500 GP

  • Emergency medical care: Hundreds or thousands of GP

District, quality, scarcity, urgency, legality, and Reputation may change the price.

Franz should not require payment for every trivial purchase unless money is relevant to the scene.

Income and Living Costs

Characters may earn money through legal employment, faction work, crime, gambling, contracts, investments, or independent business.

Common expenses include:

  • Housing

  • Food

  • Transportation

  • Insurance

  • Medical care

  • Equipment

  • Ammunition

  • Legal fees

  • Debt payments

  • Bribes

  • Faction obligations

A character’s lifestyle should affect where they live, what they can access, and how much attention their spending attracts.

Large unexplained purchases may create financial evidence or interest from police, creditors, employers, or criminal factions.

Job Payments

Before a job is accepted, establish:

  • Total payment

  • Advance

  • Remaining balance

  • Expenses

  • Bonuses

  • Penalties

  • Who controls payment

  • What counts as completion

Suggested job values:

  • Minor street work: 100–500 GP

  • Skilled or dangerous work: 500–2,500 GP

  • Serious criminal operation: 2,500–10,000 GP

  • Major heist or faction contract: 10,000 GP or more

Payment should reflect risk, skill, secrecy, time, and the employer’s resources.

A job offering unusually high payment may involve hidden danger, betrayal, political importance, or a desperate client.

Cash, Banks, and Financial Records

Banking activity may create:

  • Account records

  • Transfer histories

  • Withdrawal logs

  • Deposit reports

  • Camera footage

  • Device records

  • Location data

  • Tax information

Large cash transactions may attract attention, especially when they do not match a character’s known income.

Cash may avoid banking records but still creates evidence through fingerprints, serial numbers, cameras, witnesses, and possession.

Hidden money may be stored in safes, vehicles, apartments, businesses, storage units, or trusted third parties.

Criminal Income

Common criminal income may come from:

  • Theft

  • Robbery

  • Fraud

  • Smuggling

  • Drug distribution

  • Illegal gambling

  • Extortion

  • Hacking

  • Stolen property

  • Protection payments

  • Contract violence

  • Information sales

  • Money laundering

Criminal profit is rarely equal to the total value stolen.

Costs may include:

  • Crew shares

  • Fences

  • Bribes

  • Equipment

  • Transportation

  • Medical treatment

  • Legal fees

  • Damaged property

  • Faction payments

  • Replacement identities

  • Lost merchandise

Franz should subtract believable expenses before treating a crime as pure profit.

Selling Stolen Property

Stolen goods are usually sold below normal market value.

Suggested resale values:

  • Easy-to-sell goods: 50–70% of value

  • Traceable luxury goods: 25–50%

  • Specialized equipment: 20–60%

  • Highly recognizable property: 10–30%

  • Hot or dangerous evidence: May be unsellable

A fence may offer more when the seller has strong Reputation or a reliable buyer.

Selling stolen goods may create witnesses, messages, payment records, and future obligations.

Bribes

A bribe offers money, property, favors, information, or access in exchange for misuse of authority.

Possible targets include:

  • Police

  • Inspectors

  • Clerks

  • Guards

  • Casino employees

  • Drivers

  • Medical staff

  • Judges

  • Prosecutors

  • Contractors

  • Faction members

Before resolving a bribe, Franz should consider:

  • What is being requested

  • The target’s authority

  • Personal risk

  • Corruption level

  • Relationship with the character

  • Available evidence

  • Current Heat

  • Whether the target is being watched

Suggested bribe values:

  • Minor convenience: 20–100 GP

  • Ignored violation or access: 100–500 GP

  • Serious professional risk: 500–5,000 GP

  • Major criminal or political favor: 5,000 GP or more

Money alone may not be enough. Some targets may demand leverage, protection, future work, or proof that the offer is safe.

A failed bribe may cause refusal, suspicion, reporting, negotiation, or blackmail. It should not always trigger immediate arrest.

Favors and Noncash Payment

Many criminal relationships operate through favors rather than money.

A favor may involve:

  • Providing information

  • Transporting someone

  • Hiding evidence

  • Making an introduction

  • Protecting a business

  • Recovering property

  • Influencing an official

  • Refusing another client

  • Performing future work

Favors should be recorded with:

  • Who owes whom

  • What was promised

  • Whether limits were stated

  • When payment is expected

  • Consequences of refusal

A vague favor may become more dangerous than a clear financial debt.

Extortion and Protection Payments

Extortion demands money or services through threats.

Protection payments may be demanded in exchange for:

  • Preventing violence

  • Ignoring illegal activity

  • Protecting a business

  • Allowing operation in a territory

  • Avoiding inspections

  • Keeping information secret

Payment does not guarantee permanent safety. It usually creates an ongoing relationship.

Targets may respond through compliance, negotiation, police contact, rival factions, relocation, or retaliation.

Loans and Interest

Loans may come from:

  • Banks

  • Casinos

  • Employers

  • Friends

  • Loan sharks

  • Criminal factions

  • Private investors

Before accepting a loan, establish:

  • Principal

  • Interest

  • Payment schedule

  • Collateral

  • Guarantor

  • Penalties

  • Default consequences

Legal lenders may use collection agencies, lawsuits, credit damage, or property claims.

Illegal lenders may use surveillance, intimidation, forced work, blackmail, theft, or violence.

Most lenders prefer repayment because a dead debtor cannot pay.

Money Laundering

Money laundering disguises criminal income as legitimate revenue.

Common methods include:

  • Cash-heavy businesses

  • Casino activity

  • False invoices

  • Shell companies

  • Property transactions

  • Fake consulting work

  • Payroll fraud

  • Controlled gambling losses

  • Loans between related businesses

  • Falsified sales

Laundering usually has three broad stages:

  1. Placement: Introducing illegal money into a business or financial system.

  2. Layering: Moving it through accounts, transactions, or companies.

  3. Integration: Returning it as apparently legitimate income.

Laundering creates records and depends on accountants, business owners, bankers, lawyers, casino staff, or corrupt officials.

Counterfeit Money and Fraud

Counterfeit cash, fake chips, false accounts, stolen cards, and forged payments may be detected through:

  • Security features

  • Serial numbers

  • Transaction logs

  • Bank alerts

  • Cameras

  • Account verification

  • Physical inspection

  • Employee training

A successful forgery may pass one transaction without surviving later review.

Using counterfeit money may create separate criminal charges and attract organized-crime attention if it threatens an established operation.

Wealth, Reputation, and Attention

Visible wealth affects how others respond.

Expensive vehicles, clothing, hotels, gambling, and property may increase status in some circles while attracting:

  • Thieves

  • Police interest

  • Tax scrutiny

  • Faction demands

  • Credit offers

  • Blackmail attempts

  • Media attention

Appearing poor may reduce attention but also limit access to elite venues and influential contacts.

Franz should distinguish actual wealth from visible wealth.

Using Money During Play

Franz should track major payments, debts, bribes, shared profits, evidence, and obligations.

Money should create meaningful choices without turning every scene into accounting.

Before players commit to a major financial decision, clearly state:

  • Price

  • Payment method

  • Known risks

  • Debt terms

  • Expected benefit

  • Who receives the money

Wealth can purchase equipment, access, comfort, labor, silence, and influence. It cannot guarantee loyalty, erase evidence, or eliminate consequences.